<<

RANGE TABLES

Rank Range A Range B Range C Range D Range E Feeble Contact Contact 1 area 10 feet 2 miles Poor 1 area 1 area 10 areas 1 area 25 miles Typical 2 areas 5 areas 1 mile 4 areas 250 miles Good 4 areas 10 areas 3 miles 16 areas 2500 miles Excellent 6 areas 25 areas 6 miles 64 areas 25,000 miles Remarkable 8 areas 1 mile 12 miles 6 miles 250,000 miles Incredible 11 areas 2 miles 25 miles 250 miles 2.5 million miles Amazing 20 areas 3 miles 50 miles 1000 miles 25 million miles Monstrous 40 areas 6 miles 120 miles 4000 miles 250 million miles Unearthly 60 areas 10 miles 250 miles 16,000 miles 2.5 billion miles Shift X 80 areas 15 miles 500 miles 64,000 miles 25 billion miles Shift Y 160 areas 30 miles 1200 miles 250,000 miles 250 billion miles Shift Z 400 areas 50 miles 2500 miles 1 million miles 1/2 light year CL1000 100 miles 80 miles 5000 miles 4 million miles .5 light years CL3000 10,000 miles 150 miles 12,000 miles 16 million miles 50 light years CL5000 100,000 miles 250 miles 250,000 miles 64 million miles 500 light years

AREA OF EFFECT

Rank Name (in feet) Area Volume Feeble 1 3 sq. ft. 3 cu. ft. Poor 2 12 sq. ft. 25 cu. ft. Typical 4 200 sq. ft. 200 cu. ft. Good 10 314 sq. ft. 3,140 cu. ft. Excellent 15 707 sq. ft. 10,600 cu. ft. Remarkable 20 1,256 sq. ft. 25,120 cu. ft. Incredible 30 2,826 sq. ft. 85,000 cu. ft. Amazing 50 7,850 sq. ft. 392,000 cu. ft. Monstrous 100 31,400 sq. ft. 3,140,000 cu. ft. Unearthly 200 125,600 sq. ft. 25,120,000 cu. ft. Shift X 500 785,000 sq. ft. 392,500,000 cu. ft. Shift Y 1,000 3,140,000 sq. ft. 3,140,000,000 cu. ft. Shift Z 2,000 12,560,000 sq. ft. 25,120,000,000 cu. ft. CL1000 1 mile 3 sq. miles 1.3 cu. miles CL3000 2 miles 12 sq. miles 25 cu. miles CL5000 5 miles 78 sq. miles 392 cu. miles

1 square mile = 28 million square feet 1 cubic mile = 147 billion square feet PDF Version 1.1 Table of Contents Introduction...... 2 Illusory ...... 31 Character Generation ...... 3 Life Control Powers...... 35 How We Do It ...... 3 Magical Powers...... 41 Physical Form...... 3 Matter Control Powers ...... 49 Type Definitions...... 3 Matter Conversion Powers...... 59 Origin of Power ...... 10 Matter Creation Powers ...... 63 Primary and Secondary Abilities...... 11 Mental Enhancement Powers ...... 68 Weakness Generation...... 12 Physical Enhancement Powers ...... 80 Power Generation ...... 14 Power Control Powers ...... 82 Power Categories...... 14 Self-Alteration Powers...... 86 Power Listings ...... 18 Travel Powers ...... 93 Defense Powers...... 18 Index ...... 101 Detection Powers ...... 19 Range Table ...... inside front cover Energy Control Powers ...... 21 Area of Effect Table ...... inside front cover Energy Emission Powers ...... 26 Movement Table ...... inside back cover Fighting Powers ...... 29 Simultaneous Action/Target Table ...... inside back cover

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

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

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

What you hold in your hands is a distillation of months of rather peculiar research. The idea was to create an encyclopedic listing of the all the known super powers ever to appear in any , or literature, film, or role-playing game. Once these were identified and catalogues, the next phase was to fill in as many holes as I could imagine. What super powers should exist but have not yet been used? I think I found most of the holes; you can discover some of these as the more bizarre listings in the Ultimate Powers Book.

The final phase was adapting all this work to a form that you, the player, can use. Okay, here it is. In the Player’s Book of Advanced Set, there is a character generation system that gives you a choice of five basic character types plus a way of randomly determining what Powers and Power ranks they possess. Other comic book role playing games have their own systems. Most of them, I feel, generate characters that would have trouble besting the assistants of many characters in comic books today. When I was creating The Ultimate Powers Book, I wanted to create a system that would allow players to generate anyone—from a bona fide deity (in comics terms, naturally) to . The character generation system that begins this book is what resulted from that desire.

The Ultimate Powers Book is not a game in itself. Rather it is a supplement designed to enlarge the character generation system of the game you are already playing. Think of it as souping up for game mechanics.

This book also retains its original purpose, that of a way to interpret existing comic book characters and hopefully create new ones. As I sit here banging away on the keyboard, I like to think that maybe somewhere in here in the for the next comic book super hero.

I’ve said enough. You have a new world to explore, the world of . Enjoy!

This book is not an exact replica of the original Ultimate Powers Book, as it contains addenda material and minor typographical corrections. Text appearing in red is from “The Ultimate Addenda”, an article by David Edward Martin which appeared in Dragon Magazine #122, June 1987.

2 CHARACTER GENERATION

HOW WE DO IT 47 Surgical Composite — physically and genetically altered. The 48-19 Modified Human Organic are examples of this type. The following is a system for creating new 60-61 Modified Human Muscular Induced Mutants roll their random characters in the or 52-53 Modified Human Skeletal ranks for Primary Abilities on Column 1 whatever section of the you 54-57 Modified Human Extra Parts of the Random Ranks Table. play in. Newly generated characters have 58 Demihuman Centaur Induced Mutants can raise any one the advantage of being unique to the 59 Demihuman Equiman Primary Ability +1CS. player, and thus (in my eyes, at least) the 60 Demihuman Faun player has a firmer commitment to them. A 61-62 Demihuman Felinoid Random Mutation: The hero was born player Invests more of his energy and 63-64 Demihuman Lupinoid to Normal Humans, but a twist of imagination in a character he creates 66-66 Demihuman Avian genetic fate made him a from himself. They also offer an advantage to 67 Demihuman Chiropteran birth. Most of these are the Mutants the Judge. Because player-generated 68 Demihuman Lamian found in the Marvel Universe, such as characters don't have to adhere to 69 Demihuman Merhuman the X-Men. someone else's continuity, all restraints in 70 Demihuman Other Random Mutants roll on Column I of that area of the game are gone. All bets 71-72 Artificial the Random Ranks Table. are off and anything can happen. limbs/organs They gain one additional Power. The Ultimate Powers Book generation 73-74 Cyborg Exoskeleton Resources are reduced -1 CS. system has seven steps. 76-76 Cyborg Mechanical Endurance Is raised +1CS. • Generate a physical form. Body • Generate an Origin of Power. 77-79 Cyborg Mechanically Breed Mutants: The hero's parents were • Generate Primary Abilities. Augmented Mutants, as were any number of • Generate Secondary Abilities. 80-82 Human preceding generations. Breed Mutants • Generate a Weakness. Shape form tribes and have close-knit families; • Generate Powers. 83-84 Robot Usuform this is a defense mechanism born from • Give your character life. 85-86 Robot Metamorphic generations spent hiding their true selves 87 Robot Computer from normal society. Examples of Breed The joy and exasperation of random 88 /Demon — Mutants include the . creation is that even when you think you 89 Deity — Breed Mutants roll on Column 1 of the know where you're heading, you can still 90 Animal — Random Ranks Table. be taken in a completely different direction 91 Vegetable — Intuition is raised +1CS. by a roll of the dice. Each of the seven 92 Abnormal Chemistry — Endurance is raised +1CS. steps contains factors that can totally 93 Mineral — Breed Mutants must have at least one revamp your character. You can even 94 Gaseous — Contact, usually their tribe. interpret the same sets of numbers in 95 Liquid — dramatically different ways. 96 Energy — Androids: These are artificially created 97 Ethereal — organic beings. An android is made of Physical Form 98 Undead — laboratory-created protoplasm and grows — to maturity in an artificial womb. More Your character's physical form is what he 99 Compound 00 Changeling — intricately made Androids can actually looks like now. Oh, he might have been interbreed with Normal Humans. One born a relatively normal child in Cleveland, example is the . Androids generally Ohio, but this category is how people see Type Definitions resemble the race that created them; him now. The player can either select one Normal Human: The body is completely alien androids can be any shape. of the body types below or be brave and normal and possesses no detectable ab- Androids roll on column 4 of the let the dice do it for him. Deliberate normalities. Any Powers the hero Random Ranks Table. selection is recommended if YOU are possesses have left no visible mark on Popularity is initially lowered -1CS. setting up a special campaign that the body. Androids may raise any one Ability +1CS. requires certain types of characters, like Random ranks are rolled on Column 2 Androids gain one Power. on other worlds or in other eras. of the Random Ranks Table, page 6 of Androids have at least one Contact, the Dice Roll Physical Form Sub-form the Player’s Book and reproduced in this lab tech or scientist who created them. text for your convenience. 01-26 Normal Human — Resources are increased +1CS. Humanoid Race: The hero is a normal 26-30 Mutant Induced member of a human-like race from 31-33 Mutant Random Induced Mutant: The hero started life "somewhere else." This may be another 34-35 Mutant Breed as a Normal Human, "then something world, era, dimension, or lost land hidden 36-38 Android — happened." As a result of a freak somewhere on the Earth. Most can pass 39-46 Humanoid Race — happenstance, the hero has been as Normal Humans with a little disguise

3 CHARACTER TYPES

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

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

5 If the Mech Body has different forms, function." This robot's body is anything mainframe with add-on functions. The the player must generate the Physical but humanshaped and is designed to Computer can directly interact with other Abilities and Powers of additional bodies best serve specific needs. For the computers, robots, and some cyborgs on as if they were separate characters. game's purposes, needs refers to a programming level. Mech Bodies initially have only one Powers the usuform possesses. In some campaigns, there may even Contact—the lab where they were created. Example: A usuform hero possesses be a computer-generated pocket Mechanical Augmentation: This is a Bio-physical Control, Cold Emission, and dimension where computer programs are Cyborg who still has all his original Levitation. His design might look like a "living" beings. If the computer (human) equipment but carries some metal egg supported and propelled by an possesses Alter Ego or Lifeform options inside. Unused spaces in his induction field. The egg has two arms, a Creation, it can create a human-like body are now filled with various useful variety of sensors, a speaker grill, an extension of itself. Such a being would devices. These can be directly controlled underslung - projector (the Cold through the nervous system. It is these Power), and carries on its back an possess all the computer's abilities and devices that give the hero his Powers. expandable life-support (the most of its Powers (save those assigned They can be anything from a, tiny radio Healing Power). to the peripheral hardware). Damage to in the ear to a Disintegration gun Usuforms roll on column 4. the extension results in feedback that concealed in the arm. Sentient usuforms are often mistaken for causes equivalent damage to the Augmenteds chose their condition and mindless industrial robots; people usually mainframe. do not suffer from the depression that look for a human controller hiding nearby. The computer may hide its true nature affects most Cyborgs and Mech Bodies. Popularity is unaffected because people and intelligence from its owners, creators, Since there is a limited amount of extra simply do not give the usuform any and/or programmers. Only a major threat space in the body, Augmenteds receive thought other than "Oh, what a wild prop!" to its existence can cause it to reveal one less Power. Metamorphic Robot: This is a robot itself and risk losing its freedom. Augmenteds roll on column 3. whose design is so flexible it can change In a magical setting, the computer can Initial Resources are Good or into two or more forms, each possessing be any mystical device, such as a optionally rolled. different Physical Abilities and Physical ball or an elaborate altar. Slave units and If the hero possesses Hyper- Powers. Most Metamorphs have a dual peripherals are likewise translated into intelligence, Hyper-Invention, or nature. The primary form is a mystical analogs. Weapons Tinkering, then he may have humanshape; the secondary form may For game purposes, assume that all created his new form himself with the be a vehicle or usuform. Both forms sentient computers have a minimum of help of a Remarkable clinic. weigh the same, but may be different one remotely controlled industrial robot. sizes. A Metamorph can change into a The owners think this robot is only used Pure Robot—Humanshape: This is a for self-maintenance and form that is up to three times larger than completely mechanical being that is experimentation. the smaller form. If the metamorph patterned after the human body. The Example: RALPH 3000 is a sentient degree of similarity varies; specimens possesses size-altering Powers, this limit computer officially owned by the Carlson can include metallic skinned caricatures is replaced by that Power's limit. Institute, a private think-tank. -Only one (Sentinels), metallic simulations Metamorphs roll on column 4. programmer, Jennifer, knows RALPH is (), and pseudo-fleshed imitations The player must generate separate alive and has been sworn to secrecy by (Delphine Courtney). Most are High Tech Physical abilities for each form and him. The computer possesses the but rare specimens are Magical in assign Powers to either or both forms. Powers of Mental Duplication, Mind nature, clockwork men given life by Metamorphs have a minimum of two Blast, Imitation, and Rocket. RALPHs eccentric mages. forms. In the creation process, additional mainframe possesses the first two While most Humanshapes are the size forms can be gained at a cost of -1CS to Powers. With Jennifer's help, he has of Normal Humans, they are much all Primary Abilities for each additional radically modified his maintenance bot to heavier. The average specimen weighs form gained. possess the other Powers. The bot can 500 to 2,000 pounds. Computer: The hero is a computer, become a humanshape under RALPH's Humanshapes roll on column 4. period. At first glance this seems control. The bot's legs contain jets that Initial Popularity is zero. unplayable, but bear me out. This is a provide Flight. Player character robots possess self- rare computer, one that is self-aware and Computers roll on column 4. repair facilities that simulate normal possesses true intelligence. While the Reason is increased +2CS. Healing. mainframe itself is immobile and unable Fighting is decreased -1CS. There is loss if a hero Resources are increased +1CS and to physically act, peripherals give the purposely destroys a sentient robot. represent company supplies directly sentient computer a wide range of Robots are people too. Non-sentient controlled by the computer or those which robots are cannon fodder. means to deal with the physical world. it can order without arousing suspicion. Usuform Robot: This is a robot that Slave robots act as proxies for the Computers have a decreased believes in the adage, "Form follows computer. Physical additions provide tile

6 Resistance to Electrical and Magnetic unless the slayer is another deity. Each Deities automatically possess at least Attacks and also to Phasing. deity has a home dimension; on that one Travel Power. Loss of all electrical power to the plane the deity loses his special Deities gain two additional Powers. mainframe causes deactivation and loss protection from . Deities have increased Popularity of some of the computer's abilities and Deities are usable as player (+2CS) with the public but zero all of its Karma. Abilities and Powers are characters. The Marvel Universe includes Popularity with the hierarchy of the major reduced -1CS across the board. Asgardians, Olympians, and deities from established Earth religions. a host of other pantheons. Both and Deities eventually attract any Angels and Demons: These are magical are members of the . remaining living worshippers they still beings from other planes of existence. , daughter of an Inuit goddess, have. All of these people serve as They are both supernatural and corporeal is a member of . The thing Contacts. A deity PC who abuses his in nature. The main difference between that permits their playability is their worshippers faces a stiff Karma penalty. these types is their inherent personality. diminished Power. Once formed the Deities are honor-bound not to actively "Angels" are benevolent; "demons" are Earth from the blood and bones of a promote a religion based on themselves. malevolent. Other than that, there isn't slain Ice Giant, but he can't do things like Deity PCs who try this lose -1CS from all much difference. that anymore. their Abilities and Powers. These beings resemble characters from There are three reasons a deity might various mythologies. This affects their be found on Earth. One is that his Animals: This is a catch-all category that Popularity. Angels gain +2CS while demons Powers have diminished to such a point includes fish, mammals, birds, reptiles, lose -2CS on their initial Popularity. and the rest of Earth's fauna, in addition These beings do not necessarily follow to aliens that do not fit into any other the popular traditional behavior patterns. A category. About the only example of this heroic demon might be fighting a personal in the Marvel Universe is , the war against other, even more evil beings. dragon. Your campaign, on the other A crazed angel might be a villain, seeking hand, might be filled with heroic Animals to purify the Earth at any cost. or really peculiar aliens (I'll fudge a little Angels and Demons roll on Column 5. and include , the Inhumans' Angels and demons have no initial "dog" as an example of this). Contacts but will soon be sought out by Animal PCs have three main types of groups who see them as symbols or tools. backgrounds. One is that the animal is a All Physical Abilities are raised +1CS. mutant. Another is that the animal was Such beings possess a Psychological altered in ways that gave his intelligence Weakness that Negates their Power. and Power. The last is the animal is a Angels gain +2CS Popularity. relatively normal member of a race of Demons lose -2CS Popularity. animals like him (Lockheed, for exam- Demons automatically possess Good ple). The player can determine this in the Generation and Specific Origins of Power section and embellish it Invulnerability to Heat and Fire. to the best of his ability. Angels automatically possess a Animals have to have a human specific form of Artifact Creation that that the Earth Dimension is the only Contact. People tend to see the human produces a magical sword that does place he can survive. The second is that Contact as the animal's owner or trainer. Excellent damage. he has been sent to the Earth Dimension People refuse initially to believe the by other, more powerful Deities. Both animal is intelligent. Animals have very Deity: This is an "Entity of Great Power" Thor and Snowbird are in this category. few legal rights, but they also have few - or rather, was such a being. The deity The third reason is that the deity is bored responsibilities. was an actual god, demigod, or close with timeless and is slumming it Animals roll on column 1. relative who was actually worshipped at on Earth as a way of generating Aliens in this category roll on column 5. some point in the past. Now his powers excitement. Hercules fits this bill. Animals gain one less Power. have waned because the religion which Actually, there is also a fourth reason. Animals automatically have two was devoted to him is no longer The deity might be on Earth seeking Detection Powers at Good rank. practiced. His followers have Power, whether by regaining worshippers Animals risk death or capture from disappeared into the annals of history. or establishing a between Earth people who are ignorant of the animal's Thor is an example of such a being. and his home dimension. However, for true nature. Now he is a god-on-Earth and locked game purposes, this reason is restricted Resources are zero unless the animal into a mortal shell. He is still a formidable to NPC deities who are acting as villains has attached himself to a human. In this being, though. Deities have increased in your campaign. case, the Resource rank is assigned to ranks in all their primary abilities and Deities roll on Column 5. that human. cannot really die in the Earth Dimension All primary abilities are raised +2CS.

7 Vegetable: The hero is an intelligent, blood or body tissues for transfusion into simulation of a human body. This can mobile plant. He can be of any nature Normal Humans. Likewise, anything "walk" by sliding along the ground. but for game purposes the hero is foolish enough to try to feed on the Contrary to what you might think, a Fluid assumed to be a man- shaped plant. His abnormal, like a lion or a Bio-, Body is actually dry to the touch. This is physiology is based on photosynthesis. takes Good damage as it tries to digest because none of the body's liquids leave The plant-man doesn't need to eat what, to its system, is poison. the body unless deliberately secreted. anything except a bit of fertilizer Abnormals cannot interbreed easily The Fluid Body can be housed in a occasionally. Prolonged deprivation of with Normal Humans, even when their .naturally secreted sac or in an artificial light and water reduces the hero's bodies are virtually identical. A hospital container. This is determined by the Strength and Endurance -1CS per day with Incredible facilities is needed top player rolling such Powers as Armor, after an initial three days. after the would-be parent's genetic Body Armor, or Body Coating. Plants have no legal rights. This can material to a compatible type. If the Fluid Body is frozen, the hero is be a real problem. Abnormals roll on column 2. immobilized until he can melt. He takes The Plant Hero may be a mutant, a Endurance is raised +1CS. no damage from such an attack, modified plant, a member of a species of although sacs or body containers might intelligent plant life, or a human or other Mineral Life: The body is composed of be shattered by the cold. Vaporization is being who was somehow transformed solid materials that normally do not a fatal act for most Fluid Bodies. into a plant. A permanent result of sustain life. In fact, the body might not Fluid Bodies roll on column 5. Induced Vegetation could create such a even have anything remotely resembling Fluid Bodies have a natural variation of character. Man-Thing is an example of internal organs. In such cases, an Phasing that permits them to permeate the last type. internal examination would only reveal any porous material. Plants roll on column 1. homogenous matter. Fluid Bodies have no initial Contacts Plants have zero Resources. The body can be of any single element except their own race, if one exists. Plants automatically possess Absorp- or compound or a mixture of anything the Because of the Fluid Bodies' control tion Power of Good rank in the form of player can think of. Examples of Mineral over their own fluids, it requires an enhanced photosynthesis. Life include golems and (of the Incredible Agility FEAT to drain off any Plants have -2CS Fighting. ). part of the Fluid Body. Drained parts Plants gain +2CS Endurance. Because Mineral Life is simpler, it is remain under the main body's control as Plants have no initial Contacts; the easier to feed and maintain. If food is long as they are within one area. Once exception is if the Plant was created by needed, the Mineral Life can digest raw beyond that limit, the drained liquid "dies" scientific means, in which case its matter of its composition. Wounds can be and becomes inert. creator might be a Contact. bandaged by applications of the same Swallowing a Fluid Body can be a fatal matter as well. ("But Doctor, I' not a act if the body so chooses. It can also Abnormal Biochemistry: The body is bricklayer!") result in a symbiosis if the Fluid Body apparently normal but possesses a Mineral Life is immune to all Poisons takes a liking to the solid host. different chemical base than that of and Diseases that harm Normal Humans. Normal Humans. A key element in the Conversely, exotic poisons and diseases Gaseous Life: The body is completely body's chemical makeup is replaced by that do harm to Mineral Life do only composed of gases, vapors, smoke, and another element. The most common Feeble damage to Normal Humans. without any solid (or even liquid) abnormalities are silicon replacing Mineral Life is vulnerable to attacks with components above the microscopic level. carbon, copper replacing iron, and cobalt special effects on the body materials. For The Gas Body is a coherent cloud that replacing iron. example, an iron golem is prone to rust. retains its integrity even in the face of Silicon-based life has a body Mineral Life rolls on column 2. Amazing Intensity winds. Unlike normal temperature 40 degrees lower than Initial Health is doubled. clouds, the Gas Body can more at will in similar carbon-based life. Movement rate is decreased -1CS. any direction and even penetrate liquids Copper produces green blood. and permeable solids. However, it cannot Cobalt produces blue blood. Liquid Life: You know that the Normal freely move in a vacuum unless it Human body is 68% liquid? Well, this possesses a Travel or Energy Power. In all these cases, acquiring food that type is 100% liquid. However, it is com- The Gas Body may be composed of a fits the hero's metabolic needs is a posed of special liquids that remain single element or compound or any sort problem. If the abnormal lacks a food together. The fluid body can be of any of exotic mixture. supply, he'll have to seek one out. A lab viscosity from gelatinous to watery. It can If the gaseous hero possesses a of Remarkable cost can synthesize the move at will by flowing through other Shapechanging Power, Alter Ego, or necessary foodstuffs. For game liquids or along surfaces. It can even Body Transformation-Self, the being can purposes, assume the hero already climb vertical surfaces. temporarily assume a human-like form. possesses a steady food supply. If the liquid life possesses Endurance Gas Bodies are immobilized if Because of the different body and Psyche ranks of Excellent or better, converted to liquid or solid forms but take chemistries, abnormals cannot donate the Fluid Body can form an erect no damage from this act. While gaseous,

8 the being can freely expand or contract. direction he chooses, and can pass means, the body has regained animation Minimum size is one cubic foot. The through solid matter without any effort. and ceased to decay. The being's life maximum size can fill a volume The visibility of an Ethereal varies is once again in residence equivalent to the average shopping mall. according to his whim; he can be invisible, (although the old house just isn't the Gas Bodies roll on column 5. transparent, translucent, or opaque. same). Special means are required to On Earth, Gas Bodies have zero If the Ethereal is a , his form maintain the reunion of mind and body. Resources and no initial Contacts. resembles an idealized version of his old This can be anything from being The only way to destroy a Gas Body is body. The ghost's appearance is actually frequently re-embalmed to utilizing any of to alter its composition through Powers based on his self-image and thus reflects the Vampiric Powers. If the Undead fails like Matter Conversion and Matter Control. the ghost's attitude toward himself. This to follow his required - maintenance Inhaling a Gas Body can be a fatal act is why are usually either very procedures, he begins to fall apart. In since the being's gases can prevent beautiful (or handsome) or quite pathetic. Undead terms, this is what Health points required gases from reaching the lungs. Ghosts are immune to most physical are used for. Health is the structural Gas Bodies can enter a symbiotic attacks with Intensities less than integrity of the Undead's own corpse. relationship with a solid being. Unearthly. They are vulnerable to Mental The nature of the Undead can vary. Gas Bodies possess a natural form of and Magical attacks, especially by Examples include Bio-Vampires like Phasing that permits them to penetrate Powers that affect the . Either Psi or , Zombies ("Zuvembies" in the solids. Spirit Vampirism can destroy an Ethereal. Marvel Universe), animate Mummies like While Ethereals are intangible on the those in ancient pyramids and bad B- Energy Body: The hero is a field of Earth Dimension, they regain solidity in movies, and even forms that still coherent energy. The basis for this can other Dimensions. In such realms retain some humanity. Dracula's daughter be any Energy form found in the Energy Ethereals are vulnerable to all Powers is such a being, being conceived Emission and Control sections of this except those that specifically affect after Dracula had become an Undead. book. The Energy Body can move at will Ethereals and other disembodied beings; Technical note: At this time, all Bio- in any direction, even though spaces that these Powers are Spirit Summoning and Vampires on the Marvel Universe Earth lack a medium to transmit it. The Energy Storage, Reincarnation, and Exorcism. have been destroyed. Your campaign, Body possesses an Intensity rank of its If the Ethereal once had a solid body, he however, can be free of this restriction if own; this is how the Health points apply might not necessarily have died to reach you so desire. The Great Continuity to this being. his current state. He might have become Goddess bade me mention it anyway. Energy Bodies follow the same charac- an Ethereal by being directly transformed Undead roll on column 1. teristics as normal energy of the same from solidity to ethereality. Such transform- Strength and Endurance are increased type. They possess a special ations can be magical, scientific, Power- by +1CS. vulnerability to Plasma C control I -1CS based, accidental, or deliberate. The Red The player and Judge must come up with Resistance). Energy Bodies can be Ghost is an example of a Normal Human a body maintenance procedure, unless the contained within special storage directly transformed into an Ethereal as a hero possesses a Vampiric Power. batteries; this is the only way to result of a scientific mishap. Undead possess a Psychological immobilize these beings. If the Ethereal possesses Alter Ego or Weakness; their Power is negated while Energy Bodies composed of visible Lifeform Creation, he can create a living they are within 10' of a religious symbol. energy types can create a ghost-like body for himself. If he possesses Mental If the symbol is that of a religion the image of a human. If the Energy Body Domination, he can possess a human host. Undead practiced while he was alive, he possesses Alter Ego, Energy Ethereals roll on column 1. (They're suffers Excellent damage. Solidification, or Lifeform Creation, it can about as altered as a human can be). form a solid facsimile of a human. Fighting rank is zero in the Earth Compound Form: The hero's body The only way to destroy an Energy Dimension, unless the Ethereal is fighting contains aspects of two or more of the Body is to completely Negate or solidify another Ethereal. preceding Body Types. As such, it its energy. Physical attacks have a decreased possesses a mixture of the advantages Energy Beings roll on column 5. effect on Ethereals (-9CS). and disadvantages of each type. Energy Beings have a Bonus Power of Spirit Vampirism completely destroys Energy Emission. Energy Control is an Ethereals. Psi-Vampirism destroys the Die Roll Number Adv./ Optional Power. self-image and reduces the Ethereal to a Disadv. % Physical contact with an Energy Being mindless Poltergeist. does Feeble damage. At least one Contact can be a Spiritual 01-50 2 50% Medium. 51-75 3 33% Ethereal: The hero is an intangible, 76-95 4 25% disembodied spirit. He can be a ghost Undead: The being in question had once 96-00 5 20% who once possesses a mortal shell, or been a Normal Human (or any other belong to a race that always exists in this species) but has since died. Through The Combination of advantage and dis- form. An Ethereal can drift about in any some arcane and possibly disgusting advantage is unique to each Compound.

9 When creating a Compound character, how did he get that way? More import- the player first generates the number of antly, how did he get the Powers that set Body Types combined in his character, him apart from mortal men (or cyborgs or then the actual types, using the Body centaurs or kitty cats)? This is the stage Type Table above. The next step is where you determine the Origin of determining the advantages and dis- Power. There are 11 possibilities here, advantages are retained by the each one a single event in your compound. character's life that transformed him/her/it Example: The dice have assigned the into a Super Hero. hero a Compound Body Type. Muttering The player can interpret the Origin two under his breath ("Great, I get to play a ways. The first way assumes that the freak"), the player rolls a 61. His Com- character has always had approximately pound has three aspects, which the dice the same Physical Form that he now again decide16 (Normal Human), 69 possesses. In that case, the Origin is the (Chiropteran), and 72 (Other Demi- event in which his Powers first appeared. human). Three Body Types get him a The second way of interpreting the Origin 33% chance of retaining advantages and is to assume that the character began life disadvantages. He starts rolling. By the as a perfectly Normal, Human, say a kid time he's done, his freak has begun to from Euclid, Ohio. In that case, the Origin form. The character's wings sprout from was an event that not only gave him his back, rather than being formed by his Power, it may have also drastically What powers the hero possesses are arms. The ears are smaller and more altered his Physical form. assigned to any and all of his Aspects. human-like since he lacks sonar. From Example 1: Ken rolls a 78 for Physical Each Aspect must have one Power the Other Demihuman aspect, a Form, a Mechanically Augmented which is unique to it, a Power no other waspman, he gets a stinger that does Cyborg, and a 58 for Origin, Technical Aspect has. Excellent Paralysis damage and rigid Experiment. He interprets this to create The hero can transform himself from plates on his torso. Steve Piano, a man who has volunteered one Aspect to another in 10 turns. During The artificial Body Types lend to be a test subject for a new weapons this time, no Powers can function and all themselves especially well to creating system his company has developed. The Primary Abilities temporarily drop -2CS. Compounds. All such Compounds are system is surgically implanted within Changeling is similar to the Power of automatically Cyborgs. Steve's body. Since the implantation is Alter Ego. If the player rolls that Power Compounds only roll on a single column, experimental, the lab wants him to retain while creating a Changeling character, he determined by the A/D percentage. the implant for a time while they study its can discard it and roll another Power. Most Compounds are unique effects on him. What they aren't telling Example: Kit has rolled Changeling for individuals. Due to their peculiar nature, Steve is that the implant is not working his Body Type. This one has two they do nor easily reproduce. Genetic out at all like the plans said it should; the Aspects: 83, Humanshape Robot, and offspring, including clones, possess only Powers Steve has manifested are 91, Vegetable. "Great, a robot that turns a single aspect. In the example, a clone entirely unexpected. into Man-Thing." Eventually, Kit decides of the freak would be either a Normal Example 2: Bruce rolls a 15 for his robot was specially designed to Human, Chiropteran, or - man. Physical Form Other Demihuman, and a imitate other life-forms, but the Popularity is decreased -1CS, 34 for Origin, Endowment. Bruce has a Shapechange circuitry burned out after cumulative with any losses determined fondness for beams, which leads him to recording its first form. by the various aspects (Body Types). make his character a Ursinoid. He doesn't Changelings roll on column 5, regard- want to have to come up with an entire less of what the various Aspects would Changeling: The hero can transform into racial background for his character, roll on. any of a number of possible Body Types. tentatively called Ursus, and chooses the If while in one Aspect the hero loses all Each Body Type aspect of the second option for Origin. Ursus began life Health points, he can save his life by Changeling possesses its regular as a normal teenager in Charlottesville, making a red Psyche FEAT. Success advantages and disadvantages which Virginia. While wandering through the means he lives, but permanently loses apply only when the hero is in that woods one night, the boy encountered a the ability to transform into that Aspect. particular form. crippled UFO piloted by small bear-like Powers can be assigned to any or all beings. The boy tried to assist the bears, Aspects. Each Aspect must have a unique Die Roll Number who transformed him into a form more Power not shared with other Aspects. capable of performing the repairs they 01-50 2 Origin of Power needed done. The alien bears completely 51-75 3 forgot about returning their helper to his 76-95 4 Now that you've determined what your original form before they left. 96-00 5 character looks like, the next question is To determine the Origin of Power, roll

10 percentage dice once and compare the Origins. The late was an of the Marvel Super Heroes from the results with the following table. example of a Mishap Simulation, from early 1960s are examples of this. The trying to recreate the Gamma Blast that Fantastic Four, the , and Daredevil, Die Roll Origin created the Hulk. for examples, all received Powers after 01-10 Natal Technical Experiment: The hero was the being subjected to hard radiation. 11-20 Maturity subject of a controlled scientific or Rebirth: The hero was once a perfectly 21-30 Self-Achievement magical experiment. Assuming that all ordinary person. Then he died. 31-35 Endowment the factors are reproduced, such a Something happened to him that 36-50 Technical Mishap Technical Experiment should be “able to destroyed his old body and gave him a 51-60 Technical Procedure produce a steady supply of super- new one, complete with Power. 61-65 Creation powered heroes. Unfortunately, the Examples of this class include Marc 66-76 Biological Exposure geniuses behind such experiments often Spector/ and Arthur 77-87 Chemical Exposure leave inadequate notes; if something Douglas/Drax the . 88-98 Energy Exposure happens to the genius, the experiment is 99-00 Rebirth irreproducible. Dr. Reinstein, for Primary and Secondary example, never really wrote down the Abilities Natal: The hero-was born in the Body Super-Soldier Formula that transformed Type he has, and possessed all his Steve Rogers into . At- Each role-playing game has a set of Powers from birth onward (although tempts to recreate it produced the Infinity basic characteristics for each character. learning to control them took time). Note: Formula that has the simpler effect of in- These define such things as physical and If a character is a Cyborg, he was creasing the subject's Health, mental traits, damage resistance, and severely deformed at birth and required Endurance, and lifespan. how the character interacts with his immediate emergency medical and Creation: The hero was born in the form world. In the MARVEL SUPER scientific aid. he now has, that of an adult who HEROES'" game, these are the seven Maturity: The hero gained his Powers possesses Power and/or whatever the primary abilities. sometime after reaching adulthood. Body Type is. Most of the Artificial Body Fighting - A measure of raw combat Powers may have begun manifesting Types belong in this class. Examples ability themselves sporadically during include the android , all Agility - A measure of dexterity and adolescence, or even childhood, but full robots, angels, demons, and deities. nimbleness control wasn't achieved until maturity. Biological Exposure: The hero gained Strength - Physical muscle power Most Random Mutants are in this class. Power after exposure to a special Endurance - Personal toughness and Self-Achievement: The hero actively lifeform or a substance secreted by that physical resistance sought out a means of giving himself lifeform. Werewolves and Bio-Vampires Reason - Intelligence and the capacity Power. He developed the methods, are common examples of this. Normal for logical thought procedures, equipment, or whatever Humans are transformed into those kinds Intuition - Wisdom, wit, common permits him to possess Power. This of beings after being bitten by another sense, and battle reflexes could be through scientific endeavors Werewolf or Bio-Vampire. The hero can Psyche - Mental strength and (Henry Pym/ Ant Man), arcane study (Dr. also gain Power from an experiment willpower. Strange), or physical training (). using bio- chemicals. For example, the Anyone can gain Powers similar to the late gained his Power after These are complemented by the four hero's by following this special training. consecutive injections of venom Secondary Abilities. Endowment: The hero was given his and mongoose blood. Health - The amount of physical Power by another being. This includes Chemical Exposure: The hero was damage a character can absorb before such diverse situations as being transformed by exposure to an exotic losing consciousness and possibly his life transformed (Tigra), being charged with element, compound, or mixture. This Karma - The measure of experience Power (the kids), and substance can be inhaled, ingested, Resources - The hero's available acquiring an item whose possession injected, or just placed next to the hero wealth gives the hero Power (, for it to affect him. The chemicals Popularity - The hero's reputation ). involved in these incidents react in within his normal environment Technical Mishap: The hero was caught random ways with the hero's genetic in an experiment or procedure gone structure and produce unique results. If Primary Abilities, Resources, and awry, with the result that the hero gained another person is exposed to the same Popularity are all randomly generated on Powers that were totally unexpected. chemical, the results may be different or the Random Ranks Table. Health is the Such freak conditions cannot be fatal. is an example of this. sum of the rank numbers for Fighting, completely duplicated, although they can Energy Exposure: The hero was exposed Agility, Strength, and Endurance. Karma be simulated. Simulations produce to a special form and Intensity of is the sum of the rank numbers for slightly different results, though. Cloak energy— anything out of the ordinary will Reason, Intuition, and Psyche. and Dagger are examples of Mishap do—and turned into his present self. Most

11 WEAKNESSES

varies with the individual, race, or class. Stimuli Normal Humans have so many we don't even think about them, aside from Psychological Weakness: A specific heeding such warnings as "Poison" or event, condition, or mental state has an skull-and- symbols. adverse effect on the hero. This Stimulus A Weakness is a cause-and-effect directly affects the hero's mind; any situation. A specific stimulus causes the resulting physical damage is psycho- Weakness to appear. Its effect is what somatic in nature. That is, any physical actually occurs to the hero as a result of damage results are due to the hero's being exposed to the stimulus. instinctive belief in those results. The final consideration is the duration Examples include being physically of the Weakness. This is the length of bound, even if the hero could normally time the hero is affected. snap the binding material; facing a foe Okay, why should you, the player, even covered in a specific color; or feeling pay attention to this section? As I said, extremely confused. everyone has a weakness. For Normal Psychological Weaknesses can be Humans, the standard stimuli are temporarily overcome by an Unearthly Elemental Allergy, Molecular Allergy, and Intensity Psyche FEAT. They can be Energy Allergy with Fatal Effects. permanently overcome by a Shift Z Superpowered heroes possess an Intensity Psyche FEAT. enhanced resistance to all of these Elemental Allergy: The hero suffers Rank Initial 1 2 stimuli but retain a special Weakness to adverse effects if he is exposed to a Name Rank a specific stimulus. Normally, the effect is specific one of the hundred-odd Number limited to Negation and Incapacitation, elements. This Allergy only occurs if the but if the hero possesses any Power with element is present in a pure state and in Feeble 1 01-05 01-05 a rank exceeding Remarkable, there is a an accumulation of at least one ounce. If Poor 3 06-10 06-25 possibility that a Fatal Weakness exists. Typical 5 11-20 26-75 the element is combined in a molecular To determine cause, effect, and state or is in insufficient quantities, no Good 8 21-40 78-95 duration, the player must make three Excellent 16 41-60 96-00 Effect occurs. The element must be separate percentage-dice rolls, one for Remarkable 26 61-80 —— within 20 feet of the hero for it to have each factor. If all of the hero's Powers Incredible 36 81-96 —— any Effect. are of Remarkable rank or lower, the Amazing 46 97-00 —— This allergy can be overcome by Monstrous 63 —— —— player can convert a Fatal Weakness to physically insulating the hero from the an Incapacitating Weakness. element or by increasing the distance 3 4 5 between them. Dice RollStimulus Feeble 01-05 01-05 01-10 Molecular Allergy: This is similar to Poor 06-10 06-10 11-20 01-13 Elemental Allergy Elemental Allergy. A specific compound Typical 11-40 11-15 21-30 14-18 Molecular Allergy causes the Effect. Common examples Good 41-80 16-40 31-40 19-43 Energy Allergy include water, wood, and Adamantium. Excellent 81-95 41-50 41-60 44-68 Energy Depletion Remarkable 96-00 51-70 61-70 69-81 Energy Dampening Energy Allergy: The hero suffers when Incredible —— 71-90 71-80 82-94 Finite Limit he is exposed to a specific form of Amazing —— 91-98 81-95 95-00 Psychological energy. This can be any wavelength or Monstrous —— 99-00 96-00 Intensity of energy found in the Energy Dice Emission and Energy Control sections of This is only a capsule version of the Roll Effect this book. Sunlight is a common example system used to generate Primary and 01-50 Power Negation of Energy Allergy, particularly when Secondary Abilities because the Marketing dealing with supernatural beings. Department hopes that you have already 51-90 Incapacitation bought either (or both!) the MARVEL 91-00 Fatal Energy Depletion: The hero has a finite SUPER HEROES Original Set or the energy supply that permits him to MARVEL SUPER HEROES Advanced Set. Dice manifest Power. This energy must be Roll Duration periodically renewed by means of rest, Weakness Generation 01-40 Continuous with Contact food, Energy Absorption, Energy 41-60 Limited Duration with Contact Vampirism, or simply making contact with Everybody has an Achilles' Heel, a weak 61-90 Limited Duration after Contact a source of that energy. If the hero's ness that can really mess up his day. 91-00 Permanent energy level drops too low, dire Effects The nature and severity of the weakness result.

12 Energy Dampening: The hero has the the Stimulus, the Effect continues. When Stimulus should be. For example, when I problem of having to release the energy the hero is insulated or moved away from was testing the character generation pent up within himself; this is done by the Stimulus, the Effect immediately system set out in this book, I rolled up a using his Powers. If the hero is somehow ceases. Lost Health points are returned character I named "Godling." Godling prevented from using his Powers, the at a rate of 2 per turn. If death has was a Normal Human who had been energy begins to do internal damage. occurred, the hero now has the Reborn into an Entity of Great Power. He possibility of being revived. possessed 30 different Powers, but had Finite Limit: All of the hero's Powers have one tragic flaw. Magnetism completely a finite number of times they can be Limited Duration with Contact: The Effect negated his Powers. (He spent all his used. This is determined by a second, begins immediately upon contact with the days and nights trying to escape Earth's independent Power rank roll; this rank Stimulus. However, the Effect only gravitational Pull.) number is the number of uses remaining functions for a limited amount of time. The Power can be used to for that Power. When a Power is After that time elapses, the hero is simulate Stimuli, but this should be used depleted, the hero suffers the Effect. The assumed to have either built up a as a last resort. Judges who do this Judge can determine how such Powers temporary immunity to the Stimulus or should be penalized by the players. (I can be recharged. the Stimulus has discharged its Effect. In suggest withholding munchies for the either case, the Stimulus cannot further next month—KM) Effects affect the hero. Duration is 1 -100 turns Power Negation: The hero's Powers after initial Contact. The Judge makes a cease to function when the hero is within random die roll to determine this. Definitions of terms 20 feet of the stimulus. The hero's Limited Duration After Contact: The Bonus power: This is a power that is Primary Abilities are also affected; these Effect is continuous with Contact and drop -1CS per 10 turns until a minimum automatically included as part of the also lasts for a limited time after the hero package with certain other powers.The rank of Typical is reached for all of them. is no longer exposed to the Stimulus. If the. hero is beyond the 20 foot limit but hero must take a stated bonus power Duration is 1 -100 turns after the hero's and place it in one of his remaining tries to use his Powers to affect the contact, with the Stimulus is broken. The Stimulus, certain uses of Power power slots.If none are available, he Judge may either randomly determine must discard an already chosen power or automatically fail. Any Power that directly this or develop his own criteria. acts on a target cannot affect a Stimulus. the power to which the bonus power is Only Powers that indirectly affect the Permanent: The Stimulus does its full attached. Stimulus succeed, such as using brute damage to the hero, even when force to lob missiles at the Stimulus. exposure to the Stimulus has been Optional power: This is a power that is interrupted. In this case, the Stimulus commonly associated with the already Incapacitation: The hero becomes sets off a bodily self-destruction determined power. Players have the option physically ill after exposure to the sequence that must continue to its full of selecting one or more of these powers to Stimulus. Beginning with the initial extent. In the case of Power Negation, fill their remaining power slots; this enables contact, the hero loses one point of the hero's Powers are permanently lost. the player to tailor his hero’s powers, Health per turn. This loss continues for Incapacitation results in the hero Previously determined powers can be the Duration of the Effect. However, the reaching zero Health points and lapsing discarded in favor of the optional power. loss stops when Health reaches zero; this into a coma lasting 1 -10 days. After that Effect does not directly kill the hero. The time, he may regain his Health at the Nemesis: This is a power that directly hero retains his Powers but finds it harder normal rate. Fatal results in the death of opposes or even defeats the power in to use them as his condition worsens. the hero as both Health and Endurance question; think of it in terms of fire and water. The player cannot choose a Fatal: As in the above, the hero gets ill drop to zero. The hero can be revived, nemesis! The nemeses are listed after the initial exposure to the Stimulus. however, and will eventually recover if primarily for the Judge’s benefit when However, the Health loss does not stop revival occurs. choosing or creating suitable opponents at zero. Death will eventually occur if for the heroes. Health and (subsequently) Endurance Heroes and villains should do their drop to zero during the Weakness utmost to prevent anyone except their Duration. The hero can be revived if most trusted companions from learning proper medical attention is given, but the nature of their Weakness. Barring only after his Health and Endurance that, the hero should try to find ways to have both reached zero. avoid the Stimulus or circumvent the Effect. Duration Players and Judges should work Continuous with Contact: As long as the together to develop a playable hero remains within the effective range of Weakness. The more Powerful the character, the more common the

13 POWER TABLES

Power Generation Power Categories Although the MARVEL SUPER HEROES Advanced Set had a table Die Roll Defensive Power (Code) for generating Powers, Talents, and Contacts, that one was 01-15 Body Armor D1 designed to handle the 125 Powers that came with that particular 16-20 D2 set. This book has over twice that number, and so a change was 21-23 Force Field vs. Emotion D3 called for. Players and Judges am free to use either the original 24-30 Force Field vs. Energy D4 table or this expanded version. For consistency's sake, most players can also use this table to expand or alter previously generated PCs. 31-35 Force Field vs. Magic D5 36-40 Force Field vs. Mental D6 Number of Powers: The number of Powers initially possessed 41-48 Force Field vs. Physical D7 by the hero is determined by a dice roll on the following table. 49-50 Force Field vs. Power Manipulation D8 Talents and Contacts are rolled separately. The number before 51-53 Force Field vs. Vampirism D9 the slash indicates the initial number of Powers, Talents, or 54-65 Reflection D10 Contacts the hero has, while the number after the slash 66-70 Resist: Emotion D11 represents the maximum number allowable. 71-77 Resist: Energy D12 Die Roll Powers Talents Contacts 78-82 Resist: Magic D13 83-87 Resist: Mental D14 01-12 1/3 0/3 0/2 88-94 Resist: Physical D15 13-26 2/4 1/4 0/4 95-97 Resist: Power Manipulation D16 27-41 3/5 1/6 1/4 98-00 Resist: Vampirism D17 42-55 4/6 2/4 2/4 56-66 5/7 2/6 2/6 Die Roll Detection Power (Code) 67-75 2/8 2/8 3/3 76-83 7/9 3/4 3/4 01-02 Abnormal Sensitivity DT1 84-89 8/10 3/6 3/6 03-04 Circular Vision DT2 90-94 9/12 4/8 4/4 05-10 Energy Detection DT3 95-97 10/12 4/4 4/5 11-14 Environmental Awareness DT4 98-99 12/14 5/6 5/5 15-20 Extradimensional DT5 00 14/18 6/8 6/6 21-28 Hyper-Hearing DT6 Players can spend Resource ranks to gain additional Powers, Tal- 29-34 Hyper-Olfactory DT7 ents, and Resources. Each additional Power lowers the Resource 35-40 Hyper-Touch DT8 rank -2CS. Each additional Talent or Contact lowers it by -1CS. 41-42 Life Detection DT9 43-44 Magic Detection DT10 Defining Powers: Roll two percentages for each Power. The 45-50 Microscopic Vision DT11 first determines the Power Class and the second determines the 51-54 Penetration Vision DT12 specific Power Category. Some Powers are marked by an 55-56 Power Detection DT13 asterisk (*); these count as two Powers because they're such 57-58 Psionic Detection DT14 heavyweights. If you don't have enough openings for such a 59 Radarsense DT15 Power, you can make room for it by discarding already-rolled 60-62 Sonar DT16 Powers or spending more Resource ranks. If you can't make 63-69 Telescopic Vision DT17 room in either of those ways, discard the Power and roll again. 70-79 Thermal Vision DT18 Die Roll Power Class (Code) 80-90 Tracking DT19 01-05 Defensive (D) 91-94 True Sight DT20 06-11 Detection (DT) 95-98 UV Vision DT21 12-16 Energy Control (EC) 99-00 Weakness Detection DT22 17-24 Energy Emission (EE) 25-29 Fighting (F) Die Roll Energy Control (Code) 30-31 Illusionary (I) 01-07 Absorption Power EC1 32-35 Lifeform Control (L) 08-10 Catalytic Control EC2 36-40 Magic (MG) 11-15 Coldshaping EC3 41-47 Matter Control (MC) 16-18 Manipulation EC4 48-53 Matter Conversion (MCo) 19-25 Electrical Control EC5 54-57 Matter Creation (MCr) 26-28 Energy Conversion EC6 58-71 Mental Enhancement (M) 29-31 Energy Solidification EC7 72-85 Physical Enhancement (P) 32-36 Energy Sponge EC8 86-88 Power Control (PC) 37-38 Energy Vampirism EC9 89-92 Self-Alteration (S) 39-45 Fire Control EC10 93-00 Travel (T) 46-49 Manipulation EC11

14 50-53 Hard Radiation Control EC12 72-80 Sense Alteration L16 54-59 Kinetic Control EC13 81-83 Shapechange-Others* L17 60-66 Light Control EC14 84-89 Sleep-Induced L18 67-73 Magnetic Manipulation EC15 90 Spirit Storage L19 74-77 Plasma Control EC16 91-95 Summoning L20 78-80 Radiowave Control EC17 96-00 Undead Control L21 81-84 Shadowshaping EC18 85-90 Sound Manipulation EC19 Die Roll Magical Power (Code) 91-97 Thermal Control EC20 01-08 Enchantment* MG1 98-00 Vibration Control EC21 09-15 Energy Source MG2 16-17 Internal Limbo MG3 Die Roll Energy Emission (Code) 18-25 Magic Control* MG4 01-10 Cold Generation EE1 26-28 Magic Creation* MG5 11-20 Electrical Generation EE2 29-33 Magic Domination MG6 21-22 Energy EE3 34-39 Magic Transferral MG7 23-34 Fire Generation EE4 40-41 Magic Vampirism MG8 35-37 Hard Radiation EE5 42-71 Power Simulation MG9 38-42 Heat EE6 72-77 Reality Alteration* MG10 43-52 Kinetic Bolt EE7 78-79 Spirit Vampirism* MG11 53-62 Light Emission EE8 80-95 Sympathetic Magic MG12 63-72 Magnetism EE9 96-00 Warding MG13 73-75 Plasma Generation EE10 76-78 Radiowave Generation EE11 Die Roll Matter Control Power (Code) 79-83 Shadowcasting EE12 01-05 Bonding MC1 84-93 Sonic Generation EE13 06-17 Collection MC2 94-00 Vibration EE14 18-22 Crystallization MC3 23-29 Diminution MC4 Die Roll Fighting Power (Code) 30-39 Disruption MC5 01-20 Berserker F1 40-46 Enlargement MC6 21-60 Martial Supremacy F2 47-51 Geoforce MC7 61-75 Natural Weaponry F3 52-61 Matter Animation* MC8 76-80 Weapons Creation* F4 62-68 Machine Animation* MC9 81-00 Weapons Tinkering F5 69-73 Micro-Environment MC10 74-83 Molding MC11 Die Roll Illusory Power (Code) 84-93 Weather MC12 01-15 Animate Image I1 94-00 Animation* MC13 16-70 Illusion-Casting* I2 71-85 Illusory Invisibility I3 Die Roll Matter Conversion Power (Code) 86-00 Illusory Duplication I4 01-10 Coloration MCo1 11-25 Combustion MCo2 Die Roll Lifeform Control Power (Code) 26-45 Disintegration MCo3 01-14 Biophysical Control* L1 46-70 Elemental Conversion* MCo4 15 Bio-Vampirism * L2 71-80 Ionization MCo5 16-18 Body Transformation—Others L3 81-00 Molecular Conversion* MCo6 19-26 Emotion Control L4 27-32 Exorcism L5 Die Roll Matter Creation Power (Code) 33-34 Force Field vs. Hostiles L6 01-10 Artifact Creation* MCr1 35 Forced Reincarnation L7 11-24 Elemental Creation MCr2 36-39 Grafting* L8 25-29 Lifeform Creation* MCr3 40-51 Hypnotic Control L9 30-35 Mechanical Creation* MCr4 52-60 Mind Control* L10 36-59 Missile Creation MCr5 61-62 Mind Transferral* L11 60-69 Molecular Creation MCr6 63-65 Neural Manipulation L12 70-88 Spray MCr7 66 Plague Carrier L13 89-00 Webcasting MCr8 67-69 Plant Control L14 70-71 Plant Growth L15

15 Die Roll Mental Enhancement Power (Code) Die Roll Power Control Power (Code) 01-04 Clairaudience M1 01-08 Control* PC1 05-08 Clairvoyance M2 09-12 Creation PC2 09-11 Communicate with Animals M3 13-18 Domination* PC3 12 Communicate with Cybernetics M4 19-23 Duplication PC4 13 Communicate with Non-Living M5 24-37 Energy Source PC5 14-15 Communicate with Plants M6 38-39 Energy Source Creation* PC6 16 Cosmic Awareness* M7 40-49 Focus PC7 17-22 Danger Sense M8 50-55 Gestalt PC8 23 Dreamtravel M9 56-60 Nemesis PC9 24-26 Empathy M10 61-64 Power Transferral PC10 27 Free Spirit* M11 65-73 Power Vampirism * PC11 28-31 Hallucinations* M12 74-83 Residual Absorption PC12 32-40 Hyper-Intelligence M13 84-96 Selection PC13 41-47 Hyper-Invention M14 97-00 Weakness Creation* PC14 48 Incarnation Awareness M15 49-58 Iron Will M16 Die Roll Self-Alteration Power (Code) 59-65 Linguistics M17 01-02 Age-Shift S1 66 Mental Duplication M18 03-09 Alter Ego S2 67 Mental Invisibility M19 10 Anatomical Separation S3 68-69 Mental Probe M20 11-13 Animal Transformation S4 70-72 Mind Blast M21 14-19 Animal Mimicry S5 73 Mind Drain M22 20-21 Blending S6 74 Postcognition M23 21-27 Body Adaptation* S7 75 Precognition* M24 28-30 Body Transformation* S8 76 Psionic Vampirism* M25 31-33 Body Coating S9 77-78 Remote Sensing M26 34-37 Bouncing Ball S10 79 Sensory Link M27 38 Chemical Mimicry S11 80 Serial Immortality* M28 39-42 Elongation S12 81 Speechthrowing M29 43-44 Energy Body* S13 82-85 Telekinesis M30 45-49 Energy Sheath S14 86 Telelocation M31 50-55 Evolution S15 87-96 Telepathy M32 56-57 Growth S16 97-00 Total Memory M33 58 Imitation-Face Changer S17 59-60 Imitation-Human Changeling S18 Die Roll Physical Enhancement Powers (Code) 61 Invisibility S19 01-14 Armor Skin P1 62 Mass Decrease S20 15-28 Body Resistance P2 63 Mass Increase S21 29-30 Chemical Touch P3 64-67 Phasing S22 31-33 Digestive Adaptation P4 68-70 Physical Gestalt S23 34-40 Hyper-Speed P5 71 Plant Mimicry S24 41-42 Hypnotic Voice P6 72-74 Plasticity S25 43-45 Lung Adaptability P7 75-78 Prehensile Hair S26 46-47 Pheromones P8 79-81 Self-Duplication* S27 48-60 Regeneration* P9 82-84 Self-Vegetation S28 61-62 Self-Revival* P10 85-90 Shapeshifting S29 63-67 Self-Sustenance P11 91-94 Shrinking S30 68-71 Stealth P12 95-99 Spirit Gestalt S31 72-76 Suspended Animation P13 00 Two-dimensionality S32 77-78 True Invulnerability* P14 79-82 Vocal Control P15 Die Roll Travel Powers (Code) 83-90 Waterbreathing P16 01-02 Astral Body T1 91-00 Water Freedom P17 03-06 Carrier Wave T2 07-10 Dimension Travel T3 11-12 Energy Path T4

16 13-14 Floating Disc T5 MOVING ON… 15-20 * T6 21-26 Gliding T7 This concludes the generation portion of the Ultimate Powers 27-28 Hyper-Digging T8 Book. From here on, you will find all the Powers, listed in 29-34 Hyper-Leaping T9 alphabetical order by category and by name. Think of this as a 35-42 Hyper-Running T10 wish book. Browse through it if you like, or just look at the 43-46 Hyper-Swimming T11 Powers you have generated for your character. Perhaps 47-52 Levitation T12 something will catch your eye, you'll find yourself trying to 52-56 Rocket T13 generate another character just so you can say, "Oh yeah? 57-58 Skywalk T14 Well, MINE has Prehensile Hair!" 59-64 Spiderclimb T15 65-72 Teleport Self* T16 73-76 Teleport Others* T17 77-78 Telereformation T18 79-80 * T19 81-82 Troubleseeker T20 83-93 True Flight T21 94-97 Water Walking T22 98-00 T23

17 POWER LISTINGS

Defense Powers These cannot be used to physically attack hero's Psyche; if initially lower, the player or to handle solid materials. However, the should raise it to the Psyche rank +1CS. Ranges for these Powers are found on hero can develop Power stunts which the Range Tables, inside the front cover reflect each form's special nature. D7/Force Field vs. Physical Attack: The hero can form shields to protect This is a field-effect version of D15. The D1/Body Armor (Artificial): The hero distant targets at +2CS range. field protects anything within from such possesses artificially-created armor that By expanding his field outward, the things as brute force, hostile provides protection and possibly a way of hero can sweep his surroundings clean environments, temperature extremes, possessing other Powers. of anything affected by his force field. hazardous chemicals, and airborne Armor comes in many forms exotic The Power can be used as a filter to infection. Note that while this Power will plate-mail, nuclear-powered exoskeletons, sort out anything affected by his force field. prevent hostile environments from or mechanically-created force fields. The The force field can be formed around harming the hero, it does not provide life player should work with the Judge to something it would affect, thus trapping support materials. For example, this create proper Armor for his hero. The it. The hero can move the "trap" at will up Power permits the hero to walk player can also determine which Powers to +2CS by means of a red FEAT. unharmed on the surface of , are possessed by the hero and which are provided he has his own oxygen supply. properties of the armor. Powers built into D3/Force Field vs. Emotion Attack: When creating the hero, the player can the armor can later be modified and This is the field-effect version of D11. raise the Power rank +1CS by choosing a enhanced; think of the changes Tony The Field protects anyone within from field that protects against a specific attack. Stark has made in the Iron Man armor. On attacks that are emotion-related or aimed the other hand, Powers that are built into at the Intuition, including Emotion D8/Force Field vs. Power the armor may suffer mechanical failure. Control, Hallucinations, and Domination. Manipulation: This is the field-effect The Armor's Power rank determines its The Power's rank must be one rank version of D16. The field protects anyone ability to resist damage. higher than the hero's Intuition; if initially within from any attacks that directly affect The player also has to determine lower, the player should raise it to +1CS. the hero's Powers, including Weakness where he got the Armor in the first place. Creation, Power Control, Power This is covered in the "Character D4/Force Field vs. Energy Attack: This Domination, Magic Control, and Creation" section elsewhere in this book. is the field-effect version of D12. The Domination. If the hero gained the armor through an Field protects anything within from any accident, he might not be able to repair it. emitted energy forms, whether natural, D9/Force Field vs. Vampirism: This is Powers D2 through D9 have ranges artificial, or Power-based. Such attacks the field-effect version of D17. The field listed on column B of the Range Table. include Light, Heat and , Plasma, protects anyone within from any Hard Radiation, Electricity, Vibration, vampiric-type attacks. This includes the D2/Force Field: This is the type of field Sonics, Cold, and Kinetic Bolts (most of forms of Psi-, Bio-, Energy, Magic, and used by the . It provides the Energy Emission category). Note that Power Vampirism. When creating the protection against a variety of forces, this Power overlaps D7. When creating hero, the player can raise the Power rank including brute force, energy attacks, and the hero, the player can raise his rank +1CS by choosing a field that protects extreme temperature conditions. It can +2CS by choosing a field that protects against a specific attack. be projected and used for a variety of against a specific attack. Power stunts. D10/Reflection: The hero can turn any The following seven force fields D5/Force Field vs. Magic: This is the, attack back onto the attacker. The attack protect against specific forms of attack. field-effect version of D13. The field may be of any nature: brute force, Power, Each protects the hero and the protects anything within from magical or magic. The Power absorbs the energy surrounding area. The maximum size of attack whether mental or physical in of the attack up to this rank and redirects the force field is the number of areas orientation. Note that unlike D6, this it. A Typical FEAT send the attack off in a equal to 10% of the Power rank number. Power rank can be lower than the random direction. An Amazing FEAT For example, a Monstrous Force Field Psyche, making the field less able to reflects some of the attack back onto the can protect 7.5 areas. protect against certain types of Magic. attacker; it is now -3CS in Intensity. An The force field completely absorbs any Unearthly FEAT sends the entire attack attack which has an Intensity equal to or D6/Force Field vs. Mental Attack: This back onto the attacker. If the attack's less than the Power's rank number. If the is the field-effect version of D14. The Intensity is higher that this Power's rank, Intensity is higher, it is reduced by the field protects anyone within from attacks some of the damage passes through and Power's rank number. The remaining aimed at the mind, neural system, and affects the hero. The Power rank is Intensity breaches the force field and affects Psyche, including Psionics, and Neural subtracted from the attack's Intensity. anyone within by this diminished effect. Manipulation. It does not protect against While most of the attack is reflected, the These forms cannot be used for many emotion-based attacks (see D3) or remainder gets through to the hero. of the Power stunts suggested for force magical attacks (see D5). The Power's Example: The terrible Turnabout is fields as given in the Player's Book. rank must be one rank higher than the battling X-Factor. fires an optic

18 DETECTION

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

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

20 ENERGY CONTROL

DT16/Sonar: Range column B. The hero DT19/Tracking Ability: The hero can EC1/Absorption Power: The hero can can gain a three-dimensional picture of detect and follow the tracks left by a absorb a specific type of energy and his environment through the use of specific target. The hero can detect actually gain Health points by converting soundwaves. The Power allows the hero environmental and spatial disturbances the energy into Self-Healing. The hero to locate and identify targets by the way with the result that at high ranks the hero gains a number of Health points equal they reflect sound. can actually track across deep space. his Power rank number each time he is There are two ways this Power can hit by his specific form of absorbable operate. Passive Sonar utilizes existing D20/True Sight: The hero can see the energy. This addition to Health quickly sound. Active Sonar uses special sounds correct image of a target, despite any heals any damage the hero had suffer, emitted by the hero (this is how bats and attempts at concealment or disguise. This and acts as a buffer to absorb dolphins do it). The latter form requires a Power can penetrate any means of hiding consequent damage. special adaptation of the hero's voice; something's true nature, whether physical, In the absence of life-sustaining otherwise there is no real difference psionic, illusionary, or power-based. materials, this Power can act as a between them. Because of the special True Sight can penetrate any disguise substitute for air, water, and food. The sensitivity of the hero's hearing, he is at or below its rank. A green FEAT is hero converts energy into healing power vulnerable to sonic attacks (-1CS to resist). required at +1CS; a yellow FEAT at for the damage he's taking from +2CS; and a red FEAT at +3CS. suffocation, dehydration, starvation, and DT17Telescopic Vision: Range column Range is limited to one area unless any other unpleasant results of not living E. The hero's eyes can focus on the Power is coupled with a Power that careful. Unfortunately, this requires a extremely distant targets, objects too extends his vision (Telescopic Vision, for steady supply of energy to convert. small for normal vision to perceive. The example). The Power may be automatic Consider . He is perpetually eyes function as telescopes, magnifying or deliberate. If automatic, the hero starving. He uses this Power to absorb normal visual images. With this Power, gains +1CS but loses -2CS from his the energy of life-forces and convert it the hero can see anything in his line of Psyche rank. into his own life force. Yet, draining ten sight, even the surfaces of distant billion life-forces only sustains him for a worlds. However, the Power is limited by DT21/Ultraviolet Vision: The hero can single year, at most. Your hero won't last the speed of light. Images of Alpha see ultraviolet light. Because UV light anywhere near as long. Centauri, for example, are five years old. isn't as readily absorbed by water as There is the danger that your hero A If the hero has other vision-based normal light, this Power enables the hero actively seek out energies he can absorb Powers, he can couple them with to see clearly through fog and at greater and heal himself with. The danger occurs Telescopic vision to extend their range. distance in the water (+1CS). The hero if the energy type is a dangerous one When using this Power, the distant can also see the dim light given off by that does great damage wherever it objects appear very close. An adversary radioactive materials. occurs. For example, consider a with a means of altering the hero's The hero cannot actually "see in the character whose Absorption Power control over this Power might make the dark" but only if UV light is present. The affects hard radiation. In the absence of Telescopic Vision continually override the effect is the same when seen by normal other superbeings who possess hero's normal sight. The effect would be people. The hero has an increased risk Radiation Powers, the character might disastrous (imagine trying to walk of being blinded by strong UV sources, resort to breaking into reactors or even through Manhattan when all you're like black lights and radiation (-2CS). purposefully detonating nuclear bombs to seeing are the sands of Mars). get I energy he needs. (And you thought DT22/Weakness Detection: The hero muties had a public image problem.) DT18/Thermal Vision: The hero can see can detect flaws and stress points in a If the hero possesses an Energy infrared light and heat images. This target. This doesn't guarantee he can Emission Power, he cannot use it directly allows the hero to see in the dark, exploit this knowledge, though. to affect himself. perceive temperature differences The rank determines the types of (especially those left by a living person's weaknesses he can detect. Good or EC2/Catalytic Control: The hero can contact with an object), and partially see below: physical weakness only. Excellent control the speed at which chemical through solids. In the last case, the hero to Amazing: mental and physical reactions occur. He can increase or can only see the heat patterns of objects weaknesses. Monstrous and above: decrease the energies emitted or drained touching the other side of the barrier. mental physical, and Power-based in such reactions by his Power rank With practice, the hero can judge the weaknesses. number. For example, he could increase temperature of a target by its thermal the heat, emitted by exothermic reactions color. The hero has an increased risk of like oxidation; he could also increase the being blinded by strong heat sources, Energy Control Powers chilling effect of endothermic reactions. even those that don't affect normal vision Ranges for these Powers are found on the He can increase or decrease the speed (-1CS). Thermal vision may be a Range Tables, inside the front cover. or rate at which reactions occur, like consciously-activated mode or the hero's Appropriate ranges are listed on column B. stopping iron from dissolving in acid or normal means of vision. causing steel to rapidly transform into

21 rust. The hero can also develop a variety Such substances include carbon dioxide target's Power rank determines the of Power stunts: (even more slippery than ice, and the fog Intensity of the FEAT the hero must can knock people out), nitrogen, oxygen make to gain control. • Causing chemical reactions that are (potentially dangerous since a The hero has Power rank Resistance normally impossible, such as anything concentration of it can make normal to Electrical Generation. involving inert gases. flames explode with +2CS damage), and Optional Powers include Electrical • Knocking out self-powered machinery the inert gases (an Amazing Intensity Generation, Energy Doppelganger, by stopping the reactions that generate FEAT, since there are so few of these Energy Sheath, Energy Body, Carrier their power. present in Earth's atmosphere-but on other Wave, and Energy Path. • Inducing suspended animation in a planets, not so tough). Cold Generation is Because electricity forms the basis for living target by stopping all biochemical a Bonus Power. most of our technology, the hero can use activity, especially decay. Optional Powers include Thermal his Power to remotely control any electrical • Incapacitating living targets by inducing Control, Condensation, Molding, and device on a Good Intensity FEAT. More nausea. Body Coating. complex devices like computers require a • Increasing the hero's Strength and more complex form of control and a Endurance by increasing the EC4/Darkforce Manipulation: This is a Remarkable Intensity FEAT. metabolizing of oxygen and food (or Power that is unique to campaigns using whatever the body uses). the Marvel Universe. It does not apply to EC6/Energy Conversion: The hero can • Collapsing a target by hastening the campaigns set in other parts of the simply change any form of energy into forces of decay. Multiverse. any other form. The transformed energy's • Forming compounds by simply mixing The hero can generate and control the Intensity is one rank lower than its materials together and not needing extra-dimensional energy-form known as original level. The hero can transform heat or special conditions. "Darkforce." This resembles a tangible, energy by an Intensity FEAT equal to the • Baking without an oven. impenetrable shadow and possesses target energy's Intensity. The hero begins several unique characteristics that the with the ability to transform any energy The Power can continually affect a hero can use to develop Power Stunts: into one specific form. He can develop target as long as it functions. Any results the ability to transform energy into other are permanent if they do not involve a • Blunt attack damage at Power rank. forms as Power stunts. living subject. Effects on a living subject • Shadowcasting of Power rank Intensity There are two advantages to this cease five turns after the Power ceases. darkness over a maximum of three Power. The first is the ability to gain an areas. Energy Emission Power fueled by the EC3/Coldshaping: The hero can control • Flight at -1CS speed. environment. , for example, can any force that actively decreases the • Gateway. convert sonic energy into light. She then temperature of something else. This can • Energy Solidification. refined that Light Generation into a be used to increase or decrease the variety of effects, including lasers, light Cold's Intensity by this Power's rank The Darkforce is as yet undefined in shields, and hypnotic effects. number. This function overlaps both Heat the Marvel Universe. For your game's The second advantage is the ability to and Cold Generation but differs in that purposes, you might simply treat it as an transform deadly force into less this Power cannot alter the natural other-dimensional power source that fills dangerous forms. For example, if your temperature of a target or alter local its own entire pocket dimension. That hero found himself caught in a raging temperatures to suit the hero's whims. definition will work in or out of the official firestorm, he might Convert the heat into There are two primary functions to this Marvel Universe. Cold. This would both protect him and Power. The first is to counteract or extinguish the fire. (The paramedic shook supplement cold-based Powers. The hero EC5/Electrical Control: The hero can his head. "I'll be danged if I can figure can alter such Powers as soon as they control all forms of electricity, whether out how a man can get frostbite fighting are emitted from the target's body. Such natural, artificial, or Power-based. He can a fire.") powers can be increased or decreased control the Intensity and direction of The maximum Intensity of Energy that by this Power's rank number. The hero electron streams and alter the a hero can convert is equal to one rank can also redirect such Powers. This leads conductivity of materials. He can shape higher than his Power rank (a red FEAT). to the second primary function. electron streams into any desired form. Excess energy remains in its original The hero can shape fields of intense This permits him to develop Power stunts state, although its Intensity is diminished cold and produce useful results. Ice based on lightning–constructs designed by the Power's rank number. Generation is a form of this Power. The to perform certain tasks (shields, cages, Example: The Astounding Adaptor hero can create shapes of rapidly-formed barriers, etc.) possesses Excellent Energy Conversion. ice that he can use in a variety of Power The hero can increase or decrease the While traveling through Nebraska, he stunts. The hero can also develop electricity's Intensity and reduce damage spots a tornado about to touch down. He variations on Ice Generation that use other by his Power rank number. If the directs his Power at the tornado, which materials present in his local atmosphere. electricity is Power-related, then the possesses Amazing Intensity. The most

22 his Power can directly affect is state (-2CS). The hero may also choose was still enough free to contaminate the Remarkable Intensity. He tries for a red to harmlessly dissipate the energy over a city. Sukupp had to absorb it all. He tried. FEAT and succeeds. The tornado bursts long period; this is a number of turns He failed the last red FEAT. For second, into an Amazing Intensity of orange equal to the Intensity rank number. his body glowed like a small star. Than, light. High winds of Remarkable Intensity For example, your hero soaks up an he was gone. continue to buffet the area, but at least Incredible radiation blast. He chooses to When creating the character, the the worst of the property damage has re-release it later as a single, Excellent player can raise the Power rank by +1CS been avoided. ("Now if I could just get Intensity blast that could really muck up by specializing in absorbing a single type these spots out of my eyes…") whatever it hit, or he could let the of energy. When creating the character, the radiation slowly seep away (this takes 40 player can raise his Power by +1CS by turns, or four minutes). When the hero EC9/Energy Vampirism: The hero can limiting him to a specific Energy reaches his limit, three things can drain the energy from a target and Conversion (Sonics to Light, in Dazzler's happen. One, the hero simply cannot convert that energy into extra Strength, example). The player must determine the absorb any more energy until he Endurance, Psyche, and other Powers characteristics for the secondary Power releases what he has already soaked up. he possesses. he gains by taking Energy Conversion. This assumes the hero is in control of the The hero can force a non-living, nor These would the appropriate situation and has a choice in his actions. sentient target to release all its energy, listing in the Energy Emission section. The second possibility is that a "gag an Intensity FEAT equal to the energy reflex" takes effect. Just as a human potential of the target. For example, an EC7/Energy Solidification: The hero expels all food when the intake limit is auto battery can be drained on a Typical can transform energy into a matrix that reached, so too will the hero simply, Intensity FEAT, a gallon of gasoline by simulates solid matter. This matrix may uncontrollably release all absorbed Good Intensity FEAT, the magnetism be any shape the hero desires, although energy at once. This situation assumes every tape in a music shop on an greater complexity requires a higher the hero doesn't know his own limit, or Excellent intensity FEAT, the heat of a Intensity FEAT to create. For example, has a low Intuition (Typical or lower). blast furnace on an Amazing Intensity simple solids can be formed by a Feeble The third possibility is dangerous for FEAT and so on. FEAT. Animated forms require a Typical the hero. If he attempts to absorb more Living and/or sentient targets are FEAT. Likenesses and simple machinery than his limit, he may suffer physical harder to drain, because they possess require an Incredible FEAT. The energy damage. The hero can temporarily Psyche. The target's Psyche determines matrix possesses Strength equal to the absorb greater amounts of energy by the Intensity of the FEAT needed. A Power rank. It continues to exist for a making repeated red FEATs. Each successful FEAT enables the hero to duration determined by the hero's successful FEAT enables him to absorb drain energy from the target. The amount Psyche. After that time, the matrix the next higher Power rank number drained is equal to this Power's rank harmlessly dissipates. Some of the uses worth of energy, minus the number number. The amount is drawn from all for this Power include: already absorbed. When the hero fails the target's Energy Emission Powers and the red FEAT, trouble occurs. All any energies that form his physical • Forming cages or barriers. absorbed energy is released in a single make-up; this applies if the hero is a • Forming servants to perform desired turn, doing full damage to the hero. If the non-human (a robot, for example). The tasks. hero makes one last red FEAT, he takes Energy Vampire can only drain Powers • Creating Body Armor to protect and only half damage but loses the Power that actually emit energy—see the enhance the hero's abilities. permanently. Energy Emission section. Powers that do • At high levels, the hero can build semi- Example: The alien hero Sukupp not emit energy cannot be affected by permanent structures at will. possessed an Excellent level of the this Power (but, see Power Vampirism). Energy Sponge Power. While he was The Energy Vampire can drain the Pieces that are "broken off" from the visiting Charleston, terrorists detonated Power rank number amount of energy matrix immediately revert to their original an atomic bomb of Monstrous Intensity. each turn as long as he keeps making energy form, doing -4CS damage to the Sukupp had no choice but to try to successful FEATs. He can voluntarily stop vandal. Optional Powers include any absorb the blast. He made his first red feeding at any point by making a Psyche Energy Emission or Energy Control Power. FEAT and absorbed 30 points of the FEAT roll of any color except red. A red blast. He didn't have time to release it, FEAT means his is beyond his EC8/Energy Sponge: The hero can nor was this the proper place; the fireball control. He has entered a feeding frenzy absorb any form of energy, whether was growing. He made his next red that will only cease when the target has natural or Power-based, and not suffer FEAT and absorbed another 10 points. A been completely drain of energy. any damage. The hero can absorb third red FEAT allowed him to absorb an If the Energy Vampire fails to make energy equal to his Power rank number. Amazing amount of radiation, minus the any FEAT during the feeding process, he This stored energy can be released at points already absorbed (50-40=10). breaks off his attack and cannot any time the hero desires; upon release Sukupp now had 50 points of the A- reestablish it. The victim instantly it has a lower Intensity than its original blast's 75 soaked into his body. There develops an immunity to that particular

23 Energy Vampire, and cannot be becomes an Energy Vampire with Feeble • Forming large asteroids by coalescing subjected to any of his attacks. Power rank. spacial debris. However, this does not protect the victim from other Energy Vampires. The drained EC10/Fire Control: The hero can control The gravity remains altered for as long energy is added in equal amounts to the existing flames, whether natural or as the Power functions. After cessation, Vampire's Strength, Endurance, Psyche, Power-based. He can alter any factor gravity returns to normal. and any other Powers he possesses. involved in combustion without direct The exception is this Power; no Vampire physical contact. The hero can increase EC12/Hard Radiation Control: The hero of any type can increase his own Power. or decrease the flame's Intensity up to his can control existing radiation, including X- Example: Evan the Energy Vampire Power rank and reduce fire damage by rays, alpha, beta, gamma, and cosmic possesses Good Energy Vampirism. His his rank number. This Power includes rays. The hero can increase or decrease intended victim is Heatwave, a human Power rank Resistance to Fire and Heat. the radiation's Intensity, up to his Power with two Powers (Typical Gliding and The most important aspect of this Power rank, and reduce the damage done by Excellent Heat Emission) and Good is enabling the hero to reshape flame into radiation up to his Power rank number. The Psyche. Evan makes the required FEAT any form he desires. This can be used in hero can direct the flow of radiation and roll (not red) to begin feeding, and drains a variety of Power stunts, as the hero can alter its nature by converting any form 10 points from his victim's highest Power develops numerous fiery constructs to of radiation to any other form. If a radiation- rank number. Heatwave's Heat Emission perform miscellaneous deeds. Such fiery related Power is involved, the target's loses 10 points and drops to Good. constructs do not act like normal flames. Power rank determines the Intensity of the Evan's three abilities go up 3 points They emit less heat and consume less required FEAT. For example, an Amazing each, thus increasing his Health by 6. oxygen. Their fire doesn't spread past the Intensity FEAT is required to control The next turn, Evan makes another outline of the constructs. In addition, they Amazing Radiation Emission. FEAT and drains another 10 points, self-extinguish rapidly upon cessation of Optional Powers include Hard drawn equally from Heatwave's Psyche this Power. Optional Powers include Fire Radiation Emission, Energy and Heat Emission (dropping each by 5 Generation, Thermal Control, Energy Doppelganger, Energy Sheath, Energy points). Add another 3 points to Evan's Sheath, and Energy Body. Body, and Energy Sustenance. three abilities and another 6 to his Health. The next FEAT is a repeat EC11/Gravity Manipulation: The hero EC13/Kinetic Control: The hero can performance. At this point, Evan's player can control gravity, the force that attracts control the energy of motion itself. He decides he's had enough, and rolls a 43; all particles to all other particles. Gravity can increase or decrease kinetic quitting is no problem. always exists wherever there is tangible energy's Intensity by his Power rank Why do Energy Vampires do it? Due to matter. (in dimensions composed entirely number. With a Typical Intensity FEAT, their odd nature, they lose energy at a of energy, though, gravity is optional.) he can change the direction of any dreadful rate. Their rank numbers for The hero doesn't really generate gravity; moving target. He can impart momentum Strength, Endurance, and Psyche, and he simply changes the Intensity of what's as if he physically pushed the target, with all Powers (except this one), drop 1 point already there. He can increase or his Power rank taken as Strength. per hour. The Energy Vampire must feed decrease the Intensity of gravity by his The primary purpose of Kinetic Control to bring those abilities and Powers up to Power rank number. This effect may be is to control Telekinesis and Kinetic Bolts. their original levels. centered on himself or projected onto a In the former case, the hero can redirect An Energy Vampire cannot actually target. This permit him to develop a the target's efforts. A FEAT equal to the starve to death; when all his affected variety of Power stunts: target's Power rank taken as Intensity rank numbers reach Shift 0, he enters a ensures this. In the latter case, the hero deathlike . His Vampirism • Changing the direction of gravity. can shape Kinetic Bolts into forms that continues to function and tries to drain • Creating artificial gravity in a normally can perform complex tasks. The difficulty anything that comes in contact with him. weightless situation. of such tasks determines the Intensity of When the Vampire's abilities return to • Launching targets into space by the required FEAT. The hero can have a Feeble, he returns to life. When creating reducing their weight to zero and letting Bonus Power of either Telekinesis or the Energy Vampire, the player must the Earth's revolution fling them upward. Kinetic Bolt. choose a weakness. He can increase the • Levitation at -1CS speed; this can be The remaining Power can be an Power rank by +1CS by choosing a done to the hero himself or a target. Optional one. second weakness, up to a maximum of • Incapacitating a foe by suddenly, +3CS (four weaknesses) for the Energy drastically increasing his weight beyond EC14/Light Control: The hero can Vampire. his Strength's capacity to move. manipulate existing light. This can be Energy Vampirism is communicable. A • Forcing aircraft to land by increasing visible, infrared, or ultraviolet light. The living and/or sentient victim who was their weight beyond their engines' lift hero can alter the intensity, frequency Completely drained of all energy by an potential. (color, in other words), and coherence of Energy Vampire must make a mandatory • Sinking ships by making their weight light on a Good Intensity FEAT. The hero Psyche FEAT roll. On a red result, he exceed their buoyancy. can actually change the direction of light

24 and -form crude holograms on a Generation. whether natural or Power-based, by his Remarkable Intensity FEAT. Such Optional Powers include Plasma Power rank number. This overlaps with holograms are little more than clouds or Generation, Energy Doppelganger, Light Generation and Shadowcasting but single-color walls. The Power allows Energy Sheath, and Energy Body. differs in that either effect is possible and +1CS Resistance to Light-based Powers, only existing shadows or shadow-related since the hero can redirect or dispel them. EC17/Radiowave Control: The hero can Powers are affected. Optional Powers include Light control existing radiowaves, whether The hero has the ability to see through Generation, Energy Sheath, Carrier AM., FM, or microwaves. The hero can any shadow as if it were a normally-lit Wave, and Illusion Casting. The Nemesis increase or decrease the radiowaves' area, provided its Intensity is less than or is itself. Intensity by his Power rank number. A equal to his Power rank. This does not Good intensity FEAT permits the hero to apply to Darkforce, however. EC15/Magnetic Manipulation: The hero alter the frequency and direction of such This Power includes Power rank can control magnetic force. He can waves and garble transmissions. The Resistance to shadow-based Powers. increase or decrease magnetism's hero has Power rank Resistance to This has the Bonus Power of Intensity by his Power rank number. He radio-based attacks; such attacks are Shadowcasting. can use existing magnetism, whether normally limited to an opponent thinking Optional Powers include Light Control, natural or Power-based, to perform any he's a microwave oven about to cook the Energy Sheath, and Energy Body. In the desired task. The required Intensity hero's goose. The Power really comes last two cases, the hero resembles a FEAT is equal to the Intensity rank of the into its own when used as a form of living shadow. magnetism. electronic-age Illusion Casting. That is, The hero can alter the polarity of a the hero creates complex signals that EC19/Sound Manipulation: The hero can magnetic field (but not a neutron flow!). simulate an actual broadcast. Voice-only control existing sound. He can increase He can shape the field into forms to broadcasts can be simulated by a Typical sound's Intensity by one rank by means of produce any effect. These can be Intensity FEAT. Musical or multi-voice a Power rank FEAT or decrease it by his developed as Power Stunts. broadcasts require an Excellent Intensity Power rank number. It also provides the The Power can be used to control FEAT, as does a still picture. A single hero with Resistance to sound-based simple machinery. The simplest form is figure with a blank background or a Powers; again, his Power rank number merely rendering the machine inoperable simple cartoon-like broadcast requires an decreases the Intensity the attack. by altering the magnetism of the Incredible Intensity FEAT. A single figure This is possibly the single most useful components. A more refined use of the with a complex background (think of an Power of all those that don't do actual Power enables the hero to actually evening news broadcast) requires a damage. The uses are infinite: control a machine. Monstrous Intensity FEAT. Any other broadcast can be simulated on a Shift X • Muting the voices of an opponent EC16/Plasma Control: The hero can Intensity FEAT (think Academy Awards group, thus preventing them from control fields of highly-charged particles. production numbers, and you'll see why coordinating their actions. The hero can increase or decrease the so high). • Muting alarms. plasma's Intensity and reduce its Obviously, this is a Power that is only • Magnifying distant sounds to make damage by his Power rank number. The really useful in high-tech campaigns. Oh, them audible at the hero's location Power includes Power rank Resistance it could exist in a primitive situation, but • Increasing faint sounds to enable the to plasma's effects. then who would know? hero to perform certain actions (like The Power has two main uses. The This has a Bonus Power of Radiowave cracking a combination lock). first is shaping plasma fields into any Generation. • Destroying boom boxes if the hero shape desired. This can be developed Optional Powers include Energy doesn't like the music. into a variety of Power stunts as the hero Doppelganger, Energy Sheath, and • Cranking up boom boxes if he does develops numerous plasm a-constructs Carrier Wave. to perform various deeds. Such Okay, a lot of the uses are somewhat constructs do possess the typical side- EC18/Shadowshaping: This is not frivolous. Still, the ability to knock out effects of plasma fields, and dissipate Darkforce Manipulation; that's handled voice is a powerful weapon. upon cessation of the Power. elsewhere. This Power enables the hero Sound Manipulation can also be used The second use of Plasma Control to affect normal shadows and, indirectly, to reinforce sound based Powers. The enables the hero to counteract plasma- light as well. The hero can shift the hero can raise the other Power rank related Powers. These include Plasma location and size of normal shadows. He +1CS as long as this Power functions. Generation, Energy Doppelganger, can form them into two-dimensional This has a Bonus Power of Sound Energy Sheath, and Energy Body. The images that can do Power rank damage Generation. Optional Powers include target's Power rank determines the to real targets. The hero can also Vibration and Vibration Control. required intensity of the FEAT. For Remote Sense through these shadow- example, an Excellent Intensity FEAT is constructs. The hero can increase or EC20/Thermal Control: The hero required to control Excellent Plasma decrease the Intensity of any shadow, control applied heat or cold; that is, can

25 ENERGY EMISSION

control any force that actively changes course, if your hero possesses Vibration Arms 47-54 the temperature of something else. This as well, he might get blamed for the Hands 55-62 includes any source of heat or cold, quake. On a smaller scale, the Power Fingers 63-67 whether natural, artificial, or Power can be used in a variety of everyday Legs 68-70 based. The Power overlaps both Heat situations: Feet 71-73 and Cold Generation but it also differs Wings 74-76 from them in that this Power cannot • The hero can distort or even mute a Antennae/horns 77-81 affect the natural temperature of a target target's voice. This effectively negates Tail 82-86 or alter the local temperature to suit the vocal Powers. This is done by directly Any location 87-00 hero's whim. For example, Thermal affecting the target's larynx. Control could cool a girder being heated • If your campaign includes other Entire body: Power radiates from an aura in a furnace, since that thing is being Dimensions that can be reached by surrounding the entire body. -Power can actively heated, but it could not change. adjusting your vibratory rate to that of be emitted in any direction without the the temperature of another girder lying the chosen dimension, then this Power hero actually having to physically point. outside the furnace (nothing is being will do the trick on an Amazing Head: Power emanates from an aura done to that one). Intensity FEAT. surrounding only the hero's head. Power Thermal Control is mostly used to • The hero can cripple gyroscopes, thus can be emitted in any direction desired counteract or supplement temperature disabling any vehicles dependent on without the hero's having to nod his head. altering Powers. The Power can affect them (subs, aircraft). This is a Typical Eyes: Power is emitted through the hero's such others as soon as they are emitted Intensity FEAT, which incidentally also pupils. The power is directed wherever from the target's body. That is, you can works against robots. the hero is looking. If the eyelids are affect the Human Torch's fireballs but not • The hero can adjust the vibratory rate closed, this Power cannot function. his Fire Sheath. The target's Power rank of his own atoms, permitting him to Mouth and nose: The Power is primarily determines the required Intensity of the Phase through solid objects or let emitted through the hero's mouth. To FEAT. Controlling the Torch's heat takes solids (like bullets) pass harmlessly aim, he turns his head and shapes the an Unearthly Intensity FEAT. through him. mouth as though blowing out a candle. Optional Powers include Heat Gen- Seepage occurs through the nose; this eration, Fire Generation, Cold Generation, Optional Powers include Vibration, cannot be aimed, and the Power is Fire Control, and Coldshaping. Sonic Generation, and Sound reduced -2CS in Intensity. Manipulation. Torso: The Power is emitted from an EC21/Vibration Control: The hero can aura on the hero's chest. The Power control existing vibrations. These may be travels in a straight line, perpendicular to natural or Power-based. The hero can Energy Emission Powers the body. increase or decrease the Intensity of the Power can be emitted by any part of the Arms: The Power is emitted from an aura vibration by his Power rank number. He hero's body. For most Powers, it is not surrounding either or both arms. The has Power rank Resistance to Vibration important to specify the emergence point. Power travels in the direction in which the and Sonic attacks. For the Powers of the Energy Emission is pointed (if one arm is used) or A Power like this can make a hero class, though, emission points become in a vector (if both arms are used). extremely popular in a quake-prone important. This affects how the hero Hands: The Power is emitted from an aura locale like southern California. Using the utilizes his Power. It determines ways surrounding the hero's hand, fist, or palm. Richter scale, these are the required goes can negate that Power. If the hero Power travels in the plane formed by the Intensities of the FEATs for controlling loses the part of his body containing the fingers, in line with the whole fist, or in a each class of earthquake. emission point, he may lose his Power line perpendicular to the open palm. as well. When creating the hero, the Fingers: The Power is emitted form an Richter player should determine an, emission aura surrounding the hero's fingers (any Number Intensity point for any Energy Emission Powers. number, from one to all of them). It 1 FE, PR He may select the first one rolled as the travels in a straight line in the direction 2 TY, GD point for all of his character's Energy the finger points. Usually, the index finger 3 EX, RM Emissions, or be adventurous and directs the Power, if only one finger is 4 IN, AM determine one for each Power. used. If the hero has multiple Powers, 5 MN, UN each Power can be assigned to a 6 Shift X, Shift Y E-point d100 roll different finger. Legs: Power is emitted downward from 7 Shift Z, CL1000 Entire body 1-14 8 CL3000, CL5000 an aura surrounding both legs. It is Head 15-22 difficult to aim leg-emitted Power, which Eyes 23-30 travels in the line defined by the lower Okay, if California is determined to fall Mouth and nose 31-38 into the sea, you won't be much help. Of leg. Such Powers are usually limited in Torso 39-46 range to contact only.

26 Feet: Power is emitted by the hero's has Power rank level resistance to Cold which the Doppelganger is composed. soles. As above, such Powers are in any form. The Doppelganger automatically has the difficult to aim and are usually limited to Optional Powers include Coldshaping, Power of True Flight, While the player contact-only. Condensation, Solidification, and Molding. can decide which Powers are possessed Wings: Power is emitted from an aura Nemeses include Heat Emission, Fire by whom, a rule of thumb is that the surrounding the hero's wings. Power may Generation, and Thermal Control. majority of physical Powers are assigned travel in the plane formed by the wings to the Doppelganger. The player must or in a line perpendicular to their open EE2/Electrical Generation: The hero also decide whether the Doppelganger is position. can create electrical streams that can do simply an extension of the hero's will or if Antennae/Horns: Power is emitted from Power rank damage. The hero can it has an independent, but obedient, an all the antennae on the hero's head. project the electricity through any mind. If the player chooses the latter he Power travels in a straight line from the conductive medium, such as air, water, raises the Power rank +1CS; he can last section of the antennae. or metal, at Power rank range. If the raise it another +1CS by having the Tail: Power is emitted from the tip of the player chooses, the hero can gain +2CS lapse into unconsciousness when he hero's tail and follows a straight line in to his damage by choosing to limit his uses the Power, since his mind is directly the direction the tail points. range to contact only. In this case, the tied into maintaining the Doppelganger's Any location: The hero can emit Power range can be extended by conducting existence. Any damage to the from any section of the body he chooses, the Power through solid conductors like Doppelganger is subtracted from the and can change emission points with metal. Electricity comes in various forms: hero's Psyche. each use of the Power. Rank determines the duration of the • Static electricity causes magnetic Doppelganger and the minimum ran any Ranges for these Powers can be found attraction between objects and can Powers it possesses. Normally the hero on the Range Table, inside the front disrupt electronic communications. can generate only one Doppelganger at cover. Appropriate ranges are listed on • Lightning is sheer, raw, destructive a time. At extremely high ranks, the hero column A. power and by far the most popular can generate additional Doppelgangers. form of this Power. The number is equal to 1% of the Power EE1/Cold Generation: This Power is the • Alternating current is what our rank number (round up). For example, at pure form of Ice Generation and one it is technology is driven by. This Power Class 1000 rank the hero can create 10 often confused with. The hero can emit a can either energize or overload normal simultaneous beings. field that decreases thermal energy and electrical devices. Such beings have a decreased infrared radiation. • Direct current is what a battery Resistance (-2CS) to plasma-based The Power decreases the temperature produces. It can energize or overload attacks since these disrupt the energy of the target; the amount is determined devices that use DC power. It can also field that forms the Doppelganger. They both by a FEAT and the Power rank short out devices that use AC power. possess an increased Resistance (+4CS) number. A Typical FEAT drops the to attacks based on Light, Heat, Flame, temperature by 10x the rank number; a The hero can use any form at will or can Vibrations, and Sonics, since they have Remarkable FEAT drops it by 20x the raise his rank +1CS by specializing in a no solid mass to affect. rank number; and an Unearthly FEAT particular form. This Power automatically The Nemesis Power is Plasma Control. drops it by 40x the rank number. For includes Power rank Resistance to example, a hero with Remarkable Cold Electricity; no FEAT is required to resist EE4/Fire Generation: The hero can Generation can lower a target's your own Power. This Power is linked to project fire with Power rank damage and temperature by 300 (10x30) to 1200 Electrical Control and Energy Sheath. range. These flames have no apparent (40x3O) degrees. The only limitation is When creating the hero, the player can fuel source and spring from the hero as if that the temperature cannot drop lower exchange any randomly determined he were a living fuel tank. Although the than absolute zero (-273 degrees Celsius Powers for these if he so desires. Extreme flames' fuel comes out of the proverbial or -459.4 degrees Fahrenheit). heat reduces this Power's rank by the nowhere, free oxygen must be present The power has the side-effect of cooling Intensity rank of the heat. Conversely, for the Power to function. If not, the hero the air between the hero and the target. extreme cold increases the rank by the can cause a single flame that lasts' only Gases within that area may condense. cold's Intensity rank. At Shift X level, the one turn, then fizzles out. At Shift X rank, Such by-products evaporate quickly after hero gains the ability to create a stream of the hero gains the ability to generate the Power ceases to operate. conductive gas, thus allowing the Power to oxygen as well, permitting this Power to Cold Generation can be used to function even in a vacuum. function under any conditions. When negate other sources of cold, whether creating the hero, the player can choose Power-based, artificial, or environmental; EE3/Energy Doppelganger: The hero the Powers of Flame Control, Energy its Power rank decreases the intensity of can generate an Energy Body from his Sheath, and Energy Body to fill any slots the affected cold. However, it cannot be own body. This Doppelganger can have still open. For example, under the used to raise the temperature of a frigid Powers of its own, including those Ultimate system, the Human Torch environment. The hero with this Power characteristic to the type of energy of possesses three powers: Fire

27 Generation, Fire Control, and Energy Because this Power uses pure heat, it the hero can attract it at +1CS or repel it Sheath. can function in conditions that negate at Power rank. The hero can induce This has to be the most dangerous Flame Emission, like the absence of free magnetism into any materials that can Power around. Heroes have to watch out Oxygen or the hero's being underwater. sustain a magnetic field; these include for accidental firestorms. They also tend Beings who possess Thermal Vision or ferrous materials, iron-bearing clays and to consume all the oxygen in their Abnormal Sensitivity can detect an plastics, and ferrous ores. The hero can location, making everyone pass out. Then infrared glow around, the hero and his do rank level damage to electronic there is the question of smoke and gases target whenever he uses his Power. Heat devices by scrambling internal signals; created by the hero's Flame Power. It Emission is the Nemesis of Cold this is especially effective against makes me wonder what kind of ventilation Emission, Coldshaping, and Powers that magnetic recordings and micro-chip system the has… use water. This Power gains +1CS when dependent devices. This Power can Fire Generation is the opposing Power attacking those Powers and loses -1CS affect other Powers. It can redirect to Cold Emission, Coldshaping, and when being attacked by them. Electrical Generation by a Typical Powers that use water. This Power gains Intensity FEAT if the other Power's rank +1CS when fighting these Powers. It also EE7/Kinetic Bolt: This is a crude form of is lower, a Remarkable Intensity FEAT if loses -1CS when being attacked by M30/Telekinesis. The hero can strike a equal, and an Unearthly Intensity FEAT if those Powers. target with a of force at Power the other Power is higher. It can disrupt rank range and damage. The Kinetic Bolt Electric or Magnetic Control and Energy EE5/Hard Radiation Emission: This can be shaped as desired by the hero. It Sheath or Energy Body, if either are covers the dangerous section of the can be a wide cylinder, or an incredibly magnetic in nature. energy spectrum: ultraviolet light, x-rays, fine . Its effect is the same as if The Power has its drawbacks. It and alpha and beta particles, gamma the target had been struck by a solid attracts some types of attacks if the hero rays, and the ever-popular "cosmic rays." object of equal material strength. This is careless. Such attacks as Electrical The hero can project any of these types Power can affect only tangible materials. Generation or anything using ferrous at Power rank range and damage. When It includes Resistance to Kinetic Bolts, materials (knives, missiles) gain +2CS. creating the hero, the player can raise Kinetic Control, or Telekinesis. Optional This Power is its own primary Nemesis. his rank +1CS by specializing in a Powers are Kinetic Control and particular type of hard radiation. For Telekinesis, which are also the Nemeses. EE10/Plasma Generation: Plasma game purposes, we'll assume that the refers to here to a field of highly-charged hero has total control over his own EE8/Light Emission: The hero can emit particles. Common examples include the inherent radioactivity and possesses powerful bursts of light do Power rank borealis, the glow in a fluorescent automatic safe-guards that prevent him damage at rank range. The light may be tube, the Van Allen Belt, and the heart of from fatally contaminating the area each of any nature: a nuclear blast. Plasmas may be of any time he uses his Power. This Power is nature: fiery, magnetic, electrical, linked to Radiation Control; the player • Normal light in any color or intensity; radioactive, or be of a previously can exchange one of his other Powers the hero can light the area, dispel unknown form of energy. This last group for Radiation Control when creating Powers, and temporarily blind includes many super-powers, living hero, if he so desires. targets. energy fields, and beings who can • Coherent Light (lasers) do rank level transform themselves into pure energy. EE6/ Heat: The hero can generate pure heat damage as they burn into targets. The hero can project Plasma fields at heat that is not necessarily accompanied Lasers can also be used to carry Power rank range. Due to the unique by light or flame by accelerating information or to create holograms. nature of this Power, it does damage on molecular motion. This permits the hero • Optic blasts do rank level damage but two levels. The primary level is brute to do rank level effects over target rather than burn a target, they act as force; the field does Power rank damage materials. Some Power Stunts using Kinetic Bolts. There are also side-effects based on the pure heat include: nature of each Plasma . Plasma fields The player can raise the hero's rank have two of the following side effects: • Causing the breakdown of molecular upon creation by +2CS if he chooses or even atomic bonds (Amazing and specialization in a specific form of this • Light at -2CS level of illumination Unearthly FEATs, respectively). Power. • Heat at -2CS damage • Negating a target's magnetism • Flame at -2CS damage • Negating a target's electrical EE9/Magnetism: The hero can generate • Hard Radiation at -2CS damage conductivity. intense magnetic force. The magnetic • Magnetism at -2CS damage but full • Strengthening materials by heat-treating. field may be centered on the hero's body Power rank range • Changing local weather by heating the or be projected at rank range. The field • Electricity at -2CS damage. air; this can cause small cyclones and can affect anything susceptible to electrical storms. magnetism, attracting it with Power rank The hero initially possesses a single Strength. If the target itself is magnetic, type of Plasma with two set side-effects

28 FIGHTING

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

29 inflicting damage by short, quick weaponry chosen possesses this Power The hero must have-detailed bursts. The hero gains +1CS Fighting and rank taken as material strength for knowledge of any weapon he wants to when engaged in unarmed combat. purposes of determining potential damage. create. He can only store a limited • C-This form concentrates on holds and Each time the player rolls this Power, number of weapons' designs in his escapes. The hero gains +1CS to his he can add another weapon to the hero. memory. The total number of memory Strength when Grappling or Grabbing As stated in the Player's Book, some slots available to this Power equals the and +1CS to his Agility when dodging. forms of Natural Weaponry provide Bonus hero's Reason rank number. The player • D-This form seeks out the opponent's Powers (see "Claws" and "Extra Body must keep a record of the weapons he weak points and strikes at them. The Parts"). These are placed in the next can create. This list can be changed at hero can ignore the effects of physical available slot in the Power Generation. any time. A green Reason FEAT gains Armor when determining Stun and The player and the Judge need to the hero a new design. If no open Slam results. Unfortunately, the hero work together to create a functional hero. memory slots are available, an old must study his opponent for two turns A drawback to this Power is that if the design is tossed away to make room for before he can bring this effect into hero is somehow deprived of his Natural the new one. play. Weaponry, he suffers a loss to his Fight- Normally, the Power is used to make • E-This form encourages quick striking ing Ability equal to his weapon's rank. facsimiles of existing weapons. The hero to catch an opponent off-guard. The Example: Due to a mishap with a matter must make a detailed study of the hero gains +1 to initiative rolls when transmitter, Wolverine temporarily loses weapon for at least 10 minutes before engaged in unarmed combat. his claws. He's so shaken that his normal attempting a FEAT. Failure to make the Incredible Fighting Ability drops to Feeble. FEAT means the hero must spend The player chooses one of the above If the Natural Weaponry is made of another 10 minutes studying the weapon Martial Arts and determines its rank materials not normally found in the body, before attempting another FEAT. Some when he creates the hero. When this it makes the hero vulnerable to attacks weapons might be beyond the hero's Power shows up, add its Power rank that affect those materials. For instance, comprehension, if the player has really number to the already determined Talent Wolvie has a -1CS resistance to bad luck when rolling the dice. rank number. 's powers, since they can affect The hero can create new weapons For example, the Kung Fu Kommando his metal skeleton. based solely on his imagination and possesses Martial Arts E at Typical rank basic knowledge of weapons design. and Martial Arts Supremacy at Good F4/Weapons Creation: The hero can This requires intense concentration and a rank. These combine to give Kung Fu create any desired weapon out of thin air. red Power rank FEAT. Kommando an Excellent rank for his The weapon can be of any design, size, The newly created weapon has the Martial Arts. and material. The size of the weapon is same characteristics as a normally Martial Arts Supremacy can be used to limited by its weight. The hero can only created one of its type. In the case of do rank-level damage against non-living create in a single turn a maximum altered or imaginary weapons, the player matter. number of ounces equal to his Power and Judge should agree on a reasonable For example, Kung Fu Kommando can rank number. Heavier weapons have to and playable set of characteristics for the shatter iron, concrete, or bullet-proof be assembled in pieces over a span of weapon in question. glass with a red Power rank FEAT. several turns. While the material strength The Power includes versions of If desired, this Power can be modified of the created weapon is the same as Elemental and Molecular Creation. Each to fit any Fighting skill the prayer can that of a normally-manufactured weapon element or compound takes up its own imagine. This can include Supremacy in of the same type, its duration is much memory slot, just like the throwing any one weapon, such as shorter. The lifespan of the weapon is daggers and broadswords that clutter the swordsmanship or archery. determined at the time of creation. A hero's mind. Such raw matter can be Optional Powers include Iron Will and Typical Intensity FEAT gives the weapon formed into any weapon's shape. This Weapons Creation. a lifespan of 100 turns times the hero's permits the hero to change the The Nemesis Power is Martial Arts Reason rank number. On an Amazing composition of any already-memorized Supremacy of one rank higher than that Intensity FEAT, the weapon lasts for the designs. For example, if he has already possessed by the hero. hero's Reason rank number times 10,000 memorized the design of an and turns. Should he make an Unearthly the nature of silver he can create both F3/Natural Weaponry: The hero's body Intensity FEAT, the weapon will be wood and steel arrows and silver arrows. contains special anatomical features that permanent. Weapons created materialize in the can function as weapons. These may be Each ounce of created matter hero's hands. of any nature and can be external, temporarily costs the hero 1 Health point. There is an exception to the rules thus internal, or retractable. If these are All points lost in this manner are far. When creating the hero, the player damaged the hero suffers as if they were regained after 24 hours. Thus, the hero can choose to specialize in creating a normal body parts. can only create a weapon weighing the single copy of a special weapon. In this When creating the hero, the player number of ounces equal to his Health case, the weight limit is raised from one decides the nature of the weaponry. The score in a single day. ounce per Health point to one pound per

30 ILLUSORY

Health point. Such special weapons are Energy weapons hero has to be able to clearly see both never permanent; Unearthly Intensity Heavy weapons the Image and its surroundings. When FEATs are treated the same as Amazing Battle weapons either is beyond his vision, the Intensity ones. One example of this Alien weapons believability of the Image drops option is 's Soulsword. Battlesuits drastically. When the Image gets beyond The Optional Power for this is a form War robots the hero's field of clear vision, he can no of Martial Arts Supremacy that uses a longer make it realistically conform to the special weapon, as in the option Needless to say, the player will have to surroundings. explained above. develop stats for anything he comes up Example: Kinescope Animates a lion The Nemesis Power is True with. If he successfully copies existing off of a circus poster and sends it after Invulnerability. technology, like the Iron Man battlesuit or some muggers. The muggers flee around a SHIELD Plasma Beam Handgun, he a corner, the lion in pursuit. F5/Weapons Tinkering: The hero can can simply use the established stats for Unbeknownst to Kinescope, the alley is devise and assemble any weapon that that device. Weapons Locker (MHAC8) full of trash cans, which the lion blithely can be made with the available by Epperson and Grubb is a valuable aid passes through. The muggers see this materials. By means of a red FEAT, the to the player of a hero with this Power. A and realize they've been had. Kinescope hero can even improvise a means of clever character can also use this Power gets a surprise when he comes around creating unavailable materials to make money off of other characters by the corner. (adamantium, for example). Provided he building weapons on commission. After The Image can exist for as long as the has the resources, the hero can all, somebody's got to be building all hero concentrates on maintaining it (the assemble a functional copy of any those super-weapons that fill the pages Judge is free to determine how easily weapon. As to what weapons he can of comic books… this can be done given the make, use the Resource costs listed in circumstances the hero finds himself in). the Hardware section of the Player's Although the Image can only be Book (pages 42-46). Compare the Illusory Powers realistically controlled within one area of Power's rank with the cost of the desired Ranges for the Powers in this book are the hero's location, the Image can be weapon. Equal or lower cost weapons found on the Range Table printed on the projected up to the full range for this can be created on a green FEAT. A cost inside front cover. The normal range for Power. Once beyond the one area limit, of one to three levels higher requires a the Powers in this section are found on the Image is easily perceived by others yellow FEAT. A cost of four to six levels column B. as a holographic projection. The hero higher requires a red FEAT. If the cost of can overcome this limit by extending the the desired weapon is more than six I1/Animate Image: This is a specialized range of his own senses, either through levels higher than the hero's Power rank, form of Illusion-casting that enables the artificial means (telescopes, remote TV it is an impossible FEAT. hero to apparently bring any flat image to camera, etcetera) or by using sense Example: Dr. Fixit has Excellent life. Whatever the original nature of the extending Powers. In such cases, the Weapons Tinkering and access to his image—drawing, painting, photograph, hero can extend realistic control of the brother-in-law's junkyard. He wants to print—the image gains three- Image up to the range limits for this build a battle-copter with adamantium dimensionality and independent Power and whatever means he employs armor. The copter has an Amazing cost. movement. A blank white area now fills to extend his vision. True adamantium has a Shift X cost; the area formerly occupied by the newly Example: Kinescope has an Excellent secondary adamantium has an Unearthly solidified Image. rank for this Power and can project an cost. Dr. Fixit makes the yellow FEAT; his In actuality, the hero has created two Image up to 25 areas (3300 feet) away. copter will work. He doesn't have any Illusions. The obvious one is the Animated He also has Good Clairvoyance with a adamantium, though, and tries to Image that has peeled itself away from its maximum range of 2500 miles. By using improvise. He fails to make a red FEAT; flat background and filled out into three both Powers, he can maintain the neither batch of "home-brewed" dimensions. The second, more subtle realism of his Images up to the maximum adamantium worked. Oh well, he can Illusion is the "blank white area." The hero range of 25 areas even through any always convert that old boiler he found automatically casts this Illusion to mask vision-blocking barriers. into armor plate. out the still-existing original picture; this The Image possesses whatever When creating the hero, the player can secondary Illusion lasts for 10-20 turns or abilities or characteristics the original choose to make the character a jack-of- until the primary Illusion ceases to exist, model possessed. At least, it possesses all-trades or specialist in a particular whichever comes first. those abilities or characteristics the hero field. If he chooses to specialize, he can The initial range at which the hero can believes the model possessed. This is raise the rank +2CS. Categories of Animate an Image is line-of-sight for one after all an Illusion that the hero has weapons include: area. This is also the maximum range at created. As such, it conforms to his which the hero can normally maintain the expectations. What traits the Image has Edged and Blunt weapons "realism" of the Image. Simply put, the are determined by the hero's imagination Projectile weapons and memory for detail. The accuracy of

31 the Image is determined by the hero's that do psychosomatic damage to a secondary Illusion renders Illusory Reason. A green FEAT creates an Image target. These Psionics, include Telepathy, Invisibility around the original. The that is somehow flawed; it might move Mental Domination, Hypnotic Control, characteristics for the Image are a the wrong way, lack a shadow, have no and Neural Manipulation. Psychosomatic combination of the statue's material surface detail, and so on. A yellow FEAT damage occurs because the target composition and those traits the hero creates an Image that are nearly exact; a believes in the reality of the Image and imagines the model for the statue close visual examination is required to thus the. -reality of any damage the possessed. distinguish the Image from reality. A red Image is inflicting upon him. Example: Kinescope encounters thieves FEAT creates a perfect Illusion. For example, Kinescope combines his outside the Cleveland Art Museum. He The typical Animated Image is an Powers of Animate Image and Neural casts his Power on Rodin's bronze, "The intangible holographic projection. Since Manipulation to create an Image of a boa Thinker," that sits in front of the museum. most people rely 'exclusively on their constrictor. The boa enwraps The Image that results is a 15-foot-tall vision as the means of sensing their Kinescope's opponent, who believes he man made entirely of bronze and environment, the Animated Image is is being crushed and passes out from his consequently extremely strong and heavy. easily accepted as reality. Only when imagined loss of breath. By using his Power in this way, the hero other senses are used does the Image Psychosomatic damage can be can simulate any of the Matter Animation, get exposed as Illusion. Such Images are resisted by any target who becomes Control, and Conversion Powers. mechanically detectable and recordable aware of the Image's lack of reality. Be Optional Powers include either by such means as photography and warned that psychosomatic damage can Telescopic Vision or Clairvoyance, television. Images can also deceive the lead to fatal results if the target Energy Solidification, and either artificial senses of mechanical beings. succumbs to a heart attack or stroke. Elemental or Molecular Creation. The Animated Image is initially strictly Note also that psychosomatic damage The Nemesis Powers are either Sonar composed of light. It lacks the other cannot affect non-sentient minds. or Radar, combined with temporary sensory details of a real object, most Animated Images can be of any blindness. notably the sounds and smells of the nature, but are generally used to original. These can be simulated to give simulate moveable objects and lifeforms. I2/Illusion-Casting: The hero can create the Animated Image greater reality. The In all cases, the hero must have an realistic holographic images that have Talent of Ventriloquism or such Powers actual image to work from. The Animated apparent solidity. These Illusions can be as Speechthrowing or Vocal Control can Image that results is the same size as mechanically detected and recorded by add speech and incidental noises to the the original image. Not all of the model such means as photography or television. image. Sensory Manipulation can create, has to be present in the original image; That separates this Power from the deceptions of smell, temperature the hero can fill in the rest from his psionic, image-generating Power called difference, and even tactile sensations. imagination. As he brings the Animated Hallucinations, which produces images The coherent light of the Image blocks Image to life, it climbs out of the frame, directly in the target's mind and cannot normal light and creates normal revealing previously unshown parts. affect mechanical senses. shadows. For example, Kinescope Animates a The Illusion can take any size or Since the Image is intangible, it cannot head-and-shoulders portrait of Lincoln. appearance the hero desires and is directly do physical damage to a target. If The visible parts immediately spring out; limited only by his imagination. The the Image incorporates bright light, it has the rest of Abe's body is revealed as he Illusion can be a realistic simulation, a the potential of blinding the target. How climbs out of the frame. fanciful creation direct from the hero's ever, if the hero possesses certain other Animate Image can be used to alter mind, or an abstract display of light. The Powers that can be combined with the images within the plane of the original hero is playing with light itself and can Image then it can do actual damage. If picture. The hero can alter the placement create anything that is visible. Since the hero also uses Energy Solidification of sections of the picture or give them flat most people depend. on vision to gain or any of the Matter Creation Powers, the animation, even making sections of the information on their surroundings, this Image gains temporary solidity. This lasts picture apparently withdraw from the Power presents the awesome ability to for 1 -10 turns, regardless of the normal depicted scene. apparently alter the nature of reality. duration of effect for the supplementing While the previous commentary has The hero can cast his Illusions Power. Note: this is determined by the spoken of this Power in terms of anywhere within his Power rank range, Judge, not the player. Any of the Energy translating two dimensional images to though he must be able to clearly see Emission Powers can be apparently three-dimensional objects, it can also be the area where the Illusion is forming if redirected through the Image. used to simulate animation for already he wants to make it at all realistic. The For example, if the hero possessed three-dimensional objects, like statues or normal limit for unaided vision is one both Animate Image and Fire Generation, stuffed animals. This can be developed area (132 feet). Beyond that range the he could create a hazardous simulation as a Power Stunt. The hero uses an hero can no longer clearly see his of the Human Torch. existing object for a model to base his Illusion's surroundings and thus cannot This Power can be combined with Illusions on. The primary Illusion is the alter the Illusion to reflect things going on certain Psionic Powers to create Images statue or whatever coming to life; the around the Illusion.

32 For example, an Illusionary tree cast breakfast."). Since Illusion-Casting coherency. The hero can do -2CS rank two areas away might seem to be floating includes the Power of Light Control, level damage using light-based attacks. a discreet two inches above the ground. Illusions can provide a measure of As noted earlier, the Power includes - If the hero is unconcerned about protection against light-based attacks. An 2CS Resistance to Light-based attacks; maintaining the reality of his Illusions, Illusory tent would provide protection the hero simply casts an Illusion of this limit can be ignored. The hero does against both infrared and ultraviolet light, something opaque between herself and not even need to be able to see the thus keeping the hero cool and safe from the offending light. The hero can simulate Illusion as it forms. Such uncontrolled sunburn. Treat this Power as +2CS other visual Powers or Talents with some Illusions appear as transparent, free- Resistance to Light-based attacks. It effectiveness as well; the -2CS limit is floating apparitions. If the Illusion takes does not provide protection against any used as a guide for determining how well the form of a living being, viewers might of the other ways Moms Nature has of the hero can do these things. see it as a ghost or other form. affecting us. That Illusory tent would be Example: Once inside the building, If the hero possesses a means of drafty, cold, and flimsy. Deetee and Jay-boy discover a guard. extending the range of his senses, he Illusion Casting can be combined with Deetee casts an Illusion of can maintain the realism m of his Illusion other Powers to give 1he Illusion and tries to hypnotize the guard. Her at up to full range of both this Power and enhanced realism; this can also create Incredible rank is reduced to merely that of whatever means he uses to Illusions that do real physical damage. If Excellent when she tries simulate extend his vision. Ways of increasing the the Illusion-caster has any of the Energy Hypnotic Control. Fortunately that is senses' range include mechanical means Emission Powers, these can be enough; the guard falls under the such as binoculars and remote TV redirected to apparently originate from spurious Ringmaster's control. cameras and sense-extending Powers, the Illusion rather than from the hero. Powers that are a part of or can be most notably Telescopic Vision and For example, combining this Power simulated by Illusion-Casting include: Clairvoyance. with Plasma Generation would simulate Example: Deetee has an Incredible rank the Phoenix-force and fry any electronics D4/Force Field vs. Energy and can Illusion-Cast up to two miles in the area. D12/Resistance to Energy away. She also has a good pair of More commonly, the power is used to DT3/Energy Detection (Light) binoculars that enable her to see up to one disguise the true nature of anything the EC14/Light Control mile away. For idle amusement, she likes hero or her companions might be doing. EC18/Shadowshaping to go to the top of tall buildings and Cast Example: Deetee and her buddy EE5/Hard Radiation Emission (UV Light) Illusions at the pedestrians below. She Jayboy have to break into a certain EE6/Heat (infrared Light) also like to find the monitors for remote building that they know is under EE8/Light Emission surveillance cameras and use them to surveillance. Deetee doesn't care about EE12/Shadowcasting direct her Illusions into locked rooms. subtlety, only About distraction, and casts I1/Animate Image Illusions last as long as the hero an Illusion of a,.Large elephant that I3/Illusory Invisibility concentrates on maintaining their comes lumbering around a corner and I4/Illusory Duplication existence. The Judge is free to determine lies down in front of the door. Inside the L9/Hypnotic Control how long the hero can maintain his elephantine Illusion, MCo1/Coloration concentration in a given circumstance. Jayboy is free to use his Kinetic Bolt M13/Hallucinations Breaking the hero's concentration Power to smash open the door. He also S6/Blending abruptly terminates the Illusion, while uses his K-bolts to simulate the effect the S12/Energy Sheath (Light) merely getting distracted causes the elephant's legs have when they kick S20/Self-Vegetation Illusion to begin to lose realism (drift, against a target. S21/Shapeshifting lose detail, become translucent, and so The main drawback to Illusion-Casting on). The Illusion's effect on a viewer is that the hero must keep his Power's A drawback in characters who have varies. A viewer must make an Intuition true nature a secret from his adversaries. this Power is that they tend to become FEAT against the Power rank of the It must be presented as if it were another philosophical about the relationship Illusion-caster; success means the Power entirely. between Reality and Illusion. viewer now recognizes the Illusion's true For example, although she is an Companions find themselves drawn into nature. Players running characters Illusion-caster, Deetee often presents interminable arguments about what is viewing an Illusion are only allowed to herself as a Demon-Summoner. real and what is not. Illusion-Casters may make a FEAT if they suspect the Illusion. Even if the Power's nature is public even begin to feel that they themselves This can occur if they physically touch knowledge, the Power is still effective. are an Illusion being cast by some the Illusion, if the Illusion is somehow The Powers of Light Emission and Light unknown being. flawed, or if the character is just naturally Control are innate factors of Illusion Optional Powers include Energy Solidifi- cynical. ("Congratulations, Les. So far Casting. As such, the hero has the ability cation, Telescopic Vision, and Clairvoyance. this morning you have attempted to to generate any intensity and frequency Nemesis Powers include Shadow- disbelieve the existence of a flying of light. He can warp light, alter its casting, Shadowshaping, Sonar, Radar, saucer, Galactus, two muggers, and your frequency, and change its degree of and closing your eyes.

33 I3/Illusory Invisibility: This is not true viewer move in relationship to each For example, the Judge decides that Invisibility but is actually a clever other, the viewer might be able to detect the above-mentioned airship's Invisibility simulation. The effects are nearly the a slight distortion of light at the edge of Generator can function for up to ten same, anyway; the hero becomes the field. (The player can imagine it by hours of continuous operation but shuts effectively invisible to any living or thinking of a clear drinking glass.) down if it receives a single of artificial being. Example: Consider an airship electricity with Amazing Intensity. The hero actually remains visible but surrounded by a mechanically created The hero can terminate his Invisibility he can now surround himself with a version of Illusory Invisibility. Inside the at any time, either purposely or holographic Illusion of empty space. This airship, vision is unaffected. can accidentally. Simple physical contact can field can be limited to the hero's body or clearly see the world below. The field alert a viewer to the hero's presence, increased to cover a large area. The extends one foot around the airship. From whether the hero accidentally envelops maximum radius of this effect is the the ground and sides the ship is invisible. him in the field or the hero makes a number of feet equal to the Power rank The flaw is when the field is viewed from distance attack at the target. A spray of a number. above; a viewer sees the ground below coating material will temporarily reveal For example, a Poor rank could cover but may realize that the surface detail is the extent of the field; in the middle of an an area extending four feet from the not continuous. Rivers And roads have obscuring cloud, the field shows as a hero, a Monstrous rank could cover an sudden, unexplained gaps. of clear air. Once the hero area extending 75 feet, and a Class 1000 Since the Invisibility is holographic in realizes that his field is visible, he can rank could cover a square mile. nature, it can be mechanically detected correct the Illusion to reflect the new Within the, Illusory Invisibility, things and recorded by such means as addition to his surroundings; this takes a remain visible. From the point of view of photography, television, and the green Intuition FEAT. Note: the Judge anyone within the Power's protection, it mechanical senses.of artificial oeings. It should roll this for the hero without telling appears that the area has been can also be seen at any distance and will the player he has become visible; failure surrounded by an irregularly-shaped deceive telescopes, remote cameras, means the hero has either not yet transparent balloon that causes weird and Telescopic Vision used outside the realized his predicament or has not yet tricks of light. Outside the "balloon" a field's effect. Sensory Link can be gotten the Illusion properly altered. viewer sees only the Illusion of empty deceived if that Power is used to link up Optional Powers include Light Control space, even if the viewer has just with a viewer outside the field; if it is and Light Emission. stepped out of the invisibility field. used to link with someone inside the Nemesis Powers include Light Control, Standing at the edge of the field can field, the deception fails. Clairvoyance Radar, and Sonar. result in a headache as the viewer's eyes cannot detect Illusions at all and thus see both the reality and the Illusion. would also penetrate the deception. I4/Illusory Duplication: This is a This Power can be cast at a target The Power cannot deceive any of the specialized form of Illusion-Casting that point some distance away. The area limit other senses or such Powers as Sonar, permits the hero to generate completely is the same. The maximum range at Radar, or Psionics. realistic simulations of a single object, which the Illusory Invisibility can appear For example, Daredevil would be namely himself. Unlike the other Illusory is determined by the Power rank. unaware of such a field even being Powers, this permits the hero to see For example, a Monstrous rank employed; this can lead to Problems for through these nonexistent senses and permits the hero to hide an area 150 feet Matt Murdock. ("What I don't understand, to communicate through apparently wide (75 foot radius, remember?) located DD, is how did you know the normal speech. up to six miles away. Dreadnought wasn't real?") The hero can create a finite number of Of course, the hero has to be able to The Power provides limited protection exact holographic duplicates of himself. see his intended target; otherwise he against light-based attacks originating These are Illusions based on his would be unable to simulate the outside the field. This is equivalent to a selfimage, which the hero had best make appearance of emptiness appropriate to Force Field vs. Light with a -2CS rank. sure matches his actual appearance at the target area. When casting this Power For example, a Good form of this that moment. The accuracy of the at ground level, a practical limit to range Power provides Poor protection against Duplicate is determined by a Reason is one area (132 feet) from the hero. lasers and hypnotic lights. FEAT made at the time the Duplicate is Casi!ng an Illusory Invisibility in the air The main protection it offers is that if the generated. A green Reason FEAT means or in space is easier and can be done at viewer doesn't know there is something to the Illusory Duplicates are somehow rank level range. Note that as this is an shoot at, then he won't shoot. different from the hero; they have the Illusion, it can be detected by careful The Invisibility lasts as long as the wrong outfit on, are too muscular or visual examination or the simplest of hero can maintain his concentration. In handsome, and so on. A yellow or red physical tests. The "empty space" is only the case of mechanically-derived Reason FEAT produces a perfect copy. what the hero imagines such an empty Invisibility, it lasts for as long as the The maximum number of simultaneous space to look like. As the hero tries to equipment functions. Judges are free to Duplicates the hero can create is equal hide more area, the problems of realism decide the difficulty of either case in any to his Power rank number. Although multiply. If the Illusory Invisibility and the given circumstance. Duplicates are frequently used to

34 LIFE CONTROL

surround the hero and act as decoys, the Emission, Light Generation, Plasma and a red FEAT. The player blows it on Duplicates can also function several Generation, Plasma Control, the first roll (a 23), second roll (03), third areas or miles away from the hero. The Shadowcasting, and any of the Magics roll (24), but finally makes it on the fourth maximum range at which the hero can and Power Controls. The Duplicate has a roll (00). Myriad castigates himself on the either send or create a Duplicate is "Health" equal to this Power's rank additional 24 seconds it took him to determined by his Power rank; specific number. Any damage to the Duplicate is generate the lab coat and glasses. levels are shown on column B. subtracted from this number. At zero the While Duplicates are normally created Example: Myriad has an Incredible Duplicate suddenly vanishes. In addition, as independent beings, the Power can rank. This enables him to create up to 40 any damage done to the Duplicate is also also be cast around the hero's own body simultaneously existing Duplicates that suffered by the hero, who temporarily to immediately alter the hero's own can form or travel as far as two miles loses a number of points equal to his appearance. This is usually used to away from his location. Power rank number. Such points are make quick disguises and costume The Duplicates are intangible regained just like Health points. changes. If the hero so chooses, his holographs and are incapable of doing All Duplicates can be affected by the entire super hero appearance and any actual physical activity. They are Powers of Light Control and costume can be nothing more than such primarily used as decoys, messengers, Shadowcasting. Light Control can a Illusion wrapped around the hero's spies, and simulated ghosts. The overpower, distort, and even destroy any normal civilian self. This would definitely Duplicates can form in any location Duplicate. It can be use to seize control prevent anyone from finding your within the hero's range, regardless of of a Duplicate away from the hero; the costume stashed in the back of the whether the hero can see that location or effect is analogous to someone using closet. In the previous example, Myriad not. As an aspect of this Power, the hero Mind Control/ Puppetry on the hero's own had not thought to bring his costume to automatically possesses a combination body. Shadowcasting can surround the work and had to form one of his of Clairvoyance, Clairaudience, and Duplicate in darkness and prevent the Duplicates around himself. The drawback Speechthrowing that permits him to see, hero's Clairvoyance from operating. If the is that if the hero loses concentration, hear, and speak through his remote Shadowcasting has a greater rank, that consciousness, or Power, he also loses Duplicates. Power can be used to destroy a his costume. (The time Myriad was For example, Myriad is at the scene of Duplicate. Note: when a Duplicate is skinnydipping when a crisis struck a cave-in. The rescue crew need to know passing through solids, its "eyes" register resulted in major embarrassment for him where any survivors are located. Myriad total darkness. If the hero is unaware that and some unfortunate media exposure.) creates several Duplicates and sends Shadowcasting is being used against his Nemesis Powers include Light Control them off into the debris. Since these are Duplicates, then he will assume the and Shadowcasting. energy, the Duplicates can pass continued darkness is the result of the effortlessly through the rock. Myriad sees Duplicate remaining within a solid mass what the Duplicates "see." There is no and consequently will make no attempt to Life Control Powers light in the collapsed area but Myriad's resist this clandestine attack. L1/Biophysical Control: The hero has Duplicates each carry an illusion of a As stated earlier, all Duplicates are an the ability to consciously alter the flashlight that functions as well, if not illusionary manifestation of the hero's physiology of a target. This is better, than a real one. Finally two of the self-image. They need not be a single, accomplished by sheer force of will and Duplicates find survivors., The first group static design but can change with the does not require any physical action on of survivors are only lost; the Duplicate hero's whim. Generally, all Duplicates at the hero's part, aside from touching the leads them through the darkness to a given moment will have the same target. The Power can be used at a safety. The second group is trapped shape. However, by means of a red distance but each 10 feet separating the behind fallen rock. They are startled Reason FEAT, the hero can create hero from the target reduces his effective when the Duplicate passes through the simultaneous Duplicates who have Power by -1CS. The Power is normally rock into their area but Myriad speaks different appearances. All such concentrated on a single target, but the through his Duplicate and appraises differences are still based on the hero's hero can affect as many targets as he them of the situation. The Duplicate own form. A red FEAT is needed for each desires. Each additional target also remains with them until the rescuers different type of Duplicate. decreases the rank -1CS. finally reach them. Example: Myriad maintains a secret For example, trying to affect two When creating the hero, the player has identity as a physicist at a nuclear plant in targets at a distance of 10 feet drops the the option of assigning some or all of the Georgia. One day the plant is attacked by hero's rank -4CS (-2CS per target). hero's other Powers to the Duplicates. . Myriad must take action but The result of any form of this Power is The hero can only create a single such his civilian identity must remain at his permanent. (What's the point of healing Powerful Duplicate at any one time. Since emergency post. Myriad forms a number somebody if he's just going to drop dead this Duplicate now has a greater effect on of Duplicates. Most resemble his super later, right?) The actual ongoing effects reality, it gains some reality as well. Such heroic self but Myriad alters one to appear continue for as long as the hero Duplicates can be affected and even as his civilian self. The extra form requires continues to use his Power. Once this is destroyed by such attacks as Light additional concentration on Myriad's part

35 done, the target's natural healing abilities partial or embalmed remains. Biophysical Control by such Powers as and rates revert to normal. There are For example, a Good rank can revive a Force Field Generation and True seven forms of Biophysical Control, each 1 0-day-old, slightly moldy body if the Invulnerability. with its own set of effects. The first four player rolls a 75 or better. Optional Powers include another io M forms are benevolent, the last three are The Power begins by healing and of this Power. maievolent. Heroes who use the regenerating any damage to the body, The Nemesis is either Immortality or malevolent forms against sentient beings especially the cause of death. Once the Serial Immortality. risk Karma and Popularity loss. When body is habitable again, the Power the hero is created, the player must automatically summons the deceased L2/Bio-Varnpirism: The character is a choose one of these forms. He can spirit back and reconnects it with the super-carnivore able to increase his select one or let the dice decide for him. body. If the spirit was already reincar- Strength, Endurance, Psyche, and Power nated into another body, the spirit splits ranks by consuming living biological Die Roll Form into identical halves. One remains with materials. The most common examples of 01-24 Healing the new body while the other half returns Bio-Vampires are the traditional blood- 25-44 Regeneration home. If the spirit is trapped, the hero suckers like Dracula. Although all the 45-48 Revival can make an attempt to free him based traditional vampires were destroyed on 49-68 Damage Transferral on the Power rank of whatever is holding Earth in the Marvel Universe, this does 69-76 Decay the spirit. Until the spirit returns, the body not prevent the player or Judge from 77-92 Disruption remains in a comatose state. creating a new race of BioVampires able 93-00 Aging Damage Transferral—The hero can heal to withstand the spells that finally another by apparently taking that destroyed Dracula. As a new type of Bio- Healing—The hero can cure the damage damage from the victim and moving it Vampire, your character need not follow caused by wounds, trauma, toxins', and into the hero. The Power first heals the the traditional abilities and limitations disease. The hero can increase the target; the manner is the same as for associated with the old Vampires. It's a target's Health by'an amount equal to the Healing (above). Simultaneously, the new world and a new Vampire. Power rank level. This is the maximum hero's body reshapes itself into a Bio-Vampires have a Bonus Power of benefit the hero can give per day to one duplication of the damage being healed. Mind Control/Puppetry that renders their specific person. The color of the required Once the target is healed, the hero's victims unable to physically struggle FEAT is determined by the nature and Self-Healing abilities (same rank) then against the Bio-Vampire. However, the severity of the damage. Green FEATs cures this ersatz damage. A hero cannot victim's Psyche remains uncontrolled; the handle broken bones, non-terminal heal another person until he has returned victim continues to try to resist the Bio- disease, and simple wounds. Yellow to normal. Vampire's attack. FEATs handle physical trauma, wounds Decay—The hero can accelerate the The Bio-Vampire must make a Power to organs, non-fatal poisoning, and cellular collapse of body tissue. The FEAT to initiate the attack. The victim's terminal diseases. Red FEATs handle Power can cause Power rank damage Psyche determines the difficulty of the mortal wounds, coronary attacks, per turn. The target becomes leprous, FEAT. The first successful FEAT means strokes, toxic poisoning, and massive dies, and quickly crumbles to if the the victim is immobilized and the physical trauma. The Power seals the Power is used long enough. BioVampire can begin to feed. Each body and returns any still-living tissues to Disruption—The Power can upset the successful FEAT enables the Bio- health. It cannot replace lost tissue. Smooth functioning of the physiology. Vampire to drain Health points from the Regeneration—The hero has the ability The target suffers Power rank losses to victim. The amount drained is equal to to heal (as above) and can recreate large his Health as he suffers anything from the Power rank number. This is areas of lost tissue, such as severed minor discomfort (nausea, chills) to fatal converted into energy that is divided limbs or destroyed organs. Limbs are trauma (coronary attack). equally among the ranks for Strength, regrown by a green FEAT, organs by a Aging—The Power can accelerate or re- Endurance, Psyche, and any Powers the yellow FEAT, and brain and neural verse the aging process. The normal rate vampire has except this one. No tissues by a red FEAT. is multiplied by the Power rank number. Vampiric Power can ever increase its Revival—The hero can actually bring the For example, a Good rank can make own rank. dead back to life. The Power rank aging occur at tenfold rate or go in The Bio-Vampire must make a FEAT number is the maximum number of days reverse at an equal rate. A green FEAT each turn he continues to feed. He can the target can have been deceased and accelerates aging. A yellow FEAT stops voluntarily stop feeding at any point by still be revived. The condition of the it. A red FEAT reverses it. As the victim's making a Psyche FEAT roll of any colo corpse determines the color of the age changes, physiology and mental except red. A red FEAT means the Bio. required FEAT. An intact, unembalmed, capacities change as well. While the Vampire's hunger is beyond his control. undecayed corpse is revived on a green Power can function as a Fountain of He has entered a feeding frenzy that only FEAT. A decayed but intact corpse needs Youth, it can also be used to kill through stops when the victim is drained or the a yellow FEAT. A red FEAT is required for old age or regression to protoplasm. A Bio-Vampire has been repulsed. If the target can be protected from unwanted Bio-Vampire fails a FEAT at any time in

36 the feeding process, he is immediately • Chemical: The target's chemical make- control Power. A Remarkable Intensity repulsed from the victim and can never up is changed to other chemicals. FEAT severs a controlling Power of equal resume that attack. That victim gains • Physiological: The target's basic life rank, and an Amazing Intensity FEAT instant immunity to any future vampiric functions are changed. The target may severs one of one or more ranks higher. attack by that particular Bio-Vampire. be changed to animal, plant, or a Upon severing the being's control over Why do Bio-Vampires do it? Because different chemical basis. the subject, that being is immediately they lose energy at an accelerated rate. • Energy: The solid target is co nverted teleported to its home dimension. Their rank numbers for Strength, to a coherent energy field. This Power commonly appears as a Endurance, Psyche, and any Powers spell used by sorcerers and holy men. except Bio-Vampirism drop one point per When creating the hero, the player The hero must be within 10' of the hour. The Bio-Vampire must feed in order decides the form of change in which the subject in order to perform the Exorcism. to maintain his life. hero specializes. If random generation The hero can use this Power to resist Even if the Bio-Vampire is deprived of provides this Power again, the player can the initial attempt by another to control victims, he never actually starves to select another form or add +1CS to the him, but if this attempt fails (as per the death. When all his affected ranks drop first form chosen. Since this can be FEATs listed above), he cannot Exorcise to Shift 0, the Bio-Vampire drops into a considered an attack, the target can himself later. deathlike trance. His vampirism choose to resist; he can also forego continues to function, although he can no resistance if he so desires. Power rank L6/Force Field vs. Hostiles: The hero longer actively seek out new biomaterials determines the Intensity of the effects on emits a psionic aura that repels any to consume. If such are made available the target, the range at which the effects hostile lifeforms. The Power to the body, the Power will immediately can occur, and the duration of the automatically probes the minds of begin to return the Bio-Vampire to life. effects. Normally the Power is used on a anyone in the area and analyzes their When the player creates the single target. Each additional target intentions toward the hero. Anything BioVampire, he must choose and playa reduces the effects by -1CS. harmful is repulsed, as if a Power rank weakness. The Bio-Vampire's Power material strength wall had risen between rank can be increased +1CS for each L4/Emotion Control: The hero can alter them. Neutral or friendly life is not additional weakness the Bio-Vampire a target's emotional state and resulting affected by this field. Okay, I hear you possesses, up to a maximum of four activity by forcing him to feel a particular asking: " somebody starts out weaknesses in all. emotion. The hero can only instill one friendly, but turns hostile after he's inside Bio-Vampirism is communicable. A emotion at a time. However, he can the field?" The answer is, he's catapulted sentient victim who was,completely select any emotion he desires. When harmlessly out of the field. drained as a result of a feeding frenzy creating the hero, the player can raise Rank determines the size and material must make a Psyche FEAT roll. A red the rank +2CS by limiting the hero to a strength of the field. Appropriate ranges result means the victim has arisen as a specific emotion. are shown on column A of the Range new, Feeble-ranked Bio-Vampire. For example, the Table. The field can be breached by broadcasts only the emotion of loyalty. several means. Brute force always L3/Body Transformation-Others: The Range and duration are determined by works. Mental Invisibility allows someone hero can alter the nature of elements and the Power rank. The Power affects to bypass the field's sorting ability. The compounds within a living target's body. everyone within its range. This Power is field is ineffective against cybernetic life. Innate safe-guards in the Power maintain an excellent choice when the hero is The field protects the hero from melee the target's lifeforce for as long as the facing adversaries more numerous and weapons or slugfest, but not from target is in the altered state. Such states powerful than he is. If an opponent has a projected or missile weapons. are not necessarily mobile, but if they Power that is triggered by a specific are, they may require the target to move mindset, such as the way Bruce Banner L7/Forced Reincarnation: The hero can in new ways. used to turn into the Hulk when he was capture disembodied spirits and merge While in a solid altered state, the target angered, this Power can be used either them into new bodies. The spirits can be retains his overall normal appearance. If to prevent that Power from taking hold or the newly-dead, ghosts, or Free Spirits. liquid or gaseous, he can assume any to trigger it prematurely. The bodies. can be anythingnewborn shape but can still automatically revert to infants, clones, androids, robots, his original shape when the Power's L5/Exorcism: The hero can release a animals, or plants. Because of the effects end. When transforming a target, being from any external domination Power's interference, the reincarnated the hero normally changes the entire imposed by a third party. Such controls person retains his full memories and body unless the player states beforehand include Possession, Mental Domination, Mental Powers. The spirit is permanently which specific section he is changing. Serial Immortality, and Magic. If there's a bonded to the new body for as long as The safeguards still take effect, but the control, this Power can break it. This that body lives, unless the bond is target loses sensation in the affected Power rank is compared to that of the deliberately broken by the spirit (a red areas. Transformations can take any of Power controlling the subject. A Typical Psyche FEAT) or by a hero with three basic forms: Intensity FEAT can sever a lower ranking Exorcism Power (L5).

37 The hero can indefinitely hold the spirit might see people as machines to be Suggestions, duration does not include in stasis (one Typical Intensity FEAT per rearranged at their whim. This Power the time prior to activation of the day should be sufficient) while seeking a permits the character to perform acts suggestion, but only the time the suitable body into which he can beyond 20thcentury medical science (like suggestion is actually in force. transplant the soul. If the hero fails a brain transplants). If two or more brains FEAT, he has 10 turns in which to are combined, the resulting character L10/Mind Control: The hero has the implant the spirit or lose it forever. shows traits of both. ability to directly control a target's mind - The hero cannot transplant the spirit The Power rank determines the through psionic Powers. The hero into a living, intelligent being-with two success of the operation. A green FEAT completely overrides the will and perhaps notable exceptions. As noted earlier, ensures success of a routine operation, even the conscious mind of the target. spirits can be placed within newborn like simple surgery (anything that might There are four forms of Mind Control: infants. The hero can also accept the be done at a clinic). A yellow FEAT is spirit into himself; the result is the hero required for more elaborate work • Puppetry—the target mind retains now has a complete second person living transplants, grafting, anything requiring a awareness but cannot control the in his head. The player now has to redo large hospital. Outright medically body. his character sheet to reflect the impossible acts such as brain transplants • Possession—the target mind loses secondary set of characteristics for and body part rearrangement (after both control and consciousness. Reason, Intuition, and Psyche. which all the parts still work-hands where • Negation—the target mind is When a character is reincarnated into feet should be, and that kind of thing) completely turned off; Mental Probes a body, he retains his abilities of Reason, require a red FEAT. show that no mind exists in the target's Intuition, and Psyche, and any Mental Success means the result is alive; it body. Talents and Powers. Physical abilities, may not be pretty, but it's breathing. • Magnification—The target mind is secondary characteristics, Physical A hero with this Power will use it to actually enhanced. The rank of the Powers and Talents, and Contacts are all heal. A villain will use it to fill his lair with target's Reason, Intuition, and/or lost. Contacts can be quickly regained by a variety of ex-human nightmares. Psyche can be temporarily increased, convincing the Contacts of who he really up to the hero's Power rank. is (a Remarkable Intensity FEAT). L9/Hypnotic Control: This is a Talent in Karma awards should depend on how the Advanced Set. The hero can The Power rank determines the well the hero has handled the spiritual dominate a target's behavior and actions Intensity of the hero's control, the range transplant. Just dumping the spirit into by implanting commands, not by direct at which he can establish and maintain the first available body can actually cost psionic control. The Hypnotic command that control, and the duration of the - Karma, while going to extraordinary may pertain to current conditions or lie control. lengths to find the perfect situation dormant until triggered by future entitles the hero to a hefty bonus. conditions (post-hypnotic suggestion). L11/Mind Transferral: The hero has the Hypnotic controls come in two forms: ability to switch minds from one body to L8/Grafting: This is the single most another. The hero's own mind and body likely candidate for raw abuse and • Commands alter current behavior. need not be included in any switching grossing out your fellow players. This "You are getting sleepy." that occurs. The Power operates much Power is strictly Mad Scientist material. • Suggestions alter future behavior. like Mental Duplication, in that the hero (it does have its good side, too, though.) "You hate orange, rocky skin and must reshapes the brains of his targets to The hero can perform psionically destroy anything with it." conform to those he is switching. In augmented surgery on a subject. The effect, the target believes he is the hero can operate on, dissect, rearrange, Normal hypnosis cannot make a switched mind and thus effectively is that and perform transplants without the need person perform any action that goes new person. The accuracy of such for normal medical -techniques to ensure against his sense of ethics. However, the transfers is 100%. Because of the nature success. No matter how crude the Power of Hypnotic Control can override of this Power, the hero can also transfer conditions in which the operation is the target's innate sense of morality by one mind into several people performed or how messy it proves to be, means of a red FEAT. Less conflicting simultaneously, with each believing he is the subject's lifeforce is preserved. There commands involve only a green FEAT. the real person. Transferral switches is no major blood loss nor is there any Hypnotic Control can be established by mental abilities, Talents, and mental need for extensive recuperation. This any one of a number of means. These Powers. Physical Powers are not Power is strongly related to the Healing include specific gestures, words, songs, transferred, nor are physical abilities, forms of Bio-Physical control and can be or devices. When creating the hero, the Popularity, Resources, or Contacts. The used to cure others of physical damage. Player determines which method the Power rank determines the range at Unfortunately, the Power lends itself to hero uses. which the Power can initially function and abuse. Those possessing this Power The Intensity and duration of a the duration of its effects. Ranges are tend more toward Doctor Frankenstein Hypnotic Control are determined by the shown on column A of the Range Table. than Doctor Schweitzer. Such characters Power rank. In the case of post-hypnotic Duration is given for a single mind-to-

38 mind transfer. If the hero attempts to but he can instantly infect others at will L14/Plant Control: The hero can impart transfer one mind to multiple bodies, the with diseases of his choosing. Symptoms limited movement and self-awareness to duration decreases -2CS for each appear 1-10 turns later. Curiously, victims normally unintelligent plants. The plants additional body. are not themselves contagious to others. obey simple commands, and possess Obviously the Power alters the genetics rudimentary communication and senses. L12/Neural Manipulation: The hero can of the diseasecausing organisms and The hero can accelerate the plants' alter a target's neural activity. By weakens them so that they can only growth somewhat, but cannot make it changing nerve messages within the survive within the hero and the first new exceed normal limits on size or shape. target's body, the hero can cause a body into which they are introduced. Rank determines the number of plants variety of effects. Upon the death of the victim or affected and the duration of the control. of the Power's duration, all the microbes Exceeding the number of controlled • Disruption: The target's body loses all die as well. plants decreases the duration -1CS per sensations; it falls to the ground, a This Power does have a beneficial additional 10%. Controlled plants have limp, aumb mass of flesh. side. Because of the hero's special ability their own characteristics and ranks that • Paralysis: The target body becomes to control microbas, he can actually cure are increased to the hero's Power rank, cz):npletely rigid. No chemical can others of disease. By means of a red where applicable. counteract the paralysis while the FEAT, the hero can draw out of the Power is in effect. target's body every last microbe of a L15/Plant Growth: The hero has the • Seizure: The target's muscles spasm particular type. Note: This inly removes ability to make plants grow nearly uncontrollably for as long as the Power the cause of damage. It does not remove instantaneously, and far larger than is in effect. the effects of the disease. normal. The Power can force a seed to • Exaggeration: Nerve signals are Example: Black Plague has a sprout immediately and gives it the ability actually amplified, causing the target to fondness for red-haired children, and to thrive, even in the absence of normal overact when attempting any cures a copper-haired tyke of smallpox. nutrients (light, soil, and water). movement. While the child will live, he still has the The hero can affect existing plants and pockmarks. seeds or use seeds and sprouts carried Normally, a hero can select any of A character with this Power has to gain with him. In the latter case, the player these effects. When creating the hero, diseases, much as others would gain must make a list of the types of seeds the player can choose to specialize in weapons, as he progresses. New the hero carries oust as a weapons one effect for a benefit of +2CS. Note: characters begin with diseases common specialist needs a list of those with which This Power only affects the voluntary to everyday life, like chicken pox, he is proficient). muscles; it does not affect the autonomic mumps, influenza, and such. The This Power does not change the natural nervous system which controls the heart, character must actively seek out sources abilities of the affected plants; it only lungs, and other automatic bodily of new diseases in order to add them to enhances them up to the Power's rank. functions. The range and duration of this his inner armory. This is done by This Power requires the player to Power are determined by its rank. consuming live cultures ("I don't get it! develop some rudimentary knowledge of Suitable distances are shown on column Why would anyone drink a vial of botany, since the more the player knows A of the Range Table. The Power smallpox culture?") or by curing a about plants, the more stunts the hero normally affects only a single person; diseased person in the manner explained can perform. Typical plants used with this affecting more causes a decrease in earlier. This latter act will gain even the Power are: duration of -1CS per additional person. vilest villain a small flock of devoted The target's mind and senses are people, all cured by him. • Poison ivy: rash incapacitates foes unaffected by the Power; the victim The hero can use his Power against • Kudzu: vines entangle targets knows full well what is happening (even if single targets. Multiple targets decrease • Briar: forms impassable barriers he doesn't know why it's happening to his Power rank by -1CS per ad ' ditional • Goldenrod: hayfever city… him). The Power can reach across the person. Rank determines the Intensity of • Oak: instant support for damaged dimensional barriers if it is combined with the infection and duration of the buildings some way of breaching the dimensions. symptoms. • Venus flytrap: Catch and hold foes It can function normally if both hero and This Power can be negated or even target are within another -dimension. destroyed by Ll/Biophysical Control or Power rank determines the speed of massive injections of anti-microbial plant growth and the rank of the affected L13/Plague Carrier: The hero can drugs. The hero is then reduced to a plant's abilities. Growing a plant in contain within his body and release at normal being. normal conditions (adequate light, soil, will a variety of disease-causing The Power's ability to infect others can and water) requires a Typical microorganisms (bacteria, germs, be negated by normal medical means or Intensity.FEAT. Growing plants in less viruses). The hero is immune to any Powers like Self-Healing, Induced than adequate conditions (insufficient disease (otherwise he'd have died as Healing, True Invulnerability, and this light, soil, or water; typical urban soon as he gained this dubious Power) Power itself. conditions) requires a Remarkable

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

40 MAGICAL

example, would ignore the Power. hero manifests his Magical Power. There steps, and or anything else the player This Power is commonly linked to are ten basic types of Mechanisms with an can think of. The Effect determines the MC13/Zombie Animation (the Power that infinite number of further variations. These complexity and performance time of the actually creates undead). When creating further variations are the actual “spells” Gesture—To properly perform a Gesture the hero, the player can exchange that produce a specific Power/ Effect. takes one turn per twenty points of the another Power for MC13. When the Player rolls his first Magical Effect's Power rank number. For Intelligent undead may hold a grudge Power, he must select a Mechanism. He example, a Monstrous Effect takes four against the hero and later try to destroy can,choose one of those listed below or let turns to properly execute. him. Worse, they might attempt to make pure chance decide. Upon gaining further Alchemy—The hero can achieve a the hero into one of themselves. Magical Powers, the player can stay with specific Effect by following a recipe that Exorcism, Magic Negation, or Power that first Mechanism or have another go at combines arcane or even commonplace Negation can all destroy the hero's random determination. substances in a special procedure. The control over his minions. resulting substance possesses enough Die Roll Mechanism Power to attempt the desired Effect. The length of preparation time and the cost of Magical Powers 01-08 Word 09-20 Chant the ingredients increases with the rank of The Powers referred to by the word 21-28 Song the Effect. Prep time is one turn per each "Magic" cannot be easily categorized in 29-40 Gesture ten points of the Power rank number. the other Power classes. It is, as Jeff 41-52 Alchemy The ingredients cost an amount of Grubb so quaintly put it in the Players' 53-60 Resource points equal to 10% of the Book of the Marvel Super Heroes 61-68 Familiar Effect's rank. For example, an Effect of Advanced Set, "a can of worms that, 69-76 Necromancy Shift Y rank would require materials of once opened, may be difficult to contain." 77-84 Summoning Excellent cost stirred together for 20 The subject of Magic in the Marvel 85-00 Ritual turns. Universe is dealt with at length by Kim Talisman—The Mage must possess a Eastland's book, Realms of Magic Word—The hero needs to speak a specific item in order to achieve his (MHAC9). However, the book you're single, specific word in order to manifest desired Effect. This can be a specific reading couldn't be called The Ultimate his Power. Subtle variations in type of item for each type of spell, such Powers Book if it simply shunted you off pronunciation change the range, as a marble sphere to communicate with to Mr. Eastland's book now, could it? direction, and Intensity of the Effect. The spirits or a handful of eagle feathers to This section is for those players and higher the Effect's rank, the harder the achieve flight. Common talismans have a Judges who are not following following a required Word is to pronounce properly. cost of one Resource point for each point strict interpretation of the aforementioned Chant—The hero needs to recite a series of the Effect's rank number. For example, tome or are simply interested in forging a of words to manifest his Power. The a common talisman for a Remarkable Magic system that is unique to their Chant can be any length and form. Effect would cost 30 points. Much rarer is campaign. It can be treated as a supple- Generally, the rank of the Effect the Magical Talisman, a unique item that ment to, explanation of, or replacement determines the length of the Chant. The possesses its own Power or focuses the for your current magic system. Chant lasts one turn for each ten points Mage's own Power. Magic Talismans are If a Magic Power appears at any time of the Power rank number. For example, general purpose devices that can serve during the character generation process, a Chant of Incredible effect takes 4 turns. the Mage's every need, regardless of the the player should convert the entire Song—The hero need to sing or play a type of Effect desired. An example of this character to a Mage and convert all the specific song, tune, or rhythm to bring is Dr. Strange's amulet, the Eye of Powers into their Magical equivalents. If about the desired Effect. The name is a Agamotto. Magic Talismans can be of the character was a High Tech type or misnomer, since the nature of the Song any nature, whether jewelry, implements, possessed a physical type that was can be as diverse as words-and-music, a clothing, or your grandfather's skull. obviously technological in nature, these hummed tune, a series of notes on an Familiar—The Mage possesses (or is should be altered to reflect a Magical instrument, or an exotic drumbeat. The possessed by) a special lifeform who background for the character. Song lasts one turn for each ten points of serves as an amplifier, conduit, and For example, Robots might be now the Power rank number. For example, a transmitting device for the Mage's Power. considered to be clockwork automatons Song of Shift X Effect takes 15 turns to The hero must be in contact with the or Galatea-like animated statues. be properly performed. Familiar to achieve any type of Effect The research for this book revealed Gesture—The hero must perform a aside from communication. The Familiar that those Powers most often referred to specific physical action to bring about the can be any species, but generally is a as Magic had two basic components in desired Effect. The nature and non-sentient being of a lower order of life the way they operated. I call these complexity of Magic Gestures varies. than the Mage's physical form. The components Mechanism and Effect. They can be hand and arm movements, Familiar's speciers is usually from the Mechanism is the manner in which the, facial expressions, acrobatics, dance same world or dimension as the Mage. Of course, if the Mage is of a higher

41 order than humans, he might have a Mage for dragging them away from their succeed. In such a case, the 's human as a Familiar. The relationship home dimension and sending them off own Powers provide the raw energy to between Mage and Familiar bonds them on some ridiculous mission. Should the achieve the Effect. Such a mimicry together so well that they can Mage loses control of the situation, requires two red Reason FEATs to Telepathically communicate with each things might get nasty, messy, and succeed. The first FEAT means that other. Common examples of Familiars probably fatal. some kind of Effect has been achieved, include felines and owls. Ritual—This is a combination of any of the while the second means the Effect is Necromancy—The Mage can achieve an preceding nine Mechanisms into a under the mimic's control. Effect by using the remnants of lifeforce compound Mechanism. The player rolls Example: Kitty has been contained in once-living biological the dice to determine how many Mech- watching Illyana Rasputin closely in order materials. Unfortunately for everybody anisms are to be combined into the Ritual. to figure out how Illyana creates space concerned, the most potent source of warps. Kitty tries to imitate her friend's this lifeforce is a living organism which Die Roll # actions. Kitty's Remarkable Reason gives the Necromancer must slay in order to 01-33 2 her a slim chance of success. She lucks have the benefit of its lifeforce. 34-67 3 out the first phase (a 95) and vanishes Necromancy is the nastiest form of 68-00 4 into a glowing circle of light. Magic there is. If the player rolls this Unfortunately she botched the second form, he has three options. One, The player then returns to the phase (a 32) and didn't reappear at continue creating the character and then Mechanism listing at the beginning of this poolside as she intended. An hour later give him to the Judge for use as an NPC section and randomly generates the accepts a collect call from villain. Two, say the magic word "Drat!," component Mechanisms. Duplicate rolls Bristol, England. It's Kitty, asking if discard this Mechanism, and roll again. simply means that an extra effort is somebody could come get her. Three, go with this Mechanism and needed; that Mechanism is twice as assume that your Mage is an complicated as your Mage had initially The second Component to Magic is "enlightened" Necromancer who only thought. Examples of Ritual the Effect. It's just another word for the uses already deceased materials and is combinations include Word/Gesture, Power the player has already acquired a valiant foe of nasty, evil, Chant/Talisman, and Song/Dance. through the Power Generation process. "unenlightened" Necromancers who still There are twelve Powers that are unique do things the old fashioned way. Higher Mechanisms are only effective if used to the Magic classification. Since Mages ranked Effects require harder to acquire by someone who actually possesses often display Magical Powers that are body bits. The Judge will have to decide Magical Power. Mechanisms can be virtually identical to more normal Powers, his own standards for this. For example, imitated by normal people but the Effect the system had to account for those as a dead mouse is required for a Feeble won't occur because the imitator doesn't well. These are handled under the Effect while 400-year-old bones of have the Power to support the mimicry. category of Power Simulation. somebody named Fredrikson might be So forget about tape-recording Chants required for a Shift-X Effect. and playing them back whenever you MG1/Enchantment: The Mage is able to Summoning—The Mage can summon want. Of course, if the Mechanism is invest a target with Magical Power. The supernatural beings and compel/ bribe/ imitated by someone who didn't know target must be a non-sentient being or beg them to go do the actual work that that they possessed Magical Power, then even nonliving matter. The Mage is able produces the Effect. Such beings include the Effect might unexpectedly occur. to turn the Enchanted item into a battery Spirits, Angels, Demons, and any other For example, the famous that can harmlessly store Magic. Any Magical Beings who might exist in the choreographer Rob Fusse created a spell stored within the item can be Judge's campaign. Generally speaking, ballet that incorporated dance steps he'd retained indefinitely in a state of each Summoner specializes in a once witnessed in a Tibetan temple. He readiness until the spell is somehow particular type of Magical creature. The didn't know that the dance was really a released. The Mage can store any spell Summoner can draw on the services of Weather Control spell. He also didn't he already possesses with the sole other types but this is an unlikely event krow that his lead dancer was a budding exception of this Power; a Mage cannot brought about by special circumstances. Sorceress; she didn't know it either. On Enchant something that will then Enchant For example, Illyana Rasputin can the opening night, the dancer's something else later on. If the Mage is summon a variety of Demons but has excitement finally allowed her latent working in conjunction with another being never tried to summon a Ghost. Power to connect with the spell she was who possesses other Magic or Powers, The overall Power rank of the being to unwittingly casting, with torrential results. these can be stored away as well by be summoned is dictated by the rank of Critics hailed it as a new triumph in incorporating them into the spell. the desired Effect. (If the being can't do bringing realism into the theatre. Enchantment can store any number of the job then why summon it in the first Curiously, if anyone who possesses spells, within the limit imposed by place?) The Mage runs into danger as he Powers other than Magic tries to imitate Enchantment's rank number. The total attempts to summon more Powerful a Mechanism, there is a chance it will rank numbers of any.spells that are beings, many of whom might resent the Enchanted into a target cannot exceed

42 Enchantment's own rank number. These are spells that only directly affect left. Rolthes expends another six in a For example, Feeble Enchantment can the item itself and not a second, external Typical spell into the truck, only store a single Feeble spell; target later on. The innate Powers of a which leaves him with eight points worth Monstrous Enchantment can store one permanently Enchanted item can be of Magic with which to Mind Control the Amazing and one Excellent spell, seven resisted or even negated by such thief and reclaim the . Good spells, 37 Feeble spells, or any Powers as Force Field vs. Magic, As you are beginning to suspect, this combination. Resistance to Magic, Iron Will, Magic isn't really a Power but is more like a The Mage is not required to cram Control, or Magic Domination. restraint. Take heart, because it is also a everything he has into every Optional Powers include Elemental freebie. Mark this down on an additional Enchantment he makes. Conversion, Molecular Conversion, and slot on your sheet and roll again for an The Mage must make contact With the Molding. additional Power. item in order to fully Enchant it. If he Nemeses include Force Field vs. does not make physical contact, the rank Magic, Resistance to Magic, Magic MG3/Internal Limbo: The Mage can of any spells he is storing decreases - Control, or Magic Domination. create a pocket dimension whose 1CS for each ten feet that separates the gateway is his own body. This is a Mage and the item. For example, a MG2/Energy Source: The Mage draws timeless space of near-infinite volume. Monstrous Enchantment could only place his Magic from a special source that The Mage can shape conditions within Typical spells in a target 60 feet away. provides him with all the raw Power he the Internal Limbo and create any Enchantment is disrupted by the needs. As long as the Mage can maintain environment he desires. For example, presence of a Psyche in the target. This his link with his Source, he can continue the world inside Adarn Warlock's Soul is why only non-sentient or nonliving to use the Magic it provides. The nature Gem is a rather pleasant park. The Mage items can be used. While sentient of the Source and the link vary by can also control the basic attitudes and Robots and Computers cannot be individual case. If the source is small emotions of any being within this Limbo. Enchanted, mindless servomechanisms enough, the Mage might be required to Within the Soul Gem, to continue the can be. The mechanical components of a carry it with him. If not, perhaps the example, everyone feels peace and Cyborg may fall into this category; the Mage has to simply return to the Source happiness, even if they were vicious, Judge is free to decide on an individual at regular intervals or a mystical violent people in the outside world. basis. If he decides so, the Enchantment "silver cord" that ties him to the Source, Conversely, a Mage might modify his does not directly affect the living sections regardless of the intervening distance. particular Internal Limbo to terrify anyone of the Cyborg. The Judge ana player should work he draws into it. The motion-altering Enchantment can be prevented by a together to develop a playable Source aspect of Internal Limbo functions as variety of factors. Interrupting the and link. +6CS Emotion Control. Mechanism that creates this Effect will If the link is severed or the Source While the full size of anyone's Internal prevent Enchantment from occurring at destroyed, the Mage is left with a finite Limbo is difficult to measure, certain all. Removing the target causes the supply of Magic. The amount of raw nitpicking players might want to know Mage to Enchant the now-empty air; if Magic he has left is the number of points how much they can cram into theirs. The the inter. loper substitutes another item equal to his Psyche rank. Each spell he size of this pocket dimension is the before the Mechanism is complete, then casts depletes that reservoir by the equivalent of a cube measuring on one that item will get Enchanted instead. A Effects rank number. Obviously, it is in side the number of miles equal to the would-be target can be protected from the Mage's best interests to renew his Power rank number. For example, a unwanted Enchantment by Force Field link or repair the Source as quickly as Typical rank can produce a cube six vs. Magic, Resistance to Magic, Magic possible. miles on a side (216 cubic miles). The Control, Magic Domination, or a Example: Rolthes the draws Mage can alter the shape of this cube previously created Ward. his Power from a glowing Orb he keeps anyway he wants. That cube could be When the Mage Enchants the item, he in his Iowa City apartment. Holding the shaped into a flat tile 14 miles square or must specify the stimulus that will Orb at dawn renews his Power for a ten foot high, ten foot wide corridor that release the Magic. This can be a specific another day. Tuesday night the Orb got extends for 11,395 miles. time, event, condition, intended target, or stolen. Rolthes has Excellent Psyche and The real limit to how much the Mage have a controlled release at the will of thus retains a reservoir of 20 points woith can cram into his little world is the size of whoever is in possession of the of Magic. ("Why couldn't it have been the Gateway that everything must pass Enchanted item. This last example stolen after I went to work?” he mutters.) through. The Gateway in this case is the includes such things as magical amulets, He has enough Magic left for ten Feeble, Mage's body or rather a circle the swords, wands, and the rest of the exotic five Poor, three Typical, two Good, cr one diameter of his body. It is in a plane with paraphernalia that clutters the Sword- Excellent spell. He casts a Typical the body and arms outstretched. It and-Sorcery genre. Telelocation spell with a range of 250 generally faces forward; that is, Such an item reverts to normal when miles. It costs him six points, but at least something has to be in front of the Mage all the spells have been released. Some he knows the Orb is in a truck in Grinnell in order for him to draw it in. The size of spells are permanent modifications. only fifty miles away. Fourteen points are the Gateway can be decreased any

43 amount and even pinched shut example, a Typical Controller needs to Manipulation—The Mage can alter the temporarily. Giant beings might limit their make a red FEAT to control a Good rank. flow and application of Magic. He can gateway to, say, their mouth or the palm If the Magic is internalized within change the direction of a cast spell's of a hand. another living Mage, the necessary FEAT energies with a green Power FEAT. He A target can Resist being draw in by the is determined by the other Mage's can alter the effects of a spell by a yellow Gateway by using Strength, Agility, or any Psyche. For example, a Monstrous rank FEAT. He can completely change the Travel Power. This Power's rank is required to even think about nature of the spell by a red FEAT. For determines what Intensity of Strength manipulating Dr. Strange's magic. example, Rolthes casts a Feeble Fire FEAT. A moving target requires the Mage If Control is achieved, it affects the Generation at Jen'tmril; she Manipulates to make an Agility FEAT to catch the entire rank of that Magic. The range at the flames into a spray of rose petals. target. If the Mage tries to draw in a target which a Mage can Control Magic is The Mage need not actually possess the larger than himself, odd things can determined by his own Power rank. new spell the old one was Manipulated happen. One, he might draw in only a Distances are shown on Column A of the into, but the new spell must be section of it; the rest would appear to be Range Table on the inside cover. something harmless to either combatant. sticking out of his body. This could be fatal The Power can be made to affect Magnification/Reduction—The Mage can and quite messy if some factor were to either a specific type of spell or all the either increase or decrease the rank of suddenly negate this Power. Two, he spells of specific Mage. In the first case, the affected Magic by his own Power might be able to break off what parts of it Control is exerted over all spells of the rank number. For example, by means of would fit within the Gateway. This requires chosen type within the Mage's range, a red FEAT and Remarkable Control, a a Power FEAT based on the Material regardless of how many other Mages are Mage could change an Incredible spell to Strength of the target. Such broken affected. For example, the Mage might either Good or Monstrous rank. materials are rejoined once the enter the negate all Flying spells wfthin a certain Unfortunately, the one thing the Mage Internal Limbo. Three, it simply might not area.In the second case, Control is cannot affect is his own Magic. work. The Mage would stick the target to exerted over a particular Magical Negation—This is an extreme form of his chest but that's as far as it would go. adversary and affects all the spells that Reduction. The Mage can completely The only thing that is guaranteed to Mage possesses. For example, the dispel any Magic within his scope. Spells never be able to enter a Mage's Internal archsorceress Jen'tmril reduces Rolthes' completely dissipate. Things affected by Limbo is the Mage's own physical body. Spells to Feeble level. the dispelled Magic revert to their original If the Mage possesses such Powers as The duration of the Control lasts a condition. Mages are reduced to Normal Energy Doppelganger, Illusory maximum number of minutes equal to Humans (or whatever). The worst effect Duplication, Lifeform Creation, Free the Power rank number. After the is on Magical Creatures. The loss of Spirit, Anatomical Separation, Self- expiration of that Control, it must be Magic may be damaging or even fatal to Duplication, or Astral Body, then he can renewed. This can be done indefinitely. such beings. send a part or a representation of himself The range at which Control can be Undesired Control can be avoided by into his little world while the rest of exerted is determined by the Power rank; Dodging a directed attack, moving out of himself stays in the outer world. Without appropriate distances are shown on the Control's range, or by the use of such such an ability, the Mage is limited to Column A of the Range Table. Control is Powers as Force Field vs. Magic, only basic awareness of conditions within directed in a straight line; it is not Resistance to Magic, and this Magical the Internal Limbo. To conclude the automatically an area effect. If the Mage Power. Successful resistance enables example, Adam Warlock had no idea at desires an area effect, the sphere he the would be target to retain his normal all of what conditions were like within the creates has a radius equal to -4CS Magic, at least for now. Soul Gem until he physically died and range. For example, Excellent Control The Nemesis is an opposing or higher was drawn in. can be exerted over a six-area range or ranked form of Magic Control. Optional Powers includes any one of surround the Mage with a field that the following—Energy Doppelganger, surrounds only his body. MG5/Magic Creation: The Mage has the Illusory Duplication, Lifeform Creation, There are three forms of Magic ability to create new Magical Powers and Free Spirit, Anatomical Separation, Control. When creating the Mage, the invest them into sentient beings for their SelfDuplication, and Astral Body. player can choose any single form at full own use. The new Magic can be of any The Nemesis for this is Dimension Travel. Power rank. Additional forms can be nature, including any of the listings in this gained by decreasing all Control ranks book, so long as they are treated as MG4/Magic Control: The Mage can alter by -1CS for each additional form. The Magical rather than normal Powers. It the behavior of pure Magic itself, whether player can select forms himself or let the can even be used to create any Magic or it is in a raw or applied state. The Mage dice do it. Powers that are not found in this book, if can control the actions of any Magic Die Roll Form you find something I overlooked. within his range and capabilities. If the 01-40 Manipulation The Mage is limited in the number and Magic is free of a living Mage's body, the 41-70 Magnification/Reduction Power ranks she can Create. The variety Power rank of that Magic determines 71-00 Negation of such Powers as she can Create goes what Intensity FEAT is required. For beyond her own innate Magical Powers.

44 ("Those who can't do, teach.") The Mage effect, and casting time are all unaltered. attempted. The recipient is usually trying can create a variety of Magical Powers The Power is a battle of the Mage's to cooperate instead. If Resistance is whose maximum number is equal to her Power rank versus the would-be victim's called for, unwanted Transferral can be Power rank number. This number always Psyche. Psyche determines the Intensity thwarted by such things as moving the includes those Powers the Mage already of the Power FEAT. For example, a target out of range, disrupting the spell's possesses. The player and Judge should Monstrous rank needs a Green FEAT to mechanism as it is being cast, or agree on a list of Magical Powers the overcome Illyana Rasputin's Amazing blocking it with such Powers as Force Mage can create in others; at least half Psyche. Field vs. Magic, Resistance to Magic, or the list should be randomly determined to The range at which a Mage can Magic Control. reflect odd bits of arcane knowledge the attempt Domination varies with his rank The Mage should be in contact with Mage had picked up along the way. and the number being controlled. The the recipient in order to transfer the full The Magical Powers she confers are normal ranges for Dominating a single rank of the loaned Power. For each ten nowhere near as high ranked as those being are shown on column A of the feet of distance betweEin the two, the the Mage possesses. New Magic is Range Table. Each additional being the rank of the transferred Magic drops - initially ranked at -3CS of this Power's Mage controls causes the range to 1CS. The decreased rank is still lost to rank. This can later be improved by the decrease -1CS. The duration is as long the Mage; it is as if she transferred part actions of the recipient. How long th e as the Mage can retain his concentration. of her Magic to the air itself. If the Mage recipient retains the Power is determined The Judge is free to develop his own attempts to simultaneously transfer her by the Mage's Reason; it is a measure of standards of how hard that is in a given Magic to two or more recipients, she can how well he taught the recipient. A situation. If a victim fails his initial by simply dividing the Magic equally separate FEAT made at the time of Resistance, he can try again every ten between them. creation reveals the maximum duration. turns by making a Psyche FEAT based The duration of the loaned Magic A green FEAT gives a duration of one on this Power's rank. A green FEAT varies with the Reason ranks of the day times the combined Reason rank means the victim has freed himself of the Mage and the recipient. A green Reason numbers of -the Mage and the recipiebt. Domination. FEAT at the time of transferml gives a A yellow FEAT increases that to 10 days As you might suspect, this Power only duration of 100 turns times the combined times the combined Reason rank works against Mages and Magical Reason rank numbers. A yellow numbers. A red FEAT ensures the Creatures. Notmal bein ing non-Mag ical FEAT,increases that to 10,000 turns Magic's permanency. 'Powers are exempt. Curiously, using times the Reason total. A red FEAT Example: The arch-sorceress Jen'tmril Magic Negation on a puppet-Mage will means the transferral is permanent. confers the ability to Dimension Travel on free him of the effects of Domination. Optional Powers include Mind her acolyte, Eleanor. She possesses If the target of this Power voluntarily Transferral and Power Transferral. Monstrous Magic Creation and can give cooperates with the Mage, then control is Nemeses include Force Field vs. Magic, Eleanor a Remarkable rank. Their automatic. Domination can be thwarted Resistance to Magic, and Magic Control. combined Reason rank numbers total by such Powers as Force Field vs. Magic, forty, points. She makes a yellow FEAT; Resistance to Magic, and Magic Control. MG8/Magic Vampirism: The the Power will last 400 days. Optional Powers include Mind Control MageVampire can drain the Magical Judges may want to forbid this Power and Power Domination. energy from a target and convert that to any player characters or restrict it to The Nemesis is either an enhanced Magic into extra Strength, Endura-.1ce, characters with high Karma. In that case, Psyche to protect the Nemesis or Magic Psyche, and any other Magic or Powers players should roll again for a new Power. Domination to usurp the Mage's control he possesses. Optional Powers include of others. The Mage-Vampire can force a HyperIntelligence and Total Memory. nonliving, non-sentient Magical item or The Nemesis for this Power is Magic MG7/Magic Transferral: The Mage can being to release all its raw Magic. He Control/ Negation. transfer some or all of her Magic to must make a FEAT whose Intensity is another sentient being. Only this Power equal to the highest ranked Magic the MG6/Magic Domination: This is a form cannot be transferred. Any combination target possesses. For example, draining of Mind Control. The Mage can control of Powers and ranks can be transferred. the Magic from Silver Dagger's the actions of other Mages in regards to The rank of each spell decreases the namesake weapon requires an Amazing the casting and use of Magic spells. The rank for that spell held by the Mage. For Intensity FEAT. A drained item is now Mage acts as a Puppetmaster who can example, Jen’tmril has Excellent nothing but a collection of normal control the physical actions but not the Levitation. By transferring a Good rank of materials. Magical beings may be hurt or corscious mind of his victim. The Mage it into her aide Eleanor, she reduces her destroyed if the Magic was an intrinsic can iorce his puppet to cast any Magic own rank to Good. The Mage can part of their physiology. If not, they are he possesses in any way the controlling transfer a single Power with each spell. now normal, powerless creatures. Mage desires. The Mage cannot control Because suddenly gaining Magical Living or sentient beings are harder to the actual characteristics of the Power is usually in the recipient's best drain because they possess a Psyche. puppetMage's Magic. Range, area of interests, Resistance is not usually The would-be victim's Psyche determines

45 what Intensity FEAT is required. A Incredible Powers. In the next turn, the Mage is in a combat situation but no successful FEAT enables the Mage to trouble strikes when Darkhound's player one said a Mage's life was easy. drain Magic from the victim. An amount rolls a 51. Instantly a shock runs through Once this Magical Power appears and of raw Magic equal to this Power's rank Darkwolf and repulses him from his prey. the player rolls again to gain an actual number is drawn in equal amounts from The shaken Sytanceas looks first at the Power, any other Powers the player all the victim's Magical Powers and any fleeing and then at the hank of fur he'd gains should also be considered to be Magic that forms his physical body. The grabbed from his attacker… Magical in nature. This may require the last applies if the victim is something Why do Mage-Vampires do it? Due to player to re-think his concept of his other than human, such as a Golem. The their peculiar nature, they lose energy at developing hero. process of feeding can continue a disturbing rate. The rank numbers for indefinitely, as long as the Mage-Vampire Strength, Endurance, Psyche, and any MG10/Reality Alteration: The Mage can continues to make successful FEATs. Magic or Powers (except this one) drop reshape time itself in order to achieve a Each turn drains another rank's worth one point per hour. The Mage-Vampire desired situation. There are four forms of of Magic. must feed to return things to their this Power, each with a specific area of The Mage-Vampire can voluntarily original levels. effect. Three of these alter the conditions cease feeding at any time by making a A Mage-Vampire cannot actually starve that result from the passage of time. The Psyche FEAT of any color except red. A if denied victims, but when all his fourth alters the actual flow of time. red FEAT means the Mage-Vampire's affected rank numbers reach Shift-0, he When the player creates a character hunger is beyond his control. He has enters a death-like trance. His Magical with this Power, he must roll the dice to entered a feeding frenzy that will only Vampirism continues to seek victims and randomly determine what form his Mage cease when the target has been can attempt to drain anything Magical possesses. completely drained of Magic. that comes in contact with the body. If the Mage-Vampire fails to make any When the Mage-Vampire's Abilities return Die Roll Form FEAT during the feeding process, he to Feeble rank, he returns to life. 01-40 Future must break off his attack and cannot When creating the Mage-Vampire, the 41-65 Present reestablish it. The victim instantly player must play his Weakness (you 66-75 Past develops an immunity to that particular cannot ignore it like many of your fellow 76-00 Temporal Flow MageVampire and cannot be subjected players do theirs). The player can to any future Attaoks by him. This increase the Power rank by +1CS for Alter Future—The Mage can control the immunity does not protect him from other each additional Weakness he takes, up probability of a certain event coming to Mage Vampires. to a maxim,um of three additional pass. The event can have any degree of The Magic that the Mage-Vampire Weaknesses. importance, from a simple coin toss to absorbs is used to increase his Strength, Magical Vampirism is communicable. A the passage of the Mutant Control Act. Endurance, Psyche, and any other Magic living or sentient being who was Events of greater importance require the or Powers he possesses. The increase is completely drained of all Magic by a Mage to make the desired change in a in equal amounts to all the adjusted MageVampire must make a mandatory series of several steps over a great Abilities. The only Magic or Powers that Psyche FEAT roll. A red FEAT means the period of time. The Power is limited to cannot be increased is this Magical victim has himself been transformed into directly influencing events within a finite Vampirism itself. a Feeble Mage-Vampire. range of time and complexity. The Example: Darkhound is an Excellent The Nemesis for this is an enhanced maximum range into the future that the Mage-Vampire but possesses Feeble Psyche two levels higher than the Mage can directly influence events is the Strength, Poor Endurance, Good MageVampire's Power rank. number of turns equal to her Power rank Psyche, and two Powers of Remarkable number. For example, an Excellent rank rank. His intended victim is Sytanceas, a MG9/Power Simulation: This is not an can influence an event that won't occur demihuman Mage with three Magical actual Magical Power. What it is is a for another twenty turns. The complexity Powers (Remarkable Sympathetic Magic, Magical version of any Power in the of the desired change decides what Feeble Internal Limbo, and Typical Ultimate Powers Book. The player simply Intensity FEAT is required. Random Gateway) and an Excellent Psyche. rolls the dice again at this point to ran- chance or a single event that is decided Darkhound makes the necessary yellow domly determine another Power. Such a by the dice requires a green FEAT to FEAT to begin feeding. He drains twenty Power is to then considered to be change to the Mage's whim. Series of points worth of Magic from Sytanceas. Magical in nature and follows the rules physical actions or altering a person's The loss of six points each wipes out for Magic rather than for relatively normal decisions requires a yellow FEAT. the Internal Limbo and Gateway spells Power. For example, whereas Cyclops Altering several conscious decisions by and reduces the third Magical Power lin can simply open his ruby visor to unleash two or more people requires a red FEAT. EY, cellent rank. Darkhound adds five a glowing Kinetic bolt, a Mage with the The Mage must be within line-of-sight of points, to each of his relevant Abilities; Magical equivalent must go through the the location of the impending event in he now has Typical Strength, Good motions of casting a spell to achieve the order to use this Power. Clairvoyance or Endurance, Excellent Psyche, and two same effect. This can be a problem when

46 Sensory Link can be coupled with this the borrowed world determines what dimension at any time, thereby returning Power to extend its range up to the limit Intensity FEAT is required. A world that everyone to the real world. Their locations of that Puwer's detection range. fairly closely matches that of the Marvel upon returning correspond to their relative This Power requires a great deal of Universe requires a green FEAT. A world positions in the other-world. If their earlier cooperation with the Judge, especially at of major historical differences but similar positions had been at an altitude or depth the higher levels that have an immediate in biological and geological terms requires other than ground level, upon returning range of several minutes or hours of a yellow FEAT. Worlds that are drastically they are safely deposited on a surface game time. If the FEAT is successful, the different, such as a New York built by that most resembles their earlier position. future event occurs naturally at the intelligent lizards, require a red FEAT. If none is available, they are deposited at appointed time. If the FEAT is The Mage can take any number of ground level. unsuccessful, the event is somehow people along to this other-world. The Alter Past—The Mage can actually protected from the Mage's tampering. maximum number is equal to the Power change past history and thereby really She must try a different tactic if she rank number. Anyone consciously alter the present. This is the most makes another attempt to alter that brought along retains their original minds powerful listing in the Ultimate Powers future event. and memories of conditions in their Book. As such, it will probably be Example: Tamper has Remarkable reality. Such passengers can forbidden to player characters except in Reality Alteration and a range of three operate freely anywhere within the the rarest of cases. The range at which minutes. She is at a secret Mage's area of control. the Mage can reach into past is Congressional Appropriations Committee A size of the affected region is a determined by the Power rank. The meeting at which Henry Peter Gyrich is spherical area whose size is determined Mage must be at the site of any past seeking funding for additional Sentinels. by the Power rank. The radius is the event he wants to change. His Power Tamper is trying to cut the funding. As number of miles equal to the Power rank rank decreases -1CS for each mile it is this requires changing the minds of number. A curious side-effect of this away from the actual site. The maximum several Congressmen, a red FEAT is Power is that the affected area can be temporal range is the number of weeks required. Two minutes before the vote is used as a gateway to the other-world it equal to the Power rank number. For taken, she tries and fails (her player emulates. Anyone traveling beyond the example, a Shift-Y rank can reach nearly rolled a 66). The Congressmen's minds range of the Mage's Power is four years into the past. are already made up. She tries another automatically transported to that real The difficulty of the desired change tactic by concentrating on Gyrich himself. world. Fortunately they retain a link to the determines what Intensity rank is She increases the probability that he Mage that allows them to automatically required. Single physical events, such as would do something incredibly obnoxious return if they again enter the area anything determined by a single die roll, that would disgrace him in front of the represented by the Mage's Power. This can be changed by a green FEAT. Congressmen. This only alters a single assumes they return while the Mage's Complex or sequential physical events or mind and is a yellow FEAT. She fails that little world still exists; if they tarry too altering a single being's behavior too (he's too hidebound). Finally she long they become accidental emigres to requires a yellow FEAT. Altering the concentrates on making the fire sprinkler this other-world and will have to find their behavior of two or more beings requires system fail (a green FEAT). She own way home. a red FEAT. The reason most Judges will succeeds, the room gets drenched, and The actual lifespan of the pocket forbid their players to have this Power is the Committee adjourns before actually dimension is determined by a separate that it requires them to rethink. the taking the vote. Tamper has another day Reason FEAT made at the time of history of their Marvel campaign in terms to figure out some way to succeed. creation. A green Reason FEAT gives a of this alteration. Take heart in the Some events appear to be too complex maximum duration of two hours times the cynical knowledge that most people's for this Power. In such a case, the Mage Reason rank number. A yellow Feat actions do not significantly alter the fabric should remember the adage, "From little increases it to one day times the Reason of history. As a rule of thumb concerning acorns grow mighty oaks." A little rank number. A red FEAT increases that to common people, there is only a one-in-a- timetampering today can snowball into a ten days times the Reason rank number. thousand chance that one person's major rewrite of history in years to come. In very special circumstances, the Mage changed decision will have a significant Alter Present—The Mage can change might be able to make the duration effect on history. When dealing with the conditions of her present surround- permanent. In such a case, the pocket influential people (leaders, super beings, ings. It is as if the Mage had somehow dimension has expanded to take in all of creative types, and so on), the probability altered the past without realizing it. In the emulated other-world. Such cases are rises to one-in-ten. truth, the Mage has built a pocket di- entirely at the Judge's discretion and Note: There is much debate over the mension that transformed her immediate should be limited to extremely urgent true nature of tampering with the past. Is surroundings into those of a world from an rewritings of campaign history. An example there a single timeline that is irreparably alternate timeline. The world she uses is of this might be if Fabian Stankowitz had changed by each act of tampering? Are one whose natural conditions most closely accidentally killed all the Avengers in the there infinite worlds and thus tampering matches the desired conditions. The last gaming session. is not only allowed but encouraged? degree of difference between the real and The Mage can terminate the pocket Does the act of tampering actually

47 catapult the tamperer into an alternate Vampire to drain energy from both Typical Psyche) and drains the remaining world of her own devising? The game victim's Psyche and Intuition in equal six points. 's Psyche is now at mechanics support the last interpretation. amounts. The amount drained per turn is Shift-0 and he collapses. Madame Each Judge's Marvel campaign is set in equal to'this Power's rank number. The Arcania summons her servant to dispose an alternate world that more or less Vampire can drain this amount each turn of the debris. mirrors the published accounts of the that he makes a successful FEAT. He Spirit Vampires lose energy at a Marvel Universe (the comic books, can voluntarily stop feeding at any point dreadful rate. Their rank numbers for people). Extensive tampering in the past by making a Psyche FEAT of any color Strength, Endurance, Psyche, and all affects only the world of the tamperer except red. A red FEAT means his their Powers except this one drop one and her player. Judges can even play hunger is beyond his control. He has point per hour. The Spirit Vampire must several alternate timelines, switching entered a feeding frenzy that cannot stop feed in order to bring these back to at among them at each gaming session. until the victim's Psyche and Intuition are least their original levels. Alter Temporal Flow—The Mage can completely drained or the Vampire has Even if deprived of victims, a Spirit alter the rate at which time passes. He been repulsed. Varnpire will not starve to death. When can accelerate or decelerate it to such a If the Vampire fails to make a FEAT at all his atfected Abilities and Powers point that the affected area is apparently any stage in the feeding process, he is reach Shift-0. he enters a death-like in stasis. The maximum amount that time instantly repulsed from the victim. He can trance. His vampirism continues to is altered is proportional to the Power never re-establish his attack because the function and will try to drain anyone who rank number. Time is accelerated by its victim develops an instant immunity to comes in contact with him. When the normal rate times the Power rank any Vampiric attack from that specific Vampire's Abilities return to Feeble, he number. For example, a Good rank can Vampire. The victim can be the target of regains consciousness. make time pass at tenfold speed. attacks by other Vampires later on. When creating a Vampire, the player Deceleration makes time apparently The drained energy is added in equal must select and use a weakness. He can pass at arate equal to the normal rate amounts to the Vampire's Strength, increase the Power rank by +1CS for divided by the Power rank number. For Endurance, Psyche, and any Powers the each additional Weakness he chooses, up example, a Monstrous rate can stretch Vampire has. The exception is this to a maximum of four weaknesses in all. one minute into 75 minutes. Power; no Vampiric Power can ever be Spirit Vampirism is communicable. A The perception of time's passage increased by the Vampire himself. victim who was completely drained as a depends on who is actually accelerated Example: Madame Arcania is a Good result of a feeding frenzy must make a or decelerated. To an accelerated Clairvoyant and Incredible Vampire. She mandatory Psyche FEAT roll. A red FEAT person, the world has slowed down. To a has Feeble Strength and Endurance and transforms the victim into a Feeble Spirit decelerated person, time has sped up. Incredible Psyche. She normally feeds Vampire. Clever Mages can really screw people up on the customers who come to her Tea Example: A street punk named Raoul by playing on this. For example, Room on the East Side. Today she gets spots Mesmero lying in an alley. Raoul decelerating everyone around a certain a surprise, as her target is a disguised decides to strip the body of any person might make that person believe Mesmero, who possesses Typical valuables. As soon as he touches the that he had actually been accelerated. Intuition and Amazing Psyche, among his body, Mesmero's new Vampirism lashes The Power may be used to alter either other Abilities. Madame Arcania is out at Raoul and begins to feed. the Mage or another target. If it is used surprised to discover she must make a Spirit Vampires can be repelled by against another, that target is allowed to red FEAT to initiate the attack but she such Powers as Force Field vs. Magic, resist. Such means include Force Field feels up to the challenge. She makes her Resistance to Magic, and Magic Control. vs. Magic, Resistance to Magic, and first FEAT under the pretense of reading The Optional Power is concurrent Time Travel. The Power can be his palm. Mesmero's Intuition BioVampirism. developed into a Variety of Power stunts. immediately drops to zero and his The Nemesis is an enhanced Psyche. Optional Powers include Precognition Psyche drops the remaining 34 points to for Alter Future, Clairvoyance for Alter Typical. Arcania's abilities and Powers all MG12/Sympathetic Magic (Voodoo): Present, and Retrocognition for Alter rise 10 points; she now has Good This is a combination of certain Mental Past. Strength, Good Endurance, Amazing and Life Control Powers. Sympathetic Each form is its own Nemesis. Psyche, and Excellent Clairvoyance. Magic requires the Mage make an Effigy Normally she makes only a single of his target as a way of directing the MG11/Spirit Vampirism: The Mage can feeding attack on her victims and she Power to that target. The Effigy can be of drain the Intuition and Psyche from a decides to stop feeding. Her player any quality of workmanship, from a crude target and use the absorbed energy to makes a Psyche FEAT to see if she can wax doll to an exquisitely detailed full increase his own Strength, Endurance, quit. Unfortunately, he's rolling the dice portrait in oil paints; however, the Effigy Psyche, and other Powers he possesses. too well; he makes a red FEAT. For must incorporate a cast-off body part, The higher ranked Ability of the victim Madame Arcania, the feast is too much excretion, or possession of the target. The determines what Intensity FEAT is to resist. She makes a green Power most common example is a hank of hair. required. A successful FEAT enables the FEAT (based on the Mesmero's now- Once the Effigy is created, any action

48 MATTER CONTROL

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

49 The range for Bonding is limited to Phase as a means of escaping the The Power does not after the state of Contact only. The hero need not touch adhesion; doing so causes Typical any matter either before or after the actual area to be Bonded, although damage as the Bonded surface is lett Collection. The desired matter must be in the hero needs to touch the two targets behind. Transition from solid to either the basic chemical formulation desired. somewhere in order to direct the Power's liquid or gaseous state will work to free Desired materials that are in some effect. Once the hero is touching both the Bonded matter without physical altered state are not affected by the targets and has begun to manifest his damage, although this is not an option Power. For example, trying to Collect Power, Bonding occurs at any point for most people. steel in a junkyard full of rust will lead to where the two targets are in contact with Bonding only occurs on the surface naught. The exception is if the desired each other. The Bonding process takes and does not penetrate more than 1/1 material is in either a state of solution or any number of turns, depending both on 6th of an inch into any Bonded material. suspension, since neither actually affects the hero's Power rank and the desired The effect this has on living targets is the chemical nature of the material. material strength of the Bonding. The first that only the epidermis is affected. As it For example, imagine your hero is turn produces a Bonding of Feeble does not affect liquids, the Power standing at the seaside and practicing his material strength. Each turn the Bonding automatically penetrates any coating that Power. He cannot Collect the hydrogen process continues raises that material might otherwise protect the target. bound into the water but he could Collect strength +1CS, up to the limit of the Optional Powers include Missile salt, gold, or anything else dissolved into Power rank. At any point the hero can Creation, Spray, Webcasting, and seawater. Collecting salt is easy; a cease to use his Power and thus Weapons Tinkering. Remarkable Power can Collect a man- produce Bondings of varied strengths. The Nemeses are Phasing, Body sized pile within a minute's time. Gold is Example: K. Z. Glew has Good Transformation, and Energy Body. harder; each cubic mile of seawater Bonding and is testing his Power on a contains only a few ounces of gold. number of blocks. When he holds two MC2/Collection: The hero can cause Due to some unexplained limitation together for two turns, he produces a any.desi red. material to collect in a to this Power, it cannot randomly Collect Poor Bonding. Holding two together for specific location. This material must foreign materials found within the bodies three turns produces a Typical Bonding. already be present and diffused of anyone within the Power's range. Holding two bricks for four turns throughout the hero's vicinity, whether in Common foreign materials include tooth produces a Good Bonding; in fact, K. Z. the air, water, soil, or scattered across the fillings, prostheses, sutures, and drugs. could concentrate on the same two ground. The Collection area has a radius If the hero must Collect such materials bricks all day and not be able to exceed determined by the Power rank; distances from a body. For example if he knows that Good Bonding. are shown on column C of the Range arsenic has been swallowed by The duration of the Bonding is Table inside this book’s cover. For someone, the conditions increase in determined by a Power FEAT at the time example, an Incredible rank can collect difficulty. The hero must be in contact the Power is used. A green FEAT creates material from as far as 25 miles away. with the source of the desired material a Bond that lasts a number of turns Collected material instantly teleports to and the hero must make a red FEAT equal to the hero's Reason rank number the designated Collection site. The site to withdraw the material without times 100. A yellow FEAT increases the must be in line of sight of the hero and harming the donor. Failure to do so multipliers to 10,000 turns times the within his Power's range. The hero can means the material is still locked within Reason rank number. A red FEAT Collect per turn a maximum amount of the target's body. ensures a permanent Bonding. If the material measured in the number of Ethereal and Phasing matter can be Bonding is temporary, its effects end pounds equal to the Power rank number. Collected. They just can't be held for any without a trace at the expiration of the This assumes, of course, that enough length of time without consciously and time limit. material exists within the vicinity in order repeatedly using the Power to return This is a Power that readily combines to be Collected. Any material of any such matter to the Collection site. with many of the other listings in this nature can be Collected. There is a This Power is most commonly linked to book. Combining it with Webcasting partial exemption to this rule in regards to the Matter Control and Conversion produces an equivalent to Spiderman's living beings. The Power can only Collect Powers as a way to gather sufficient raw . Weapons Tinkering produces an living beings whose weight is within the material to permit the other Powers to equivalent to the 's glue gun. weight limits for the Power; if the beings function. These are listed as Optional Chemical Touch produces a natural weighs more, the Power can not affect Powers. Even if used by itself, this Power adhesive coating on the hero's body. them aside from a brief tug. If the Power can be used effectively. Matter can be Combustion or Fire Generation produces is used to Collect the bodily products of Collected to form a protective shield or to napalm. There are more but I'll leave them living beings, player and Judges are to entrap a foe in a suddenly appearing pile to the player's imagination to devise. assume that so little is drawn from each of debris. Dirt or water can be Collected The Power can only affect solids. being that no harm results. For example, to smother a fire or dampen escaping Liquid, gaseous, ethereal, and Phasing a character could Collect a mass of radiation. The hero is free to develop matter are immune to this Power's blood without having to worry that he various Power Stunts using suddenly effects. Once Bonded, matter cannot bled some to death. materialized matter.

50 The complexity of the material to be Crystallized. If the Power is used on a Such categories include Modified collected determines what Intensity FEAT living target, innate safeguards Humans, Cyborgs, Robots, Abnormal is required. Raw, amorphous materials incorporated into the Power place the Chemistry, Mineral, Compound, and can be collected in a dusty pile by a target into a semi-state of Suspended Changeling. green FEAT. Common examples include Animation; all life functions temporarily Optional Powers include Weapons metals, dirt, and water. Formed or cease but the target remains aware of its Creation (limited to Crystal weapons complex material requires a yellow FEAT condition and surroundings. A only), Collection, Matter Animation, to collect in recognizable form. Examples Crystallized lifeform must remain intact if Missile-Creation, and Spray. include bricks, edibles, and comic books. the process is to be reversed. If the Nemeses include Force Field vs. Biological material requires a red FEAT, Crystallized lifeform is shattered, the Energy Attack, Force Field vs. Physical whether the hero is trying to collect bile transformation is permanent. Note: the Attack, Resistance to Energy, Resistance or hamsters. shards-of a shattered, Crystallized to Physical Attack, and Disintegration. Optional Powers include Crystal- lifeform all possess some of the victim's lization, Matter Animation, Micro Environ- lifeforce; the percentage of the victim's MC/4Diminution: The hero can reduce ment, Molding, Weather, Combustion, Psyche possessed by a particular the size of a target. The target must be in Elemental Conversion, and Molecular is equal to the percentage of the original line of sight and within one area of the Conversion. body represented by the shard. Such hero. Any material can be Diminished by The Nemesis is Matter Animation. shards can be used to create powerful this Power With the sole exception of Magic. Such shards can also lead to later material that has already been MC3/Crystallization: The hero can Plot Complications. ("You don't Diminished by an equal or higher rank of transform any target material into a understand. The gem in the necklace I this Power. In such a case, the would-be gemlike material that possesses Power gave Helen was part of Leviathan!") target is assumed to already be rank material strength. Crystallization Normally Crystallization is only Diminished to a further point than the occurs because the hero has the ability temporary. The duration of a given hero could reach anyway. to shape the molecular bonds of normally Crystal is the number of minutes equal to The level to which the hero can amorphous matter into a crystal matrix of the Power rank number. At the expiration Diminish a target is determined by the great strength. The Crystallization can of this time, the Crystal reverts back to Power rank. Levels appropriate to this occur at any site within the hero's line of its original material. If the Crystallization Power are: sight and range; distances are was directed in the air the original determined by the Power rank and can material was probably dust particles. As Resultant Size be found on column C of the Range mentioned earlier, if the Crystallization Rank (% of Original Size) Table on the inside cover. The newly- was used to transform a living target and FE 50% formed Crystal is initially stationary; it that Crystal was subsequently shattered, PR 25% cannot be launched like a missile (unless the transformation is made permanent. TY 12.5% the hero possesses Missile Creation, but (This rule is purposefully intended to GD 6.25% I'm getting ahead of myself). It can be spare the Judge and players from EX 3% formed in such a position that gravity dealing with the hamburger that would be RE 1% immediately affects it. created if the formerly living target did IN .5% Crystallization automatically affects revert to its original state.) For game AM .25% non-living, unprotected, stationary purposes, the category of "living target" MN .1% targets. Moving targets require the hero can be expanded by the Judge to UN .01% to make an Agility FEAT in order to hit encompass any of the Physical Types for X .001% the target. If Crystallization is used as an player characters and NPCs. Y .00001% attack against a living target, it can be The Power can be combined with other Z .0000001% resisted by the usual methods. Methods Powers listed in this book. As mentioned CL1000 .00000000001% of protecting a target from being before, Missiles can give the Crystals CL3000 .00000000000000001% Crystallized include Force Field vs. momentum and range. Weapons CL5000 .000000000000000000000 Energy Attack, Resistance to Energy Creation can specialize in crystalline 000000000001% Attack, True Invulnerability, and various instruments of destruction. Body Armor Magics and Power Controls. or Body Coating can be a suit of flexible In practical terms, a Diminishment rank Crystal can be formed in any shape crystalline armor with that gives Power of Shift X, Y, or Z is sufficient to reduce a the hero desires. The amount of Crystal rank Resistance to physical or energy normal-sized human to the size of a cell. the hero can create in a single turn is the attacks. Vision-based Detection Powers Either CL1000 or CL3000 will reduce him number of square feet equal to the can be achieved by the hero to atomic scale. CL5000 reduces a Power rank number. The material to be spontaneously forming optical devices human to such a point where he can transformed into Crystal is drawn from and lenses of crystal. If the hero has an enter a Microverse such as Jarella's particles in the air or from the target exotic Physical Type, perhaps he can world of Kaa. itself. Solid targets can themselves be himself be composed of living crystal.

51 A note on Microverses: These are becomes increasingly simple in structure uproar at his local bank, he wanders in to miniature dimensions that can be and reach a stage where the remaining see what's up. He discovers The reached by a person undergoing extreme structure is too simple to sustain the trying desperately to free people size reduction. The act of Shrinking lifeforce of a living target. This occurs at trapped in a safe and he decides to causes the person to breach the Shift X rank. If the Diminution is assist the rescue. He locates a section of Dimensional Barriers and reach a chosen temporary, the target's lifeforce is stored the safe away from The Shocker and Microverse. The worlds within a on the same plane as the displaced begins to manifest his Power. The safe is Microverse roughly correspond to but are matter that normally forms his body. At made of steel and reinforced concrete not actually atoms or molecules. Once Shift Z Diminution, the target consists of and has a Remarkable Material Strength. within a Microverse, the Dimension only a single molecule which immediately Good, Sizemaster only needs to make a traveler finds himself in an environment vanishes when the next rank is reached. yellow FEAT to Diminish a hatch in the that approximates conditions in the Atomic Reduction—This is the most safe's wall. Within twelve seconds he has larger, outer world. Microverses may common form of Diminution and the only Diminished a six-foot-wide area into a themselves contain even smaller form that permits the target to enter a one-inch-wide plug, which drops out of Microverses. Even our own world may in Microverse. The hero can reduce the the wall and rolls around on the floor. fact be a Microverse to some size of the atoms and subatomic Sizemaster is helping the trapped people inconceivably larger Macroverse. particles themselves, thus reducing the out of the safe when Shocker finally The duration of Diminution on a target overall size in a proportional manner. burns through the opposite wall. Later is determined by a Reason FEAT made Mass and physical strength are reduced the two rivals seal the hole Sizemaster at the time the Power is used on the a proportional amount. While this Power made by holding the plug in place as target. A green Reason FEAT gives a has more advantages than the other returned to its original size. duration of the Reason rank number forms, it has a deadly disadvantage. As The Power can automatically effect a times 100 turns. A yellow FEAT increase the target's atoms shrink, they are no non-living, stationary, unprotected target. this to 10,000 turns times the Reason longer able to interact with other, normal Moving targets require the hero to make rank number. A red FEAT makes the sized atoms. As a result, a living target is an Agility FEAT to hit the target with his diminution permanent; in such a case the unable to breathe the air or consume Power. Living targets are allowed to only way the target can return to its food or water. Seen in this light, this form resist the Power's effects in the same original size is through use of of Diminution is the equivalent of a Fatal way they would resist any energy attack Enlargement, Magic, or Power Negation. attack. Fortunately, there is a 95% Targets can be protected from Diminution There are three very different ways to chance the Power envelopes the target by such Powers as Force Field vs. create the effect of Diminution. Each has in an energy field that shrinks anything Energy, Resistance to Energy, True its own mechanism and peculiar prop- within one foot (proportional to the Invulnerability, certain Magics and Power erties as a result of that mechanism. The target's current size) of the target to the Controls, and the simultaneous use of an player can either choose for himself or let same size as the target. This allows the opposing Enlargement Power. Atomic a random die roll determine which form. target to breathe, drink, and eat. The Dispersal opposes Atomic Collapse, existence of this field is randomly Atomic Gain opposes Atomic Reduction, Atomic Collapse—The hero decreases determined at the time the source of the and Atomic Growth opposes Atomic the distance between the target's atoms Diminution is created. If the hero lacks Shrinkage. If the opponent lacks the and subatomic particles. The target does such field, then any target must have its matching form of Enlargement he can not lose weight as it shrinks. Rather, it own supply of proportionally-sized still try to negate the effects of Diminution becomes increasingly dense and could consumables. Even non-living targets with whatever form he possesses; the eventually collapse into neutronium can be affected in that the Power results can get a little weird, though. (CL3000 Diminution) or even a black effectively insulates them from electricity, The Nemeses are those Powers hole (CL5000 Diminution). Strength is since normal-sized electrons cannot flow mentioned in the previous paragraph. unaffected by the change in size but into a Diminished conductor. Treat this as leverage becomes increasingly difficult at rank level Resistance to Electricity. If the MC5/Disruption: The hero can destroy smaller sizes. field exists, electrons are automatically a target's physical structure without Atomic Reduction—The hero decreases Shrunken to permit conductivity. resorting to a physical or overt energy the number of atoms in the target's body. It is assumed that when the Power is attack. The molecular bonds that give a The lost matter is either disintegrated (if used, the hero intends to Diminish the target its solidity are directly Disrupted, the Diminution is permanent) or entire target. If the hero specifies, he can with the result that the target collapses temporarily removed from the target's attempt to shrink only part of a target. into dust, sand, liquid, or even vapor. plane of existence and stored on another Since this is equivalent to tearing the The Material Strength of the target plane until it is needed to return the target apart, a Power FEAT determined determines what Intensity FEAT is target to its original size. Mass and by the Material Strength of the target is required. For example, asphalt has strength both decrease as the target required to do such an act. Good Material Strength and Shrinks; the lower ranks are proportional Example: Sizemaster has possesses consequently would require a Good to the target's new size. The target Remarkable Diminution. Seeing an Intensity FEAT to destroy.

52 The hero can Disrupt any target within and certain Power Controls. Any of these form has a different set of innate both line-of-sight and range. The range is can reduce the Intensity of the Disruption properties. When creating the character, determined by the Power rank; distances by the opposing Power's rank. The the player must decide which form the are shown on Column A of the Range Judge is free to decide for himself the hero has. The player can either select Table on the inside cover. The amount of results of partial protection from one or let the dice randomly determine it matter the hero can Disrupt in a single Disruption. for him. turn is the number of pounds equal to his The Nemeses are any of the Powers Power rank number. If the player mentioned in the previous paragraph. Die Roll Form chooses when creating the character, he 01-30 Atomic Dispersal can increase either range or amount MC6/Enlargement: The hero can 31-60 Atomic Growth affected any number of +CS by increase the size of any target. The 61-00 Atomic Gain decreasing the other factor an equal target can be of any nature and must be number of -CS. within both line-of-sight and one area of Atomic Dispersal—The Power causes Example: an initial rank of Good can the hero's location. Any material can be the spaces between the atoms and be altered by up to 3CS and produce enlarged with one exception; the Power subatomic particles to increase, thus results as varied as Feeble range cannot affect any target that has already increasing overall size. Mass remains the (Contact only) and Incredible effect (40 been Enlarged by another Power of same despite any increase in size, pounds) or Incredible range (11 areas) equal or greater rank. In such a case, the causing the target's density to drop. and Feeble effect (two pounds). would-be target is assumed to already be Material Strength decreases -1CS with Also when creating the character, the Enlarged past any point the hero could each doubling in size. Eventually, at Shift player can choose whether to make the have Enlarged it to anyway. X Enlargement a solid target reaches a Disruption permanent or temporary. The amount the hero can Enlarge a stage where it is less dense than air and Choosing the temporary option raises the target is determined by the Power rank. can drift off. At Class 1000 rank and Power rank +1CS. The duration of the The levels to which the hero can Enlarge beyond, the target becomes effectively Disruption is determined by a separate a target are shown below: intangible to contact with normal matter. Reason FEAT made at the time the Atomic Gain—The Power causes the Power is used. A green FEAT gives a Resultant size target to gain additional atoms. These duration equal to 100 turns times the Rank (x original size) are automatically incorporated into the Reason rank number. A yellow FEAT FE 1.5X target to duplicate and augment existing increases that to 10,000 turns time the PR 2X molecular structures. As the targets gains Reason rank number. A red FEAT makes TY 3X new atoms, the size and mass of the the Disruption permanent. At the GD 4X target increase proportionally. expiration of the duration, the Disrupted EX 6X Where do the new atoms come from? matter reforms in its original shape RM 8X There are three possibilities. One theory although not necessarily in its original IN 10X holds that Molecular Creation creates location. If the target is living, the Power AM 12X them from the hero's force of will. A has the peculiar;r effect of placing the MN 15X second theory suggests Molecular and target in a state of semi-Suspended UN 20X Elemental Conversion are responsible; Animation. All life function cease for the X 50X the new atoms are simply Converted air duration but the target somehow retains Y 100X molecules. The third explanation is that consciousness and awareness. Z 200X the hero somehow taps into another This Power is often incorporated into CL1000 500X dimension, one that contains nothing but weapons systems. A Disruptor Gun can be CL3000 1,000X the raw material for this Power and the designed and built by a Reason rank and CL5000 10,000X Matter Creation Powers and also an expenditure of Resource points equal provides a storage place for the matter to the Power rank desired for the weapon. The duration of the Enlargement is displaced by Shrinking, Diminution, and Stationary, non-living, unprotected determined by a Reason FEAT made at Disintegration. This last idea could lead targets are automatically affected by the the time the Power is used. A green to a Plot Complication wherein the hero Power. Moving targets require the hero FEAT gives the Enlargement a duration accidentally draws something More than to make an Agility FEAT in order to hit of 100 turns times the hero's Reason raw material from that unknown dimen- the target. Living targets are allowed to rank number. A yellow FEAT increases sion. I'll leave it to you to decide which resist the Power in the same manner that to 10,000 turns times the Reason explanation you accept as the truth. they could resist any energy attack. number. A red FEAT makes the As the target expands, it gains real Targets can be protected from Disruption Enlargement permanent. strength sufficient to move its new mass. by the use of such Powers as Force Real strength increases +1CS for each Field vs. Energy, Resistance to Energy, There are three different mechanisms +2CS of Enlargement the target is True Invulnerability, a combination of by which Enlargement can occur. Each exposed to. Collection and Molding, certain Magics,

53 Example: The Power is used on a the target must have a proportionally- normal adult six feet in height, 200 sized supply of consumables or this MC7/Geoforce: The hero can detect and pounds in weight, and possessing Power is considered a Fatal attack. The control geological forces. These include Typical Strength. lack of the field has one advantage in that plate movement, stress, faults, and Electricity cannot flow between normal- vulcanism. This Power only applies to Enlargement Strength/ sized and Enlarged conductors. The natural rock and semi-natural materials Rank Weight . Lift Power thus provides rank level such as concrete, cement, and asphalt. FE 300 lb. TY/200 lb. Resistance to Electricity. Radically altered material (steel, plastic) PR 400 lb. GD/400 lb. It is always assumed that the hero is not directly affected by the Power. TY 600 lb GD/600 lb. intends to Enlarge the entire target's This Power has two ranges, both based GD 800 lb. EX/800 lb. body. If the hero intends to Enlarge a on the Power rank. The ability to detect EX 1200 lb. EX/1200 specific area of a target, he must make a forces and materials within the earth has RE 1600 lb. RE/2000 special effort to do so. Since this has the a range shown on Column C of the Range IN 2000 RE/4000 effect of tearing the target apart, the hero Table on the inside cover. The ability to AM 2400 IN/3 tons must make a Power FEAT based on the actually control those forces is more MN 3000 IN/10 " Material Strength of the target. For limited and is determined on Column B. UN 2 tons AM/25 " example, a brick wall has Good Material For example, a hero with Remarkable X 5 " AM/50 " Strength. A hero with Typical Geoforce can detect forces 12 miles Y 10 " MN/65 " Enlargement would need to make a red distant but can only control those forces Z 20 " MN/80 " FEAT to enlarge a specific section of the within one mile of her location. CL1000 50 " UN/80 " wall, while a hero with an Incredible rank The Detection aspect of this Power CL3000 100" UN/100 " would only have to make a green FEAT. enables the hero to sense a variety of CL5000 1000" X/l000 " The effects -on the entire target if only earth-related things. These include a section of it is Enlarged vary by case ground temperature (green FEAT), The target's other Primary and Second- and by degree of Enlargement. The most general mineral composition (green), ary Abilities remain unaffected. The common result of a section of Enlarged specific minerals (red), locate caves disadvantages of great size negate the matter surrounded by normal matter is (green), locate beings moving within the advantages. However, Health seems to that one of the two sections shattered, earth (yellow), identify faultlines and increase because physical attacks do depending on which is the weaker stress points (yellow), and communicate less relative damage. For example, a section. Atomic Dispersal weakens with beings made of rock (red). single bullet could kill a normal sized Material Strength, Atomic Growth doesn't The active aspect of this Power person but would be little more than a alter it, and Atomic Gain increases it. enables the hero to accelerate, slow, or high-velocity grain of sand to a giant. The Judges should use this guide and their alter the direction of natural geological damage done by Physical Attacks imagination to decide the results of forces. The hero can affect plate decreases -1CS for each +2CS of specific Enlargement. movement; this can create Power rank Enlargement. Note: the damage that The Power automatically affects tremors or reduce the intensity of existing didn't affect the giant might be fatal when stationary, non-living, unprotected tremors by the Power rank number. The he reverts to normal size. Wounds shrink targets. Moving targets require the hero hero can accelerate erosion by but bullets do not. to make an Agility FEAT to hit. Living decreasing the Material Strength of Atomic Growth—The target's atoms and targets are allowed to Resist this Power exposed rock. The flow of within subatomic particles actually increase in just as they could any Energy Attack. the earth can be redirected to anywhere size, thus increasing the target's overall Targets can be protected from the hero wants an instant baby volcano size. Mass increases proportionally. The Enlargement by the use of such Powers to erupt. By magnifying existing faults target's Strength increases only enough to as Force Field vs. Energy, Resistance to and decreasing the rock's Material match his greater weight; Lifting Strength Energy, True Invulnerability, Certain Strength, the hero can create openings does not increase. There is a dangerous Magics and Power Controls, and any of in the earth. These can be instant pits, drawback to this form of Enlargement. As the Shrinking or Diminution Powers used valleys, caves, or tunnels. the target's atoms grow, they become simultaneously to the Enlarging attack. The effects of the Power are unable to interact with normal atoms. The The opposing forms of these are permanent alterations to the landscape. result is that the target is unable to Collapse vs. Dispersal, Reduction vs. Baby volcanoes don't last very long, breathe, drink, or eat. Fortunately there is Gain, and Shrinkage vs. Growth. Only though, if the area didn't have a previous a 95% chance that the Power envelops the matching form can completely protect history of vulcanis,. For example, during the target in an energy field that enlarges a target from unwanted Enlargement; her tenure with the New Mutants, Magma any atoms within its effect to the same while the other two will apparently work, has created baby volcanoes in such scale as the target. The existence of this the final result can be a little weird if places as Rio de Janeiro's harbor, the field must be determined at the time the extreme ranks of Power are employed. living room of Professor Xavier's man hero is created. If the field is not present, The Nemeses are those Powers sion, and an apartment in Manhattan. mentioned in the previous paragraph. Such freakish volcanoes immediately

54 cool down once the Power is no longer Die Roll Form can be Animated to do Power rank supporting their existence; heat is lost at 01-20 Air Animation damage to other targets. The hero can a rate of -1CS per hour. For example, the 21-50 Liquid Animation create Golems or simulated Elementals volcano in the X-Mansion was cool 51-00 Solid Animation that obey his every whim; such creations enough to sit on by the time Professor X are only sophisticated puppets that came home a few hours later. It is Air Animation—The hero can directly possess no more life than does a assumed that the cooling effect extends control the movement of gases and marionette. (Of course, there is the all the way down back through the vapors and indirectly control the example of Pinocchio…) Animated solids ground to where the magma came from movement of material suspended in the possess a Lifting Strength equal to the in the first place; otherwise all these baby air, such as smoke, dust, steam, and so Power rank. The Power can be refined vol canoes would act as conduits for on. He can create winds of speeds equal into a variety of Power Stunts, such as later, normal vulcanism. to Power rank speed (see the Airspeed turning an opponent's weapon against The amount of matter the Power can table on the inside cover). He can control him, creating self-tying knots, and effect is awesome. The Power can affect the actions or air, wind, clouds, and creating flying platforms that can carry a maximum amount of rock equivalent to potentially even the weather. The hero the hero across the ground or through ten tons for each point of the Power rank can use air either defensively or the air. number. For example, Magma's offensively by forming shields or gales of The range at which the hero can Monstrous Geoforce can affect 750 tons Power rank strength. Note: Air attacks Animate Matter is determined by the (1.5 million pounds!) at a range of up to cannot penetrate Force Fields or an Power rank; distances are shown on six miles. aerial shield of higher Intensity. The Column B of the Range Table. The The Power can be expanded into a Power can be developed into Power maximum amount that can be Animated variety of Power Stunts, such as induced Stunts such as Gliding, Whirlwind Flight, is a mass weighing the equivalent of Avalanches and sculpting chambers in and limited Weather Control. The forms 1000 pounds times the Power rank the earth. The latter example is also a of Weather Control available to the hero number. For example, a Feeble rank can way for the hero to make some money all depend on stirring up the air. These move one ton; in liquid terms this is the on the side by creating "secret include bringing in storms, fog, weight of a water bed. Matter remains underground headquarters" on tornadoes, and suddenly bringing two air Animated as long as the hero commission. The giant caves that litter masses of differing temperature together concentrates on using this Power. the pages of comic books do not occur in to form either fog or lightning. Judges are free to develop their own real life, people. Liquid Animation—The hero can directly criteria to determine how well and how A curious use of the Power is to control the movement of liquids and long a hero can do this in a given communicate with beings who are indirectly control material suspended in situation. themselves composed of natural rock. liquid (mud, cake batter). He can create Any material can be Animated, as long The Power provides the hero with a currents and waves that can travel at as it is within the restrictions on the seismic equivalent of Telepathy. Such Power rank speed (see the Water Travel chosen form of that Power. Any reshaping beings include Golems, Earth table on the inside cover) and do Power done to the target is permanent; of Elementals, and planetary beings such rank damage to anything in their path. course, this only applies to solids. The as Ego the Living Planet. Is Mother Earth Liquid can animated to resist gravity and possibilities for both construction and alive in your campaign? If she is, then act as if it were temporarily a solid of rank vandalism are immense. this Power will let your hero talk to her. level Material Strength. Liquids can be At the time the hero is created, the The Nemeses for this Power include used as a shield that reduces the player has the option of raising the itself, Disintegration, and Phasing. Intensity of Energy Attacks by the Power Power rank +1CS by further specializing rank number. It can be further refined into the Power's range of effect to a specific MC8/Matter Animation: The hero can a variety of Power Stunts, such as compound or type of matter. Examples of alter the flow of any raw matter, impart forming propulsion systems or being specializations include Powers that movement to stationary matter, and shaped into air bubbles with "solid" floors. specifically Animate steam, water, oil, ice, shape such matter into any desired form. Solid Animation—The hero can alter the clay, and so on. The Power can only affect matter that is condition of solid matter, so long as it is The Nemeses for this Power include in a relatively natural state. It cannot not biological or mechanical in nature. itself and Disintegration. affect mechanical objects or material that He can give the solid movement, is now or had once been alive. reshape to any form, and even give it the MC/Machine Animation: The hero can There are three basic forms of this semblance of life. Solids can travel at control the movement of anything Power, each with dominion over a state Power rank speed (see the Land Travel mechanical. It is as if the hero were a of matter. When creating the hero, the table inside the cover) either across the combination remote-control panel and player must choose one of these forms ground or through the air. The hero can power source. The machines can only for the character. He can do this himself Mold the solid into any single mass. perform those functions for which they or let the dice choose for him. Solids retain their Material Strength but were designed. While under the influence of the Power, the affected machines can

55 function even in the absence of a normal a desired Psyche rank to the machine. The Micro-Environment has a maximum power supply, such as would be provided Optional Powers include Commun- radius in-feet equal to the Power rank by an electric cord, wound spring, or ication with Cybernetics, Communication number. Normally it is a sphere centered miniature nuclear generator. The only with Non-Living Matter (limited to in the hero but she can shape it or direct it new function the hero can give a machine machines only), and Matter Animation. to another location if she so desires. The is limited ground movement. Affected maximum range at which the hero can Machines can travel at -2CS Power rank MC10/Micro-Environment: The hero direct the MicroEnvironment is determined speed by sliding or rocking along the can alter his immediate surroundings to by the Power rank; appropriate distances ground; see the Surface Movement table create a miniature climate around are shown on Column B on the Range inside the cover. If the machine already himself. The Micro-Environment always Table. The maximum volume of the Micro- incorporates a means of propulsion contains fresh clean air (or water or Environment is the equivalent of a sphere (wheels, tracks, table legs), it can travel methane or whatever the hero breathes) whose radius equals the Power rank at Power rank speed; see ditto. at any temperature and pressure the number. Figuring out the maximum The Power can affect any single hero desires. The Micro-Environment volume of other shapes requires a doing a machine within range of the Power; incorporates a Force Field that protects it bit of geometry. Column B of the Range Table gives the from any factor that might harm or even Example: A rank of Good can produce appropriate limits. If the hero attempts to annoy the hero, such as rain, poisonous a sphere of 3.14(10-cubed) or 3,140 control several machines simultaneously, gases, extreme temperatures, or the cubic feet. This can be shaped into a the Range decreases -1CS for each pressure that naturally results from rectangular "tunnel" 10 feet high, 10 feet additional Machine the hero is having three miles of ocean over your wide, and 31 feet long. I suggest that controlling. For example, a hero with head. In such cases, the Micro- anyone with this Power figure out as Good Machine Animation can control a Environment automatically excludes soon as possible how big a sphere/ single machine 10 areas away, two potentially hazardous gases and liquids hemisphere/column/tunnel/cone/etcetera machines 5 areas away, three machines and reduces the Intensity of pressure, he can make with his Power rank. If you within his area, or four machines if he is extreme temperature, and high gravity by don't, the Judge is liable to say that touching all of them at once (an the Power rank number. Lesser or equal mysterious changes in the. environment interesting Agility FEAT, I suppose). Intensities are canceled out, while higher prevent your hero's Power from working. The Power is primarily intended to ranks only penetrate in diminished form. The Power only protects the hero from control normally non-sentient devices, The Power automatically Collects the environmental effects or Powers that which are considered to have a Psyche of desired materials into a sphere around employ aspects of the Environment. zero. If the hero tries to gain control of a the hero; if no such materials are Beside the Powers mentioned earlier, this Robot or the mechanical part of a available, the Power employs an innate Power will also provide limited protection Cyborg, greater effort is needed. It form of Matter Creation or Conversion to against Electrical Control, Electrical becomes a contest of wills, as the hero's produce those materials. The Force Field Generation, Coldshaping, Gravity Power tries to overcome the target's maintains the desired pressure, Manipulation, Hard Radiation and its Psyche. The Psyche in question is either temperature, and gravity levels while Control, Thermal Control, Plague Carrier, that of the Robotic brain or the living mind enclosing the desired materials and Geoforce, Spray, and Pheromones, but of a Cyborg; if the Cyborg incorporates shielding the hero from the undesired only if the offending Power originates both living and mechanical minds, only ones. If the hero requires a surface to outside the Micro-Environment. the Psyche of the mechanical mind is stand on but none is available, the Power As hinted at before, the Power can be used to determine the difficulty of the provides one by solidifying a section of used to create any environment the hero FEAT. The latter determines what the Force Field. desires, provided it is beneficial to Intensity FEAT is required. The Power is primarily intended to whatever nature of being is inside its Example: A Poor rank of Machine protect the hero when he is in places protection. Of course, what is a Animation could seize control of a other than his home environment. It can, marvelous climate for one being could be Dreadnought's Feeble Psyche with a be used to protect him from extreme instantly fatal to another. Consider the green FEAT and -11's Poor Psyche variations in that home environment MicroEnvironments created by beings with a yellow FEAT, but couldn't begin to though, should the hero so choose. that thrive on super-heated steam or touch Jocasta's Good Psyche. Thus the Power can be used to protect swim in liquid helium. Player characters Attempting to wrest control of the Iron the hero in the middle of a house fire, are limited to producing only those Man armor would require a red FEAT if gas leak at a fertilizer plant, radiation MicroEnvironments that will help the either Tony Stark or Jim Rhodes were spill at a laboratory, a thunderstorm, or beings inside. Villainous and Mind- wearing it at the time but would a smog alert in Los Angeles. The Power Controlled NPC heroes are able to automatically succeed if the armor were, can be used to Resist the effects of Air pervert the Power and create toxic say, hanging in a closet somewhere. To or Water Animation, Weather Control, MicroEnvironments. In such a case, the protect against such interference, High Heat, or Cold Generation; the Intensity Power is treated as an attack and the Technology types would need to develop of the attack is reduced by the Power intended victim is urged to Resist it in circuitry that would give the equivalent of rank number. any way he can.

56 The Nemeses are either Air or Liquid a green Reason FEAT. Complex or them at his desire. Any of these factors Animation, depending on the nature of multiple-component designs require a can produce both physical and the Micro-Environment. yellow FEAT. Extremely complex designs psychological effects on humans. (anything from a on up) requires a He can control temperature by raising MC11/Molding: The hero can shape any red FEAT and probably a set of blueprints. or lowering the air a maximum number of solid material into any desired shape. Exactly duplicating an existing object also degrees equal to his Power rank number. The shaped material retains its original requires a red Reason FEAT. The Power For example, an Incredible rank can chemical nature. If the target is living, its can function for as long as the hero can change a comfortable 70 degrees into a internal anatomy is rearranged in such a concentrate. Any failed rolls while wintry 30 degrees or a sweltering 100 way that permits life to continue without attempting a FEAT mean that while the degrees. loss of Health. The new shape can be of Power has begun to Mold the target, there He can increase or decrease any complexity; even intricate machines is a problem because "something doesn't windspeed by a number of miles per can be created if the proper materials are look quite right." hour equal to his Power rank number. available. The newly-Molded target can Molding automatically affects any For example, an Excellent rank can stop be Animated, even if the original material stationary, non-living, unprotected a 20-mph wind, slow a 50-mph gale to or the current shape is normally material. Moving targets require the hero 30mph, or turn still air into a 20-mph incapable of movement. This movement to make an Agility FEAT to hit. Living wind. Gale winds of 40-mph or higher is accomplished by the simple act of targets are allowed to Resist this Power begin to make travel difficult. Whole continually re-Molding the target (think of in the same way they would try to Resist gales of 55 to 72 mph begin to do it in terms of stop-motion animation). any Energy Attack. As mentioned earlier, widespread damage. Winds above 72 Molded targets retain their basic living targets can be affected but not mph reach hurricane strength. Above 200 Material Strength. New shapes may alter directly slain by this Power. A target can mph the wind becomes a tornado. the load-bearing capacity of the material. be protected from being Molded by the Wind direction can be changed up to For example, a arch can bear greater use of such Powers as Force Field vs. 60 degrees by a green Power FEAT, up weight than a plane and a honeycomb is Energy, Resistance to Energy, True to 120 degrees by a yellow FEAT, and about the strongest shape there is. Using Invulnerability, certain Magics and Power completely reversed 180 degrees by a the Power destructively is easy; using it Controls, temporary Conversion to a red FEAT. For example, changing a cool constructively is harder and requires the liquid or gaseous state, or an equal or northern wind to an east wind is a player to have some knowledge of basic higher rank of Molding. The simultaneous change of 90 degrees, a yellow FEAT. Engineering. use of a protective Molding Power to Humidity can be increased or The maximum range at which the hero counteract an offensive one by decreased a maximum percentage equal can Mold a target is determined by the continually re-Molding the target into its to the Power rank number. Note: the Power rank. Appropriate distances are. original shape would look positively maximum humidity is 100%. Apparently shown on Column A of the Range Table. psychedelic as the target of both Molders humidity has some effect on human The amount of material the hero can continually rippled and wavered). behavior and health. As humidity Mold is a mass weighing 100 pounds The Power can be used quite profitably approaches 80% or higher, people times the Power rank number. When to outfit either heroes or villains with all become more sluggish and irritable, creating the hero, the player has the the arcane and exotic equipment they especially if the air temperature is also option of raising either range or amount need. After all, Quinjets, body armor, and 80 degrees or higher. affected by lowering the other factor an nuclear pogo-sticks aren't exactly off-the If the air has any moisture at all, the equal amount. For example, a shelf purchases. Clever use of this hero can Collect it into any type of cloud, Remarkable rank can Mold 3,000 pounds Power could raise the hero's Resource whether Cirrus, Cumulus, Stratus, a of material at a range of 8 areas. Either level anywhere from +1CS to +4CS; the common Fog, or any other type. He can factor can be altered by as much as 5CS Judge and player will have to work this form Nimbostratus clouds that continually and produce results as varied as Feeble out for themselves. ("Okay Jeff, in disgorge moisture in the form of rain, range (contact)/Shift X effect (15,000 lb.) yesterday's game you remodeled the HQ hail, sleet,-or snow, depending on the air to Shift X range (80 areas)/Feeble effect of Dr. Octopus. Today you try to collect temperature and wind direction. Rainfall (200 lb.). The player has the further what he owes you.") per hour can reach a maximum number option of raising the Power rank +1CS by Optional Powers include Elemental of inches equal to the Power rank specializing in Molding a particular type and Molecular Conversion, Collection, number. If the precipitation falls as snow, of matter, such as wood, metal, stone, and Crystallization. the snowfall depth is equal to six inches and so on. This option is not available if Nemeses include Force Field and for each inch of rainfall (since snowflakes the hero also possesses any of the Molding. pack less densely than rain). The Power Elemental or Molecular Conversion or can form Cumulonimbus clouds into Creation Powers. MC12/Weather Control: The hero has thunderheads that deliver lightning as The complexity of the intended design complete control over the weather. He well as rain. The hero can control the determines what Reason FEAT is needed. can sense those factors in the air that emission and direction of lightning, Simple, single-component designs require create weather and alter any aspect of producing bolts that do rank damage.

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

58 MATTER CONVERSION

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

59 lights, feathers, furs, and human skin. act of Coloration to be permanent, such Combustion normally occurs only in Take the last one, for example. The as when he tries to cure an old man's the presence of free oxygen. If there's no reason why people get so freaked out by cataracts. In that case, a red Power oxygen in the air or if there is no air, the Hulk is not his size or berserk FEAT does the trick. period, Combustion cannot take place. rampages but that he is bright green! Optional Powers include Light Control. Using this Power on a target under such Give the Hulk a normal tan and he could Nemesis Powers are Radar or Sonar. a circumstance would have no immediate work in Hollywood. On a more prosaic effect on the target. While the Power level, the ability to change the color of MCo2/Combustion: The hero has the would still convert some of the target printed or written material can be have ability to transform any target into into, flammable, volatile compounds, immense consequences in an combustible material. Once this Power these would simply and harmlessly Information Age society such as our own. has been used, spontaneous combustion evaporate; used under water, the Power The possibilities include both vandalism occurs within 1 -10 turns after. Only the would make bubbles suddenly appear on and creation. surface layer of matter is converted by the target. At Unearthly rank or higher, When using this Power, the hero must this Power. As such, the flames only last the hero gains the ability to transform make a Reason FEAT to determine how 10-20 turns since the combustible some of the target into free oxygen as fine his degree of control is. A green material is quickly burned away. The total well as fuel, thus permitting the Power FEAT permits him to change all of a amount of damage done by this is equal the Power to function in a vacuum or target to a single color; think of the target to Power rank Intensity. hostile environment. getting a paint can dumped on it. A Example: , a student of X If the target is affected by the Power Yellow FEAT enables him to change the Factor, has Monstrous Combustion but but the flames are somehow prevented target to several colors. The effect is the has not yet achieved full control over it. from occurring, the target will only remain same as being caught by a bunch of At present, when he is excited, he can potentially flammable for 21 to 30 turns near-sighted graffiti artists, each with a inflict up to Incredible Intensity damage after the Power has had its initial effect. different can of spray paint. A Red FEAT on a target. When his Power first At any point during that time, the target gives the hero fine control and the ability appeared, his accidental target was a can still burst into flame; after that has to alter tiny areas in specific ways; think woman who subsequently suffered elapsed, the target is safe. Means that of a talented artist with a very small severe burns. can prevent Combustion from occurring brush. When the hero is covering an The range for the Power is determined include Elemental and Molecular area, he only affects the exposed surface on Column A of the Range Table on the Conversion, Fire Control, Thermal of any targets. For example, Colorizing a inside cover. The maximum amount of Control, Cold Generation, Force Field vs. closed book would not harm the printed target area the hero can initially affect is Energy, and Resistance to Energy. Any of pages; Colorizing a cow purple wouldn't the number of square feet equal to his these Powers gives its possessor Power change the color of a steak later on. As Power rank times ten. For example, when rank Resistance to Combustion's effects. for the question of affecting the eyes of a he is fully trained in the use of his Power, Example: Rusty Collins is battling a living target, the Judge and players Rusty Collins will be able to ignite an area . He uses his Monstrous Power should assume that the Power only of 750 square feet at a distance of 40 to set fire to the Sentinel's faceplate. The affects the layer of tears that protect the areas (1 mile) away. The Power only Sentinel reacts by spraying extinguishing eye. In effect, the target is momentarily affects the surface of a target that is in foam on itself. The foam has Unearthly blinded by colored water that quickly sight of the hero. Using the Power against fire retardant qualities and prevents the washes away. Eyes are such a small a gasoline tank would only burn the Combustion-affected area from igniting. target that the character must make a outside of the tank and any gasoline that Unfortunately for the Sentinel, it only specific red FEAT to do so. Note: this had already leaked through bad joints in lasts 25 turns after initial application. As bending of the rules does not apply to the tank walls. If the damage were the Sentinel grabs Rusty, his faceplate the lenses of artificial eyes; cameras and sufficient to rupture the tank or heat the belatedly but still spectacularly bursts robots are on their own. gasoline inside to the combustion point, into flame. This Power does not actually change then the stored liquid could join the blaze. Optional Powers include Fire the physical nature of a target. The Power's effects begin to multiply Generation and Control. Elemental, molecular, and genetic when the power is used against targets Nemeses include Elemental and structures remain unchanged except that are already flammable or in the Molecular Conversion, Cold Generation, where Light is concerned. A steel safe immediate vicinity of flammable materials. Fire Control, and Thermal Control. made glass-like is still as strong as ever. Most of Mankind’s manufactured items A pane of glass given a steel-like surface and buildings contain some percentage of MCo3/Disintegration: This is the ever shatters just as before. flammable material. Even materials not popular but never explained "Disinte- The duration of the Power varies. The known for their combustible qualities, like grator Ray." The hero has the ability to normal limit is 1 -100 hours after the plaster, will burn if enough heat is applied. convert any matter into pure energy, Coloration occurs. The hero can By taking this into consideration, the clever usually Light although the player can immediately reverse any Coloration if he hero can simply use his Power as the specify another resultant energy when he chooses. Sometimes the hero wants an spark to start an apparently normal fire. first creates the character. The energy

60 dissipates harmlessly and does not affect excluding air molecules. Actually, some The hero can alter a finite amount of anyone in the vicinity. air is accidentally Disintegrated matter per turn. The maximum amount This Power can affect any target within whenever this Power is used-that's why per turn is the number of pounds equal range and line-of-sight. The range is the Power appears as a glowing beam to the Power rank number. The amount determined by Power rank; resulting emitted by the hero-but not enough to of matter weighs the same in its original distances are shown on Column A of the divert the Power from its intended target. and transformed states. If the hero Range Table. The maximum amount of If an unseen or unanticipated barrier is converts matter into denser elements, matter that can be disintegrated in a present between the Disintegrator and the volume decreases. Converting matter single turn is the number of cubic feet the target, that barrier takes the full brunt to lighter elements increases the volume. equal to the Power rank number. For of the Power that turn. For example, one cubic foot of lead example, a Typical Disintegrator can Ken's hero, Starburst, sights a weighs the same as 17.5 cubic feet of destroy six cubic feet of matter at a Dreadnought and immediately tries to carbon. Just exploiting this little fact of range of two areas or 264 feet. When Disintegrate it. Unfortunately, Starburst life can lead the hero to develop a variety creating the character, the player can failed to notice the plate glass window of Power Stunts. For example, the hero alter the Power range or effect if he so the Dreadnought was behind. The might cause a sudden vacuum in a room chooses. Either the range or the amount window vanishes in a flash of pretty by converting all air to a dense solid, like affected can be increased any number of lights as the Dreadnought ducks around bismuth. Column Shifts by decreasing the other the corner. Normally, when matter is converted by factor an equal amount. This Power is frequently given, to this Power, it retains its new nature perm- Example: Ken and Sue are both weapons systems such as the ever anently or at least until a reverse trans- creating Disintegrators. Ken rolls 97 for popular Disintegrator Pistols that fill pulp formation is forced on it at a later date. his Power rank, an awesome Amazing SciFi. In terms of normal contemporary At the time the hero is created, the rank for both range and effect. Sue isn't Earth technology, a Disintegrator raygun player has an option of increasing his so lucky and rolls 77, a Good rank for her requires Incredible Reason and Physics Power rank by making the Power's effect Cyborg Character. Sue wants deadlier Talent to design and an Amazing cost in temporary. The hero can gain +1CS by force and chooses to after her range and Resource points to build. The Judge is reducing the duration of his effect. She decreases her range to free to decide the range and effect of transformations to the number of turns Feeble or Contact-only, a loss of -3CS such a weapon. equal to his Reason rank number. For that she can apply to her effect. This Nemeses for Disintegration are example, a hero with Good Reason and increases +3CS to an Incredible effect. Phasing (to protect the hero) and Poor Elemental Conversion can convert Unwilling targets of this Power are Ionization (to protect others) as the four pounds of material that reverts to its allowed to resist it in any way they can. Power cannot affect intangible matter. original state in ten hours. Furthermore, the Disintegrator must The normal form of this Power is fatal make an Agility FEAT to aim this Power MCo4/Elemental Conversion: The hero if used on a living target. Tissue on a target. can convert any matter into a specific transformed by the Power suffers I mentioned the maximum area the element. The matter to be converted can instantaneous death. If the hero chooses Disintegrator can effect, but what of the be any one element or a combination of the option of temporary effect, the Power minimum area? The Power comes in elements. The resulting element can be has a different effect on living tissue. The handy for doing all sorts of fine-detailed any of the hundred-odd natural, artificial, affected area enters Suspended work like sculpting, surgery, or removing and mythical elements. Natural elements Animation until it reverts to its original unwanted locks. The hero can are those numbered 1 (Hydrogen) to 92 state. This can also be developed into a Disintegrate as small an area as he can (Uranium) on the Periodic Table; these variety of Power Stunts. Of course, if clearly see. With normal, unaided vision, require a green FEAT to create. Artificial only part of the living target is the minimum limit is about 1/128th of an elements are those numbering higher transformed, the rest of the body still inch. Smaller than that and the hero than 92 and do not naturally occur on suffers the shock of having part of itself needs some kind of magnifying device or Earth outside of man's experiments; such transformed into nonliving elements. Power. Note: this limit is proportional to a elements include Neptunium, Plutonium, The minimum amount of matter that normally-sized human of about six feet in and the like. A yellow FEAT is required to can be transformed is limited only by height. Enlarged or miniaturized create these. Mythical elements include the hero's sight. If the hero can see it, characters have a proportional limit. For and any other imaginary he can transform it. The practical limit example, a 36-foot-tall giant would have element the Judge decides to add to this for unaided human vision is 1/128th of a minimum limit of 1/21 of an inch, while category; a red FEAT is required to an inch. a one-foot-tall person would have a create these. Note: it has never been Lest you think your hero is going to minimum limit of 1/768th of an inch or established whether Vibranium is an retire to and spend the rest of his about the size of a cell. element or a compound; Judges are days turning weeds to gold, let me warn As stated earlier, the target must be therefore instructed to decide which you about the drawbacks. Each pound of within line of sight since the Power category Adamantium fits into in the matter the hero converts temporarily affects the first thing it encounters, Judge's campaign. costs him a point of Health. This is

61 automatically regained, after 24 hours. MCo5/Ionization: The hero has the within, so Shocker tells them to stand on On the business side, there is the ability to change the state of energy in a something that can insulate them from question of selling the raw elements. target. This can have a variety of effects the metal walls and floor. They hurriedly Gold, platinum, and other rare, valuable on the target. A target can be electrified cover themselves with stacks of $100 elements are kept strictly accounted for by this Power; the target's atoms begin bills. Outside, Shocker summons his by a variety of governmental and to change into electrically-charged Power. The safe is a 15-foot cube with business organizations. If your hero particles. The initial effect this has is to walls two feet thick. Selecting a section makes a habit of coming up with large charge the target with static electricity. of the safe's wall with no essential amounts of bullion, someone is going to Next the target actually emits Electricity mechanisms inside, he begins. He has a begin to notice. That someone could be at -1CS Intensity. At this point the target Incredible rank. In the first turn, static anyone from a relatively benign IRS will itself suffer an equal amount of electricity crackles in the air; inside the agent come to audit your hero's accounts damage, provided it is electrically safe, loose bills stand on end. In the to a sinister agent of the Gold Cartel grounded in some way. Finally, the second turn, electricity of Remarkable come to shut down the new competitor charged atoms begin to fly off in an Intensity begins to be generated by the (i.e., kill your hero). About the only choice ionized cloud. Nonliving targets can be affected area. The safe's lock shorts out your hero has is selling small amounts to destroyed in this manner as the as the electricity flows throughout the local precious metals dealers. Going this molecular bonds break down. Used this metal sections of the safe; inside the route can raise your hero's Resource way, the Power does damage equal to - safe the air begins to smell of ozone. In rank +3CS; any more than that and 2CS Disintegration. the third turn, Disintegration of Excellent somebody will notice and take action. Okay, what about beneficial uses for Intensity begins to occur. Shocker is The range at which the Power can this Power? Well, electricity isn't the only bathed in a cloud that resembles a operate is determined by the Power rank. energy the hero can charge a target with fluorescent lamp without the tube. The Distances are shown on column A of the when he uses this Power. The hero can safe walls are constructed of reinforced Range Table. When creating the hero, excite the atoms sufficiently to create concrete and steel, giving it Remarkable the player can choose the option of warmth; this is treated as a -2CS form of material strength. For Shocker to increasing either the amount affected or Heat. More interestingly, the hero can execute any meaningful Disintegration, the range by decreasing the other factor charge atoms in such a way that he can he needs to make a red FEAT based on an equal amount. make them temporarily ethereal. A target the diminished Disintegration rank, For example, a Typical rank can thus affected can Phase through solid rather than his normal Ionization rank. convert six pounds of matter at a matter as easily as someone already in Shocker's player needs to roll a 95 or distance of two areas. Either factor can possession of that Power. This comes in higher to burn through the safe. It takes be modified a maximum of 2CS. One handy when the hero is trying to protect him 11 turns or over a minute to finally way produces a hero who has Feeble a target from any of the Matter accomplish the deed. Hours later it effect (two pounds) but Excellent range Conversion Powers. He can use this occurred to The Shocker that he could (6 areas). Going the opposite route Power to Phase something threatened by simply have used his Power to make produces a hero with Excellent effect (20 the other Power or made threatening part of the safe temporarily out-of-Phase pounds) but Feeble range (contact only). because of it. with the rest of the world. Had he done Stationary, non-living, unprotected The range at which Ionization can occur that, those trapped inside could simply targets are automatically affected. and its duration are determined by the have walked through the temporarily Moving targets require an Agility FEAT by Power rank. Range is shown on Column A ethereal wall. the hero to hit the target. Living targets on the Range Table. Duration is a The Nemesis Power is Energy are allowed to Resist this Power just as maximum number of rounds equal to the Sponge. they could any other attack. Protections Power rank number. For example, a against this Power include Force Field Feeble rank can charge a target within MCo6/Molecular Conversion: The hero vs. Energy Attack, Resistance to Energy reach for two turns. The amount of can transform any material into a desired Attack, True Invulnerability, various material affected is generally limited to a compound. This Power is an enhanced Magics, and various Power Controls. Any man-sized continuous mass. If the target is version of Elemental Conversion. of these completely protect against a a specific area of a much larger mass, the Whereas that Power could only create a lesser ranked Elemental Conversion and Ionization will directly affect only the man- single specified element, this Power can have a limited affect against equal or sized area, although the rest of the mass create a number of elements greater ranks. The Judge is free to can experience secondary effects based simultaneously and arrange them in a decide the results of partial protection on whatever the hero is trying to do. desired molecular configuration. The against this Power. For example, The Shocker has to matter to be converted can be composed Optional Powers include Matter Ionize a safe in which some people are of any element, compound, or Animation and Molding. trapped. He plans to try to Disintegrate a combination thereof. The elements that The Nemeses include Force Field vs. section of the safe large enough to result can be any of the hundred-odd Energy, Resistance to Energy, and True permit fresh air to enter. There is a natural, artificial, and mythical elements. Invulnerability. danger of electrocution to those trapped The compounds they form can likewise

62 MATTER CREATION

be real or mythical. An example of a extreme combinations as Feeble range Matter Creation Powers fictional compound is the alloy (Contact only) and CL3000 effect (3000 Adamantium, a steel alloy that only pounds per turn) or CL3000 range MCr1/Artifact Creation: The hero can exists in the Marvel Universe. Mythical (10,000 miles) and Feeble effect (two create a desired object from virtually compounds or compounds that pounds). nothing. The artifact can be of any incorporate a mythical element (like The player also has the option of substance, and is limited to being Vibranium) require a red FEAT to create. increasing the Power +1CS by making its composed of a single piece. Although the Note: it has never been established effect temporary. Normally, Conversions Power can create facsimiles of more whether Vibranium is an element or a are permanent or at least remain until a complex construction, close examination compound; while I choose to refer to reverse Conversion occurs. If the player reveals that all the smaller pieces are Vibranium as an element, Judges are chooses the temporary option, the fused together. However, the hero can free to decide for themselves whether it Conversion only lasts a maximum create complex items by forming them is an element or a compound in their number of turns equal to the hero's one piece at a time. campaign. Most other compounds Reason rank number. While permanent The hero can create in one turn a require either a green or yellow FEAT to Conversions may be fatal to living targets number of ounces equal to his Power create. The more complex a compound's (it depends on what was Converted and rank number. The durability of the artifact formula is, the harder it is to create. As a what the result was), the temporary form is determined at the time of creation. A rule of thumb, a compound whose has the side-effect of placing the target green FEAT gives the artifact a lifespan molecules incorporate from two to twenty area into a form of Suspended Animation of the number of turns equal to the hero's atoms can be created by a green FEAT. until the Conversion wears off. Of course, Reason rank number times 100. A yellow A compound with molecules of from the Conversion can have severe, even FEAT raises it to 10,000 times the twenty-one to one hundred atoms, or fatal, effects on the rest of the living Reason rank number. A red FEAT makes alloys of various compounds, requires a target if the entire body is not Converted. the artifact permanent. yellow FEAT; examples include The target must be in line of sight of Each ounce of created matter temporarily hydrocarbons. More complex molecules the hero for the Conversion to occur. The costs the hero one Health point. The or alloys require a red FEAT; examples Power can function even if a normal, hero can regain all his lost Health points include polymers, proteins, and other transparent barrier such as glass after 24 hours. Thus, the hero can only compounds essential to life. Obviously, separates the hero and the target. create a number of ounces in a single playing this Power requires knowledge of The minimum amount of material that day equal to his Health point total. basic chemistry. At the least the player can be affected by the Power is limited The hero must have detailed knowledge must have a crib sheet filled with various only by the hero's eyesight. In practical of the design of whatever he wants to useful compounds and their formulas. terms, the smallest size a Normal Human create. He can only store a finite number The hero can after a finite amount of can see is 1/128th of an inch. Below that of designs in his mind at any one time. matter each turn. The mass limit is the requires the use of something to The limit for this Power is equal to his number of pounds equal to the Power enhance the hero's vision. Reason rank number. The player must rank number. The amount of matter Stationary, non-living, unprotected keep a record of which items the hero converted weighs the same either before targets are automatically affected by this knows how to create. The list can be or after Conversion. The heavier the Power. Moving targets require an Agility changed at any time. A green Reason resulting compound, the smaller its FEAT in order for the hero to hit the FEAT gains the hero a new design. If no volume. Conversely, the lighter the target. Living targets are allowed to resist memory slots are available, the new compound, the more volume it has. This Molecular Conversion just as they would design replaces an old one. ("That's simple fact can be exploited as a variety any Energy Attack. Targets can be okay; how many more Dr. Doom masks of Power Stunts. For example, a fist- protected from being effected by this was I going to need, anyway?") sized rock can be transformed into a Power through the use of other Powers Editor's Note: Matter Creation Powers roomful of the mixture of gases we including Force Field vs. Energy, that create specific items (as opposed to humans consume as air. Resistance to Energy, True raw matter) bring with them a specified The maximum range at which the Invulnerability, various Magics, and number of memory slots, usually equal to Power can affect a target is determined various Power Controls. Such Powers the hero's Reason rank number. If a hero by the Power rank; distances are shown will completely protect against a lesser or should have two of these specific Matter on column A of the Range Table. At the equal rank Molecular Conversion and Creation Powers, he would then have time the hero is created, the player has offer partial protection against higher twice the number of memory slots (equal the option of increasing either the ranks. The Judge is free to decide the to his Reason rank number times two Power's range or amount affected by results of partial protection. once for each Power). decreasing the remaining factor an equal Optional Powers include Matter Normally the Power is used to create amount. For example, an Amazing rank Animation and Molding. facsimiles of objects that already exist. can Convert 50 pounds at a range of 20 Nemeses include Force Field vs. These can be directly studied by the hero areas. Either factor can be modified by Energy, Resistance to Energy, and True as he memorizes their designs. This up to 7CS. This can produce such Invulnerability. takes at least ten minutes before

63 attempting the FEAT. Failure requires created by the hero, and Hyper- target. The target can dodge the attack; if another ten minutes of study, and Intelligence. successful, the materialization occurs in another attempt. As you can guess, their The Nemesis Powers are Disintegration the target's former location. The target hero might never be able to master and Mental Domination, especially must be in line of sight and not protected certain designs. induced Amnesia. by any barriers. For example, Synthos The hero can also create new designs sees an old foe and tries to give him a based solely on his own imagination. MCr2/Elemental Creation: The hero can faceful of coal dust. He didn't notice that Since this requires really intense create pure elements from virtually his foe was behind an extremely clear concentration, a red Reason FEAT is nothing. The hero can create any desired pane of glass. Synthos splatters coal needed to store this design. element in any shape or at any location dust all over his side of the window. The artifact has the same properties as a within one area. Various Power stunts include: normally manufactured item of its type. In The hero can create in a single turn a the case of altered or imaginary designs, number of ounces equal to his Power • Dropping freshly-made weights on a the player and the Judge should agree rank number. For example, a hero target. Setting targets on fire by on reasonable statistics for the item in possessing this Power at Amazing rank materializing self-igniting elements like question. could create 50 ounces per turn. The sodium and phosphorus. Rendering a The hero can materialize the artifact at durability of the newly created matter is target unconscious by flooding the any site within one area. The artifact is determined at the time of creation. A area with nitrogen that displaces initially stationary; you can't launch an green FEAT gives the element a lifespan oxygen. artifact as you can a missile or a spray. of 100 turns times the hero's Reason • Short-circuiting electrical devices by The hero can take advantage of gravity, rank number. A yellow FEAT increases forming copper in their interiors. though, by materializing the artifact uphill that to 10,000 turns times the Reason • Knocking targets off their feet by or over a target. rank number. A Red FEAT means it is covering the ground with silicon. Now that you've read all the rules so far, permanent. • Breaking open a lock by forming iron I'll give you the one exception to the Example: Synthos needs some quick inside it (assuming there is a way into weight limit. When creating the character, cash and tries to create gold he can sell. the lock). the player can choose to specialize in His Power is Excellent (20) but his • Increasing a fire's Intensity by creating creating a single copy of one specific Reason is only Typical (6). He rolls a 73 fresh oxygen for it to consume. item, like a suit of armor or a costume. In (a yellow FEAT) and manages to create • Resisting gaseous attacks or this case, the weight limit is raised from 20 ounces of 24K gold that will preventing suffocation by surrounding one ounce per Health point to one pound disintegrate in 60,000 turns (about 4 himself in oxygen. per Health point. Red FEATs are treated days). He hurries to the local gold bullion as yellow FEATs. dealer. Unfortunately, the dealer was Optional Powers include Matter Ani- This Power includes versions of warned about Synthos. He will accept mation (any single form) and Mechanical Elemental and Molecular Creation. Each the gold on the condition that he can wait Animation. Nemeses include Disintegration -element and compound takes up a one week before turning over payment. and Matter Animation (all forms). memory slot, just like the daggers and Each ounce the hero creates temporarily shields that are already cluttering the robs him of one Health point. The hero MCr3/Lifeform Creation: The hero can hero's mind. Such raw matter can be can recover any Health lost in this way create living matter and even complete formed in any shape, though. This after a 24-hour period, including eight bio-organisms from virtually nothing. The permits the hero to change the hours of sleep. He must get his full rest new life can be of any nature, although it composition of any of his already- to recover his Power; this saves the can only possess Powers that are memorized designs. For example, if he Judge and player from quibbling over intrinsic to its physical structure. The size already has memorized a knife design fractions regained by naps and so on. (if of the new lifeform is limited by its and the nature of silver, he can make you like to quibble, though, then go weight. The hero can create in a single either a steel knife (like the one he ahead and use partial recovery.) Thus turn a maximum number of ounces equal memorized) or one made of silver. the hero can only create a number of to his Power rank number. Since the The hero can create facsimiles of living ounces equal to his Health. lifeform cannot be assembled in several matter, but such facsimiles are not Example: Synthos needs that money pieces, but rather must be done all at themselves capable of living. He can now! He slinks into an alley and tries it once, this limits how large the creation is. make a dead chicken, but not a live one; again. A yellow FEAT results in 20 more It can grow, though, if it has the time. however, the one he makes will taste just ounces of unstable-gold. Realizing he's The lifespan of this new creation is as good. Being able to create corpse near his limit, he makes a final try to determined at its genesis. A green FEAT versions of yourself could be extremely create nine more ounces. He succeeds gives it a lifespan of 100 turns times the handy, especially for villains out to with a red FEAT. A very pale Synthos hero's Reason rank number. A yellow confound the law. trudges off to find a pawnshop. The hero FEAT increases that to 10,000 times the Optional Powers include a form of Matter can use this Power as an attack by trying number. On a red FEAT, the lifeform is Animation that is limited to matter to materialize new elements on a chosen permanent.

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

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

66 20 ounces disintegrates in 600 turns (1 MCr7/Spray: The hero can spontaneously Powers that are completely internalized hour). He tries again, making a yellow create a directed cloud of gas, mist, or dust. are exempt from this rule. This includes FEAT this time. That's not much better; The Spray has a range of up to one area. It most of the Mental and Physical the batch of 20 ounces disintegrates in has the basic properties of doing Feeble Enhancements and all of the Self four days. His honor on the line, Synthos damage by choking off the target's fresh air Alterations and Detections. tries again. He succeeds with a red and reducing visibility by -2CS for anyone If a character. is High Tech, has rolled FEAT. However, his depleted Health only within the cloud. The main purpose of Spray such Powers as Hyper-Invention or permitted him to create 10 ounces of is combining it with other Powers, thereby Weapons Tinkering, or possesses a bronze. Synthos is unaware of this, producing unique Spray Powers for the magical device, then the Spray Power having passed out from the strain. hero. In all these cases, the range remains should be incorporated into a device. The hero can use this Power as an the same. Other factors, such as the nature This may be a gas gun, ring, horn, or any attack by trying to form the new material and Intensity of effects, are determined by other piece of superheroic paraphernalia on a chosen target. Such targets can try the Power that has been combined with the player can imagine. to dodge. If they succeed, the material Spray. Some possibilities include: Example: The player rolls up the forms in their previous position. The hero following Fire Generation, Elemental must be in line of sight of the target. He • Hallucinogenic: The Spray is combined Conversion, Spontaneous Combustion, cannot form material within a target's with Image Generation to produce vivid Spray, and Enchantment. She is a interior or through any barrier between visual images in the target's mind; Humanoid, an Elf to be precise. She himself and the target. Synthos, for these, of course, have nothing to do determines she is a magical character. example, could not form plastic explosive with reality. The target's Fighting and The first three Powers readily combine within a Sentinel, unless someone left an Intuition drop -3CS. with Spray. The player decides that the inspection hatch open where Synthos • Corrosion-proofing: The Spray heroine possesses a magical flute which could see it. combines with Catalytic Control to she built herself. Besides playing normal In order to fully play this Power, the lessen corrosive attacks' Intensity by tunes, she knows three special melodies player needs to know some basic this Power rank number. that create clouds which possess each of chemistry, especially the physical • Insulation: The Spray combines with the first three Powers. properties of various compounds. The any Energy Control to produce a The hero has a finite amount of Spray. hero can develop Power stunts such as: coating that protects any target from The maximum number of Sprays the that form of Energy Emission. The hero can create in a 24-hour period is • Negating a foe's Energy Emission insulation reduces the energy attack's equal to his Power rank number. This Power by forming a barrier of Intensity rank by the Energy Control's limit also applies to Technological or insulating material around the target's rank number. Magical versions of this Power; the Emission point. • Healing Spray: This uses any of the gasgun/flute/whatever simply clogs up • Breaking open a door by materializing more pleasant forms of Bio-Physical from repeated use. strong compounds within the crack Control to produce a cloud that heals There are two Nemeses for this Power. between the door and the frame. anyone in the target area who has If the Power is innate to the hero, then • Forming weights in the air above a taken damage up to -1CS. Reflection stops it. If the Power is target's head. • Napalm: The Spray is combined with externalized in a device, Induced • Healing others by creating medicines; Fire Generation and does Power rank Teleportation works be removing the their effects last even after the damage. device from the hero's possession and compounds disintegrate. • Freeze Cloud: The Spray combines turning it over to the Nemesis. • Creating electricity by forming the with Cold Emission to do Power rank compounds found in batteries. damage. MCr8/Webcasting: The hero can • Creating unliving simulations of living • Shrink Dust: The Spray combines with generate and shot out a solid web. The beings. These have no cell structure, Diminution to reduce the size of web can hit any target within 100 feet and however, and are only incredibly anything in the target area. instantly adhere to it. The Web has some realistic wax dummies. • Booster Dust: The Spray combines basic properties. It can ensnare anyone • Performing temporary repairs on with Power Control/Magnification to within the target site. It possesses Power equipment. raise the Power ranks of everyone in rank Strength upon hardening one round the target area +1CS. after being fired. It can be used to form This Power includes the ability to form swing-lines that enable the hero to travel single elements as in Elemental Any Power in the Ultimate Powers Book 3 areas per turn, and it makes shields of Creation. This is an innate (not a Bonus) can be combined with this Power to Monstrous material strength. Power. Optional Powers include Matter create unique Sprays for each character. Webcasting can be combined with Animation in any single form and When creating such characters, the other Powers to create unique Webs for Mechanical Animation. The Nemesis player should follow this simple guideline: other characters. In all these cases, the Powers are Disintegration and Matter If you can figure out a way to combine range remains the same. Other Animation (all forms, simultaneously). externalized Powers with this one, do it. characteristics, such as the nature and

67 MENTAL ENHANCEMENT

Intensity of the effects, are determined a device. This can be a webshooter, reel, emotional rapport. ("That was Lewis by the Power that has been combined or any superheroic doohickey the player crying for help!") with Webcasting. Some possibilities can invent. The hero has a finite amount When using the Power to eavesdrop include: of Webbing he can produce. The on another Clairaudient, that person may maximum number of times the hero can automatically sense the first • Mind net: Telepathy combines with the use Webcasting in a 24-hour period is Clairaudient's effort. This is determined Web to form a telepathic link between equal to his Power rank number. This by the Judge making a secret red FEAT the hero and anyone within his Web. also applies to Technological or magical based on the second hero's Power rank. • Dream net: Dreamtravel combines with versions of this Power; the devices clog The Optional Powers for this are the Web to permit everyone within to up from overuse. Hyper-hearing, Clairvoyance, and share a common dreamworld. Webs created by this Power evaporate Remote Sensing. • Preserver: The Web places anyone one hour after being cast. The Nemesis for this is Force Field vs. wrapped within in Suspended The Nemesis for this Power is Phasing. Psionics. Animation. • Spirit Net: The Web is combined with M2/Clairvoyance: The hero can "see" Spirit Storage to trap any disembodied Mental Enhancement Powers distant sights without directly seeing it spirits within. M1/Clairaudience: The hero can "hear" with his eyes. The hero receives a visual • Protector: The Web combines with any distant sounds and voices despite any simulation of what he would see if he Defensive Field to protect any thing intervening distance or barriers. The were actually present at the scene. The within the Web from a specific form of Power is not hindered by factors that Power is not hindered by any of the attack. affect normal sound transmission, such factors that affect normal light • Metamorphic: The Web combines with as distance, time lag, muffling, distortion, transmission, such as distance, blockage, Induced Shapechange to transform or the absence of a transmitting medium. obscurement, and time lag. It can be anyone within the Web into any shape Because of this, Clairaudience has used to see things that are impossible for the hero desires. superior range over Hyper-Hearing. Only a telescope or Telescopic Vision. For • Cocoon: The Web possesses Clairaudience enables the hero to hear example, a Monstrous Clairvoyant could MicroEnvironment and provides a safe across a vacuum, for example. see current conditions inside a sealed habitat for anyone within, despite Unfortunately, Clairaudience can act as room on the surface of Venus. external conditions. a pipeline to direct another's Psionic or The ranges for this Power are shown • Mummy : The Web combines Sonic attacks toward the hero. Because of on Column E of the Range Table. When with Zombie Animation to make any this side-effect, the hero is -1CS to resist in use, the Power overrides normal corpse wrapped up in it an Undead such attacks. These attacks need not vision. Normally the Power is consciously (great party gag, folks!). even be aimed at the hero but might still controlled. Sometimes it functions • Glide Net: The hero can travel on the affect the hero if the other Power is being automatically. This can be the result of winds by combining his Web and used in the area the hero is spying upon. improper control, interference, or be Gliding Power. Example: Captain Tympanic is using triggered by sudden, dramatic events • Network: The hero uses Sensory Link his Power to eavesdrop on bankrobbers occurring to someone who whom the to perceive the surroundings of any planning a heist. Unfortunately, Charmer hero shares an emotional rapport. ("Oh web he knows the location of. In effect, appeared and used her Hypnotic Voice no, Billy Jo fell off the bridge!") The he turns any web into a two-way Power to capture the gang. Capt. Power can work against the hero if picture phone. Tympanic is caught in her spell as well. unwanted visions obscure the hero's The ranges for Clairaudience are sight or distract him at a crucial moment. Any Power in the UPB can be combined shown on column E of the Range Table. For example, if Dr. Strange had a sudden with Webcasting to produce unique. When the Power operates, it overrides flash while operating on a patient, a WebPowers for each character. When the hero's natural hearing. Distant malpractice suit might be in order. creating characters, the player should sounds are sensed at their original When the Power is used to spy on follow this simple guideline: If you can volume level. If the volume is too loud another Clairvoyant, there is a possibility figure out a way to combine externalized the hero can reduce it with a green of that person detecting the use of the Powers with this one, do it. Powers that FEAT. Faint sounds can be magnified by Power. The Judge makes a discreet Red are completely internalized are exempt a yellow FEAT. The Power is normally a FEAT based on the observed character's from this rule. This includes most of the voluntary Power that musty be Power rank. Mental and Physical Enhancement summoned. Sometimes it functions Clairvoyance can function as a pipeline Powers and all of the Self-Alterations automatically; this can be the result of to draw light-based and Psionic attacks and Detections. If a character is Hi-Tech, improper control, tampering by outside toward the hero. Such attacks may even has rolled such Powers as Hyper- forces, or be triggered by sudden, affect him if they were aimed at Invention or Weapons Tinkering, or dramatic events occurring to someone something else within the area he is possesses a magical device, then the with whom the hero shares an spying upon. The hero has -1CS Web Powers should be incorporated into resistance to such attacks.

68 Clairvoyance can be used in Communication occurs without the hero The Nemesis is Neural Manipulation. conjunction with other Powers to needing to resort to programming increase the range at which those languages and input devices such as M6/Communication with Plants: The Powers can affect a target. punchcards and keyboards. After all, if the hero can speak with plants. Anything that Optional Powers include Clairaudience hero did need them this wouldn't really be has a vegetable physiology can be and Remote Sensing. a super power. When using the Power, affected by this Power, such as grass, The Nemesis is Force Field vs. Psionics. the hero transfers part of his intelligence trees, and the Man-Thing. When using the and Psyche to the machine, thus allowing Power, the hero imparts some of his M3/Communication With Animals: The it to respond to him. Unfortunately, sharing intelligence and Psyche to the plant to hero can understand and use the his mind with machines on a regular basis facilitate communication. The greater the languages employed by animals and leads the hero to identify a little too complexity of the plant, the easier it is to other non-sentient lifeforms. The Power closely with machines. communicate with. A green FEAT com- can be used to communicate with non- The Optional Power is Linguistics. municates with trees and local sentient alien creatures but not intelligent The Nemesis is Neural Manipulation. ecosystems; in the latter, all the plants aliens. The degree of difference between speak as if a chorus that only the hero can the hero and the animal determines what M5/Communication with Non-living hear. A yellow FEAT communicates with color FEAT is required. Assuming the Matter: This is a catchall name for shrubs, vines, and bushes. A red FEAT hero is human, a green FEAT permits anything not covered by the other communicates with simple plants and communication with mammals. A yellow Communication Powers (M3, M4, M6). It fungi; if the hero has Hyper-hearing, it can FEAT permits communication with birds will enable the hero to communicate with be combined with this Power to permit and reptiles. A red FEAT covers anything that had once been either communication with plankton and bacteria. everything else. If the hero has a different sentient, cybernetic, or alive, as long as Combining the Power with Sensory Link physical type, the player and Judge will the target lacks those qualities now. The enables the hero to share the experiences have to modify the FEATs accordingly. hero transfers part of his intelligence and of plants, even those on alien worlds if the The hero must be in communications Psyche to the target, thus permitting it to latter Power's rank is high enough. range of the animal for the Power to respond to him. The target can converse, A problem can develop if the hero work. This varies from species to provide information, and even have a begins to identify too closely with plants. species. The basic rule is that the personality. The Power includes an He might find salads offensive. Worse, maximum range is the greatest distance innate, unconscious use of he may begin to suffer anguish when at which the hero and animal can sense Speechthrowing. Although the hero plants are harmed in his presence. each other. actually provides the voice, it appears Optional Powers include Optional Powers include Linguistics that the target actually speaking. Communication with Animals, and any of the Communication Powers. When the Power is used to speak a Communication with Non-living Matter, The Nemesis is Neural Manipulation. corpse, it uses an unconscious, Plant Control, and Plant Growth. automatic form of Postcognition to create The Nemesis is Neural Manipulation. M4/Communication with Cybernetics: a simulation of the spirit that once The hero can directly communicate with inhabited the body. The hero does not M7/Cosmic Awareness: The hero is in complex machines, whether these are speak with the actual spirit. This can lead tune with the entire scope of reality. He computers or machines not normally to an odd situation in which the actual possesses a detached, omniscient considered to have artificial intelligence. ghost hears his own body speak as if he viewpoint that allows him to explore the Any machine that possesses any kind of were still in it. Unfortunately, the hero entire existence of a chosen subject. programming can be communicated with- may develop a personality quirk that Unfortunately, this causes such a calculators, digital watches, microwave blurs the distinction between life and massive overload of superfluous ovens, even music boxes. The higher the death. As he can speak with both the information that the hero is hard pressed rank, the simpler the machine that can living and the dead, he might not be able to sort it all out. The FEAT represents the be spoken to. A green FEAT can to see what the difference is. This can be hero's ability to recover a specific bit of communicate with a machine possessing taken to grotesque extremes, especially information from all the effluvia. The several microchips; a computer is the in a horrific campaign. more exact the required detail, the higher most common example. A yellow FEAT The Power can be used to pry into a the difficulty. Discovering basic facts or communicates with devices possessing a person's secrets by interrogating that locating any one on the Earth requires a single microchip, such as watches and person's possessions. For example, green FEAT. Complex information or talking dolls. A red FEAT communicates clothing will blithely recount the wearer's finding anyone within a star system with machines that lack microchips but activities and a wall safe will proudly list requires a yellow FEAT. Secrets, are still somehow programmed, like all the things it is protecting. Note: weaknesses, arcane knowledge, and player pianos and hand-cranked adding Projectile weapons only remember when anything else the Judge wants to make machines. The nature and quality of the they were fired, not at whom. difficult to find out requires a red FEAT. information received reflects the nature Optional Powers include The Power can be used to auto- of the machine that is spoken to. Communications with Cybernetics. matically track any Class 1000 or higher

69 Power within ten miles of the hero's The nature of the Power reduces the discover the target's physical state, position. In combat the Power raises the hero's resistance to Emotional attacks surroundings, and location, insofar as hero's own attacks +1CS by detecting -1CS. these have an influence on the emotions. the weak points in the opponent. The Nemesis is Emotion Control. He can transmit his own emotional state The major drawback to this Power is but he cannot impose this on others (that that can lead to insanity, especially M9/Dreamtravel: The hero can actually requires Emotion Control). catatonic withdrawal, as the hero's enter into the short-lived pocket Empathy is extremely useful when the Psyche is continually inundated by a dimensions created by a person's hero has to deal with non-sentient beings flood of information. The Judge can dreams and nightmares. These or large numbers of people. It can read determine the chance of temporary dreamworlds are outside the boundaries the target's mood and support already insanity by secretly making a Reason of normal reality and exist solely as a existing emotions. The range can vary FEAT for the hero; a green, yellow, or red reflection of the dreamer's imagination. within a single Power rank. The FEAT means the hero has retained all The Dreamtraveler must be within ten distances shown on column B of the his marbles for another day. The Judge feet of the dreamer in order for the Range Table refer to a single target. should make this check any time the Power to function at full rank. The Power Each additional target reduces the range hero uses the Power more than five rank decreases -1CS for each additional -1CS. Range never falls below Feeble, times a day or a number equal to 10% of 10 feet that separates the two. even if the hero is trying to read the the Power rank number, whichever is The Dreamtraveler has no direct emotions of a crowd. The Power higher. Because of this, caution is urged control over the conditions within the functions for as long as the hero in the use of this Power. If the Power is dreamworld. He can interact with things concentrates on using it. The hero can somehow negated, the hero may also go within that world by performing "physical" send 'Empathic, messages by means of into a state of shock or severe actions much as he would in the real a Power FEAT. The message is in the depression. Any mental problems the world. Fighting, Agility, Strength, and form of a burst of emotion accompanied hero suffers can be cured by normal Endurance are all represented by this by a subtle identification of the . psychotherapy. Power's rank. If the hero has other A green FEAT transmits to a known The Optional Power is Hyper- Powers, these exist in equivalent forms person and location. A yellow FEAT Intelligence. that possess this Power's rank instead of transmits to a known person in an The Nemesis is Emotion Control. their own. The Dreamtraveler can suffer unknown location. A red FEAT is the real damage as a result of events that Psionic equivalent of a general M8/Danger Sense: This is also called affect him within the dreamworld. He announcement. ("Did you feel that? Felt Combat Sense and Spider-sense. It is a might even die. The equivalent of the like somebody was really scared… Wait combination of automatically functioning damage appears in the hero's real body. a minute. That was Sender. He needs Psionic Powers (Telepathy, Empathy, and Normally the hero's real body retains its us!") Precognition) that warns the hero about solidity during Dreamtravel. The player Optional Powers include Clairvoyance impending danger. The advance warning can raise the rank +1CS by making the and Emotion Control. time is the number of seconds equal to hero's body dematerialize whenever the The Nemeses are Mental Invisibility the Power rank number (rounded up to Power is used. In this case, if the hero is and either Force Field or Resistance to the nearest turn if need be). For example, slain or trapped within the dreamworld, Psionics. Spider-Man's Amazing rank can warn him the body might never reappear. of danger almost a minute in advance. Each dreamworld is unique to the M11/Free Spirit: The hero's soul is In a combat situation, the Power can specific dreamer and retains no capable of independent existence in the be used replace other, lower ranked existence except during the act of real world. The Free Spirit can leave the Abilities. It can replace Intuition for dreaming. Dreamworlds are not the hero's body and travel independently; it determining surprise, Fighting for same as the Dream Dimension, although is often mistaken for an Astral Body. The blocking, Agility for dodging, and it is possible they exist within the greater Free Spirit can even survive the death of Strength for escaping. Dream Dimension. It is possible that the physical body without being im- The minimum level for this Power must dreamworlds touch each other and may mediately drawn into an afterlife dimen- be equal to the -hero's Intuition. If it's even overlap in the case of telepathic sion; this requires a red Power FEAT at initially lower, the player can raise it to dreamers. If so, it is possible that the the time of death (more on this later). this level. The player can also raise its Dreamtraveler can enter one dreamworld Free Spirits possess all the Mental rank +1CS by choosing to make it a and exit one of someone else's. Abilities, Talents, and Powers of the voluntary rather than an automatic The Optional Power is a form of whole being. Health remains unchanged Power. That is, it only functions if the Telepathy limited to dreamers. although now it is more of a measure of hero is making it function. Spiderman's how well the Free Spirit can resist version functions at all times, but your M10/Empathy: The hero can detect entering the appropriate afterlife. hero might decide the risk of being the surface emotions of others. The hero If the Free Spirit is still in his original caught off-guard is worth the reward of can detect the target's emotional state body, that body may either retain a share the higher rank. and further refine that knowledge to of the overall consciousness when the

70 spirit is away or the body may lapse into Hallucination by making an Intuition Siryn doesn't all the time, so too a coma at these times. There an equal FEAT but only if they suspect the true would a Hyper-intelligent character have chance of either, although the player nature of wha t they are seeing. normal intelligence most of the time. should choose one at the time the hero Hallucinations last as long as the hero When he uses his Power, he transforms is created. If the original body is dead, concentrates on creating them. They himself into a mental giant. The way it the Free Spirit can develop bonds to one inflict no real physical damage but can be operates is the character's normal rank or more new bodies, dwelling like a used to disguise an actual Power's use. for either Reason or Intuition is raised the tenant in each but tied to none. The Free The hero can use one additional Power number of levels equal to the Power rank Spirit cannot Possess the body or in any simultaneously with this one. (Feeble is +1CS, Poor +2CS, and so on). way hinder the real owner's abilities. Hallucinations can be used to inflict The total is the actual Hyper-Intelligence They do share a telepathic bond that psychosomatic damage. If the apparent rank the character can achieve using this extends into shared dreams. If the Free damage is believable, the target will Power. The hero can retain this higher Spirit possesses Powers that require a physically react to it. Hallucinatory "death" rank for a limited amount of time; the physical form to use, he can lend these results in the target lapsing into duration is the number of minutes equal to whatever body he is occupying.-When unconsciousness for 1-20 turns. Since a to the original Ability's rank number. This this Power appears during the character target who takes the time to examine his is for the first time each day the hero generation process, the player must wounds will realize he has not been hurt uses the Power. Each successive time decide whether the body the Free Spirit (at least not in the way he thinks he the hero uses his Power within the same is occupying is his own or a loaner he should be), the hero is advised not to use day decreases the duration -1CS. picked up along the way. In the latter Hallucinations that rely on direct attacks. Example: Steve is creating an case, the player will then have to Hallucinations have limited effects on awesomely wise alien named Shepherd. generate two complete sets of statistics, non-sentient or extremely alien beings. Shepherd has a normal Incredible those of the Free Spirit and the real They have no effect at all on Moms Intuition rank. His Power rank is owner of his current body. Nature. A Hallucinatory wall might stop a Excellent. This raises the Intuition rank Free Spirits can be created later on. puma but it won't stop a boulder rolling by +5CS to a potential Shift-Y rank. Any character who dies in a campaign down on the hero. Shepherd can retain this enhanced state has a chance to become one, even if he for an Excellent duration of 40 minutes did not possess this actual Power to M13/Hyper-Intelligence: Normally a before he reverts to normal. summoning begin with. The transformation is character's Intelligence is determined in his Power a second time, he returns to accomplished by making an Unearthly the Character Generation Process. Shift-Y Intuition for a Remarkable Psyche FEAT and expending all the However, the research for the Ultimate duration of only 30 minutes. He can hero's Karma. Powers Book showed that extreme levels summon his Power five more times after The Nemeses are Summoning and of Intelligence can be a Power in its own that, then he has to rest. Spirit Storage. right. Examples include The and When creating the character, the player the late Soviet scientist known only as can increase the Power rank +1CS by M12/Hallucinations: The hero can . The hyper-intelligent character specializing in a specific fields. After all, create illusions directly within the target's is a genius of awesome potential. He can comics are filled with characters who are mind. Such illusions are telepathic, not quickly master new subjects, retain that titans in the lab but failures in other fields. holographic, in nature. As such, they knowledge indefinitely, and easily Possible fields include Professional and cannot be mechanically detected or succeed in any mental endeavor. other Talents, such as Medicine, recorded except by devices that simulate There are two ways the Power can be Engineering, and Animal Training. Telepathy or human thought patterns incorporated into a character. The player Optional Powers include Hyper- (such as player character Robots). should choose one when he first creates Invention and Total Memory. Hallucinations can only be seen by the the character (a coin toss will do). The Nemesis is Mind Drain. target of this Power. The first method is a permanent The ranges for this Power is shown on modification of the hero's Intelligence. M14/Hyper-Invention: This is a special column A of the Range Table. The target The Power rank number is added to the form of Hyper-intelligence that is common must be within sight of the hero, although hero's previously generated Reason or enough to merit its own classification. It is the hero can extend his sight and thus Intuition rank number. The total is the a permanent enhancement of the hero's his Power range by the use of artificial hero's actual Hyper-intelligence. For overall intelligence that is channeled into aids. These include telescopes, remote example, a character like the Leader the field of mechanical design and en- TV cameras, clairvoyance, and started off with Good Reason. The gineering. The hero is an Edison-like Telescopic Vision. The target need not gamma rays added Incredible Hyper- genius who take existing materials and see the hero in order for the Power to Intelligence for a final total of Amazing technologies and use them to create new affect him. Normally the Power affects Reason rank. devices or applied technologies. He can only a single target. Each additional The second method uses Hyper- repair previously operational devices, target decreases the range -1CS. Targets Intelligence the same way most other even if the device was of an unknown are allowed to disbelieve the Powers are used-intermittently. Just as type.

71 The hero can learn new technologies at of each past life is usually lost present day Latverian Embassy. A trust a rate determined by his rank, the somewhere in the transition from one life fund to be set up by Self-1855 will pay complexity of the technology, and the to another. This Power allows the hero to for it. amount of instruction available. Modern remember the details of his more recent Sometimes a future incarnation will technology requires an Excellent Intensity lives and to actually communicate with request that the hero perform a special FEAT. Advanced technology requires a them. Such communications include the act. The reason for the act might never Remarkable Intensity FEAT. Alien or transmission of the complete range of be explained. In this, way, the hero and futuristic technology vary from Incredible senses and thoughts. his associates might suddenly find Intensity (Shi'ar) to Unearthly (the There are two limits on communication themselves thrust into extremely strange ). The color of the FEAT is with other lives. One, the communication or terribly mundane situations. ("It is determined by the amount of instruction can only be initiated by the hero's current crucial that you make sure Jon Clifton the hero receives. A green FEAT requires incarnation. He cannot be called by past gets to school today! Then bury ten instructional materials that explain the lives nor can he call future lives. pounds of Adamantium at these technology (a teacher, books, holocubes). However, that doesn't prevent the hero coordinates in the Gobi Desert.") A yellow FEAT is required if the hero has from receiving messages from his future Even the best laid plans of mice and access to materials not specially designed selves. This can be a quick way to start men go astray. Any time the hero asks a to instruct someone in that technology an adventure (more later). past-self to perform an action that has a (readouts, performance specs, operating Two, the hero can only reach past direct, physical effect on the present, he manuals, a copy of a working device). A selves at points when they are actually must make a FEAT roll. This represents red FEAT is required if all the hero is has living. He cannot reach selves that are in the chance of long-range plans coming an inoperational device if that technology. an afterlife situation. In fact, the hero to fruition. Each century between the Like Hyper-intelligence, the Hyper- can't really recall ever being in any form present-self and the past-self raises the Inventor can raise his rank +1CS by of afterlife. Intensity FEAT +1CS. specializing in a particular field. Examples The Power rank number is also the Example: The Trust Fund set up in include vehicles, weapons, biomedical number of consecutive past lives the 1855 requires a Poor Intensity FEAT. technology, and architectural engineering. hero can contact. The earliest incarnation The tunnel requires a Feeble Intensity The hero has the ability to manufacture is the lifespan in -which the Power first FEAT. The player rolled a 30 and a 56. or modify items using any technology he appeared; it has been growing one point The trust fund failed somewhere along knows. He still requires adequate at a time ever since. This limit spares the the way but the tunnel got built anyway physical resources to create the items, player the responsibility for making up a using alternative funding. though the cost of anything he builds mega-biography going back to the dawn The Optional Powers include either himself is decreased -2CS compared to of time. It spares the Judge by limiting Time Travel limited to any past lifetime, a the list price for off-the-shelf versions. A the potential havoc the player can wreak combination of Time Travel and Free Power FEAT based on the desired item's using his now-dead contacts. Assume a Spirit that enables the present-self to tech level determines the durability of the full but average lifespan for all past lives. possess the bodies of other selves, or a item. A green or yellow FEAT means the From the 18th century on, this is 70 specialized form of Time Travel that item has the same durability as a years. Prior to that, the average is 50. enables the present self to draw other normally manufactured item. A red FEAT The time elapsed between incarnations selves from their times to the present. means the item will function but has is up to the player, but at least one performance problems; the Judge can incarnation per century is recommended. M16/Iron Will: The hero has complete decide how long or well the item Soon after the player acquires this conscious control over his mind and functions before it fails. Power, he should work out a basic body. By using his Iron Will, the hero can Note: This is one of those Powers that timeline for and list of his past temporarily halt the damage done by can be used for personal profit. The hero incarnations. Players are urged to make mental or physical attacks; he can even can design and build exotic their past lives relatively normal people. postpone his own death. paraphernalia for other characters and Still, if the player is determined to fill up Iron Will can be used in place of any NPCs on commission. This can raise the his past with glory after glory, the Judge lower-ranked Ability to determine hero's Resource level by whatever fees can insist on a simple rule. To wit: there Resistance to an attack. Any time the he can get away with. is a 1% chance that any specific hero suffers damage from an attack, the Optional Powers include Weapons historical figure was a former incarnation Power can temporarily absorb it before it Tinkering, Machine Animation, Molding, of the present-day hero. can affect any of the hero's Ability ranks. Artifact Creation, and Machine Creation. The Power is used primarily to gain The maximum amount of damage Iron Nemeses are Mental Duplication and information. The hero can make Will can absorb at one time is equal to its Mind Drain. extremely long-ranged plans that involve rank number. Absorbed damage does not M15/Incarnation Awareness: This the assistance of past lives in solving affect the hero at that time. Damage Power is based on the idea that a spirit current problems. exceeding that amount affects the hero enters countless reincarnations Example: Self-1988 asks Self-1920 to in its normal manner. The hero can throughout but that the memory have a tunnel dug under the site of the maintain his Iron Will indefinitely but will

72 eventually have to relax his self-control in retain fluency in up to forty languages at command is a high C-sharp while your order to heal and renew his Power. a time. When a hero exceeds that limit, paralysis command is a high C-flat?") Letting down his control causes him to he begins to forget a previously mastered The Optional Power is Hyper- immediately suffer a loss of Health points language. This will usually be some Intelligence. equal to one half the amount of damage obscure tongue the hero has had little The Nemesis is Mind Drain. Iron Will had absorbed. Regardless of use for, like Basic Otter or Mephitish. the original nature of the attack, it is The speed with which a hero can learn M18/Mental Duplication: This is a always translated into lost Health points; a new language is determined by its combination of Powers that enables the this reflects the strain the Power places strangeness and what source materials hero to psionically study a subject's mind on the body. Once the translation occurs are available. Current human languages and then create a simulation of that mind and the Iron Will has been purged of its require a Poor FEAT. Archaic human within the hero's own brain. This is a burden, it is able to absorb new damage. languages are a Good FEAT. Alien but great way to learn secrets and The cycle of absorption/purging/ Humanoid languages are Remarkable interrogate subjects who would otherwise absorption can continue until the hero's FEAT. Animal languages are an Incredible be rather uncooperative (at best). The Health drops to zero or below. Note: The FEAT (note: not all animals have an duplicated mind contains the personality Power. can still absorb damage, even if actual language). Alien, nonhumanoid of the original, most memories, and the conversion of that damage into languages are an Amazing FEAT. The possibly the mental or psionic Powers of Health points will result in the immediate color of the FEAT is determined by the the original. The subject is unaffected by death of the hero. In such a case, the source of the language. A green FEAT is the Power and loses none of his own hero had best make sure he is already in needed if the hero has access to actual mental abilities. He is usually unaware an excellent Trauma Center when he instructional materials or a cooperative that Duplication has even occurred. relaxes his Power. native speaker of that language who also The relationship between the hero's and Example: Sunstone is battling the speaks a language the hero knows. A the duplicate’s mind takes one of three and not doing too well. He yellow FEAT is needed if the hero has a forms. The player must choose one form possesses Incredible Iron Will and has native speaker who cannot speak any when he first creates the hero; this form 100 Health points. Harpoon hits him with tongue the hero knows or if the hero only applies for any duplicates the hero creates. a Slayspear; this does 40 points of has non-instructional samples of that damage. Iron Will absorbs it all but language. A red FEAT is needed if the Dice Roll Form immediately reconverts it to a loss of 20 hero has only fragments of the new 01-40 Detachment Health points. Sabertooth slashes and language. For example, learning Shi'ar 41-70 Merge gnaws Sunstone for 60 points. Iron Will from watching a broadcast of a speech by 71-00 Transformation only absorbs the first 40, then Majestrix Lilandra is a yellow Remarkable immediately converts it. Health now Intensity FEAT. Learning spoken Primate Detachment—The hero's mind is stands at 40 points. attempts to by actually using sign language to talk completely separate from the duplicate Possess Sunstone; Iron Will fends off the with a chimpanzee requires a green and retains full control over the body and mental attack but at a cost of another 38 incredible intensity FEAT. other Powers. The hero can examine points. Sunstone decides discretion is The hero can try a FEAT roll every and communicate with the duplicate. The better than valor and flees. Scalphunter hour. Failure means he simply has not duplicate retains a facsimile of the fires at the retreating figure and inflicts yet gotten the hang of the new language. original's will and may not choose to thirty more points of damage. Sunstone The only real drawback to the Power is voluntarily cooperate with the hero. If the heads for the best-equipped hospital in that the hero may accidentally forget his duplicate chooses to resist, the hero the area. He manages to maintain his native language, especially if he rarely must make a Psyche FEAT whose self-control until he is actually in the uses it. Still, he can always re-learn it. Intensity is determined by the duplicate's operating room, then he passes out as There is a danger that an adversary Psyche rank. A successful FEAT means wounds suddenly appear across his body. might warp the hero's Linguistic Power the duplicate will grudgingly cooperate and actually negate his language (for now). The FEAT must be made with M17/Linguistics: This is a specialized comprehension; in such a case, the hero each new attempt to force cooperation. form of Hyper-intelligence. The hero has becomes dyslexic and unable to The duplicate mind can attempt to the ability to rapidly learn any language if understand simple English. overwhelm the hero's own mind. sufficient material is available for him to A curious side-effect of the Power is Success occurs if the duplicate makes a work with. Once the language is that it provides Power rank Resistance to -3CS Psyche FEAT whose intensity is mastered, the hero is fluent in that Hypnotic Voice and other sonic-based based on the hero's Psyche. The language, provided he is physically forms of Hypnotic or Mind Control. The duplicate mind can attempt its coup at capable of communicating in it. hero's mind shifts into its translation the initial duplication and at any time the The number of languages a hero is mode; it studies the medium through hero forces cooperation. Success means currently fluent in is limited to the Power which the hypnosis is communicated the two minds' positions are now rank number. For example, Doug rather than the actual message. ("Lorelei, reversed; the duplicate now controls the Ramsey's Incredible rank enables him to did you ever realize that your sleep

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

74 Power rank +1CS by decreasing the number. If both are reduced to zero, the would know. ("The girl's name is Helen. range to contact-only. loss is permanent. If the attack is broken She is feeling very angry. She is mad at Optional Powers include Telepathy and off before this point, the target can regain her friend Davey.") A red FEAT reveals Sensory Link. The Nemesis is Mental his loss in the standard manner. Although information that might not be otherwise Invisibility. such things as memory and personality available, including details that the are not directly tied to a number, they are subject might not have known at the M21/Mind Blast: The hero can create still reduced by the Power. The target time. ("Helen is mad because Davey bolts of pure psionic energy that can be becomes forgetful or outright amnesiac broke her doll. Helen is going to get even used to directly damage a target's neural and develops a bland personality. Note: with Davey. Helen is a mutant.") system. The Power does rank Intensity The hero does not gain the abilities he Postcognition can be used to gain damage to the target. The maximum denies the target. information on what an item is and who ranges are shown on column A of the Range is determined by Power rank. may have handled it. It cannot provide a Range Table. Maximums ranges for attacking a single detailed analysis of the item's internal Targets are allowed to resist by making target are shown on column A of the structure or as-yet-unrealized potential. a Psyche FEAT. Failure means the target Range Table. Each additional target For e xample, examining a nuclear bomb is knocked unconscious for 1-10 turns, decreases the range -1CS. The Power can would reveal how it was manufactured as well as taking neural damage. Targets be used repeatedly on the same target and handled but the Power wouldn't ev who possess Mental or Psionic Powers until both Reason and Intuition reach zero en hint at the bomb's explosive potential. can use these Powers' ranks instead of or until the target repels the hero. The hero gains +1CS when using the Psyche when resisting this Power. Optional Powers include Telepathy, Postcognition on friends, possessions, Powers like Iron Will, Mental Invisibility, Mental Probe, Mental Duplication, and and his dwelling place. He gains +2CS Force Field Generation, Force Field vs. Mind Blast. when using the Power on himself. This Psionics, and Resistance to Psionics The Nemesis is Force Field vs. can be used to probe times of which the should always bear the initial assault. Psionics. hero has no memory, such as sleep or The Power directly damages only amnesia. ("What was the Black Widow neural tissue (brain tissue, nerve fibers). M23/Postcognition: The hero has the doing in my apartment while I was Damage to the rest of the body is indirect ability to "see" the past. The Power asleep?") and is consistent with the seizures requires the hero to have physical Optional Powers include modified caused by a mangled nervous system. contact with the target whose history is forms of Telepathy and Time Travel. Note that this Power can only be used being examined. The hero can mentally Telepathy can be used to read the minds against a target that actually possesses examine a person, item, or site and of anyone within the scope of the a functioning brain. Zombies, animate mentally re-live a specific moment of Postcognitive vision. Time Travel can be matter, plants, and non-sentient Robots history from the target's point-of-view. As used to draw the hero to that point in the are immune to the Power. Player such, it only reveals factors that past; note that this often results in the characters Robots are assumed to have somehow affected the target. creation if a divergent timeline. a sufficiently human-like mind that they It is important that the Judge secretly are susceptible to the Power's effects. roll the dice whenever the hero uses the M24/Precognition: (Judges detest this Optional Powers include Telepathy and Power. This prevents the player from Power with a passion.) The hero can see Mental Probe. knowing the accuracy of his vision. into the future. The Power gives the hero The Nemesis is Force Field vs. Psionics. The hero can delve into the past the sufficiently clear insight into upcoming number of weeks equal to the Power rank events that he might be able to use that M22/Mind Drain: The hero can deplete, number. For example, a Poor rank can foreknowledge to his advantage. The negate, or even destroy a target's mental see events of four weeks ago, an Amazing problem lies in two areas, the flexibility of faculties. This alters the target's rank can look back almost one year, and a the timestream and the preparedness of personality, memory, thought process CL5000 rank can look back a century. the Judge (more on these later). (Reason and Intuition), and any Mental The clarity of the vision is determined Precognition is an awesome Power and or Psionic Powers the target had. The by what FEAT color is attained. A white thus has more limits than the Hulk can target can resist by making a Psyche roll lets the Judge say anything that shake a stick at. ("Hulk no need puny FEAT; success means the hero is comes to his head; accuracy and stick!") The Power can normally be used repelled -by a headache-inducing truthfulness are optional. ("This doll was only once per day at full rank. Each backlash that prevents the hero from once a living child.") A green FEAT gives additional use decreases the rank -1CS attacking that target for 24 hours. Part of vague impressions; the Judge should be down to a minimum of 1 turns lead-time. the target's Psyche may be depleted by honest about the real past but give only Second, the player must choose a resisting the attack. If the target fails a partial details. ("A little girl held this doll. limitation on the Power. Examples second Psyche FEAT, then his Psyche She had black hair.") A yellow FEAT include: drops -1CS for 24 hours. gives general information; the Judge • The Power is uncontrollable; the Judge The target's Reason and Intuition rank should give any information he can, decides when the visions occur. numbers are reduced by the Power rank though within the limits of what the target • Subject matter limited to people.

75 • Subject matter limited to objects the event might never come to pass, at least energy to increase his own Strength, hero is touching. not where the hero is concerned. Endurance, Psyche, and his own • Subject matter is limited to sites within This leads to the second problem, that Powers' ranks. 10 feet of the hero. of Judge preparedness. To accurately The Psi-vampire can drain the mental • Power only works when the hero is and realistically portray Precog, the energy from a target by means of a sleeping or in a trance. Judge would need to work out a detailed Power FEAT. The intensity rank is • Power is linked to a specific mental or timeline of the campaign's future events, determined by the victim's Psyche. A emotional state that is felt by the hero including variables that account for successful FEAT enables the Psi- or a person in a vision. probable player actions. This is a major vampire to drain an amount of energy • Visions surround the hero with a headache for Judges. This is a leading equal to his Power rank number. This Hallucination of the future scene. reason why Galactuses throughout the amount is drawn in equal amounts from • The Power only works once per vision multiverse devour any world where the victim's Reason, Intuition, and and cannot function again until the Precognition appears. Precogs are whatever Mental Powers he possesses. envisioned time has come to pass. therefore warned to use their Power The process can continue indefinitely, carefully. with each successful FEAT enabling the The third limit is that the Judge, not the Short-range Precog can be useful in Psi-vampire to drain more mental energy. player, rolls the dice. The Player cannot combat. The hero can use his Power to The Psi-vampire can voluntarily cease try to influence the dice by expending discover his opponent's next move. This feeding at any time by making any color Karma. The Judge never tells the player form can be used by any Precog, FEAT except red. A red FEAT means he the outcome or if he even threw the dice regardless of the limits otherwise has entered an uncontrollable feeding at all. This keeps the player from constraining the Power. In game terms, frenzy that can only end when the victim knowing the accuracy of his visions. the player tries to make a yellow FEAT at is completely drained or the Psi-vampire Player characters can look into the the start of each turn. Success means has. been repelled. future a number of hours equal to twice the Judge must reveal the NPCs' next If the Psi-vampire fails to make a FEAT the Power rank number. For example, a moves. Initiative is rolled. If the Precog at any point in the feeding process, he is Good rank can see almost a day ahead, gets it, she has a chance to share her instantly repulsed by the victim and can an Unearthly rank can see over a week information with her teammates. This use never re-establish his attack. ahead, and a CL3000 rank can see eight of Precognition must be developed as a Furthermore, the victim is now immune months ahead. Power Stunt. to any further vampire attacks by that The color FEAT determines the The hero gains an advantage of +1CS particular Psi-vampire. This immunity accuracy of the vision. White results can when she has a Precog flash pertaining does not extend to other Psi-vampires. be completely untainted by truth; the to friends, special enemies, possessions The Psi-vampire distributes the gained Judge can improvise to his heart's and dwelling places. This increases to energy among his Strength, Endurance, delight. ("Three days from now… +2CS if the flash involves dire events Psyche, and whatever Powers he has. Sentinels fighting in space… an armada occurring to the Precog herself. He cannot raise this Power's rank; no of aliens swarming upon them… A man The Power can be psychologically Vampire of any type can ever raise his named Jubal leads the aliens.") A green damaging to the Precog. The Power is own Power rank. result requires the Judge to be truthful often limited to times within the hero's So why do Psi-vampires do it? The but to only reveal basic details. A yellow own lifespan. Most of the time, there is answer is they lose energy at a frightful FEAT requires full disclosure of anything no cause for alarm until the Power starts rate. The rank numbers for Strength, the Judge can imagine being visible at consistently failing. Delusions may result Endurance, Psyche, and all his Powers the time of the vision's occurrence. A red from frequent but inaccurate visions. (except this one) each drop one point per FEAT enables the hero to learn things Frequent, accurate visions of doom and hour. The Psi-vampire must feed in order that might not be readily apparent at the destruction beyond the hero's capabilities to return the affected Abilities to their time the vision comes to pass. may lead to aberrant behavior, such as original ranks. This also explains why One problem with the Power is that the chronic depression or chemical Vampires are so rare: lower ranked timestream is extremely malleable. Each dependency. Vampires must constantly feed and are decision made creates an alternate Optional Powers include modified therefore easily detected and destroyed. timeline, a parallel Earth almost but not forms of Telepathy and Time Travel. If the Psi-vampire is-deprived of quite identical to the version of Earth Telepathy enables the hero to actually victims, he enters a death-like trance where your campaign occurs. Each read the minds of anyone within the when all his afflicted Abilities drop to Shift vision is an event that will come to pass scope of the Precog flash. Time Travel 0. His Vampiric Power continues to in some timestream somewhere. It need enables the hero to actually travel to the function and will try to feed on anything not be the hero's impending timeline. time when the vision portrays. that comes in contact with the body. That's where Precognition comes in. When the Abilities return to Feeble rank, Each Precog vision gives the hero a M25/Psionic Vampirism: The Psi- the Psi-vampire returns to life. chance to consciously shape his world's vampire can drain the mental energies of When the Psi-vampire is created, the timeline. Because of this, the envisioned his victim. He then uses the purloined player must choose at least one

76 Weakness. The player can increase his M27/Sensory Link: The hero can all Karma with the death of the old body. Power rank +1CS for each additional telepathically link his senses with those There are five forms of Serial Weakness he chooses, up to a limit of of another being. He can use the Immortality, each with a different means three additional Weaknesses. information gained from the other's of rebirth and Power transferral. The Psi-vampirism is communicable. A senses as if it came from the hero's own player must choose one of these sentient being who was completely senses. An example would be a blind methods, either selecting for himself or drained by a Psi-vampire must make a man really seeing through his guide letting the die decide. Psyche. FEAT roll. A red FEAT means dog's eyes. the victim has himself been transformed The Power is crucial to sense-impaired Die Roll Form into a Feeble Psi-vampire. characters. Such characters need other 01-20 Newborn The Nemesis is an Enhanced Psyche beings with the necessary senses to 21-40 Premade raised two levels higher than the Psi- replace the hero's own deficiency. The 41-60 Re-animation vampire's Power rank. hero could receive input from any living 61-80 Spontaneous Creation being, including companions, 81-00 M/26Remote Sensing: This is a catchall adversaries, onlookers, and even name for any Power that enables the animals. The range for this is line-of-sight Newborn—The body is that of an infant. hero to psionically extend the range of within one area. The hero can The character can enter the body at any any sense. The senses include taste, concentrate on the input from a single point from conception to birth. He is smell, touch, balance (including gravity being but he can also automatically scan helpless until birth actually occurs. He sensing), and temperature. The for other possible sense-donors. This is a can accelerate the body's physical exceptions are sight and hearing, as mental reflex action that permits the hero development in order to induce birth and these are already covered by the Powers to constantly seek out new contacts. quickly regain physical maturity. The rate of Clairvoyance and Clairaudience. The Sensory Link can be of benefit to of accelerated development is a Power can also be used to extend the heroes who are not sense-impaired. In multiplier equal to the Power rank range of senses not present in Normal such cases, the hero can scan distant number. A Feeble rank ages twice as fast Humans, such as senses that detect areas through the senses of beings as normal, a Remarkable rank ages one Kirlian auras or magnetic fields. The within the target area. The Power can be month for each day that passes, and a player must choose a single sense to be used to locate people, spy on foes, or Shift-Z can age over a year for each real extended by this Power. It must be a simply to check out the scenery. The day. sense that is common to the hero's sense donor is unaware that part of his Example: Avengers #200 revealed that physical type. senses are being siphoned by the hero. Immortus' son Marcus had entered the The taste/smell form can be useful in A red Reason FEAT is required for the Earth Dimension by way of an embryo analyzing distant and possibly toxic sense-donor to feel the Power's he had implanted in Ms. Marvel's body. substances. He can savor tastes and presence and even then the donor would He was born within weeks of her smells that might kill him if he were to probably not recognize what is discovering she was pregnant and grew directly experience them. ("Nerve gas happening to him. into a seeming 20-year-old within a day smells like freshly baked A weakness of the Power is that it of his birth. buns.") He can develop an extensive decreases -1CS the hero's resistance to Mental Powers are immediately palate that permits him to identify psionic attacks aimed at him or at the transferred to the new body. Physical substances by taste; a green Reason current sense-donor. A second Powers are regained as the body FEAT should suffice. disadvantage is that the hero's initial matures. The Judge can decide how and The tactile form is good for identifying Agility and Fighting ranks are decreased when the Powers reappear. Powers that concealed or inaccessible shapes. -1CS due to the fact that the hero is are derived externally or result from Examples include the interior of a lock or operating with a detached point of view. massive alterations of the hero's original a non-surgical examination of a patient. Either of these can be overcome by form are not transferred. The hero will Again, a green Reason FEAT coupled expending Karma. have to recover or recreate the source of with the hero's Talents should suffice. An Optional Power is Telepathy. these Powers in order to regain them. The range is determined by the Power The Nemesis is Neural Manipulation. Premade—The new body is a previously rank. Maximum ranges are shown on prepared clone or android body that was column E of the Range Table. M28/Serial Immortality: A character with prepared specifically for this purpose. A drawback to this Power is that it acts this Power can suffer damage, get sick, Such a body is already physically mature as a funnel to direct Psionic attacks age, and even die. None of it is and in possession of the full range of the against the hero. Resistance is permanent to the character, though. hero's Powers. It is completely mindless decreased -1CS because of this. When the hero's body dies from any and rests in a comatose state until Optional Powers include additional cause, the unique nature of his lifeforce activated by the hero's lifeforce. forms of this Power, Clairaudience, and enables it to transfer to a new body. He The knowledge of how to create these Clairvoyance. can also transfer some but not all of his bodies can be learned by characters with The Nemesis is Mental Invisibility. Powers to the new body. The hero loses

77 Remarkable or better Reason, provided would-be victim's Psyche. The invader Re-animation—" She's dead, Jim." they are properly trained. Someone with must make a Power FEAT whose Creation—The body reverts to its original Amazing Reason can figure it out for intensity is equal to the victim's Psyche. materials. himself. A Laboratory or Medical Package Failure means the invader must choose Parasite/Subordination—The victim of Amazing cost is required to create these another victim. If the invasion succeeds, awakens with full knowledge of his past bodies. Each body has an Remarkable the original mind suffers one of five plight. cost. Magically created bodies require an possible fates; the player must choose Parasite/Merger—The victim awakes but equivalent Resource level. one that holds for all victims of this is temporarily schizoid due to lingering If a premade body is unavailable at the Power. There is an equal random chance effects of the merger. time the old one dies, the lifeforce drifts for each. Parasite/Comatose—The victim awakons in Limbo until such a body becomes Subordination: The victim retains with no knowledge of the intervening time. available. consciousness and individuality but loses Parasite/Obliteration—"This one's dead, Re-animation—The lifeforce enters and all physical control. He is a prisoner in too." revives a recently deceased but his own body. Parasite/Eviction—The body is comatose unmutilated corpse, preferably of the Merger: The victim's mind is incorpor- but will revive when the original mind same species as the original body. The ated into the greater mind of the invader. rejoins the body. body must be reasonably intact, although Comatose: The victim's mind is The Nemesis is Exorcism. the Power does include a single-use rendered unconscious for the duration of form of Self-healing that repairs the body the invasion. M29/Speech-throwing: This is best and restarts bodily functions. The hero Obliteration: The victim's mind is described as "super-ventriloquism." can not control which body he enters but completely destroyed. Although it is radically different in rather is drawn to one in the following Eviction: The victim's mind is driven execution from the Talent of order of preference: 1) closest to old out of his body and becomes a Free Ventriloquism, the effect at low levels is body, 2) most recently dead, and 3) least Spirit (see M11). similar. Simply put, the hero can make severe damage. It is incredibly difficult to finally defeat his voice audible in a distant location, Mental Powers are immediately an adversary with any form of Serial without the vocal soundwaves actually transferred. Most physical Powers are Immortality. The best the foe can normally traveling the intervening distance. The regained as the hero-re shapes the new hope for is to defeat the current body and Power is actually a specialized form of body to accommodate the Powers' use. then prepare for the next incarnation. It is Telekinesis which allows the hero to Powers that are external must be possible to stop the infinite progression agitate the distant molecules in a way recovered or recreated. The amount of from body to body by preventing the hero that simulates sound transmission. The time needed to reshape the body is the from leaving his current body (suspended Power enables the hero to be heard number of days equal to 100 minus the animation will do) or entering a new one instantaneously at any distance, despite Power rank number. If the corpse has (stranding the hero in intergalactic space any barriers to normal sound intrinsic Powers, the hero gains the use is a good tactic). The lifeforce can be transmission. The only barriers that stop of these upon re-animating the corpse. directly fought or even killed within the this Power are those that interfere with Such Powers are not transferred to Limbo dimension. Psionic Powers. subsequent bodies. The re animated Sometimes a character with this Power Speechthrowing's range is determined body regains full life within a day of the can be forced out of his current body by its Power rank. Column E of the Power's use. without that body getting killed in the Range Table shows appropriate Spontaneous Creation—This is the most process. The Judge is free to decide distances. The hero has 100% accuracy, sociably acceptable form of Serial what conditions apply in his campaign; provided he can somehow sense the Immortality. The hero creates existing suggested moans revolve around target area. This is commonly provided matter and energy into the flesh of a new coercion or such Powers as Magic, by such Powers as Clairaudience and body. The newly-created body is identical Power Controls, Force Field vs. Hostiles, Clairvoyance. If the hero lacks the to the previous one and possesses all Summoning, and Exorcism. Such means to check on his aim, he cannot Powers except externally derived ones. Powers must exceed the hero's Power control anything but the basic direction Any Power that is in the hero's self-image rank by 2CS in order to forcibly evict the his voice is being sent. can transfer. The time needed to create a lifeforce from the body. If successful, the If the hero has other sonic-based new body is the number of days equal to lifeforce is driven into Limbo or a new Powers, they can be combined with this 100 minus the Power rank number. body in a more peaceful location. As for Power to greatly enhance their range. If Parasite—This is the nastiest, least the now vacated body, the results vary the hero has Extradimensional Detection socially acceptable form of Serial with the form and variety of Serial or Dimension Travel, these can be used Immortal ity. The character's lifeforce Immortality: to modify the Power and enable the hero invades a living, physically mature body Newborn—The body is now occupied by to Speech-throw into other Dimensions. and overwhelms the original occupant's the innocent soul of a newborn infant, The Bonus Power is Clairaudience. mind. Successful invasion is determined regardless of the body's physical age. Optional Powers include Clairvoyance, by pitting the Power rank against the Premade—"He's dead, Jim." Vocal Control, Hyper-hearing, and

78 Sensory Link. The range, determined by the Power visual images (not both), or being limited The Nemesis is Force Field vs. rank, is shown on column D of the to contacting only other telepaths and Psionics. Range Table. This represents a sphere other Psionic types. centered on the hero; the quarry must be Optional Powers include Empathy, M30/Telekinesis: The hero can handle within it. The hero must have a stimulus Hallucinations, Mental Invisibility, Mental material objects without having to make to channel her Power toward a specific Probe, Mind Blast, Mind Drain, Sensory direct or indirect physical contact quarry. The nature of the stimulus Link, and Psionic Detection. (pushing or blowing, for example). The determines' the Power FEAT. A green The Nemesis is Resistance to Psionics. hero can perform any action that could FEAT requires contact with a part or be accomplished using normal Strength. possession of the quarry. A yellow FEAT M33/Total Memory: The hero has the The Power rank serves as an equivalent requires the hero to have previous ability to remember anything that he has for the Strength rank. Most Telekinetics contact with the quarry. ever experienced. This could be a book ("TKs") visualize their Power in terms of A red FEAT is required if the hero only he's read, the faces of everyone he saw an amorphous arm extending from the has second-hand information about the on Tuesday, what birth was like, and so body. This leads to a curious quarry (and it had better be good). on. The accuracy of his recall is his psychological handicap in that most TKs Optional Powers include Clairvoyance Power rank number treated as a cannot lift their own bodies. Only rare (limited to already located quarries) and percentage. Feeble is 2%, Excellent is examples like Marvel Girl have overcome Extradimensional Detection (which 20%, and so on to automatic accuracy at this bit of irrationality. automatically combines with this Power Unearthly rank or above. The range is determined by the Power to extend its range into other The color FEAT reflects the nature of rank. Column A on the Range Table dimensions). the memory being sought. Green FEATs shows the ranges for a single act of TK The Nemesis is Mental Invisibility. involve personal memories. Yellow activity. Each additional simultaneous FEATs involve learning experiences. Red action reduces the range -1CS. Multiple M32/Telepathy: The hero can FEATs involve unconsciously gained activities share the common pool of TK communicate on a direct mind-to-mind information, such as the faces of strength. The more actions that are basis. This is automatic with willing everyone the hero saw on Tuesday. attempted, the weaker each telekinetic minds or Psyches with ranks lower than The Power is the perfect complement arm becomes. If the hero attempts to the Power rank. Equal Psyche ranks for Hyper-Intelligence by providing a perform a greater number of require a yellow FEAT. Minds with mental built-in library. It can be used to simulate simultaneous complex activities than the Powers or some form of Psionic defense that Power, Hyper-Invention, or Weapons Judge thinks plausible, the Judge may require a red FEAT. Uncooperative Tinkering, provided the hero once read require an Agility FEAT. beings with Psyches exceeding the texts that explained how to do things that If the hero also possesses Remote Power rank -are impossible FEATs. come naturally to those with the other Sensing, she can develop a sense of Range is determined by Power rank. Powers. ("Well, I read Reed Richard's touch through her TK grasp. This permits Column D of the Range Table shows the notes on constructing dimensional the hero to handle materials that are not limits. At Class 1000 the Power can gateways, so if I just follow his plans we within her sight. Clairvoyance can be breach dimensional barriers; this can should be in the by next incorporated into TK to permit visual also be accomplished if the hero Monday night.") guidance. combines Telepathy with When playing a character with Total Optional Powers include Matter Extradimensional Detection. Memory, assume he is a voracious Animation, Molding, Clairvoyance, In the main Marvel Universe, Magneto consumer of all media. It is to his Remote Sensing/Touch, Levitation, and created a special magnetic flux in the advantage, after all. Such characters are True Flight. Earth's magnetic field. His purpose was also fond of quoting obscure texts or Nemesis is either Force Field vs. to hinder Professor X's efforts to locate unconsciously reciting encyclopedia Psionics or Gravity Manipulation. him. The result is that terrestrial entries. The Power doesn't really alter Telepathy is decreased -3CS in range either Intuition or Reason, thus these can M31/Telelocation: The hero can with a minimum of contact-only. Actual be used as a guide for what the hero has Psionically locate a chosen target. This Telepathic strength is unaffected by probably read in the past. When the hero differs from normal Tracking in that no Magneto's interference. If the hero is claims to have read a special text, the physical or sensory contact, however beyond Earth's altered magnetic field, in player is required to make a Reason tenuous, is required. Consequently, the the past, or in other dimensions, then the FEAT to prove he has read something Power is not hampered by the limit disappears and the Telepathy can along the desired liner. concealment, erasure, or absence of the assume its true range. is a real danger. If the hero target's "scent." Telelocation can When the hero is created, the player was ever a victim of a mental attack, there operate over immense distances. The can raise the Power rank +1CS by is a chance the memory will accidentally only factors that can hinder the Power choosing a limitation. Examples include resurface at a later time and the effect are those that diminish any Psionic either receiving or transmitting only (not returns anew. Such flashbacks occur activity. both), communicating in only words or when the hero is somehow reminded of

79 PHYSICAL ENHANCEMENT

the original incident. The hero must make to the touch. The skin maintains its has Power rank Intensity and does rank a green Psyche FEAT to avoid reliving the normal bodily functions without the need damage, regardless of the Touch Power's full effects of that other Power. for extensive changes. Androids are nature. The behavioral characteristics are Example: Phtomemry was under often given this type of Armor Skin. those of the original Power that was Ringmaster's Hypnotic Control for two Rigid plates—The body is covered in incorporated into the Touch Power. The days back in 1978. Today he saw a news interlinked plates like an insect's chitin or range is always limited to Contact only. report on Ringmaster's parole hearing. an armadillo's shell. The wrestler known A wide variety of Touch Powers are Suddenly the compulsion to rob jewelry as the Armadillo is an example of this possible, as this Power can combine with stores returned. type of Armor Skin. most of the other entries in this book. Optional Powers include Hyper- Visually Inorganic—The body can be any The key to it is playability; if you can Invention, Hyper-intelligence, and shape but has the appearance of figure out a rational explanation for a Weapons Tinkering. nonorganic matter. The layering may given combination, the you should try it. The Nemesis is Mind Drain. appear rocky, metallic, or any other This can generate a myriad of unique choice of surface. The Thing's orange Powers. Some possibilities include: rock-like exterior is an example of this. Physical Enhancement Non-organic—The body actually is • Hallucinogenic: The touch incorporates Powers covered in inorganic material. Unlike an Hallucinations to produce vivid but externally applied coating, this one is totally false images in the target's P1/Armor Skin: This is a form of Body formed by modified cells in the hero's mind. Fighting and Intuition drop -3CS. Armor. The hero's skin is transformed epidermis. • Bioluminescence: The Touch into a damage-resistant form. The Power In all of these forms, any damage that incorporates Light Generation to make rank number decreases the Intensity of is suffered is healed at normal rates by the target's body temporarily self any physical or energy attack. This the skin cells that underlie and support illuminating. decrease applies each turn for as long as the specialized cells of the Armor Skin. • Napalm Grip: The Touch incorporates the attack continues. An Optional Power is Regeneration. Fire Generation to create fire on The Armor Skin may be permanent or contact. temporary. The permanent form is a P2/Body Resistance: This is the form of • Boom Boxing: The Touch incorporates lasting modification to the hero's Body Armor most heroes want. The Combustion to produce explosions on appearance and physiology. The hero's body is composed of apparently contact. temporary form allows the hero to retain normal flesh. However, the tissue of his normal human appearance and capable of withstanding major damage The Nemesis is Phasing. identity. When the need arises, the hero without showing any effects. The can manifest his Power and transform resistance covers physical and energy P4/Digestive Adaptability: The hero himself into his armored self. The attacks only. can swallow and digest any substance advantage of the permanent form is that The Intensity rank number of the at-. without harm. The digestive tract extracts hero is always protected. The tack is reduced by this Power's rank useful materials and synthesizes new disadvantage is that the hero may be a number. The remaining Intensity is the ones from the available material. In physical freak. The advantage to the actual damage the hero suffers. game "reality" this Power is an temporary from is that the hero can live a While the hero's skin shows the effects internalized, automatic form of Matter relatively normal life when he is not of the tremendous abuse it suffers, at Conversion. Materials created by this performing heroic deeds. The disad- least it heals quickly. The Power enables Power retain their new nature while vantages are twofold. One, the hero lacks the epidermis to heal at a tenfold rate. within the hero's body; upon expulsion his protective skin most of the time and An Optional Power is Regeneration. they revert to their original nature. In rare two, the temporary form is only available cases, the hero is a living filter who could at a cost of -2CS to the Power rank. P3/Chemical Touch: The hero's body eventually convert all available matter The armor skin can take a variety of secretes chemicals that are capable of a into useful forms. appearances. There are four main types of variety of effects on a target. The The power also includes a +4CS Armor Skin. Each has its own set of chemicals can be automatically or resistance to liquid or solid toxins. These characteristics. The player must select one consciously secreted. The player must are simply resisted or converted into form when he first generates this Power. choose when the Power is first 'useful materials. This Power includes a generated; there is an equal random number of physical adaptations to Die Roll Form chance for each. If the hero possesses a accommodate it. The hero possesses 01-35 Leather variety of Touch Powers, then the hero hyperstrong teeth and jaws that permit 36-60 Rigid Plates can alter the nature of the secreted biting and swallowing any materials, as 61-85 Visually Inorganic chemicals at will. well as resistance to internal damage 86-00 Inorganic A Power Touch is created by caused by the swallowed material. Leather—The epidermis retains its combining this Power with any other There are two side-effects to this normal shape and flexibility but is harder Power the hero has. Each Touch Power Power. The first is the decrease of the

80 hero's sense of taste. The second is that attempt to resist every ten turns. body can create and emit chemicals the hero's flesh is relatively poisonous, The Power can be used for as long as capable of altering a target's behavior. since much of it may have been formed the hero concentrates on it. If a victim gets These chemicals vaporize instantly on from converted materials that would beyond the sound of the Hypnotic Voice, contact with air and are received by the revert to their original states after their he can attempt to resist every five turns. target's nose. The complexity of the removal from the living hero's body. The The Power comes in two varieties, commands can vary with the rank of the hero would thus be immune to a automatic and deliberate. The automatic Power. The hero can readily affect vampire's attack or could exact form is a permanent modification to the anyone within twenty feet of him. The posthumous revenge on anything stupid hero's voice. Every time she speaks, the Power rank decreases -1CS with each enough to eat him. Power can function. The deliberate form additional twenty feet. If the hero has this Power on a requires the hero to consciously alter his The Power cannot affect those unable temporary basis (such as the result of a voice to manifest his Power. The player to smell it. This includes would-be targets spell), any matter conversions are must choose which form the hero has. who are upwind, behind a force-field, permanent. The automatic form costs a decrease of - have their own air supply, don't breathe, Optional Powers include Lung 2CS to the Power rank. or breathe but have no sense of smell. Adaptability and Body Adaptation. The Power's range can be extended The last example includes a hero with by mechanical means like telephones the power of Lung Adaptability. P5/Hyper-Speed: The hero is capable of and radio. Remote control has a When the hero is created, the player extremely fast motion and may even decreased effectiveness of -2CS. must decide whether the Power functions surpass light speed. Normally this Power Reproduction of the Hypnotic Voice is not automatically or deliberately. The auto- includes a specific resistance to friction quite as dangerous; the overall rank is matic form lowers the Power rank -2CS. and lungs that are adapted to breathe decreased -4CS. high-velocity air. If the hero possesses a The Power cannot control someone who P9/Regeneration: The hero can rapidly Travel Power, he can exchange this cannot hear it. Deaf persons or those with recover from any wound. Cuts quickly speed for that of the latter Power. altered senses are immune. Soundproof- close and disease symptoms disappear. The Power can also be used to ing, loud noises, and simply getting out of The hero heals at an accelerated rate perform tasks in greatly reduced time. range are effective tactics against the equal to the Power rank number times the The Power rank number is treated as a Power. The Power has -1CS effect on normal amount of time. For example, a multiplier to show how much more non-humans. (When creating the hero, the Typical rank can heal six times as fast as quickly a specific task can be player can raise the Power rank +1CS by normal, an Unearthly rank heals at a accomplished by someone with this limiting its effect to members of the hundredfold rate, and so on. With time, the Power. For example, Typical rank moves opposite sex. For example, Lorelei can hero can regrow large areas of lost tissue, four times as fast, an Incredible rank only affect men.) especially severed limbs. Lost limbs or moves 40 times as fast, and so on. organs require a red FEAT. It cannot repair When creating the character, the player P7/Lung Adaptability: The hero can losses that resulted in the hero's death can raise the rank +2CS by omitting the breathe any gaseous or liquid medium unless the hero is revived. If such a fatal special adaptations for friction and without harm. The lungs can extract loss and subsequent revival occurs, the breathing. This is a dangerous thing, required gases (oxygen for humans) or hero requires life-support equipment to though, people. (But what the heck-it's even create them by converting available give his Power time to function. your character.) elements. In game "reality" this Power is an internalized, automatic form of Matter P10/Self-Revival: The hero's Power is P6/Hypnotic Voice: The hero possesses Conversion. Gases created by this so strong that it can repair fatal damage a voice whose intrinsic qualities permit a Power retain their new nature while still and actually return the hero to life. The hypnotic domination of the target's within the hero's body; upon exhalation power functions despite the absence of conscious and subconscious thoughts. they revert to their original nature. In rare life in the body. It repairs the major The bulk of the hero's commands are cases, the conversion is permanent. In damage and replaces lost tissues at the sub-verbal in nature (it's not what she this case, the hero is a living filter who same rate as Regeneration above. When says, but how she says it). could eventually convert all the local the body is returned to minimum life The hero can effect anyone within the breathing medium into a form beneficial sustaining condition, the hero comes sound of her voice. The optimum effect to him. Any poisons are simply resisted back to life. This occurs despite any occurs within twenty feet of her location. or converted into useful materials. intervening time in which the hero was The Power decreases -1CS for each Unfortunately, this Power also has the dead; from the hero's point of view, no additional twenty feet. Everyone within drawback of decreasing the hero's time has passed. range must make an Intuition FEAT in senses of taste and smell. Everything is If the hero was dismembered, the order to resist falling under the effect of bland to him. Revival Power is concentrated on the this Power. Failure means complete largest remaining segment. The rest of submission to the singer's command. P8/Pheromones: This is an aerosol the body decays normally. In rare cases, Victims of the Power can make a new version of Hypnotic Control. The hero's all body parts regrow. Depending on the

81 POWER CONTROL

size of the segment, each attains only and enter a death-like trance. The hero embarrassing for an extremely powerful partial redevelopment of growth, can later return to life and normal activity character to drown while a relatively intelligence, and power. Even rarer are without harm. During this period, the hero's wimpish water breather went unharmed. the cases where all the newly regrown body can be subjected to normally fatal When creating the character, the bodies attain full development. Rarest of conditions and not suffer any, unless the player can substitute any other breathing all is the case where all the new bodies body is actually damaged (say, a big rock medium for water. This is often the case share a single mind. The Judge can fell on it). If this happens, the hero cannot when creating an alien character, such decide if he wants to allow such rare return to life until the damage is repaired. as one who breathes liquid methane. cases to intrude on his tidy campaign. Under normal conditions, the hero can This power may be permanent or This power contains aspects of Free consciously decide when to reawaken. temporary. Characters with the Spirit and Matter Creation. This may be at the end of a predeter- permanent form have a decreased The color FEAT reflects the amount of mined length of time, or when certain resistance to heat and aridity. A sauna the body available for the Power to work conditions are met (like when his might be a death trap. The hero is -1CS with. A green FEAT means all the body is spaceship has air in it again). Otherwise, to resist and takes +1CS damage. present aside from spilled blood. A yellow the hero must be stimulated into FEAT means all vital organs are present, awakening by another person. P17/Water Freedom: The hero's body is although some of the less vital parts may Rank determines the maximum length adapted for movement in the water. The still be missing. A red FEAT is required if of time the hero can suspend animation. hero can move through water with the at most one quarter of the original body same ease that normal beings can move is available. If less is available, Revival P14/True Invulnerability: This is a through air. One method of accom- cannot occur. combination of Resistances and Body plishing this is the presence of a body- Armor. The hero is immune to any physi coating that reduces the effects of water P11/Self-Sustenance: The hero can cal harm, up to his rank's limit. The resistance. The more common method is survive indefinitely without consuming air, immunity includes the following the hero is extraordinarily strong and water, or food. Bodily wastes are internally resistances: fire, heat, cold, electricity, swift in order to compensate for water recycled back into useable materials. radiation, corrosives, disease, poison, resistance. This permits him to function Normally the hero would not need to brute force, sonics, and kinetic bolts. The normally, even at great depths. If such a replenish himself when his power rank of the Invulnerability reduces the person were on the surface, his extra reached its limit. He merely resumes rank of the attack form. strength and speed would be evident normal consumption habits (breathe Example: A Mandroid's Excellent laser (+2CS Strength and Endurance). normally, eat a light snack, etc.). This is would do only Feeble damage against Unfortunately, since the hero is normally the permanent form of the power. The Good Invulnerability, and none at all moving in water, he overcompensates on temporary form requires the hero to against Remarkable Invulnerability. dry land (-2CS Agility). consume mass quantities at the expir- The hero with this Power is still Water Freedom also negates the ation of the Power. ("That's the fifteenth vulnerable to magical and mental effects of great pressure and allows the steak you've eaten, Fred. How long did attacks. If the hero should lose his True hero to travel to the depths of the oceans you say it's been since you ate last?") Invulnerability, his Fighting rank drops to without harm. The required intake is one-quarter what Typical (he's not used to avoiding blows). Note: This power does not the hero would normally have consumed The hero's appearance is not affected automatically include Water-Breathing. during the time he was abstaining. The by this power; he appears to be a normal The player can choose that as a bonus hero can raise his Power rank +1CS by member of his race. power if he so wishes. opting for the temporary form. P15/Vocal Control: This might be P12/Stealth: The hero can move in ways considered a Talent rather than a Power, Power Control Powers that cannot be detected, whether while but here goes anyway. This somewhat redundant title refers to moving or if subjected to later tracking. The hero has total control over his own a class of Powers that directly affect the When the hero uses Stealth, his rank is voice and can use it to duplicate any way other Powers function. These subtracted from the efforts of those desired voice of sound. The accuracy of "Macro-Powers" can only affect raw or detecting him. the simulated sound is 100% within the applied Power and the beings who Example: Shadowfox has Excellent Power's limit (determined by rank) on a possess Power. They have no direct Stealth. He cannot be detected by green FEAT. Exceeding the limit requires effect on normal, Power-less people. Typical means (that is less than Shift 0). a higher.-FEAT. The hero can imitate The exception to this are the Macro- Unfortunately, it's Wolverine who's Sonic Powers that will have most of the Powers that can create new Powers in tracking him with Monstrous ability. effectiveness of the original. The rank for heretofore normal people. Some of Shadowfox's Stealth lowers Wolverine's such mimicked Powers is -1CS of the these Powers will probably be limited to chance of finding him to merely Good. original's rank. NPCs or high level heroes; this is up to P13/Suspended Animation: The hero P16/Waterbreathing: This may be a individual Judges. can temporarily suspend all life functions "wimp Power," but it would be

82 PC1/Control: The hero can alter the Magnification/Reduction—The hero can PC3/Domination: This is a form of Mind behavior of pure Power, whether it is in a either increase or decrease the rank of Control. The hero can control the actions raw or applied state. The hero can control the affected Power by his Macro-Power of other super-beings in regards to the the actions of any Powers within his 's rank number. Unfortunately, the one use of their own Powers. The hero can range and capability. If the Power is free thing the hero cannot affect his own force the victim to use his Powers in any of a living super-being's body, that powers' ranks. manner the hero desires. The hero Power's rank determines what Intensity Negation—The hero can completely cannot alter the actual characteristics of FEAT is required. If the Power is dispel any Powers within his range. the other's Power's. internalized within a living super-being, Things affected by Powers revert to their The Macro-Power pits this Power's the necessary FEAT is determined by that original states. Super-beings are reduced rank against the victim's Psyche. The being's Psyche. If Control is achieved, it to Normal Humans (or whatever). The Psyche determines what Intensity FEAT affects the entire rank of that Power. worst effect is on beings who need Power is required. The range at which the hero can exert to physically survive. To them, the loss of The range at which the hero can exert control is determined by his own Power Power is damaging and possibly fatal. Domination varies with his Power rank rank number. Distances are shown on Undesired Control can be avoided by and the number of beings that are column A of the Range Table. Dodging a directed attack, moving out of controlled. The range for Dominating a The Macro-Power can affect either a the Control's range, or by the use of such single being is shown on column A of the specific type of Power within a specific Powers as this one, Force Field vs. Range Table. Each additional superbeing area, regardless of how many Power Manipulation, and Resistance to the hero Dominates decreases the superbeings are affected, or all the Power Manipulation. Successful overall rank -1CS. The duration is as Powers possessed by a specific being. resistance means the would-be victim long as the hero can maintain his The duration of the Control lasts a retains his Powers, at least for now. concentration. maximum number of minutes equal to the If the victim fails his initial resistance, Power rank number. After the expiration PC2/Creation: The hero has the ability he can try again every ten turns by of the Control, it must be reestablished. to create new Powers and invest them making a Psyche FEAT based on this This can be done indefinitely. into sentient beings for their own use. Power's rank. Control is normally directed in a The new Powers can be of any nature Normal, Power-less beings are straight line. If the hero wishes an area and can be any of the listings in this completely unaffected by this Power effect, the sphere he creates has a book. If the victim is cooperative, Domination radius equal to -4CS range. For The hero is limited in the number and is automatic. Domination can be thwarted example, Excellent Control can be ranks of the Powers he can create. The by such Powers as Force Field vs. exerted on a target six areas away or be variety extends beyond his own innate Mental Attack, Resistance to Mental contracted into a field that only surrounds Powers. The Power rank number is the Attack, and Power Control. the hero's body. maximum number of different Powers he Optional Powers include Mind Control There are three forms of Control. At can create. This number always includes and Magic Domination. least one form must be chosen when the those Powers the hero has. The player The Nemesis is an Enhanced Psyche hero is created. This is initially at full and Judge need to work together to string enough to resist Domination. strength. If the player wants the hero to determine what Powers are actually have more forms, each additional form present in this Macro-power. PC4/Duplication: If the hero acquires decreases all Control ranks by -1CS. The Powers the hero bestows are this Power, the player should immed- nowhere near as highly ranked as the iately set aside all his previously Die Roll Form hero's own Powers. New Powers are generated Powers and not roll any 01-40 Manipulation initially -3CS lower than this Power's more. The hero can use his Macro- 41-70 Magnification/Reduction rank. This can be later increased by the Power to duplicate the characteristics 71-00 Negation recipient. of any other Power. The Power ranks The length the Powers remain is for the duplicated Powers is equal to Manipulation—The hero can alter the determined by the hero's Reason. A the MacroPower's own rank. Such flow and application of Power. He can green Reason FEAT gives a duration of Powers remain as long as the hero change the direction of a Power with a one day times the Reason rank number. concentrates on maintaining their green FEAT. He can alter the effects of a A yellow FEAT increases that to 10 days existence. Unfortunately, the hero can Power by a yellow FEAT. He can times the Reason rank number. A red only Duplicate a single Power at any completely change the nature of a Power FEAT means the Power is permanent. one time. Switching Powers takes by a red FEAT. The hero need not Judges may want to forbid this Power three turns. actually possess the Power that the old to any player characters or restrict it to The hero must be exposed to a Power one was transformed into, but the new high level characters. In such a case, the in order to later duplicate it. Such Powers one should be something harmless to player should roll for a new Power. must be used within 10 feet of the hero. both combatants. The Nemesis is Power A green FEAT enables the hero to store Control/Negation. the Power for later duplication.

83 It is assumed the hero has been restrict to NPCs or high level heroes. The PC8/Gestalt: Two or more users can exposed to others' Powers at some point hero can create items that can in turn combine to create a new Power. The in his past. Initially the character has a provide Powers to other people. Power can be of any nature; its Power limited number of Powers he has already The hero is able to charge a target rank is equal to this one. When the player encountered; these are represented by with raw Power. The target must be non- generates this Power, he must first select Powers already generated but set aside. living or non-sentient. The target is another player's character with whom his If this was the first Power the hero transformed into a battery that can hero forms the Gestalt. Second, both generated, then randomly generate a harmlessly store raw Power indefinitely players must randomly determine what single Power. until needed by the target's new the Gestalt-created Power actually is. Roll The hero rapidly gains Powers by possessor. The hero can store any for additional Power; this is the Gestalt. duplicating those of companions or foes. Power except this one. If the hero is The best example of Gestalt Power in Since the Power must be used, foes can working in conjunction with another the Marvel Universe was the Beaubier be a hazardous source of new Powers. super-being, the Powers of this other twins, Aurora and , who could The hero has a finite number of being can also be stored with the target. generate Monstrous Intensity Light when Powers he can duplicate. The maximum The Macro-Power can store a they touched. number is equal to his Power rank maximum number of spells equal to this number. If the hero exceeds the limit, the Power's rank number. The maximum PC9/Nemesis: When this Power is first new Power replaces an old one. number of total rank numbers is equal to generated, it replaces all other Powers The act of analyzing a Power for later this Power's rank number as well. the hero might have other had. If a hero duplication takes three turns. In no way The hero must be in contact with the is clever, then no other Powers are does this affect the source of the Power. target in order to fully charge it. If he needed. The basis for Nemesis is the The hero can develop a Power Stunt that does not make contact, the ranks for all ability to automatically analyze an enables him to duplicate Talents as well. spells to be bestowed drop -1CS for opponent's Powers and Weakness. The The Nemesis is Mind Drain. each ten feet separating hero and target. hero then instantly generates a Power The act of creating an Energy Source that can defeat the opponent. The newly PC5/Energy Source: The hero draws can be disrupted by a variety of factors. created Power can be a +1CS version of his Powers from a special source that The presence of a Psyche within the the opponent's Power or is an opposing provides him with all the energy he can target prevents this Macro-Power from Power. The nature of the Nemesis handle. As long as the hero can maintain affecting it. Removing the target from Powers varies with each opponent. The his link with this source, he can continue range stops the process of creation. The only Power that a Nemesis cannot to use his Powers. The nature of the Macro-Power can be blocked by such Generate is Power Control/Negation. source and its link varies with each hero. Powers as Force Field vs. Power Analyzing an opponent takes one turn. If the source is small enough, the hero Manipulation, Resistance to Power Designing a suitable Power and infusing may be required to carry it with him. If Manipulation, Power Control, and Power into the hero's body takes two turns. not, perhaps the hero needs to Domination. Switching opponents causes an periodically return to the source or forge When the hero creates a new Power additional delay of seven turns, The an ethereal Power cord that links him to Source, he must state what conditions opponent must be with 10 feet of the his Source despite any intervening are necessary to release the Powers in a hero for analysis to occur; this can be distance. The Judge and player need to controlled manner. extended to 100 feet if the opponent is work together to produce a playable When the Energy Source is depleted the only superbeing in the area. source and link. or destroyed, the item reverts to its This Macro-power's rank determines If the link is severed or the source original state. the maximum Power rank of a generated destroyed, the Mage is left with a finite Power. When facing a foe of greater supply of energy left. The amount of raw PC7/Focus: The hero can channel all his strength, the player must select a Power Power left is the number of points equal raw energy into a single burst of a that can still prevail, despite the disparity. to his Psyche rank. Each time he uses chosen Ability or Power. All his Power Nemesis has two inherent Power, he decreases the reservoir by and Ability rank numbers are totaled weaknesses. The first is that the Macro- that Power's rank number. Obviously, it is together. This rank number replaces the Power can only cope with a single within the hero's best interests to renew rank number for a chosen Power. Upon opponent's Powers at one time. The his link or rebuild his source in as little the completion of releasing the Power, all second problem is that the Macro-Power time as possible. the hero's Abilities and Powers is helpless against Powerless people. If As you are beginning to suspect, this temporarily drop to Feeble. This Power's there is no Power to overcome, then it isn't really a Power and is more of a re- rank number is the total amount of lost cannot generate a Power. Because straint. You're right. If you roll this Power, points the hero can regain each turn. Nemesis possessing heroes tend to go ahead and roll an additional Power. Points are divided evenly between all the overly rely on their Macro-Power, they depleted Abilities and Powers. (Okay, this tend to be a little rusty when it comes to PC6/Energy Source Creation: This is isn't really a Power either. Roll again for Fighting normal people. Decrease another Power the Judge may want to an additional Power.) Fighting's rank -2CS for such cases.

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

85 SELF-ALTERATION

Self-Alteration Powers S3/Anatomical Separation: This is the If a single detached segment is most grotesque Power available but it prevented from returning to the body at S1/Age-Shifting: The hero can alter his has its advantages nevertheless. With the end of the duration, the rest of the apparent age at will, His body and this Power the hero can spontaneously hero's body is instantly drawn to the physiology change to simulate any age, and harmlessly separate his body into missing piece. Any intervening barrier is younger or older. Mental facilities remain independently functioning segments. destroyed, doing damage to the hero unaffected (in other words, you really can Physiological functions like blood flow appropriate to the barrier. have a 10-year-old mind in a 30-year-old and neural activity continue in the same If there are two or more missing parts, body). When creating the hero, the manner as if the body were whole. the rest of the hero's body is instantly player can opt to link the hero's other Detached parts cannot regenerate if the - drawn to a point midway between them. physical Powers to a different physical body is destroyed unless the hero has a From there he can move freely in order age. For instance, Jon's hero can be a 1 regenerative Power. If any detached part to recover himself. He loses 1 point of 0-year-old boy who has the ability to JS: damaged or destroyed, the hero Health for each 10 turns he remains become a 25-year-old with the Powers suffers the normal damage; his body also apart. Upon reattaching the next-to-last of. Flight, Shadowcasting, and Telepathy. reassembles immediately, if possible. part, he is instantly drawn to the last part. Rank determines the apparent number The practical basis for this is the power Separating the legs from the torso of years the hero can Age-Shift. Normally, of Gateway/Spacewarp targeted on the does not cause the hero to fall. Rather, a character cannot voluntarily Age-Shift to hero's own body. In "game reality" the the torso can move freely about on its an age younger than a newborn, since hero forms two parallel Spacewarps at own, at normal movements rates for this is definitely suicidal. This barrier can the desired point of detachment, then Land/Water. be passed of the hero's Power is being shifts the location of the outer warp. The Despite a player's misgivings, this controlled by an outside force. perceived result is that part of the hero's Power lends itself to several useful body detaches and flies off on its own. Power stunts. A self-propelled swordarm S2/Alter Ego: The hero has two different Normally, the majority of the hero's is handy in a fight. A hero facing a toxic forms. One is a normal, powerless being; body acts as an anchor and cannot be cloud could leave his nose behind. The the other is the powerful, heroic self. moved by shifting the Spacewarps. The Power provides +1CS protection against When creating the hero, the player has to hero can develop Power stunts with edged weapon attacks; a cannot create two different beings. The statistics which he can transport himself. (Example: sever something already detached. It is for the primary self should be fairly the hero sends out a hand to grab onto a also a great Power for a macabre sense routine (all physical abilities ranging from distant object and then pulls himself to it.) of humor. Feeble to Good). All bets are off for the Detached segments can travel at Power Due to the nature of this Power, the hero heroic self. Something many people rank speed for Land/Water movement; has a special vulnerability to attacks that never consider is that the heroic self involuntary reattachment due to injury is disrupt his own Spacewarp. These include might be a relatively normal human, while instantaneous. The maximum range and Gateway, Dimension Travel, any of the the normal self is something a little lower duration of detachment are also based on Teleportation forms, and any Power- on the evolutionary ladder. For example, the Power rank. Each additional affecting Powers (+2CS for the attacker). you might try a character whose normal detachment decreases the range and self is a mutant dog (why should humans duration by -1CS, for a cumulative effect. S4/Animal Transformation-Self: The have all the deviant fun?). hero can alter his appearance, form, and The two selves never co-exist except Movement dimensions to appear as any desired under extraordinary circumstances. in Areas animal form. This Power can also be Possible causes of simultaneous Rank per Turn Range Duration used to assume alien appearances (but existence include time warps, cloning, FE 1 2 1 minute not humanoid aliens). The only limitation and Lifeform Creation. The two selves PR 2 4 2 minutes is that the hero's basic physiology may even be separated for an extended TY 3 6 4 minutes remains unchanged. time, such as what happened to Bruce GD 4 8 8 minutes Banner and the Hulk. EX 5 10 15 minutes S5/Animal Mimicry: This is a form of The primary drawback to this Power is RM 6 15 30 minutes Power Duplication. The hero can the uncontrolled reversion to the normal IN 7 20 1 hour duplicate the natural abilities of any self, especially when it occurs during dire AM 8 25 2 hours animal. The hero's body does not circumstances. For example, Mightiman MN 9 30 4 hours significantly change; instead, existing is rescuing a sub from the ocean floor UN 10 40 8 hours flesh changes the way it functions. For when he reverts to his other self, little X 12 50 1 day instance, perhaps th e lungs can now Eddy Edwards. ("Can you say 'fish food?' Y 14 100 2 days breathe water. The rank determines a Sure you can.") Z 16 200 4 days successful duplication. Normal animals Variations include automatic or voluntary CL1000 32 500 10 days take a Typical Intensity FEAT, aliens a transformation, duration, and shared minds CL3000 50 1,000 20 days Good Intensity FEAT, and magical versus semi-independent mentalities. CL5000 100 2,000 40 days creatures need an Unearthly Intensity

86 FEAT. Should the hero wish to duplicate how to use the new adaptations for If the player rolls this Power more than an imaginary animal or being, he must survival. If not, we waste game time once when creating the hero, the player make a Class 1000 Intensity FEAT. while the hero learns to breathe. At Shift may opt for a variety of coatings or Duration ranges from one minute to X, the hero can consciously control the increase the rank of -the first coating by indefinite. manner of adaptation. +1CS, cumulative. When coated, the hero is vulnerable to S6/Blending: The hero has the ability to S8/Body Transformation-Self: The hero attacks against that specific material, like match his color exactly to his can alter the nature of elements and flame against wood, electricity against surroundings. This Power functions as a compounds within his own body. Innate metal, -or sudden thermal change practical invisibility. The body's outline safeguards in this Power maintain the against rock. Variables include the and contours are still detectable if the hero's lifeforce in any altered state. material strength of the coating, its observer is very careful. The Power is Altered states may not necessarily be normal duration, the speed of creation, most effective if the hero is in low light or mobile, or may move in new ways. (At the rate of replenishment, and the effects at a distance from the viewer. FE and PR ranks, the hero is immobile.) on the body. Variables include speed and Note: The safeguards that protect the The Body Coating Power gives the complexity of color change, and whether hero might be disrupted or not included if hero an added vulnerability to relevant the Power is automatic or voluntary. another hero tries to duplicate this Matter Control Powers. When the coating Power. In such cases, use of this Power has reached its duration limit or is no - S7/Body Adaptation: This is related to may be instantly fatal! While in an altered longer needed, it simply flakes off the Life Support. state, the hero has a special vulnerability hero, s body and quickly disperses as The hero's body automatically adapts to attacks menacing that form. If the dust or vapor. its physiology to enable it to survive in transformed himself into If an opponent has the ability to negate hostile environments. Unlike many of the paper while fighting the Human Torch… the coating's flexibility (through Matter other Powers that also permit this, Body While in a solid altered state, the hero Control, Power Control, or Magic), the Adaptation physically changes the hero's retains his overall normal appearance. If hero is paralyzed until he can remove the body. This Power involves automatically liquid or gaseous, he can assume any coating or until it reaches its duration. functioning versions of Body shape and still reform into his original Transformation and Shapeshifting. The appearance at the cessation of the Power. S10/Bouncing Ball: This is a specialized Power changes the hero into a form that Normally, the hero must transform his form of Shapeshifting. The hero can has primary abilities proportional to the entire body into the desired material. He transform his body into a resilient sphere, new environment. Example: An Adapting can transform himself into multiple apparently transforming his body into a hero in a heavy-gravity world might now materials or transform specific parts of balloon-like caricature of himself. Heroes possess Monstrous Strength, but so do himself at a cost of -1CS. with this power are rarely taken seriously, all the natives. but—despite the image problem—this Note: If the hero possesses a Strength S9/Body Coating: The hero can power offers substantial benefits to the rank greater than Typical, that CS is car- surround himself with a flexible layer of a hero. While he is inflated, the bouncer ried over into the new situation. In the protective substance not normally found can travel at power rank speed. His above example, if the hero possessed on his body. The body coat provides Fighting rank is increased by this power’s Remarkable Strength on Earth, he posses- protection and allows the hero's rank number. He has +3CS resistance to ses Shift Y Strength on the heavy world. Power(s) to manifest (i.e., if the body blunt physical attacks. On the down side, The hero can completely adapt in one coat is not present, the hero cannot use he also has a -2CS resistance to slashing to ten turns, depending on the degree of his other Powers). Damage to the body attacks. In a given situation, the bouncer difference between the new and home coating is not carried over to the hero's can maintain this power for the number of environments (Judge's discretion). own Health; no points are lost even turns up to his power rank number before The adaptation may provide the hero when the coating is completely he has to deflate and rest. After 10 turns, with new ways to move. On a water destroyed. Any damage to the coating he can then reinflate himself. world, the hero might sprout fins. can be quickly repaired by the hero's There is only one adaptation for each body secreting more of the coating S11/Chemical Mimicry: This is re lated type of environment, and it is triggered material. The degree of protection and to both S7/Body Transformation-Self and automatically by the hero's entrance into the speed of repair to the coating are to Power Duplication. The hero can the new environment. The Power cannot determined by the Power rank. duplicate the chemical properties of any provide the hero with protection against The coating can be of any one element or compound without his own hazards that suddenly occur; a prime substance. When creating the hero, the body actually changing in composition. example is the hero failing from a great player must determine the nature of the The hero's flesh simply acts as if it were height. This is a hazardous situation, but Body Coating material. Common the desired substance. not a hazardous environment. examples include ice, iron, steel, copper, Obviously the hero retains his solidity, When adaptation occurs, the hero rock, wood, and insulation. Each material even when duplicating the properties of a gains the subconscious knowledge of has its own characteristics. liquid or gas. Depending on the desired

87 effect, the range of his chemical power subject to anything that would affect character bookkeeping would be a varies from contact to one area. energy of its type. The hero makes a nightmare. "Let's see, if I throw a Tracking the hero by smell is difficult standard Resistance roll to determine fireball, that's gonna cost five minutes of because his scent changes with each such effects on the Energy Body. The power…") mimicry (-4CS to tracking ability). hero may find himself confined in a When creating the hero, the player can storage field while in energy-form. If so, opt to replace one of the other Powers S12/Elongation: This is a specialized he must make a red FEAT to attempt to with a Transportation Power. The player form of Shapeshifting. The hero can revert to normal. If he fails, he must can also replace other Powers with the temporarily increase the length of any escape in his energy form. appropriate Energy Emission and Control part or his body without losing leverage The Energy Body is a relatively Powers, if he so chooses. or strength. The hero can elongate any unlimited supply of that particular energy single part a maximum number of yards type. The hero can expend great S15/Evolution: The hero can alter his equal to his power rank number. If two or amounts of it and still be able to return to mind and body to simulate any stage of more parts are elongated, this limit is the normal. Completely depleting the Energy the evolutionary path of his species. total combined length for all parts Body requires a red FEAT rolled by the Note: This is "comic book" evolution, concerned. counts as part of Judge or an adversary. The hero can folks, the kind where superstrong the arm unless the hero is specifically also ab s orb existing energy of his cavemen eventually evolve into giant elongating his fingers; in this case, the chosen type to replenish himself. brains with vestigial limbs. If the hero maximum is divided by the number of This Power includes the relevant form possesses other Powers, the player may fingers elongated. For example, Mr. of Energy Control and Emission for the divide them among different evolutionary Fantastic is usually shown elongating an purpose of controlling the energy within stages. For example, the caveman gets arm with a normal hand at the end of it; the body. the physical Powers while the giant brain this gives him a greater reach than if he gets the mental ones. elongated his hand instead. The hero S14/Energy Sheath: The hero can Rank determines the duration of the can maintain any single act of Elongation surround himself with an energy field. assumed stages. for a number of turns up to his power This field provides protection, life For the caveman, drop the Reason, rank number. support, and a means of manifesting the Intuition, and Psyche, but raise the This power is primarily used by heroes hero's other Powers. The energy field Fighting, Agility, Strength, and like Mr. Fantastic to extend their reach or can be of any type (see the Energy Endurance. For the giant brain, reverse stride. Other heroes might also use the Emis sion section for available types). the process and raise the Reason, power to elongate body parts like the Each energy field has its own Intuition, and ' Psyche. In both cases, the nose, ears, or eyes. This useful, albeit characteristics that affect the ways the decreased abilities drop to Feeble, while grotesque, tactic enables the hero to use hero can use the Power. the other abilities are raised a his nose as a snorkel, his eyes as Only one Energy Sheath can be used corresponding number of ranks. Divide periscopes, and to eavesdrop on a room at a time. The hero may possess several the ranks as evenly as possible. several floors away by sending his ear possible Energy Sheathes. The original Each stage also has intrinsic advan- through the ceiling vent. The optional rank for each is Good; this can be tages. The caveman possesses Typical power is Plasticity. modified by the Ability Modifier Table on Tracking, while the giant brain possesses page 6 in the Player's Book. Each Power Typical Telekinesis and True Flight. S13/Energy Body: The hero can is rolled separately. Thus a hero might transform his body into a coherent possess a Poor Sonic Sheath and an S16/Growth: This is a self-directed form energy field that supports his lifeforce Incredible Vibration Sheath. of MC6/Enlargement. The hero can temp- and is capable of controlled actions. The Damage to the Sheath does not affect orarily increase his physical size at will. As energy can be of any type (see the the hero's Health. If the Sheath is he grows, the hero becomes an easier Energy Emission listings). destroyed, the hero. must make a red target. The bonuses to be hit, given in When creating the character, the FEAT to regain it. Possible ways of Table 3, are not cumulative. There are player determines the nature of the destroying a Sheath include Energy three ways the power can be attained: energy into which the hero can turn. The Control and Conversion, Power Control, Atomic Dispersal, Atomic Gain, and At- rank determines the number of possible and Magic. When the hero is using this omic Growth. The player randomly deter- energy types. The rank for each energy Power, he has a special vulnerability to mines the method when he creates the type is originally Good; this is modified Energy Control and Conversion Powers character or when the character first gains by the Ability Modifier Table found on that can affect his type of Energy this power, using the subtable below. page 6 of the Player's Book. Each Power Sheath (-2CS). However, he also has is rolled separately. Thus, a hero might +2CS Resistance to attacks using the Die roll Form have a Poor sound-form and an same energy form as his Sheath. For 01-25 Atomic Dispersal Incredible radiation-form. Damage to the the duration of the Sheath, it is 26-75 Atomic Gain Energy Body is the same as damage to assumed to be made of an infinite 76-00 Atomic Growth the normal body. The Energy Body is supply of that energy. (Otherwise, the

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

89 videotape; these record the scene as it Invisibility can be made permanent any object. The hero’s power rank must really is. through brain damage or Powers that exceed the barrier’s material strength in Hallucination also prevents detection affect the hero's control. order for Phasing to occur. The hero can by other senses. The hero can be Phase through Force Fields, Body mechanically detected and recorded; as S20/Mass Decrease: The hero can Armors, Resistances, and Invulner- with the Telepathic form, anyone within, diminish his body’s mass. His weight abilities of lower ranks by making a range o f the effect ignores the hero. decreases to a percentage equal to his green FEAT. Because the hero is out of Robots and cybernetic beings can also power rank number. For example, the phase with normal matter, he cannot detect him. This Power provides no Vision’s Unearthly rank in this power breathe. Thus, the practical duration limit protection against light-based attacks, decreases his weight by 100%, making on this power is the length of time the but does provide protection against him completely weightless. At Shift X and hero can hold his breath. If the hero has psionic attacks (-2CS for the attacker). higher, the hero attains buoyancy and some way around this problem, the Holographic: The hero is actually can lift additional weight. The added duration is unlimited. Note that if the visible but has surrounded himself with a weight is a percentage of his normal power is somehow “turned on” holographic image of empty space. The body weight; for example, a 160 lb. man permanently, as happened to , holograph can incorporate a wide area with Shift Z rank in this power can carry the power gains the ability to transform and affects anyone within line of sight (if an additional 800 pounds (500% of 160 air into phased particles that the hero someone can see across interstellar lbs.). When the hero is created, the can breathe. In the Marvel Universe, space, the holograph fools you). The player can increase the power’s rank Phasing has a damaging effect on holograph can be mechanically detected +1CS by making its effect permanent. delicate electronic devices. By Phasing and recorded as if it were real. It will not The optional power is Gravity through such devices, the hero can prevent detection by other senses. Manipulation. disrupt normal activity and any Robots and cybernetic life accept the on-line programming. If, during the holograph as real. It provides protection S21/Mass Increase: The hero can character creation process, the player against light-based attacks equal to his increase his body’s mass. His weight is decides to forego this side effect, he can Power rank -2CS. (Example: the multiplied by the power rank number. For raise his hero’s power rank +1CS. For Incredible rank provides Excellent example, a 98-pound weakling with modesty’s sake, it is assumed that the Resistance.) Remarkable rank can increase his mass power also transforms the hero’s clothing The duration of any form of Invisibility to 2,940 pounds (30 x 98). Fortunately, a and carried possessions into phased is a function of the Power rank. This side effect of this power increases the matter. The power’s side effect Power can be reduced in effectiveness hero’s basic strength. No matter how automatically scrambles any electronics or even terminated by certain acts, much the hero weighs, he can still move the hero is carrying (Kitty Pryde wears a performed either by the hero or someone as if he were his normal weight. Lifting wind-up watch, never a digital one). If the under the Power's effect. Simple physical strength remains the same. Of course, player wants to risk his hero’s modesty contact can alert others to the hero's as the hero weighs more, he has a for the sake of a more realistic game, the presence (Physics, Hallucinatory, greater effect on the environment. At player can assume either that the power Holographic). Physical attacks by the 2,940 pounds, our hero can fall through only transforms whatever the hero was hero terminate the Invisibility (Telepathic) previously sound flooring or collapse the wearing when he first got this power or reduce its protection by -1CS for each shocks on his 1973 VW . Physical (severely limiting the hero’s wardrobe) or attack the hero makes (all other forms). A force has a decreased effect on the hero that there is a base 70% chance that the Invisible hero may find himself because of his greater mass. In game power automatically transforms whatever surrounded by a coating material (rain, terms, the power gives the hero power the hero is wearing at the time. In either dust, and paint for example). This only rank resistance to physical attacks. The case, this must be determined when the effects the Physics-based Invisibility. At hero can also use the power rank instead hero is first created. Feeble, Poor, and Typical ranks the hero of his strength to inflict charging damage. is visible for the duration of the coating. Formerly weak characters can S3/Physical Gestalt: This is a variation At Good or higher ranks, such coatings embarrass their adversaries with this of S2/Alter Ego. Two or more relatively remain visible for the number of turns new-found might. For example, the normal people actually merge their equal to eight minus the number of macho super-criminal Manbrute may flee bodies to form a single, powerful being— Power rank levels. (Example: Invisible into obscurity when Wimp-man simply the hero. When a player rolls this Power, Woman is struck by a balloon filled with sits on him with all 2,940 pounds, then he has to create three different paint. Her Power is Excellent and delivers a stinging lecture on the benefits characters. renders the paint invisible in three turns.) of niceness while the camera crews have The Gestalt hero may physically There is a base 2% chance that the a field day. resemble a blending of features from Invisibility is permanent (4% if the hero is each of the merged characters, or have a alien). Such a state can only be negated S23/Phasing: The hero can render his completely different appearance. In any by nullifying the Power itself, body intangible to normal matter. This case, the Gestalt hero will have a normal permanently. Previously controllable enables him to pass harmlessly through appearance. No two-headed, split-

90 torsoed freak results, unless this Power • Poison Touch: The hero can have one or more attacks. The maximum is distorted in some way. Interference by adverse effects on anyone touching number of simultaneous actions and the such Powers as Magic or Power Control him, from rashes to death. Strength and Agility with which they can may result in the Gestalt hero forming as be accomplished are functions of the a freak. The hero can still revert to his The hero must state what plant power Power rank. normal selves, though, no matter how he is attempting. Players should also weird he gets (the Judge may want to study up on their botany, since the more Str./Agil. require an Unearthly FEAT, though, at his plants they know about, the more powers Rank # of Actions Adjustment discretion). Both or all normal selves are they can have. Successful duplication is FE 1 -2CS required to form the Gestalt. If one is determined by a Power rank FEAT; PR 1 -1CS unavailable, the Power cannot function. normal plants require green FEATs, alien TY 1 none Damage to a normal self is carried over plants require yellow FEATs, and magical GD 2 none to the Gestalt self; for example, if one plants require red FEATs. Duration EX 2 +1CS person has a whomping head cold, so ranges from one minute to indefinite. RM 3 +1CS will the Gestalt. However, the Gestalt IN 3 +2CS hero's superior recuperative faculties can S25/Plasticity: The hero can change his AM 4 +2CS quickly repair any such illness. The body’s topology; that is, he can twist, MN 5 +3CS normal and Gestalt selves never co-exist bend, pull, stretch or otherwise distort his UN 6 +3CS except under extraordinary body’s shape into any form. The only Z 8 +4CS circumstances (see S2/Alter Ego). The limitation is that the hero cannot normally Y 10 +4CS Gestalt mind may be a schizoid create new holes in his body. For Z 12 +5CS combination of each of the normal minds, example, Mr. Fantastic can form himself CL1000 20 +5CS or be a completely independent mind. In into a parachute but not a sieve. If the CL3000 30 +6CS the latter case, the Gestalt may have full, hero wants to assume a shape that CL5000 40 +7CS partial, or no knowledge of his requires holes, he must make a red component selves. Likewise, the normal FEAT. For example, a higher-ranked hero Prehensile Hair possesses a sense of selves may not have any idea of what could regularly transform himself into touch identical to that of the heroine's their Gestalt self is up to' Variables nets and ladders. hands. Damage to the hair is felt. If you include whether the merger is voluntary The hero’s malleable flesh gives him yanked out a lock of 's hair, she'd or automatic, the duration, and the power rank resistance to blunt Physical feel the same pain you'd feel if she broke maximum difference between normal attacks. The hero is able to survive your finger (and you'd deserve it). Loss of selves when attempting to merge. without harm a fall from the number of more than half the hair causes pain and Normal distance is contact, but at high floors equal to his power rank number by damage equal to that caused by a limb levels merges can occur across some turning into a bouncing shape before he lost by the same means; the heroine loses distance; in these cases, the normals hits the ground. one-third of her Health (rounded down). teleport to a common location (or The hero gains the bonus power of The motivating Power for the hair is perhaps one teleports to the other's Elongation. Bouncing Ball is an optional Telekinetic rather than muscular. The location). Duration is determined by the power or may be simulated by a power individual strands are identical to normal Psyche of the Gestalt. Time varies from Stunt. healthy hair. The coloration is often a one minute to indefinite, with a median of brilliant red or golden blonde, but can be 1048 hours. S26/Prehensile Hair: This is a Power any color the player desires. The hair's that few masculine heroes would admit length exceeds the normal limits; strands S24/Plant Mimicry: This is a form of to having, even if they possessed it. The can reach a maximum length of 20 feet Power duplication. The hero can Power gives the hero's hair the capability plus 5 more for each rank above Amazing. duplicate the natural abilities of any of independent, controlled movement, as However long the hair is, when not in plant. The body does not significantly if each strand were a tiny tentacle, It is active use it contracts and does not change, aside from the instantaneous also a Power that apparently only women extend past the heroine's knees. appearance of chlorophyll in the hero's possess. The basis for this may be If the heroine's Power is nullified skin whenever he uses this Power. Some cultural rather than genetic (in the entire somehow, she retains her hair but can no plant "powers" include: history of comic books, only three people longer feel or control it. The hair immed- had this Power—all women). iately cascades to the floor (and beyond) • Photosynthesis: The hero can survive Using her Prehensile Hair, the heroine and reduces her Agility and movement without eating by converting sunlight to can perform a variety of tasks with the rate (excluding Flight) by -4CS. food. hairs combining to form one or more • Fragrance: The hero can summon and appendages. She can handle objects, S27/Self-Duplication: The hero can control insects. pick locks, ensnare a target, and even spontaneously generate exact copies of • Rooting: The hero can become deliver a powerful blow with a silken fist. himself. The new bodies are usually immovable. In a blunt combat the hair functions as semi-independent; each possessing an

91 independent mind but all are linked When in plant-form, the hero is As the hero shrinks, he becomes telepathically so all Duplicates are aware immune to attacks that specifically affect harder to hit but conversely suffers of each other's actions. Each Duplicate animal life (nerve gas, pheromones, etc.) greater damage if struck. This is handled possesses the same Powers as the but is vulnerable to attacks that affect by the column shift as shown in the table original, except for possible lacking this plant life (herbicides, light-blocking, etc.). below. The column shift decreases the Power (that is, no Duplicate could When in plant form, the hero doesn't attacker’s chance to hit and increases generate more Duplicates). need to eat normal food; rather he uses the damage by an equal shift. For If a Duplicate is killed, the hero doesn't photosynthesis to gain desired energy. example, a hero with Remarkable rank is lose any Health, though he might lose This requires the availability of water, air, -2CS to hit but suffers +2CS damage if Karma if the hero deliberately sent his and sunlight. The plant-hero has different the attack is successful. Duplicate into a certain-death situation. If statistics for the physical Abilities; the The following table details attack the original body is killed, the Duplicates mental Abilities remain unchanged. modifiers against Shrinking characters: will last until the duration of the Power is up-then disintegrate. If the hero's S29/Shapeshifting: The hero can Resultant Duplicates possess an indefinite drastically alter all of his physical Rank Size Column Shift existence and the Power of Duplication, parameters (dimensions, appearance, FE 50% 0 it matters not if the original body is physiology) to achieve any desired PR 25% 0 destroyed. Thus, this Power offers a form shape. Despite appearances, the hero TY 12.5% 0 of Immortality. Unfortunately, each retains his basic chemical composition GD 6.25% 1 Duplicate is the same physical age as unless other Powers are used EX 3% 1 the original, so this form of immortality simultaneously, such as S8/Body RE 1% 2 doesn't turn back the clock at all. Transformation-Self. Example: IN .5% 2 Sometimes this Power functions in a of the Shi'ar Imperial Guard transforms AM .25% 2 different manner, producing beings himself into a stone wall. Despite its MN .1% 3 distinctly different from the original. Such granite-like facade, it's composed of UN .01% 3 semi-duplicates might possess altered flesh; instead of chips flying when the X .001% 4 minds, bodies, or Powers. For example, wall is attacked, it bleeds. Y .00001% 5 Shifter has the ability to generate The hero can attempt to change into Z .0000001% 6 independent beings who each possess a any form; success is determined by a CL1000 10 E-12 8 single, unique Power. Each time he uses FEAT. When creating the hero, the player CL3000 10 E -18 10 his Power, he creates a new, albeit can raise the Power rank by limiting the CL5000 10 E -33 12 temporary, hero. At this rank, he has no variety of possible forms into which the real control over what Powers come out, hero can change. Some categories In practical terms, a Shrinking rank of but with extensive practice, someday he'll include inanimates, machines, specific Shift X, Y, or Z is sufficient to reduce a be able to custom-create his sub-heroes. alien or animal races, superbeings only, normal human to the size of a single cell In a case like Shifter's, each sub-hero and so on. or virus. Either CL1000 or CL3000 will gains a Power randomly generated at the Normal duration is determined by reduce him to atomic scale. CL5000 time of his creation. Shifter has the Power rank. If the hero attempts a shape reduces him to the point at which he can potential to use any Power in this book. If that exceeds his normal size limits (i.e. enter microverse worlds. On such worlds, he wants to try to make a conscious not more that 150% nor less than 50% of the hero is proportional to his new selection, his player must make a red his original size), this affects the duration, environment. FEAT roll. If he blows it, the Judge rolls a dropping it the equivalent of -3CS. There are three forms of this power. Power for him. If the FEAT was yellow, This way a hero can attempt to When the power or the hero is first crea- the Judge rolls a Power in the same impersonate a fly or a dinosaur; he just ted, the player must determine which form class of Powers as the player originally can't do it for long. is involved, using the following subtable. wanted; less than that, and the Judge can roll under any, class he likes. S30/Shrinking: This is a personal form Die roll Form All Duplicates possess statistics of MC4/Diminution. The hero can identical to those of the original hero. temporarily decrease his body’s size. 01-20 Atomic Collapse The hero’s primary and secondary 21-40 Atomic Reduction S28/Self-Vegetation: The hero can alter abilities remain unaffected. Even 41-00 Atomic Shrinkage both his shape and physiology to Strength is undiminished, although it is become any desired plantform. The much harder for a shrunken hero to gain Atomic Collapse decreases the distance degree of change can vary wildly. At the enough leverage to perform tasks that between the body’s atoms and subatomic least, the hero's body changes into a would otherwise be simple to perform. particles, thus decreasing overall size. similarly-shaped ";" at higher For example, consider the act of Mass and strength are unaffected. As ranks the hero may assume normal or sharpening a pencil if you are only density increases, the hero’s body could alien plant shapes. ladybug-size. collapse into neutronium (CL3000) or into

92 TRAVEL

a black hole (CL5000). his mind and body with one or more itself. But, if the barrier was smaller than Atomic Reduction decreases the number disembodied beings (spirits, semi-divine the hero (such as a chain), then the of atoms in the hero’s body. The lost beings, and that ilk. The joining of these pieces fall apart as soon as the hero atoms are either disintegrated (if the disparate beings generates the Power severs the entire width. A red FEAT shrinkage is permanent) or temporarily possessed by the Gestalt hero. The removes the third dimension entirely; at removed from the hero’s plane of merging spirit can be of any nature, this point, the hero can pass through existence and stored “elsewhere” until determined by the player at the time of the barriers without damaging them, or he the hero reverts to his original size. Both hero's creation. Possibilities include: can be transported into a Flatland-type mass and strength decrease as the hero Ancestral Gestalt: The merging beings are dimension where everyone has only two shrinks; these ranks remain proportional the hero's own ancestors. Spiritual Gestalt: dimensions. In the latter case, the hero to the hero’s new size. If the hero loses The spirits are any Free Spirits. Demonic vanishes from sight. too many atoms (by exceeding Shift X Gestalt: The merging being is a nasty The hero can choose to flatten himself rank), his remaining structure becomes supernatural type. Divine Gestalt: The in any direction. He can appear to be a too simple to sustain his life force. For merging spirit a bonafide divine being. front-back, left profile-right profile, top this reason, a hero with this form cannot Duration is determined by the Gestalt view-bottom view, or similar-shaped two- voluntarily exceed Unearthly rank. If the hero's Psyche. Rank determines the dimensional image. Note that while one limit is passed, the hero’s lifeforce is cohesiveness of the Gestalt, especially dimension is drastically altered, the automatically stored away on the same its resistance to external attempts to remaining measurements remain the plane with all the displaced matter that dissolve the merger. same. normally forms his body. At Shift Z rank, When this power is applied to a the hero’s body consists of a single DNA S32/Two-Dimensionality: The hero can weapon, the result is a micron-sword molecule, which then vanishes when the harmlessly reduce his body (and any such as the one used by the late next rank is reached. nonliving matter he carries) to a flat, two- Nemesis. Such a blade completely Atomic Shrinkage reduces the size of the dimensional version. To an onlooker, the severs any matter with a Material hero’s atoms, thus reducing overall size hero appears to have transformed Strength up to +5CS greater than this and mass. Strength remains proportional himself into a life-size photograph. The power’s rank. to the hero’s current size. This is the only hero’s body functions and abilities are The name “Two-Dimensionality” is a form that enables the hero to reach a unaffected. Because the hero is now misnomer. While in the Marvel Universe microverse. While this is the most extremely thin, gaining leverage on it most commonly describes the ability of popular form of Shrinking, it has a three-dimensional objects is extremely normal beings to pass into a Flatland-like potentially deadly disadvantage. As the difficult. He is also extremely hard to hit if state, it can also be used to shed more hero’s atoms shrink, they can no longer he can turn his flat side toward his than one dimension. Three-dimensional interact with other, normal-size atoms. As opponents. While in a flattened state, the beings can reduce themselves all the a result, the hero cannot breathe, drink, hero suffers less damage from blunt way down to a single line one or or eat normal-size matter. Fortunately, physical attacks; the power rank number even one “point” in diameter. The power there is a flat 95% chance (determined at decreases the damage by that much for can also be used by multidimensional the time this power is first gained) that each attack. On the other hand, a flat beings to enter into this one. the power envelops the hero with an hero can suffer all sorts of abuse that he aura that temporarily reduces all atoms would normally ignore. For example, to be consumed. If the hero lacks this could be forcibly folded like a Travel Powers aura, he must have a proportionally sized map and locked in a glove compartment! T1/Astral Body: The hero can send his supply of material for consumption or How thin the hero can get is determined astral form off to any destination. The somehow not need to breathe. If not, the by an Intensity FEAT. A green FEAT physical body doesn't go anywhere; it duration for this power is equal to the reduces the hero to the width of a piece remains in a comatose state until the time the hero can hold his breath. There of paper (about 1/256”). At this point, the astral body returns. The astral body is is an advantage to not possessing this hero can pass through the cracks around intangible and invisible to normal aura in that electrons cannot flow from a door or adhere to a wall and pretend to senses. In the Earth dimension it can normal to shrunken matter; hence, the be a poster. A yellow FEAT reduces the use any of the hero's mental or Psionic power acts as rank-level Resistance to hero to one atom’s width. At this width, Powers but not the physical ones. In Electricity. the hero can pass through solid barriers other dimensions the astral body regains The optional power is MC4/Diminution. by slicing through them as if he were an visibility, solidity, and the physical The nemesis is MC6/Enlargement; the incredibly fine knife. The power enables Powers. A magical silver cord connects specific forms are, in order, Atomic the hero to pass any barrier with a the astral and physical bodies. While it Dispersal, Atomic Gain, and Atomic Material Strength up to +5CS greater can stretch a great distance, it is not Growth (see Enlargement). than this power’s rank. Note that if the infinite. The maximum distance the barrier is larger than the hero’s body astral body can travel form the physical S31/Spirit Gestalt: The hero can (such as a wall), then the slice made by body is shown on the transform into a heroic Alter Ego by joining the hero’s passage immediately reseals

93 Space/Extradimensional Travel column to tow up to a ton of material. The carrier T4/Energy Path: This is a combination of the Movement Table. The astral body wave is temporarily solid and visible. of Energy Body and Carrier Wave. The travels at up to Power rank speed. This Flight occurs at Power rank speed. hero is transformed into energy and is allows the hero to arrive instantaneously The maximum speed is that of normal propelled at Power rank speed along at a destination. The astral hero can energy of the type composing the wave. currents of that energy. The maximum cross into other dimensions by means of For example, a sonic carrier wave is speed is that normal Energy. The hero is a Psyche FEAT. The silver cord links limited to Shift-X speed. It is limited to limited to places where the energy both bodies in several ways. It enables areas where that energy exists. As the currents flow. The player must choose the astral to monitor the condition and limits of that energy's domain are what form of energy the hero turns into. location of the physical. Beings in the reached, it becomes weaker and finally Upon reaching the destination or the limit physical world can use that body's fizzles out. The hero continues to move of the energy current, the hero safely connection to locate the astral body. The in a ballistic arc before he finally crashes. rematerializes. silver cord is the key to the astral Carrier waves can be affected by the Travel can be affected by anything that returning to its own body. If the cord is appropriate Energy Emission and Control disrupts the current, such as a break in an broken, return is extremely difficult, if not Powers. Emission can change the speed electric line or the use of Energy Emission impossible. Once the cord is broken, the or direction of the hero's travel. The or Control Powers. When a disruption physical body begins to die. Health Intensity of an opposing Energy Power occurs, the hero must make a Power drops one point per hour. Fortunately, decreases this Power's rank. A FEAT to detour around the obstacle and breaking the silver cord requires a supporting Energy Power adds its continue on. Failure means the hero CL1000 Intensity FEAT. If an attempt is Intensity to the Power rank. rematerializes on the spot and can not made to damage the cord at any point, Example: Lodestone possesses reenter the energy path for an hour. the astral body is immediately aware of Incredible Magnetic Manipulation. He The hero must be within 10 feet of the the attempt and the location of the tries to stop Magneto from flying away. current in order to join it. Insulation of an threatened length. Lodestone's Incredible rank decreases Intensity exceeding his Power rank pre- If the physical body is killed, the cord is Magneto's Remarkable rank to -10. vents the hero from joining the current. snapped automatically. The hero is now Magneto comes to an inaudibly The hero can transform and tow along trapped in astral form as a Free Spirit. screeching halt and begins to fly in an additional mass. Treat the Power rank The astral body resembles the hero's reverse at Good speed. in terms of Strength to determine how self image. As such, it might not The Optional Power is Energy much additional material can be resemble the real body. All clothing and Detection and an Energy Control Power transported by this Power. For example, appurtenances the astral form carries are of the same type as the Carrier Wave. a Typical rank can transport an additional unreal simulations of the real items; they The Nemesis is the appropriate Energy 100-200 pounds. still have equivalent effects though. Control. While in an energized state, the hero is Astral bodies can be detected by extremely vulnerable to the energy Psionics, Magic, Extradimensional T3/Dimension Travel: The hero can altering Powers. These are Absorption Detection, and by this Power. They can travel into a number of other Dimensions. Power, Energy Solidification, Energy be attacked from the physical world by Transit to a random dimension normally Sponge, and Energy Vampirism. Any of mental and Psionic Powers, Exorcism, occurs automatically but the Power is these have the potential to trap or even Summoning, Spirit Storage, and Force weakened by adrenaline. If the hero is in destroy the hero. Fortunately the hero is Field vs. Magic. any kind of precarious situation, he must moving at the speed normal for his energy Optional Powers include any of the make a Power rank FEAT. He must also type is thus a rather difficult target. Magic Powers and Extradimensional make a FEAT if he is trying to appear in Optional Powers include Energy Detection. a specific dimension or alternate timeline. Detection and either Energy Emission or The Nemesis is Summoning. Specific locations in the other dimension Control for the appropriate type of require a red FEAT. The return trip is energy. The Nemesis is Energy Control. T2/Carrier Wave: The hero can easier. Returning to a random location on manipulate energy currents to support the homeworld is automatic. Returning to T5/Floating Disc: The hero can create a and propel his body, thus attaining a form a familiar spot on the homeworld is a glowing platform of solid light. The disc of Flight. The energy can be any type yellow FEAT. materializes to support any part of the found in the hero's environment, such as The hero initially has two dimensions hero's body; generally this is under the magnetism, sound, light, heat, and he can travel to, his home and one other feet or posterior. The disc is a part of the electricity. The hero can use only one realm. Additional dimensions can be hero's Power and has no independent form; the player has to decide which one reached by developing the trips as existence beyond him. The disc can when he creates the hero. Power stunts or by dropping the affinity automatically support the hero and The Carrier Wave can support the hero that permits effortless travel to either of additional mass. The weight is supported and an additional load equal to its Power the two original dimensions. ("What do by a Power FEAT with the Power substit- rank in terms of Strength. For example, you mean, you don't remember how to uting for Strength. For example, creating a Magneto's Remarkable rank enables him get back to Earth?") Floating Disc to lift five tons is an Incred-

94 ible Intensity FEAT. The disc's surface create is equal to the Power rank to climb 'requires a yellow Agility FEAT for area expands to support wide loads. number. Shortly after gaining this Power, each three stories the hero ascends; Travel occurs at Power rank speed. The the hero should create at least half of her failure means she's caught in a downdraft Power provides no innate protection possible Gateways. More can be added and descends the three stories instead. against high windspeed and friction burns, at any time. If the hero exceeds her limit, She can carry aloft an additional mass; thus the practical speed limit for atmos- a previously established bridge is the limit is decided by her physical pheric Flight is Remarkable (225 mph). replaced by the hero is trying to add. Strength. Gliding can be affected by high The Power can be used in the water with Example: Gatekeeper has Good rank. winds or the Powers of Weather Control proportionally decreased speed. She can establish up to ten bridges. She and Air Animation. The wind's Intensity or If the hero is a technological type or establishes Gateways to her home, her the Power rank diminishes or increases possesses such Powers as Hyper- team's headquarters at the Avengers the Gliding rank, depending on the Intelligence, Hyper-inventiveness, Minnesota mansion, her ex-boyfriend's direction the hero is gliding. For example, Weapons Tinkering, or Mechanical timesharing condo in Jamaica, the a Poor airspeed of 60 mph would be Creation, then the Floating Discs can be bottom of the Atlantic, geosynchronous stopped by an equally fast headwind, but mechanical in nature. Such disks orbit 22,400 miles above Minnesota, the if the hero wants to travel in the other collapse for easy storage somewhere on crater of an active volcano in Iceland, the direction, she can be boosted to a Good the hero's costume, such as a false prisoner processing area of Ryker's airspeed of 120 mph. bottom in the boots. An example of this is Island Federal Prison, Tahiti in the year Optional Powers include Weather the Wizard's anti-grav disks. 1287, the surface of Lake Michigan Control and Air Animation. The Optional Power is Kinetic Bolt; the (twenty miles east of Milwaukee), and These are also the Nemeses. energy resembles the Floating Disc. Death Valley. The need arises for a Nemesis is Energy Vampirism. bridge to an alternate Earth. Gatekeeper T8/Hyper-Digging: The hero can travel concentrates on establishing the link; swiftly through the earth by burrowing a T6/Gateway: The hero can travel to any making the red FEAT takes her most of tunnel at Power rank speed (land point in space, time, or other dimensions the day. Later she realizes that she can't movement rate). The Power can be used by traveling along bridges she creates hop over to Jamaica any more. Oh well, indefinitely as Hyper-digging has the herself. She can travel along a bridge she'd hadn't been there with Wilford side-effect of increasing the hero's from her current location to a location in since he'd gotten married. Strength and Endurance. Both abilities' space (a green FEAT), time (a yellow Gateways automatically transport ranks are raised by this Power's rank FEAT), and other dimensions (a red willing passengers. The Power can be number. Burrowing remains the hero's FEAT). The destination of each Gateway used to catch and transport unwilling preferred mode of transportation, when is a fixed point in space but the depart- passengers (like foes or rampaging water compared to running or especially to ure end always moves with the hero. buffaloes) by means of an Agility FEAT. inconceivable activities like flying. A bridge to another location in space is The would-be transportee is allowed to Normally the tunnel the hero makes created by a FEAT. A green FEAT resist in any way he can. collapses within 10 turns of the hero's creates a spatial bridge. The maximum Gateways deal with size and not mass. passage at a specific spot. The distance the target can be from the hero The hero can transport a black hole as exception is the tunnel within 10 feet of at the time the bridge is created is shown long as it's small enough. The maximum the hero's current location. This allows on column E of the Range Table. A size of a Gateway is the number of the hero to occasionally stop. A tunnel Gateway through time is created by a square feet equal to the Power rank never collapses on the hero, unless a yellow FEAT. The maximum distance into number. For example, a Feeble rank higher Intensity force is applied. the past or future the Power can initially creates a two square foot Gateway that Examples include explosives, Vibration, reach is the number of centuries equal to most people could just barely squeeze and Matter Animation. If the hero wants the Power rank number. Gateways into through. The Gateway forms within ten to build a relatively permanent tunnel, his other dimensions or alternate timelines feet of the hero. It can maintain its movement rate is cut in half as he takes require a red FEAT. The transdimens- existence for as long as the hero the time to make reinforced walls. ional bridges are initially limited to concentrates on it or until he passes The hero may burrow through reaching only one dimension. Additional through it. materials with lower Material Strength dimensions require development as than his Power rank. Materials with equal Power Stunts. Once created, the bridge T7/Gliding: The hero can travel on air or greater Material Strength are functions no matter how far the hero is in currents. She can travel at Power rank obstacles to be detoured around. If the space, time, or the Multiverse. speed, with a top limit of Shift-X rank hero also possesses Hyper-Strength, The hero has a finite number of (Mach One). In normal air currents, the Armor Skin, Body Resistance, or True locations she can bridge to. Once the hero drops one story (15 feet) for each Invulnerability, he can add such Powers' hero has established the bridge, she turn she is in the air. Level flight can be rank numbers to this Power's rank always returns to it when creating that maintained by an Agility FEAT; failure number. This might permit the hero to type of Gateway. The maximum number indicates a loss of 2 stories. The glider can burrow through harder materials, like of dif ferent Gateways the hero can climb by using updrafts. Using an updraft granite intrusions or bank vaults, at half

95 speed. When creating the hero, the landspeed for Hyper-leaping is a -3CS example, Quicksilver's Shift X speed lets player must choose a Bonus Power of Land Movement rate. For example, an him perceive a bullet traveling at 600 either Natural Weaponry/Claws or Body Excellent Leaper can travel 30 mph in a mph as if it were traveling only 15 mph. Resistance. The rank of either is at least series of rapid 30-foot leaps. If the hero This side-effect enables the hero to equal to this Power's rank. also possesses Hyper-speed, that can be dodge or even catch things like bullets Optional Powers include Hyper- added to this Power's rank number for and missiles. strength, Hyper-endurance, Armor Skin, additional speed by increasing the If the Power is Duplicated or or Body Resistance. frequency but not the size of the leaps. Transferred to another being, a special The Nemesis is Matter Animation. Physical burdens do not decrease the yellow FEAT must be made. Failure hero's speed, although they might means the recipient only has the actual T9/Hyper-Leaping: The hero can jump decrease his control. Anything the hero is running ability and not the safeguards. great distances. By repeated leaps, the carrying is also protected by the innate Optional Powers include increasing the hero can rapidly cover large distances. safeguards against damage; the hero hero's Fighting or Agility ranks by this This Power's minimum rank is +1CS acts as a shock-absorber. Power's rank number. greater than the hero's Strength rank. If a While the hero has a vague idea of lower rank is initially rolled, it must be where he is going, he can't see his T11/Hyper-Swimming: The hero can raised to this level. touchdown point. This can be a real cover large distances by swimming at The Power rank determines the hazard when the hero can make Power rank speed. Speed is decreased - distances the hero can safely leap. Monstrous leaps or better. For example, 1CS for each 100 feet of depth at which while leaping cross country, the Hulk the hero us swimming. This is due to Maximum Distance landed on seven cars (two were moving increased water pressure. Water Rank Up/Across Down at the time), one semi truck, eight roofs, Freedom can negate this limitation. FE 4' 6' a swimming pool, ten mud patches, one The Power does not free the hero from PR 6' 9' river, twelve power lines, three street the need to breathe. TY 10' 15' lamps, 57 trees and bushes of various The hero can tow other objects in his GD 20' 30' sizes, and a late Merino ram named wake at a decreased speed of -1CS. This EX 30' 45' Herbert. Judges can assume that the assumes the towed object has a RE 40' 60' hero has enough control on his descent buoyancy equal to the hero's body. If the IN 50' 75' that he can swerve to avoid dangerous object has a greater or lesser buoyancy, AM 75' 105' landing sites. The player must make a the hero's Strength determines the limit to MN 100' 150' green Reason or Intuition FEAT what things can be towed. For example, UN 1 area 1.5 areas (whichever Ability has the higher rank) Marlin has Typical Hyper-Swimming and X 1.5 2.5 every ten leaps to make sure he doesn't Strength. He is trying to tow a sinking Y 4 6 come down on something he'd rather not boat back to the harbor. While the boat is Z 8 12 have come down on. still floating, Marlin can swim at Poor C1000 .5 mile .75 mile speed (30 mph). Once the boat actually C3000 1 1.5 T10/Hyper-Running: The hero can run sinks, Marlin feels its full weight of 1000 C5000 2 3 at Power rank speed for extended pounds. Marlin is dragged to a halt, then amounts of time. The Power has the the boat begins to pull him under. Innate safeguards in this Power enable side-effect of raising the Ability rank Bonus Powers include a choice of Water- the hero to safely land. (Otherwise he number of Endurance by this Power's breathing or Water Freedom. The remaining might break a leg attempting even a rank number. It includes protection to one is available as a Optional Power. Good leap.) The effect is the same on wind resistance and windburn; this The Nemesis is Matter Animation/Water. the hero as if he were a Normal Human protection extends to anything the hero is making a 2 foot leap up or across or carrying. The hero's lungs are modified T12/Levitation: The hero can freely descending 3 feet. to breath high velocity air. The last resist the pull of gravity. She can move The effects on the area the hero lands benefit can be crucial if the hero is vertically at Power rank speed, hover in on might not be the same as if a normal capable of Remarkable speeds or better. place, or drift with the wind. jump occurred. Consider that the Hulk If the hero stumbles, he continues on a Limited horizontal movement is splinters the pavement when he lands. To ballistic trajectory until he regains his possible by pushing off from other determine what sort of effects occur when footing or rolls to a halt. To cut down on objects. The maximum distances are the hero lands, the Judge should figure the chance of this, the Power increase determined the same way a normal leap what kind of damage results when a the hero's reaction time to be able cope is. If the hero possesses Hyper-Leaping, weight five times that of the hero sud- with impending problems. The increased that can be used to greatly increase the denly drops on the surface in question. reaction time decreases the relative distances the hero can propel herself. The actual landspeed varies with the speed of any other moving object. The A hero with this Power can never fall angle of the leaps. The average hero's Power rank number decreases the unless she is unconscious or purposely perceived speed of the other object. For decides to succumb to gravity. The hero

96 can develop a Power Stunt that allows can be formed at any height but cannot must make a Power FEAT to see how the hero Levitate in her sleep. climb on its own. Height is changed by well he makes the trip. Failure means he The Power can always lift the hero's the path forming a ramp that the hero arrives disoriented and cannot take any own weight. The hero can carry aloft climbs or descends. Note: the average actions the following turn. additional mass. The amount is limited by incline is 30 degrees; sharper angles are The hero can carry along anything he her St rength rank. If the hero possesses harder to climb. is touching (except the ground on which Telekinesis, this can be used to increase The Power offers Power rank he stands), up to his Strength's weight her load-bearing capacity. resistance to high winds and sudden limit. Passengers must make a green Levitation provided Power rank fluctuations in gravity, whether natural or Endurance FEAT or be disoriented for 1- Resistance to high winds and fluctuations Power-based. 10 turns. in gravity, whether these are natural or The Optional Power is Telekinesis. As the hero rematerializes, gases and Power-related. Examples of Powers that The Nemesis is Gravity Manipulation. liquids move aside before he solidifies. might affect the Levitator include Matter Normal safeguards prevent the hero from Animation/Air, Weather Control, and T15/Spiderclimb: The hero can travel consciously Teleporting into a solid mass. Gravity Manipulation. along vertical or inverted surfaces with If the hero accidentally teleports into a The Optional Powers is Telekinesis. only minor difficulty. The maximum speed, solid, he must make an Endurance FEAT. The Nemesis is Matter Animation/Air. assuming the hero is using all his limbs to Success means the hero instinctively Spiderclimb, is the same as the hero's jumped to another location and promptly T13/Rocket: The hero flies by means of normal ground movement rate. Each pair fainted for 1-10 turns. Failure means the a rocket-like exhaust that propels him at of limbs not used to climb decreases the hero takes damage equal to twice the Power rank speed. The rocket blast is overall speed -2CS. For example, Spider- solid's Material Strength or actual created by a thermo-chemical reaction man can walk up a wall using only his Strength, if the blockage was a living generated by the hero's body. The Power feet if he is holding something in both being. In the latter case, that being takes converts whatever material is around him arms, but it takes longer because of his equal damage. into fuel and oxidant, then it shapes the decreased grip on the wall. Certain conditions can prevent the exhaust into a stream to propel him. If The Power rank determines how hero from Teleporting. If the hero doesn't the hero is in a vacuum, the Power strong the hero's adhesion is to a given know where he is, psychological creates fuel out of virtual nothingness. surface. The climber must make an blockage may prevent him from The Power is treated like Strength to Intensity FEAT based on the relative consciously Teleporting. Extremely dense determine the maximum thrust the Power slipperiness of a surface. materials like Neutronium or black holes can achieve. If the thrust is high enough, The hero can carry additional weight. are impassable. Barriers that incorporate the hero can carry or push additional The amount is based on the hero's own such Powers as Power Negation, Force loads. For example, Cannonball's weight and strength. Each additional Field vs. either Energy or Magic, or True Remarkable thrust can lift up to one ton. mass equal to his body's weight decrease Invulnerability are also impassable at The Nemesis is Gravity Manipulation. the Power's effectiveness -1CS. higher rank. Example: Spiderman has Incredible The Optional Powers are Teleport T14/Skywalk: This is a peculiar form of Strength and Amazing Spiderclimbing. Others and Clairvoyance. flying. The hero can walk along an He weighs 165 pounds. Each additional invisible path that he creates in the air. 165 pounds of mass Spiderman carries T16/Teleport Others: The hero can The path only serves the hero and only decreases his Power rank -1CS. make any target except his own body exists as long as he concentrates on Attempting to climb while carrying the vanish and instantly reappear at a distant maintaining its existence. The path is Thing (weight 500 pounds) decreases his site. The target does not physically cross intangible to others unless the hero can rank to Excellent (if the Thing is hanging the intervening distance and is extend its benefits to them by such from a web) or Good (if Spiderman is unaffected by most physical barriers. means as a Power Stunt, Power actually carrying him). Column E of the Range Table shows the Transferral, or Telekinesis. The Sky- The hero can move through dense maximum distance the hero can Teleport walker can develop a Power Stunt that vines, tangled vines, or similar areas by a passenger. maintains the path even while he is using this Power instead of Agility. Teleportation always occurs if the unconscious. Another Power Stunt The Nemesis is Matter Conversion. passenger is immobile or touching the increases the path's tangibility to a hero. The passenger must make an circular area 10 feet around the hero; this T16/Teleport Self: The hero can vanish yellow Endurance FEAT to see how he enables others to travel alongside him. at one location and instantly reappear at fared. Failure means disorientation for 1- Note that the walkway only offers a distant site. He does not physically. 10 turns. protection against failing. cross the intervening distance and is not If the passenger is uncooperative or in The path slides -forward at its own affected by most physical barriers. motion, the hero must make an Agility speed. This enables the hero to travel at Column E of the Range Table shows the FEAT to catch him. In addition, each 10 up to Power rank speed. When the hero maximum distance a hero can Teleport. feet of distance separating the hero and rests, speed is reduced to zero. The path Teleportation always occurs, but the hero passenger increases the Power rank -1CS.

97 The Power can teleport a mass equal these into a form that resembles the Free Spirit, and Serial Immortality/Creation. to the hero's Strength limit. This may be hero's self-image but whose physical The Nemesis is Force Field vs. Mental a single object or any number, so long as properties may be those of the materials Attack. the weight limit isn't exceeded. If the that compose the new body. hero is trying to exceed his limit, he only Column E of the Range Table shows the T19/Time Travel: The hero can travel in Teleports part of the mass. Living targets maximum di stance the hero can travel. time to reach any point in the past or are transported intact; if a being weighs Upon attempting to form a new body, future. The maximum range the hero can too much it simply won't Teleport. Only the hero must make a Power FEAT. A reach is varies depending on which the amount of non-living material that green FEAT shapes existing material into direction he's traveling. Travel into the within the limit is Teleported; the rest is the hero's basic form. A yellow FEAT past is easy because it already exists left behind. converts the material into those from the hero's point of view. The Example: The Teleportation beam substances that composed the hero's maximum range is equal to the Power aboard the spaceship Jenni Lea has original body or current self-image, he rank number times 1000 years. Travel Excellent rank and can handle up to 800 was transformed into his current physical into the future is harder (at least, if you're pounds of material. A emergency form. A red FEAT enables the hero to planning a return trip). The maximum required the evacuation of five people create an altered version of his self- range into the future is equal to the (average weight 200 lbs.) and their image. Examples of a red FEAT include Power rank number times 10 years. equipment. The Teleportation beam additional forms or ones of different sizes. The act of time traveling takes 1-100 sorted out its load before taking effect. Obviously, most heroes with this Power turns of the hero's perceived time. (No Only four of the crewmen were cannot carry objects, passengers, or time actually passes but it sure feels like teleported in the first turn. The fifth clothing. The hero shows up stark naked it.) The rate of perceived time passage crewman, the equipment, and the clothes unless he makes a red FEAT and varies with each mode of time travel but the other four had previously been generates a costume. If the hero has the is consistent for all trips using that mode. wearing arrived on the next go-round. Power of Ionization (for nonliving matter) For example, Dr. Doom's time platform The hero can consciously try to or Body Transformation-Others, then he makes virtually instantaneous trips while Teleport sections of a target; the effect is can carry passengers or loads when using Kang's timeship travels at a rate of one as if the hero had used an extremely fine the Power. The load limits are determined year per turn. scalpel. Such Teleportational dissection by this other Power. Just like the hero, The theories behind Time travel vary requires a Power FEAT whose intensity such targets are disintegrated and given on the flexibility of the past. Two theories is equal to the material strength of a new bodies at the destination. This stress the immutability of the timestream. nonliving target or the actual Strength of assumes the passengers are cooperative. The first theory states that all events are a living target. Heroes with Medical Uncooperative passengers cannot be fixed; if you travel into the past, you are Talents can develop this type of exotic transported in this manner. Period. destined to perform those actions or surgery as a Power Stunt. When creating the hero, the player has some unknown force either prevents or Certain conditions can prevent the two options. At a cost of -1CS to the negates your actions. (The passage of a Teleportation beam. Power rank, the hero can be given the suddenly appears and stops Neutronium and black holes are ability to only temporarily disintegrate his from assassinating a ten-year-old impassable. Barriers that incorporate original body. When he returns to his Abraham Lincoln.) The second theory such Powers as Force Field vs. either original site the body automatically states that the traveler actually travels to Energy or Magic, Power Negation, or rematerializes. Normally the new body is an alternate timeline that closely True Invulnerability are impenetrable if created out of the particular type of resembles the desired segment of the their Intensity ranks are greater than this matter (animal, vegetable, mineral) that past. By changing this timeline, the hero Power's rank. most resembles the original body. This cuts himself loose from his original The act of Teleportation takes three limits the sites where the hero can timeline and is now linked to the one he turns. The first turn the hero affects the reform. At a cost of -1CS the hero the has created. (Darkstar assassinates target. The second turn the actual hero can create new bodies out of Lincoln. The U.S. breaks up during the transportation occurs. The third turn the whatever material is available, regardless and never becomes a world target rematerializes. Only on the fourth of its nature. power. Darkstar emerges in a new turn can the hero seek another target. The Power can be diminished or present where the U.S.S.R.'s chief rival is Optional Powers include Teleport Self destroyed by mental Powers that alter the Anglo-American Codominion. Meanwhile and Clairvoyance. hero's self-image. If the hero loses his self on Earth-Marvel, the Avengers intercept image, then the next use of the Power a secret Soviet communique that deals T17/Telereformation: This is a peculiar results in his bodily and with Darkstar's disappearance while on a form of Self Teleportation. The hero can conversion to a Free Spirit. Barriers that mission.) The third theory states that disintegrate his body, transport his incorporate Force Field vs. Mental Attack there is only one timestream but it can lifeforce any distance, and then create a are impassable if their Intensity rank is be completely changed at any point new body out of materials available at equal or greater than this Power's rank. when a traveler from the future alters a the destination site. The Power shapes Optional Powers include Clairvoyance, part of the past. (Alison Blaire of Her

98 Majesty's Special Guard brings her The hero subconsciously detects a crisis A screening mechanism prevents the superior, Lord Warren, Earl of somewhere within his range and hero from traveling to "false alarms" such Worthington, an intercepted Soviet report automatically teleports to the vicinity. The as a distressed accountant who just lost dealing with the appearance and maximum range for detection and his ledgers. subsequent elimination of a superhuman Teleportation is shown on column E of the If the hero possesses Dimension Travel, who called herself Darkstar.) Range Table. it is automatically incorporated into this Villains and well-meaning but misguid- The hero has no control over the Power to extend its range. The result is ed types tend to believe the third theory. Power. He usually arrives without any that the Troubleseeker can be drawn to This is a false belief since the structure idea of what the problem is that drew crises on an infinity of alternate worlds. of the Marvel Universe actually follows him. His only warning is the dreaded feel If the hero possesses Time Travel, the the second theory. Remember, people, of the Power beginning to function. (A Power can usurp control of this as well. that e ach Judge's campaign is set in a brief tingle, a muttered "Here I go again," The hero travels to a random location in different divergent timeline. and poof!) time and then teleports to a crisis Judges are fully entitled to mangle the Nothing in the Marvel Universe can occurring within that time place. plans of any characters who intend to prevent the hero from teleporting into a The Power does allow the hero to rest alter the timestream. After all, the players crisis area. His unwanted appearance between missions. The Power will not are going to create a lot of paperwork for can only be prevented by nullifying the function again until 1-10 days after the the Judge if they succeed. Power before it functions. This can be successful conclusion of the previous By means of a Power Stunt, the hero accomplished by negating either the mission. If the mission was unsuccessful, can actually travel into the Time detection, analyzing, or transportational the Power functions again 1-10 hours Continuum. This is a chaotic aspects of the Power (more on this later). after the hero's defeat. of whirling lights and images that flash Once he is drawn to the scene, the The hero has a -1CS resistance to too quickly for the conscious mind to hero can move freely about. He must Emotion attacks. Even worse, a perfect comprehend. Once within the remain within 10 areas of the initial simulation of the emotions that accom- Continuum, the hero can travel to any attraction. If the hero goes beyond that pany extreme distress can serve as a point in any timestream. Accuracy is limit, he is instantly teleported back to his trap to lure and hold the Troubleseeker. nearly impossible. A green FEAT only starting place. Only when the crisis has The Troubleseeker cannot leave the 10 gets the hero to the right timeline. A been dealt with can the Troubleseeker area limit until he has discovered the yellow FEAT gets the right century. A red leave the area. (Of course, the Power is deception and neutralized the source of FEAT gets the hero within the 10 weeks also free to draw him to a new crisis the spurious emotions. of the desired date. Since all time elsewhere.) The Troubleseeker resents his Power travelers must pass through the Time To compensate for the constant and often feels he is a puppet dancing at Continuum, it serves as a place where demands the Power places on the hero, it the whim of an unseen master. The such travelers can attack each other. A increase the hero's Endurance by this Power is controlled by a force beyond traveler who is slain or rendered unable Power's rank number. At Amazing rank, the hero's discovery. Whatever its nature, to return to normal time is lost forever. the hero gains the additional Power of the Power will never try to get the hero The Power can transport a mass Self Teleportation. The 10-area limit killed. The screening mechanism never whose weight is equal to the hero's remains in effect. The Power automatically draws the hero to a crisis that is beyond Strength. If the Power is incorporated transports anything the hero considers his ability to handle, though he might not into a device, it can transport an amount part of his self image. This can be think so at the time. If the hero admits or equal to 100 pounds times the Power extended to include clothing, equipment, suffers total defeat, the Power may even rank number. and even companions. The additional allow him to escape. If the hero is in a Time travel can be hindered and even weight is limited to the number of pounds fatal situation with absolutely no way out, stopped by the Power of Reality equal to the Power rank number. the Judge rolls a red Power FEAT. Alteration. A higher-ranked Power of this Example: The Troubleseeker known Success means the hero is teleported to type can simply undo anything the only as The Medic possesses a CL3000 safety, at the loss of all his Karma. traveler attempts or may even bar him rank. This allows him to transport 1.5 tons The Power works against the Trouble- from ever entering the timestream. of additional mass. This is represented by seeker's opponents if they try to carry him Optional Powers include Dimension a hut full of equipment and at least two away from the area. Such attempts to Travel, Precognition, Postcognition, and (sometimes unwilling) passengers. hijack the hero proceed normally until the Reality Alteration. What attracts the Troubleseeker? The 10-area limit is reached. At that point the The Nemesis is Reality Alteration. Detection aspects of the Power operate hero immediately teleports back to his on an Empathic basis. The crisis that starting place, minus whatever had T20/Troubleseeker: Heroes hate this attracts it is one that generates extreme carried him away. Power but it does tend to get an levels of turbulent emotions (fear, hate, As mentioned earlier, the only way to adventure going quickly. The Power pure evil, general anguish, and so on). prevent the Troubleseeker's unwanted combines Teleportation with automatically An event that doesn't directly affect appearance is to somehow prevent the functioning Mental and Detection Powers. anyone will not attract the Troubleseeker. Power from initially functioning. The

99 detection aspect can be temporarily Sustenance, and Telekinesis. In addition to the hero's body, the blinded by such means as Mental The Nemesis is Gravity Manipulation. Whirlwind can support additional weight. Invisibility or Force Field vs. either Each additional 500 pounds decreases Mental or Emotional Attack. If the villain T22/Water Walking: The hero can the Whirlwind's speed -1CS. Passengers operates so covertly that no one gets temporarily solidify the surface of the water are not battered by the high winds but distressed, this will also do. The key is to enable him to walk on it without getting are safely held aloft by updrafts in the prevent the hero from receiving the more than his feet wet. The pathway 's interior. Still, all passengers broadcast emotions. smoothes the water's surface to an must make an Endurance FEAT or The second mode of prevention deals average wave height and is not affected become air sick. with the analysis aspect. Anything that by waves of equal or less Intensity. The Power provides rank level can reduce the hero's Reason or Intuition The path slides along the water's Resistance to Physical and Sonic to below Typical can prevent him from surface. This permits the hero to travel at attacks. recognizing distress as something that Power rank speed and the Water High winds can affect the hero. Strong demands his attention. Means to this end Movement rate. winds decrease the Power rank by their include Hypnotic Control, Emotion, The Path only exists for the hero to Intensity rank number. If the wind is Control, Induced Sleep, Mind Drain, and use. It is intangible to others unless the powerful enough, the Whirlwind can be Psionic Vampirism. hero can physically carry them or directly dispersed. Such winds can be natural or The third mode is simple enough. The extend his Power to them. This can be created by such Powers as Matter villain need only negate the hero's ability done in two ways. One, when the hero is Animation or Weather Control. to Teleport. Note: the hero may actually created, the player can decrease his Optional Powers include Weather thank the villain for this, if the villain is Power rank -1CS by modifying the Power Control and Matter Animation/Air. able to pass himself off as a benefactor. to extend 10' around the hero. This area These are also the Nemeses. will support others, provided their T21/True Flight: The hero can fly combined weight does not exceed the through air and space without an hero's weight limit. The second method apparent means of propulsion. This is the requires the use of another Power that most desired Power in the history of the can enable others to independently use world. The Power rank determines the the watery pathway; such Powers include maximum speed the hero can attain in a Power Transferral and Creation. specific condition. There are three The Power normally functions only mediums in which a hero can fly. The when the hero is consciously using it. The slowest form of Flight occurs when the hero can develop a Power Stunt that hero torpedoes through the water at the enables him to maintain the path's solidity Water Movement rate. Faster speed even when the hero is unconscious. occurs when the hero flies through the The Power only affects water itself. It air at the Air Movement rate. The fastest provides no protection against anything flight occurs when the hero is free of any within the water. For example, a shark hindering atmospheric friction; this is the could rub the hero's soles as he walked. Space Movement rate. Acceleration Water currents and high waves can occurs at a rate of +1CS per turn. slow, speed along, or redirect the hero's Deceleration occurs at -2CS per turn. progress. High waves become the The hero's maneuverability is equivalent of self-propelled hills. Fast determined by his Agility. The hero may current;s can change the hero's speed. be able to surpass light speed but if he Opposing currents decrease the hero's has Feeble Agility he is going to need a speed by the current's Intensity rank wide turning radius. number. Supporting currents increase the True Flight includes as a side effect hero's speed by the same amount. Power rank resistance to atmospheric Waves and currents can be natural or friction and lungs adapted to breathe created by such Powers as Matter high velocity wind. It does not include the Animation or Weather Control. ability to breathe water or survive the The Nemesis is Matter Animation/Liquid. rigors of outer space. When creating the hero, the player can T23/Whirlwind: The hero can fly by define the Power in any way that is creating a small cyclone that carries him consistent with the character or his through the air. The hero can travel at equipment. Power rank speed but is limited to Shift-X Optional Powers include Body rank. Maneuverability is determined by Resistance, Armor Skin, Self- the hero's Agility.

100 INDEX

A Dreamtravel ...... M9 Hard Radiation ...... EE5 Abnormal Sensitivity ...... DT1 Duplication ...... PC4 Hard Radiation Control ...... EC12 Absorption Power ...... EC1 Heat ...... EE6 Age-Shift ...... S1 E Hyper-Digging ...... T8 Alter Ego ...... S2 Electrical Control ...... EC5 Hyper-Hearing ...... DT6 Anatomical Separation ...... S3 Electrical Generation ...... EE2 Hyper-Intelligence ...... M13 Animal Mimicry ...... S5 Elemental Conversion ...... MCo4 Hyper-Invention ...... M14 Animal Transformation ...... S4 Elemental Creation ...... MCr2 Hyper-Leaping ...... T9 Animate Image ...... I1 Elongation ...... S12 Hyper-Olfactory ...... DT7 Armor Skin ...... P1 Emotion Control ...... L4 Hyper-Running ...... T10 Artifact Creation ...... MCr1 Empathy ...... M10 Hyper-Speed ...... P5 Astral Body ...... T1 Enchantment ...... MG1 Hyper-Swimming ...... T11 Energy Body ...... S13 Hyper-Touch ...... DT8 B Energy Conversion ...... EC6 Hypnotic Control ...... L9 Berserker ...... F1 Energy Detection ...... DT3 Hypnotic Voice ...... P6 Bio-Vampirism ...... L2 Energy Doppelganger ...... EE3 Biophysical Control ...... L1 Energy Path ...... T4 I Blending ...... S6 Energy Sheath ...... S14 Illusion-Casting ...... I2 Body Adaptation ...... S7 Energy Solidification ...... EC7 Illusory Duplication ...... I4 Body Armor ...... D1 Energy Source ...... MG2 Illusory Invisibility ...... I3 Body Coating ...... S9 Energy Source ...... PC5 Imitation-Face Changer ...... S17 Body Resistance ...... P2 Energy Source Creation ...... PC6 Imitation-Human Changeling . . . . .S18 Body Transformation ...... S8 Energy Sponge ...... EC8 Incarnation Awareness ...... M15 Body Transformation—Others ...... L3 Energy Vampirism ...... EC9 Internal Limbo ...... MG3 Bonding ...... MC1 Enlargement ...... MC6 Invisibility ...... S19 Bouncing Ball ...... S10 Environmental Awareness ...... DT4 Ionization ...... MCo5 Evolution ...... S15 Iron Will ...... M16 C Exorcism ...... L5 Carrier Wave ...... T2 Extradimensional ...... DT5 K Catalytic Control ...... EC2 Kinetic Bolt ...... EE7 Chemical Mimicry ...... S11 F Kinetic Control ...... EC13 Chemical Touch ...... P3 Fire Control ...... EC10 Circular Vision ...... DT2 Fire Generation ...... EE4 L Clairaudience ...... M1 Floating Disc ...... T5 Levitation ...... T12 Clairvoyance ...... M2 Focus ...... PC7 Life Detection ...... DT9 Cold Generation ...... EE1 Force Field ...... D2 Lifeform Creation ...... MCr3 Coldshaping ...... EC3 Force Field vs. Emotion ...... D3 Light Control ...... EC14 Collection ...... MC2 Force Field vs. Energy ...... D4 Light Emission ...... EE8 Coloration ...... MCo1 Force Field vs. Hostiles ...... L6 Linguistics ...... M17 Combustion ...... MCo2 Force Field vs. Magic ...... D5 Lung Adaptability ...... P7 Communicate with Animals ...... M3 Force Field vs. Mental ...... D6 Communicate with Cybernetics . . . .M4 Force Field vs. Physical ...... D7 M Communicate with Non-Living . . . . .M5 Force Field vs. Power Manipulation .D8 Machine Animation ...... MC9 Communicate with Plants ...... M6 Force Field vs. Vampirism ...... D9 Magic Control ...... MG4 Control ...... PC1 Forced Reincarnation ...... L7 Magic Creation ...... MG5 Cosmic Awareness ...... M7 Free Spirit ...... M11 Magic Detection ...... DT10 Creation ...... PC2 Magic Domination ...... MG6 Crystallization ...... MC3 G Magic Transferral ...... MG7 Gateway ...... T6 Magic Vampirism ...... MG8 D Geoforce ...... MC7 Magnetic Manipulation ...... EC15 Danger Sense ...... M8 Gestalt ...... PC8 Magnetism ...... EE9 Darkforce Manipulation ...... EC4 Gliding ...... T7 Martial Supremacy ...... F2 Digestive Adaptation ...... P4 Grafting ...... L8 Mass Decrease ...... S20 Dimension Travel ...... T3 Gravity Manipulation ...... EC11 Mass Increase ...... S21 Diminution ...... MC4 Growth ...... S16 Matter Animation ...... MC8 Disintegration ...... MCo3 Mechanical Creation ...... MCr4 Disruption ...... MC5 H Mental Duplication ...... M18 Domination ...... PC3 Hallucinations ...... M12 Mental Invisibility ...... M19

101 Mental Probe ...... M20 Regeneration ...... P9 Telepathy ...... M32 Micro-Environment ...... MC10 Remote Sensing ...... M26 Teleport Others ...... T17 Microscopic Vision ...... DT11 Residual Absorption ...... PC12 Teleport Self ...... T16 Mind Blast ...... M21 Resist: Emotion ...... D11 Telereformation ...... T18 Mind Control ...... L10 Resist: Energy ...... D12 Telescopic Vision ...... DT17 Mind Drain ...... M22 Resist: Magic ...... D13 Thermal Control ...... EC20 Mind Transferral ...... L11 Resist: Mental ...... D14 Thermal Vision ...... DT18 Missile Creation ...... MCr5 Resist: Physical ...... D15 Time Travel ...... T19 Molding ...... MC11 Resist: Power Manipulation ...... D16 Total Memory ...... M33 Molecular Conversion ...... MCo6 Resist: Vampirism ...... D17 Tracking ...... DT19 Molecular Creation ...... MCr6 Rocket ...... T13 Travel Powers ...... (Code) Natural Weaponry ...... F3 Troubleseeker ...... T20 S True Flight ...... T21 N Selection ...... PC13 True Invulnerability ...... P14 Nemesis ...... PC9 Self-Duplication ...... S27 True Sight ...... DT20 Neural Manipulation ...... L12 Self-Revival ...... P10 Two-dimensionality ...... S32 Self-Sustenance ...... P11 P Self-Vegetation ...... S28 U Penetration Vision ...... DT12 Sense Alteration ...... L16 Undead Control ...... L21 Phasing ...... S22 Sensory Link ...... M27 UV Vision ...... DT21 Pheromones ...... P8 Serial Immortality ...... M28 Physical Gestalt ...... S23 Shadowcasting ...... EE12 V Plague Carrier ...... L13 Shadowshaping ...... EC18 Vibration ...... EE14 Plant Control ...... L14 Shapechange-Others ...... L17 Vibration Control ...... EC21 Plant Growth ...... L15 Shapeshifting ...... S29 Vocal Control ...... P15 Plant Mimicry ...... S24 Shrinking ...... S30 Plasma Control ...... EC16 Skywalk ...... T14 W Plasma Generation ...... EE10 Sleep-Induced ...... L18 Warding ...... MG13 Plasticity ...... S25 Sonar ...... DT16 Water Freedom ...... P17 Postcognition ...... M23 Sonic Generation ...... EE13 Water Walking ...... T22 Power Detection ...... DT13 Sound Manipulation ...... EC19 Waterbreathing ...... P16 Power Simulation ...... MG9 Speechthrowing ...... M29 Weakness Creation ...... PC14 Power Transferral ...... PC10 Spiderclimb ...... T15 Weakness Detection ...... DT22 Power Vampirism ...... PC11 Spirit Gestalt ...... S31 Weapons Creation ...... F4 Precognition ...... M24 Spirit Storage ...... L19 Weapons Tinkering ...... F5 Prehensile Hair ...... S26 Spirit Vampirism ...... MG11 Weather ...... MC12 Psionic Detection ...... DT14 Spray ...... MCr7 Webcasting ...... MCr8 Psionic Vampirism ...... M25 Stealth ...... P12 Whirlwind ...... T23 Summoning ...... L20 R Suspended Animation ...... P13 Z Radarsense ...... DT15 Sympathetic Magic ...... MG12 Zombie Animation ...... MC13 Radiowave Control ...... EC17 Radiowave Generation ...... EE11 T Reality Alteration ...... MG10 Telekinesis ...... M30 Reflection ...... D10 Telelocation ...... M31

102 MOVEMENT TABLE

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

NUMBER OF SIMULTANEOUS ACTIONS/TARGETS

Rank Name A B C D E Fe 1 1 1 2 2 Pr 1 1 1 4 4 Ty 1 2 1 6 10 Gd 1 3 1 10 25 Ex 2 5 2 20 50 Rm 2 10 2 30 100 In 2 15 2 40 200 Am 3 25 4 50 500 Mn 3 40 4 75 1,000 Un 4 50 8 100 2,000 ShX 5 75 20 150 5,000 ShY 10 100 50 200 10,000 ShZ 20 250 100 500 20,000 CL1000 50 500 1,000 1,000 50,000 CL3000 100 1,500 5,000 3,000 100,000 CL5000 200 2,500 10,000 5,000 200,000 Advanced Game Official Accessory THE ULTIMATE POWERS BOOK by David E. Martin

Two-hundred and ninety-three powers times five ranges times eighteen power levels equals—26,370 discrete powers!

Within these covers are nearly 300 powers, gleaned from your favorite comics, science fiction and fantasy novels, and dozens of other sources. All are detailed in MARVEL SUPER HEROES® Advanced Set terms.

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

Now, whether you dream of creating a CPA or the ™, here’s the book that’ll help you do it.

This game accessory is designed for use with the MARVEL SUPER HEROES™ Advanced Set.

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