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RANGE TABLES

Rank f11;1nge A Range B ~ange E


F~eo!e · Cont~~t 1·arep 2 miles
Poor 1·area: '. .10 areas 2smiies
"T;ypical . · · 5 a,reas . 1l!lile ...............--= 2so~ miles ·
Good 10 areas 3miles 2500 miles
Excellent 6 areas 25 areas Smiles 25000 mi!es
Remarkable 8 areas 1 mile 12 miles 250,000 miles
Incredible 11 areas 2 miles . 25 miles :f5·millio'n miles
Amazing . 20 areas ·. ·3miles - 50 ri:iiles 25 riiilliort'miles·
· Monstrous -~O areas 6 mile? ~_.· 120 'tnile's · 250 millioJLirilleS...: ~
Unearthly · 60 areas 10 miles 250 miles 2.5 ~illion miles·
Shift X 80 areas 15 miles 500 miles 25 biilion rniles
Shift Y 160 areas 30 miles 1200 miles 250 billion miles
Shift Z. 400·areas -, 50 miles 2500 miles~-~- . :s"fight year ;
Cl1000 100 fnile·s 1' . 80 miles - .5000 miles . 5 ligt:'lt years
Cl3000 · 1o~c:>00 r:niles• 150·ml1es 12,000 miles'-"'-"·--- • 5.9 lig_nr years ·
Cl5000 100,000 miles 250 miles 250,000 miles 500 l ig ~t years

AREA OF EFFECT

Rank Name Radius (in feet) Area Volume

Feeble
Poor
· Typical
Good
Excellent
Remarkable
lnerediole
· Amazing
Monstrous
Unearthiy
Shift X
Shift Y
' $.l)ift.Z.'
. ci1ooo
Cl3000. ·
Cl5000 .

1 square mile = 28 million square feet


1 cubic mile = 147 billion cubic feet
Table of Contents
Introduction .......................... ............... 2 Illusory Powers .......................... .......... 30
Character Generation .......................... ....... 3 Life Control Powers ........... . .... . ............... 34
How We Do It .......................... ............ 3 Magical Powers ............... .. . .. . .. ............ 39
Physical Form .... . . . . ...... . ... ........... .... .. .... 3 Matter Control Powers ........... . .. .... . .. . .. ...... 48
Type Definitions . .... . ........................ . .... . . . . 3 Matter Conversion Powers ...... . .. . .. .. . .. . ..... . . . 57
Origin of Power .......................... ..... . . . ... 10 Matter Creation Powers ........................... .. 61
Primary and Secondary Abilities . . . . ... .. ...... .. ... . ... 11 Mental Enhancement Powers . ... . . .............. .. . . 66
Weakness Generation ....... . .. ... . ......... .... . .... 11 Physical Enhancement Powers ... . . .. . ..... .. . ....... 77
Power Generation ..... . .......................... ... 14 Power Control Powers ........................... ... 80
Power Categories .......................... .. .. ..... 14 Self-Alteration Powers ........................... ... 83
Power Listings .......................... ............ 17 Travel Powers ....... . ...... . ......... .. ........ . . 88
Defense Powers .......................... ......... 17 Index .......................... ................... 95
Detection Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Range Table ......... . ............... .. inside front cover
Energy Control Powers .......................... ... 20 Area of Effect Table .................. .. .. inside front cover
Energy Emission Powers . .................. .... . . ... 25 Movement Table .. ............ . ......... inside back cover
Fighting Powers ..... ... . . ..................... . ... 28 Simultaneous ActionfTarget 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 Marvel Entenainment Group. Inc. Distributed to the book trade In the United States by Random House, Inc.• and in Canada by Random House of Canada, Ltd. OIS1rlbuted to
the toy and hobby trade by regional distributors.

All characters appearing in this garnebook 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 Entenalnment Group, Inc. CCopyright 1987 Marvel Enter1ainment Group, Inc. Game Design "1 986 TSR, tnc. 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 all the known super powers ever
to appear in any comic book, science fiction or fantasy literature, film, or
role-playing game. Once these were identified and catalogued, the next phase was
to fi ll 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 the MARVEL SUPER HEROES
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 Aunt May.
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 your game mechanics.

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

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

2
CHARACTER GENERATION

HOW WE DO IT 47 Surgical Composite Fantastic Four are examples of this type.


48-49 Modified Human Organic Induced Mutants roll their random
The following is a system for creating 50-51 Modified Human Muscular ranks for Primary Abilities on Column 1
new characters in the Marvel Universe or 52-53 Modified Human Skeletal of the Random Ranks Table.
whatever section of the Multiverse you 54-57 Modified Human Extra Induced Mutants can raise any one
play in. Newly generated characters Parts Primary Ability + 1CS.
have the advantage of being unique to 58 Demi human Centaur
the player, and thus (in my eyes, at least) 59 Demihuman Equiman Random Mutation: The hero was born
the player has a firmer commitment to 60 Demihuman Faun to Normal Humans, but a freak twist of
them. A player invests more of his 61-62 Demihuman Felinoid genetic fate made him a mutant from
energy and imagination in a character he 63-64 Demihuman Lupinoid birth. Most of these are the Mutants
creates himself. They also offer an 65-66 Demi human Avian found in the Marvel Universe, such as
advantage to the Judge. Because 67 Demihuman Chiropteran the X-Men.
player-generated characters don't have 68 Demihuman Lamian Random Mutants roll on Column 1 of
to adhere to someone else's continuity, 69 Demihuman Merhuman the Random Ranks Table.
all restraints in that area of the game are 70 Demi human Other They gain one additional Power.
gone. All bets are off and anything can 71-72 Cyborg Artificial Resources are reduced -1CS.
happen. limbs/organs Endurance is raised + 1CS.
The Ultimate Powers Book generation 73-74 Cyborg Exoskeleton
system has seven steps. 75-76 Cyborg Mechanical Breed Mutants: The hero's parents
• Generate a physical form. Body were Mutants, as were any number of
• Generate an Origin of Power. 77-79 Cyborg Mechanically preceding generations. Breed Mutants
• Generate Primary Abilities. Augmented form tribes and have close-knit families;
• Generate Secondary Abilities. 80-82 Robot human this is a defense mechanism born from
• Generate a Weakness. shape generations spent hiding their true selves
• Generate Powers. 83-84 Robot Usuform from normal society. Examples of Breed
* Give your character life. 85-86 Robot Metamorphic Mutants include the lnhumans.
87 Robot Computer Breed Mutants roll on Column 1 of the
The joy and exasperation of random 88 Angel/Demon Random Ranks Table.
creation is that even when you think you 89 Deity Intuition is raised + 1CS.
know where you're heading, you can still 90 Animal Endurance is raised + 1CS.
be taken in a completely different 91 · vegetable Breed Mutants must have at least one
direction by a roll of the dice. Each of the 92 Abnormal Chemistry Contact, usually their tribe.
seven steps contains factors that can 93 Mineral
totally revamp your character. You can 94 Gaseous Androids: These are artificially created
even interpret the same sets of numbers 95 Liquid organic beings. An android is made of
in dramatically different ways. 96 Energy laboratory-created protoplasm and grows
97 Ethereal to maturity in an artificial womb. More
98 Un dead intricately made Androids can actually
Physical Form 99 Compound interbreed with Normal Humans. One
Your character's physical form is what 00 Changeling example is the Vision. Androids generally
he looks like now. Oh , he might have resemble the race that created them;
been born a relatively normal child in Type Definitions alien androids can be any shape.
Cleveland, Ohio, but this category is how Androids roll on column 4 of the
people see him now. The player can Normal Human: The body is completely Random Ranks Table.
either select one of the body types below normal and possesses no detectable Popularity is initially lowered -1CS.
or be brave and let the dice do it for him. abnormalities. Any Powers the hero Androids may raise any one Ability
Deliberate selection is recommended if possesses have left no visible mark on +1CS.
you are setting up a special campaign the body. Androids gain one Power.
that requires certain types of characters, Random ranks are rolled on Column 2 Androids have at least one Contact,
like on other worlds or in other eras. of the Random Ranks Table, page 6 of the lab tech or scientist who created
the Player's Book and reproduced in this them.
Dice Roll Physical Form Sub-form text for your convenience.
Resources are increased + 1CS. Humanoid Race: The hero is a normal
01-25 Normal Human member of a human-like race from
26-30 Mutant Induced Induced Mutant: The hero started life " somewhere else." This may be another
31-33 Mutant Random as a Normal Human, " then something world, era, dimension, or lost land hidden
34-35 Mutant Breed happened." A.s a result of a freak somewhere on the Earth. Most can pass
36-38 Android happenstance, the hero has been as Normal Humans with a little disguise
39-46 Humanoid Race physically and genetically altered. The or explanation. Some of the Humanoid

3
CHARACTER TYPES

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

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

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

6
Popularity. he has been sent to the Earth Dimension other hand, might be filled with heroic
These beings do not necessarily follow by other, more powerful Deities. Both Animals or really peculiar aliens (I'll
the popular traditional behavior patterns. Thor and Snowbird are in this category. fudge a little and include Lockjaw, the
A heroic demon might be fighting a per- The third reason is that the deity is bored lnhumans' "dog" as an example of this).
sonal war against other, even more evil with timeless infinity and is slumming it Animal PCs have three main types of
beings. A crazed angel might be a villain, on Earth as a way of generating excite- backgrounds. One is that the animal is a
seeking to purify the Earth at any cost. ment. Hercules fits this bill. mutant. Another is that the animal was
Angels and demons have no initial Actually, there is also a fourth reason. altered in ways that gave his intelligence
Contacts but will soon be sought out by The deity might be on Earth seeking and Power. The last is the animal is a
groups who see them as symbols or Power, whether by regaining worship- relatively normal member of a race of
tools. pers or establishing a portal between animals like him (Lockheed, for exam-
All Physical Abilities are raised + 1CS. Earth and his home dimension. However, ple). The player can determine this in the
Such beings possess a Psychological for game purposes, this reason is re- Origins of Power section and embellish it
Weakness that Negates their Power. stricted to NPC deities who are acting as to the best of·his ability.
Angels gain +2CS Popularity. villains in your campaign. Animals have to have a human Con-
Demons lose -2CS Popularity. All primary abilities are raised + 2CS. tact. People tend to see the human Con-
Demons automatically possess Good Deities automatically possess at least tact as the animal's owner or trainer.
Fire Generation and Specific Invulnera- one Travel Power. People refuse initially to believe the
bility to Heat and Fire. Deities gain two additional Powers. animal is intelligent. Animals have very
Angels automatically possess a spe- Deities have increased Popularity few legal rights, but they also have few
cific form of Artifact Creation that pro- responsibilities.
duces a magical sword that does Animals roll on column 1.
Excellent damage. Aliens in this category roll on column
5.
Deity: This is an " Entity of Great Animals gain one less Power.
Power"-or rather, was such a being. Animals automatically have two Detec-
The deity was an actual god, demigod, or tion Powers at Good rank.
close relative who was actually wor- Animals risk death or capture from
shipped at some point in the past. Now people who are ignorant of the animal's
his powers have waned because the true nature.
religion which was devoted to him is no Resources are zero unless the animal
longer practiced. His followers have has attached himself to a human. In this
disappeared into the annals of history. case, the Resource rank is assigned to
Thor is an example of such a being. that human.
Now he is a god-on-Earth and locked
into a mortal shell. He is still a formidable Vegetable: The hero is an intelligent,
being, though. Deities have increased mobile plant. He can be of any nature
ranks in all their primary abilities and but for game purposes the hero is as-
cannot really die in the Earth Dimension sumed to be a man-shaped plant. His
unless the slayer is another deity. Each physiology is based on photosynthesis.
deity has a home dimension; on that ( + 2CS) with the public but zero Popular- The plant-man doesn't need to eat any-
plane the deity loses his special protec- ity with the hierarchy of the major estab- thing except a bit of fertilizer occasion-
tion from death. lished Earth religions. ally. Prolonged deprivation of light and
Deities are usable as player charac- Deities eventually attract any remain- water reduces the hero's Strength and
ters. The Marvel Universe includes ing living worshippers they still have. All Endurance -1CS per day after an initial
Asgardians, Olympians, and deities from of these people serve as Contacts. A three days.
a host of other pantheons. Both Thor and deity PC who abuses his worshippers Plants have no legal rights. This can
Hercules are members of the Avengers. faces a stiff Karma penalty. be a real problem.
Snowbird, daughter of an Inuit goddess, Deities are honor-bound not to actively The Plant Hero may be a mutant, a
is a member of Alpha Flight. The thing promote a religion based on themselves. modified plant, a member of a species of
that permits their playability is their di- Deity PCs who try this lose -1 CS from intelligent plantlife, or a human or other
minished Power. Once Odin formed the all their Abilities and Powers. being who was somehow transformed
Earth from the blood and bones of a slain into a plant. A permanent result of In-
Ice Giant, but he can't do things like that Animals: This is a catch-all category duced Vegetation could create such a
anymore. that includes fish, mammals, birds, rep- character. Man-Thing is an example of
There are three reasons a deity might tiles, and the rest of Earth's fauna, in the last type.
be found on Earth. One is that his addition to aliens that do not fit into any Plants roll on column 1.
Powers have diminished to such a point other category. About the only example Plants have zero Resources.
that the Earth Dimension is the only of this in the Marvel Universe is Lock- Plants automatically possess Absorp-
place he can survive. The second is that heed, the dragon. Your campaign, on the tion Power of Good rank in the form of

7
enhanced photosynthesis. easier to feed and maintain. If food is that limit, the drained liquid "dies" and
Plants have - 2CS Fighting. needed, the Mineral Life can digest raw becomes inert.
Plants gain + 2CS En~urance. matter of its composition. Wounds can Swallowing a Fluid Body can be a fatal
Plants have no initial Contacts; the be bandaged by applications of the same act if the body so chooses. It can also
exception is if the Plant was created by matter as well. ("But Doctor, I'm not a result in a symbiosis if the Fluid Body
scientific means, in which case its crea- bricklayer!'') takes a liking to the solid host.
tor might be a Contact. Mineral Life is immune to all Poisons
and Diseases that harm Normal Humans. Gaseous Life: The body is completely
Abnormal Biochemistry: The body is Conversely, exotic poisons and diseases composed of gases, vapors, smoke, and
apparently normal but possesses a differ- that do harm to Mineral Life do only mist without any solid (or even liquid)
ent chemical base than that of Normal Feeble damage to Normal Humans. components above the microscopic level.
Humans. A key element in the body's Mineral Life is vulnerable to attacks with The Gas Body is a coherent cloud that
chemical makeup is replaced by another special effects on the body materials. For retains its integrity even in the face of
element. The most common abnormali- example, an iron golem is prone to rust. Amazing Intensity winds. Unlike normal
ties are silicon replacing carbon, copper Mineral Life rolls on column 2. clouds, the Gas Body can more at will in
replacing iron, and cobalt replacing iron. Initial Health is doubled. any direction and even penetrate liquids
Silicon-based life has a body tempera- Movement rate is decreased -1cs. and permeable solids. However, it can-
ture 40 degrees lower than similar not freely move in a vacuum unless it
carbon-based life. Liquid Life: You know that the Normal possesses a Travel or Energy Power.
Copper produces green blood. Human body is 68% liquid? Well, this The Gas Body may be composed of a
Cobalt produces blue blood. type is 100% liquid. However, it is com- single element or compound or any sort
posed of special liquids that remain to- of exotic mixture.
In all these cases, acquiring food that
gether. The fluid body can be of any If the gaseous hero possesses a Sha-
fits the hero's metabolic needs is a prob-
viscosity from gelatinous to watery. It can pechanging Power, Alter Ego, or Body
lem. If the abnormal lacks a food supply,
move at will by flowing through other Transformation-Self, the being can
he'll have to seek one out. A lab of Re-
liquids or along surfaces. It can even temporarily assume a human-like form.
markable cost can synthesize the neces-
climb vertical surfaces. Gas Bodies are immobilized if con-
sary foodstuffs. For game purposes,
If the liquid life possesses Endurance verted to liquid or solid forms but take no
assume the hero already possesses a
and Psyche ranks of Excellent or better, damage from this act. While gaseous,
steady food supply.
the Fluid Body can form an erect simula- the being can freely expand or contract.
Because of the different body chemis-
tion of a human body. This can "walk" Minimum size is one cubic foot. The
tries, abnormals cannot donate blood or
by sliding along the ground. maximum size can fill a volume equiva-
body tissues for transfusion into Normal
Contrary to what you might think, a lent to the average shopping mall.
Humans. Likewise, anything foolish
Fluid Body is actually dry to the touch. Gas Bodies roll on column 5.
enough to try to feed on the abnormal,
This is because none of the body's liq- On Earth, Gas Bodies have zero Re-
like a lion or a Bio-Vampire, takes Good
uids leave the body unless deliberately sources and no initial Contacts.
damage as it tries to digest what, to its
secreted. The only way to destroy a Gas Body is
system, is poison.
The Fluid Body can be housed in a to alter its composition through Powers
Abnormals cannot interbreed easily
naturally secreted sac or in an artificial like Matter Conversion and Matter Con-
with Normal Humans, even when their
container. This is determined by the trol.
bodies are virtually identical. A hospital
player rolling such Powers as Armor, Inhaling a Gas Body can be a fatal act
with Incredible facilities is needed top
Body Armor, or Body Coating. since the being's gases can prevent
alter the would-be parent's genetic mate-
If the Fluid Body is frozen, the hero is required gases from reaching the lungs.
rial to a compatible type.
immobilized until he can melt. He takes Gas Bodies can enter a symbiotic
Abnormals roll on column 2.
no damage from such an attack, al- relationship with a solid being.
Endurance is raised "-1 CS.
though sacs or body containers might be Gas Bodies possess a natural form of
shattered by the cold. Vaporization is a Phasing that permits them to penetrate
Mineral Life: The body is composed of
fatal act for .most Fluid Bodies. solids.
solid materials that norma'!y do not sus-
Fluid Bodies roll on column 5.
tain life. In fact, the body might not even
Fluid Bodies have a natural variation of Energy Body: The hero is a field of
have anything remotely resembling inter-
Phasing that permits them to permeate coherent energy. The basis for this can
nal organs. In such cases, an internal
any porous material. be any Energy form found in the Energy
examination would only reveal homoge-
nous matter. Fluid Bodies have no initial Contacts . Emission and Control sections of this
except their own race, if one exists. book. The Energy Body can move at will
The body can be of any single element
Because of the Fluid Bodies' control in any direction, even though spaces that
or compound or a mixture of anything the
over their own fluids, it requires an In- lack a medium to transmit it. The Energy
player can think of. Examples of Mineral
credible Agility FEAT to drain off any part Body possesses an Intensity rank of its
Life include golems and Warlock (of the
New Mutants). of the Fluid Body. Drained parts remain own; this is how the Health points apply
under the main body's control as long as to this being.
Because Mineral Life is simpler, it is
they are within one area. Once beyond Energy Bodies follow the same charac-

8
teristics as normal energy of the same scientific, Power-based, accidental, or by +1CS.
type. They possess a special vulnerabil- deliberate. The Red Ghost is an example The player and Judge must come up
ity to Plasma Control ( -1 CS Resist- of a Normal Human directly transformed with a body maintenance procedure,
ance). Energy Bodies can be contained into an Ethereal as a result of a scientific unless the hero possesses a Vampiric
within special storage batteries; this is mishap. Power.
the only way to immobilize these beings. If the Ethereal possesses Alter Ego or Undead possess a Psychological
Energy Bodies composed of visible Lifeform Creation, he can create a living Weakness; their Power is negated while
energy types can create a ghost-like body for himself. If he possesses Mental they are within 10' of a religious symbol.
image of a human. If the Energy Body Domination, he can possess a human If the symbol is that of a religion the
possesses Alter Ego, Energy Solidifica- host. Undead practiced while he was alive, he
tion, or Lifeform Creation, it can form a Ethereals roll on column 1 (they're suffers Excellent damage.
solid facsimile of a human. about as altered as a human can be).
The only way to destroy an Energy Fighting rank is zero in the Earth Di- Compound Form: The hero's body
Body is to completely Negate or solidify mension, unless the Ethereal is fighting contains asp~cts of two or more of the
its energy. another Ethereal. preceding Body Types. As such, it pos-
Energy Beings roll on column 5. Physical attacks have a decreased sesses a mixture of the advantages and
Energy Beings have a Bonus Power of effect on Ethereals (-9CS). disadvantages of each type.
Energy Emission. En.a rgy Control is an Spirit Vampirism completely destroys
Optional Power. Die Roll Number Adv./
Ethereals. Psi-Vampirism destroys the
Physical contact with an Energy Being self-image and reduces the Ethereal to a Dlsadv. o/o
does Feeble damage. mindless Poltergeist. 01-50 2 50%
At least one Contact can be a Spiritual 51-75 3 33%
Ethereal: The hero is an intangible, Medium. 76-95 4 25%
disembodied spirit. He can be a ghost 96-00 5 20%
who once possesses a mortal shell, or Undead: The being in question had
The Combination of advantage and disad-
belong to a race that always exists in this once been a Normal Human (or any
vantage is unique to each Compound.
form. An Ethereal can drift about in any other species) but has since died.
direction he chooses, and can pass Through some arcane and possibly dis- When creating a Compound character, the
through solid matter without any effort. player first generates the number of Body
gusting means, the body has regained
The visibility of an Ethereal varies ac- animation and ceased to decay. The Types combined in his character, then the
actual types, using the Body Type Table
cording to his whim; he can be invisible, being's life force is once again in resi-
above. The next step is determining the
transparent, translucent, or opaque. dence (although the old house just isn't
advantages and disadvantages are re-
If the Ethereal is a ghost, his form the same). Special means are required to
resembles an idealized version of his old tained by the compound.
maintain the reunion of mind and body.
Example: The dice have assigned the
body. The ghost's appearance is actually This can be anything from being fre-
based on his self-image and thus reflects quently re-embalmed to utilizing any of hero a Compound Body Type. Muttering
the ghost's attitude toward himself. This under his breath ("Great, I get to play a
the Vampiric Powers. If the Undead fails
is why ghosts are usually either very freak" ), the player rolls a 61. His Com-
to follow his required maintenance proce-
beautiful (or handsome) or quite pathetic. pound has three aspects, which the dice
dures, he begins to fall apart. In Undead
Ghosts are immune to most physical again decide-16 (Normal Human}, 69
terms, this is what Health points are used
attacks with Intensities less than Un- (Chiropteran), and 72 (Other Demihu-
for. Health is the structural integrity of
earthly. They are vulnerable to Mental the Undead's own corpse. man). Three Body Types get him a 33%
and Magical attacks, especially by The nature of the Undead can vary. chance of retaining advantages and
Powers that affect the spirit. Either Psi- Examples include Bio-Vampires like disadvantages. He starts rolling. By the
or Spirit Vampirism can destroy an Ethe- Dracula, Zombies ("Zuvembies" in the time he's done, his freak has begun to
form. The character's wings sprout from
real. Marvel Universe), animate Mummies like
While Ethereals are intangible on the those in ancient pyramids and bad B- his back, rather than being formed by his
Earth Dimension, they regain solidity in movies, and even hybrid forms that still arms. The ears are smaller and more
other Dimensions. In such realms Ethe- human-like since he lacks sonar. From
retain some humanity. Dracula's daugh-
reals are vulnerable to all Powers except ter Lilith is such a being, being con- the Other Demihuman aspect, a wasp-
those that specifically affect Ethereals ceived after Dracula had become an man, he gets a stinger that does Excel-
and other disembodied beings; these Undead. lent Paralysis damage and rigid plates on
Powers are Spirit Summoning and Stor- his torso.
Technical note: At this time, all Bio-
age, Reincarnation, and Exorcism. The artificial Body Types lend them-
Vampires on the Marvel Universe Earth
selves especially well to creating Com-
If the Ethereal once had a solid body, have been destroyed. Your campaign,
he might not necessarily have died to pounds. All such Compounds are
however, can be free of this restriction if
automatically Cyborgs.
reach his current state. He might have you so desire. The Great Continuity
become an Ethereal by being directly Compounds only roll on a single
Goddess bade me mention it anyway.
transformed from solidity to ethereality. column, determined by the AID percent-
Undead roll on column 1.
Such transformations can be magical, age.
Strength and Endurance are increased

9
Most Compounds are unique individ- should; the Powers Steve has mani-
uals. Due to their peculiar nature, they fested are entirely unexpected.
do nor easily reproduce. Genetic off- Example number two: Bruce rolls a 15
spring, including clones, possess only a for Physical Form, Other Demihuman, and
single aspect. In the example, a clone of a 34 for Origin, Endowment. Bruce has a
the freak would be either a Normal Hu- fondness for bears, which leads him to
man, Chiropteran, or wasp-man. make his character a Ursinoid. He doesn't
Popularity is decreased -1CS, cumu- want to have to come up with an entire
lative with any losses determined by the racial background for his character, tenta-
various aspects (Body Types). tively called Ursus, and chooses the sec-
ond option for Origin. Ursus began life as a
Changeling: The hero can transform into normal teenager in Charlottesville, Virginia.
any of a number of possible Body Types. While wandering through the woods one
Each Body Type aspect of the Change- night, the boy encountered a crippled UFO
ling possesses its regular advantages piloted by small bear-like beings. The boy
and disadvantages which apply only tried to assist the bears, who transformed
when the hero is in that particular form. him into a form more capable of perform-
ing the repairs they needed done. The
Die Roll Number
alien bears completely forgot about return-
01-50 2 ing their helper to his original form before
51-75 3 Origin of Power they left.
76-95 4 To determine the Origin of Power, roll
96-00 5 Now that you've determined what your percentage dice once and compare the
character looks like, the next question is results with the following table.
What powers the hero possesses are how did he get that way? More impor-
assigned to any and all of his Aspects. tantly, how did he get the Powers that set Die Roll Origin
Each Aspect must have one Power which him apart from mortal men (or cyborgs or 01-10 Natal
is unique to it, a Power no other Aspect centaurs or kitty cats)? This is the stage 11-20 Maturity
has. where you determine the Origin of 21-30 Self-Achievement
The hero can transform himself from Power. There are 11 possibilities here, 31-35 Endowment
one Aspect to another in 1O turns. During each one a single event in your charac- 36-50 Technical Mishap
this time, no Powers can function and all ter's life that transformed him/her/it into 51-60 Technical Procedure
Primary Abilities temporarily drop - 2CS. a Super Hero. 61-65 Creation
Changeling is similar to the Power of The player can interpret the Origin two 66-76 Biological Exposure
Alter Ego. If the player rolls that Power ways. The first way assumes that the 77-87 Chemical Exposure
while creating a Changeling character, character has always had approximately 88-98 Energy Exposure
he can discard it and roll another Power. the same Physical Form that he now 99-00 Rebirth
Example: Kit has rolled Changeling for possesses. In that case, the Origin is the
his Body Type. This one has two As- event in which his Powers first appeared. Natal: The hero was born in the Body
pects: 83, Humanshape Robot, and 91, The second way of interpreting the Ori- Type he has, and possessed all his
Vegetable. "Great, a robot that turns into gin is to assume that the character be- Powers from birth onward {although
Man-Thing." Eventually, Kit decides his gan life as a perfectly Normal Human, learning to control them took time). Note:
robot was specially designed to imitate say a kid from Euclid, Ohio. In that case, If a character is a Cyborg, he was se-
other life-forms, but the Shapechange the Origin was an event that not only verely deformed at birth and required
circuitry burned out after recording its gave him Power, it may have also drasti- immediate emergency medical and sci-
first form. cally altered his Physical form. entific aid.
Changelings roll on column 5, regard- Example number one: Ken rolls a 78 Maturity: The hero gained his Powers
less of what the various Aspects would for Physical Form, a Mechanically Aug- sometime after reaching adulthood.
roll on. mented Cyborg, and a 58 for Origin, Powers may have begun manifesting
l·f while in one Aspect the hero loses all Technical Experiment. He interprets this themselves sporadically during adoles-
Health points, he can save his life by to create Steve Plano, a man who has cence, or even childhood, but full control
making a red Psyche FEAT. Success volunteered to be a test subject for a new wasn't achieved until maturity. Most
means he lives, but permanently loses weapons system his company has devel- Random Mutants are in this class.
the ability to transform into that Aspect. oped. The system is surgically implanted Self-Achievement: The hero actively
Powers can be assigned to any or all within Steve's body. Since the implanta- sought out a means of giving himself
Aspects. Each Aspect must have a tion is experimental, the lab wants him to Power. He developed the methods, pro-
unique Power not shared with other retain the implant for a time while they cedures, equipment, or whatever permits
Aspects. study its effects on him. What they aren't him to possess Power. This could be
telling Steve is that the implant is not through scientific endeavors (Henry Pym/
working out at all like the plans said it Ant Man), arcane study (Dr. Strange), or

10
physical training (Iron Fist). Anyone can formed by exposure to an exotic ele- wealth
gain Powers similar to the hero's by ment, compound, or mixture. This Popularity: The hero's reputation
following this special training. substance can be inhaled, ingested, within his normal environment
Endowment: The hero was given his injected, or just placed next to the hero
Power by another being. This includes for it to affect him. The chemicals in- Primary Abilities, Resources, and
such diverse situations as being trans- volved in these incidents react in random . Popularity are all randomly generated on
formed (Tigra), being charged with Power ways with the hero's genetic structure the Random Ranks Table below. Health
(the Power Pack kids), and acquiring an and produce unique results. If another is the sum of the rank numbers for Fight-
item whose possession gives the hero person is exposed to the same chemical, ing, Agility, Strength, and Endurance.
Power (Black Knight, Vindicator). the results may be different or fatal. Karma is the sum of the rank numbers
Technical Mishap: The hero was caught in Madcap is an example of this. for Reason, Intuition, and Psyche.
an experiment or procedure gone awry, Energy Exposure: The hero was exposed
with the result that the hero gained Powers Rank Initial 1 2
to a special form and Intensity of
that were totally unexpected. Such freak energy- anything out of the ordinary will Name Rank
conditions cannot be completely dupli- do-and turned into his present self. Number
cated, although they can be simulated. Most of the Marvel Super Heroes from Feeble 1 01-05 01-05
Simulations produce slightly different re- the early 1960s are examples of this. The Poor 3 06-10 06-25
sults, though. Cloak and Dagger are exam- Fantastic Four, the Hulk, and Daredevil, Typical 5 11-20 26-75
ples of Mishap Origins. The late Sasquatch for examples, all received Powers after Good 8 21-40 76-95
was an example of a Mishap Simulation, being subjected to hard radiation. Excellent 16 41-60 96-00
from trying to recreate the Gamma Blast Rebirth: The hero was once a perfectly Remarkable 26 6.1 -80
that created the Hulk. ordinary person. Then he died. Some- Incredible 36 81-96
Technical Experiment: The hero was the thing happened to him that destroyed his Amazing 46 97-00
subject of a controlled scientific or magi- old body and gave him a new one, com- Monstrous 63
cal experiment. Assuming that all the plete with Power. Examples of this class
factors are reproduced, such a Technical include Marc Spector/Moon Knight and 3 4 5
Experiment should be able to produce a Arthur Douglas/Drax the Destroyer.
steady supply of super-powered heroes. Feeble 01-05 01-05 01-10
Unfortunately, the geniuses behind such Poor 06-10 06-10 11-20
Primary and Secondary Typical 11-40 11 -15 21 -30
experiments often leave inadequate
notes; if something happens to the ge- Abilities Good 41-80 16-40 31-40
nius, the experiment is irreproducible. Excellent 81-95 41 -50 41-60
Each role-playing game has a set of
Dr. Reinstein, for example, never really Remarkable 96-00 51 -70 61-70
basic characteristics for each character.
wrote down the Super-Soldier Formula Incredible 71-90 71-80
These define such things as physical and Amazing
that transformed Steve Rogers into Cap- 91-98 81-95
mental traits, damage resistance, and
tain America. Attempts to recreate it Monstrous 99-00 96-00
how the character interacts with his
produced the Infinity Formula that has world. In the MARVEL SUPER This is only a capsule version of the
the simpler effect of increasing the sub- HEROES'" game, these are the seven system used to generate Primary and
ject's Health, Endurance, and lifespan. primary abilities. Secondary Abilities because the Market-
Creation: The hero was born in the form Fighting: A measure of raw combat ing Department hopes that you have
he now has, that of an adult who pos- ability already bought either (or both!) the
sesses Power and/or whatever the Body Agility: A measure of dexterity and MARVEL SUPER HEROES Original Set
Type is. Most of the Artificial Body Types nimbleness or the MARVEL SUPER HEROES
belong in this class. Examples include Strength: Physical muscle power Advanced Set.
the android Human Torch, all robots, Endurance: Personal toughness and
angels, demons, and deities. physical resistance Weakness Generation
Biological Exposure: The hero gained Reason: Intelligence and the capacity
Power after exposure to a special life- for logical thought Everybody has an Achilles' Heel, a weak-
form or a substance secreted by that Intuition: Wisdom, wit, common sense, ness that can really mess up his day.
lifeform. Werewolves and Bio-Vampires and battle reflexes The nature and severity of the weakness
are common examples of this. Normal Psyche: Mental strength and will- varies with the individual, race, or class.
Humans are transformed into those Kinds power. Normal Humans have so many we don't
of beings after being bitten by another even think about them, aside from heed-
Werewolf or Bio-Vampire. The hero can These are complemented by the four ing such warnings as "Poison" or skull-
also gain Power from an experiment Secondary Abilities. and-crossbones symbols.
using bio-chemicals. For example, the Health: The amount of physical dam- A Weakness is a cause-and-effect
late Whizzer gained his Power after age a character can absorb before losing situation. A specific stimulus causes the
consecutive injections of cobra venom consciousness and possibly his life Weakness to appear. Its effect is what
and mongoose blood. Karma: The measure of experience actually occurs to the hero as a resul~ of
Chemical Exposure: The hero was trans- Resources: The hero's available being exposed to the stimulus.

11
WEAKNESSES

cally renewed by means of rest, food,


Dice Energy Absorption, Energy Vampirism,
Roll Duration or simply making contact with a source
01-40 Continuous with Contact of that energy. If the hero's energy level
41-60 Limited Duration with Contact drops too low, dire Effects result.
61 -90 Limited Duration after Contact Energy Dampening: The hero has the
91-00 Permanent problem of having to release the energy
pent up within himself; this is done by
Stimuli using his Powers. If the hero is somehow
prevented from using his Powers, the
Psychological Weakness: A specific
energy begins to do internal damage.
event, condition, or mental state has an
adverse effect on the hero. This Stimulus Finite Limit: All of the hero's Powers
directly affects the hero's mind; any have a finite number of times they can be
resulting physical damage is psychoso- used. This is determined by a second,
matic in nature. That is, any physical independent Power rank roll; this rank
damage results are due to the hero's number is the number of uses remaining
instinctive belief in those results. for that Power. When a Power is de-
Examples include being physically pleted, the hero suffers the Effect. The
The final consideration is the duration bound, even if the hero could normally Judge can determine how such Powers
of the Weakness. This is the length of snap the binding material: facing a foe can be recharged.
time the hero is affected. covered in a specific color: or feeling
Okay, why should you, the player, extremely confused. Effects
even pay attention to this section? As I Psychological Weaknesses can be
said, everyone has a weakness. For Power Negation: The hero's Powers
temporarily overcome by an Unearthly
Normal Humans, the standard stimuli are Intensity Psyche FEAT. They can be cease to function when the hero is within
Elemental Allergy, Molecular Allergy, and 20 feet of the stimulus. The hero's Pri-
permanently overcome by a Shift Z Inten-
Energy Allergy with Fatal Effects. Super- mary Abilities are also affected; these
sity Psyche FEAT.
powered heroes possess an enhanced drop -1CS per 10 turns until a minimum
Elemental Allergy: The hero suffers rank of Typical is reached for all of them.
resistance to all of these stimuli but re-
adverse effects if he is exposed to a If the hero is beyond the 20 foot limit but
tain a special Weakness to a specific
specific one of the hundred-odd ele- tries to use his Powers to affect the Stim-
stimulus. Normally, the effect is limited to
Negation and Incapacitation, but if the ments. This Allergy only occurs if the ulus, certain uses of Power automatically
element is present in a pure state and in fail. Any Power that directly acts on a
hero possesses any Power with a rank
an accumulation of at least one ounce. If target cannot affect a Stimulus. Only
exceeding Remarkable, there is a possi-
the element is combined in a molecular Powers that indirectly affect the Stimulus
bility that a Fatal Weakness exists.
state or is in insufficient quantities, no succeed, such as using brute force to lob
To determine cause, effect, and dura-
tion, the player must make three sepa- Effect occurs. The element must be missiles at the Stimulus.
within 20 feet of the hero for it to have
rate percentage-dice rolls, one for each Incapacitation: The hero becomes physi-
any Effect.
factor. If all of the hero's Powers are of cally ill after exposure to the Stimulus.
This allergy can be overcome by physi-
Remarkable rank or lower, the player can Beginning with the initial contact, the
cally insulating the hero from the element
convert a Fatal Weakness to an Incapaci- hero loses one point of Health per turn.
or by increasing the distance between
tating Weakness. This loss continues for the Duration of
them.
Dice the Effect. However, the loss stops when
Molecular Allergy: This is similar to Health reaches zero; this Effect does not
Roll Stimulus
Elemental Allergy. A specific compound directly kill the hero. The hero retains his
01-13 Psychological causes the Effect. Common examples Powers but finds it harder to use them as
14-18 Elemental Allergy include water, wood, and Adamantium. his condition worsens.
19-43 Molecular Allergy
Energy Allergy: The hero suffers when Fatal: As in the above, the hero gets ill
44-68 Energy Allergy
he is exposed to a specific form of en- after the initial exposure to the Stimulus.
69-81 Energy Depletion
ergy. This can be any wavelength or However, the Health loss does not stop
82-94 Energy Dampening
Intensity of energy found in the Energy at zero. Death will eventually occur if
95-00 Finite Limit
Emission and Energy Control sections of Health and (subsequently) Endurance
this book. Sunlight is a common example drop to zero during the Weakness Dura-
Dice
of Energy Allergy, particularly when tion. The hero can be revived if proper
Roll Effect
dealing with supernatural beings. medical attention is given, but only after
01 -50 Power Negation his Health and Endurance have both
Energy Depletion: The hero has a finite
51 -90 Incapacitation reached zero.
energy supply that permits him to mani-
91-00 Fatal
fest Power. This energy must be periodi-

12
Duration lasts for a limited time after the hero is the nature of their Weakness. Barring
Continuous with Contact: As long as the no longer exposed to the Stimulus. Dura- that, the hero should try to find ways to
tion is 1-100 turns after the hero's con- avoid the Stimulus or circumvent the
hero re~ains within the effective range
of the Stimulus, the Effect continues. tact with the Stimulus is broken. The Effect.
When the hero is insulated or moved Judge may either randomly determine Players and Judges should work to-
this or develop his own criteria. gether to develop a playable Weakness.
away from the Stimulus, the Effect imme-
diately ceases. Lost Health points are Permanent: The Stimulus does its full The more Powerful the character, the
returned at a rate of 2 per turn. If death damage to the hero, even when expo- more common the Stimulus should be.
For example, when I was testing the
h~~ _occurre~. the hero now has the pos- sure to the Stimulus has been inter-
s1b1hty of being revived. rupted. In this case, the Stimulus sets off character generation system set out in
a bodily self-destruction sequence that this book, I rolled up a character I named
Limited Duration with Contact: The Ef- " Godling. " Godling was a Normal Hu-
fect begins immediately upon contact must continue to its full extent. In the
case of Power Negation, the hero's man who had been Reborn into an Entity
with the Stimulus. However, the Effect of Great Power. He possessed 30 differ-
~owers are permanently lost. Incapacita-
only functions for a limited amount of ent Powers, but had one tragic flaw.
time. After that time elapses, the hero is tion result_s in the hero reaching zero
Health points and lapsing into a coma Magnetism completely negated his
assu_med to_ have either built up a tempo- Po:-vers. (He spent all his days and nights
lasting 1-10 days. After that time he may
rary immunity to the Stimulus or the
regain his Health at the normal r~te. trying to escape Earth's gravitational
Stimulus has discharged its Effect. In pull.)
Fatal results in the death of the hero as
either case, the Stimulus cannot further The Nemesis Power can be used to
affect the hero. Duration is 1-100 turns both Health and Endurance drop to zero.
T~e hero can be revived, however, and
simulate Stimuli, but this should be used
after initial Contact. The Judge makes a as a last resort. Judges who do this
will eventually recover if revival occurs.
random die roll to determine this. should be penali~ed by the players. (I
Heroes and villains should do their
Limited Duration with Contact: The Ef- suggest withholding munchies for the
utmost to prevent anyone except their
fect is continuous with Contact and also next month- KM)
most trusted companions from learning

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 designed
01-15 Body Armor 01
to handle the 125 Powers that came with that particular set. This Force Field
16-20 02
book has over twice that number, and so a change was called for. Force Field vs. Emotion
21-23 03
Players and Judges are free to use either the original table or this 24-30 Force Field vs. Energy 04
expanded version. For consistency's sake, most players can also use Force Field vs. Magic
31-35 D5
this table to expand or alter previously generated PCs. Force Field vs. Mental
36-40 D6
Number of Powers: The number of Powers initially possessed 41-4B 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 DB
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 repre- 66-70 Resist: Emotion D11
sents the maximum number allowable. 71-77 Resist: Energy D12
7B-B2 Resist: Magic D13
Die Roll Powers Talents Contacts Resist: Mental
B3-B7 D14
01-12 1/3 0/3 0/2 BB-94 Resist: Physical D15
13-26 2/4 1/4 014 95-97 Resist: Power Manipulation D16
27-41 3/5 1/6 1/4 9B-OO Resist: Vampirism D17
42-55 416 2/4 214
Die Roll Detection Power (Code)
56-66 5/7 216 216
67-75 . 2/B 2/B 3/3 01-02 Abnormal Sensitivity DT1
76-B3 7/9 3/4 3/4 03-04 Circular Vision DT2
B4-B9 B/10 3/6 3/6 05-10 Energy Detection DT3
90-94 9/12 4/B 414 11 -14 Environmental Awareness DT4
95-97 10/12 4/4 4/5 15-20 Extradimensional DT5
9B-99 12/14 5/6 5/5 21-2B Hyper-Hearing DT6
00 14/1B 6/B 616 29-34 Hyper-Olfactory DT7
35-40 Hyper-Touch OTB
Players can spend Resource ranks to gain additional Powers, Tal-
41 -42 Life Detection DT9
ents, and Resources. Each additional Power lowers the Resource
43-44 Magic Detection DT10
rank -2CS. Each additional Talent or Contact lowers it by -1CS. 45-50 Microscopic Vision DT11
51-54 Penetration Vision DT12
Def ining Powers: Roll two percentages for each Power. The
55-56 Power Detection DT13
first determines the Power Class and the second determines the Psionic Detection
57-5B DT14
specific Power Category. Some Powers are marked by an aster- Radarsense DT15
59
isk(*); these count as two Powers because they're such heavy-
60-62 Sonar DT16
weights. If you don't have enough openings for such a Power,
63-69 Telescopic Vision DT17
you can make room for it by discarding already-rolled Powers or Thermal Vision
70-79 DT1B
spending more Resource ranks. If you can't make room in either
B0-90 Tracking DT19
of those ways, discard the Power and roll again. 91 -94 True Sight DT20
Die Roll Power Class (Code) 95-9B UV Vision DT21
99-00 Weakness Detection DT22
01-05 Defensive (D)
06-11 Detection (OT) Die Roll Energy Control (Code)
12-16 Energy Control (EC) 01-07 Absorption Power EC1
17-24 Energy Emission (EE) OB-10 Catalytic Control EC2
25-29 Fighting (F) 11-15 Coldshaping EC3
30-31 Illusionary (I) 16-1B Darkforce Manipulation EC4
32-35 Lifeform Control (L) 19-25 Electrical Control EC5
36-40 Magic (MG) 26-2B Energy Conversion EC6
41-47 Matter Control (MC) 29-31 Energy Solidification EC7
4B-53 Matter Conversion (MCo) ECB
32-36 Energy Sponge
54-57 Matter Creation (MCr) 37-3B Energy Vampirism* EC9
5B-71 Mental Enhancement (M) 39-45 Fire Control EC10
72-B5 Physical Enhancement (P) 46-49 Gravity Manipulation EC11
B6-BB Power Control (PC) 50-53 Hard Radiation Control EC12
B9-92 Self-Alteration (S) 54-59 Kinetic Control EC13
93-00 Travel (T)

14
60-66 Light Control EC14 90 Spirit Storage L1 9
67-73 Magnetic Manipulation EC15 91-95 Summoning L2-0
74-77 Plasma Control EC16 96-00 Undead Control L21
78-80 Radiowave Control EC17
Die Roll Magical Power (Code)
81-84 Shadowshaping EC18
85-90 Sound Manipulation EC19 01-08 Enchantment* MG1
91-97 Thermal Control EC20 09-15 Energy Source MG2
98-00 Vibration Control EC21 16-17 Internal Limbo MG3
18-25 Magic Control* MG4
Die Roll Energy Emission (Code)
26-28 Magic Creation * MG5
01-10 Cold Generation EE1 29-33 Magic Domination MG6
11 -20 Electrical Generation EE2 34-39 Magic Transferral MG?
21-22 Energy Doppelganger EE3 40-41 Magic Vampirism* MG8
23-34 Fire Generation EE4 42-71 Power Simulation MG9
35-37 Hard Radiation EE5 72-77 Reality Alteration* MG10
38-42 Heat EE6 78-79 Spirit Vampirism* MG11
43-52 Kinetic Bolt EE? 80-95 Sympathetic Magic MG12
53-62 Light Emission EE8 96-00 Warding MG13
63-72 Magnetism EE9
Die Roll Matter Control Power (Code)
73-75 Plasma Generation EE10
76-78 Radiowave Generation EE11 01-05 Bonding MC1
79-83 Shadowcasting EE12 06-17 Collection MC2
84-93 Sonic Generation EE13 18-22 Crystallization MC3
94-00 Vibration EE14 23-29 Diminution MC4
30-39 Disruption MC5
Die Roll Fighting Power (Code)
40-46 Enlargement MC6
01-20 Berserker F1 47-51 Geoforce MC?
21-60 Martial Supremacy F2 52-61 Matter Animation* MC8
61-75 Natural Weaponry F3 62-68 Machine Animation* MC9
76-80 Weapons Creation* F4 69-73 Micro-Environment MC10
81-00 Weapons Tinkering F5 74-83 Molding MC11
84-93 Weather MC12
Die Roll Illusory Power (Code)
94-00 Zombie Animation* MC13
01-15 Animate Image 11
16-70 Die Roll Matter Conversion Power (Code)
Illusion-Casting* 12
71-85 Illusory Invisibility 13 01 -10 Coloration MCo1
86-00 Illusory Duplication 14 11-25 Combustion MCo2
Die Roll Llfeform Control Power 26-45 Disintegration* MCo3
(Code)
46-70 Elemental Conversion* MCo4
01-14 Biophysical Control * L1 71-80 Ionization MCo5
15 Bio-Vampirism • L2 81-00 Molecular Conversion• MCo6
16-18 Body Transformation-Others L3
Die Roll Matter Creation Power (Code)
19-26 Emotion Control L4
27-32 Exorcism L5 01-10 Artifact Creation* MCr1
33-34 Force Field vs. Hostiles L6 11-24 Elemental Creation MCr2
35 Forced Reincarnation L7 25-29 Lifeform Creation* MCr3
36-39 Grafting* LB 30-35 Mechanical Creation* MCr4
40-51 Hypnotic Control L9 36-59 Missile Creation MCr5
52-60 Mind Control* L10 60-69 Molecular Creation MCr6
61-62 Mind Transferral * L1 1 70-88 Spray MCr7
63-65 Neural Manipulation L12 89-00 Webcasting MCr8
66 Plague Carrier L13
Die Roll Mental Enhancement Power (Code)
67-69 Plant Control L14
70-71 Plant Growth L1 5 01-04 Clairaudience M1
72-80 Sense Alteration L16 05-08 Clairvoyance M2
81-83 Shapechange-Others * L17 09-11 Communicate with Animals M3
84-89 Sleep- Induced L18 12 Communicate with Cybernetics M4

15
13 Communicate with Non-Living MS 65-73 Power Vampirism* PC1 1
14-1S Communicate with Plants M6 74-S3 Residual Absorption PC12
16 Cosmic Awareness· M7 S4-96 Selection PC13
17-22 Danger Sense MS 97-00 Weakness Creation• PC14
23 Dreamtravel M9
Die Roll Self-Alteration Power (Code)
24-26 Empathy Mfo
27 Free Spirit* M11 01-02 Age-Shift S1
2S-31 Hallucinations• M12 03-16 Alter Ego S2
32-40 Hyper-Intelligence M13 17-1S Anatomical Separation S3
41-47 Hyper-Invention M14 19-20 Animal Transformation S4
4S Incarnation Awareness M1 S 21-26 Animal Mimicry SS
49-SS Iron Will M16 27-30 Blending S6
S9-6S Linguistics M1 7 31-34 Body Adaptation· S7
66 Mental Duplication M1S 35-42 Body Transformation* SS
67 Mental Invisibility M19 43-4S Body Coating S9
6S-69 Mental Probe M20 49-52 Chemical Mimicry S10
70-72 Mind Blast M21 S3-S6 Energy Body* S11
73 Mind Drain M22 S7-62 Energy Sheath S12
74 Postcognition M23 63-64 Evolution S13
7S Precognition* M24 65-74 Imitation S14
76 Psionic Vampirism* M25 7S-S2 Invisibility S1S
77-7S Remote Sensing M26 S3-84 Physical Gestalt S16
79 Sensory Link M27 S5-S6 Plant Mimicry S17
so Serial Immortality* M2S S7-8S Prehensile Hair S1S
S1 Speechthrowing M29 89-90 Self-Duplication * S19
S2-SS Telekinesis M30 91-92 Self-Vegetation S20
S6 T elelocation * M31 93-9S Shapeshifting S21
S7-96 Telepathy M32 99-00 Spirit Gestalt S22
97-00 Total Memory M33
Die Roll Travel Powers (Code)
Die Roll Physical Enhancement Powers (Code)
01-02 Astral Body T1
01-14 Armor Skin P1 03-06 Carrier Wave T2
15-2S Body Resistance P2 07-10 Dimension Travel T3
29-30 Chemical Touch P3 11-12 Energy Path T4
31-33 Digestive Adaptation P4 13-14 Floating Disc TS
34-40 Hyper-Speed PS 1S-20 Gateway* T6
41-42 Hypnotic Voice P6 21-26 Gliding T7
43-4S Lung Adaptability P7 27-2S Hyper-Digging TS
46-47 Pheromones* PS 29-34 Hyper-Leaping T9
4S-60 Regeneration • P9 35-42 Hyper-Running T10
61-62 Self-Revival• P10 43-46 Hyper-Swimming T11
63-67 Self-Sustenance P11 47-S2 Levitation T12
68-71 Stealth P12 S2-S6 Rocket T13
72-76 Suspended Animation P13 S7-SS Skywalk T14
77-7S True Invulnerability* P14 S9-64 Spiderclimb T1S
79-S2 Vocal Control P1S 65-72 Teleport Self* T16
S3-90 Waterbreathing P16 73-76 Teleport Others* T17
91-00 Water Freedom P17 77-7S Telereformation T1S
Die Roll 79-80 Time Travel* T19
Power Control Power (Code)
S1-82 Troubleseeker T20
01-0S Control* PC1 S3-93 True Flight T21
~
09-12 Creation* PC2 94-97 Water Walking T22
13-1S Domination• PC3 9S-OO Whirlwind T23
19-23 Duplication PC4
24-37 Energy Source PCS
MOVING ON ...This concludes the generation portion of The
Ultimate Powers Book. From here on, you will find all the Powers, listed
38-39 Energy Source Creation• PC6 in alphabetical order by category and by name. Think of this as a wish
40-49 Focus PC7 book. Browse through it if you like, or just look at the Powers you have
S0-5S Gestalt PCS generated for your character. Perhaps something will catch your eye, and
S6-60 Nemesis PC9 you'll find yourself trying to generate another character just so you can
61-64 Power T ransferral PC10 say, "Oh yeah? Well, MINE has Prehensile Hair!"

16
POWER LISTINGS

Defense Powers of the Power stunts suggested for force including Psionics, and Neural
fields as given in the Player's Book. Manipulation. It does not protect against
Ranges for these Powers are found on These cannot be used to physically emotion-based attacks (see 03) or magical
the Range Tables, inside the front cover. attack or to handle solid materials. attacks (see 05). The Power's rank must
However, the hero can develop Power be one rank higher than the hero's Psyche;
01/Body Armor (Artificial): The hero stunts which reflec~ each form's special if initially lower, the player should raise it to
posse~ses artificially-created armor that nature. the Psyche rank + 1CS.
provides protection and possibly a way of
possessing other Powers. • The hero can form shields to protect 07/Force Field vs. Physical Attack:
Armor comes in many forms-exotic distant targets at + 2CS range. This is a field-effect version of 015. The
plate-mail, nuclear-powered • By exp.anding his field outward, the field protects anything within from such
exoskeletons, or mechanically-created hero can sweep his surroundings things as brute force, hostile
force fields. The player should work with clean of anything affected by his force environments, temperature extremes,
the Judge to create proper Armor for his field. hazardous chemicals, and airborne
hero. The player can also determine which • The Power can be used as a filter to infection. Note that while this Power will
Powers are possessed by the hero and sort out anything affected by his force prevent hostile environments from
which are properties of the armor. field. harming the hero, it does not provide life
Powers built into the armor can later be • The force field can be formed around support materials. For example, this
modified and enhanced; think of the something it would affect, thus Power permits the hero to walk
changes Tony Stark has made in the Iron trapping it. The hero can move the unharmed on the surface of Venus,
Man armor. On the other hand, Powers "trap" at will up to + 2CS by means of provided he has his own oxygen supply.
that are built into the armor may suffer a red FEAT. When creating the hero, the player can
mechanical failure. The Armor's Power raise the Power rank + 1CS by choosing
rank determines its ability to resist 03/Force Field vs. Emotion Attack: a field that protects against a specific
damage. This is the field-effect version of 011. attack.
The player also has to determine The Field protects anyone within from
where he got the Armor in the first place. attacks that are emotion-related or aimed 08/Force Field vs. Power
This is covered in the "Character at the Intuition, including Emotion Manipulation: This is the field-effect
Creation" section elsewhere in this book. Control, Hallucinations, and Domination. version of 016. The field protects anyone
If the hero gained the armor through an The Power's rank must be one rank within from any attacks that directly
accident, he might not be able to repair it. higher than the hero's Intuition; if initially affect the hero's Powers, including
lower, the player should raise it to + 1CS. Weakness Creation , Power Control,
Powers 02 through 09 have ranges Power Domination, Magic Control, and
listed on column B of the Range Table. 04/Force Field vs. Energy Attack: This Magician Domination.
is the field-effect version of 012. The
02/Force Field: This is the type of field Field protects anything within from any 09/Force Field vs. Vamplrism: This is
used by the Invisible Woman. It provides emitted energy forms, whether natural, the field-effect version of 017. The field
protection against a variety of forces, artificial, or Power-based. Such attacks protects anyone within from any
including brute force, energy attacks, include Light, Heat and Flame, Plasma, vampiric-type attacks. This includes the
and extreme temperature conditions. It Hard Radiation, Electricity, Vibration, forms of Psi-, Bio-, Energy, Magic, and
can be projected and used for a variety Sonics, Cold, and Kinetic Bolts (most of Power Vampirism. When creating the
of Power stunts. the Energy Emission category). Note that hero, the player can raise the Power rank
this Power overlaps 07. + 1CS by choosing a field that protects
The following seven force fields protect When creating the hero, the player can against a specific attack.
against specific forms of attack. Each raise his rank + 2CS by choosing a field
protects the hero and the surrounding that protects against a specific attack. 010/Reflection: The hero can turn any
area. The maximum size of the force attack back onto the attacker. The attack
field is the number of areas equal to 100/o 05/Force Field vs. Magic: This is the may be of any nature: brute force,
of the Power rank number. For example, field-effect version of 013. The field Power, or magic. The Power absorbs the
a Monstrous Force Field can protect 7.5 protects anything within from magical energy of the attack up to this rank and
areas. attack whether mental or physical in redirects it. A Typical FEAT send the
The force field completely absorbs any orientation. Note that unlike 06, this attack off in a random direction . An
attack which has an Intensity equal to or Power rank can be lower than the Amazing FEAT reflects some of the
less than the Power's rank number. If the Psyche, making the field less able to attack back onto the attacker; it is now
Intensity is higher, it is reduced by the protect against certain types of Magic. -3CS in Intensity. An Unearthly FEAT
Power's rank number. The remaining sends the entire attack back onto the
Intensity breaches the force field and 06/Force Field vs. Mental Attack: This is attacker. If the attack's Intensity is higher
affects anyone within by this diminished the field-effect version of 014. The field that this Power's rank, some of the
effect. protects anyone within from attacks aimed damage passes through and affects the
These forms cannot be used for many at the mind, neural system, and Psyche, hero. The Power rank is subtracted from

17
DETECTION

the attack's Intensity. While most of the (most of the Energy Emission category). to attacks that directly affect the hero's
attack is reflected, the remainder gets Note that this Power overlaps D15. Powers. Such attacks include Weakness
through to the hero. The hero can ignore attacks with Intensi- Creation, Power Control, Power Domina-
Example: The terrible Turnabout is ties less than his Power rank and may tion, Magic Control, and Magician Domi-
battling X-Factor. Cyclops fires an optic reduce higher level attacks by his Power nation.
blast of Remarkable Intensity. Turnabout rank number. The hero can ignore any attack whose
possesses Excellent Reflection. His When creating the hero, the player can rank is less than this Power rank. He
Power splits the blast in two. A Feeble raise his rank + 1CS by choosing to spe- may reduce the effectiveness of the
blast penetrates his Power and knocks cialize in a specific Energy Resistance. For higher level attacks by the Power rank
Turnabout back. The bulk of the blast example, the Player's Book contains list- number.
was reflected. Turnabout made an ings for Resistance to Fire and Heat, Cold,
Amazing FEAT, so some of Cyclops' Electricity, and Radiation. 017/Resistance to Vamplrism: The
blast returns to him. Cyke takes Typical hero has increased resistance to any
damage from his own Power. 013/Reslstance to Magic Attacks: The vampiric-type attacks. Such attacks
Normally, this Power is consciously hero has increased resistance to magic- include forms of Psi-, Bio-, Energy,
controlled and only appears when the hero based attacks, whether physical or men- Magic, and Power Vampirism.
wills it. However, the Power can be turned tal in orientation. Unlike D11 and D14, The hero can ignore any vampiric
against the hero by such means as Power this Power rank can be lower than the attack whose rank is less than this
Control/Magnification and Power Domina- Psyche rank, making the hero more Power's rank. He can reduce the effec-
tion. In such cases, the Power can be vulnerable to some types of magic. tiveness of the vampire's attack by de-
magnified beyond the hero's control to a The hero can ignore any magic whose ducting his Power rank number from the
level where it reflects everything, including rank is less than this Power's rank and vampiric attack's Power rank.
air, food, and water. can reduce higher level attacks by the When creating the hero, the player can
The Power can be used indefinitely, so Power rank number. choose to raise the rank + 2CS by spe-
long as it isn't overcome by superior force. cializing in a particular form of Resist-
After the first time the Power is breached, 014/Resistance to Mental Attacks: ance.
the hero must make a green FEAT. Failure The hero has increased resistance to
to do so means his Power has failed. After attacks aimed at the mind and neural Detection Powers
· the second breach, the hero must make a system. Such attacks include psionics,
yellow FEAT. For each breach foilowing neural manipulation, and any other at- OT1/Abnormal Sensitivity: The hero's
that, he must make a red FEAT. This ap- tacks aimed at the Psyche. It does not senses function in their normal manner,
plies to a continual use of the Power. If his include emotion-based attacks (see D11) but their normal range of sensitivity is
Power fails, the hero cannot regain it until or magical attacks (see D13). The altered. The senses detect what they
normally cannot and cannot detect what
24 hours have passed. Power's rank must be at least one rank they normally can.
Resistances have no ranges. higher than the hero's Psyche; if a lower This affects either vision or hearing. In
rank is rolled initially, the player should the former case, the hero sees infrared
011/Resistance to Emotion Attacks: raise it to that rank + 1CS. and ultraviolet light, radio waves, and
The hero has increased resistance to radiation. In the latter case, the hero
emotion-related attacks. Such attacks 015/Resistance to Physical Attack: hears extremely high and low pitches.
include Emotion Control, Hallucinations, The hero has increased resistance to any This may be considered a handicap to
Domination, and attacks aimed at the physical attack. This includes brute human characters while for aliens this
Intuition. The hero can ignore attacks force, chemical weapons, biochemicals, could be a fact of life. A hero can turn it
with Intensities less than the Power rank, disease, hostile environments, and tem- into an advantage by devising a means
and may reduce damage from higher perature extremes. The hero can.ignore of negating the senses of his adversaries
level attacks by the Power rank number. any physical attacks with Intensities less that doesn't hinder his own altered
This Power rank must be at least equal than the Power rank, and may reduce senses.
to the hero's Intuition + 1CS; if a lower damage from higher level attacks by the
rank is initially rolled, the player should Power rank number. OT2/Circular Vision: This is simple
raise it to the Intuition rank + 1CS. When creating the hero, the player can enough to explain. The hero can see 360
raise the Power rank + 1CS by choosing degrees around himself.
012/Resistance to Energy Attacks: to specialize in a specific-Physical Re- There are two ways to do this. The first
The hero has an increased resistance to sistance. For example, the Player's Book is the hero's eyes are placed far enough
any emitted energy form, whether artifi- contains listings for Resistances to Fire apart that they can see in all directions.
Since this is somewhat grotesque, the
cial, natural, or Power-based. Such at- and Heat, Corrosives, and Disease.
hero loses -1CS on his Popularity.
tacks include Light, Heat, Flame,
The second, more socially acceptable
Plasma, Hard radiation, Electricity, Vibra- 016/Resistance to Power Manipula- method is the hero possesses a weird light-
tion, Sonics, Cold, and Kinetic Bolts tion: The hero has increased resistance

18
warping field that funnels light into his attacks (which receive a + 1CS against the hero to see miniature, rather than
otherwise normal-looking eyes. The first him). distant, targets. The Power automatically
method adds + 1CS to the Fighting rank. shifts between these stages without the
This method is immune to interference DT7/Hypersensltive Olfactory: The hero's conscious choice.
by power-manipulation Powers. Unfortu- hero can detect the presence of minute (Rank: FE= microfilm, EX= cells, AM
nately it also marks the hero as a geek or traces of substances and accurately =molecules, UN= atoms, ShY = elec-
mutant. identify them. trons, CL5000 =surfaces of subatomic
This Power has no rank. The hero This Power is continually functioning; worlds.)
either has it or he dqesn't. the hero has learned to ignore unpleas-
ant smells. If he loses his ability to mask DT12/ Penetration Vision: This is com-
DT3/Energy Detection: Range column out nasty odors, he'll be so distracted monly called "X-ray vision" but may not
D. The hero can detect and Identify en- (and possibly sickened) by the intruding actually use X-rays. The hero can see
ergy and related phenomena. The power odors that he loses -1 CS on Reason through solids; the effect is as if the
can only detect actual energy, not poten- and Endurance. obscuring material were transformed to
tial energy (it couldn't detect a bomb clear glass.
until it explodes, for example). Likewise, DT8/Hypersensltlve Touch: The hero The Power rank number equals the
while it can detect the energies con- possesses an Enhanced sense of touch depth in feet to which this Power can
sciously emitted by superhumans, it that permits him to detect extremely fine penetrate. The hero can raise this by
cannot detect the superhumans them- surface details and to identify materials + 1CS by selecting a material that blocks
selves. Rank determines range. by their surface "feel." the vision; this material is usually a com-
mon element, often lead.
OT 4/Environmental Awareness: DT9/Life Detection: Range column B. Penetration Vision can be coupled with
Range column B. The hero has in- The hero can detect the presence of life either Telescopic or Microscopic Vision
creased sensitivity to conditions in, and identify the nature of that life. The to extend its range and permit the other
disturbances in, and influences on the hero can probe a specific target for more Power to function despite intervening
environment. The hero automatically detailed physiological data on a red barriers. If this Power is interfered with
maintains full knowledge of current con- FEAT. by outside forces, the hero might be
ditions in his surroundings. This aware- Rank determines the maximum range. unable to use his normal vision. The
ness extends to such factors as weather, A red FEAT allows the hero to locate a result is the hero perceives everything as
chemicals, movement, and life. specific lifeform in the midst of a number a transparent outline.
The rank determines the range to of similar beings.
which the awareness extends; exceeding This is one of the Powers that can DT1 3/Power Detection: Range column
it requires a FEAT ( + 1CS, green; + 2CS, function as " Mutant Detection." B. This is another Power that can func-
yellow; +3CS, red). The hero can gain tion as "Mutant Detection." The hero
+ 1CS by linking his Health to the envi- DT1 O/Magic Detection: The hero can can detect and identify superhuman
ronment. In this symbiosis, harm to the detect and identify magic and its effects. Powers. He can also identify specific
environment is reflected in the hero's The Power can detect both magic in superhumans by their characteristic
physical welfare. actual use and in potential. As such, this Powers (an Unearthly FEAT). The hero
is another way to detect mutants, al- can identify the presence of previously
DT5/Extradlmenslonal Detection: The though it cannot differentiate them from invoked power when examining former
hero can sense across the dimensional normal magic-users. targets of Power on a Good Intensity
barrier and see things existing in other The hero can identify the past use of FEAT; identify a specific Power on a
dimensions. magic (a green FEAT), a yellow FEAT Remarkable Intensity FEAT; and identify
A list of some of the dimensions in the identifies the magic-user, and a red the actual user of the Power on an
Marvel Universe is found in Realms of FEAT identifies the actual spell. Amazing Intensity FEAT, provided the
Magic. These include Asgard, the Astral hero knows of him.
Plane, Avalon, the Dark Dimension, the DT11/Mlcroscoplc Vision: The hero's
Demon Dimension, etc. The power rank eyes can focus on extremely minute DT14/Pslonlc Detection: Range
number equals the number of different targets, objects too small for normal column C. The hero can detect and iden-
dimensions into which the hero can see. vision to perceive. This Power functions tify psionic Power and related phenom-
in two stages. The first is light magnifica- ena. It can detect both actual psionics
DT6/Hypersensltive Hearing: The hero tion; the hero's eyes function as normal and the potential to use them. As such,
can detect extremely faint sounds and microscopes. This allows the hero to see this is the last way to detect mutants.
unusual frequencies. He can identify things as small as chromosomes. Be- The hero can identify the past use of
objects by the sounds they emit. Be- yond this level, light no longer carries psionics on a living subject on an Excel-
cause of the sensitivity of the hero's images. The second stage of this Power lent Intensity FEAT; identify the specific
hearing, he is more vulnerable to sonic is a variation of Clairvoyance that permits psionic Power on an Amazing

19
ENERGY CONTROL

Intensity FEAT; and on an Unearthly DT18/Thermal Vision: The hero can can detect flaws and stress points in a
FEAT, provided the hero knows of the see infrared light and heat images. This target. This doesn't guarantee he can
user, he can identify the actual posses- allows the hero to see in the dark, per- exploit this knowledge, though.
sor of the psionic power. ceive temperature differences (especially The rank determines the types of
those left by a living person's contact weaknesses he can detect. Good or
DT15/Radarsense: Range column B. with an object), and partially see through below: physical weakness only. Excellent
The hero can gain a three-dimensional solids. In the last case, the hero can only to Amazing: mental and physical weak-
picture of his surroundings through the see the heat patterns of objects touching nesses. Monstrous and above: mental,
use of electromagnetic waves. The hero the other side of the barrier. physical, and Power-based weaknesses.
both emits and senses these waves. He With practice, the hero can judge the
can use the Power to locate and identify temperature of a target by its thermal Energy Control Powers
targets by their characteristic echoes. color. The hero has an increased risk of
Because of the hero's sensitivity to elec- being blinded by stron~ heat sources, Ranges for these Powers are found on
tromagnetic waves, he has an increased even those that don't affect normal vision the Range Tables, inside the front cover.
vulnerability to electrical and magnetic ( - 1CS). Thermal vision·· may be a Appropriate ranges are listed on column B.
attacks ( - 1CS); these temporarily ne- consciously-activated mode or the hero's
gate the Radarsense. normal means of vision. EC1/Absorptlon Power: The hero can
absorb a specific type of energy and
DT16/Sonar: Range column B. The DT19/Tracklng Ability: The hero can actually gain Health points by converting
hero can gain a three-dimensional pic- detect and follow the tracks left by a the energy into Self-Healing. The hero
ture of his environment through the use specific target. The hero can detect envi- gains a number of Health points equal to
of soundwaves. The Power allows the ronmental and spatial disturbances with his Power rank number each time he is
hero to locate and identify targets by the the result that at high ranks the hero can hit by his specific form of absorbable
way they reflect sound. actually track across deep space. energy. This addition to Health quickly
There are two ways this Power can heals any damage the hero had suffered
operate. Passive Sonar utilizes existing DT20/True Sight: The hero can see the and acts as a buffer to absorb conse-
sound. Active Sonar uses special sounds correct image of a target, despite any quent damage.
emitted by the hero (this is how bats and attempts at concealment or disguise. In the absence of life-sustaining mate-
dolphins do it). The latter form requires a This Power can penetrate any means of rials, this Power can act as a substitute
special adaptation of the hero's voice; hiding something's true nature, whether for air, water, and food. The hero con-
otherwise there is no real difference physical, psionic, illusionary, or power- verts energy into healing power for the
between them. Because of the special based. damage he's taking from suffocation,
sensitivity of the hero's hearing, he is True Sight can penetrate any disguise dehydration, starvation, and any other
vulnerable to sonic attacks (-1 CS to at or below its rank. A green FEAT is unpleasant results of not living carefully.
resist). required at +1CS; a yellow FEAT at Unfortunately, this requires a steady
+2CS; and a red FEAT at +3CS. supply of energy to convert. Consider
DT17/Telescopic Vision: Range Range is limited to one area unless the Galactus. He is perpetually starving. He
column E. The hero's eyes can focus on Power is coupled with a Power that ex- uses this Power to absorb the energy of
extremely distant targets, objects too tends his vision (Telescopic Vision, for life-forces and convert it into his own life-
small for normal vision to perceive. The example). The Power may be automatic or force. Yet, draining ten billion life-forces
eyes function as telescopes, magnifying deliberate. If automatic, the hero gains only sustains him for a single year, at
normal visual images. With this Power, + 1CS but loses -2CS from his Psyche most. Your hero won't last anywhere
the hero can see anything in his line of rank. near as long.
sight, even the surfaces of distant There is the danger that your hero will
worlds. However, the Power is limited by DT21/Ultravlolet Vision: The hero can actively seek out energies he can absorb
the speed of light. Images of Alpha Cen- see ultraviolet light. Because UV light and heal himself with. The danger occurs
tauri, for example, are five years old. isn't as readily absorbed by water as if the energy type is a dangerous one
If the hero has other vision-based normal light, this Power enables the hero that does great damage wherever it
Powers, he can couple them with Tele- to see clearly through fog and at a occurs. For example, consider a charac-
scopic vision to extend their range. greater distance in the water ( + 1CS). ter whose Absorption Power affects hard
When using this Power, the distant The hero can also see the dim light given radiation. In the absence of other su-
objects appear very close. An adversary off by radioactive materials. perbeings who possess Radiation
with a means of altering the hero's con- The hero cannot actually "see in the Powers, the character might resort to
trol over this Power might make the Tele- dark" but only if UV light is present. The breaking into reactors or even purpose-
scopic Vision continually override the effect is the same when seen by normal fully detonating nuclear bombs to get the
hero's normal sight. The effect would be people. The hero has an increased risk energy he needs. (And you thought mu-
disastrous (imagine trying to walk of being blinded by strong UV sources, ties has a public image problem.)
through Manhattan when all you're see- like black lights and radiation ( - 2CS). If the hero possesses an Energy Emis-
ing are the sands of Mars). sion Power, he cannot use it directly to
DT22/Weakness Detection: The hero affect himself. ·

20
EC2/Catalytic Control: The hero can can also redirect such Powers. This on lightning- constructs designed to
control the speed at which chemical leads to the second primary function. perform certain tasks (shields, cages,
reactions occur. He can increase or The hero can shape fields of intense barriers, etc.).
decrease the energies emitted or drained cold and produce useful results. Ice The hero can increase or decrease the
in such reactions by his Power rank Generation is a form of this Power. The electricity's Intensity and reduce damage
number. For example, he could increase hero can create shapes of rapidly-formed · by his Power rank number. If the electric-
the heat emitted by exothermic reactions ice that he can use in a variety of Power ity is Power-related, then the target's
like oxidation; he could also increase the stunts. The hero can also develop varia- Power rank determines the Intensity of
chilling effect of endothermic reactions. tions on Ice Generation that use other the FEAT the hero must make to gain
He can increase or decrease the speed materials present in his local atmo- control.
or rate at which reactions occur, like sphere. Such substances include carbon The hero has Power rank Resistance
stopping iron from dissolving in acid or dioxide (even slipperier than ice, and the to Electrical Generation.
causing steel to rapidly transform into fog can knock people out), nitrogen, Optional Powers include Electrical
rust. The hero can also develop a variety oxygen (potentially dangerous since a Generation, Energy Doppelganger, En-
of Power stunts: concentration of it can make normal ergy Sheath, Energy Body, Carrier
flames explode with + 2CS damage), and Wave, and Energy Path.
• Causing chemical reactions that are
the inert gases (an Amazing Intensity Because electricity forms the basis for
normally impossible, such as anything
FEAT, since there are so few of these most of our technology, the hero can use
involving inert gases.
present in Earth's atmosphere-but on his Power to remotely control any electri-
• Knocking out self-powered machinery
other planets, not so tough). Cold Gener- cal device on a Good Intensity FEAT.
by stopping the reactions that gener-
ation is a Bonus Power. More complex devices like computers
ate their power.
Optional Powers include Thermal require a more complex form of control
• Inducing suspended animation in a
Control, Condensation, Molding, and and a Remarkable Intensity FEAT.
living target by stopping all biochem-
Body Coating.
ical activity, especially decay.
EC6/Energy Conversion: The hero can
• Incapacitating living targets by induc-
EC4/Darkforce Manipulation: This is a simply change any form of energy into
ing nausea.
Power that is unique to campaigns using any other form. The transformed en-
• Increasing the hero's Strength and
the Marvel Universe. It does not apply to ergy's Intensity is one rank lower than its
Endurance by increasing the metabo-
campaigns set in other parts of the Multi- original level. The hero can transform
lizing of oxygen and food (or whatever
verse. energy by an Intensity FEAT equal to the
the body uses).
The hero can generate and control the target energy's Intensity. The hero be-
• Collapsing a target by hastening the
extra-dimensional energy-form known as gins with the ability to transform any
forces of decay.
"Darkforce." This resembles a tangible, energy into one specific form. He can
• Forming compounds by simply mixing
impenetrable shadow and possesses develop the ability to transform energy
materials together and not needing
heat or special conditions. several unique characteristics that the into other forms as Power stunts.
hero can use to develop Power Stunts: There are two advantages to this
• Baking without an oven.
• Blunt attack damage at Power rank. Power. The first is the ability to gain an
The Power can continually affect a Energy Emission Power fueled by the
• Shadowcasting of Power rank Intensity
target as long as it functions. Any results environment. Daz.z ler, for example, can
are permanent if they do not involve a darkness over a maximum of three
convert sonic energy into light. She then
areas.
living subject. Effects on a living subject refined that Light Generation into a vari-
• Flight at -1 CS speed.
cease five turns after the Power ceases. ety of effects, including lasers, light
• Gateway.
shields, and hypnotic effects.
• Energy Solidification.
EC3/Coldshaping: The hero can control The second advantage is the ability to
any force that actively decreases the The Darkforce is as yet undefined in transform deadly force into less danger-
temperature of something else. This can the Marvel Universe. For your game's ous forms. For example, if your hero
be used to increase or decrease the purposes, you might simply treat it as an found himself caught in a raging fire-
cold's Intensity by this Power's rank other- dimensional power source that fills storm, he might Convert the heat into
number. This function overlaps both its own entire pocket dimension. That Cold. This would both protect him and
Heat and Cold Generation but differs in definition will work in or out of the official extinguish the fire. (The paramedic
that this Power cannot alter the natural Marvel Universe. shook his head. " I'll be danged if I can
temperature of a target or alter local figure out how a man can get frostbit
temperatures to suit the hero's whims. EC5/Electrlcal Control: The hero can fighting a fire. " )
There are two primary functions to this control all forms of electricity, whether The maximum Intensity of Energy that
Power. The first is to counteract or sup- natural, artificial, or Power-based. He a hero can convert is equal to one rank
plement cold-based Powers. The hero can control the Intensity and direction of higher than his Power rank (a red FEAT).
can alter such Powers as soon as they electron streams and alter the conductiv- Excess energy remains in its original
are emitted from the target's body. Such ity of materials. He can shape electron state, although its Intensity is diminished
Powers can be increased or decreased streams into any desired form. This per- by the Power's rank number.
by this Power's rank number. The hero mits him to develop Power stunts based Example: The Astounding Adaptor

21
possesses Excellent Energy Conversion. ergy equal to his Power rank number. Sukupp now had 50 points of the A-
While traveling through Nebraska, he This stored energy can be released at blast's 75 soaked into his body. There
spots a tornado about to touch down. He any time the hero desires; upon release was still enough free to contaminate the
directs his Power at the tornado, which it has a lower Intensity than its original city. Sukupp had to absorb it all. He
possesses Amazing Intensity. The most state (- 2CS). The hero may also choose tried. He failed the last red FEAT. For a
his Power can directly affect is Remark- to harmlessly dissipate the energy over a · second, his body glowed like a small
able Intensity. He tries for a red FEAT long period; this is a number of turns star. Then, he was gone.
and succeeds. The tornado bursts into equal to the Intensity rank number. When creating the character, the
an Amazing Intensity flash of orange For example, your hero soaks up an player can raise the Power rank by
light. High winds of Remarkable Intensity Incredible radiation blast. He chooses to + 1CS by specializing in absorbing a
continue to buffet the area, but at least re-release it later as a single, Excellent single type of energy.
the worst of the property damage has Intensity blast that could really muck up
been avoided. ("Now if I could just get whatever it hit, or he could let the radia- EC9/Energy Vampirlsm: The hero can
these spots out of my eyes .. .") tion slowly seep away (this takes 40 drain the energy from a target and con-
When creating the character, the turns, or four minutes). When the hero vert that energy into extra Strength,
player can raise his Power by + 1CS by reaches his limit, three things can hap- Endurance, Psyche, and other Powers
limiting him to a specific Energy Conver- pen. One, the hero simply cannot absorb he possesses.
sion (Sonics to Light, in Dazzler's exam- any more energy until he releases what The hero can force a non-living, non-
ple). The player must determine the he has already soaked up. This assumes sentient target to release all its energy by
characteristics for the secondary Power the hero is in control of the situation and an Intensity FEAT equal to the energy
he gains by taking Energy Conversion. has a choice in his actions. potential of the target. For example, an
These would match the appropriate list- The second possibility is that a " gag auto battery can be drained on a Typical
ing in the Energy Emission section. reflex" takes effect. Just as a human Intensity FEAT, a gallon of gasoline by a
expels all food when the intake limit is Good Intensity FEAT, the magnetism of
EC7/Energy Solidification: The hero reached, so too will the hero simply, every tape in a music shop on an Excel-
can transform energy into a matrix that uncontrollably release all absorbed en- lent Intensity FEAT, the heat of a blast
simulates solid matter. This matrix may ergy at once. This situation assumes the furnace on an Amazing Intensity FEAT,
be any shape the hero desires, although hero doesn't know his own limit, or has a and so on.
greater complexity requires a higher low Intuition (Typical or lower). Living and/or sentient targets are
Intensity FEAT to create. For example, The third possibility is dangerous for harder to drain, because they possess a
simple solids can be formed by a Feeble the hero. If he attempts to absorb more Psyche. The target's Psyche determines
FEAT. Animated forms require a Typical than his limit, he may suffer physical the Intensity of the FEAT needed. A
FEAT. Likenesses and simple machinery damage. The hero can temporarily ab- successful FEAT enables the hero to
require an Incredible FEAT. The energy sorb greater amounts of energy by mak- drain energy from the target. The amount
matrix possesses Strength equal to the ing repeated red FEATs. Each drained is equal to this Power's rank
Power rank. It continues to exist for a successful FEAT enables him to absorb number. The amount is drawn from all
duration determined by the hero's the next higher Power rank number the target's Energy Emission Powers,
Psyche. After that time, the matrix harm- worth of energy, minus the number al- and any energies that form his physical
lessly dissipates. ready absorbed. When the hero fails the make-up; this applies if the hero is a non-
Some of the uses for this Power in- red FEAT, trouble occurs. All absorbed human (a robot, for example). The En-
clude: energy is released in a single turn, doing ergy Vampire can only drain Powers that
• Forming cages or barriers. full damage to the hero. If the hero actually emit energy- see the Energy
• Forming servants to perform desired makes one last red FEAT, he takes only Emission section. Powers that do not
tasks. half damage but loses the Power perma- emit energy cannot be affected by this
• At high levels, the hero can build semi- nently. Power (but, see Power Vampirism).
permanent structures at will. Example: The alien hero Sukupp pos- The Energy Vampire can drain the
sessed an Excellent level of the Energy Power rank number amount of energy
• Creating Body Armor to protect and
Sponge Power. While he was visiting each turn as long as he keeps making
enhance the hero's abilities.
Charleston, terrorists detonated an successful FEATs. He can voluntarily
Pieces that are "broken off" from the atomic bomb of Monstrous Intensity. stop feeding at any point by making a
matrix immediately revert to their original Sukupp had no choice but to try to ab- Psyche FEAT roll of any color except
energy form, doing -4CS damage to the sorb the blast. He made his first red red. A red FEAT means his hunger is
vandal. FEAT and absorbed 30 points of the beyond his control. He has entered a
Optional Powers include any Energy blast. He didn't have time to release it, feeding frenzy that will only cease when
Emission or Energy Control Power. nor was this the proper place; the fireball the target has been completely drained
was growing. He made his next red of energy.
ECB/En erg y Sponge: The hero can FEAT and absorbed another 10 points. A If the Energy Vampire fails to make
absorb any form of energy, whether third red FEAT allowed him to absorb an any FEAT during the feeding process, he
natural or Power-based, and not suffer Amazing amount of radiation, minus the breaks off his attack and cannot re-
any damage. The hero can absorb en- points already absorbed (50-40= 10). establish it. The victim instantly develops

22
an immunity to that particular Energy EC10/Flre Control: The hero can con- The gravity remains altered for as long
Vampire, and cannot be subjected to any trol existing flames, whether natural or as the Power functions. After cessation,
of his future attacks. However, this does Power-based. He can alter any factor gravity returns to normal.
not protect the victim from other Energy involved in combustion without direct
Vampires. The drained energy is added physical contact. The hero can increase EC12/Hard Radiation Control: The
in equal amounts to the Vampire's or decrease the flame's Intensity up to hero can control existing radiation, in-
Strength, Endurance, Psyche, and any his Power rank and reduce fire damage cluding X-rays, alpha, beta, gamma, and
other Powers he possesses. The excep- by his rank number. This Power includes cosmic rays. The hero can increase or
tion is this Power; no Vampire of any Power rank Resistance to Fire and Heat. decrease the radiation's Intensity, up to
type can increase his own Power. The most important aspect of this Power his Power rank, and reduce the damage
Example: Evan the Energy Vampire is enabling the hero to reshape flame done by radiation up to his Power rank
possesses Good Energy Vampirism. His into any form he desires. This can be number. The hero can direct the flow of
intended victim is Heatwave, a human used in a variety of Power stunts, as the radiation and can alter its nature by con-
with two Powers (Typical Gliding and hero develops numerous fiery constructs verting any form of radiation to any other
Excellent Heat Emission) and Good to perform miscellaneous deeds. Such form. If a radiation-related Power is in-
Psyche. Evan makes the required FEAT fiery constructs do not act like normal volved, the target's Power rank deter-
roll (not red) to begin feeding, and drains flames. They emit less heat and con- mines the Intensity of the required FEAT.
10 points from his victim's highest Power sume less oxygen. Their fire doesn't For example, an Amazing Intensity FEAT
rank number. Heatwave's Heat Emission spread past the outline of the constructs. is required to control Amazing Radiation
loses 10 points and drops to Good. In addition, they self-extinguish rapidly Emission.
Evan's three abilities go up 3 points upon cessation of this Power. Optional Powers include Hard Radia-
each, thus increasing his Health by 6. Optional Powers include Fire Genera- tion Emission, Energy Doppelganger,
The next turn, Evan makes another tion, Thermal Control, Energy Sheath, Energy Sheath, Energy Body, and En-
FEAT and drains another 1O points, and Energy Body. ergy Sustenance.
drawn equally from Heatwave's Psyche
and Heat Emission (dropping each by 5 EC11/Gravity Manipulation: The hero
points). Add another 3 points to Evan's EC13/Klnetic Control: The hero can
can control gravity, the force that attracts control the energy of motion itself. He
three abilities and another 6 to his all particles to all other particles. Gravity
Health. The next FEAT is a repeat per- can increase or decrease kinetic en-
always exists wherever there is tangible ergy's Intensity by his Power rank num-
formance. At this point, Evan's player matter. (In dimensions composed entirely
decides he's had enough, and rolls a 43; ber. With a Typical Intensity FEAT, he
of energy, though, gravity is optional.) can change the direction of any moving
quitting is no problem. The hero doesn't really generate gravity;
Why do Energy Vampires do it? Due to target. He can impart momentum as if he
he simply changes the Intensity of what's physically pushed the target, with his
their odd nature, they lose energy at a already there. He can increase or de-
dreadful rate. Their rank numbers for Power rank taken as Strength.
crease the Intensity of gravity by his The primary purpose of Kinetic Control
Strength, Endurance, and Psyche, and Power rank number. This effect may be
all Powers (except this one), drop 1 point is to control Telekinesis and Kinetic
centered on himself or projected onto a Bolts. In the former case, the hero can
per hour. The Energy Vampire must feed target. This permit him to develop a
to bring those abilities and Powers up to redirect the target's efforts. A FEAT
variety of Power stunts. equal to the target's Power rank taken as
their original levels.
An Energy Vampire cannot actually Intensity ensures this. In the latter case,
• Changing the direction of gravity. the hero can shape Kinetic Bolts into
starve to death; when all his affected rank • Creating artificial gravity in a normally
numbers reach Shift-0, he enters a death· forms that can perform complex tasks.
weightless situation. The difficulty of such tasks determines
like trance. His Vampirism continues to • Launching targets into space by re-
function and tries to drain anything that the Intensity of the required FEAT. The
ducing their weight to zero and letting hero can have a Bonus Power of either
comes in contact with him. When the Vam- the Earth's revolution fling them up-
pire's abilities return to Feeble, he returns Telekinesis or Kinetic Bolt.
ward. The remaining Power can be an Op-
to life. When creating the Energy Vampire, • Levitation at -1 CS speed; this can be
the player must choose a weakness. He tional one.
done to the hero himself or a target.
can increase the Power rank by + 1CS by • Incapacitating a foe by suddenly,
choosing a second weakness, up to a drastically increasing his weight be- EC14/Light Control: The hero can
maximum of + 3CS (four weaknesses) for yond his Strength's capacity to move. manipulate existing light. This can be
the Energy Vampire. • Forcing aircraft to land by increasing visible, infrared, or ultraviolet light. The
Energy Vampirism is communicable. A their weight beyond their engines' lift hero can alter the intensity, frequency
living and/or sentient victim who was potential. (color, in other words), and coherence of
completely drained of all energy by an • Sinking ships by making their weight light on a Good Intensity FEAT. The hero
Energy Vampire must make a mandatory exceed their buoyancy. can actually change the direction of light
Psyche FEAT roll. On a red result, he • Forming large asteroids by coalescing and form crude holograms on a Remark-
becomes an Energy Vampire with Feeble spacial debris. able Intensity FEAT. Such holograms are
Power rank.

23
little more than clouds or single-color EC17/Radiowave Control: The hero area, provided its Intensity is less than or
walls. The Power allows + 1CS Resist- can control existing radiowaves, whether equal to his Power rank. This does not
ance to Light-based Powers, since the AM, FM, or microwaves. The hero can apply to Darkforce, however.
hero can redirect or dispel them. increase or decrease the radiowaves' This Power includes Power rank Re-
Optional Powers include Light Genera- Intensity by his Power rank number. A sistance to shadow-based Powers.
tion, Energy Sheath, Carrier Wave, and Good Intensity FEAT permits the hero to This has the Bonus Power of Shadow-
Illusion Casting. The Nemesis is itself. alter the frequency and direction of such casting.
waves and garble transmissions. The Optional Powers include Light Control,
EC15/Magnetic Manipulation: The hero hero has Power rank Resistance to radio- Energy Sheath, and Energy Body. In the
can control magnetic force. He can in- based attacks; such attacks are normally last two cases, the hero resembles a
crease or decrease magnetism's Inten- limited to an opponent thinking he's a living shadow.
sity by his Power rank number. He can microwave oven about to cook the hero's
use existing magnetism, whether natural goose. The Power really comes into its EC19/Sound Manipulation: The hero
or Power-based, to perform any desired own when used as a form of etectronic- can control existing sound. He can in-
task. The required Intensity FEAT is age Illusion-Casting. That is, the hero crease sound's Intensity by one rank by
equal to the Intensity rank of the magnet- creates complex signals that simulate an means of a Pow.er rank FEAT or de-
ism. actual broadcast. Voice-only broadcasts crease it by his Power rank number. This
The hero can alter the polarity of a can be simulated by a Typical Intensity also provides the hero with Resistance to
magnetic field (but not a neutron flowl). FEAT. Musical or multi-voice broadcasts sound-based Powers; again, his Power
He can shape the field into forms to require an Excellent Intensity FEAT, as rank number decreases the Intensity of
produce any effect. These can be devel- does a still picture. A single figure with a the attack.
oped as Power Stunts. blank background or a simple cartoon- This is possibly the single most useful
The Power can be used to control like broadcast requires an· Incredible Power of all those that don't do actual
simple machinery. The simplest form is Intensity FEAT. A single figure with a damage. The uses are infinite:
merely rendering the machine inoperable complex background (think of an evening
by altering the magnetism of the compo- • Muting the voices of an opponent
news broadcast) requires a Monstrous
nents. A more refined use of the Power group, thus preventing them from
Intensity FEAT. Any other broadcast can
enables the hero to actually control a coordinating their actions.
be simulated on a Shift X Intensity FEAT
machine. • Muting alarms.
(think Academy Awards production num-
• Magnifying distant sounds to make
bers, and you'll see why so high).
EC16/Plasma Control: The hero can them audible at the hero's location.
Obviously, this is a Power that is only
• Increasing faint sounds to enable the
control fields of highly-charged particles. really useful in high-tech campaigns. Oh,
hero to perform certain actions (like
The hero can increase or decrease the it could exist in a primitive situation, but
plasma's Intensity and reduce its dam- then who would know? cracking a combination lock).
age by his Power rank number. The • Destroying boom boxes if the hero
This has a Bonus Power of Radiowave
Power includes Power rank Resistance doesn't like the music.
Generation.
to plasma's effects. • Cranking up boom boxes if he does.
Optional Powers include Energy Dop-
The Power has two main uses. The pelganger, Energy Sheath, and Carrier Okay, a lot of the uses are somewhat
first is shaping plasma fields into any Wave. frivolous. Still, the ability to knock out the
shape desired. This can be developed voice is a powerful weapon.
into a variety of Power stunts as the hero EC18/Shadowshaping: This is not Sound Manipulation can also be used
develops numerous plasma-constructs to Darkforce Manipulation; that's handled to reinforce sound based Powers. The
perform various deeds. Such constructs elsewhere. This Power enables the hero hero can raise the other Power rank
do possess the typical side-effects of to affect normal shadows and, indirectly, + 1CS as long as this Power functions.
plasma fields, and dissipate upon cessa- light as well. The hero can shift the loca- This has a Bonus Power of Sound
tion of the Power. tion and size of normal shadows. He can Generation. Optional Powers include
The second use of Plasma Control form them into two-dimensional images Vibration and Vibration Control.
enables the hero to counteract plasma- that can do Power rank damage to real
related Powers. These include Plasma targets. The hero can also Remote EC20/Thermal Control: The hero can
Generation, Energy Doppelganger, En- Sense through these shadow-constructs. control applied heat or cold; that is, he
ergy Sheath, and Energy Body. The The hero can increase or decrease the can control any force that actively
target's Power rank determines the re- Intensity of any shadow, whether natural changes the temperature of something
quired intensity of the FEAT. For exam- or Power-based, by his Power rank num- else. This includes any source of heat or
ple, an Excellent Intensity FEAT is ber. This overlaps with Light Generation cold, whether natural, artificial, or Power-
required to control Excellent Plasma and Shadowcasting but differs in that based. The Power overlaps both Heat
Generation. either effect is possible and only existing and Cold Generation but it also differs
Optional Powers include Plasma Gen- shadows or shadow-related Powers are from them in that this Power cannot alter
eration, Energy Doppelganger, Energy affected. the natural temperature of a target of
Sheath, and Energy Body. The hero has the ability to see through alter the local temperature to suit the
any shadow as if it were a normally-lit hero's whim. For example, Thermal

24
ENERGY EMISSION

Control could cool a girder being heated will do the trick on an Amazing Inten- surrounding only the hero's head. Power
in a furnace, since that thing is being sity FEAT. can be emitted in any direction desired
actively heated, but it could not change • The hero can cripple gyroscopes, thus without the hero's having to nod his
the temperature of another girder lying disabling any vehicles dependent on head.
outside the furnace (nothing is being them (subs, aircraft). This is a Typical Eyes: Power is emitted through the
done to that one). Intensity FEAT, which incidentally also hero's pupils. The power is directed
Thermal Control is mostly used to works against robots. wherever the hero is looking. If the eye-
counteract or supplement temperature- • The hero can adjust the vibratory rate lids are closed; this Power cannot func-
altering Powers. The Power can affect of his own atoms, permitting him to tion.
such others as soon as they are emitted Phase through solid objects or let Mouth and nose: The Power is primarily
from the target's body. That is, you can solids (like bullets) pass harmlessly emitted through the hero's mouth. To
affect the Human Torch's fireballs but through him . aim, he turns his head and shapes the
not his Fire Sheath. The target's Power mouth as though blowing out a candle.
Optional Powers include Vibration,
rank determines the required Intensity of Seepage occurs through the nose; this
Sonic Generation, and Sound Manipula-
the FEAT. Controlling the Torch's heat cannot be aimed, and the Power is re-
tion.
takes an Unearthly Intensity FEAT. duced - 2CS in Intensity.
Optional Powers include Heat Genera- Torso: The Power is emitted from an
tion, Fire Generation, Cold Generation, Energy Emission Powers aura on the hero's chest. The Power
Fire Control, and Coldshaping. Power can be emitted by any part of the travels in a straight line, perpendicular to
hero's body. For most Powers, it is not the body.
EC21 Nibration Control: The hero can important to specify the emergence Arms: The Power is emitted from an
control existing vibrations. These may be point. For the Powers of the Energy aura surrounding either or both arms.
natural or Power-based. The hero can Emission class, though, emission points The Power travels in the direction in
increase or decrease the Intensity of the become important. This affects how the which the forearm is pointed (if one arm
vibration by his Power rank number. He hero utilizes his Power. It determines is used) or in a vector (if both arms are
has Power rank Resistance to Vibration ways goes can negate that Power. If the used).
and Sonic attacks. hero loses the part of his body containing Hands: The Power is emitted from an
A Power like this can make a hero the emission point, he may lose his aura surrounding the hero's hand, fist, or
extremely popular in a quake-prone Power as well. palm. Power travels in the plane formed
locale like southern California. Using the When creating the hero, the player by the fingers, in line with the whole fist,
Richter scale, these are the required should determine an emission point for or in a line perpendicular to the open
Intensities of the FEATs for controlling any Energy Emission Powers. He may palm.
each class of earthquake. select the first one rolled as the point for Fingers: The Power is emitted form an
Richter all of his character's Energy Emissions, aura surrounding the hero's fingers (any
Number Intensity or be adventurous and determine one for number, from one to all of them). It tra-
each Power. vels in a straight line in the direction the
1 FE, PR finger points. Usually, the index finger
2 TY, GD E-point d109 roll directs the Power, if only one finger is
3 EX, RM Entire body 01 -14 used. If the hero has multiple Powers,
4 IN,AM Head 15-22 each Power can be assigned to a differ-
5 MN, UN Eyes 23-30 ent finger.
6 Shift X, Shift Y Mouth and nose 31-38 Legs: Power is emitted downward from
7 Shift Z, CL 1000 Torso 39-46 an aura surrounding both legs. It is diffi-
8 CL3000, CL5000 Arms 47-54 cult to aim leg-emitted Power, which
Okay, if California is determined to fall Hands 55-62 travels in the line defined by the lower
into the sea, you won't be much help. Of Fingers 63-67 leg. Such Powers are usually limited in
course, if your hero possesses Vibration Legs 68-70 range to contact only.
as well, he might get blamed for the Feet 71-73 Feet: Power is emitted by the hero's
quake. On a smaller scale, the Power Wings 74-76 soles. As above, such Powers are diffi-
can be used in a variety of everyday Antennae/horns 77-81 cult to aim and are usually limited to
situations: Tail 82-86 contact-only.
Any location 87-00 Wings: Power is emitted from an aura
• The hero can distort or even mute a surrounding the hero's wings. Power
target's voice. This effectively negates Entire body: Power radiates from an may travel in the plane formed by the
vocal Powers. This is done by directly aura surrounding the entire body. Power wings or in a line perpendicular to their
affecting the target's larynx. can be emitted in any direction without open position .
• If your campaign includes other Di- the hero actually having to physically Antennae/horns: Power is emitted from
mensions that can be reached by point. an all the antennae on the hero's head.
adjusting your vibratory rate to that of Head: Power emanates from an aura Power travels in a straight line from the
the chosen dimension, then this Power last section of the antennae.

25
Tail: Power is emitted from the tip of the tive medium, such as air, water, or metal, simply an extension of the hero's will or if
hero's tail and follows a straight line in at Power rank range. If the player it has an independent, but obedient,
the direction the tail points. chooses, the hero can gain + 2CS to his mind. If the player chooses the latter, he
Any location: The hero can emit Power damage by choosing to limit his range to raises the Power rank + 1CS; he can
from any section of the body he chooses, contact only. In this case, the range can raise it another + 1CS by having the hero
and can change emission points with be extended by conducting the Power lapse into unconsciousness when using
each use of the Power. through solid conductors like metal. the Power, since his mind is directly tied
Electricity comes in various forms. into maintaining the Doppelganger's
Ranges for these Powers can be found existence. Any damage to the Doppel-
• Static electricity causes magnetic
on the Range Table, inside the front ganger is subtracted from the hero's
attraction between objects and can
cover. Appropriate ranges are listed on Psyche.
disrupt electronic communications.
column A. Rank determines the duration of the
• Lightning is sheer, raw, destructive
Doppelganger and the minimum rank for
power and by far the most popular
EE1: Cold Generation: This Power is any Powers it possesses. Normally the
form of this Power.
the pure form of Ice Generation and one hero can generate only one Doppel-
• Alternating current is what our technol-
it is often confused with. The hero can ganger at a time. At extremely high
ogy is driven by. This Power can either
emit a field that decreases thermal en- ranks, the hero can generate additional
energize or overload normal electrical
ergy and infra-red radiation. Doppelgangers. The number is equal to
devices.
The Power decreases the temperature 1% of the Power rank number (rounded
• Direct current is what a battery pro-
of the target; the amount is determined up). For example, at Class 1000 rank the
duces. It can energize or overload
both by a FEAT and the Power rank hero can create 1O simultaneous beings.
devices that use DC power. It can also
number. A Typical FEAT drops the tem- Such beings have a decreased Resist-
short out devices that use AC power.
perature by 10 x the rank number; a ance ( - 2CS) to plasma-based attacks,
Remarkable FEAT drops it by 20 x the The hero can use any form at will or since these disrupt the energy field that
rank number; and an Unearthly FEAT can raise his rank + 1CS by specializing forms the Doppelganger. They possess
drops it by 40 x the rank number. For in a particular form. an increased Resistance ( +4CS) to
example, a hero with Remarkable Cold This Power automatically includes attacks based on Light, Heat, Flame,
Generation can lower a target's tempera- Power rank Resistance to Electricity; no Vibrations, and Sonics, since they have
ture by 300 (1 Ox30) to 1200 (40x30) de- FEAT is required to resist your own no solid mass to affect.
grees. The only limitation is that the Power. The Nemesis Power is Plasma Control.
temperature cannot drop lower than This Power is linked to Electrical Con-
absolute zero ( - 273 degrees Celsius or trol and Energy Sheath. When creating EE4/Fire Generation: The hero can
-459.4 degrees Fahrenheit). the hero, the player can exchange any project fire with Power rank damage and
The power has the side-effect of cool- randomly determined Powers for these if range. These flames have no apparent
ing the air between the hero and the he so desires. fuel source and spring from the hero as if
target. Gases within that area may con- Extreme heat reduces this Power's he were a living fuel tank. Although the
dense. Such by-products evaporate rank by the Intensity rank of the heat. flames' fuel comes out of the proverbial
quickly after the Power ceases to oper- Conversely, extreme cold increases the nowhere, free oxygen must be present
at~. rank by the cold's Intensity rank. for the Power to function. If not, the hero
Cold Generation can be used to ne- At Shift X level, the hero gains the can cause a single flame that lasts for
gate other sources of cold, whether ability to create a stream of conductive only one turn, then fizzles out. At Shift-X
Power-based, artificial, or environmental; gas, thus allowing the Power to function rank, the hero gains the ability to gener-
its Power rank decreases the intensity of even in a vacuum. ate oxygen as well, permitting this Power
the affected cold. However, it cannot be to function under any conditions. When
used to raise the temperature of a frigid EE3/Energy Doppelganger: The hero creating the hero, the player can choose
environment. The hero with this Power can generate an Energy Body from his the Powers of Flame Control, Energy
has Power rank level resistance to Cold own body. This Doppelganger can have Sheath, and Energy Body to fill any slots
in any form. Powers of its own, including those char- still open. For example, under the UPB's
Optional Powers include Coldshaping, acteristic to the type of energy of which system, the Human Torch possesses
Condensation, Solidification, and Mold- the Doppelganger is composed. The three powers: Fire Generation, Flame
ing. Nemeses include Heat Emission, Doppelganger automatically has the Control, and Energy Sheath.
Fire Generation, and Thermal Control. Power of True Flight. While the player This has to be the most dangerous
can decide which Powers are possessed Power around. Heroes have to watch out
EE2/Electrical Generation: The hero by whom, a rule of thumb is that the for accidental firestorms. They also tend
can create electrical streams that can do majority of physical Powers are assigned to consume all the oxygen in their loca-
Power rank damage. The hero can pro- to the Doppelganger. The player must tion, making everyone pass out. Then
ject the electricity through any conduc- also decide whether the Doppelganger is there is the question of smoke and toxic

26
gases created by the hero's Flame red glow around the hero and his target plastics, and ferrous ores. The hero can
Power. It makes me wonder what kind of whenever he uses his Power. do rank level damage to electronic de-
ventilation system the Baxter Building Heat Emission is the Nemesis of Cold vices by scrambling internal signals; this
has ... Emission, Coldshaping, and Powers that is especially effective against magnetic
Fire Generation is the opposing Power use water. This Power gains + 1CS when recordings and micro-chip dependent
to Cold Emission, Coldshaping, and attacking those Pow~rs and loses - 1CS devices. This Power can affect other
Powers that use water. This Power gains when being attacked by them. Powers. It can redirect Electrical Genera-
+ 1CS when fighting these Powers. It tion by a Typical Intensity FEAT if the
also loses -1 CS when being attacked by EE7/Kinetic Bolt: This is a crude form other Power's rank is lower, a Remark-
those Powers. of M30/Telekinesis. The hero can strike a able Intensity FEAT if equal, and an
target with a surge of force at Power rank Unearthly Intensity FEAT if the other
EE6/Hard Radiation Emission: This range and damage. The Kinetic Bolt can Power is higher. It can disrupt Electric or
covers the dangerous section of the be shaped as desired by the hero. It can Magnetic Control and Energy Sheath or
energy spectrum: ultraviolet light, x-rays, be a wide cylinder, or an incredibly fine Energy Body, if either are magnetic in
and alpha and beta particles, gamma needle. Its effect is the same as if the nature.
rays, and the ever-popular "cosmic target had been struck by a solid object The Power has its drawbacks. It at-
rays." The hero can project any of these of equal material strength. tracts some types of attacks if the hero is
types at Power rank range and damage. This Power can affect only tangible careless. Such attacks as Electrical
When creating the hero, the player can materials. It includes Resistance to Ki- Generation or anything using ferrous
raise his rank + 1CS by specializing in a netic Bolts, Kinetic Control, or Telekine- materials (knives, missiles) gain + 2CS.
particular type of hard radiation. sis. Optional Powers are Kinetic Control This Power is its own primary Nemesis.
For game purposes, we'll assume that and Telekinesis, which are also the Nem-
the hero has total control over his own eses. EE1 Of Plasma Generation: Plasma
inherent radioactivity and possesses refers to here to a field of highly-charged
automatic safe-guards that prevent him EE8/Light Emission: The hero can emit particles. Common examples include the
from fatally contaminating the area each powerful bursts of light do Power rank aurora borealis, the glow in a fluorescent
time he uses his Power. This Power is damage at rank range. The light may be tube, the Van Allen Belt, and the heart of
linked to Radiation Control; the player of any nature: a nuclear blast. Plasmas may be of any
can exchange one of his other Powers nature: fiery, magnetic, electrical, radio-
• Normal light in any color or intensity;
for Radiation Control when creating the active, or be of a previously unknown
the hero can light the area, dispel
hero, if he so desires. form of energy. This last group includes
Shadow Powers, and temporarily blind
many super-powers, living energy fields,
targets.
EE5/Heat: The hero can generate pure and beings who can transform them-
• Coherent Light (lasers) do rank level
heat that is not necessarily accompanied selves into pure energy.
heat damage as they burn into targets.
by light or flame by accelerating molecu- The hero can project Plasma fields at
Lasers can also be used to carry infor-
lar motion. This permits the hero to do Power rank range. Due to the unique
mation or to create holograms.
rank level effects over target materials. nature of this Power, it does damage on
• Optic blasts do rank level damage but
Some Power Stunts using pure heat two levels. The primary level is brute
rather than burn a target, they act as
include: force; the field does Power rank damage.
Kinetic Bolts.
There are also side-effects based on the
• Causing the breakdown of molecular
The player can raise the hero's rank nature of each Plasma bolt. Plasma
or even atomic bonds (Amazing and
upon creation by + 2CS if he chooses fields have two of the following side-
Unearthly FEATS, respectively).
specialization in a specific form of this effects:
• Negating a target's magnetism Power.
• Negating a target's electrical conduc- • Light at -2CS level of illumination
tivity. • Heat at - 2CS damage
EE9/Magnetlsm: The hero can generate
• Strengthening materials by heat- • Flame at - 2CS damage
intense magnetic force. The magnetic
treating. • Hard Radiation at - 2CS damage
field may be centered on the hero's body
• Changing local weather by heating the • Magnetism at - 2CS damage but full
or be projected at rank range. The field
air; this can cause small cyclones and Power rank range
can affect. anything susceptible to mag-
electrical storms. • Electricity at - 2CS damage.
netism, attracting it with Power rank
Because this Power uses pure heat, it Strength. If the target itself is magnetic, The hero initially possesses a single
can function in conditions that negate the hero can attract it at + 1CS or repel it type of Plasma with two set side-effects
Flame Emission , like the absence of free at Power rank. The hero can induce that occur each time he uses his Power.
oxygen or the hero's being underwater. magnetism into any materials that can Later he can develop other Plasmas with
Beings who possess Thermal Vision or sustain a magnetic field; these include different side-effects as Power Stunts,
Abnormal Sensitivity can detect an infra- ferrous materials, iron-bearing clays and Plasma is a Nemesis to the Powers of

27
FIGHTING

Energy Sheath and Energy Body. The the second Power's harmonics. The serker Power's rank. The Berserker rage
hero gains + 1CS when attacking either hero's own rank is subtracted from the lasts for the length of combat and 1-100
Power. Plasma's own Nemeses are target harmonic's Intensity. turns. When the rage ends, all the al-
Plasma Control and Power Control. Optional Powers include Sonic Con- tered Abilities return to their original
trol, Vibration, and Vibration Control. ranks. Since the Iron Will also disap-
EE11/ Radlowave Generation: The hero Nemeses are this Power itself and the pears, the hero finally feels the effects of
can generate radiowaves, including AM three just listed. any damage he suffered while in the
and FM signals and microwaves. This The Power needs a medium to carry Berserker rage.
Power primarily affects broadcasting and the sound, whether gaseous, liquid, or Example: Orlando the Furious has
electronics; the Power can do rank dam- solid. It cannot function in a vacuum Feeble Strength, Good Fighting, Re-
age over rank range to these. The Power unless the hero is touching a solid markable Reason, Incredible Psyche,
can also be used to directly affect any through which he can transmit his and Excellent Berserker Power. When he
target by internally heating it through Power. This Power can be used in tan- enters the Berserker rage, the following
microwave bombardment. Used in this dem with the Power of Speech-Throwing occurs. Psyche and Reason drop to
manner, the Power has -2CS on its to permit Sonic Generation to affect even Feeble, a total of 66 points. This is split
damage and range. unconnected targets in a vacuum. between Orlando's Strength and Fighting
Optional Powers include Radiowave ranks. Strength increases to Remark-
Control, Energy Sheath, and Carrier- EE14/Vlbration: The hero can generate able, Fighting to Incredible. Finally, he
Wave. Nemeses include Radiowave non-audible vibrations. These can alter develops Excellent Iron Will. The combat
Control, Energy Absorption, and Force existing harmonics, effectively negating the ensues is short and messy. Orlando
Field vs. Energy. any sonic- or vocal-based Power. The emerges victorious but remains rather
hero can cause tremors at Power rank dangerous to be around tot another 50
EE12/Shadowcastlng: The hero can range and damage. The Power can even turns (5 minutes).
emit a field that decreases light and be used to incapacitate living targets; The Optional Power is Natural Weap-
radiation. The obscured energy's Inten- effects can vary from motion sickness onry. Thus, you can build your own pet
sity is lowered by the Power's rank taken (nausea and vomiting) to death by inter- Wolverine (or other violent, crotchety
as Intensity. The energy forms that can nal hemmorhaging. animal from the northwoods).
be affected by this Power are Light, This Power includes Resistance to The Nemesis Power for this is Mental
Heat, Hard Radiation, Radiowaves, En- Vibratory attacks. Optional Powers in- Domination.
ergy Doppelgangers, and Energy Bodies. clude Vibration Control and Sonic Gener-
The hero possesses the ability to affect ation. F2/Martial Arts Supremacy: In the
only Light when his Power is at Good Some possible Power Stunts include: MARVEL SUPER HEROES game system,
rank. At each rank above Good, he gains Fighting is considered an Ability, not a
• Forming a vibratory shield that can
the ability to affect another energy form Power. However, this Power increases the
provide up to +2CS protection. The
in the following order: EX-Heat, RM- hero's already-mastered Martial Arts (a
vibrations make the hero harder to hit
Hard Radiation, IN- Radiowaves, AM- Talent in the game system) to dramatically
as weapons are thrust aside by the
Energy Doppelgangers, MN- Energy higher levels and allows him to perform
field. At higher ranks it can even cause
Bodies. actions that would otherwise be impos-
the weapon's own structure to col-
This Power includes the ability to see sible, like splitting a battleship in two with a
lapse.
clearly through his own natural or Power- single karate chop.
• Negating vocal powers by sending the
created shadows of Intensity less that the Martial Arts as explained in the
hero's own vibrations into the target's
hero's Power rank. Advanced Set fall into five categories,
larynx. For example, your hero could
The Power can disrupt Darkforce Ma- labeled A through E for simplicity's sake.
reduce Lorelei's song to a gurgle.
nipulation on a Typical Intensity FEAT if
• Throwing machinery out of kilter by • A-This form uses the opponent's
its rank is higher than that of the
vibrating delicate components. Strength against him and permits the
Darkforce manipulator, Remarkable
Intensity FEAT if they are equal, and hero to Stun or Slam an opponent
Unearthly Intensity FEAT if the Power's Fighting Powers regardless of their relative Strengths
and Endurances.
rank is lower. F1 /Berserker: The hero can enter into a • B-This form is keyed to offense and
Optional Powers include Shadowshap- battle rage that alters the hero in some inflicting damage by short, quick
ing and Darkforce Manipulation. significant ways. Reason and Psyche
The Nemesis is Light Emission. bursts. The hero gains + 1CS Fighting
plummet to Feeble rank while the ranks when engaged in unarmed combat.
for Strength and Fighting increase by the • C-This form concentrates on holds
EE13/Sonlc Generation: The hero can same number of ranks. (That is, the total and escapes. The hero gains + 1CS to
generate intense sound and make at- number of points lost are split evenly
tacks of Power rank range and damage. his Strength when Grappling or Escap-
between the Fighting and Strength ing and + 1CS to his Agility when
This Power can generate frequencies ranks.) The hero also develops Iron Will
normally inaudible. The hero can disrupt dodging.
for the duration of the Berserker rage; • D-This form seeks out the oppo-
other sound-based Powers by creating the rank for this is the same as the Ber- nent's weak points and strikes against
dissonance as his harmonics clash with

28
them. The hero can ignore the effects drawback to this Power is that if the hero Normally, the Power is used to make
of physical Armor when determining is somehow deprived of his Natural facsimiles of existing weapons. The hero
Stun and Slam results. Unfortunately, Weaponry, he suffers a loss to his Fight- must make a detailed study of the
the hero must study his opponent for ing Ability equal to his weapon's rank. weapon for at least 10 minutes before
two turns before he can bring this Example: Due to a mishap with a mat- attempting a FEAT. Failure to make the
effect into play. ter transmitter, Wolverine temporarily FEAT means the hero must spend an-
• E-This form encourages quick strik- loses his claws. He's so shaken that his other 1o minutes studying the weapon
ing to catch an opponent off-guard. normal Incredible Fighting Ability drops before attempting another FEAT. Some
The hero gains + 1 to initiative rolls to Feeble. weapons might be beyond the hero's
when engaged in unarmed combat. If the Natural Weaponry is made of comprehension, if the player has really
materials not normally found in the body, bad luck when rolling the dice.
The player chooses one of the above
it makes the hero vulnerable to attacks The hero can create new weapons
Martial Arts and determines its rank
that affect those materials. For instance, based solely on his imagination and
when he creates the hero. When this
Wolvie has a -1 CS resistance to Mag- basic knowledge of weapons design.
Power shows up, add its Power rank
neto's powers, since they can affect his This requires intense concentration and
number to the already determined Talent
metal skeleton. a red Power rank FEAT.
rank number. For example,· the Kung Fu
The newly created weapon has the
Kommando possesses Martial Arts E at
F4/Weapons Creation: The hero can same characteristics as a normally cre-
Typical rank and Martial Arts Supremacy
create any desired weapon out of thin ated one of its type. In the case of altered
at Good rank. These combine to give
air. The weapon can be of any design, or imaginary weapons, the player and
Kung Fu Kommando an Excellent rank
size, and material. The size of the Judge should agree on a reasonable and
for his Martial Arts.
weapon is limited by its weight. The hero playable set of characteristics for the
Martial Arts Supremacy can be used to
can only create in a single turn a maxi- weapon in question.
do rank-level damage against non-living
mum number of ounces equal to his The Power includes versions of Ele-
matter. For example, Kung Fu Kom-
Power rank number. Heavier weapons mental and Molecular Creation. Each
mando can shatter iron, concrete, or
have to be assembled in pieces over a element or compound takes up its own
bullet-proof glass with a red Power rank
span of several turns. While the material memory slot, just like the throwing dag-
FEAT.
strength of the created weapon is the gers and broadswords that clutter the
If desired, this Power can be modified
same as that of a normally-manufactured hero's mind. Such raw matter can be
to fit any Fighting skill the player can
weapon of the same type, its duration is formed into any weapon's shape. This
imagine. This can include Supremacy in
much shorter. The lifespan of the permits the hero to change the composi-
any one weapon, such as swordsman-
weapon is determined at the time of tion of any already-memorized designs.
ship or archery.
creation. A Typical Intensity FEAT gives For example, if he has already memo-
Optional Powers include Iron Will and
the weapon a lifespan of 100 turns times rized the design of an arrow and the
Weapons Creation.
the hero's Reason rank number. On an nature of silver, he can create both wood
The Nemesis Power is Martial Arts
Amazing Intensity FEAT, the weapon and steel arrows and silver arrows.
Supremacy of one rank higher than that
lasts for the hero's Reason rank number Weapons created materialize in the
possessed by the hero. times 10,000 turns. Should he make an hero's hands.
Unearthly Intensity FEAT, the weapon There is an exception to the rules thus
F2/Natural Weaponry: The hero's body
will be permanent. far. When creating the hero, the player can
contains special anatomical features that
Each ounce of created matter tempo- choose to specialize in creating a single
can function as weapons. These may be
rarily costs the hero 1 Health point. All copy of a special weapon. In this case, the
of any nature and can be external, inter-
points lost in this manner are regained weight limit is raised from one ounce per
nal, or retractable. If these are damaged
after 24 hours. Thus, the hero can only Health point to one pound per Health point.
the hero suffers as if they were normal
create a weapon weighing the number of Such special weapons are never perma-
body parts.
ounces equal to his Health score in a nent; Unearthly Intensity FEATs are
When creating the hero, the player
single day. treated the same as Amazing Intensity
decides the nature of the weaponry. The
The hero must have detailed knowl- ones. One example of this option is Ma-
weaponry chosen possesses this Power
edge of any weapon he wants to create. gik's Soulsword.
rank taken as material strength for pur-
He can only store a limited number of The Optional Power for this is a form of
poses of determining potential damage.
weapons' designs in his memory. The Martial Arts Supremacy that uses a spe-
Each time the player rolls this Power, he
total number of memory slots available to cial weapon, as in the option explained
can add another weapon to the hero. As
this Power equals the hero's Reason above.
stated in the Player's Book, some forms
rank number. The player must keep a The Nemesis Power is True Invulnera-
of Natural Weaponry provide Bonus
record of the weapons he can create. bility.
Powers (see "Claws" and "Ex1ra Body
This list can be changed at any time. A
Parts"). These are placed in the next
green Reason FEAT gains the hero a F5/Weapons Tinkering: The hero can
available slot in the Power Generation.
new design. If no open memory slots are devise and assemble any weapon that
The player and the Judge need to work
available, an old design is tossed away can be made with the available materi-
together to create a functional hero. A
to make room for the new one. als. By means of a red FEAT, the hero

29
ILLUSORY

can even improvise a means of creating all, somebody's got to be building all stances the hero finds himself in). Al-
unavailable materials (adamantium, tor those super-weapons that fill the pages though the Image can only be
example). Provided he has the re- of comic books... realistically controlled within one area of
sources, the hero can assemble a func- the hero's location, the Image can be
tional copy of any weapon. As to what Illusory Powers projected up to the full range for this
weapons he can make, use the Resource Power. Once beyond the one area limit,
costs listed in the Hardware section of Ranges for the Powers in this book are the Image is easily perceived by others
the Player's Book (pages 42-46). Com- found on the Range Table printed on the as a holographic projection. The hero
pare the Power's rank with the cost of inside front cover. The normal range tor can overcome this limit by extending the
the desired weapon. Equal or lower cost the Powers in this section are found on range of his own senses, either through
weapons can be created on a green column B. artificial means (telescopes, remote tv
FEAT. A cost of one to three levels camera, etcetera) or by using sense-
higher requires a yellow FEAT. A cost of 11/Animate Image: This is a specialized extending Powers. In such cases, the
four to six levels higher requires a red form of Illusion-casting that enables the hero can extend realistic control of the
FEAT. If the cost of the desired weapon hero to apparently bring any flat image to Image up to the range limits for this
is more than six levels higher than the life. Whatever the original nature of the Power and whatever means he employs
hero's Power rank, it is an impossible image- drawing, painting, photograph, to extend his vision.
FEAT. print- the image gains three- Example: Kinescope has an Excellent
Example: Dr. Fixit has Excellent Weap- dimensionality and independent move- rank for this Power and can project an
ons Tinkering and access to his brother- ment. A blank white area now fills the Image up to 25 areas (3300 feet) away.
in-law's junkyard. He wants to build a area formerly occupied by the newly- He also has Good Clairvoyance with a
battle-copter with adamantium armor. solidified Image. maximum range of 2500 miles. By using
The copter has an Amazing cost. True In actuality, the hero has created two both Powers, he can maintain the real-
adamantium has a Shift X cost; second- Illusions. The obvious one is the Ani- ism of his Images up to the maximum
ary adamantium has an Unearthly cost. mated Image that has peeled itself away range of 25 areas even through any
Dr. Fixit makes the yellow FEAT; his from its flat background and filled out vision-blocking barriers.
copter will work. He doesn't have any into three dimensions. The second, more The Image possesses whatever abili-
adamantium, though, and tries to impro- subtle Illusion is the "blank white area." ties or characteristics the original model
vise. He fails to make a red FEAT; nei- The hero automatically casts this Illusion possessed. At least, it possesses those
ther batch of " home-brewed" to mask out the still-existent original abilities or characteristics the hero be-
adamantium worked. Oh well, he can picture; this secondary Illusion lasts for lieves the model possessed. This is after
always convert that old boiler he found 10-20 turns or until the primary Illusion all an Illusion that the hero has created.
into armor plate. ceases to exist, whichever comes first. As such, it conforms to his expectations.
When creating the hero, the player can The initial range at which the hero can What traits the Image has are deter-
choose to make the character a jack-of- Animate an Image is line-of-sight for one mined by the hero's imagination and
all-trades or specialist in a particular area. This is also the the maximum memory for detail. The accuracy of the
field. If he chooses to specialize, he can range at which the hero can normally Image is determined by the hero's Rea-
raise the rank + 2CS. maintain the "realism" of the Image. son. A green FEAT creates an Image
Categories of weapons include: Simply put, the hero has to be able to that is somehow flawed; it might move
clearly see both the Image and its sur- the wrong way, lack a shadow, have no
Edged and Blunt weapons roundings. When either is beyond his surface detail, and so on. A yellow FEAT
Projectile weapons vision, the believability of the Image creates an Image that are nearly exact; a
Energy weapons drops drastically. When the Image gets close visual examination is required to
Heavy weapons beyond the hero's field of clear vision , he distinguish the Image from reality. A red
Battle weapons can no longer make it realistically con- FEAT creates a perfect Illusion.
Alien weapons form to the surroundings. The typical Animated Image is an
Battlesuits Example: Kinescope Animates a lion intangible holographic projection. Since
War robots off of a circus poster and sends it after most people rely exclusively on their
Needless to say, the player will have to some muggers. The muggers flee vision as the means of sensing their
develop stats for anything he comes up around a corner, the lion in pursuit. Un- environment, the Animated Image is
with. If he successfully copies existing beknownst to Kinescope, the alley is full easily accepted as reality. Only when
technology, like the Iron Man battlesuit or of trashcans, which the lion blithely other senses are used does the Image
a SHIELD Plasma Beam Handgun, he passes through. The muggers see this get exposed as Illusion. Such Images are
can simply use the established stats for and realize they've been had. Kinescope mechanically detectable and recordable
that device. Weapons Locker (MHACS) gets a surprise when he comes around by such means as photography and
by Epperson and Grubb is a valuable aid the corner. television. Images can also deceive the
to the player of a hero with this Power. A The Image can exist for as long as the artificial senses of mechanical beings.
clever character can also use this Power hero concentrates on maintaining it (the The Animated Image is initially strictly
to make money off of other characters by Judge is free to determine how easily composed of light. It lacks the other
building weapons on commission. After this can be done given the circum- sensory details of a real object, most·

30
notably the sounds and smells of the that results is the same size as the origi- sion. That separates this Power from the
original. These can be simulated to give nal image. Not all of the model has to be psionic, image-generating Power called
the Animated Image greater reality. The present in the original image; the hero Hallucinations, which produces images
Talent of Ventriloquism or such Powers can fill in the rest from his imagination. directly in the target's mind and cannot
as Speechthrowing or Vocal Control can As he brings the Animated Image to life, affect mechanical senses.
add speech and incidental noises to the it climbs out of the frame, revealing pre- The Illusion can take any size or ap-
Image. Sensory Manipulation can create viously unshown parts. For example, pearance the hero desires and is limited
deceptions of smell, temperature differ- Kinescope Animates a head-and- only by his imagination. The Illusion can
ence, and even tactile sensations. The shoulders portrait of Lincoln. The visible be a realistic simulation, a fanciful crea-
coherent light of the Image blocks nor- parts immediately spring out; the rest of tion direct from the hero's mind, or an
mal light and creates normal shadows. Abe's body is revealed as he climbs out abstract display of light. The hero is
Since the Image is intangible, it cannot of the frame. playing with light itself and can create
directly do physical damage to a target. If Animate Image can be used to alter anything that is visible. Since most peo-
the Image incorporates bright light, it has images within the plane of the original ple depend on vision to gain information
the potential of blinding the target. How- picture. The hero can alter the placement on their surroundings, this Power
ever, if the hero possesses certain other of sections of the picture or give them flat presents the awesome ability to appar-
Powers that can be combined with the animation, even making sections of the ently alter the nature of reality.
Image, then it can do actual damage. If picture apparently withdraw from the The hero can cast his Illusions any-
the hero also uses Energy Solidification depicted scene. where within his Power rank range,
or any of the Matter Creation Powers, the While the previous commentary has though he must be able to clearly see the
Image gains temporary solidity. This spoken of this Power in terms of translat- area where the Illusion is forming if he
lasts for 1-10 turns, regardless of the ing two dimensional images to three- wants to make it at all realistic. The nor-
normal duration of effect tor the supple- dimensional objects, it can also be used mal limit for unaided vision is one area
menting Power. Note: this is determined to simulate animation for already three- (132 feet). Beyond that range the hero
by the Judge, not the player. Any of the dimensional objects, like statues or can no longer clearly see his Illusion's
Energy Emission Powers can be appar- stuffed animals. This can be developed surroundings and thus cannot alter the
ently redirected through the Image. For as a Power Stunt. The hero uses an Illusion to reflect things going on around
example, if the hero possessed b.oth existing object for a model to base his the Illusion. For example, an Illusionary
Animate Image and Fire Generation, he Illusions on. The primary Illusion is the tree cast two areas away might seem to
could create a hazardous simulation of statue or whatever coming to life; the be floating a discreet two inches above
the Human Torch. This Power can be secondary Illusion renders Illusory Invisi- the ground. If the hero is unconcerned
combined with certain Psionic Powers to bility around the original. The character- about maintaining the reality of his Illu-
create Images that do psychosomatic istics for the Image are a combination of sions, this limit can be ignored. The hero
damage to a target. These Psionics in- the statue's material composition and does not even need to be able to see the
clude Telepathy, Mental Domination, those traits the hero imagines the model Illusion as it forms. Such uncontrolled
Hypnotic Control, and Neural Manipula- for the statue possessed. Illusions appear as transparent, free-
tion. Psychosomatic damage occurs Example: Kinescope encounters floating apparitions. If the Illusion takes
because the target believes in the reality thieves outside the Cleveland Art Mu- the form of a living being, viewers might
of the Image and thus the reality of any seum. He casts his Power on Rodin's see it as a ghost or other phantom form.
damage the Image is inflicting upon him. bronze, "The Thinker," that sits in front If the hero possesses ~imeans of extend-
For example, Kinescope combines his of the museum. The Image that results is ing the range of his senses, he can main-
Powers of Animate Image and Neural a 15-foot-tall man made entirely of tain the realism of his Illusion at up to full
Manipulation to create an Image of a boa bronze and consequently extremely range of both this Power and that of
constrictor. The boa enwraps Kine- strong and heavy. whatever means he uses to extend his
scope's opponent, who believes he is By using his Power in this way, the vision. Ways of increasing the senses'
being crushed and passes out from his hero can simulate any of the Matter Ani- range include mechanical means such
imagined loss of breath. Psychosomatic mation, Control, and Conversion Powers. as binoculars and remote tv cameras and
damage can be resisted by any target Optional Powers include either Tele- sense-extending Powers, most notably
who becomes aware of the Image's lack scopic Vision or Clairvoyance, Energy Telescopic Vision and Clairvoyance.
of reality. Be warned that psychosomatic Solidification, and either Elemental or Example: Deetee has an Incredible
damage can lead to fatal results if the Molecular Creation. rank and can Illusion-Cast up to two
target succumbs to a heart attack or The Nemesis Powers are either Sonar miles away. She also has a good pair of
stroke. Note also that psychosomatic or Radar, combined with temporary binoculars that enable her to see up to
damage cannot affect non-sentient blindness. one mile away. For idle amusement, she
minds. likes to go to the top of tall buildings and
Animated Images can be of any nat- 12/lllusion-Casting: The hero can create Cast Illusions at the pedestrians below.
ure, but are generally used to simulate realistic holographic images that have She also like to find the monitors for
moveable objects and lifeforms. In all apparent solidity. These Illusions can be remote surveillance cameras and use
cases, the hero must have an actual mechanically detected and recorded by them to direct her Illusions into locked .
image to work from. The Animated Image such means as photography or televi- rooms.

31
Illusions last as long as the hero con- Jay-boy is free to use his Kinetic Bolt S12/Energy Sheath (Light)
centrates on maintaining their existence. Power to smash open the door. He also S20/Self-Vegetation
The Judge is free to determine how long uses his K-bolts to simulate the effect the S21 /Shapeshifting
the hero can maintain his concentration elephant's legs have when they kick
A drawback in characters who have
in a given circumstance. Breaking the against a target.
this Power is that they tend to become
hero's concentration abruptly terminates The main drawback to Illusion-Casting .
is that the hero must keep his Power's philosophical about the relationship
the Illusion, while merely getting dis-
between Reality and Illusion. Compan-
tracted causes the Illusion to begin to true nature a secret from his adversaries.
ions find themselves drawn into intermi-
lose realism (drift, lose detail, become It must be presented as if it were another
translucent, and so on). The Illusion's Power entirely. For example, although nable arguments about what is real and
what is not. Illusion-Casters may even
effect on a viewer varies. A viewer must she is an Illusion-caster, Deetee often
make an Intuition FEAT against the begin to feel that they themselves are an
presents herself as a Demon-Summoner.
Illusion being cast by some unknown
Power rank of the Illusion-caster; suc- Even if the Power's nature is public
being.
cess means the viewer now recognizes knowledge, the Power is still effective.
the Illusion's true nature. Players running The Powers of Light Emission and Light Optional Powers include Energy Solidifi-
cation, Telescopic Vision, and Clairvoy-
characters viewing an Illusion are only Control are innate factors of Illusion-
ance.
allowed to make a FEAT if they suspect Casting. As such, the hero has the ability
the Illusion. This can occur if they physi- to generate any intensity and frequency Nemesis Powers include Shadowcasting,
cally touch the Illusion, if the Illusion is Shadowshaping, Sonar, Radar, and
of light. He can warp light, alter its fre-
somehow flawed, or if the character is closing your eyes.
quency, and change its degree of coher-
just naturally cynical. ("Congratulations, ency. The hero can do - 2CS rank level
13/lllusory Invisibility: This is not true
Les. So far this morning you have at- damage using light-based attacks. As
Invisibility but is actually a clever simula-
tempted to disbelieve the existence of a noted earlier, the Power includes - 2CS
tion. The effects are nearly the same,
flying saucer, Galactus, two muggers, Resistance to Light-based attacks; the
and your breakfast.") anyway; the hero becomes effectively
hero simply casts an Illusion of some-
Since Illusion-Casting includes the invisible to any living or artificial being.
thing opaque between herself and the
Power of Light Control, Illusions can pro- The hero actually remains.visible but
offending light. The hero can simulate
he can now surround himself with a
vide a measure of protection against light- other visual Powers or Talents with some
holographic Illusion of empty space. This
based attacks. An Illusory tent would effectiveness as well; the - 2CS limit is
provide protection against both infrared used as a guide for determining how well field can be limited to the hero's body or
and ultraviolet light, thus keeping the hero the hero can do these things. increased to cover a large area. The
cool and safe from sunburn. Treat this Example: Once inside the building, maximum radius of this effect is the
number of feet equal to the Power rank
Power as + 2CS Resistance to Light- Deetee and Jay-b°oy discover a guard.
number. For example, a Poor rank could
based attacks. It does not provide protec- Deetee casts an Illusion of Ringmaster
tion against any of the other ways Moms cover an area extending four feet from
and tries to hypnotize the guard. Her
Nature has of affecting us. That !.llusory Incredible rank is reduced to merely the hero, a Monstrous rank could cover
tent would be drafty, cold, and flimsy. an area extending 75 feet, and a Class
Excellent when she tries simulate Hyp-
Illusion-Casting can be combined with notic Control. Fortunately that is enough; 1000 rank could cover a square mile.
Within the Illusory Invisibility, things
other Powers to give the Illusion en- the guard falls under the spurious Ring-
remain visible. From the point of view of
hanced realism; this can also create master's control.
anyone within the Power's protection, it
Illusions that do real physical damage. If Powers that are a part of or can be
the Illusion-caster has any of the Energy appears that the area has been sur-
simulated by Illusion-Casting include:
Emission Powers, these can be redi- rounded by a irregularly-shaped trans-
D4/Force Field vs. Energy parent balloon that causes weird tricks of
rected to apparently originate from the
D12/Resistance to Energy light. Outside the "balloon" a viewer
Illusion rather than from the hero. For
DT3/Energy Detection (Light) sees only the Illusion of empty space,
example, combining this Power with
EC14/Light Control even if the viewer has just stepped out of
Plasma Generation would simulate the
EC18/Shadowshaping the invisibility field. Standing at the edge
Phoenix-force and fry any electronics in
EE5/Hard Radiation Emission of the field can result in a headache as
the area. More commonly, the power is
(UV Light) the viewer's eyes see both the reality
used to disguise the true nature of any-
EE6/Heat (Infrared Light) and the Illusion.
thing the hero or her companions might
EE8/Light Emission This Power can be cast at a target
be doing.
EE 12/Shadowcasting point some distance away. The area limit
Example: Deetee and her buddy Jay-
11/Animate Image is the same. The maximum range at
boy have to break into a certain building
13/lllusory Invisibility which the Illusory Invisibility can appear
that they know is under surveillance.
14111usory Duplication is determined by the Power rank. For
Deetee doesn't care about subtlety, only
L9/Hypnotic Control example, a Monstrous rank permits the
about distraction, and casts an Illusion of
MCo1 /Coloration hero to hide an area 150 feet wide (75
a large elephant that comes lumbering
around a corner and lies down in front of M 13/Hallucinations foot radius, remember?) located up to six
S6/Blending miles away. Of course, the hero has to
the door. Inside the elephantine Illusion ,

32
be able to see his intended target; other- outside the field. This is equivalent to a that moment. The accuracy of the Dupli-
wise he would be unable to simulate the Force Field vs. Light with a - 2CS rank. cate is determined by a Reason FEAT
appearance of emptiness appropriate to For example, a Good form of this Power made at the time the Duplicate is gener-
the target area. When casting this Power provides Poor protection against lasers ated. A green Reason FEAT means the
at ground level, a practical limit to range and hypnotic lights. The main protection Illusory Duplicates are somehow different
is one area (132 feet) from the hero. it offers is that if the viewer doesn't know from the hero; they have the wrong outfit
Casting an Illusory Invisibility in the air or there is something to shoot at, then he on, are too muscular or handsome, and
in space is easier and can be done at won't shoot. so on. A yellow or red Reason FEAT
rank level range. The Invisibility lasts as long as the produces a perfect copy. The maximum
Note that as this is an Illusion, it can hero can maintain his concentration. In number of simultaneous Duplicates the
be detected by careful visual examina- the case of mechanically-derived Invisi- hero can create is equal to his Power
tion or the simplest of physical tests. The bility, it lasts for as long as the equip- rank number. Although Duplicates are
"empty space" is only what the hero ment functions. Judges are free to frequently used to surround the hero and
imagines such an empty space to look decide the difficulty of either case in any act as decoys, the Duplicates can also
like. As the hero tries to hide more area, given circumstance. For example, the function several areas or miles away
the problems of realism multiply. If the Judge decides that the above-mentioned from the hero. The maximum range at
Illusory Invisibility and the viewer move in airship's Invisibility Generator can func- which the hero can either send or create
relationship to each other, the viewer tion for up to ten hours of continuous a Duplicate is determined by his Power
might be able to detect a slight distortion operation but shuts down if it receives a rank; specific levels are shown on
of light at the edge of the field. (The single jolt of electricity with Amazing column B on the inside cover.
player can imagine it by thinking of a Intensity. Example: Myriad has an Incredible
clear drinking glass.) The hero can terminate his Invisibility rank. This enables him to create up to 40
Example: Consider an airship sur- at any time, either purposely or acciden- simultaneously existing Duplicates that
rounded by a mechanically created ver- tally. Simple physical contact can alert a can form or travel as far as two miles
sion of Illusory Invisibility. Inside the viewer to the hero's presence, whether away from his location.
airship, vision is unaffected. The crew the hero accidentally envelops him in the The Duplicates are intangible holo-
can clearly see the world below. The field field or the hero makes a distance attack graphs and are incapable of doing any
extends one foot around the airship. at the target. A spray of a coating mate- actual physical activity. They are primar-
From the ground and sides the ship is rial will temporarily reveal the extent of ily used as decoys, messengers, spies,
invisible. The flaw is when the field is the field; in lhe middle of an obscuring and simulated ghosts. The Duplicates
viewed from above; a viewer sees the cloud, the field shows as a silhouette of can form in any location within the hero's
ground below but may realize ttiat the clear air. Once the hero realizes that his range, regardless of whether the hero
surface detail is not continuous. Ri.vers field is visible, he can correct the Illusion can see that location or not. As an aspect
and roads have sudden, unexplained to reflect the new addition to his sur- of this Power, the hero automatically
gaps. roundings; this takes a green Intuition possesses a combination of Clairvoy-
Since the Invisibility is holographic in FEAT. Note: the Judge should roll this ance, Clairaudience, and Speechthrow-
nature, it can be mechanically detected for the hero without telling the player he ing that permits him to see, hear, and
and recorded by such means as photog- has become visible; failure means the speak through his remote Duplicates.
raphy, television, and the mechanical hero has either ·n ot yet realized his pre- For example, Myriad is at the scene of
senses of artificial beings. It can also be dicament or has not yet gotten the Illu- a cave-in. The rescue crew need to know
seen at any distance and will deceive sion properly altered. where any survivors are located. Myriad
telescopes, remote cameras, and Tele- Optional Powers include Light Control creates several Duplicates and sends
scopic Vision used outside the field's and Light Emission. them off into the debris. Since these are
effect. Sensory Link can be deceived if Nemesis Powers include Light Control, energy, the Duplicates can pass effort-
that Power is used to link up with a Radar, and Sonar. lessly through the rock. Myriad sees
viewer outside the field; if it is used to what the Duplicates "see." There is no
link with someone inside the field, the 14/lllusory Duplication: This is a spe- light in the collapsed area but Myriad's
deception fails. Clairvoyance cannot cialized form of Illusion-Casting that Duplicates each carry an illusion of a
detect Illusions at all and thus would also permits the hero to generate completely flashlight that functions as well, if not
penetrate the deception. realistic simulations of a single object, better, than a real one. Finally two of the
The Power cannot deceive any of the namely himself. Unlike the other Illusory Duplicates find survivors. The first group
other senses or such Powers as Sonar, Powers, this permits the hero to see of survivors are only lost; the Duplicate
Radar, or Psionics. For example, Dare- through these nonexistent senses and to leads them through the darkness to
. devil would be unaware of such a field communicate through apparently normal safety. The second group is trapped
even being employed; this can lead to speech. · behind fallen rock. They are startled
problems for Matt Murdock. ("What I The hero can create a finite number of when the Duplicate passes through the
don't understand, DD, is how did you exact holographic duplicates of himself. rock into their area but Myriad speaks
know the Dreadnought wasn't real?") These are Illusions based on his self- through his Duplicate and appraises
The Power provides limited protection image, which the hero had best make them of the situation. The Duplicate
against light-based attacks originating sure matches his actual appearance at remains with them until the rescuers

33
LIFE CONTROL

finally reach them. in Georgia. One day the plant is attacked The result of any form of this Power is
When creating the hero, the player has by supervillains. Myriad must take action permanent. (What's the point of healing
the option of assigning some or all of the but his civilian identity must remain at his somebody if he's just going to drop dead
hero's other Powers to the Duplicates. emergency post. Myriad forms a number later on?) The actual ongoing effects
The hero can only create a single such of Duplicates. Most resemble his super continue for as long as the hero con-
Powerful Duplicate at any one time. heroic self but Myriad alters one to ap- tinues to use his Power. Once this is
Since this Duplicate now has a greater pear as his civilian self. The extra form done, the target's natural healing abili-
effect on reality, it gains some reality as requires additional concentration on ties and rates revert to normal.
well. Such Duplicates can be affected Myriad's part and a red FEAT. The There are seven forms of Biophysical
and even destroyed by such attacks as player blows it on the first roll (a 23), Control , each with its own set of effects.
Light Emission, Light Generation, second roll (03), third roll (24), but finally The first four forms are benevolent, the
Plasma Generation, Plasma Control, makes it on the fourth roll (00). Myriad last three are malevolent. Heroes who
Shadowcasting, and any of the Magics castigates himself on the additional 24 use the malevolent forms against senti-
and Power Controls. The Duplicate has a seconds it took him to generate the lab ent beings risk Karma and Popularity
" Health " equal to this Power's rank coat and glasses. loss. When the hero is created, the
number. Any damage to the Duplicate is While Duplicates are normally created player must choose one of these forms.
subtracted from this number. At zero the as independent beings, the Power can He can select one or let the dice decide
Duplicate suddenly vanishes. In addition, also be cast around the hero's own body for him.
any damage done to the Duplicate is also to immediately alter the hero's own ap-
Die Roll Form
suffered by the hero, who temporarily pearance. This is usually used to make
loses a number of points equal to his 01 -24 Healing
quick disguises and costume changes. If
Power rank number. Such points are 25-44 Regeneration
the hero so chooses, his entire super
regained just like Health points. 45-48 Revival
hero appearance and costume can be
49-68 Damage Transferral
All Duplicates can be affected by the nothing more than such a Illusion
69-76 Decay
Powers of Light Control and Shadowcast- wrapped around the hero's normal civil-
ing. Light Control can overpower, distort, 77-92 Disruption
ian self. This would definitely prevent
and even destroy any Duplicate. It can 93-00 Aging
anyone from finding your costume
be use to seize control of a Duplicate stashed in the back of the closet. In the Healing-The hero can cure the damage
away from the hero; the effect is analo- previous example, Myriad had not caused by wounds, trauma, toxins, and
gous to someone using Mind Control/ thought to bring his costume to work and disease. The hero can increase the tar-
Puppetry on the hero's own body. had to form one of his Duplicates around get's Health by an amount equal to the
Shadowcasting can surround the Dupli- himself. The drawback is that if the hero Power rank level. This is the maximum
cate in darkness and prevent the hero's loses concentration, consciousness, or benefit the hero can give per day to one
Clairvoyance from operating. If the Sha- Power, he also loses his costume. (The specific person. The color of the required
dowcasting has a greater rank, that time Myriad was skinnydipping when a FEAT i~ determined by the nature and
Power can be used to destroy a Dupli- crisis struck resulted in major embarrass- severity of the damage. Green FEATs
cate. Note: when a Duplicate is passing ment for him and some unfortunate me- handle broken bones, non-terminal dis-
through solids, its "eyes" register total dia exposure.) ease, and simple wounds. Yellow FEATs
darkness. If the hero is unaware that Nemesis Powers include Light Control handle physical trauma, wounds to or-
Shadowcasting is being used against his and Shadowcasting. gans, non-fatal poisoning, and terminal
Duplicates, then he will assume the diseases. Red FEATs handle mortal
continued darkness is the result of the Life Control Powers wounds, coronary attacks, strokes, toxic
Duplicate remaining within a solid mass poisoning, and massive physical trauma.
and consequently will make no attempt L1/Biophysical Cont rol: The hero has The Power seals the body and returns
to resist this clandestine attack. the ability to consciously alter the physi- any still-living tissues to health. It cannot
As stated earlier, all Duplicates are an ology of a target. This is accomplished replace lost tissue.
illusionary manifestation of the hero's by sheer force of will and does not re- Regeneration-The hero has the ability
self-image. They need not be a single, quire any physical action on the hero's to heal (as above) and can recreate large
static design but can change with the part, aside from touching the target. The areas of lost tissue, such as severed
hero's whim. Generally, all Duplicates at Power can be used at a distance but limbs or destroyed organs. Limbs are
a given moment will have the same each 1O feet separating the hero from regrown by a green FEAT, organs by a
shape. However, by means of a red the target reduces his effective Power by yellow FEAT, and brain and neural tis-
Reason FEAT, the hero can create simul- -1 CS. The Power is normally concen- sues by a red FEAT.
taneous Duplicates who have different trated on a single target, but the hero Revival-The hero can actually bring the
appearances. All such differences are can affect as many targets as he desires. dead back to life. The Power rank num-
still based on the hero's own form. A red Each additional target also decreases ber is the maximum number of days the
FEAT is needed for each different type of the rank - 1CS. For example, trying to target can have been deceased and still
Duplicate. affect two targets at a distance of 10 feet be revived. The condition of the corpse
Example: Myriad maintains a secret drops the hero's rank -4CS ( - 2CS per determines the color of the required
identity as a physicist at a nuclear plant target). FEAT. An intact, unembalmed, unde-

34
cayed corpse is revived on a green A target can be protected from unwanted repulsed from the victim and can never
FEAT. A decayed but intact corpse Biophysical Control by such Powers as resume that attack. That victim gains
needs a yellow FEAT. A red FEAT is Force Field Generation and True Invul- instant immunity to any future vampiric
required for partial or embalmed re- nerability. attack by that particular Bio-Vampire.
mains. For example, a Good rank can Optional Powers include another form Why do Bio-Vampires do it? Because
revive a 10-day-old, slightly moldy body if of this Power. they lose energy at an accelerated rate.
the player rolls a 75 or better. The Power The Nemesis is either Immortality or Their rank numbers for Strength, Endur-
begins by healing and regenerating any Serial Immortality. ance, Psyche, and any Powers except
damage to the body, especially the Bio-Vampirism drop one point per hour.
cause of death. Once the body is habit- L2/Bio-Vampirism: The character is a The Bio-Vampire must feed in order to
able again, the Power automatically super-carnivore able to increase his maintain his life.
summons the deceased spirit back and Strength, Endurance, Psyche, and Even if the Bio-Vampire is deprived of
reconnects it with the body. If the spirit Power ranks by consuming living biologi- victims, he never actually starves to
was already reincarnated into another cal materials. The most common exam- death. When all his affected ranks drop
body, the spirit splits into identical ples of Bio-Vampires are the traditional to Shift 0, the Bio-Vampire drops into a
halves. One remains with the new body blood-suckers like Dracula. Although all deathlike trance. His vampirism con-
while the other half returns home. If the the traditional vampires were destroyed tinues to function, although he can no
spirit is trapped, the hero can make an on Earth in the Marvel Universe, this longer actively seek out new bio-
attempt to free him based on the Power does not prevent the player or Judge materials to consume. If such are made
rank of whatever is holding the spirit. from creating a new race of Bio- available to the body, the Power will
Until the spirit returns, the body remains Vampires able to withstand the spells immediately begin to return the Bio-
in a comatose state. that finally destroyed Dracula. As a new Vampire to life.
Damage Transferral-The hero can heal type of Bio-Vampire, your character need When the player creates the Bio-
another by apparently taking that dam- not follow the traditional abilities and Vampire, he must choose and play a
age from the victim and moving it into the limitations associated with the old Vam- weakness. The Bio-Vampire's Power
hero. The Power first heals the target; pires. It's a new world and a new Vam- rank can be increased + 1CS for each
the manner is the same as for Healing pire. additional weakness the Bio-Vampire
(above). Simultaneously, the hero's body Bio-Vampires have a Bonus Power of possesses, up to a maximum of four
reshapes itself into a duplication of the Mind Control/Puppetry that renders their weaknesses in all.
damage being healed. Once the target is victims unable to physically struggle Bio-Vampirism is communicable. A
healed, the hero's Self-Healing abilities against the Bio-Vampire. However, the sentient victim who was completely
(same rank) then cures this ersatz dam- victim's Psyche remains uncontrolled; drained as a result of a feeding frenzy
age. A hero cannot heal another person the victim continues to try to resist the must make a Psyche FEAT roll. A red
until he has returned to normal. Bio-Vampire's attack. result means the victim has arisen as a
Decay-The hero can accelerate the The Bio-Vampire must make a Power new, Feeble-ranked Bio-Vampire.
cellular collapse of body tissue. The FEAT to initiate the attack. The victim's
Power can cause Power rank damage Psyche determines the difficulty of the L3/Body Transformation-Others: The
per turn. The target becomes leprous, FEAT. The first successful FEAT means hero can alter the nature of elements and
dies, and quickly crumbles to dust if the the victim is immobilized and the Bio- compounds within a living target's body.
Power is used long enough. Vampire can begin to feed. Each suc- Innate safe-guards in the Power maintain
Disruption-The Power can upset the cessful FEAT enables the Bio-Vampire to the target's lifeforce for as long as the
smooth functioning of the physiology. drain Health points from the victim. The target is in the altered state. Such states
The target suffers Power rank losses to amount drained is equal to the Power are not necessarily mobile, but if they
his Health as he suffers anything from rank number. This is converted into en- are, they may require the target to move
minor discomfort (nausea, chills) to fatal ergy that is divided equally among the in new ways.
trauma (coronary attack). ranks for Strength, Endurance, Psyche, While in a solid altered state, the target
Aging-The Power can accelerate or and any Powers the vampire has except retains his overall normal appearance. If
reverse the aging process. The normal this one. No Vampiric Power can ever liquid or gaseous, he can assume any
rate is multiplied by the Power rank num- increase its own rank. shape but can still automatically revert to
ber. For example, a Good rank can make The Bio-Vampire must make a FEAT his original shape when the Power's
aging occur at tenfold rate or go in re- each turn he continues to feed. He can effects end. When transforming a target,
verse at an equal rate. A green FEAT voluntarily stop feeding at any point by the hero normally changes the entire
accelerates aging. A yellow FEAT stops making a Psyche FEAT roll of any color body unless the player states beforehand
it. A red FEAT reverses it. As the victim's except red. A red FEAT means the Bio- which specific section he is changing.
age changes, physiology and mental Vampire's hunger is beyond his control. The safeguards still take effect, but the
capacities change as well. While the He has entered a feeding frenzy that only target loses sensation in the affected
Power can function as a Fountain of stops when the victim is drained or the areas. Transformations can take any of
Youth, it can also be used to kill through Bio-Vampire has been repulsed. If the three basic forms:
old age or regression to protoplasm. Bio-Vampire fails a FEAT at any time in
the feeding process, he is immediately • Chemical: The target's chemical

35
make-up is changed to other chemi- Intensity FEAT severs one of one or suitable body into which he can trans-
cals. more ranks higher. Upon severing the plant the soul. If the hero fails a FEAT,
• Physiological: The target's basic life being's control over the subject, that he has 1O turns in which to implant the
functions are changed. The target may being is immediately telep<;>rted to its spirit or lose it forever.
be changed to animal, plant, or a home dimension. The hero cannot transplant the spirit
different chemical basis. This Power commonly appears as a into a living, intelligent being-with two
• Energy: The solid target is converted spell used by sorcerers and holy men. notable exceptions. As noted earlier,
to a coherent energy field. The hero must be within 1O' of the spirits can be placed within newborn
subject in order to perform the Exorcism. infants. The hero can also accept the
When creating the hero, the player
The hero can use this Power to resist spirit into himself; the result is the hero
decides the form of change in which the
the initial attempt by another to control now has a complete second person living
hero specializes. If random generation
him, but if this attempt fails (as per the in his head. The player now has to redo
provides this Power again, the player can
FEATs listed above), he cannot Exorcise his character sheet to reflect the second-
select another form or add + 1CS to the
himself later. ary set of characteristics for Reason,
first form chosen. Since this can be con-
Intuition, and Psyche.
sidered an attack, the target can choose
L6/Force Field vs. Hostiles: The hero When a character is reincarnated into
to resist; he can also forego resistance if
emits a psionic aura that repels any a body, he retains his abilities of Reason,
he so desires. Power rank determines
hostile lifeforms. The Power automati- Intuition, and Psyche, and any Mental
the Intensity of the effects on the target,
cally probes the minds of anyone in the Talents and Powers. Physical abilities,
the range at which the effects can occur,
area and analyzes their intentions toward secondary characteristics, Physical
and the duration of the effects. Normally
the hero. Anything harmful is repulsed, Powers and Talents, and Contacts are all
the Power is used on a single target.
as if a Power rank material strength wall lost. Contacts can be quickly regained by
Each additional target reduces the ef-
had risen between them. Neutral or convincing the Contacts of who he really
fects by -1 CS.
friendly life is not affected by this field. is (a Remarkable Intensity FEAT).
Okay, I hear you asking: "What if some- Karma awards should depend on how
L4/Emotlon Control: The hero can alter
body starts out friendly, but turns hostile well the hero has handled the spiritual
a target's emotional state and resulting
after he's inside the field? " The answer transplant. Just dumping the spirit into
activity by forcing him to feel a particular
is, he's catapulted harmlessly out of the the first available body can actually cost
emotion. The hero can only instill one
field. Karma, while going to extraordinary
emotion at a time. However, he can
Rank determines the size and material lengths to find the perfect situation enti-
select any emotion he desires. When
strength of the field. Appropriate ranges tles the hero to a hefty bonus.
creating the hero, the player can raise
are shown on column A of the Range
the rank + 2CS by limiting the hero to a
Table on the inside cover. The field can LS/Grafting: This is the single most
specific emotion. For example, the Pur-
be breached by several means. Brute likely candidate for raw abuse and gross-
ple Man broadcasts only the emotion of
force always works. Mental Invisibility ing out your fellow players. This Power is
loyalty. Range and duration are deter-
allows someone to bypass the field 's strictly Mad Scientist material. (It does
mined by the Power rank. The Power
sorting ability. The field is ineffective have its good side, too, though.)
affects everyone within its range.
against cybernetic life. The hero can perform psionically aug-
This Power is an excellent choice
The field protects the hero from melee mented surgery on a subject. The hero
when the hero is facing adversaries more
weapons or slugfest, but not from pro- can operate on, dissect, rearrange, and
numerous and powerful than he is. If an
jected or missile weapons. perform transplants without the need for
opponent has a Power that is triggered
normal medical techniques to ensure
by a specific mindset, such as the way
L7/Forced Reincarnation: The hero success. No matter how crude the condi-
Bruce Banner used to turn into the Hulk
can capture disembodied spirits and tions in which the operation is performed
when he was angered, this Power can be
merge them into new bodies. The spirits or how messy it proves to be, the sub-
used either to prevent that Power from
can be the newly-dead, ghosts, or Free ject's lifeforce is preserved. There is no
taking hold or to trigger it prematurely.
Spirits. The bodies can be anything- major blood loss nor is there any need
newborn infants, clones, androids, ro- for extensive recuperation. This Power is
LS/Exorcism: The hero can release a
bots, animals, or plants. Because of the strongly related to the Healing forms of
being from any external domination im-
Power's interference, the reincarnated Bio-Physical control and can be used to
posed by a third party. Such controls
person retains his fu ll memories and cure others of physical damage. Unfortu-
include Possession, Mental Domination,
Mental Powers. The spirit is permanently nately, the Power lends itself to abuse.
Serial Immortality, and Magic. If there's a
bonded to the new body for as long as Those possessing this Power tend more
control, this Power can break it.
that body lives, unless the bond is delib- toward Doctor Frankenstein than Doctor
This Power rank is compared to that of
erately broken by the spirit (a red Psyche Schweitzer. Such characters might see
the Power controlling the subject. A
FEAT) or by a hero with Exorcism Power people as machines to be rearranged at
Typical Intensity FEAT can sever a lower
(L5). their whim. This Power permits the char-
ranking control Power. A Remarkable
The hero can indefinitely hold the spirit acter to perform acts beyond 20th-
Intensity FEAT severs a controlling
in stasis (one Typical Intensity FEAT per century medical science (like brain
Power of equal rank, and an Amazing
day should be sufficient) while seeking a transplants). If two or more brains are

36
combined, the resulting character shows pletely overrides the will and perhaps • Disruption: The target's body loses all
traits of both. even the conscious mind of the target. sensations; it falls to the ground, a
The Power rank determines the suc- There are four forms of Mind Control: limp, numb mass of flesh.
cess of the operation. A green FEAT • Paralysis: The target body becomes
• Puppetry-the target mind retains
ensures success of a routine operation, completely rigid. No chemical can
awareness but cannot control the
like simple surgery (anything that might counteract the paralysis while the
body.
be done at a clinic). A yellow FEAT is Power is in effect.
required for more elaborate work- • Possession-the target mind loses
both control and consciousness. • Seizure: The target's muscles spasm
transplants, grafting, anything requiring a uncontrollably for as long as the Power·
large hospital. Outright medically impos- • Negation-the target mind is com-
pletely turned off; Mental Probes show is in effect.
sible acts such as brain transplants and • Exaggeration: Nerve signals are actu-
body part rearrangement (after which all that no mind exists in the target's
body. ally amplified, causing the target to
the parts still work-hands where feet overact when attempting any move-
should be, and that kind of thing) require • Magnification- The target mind is
actually enhanced. The rank of the ment.
a red FEAT.
target's Reason , Intuition , and/or Normally, a hero can select any of
Success means the result is alive; it
Psyche can be temporarily increased , these effects. When creating the hero,
may not be pretty, but it's breathing.
A hero with this Power will use it to up to the hero's Pow~r rank. the player can choose to specialize in
heal. A villain will use it to fill his lair with The Power rank determ'ines the Intensity one effect for a benefit of + 2CS.
a variety of ex-human nightmares. of the hero's control, the range at which Note: This Power only affects the
he can establish and maintain that con- voluntary muscles; it does not affect the
L9/Hypnotlc Control: This is a Talent in
autonomic nervous system which con-
trol, and the duration of the control.
the Advanced Set. The hero can domi- trols the heart, lungs, and other auto-
nate a target's behavior and actions by matic bodily functions. The range and
L11 /Mind Transferral: The hero has the
implanting commands, not by direct ability to switch minds from one body to duration of this Power are determined by
psionic control. The Hypnotic command another. The hero's own mind and body its rank. Suitable distances are shown on
may pertain to current conditions or lie need not be included in any switching column A of the Range Table on the
dormant until triggered by future condi- that occurs. inside cover. The Power normally affects
tions (post-hypnotic suggestion). The Power operates much like Mental only a single person; affecting more
Hypnotic controls come in two forms: Duplication, in that the hero reshapes the causes a decrease in duration of -1 CS
brains of his targets to conform to those per additional person.
• Commands alter current behavior. The target's mind and senses are
he is switching. In effect, the target be-
"You are getting sleepy." unaffected by the Power; the victim ·
lieves he is the switched mind and thus
• Suggestions alter future behavior. knows full well what is happening (even if
effectively is that new person. The accu-
"You hate orange, rocky skin and he doesn't know why it's happening to
racy of such transfers is 100%. Because
must destroy anything with it." him).
of the nature of this Power, the hero can
Normal hypnosis cannot make a per- also transfer one mind into several peo- The Power can reach across the di-
son perform any action that goes against ple simultaneously, with each believing mensional barriers if it is combined with
his sense of ethics. However, the Power he is the real person. some way of breaching the dimensions.
of Hypnotic Control can override the Transferral switches mental abilities It can function normally if both hero and
target's innate sense of morality by Talents, and mental Powers. Physical' target are within another dimension.
means of a red FEAT. Less conflicting Powers are not transferred, nor are phys-
commands involve only a green FEAT. L 13/Plague Carrier: The hero can con-
ical abilities, Popularity, Resources, or
Hypnotic Control can be established by Contacts. tain within his body and release at will a
any one of a number of means. These The Power rank determines the range variety of disease-causing micro-
include specific gestures, words, songs, at which the Power can initially function organisms {bacteria, germs, viruses).
or devices. When creating the hero, the and the duration of its effects. Ranges The hero is immune to any disease-
player determines which method the are shown on column A of the Range otherwise he'd have died as soon as he
hero uses. Table. Duration is given for a single gained this dubious Power-but he can
The Intensity and duration of a Hyp- mind-to-mind transfer. If the hero at- instantly infect others at will with dis-
notic Control are determined by the tempts to transfer one mind to multiple eases of his choosing. Symptoms appear
Power rank. In the case bf post-hypnotic 1-1 O turns later.
bodies, the duration decreases - 2CS for
suggestions, duration does not include each additional body. Curiously, victims are not themselves
the time prior to activation of the sugges- contagious to others. Obviously the
tion, but only the time the suggestion is L 12/Neural Manipulation: The hero can
Power alters the genetics of the disease-
actually in force. ~lter a target's neural activity. By chang-
causing organisms and weakens them so
ing nerve messages within the target's that they can only survive within the hero
L 1O/Mlnd Control: The hero has the body, the hero can cause a variety of and the first new body into which they
ability to directly control a target's mind effects. are introduced . Upon the death of the
through psionic Powers. The hero com- victim or the end of the Power's duration,

37
all the microbes die as well. their own characteristics and ranks that might still be in trouble with the Park
This Power does have a beneficial are increased to the hero's Power rank, Department, though ...
side. Because of the hero's special abil· where applicable.
ity to control microbes, he can actually L 16/Sense Alteration: The hero can
cure others of disease. By means of a · L 15/Plant Growth: The hero has the deliberately change the manner in which
red FEAT, the hero can draw out of the ability to make plants grow.nearly instan- a target either receives sensory stimuli or
target's body every last microbe of a taneously, and far larger than normal. processes it within the brain. The sim-
particular type. Note: This only removes The Power can force a seed to sprout plest form negates one or more of the
the cause of damage. It does not remove immediately and gives it the ability to senses, producing instant blindness,
the effects of the disease. thrive, even in the !'lbsence of normal deafness, numbness, and so on. More
Example: Black Plague has a fond· nutrients (light, soil, and water). complex is the ability to modify the
ness for red-haired children •.and cures a The hero can affect existing plants and senses. The hero can amplify some
copper-haired tyke of smallpox. While seeds or use seeds and sprouts carried elements and negate others. For exam-
the child will live, he still has the pock- with him. In the latter case, the player ple, the hero might make a target literally
marks. must make a list of the types of seeds see red (and only red).
A character with this Power has to gain the hero carries uust as a weapons spe- The most complex form is Hallucina-
diseases, much as others would gain cialist needs a list of those with which he tions. By a Monstrous Intensity FEAT,
weapons, as he progresses. New charac- is proficient). the hero can transfer sensory information
ters begin with diseases comr:non to This Power does not change the natu- to others, making everyone share a com-
everyday life, like chicken pox, mumps, ral abilities of the affected plants; it only mon set of perceptions. These may be
influenza, and such. The character must enhances them up to the Power's rank. the hero's, or someone else's.
actively seek out sources of new dis- This Power requires the player to de- Sensory negation takes a Typical In-
eases in order to add them to his inner velop some rudimentary knowledge of tensity FEAT; sensory alteration takes a
armory. This is done by consuming live botany, since the more the player knows Remarkable Intensity FEAT.
cultures ("I don't get it! Why would any- about plants, the more stunts the hero The Power rank determines the range
one drink a vial of smallpox culture?") or can perform. Typical plants used with and duration of the effects.
by curing a diseased person in the man- this Power are:
ner explained earlier. This latter act will L 17/Shapechange-Others: The hero
• Poison ivy: rash incapacitates foes
gain even the vilest villain a small flock of has the ability to change the shapes of
• Kudzu: vines entangle targets
devoted people, all cured by him. other living beings. The result can take
• Briar: forms impassable barriers
The hero can use his Power against any shape and appearance the hero
• Goldenrod: hayfever city...
single targets. Multiple targets decrease wishes: animal, vegetable, mineral. The
• Oak: instant support for damaged
his Power rank by -1 CS per additional target's basic physiology remains un-
buildings
person . Rank determines the Intensity of changed despite the apparent differ-
• Venus flytrap: Catch and hold foes
the infection and duration of the symp- e'nces between the original and new
toms. Power rank determines the speed of forms.
This Power can be negated or even plant growth and the rank of the affected When Shapechanging a target, the
destroyed by L 1/Biophysical Control or plant's abilities. Growing a plant in nor- hero must make sure that the new form
massive injections of anti-microbial mal conditions (adequate light, soil, and still allows basic life functions to continue
drugs. The hero is then reduced to a water) requires a Typical Intensity FEAT. (especially breathing!). If not, using the
normal being. Growing plants in less than adequate Power constitutes a Kill result and all the
The Power's ability to infect others can conditions (insufficient light, soil, or wa- bad Karma entailed therein.
be negated by normal medical means or ter; typical urban conditions) requires a When creating the hero, the player can
Powers like Self-Healing, Induced Heal- Remarkable Intensity FEAT. Growing opt to exchange one of his randomly
ing, True Invulnerability, and this Power plants in openly hostile conditions (no generated Powers for L2/Body
itself. light, soil, or water) requires an Unearthly Transformation-Others. In this case the
Intensity FEAT. hero really can change a living target into
L 14/Plant Control: The hero can impart Because their metabolism is acceler- anything he wants (with no restrictions).
limited movement and self-awareness to ated by this Power, the plants quickly
normally unintelligent plants. The plants die. The lifespan is 1/a normal. As a rule L 18/Sleep-lnduced: This is a nice,
obey simple commands, and possess of thumb, the player can use these simple, straight-forward Power that is
rudimentary communication and senses. guidelines for normal and accelerated hardly ever used in any comic because
The hero can accelerate the plants' lifespans: it's not terribly dramatic. Nor is it exactly
growth somewhat, but cannot make it cricket. The hero has the ability to put
House plants-6 months/2 days
exceed normal limits on size or shape. any target into a deep sleep, from which
Shrubbery-5 years/3 weeks
Rank determines the number of plants he cannot awake while the Power is in
Trees-100-1000 years/1-10 years
affected and the duration of the control. effect. During this induced sleep, the
Exceeding the number of controlled The point of this is that your hero doesn't target is completely helpless (see what I
plants decreases the duration -1 CS per have to worry about filling the city with mean about not being cricket?). On the
additional 10°10. Controlled plants have giant plants left over from old battles. He other hand, when you're facing 325

38
MAGICAL

battle-crazed Skrulls, this Power can be its home dimension to a spot chosen by " Magic" cannot be easily categorized in
really handy. the hero. Once summoned, the being the other Power classes. It is, as Jeff
The Power rank determines the range must perform a single task ordered by Grubb so quaintly put it in the Players'
and duration of the Power. Relevant the hero. The being must immediately Book of the Marvel Super Heroes
distances are shown on column A of the set about fulfilling the order. If success- Advanced Set, "a can of worms that,
Range Table on the inside cover. It af- ful, he can immediately depart for his once opened, may be difficult to con-
fects everyone within range. Sleep per- home dimension. tain." The subject of Magic in the Marvel
sists for 1-10 hours after the Power's Players should refer to MHAC9, Universe is dealt with at length by Kim
duration. During that time, the victim can Realms of Magic, by Kim Eastland for a Eastland's book, Realms of Magic
be awakened by anyone, but he'll wake detailed list of beings this Power can (MHAC9). However, the book you're
up naturally in any case. summon. Normally, heroes will only reading couldn't be called The Ultimate
summon magical creatures like demons Powers Book if it simply shunted you off
L 19/Splrlt Storage: The hero can cap- and elementals. If a hero feels particu- to Mr. Eastland's book now, could it?
ture and indefinitely hold within himself larly confident, though, he might be able This section is for those players and
any number of disembodied spirits. Such to call magical characters like Clea and Judges who are not following following a
spirits find themselves within a pocket D'Spayre. Heroes can never summon strict interpretation of the aforemen-
dimension of the hero's creation; while entities, although one might pretend to tioned tome or are simply interested in
within it, they retain a semblance to their answer a summoning on a lark. forging a Magic system that is unique to
original forms. This pocket dimension This Power summons one being at a their campaign. It can be treated as a
can have any appearance. The one time. Each additional being decreases supplement to, explanation of, or re-
within Adam Warlock's Soulgem was a the Power's rank by -1cs. placement for your current magic sys-
rather pleasant park. Remember that most magical beings tem.
The hero can freely communicate with are intelligent and that many are hostile If a Magic Power appears at any time
any spirits held within. He is immune to to humans. The being a hero summons during the character generation process,
any attempts they might make to pos- today might hold a grudge against him the player should convert the entire char-
sess his body. A spirit can escape on a for eons to come. acter to a Mage and convert all the
red Psyche FEAT, provided its Psyche Powers into their Magical equivalents. If
rank is higher than the Power rank. L21 /Undead Control: The hero can the character was a High Tech type or
This Power can be used in conjunction dominate the wills and actions of previ- possessed a physical type that was obvi-
with LS/Forced Reincarnation to find new ously living, still-corporeal beings. Such ously technological in nature, these
homes for vagrant spirits. This Power beings_are often called "zombies" or should be altered to reflect a Magical
can be mechanically simulated to pro- " zuvembies" and are only semi- background for the character. For exam-
vide a "holding tank" for disruptive spir- intelligent. Controlling them requires a ple, Robots might be now considered to
its like poltergeists or particularly green FEAT. Controlling fully intelligent, be clockwork automatons or Galatea-like
malevolent Free Spirits. In this case, the more powerful undead like mummies or animated statues.
Power lasts as long as the device is vampires requires a red FEAT. The research for this book revealed
supplied with energy. Once control is established, the hero that those Powers most often referred to
Capturing a spirit requires a FEAT. can order the undead to perform any as Magic had two basic components in
Compare the Power rank with the task he desires, so long as it is within the way they operated. I call these com-
Psyche of the intended target. If the their ability. Control ceases when the ponents Mechanism and Effect.
Power rank is higher, a green FEAT will task is accomplished , but can be rein- Mechanism is the manner in which the
do. Equal ranks require a yellow FEAT. A stated at that time. This Power cannot hero manifests his Magical Power. There
Psyche rank higher than the Power rank affect anything alive. A cured vampire, are ten basic types of Mechanisms with
means the hero must make a red FEAT. for example, would ignore the Power. an infinite number of further variations.
This Power is commonly linked to These further variations are the actual
L20/Summoning: The hero can sum- MC13/Zombie Animation (the Power that "spells" that produce a specific Power/
mon and control extra-dimensional, cor- actually creates undead). When creating Effect. When the Player rolls his first
poreal beings. Such beings are the hero, the player can exchange an- Magical Power, he must select a Mecha-
commonly called "demons" but may be other Power for MC13. nism. He can choose one of those listed
of any nature or disposition. Intelligent undead may hold a grudge below or let pure chance decide. Upon
The Power enables the hero to sum- against the hero and later try to destroy gaining further Magical Powers, the
mon any known extra-dimensional being, him. Worse, they might attempt to make player can stay with that first Mechanism
provided his Power rank is higher than the hero into one of themselves. or have another go at random determina-
the being's Psyche rank , on a green Exorcism, Magic Negation, or Power tion.
FEAT. Equal ranks require a yellow Negation can all destroy the hero's con-
trol over his minions. Die Roll Mechanism
FEAT. Trust me, you don't want to sum-
mon beings more powerful than you 01-08 Word
(they might answer), but if you do it any- Magical Powers 09-20 Chant
way, you need a red FEAT. The sum- 21-28 Song
moned being is instantly teleported from The Powers referred to by the word 29-40 Gesture

39
41-52 Alchemy Shift Y rank would require materials of Mechanism and assume that your Mage
53-60 Talisman Excellent cost stirred together for 20 is an " enlightened" Necromancer who
61 -68 Familiar turns. only uses already deceased materials
69-76 Necromancy Talisman-The Mage must possess a and is a valiant foe of nasty, evil, " unen-
77-84 Summoning specific item in order to achieve his de- lightened" Necromancers who still do
85-00 Ritual sired Effect. This can be a specific type things the old fashioned way. Higher-
of item for each type of spell, such as a ranked Effects require harder to acquire
Word-The hero needs to speak a sin-
marble sphere to communicate with body bits. The Judge will have to decide
gle, specific word in order to manifest his
spirits or a handful of eagle feathers to his own standards for this. For example,
Power. Subtle variations in pronunciation
achieve flight. Common talismans have a a dead mouse is required for a Feeble
change the range, direction, and Inten-
cost of one Resource point for each point Effect while 400-year-old bones of some-
sity of the Effect. The higher the Effect's
of the Effect's rank number. For exam- body named Fredrikson might be re-
rank, the harder the required Word is to
ple, a common talisman for a Remark- quired for a Shift-X Effect.
pronounce properly.
able Effect would cost 30 points. Much Summoning-The Mage can summon
Chant-The hero needs to recite a series
rarer is the Magical Talisman, a unique supernatural beings and compel/ bribe/
of words to manifest his Power. The
item that possesses its own Power or beg them to go do the actual work that
Chant can be any length and form. Gen-
focuses the Mage's own Power. Magic produces the Effect. Such beings include
erally, the rank of the Effect determines
the length of the Chant. The Chant lasts Talismans are general purpose devices Spirits, Angels, Demons, and any other
that can serve the Mage's every need , Magical Beings who might exist in the
one turn for each ten points of the Power
regardless of the type of Effect desired. Judge's campaign. Generally speaking,
rank number. For example, a Chant of
An example of this is Dr. Strange's amu- each Summoner specializes in a particu-
Incredible effect takes 4 turns.
let, the Eye of Agamotto. Magic Talis- lar type of Magical creature. The Sum-
Song-The hero need to sing or pl~y a
mans can be of any nature, whether moner can draw on the services of other
specific song, tune, or rhythm to bring
jewelry, implements, clothing, or your types but this is an unlikely event
about the desired Effect. The name is a
grandfather's skull. brought about by special circumstances.
misnomer, since the nature of the Song
can be as diverse as words-and-music, a
Familiar-The Mage possesses (or is For example, lllyana Rasputin can sum-
possessed by) a special lifeform who mon a variety of Demons but has never
hummed tune, a series of notes on an
serves as an amplifier, conduit, and tried to summon a Ghost. The overall
instrument, or an exotic drumbeat. The
transmitting device for the Mage's Power rank of the being to be summoned
Song lasts one turn for each ten points of
Power. The hero must be in contact with is dictated by the rank of the desired
the Power rank number. For example, a
the Familiar to achieve any type of Effect Effect. (If the being can't do the job then
Song of Shift X Effect takes 15 turns to
aside from communication. The Familiar why summon it in the first place?) The
be properly performed.
can be any species, but generally is a Mage runs into danger as he attempts to
Gesture-The hero must perform a spe-
non-sentient being of a lower order of life summon more Powerful beings, many of
cific physical action to bring about the
than the Mage's physical form. The Fa- whom might resent the Mage for drag-
desired Effect. The nature and complex-
miliar's speciets is usually from the same ging them away from their home dimen-
ity of Magic Gestures varies. They can
world or dimension as the Mage. Of sion and sending them off on some
be hand and arm movements, facial
course, if the Mage is of a higher order ridiculous mission. Should the Mage
expressions, acrobatics, dance steps,
than humans, he might have a human as loses control of the situation, things
and or anything else the player can think
a Familiar. The relationship between might get nasty, messy, and probably
of. The Effect determines the complexity
Mage and Familiar bonds them together fatal.
and performance time of the Gesture. To
so well that they can Telepathically com- Ritual-This is a combination of any of
properly perform a Gesture takes one
municate with each other. Common the preceding nine Mechanisms into a
turn per twenty points of the Effect's
examples of Familiars include felines compound Mechanism. The player rolls
Power rank number. For example, a
and owls. the dice to determine how many Mecha-
Monstrous Effect takes four turns to
properly execute. Necromancy-The Mage can achieve an nisms are to be combined into the Ritual.
Effect by using the remnants of lifeforce
Alchemy-The hero can achieve a spe- Die Roll #
contained in once-living biological mate-
cific Effect by following a r<>cipe that
rials. Unfortunately for everybody con- 01-33 2
combines arcane or even commonplace
cerned, the most potent source of this 34-67 3
substances in a special procedure. The
lifeforce is a living organism which the 68-00 4
resulting substance possesses enough
Necromancer must slay in order to have
Power to attempt the desired Effect. The The player then returns to the Mecha-
the benefit of its lifeforce. Necromancy is
length of preparation time ~nd the cost of nism listing at the beginning of this sec-
the nastiest form of Magic there is. If the
the ingredients increases with the rank of tion and randomly generates the
player rolls this form, he has three op-
the Effect. Prep time is one t1Jrn per each component Mechanisms. Duplicate rolls
tions. One, continue creating the charac-
ten points of the Power rank number. simply means that an extra effort is
ter and then give him to the Judge for
The ingredients cost an amount of Re- needed; that Mechanism is twice as
use as an NPC villain. Two, say the
source points equal to 10% of the Ef- complicated as your Mage had initially
magic word "Drat!," discard this Mecha-
fect's rank. For example, an Effect of thought. Examples of Ritual combina-
nism, and roll again. Three, go with this

40
tions include Word/ Gesture, Chant/ often display Magical Powers that are nism that creates this Effect will prevent
Talisman, and Song/ Dance. virtually identical to more normal Powers, Enchantment from occurring at all. Re-
Mechanisms are only effective if used the system had to account for those as moving the target causes the Mage to
by someone who actually possesses well. These are handled under the cate- Enchant the now-empty air; if the inter-
Magical Power. Mechanisms can be gory of Power Simulation. loper substitutes another item before the
imitated by normal people but the Effect Mechanism is complete, then that item
won't occur because the imitator doesn't MG1 /Enchantment: The Mage is able to will get Enchanted instead. A would-be
have the Power to support the mimicry. invest a target with Magical Power. The target can be protected from unwanted
So forget about tape-recording Chants target must be a non-sentient being or Enchantment by .Force Field vs. Magic,
and playing them back whenever you even nonliving matter. The Mage is able Resistance to Magic, Magic Control,
want. Of course, if the Mechanism is to turn the Enchanted item into a battery Magic Domination, or a previously cre-
imitated by someone who didn't know that can harmlessly store Magic. Any ated Ward.
that they possessed Magical Power, then spell stored within the item can be re- When the Mage Enchants the item, he
the Effect might unexpectedly occur. For tained indefinitely in a state of rea9iness must specify the stimulus that will re-
example, the famous choreographer Rob until the spell is somehow released. The lease the Magic. This can be a specific
Fusse created a ballet that incorporated Mage can store any spell he already time, event, condition, intended target, or
dance steps he'd once witnessed in a possesses with the .sole exception of this have a controlled release at the will of
Tibetan temple. He didn't know that the Power; a Mage cannot Enchant some- whoever is in possession of the En-
dance was really a Weather Control thing that will then Enchant something chanted item. This last example includes
spell. He also didn't know that his lead else later on. If the Mage is working in such things as magical amulets, swords,
dancer was a budding Sorceress; she conjunction with another being who wands, and the rest of the exotic para-
didn't know it either. On the opening possesses other Magic or Powers, these phernalia that clutters the Sword- and-
night, the dancer's excitement finally can be stored away as well by incorporat- Sorcery genre.
allowed her latent Power to connect with ing them into the spell. Such an item reverts to normal when
the spell she was unwittingly casting, Enchantment can store any number of all the spells have been released. Some
with torrential results. Critics hailed it as spells, within the limit imposed by En- spells are permanent modifications.
a new triumph in bringing realism into chantment's rank number. The total rank These are spells that only directly affect
the theatre. numbers of any spells that are En- the itein itself and not a second, external
Curiously, if anyone who possesses chanted into a target cannot exceed target later on. The innate Powers of a
Powers other than Magic tries to imitate Enchantment's own rank number. For permanently Enchanted item can be
a Mechanism, there is a chance it will example, Feeble Enchantment can only resisted or even negated by such Powers
succeed. In such a case, the mimic's store a single Feeble spell; Monstrous as Force Field vs. Magic, Resistance to
own Powers provide the raw energy to Enchantment can store one Amazing Magic, Iron Will, Magic Control, or Magic
achieve the Effect. Such a mimicry re- and one Excellent spell, seven Good Domination .
quires two red Reason FEATs to suc- spells, 37 Feeble spells, or any combina- Optional Powers include Elemental
ceed. The first FEAT means that some tion. The Mage is not required to cram Conversion, Molecular Conversion, and
kind of Effect has been achieved, while everything he has into every Enchant- Molding.
the second means the Effect is under the ment he makes. Nemeses include Force Field vs.
mimic's control. The Mage must make contact with the Magic, Resistance to Magic, Magic Con-
Example: Kitty Pride has been watch- item in order to fully Enchant it. If he trol, or Magic Domination.
ing lllyana Rasputin closely in order to does not make physical contact, the rank
figure out how lllyana creates space of any spells he is storing decreases - MG2/Energy Source: The Mage draws
warps. Kitty tries to imitate her friend 's 1CS for each ten feet that separates the his Magic from a special source that
actions. Kitty's Remarkable Reason Mage and the item. For example, a Mon- provides him with all the raw Power he
gives her a slim chance of success. She strous Enchantment could only place needs. As long as the Mage can maintain
lucks out the first phase (a 95) and van- Typical spells in a target 60 feet away. his link with his Source, he can continue
ishes into a glowing circle of light. Unfor- Enchantment is disrupted by the pres- to use the Magic it provides. The nature
tunately she botched the second phase ence of a Psyche in the target. This is of the Source and the link vary by individ-
(a 32) and didn't reappear at poolside as why only nonsentient or nonliving items ual case. If the source is small enough,
she intended. An hour later Professor X can be used. While sentient Robots and the Mage might be required to carry it
accepts a collect call from Bristol, Eng- Computers cannot be Enchanted, mind- with him. If not, perhaps the Mage has to
land. It's Kitty, asking if somebody could less servomechanisms can be. The me- simply return to the Source at r~gular
come get her. chanical components of a Cyborg may intervals or forge a mystical " silver cord"
fall into this category; the Judge is free to that ties him to the Source, regardless of
The second Component to Magic is decide on an individual basis. If he de- the intervening distance. The Judge and
the Effect. It's just another word for the cides so, the Enchantment does not player should work together to develop a
Power the player has already acquired directly affect the living sections of the playable Source and link.
through the Power Generation process. Cyborg. If the link is severed or the Source
There are twelve Powers that are unique Enchantment can be prevented by a destroyed, the Mage is left with a finite
to the Magic classification. Since Mages variety of factors. Interrupting the Mecha- supply of Magic. The amount of raw

41
Magic he has left is the number of points side the number of miles equal to the he physically died and was drawn in.
equal to his Psyche rank. Each spell he Power rank number. For example, a Optional Powers includes any one of
casts depletes that reservoir by the Ef- Typical rank can produce a cube six the following- Energy Doppelganger,
fects rank number. Obviously, it is in the miles on a side (216 cubic miles). The Illusory Duplication, Lifeform Creation,
Mage's best interests to renew his link or Mage can alter the shape of this cube Free Spirit, Anatomical Separation, Self-
repair the Source as quickly as possible. anyway he wants. That cube could be Duplication, and Astral Body.
Example: Rolthes the Wizard draws shaped into a flat tile 14 miles square or The Nemesis for this is Dimension
his Power from a glowing Orb he keeps a ten foot high, ten foot wide corridor that Travel.
in his Iowa City apartment. Holding the extends for 11,395 miles.
Orb at dawn renews his Power for an- The real limit to how much the Mage MG4/Maglc Control: The Mage can
other day. Tuesday night the Orb got can cram into his little world is the size of alter the behavior of pure Magic itself,
stolen. Rolthes has Excellent Psyche and the Gateway that everything must pass whether it is in a raw or applied state.
thus retains a reservoir of 20 points through. The Gateway in this case is the The Mage can control the actions of any
worth of Magic. ("Why couldn't it have Mage's body or rather a circle the diame- Magic within his range and capabilities. If
been stolen after I went to work?" he ter of his body. It is in a plane with the the Magic is free of a living Mage's body,
mutters.) He has enough Magic left for body and arms outstretched. It generally the Power rank of that Magic determines
ten Feeble, five Poor, three Typical, two faces forward; that is, something has to what Intensity FEAT is required. For
Good, or one Excellent spell. He casts a be in front of the Mage in order for him to example, a Typical Controller needs to
Typical Telelocation spell with a range of draw it in. The size of the Gateway can make a red FEAT to control a Good rank.
250 miles. It costs him six points, but at be decreased any amount and even If the Magic is internalized within another
least he knows the Orb is in a truck in pinched shut temporarily. Giant beings living Mage, the necessary FEAT is de-
Grinnell only fifty miles away. Fourteen might limit their gateway to, say, their termined by the other Mage's Psyche.
points are left. Rolthes expends another mouth or the palm of a hand. For example, a Monstrous rank is re-
six in a Typical Teleportation spell into A target can Resist being draw in by quired to even think about manipulating
the truck, which leaves him with eight the Gateway by using Strength, Agility, Dr. Strange's magic. If Control is
points worth of Magic with which to Mind or any Travel Power. This Power's rank achieved , it affects the entire rank of that
Control the thief and reclaim the Orb. determines what Intensity of Strength Magic. The range at which a Mage can
As you are beginning to suspect, this FEAT. A moving target requires the Control Magic is determined by his own
isn't really a Power but is more like a Mage to make an Agility FEAT to catch Power rank. Distances are shown on
restraint. Take heart, because it is also a the target. If the Mage tries to draw in a Column A of the Range Table on the
freebie. Mark this down on an additional target larger than himself, odd things can inside cover.
slot on your sheet and roll again for an happen. One, he might draw in only a The Power can be made to affect ei-
additional Power. section of it; the rest would appear to be ther a specific type of spell or all the
sticking out of his body. This could be spells of specific Mage. In the first case,
MG3/lnternal Limbo: The Mage can fatal and quite messy if some factor were Control is exerted over all spells of the
create a pocket dimension whose gate- to suddenly negate this Power. Two, he chosen type within the Mage's range,
way is his own body. This is a timeless might be able to break off what parts of it regardless of how many other Mages are
space of near-infinite volume. The Mage would fit within the Gateway. This re- affected. For example, the Mage might
can shape conditions within the Internal quires a Power FEAT based on the Mate- negate all Flying spells within a certain
Limbo and create any environment he rial Strength of the target. Such broken area. In the second case, Control is
desires. For example, the world inside materials are rejoined once the enter the exerted over a particular Magical adver-
Adam Warlock's Soul Gem is a rather Internal Limbo. Three, it simply might not sary and affects all the spells that Mage
pleasant park. The Mage can also con- work. The Mage would stick the target to possesses. For example, the arch-
trol the basic attitudes and emotions of his chest but that's as far as it would go. sorceress Jen'tmril reduces Rolthes'
any being within this Limbo. Within the The only thing that is guaranteed to Spells to Feeble level.
Soul Gem, to continue the example, never be able to enter a Mage's Internal The duration of the Control lasts a
everyone feels peace and happiness, Limbo is the Mage's own physical body. maximum number of minutes equal to
even if they were vicious, violent people If the Mage possesses such Powers as the Power rank number. After the expira-
in the outside world. Conversely, a Mage Energy Doppelganger, Illusory Duplica- tion of that Control, it must be renewed.
might modify his particular Internal tion, Lifeform Creation, Free Spirit, Ana- This can be done indefinitely.
Limbo to terrify anyone he draws into it. tomical Separation, Self-Duplication, or The range at which Control can be
The Emotion-altering aspect of Internal Astral Body, then he can send a part or a exerted is determined by the Power rank;
Limbo functions as + 6CS Emotion Con- representation of himself into his little appropriate distances are shown on
trol. world while the rest of himself stays in Column A of the Range Table on the
While the full size of anyone's Internal the outer world. Without such an ability, inside cover. Control is directed in a
Limbo is difficult to measure, certain the Mage is limited to only basic aware- straight line; it is not automatically an
nitpicking players might want to know ness of conditions within the Internal area effect. If the Mage desires an area
how much they can cram into theirs. The Limbo. To conclude the example, Adam effect, the sphere he creates has a ra-
size of this pocket dimension is the Warlock had no idea at all of what condi- dius equal to -4CS range. For example,
equivalent of a cube measuring on one tions were like within the Soul Gem until Excellent Control can be exerted over a

42
six-area range or surround the Mage with the ability to create new Magical Powers MG6/Maglc Domination: This is a form
a field that surrounds only his body. and invest them into sentient beings for of Mind Control. The Mage can control
There are three forms of Magic Con- their own use. The new Magic can be of the actions of other Mages in regards to
trol. When creating the Mage, the player any nature, including any of the listings the casting and use of Magic spells. The
can choose any single form at full Power in this book, so long as they are.treated Mage·acts as a Puppetmaster who can
rank. Additional forms can be gained by as Magical rather than normal Powers. 1\ . control the physical actions but not the
decreasing all Control ranks by - 1CS for can even be used to create any Magic '~r conscious mind of his victim. The Mage
each additional form. The player can Powers that are not found in this book, if \ can force his puppet to cast any Magic
select forms himself or let the dice do it. you find something I overlooked. he possesses in any way the controlling
The Mage is limited in the number and Mage desires. The Mage·cannot control
Die Roll Form
Power ranks she can Create. The variety the actual characteristics of the puppet-
01-40 Manipulation of such Powers as she can Create goes Mage's Magic. Range, area of effect,
41-70 Magnification/Reduction beyond her own innate Magical Powers: and casting time are all unaltered.
71-00 Negation ("Those who can't do, teach.") The The Power is a battle of.the Mage's
Mage can create a variety of Magical Power rank versus the would-be victim's
Manipulation-The Mage can alter the
Powers whose maximum number is Psyche. Psyche determines t he Intensity
flow and application of Magic. He can
equal to her Power rank number. This of the Power FEAT. For example, a Mon-
change the direction of a cast spell's
number always includes those Powers strous rank needs a Green FEAT to over-
energies with a green Power FEAT. He
the Mage already possesses. The player come lllyana Rasputin's Amazing
can alter the effects of a spell by a yellow
and Judge should agree on a list of Magi- Psyche.
FEAT. He can completely change the
cal Powers the Mage can create in oth- The range at which a Mage can attempt
nature of the spell by a red FEAT. For
ers; at least half the list should be Domination varies with his rank and the
example, Rolthes casts a Feeble Fire
randomly determined to reflect odd bits number being controlled. The normal
Generation at Jen'tmril; she Manipulates
of arcane knowledge the Mage had ranges for Dominating a single being are
the flames into a spray of rose petals.
picked up along the way. shown on column A of the Range Table.
The Mage need not actually possess the
The Magical Powers she confers are Each additional being the Mage controls
new spell the old one was Manipulated
nowhere near as high ranked as those causes the range to decrease -1 CS. The
into, but the new spell must be some-
the Mage possesses. New Magic is ini- duration is as long as the Mage can retain
thing harmless to either combatant.
tially ranked at - 3CS of this Power's his concentration. The Judge is free to
Magnification/ Reduction-The Mage
rank. This can later be improved by the develop his own standards of how hard
can either increase or decrease the rank
actions of the recipient. How long the that is in a given situation. If a victim fails
of the affected Magic by his own Power
recipient retains the Power is determined his initial Resistance, he can try again
rank number. For example, by means of
by the Mage's Reason; it is a measure of every ten turns by making a Psyche FEAT
a red FEAT and Remarkable Control, a
how well he taught the recipient. A sepa- based on this Power's rank. A green FEAT
Mage could change an Incredible spell to
rate FEAT made at the time of creation means the victim has freed himself of the
either Good or Monstrous rank. Unfortu-
reveals the maximum duration. A green Domination.
nately, the one thing the Mage cannot
FEAT gives a duration of one day times As you might suspect, this Power only
affect is his own Magic.
the combined Reason rank numbers of works against Mages and Magical Crea-
Negation-This is an extreme form of
the Mage and the recipient. A yellow tures. Normal beings and those possess-
Reduction. The Mage can completely
FEAT increases that to 10 days times the ing non-Magical Powers are exempt.
dispel any Magic within his scope. Spells
combined Reason rank numbers. A red Curiously, using Magic Negation on a
completely dissipate. Things affected by
FEAT ensures the Magic's permanency. puppet-Mage will free him of the effects
the dispelled Magic revert to their origi-
Example: The arch-sorceress Jen'tmril of Domination.
nal condition. Mages are reduced to
confers the ability to Dimension Travel If the target of this Power voluntarily
Normal Humans (or whatever). The worst
on her acolyte, Eleanor. She possesses cooperates with the Mage, then control is
effect is on Magical Creatures. The loss
Monstrous Magic Creation and can give automatic. Domination can be thwarted
of Magic may be damaging or even fatal
Eleanor a Remarkable rank. Their com- by such Powers as Force Field vs.
to such beings.
bined Reason rank numbers total forty Magic, Resistance to Magic, and Magic
Undesired Control can be avoided by
points. She makes a yellow FEAT; the Control.
Dodging a directed attack, moving out of
Power will last 400 days. Optional Powers include Mind Control
the Control's range, or by the use of
Judges may want to forbid this Power and Power Domination.
such Powers as Force Field vs. Magic,
to any player characters or restrict it to · The Nemesis is either an enhanced
Resistance to Magic, and this Magical
characters with high Karma. In that case, Psyche to protect the Nemesis or Magic
Power. Successful resistance enables
players should roll again for a new Domination to usurp the Mage's control
the would be target to retain his normal
Power. · · of others.
Magic, at least for now.
Optional Powers include Hyper-
The Nemesis is an opposing or higher
Intelligence and Total Memory. MG7/Maglc Transferral: The Mage can
ranked form of Magic Control.
The Nemesis for this Power is Magic transfer some or all of her Magic to an-
Control/ Negation. other sentient being. Only this Power
MGS/Maglc Creation: The Mage has
cannot be transferred. Any combination

43
of Powers and ranks can be transferred. weapon requires an Amazing Intensity The loss of six points each wipes out the
The rank of each spell decreases the FEAT. A drained item is now nothing but Internal Limbo and Gateway spells and
rank for that spell still held by the Mage. a collection of normal materials. Magical reduces the third Magical Power to Ex-
For example, Jen'tmril has Excellent beings may be hurt or destroyed if the cellent rank. Darkhound adds five points
Levitation. By transferring a Good rank of Magic was an intrinsic part of their physi- to each of his relevant Abilities; he now
it into her aide Eleanor, she reduces her ology. If not, they are now normal, pow- has Typical Strength, Good Endurance,
own rank to Good. The Mage can trans- erless creatures. Excellent Psyche, and two Incredible
fer a single Power with each spell. Living or sentient beings are harder to Powers. In the next turn, trouble strikes
Because suddenly gaining Magical drain because they possess a Psyche. The when Darkhound's player rolls a 51.
Power is usually in the recipient's best would-be victim's Psyche determines what Instantly a shock runs through Darkwolf
interests, Resistance is not usually at- Intensity FEAT is required. A successful and repulses him from his prey. The
tempted. The recipient Is usually trying to FEAT enables the Mage to drain Magic shaken Sytanceas looks first at the flee-
cooperate instead. If Resistance is called from the victim. An amount of raw Magic ing and then at the hank of fur he'd
for, unwanted Transferral can be equal to this Power's rank number is grabbed from his attacker....
thwarted by such things as moving the drawn in equal amounts from all the vic- Why do Mage-Vampires do it? Due to
target out of range, disrupting the spell's tim's Magical Powers and any Magic that their peculiar nature, they lose energy at
mechanism as it is being cast, or block- forms his physical body. The last applies if a disturbing rate. The rank numbers for
ing it with such Powers as Force Field vs. the victim is something other than human, Strength, Endurance, Psyche, and any
Magic, Resistance to Magic, or Magic such as a Golem. The process of feeding Magic or Powers (except this one) drop
Control. can continue indefinitely, as long as the one point per hour. The Mage-Vampire
The Mage should be in contact with Mage-Vampire continues to make success- must feed to return things to their original
the recipient in order to transfer the full ful FEATs. Each turn drains another rank's levels.
rank of the loaned Power. For each ten worth of Magic. A Mage-Vampire cannot actually
feet of distance between the two, the The Mage-Vampire can voluntarily starve if denied victims, but when all his
rank of the transferred Magic drops cease feeding at any time by making a affected rank numbers reach Shift-0, he
- 1CS. The decreased rank is still lost to Psyche FEAT of any color except red. A enters a death-like trance. His Magical
the Mage; it is as if she transferred part red FEAT means the Mage-Vampire's Vampirism continues to seek victims and
of her Magic to the air itself. If the Mage hunger is beyond his control. He has can attempt to drain anything Magical
attempts to simultaneously transfer her entered a feeding frenzy that will only that comes in contact with the body.
Magic to two or more recipients, she can cease when the target has been com- When the Mage-Vampire's Abilities re-
by simply dividing the Magic equally pletely drained of Magic. turn to Feeble rank, he returns to life.
between them. If the Mage-Vampire fails to make any When creating the Mage-Vampire, the
The duration of the loaned Magic var- FEAT during the feeding process, he player must play his Weakness (you
ies with the Reason ranks of the Mage must break off his attack and cannot re- cannot ignore it like many of your fellow
and the recipient. A green Reason FEAT establish it. The victim instantly develops players do theirs). The player can in-
at the time of transferral gives a duration an immunity to that particular Mage- crease the Power rank by + 1CS for each
of 100 turns times the combined Reason Vampire and cannot be subjected to any additional Weakness he takes, up to a
rank numbers. A yellow FEAT increases future attacks by him. This immunity maximum of three additional Weak-
that to 10,000 turns times the Reason does not protect him from other Mage- nesses.
total. A red FEAT means the transferral Vampires. Magical Vampirism is communicable.
is permanent. The Magic that the Mage-Vampire A living or sentient being who was com-
Optional Powers include Mind Trans- absorbs is used to increase his Strength, pletely drained of all Magic by a Mage-
ferral and Power Transferral. Endurance, Psyche, and any other Magic Vampire must make a mandatory Psyche
Nemeses include Force Field vs. or Powers he possesses. The increase is FEAT roll. A red FEAT means the victim
Magic, Resistance to Magic, and Magic in equal amounts to all the adjusted has himself been transformed into a
Control. Abilities. The only Magic or Powers that Feeble Mage-Vampire.
cannot be increased is this Magical Vam- The Nemesis for this is an enhanced
MG8/Magic Vamplrlsm: The Mage- pirism itself. Psyche two levels higher than the Mage-
Vampire can drain the Magical energy Example: Darkhound is an Excellent Vampire's Power rank.
from a target and convert that Magic into Mage-Vampire but possesses Feeble
extra Strength, Endurance, Psyche, and Strength, Poor Endurance, Good MG9/Power Simulation: This is not an
any other Magic or Powers he pos- Psyche, and two Powers of Remarkable actual Magical Power. What it is is a
sesses. rank. His intended victim is Sytanceas, a Magical version of any Power in the
The Mage-Vampire can force a non- demihuman Mage with three Magical Ultimate Powers Book. The player simply
living, non-sentient Magical item or being Powers (Remarkable Sympathetic Magic, rolls the dice again at this point to ran-
to release all its raw Magic. He must Feeble Internal Limbo, and Typical Gate- domly determine another Power. Such a
make a FEAT whose Intensity is equal to way) and an Excellent Psyche. Power is to then considered to be Magi-
the highest ranked Magic the target Darkhound makes the necessary yellow cal in nature and follows the rules for
possesses. For example, draining the FEAT to begin feeding. He drains twenty Magic rather than for relatively normal
Magic from Silver Dagger's namesake points worth of Magic from Sytanceas. Power. For example, whereas Cyclops

44
can simply open his ruby visor to unleash location of the impending event in order what Intensity FEAT is required. A world
a glowing Kinetic bolt, a Mage with the to use this Power. Clairvoyance or Sen- that fairly closely matches that of the
Magical equivalent must go through the sory Link can be coupled with this Power Marvel Universe requires a green FEAT.
motions of casting a spell to achieve the to extend its range up to the limit of that A world of major historical differences
same effect. This can be a problem when Power's detection range. but similar in biological and geological
the Mage is in a combat situation but no This Power requires a great deal of terms requires a yellow FEAT. Worlds
one said a Mage's life was easy. cooperation with the Judge, especially at that are drastically different, such as a
Once this Magical Power appears and the higher levels that have an immediate New York built by intelligent lizards,
the player rolls again to gain an actual range of several minutes or hours of require a red FEAT.
Power, any other Powers the player game time. If the FEAT is successful, the The Mage can take any number of
gains should also be considered to be future event occurs naturally at the ap- people along to this other-world. The
Magical in nature. This may require the pointed time. If the FEAT is unsuccess- maximum number is equal to the Power
player to re-think his concept of his de- ful, the event is somehow protected from rank number. Anyone consciously
veloping hero. the Mage's tampering. She must try a brought along retains their original minds
different tactic if she makes another and memories of conditions in their na-
MG10/Reality Alteration: The Mage attempt to alter that future event. tive reality. Such passengers can oper-
can reshape time itself in order to Example: Tamper has Remarkable ate freely anywhere within the Mage's
achieve a desired situation. There are Reality Alteration and a range of three area of control.
four forms of this Power, each with a minutes. She is incognito at a secret A size of the affected region is a
specific area of effect. Three of these Congressional Appropriations Committee spherical area whose size is determined
alter the conditions that result from the meeting at which Henry Peter Gyrich is by the Power rank. The radius is the
passage of time. The fourth alters the seeking funding for additional Sentinels. number of miles equal to the Power rank
actual flow of time. Tamper is trying to cut the funding. As number. A curious side-effect of this
When the player creates a character this requires changing the minds of sev- Power is that the affected area can be
with this Power, he must roll the dice to eral Congressmen, a red FEAT is re- used as a gateway to the other-world it
randomly determine what form his Mage quired. Two minutes before the vote is emulates. Anyone traveling beyond the
possesses. taken, she tries and fails (her player range of the Mage's Power is automati-
rolled a 66). The Congressmen's minds cally transported to that real world. Fortu-
Die Roll Form
01-40 are already made up. She tries another nately they retain a link to the Mage that
Future
tactic by concentrating on Gyrich him- allows them to automatically return if
41-65 Present
self. She increases the probability that they again enter the area represented by
66-75 Past
he would do something incredibly obnox- the Mage's Power. This assumes they
76-00 Temporal Flow
ious that would disgrace him in front of return while the Mage's little world still
Alter Future- The Mage can control the the Congressmen. This only alters a exists; if they tarry too long they become
probability of a certain event coming to single mind and is a yellow FEAT. She accidental emigres to this other-world
pass. The event can have any degree of fails that too (he's too hidebound). Finally and will have to find their own way home.
importance, from a simple coin toss to she concentrates on making the fire The actual lifespan of the pocket di-
the passage of the Mutant Control Act. sprinkler system fail (a green FEAT). She mension is determined by a separate
Events of greater importance require the succeeds, the room gets drenched, and Reason FEAT made at the time of crea-
Mage to make the desired change in a the Committee adjourns before actually tion. A green Reason FEAT gives a maxi-
series of several steps over a great per- taking the vote. Tamper has another day mum duration of two hours times the
iod of time. The Power is limited to di- to figure out some way to succeed. Reason rank number. A yellow Feat
rectly influencing events within a finite Some events appear to be too complex increases it to one day times the Reason
range of time and complexity. The maxi- for this Power. In such a case, the Mage rank number. A red FEAT increases that
mum range into the future that the Mage should remember the adage, " From little to ten days times the Reason rank num-
can directly influence events is the num- acorns grow mighty oaks." A little time- ber. In very special circumstances, the
ber of turns equal to her Power rank tampering today can snowball into a Mage might be able to make the duration
number. For example, an Excellent rank major rewrite of history in years to come. permanent. In such a case, the pocket
can influence an event that won't occur Alter Present- The Mage can change dimension has expanded to take in all of
for another twenty turns. The complexity the conditions of her present surround- the emulated other-world. Such cases
of the desired change decides what ings. It is as if the Mage had somehow are entirely at the Judge's discretion and
Intensity FEAT is required. Random altered the past without realizing it. In should be limited to extremely urgent re-
chance or a single event that is decided truth, the Mage has built a pocket dimen- writings of campaign history. An example
by the dice requires a green FEAT to sion that transformed her immediate of this might be if Fabian Stankowitz had
change to the Mage's whim. Series of surroundings into those of a world from accidentally killed all the Avengers in the
physical actions or altering a person's an alternate timeline. The world she uses last gaming session.
decisions requires a yellow FEAT. Alter- is one whose natural conditions most The Mage can terminate the pocket
ing several conscious decisions by two or closely matches the desired conditions. dimension at any time, thereby returning
more people requires a red FEAT. The The degree of difference between the everyone to the real world. Their loca-
Mage must be within line-of-sight of the real and the borrowed world determines tions upon returning correspond to their

45
relative positions in the other-world. If Universe (the comic books, people). except red. A red FEAT means his hun-
their earlier positions had been at an Extensive tampering in the past affects ger is beyond his control. He has entered
altitude or depth other than ground level, only the world of the tamperer and her a feeding frenzy that cannot stop until
upon returning they are safely deposited player. Judges can even play several the victim's Psyche and Intuition are
on a surface that most resembles their alternate timelines, switching among completely drained or the Vampire has
earlier position. If none is available, they them at each gaming session. been repulsed.
are deposited at ground level. Alter Temporal Flow- The Mage can If the Vampire fails to make a FEAT at
Alter Past- The Mage can actually alter the rate at which time passes. He any stage in the feeding process, he is
change past history and thereby really can accelerate or decelerate it to such a instantly repulsed from the victim. He
alter the present. This is the most power- point that the affected area is apparently can never re-establish his attack be-
ful listing in the Ultimate Powers Book. in stasis. The maximum amount that time cause the victim develops an instant
As such, it will probably be forbidden to is altered is proportional to the Power immunity to any Vampiric attack from
player characters except in the rarest of ral')k number. Time is accelerated by its that specific Vampire. The victim can be
cases. The range at which the .Mage can normal rate \mes the Power rank num- the target of attacks by other Vampires
reach into past' is determined by the ber. For example, a Good rank can make later on.
Power rank. The Mage must be at the time pass at tenfold speed. Deceleration The drained energy is added in equal
site of any past event he wants to makes time apparently pass at a rate amounts to the Vampire's Strength,
change. His Power rank dec·reases equal to the normal rate divided by the Endurance, Psyche, and any Powers the
-1CS for each mile it is away from the Power rank number. For example, a Vampire has. The exception is this
actual site. The maximum temporal Monstrous rate can stretch one minute Power; no Vampiric Power can ever be
range is the number of weeks equal to into 75 minutes. The perception of time's increased by the Vampire himself.
the Power rank number. For example, a passage depends on who is actually Example: Madame Arcania is a Good
Shift-Y rank can reach nearly four years accelerated or decelerated. To an accel- Clairvoyant and Incredible Vampire. She
into the past. The difficulty of the desired erated person, the world has slowed has Feeble Strength and Endurance and
change determines what Intensity rank is down. To a decelerated person, time has Incredible Psyche. She normally feeds
required. Single physical events, such as sped up. Clever Mages can really screw on the customers who come to her Tea
anything determined by a single die roll, people up by playing on this. For exam- Room on the East Side. Today she gets
can be changed by a green FEAT. Com- ple, decelerating everyone around a a surprise, as her target is a disguised
plex or sequential physical events or certain person might make that person Mesmero, who possesses Typical Intui-
altering a single being's behavior re- believe that he had actually been accel- tion and Amazing Psyche, among his
quires a yellow FEAT. Altering the behav- erated. other Abilities. Madame Arcania is sur-
ior of two or more beings requires a red The Power may be used to alter either prised to discover she must make a red
FEAT. The reason most Judges will the Mage or another target. If it is used FEAT to initiate the attack but she feels
forbid their players to have this Power is against another, that target is allowed to up to the challenge. She makes her first
that it requires them to rethink the history resist. Such means include Force Field FEAT under the pretense of reading his
of their Marvel campaign in terms of this vs. Magic, Resistance to Magic, and palm. Mesmero's Intuition immediately
alteration. Take heart in the cynical Time Travel. The Power can be devel- drops to zero and his Psyche drops the
knowledge that most people's actions do oped into a variety of Power stunts. remaining 34 points to Typical. Arcania's
not significantly alter the fabric of history. Optional Powers include Precognition abilities and Powers all rise 10 points;
As a rule of thumb concerning common for Alter Future, Clairvoyance for Alter she now has Good Strength, Good En-
people, there is only a one-in-a-thousand Present, and Retrocognition for Alter durance, Amazing Psyche, and Excellent
chance that one person's changed deci- Past. Clairvoyance. Normally she makes only a
sion will have a significant effect on his- Each form is its own Nemesis. single feeding attack on her victims and
tory. When dealing with influential people she decides to stop feeding. Her player
(leaders, super beings, creative types, MG11/Spirit Vampirism: The Mage can makes a Psyche FEAT to see if she can
and so on), the probability rises to one-in- drain the Intuition and Psyche from a quit. Unfortunately, he's rolling the dice
ten. target and use the absorbed energy to too well; he makes a red FEAT. For Ma-
Note: There is much debate over the increase his own Strength, Endurance, dame Arcania, the feast is too much to
true nature of tampering with the past. Is Psyche, and other Powers he possesses. resist. She makes a green Power FEAT
there a single timeline that is irreparably The higher ranked Ability of the victim (based on the Mesmero's now-Typical
changed by each act of tampering? Are determines what Intensity FEAT is re- Psyche) and drains the remaining six
there infinite worlds and thus tampering quired. A successful FEAT enables the points. Mesmero's Psyche is now at
is not only allowed but encouraged? Vampire to drain energy from both vic- Shift-0 and he collapses. Madame Arca-
Does the act of tampering actually cata- tim's Psyche and Intuition in equal nia summons her servant to dispose of
pult the tamperer into an alternate world amounts. The amount drained per turn is the debris.
of her own devising? The game mechan- equal to this Power's rank number. The Spirit Vampires lose energy at a dread-
ics support the last interpretation. Each Vampire can drain this amount each turn ful rate. Their rank numbers for Strength,
Judge's Marvel campaign is set in an that he makes a successful FEAT. He Endurance, Psyche, and all their Powers
alternate world that more or less mirrors can voluntarily stop feeding at any point except this one drop one point per hour.
the published accounts of the Marvel by making a Psyche FEAT of any color The Spirit Vampire must feed in order to

46
bring these back to at least their original using his Psyche. create. The rank number is also the
levels. Sympathetic Magic incorporates forms numqer of Powers he can incorporate
Even if deprived of victims, a Spirit of the following Powers, which function into his Wards, even if the Mage cannot
Vampire will not starve to death. When at Power rank but are limited to a single directly use those P,owers himself. Each
all his affected Abilities and Powers target: Wards's intensity r~pk is the same as the
reach Shift-0, he enters a death-like Mage's own rank. For example, a Mage
• Life, Magic, Power, Psionic, and
trance. His Vampirism continues to func- with Excellent Warding can create 20
Weakness Detections;
tion and will try to drain anyone who different Wards, each possessing Excel-
• Biophysical Control, Emotion Control,
comes in contact w ith him. When the lent lntens.ity rank: , .
Hypnotic Control, Mind Control,
Vampire's Abilities return to Feeble, he A Remarkable Intensity FEAT enables
Shapechange Others, Sleep- Induced,
regains consciousness. the Mage to create a single-use Ward.
and Summoning; and
When creating a Vampire, the player An Amazing lnten~ity FEAT enables him
• Communicate with Animals, Empathy,
must select and use a weakness. He can to create a self-renewing Ward. The
Hallucinations, Remote Sensing, and
increase the Power rank by + 1CS for Power rank number is also the maximum
Telepathy.
each additional Weakness he chooses, number of Wards a Mage can have in
up to a maximum of four weaknesses in If the Mage possesses other Powers, existence at any one time. If the Mage
all. these should be incorporated into this tries to surpass this number, his oldest
Spirit Vampirism is communicable. A Magic to give the Mage further forms of still- existing Ward harmlessly vanishes.
victim who was completely drained as a Voodoo spells. The minimum distance between Wards is
result of a feeding frenzy must make a Once the Effigy is made, it can be one foot for each point of the Wards'
mandatory Psyche FEAT roll. A red used over and over again to effect the combined Intensity rank numbers. For
FEAT t ransforms the victim into a Feeble target. Its Power over the target can only example, a Feeble and a Monstrous
Spirit Vampire. be broken by removing the material that Ward must be separated by at least 77
Example: A street punk named Raoul provides the physical link to him. Once feet. If the Mage attempts to place a new
spots Mesmero lying in an alley. Raoul the victim knows the existence of the ward w ithin range of an existing one, the
decides to strip the body of any valu- Effigy, he should do anything in his new one will not function. If the new
ables. As soon as he touches the body, Power to find it and remove the linking Ward's area of effect would overlap with
Mesmero's new Vampirism lashes out at material. another Ward, the new Ward cannot
Raoul and begins to feed. The range at which the Voodoo can have the full Intensity rank. The new
Spirit Vampires can be repelled by affect a target is determined by the Ward will have a maximum rank that will
such Powers as Force Field vs. Magic, Power rank. Appropriate distances are only touch the edge of the earlier Ward's
Resistance to Magic, and Magic Control. shown on Column B of the Range Table range. For example, a Good Ward covers
The Optional Power is concurrent Bio- inside this book's cover. The Voodoo can an area of ten-foot radius. If the Mage
Vampirism. only actively affect a single target at any tries to create a Remarkable Ward within
The Nemesis is an enhanced Psyche. one time because of the simple con- of
twenty feet the Good Ward , he d iscov-
straint that all the Voodoo Mage's hands ers he can only create a Good ward at
MG12/Sympathetlc Magic (Voodoo): and concentration are need to perform best. If he backs off another twenty feet,
This is a combination of certain Mental the Magic. though, he can create the Intensity he
and Life Control Powers. Sympathetic Effigies can affect any living or senti- desires.
Magic requires the Mage make an Effigy ent being. Sympathetic Magic can be The triggering mechanism can be any
of his target as a way of directing the used against Robots, Computers, Cy- condition stated by the Mage at the t ime
Power to that target. The Effigy can be of borgs, rock-men, gas-women, and so on, of creation. Normally Wards are trig-
any quality of workmanship, from a crude provided the rules are followed . (Making gered by the close passage of a living
wax doll to an exquisitely detailed full an Effigy of an Ethereal would be kind of being. Thus they are often found near
portrait in oil paints; however, the Effigy tricky though.) doorways or in passages.
must incorporate a cast-off body part, The Nemesis for this Power is Iron Once created, Wards last until they are
excretion, or possession of the target. Will. depleted or destroyed. Given the durabil-
The most common example is a hank of ity of modern building materials, a Ward
hair. MG13/Wardlng: The Mage can create can last for about a century or so. (Quick
Once the Effigy is created, any action areas of latent Power in any desired · name five 100-year-old buildings in your
t hat affects that Effigy will also affect the location . The Ward is designated by a area!) Wards can be destroyed by demol-
target. Physical manipulation of the Ef- special substance or mark. The mage ishing the surface on which they are
figy causes a similar effect on the target. decides what specific Powers the Ward placed or by the use of Magic Control/
For example, sticking a pin into a wax possesses and what the triggering stimu- Negation. Wards can be detected by a
doll would cause sudden stabbing pains lus will be. When that stimulus occurs, number of ways. The simplest is the
in the target. The effigy can be used as a the Ward releases all its power is a sin- brute force method of triggering them
focal point for Mental powers; the Voo- gle turn, generally in the direction of (also called the really stupid method).
doo Mage concentrates on the Effigy as whatever created the stimulus. The presence of a Ward can be revealed
if it were the target. Of course, the would- The Power's rank determines how by either Energy, Magic, Power, or Psio-
be victim can resist this Magical attack great a variety of Wards the Mage can nic Detection.

47
MATTER CONTROL

Shortly after the Mage has been cre- strength + 1CS, up to the limit of the Transformation, and Energy Body.
ated, the Player should make up a list of Power rank. At any point the hero can
at half of the possible Wards he can cease to use his Power and thus produce MC2/Collectlon: The hero can cause
create. The Player should return to the Bondings of varied strengths. any desired material to collect in a spe-
Power Generation tables on pages 14-16 Example, K. Z. Glew has Good Bond- cific location. This material must already
and randomly generate all the Powers ing and is testing his Power on a number be present and diffused throughout the
the Mage can incorporate into Wards. of blocks. When he holds two together hero's vicinity, whether in the air, water,
Wards that employ a special variation on for two turns, he produces a Poor Bond- soil, or scattered across the ground. The
normal Power use, such as a Power ing. Holding two together for three turns Collection area has a radius determined
Stunt, should be treated as individual produces a Typical Bonding. Holding two by the Power rank; distances are shown
Wards. bricks for four turns produces a Good on column C of the Range Table inside
Example: Consider two different Bonding; in fact, K. Z. could concentrate this book's cover. For example, an In-
Wards that each employ Force Field on the same two bricks all day and not credible rank can collect material from as
Generation. One creates a trap that be able to exceed that Good Bonding. far as 25 miles away. Collected material
envelops anyone within the target area. The duration of the Bon<;lihg is deter- instantly teleports to the designated
The other one creates an invisible mined by a Power FEAT at the time the Collection site. The site must be in line of
column of force that shoves anyone back Power is used. A green FEAT creates a sight of the hero and within his Power's
with rank level Strength. Each of these is Bond that lasts a number of turns equal range. The hero can Collect per turn a
considered a separate Ward and re- to the hero's Reason rank number times maximum amount of material measured
quires a unique designation. 100. A yellow FEAT increases the multi- in the number of pounds equal to the
Nemesis Powers include Energy, pliers to 10,000 turns times the Reason Power rank number. This assumes, of
Magic, Psionic, and Power Detections rank number. A red FEAT ensures a course, that enough material exists
and Resistance to Magic. permanent Bonding. If the Bonding is within the vicinity in order to be Col-
temporary, its effects end without a trace lected. Any material of any nature can be
Matter Control Powers at the expiration of the time limit. Collected. There is a partial exemption to
This is a Power that readily combines this rule in regards to living beings. The
MC1/Bondlng: The hero has the ability with many of the other listings in this Power can only Collect living beings
to join two or more targets together on a book. Combining it with Webcasting whose weight is within the weight limits
molecular level. The effect is the same produces an equivalent to Spiderman's for the Power; if the beings weighs more,
as if the targets were glued or welded web. Weapons Tinkering produces an the Power can not affect them aside from
together. In actuality, the hero has in- equivalent to the Trapster's glue gun. a brief tug. If the Power is used to Collect
duced molecular adhesion. A submicro- Chemical Touch produces a natural the bodily products of living beings,
scopic examination would fail fo reveal adhesive coating on the hero's body. player and Judges are to assume that so
any foreign material (such as a glue) or Combustion or Fire Generation produces little is drawn from each being that no
disturbances in the normal arrangement napalm. There are more but I'll leave harm results. For example, a character
of the target's structure (such as the them to the player's imagination to de- could C.ollect a mass of blood without
distortion caused by welding). The Bond- vise. having to worry that he bled some stran-
ing is so powerful that attempting to The Power can only affect solids. Liq- ger to death.
sever its effect results in physical dam- uid, gaseous, ethereal, and Phasing The Power does not alter the state of
age to either of the Bonded targets be- matter are immune to this Power's ef- any matter either before or after Collec-
cause the only way to forcibly separate fects. Once Bonded, matter cannot tion. The desired matter must be in the
two Bonded objects is to tear the surface Phase as a means of escaping the adhe- basic chemical formulation desired.
of one or both of them. This causes Typi- sion; doing so causes Typical damage as Desired materials that are in some al-
cal wounds to a living target. the Bonded surface is left behind. Transi- tered state are not affected by the Power.
The range for Bonding is limited to tion from solid to either liquid or gaseous For example, trying to Collect steel in a
Contact only. The hero need not touch state will work to free the Bonded matter junkyard full of rust will lead to naught.
the actual area to be Bonded, although without physical damage, although this is The exception is if the desired material is
the hero needs to touch the two targets not an option for most people. in either a state of solution or suspen-
somewhere in order to direct the Power's Bonding only occurs on the surface sion , since neither actually affects the
effect. Once the hero is touching both and does not penetrate more than 1/16th chemical nature of the material.
targets and has begun to manifest his of an inch into any Bonded material. The For example, imagine your hero is
Power, Bonding occurs at any point effect this has on living targets is that standing at the seaside and practicing
where the two targets are in contact with only the epidermis is affected. As it does his Power. He cannot Collect the hydro-
each other. The Bonding process takes not affect liquids, the Power automati- gen bound into the water but he could
any number of turns, depending both on cally penetrates any coating that might Collect salt, gold, or anything else dis-
the hero's Power rank and the desired otherwise protect the target. solved into seawater. Collecting salt is
material strength of the Bonding. The Optional Powers include Missile Crea- easy; a Remarkable Power can Collect a
first turn produces a Bonding of Feeble tion, Spray, Webcasting, and Weapons man-sized pile within a minute's time.
material strength. Each turn the Bonding Tinkering. Gold is harder; each cubic mile of seawa-
process continues raises that material The Nemeses are Phasing, Body ter contains only a few ounces of gold.

48
Due to some unexplained limitation to the molecular bonds of normally amor- this time, the Crystal reverts back to its
this Power, it cannot randomly Collect phous matter into a crystal matrix of original material. If the Crystallization
foreign materials found within the bodies great strength. The Crystallization can was directed in the air the original mate-
of anyone within the Power's range. occur at any site within the hero's line of rial was probably dust particles. As men-
Common foreign materials include tooth sight and range; distances are deter- tioned earlier, if the Crystallization was
fillings, prostheses, sutures, and drugs. If mined by the Power rank and can be used to transform a living target and that
the hero must Collect such materials found on column C of the Range Table Crystal was subsequently shattered, the
from a body-for example if he knows on the inside cover. The newly-formed transformation is made permanent. (This
arsenic has been swallowed by Crystal is initially stationary; it cannot be rule is purposefully intended to spare the
someone-the conditions increase in launched like a missile (unless the hero Judge and players from dealing with the
difficulty. The hero must be in contact possesses Missile Creation, but I'm hamburger that would be created if the
with the source of the desired material getting ahead of myself). It can be formerly living target did revert to its
and the hero must make a red FEAT to formed in such a position that gravity original state.) For game purposes, the
withdraw the material without harming immediately affects it. category of "living target" can be ex-
the donor. Failure to do so means the Crystallization.automatically affects panded by the Judge to encompass any
material is still locked within the target's non-living, unprotected, stationary tar- of the Physical Types for player charac-
body. gets. Moving targets require the hero to ters and NPCs.
Ethereal and Phasing matter can be make an Agility FEAT in order to hit the The Power can be combined with other
Collected. They just can't be held for any target. If Crystallization is used as an Powers listed in this book. As mentioned
length of time without consciously and attack against a living target, it can be before, Missiles can give the Crystals
repeatedly using the Power to return resisted by the usual methods. Methods momentum and range. Weapons Crea-
such matter to the Collection site. of protecting a target from being Crystal- tion can specialize in crystalline instru-
This Power is most commonly linked to lized include Force Field vs. Energy ments of destruction . Body Armor or
the Matter Control and Conversion Attack, Resistance to Energy Attack, Body Coating can be a suit of flexible
Powers as a way to gather sufficient raw True Invulnerability, and various Magics crystalline armor with that gives Power
material to permit the other Powers to and Power Controls. rank Resistance to physical or energy
function. These are listed as Optional Crystal can be formed in any shape attacks. Vision-based Detection Powers
Powers. Even if used by itself, this Power the hero desires. The amount of Crystal can be achieved by the hero spontane-
can be used effectively. Matter can be the hero can create in a single turn is the ously forming optical devices and lenses
Collected to form a protective shield or to number of square feet equal to the of crystal. If the hero hai> an exotic Physi-
entrap a foe in a suddenly appearing pile Power rank number. The material to be cal Type, perhaps he can himself be
of debris. Dirt or water can be Collected transformed into Crystal is drawn from composed of living crystal. Such catego-
to smother a fire or dampen escaping particles in the air or from the target ries include Modified Humans, Cyborgs,
radiation. The hero is free to develop itself. Solid targets can themselves be Robots, Abnormal Chemistry, Mineral,
various Power Stunts using suddenly Crystallized. If the Power is used on a Compound, and Changeling.
materialized matter. living target, innate safeguards incorpo- Optional Powers include Weapons
The complexity of the material to be rated into the Power place the target into Creation (limited to Crystal weapons
collected determines what Intensity a semi-state of Suspended Animation; all only), Collection, Matter Animation, Mis-
FEAT is required. Raw, amorphous ma- life functions temporarily cease but the sile Creation, and Spray.
terials can be collected in a dusty pile by target remains aware of its condition and Nemeses include Force Field vs. En-
a green FEAT. Common examples in- surroundings. A Crystallized lifeform ergy Attack, Force Field vs. Physical
clude metals, dirt, and water. Formed or must remain intact if the process is to be Attack, Resistance to Energy, Resistance
complex material requires a yellow FEAT reversed. If the Crystallized lifeform is to Physical Attack, and Disintegration.
to collect in recognizable form. Examples shattered, the transformation is perma-
include bricks, edibles, and comic books. nent. Note: the shards of a shattered, MC4/Dlminution: The hero can reduce
Biological material requires a red FEAT, Crystallized lifeform all possess some of the size of a target. The target must be in
whether the hero is trying to collect bile the victim's lifeforce; the percentage of line of sight and within one area of the
or hamsters. the victim's Psyche possessed by a hero. Any material can be Diminished by
Optional Powers include Crystalliza- particular shard is equal to the percent- this Power with the sole exception of
tion, Matter Animation, Micro- age of the original body represented by material that has already been Dimin-
Environment, Molding, Weather, the shard. Such shards can be used to ished by an equal or higher rank of this
Combustion, Elemental Conversion, and create powerful Magic. Such shards can Power. In such a case, the would-be
Molecular Conversion . also lead to later Plot Complications. target is assumed to already be Dimin-
The Nemesis is Matter Animation. ("You don't understand. The gem in the ished to a further point than the hero
necklace I gave Helen was part of Levia- could reach anyway.
MC3/Crystallization: The hero can than I") The level to which the hero can Dimin-
transform any target material into a gem- Normally Crystallization is only tempo- ish a target is determined by the Power
like material that possesses Power rank rary. The duration of a given Crystal is rank. Levels appropriate to this Power
material strength. Crystallization occurs the number of minutes equal to the are:
because the hero has the ability to shape Power rank number. At the expiration of

49
Resultant Size ties as a result of that mechanism . The attack. Fortunately, there is a 95%
Rank (% of Original Size) player can either choose.tor hi~self or let chance the Power envelopes the target
a random die roll determine which form in an energy field that shrinks anything
FE 500/o the hero possesses. within one foot (proportional to the tar-
PR 250/o get's current size) of the ta~get to the
TY 12.50/o Die Roll Form same size as the target. This allows the
GD 6.250/o 01-20 Atomic Collapse target to breathe, drink, and eat. The
EX 30/o 21-40 Atomic Reduction existence of this field is randomly deter-
RE 10/o 41-00 Atomic Shrinkage mined at the time the source of the Dimi-
IN .50/o nution is created. If the hero lacks such a
AM .25% Atomic Collapse- The hero decreases field, then any target must have its own
MN .10/o the distance between the target's atoms supply of proportionally-sized consum-
UN .01% and subatomic particles. The target d.oes ables. Even non-living targets can be
x .001% not lose weight as it shrinks. Rather, 1t affected in that the Power effectively
y .00001% becomes increasingly dense and could insulates them from electricity, since
z .0000001 O/o eventually collapse into neutronium normal-sized electrons cannot flow into a
CL1000 .00000000001o/o (CL3000 Diminution) or even a ~lack hole Diminished conductor. Treat this as rank
CL3000 .000000000000000010/o (CL5000 Diminution). Strength 1s unaf-
level Resistance to Electricity. If the field
CL5000 .00000000000000000000000 fected by the change in size but leverage
exists electrons are automatically
00000000010/o becomes increasingly difficult at smaller shrunken to permit conductivity.
sizes. It is assumed that when the Power is
In practical terms, a Diminishment rank Atomic Reduction- The hero decreases
of Shift X, Y, or z is sufficient to reduce a used the hero intends to Diminish the
normal-sized human to the size of a cell.
the number of atoms in the target's body.
The lost matter is either disintegrated (if
entir~ target. If the hero specifies, he can
Either CL1000 or CL3000 will reduce him attempt to shrink only part of a target.
the Diminution is permanent) or tempo-
to atomic scale. CL5000 reduces a hu- Since this is equivalent to tearing the
rarily removed from the target's plane of target apart, a Power FEAT determ in~d
man to such a point where he can enter
existence and stored on another plane . by the Material Strength of the target 1s
a Microverse such as Jarella's world of until it is needed to return the target to its
Kaa. required to do such an act.
original size. Mass and str~ngth both Example: Sizemaster has ~ossesses
A note on Microverses: These are decrease as the target Shrinks; the lower
miniature dimensions that can be Remarkable Diminution. Seeing an up-
ranks are proportional to the target's new
reached by a person undergoing extreme roar at his local bank, he wanders in to
size. The target becomes increasingly
size reduction. The act of Shrinking see what's up. He discovers The
simple in structure and reach ~stage
causes the person to breach the Dim~n­ where the remaining structure 1s too
Shocker trying desperately to free people
sional Barriers and reach a chosen M1- trapped in a safe and he decides .to as-
simple to sustain the lifeforce of a living
croverse. The worlds within a Microverse sist the rescue. He locates a section of
target. This occurs at Shift X rank. !f the
roughly correspond to but are no.t ~ctu­ the safe away from The Shocker and .
Diminution is temporary, the target s begins to manifest his Power. The safe 1s
ally atoms or mol~cules: Once w1th1~ a lifeforce is stored on the same plane as
Microverse the D1mens1on traveler finds made of steel and reinforced concrete
the displaced matter that normally forms
himself in ~n environment that approxi- his body. At Shift Z Diminution, the t~rget
and has a Remarkable Material Strength.
mates conditions in the larger, outer Good Sizemaster only needs to make a
world. Microverses may themselves
consists of only a single molecule which
immediately vanishes when the next rank
yello~ FEAT to Diminish a hatch in the
contain even smaller Microverses. Even safe's wall. Within twelve seconds he
is reached.
our own world may in fact be a Mi- has Diminished a six-foot-wide area into
Atomic Reduction- This is the most
croverse to some inconceivably larger a one-inch-wide plug, which drops out of
common form of Diminution and the only
Macrovetse. the wall and rolls around on the floor.
form that permits the target to enter a
The duration of Diminution on a target Sizemaster is helping the trapped people
Microverse. The hero can reduce the out of the safe when Shocker finally
is determined by a Reason FEAT made size of the atoms and subatomic parti-
at the time the Power is used on the burns through the opposite wall. Later,
cles themselves, thus reducing the over- the two rivals seal the hole Sizemaster
target. A green Reason FEAT gives a all size in a proportional manner. Mass
duration of the Reason rank number made by holding the plug in place as it
and physical strength ar~ red~ced a returned to its original size.
times 100 turns. A yellow FEAT increase proportional amount. While this Power
this to 10,000 turns times the Reason The Power can automatically effect a
has more advantages than the other non-living, stationary, unprotected target.
rank number. A red FEAT makes the forms, it has a deadly disadvantage. As
diminution permanent; in such a ~ase .t~e Moving targets require the hero t~ ma~e
the target's atoms shrink, they are no an Agility FEAT to hit the target with his
only way the target can return to its origi- longer able to interact with other, normal-
nal size is through use of Enlargement, Power. Living targets are allowed to
sized atoms. As a result, a living target is
Magic, or Power Negation. resist the Power's effects in the same
unable to breathe the air or consume
There are three very different ways to way they would resist any energ~ a~tack.
food or water. Seen in this light, this form
create the effect of Diminution. Each has Targets can be protected from Diminu-
of Diminution is the equivalent of a Fatal
its own mechanism and peculiar proper- tion by such Powers as Force Field vs.

50
Energy, Resistance to Energy, True reforms in its original shape although not AM 12X
Invulnerability, certain Magics and Power necessarily in its original location. If the MN 15X
Controls, and the simultaneous use of an target is living, the Power has the pecu- UN 20X
opposing Enlargement Power. Atomic liar effect of placing the target in a state x 50X
Dispersal opposes Atomic Collapse, of semi-Suspended Animation. All life y 100X
Atomic Gain opposes Atomic Reduction , function cease for the duration but the z 200X
and Atomic Growth opposes Atomic target somehow retains consciousness CL1000 500X
Shrinkage. If the opponent lacks the and awareness. CL3000 1,000X
matching form of Enlargement he can This Power is often incorporated.into CL5000 10,000X .
still try to negate ~he·-effects of Diminu- weapons systems. A Disruptor Gun can
tion with whatever form he possesses; The duration of the Enlargement is
be designed and built by a Reason rank
the results can get a little weird, though. and an expenditure of Resource pqints determined by a Reason FEAT made at
the time the Power is used. A green
The Nemeses are those Powers men- equal to the Power rank desired for the
tioned in the previous paragraph. FEAT gives the Enlargement a duration
weapon.
of 100 turns times the hero's Reason
Stationary, non-living, unprotected
MCS/Disruption: The hero can destroy targets are automatically affected by the rank.number. A yellow FEAT increases
a target's physical structure without Power. Moving targets require the hero that to 10,000 turns times the Reason
resorting to a physical or overt energy to make an Agility FEAT in order to hit number. A red FEAT makes the Enlarge-
attack. The molecular bonds that give a ment permanent.
the target. Living targets are allowed to
target its solidity are directly Disrupted, There are three different mechanisms
resist the Power in the same manner
with the result that the target collapses they could resist any energy attack. by which Enlargement can occur. Each
into dust, sand, liquid, or even vapor. Targets can be protected from Disruption form has a different set of innate proper-
The Material Strength of the target deter- by the use of such Powers as Force Field ties. When creating the character, the
mines what Intensity FEAT is required. player must decide which form the hero
vs. Energy, Resistance to Energy, True
For example, asphalt has Good Material has. The player can either select one or
Invulnerability, a combination of Collec-
Strength and consequently would require tion and Molding, certain Magics, and let the dice randomly determine it for
him.
a Good Intensity FEAT to destroy. certain Power Controls. Any of these can
The hero can Disrupt any target within reduce the Intensity of the Disruption by Die Roll Form
both line-of-sight and range. The range is the opposing Power's rank. The Judge is
determined by the Power rank; distances free to decide for himself the results of 01-30 Atomic Dispersal
are shown on Column A of the Range 31-60 Atomic Growth
partial protection from Disruption.
Table inside this book's cover. The The Nemeses are any of the Powers 61-00 Atomic Gain
amount of matter the hero can Disrupt in mentioned in the previous paragraph. Atomic Dispersal- The Power causes
a single turn is the number of pounds the spaces between the atoms and sub-
equal to his Power rank number. If the MC6/Enlargement: The hero can in- atomic particles to increase, thus in-
player chooses when creating the char- crease the.size of any target. The target creasing overall size. Mass remains the
acter, he can increase either range or can be of any nature and must be within same despite any increase in size, caus-
amount affected any number of +CS by both line-of-sight and one area of the ing the target's density to drop. Material
decreasing the other factor an equal hero's location. Any material can be Strength decreases -1 CS with each
number of - CS. enlarged with one exception; the Power doubling in size. Eventually, at Shift X
Example: an initial rank of Good can cannot affect any target that has already Enlargement a solid target reaches a
be altered by up to 3CS and produce been Enlarged by another Power of stage where it is less dense than air and
results as varied as Feeble range (Con- equal or greater rank. In such a case, the can drift off. At Class 1000 rank and
tact only) and Incredible effect (40 would-be target is assumed to already be beyond, the target becomes effectively
pounds) or Incredible range (11 areas) Enlarged past any point the hero could intangible to contact with normal matter.
and Feeble effect (two pounds). have Enlarged it to anyway. Atomic Gain- The Power causes the
Also when creating the character, the The amount the hero can Enlarge a target to gain additional atoms. These
player can choose whether to make the target is determined by the Power rank. are automatically incorporated into the
Disruption permanent or temporary. The levels to which the hero can Enlarge target to duplicate and augment existing
Choosing the temporary option raises the a target are shown below: molecular structures. As the targets
Power rank + 1CS. The duration of the gains new atoms, the size and mass of
Rank Resultant size (x
Disruption is determined by a separate the target increase proportionally.
original size)
Reason FEAT made at the time the Where do the new atoms come from?
Power is used. A green FEAT gives a FE 1.5X There are three possibilities. One theory
duration equal to 100 turns times the PR 2X holds that Molecular Creation creates
Reason rank number. A yellow FEAT TY 3X them from the hero's force of will. A
increases that to 10,000 turns time the GD 4X second theory suggests Molecular and
Reason rank number. A red FEAT makes EX 6X Elemental Conversion are responsible;
the Disruption permanent. At the expira- RM 8X the new atoms are simply Converted.air
tion of the duration, the Disrupted matter IN 10X molecules. The third explanation is that

51
the hero somehow taps into another target's Strength increases only enough Controls, and any of the Shrinking or
dimension, one that contains nothing but to match his greater weight; Lifting Diminution Powers used simultaneously
the raw material for this Power and the Strength does not increase. There is a to the Enlarging attack. The opposing
Matter Creation Powers and also pro- dangerous drawback to this form of En- forms of these are Collapse vs. Disper-
vides a storage place for the matter dis- largement. As the target's atoms grow, sal, Reduction vs. Gain, and Shrinkage
placed by Shrinking, Diminution, and they become unable to interact with vs. Growth. Only the matching form can
Disintegration. This last idea could lead normal atoms. The result is that the completely protect a target from un-
to a Plot Complication wherein the hero target is unable to breathe, drink, or eat. wanted Enlargement; while the other two
accidentally draws something more than Fortunately there is a 95% chance that will apparently work, the final result can
raw material from that unknown dimen- the Power envelops the target in an be a little weird if extreme ranks of Power
sion. I'll leave it to you to decide which energy field that enlarges any atoms are employed.
explanation you accept as the truth. within its effect to the same scale as the The Nemeses are those Powers men-
As the target expands, it gains real target. The existence of this field must be tioned in the previous paragraph.
strength sufficient to move its new mass. determined at the time the hero is cre-
Real strength increases + 1CS for each ated. If the field is not present, the target MC7/Geoforce: The hero can detect
+ 2CS of Enlargement the target is ex- must have a proportionally-sized supply and control geological forces. These
posed to. of consumables or this Power is consid- include plate movement, stress, faults,
Example: The Power is used on a ered a Fatal attack. The lack of the field and vulcanism. This Power only applies
normal adult six feet in height, 200 has one advantage in that Electricity to natural rock and semi-natural materi-
pounds in weight, and possessing Typi- cannot flow between normal-sized and als such as concrete, cement, and as-
cal Strength. Enlarged conductors. The Power thus phalt. Radically altered material (steel,
provides rank level Resistance to Elec- plastic) is not directly affected by the
Enlargement Strength/
tricity. Power.
Rank Weight Max. Lift
It is always assumed that the hero This Power has two ranges, both
FE 300 lbs. TY/200 lbs. intends to Enlarge the entire target's based on the Power rank. The ability to
PR 400 lbs. GD/400 lbs. body. If the hero intends to Enlarge a detect forces and materials within the
TY 600 lbs. GD/600 lbs. specific area of a target, he must make a earth has a range shown on Column C of
GD 800 lbs. EX/80 lbs.O special effort to do so. Since this has the the Range Table on the inside cover. The
EX 1200 lbs. EX/1200 effect of tearing the target apart, the hero ability to actually control those forces is
RE 1600 lbs. RE/2000 must make a Power FEAT based on the more limited and is determined on
IN 2000 RE/4000 Material Strength of the target. For ex- Column B. For example, a hero with
AM 2400 IN/3 tons ample, a brick wall has Good Material Remarkable Geoforce can detect forces
MN 3000 IN/10" Strength. A hero with Typical Enlarge- 12 miles distant but can only control
UN 2 tons AM/25" ment would need to make a red FEAT to those forces within one mile of her loca-
x 5" AM/50" enlarge a specific section of the wall, tion.
y 10" MN/65" while a hero with an Incredible rank The Detection aspect of this Power
z 20" MN/80 " would only have to make a green FEAT. enables the hero to sense a variety of
CL 1000 50" UN/80 " The effects on the entire target if only a earth-related things. These include
CL3000 100 " UN/100" section of it is Enlarged vary by case and ground temperature (green FEAT), gen-
CL5000 1000" X/1000" by degree of Enlargement. The most eral mineral composition (green), specific
common result of a section of Enlarged minerals (red), locate caves (green),
The target's other Primary and Second-
matter surrounded by normal matter is locate beings moving within the earth
ary Abilities remain unaffected. The
that one of the two sections shattered, (yellow), identify faultlines and stress
disadvantages of great size negate the
depending on which is the weaker sec- points (yellow), and communicate with
advantages. However, Health seems to
tion. Atomic Dispersal weakens Material beings made of rock (red).
increase because physical attacks do
Strength, Atomic Growth doesn't alter it, The active aspect of this Power en-
less relative damage. For example, a
and Atomic Gain increases it. Judges ables the hero to accelerate, slow, or
single bullet could kill a normal sized
should use this guide and their alter the direction of natural geological
person but would be little more than a
imagination to decide the results of spe- forces. The hero can affect plate move-
high-velocity grain of sand to a giant. The
cific Enlargement. ment; this can create Power rank tremors
damage done by Physical Attacks de-
The Power automatically affects sta- or reduce the intensity of existing trem-
creases -1 CS for each + 2CS of En-
tionary, non-living, unprotected targets. ors by the Power rank number. The hero
largement. Note: the damage that didn't
Moving targets require the hero to make can accelerate erosion by decreasing the
affect the giant might be fatal when he
an Agility FEAT to hit. Living targets are Material Strength of exposed rock. The
reverts to normal size. Wounds shrink
allowed to Resist this Power just as they flow of magma within the earth can be
but bullets do not.
could any Energy Attack. Targets can be redirected to anywhere the hero wants
Atomic Growth- The target's atoms and
protected from Enlargement by the use an instant baby volcano to erupt. By
subatomic particles actually increase in
of such Powers as Force Field vs. En- magnifying existing faults and decreas-
size, thus increasing the target's overall
ergy, Resistance to Energy, True Invul- ing the rock's Material Strength, the hero
size. Mass increases proportionally. The
nerability, Certain Magics and Power can create openings in the earth. These

52
can be instant pits, valleys, caves, or in a relatively natural state. It cannot He can give the solid movement, re-
tunnels. ~ffect mechanical objects or material that shape to any form, and even give it the
The effects of the Power are perma- is now or had once been alive. semblance of life. Solids can travel at
nent alterations to the landscape. Baby There are three basic forms of this Power rank speed (see the Land Travel
volcanoes.do~'t last very long, though, if Power, each with dominion over a state table inside the cover) either across the
the ar~a d1dn t have a previous history of of matter. When creating the hero, the ground or through the air. The hero can
vulcan1sm. For example, during her player must choose one of these forms Mold the solid into any single mass.
tenure with the New Mutants, Magma for the character. He can do this himself Solids retain their Material Strength but
has created baby volcanoes in such or let the dice choose for him. can be Animated to do Power rank dam-
places as Rio de Janeiro's harbor the age to other targets. The hero can create
Die Roll Form
living room of Professor Xavier's ~an­ Golems or simulated Elementals that
sion, and an apartment in Manhattan. 01-20 Air Animation obey his every whim; such creations are
Such freakish volcanoes immediately 21-50 Liquid Animation only sophisticated puppets that possess
cool do"."n one~ th~ Power is no longer 51-00 Solid Animation no more life t~an does a marionette. (Of
supporting their existence; heat is lost at co~rse , th~re 1s the example of Pinoc-
Air Animation- The hero can directly
a rate of -1 ~S per hour. For example, ?h10....) Animated solids possess a Lift-
the volcano in the X-Mansion was cool control the movement of gases and va-
pors and indirectly control the movement ing Strength equal to the Power rank.
enough to sit on by the time Professor x The Power can be refined into a variety
came home a few hours later. It is as- of material suspended in the air, such as
smoke, dust, steam, and so on. He can of Power Stunts, such as turning an
sumed that the cooling effect extends all oppon.ent's weapon against him, creating
the way down back through the ground create winds of speeds equal to Power
rank speed (see the Airspeed table on self-tying knots, and creating flying plat-
t? where the magma came from in the the inside cover). He can control the forms that can carry the hero across the
first place; otherwise all these baby vol- ground or through the air.
canoes would act as conduits for later actions or air, wind, clouds, and poten-
tially even the weather. The hero can use The range at which the hero can Ani-
normal vulcanism. ' mate Matter is determined by the Power
The amount of matter the Power can air either defensively or offensively by
forming shields or gales of Power rank rank; distances are shown on Column B
effect is awesome. The Power can affect of th~ Range Table inside·the cover. The
a maximum amount of rock equivalent to strength. Not~: Air attacks cannot pene-
~ax1mum amount that can be Animated
trate Force Fields or an aerial shield of
ten tons for each point of the Power rank . 1s a mass weighing the equivalent of
higher Intensity. The Power can be de-
number. For example, Magma's Mon-
veloped into Power Stunts such as Glid- 1000 pounds times the Power rank num ~
strous Geoforce can affect 750 tons (1.5 ber. For example, a Feeble rank can
million pounds!) at a range of up to six ing, Whirlwind Flight, and limited
Weather Control. The forms of Weather move one ton; in liquid terms this is the
miles. weight of a water bed. Matter remains
Cont~ol. available to the hero all depend
The Power can be expanded into a Animated as long as the hero concen-
variety of Power Stunts, such as induced on stirring up the air. These include
bringing in storms, fog, tornadoes, and trates on using this Power. Judges are
Avalanches and sculpting chambers in fr~e to develop .their own criteria to deter-
suddenly bringing two air masses of
the earth. The latter example is also a mine how well and how long a hero can
d~ffering temperature together to form
way f.or the hero to make some money on do this in a given situation.
either fog or lightning.
the side by creating "secret underground f>.:n.y m~t~rial can be Animated, as long
headquarters" on commission. The giant Liquid Animation-The hero can directly
?o~trol the movement of liquids and
as 1t 1s within the restrictions on the cho-
caves that litter the pages of comic sen form of that Power. Any reshaping
books d.o not occur in real life, people. indirectly control material suspended in
liquid (mud, cake batter). He can create done to the target is permanent· of
A curious use of the Power is to com- course, this only applies to solids. The
municate with beings who are them- currents and waves that can travel at
Power rank speed (see the Water Travel possibilities for both construction and
selves composed of natural rock. The vandalism are immense.
Power provides the hero with a seismic table on the inside cover) and do Power
r~nk. damage _to anything in their path.
At the time the hero is created, the
equivalent of Telepathy. Such beings player has the option of raising the
L1qu1d .c~n animated to resist gravity and
include Golems, Earth Elementals and
act as 1f 1t were temporarily a solid of Power rank + 1 CS by further specializing
planetary beings such as Ego the living the Power's range of effect to a specific
rank level Material Strength . Liquids can
Planet. Is Mother Earth alive in your compound or type of matter. Examples of
campaign? If she is, then this Power will be used as a shield that reduces the
sp~cializati.ons include Powers that spe-
let your hero talk to her. Intensity of Energy Attacks by the Power
rank number. It can be further refined c1f1cally Animate steam , water, oil, ice,
The Nemeses for this Power include clay, and so on.
itself, Disintegration, and Phasing. into ~ variety of Power Stunts, such as
forming propulsion systems or being . The Nemeses for this Power include
itself and.Disintegration.
MC8/Matter Animation:. The hero can shaped into air bubbles with " solid"
floors.
alter the flow of any raw matter, impart
Solid Animation- The hero can alter the MC9/Machine Animation: The hero ~an
movement to stationary matter, and contr?I the r:novement of anything me-
cond~tion ?f solid matter, so long as it is
shape such matter into any desired form. chanical. It 1s as if the hero were a com-
not b1olog1cal or mechanical in nature.
The Power can only affect matter that is bination remote-control panel and power

53
source. The machines can only perform such interference, High Technology The Micro-Environment has a maxi-
those functions for which they were de- types would need to develop circuitry mum radius in feet equal to the Power
signed. While under the influence of the that would give the equivalent of a de- rank number. Normally it is a sphere
Power, the affected machines can func- sired Psyche rank to the machine. centered on the hero but she can shape
tion even in the absence of a normal Optional Powers include Communica- it or direct it to another location if she so
power supply, such as would be provided tion with Cybernetics, Communication desires. The maximum range at which
by an electric cord, wound spring, or with Non-Living Matter (limited to ma- the hero can direct the Micro-
miniature nuclear generator. The only chines only), and Matter Animation. Environment is determined by the Power
new function the hero can give a ma- rank; appropriate distances are shown
chine is limited ground movement. Af- MC1 O/Micro-Environment: The hero on Column Bon the Range Table inside
fected Machines can travel at - 2CS can alter his immediate surroundings to the cover. The maximum volume of the
Power rank speed by sliding or rocking create a miniature climate around him- Micro-Environment is the equivalent of a
along the ground; see the Surface Move- self. The Micro-Environment always sphere whose radius equals the Power
ment table inside the cover. If the ma- contains fresh clean air (or water or rank number. Figuring out the maximum
chine already incorporates a means of methane or whatever the hero breathes) volume of other shapes requires a doing
propulsion (wheels, tracks, table legs), it at any temperature and pressure the a bit of geometry.
can travel at Power rank speed; see hero desires. The Micro-Environment Example: A rank of Good can produce
ditto. incorporates a Force Field that protects it a sphere of 3.14(10-cubed) or 3, 140
The Power can affect any single ma- from any factor that might harm or even cubic feet. This can be shaped into a
chine within range of the Power; Column annoy the hero, such as rain, poisonous rectangular "tunnel" 1O feet high, 1O
B of the Range Table gives the appropri- gases, extreme temperatures, or the feet wide, and 31 feet long. I suggest that
ate limits. If the hero attempts to control pressure that naturally results from hav- anyone with this Power figure out as
several machines simultaneously, the ing three miles of ocean over your head. soon as possible how big a sphere/
Range decreases - 1CS for each addi- In such cases, the Micro-Environment hemisphere/ column/ tunnel/ cone/ etcet-
tional Machine the hero is controlling. automatically excludes potentially haz- era he can make with his Power rank. If
For example, a hero with Good Machine ardous gases and liquids and reduces you don't, the.Judge is liable to say that
Animation can control a single machine the Intensity of pressure, extreme tem- mysterious changes in the environment
1O areas away, two machines 5 areas perature, and high gravity by the Power prevent your hero's Power from working.
away, three machines within his area, or rank number. Lesser or equal Intensities The Power only protects the hero from
four machines if he is touching all of are cancelled out, while higher ranks environmental effects or Powers that
them at once (an interesting Agility only penetrate in diminished form. employ aspects of the Environment.
FEAT, I suppose). The Power automatically Collects the Beside the Powers mentioned earlier,
The Power is primarily intended to desired materials into a sphere around this Power will also provide limited pro-
control normally non-sentient devices, the hero; if no such materials are availa- tection against Electrical Control, Electri-
which are considered to have a Psyche ble, the Power employs an innate form of cal Generation, Coldshaping, Gravity
of zero. If the hero tries to gain control of Matter Creation or Conversion to pro- Manipulation, Hard Radiation and its
a Robot or the mechanical part of a Cy- duce those materials. The Force Field Control, Thermal Control, Plague Carrier,
borg, greater effort is needed. It be- maintains the desired pressure, tempera- Geoforce, Spray, and Pheromones, but
comes a contest of wills, as the hero's ture, and gravity levels while enclosing only if the offending Power originates
Power tries to overcome the target's the desired materials and shielding the outside the Micro-Environment.
Psyche. The Psyche in question is either hero from the undesired ones. If the hero As hinted at before, the Power can be
that of the Robotic brain or the living requires a surface to stand on but none used to create any environment the hero
mind of a Cyborg; if the Cyborg incorpo- is available, the Power provides one by desires, provided it is beneficial to what-
rates both living and mechanical minds, solidifying a section of the Force Field . ever nature of being is inside its protec-
only the Psyche of the mechanical mind The Power is primarily intended to tion. Of course, what is a marvelous
is used to determine the difficulty of the protect the hero when he is in places climate for one being could be instantly
FEAT. The latter determines what Inten- other than his home environment. It can fatal to another. Consider the Micro-
sity FEAT is required. be used to protect him from extreme environments created by beings that
Example: A Poor rank of Machine variations in that home environment thrive on super-heated steam or swim in
Animation could seize control of a Dread- though, should the hero so choose. Thus liquid helium. Player characters are
nought's Feeble Psyche with a green the Power can be used to protect the limited to producing only those Micro-
FEAT and Ultron-11 's Poor Psyche with hero in the middle of a housefire, gas Environments that will help the beings
a yellow FEAT, but couldn't begin to leak at a fertilizer plant, radiation spill at inside. Villainous and Mind-Controlled
touch Jocasta's Good Psyche. Attempt- a laboratory, a thunderstorm, or a smog NPC heroes are able to pervert the
ing to wrest control of the Iron Man armor alert in Los Angeles. The Power can be Power and create toxic Micro-
would require a red FEAT if either Tony used to Resist the effects of Air or Water Environments. In such a case, the Power
Stark or Jim Rhodes were wearing it at Animation, Weather Control, Heat, or is treated as an attack and the intended
the time but would automatically succeed Cold Generation; the Intensity of the victim is urged to Resist it in any way he
if the armor were, say, hanging in a attack is reduced by the Power rank can.
closet somewhere. To protect against number. The Nemeses are either Air or Liquid

54
Animation, depending on the nature of plex designs (anything from a clock on or lowering the air a maximum number of
the Micro-Environment. up) requires a red FEAT and probably a degrees equal to his Power rank number.
set of blueprints. Exactly duplicating an For example, an Incredible rank can
MC11 /Moldlng: The hero can shape any existing object also requires a red Rea- change a comfortable 70 degrees into a
solid material into any desired shape. son FEAT. The Power can function for as wintry 30 degrees or a sweltering 100
The shaped material retains its original long as the hero can concentrate. Any degrees.
chemical nature. If the target is living, its failed rolls while attempting a FEAT He can increase or decrease wind-
internal anatomy is rearranged in such a mean that while the Power has begun to speed by a number of miles per hour
way that permits life to continue without Mold the target, there is a problem be- equal to his Power rank number. For
loss of Health. The new shape can be of cause "something doesn't look quite example, an Excellent rank can stop a
any complexity; even intricate machines right." 20-mph Wind, slow a 50-mph gale to 30-
can be created if the proper materials are Molding automatically affects any mph, or turn still air into a 20-mph wind.
available. The newly-Molded target can stationary, non-living, unprotected mate- Gale winds of 40-mph or higher begin to
be Animated, even if the original material rial. Moving targets require the hero to make travel difficult. Whole gales of 55 to
or the current shape is normally incapa- make an Agility FEAT to hit. Living tar- 72 mph begin to do widespread damage.
ble of movement. This movement is gets are allowed to Resist this Power in Winds above 72 mph reach hurricane
accomplished by the simple act of contin- the same way they would try to Resist strength. Above 200 mph the wind be-
ually re-Molding the target (think of it in any Energy Attack. As mentioned earlier, comes a tornado.
terms of stop-motion animation). living targets can be affected but not Wind direction can be changed up to
Molded targets retain their basic Mate- directly slain by this Power. A target can 60 degrees by a green Power FEAT, up
rial Strength. New shapes may alter the be protected from being Molded by the to 120 degrees by a yellow FEAT, and
load-bearing capacity of the material. For use of such Powers as Force Field vs. completely reversed 180 degrees by a
example, a arch can bear greater weight Energy, Resistance to Energy, True red FEAT. For example, changing a cool
than a plane and a honeycomb is about Invulnerability, certain Magics and Power northern wind to an east wind is a
the strongest shape there is. Using the Controls, temporary Conversion to a change of 90 degrees, a yellow FEAT.
Power destructively is easy; using it liquid or gaseous state, or an equal or Humidity can be increased or de-
constructively is harder and requires the higher rank of Molding. The simultane- creased a maximum percentage equal to
player to have some knowledge of basic ous use of a protective Molding Power to the Power rank number. Note: the maxi-
Engineering. counteract an offensive one by contin- mum humidity is 100%. Apparently hu-
The maximum range at which the hero ually re-Molding the target into its origi- midity has some effect on human
can Mold a target is determined by the nal shape would look positively behavior and health. As humidity ap-
Power rank. Appropriate distances are. psychedelic as the target of both Molders proaches 80% or higher, people become
shown on Column A of the Range Table continually rippled and wavered). more sluggish and irritable, especially if
on the inside cover. The amount of mate- The Power can be used quite profitably the air temperature is also 80 degrees or
rial the hero can Mold is a mass weigh- to outfit either heroes or villains with all higher.
ing 100 pounds times the Power rank the arcane and exotic equipment they If the air has any moisture at all, the
number. When creating the hero, the need. After all, Quinjets, body armor, and hero can Collect it into any type of cloud,
player has the option of raising either nuclear pogo-sticks aren't exactly off-the- whether Cirrus, Cumulus, Stratus, a
range or amount affected by lowering the shelf purchases. Clever use of this common Fog, or any other type. He can
other factor an equal amount. For exam- Power could raise the hero's Resource form Nimbostratus clouds that contin-
ple, a Remarkable rank can Mold 3,000 level anywhere from +1CS to +4CS; the ually disgorge moisture in the form of
pounds of material at a range of 8 areas. Judge and player will have to work this rain, hail, sleet, or snow, depending on
Either factor can be altered by as much out for themselves. ("Okay Jeff, in yes- the air temperature and wind direction.
as 5CS and produce results as varied as terday's game you remodeled the HQ of Rainfall per hour can reach a maximum
Feeble range (contact)/ Shift X effect Dr. Octopus. Today you try to collect number of inches equal to the Power
(15,000 lbs.) to Shift X range (80 areas)/ what he owes you. " ) rank number. If the precipitation falls as
Feeble effect (200 lbs.). The player has Optional Powers include Elemental snow, the snowfall depth is equal to six
the further option of raising the Power and Molecular Conversion, Collection, inches for each inch of rainfall (since
rank + 1CS by specializing in Molding a and Crystallization. snowflakes pack less densely than rain).
particular type of matter, such as wood , Nemeses include Force Field and The Power can form Cumulonimbus
metal, stone, and so on. This option is Molding. clouds into thunderheads that deliver
not available if the hero also possesses lightning as well as rain. The hero can
any of the Elemental or Molecular Con- MC12/Weather Control: The hero has control the emission and direction of
version or Creation Powers. complete control over the weather. He lightning, producing bolts that do rank
The complexity of the intended design can sense those factors in the air that damage.
determines what Reason FEAT is create weather and alter any aspect of The area of weather over which the
needed. Simple, single-component de- them at his desire. Any of these factors hero has control is a circle ( a vertical
signs require a green Reason FEAT. can produce both physical and psycho- cylinder actually) with the Weather Con-
Complex or multiple-component designs logical effects on humans. troller at the center. The diameter and ·
require a yellow FEAT. Extremely com- He can control temperature by raising height of this cylinder is determined by

55
the Power rank. Appropriate distances bances or the use of this Power by oth- sections. (I told you this is a grotesque
are shown on Column C of the Range ers elsewhere. For example, with a Power....)
Table on the inside cover. For example, yellow FEAT Storm senses a mass of hot Zombies possess Physical Abilities
when she possessed her full Amazing air twenty-three miles away. A red FEAT that are - 3CS Power rank. Mental Abili-
Weather Control, Storm could control the enables her to detect the cause as a fire ties are Zero-shift. A Zombie's "Health"
weather over a fifty-mile wide area. Note: ranging in New Rochelle. is the same as the Zombie Animator's
While the atmosphere is composed of A peculiar use of the Power involves Power rank. Karma is non-existent and
four layers and is a few hundred miles gaseous beings such as Air Elementals. Popularity is as low as the scale goes.
deep, only the bottom layers of the tro- The hero can create puppets of air Most Zombies were originally human
posphere and stratosphere really affect whose actions simulate the behavior of but there ls nothing to prevent your Ani-
the surface weather. Beyond twenty Air Elementals. The hero can directly mator from crea,ting Zombies of other
miles in height, the Power is reduced to a combat real Air Elementals with the species. Since Zombies probably can't
negligible effect. Power doing rank damage to the oppo- swim or fly worth a darn, the Animator is
The duration of the effect the Power nent's Health. Imagine this as a vapor- best choosing land-based species for his
has over the weather varies. The hero ous equivalent of a Slugfest. Finally, the experiments. Possibilities include Un-
has a limited amount of time each day Power can serve as a means to commu- dead wolves, tigers, elephants, and so
she can actively Control the weather. nicate with gaseous beings. In this case on.
The maximum length of time is the num- the Power acts as an equivalent to Tele- The Zombie Animator can create a
ber of minutes equal to the hero's pathy. single Zombie in a process whose mini-
Health. Each minute spent using this Optional Powers include Environmen- mum time gets shorter as the Power rank
Power temporarily costs the hero one tal Awareness and either True Flight, gets higher. It come$ in two stages,
point. Note: this does not decrease the Whirlwind, or Gliding. Preparation and Activation. The required
hero's actual Health; instead it de- Nemeses include itself and Phasing, Preparation time is the number of rounds
creases a " dummy account" set up for since Weather cannot affect a phantom. equal to 101 minus the Power rank num-
the purposes of the player's bookkeep- ber. For example, a Good rank can pre-
ing. The account is replenished at the MC13/Zombie Animation: This is a pare a Zombie for Animation in 91 turns,
start of each new day. Returning to the macabre Power that is definitely more at a Monstrous rank can do it in 26 turns,
example of Storm, her Amazing rank home in the horror genre than in the and any rank higher than Unearthly
enabled her to actively control the heroic genre. The hero, um ...well, the doesn't need any Preparation time at all.
weather fifty minutes each day. Further- character with this Power can Animate The next step is Activation. All this re-
more, the effect the Power has over the any previously living body. Normally, the quires is a successful red Power FEAT.
weather does not instantly vanish when Power is used to Animate relatively intact Failure requires the Animator to Prepare
the hero rests. The changes the hero cadavers, since these are capable of a for another minute. It is possible, if how-
made continue for a while before things greater variety of actions. Part of the ever unlikely, for a character to have this
return to their original state. Lingering Power is used to halt the process of Power and never, ever be able to suc-
effects last an amount of time equal to decay and to maintain the structural cessfully Animate a Zombie. That's one
the time spent actively controlling the integrity of the remaining body parts. of the mysteries of random chance.
Weather. The Intensity rank of the linger- Still, Zombies look awful, even the fresh Once he creates a Zombie, the Anima-
ing Weather slowly decreases; the aver- ones. tor retains control over it until it is de-
age Intensity rank is half that of the This Power is not Biophysical Control/ stroyed, returned to life, or stolen away
Power rank. For example, if Storm spent Revival. The Zombies are not alive. They by a higher ranked Undead Controller.
ten minutes operating a thunderstorm, lack the essential lifeforce that is the An Animator can create an infinite supply
that storm would last an additional ten core of each living being. The Zombies of Zombies but can only retain direct
minutes and produce Excellent rainfall are at best mindless slaves, at worst control of a number of them equal to his
and lightning while it slowly dissipated. grotesque marionettes who shuffle on Psyche rank number. For example, an
As mentioned briefly, the hero can the end of the Zombie Master's strings. Animator with an Excellent Psyche can
detect any aspect of the Weather that he The condition of a Zombie can range control up to twenty Zombies simultane-
can control. A green FEAT enables the from freshly deceased to skeletal. The ously. Any Zombies over that number are
hero to know the local wind's speed and latter type of Zombie is little more than a in effect free agents who can act inde-
direction, humidity, temperature, the walking skeleton, though being mostly pendently. Such free Zombies never
chance for precipitation, and the next bone it is cleaner than a still-fleshed attack their Animator though.
day's weather forecast. A yellow FEAT Zombie. The Zombie does not have to Curiously, some Zombies retain some
enables the hero to detect these thing have all its body parts. In fact, the Power of their Resources and Contacts. This is
anywhere within her Power's range and can be used to Animate detached limbs an extremely rare occurrence and is only
thus figure out the weather forecast for or partial remains. These have their uses possible if the Zombie is in a near-perfect
the next two days. A red FEAT enables too. For example, if a character's Physi- condition (albeit of course dead) and if
the hero to make three-day weather cal Type is either Cyborg or Compound/ the late person's death was not widely
forecasts and more importantly detect Undead and he possesses this Power, known. In such a case, a clever Zombie
the cause and location of any change in perhaps some of his body parts are Ani- Animator can make the Zombie pretend
the weather, such as distant distur- mated bones grafted onto his still living to still be alive. For example, Nekra Ani-

56
MATTER CONVERSION

mated the corpse of the Grim Reaper so thing, as always, to use your imagination carry more heat and do greater damage
well that the risen Zombie actually be- and not be afraid to experiment. Be for the Intensity. Blue-green lasers can
lieved he was alive. afraid of your experiment's results in- pass unhindered through water. Again,
Zombies are immune to attacks based stead. change the frequency of light and you
on Psionics or other Mental Powers, Optional Powers include Extradimen- change its effects.
Disease, poisons, Pheromones, Hard sional Detection (limited to detecting The second operating mode for the
Radiation, and Sonics. They cannot see spirit realms), Forced Reincarnation, Power is altering the physical coloration
Illusions. They have Power rank Resist- Summoning (Spirits only), Undead Con- of the target material. The color of a
ance to most of the Lifeform Control trol, and Communication with Non-living object can have great importance both to
Powers; the Power rank that created Matter. the fickle aesthetic tastes of humans and
them decreases such Powers by that The Nemeses for this Power include to the impartiality of Moms Nature. Color-
number. The exception is Undead Con- Exorcism, Healing, and Undead Control. ation determines the type and amount of
trol, with which a green FEAT can permit energy that is either reflected or ab-
control of any independent Zombie. Matter Conversion Powers sorbed by the material in question. White
Some aspect of the original mind re- and silvery surfaces reflect all light. Dark
mains. Zombies possess rudimentary MCo1 /Coloratlon: The hero has total colors and black absorb all light. There is
memories of their previous existence. A control over the coloration and color the matter of transparency. A perfectly
Zombies is also linked to the Spirit that transmitting abilities of any target sub- clear substance lets light pass through.
once dwelled within it and can be used stance, whether solid. liquid, or gaseous. Examples include air, glass, and the lens
as a tool to Communicate with, Summon, That's all, folks. in a human eye. Change the degree of
and Control that Spirit. The use of a Okay, this seems like the prime num- transparency and you stop light from
Zombie in this way increases the other ber one Wimp Power of all time. Wrong, traveling though. A character with this
Powers' rank + 1CS. It is possible return oh ye of little faith; read on and I' ll tell Power can stop anything in its tracks if
the Spirit to its now-Zombie body by use you how dangerous this Power can be it the target depends on vision to find its
of the Forced Reincarnation. Although is when possessed by a clever hero. way around. Conversely, the Power can
this does not return the body to actual This Power enables the hero to alter make an opaque target transparent.
life, it does weld the spirit and body to- basic physics and the chemical proper- Uses for this vary from humane through
gether so well that only the total destruc- ties of any target. The Power operates in mischievous to outright criminal. A hu-
tion of the body will free the spirit again. either of these two modes. In the first mane use is curing those types of blind-
Such a Spirited Zombie possesses his mode, the hero can consciously alter the ness that result from the loss of the eye's
original Mental Abilities and can work at frequency and intensity of light itself. He natural transparency. A mischievous use
restoring the other Abilities to their origi- can change any frequency to any other is turning someone's clothing transpar-
nal levels. frequency, including infrared, the visible ent. A criminal use is turning concealing
The effect of Bio-Physical Control on a spectrum, and ultraviolet. Like a prism, barriers transparent if the character is
Zombie is peculiar. Zombies don't actu- the Power can split apart white light into seeking information behind that barrier;
ally Heal since that is a function of living a rainbow or re-combine back into white. this can be anything from reading the
organisms. Any attempt to Heal a Zom- He can lower the intensity of light to contents of an envelope or locked file
bie actually kills it by negating the Ani- create normal·darkness, even in the cabinet to studying a lock's mechanism
mation. Only Revival will truly return the midst of brilliant light, though these while cracking the combination.
Zombie to life, as it negates the Anima- shadows lack the opacity of those cre- Color conveys information. Change the
tion, cures any damage or decay, and ated by Shadowcasting. In game terms, color and you alter or even destroy the
draws the spirit back home. Note: if the consider this a - 2CS form of both Sha- message. Consider the effect changing
Spirit is now Reincarnated elsewhere, dowcasting and Shadowshaping. color has on things as varied as comic
this action creates a person with a new- Different frequencies of light have books, paintings, photographic film,
born's mind and spirit. different properties. By altering the fre- traffic lights, feathers, furs, and human
Okay, so why would anyone want to quency of light, the hero can alter these skin. Take the last one, tor example. The
Animate Zombies, particularly so-called properties. Infrared light causes objects reason why people get so freaked out by
heroes? The popular misconception is to heat up. By converting normal light to the Hulk is not his size or berserk ram-
that Zombies are inherently evil. This is infrared, the hero can cause a - 2CS pages but that he is bright green! Give
not true. Zombies are only a reflection of form of Heat Emission. Conversely, by the Hulk a normal tan and he could work
their Animator's personality. A currently converting Infrared light, the hero can in Hollywood. On a more prosaic level,
popular fantasy series features a good- prevent radiant heating; treat this as a the ability to change the color of printed
willed if misunderstood character whose - 2CS Force Field vs. Heat. Ultraviolet or written material can be have immense
sole Magical Power is Zombie Animation. light causes changes in pigmentation; consequences in an Information Age
He uses them as servants and if neces- effects can vary from the tanning of nor- society such as our own. The possibili-
sary soldiers. He even used the Power mal human skin to the rapid fading of ties include both vandalism and creation.
on himself in order to wait out the centu- printed material. It is also the key to When using this Power, the hero must
ries until his fiancee could return to life. photosynthesis. If the light is in a coher- make a Reason FEAT to determine how
Your character will have his own justifica- ent form, like a laser beam, the effects of fine his degree of control is. A green
tions and uses for this Power. The key color become more dramatic. Red lasers FEAT permits him to change all of a

57
target to a single color; think of the target Factor, has Monstrous Combustion but from occurring, the target will only re-
getting a paint can dumped on it. A yel- has not yet achieved full control over it. main potentially flammable for 21 to 30
low FEAT enables him to change the At present, when he is excited, he can turns after the Power has had its initial
target to several colors; the effect is the inflict up to Incredible Intensity damage effect. At any point during that time, the
same as being caught by a bunch of on a target. When his Power first ap- target can still burst into flame; after that
near-sighted graffiti artists, each with a peared, his accidental target was a has elapsed, the target is safe. Means
different can of spray paint. A red FEAT woman who subsequently suffered se- that can prevent Combustion from occur-
gives the·hero fine control and the ability vere burns. ring include Elemental and Molecular
to alter tiny areas in specific ways; think The range for the Power is determined Conversion, Fire Control, Thermal Con-
of a talented artist with a very small on Column A of the Range Table on the trol, Cold Generation, Force Field vs.
brush. When the hero is covering an inside cover. The maximum amount of Energy, and Resistance to Energy. Any
area, he. on.ly affects the exposed surface target area the hero can initially affect is of these Powers gives its possessor
of any targets. For example, Colorizing a the number of square feet equal to his Power rank Resistance to Combustion's
closed book would not harm the printed Power rank times ten. For example, when effects.
pages; Cplorizing a cow purple wouldn't he is fully trained in the use of his Power, Example: Rusty Collins is battling a
change the color of a steak later on. As Rusty Collins will be able to ignite an area Sentinel. He uses his Monstrous Power
for ·the question of affecting the eyes of a of 750 square feet at a distance of 40 to set fire to the Sentinel's faceplate. The
living·target, the Judge and players areas (1 mile) away. The Power only af- Sentinel reacts by spraying extinguishing
should assume that the Power only af- fects the surface of a target that is in sight foam on itself. The foam has Unearthly
fects the layer of tears that protect the of the hero. Using the Power against a fire retardant qualities and prevents the
eye. In effect, the target is momentarily gasoline tank would only burn the outside Combustion-affected area from igniting.
blinded by colored water that quickly of the tank and any gasoline that had Unfortunately for the Sentinel, it only
washes away. Eyes are such. a small already leaked through bad joints in the lasts 25 turns after initial application. As
target that the character must make a tank walls. If the damage were sufficient to the Sentinel grabs Rusty, his faceplate
specific red FEAT to do so. Note: this rupture the tank or heat the gasoline inside belatedly but still spectacularly bursts
bending of the rules d9es riot apply to to the combustion point, then the stored into flame.
tne lenses of artificial eyes; cameras and liquid could join the blaze. Optional Powers include Fire Genera-
robots are on their own. The Power's effects begin to multiply tion and Control.
This Power does not actually change when the power is used against targets Nemeses include Elemental and Mo-
the physical nature of a target. Elemen- that are already flammable or in the lecular Conversion, Cold Generation,
tal, molecular, and genetic structures immediate vicinity of flammable materi- Fire Control, and Thermal Control.
remain unchanged except where Light is als. Most of Mankind's manufactured
concerned. A steel safe made giass-like items and buildings contain some per- MCo3/Disintegratlon: This is the ever
is still as strong as ever. A pane of glass centage of flammable material. Even popular but never explained " Disintegra-
given a steel-like surface shatters just as materials not known for their combustible tor Ray." The hero has the ability to
before. qualities, like plaster, will burn if enough convert any matter into pure energy,
Tlie duration of the Power varies. The heat is applied. By taking this into con- usually Light although the player can
normal limit is 1-100 hours after the Col- sideration, the clever hero can simply specify another resultant energy when he
oration occurs. Ttie hero can immedi- use his Power as the spark to start an first creates the character. The energy
ately reverse any Coloration if he apparently normal fire. dissipates harmlessly and does not affect
chooses. Sometimes the hero wants an Combustion normally occurs only in anyone in the vicinity.
act of Coloration to be permanent, such the presence of free oxygen. If there's no This Power can affect any target within
as w~e11 h~ Vies to cure an old man's oxygen in the air or if there is no air, range and line-of-sight. The range is
cataracts. In that case, a red Power period, Combustion cannot take place. determined by Power rank; resulting
FEAT does the trick. Using this Power on a target under such distances are shown on Column A of the
Optional Powers include Light Control. a circumstance would have no immedi- Range Table. The maximum amount of
Nemesis Powers are Radar or Sonar. ate effect on the target. While the Power matter that can be be disintegrated in a
would still convert some of the target into single turn is the number of cubic feet
MCo2/Combustion: The hero has the flammable, volatile compounds, these equal to the Power rank number. For
ability to transform any target into com- would simply and harmlessly evaporate; example, a Typical Disintegrator can
bustible material. Once this Power has used under water, the Power would destroy six cubic feet of matter at a
been used, spontaneous combustion make bubbles suddenly appear on the range of two areas or 264 feet. When
occurs within 1-10 turns after. Only the target. At Unearthly rank or higher, the creating the character, the player can
surface layer of matter is converted by hero gains the ability to transform some alter the Power range or effect if he so
this Power. As such, the flames only last of the target into free oxygen as well as chooses. Either the range or the amount
10-20 turns since the combustible mate- fuel , thus permitting the Power the affected can be increased any number of
rial is quickly burned away. The total Power to function in a vacuum or hostile Column Shifts by decreasing the other
amount of damage done by this is equal environment. factor an equal amount.
to Power rank Intensity. If the target is affected by the Power Example: Ken and Sue are both c~eat­
Example: Rusty Collins, a stu_der.1t-0f X- but the flames are somehow prevented ing Disintegrators. Ken rolls 97 for his

58
Power rank, an awesome Amazing rank Talent to design and an Amazing cost in tions to the number of turns equal to his
for both range and effect. Sue isn't so Resource points to build. The Judge is Reason rank number. For example, a
lucky and rolls 77, a Good rank for her free to decide the range and effect of hero with Good Reason and Poor Ele-
Cyborg character. Sue wants.deadlier such a weapon. mental Conversion can convert four
force and chooses to alter her range and Nemeses for Disintegration are Phas- pounds of material that reverts to its
effect. She decreases her range to Fee- ing (to protect the hero) and Ionization (to original state in ten hours.
ble or Contact-only, a loss of -3CS that protect others) as the Power cannot The normal form of this Power is fatal
she can apply to her effect. This in- affect intangible matter. if used on a living target. Tissue trans-
creases +3CS to an Incredible effect. formed by the Power suffers instantane-
Unwilling targets of this Power are MCo4/Elemental Conversion: The hero ous death. If the hero chooses the option
allowed to resist it in any way they can. can convert any matter into a specific of temporary effect, the Power has a
Furthermore, the Disintegrator must element. The matter to be converted can different effect on living tissue. The af-
make an Agility FEAT to aim this Power be any one element or a combination of fected area enters Suspended Animation
on a target. elements. The resulting element can be until it reverts to its original state. This
I mentioned the maximum area the any of the hundred-odd natural, artificial, can also be developed into a variety of
Disintegrator can effect, but what of the and mythical elements. Natural elements Power Stunts. Of course, if only part of
minimum area? The Power comes in are those numbered 1 (Hydrogen) to 92 the living target is transformed, the rest
handy for doing all sorts of fine-detailed (Uranium) on the Periodic Table; these of the body still suffers the shock of hav-
work like sculpting, surgery, or removing require a green FEAT to create. Artificial ing part of itself transformed into non-
unwanted locks. The hero can Disinte- elements are those numbering higher living elements.
grate as small an area as he can clearly than 92 and do not naturally occur on The minimum amount of matter that
see. With normal, unaided vision, the Earth outside of man's experiments; can be transformed is limited only by the
minimum limit is about 1/128th of an such elements include Neptunium, Pluto- hero's sight. If the hero can see it, he
inch. Smaller than that and the hero nium, and the like. A yellow FEAT is can transform it. The practical limit for
needs some kind of magnifying device or required to create these. Mythical ele- unaided human vision is 1/128th of an
Power. Note: this limit is proportional to a ments include Vibranium and any other inch.
normally-sized human of about six feet in imaginary element the Judge decides to Lest you think your hero is going to
height. Enlarged or miniaturized charac- add to this category; a red FEAT is re- retire to Brazil and spend the rest of his
ters have a proportional limit. For exam- quired to create these. Note: it has never days turning weeds to gold, let me warn
ple, a 36-foot-tall giant would have a been established whether Vibranium is you about the drawbacks. Each pound of
minimum limit of 1/21 of an inch, while a an element or a compound; Judges are matter the hero converts temporarily
one-foot-tall person would have a mini- therefore instructed to decide which costs him a point of Health. This is auto-
mum limit of 1/768th of an inch or about category Adamantium fits into in the matically regained after 24 hours. On the
the size of a cell. Judge's campaign. business side, there is the question of
As stated earlier, the target must be The hero can alter a finite amount of selling the raw elements. Gold, platinum,
within line of sight since the Power af- matter per turn. The maximum amount and other rare, valuable elements are
fects the first thing it encounters, exclud- per turn is the number of pounds equal kept strictly accounted for by a variety of
ing air molecules. Actually, some air is to the Power rank number. The amount governmental and business organiza-
accidentally Disintegrated whenever this of matter weighs the same in its original tions. If your hero makes a habit of com-
Power is used-that's why the Power and transformed states. If the hero con- ing up with large amounts of bullion,
appears as a glowing beam emitted by verts matter into denser elements, the someone is going to begin to notice. That
the hero-but not enough to divert the volume decreases. Converting matter to someone could be anyone from a rela-
Power from its intended target. If an lighter elements increases the volume. tively benign IRS agent come to audit
unseen or unanticipated barrier is For example, one cubic foot of lead your hero's accounts to a sinister agent
present between the Disintegrator and weighs the same as 17.5 cubic feet of of the Gold Cartel come to shut down the
the target, that barrier takes the full brunt carbon. Just exploiting this little fact of new competitor (i.e., kill your hero).
of the Power that turn. life can lead the hero to develop a variety About the only choice your hero has is
Ken's hero, Starburst, sights a Dread- of Power Stunts. For example, the hero selling small amounts to local precious
nought and immediately tries to Disinte- might cause a sudden vacuum in a room metals dealers. Going this route can
grate it. Unfortunately, Starburst failed to by converting all air to a dense solid, like raise your hero's Resource rank +3CS;
notice the plate-glass window the Dread- bismuth. any more than that and somebody will
nought was behind. The window van- Normally, when matter is converted by notice and take action.
ishes in a flash of pretty lights as the this Power, it retains its new nature per- The range at which the Power can
Dreadnought ducks around the corner. manently or at least until a reverse trans- operate is determined by the Power rank.
This Power is frequently given to formation is forced on it at a later date. Distances are shown on column A of the
weapons systems such as the ever popu- At the time the hero is created, the Range Table inside the cover. When
lar Disintegrator Pistols that fill pulp Sci- player has an option of increasing his creating the hero, the player can choose
Fi. In terms of normal contemporary Power rank by making the Power's effect the option of increasing either the
Earth technology, a Disintegrator raygun temporary. The hero can gain + 1CS by amount affected or the range by decreas-
requires Incredible Reason and Physics reducing the duration of his transforma- ing the other factor an equal amount.

59
For example, a Typical rank can con- possession of that Power. This comes in turns or over a minute to finally accom-
vert six pounds of matter at a distance of handy when the hero is trying to protect plish the deed. Hours later it occurred to
two areas. Either factor can be modified a target from any of the Matter Conver- The Shocker that he could simply have
a maximum of 2CS. One way produces a sion Powers. He can use this Power to used his Power to make part of the safe
hero who has Feeble effect (two pounds) Phase something something threatened temporarily out-of-Phase with the rest of
but Excellent range (6 areas). Going the by the other Power or made threatening the world. Had he done that, those
opposite route produces a hero with because of it. trapped inside could simply have walked
Excellent effect (20 pounds) but Feeble The range at which Ionization can through the temporarily ethereal wall.
range (contact only). occur and its duration are determined by The Nemesis Power is Energy
Stationary, non-living, unprotected the Power rank. Range is shown on Sponge.
targets are automatically affected. Mov- Column A on the Range Table inside the
ing targets require an Agility FEAT by the cover. Duration is a maximum number of MCo6/Molecular Conversion: The hero
hero to hit the target. Living targets are rounds equal to the Power rank number. can transform any material into a desired
allowed to Resist this Power just as they For example, a Feeble rank can charge a compound. This Power is an enhanced
could any other attack. Protections target within reach for two turns. The version of Elemental Conversion.
against this Power include Force Field amount of material affected is generally Whereas that Power could only create a
vs. Energy Attack, Resistance to Energy limited to a man-sized continuous mass. single specified element, this Power can
Attack, True Invulnerability, various Mag- If the target is a specific area of a much create a number of elements simultane-
ics, and various Power Controls. Any of larger mass, the Ionization will directly ously and arrange them in a desired
these completely protect against a lesser affect only the man-sized area, although molecular configuration. The matter to be
ranked Elemental Conversion and have a the rest of the mass can experience converted can be composed of any ele-
limited affect against equal or greater secondary effects based on whatever the ment, compound, or combination
ranks. The Judge is free to decide the hero is trying to do. thereof. The elements that result can be
results of partial protection against this For example, The Shocker has to any of the hundred-odd natural , artificial,
Power. Ionize a safe in which some people are and mythical elements. The compounds
Optional Powers include Matter Anima- trapped. He plans to try to Disintegrate a they form can likewise be real or mythi·
tion and Molding. section of the safe large enough to per- cal. An example of a fictional compound
The Nemeses include Force Field vs. mit fresh air to enter. There is a danger is the alloy Adamantium, a steel alloy
Energy, Resistance to Energy, and True of electrocution to those trapped within, that only exists in the Marvel Universe.
Invulnerability. so Shocker tells them to stand on some- Mythical compounds or compounds that
thing that can insulate them from the incorporate a mythical element (like
MCo5/lonlzation: The hero has the metal walls and floor. They hurriedly Vibranium) require a red FEAT to create.
ability to change the state of energy in a cover themselves with stacks of $100 Note: it has never been established
target. This can have a variety of effects bills. Outside, Shocker summons his whether Vibranium is an element or a
on the target. A target can be electrified Power. The safe is a 15-foot cube with compound; while I choose to refer to
by this Power; the target's atoms begin walls two feet thick. Selecting a section Vibranium as an element, Judges are
to change into electrically-charged parti- of the safe's wall with no essential mech- free to decide for themselves whether it
cles. The initial effect this has is to anisms inside, he begins. He has a In· is an element or a compound in their
charge the target with static electricity. credible rank. In the first turn, static campaign. Most other compounds re-
Next the target actually emits Electricity electricity crackles in the air; inside the quire either a green or yellow FEAT to
at -1 CS Intensity. At this point the target safe, loose bills stand on end. In the create. The more complex a compound's
will itself suffer an equal amount of dam- second turn , electricity of Remarkable formula is, the harder it is to create. As a
age, provided it is electrically grounded Intensity begins to be generated by the rule of thumb, a compound whose mole-
in some way. Finally, the charged atoms affected area. The safe's lock shorts out cules incorporate from two to twenty
begin to fly off in an ionized cloud. Non- as the electricity flows throughout the atoms can be created by a green FEAT.
living targets can be destroyed in this metal sections of the safe; inside the A compound with molecules of from
manner as the molecular bonds break safe the air begins to smell of ozone. In twenty-one to one hundred atoms, or
down. Used this way, the Power does the third turn, Disintegration of Excellent alloys of various compounds, requires a
damage equal to -2CS Disintegration. Intensity begins to occur. Shocker is yellow FEAT; examples include hydro-
Okay, what about beneficial uses for bathed in a cloud that resembles a fluo- carbons. More complex molecules or
this Power? Well, electricity isn't the only rescent lamp without the tube. The safe alloys require a red FEAT; examples
energy the hero can charge a target with walls are constructed of reinforced con- include polymers, proteins, and other
when he uses this Power. The hero can crete and steel, giving it Remarkable compounds essential to life. Obviously,
excite the atoms sufficiently to create material strength. For Shocker to exe- playing this Power requires knowledge of
warmth; this is treated as a - 2CS form cute any meaningful Disintegration, he basic chemistry. At the least the player
of Heat. More interestingly, the hero can needs to make a red FEAT based on the must have a crib sheet filled with various
charge atoms in such a way that he can diminished Disintegration rank, rather useful compounds and their formulas.
make them temporarily ethereal. A target than his normal Ionization rank. Shock- The hero can alter a finite amount of
thus affected can Phase through solid er's player needs to roll a 95 or higher to matter each turn. The mass limit is the
matter as easily as someone already in burn through the safe. It takes him 11 number of pounds equal to the Power

60
MATTER CREATION

rank number. The amount of matter Power. Moving targets require an Agility memory slots are available, the new
converted weighs the same either before FEAT in order for the hero to hit the design replaces an old one. ("That's
or after Conversion. The heavier the target. Living targets are allowed to resist okay; how many more Dr. Doom masks
resulting compound, the smaller its vol- Molecular Conversion just as they would was I going to need, anyway?")
ume. Conversely, the lighter the com- any Energy Attack. Targets can be pro- Editor's Note: Matter Creation Powers
pound, the more volume it has. This tected from being effected by this Power that create specific items (as opposed to
simple fact can be exploited as a variety through the use of other Powers includ- raw matter) bring with them a specified
of Power Stunts. For example, a fist- ing Force Field vs. Energy, Resistance to number of memory slots, usually equal to
sized rock can be transformed into a Energy, True Invulnerability, various the hero's Reason rank number. If a hero
roomful of the mixture of gases we hu- Magics, and various Power Controls. should have two of these specific Matter
mans consume as air. Such Powers will completely protect Creation Powers, he would then have
The maximum range at which the against a lesser or equal rank Molecular twice the number of memory slots (equal
Power can affect a target is determined Conversion and offer partial protection to his Reason rank number times two-
by the Power rank; distances are shown against higher ranks. The Judge is free once for each Power).
on column A of the Range Table on the to decide the results of partial protection. Normally the Power is used to create
inside cover. At the time the hero is cre- Optional Powers include Matter Anima- facsimilies of objects that already exist.
ated, the player has the option of in- tion and Molding. These can be directly studied by the hero
creasing either the Power's range or Nemeses include Force Field vs. En- as he memorizes their designs. This
amount affected by decreasing the re- ergy, Resistance to Energy, and True takes at least ten minutes before at-
maining factor an equal amount. For Invulnerability. tempting the FEAT. Failure requires
example, an Amazing rank can Convert another ten minutes of study, and an-
50 pounds at a range of 20 areas. Either Matter Creation Powers other attempt. As you can guess, their
factor can be modified by up to 7CS. hero might never be able to master cer-
This can produce such extreme combi- MCr1/Artifact Creation: The hero can tain designs.
nations as Feeble range (Contact only) create a desired object from virtually The hero can also create new designs
and CL3000 effect (3000 pounds per nothing. The artifact can be of any sub- based solely on his own imagination.
turn) or CL3000 range (10,000 miles) and stance, and is limited to being composed Since this requires really intense concen-
Feeble effect (two pounds). of a single piece. Although the Power tration, a red Reason FEAT is needed to
The player also has the option of in- can create facsimilies of more complex store this design.
creasing the Power + 1CS by making its construction, close examination reveals The artifact has the same properties as
effect temporary. Normally, Conversions that all the smaller pieces are fused a normally manufactured item of its type.
are permanent or at least remain until a together. However, the hero can create In the case of altered or imaginary de-
reverse Conversion occurs. If the player complex items by forming them one signs, the player and the Judge should
chooses the temporary option, the Con- piece at a time. agree on reasonable statistics for the
version only lasts a maximum number of The hero can create in one turn a item in question.
turns equal to the hero's Reason rank number of ounces equal to his Power The hero can materialize the artifact at
number. While permanent Conversions rank number. The durability of the arti- any site within one area. The artifact is
may be fatal to living targets (it depends fact is determined at the time of creation. initially stationary; you can't launch an
on what was Converted and what the A green FEAT gives the artifact a lifes- artifact as you can a missile or a spray.
result was), the temporary form has the pan of the number of turns equal to the The hero can take advantage of gravity,
side-effect of placing the target area into hero's Reason rank number times 100. A though, by materializing the artifact uphill
a form of Suspended Animation until the yellow FEAT raises it to 10,000 times the or over a target.
Conversion wears off. Of course, the Reason rank number. A red FEAT makes Now that you've read all the rules so
Conversion can have severe, even fatal, the artifact permanent. far, I'll give you the one exception to the
effects on the rest of the living target if Each ounce of created matter tempo- weight limit. When creating the charac-
the entire body is not Converted. rarily costs the hero one Health point. ter, the player can choose to specialize
The target must be in line of sight of The hero can regain all his lost Health in creating a single copy of one specific .
the hero for the Conversion to occur. The points after 24 hours. Thus, the hero can item, like a suit of armor or a costume. In
Power can function even if a normal, only create a number of ounces in a this case, the weight limit is raised from
transparent barrier such as glass sepa- single day equal to his Health point total. one ounce per Health point to one pound
rates the hero and the target. The hero must have detailed knowl- per Health point. Red FEATs are treated
The minimum amount of material that edge of the design of whatever he wants as yellow FEATs.
can be affected by the Power is limited to create. He can only store a finite num- This Power includes versions of Ele-
only by the hero's eyesight. In practical ber of designs in his mind at any one mental and Molecular Creation. Each
terms, the smallest size a Normal Human time. The limit for this Power is equal to element and compound takes up a mem-
can see is 1/128th of an inch. Below that his Reason rank number. The player ory slot, just like the daggers and shields
requires the use of something to en- must keep a record of which items the that are already cluttering the hero's
hance the hero's vision. hero knows how to create. The list can mind. Such raw matter can be formed in
Stationary, non-living, unprotected be changed at any time. A green Reason any shape, though. This permits the hero
targets are automatically affected by this FEAT gains the hero a new design. If no to change the composition of any of his

61
already-memorized designs. For exam- you like to quibble, though, then go single turn a maximum number of
ple, if he already has memorized a knife ahead and use partial recovery.) Thus ounces equal to his Power rank number.
design and the nature of silver, he can the hero can only create a number of Since the lifeform cannot be assembled
make either a steel knife (like the one he ounces equal to his Health. in several pieces, but rather must be
memorized) or one made of silver. Example: Synthos needs that money done all at once, this limits how large the
The hero can create facsimilies of now! He slinks into an alley and tries it creation is. It can grow, though, if it has
· living matter, but' such facsimilies are not again. A yellow FEAT results in 20 more the time.
themselves capable of living. He can ounces of unstable gold. Realizing he's The lifespan of this new creation is
make a dead chicken, but not a live one; near his limit, he makes a final try to determined at its genesis. A green FEAT
however, the one he makes will taste just create nine more ounces. He succeeds gives it a lifespan of 100 turns times the
as good, Being able to create corpse with a red FEAT. A very pale Synthos hero's Reason rank number. A yellow
versions of yourself could be extremely trudges off to find a pawnshop. FEAT increases that to 10,000 times the
handy, especially for villains out to con- The hero can use this Power as an number. On a red FEAT,.the lifeform is
found the law. attack by trying to materialize new ele- permanent. ·
Optional Powers include a form of ments on a chosen target. The target can Each ounce of created life costs the
Matter Animation that is limited to matter dodge the attack; if successful, the mate- hero one Health point. All points lost in
created by the hero, and Hyper- rialization occurs in the target's former this way are automatically regained after
Intelligence. location. The target must be in line of 24 hours. In a single day, the hero can
The Nemesis Powers are Disintegra- sight and not protected by any barriers. only create lifeforms whose total weight
tion and Mental Domination, especially For example, Synthos sees an old foe does not exceed his Health. ·
induced Amnesia. and tries to give him a faceful of coal The hero must have detailed knowl-
dust. He didn't notice that his foe was edge of any organism he wants to create.
MCr2/Elemental Creation: The hero behind an extremely clear pane of glass. He can only store a limited number of
can create pure elements from virtually Synthos splatters coal dust all over his organic designs within his memory. The
nothing. The hero can create any desirei;I side of the window. total number of memory slots available
element in any shape or at any location Various Power stunts include: for this Power is equal to his Reason
within one area. rank number. The player must keep a
• Dropping freshly-made weights on a
The hero can create in a single turn a record of the organisms he can create.
target.
number of ounces equal to his Power The list can be changes at any time. A
• Setting targets on fire by materializing
rank number. For example, a hero pos- green Reason FEAT gains the hero a
self-igniting elements like sodium and
sessing this Power at Amazing rank new design. If there are no available
phosphorus.
could create 50 ounces per turn. The memory slots, an old design is discarded
• Rendering a target unconscious by
durability of the newly created matter is to make room for the new one.
flooding the area with nitrogen that
determined at the time of creation. A Normally the Power is used to create
displaces oxygen.
green FEAT gives the element a lifespan facsimilies of existing organisms. The
• Short-circuiting electrical devices by
of 100 turns times the hero's Reason hero must make a detailed study of the
forming copper in their interiors.
rank number. A yellow FEAT increases original for at least one hour before at-
• Knocking targets off their feet by cov-
that to 10,000 turns times the Reason tempting a FEAT to memorize it. A failure
ering the ground with silicon.
rank number. A red FEAT means it is means the hero must study the organism
• Breaking open a lock by forming iron
permanent. for another hour before attempting an-
inside it (assuming there is a way into
Example: Synthos needs some quick other FEAT. With sufficiently bad luck,
the lock).
cash and tries to create gold he can sell. the hero may never be able to memorize
• Increasing a fire's Intensity by creating
His Power is Excellent (20) but his Rea- certain lifeforms.
fresh oxygen for it to consume.
son is only Typical (6). He rolls a 73 (a One note: This Power includes a mix-
• Resisting gaseous attacks or prevent-
yellow FEAT) and manages to create 20 ture of Detection Powers that permit the
ing suffocation by surrounding himself
ounces of 24K gold that will disintegrate hero to study a lifeform down to its
in oxygen.
in 60,000 turns (about 4 days). He hur- atomic level without having to do any-
ries to the local gold bullion dealer. Un- Optional Powers include Matter Anima- thing harmful to that lifeform (like dissect
fortunately, the dealer was warned about tion (any single form) and Mechanical it).
Synthos. He will accept the gold on the Animation: Nemeses include Disintegra- The hero can create new lifeforms
condition that he can wait one week tion and Matter Animation (all forms). based solely on his imagination and
before turning over payment. basic knowledge of anatomy and physiol-
Each ounce the hero creates temporar- MCr3/Llfeform Creation: The hero can ogy. This requires an active imagination,
ily robs him of one Health point. The hero create living matter and even complete intense concentration, and a red FEAT to
can recover any Health lost in this way bio-organisms from virtually nothing. The memorize a viable design.
after a 24-hour period, including eight new life can be of any nature, although it The newly born lifeform has the same
hours of sleep. He must get his full rest can only possess Powers that are intrin- characteristics as a normally born life-
to recover his Power; this saves the sic to its physical structure. form of its type. In the case of altered or
Judge and player from quibbling over The size of the new lifeform is limited imaginary creations, the player and
fractions regained by naps and so on. (If by its weight. The hero can create in a Judge should agree on a reasonable set

62
of statistics for the being in question. and develop just like any normal lifeform. The hero must make a detailed study of
This Power also includes versions of Any damage suffered by this being dis- the machine for at least 10 minutes for
Elemental and Molecular Creation. This appears when it is summoned anew: If each attempted FEAT. Failure to make a
can be used to create raw biological slain, the being immediately disinte- FEAT means another 1O minutes of
materials or foodstuffs; examples include grates and its statistics (when it is sum- study is required. Some items may be
sugar, blood, protoplasm, and so on. moned again) drop to their original beyond the hero's comprehension. if the
Each material takes up a mel')'lory slot. levels. The hero should also incur a hefty player is really bad at rolling the dice.
The hero can materialize his creation Karma loss if he was directly responsible The hero can also create new designs
at any site within one area. The new life for his companion's death. based solely on his imagination and
is initially stationary but can immediately If the hero possesses other Powers, knowledge of mechanical engineering.
begin to move under its own power. Like the player can assign them to whatever As this requires really intense concentra-
the rest of the Matter Creation Powers, lifeforms the hero can summon. This is tion, a red FEAT is required to store such
this Power is stopped by the first barrier an interesting possibility for creating designs.
between the hero and the site of his unique characters, especially if Speciali- The newly-created machine has the
intended target. So, no, people-you zation is chosen. same properties as a normally-
can't have your hero inject nasty germs Optional Powers include forms of Te- manufactured machine of its type. In the
directly into his opponent. lepathy, Mental Domination, Animal case of altered or imaginary designs, the
As stated before, this Power can cre- Control, and Plant Control, all limited to player and Judge should agree on rea-
ate living replicas of actual beings. The lifeforms created by the hero. sonable statistics for the item in ques-
minds of such beings are not as complex These same Powers are also the Nem- tion.
as the original, and lack most of the eses. This Power includes versions of Ele-
original's memories and all Powers that mental and Molecular Creation. Each
are not strictly Physical in nature. For MCr4/Mechanical Creation: The hero element or compound takes up its own
game purposes, new life has the follow- can create complex mechanical devices memory slot, just like the padlocks and
ing statistics: from virtually nothing. The newly created pistols that already clutter the hero's
machine originally forms in one mass, mind. Such raw matter can be formed
Fighting -1CS
then separates into its components. into any shape, though. This permits the
Agility -1CS
The size of the machine is limited to its hero to change the composition of any of
Strength no shift
weight. The hero can only create in one his already-memorized designs. For
Endurance no shift turn a maximum number of ounces equal example, if he has already memorized a
Reason Poor
to his Power rank number. Heavier ma- cassette player's design and the nature
Intuition Poor
chines have to be assembled in several of platinum, he can create either a nor-
Psyche no shift
turns. The durability of the machine is mal plastic-cased player or a platinum-
Health no shift
determined at the time of its creation. A coated one.
Karma zero
green FEAT gives the machine a lifespan The hero can materialize the machine
Resources zero of 100 turns times the hero's Reason at any site within one area. The machine
Popularity no shift rank number. A yellow FEAT increases is initially stationary but if it is self-
Only physical Powers are duplicated. that to 10,000 times the rank number. A powered, it can immediately begin to
Talents are lost as are Contacts, unless red FEAT means the machine is perma- move on its own. The hero can also drop
the Contact seeks out the duplicate. nent. the machine on a target, but that is a real
New life can learn, if it lives long Each ounce of created matter tempo- waste of material, people.
enough. It can even raise its abilities and rarily costs the hero one point of Health. The Power cannot c'reate actual living
gain simulations of other Powers the All points lost in this way are regained beings. If the hero is trying to create a
original possesses. The Judge should set after 24 hours. Thus the hero can only facsimile of a living being, the best he
his own standards, based on what type create in a single day a number of can do is a robotic replica, complete with
of beastie the hero has come up with. ounces equal to his Health. simulated flesh. Internal examination
Here comes the exception to all that's The hero must h'ave detailed know- immediately reveals gears and pulleys.
been written here so far. When creating ledge of anything he wants to create. He The Power can create potentially senti-
the hero, the player can opt to specialize can only store a limited number of de- ent machines, such as a miniature copy
in creating one unique being, like a Peg- signs in his memory. The total number of of a Sentinel. Such a facsimile lacks the
asus or a She-Hulk of the hero's very memory slots available for this Power is detailed programming of the original and
own. (No more trouble getting dates for equal to his Reason rank number. The must be programmed before it can func-
this guy...) In that case, the weight limit is player must keep a record of the designs tion. This also applies to any microchip-
raised from one ounce per Health point the hero can create. The list can be dependent device, such as a computer.
to one pound per Health point. Red changed at any time. A green Reason Just like MCr1/Matter Creation, there
FEATs are treated as yellow FEATs, thus FEAT gains the hero a new design; if no is an exception to the rules stated thus
the hero is required to periodically recre- memory slots are available, an old de- far. When creating the character, the
ate his chosen companion. Such a con- sign is tossed away to make room for the player can choose to specialize in creat-
tinually created being retains its memory new one. Normally the Power is used to ing a single copy of a specific design, .
from creation to creation and can learn create facsimilies of existing machines. like a homemade Iron Man suit or a mini-

63
jet. In this case, the weight limit is raised If the character is High Tech, has of 20 ounces disintegrates in 600 turns (1
from one ounce per Health point to one rolled such Powers as Hyper-Invention or hour). He tries again, making a yellow
pound per Health point. Red FEATs are Weapons Tinkering, or possesses a FEAT this time. That's not much better;
treated the same as yellow FEATs. magical device, then the Missile Powers the batch of 20 ounces disintegrates in
Optional Powers include a form of should be combined into a device pos- four days. His honor on the line, Synthos
Mechanical Animation limited to those sessed by the hero. This may be an tries again. He succeeds with a red
machines created by the hero, Hyper- exotic gun, a wand, or any other bit of FEAT. However, his depleted Health only
Intelligence, and Hyper-Invention. superheroic paraphernalia the player can permitted him to create 1O ounces of
Nemesis Powers include Mechanical imagine. bronze. Synthos is unaware of this, hav-
Animation, and Mental Domination (es- The hero has a finite ammo supply, ing passed out from the strain.
pecially induced Amnesia). even if he creates the missiles as he The hero can use this Power as an
goes. The maximum number of Missiles attack by trying to form the new material
MCrS/Misslle Creation: The hero can the hero can create per hour is equal to on a chosen target. Such targets can try
spontaneously create and launch projec- the Power rank number. This prevents to dodge. If they succeed, the material
tiles. These are propelled to Power rank the cliche found in bad Westerns, forms in their previous position. The hero
range. Missiles that simply slam into a whereby a lone cowboy holds .off the must be in line of sight of the target. He
target act as Stunning Missiles and inflict entire Apache nation with a single six- cannot form material within a target's
Stunning attacks of Power rank Intensity. shooter. This limit also applies to Tech- interior or through any barrier between
If the hero has other Powers, these are nological versions of this Power, in that himself and the target. Synthos, for ex-
combined with this Power to produce the gun/wand/whatever simply overheats ample, could not form plastic explosive
missiles with specific effects. from repeated use. within a Sentinel, unless someone left an
There are two Nemeses for this Power. inspection hatch open where Synthos
• Nullifier-the Missile Power is com- If the Power is innate to the hero, Reflec- could see it.
bined with Power Control/Negation to In order to fully play this Power, the
tion stops it. If the Power is externalized
produce missiles that inflict no direct
in a weapon, Induced Teleportation player n~ds to know some basic chem-
damage but may nullify inborn or tech- istry, especially the physical properties of
works by removing the weapon from the
nological Powers with Power rank
hero's possession and giving it to the various compounds. The hero can de-
Intensity.
opponent. velop Power stunts such as:
• Sleep Darts-the Power is combined
with Induced Sleep to create anes- • Negating a foe's Energy Emission
MCr6/Molecular Creation: This is a
thetic darts. Power by forming a barrier of insulat-
more powerful form of Elemental Crea-
• Magnetic-the Power combines with ing material around the target's Emis-
tion. The hero can form several elements
Magnetism to produce missiles with sion point.
simultaneously and form them into any
Power rank Intensity Magnetism. • Breaking open a door by materializing
desired compound. The hero can form
These can do Power rank damage to strong compounds within the crack
this on any target within one area. He
magnetic recordings or delicate elec- between the door and the frame.
can create in one turn a number of
tronics, and can attract any iron in the • Forming weights in the air above a
ounces equal to his Power rank number.
target site (guns, for exal')'lple). target's head.
For example, at Poor rank he could form
• Ghostcasters--the Power is combined • Healing others by creating medicines;
only four ounces in one turn. The durabil-
with Illusion-casting to create missiles their effects last even after the com-
ity of the newly created compound is
that emit a static hologram upon hit- pounds disintegrate.
determined by a FEAT at the time of
ting the target site. • Creating electricity by forming the
creation. A green FEAT gives the mate-
• Vanishers--the Power is combined compounds found in batteries.
rial a span of a number of turns equal to
with Induced Teleportation to create • Creating unliving simulations of living
100 times the hero's Reason rank num-
missiles that teleport the target to a beings. These have no cell structure,
ber. A yellow FEAT raises the multiplier
predetermined destination. however, and are only incredibly real-
to 10,000, and on a red FEAT the mate-
• Energizer-Missiles are combined istic wax dummies.
rial is permanent.
with Power Transference to give the • Performing temporary repairs on
Each ounce the hero creates temporar-
target part of the hero's other Powers. equipment.
ily costs him one point of Health. The
Any Power in this book can be combined hero can regain Health points lost in this This Power includes the ability to form
with this Power to create unique missiles way after a 24-hour period including single elements as in Elemental Crea-
for your character. When creating the eight hours of sleep. Thus, the hero can tion. This is an innate (not a Bonus)
character, the player should follow this create only a number of ounces per day Power. Optional Powers include Matter
guideline: If there is a way to combine equal to his total Health points. Animation in any single form and Me-
external Powers with this Power, do it. Example: Synthos is visiting a primi- chanical Animation. The Nemesis
Powers that are completely internal in tive culture and decides to give them a Powers are Disintegration and Matter
their effects are exempted from this. This gift of useful bronze. His Power is Excel- Animation (all forms, simultaneously).
includes most of the Mental and Physical lent (20) and his Reason is Typical (6),
Enhancements and all of the Self- but his Health is only 50. On his first try, MCr7/Spray: The hero can spontane-
Alterations and Detection Powers. he makes only a green FEAT. That batch ously create a directed cloud of gas, ·

64
mist, or dust. The Spray has a range of Enhancements and all of the Self- • Mind net: Telepathy combines with
up to one area. It has the basic proper- Alterations and Detections. the Web to form a telepathic link be-
ties of doing Feeble damage by choking If a character is High Tech, has rolled tween the hero and anyone within his
off the target's fresh air and reducing such Powers as Hyper-Invention or Web.
visibility by - 2CS for anyone within the Weapons Tinkering, or possesses a • Dream net: Dreamtravel combines
cloud. magical device, then the Spray Power with the Web to permit everyone within
The main purpose of Spray is combin- should be incorporated into a device. to share a common dreamworld.
ing it with other Powers, thereby produc- This may be a gas gun , ring, horn, or any • Preserver: The Web places anyone
ing unique Spray Powers for the hero. In other piece of superheroic paraphernalia wrapped within in Suspended Anima-
all these cases, the range remains the the player can imagine. tion.
same. Other factors, such as the nature Example: The player rolls up the • Spirit Net: The Web is combined with
and Intensity of effects, are determined following- Fire Generation, Elemental Spirit Storage to trap any disembodied
by the Power that has been combined Conversion, Spontaneous Combustion, spirits within.
with Spray. Some possibilities include: Spray, and Enchantment. She is a Hu- • Protector: The Web combines with·
manoid, an Elf to be precise. Enchant- any Defensive Field to protect any-
• Hallucinogenic: The Spray is com-
ment determines she is a magical thing within the Web from a specific
bined with Image Generation to pro-
character. The first three Powers readily form of attack.
duce vivid visual images in the target's
combine with Spray. The player decides • Metamorphic: The Web combines
mind; these, of course, have nothing
that the heroine possesses a magical with Induced Shapechange to trans-
to do with reality. The target's Fighting
flute which she built herself. Besides form anyone within the Web into any
and Intuition drop -3CS.
playing normal tunes, she knows three shape the hero desires.
• Corrosion-proofing: The Spray com-
special melodies that create clouds • Cocoon: The Web possesses Micro-
bines with Catalytic Control to lessen
which possess each of the first three Environment and provides a safe habi-
corrosive attacks' Intensity by this
Powers. tat for anyone within, despite external
Power rank number.
The hero has a finite amount of Spray. conditions.
• Insulation: The Spray combines with
The maximum number of Sprays the • Mummy Shroud: The Web combines
any Energy Control to proc:juce a coat-
hero can create in a 24-hour period is with Zombi Animation to make any
ing that protects any target from that
equal to his Power rank number. This corpse wrapped up in it an Undead
form of Energy Emission. The Insula-
limit also applies to Technological or (great party gag, folks!).
tion reduces the energy attack's Inten- Magical versions of this Power; the gas- • Glide Net: The hero can travel on the
sity rank by the Energy Control's rank
gun/flute/whatever simply clogs up from winds by combining his Web and
number.
repeated use. Gliding Power.
• Healing Spray: This uses any of the
There are two Nemeses for this Power. • Network: The hero uses Sensory Link
more pleasant forms of Bio-Physical
If the Power is innate to the hero, then to perceive the surroundings of any
Control to produce a cloud that heals
Reflection stops it. If the Power is exter- web he knows the location of. In ef-
anyone in the target area who has
nalized in a device, Induced Teleporta- fect, he turns any web into a two-way
taken damage up to - 1CS.
tion works be 11emoving the device from picture phone.
• Napalm: The Spray is combined with
the hero's possession and turning it over
Fire Generation and does Power rank Any Power in the UPB can be combined
to the Nemesis.
damage. with Webcasting to produce unique Web-
• Freeze Cloud: The Spray combines Powers for each character. When creat-
MCrS/Webcasting: The hero can gener-
with Cold Emission to do Power rank ing characters, the player should follow
ate and shot out a solid web. The web
damage. this simple guideline: If you can figure
can hit any target within 100 feet and
• Shrink Dust: The Spray combines out a way to combine externalized
instantly adhere to it. The Web has some
with Diminution to reduce the size of Powers with this one, do it. Powers that
basic properties. It can ensnare anyone
anything in the target area. are completely internalized are exempt
within the target site. It possesses Power
• Booster Dust: The Spray combines from this rule. This includes most of the
rank Strength upon hardening one round
with Power Control/Magnification to Mental and Physical Enhancement
after being fired. It can be used to form
raise the Power ranks of everyone in Powers and all of the Self-Alterations and
swing-lines that enable the hero to travel
the target area + 1CS. Detections.
3 areas per turn, and it makes shields of
If a character is Hi Tech, has rolled
Any Power in the Ultimate Powers Book Monstrous material strength.
such Powers as Hyper-Invention or
can be combined with this Power to Webcasting can be combined with
Weapons Tinkering, or possesses a
create unique Sprays for each character. other Powers to create unique Webs for
magical device, then the Web Powers
When creating such characters, the other characters. In all these cases, the
should be incorporated into a device.
player should follow this simple guide- range remains the same. Other charac-
This can be a webshooter, reel, or any
line: If you can figure out a way to com- teristics, such as the nature and Intensity
superheroic doohickey the player can
bine externalized Powers with this one, of the effects, are determined by the
invent.
do it. Powers that are completely inter- Power that has been combined with
The hero has a finite amount of
nalized are exempt from this rule. This Webcasting. Some possibilities include:
Webbing he can produce. The maximum
includes most of the Mental and Physical

65
MENTAL ENHANCEMENT
number of times the hero can use Web- the Judge making a secret red FEAT M3/Communicate With Animals: The
casting in a 24-hour period is equal to his based on the second hero's Power rank. hero can understand and use the lan-
Power rank number. This also applies to The Optional Powers for this are guages employed by animals and other
Technological or magical versions of this Hyper-hearing, Clairvoyance, and Re- nonsentient lifeforms. The Power can be
Power; the devices clog up from overuse. mote Sensing. used to communicate with nonsentient
Webs created by this Power evaporate The Nemesis for this is Force Field vs. alien creatures but not intelligent aliens.
one hour after being cast. Psionics. The degree of difference between the
The Nemesis for this Power is Phas- hero and the animal determines what
ing. M2/Clairvoyance: The hero can "see" color FEAT is required. Assuming the
distant sights without directly seeing it hero is human, a green FEAT permits
Mental Enhancement with his eyes. The hero receives a visual communication with mammals. A yellow
simulation of what he would see if he FEAT permits communication with birds
M1/Clalraudlence: The hero can were actually present at the scene. The and reptiles. A red FEAT covers every-
"hear" distant sounds and voices de- Power is not hindered by any of the fac- thing else. If the hero has a different
spite any intervening distance or barri- tors that affect normal light transmission, physical type, the player and Judge will
ers. The Power is not hindered by factors such as distance, blockage, obscure- have to modify the FEATs accordingly.
that affect normal sound transmission, ment, and time lag. It can be used to see The hero must be in communications
such as distance, time lag, muffling, things that are impossible for a telescope range of the animal for the Power to
distortion, or the absence of a transmit- or Telescopic Vision. For example, a work. This varies from species to spe-
ting medium. Because of this, Clairaudi- Monstrous Clairvoyant could see current cies. The basic rule is that the maximum
ence has superior range over conditions inside a sealed room on the range is the greatest distance at which
Hyper-Hearing. Only Clairaudience en- surface of Venus. the hero and animal can sense each
ables the hero to hear across a vacuum, The ranges for this Power are shown other.
for example. on Column E of the Range Table. When Optional Powers include Linguistics
Unfortunately, Clairaudience can act in use, the Power overrides normal vi- and any of the Communication Powers.
as a pipeline to direct another's Psionic sion. Normally the Power is consciously The Nemesis is Neural Manipulation.
or Sonic attacks toward the hero. Be-- controlled. Sometimes it functions auto-
cause of this side-effect, the hero is matically. This can be the result of im- M4/Communicatlons with Cybernet-
-1 CS to resist such attacks. These proper control, interference, or be ics: The hero can directly communicate
attacks need not even be aimed at the triggered by sudden, dramatic events with complex machines, whether these
hero but might still affect the hero if the occurring to someone who whom the are computers or machines not normally
other Power is being used in the area the hero shares an emotional rapport. ("Oh considered to have artificial intelligence.
hero is spying upon. no, Billy Jo fell off the bridge!") The Any machine that possesses any kind of
Example: Captain Tympanic is using Power can work against the hero if un- programming can be communicated
his Power to eavesdrop on bankrobbers wanted visions obscure the hero's sight with-calculators, digital watches, micro-
planning a heist. Unfortunately, Charmer or distract him at a crucial moment. For wave ovens, even music boxes. The
appeared and used her Hypnotic Voice example, if Dr. Strange had a sudden higher the rank, the simpler the machine
Power to capture the gang. Capt. Tym- flash while operating on a patient, a that can be spoken to. A green FEAT can
panic is caught in her spell as well. malpractice suit might be in order. communicate with a machine possessing
The ranges for Clairaudience are When the Power is used to spy on several microchips; a computer is the
shown on column E of the Range Table. another Clairvoyant, there is a possibility most common example. A yellow FEAT
When the Power operates, it overrides that that person can detect the use of the communicates with devices possessing a
the hero's natural hearing. Distant Power. The Judge makes a discreet Red single microchip, such as watches and
sounds are sensed at their original vol- FEAT based on the observed character's talking dolls. A red FEAT communicates
ume level. If the volume is too loud the Power rank. with machines that lack microchips but
hero can reduce it with a green FEAT. Clairvoyance can function as a pipe- are still somehow programmed, like
Faint sounds can be magnified by a line to draw light-based and Psionic player pianos and hand-cranked adding
yellow FEAT. The Power is normally a attacks toward the hero. Such attacks machines. The nature and quality of the
voluntary Power that musty be sum- may even affect him if they were aimed information received reflects the nature
moned. Sometimes it functions automati- at something else within the area he is of the machine that is spoken to.
cally; this can be the result of Improper spying upon. The hero has -1 CS resist- Communication occurs without the
control, tampering by outside forces, or ance to such attacks. hero needing to resort to programming
be triggered by sudden, dramatic events Clairvoyance can be used in conjunc- languages and input devices such as
occurring to someone with whom the tion with other Powers to increase the punchcards and keyboards. After all, if
hero shares an emotional rapport. ("That range at which those Powers can affect a the hero did need them this wouldn't
was Lewis crying for help!") target. really be a super power. When using the
When using the Power to eavesdrop Optional Powers include Clairaudience Power, the hero transfers part of his
on another Clairaudient, that person may and Remote Sensing. intelligence and Psyche to the machine,
automatically sense the first Clair- The Nemesis is Force Field vs. Psio- thus allowing it to respond to him. Unfor-
audient's effort. This is determined by nics. tunately, sharing his mind with machines

66
on a regular basis leads the hero to iden- municates with trees and local ecosys- another day. The Judge should make
tify a little too closely with machines. tems; in the latter, all the plants speak as this check any time the hero uses the
The Optional Power is Linguistics. if a chorus that only the hero can hear. A Power more than five times a day or a
The Nemesis is Neural Manipulation. yellow FEAT communicates with shrubs, number equal to 10% of the Power rank
vines, and bushes. A red FEAT commu- number, whichever is higher. Because of
MS/Communication with Non-living nicates with simple plants and fungi; if this, caution is urged in the the use of
Matter: This is a catchall name for any- the hero has Hyper-hearing, it can be this Power. If the Power is somehow
thing not covered by the other Communi- combined with this Power to permit com- negated, the hero may also go into a
cation Powers (M3, M4, M6). It will munication with plankton and bacteria. state of shock or severe depression. Any
enable the hero to communicate with Combining the Power with Sensory Link mental problems the hero suffers can be
anything that had once been either senti- enables the hero to share the experi- cured by normal psychotherapy.
ent, cybernetic, or alive, as long as the ences of plants, even those on alien The Optional Power is Hyper-
target lacks those qualities now. The worlds if the latter Power's rank is high Intelligence.
hero transfers part of his intelligence and enough. The Nemesis is Emotion Control.
Psyche to the target, thus permitting it to A problem can develop if the hero
respond to him. The target can converse, begins to identify too closely with plants. MS/Danger Sense: This is also called
provide information, and even have a He might find salads offensive. Worse, Combat Sense and Spider-sense. It is a
personality. The Power includes an in- he may begin to suffer anguish when combination of automatically functioning
nate, unconscious use of Speechthro- plants are harmed in his presence. Psionic Powers (Telepathy, Empathy,
wing. Although the hero actually provides Optional Powers include Communica- and Precognition) that warns the hero
the voice, it appears that the target is tion with Animals, Communication with about impending danger. The advance
actually speaking. Non-living Matter, Plant Control, and warning time is the number of seconds
When the Power is used to speak with Plant Growth. equal to the Power rank number
a corpse, it uses an unconscious, auto- The Nemesis is Neural Manipulation. (rounded up to the nearest turn if need
matic form of Postcognition to create a be). For example, Spiderman's Amazing
simulation of the spirit that once inhab- M7/Cosmic Awareness: The hero is in rank can warn him of danger almost a
ited the body. The hero does not speak tune with the entire scope of reality. He minute in advance.
with the actual spirit. This can lead to an possesses a detached, omniscient view- In a combat situation, the Power can
odd situation in which the actual ghost point that allows him to explore the entire be used replace other, lower ranked
hears his own body speak as if he were existence of a chosen subject. Unfortu- Abilities. It can replace lntt1Jtion for deter-
still in it. Unfortunately, the hero may nately, this causes such a massive over- mining surprise, Fighting for blocking,
develop a personality quirk that blurs the load of superfluous information that the Agility for dodging, and Strength for
distinction between life and death. As he hero is hard pressed to sort it all out. The escaping.
can speak with both the living and the FEAT represents the hero's ability to The minimum level for this Power must
dead, he might not be able to see what recover a specific bit of information from be equal to the hero's Intuition. If it's
the difference is. This can be taken to all the effluvia. The more exact the re- initially lower, the player can raise it to
grotesque extremes, especially in a hor- quired detail, the higher the difficulty. this level. The player can also raise its
rific campaign. Discovering basic facts or locating any- rank + 1CS by choosing to make it a
The Power can be used to pry into a one on the Earth requires a green FEAT. voluntary rather than an automatic
person's secrets by interrogating that Complex information or finding anyone Power. That is, it only functions if the
person's possessions. For example, within a star system requires a yellow hero is making it function. Spiderman's
clothing will blithely recount the wearer's FEAT. Secrets, weaknesses, arcane version functions at all times, but your
activities and a wall safe will proudly list knowledge, and anything else the Judge hero might decide the risk of being
all the things it is protecting. Note: Pro- wants to make difficult to find out re- caught off-guard is worth the reward of
jectile weapons only remember when quires a red FEAT. the higher rank.
they were fired, not at whom. The Power can be used to automati- The nature of the Power reduces the
Optional Powers include Communica- cally track any Class 1000 or higher hero's resistance to Emotional attacks
tions with Cybernetics. Power within ten miles of the hero's - 1CS.
The Nemesis is Neural Manipulation. position. In combat the Power raises the The Nemesis is Emotion Control.
hero's own attacks + 1CS by detecting
MG/Communication with Plants: The the weak points in the opponent. M9/Dreamtravel: The hero can actually
hero can speak with plants. Anything that The major drawback to this Power is enter into the short-lived pocket dimen-
has a vegetable physiology can be af- that can lead to insanity, especially cata- sions created by a person's dreams and
fected by this Power, such as grass, tonic withdrawal, as the hero's Psyche is nightmares. These dreamworlds are
trees, and the Man-Thing. When using continually inundated by a flood of infor- outside the boundaries of normal reality
the Power, the hero imparts some of his mation. The Judge can determine the and exist solely as a reflection of the
intelligence and Psyche to the plant to chance of temporary insanity by secretly dreamer's imagination.
facilitate communication. The greater the making a Reason FEAT for the hero; a The Dreamtraveler must be within ten
complexity of the plant, the easier it is to green, yellow, or red FEAT means the feet of the dreamer in order for the
communicate with. A green FEAT com- hero has retained all his marbles for Power to function at full rank. The Power

67
rank decreases -1 CS for each addi- the hero is trying to read the emotions of picked up along the way. In the latter
tional 1O feet that separates the two. a crowd. The Power functions for as long case, the player will then have to gener-
The Dreamtraveler has no direct con- as the hero concentrates on using it. The ate two complete sets of statistics, those
trol over the conditions within the dream- hero can send Empathic messages by of the Free Spirit and the real owner of
world. He can interact with things within means of a Power FEAT. The message is his current body.
that world by performing "physical" in the form of a burst of emotion accom- Free Spirits can be created later on.
actions much as he would in the real panied by a subtle identification of the Any character who dies in a campaign
world. Fighting, Agility, Strength, and Empath. A green FEAT transmits to a has a chance to become one, even if he
Endurance are all represented by this known person and location. A yellow did not possess this actual Power to
Power's rank. If the hero has other FEAT transmits to a known person in an begin with. The transformation is accom-
Powers, these exist in equivalent forms unknown location. A red FEAT is the plished by making an Unearthly Psyche
that possess this Power's rank instead of Psionic equivalent of a general an- FEAT and expending all the hero's
their own. The Dreamtraveler can suffer nouncement. ("Did you feel that? Felt Karma.
real damage as a result of events that like somebody was really scared ... Wait a The Nemeses are Summoning and
affect him within the dreamworld. He minute. That was Sender. He needs Spirit Storage.
might even die. The equivalent of the us!")
damage appears in the hero's real body. Optional Powers include Clairvoyance M12/Hallucinations: The hero can
Normally the hero's real body retains and Emotion Control. create illusions directly within the target's
its solidity during Dreamtravel. The The Nemeses are Mental Invisibility mind. Such illusions are telepathic, not
player can raise the rank + 1CS by mak- and either Force Field or Resistance to holographic, in nature. As such, they
ing the hero's body dematerialize when- Psionics. cannot be mechanically detected or
ever the Power is used. In this case, if recorded except by devices that simulate
the hero is slain or trapped within the M11/Free Spirit: The hero's soul is Telepathy or human thought patterns
dreamworld, the body might never reap- capable of independent existence in the (such as player character Robots). Hallu-
pear. real world. The Free Spirit can leave the cinations can only be seen by the target
Each dreamworld is unique to the hero's body and travel independently; it of this Power.
specific dreamer and retains no exist- is often mistaken for an Astral Body. The The ranges for this Power is shown on
ence except during the act of dreaming. Free Spirit can even survive the death of column A of the Range Table. The target
Dreamworlds are not the same as the the physical body without being immedi- must be within sight of the hero, al-
Dream Dimension, although it is possible ately drawn into an afterlife dimension; though the hero can extend his sight and
they exist within the greater Dream Di- this requires a red Power FEAT at the thus his Power range by the use of artifi-
mension. It is possible that dreamworlds time of death (more on this later). cial aids. These include telescopes,
touch each other and may even overlap Free Spirits possess all the Mental remote tv cameras, clairvoyance, and
in the case of telepathic dreamers. If so, Abilities, Talents, and Powers of the Telescopic Vision. The target need not
it is possible that the Dreamtraveler can whole being. Health remains unchanged see the hero in order for the Power to
enter one dreamworld and exit one of although now it is more of a measure of affect him. Normally the Power affects
someone else's. how well the Free Spirit can resist enter- only a single target. Each additional
The Optional Power is a form of Telep- ing the appropriate afterlife. target decreases the range -1 CS. Tar-
athy limited to dreamers. If the Free Spirit is still in his original gets are allowed to disbelieve the Hallu-
body, that body may either retain a share cination by making an Intuition FEAT but
M10/Empathy: The hero can detect the of the overall consciousness when the only if they suspect the true nature of
surface emotions of others. The hero can spirit is away or the body may lapse into what they are seeing.
detect the target's emotional state and a coma at these times. There an equal Hallucinations last as long as the hero
further refine that knowledge to discover chance of either, although the player concentrates on creating them. They
the target's physical state, surroundings, should choose one at the time the hero is inflict no real physical damage but can
and location, insofar as these have an created. If the original body is dead, the be used to disguise an actual Power's
influence on the emotions. He can trans- Free Spirit can develop bonds to one or use. The hero can use one additional
mit his own emotional state but he can- more new bodies, dwelling like a tenant Power simultaneously with this one.
not impose this on others (that requires in each but tied to none. The Free Spirit Hallucinations can be used to inflict
Emotion Control). cannot Possess the body or in any way psychosomatic damage. If the apparent
Empathy is extremely useful when the hinder the real owner's abilities. They do damage is believable, the target will
hero has to deal with nonsentient beings share a telepathic bond that extends into physically react to it. Hallucinatory
or large numbers of people. It can read shared dreams. If the Free Spirit pos- "death" results in the target lapsing into
the target's mood and support already sesses Powers that require a physical unconsciousness for 1-20 turns. Since a
existing emotions. The range can vary form to use, he can lend these to what- target who takes the time to examine his
within a single Power rank. The dis- ever body he is occupying. When this wounds will realize he has not been hurt
tances shown on column B of the Range Power appears during the character (at least not in the way he thinks he
Table refer to a single target. Each addi- generation process, the player must should be), the hero is advised not to use
tional target reduces the range -1 CS. decide whether the body the Free Spirit Hallucinations that rely on direct attacks.
Range never falls below Feeble, even if is occupying is his own or a loaner he Hallucinations have limited effects on

68
nonsentient or extremely alien beings. tion rank. His Power rank is Excellent. specializing in a particular field. Exam-
They have no effect at all on Moms Nat- This raises the Intuition rank by + 5CS to ples include vehicles, weapons, biomedi-
ure. A Hallucinatory wall might stop a a potential Shift-Y rank. Shepherd can cal technology, and architectural
puma but it won't stop a boulder rolling retain this enhanced state for an Excel- engineering.
down on the hero. lent duration of 40 minutes before he The hero has the ability to manufac-
reverts to normal. summoning his Power ture or modify items using any technol-
M13/Hyper-lntelllgence: Normally a a second time, he returns to Shift-Y Intui- ogy he knows. He still requires adequate
character's Intelligence is determined in tion for a Remarkable duration of only 30 physical resources to create the items,
the Character Generation Process. How- minutes. He can summon his Power five though the cost of anything he builds
ever, the research for the Ultimate more times after that, then he has to rest. himself is decreased -2CS compared to
Powers Book showed that extreme levels When creating the character, the the list price for off-the-shelf versions. A
of Intelligence can be a Power in its own player can increase the Power rank Power FEAT based on the desired item's
right. Examples include The Leader and + 1CS by specializing in a specific fields. tech level determines the durability of the
the late Soviet scientist known only as After all, comics are filled with characters item. A green or yellow FEAT means the
Gargoyle. The hyper-intelligent character who are titans in the lab but failures in item has the same durability as a nor-
is a genius of awesome potential. He can other fields. Possible fields include Pro- mally manufactured item. A red FEAT
quickly master new subjects, retain that fessional and other Talents, such as means the item will function but has
knowledge indefinitely, and easily suc- Medicine, Engineering, and Animal performance problems; the Judge can
ceed in any mental endeavor. Training. decide how long or well the item func-
There are two ways the Power can be Optional Powers include Hyper- tions before it fails.
incorporated into a character. The player invention and Total Memory. Note: This is one of those Powers that
should choose one when he first creates The Nemesis is Mind Drain. can be used for personal profit. The hero
the character (a coin toss will do). can design and build exotic parapher-
The first method is a permanent modi- M14/Hyper-lnvention: This is a special nalia for other characters and NPCs on
fication of the hero's Intelligence. The form of Hyper-intelligence that is com- commission. This can raise the hero's
Power rank number is added to the he- mon enough to merit its own classifica- Resource level by whatever fees he can
ro's previously generated Reason or tion. It is a permanent enhancement of get away with.
Intuition rank number. The total is the the hero's overall intelligence that is Optional Powers include Weapons
hero's actual Hyper-intelligence. For channeled into the field of mechanical Tinkering, Machine Animation, Molding,
example, a character like the Leader design and engineering. The hero is an Artifact Creation, and Machine Creation.
started off with Good Reason. The Edison-like genius who take existing Nemeses are Mental Duplication and
gamma rays added Incredible Hyper- materials and technologies and use them Mind Drain.
intelligence for a final total of Amazing to create new devices or applied technol-
Reason rank. ogies. He can repair previously opera- M15/lncarnation Awareness: This
The second method uses Hyper- tional devices, even if the device was of Power is based on the idea that a spirit
intelligence the same way most other an unknown type. enters countless reincarnations through-
Powers are used-intermittently. Just as The hero can learn new technologies out eternity but that the memory of each
Siryn doesn't scream all the time, so too at a rate determined by his rank, the past life is usually lost somewhere In the
would a Hyper-intelligent character have complexity of the technology, and the transition from one life to another. This
normal intelligence most of the time. amount of instruction available. Modern Power allows the hero to remember the
When he uses his Power, he transforms technology requires an Excellent Inten- details of his more recent lives and to
himself into a mental giant. The way it sity FEAT. Advanced technology requires actually communicate with them. Such
operates is the character's normal rank a Remarkable Intensity FEAT. Alien or communications include the transmis-
for either Reason or Intuition is raised the futuristic technology vary from Incredible sion of the complete range of senses and
number of levels equal to the Power rank Intensity (Shi'ar) to Unearthly (the thoughts.
(Feeble is + 1CS, Poor + 2CS, and so Watcher). The color of the FEAT is deter- There are two limits on communication
on). The total is the actual Hyper- mined by the amount of instruction the with other lives. One, the communication
Intelligence rank the character can hero receives. A green FEAT requires can only be initiated by the hero's cur-
achieve using this Power. The hero can instructional materials that explain the rent incarnation. He cannot be called by
retain this higher rank for a limited technology (a teacher, books, holo- past lives nor can he call future lives.
amount of time; the duration is the num- cubes). A yellow FEAT is required if the However, that doesn't prevent the hero
ber of minutes equal to the original Abili- hero has access to materials not spe- from receiving messages from his future
ty's rank number. This is for the first time cially designed to instruct someone in selves. This can be a quick way to start
each day the hero uses the Power. Each that technology (readouts, performance an adventure (more later).
successive time the hero uses his Power specs, operating manuals, a copy of a Two, the hero can only reach past
within the same day decreases the dura- working device). A red FEAT is required selves at points when they are actually
tion -1cs. if all the hero is has an inoperational living. He cannot reach selves that are in
Example: Steve is creating an awe- device if that technology. an afterlife situation. In fact, the hero
somely wise alien named Shepherd. Like Hyper-intelligence, the Hyper- can't really recall ever being in any form
Shepherd has a normal Incredible lntui- inventor can raise his rank + 1CS by of afterlife.

69
The Power rank number is also the The tunnel requires a Feeble Intensity age. Iron Will absorbs it all but immedi-
number of consecutive past lives the FEAT. The player rolled a 30 and a 56. ately reconverts it to a loss of 20 Health
hero can contact. The earliest incarna- The trust fund failed somewhere along points. Sabertooth slashes and gnaws
tion is the lifespan in which the Power the way but the tunnel got·built anyway Sunstone for 60 points. Iron Will only
first appeared; it has been growing one using alternative funding. absorbs the first 40, then immediately
point at a time ever since. This limit The Optional Powers include either converts it. Health now stands at 40
spares the player the responsibility for Time Travel limited to any past lifetime, a points. Malice attempts to Possess Sun-
making up a mega-biography going back combination of Time Travel and Free stone; Iron Will fends off the mental
to the dawn of time. It spares the Judge Spirit that enables the present-self to attack but at a cost of another 38 points.
by limiting the potential havoc the player possess the bodies of other selves, or a Sunstone decides discretion is better
can wreak using his now-dead contacts. specialized form of Time Travel that than valor and flees. Scalphunter fires at
Assume a full but average lifespan for all enables the present self to draw other the retreating figure and inflicts thirty
past lives. From the 18th century on, this selves from their times to the present. more points of damage. Sunstone heads
is 70 years. Prior to that, the average is for the best-equipped hospital in the
50. The time elapsed between incarna- M16/lron Will: The hero has complete area. He manages to maintain his self-
tions is up to the player, but at least one conscious control over his mind and control until he is actually in the operat-
incarnation per century is recommended. body. By using his Iron Will, the hero can ing room, then he passes out as wounds
Soon after the player acquires this temporarily halt the damage done by suddenly appear across his body.
Power, he should work out a basic time- mental or physical attacks; he can even
line for and list of his past incarnations. postpone his own death. M17/Llnguistics: This is a specialized
Players are urged to make their past Iron Will can be used in place of any form of Hyper-intelligence. The hero has
lives relatively normal people. Still, if the lower-ranked Ability to determine Resist- the ability to rapidly learn any language if
player is determined to fill up his past ance to an attack. Any time the hero sufficient material is available for him to
with glory after glory, the Judge can suffers damage from an attack, the work with. Once the language is mas-
insist on a simple rule. To wit: there is a Power can temporarily absorb it before it tered, the hero is fluent in that language,
1% chance that any specific historical can affect any of the hero's Ability ranks. provided he is physically capable of
figure was a former incarnation of the The maximum amount of damage Iron communicating in it.
present-day hero. Will can absorb at one time is equal to its The number of languages a hero is
The Power is used primarily to gain rank number. Absorbed damage does currently fluent in is limited to the Power
information. The hero can make ex- not affect the hero at that time. Damage rank number. For example, Doug Ram-
tr~mely long-ranged plans that involve exceeding that amount affects the hero sey's Incredible rank enables him to
the assistance of past lives in solving in its normal manner. The hero can main- retain fluency in up to forty languages at
current problems. tain his Iron Will indefinitely but will even- a time. When a hero exceeds that limit,
Example: Self-1988 asks Self-1920 to tually have to relax his self-control in he begins to forget a previously mas-
have a tunnel dug under the site of the order to heal and renew his Power. Let- tered language. This will usually be some
present day Latverian Embassy. A trust ting down his control causes him to im- obscure tongue the hero has had little
fund to be set up by Self-1855 will pay for mediately suffer a loss of Health points use for, like Basic Otter or Mephitish.
it. equal to one half the amount of damage The speed with with a hero can learn a
Sometimes a future incarnation will Iron Will had absorbed. Regardless of new language is determined by its
request that the hero perform a special the original nature of the attack, it is strangeness and what source materials
act. The reason for the act might never always translated into lost Health points; are available. Current human languages
be explained . In this way, the hero and this reflects the strain the Power places require a Poor FEAT. Archaic human
his associates might suddenly find them- on the body. Once the translation occurs languages are a Good FEAT. Alien but
selves thrust into extremely strange or and the Iron Will has been purged of its Humanoid languages are Remarkable
terribly mundane situations. ("It is crucial burden, it is able to absorb new damage. FEAT. Animal languages are an Incredi-
that you make sure Jon Clifton gets to The cycle of absorption/ purging/ absorp- ble FEAT (note: not all animals have an
school today! Then bury ten pounds of tion can continue until the hero's Health actual language). Alien, nonhumanoid
Adamantium at these coordinates in the drops to zero or below. Note: The Power languages are an Amazing FEAT. The
Gobi Desert.") can still absorb damage, even if the color of the FEAT is determined by the
Even the best laid plans of mice and conversion 9f that damage into Health source of the language. A green FEAT is
men go astray. Any time the hero asks a points will result in the immediate death needed if the hero has access to actual
past-self to perform an action that has a of the hero. In such a case, the hero had instructional materials or a cooperative
direct, physical effect on the present, he best make sure he is already in an excel- native speaker of that language who also
must make a FEAT roll. This represents lent Trauma Center when he relaxes his speaks a language the hero knows. A
the chance of long-range plans coming Power. yellow FEAT is needed if the hero has a
to fruition. Each century between the Example: Sunstone is battling the native speaker who cannot speak any
present-self and the past-self raises the Marauders and not doing too well. He tongue the hero knows or if the hero only
Intensity FEAT + 1CS. possesses Incredible Iron Will and has has non-instructional samples of that
Example: The Trust Fund set up in 100 Health points. Harpoon hits him with language. A red FEAT is needed if the
1855 requires a Poor Intensity FEAT. a Slayspear; this does 40 points of dam- hero has only fragments of the new Ian-

70
guage. For example, learning Shi'ar from Dice Roll Form Good Psyche. He merges with a Thing-
watching a broadcast of a speech by duplicate (Remarkable Psyche), creating
01-40 Detachment
Majestrix Lilandra is a yellow Remark- a joint Incredible Psyche. One fourth of
41-70 Merge
able Intensity FEAT. Learning spoken the joint personality is Carboncopy, the
71-00 Transformation
Primate by actually using sign language remaining three-quarters are the Thing.
to talk with a chimpanzee requires a Detachment-The hero's mind is com- Transformation-The hero's mind is
green Incredible intensity FEAT. pletely separate from the duplicate and automatically overwhelmed by the new
The hero can try a FEAT roll every retains full control over the body and mind. The hero's personality, memories,
hour. Failure means he simply has not other Powers. The hero can examine and and mental Powers are temporarily re-
yet gotten the hang of the new language. communicate with the duplicate. The placed by the new mind. The effects
The only real drawback to the Power is duplicate retains a facsimile of the origi- appear identical to Mind Transferral, at
that the hero may accidentally forget his nal's will and may not choose to voluntar- least where the hero is concerned. The
native language, especially if he rarely ily cooperate with the hero. If the hero's Reason and Intuition are replaced
uses it. Still, he can always re-learn it. duplicate chooses to resist, the hero by those of the original mind; after ex-
There is a danger that an adversary must make a Psyche FEAT whose Inten- piration of the Power, these return to
might warp the hero's Linguistic Power sity is determined by the duplicate's their original ranks.
and actually negate his language com- Psyche rank. A successful FEAT means Regardless of the form, the hero must
prehension; in such a case, the hero the duplicate will grudgingly cooperate make a FEAT at the time of Duplication
becomes dyslexic and unable to under- (for now). The FEAT must be made with in order to determine the completeness
stand simple English. each new attempt to force cooperation. of the duplicate mind. Any mind can be
A curious side-effect of the Power is The duplicate mind can attempt to over- duplicated, regardless of its Psyche rank.
that it provides Power rank Resistance to whelm the hero's own mind. Success The hero always duplicates the subject's
Hypnotic Voice and other sonic-based occurs if the duplicate makes a -3CS personality and basic memories; the
forms of Hypnotic or Mind Control. The Psyche FEAT whose intensity is based duplicate mind is an amnesiac. A green
hero's mind shifts into its translation on the hero's Psyche. The duplicate FEAT copies the subject's detailed mem-
mode; it studies the medium through mind can attempt its coup at the initial ories. A yellow FEAT copies the subject's
which the hypnosis is communicated duplication and at any time the hero Talents. A red FEAT duplicates the sub-
rather than the actual message. ("Lore- forces cooperation. Success means the ject's Mental and Psionic Powers.
lei, did you ever realize that your sleep two minds' positions are now reversed; The range at which the hero can dupli-
command is a high C-sharp while your the duplicate now controls the body and cate a mind is determined by the Power
paralysis command is a high C-flat?") any Powers for the duration of the dupli- rank. Appropriate ranges are shown on .
The Optional Power is Hyper- cation. Column A of the Range Table. ·
intelligence. Example: Copicat successfully dupli- The duration of the duplication is de-
The Nemesis is Mind Drain. cates Dr. Doom's mind. Doom won't termined by the hero's Psyche rank. A
stand for anything resembling subservi- duplicate mind has a duration of the
M18/Mental Duplication: This is a com- ence and immediately rebels. Copicat number of minutes equal to the Psyche
bination of Powers that enables the hero has Excellent Psyche; Dr. Doom has rank number. The duration decreases
to psionically study a subject's mind and Amazing Psyche, reduced -3CS to -1CS tor all duplicate-minds with each
then create a simulation of that mind Excellent when attempting to overwhelm. additional mind. For example, Copicat's
within the hero's own brain. This is a The Doom-mind fails to make the re- Excellent Psyche enables him to main-
great way to learn secrets and interro- quired Excellent Intensity FEAT. tain one duplicate-mind for 20 minutes or
gate subjects who would otherwise be "Doom" decides to examine his situa- a maximum of five minds for two min-
rather uncooperative (at best). The dupli- tion; from the Doom-mind's point of view, utes. If the hero exceeds his limit, the
cated mind contains the personality of "he" has been captured by means of a new duplicate-mind will last for one turn
the original, most memories, and possi- Mind Transferral of unknown type. Copi- and then all his copied minds will vanish.
bly the mental or psionic Powers of the cat is trying to get the Doom-mind to Note: the decreased duration only ap-
original. The subject is unaffected by the draw up a set of plans for his time ma- plies to the Detachment and Merge
Power and loses none of his own mental chine. Unfortunately Doom's Psyche is forms; the Transformation form can be
abilities. He is usually unaware that Du- too high for even a red FEAT. used repeatedly since the latest duplica-
plication has even occurred. Merge-The duplicate mind blends with tion automatically erases the previous
Th~ relationship between the hero's the hero's mind to create a composite one.
and the duplicate mind takes one of mentality. The new mind contains as- When the hero is created, the player
three forms. The player must choose one pects of both minds' personalities, mem- must determine how much control the
form when he first creates the hero; this ories, and Powers. The new mind's hero has over his Power. Failure to make
form applies for any duplicates the hero Psyche is the sum of the original two at least a green Reason FEAT means the
creates. Psyche ranks. The degree of each Power functions automatically, despite
mind's influence is proportional to its the hero's wishes. In the case of uncon-
original Psyche. Each original Psyche trolled Power usage, the range at which
represents a section of the pooled duplication occurs drops to contact-only.
Psyche. For example, Carboncopy has a The hero can maintain some control by

71
covering all parts of her body that might temporarily drop -1CS for 24 hours as a susceptible to the Power's effects.
normally touch another person's skin. result of fending off the probe. This po- Optional Powers include Telepathy
For example, Rogue wears a full body tential loss is determined by a second and Mental Probe.
covering complete with gloves. Psyche FEAT made after the initial re- The Nemesis is Force Field vs. Psio-
In rare cases, the duration of a specific sistance. A successful probe reveals only nics.
duplicate mind can be extended to per- information known by the target.
manence. Such cases result from a com- Mental Probes can be used to analyze M22/Mind Drain: The hero can deplete,
bination of extremely peculiar factors. independently existing psychic phenom- negate, or even destroy a target's mental
One such example occurred when ena. Such things include poltergeists, faculties. This alters the target's person-
Rogue's Mutant Power interacted with psionic emissions that were so strong ality, memory, thought process (Reason
Ms. Marvel's Kree-Modified Human phys- they permeated an area and now contin- and Intuition}, and any Mental or Psionic
iology. The result is that Rogue's mind ually echo, and psionic Powers inter- Powers the target had. The target can
permanently merged with a facsimile of cepted by the hero. The hero can resist by making a Psyche FEAT; suc-
Carol Danvers' mind. If permanence examine any unknown psionic phenom- cess means the hero is repelled by a
occurs to someone with the Transforma- ena in stages. The first FEAT reveals headache-inducing backlash that pre-
tion form, then the hero's original mind is basic information, such as the nature of vents the hero from attacking that target
permanently destroyed. the psionics in use. Further FEATs reveal for 24 hours. Part of the target's Psyche
Optional Powers include Mind Drain increasingly detailed information. may be depleted by resisting the attack.
and Power Duplication. Mental Probes have a range deter- If the target fails a second Psyche FEAT,
The Nemesis is Mind Blast; this ne- mined by the Power rank. Maximum then his Psyche drops -1 CS for 24
gates all duplicate-minds. ranges are shown on column A of the hours.
Range Table. The player has the option, The target's Reason and Intuition rank
M19/Mental Invisibility: The hero has when creating the hero, of raising the numbers are reduced by the Power rank
the ability to render his own mental ener- Power rank + 1CS by decreasing the number. If both are reduced to zero, the
. gies undetectable by external means. range to contact-only. loss is permanent. If the attack is broken
Such means can be technological (EEG Optional Powers include Telepathy off before this point, the target can re-
scans), psionic, Magical, or Power-based and Sensory Link. gain his loss in the standard manner.
in nature. It is Invisibility in telepathic The Nemesis is Mental Invisibility. Although such things as memory and
terms. personality are not directly tied to a num-
The Power protects the hero from M21/Mind Blast: The hero can create ber, they are still reduced by the Power.
discovery by outside forces. It serves as .bolts of pure psionic energy that can be The target becomes forgetful or outright
Power rank Resistance to undesired used to directly damage a target's neural amnesiac and develops a bland person-
probes and psionic attacks. Success system. The Power does rank Intensity ality. Note: The hero does not gain the
means the external probe shows nothing damage to the target. The maximum abilities he denies the target.
at all, including the presence of this ranges are shown on column A of the Range is determined by Power rank.
Power, and psionic attacks simply pass Range Table. Maximums ranges for attacking a single
through the target (think of someone Targets are allowed to resist by mak- target are shown on column A of the
trying to punch air). The Power can ex- ing a Psyche FEAT. Failure means the Range Table. Each additional target
tend to other minds, but each additional target is knocked unconscious for 1-10 decreases the range -1 CS. The Power
mind decreases the effective Invisibility turns as well as taking neural damage. can be used repeatedly on the same
-1CS. Targets who possess Mental or Psionic target until both Reason and Intuition
The Nemesis is Mental Probe. Powers can use these Powers' ranks reach zero or until the target repels the
instead of the Psyche when resisting this hero.
M20/Mental Probe: The hero can tele- Power. Powers like Iron Will, Mental Optional Powers include Telepathy,
pathically probe a living mind or a psio- Invisibility, Force Field Generation, Force Mental Probe, Mental Duplication, and
nic phenomenon to gair, a detailed Field vs. Psionics, and Resistance to Mind Blast.
analysis of the target. Living minds can Psionics should always bear the initial The Nemesis is Force Field vs. Psio-
be searched for specific images and assault. nics.
thoughts, although the hero must have a The Power directly damages only
basic idea beforehand of what she is neural tissue (brain tissue, nerve fibers). M23/Postcognition: The hero has the
looking for. The target mind is allowed to Damage to the rest of the body is indirect ability to "see" the past. The Power
make a Psyche FEAT to resist a Mental and is consistent with the seizures requires the hero to have physical con-
Probe. This is automatic, even if the caused by a mangled nervous system . tact with the target whose history is be-
target mind is initially unaware if the Note that this Power can only be used ing examined. The hero can mentally
attempted probe. If resistance is suc- against a target that actually possesses a examine a person, item, or site and men-
cessful, the probe is rejected with a functioning brain. Zombies, animate tally re-live a specific moment of history
headache-like backlash that prevents the matter, plants, and nonsentient Robots from the target's point-of-view. As such,
hero from trying to probe that target are immune to the Power. Player charac- it only reveals factors that somehow
again for 24 hours. A side.-effect of the ters Robots are assumed to have a suffi- affected the target.
Power is that the target's Psyche may ciently human-like mind that they are It is important that the Judge secretly

72
roll the dice whenever the hero uses the M24/Precognition: (Judges detest this only reveal basic details. A yellow FEAT
Power. This prevents the player from Power with a passion.) The hero can see requires full disclosure of anything the
knowing the accuracy of his vision. into the future. The Power gives the hero Judge can imagine being visible at the
The hero can delve into the past the sufficiently clear insight into upcoming time of the vision's occurrence. A red
number of weeks equal to the Power events that he might be able to use that FEAT enables the hero to learn things
rank number. For example, a Poor rank foreknowledge to his advantage. The that might not be readily apparent at the
can see events of four weeks ago, an problem lies in two areas, the flexibility of time the vision comes to pass.
Amazing rank can look back almost one the timestream and the preparedness of One problem with the Power is that the
year, and a CL5000 rank can look back a the Judge (more on these later). timestream is extremely malleable. Each
century. Precognition is an awesome Power decision made creates an alternate time-
The clarity of the vision is determined and thus has more limits than the Hulk line, a parallel Earth almost but not quite
by what FEAT color is attained. A white can shake a stick at. ("Hulk no need identical to the version of Earth where
roll lets the Judge say anything that puny stick!") The Power can normally be your campaign occurs. Each vision is an
comes to his head; accuracy and truthful- used only once per day at full rank. Each event that will come to pass in some
ness are optional. ("This doll was once a additional use decreases the rank -1CS timestream somewhere. It need not be
living child.") A green FEAT gives vague down to a minimum of 1 turns lead-time. the hero's impending timeline. That's
impressions; the Judge should be honest Second, the player must choose a limita- where Precognition comes in. Each Pre-
about the real past but give only partial tion on the Power. Examples include: cog vision gives the hero a chance to
details. ("A little girl held this doll. She consciously shape his world's timeline.
• The Power is uncontrollable; the
had black hair.") A yellow FEAT gives Because of this, the envisioned event
Judge decides when the visions occur.
general information; the Judge should might never come to pass, at least not
• Subject matter limited to people.
give any information he can, though where the hero is concerned.
• Subject matter limited to objects the
within the limits of what the target would This leads to the second problem, that
hero is touching.
know. ("The girl's name is Helen. She is of Judge preparedness. To accurately
• Subject matter is limited to sites within
feeling very angry. She is mad at her and realistically portray Precog, the
1O feet of the hero.
friend Davey.") A red FEAT reveals infor- Judge would need to work out a detailed
• Power only works when the hero is
mation that might not be otherwise avail- timeline of the campaign's future events,
sleeping or in a trance.
able, including details that the subject including variables that account for prob-
• Power is linked to a specific mental or
might not have known at the time. ("He- able player actions. This is a major head-
emotional state that is felt by the hero
len is mad because Davey broke her doll. ache for Judges. This is a leading reason
or a person in a vision.
Helen is going to get even with Davey. why Galactuses throughout the multi-
• Visions surround the hero with a Hallu-
Helen is a mutant.") verse devour any world where Precogni-
cination of the future scene.
Postcognition can be used to gain tion appears. Precogs are therefore
• The Power only works once per vision
information on what an item is and who warned to use their Power carefully.
and cannot function again until the
may have handled it. It cannot provide a Short-range Precog can be useful in
detailed analysis of the item's internal envisioned time has come to pass.
combat. The hero can use his Power to
structure or as-yet-unrealized potential. The third limit is that the Judge, not discover his opponent's next move. This
For example, examining a nuclear bomb the player, rolls the dice. The Player form can be used by any Precog, regard-
would reveal how it was manufactured cannot try to influence the dice by ex- less of the limits otherwise constraining
and handled but the Power wouldn't pending Karma. The Judge never tells the Power. In game terms, the player
even hint at the bomb's explosive poten- the player the outcome or if he even tries to make a yellow FEAT at the start
tial. threw the dice at all. This keeps the of each turn. Success means the Judge
The hero gains + 1CS when using player from knowing the accuracy of his must reveal the NPCs' next moves. Ini-
Postcognition on friends, possessions, visions. tiative is rolled. If the Precog gets it, she
and his dwelling place. He gains + 2CS Player-characters can look into the has a chance to share her information
when using the Power on himself. This future a number of Murs equal to twice with her teammates. This use of Precog-
can be used to probe times of which the the Power rank number. For example, a nition must be developed as a Power
hero has no memory, such as sleep or Good rank can see almost a day ahead, Stunt.
amnesia. ("What was the Black Widow an Unearthly rank can see over a week The hero gains an advantage of + 1CS
doing in my apartment while I was ahead, and a CL3000 rank can see eight when she has a Precog flash pertaining
asleep?") months ahead. to friends, special enemies, possessions,
Optional Powers include modified The color FEAT determines the accu- and dwelling places. This increases to
forms of Telepathy and Time Travel. racy of the vision. White results can be + 2CS if the flash involves dire events
Telepathy can be used to read the minds completely untainted by truth; the Judge occurring.to the Precog herself.
of anyone within the scope of the Post- can improvise to his heart's delight. The Power can be psychologically
cognitive vision. Time Travel can be ("Three days from now ...Sentinels fight- damaging to the Precog. The Power is
used to draw the hero to that point in the ing in space... an armada of aliens often limited to times within the hero's
past; note that this often results in the swarming upon them ...A man named own lifespan. Most of the.time, there is
creation if a divergent timeline. Jubal leads the aliens.") A green result no cause for alarm until the Power starts
requires the Judge to be truthful but to consistently failing. Delusions may result

73
from frequent but inaccurate visions. to return the affected Abilities to their The range is determined by the Power
Frequent, accurate visions of doom and original ranks. This also explains why rank. Maximum ranges are shown on
destruction beyond the hero's capabili- Vampires are so rare; lower ranked Vam- column E of the Range Table.
ties may lead to aberrant behavior, such pires must constantly feed and are there- A drawback to this Power is that it acts
as chronic depression or chemical de- fore easily detected and destroyed. as a funnel to direct Psionic attacks
pendency. If the Psi-vampire is deprived of vic- against the hero. Resistance is de-
Optional Powers include modified tims, he enters a death-like trance when creased -1 CS because of this.
forms of Telepathy and Time Travel. all his afflicted Abilities drop to Shift·O. Optional Powers include additional
Telepathy enables the hero to actually His Vampiric Power continues to function forms of this Power, Clairaudience, and
read the minds of anyone within the and will try to feed on anything that Clairvoyance.
scope of the Precog flash. Time Travel comes in contact with the body. When The Nemesis is Mental Invisibility.
enables the hero to actually travel to the the Abilities return to Feeble rank, the
time when the vision portrays. Psi-vampire returns to life. M27/Sensory Link: The hero can tele-
When the Psi-vampire is created, the pathically link his senses with those of
M25/Pslonlc Vamplrlsm: The Psi- player must choose at least one Weak- another being. He can use the informa-
vampire can drain the mental energies of ness. The player can increase his Power tion gained from the other's senses as if
his victim. He then uses the purloined rank + 1CS for each additional Weak- it came from the hero's own senses. An
energy to increase his own Strength, ness he chooses, up to a limit of three example would be a blind man really
Endurance, Psyche, and his own additional Weaknesses. seeing through his guidedog's eyes.
Powers' ranks. Psi-vampirism is communicable. A The Power is crucial to sense-impaired
The Psi-vampire can drain the mental sentient being who was completely characters. Such characters need other
energy from a target by means of a drained by a Psi-vampire must make a beings with the necessary senses to
Power FEAT. The intensity rank is deter- Psyche FEAT roll. A red FEAT means the replace the hero's own deficiency. The
mined by the victim's Psyche. A success- victim has himself been transformed into hero could receive input from any living
ful FEAT enables the Psi-vampire to a Feeble Psi-vampire. being, including companions, adversar-
drain an amount of energy equal to his The Nemesis is an Enhanced Psyche ies, onlookers, and even animals. The
Power rank number. This amount is raised two levels higher than the Psi- range for this is line-of-sight within one
drawn in equal amounts from the victim's vampire's Power rank. area. The hero can concentrate on the
Reason, Intuition, and whatever Mental input from a single being but he can also
Powers he possesses. The process can M26/Remote Sensing: This is a catch- automatically scan for other possible
continue indefinitely, with each success- all name for any Power that enables the sense-donors. This is a mental reflex
ful FEAT enabling the Psi-vampire to hero to psionically extend the range of action that permits the hero to constantly
drain more mental energy. any sense. The senses include taste, seek out new contacts.
The Psi-vampire can voluntarily cease smell, touch, balance (including gravity Sensory Link can be of benefit to he-
feeding at any time by making any color sensing), and temperature. The excep- roes who are not sense-impaired. In such
FEAT except red. A red FEAT means he tions are sight and hearing, as these are cases, the hero can scan distant areas
has entered an uncontrollable feeding already covered by the Powers of Clair- through the senses of beings within the
frenzy that can only end when the victim voyance and Clairaudience. The Power target area. The Power can be used to
is completely drained or the Psi-vampire can also be used to extend the range of locate people, spy on foes, or simply to
has been repelled. senses not present in Normal Humans, check out the scenery. The sense donor
If the Psi-vampire fails to make a FEAT such as senses that detect Kirlian auras is unaware that part of his senses are
at any point in the feeding process, he is or magnetic fields. The player must being siphoned by the hero. A red Rea-
instantly repulsed by the victim and can choose a single sense to be extended by son FEAT is required for the sense-donor
never re-establish his attack. Further- this Power. It must be a sense that is to feel the Power's presence and even
more, the victim is now immune to any common to the hero's physical type. then the donor would probably not recog-
further vampire attacks by that particular The taste/smell form can be useful in nize what is happening to him.
Psi-vampire. This immunity does not analyzing distant and possibly toxic sub- A weakness of the Power is that it
extend to other Psi-vampires. stances. He can savor tastes and smells decreases -1 CS the hero's resistance
The Psi-vampire distributes the gained that might kill him if he were to directly to psionic attacks aimed at him or at the
energy among his Strength, Endurance, experience them. (" Nerve gas smells like current sense-donor. A second disadvan-
Psyche, and whatever Powers he has. freshly baked cinnamon buns.") He can tage is that the hero's initial Agility and
He cannot raise this Power's rank; no develop an extensive palate that permits Fighting ranks are decreased - 1CS due
Vampire of any type can ever raise his him to identify substances by taste; a to the fact that the hero is operating with
own Power rank. green Reason FEAT should suffice. a detached point of view. Either of these
So why do Psi-vampires do it? The The tactile form is good for identifying can be overcome by expending Karma.
answer is they lose energy at a frightful concealed or inaccessible shapes. Ex- An Optional Power is Telepathy.
rate. The rank numbers for Strength, amples include the interior of a lock or a The Nemesis is Neural Manipulation.
Endurance, Psyche, and all his Powers non-surgical examination of a patient.
(except this one) each drop one point per Again, a green Reason FEAT coupled M28/Serial Immortality: A character
hour. The Psi-vampire must feed in order with the hero's Talents should suffice. with this Power can suffer damage, get

74
sick, age, and even die. None of it is The knowledge of how to create these be victim's Psyche. The invader must
permanent to the character, though. bodies can be learned by characters with make a Power FEAT whose intensity is
When the hero's body dies from any Remarkable or better Reason, provided equal to the victim's Psyche. Failure
cause, the unique nature of his lifeforce they are properly trained. Someone with means the invader must choose another
enables it to transfer to a new body. He Amazing Reason can figure it out for victim. If the invasion succeeds, the
can also transfer some but not all of his himself. A Laboratory or Medical Pack- original mind suffers one of five possible
Powers to the new body. The hero loses age of Amazing cost is required to create fates; the player must choose one that
all Karma with the death of the old body. these bodies. Each body has an Remark- holds for all victims of this Power. There
There are five forms of Serial Immortal- able cost. Magically created bodies re- is an equal random chance for each.
ity, each with a different means of rebirth quire an equivalent Resource level. Subordination: The victim retains con-
and Power transferral. The player must If a premade body is unavailable at the sciousness and individuality but loses all
choose one of these methods, either time the old one dies, the lifeforce drifts physical control. He is a prisoner in his
selecting for himself or letting the die in Limbo until such a body becomes own body.
decide. available. Merger: The victim's mind is incorpo-
Re-animation-The lifeforce enters and rated into the greater mind of the in-
Die Roll Form
revives a recently deceased but unmuti- vader.
01-20 Newborn lated corpse, preferably of the same Comatose: The victim's mind is ren-
21-40 Premade species as the original body. The body dered unconscious for the duration of the
41-60 Re-animation must be reasonably intact, although the invasion.
61-80 Spontaneous Creation Power does include a single-use form of Obliteration: The victim's mind is com-
81-00 Parasite Self-healing that repairs the body and pletely destroyed.
restarts bodily functions. The hero can- Eviction: The victim's mind is driven
Newborn-The body is that of an infant. not control which body he enters but out of his body and becomes a Free
The character can enter the body at any rather is drawn to one in the following Spirit (see M11).
point from conception to birth. He is
order of preference-(1) closest to old It is incredibly difficult to finally defeat
helpless until birth actually occurs. He
body, (2) most recently dead, and (3) an adversary with any form of Serial
can accelerate the body's physical devel- Immortality. The best the foe can nor-
least severe damage. Mental Powers are
opment in order to induce birth and immediately transferred. Most physical mally hope for is to defeat the current
quickly regain physical maturity. The rate
Powers are regained as the hero re- body and then prepare for the next incar-
of accelerated development is a multi- shapes the new body to accommodate nation. It is possible to stop the infinite
plier equal to the Power rank number. A the Powers' use. Powers that are exter- progression from body to body by pre-
Feeble rank ages twice as fast as nor-
nal must be recovered or recreated. The venting the hero from leaving his current
mal, a Remarkable rank ages one month
amount of time needed to reshape the body (suspended animation will do) or
for each day that passes, and a Shift-Z
body is the number of days equal to 100 entering a new one (stranding the hero in
can age over a year for each real day.
minus the Power rank number. If the intergalactic space is a good tactic). The
Example: Avengers #200 revealed that corpse has intrinsic Powers, the hero lifeforce can be directly fought or even
lmmortus' son Marcus had entered the
gains the use of these upon re-animating killed within the Limbo dimension.
Earth Dimension by way of an embryo he
the corpse. Such Powers are not trans- Sometimes a character with this Power
had implanted in Ms. Marvel's body. He
ferred to subsequent bodies. The re- can be forced out of his current body
was born within weeks of her discovering
animated body regains full life within a without that body getting killed in the
she was pregnant and grew into a seem-
day of the Power's use. process. The Judge is free to decide
ing 20-year-old within a day of his birth.
Spontaneous Creation-This is the most what conditions apply in his campaign;
Mental Powers are immediately trans-
sociably acceptable form of Serial Im- suggested means revolve around coer-
ferred to the new body. Physical Powers
mortality. The hero creates existing mat- cion or such Powers as Magic, Power
are regained as the body matures. The
ter and energy into the flesh of a new Controls, Force Field vs. Hostiles, Sum-
Judge can decide how and when the body. The newly-created body is identical moning, and Exorcism. Such Powers
Powers reappear. Powers that are de-
to the previous one and possesses all must exceed the hero's Power rank by
rived externally or result from massive
Powers except externally derived ones. 2CS in order to forcibly evict the lifeforce
alterations of the hero's original form are
Any Power that is in the hero's self- from the body. If successful, the lifeforce
not transferred. The hero will have to
image can transfer. The time needed to is driven into Limbo or a new body in a
recover or recreate the source of these
create a new body is the number of days more peaceful location. As for the now
Powers in order to regain them. vacated body, the results vary with the
equal to 100 minus the Power rank num-
Premade-The new body is a previously
ber. form and variety of Serial Immortality:
prepared clone or android body that was
Parasite-This is the nastiest, least so- Newborn-The body is now occupied by
prepared specifically for this purpose.
cially acceptable form of Serial Immortal- the innocent soul of a newborn infant,
Such a body is already physically mature regardless of the body's physical age.
ity. The character's lifeforce invades a
and in possession of the full range of the
living, physically mature body and over- Premade-"He's dead, Jim."
hero's Powers. It is completely mindless
whelms the original occupant's mind. Re-animation-"She's dead , Jim."
and rests in a comatose state until acti-
Successful invasion is determined by Creation-The body reverts to its original
vated by the hero's lifeforce.
pitting the Power rank against the would- materials.

75
Parasite/ Subordination-The victim ing or blowing, for example). The hero A red FEAT is required if the hero only
awakens with full knowledge of his past can perform any action that could be has second-hand information about the
plight. accomplished using normal Strength. quarry (and it had better be good).
P./ Merger-The victim awakes but is The Power rank serves as an equivalent Optional Powers include Clairvoyance
temporarily schizoid due to lingering for the Strength rank. Most Telekinetics (limited to already located quarries) and
effects of the merger. ("TKs") visualize their Power in terms of Extradimensional Detection (which auto-
P./ Comatose-The victim awakens with an amorphous arm extending from the matically combines with this Power to
no knowledge of the intervening time. body. This leads to a curious psychologi- extend its range into other dimensions).
P./ Obliteration-"This one's dead, too." cal handicap in that most TKs cannot lift The Nemesis is Mental Invisibility.
P.I Eviction-The body is comatose but their own bodies. Only rare examples like
will revive when the original mind rejoins Marvel Girl have overcome this bit of M32/Telepathy: The hero can commu-
the body. irrationality. nicate on a direct mind-to-mind basis.
The Nemesis is Exorcism. The range is determined by the Power This is automatic with willing minds or
rank. Column A shows the ranges for a Psyches with ranks lower than the Power
M29/Speech·throwlng: This is best single act of TK activity. Each additional rank. Equal Psyche ranks require a yel-
described as "super-ventriloquism." simultaneous action reduces the range low FEAT. Minds with mental Powers or
Although it is radically different in execu- -1CS. Multiple activities share the com- some form of Psionic defense require a
tion from the Talent of Ventriloquism, the mon pool of TK strength. The more red FEAT. Uncooperative beings with
effect at low levels is similar. Simply put, actions that are attempted, the weaker Psyches exceeding the Power rank are
the hero can make his voice audible in a each telekinetic arm becomes. If the hero impossible FEATs.
distant location, without the vocal attempts to perform a greater number of Range is determined by Power rank.
soundwaves actually traveling the inter- simultaneous complex activities than the Column D of the Range Table shows the
vening distance. The Power is actually a Judge thinks plausible, the Judge may limits. At Class 1000 the Power can
specialized form of Telekinesis which require an Agility FEAT. breach dimensional barriers; this can
allows the hero to agitate the distant If the hero also possesses Remote also be accomplished if the hero com-
molecules in a way that simulates sound Sensing, she can develop a sense of bines Telepathy with Extradimensional
transmission. The Power enables the touch through her TK grasp. This permits Detection.
hero to be heard instantaneously at any the hero to handle materials that are not In the main Marvel Universe, Magneto
distance, despite any barriers to normal within her sight. Clairvoyance can be created a special magnetic flux in the
sound transmission. The only barriers incorporated into TK to permit visual Earth's magnetic field. His purpose was
that stop this Power are those that inter- guidance. to hinder Professor X's efforts to locate
fere with Psionic Powers. Optional Powers include Matter Anima- him. The result is that terrestrial Telepa-
Speechthrowing's range is determined tion, Molding, Clairvoyance, Remote thy is decreased - 3CS in range with a
by its Power rank. Column E of the Sensing/ Touch, Levitation, and True minimum of contact-only. Actual Tele-
Range Table shows appropriate dis- Flight. pathic strength is unaffected by Magne-
tances. The hero has 100% accuracy, Nemesis is either Force Field vs. Psio- to's interference. If the hero is beyond
provided he can somehow sense the nics or Gravity Manipulation. Earth's altered magnetic field, in the
target area. This is commonly provided past, or in other dimensions, then the
by such Powers as Clairaudience and M31/Telelocatlon: The hero can Psioni- limit disappears and the Telepathy can
Clairvoyance. If the hero lacks the means cally locate a chosen target. This differs assume its true range.
to check on his aim, he cannot control from normal Tracking in that no physical When the hero is created, the player
anything but the basic direction his voice or sensory contact, however tenuous, is can raise the Power rank + 1CS by
is being sent. required. Consequently, the Power is not choosing a limitation. Examples include
If the hero has other sonic-based hampered by the concealment, erasure, either receiving or transmitting only (not
Powers, they can be combined with this or absence of the target's "scent." Tele- ·both), communicating in only words or
Power to greatly enhance their range. If location can operate over immense dis- visual images (not both), or being limited
the hero has Extradimensional Detection tances. The only factors that can hinder to contacting only other telepaths and
or Dimension Travel, these can be used the Power are those that diminish any other Psionic types.
to modify the Power and enable the hero Psionic activity. Optional Powers include Empathy,
to Speech-throw into other Dimensions. The range, determined by the Power Hallucinations, Mental Invisibility, Mental
The Bonus Power is Clairaudience. rank, is shown on column D of the Range Probe, Mind Blast, Mind Drain, Sensory
Optional Powers include Clairvoyance, Table. This represents a sphere centered Link, and Psionic Detection.
Vocal Control, Hyper-hearing, and Sen- on the hero; the quarry must be within it. The Nemesis is Resistance to Psio-
sory Link. The hero must have a stimulus to chan- nics.
The Nemesis is Force Field vs. Psio- nel her Power toward a specific quarry.
nics. The nature of the stimulus determines M33/Total Memory: The hero has the
the Power FEAT. A green FEAT requires ability to remember anything that he has
M30/Teleklnesis: The hero can handle contact with a part or possession of the ever experienced. This could be a book
material objects without having to make quarry. A yellow FEAT requires the hero he's read, the faces of everyone he saw
direct or indirect physical contact (push- to have previous contact with the quarry. on Tuesday, what birth was like, and so

76
PHYSICAL ENHANCEMENT

on. The accuracy of his recall is his Physical Enhancement Non-organi~The body actually is cov-
Power rank number treated as a percent- ered in inorganic material. Unlike an
age. Feeble is 2%, Excellent is 20%, and Powers externally applied coating, this one is
so on to automatic accuracy at Unearthly P1/Armor Skin: This is a form of Body formed by modified cells in the hero's
rank or above. Armor. The hero's skin is transformed epidermis.
The color FEAT reflects the nature of into a damage-resistant form. The Power In all of these forms, any damage that
the memory being sought. Green FEATs rank number decreases the Intensity of is suffered is healed at normal rates by
involve personal memories. Yellow any physical or energy attack. This de- the skin cells that underlie and support
FEATs involve learning experiences. Red crease applies each turn for as long as the specialized cells of the Armor Skin.
FEATs involve unconsciously gained the attack continues. An Optional Power is Regeneration.
information, such as the faces of every- The Armor Skin may be permanent or
one the hero saw on Tuesday. temporary. The permanent form is a P2/Body Resistance: This is the form of
The Power is the perfect complement lasting modification to the hero's appear- Body Armor most heroes want. The he-
for Hyper-Intelligence by providing a ance and physiology. The temporary ro's body is composed of apparently
built-in library. It can be used to simulate form allows the hero to retain his normal normal flesh. However, the tissue of
that Power, Hyper-Invention, or Weapons human appearance and identity. When capable of withstanding major damage
Tinkering, provided the hero once read the need arises, the hero can manifest without showing any effects. The resist-
texts that explained how to do things that his Power and transform himself into his ance covers physical and energy attacks
come naturally to those with the other armored self. The advantage of the per- only.
Powers. ("Well, I read Reed Richard's manent form is that hero is always pro- The Intensity rank number of the at-
notes on constructing dimensional gate- tected. The disadvantage is that the hero tack is reduced by this Power's rank
ways, so if I just follow his plans we may be a physical freak. The advantage number. The remaining Intensity is the
should be in the Negative Zone by next to the temporary from is that the hero actual damage the hero suffers.
Monday night.") can live a relatively normal life when he While the hero's skin shows the effects
When playing a character with Total is not performing heroic deeds. The of the tremendous abuse it suffers, at
Memory, assume he is a voracious con- disadvantages are twofold. One, the hero least it heals quickly. The Power enables
sumer of all media. It is to his advantage, lacks his protective skin most of the time the epidermis to heal at a tenfold rate.
after all. Such characters are also fond of and two, the temporary form is only avail- An Optional Power is Regeneration.
quoting obscure texts or unconsciously able at a cost of - 2CS to the Power
reciting encyclopedia entries. The Power rank. P3/Chemical Touch: The hero's body
doesn't really alter either Intuition or The armor skin can take a variety of secretes chemicals that are capable of a
Reason, thus these can be used as a appearances. There are four main types variety of effects on a target. The chemi-
guide for what the hero has probably of Armor Skin. Each has its own set of cals can be automatically or consciously
read in the past. When the hero claims to characteristics. The player must select secreted. The player must choose when
have read a special text, the player is one form when he first generates this the Power is first generated; there is an
required to make a Reason FEAT to Power. equal random chance for each. If the
prove he has read something along the hero possesses a variety of Touch
desired liner. Die Roll Form Powers, then the hero can alter the nat-
Flashback is a real danger. If the hero 01-35 Leather ure of the secreted chemicals at will.
was ever a victim of a mental attack, 36-60 Rigid Plates A Power Touch is created by combin-
there is a chance the memory will acci- 61-85 Visually Inorganic ing this Power with any other Power the
dentally resurface at a later time and the 86-00 Inorganic hero has. Each Touch Power has Power
effect returns anew. Such flashbacks rank Intensity and and does rank dam-
occur when the hero is somehow re- Leather-The epidermis retains its nor- age, regardless of the Touch Power's
minded of the original incident. The hero mal shape and flexibility but is harder to nature. The behavioral characteristics
must make a green Psyche FEAT to the touch. The skin maintains its normal are those of the original Power that was
avoid reliving the full effects of that other bodily functions without the need for incorporated into the Touch Power. The
extensive changes. Androids are often range is always limited to Contact only.
Power.
Example: Phtomemry was under Ring- given this type of Armor Skin. A wide variety of Touch Powers are
master's Hypnotic Control for two days Rigid plate~The body is covered in possible, as this Power can combine with
back in 1978. Today he saw a news interlinked plates like an insect's chitin or most of the other entries in this book.
report on Ringmaster's parole hearing. an armadillo's shell. The wrestler known The key to it is playability; if you can
Suddenly the compulsion to rob jewelry as the Armadillo is an example of this figure out a rational explanation for a
type of Armor Skin. given combination, the you should try it.
stores returned.
Optional Powers include Hyper- Visually Inorganic-The body can be any This can generate a myriad of unique
Invention, Hyper-intelligence, and Weap- shape but has the appearance of non- Powers. Some possibilities include:
organic matter. The layering may appear
ons Tinkering. • Hallucinogenic: The touch incorpo-
The Nemesis is Mind Drain. rocky, metallic, or any other choice of
surface. The Thing's orange rock-like rates Hallucinations to produce vivid
exterior is an example of this. but totally false images in the target's

77
mind. Fighting and Intuition drop includes a specific resistance to friction creased -4CS.
-3CS. and lungs that are adapted to breathe The Power cannot control someone
• Bioluminesence: The Touch incorpo- high-velocity air. If the hero possesses a who cannot hear it. Deaf persons or
rates Light Generation to make the Travel Power, he can exchange this those with altered senses are immune.
target's body temporarily self- speed for that of the latter Power. Soundproofing, loud noises, and simply
illuminating. The Power can also be used to per- getting out of range are effective tactics
• Napalm Grip: The Touch incorporates form tasks in greatly reduced time. The against the Power. The Power has -1 CS
Fire Generation to create fire on con- Power rank number is treated as a multi- effect on non-humans.
tact. plier to show how much more quickly a (When creating the hero, the player can
• Boom Boxing: The Touch incorpo- specific task can be accomplished by raise the Power rank + 1CS by limiting
rates Combustion to produce explo- someone with this Power. For example, its effect to members of the opposite sex.
sions on contact. Typical rank moves four times as fast, an For example, Lorelei can only affect
Incredible rank moves 40 times as fast, men.)
The Nemesis is Phasing.
and so on.
When creating the character, the player P7/Lung Adaptability: The hero can
P4/Digestlve Adaptability: The hero
can raise the rank + 2CS by omitting the breathe any gaseous or liquid medium
can swallow and digest any substance
special adaptations for friction and without harm. The lungs can extract
without harm. The digestive tract extracts breathing. This is a dangerous thing, required gases (oxygen for humans) or
useful materials and synthesizes new
though, people. (But what the heck-it's even create them by converting available
ones from the available material. In
your character.) elements. In game "reality" this Power is
game "reality" this Power is an internal-
an internalized, automatic form of Matter
ized, automatic form of Matter Conver-
P6/Hypnotic Voice: The hero pos- Conversion. Gases created by this Power
sion. Materials created by this Power
sesses a voice whose intrinsic qualities retain their new nature while still within
retain their new nature while within the
permit a hypnotic domination of the tar- the hero's body; upon exhalation they
hero's body; upon expulsion they revert
get's conscious and subconscious revert to their original nature. In rare
to their original nature. In rare cases, the
thoughts. The bulk of the hero's com- cases, the conversion is permanent. In
hero is a living filter who could eventually
mands are sub-verbal in nature (it's not this case, the hero is a living filter who
convert all available matter into useful
what she says, but how she says it). could eventually convert all the local
forms.
The hero can effect anyone within the breathing medium into a form beneficial
The power also includes a + 4CS re-
sound of her voice. The optimum effect to him. Any poisons are simply resisted
sistance to liquid or solid toxins. These
occurs within twenty feet of her lo.cation. or converted into useful materials.
are simply resisted or converted into The Power decreases - 1CS for each Unfortunately, this Power also has the
·useful materials. This Power includes a
additional twenty feet. Everyone within drawback of decreasing the hero's
number of physical adaptations to ac-
range must make an Intuition FEAT in senses of taste and smell. Everything is
commodate it. The hero possesses hy- order to resist falling under the effect of bland to him.
perstrong teeth and jaws that permit
this Power. Failure means complete
biting and swallowing any materials, as
submission to the singer's command. PS/Pheromones: This is an aerosol
well as resistance to internal damage
Victims of the Power can make a new version of Hypnotic Control. The hero's
caused by the swallowed material.
attempt to resist every ten turns. body can create and emit chemicals
There are two side-effects to this
The Power can be used for as long as capable of altering a target's behavior.
Power. The first is the decrease of the
the hero concentrates on it. If a victim These chemicals vaporize instantly on
hero's sense of taste. The second is that
gets beyond the sound of the Hypnotic contact with air and are received by the
the hero's flesh is relatively poisonous,
Voice, he can attempt to resist every five target's nose. The complexity of the
since much of it may have been formed
turns. commands can vary with the rank of the
from converted materials that would
The Power comes in two varieties, Power. The hero can readily affect any-
revert to their original states after their
automatic and deliberate. The automatic one within twenty feet of him. The Power
removal from the living hero's body. The
form is a permanent modification to the rank decreases -1 CS with each addi-
hero would thus be immune to a vam-
hero's voice. Every time she speaks, the tional twenty feet.
pire's attack or could exact posthumous Power can function. The deliberate form The Power cannot affect those unable
revenge on anything stupid enough to
requires the hero to consciously alter his to smell it. This includes would-be targets
eat him.
voice to manifest his Power. The player who are upwind, behind a force-field,
If the hero has this Power on a tempo-
must choose which form the hero has. have their own air supply, don't breathe,
rary basis (such as the result of a spell),
The automatic form costs a decrease of or breathe but have no sense of smell.
any matter conversions are permanent.
- 2CS to the Power rank. The last example includes a hero with
Optional Powers include Lung Adapt-
The Power's range can be extended the power of Lung Adaptability.
ability and Body Adaptation.
by mechanical means like telephones When the hero is created, the player
and radio. Remote control has a de- must decide whether the Power functions
PS/Hyper-Speed: The hero is capable
creased effectiveness of - 2CS. Repro- automatically or deliberately. The auto-
of extremely fast motion and may even
duction of the Hypnotic Voice is not quite matic form lowers the Power rank
surpass lightspeed. Normally this Power -2CS.
as dangerous; the overall rank is de-

78
P9/Regeneration: The hero can rapidly survive indefinitely without consuming cal harm, up to his rank's limit. The im-
recover from any wound. Cuts quickly air, water, or food. Bodily wastes are munity includes the following
close and disease symptoms disappear. internally recycled back into useable resistances: fire, heat, cold, electricity,
The hero heals at an accelerated rate materials. radiation, corrosives, disease, poison,
equal to the Power rank number times Normally the hero would not need to brute force, sonics, and kinetic bolts. The
the normal amount of time. For example, replenish himself when his power rank of the Invulnerability reduces the
a Typical rank can heal six times as fast reached its limit. He merely resumes rank of the attack form.
as normal, an Unearthly rank heals at a normal consumption habits (breathe Example: A Mandroid's Excellent laser
hundredfold rate, and so on. With time, normally, eat a light snack, etc.). This is would do only Feeble damage against
the hero can regrow large areas of lost the permanent form of the power. The Good Invulnerability, and none at all
tissue, especially severed 'limbs. Lost temporary form requires the hero to against Remarkable Invulnerability.
limbs or organs require a red FEAT. It consume mass quantities at the expira- The hero with this Power is still vulner-
cannot repair losses that resulted in the tion of the Power. ("That's the fifteenth able to magical and mental attacks. If the
hero's death unless the hero is revived. If steak you've eaten, Fred. How long did hero should lose his True Invulnerability,
such a fatal loss and subsequent revival you say it's been since you ate last?") his fighting -rank drops to Typical (he's
occurs, the hero requires life-support The required intake is one-quarter what not used to avoiding blows).
equipment to give his Power time to the hero would normally have consumed The hero's appearance is not affected
function. during the time he was abstaining. The by this power; he appears to be a normal
hero can raise his Power rank + 1CS by member of his race.
P1 0/Self-Revlval: The hero's Power is opting for the temporary form.
so strong that it can repair fatal damage P1 5Nocal Control: This might be con-
and actually return the hero to life. The P1 2/Stealth: The hero can move in sidered a Talent rather than a Power, but
power functions despite the absence of ways that cannot be detected, whether here goes anyway.
life in the body. It repairs the major dam- while moving or if subjected to later The hero has total control over his own
age and replaces lost tissues at the tracking. When the hero uses Stealth, his voice and can use it to duplicate any
same rate as Regeneration above. When rank is subtracted from the efforts of desired voice of sound. The accuracy of
the body is returned to minimum life- those detecting him. the simulated sound is 1000/o within the
sustaining condition, the hero comes Example: Shadowfox has Excellent Power's limit (determined by rank) on a
back to life. This occurs despite any Stealth. He cannot be detected by Typi- green FEAT. Exceeding the limit requires
intervening time in which the hero was cal means (that is less than Shift 0). a higher FEAT. The hero can imitate
dead; from the hero's point of view, no Unfortunately, it's Wolverine who's track- Sonic Powers that will have most of the
time has passed. ing him with Monstrous ability. Shadow- effectiveness of the original. The rank for
If the hero was dismembered, the fox's Stealth lowers Wolverine's chance such mimicked Powers i~ -1 CS of the
Revival Power is concentrated on the of finding him to merely Good. original's rank. \ , __
largest remaining segment. The rest of
the body decays normally. In rare cases, P1 3/Suspended Animation: The hero P1 6/Waterbreathing: This may be a
all body parts regrow. Depending on the can temporarily suspend all life functions "wimp Power," but it would be embar-
·size of the segment, each attains only and enter a death-like trance. The hero rassing for an extremely powerful char-
partial redevelopment of growth, intelli- can later return to life and normal activity acter to drown while a relatively wimpish
gence, and power. Even rarer are the without harm. During this period, the water breather went unharmed.
cases where all the newly regrown hero's body can be subjected to normally When creating the character, the
bodies attain full development. Rarest of fatal conditions and not suffer any, un- player can substitute any other breathing
all is the case where all the new bodies less the body is actually damaged (say, a medium for water. This is often the case
share a single mind. The Judge can big rock fell on it). If this happens, the when creating an alien character, such
decide if he wants to allow such rare hero cannot return to life until the dam- as one who breathes liquid methane.
cases to intrude on his tidy campaign. age is repaired. This power may be permanent or tempo-
This power contains aspects of Free Under normal conditions, the hero can rary. Characters with the permanent form
Spirit and Matter Creation. consciously decide when to reawaken. have a decreased resistance to heat and
The color FEAT reflects the amount of This may be at the end of a predeter- aridity. A sauna might be a death trap.
the body available for the Power to work mined length of time, or when certain The hero is -1 CS to resist and takes
with. A green FEAT means all the body is conditions are met (like when his space- + 1CS damage.
present aside from spilled blood. A yel- ship has air in it again). Otherwise, the
low FEAT means all vital organs are hero must be stimulated into awakening P17/Water Freedom: The hero's body
present, although some of the less vital by another person. is adapted for movement in the water.
parts may still be missing. A red FEAT is Rank determines the maximum length The hero can move through water with
required if at most one quarter of the of time the hero can suspend animation. the same ease that normal beings can
original body is available. If less is availa- move through air. One method of accom-
ble, Revival cannot occur. P14/True Invulnerability: This is a plishing this is the presence of a body-
combination of Resistances and Body coating that reduces the effects of water
P11/Self-Sustenance: The hero can Armor. The hero is immune to any physi- resistance. The more common method is

79
POWER CONTROL

the hero is extraordinarily strong and can be done indefinitely. and can be any of the listings in this
swift in order to compensate for water Control is normally directed in a book.
resistance. This permits him to function straight line. If the hero wishes an area The hero is limited in the number and
normally, even at great depths. If such a effect, the sphere he creates has a ra- ranks of the Powers he can create. The
person were on the surface, his extra dius equal to -4CS range. For example, variety extends beyond his own innate
strength and speed would be evident Excellent Control can be exerted on a Powers. The Power rank number is the
( + 2CS Strength and Endurance). Unfor- target six areas away or be contracted maximum number of different Powers he
tunately, since the hero is normally mov- into a field that only surrounds the hero's can create. This number always includes
ing in water, he overcompensates on dry body. those Powers the hero has. The player
land ( - 2CS Agility). There are three forms of Control. At and Judge need to work together to
Water Freedom also negates the ef- least one form must be chosen when the determine what Powers are actually
fects of great pressure and allows the hero is created. This is initially at full present in this Macro-power.
hero to travel to the depths of the oceans strength. If the player wants the hero to The Powers the hero bestows are
without harm. have more forms, each additional form nowhere near as highly ranked as the
Note: This power does not automati- decreases all Control ranks by -1 CS. hero's own Powers. New Powers are
cally include Water-Breathing. The player initially -3CS lower than this Power's
Die Roll Form
can choose that as a bonus power if he rank. This can be later increased by the
so wishes. 01-40 Manipulation recipient.
41-70 Magnification/Reduction The length the Powers remain is deter-
Power Control Powers 71-00 Negation mined by the hero's Reason. A green
Manipulation-The hero can alter the Reason FEAT gives a duration of one
This somewhat redundant title refers to a day times the Reason rank number. A
class of Powers that directly affect the flow and application of Power. He can
yellow FEAT increases that to 10 days
way other Powers function. These change the direction of a Power with a
times the Reason rank number. A red
"Macro-Powers" can only affect raw or green FEAT. He can alter the effects of a
FEAT means the Power is permanent.
applied Power and the beings who pos- Power by a yellow FEAT. He can com-
Judges may want to forbid this Power
sess Power. They have no direct effect pletely change the nature of a Power by
to any player characters or restrict it to
on normal, Power-less people. The ex- a red FEAT. The hero need not actually
high level characters. In such a case, the
ception to this are the Macro-Powers that possess the Power that the old one was
player should roll for a new Power.
can create new Powers in heretofore transformed into, but the new one should
The Nemesis is Power Control/
normal people. Some of these Powers be something harmless to both combat-
Negation.
will probably be limited to NPCs or high ants.
level heroes; this is up to individual Magnification/Reduction-The hero can
PC3/Domlnation: This is a form of Mind
Judges. either increase or decrease the rank of
Control. The hero can control the actions
the affected Power by his Macro-Power's
rank number. Unfortunately, the one of other super-beings in regards to the
PC1 /Control: The hero can alter the use of their own Powers. The hero can
behavior of pure Power, whether it is in a thing the hero cannot affect his his own
force the victim to use his Powers in any
raw or applied state. The hero can con- powers' ranks.
manner the hero desires. The hero can-
trol the actions of any Powers within his Negation-The hero can completely
not alter the actual characteristics of the
range and capability. If the Power is free dispel any Powers within his range.
other's Powers.
of a living super-being's body, that Things affected by Powers revert to their
The Macro-Power pits this Power's
Power's rank determines what Intensity original states. Super-beings are reduced
rank against the victim's Psyche. The
FEAT is required. If the Power is internal- to Normal Humans (or whatever). The
worst effect is on beings who need Psyche determines what Intensity FEAT
ized within a living super-being, the nec- is required.
essary FEAT is determined by that Power to physically survive. To them, the
loss of Power is damaging and possibly The range at which the hero can exert
being's Psyche. If Control is achieved, it Domination varies with his Power rank
affects the entire rank of that Power. fatal.
Undesired Control can be avoided by and the number of beings that are con-
The range at which the hero can exert trolled. The range for Dominating a sin-
control is determined by his own Power Dodging a directed attack, moving out of
the Control's range, or by the use of gle being is shown on column A of the
rank number. Distances are shown on Range Table. Each additional super-
column A of the Range Table. such Powers as this one, Force Field vs.
being the hero Dominates decreases the
The Macro-Power can affect either a Power Manipulation, and Resistance to
overall rank - 1CS. The duration is as
specific type of Power within a specific Power Manipulation. Successful resist-
long as the hero can maintain his con-
area, regardless of how many super- ance means the would-be victim retains
centration.
beings are affected, or all the Powers his Powers, at least for now.
If the victim fails his initial resistance,
possessed by a specific being. The dura- he can try again every ten turns by mak-
tion of the Control lasts a maximum PC2/Creation: The hero has the ability
ing a Psyche FEAT based on this
number of minutes equal to the Power to create new Powers and invest them
Power's rank.
rank number. After the expiration of the into sentient beings for their own use.
Normal, Power-less beings are com-
Control, it must be re-established. This The new Powers can be of any nature
pletely unaffected by this Power.

80
If the victim is cooperative, Domination to use his Powers. The nature of the Powers as Force Field vs. Power Manip-
is automatic. Domination can be source and its link varies with each hero. ulation, Resistance to Power Manipula-
thwarted by such Powers as Force Field If the source is small enough, the hero tion, Power Control, and Power
vs. Mental Attack, Resistance to Mental may be required to carry it with him. If Domination.
Attack, and Power Control. not, perhaps the hero needs to periodi- When the hero creates a new Power
Optional Powers include Mind Control cally return to the source or forge an Source, he must state what conditions
and Magic Domination. ethereal Power cord that links him to his are necessary to release the Powers in a
The Nemesis is an Enhanced Psyche Source despite any intervening distance. controlled manner.
string enough to resist Domination. The Judge and player need to work to- When the Energy Source is depleted
gether to produce a playable source and or destroyed, the item reverts to its origi-
PC4/Dupllcation: If the hero acquires link. nal state.
this Power, the player should immedi- If the link is severed or the source
ately set aside all his previously gener- destroyed, the Mage is left with a finite PC7/Focus: The hero can channel all
ated Powers and not roll any more. The supply of energy left. The amount of raw his raw energy into a single burst of a
hero can use his Macro-Power to dupli- Power left is the number of points equal chosen Ability or Power. All his Power
cate the characteristics of any other to his Psyche rank. Each time he uses and Ability rank numbers are totaled
Power. The Power ranks for the dupli- Power, he decreases the reservoir by together. This rank number replaces the
cated Powers is equal to the Macro- that Power's rank number. Obviously, it rank number for a chosen Power. Upon
Power's own rank. Such Powers remain is within the hero's best interests to re- the completion of releasing the Power, all
as long as the hero concentrates on new his link or rebuild his source in as the hero's Abilities and Powers temporar-
maintaining their existence. Unfortu- little time as possible. ily drop to Feeble. This Power's rank
nately, the hero can only Duplicate a As you are beginning to suspect, this number is the total amount of lost points
single Power at any one time. Switching isn't really a Power and is more of a the hero can regain each turn. Points are
Powers takes three turns. restraint. You're right. If you roll this divided evenly between all the depleted
The hero must be exposed to a Power Power, go ahead and roll an additional Abilities and Powers. (Okay, this isn't
in order to later duplicate it. Such Powers Power. really a Power either. Roll again for an
must be used within 10 feet of the hero. additional Power.)
A green FEAT enables the hero to store PCS/Energy Source Creation: This is
the Power for later duplication. another Power the Judge may want to PCS/Gestalt: Two or more users can
It is assumed the hero has been ex- restrict to NPCs or high level heroes. The combine to create a new Power. The
posed to others' Powers at some point in hero can create items that can in turn Power can be of any nature; its Power
his past. Initially the character has a provide Powers to other people. rank is equal to this one. When the
limited number of Powers he has already The hero is able to charge a target with player generates this Power, he must
encountered; these are represented by raw Power. The target must be non-living first select another player's character
Powers already generated but set aside. or nonsentient. The target is transformed with whom his hero forms the Gestalt.
If this was the first Power the hero gener- into a battery that can harmlessly store Second, both players must randomly
ated, then randomly generate a single raw Power indefinitely until needed by determine what the Gestalt-created
Power. the target's new possessor. The hero Power actually is. Roll for additional
The hero rapidly gains Powers by can store any Power except this one. If Power; this is the Gestalt.
duplicating those of companions or foes. the hero is working in conjunction with The best example of Gestalt Power in
Since the Power must be used, foes can another super-being, the Powers of this the Marvel Universe was the Beaubier
be a hazardous source of new Powers. other being can also be stored with the twins, Aurora and Northstar, who could
The hero has a finite number of target. generate Monstrous Intensity Light when
Powers he can duplicate. The maximum The Macro-Power can store a maxi- they touched.
number is equal to his Power rank num- mum number of spells equal to this
ber. 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 does not make contact, the ranks for all ability to automatically analyze an oppo-
that enables him to duplicate Talents as spells to be bestowed drop -1 CS for nent's Powers and Weakness. The hero
well. each ten feet separating hero and target. then instantly generates a Power that
The Nemesis is Mind Drain. The act of creating an Energy Source can defeat the opponent. The newly-
can be disrupted by a variety of factors. created Power can be a + 1CS version of
PCS/Energy Source: The hero draws The presence of a Psyche within the the opponent's Power or is an opposing
his Powers from a special source that target prevents this Macro-Power from Power. The nature of the Nemesis
provides him with all the energy he can affecting it. Removing the target from Powers varies with each opponent. The
handle. As long as the hero can maintain range stops the process of creation. The only Power that a Nemesis cannot Gen-
his link with this source, he can continue Macro-Power can be blocked by such erate is Power Control/Negation.

81
Analyzing an opponent takes one turn. can do so by moving out of range or starve to death if denied a sufficient
Designing a suitable Power and infusing blocking it by such Powers as Force supply of victims. When all his affected
into the hero's body takes two turns. Field vs. Power Manipulation, Resistance Abilities reach Shift-0, the Vampire falls
Switching opponents causes an addi- to Power Manipulation, and Power Con- into a coma. His Power Vampirism con-
tional delay of seven turns. The oppo- trol. tinues to function and tries to drain any-
nent must be with 1O feet of the hero for Optional Powers include Mind Trans- one who comes within a foot of the body.
analysis to occur; this can be extended ferral and Magic Transferral. When the Power Vampire's abilities
to 100 feet if the opponent is the only The Nemesis is Force Field vs. Power return to Feeble rank, the Vampire re-
superbeing in the area. Manipulation. turns to life.
This Macro-power's rank determines When creating a Power Vampire, the
the maximum Power rank of a generated PC11/Power Vampirism: The Power player must choose a Weakness. The
Power. When facing a foe of greater Vampire can drain the raw Power from a player can raise his Power rank + 1CS
strength, the player must select a Power victim and convert that energy into extra for each additional Weaknesses he
that can still prevail, despite the dispar- Strength, Endurance, Psyche, and ranks chooses, up to a total of four Weak-
ity. for other Powers the Vampire has. nesses.
Nemesis has two inherent weak- The Power Vampire can force a nonliv- Power Vampirism is communicable. A
nesses. The first is that the Macro-Power ing, nonsentient target to release all its living or sentient being who was com-
can only cope with a single opponent's raw Power. He must make an Intensity pletely drained by a Power Vampire must
Powers at one time. The second problem FEAT equal to the highest ranked Power make a Psyche FEAT roll. A red FEAT
is that the Macro-Power is helpless the target possesses. A drained item means the victim has himself been trans-
against Powerless people. If there is no reverts to its original state. formed into a Feeble Power Vampire.
Power to overcome, then it cannot gener- Living or sentient beings are harder to The Nemesis is a Psyche temporarily
ate a Power. Because Nemesis- drain. The victim's Psyche determines raised 2 CS higher than the vampire's
possessing heroes tend to overly rely on what Intensity FEAT is required. A suc- rank.
their Macro-Power, they tend to be a little cessful FEAT enables the Vampire to
rusty when it comes to Fighting normal drain Power from the victim. The amount PC12/Resldual Absorption: The hero
people. Decrease Fighting's rank -2CS of raw Power equal to this Power's rank can duplicate a Power by absorbing the
for such cases. number is drawn in equal portions from traces left behind whenever a Power is
all the victim's Powers. The process of used. The residue may be in anything
PC10/Power Transferral: The hero can feeding can continue indefinitely, as long that was near or the target of a Power's
transfer some or all of his Powers to as the Vampire makes successful emission.
another sentient being. The transferral FEATs. Each turn drains another rank's The Power rank determines what the
can be any combination of Powers and worth of Power. rank is for any Powers created in this
ranks. Only this Power cannot be trans- The Vampire can voluntarily cease way. The duration of the borrowed
ferred. Each transferred Power rank feeding at any time by making a Psyche Powers is determined by the hero's Rea-
diminishes the hero's own rank for that FEAT of any color except red. A red son. A green Reason FEAT gives a dura-
Power. A single Power can be transfer- FEAT means the hero has entered an tion equal to the Reason rank times 100
red each turn . uncontrollable feeding frenzy that can turns. A yellow FEAT raises that to
The optimum range for Power Trans- only stop when the victim is drained or 10,000 turns times the Reason rank
ferral is contact. Each ten feet that sepa- the Vampire is repulsed. number. A red FEAT increases that to
rates the hero and recipient decreases If the Vampire fails to make a FEAT at permanence.
both the recipient's and hero's Power any point in the feeding process, he is The average amount of residue-
ranks -1 CS. If the hero wants to simul- immediately repulsed from the victim and bearing material is about the size of a
taneously transfer Power to two or more can never resume the attack. The victim breadloaf. It is completely drained after a
recipients, he simply divides the ranks gains an instant immunity to any future single use.
between them. Vampiric attacks by that being.
The duration of the loan varies with the The Power the Vampire absorbs is PC13/Selection: The hero can possess
Reason rank of the hero and the FEAT used to increase his own Strength, En- any number of Powers but can only use
made at the time of transferral. A green durance, Psyche, and Powers. The in- a single one at a given time. Switching
Reason FEAT gives a duration of 100 crease in in equal amounts to all the between Powers takes three turns.
turns times the Reason rank number. A adjustable Abilities. The exception is this When the player generates this Power,
yellpw FEAT increases that to 10,000 Power, as no Vampire can increase his he gets to generate an additional Power
turns times the Reason rank number. A own Vampiric Power. as well.
red FEAT changes the loan to a perma- Power Vampires lose energy at a de-
nent grant. pressing rate. The rank numbers for PC14/Weakness Creation: The hero
Most recipients tend to believe that Strength, Endurance, Psyche, and all can bestow a weakness on a victim that
suddenly receiving Power is in their best Powers except this one decrease one is just as dangerous as if the victim as
interest and thus the recipient cooper- point per hour. The Power Vampire must always possessed that Weakness.
ates in any way he can. Still , if the recipi- feed to survive. The hero must make a Power FEAT
ent wants to resist this Macro-Power, he A Power Vampire cannot actually whose Intensity is determined by the

82
SELF-ALTERATION

victim's Psyche. Success means the whose normal self is a mutant dog (why additional detachment decreases the
hero has temporarily mangled the vic- should humans have all the deviant range and duration by - 1CS, for a cu-
tim's physiology and given him a new fun?). mulative effect.
Weakness. The player randomly gener- The two selves never co-exist except
Movement
ates the nature of the Weakness using under extraordinary circumstances.
in Areas
the Tables in the early sections of this Possible causes of simultaneous exist-
Rank per Turn Range Duration
book. ence include time warps, cloning, and
The duration of the Weakness is deter- Lifeform Creation. The two selves may FE 1 2 1 minute
mined by a separate Reason FEAT made even be separated for an extended time, PR 2 4 2 minutes
at the time the Weakttess is created. A such as what happened to Bruce Banner TY 3 6 4 minutes
green FEAT gives a duration of 10 turns and the Hulk. GD 4 8 8 minutes
times the Reason rank number. A yellow The primary drawback to this Power is EX 5 10 15 minutes
FEAT increases that to 1000 turns times the uncontrolled reversion to the normal RM 6 15 30 minutes
the Reason rank number. A red FEAT self, especially when it occurs during dire IN 7 20 1 hour
further increases that to 10,000 turns circumstances. For example, Mightiman AM 8 25 2 hours
times the Reason rank number. is rescuing a sub from the ocean floor MN 9 30 4 hours
At the expiration of the duration, the when he reverts to his other self, little UN 10 40 8 hours
victim returns to normal, unless he has Eddy Edwards. (" Can you say 'fish x 12 50 1 day
died in such a way he cannot be revived. food?' Sure you can.") y 14 100 2days
This is the final Power that Judges Variations include automatic or volun- z 16 200 4days
should probably restrict to NPCs or high tary transformation, duration, and shared CL1000 32 500 10 days
level characters. minds versus semi-independent mentali- CL3000 50 1,000 20 days
ties. CL5000 100 2,000 40 days
Self-Alteration Powers If a single detached segment is pre-
SS/Anatomical Separation: This is the
S1/ Age-Shifting: The hero can alter his vented from returning to the body at the
mopt grotesque Power available but it
apparent age at will, His body and physi- has its advantages nevertheless. With end of the duration, the rest of the hero's
ology change to simulate any age, youn- body is instantly drawn to the missing
this Power the hero can spontaneously
ger or older. Mental facilities remain piece. Any intervening barrier is de-
and harmlessly separate his body into
unaffected (in other words, you really can stroyed, doing damage to the hero ap-
independently functioning segments.
have a 10-year-old mind in a 30-year-old Physiological functions like blood flow propriate to the barrier.
body). When creating the hero, the If there are two or more missing parts,
and neural activity continue in the same
player can opt to link the hero's other the rest of the hero's body is instantly
manner as if the body were whole. De-
physical Powers to a different physical drawn to a point midway between them.
tached parts cannot regenerate if the
age. For instance, Jon's hero can be a From there he can move freely in order
body is destroyed unless the hero has a
10-year-old boy who has the ability to regenerative Power. If any detached part to recover himself. He loses 1 point of
become a 25-year-old with the Powers of Health for each 1O turns he remains
is damaged or destroyed, the hero suf-
Flight, Shadowcasting, and Telepathy. apart. Upon reattaching the next-to-last
fers the normal damage; his body also
Rank determines the apparent number part, he is instantly drawn to the last part.
reassembles immediately, if possible.
of years the hero can Age-Shift. Normally Separating the legs from the torso
The practical basis for this is the power
a character cannot voluntarily Age-Shift does not cause the hero to fall. Rather,
of Gateway/Spacewarp targeted on the
to an age younger than a newborn, since the torso can move freely about on its
hero's own body. In " game reality" the
this is definitely suicidal. This barrier can own, at normal movements rates for
hero forms two parallel Spacewarps at
be passed of the hero's Power is being the desired point of detachment, then Land/Water.
controlled by an outside force. Despite a player's misgivings, this
shifts the location of the outer warp. The
Power lends itself to several useful
perceived result is that part of the hero's
S2/Alter Ego: The hero has two differ- body detaches and fl ies off on its own. Power stunts. A self-propelled swordarm
ent forms. One is a normal, powerless is handy in a fight. A hero facing a toxic
Normally, the majority of the hero's
being; the other is the powerful, heroic cloud could leave his nose behind. The
body acts as an anchor and cannot be
self. When creating the hero, the player Power provides + 1CS protection against
moved by shifting the Spacewarps. The
has to create two different beings. The hero can develop Power stunts with edged weapon attacks; a blade cannot
statistics for the primary self should be sever something already detached. It is
which he can transport himself. (Exam-
fairly routine (all physical abilities ranging also a great Power for a macabre sense
ple: the hero sends out a hand to grab
from Feeble to Good). All bets are off for of humor.
onto a distant object and then pulls him-
the heroic self. Something many people self to it.) Detached segments can travel Due to the nature of this Power, the
never consider is that the heroic self hero has a special vulnerability to attacks
at Power rank speed for Land/Water
might be a relatively normal human, that disrupt his own Spacewarp. These
movement; involuntary reattachment due
while the normal self is something a little include Gateway, Dimension Travel, any
to injury is instantaneous. The maximum
lower on the evolutionary ladder. For of the Teleportation forms, and any
range and duration of detachment are
example, you might try a character also based on the Power rank. Each Power-affecting Powers ( + 2CS for the

83
attacker). Remarkable Strength on Earth, he pos- protection and allows the hero's Power(s)
sesses Shift Y Strength on the heavy- to manifest (i.e., if the body coat is not
S4/Animal Transformation-Self: The world. present, the hero cannot use his other
hero can alter his appearance, form, and The hero can completely adapt in one Powers). Damage to the body coating is
dimensions to appear as any desired to ten turns, depending on the degree of not carried over to the hero's own
animal form. This Power can also be difference between the new and home Health; no points are lost even when the
used to assume alien appearances (but environments (Judge's discretion). coating is completely destroyed. Any
not humanoid aliens). The only limitation The adaptation may provide the hero damage to the coating can be quickly
is that the hero's basic physiology re- with new ways to move. On a water repaired by the hero's body secreting
mains unchanged. world, the hero might sprout fins. more of the coating material. The degree
There is only one adaptation for each of protection and the speed of repair to
SS/Animal Mimicry: This is a form of type of environment, and it is triggered the coating are determined by the Power
Power Duplication. The hero can dupli- automatically by the hero's entrance into rank.
cate the natural abilities of any animal. the new environment. The Power cannot The coating can be of any one sub-
The hero's body does not significantly provide the hero with protection against stance. When creating the hero, the
change; instead, existing flesh changes hazards that suddenly occur; a prime player must determine the nature of the
the way it functions. For instance, per- example is the hero falling from a great Body Coating material. Common exam-
haps the lungs can now breathe water. height. This is a hazardous situation, but ples include ice, iron, steel, copper, rock,
The rank determines a successful dupli- not a hazardous environment. wood, and insulation. Each material has
cation. Normal animals take a Typical When adaptation occurs, the hero its own characteristics.
Intensity FEAT, aliens a Good Intensity gains the subconscious knowledge of If the player rolls this Power more than
FEAT, and magical creatures need an how to use the new adaptations for sur- once when creating the hero, the player
Unearthly Intensity FEAT. Should the vival. If not, we waste game time while may opt for a variety of coatings or in-
hero wish to duplicate an imaginary the hero learns to breathe. At Shift X, the crease the rank of the first coating by
animal or being, he must make a Class hero can consciously control the manner + 1CS, cumulative.
1000 Intensity FEAT. Duration ranges of adaptation. When coated , the hero is vulnerable to
from one minute to Indefinite. attacks against that specific material, like
SS/Body Transformation-Self: The flame against wood, electricity against
SS/Blending: The hero has the ability to hero can alter the nature of elements and metal, or sudden thermal change against
match his color exactly to his surround- compounds within his own body. Innate rock. Variables include the material
ings. This Power functions as a practical safeguards in this Power maintain the strength of the coating, its normal dura-
invisibility. The body's outline and con- hero's lifeforce in any altered state. Al- tion, the speed of creation, the rate of
tours are still detectable if the observer is tered states may not necessarily be mo- replenishment, and the effects on the
very careful. The Power is most effective bile, or may move in new ways. (At FE body.
if the hero is in low light or at a distance and PR ranks, the hero is immobile.) The Body Coating Power gives the
from the viewer. Note: The safeguards that protect the hero an added vulnerability to relevant
Variables include speed and complex- hero might be disrupted or not included if Matter Control Powers. When the coating
ity of color change, and whether the another hero tries to duplicate this has reached its duration limit or is no
Power is automatic or voluntary. Power. In such cases, use of this Power longer needed, it simply flakes off the
may be instantly fatal! While in an altered hero's body and quickly disperses as
S7/Body Adaptation: This is related to state, the hero has a special vulnerability dust or vapor.
Life Support. to attacks menacing that form. If the If an opponent has the ability to negate
The hero's body automatically adapts Absorbing Man transformed himself into the coating's flexibility (through Matter
its physiology to enable it to survive in paper while fighting the Human Torch ... Control, Power Control, or Magic), the
hostile environments. Unlike many of the While in a solid altered state, the hero hero is paralyzed until he can remove the
other Powers that also permit this, Body retains his overall normal appearance. If coating or until it reaches its duration.
Adaptation physically changes the hero's liquid or gaseous, he can assume any
body. This Power involves automatically- shape and still reform into his original S10/Chemlcal Mimicry: This is related
functioning versions of Body Transforma- appearance at the cessation of the to both S7/Body Transformation-Self
tion and Shapeshifting. The Power Power. and to Power Duplication. The hero can
changes the hero into a form that has Normally, the hero must transform his duplicate the chemical properties of any
primary abilities proportional to the new entire body into the desired material. He element or compound without his own
environment. Example: An Adapting hero can transform himself into multiple mate- body actually changing in composition.
on a heavy-gravity world might now pos- rials or transform specific parts of himself The hero's flesh simply acts as if it were
sess Monstrous Strength, but so do all at a cost of -1CS. the desired substance.
the natives. Obviously the hero retains his solidity,
Note: If the hero possesses a Strength S9/Body Coating: The hero can sur- even when duplicating the properties of a
rank greater than Typical, that CS is round himself with a flexible layer of a liquid or gas. Depending on the desired
carried over into the new situation. In the protective substance not normally found effect, the range of his chemical power
above example, if the hero possessed on his body. The body coat provides varies from contact to one area.

84
Tracking the hero by smell is difficult 6 in the Player's Book. Each Power is change his superficial appearance but ·
because his scent changes with each rolled separately. Thus a hero might cannot alter his basic form or dimen-
mimicry (-4CS to tracking ability). possess a Poor Sonic Sheath and an sions. The hero has conscious control
Incredible Vibration Sheath. over the movement and placement of
511/Energy Body: The hero can trans- Damage to the Sheath does not affect muscles, cartilage, and minor bones
form his body into a coherent energy the hero's Health. If the Sheath is de- (nose, fingers, cheeks) and can alter the
field that supports his lifeforce and is stroyed , the hero must make a red FEAT color and appearance of his skin and
capable of controlled actions. The energy to regain it. Possible ways of destroying hair.
can be of any type (see the Energy Emis- a Sheath include Energy Control and The hero can use this Power to as-
sion listings). Conversion, Power Control, and Magic. sume any human appearance, provided
When creating the character, the When the hero is using this Power, he the desired shape roughly matches his
player determines the nature of the en- has a special vulnerability to Energy own. Examples: A child could imitate
ergy into which the hero can turn. The Control and Conversion ·powers that can other children, midgets, and dwarves. A
rank determines the number of possible affect his type of Energy Sheath (- 2CS). thin man could not imitate Sydney ·
energy types. The rank for each energy However, he also has +2CS Resistance Greenstreet.
type is originally Good; this is modified to attacks using the same energy form as
by the Ability Modifier Table found on his Sheath. For the duration of the. 515/Human Changeling: The hero can
page 6 of the Player's Book. Each Power Sheath, it is assumed to be made of an alter his appearance, form, and dimen-
is rolled separately. Thus, a hero might infinite supply of that energy. (Otherwise, sions to appear in any desired human or
have a Poor sound-form and an Incredi- the character bookkeeping would be a humanoid shape. The hero may either
ble radiation -form. Damage to the Energy nightmare. "Let's see, if I throw a fire- · imitate a known being or assume a cre-
Body is the same as damage to the nor- ball, that's gonna cost five minutes of ated appearance.
mal body. The Energy Body is subject to power. .. ") This Power does not allow the hero to
anything that would affect energy of its When creating the hero, the player can imitate Powers,. Talents, or mannerisms.
type. The hero makes a standard Resist- opt to replace one of the other Powers
ance roll to determine such effects on with a Transportation Power. The player 516/lnvlslbility: With this Power a hero
the Energy Body. The hero may find can also replace other Powers with the can render himself undetectable by nor-
himself confined in a storage field while appropriate Energy Emission and Control mal, consciously willed sight. There are
in energy-form. If so, he must make a red Powers, if he so chooses. four very different means of accomplish-
FEAT to attempt to revert to normal. If he ing this effect. Each form has unique
fails, he 'must escape in his energy form. 513/Evolutlon: The hero can alter his characteristics regarding such factors as
The Energy Body is a relatively unlim- mind and body to simulate any stage of the area made invisible, protection
ited supply of that particular energy type. the evolutionary path of his species. against light-based attacks, mechanical
The hero can expend great amounts of it Note: This is "comic book" evolution , detection, and detection by other means.
and still be able to return to normal. folks, the kind where superstrong cave- Physics: This is the form possessed
Completely depleting the Energy Body men eventually evolve into giant brains by Sue Richards. The hero's body is
requires a red FEAT rolled by the Judge with vestigial limbs. If the hero pos- totally transparent to the visible light
or an adversary. The hero can also ab- sesses other Powers, the player may spectrum. He cannot be mechanically
sorb existing energy of his chosen type divide them among different evolutionary detected or recorded (i.e. by photogra-
to replenish himself. stages. For example, the caveman gets phy or television) and is immune to at-
This Power includes the relevant form the physical Powers while the giant brain tacks using visible light (lasers, mostly).
of Energy Control and Emission for the gets the mental ones. At Good rank and higher, the invisibility
purpose of controlling the energy within Rank determines the duration of the range can be extended to cover other
the body. assumed stages. sections of the energy spectrum (infrared
For the caveman, drop the Reason, and ultraviolet light, radiowaves, hard
512/Energy Sheath: The hero can Intuition, and Psyche, but raise the Fight- radiation); this also bestows immunity to
surround himself with an energy field. ing, Agility, Strength, and Endurance. attacks using these forms. At these
This field provides protection, life sup- For the giant brain, reverse the process levels the hero can also extend the area
port, and a means of manifesting the and raise the Reason, Intuition, and of invisibility beyond his body. This per-
hero's other Powers. The energy field Psyche. .In both cases, the decreased mits the hero to protect others and, more
can be of any type (see the Energy Emis- abilities drop to Feeble, while the other importantly, to wear clothing. (H .G.
sion section for available types). Each abilities are raised a corresponding num- Wells' Invisible Man was unable to even
energy field has its own characteristics ber of ranks. Divide the ranks as evenly conceal undigested food within his body.)
that affect the ways the hero can use the as possible. Telepathic: The hero is actually visible
Power. Each stage also has intrinsic advan- but is ignored and immediately forgotten
Only one Energy Sheath can be used tages. The caveman possesses Typical by beings who would otherwise be capa-
at a time. The hero may possess several Tracking, while the giant brain possesses ble of detecting his presence. He is also
possible Energy Sheathes. The original Typical Telekinesis and True Flight. immune to detection by other senses.
rank for each is Good ; this can be modi- ("Did you hear anything? Nah.") He
fied by the Ability Modifier Table on page 514/Face Changer: The hero can can be mechanically detected and re-

85
corded (this is where this Power gets The duration of any form of Invisibility will the Gestalt. However, the Gestalt
weird); a video monitor or alarm that is a function of the Power rank. This hero's superior recuperative faculties
reveals the hero's presence will be ig- Power can be reduced in effectiveness or can quickly repair any such illness.
nored by anyone within range of the even terminated by certain acts, per- The normal and Gestalt selves never
hero's Power. Photographic film records formed either by the hero or someone co-exist except under extraordinary cir-
the hero, but anyone looking at it while under the Power's effect. Simple physi- cumstances (see S2/Alter Ego).
within range of the hero's Power will cal contact can alert others to the hero's The Gestalt mind may be a schizoid
ignore the hero's image. Anyone outside presence (Physics, Hallucinatory, Holo- combination of each of the normal
this range can see the hero quite clearly, graphic). Physical attacks by the hero minds, or be a completely independent
and wili be very confused about the lack terminate the Invisibility (Telepathic) or mind. In the latter case, the Gestalt may
of reaction by those around the hero. He reduce its protection by -1 CS for each have full, partial, or no knowledge of his
can extend this invisibility to anyone in attack the hero makes (all other forms). A component selves. Likewise, the normal
physical contact with him. If the hero Invisible hero may find himself sur- selves may not have any idea of what
loses touch (literally) with someone rounded by a coating material (rain, dust, their Gestalt self is up to.
whom he was protecting in this way, that and paint for example). This only effects Variables include whether the merger is
person is immediately susceptible to the the Physics-based Invisibility. At Feeble, voluntary or automatic, the duration, and
Power's effect and forgets that the hero Poor, and Typical ranks the hero is visi- the maximum difference between normal
was ever there. Robots and cybernetic ble for the duration of the coating. At selves when attempting to merge. Normal
beings are unaffected by this Power, but Good or higher ranks, such coatings distance is contact, but at high levels
they can be protected by it. The Power remain visible for the number of turns merges can occur across some distance;
does not affect any light-based attack but equal to eight minus the number of in these cases, the normals teleport to a
does provide protection against psionic Power rank levels. (Example: Invisible common location (or perhaps one teleports
attacks (-2CS for the attacker). Woman is struck by a balloon filled with to the other's location).
Hallucinatory: The hero is actually visible paint. Her Power is Excellent and ren- Duration is determined by the Psyche
but is surrounded by a telepathic field that ders the paint invisible in three turns.) of the Gestalt. Time varies from one
makes others see an empty spot where the There is a base 2% chance that the minute to indefinite, with a median of 10-
hero is. The Hallucination can incorporate Invisibility is permanent (4% if the hero is 48 hours.
the hero's surroundings and affect real-time alien). Such a state can only be negated
viewers at a great distance. In other words, by nullifying the Power itself, perma- SH/Plant Mimicry: This is a form of
the hero can disguise the area around nently. Previously controllable Invisibility Power duplication. The hero can dupli-
himself and this disguise will fool anyone can be made permanent through brain cate the natural abilities of any plant. The
looking at the area, even if they are miles damage or Powers that affect the hero's body does not significantly change, aside
away. However, this Power doesn't fool control. from the instantaneous appearance of
film or videotape; these record the scene chlorophyll in the hero's skin whenever
as it really is. S16/Physical Gestalt: This is a variation he uses this Power.
Hallucination also prevents detection of S2/Alter Ego. Two or more relatively Some plant "powers" include:
by other senses. The hero can be me- normal people actually merge their bodies
to form a single, powerful being-the hero.
• Photosynthesis: The hero can survive
chanically detected and recorded; as
without eating by converting sunlight
with the Telepathic form, anyone within When a player rolls this Power, he has to
to food.
range of the effect ignores the hero. create three different characters.
• Fragrance: The hero can summon
Robots and cybernetic beings can also The Gestalt hero may physically re-
and control insects.
detect him. This Power provides no pro- semble a blending of features from each
• Rooting: The hero can become im-
tection against light-based attacks, but of the merged characters, or have a
movable.
does provide protection against psionic completely different appearance. In any
• Poison Touch: The hero can have
attacks ( - 2CS for the attacker). case, the Gestalt hero will have a normal
adverse effects on anyone touching
Holographic: The hero is actually visible appearance. No two-headed, split-
him, from rashes to death.
bu has surrounded himself with a holo- torsoed freak results, unless this Power
graphic image of empty space. The holo- is distorted in some way. Interference by The hero must state what plant power
graph can incorporate a wide area and such Powers as Magic or Power Control he is attempting. Players should also
affects anyone within line of sight (if may result in the Gestalt hero 'forming as study up on their botany, since the more
someone can see across interstellar a freak. The hero can still revert to his plants they know about, the more powers
space, the holograph fools you). The normal selves, though, no matter how they can have.
holograph can be mechanically detected weird he gets (the Judge may want to Successful d uplication is determined
and recorded as if it were real. It will not require an Unearthly FEAT, though, at by a Power rank FEAT; normal plants
prevent detection by other senses. Ro- his discretion). Both or all normal selves require green FEATs, alien plants require
bots and cybernetic life accept the holo- are required to form the Gestalt. If one is yellow FEATs, and magical plants re-
graph as real. It provides protection unavailable, the Power cannot function . quire red FEATs. Duration ranges form
against light-based attacks equal to his Damage to a normal self is carried over one minute to indefinite.
Power ranl< - 2CS. (Example: the Incred- to the Gestalt self; for example, if one
ible rank provides Excellent Resistance.) person has a whomping head cold, so S18/Prehensile Hair: This is a Power

86
that few masculine heroes would admit can reach a maximum length of 20 feet Power for him. If the FEAT was yellow,
to having, even if they possessed it. The plus 5 more for each rank above the Judge rolls a Power in the same
Power gives the hero's hair the capability Amazing. class of Powers as the player originally
of independent, controlled movement, as However long the hair is, when not in wanted; less than that, and the Judge
if each strand were a tiny tentacle, It is active use it contracts and does not ex- can roll under any class he likes.
also a Power that apparently only women tend past the heroine's knees. All Duplicates possess statistics identi-
possess. The basis for this may be cul- If the heroine's Power is nullified cal to those of the original hero.
tural rather than genetic (in the entire somehow, she retains her hair but can
history of comic books, only three people no longer feel or control it. The hair im- 520/5elf-Vegetatlon: The hero can
had this Power-all women). mediately cascades to the floor (and alter both his shape and physiology to
Using her Prehensile Hair, the heroine beyond) and reduces her Agility and become any desired plantform. The
can perform a variety of tasks with the movement rate (excluding Flight) by degree of change can vary wildly. At the
hairs combining to form one or more -4CS. least, the hero's body changes into a
appendages. She can handle objects, similarly-shaped "plantman;" at higher
.pick locks, ensnare a target, and even 519/5elf-Duplication: The hero can ranks the hero may assume normal or
deliver a powerful blow with a silken fist. spontaneously generate exact copies of alien plant shapes.
In a blunt combat the hair functions as himself. The new bodies are usually When in plant-form, the hero is im-
one or more attacks. The maximum semi-independent; each possessing an mune to attacks that specifically affect
number of simultaneous actions and the independent mind but all are linked tele- animal life (nerve gas, pheromones, etc.)
Strength and Agility with which they can pathically so all Duplicates are aware of but is vulnerable to attacks that affect
be accomplished are functions of the each other's actions. Each Duplicate plant life (herbicides, light-blocking, etc.).
Power rank. possesses the same Powers as the origi- When in plant form, the hero doesn't
nal, except for possible lacking this need to eat normal food; rather he uses
5tr./Agil.
Power (that is, no Duplicate could gener- photosynthesis to gain desired energy.
Rank # of Actions Adjustment
ate more Duplicates). This requires the availability of water, air,
FE 1 -2CS If a Duplicate is killed, the hero doesn't and sunlight. The plant-hero has different
PR 1 -1CS lose any Health, though he might lose statistics for the physical Abilities; the
TY 1 none Karma if the hero deliberately sent his mental Abilities remain unchanged.
GD 2 none Duplicate into a certain-death situation. If
EX 2 +1CS the original body is killed, the Duplicates 521/5hapeshiftlng: The hero can dras-
RM 3 +1CS will last until the duration of the Power is tically alter all of his physical parameters
IN' 3 +2CS up-then disintegrate. If the hero's Dupli- (dimensions, appearance, physiology) to
AM 4 +2CS cates possess an indefinite existence achieve any desired shape. Despite
MN 5 +3CS and the Power of Duplication, it matters appearances, the hero retains his basic
UN 6 +3CS not if the original body is destroyed. chemical composition unless other
z 8 +4CS Thus, this Power offers a form of Immor- Powers are used simultaneously, such
y 10 +4CS tality. Unfortunately, each Duplicate is as SS/Body Transformation-Self. Exam-
z 12 +5CS the same physical age as the original, so ple: Hobgoblin of the Shi'ar Imperial
CL1000 20 +5CS this form of immortality doesn't turn back Guard transforms himself into a stone
CL3000 30 +6CS the clock at all. wall. Despite its granite-like facade, it's
CL5000 40 +7CS Sometimes this Power functions in a composed of flesh; instead of chips flying
different manner, producing beings dis- when the wall is attacked, it bleeds.
Prehensile Hair possesses a sense of
tinctly different from the original. Such The hero can attempt to change into
touch identical to that of the heroine's
semi-duplicates might possess altered any form; success is determined by a
hands. Damage to the hair is felt. If you
minds, bodies, or Powers. For example, FEAT. When creating the hero, the
yanked out a lock of Medusa's hair,
Shifter has the ability to generate inde- player can raise the Power rank by limit-
she'd feel the same pain you'd feel if she
pendent beings who each possess a ing the variety of possible forms into
broke your finger (and you'd deserve it).
single, unique Power. Each time he uses which the hero can change. Some cate-
Loss of more than half the hair causes
his Power, he creates a new, albeit tem- gories include inanimates, machines,
pain and damage equal to that caused
porary, hero. At this rank, he has no real specific alien or animal races, superbe-
by a limb lost by the same means; the
control over what Powers come out, but ings only, and so on.
heroine loses one-third of her Health
with extensive practice, someday he'll be Normal duration is determined by
(rounded down).
able to custom-create his sub-heroes. Power rank. If the hero attempts a shape
The motivating Power for the hair is
In a case like Shifter's, each sub-hero that exceeds his normal size limits (i.e.
Telekinetic rather than muscular. The
gains a Power randomly generated at the not more that 150% nor less than 50% of
individual strands are identical to normal
time of his creation. Shifter has the po- his original size), this affects the dura-
healthy hair. The coloration is often a
tential to use any Power in this book. If tion, dropping it the equivalent of -3CS.
brilliant red or golden blonde, but can be
he wants to try to make a conscious This way a hero can attempt to imper-
any color the player desires. The hair's
selection, his player must make a red sonate a fly or a dinosaur; he just can't
length exceeds the normal limits; strands
FEAT roll. If he blows it, the Judge rolls a do it for long.

87
TRAVEL

522/Spirit Gestalt: The hero can trans- difficult, if not impossible. Once the cord Intensity of an opposing Energy Power
form into a heroic Alter Ego by joining his is broken, the physical body begins to decreases this Power's rank. A support-
mind and body with one or more disem- die. Health drops one point per hour. ing Energy Power adds its Intensity to
bodied beings {spirits, semi-divine be- Fortunately, breaking the silver cord the Power rank.
ings, and that ilk). The joining of these requires a CL1000 Intensity FEAT. If an Example: Lodestone possesses In-
disparate beings generates the Power attempt is made to damage the cord at credible Magnetic Manipulation. He tries
possessed by the Gestalt hero. The any point, the astral body is immediately to stop Magneto from flying away. Lode-
merging spirit can be of any nature, aware of the attempt and the location of stone's Incredible rank decreases Mag-
determined by the player at the time of the threatened length. neto's Remarkable rank to -10.
the hero's creation. Possibilities include: If the physical body is killed, the cord Magneto comes to an inaudibly screech-
is snapped automatically. The hero is ing halt and begins to fly in reverse at
• Ancestral Gestalt: The merging be-
now trapped in astral form as a Free Good speed.
ings are the hero's own ancestors.
Spirit. The Optional Power is Energy Detec-
• Spiritual Gestalt: The spirits are any
Tbe astral body resembles the hero's tion and an Energy Control Power of the
Free Spirits.
self image. As such, it might not resem- same type as the Carrier Wave.
• Demonic Gestalt: The merging being
ble the real body. All clothing and appur- The Nemesis is the appropriate Energy
is a nasty supernatural type.
tenances the astral form carries are Control.
• Divine Gestalt: The merging spirit a
unreal simulations of the real items; they
bonafide divine being.
still have equivalent effects though. T3/Dlmension Travel: The hero can
• Duration is determined by the Gestalt
Astral bodies can be detected by Psio- travel into a number of other Dimensions.
hero's Psyche.
nics, Magic, Extradimensional Detection, Transit to a random dimension normally
• Rank determines the cohesiveness of
and by this Power. They can be attacked occurs automatically but the Power is
the Gestalt, especially its resistance to
from the physical world by mental and weakened by adrenalin. If the hero is in
external attempts to dissolve the mer-
Psionic Powers, Exorcism, Summoning, any kind of precarious situation, he must
ger.
Spirit Storage, and Force Field vs. make a Power rank FEAT. He must also
Magic. make a FEAT if he is trying to appear in
Optional Powers include any of the a specific dimension or alternate time-
Travel Powers Magic Powers and Extradimensional line. Specific locations in the other di-
T1/Astral Body: The hero can send his Detection. mension require a red FEAT. The return
astral form off to any destination. The The Nemesis is Summoning. trip is easier. Returning to a random
physical body doesn't go anywhere; it location on the homeworld is automatic.
remains in a comatose state until the T2/Carrier Wave: The hero can manipu- Returning to a familiar spot on the home-
astral body returns. The astral body is late energy currents to support and pro- world is a yellow FEAT.
intangible and invisible to normal senses. pel his body, thus attaining a form of The hero initially has two dimensions
In the Earth dimension it can use any of Flight. The energy can be any type found he can travel to, his home and one other
the hero's mental or Psionic Powers but in the hero's environment, such as mag- realm. Additional dimensions can be
not the physical ones. In other dimen- netism, sound, light, heat, and electricity. reached by developing the trips as Power
sions the astral body regains visibility, The hero can use only one form; the stunts or by dropping the affinity that
solidity, and the physical Powers. player has to decide which one when he permits effortless travel to either of the
A magical silver cord connects the creates the hero. two original dimensions. ("What do you
astral and physical bodies. While it can The Carrier Wave can support the hero mean, you don't remember how to get
stretch a great distance, it is not infinite. and an additional load equal to its Power back to Earth?")
The maximum distance the astral body rank in terms of Strength. For example,
can travel form the physical body is Magneto's Remarkable rank enables him T4/Energy Path: This is a combination
shown on the Space/Extradimensional to tow up to a ton of material. The carrier of Energy Body and Carrier Wave. The
Travel column of the Range Table. The wave is temporarily solid and visible. hero is transformed into energy and is
astral body travels at up to Power rank Flight occurs at Power rank speed. propelled at Power rank speed along
speed. This allows the hero to arrive The maximum speed is that of normal currents of that energy. The maximum
instantaneously at a destination. The energy of the type composing the wave. speed is that normal Energy. The hero is
astral hero can cross into other dimen- For example, a sonic carrier wave is limited to places where the energy cur-
sions by means of a Psyche FEAT. limited to Shift-X speed. It is limited to rents flow. The player must choose what
The silver cord links both bodies in · areas where that energy exists. As the form of energy the hero turns into. Upon
several ways. It enables the astral to limits of that energy's domain are reaching the destination or the limit of
monitor the condition and location of the reached , it becomes weaker and·finally the energy current, the hero safely rema-
physical. Beings in the physical world fizzles out. The hero continues to move terializes.
can use that body's connection to locate in a ballistic arc before he finally crashes. Travel can be affected by anything that
the astral body. The silver cord is the key Carrier waves can be affected by the disrupts the current, such as a break in
to the astral returning to its own body. If appropriate Energy Emission and Control an electric line or the use of Energy
the cord is broken, return is extremely Powers. Emission can change the speed Emission or Control Powers. When a.
or direction of the hero's travel. The disruption occurs, the hero must make a

88
Power FEAT to detour around the obsta- boots. An example of this is the Wizard's miles east of Milwaukee), and Death
cle and continue on. Failure means the anti-grav disks. Valley. The need arises for a bridge to an
hero rematerializes on the spot and can- The Optional Power is Kinetic Bolt; the alternate Earth. Gatekeeper concen-
not reenter the energy path for an hour. energy resembles the Floating Disc. trates on establishing the link; making
The hero must be within 1O feet of the Nemesis is Energy Vampirism. the red FEAT takes her most of the day.
current in order to join it. Insulation of an Later she realizes that she can't hop over
Intensity exceeding his Power rank pre- TS/Gateway: The hero can travel to any to Jamaica any more. Oh well, she'd
vents the hero from joining the current. point in space, time, or other dimensions hadn't been there with Wilford since he'd
The hero can transform and tow along by traveling along bridges she creates gotten married.
an additional mass. Treat the Power rank herself. She can travel along a bridge Gateways automatically transport
in terms of Strength to determine how from her current location to a location in willing passengers. The Power can be
much additional material can be trans- space (a green FEAT), time (a yellow used to catch and transport unwilling
ported by this Power. For example, a FEAT), and other dimensions (a red passengers (like foes or rampaging water
Typical rank can transport an additional FEAT). The destination of each Gateway buffaloes) by means of an Agility FEAT.
100-200 pounds. is a fixed point in space but the depar- The would-be transportee is allowed to
While in an energized state, the hero is ture end always moves with the hero. resist in any way he can.
extremely vulnerable to the energy alter- A bridge to another location in space is Gateways deal with size and not mass.
ing Powers. These are Absorption created by a FEAT. A green FEAT cre- The hero can transport a black hole as
Power, Energy Solidification, Energy ates a spatial bridge. The maximum long as it's small enough. The maximum
Sponge, and Energy Vampirism. Any of distance the target can be from the hero size of a Gateway is the number of
these have the potential to trap or even at the time the bridge is created is shown square feet equal to the Power rank
destroy the hero. Fortunately the hero is on column E of the Range Table. A Gate- number. For example, a Feeble rank
moving at the speed normal for his en- way through time is created by a yellow creates a two square foot Gateway that
ergy type is thus a rather difficult target. FEAT. The maximum distance into the most people could just barely squeeze
Optional Powers include Energy De- past or future the Power can initially through. The Gateway forms within ten
tection and either Energy Emission or reach is the number of centuries equal to feet of the hero. It can maintain its exist-
Control for the appropriate type of en- the Power rank number. Gateways into ence for as long as the hero concen-
ergy. other dimensions or alternate timelines trates on it or until he passes through it.
The Nemesis is Energy Control. require a red FEAT. The trans-
dimensional bridges are initially limited to T7/Gliding: The hero can travel on air
TS/Floating Disc: The hero can create a reaching only one dimension. Additional currents. She can travel at Power rank
glowing platform of solid light. The disc dimensions require development as speed, with a top limit of Shift-X rank
materializes to support any part of the Power Stunts. Once created, the bridge (Mach One). In normal air currents, the
hero's body; generally this is under the functions no matter how far the hero is in hero drops one story (15 feet) for each
feet or posterior. The disc is a part of the space, time, or the Multiverse. turn she is in the air. Level flight can can
hero's Power and has no independent The hero has a finite number of loca- be maintained by an Agility FEAT; failure
existence beyond him. The disc can tions she can bridge to. Once the hero indicates a loss of 2 stories. The glider
automatically support the hero and addi- has established the bridge, she always can climb by using updrafts. Using an
tional mass. The weight is supported by returns to it when creating that type of updraft to climb requires a yellow Agility
a Power FEAT with the Power substitut- Gateway. The maximum number of dif- FEAT for each three stories the hero
ing for Strength. For example, creating a ferent Gateways the hero can create is ascends; failure means she's caught in a
Floating Disc to lift five tons is an lncredi- equal to the Power rank number. Shortly downdraft and descends the three sto-
' ble Intensity FEAT. The disc's surface after gaining this Power, the hero should ries instead.
area expands to support wide loads. create at least half of her possible Gate- She can carry aloft an additional mass;
Travel occurs at Power rank speed. ways. More can be added at any time. If the limit is decided by her physical
The Power provides no innate protection the hero exceeds her limit, a previously Strength. Gliding can be affected by high
against high windspeed and friction established bridge is replaced by the winds or the Powers of Weather Control
burns, thus the practical speed limit for hero is trying to add. and Air Animation. The wind's Intensity
atmospheric Flight is Remarkable (225 Example: Gatekeeper has Good rank. or the Power rank diminishes or in-
mph). The Power can be used in the She can establish up to ten bridges. She creases the Gliding rank, depending on
water with proportionally decreased establishes Gateways to her home, her the direction the hero is gliding. For
speed. team's headquarters at the Avengers- example, a Poor airspeed of 60 mph
If the hero is a technological type or Minnesota mansion , her ex-boyfriend's would be stopped by an equally fast
possesses such Powers as Hyper- timesharing condo in Jamaica, the bot- headwind, but if the hero wants to travel
intelligence, Hyper-inventiveness, Weap- tom of the Atlantic, geosynchronous orbit in the other direction, she can be
ons Tinkering, or Mechanical Creation, 22,400 miles above Minnesota, the crater boosted to a Good airspeed of 120 mph.
then the Floating Discs can be mechani- of an active volcano in Iceland, the pris- Optional Powers include Weather
cal in nature. Such disks collapse for oner processing area of Ryker's Island Control and Air Animation.
easy storage somewhere on the hero's Federal Prison, Tahiti in the year 1287, These are also the Nemeses.
costume, such as a false bottom in the the surface of Lake Michigan (twenty

89
TS/Hyper-Digging: The hero can travel Rank Maximum Distance river, twelve power lines, three street
swiftly through the earth by burrowing a Up/Across Down lamps, 57 trees and bushes of various
tunnel at Power rank speed (land move- sizes, and a late Merino ram named
FE 4' 6'
ment rate). The Power can be used in- Herbert. Judges can assume that the
PR 6' 9'
definitely as Hyper-digging has the hero has enough control on his descent
TY 10' 15' that he can swerve to avoid dangerous
side-effect of increasing the hero's
GD 20' 30'
Strength and Endurance. Both abilities' landing sites. The player must make a
EX 30' 45'
ranks are raised by this Power's rank green Reason or Intuition FEAT (which-
RE 40' 60'
number. Burrowing remains the hero's ever Ability has the higher rank) every
IN 50' 75'
preferred mode of transportation, when ten leaps to make sure he doesn't come
AM 75' 105'
compared to running or especially to down on something he'd rather not have
MN 100' 150'
inconceivable activities like flying. come down on.
UN 1 area 1.5 areas
Normally the tunnel the hero makes
collapses within 10 turns of the hero's
x 1.5 2.5
T1 0/Hyper-Runnlng: The hero can run
y 4 6
passage at a specific spot. The excep- at Power rank speed for extended
tion is the tunnel within 10 feet of the
z 8 12
amounts of time. The Power has the
C1000 .Smile .75 mile
hero's current location. This allows the side-effect of raising the Ability rank
C3000 1 1.5
hero to occasionally stop. A tunnel never number of Endurance by this Power's
collapses on the hero, unless a higher
csooo 2 3
rank number. It includes protection to
Intensity force is applied. Examples Innate safeguards in this Power enable wind resistance and windburn; this pro-
include explosives, Vibration, and Matter the hero to safely land. (Otherwise he tection extends to anything the hero is
Animation. If the hero wants to build a might break a leg attempting even a carrying. The hero's lungs are modified
relatively permanent tunnel, his move- Good leap.) The effect is the same on the to breath high velocity air. The last bene-
ment rate is cut in half as he takes the hero as if he were a Normal Human fit can be crucial if the hero is capable of
time to make reinforced walls. making a 2 foot leap up or across or Remarkable speeds or better.
The hero may burrow through materi- descending 3 feet. If the hero stumbles, he continues on a
als with lower Material Strength than his The effects on the area the hero lands ballistic trajectory until he regains his
Power rank. Materials with equal or on might not be the same as if a normal footing or rolls to a halt. To cut down on
greater Material Strength are obstacles jump occurred. Consider that the Hulk the chance of this, the Power increase
to be detoured around. If the hero also splinters the pavement when he lands. the hero's reaction time to be able cope
possesses Hyper-Strength, Armor Skin, To determine what sort of effects occur with impending problems. The increased
Body Resistance, or True Invulnerability, when the hero lands, the Judge should reaction time decreases the relative
he can add such Powers' rank numbers figure what kind of damage results when speed of any other moving object. The
to this Power's rank number. This might a weight five times that of the hero sud- hero's Power rank number decreases the
permit the hero to burrow through harder denly drops on the surface in question. perceived speed of the other object. For
materials, like granitic intrusions or bank The actual landspeed varies with the example, Quicksilver's Shift X speed lets
vaults, at half speed. angle of the leaps. The average land- him perceive a bullet traveling at 600
When creating the hero, the player speed for Hyper-leaping is a -3CS Land mph as if it were traveling only 15 mph.
must choose a Bonus Power of either Movement rate. For example, an Excel- This side-effect enables the hero to
Natural Weaponry/Claws or Body Resist- lent Leaper can travel 30 mph in a series dodge or even catch things like bullets
ance. The rank of either is at least equal of rapid 30-foot leaps. If the hero also and missiles.
to this Power's rank. possesses Hyper-speed, that can be If the Power is Duplicated or Transfer-
Optional Powers include Hyper- added to this Power's rank number for red to another being, a special yellow
strength, Hyper-endurance, Armor Skin, additional speed by increasing the fre- FEAT must be made. Failure means the
or Body Resistance. quency but not the size of the leaps. recipient only has the actual running
The Nemesis is Matter Animation. Physical burdens do not decrease the ability and not the safeguards.
hero's speed, although they might de- Optional Powers include increasing the
T9/Hyper-Leaping: The hero can jump crease his control. Anything the hero is hero's Fighting or Agility ranks by this
great distances. By repeated leaps, the carrying is also protected by the innate Power's rank number.
hero can rapidly cover large distances. safeguards against damage; the hero
This Power's minimum rank is + 1CS acts as a shock-absorber. T1 1/Hyper-Swlmming: The hero can
greater than the hero's Strength rank. If While the hero has a vague idea of cover large distances by swimming at
a lower rank is initially rolled, it must be where he is going, he can't see his Power rank speed. Speed is decreased
raised to this level. touchdown point. This can be a real - 1CS for each 100 feet of depth at
The Power determines the distances hazard when the hero can make Mon- which the hero us swimming. This is due
the hero can safely leap. strous leaps or better. For example, to increased water pressure. Water Free-
while leaping cross country, the Hulk dom can negate this limitation.
landed on seven cars (two were moving The Power does not free the hero from
at the time), one semi truck, eight roofs, the need to breathe.
a swimming pool, ten mud patches, one The hero can tow other objects in his

90
wake at a decreased speed of - 1CS. around him into fuel and oxidant, then it The Power rank determines how
This assumes the towed object has a shapes the exhaust into a stream to strong the hero's adhesion is to a given
buoyancy equal to the hero's body. If the propel him. If the hero is in a vacuum, surface. The climber must make an In-
object has a greater or lesser buoyancy, the Power creates fuel out of virtual noth- tensity FEAT based on the relative slip-
the hero's Strength determines the limit ingness. periness of a surface.
to what things can be towed. For exam- The Power is treated like Strength to The hero can carry additional weight.
ple, Marlin has Typical Hyper-Swimming determine the maximum thrust the The amount is based on the hero's own
and Strength. He is trying to tow a sink- Power can achieve. If the thrust is high weight and strength. Each additional
ing boat back to the harbor. While the enough, the hero can carry or push addi- mass equal to his body's weight de-
boat is still floating, Marlin can swim at tional loads. For example, Cannonball's crease the Power's effectiveness -1 CS.
Poor speed (30 mph). Once the boat Remarkable thrust can lift up to one ton. Example: Spiderman has Incredible
actually sinks, Marlin feels its full weight The Nemesis is Gravity Manipulation . Strength and Amazing Spiderclimbing.
of 1000 pounds. Marlin is dragged to a He weighs 165 pounds. Each additional
halt, then the boat begins to pull him T14/Skywalk: This is a peculiar form of 165 pounds of mass Spiderman carries
under. flying. The hero can walk along an invisi- decreases his Power rank -1 CS. At-
Bonus Powers include a choice of ble path that he creates in the air. The tempting to climb while carrying the
Waterbreathing or Water Freedom. The path only serves the hero and only exists Thing (weight 500 pounds) decreases his
remaining one is available as a Optional as long as he concentrates on maintain- rank to Excellent (if the Thing is hanging
Power. ing its existence. The path is intangible from a web) or Good (if Spiderman is
The Nemesis is Matter Animation/ to others unless the hero can extend its actually carrying him).
Water. benefits to them by such means as a The hero can move through dense
Power Stunt, Power Transferral, or Tele- vines, tangled vines, or similar areas by
T12/Levltation: The hero can freely kinesis. The Sky-walker can develop a using this Power instead of Agility.
resist the pull of gravity. She can move Power Stunt that maintains the path even The Nemesis is Matter Conversion.
vertically at Power rank speed, hover in while he is unconscious. Another Power
place, or drift with the wind. Stunt increases the path's tangibility to a T16/Teleport Self: The hero can vanish
Limited horizontal movement is possi- circular area 10 feet around the hero; at one location and instantly reappear at
ble by pushing off from other objects. this enables others to travel alongside a distant site. He does not physically
The maximum distances are determined him. Note that the walkway only offers cross the intervening distance and is not
the same way a normal leap is. If the protection agains falling. not affected by most physical barriers.
hero possesses Hyper-Leaping, that can The path slides forward at its own Column E of the Range Table shows the
be used to greatly increase the distances speed. This enables the hero to travel at maximum distance a hero can Teleport.
the hero can propel herself. up to Power rank speed. When the hero Teleportation always occurs, but the hero
A hero with this Power can never fall rests, speed is reduced to zero. The path must make a Power FEAT to see how
unless she is unconscious or purposely can be formed at any height but cannot well he makes the trip. Failure means he
decides to succumb to gravity. The hero climb on its own. Height is changed by arrives disoriented and cannot take any
can develop a Power Stunt that allows the path forming a ramp that the hero actions the following turn.
the hero Levitate in her sleep. climbs or descends. Note: the average The hero can carry along anything he
The Power can always lift the hero's incline is 30 degrees; sharper angles are is touching (except the ground on which
own weight. The hero can carry aloft harder to climb. he stands), up to his Strength's weight
additional mass. The amount is limited The Power offers Power rank resist- limit. Passengers must make a green
by her Strength rank. If the hero pos- ance to high winds and sudden fluctua- Endurance FEAT or be disoriented for 1-
sesses Telekinesis, this can be used to tions in gravity, whether natural or 10 turns.
increase her load-bearing capacity. Power-based. As the hero rematerializes, gases and
Levitation provided Power rank Resist- The Optional Power is Telekinesis. liquids move aside before he solidifies.
ance to high winds and fluctuations in The Nemesis is Gravity Manipulation. Normal safeguards prevent the hero from
gravity, whether these are natural or consciously Teleporting into a solid
Power-related. Examples of Powers that T15/Spiderclimb: The hero can travel mass. If the hero accidentally teleports
might affect the Levitator include Matter along vertical or inverted surfaces with into a solid, he must make an Endurance
Animation/Air, Weather Control, and only minor difficulty. The maximum FEAT. Success means the hero instinc-
Gravity Manipulation. speed, assuming the hero is using all his tively jumped to another location and
The Optional Powers is Telekinesis. limbs to Spiderclimb, is the same as the promptly fainted for 1-10 turns. Failure
The Nemesis is Matter Animation/Air. hero's normal ground movement rate. means the hero takes damage equal to
Each pair of limbs not used to climb twice the solid's Material Strength or
T13/Rocket: The hero flies by means of decreases the overall speed - 2CS. For actual Strength, if the blockage was a
a rocket-like exhaust that propels him at example, Spiderman can walk up a wall living being. In the latter case, that being
Power rank speed. The rocket blast is using only his feet if he is holding some- takes equal damage.
created by a thermo-chemical reaction thing in both arms, but it takes longer Certain conditions can prevent the
generated by the hero's body. The because of his decreased grip on the hero from Teleporting. If the hero doesn't
Power converts whatever material is wall. know where he is, psychological block-

91
age may prevent him from consciously requires a Power FEAT whose intensity and given new bodies at the destination.
Teleporting. Extremely dense materials is equal to the material strength of a This assumes the passengers are coop-
like Neutronium or black holes are im- nonliving target or the actual Strength of erative. Uncooperative passengers can-
passable. Barriers that incorporate such a living target. Heroes with Medical Tal- not be transported in this manner.
Powers as Power Negation, Force Field ents can develop this type of exotic sur- Period.
vs. either Energy or Magic, or True Invul- gery as a Power Stunt. When creating the hero, the player has
nerability are also impassable at higher Certain conditions can prevent the two options. At a cost of -1 CS to the
rank. passage of a Teleportation beam. Neu- Power rank, the hero can be given the
The Optional Powers are Teleport tronium and black holes are impassable. ability to only temporarily disintegrate his
Others and Clairvoyance. Barriers that incorporate such Powers as original body. When he returns to his
Force Field vs. either Energy or Magic, original site the body automatically rema-
T17/Telep ort Others: The hero can Power Negation, or True Invulnerability terializes. Normally the new body is cre-
make any target except his own body are impenetrable if their Intensity ranks ated out of the particular type of matter
vanish and instantly reappear at a distant are greater than this Power's rank. (animal, vegetable, mineral) that most
site. The target does not physically cross The act of Teleportation takes ttiree resembles the original body. This limits
the intervening distance and is unaf- turns. The first turn the hero affects the the sites where the hero can reform. At a
.fected by most physical barriers. Column target. The second turn the actual trans- cost of - 1CS the hero the hero can
E of the Range Table shows the maxi- portation occurs. The third turn the target create new bodies out of whatever mate-
mum distance the hero can Teleport a rematerializes. Only on the fourth turn rial is available, regardless of its nature.
passenger. can the hero seek another target. The Power can be diminished or de-
Teleportation always occurs if the Optional Powers include Teleport Self stroyed by mental Powers that alter the
passenger is immobile or touching the and Clairvoyance. hero's self-image. If the hero loses his
hero. The passenger must make an self image, then the next use of the
yellow Endurance FEAT to see how he T18/Telereformation: This is a peculiar Power results in his bodily annihilation
fared. Failure means disorientation for 1- form of Self Teleportation. The hero can and conversion to a Free Spirit. Barriers
10 turns. disintegrate his body, transport his life- that incorporate Force Field vs. Mental
If the passenger is uncooperative or in force any distance, and then create a Attack are impassable if their Intensity
motion, the hero must make an Agility new body out of materials available at rank is equal or greater than this Power's
FEAT to catch him. In addition , each 10 the destination site. The Power shapes rank.
feet of distance separating the hero and these into a form that resembles the Optional Powers include Clairvoyance,
passenger increases the Power rank hero's self-image but whose physical Free Spirit, and Serial Immortality/
-1CS. properties may be those of the materials Creation.
The Power can teleport a mass equal that compose the new body. The Nemesis is Force Field vs. Mental
to the hero's Strength limit. This may be Column E of the Range Table shows Attack.
a single object or any number, so long as the maximum distance the hero can
the weight limit isn't exceeded. If the travel. T19/Time Travel: The hero can travel in
hero is trying to exceed his limit, he only Upon attempting to form a new body, time to reach any point in the past or
Teleports part of the mass. Living targets the hero must make a Power FEAT. A future. The maximum range the hero can
are transported intact; if a being weighs green FEAT shapes existing material into reach is varies depending on which di-
too much it simply won't Teleport. Only the hero's basic form. A yellow FEAT rection he's traveling. Travel into the
the amount of non-living material that converts the material into those sub- past is easy because it already exists
within the limit is Teleported; the rest is stances that composed the hero's origi- from the hero's point of view. The maxi-
left behind. nal body or current self-image, he was mum range is equal to the Power rank
Example: The Teleportation beam transformed into his current physical number times 1000 years. Travel into the
aboard the spaceship Jenni Lea has form. A red FEAT enables the hero to future is harder (at least, if you're plan-
Excellent rank and can handle up to 800 create an altered version of his self- ning a return trip). The maximum range
pounds of material. A emergency re- image. Examples of a red FEAT include into the future is equal to the Power rank
quired the evacuation of five people additional forms or ones of different number times 1O years.
(average weight 200 lbs.) and their sizes. The act of time traveling takes 1-100
equipment. The Teleportation beam Obviously, most heroes with this turns of the hero's perceived time. (No
sorted out its load before taking effect. Power cannot carry objects, passengers, time actually passes but it sure feels like
Only four of the crewmen were tele- or clothing. The hero shows up stark it.) The rate of perceived time passage
ported in the first turn. The fifth crew- naked unless he makes a red FEAT and varies with each mode of time travel but
man, the equipment, and the clothes the generates a costume. If the hero has the is consistent for all trips using that mode.
other four had previously been wearing Power of Ionization (for nonliving matter) For example, Dr. Doom's time platform
arrived on the next go-round. or Body Transformation-Others, then he makes virtually instantaneous trips while
The hero can consciously try to Tele- can carry passengers or loads when . Kang's timeship travels at a rate of one
port sections of a target; the effect is as if using the Power. The load limits are year per turn.
the hero had used an extremely fine determined by this other Power. Just like The theories behind Time travel vary
scalpel. Such Teleportational dissection the hero, such targets are disintegrated on the flexibility of the past. Two theories

92
stress the immutability of the timestream. a place where such travelers can attack Power's rank number. At Amazing rank,
The first theory states that all events are each other. A traveler who is slain or the hero gains the additional Power of
fixed; if you travel into the past, you are rendered unable to return to normal time Self Teleportation. The 10-area limit
destined to perform those actions or is lost forever. remains in effect. The Power automati-
some unknown force either prevents or The Power can transport a mass cally transports anything the hero con-
negates your actions. (The Collector whose weight is equal to the hero's siders part of his self image. This can be
suddenly appears and stops Darkstar Strength. If the Power is incorporated extended to include clothing, equipment,
from assassinating a ten-year-old Abra- into a device, it can transport an amount and even companions. The additional
ham Lincoln.) The second theory states equal to 100 pounds times the Power weight is limited to the number of pounds
that the traveler actually travels to an rank number. equal to the Power rank number.
alternate timeline that closely resembles Time travel can be hindered and even Example: The Troubleseeker known
the desired segment of the past. By stopped by the Power of Reality Altera- only as The Medic possesses a CL3000
changing this timeline, the hero cuts tion. A higher-ranked Power of this type rank. This allows him to transport 1.5
himself loose from his original timeline can simply undo anything the traveler tons of additional mass. This is repre-
and is now linked to the one he has cre- attempts or may even bar him from ever sented by a hut full of equipment and at
ated. (Darkstar assassinates Lincoln. entering the timestream. least two (sometimes unwilling) passen-
The U.S. breaks up during the Civil War Optional Powers include Dimension gers.
and never becomes a world power. Dark- Travel, Precognition, Postcognition, and What attracts the Troubleseeker? The
star emerges in a new present where the Reality Alteration. Detection aspects of the Power operate
U.S.S.R.'s chief rival is Anglo-American The Nemesis is Reality Alteration. on an Empathic basis. The crisis that
Codominion. Meanwhile on Earth-Marvel, attracts it is one that generates extreme
the Avengers intercept a secret Soviet T20/Troubleseeker: Heroes hate this levels of turbulent emotions (fear, hate,
communique that deals with Darkstar's Power but it does tend to get an adven- pure evil, general anguish, and so on).
disappearance while on a mission.) The ture going quickly. The Power combines An event that doesn't directly affect any-
third theory states that there is only one Teleportation with automatically function- one will not attract the Troubleseeker. A
timestream but it can be completely ing Mental and Detection Powers. The screening mechanism prevents the hero
changed at any point when a traveler hero subconsciously detects a crisis from traveling to " false alarms" such as
from the future alters a part of the past. somewhere within his range and auto- a distressed accountant who just lost his
(Alison Blair of Her Majesty's Special matically teleports to the vicinity. The ledgers.
Guard brings her superior, l ord Warren, maximum range for detection and Tele- If the hero possesses Dimension Tra-
Earl of Worthington, an intercepted So- portation is shown on column E of the vel, it is automatically incorporated into
viet report dealing with the appearance Range Table. this Power to extend its range. The result
and subsequent elimination of a super- The hero has no control over the is that the Troubleseeker can be drawn
human who called herself Darkstar.) Power. He usually arrives without any to crises on an infinity of alternate
Villains and well-meaning but mis- idea of what the problem is that drew worlds.
guided types tend to believe the third him. His only ~arning is the dreaded feel If the hero possesses Time Travel , the
theory. This is a false belief since the of the Power beginning to function. (A Power can usurp control of this as well.
structure of the Marvel Universe actually brief tingle, a muttered "Here I go The hero travels to a random location in
follows the second theory. Remember, again," and poof!) time and then teleports to a crisis occur-
people, that each Judge's campaign is Nothing in the Marvel Universe can ring within that time place.
set in a different divergent timeline. prevent the hero from teleporting into a The Power does allow the hero to rest
Judges are fully entitled to mangle the crisis area. His unwanted appearance between missions. The Power will not
plans of any characters who intend to can only be prevented by nullifying the function again until 1-1 O days after the
alter the timestream. After all, the players Power before it functions. This can be successful conclusion of the previous
are going to create a lot of paperwork for accomplished by negating either the mission. If the mission was unsuccessful,
the Judge if they succeed. detection, analyzing, or transportational the Power functions again 1-10 hours
By means of a Power Stunt, the hero aspects of the Power (more on this later). after the hero's defeat.
can actually travel into the Time Contin- Once he is drawn to the scene, the The hero has a -1 CS resistance to
uum. This is a chaotic maelstrom of hero can move freely about. He must Emotion attacks. Even worse, a perfect
whirling lights and images that flash too remain within 10 areas of the initial at- simulation of the emotions that accom-
quickly for the conscious mind to com- traction. If the hero goes beyond that pany extreme distress can serve as a
prehend. Once within the Continuum, the limit, he is instantly teleported back to his trap to lure and hold the Troubleseeker.
hero can travel to any point in any times- starting place. Only when the crisis has The Troubleseeker cannot leave the 10-
tream. Accuracy is nearly impossible. A been dealt with can the Troubleseeker area limit until he has discovered the
green FEAT only gets the hero to the leave the area. (Of course, the Power is deception and neutralized the source of
right timeline. A yellow FEAT gets the also free to draw him to a new crisis the spurious emotions.
right century. A red FEAT gets the hero elsewhere.) The Troubleseeker resents his Power
within the 1O weeks of the desired date. To compensate for the constant de- and often feels he is a puppet dancing at
Since all time travelers must pass mands the Power places on the hero, it the whim of an unseen master. The
through the Time Continuum, it serves as increase the hero's Endurance by this Power is controlled by a force beyond the

93
hero's discovery. Whatever its nature, the hero is free of any hindering atmo- could rub the hero's soles as he walked.
the Power will never try to get the hero spheric friction; this is the Space Move- Water currents and high waves can
killed. The screening mechanism never ment rate. Acceleration occurs at a rate slow, speed along, or redirect the hero's
draws the hero to a crisis that is beyond of +1CS per turn. Deceleration occurs at progress. High waves become the equiv-
his ability to handle, though he might not -2CS per turn. alent of self-propelled hills. Fast currents
think so at the time. If the hero admits or The hero's maneuverability is deter- can change the hero's speed. Opposing
suffers total defeat, the Power may even mined by his Agility. The hero may be currents decrease the hero's speed by
allow him to escape. If the hero is in a able to surpass lightspeed but if he has the currant's Intensity rank number.
fatal situation with absolutely no way out, Feeble Agility he is going to need a wide Supporting currents increase the hero's
the Judge rolls a red Power FEAT. Suc- turning radius. speed by the same amount. Waves and
cess means the hero is teleported to True Flight includes as a side effect currents can be natural or created by
safety, at the loss of all his Karma. Power rank resistance to atmospheric such Powers as Matter Animation or
The Power works against the Trouble- friction and lungs adapted to breathe Weather Control.
seeker's opponents if they try to carry high velocity wind. It does not include the The Nemesis is Matter Animation/
him away from the area. Such attempts ability to breathe water or survive the Liquid.
to hijack the hero proceed normally until rigors of outer space.
the 10-area limit is reached. At that point When creating the hero, the player can T23/Whirlwind: The hero can fly by
the hero immediately teleports back to define the Power in any way that is con- creating a small cyclone that carries him
his starting place, minus whatever had sistent with the character or his equip- through the air. The hero can travel at
carried him away. ment. Power rank speed but is limited to Shift-X
As mentioned earlier, the only way to Optional Powers include Body Resist- rank. Maneuverability is determined by
prevent the Troubleseeker's unwanted ance, Armor Skin, Self-Sustenance, and the hero's Agility.
appearance is to somehow prevent the Telekinesis. In addition to the hero's body, the
Power from initially functioning. The The Nemesis is Gravity Manipulation. Whirlwind can support additional weight.
detection aspect can be temporarily Each additional 500 pounds decreases
blinded by such means as Mental Invisi- T22/Water Walking: The hero can tem- the Whirlwind's speed -1cs. Passen-
bility or Force Field vs. either Mental or porarily solidify the surface of the water gers are not battered by the high winds
Emotional Attack. If the villain operates to enable him to walk on it without get- but are safely held aloft by updrafts in
so covertly that no one gets distressed, ting more than his feet wet. The pathway the cyclone's interior. Still, all passen-
this will also do. The key is prevent the smoothes the water's surface to an aver- gers must make an Endurance FEAT or
hero from receiving the broadcast emo- age wave height and is not affected by become air sick.
tions. waves of equal or less Intensity. The Power provides rank level Resist-
The second mode of prevention deals The path slides along the water's sur- ance to Physical and Sonic attacks.
with the analysis aspect. Anything that face. This permits the hero to travel at High winds can affect the hero. Strong
can reduce the hero's Reason or Intui- Power rank speed and the Water Move- winds decrease the Power rank by their
tion to below Typical can prevent him ment rate. Intensity rank number. If the wind is
from recognizing distress as something The Path only exists for the hero to powerful enough, the Whirlwind can be
that demands his attention. Means to this use. It is intangible to others unless the dispersed. Such winds can be natural or
end include Hypnotic Control, Emotion hero can physically carry them or directly created by such Powers as Matter Ani-
Control, Induced Sleep, Mind Drain, and extend his Power to them. This can be mation or Weather Control.
Psionic Vampirism. done in two ways. One, when the hero is Optional Powers include Weather
The third mode is simple enough. The created, the player can decrease his Control and Matter Animation/Air.
villain need only negate the hero's ability Power rank -1 CS by modifying the These are also the Nemeses.
to Teleport. Note: the hero may actually Power to extend 1O' around the hero.
thank the villain for this, if the villain is This area will support others, provided
able to pass himself off as a benefactor. their combined weight does not exceed
the hero's weight limit. The second
T21/True Flight: The hero can fly method requires the use of another
through air and space without an appar- Power that can enable others to indepen-
ent means of propulsion. This is the most dently use the watery pathway; such
desired Power in the history of the world. Powers include Power Transferral and
The Power rank determines the maxi- Creation.
mum speed the hero can attain in a spe- The Power normally functions only
cific condition. There are three mediums when the hero is consciously using it.
in which a hero can fly. The slowest form The hero can develop a Power Stunt that
of Flight occurs when the hero torpedoes enables him to maintain the path's solid-
through the water at the Water Move- ity even when the hero is unconscious.
ment rate. Faster speed occurs when the The Power only affects water itself. It
hero flies through the air at the Air Move- provides no protection against anything
ment rate. The fastest flight occurs when within the water. For example, a shark

94
INDEX

A Elemental Conversion . . .. .. .... MCo4 Hyper-Speed ........... .. . .. .. .. PS


Abnormal Sensitivity ............ DT1 Elemental Creation .... ... .... . MCr2 Hyper-Swimming .......... ..... T11
Absorption Power ... .. . ....... .. EC1 Empathy ...................... M10 Hyper-Touch ................... DTB
Age-Shift . .... . .. . . .... . .. . .... . S1 Enchantment .................. MG 1 Hypnotic Control ......... . ..... .. L9
Alter Ego ...... ..... . ... ..... ... S2 Energy Body ................... S11 Hypnotic Voice ..... ....... ...... P6
Anatomical Separation . .... . . .. ... S3 Energy Conversion . ............ EC6
Animal Mimicry .................. S4 Energy Detection ............... DT3 I
Animal Transformation . . . .. .... ... SS Energy Doppelganger ........... EE3 Illusion Casting . ..... ............. 12
Animate Image ................... 11 Energy Path .................... T4 Illusory Invisibility .... . .... .. . ..... 13
Armor Skin ..................... P1 Energy Sheath . ... . . .. .. .. .... . S12 Illusory Duplication ............... . 14
Artifact Creation ............... MCr1 Energy Solidification ............ EC7 Imitation . .. . .................. S14
Astral Body .......... . ....... . .. T1 Energy Source: Magic .......... MG2 Incarnation Awareness . . ........ M1S
Energy Source: Power ....... . .. PCS Internal Limbo .......... .. ..... MG3
B Energy Source Creation ......... PC6 Invisibility . .. .. . . .. .. ..... . . ... S1S
Berserker ...................... F1 Energy Sponge . .. .. . .. .. .... .. ECB Ionization ......... .. .. . .. .... MCoS
Biophysical Control . . .. . .... . .... . L1 Energy Vampirism . .. . . ... .... .. EC9 Iron Will ..... .. ............... M16
Bio-Vampirism . . .. . . . ............ L2 Enlargement . ..... .. ..... . .... MC6
Blending .............. . ....... . S6 Environmental Awareness .. ..... . DT4 K
Body Adaptation ................. S7 Emotion Control .............. . .. L4 Kinetic Bolt ...... .. ............ EE?
Body Armor ... . . .. ... .. . . .... .. . D1 Evolution . . .. ..... . ............ S13 Kinetic Control ................ EC13
Body Coating ................... SB Exorcism ............. . ...... . .. LS
Body Transformation .... . .... .... S9 Extradimensional . . .. . . ... . ..... DTS L
Body Transformation-Others .... . . L3 Levitation ........ . ... . ......... T12
F Life Detection ............ . ..... DT9
c Fire Control ...... .... ........ EC10 Lifeform Creation . .. . ... . . .. . .. MCr3
Carrier Wave ........... . ... ..... T2 Fire Generation ................ EE4 Light Control ... . ...... . ....... EC14
Catalytic Control ................ EC2 Floating Disc ..... .... .. .. ... ... . TS Light Emission ................ . EES
Chemical Mimicry .. . ......... . .. S10 Focus ............. .. .. . .. . .. . PC7 Linguistics ...... . ..... . .. . ... . M17
Chemical Touch .... . .... .... .... P3 Force Field . .. ... . . .. ........... D2 Lung Adaptability ................ P7
Circular Vision . . ............... DT2 Force Field vs. Emotion ....... .. .. D3
Clairaudience . .. . . ....... ... .... M1 Force Field vs. Energy ............ D4 M
Clairvoyance .... . . .. . . .... . .. . . M2 Force Field vs. Hostiles ........... L6 Machine Animation ........ . .... MCB
Cold Generation ...... . .... .... . EE1 Force Field vs. Magic ............ . DS Magic Control ................. MG4
Coldshaping ... . ...... .. ....... EC3 Force Field vs. Mental ............ D6 Magic Creation . . .. . ..... .. . ... MGS
Collection ...... . .... . .... . .... MC2 Force Field vs. Physical . .. .. .. . . .. D7 Magic Detection ......... ...... DT10
Coloration . .. . ... .... . ....... MCo1 Force Field vs. Power Control DB Magic Domination .. ..... . .. .... MG6
Combustion ................. . MCo2 Force Field vs. Vampirism ......... D9 Magic Transferral .............. MG?
Communicate with Animals ........ M3 Forced Reincarnation ............. L7 Magic Vampirism ......... . .. .. MGS
Communicate with Cybernetics . .. .. M4 Free Spirit .. . ..... .. . .. .. . .. . . M11 Magnetic Manipulation .... ...... EC1S
Communicate with Non-Living . . .. . . MS Magnetism ............. .. . .... EE9
Communicate with Plants .... . .... M6 G Martial Supremacy ............... F2
Control . . . .. . . .. .............. PC1 Gateway . .... ... . . .. .. . ........ T6 Matter Animation ............... MC9
Cosmic Awareness .............. M7 Geoforce . .. .. . ..... .. .. ..... . MC? Mechanical Creation ........... MCr4
Creation ..... . . ............... PC2 Gestalt ......... ..... ......... PCS Mental Duplication ....... .. .. . .. M18
Gliding .. .............. . ..... .. . T7 Mental Invisibility ............ ... M19
D Grafting .......... .... .. . ....... LB Mental Probe ..... . ... .... ..... M20
Danger Sense . ..... ............ MB Gravity Manipulation . .......... EC11 Microenvironment .. . ..... . . .. . MC10
Darkforce Manipulation ... .... ... EC4 Microscopic Vision ............. DT11
Digestive Adaptation ........ . .... P4 H Mind Blast ...... . ........... .. M21
Dimension Travel .... . .... . . . .. .. T3 Hallucination .. .. .. . .. . .. .. .... M12 Mind Control ... . .... ............ L10
Diminution .. . . ............ . ... MC4 Hard Radiation Control ......... EC12 Mind Drain .............. . ..... M22
Disintegration ................ MCo3 Hard Radiation .......... .. .. . ... EES Mind Transferral ................ L 11
Disruption .................... MCS Heat . ..... .. .. .... ........... EE6 Missile Creation . .. ........ . .. . MCrS
Domination .................... PC3 Hyper-Digging .... . .............. T1 Molding ... .. . ..... . ... .... .. MC11
Dreamtravel .... . . .. .... .... .. .. M9 Hyper-Hearing . . ............... DT6 Molecular Conversion ..... .. . .. MCo6
Duplication .. . . .... . ........... PC4 Hyper-Intelligence . ..... .... .. .. M13 Molecular Creation ............. MCr6
Hyper-Invention . .. ..... .. ..... . M14
E Hyper-Leaping .... .. .. ..... . .... T9 N
Electrical Control ..... ... .... . .. ECS Hyper-Olfactory ............... . DT7 Natural Weaponry . .. ..... . ........ F3
Electrical Generation ............ EE2 Hyper-Running . ......... ....... T10 Nemesis . .. .............. ..... PC9

95
Neural Manipulation . . . .... . . .. . . L12 Resistance to Vampirism .. . ..... . D17 Teleport Self . .... . .. . ... . . . .. . . . T17
Rocket ........................ T13 Telereformation .. . . .. . .. .. .... . . T18
p Telescopic Vision ......... . .... DT17
Penetration Vision ............. DT12 s Thermal Control ............... EC20
Pheromones . ................... PS Selection ......... . .. . ....... PC13 Thermal Vision . .. . . .. .. ....... DT18
Physical Gestalt .. . . ....... . .. . . S16 Self-Duplication . ..... .. . .. .. ... S19 Time Travel .. .. . ..... .. . . .. . .. . T19
Plague Carrier ... .. ............. L 13 Self-Revival .. .. . . ... . . ........ . P10 Total Memory .. . .. . . .. .. .. ... .. M33
Plant Control . . . . . . . . . . . . . . . . . . . L 14 Self-Sustenance ... . ..... .. . .... P11 Tracking . ..... .. ....... .. .... DT19
Plant Growth ................... L 15 Self-Vegetation ........ . ...... . . S20 Troubleseeker .............. . ... T20
Plant Mimicry .... .. ... .... . .... S17 Sense Alteration .. . . ..... .. .. . .. L 16 True Flight . . ..... . ............. T21
Plasma Control . . . . . .. . .. ... ... EC16 Sensory Link .................. M27 True Invulnerability .. . ..... .. .... P14
Plasma Generation ............ EE10 Serial Immortality .. ..... .. ...... M28 True Sight .... .. .. . . .. .. . .. . . . DT20
Postcognition .... . ............. M23 Shadow Casting .. .... .. ....... EE12
Power Detection ... . ........... DT13 Shadow Shaping . .... .. ...... . EC18 u
Power Simulation . .... . .. .... . . MG9 Shapechange-Others . . ... . ..... L 17 Undead Control ............. . .. . L21
Power Transferral .... . ..... .. . PC10 Shapeshifting .. . .. .. . .. . ... . . .. S21 UV Vision .. .. . . .. ..... . ...... DT21
Power Vampirism .... .. . . . ..... PC11 Skywalk . . ........ .. . .. ........ T14
Precognition . .. . . . . .. . . .. . . .... M24 Sleep-Induced ...... . .. . ..... . L 18 v
Prehensile Hair ... . ............. S18 Sonar ..... . ............ .. ... DT16 Vibration . .. . .. . .. .. . . .. ...... EE14
Psionic Detection ...... . .... .. . DT14 Sonic Generation ..... .. .... .. . EE13 Vibration Control ... .. .. . .. .... EC21
Psionic Vampirism .... . . ..... . . . M25 Sound Manipulation ... .. ..... . . EC19 Vocal Control .. . . ......... . .... P15
Speech Throwing .. . .. . . ... . . .. . M29
R Spiderclimb .. ........... .. . .. . . T15 w
Radar Sense . .... . . .. ....... . . DT15 Spirit Gestalt .. . .. . .. .. . . ... . .. . S22 Warding ...... . .. . .. . .. . .. . . . MG13
Radiowave Control .. . ...... .. . . EC17 Spirit Storage ..... . ......... . .. L 19 Waterbreathing ..... .. .... .. . .. . P16
Radiowave Generation .. . ....... EE11 Spirit Vampirism . .... .. ..... .. MG11 Water Freedom ........... .. . . .. P17
Reality Alteration . .... . ....... . MG10 Spray .. .. .. ........... , ..... MCr7 Water Walking .. . . ..... . .. . .. .. T22
Reflection .. . . . .. . ............. D10 Stealth .. .. . . .. .. . ........... .. P12 Webcasting .................. MCr8
Regeneration ... . . . .... . ..... . . . P9 Summoning .... ............... . L20 Weakness Creation . . . ...... . . . PC14
Remote Sensing . .. .... . . .. ... . M26 Suspended Animation . . .. .. ... .. P13 Weakness Detection .... .. .... . DT22
Residual Absorption ............ PC12 Sympathetic Magic . .... . .. .. . . MG 12 Weapons Creation .... .... .... . .. F4
Resistance to Emotion ........... D11 Weapons Tinkering .. . . .. .. . . .. .. . F5
Resistance to Energy . . . .. . . .. . .. D12 T Weather .. . . ............ . . .. . MC12
Resistance to Magic . ... ..... . ... D13 Telekinesis .. .... .. . : .. ........ M30 Whirlwind .. . ..... .. . .. . .. . .. .. T23
Resistance to Mental ... . . .. .. . . . D14 Telelocation . . .. . ..... .. .. . .. .. M31
Resistance to Physical ... . ..... .. D15 Telepathy . .. ........... .. . .. .. M32 z
Resistance to Power Manipulation . . D16 Teleport Others .... .. ..... ...... T16 Zombie Animation . . ..... .. . . .. MC13

96
MOVEMENT TABLE

Rank Name Air Space/ Extradimensional


Ar~as · Mph/m Mph/m
- . . ..
Fe 30/.5 ' ' 300/5
· Pr 60/1 ' . 600/1.0
. Ty 90/1.5 - 1'000717
Gd 12012' 15Q0/25
Ex 15012.!) 2000133
Rm 225/3.75 4000/66
-.lfl ~.........
-~.....,. .....
~
300/5 . . 6000/1 ()0 , .
Atn 375/~.2q . . . 1,0~000/1 ~'7
· Mri~~ 450t7.5 , 20,000/333·
Un sbot16' .. 40,oo'Qt666
ShX 750/12.5 80,000/1332
ShY 1500/25. 150,000/2500
- $liZ c 3~50162.5 30.0,0(lQ/5000 -
Ci100Q. • . ·10,000 1 rnjlljon/16,667 "
Gl3000 ) igl:itspeed_ ' · ·'
Cl5000 100 x lightspeed

NUMBER OF SIMULTANEOUS ACTIONS OR TARGETS

Rank Name A B c D E

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