the metabolizing of oxygen and single ability to this power's Earth's atmosphere but on
food (or whatever the body rank number permanently. other planets, not so tough).
uses). Cold Generation is a Bonus
• Collapsing a target by •EC7/Cold Shaping: The hero Power. Optional Powers include
hastening the forces of decay. can control any force that Thermal Control, Condensation,
• Forming compounds by simply actively decreases the Molding, and Body Coating.
mixing materials together and temperature of something else.
not needing heat or special This can be used to increase or •EC8/Cosmic Energy
conditions. decrease the Cold's Intensity by Manipulation**: The Power
• Baking without an oven. The this Power's rank number. This Cosmic is possibly the single
Power can continually affect a function overlaps both Heat and greatest super power around.
target as long as it functions. Cold Generation but differs in With it, the character can
Any results are permanent if that this Power cannot alter the manipulate energy and matter
they do not involve a living natural temperature of a target in ways limited only by the
subject. Effects on a living or alter local temperatures to player's imagination (and the
subject cease five turns after suit the hero's w•hims. There Judge.) The minimum rank for
the Power ceases. are two primary functions to this Cosmic Energy Manipulation
Power. The first is to counteract (and it's various stunts) is
•EC6/Channel**: The PC can or supplement cold-based Remarkable (30) rank. The
absorb energy and convert it Powers. The hero can alter basic ability of this power is a
into bio-energy, manipulating it such Powers as soon as they Energy or Force blast of power
so that the hero can develop are emitted from the target's rank range and intensity.
the following power stunts: body. Such powers can be Possible power stunts include;
•Energy Emission of that increased or decreased by this •Ability Boost: This functions as
energy type up to this power's Power's rank number. The hero the Ability Boost power with
rank number in range and can also redirect such Powers. Cosmic Energy Manipulation's
intensity. This leads to the second power rank.
•Healing up to Power rank primary function. The hero can •Absorption: This functions as
number and range of Touch shape fields of intense cold and the Energy Absorption power
only. produce useful results. Ice with Cosmic Energy
•Energy detection of that Generation is a form of this Manipulation's power rank.
energy type at this power's rank Power. The hero can create •Energy Detection: The
number. shapes of rapidly formed ice character can detect energy
•Temporary primary ability that he can use in a variety of patterns and energy trails. She
enhancement to either the Power stunts. The hero can may track energy trails as well.
maximum power rank or +1CS also develop variations on Ice •Energy Gift: The character
of the higher ability rank. Generation that use other may imbue a subject (willing or
(Example, if the higher ability materials present in his not) with an energy power that
rank is Amazing, and this power local atmosphere. Such the character also possesses.
rank is Amazing then the PC substances include carbon The power rank of any imbued
can increase any single ability dioxide (even more power is chosen by the
to Amazing, or any single ability slippery than ice, and the fog character but cannot exceed
which is Amazing to Monstrous can knock people out), nitrogen, the control rank of Cosmic
(+1CS)). The duration of the oxygen (potentially dangerous Energy Manipulation or the
ability boost is 1-10 game turns. since a concentration of it can energy power itself, whichever
•This power also has a hidden make normal flames explode is lower. The subject must
bonus, if highest ability rank is with +2CS damage), and the make a successful Endurance
lower than the rank rolled for inert gases (an Amazing FEAT against Cosmic Energy
this power than the player has Intensity FEAT, since there are Manipulations power rank. If
the option to raise any one so few of these present in the subject fails then he takes
50
damage equal to Cosmic dimensional energy-form known •Phasing with power rank
Energy Manipulation's power as "Darkforce." This resembles ability.
rank. If the subject is an object a tangible, impenetrable
than substitute the items shadow and possesses several •EC13/Electrical Control: The
Material Strength for unique characteristics that the hero can control all forms of
Endurance. If the FEAT fails hero can use to develop Power electricity, whether natural,
the object is destroyed. Stunts: artificial, or Power based. He
•Healing: The character can • Blunt attack damage at Power can control the Intensity and
restore physical or mental rank. direction of electron streams
health to herself or another, • Shadowcasting of Power rank and alter the conductivity of
healing up to power rank per Intensity darkness over a materials. He can shape
target per day. maximum of three areas. electron streams into any
•Resist Radiation: The • Flight at -1CS speed. desired form. This permits him
character has resistance to • Gateway. to develop Power stunts based
radiation at power rank • Energy Solidification. on lightning–constructs
intensity. The Darkforce is as yet designed to perform certain
•Starburst: The character can undefined in the Marvel tasks (shields, cages, barriers,
generate a massive explosion Universe. For your game's etc.) The hero can increase or
of cosmic energy that causes purposes, you might simply decrease the electricity's
power rank +3CS damage to treat it as an other-dimensional Intensity and reduce damage by
everything within her area and power source that fills its own his Power rank number. If the
and power rank +1CS to every entire pocket dimension. That electricity is Power related,
other area out to 5 areas away. definition will work in or out of then the target's Power rank
This reduces Cosmic Energy the official Marvel Universe. determines the Intensity of the
Manipulation's power rank to FEAT the hero must make to
Feeble (2) rank for 1-10 turns •EC11/Dreamscape gain control. The hero has
and it will then regain +1CS Manipulation: This is a trivial Power rank Resistance to
power rank per turn until it form of Dream Control. The PC Electrical Generation. Optional
reaches it's normal maximum can enter the dream world and Powers include Electrical
again. manipulate the energies within Generation, Energy
this pocket dimension to their Doppelganger, Energy Sheath,
•EC9/Cyberspace whim. This power functions like Energy Body, Carrier Wave,
Manipulation: The PC can a temporary minute form of and Energy Path. Because
enter Cyberspace and Reality Manipulation at power electricity forms the basis for
manipulate the energies in that rank number while within the most of our technology, the
pocket dimension to his/her dream world. hero can use his Power to
whim. This power functions like remotely control any
a temporary minute form of •EC12/Ectoplasmic Control: electrical device on a Good
Reality Manipulation at power The PC can manipulate and Intensity FEAT. More complex
rank number, while within the shape the extradimensional devices like computers require
Cyberspace. spirit matter called Ectoplasm to a more complex form of control
perform a variety of power and a Remarkable Intensity
•EC10/Darkforce stunts: FEAT.
Manipulation: This is a Power •Blunt attacks at power rank
that is unique to campaigns range and damage. •EC14/Electro-magnetic
using the Marvel Universe. It •Telekinesis at power rank. Manipulation**: The PC can
does not apply to campaigns •Construct intangible spirit emit and control the energies
set in other parts of the forms. that make up the Universal
Multiverse. The hero can •Energy Solidification up to Spectrum. This power has an
generate and control the extra power rank. added bonus power of Focus.
51
However, the PC can only focus stunts. There are two spots out of my eyes…") When
all the energies of the spectrum advantages to this Power. The creating the character, the
into one single attack. All first is the ability to gain an player can raise his Power by
energy powers begin with Energy Emission Power fueled +1CS by limiting him to a
separate ranks determined by the environment. Dazzler, for specific Energy Conversion
randomly by rolling on Column example, can convert sonic (Sonic to Light, in Dazzler's
4. The Universal Spectrum is energy into light. She then example). The player must
comprised of multiple energy refined that Light Generation determine the characteristics for
types providing the hero with a into a variety of effects, the secondary Power he gains
wide variety of energy types including lasers, light shields, by taking Energy Conversion.
and intensities: and hypnotic effects. The These would match the
•Hard Radiation second advantage is the ability appropriate listing in the Energy
•Light to transform deadly force into Emission section.
•Sound less dangerous forms. For
•Microwaves example, if your hero found •EC17/Entropy Magnification:
•Radiowaves himself caught in a raging Entropy is the tendency of an
•Magnetism firestorm, he might Convert the object to or system to
•Heat heat into Cold. This would both disorganize and end up in
•Gravity (Pressure) protect him and extinguish the disorder or randomness. For
fire. (The paramedic shook his example, a crystal dish set on a
•EC15/Energy Absorption: head. "I'll be danged if I can table represents more order
The hero can absorb a figure out how a man can get than the set after being
particular type of energy (his frostbite fighting a fire.") The shattered with a hammer. The
choice) and convert it to health maximum Intensity of Energy hammer represents Entropy.
up to power rank. Alternatively that a hero can convert is equal The power lets a PC accelerate
the hero may release the to one rank higher than his the rate of decay in an object,
energy as an explosion with Power rank (a red FEAT). group or system. This has
power rank damage and range Excess energy remains in its varying effects depending on if
centered on the hero. The hero original state, although its the power is focused on
may power stunt this power to Intensity is diminished by the physical or intangible things.
use the absorbed energy to Power's rank number. Example: Physical
raise an ability or power rank by The Astounding Adaptor This power can do rank level
the amount absorbed up to possesses Excellent Energy damage every round to physical
power rank number for 1-10 Conversion. While traveling objects To do damage, an
game turns. through Nebraska, he spots a opposed FEAT roll is made
tornado about to touch down. against the objects Material
•EC16/Energy Conversion: He directs his Power at the Strength rank or the Endurance
The hero can simply change tornado, which possesses of the individual in question.
any form of energy into any Amazing Intensity. The most his Considering the constant flux of
other form. The transformed Power can directly affect is order and chaos, physical
energy's Intensity is one rank Remarkable Intensity. He tries damage is not always
lower than its original level. The for a red FEAT and succeeds. permanent. Duration of
hero can transform energy by The tornado bursts into an damage is determined by a
an Intensity FEAT equal to the Amazing Intensity flash of successful FEAT roll. A Green
target energy's Intensity. The orange light. High winds of FEAT roll makes the damage
hero begins with the ability to Remarkable Intensity continue last for 1 round. A Yellow FEAT
transform any energy into one to buffet the area, but at least roll lasts for 10 rounds and a
specific form. He can develop the worst of the property Red FEAT roll makes the
the ability to transform energy damage has been avoided. damage permanent.
into other forms as Power ("Now if I could just get these Intangible
52
This is where power stunts tend attack is as for the original Control Power.
to come into play. Several attacker. The hero reflecting the
results are possible: attack makes an Agility FEAT to •EC21/Energy Sponge: The
•Disrupting someone's determine if the reflection hits hero can absorb any form of
concentration. its target. A hero does not lose energy, whether natural or
•Diffusing an energy attack. Karma from the results of a Power-based, and not suffer
•Wrecking havoc with computer reflected attack. If the hero is any damage. The hero can
systems. attacked with more than absorb energy equal to his
•Cause meetings to degenerate Unearthly damage, the hero will Power rank number. This stored
into arguments. reflect 100 points of that energy can be released at any
The possibilities are many and damage elsewhere, and take time the hero desires; upon
varied. When using this power the remainder. release it has a lower Intensity
this way on multiple targets take than its original state (-2CS).
the highest Psyche or highest •EC20/Energy Solidification: The hero may also choose to
intensity and add +1CS to the The hero can transform energy harmlessly dissipate the energy
opposed intensity for every 4 into a matrix that simulates solid over a long period; this is a
members of group. matter. This matrix may be any number of turns equal to the
shape the hero desires, Intensity rank number. For
•EC18/Energy Plasmoids: although greater complexity example, your hero soaks up an
The PC can use energy to mold requires a higher Intensity Incredible radiation blast. He
glowing patterns of energy that FEAT to create. For chooses to re-release it later as
detonate within a limited time example, simple solids can be a single, Excellent Intensity
span. There are many different formed by a Feeble FEAT. blast that could really muck up
forms of this power that can be Animated forms require a whatever it hit, or he could let
manifested and developed Typical FEAT. Likenesses and the radiation slowly seep away
through power stunts. The time simple machinery require an (this takes 40 turns, or four
of detonation is determined by Incredible FEAT. The energy minutes). When the hero
the subconscious mind of the matrix possesses Strength reaches his limit, three things
PC or 1-10 game rounds later. equal to the Power rank. It can happen. One, the hero
Each power and characteristic continues to exist for a duration simply cannot absorb any more
is unique in their own way. The determined by the hero's energy until he releases what
following are two forms of this Psyche. After that time, the he has already soaked up. This
power that have been observed matrix harmlessly dissipates. assumes the hero is in control
so far: Some of the uses for this Power of the situation and has a
•Fireworks (Jubilee) include: choice in his actions. The
•Bombs (Domino) • Forming cages or barriers. second possibility is that a "gag
• Forming servants to perform reflex" takes effect. Just as a
•EC19/Energy Reflection: This desired tasks. human expels all food when the
Power grants the hero a limited • Creating Body Armor to intake limit is reached, so too
form of Invulnerability (as the protect and enhance the hero's will the hero simply,
Power) to a specific form of abilities. uncontrollably release all
energy. Any attack of that • At high levels, the hero can absorbed energy at once. This
energy up to Unearthly damage build semi-permanent situation assumes the hero
or Intensity inflicts no damage structures at will. Pieces that doesn't know his own limit, or
on the character. The attack are "broken off" from the matrix has a low Intuition (Typical or
may be reflected in the round it immediately revert to their lower). The third possibility is
occurs against the attacker or original energy form, doing dangerous for the hero. If he
another target within Power -4CS damage to the vandal. attempts to absorb more than
rank range. The damage of the Optional Powers include any his limit, he may\ suffer physical
Energy Emission or Energy damage. The hero can
53
temporarily absorb greater a target and convert that energy that will only cease when the
amounts of energy by making into extra Strength, Endurance, target has been completely
repeated red FEATs. Each Psyche, and other Powers he drain of energy. If the Energy
successful FEAT enables him to possesses. The hero can force Vampire fails to make any FEAT
absorb the next higher Power a non-living, nor sentient target during the feeding process, he
rank number worth of energy, to release all its energy, an breaks off his attack and cannot
minus the number already Intensity FEAT equal to the reestablish it. The victim
absorbed. When the hero fails energy potential of the target. instantly develops an immunity
the red FEAT, trouble occurs. All For example, an auto battery to that particular Energy
absorbed energy is released in can be drained on a Typical Vampire, and cannot be
a single turn, doing full damage Intensity FEAT, a gallon of subjected to any of his future
to the hero. If the hero makes gasoline by Good Intensity attacks. However, this does not
one last red FEAT, he takes FEAT, the magnetism every protect the victim from other
only half damage but loses the tape in a music shop on an Energy Vampires. The drained
Power permanently. Example: Excellent intensity FEAT, the energy is added in equal
The alien hero Sukupp heat of a blast furnace on an amounts to the Vampire's
possessed an Excellent level of Amazing Intensity FEAT and so Strength, Endurance, Psyche,
the Energy Sponge Power. on. Living and/or sentient and any other Powers he
While he was visiting targets are harder to drain, possesses. The exception is
Charleston, terrorists detonated because they possess Psyche. this Power; no Vampire of any
an atomic bomb of Monstrous The target's Psyche determines type can increase his own
Intensity. Sukupp had no choice the Intensity of the FEAT Power. Example: Evan the
but to try to absorb the blast. He needed. A successful FEAT Energy Vampire possesses
made his first red FEAT and enables the hero to drain Good Energy Vampirism. His
absorbed 30 points of the blast. energy from the target. The intended victim is Heatwave, a
He didn't have time to release amount drained is equal to this human with two Powers
it, nor was this the proper place; Power's rank number. The (Typical Gliding and Excellent
the fireball was growing. He amount is drawn from all the Heat Emission) and Good
made his next red FEAT and target's Energy Emission Psyche. Evan makes the
absorbed another 10 points. A Powers and any energies required FEAT roll (not red) to
third red FEAT allowed him to that form his physical make-up; begin feeding, and drains 10
absorb an Amazing amount of this applies if the hero is a non- points from his victim's highest
radiation, minus the points human (a robot, for example). Power rank number.
already absorbed (50-40=10). The Energy Vampire can only Heatwave's Heat Emission
Sukupp now had 50 points of drain Powers that actually emit loses 10 points and drops to
the blast's 80 soaked into his energy—see the Energy Good. Evan's three abilities go
body. There was still enough Emission section. Powers that up 3 points each, thus
free to contaminate the city. do not emit energy cannot be increasing his Health by 6. The
Sukupp had to absorb it all. He affected by this Power (but, see next turn, Evan makes another
tried. He failed the last red Power Vampirism). The Energy FEAT and drains another 10
FEAT. For second, his body Vampire can drain the Power points, drawn equally from
glowed like a small star. Than, rank number amount of energy Heatwave's Psyche and Heat
he was gone.\ When creating each turn as long as he keeps Emission (dropping each by 5
the character, the player can making successful FEATs. He points). Add another 3 points to
raise the Power rank by +1CS can voluntarily stop feeding at Evan's three abilities and
by specializing in absorbing a any point by making a Psyche another 6 to his Health. The
single type of energy. FEAT roll of any color except next FEAT is a repeat
red. A red FEAT means his performance. At this point,
•EC22/Energy Vampirism: The hunger is beyond his control. Evan's\ player decides he's had
hero can drain the energy from He has entered a feeding frenzy enough, and rolls a 43; quitting
54
is no problem. Why do Energy •Organic simply changes the Intensity of
Vampires do it? Due to their •Inorganic what's already there. He can
odd nature, they lose energy at The player is free to choose increase or decrease the
a dreadful rate. Their rank which type of matter he may Intensity of gravity by his Power
numbers for Strength, imbue when he takes this rank number. This effect may
Endurance, and Psyche, and all power. be centered on himself or
Powers (except this one), drop projected onto a target. This
1 point per hour. The Energy •EC24/Fire Control: The hero permit him to develop a variety
Vampire must feed to bring can control existing flames, of Power stunts:
those abilities and Powers up to whether natural or Power- • Changing the direction of
their original levels. An Energy based. He can alter any factor gravity.
Vampire cannot actually starve involved in combustion without • Creating artificial gravity in a
to death; when all his affected direct physical contact. The normally weightless situation.
rank numbers reach Shift 0, he hero can increase or decrease • Launching targets into space
enters a deathlike trance. His the flame's Intensity up to his by reducing their weight to zero
Vampirism continues to function Power rank and reduce fire and letting the Earth's
and tries to drain anything that damage by his rank number. revolution fling them upward.
comes in contact with him. This Power includes Power • Levitation at -1CS speed; this
When the Vampire's abilities rank Resistance to Fire and can be done to the hero himself
return to Feeble, he returns to Heat. The most important or a target.
life. When creating the Energy aspect of this Power is enabling • Incapacitating a foe by
Vampire, the player must the hero to reshape flame into suddenly, drastically increasing
choose a weakness. He can any form he desires. This can his weight beyond his
increase the Power rank by be used in a variety of Power Strength's capacity to move.
+1CS by choosing a second stunts, as the hero develops • Forcing aircraft to land by
weakness, up to a maximum of numerous fiery constructs to increasing their weight beyond
+3CS (four weaknesses) for the perform miscellaneous deeds. their engines' lift potential.
Energy Vampire. Energy Such fiery constructs do not act • Sinking ships by making their
Vampirism is communicable. A like normal flames. They emit weight exceed their buoyancy.
living and/or sentient victim who less heat and consume less • Forming large asteroids by
was Completely drained of all oxygen. Their fire doesn't coalescing spacial debris.
energy by an Energy Vampire spread past the outline of the The gravity remains altered for
must make a mandatory constructs. In addition, they self as long as the Power functions.
Psyche FEAT roll. On a red extinguish rapidly upon After cessation, gravity returns
result, he becomes an Energy cessation of this Power. to normal.
Vampire with Feeble Power Optional Powers include Fire
rank. Generation, Thermal Control, •EC26/Hard Radiation
Energy Sheath, and Energy Control: The hero can control
•EC23/Explosive Power: This Body. existing radiation, including X-
is a combination of the powers rays, alpha, beta, gamma, and
Energy Plasmoids and Energy •EC25/Gravity Manipulation: cosmic rays. The hero can
Imbuement. The PC can imbue The hero can control gravity, increase or decrease the
any object with energy that will the force that attracts all radiation's Intensity, up to his
explode. Like the Energy particles to all other particles. Power rank, and reduce the
Plasmoids power time can be Gravity always exists wherever damage done by radiation up to
an irrelevant factor in when the there is tangible matter. (in his Power rank number. The
explosion takes place. The dimensions composed entirely hero can direct the flow of
intensity is the power's rank of energy, though, gravity is radiation and can alter its
number. There are two forms of optional.) The hero doesn't nature by converting any form
this power: really generate gravity; he of radiation to any other form. If
55
a radiation related Power is perform complex tasks. The simplest form is merely
involved, the target's Power difficulty of such tasks rendering the machine
rank determines the Intensity of determines the Intensity of the inoperable by altering the
the required FEAT. For required FEAT. The hero can magnetism of the components.
example, an Amazing Intensity have a Bonus Power of either A more refined use of the
FEAT is required to control Telekinesis or Kinetic Bolt. The Power enables the hero to
Amazing Radiation Emission. remaining Power can be an actually control a machine.
Optional Powers include Hard Optional one.
Radiation Emission, Energy •EC31/Microwave
Doppelganger, Energy Sheath, •EC29/Light Control: The hero Manipulation: The PC can
Energy Body, and Energy can manipulate existing light. control the microwaves found in
Sustenance. This can be visible, infrared, or the Earth's environment with
ultraviolet light. The hero can power rank intensity. The PC
•EC27/Imbuement: The hero alter the intensity, frequency can increase or decrease this
can charge an object with (color, in other words), and intensity up to power rank. The
energy that will send off a surge coherence of light on a Good PC can also reduce microwave
of energy when in contact with Intensity FEAT. The hero can damage by up to power rank.
it. The object can be imbued actually change the direction of This power also includes power
with any one type of energy of light and form crude holograms rank resistance to microwave
power rank intensity. The most on a Remarkable Intensity energies. The most important
common objects that are FEAT. Such holograms are little aspect of this power is the
imbued are weapons, in that more than clouds or single-color ability to reshape existing
they give additional damage to walls. The Power allows +1CS microwave energies into any
the victim. However, anything Resistance to Light-based shape desired. This could be
that the PC is contact with can Powers, since the hero can used for a variety of power
be imbued. Only inorganic redirect or dispel them. Optional stunts by a hero. This power
material may be imbued with Powers include Light also grants the hero a bonus
this power. Generation, Energy Sheath, power of Microwave Generation
Carrier Wave, and Illusion at power rank ability.
•EC28/Kinetic Control: The Casting. The Nemesis is itself.
hero can control the energy of •EC32/Nullifying Power**: The
motion itself. He can increase •EC30/Magnetic Manipulation: hero with this extremely potent
or decrease kinetic energy's The hero can control magnetic Power can negate the inborn
Intensity by his Power rank force. He can increase or super-human Powers of other
number. With a Typical Intensity decrease magnetism's Intensity individuals with Power rank
FEAT, he can change the by his Power rank number. He ability. Technological or Magical
direction of any moving target. can use existing magnetism, abilities are unaffected. Those
He can impart momentum as if whether natural or Power- affected must make an
he physically pushed the target, based, to perform any desired Endurance FEAT against the
with his Power rank taken as task. The required Intensity Power rank Intensity or lose
Strength. The primary purpose FEAT is equal to the Intensity those inborn abilities as long as
of Kinetic Control is to control rank of the magnetism. The the hero is in range, or for 1-10
Telekinesis and Kinetic Bolts. In hero can alter the polarity of a rounds. Note that this Power
the former case, the hero can magnetic field (but not a will affect all within the range of
redirect the target's efforts. A neutron flow!). He can shape the Power, and the individual
FEAT equal to the target's the field into forms to produce may use no other inborn
Power rank taken as Intensity any effect. These can be superhuman Powers while
ensures this. In the latter case, developed as Power Stunts. using this Power.
the hero can shape Kinetic The Power can be used to
Bolts into forms that can control simple machinery. The •EC33/Plasma Control: The
56
hero can control fields of highly Powers must roll a second time: to modify. Good Luck may only
charged particles. The hero can affect the hero with the Power.
increase or decrease the Roll Result Bad Luck affects those that are
plasma's Intensity and reduce 01-50 Bad Luck attacking the hero or performing
its damage by his Power rank 51-90 Good Luck actions that would result in
number. The Power includes 91-100 May manipulate damage to the hero. Note that
Power rank Resistance to both types the allies. friends, and relatives
plasma's effects. The Power of the hero with this Power do
has two main uses. The first is An individual with Bad Luck not benefit from this Power, and
shaping plasma fields into any Power may call it into play for in fact may be damaged by its
shape desired. This can be any roll. On that roll, the order limitations.
developed into a variety of of the dice is changed — the
Power stunts as the hero low die is always considered •EC35/Radio-wave Control:
develops numerous plasma the “tens” the high die "ones" (a The hero can control existing
constructs to perform various nine and a one are not 91, but radio waves, whether AM., FM,
deeds. Such constructs do rather 19). Similarly, one with or microwaves. The hero can
possess the typical side effects Good Luck Powers will read the increase or decrease the radio-
of plasma fields, and dissipate high number first. Given the waves Intensity by his Power
upon cessation of the Power. potential Power of heroes using rank number. A Good intensity
The second use of Plasma the manipulative Powers to FEAT permits the hero to alter
Control enables the hero to further alter the roll, a limitation the frequency and direction of
counteract plasma related to this Power must be taken by such waves and garble
Powers. These include Plasma the character. This transmissions. The hero has
Generation, Energy limitation may be any one of the Power rank Resistance to radio-
Doppelganger, Energy Sheath, following, or may be one based attacks; such attacks are
and Energy Body. The devised by the Judge. normally limited to an opponent
target's Power rank determines • Affects all targets in same thinking he's a microwave oven
the required intensity of the area (Good or Bad). about to cook the hero's goose.
FEAT. For example, an • Only operates on FEAT rolls The Power really comes into its
Excellent Intensity FEAT is involving non-living things own when used as a form of
required to control Excellent • No Karma may be gained in electronic-age Illusion Casting.
Plasma Generation. Optional any encounter using this Power That is, the hero creates
Powers include Plasma • All associates of the individual complex signals that simulate
Generation, Energy (teammates, etc.) suffer the an actual broadcast. Voice-only
Doppelganger, Energy Sheath, effects of Bad Luck. Check this broadcasts can be simulated by
and Energy Body. with a Psyche FEAT rolled a Typical Intensity FEAT.
every week or so. secretly. This Musical or multi-voice
•EC34/Probability effect will disappear if the broadcasts require an Excellent
Manipulation: This is a very individuals stay away from the Intensity FEAT, as does a still
potent Power. and has strict teammate for about a week. picture. A single figure with a
limits. The hero has the ability • The Judge keeps track of blank background or a simple
to alter the chance element every Good and Bad affected cartoon-like broadcast requires
effected by the die. Individuals roil (bad for opponents is good an Incredible Intensity FEAT. A
with this Power include the luck- for the hero). single figure with a complex
manipulators Black Cat, The Judge, if he finds an background (think of an evening
Shamrock, Roulette, and imbalance, may ask for any news broadcast) requires a
Longshot. but not the hex- critical die roll to be Good or Monstrous Intensity FEAT. Any
manipulator Scarlet Witch Bad to balance things up (no other broadcast can be
(though her Power is related). A more than once per hour). The simulated on a Shift X Intensity
hero with manipulation Judge chooses which die rolls FEAT (think Academy Awards
57
production numbers, and you'll hero resembles a living shadow. any force that actively
see why so high). Obviously, changes the temperature of
this is a Power that is only really •EC37/Sound Manipulation: something else. This
useful in high-tech campaigns. The hero can control existing includes any source of heat
Oh, it could exist in a primitive sound. He can increase sound's or cold, whether natural,
situation, but then who would Intensity by one rank by means artificial, or Power based.
know? This has a Bonus Power of a Power rank FEAT or The Power overlaps both Heat
of Radio wave Generation. decrease it by his Power rank and Cold Generation but it also
Optional Powers include Energy number. It also provides the differs from them in that this
Doppelganger, Energy Sheath, hero with Resistance to sound- Power cannot affect the natural
and Carrier Wave. based Powers; again, his temperature of a target or alter
Power rank number decreases the local temperature to suit the
•EC36/Shadowshaping: This the Intensity the attack. This is hero's whim. For example,
is not Darkforce Manipulation; possibly the single most useful Thermal Control could cool a
that's handled elsewhere. This Power of all those that don't do girder being heated in a
Power enables the hero to actual damage. The uses are furnace, since that thing is
affect normal shadows and, infinite: being actively heated, but it
indirectly, light as well. The hero • Muting the voices of an could not change. the
can shift the location and size of opponent group, thus temperature of another girder
normal shadows. He can form preventing them from lying outside the furnace
them into two-dimensional coordinating their actions. (nothing is being done to that
images that can do Power rank • Muting alarms. one). Thermal Control is mostly
damage to real targets. The • Magnifying distant sounds to used to counteract or
hero can also Remote Sense make them audible at the hero's supplement temperature
through these shadow location altering Powers. The Power can
constructs. The hero can • Increasing faint sounds to affect such others as soon as
increase or decrease the enable the hero to perform they are emitted from the
Intensity of any shadow, certain actions (like cracking a target's body. That is, you can
whether natural or Power- combination lock). affect the Human Torch's
based, by his Power rank • Destroying boom boxes if the fireballs but not his Fire Sheath.
number. This overlaps with hero doesn't like the music. The target's Power rank
Light Generation and • Cranking up boom boxes if he determines the required
Shadowcasting but differs in does Okay, a lot of the uses are Intensity of the FEAT.
that either effect is possible and somewhat frivolous. Still, the Controlling the Torch's heat
only existing shadows or ability to knock out voice is a takes an Unearthly Intensity
shadow-related Powers are powerful weapon. FEAT. Optional Powers include
affected. The hero has the Sound Manipulation can also be Heat Generation, Fire
ability to see through any used to reinforce sound based Generation, Cold Generation,
shadow as if it were a normally- Powers. The hero can raise the Fire Control and Cold-shaping.
lit area, provided its Intensity is other Power rank +1CS as long
less than or equal to his Power as this Power functions. This •EC39/Time Control:** control
rank. This does not apply to has a Bonus Power of Sound is a powerful Power. Should the
Darkforce, however. This Power Generation. Optional Powers hero choose it, it will count as
includes Power rank Resistance include Vibration and Vibration two Powers, and the hero will
to shadow-based Powers. This Control. receive an automatic limitation
has the Bonus Power of from the Judge (who is
Shadowcasting. Optional •EC38/Thermal Control: encouraged to be fiendish in
Powers include Light Control, The hero control applied heat this matter). Time Control
Energy Sheath, and Energy or cold; that is, can control allows the character to perform
Body. In the last two cases, the
58
Power Stunts involving time, as character (hat summoned them, to fall into the sea, you won't be
limited by the laws of the Marvel despite the chance for much help. Of course, if your
Universe. Each Power advancement. These duplicates hero possesses Vibration as
Stunt must be gained may not use Time Control well, he might get blamed for
separately, and the hero starts abilities of their own. the quake. On a smaller scale,
with no Power Stunts initially. • Initial use of this Power the Power can be used in a
Such stunts include: creates up to 2 duplicates. After variety of everyday situations:
• Speeding up time surrounding the Power Stunt is automatic, a • The hero can distort or even
the hero, permitting him new Power Stunt may increase mute a target's voice. This
Lightning Speed of this Power that number by one (you have effectively negates vocal
rank. to have three duplicates down Powers. This is done by directly
• Slowing down time for all before you can summon four). affecting the target's larynx.
within one area, allowing the Death of a duplicate is • If your campaign includes
hero Multiple Attacks of this considered to be death of a other Dimensions that can be
Power rank. character, and though the reached by adjusting your
• Slowing down the time for an original may be unharmed, vibratory rate to that of the
injured, dying, or poisoned Karma is lost. Whether such chosen dimension, then this
character. One turn passes for death will result in the eventual Power will do the trick on an
the character so affected as the death of the "original" character Amazing Intensity FEAT.
Power rank number of turns is up to the Judge. • The hero can cripple
pass for the others (if used in gyroscopes, thus disabling any
combat, treat as Multiple •EC40/Vibration Control: The vehicles dependent on them
Attacks as noted above). hero can control existing (subs, aircraft). This is a Typical
• Traveling in Time: According vibrations. These may be Intensity FEAT, which
to present theories on time in natural or Power-based. The incidentally also works against
the Marvel Universe, the past is hero can increase or decrease robots.
immutable. When a character the Intensity of the vibration by • The hero can adjust the
travels back in time, that his Power rank number. He has vibratory rate of his own atoms,
character is actually shunted to Power rank Resistance to permitting him to Phase through
an alternate dimension where Vibration and Sonic attacks. A solid objects or let solids (like
the desired actions are Power like this can make a hero bullets) pass harmlessly
occurring. By going back in time extremely popular in a quake through him. Optional Powers
and "changing the past" one prone locale like southern include Vibration, Sonic
creates a divergent reality but California. Using the Richter Generation, and Sound
does not change the "original" scale, these are the required Manipulation.
past of his time line. Similarly, Intensities of the FEATs for
travel into the future will put the controlling each class of •EC41/Space Manipulation:
character into an alternate earthquake. Through the use of this power
future dimension, which may the hero wrap space around
not be the actual future of his Richter No. Intensity them to their liking. Villains
character. 1 FE, PR attempting to charge the hero
• Summoning Duplicates: These 2 TY, GD may find the distance between
duplicates may be summoned 3 EX, RM them growing inexplicably.
from the past, future, or 4 IN, AM Heroes may also use this as a
alternate dimensions 5 MN, UN movement power gaining -1CS
(information on which of the 6 Shift X, Shift Y Lightening Speed. The Hero
three is not available to the 7 Shift Z, Cl1000 may shrink space, expand it
player at start). The 8 Cl3000, Cl5000 and wrap it about them to avoid
doppelgangers have identical bullets and other nasty
stats and abilities to the Okay, if California is determined surprises.
59
Energy Emission Powers
Power can be emitted by any aura surrounding only the used. If the hero has
part of the hero's body. For hero's head. Power can be multiple Powers, each Power
most Powers, it is not important emitted in any direction desired can be assigned to a different
to specify the emergence point. without the hero's having to nod finger.
For the Powers of the Energy his head. Legs: Power is emitted
Emission class, though, Eyes: Power is emitted through downward from an aura
emission points become the hero's pupils. The power is surrounding both legs. It is
important. This affects how the directed wherever the hero is difficult to aim leg emission
hero utilizes his Power. It looking. If the eyelids are Power, which travels in the line
determines ways goes can closed, this Power cannot defined by the lower leg. Such
negate that Power. If the hero function. Powers are usually limited in
loses the part of his body Mouth and nose: The Power is range to contact only.
containing the emission point, primarily emitted through the Feet: Power is emitted by the
he may lose his Power as well. hero's mouth. To aim, he turns hero's soles. As above, such
When creating the hero, the his head and shapes the mouth Powers are difficult to aim and
player should determine an, as though blowing out a candle. are usually limited to contact-
emission point for any Energy Seepage occurs through the only.
Emission Powers. He may nose; this cannot be aimed, and Wings: Power is emitted from
select the first one rolled as the the Power is reduced -2CS in an aura surrounding the hero's
point for all of his character's Intensity. wings. Power may travel in the
Energy Emissions, or be Torso: The Power is emitted plane formed by the wings or in
adventurous and determine one from an aura on the hero's a line perpendicular to their
for each Power. chest. The Power travels in a open position.
straight line, perpendicular to Antennae/Horns: Power is
D100 E-Point the body. emitted from an all the
1-14 Entire Body Arms: The Power is emitted antennae on the hero's head.
15-22 Head from an aura surrounding either Power travels in a straight line
23-30 Eyes or both arms. The Power travels from the last section of the
31-38 Mouth and Nose in the direction in which the antennae.
39-46 Torso forearm is pointed (if one arm is Tail: Power is emitted from the
47-54 Arms used) or in a vector (if both tip of the hero's tail and follows
55-62 Hands arms are used). a straight line in the direction
63-67 Fingers Hands: The Power is emitted the tail points. Any location: The
68-70 Legs from an aura surrounding the hero can emit Power from any
71-73 Feet hero's hand, fist, or palm. section of the body he chooses,
74-76 Wings Power travels in the plane and can change emission
77-81 Antenna/Horns formed by the fingers, in line points with each use of the
82-86 Tail with the whole fist, or in a line Power. Ranges for these
87-00 Any Location perpendicular to the open palm. Powers can be found on the
Fingers: The Power is emitted Range Table, inside the front
Entire body: Power radiates from an aura surrounding the cover. Appropriate ranges are
from an aura surrounding the hero's fingers (any number, listed on
entire body. Power can be from one to all of them). It column A.
emitted in any direction without travels in a straight line in the
the hero actually having to direction the finger points. •EE1/Cold Generation: This
physically point. Usually, the index finger directs Power is the pure form of Ice
Head: Power emanates from an the Power, if only one finger is Generation and one it is often
60
confused with. The hero can may summon the effects of the must be chosen when they
emit a field that decreases Darkforce for use as a weapon power is taken or rolled. Unlike
thermal energy and infrared and for developing Power standard Plasma Generation
radiation. The Power decreases Stunts. The Darkforce inflicts Demi-Plasma Generation
the temperature of the target; either up to Power rank damage cannot be used to develop
the amount is determined or has the effect of a Power other types of Plasma or Demi-
both by a FEAT and the Power rank Intensity Stunning attack, Plasma as power stunts.
rank number. A Typical FEAT affecting the targets for 1-10
drops the temperature by 10x rounds. In addition, the Die Roll Type
the rank number; a Remarkable character with this Power can 01-25 Fire & Cold
FEAT drops it by 20x the rank develop all the Power Stunts 26-50 Fire & Shadow**
number; and an Unearthly listed for Darkforce 51-75 Radiation &
FEAT drops it by 40x the rank Manipulation, except Shadow**
number. For example, a hero teleportation. The character 76-00 Light & Sound**
with Remarkable Cold with Darkforce Generation may
Generation can lower a target's develop the following additional Fire and Cold: Known as
temperature by 300 (10x30) to Power Stunt: Coldfire or Coldflame, it
1200 (40x3O) degrees. The • Create Darkness: By allowing appears most often as a silver
only limitation is that the the Darkforce into this flame that emits coldness.
temperature cannot drop lower dimension, the hero can block Coldfire has several unique and
than absolute zero (-273 out up to 3 areas interesting properties, foremost
degrees Celsius or -459.4 simultaneously with Power rank is the way it affects organic and
degrees Fahrenheit). The darkness. Normal vision is inorganic matter differently.
power has the side-effect of reduced to less than a foot, and Organic matter exposed to
cooling the air between the hero those with infravision, special Coldfire suffers damage like
and the target. Gases within senses that permit seeing in the one would expect and the target
that area may condense. Such dark, or light-Powers must suffers -1 CS on all Endurance
by-products evaporate quickly make a FEAT against the FEATs for 1-10 rounds
after the Power ceases to Intensity of the darkness to use afterwards. Inorganic matter
operate. Cold Generation can those Powers. takes power rank damage from
be used to negate other Coldfire and has its material
sources of cold, whether Power •EE3/Demi-Plasma strength reduced by the Coldfire
based, artificial, or Generation: It is commonly power rank for 1-10 turns.
environmental; its Power rank known in the Marvel Universe Additional power stunts one can
decreases the intensity of the that Plasma exists in various develop as a proficient Coldfire
affected cold. However, it forms some common and some user include Flight, Plasma
cannot be used to raise the uncommon. These forms of Aura and the ability to solidify
temperature of a frigid plasma have some properties in and shape Coldfire Plasma.
environment. The hero with this common however, each one Coldfire receives a -2 CS to all
Power has Power rank level consists of two energy types. FEATs against Fire and Heat
resistance to Cold in any form. These energies are Electricity, Plasma Generation.
Optional Powers include Fire , Hard Radiation, Heat,
Coldshaping, Condensation, Light and Magnetism. Every Fire and Shadow**: Also
Solidification, and Molding. traditional form of plasma is known as Shadowfire, it is most
Nemeses include Heat based on two of these energies often seen as a purple or black
Emission, Fire Generation, and forming approximately 15 flame. Shadowfire appears to
Thermal Control. different types of Plasma. There have the same effect on organic
are four rare types of Plasma and inorganic matter.
•EE2/Darkforce Generation: with specific combinations, that Shadowfire has a curious effect
The character with this Power do not exist as part of standard on other energy types in the
Plasma Generation and one area, causing them to be
61
dampened by -2 CS while in the and has the added effect of the hero can gain +2CS to his
area of a Shadowfire user. overloading the targets sensory damage by choosing to limit his
Enemies hit by Shadowfire input causing severe range to contact only. In this
must make an Endurance FEAT disorientation for a short period case, the range can be
or pass out for 1- 10 rounds. of time inflicting a -3 CS to all extended by conducting the
Enemies struck by Shadowfire FEAT rolls for 1-10 turns. Power through solid conductors
heal at a reduced rate of -1 CS Targets with Protected senses like metal. Electricity comes in
Endurance. A proficient user in and Reflection suffer a -1CS to various forms:
Shadowfire can eventually their FEAT rolls against • Static electricity causes
develop power stunts such as Echolight. Wielders of this form magnetic attraction between
energy conversion, energy of Demi-Plasma can develop objects and can disrupt
aura, and limited intangibility. power stunts such as Illusions, electronic communications.
Plasma users with Light or Hypnotic Control and Lightning • Lightning is sheer, raw,
Radiation effects do not suffer Speed. An Echolight user destructive power and by far the
the draining effect of receives a -1 CS to all FEAT most popular form of this
Shadowfire and inflict +1 CS rolls against any Plasma Power.
damage against all Shadowfire composed of Hard Radiation or • Alternating current is what our
users. Magnetism and receive an technology is driven by. This
additional +1 CS damage from Power can either energize or
Hard Radiation and such energies. overload normal electrical
Shadow**: Darklight is usually devices.
extremely dark and red colored •EE4/Ectoplasm Casting: The • Direct current is what a battery
energy giving off minimal hero can project a invisible produces. It can energize or
illumination and bathing the expanded force of Ectoplasm overload devices that use DC
area in a eerie red light that (spirit energy) at power rank power. It can also short out
registers on both UV and IR range and damage. The devices that use AC power. The
scans. Darklight inflicts power Ectoplasm blast affects the hero can use any form at will or
rank damage and forces the target's base Karma, not health. can raise his rank +1CS by
target to make a Psyche FEAT If the base Karma drops to 0, specializing in a particular form.
roll versus Darklight's effects or then the Reason, Intuition and This Power automatically
become fearful of the wielder Psyche Ability ranks of the hero includes Power rank Resistance
suffering a -2CS on all FEAT start losing points equal to this to Electricity; no FEAT is
rolls for 1-10 turns. Targets hit power's ranks divided across all required to resist your own
by the Darklight heal at a 3 abilities. If any of the target's Power. This Power is linked to
reduced ability -1 CS abilities drop to 0 then the Electrical Control and Energy
Endurance. A proficient user of target is forced to make an Sheath. When creating the
Darklight can develop several Endurance check or fall into a hero, the player can exchange
power stunts such as Energy coma. If the check fails the any randomly determined
Reflection, Flight, and UV and hero can regain lost ranks at Powers for these if he so
Thermal Vision. A Darkfire the rate of +1CS per day of rest desires. Extreme heat reduces
wielder receives a -1 CS to all . this Power's rank by the
FEAT rolls and receives a +1 Intensity rank of the heat.
CS of damage taken against •EE5/Electrical Generation: Conversely, extreme cold
any plasma wielder using light The hero can create electrical increases the rank by the cold's
or electricity effects. streams that can do Power rank Intensity rank. At Shift X level,
damage. The hero can project the hero gains the ability to
Sound and Light**: Echolight the electricity through any create a stream of conductive
is a semi-transparent pale white conductive medium, such as air, gas, thus allowing the Power to
energy which inflicts power rank water, or metal, at Power rank function even in a vacuum.
damage at power rank range range. If the player chooses,
62
•EE6/Energy Doppelganger: possess an increased Power gains +1CS when
The hero can generate an Resistance (+4CS) to attacks fighting these Powers. It also
Energy Body from his own based on Light, Heat, Flame, loses -1CS when being
body. This Doppelganger can Vibrations, and Sonic, since attacked by those Powers.
have Powers of its own, they have no solid mass to
including those\ characteristic to affect. The Nemesis Power is •EE8/Hard Radiation
the type of energy of which the Plasma Emission: This covers the
Doppelganger is composed. Control. dangerous section of the
The Doppelganger energy spectrum: ultraviolet
automatically has the Power of •EE7/Fire Generation: The light, x-rays, and alpha and beta
True Flight, While the player hero can project fire with Power particles, gamma rays, and the
can decide which Powers are rank damage and range. These ever-popular "cosmic rays." The
possessed by whom, a rule of flames have no apparent fuel hero can project any of these
thumb is that the majority of source and spring from the hero types at Power rank range and
physical Powers are assigned as if he were a living fuel tank. damage. When creating the
to the Doppelganger. The Although the flames' fuel comes hero, the player can raise his
player must also decide out of the proverbial nowhere, rank +1CS by specializing in a
whether the Doppelganger is free oxygen must be present for particular type of hard radiation.
simply an extension of the the Power to function. If not, the For game purposes, we'll
hero's will or if it has an hero can cause a single flame assume that the hero has total
independent, but obedient, that lasts' only one turn, then control over his own inherent
mind. If the player chooses the fizzles out. At Shift X rank, the radioactivity and possesses
latter he raises the Power rank hero gains the ability to automatic safe-guards that
+1CS; he can raise it another generate oxygen as well, prevent him from fatally
+1CS by having the lapse into permitting this Power to function contaminating the area each
unconsciousness when he uses under any conditions. When time he uses his Power. This
the Power, since his mind is creating the hero, the player Power is linked to Radiation
directly tied into maintaining the can choose the Powers of Control; the player can
Doppelganger's existence. Any Flame Control, Energy Sheath, exchange one of his other
damage to the Doppelganger is and Energy Body to fill any slots Powers for Radiation Control
subtracted from the hero's still open. For example, under when creating the hero, if he so
Psyche. Rank determines the the Ultimate system, the Human desires.
duration of the Doppelganger Torch possesses three powers:
and the minimum Powers it Fire Generation, Fire Control, •EE9/Heat Emission: The hero
possesses. Normally the hero and Energy Sheath. This has to can generate pure heat that is
can generate only one be the most dangerous Power not necessarily accompanied by
Doppelganger at a time. At around. Heroes have to watch light or flame by accelerating
extremely high ranks, the hero out for accidental firestorms. molecular motion. This permits
can generate additional\ They also tend to consume all the hero to do rank level effects
Doppelgangers. The number is the oxygen in their location, over target materials. Some
equal to 1% of the Power rank making everyone pass out. Power Stunts using pure heat
number (round up). For Then there is the question of include:
example, at Class 1000 rank smoke and gases created by • Causing the breakdown of
the hero can create 10 the hero's Flame Power. It molecular or even atomic bonds
simultaneous beings. Such makes me wonder what kind of (Amazing and Unearthly FEATs,
beings have a decreased ventilation system the Baxter respectively).
Resistance (-2CS) to plasma- Building has… Fire Generation • Negating a target's magnetism
based attacks since these is the opposing Power to Cold • Negating a target's electrical
disrupt the energy field that Emission, Coldshaping, and conductivity.
forms the Doppelganger. They Powers that use water. This • Strengthening materials by
63
heat treating. (fire attacks are +1CS to hit and only tangible materials. It
• Changing local weather by damage). includes Resistance to Kinetic
heating the air; this can cause • Create columns, walls, and Bolts, Kinetic Control, or
small cyclones and electrical other shapes of Power rank Telekinesis. Optional Powers
storms. -1CS material strength. are Kinetic Control and
Because this Power uses pure • Create ramps of ice that allow Telekinesis, which are also the
heat, it can function in the hero to "skate" at Power Nemesis Powers.
conditions that negate Flame rank -1CS speed. This does not
Emission, like the absence of give the hero the effects of •EE12/Light Emission: The
free Oxygen or the hero's being Lightning Speed (he cannot hero can emit powerful bursts of
underwater. Beings who make quick turns and stops), light do Power rank damage at
possess Thermal Vision or but it properly supported, a rank range. The light may be of
Abnormal Sensitivity can detect ramp can rise two floors per any nature:
an infrared glow around, the round. These ice ramps are not • Normal light in any color or
hero and his target whenever permanent, and their melting intensity; the hero can light the
he uses his Power. Heat may result in damage of the area, dispel Shadow Powers,
Emission is the Nemesis of surrounding area (with and temporarily blind targets.
Cold Emission, Coldshaping, appropriate Karma toss). • Coherent Light (lasers) do
and Powers that use water. This • Create slick spots of Power rank level heat damage as they
Power gains +1CS when rank -1CS slipperiness. burn into targets. Lasers can
attacking those Powers and • Project waves of cold as also be used to carry
loses -1CS when being opposed to ice. The cold has information or to create
attacked by them. Power rank range and intensity, holograms.
and reduces the opponent's • Optic blasts do rank level
•EE10/Ice Generation: The FEATs by -2CS if the intensity is damage but rather than burn a
hero in question may draw higher than Endurance, 1CS target, they act as Kinetic Bolts.
water from the ambient otherwise. This cold may also The player can raise the hero's
atmosphere (nearby area) and be used to offset heat damage. rank upon creation by +2CS if
convert it to ice, which the hero • Absorb cold and ice he chooses specialization in a
may then use initially as a (effectively melting the latter) specific form of this Power.
missile weapon. He may later with Power rank ability and
develop other uses through capacity. Were a hero to absorb •EE13/Magnetism: The hero
Power Stunts. The ice missiles Monstrous (75) cold in her can generate intense magnetic
have Power rank range, inflict area with an Amazing (47) force. The magnetic field may
up to Power rank damage (the Power rank, then 28 points (or be centered on the hero's body
hero may throw less lethal Remarkable Intensity cold) or be projected at rank range.
snowballs), and use Agility to hit would get through. The field can affect anything
either on the Blunt Throwing or susceptible to magnetism,
Edged Throwing battle effect •EE11/Kinetic Bolt: This is a attracting it with Power rank
column. The hero may gain one crude form of Telekinesis. The Strength. If the target
additional Power Stunt at start, hero can strike a target with a itself is magnetic, the hero can
and develop others as play surge of force at Power rank attract it at +1CS or repel it at
progresses. These include: range and damage. The Kinetic Power rank. The hero can
• Entrap others in ice of Power Bolt can be shaped as desired induce magnetism into any
rank material strength, up to 2 by the hero. It can be a wide materials that can sustain a
areas away. cylinder, or an incredibly fine magnetic field; these include
• Give the hero Body Armor of needle. Its effect is the same as ferrous materials, iron-bearing
Power rank -1CS Strength. The if the target had been struck by clay and plastics, and ferrous
armor is a thin casing of ice, a solid object of equal material ores. The hero can do rank
and as such is vulnerable to fire strength. This Power can affect level damage to electronic
64
devices by scrambling internal Plasma bolt. Plasma fields have decreases light and radiation.
signals; this is especially two of the following side effects: The obscured energy's Intensity
effective against magnetic • Light at -2CS level of is lowered by the Power's rank
recordings and micro-chip illumination taken as Intensity. The energy
dependent devices. This • Heat at -2CS damage forms that can be affected by
Power can affect other Powers. • Flame at -2CS damage this Power are Light, Heat, Hard
It can redirect Electrical • Hard Radiation at -2CS Radiation, Radio-waves,
Generation by a Typical damage Energy Doppelgangers, and
Intensity FEAT if the other • Magnetism at -2CS damage Energy Bodies. The hero
Power's rank is lower, a but full Power rank range possesses the ability to affect
Remarkable Intensity FEAT if • Electricity at -2CS damage. only Light when his Power is at
equal, and an Unearthly The hero initially possesses a Good rank. At each rank above
Intensity FEAT if the other single type of Plasma with two Good, he gains the ability to
Power is higher. It can disrupt set side effects that occur each affect another energy form in
Electric or Magnetic Control and time he uses his Power. Later the following order: EX-Heat,
Energy Sheath or Energy Body, he can develop other Plasma RM-Hard Radiation, IN-Radio-
if either are magnetic in nature. with different side-effects as waves, AM-Energy
The Power has its drawbacks. It Power Stunts. Plasma is a Doppelgangers, MN-Energy
attracts some types of attacks if Nemesis to the Powers of Bodies. This Power includes the
the hero is careless. Such Energy Sheath and Energy ability to see clearly through his
attacks as Electrical Generation Body. The hero gains +1CS own natural or Power created
or anything using ferrous when attacking either Power. shadows of Intensity less that
materials (knives, missiles) gain Plasma's own Nemeses are the hero's Power rank. The
+2CS. This Power is its own Plasma Control and Power Power can disrupt Darkforce
primary Nemesis. Control. Manipulation on a Typical
Intensity FEAT if its rank is
•EE14/Plasma Generation: •EE15/Radio-wave higher than that of the
Plasma refers to here to a field Generation: The hero can Darkforce manipulator,
of highly-charged particles. generate radio-waves, including Remarkable Intensity FEAT if
Common examples include the AM and FM signals and they are equal, and Unearthly
aurora borealis, the glow in a microwaves. This Power Intensity FEAT if the Power's
fluorescent tube, the Van Allen primarily affects broadcasting rank is lower. Optional Powers
Belt and the heart of a nuclear and electronics; the Power can include Shadowshaping and
blast. Plasma may be of any do rank damage over rank Darkforce Manipulation. The
nature: fiery, magnetic, range to these. The Power can Nemesis is Light Emission.
electrical, radioactive, or be of a also be used to directly affect
previously unknown form of any target by internally heating •EE16/Sonic Generation: The
energy. This last group includes it through microwave hero can generate intense
many super-powers, living bombardment. Used in this sound and make attacks of
energy fields, and beings who manner, the Power has -2CS on Power rank range and damage.
can transform themselves into its damage and range. Optional This Power can generate
pure energy. The hero\ can Powers include Radio-wave frequencies normally inaudible.
project Plasma fields at Power Control, Energy Sheath, and The hero can disrupt other
rank range. Due to the unique Carrier Wave. Nemeses include sound-based Powers by
nature of this Power, it does Radio-wave Control, Energy creating dissonance as his
damage on two levels. The Absorption, and Force Field harmonics clash with the
primary level is brute force; the vs. Energy. second Power's harmonics. The
field does Power rank damage hero's own rank is subtracted
There are also side-effects •EE16/Shadowcasting: The from the target harmonic's
based on the nature of each hero can emit a field that Intensity. Optional Powers
65
include Sonic Control, Vibration, generate non-audible • Forming a vibratory shield that
and Vibration Control. Nemeses vibrations. These can alter can provide up to +2CS
are this Power itself and the existing harmonics, effectively protection. The vibrations make
three just listed. The Power negating any sonic- or vocal- the hero harder to hit as
needs a medium to carry the based Power. The hero can weapons are thrust aside by the
sound, whether gaseous, liquid, cause tremors at Power rank field. At higher ranks it can even
or solid. It cannot function in a range and damage. The Power cause the weapon's own
vacuum unless the hero is can even be used to structure to collapse.
touching a solid through which incapacitate living targets; • Negating vocal powers by
he can transmit his Power. This effects can vary from motion sending the hero's own
Power can be used in tandem sickness (nausea and vomiting) vibrations into the target's
with the Power of Speech to death by internal\ larynx. For example, your hero
Throwing to permit Sonic hemorrhaging. This Power could reduce Lorelei's song to a
Generation to affect even includes Resistance to gurgle.
unconnected targets in a Vibratory attacks. Optional • Throwing machinery out of
vacuum. Powers include Vibration kilter by vibrating delicate
Control and Sonic Generation. components.
•EE17/Vibration: The hero can Some possible Power Stunts
include:
Fighting Powers
•F1/Adrenal Strength: The •F3/Beserker: The hero can Incredible Psyche and Excellent
Hero can temporarily gain great enter into a battle rage that Berserker Power. When he
strength one time per day for alters the hero in some enters the Berserker rage, the
Power Rank duration. The hero significant ways. Reason and following occurs. Psyche and
adds the Power Rank directly to Psyche plummet to Feeble rank Reason drop to Feeble, a total
his Strength ability. The initial while the ranks for Strength and of 66 points. This is between
Power Rank for this ability Fighting increase by the same Orlando's Strength and Fighting
receives a +1CS bonus. Bonus number of ranks. (That is, the ranks. Strength increases to
Powers include Hyper total number of points lost are Remarkable, Fighting to
Endurance. split evenly between the Incredible. Finally, he develops
Fighting and Strength ranks.) Excellent Iron Will. The carnage
•F2/Atemi**: The hero can The hero also develops Iron that ensues is short and messy.
automatically strike an Will for the duration of the Orlando emerges victorious but
opponent with his/her finger or Beserker rage; the rank for this remains rather dangerous to be
fore knuckle in the right area of is the same as the Beserker around for another 10 turns (5
the target's body and paralyze a Power's rank. The Berserker minutes). The Optional Power is
limb, disrupt the nervous lasts for the length of combat Natural Weaponry. Thus, you
system or knock them out all and 10 turns. When the rage can build your own Wolverine
together for 1-10 game turns. ends, all the altered Abilities (or other violent, crotchety
These attacks on vulnerable return to their original ranks. animal from the north woods).
points of the target can be used Since the Iron Will also The Nemesis Power for this is
to affect the body and mind in disappears, the hero finally Mental Domination.
numerous ways. The victim feels the effects of any damage
must pass an Endurance FEAT he suffered while in the •F4/Chi/Ki Manipulation**:
roll versus the Atemi's intensity Berserker rage. Example: The character may manipulate
or suffer the disadvantage Orlando the Furious has Feeble the inner energy of his fighting
intended by the attacker. Strength, Good Fighting, spirit to perform several Martial
Remarkable Reason, Arts style power stunts:
66
•The hero may temporarily is always +1CS better than the •F9/Martial Arts Supremacy:
increase one of his Fighting, starting Fighting ability. Use this In the MARVEL SUPER
Agility, Strength\ or Endurance Power instead of Fighting to HEROES game system
Ability ranks by +1CS for 1-10 make multiple attacks. There is Fighting is considered an Ability,
rounds. Afterwards the hero no penalty for failing with this not a Power. However, this
loses 25 points of health. roll, but the individual may Power increases a hero's
•The Hero may channel his make only one effective attack already mastered Martial Arts (a
fighting spirit into a unarmed in that round. Talent in the game system) to
strike that deals power rank dramatically higher levels and
damage afterwards the hero •F7/Initiative Change: The allows him to perform actions
must pass an Endurance FEAT player can temporarily alter the that would otherwise be
roll or pass out for 1-10 turns. order of play, deciding who impossible, like splitting a
•The hero may use his Chi plays in what order if he makes battleship in two with a single
Manipulation to block, evade, a successful Green FEAT roll. karate chop. Martial Arts as
deflect or catch physical attacks A Red FEAT roll can be used to explained in the Advanced Set
and projectiles instead of his either take away another falls into five categories labeled
normal Abilities. The initial rank character's turn or to instate a A through E for simplicity's
for this power should be a turn at a time when the affected sake:
minimum of the Fighting ability player would be otherwise • A-This form uses the
+1 CS if rolled lower it is raised unable to roll. opponent's Strength against
to this level minimum. The him and permits the hero to
character may learn increased •F8/Intelligent Weapon: The Stun or Slam an opponent
power stunts such as Healing- hero has a unique weapon that regardless of their relative
Self, Multiple Attacks, or is intelligent. It may be a living Strengths and Endurance.
Weakness Generation thing or an electronic intellect. • B-This form is keyed to
abilities. Determine the weapon's offense by inflicting damage by
Reason, Intuition and Psyche short, quick bursts. The hero
•F5/Dimak**: The hero can randomly and choose it's gains +1CS Fighting when
disrupt the bodies natural or superpower. This weapon is an engaged in unarmed combat.
unnatural healing ability with NPC whose personality is •C-This form concentrates on
just a one finger attack. The determined and controlled by holds and escapes. The hero
target can perform any normal the Judge. The weapon places gains +1CS to his Strength
type of FEAT used in unarmed the same Karma demands on when Grappling or Grabbing
combat to avoid this attack. the hero as a sidekick, the and +1CS to his Agility when
However, the effects of the weapon does not earn Karma dodging.
Dimak reflect on the intensity of it's starting Karma is added to • D-This form seeks out the
the attack after the defensive it's partners starting total but opponent's weak points and
Endurance FEAT roll. On a form then on the hero is strikes at them. The hero can
white FEAT roll the victim takes responsible for covering and ignore the effects of physical
no damage. On a Green FEAT managing his partner's Karma. Armor when determining Stun
roll the victim the victim takes 1 If the weapon is destroyed the and Slam results. Unfortunately,
point of the Dimak damage plus hero loses Karma equal to his the hero must study his
the attackers attack damage. weapon's starting Karma plus opponent for two turns before
On a Yellow FEAT roll the victim he suffers damage to his health he can bring this effect into
is knocked unconcious for 1-10 equal to the weapon's Material play.
game turns. On a Red FEAT Strength which is determined by • E-This form encourages quick
roll the victim suffers Endurance rolling on Column 4. If the striking to catch an opponent off
loss as if suffering a kill result. Material Strength of the weapon guard. The hero gains +1 to
is Good rank or less increase it initiative rolls when engaged in
•F6/Extra Attacks: This Power to at least Excellent rank unarmed combat. The player
67
chooses one of the above Power, he can add another be for the turn before deciding
Martial Arts and determines its weapon to the hero. As stated his own action.
rank when he creates the hero. in the Player's Book, some
When this Power shows up, forms of Natural Weaponry •F12/Unique Weapon: The
add its Power rank number to provide Bonus Powers (see Hero has a unique weapon,
the already determined Talent "Claws" and "Extra Body similar to Captain America's
rank number. For example, the Parts"). These are placed in the shield or Thor's Hammer. The
Kung-Fu Kommando possesses next available slot in the Power hero gets two column shifts to
Martial Arts E at Typical rank Generation. The player and the the right when using this
and Martial Arts Supremacy at Judge need to work together to weapon in combat. The
Good rank. These combine to create a functional hero. A weapon also has one
give Kung-Fu Kommando an drawback to this Power is that if superpower, chosen by the
Excellent rank for his Martial the hero is somehow deprived player. It's power rank is
Arts. Martial Arts Supremacy of his Natural Weaponry, he determined randomly , but if the
can be used to do rank level\ suffers a loss to his Fighting result is Good or less, increase
damage against non-living Ability equal to his weapon's it to Excellent.
matter. For example, Kung-Fu rank. Example: Due to a mishap
Kommando can shatter iron, with a matter transmitter, •F13/Weapons Creation**:
concrete, or bullet-proof glass Wolverine temporarily loses his The hero can create any
with a red Power rank FEAT. If claws. He's so shaken that his desired weapon out of thin air.
desired, this Power can be normal Incredible Fighting The weapon can be of any
modified to fit any Fighting skill Ability drops to Feeble. If the design, size, and material. The
the prayer can imagine. This Natural Weaponry is made of size of the weapon is limited by
can include Supremacy in any materials not normally found in its weight. The hero can only
one weapon, such as the body, it makes the hero create in a single turn a
swordsmanship or archery. vulnerable to attacks that affect maximum number of ounces
Optional Powers include Iron those materials. For instance, equal to his Power rank
Will and Weapons Creation. Wolvie has a -1CS resistance to number. Heavier weapons have
The Nemesis Power is Martial Magneto's powers, since they to be assembled in pieces over
Arts Supremacy of one rank can affect his metal skeleton. a span of several turns. While
higher than that possessed by the material strength of the
the hero. •F11/Photographic Reflexes: created weapon is the same as
The hero can perfectly imitate that of a normally-manufactured
•F10/Natural Weaponry: The an physical action no matter weapon of the same type, its
hero's body contains special how complex after only seeing it duration is much shorter. The
anatomical features that can once. So long as he can lifespan of the weapon is
function as weapons. These periodically practice a determined at the time of
may be of any nature and can memorized action or view it creation. A Typical Intensity
be external, internal, or again in a recording or real life it FEAT gives the weapon a
retractable. If these are stays with him permanently. In lifespan of 100 turns times the
damaged the hero suffers as if game terms this allows him this hero's Reason rank number. On
they were normal body parts. allows him to learn a new an Amazing Intensity FEAT, the
When creating the hero, the physically based talent by weapon lasts for the hero's
player decides the nature of the spending only 100 Karma. Reason rank number times
weaponry. The weaponry Anyone who the hero has 10,000 turns. Should he make
chosen possesses this Power studied suffers a -2CS to all an Unearthly Intensity FEAT,
and rank taken as material FEATs during combat. With the weapon will be permanent.
strength for purposes of a successful Intuition FEAT he Each ounce of created matter
determining potential damage. roll he can wait until he hears temporarily costs the hero 1
Each time the player rolls this what his opponent's action will Health point. All points lost in
68
this manner are regained after characteristics for the weapon Provided he has the resources,
24 hours. Thus, the hero can in question. The Power includes the hero can assemble a
only create a weapon weighing versions of Elemental and functional copy of any weapon.
the number of ounces equal to Molecular Creation. Each As to what weapons he can
his Health score in a single day. element or compound takes up make, use the Resource costs
The hero must have detailed its own memory slot, just like listed in the Hardware section of
knowledge of any weapon he the throwing daggers and the Player's Book (pages 42-
wants to create. He can only broadswords that clutter the 46). Compare the Power's rank
store a limited number of hero's mind. Such raw matter with the cost of the desired
weapons' designs in his can be formed into any weapon. Equal or lower cost
memory. The total number of weapon's shape. This permits weapons can be created on a
memory slots available to this the hero to change the green FEAT. A cost of one to
Power equals the hero's composition of any already- three levels higher requires a
Reason rank number. The memorized designs. For yellow FEAT. A cost of four to
player must keep a record of example, if he has already six levels higher requires a red
the weapons he can create. memorized the design of an FEAT. If the cost of the desired
This list can be changed at any arrow and the nature of silver weapon is more than six levels
time. A Green Reason FEAT he can create both wood and higher than the hero's Power
gains the hero a new design. If steel arrows and silver arrows. rank, it is an impossible FEAT.
no open memory slots are Weapons created materialize in Example: Dr. Fixit has Excellent
available, an old design is the hero's hands. There is an Weapons Tinkering and access
tossed away\ to make room for exception to the rules thus far. to his brother-in-law's junkyard.
the new one. Normally, the When creating the hero, the He wants to build a battle
Power is used to make player can choose to specialize copter with Adamantium armor.
facsimiles of existing weapons. in creating a single copy of a The copter has an Amazing
The hero must make a detailed special weapon. In this case, cost. True Adamantium has a
study of the weapon for at least the weight limit is raised from Shift X cost; secondary
10 minutes before attempting a one ounce per Health point to Adamantium has an Unearthly
FEAT. Failure to make the FEAT one pound per Health point. cost. Dr. Fixit makes the Yellow
means the hero must spend Such special weapons are FEAT; his copter will work. He
another 10 minutes studying the never permanent; Unearthly doesn't have any Adamantium,
weapon before attempting Intensity FEATs are treated the though, and tries to improvise.
another FEAT. Some weapons same as Amazing Intensity He fails to make a red FEAT;
might be beyond the hero's ones. One example of this neither batch of "home-brewed"
comprehension, if the player option is Magik's Soul Sword. Adamantium worked. Oh well,
has really bad luck when The Optional Power for this is a he can always convert that old
rolling the dice. The hero can form of Martial Arts Supremacy boiler he found into armor plate.
create new weapons based that uses a special weapon, as When creating the hero, the
solely on his imagination and in the option explained above. player can choose to make the
basic knowledge of weapons The Nemesis Power is True character a jack-of all-trades or
design. This requires intense Invulnerability. specialist in a particular field. If
concentration and a red Power he chooses to specialize, he
rank FEAT. The newly created •F14/Weapons Tinkering: The can raise the rank +2CS.
weapon has the same hero can devise and assemble Categories of weapons include:
characteristics as a normally any weapon that can be made Edged and Blunt weapons
created one of its type. In the with the available materials. By Projectile weapons
case of altered or imaginary means of a red FEAT, the hero Energy weapons
weapons, the player and Judge can even improvise a means of Heavy weapons
should agree on a reasonable creating unavailable materials Battle weapons
and playable set of (Adamantium, for example). Alien weapons
69
Battle-Suits battlesuit or a SHIELD Plasma A clever character can also use
War robots Beam Handgun, he can simply this Power to make money off
Needless to say, the player will use the established stats for of other characters by building
have to develop stats for that device. Weapons Locker weapons on commission. After
anything he comes up with. If (MHAC8) by Epperson and all, somebody's got to be
he successfully copies existing Grubb is a valuable aid to the building all those super-
technology, like the Iron Man player of a hero with this Power. weapons that fill the pages of
comic books.
Illusion Powers
Ranges for the Powers in this which the hero can normally the Image is easily perceived by
book are found on the Range maintain the "realism" of the others as a holographic
Table printed on the inside front Image. Simply put, the hero has projection. The hero can
cover. The normal range for the to be able to clearly see both overcome this limit by extending
Powers in this section are found the Image and its surroundings. the range of his own senses,
on column B. When either is beyond his either through artificial means
vision, the reliability of the (telescopes, remote TV camera,
•I1/Animate Image: This is a Image drops drastically. When etc etc) or by using sense
specialized form of Illusion- the\ Image gets beyond the extending Powers. In such
casting that enables the hero to hero's field of clear vision, he cases, the hero can extend
apparently bring any flat image can no longer make it realistic control of the Image up
to life. Whatever the original realistically conform to the to the range limits for this
nature of the image—drawing, surroundings. Example: Power and whatever means he
painting, photograph, print—the Kinescope Animates a lion off of employs to extend his vision.
image gains three dimensions a circus poster and sends it Example: Kinescope has an
and independent movement. A after some muggers. The Excellent rank for this Power
blank white area now fills the muggers flee around a corner, and can project an Image up to
area formerly occupied by the the lion in pursuit. Unbeknownst 25 areas (3300 feet) away. He
newly solidified Image. In to Kinescope, the alley is full of also has Good Clairvoyance
actuality, the hero has created trash cans, which the lion with a maximum range of 2500
two Illusions. The obvious one blithely passes through. The miles. By using both Powers, he
is the Animated Image that has muggers see this and realize can maintain the realism of his
peeled itself away from its flat they've been had. Kinescope Images up to the maximum
background and filled out into gets a surprise when he comes range of 25 areas even
three dimensions. The second, around the corner. The Image through any vision-blocking
more subtle Illusion is the can exist for as long as the hero barriers. The Image possesses
"blank white area." The hero concentrates on maintaining it whatever abilities or
automatically casts this Illusion (the Judge is free to determine characteristics the original
to mask out the still-existing how easily this can be done model possessed. At least, it
original picture; this secondary given the circumstances the possesses those abilities or
Illusion lasts for 10-20 turns or hero finds himself in). Although characteristics the hero
until the primary Illusion ceases the Image can only be believes the model possessed.
to exist, whichever comes first. realistically controlled within This is after all an Illusion that
The initial range at which the one area of the hero's location, the hero has created. As such,
hero can Animate an Image is the Image can be projected up it conforms to his expectations.
line of sight for one area. This is to the full range for this Power. What traits the Image has are
also the maximum range at Once beyond the one area limit, determined by the hero's
70
imagination and memory for directly do physical damage to becomes aware of the Image's
detail. The accuracy of the a target. If the Image lack of reality. Be warned that
Image is determined by the incorporates bright light, it has psychosomatic damage can
hero's Reason. A green FEAT the potential of blinding the lead to fatal results if the target
creates an Image that is target. How ever, if the hero succumbs to a heart attack or
somehow flawed; it might move possesses certain other Powers stroke. Note also that
the wrong way, lack a shadow, that can be combined with the psychosomatic damage cannot
have no surface detail, and so Image then it can do actual affect non-sentient minds.
on. A yellow FEAT creates an damage. If the hero also uses Animated Images can be of
Image that are nearly exact; a Energy Solidification or any of any nature, but are generally
close visual examination is the Matter Creation Powers, the used to simulate movable
required to distinguish the Image gains temporary solidity. objects and lifeforms. In all
Image from reality. A red FEAT This\ lasts for 1 -10 turns, cases, the hero must\ have an
creates a perfect Illusion. The regardless of the normal actual image to work from. The
typical Animated Image is an duration of effect for the Animated Image that results is
intangible holographic supplementing Power. Note: the same size as the original
projection. Since most people this is determined by the Judge, image. Not all of the model has
rely 'exclusively on their vision not the player. Any of the to be present in the original
as the means of sensing their Energy Emission Powers can image; the hero can fill in
environment, the Animated be apparently redirected the rest from his imagination. As
Image is easily accepted as through the Image. For he brings the Animated Image
reality. Only when other senses example, if the hero possessed to life, it climbs out of the frame,
are used does the Image get both Animate Image and Fire revealing previously unseen
exposed as Illusion. Such Generation, he could create a parts. For example, Kinescope
Images are mechanically hazardous simulation of the Animates a head-and-shoulders
detectable and record-able by Human Torch. This Power can portrait of Lincoln. The visible
such means as photography be combined with certain parts immediately spring out;
and television. Images can also Psionic Powers to create the rest of Abe's body is
deceive the artificial senses of Images that do psychosomatic revealed as he climbs out of the
mechanical beings. The damage to a target. These frame. Animate Image can be
Animated Image is initially Psionic, include Telepathy, used to alter images within the
strictly composed of light. It Mental Domination, Hypnotic plane of the original picture.
lacks the other sensory details Control, and Neural The hero can alter the
of a real object, most notably Manipulation. Psychosomatic placement of sections of the
the sounds and smells of the damage occurs because the picture or give them flat
original. These can be target believes in the reality of animation, even making
simulated to give the Animated the Image and thus the. reality sections of the picture
Image greater reality. The of any damage the Image is apparently withdraw from the
Talent of Ventriloquism or such inflicting upon him. For depicted scene. While the
Powers as Speech Throwing or example, Kinescope combines previous commentary has
Vocal Control can add speech his Powers of Animate Image spoken of this Power in terms of
and incidental noises to the and Neural Manipulation to translating two dimensional
image. Sensory Manipulation create an Image of a boa images to three-dimensional
can create, deceptions of smell, constrictor. The boa constricts objects, it can also be used to
temperature difference, and Kinescope's opponent, who simulate animation for already
even tactile sensations. The believes he is being crushed three-dimensional objects,
coherent light of the Image and passes out from his like statues or stuffed animals.
blocks normal light and creates imagined loss of breath. This can be developed as a
normal shadows. Since the Psychosomatic damage can be Power Stunt. The hero uses an
Image is intangible, it cannot resisted by any target who existing object for a model to
71
base his Illusions on. The appearance the hero desires vision. Ways of increasing the
primary Illusion is the statue or and is limited only by his senses' range include
whatever coming to life; the imagination. The Illusion can be mechanical means such as
secondary Illusion renders a realistic simulation, a fanciful binoculars and remote TV
Illusory Invisibility around the creation direct from the hero's cameras and sense extending
original. The characteristics for mind, or an abstract display of Powers, most notably
the Image are a\ combination of light. The hero is playing with Telescopic Vision and
the statue's material light itself and can create Clairvoyance. Example: Dee-
composition and those traits the anything that is visible. Since tee has an Incredible rank and
hero imagines the model for the most people depend. on vision can Illusion-Cast up to two
statue possessed. Example: to gain information on their miles away. She also has a
Kinescope encounters thieves surroundings, this Power good pair of binoculars that
outside the Cleveland Art presents the awesome ability to enable her to see up to one
Museum. He casts his Power apparently alter the nature of mile away. For idle amusement,
on Rodin's bronze, "The reality. The hero can cast she likes to go to the top of tall
Thinker," that sits in front of the his Illusions anywhere within his buildings and Cast Illusions at
museum. The Image that Power rank range, though he the pedestrians below. She also
results is a 15-foot-tall man must be able to clearly see the like to find the monitors for
made entirely of bronze and area where the Illusion is remote surveillance cameras
consequently extremely strong forming if he wants to make it at and use them to direct her
and heavy. By using his Power all realistic. The normal limit for Illusions into locked rooms.
in this way, the hero can unaided vision is one area (132 Illusions last as long as the hero
simulate any of the Matter feet). Beyond that range the concentrates on maintaining
Animation, Control, and hero can no longer clearly see their existence. The Judge is
Conversion Powers. Optional his Illusion's surroundings and free to determine how long the
Powers include either thus cannot alter the Illusion to hero can maintain his
Telescopic Vision or reflect things going on around concentration in a given
Clairvoyance, Energy the Illusion. For example, an circumstance. Breaking the
Solidification, and either Illusion tree cast two areas hero's concentration abruptly
Elemental or Molecular away might seem to be floating terminates the Illusion, while
Creation. The Nemesis Powers a discreet two inches above the merely getting distracted
are either Sonar or Radar, ground. If the hero is causes the Illusion to begin to
combined with temporary unconcerned about maintaining lose realism (drift, lose detail,
blindness. the reality of his Illusions, this become translucent, and so
limit can be ignored. The hero on). The Illusion's effect on a
•I2/Illusion-Casting**: The does not even need to be able viewer varies. A viewer must
hero can create realistic to see the Illusion as it forms. make an Intuition FEAT against
holographic images that have Such uncontrolled Illusions the Power rank of the Illusion-
apparent solidity. These appear as transparent, free caster; success means the
Illusions can be mechanically floating apparitions. If the viewer now recognizes the
detected and recorded by such Illusion takes the form of a Illusion's true nature. Players
means as photography or living being, viewers might see running characters viewing an
television. That separates this it as a ghost or other phantom Illusion are only allowed to
Power from the psionic, image- form. If the hero possesses a make a FEAT if they suspect
generating Power called means of extending the range the Illusion. This can occur if
Hallucinations, which produces of his senses, he can maintain they physically touch the
images directly in the target's the realism m of his Illusion at Illusion, if the Illusion is
mind and cannot affect up to full range of both this somehow flawed, or if the
mechanical senses. The Illusion Power and that of whatever character is just naturally
can take any size or means he uses to extend his cynical ("Congratulations, Les.
72
So far this morning you have Jay-boy is free to use his spurious
attempted to disbelieve the Kinetic Bolt Power to smash Ringmaster's control. Powers
existence of a flying saucer, open the door. He also uses his that are a part of or can be
Galactus, two muggers, and Kinetic bolts to simulate the simulated by
your breakfast."). Since Illusion- effect the elephant's legs have Illusion-Casting include:
Casting includes the Power of when they kick against a target. •Force Field vs. Energy
Light Control, Illusions can The main drawback to Illusion- •Resistance to Energy
provide a measure of protection Casting is that the hero must •Energy Detection (Light)
against light-based attacks. An keep his Power's true nature a •Light Control
Illusory tent would provide secret from his adversaries. It •Shadowshaping
protection against both infrared must be presented as if it were •Hard Radiation Emission
and ultraviolet light, thus another Power entirely. For (UV/Light)/Heat
keeping the hero cool and safe example, although she is an •Light Emission
from sunburn. Treat this Power Illusion-caster, Dee-tee often •Shadowcasting
as +2CS Resistance to Light- presents herself as a Demon- •Animate Image
based attacks. It does not Summoner. Even if the Power's •Illusory Invisibility
provide protection against any nature is public knowledge, the •Illusory Duplication
of the other ways Moms Nature Power is still effective. The •Hypnotic Control
has of affecting us. That Illusory Powers of Light Emission and •Coloration
tent would be drafty, cold, and Light Control are innate factors •Hallucinations
flimsy. Illusion Casting can be of Illusion Casting. As such, the •Blending
combined with other Powers to hero has the ability to generate •Energy Sheath (Light)
give 1he Illusion enhanced any intensity and frequency of •Self-Vegetation
realism; this can also create light. He can warp light, alter its •Shape-shifting
Illusions that do real physical frequency, and change its A drawback in characters who
damage. If the Illusion-caster degree of coherency. The hero have this Power is that they
has any of the Energy Emission can do -2CS rank level damage tend to become philosophical
Powers, these can be using light-based attacks. As about the relationship between
redirected to apparently noted earlier, the Power Reality and Illusion.
originate from the Illusion rather includes 2CS Resistance to Companions find themselves
than from the hero. For Light-based attacks; the hero drawn into interminable
example, combining this Power simply casts an Illusion of arguments about what is real
with Plasma Generation would something opaque between and what is not. Illusion-
simulate the Phoenix-force and herself and the offending light. Casters may even begin to feel
fry any electronics in the area. The hero can simulate other that they themselves are an
More commonly, the power is visual Powers or Talents with Illusion being cast by some
used to disguise the true nature some effectiveness as well; the unknown being. Optional
of anything the hero or her -2CS limit is used as a guide for Powers include Energy
companions might be doing. determining how well the hero Solidification, Telescopic Vision,
Example: Dee-tee and her can do these things. Example: and Clairvoyance. Nemesis
buddy Jay-boy have to break Once inside the building, Dee- Powers include Shadowcasting,
into a certain building that they tee and Jay-boy discover a Shadowshaping, Sonar, Radar,
know is under surveillance. guard. Dee-tee casts an Illusion and closing your eyes.
Dee-tee doesn't care about of Ringmaster and tries to
subtlety, only About distraction, hypnotize the guard. Her •I3/Illusory Invisibility: This is
and casts an Illusion of Incredible rank is reduced to not true Invisibility but is
a large elephant that comes merely Excellent when she tries actually a clever simulation. The
lumbering around a corner and simulate Hypnotic Control. effects are nearly the same,
lies down in front of the door. Fortunately that is enough; anyway; the hero becomes
Inside the elephantine Illusion, the guard falls under the effectively invisible to any living
73
or artificial being. The hero ground level, a practical limit to used to link up with a viewer
actually remains visible but he range is one area (132 feet) outside the field; if it is used to
can now surround himself with from the hero. Casting an link with someone inside the
a holographic Illusion of empty Illusory Invisibility in the air or in field, the deception fails.
space. This field can be limited space is easier and can be Clairvoyance cannot detect
to the hero's body or increased done at rank level range. Note Illusions at all and thus would
to cover a large area. The that as this is an Illusion, it can also penetrate the deception.
maximum radius of this effect is be detected by careful visual The Power cannot deceive any
the number of feet equal to the examination or the simplest of of the other senses or such
Power rank number. For physical tests. The "empty Powers as Sonar, Radar, or
example, a Poor rank could space" is only what the hero Psionic. For example, Daredevil
cover an area extending four imagines such an empty space would be unaware of such a
feet from the hero, a Monstrous to look like. As the hero tries to field even being employed; this
rank could cover an area hide more area, the problems of can lead to Problems for Matt
extending 80 feet, and a Class realism multiply. If the Illusory Murdock. ("What I don't
1000 rank could cover a square Invisibility and the viewer move understand, DD, is how did you
mile. Within the, Illusory in relationship to each other, the know the Dreadnought wasn't
Invisibility, things remain visible. viewer might be able to detect a real?") The Power provides
From the point of view of slight distortion of light at the limited protection against light-
anyone within the Power's edge of the field. (The player based attacks originating
protection, it appears that the can imagine it by thinking of a outside the field. This is
area has been surrounded by clear drinking glass.) Example: equivalent to a Force Field vs.
an irregularly-shaped Consider an airship surrounded Light with a -2CS rank. For
transparent balloon that causes by a mechanically created example, a Good form of this
weird tricks of light. Outside the version of Illusory Invisibility. Power provides Poor protection
"balloon" a viewer sees only the Inside the airship, vision is against lasers and hypnotic
Illusion of empty space, even if unaffected. The crew can lights. The main protection it
the viewer has just stepped out clearly see the world below. The offers is that if the viewer
of the invisibility field. Standing field extends one foot around doesn't know there is
at the edge of the field can the airship. From the ground something to shoot at, then he
result in a headache as the and sides the ship is invisible. won't shoot. The Invisibility lasts
viewer's eyes see both the The flaw is when the field is as long as the hero can
reality and the Illusion. This viewed from above; a viewer maintain his concentration. In
Power can be cast at a target sees the ground below but may the case of mechanically-
point some distance away. The realize that the surface detail is derived Invisibility, it lasts for as
area limit is the same. The not continuous. Rivers And long as the equipment
maximum range at which the roads have sudden, functions. Judges are free to
Illusory Invisibility can appear is unexplained gaps. Since the decide the difficulty of either
determined by the Power rank. Invisibility is holographic in case in any given circumstance.
For example, a Monstrous rank nature, it can be mechanically For example, the Judge decides
permits the hero to hide an area detected and recorded by such that the above mentioned
160 feet wide (80 foot radius, means as photography, airship's Invisibility Generator
remember?) located up to six television, and the mechanical can function for up to ten hours
miles away. Of course, the hero senses of artificial beings. It can of continuous operation but
has to be able to see his also be seen at any distance shuts down if it receives a
intended target; otherwise he and will deceive telescopes, single jolt of electricity with
would be unable to simulate the remote cameras, and Amazing Intensity. The hero
appearance of emptiness Telescopic Vision used outside can terminate his Invisibility at
appropriate to the target area. the field's effect. Sensory Link any time, either purposely or
When casting this Power at can be deceived if that Power is accidentally. Simple physical
74
contact can alert a viewer to the the Illusory Duplicates are Since these are energy, the
hero's presence, whether the somehow different from the Duplicates can pass effortlessly
hero accidentally envelops him hero; they have the wrong outfit through the rock. Myriad sees
in the field or the hero makes a on, are too\ muscular or what the Duplicates "see."
distance attack at the target. A handsome, and so on. A yellow There is no light in the
spray of a coating material will or red Reason FEAT produces collapsed area but Myriad's
temporarily reveal the extent of a perfect copy. The maximum Duplicates each carry an
the field; in the middle of an number of simultaneous illusion of a flashlight that
obscuring cloud, the field shows Duplicates the hero can create functions as well, if not better,
as a silhouette of clear air. is equal to his Power rank than a real one. Finally two of
Once the hero realizes that his number. Although Duplicates the Duplicates find survivors.,
field is visible, he can correct are frequently used to surround The first group of survivors are
the Illusion to reflect the new the hero and act as decoys, the only lost; the Duplicate leads
addition to his surroundings; Duplicates can also function them through the darkness to
this takes a green Intuition several areas or miles away safety. The second group is
FEAT. Note: the Judge should from the hero. The maximum trapped behind fallen rock.
roll this for the hero without range at which the hero can They are startled when the
telling the player he has either send or create a Duplicate passes through the
become visible; failure means Duplicate is determined by his rock into their area but Myriad
the hero has either not yet Power rank; specific levels are speaks\ through his Duplicate
realized his predicament or has shown on column B. Example: and appraises them of the
not yet gotten the Illusion Myriad has an Incredible rank. situation. The Duplicate
properly altered. Optional This enables him to create up to remains with them until the
Powers include Light Control 40 simultaneously existing rescuers finally reach them.
and Light Emission. Nemesis Duplicates that can form or When creating the hero, the
Powers include Light Control, travel as far as two miles away player has the option of
Radar, and Sonar. from his location. The assigning some or all of the
Duplicates are intangible hero's other Powers to the
•I4/Illusory Duplication: This is holographs and are incapable Duplicates. The hero can only
a specialized form of Illusion- of doing any actual physical create a single such Powerful
Casting that permits the hero to activity. They are\ primarily Duplicate at any one time.
generate completely realistic used as decoys, messengers, Since this Duplicate now has a
simulations of a single object, spies, and simulated ghosts. greater effect on reality, it gains
namely himself. Unlike the other The Duplicates can form in any some reality as well. Such
Illusory Powers, this permits the location within the hero's range, Duplicates can be affected and
hero to see through these regardless of whether the hero even destroyed by such attacks
nonexistent senses and to can see that location or not. As as Light Emission, Light
communicate through an aspect of this Power, the Generation, Plasma
apparently normal speech. The hero automatically possesses a Generation, Plasma Control,
hero can create a finite number combination of Clairvoyance, Shadowcasting, and any of the
of exact holographic duplicates Clairaudience, and\ Speech Magics and Power Controls.
of himself. These are Illusions Throwing that permits him to The Duplicate has a "Health"
based on his self image, which see, hear, and speak through equal to this Power's rank
the hero had best make sure his remote Duplicates. For number. Any damage to the
matches his actual appearance example, Myriad is at the scene Duplicate is subtracted from this
at that moment. The accuracy of a cave-in. The rescue crew number. At zero the Duplicate
of the Duplicate is determined need to know where any suddenly vanishes. In addition,
by a Reason FEAT made at the survivors are located. Myriad any damage done to the
time the Duplicate is generated. creates several Duplicates and Duplicate is also suffered by the
A green Reason FEAT means sends them off into the debris. hero, who temporarily loses a
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number of points equal to his Example: Myriad maintains a major embarrassment for him
Power rank number. Such secret identity as a physicist at and some unfortunate media
points are regained just like a nuclear plant in Georgia. One exposure.) Nemesis Powers
Health points. All Duplicates ca day the plant is attacked by include Light Control and
be affected by the Powers of super villains. Myriad must take Shadowcasting.
Light Control and action but his civilian identity
Shadowcasting. Light Control must remain at his emergency •I5/Reality Manipulation**:
can overpower, distort, and post. Myriad forms a number of The super being with this power
even destroy any Duplicate. It Duplicates. Most resemble his can alter the very underpinnings
can be use to seize control of a super heroic self but Myriad of reality allowing him to
Duplicate away from the hero; alters one to appear as his reshape the surrounding fabric
the effect is analogous to civilian self. The extra form of space and time to suit his
someone using Mind Control/ requires additional will. These changes are
Puppetry on the hero's own concentration on Myriad's part generally discrete in nature and
body. Shadowcasting can and a red FEAT. The player each change is a separate
surround the Duplicate in blows it on the first roll (a 23), power stunt to accomplish. The
darkness and prevent the second roll (03), third roll (24), range at which this power can
hero's Clairvoyance from but finally makes it on the operate is covered by range
operating. If the Shadowcasting fourth roll (00). Myriad column C and nearly any power
has a greater rank, that Power castigates himself on the is possible so long as it is within
can be used to destroy a additional 24 seconds it took these guidelines. Possible
Duplicate. Note: when a him to generate the lab coat Power stunts are:
Duplicate is passing through and glasses. While Duplicates •Gateway
solids, its "eyes" register total are normally created as •Elemental Conversion
darkness. If the hero is unaware independent beings, the Power •Molecular Conversion
that Shadowcasting is being can also be cast around the •Bio-Physical Control
used against his Duplicates, hero's own body to immediately •Energy Control/Generation
then he will assume the alter the hero's own (Any)
continued darkness is the result appearance. This is usually •Force Field
of the Duplicate remaining used to make quick disguises Optional powers include
within a solid mass and and costume changes. If the Cosmic Awareness, (the
consequently will make no hero so chooses, his entire character is in tune with the
attempt to resist this super hero appearance and universe he is manipulating),
clandestine attack. As stated costume can be nothing more Hyper Intelligence, Hyper
earlier, all Duplicates are an than such a Illusion wrapped Intuition and Hyper Psyche.
illusion manifestation of the around the hero's normal
hero's self-image. They need civilian self. This would •I6/Tattoo: This power is
not be a single, static design definitely prevent anyone from similar to the Animate Image
but can change with the hero's finding your costume stashed in power except that the images
whim. Generally, all Duplicates the back of the closet. In the are mentally inscribed on the
at a given moment will have the previous example, Myriad had hero's body. The number of
same shape. However, by not thought to bring his costume tattoos that the hero can have
means of a red Reason FEAT, to work and had to form one of on his body at one time is the
the hero can create his Duplicates around himself. maximum number equal to the
simultaneous Duplicates who The drawback is that if the hero power rank. With just the
have different appearances. All loses concentration, slightest mental instruction, the
such differences are still based consciousness, or Power, he tattoos leap off of the host's
on the hero's own form. A red also loses his costume. (The body and materialize into
FEAT is needed for each time Myriad was skinny dipping reality. All images have their
different type of Duplicate. when a crisis struck resulted in specific abilities and
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characteristics. The PC can the hosts body. When creating player may opt to replace a
recall the images at any time. the character, the player tattoo at any time, but he/she
When the images are destroyed creates a list of possible tattoos must delete one from the
or recalled they appear back on that are on the PC's body. The original list.
Life-Form Control Powers
•L1/Assimilation**: The the cloned individuals have a natural healing abilities and
character can convert other helpful attitude toward the rates revert to normal. There
living beings into nearly original and must make a are seven forms of Biophysical
identical clones of himself with Psyche FEAT to avoid any Control, each with its own set of
but a touch, and everyone the suggestions given by the effects. The first four forms are
clones come in contact with is original. Suggestions that benevolent, the last three are
likewise transformed. The range strongly conflict with the malevolent. Heroes who use
of this power is touch and the individuals system of beliefs the malevolent forms against
hero must make physical grant a +3 CS bonus to the sentient beings risk Karma and
contact to effect a subject. FEAT roll to resist this Popularity loss. When the hero
Anyone targeted must make a suggestion. is created, the player must
successful Endurance or choose one of these forms. He
Psyche FEAT roll to resist this •L2/Bio-physical Control**: can select one or let the dice
power or be transformed into a The hero has the ability to decide for him on the table
duplicate of the original. As long consciously alter the physiology below.
as this power is maintained, of a target. This is
anyone else who comes into accomplished by sheer force of Die Roll Form
contact with one of the clones is will and does not require any 01-24 Healing
also subjected to the effects of physical action on the hero's 25-44 Regeneration
Assimilation and must succeed part, aside from touching the 45-48 Revival
on a successful Endurance or target. The Power can be used 49-68 Damage
Psyche FEAT roll against this at a distance but each 10 feet Transferal
power or likewise be separating the hero from the 69-76 Decay
transformed. The maximum target reduces his effective 77-92 Disruption
number of clones the hero can Power by -1CS. The Power is 93-00 Aging
have is equal to this power's normally concentrated on a
rank number. Affected single target, but the hero can Healing: The hero can cure the
individuals assume the affect as many targets as he damage caused by wounds,
characters physical desires. Each additional target trauma, toxins', and disease.
appearance, (including current also decreases the rank -1CS. The hero can increase the
set of clothing) , general For example, trying to affect two target's Health by an amount
memories, (name, knowledge of targets at a distance of 10 feet equal to the Power rank level.
physical/mental capabilities, drops the hero's rank -4CS (- This is the maximum benefit the
language skills) and 2CS per target). The result of hero can give per day to one
behavioral/ethics system. The any form of this Power is specific person. The color of the
affected individuals also gain all permanent. (What's the point of required FEAT is determined by
of the original's powers but the healing somebody if he's just the nature and severity of the
maximum power rank gained in going to drop dead later, right?) damage. Green FEATs handle
each power is limited by The actual ongoing effects broken bones, non-terminal
Assimilation's power rank. The continue for as long as the hero disease, and simple wounds.
original has now mental control continues to use his Power. Yellow FEATs handle physical
over the assimilated clones but Once this is done, the target's trauma, wounds to organs, non-
77
fatal poisoning, and terminal trapped, the hero can make an mental capacities change as
diseases. Red FEATs handle attempt to free him based on well. While the Power can
mortal wounds, coronary the Power rank of whatever is function as a Fountain of Youth,
attacks, strokes, toxic holding the spirit. Until the spirit it can also be used to kill
poisoning, and massive returns, the body remains in a through old age or regression to
physical trauma. The Power comatose state. protoplasm. A target can be
seals the body and returns any Damage Transferal: The hero protected from unwanted
still-living tissues to health. It can heal another by apparently Biophysical Control by such
cannot replace lost tissue. taking that damage from the Powers as Force Field
Regeneration: The hero has the victim and moving it into the Generation and True
ability to heal (as above) and hero. The Power first heals the Invulnerability. Optional Powers.
can recreate large areas of lost target; the manner is the same include another form of this
tissue, such as severed limbs or as for Healing (above). Power. The Nemesis is either
destroyed organs. Limbs are Simultaneously, the hero's body Immortality or Serial
regrown by a green FEAT, reshapes itself into a duplication Immortality.
organs by a yellow FEAT, and of the damage being healed.
brain and neural tissues by a Once the target is healed, the •L3/Bio-Toxin: The hero
red FEAT. hero's Self-Healing abilities contains a poison of power rank
Revival: The hero can actually (same rank) then cures this intensity within his/her body and
bring the dead back to life. The ersatz damage. A hero cannot release it at will anytime. The
Power rank number is the heal another person until type of poison specifically
maximum number of days the he has returned to normal. characterizes the effects of the
target can have been deceased Decay: The hero can poison. The hero may choose
and still be revived. The accelerate the cellular collapse to contain one specific poison if
condition of the corpse of body tissue. The Power can they do so, they may increase
determines the color of the cause Power rank damage per the beginning power rank by
required FEAT. An intact, turn. The target becomes +1CS intensity. The specific
un-embalmed, un-decayed leprous, dies, and quickly type and effects of the poison
corpse is revived on a green crumbles to dust if the Power is are left to the Player and the
FEAT. A decayed but intact used long enough. Judge to develop.
corpse needs a yellow FEAT. A Disruption: The Power can
red FEAT is required for partial upset the Smooth functioning of •L4/Bio-Vampirism**: The
or embalmed remains. For the physiology. The target character is a super-carnivore
example, a Good rank can suffers Power rank losses to his able to increase his Strength,
revive a 10-day-old, slightly Health as he suffers anything Endurance, Psyche, and Power
moldy body if the player rolls a from minor discomfort (nausea, ranks by consuming living
75 or better. The Power begins chills) to fatal trauma (coronary biological materials. The most
by healing and regenerating attack). common examples of Bio-
any damage to the body, Aging: The Power can Vampires are the traditional
especially the cause of death. accelerate or reverse the aging bloodsuckers like Dracula.
Once the body is habitable process. The normal rate is Although all the traditional
again, the Power automatically multiplied by the Power rank vampires were destroyed on
summons the deceased spirit number. For example, a Good Earth in the Marvel Universe,
back and reconnects it with the rank can make aging occur at this does not prevent the player
body. If the spirit was already tenfold rate or go in reverse at or Judge from creating a new
reincarnated into another body, an equal rate. A green FEAT race of Bio-Vampires able to
the spirit splits into identical accelerates aging. A yellow withstand the spells that finally
halves. One remains with the FEAT stops it. A red FEAT destroyed Dracula. As a new
new body while the other half reverses it. As the victim's age type of Bio-Vampire, your
returns home. If the spirit is changes, physiology and character need not follow the
78
traditional abilities and immunity to any future vampiric necessarily mobile, but if they
limitations associated with the attack by that particular Bio- are, they may require the target
old Vampires. It's a new world Vampire. Why do Bio-Vampires to move in new ways. While in a
and a new Vampire. Bio- do it? Because they lose energy solid altered state, the target
Vampires have a Bonus Power at an accelerated rate. Their retains his overall normal
of Mind Control or Puppetry that rank numbers for Strength, appearance. If liquid or
renders their victims unable to Endurance, Psyche, and any gaseous, he can assume any
physically struggle against the Powers except Bio-Vampirism shape but can still automatically
Bio- Vampire. However, the drop one point per hour. The revert to his original shape
victim's Psyche remains Bio-Vampire must feed in order when the Power's effects end.
uncontrolled; the victim to maintain his life. Even if the When transforming a target, the
continues to try to resist the Bio-Vampire is deprived of hero normally changes the
Bio-vampire's attack. The Bio- victims, he never actually entire body unless the player
Vampire must make a Power starves to death. When all his states beforehand which
FEAT to initiate the attack. The affected ranks drop to Shift 0, specific section he is changing.
victim's Psyche determines the the Bio-Vampire drops into a The safeguards still take effect,
difficulty of the FEAT. The first deathlike trance. His vampirism but the target loses sensation in
successful FEAT means the continues to function, although the affected areas.
victim is immobilized and the he can no longer actively seek Transformations can take any
Bio-Vampire can begin to feed. out new bio-materials to of three basic forms:
Each successful FEAT enables consume. If such are made Chemical: The target's
the Bi-Vampire to drain Health available to the body, the Power chemical makeup is changed to
points from the victim. The will immediately begin to return other chemicals.
amount drained is equal to the the Bio-Vampire to life. When Physiological: The target's
Power rank number. This is the player creates the Bio- basic life functions are
converted into energy that is Vampire, he must choose and changed. The target may be
divided equally among the play a weakness. The Bio- changed to animal, plant, or a
ranks for Strength, Endurance, Vampire's Power rank can be different chemical basis.
Psyche, and any Powers the increased +1CS for each Energy: The solid target is
vampire has except this one. additional weakness the Bio- converted to a coherent energy
No vampiric Power can ever Vampire possesses, up to a field. When creating the hero,
increase its own rank. The Bio- maximum of four weaknesses the player decides the form of
Vampire must make a FEAT in all. Bio-Vampirism is change in which the hero
each turn he continues to feed. communicable. A sentient victim specializes. If random
He can voluntarily stop feeding who was,completely drained as generation provides this Power
at any point by making a a result of a feeding frenzy must again, the player can select
Psyche FEAT roll of any color make a Psyche FEAT roll. A red another form or add +1CS to
except red. A red FEAT means result means the victim has the first form chosen. Since this
the Bio. Vampire's hunger is arisen as a new, Feeble ranked can be considered an attack,
beyond his control. He has Bio-Vampire. the target can choose to resist;
entered a feeding frenzy that he can also forego resistance if
only stops when the victim is •L5/Body Transformation- he so desires. Power rank
drained or the Bio-Vampire has Others: The hero can alter the determines the Intensity of the
been repulsed. If the Bio- nature of elements and effects on the target, the range
Vampire fails a FEAT at any compounds within a living at which the effects can occur,
time in the feeding process, he target's body. Innate safe- and the duration of the effects.
is immediately repulsed from guards in the Power maintain Normally the Power is used on
the victim and can never the target's life-force for as long a single target. Each
resume that attack. That victim as the target is in the altered additional target reduces the
gains instant state. Such states are not effects by -1CS.
79
•L6/Emotion Control: The immediately teleport to its home them into new bodies. The
hero can alter a target's dimension. This Power spirits can be the newly-dead,
emotional state and resulting commonly appears as a spell ghosts, or Free Spirits. The
activity by forcing him to feel a used by sorcerers and holy bodies. can be anything
particular emotion. The hero men. The hero must be within newborn infants, clones,
can only instill one emotion at a 10' of the subject in order to androids, robots, animals, or
time. However, he can select perform the Exorcism. The hero plants. Because of the Power's
any emotion he desires. When can use this Power to resist the interference, the reincarnated
creating the hero, the player initial attempt by another to person retains his full memories
can raise the rank +2CS by control him, but if this attempt and Mental Powers. The spirit is
limiting the hero to a specific fails (as per the FEATs listed permanently bonded to the new
emotion. For example, the above), he cannot Exorcise body for as long as that body
Purple Man broadcasts only the himself later. lives, unless the bond is
emotion of loyalty. Range and deliberately broken by the spirit
duration are determined by the •L8/Force Field vs. Hostiles: (a red Psyche FEAT) or by a
Power rank. The Power affects The hero emits a psionic aura hero with Exorcism Power. The
everyone within its range. This that repels any hostile lifeforms. hero can indefinitely hold the
Power is an excellent choice The Power automatically spirit in stasis (one Typical
when the hero is facing probes the minds of anyone in Intensity FEAT per day should
adversaries more numerous the area and analyzes their be sufficient) while seeking a
and powerful than he is. If an intentions toward the hero. suitable body into which he can
opponent has a Power that is Anything harmful is repulsed, as transplant the soul. If the hero
triggered by a specific mindset, if a Power rank material fails a FEAT, he has 10 turns in
such as the way Bruce Banner strength wall had risen between which to implant the spirit or
used to turn into the Hulk when them. Neutral or friendly life is lose it forever. The hero cannot
he was angered, this Power can not affected by this field. Okay, I transplant the spirit into a living,
be used either to prevent that hear you asking: "What if intelligent being-with two
Power from taking hold or to somebody starts out friendly, notable exceptions. As noted
trigger it prematurely. but turns hostile after he's earlier, spirits can be placed
inside the field?" The answer is, within newborn infants. The
•L7/Exorcism: The hero can he's catapulted harmlessly out hero can also accept the spirit
release a being from any of the field. Rank determines into himself; the result is the
external domination imposed by the size and material strength of hero now has a complete
a third party. Such controls the field. Appropriate ranges are second person living in his
include Possession, Mental shown on column A of the head. The player now has to
Domination, Serial Immortality, Range Table. The field can be redo his character sheet to
and Magic. If there's a control, breached by several means. reflect the secondary set of
this Power can break it. This Brute force always works. characteristics for Reason,
Power rank is compared to that Mental Invisibility allows Intuition, and Psyche. When a
of the Power controlling the someone to bypass the field's character is reincarnated into a
subject. A Typical Intensity sorting ability. The field is body, he retains his abilities of
FEAT can sever a lower ineffective against cybernetic Reason, Intuition, and Psyche,
ranking control Power. A life. The field protects the hero and any Mental Talents and
Remarkable Intensity FEAT from melee weapons or slug Powers. Physical abilities,
severs a controlling Power of fest, but not from projected or secondary characteristics,
equal rank, and an Amazing missile weapons. Physical Powers and Talents,
Intensity FEAT severs one of and Contacts are all lost.
one or more ranks higher. Upon •L9/Forced Reincarnation: Contacts can be quickly
severing the being's control The hero can capture regained by convincing the
over the subject, that being is disembodied spirits and merge Contacts of who he really is (a
80
Remarkable Intensity FEAT). combined, the resulting the target's innate sense of
Karma awards should depend character shows traits of both. morality by means of a red
on how well the hero has The Power rank determines the FEAT. Less conflicting
handled the spiritual transplant. success of the operation. A commands involve only a green
Just dumping the spirit into the green FEAT ensures success of FEAT. Hypnotic Control can be
first available body can actually a routine operation, like simple established by any one of a
cost Karma, while going to surgery (anything that might be number of means. These
extraordinary lengths to find the done at a clinic). A yellow FEAT include specific gestures,
perfect situation is required for more elaborate words, songs, or devices. When
entitles the hero to a hefty work transplants, grafting, creating the hero, the Player
bonus. anything requiring a large determines which method the
hospital. Outright medically hero uses. The Intensity and
•L10/Grafting**: This is the impossible acts such as duration of a Hypnotic Control
single most likely candidate for brain transplants and body part are determined by the Power
raw abuse and grossing out rearrangement (after which all rank. In the case of
your fellow players. This Power the parts still work-hands where posthypnotic Suggestions,
is strictly Mad Scientist material. feet should be, and that kind of duration does not include the
(it does have its good side, too, thing) require a red FEAT. time prior to activation of the
though.) The hero can perform Success means the result is suggestion, but only the time
psionic augmentation surgery alive; it may not be pretty, but the suggestion is actually in
on a subject. The hero can it's breathing. A hero with this force.
operate on, dissect, rearrange, Power will use it to heal. A
and perform transplants without villain will use it to fill his lair •L12/Invigorate: The character
the need for normal medical with a variety of ex-human radiates a powerful energy field
techniques to ensure success. nightmares. that improves the life energy of
No matter how crude the those nearby. Granting to the
conditions in which the •L11/Hypnotic Control: This is affected individuals this Power's
operation is performed or how a Talent in the Advanced Set. rank for making Endurance
messy it proves to be, the The hero can dominate a FEAT rolls to resist the effects
subject's life-force is preserved. target's behavior and actions by of disease, toxins and fatigue
There is no major blood loss implanting commands, not by and for stun checks as well.
nor is there any need for direct psionic control. The Characters within the field are
extensive recuperation. This Hypnotic command may pertain also receive healing equal to
Power is strongly related to the to current conditions or lie bed rest for the duration.
Healing forms of Bio-Physical dormant until triggered by future
control and can be used to cure conditions (posthypnotic •L13/Limit Break**: This
others of physical damage. suggestion). Hypnotic controls exceptional power allows the
Unfortunately, the Power lends come in two forms: super to vastly exceed his
itself to abuse. Those •Commands alter current normal abilities by removing the
possessing this Power tend behavior. "You are getting natural limiters on his body
more toward Doctor sleepy." allowing him to access the
Frankenstein than Doctor •Suggestions alter future ultimate level of power but at a
Schweitzer. Such characters behavior. "You hate orange, price. This power will provide up
might see people as machines rocky skin and must destroy to a +3 CS boost on the super's
to be rearranged at their whim. anything with it." Normal natural abilities (FASE) and
This Power permits the hypnosis cannot make a powers (excluding powers like
character to perform acts person perform any action that Regeneration, forms of
beyond 20thcentury medical goes against his sense of advanced healing, etc.) but at
science (like brain transplants). ethics. However, the Power of the cost of suffering Health
If two or more brains are Hypnotic Control can override damage for every round of
81
boosting based on the level of Magnification: The target mind hero can alter a target's neural
boosting at the time. A +1 CS is actually enhanced. The rank activity. By changing nerve
increase will inflict Good of the target's Reason, Intuition, messages within the target's
damage on the hero every turn and/or Psyche can be body, the hero can cause a
towards his base Health. A +2 temporarily increased, up to the variety of effects.
CS increase will inflict Excellent hero's Power rank. The Power •Disruption: The target's body
damage and the maximum of rank determines the Intensity of loses all sensations; it falls to
+3CS will inflict Remarkable the hero's control, the range at the ground, a limp, numb mass
damage every turn on the hero. which he can establish and of flesh.
Once the base health reaches maintain that control, and the •Paralysis: The target body
zero, the super in question will duration of the control. becomes\ completely rigid. No
fall unconscious and all stats chemical can counteract the
will return their normal base •L15/Mind Transferal**: The paralysis while the Power is in
value leaving the hero to hero has the ability to switch effect.
recover as per normal. Due to minds from one body to •Seizure: The target's muscles
the extremely taxing nature of another. The hero's own mind spasm uncontrollably for as
this power, if the super in and body need not be included long as the Power is in effect.
question pushes themselves\ to in any switching that occurs. •Exaggeration: Nerve signals
the limit and fall unconscious The Power operates much like are actually amplified, causing
they require a 24 hour rest Mental Duplication, in that the the target to overact when
period before being able to hero reshapes the brains of his attempting any movement.
activate this power again targets to conform to those he Normally, a hero can select any
due to the extreme stresses is switching. In effect, the target of these effects. When creating
placed on the body. These believes he is the switched the hero, the player can choose
stresses are so extreme that mind and thus effectively is that to specialize in one effect for a
powers that would otherwise new person. The accuracy of benefit of +2CS. Note: This
speed recovery and healing will such transfers is 100%. Power only affects the voluntary
have no effect on this limit. The Because of the nature of this muscles; it does not affect the
super MUST spend 24 hours at Power, the hero can also autonomic nervous system
rest before using the power transfer one mind into several which controls the heart, lungs,
again. people simultaneously, with and other automatic bodily
each believing he is the real functions. The range and
•L14/Mind Control**: The hero person. Transferal switches duration of this Power are
has the ability to directly control mental abilities, Talents, and determined by its rank. Suitable
a target's mind through psionic mental Powers. Physical distances are shown on column
Powers. The hero completely Powers are not transferred, nor A of the Range Table. The
overrides the will and perhaps are physical abilities, Popularity, Power normally affects only a
even the conscious mind of the Resources, or Contacts. The single person; affecting more
target. There are four forms of Power rank determines the causes a decrease in duration
Mind Control: range at which the Power can of -1CS per additional person.
Puppetry: the target mind initially function and the The target's mind and senses
retains awareness but cannot duration of its effects. Ranges are unaffected by the Power;
control the body. are shown on column A of the the victim knows full well what
Possession: the target mind Range Table. Duration is given is happening (even if he doesn't
loses both control and for a single mind-to mind know why it's happening to
consciousness. transfer. If the hero attempts to him). The Power can reach
Negation: the target mind is transfer one mind to multiple across the dimensional barriers
completely turned off; Mental bodies, the duration decreases if it is combined with some way
Probes show that no mind -2CS for each additional body. of breaching the dimensions. It
exists in the target's body. •Neural Manipulation: The can function normally if both
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hero and target are within mumps, influenza, and such. per additional 10%. Controlled
another dimension. The character must actively plants have their own
seek out sources of new characteristics and ranks that
•L16/Plague Carrier: The hero diseases in order to add them are increased to the hero's
can contain within his body and to his inner armory. This is done Power rank, where applicable.
release at will a variety of by consuming live cultures ("I
disease-causing micro- don't get it! Why would anyone •L18/Plant Growth: The hero
organisms (bacteria, germs, drink a vial of smallpox has the ability to make plants
viruses). The hero is immune to culture?") or by curing a grow nearly instantaneously,
any disease (otherwise he'd diseased person in the manner and far larger than normal. The
have died as soon as he gained explained earlier. This latter act Power can force a seed to
this dubious Power) but he can will gain even the vilest villain a sprout immediately and gives it
instantly infect others at will with small flock of devoted people, the ability to thrive, even in the
diseases of his choosing. all cured by him. The hero can absence of normal nutrients
Symptoms appear 1-10 turns use his Power against single (light, soil, and water). The hero
later. Curiously, victims are not targets. Multiple targets can affect existing plants and
themselves contagious to decrease his Power rank by seeds or use seeds and sprouts
others. Obviously the Power -1CS per additional person. carried with him. In the latter
alters the genetics of the Rank determines the Intensity case, the player must make a
disease causing organisms and of the infection and duration of list of the types of seeds the
weakens them so that they can the symptoms. This Power can hero carries oust as a weapons
only survive within the hero and be negated or even destroyed specialist needs a list of those
the first new body into which by Biophysical Control or with which he is proficient). This
they are introduced. Upon the massive injections of Power does not change the
death of the victim or the end of antimicrobial drugs. The hero is natural abilities of the affected
the Power's duration, all the then reduced to a normal being. plants; it only enhances them
microbes die as well. This The Power's ability to infect up to the Power's rank. This
Power does have a beneficial others can be negated by Power requires the player to
side. Because of the hero's normal medical means or develop some rudimentary
special ability to control Powers like Self-Healing, knowledge of botany, since the
microbes, he can actually cure Induced Healing, True more the player knows about
others of disease. By means of Invulnerability, and this Power plants, the more stunts the hero
a red FEAT, the hero can draw itself. can perform. Typical plants
out of the target's body every used with this Power are:
last microbe of a particular type. •L17/Plant Control: The hero •Poison ivy: rash incapacitates
Note: This only removes the can impart limited movement foes
cause of damage. It does not and self-awareness to normally •Kudzu: vines entangle targets
remove the effects of the unintelligent plants. The plants •Briar: forms impassable
disease. Example: Black obey simple commands, and barriers
Plague has a fondness for red- possess rudimentary •Goldenrod: hay fever city…
haired children, and cures a communication and senses. •Oak: instant support for
copper-haired tyke of smallpox. The hero can accelerate the damaged buildings
While the child will live, he still plants' growth somewhat, but •Venus flytrap: Catch and hold
has the pockmarks. A character cannot make it exceed normal foes Power rank determines the
with this Power has to gain limits on size or shape. Rank speed of plant growth and the
diseases, much as others would determines the number of rank of the affected plant's
gain weapons, as he plants affected and the duration abilities.
progresses. New characters of the control. Exceeding the Growing a plant in normal
begin with diseases common to number of controlled plants conditions (adequate light, soil,
everyday life, like chicken pox, decreases the duration -1CS and water) requires a Typical
83
Intensity FEAT. Growing plants negation takes a Typical added to his partner's starting
in less than adequate Intensity FEAT; sensory Karma score, but from then on
conditions (insufficient light, alteration takes a Remarkable the Hero is responsible for
soil, or water; typical urban Intensity FEAT. The Power rank covering and managing the
conditions) requires a determines the range and sidekick's Karma needs. If a
Remarkable Intensity FEAT. duration of the effects. sidekick dies, the Hero loses
Growing plants in openly hostile Karma equal to the sidekick's
conditions (no light, soil, or •L20/Shape-change-Others**: starting Karma and plus his full
water) requires an Unearthly The hero has the ability to health score. If this is more
Intensity FEAT. Because their change the shapes of other Karma than the Hero has, keep
metabolism is accelerated by living beings. The result can track of the difference. The
this Power, the plants quickly take any shape and Hero must earn and payoff this
die. The lifespan is 1/8 normal. appearance the hero wishes: Karma debt before keeping or
As a rule of thumb, the player animal, vegetable, mineral. The using any Karma for himself.
can use these guidelines for target's basic physiology The normal Karma award is
normal and accelerated remains unchanged despite the doubled if the Hero captures the
lifespans: House plants-6 apparent differences between person who killed his sidekick.
months/2 days Shrubbery-5 the original and new forms.
years/3 weeks Trees- 1000 When shape changing a target, •L22/Sleep Induction: This is a
years/1 -10 years The point of the hero must make sure that nice, simple, straight-forward
this is that your hero doesn't the new form still allows basic Power that is hardly ever used
have to worry about filling the life functions to continue in any comic because it's not
city with giant plants left over (especially breathing!). If not, terribly dramatic. Nor is it
from old battles. He might still using the Power constitutes a exactly cricket. The hero has
be in trouble with the Park Kill result and all the bad Karma the ability to put any target into
Department, though… entailed therein. When creating a deep sleep, from which he
the hero, the player can opt to cannot awake while the Power
•L19/Sense Alteration: The exchange one of his randomly is in effect. During this induced
hero can deliberately change generated Powers for Body sleep, the target is completely
the manner in which a target Transformation-Others. In this helpless (see what I mean
either receives sensory stimuli case the hero really can change about not being cricket?). On
processes it within the brain. a living target int anything he the other hand, when you're
The simplest form negates one wants (with no restrictions). facing 325 battle crazed Skrulls,
or more of the senses, this Power can be really handy.
producing instant blindness, •L21/Sidekick: A sidekick is a The Power rank determines the
deafness, numbness, and so NPC companion controlled by range and duration of the
on. More complex is the ability the Judge. Bucky Barnes and Power. Relevant distances are
to modify the senses. The hero Rick Jones, both of whom shown on column A of the
can amplify some elements and worked with Captain America, Range Table. It affects
negate others. For example, the are the best examples. A everyone within range. Sleep
hero might make a target sidekick is created the same persists for 1 -10 hours after the
literally see red (and only red). way as any other character, but Power's duration. During that
The most complex form is his Ability ranks cannot equal time, the victim can be
Hallucinations. By a Monstrous those of the hero he works with. awakened by anyone, but he'll
Intensity FEAT, the hero can If the sidekick has any powers wake up naturally in any case.
transfer sensory information to that duplicate those of his
others, making everyone share partner's the sidekick's rank •L23/Spirit Storage: The hero
a common set of perceptions. must be lowered by two ranks. can capture and indefinitely
These may be the hero's, or The sidekick does not earn hold within himself any number
someone else Sensory Karma. His starting Karma is of disembodied spirits. Such
84
spirits find themselves within a called "demons" but may be of and that many are hostile to
pocket dimension of the hero's any nature or disposition. The humans. The being a hero
creation; while within it, they Power enables the hero to summons today might hold a
retain a semblance to their summon any known extra- grudge against him for eons to
original forms. This pocket dimensional being, Provided his come.
dimension can have any Power rank is higher than the
appearance. The one within being's Psyche rank, on a •L25/Undead Control: The
Adam Warlock's Soul gem was green FEAT. Equal ranks hero can dominate the wills and
a rather pleasant park. The require a yellow FEAT. Trust actions of previously living, still-
hero can freely communicate me, you don't want to summon corporeal beings. Such beings
with any spirits held within. He beings more powerful than you are often called "zombies" or
is immune to any attempts they (they might answer), but if you “zuvembies" and are only semi-
might make to possess his do it anyway, you need a red intelligent. Controlling them
body. A spirit can escape on a FEAT. The summoned being is requires a green FEAT.
red Psyche FEAT, provided its instantly teleport from its home Controlling fully intelligent, more
Psyche rank is higher than the dimension to a spot chosen by powerful undead like mummies
Power rank. This Power can be the hero. Once summoned, the or vampires requires a red
used in conjunction with Forced being must perform a single FEAT. Once control is
Reincarnation to find new task ordered by the hero. being established, the hero can order
homes for vagrant spirits. This must immediately set about the undead to perform any task
Power can be mechanically fulfilling the order. If successful, he desires, so long as it is
simulated to provide a "holding he can immediately depart for within their ability. Control
tank" for disruptive spirits like his home dimension. Players ceases when the task is
poltergeists or particularly should refer to MHAC9, Realms accomplished, but can be
malevolent Free Spirits. In this of Magic, by Kim Eastland for a reinstated at that time. This
case, the Power lasts as long detailed list of beings this Power cannot affect anything
as the device is supplied with Power can summon. Normally, alive. A cured vampire, for
energy. Capturing a spirit heroes will only summon example, would ignore the
requires a FEAT. Compare the magical creatures like demons Power. This Power is commonly
Power rank with the Psyche of and elementals. If a hero feels linked to Zombie Animation (the
the intended target. If the Power particularly confident, though, Power that actually creates
rank is higher, a green FEAT he might be able to call magical undead). When creating the
will do. Equal ranks require a characters like Clea and hero, the player can exchange it
yellow FEAT. A Psyche rank D'Spayre. Heroes can never for another Power. Intelligent
higher than the Power rank summon entities, although one undead may hold a grudge
means the hero must make a might pretend to answer a against the hero and later try to
red FEAT. summoning on a lark. This destroy him. Worse, they might
Power summons one being at a attempt to make the hero into
•L24/Summoning: The hero time. Each additional being one of themselves. Exorcism,
can summon and control extra- decreases the Power's rank by Magic Negation, or Power
dimensional, corporeal beings. -1CS. Remember that most Negation can all destroy the
Such beings are commonly magical beings are intelligent hero's control over his minions.
85
Magical Powers
The Powers referred to by the most often referred to as Magic recite a series of words to
word "Magic" cannot be easily had two basic components in manifest his Power. The Chant
categorized in the other Power the way they operated. I call can be any length and form.
classes. It is, as Jeff Grubb so these components Mechanism Generally, the rank of the Effect
quaintly put it in the Players' and Effect. Mechanism is the determines the length of the
Book of the Marvel Super manner in which the, hero Chant. The Chant lasts one turn
Heroes Advanced Set, "a can of manifests his Magical Power. for each ten points of the Power
worms that,once opened, may There are ten basic types of rank number. For example, a
be difficult to contain." The Mechanisms with an infinite Chant of Incredible effect takes
subject of Magic in the Marvel number of further variations. 4 turns.
Universe is dealt with at length These further variations are the
by Kim Eastland's book, actual “spells” that produce a Song: The hero need to sing or
Realms of Magic (MHAC9). specific Power/ Effect. When play a specific song, tune, or
However, the book you're the Player rolls his first Magical rhythm to bring about the
reading couldn't be called The Power, he must select a desired Effect. The name is a
Ultimate Powers Book if it Mechanism. He can,choose misnomer, since the nature of
simply shunted you off to Mr. one of those listed below or let the Song can be as diverse as
Eastland's book now, could it? pure chance decide. Upon words and music, a hummed
This section is for those players gaining further Magical Powers, tune, a series of notes on an
and Judges who are not the player can stay with that instrument, or an exotic
following a strict interpretation first Mechanism or have drumbeat. The Song lasts one
of the aforementioned tome or another go at random turn for each ten points of the
are simply interested in forging determination. Power rank number. For
a Magic system that is unique example, a Song of Shift X
to their campaign. It can be Die Roll Mechanism Effect takes 15 turns to be
treated as a supplement to, 01-08 Word properly performed.
explanation of, or replacement 09-20 Chant
for your current magic system. 21-28 Song Gesture: The hero must
If a Magic Power appears at 29-40 Gesture perform a specific physical
any time during the character 41-52 Alchemy action to bring about the
generation process, the player 53-60 Talisman desired Effect. The nature and
should convert the entire 61-68 Familiar complexity of Magic Gestures
character to a Mage and 69-76 Necromancy varies. They can be hand and
convert all the Powers into their 77-84 Summoning arm movements, facial
Magical equivalents. If the 85-00 Ritual expressions, acrobatics, dance
character was a High Tech type steps, and or anything else the
or possessed a physical type Word: The hero needs to speak player can think of. The Effect
that was obviously a single, specific word in order determines the complexity
technological in nature, these to manifest his Power. Subtle and performance time of the
should be altered to reflect a variations in pronunciation Gesture. To properly perform a
Magical background for the change the range, direction, Gesture takes one turn per
character. For example, Robots and Intensity of the Effect. The twenty points of the Effect's
might be now considered to be higher the Effect's rank, the Power rank number. For
clockwork automatons or harder the required Word is to example, a Monstrous Effect
Galatea-like animated statues. pronounce properly. takes four turns to properly
The research for this book execute.
revealed that those Powers
Chant: The hero needs to
86
Alchemy: The hero can Familiar: The Mage possesses who only uses already
achieve a specific Effect by (or is possessed by) a special deceased materials and is a
following a recipe that combines life form who serves as an valiant foe of nasty, evil,
arcane or even commonplace amplifier, conduit, and "unenlightened" Necromancers
substances in a special transmitting device for the who still do things the old
procedure. The resulting Mage's Power. The hero must fashioned way. Higher ranked
substance possesses enough be in contact with the Familiar Effects require harder to
Power to attempt the desired to achieve any type of Effect acquire body bits. The Judge
Effect. The length of aside from communication. The will have to decide his own
preparation time and the cost of Familiar can be any species, standards for this. For example,
the ingredients increases with but generally is a non-sentient a dead mouse is required for a
the rank of the Effect. Prep time being of a lower order of life Feeble Effect while 400-year-
is one turn per each ten points than the Mage's physical form. old bones of somebody named
of the Power rank number. The The Familiar's species is Fredrickson might be required
ingredients cost an amount of usually from the same world or for a Shift-X Effect.
Resource points equal to 10% dimension as the Mage. Of
of the Effect's rank. For course, if the Mage is of a Summoning: The Mage can
example, an Effect of Shift Y higher order than humans, he summon supernatural beings
rank would require materials of might have a human as a and compel/bribe/beg them to
Excellent cost stirred together Familiar. The relationship go do the actual work that
for 20 turns. between Mage and Familiar produces the Effect. Such
bonds them together so well beings include Spirits, Angels,
Talisman: The Mage must that they can Telepathically Demons, and any other Magical
possess a specific item in order communicate with each other. Beings who might exist in the
to achieve his desired effect. Common examples of Familiars Judge's campaign. Generally
This can be a specific type of include felines and owls. speaking, each Summoner
item for each type of spell, such specializes in a particular
as a marble sphere to Necromancy: The Mage can type of Magical creature. The
communicate with spirits or a achieve an Effect by using the Summoner can draw on the
handful of eagle feathers to remnants of life force contained services of other types but this
achieve flight. Common in once-living biological is an unlikely event brought
talismans have a cost of one materials. Unfortunately for about by special circumstances.
Resource point for each point of everybody concerned, the most For example, Illyana Rasputin
the Effect's rank number. For potent source of this life force is can summon a variety of
example, a common talisman a living organism which the Demons but has never tried to
for a Remarkable Effect would Necromancer must slay in order summon a Ghost. The overall
cost 30 points. Much rarer is the to have the benefit of its life Power rank of the being to be
Magical Talisman, a unique item force. Necromancy is the summoned is dictated by the
that possesses its own Power nastiest form of Magic there is. rank of the desired Effect. (If the
or focuses the Mage's own If the player rolls this form, he being can't do the job then why
Power. Magic Talismans are has three options. One, summon it in the first place?)
general purpose devices that continue creating the character The Mage runs into danger as
can serve the Mage's every and then give him to the he attempts to summon more
need, regardless of the type of Judge for use as an NPC villain. Powerful beings, many of whom
Effect desired. An example of Two, say the magic word might resent the Mage for
this is Dr. Strange's amulet, the "Drat!," discard this Mechanism, dragging them away from their
Eye of Agamotto. Magic and roll again. Three, go with home dimension and sending
Talismans can be of any nature, this Mechanism and assume them off on some ridiculous
whether jewelry, implements, that your Mage is an mission. Should the Mage lose
clothing, or grandfather's skull. "enlightened" Necromancer control of the situation, things
87
might get nasty, messy, and temple. He didn't know that the Power Generation process.
probably fatal. dance was really a Weather There are twenty Powers that
Control spell. He also didn't are unique to the Magic
Ritual: his is a combination of know that his lead dancer was a classification. Since Mages
any of the preceding nine budding Sorceress; she didn't often display Magical Powers
Mechanisms into a compound know it either. On the opening that are virtually identical to
Mechanism. The player rolls the night, the dancer's excitement more normal Powers, the
dice to determine how many finally allowed her latent Power system had to account for those
Mechanisms are to be to connect with the spell she as well. These are handled
combined into the Ritual. was unwittingly casting, with under the category of Power
torrential results. Critics hailed it Simulation.
Die Roll #Mechanisms as a new triumph in bringing
01-33 1 realism into the theater. •MG1/Enchantment**: The
34-67 3 Curiously, if anyone who Mage is able to invest a target
68-00 4 possesses Powers other than with Magical Power. The target
Magic tries to imitate a must be a non-sentient being or
The player then returns to the Mechanism, there is a chance it even nonliving matter. The
Mechanism listing at the will succeed. In such a case, Mage is able to turn the
beginning of this section and the mimic's own Powers Enchanted item into a battery
randomly generates the provide the raw energy to that can harmlessly store
component Mechanisms. achieve the Effect. Such a Magic. Any spell stored within
Duplicate rolls simply means mimicry requires two red the item can be retained
that an extra effort is needed; Reason FEATs to succeed. The indefinitely in a state of
that Mechanism is twice as first FEAT means that some readiness until the spell is
complicated as your Mage had kind of Effect has been somehow released. The Mage
initially thought. Examples of achieved, while the second can store any spell he already
Ritual combinations include means the Effect is under the possesses with the sole
Word/Gesture, Chant/Talisman, mimic's control. Example: Kitty exception of this Power; a Mage
and Song/Dance. Mechanisms Pride has been watching Illyana cannot Enchant something that
are only effective if used by Rasputin closely in order to will then Enchant something
someone who actually figure out how Illyana creates else later on. If the Mage is
possesses Magical Power. space warps. Kitty tries working in conjunction with
Mechanisms can be imitated by to imitate her friend's actions. another being who possesses
normal people but the Effect Kitty's Remarkable Reason other Magic or Powers, these
won't occur because the gives her a slim chance of can be stored away as well by
imitator doesn't have the Power success. She lucks out the first incorporating them into the
to support the mimicry. So phase (a 95) and vanishes into spell. Enchantment can store
forget about tape recording a glowing circle of light. any number of spells, within the
Chants and playing them back Unfortunately she botched the limit imposed by Enchantment's
whenever you want. Of course, second phase (a 32) and didn't rank number. The total rank
if the Mechanism is imitated by reappear at poolside as she numbers of any spells that are
someone who didn't know that intended. An hour later Enchanted into a target cannot
they possessed Magical Power, Professor X accepts a collect exceed Enchantment's own
then the Effect might call from Bristol, England. It's rank number. For example,
unexpectedly occur. For Kitty, asking if somebody could Feeble Enchantment can only
example, the famous come get her. The second store a single Feeble spell;
choreographer Rob Fusse Component to Magic is the Monstrous Enchantment can
created a ballet that Effect. It's just another word for store one Amazing and one
incorporated dance steps he'd the Power the player has Remarkable spell, eight Good
once witnessed in a Tibetan already acquired through the spells, 40 Feeble spells, or any
88
combination. The Mage is not release the Magic. This can be regardless of the intervening
required to cram everything he a specific time, event, condition, distance. The Judge can player
has into every Enchantment he intended target, or have a should work together to develop
makes. The Mage must make controlled release at the will of a playable Source and link. If
contact With the item in order to whoever is in possession of the the link is severed or the
fully Enchant it. If he does not Enchanted item. This last Source destroyed, the Mage is
make physical contact, the example includes such things left with a finite supply of Magic.
rank of any spells he is storing as magical amulets, swords, The amount of raw Magic he
decreases 1CS for each ten wands, and the rest of the has left is the number of points
feet that separates the Mage exotic paraphernalia that equal to his Psyche rank. Each
and the item. For example, a clutters the Sword and Sorcery spell he casts depletes that
Monstrous Enchantment could genre. Such an item reverts to reservoir by the Effects rank
only place Typical spells in a normal when all the spells have number. Obviously, it is in the
target 60 feet away. been released. Some spells are Mage's best interests to renew
Enchantment is disrupted by permanent modifications. These his link or repair the Source as
the presence of a Psyche in the are spells that only directly quickly as possible. Example:
target. This is why only non- affect the item itself and not a Rolthes the Wizard draws his
sentient or nonliving items can second, external target later on. Power from a glowing Orb he
be used. While sentient Robots The innate Powers of a keeps in his Iowa City
and Computers cannot be permanently Enchanted item apartment. Holding the Orb at
Enchanted, mindless can be resisted or even dawn renews his Power for
servomechanisms can be. The negated by such Powers as another day. Tuesday night the
mechanical components of a Force Field vs. Magic, Orb got stolen. Rolthes has
Cyborg may fall into this Resistance to Magic, Iron Will, Excellent Psyche and thus
category; the Judge is free to Magic Control, or Magic retains a reservoir of 20 points
decide on an individual basis. If Domination. Optional Powers worth of Magic. ("Why couldn't it
he decides so, the include Elemental Conversion, have been stolen after I went to
Enchantment does not directly Molecular Conversion, and work?” he mutters.) He has
affect the living sections of the Molding. Nemeses include enough Magic left for ten
Cyborg. Enchantment can be Force Field vs. Magic, Feeble, five Poor, three Typical,
prevented by a variety of Resistance to Magic, Magic two Good, or one Excellent
factors. Interrupting the Control, or Magic Domination. spell. He casts a Typical
Mechanism that creates this Telelocaton spell with a range of
Effect will prevent Enchantment •MG2/Energy Source: The 250 miles. It costs him six
from occurring at all. Removing Mage draws his Magic from a points, but at least he knows
the target causes the Mage to special source that provides the Orb is in a truck in Grinnell
Enchant the now empty air; if him with all the raw Power he only fifty miles away. Fourteen
the interloper substitutes needs. As long as the Mage can points are left. Rolthes expends
another item before the maintain his link with his another six in a Typical
Mechanism is complete, then Source, he can continue to use Teleportation spell into the
that item will get Enchanted the Magic it provides. The truck, which leaves him with
instead. A would-be target can nature of the Source and the eight points worth of Magic with
be protected from unwanted link vary by individual case. If which to Mind Control the thief
Enchantment by Force Field vs. the source is small enough, the and reclaim the Orb. As you are
Magic, Resistance to Magic, Mage might be required to carry beginning to suspect, this isn't
Magic Control, Magic it with him. If not, perhaps the really a Power but is more like a
Domination, or a previously Mage has to simply return to restraint. Take heart, because it
created Ward. When the Mage the Source at regular intervals is also a freebie. Mark this
Enchants the item, he must or forge a mystical "silver cord" down on an additional slot on
specify the stimulus that will that ties him to the Source, your sheet and roll again for an
89
additional Power. generate this mystical creature. wants. That cube could be
The hero may choose between shaped into a flat tile 14 miles
•MG3/Hellfire**: This is a the available options or use square or a ten foot high, ten
mystic form of fire used by the random dice rolls to create his foot wide corridor that extends
hero Ghost Rider. Using this companion. If this companion is for 11,395 miles. The real limit
Hellfire, a hero could perform ever destroyed or killed the to how much the Mage can
several power stunts: hero may be able to acquire a cram into his little world is the
•Create a fully functional new one at the Judge's size of the Gateway that
flaming motor cycle in a single discretion. everything must pass through.
turn. This cycle has Power The Gateway in this case is the
Rank Speed, Body, and •MG5/Internal Limbo: The Mage's body or rather a circle
Control. It never requires fuel, Mage can create a pocket the diameter of his body. It is
and can defy gravity for one dimension whose gateway is in a plane with the body and
turn, riding up vertical surfaces, his own body. This is a timeless arms outstretched. It generally
and making stunning leaps, etc. space of near-infinite volume. faces forward; that is,
•Create walls of flame encircling The Mage can shape conditions something has to be in front of
a single area; the flame has within the Internal Limbo and the Mage in order for him to
Power Rank intensity damage. create any environment he draw it in. The size of the
•Throw fireballs of Power Rank desires. For example, the world Gateway can be decreased any
fire damage and Power rank inside Adam Warlock's Soul amount and even pinched shut
range. Hellfire possesses armor Gem is a rather pleasant park. temporarily. Giant beings might
piercing abilities and any body The Mage can also control the limit their gateway to, say, their
armor possessed by the target basic attitudes and emotions of mouth or the palm of a hand.
is lowered by -2 CS rank. any being within this Limbo. A target can Resist being draw
•Use a form of cold hellfire that Within the Soul Gem, to in by the Gateway by using
would affect the human spirit continue the example, everyone Strength, Agility, or any Travel
This cold Hellfire inflicted no feels peace and happiness, Power. This Power's rank
physical damage, but for each even if they were vicious, determines what Intensity of
turn of use, the target made an violent people in the outside Strength FEAT. A moving target
Endurance FEAT or else world. Conversely, a Mage requires the Mage to make an
permanently lost one rank of might modify his particular Agility FEAT to catch the target.
Psyche. This magical attack is Internal Limbo to terrify anyone If the Mage tries to draw in a
of Power Rank intensity If the he draws into it. The motion- target larger than himself, odd
victim’s Psyche is brought altering aspect of Internal Limbo things can happen. One, he
below Feeble, its spirit becomes functions as +6CS Emotion might draw in only a section of
lost and irretrievable (in game Control. While the full size of it; the rest would appear to be
terms, the character ceases to anyone's Internal Limbo is sticking out of his body. This
have any control over his difficult to measure, certain could be fatal and quite messy
actions and should be retired nitpicking players might want to if some factor were to suddenly
from active play). Hellfire is know how much they can cram negate this Power. Two, he
subject Resist Magic powers in into theirs. The size of this might be able to break off what
addition to Resist Fire pocket dimension is the parts of it would fit within the
defenses. equivalent of a cube measuring Gateway. This requires a Power
on one side the number of miles FEAT based on the Material
•MG4/Creatures: The hero ha equal to the Power rank Strength of the target. Such
a mystical pet, familiar or mount number. For example, a Typical broken materials are rejoined
he has acquired through his rank can produce a cube six once the enter the Internal
mystical journeys. The hero miles on a side (216 cubic Limbo. Three, it simply might
should follow the guidelines miles). The Mage can alter the not work. The Mage would stick
available with Table 3.8 to shape of this cube anyway he the target to his chest but that's
90
as far as it would go. The only determined by the other only his body. There are three
thing that is guaranteed to Mage's Psyche. For example, a forms of Magic Control. When
never be able to enter a Mage's Monstrous rank is required to creating the Mage, the
Internal Limbo is the Mage's even think about manipulating player can choose any single
own physical body. If the Mage Dr. Strange's magic. If Control form at full Power rank.
possesses such Powers as is achieved, it affects the entire Additional forms can be gained
Energy Doppelganger, Illusory rank of that Magic. The range at by decreasing all Control ranks
Duplication, Life-form Creation, which a Mage can Control by -1CS for each additional
Free Spirit, Anatomical Magic is determined by his own form. The player can select
Separation, Self Duplication, or Power rank. Distances are forms himself or let the dice do
Astral Body, then he can send a shown on Column A of the it.
part or a representation of Range Table on the inside
himself into his little world while cover. The Power can be made Die Roll Form
the rest of himself stays in the to affect either a specific type of 01-40 Manipulation
outer world. Without such an spell or all the spells of specific 41-70 Magnification/
ability, the Mage is limited to Mage. In the first case, Control Reduction
only basic awareness of is exerted over all spells of the 71-00 Negation
conditions within the Internal chosen type within the Mage's
Limbo. To conclude the range, regardless of how many Manipulation: The Mage can
example, Adam Warlock had no other Mages are affected. For alter the flow and application of
idea at all of what conditions example, the Mage might Magic. He can change the
were like within the Soul Gem negate all Flying spells within a direction of a cast spell's
until he physically died and was certain area. In the second energies with a green Power
drawn in. Optional Powers case, Control is exerted over a FEAT. He can alter the effects
includes any one of the particular Magical adversary of a spell by a yellow FEAT. He
following—Energy and affects all the spells that can completely change the
Doppelganger, Mage possesses. For example, nature of the spell by a red
Illusory Duplication, Life-form the arch sorceress Jen'tmril FEAT. For example, Rolthes
Creation, Free Spirit, reduces Rolthes' Spells to casts a Feeble Fire Generation
Anatomical Separation, Self Feeble level. The duration of at Jen'tmril; she Manipulates
Duplication, and Astral Body. the Control lasts a maximum the flames into a spray of rose
The Nemesis for this is number of minutes equal to the petals. The Mage need not
Dimension Travel. Power rank number. After the actually possess the new spell
expiration of that Control, it the old one was Manipulated
•MG6/Magic Control**: The must be renewed. This can be into, but the new spell must be
Mage can alter the behavior of done indefinitely. The range at something harmless to either
pure Magic itself, whether it is in which Control can be exerted is combatant.
a raw or applied state. The determined by the Power rank; Magnification/Reduction: The
Mage can control the actions of appropriate distances are Mage can either increase or
any Magic within his range and shown on Column A of the decrease the rank of the
capabilities. If the Magic is free Range Table. Control is directed affected Magic by his own
of a living Mage's body, the in a straight line; it is not Power rank number. For
Power rank of that Magic automatically an area effect. If example, by means of a red
determines what Intensity FEAT the Mage desires an area FEAT and Remarkable Control,
is required. For example, a effect, the sphere he creates a Mage could change an
Typical Controller needs to has a radius equal to -4CS Incredible spell to either Good
make a Red FEAT to control a range. For example, Excellent or Spectacular rank.
Good rank. If the Magic is Control can be exerted over a Unfortunately, the one thing the
internalized within another living six-area range or surround the Mage cannot affect is his own
Mage, the necessary FEAT is Mage with a field that surrounds Magic.
91
Negation: This is an extreme rank number. This number for a new Power. Optional
form of Reduction. The Mage always includes those Powers Powers include Hyper
can completely dispel any the Mage already possesses. Intelligence and Total Memory.
Magic within his scope. Spells The player and Judge should The Nemesis for this Power is
completely dissipate. Things agree on a list of Magical Magic Control/ Negation.
affected by the dispelled Magic Powers the Mage can create in
revert to their original condition. others; at least half the list •MG8/Magic Domination: This
Mages are reduced to Normal should be randomly determined is a form of Mind Control. The
Humans (or whatever). The to reflect odd bits of arcane Mage can control the actions of
worst effect is on Magical knowledge the Mage other Mages in regards to the
Creatures. The loss of Magic had picked up along the way. casting and use of Magic spells.
may be damaging or even fatal The Magical Powers she The Mage acts as a Puppet
to such beings. Undesired confers are nowhere near as master who can control the
Control can be avoided by high ranked as those the Mage physical actions but not the
Dodging a directed attack, possesses. New Magic is conscious mind of his victim.
moving out of the Control's initially ranked at -3CS of this The Mage can force his puppet
range, or by the use of such Power's rank. This can later be to cast any Magic he possesses
Powers as Force Field vs. improved by the actions of the in any way the controlling Mage
Magic, Resistance to Magic, recipient. How long the recipient desires. The Mage cannot
and this Magical Power. retains the Power is determined control the actual
Successful resistance enables by the Mage's Reason; it is a characteristics of the puppet
the would be target to retain his measure of how well he taught Mage's Magic. Range, area of
normal Magic, at least for now. the recipient. A separate FEAT effect, and casting time are all
The Nemesis is an opposing or made at the time of creation unaltered. The Power is a battle
higher ranked form of Magic reveals the maximum of the Mage's Power rank
Control. duration. A green FEAT gives a versus the would be victim's
duration of one day times the Psyche. Psyche determines the
•MG7/Magic Creation**: The combined Reason rank Intensity of the Power FEAT.
Mage has the ability to create numbers of -the Mage and the For example, a Monstrous rank
new Magical Powers and invest recipient. A yellow FEAT needs a Green FEAT to
them into sentient beings for increases that to 10 days times overcome Illyana Rasputin's
their own use. The new Magic the combined Reason rank Fantastic Psyche. The
can be of any nature, including numbers. A red FEAT ensures range at which a Mage can
any of the listings in this book, the Magic's permanency. attempt Domination varies with
so long as they are treated as Example: The arch sorceress his rank and the number being
Magical rather than normal Jen'tmril confers the ability to controlled. The normal ranges
Powers. It can even be used to Dimension Travel on her for Dominating a single being
create any Magic or Powers acolyte, Eleanor. She are shown on column A of the
that are not found in this book, if possesses Monstrous Magic Range Table. Each additional
you find something overlooked. Creation and can give Eleanor being the Mage controls causes
The Mage is limited in the a Remarkable rank. Their the range to decrease -1CS.
number and Power ranks she combined Reason rank The duration is as long as the
can Create. The variety of such numbers total forty, points. She Mage can retain his
Powers as she can Create goes makes a yellow FEAT; the concentration. The Judge is
beyond her own innate Magical Power will last 400 days. free to develop his own
Powers. ("Those who can't Judges may want to forbid this standards of how hard that is in
do, teach.") The Mage can Power to any player characters a given situation. If a victim fails
create a variety of Magical or restrict it to characters with his initial Resistance, he
Powers whose maximum high Karma. In that can try again every ten turns by
number is equal to her Power case, players should roll again making a Psyche FEAT based
92
on this Power's rank. A green connection to one of the transferring a Good rank of it
FEAT means the victim has Magical Schools of Mysticism. into her aide Eleanor, she
freed himself of the Domination. The hero begins play with reduces her own rank to Good.
As you might suspect, this access to this school of magic The Mage can transfer a single
Power only works against determined by rolling on Table Power with each spell. Because
Mages and Magical Creatures. 5.0 and one spell randomly suddenly gaining Magical
Not many beings of non- rolled or chosen from Table 6.1 Power is usually in the
Magical Powers are exempt. Personal Energy Spells. recipient's best interests,
Curiously, using Magic Resistance is not usually
Negation on a puppet-Mage will •MG11/Magical Energy attempted. The recipient is
free him of the effects of Manipulation**: usually trying to cooperate
Domination. If the target of this The hero has a natural ability to instead. If Resistance is called
Power voluntarily cooperates manipulate and control the for, unwanted Transferal can be
with the Mage, then control is forces of magic however, the thwarted by such things as
automatic. Domination can be hero cannot generate these moving the target out of range,
thwarted by such Powers as mystical forces himself. This disrupting the spell's
Force Field vs. Magic power prevents a hero from mechanism as it is being cast,
Resistance to Magic, and Magic learning any type of magic spell or blocking it with such Powers
Control. Optional Powers or entreaty to dimensional as Force Field vs. Magic,
include Mind Control and Power entities. If any spells are rolled Resistance to Magic, or Magic
Domination. The Nemesis is for your hero they should Control. The Mage should be in
either an enhanced Psyche to become power stunts for this contact with the recipient in
protect the Nemesis or Magic ability instead. The hero has the order to transfer the full rank of
Domination to usurp the Mage's ability to alter and manipulate the loaned Power. For each ten
control of others. the forces of magic to feet of distance between the
accomplish almost anything that two, the rank of the transferred
•MG9/Magical Item: The hero he may imagine. Through the Magic drops -1CS. The
possesses a Magical Item. The manipulations of magic energy decreased rank is still lost to the
hero should consult Tables 3.1 the hero may simulate almost Mage; it is as if she transferred
through 3.7 to generate this any other power or magic spell part of her Magic to the air
item through random rolls. Then on the list at -2 CS of his itself. If the Mage attempts to
the hero should roll on table 3.9 Mystical Energy Manipulation simultaneously transfer
to find the conditions which power rank. The hero may her Magic to two or more
exist upon the object if any. simulate the Resist Magic recipients, she can by simply
Finally, the hero should roll an power at -2 CS of this powers dividing the Magic equally
ability for it on the Power rank. Nemesis powers include between them. The duration of
Listings OR the Magical Magic Control and Nullifying the loaned Magic varies with
Spell lists (Player's Choice). powers. the Reason ranks of the Mage
The conditions on the item may and the recipient. A green
allow it more than one ability, •MG12/Magic Transferal: The Reason FEAT at the time of
you should consult your judge Mage can transfer some or all transferal gives a duration of
in this situation to make sure of her Magic to another sentient 100 turns times the combined
the item generated is not to being. Only this Power cannot Reason rank numbers. A yellow
powerful for the campaign. This be transferred. Any combination FEAT increases that to 10,000
item should be given Power of Powers and ranks can be turns times the Reason total. A
Rank Material Strength. transferred. The rank of each red FEAT means the transferal
spell decreases the rank for that is permanent. Optional Powers
•MG10/School of Magic: The spell held by the Mage. For include Mind Transferal and
hero in question has mystical example, Jen’tmril has Power Transferal. Nemeses
ability by training or a natural Excellent Levitation. By include Force Field vs. Magic,
93
Resistance to Magic, and Magic can voluntarily cease feeding at rank. Darkhound adds five
Control. any time by making a Psyche points, to each of his relevant
FEAT of any color except red. A Abilities; he now has Typical
•MG13/Magic Vampirism: The red FEAT means the Mage- Strength, Good Endurance,
Mage Vampire can drain the Vampire's hunger is beyond his Excellent Psyche, and two
Magical energy from a target control. He has entered a Incredible Powers. In the next
and convert that Magic into feeding frenzy that will only turn, trouble strikes when
extra Strength, Endurance, cease when the target has been Darkhound's player rolls a 51.
Psyche, and any other Magic or completely drained of Magic. If Instantly a shock runs through
Powers he possesses. The the Mage-Vampire fails to make Darkhound and repulses him
Mage- Vampire can force a any FEAT during the feeding from his prey. The shaken
nonliving, non-sentient process, he must break off his Sytanceas looks first at the
Magical item or being to release attack and cannot reestablish it. fleeing and then at the hank of
all its raw Magic. He must make The victim instantly develops an fur he'd grabbed from his
a FEAT whose Intensity is equal immunity to that particular Mage attacker… Why do Mage-
to the highest ranked Magic the Vampire and cannot be Vampires do it? Due to their
target possesses. For example, subjected to any future attacks peculiar nature, they lose
draining the Magic from Silver by him. This immunity does not energy at a disturbing rate. The
Dagger's namesake weapon protect him from other Mage rank numbers for Strength,
requires an Amazing Intensity Vampires. The Magic that the Endurance, Psyche, and any
FEAT. A drained item is now Mage-Vampire absorbs is used Magic or Powers (except this
nothing but a collection of to increase his Strength, one) drop one point per hour.
normal materials. Magical Endurance, Psyche, and any The Mage-Vampire must feed
beings may be hurt or other Magic or Powers he to return things to their original
destroyed if the Magic was an possesses. The increase is in levels. A Mage-Vampire
intrinsic part of their physiology. equal amounts to all the cannot actually starve if denied
If not, they are now normal, adjusted Abilities. The only victims, but when all his
powerless creatures. Living or Magic or Powers that cannot be affected rank numbers reach
sentient beings are harder to increased is this Magical Shift-0, he enters a death-like
drain because they possess a Vampirism itself. Example: trance. His Magical Vampirism
Psyche. The would-be Darkhound is an Excellent continues to seek victims and
victim's Psyche determines Mage-Vampire but possesses can attempt to drain anything
what Intensity FEAT is required. Feeble Strength, Poor Magical that comes in contact
A successful FEAT enables the Endurance, Good Psyche, and with the body. When the Mage-
Mage to drain Magic from the two Powers of Remarkable Vampire's Abilities return to
victim. An amount of raw Magic rank. His intended victim is Feeble rank, he returns to life.
equal to this Power's rank Sytanceas, a Demihuman Mage When creating the Mage
number is drawn in equal with three Magical Powers Vampire, the player must play
amounts from all the victim's (Remarkable Sympathetic his Weakness (you cannot
Magical Powers and any Magic Magic, Feeble Internal Limbo, ignore it like many of your fellow
that forms his physical body. and Typical Gateway) and an players do theirs). The player
The last applies if the victim is Excellent Psyche. Darkhound can increase the Power rank by
something other than human, makes the necessary Yellow +1CS for each additional
such as a golem. The process FEAT to begin feeding. He Weakness he takes, up to a
of feeding can continue drains twenty points worth of maximum of three additional
indefinitely, as long as the Magic from Sytanceas. The loss Weaknesses. Magical
Mage- Vampire continues to of six points each wipes out the Vampirism is communicable. A
make successful FEATs. Each Internal Limbo and Gateway living or sentient being who was
turn drains another rank's worth spells and reduces the third completely drained of all Magic
of Magic. The Mage-Vampire Magical Power to Excellent by a Mage Vampire must make
94
a mandatory Psyche FEAT roll. chooses. The second method range into the future that the
A red FEAT means the victim pits this power's rank against Mage can directly influence
has himself been transformed the Material Strength of the events is the number of turns
into a Feeble Mage-Vampire. targeted object in question, equal to her Power rank
The Nemesis for this is an allowing the hero to physically number. For example, an
enhanced Psyche two levels control the properties of the Excellent rank can influence an
higher than the Mage Vampire's target. In the third manner, the event that won't occur for
Power rank. hero pits his power rank against another twenty turns. The
the Intensity rank of a target complexity of the desired
•MG14/Power Simulation: phenomenon such as energy change decides what Intensity
This is not an actual Magical fields, magic, powers, etc., in all FEAT is required. Random
Power. What it is is a Magical three cases the effect is limited chance or a single event that is
version of any Power in the to the heroes Power Rank Area. decided by the dice requires a
Character Creation green FEAT to change to the
Compendium. The player •MG16/Reality Alteration**: Mage's whim. Series of physical
simply rolls the dice again at The hero can reshape time actions or altering a person's
this point to randomly determine itself in order to achieve a decisions requires a yellow
another Power. Such a Power is desired situation. There are four FEAT. Altering several
to then considered to be forms of this Power, each with a conscious decisions by two or
Magical in nature and follows specific area of effect. Three of more people requires a red
the rules for Magic rather than these alter the conditions that FEAT. The Mage must be within
for relatively normal Power. For result from the passage of time. line-of-sight of the location of
example, whereas Cyclops can The fourth alters the actual flow the impending event in order to
simply open his ruby visor to of time. When the player use this Power. Clairvoyance or
unleash a glowing Kinetic bolt, creates a character with this Sensory Link can be coupled
a Mage with the Magical Power, he must roll the dice to with this Power to extend its
equivalent must go through the randomly determine what form range up to the limit of that
motions of casting a spell to his Magic possesses. Power's detection range. This
achieve the same effect. This Power requires a great deal of
can be a problem when the Die Roll Form cooperation with the Judge,
Mage is in a combat situation 01-40 Future especially at the higher levels
but no one said a Mage's life 41-65 Present that have an immediate range
was easy. Once this Magical 66-75 Past of several minutes or hours of
Power appears and the player 75-00 Temporal Flow game time. If the FEAT is
rolls again to gain an actual successful, the future event
Power, any other Powers the Alter Future: The Mage can occurs naturally at the
player gains should also be control the probability of a appointed time. If the FEAT is
considered to be Magical in certain event coming to pass. unsuccessful, the event is
nature. This may require the The event can have any degree somehow protected from the
player to re-think his concept of of importance, from a simple Mage's tampering. She must try
his developing hero. coin toss to the passage of the a different tactic if she makes
Mutant Control Act. Events of another attempt to alter that
•MG15/Probability Control: greater importance require the future event. Example: Tamper
This power allows the hero to Mage to make the desired has Remarkable Reality
affect his immediate future in change in a series of several Alteration and a range of three
three different ways, The first steps over a great period of minutes. She is incognito at a
way pits this power against the time. The Power is limited to secret Congressional
Psyche of his target. In this directly influencing events Appropriations Committee
effect the hero makes the target within a finite range of time and meeting at which Henry Peter
behave in the manner he complexity. The maximum Gyrich is seeking funding for
95
additional Sentinels. Tamper is the borrowed world determines made at the time of creation. A
trying to cut the funding. As this what Intensity FEAT is required. green Reason FEAT gives a
requires changing the minds of A world that fairly closely maximum duration of two hours
several Congressmen, a red matches that of the Marvel times the Reason rank number.
FEAT is required. Two minutes Universe requires a green A yellow Feat increases it to
before the vote is taken, she FEAT. A world of major one day times the Reason rank
tries and fails (her player rolled historical differences but similar number. A red FEAT increases
a 66). The Congress men's in biological and geological that to ten days times the
minds are already made up. terms requires a yellow FEAT. Reason rank number. In very
She tries another tactic by Worlds that are drastically special circumstances, the
concentrating on Gyrich different, such as a New York Mage might be able to make
himself. She increases the built by intelligent lizards, the duration permanent. In such
probability that he would do require a red FEAT. The Mage a case, the pocket dimension
something incredibly obnoxious can take any number of people has expanded to take in all of
that would disgrace him in front along to this other world. The the emulated other-world. Such
of the Congressmen. This only maximum number is equal to cases are entirely at the
alters a single mind and is a the Power rank number. Anyone Judge's discretion and should
yellow FEAT. She fails that too consciously brought along be limited to extremely urgent
(he's too hidebound). Finally retains their original minds and re writings of campaign history.
she concentrates on making the memories of conditions in their An example of this might be if
fire sprinkler system fail (a native reality. Such passengers Fabian Stankowitz had
green FEAT). She succeeds, can operate freely anywhere accidentally killed all the
the room gets drenched, and within the Mage's area of Avengers in the last gaming
the Committee adjourns before control. A size of the affected session. The Mage can
actually taking the vote. Tamper region is a spherical area terminate the pocket dimension
has another day to figure out whose size is determined by the at any time, thereby returning
some way to succeed. Some Power rank. The radius is the everyone to the real world.
events appear to be too number of miles equal to the Their locations upon returning
complex for this Power. In such Power rank number. A curious correspond to their relative
a case, the Mage should side-effect of this Power is that positions in the other-world. If
remember the adage, "From the affected area can be used their earlier positions had been
little acorns grow mighty oaks." as a gateway to the other-world at an altitude or depth other
A little time tampering today can it emulates. Anyone traveling than ground level, upon
snowball into a major rewrite of beyond the range of the returning they are safely
history in years to come. Mage's Power is automatically deposited on a surface that
Alter Present: The Mage can transported to that real world. most resembles their earlier
change the conditions of her Fortunately they retain a link to position. If none is available,
present surroundings. It is as if the Mage that allows them to they are deposited at ground
the Mage had somehow altered automatically return if they level.
the past without realizing it. In again enter the area Alter Past: The Mage can
truth, the Mage has built a represented by the Mage's actually change past history
pocket dimension that Power. This assumes they and thereby really alter the
transformed her immediate return while the Mage's little present. This is the most
surroundings into those of a world still exists; if they tarry too powerful listing in the Character
world from an alternate timeline. long they become accidental Creation Guide. As such, it will
The world she uses is one emigres to this other-world and probably be forbidden to player
whose natural conditions most will have to find their own way characters except in the rarest
closely matches the desired home. The actual lifespan of the of cases. The range at which
conditions. The degree of pocket dimension is determined the Mage can reach into past is
difference between the real and by a separate Reason FEAT determined by the Power rank.
96
The Mage must be at the site of but encouraged? Does the act used to alter either the Mage or
any past event he wants to of tampering actually catapult another target. If it is used
change. His Power rank the tamperer into an alternate against another, that target is
decreases -1CS for each mile it world of her own devising? The allowed to resist. Such means
is away from the actual site. game mechanics support the include Force Field vs. Magic,
The maximum temporal last interpretation. Each Judge's Resistance to Magic, and Time
range is the number of weeks Marvel campaign is set in an Travel. The Power can be
equal to the Power rank alternate world that more or developed into a Variety of
number. For example, a Shift-Y less mirrors the published Power stunts. Optional
rank can reach nearly four accounts of the Marvel Powers include Precognition for
years into the past. The Universe (the comic books, Alter Future, Clairvoyance for
difficulty of the desired change people). Extensive tampering in Alter Present, and
determines what Intensity rank the past affects only the world Postcognition for Alter Past.
is required. Single physical of the tamperer and her player. Each form is its own Nemesis.
events, such as anything Judges can even play several
determined by a single die roll, alternate timelines, switching •MG17/Soulfire: The hero can
can be changed by a green among them at each gaming project bolts of mystical energy
FEAT. Complex or sequential session. Alter Temporal Flow — called "Soulfire," that cause
physical events or altering a The Mage can alter the rate at excruciating pain through direct
single being's behavior which time passes. He can stimulation of a person's life
requires a yellow FEAT. Altering accelerate or decelerate it to force. The bolts have Power
the behavior of two or more such a point that the affected Rank Range and Power Rank
beings requires a red FEAT. area is apparently in stasis. damage. The victim has to
The reason most Judges will The maximum amount that time make a Yellow Psyche FEAT
forbid their players to have this is altered is proportional to the roll or pass out from the pain for
Power is that it requires them to Power rank number. Time is 1-10 turns.. The hero may elect
rethink. the history of their accelerated by its normal rate for his bolts of Soulfire to
Marvel campaign in terms of times the Power rank number. produce Force or Energy
this alteration. Take heart in the For example, a Good rank can damage.
cynical knowledge that most make time pass at tenfold
people's actions do not speed. Deceleration makes •MG18/Soul Sword**: The
significantly alter the fabric of time apparently pass at a rate hero can mystically summon a
history. As a rule of thumb equal to the normal rate divided Soul Sword similar in ability to
concerning common people, by the Power rank number. For the one used by Magik. The
there is only a one in a example, a Monstrous rate can Soul Sword is a physical
thousand chance that one stretch one minute into 80 manifestation of the hero's
person's changed decision will minutes. The perception of magical powers. The weapon
have a significant effect on time's passage depends on causes Power Range Edged
history. When dealing with who is actually accelerated or Damage to any creature it
influential people (leaders, decelerated. To an accelerated strikes The sword will inflict no
super beings, creative types, person, the world has slowed damage if it passes through a
and so on), the probability rises down. To a decelerated person, non magical creature, robot or
to one-in-ten. Note: There is time has sped up. Clever machinery. If the Soul Sword
much debate over the true Mages can really screw people strikes or passes through a
nature of tampering with the up by playing on this. For character or item that is
past. Is there a single timeline example, decelerating everyone magically controlled, possessed
that is irreparably changed by around a certain person might or transformed the hero may
each act of tampering? Are make that person believe that attempt a Psyche FEAT roll with
there infinite worlds and thus he had actually been a +2 CS bonus to the roll to
tampering is not only allowed accelerated. The Power may be break the spell and return the
97
item or being to it's original control. He has entered a Strength, Good Endurance,
state. While using the Soul feeding frenzy that cannot stop Amazing Psyche, and Excellent
Sword in combat shining until the victim's Psyche and Clairvoyance. Normally she
magical armor will begin to Intuition are completely drained makes only a single feeding
appear on the hero one piece at or the Vampire has been attack on her victims and she
a time. This armor offers Body repulsed. If the Vampire fails to decides to stop feeding. Her
Armor at -5 CS of the Power make a FEAT at any stage in player makes a Psyche FEAT to
Rank of the Soul Sword and will the feeding process, he is see if she can quit.
increase by one rank in power instantly repulsed from the Unfortunately, he's rolling the
each turn that the Soul Sword is victim. He can never re- dice too well; he makes a red
used for the first 5 turns of establish his attack because the FEAT. For Madame Arcania, the
combat. After reaching its victim develops an instant feast is too much to resist. She
Maximum Power Rank the immunity to any vampiric attack makes a green Power
armor will remain for another 5 from that specific Vampire. The FEAT(based on the Mesmero's
turns before disappearing. The victim can be the target of now Typical Psyche) and drains
hero may concentrate to have attacks by other the remaining six points.
the armor remain longer by Vampires later on. The drained Mesmero's Psyche is now at
making a Yellow Psyche FEAT energy is added in equal Shift-0 and he collapses.
roll each turn the armor is willed amounts to the Vampire's Madame Arcania summons
to remain. During this intense Strength, Endurance, Psyche, her servant to dispose of the
concentration the hero has a -1 and any Powers the Vampire debris. Spirit Vampires lose
CS to any FEAT rolls that he has. The exception is this energy at a dreadful rate. Their
may attempt while retaining the Power; no vampiric Power can rank numbers for Strength,
armor unless the hero also has ever be increased by the Endurance, Psyche, and all
the Multitasking Power. Vampire himself. Example: their Powers except this one
Madame Arcania is a Good drop one point per hour. The
•MG19/Spirit Vampirism**: Clairvoyant and Incredible Spirit Vampire must feed in
The Mage can drain the Vampire. She has Feeble order to bring these back to at
Intuition and Psyche from a Strength and Endurance and least their original levels. Even
target and use the absorbed Incredible Psyche. She if deprived of victims, a Spirit
energy to increase his own normally feeds on the Vampire will not starve to death.
Strength, Endurance, Psyche, customers who come to her Tea When all his affected Abilities
and other Powers he Room on the East Side. Today and Powers reach Shift-0. he
possesses. The higher ranked she gets a surprise, as her enters a death-like trance. His
Ability of the victim determines target is a disguised Mesmero, vampirism continues to function
what Intensity FEAT is required. who possesses Typical Intuition and will try to drain anyone who
A successful FEAT enables the and Amazing Psyche, among comes in contact with him.
Vampire to drain energy from his other Abilities. Madame When the Vampire's Abilities
both victim's Psyche and Arcania is surprised to discover return to Feeble, he regains
Intuition in equal amounts. The she must make a red FEAT to consciousness. When creating
amount drained per turn is initiate the attack but she a Vampire, the player must
equal to' his Power's rank feels up to the challenge. She select and use a weakness. He
number. The Vampire can drain makes her first FEAT under the can increase the Power rank by
this amount each turn that he pretense of reading his palm. +1CS for each additional
makes a successful FEAT. He Mesmero's Intuition Weakness he chooses, up to a
can voluntarily stop feeding immediately drops to zero and maximum of four weaknesses
at any point by making a his Psyche drops the remaining in all. Spirit Vampirism is
Psyche FEAT of any color 34 points to Typical. Arcania's communicable. A victim who
except red. A red FEAT means abilities and Powers all rise 10 was completely drained as a
his hunger is beyond his points; she now has Good result of a feeding frenzy must
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make a mandatory Psyche this Magical attack using his provided the rules are followed.
FEAT roll. A red FEAT Psyche. Sympathetic Magic (Making an Effigy of an Ethereal
transforms the victim into a incorporates forms of the would be kind of tricky though.)
Feeble Spirit Vampire. following Powers, which The Nemesis for this Power is
Example: A street punk named function at Power rank but are Iron Will.
Raoul spots Mesmero lying in limited to a single target:
an alley. Raoul decides to strip • Life, Magic, Power, Psionic, •MG21/Warding: The Mage
the body of any valuables. As and Weakness Detection can create areas of latent
soon as he touches the body, Powers; Power in any desired location.
Mesmero's new Vampirism • Biophysical Control, Emotion The Ward is designated by a
lashes out at Raoul and begins Control, Hypnotic Control, Mind special substance or mark. The
to feed. Spirit Vampires can be Control, Shape Change Others, mage decides what specific
repelled by such Powers as Sleep Induced, and Powers the Ward possesses
Force Field vs. Magic, Summoning; and what the triggering stimulus
Resistance to Magic, and Magic • Communicate with Animals, will be. When that stimulus
Control. The Optional Power is Empathy, Hallucinations, occurs, the Ward releases all its
concurrent Bio-Vampirism. The Remote Sensing, and power is a single turn, generally
Nemesis is an enhanced Telepathy. If the Mage in the direction of whatever
Psyche. possesses other Powers, created the stimulus. The
these should be incorporated Power's rank determines how
•MG20/Sympathetic Magic: into this Magic to give the Mage great a variety of Wards the
(Voodoo): This is a combination further forms of Voodoo spells. Mage can create. The rank
of certain Mental and Life Once the Effigy is made, it can number is also the number of
Control Powers. Sympathetic be used over and over again to Powers he can incorporate into
Magic requires the Mage make effect the target. Its Power over his Wards, even if the Mage
an Effigy of his target as a way the target can only be broken cannot directly use those
of directing the Power to that by removing the material that Powers. himself. Each Ward's
target. The Effigy can be of any provides the physical link to intensity rank is the same as
quality of workmanship, from a him. Once the victim. knows the the Mage's own rank. For
crude wax doll to an exquisitely existence of the Effigy, he example, a Mage with Excellent
detailed full portrait in oil paints; should do anything in his Warding can create 20 different
however, the Effigy must Power to find it and remove the Wards, each possessing
incorporate a cast-off body part, linking material. The range at Excellent Intensity rank. A
excretion, or possession of the which the Voodoo can affect a Remarkable Intensity FEAT
target. The most common target is determined by the enables the Mage to create a
example is a hank of hair. Once Power rank. Appropriate single-use Ward. An Amazing
the Effigy is created, any action distances are shown on Column Intensity FEAT enables him to
that affects that Effigy will also B of the Range Table. The create a self-renewing Ward.
affect the target. Physical Voodoo can only actively affect The Power rank number is also
manipulation of the Effigy a single target at any one time the maximum number of Wards
causes a similar effect on the because of the simple a Mage can have in existence
target. For example, sticking a constraint that all the Voodoo at any one time. If the Mage
pin into a wax doll would cause Mage's hands and tries to surpass this number, his
sudden stabbing pains in the concentration are need to oldest still-existing Ward
target. The effigy can be used perform the Magic. Effigies can harmlessly vanishes. The
as a focal point for Mental affect any living or sentient minimum distance between
powers; the Voodoo Mage being. Sympathetic Magic can Wards is one foot for each point
concentrates on the Effigy as if be used against Robots, of the Wards' combined
it were the target. Of course, Computers, Cyborgs, rock-men, Intensity rank numbers. For
the would be victim can resist gas-women, and so on, example, a Feeble and a
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