<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.