Clash of the Titans
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Ultimate Powers
01-05 Defensive Powers
06-11 Detection Powers
12-16 Energy Control Powers
17-24 Energy Emission Powers
25-29 Fighting Powers
30-31 Illusory Powers
32-35 Life Control Powers
36-40 Magic

Defensive Powers
01-09 Body Armor Artificial Body Armor
10-18 Force Field 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 its diminished effect.
19-27 Death Field * This is a field-effect version of Life Absorption. The Death field drains the life force out of all within the area of the field, and adds this energy to the PC's health. The PC must first make a power FEAT against the intensity of the victim's Psyche. Each FEAT allows the PC to drain up to a number of health points from each target in the field area that is equal to the power's rank number, until he/she regains the normal maximum health. If the target's health drops to 0 as a result, the victim dies, and his/her body disintegrates.
28-36 Force Fields vs.
Die Roll Force Fields
01-11 Force Field vs. Emotion (Minimum Power Rank = Intuition +1CS)
12-20 Force Field vs. Energy
21-35 Force Field vs. Magic
36-70 Force Field vs. Mental (Minimum Power Rank=Psyche +1CS)
71-87 Force Field vs. Physical
88-92 Force Field vs. Power Manipulation
93-00 Force Field vs. Vampirism
37-45 Null-Field This power surrounds the PC with a field that dampens all forms of energy within the area. This power’s rank number reduces all energy in the area. The field also reduces a -1CS on all attacks within the area by a number that is equal to 10% of the power's rank number. For example, an Excellent Null-Field reduces all attacks in the area by a -2CS. This power affects even attacks not directed to the PC.
46-54 Bubble This is a force bubble that surrounds the PC. The Bubble provides protection against all physical and energy attacks that are equal to or less than the power's rank number. If an intensity of applied force is more than 1/2 of this power's rank number, the bubble merely bounces away. The Bubble is also slippery, so that all attempts to grapple it are at a –1CS that is equal to 10% or the power's rank number. For example, all attempts to grapple an Incredible Bubble are at -4CS.
55-63 Aura Field * This is an energy type of forcefield (See the Energy Emissions section for available types). Each field carries its own characteristics that affect the ways the PC uses his/hers power. The maximum size of the field is the number of areas equal to 10% of the power's rank number. For example, an Amazing Aura Field can encompass 5 areas. This field automatically provides protection and life support of rank number. The field completely absorbs any physical attack that has an intensity that is equal to or less than the power's rank number. If the intensity is higher, it's reduced by the power's rank number. The remaining intensity breaches the field and affects the PC's health. If the field is destroyed, the PC must make a red FEAT to regain it. Possible ways of destroying an Aura Field include Energy Control and Conversion, Power Control, and Magic. The hero has a -2CS vulnerability to powers that can affect this type of energy field. However, he/she gets a +2CS resistance to attacks of the same form of energy. This field is also assumed to have an unlimited supply of energy. When creating the PC, the player can opt to raise the power rank +1CS if the power is considered temporary. If the player does not choose the latter, then the power is permanent. The permanent power begins at Shift-0 increasing every round until it reaches an intensity equal to that of the maximum power's rank number.
64-72 Reflection The power rank of the power is subtracted from the attack’s intensity. The rest is reflected back. A Typical FEAT is required to reflect the attack in a random direction, and Amazing FEAT is required to direct the attack -3CS back to the attacker. A Unearthly 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 he has to make a yellow FEAT, for each following breach he must make a red FEAT. If a Player wants a specific attack reflected by this Power, then he/she can raise it to a +1CS. Note: Reflection can be any Energy Emission or attack. Possible power stunts include:
# Internal Energy Eruption: If the energy has no place to go, instead of harming everyone else, the Hero can turn the energy inward and cause themselves to suffer the Intensity of the energy
# Energy Conversion: The Hero may convert another form of energy into the form they can reflect (at same intensity). Alternately, they can convert the energy that they normally reflect into another type. One stunt must be learned for each type of conversion.
73-81 Resistances
Die Roll Resistances
01-11 Resist: Emotion (Minimum Power Rank = Intuition +1CS)
12-20 Resist: Energy
21-35 Resist: Magic
36-70 Resist: Mental (Minimum Power Rank = Psyche + 1CS)
71-87 Resist: Physical
88-92 Resist: Power Manipulation
93-00 Resist: Vampirism
82-91 Sense Protection The PC has a special protection against any one sense
92-00 Electronic Counter Measures This power reflects the ability to avoid electronic detection and thwart any and all attempts to be controlled by electronic means. This provides Power rank Invisibility against such detection efforts as Radar and Sonar, as well as any other power, which is being duplicated through electronic means. It also grants Power rank Resistance to hackers or, if the character is in a powered suit of armor, to outside override attempts.

Detection Powers
01-02 Astral Detection The character can automatically “see” astral creatures or projections even while not in astral form herself.
03-04 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.
04-05 Sense Artificial Intelligence
06-07 Death Sense The PC can detect aura of immanent death. The Death Sense automatically functions if the target or targets are in a life-threatening situation, or if they're fixing to enter one. Before an adventure, the Judge makes a secret red Psyche FEAT roll to see if any of the Characters will die that adventure. If there is a success, no one will die. If a miss, then the PC sees a "death glow" around a random character. The Player of the character then is unable to spend Karma on Endurance FEATs during the adventure
# 08-09 Aura Perception * The PC can virtually see and gain knowledge of almost everything about a person or an object a person has been in proximity with. Seeing an aura can indicate the following: The Karma of a character or object
# The Popularity of a character or object
# The Resource rank number of a character or object
# The Health of a character or object
# The rank number of a pronounced ability or object
# The rank number of a pronounced power or object
# The Physical Form of a character or object
This power also enables the PC to read the psychic Aura of an object and "hear" the psychic thoughts of characters that who've been in proximity of an object. (The PC can recognize any Aura that he/she's previously seen. Even if the target is disguised, it can be recognized by its distinct Aura. A red Psyche FEAT against the intensity rank number of the disguise must be made in order to allow the hidden target to be seen by the PC.
Note: This is a Godly Power, so Player must work with the Judge.
10-12 Circular Vision 360 Degree vision +1CS Fighting, -1CS Popularity
13-15 Cosmic Perception * The PC has a heightened sense on a universal scale. This sense is a detection power automatically at CL1000 power rank. Player can choose to roll on the table below, or just choose one of the five types of detection: (Judge's discretion)
Die Roll Sense
01-51 Energy
52-67 Magic
68-72 Space (Telescopic, microscopic, extradimensional all in one)
73-00 Psionic
Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
15-19 Energy Detection
20-24 Enhanced senses The PC has one or more of the five normal senses (hearing, sight, smell, touch, and taste) enhanced.
25-27 Environmental Awareness Complete knowledge of the surroundings
28-30 Genetic Perception Unlike Power Detection, this is the true "Mutant Detection". The PC can perceive and decipher genetic codes.
31-33 Extradimensional Detection
34-36 Hyper Sense Die Roll Hyper Senses
01-53 Hearing Sonic Attacks at +1CS
54-87 Olfactory When unable to block nasty scents -1CS Endurance
88-00 Touch
37-39 Life Detection Identify presence and nature of lifeforms
40-42 Magic Detection
43-45 Microscopic Vision
46-49 Penetration Vision X-ray vision
50-54 Power Detection Identify specific heroes at Uneathly FEAT
55-58 Psionic Detection
59-62 Radar Sense -1CS vs. electrical and Magnetic attacks
# 63-66 Reality Perception * The PC can see the network patterns of matter and energy that form the universe. This power functions like a combination of the powers; Extradimensional, True sight, and Cosmic Perception. This power is so outside of reality that the PC can develop a vast variety of Power stunts: Penetrate illusions by focusing on the true energy patterns;
# Perceive the physical and mental condition of a being;
# Perceive the occurrences in other realities;
# Penetrate concealment and disguises, and see the true nature of matter;
# Perceive occurrences beyond the barrier of dimensions;
# See through matter.
Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
67-71 Sonar Sonic attacks +1CS
72-75 Telescopic Vision
76-79 Thermal Vision
80-83 Tracking
84-88 True Sight Penetrate any disguise below this rank
89-92 Ultraviolet Vision See clearly through fog and water
93-96 VR Vision The PC has a virtual sense. The Vision allows the PC to travel distances through virtual sight, without ever leaving the area he/she's in. The PC receives a visual simulation of a virtual world, as if he/she were actually present at the scene. The power is not hindered by factors at all. The VR Vision when in use overrides the normal sight. The vision is consciously controlled, and can practically travel anyplace. A disadvantage of the sight, is if unwanted visions obscure the view or distract the PC at a crucial moment.
97-00 Weakness Detection Rank Good or below, physical weaknesses only. Excellent to Amazing mental and physical. Monstrous and above, mental, Physical, and power based.

Energy Control Powers
01-02 Energy Absorption The hero can absorb a specific type of energy and convert it into health. Choose which energy type (life energy, nuclear, light etc.)
# 03-04 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.
# 05-06 Channel* The PC can take in energy and store it, and convert it into a bio-energy manipulating it so that he/she can develop the following Power stunts: Energy Emission of that energy at this power's rank number.
# Healing up to power rank number.
# Energy Detection of that energy at power's rank number.
# Temporary Primary Ability enhancement to either the maximum power rank or +1cs of the higher Ability rank. IE: if the highest Ability Rank number is Amazing, and the power rank is Amazing, then the PC can increase any single ability to Amazing, or any single ability that is Amazing to (+1CS) Monstrous. This power also has a special bonus; If the highest ability rank is lower than the power rank rolled, then the Player gets the benefit of raising any single ability to that rank number permanently. The enhancement of the Ability lasts for 1-10 rounds. (See the Energy Emissions).
Note: The player has a wide range for other possible stunts. This is a Godly Power, so Player must work with the Judge.
07-08 Coldshaping

Increase or decrease cold intensity or redirect Cold powers, Cold Generation is a bonus power. Some possible powers stunts include:
# Reduce Temperature. The character can drop the temperature in an area by a number of degrees Fahrenheit equal to 20 time power rank number. If reduced to below 50 degrees Fahrenheit, everyone in the area suffers damage. Treat -50 degrees as Incredible intensity cold. Every additional -30 degrees increases this intensity by +1CS. If the character stops concentrating, temperature increases to normal in one turn.
# Ice Animation. The character can create a semi-living creature of ice. It remains in existence for power rank turns, or until dispelled or destroyed. An ice elemental has only FASE scores. To determine their ranks, double Cold Control power rank and divide among FASE as desired. The elemental runs at speed rank equal to its Agility.
# Flash Freeze. The character can generate a massive explosion of cold that causes power rank +3CS damage to everything in her area and power rank +1CS in every area out to five areas away. This reduces Cold Control to Feeble power rank for 1-10 turns. Unless the character makes a red Endurance FEAT, she is also stunned for 1-10 turns. The cost for this power stunt is figured normally, without considering the +3CS bonus. The innate disadvantages should compensate.
# Resistance to Cold. The character has power rank resistance to cold and ice attacks.
# 09-10 Cosmic Energy Manipulation ** The power cosmic is potentially the most greatest super power around. With it, the character can manipulate energy and matter in ways limited only by the imagination (and the Judge). The minimum rank for Cosmic Energy Control (and its various stunts) is Remarkable, which also makes this an expensive power in terms of character points. The basic ability of this power is the projection of an Energy Blast out to power rank range inflicting power rank damage. Other stunts include: Ability Boost. This functions as the Ability Boost power with Cosmic Energy Control’s power rank.
# Absorption. This functions as the Absorption power described above, doing so with Cosmic Energy Control’s power rank.
# Energy Detection. The character can detect and identify energy patterns and trails. She may track energy trails as well. See Energy Detection, p. 72, Player’s Book.
# Energy Gift. The character may imbue a subject (willing or not) with any energy power that the character also possesses. The power rank of any imbued power is chosen by the character, but cannot exceed the power rank of Cosmic Energy Control or the energy power itself, whichever is lower. The subject must make a successful Endurance FEAT against Cosmic Energy Control power rank. If the subject fails, no power is imbued and the subject suffers power rank damage to Physical Health. If the subject is an object, substitute material rank for Endurance. If the FEAT fails, the object is destroyed.
# Healing. The character can restore Physical or Mental Health to herself or another, healing up to power rank per day per target per Health statistic.
# Resistance to Radiation. The character has Resistance to Radiation at power rank intensity.
# Starburst. The character can generate a massive explosion of cosmic energy that causes power rank +3CS damage to everything in her area and power rank +1CS in every area out to five areas away. This reduces Cosmic Energy Control to Feeble (2) power rank for 1-10 turns. Unless the character makes a red Endurance FEAT, she is also stunned for 1-10 turns. The cost for this power stunt is figured normally, without considering the +3CS bonus. The innate disadvantages should compensate.

The PC automatically gains a bonus power; Cosmic Energy Force Bolts with the intensity of the power's rank number. Furthermore, the PC also can develop his/her Primary Abilities and Powers at 1/2 the cost of Karma, and can automatically raise a single ability +1CS. Finally, only one single power or Ability can be developed each overtime.
Note: This is a Cosmic Power, so player must work with the Judge.
11-12 Cyberspace Manipulation The PC can enter cyberspace, and manipulate the energies in that pocket dimension to his/her whim. This power functions like a temporary minute form of reality manipulation at power rank number, while within the Cyberspace.
# 13-14 Darkforce Manipulation The character can summon and manipulate the extra-dimensional energy known as the Darkforce. When first acquired, this power grants the ability to fire a Darkforce bolt that either inflicts power rank Force damage or acts as a power rank intensity stunning attack (player’s choice when acquired). One other power stunt is acquired for free. Possible power stunts include: Darkforce Aura. The character can use the Darkforce as a Force Field of power rank strength.
# Resistance to Darkness. The character has power rank Resistance to Darkness and related attacks.
# Resistance to Light. The character has power rank Resistance to Light and related attacks.
# Generate Darkfoce: Blunt attack at rank damage
# Shadowcasting
# Flight at -1CS
# Gateway
# Energy Solidification
Note: This is an extradimensional energy, so little is known or nothing is learned about unfamiliar dimensions, so Player must work with the Judge, in order to create an imaginative array of details involving this Power and its Dimension. (See Extradimensional Energy).
15-16 Dream Manipulation This is a trivial form of Dream Control. The PC can enter the Dream World, and manipulate the energies in a pocket dreamscape to his/her whim. This power functions like a temporary minute form of reality manipulation at power rank number, while within the Dream World.
# 17-18 Ectoplasm Control The PC can manipulate and shape the extradimensional spirit matter called Ectoplasm to perform a variety of Power stunts: Blunt attacks at Power rank damage
# Raw form of Telekinesis at Power rank
# Construct intangible spirit forms
# Energy solidification
# Phasing
Note: This is an extradimensional energy, so little is known or nothing is learned about unfamiliar dimensions, so Player must work with the Judge, in order to create an imaginative array of details involving this Power and its Dimension. (See the Extradimensional Energy and Ectoplasmcasting power of this update).
# 19-21 Electrical Control This is an expanded Electrical Manipulation, p. 75, Player’s Book. If the character draws electricity from some nearby source, the effective power rank is limited by what is available. An ordinary household socket is Typical intensity. Small generators or power lines are Remarkable intensity, while a large generator yields Shift-Y intensity. A power plant generates Class 1000 or greater intensity. The character cannot channel electricity greater than her own Electrical Control power rank without suffering damage equal to the difference between electricity intensity and power rank (no defenses applicable). Some power stunts include: Ability Boost. The character can absorb electricity to increase an ability score, as described under Absorption above
# Blowout. The character can generate a massive surge of electricity that causes power rank +3CS damage to everything in her area and power rank +1CS in every area out to five areas away. This reduces Electrical Control to Feeble power rank for 1-10 turns. Unless the character makes a red Endurance FEAT, she is also stunned for 1-10 turns. The cost for this power stunt is figured normally, without considering the +3CS bonus. The innate disadvantages should compensate.
# Shock Field. The character can temporarily charge her body or some conductive metal with power rank electricity. The charge lasts for 1-10
# 22-24 Electro-magnetic Manipulation * The PC can emit and control the energies that make up the Universal Spectrum. This power has an added bonus power similar to Focus (See Power Focus). However, The PC can only Focus all the energies of the spectrum in one single attack. All Energy Powers begin with the rank EXcellent, and each power is modified. The Energy Powers are rolled separately on the Ability Modifier Table (UPB p.6), and then are permanently recorded. Thus, the PC has a wide range of intensities of Energy Powers. The following list of Energies make up the spectrum: Hard Radiation
# Light
# Sound
# Microwaves
# Radiowaves
# Magnetism
# Heat
# Gravity(Pressure)
Note: This is a Cosmic Power, so player must work with the Judge.
25-27 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 energy in a less dangerous form. Heat to cold in a firestorm for instance.
# 28-30 Energy Plasmoids The PC can mold out of energy glowing patterns that detonate within a limited time span. There are many different forms of this power that can be manifested and developed into Power stunts. The Time of detonation is measured by the subconscious mind of the PC. In other words, each power and characteristics are unique in their own way. The following are two forms that have been manifested: Fireworks
# Bombs
Note: This is a Power that a Player can be creative and have fun. Think Grenades, C-4, Falling stars, flash powders, etc. This is a Power that also needs to be worked out with the Judge
# 31-33 Energy Solidification Form solid forms of intensity material strength. Simple solids require a Feeble FEAT, animated require Typical and simple machinery requires an Incredible FEAT. Power stunts: Create cages
# Forming servants build semi-permanent structures
# Create body armor to protect and enhance abilities Pieces that are broken off revert to energy form and do -4CS damage.
34-36 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.
37-39 Energy Vampirism Drain energy from a target and convert it into Strength, Endurance, Psyche or other powers. Non-living can be drained totally at a power FEAT vs. energy intensity. Living targets have resistance equal to their Psyche and only energy emission powers can be drained.
# 40-42 Explosive Power This is a combination of the powers Energy Plasmoids, and Energy Imbuement. The PC can Imbue any object with energy that will explode. Like the Plasmoid Power time can be an irrelative factor in when the explosion takes place. The intensity is the Power's rank number. There are two forms of this power: Explosive-organic
# Explosive-inorganic
Note: This is a Power that a Player can be creative and have fun, and that also needs to be worked out with the Judge
# 43-44 Extradimensional Energy Control * The PC can control an existing but yet unknown energy or force from another Dimension. Moreover, the PC can develop a variety of Power stunts with his/her unique power. Player must get with the Judge and fashion up a new unique energy that can be harnessed by the PC, and possible Power stunts. The Power automatically awards the PC with the bonus Power of emitting the new Extradimensional Energy at Power rank. The following are forms of extradimensional energies that have been introduced: Darkforce energy
# Negative energy
# Soulfire
# Hellfire
# The multi-colored bubbles of the Speedball effect.
Others might include:
# Lightforce
# Dreamforce
# Equinox energy
# Necro-energy
# Darkfire
Note: This is a Dimensional Power that a Player can be very creative and have lots of fun, and that very much needs to be worked out with the Judge.
# 45-46 Extraterrestrial Energy Control ** The PC can control an existing but yet unknown energy or force found in the Universe. Moreover, the PC can develop a variety of Power stunts with his/her unique power. Player must get with the Judge and fashion up a new unique energy that can be harnessed by the PC, and possible Power stunts. The Power automatically awards the PC with the bonus Power of emitting the new Extraterrestrial Energy at Power rank +2CS. The following are forms of extraterrestrial energies that have been introduced: Stellar Energy
# Quantum Energy
# Nega-energy
# Primordial Energy
# Tachyon Energy
# Power Cosmic
# Zero Fluid
# Cosmic Azure(Mine)
Note: This is a Power that a Player can be very creative and have lots of fun, and that very much needs to be worked out with the Judge. This is a Cosmic Power, so player must work with the Judge.
47-48 Fire control Control existing flames, increase or decrease by power rank. The hero has power rank resistance vs. Heat and Fire.
# 49-50 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 weight
# Forming large asteroids from space debris.
# Artificial Gravity: The hero can create gravity equal to or less than the intensity of Gravity Control in low gravity or weightless environments.
# Strength: Hero can use Gravity Control intensity instead of Strength for lifting and throwing things.
# Planetoid Creation: Not a real Creation power by any means: the Hero can gather existing material into a planetoid (size equal to the power’s range in Intensity, see the Range table under Miscellaneous rules). If the hero has Life Support, they may create a Life Sphere around the planetoid, as long as they have that stunt as well.
# Antigravity Blast: The Hero can "fire" a gravimetric force beam that causes objects to be repulsed from the Hero. The Hero may use this beam to slam an opponent against the wall and pulverize them into unconsciousness. The Beam may be continued for a number of exchanges equal to Gravity control.
# Antigravity Bomb: The Hero "detonates" a wave of gravimetric energy which expands away from the Hero causing anything that isn't nailed down to go flying away from the Hero. This may have a secondary effect similar to Antigravity Blast if the opponents are caught up against a wall when struck by the blast.
51-52 Hard Radiation Control Control X-rays, alpha, beta, gamma and cosmic rays.
Note: The ever so popular Cosmic Rays is a Cosmic hard radiation, but Cosmic Energy is just that, all the energies of the cosmos all intermingled into one Universal energy.
53-54 Imbuement The PC can charge an object with energy that will send off a surge of energy when in contact with it. The object can be Imbued with any one type of energy of Power rank intensity. (See Energy Emission Powers). The most common objects that are imbued are weapons, in that they give an additional damage to the victim. However, anything that the PC is in contact with can be imbued. Only, inorganic material can be imbued with this Power.
55-56 Kinetic Control Increase or decrease kinetic energy. Typical 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. Possible power stunts include:
# Leaping: The Hero gains power rank Leaping.
# Power Punching: The Hero gains a damage bonus equal to the Kinetic Control rank when punching or kicking.
57-58 Light Control Control light, form crude holograms on Remarkable FEAT and gain +1CS resistance to light based attack.
59-60 Magnetic Manipulation Control existing magnetic forces and shape the field in certain forms to for instance create force fields. Some addtional power stunts are:
# EMP Blast: The Hero can fire a Electro-Magnetic Pulse within firing distance. EMP blasts do severe damage to electrical equipment, Technarchs and Phalanx.
# EMP Bomb: By Pushing To The Limit, the Hero can set off an "explosion" that ruins electrical equipment of all kinds within visual distance that are not properly shielded.
61-62 Microwave Manipulation The PC can control the Microwaves found in the earth's environment with Power rank intensity. The PC can either increase or decrease the intensity up to his/her Power's rank. The PC can also reduce microwave damage by his/her rank number. This Power also includes Power rank Resistance of Microwave Energy. The most important aspect of this Power is the capability to alter and reform Microwave energy into any shape desired. This can be used for a variety of Power stunts. The Power automatically grants the PC a bonus power of Microwave generation at Power rank intensity.
63-64 Nuclear Control The PC can manipulate Nuclear Energy, whether natural or power based at Power rank. The PC can also increase or decrease the level of the energy by Power rank. The PC automatically gains the power Explosive at Power rank intensity. Furthermore, the PC can reshape Nuclear Energy into other forms. This can be used for a variety of Power stunts.
65-66 Plasma Control Control plasma, create plasma constructs or counteract plasma powers.
67-68 Probability Manipulation **
Note: This Power is definitely a must see Judge situation.
69-70 Probability Stabilization Negates Probability Manipulation
71-72 Radiowave Control Same as other control powers except microwave, AM or FM waves. Or simulate broadcasts
73-74 Reality Manipulation ** This is basically the same Power. The PC can change reality into whatever he/she desires. This is just on a Cosmic level, rather than Magic.
Note: Reality Manipulation is a form of Power creation. This is a Cosmic Power, so player must work with the Judge.
75-76 Shadowshaping Form 2-dimensional shadow constructs that do power rank damage and remote sense through them, he can also see through shadows.
77-78 Sound Manipulation Same as other with following power stunts muting voices, alarms magnifying sounds to do power rank damage
79-80 Thermal Control Control heat or cold but only the thing directly affected by the heat or cold source.
# 81-82 Time Control ** The PC can control the time continuum for a variety of Power stunts: Speeding up time surrounding him/herself permitting a Lightning Speed of this Power's rank.(See Hyper-Speed in the UPB p.78). Slowing down time in the area, allowing him/herself Multiple Attacks of this Power's rank.
# Slowing down death or injury at Power's rank.
# Time Travel at Power rank.
# Summoning Duplicates at power rank
# Internal Clock: The Hero always knows what time it is, even when time is being manipulated or altered. They can also tell how much time is being manipulated by, if at all.
# Age Control: The Hero can de-age someone a maximum number of years of Time Control, or age someone a maximum of twice Time Control's Intensity.
# Pause: The Hero may pause time for all but himself. If the Hero also has the Time Travel power with the Passengers stunt, the Hero may extend the people who may take actions to his allies.
# You go first: The Hero may declare an action after everyone else has declared, similar to Danger Sense.
# First Action: The Hero may use this power to be the first to perform an action, similar to a Fast Attack.
# Replay: By pushing this power to the limit, The Hero can force the previous Exchange to happen again, with everyone re-drawing their hands and declaring actions all over again. The only difference being that the Hero gets one less card in their hand at the start of it.
Note: this is a powerful Cosmic Power. PC must receive a limitation from the Judge, each stunt must be developed separately and PC starts out with 0 stunts initially. Furthermore, PC must continue to work with Judge.
83-84 Vibration Control Increase or decrease vibrations, controlling earthquakes.
Rank Richtor Scale Intensity
Feeble and Poor 1
Typical and Good 2
Excellent and Remarkable 3
Incredible and Amazing 4
Monstrous and Unearthly 5
Shift-X an Shift-Y 6
Shift-Z and Class 1000 7
Class 3000 and Class 5000 8
# Other power stunts: Distort voices
# Cripple gyroscopes
# Adjust vibration of his/her own atoms permitting him to phase
85-86 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!
# 87-88 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 Transferal
# Disruption
# Regeneration
# Time Travel
# Teleportation
# Regathering
# Body Transformation.
Two important notes:
# 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.
# The hero may perform more actions than are normally permitted, as long as all the excess actions are mimicked powers. The power rank number is distributed among the mimicked powers however the player sees fit.
This power can be used to scatter the targets atoms across the multiverse. By combining Disruption with Teleportation on a target, they can be effectively destroyed. Using Regathering with Teleportation can reform them, though this is much harder.
Note: This is a Cosmic Power, so player must work with the Judge.
89-95 Entropy Magnification 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.
Physical
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 permanent. 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 permanent.
Note: just because the damage is non-permanent 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 Good, and there are 8 other people at the meeting. The opposed rank to roll against would be Remarkable. Example: You are trying to crash a computer network. The main computer is a Remarkable program, and there are 4 sub-units. The opposed rank to roll against would be Incredible. Duration is 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 vs. Energy
96-00 Energy Threshold Any energy entering this power's field will have no effect above Typical rank. That includes ALL energies; sonics, kinetics, inertia, etc. While this power seems to act as a basic force field, there are some notable disadvantages. Because ALL energies are dampened, the character is unable to move faster than Typical rank ground speed (3 areas per round). This however does come in handy when falling off buildings. This power rank is the point at which the Threshold field overloads (treat as Force Field).

Energy Emission Powers
01-04 Cold Generation NOT ice generation, generate extreme colds (see judge book for effects)
05-08 Cosmic Energy Emission * The PC can take in all the energies of the Cosmos and release them as a Cosmic force. The force has the intensity of the Power's rank number. Since this is a Cosmic Power, which utilizes all the energies of the Universe, Power rank increase only costs half of the usual Karma. As with Hard Radiation, the PC has automatic safeguards to prevent radioactive contamination. This power is linked to Cosmic Energy Manipulation; the Player may opt to exchange one of his other Powers for Cosmic Energy Manipulation when creating the character. The PC has Power rank resistance to the Cosmic energy.
Note: This is a Cosmic Power, so player must work with the Judge.
09-12 Darkforce Generation The PC can generate and project the Darkforce with Power rank damage and range. (See the UPB p.21 or this update above under, the Darkforce Manipulation power for a more detailed explanation of this extradimensional energy). Furthermore, the PC has Power rank resistance to this energy and can see within his own Darkforce vapor. This Power is linked to Darkforce Manipulation; the Player can opt to replace one of his Powers for Darkforce Manipulation when creating the character.
13-16 Ectoplasmcasting The PC can project an invisible expanded force of Ectoplasm (Spirit Energy) at Power rank range and damage. The Ectoplasm blast affects the target’s base Karma, not Health. If the base Karma drops to 0, then the RIP each start losing points, if the RIP each just happens to drop to 0, then the victim is a vegetable. (See the Ectoplasmshaping power above under the Energy Control section in this update).
17-20 Electrical Generation The PC can freely generate a force of the energy spectrum at Power rank damage and range. However, the PC also has an innate ability to emit each energy of the Spectrum, separately at a -2CS. (See above the Electromagnetic Control power in the Energy Control section of this update).
Note: All individual energy effects still take place in a single blast, even though the energy is not in separate bursts. This is a Cosmic Power, so player must work with the Judge.
21-24 Electro-Magnetism * The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
25-28 Energy Doppelganger Generate an energy body from himself which can have powers and automatically has True Flight and power characteristic to the energy type.
29-32 Extradimensional Energy Emission * The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
33-36 Extraterrestrial Energy Emission * The PC can project an existing, yet unknown cosmic energy at Power rank damage and range. (See above the Extraterrestrial Energy Control power under the Energy Control section in this update).
Note: This is a Cosmic Power, so player must work with the Judge.
37-40 Fire Generation
41-42 Hard Radiation Emission Note: Cosmic Energy is a combination of Hard Radiation energies in one.
# 43-44 Heat Generation NOT fire generation, possible power stunts Causing breakdown of molecular or atomic bonds (Amazing and Unearthly FEAT
# Negating a target's magnetism
# Negating conductivity
# Strengthening materials
# Changing local weather
45-48 Kinetic Bolt
49-52 Light Generation
53-56 Magnetism
57-60 Microwave Generation The PC can generate and project microwaves at Power rank damage and range. (See above the Microwave Manipulation power under the Energy Control section of this update for more information regarding this energy).
61-64 Nuclear Generation The PC can generate and project Nuclear energy at Power rank damage and range. PC also automatically has Power rank resistance. This power is Plasma of ALL energies found in a nuclear blast at -2CS.
65-68 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
69-72 Radiowave Generation
# 73-76 Shadowcasting Emit a field that obscures energy intensity, the following are affected at listed power rank: Light at Good or below
# Heat at Excellent
# Hard Radiation at Remarkable
# Radiowaves at Incredible
# Energy doppelgangers at Amazing
# Energy Bodies at Monstrous
77-80 Darkforce Generation
81-84 Sonic Generation
85-88 Vibration Power stunts vibratory shield with +2CS protection vs solid attacks
89-92 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 Roll Gas Type Foul Odor: -1 cs on all attacks, -1CS on Endurance FEAT
# Paralysis: 1-10 rds, can only use mental powers
# Blinding: hero is blinded 1-10 rds., all rolls at -4CS
# Poison: power rank dam. each round in gas
# Double vision: victim misses target 50% of the time
# Sicken: incapacitation 1-10 rds
93-00 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.

Fighting Powers
# 01-05 Atemi* The PC can automatically strike an opponent with his/her finger or fore knuckle in the right area of the body and paralyze a limb, disrupt the nervous system, or knock them out altogether. These attacks on vulnerable points of the target can be used to affect the body and mind in numerous ways. This is a form of quick strike. PC gets +2CS to strikes (unarmed F). Then victim must roll and pass an Endurance FEAT. If target does not pass, then each strike depending on what intensity it is, causes mortal wounds on the opponent, internally and severely. The intensities are as follows; Red: Endurance loss and triple Power rank damage;
# Yellow: Paralysis and Power rank damage doubled, (treat this paralysis as a stun for 1d10rounds);
# Green: Power rank damage, but victim is knocked out till 1d10 rounds.
If target passes, then the FEAT is a White in which case he/she takes no damage.
06-10 Berserker Reason and Psyche drop to Feeble while Strength and Fighting increase by the lost amount. (Example: A character with Remarkable Reason and Incredible Psyche loses 66 points (30-2 + 40-2 = 66) so his Strength and Fighting increase by 33 points each.) The character also gets power rank Iron will. The rage last for the entire combat + 1d100 turns.
# 11-15 Chi** The PC can draw on the invisible force of the mind and body called Chi. He/she can utilize this force to accomplish a variety of Power stunts: The PC can temporarily increase FASE a +1CS for ten rounds. For this to take effect the Player needs 1 turn to make a Psyche FEAT.
# The PC can develop any number of attacks and defenses using Chi. All attacks and defenses are based off Psyche FEATS for the amount of damage. If the intensity of the PC's attack is one less or equal to his/her Psyche rank, then the attack temporarily causes a loss of Health equal to his Psyche's rank number. If the intensity of the attack is more than his/her Psyche's rank number, then the attack causes unconsciousness for 1d10 rounds.
# The PC can develop his/her Chi Awareness; an ability to sense the level and type of Chi in others. He/she can sense the target's Chi level up to what his/her level is, and tell whether it's positive or negative.
# The PC can also go into a deep meditation. This can calm the mind to; sleep instantly; eat without indigestion; relax in the face of danger; shake off the effects of insanity and drugs; or regain lost Chi.
# The PC can utilize his/her Chi as a force field of Power rank equal to his/her Psyche rank. This force field is similar to the power Force Field.
The PC can heal him/herself at Psyche's rank. The level of Chi the Character has is equal to the amount of Power stunts developed by this power. When creating the Character, the Player automatically gets to choose a stunt to begin with, and has Chi at first level. The type of Chi the Character has reflects the type of Karma the Character has.
# Poison Resistance: The Hero gains Poison Resistance.
# Disease Resistance: The Hero gains Disease Resistance.
# 16-20 Dimak * The PC can totally disrupt the body's unnatural or natural healing ability, with just a one-finger attack. The target can perform any normal type of FEAT used in unarmed combat to avoid this attack. However, the effects of the Dimak reflect on the intensity of the attack after the defensive FEAT. Red: the victim's suffers Endurance loss;
# Yellow: the victim Health drops to 0;
# Green: the victim takes 1point of the Dimak plus the PC's attack damage to his/her Health;
# White: the victim takes no damage.
Note: this is a Power that a PC must use discreetly, and should be accepted by the Judge before starting any campaign.
21-30 Frenzy The PC can increase both his/her Fighting and Endurance by a +1CS for the amount of rounds equal to his/her Psyche rank per day. An Endurance FEAT must be made in order for this Power to come into effect.
31-35 Hyper-attack* The PC has an extreme ability to perform a variety of nearly impossible Fighting and Agility FEATS in one round. The PC can perform FEATS while in combat of a Power rank equal to the rank number of his/ her fighting or Agility rank number added to the rank of this power +1CS.
For example; Captain Karate has a Fighting of Incredible, an Agility of Excellent, and a strength of Good. His Hyper-Attack power is at Monstrous rank +1CS. Thus if Captain Karate did a spinning kick at Joe Thug, his Multiple attacks would be around (Shift-X) 15 or more attacks; a Fighting rank at (Shift-X); and an Agility FEAT to perform the spin at (Shift-X) too. Thus the whole attack would be a (Shift-X) FEAT of 15 or more strikes of (Good) 10 points at Joe Thug's Health for the first round. He wouldn't know what hit him! The amount of Fighting or Agility Power stunts that can be developed with this unique power are unlimited.
36-40 Hyper-Charge The PC can increase his/her area movement and speed an additional rank in a single round. When creating the Character, the Player has the option of raising the Endurance rank to +2CS. This new Endurance acts as a Body Resistance, and only when Charging.
41-48 Martial Supremacy Choose a Martial Arts then add this powers rank to the already possessed skill. Character can also do power rank damage to non-living matter. The power may be changed for swordsmanship or archery.
49-55 Mirror-Image The PC has a unique ability to counter a combat FEAT back at his opponent with a reflection of the same FEAT. This ability confuses the target so that the target receives a -1CS to all FEATS performed during the functioning of this Power. Each Player attacks simultaneously. the rolls are made and adjusted to a final FEAT. The highest FEAT intensity rolled wins the strike.
For example; Copy Commando is in a tight combat situation with Captain Kung Fu. Copy Commando's Fighting is at Good, and Captain Kung Fu's Fighting is at Amazing. Of course, Captain Kung Fu gets first initiative, and strike. He strikes!, huh? Copy Commando strikes the same way at the same time too. What gives? Are fearless Kung Fu agent is confused. Captain Kung Fu rolls his FEAT on Remarkable his adjusted rank (Amazing -2CS), and Copy Commando rolls his FEAT on Good. Both rolls are made. Captain Kung Fu gets a 56. A Green FEAT. Copy Commando gets a 83. A Yellow FEAT. BOOM! 10 points to Captain Kung Fu. Wait! he has Monstrous Armor Skin, OUCH! Our Hero of the day gets a broken. Note: if the FEATs are equal, then no damage and the brawl is at a stand off.
56-60 Natural Weaponry Rank is material strength of claws, teeth or other weaponry.
61-65 Object Creation * The PC is able to create objects from his/her body substance, and utilize them as weapons. The Objects disintegrate after being separated from the host 1d6 rounds. Each Object damage is weapon-specific.
# 66-72 Rage The PC loses Karma for all FEATS performed while in a Rage. This is not entirely a bad thing, however; the PC gains the following Abilities: Psyche at Power's rank number, for resisting mental attacks. All stuns are ignored. A +1CS to all attacks
This Power's rank must be at least higher than the normal Psyche rank. If not, then the Player must raise it +1CS, while in the creation of his/her Character.
73-80 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.
81-85 Weapon Tinkering Assemble any weapon or even improve it on a red FEAT.
86-90 Unique Weapon The character has a unique weapon. It is generated with the character, and holds some (if not all) of his power slots.
91-95 Holy Gift (Angel’s Only): Halo can change into magical item once per day upon successful feat of angel. Gift can have one property equal to power rank. I have made a shield of Amazing rank and edged melee, a horn that controls emotion at Amazing, a spear that scatters electrical energy at Amazing etc.
# 96-00 Combat Sense This power heightens 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 melee attack per round, in addition to multiple attacks, etc.
# 1 distance attack per round, in addition to normal attacks
# 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.)

Illusionary Powers
01-15 Animate Image generate a 3-dimensional image from a flat image he must see the image to make it react real to its surroundings
16-30 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 imitate any power. The illusion-caster also gains light emission and generation at -2CS and can duplicate other visual powers at -2CS (hypnotism for instance)
Note: Illusion Casting is a form of Power creation. This is a Cosmic Power, so player must work with the Judge.
31-45 Illusory Invisibility
46-60 Illusory Duplication
61-75 Image Generation The PC can generate illusions of life that act as Doppelgangers. This is somewhat similar to the Power Illusory Duplication, except that the illusion is not a self image, but yet a holographic image of some other living thing created from the caster's imagination. Like the latter Power, the controller can see through the eyes of his creation.
76-88 Solid Images The PC can literally create holographic images that are solid and tangible. The characteristics of these images are as they are in "reality" with a maximum of Power's rank. Only one Solid Image can be in existence at one time.
89-00 Tattoo This Power is similar to the Animate Image power, except that the images are mentally inscribe on the PC's body. The number of tattoos the PC can have on his body at one time is the maximum number equal to this Power's rank. With just the slightest mental instruction, the Tattoos disappear and leap off the host's body materializing into reality. All images have their specific abilities and characteristics. The PC can recall the Images at any time. When the images are destroyed or recalled, they appear back on the host's body. When creating the character, the Player creates a list of possible tattoos that are on the PC's body. The Player may opt to replace a tattoo at any given time, but he/she must delete one from the original list.

Life Control Powers
01-02 Affliction By means of this power, the character can cause a horrible wasting disease in an enemy. Use of this power requires a touch against an unprotected target. Normal clothing or costumes are no defense; neither is natural body armor. Affliction initially causes power rank damage. Again, body armor is no defense, but powers such as Resistance to Disease is. Each minute (10 turns) afterwards, the victim must make an Endurance FEAT roll against Affliction power rank. If the victim fails, she suffers power rank damage again. A new check is made every minute; if successful, no further checks are necessary.

Someone with Medicine talent and appropriate field equipment can slow down the Affliction with a Reason FEAT roll against power rank intensity. If successful, an Endurance FEAT is needed only every hour. If the victim is under the care of a medical doctor in a hospital setting, the doctor can increase the time between Endurance FEATs to one day. Furthermore, in a hospital setting, the doctor is allowed one Reason FEAT per day against Affliction intensity in order to cure the disease. No Affliction power stunts are acquired for free. Power stunts and special limitations include:

Disease Remission. The character can automatically cure her own Affliction. She can make an Affliction power rank FEAT against the appropriate intensity to cure other diseases.

Mind Rot. Instead of having physical effects, the Affliction attacks the mind and spirit. Damage is applied to Mental Health, and Psyche is used to resist. Medicine-based Reason FEATs are -4CS to affect mind rot, but a character with psychiatric training incurs no such penalty.
03-04 Animal Control The PC can mentally control the mind of animals at Power rank. This is done by completely overriding the will and conscious mind of the animal. The Power rank determines the intensity of the control the PC has over the animal’s mind. This rank also determines the range and duration of the control. The Player may opt to choose a specific animal if he/she so desires and receives +1CS bonus to the Power.
# 05-06 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-fatal poisons, red handles mortal wounds, massive physical trauma.
# Regeneration: Heal health as above and regenerate lost limbs.
# Revival: resurrection, the target can be dead power rank days, the condition of the corpse determines the color of the FEAT.
# Damage transferal: The hero heals someone with his own health and then heals himself at the same rank.
# Decay: ower Rank damage
# Disruption: also power rank damage
# Aging: multiply aging by power rank, green accelerates aging, yellow stops it and red reverses it.
07-08 Bio-Toxin The PC can contain a poison of Power rank intensity within his/her body and release it at will anytime. The type of poison specifically characterizes the effects of the poison. PC may choose to contain a certain type, and gain a +1CS bonus to Power rank.
09-10 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 successful 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.
11-12 Body Transformation-Others In chemical form, physiological form (change to plant animal etc.) or energy form. Judge determines effects, player chooses one of the above.
13-14 Birth Power* The PC can literally cause the birth of a child within a female. Though a trite Power, the results can be very powerful. This is not a Power to be lenient with. The time of the pregnancy is the natural time divided by the Power rank number. For example; 9 1/2 weeks for pregnancy- If the Power rank is Unearthly, then the Birth will take place in (9.5/100=0.095 of a week, or in other words days. 0.095*7 (days in a week)=4.56, rounded up to.), 5 weeks. Moreover, the PC can impregnate any type of character form, just as long as its Maternal. This is where the Power becomes powerful. Think; creation of Godlings.
Note: this is a Godly Power. Player must work with the Judge.
15-16 Cybernetic Control The PC can literally control the functions and operations of any Cybernetic life form. That is any Cybernetic with an AI (Artificial Intelligence), only. This acts as a Mind Control Power at Power's rank. The Power rank determines the intensity of the control the PC has over the Cybernetics AI. This rank also determines the range and duration of the control. The Player may opt to choose a specific Cybernetic AI form if he/she so desires and receives +1CS bonus to the Power.
17-18 Death Power* The PC can literally cause Death to a target. The intended victim must make an Endurance FEAT roll against the intensity of this Power's rank number. If the victim fails, then he/she begins losing Endurance ranks. As the target loses ranks, blackness spreads throughout the body.
Note: this is a Powerful Godly Power. Player must work with the Judge.
19-20 Density Manipulation-Others The PC can alter the density of a living being at Power rank.
# 21-22 Devolution The PC can reverse the effects of Evolution, thereby returning an individual or creature back to its original state. The intensity of the change is based on the Power's rank number; Red-the change is perfect
# Yellow-the change is stable, but not perfect
# Green-the change is unstable, and not perfect
# White-No change at all.
23-24 Emotion Control
25-26 Exorcism Typical FEAT against lower rank possessions, Remarkable against equal and Amazing vs. higher
27-28 Fear-Induced The PC has the ability to put Fear into a target, from which he/she cannot ignore while this Power is in effect. During this induced Fear, the target is completely helpless. The Power rank determines the range and duration of the Power. Relevant distances are found on column A of the Range Table. The Fear affects anyone within in range. The Fear persists even after the duration for 1d10 hours. After that, the victim can overcome the fear naturally.
29-30 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.
31-32 Grafting Mad-scientist material, Dr Frankenstein etc. strongly linked to BioPhysical control.
33-34 Hostile Field Mental invisibility can bypass this field, acts as Force field vs. hostile intent.
35-36 Hypnotic Control Normal command require a green FEAT, immoral commands a red FEAT
37-38 Invisibility-Others The PC can make an individual's body invisible to normal sight.
39-40 Life Absorption * The PC has a special ability to drain the life force out of one or more individuals, and use the energy for personal Health. The PC must first make a power FEAT against the intensity of the victim's Psyche. Each FEAT allows the PC to drain up to a number of health points from the target that is equal to the power's rank number, until he/she regains the normal maximum health. If the target's health drops to 0 as a result, the victim dies, and his/her body disintegrates.
Note: this is a Powerful Godly Power. Player must work with the Judge.
# 41-42 Mass Alteration * The PC can alter the mass of a target within the same area. He/she can either increase or decrease it. The intensity of the mass change when increased reflects the roll of the target's Strength FEAT/round. The intensity of the mass change when decreased reflects the roll of the target's Agility FEAT/round. This effect of this Power varies from round to round: Round 1: action by the victim requires a Strength or Agility FEAT.
# Round 2: action by the victim requires a Yellow Strength or Agility FEAT.
# Round 3: action by the victim requires a Red Strength or Agility FEAT.
Every following round, the victim must then roll on the Kill column.
Note: this is a power that must be accepted by the Judge before any Campaign begins.
43-44 Memory Elimination* The PC can totally wipe out the target's memories at Power rank. The duration of the effect lasts until, either the initiator or someone else restores the victim's memories.
Note: this is a powerful Mind Power that must be accepted by the Judge prior campaign.
# 45-46 Mind Control There are four versions: Puppetry: target remains aware
# Possession: targets mind loses consciousness and control
# Negation: targets mind turned off
# Magnification: Reason, Intuition and/or Psyche can be increased
47-48 Mind Transferal the hero can transfer his mind into several individuals each believing to be the real one
# 49-50 Molecular Modification The PC can molecularly change an individual’s form to that of what he/she desires. The intensity of the change of organic matter, is determined by a Power FEAT: Red-the change is permanent.
# Yellow-change lasts 1d10 days
# Green-change lasts 1d10 rounds
The Power also has a limited ability to bestow powers to the Molecularly Altered individuals.
# 51-52 Neural Manipulation Disruption: targets body loses all feelings
# Paralysis: body turn rigid
# Seizure: muscles spasm
# Exaggeration: overreact when attempting movement
53-54 Petrifaction The PC has the innate ability to transform an object or individual to a solid. The solid can be of any type. This power can permeate through woven material, but cannot through plate materials. Thus a target wearing a costume can be affected, but a target wearing armor, only the armor becomes affected. This power is not "conductive"; Another individual in contact with the target cannot be affected. The material strength and volume size of the solid is based off the Power's rank number.
55-56 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.
57-58 Plant Control Impart plants with limited movement and intelligence
59-60 Plant Growth
61-63 Seduction The PC can cause any person of the opposite sex to fall in love with him/her. The target is then under a limited Mind Control and may try to resist by making a successful Psyche FEAT; however, the PC can try to maintain hold by also making a Psyche FEAT. The target can be totally released from the effects of this Seduction, by either making an equal FEAT to that of the PC, or surpassing it. The target automatically gets to resist, if the PC controls him/her to do something that is not in his/her nature
64-66 Sense Alteration Amplify or negate senses
67-69 Shapechange-Others* If form for instance cannot breath then check for kill
70-72 Sleep – Induced
73-75 Soul Absorption The PC can literally absorb the victim's mind. The victim's spirit is sent to a peaceful and paradisiacal internal limbo within the PC's being. While the mind is gone, the victim is in a comatose state until the PC releases his/her mind. The Power rank is the intensity of the absorption and the barrier between the reality and the internal limbo. This power must be +1CS of the PC's Psyche, if not then Player gets to either raise his Psyche or the Power to the specific rank; whatever is the highest.
76-78 Soul Purification The PC has a special ability cleanse a soul. The victim must make a Psyche FEAT roll or lose a rank permanently. In addition the target must make another Psyche FEAT versus a Power rank intensity or is out for 1d100 rounds. If a target's Psyche drops below Feeble, the person's soul is lost forever and he/she goes insane.
Note: This power only functions on those who need their souls purified.
79-80 Soul Vampirism The PC is a carnivore able to increase his/her Health by feeding off the energy in the minds of living beings. The Soul Vampire must make a Power FEAT to initiate the attack. Thereafter, each successful FEAT enables the Vampire to drain original karma points from the victim. The amount drained is equal to the Power rank number. (See the UPB p. 35 for a similar understanding of this Power).
Note: this is a Vampirism Power; a type of power that is powerful and should be dealt with firmly by the Judge.
81-82 Spirit Control* The PC can control the minds of spirit bodies at Power rank. This is done by completely overriding the will and conscious mind of the spirit. The Power rank determines the intensity of the control the PC has over the spirits mind. This rank also determines the range and duration of the control. The Player may opt to choose a specific type of spirit; (IE: Dreamer, Ghost, demon, etc.) if he/she so desires and receives +1CS bonus to the Power.
83-84 Spirit Storage* Store and communicate with spirits and immune to possession from them. Spirits can escape on a red Psyche FEAT
85-86 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.
87-89 Teleport – Other
90-92 Undead Control Control zombies at a green FEAT, intelligent (mummies, vampires) at red FEAT. You may exchange another power for the zombie creation power.
93-94 Vertigo The PC can instill Vertigo in his/her victims at Power rank intensity. Victims must make a Psyche FEAT against the intensity of the Power or receive a -4CS to all actions. The target is unable to stand for 1+1d10 rounds. However, previous victims only get a -2CS. Characters with a high Agility and acrobatic or gymnastic skills may use the rank number of the ability to resist. Range and duration of the Vertigo are determined by the Power's rank.
95-96 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 Intensity 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.
97-99 Distance Healing Healing of others from power range, once per day, ceases endurance losses.
# 00 Biolink 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: Remarkable FEAT
# Link with 3 characters: Amazing 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 are absorb health from both of them, absorb from one and give to another, or give to both from his health. His rank is Incredible, so he can give or take 40 with one and 40 with the other.
Power Stunts:
# Bio-wave: By pushing this power to the limit the Hero may link with everyone in firing distance for a moment. Note that pushing still drains the Hero of a card, and they cannot regain it except through normal healing or a secondary Link with someone.
# Life Drain: The hero gains Life Drain.
# Multi-link: The hero can link with more than one character at once, but every time they do so, the difficulty increases by one factor.
# Resucitation: The Hero may form a Bio-Link with another character who’s been dead for less than five minutes and with immortal characters.
# Semi-permanent Link: The Hero may create a semi-permanent link with another (willing) character. If that character is within firing distance, the Hero may link with them.
# Techno-organic life: The Hero may link with forms of techno-organic life like the Phalanx and bionic heroes and the hero can ignore the "jamming" limit

Magic
Note: Magic in itself is a powerful Power, so players must work with the Judge.
# 01-03 Abjuration The Mage can cast spells involving individual protection of him/herself or others at Spell rank. The following are spells the Mage can cast: Armor.
# Damage Absorption*
# Damage Conversion*
# Healing
# Immovability
# Aura Shield
# etc
# 04-06 Alchemy The Mage has the ability to mix and concoct magic potions and elixirs for a variety of effects at Spell rank. A beginning number of potions the Mage has concocted is equal to the Spell rank. If any potions or elixirs are created in excess of this number, then the new potion replaces one of the numbered. The following are some of the potions and elixirs that have been developed: Healing: Restores target's Heath points equal to Spell rank up to normal number.
# Paralyzing: Target cannot move 1d10 rounds. If target's Endurance is higher than Spell rank, target may make an Endurance FEAT to avoid this effect.
# Sleeping: Target is put in a state of sleep for 1d10 rounds. If target's Psyche is higher than Spell rank, target may make a Psyche FEAT to avoid this effect.
# Life: Bestows temporary Longevity to target for 1d100*Spell rank days.
# Ressurection: Restores targets Endurance to stable at 0.
# Transmutation: Change elements into other elements at Spell rank.
# Explosive: Creates a force of intensity equal to the Spell rank of damage and area effect.
# Strength: Temporary increases the target's Strength +CS of the Spell rank number / 10.
# Agility: Temporary increases the target's Agility +CS of the Spell rank number / 10.
# Magic: Temporary increases the target's Spell ranks +CS of the Spell rank number / 10.
# Endurance: Temporary increases the target's Endurance +CS of the Spell rank number / 10.
# Power: Temporary increases the target's Power ranks +CS of the Spell rank number / 10.
# Rejuvination: Testores targets Health and Karma to original number of points.
A Spell FEAT must first be made in order to create a potion or elixir each time. If not, then the potion or elixir is just that, a vile of mixed liquids.
# 07-09 Alteration The Mage can cast spells that alter the physical state of him/herself at Spell rank. The following are spells the Mage can cast: Alteration-Appearance; Natural Weaponry; and Bone.
# Shapeshifting-Limited
# Absorption*
# Apparition
# Chameleonic Coloring
# Density Control-Self
# etc
10-12 Astral Supremacy* The Mage has a unique mastery over the Astral Plane. This gives the caster a +1CS on Magic FEATS while on the Astral Plane.
13-15 Conjuration The Mage can cast spells that bring Magical artifacts or life forms into the present reality. The Mage must have a good knowledge of what he/she wants to Conjure into this reality.
# 16-18 Demonic The Mage can cast spells of Magic that are found among the lores of the Demons at Spell rank. The following are Demonic spells the Mage can cast: Shapeshifting-Limited and Unlimited
# Soulfire
# Hellfire
# Dimensional Aperture**
# Fear
# Psychic Vampirism*
# Astral theft**
# Telepathy-Limited
# Alteration-Natural Weaponry
# etc
19-21 Dimensional Pocket The Mage has an extradimensional space that he/she can recall or place objects in. This Pocket can almost store an unlimited amount of items. The size of this pocket opening is equal to the Spell rank number in inches of feet.
# 22-24 Divination The Mage can cast spells that give him/her foresight on knowledge and events unknown. The following are spells the Mage can cast: Dual Persona.
# Enchanted Eye
# Foretelling
# Apparition
# Gramarye
# Learning
# Post-cognition
# Sensing(ALL)
# etc
25-27 Elemental The Mage can control the four elements of the Universe; Earth, Wind, Fire, and Water at Spell rank (See Nature Control p.24-25 in the Realms of Magic). The Mage also has an ability to summon Elementals at Spell rank. The Mage can also create Elementals at Spell rank Abilities and Powers.
28-30 Enchantment Imbue an item with spells which then releases it at a specific moment
31-32 Energy Source Not a real power, the character can perform magic while in contact with his energy source
33-34 Enhancement* The Mage has the unique ability to increase the abilities of an individual. The Spell can also bestow powers upon the subject. The Mage must make a Psyche FEAT roll before he/she can do this; the Mage may add Karma to a roll at anytime:
White-2 abilities raised, +2CS,
Green-3 abilities raised, +3CS, plus a random power,
Yellow-3 abilities raised, +3CS, plus two powers,
Red-4 abilities raised, +3CS, plus three powers.
35-36 Entreaty The Mage can summon the magical Entities and their magical Powers from the dimensional planes of reality in the Universe at Spell rank. The Mage must have an Entity that belongs to the same school of Magic.
# 37-38 Evocation The Mage has the ability to evoke the forces of ancient magical energies in the universe. The following are spells the Mage can cast: Eldritch Energy (ALL)
# Energy Control (ALL)
# Glamor
# Vapors (ALL)
# etc.
# 39-40 Faerie The Mage can cast spells that exist within the ancient lore of the Elves and fairies. The following are spells the Mage can cast: Charm
# Confusion
# Emotion Control
# Forgetfulness
# mesmerism
# etc.
41-42 Familiar The mage uses living creatures as an conduit of his/her senses and powers. The Mage must be in contact with the Familiar in order to achieve any magical powers aside from just communication.
Note: the familiar could be Magic in nature.
43-44 Illusory The Mage can cast spells that create simulations of reality at Spell rank. The more realistic these simulations appear to others depends on the intensity of the Spell FEAT.
45-46 Imprisonment* The Mage can bind a person's body to a specific place or area. If the person ever physically leaves that area, his/her body would completely disintegrate; moreover, he/she cannot draw upon the energies of Magic without this prison. However, the person can draw upon the energies of the Imprisonment sanctum, and cast spells with a +2CS to the original Spell rank, and his/her body will not age.
47-48 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.

What it does is allow the Hero to literally have a world of their own. The Pocket Reality is attached to the Hero in some way (unless taken as a piece of Equipment); and the hero can control who or what enters the Pocket Reality. The size of the Pocket Reality is dependent on the Intensity of the power; see the Range Table for more details. Also, the Pocket Reality can generally only support life for a number of people equal to its intensity (not including the hero who has it). The pocket Reality is not necessarily an actual separate dimension, it could be a dimensionally collapsed part of the Hero’s own body or it could actually disintegrate the targets and put them into cyberspace.

Unless the Hero’s stunts say otherwise, the actual world of the pocket reality is a void, but one which sustains all life within it as though they had Life Support of an intensity equal to the Pocket Reality’s intensity.

Generally, objects of any size can be transported to the Pocket reality itself, but they must be able to fit first. To voluntarily move from where the Hero is to the Pocket Reality, the person or thing must be touching the hero. If the hero wishes to force someone to enter the Pocket Reality, they have to touch the target, which is an easy Agility feat. Then they must make an action to draw them in. To leave the Pocket Reality, the victim should make an Endurance feat. The Hero can remove anyone from the Pocket Reality if they choose.
# Teleportation: The Hero gains Teleportation by moving through his own pocket reality.
# Emotion Control: The Hero can use Emotion Control on anyone in the Pocket Reality
# Life Support: The Hero gains Life Support
# Telepresence: The Hero can send an illusory representative of himself into the Pocket Reality.
# Vortex: The Hero can attempt to suck someone in firing distance into the Pocket Reality. It’s resisted by their strength, usually.
# Implosion: By pushing this power to the limit, the Hero can suck everything and everyone in firing distance into the pocket reality.
# 49-50 Invocation The Mage has the ability to invoke the spells of past, ancient Magi at Spell rank. Usually the spell is named after the ancient Wizard. The following are examples of possible spells the Mage can cast.. Dakimh's Magic Missiles
# The Ancient One's Spell of Silence
# The Gateway of Agatha Harkness
# etc
Note: The Mage has an unlimited array of possibilities for Spells of Invocation.
51-52 Item The Mage can create a Magical object of any kind at Spell rank and keeps it in his/her possession or protection. The item's Material strength and Power is equal to this Magic's Spell rank.
53-54 Life Protection* The Mage can totally protect the life of him/herself. When affected by this Spell he/she ignores all Kill results.
55-57 Magic Absorption* The Mage has the ability to acquire the magical powers and abilities of other Magi at Spell rank. The Mage must touch the target in order to gain these abilities, and the target may make a Psyche or Endurance FEAT to avoid the effect. (See the Power Absorption power in the APB p.79 for more details on this power in its unmagical nature).
58-59 Magic Control Manipulate, magnify/reduce or negate magic
60-61 Magic Creation Invest beings with new magical powers.
62-63 Magic Domination A form of Mind Control that forces other Mages to cast magic spells the way the holder of this power wants it.
64-65 Magic Transferal Transfer Magical Power to a person in contact (or at -1CS / 10feet distance) The mages own rank drops by the transferred amount. A Green Reason FEAT means the duration is 100* the combined reason of target and mage, yellow means 10000* and red means permanent
66-67 Magic Vampirism Drain magical powers from objects or drain living Magic from a living being
68-69 Necromancy The Mage can cast spells that deal with utilizing energies of the dead at Spell rank.
70-71 Phantasmal The Mage can create realistic simulations of spirit matter at Spell rank. All simulations are of Spell rank Strength, Endurance, Material or Power, and attain all the other attributes of the Mage. The duration of the Phantasmal determines the intensity of the Spell FEAT.
72-73 Power Simulation Magical version of a normal power. (roll again)
# 74-75 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)
76-77 Spirit Eviction The Mage has the magical ability to force a spirit from its body at Spell rank. The Mage then can absorb the flesh of the abandoned body. If for some reason the spirit Eviction is halted, the Mage can control the subconscious mind of the victim later at Spell rank. Furthermore, if the target has formerly encountered this Spell, he/she gets to make a Psyche FEAT to avoid the effects of the Eviction.
78-79 Spirit Vampirism Drain Intuition and Psyche to increase Strength, Endurance, Psyche and powers
80-81 Sympathetic Magic Powers work through some sort of Effigy, sticking pins in it hurts the character.
82-83 Techno-Magic The Mage has the unique ability to combine Science and Magic. The Spell rank of this Magic Power is added to that of the Mage's Reason, Intuition, Psyche, and other Spell ranks when dealing with research, inventions, Science skills and spells of Techno-Magic. This is a Science. When generating the Character, the Player must have at least one Science talent rolled or he/she gets to choose one automatically.
# 84-85 Thaumaturgy The Mage can cast spells that capture and confine others, rather than harm at Spell rank. The following are spells the Mage can cast: Bands
# Net
# Trap
# Wave
# etc
86-87 Warding Create wards that have up to rank number of power rank intensity powers to go of when certain conditions are met.
# 88-89 Witchery* The mage can cast spells that only affect others individually at Spell rank. The following are spells the Mage can cast: Density Control-Others
# Curse
# Growing-Others
# Healing-Others
# Invisibility-Others
# Shrinking-Others
# etc
90-95 Wild The Mage can cast spells that manifest distorted, but yet potent effects of a chaotic nature at Spell rank. Judge determines the chaotic nature of each Spell that is cast.
Note: Wild Magic is not Chaos Magic.
96-00 Probability Control Like is says, folks; this power allows one to tinker with probability itself in strange and wonderful ways.


Copyright 2006/7
Template Designed by Quickness. Modifications & Content added by Calix & Danse
All Rights Reserved.
: Timeline :

- 1990's
- 2000 Onwards


: X-Men :

- History
- The Grounds
- First Floor
- Second Floor & Attic - Basements
- Danger Room
- Hanger Complex
- Cerebro
- Security
- Muir Island


: Avengers :

- History
- Charter
- By-Laws

- Buildings

- Grounds and Main Floor
- Second Floor
- Third Floor
- Basements
- Compound
- Identicards
- Vehicles


: Fantastic 4 :

- Headquarters
- Four Freedom Plaza
- Vehicles


: Factions & Places :

- Factions
- Brotherhood
- Generation X
- The New Mutants
- S.H.I.E.L.D
- X-Factor
- X-Force
- X.S.E
- Hellfire
- Green Lantern Corps
- HYDRA
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- Asgardians
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- Mutant Liberation Front
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- Places

- The Batcave
- Arkham Asylum
- The Daily Bugle
- Doc Strange's Sanctum
- The Vault
- Wundagore
- Genosha
- Castle Doom
- Madripoor