<pre> To give credit where credit is due

i give credit to "alien" [email protected] for this info. since a lot

of it was copied from his site. Defensive powers: Body Armor Force Field

: Force Fields completely absorbs any attacks that have an intensity equal

or less than the power rank number. The remaining Intensity breaches the

field and affects anyone within with its deminished effect. Force Fields

enable certain power stunts. Force Field vs.Emotion: minimum= Int+1CS Force

Field vs.Energy Force Field vs.Magic Force Field vs.Mental : min=Psyche+1CS

Force Field vs.Physical Force Field vs.Power Man. Force Field vs.Vampirism

Reflection: The power rank of the power is substracted from the attacks

intensity, (Ex power-rank vs. Rm damage results in Fe damage). The rest

is reflected back. A Typical FEAT is required to reflect the attack in

random direction, an AM FEAT to direct the attack -3CS back to the attacker.

A Un FEAT to completely turn the attack. When the power is breached once

the user has to make a green FEAT to use the power again, when breached

for the 2nd time ha has to make a yellow FEAT, for each following breach

he must make a red FEAT. Resistance: Same as Force Fields in effect but

it affects only the user and none of the Force Fields power stunts are

possible. Resist:Cold: may still be affect by Ice objects Resist:Disease:

min=Endurance +1cs Resist:Electricity: Conductive electricity passes trough,

non conductives treats as rubber Resist:Emotion: min=Int+1CS Resist:Magic:

may be lower than Psyche Resist:Mental: min=Psyche+1CS Resist:Toxins: Min=Eendurance

+1cs Resist:Vampirism: Min=Endurance +1cs Invulnerbility: Choose one of

the above resistances and gain Cl1000 resistance to it. If you roll any

more resistances you may be invulnerable to them to Detection Powers: (06-11)

Abnormal Sensitivity: The hero can hear/feel/see things he cannot normally

see and vice versa. He can for instance see infrared but not normal. Circular

Vision: 360 degree vision, +1CS Fighting, -1CS pop (grotesk eyes) Energy

Detection Environmental Awareness: complete knowledge of surroundings Extradimensional

Detection Hyper-Hearing: sonic attacks at +1CS Hyper-Olfactory: when unable

to block nasty scents -1CS Reason and End Hyper-Touch Life detection: indentify

presence and nature Magic Detection Microscopic vision Penetration Vision:

X-Ray vision Power Detection: identify specific heroes at Un FEAT Psionic

Detection Radar Sense: -1CS vs.electrical and magnetic attacks Sonar: vulnerable

to sonic Telescopic vision Thermal Vision Tracking True Sight: penetrate

any diguise below this rank, green for a power at +1CS up to red for +3CS

Ultraviolet Vision: see clearly through fog and water Weakness detection:

rank Good or below, physical weaknesses only. Ex to Am mental and physical.

Mn and above, mental physical and powerbased. Energy Control powers: (12-16)

Absorbtion Power: The hero can absorb a specific type of energy and convert

it into health. Choose which energy type (life energy, nuclear, light etc.)

Catalytic Control: Increase or decrease the speed of chemical reactions.

Or the hero can for instance increase the heat generated by a process.

Possible power stunts are: Increase Strength and End by increasing the

metabolizing of Oxygen and Food, Hastening decay Forming Compounds by simple

mixing Stopping nuclear reactions Causing impossible reactions etc. Cold

Shaping: Increase or decrease cold intensity or redirect Cold powers, Cold

Generation is a bonus power. Darkforce Man ipulation: Generate and control

the 'darkforce'. Power Stunts: Blunt attack at rank damage Shadowcasting

Flight at -1cs Gateway Energy Solidification Electrical Control: as other

control powers but character also gets resistance to electrical attacks.

He can also remotely operate electrical devices with a Gd power FEAT, complex

machinery requires a Rm FEAT. Energy Conversion: Change one form of energy

into another at 1 rank lower than original. He must make a power FEAT vs.

the intensity of the energy. The hero can gain energy emission (Dazzler)

or convert enrgy in a less dangerous form. Heat to cold in a firestorm

for instance. Energy Solidification: Form solid forms of intensity material

strength. Simple solids require a Fb FEAT, animated require Ty and simple

machinery requires an In FEAT. Power stunts: create cages forming servants

build semi-permanent structures create body armor to protect and enhance

abilities Pieces that are broken of revert to enrgy form and do -4CS damage.

Energy Sponge:Absorb and store any kind of energy. Up to power rank can

be stored and released at -2CS or harmlessly dissipated. The hero can absorb

more energy at a red FEAT but failure results in a complete release of

energy at full damage to the hero and surroundings. Energy Vampirism: Drain

energy from a target and convert it into Str, End, Psy or other powers.

Non-living can be drained totally at a power FEAT vs. energy intensity.

Living targets have a resistance intensity equal to their Psy and only

energy emission powers can be drained. Fire Control: Control existing flames,

increase or decrease by power rank. The hero has power rank resistance

vs. heat&fire. Gravity Manipulation: changes gravity intensity with

following power stunts: changing gravity direction creating artificial

gravity launching targets into space levitation at -1CS speed incapacitating

a foe by increasing his weigth forming large asteroids from space debris.

Hard radiation control: control X-rays, alpha, beta, gamma and cosmic rays.

Kinetic Control: Increase or decrease kinetic energy. Ty intensity FEAT

allows him to change the direction of any moving object or he can 'push'

a target with power rank strength. He can also control a targets telekinesis

or kinetic bolts power with a FEAT vs. opponents power intensity. Light

Control: Control light, form crude holograms on Rm feat and gain +1CS resistance

to light based attack. Magnetic Manipulation:control existing magnetic

forces and shape the field in certain forms to for instance create force

fields. Plasma Control: control plasma, create plasme constructs or counteract

plasma powers. Radiowave Control: same as other control powers except microwave,

AM or FM waves. or simulate broadcasts. Shadowshaping: form 2-dimensional

shadow constructs that do power rank damage and remote sense through them,

he can also see through shadows. Sound Manipulation: same as other wtih

following power stunts muting voices, alarms magnifying sounds to do power

rank damage Thermal Control: control heat or cold but only the thing directly

affected by the heat or cold source. Vibration Control: increase or decrease

vibrations, controling earthquakes. Richter number intensity 1 Fe,Pr 2

Ty,Gd 3 Ex,Rm 4 In,Am 5 Mn,Un 6 Sh-X,Sh-Y 7 Sh-Z,CL1000 8 CL3000, CL5000

other power stunts: distort voices cripple gyroscopes adjust vibration

of his own atoms permitting him to phase Energy Emission powers: (17-24)

Energy Emission powers allow a hero to do power rank damage by generating

the pure forms of energy unless otherwise noted. Cold Generation: NOT ice

genration, generate extreme colds (see judge book for effects) Electrical

Generation Energy Doppelganger: generate an energy body from himself which

can have powers and automatically has True Flight and power characteristic

to the energy type. Fire Generation Hard Radiation Heat: NOT fire generation,

possible power stunts causing breakdown of molecular or atomic bonds (Am

and Un FEAT) Negating a target's magnetism Negating conductivity Strengthening

materials changing local weather Kinetic Bolt Light Emission Magnetism

Plasma Generation: also create plasma fields with 2 of the following effects

Light at -2CS illumination Heat at -2CS Flame at -2CS Hard Radiation at

-2CS Magnetism at -2CS Electricity at -2CS Radiowave Generation Shadowcasting:

emit a field that obscures energy intensity, the following are affected

at listed power rank: Light at Gd or below Heat at Ex Hard Radiation at

Rm Radiowaves at In Energy doppelgangers at Am Energy Bodies at Mn Sonic

Generation Vibration: power stunts vibratory shield with +2CS protection

vs solid attacks Fighting powers: (25-29) Berserker: Reason and Psyche

drop to Feeble while Strength and Fighting increase by the lost amount.

(Example: A character with Rm Re and In Psyche loses 66 points (30-2 +

40-2 = 66) so his S and F increase by 33 points each.) The characters also

gets power rank Iron will. The rage last for the entire combat + 1d100

turns. Martial Supremacy: Choose a Martial Arts then add this powers rank

to the already possesed skill. Character can also do power rank damage

to non-living matter. The power may be changed for swordsmanship or archery.

Natural Weaponry: Rank is material strength of claws, teeth or other weaponsy.

Weapon Creation: Create weapons out of thin air, same as molecular creation.

The character can only make Reason number of weapons as he must have knowledge

of the weapon to create it. Weapons Tinkering: Assemble any weapon or even

improve it on a red FEAT. Illusory powers:(30-31) Animate Image: generate

a 3-dimensional image from a flat image he must see the image to make it

react real to its surround- ings Illusion-Casting: The real thing. Illusions

that appear solid and can even be recorded and detected by machinery, still

he must be able to see the target area. The illusions can immitate any

power. The illusion-caster also gains ligth emmision and generation at

-2CS and can duplicate other visual powers at -2CS (hypnotism for instance)

Illusory Invisibility Illusory Duplication: perfect duplicates of the caster.

Life Control powers:(32-35) Biophysical Control: alter the physiology of

a target at power rank -1CS for every 10 feet separating the hero and the

target and -1CS per extra target. The result of this power is permanent,

the hero must choose one of the following: Healing: target gains power

rank health, green FEAT handles broken bones and simple wounds, yellow

handles wound to organs, terminal diseases and non-fatalpoisons, red handles

mortal wounds, massive physical trauma. Regeneration: Heal health as above

and regenerate lost limbs. Revival: ressurection, the target can be dead

power rank days, the condition of the corpse determines the color of the

FEAT. Damage transferral: The hero heal someone with his own health and

then heals himself at the same rank. Decay: Power Rank damage Disruption:

also power rank damage Aging: multiply aging by power rank, green accelerates

aging, yellow stops it and red reverses it. Bio-Vampirism: drains health

and increases his own Str, End, Psy, and power ranks, you gain the bonus

power of Mind Control over drained victims but you must take a weakness.

Every turn the bio-vampire must make a FEAT (vs targets Psyche) , if the

first FEAT is succesfull the victim is immobilized. To break of the attack

the vampire must make a Psyche FEAT, if he rolls red he enters a frenzy

and must feed. Body Transformation-o thers: in chemical form, physiological

form (change to plant animal etc.) or energy form. Judge determines effects,

player chooses one of the above. Emotion Contr ol Exorcism: Ty FEAT against

lower rank possesions, Rm against equal and Am vs. higher Force Field vs.Hostiles:

mental invisibility can bypass this field, acts as Force field vs. hostile

intnet. Forced Reincarnation: The hero can hold a dead spirit in stasis

while searching a new body, when implanting in a living body he may resist

using psyche. Grafting:: mad-scientist material, Dr Frankenstein etc. strongly

linked to Bio-Physical control. Hypnotic Control: normal command reequire

a green FEAT, immoral commands a red FEAT Mind Control: four versions:

Puppetry: target remains aware Possesion: targets mind loses consciousness

and control Negation: targets mind turned off Magnification: Re, Int and/or

Psy can be increased Mind Transferral: the hero can transfer his mind into

several individuals each believing to be the real one Neural Manipulation:

Disruption: targets body loses all feelings Paralysis: body turn rigid

Seizure: muscles spasm Exaggeration: overreact when attempting movement

Plague Carrier: hero is himself immune to disease. The character can infect

the target with deadly diseases or cure them. The character has to gain

the diseases before he can use them and starts with things like common

flu etc. Plant Control: impart plants with limited movement and intelligence

Plant Growth Sense Alteration: amplify or negate senses Shapechange-Others:

if form for instance cannot breath then ckeck for kill Sleep-Induced Spirit

Storage: store and communicate with spirits and immune to possesion from

them. Spirits can escape on a red Psyche FEAT Summoning: Summoned creatures

from other planes, green FEAT if creatures Psyche is lower, yellow if equal,

red FEAT for higher. Summoned creatures must perform one task. Undead Control:

control zombies at a green FEAT, intelligent (mummies, vampires) at red

FEAT. you may exchange another power for the zombie creation power. Magic:(36-40)

Enchantment: imbue an item with spells which then releases it at a specific

moment Energy Source: not a real power, the character can perform magic

while in contact with his energy source Internal Limbo: Targets can resist

by using Strength agility or a travel power and the mage must make a agility

FEAT to capture a moving target. He can only draw in targets smaller or

equal than himself. The limbo functions as a +6CS emotion control. An example

is Warlocks soul gem. Magic Control: manipulate, magnify/reduce or negate

magic Magic Creation: invest beings with new magical powers. Magic Domination:

a form of Mind Control to force other Mages to cast magic the way the holder

of this power wants it. Magic Transferral: Transfer Magical Power to a

person in contact (or at -1CS / 10feet distance) The mages own rank drops

by the transfered amount. A Green Reason FEAT means the duration is 100*

the combined reason of target and mage, yellow means 10000* and red means

permanent. Magic Vampirism: Drain magical powers from objects or drain

living Magic from a living being (see Vampirism) Power Simulation: Magical

version of a normal power. (roll again) Reality Alteration: reshape time,

choose one of the following: Alter Future: up to power rank in turn, the

harder the higher the feat Alter Present: create some sort of pocket-dimension

with a number of people equal to his rank. Green feat for small alterations,

etc. Duration, green reason feat gives 2 hours * reason rank, yellow=1

day*reason rank, red=10 days* reason rank (permanent at judge discretion)

Spirit Vampirism: Drain Intuition and Psyche to increase Str, End, Psy

and powers (see Vampirism) Sympathetic Magic: (Voodoo magic) Powers work

through some sort of Effigy, sticking pins in it hurts the character. Warding:

Create wards that have up to rank number of power rank intensity powers

to go of when certain conditions are met. Matter Control:(41-47) Bonding:

Bonding on molecular level, first turn Fe and +1cs each turn until power

rank is reached Co llection: Collect matter from your sorrounding for instance

salt from the sea, this can also affect phasing or ethereal targets if

the user remains concentrating. Crystallization: to affect a moving target

agility FEAT, victims may resist as normal. Target (living or non-living)

is transformed in gem-like substance with power-rank material strength

for 1 min/power rank. If a living being is shattered he remains crystallized

until he is somehow reassembled Diminution Disruption: Material strength

determines FEAT, living targets may resist as enrgy attack Enlargement

Geoforce: locate earth-related things, create vulcanous, earthquakes etc.

Matter Animation: alter flow of raw material air, liquid or solid Machine

Animation: vs. machines 'Psyche' which is zero when non- sentient, machine

can move at rank -2cs Micro Environment: in a close sphere around the hero

there's fresh air, normal temp. etc. this protects against acid rain, extreme

temp. gasses etc. Molding: shape solid material Weather Control Zombie

Animation: physical abilities at -3cs power rank, mental abilities are

zero, health as power rank up to psyche rank zombies can be controled,

they are immune to psionics or mental powers, disease, poisons, pheremones,

hard radiation and sonics. Matter Conversion:(48-53) Coloration: change

colors, this power can equal -2cs shadowcasting, shadowshaping, heat emission

, force-field vs. heat Combustion: spontaneous combustion in 1-10 turns,

power rank damage Disintegration: see disruption Elemental Conversion:convert

matter into specific element, each pound created costs 1 health. converting

a living being results in the being placed in stasis, if only part is conversed,

use your imagination what happens further, probably a kill result Ionization:

target emits electricity at -1cs power rank, effects are as -2cs disintegration,

-2cs heat or become temporarily ethereal Molecular Conversion: same as

elemental conversion but this power can be used to form compounds in stead

of just 1 element. Matter Creation:(54-57) Artifact Creation: create desired

objects out of nothing, each pound costs 1 health, the character must have

detailed knowledge of the designs he wants to create. Elemental Creation:

Same as Conversion except the elemant is created out of nothing. This gives

nearly unlimited possibilities. Lifeform Creation: maximum number of ounces

equal to power rank number. A green reason feat gives a lifetime of 100*reason,

yellow gives 10.000*, red is permanent. The hero must have detailed knowledge

of the organism to create. Mechanical Creation: create machines, duration

as above Missile Creation: stunning of power rank or combined with other

powers the player has like power begation/control or induced teleportation.

Molecular Creation: same as conversion except agian out of nothing. Spray:

Fb damage and visibility -2cs, combined with other powers for instance

freeze cloud when the character also has cold emission. Webcasting: power

rank strength upon hardening, can also be combined for instance with spirit

storage to capture disembodied spirits. Mental Enhancement:(58-71) Clairaudience:

hear distant sounds, -1cs resistance vs. sonics Clairvoyance: see distant

sigths Communicate w.Animals Communicate w.Cybernetics Communicate w.Non-living

Communicate w.Plants Cosmic Awareness: automatically detect CL1000 or better

ability, +1cs attacks by detecting weak spots, discover information about

things in the entire universe, when used more than 5 times make a secret

reason feat vs. going insane temporarily Danger Sense: warn up to power

rank second before attack, it can replace intuition, fighting for blocking,

agility for dodging, strength for escaping. Minimun rank id intuition.

Dreamtravel: the hero can enter the dreams of another person and observe

or even interact with it. Physical Abilities and other powers are all on

this power rank. Empathy: detect surface emotions or send empathic messages

Free Spirit: the character can survive the death of his physical body and

live outside of it, he can share bonds with another host body (or posses

it with the possesion power), physical powers he posseses are then given

to the bonded person. Hallucinations:Illusions directly inside a persons

mind Hyper-Intelligence:add this power rank to Intuition or reason Hyper

Invention: reason increased for invention purposes Incarnation Awareness:

the hero can contact his previous incarnations and ask them to perform

deeds that will help him later on. This requires a FEAT with a -1CS penalty

for each generation of incarnation. Iron Will: this power absorbs up to

a total of power rank damage, if it is released half of the damage is suffered

for real. The hero can control when to release. Linguistics Mental Duplication:

duplicate a targets brain inside a part of your own brain to for instance

learn secrets. The captured brain can try to take over on a psyche -3cs

roll Mental Invisibility Mental Probe Mind Blast: power rank damage and

psyche feat vs. intesity or KO for 1-10 rounds. Mind Drain: reduce reason

and intuition by power rank, if at sh-0 loss is permanent. Target may resist

with Psyche FEAT, if succesfull the target is immune for 24 hours, but

if a second feat fails the victims psyche is also reduced by 1cs for 24

hours, Postcognition: see in the past for a number of weeks equal to power

rank number, a green FEAT gives impressions, yellow gives general information

and red gives information that ven the subject may not have been aware

of. Precognition: the functioning of this power is ebtirely up to the judge

Psionic Vampirism: drain reason, intuition and mental powers, see vampirism.

Remote Sensing: enhance the range of any sense Sensory Link: see/hear etc.

through another being. Serial Immortality: when the character dies he is

reborn either as baby, new complete body, premade clone, recently deceased

other being or even a living being (psyche feat to resist). Speechthrowing

Telekinesis: power rank is equivalent to strength Telelocation Telepathy:

communicate on a mind-to-mind basis, unwilling targets require a power

feat vs. psyche. Total Memory: total recall Physical Enhancement:(72-85)

Armor Skin: permanently altered skin (plates, leather, inorganic) gives

body armor Body Resistance: body armor without apparent changes Chemical

Touch: -Hallucinogenic: Fighting and Int drop -3cs -Bioluminesence: light

generation -Napalm Grip: create fire on contact -Boom Boxing: combustion

on contact Digestive Adaption: the character can digest anything and has

+4CS resistance to poisons Hyper-Speed: perform tasks at rank times as

fast Hypnotic Voice Lung Adaptability: breathe gas or liquid even poisons

Pheremones: aerosol version of hypnotic control, the target must be able

to smell and taste Regeneration: the character heals power rank/10 points

of health per combat round Self-Revival: a new body grows from the largest

remaining piece when the character is dead Self-Sustenance: survive without

air, water or food Stealth: substract rank from those tracking him (Mn

tracking vs. Ex stealth is decreased to Ty tracking) Suspended Animation

True Invulnerability: damage is reduced by the number of power ranks, so

excellent damage on one with Gd True Invulnerability would do only Fe damage

(since the difference is 1 rank) Vocal Control: duplicate any sound or

voice Waterbreathing Water Freedom: no negative effects under water. When

above water Strenght and End +2cs and agility -2cs Power Control:(86-88)

Control: -Manipulation: change directions by a green feat, alter effects

by a yellow feat, completely alter a power by a red feat. -Magnification/Reduction:

increase or decrease by this power rank. -Negation: negate at a succesfull

feat. Undesirect control can be dodged Power Creation: create up to power

rank power at -3cs (not on himself) duration is 1 day times the creators

reason on a green feat, yellow gives 10 days times reason and red gives

permanently. Power Domination: some sort of domination the character can

control the use of powers, it's a feat of power rank vs. psyche. Power

Duplication: this is the only power a charcter can have, he duplicates

any one power at a time at his own power rank, a green feat enables him

to store the knowledge of the power for future use, otherwise he must be

within 10 feet of the power used. The other powers rolled when the character

was created are powers which he previously encountered. Energy Source:

the hero draws his power from an outside source. (you may roll another

power) Energy Source Creation: the character can create objects that can

hold powers and that are released on special circumstances. The item for

i nst ance can act as another characters power source. Power Focus: channel

all his power ranks and ability ranks in 1 ability or power burst. They

are all totalled together in one massive outburst, afterwards all ranks

drop to Feeble. This power rank number is the nuber of points the character

can regain each turn. Power Gestalt: a power created when two characters

touch Nemesis: replaces all other powers. In 2 round the characters can

devellop a counter-power vs. his adversary or up to a +1cs version of the

adversery's own power. The nemesis power can cope with only 1 person at

a time Power Transferral: transfer a part of your powers to another Power

Vampirism: drain powers as vampirism Residual Absorbtion: duplicate a power

by absorbing left-over traces. green feat gives a duration of reason x

100 turns, yellow: reason x 10.000 turns, red: permanent Selection: only

one of the characters powers can be used at a time (roll another power)

Weakness Creation: bestow a character with a weakness with a duration of

10 turns x reason when a green feat is made, 1000 x when yellow, 10.000

x when red Self-Alteration:(89-92) Age Shift: alter apparent age Alter

Ego Anatomical Separation: limbs, head etc. can operate independently Animal

Transformation Animal Mimicry: duplicate natural abilities Blending Body

Adaption: survive in hostile environment by changes ones body, for example

higher gravity would increase someones strength. Body Transformation: change

elemental nature of his own body, this includes changing into liquid or

gas. Body Coating: this coating prohibits the use of any powers but also

protects the hero vs. any harm until the coating is destroyed. Chemical

Mimicry: only chamical alteration of his body, no visual changes Energy

Body: body consists of one type of energy Energy Sheath: an energy sheath

surrounds the characters body and as with body coating damage to the sheath

does not result in damage to the body only when the sheath is destroyed,

it takes a red feat to restore the sheath Evolution: evolve in a caveman

(increase FASE, decrease RIP) or giant brain (decrease FASE increase RIP).

Caveman has Ty tracking, brain has Ty telekinesis and True Flight Imitation:

change form (gain outward powers) Invisibility Physical Gestalt: two normal

person form into one superhuman Plant Mimicry: change into plantform (form

does not change much). This can have varies effects: -Photosynthesis: no

need of food, -Fragrance: summon insects, -Rooting: immovability, -Poison

touch Prehensile Hair: no. of actions and strength and agil. of the hair

are given in the following table: RANK # actions Str/Agil. adjustment Fe

1 -2cs Pr 1 -1cs Ty 1 none Gd 2 none Ex 2 +1cs Rm 3 +1cs In 3 +2cs Am 4

+2cs Mn 5 +3cs Un 6 +3cs X 8 +4cs Y 10 +4cs Z 12 +5cs CL1000 20 +5cs CL3000

30 +6cs CL5000 40 +7cs If the power is somehow nullified characters agility

and movement -4cs Self Duplication: create exact duplicates of the character

possibly with permanent duration or different powers at creation. Phasing

Shapeshifting: change in any form, animate or not Spirit Gestalt: join

with a spirit being to become a superhuman, ancestral spirits, demonic

or divine etc. Travel:(93-00) Astral Body Carrier Wave: propel the characters

body by use of energy (magnetism, sound, light etc.) Dimension Travel Energy

Path: the hero is transformed into a specific type of energy and can travel

at power rank speed along currents of that energy Floating Disc Gateway:

travel to any point in space ,time or dimension. Location requires a green

feat, time a yellow feat and dimensions a red feat. Gliding: Top speed

is Sh-X Hyper-Digging Hyper-Leaping Hyper Running Hyper-Swimming Levitation

Rocket: flight by means of a rocket-like exhaust. Skywalk: walk along an

invisible path created by the hero only usable by him. Spider Climb Teleport

Self Teleport Other Telerefo rmation: disintegrates the characters body

and transports the lifeforce to the new location where the body is build

up from available material. At a limitation of -1cs the character can recreate

his original body when he returns to the site where it was destroyed. Timetravel:

up to power rank number times 1000 years in the past, times 10 years in

the future. Troubleseeker: character is unwillingly transported to a site

where a person is in need of help, he must remain within 10 areas of the

spot where help is needed. The character can transport up to 1 pound per

rank number in matter (including maybe willing persons). True Flight Water

Walking Whirlwind: transport by creating small whirlwinds. 6Character Generation

Character Point System The MARVEL SUPER HEROES Advanced Set Players' Book,

page 5, details the steps players should follow to create their own heroes.

It is reproduced with minor modifications below: * Create an origin * Determine

primary abilities FASERIP) * Determine secondary abilities (Health, Karma,

etc.) * Ascertain special abilities (powers, talents, and contacts) * Fill

in the blanks (hero and character names, background, etc.) The Players'

Book suggests you start with an origin for your hero. However, I recommend

you decide which type of hero your PC will be (altered human, mutant, etc.),

then create the origin. Be sure to note all the special aspects of each

type of character except which column of the "Generating Primary Abilities"

table the hero's abilities will be rolled on. You will not be using dice

to determine your hero's abilities. Do not feel compelled to fully detail

your hero at this point. Save that for the "Fill in the Blanks" stage.

Determine primary abilities Each player will now be given a number of Character

Points (CPs). This number is determined by the Game Master and can range

from 200 to 600 CPs or more. Let's say your GM gives you 300 CPs to build

your hero. You would now "buy" your primary abilities (FASERIP) by spending

CPs. Purchase primary ability scores on a point-for-point basis. So if

you want your character to possess Amazing (50) Strength, subtract 50 CPs

from your point total. Do this for all seven primary abilities. You can

purchase ability scores other than the normal rank number in each rank

(For example, you could buy Amazing (46) Strength instead of Amazing (50)

and save four CPs to use later.) Just remember any skimping like this will

be reflected in your final Health and Karma scores. Don't be too extravagant

with your spending here, as your CPs will also be used to purchase your

Resources level, powers, talents, and contacts. I don't recommend spending

more than about half of your CPs at this stage. Determine secondary abilities

Total up your Health and Karma points. Add those two figures together and

they should equal the number of CPs you've spent so far. This is a good

way to check your math. In addition to a characters physical health, determined

as normally by adding the rank numbers of Fighting, Agility, Strength and

Endurance, the character also gets a mental health stat. The mental health

is determined by adding the rank numbers of Reason, Intuition and Psyche.

This mental health is used just like normal health when the character is

attacked by mental attacks. Instead of inflicting normal health damage

they now inflict mental health damage. Whenever a character’s mental health

drops below 0 he must make a psyche FEAT or pass out for 1-100 rounds.

(This FEAT must also be made each time the character takes mental damage

after his mental health has dropped below 0) If the FEAT succeeds the character

is still conscious but at -2CS on all FEATs. Whenever the mental health

drops below a multiple of the characters normal Psyche, the Psyche drops

by 1 rank. When this psyche reaches Sh-0 a character must make a Endurance

FEAT to avoid dying according to the normal rules. Mental Health is regained

when the character is able to rest. It is regained at a rate of the current

psyche rank number per hour. Lost Psyche ranks are regained also a rate

of 1 rank for every 2 hours of complete rest. Instead of the normal initiative

of 1D10 + Intuition/10 one can use 1D10 + Reaction with the Reaction stat

being the following: Reaction = ((Intuition x 3) + (Agility x 2) + (Psyche

x 1))/10. Or in english: Intuition times three, plus agility times two,

plus Psyche times one, all divided by ten. Now buy your hero's Resources

rank by spending two CPs for every pointof Resources. (If you want Excellent

(20) Resources, it would cost you 40 CPs.) A player does not buy and cannot

modify his hero's Popularity score, as it is a function of the hero's origin

and the public's perception of the hero. Determine special abilities Since

each special ability (powers, talents, and contacts) is purchased slightly

differently, each is discussed separately. Powers. Each hero now buys powers

and their ranks. All powers, exceptthose with stars, cost 10 CPs each,

and starred powers cost 20 CPs. Purchasing powers gives the hero the ability

to buy ranks in those powers. Ranks for powers without stars are purchased

on a point-for-point basis, as with the primary abilities. (If you wanted

to buy the Flight power, it would cost 10 CPs. You can now buy a power

rank for that power. Let's say you wanted to fly at Excellent (20) speed,

it would cost you 20 more CPs. So buying the Flight power and an Excellent

(20) rank cost you a total of 30 CPs.) Starred powers, because they are

more powerful or more rare, each cost 20 CPs, as noted above, and their

ranks are bought at a rate of two CPs for each rank number. You purchase

both powers and ranks so that five powers, each at Good (10) ranks will

be more expensive than one power at Amazing (50) rank. The hero with five

powers is much more versatile, and he should pay for that. Limitations:

Page 9 of the Players' Book gives a list of possible limitations for powers.

Players can buy one limitation per hero to gain more CPs. Use the maximums

listed at the top of each list of limitations on page 9. This determines

the number of CPs gained from taking a limitation. For example, taking

the limitation "Power can only be used three times/day" from the list "Maximum

of Excellent" for your Flight power would gain you an additional 20 CPs,

as it is an Excellent rank limitation. Points gained through limitations

are the normal rank numbers for that rank only. All normal rules regarding

limitations apply. Subtract all CPs spent on powers and ranks, and add

any CPs from limitations to figure your hero's new point total. Talents:

All skills listed under the Weapon, Fighting, and Mystical or Mental Skills

tables, and all starred talents cost 10 CPs each. All other skills cost

5 CPs each (buying Chemist costs 5 CPs, while the Medicine or the Guns

skill would cost 10 CPs each). Subtract all CPs spent here to get your

hero's new CP total. Contacts: Unless the GM specifies otherwise, each

contact costs 5 CPs. Don't detail each contact now, as contacts often work

best when chosen during an adventure with the GM's O.K. Fill in the blanks

There, you're done. If you have any CPs left over, it's up to the GM what

you can do with them. I suggest simply adding them to your hero's Karma

points. Beginning heroes often don't have much Karma to spend on their

first adventures. Don't forget to modify your hero as per the origin you

picked for him earlier, and round out your hero with his heroic and character

names, background, job, costume, how he gained his powers, why he risks

his life as a hero, etc. Character advancement All normal game rules on

character advancement apply. Character Points are used only during a hero's

creation and do not apply to the character's future advancement. For example,

you cannot pay 10 CPs for a power and not buy a rank for it during the

hero's creation. GM-imposed Limits Test this system by creating several

characters. You'll realize then, if you haven't already, that the system

is flexible and can be abused unless the GM lays down some guidelines.

The GM could impose spending limits on primary abilities (no FASERIP scores

above Amazing (50), for example), powers (such as no more than four total),

power ranks (no power ranks above Incredible (45)), power limitations (one

limitation only, no limitation ranks above Incredible), and even the number

of talents and contacts. Breaking down Marvel characters by using this

system can give GMs a good idea on what limits to place on character generation

for their campaigns. Using the characters listed in the Advanced Set Judge's

Book, for example, Invisible Woman, Marvel Girl, and Wasp each add up to

about 300 CPs. Spider-Man, Thing, and Vindicator (Heather Hudson) each

add up to between 450 and 500 CPs. Magneto adds up to almost 700 CPs. Discuss

with your players the kind of campaign you want to have and then experiment

with different point totals before deciding how many CPs to give your players.

For Avengers style campaigns, I'd suggest 300-350 CPs per hero. For low-powered,

gritty, "realistic," or pulp campaigns, I'd give out about 200 CPs. If

you want to play a high-powered or cosmic campaign, I recommend handing

out at least 500 CPs. This system also allows GMs to built customized villains.

By tailoring the number of CPs each villain is built with, a GM can gain

a good handle on how well the villain should perform against the heroes.

(For example, three 500-CP miscreants, 1500 CPs total, should do pretty

well against five 300 CP heroes, despite being outnumbered.) New Powers

Continuum Control * The hero is able to tinker with the nature of matter

and have some control over the space/time continuum. Continuum Control

may be used as one or more of these powers: Electrical Gen., Damage Transferral,

Disruption, Regeneration, Time Travel, Teleportation, Regathering, and

Body Transformation. Two important notes: 1. It takes one round to use.

The hero must use Continuum Control in the first round, then mimic a power

in the next. Use of the power is automatic, then you must declare what

power(s) you want to mimic. 2. The hero may perform more actions than a

re normally permitted, as long as all the excess actions are mimiced powers.

The power rank number is distributed among the mimiced powers however the

player sees fit. This power can be used to scatter th e tar gets atoms

across the multiverse. By combining Disruption with Teleportation on a

target, they can be effectively destroyed. They can be reformed by using

Regathering with Teleportation, though this is much harder. Gas Generation

The hero can generate and spray one or more different types of gases. It

has an intensity equal to the power rank. Range is found on Column A of

the Simultaneous Actions Table. The gas completely fills each area it goes

through, and everyone in those areas is subject to the effects. It lasts

three rounds and can only be used once every five minutes (50 rounds).

The gas is still subject to wind, powers, etc. An endurance feat roll against

the intensity is allowed to resist the effects. Die RollGas Type1Foul Odor:

-1cs on all attacks, -1cs on endurance feat2 paralysis: 1-10 rds, can only

use mental powers3blinding: hero is blinded 1-10 rds., all rolls at -4cs4poison:

power rank dam. each round in gas5double vision: victim misses target 50%

of the time6sickens: incapacitation 1-10 rds. Bomb The hero has the ability

to cause an explosion starting at the point the hero touches the ground

and extending to the extent of the range. Range is found on Column A but

the areas are cut in half. Damage is physical, but regardless if the victim

takes damage or not all victims must make an agility feat roll or be slammed.

Body Control The hero may temporarily increase one body function. This

power adds the power rank to the hero's ability, or temporarily gains the

listed power. The duration is the number of rounds equal to the power rank

number, but can only be used once every six hours. At the end of the duration,

the hero must make a psyche feat roll. Failure and the hero must roll his

endurance with the following effects: Redno effectYellowstunned 1-4 roundsGreenstunned

1-6 roundsWhitestunned 1-10 roundsDie RollEffect1telescopic vision2hyper-hearing3

hyper-olfactory4hyper-fighting5hyper-psyche6hyper-intuition7 hyper-strength8hyper-agility9hyper-endurance10body

resistance Confusion The hero has the ability to induce confusion on a

victim within range. Range is determined on Column A. With a successful

power rank feat roll, the hero can cause the corresponding effect for three

rounds. Green- victim does nothing but defend Yellow- all actions at -2cs

red- flees for three rounds The victim is allowed a psyche feat roll to

resist, with the intensity equal to the color result received on the power

rank feat roll. Death Field Generation * The hero can generate an anti-life

field that destroys all but 1 health point of all creatures in range. The

range is found on Column A of the Simultaneous Actions Table. A power rank

feat roll is made to determine the color feat roll the victim needs. The

victim rolls their psyche to reduce the damage to half their health points.

The hero will then be unable to perform any actions for 1-20 rds. This

power can only be used two times/day. Fear The hero can cause fear in a

target within range. Range is found on Column A. The victim must make a

psyche feat roll with the power rank as the intensity. The effect lasts

five rounds, but if the victim is unable to respond as indicated then they

are stunned for 1-20 rds. Psyche resistance rolls: Redresistsyellowall

actions at -1CSgreenflees as fast as possiblewhite paralysis Will Force

The hero can mentally double any one ability or power for a duration equal

to the color result once a day. Red- 10 rds; Yellow- 8 rds; Green- 5 rds;

white- 3 rds. The hero must then make a psyche feat roll or rest for one

minute. The power rank may be raised +1cs if limited to only abilities

or powers, +2cs if limited to one specific ability or power. Dual Brain

The hero has two brains. This power grants power rank resistance to mental

attacks and adds the power rank number to the hero's reason. Poison Generation

The hero can administer a specific poison on touch. The intensity is equal

to the power rank. If a red result is rolled, the victim takes power rank

damage and must roll his endurance with the following effects: red- half

damage yellow- -1cs on all mental attributes and power feat rolls for 1-6

rds green- stunned 1-4 rds. white- stunned 1-10 rds. This only happens

if a red power feat roll is made and is in addition to whatever type of

poison the hero has. The victim receives an endurance feat vs. the intensity

to resist. Die RollType1drugged- -1cs physical abilities 1-10 rds2sickens-

endurance feat or incapacitation 1-10 rds3progressive damage- power rank

dam. on contact + next rd.4paralysis- endurance feat or paralyzed 1-10

rds. only use mental powers5knockout- endurance feat or asleep 1-10 rds.

6knockout- endurance feat or asleep 1-10 rds. Displacement The hero has

the power to avoid danger by automatically teleporting away when first

encountering a hazard or suffering damage at the start of a round. The

distance teleporte is found on Column A. The judge decides where the hero

teleports to. If there is no safe place, the automatic response won't work.

The hero may intentionally teleport with a successful power rank feat roll,

but the distance is halved, round fractions up. Failure indicates the hero

is stunned for one round. Entropy Magnification (EC) Entropy is the tendency

of an object or system to disorganize and end up in disorder or randomness.

For example, a crystal dish set on a table represents more order than the

set after being shattered with a hammer. That hammer represents Entropy.

The power lets a PC accelerate the rate of decay in an object, group or

system. This has varying effects depending on if the power is focused on

physical or intangible things. Physi cal This power can do rank level damage

every round to physical objects. To do damage, an opposed FEAT roll is

made against the material strength or the Endurance of the target. Considering

the constant flux of Order and Chaos, physical damage is not always permenant.

Duration is determined by the color of the successful FEAT roll you made.

A Green FEAT makes the damage last 1 round. A Yellow lasts 10 rounds. A

Red is permenant. Note: just because the damage is non-permenant does not

mean it is non-lethal. If you do enough damage to end a life, the damage

reverting to normal 10 rounds later will not bring it back. Can use on

multiple targets as the rules describe for standard energy attacks. Intangible

This is where power stunts tend to come into play. Several kinds of effects

are possible... *Disrupting someone's concentration *Diffusing an energy

attack *Wreaking havoc with computer systems *Cause meetings to degenerate

into arguments The possibilities are many and varied. When using the power

this way on multiple targets, take the highest Psyche or applicable intensity,

and add 1CS to the opposed intensity for every 4 members of the group.

Example: You are trying to disrupt a board meeting. The chairman has a

Psyche of Gd, and there are 8 other people at the meeting. The opposed

rank to roll against would be Rm. Example: You are trying to crash a computer

network. The main computer is a Rm program, and there are 4 sub-units.

The opposed rank to roll against would be In. Durations are a little different

than with inanimate objects. A successful Green FEAT lasts 1 minute, a

Yellow lasts 10 minutes, and a Red FEAT roll indicates number of minutes

x power rank x 10. In the case of diffusing an attack or something equally

short lived, the duration is instantaneous (if successful). Optional Powers:

none Nemesis Powers: Reflection, Force Field v. Energy Combat Sense (F)

This power hightens the senses of the PC during times of battle, letting

reflexes respond almost as fast as the signals get to the brain. The PC

has to choose one of three ways this power works... 1. 1 melee attack per

round, in addition to multiple attacks, etc. 2. 1 distance attack per round,

in addition to normal attacks 3. 1 dodge per round, in addition to any

other actions. Optional Powers: Martial Supremacy, Danger Sense Nemesis

Powers: Opposing Combat Sense Power (1 extra dodge v. 1 extra attack, etc.)

Photographic Reflexes (M) The PC takes 3 rounds to analyze physical talents

when seen in use by other people. At that point the PC may temporarily

copy these talents for 1 minute times the power rank. The PC uses his/her

stats, but may have the benefit of any physical talent in this fashion

(fighting talents, physical ones like swimming or climbing, etc). Optional

Powers: Mental Duplication Nemesis Powers: Invisibility Biolink (Lifeform

Control) This allows the PC to establish a link between his health points

and another character's. This link allows health to be transferred along

it if needed between two or more individuals. You cannot exceed maximum

health using this power. The power rank determines two things: one is the

maximum number of health points per turn that can be transferred per person

in the link. The other is the FEAT that must be rolled... Link with 1 character:

Automatic Link with 2 characters: Rm FEAT Link with 3 characters: Am FEAT

No more than 3 characters can be linked to. The other characters in the

link must be WILLING, otherwise no link can be established. Range is touch

to establish. Example: Lifetap is keeping to the rear of a raging battle.

His companions, Inferno and Shamrock are fighting in the forefront and

are Biolinked with Lifetap. Both of them get hit. Lifetap's options areL

absorb health from both of them, absorb from one and give to another, or

give to both from his health. His rank is In, so he can give or take 40

with one and 40 with the other. Optional Powers: None Nemesis Powers: Bio-Vampirism

(may cross the Biolink with it) Karmic Tap (M) This power allows characters

to tap into their reservoir of willpower (Karma) and increase any power

or ability by 1 point for every 2 Karma spent. The power rank is the limit

of Karma you can use in 1 round. The Duration is the round in which you

spend the Karma. Rolling an Amazing FEAT roll will get you another round

of benefit from the Karma spent. If the FEAT is rolled and failed, PC must

spend the same amount of Karma for that round. If there is insufficient

Karma to do so, the remainder is taken from the PC's health. This power

is considered a free action, may be done in addition to other actions in

the round. Optional Powers: None Nemisis: Itself Space Manipulation. -

Through the use of this power, heroes may warp space around them to their

liking. Villains attempting to charge a hero with this power may find the

distances between them and their target increasing inexplicably! Heroes

may also use this as a movement power; granting power rank Lightning Speed.

The hero may shrink space, expand it and wrap it around himself to avoid

bullets and other nasty things! Aura Vision - The character has the ability

to see a person's soul; it's light and dark areas reflecting that person's

basic nature, be it good or evil. For most of us that's a little bit of

both, showing up as a mixture of gray in our auras. The hero with this

power can determine, with a power rank FEAT, exactly how evil the person

that they are facing truly is. This is shown as a rank equal to the villain's

highest ability or his Reason (Judge's call). For example, in using this

power, Dr. Doom would have a higher rank than, say, Juggernaut. After all,

Juggs is just greedy... he isn't trying to rule the world. A sometimes

detrimental side-effect of this power is when the hero comes in contact

with a person SO evil (more than +2CS above the hero's power rank) that

the very sight of their soul causes the hero to make a Psyche FEAT roll

before any other actions can be made. (Similar to when Spidey's Spider-Sense

overloads.) A person's aura also changes color to reflect their emotional

state, granting the hero power rank Empathy to anyone that is in their

line of sight. As a Power Stunt, the hero may distinguish between individual

auras much the same way we now use fingerprints, making it very difficult

for anyone to Possess this hero's friends without their knowledge!! Aura

Control - A hero with this power has the ability to draw a person's essential

life essence (their very soul!) away from their body. Unfortunately for

the target, they're still using it!!!! This is an incredibly painful attack,

so much so that the victim must make a Psyche FEAT roll versus the Intesity

of this power to take ANY action, including speech! Attacks made in this

fashion are ruled under the Edged Attacks Column and do power rank damage.

In addition, if a Red FEAT is rolled (and the subsequent Endurance FEAT

is failed) then the target's soul has been forcibly ripped from their body...

resulting in instant death! On the beneficial side, if you heal the soul,

you heal the body. Characters with this power also gain Healing at a -1CS.