EARTH CONTROL
Trump Suit: Intellect
Exemplars: Crystal, Avalanche
Related Powers: Digging, Earthquake, Elemental Control powers
Your hero can manipulate earth and rock of a material strength up to
the power's intensity. This ability is limited to naturally occurring
material such as stone and dirt, and consistent semi-natural material
such as asphalt and glass. Radically altered items such as steel
alloys, artificially constructed mechanisms (including computers,
guns and vehicles), and living or once-living things (such as rubber,
wood, and flesh) are beyond the scope of this power.
Limit-Grounded: Your hero's intensity is halved if the hero isn't in contact with ground. If the hero is further than firing distance from the ground, the intensity is reduced to 0.
Stunt-Digging: You hero gains Digging
Stunt-Dustcloud: Your hero can kick up dust to reduce visibility to striking distance. This limit affects everyone within firing distance.
Stunt-Earthflight: Your hero gains Flight 1 by building pillars of earth under his or her feet. These pillars have a material strength of the power's intensity. If the pillars topple, the hero will fall.
Stunt-Earthquake: Your hero gains Earthquake
Stunt-Armor: Your hero can pile on Body Armor by causing earth to build up around his or her body (and if you want, those he or she is touching). While doing this, the hero can't move or attack. Each exchange, you may add the value of one random card as a
defense bonus; this card remains face up in front of you until the hero moves out of the protection. These cards are cumulative, but once the face-up cards surpass the intensity, no further cards may be added.
Stunt-Earth Elementals: Your hero creates beings of earth, stone, or rock, with Strength and Agility scores equal to the power's intensity. It requires a full exchange to create each elemental; while your hero is creating an elemental, none of the hero's other elementals can do anything. A maximum of one being may be created per point of intensity. The hero must concentrate to control these beings; if the hero falls unconscious, they collapse into rubble at the end of the exchange. These creatures suffer double intensity damage from air attacks.
Stunt-Entrapment: Your hero opens the earth beneath an opponent's feet or wraps stone around them. This is a normal attack, except that if the attack isn't dodged, the target loses the ability to move and gains Earth Armor. The target may use an action on the following exchange or later to try to break out; this is a challenging Strength (Earth Control) action, and causes the power's intensity in damage points to the victim whether or not its successful.
Stunt-Groundwave: Your hero summons a wave or earth that flows along the ground. The hero can ride the wave to gain Lightning Speed, or use the wave to attack a foe (firing distance or closer) with an opposed Earth Control action.
Stunt-Lava Blast: Your hero fires a lava Energy Blast from the ground or his or her hands.
Stunt-Lava Shaping: Your hero can turn any stone in firing distance to molten rock, then reshape it as desired. The molten rock will cool in one exchange, unless the hero concentrates on keeping it molten. If the hero attacks a sentient stone creature (such as a gargoyle) with this power, it is an average Earth Control (Strength) attack. If a sentient creature is reshaped, the Narrator decides whether any powers or other characteristics are lost or gained.
EARTHQUAKE
Trump Suit: Intellect
Exemplars: Magma, Rictor
Related Powers: Digging, Earth Control
By disrupting the ground, the hero wreaks major damage on persons and
property. Quakes are random in their destruction, ruining entire
buildings in some places and leaving others untouched.
When the hero activates a quake, it goes off as a contingent action
later in the exchange. Every hero within firing distance (including
your hero) has the opportunity to play a card. If positive, the hero
sustains no damage. Otherwise, the hero suffers damage equal to the
quake's intensity.
Every character also has a chance to avoid damage, done by a random
draw. Characters who don't draw positive cards suffer damage equal to
the quake's intensity. The Narrator also draws for each major
structure within firing distance; if the result is not positive, the
structure is assigned damage equal to the quake's intensity. If this
exceeds the material strength, the structure collapses.
Limit-Runaway Quake: Once the hero starts the quake, the natural forces of p late tectonics take over. The Narrator draws and consults the aura of the card; if it's negative, the quake extends to far beyond visual distance and is multiplied in intensity by the value of the card. The hero can trigger this effect voluntarily if desired, though it still requires a random draw to see if it works. This limit can devastate a city or maybe even more than that.
Stunt-Instant Seismology: Your hero knows if an area is seismically active and will be alerted the moment a quake is triggered. The hero and everyone he or she alerts, knows that the quake will happen as a contingent action.
Stunt-Resistance to Quakes: Hero gains Resistance to Quakes.
Stunt-Tremors: Your hero can send multiple tremors through the ground. These don't cause quakes, but require everyone in firing distance to make an average Agility (Earthquake) action to avoid falling over and losing an action.
ELECTRICITY CONTROL
Trump Suit: Intellect
Exemplars: Electro, Zzzax
Related Powers: Weather Control
Your hero can fire bolts of electrical energy of up to the power's
intensity. However, if the target can touch the hero, or touch water
or metal in contact with the hero, this power inflicts the damage on
the hero as well.
Your hero may generate this power internally or draw it from another
source, such as exposed overhead power lines. In this case, the
maximum intensity is equal to that of the power source. For purposes
of this power, a household socket would be intensity 4, a small
turbine might be intensity 10, and a large generator might be
intensity 20. A power plant can generate intensity 30. However, if
the power source's intensity is greater than the hero's intensity in
Electrical Control, each exchange the hero must make an easy
Willpower action opposed by the source's intensity. If this action
fails, the hero shorts out and falls unconscious.
The hero also may recharge electrical devices and conduct voltage
through water and some metal. Copper, iron, and steel are especially
conductive, while gold and silver are less so. While the hero touches
the conductive surface, everyone else touching it is vulnerable to
the attack.
Limit-Constant: Your hero always emits electricity, and anyone who touches the hero suffers damage equal to the power's intensity.
Limit-Non-Conductive: Your hero cannot act as a conductor for electricity from a power source. He or she can only generate power internally.
Limit-Non-Generative: Your hero cannot create electricity or harness small amounts from the environment. He or she can only manipulate electricity if connected to a power source.
Stunt-Ability Boost: Your hero gains a Strength Boost
Stunt-Absorption: Hero gains Electrical Absorption. He or she can absorb electricity up to the power's intensity to prevent it from harming others or to store it for a touch or another power stunt within aura duration.
Stunt-Arc Riding: Your hero rides the arcs of electricity that allow Flight while in firing distance of the ground. The hero cannot make quick turns or stops. If the hero shorts out, he or she will fall.
Stunt-Blowout: Your hero can push the electricity to the max, hitting everyone in firing distance with an electrical burst equal to the power's intensity. Not only does this harm the hero, but the hero cannot use his or her power until you are restored to a full Hand Size.
Stunt-Brownout: Your hero can blow out all electricity in firing distance for an aura duration. This stops robots, powered armor, and computers from functioning unless they have backup power.
Stunt-Lightning Bolts: Your hero can call lightning from the sky with an Electrical Control action. This stunt works only during thunderstorms.
Stunt-Lightning Speed: Your hero gains Lightning Speed by riding lines of electrical potential such as power lines or wiring. If the hero has Size Alteration, the hero can manipulate the size of his or her body down to an electron and cannot lose direction
while in this form.
Stunt-Machine Animation: Your hero can cause a machine to move and attack at his or her behest. If the machine can't move on its own, the hero can give it limited ground movement.
Stunt-Power Storage: Your hero can store any intensity of electricity for any length of time. It can be meted out all at once or in pieces, dropping the intensity by the amount discharged. This storage takes a full exchange to complete.
Stunt-Resistance to Electricity: Resistance to Electricity.
Stunt-Shock Field: Your hero can temporarily charge his or her body or conductive metal with an electrical energy charge equal to the power's intensity. The charge lasts for only an aura duration and releases its charge on touch; if the hero is charging his or
her body, it lasts as long as the hero concentrates.
ELONGATION
Trump Suit: Agility
Exemplars: Mister Fantastic, Machine Man, Doctor Octopus
Related Powers: Plasticity
Elongation allows your hero to extend his or her body and limbs over
a large area. The hero can sense around corners from a good distance
away and pick up objects from across the room. Also, the hero can
make a striking distance attack at firing distance. Targets attacked
by Elongation can attack only the elongated part of the hero.
Coordination is difficult when stretched out. When using Elongation,
any of the hero's ability scores that exceed the power's intensity
are reduced to that intensity.
Limit-Slow Retraction: Your hero takes a full exchange to return any extended parts to his or her normal shape.
Stunt-Seven League Strides: Your hero can cross firing distance in one exchange and still take an action.
Stunt-Telescopic Attack: Your hero can attempt a surprise physical attack at firing distance. This can only work if the hero isn't in a fight at the time he or she triggers this stunt.
EMOTION CONTROL
Trump Suit: Willpower
Exemplars: Enchantress, Hate Monger, Psycho-Man
Related Powers: Empathy, Mind Control, Pheromones
Your hero can control the emotions of another by making an easy
Emotion Control (Willpower) action. If this action succeeds, the hero
can implant emotions causing the victim to gibber in fear, be
overcome with love, or feel anything else your hero wants. Robots and
nonhuman aliens are immune to Emotion Control, but animals of at
least 1 Intellect can be affected.
Only one type of emotion may be instilled in a target at a time.
Options include fear, hatred, love, respect, doubt, pleasure, and the
like. The hero must reinforce the control with another easy Emotion
Control (Willpower) action if the victim is asked to act against his
or her nature.
Limit-One Emotion Only : Your hero can implant only one emotion, such as love or hate.
Limit-Reflective Emotion : Your hero can implant only the emotion he or she feels then.
Stunt-Broadcastable : Your hero doesn't need to be within firing distance of his or her target, instead needing only a television or radio broadcast to affect the target. This is especially effective combined with Multiple Targets.
Stunt-Empathy : Your hero gains Empathy.
Stunt-Multiple Targets : Your hero can affect any number of persons within the sound of his or her voice. A single action score is generated for all targets, even though the opposition Willpower may vary the difficulty.
Stunt-Prolonged Emotions : Emotions the hero implanted can last for longer than an aura duration. Though intense feelings will fade, the base emotion will remain. For example, this can cause a victim to remain in love with the hero or suffer serious doubt about being a super-villain.
Stunt-Resistance to Mental Control : Your hero gains Resistance to Mental Control, including all powers which have a Willpower trump suit.
EMPATHY
Trump Suit: Willpower
Exemplars: Empath, Topaz
Related Powers: Emotion Control, Telepathy
Empathy is similar to Telepathy, but registers emotions instead of
thoughts. An average success (opposed by the target's Willpower if
trying to hide his or her emotions) lets the hero know the target's
emotional state, but not the cause of it. Detecting emotions of
aliens or robots is at a minimum difficulty of challenging (12). This
power can be blocked by a target also having the Empathy power, or
one under the effects of Emotion Control.
The Empathic hero can also detect lies by making an easy Empathy
(Willpower) action. If this power is used against a hero, the player
may be reluctant to tell another player or the Narrator whether he or
she is lying. If the Narrator thinks the player isn't telling the
truth, he or she certainly is entitled to impose a negative response
bonus.
Stunt-Empathic Broadcast: Your hero can broadcast his or her own emotional state to anyone within firing distance. The hero may make a challenging Empathy action to
broadcast to anywhere in the world.
Stunt-Resistance to Mental Control: Your hero gains Resistance to Mental Control, including all powers which have a Willpower trump suit.
ENERGY BLAST
Trump Suit: Intellect
Exemplars: Black Widow, Wasp, Ultron
Related powers: Most Control powers
This power consists of a simple energy blast of a nonspecified type.
The hero can inflict an attack with a standard Energy Blast action.
In general the hero can fire bolts of energy of a particular type at
striking distance or firing distance as a physical or energy attack.
Skills like Ricochet will modify the difficulty downward. Note that
this power's trump suit is Agility only if Energy Blast is selected
as a power by itself, not as a stunt of another power.
Limit-Touch Only : This parameter limits the attack to striking distance, but also allows the hero's touch attack to carry through conductive materials to affect multiple targets. For example, a hero can affect three assassins with electricity if all are standing on a metal girder.
Stunt-Blast Reflection : Your hero gains Energy Reflection for blasts of the hero's chosen type of energy.
Stunt-Explosion : Your hero's blast explodes on contact. All individuals within firing distance of the target suffer the power's intensity in damage, assuming they do not dodge the blast.
Stunt-Momentum : Your hero can add momentum to objects and make them move as if pushed by someone of the power's intensity in strength.
Stunt-Resistance : Your hero gains resistance to the type of power or energy he uses with this power.
Stunt-Ricochet : Your hero gains the Ricochet skill, with regard to this power only.
Stunt- Wide Angle Beam : Your hero can project a blast of energy so wide that it affects everyone within firing distance.
ENERGY CONVERSION
Trump Suit: Intellect
Exemplars: Dazzler
Related powers: Absorption, Energy Reflection
Your hero can change one form of energy into another form. The hero
may do this either at the intensity of Energy Conversion or of an
intellect power that utilizes either of the energy forms in question.
The forms of energy must be chosen at the outset. The converted
energy can be pulled from the background (assuming it's available) or
from an attack directed at the hero.
Stunt-Conversion Control: Your hero gains one Control power linked to the convertible forms of energy. This control is only possible when the source of the energy is available and converted.
ENERGY REFLECTION
Trump Suit: Intellect
Exemplars: Bishop
Related powers: Absorption, Energy Conversion
This power provides the hero with a special form of Resistance to
energy attacks. As long as the hero takes no other action, any attack
of this energy of up to the power's intensity inflicts no damage on
the hero. As a contingent action, the hero can reflect the energy
back at the attacker at full strength. If the hero is attacked with
more energy than he or she can reflect, the her reflects damage equal
to this power's intensity and suffers the rest.
Though this is impressive, the bad news is that the hero must release
the energy that exchange as a contingent action. If not, the energy
erupts the next exchange causing everyone within firing distance to
suffer the full effect of the energy attack. The hero isn't harmed if
this occurs.
Limit-One Energy Only: Your hero can reflect only one form of energy, like light or sonics.
Limit-Random Target: Your hero cannot control who the reflection will hit. The Narrator performs a random draw and consults the aura. If positive, the hero hits the desired target. If negative, the Narrator chooses the target. If neutral, a random target is
chosen by assigning everyone within firing distance a number and drawing till one of those numbers comes up.
Stunt-Power Storage: Your hero can store any intensity of energy while concentrating. It can be meted out all at once or in pieces, dropping the intensity by the amount discharged. Storage takes an exchange to complete. While the hero holds energy, he or she can't absorb energy.
ENERGY SHEATH
Trump Suit: Agility
Exemplars: Human Torch
Related powers: Body Transformation
This power allows the hero to surround his or her body with energy.
The energy of the sheath can be of any type. This is not Body
Transformation, since the basic integrity of the body cannot be
destroyed simply by canceling the power.
The Energy Sheath is a specialized defense that works in place of the
hero's natural strength-related defense. This defense applies only
when the sheath is active. If an attack exceeds the power's
intensity, the hero suffers damage and must make an average Willpower
action to maintain the Energy Sheath (failure indicates full power
shutdown for an aura duration.)
Limit-Constant: Your hero is always surrounded in the Energy Sheath. The hero cannot return to human form at all.
Stunt-Energy Blast: Your hero gains Energy Blast while sheathed in energy.
Stunt-Flight: Your hero gains Flight while sheathed in energy.
Stunt-Life Support: Your hero gains Life Support while sheathed in energy.
Stunt-Lightning Speed: Your hero gains Lightning Speed while sheathed in energy.
Stunt-Resistance: Your hero gains Resistance to the energy type while sheathed in energy.
ENHANCED SENSES
Trump Suit: Willpower
Exemplars: Wolverine, Daredevil, Hawkeye, Red Wolf
Related powers: Danger Sense, Detection, Radar Sense
At least one of the hero's normal senses of vision, hearing, smell,
touch or taste is amazingly acute. Enhanced Hearing allows the hero
to detect very faint sounds on many frequencies. Enhanced Smell
gleans subtle clues by smell. Enhanced Taste allows the hero to
detect poisons and even disassemble recipes just by touching food to
the tongue. Enhanced Touch allows the hero to read and discern fine
details by running his or her hands along an object. And Enhanced
Vision lets the hero see things no normal person could see.
Enhanced Senses can be used in place of Intellect to avoid surprise.
The hero will know anyone he or she has met by applying the sense,
and can make an easy Enhanced Senses action (opposed by the other's
relevant power) to recognize Imitation and Shapeshifting. If the hero
is tracking or examining an object, he or she can use the power's
intensity instead of Willpower or Intellect to gain clues.
These extraordinary senses suffer attacks against them at a penalty
of one level of difficulty. Thus sonics, tear gas, and poisons (among
other things) can all hurt the hero more than if he or she did not
have the enhanced senses.
Limit-Reduced Sense: In compensation for greater sensation in one sense, another is
reduced dramatically. The hero is lowered by one difficulty level on any action involving the reduced sense.
Stunt-Astral Detection: Your hero can sense the forms of creatures operating in the astral plane, including ectoplasm of those adepts who can astrally project. This is an automatic ability; the individual can always recognize that an astral form is nearby. An average Enhanced Senses action determines if your hero can recognize an astral individual that the hero knows.
Stunt-Circular Vision: Your hero can see 360 degrees around
Stunt-Empathy: Your hero gains Empathy
Stunt-Energy Detection: Your hero can detect waves of energy. The hero can identify the general type of energy (X-Rays, light, nuclear exhaust, etc.) with an Enhanced Senses action, and can track the energy trail of that specific type. Faint trails or confusing patterns of energy may require challenging or even daunting success.
Stunt-Infravision: The individual with this ability can see in the dark, which limits visibility to striking distance. Normal darkness if 1 intensity; powerful darknesses such as the Darkforce require average Enhanced senses actions, opposed by the intensity
of the darkness, to defeat.
Stunt-Lie Detection: Your hero can detect lies by making an average Enhanced Senses (Willpower) action. If this power is used against a hero, the player may be reluctant to tell another player or the Narrator whether he or she is lying. If the Narrator believes the player isn't telling the truth when asked, he or she certainly is entitled to impose a negative response bonus.
Stunt-Microscopic Vision: Your hero's eyes can detect objects normally too small for normal vision to perceive. Your hero can read microfilm without a mechanical reader or peer into the microscopic world of cells and molecules, and even subatomic
worlds.
Stunt-Penetration Vision: This power allows the hero to see through solid materials like an X-ray. The intensity of the power indicates the depth in feet to which the power can penetrate, as well as the material strength of the objects that can be
penetrated.
Stunt-Protected Senses: Your hero gains Protected Senses.
Stunt-Radar Sense: Your hero gains Radar Sense
Stunt-Sonar: Your hero gains Sonar
Stunt-Telescopic Vision: Your hero can see extremely distant objects that lie beyond the normal range of human sight, viewing anything within sight as if it were very close.
Stunt-True Sight: Your hero sees the true image of any object or person, bypassing disguises or concealment. The power penetrates any means of hiding something's true nature, whether physical, psychic, illusionary, or magical. This power may be used only on one target at a time, but it's great for finding that secret door to the villain's lair, or spotting the Skrull in the crowd.
ENSNAREMENT
Trump Suit: Agility
Exemplars: Spider-Man, Hawkeye, Black Widow
Related powers: Web-Slinging
Your hero can bind a victim. The hero must make an easy Agility
(Agility) action; if undodged, the attack entangles the opponent as a
contingent action. On the next exchange and any thereafter, the
victim may make an average Strength (Ensnarement) action to break the
hold. Ensnared victims cannot move or take other actions until
freed.
Stunt-Adhesion: The ensnaring substance is so sticky that it can adhere whatever it touches to any object. On the next exchange and any thereafter, the victim may make an average Strength (Ensnarement) action to break out of the adhesive.
Stunt-Instant Freedom: Your hero can choose to free someone from his or her ensnarement just by thinking about it.
Stunt-Multiple Targets: Your hero can hit any number of targets within firing distance. One action score is generated for all targets, even though the Agility of the victims may vary the individual difficulties.
Stunt-Resistance to Ensnarement: Your hero gains Resistance to Ensnarement at the power's intensity and can wriggle free of most bonds.
ESP
Trump Suit: Willpower
Exemplars: Doctor Strange, Morgan Le Fay
Related powers: Danger Sense, Enhanced Senses, Radar Sense
Your hero can see and hear far away sights and sounds despite
intervening distance or barriers. The hero requires a full exchange
to mentally locate the area desired. Since this is a mental power and
not dependent on the hero actually receiving visual input or sound
waves, it isn't hindered by distance, distortion or other factors
that might impair sensation. If the area is shielded from senses, the
hero must make an easy ESP action, opposed by the intensity of the
shielding.
Limit-Clairaudience Only: Your hero can only hear far places, not see them.
Limit-Clairvoyance Only: Your hero can only see far places, not hear them.
Stunt-Bestow ESP: Your hero can let anyone see or hear anything that he or she can sense.
FIRE CONTROL
Trump Suit: Intellect
Exemplars: Human Torch, Firelord, Pyro, Sunfire
Related powers: Cold Control, Light Control
Your hero can generate and control flame from his own body. He or she
can project a fiery Energy Blast to firing distance at an opponent.
The fire destroys objects of material strength 2 or less on contact
and can damage other objects.
Your hero can also manipulate fire sources, raising them to the
power's intensity or lowering them down to intensity 0. The hero may
control a fire by concentrating, but once the concentration ceases,
the fire rages on its own. After some exchanges of uncontrolled
raging, fire creates smoke which reduces visibility to striking
distance and inflicts the power's intensity in damage even if a
target isn't on fire.
Limit-Blast Only: Your hero cannot control fire other than using an Energy Blast.
Limit-Collateral Damage: Any time the hero damages someone or something, everyone within striking distance also sustains the damage.
Limit-Heat Only: Your hero cannot actually manifest or control fire, but can control its heat. Damage is unchanged.
Limit-Light Only: Your hero cannot generate or control the heat of the fire, but can control the light it gives off.
Limit-Max Only: Your hero can blast only at full intensity and cannot vary the intensity for fine control.
Limit-Non-Generative: Your hero cannot generate fire. Only if a fire of the desired intensity exists can he or she use Fire Control.
Stunt-Absorption: Your hero gains Absorption (Fire). He or she can absorb up to th power's intensity of flame and heat, reducing damage to people and objects by the intensity. The hero can absorb flame only at striking distance unless the intensity is 10 or greater; heroes with higher intensities can absorb flames from up to firing distance.
Stunt-Blinding: Your hero gains Blinding.
Stunt-Fireball: Your hero can turn into a ball of fire. This technique projects the damage out to everyone within striking distance. At the beginning of each exchange this stunt is in use, the player must discard one card and not redraw.
Stunt-Fire Elementals: Your hero creates beings of fire, with Strength and Agility scores equal to the power's intensity. It requires a full exchange to create each elemental; while your hero is creating an elemental, none of the hero's other elementals can do anything. A maximum of one being may be created per point of intensity. The hero must concentrate to control these beings; if the hero falls unconscious, they wisp away into the air at the end of the exchange. These creatures suffer double intensity damage from water attacks.
Stunt-Fire Missiles: Your hero can launch existing flames as weapons in attacks at firing distance. The maximum intensity for these missiles is that of the existing flame.
Stunt-Fire Restraints: Your hero can shape flames into domes, cages, low-intensity flame blankets, and handcuffs. The hero must succeed in an average Fire Control (Agility) attack to trap an opponent. If the attack isn't dodged, the opponent suffers no damage but is immobilized by heat and flame. The victim can always break free, but will sustain the fire's intensity in damage to do so.
Stunt-Fire Shield: Your hero can manipulate flame to form a fiery shield that will inflict the power's intensity in damage on those that cross it. The shield can be of any shape out to firing distance. If hotter than intensity 6, it will melt lead bullets
before they can hit the hero.
Stunt-Flame Shapes: Your hero creates fiery images and writes words in the sky in flame. They have an aura duration after the hero stops concentrating. Heroes with the Art skill may lower by one level the difficulty of persuading people of the images's
artistic merit.
Stunt-Flight: By projecting fire behind, your hero gains Flight.
Stunt-Heat Control: Your hero can alter the heat level within fireing distance by roughly 10 degrees F per point of intensity. A hero with a 20 intensity can thus make a 50 degree room into a 200 degree room in one exchange. If the temperature goes above 120, everyone in the room suffers the power's intensity in damage after subtracting defense. This power can be targeted at one individual.
Stunt-Heat Sphere: Your hero forms a globe of heat that inflicts the power's intensity in damage to anyone or anything that comes through. At 6+ intensity, the sphere melts lead bullets before they can hit.
Stunt-Illusion: Your hero can form insubstantial images of heat as if he or she had illusion. These images play upon the blurring of vision in hot areas.
Stunt-Nova Flame: Your hero can push the fire to the max, hitting everyone in firing distance with a fire burst equal to the power's intensity. Not only does this harm the hero, but if means the hero cannot use his or her power until you are restored to full Hand Size.
Stunt-Smokescreen: Your hero can blanket an area with blinding, choking smoke. The visibility of everyone within firing distance is reduced to striking distance. The hero can make an average Fire Control (Strength) action to rob everyone in the smoke of an
action; one action score is generated for everyone though differing Strengths will cause the difficulty numbers to vary from target to target.
Stunt-Updraft: Your hero can control the ambient heat to form a hot air updraft. It will buoy or slow the descent of falling objects as if the hero hoisted them with a Strength score equal to the power's intensity.
FLIGHT
Trump Suit: Agility
Exemplars: Archangel, Gladiator, Iron Man
Related powers: Space Flight, Wings
Your hero has the long-sought ability to fly. Any number of sources -
Wings, Gravity Control, Telekinesis, powered armor, and so on - can
bestow this gift. The hero can travel up, down or across the
atmosphere at up to the speeds below, and can carry what he or she
could normally carry (including one or maybe even two passengers).
Assuming an intensity of 4+, the hero can cross anywhere within line
of sight in one exchange. The hero also can get high enough that
anyone on the ground cannot reach him or her, even with a firing
distance attack.
The exact speed of flight is usually unimportant, unless two heroes
are racing each other. Intensity 10 is roughly Mach One, the speed of
sound. If the hero goes above intensity 9, he or she will create
sonic booms. This causes the hero and anyone flying with him or her
damage equal to the Flight intensity. Because of this reason, very
few heroes exceed Mach One.
Intensity 20 Flight allows the hero to cross massive distances in
less than an hour. Intensity 30 Flight allows the hero to span the
world in a minute or two. This power won't let the hero travel
through space; for that, see Space Flight.
Limit-Burst Only: Your hero can only blast off in one direction, and only for an aura
duration.
Limit-Gliding: Your hero can only fly downward by catching the winds.
Limit-Levitation: Your hero can only float up in the air. He or she can choose to be carried the direction and speed of the winds.
Stunt-Ability Boost: Your hero gains Agility Boost when flying.
Stunt-Life Support: Your hero gains Life Support
Stunt-Mach Control: Your hero does not make sonic booms.
Stunt-Passengers: Your hero can take as many passengers as he or she has points of Flight intensity. If the hero loses concentration, everyone falls.
Stunt-Power Dive: Your hero drops into a freefall to swoop down on prey. The hero doubles his or her speed, but failure to pull out means he or she will suffer double the normal wounds from falling.
Stunt-Resistance to Pressure: Your hero gains Resistance to Pressure. This protects against vertigo and other such forms of disorientation.
Stunt-Whirlwind: By flying in circles very fast, the hero can attempt an average Flight action to generate a small tornado. This can carry objects aloft and inflict the power's intensity in damage to those caught in the wake, if the hero desires. Those in
the eye of the storm suffer no damage.
FORCE FIELD
Trump Suit: Intellect
Exemplars: Invisible Woman, Kang, Doctor Doom
Related Powers: Body Armor, Kinetic Control
Your hero van create Force fields to ward off damage. In its basic
form, the power with allows the hero to surround his or her body with
a rudimentary energy shield. This requires an action to set up, but
the field will protect against attacks in the exchange that it is
created. The personal Force Field adds it's intensity to defense,
subtracting damage from all physical attacks. Personal Force Fields
require concentration, though many heroes use equipment that keeps
the fields running without concentration. Any stunt of Force Fields
also requires an action.
When the field suffers more damage in an attack than its intensity,
it collapses. The excess damage from the attack goes through to the
hero, though natural defense still subtracts from that damage. The
field takes a full exchange to recharge.
Limit-Visible Fields : Your hero's fields are visible to all viewers and cannot be easily used for surprise attacks. On the plus side, such fields protect the hero from Blinding.
Stunt-Energy Bottle : If the hero successfully defends against an enemy attack (see Shield From Energy, page 153), he or she can hold the energy in a force bottle. The hero can then dispense it on the next exchange (or later if the hero concentrates) in the direction it was going before.
Stunt-Entrapment : This stunt allows the hero to surround others in a field by making an average Force Field (Agility) attack. Once entrapped, the victim gains the field's protection but cannot break free unless he or she can break through the field with damage. The hero can also use this power to grab objects at firing distance making an average Force Field (Agility) action to take something out of an opponent's hand.
Stunt-Expanded Field : Your hero can project the Force Field out to firing distance. Anyone within the field also gains the added effect of the field, but neither the hero nor those protected can dodge attacks from outside it. The failure of a projected Force Field results in the field coming down, but those inside are unharmed by that attack. When it goes down , the wielder must make a challenging Willpower action or drop to 0 cards (or health).
Stunt-Forceflight : Your hero gains Flight 1 by forming a column of force and allowing it to topple and elongate.
Stunt-Force Bolt : Your hero can create kinetic force missiles of the power's intensity, shooting them to firing distance.
Stunt-Force Bubble : if the hero takes an action to aim (see Aiming on page 33), he or she can create a bubble of force inside a small opening and expand it to inflict up to the power's intensity in damage. This attack can ignore mechanical Body Armor, if the suit has an opening for the attack to exploit. This stunt cannot be used to harm the bodies of living targets.
Stunt-Force Cushion : Your hero can form force shapes to prop others aloft, and absorb up to the power's intensity in damage from a fall or crash for all involved.
Stunt-Remote Field : Your hero can project the Force Field out around anyone or any thing within firing distance, even if the hero isn't inside the field. Anyone within the field also gains it's affect, but neither th hero nor those protected can dodge
attacks from outside the field. The failure of a projected Force Field results in the force field coming down, but those inside are unharmed by that attack. When it goes down, the wielder of the Force Field must make a challenging Willpower action or drop to 0 cards (or Health).
Stunt-Shield From Energy : Your hero's field provides defense against all energy attacks, not just physical attacks. Exceptions include Sonic Energy and Blinding, though solid or semisolid manifestations of these powers can't penetrate the field unless they originate inside (i.e., a laser beam bounces off, but a sonic hammer created inside the field can pound the hero).
Stunt-Shield From Magic : Your hero's field provides defense against all magical attacks and magical control, even those powers that attack Willpower.
Stunt- Shield From Psionics : Your hero's field gives defense against psychically derived powers.
Stunt-Suffocation : Your hero can suffocate a foe by cutting off air. This requires aiming (see Aiming). If the average Force Field (Agility) attack isn't dodged, the victim loses a card (or 5 health) per exchange. The field can be broken normally, but not by the victim.
GESTALT
Trump Suit: Agility
Exemplars: Collective Man, Thunderiders
Related powers: Duplication
Gestalt is the merging of two or more heroes' bodies to form another
hero. The heroes generally have different personalities and
attributes and combine to make a greater whole. The powers of the
united hero may be derived from the separate bodies, or manifest
themselves only in the united form. All of the component heroes must
come together to generate the united form.
Statistics should be created for the individuals (a number of heroes
up to the power's intensity) and the united form. It is up to the
players and the Narrator to decide whether the united form has one
persona or many, and whether the united personality derives from the
individuals.
Generally, each ability and power is at the highest of any of the
individuals plus the Gestalt Intensity, to a maximum of 20.
Damage to the separate forms doesn't transfer into the united form,
but damage from the united form will transfer into the individuals.
If the unified form is wounded at the time of separation, the players
of the separate heroes can have a maximum Hand Size equal to that of
the unified form at the time of the separation. Narrator-run
characters each suffer damage points equal to the number suffered by
the unified force at the time of separation.
Stunt-Disguised Gestalt: The united hero can change its appearance to that of any one of the individuals while maintaining the statistics of the united form.
Stunt-Gestalt Telepathy: The gestalt gains Telepathy. Telepathic communication between component minds of the gestalt can occur regardless of distance. If the united form has an independent mind, its components can now communicate with it.
Stunt-Mind Shift: Control of the united form can shift from one individual's mind to another. If the controlling hero doesn't want to relinquish control, another can try to take over by succeeding in an average Willpower (Willpower) action.
Stunt-Remote Merging: Your heroes can unite regardless of the distance between the individuals, assuming they are all in the same dimension.
Stunt-Resistance to Mental Control: Due to the multiple minds, your hero gains Resistance to Mental Control (including all powers with Willpower Trump suits) while in united form.
GRAVITY CONTROL
Trump Suit: Intellect
Exemplars: Graviton, Vector
Related powers: Density Control, Kinetic Control
This power alters the attractive forces of gravity up or down. If the
hero reduces the forces of gravity to 0, all affected individuals
gain Leaping. Earth gravity is 10 intensity, so if the hero can
overcome that, everyone in firing distance gains Flight 1. (Many
planets have gravities of a different intensity.)
If the hero increases the forces of gravity, either one person or all
within firing distance have all Strength and Agility actions
penalized by the intensity of the Gravity Control; powers that depend
on gravity suffer the same penalty. This can drive ability scores and
opposition scores below zero, often eliminating the possibility of
fights in the area.
Stunt-Flight: Your hero gains Flight.
Stunt-Gravity Field: By causing objects to drop to the ground, the hero effectively gains a personal Force Field.
Stunt-Stun Blast: Your hero gains Stun Blast.
Stunt-Telekinesis: Your hero gains Telekinesis
HORNS
Trump Suit: Strength
Exemplars: Rhino
Related powers: Teeth, Claws, Quills
Horns extend off the head and usually end in sharp points. To qualify
as a power, they have to be a bit more threatening than Daredevil's
horns. The power's intensity refers to the damage bonus of the horn
or horns, which can never be more than +10. Very few heroes have
natural weapons above +7, however.
Stunt-Impalement: If your hero crosses from firing distance to striking distance in one exchange, he or she can double the material strength of the horns for damage purposes only. However, if the attack is dodged, the hero strikes what's behind the target as a contingent action. If the hero strikes something that is stronger than the horns' material strength in an impalement, the horn will break unless the hero succeeds in a daunting Horns action.
HYPERLINGUISTICS
Trump Suit: Intellect
Exemplars: Cipher
Related powers: Animal Control
Your hero may rapidly learn any language from sufficient exposure
through reading, listening or contact. Once the hero masters a
language, he or she is fluent in it. This only works on true
languages; Earth animals, with the possible exception of whales and
dolphins, do not have such languages. The difficulty of new languages
appears on the chart below (lowered by one level if the hero has the
Linguistics skill):
Source
|
Difficulty
|
Current human
language
|
Easy
|
Archaic human
language
|
Average
|
Alien humanoid
language
|
Challenging
|
Intelligent animal
language
|
Daunting
|
Nonhuman alien
language
|
Desperate
|
Stunt-Animal Communication: Your hero gains Animal Control, but can only communicate with the animals, not control them.
Stunt-Interlanguage: Your hero can take an exchange to create a hybrid language between his or her own and the subject's languages, so that both groups can understand it.
Stunt-Language Transfer: Your hero can transfer the ability to understand a language to anyone. This assumes the hero has already mastered the language.
HYPNOSIS
Trump Suit: Willpower
Exemplars: Mesmero, Ringmaster, Lorelei of the Savage Land Mutates
Related powers: Mind Control
Your hero can dominate minds. He or she makes a hypnotic statement,
either by voice or telepathy, then makes an easy Hypnosis (Willpower)
action. If successful, the subject must attempt a contingent action
of the hypnotist's choice. This action may be delayed for any number
of exchanges, or may be contingent on another event occurring (say,
the person's sister arrives). Unlike the skill Mesmerism, this
ability can implant a suggestion that the victim would otherwise not
be willing to undertake. The victim goes into a trance and is not
aware of his or her actions while being hypnotized or while enacting
the instructions of the hypnotist.
This power is not the same as Mind Control. The latter power allows
continued control, but Hypnosis only allows implanted commands, not
long-term influence.
If your hero is dependent on an item for this power and the item is
removed, the hypnosis ends.
Stunt-Broadcastable: Your hero doesn't need to be within firing distance of his or her target, instead needing only a television or radio broadcast to affect the target. This is especially effective combined with Multiple Targets.
Stunt-Empathy: Your hero gains Empathy.
Stunt-Multiple Targets: Your hero can affect any number of persons within the sound of his or her voice. A single action score is generated for each target, even though the opposition Willpower may cause the difficulty to vary from target to target.
Stunt-Vertigo: Your hero can perform an average Hypnosis (Willpower) attack at firing distance, which causes an affected victim to fall to the ground, losing an action. If the hero makes a second successful attack against the victim in the next exchange, the victim falls unconscious.
ILLUSION
Trump: Willpower
Exemplars: Mastermind, Mysterio
Related Powers: Image Summoning
Your hero can create vivid mental images of sight, sound, and other senses. These images don't register on film or in the minds of robots, but can perplex most humans. The hero may cast illusions to firing distance, but must always beable to see these illusions.
The caster makes an easy Illusion (Willpower) action to fool all observers into believing the illusion is real; one action score is generated for all observers, even though differing Willpowers will alter the difficulty. The difficulty can be modified by the Art skill. However, the disbelief won't occur until observers have reason to believe the image is false. (If they think that yes, that's a brontosaurus walking up Park Avenue, then as far as they are concerned, that is a brontosaurus walking up Park Avenue.)
Illusions last as long as the hero concentrates on them. Illusions inflict no real damage, but if a hero considers the illusion real, he or she will believe the damage as well. Illusions cannot cause damage beyond unconsciousness. Illusions may fool heroes, but they don't fool nature; an image of a bridge over a chasm won't suspend a believer in the air.
Since the believability of an image dpends on the viewer no knowing it's only an image, a smart illusion-caster will keep his or her power secret, perhaps even claiming to be something else entirely. Once the hero's identity and power are known, it's certain that villians who meet that hero will immediatly try to disbelieve any suspected illusions.
Limit-One Sense Only: The illusion can only fool one sense, such as sight or hearing. This limit makes disbelief actions one level easier then normal if some other sensory input is expected.
Stunt-Broadcastable: Your hero doesn't need to be within firing distance of the targets, instead needing only a television or radio broadcast to affect them.
Stunt-Dreamwarping: Your hero can implant images into the mind of a sleeping individual as well as an awake one.
Stunt-Prolonged Images: Images the hero creates can last for a long time after concentration lapses. The image will continue to behave as it was when the hero ceased concentration. If the image is attacked, it vanishes.
IMAGE SUMMONING
Trump Suit: Willpower
Exemplars: Moonstar, Tarot
Related powers: Illusion, Animation
Your hero may animate two-dimensional illustrations, causing them to
become fully operational, three-dimensional objects. A hero may
animate any drawing, even one of his or her own creation. The
animated illustrations have size, abilities and powers according to
what is seen in the picture, but no power or ability can exceed the
intensity number of the hero's power. No additional powers can be
given to the animation, unless the illustration shows those powers in
operation. In other words, animating a picture of the Invisible Woman
wouldn't provide Force Fields or invisibility unless those powers
appeared in the picture. (And how can you show invisibility in a
picture?)
In the hands of a hero with the Art skill, Image Summoning is a
devastating weapon. Drawing and animating a picture of Ultron firing
a power blast, for example, might be a very effective use of this
power. This power can animate heroes on a TV screen, opening up the
possibility of animating monsters from movies, cartoon heroes and
anything else the hero can think of.
Animated figures last for an aura duration. They then dissipate,
returning to their original location, and may not be animated again
for 24 hours. The figures also dissipate if they are destroyed.
For roleplaying purposes, you can bring the source of the images to
the game table. Of course, if you start getting ridiculous with this
power, your Narrator might require this.
Limit-One Source Only: Your hero can animate drawings from only one limited source, such as a zoology book or a deck of cards.
Stunt-Dream Summoning: Your hero can produce solid images of a person's greatest fear of desire. Unless the hero uses this stunt on his or her own mind, the result is unpredictable. If the hero pulls an image from the mind of another player's hero, the Narrator gets a veto on whatever the player says is the hero's greatest fear or desire.
Stunt-Prolonged Images: Images the hero creates can last for a long time after concentration lapses. The image will continue to behave as it was when the hero ceased concentration. If the image is attacked, it vanishes.
Stunt-Text Animation: Your hero can animate images from descriptive text as if from pictures.
IMITATION
Trump Suit: Agility
Exemplars: Mystique, Chameleon
Related Powers: Illusion, Shapeshifting
Imitation lets your hero take on the appearance of other humanoids
without drastically altering his or her form. The hero can duplicate
appearances, voices, and mannerisms of specific individuals (provided
he or she has observed the individual for more then a few minutes),
but cannot duplicate powers or talents of the imitated individual.
The hero makes an easy Imitation (Willpower) action to fool all
observers, but disbelief doesn't occur until the observer has some
reason to suspect the hero isn't who he or she pretends to be.
Stunt-Imitate DNA: Your hero's DNA morphs to look like that of the imitated person.
Stunt-Imitate Fingerprints: Your hero takes on the fingerprints of the imitated person.
Stunt-Imitate Retinal Patterns: Your hero can fool scanners of the eye patterns.
Stunt-Imitate Scents: Your hero takes on the scent of the imitated person. When trying to fool someone with Enhanced Senses (Smell), this requires an average Imitation (Enhanced Senses) action.
IMMORTALITY
Trump Suit: Strength
Exemplars: Hercules, Black Queen
Related Powers: Invulnerability, Resistance
Your hero doesn't age or die in a normal fashion. The hero can still
suffer card losses from wounds, but instead of dying when killed (not
just reduced to unconsciousness), the hero hovers at zero cards
indefinitely. The hero cannot move or act or speak until he or she
heals back to one card, so trapping immortals underwater or inside
volcanoes can keep them out of the way for quite a while. Immortal
heroes can slowly regenerate lost body parts; unless the hero's atoms
are spread over a wide area of space, the Immortal hero eventually
return.
At 'death', an Immortal hero reverts to the scores he or she had upon
arriving on Earth. Immortality is applicable in regards to Earth's
dimension; when extradimensional Immortal heroes are in their home
dimensions, they still don't age, but can be killed normally in that
dimension.
This power costs 10 points in hero creation. Its intensity is always
10.
Stunt-Invulnerability to Disease: Your hero gains Invulnerability to Disease.
Stunt-Raising the Dead: Your hero may bring dead mortals back to life. This power may not be taken as a stunt without first taking Immortality.
Stunt-Suspended Animation: Your hero can go into a trance so deep that no one can tell if he or she is alive. The hero cannot sense anything or take any actions while in this trance.
INVISIBILITY
Trump Suit: Intellect
Exemplars: Invisible Woman, Super-Skrull
Related Powers: Light Control, Telepathy
Your hero may make his or her body invisible. This ability doesn't
negate location by other senses, nor does it negate location by heat
or ultraviolet sources. The hero will still have mass and substance
(coating with dust or paint will reveal his or her form temporarily,
as will fog or rain). The hero's garments or objects don't vanish
unless made of unstable molecules.
Your hero never has to check whether someone with normal eyesight can
see him or her. The power's intensity is used when something has a
beyond-ordinary chance to detect the hero. The hero must make an easy
Invisibility action, opposed by the observer's relevant power, to
defeat all sensory powers and psychic or electronic scanning.
Invisible heroes always show up on film viewed after the heroes have
passed.
Your hero's surprise attacks can never be spotted, unless the target
has Danger Sense or some other power that limits surprise. All
attacks against an invisible hero at at +4 difficulty.
Limit-Fools Only Creatures: No electronic device can be fooled by the Invisibility.
Stunt-Inaromatic: Your hero is undetectable by the senses of smell or taste.
Stunt-Inaudibility: Your hero is undetectable by the sense of hearing.
Stunt-Intangibility: Your hero is undetectable by touch. This is not Phasing.
Stunt-Invisibility Detection: Your hero can see anything invisible.
Stunt-Invisibility Field: Anything within striking distance of the hero may be made invisible.
Stunt-Invisibility to Machines: Your hero cannot be seen by machines or show up on film. This includes sentient robots and computers.
Stunt-Remote Invisibility: Your hero can make one other person or object invisible from up to firing distance. Heroes with Invisibility Field can use this stunt on multiple targets within striking distance of one selected target.
Stunt-Remove Invisibility: Your hero can cancel Invisibility within firing distance. This usually requires an average Invisibility (Invisibility) action.
INVULNERABILITY
Trump Suit: Strength
Exemplars: Sersi, Gladiator
Related Powers: Resistance
This power is similar to Resistance, but the hero is totally
unaffected by the source of damage no matter who's behind it. Unlike
Resistance, which uses stunts to allow accumulation of of
resistances, each type of Invulnerability is its own power.
This power costs 10 points in hero creation, and its intensity is
always 10. Each selection of Invulnerability allows your hero to
choose to be invulnerable to one of the following sources:
Aging(including diseases which destroy cells)
Cold (including ice)
Corrosion (including all acids and bases)
Darkness (including Shadow Control and Darkforce Control)
Disease
Electricity
Emotion Control
Ensnarement (including Wrestling Attacks)
Fire (including Heat)
Force Fields
Gases (including Pheremones)
Heat (including lava)
Kinetics (including physical attacks)
Light (including blindness)
Magic (including all magical spells)
Magnetism
Mental Control (including all Mental Control powers)
Metal (including all metal weapons)
Noise (including sonics and deafness)
Paralysis
Poison (including drugs and alcohol)
Power Duplication (including Power Theft and Reflection)
Pressure (including vertigo and dizziness)
Quakes
Radiation (including Cosmic Energy Control)
Scanning (including all electronic scans)
Stunning (including only Stunning attacks)
Weather (including lightning)
KINETIC CONTROL
Trump Suit: Intellect
Exemplars: Cannonball, Iron Man
Related Powers: Absorption, Force Field, Stun Blast
Your hero can generate a blast of kinetic force, the power behind
motion. This is an easy Kinetic Control (Agility) attack, which
inflicts damage like a Stun Blast. This is treated as if the blast
was a normal blunt weapon attack, as though the hero had struck the
target with a fist. (For purposes of defenses kinetics aren't
'energy' attacks like fire and radiation are.)
If the hero varies the attack's intensity, he or she can have fine
control over the force of the kinetic damage. For example, if the
hero matches the intensity of a cruise missile, the missile may stop
in mid-flight. If the intensity is slightly greater than the
missile's intensity, it may be knocked off course. And if it's much
greater than the missile's intensity, the missile may explode in
midair.
Limit-Max Only: Your hero can blast only at full intensity and has no fine control.
Stunt-Absorption: Your hero gains Absorption (Kinetic). The hero can absorb kinetics on contact; he or she can reduce damage from physical attacks by the amount of the absorption.
Stunt-Energy Reflection: Your hero gains Energy Reflection (Kinetic). With an average Agility action, the hero can reflect the power of a physical attack back upon the attacker.
Stunt-Flight: Your hero gains Flight.
Stunt-Force Field: Your hero gains a personal Force Field.
Stunt-Immovability: Your hero cannot be moved from where he or she stands while concentrating on staying put. If he or she breaks concentration, the immovability ends.
Stunt-Momentum: Your hero can add momentum to objects and make them move as if pushed by someone of the power's intensity in Strength.
Stunt-Repulse Field: Your hero can push out a Force Field of the power's intensity to firing distance, affecting all within the area of effect.
Stunt-Ricochet: Your hero gains the Ricochet skill, with regard to this power only.
Stunt-Wide Angle Beam: Your hero can project a blast of kinetics so wide it affects everyone within firing distance.