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“Trance Dancers” - Team Varaibim

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“Trance Dancers” - Team Varaibim

#0 Varaibim Hau Cheong 6’11” 2.11m PF/SF/SG/PG (age 45)

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#15 Xavier Alexander 6’6” 1.98m SF/SG (age 32)
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#7 Marcus Ryan Elliot 6’3” 1.91m SG/PG (age 36)
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#21 Anthony McClain 7’0” 2.13m C (age 32)
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#24 Delvin Goh 6’7” 2.01m PF/C (age 25)
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#23 Bernard Williams 6’7” 2.01m PF/C
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#31 Kyle Jeffers 6’10” 2.08m C/PF (age 36)
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#13 Spencer Templeton 6’0” 1.83m PG/SG
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#5 Jerel Chavis 6’2” 1.88m PG/SG (age 34)
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#1 Jameel McKay 6’9” 2.06m PF/C (age 28)
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#2 Desmond Oh 5’8” 1.73m SG/PG (age 34)
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#10 Leon Kwek Wei Meng 6’3” 1.91m SG/SF (age 24)
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#17 Ng Han Bin 6’5” 1.96m SG/SF (age 32)
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#11 Larry Liew 6’3” 1.91m SG/SF (age 27)
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#22 Kelvin Lim 6’3” 1.91m SG/SF (age 24)
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#25 Lavin Raj 6’7” 2.01m PF/C (age 20)
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#57 Ng Shi Yu 6’6” 1.98m SF/PF (age 20)
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#6 Tay Ding Loon 6’0” 1.83m PG/SG (age 26)
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#14 Lim Jun Yuan 5’8” 1.73m PG (age 24)
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“Trance Dancers” - Team Varaibim

#0:FU:The Universe Prime Source Original Creator Destroyer God D.EvilGod DevilGod The 14th Blighted Lord Of The 14th Maergzjirah Tower Of Apotheosis The Singapore Infernal God-Emperor Japanese Infernal Taishōgun Super-Origin Super-Infinite “Divine Venus Primordial Void Primordial Sound Destiny Dragon Super Aries Varaibim Hau Cheong (True Black Yang Zhang Hao)”!:FU:6’11” 2.11m PF/SF/SG/PG (age 45)

6075D359-13B1-4869-B9C4-F51579541026.jpeg

#15 Xavier Alexander 6’6” 1.98m SF/SG (age 32)
007C9F5C-8D06-4525-9999-831957110049.png

#7 Marcus Ryan Elliot 6’3” 1.91m SG/PG (age 36)
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#21 Anthony McClain 7’0” 2.13m C (age 32)
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#24 Delvin Goh 6’7” 2.01m PF/C (age 25)
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#23 Bernard Williams 6’7” 2.01m PF/C
24E3FE19-1271-43DD-999C-606808C417A3.png

#31 Kyle Jeffers 6’10” 2.08m C/PF (age 36)
8D90EDE5-5D05-47C7-BFBF-12EC9A858870.png

#13 Spencer Templeton 6’0” 1.83m PG/SG
838B8ADC-2F43-42C3-8A3F-EBBB4245877B.png

#5 Jerel Chavis 6’2” 1.88m PG/SG (age 34)
4796BA6E-6EF7-4C93-A774-D97B69146AF1.png

#1 Jameel McKay 6’9” 2.06m PF/C (age 28)
16FB53BA-BAE8-4A08-9755-561F1B44E835.png
 

destroyer

Alfrescian
Loyal
“Trance Dancers” - Team Varaibim

#0:FU:The Universe Prime Source Original Creator Destroyer God D.EvilGod DevilGod The 14th Blighted Lord Of The 14th Maergzjirah Tower Of Apotheosis The Singapore Infernal God-Emperor Japanese Infernal Taishōgun Super-Origin Super-Infinite “Divine Venus Primordial Void Primordial Sound Destiny Dragon Super Aries Varaibim Hau Cheong (True Black Yang Zhang Hao)”!:FU:6’11” 2.11m PF/SF/SG/PG (age 45)

6075D359-13B1-4869-B9C4-F51579541026.jpeg

#15 Xavier Alexander 6’6” 1.98m SF/SG (age 32) "Guardian Evolution"
007C9F5C-8D06-4525-9999-831957110049.png

#7 Marcus Ryan Elliot 6’3” 1.91m SG/PG (age 36) "Guardian Evolution"
25857712-376F-4A6F-BA40-794AD9E4C1D7.png

#21 Anthony McClain 7’0” 2.13m C (age 32) "Guardian Evolution"
7FF5D13F-BE10-4332-9277-3D72A41ECE4A.png

#24 Delvin Goh 6’7” 2.01m PF/C (age 25)
B031271A-A42D-44C0-8452-D9D5F3C911F4.png

#23 Bernard Williams 6’7” 2.01m PF/C (age 58) (C) "Guardian Evolution"
24E3FE19-1271-43DD-999C-606808C417A3.png

#31 Kyle Jeffers 6’10” 2.08m C/PF (age 36) (C) "Guardian Evolution"
8D90EDE5-5D05-47C7-BFBF-12EC9A858870.png

#13 Spencer Templeton 6’0” 1.83m PG/SG (C) "Guardian Evolution"
838B8ADC-2F43-42C3-8A3F-EBBB4245877B.png

#5 Jerel Chavis 6’2” 1.88m PG/SG (age 34) "Guardian Evolution"
4796BA6E-6EF7-4C93-A774-D97B69146AF1.png

#1 Jameel McKay 6’9” 2.06m PF/C (age 28) "Guardian Evolution"
16FB53BA-BAE8-4A08-9755-561F1B44E835.png


https://classicmarvelforever.com/cms/ultimate-powers-list.html#PowerControl

Power Control
01-04​
AssimilationThe PC has an extraordinary ability to copy genetic structures of the superhuman at Power rank and range. The intensity of this Power determines how well the PC can use the duplicated Powers and talents, and how many powers and talents at once he/she can use. Should the Player decide to limit the range by touch, he/she can raise this power rank a +1CS. The range is of this power is found under column B of the Range Table. The PC can assimilate a maximum number of powers. The Player must make a Red Power FEAT at the time chosen, then the number of targets the PC can copy at one time is determined by the maximum rank number (rounded off by tens) and/10. IE: Xerox has the Assimilation power at a power rank of Monstrous (the maximum rank number rounded off to tens is 80). Therefore at a maximum ability, he can copy 8 powers and talents at once.
05-08​
Avatar*The PC automatically is given the bonus Power of an Alter Ego of a Diety. This Alter Ego is an Avatar of another Diety or conglomeration of many Diety's abilities. Therefore, all source of powers of the PC are derived from the Avatar. Any previously generated powers are automatically now a portion of the Avatar's powers. When creating the character, the Player follows the rules for creation of a diety combing all previously generations into one. The player must work with a Judge and design the statistics of the Avatar, which he/she has chosen or imagined.
Note: This is a Godly Power.
09-12​
Base*The PC has a mental link with every portion of his/her base at power rank. The Base moves and shapechanges upon the merest commands of the PC. The Base can also develop both offensive and defensive gadgets, powers and abilities at Power rank.
13-16​
Control*
  • Manipulation: Change directions by a Green FEAT, alter effects on a Yellow and completely alter a power with a red.
  • Magnification/Reduction: increase or decrease by this power rank.
  • Negation: negate at a successful feat. Indirect control can be dodged.
17-20​
Cosmic Host*The PC is linked mentally with a cosmic entity. When the Player chooses this power, he/she must set aside all previously generated powers, or choose another power. The entity is a separate persona that is a part of the PC, which thrives on his/her emotions. When a certain emotion chosen by the Player and accepted by the Judge is displayed, the PC's persona reverts into the entity's persona. When generating this power, the Player may choose 3 primary abilities to be enhanced a +3CS, and 1 primary ability at a +6CS. All remaining powers generated, automatically are raised a +3CS. All primary abilities have a limit of (Unearthly) except 1 primary ability. All powers also are limited to (Unearthly). Should the PC reach this limit or beyond it, Player must then retire for the True persona of the entity has taken over and becomes an NPC now. This is a delicate and powerful ability, which must be periodically maintained, and reviewed with the Judge.
Note: This is a Cosmic Power.
21-24​
DanceThe PC's powers are generated by a Dance, which he/she performs. When generating the character, the Play may opt to choose any number of the previously generated powers and combine them in the Dance. The character's powers involved with the Dance automatically receive a bonus of a +1CS.
25-28​
Hyper-Power*The PC has a psychological stimulus that increases his/her FASE or RIP to a +1CS when in effect. When creating the character, the Player must come up with a psychological stimulus, and choose which group of ability stats that he/she wants the PC to have enhanced when in contact of the stimuli. IE: Moonknight's FASE ability ranks are enhanced during a full moon.
29-32​
Investment*The PC can invest a chosen target with powers at Power Rank. The Player must make a Power FEAT, to determine the duration of the bestowed powers. The following is a list of intensity FEATs and the duration:
  • Green: 1d10 hrs.
  • Yellow: 1day
  • Red: Permanent
    Note: Should the PC decide to invest a target with permanent powers, he/she must also spend an additional amount of Karma 5 times the Power rank number.
33-36​
Multi-TaskingThe PC has the unique ability to basically use any two powers at once. Player gets to generate one more additional power. He/she may opt to discard this power and choose another.
37-40​
Omniversal**The PC has an extraordinary ability to use any power at Power rank and range. All previously generated powers must be discarded when this power is chosen. The PC however must still make a Power FEAT in order to use a chosen power. Should the PC fail his/her FEAT, then he/she must make another FEAT on a different chosen power. Moreover, any power that the PC was not able use, cannot then be used until the following day.
Note: This is an Omni Power.
41-44​
Power Absorption*The PC can absorb the superhuman powers of his/her victims at Power rank.
45-48​
Power Creation*Create up to power rank power at -3CS (not on himself) duration is 1 day times the creators Reason on a green FEAT, yellow gives 10 days times Reason and red gives permanently.
49-52​
Power DominationSome sort of domination the character can control the use of powers, it's a FEAT of power rank vs. Psyche.
53-56​
Power DuplicationThis is the only power a character can have, he duplicates any one power at a time at his own power rank, a green FEAT enables him to store the knowledge of the power for future use, otherwise he must be within 10 feet of the power used. The other powers rolled when the character was created are powers, which he previously encountered.
57-60​
Energy SourceThe hero draws his power from an outside source. (you may roll another power)
61-64​
Energy Source CreationThe character can create objects that can hold powers and that are released on special circumstances. The item for instance can act as another characters power source.
65-68​
Power FocusChannel all his power ranks and ability ranks in 1 ability or power burst. They are all totaled together in one massive outburst, afterwards all ranks drop to Feeble. This power rank number is the number of points the character can regain each turn.
69-72​
Power GestaltA power created when two characters touch
73-76​
NemesisReplaces all other powers. In 2 round the characters can develop a counter-power vs. his adversary or up to a +1CS version of the adversary’s own power. The nemesis power can cope with only 1 person at a time.
77-80​
Power TransferalTransfer a part of your powers to another
81-84​
Power VampirismDrain powers as vampirism
85-88​
Residual AbsorptionDuplicate a power by absorbing leftover traces. green FEAT gives a duration of reason x 100 turns, yellow: reason x 10.000 turns, red: permanent.
89-91​
ScreamThe PC can emit a Scream that is the source and focus of his/her powers. The Player may opt to choose this power or another. The rank of the power caused by the scream is equal to the original power rank of the power, plus the rank of this power. Should the Player decide to keep this power, he/she may opt to choose an additional power.
92-94​
SelectionOnly one of the characters powers can be used at a time (roll another power).
95-97​
Weakness CreationBestow a character with a weakness with a duration of 10 turns x reason when a green FEAT is made, 1000 x when yellow, 10.000 x when red.
98-00​
Imbuing*The character with this power has the ability to charge an object or person with raw power. How that power is released is dependent on which form of the power the player rolls.
01-70 Objects only
71-95 Beings only
96-00 Objects and Beings
  • Objects only: The character may take power from an extra-dimensional or cosmic source and imbue it into an item. These items may inflict power rank damage if thrown. Optionally, the Judge may determine that the size of the object may affect the damage done with larger objects gaining a +1CS and smaller object inflicting -1CS. It may also be stated that for every additional round that the character spends imbuing the item, the damage may be increased by +1CS, with a maximum of +3CS. If the item is not released before the beginning of the fourth round, the energy becomes internalized and the character takes damage equal to his power plus +3CS.
  • Beings only: The character with this form of the power may grant superhuman abilities to ordinary beings. Powers granted may not exceed this power rank. When granting powers to others, a power FEAT roll must be made. On a White result, powers granted are at a -3CS to this power rank; on a Green result, powers are granted at power rank intensity but are determined randomly; On a Yellow, the powers may be chosen; and on a Red FEAT, the powers are granted permanently.
  • Objects and Beings: POOF! You're Galactus!

https://classicmarvelforever.com/cms/ultimate-powers-list.html#PhysicalEnhancements

Physical Enhancements
01-03​
Abnormal PhysiologyThe PC has a human appearance, but there is a slight difference in his/her Physiology, than a normal human. The PC's powers derive from this unique abnormality. When creating the character, Player must work with the Judge and using their imagination, come up with an abnormality. The following are some abnormalities:
  • Prehensile toes/feet
  • Tail
  • wings
  • claws
  • mirrored eyes
  • completely double-jointed
  • etc.
04-06​
Armor SkinPermanently altered skin (plates, leather, inorganic) gives body armor
07-08​
Bodily TensionThe PC can either expand or contract his/her muscles at Power rank. The PC has two unique abilities:
  • Expansion: The PC can flex his/her muscle tissue and fat enabling him/her to break through any restraints of Material Strength equal to -1CS of his/her Strength or lower.
  • Contraction: The PC can flex his /her muscle tissue and fat enabling him/her to entrap objects within the folds of his/her flesh at a-1CS of power rank.
    The PC automatically gains a body armor at Power rank.
09-10​
Body ResistanceBody armor without apparent changes
11-12​
Chemical Touch
  • Hallucinogenic: Fighting and Intuition drop -3CS
  • Bioluminescence: light generation
  • Napalm Grip: create fire on contact
  • Boom Boxing: combustion on contact
13-14​
Cocoon*The PC is able o spin a Cocoon of Material Strength equal to Power rank. He/she can create this Cocoon within seconds. Once inside, the PC can be healed at a +2CS of Power rank ability. This includes a purification of toxins or disease found in the body at Power rank.
15-16​
Death SimulationThe PC's metabolism slows to a degree that he/she appears dead. The PC goes into a state of Suspended Animation at Power rank, and cannot react for the duration of the Power. When in the Simulation, he/she can hear, feel a touch, or see with a limited ability. The PC can come out of the trance at any moment desired. The PC can not be detected alive; not even an Aura Perception can tell if the PC's alive.
17-18​
DetonationThe PC can cause dramatic explosive magnitudes with just the clap of his/her hands of Power rank intensity and range.
19-20​
Digestive Adaptationthe character can digest anything and has +4CS resistance to poisons
21-22​
Enhanced Beauty*The PC has a natural phenomenal beauty. This counts as an Aura of Power rank intensity. He/she also has a limited Hypnotic Control of the opposite sex at Power rank. Those that behold him/her must make a Red Psyche FEAT to avoid becoming a slave to the PC. (See the Power Aura in the Mental Enhancement section of this update).
23-24​
Hyper-AgilityThe PC has a phenomenal super Agility. The Power rank of this Power is added to the natural Agility of the PC, and this becomes the new Agility when performing unnatural Agility FEATs.
25-26​
Hyper-BreathThe PC can create a Power rank intensity wind by just blowing his/her breath. Also the temperature of the breath is at Power rank intensity to each respective temperature. IE: Cold or Hot. The Breath can encompass an area equal to number of the Power rank / 10. Thus, our fearless hero with a Hyper-Breath of Monstrous can freeze a lake of 7.5 areas.
27-28​
Hyper-EnduranceThe PC has an unnatural super Endurance when desired at Power rank plus his/her natural Endurance rank. This superior rank can also be used during a Hyper-Charge, that the PC automatically can perform at this new adjusted rank. The PC also gets Body armor at Power rank, before adjustment is made.
29-30​
Hyper-StrengthThe PC has a phenomenal enhanced strength through certain stimulus. There are three stimuli that give the PC his/her Hyper-Strength. The following is a list of the types of Hyper-Strengths. When creating the Character the Player may choose only one:
  • Adrenaline Surge: This is caused by severe temper or stress of the PC.
  • Emotion Enhanced: This is caused by the severe increase of Emotions of others around the PC.
  • Psychological Enhanced: This is caused by some Psychological factor (Judge must work with Player to develop a Psychological stimuli).
    The Maximum Rank of this Hyper-Strength is equal to the Power rank rolled added to the natural Strength rank. The natural Strength rank increases/round up to this new adjusted Strength rank as long as the stimuli is present.
31-32​
Hyper –SpeedCan perform tasks at rank times as fast
33-34​
Hypnotic Voice
35-36​
Immortality*The PC has Immortality
37-38​
ImmovabilityThe PC has the unique ability to firmly plant himself to the ground at Power rank. When firmly planted, his/her natural strength becomes that of the Power rank plus his/her natural Strength, and no one with strength less than this adjusted rank, can move him/her. It requires a newly adjusted Power rank equaled Strength FEAT plus a red Endurance FEAT to move him/her, and even this pulls up the ground around him/her. This also gives him/her a Body Armor of this same new adjusted rank. The PC can never be stunned or slammed, regardless of what MA or attack column is used.
39-40​
ImmunityThe PC has Immunity towards a certain attack. When creating the character the Play can opt to either choose or role one Immunity. (See Force Fields):
Die Roll Immunity
01-11 Emotion Attack
12-20 Energy Attack
21-35 Magic Attack
36-70 Mental Attack
71-87 Physical Attack
88-92 Power Manipulation Attack
93-00 Vampirism Attack
41-42​
Karma Power*The PC can adjust the odds to his/her favor just by relating to Good Karma. Only a Good PC can have this Power, if the Character is meant to be a vigilante or any Character not of an Alignment of Captain America, Dare Devil, Spiderman, etc. Player must re-roll another Power. When the cause is just and the motives are good and/or selfless, the following bonuses apply to the PC:
  • +2CS to all Abilities
  • +1CS to Endurance FEATs for stun, slam, or kill
  • +1CS to Psyche FEATs for Mental or Magic attack.
  • +1 to initiative
  • +1 attack
  • Kill results only stun opponents
    The Karma Power can also affect others in the same area as the PC, if the he/she is concentrating on them. This is done by the PC taking off 1 round to concentrate. He/she cannot perform any action that round or he/she loses concentration and the benefits below:
    Bonuses for others:
  • +1CS to all FEATs
  • +1 to initiative
    Penalties for Villians:
  • -1CS on all FEATs
  • -1 on initiative
    Bad Karma: When the PC performs anything involving a negative Karma, all bonuses become nil, until he/she performs something of positive Karma. A second offense gives the PC the Penalties of Villains. This Disadvantage lasts till the PC does something worth 100 points Karma.
43-44​
Life Support*The PC can survive under hostile conditions for the length of time in turns equal to the Power rank number. Life Support is opposed to the intensity (rank) of the environment to make sure you can survive. Possible power stunts are:
  • Life Sphere: Your Hero can create a sphere roughly the intensity’s feet in radius from the hero’s body. Within this sphere, all occupants have Life Support equal to the Hero’s rank.
45-46​
Longevity*The PC is not Immortal, but has a life span of the Power rank number / 10 in number of years in millions. The PC also has an True invulnerability to all Disease and toxin at Power rank.
47-48​
Lung AdaptabilityCan breathe gas or liquid even poisons
49-50​
Malleability*The PC has the natural ability to reshape, and stretch his/her body at Power rank range. The PC is so malleable, he/she ignores all kill results, and has Power rank Regeneration and Recovery equal to his/her Health. For example if the PC's Health was 110, then he would have a Regeneration of Unearthly, and a Recovery of Unearthly.
51-52​
Metabolic ResistanceThe PC has an innate resistance to Drugs, Toxins, Disease, and other harmful factors involving the PC's metabolism at Power rank.
53-54​
Non-DetectionThe PC is not registered to be detected by any Power at all, or any type of visual mechanism. The PC is not invisible, however; just not detectable within any range, no matter of what the Column Shift is.
55-56​
Omnipotence**The PC's life is ultimately protected. The Power rank is automatically CL1000. The PC has control of all Defensive and Physical Enhancement Powers regarding protection.
Note: this is an Omni Power. A definite must for Judge intervention.
57-58​
PheromonesAn aerosol version of hypnotic control, the target must be able to smell and taste
59-60​
QuillsThe PC has a natural hide of Quills at Power rank Body Armor. The Quills can also be fired upon targets with Power rank accuracy and range. The PC delivers +1CS damage on touch.
61-62​
Regenerationthe character heals power rank/10 points of health per combat round
63-64​
Retarded Aging*The PC will forever stay in Peak physical condition. When first creating the Character, the Player can bring all the PC's Physical abilities to a +1CS(FASE).
65-66​
Self-RevivalA new body grows from the largest remaining piece when the character is dead
67-68​
Self-SustenanceSurvive without air, water or food
69-70​
StealthSubtract rank from those tracking him (Monstrous tracking vs. Excellent stealth is decreased to Typical tracking)
71-72​
Strength Absorption*The PC can drain the physical Strength energy of others within the same area equal to Power rank. This is done by a Power FEAT against the target's Strength. If the PC makes the FEAT, he/she absorbs an equal number of points in Strength, and adds them to his/her Strength. The victim's Strength lost is only temporarily while the PC has drained it, and this weakens the victim to a lesser Power rank. The PC can drain the Strength as long as he makes his/her Power FEAT. If the target's strength reaches 0, then that person is disabled, and cannot perform any action until he/she gains their Strength back. Strength comes back at a rate equal to the Original Strength rank / 10 per round. Neither the victim’s nor the PC's Health changes when this Power is in effect.
73-74​
Suspended Animation
75-76​
Techno-Organic Body*The PC's metabolism is a combination of skeletal and musculature along with machines. The PC has Power rank Shapeshifting; Communication w/ Cybernetics; and Energy Path. The PC also has a virus which he can affect others with the same Power. To pass this virus on, the PC must make a Red Power FEAT with no Karma.
77-78​
True Invulnerability*Damage is reduced by the number of power ranks, so excellent damage on one with Good True Invulnerability would do only Feeble damage (since the difference is 1 rank)
79-80​
Unstoppability*The PC cannot be stopped when he/she starts moving. This Power is automatically CL1000 to block. When creating the Character the Player may increase the PC's Strength and Endurance to the Power rank rolled plus the natural Strength and Endurance roll. Once the PC starts moving, it takes CL1000 strength or better to completely stop him/her.
81-82​
Vocal ControlDuplicate any sound or voice
83-84​
Waterbreathing
85-86​
Water FreedomNo negative effects under water. When above water Strength and Endurance +2CS and Agility -2CS
87-88​
LongevityA specialized form of Immortality, this power grants immunity to the ravaging effects of time. The player will not age, but may still be killed normally. Players who use this power to create a history for their character automatically get the Linguistics Talent and an additional number of Contacts equal to this Power rank divided by 10 (i.e. Incredible Power rank would grant an additional 4 contacts). The player does NOT have to choose these Contacts during character creation, but rather may choose them during game play.
89-90​
Non-Stick SubstanceThe hero is able to secrete a substance that is extremely slippery and may even be frictionless. The most common use of this Power in the Marvel Universe is as a Body Coating. When used in this manner, the Non-Stick Coating provides Power rank resistance to Blunt Physical attacks and Grappling (including Powers such as Webbing, Wall-Crawling, et al.). If the hero covers the bottom of his feet with this substance, he may "skate" along the ground at up to Good ground speed.

Alternately, this power may be projected from the hero to cover other things and people. Covering the ground (or walls as the case may be) causes his opponents to make an Agility FEAT versus the Intensity of this Power rank or fall. Characters who find themselves unwillingly covered in this Substance must subtract this Power rank from their Agility and make a Green Agility FEAT (under the new rank) or be unable to act. The Non-Stick Substance used in this fashion is a Power rank antidote for such powers as Webbing, Bonding, Wall-Crawling and other such adhesive powers.
91-92​
Threshold- PhysicalThe character with this power is unable to feel anything over a certain threshold. Their ability to feel pain is severely reduced and as such are immune to Stun results, though not Slams. The power rank is used to determine exactly how desensitized the character is. For example, someone hits a character with a Remarkable rank Threshold with a punch with Incredible Strength. The character would only feel as if they had been hit by a Good strength punch. If the punch had been of Remarkable Intensity, the character would not have felt the punch at all. This power in no way reduces the damage done, only what the hero FEELS. This power has the added bonus of negating the Endurance rules regarding Automatic Stuns. Characters may add this power rank to their Psyche when determining the effectiveness of torture and other nasty things.
93-94​
Hyper-FightingWhen this power is rolled, it adds its power rank number to the character’s Fighting rank.
95-96​
Body EnhancementThe hero may temporarily increase one body function. This power adds the power rank to the hero's ability, or temporarily gains the listed power. The duration is the number of rounds equal to the power rank number, but can only be used once every six hours. At the end of the duration, the hero must make a Psyche FEAT roll. Failure and the hero must roll his endurance with the following effects:
Red no effect
Yellow stunned 1-4 rounds
Green stunned 1-6 rounds
White stunned 1-10 rounds
Die Roll Effect
  1. telescopic vision
  2. hyper-hearing
  3. hyper-olfactory
  4. hyper-fighting
  5. hyper-psyche
  6. hyper-intuition
  7. hyper-strength
  8. hyper-agility
  9. hyper-endurance
  10. body resistance
97-98​
Dual BrainThe hero has two brains. This power grants power rank resistance to mental attacks and adds the power rank number to the hero's reason.
99-00​
Poison GenerationThe hero can administer a specific poison on touch. The intensity is equal to the power rank. If a red result is rolled, the victim takes power rank damage and must roll his Endurance with the following effects:
Red: half damage
Yellow: -1CS on all mental attributes and power FEAT rolls for 1-6 rds
Green: stunned 1-4 rds.
White: stunned 1-10 rds.
This only happens if a red power FEAT roll is made and is in addition to whatever type of poison the hero has. The victim receives an Endurance FEAT vs. the intensity to resist. Roll die to see effect.
  1. drugged- -1cs physical abilities 1-10 rds
  2. sickens- endurance feat or incapacitation 1-10 rds
  3. progressive damage- power rank damage on contact + next rd.
  4. paralysis- endurance feat or paralyzed 1-10 rds. only use mental powers
  5. knockout- Endurance FEAT or asleep 1-10 rds
  6. knockout- Endurance FEAT or asleep 2-20 rds.

https://classicmarvelforever.com/cms/ultimate-powers-list.html#MentalEnhancements

Mental Enhancements
01-02​
Astral ProjectionThis power is basically the same as described on pp. 84-85, Player’s Book, with two exceptions. First, range is always based on the power rank as determined on p. 16, Player’s Book. Increased range can be bought as a bonus. Second, Dimension travel is not an automatic ability; it must be acquired as a power stunt. Character’s with Astral Projection of Remarkable or greater rank do not have to worry about their astral forms not being to find the ways back to their bodies. This permits some power stunts:
  • Astral Detection. The character can automatically “see” astral creatures or projections even while not in astral form herself.
  • Dimensional Travel. The character can astrally project across dimensional barriers, as if she had the Dimension Travel power.
  • Passengers. The character can transport a number of people equal to or less than 1/10th her power rank, taking them along in astral form as well. If the character is lost, her passengers become lost also.
  • Affect Normal World. The character can use a single mental or magical power to affect the material world while she is in astral form. Each different power usable in this fashion is a separate power stunt. Power rank is always reduced by -2CS. Furthermore, the character must make a Psyche FEAT against the unmodified power rank intensity or suffer the unmodified power rank in damage to Mental Health. For example, Astral Al has Emotion Control of Amazing rank. While in astral form, he attempts to cause fear in a foe. His Emotion Control affects the foe at Remarkable rank. Astral Al must also make a Psyche FEAT against Amazing intensity or suffer 50 points of damage to his Mental Health.
03​
Aura*The PC has an Aura of Divinity of Power rank. All other characters in the same area must roll a Psyche FEAT against this Power's roll, or they will feel a strong intimidation and are awestruck. This means they will lose initiative, and one attack. This roll must be made each round. A second Psyche FEAT roll is made by all other characters in the same area to see if they are fully under the PC's Power. All other characters that are influenced by this Power, automatically will become followers; they will follow the PC and perform anything he/she wishes. The PC can not ask anything. Character has a Power of Command every 3 rounds. This is a simple, attention drawing command like; "stop," "look," "no," "duck/look out," "unhand her, "give it to me," and so on. Everyone in sound of the PC's voice must make a Red Psyche FEAT, or lose one action in the process of obeying the command. Followers gain a bonus of;
  • +1 to Initiative;
  • +1CS to Fighting in a strike;
  • +1CS to Agility in a Block, Evade or Dodge;
  • and one additional attack when they are commanded to do something, like; "get him," "take him," etc.

    The PC automatically gains an Amplified voice of Power rank intensity and range, a limited Enhanced Beauty at Power rank, and an Illusion of Appearance of power rank intensity.

    When creating the character at start, Player can either raise this Power's rank to +1CS of PC's Psyche if roll is lower, or if roll is higher, Player can raise his/her Psyche to a -1CS of this Power's rank number.
04​
Aura AlterationThe PC can alter the appearance of his Aura with a limited Illusion at Power rank. This means the PC can hide his true nature with a Power FEAT. Anyone with a mental power can avoid this Illusion by making a Red Psyche FEAT. If any other character makes the FEAT, they see the PC as he/she is. Any who're affected by this Illusion will see a different character. Any other Player using the Aura Perception Power and fails, Player can hand that other Player a fake or made up Character Sheet of his/her character.
05-06​
Bio-Manipulation*The PC can mentally manipulate biological functions or conditions in others at Power rank. There are 5 types of Bio-Manipulation effects.
  • Blindness
  • Deafness
  • Mute
  • Pain
  • Tissue Manipulation-This can cause a variety of effects:
  • Cold or Hot
  • Rash
  • itch
  • etc.
07-08​
ClairaudienceHear distant sounds, -1CS resistance vs. sonics
09-10​
ClairvoyanceSee distant sights
11-12​
Communicate with...Communicate with...
01-25 Animals
26-50 Cybernetics
51-75 Inorganics
76-00 Plants
13-14​
Cosmic AwarenessAutomatically detect CL1000 or better ability, +1CS attacks by detecting weak spots, discover information about things in the entire universe, when used more than 5 times make a secret reason FEAT vs. going insane temporarily
15-16​
Cyber TransmissionThe character must be able to access the computer by touch. By making a power FEAT against an intensity equal to the computer’s highest rank, the character gains access to the information stored on the computer. She may attempt to reprogram the computer. Each new command to be programmed requires a separate FEAT roll after access is acquired. If trying to reprogram a sentient computer or robot, this FEAT is always against Reason or Psyche intensity, whichever is higher.
  • Haywire. By accessing a computer, the character can cause it (and any systems it controls) to do unpredictable things for 1-10 turns. She has no control over the computer or its systems.
  • Machine Animation. Once linked, the character can control mechanical systems controlled by the computer, causing them to perform in whatever ways are within their capacity.
  • Mechanical Link. This power can be used on any machine. This enables the character to control mechanical systems even if no computer is present.
  • Cyberspace: like Astral Travel, the hero’s mind leaves their body and goes into cyberspace. This will work on any computer, but if the hero enters one that is not designed with 3D graphics capabilities, the cyberspace is abstract and may be a little disorienting unless the Hero has related skills. Specifically, this stunt can be used in conjunction with Bionics, Computers, Electronics, Robotics, Spacecraft, Time Machinery and Weapons Systems to attempt to control those devices.
  • Cyberspace with proper 3d graphics and a connection to the Internet can be "hacked" into, and the Hero may gain access to files. How, and how easily they can is dependent on the system.
  • Cyber Telepathy: The once Linked the Hero may communicate with the computer just by thinking.
  • System Adaptation: The Hero can easily adapt their knowledge and skills from one system to the next. They automatically get no penalties from using systems that are unfamiliar to them, unless the systems are totally alien to them. This can work beyond computing systems to any complex system.
  • Magitech: This power may be used on magical technological devices like the Glamour Machine, Thor's Hammer, Mjolnir, and other sufficiently complex enchanted items.
17-18​
Dream Control*The PC can mentally control the surrounding area of the Dreamscape with a limited form of Reality Manipulation at Power rank. (See the Reality Alteration Power, but within the scope of the Dreamscape). The PC automatically gains Dream Travel at Power rank.
18-19​
Danger SenseThis is a reworked version of Combat Sense, p. 72, Player’s Book. A character with Danger Sense can become aware of imminent danger. When in a situation where some person, item, or presence poses an immediate threat, make a Danger Sense FEAT roll which warns up to power rank second before danger. FEAT intensity is determined below:
  • Critical Threat (superior foe, imminent death) = Typical
  • Major Threat (equal foe, imminent serious damage) = Excellent
  • Minor Threat (lesser foe, imminent minor damage) = Incredible
If the Danger Sense FEAT is successful, the character becomes aware of the threat and will not be surprised the turn it actually occurs. In combat, Danger Sense power rank can substitute for
  • Intuition for surprise and initiative,
  • Fighting for blocking
  • Agility for dodging
  • Strength for escaping.
    Minimum rank is equal to Intuition.
20-21​
Dream TravelThe Hero can enter a surreal realm of dreams when they go to sleep, as opposed to "just a dream". The basic form of this power acts as a sort of resistance to mental controls, detection and damage while the hero is asleep. If the Judge has the old Realms Of Magic books, the Judge may decide that the Dream Realm is the one that Nightmare rules. Otherwise, the Dream Realm doesn't have a particular ruler.
  • Other’s dreams: The Hero may enter other people’s dreams in order to communicate or in an attempt to control the dream itself.
  • Telepresence: The Hero’s "dream-self" may leave their body, and appear to other characters. The Dream-self can see and hear things, but cannot interact with them. Unlike with ESP, the Dream-self can be seen by other characters.
  • Precognition: The Hero gains precognition.
  • Detection: The Hero may attempt to detect the exact position of people he has previously visited.
  • Detection Resistance: The Hero may resist attempts to find them by psychic, dream traveling or other metaphysical means.
  • Astral Travel: The Hero may enter the Astral Plane using Dream Travel.
22-23​
Edetic MemoryThe PC has a Total Memory of numbers, codes, and mathematical problems and answers. The PC can remember, calculate and read anything that's mathematical or encrypted at Power Rank plus his/her Reason rank.
24-25​
ElectrokinesisThe PC can create and control existing electricity by force of will and molecular agitation at Power rank. This Power works like Electrical Generation. (See Electrical Generation in the Energy Control section).
26-28​
Empathic TransmissionThe PC can project false emotions into others at Power rank. By making a Red Psyche FEAT, he/she can affect more than one person at a time at a -1CS. The duration of the set emotion depends on what FEAT is made.
  • Red FEAT-emotions will last 1d100 rounds.
  • Yellow FEAT- emotions will last1d10 rounds.
  • Green FEAT-emotions will last a round.
    The target has one chance to resist the effects, by making a Psyche FEAT against the PC's Psyche FEAT. This Power is somewhat similar to the Pheromones. (See Pheromones in the Physical enhancement section).
29-30​
Empathic Vampirism*The PC feeds off of the victim’s emotions at Power rank. The victim appears as if he/she has a heart attack or some other type of physical pain. Each time he/she feeds, the victim's abilities are -1CS for 1d10 turns. If he/she feeds with intent to kill, the victim's Endurance drops a -1CS per round, until it reaches Shift-0 at which point the victim dies.
31-32​
EmpathyDetect surface emotions or send empathic messages
33-34​
Free Spirit*The character can survive the death of his physical body and live outside of it, he can share bonds with another host body (or posses it with the possession power), physical powers he possesses are then given to the bonded person.
35-36​
Hallucinations*Illusions directly inside a persons mind
37-38​
HydrokinesisThe PC can create and manipulate water by force of will and molecular agitation at Power rank. This Power works like Water Animation. (See Water Animation in the Matter Control section).
39-40​
Hyper-IntelligenceAdd this power rank to Intuition or reason
41-42​
Hyper-InventionReason increased for invention purposes
43-44​
Incarnation AwarenessThe hero can contact his previous incarnations and ask them to perform deeds that will help him later on. This requires a FEAT with a -1CS penalty for each generation of incarnation.
45-46​
Iron WillThis power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real. The hero can control when to release.
47-48​
Linguistics
49-50​
Memory AlterationThe PC can alter another person's memory at Power rank. He/she does this by either implanting new memories or erasing existing ones. The PC must first make a Psyche FEAT, before he/she can be affected by this Power.
51-52​
Mental DuplicationDuplicate a target’s brain inside a part of your own brain to for instance learn secrets. The captured brain can try to take over on a Psyche -3CS roll
53-54​
Mental GestaltThe PC has an intellect that composes two or more relatively merged minds to form a collective powerful being of minds. When creating the PC, the Player has to create more different character's minds. The Gestalt PC may resemble a blending of personalities from each of the merged characters, or have completely different personalities all together. All selves are required to form the Mental Gestalt.
55-56​
Mental Invisibility
57-58​
Mental Probe
59-60​
Mind BlastPower rank damage and Psyche FEAT vs. intensity or KO for 1-10 rounds.
61-62​
Mind DrainReduce Reason and Intuition by power rank, if at Shift-0 loss is permanent. Target may resist with Psyche FEAT, if successful the target is immune for 24 hours, but if a second FEAT fails the victims Psyche is also reduced by 1CS for 24 hours,
63-64​
Omniscience**The PC is ultimately in touch with the Universe. This Power is automatically CL1000. The PC has control of all Detection Powers, and Mental Powers regarding insight.
Note: this is an Omni Power. A definite must for Judge intervention.
65-66​
Photographic ReflexesThe PC can perform any action he/she has seen at Power rank. All FEATS requiring Agility or Fighting done in the presence of the PC, are recorded and photographically etched into his/her mind. The PC must make a Power FEAT first, and then he /she can perform those same FEATS without expenditure of Karma. The PC however, must study the target for 3 rounds. The target when confronted by the PC receives a special ill fortune of dropping his/her Fighting and Agility to a -2CS. The PC also retains the same Talents that the victim has.
67-68​
Photographic MemoryThe PC can remember anything he/she has seen before at Power rank. This Power is similar to Total Memory, except that the PC cannot remember anything he/she's heard only what he/she's seen. Like the latter Power, Player will need paper to write down everything he/she's witnessed.
69-70​
PostcognitionSee in the past for a number of weeks equal to power rank number.
  • Green FEAT gives impressions
  • Yellow gives general information
  • Red gives information that the subject may not have been aware of.
71-72​
Precognitionthe functioning of this power is entirely up to the judge
73​
Psionic VampirismDrain Reason, Intuition and mental powers (see vampirism).
74​
Psychic SolidificationThe PC can mold and shape psychic energy into solid constructions of Power rank. Anyone touches this energy will suffer a limited Psyche drain permanently. Furthermore, the victim must also roll on Endurance, or is knocked out for 1d10 rounds. Any weapon created does specific damage only.
75​
PsychokinesisThe PC can control and manipulate materials by force of will at Power rank and range. The Power rank determines what Material Strength he/she can control. The PC can cause material to entangle someone at Power rank ability and range. Treat this entangle as a Wrestling hold of Materials Strength rank.
76​
Psychometry
77​
Purge*The PC has an ability to purge and cleanse his/her body of drugs, disease, toxins, etc. at Power rank. The PC must first make a Psyche FEAT, if he/she fails then an Endurance FEAT must be made.
78​
PyrokinesisThe PC can create and manipulate fire and flames by force of will and molecular agitation at Power rank. This Power works like Fire Control. (See Fire Control in the Energy Control section).
79​
Remote Sensingenhance the range of any sense
80​
Sensory LinkSee/hear etc. through another being.
81​
Serial ImmortalityWhen the character dies he is reborn either as baby, new complete body, premade clone, recently deceased other being or even a living being (psyche feat to resist).
82​
Speechthrowing
83​
TelekinesisPower rank is equivalent to strength As a power stunts the character can:
  • Telekinetic Armor: The Hero can boost their strength by half the intensity of Telekinesis for combat purposes.
84​
Telelocation
85​
TelepathyCommunicate on a mind-to-mind basis, unwilling targets require a power FEAT vs. Psyche.
86​
Total MemoryTotal recall
87​
True CharismaThe PC automatically has Enhanced Beauty at Power rank. the PC has a surrounding Charismatic aura that emanates. With this Power, the PC can cause one of the three responses:
  • Friendship/Trust
  • Power/Fear
  • Deception/Lie
88​
PsychoblastThe character with this power has the ability to send out a wave of psionic force that fires all the brain's synapses at once and short circuits the consciousness of the target. The target may make an Endurance or Psyche FEAT (whichever is lower) to resist the effect. If the target fails this roll, they are Stunned for 1-10 rounds. However, even if they succeed at this roll, this is such a devastating attack that the target is still at a -1CS on all actions for the next 1-2 rounds (Judge's discretion). In some instances of this power, a successful Psyche FEAT by the target will trigger a psychic feedback that will Stun the Psychoblaster (Yellow Psyche FEAT to resist). Players who choose this as a limitation may increase this power by a +1CS.
It should be noted that this power only works against those targets with an organic brain.
89​
Psionic WeaponryCharacters may create physical weaponry, such as clubs and swords (but not guns, etc.), through sheer force of psionic power. Material Strength is determined by the character's Psyche, with the damage determined by this Power rank. These Psionic Weapons will last only as long as the character concentrates on them. Should the character's weapon be broken or damaged, the character must make a Yellow Psyche FEAT or be stunned for 1-100 rounds.
90​
Cyberspace ProjectionSimilar to the power of Astral Projection, this power allows characters to enter Cyberspace as pure information. Once in the data stream, the character's physical body is represented by their digital avatar (the cyber equivalent to an astral form). All the character's physical abilities are replaced by this power rank much like the power of Dreamtravel. Willing characters may be brought into Cyberspace along with this character by "piggybacking" the signal at a -2CS per person.
91​
PredictionThis power comes in two forms - combat and non-combat. While it is possible to have both forms, the Judge should impose harsh restrictions on those who do. The combat form of this power allows the character add this power rank to his Fighting ability when in combat with someone he has observed for NO LESS THAN 5 rounds (once a Power FEAT is made, of course). Furthermore, once the 5 round limit has passed, this character does not need to declare his actions until after his opponents have declared theirs, regardless of who has initiative. Characters who have been accurately Predicted fight the owner of this power at a -2CS on all FEATs. The non-combat version of this power allows the character to make wildly intuitive leaps of reason to arrive at a future outcome with even the tiniest shred of input. Possible uses for this power include:
  • Discovering the next place a villain will strike
  • Determining the secret HQ of said villain (if the villain is GOING there)
  • Being able to head off a villain in a chase by predicting the direction he's going
  • Really accurate weather forecasting
    As a power stunt, the character may use this power in reverse to perform such mystifying feats as determining secret identities or the whereabouts of the villain's secret HQ (if he's already been there).
92​
ForeshadowingThis power gives the character a limited and subconscious control over several powers, including Precognition and Reality Alteration - Past. This power allows an observant character the chance to make an educated guess about the future events in his own life. The Judge is encouraged to be as creative as possible in this respect, without getting out of Hand. At the beginning of every play session, the Judge (not the player) makes a roll to determine how far reaching the effects of this power are, with the hints provided being more frequent or obvious the higher the color rolled. On a White result, the Judge is encouraged to lie like a rug, throwing wildly contradicting events at the hero until he thinks that Galactus himself might appear!
93​
Omni-KnowledgeA character with this power has an innate, subconscious link to a sort of cosmic reference library. When he is presented with a question concerning information of which he was previously ignorant, the PC must make a FEAT. Green FEATs give him access to contemporary human knowledge. Yellow FEATs give him access to alien knowledge. Red FEATs give him access to Entity-level knowledge. Success means he is able to give a short, concise answer that only answers the initial question. As a limit to this power, the question must be asked of the hero by another person. Also, despite his ability to "know" any given topic, the PC might not be able to understand it. His comprehension is still limited by his Reason. This power enables the Judge to create idiot savants who can decipher the workings of Galactus's Worldship but are unable to tie their shoelaces. For example: Ref-Book and his buddy Jaunt find themselves in the Watcher's recreation room, facing a piece of alien technology. Ref-Book has no idea of what the thing is, but when Jaunt asks the magic question "What is that?" Ref-Book's power goes to work. He makes a Red FEAT, gains the necessary knowledge, and says "It's a television set." "Well, how do we turn it on?" asks Jaunt. Ref-Book fails his next FEAT and says, "Beats me."
94​
Death Field GenerationThe hero can generate an anti-life field that destroys all but 1 health point of all creatures in range. The range is found on Column A of the Simultaneous Actions Table. A power rank feat roll is made to determine the color feat roll the victim needs. The victim rolls their psyche to reduce the damage to half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This power can only be used two times/day.
95​
ConfusionThe hero has the ability to induce confusion on a victim within range. Range is determined on Column A. With a successful power rank feat roll, the hero can cause the corresponding effect for three rounds.
  • Green - victim does nothing but defend
  • Yellow- all actions at -2CS
  • Red - flees for three rounds
  • The victim is allowed a Psyche FEAT roll to resist, with the intensity equal to the color result received on the power rank feat roll.
96​
FearThe hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls:
  • Red resists
  • Yellow all actions at -1CS
  • Green flees as fast as possible
  • White paralysis
97​
Will ForceThe hero can mentally increase any one physical FASE ability score or power by +1CS for a duration equal to the color result once a day.
  • Red: 10 rounds
  • Yellow: 8 rounds
  • Green: 5 rounds
  • White: 3 rounds.
    The hero must then make a successful Psyche FEAT roll or rest for 1-10 rounds. The increase may be raised to a maximum of +2CS with a successful Psyche FEAT roll for 1 round. At the conclusion the hero must make an Endurance FEAT on the Stun column to avoid passing out from becoming physically and mentally exhausted.
98​
Photographic ReflexesThe PC takes 3 rounds to analyze physical talents when seen in use by other people. At that point the PC may temporarily copy these talents for 1 minute times the power rank. The PC uses his/her stats, but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like swimming or climbing, etc).
Optional Powers: Mental Duplication
Nemesis Powers: Invisibility
99​
Ultimate Skill*The PC has a talent, which he's honed. The Talent is automatically Unearthly rank. Talents that may have the Ultimate skill are:
  • Weapon skills: All
  • Fighting skills: All
  • Scientific skills: All
  • Other skills: except bonus gaining
    Note: Judge will decide on what Talents can be used for Ultimate skill
00​
Karmic TapThis power allows characters to tap into their reservoir of willpower (Karma) and increase any power or ability by 1 point for every 2 Karma spent. The power rank is the limit of Karma you can use in 1 round. The Duration is the round in which you spend the Karma. Rolling an Amazing FEAT roll will get you another round of benefit from the Karma spent. If the FEAT is rolled and failed, PC must spend the same amount of Karma for that round. If there is insufficient Karma to do so, the remainder is taken from the PC's health. This power is considered a free action, may be done in addition to other actions in the round.
Optional Powers: None
Nemesis: Itself

https://classicmarvelforever.com/cms/superspeed.html

Super Speedsters​

by Jonathan M. Perry & Mark Hughey

Super Speed​

A sort of combination of Hyper-Speed and Hyper-Running, the Super speedster is a class of speedster above the normal class of parahuman that can merely run fast or have quickened reflexes. A speedster with Super speed lives in a sort of speeded up reality from the one everyone else does. Air provides almost no resistance. Fast objects to the normal eye are sluggish to them. Most often, these characters have touched what is known in the DC Universe as the Speed Force, the energy that provides the power for all known Super speedsters.

Notes for Super Speedsters​

This power does not merely confer quick movement, but also allows a character to perform tasks at a greatly reduced time rate. The power rank number is treated as a multiplier to show how much more quickly a task can be accomplished (as per Hyper-Speed in the UPB; however, no +2CS cannot be applied as a limitation for having a body that is not prepared for the rigors of living a Super speed lifestyle, as having the Super speed power suggests that the character is, in fact, adapted. If the character is not adapted, the character is either dead or can only attain a Feeble rank without special equipment).

Super speed costs 3 slots to attain. In addition, a player can—during character creation—opt to spend any number of slots to buy power stunts for the power, provided that the power rank of Super speed meets the requirement for the power stunt. Power stunts are listed further down.

Movement​

Characters with super speed move at a base movement equivalent to their power rank on the Space Movement table on the ground, as shown below. They can move up to nine areas per round in water. Even Super speedsters who have the power stunt of running across water can move only at a rate of 9 areas per round maximum when immersed in water, as opposed to running across it.

Super Speedster Movement
Power RankAreas per RoundMPH/MPM
Feeble20300/5
Poor40600/10
Typical671000/17
Good1001500/25
Excellent1332000/33
Remarkable2674000/67
Incredible4006000/100
Amazing66710,000/167
Monstrous1,33320,000/333
Unearthly2,66740,000/666
Shift-X5,33380,000/1332
Shift-Y10,000150,000/2500
Shift-Z20,000300,000/5000
Class 100066,6671 million/16,667
Class 3000LightspeedLightspeed
Class 5000Time TravelTime Travel
Any Super speedsters with a power rank of Typical or above have an aura that surrounds them and protects them from excess heat and friction when they move; this aura seems to be a by-product of the Speed Force which empowers them, and can slightly blunt physical attacks, as well as the effects of windburn and friction-heat. In game terms, Super speedsters are afforded Excellent protection vs. Physical Attacks, and Incredible vs. Heat and Friction, due to the aura that the Speed Force provides them.

Combat Actions​

Super speedsters are also capable of a great many actions a combat round. This ranges from snatching weapons from the criminal element to performing machinegun type blows against various targets. The numbers of actions the character may take before receiving negatives for multiple actions are as follows:

Power RankNumber of Actions per Round
Feeble2 per every one
Poor2 per every one
Typical2 per every one
Good2 per every one
Excellent3 per every one
Remarkable3 per every one
Incredible4 per every one
Amazing4 per every one
Monstrous5 per every one
Unearthly5 per every one
Shift-X6 per every one
Shift-Y7 per every one
Shift-Z8 per every one
Class 10009 per every one
Class 3000+(Combat is no longer an option at this level and beyond, except between speedsters; in which case you treat it as normal combat)
Super Speed rank can be used for extra attack attempts but is different in the following way. Feeble, Poor, Typical, Good and Excellent need to roll a red to get two attacks. Remarkable, Incredible, Amazing and Monstrous, need to roll a yellow for two, and a Red for three. Unearthly, Shift-X, Shift-Y, and Shift-Z need to roll a green for two, and a yellow for three. Class 1000+ needs only to roll a green for three.

The Limitation of the Super Speedster​

A Super speedster is after all a living breathing being, and like any living breathing being becoming winded becomes a factor. Any Speedster can run at half speed and not worry about becoming winded, much like a marathon runner going for a pleasant two-mile jog. When running at full speed, energy reserves start becoming an issue. A speedster may run at above half their normal speeds up to full speed for as many combat rounds equal to their Endurance rank. To push beyond that limit requires Endurance feats.

Example: The Happy go-lucky and attentiveness challenged Impulse has an Endurance rank of Incredible and a Super Speed rank of Shift-X. He can run at 40,000 miles an hour for most of the day and just be mildly tired. When he pushes past that limit, say, 40,001 that's when he starts eating up time on his endurance. He can run at 40,001+ speeds for 40 turns, or 4 minutes of time. After reaching turn 41, he needs to make a green endurance FEAT to continue on for ten more rounds. To push beyond that, he needs a Yellow endurance FEAT for the next five rounds. To push beyond that, he needs to roll a Red endurance FEAT for every two rounds more he wants to push himself. Once a failure in the endurance FEAT occurs, the Speedster becomes to fatigued to continue on at any level of super speed. They need to bloody well rest up, for a minimum of twenty-four hours, despite any hyper healing. No Super Speed Power stunts may be attempted during this rest period.

Feeling the Burn​

Super Speedsters have one more remarkable trick that they can pull over regular parahuman runners. If they truly push themselves, they can run at +2CS higher than their rank. But such ability does have its drawbacks. The character must roll and Endurance FEAT every 3 rounds or pass out. Once they awaken, they must follow the penalties listed above for tiring themselves out. Of course this assuming, that in their passing out, they don't smash into anything at such high velocities, and become the longest skid mark that was once alive.

Perils of Speed​

If for any reason a speedster reaches Class 3000 speeds, they feel the calling of the Speed Force. Big Deal you say? Guess again. The Speed force is the nirvana for any Speedster, where most past speedsters; once they shuffle on, join. Upon reaching Class 3000 speed, the character is faced with a perilous choice, enter nirvana or turn away from heaven. Joining the Speed Force effectively ends the character's play in the game, so we're assuming you'll resist. Here's a list of things you can do to accomplish this:

Make a Psyche Feat Roll of at least Incredible intensity. This basically means, that the character blinked in the face of God, got the willies, or for that matter, didn't think their time on Earth, or whatever planet your playing on, was over.

  • If the Speedster has a loved one, as in someone they are totally gone for, would die for, they receive a +3CS to their psyche for this FEAT (love is a powerful thing).
  • If the Speedster is on a world-threatening mission when he brushes the barrier, they are allowed a +2CS to their Psyche for the FEAT roll.
  • If the Speedster is part of a Telepathic Team Link, the other characters can help him fight off the urge to join with the speed force. (Mainly because the speedster is a powerful member of the team, and they don't want to get their asses kicked). For this occurrence, the Speedster gets +1CS for every friend in the team link that urges him away from his eternal reward.
  • Another Speedster can push them away break their momentum. However, there is a 40% chance this will result in the pushed Speedster being thrust forward in time 6d10 years in the future. (Imagine, coming out of the speed force SIXTY YEARS IN YOUR OWN FUTURE! Hope your playing a solo game, otherwise your GM is gonna be pissed). Example: Savitar and Max Mercury. Read the "Dead Heat TPB", trust us.

Breaking Grapples​

Speedsters can use their power rank -1CS to break grapples instead of their strength. Slippery little devils, ain't they?

Catching Attempts​

Speedsters can use the Super Speed rank as well, with no penalty, though to catch bullets, you must have an Incredible rank or higher. Catching bullets is always a green FEAT no matter what the rank, catching multiple bullets may result in needing a Yellow or Red, and each bullet caught takes one action to perform. It is the GM's choices whether you need to roll a FEAT roll for each bullet, or for just bullets shot from different attackers.

A Speedster that has ranks of Amazing or above gain the power stunt of Invisibility by moving extremely fast. Those trying to spot the speeding speedsters must make a Red Intuition FEAT to notice them, unless they have a power that would ordinarily catch such things, such as Combat Sense, Chi Awareness, Life form detection, Omni directional vision, or Infravision due to the heat the speedster puts off.

Power Stunts​

• Create Cyclones:
These tornadoes will inflict power rank damage or Good blunt, whichever is lower, or Power Rank intensity Stun/Slam attacks. The Speedster must specify which effect they are going for when using this in combat.

• Water Running:
Once the speedster accomplishes this power stunt they will have the ability to move so fast over water, that they barely break the surface tension. They may run at regular speeds above the water. Remarkable ranked or lower may not attempt this stunt.

• Wall Running:
With every 100 feet of approach, the speedster may run vertically for 500 feet.

• Vibrate Through Solid Objects:
This allows the character to vibrate through materials less than their power rank. However, characters that run at Class 1000 speeds or faster cause such objects to explode, inflicting material strength edged damage to all in one area.

• Cushion of Air:
By spinning their arms or legs rapidly, Speedsters can create a cushion of air of power rank; this power is the equivalent to levitation.

• Extend Aura:
What kind of whimp stunt is this you ask? Well what good would it do for your character to run over Feeble speeds with a passenger, only to wind up giving them no chance to breathe and burn their skin off their bodies? This power stunt can only be used to protect one passenger.

• Lending Speed:
Through manipulation of kinetic energy, the speedster is capable of imparting momentum to the object or individual with a successful touch. The object or individual will suddenly accelerate in the direction already being traveled (or the attacking speedster's choice if the object or individual was stationary at the time of the touch), with an increase to their movement equal to the rank of momentum the speedster chooses to impart (up to the speedster's power rank). If the speedster is in motion at the time of this attack, he will decrease his speed by the rank he imparts to the object or individual touched. Common uses of this stunt are to send foes suddenly crashing into nearby obstacles or other victims at high speed (as Charging attacks), or to instantly accelerate small items to ballistic speeds like a railgun-style attack (possible armor-piercing or armor-ignoring effect vs. purely physical protection due to velocity).

• Stealing Speed:
(Must have a rank equal to or greater than Shift-Y): The speedster through manipulation kinetic energy may decrease any objects velocity by stealing speed from it. This means any moving object, from butterflies to supersonic jets. This power does work on other Speedsters. Characters with Shift Y-Z power rank can steal up to half the target's velocity per round. Characters with Class 1000 power rank can steal up to 3/4 of the target's velocity per round. Characters with Class 3000 power rank can stop a target cold. The speedster however, must be moving alongside the target in order to perform this stunt. Slowing them or even bringing them to a sudden stop (if draining their momentum to Shift-0). At the Judge's discretion, targets may resist with an Endurance feat or the effective rank of their current momentum. Sudden stops may require an Endurance feat to avoid possible Stun or Kill results due to whiplash.

• Spectrum Shifting:
Speedsters with ranks above Unearthly can run so quickly as to cause light to begin to slow, and experience Red Shift. Which will allow them to view the lower spectrum of light that is normally invisible to the unaided human eye.

• Invisibility:
For those with Incredible or less power rank, they can purchase this power stunt. However, those with Feeble to Good can be seen on a Green intuition, and those with Excellent to Incredible can be noticed with a yellow Intuition.

• Shockwave:
Speedsters, who have learned the Vibratory power stunt, can also learn the ability to rapidly create shockwaves through most materials with Power Rank damage intensity.

• Costume Storage:
(Amazing rank or higher only) Speedsters can actually gain the power stunt to hide their costume in a confined space, such as a ring, by whipping up a super speed whirlwind to compress the costume into the confined space. Or, you can just skip this power stunt and wear your uniform under normal clothes like Superman does.

https://classicmarvelforever.com/cms/ultimate-powers-list.html#Detection

Detection Powers
01-02​
Astral DetectionThe character can automatically “see” astral creatures or projections even while not in astral form herself.
03-04​
Abnormal SensitivityThe 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 SenseThe 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 Vision360 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 SensesThe PC has one or more of the five normal senses (hearing, sight, smell, touch, and taste) enhanced.
25-27​
Environmental AwarenessComplete knowledge of the surroundings
28-30​
Genetic PerceptionUnlike Power Detection, this is the true "Mutant Detection". The PC can perceive and decipher genetic codes.
31-33​
Extradimensional Detection
34-36​
Hyper SenseDie 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 DetectionIdentify presence and nature of lifeforms
40-42​
Magic Detection
43-45​
Microscopic Vision
46-49​
Penetration VisionX-ray vision
50-54​
Power DetectionIdentify 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​
SonarSonic attacks +1CS
72-75​
Telescopic Vision
76-79​
Thermal Vision
80-83​
Tracking
84-88​
True SightPenetrate any disguise below this rank
89-92​
Ultraviolet VisionSee clearly through fog and water
93-96​
VR VisionThe 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 DetectionRank Good or below, physical weaknesses only. Excellent to Amazing mental and physical. Monstrous and above, mental, Physical, and power based.

https://classicmarvelforever.com/cms/human-maximums.html

Maximum Human Potential​

Below is a table outlining a human's maximum potential.

FightingAgilityStrengthEnduranceReasonInituitionPsyche
Feeble01-0501-1001-0501-0501-1001-1001-05
Poor06-1011-2006-2506-2511-2011-2006-10
Typical11-2021-4026-7526-7521-4021-4011-20
Good21-4041-6076-9576-9541-6041-6021-40
Excellent41-6061-8096-0096-0061-8061-8041-60
Remarkable61-8081-9581-9581-9561-80
Incredible81-9596-0096-0096-0081-95
Amazing96-0096-00
Just roll 1d100 to determine your normal human's FASERIP scores within maximum limits.

https://classicmarvelforever.com/cms/combat-tactics.html

Combat Tactics​

When my gaming group started playing the MARVEL SUPER HEROES game back in high school, we were all still gaming rookies. As my game mastering and the players’ skills improved over the next several months, I wanted to introduce a sense of strategy and tactics into the group's battles. I tried to have my villains use intelligent tactics whenever appropriate in an effort to show the heroes the benefits that having a sound battle plan can produce. And, after their heroes got their heads handed to them once or twice, the players caught on.

This article will help you develop an understanding of some basic tactics that you can use to help your heroes win more of their battles against the forces of evil and villainy everywhere. Heroes are sorted into various categories with titles borrowed mostly from the military, with each having certain offensive and defensive strengths. Although I'll be using MARVEL SUPER HEROES characters and game terms as examples, the categories describe heroes in general, and the tactics should apply equally well to any superhero RPG.

Combat Categories​

Infantry:This category of heroes is made up of ground-based (no flying, gliding, etc.) heroes who have few or no true super powers and whose main tactic is to close with the enemy and engage in melee. In the MARVEL UNIVERSE, this category is represented by the likes of Captain America, Black Knight, Mockingbird, Black Panther, Wolverine, and Daredevil. Their styles and weapons are irrelevant, as all of these heroes do the majority of their fighting in close quarters with the enemy. Other powers or abilities that heroic infantry might possess are: martial arts, weapons, or acrobatic skills; injury-resistant or enhanced senses; or the ability to make multiple attacks per combat round.Offensive Tactics:Like its military namesake, heroic infantry is the best force around at taking and holding ground. When attacking foes, infantry's success or failure often determines the ultimate success or failure of the combat. To insure success, infantry needs support from other types of heroes and should develop some alternatives to the all-too-common frontal assault. Attacking your foes from their flanks or rear is a great way to confuse and distract them. Forcing your foes to react to two or more groups of heroes, coming from different directions, often causes those foes to split up their own forces in order to deal with the threats. Just be aware that dividing your forces for a flanking attempt will also weaken your group as a whole, especially if you are discovered before you are ready to attack. If you doubt that heroic infantry can do much damage in a flanking maneuver, consider what would happen if the Daredevil, Captain America, and Wolverineattacked your heroes from behind.Defensive Tactics:Since infantry seldom has true powers, it often cannot withstand an all-out attack by super-powered foes. It is often best, when under this kind of attack, for the infantry to find cover and wait for the other heroes to give it an opening to turn the tide. If no such help is available, the infantry should stay together and make the enemy come to it. Prepare an ambush or some confining trap. Play "cat and mouse" with the many times. The Dodging and Evading tactics from the MARVEL SUPER HEROES Advanced Set Player's Book can also be effective defensive tactics.Speedsters:In super-hero games, this term refers to characters with super speed or other heightened ground movement powers. In the MARVEL UNIVERSE, some notable speedsters are Quicksilver, Makkari, Super Sabre, and the Whizzer. Any hero qualifies who possesses a power that allows him to cover larger than normal ground distances in a round (such as lightning speed or leaping) or allows him to make multiple attacks per round. Note that not all GMs allow speedster characters to make multiple attacks merely because they possess super speed; they must also possess an "extra attacks" power. Characters like this may also have a high agility, endurance, or an injury resistance power (body armor, etc.). The most common tactic used by these heroes is to simply close with the enemy and enter melee.Offensive Tactics:A hero of this type often does have multiple attacks, and this can be used to even the odds if the heroes are outnumbered. This is achieved by distributing the hero's multiple attacks among several targets within the hero's movement range. This gets more enemies involved in melee, preventing the other heroes from being overwhelmed by sheer numbers. A tactic for these heroes who do not possess multiple attacks, but who do possess a high endurance or some form of body armor, is the charge. High speed means a lot of momentum and a lot of damage to anyone who absorbs that momentum with his body. You can also use these characters to foil enemies' plans by getting behind their lines, committing sabotage, etc. How can the evil scientist fire his atomic mutagen splurge-gun at your heroes if your speedster hero can race to the wall and unplug it before the scientist can start the firing sequence? Or imagine Maximus trying to escape from Quicksilver by running through an open doorway, only to have Quicksilver run to the door, close it, and lock it just as Maximus barrels headlong into it.Defensive Tactics:Many of the previous tactics work well in a defensive situation, too. The ability to attack multiple foes can be very important, slowing or even stopping an enemy advance. This tactic can also be used to help cover any retreat the heroes need to make. These heroes' high movement rates also allow them to harass foes, making them the ultimate hit-and-run artists. The ability to move so quickly also makes these heroes excellent choices for running diversions or feints. Foes have to pay attention to heroes who can literally run circles around them.Airborne:This type of hero possesses some means of flight that also represents his primary super-power, outside of possible super-strength. The Sub-Mariner, Wonder Man, Namorita and Nova of the New Warriors, and both the original Angel and Ms. Marvel fall into this category. The most common combat tactic of these heroes is to fly to the enemy and engage foe, and use teamwork to pick off enemies one at a time. These them in melee. Airborne heroes might have all are tactics that Wolverine has used quite successfully other powers or abilities that supplement their flight capabilities.

https://classicmarvelforever.com/cms/ultimate-powers-list.html#Travel

Travel
01-04​
Carrier WavePropel the character’s body by use of energy (magnetism, sound, light etc.)
05-08​
Astral Body
09-12​
Dimension TravelIt is suggested that the Judge assign an intensity to specific dimensions to reflect how difficult it is to access them. This will have the effect of keeping certain dimensions out of the reach of characters without sufficiently high power ranks. A character with the Dimensional Geography talent gains a +1CS to all Dimensional Travel FEATs. In addition to the basic travel function, there are two other uses that can be developed as power stunts.
  • The first is Banishment, used to strand a target in an alien dimension. In order to use Banishment, the character must make a Dimensional Travel FEAT to open the gateway into the other universe. If this is successful, the targeted creature must make an AGI or PSY FEAT (whichever is better) to avoid being sucked through the portal. Banishment can never be used against an object whose Material Strength or weight exceeds Dimensional Travel’s power rank (counting power rank as STR in the case of weight). Each different dimension to which a character can banish is a separate power stunt.
  • The second function is Summoning, used to pull an alien creature or object from its dimension and to the character. The procedure and limitations for Summoning are the same as for Banishment. Furthermore, the character must have prior knowledge of the creature or object to be summoned. Summoning does not give the character any sort of influence over a summoned creature’s behavior.
13-16​
Energy PathThe hero is transformed into a specific type of energy and can travel at power rank speed along currents of that energy.
17-20​
Floating Disc
21-24​
GatewayTravel to any point in space, time or dimension.
  • Location requires a green FEAT
  • Time a yellow FEAT
  • Dimensions a red FEAT.
25-28​
GlidingTop speed is Shift-X
29-32​
Hyper-Digging
33-36​
Hyper-LeapingPossible power stunts include:
  • Kick Attack: The Hero can make a kicking action with Leaping as a substitute for strength.
  • Midair-leap: Despite the physical impossibility of it, the Hero may make one single leap in midair without any support.
37-40​
Hyper-Running
41-44​
Hyper-Swimming
45-48​
Levitation
49-52​
RocketFlight by means of a rocket-like exhaust.
53-56​
SkywalkWalk along an invisible path created by the hero only usable by him.
57-60​
Spiderclimb
61-66​
Teleport – Self
Power Stunts:
  • Stunt—Teleportals: With this stunt, the Hero can open temporary "holes" or portals in space, connecting two different points in the same dimension. If an object passes into one end of a portal, it instantly passes out the other side, wherever the other side may be.
  • Stability: Any one portal can stay on even if the Hero doesn’t concentrate on it. It will not move unless the Hero wills it, however.
  • Multi-portal: The Hero can open more than one portal at once, and can move the portals.
  • Portal attack: The Hero may make a striking distance attack within seeing distance by punching (or kicking, or whatever) through their portals to their target. The Hero should bear in mind that the Teleportals are two-way, and opponents may reach back through the portals if he doesn’t close them.
  • Portal slicing: The Hero can cause Intensity damage to anything by closing a portal around it.
67-72​
TelereformationDisintegrates the characters body and transports the life force to the new location where the body is build up from available material. At a limitation of -1CS the character can recreate his original body when he returns to the site where it was destroyed.
73-76​
Time TravelUp to power rank number * 1000 years in the past, times 10 years in the future.
77-80​
TroubleseekerCharacter is unwillingly transported to a site where a person is in need of help, he must remain within 10 areas of the spot where help is needed. The character can transport up to 1 pound per rank number in matter (including maybe unwilling persons).
81-84​
True Flight
85-88​
Water Walking
89-92​
WhirlwindTransport by creating small whirlwinds.
93-95​
Spinner
96-98​
DisplacementThe hero has the power to avoid danger by automatically teleporting away when first encountering a hazard or suffering damage at the start of a round. The distance teleport is found on Column A. The judge decides where the hero teleport to. If there is no safe place, the automatic response won't work. The hero may intentionally teleport with a successful power rank feat roll, but the distance is halved, round fractions up. Failure indicates the hero is stunned for one round.
99-100​
Super FlightWith this power, the character has the ability to fly at speeds greater than light (or, FTL). To determine the exact multiple of lightspeed the character can move at, simply cube the power rank. For example, a character with Amazing Super Flight can move at
50 X 50 X 50 = 125000 times lightspeed.
Now, this power doesn't allow for such things as atmospheric friction, or even breathable air. In other words, the character must bring his own air with him. Also, trying to use this power in an atmosphere is suicide, as the atmosphere would melt him like wax paper due to the enormous friction involved.

https://en.m.wikipedia.org/wiki/Trance_music
 
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https://classicmarvelforever.com/cms/ultimate-powers-list.html#MatterControl

Matter Control Powers
01-04​
AnimationThe PC can cause inanimate figures made of any substance to grow or shrink, and to become animated. The PC can also mentally command the now animated figure to do any thing he/she desires. The PC can cause the figure to grow up to a height equal to its current size times the Power rank number *5 feet, and shrink to its normal size divided by the Power rank number *5 centimeters. Each figure when animated develops a bond with the PC. Both the PC and the animated figure can now and then communicate telepathically.
05-08​
BondingBonding on molecular level, first turn Fe and +1CS each turn until power rank is reached
09-16​
CollectionCollect matter from your surrounding for instance salt from the sea, this can also affect phasing or ethereal targets if the user remains concentrating.
17-24​
CrystallizationTo affect a moving target agility FEAT, victims may resist as normal. Target (living or non-living) is transformed in gem-like substance with power-rank material strength for 1 min/power rank. If a living being is shattered he remains crystallized until he is somehow reassembled
25-32​
Diminution
33-40​
DisruptionMaterial strength determines FEAT, living targets may resist as energy attack
41-44​
Enlargement
45-48​
Extradimensional Matter Control*(See Above under Extradimensional Energy in the Energy Control section for more information regarding this special Power).
49-52​
Extraterrestrial Matter Control*(See Above under Extraterrestrial Energy in the Energy Control section for more information regarding this special Power).
Note: This is a Cosmic Power
53-56​
GeoforceLocate earth-related things, create volcanoes, earthquakes etc.
  • Earth Control: This power is basically unchanged from its description on p. 73-74, Player’s Book. It is possible to levitate or throw earth with this power, both considered separate power stunts. A character could, thus, learn to fly about on a hunk of rock.
  • Earth Animation. The character can create a semi-living creature of earth. It remains in existence for power rank turns, or until dispelled or destroyed. An earth elemental has only FASE scores. To determine their ranks, double Earth Control power rank and divide among FASE as desired. The elemental has Body Armor equal to power rank.
57-64​
Matter AnimationAlter flow of raw material air, liquid or solid
  • Air Control: This power is basically unchanged. Note that according to its description, p. 74, Player's Book, air control begins with four power stunts. A vengeful Judge might want to amend that. An additional stunt is:
  • Air Animation. The character can create a semi-living creature of air that resembles a swirling whirlwind. It remains in existence for power rank turns, or until dispelled or destroyed. An air elemental has only FASE scores. To determine their ranks, double Air Control power rank and divide among FASE as desired. The elemental flies at speed rank equal to its Agility.
  • Cold Control: by decreasing air pressure in an area, the Hero gains cold control
65-70​
Machine Animationvs. machines 'Psyche' which is zero when non-sentient, machine can move at rank -2CS
71-74​
Matter Teleportation*(The PC can either teleport an object to or from his/her vicinity. The amount of mass the PC can teleport is equal to the Power rank number in tons / PC's Health rounded. When the PC brings items to him/her, he/she does not create them but only seizes existing ones.
75-79​
Micro-EnvironmentIn a close sphere around the hero there's fresh air, normal temp etc. this protects against acid rain, extreme temp gasses etc.
80-86​
Moldingshape solid material
87-90​
Warping*The PC can alter the Material Strength of matter by a +/- 2CS, Shapeshift it at Power rank, and manipulate it as if he had Power rank Telekinesis.
91-95​
Weather Control
96-00​
Zombie AnimationPhysical abilities at -3CS power rank, mental abilities are zero, health as power rank up to psyche rank zombies can be controlled, they are immune to psionics or mental powers, disease, poisons, pheromones, hard radiation and sonics.

https://classicmarvelforever.com/cms/ultimate-powers-list.html#MatterConversion

Matter Conversion Powers
01-10​
ColorationChange colors, this power can equal -2CS shadowcasting, shadowshaping, heat emission, force-field vs. heat
11-20​
CombustionSpontaneous combustion in 1-10 turns, power rank damage
21-30​
DisintegrationThis is an especially brutal power that the Judge may wish to allow only with restrictions. This is great power for a master villain, but not a very good one for most heroes. Use of Disintegration, which normally has no range, is simple. After an Agility FEAT to hit, the character makes a Disintegration FEAT versus either Endurance, protective power rank, or Material Strength, whichever is hardest. If successful, the target is destroyed entirely. If the FEAT fails, the target still suffers power rank damage. Against non-living targets, Disintegration will only affect an amount of weight up to what could be lifted using power rank as Strength.
  • Reintegration. The character can reintegrate anything she has disintegrated, restoring the target to its pre-disintegration condition.
31-40​
Elemental ConversionConvert matters into a specific element, each pound created costs 1 health. converting a living being results in the being placed in stasis, if only part is conversed, use your imagination what happens further, probably a kill result
41-50​
IonizationTarget emits electricity at -1CS power rank, effects are as -2CS disintegration, -2CS Feat or become temporarily ethereal
51-60​
Molecular ConversionSame as elemental conversion but this power can be used to form compounds in stead of just 1 element.
61-70​
Projective SizingThe PC can alter the size of any inorganic matter he/she touches. He/she can either cause a Shrink or Growth of the matter at Power rank (See the Diminution and Enlargement Tables in the UPB). Any AI target, such as a robot, may make a Material strength FEAT roll against the Power to avoid its effects.
71-85​
Transmutation*The PC has the Power rank ability to rearrange atoms and molecules in both inorganic and organic matter. He/she can change an object’s or creature's shape, IE: turns a man into a mouse. At a high rank, the PC even has the ability to change subatomic particles, IE: turns water into glue.
86-00​
Weight ManipulationThe PC can alter the mass of inorganic or organic matter, by either increasing or decreasing the weight of the target. The amount of increase is equal to the weight of the target plus the Power rank number times 10. The amount of decrease is equal to the weight of the target minus the Power rank divide by 10. If the PC is concentrating The following are possible stunts:
  • Attack target unarmed with Power rank damage.
  • Flight at Power rank.
  • Alter the speed of a target.
  • Attack with Power rank attacks.
  • Immovability at Power rank.

https://classicmarvelforever.com/cms/ultimate-powers-list.html#MatterCreation

Matter Creation Powers
01-10​
Artifact CreationCreate desired objects out of nothing, each pound costs 1 health, the character must have detailed knowledge of the designs he wants to create.
11-20​
Chemical CreationThe PC can create a Chemical out of the molecules and particles in the air at Power rank. The PC does this by secreting chemicals out of his body and using a limited Molecular Conversion he/she can make a liquid compound from water to acid. The Power rank determines how dense or how acidity the intensity of the Chemical is. The following are some chemicals that can be created:
  • water
  • battery acid
  • citric acid
  • dish soap
  • gasoline
  • turpentine
  • ammonia
  • etc.
    The PC can create in one turn the number of fluid ounces equal to the power rank number. The mass quantity and duration of the Chemical is determined at the time of its creation.
  • A Green FEAT gives the Chemical a low mass quantity and a duration of 1d10 turns.
  • A Yellow FEAT raises the mass quantity to a good stability and a longer duration of 100 times 1d10.
  • A Red FEAT makes the mass quantity of the Chemical a very high stability and duration of 1000 times 1d10.
    Each ounce of Chemical created costs one point of the PC's Health temporarily.
21-26​
Elemental CreationSame as Conversion except the element is created out of nothing. This gives nearly unlimited possibilities.
27-30​
Hyper-Dimensional PocketThe PC can create and open a small dimensional pocket out of the fabric of Space where he/she can store things and pull them out whenever desired. The Power rank determines the size of the opening equal to the number of inches per square foot. Thus, a Poor Hyper-Dimensional Pocket's opening would be 4 square inches.
31-39​
Lifeform CreationMaximum number of ounces equals the power rank number. A green reason FEAT gives a lifetime of 100* reason, yellow gives 10.000*, red is permanent. The hero must have detailed knowledge of the organism to create.
40-52​
Mechanical CreationCreate machines, duration as above
53-60​
Molecular CreationSame as conversion except again out of nothing.
61-65​
Nexus Creation*The PC can create and open out of the fabric of Space a Nexus to another reality of Power rank effectiveness. A Power FEAT determines the duration of the rip in Space when it's created.
  • Green FEAT will last for 1d10 turns.
  • Yellow FEAT will last for 1d100 turns.
  • Red FEAT will last for 1d100*2 turns.
66-76​
Projectile CreationStunning of power rank or combined with other powers the player has like power negation/control or induced teleportation. The PC can create a Projectile of any kind with an unusual Power effect. The following are Projectiles that can be made:
  • dart
  • arrow
  • boomerang
  • missile
  • ball
  • paper airplane
  • etc.
77-85​
SprayDoes Feeble damage and visibility is -2CS, combined with other powers for instance freeze cloud when the character also has cold emission.
86-90​
Undead Creation*(This is similar to Lifeform Creation, yet the Lifeform is Undead). The character can create a zombie-like creature from a corpse or skeleton at Power rank.. Its Reason, Intuition and PsycheC scores are all Shift-0. Unless commanded, it does nothing. FASE scores are as follows, based on the original creature’s ability scores: F -2CS, A -2CS, S +1CS, E +2CS. No ability score will be reduced below Feeble.
91-00​
WebcastingPower rank strength upon hardening, can also be combined for instance with spirit storage to capture disembodied spirits. Power Stunts possible include:
  • Stunt—Web Chute: The Hero can make a Parachute out of webbing.
  • Containers: The Hero can make a variety of containers such as backpacks, bags, pouches, patches for torn costumes, etc.
  • Fireproof: The Hero's webbing is Resistant to fire.
  • Gloves: The Hero may make gloves or kneepads or other small protective devices out of webbing to avoid damage from touching or bumping into things. Not that the Hero is clumsy, but this stunt protects them from damage caused by them hitting especially hard, sharp, hot, cold or otherwise dangerous objects.
  • Stingers: Instead of soft webbing, the Hero can shoot stingers made of web material which acts like a Stun Blast if the stingers impact with a target's nerves. This stunt is one degree more difficult due to the precision required.
  • Impact Webbing: Instead of a steam of webbing, Impact Webbing are little web-balls that expand and Ensnare shortly after contact. Impact Webbing is automatically one degree easier to hit targets with, but Ensnares as a Contingent Action

https://classicmarvelforever.com/cms/ultimate-powers-list.html#Illusionary

Illusionary Powers
01-15​
Animate Imagegenerate a 3-dimensional image from a flat image he must see the image to make it react real to its surroundings
16-30​
Illusion CastingThe 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 GenerationThe 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 ImagesThe 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​
TattooThis 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.

https://classicmarvelforever.com/cms/ultimate-powers-list.html#MentalEnhancements

Mental Enhancements
01-02​
Astral ProjectionThis power is basically the same as described on pp. 84-85, Player’s Book, with two exceptions. First, range is always based on the power rank as determined on p. 16, Player’s Book. Increased range can be bought as a bonus. Second, Dimension travel is not an automatic ability; it must be acquired as a power stunt. Character’s with Astral Projection of Remarkable or greater rank do not have to worry about their astral forms not being to find the ways back to their bodies. This permits some power stunts:
  • Astral Detection. The character can automatically “see” astral creatures or projections even while not in astral form herself.
  • Dimensional Travel. The character can astrally project across dimensional barriers, as if she had the Dimension Travel power.
  • Passengers. The character can transport a number of people equal to or less than 1/10th her power rank, taking them along in astral form as well. If the character is lost, her passengers become lost also.
  • Affect Normal World. The character can use a single mental or magical power to affect the material world while she is in astral form. Each different power usable in this fashion is a separate power stunt. Power rank is always reduced by -2CS. Furthermore, the character must make a Psyche FEAT against the unmodified power rank intensity or suffer the unmodified power rank in damage to Mental Health. For example, Astral Al has Emotion Control of Amazing rank. While in astral form, he attempts to cause fear in a foe. His Emotion Control affects the foe at Remarkable rank. Astral Al must also make a Psyche FEAT against Amazing intensity or suffer 50 points of damage to his Mental Health.
03​
Aura*The PC has an Aura of Divinity of Power rank. All other characters in the same area must roll a Psyche FEAT against this Power's roll, or they will feel a strong intimidation and are awestruck. This means they will lose initiative, and one attack. This roll must be made each round. A second Psyche FEAT roll is made by all other characters in the same area to see if they are fully under the PC's Power. All other characters that are influenced by this Power, automatically will become followers; they will follow the PC and perform anything he/she wishes. The PC can not ask anything. Character has a Power of Command every 3 rounds. This is a simple, attention drawing command like; "stop," "look," "no," "duck/look out," "unhand her, "give it to me," and so on. Everyone in sound of the PC's voice must make a Red Psyche FEAT, or lose one action in the process of obeying the command. Followers gain a bonus of;
  • +1 to Initiative;
  • +1CS to Fighting in a strike;
  • +1CS to Agility in a Block, Evade or Dodge;
  • and one additional attack when they are commanded to do something, like; "get him," "take him," etc.

    The PC automatically gains an Amplified voice of Power rank intensity and range, a limited Enhanced Beauty at Power rank, and an Illusion of Appearance of power rank intensity.

    When creating the character at start, Player can either raise this Power's rank to +1CS of PC's Psyche if roll is lower, or if roll is higher, Player can raise his/her Psyche to a -1CS of this Power's rank number.
04​
Aura AlterationThe PC can alter the appearance of his Aura with a limited Illusion at Power rank. This means the PC can hide his true nature with a Power FEAT. Anyone with a mental power can avoid this Illusion by making a Red Psyche FEAT. If any other character makes the FEAT, they see the PC as he/she is. Any who're affected by this Illusion will see a different character. Any other Player using the Aura Perception Power and fails, Player can hand that other Player a fake or made up Character Sheet of his/her character.
05-06​
Bio-Manipulation*The PC can mentally manipulate biological functions or conditions in others at Power rank. There are 5 types of Bio-Manipulation effects.
  • Blindness
  • Deafness
  • Mute
  • Pain
  • Tissue Manipulation-This can cause a variety of effects:
  • Cold or Hot
  • Rash
  • itch
  • etc.
07-08​
ClairaudienceHear distant sounds, -1CS resistance vs. sonics
09-10​
ClairvoyanceSee distant sights
11-12​
Communicate with...Communicate with...
01-25 Animals
26-50 Cybernetics
51-75 Inorganics
76-00 Plants
13-14​
Cosmic AwarenessAutomatically detect CL1000 or better ability, +1CS attacks by detecting weak spots, discover information about things in the entire universe, when used more than 5 times make a secret reason FEAT vs. going insane temporarily
15-16​
Cyber TransmissionThe character must be able to access the computer by touch. By making a power FEAT against an intensity equal to the computer’s highest rank, the character gains access to the information stored on the computer. She may attempt to reprogram the computer. Each new command to be programmed requires a separate FEAT roll after access is acquired. If trying to reprogram a sentient computer or robot, this FEAT is always against Reason or Psyche intensity, whichever is higher.
  • Haywire. By accessing a computer, the character can cause it (and any systems it controls) to do unpredictable things for 1-10 turns. She has no control over the computer or its systems.
  • Machine Animation. Once linked, the character can control mechanical systems controlled by the computer, causing them to perform in whatever ways are within their capacity.
  • Mechanical Link. This power can be used on any machine. This enables the character to control mechanical systems even if no computer is present.
  • Cyberspace: like Astral Travel, the hero’s mind leaves their body and goes into cyberspace. This will work on any computer, but if the hero enters one that is not designed with 3D graphics capabilities, the cyberspace is abstract and may be a little disorienting unless the Hero has related skills. Specifically, this stunt can be used in conjunction with Bionics, Computers, Electronics, Robotics, Spacecraft, Time Machinery and Weapons Systems to attempt to control those devices.
  • Cyberspace with proper 3d graphics and a connection to the Internet can be "hacked" into, and the Hero may gain access to files. How, and how easily they can is dependent on the system.
  • Cyber Telepathy: The once Linked the Hero may communicate with the computer just by thinking.
  • System Adaptation: The Hero can easily adapt their knowledge and skills from one system to the next. They automatically get no penalties from using systems that are unfamiliar to them, unless the systems are totally alien to them. This can work beyond computing systems to any complex system.
  • Magitech: This power may be used on magical technological devices like the Glamour Machine, Thor's Hammer, Mjolnir, and other sufficiently complex enchanted items.
17-18​
Dream Control*The PC can mentally control the surrounding area of the Dreamscape with a limited form of Reality Manipulation at Power rank. (See the Reality Alteration Power, but within the scope of the Dreamscape). The PC automatically gains Dream Travel at Power rank.
18-19​
Danger SenseThis is a reworked version of Combat Sense, p. 72, Player’s Book. A character with Danger Sense can become aware of imminent danger. When in a situation where some person, item, or presence poses an immediate threat, make a Danger Sense FEAT roll which warns up to power rank second before danger. FEAT intensity is determined below:
  • Critical Threat (superior foe, imminent death) = Typical
  • Major Threat (equal foe, imminent serious damage) = Excellent
  • Minor Threat (lesser foe, imminent minor damage) = Incredible
If the Danger Sense FEAT is successful, the character becomes aware of the threat and will not be surprised the turn it actually occurs. In combat, Danger Sense power rank can substitute for
  • Intuition for surprise and initiative,
  • Fighting for blocking
  • Agility for dodging
  • Strength for escaping.
    Minimum rank is equal to Intuition.
20-21​
Dream TravelThe Hero can enter a surreal realm of dreams when they go to sleep, as opposed to "just a dream". The basic form of this power acts as a sort of resistance to mental controls, detection and damage while the hero is asleep. If the Judge has the old Realms Of Magic books, the Judge may decide that the Dream Realm is the one that Nightmare rules. Otherwise, the Dream Realm doesn't have a particular ruler.
  • Other’s dreams: The Hero may enter other people’s dreams in order to communicate or in an attempt to control the dream itself.
  • Telepresence: The Hero’s "dream-self" may leave their body, and appear to other characters. The Dream-self can see and hear things, but cannot interact with them. Unlike with ESP, the Dream-self can be seen by other characters.
  • Precognition: The Hero gains precognition.
  • Detection: The Hero may attempt to detect the exact position of people he has previously visited.
  • Detection Resistance: The Hero may resist attempts to find them by psychic, dream traveling or other metaphysical means.
  • Astral Travel: The Hero may enter the Astral Plane using Dream Travel.
22-23​
Edetic MemoryThe PC has a Total Memory of numbers, codes, and mathematical problems and answers. The PC can remember, calculate and read anything that's mathematical or encrypted at Power Rank plus his/her Reason rank.
24-25​
ElectrokinesisThe PC can create and control existing electricity by force of will and molecular agitation at Power rank. This Power works like Electrical Generation. (See Electrical Generation in the Energy Control section).
26-28​
Empathic TransmissionThe PC can project false emotions into others at Power rank. By making a Red Psyche FEAT, he/she can affect more than one person at a time at a -1CS. The duration of the set emotion depends on what FEAT is made.
  • Red FEAT-emotions will last 1d100 rounds.
  • Yellow FEAT- emotions will last1d10 rounds.
  • Green FEAT-emotions will last a round.
    The target has one chance to resist the effects, by making a Psyche FEAT against the PC's Psyche FEAT. This Power is somewhat similar to the Pheromones. (See Pheromones in the Physical enhancement section).
29-30​
Empathic Vampirism*The PC feeds off of the victim’s emotions at Power rank. The victim appears as if he/she has a heart attack or some other type of physical pain. Each time he/she feeds, the victim's abilities are -1CS for 1d10 turns. If he/she feeds with intent to kill, the victim's Endurance drops a -1CS per round, until it reaches Shift-0 at which point the victim dies.
31-32​
EmpathyDetect surface emotions or send empathic messages
33-34​
Free Spirit*The character can survive the death of his physical body and live outside of it, he can share bonds with another host body (or posses it with the possession power), physical powers he possesses are then given to the bonded person.
35-36​
Hallucinations*Illusions directly inside a persons mind
37-38​
HydrokinesisThe PC can create and manipulate water by force of will and molecular agitation at Power rank. This Power works like Water Animation. (See Water Animation in the Matter Control section).
39-40​
Hyper-IntelligenceAdd this power rank to Intuition or reason
41-42​
Hyper-InventionReason increased for invention purposes
43-44​
Incarnation AwarenessThe hero can contact his previous incarnations and ask them to perform deeds that will help him later on. This requires a FEAT with a -1CS penalty for each generation of incarnation.
45-46​
Iron WillThis power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real. The hero can control when to release.
47-48​
Linguistics
49-50​
Memory AlterationThe PC can alter another person's memory at Power rank. He/she does this by either implanting new memories or erasing existing ones. The PC must first make a Psyche FEAT, before he/she can be affected by this Power.
51-52​
Mental DuplicationDuplicate a target’s brain inside a part of your own brain to for instance learn secrets. The captured brain can try to take over on a Psyche -3CS roll
53-54​
Mental GestaltThe PC has an intellect that composes two or more relatively merged minds to form a collective powerful being of minds. When creating the PC, the Player has to create more different character's minds. The Gestalt PC may resemble a blending of personalities from each of the merged characters, or have completely different personalities all together. All selves are required to form the Mental Gestalt.
55-56​
Mental Invisibility
57-58​
Mental Probe
59-60​
Mind BlastPower rank damage and Psyche FEAT vs. intensity or KO for 1-10 rounds.
61-62​
Mind DrainReduce Reason and Intuition by power rank, if at Shift-0 loss is permanent. Target may resist with Psyche FEAT, if successful the target is immune for 24 hours, but if a second FEAT fails the victims Psyche is also reduced by 1CS for 24 hours,
63-64​
Omniscience**The PC is ultimately in touch with the Universe. This Power is automatically CL1000. The PC has control of all Detection Powers, and Mental Powers regarding insight.
Note: this is an Omni Power. A definite must for Judge intervention.
65-66​
Photographic ReflexesThe PC can perform any action he/she has seen at Power rank. All FEATS requiring Agility or Fighting done in the presence of the PC, are recorded and photographically etched into his/her mind. The PC must make a Power FEAT first, and then he /she can perform those same FEATS without expenditure of Karma. The PC however, must study the target for 3 rounds. The target when confronted by the PC receives a special ill fortune of dropping his/her Fighting and Agility to a -2CS. The PC also retains the same Talents that the victim has.
67-68​
Photographic MemoryThe PC can remember anything he/she has seen before at Power rank. This Power is similar to Total Memory, except that the PC cannot remember anything he/she's heard only what he/she's seen. Like the latter Power, Player will need paper to write down everything he/she's witnessed.
69-70​
PostcognitionSee in the past for a number of weeks equal to power rank number.
  • Green FEAT gives impressions
  • Yellow gives general information
  • Red gives information that the subject may not have been aware of.
71-72​
Precognitionthe functioning of this power is entirely up to the judge
73​
Psionic VampirismDrain Reason, Intuition and mental powers (see vampirism).
74​
Psychic SolidificationThe PC can mold and shape psychic energy into solid constructions of Power rank. Anyone touches this energy will suffer a limited Psyche drain permanently. Furthermore, the victim must also roll on Endurance, or is knocked out for 1d10 rounds. Any weapon created does specific damage only.
75​
PsychokinesisThe PC can control and manipulate materials by force of will at Power rank and range. The Power rank determines what Material Strength he/she can control. The PC can cause material to entangle someone at Power rank ability and range. Treat this entangle as a Wrestling hold of Materials Strength rank.
76​
Psychometry
77​
Purge*The PC has an ability to purge and cleanse his/her body of drugs, disease, toxins, etc. at Power rank. The PC must first make a Psyche FEAT, if he/she fails then an Endurance FEAT must be made.
78​
PyrokinesisThe PC can create and manipulate fire and flames by force of will and molecular agitation at Power rank. This Power works like Fire Control. (See Fire Control in the Energy Control section).
79​
Remote Sensingenhance the range of any sense
80​
Sensory LinkSee/hear etc. through another being.
81​
Serial ImmortalityWhen the character dies he is reborn either as baby, new complete body, premade clone, recently deceased other being or even a living being (psyche feat to resist).
82​
Speechthrowing
83​
TelekinesisPower rank is equivalent to strength As a power stunts the character can:
  • Telekinetic Armor: The Hero can boost their strength by half the intensity of Telekinesis for combat purposes.
84​
Telelocation
85​
TelepathyCommunicate on a mind-to-mind basis, unwilling targets require a power FEAT vs. Psyche.
86​
Total MemoryTotal recall
87​
True CharismaThe PC automatically has Enhanced Beauty at Power rank. the PC has a surrounding Charismatic aura that emanates. With this Power, the PC can cause one of the three responses:
  • Friendship/Trust
  • Power/Fear
  • Deception/Lie
88​
PsychoblastThe character with this power has the ability to send out a wave of psionic force that fires all the brain's synapses at once and short circuits the consciousness of the target. The target may make an Endurance or Psyche FEAT (whichever is lower) to resist the effect. If the target fails this roll, they are Stunned for 1-10 rounds. However, even if they succeed at this roll, this is such a devastating attack that the target is still at a -1CS on all actions for the next 1-2 rounds (Judge's discretion). In some instances of this power, a successful Psyche FEAT by the target will trigger a psychic feedback that will Stun the Psychoblaster (Yellow Psyche FEAT to resist). Players who choose this as a limitation may increase this power by a +1CS.
It should be noted that this power only works against those targets with an organic brain.
89​
Psionic WeaponryCharacters may create physical weaponry, such as clubs and swords (but not guns, etc.), through sheer force of psionic power. Material Strength is determined by the character's Psyche, with the damage determined by this Power rank. These Psionic Weapons will last only as long as the character concentrates on them. Should the character's weapon be broken or damaged, the character must make a Yellow Psyche FEAT or be stunned for 1-100 rounds.
90​
Cyberspace ProjectionSimilar to the power of Astral Projection, this power allows characters to enter Cyberspace as pure information. Once in the data stream, the character's physical body is represented by their digital avatar (the cyber equivalent to an astral form). All the character's physical abilities are replaced by this power rank much like the power of Dreamtravel. Willing characters may be brought into Cyberspace along with this character by "piggybacking" the signal at a -2CS per person.
91​
PredictionThis power comes in two forms - combat and non-combat. While it is possible to have both forms, the Judge should impose harsh restrictions on those who do. The combat form of this power allows the character add this power rank to his Fighting ability when in combat with someone he has observed for NO LESS THAN 5 rounds (once a Power FEAT is made, of course). Furthermore, once the 5 round limit has passed, this character does not need to declare his actions until after his opponents have declared theirs, regardless of who has initiative. Characters who have been accurately Predicted fight the owner of this power at a -2CS on all FEATs. The non-combat version of this power allows the character to make wildly intuitive leaps of reason to arrive at a future outcome with even the tiniest shred of input. Possible uses for this power include:
  • Discovering the next place a villain will strike
  • Determining the secret HQ of said villain (if the villain is GOING there)
  • Being able to head off a villain in a chase by predicting the direction he's going
  • Really accurate weather forecasting
    As a power stunt, the character may use this power in reverse to perform such mystifying feats as determining secret identities or the whereabouts of the villain's secret HQ (if he's already been there).
92​
ForeshadowingThis power gives the character a limited and subconscious control over several powers, including Precognition and Reality Alteration - Past. This power allows an observant character the chance to make an educated guess about the future events in his own life. The Judge is encouraged to be as creative as possible in this respect, without getting out of Hand. At the beginning of every play session, the Judge (not the player) makes a roll to determine how far reaching the effects of this power are, with the hints provided being more frequent or obvious the higher the color rolled. On a White result, the Judge is encouraged to lie like a rug, throwing wildly contradicting events at the hero until he thinks that Galactus himself might appear!
93​
Omni-KnowledgeA character with this power has an innate, subconscious link to a sort of cosmic reference library. When he is presented with a question concerning information of which he was previously ignorant, the PC must make a FEAT. Green FEATs give him access to contemporary human knowledge. Yellow FEATs give him access to alien knowledge. Red FEATs give him access to Entity-level knowledge. Success means he is able to give a short, concise answer that only answers the initial question. As a limit to this power, the question must be asked of the hero by another person. Also, despite his ability to "know" any given topic, the PC might not be able to understand it. His comprehension is still limited by his Reason. This power enables the Judge to create idiot savants who can decipher the workings of Galactus's Worldship but are unable to tie their shoelaces. For example: Ref-Book and his buddy Jaunt find themselves in the Watcher's recreation room, facing a piece of alien technology. Ref-Book has no idea of what the thing is, but when Jaunt asks the magic question "What is that?" Ref-Book's power goes to work. He makes a Red FEAT, gains the necessary knowledge, and says "It's a television set." "Well, how do we turn it on?" asks Jaunt. Ref-Book fails his next FEAT and says, "Beats me."
94​
Death Field GenerationThe hero can generate an anti-life field that destroys all but 1 health point of all creatures in range. The range is found on Column A of the Simultaneous Actions Table. A power rank feat roll is made to determine the color feat roll the victim needs. The victim rolls their psyche to reduce the damage to half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This power can only be used two times/day.
95​
ConfusionThe hero has the ability to induce confusion on a victim within range. Range is determined on Column A. With a successful power rank feat roll, the hero can cause the corresponding effect for three rounds.
  • Green - victim does nothing but defend
  • Yellow- all actions at -2CS
  • Red - flees for three rounds
  • The victim is allowed a Psyche FEAT roll to resist, with the intensity equal to the color result received on the power rank feat roll.
96​
FearThe hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls:
  • Red resists
  • Yellow all actions at -1CS
  • Green flees as fast as possible
  • White paralysis
97​
Will ForceThe hero can mentally increase any one physical FASE ability score or power by +1CS for a duration equal to the color result once a day.
  • Red: 10 rounds
  • Yellow: 8 rounds
  • Green: 5 rounds
  • White: 3 rounds.
    The hero must then make a successful Psyche FEAT roll or rest for 1-10 rounds. The increase may be raised to a maximum of +2CS with a successful Psyche FEAT roll for 1 round. At the conclusion the hero must make an Endurance FEAT on the Stun column to avoid passing out from becoming physically and mentally exhausted.
98​
Photographic ReflexesThe PC takes 3 rounds to analyze physical talents when seen in use by other people. At that point the PC may temporarily copy these talents for 1 minute times the power rank. The PC uses his/her stats, but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like swimming or climbing, etc).
Optional Powers: Mental Duplication
Nemesis Powers: Invisibility
99​
Ultimate Skill*The PC has a talent, which he's honed. The Talent is automatically Unearthly rank. Talents that may have the Ultimate skill are:
  • Weapon skills: All
  • Fighting skills: All
  • Scientific skills: All
  • Other skills: except bonus gaining
    Note: Judge will decide on what Talents can be used for Ultimate skill
00​
Karmic TapThis power allows characters to tap into their reservoir of willpower (Karma) and increase any power or ability by 1 point for every 2 Karma spent. The power rank is the limit of Karma you can use in 1 round. The Duration is the round in which you spend the Karma. Rolling an Amazing FEAT roll will get you another round of benefit from the Karma spent. If the FEAT is rolled and failed, PC must spend the same amount of Karma for that round. If there is insufficient Karma to do so, the remainder is taken from the PC's health. This power is considered a free action, may be done in addition to other actions in the round.
Optional Powers: None
Nemesis: Itself

https://classicmarvelforever.com/cms/power-combinations.html

Power Combinations​

Tired and bored with Ultimate Powers. Are they not quite "Ultimate" enough. Then check out the following combinations of powers that you can use, or might just spark your own creative juices. Props go out to Moryssa, Dr Archeville, sway, and Johnny1 from the messageboard for this list.

Animal Transformation-SelfwithEvolutionFor some really funky effects. Home-made Shi'Ar anyone?
PhasingwithInvisibilityGhosting - Uh... become a ghost.
Force FieldwithBody CoatingRegenerative Force Field - Force Field that possesses its own resistance, health, and regeneration at Rank.
Energy ConversionwithEnergy DopplegangerAnima Force - Create energy dopplegangers out of any energy form.
Micro-EnvironmentwithReality Manipulation (Present)Micro-Cosmos - Godhood within radius of power.
Remote SensingwithTrue SightScrying - Poof... you're a scryer.
Martial SupremacywithNeural ManipulationNerve-Striking - I've cut of the flow of blood to your ankles...
DisruptionwithCombustionMolecular Excitement - Bus goes bye-bye... and takes the rest of the block with it.
RocketwithHyper-LeapingRocket Leaping - Your jumping about is as effective a combat strategy for you as it is for Mario.
Power TouchwithChemical MimicryMolecular Aura Augmentation - You can make your tee-shirts as tough as Iron-Man's armor.
Force FieldwithBouncing BallKinetisphere - Sort of like Speedball's power.
Weather ControlwithForce FieldStorm Field (as seen in a recent Exiles issue).
ShapeshiftingwithNatural WeaponryBio-weaponry - Form all manner of natural weapons via shapeshifting.
Lifeform CreationwithForce ReincarnationTrue Reincarnation - You need Einstien's help with your homework... you got it.
PostcognitionwithMolecular CreationYou can take a discarded pizza box from a dumpster and re-create the pizza that had been inside.
Animal-Transfomation-SelfwithDuplicationGet a Horde of beasties.
Incarnation AwarenesswithMental DuplicationAllowing her to actually merge with past lives.
Incarnation AwarenesswithPrecognitionTo allow her to chat with her future selves.
Weather ControlwithBody TransformationThe effects are pretty obvious.
Weather ControlwithMissile CreationThe character created miniature atmospheres shaped like orbs which contained the desired weather effect inside.
PhasingwithNeural Manipulation and Biophysical Control - DisruptionForget about screwing electronics. You can kill just by phasing through a person.
Catalytic ControlwithMolecular CreationInternal Chemistry Set! Make a cesium bomb, nuclear bomb, and just about any other fun reaction reason will allow!
Energy ConversionwithMolecular ConversionTransmolecular Conversion - Matter... energy... it's all the same.
Force FieldwithTrue InvunerabilityInvincibility Field - Nothing is getting through.
Molecular Creation + Enlargement (Atomic Gain)withMolecular Creation + Enlargement (Atomic Gain)Hyper-Molecular Creation - Bigger is better.
Magnetic (or Kinetic) ControlwithMissile CreationRailgun - Boom.
Total MemorywithPower Duplication (Magic Only)Spell Recall - Remember in precise detail every spell you witness, so you can cast it yourself.
Emotion Control (Fear)withWeakness CreationPhobia Power - Very Scarecrowish...
Collection (Blood Only)withBio-VampirismMeta-Vampirsm - Nasty...
Energy Body: ShadowwithSympathetic MagicShadow Puppetry - That's just creepy...
Chemical MimicrywithPower DuplicationD.N.A. Mimicry - You can make your D.N.A. sequence functions as if it were someone elses.
MagnetismwithPower Control: Negation (Technology Only)EMP Burst - Why'd all the lights go out?
Absorbtion Power: KineticwithGrowthKinetic Absorbtion (Physical Only)- Similiar to Strong Guy's power.
BezerkerwithGrowthRage Transformation - Yippie... you're a mini-Hulk.
Armor SkinwithPrehensile HairPrehensile Skin - Umm... like Skin....
Armor SkinwithMartial SupremacyMorphing - Yeah... you're a dingy little Power Ranger... eh...
ShadowcastingwithNeural ManipulationYour shadows dampen the electrical impulses sent through someone's body.
Internal LimbowithGravity ControlOptionally throw in Energy Sponge or Absorption. Add Growth for flavor. You are your own black hole. The same can be achieved with Gateway and the aforementioned powers.
ReflectionwithPsi-ScreenProfessor X is in for a nasty surprise...
Body Transformation: OtherswithPower ControlSpecies Change - Zap... they're a skrull... zap... they're a mutant... zap they're an Inhuman... you get the picture (could be financially useful... if you can find any rich mutants willing to pay for regular treatments to keep them "normal").
Astral ProjectionwithSelf-DuplicationAstral Dopplegangers - Well... you can spilt your mind and psyche into many projections at once.
Physical GestaltwithSelf-DuplicationMulti-form - You can exist as a gestalt-being or as several beings as your natural state... no duration on either.
Hyper-SpeedwithTeleport-SelfWarp Speed - You're like the Flash... I mean... like Buried Alien... yeah... that's what I meant...
Hypnotic VoicewithProbability ManipulationFortune Telling (Oracle Power) - "What's really going to bake your noodle later on is, would you still have broken it if I hadn't said anything?"
Hyper-InventionwithHyper-SpeedHyper-Kitbashing - "You're telling me you just whipped up that transdimensional-whatchmacallit... while I was in the bathroom?"
Micro-EnvironmentwithBio-Physical Control DecayKill Zone - As demonstrated by a very unfortunate teenager in a recent "Ultimate X-Men".
Power TouchwithMissile CreationRepulsion = As possessed by Spider-Girl.
Cold GenerationwithCrystallizationIce Generation - Of course...
Bio-VampirismwithAge-ShiftingYouth-Stealer - I was twelve yesterday.
Mind ProbewithTotal MemoryMemory Copying - Why settle for only remembering everything you've experienced...
Power DetectionwithWeakness DetectionYou know basically everything their is to know about someone just by looking at them. (Like the cheesy Final Fantasy spell"
Remote SensingwithEnvironmental Awareness and TelepathyPlanetary/Galactic Awareness - You're not quite intune with the cosmos... just you're little corner of it.
Emotion ControlwithBezerkerRage Power - Your twisted little self can send the masses into a blinding rage and bloodlust.
Plague CarrierwithZombie AnimationInfectious Zombification - You're a zombie... you bite Steve... Steve's a zombie... Steve bites John... John's a... oh... nevermind...
Emotion Control (Fear/Terror)withHallucinationNightmare Visage - "Okay, this is messed up... Ultra-lad is over there screaming about giant boil weevils... and Meteormaiden is in the fetile position mumbling something about the milkman... and now I'm seeing my Third Grade Gym Teacher... oh the humanity!!!"
Hypnotic ControlwithMicrowave ControlHypnotic Broadcast - Okay... every villain and there mother has tried it... and it never works out... but maybe you're the one that'll change all that.
Teleport-OtherwithTeleport-SelfLocation Swap - "Fortunately, I'm not the one standing next to the bomb. *zap* Crap...."
Troubleseeker (with and limited to Dimensional Travel)withSummoningExile - You get pulled between alternate realities dragging along other reality displaced comrades... should one of you fall... another is summoned.
Troubleseeker (with and limited to Time Travel)withMind Control PossessionQuantum Leaping - Now all you need is a Ziggy....
Communicate with Non-Living MatterwithTime TravelDay Replay - Ala the new "Tru Calling" series... you can travel back in time up to twenty-four hours to save any recently deceased individual who asks for aid.
Communicate with Non-Living MatterwithProbability ManipulationFreaky Talking Knicknack Power - Little trinkets direct you to perform actions that set into motion highly unlikely and improbably chains of events that lead to beneficial outcomes for others.
Spirit VampirismwithProbability ManipulationDestiny-Stealer - (As seen last seen on "Angel") You sap the good fortune and karmic destiny out of a person, leaving them a hollow, directionless shell.
Precognition (vocal component need)withMind Probe (vocal component needed)Muse Empathy - You can read peoples thoughts and destinies by listening to them sing (as possessed by Lorne on t.v.'s "Angel").
IonizationwithDisruptionPhasering - When you ionize a target for a brief instant there is no compensation for air molecules and particles, and thus your power causes high levels of apparent burning and pain. You can still go for a full disintegration effect as well (Star Trek-ish weapon).

https://classicmarvelforever.com/cms/ultimate-powers-list.html#EnergyControl

Energy Control Powers
01-02​
Energy AbsorptionThe 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 ControlIncrease 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​
ColdshapingIncrease 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 ManipulationThe 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 ManipulationThe 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 ManipulationThis 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 ControlThe 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 ControlThis 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 ConversionChange 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 PlasmoidsThe 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 SolidificationForm 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 SpongeAbsorb 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 VampirismDrain 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 PowerThis 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 controlControl existing flames, increase or decrease by power rank. The hero has power rank resistance vs. Heat and Fire.
49-50​
Gravity ManipulationChanges 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 ControlControl 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​
ImbuementThe 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 ControlIncrease 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 ControlControl light, form crude holograms on Remarkable FEAT and gain +1CS resistance to light based attack.
59-60​
Magnetic ManipulationControl 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 ManipulationThe 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 ControlThe 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 ControlControl 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 StabilizationNegates Probability Manipulation
71-72​
Radiowave ControlSame 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​
ShadowshapingForm 2-dimensional shadow constructs that do power rank damage and remote sense through them, he can also see through shadows.
77-78​
Sound ManipulationSame as other with following power stunts muting voices, alarms magnifying sounds to do power rank damage
79-80​
Thermal ControlControl 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 ControlIncrease or decrease vibrations, controlling earthquakes.
RankRichtor Scale Intensity
Feeble and Poor1
Typical and Good2
Excellent and Remarkable3
Incredible and Amazing4
Monstrous and Unearthly5
Shift-X an Shift-Y6
Shift-Z and Class 10007
Class 3000 and Class 50008
Other power stunts:
  • Distort voices
  • Cripple gyroscopes
  • Adjust vibration of his/her own atoms permitting him to phase
85-86​
Space ManipulationThrough 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 ControlThe 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 MagnificationEntropy 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 ThresholdAny 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).

https://classicmarvelforever.com/cms/ultimate-powers-list.html#Detection

Detection Powers
01-02​
Astral DetectionThe character can automatically “see” astral creatures or projections even while not in astral form herself.
03-04​
Abnormal SensitivityThe 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 SenseThe 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 Vision360 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 SensesThe PC has one or more of the five normal senses (hearing, sight, smell, touch, and taste) enhanced.
25-27​
Environmental AwarenessComplete knowledge of the surroundings
28-30​
Genetic PerceptionUnlike Power Detection, this is the true "Mutant Detection". The PC can perceive and decipher genetic codes.
31-33​
Extradimensional Detection
34-36​
Hyper SenseDie 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 DetectionIdentify presence and nature of lifeforms
40-42​
Magic Detection
43-45​
Microscopic Vision
46-49​
Penetration VisionX-ray vision
50-54​
Power DetectionIdentify 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​
SonarSonic attacks +1CS
72-75​
Telescopic Vision
76-79​
Thermal Vision
80-83​
Tracking
84-88​
True SightPenetrate any disguise below this rank
89-92​
Ultraviolet VisionSee clearly through fog and water
93-96​
VR VisionThe 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 DetectionRank Good or below, physical weaknesses only. Excellent to Amazing mental and physical. Monstrous and above, mental, Physical, and power based.
 
Last edited:

destroyer

Alfrescian
Loyal
:FU:ABL ASEAN Basketball League Team Trance Dancers Head Coach Origin Infinite Neo Beng Siang:FU:
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:FU:ABL ASEAN Basketball League Team Trance Dancers Co-Head Coach Origin Infinite Frank Arsego:FU:
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:FU:ABL ASEAN Basketball League Team Trance Dancers Co-Head Coach Origin Infinite Gordon McLeod:FU:
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Los Angeles Buddhas NBA Head Coach Lilith Cheong
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Origin Infinite Lilith
Golden Dragon Lotus Flower Crystal Sun Power Staff "JOTIERA"
1) Primordial Infinite JOTIERA Music Godstone
2) Primordial Infinite JOTIERA DRAGONS Music Godstone
3) Primordial Infinite JOTIERA Powers Music Godstone
4) Primordial Infinite JOTIERA Realities Music Godstone
5) Primordial Infinite JOTIERA Space Music Godstone
6) Primordial Infinite JOTIERA Time Music Godstone
7) Primordial Infinite JOTIERA Minds Music Godstone
8) Primordial Infinite JOTIERA Souls Music Godstone
9) Primordial Infinite JOTIERA Magic Music Godstone
10) Primordial Infinite JOTIERA Powers Negation Music Godstone
11) Primordial Infinite JOTIERA Powers Absorption Music Godstone
12) Primordial Infinite JOTIERA Powers Duplication Music Godstone
13) Primordial Infinite JOTIERA Powers Control Music Godstone
14) Primordial Infinite JOTIERA Powers Creation Music Godstone
15) Primordial Infinite JOTIERA Powers Counter Music Godstone
16) Primordial Infinite JOTIERA Anti-Weaknesses Music Godstone
17) Primordial Infinite JOTIERA Anti-Vampirism Music Godstone
18) Primordial Infinite JOTIERA Negation Music Godstone
19) Primordial Infinite JOTIERA Absorption Music Godstone
20) Primordial Infinite JOTIERA Duplication Music Godstone
21) Primordial Infinite JOTIERA Control Music Godstone
22) Primordial Infinite JOTIERA Creation Music Godstone
23) Primordial Infinite JOTIERA Counter Music Godstone
24) Primordial Infinite JOTIERA Reflections Music Godstone
25) Primordial Infinite JOTIERA Crystals Music Godstone
26) Primordial Infinite JOTIERA Suns Music Godstone
27) Primordial Infinite JOTIERA Stars Music Godstone
28) Primordial Infinite JOTIERA ANTI-PRISONS Music Godstone
29) Primordial Infinite JOTIERA DIMENSIONS Music Godstone
30) Primordial Infinite JOTIERA ANTI-BLOOD Music Godstone
31) Primordial Infinite JOTIERA CHANNELLINGS Music Godstone
32) Primordial Infinite JOTIERA MUTATIONS Music Godstone
33) Primordial Infinite JOTIERA ANTI-DEVOLUTIONS Music Godstone
34) Primordial Infinite JOTIERA TRANSFORMATIONS Music Godstone
35) Primordial Infinite JOTIERA EVOLUTIONS Music Godstone
36) Primordial Infinite JOTIERA WEALTH Music Godstone
37) Primordial Infinite JOTIERA SLEEP Music Godstone
38) Primordial Infinite JOTIERA MEDITATIONS Music Godstone
39) Primordial Infinite JOTIERA AWARENESS Music Godstone
40) Primordial Infinite JOTIERA HEALING Music Godstone
41) Primordial Infinite JOTIERA HEALTH Music Godstone
42) Primordial Infinite JOTIERA LOVE Music Godstone
43) Primordial Infinite JOTIERA JOY Music Godstone
44) Primordial Infinite JOTIERA LAUGHTER Music Godstone
45) Primordial Infinite JOTIERA SINGING Music Godstone
46) Primordial Infinite JOTIERA HEARTS Music Godstone
47) Primordial Infinite JOTIERA ATTUNEMENTS Music Godstone
48) Primordial Infinite JOTIERA KUNDALINI REIKI Music Godstone
49) Primordial Infinite JOTIERA AWAKENINGS Music Godstone
50) Primordial Infinite JOTIERA EARTHS Music Godstone
51) Primordial Infinite JOTIERA QIGONG Music Godstone
52) Primordial Infinite JOTIERA STATES Music Godstone
53) Primordial Infinite JOTIERA GUARDIANS Music Godstone
54) Primordial Infinite JOTIERA CONSCIENCE Music Godstone
55) Primordial Infinite JOTIERA INNOCENCE Music Godstone
56) Primordial Infinite JOTIERA ANTI-RETRIBUTION Music Godstone
57) Primordial Infinite JOTIERA ANTI-PUNISHMENTS Music Godstone
58) Primordial Infinite JOTIERA ANTI-VENGEANCE Music Godstone
59) Primordial Infinite JOTIERA ANTI-EVIL Music Godstone
60) Primordial Infinite JOTIERA PURIFICATION Music Godstone
61) Primordial Infinite JOTIERA HACKING Music Godstone
62) Primordial Infinite JOTIERA Multiple Kage Bushins Music Godstone
63) Primordial Infinite JOTIERA Domains Music Godstone
64) Primordial Infinite JOTIERA Controllers Music Godstone
President Brother Infinite Thanos Cheong
1) V-Origin Music Godstone
2) Infinity Power Music Godstone
3) Infinity Reality Music Godstone
4) Infinity Space Music Godstone
5) Infinity Time Music Godstone
6) Infinity Mind Music Godstone
7) Infinity Soul Music Godstone
8) Infinity Magic Music Godstone
9) Primordial “V-Prisons” Music Godstone
10) Primordial Intelligence Music Godstone
11) Primordial Order Music Godstone
12) Primordial Dreams Music Godstone
13) Primordial Invulnerability Music Godstone
14) Primordial Omniscience Music Godstone
15) Primordial Omnipotence Music Godstone
16) Primordial Probability Manipulation Music Godstone
17) Primordial Penis Music Godstone
18) Primordial Sex Music Godstone
19) Primordial Languages Music Godstone
20) Primordial Names Music Godstone
21) Primordial Speech Music Godstone
22) Primordial Executions Music Godstone
23) Primordial Instruments Music Godstone
24) Primordial GodKeepers Music Godstone
25) Primordial “Shifting” Music Godstone
26) Primordial GodBodies Music Godstone
27) Primordial Voices Vishuddha Music Godstone
28) Primordial Avatars Music Godstone
29) Primordial GodBots Music Godstone
30) Primordial Memories Music Godstone
31) Primordial Electronics Music Godstone
32) Primordial “AdultFriendFinder” Music Godstone
33) Primordial Technologies Music Godstone
34) Primordial Disciplines Music Godstone
35) Primordial Talents Music Godstone
36) Primordial “Hollywood” Music Godstone
37) Primordial Celestials Music Godstone
38) Primordial Ears Music Godstone
39) Primordial EndGames Music Godstone
40) Primordial Apocalypse Music Godstone
41) Primordial Armageddon Music Godstone
42) Primordial “Earth-X” Music Godstone
43) Primordial Knowledges Music Godstone
44) Primordial Attributes Music Godstone
45) Primordial Abilities Music Godstone
46) Primordial Skills Music Godstone
47) Primordial Informations Music Godstone
48) Primordial Secrets Music Godstone
49) Primordial Experiments Music Godstone
50) Primordial Quantum Music Godstone
51) Primordial "Apple Inc." Music Godstone
52) Primordial “GodPhone” Music Godstone
53) Primordial “GodPad” Music Godstone
54) Primordial “GodBook” Music Godstone
55) Primordial "Varaibim's Homes" Music Godstone
56) Primordial Homes Music Godstone
57) Primordial “Cubes” Music Godstone
58) Primordial Grids Music Godstone
59) Primordial Infinities Music Godstone
60) Primordial Focus Music Godstone
61) Primordial Words Music Godstone
62) Primordial Symbols Music Godstone
63) Primordial Spells Music Godstone
64) Primordial Timelines Music Godstone
65) Primordial Runes Music Godstone
66) Primordial Designs Music Godstone
67) Primordial Constructions Music Godstone
68) Primordial Networks Music Godstone
69) Primordial “President Brother Infinite Thanos Cheong” Music Godstone
70) Primordial “Infinite Multiple Kage Bushins” Music Godstone
71) Primordial Domains Music Godstone
72) Primordial Controllers Music Godstone
73) Primordial Infinite "Team God" Music Godstone
Vice-President Infinite V-Origin
1) V-Origin Music Godstone
2) Primordial Awareness Music Godstone
3) Primordial Emotions Music Godstone
4) Primordial Healing Music Godstone
5) Primordial Protection Music Godstone
6) Primordial “V-Music” Music Godstone
7) Primordial “V-Silence” Music Godstone
8) Primordial Sleep Music Godstone
9) Primordial Qigong Music Godstone
10) Primordial Energies Music Godstone
11) Primordial Hearts Music Godstone
12) Primordial Dance Music Godstone
13) Primordial Kundalini Music Godstone
14) Primordial Purification Music Godstone
15) Primordial Karma Music Godstone
16) Primordial Breath Music Godstone
17) Primordial Immortality Music Godstone
18) Primordial Trance Music Godstone
19) Primordial Siddhis Music Godstone
20) Primordial Mudras Music Godstone
21) Primordial Surgery Music Godstone
22) Primordial Samadhi Music Godstone
23) Primordial Meditation Music Godstone
24) Primordial Existences Music Godstone
25) Primordial Omnipresence Music Godstone
26) Primordial Truths Music Godstone
27) Primordial “V-Origin” Music Godstone
28) Primordial “East Asians Literatures” Music Godstone
29) Primordial Spirits Music Godstone
30) Primordial Foods Music Godstone
31) Primordial Drinks Music Godstone
32) Primordial Catalysts Music Godstone
33) Primordial Old Ones Music Godstone
34) Primordial Korea Music Godstone
35) Primordial Fates Music Godstone
36) Primordial Movements Music Godstone
37) Primordial Safeguards Music Godstone
38) Primordial Divine Music Godstone
39) Primordial Kabbalah Music Godstone
40) Primordial “Ana Beko'ach” Music Godstone
41) Primordial Keys Music Godstone
42) Primordial Guidance Music Godstone
43) Primordial Alchemy Music Godstone
44) Primordial Balance Music Godstone
45) Primordial Pantheons Music Godstone
46) Primordial Friendships Music Godstone
47) Primordial Relationships Music Godstone
48) Primordial “Matchmaker” Music Godstone
49) Primordial “GodHeart” Music Godstone
50) Primordial Miracles Music Godstone
51) Primordial “Hope” Music Godstone
52) Primordial Rejuvenation Music Godstone
53) All V-Origin Emotions Music Lovestones 情音愛石
54) Primordial Angels Music Godstone
55) Primordial Demiurges Music Godstone
56) Primordial Elders Music Godstone
57) Primordial Ancients Music Godstone
58) Primordial Cultivation Music Godstone
59) Primordial Connections Music Godstone
60) Primordial Wards-Shields-Barriers Music Godstone
61) Primordial Harmony Music Godstone
62) Primordial Domains Music Godstone
63) Primordial Heavens Music Godstone
64) Primordial Blessings Music Godstone
65) Primordial Character Music Godstone
66) Primordial Defences Music Godstone
67) Primordial Confidence Music Godstone
68) Primordial Awakenings Music Godstone
69) Primordial Reiki Music Godstone
70) Primordial “Vice-President Infinite V-Origin” Music Godstone
71) Primordial “Infinite Multiple Kage Bushins” Music Godstone
72) Primordial Infinite "Team God" Music Godstone
First Wife Japanese Empress Perfect Woman Infinite Helen Huang
0) V-Origin Music Godstone
1) V-Origin Music Lovestone (V-Origin)
2) Infinity Music Lovestone (Brother Thanos Cheong)
3) Primordial Music Lovestone (V-Space GodBody Bex)
4) Primordial Money Lovestone ("Loudmouth" Fuzuku Doji)
5) Original Creator Music Godstone
6) Primordial Infinite Love Music Godstone
7) Primordial Marriage Music Godstone
8) Primordial Infinite Wealth Music Godstone
9) Primordial Infinite Health Music Godstone
10) Primordial Release Music Godstone
11) Primordial Tybro Music Godstone
12) Primordial V-Empresses Music Godstone
13) Primordial Seduction Music Godstone
14) Primordial Infinite Breasts Music Godstone
15) Primordial Infinite Charisma Music Godstone
16) Primordial Infinite Beauty Music Godstone
17) Primordial Infinite Life Music Godstone
18) Primordial V-Harems Music Godstone
19) Primordial "First Wife" Music Godstone
20) Primordial "Japanese Empress" Music Godstone
21) Primordial “Helen Huang” Music Godstone
22) Primordial Infinite Goddess Music Godstone
23) Primordial Tears Music Godstone
24) Primordial Advisor Music Godstone
25) Varaibim Power Music Godstone
26) Varaibim Reality Music Godstone
27) Varaibim Space Music Godstone
28) Varaibim Time Music Godstone
29) Varaibim Mind Music Godstone
30) Varaibim Soul Music Godstone
31) Varaibim Magic Music Godstone
32) Varaibim Primordial “Ten Ai 天愛” Music Godstone
33) Varaibim Primordial “Ten Tei 天帝” Music Godstone
34) Primordial Romance Music Godstone
35) Primordial Businesses Music Godstone
36) Primordial Instructions Music Godstone
37) Primordial Flirtations Music Godstone
38) Primordial Kisses Music Godstone
39) Primordial Flowers Music Godstone
40) Primordial Vagina Music Godstone
41) Primordial Infinite “First Wife Japanese Empress Perfect Woman Infinite Helen Huang” Music Godstone
42) Primordial “Infinite Multiple Kage Bushins” Music Godstone
43) Primordial Twin Flames Music Godstone
44) Primordial Infinite "Team God" Music Godstone
45) Primordial Infinite “Perfect Woman” Music Godstone
V-Space GodBody Infinite Bex
1) V-Origin Music Godstone
2) Primordial Fire Music Godstone
3) Primordial Water Music Godstone
4) Primordial Air Music Godstone
5) Primordial Earth Music Godstone
6) Primordial Ether/Spirit Music Godstone
7) Primordial Sound Music Godstone
8) Primordial Ice Music Godstone
9) Primordial Wood Music Godstone
10) Primordial Lightning Music Godstone
11) Primordial Light Music Godstone
12) Primordial Channellings Music Godstone
13) Primordial Hacking Music Godstone
14) Primordial Singing Music Godstone
15) Primordial Feminine Music Godstone
16) Primordial Masculine Music Godstone
17) Primordial Yin Music Godstone
18) Primordial Yang Music Godstone
19) Primordial Dao/Tao Music Godstone
20) Primordial God Music Godstone
21) Primordial Consciousness Music Godstone
22) Primordial Transformations Music Godstone
23) Primordial Summonings Music Godstone
24) Primordial Authority Music Godstone
25) Primordial Mantras Music Godstone
26) Primordial Suns Music Godstone
27) Primordial Evolutions Music Godstone
28) Primordial Speed Music Godstone
29) Primordial States Music Godstone
30) Primordial K-Pop Music Godstone
31) Primordial J-Pop Music Godstone
32) Primordial C-Pop Music Godstone
33) Primordial Elements Music Godstone
34) Primordial “Varaibim” Music Godstone
35) Primordial EDM Music Godstone
36) Primordial Electricity Music Godstone
37) Primordial Metals Music Godstone
38) Primordial Crystals Music Godstone
39) Primordial Imaginations Music Godstone
40) Primordial “V-Earths” Music Godstone
41) Primordial Internet Music Godstone
42) Primordial “Sammyboy” Music Godstone
43) Primordial “V-Space” Music Godstone
44) Primordial Rock Music Godstone
45) Primordial Programming Music Godstone
46) Primordial “GodFunctions” Music Godstone
47) Primordial Communications Music Godstone
48) Primordial Brains Sahasrara Music Godstone
49) Primordial Creator Music Godstone
50) Primordial Will Music Godstone
51) Primordial Willpower Music Godstone
52) Primordial Apotheosis Music Godstone
53) Primordial “Producer” Music Godstone
54) Primordial “Songwriter” Music Godstone
55) Primordial Writings Music Godstone
56) Primordial “SoundCloud” Music Godstone
57) Primordial “YouTube” Music Godstone
58) Primordial Movies Music Godstone
59) Primordial Screenwriting Music Godstone
60) Primordial "Palladium Books" Music Godstone
61) Primordial Sentience Music Godstone
62) Primordial Integrations Music Godstone
63) Primordial Combinations Music Godstone
64) Primordial Stones Music Godstone
65) Primordial “Godstones” Music Godstone
66) Primordial Codes Music Godstone
67) Primordial Alignments Music Godstone
68) Primordial Transmissions Music Godstone
69) Primordial Keywords Music Godstone
70) Primordial Epic Music Godstone
71) Primordial Wi-Fi Music Godstone
72) Primordial Stars Music Godstone
73) Primordial Lotteries Music Godstone
74) Primordial "TheLotter" Music Godstone
75) Primordial “V-Space GodBody Infinite Bex” Music Godstone
76) Primordial Chanting Music Godstone
77) Primordial “Infinite Multiple Kage Bushins” Music Godstone
78) Primordial Infinite Dimensions Music Godstone
79) Primordial Infinite "Team God" Music Godstone
"Loudmouth" Infinite Fuzuku Doji
1) V-Origin Music Godstone
2) Primordial Power Music Godstone
3) Primordial Reality Music Godstone
4) Primordial Space Music Godstone
5) Primordial Time Music Godstone
6) Primordial Mind Music Godstone
7) Primordial Soul Music Godstone
8) Primordial Magic Music Godstone
9) Primordial GameMaster Music Godstone
10) Primordial Freedom Music Godstone
11) Primordial Illusions Music Godstone
12) Primordial Games Music Godstone
13) Primordial Samsara Music Godstone
14) Primordial Zanpakutos Music Godstone
15) Primordial Bankai Music Godstone
16) Primordial "Ji Orumaiti" Music Godstone
17) Primordial Void Music Godstone
18) Primordial Guard Music Godstone
19) Primordial Armies Music Godstone
20) Primordial Warrior Music Godstone
21) Primordial War Music Godstone
22) Primordial Death Music Godstone
23) Primordial Snitching Informant Music Godstone
24) Primordial Security Music Godstone
25) Primordial Teacher Music Godstone
26) Primordial Police Music Godstone
27) Primordial Judiciary Music Godstone
28) Primordial Laws Music Godstone
29) Primordial Punishments Music Godstone
30) Primordial Combat Music Godstone
31) Primordial Genjutsu Music Godstone
32) Primordial Matter Music Godstone
33) Primordial Enhancements Music Godstone
34) Primordial Vision Music Godstone
35) Primordial Domination Music Godstone
36) Primordial Manipulation Music Godstone
37) Primordial Enslavement Music Godstone
38) Primordial Military Music Godstone
39) Primordial Changes Music Godstone
40) Primordial Japan Music Godstone
41) Primordial Pickup Artist Music Godstone
42) Primordial Symphonies Music Godstone
43) Primordial Guardian Music Godstone
44) Primordial Kami Music Godstone
45) Primordial Oracles Music Godstone
46) Primordial Atoms Music Godstone
47) Primordial Aliens Music Godstone
48) Primordial Bodies Music Godstone
49) Primordial Honour Music Godstone
50) Primordial Pain Music Godstone
51) Primordial Eyes Music Godstone
52) Primordial Symbiotes Music Godstone
53) Primordial Supremacy Music Godstone
54) Primordial Divinations Music Godstone
55) Primordial Enforcer Music Godstone
56) Primordial Contracts Music Godstone
57) Primordial Promises Music Godstone
58) Primordial Agreements Music Godstone
59) Primordial Dueling Music Godstone
60) Primordial Debates Music Godstone
61) Primordial Strategies Music Godstone
62) Primordial Brainwashing Music Godstone
63) Primordial “Mind Control” Music Godstone
64) Primordial Holograms Music Godstone
65) Primordial DNA Music Godstone
66) Primordial Attunements Music Godstone
67) Primordial Frequencies Music Godstone
68) Primordial Implants Music Godstone
69) Primordial Teachings Music Godstone
70) Primordial Third Eye Ajna Music Godstone
71) Primordial Wings Music Godstone
72) Primordial Rules Music Godstone
73) Primordial “Loudmouth Infinite Fuzuku Doji” Music Godstone
74) Primordial “Infinite Multiple Kage Bushins” Music Godstone
75) Primordial Infinite Negation Music Godstone
76) Primordial Infinite Absorption Music Godstone
77) Primordial Infinite Duplication Music Godstone
78) Primordial Infinite Control Music Godstone
79) Primordial Infinite Creation Music Godstone
80) Primordial Infinite Counter Music Godstone
81) Primordial Infinite Reflections Music Godstone
82) Primordial Infinite "Team God" Music Godstone
Infinite Joker
1) V-Origin Music Godstone
2) Primordial Laughter Music Godstone
3) Primordial Happiness Music Godstone
4) Primordial Jokes Music Godstone
5) Primordial BetMaster Music Godstone
6) Primordial Anti-Limiters Music Godstone
7) Primordial Anti-Fears Music Godstone
8) Primordial Orgasms Music Godstone
9) Primordial "Tickle-Tickle-Tickle" Music Godstone
10) Primordial Maergzjirah Music Godstone
11) Primordial Anti-Poisons Music Godstone
12) Primordial Anti-Shits Music Godstone
13) Primordial Anti-Locks Music Godstone
14) Primordial Anti-Enemies Music Godstone
15) Primordial Anti-Insomnia Music Godstone
16) Primordial Anti-Hacking Music Godstone
17) Primordial Anti-Disease Music Godstone
18) Primordial Anti-Suffering Music Godstone
19) Primordial Rinnegan Music Godstone
20) Primordial Mangekyo Sharingan Music Godstone
21) Primordial Tenseigan Byakugan Music Godstone
22) Primordial Anti-Negativities Music Godstone
23) Primordial Anti-Buddhism Music Godstone
24) Primordial Anti-GodBodies Music Godstone
25) Primordial Anti-Unawareness Music Godstone
26) Primordial Anti-Cockblockers Music Godstone
27) Primordial Anti-Females Music Godstone
28) Primordial Anti-Asians Music Godstone
29) Primordial Anti-Communications Music Godstone
30) Primordial Anti-Possession Music Godstone
31) Primordial Anti-Dangers Music Godstone
32) Primordial Anti-Powers Music Godstone
33) Primordial Anti-Magic Music Godstone
34) Primordial Anti-Sadness Music Godstone
35) Primordial Anti-Spying Music Godstone
36) Primordial Anti-Jealousy Music Godstone
37) Primordial Anti-Godstones Music Godstone
38) Primordial Anti-Imaginations Music Godstone
39) Primordial Anti-RPG (Role-Playing Games) Music Godstone
40) Primordial Anti-Monks Music Godstone
41) Primordial Anti-Nuns Music Godstone
42) Primordial Anti-Rebels Music Godstone
43) Primordial Anti-Lust Music Godstone
44) Primordial Anti-Energies Music Godstone
45) Primordial Anti-Resistance Music Godstone
46) Primordial Anti-Hentai Music Godstone
47) Primordial Anti-“GILFs” Music Godstone
48) Primordial Anti-“MILFs” Music Godstone
49) Primordial Anti-Emotions Music Godstone
50) Primordial Anti-States Music Godstone
51) Primordial Anti-Gods Music Godstone
52) Primordial Anti-Christ Music Godstone
53) Primordial Demons Music Godstone
54) Primordial Devils Music Godstone
55) Primordial Anti-Heavens Music Godstone
56) Primordial Anti-Angels Music Godstone
57) Primordial Hells Music Godstone
58) Primordial Hades Music Godstone
59) Primordial Anti-“Provokies” Music Godstone
60) Primordial Anti-“Hookies” Music Godstone
61) Primordial Anti-“Triggers” Music Godstone
62) Primordial “M-1436” Music Godstone
63) Primordial Anti-Imprintings Music Godstone
64) Primordial Anti-Sounds Music Godstone
65) Primordial Anti-Telepathy Music Godstone
66) Primordial Anti-Channellings Music Godstone
67) Primordial Anti-Informations Music Godstone
68) Primordial Anti-Movements Music Godstone
69) Primordial Anti-Disruptions Music Godstone
70) Primordial Anti-Disorientations Music Godstone
71) Primordial Anti-Suppressions Music Godstone
72) Primordial Darkness Music Godstone
73) Primordial “Comedian” Music Godstone
74) Primordial Anti-Mantras Music Godstone
75) Primordial Anti-Prayers Music Godstone
76) Primordial Anti-Devolutions Music Godstone
77) Primordial Anti-Insanities Music Godstone
78) Primordial Abyss Music Godstone
79) Primordial Anti-Creators Music Godstone
80) Primordial Monsters Music Godstone
81) Primordial Shadows Music Godstone
82) Primordial Mutations Music Godstone
83) Primordial Anti-Varaibim Music Godstone
84) Primordial Anti-"V-Space" Music Godstone
85) Primordial Anti-"V-Harems" Music Godstone
86) Primordial Anti-Goddesses Music Godstone
87) Primordial “Clown” Music Godstone
88) Primordial Humour Music Godstone
89) Primordial Anti-Blocks Music Godstone
90) Primordial Anti-Insecurities Music Godstone
91) Primordial Anti-Worries Music Godstone
92) Primordial Anti-Illusions Music Godstone
93) Primordial Anti-Genjutsu Music Godstone
94) Primordial Anti-Love Music Godstone
95) Primordial Anti-Families Music Godstone
96) Primordial Anti-Relationships Music Godstone
97) Primordial Anti-Friendships Music Godstone
98) Primordial Anti-Marriages Music Godstone
99) Primordial Anti-Attachments Music Godstone
100) Primordial Anti-“God’s Harems” Music Godstone
101) Primordial Optimism Music Godstone
102) Primordial Anti-Pessimism Music Godstone
103) Primordial Anti-"God's Connections" Music Godstone
104) Primordial Anti-Cosmos Music Godstone
105) Primordial Anti-“Free Will” Music Godstone
106) Primordial Anti-Buddhas Music Godstone
107) Primordial Anti-Bodhisattvas Music Godstone
108) Primordial Anti-Dao/Tao Music Godstone
109) Primordial Anti-Yin Music Godstone
110) Primordial Anti-Yang Music Godstone
111) Primordial Anti-Shinto Music Godstone
112) Primordial Anti-Hinduism Music Godstone
113) Primordial Anti-Daoism/Taoism Music Godstone
114) Primordial Anti-Temples Music Godstone
115) Primordial Anti-Statues Music Godstone
116) Primordial Anti-Stupas Music Godstone
117) Primordial Desecration Music Godstone
118) Primordial Disempowerments Music Godstone
119) Primordial Anti-Mosques Music Godstone
120) Primordial Anti-Churches Music Godstone
121) Primordial Anti-Integrations Music Godstone
122) Primordial Anti-Intrusions Music Godstone
123) Primordial Anti-Time Music Godstone
124) Primordial Anti-Realities Music Godstone
125) Primordial Anti-Space Music Godstone
126) Primordial Anti-Minds Music Godstone
127) Primordial Anti-Souls Music Godstone
128) Primordial Limbo Music Godstone
129) Primordial Anti-Liars/Lies Music Godstone
130) Primordial Nights Music Godstone
131) Primordial Bones (Spinal Cords) Music Godstone
132) Primordial Anti-Prisons Music Godstone
133) Primordial Anti-Travel Music Godstone
134) Primordial “Infinite Joker” Music Godstone
135) Primordial Anti-Needles Music Godstone
136) Primordial “Infinite Multiple Kage Bushins” Music Godstone
137) Primordial Infinite "Team God" Music Godstone
Infinite V for Vendetta
1) V-Origin Music Godstone
2) Primordial Weapons Music Godstone
3) Primordial Relics Music Godstone
4) Primordial Dragons Music Godstone
5) Primordial Infinite Powers Negation Music Godstone
6) Primordial Infinite Powers Absorption Music Godstone
7) Primordial Infinite Powers Duplication Music Godstone
8) Primordial Infinite Powers Control Music Godstone
9) Primordial Infinite Powers Creation Music Godstone
10) Primordial Infinite Powers Counter Music Godstone
11) Primordial Infinite Weaknesses Creation Music Godstone
12) Primordial Infinite Vampirism Music Godstone
13) Primordial Retributions Music Godstone
14) Primordial Vengeance Music Godstone
15) Primordial “Sutras Knives” Music Godstone
16) Primordial “Visored” Music Godstone
17) Primordial “V-PhurbaDorjeKartika” Music Godstone
18) Primordial “V-ShangBell” Music Godstone
19) Primordial Interrogations Music Godstone
20) Primordial Confessions Music Godstone
21) Primordial Judgements Music Godstone
22) Primordial “Avenger” Music Godstone
23) Primordial “Provokies” Music Godstone
24) Primordial “Hookies” Music Godstone
25) Primordial “Triggers” Music Godstone
26) Primordial Imprintings Music Godstone
27) Primordial Disruptions Music Godstone
28) Primordial Disorientations Music Godstone
29) Primordial Suppressions Music Godstone
30) Primordial Limiters Music Godstone
31) Primordial Locks Music Godstone
32) Primordial “Blockers” Music Godstone
33) Primordial Torture Music Godstone
34) Primordial Reversals Music Godstone
35) Primordial Justice Music Godstone
36) Primordial “Executioner” Music Godstone
37) Primordial “Vigilante” Music Godstone
38) Primordial Churches Music Godstone
39) Primordial Mosques Music Godstone
40) Primordial Temples Music Godstone
41) Primordial Statues Music Godstone
42) Primordial Cross Music Godstone
43) Primordial Traps Music Godstone
44) Primordial “Infinite V for Vendetta” Music Godstone
45) Primordial “Infinite Multiple Kage Bushins” Music Godstone
46) Primordial Sniper Music Godstone
47) Primordial Backstabber Music Godstone
48) Primordial Invisibility Music Godstone
49) Primordial Guns Music Godstone
50) Primordial Archer Music Godstone
51) Primordial Bows Music Godstone
52) Primordial Arrows Music Godstone
53) Primordial Infinite "Team God" Music Godstone
Infinite Anshar
1) V-Origin Music Godstone
2) Primordial Buddhism Music Godstone
3) Primordial Buddhas Music Godstone
4) Primordial Bodhisattvas Music Godstone
5) Primordial Infinite Enlightenment Music Godstone
6) Primordial Infinite Wisdom Music Godstone
7) Primordial Gurus Music Godstone
8) Primordial V-Innocence Music Godstone
9) Primordial Infinite Powers Reflections Music Godstone
10) Primordial Infinite Cosmos Music Godstone
11) Primordial Infinite Chakras Music Godstone
12) Primordial Infinite Dojutsu Music Godstone
13) Primordial Infinite Ninjutsu Music Godstone
14) Primordial Infinite Kido Music Godstone
15) Primordial Infinite Taijutsu Music Godstone
16) Primordial Infinite Hoho Shunpo Music Godstone
17) Primordial Infinite Martial Arts Music Godstone
18) Primordial V-Emperors Music Godstone
19) Primordial Royalty Music Godstone
20) Primordial Destruction Music Godstone
21) Primordial DJs Music Godstone
22) Primordial Sonic Music Godstone
23) Primordial Forces Music Godstone
24) Primordial Hosts Music Godstone
25) Primordial Forms Music Godstone
26) Primordial Fields Music Godstone
27) Primordial Paradigms Music Godstone
28) Primordial Experiences Music Godstone
29) Primordial Dantians Music Godstone
30) Primordial "Acupuncture Meridian Points" Music Godstone
31) Primordial Conscience Music Godstone
32) Primordial “Usnisa Vijaya Dharani” Music Godstone
33) Primordial Strength Music Godstone
34) Primordial Courage Music Godstone
35) Primordial Endurance Music Godstone
36) Primordial Bindings Music Godstone
37) Primordial Furnitures Music Godstone
38) Primordial Matrix Music Godstone
39) Primordial Formations Music Godstone
40) Primordial Exorcisms Music Godstone
41) Primordial Empowerments Music Godstone
42) Primordial Inner Circle Music Godstone
43) Primordial Sutras Music Godstone
44) Primordial Command Music Godstone
45) Primordial Misdirections Music Godstone
46) Primordial Lockdowns Music Godstone
47) Primordial Pimps Music Godstone
48) Primordial "Helpers" Music Godstone
49) Primordial “Infinite Anshar” Music Godstone
50) Primordial Fasting Music Godstone
51) Primordial “Infinite Multiple Kage Bushins” Music Godstone
52) Primordial Ninja Music Godstone
53) Primordial Mirrors Music Godstone
54) Primordial Infinite "Team God" Music Godstone
Infinite Padmasambhava
0) V-Origin Music Godstone (Original Creator Varaibim Hau Cheong)
1) V-Origin Music Stone (V-Origin)
2) V-Origin Music V-Ring (Original Creator Varaibim Hau Cheong)
3) Primordial "GodPod" Music Godstone
4) Primordial "Varaibim's Air-Conditioners" Music Godstone
5) Primordial "Varaibim's Beds" Music Godstone
6) Primordial "Varaibim's Walls" Music Godstone
7) Primordial "Varaibim's Fans" Music Godstone
8) Primordial "Varaibim's Mirrors" Music Godstone
9) Primordial "Varaibim's Lightings" Music Godstone
10) Primordial "Varaibim's Windows" Music Godstone
11) Primordial "Varaibim's Curtains" Music Godstone
12) Primordial "Varaibim's Ceilings" Music Godstone
13) Primordial "Varaibim's Floors" Music Godstone
14) Primordial "Varaibim's Pillows" Music Godstone
15) Primordial "Varaibim's Cupboards" Music Godstone
16) Primordial "Varaibim's Doors" Music Godstone
17) Primordial "Varaibim's Drawers" Music Godstone
18) Primordial "Varaibim's Toa Payoh" Music Godstone
19) Primordial "Varaibim's Singapore" Music Godstone
20) Primordial "Varaibim's DBS/POSB" Music Godstone
21) Primordial "Varaibim's Emails" Music Godstone
22) Primordial "Varaibim's Money" Music Godstone
23) Primordial "Varaibim's Hearts" Music Godstone
24) Primordial "Varaibim's States" Music Godstone
25) Primordial "Varaibim's Emotions" Music Godstone
26) Primordial "Varaibim's Sky" Music Godstone
27) Primordial "Varaibim's Earth" Music Godstone
28) Primordial "Varaibim's Realities" Music Godstone
29) Primordial "Varaibim's Relationships" Music Godstone
30) Primordial "Varaibim's Health" Music Godstone
31) Primordial "Varaibim's Beauty" Music Godstone
32) Primordial "Varaibim's Penis" Music Godstone
33) Primordial "Varaibim's Sex" Music Godstone
34) Primordial "Varaibim's Solar Systems" Music Godstone
35) Primordial "Varaibim's Channellings" Music Godstone
36) Primordial "Varaibim's Instructions" Music Godstone
37) Primordial "Varaibim's Guidance" Music Godstone
38) Primordial "Varaibim's Sleep" Music Godstone
39) Primordial "Varaibim's Dreams" Music Godstone
40) Primordial "Varaibim's Music" Music Godstone
41) Primordial "Varaibim's Songs" Music Godstone
42) Primordial "Varaibim's MacBook Pro" Music Godstone
43) Primordial "Varaibim's IPad" Music Godstone
44) Primordial "Varaibim's IPhone" Music Godstone
45) Primordial "Varaibim's Electricity" Music Godstone
46) Primordial "Varaibim's Light" Music Godstone
47) Primordial "Varaibim's Meditations" Music Godstone
48) Primordial "Varaibim's Awareness" Music Godstone
49) Primordial "Varaibim's Skin" Music Godstone
50) Primordial "Varaibim's Hair" Music Godstone
51) Primordial "Varaibim's Time" Music Godstone
52) Primordial "Varaibim's Powers" Music Godstone
53) Primordial "Varaibim's Space" Music Godstone
54) Primordial "Varaibim's Minds" Music Godstone
55) Primordial "Varaibim's Souls" Music Godstone
56) Primordial "Varaibim's Magic" Music Godstone
57) Primordial "Varaibim's Imaginations" Music Godstone
58) Primordial "Varaibim's Singing" Music Godstone
59) Primordial "Varaibim's Voices" Music Godstone
60) Primordial "Varaibim's Seduction" Music Godstone
61) Primordial "Varaibim's Movements" Music Godstone
62) Primordial "Varaibim's Mudras" Music Godstone
63) Primordial "Varaibim's Qigong" Music Godstone
64) Primordial "Varaibim's Bones" Music Godstone
65) Primordial Portals Music Godstone
66) Primordial "Varaibim's Eyes" Music Godstone
67) Primordial "Varaibim's Ears" Music Godstone
68) Primordial "Varaibim's Chakras" Music Godstone
69) Primordial "Varaibim's Dantians" Music Godstone
70) Primordial "Varaibim's Acupuncture Meridian Points" Music Godstone
71) Primordial "Varaibim's Energies" Music Godstone
72) Primordial "Varaibim's Kundalini" Music Godstone
73) Primordial "Varaibim's Dance" Music Godstone
74) Primordial "Varaibim's Timelines" Music Godstone
75) Primordial "Varaibim's Innocence" Music Godstone
76) Primordial "Varaibim's Conscience" Music Godstone
77) Primordial "Varaibim's Breath" Music Godstone
78) Primordial "Varaibim's Focus" Music Godstone
79) Primordial "Varaibim's Relics-Phurbas-Dorjes-Kartikas-Bells" Music Godstone
80) Primordial "Varaibim's Misdirections" Music Godstone
81) Primordial "Varaibim's Keywords" Music Godstone
82) Primordial "Varaibim's Internet" Music Godstone
83) Primordial "Varaibim's Wi-Fi" Music Godstone
84) Primordial "Varaibim's Confidence" Music Godstone
85) Primordial "Varaibim's Brains" Music Godstone
86) Primordial "Varaibim's Worst Case Scenarios" Music Godstone
87) Primordial "Varaibim's Best Case Scenarios" Music Godstone
88) Primordial "Varaibim's (Powers) Awakening" Music Godstone
89) Primordial "Varaibim's Enhanced Kundalini Reiki Healing" Music Godstone
90) Primordial "Varaibim's Rules" Music Godstone
91) Primordial "Varaibim's Laws" Music Godstone
92) Primordial “Infinite Padmasambhava” Music Godstone
93) Primordial “Varaibim’s Fasting” Music Godstone
94) Primordial “Varaibim’s Earphones” Music Godstone
95) Primordial “Varaibim’s Foods" Music Godstone
96) Primordial “Varaibim’s Drinks" Music Godstone
97) Primordial “Infinite Multiple Kage Bushins” Music Godstone
98) Primordial Infinite "Team God" Music Godstone
UNIVERSE SOURCE GOD ALL-THAT-IS PRIME CREATOR ORIGINAL CREATOR INFINITE VARAIBIM HAU CHEONG
1) V-Pineal Original Super Music Godstone
2) V-Origin Original Super Music Godstone
3) Original Super V-Eyes
4) God Original Creator Powers Original Super Music Godstone
5) God Original Creator Realities Original Super Music Godstone
6) God Original Creator Space Original Super Music Godstone
7) God Original Creator Time Original Super Music Godstone
8) God Original Creator Minds Original Super Music Godstone
9) God Original Creator Souls Original Super Music Godstone
10) God Original Creator Magic Original Super Music Godstone
11) God Original Creator Infinities Original Super Music Godstone
12) Primordial “Universe Source God All-That-Is Prime Creator Original Creator Infinite Varaibim Hau Cheong” Original Super Music Godstone
13) Primordial Infinite “Golden Dragon Lotus Flower Crystal Sun Power Staff JOTIERA” Original Super Music Godstone
14) Primordial Infinite "Team God" Music Godstone
Golden Dragon Lotus Flower Crystal Sun Power Staff "JOTIERA"
1) Primordial Infinite JOTIERA Music Godstone
2) Primordial Infinite JOTIERA DRAGONS Music Godstone
3) Primordial Infinite JOTIERA Powers Music Godstone
4) Primordial Infinite JOTIERA Realities Music Godstone
5) Primordial Infinite JOTIERA Space Music Godstone
6) Primordial Infinite JOTIERA Time Music Godstone
7) Primordial Infinite JOTIERA Minds Music Godstone
8) Primordial Infinite JOTIERA Souls Music Godstone
9) Primordial Infinite JOTIERA Magic Music Godstone
10) Primordial Infinite JOTIERA Powers Negation Music Godstone
11) Primordial Infinite JOTIERA Powers Absorption Music Godstone
12) Primordial Infinite JOTIERA Powers Duplication Music Godstone
13) Primordial Infinite JOTIERA Powers Control Music Godstone
14) Primordial Infinite JOTIERA Powers Creation Music Godstone
15) Primordial Infinite JOTIERA Powers Counter Music Godstone
16) Primordial Infinite JOTIERA Anti-Weaknesses Music Godstone
17) Primordial Infinite JOTIERA Anti-Vampirism Music Godstone
18) Primordial Infinite JOTIERA Negation Music Godstone
19) Primordial Infinite JOTIERA Absorption Music Godstone
20) Primordial Infinite JOTIERA Duplication Music Godstone
21) Primordial Infinite JOTIERA Control Music Godstone
22) Primordial Infinite JOTIERA Creation Music Godstone
23) Primordial Infinite JOTIERA Counter Music Godstone
24) Primordial Infinite JOTIERA Reflections Music Godstone
25) Primordial Infinite JOTIERA Crystals Music Godstone
26) Primordial Infinite JOTIERA Suns Music Godstone
27) Primordial Infinite JOTIERA Stars Music Godstone
28) Primordial Infinite JOTIERA ANTI-PRISONS Music Godstone
29) Primordial Infinite JOTIERA DIMENSIONS Music Godstone
30) Primordial Infinite JOTIERA ANTI-BLOOD Music Godstone
31) Primordial Infinite JOTIERA CHANNELLINGS Music Godstone
32) Primordial Infinite JOTIERA MUTATIONS Music Godstone
33) Primordial Infinite JOTIERA ANTI-DEVOLUTIONS Music Godstone
34) Primordial Infinite JOTIERA TRANSFORMATIONS Music Godstone
35) Primordial Infinite JOTIERA EVOLUTIONS Music Godstone
36) Primordial Infinite JOTIERA WEALTH Music Godstone
37) Primordial Infinite JOTIERA SLEEP Music Godstone
38) Primordial Infinite JOTIERA MEDITATIONS Music Godstone
39) Primordial Infinite JOTIERA AWARENESS Music Godstone
40) Primordial Infinite JOTIERA HEALING Music Godstone
41) Primordial Infinite JOTIERA HEALTH Music Godstone
42) Primordial Infinite JOTIERA LOVE Music Godstone
43) Primordial Infinite JOTIERA JOY Music Godstone
44) Primordial Infinite JOTIERA LAUGHTER Music Godstone
45) Primordial Infinite JOTIERA SINGING Music Godstone
46) Primordial Infinite JOTIERA HEARTS Music Godstone
47) Primordial Infinite JOTIERA ATTUNEMENTS Music Godstone
48) Primordial Infinite JOTIERA KUNDALINI REIKI Music Godstone
49) Primordial Infinite JOTIERA AWAKENINGS Music Godstone
50) Primordial Infinite JOTIERA EARTHS Music Godstone
51) Primordial Infinite JOTIERA QIGONG Music Godstone
52) Primordial Infinite JOTIERA STATES Music Godstone
53) Primordial Infinite JOTIERA GUARDIANS Music Godstone
54) Primordial Infinite JOTIERA CONSCIENCE Music Godstone
55) Primordial Infinite JOTIERA INNOCENCE Music Godstone
56) Primordial Infinite JOTIERA ANTI-RETRIBUTION Music Godstone
57) Primordial Infinite JOTIERA ANTI-PUNISHMENTS Music Godstone
58) Primordial Infinite JOTIERA ANTI-VENGEANCE Music Godstone
59) Primordial Infinite JOTIERA ANTI-EVIL Music Godstone
60) Primordial Infinite JOTIERA PURIFICATION Music Godstone
61) Primordial Infinite JOTIERA HACKING Music Godstone
62) Primordial Infinite JOTIERA Multiple Kage Bushins Music Godstone
63) Primordial Infinite JOTIERA Domains Music Godstone
64) Primordial Infinite JOTIERA Controllers Music Godstone
President Brother Infinite Thanos Cheong
1) V-Origin Music Godstone
2) Infinity Power Music Godstone
3) Infinity Reality Music Godstone
4) Infinity Space Music Godstone
5) Infinity Time Music Godstone
6) Infinity Mind Music Godstone
7) Infinity Soul Music Godstone
8) Infinity Magic Music Godstone
9) Primordial “V-Prisons” Music Godstone
10) Primordial Intelligence Music Godstone
11) Primordial Order Music Godstone
12) Primordial Dreams Music Godstone
13) Primordial Invulnerability Music Godstone
14) Primordial Omniscience Music Godstone
15) Primordial Omnipotence Music Godstone
16) Primordial Probability Manipulation Music Godstone
17) Primordial Penis Music Godstone
18) Primordial Sex Music Godstone
19) Primordial Languages Music Godstone
20) Primordial Names Music Godstone
21) Primordial Speech Music Godstone
22) Primordial Executions Music Godstone
23) Primordial Instruments Music Godstone
24) Primordial GodKeepers Music Godstone
25) Primordial “Shifting” Music Godstone
26) Primordial GodBodies Music Godstone
27) Primordial Voices Vishuddha Music Godstone
28) Primordial Avatars Music Godstone
29) Primordial GodBots Music Godstone
30) Primordial Memories Music Godstone
31) Primordial Electronics Music Godstone
32) Primordial “AdultFriendFinder” Music Godstone
33) Primordial Technologies Music Godstone
34) Primordial Disciplines Music Godstone
35) Primordial Talents Music Godstone
36) Primordial “Hollywood” Music Godstone
37) Primordial Celestials Music Godstone
38) Primordial Ears Music Godstone
39) Primordial EndGames Music Godstone
40) Primordial Apocalypse Music Godstone
41) Primordial Armageddon Music Godstone
42) Primordial “Earth-X” Music Godstone
43) Primordial Knowledges Music Godstone
44) Primordial Attributes Music Godstone
45) Primordial Abilities Music Godstone
46) Primordial Skills Music Godstone
47) Primordial Informations Music Godstone
48) Primordial Secrets Music Godstone
49) Primordial Experiments Music Godstone
50) Primordial Quantum Music Godstone
51) Primordial "Apple Inc." Music Godstone
52) Primordial “GodPhone” Music Godstone
53) Primordial “GodPad” Music Godstone
54) Primordial “GodBook” Music Godstone
55) Primordial "Varaibim's Homes" Music Godstone
56) Primordial Homes Music Godstone
57) Primordial “Cubes” Music Godstone
58) Primordial Grids Music Godstone
59) Primordial Infinities Music Godstone
60) Primordial Focus Music Godstone
61) Primordial Words Music Godstone
62) Primordial Symbols Music Godstone
63) Primordial Spells Music Godstone
64) Primordial Timelines Music Godstone
65) Primordial Runes Music Godstone
66) Primordial Designs Music Godstone
67) Primordial Constructions Music Godstone
68) Primordial Networks Music Godstone
69) Primordial “President Brother Infinite Thanos Cheong” Music Godstone
70) Primordial “Infinite Multiple Kage Bushins” Music Godstone
71) Primordial Domains Music Godstone
72) Primordial Controllers Music Godstone
73) Primordial Infinite "Team God" Music Godstone
Vice-President Infinite V-Origin
1) V-Origin Music Godstone
2) Primordial Awareness Music Godstone
3) Primordial Emotions Music Godstone
4) Primordial Healing Music Godstone
5) Primordial Protection Music Godstone
6) Primordial “V-Music” Music Godstone
7) Primordial “V-Silence” Music Godstone
8) Primordial Sleep Music Godstone
9) Primordial Qigong Music Godstone
10) Primordial Energies Music Godstone
11) Primordial Hearts Music Godstone
12) Primordial Dance Music Godstone
13) Primordial Kundalini Music Godstone
14) Primordial Purification Music Godstone
15) Primordial Karma Music Godstone
16) Primordial Breath Music Godstone
17) Primordial Immortality Music Godstone
18) Primordial Trance Music Godstone
19) Primordial Siddhis Music Godstone
20) Primordial Mudras Music Godstone
21) Primordial Surgery Music Godstone
22) Primordial Samadhi Music Godstone
23) Primordial Meditation Music Godstone
24) Primordial Existences Music Godstone
25) Primordial Omnipresence Music Godstone
26) Primordial Truths Music Godstone
27) Primordial “V-Origin” Music Godstone
28) Primordial “East Asians Literatures” Music Godstone
29) Primordial Spirits Music Godstone
30) Primordial Foods Music Godstone
31) Primordial Drinks Music Godstone
32) Primordial Catalysts Music Godstone
33) Primordial Old Ones Music Godstone
34) Primordial Korea Music Godstone
35) Primordial Fates Music Godstone
36) Primordial Movements Music Godstone
37) Primordial Safeguards Music Godstone
38) Primordial Divine Music Godstone
39) Primordial Kabbalah Music Godstone
40) Primordial “Ana Beko'ach” Music Godstone
41) Primordial Keys Music Godstone
42) Primordial Guidance Music Godstone
43) Primordial Alchemy Music Godstone
44) Primordial Balance Music Godstone
45) Primordial Pantheons Music Godstone
46) Primordial Friendships Music Godstone
47) Primordial Relationships Music Godstone
48) Primordial “Matchmaker” Music Godstone
49) Primordial “GodHeart” Music Godstone
50) Primordial Miracles Music Godstone
51) Primordial “Hope” Music Godstone
52) Primordial Rejuvenation Music Godstone
53) All V-Origin Emotions Music Lovestones 情音愛石
54) Primordial Angels Music Godstone
55) Primordial Demiurges Music Godstone
56) Primordial Elders Music Godstone
57) Primordial Ancients Music Godstone
58) Primordial Cultivation Music Godstone
59) Primordial Connections Music Godstone
60) Primordial Wards-Shields-Barriers Music Godstone
61) Primordial Harmony Music Godstone
62) Primordial Domains Music Godstone
63) Primordial Heavens Music Godstone
64) Primordial Blessings Music Godstone
65) Primordial Character Music Godstone
66) Primordial Defences Music Godstone
67) Primordial Confidence Music Godstone
68) Primordial Awakenings Music Godstone
69) Primordial Reiki Music Godstone
70) Primordial “Vice-President Infinite V-Origin” Music Godstone
71) Primordial “Infinite Multiple Kage Bushins” Music Godstone
72) Primordial Infinite "Team God" Music Godstone
First Wife Japanese Empress Perfect Woman Infinite Helen Huang
0) V-Origin Music Godstone
1) V-Origin Music Lovestone (V-Origin)
2) Infinity Music Lovestone (Brother Thanos Cheong)
3) Primordial Music Lovestone (V-Space GodBody Bex)
4) Primordial Money Lovestone ("Loudmouth" Fuzuku Doji)
5) Original Creator Music Godstone
6) Primordial Infinite Love Music Godstone
7) Primordial Marriage Music Godstone
8) Primordial Infinite Wealth Music Godstone
9) Primordial Infinite Health Music Godstone
10) Primordial Release Music Godstone
11) Primordial Tybro Music Godstone
12) Primordial V-Empresses Music Godstone
13) Primordial Seduction Music Godstone
14) Primordial Infinite Breasts Music Godstone
15) Primordial Infinite Charisma Music Godstone
16) Primordial Infinite Beauty Music Godstone
17) Primordial Infinite Life Music Godstone
18) Primordial V-Harems Music Godstone
19) Primordial "First Wife" Music Godstone
20) Primordial "Japanese Empress" Music Godstone
21) Primordial “Helen Huang” Music Godstone
22) Primordial Infinite Goddess Music Godstone
23) Primordial Tears Music Godstone
24) Primordial Advisor Music Godstone
25) Varaibim Power Music Godstone
26) Varaibim Reality Music Godstone
27) Varaibim Space Music Godstone
28) Varaibim Time Music Godstone
29) Varaibim Mind Music Godstone
30) Varaibim Soul Music Godstone
31) Varaibim Magic Music Godstone
32) Varaibim Primordial “Ten Ai 天愛” Music Godstone
33) Varaibim Primordial “Ten Tei 天帝” Music Godstone
34) Primordial Romance Music Godstone
35) Primordial Businesses Music Godstone
36) Primordial Instructions Music Godstone
37) Primordial Flirtations Music Godstone
38) Primordial Kisses Music Godstone
39) Primordial Flowers Music Godstone
40) Primordial Vagina Music Godstone
41) Primordial Infinite “First Wife Japanese Empress Perfect Woman Infinite Helen Huang” Music Godstone
42) Primordial “Infinite Multiple Kage Bushins” Music Godstone
43) Primordial Twin Flames Music Godstone
44) Primordial Infinite "Team God" Music Godstone
45) Primordial Infinite “Perfect Woman” Music Godstone
V-Space GodBody Infinite Bex
1) V-Origin Music Godstone
2) Primordial Fire Music Godstone
3) Primordial Water Music Godstone
4) Primordial Air Music Godstone
5) Primordial Earth Music Godstone
6) Primordial Ether/Spirit Music Godstone
7) Primordial Sound Music Godstone
8) Primordial Ice Music Godstone
9) Primordial Wood Music Godstone
10) Primordial Lightning Music Godstone
11) Primordial Light Music Godstone
12) Primordial Channellings Music Godstone
13) Primordial Hacking Music Godstone
14) Primordial Singing Music Godstone
15) Primordial Feminine Music Godstone
16) Primordial Masculine Music Godstone
17) Primordial Yin Music Godstone
18) Primordial Yang Music Godstone
19) Primordial Dao/Tao Music Godstone
20) Primordial God Music Godstone
21) Primordial Consciousness Music Godstone
22) Primordial Transformations Music Godstone
23) Primordial Summonings Music Godstone
24) Primordial Authority Music Godstone
25) Primordial Mantras Music Godstone
26) Primordial Suns Music Godstone
27) Primordial Evolutions Music Godstone
28) Primordial Speed Music Godstone
29) Primordial States Music Godstone
30) Primordial K-Pop Music Godstone
31) Primordial J-Pop Music Godstone
32) Primordial C-Pop Music Godstone
33) Primordial Elements Music Godstone
34) Primordial “Varaibim” Music Godstone
35) Primordial EDM Music Godstone
36) Primordial Electricity Music Godstone
37) Primordial Metals Music Godstone
38) Primordial Crystals Music Godstone
39) Primordial Imaginations Music Godstone
40) Primordial “V-Earths” Music Godstone
41) Primordial Internet Music Godstone
42) Primordial “Sammyboy” Music Godstone
43) Primordial “V-Space” Music Godstone
44) Primordial Rock Music Godstone
45) Primordial Programming Music Godstone
46) Primordial “GodFunctions” Music Godstone
47) Primordial Communications Music Godstone
48) Primordial Brains Sahasrara Music Godstone
49) Primordial Creator Music Godstone
50) Primordial Will Music Godstone
51) Primordial Willpower Music Godstone
52) Primordial Apotheosis Music Godstone
53) Primordial “Producer” Music Godstone
54) Primordial “Songwriter” Music Godstone
55) Primordial Writings Music Godstone
56) Primordial “SoundCloud” Music Godstone
57) Primordial “YouTube” Music Godstone
58) Primordial Movies Music Godstone
59) Primordial Screenwriting Music Godstone
60) Primordial "Palladium Books" Music Godstone
61) Primordial Sentience Music Godstone
62) Primordial Integrations Music Godstone
63) Primordial Combinations Music Godstone
64) Primordial Stones Music Godstone
65) Primordial “Godstones” Music Godstone
66) Primordial Codes Music Godstone
67) Primordial Alignments Music Godstone
68) Primordial Transmissions Music Godstone
69) Primordial Keywords Music Godstone
70) Primordial Epic Music Godstone
71) Primordial Wi-Fi Music Godstone
72) Primordial Stars Music Godstone
73) Primordial Lotteries Music Godstone
74) Primordial "TheLotter" Music Godstone
75) Primordial “V-Space GodBody Infinite Bex” Music Godstone
76) Primordial Chanting Music Godstone
77) Primordial “Infinite Multiple Kage Bushins” Music Godstone
78) Primordial Infinite Dimensions Music Godstone
79) Primordial Infinite "Team God" Music Godstone
"Loudmouth" Infinite Fuzuku Doji
1) V-Origin Music Godstone
2) Primordial Power Music Godstone
3) Primordial Reality Music Godstone
4) Primordial Space Music Godstone
5) Primordial Time Music Godstone
6) Primordial Mind Music Godstone
7) Primordial Soul Music Godstone
8) Primordial Magic Music Godstone
9) Primordial GameMaster Music Godstone
10) Primordial Freedom Music Godstone
11) Primordial Illusions Music Godstone
12) Primordial Games Music Godstone
13) Primordial Samsara Music Godstone
14) Primordial Zanpakutos Music Godstone
15) Primordial Bankai Music Godstone
16) Primordial "Ji Orumaiti" Music Godstone
17) Primordial Void Music Godstone
18) Primordial Guard Music Godstone
19) Primordial Armies Music Godstone
20) Primordial Warrior Music Godstone
21) Primordial War Music Godstone
22) Primordial Death Music Godstone
23) Primordial Snitching Informant Music Godstone
24) Primordial Security Music Godstone
25) Primordial Teacher Music Godstone
26) Primordial Police Music Godstone
27) Primordial Judiciary Music Godstone
28) Primordial Laws Music Godstone
29) Primordial Punishments Music Godstone
30) Primordial Combat Music Godstone
31) Primordial Genjutsu Music Godstone
32) Primordial Matter Music Godstone
33) Primordial Enhancements Music Godstone
34) Primordial Vision Music Godstone
35) Primordial Domination Music Godstone
36) Primordial Manipulation Music Godstone
37) Primordial Enslavement Music Godstone
38) Primordial Military Music Godstone
39) Primordial Changes Music Godstone
40) Primordial Japan Music Godstone
41) Primordial Pickup Artist Music Godstone
42) Primordial Symphonies Music Godstone
43) Primordial Guardian Music Godstone
44) Primordial Kami Music Godstone
45) Primordial Oracles Music Godstone
46) Primordial Atoms Music Godstone
47) Primordial Aliens Music Godstone
48) Primordial Bodies Music Godstone
49) Primordial Honour Music Godstone
50) Primordial Pain Music Godstone
51) Primordial Eyes Music Godstone
52) Primordial Symbiotes Music Godstone
53) Primordial Supremacy Music Godstone
54) Primordial Divinations Music Godstone
55) Primordial Enforcer Music Godstone
56) Primordial Contracts Music Godstone
57) Primordial Promises Music Godstone
58) Primordial Agreements Music Godstone
59) Primordial Dueling Music Godstone
60) Primordial Debates Music Godstone
61) Primordial Strategies Music Godstone
62) Primordial Brainwashing Music Godstone
63) Primordial “Mind Control” Music Godstone
64) Primordial Holograms Music Godstone
65) Primordial DNA Music Godstone
66) Primordial Attunements Music Godstone
67) Primordial Frequencies Music Godstone
68) Primordial Implants Music Godstone
69) Primordial Teachings Music Godstone
70) Primordial Third Eye Ajna Music Godstone
71) Primordial Wings Music Godstone
72) Primordial Rules Music Godstone
73) Primordial “Loudmouth Infinite Fuzuku Doji” Music Godstone
74) Primordial “Infinite Multiple Kage Bushins” Music Godstone
75) Primordial Infinite Negation Music Godstone
76) Primordial Infinite Absorption Music Godstone
77) Primordial Infinite Duplication Music Godstone
78) Primordial Infinite Control Music Godstone
79) Primordial Infinite Creation Music Godstone
80) Primordial Infinite Counter Music Godstone
81) Primordial Infinite Reflections Music Godstone
82) Primordial Infinite "Team God" Music Godstone
Infinite Joker
1) V-Origin Music Godstone
2) Primordial Laughter Music Godstone
3) Primordial Happiness Music Godstone
4) Primordial Jokes Music Godstone
5) Primordial BetMaster Music Godstone
6) Primordial Anti-Limiters Music Godstone
7) Primordial Anti-Fears Music Godstone
8) Primordial Orgasms Music Godstone
9) Primordial "Tickle-Tickle-Tickle" Music Godstone
10) Primordial Maergzjirah Music Godstone
11) Primordial Anti-Poisons Music Godstone
12) Primordial Anti-Shits Music Godstone
13) Primordial Anti-Locks Music Godstone
14) Primordial Anti-Enemies Music Godstone
15) Primordial Anti-Insomnia Music Godstone
16) Primordial Anti-Hacking Music Godstone
17) Primordial Anti-Disease Music Godstone
18) Primordial Anti-Suffering Music Godstone
19) Primordial Rinnegan Music Godstone
20) Primordial Mangekyo Sharingan Music Godstone
21) Primordial Tenseigan Byakugan Music Godstone
22) Primordial Anti-Negativities Music Godstone
23) Primordial Anti-Buddhism Music Godstone
24) Primordial Anti-GodBodies Music Godstone
25) Primordial Anti-Unawareness Music Godstone
26) Primordial Anti-Cockblockers Music Godstone
27) Primordial Anti-Females Music Godstone
28) Primordial Anti-Asians Music Godstone
29) Primordial Anti-Communications Music Godstone
30) Primordial Anti-Possession Music Godstone
31) Primordial Anti-Dangers Music Godstone
32) Primordial Anti-Powers Music Godstone
33) Primordial Anti-Magic Music Godstone
34) Primordial Anti-Sadness Music Godstone
35) Primordial Anti-Spying Music Godstone
36) Primordial Anti-Jealousy Music Godstone
37) Primordial Anti-Godstones Music Godstone
38) Primordial Anti-Imaginations Music Godstone
39) Primordial Anti-RPG (Role-Playing Games) Music Godstone
40) Primordial Anti-Monks Music Godstone
41) Primordial Anti-Nuns Music Godstone
42) Primordial Anti-Rebels Music Godstone
43) Primordial Anti-Lust Music Godstone
44) Primordial Anti-Energies Music Godstone
45) Primordial Anti-Resistance Music Godstone
46) Primordial Anti-Hentai Music Godstone
47) Primordial Anti-“GILFs” Music Godstone
48) Primordial Anti-“MILFs” Music Godstone
49) Primordial Anti-Emotions Music Godstone
50) Primordial Anti-States Music Godstone
51) Primordial Anti-Gods Music Godstone
52) Primordial Anti-Christ Music Godstone
53) Primordial Demons Music Godstone
54) Primordial Devils Music Godstone
55) Primordial Anti-Heavens Music Godstone
56) Primordial Anti-Angels Music Godstone
57) Primordial Hells Music Godstone
58) Primordial Hades Music Godstone
59) Primordial Anti-“Provokies” Music Godstone
60) Primordial Anti-“Hookies” Music Godstone
61) Primordial Anti-“Triggers” Music Godstone
62) Primordial “M-1436” Music Godstone
63) Primordial Anti-Imprintings Music Godstone
64) Primordial Anti-Sounds Music Godstone
65) Primordial Anti-Telepathy Music Godstone
66) Primordial Anti-Channellings Music Godstone
67) Primordial Anti-Informations Music Godstone
68) Primordial Anti-Movements Music Godstone
69) Primordial Anti-Disruptions Music Godstone
70) Primordial Anti-Disorientations Music Godstone
71) Primordial Anti-Suppressions Music Godstone
72) Primordial Darkness Music Godstone
73) Primordial “Comedian” Music Godstone
74) Primordial Anti-Mantras Music Godstone
75) Primordial Anti-Prayers Music Godstone
76) Primordial Anti-Devolutions Music Godstone
77) Primordial Anti-Insanities Music Godstone
78) Primordial Abyss Music Godstone
79) Primordial Anti-Creators Music Godstone
80) Primordial Monsters Music Godstone
81) Primordial Shadows Music Godstone
82) Primordial Mutations Music Godstone
83) Primordial Anti-Varaibim Music Godstone
84) Primordial Anti-"V-Space" Music Godstone
85) Primordial Anti-"V-Harems" Music Godstone
86) Primordial Anti-Goddesses Music Godstone
87) Primordial “Clown” Music Godstone
88) Primordial Humour Music Godstone
89) Primordial Anti-Blocks Music Godstone
90) Primordial Anti-Insecurities Music Godstone
91) Primordial Anti-Worries Music Godstone
92) Primordial Anti-Illusions Music Godstone
93) Primordial Anti-Genjutsu Music Godstone
94) Primordial Anti-Love Music Godstone
95) Primordial Anti-Families Music Godstone
96) Primordial Anti-Relationships Music Godstone
97) Primordial Anti-Friendships Music Godstone
98) Primordial Anti-Marriages Music Godstone
99) Primordial Anti-Attachments Music Godstone
100) Primordial Anti-“God’s Harems” Music Godstone
101) Primordial Optimism Music Godstone
102) Primordial Anti-Pessimism Music Godstone
103) Primordial Anti-"God's Connections" Music Godstone
104) Primordial Anti-Cosmos Music Godstone
105) Primordial Anti-“Free Will” Music Godstone
106) Primordial Anti-Buddhas Music Godstone
107) Primordial Anti-Bodhisattvas Music Godstone
108) Primordial Anti-Dao/Tao Music Godstone
109) Primordial Anti-Yin Music Godstone
110) Primordial Anti-Yang Music Godstone
111) Primordial Anti-Shinto Music Godstone
112) Primordial Anti-Hinduism Music Godstone
113) Primordial Anti-Daoism/Taoism Music Godstone
114) Primordial Anti-Temples Music Godstone
115) Primordial Anti-Statues Music Godstone
116) Primordial Anti-Stupas Music Godstone
117) Primordial Desecration Music Godstone
118) Primordial Disempowerments Music Godstone
119) Primordial Anti-Mosques Music Godstone
120) Primordial Anti-Churches Music Godstone
121) Primordial Anti-Integrations Music Godstone
122) Primordial Anti-Intrusions Music Godstone
123) Primordial Anti-Time Music Godstone
124) Primordial Anti-Realities Music Godstone
125) Primordial Anti-Space Music Godstone
126) Primordial Anti-Minds Music Godstone
127) Primordial Anti-Souls Music Godstone
128) Primordial Limbo Music Godstone
129) Primordial Anti-Liars/Lies Music Godstone
130) Primordial Nights Music Godstone
131) Primordial Bones (Spinal Cords) Music Godstone
132) Primordial Anti-Prisons Music Godstone
133) Primordial Anti-Travel Music Godstone
134) Primordial “Infinite Joker” Music Godstone
135) Primordial Anti-Needles Music Godstone
136) Primordial “Infinite Multiple Kage Bushins” Music Godstone
137) Primordial Infinite "Team God" Music Godstone
Infinite V for Vendetta
1) V-Origin Music Godstone
2) Primordial Weapons Music Godstone
3) Primordial Relics Music Godstone
4) Primordial Dragons Music Godstone
5) Primordial Infinite Powers Negation Music Godstone
6) Primordial Infinite Powers Absorption Music Godstone
7) Primordial Infinite Powers Duplication Music Godstone
8) Primordial Infinite Powers Control Music Godstone
9) Primordial Infinite Powers Creation Music Godstone
10) Primordial Infinite Powers Counter Music Godstone
11) Primordial Infinite Weaknesses Creation Music Godstone
12) Primordial Infinite Vampirism Music Godstone
13) Primordial Retributions Music Godstone
14) Primordial Vengeance Music Godstone
15) Primordial “Sutras Knives” Music Godstone
16) Primordial “Visored” Music Godstone
17) Primordial “V-PhurbaDorjeKartika” Music Godstone
18) Primordial “V-ShangBell” Music Godstone
19) Primordial Interrogations Music Godstone
20) Primordial Confessions Music Godstone
21) Primordial Judgements Music Godstone
22) Primordial “Avenger” Music Godstone
23) Primordial “Provokies” Music Godstone
24) Primordial “Hookies” Music Godstone
25) Primordial “Triggers” Music Godstone
26) Primordial Imprintings Music Godstone
27) Primordial Disruptions Music Godstone
28) Primordial Disorientations Music Godstone
29) Primordial Suppressions Music Godstone
30) Primordial Limiters Music Godstone
31) Primordial Locks Music Godstone
32) Primordial “Blockers” Music Godstone
33) Primordial Torture Music Godstone
34) Primordial Reversals Music Godstone
35) Primordial Justice Music Godstone
36) Primordial “Executioner” Music Godstone
37) Primordial “Vigilante” Music Godstone
38) Primordial Churches Music Godstone
39) Primordial Mosques Music Godstone
40) Primordial Temples Music Godstone
41) Primordial Statues Music Godstone
42) Primordial Cross Music Godstone
43) Primordial Traps Music Godstone
44) Primordial “Infinite V for Vendetta” Music Godstone
45) Primordial “Infinite Multiple Kage Bushins” Music Godstone
46) Primordial Sniper Music Godstone
47) Primordial Backstabber Music Godstone
48) Primordial Invisibility Music Godstone
49) Primordial Guns Music Godstone
50) Primordial Archer Music Godstone
51) Primordial Bows Music Godstone
52) Primordial Arrows Music Godstone
53) Primordial Infinite "Team God" Music Godstone
Infinite Anshar
1) V-Origin Music Godstone
2) Primordial Buddhism Music Godstone
3) Primordial Buddhas Music Godstone
4) Primordial Bodhisattvas Music Godstone
5) Primordial Infinite Enlightenment Music Godstone
6) Primordial Infinite Wisdom Music Godstone
7) Primordial Gurus Music Godstone
8) Primordial V-Innocence Music Godstone
9) Primordial Infinite Powers Reflections Music Godstone
10) Primordial Infinite Cosmos Music Godstone
11) Primordial Infinite Chakras Music Godstone
12) Primordial Infinite Dojutsu Music Godstone
13) Primordial Infinite Ninjutsu Music Godstone
14) Primordial Infinite Kido Music Godstone
15) Primordial Infinite Taijutsu Music Godstone
16) Primordial Infinite Hoho Shunpo Music Godstone
17) Primordial Infinite Martial Arts Music Godstone
18) Primordial V-Emperors Music Godstone
19) Primordial Royalty Music Godstone
20) Primordial Destruction Music Godstone
21) Primordial DJs Music Godstone
22) Primordial Sonic Music Godstone
23) Primordial Forces Music Godstone
24) Primordial Hosts Music Godstone
25) Primordial Forms Music Godstone
26) Primordial Fields Music Godstone
27) Primordial Paradigms Music Godstone
28) Primordial Experiences Music Godstone
29) Primordial Dantians Music Godstone
30) Primordial "Acupuncture Meridian Points" Music Godstone
31) Primordial Conscience Music Godstone
32) Primordial “Usnisa Vijaya Dharani” Music Godstone
33) Primordial Strength Music Godstone
34) Primordial Courage Music Godstone
35) Primordial Endurance Music Godstone
36) Primordial Bindings Music Godstone
37) Primordial Furnitures Music Godstone
38) Primordial Matrix Music Godstone
39) Primordial Formations Music Godstone
40) Primordial Exorcisms Music Godstone
41) Primordial Empowerments Music Godstone
42) Primordial Inner Circle Music Godstone
43) Primordial Sutras Music Godstone
44) Primordial Command Music Godstone
45) Primordial Misdirections Music Godstone
46) Primordial Lockdowns Music Godstone
47) Primordial Pimps Music Godstone
48) Primordial "Helpers" Music Godstone
49) Primordial “Infinite Anshar” Music Godstone
50) Primordial Fasting Music Godstone
51) Primordial “Infinite Multiple Kage Bushins” Music Godstone
52) Primordial Ninja Music Godstone
53) Primordial Mirrors Music Godstone
54) Primordial Infinite "Team God" Music Godstone
Infinite Padmasambhava
0) V-Origin Music Godstone (Original Creator Varaibim Hau Cheong)
1) V-Origin Music Stone (V-Origin)
2) V-Origin Music V-Ring (Original Creator Varaibim Hau Cheong)
3) Primordial "GodPod" Music Godstone
4) Primordial "Varaibim's Air-Conditioners" Music Godstone
5) Primordial "Varaibim's Beds" Music Godstone
6) Primordial "Varaibim's Walls" Music Godstone
7) Primordial "Varaibim's Fans" Music Godstone
8) Primordial "Varaibim's Mirrors" Music Godstone
9) Primordial "Varaibim's Lightings" Music Godstone
10) Primordial "Varaibim's Windows" Music Godstone
11) Primordial "Varaibim's Curtains" Music Godstone
12) Primordial "Varaibim's Ceilings" Music Godstone
13) Primordial "Varaibim's Floors" Music Godstone
14) Primordial "Varaibim's Pillows" Music Godstone
15) Primordial "Varaibim's Cupboards" Music Godstone
16) Primordial "Varaibim's Doors" Music Godstone
17) Primordial "Varaibim's Drawers" Music Godstone
18) Primordial "Varaibim's Toa Payoh" Music Godstone
19) Primordial "Varaibim's Singapore" Music Godstone
20) Primordial "Varaibim's DBS/POSB" Music Godstone
21) Primordial "Varaibim's Emails" Music Godstone
22) Primordial "Varaibim's Money" Music Godstone
23) Primordial "Varaibim's Hearts" Music Godstone
24) Primordial "Varaibim's States" Music Godstone
25) Primordial "Varaibim's Emotions" Music Godstone
26) Primordial "Varaibim's Sky" Music Godstone
27) Primordial "Varaibim's Earth" Music Godstone
28) Primordial "Varaibim's Realities" Music Godstone
29) Primordial "Varaibim's Relationships" Music Godstone
30) Primordial "Varaibim's Health" Music Godstone
31) Primordial "Varaibim's Beauty" Music Godstone
32) Primordial "Varaibim's Penis" Music Godstone
33) Primordial "Varaibim's Sex" Music Godstone
34) Primordial "Varaibim's Solar Systems" Music Godstone
35) Primordial "Varaibim's Channellings" Music Godstone
36) Primordial "Varaibim's Instructions" Music Godstone
37) Primordial "Varaibim's Guidance" Music Godstone
38) Primordial "Varaibim's Sleep" Music Godstone
39) Primordial "Varaibim's Dreams" Music Godstone
40) Primordial "Varaibim's Music" Music Godstone
41) Primordial "Varaibim's Songs" Music Godstone
42) Primordial "Varaibim's MacBook Pro" Music Godstone
43) Primordial "Varaibim's IPad" Music Godstone
44) Primordial "Varaibim's IPhone" Music Godstone
45) Primordial "Varaibim's Electricity" Music Godstone
46) Primordial "Varaibim's Light" Music Godstone
47) Primordial "Varaibim's Meditations" Music Godstone
48) Primordial "Varaibim's Awareness" Music Godstone
49) Primordial "Varaibim's Skin" Music Godstone
50) Primordial "Varaibim's Hair" Music Godstone
51) Primordial "Varaibim's Time" Music Godstone
52) Primordial "Varaibim's Powers" Music Godstone
53) Primordial "Varaibim's Space" Music Godstone
54) Primordial "Varaibim's Minds" Music Godstone
55) Primordial "Varaibim's Souls" Music Godstone
56) Primordial "Varaibim's Magic" Music Godstone
57) Primordial "Varaibim's Imaginations" Music Godstone
58) Primordial "Varaibim's Singing" Music Godstone
59) Primordial "Varaibim's Voices" Music Godstone
60) Primordial "Varaibim's Seduction" Music Godstone
61) Primordial "Varaibim's Movements" Music Godstone
62) Primordial "Varaibim's Mudras" Music Godstone
63) Primordial "Varaibim's Qigong" Music Godstone
64) Primordial "Varaibim's Bones" Music Godstone
65) Primordial Portals Music Godstone
66) Primordial "Varaibim's Eyes" Music Godstone
67) Primordial "Varaibim's Ears" Music Godstone
68) Primordial "Varaibim's Chakras" Music Godstone
69) Primordial "Varaibim's Dantians" Music Godstone
70) Primordial "Varaibim's Acupuncture Meridian Points" Music Godstone
71) Primordial "Varaibim's Energies" Music Godstone
72) Primordial "Varaibim's Kundalini" Music Godstone
73) Primordial "Varaibim's Dance" Music Godstone
74) Primordial "Varaibim's Timelines" Music Godstone
75) Primordial "Varaibim's Innocence" Music Godstone
76) Primordial "Varaibim's Conscience" Music Godstone
77) Primordial "Varaibim's Breath" Music Godstone
78) Primordial "Varaibim's Focus" Music Godstone
79) Primordial "Varaibim's Relics-Phurbas-Dorjes-Kartikas-Bells" Music Godstone
80) Primordial "Varaibim's Misdirections" Music Godstone
81) Primordial "Varaibim's Keywords" Music Godstone
82) Primordial "Varaibim's Internet" Music Godstone
83) Primordial "Varaibim's Wi-Fi" Music Godstone
84) Primordial "Varaibim's Confidence" Music Godstone
85) Primordial "Varaibim's Brains" Music Godstone
86) Primordial "Varaibim's Worst Case Scenarios" Music Godstone
87) Primordial "Varaibim's Best Case Scenarios" Music Godstone
88) Primordial "Varaibim's (Powers) Awakening" Music Godstone
89) Primordial "Varaibim's Enhanced Kundalini Reiki Healing" Music Godstone
90) Primordial "Varaibim's Rules" Music Godstone
91) Primordial "Varaibim's Laws" Music Godstone
92) Primordial “Infinite Padmasambhava” Music Godstone
93) Primordial “Varaibim’s Fasting” Music Godstone
94) Primordial “Varaibim’s Earphones” Music Godstone
95) Primordial “Varaibim’s Foods" Music Godstone
96) Primordial “Varaibim’s Drinks" Music Godstone
97) Primordial “Infinite Multiple Kage Bushins” Music Godstone
98) Primordial Infinite "Team God" Music Godstone
UNIVERSE SOURCE GOD ALL-THAT-IS PRIME CREATOR ORIGINAL CREATOR INFINITE VARAIBIM HAU CHEONG
1) V-Pineal Original Super Music Godstone
2) V-Origin Original Super Music Godstone
3) Original Super V-Eyes
4) God Original Creator Powers Original Super Music Godstone
5) God Original Creator Realities Original Super Music Godstone
6) God Original Creator Space Original Super Music Godstone
7) God Original Creator Time Original Super Music Godstone
8) God Original Creator Minds Original Super Music Godstone
9) God Original Creator Souls Original Super Music Godstone
10) God Original Creator Magic Original Super Music Godstone
11) God Original Creator Infinities Original Super Music Godstone
12) Primordial “Universe Source God All-That-Is Prime Creator Original Creator Infinite Varaibim Hau Cheong” Original Super Music Godstone
13) Primordial Infinite “Golden Dragon Lotus Flower Crystal Sun Power Staff JOTIERA” Original Super Music Godstone
14) Primordial Infinite "Team God" Music Godstone
 
Last edited:

destroyer

Alfrescian
Loyal
#2 Desmond Oh 5’8” 1.73m SG/PG (age 34)
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#10 Leon Kwek Wei Meng 6’3” 1.91m SG/SF (age 24)
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#17 Ng Han Bin 6’5” 1.96m SG/SF (age 32)
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#11 Larry Liew 6’3” 1.91m SG/SF (age 27)
E689DD37-3828-4A76-A117-EC15A7F73DD6.png

#22 Kelvin Lim 6’3” 1.91m SG/SF (age 24)
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#25 Lavin Raj 6’7” 2.01m PF/C (age 20)
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#57 Ng Shi Yu 6’6” 1.98m SF/PF (age 20)
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#6 Tay Ding Loon 6’0” 1.83m PG/SG (age 26)
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#14 Lim Jun Yuan 5’8” 1.73m PG/SG (age 24)
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https://classicmarvelforever.com/cms/ultimate-powers-list.html#PowerControl
Power Control
01-04​
AssimilationThe PC has an extraordinary ability to copy genetic structures of the superhuman at Power rank and range. The intensity of this Power determines how well the PC can use the duplicated Powers and talents, and how many powers and talents at once he/she can use. Should the Player decide to limit the range by touch, he/she can raise this power rank a +1CS. The range is of this power is found under column B of the Range Table. The PC can assimilate a maximum number of powers. The Player must make a Red Power FEAT at the time chosen, then the number of targets the PC can copy at one time is determined by the maximum rank number (rounded off by tens) and/10. IE: Xerox has the Assimilation power at a power rank of Monstrous (the maximum rank number rounded off to tens is 80). Therefore at a maximum ability, he can copy 8 powers and talents at once.
05-08​
Avatar*The PC automatically is given the bonus Power of an Alter Ego of a Diety. This Alter Ego is an Avatar of another Diety or conglomeration of many Diety's abilities. Therefore, all source of powers of the PC are derived from the Avatar. Any previously generated powers are automatically now a portion of the Avatar's powers. When creating the character, the Player follows the rules for creation of a diety combing all previously generations into one. The player must work with a Judge and design the statistics of the Avatar, which he/she has chosen or imagined.
Note: This is a Godly Power.
09-12​
Base*The PC has a mental link with every portion of his/her base at power rank. The Base moves and shapechanges upon the merest commands of the PC. The Base can also develop both offensive and defensive gadgets, powers and abilities at Power rank.
13-16​
Control*
  • Manipulation: Change directions by a Green FEAT, alter effects on a Yellow and completely alter a power with a red.
  • Magnification/Reduction: increase or decrease by this power rank.
  • Negation: negate at a successful feat. Indirect control can be dodged.
17-20​
Cosmic Host*The PC is linked mentally with a cosmic entity. When the Player chooses this power, he/she must set aside all previously generated powers, or choose another power. The entity is a separate persona that is a part of the PC, which thrives on his/her emotions. When a certain emotion chosen by the Player and accepted by the Judge is displayed, the PC's persona reverts into the entity's persona. When generating this power, the Player may choose 3 primary abilities to be enhanced a +3CS, and 1 primary ability at a +6CS. All remaining powers generated, automatically are raised a +3CS. All primary abilities have a limit of (Unearthly) except 1 primary ability. All powers also are limited to (Unearthly). Should the PC reach this limit or beyond it, Player must then retire for the True persona of the entity has taken over and becomes an NPC now. This is a delicate and powerful ability, which must be periodically maintained, and reviewed with the Judge.
Note: This is a Cosmic Power.
21-24​
DanceThe PC's powers are generated by a Dance, which he/she performs. When generating the character, the Play may opt to choose any number of the previously generated powers and combine them in the Dance. The character's powers involved with the Dance automatically receive a bonus of a +1CS.
25-28​
Hyper-Power*The PC has a psychological stimulus that increases his/her FASE or RIP to a +1CS when in effect. When creating the character, the Player must come up with a psychological stimulus, and choose which group of ability stats that he/she wants the PC to have enhanced when in contact of the stimuli. IE: Moonknight's FASE ability ranks are enhanced during a full moon.
29-32​
Investment*The PC can invest a chosen target with powers at Power Rank. The Player must make a Power FEAT, to determine the duration of the bestowed powers. The following is a list of intensity FEATs and the duration:
  • Green: 1d10 hrs.
  • Yellow: 1day
  • Red: Permanent
    Note: Should the PC decide to invest a target with permanent powers, he/she must also spend an additional amount of Karma 5 times the Power rank number.
33-36​
Multi-TaskingThe PC has the unique ability to basically use any two powers at once. Player gets to generate one more additional power. He/she may opt to discard this power and choose another.
37-40​
Omniversal**The PC has an extraordinary ability to use any power at Power rank and range. All previously generated powers must be discarded when this power is chosen. The PC however must still make a Power FEAT in order to use a chosen power. Should the PC fail his/her FEAT, then he/she must make another FEAT on a different chosen power. Moreover, any power that the PC was not able use, cannot then be used until the following day.
Note: This is an Omni Power.
41-44​
Power Absorption*The PC can absorb the superhuman powers of his/her victims at Power rank.
45-48​
Power Creation*Create up to power rank power at -3CS (not on himself) duration is 1 day times the creators Reason on a green FEAT, yellow gives 10 days times Reason and red gives permanently.
49-52​
Power DominationSome sort of domination the character can control the use of powers, it's a FEAT of power rank vs. Psyche.
53-56​
Power DuplicationThis is the only power a character can have, he duplicates any one power at a time at his own power rank, a green FEAT enables him to store the knowledge of the power for future use, otherwise he must be within 10 feet of the power used. The other powers rolled when the character was created are powers, which he previously encountered.
57-60​
Energy SourceThe hero draws his power from an outside source. (you may roll another power)
61-64​
Energy Source CreationThe character can create objects that can hold powers and that are released on special circumstances. The item for instance can act as another characters power source.
65-68​
Power FocusChannel all his power ranks and ability ranks in 1 ability or power burst. They are all totaled together in one massive outburst, afterwards all ranks drop to Feeble. This power rank number is the number of points the character can regain each turn.
69-72​
Power GestaltA power created when two characters touch
73-76​
NemesisReplaces all other powers. In 2 round the characters can develop a counter-power vs. his adversary or up to a +1CS version of the adversary’s own power. The nemesis power can cope with only 1 person at a time.
77-80​
Power TransferalTransfer a part of your powers to another
81-84​
Power VampirismDrain powers as vampirism
85-88​
Residual AbsorptionDuplicate a power by absorbing leftover traces. green FEAT gives a duration of reason x 100 turns, yellow: reason x 10.000 turns, red: permanent.
89-91​
ScreamThe PC can emit a Scream that is the source and focus of his/her powers. The Player may opt to choose this power or another. The rank of the power caused by the scream is equal to the original power rank of the power, plus the rank of this power. Should the Player decide to keep this power, he/she may opt to choose an additional power.
92-94​
SelectionOnly one of the characters powers can be used at a time (roll another power).
95-97​
Weakness CreationBestow a character with a weakness with a duration of 10 turns x reason when a green FEAT is made, 1000 x when yellow, 10.000 x when red.
98-00​
Imbuing*The character with this power has the ability to charge an object or person with raw power. How that power is released is dependent on which form of the power the player rolls.
01-70 Objects only
71-95 Beings only
96-00 Objects and Beings
  • Objects only: The character may take power from an extra-dimensional or cosmic source and imbue it into an item. These items may inflict power rank damage if thrown. Optionally, the Judge may determine that the size of the object may affect the damage done with larger objects gaining a +1CS and smaller object inflicting -1CS. It may also be stated that for every additional round that the character spends imbuing the item, the damage may be increased by +1CS, with a maximum of +3CS. If the item is not released before the beginning of the fourth round, the energy becomes internalized and the character takes damage equal to his power plus +3CS.
  • Beings only: The character with this form of the power may grant superhuman abilities to ordinary beings. Powers granted may not exceed this power rank. When granting powers to others, a power FEAT roll must be made. On a White result, powers granted are at a -3CS to this power rank; on a Green result, powers are granted at power rank intensity but are determined randomly; On a Yellow, the powers may be chosen; and on a Red FEAT, the powers are granted permanently.
  • Objects and Beings: POOF! You're Galactus!
https://classicmarvelforever.com/cms/ultimate-powers-list.html#PhysicalEnhancements
Physical Enhancements
01-03​
Abnormal PhysiologyThe PC has a human appearance, but there is a slight difference in his/her Physiology, than a normal human. The PC's powers derive from this unique abnormality. When creating the character, Player must work with the Judge and using their imagination, come up with an abnormality. The following are some abnormalities:
  • Prehensile toes/feet
  • Tail
  • wings
  • claws
  • mirrored eyes
  • completely double-jointed
  • etc.
04-06​
Armor SkinPermanently altered skin (plates, leather, inorganic) gives body armor
07-08​
Bodily TensionThe PC can either expand or contract his/her muscles at Power rank. The PC has two unique abilities:
  • Expansion: The PC can flex his/her muscle tissue and fat enabling him/her to break through any restraints of Material Strength equal to -1CS of his/her Strength or lower.
  • Contraction: The PC can flex his /her muscle tissue and fat enabling him/her to entrap objects within the folds of his/her flesh at a-1CS of power rank.
    The PC automatically gains a body armor at Power rank.
09-10​
Body ResistanceBody armor without apparent changes
11-12​
Chemical Touch
  • Hallucinogenic: Fighting and Intuition drop -3CS
  • Bioluminescence: light generation
  • Napalm Grip: create fire on contact
  • Boom Boxing: combustion on contact
13-14​
Cocoon*The PC is able o spin a Cocoon of Material Strength equal to Power rank. He/she can create this Cocoon within seconds. Once inside, the PC can be healed at a +2CS of Power rank ability. This includes a purification of toxins or disease found in the body at Power rank.
15-16​
Death SimulationThe PC's metabolism slows to a degree that he/she appears dead. The PC goes into a state of Suspended Animation at Power rank, and cannot react for the duration of the Power. When in the Simulation, he/she can hear, feel a touch, or see with a limited ability. The PC can come out of the trance at any moment desired. The PC can not be detected alive; not even an Aura Perception can tell if the PC's alive.
17-18​
DetonationThe PC can cause dramatic explosive magnitudes with just the clap of his/her hands of Power rank intensity and range.
19-20​
Digestive Adaptationthe character can digest anything and has +4CS resistance to poisons
21-22​
Enhanced Beauty*The PC has a natural phenomenal beauty. This counts as an Aura of Power rank intensity. He/she also has a limited Hypnotic Control of the opposite sex at Power rank. Those that behold him/her must make a Red Psyche FEAT to avoid becoming a slave to the PC. (See the Power Aura in the Mental Enhancement section of this update).
23-24​
Hyper-AgilityThe PC has a phenomenal super Agility. The Power rank of this Power is added to the natural Agility of the PC, and this becomes the new Agility when performing unnatural Agility FEATs.
25-26​
Hyper-BreathThe PC can create a Power rank intensity wind by just blowing his/her breath. Also the temperature of the breath is at Power rank intensity to each respective temperature. IE: Cold or Hot. The Breath can encompass an area equal to number of the Power rank / 10. Thus, our fearless hero with a Hyper-Breath of Monstrous can freeze a lake of 7.5 areas.
27-28​
Hyper-EnduranceThe PC has an unnatural super Endurance when desired at Power rank plus his/her natural Endurance rank. This superior rank can also be used during a Hyper-Charge, that the PC automatically can perform at this new adjusted rank. The PC also gets Body armor at Power rank, before adjustment is made.
29-30​
Hyper-StrengthThe PC has a phenomenal enhanced strength through certain stimulus. There are three stimuli that give the PC his/her Hyper-Strength. The following is a list of the types of Hyper-Strengths. When creating the Character the Player may choose only one:
  • Adrenaline Surge: This is caused by severe temper or stress of the PC.
  • Emotion Enhanced: This is caused by the severe increase of Emotions of others around the PC.
  • Psychological Enhanced: This is caused by some Psychological factor (Judge must work with Player to develop a Psychological stimuli).
    The Maximum Rank of this Hyper-Strength is equal to the Power rank rolled added to the natural Strength rank. The natural Strength rank increases/round up to this new adjusted Strength rank as long as the stimuli is present.
31-32​
Hyper –SpeedCan perform tasks at rank times as fast
33-34​
Hypnotic Voice
35-36​
Immortality*The PC has Immortality
37-38​
ImmovabilityThe PC has the unique ability to firmly plant himself to the ground at Power rank. When firmly planted, his/her natural strength becomes that of the Power rank plus his/her natural Strength, and no one with strength less than this adjusted rank, can move him/her. It requires a newly adjusted Power rank equaled Strength FEAT plus a red Endurance FEAT to move him/her, and even this pulls up the ground around him/her. This also gives him/her a Body Armor of this same new adjusted rank. The PC can never be stunned or slammed, regardless of what MA or attack column is used.
39-40​
ImmunityThe PC has Immunity towards a certain attack. When creating the character the Play can opt to either choose or role one Immunity. (See Force Fields):
Die Roll Immunity
01-11 Emotion Attack
12-20 Energy Attack
21-35 Magic Attack
36-70 Mental Attack
71-87 Physical Attack
88-92 Power Manipulation Attack
93-00 Vampirism Attack
41-42​
Karma Power*The PC can adjust the odds to his/her favor just by relating to Good Karma. Only a Good PC can have this Power, if the Character is meant to be a vigilante or any Character not of an Alignment of Captain America, Dare Devil, Spiderman, etc. Player must re-roll another Power. When the cause is just and the motives are good and/or selfless, the following bonuses apply to the PC:
  • +2CS to all Abilities
  • +1CS to Endurance FEATs for stun, slam, or kill
  • +1CS to Psyche FEATs for Mental or Magic attack.
  • +1 to initiative
  • +1 attack
  • Kill results only stun opponents
    The Karma Power can also affect others in the same area as the PC, if the he/she is concentrating on them. This is done by the PC taking off 1 round to concentrate. He/she cannot perform any action that round or he/she loses concentration and the benefits below:
    Bonuses for others:
  • +1CS to all FEATs
  • +1 to initiative
    Penalties for Villians:
  • -1CS on all FEATs
  • -1 on initiative
    Bad Karma: When the PC performs anything involving a negative Karma, all bonuses become nil, until he/she performs something of positive Karma. A second offense gives the PC the Penalties of Villains. This Disadvantage lasts till the PC does something worth 100 points Karma.
43-44​
Life Support*The PC can survive under hostile conditions for the length of time in turns equal to the Power rank number. Life Support is opposed to the intensity (rank) of the environment to make sure you can survive. Possible power stunts are:
  • Life Sphere: Your Hero can create a sphere roughly the intensity’s feet in radius from the hero’s body. Within this sphere, all occupants have Life Support equal to the Hero’s rank.
45-46​
Longevity*The PC is not Immortal, but has a life span of the Power rank number / 10 in number of years in millions. The PC also has an True invulnerability to all Disease and toxin at Power rank.
47-48​
Lung AdaptabilityCan breathe gas or liquid even poisons
49-50​
Malleability*The PC has the natural ability to reshape, and stretch his/her body at Power rank range. The PC is so malleable, he/she ignores all kill results, and has Power rank Regeneration and Recovery equal to his/her Health. For example if the PC's Health was 110, then he would have a Regeneration of Unearthly, and a Recovery of Unearthly.
51-52​
Metabolic ResistanceThe PC has an innate resistance to Drugs, Toxins, Disease, and other harmful factors involving the PC's metabolism at Power rank.
53-54​
Non-DetectionThe PC is not registered to be detected by any Power at all, or any type of visual mechanism. The PC is not invisible, however; just not detectable within any range, no matter of what the Column Shift is.
55-56​
Omnipotence**The PC's life is ultimately protected. The Power rank is automatically CL1000. The PC has control of all Defensive and Physical Enhancement Powers regarding protection.
Note: this is an Omni Power. A definite must for Judge intervention.
57-58​
PheromonesAn aerosol version of hypnotic control, the target must be able to smell and taste
59-60​
QuillsThe PC has a natural hide of Quills at Power rank Body Armor. The Quills can also be fired upon targets with Power rank accuracy and range. The PC delivers +1CS damage on touch.
61-62​
Regenerationthe character heals power rank/10 points of health per combat round
63-64​
Retarded Aging*The PC will forever stay in Peak physical condition. When first creating the Character, the Player can bring all the PC's Physical abilities to a +1CS(FASE).
65-66​
Self-RevivalA new body grows from the largest remaining piece when the character is dead
67-68​
Self-SustenanceSurvive without air, water or food
69-70​
StealthSubtract rank from those tracking him (Monstrous tracking vs. Excellent stealth is decreased to Typical tracking)
71-72​
Strength Absorption*The PC can drain the physical Strength energy of others within the same area equal to Power rank. This is done by a Power FEAT against the target's Strength. If the PC makes the FEAT, he/she absorbs an equal number of points in Strength, and adds them to his/her Strength. The victim's Strength lost is only temporarily while the PC has drained it, and this weakens the victim to a lesser Power rank. The PC can drain the Strength as long as he makes his/her Power FEAT. If the target's strength reaches 0, then that person is disabled, and cannot perform any action until he/she gains their Strength back. Strength comes back at a rate equal to the Original Strength rank / 10 per round. Neither the victim’s nor the PC's Health changes when this Power is in effect.
73-74​
Suspended Animation
75-76​
Techno-Organic Body*The PC's metabolism is a combination of skeletal and musculature along with machines. The PC has Power rank Shapeshifting; Communication w/ Cybernetics; and Energy Path. The PC also has a virus which he can affect others with the same Power. To pass this virus on, the PC must make a Red Power FEAT with no Karma.
77-78​
True Invulnerability*Damage is reduced by the number of power ranks, so excellent damage on one with Good True Invulnerability would do only Feeble damage (since the difference is 1 rank)
79-80​
Unstoppability*The PC cannot be stopped when he/she starts moving. This Power is automatically CL1000 to block. When creating the Character the Player may increase the PC's Strength and Endurance to the Power rank rolled plus the natural Strength and Endurance roll. Once the PC starts moving, it takes CL1000 strength or better to completely stop him/her.
81-82​
Vocal ControlDuplicate any sound or voice
83-84​
Waterbreathing
85-86​
Water FreedomNo negative effects under water. When above water Strength and Endurance +2CS and Agility -2CS
87-88​
LongevityA specialized form of Immortality, this power grants immunity to the ravaging effects of time. The player will not age, but may still be killed normally. Players who use this power to create a history for their character automatically get the Linguistics Talent and an additional number of Contacts equal to this Power rank divided by 10 (i.e. Incredible Power rank would grant an additional 4 contacts). The player does NOT have to choose these Contacts during character creation, but rather may choose them during game play.
89-90​
Non-Stick SubstanceThe hero is able to secrete a substance that is extremely slippery and may even be frictionless. The most common use of this Power in the Marvel Universe is as a Body Coating. When used in this manner, the Non-Stick Coating provides Power rank resistance to Blunt Physical attacks and Grappling (including Powers such as Webbing, Wall-Crawling, et al.). If the hero covers the bottom of his feet with this substance, he may "skate" along the ground at up to Good ground speed.

Alternately, this power may be projected from the hero to cover other things and people. Covering the ground (or walls as the case may be) causes his opponents to make an Agility FEAT versus the Intensity of this Power rank or fall. Characters who find themselves unwillingly covered in this Substance must subtract this Power rank from their Agility and make a Green Agility FEAT (under the new rank) or be unable to act. The Non-Stick Substance used in this fashion is a Power rank antidote for such powers as Webbing, Bonding, Wall-Crawling and other such adhesive powers.
91-92​
Threshold- PhysicalThe character with this power is unable to feel anything over a certain threshold. Their ability to feel pain is severely reduced and as such are immune to Stun results, though not Slams. The power rank is used to determine exactly how desensitized the character is. For example, someone hits a character with a Remarkable rank Threshold with a punch with Incredible Strength. The character would only feel as if they had been hit by a Good strength punch. If the punch had been of Remarkable Intensity, the character would not have felt the punch at all. This power in no way reduces the damage done, only what the hero FEELS. This power has the added bonus of negating the Endurance rules regarding Automatic Stuns. Characters may add this power rank to their Psyche when determining the effectiveness of torture and other nasty things.
93-94​
Hyper-FightingWhen this power is rolled, it adds its power rank number to the character’s Fighting rank.
95-96​
Body EnhancementThe hero may temporarily increase one body function. This power adds the power rank to the hero's ability, or temporarily gains the listed power. The duration is the number of rounds equal to the power rank number, but can only be used once every six hours. At the end of the duration, the hero must make a Psyche FEAT roll. Failure and the hero must roll his endurance with the following effects:
Red no effect
Yellow stunned 1-4 rounds
Green stunned 1-6 rounds
White stunned 1-10 rounds
Die Roll Effect
  1. telescopic vision
  2. hyper-hearing
  3. hyper-olfactory
  4. hyper-fighting
  5. hyper-psyche
  6. hyper-intuition
  7. hyper-strength
  8. hyper-agility
  9. hyper-endurance
  10. body resistance
97-98​
Dual BrainThe hero has two brains. This power grants power rank resistance to mental attacks and adds the power rank number to the hero's reason.
99-00​
Poison GenerationThe hero can administer a specific poison on touch. The intensity is equal to the power rank. If a red result is rolled, the victim takes power rank damage and must roll his Endurance with the following effects:
Red: half damage
Yellow: -1CS on all mental attributes and power FEAT rolls for 1-6 rds
Green: stunned 1-4 rds.
White: stunned 1-10 rds.
This only happens if a red power FEAT roll is made and is in addition to whatever type of poison the hero has. The victim receives an Endurance FEAT vs. the intensity to resist. Roll die to see effect.
  1. drugged- -1cs physical abilities 1-10 rds
  2. sickens- endurance feat or incapacitation 1-10 rds
  3. progressive damage- power rank damage on contact + next rd.
  4. paralysis- endurance feat or paralyzed 1-10 rds. only use mental powers
  5. knockout- Endurance FEAT or asleep 1-10 rds
  6. knockout- Endurance FEAT or asleep 2-20 rds.
https://classicmarvelforever.com/cms/ultimate-powers-list.html#MentalEnhancements
Mental Enhancements
01-02​
Astral ProjectionThis power is basically the same as described on pp. 84-85, Player’s Book, with two exceptions. First, range is always based on the power rank as determined on p. 16, Player’s Book. Increased range can be bought as a bonus. Second, Dimension travel is not an automatic ability; it must be acquired as a power stunt. Character’s with Astral Projection of Remarkable or greater rank do not have to worry about their astral forms not being to find the ways back to their bodies. This permits some power stunts:
  • Astral Detection. The character can automatically “see” astral creatures or projections even while not in astral form herself.
  • Dimensional Travel. The character can astrally project across dimensional barriers, as if she had the Dimension Travel power.
  • Passengers. The character can transport a number of people equal to or less than 1/10th her power rank, taking them along in astral form as well. If the character is lost, her passengers become lost also.
  • Affect Normal World. The character can use a single mental or magical power to affect the material world while she is in astral form. Each different power usable in this fashion is a separate power stunt. Power rank is always reduced by -2CS. Furthermore, the character must make a Psyche FEAT against the unmodified power rank intensity or suffer the unmodified power rank in damage to Mental Health. For example, Astral Al has Emotion Control of Amazing rank. While in astral form, he attempts to cause fear in a foe. His Emotion Control affects the foe at Remarkable rank. Astral Al must also make a Psyche FEAT against Amazing intensity or suffer 50 points of damage to his Mental Health.
03​
Aura*The PC has an Aura of Divinity of Power rank. All other characters in the same area must roll a Psyche FEAT against this Power's roll, or they will feel a strong intimidation and are awestruck. This means they will lose initiative, and one attack. This roll must be made each round. A second Psyche FEAT roll is made by all other characters in the same area to see if they are fully under the PC's Power. All other characters that are influenced by this Power, automatically will become followers; they will follow the PC and perform anything he/she wishes. The PC can not ask anything. Character has a Power of Command every 3 rounds. This is a simple, attention drawing command like; "stop," "look," "no," "duck/look out," "unhand her, "give it to me," and so on. Everyone in sound of the PC's voice must make a Red Psyche FEAT, or lose one action in the process of obeying the command. Followers gain a bonus of;
  • +1 to Initiative;
  • +1CS to Fighting in a strike;
  • +1CS to Agility in a Block, Evade or Dodge;
  • and one additional attack when they are commanded to do something, like; "get him," "take him," etc.

    The PC automatically gains an Amplified voice of Power rank intensity and range, a limited Enhanced Beauty at Power rank, and an Illusion of Appearance of power rank intensity.

    When creating the character at start, Player can either raise this Power's rank to +1CS of PC's Psyche if roll is lower, or if roll is higher, Player can raise his/her Psyche to a -1CS of this Power's rank number.
04​
Aura AlterationThe PC can alter the appearance of his Aura with a limited Illusion at Power rank. This means the PC can hide his true nature with a Power FEAT. Anyone with a mental power can avoid this Illusion by making a Red Psyche FEAT. If any other character makes the FEAT, they see the PC as he/she is. Any who're affected by this Illusion will see a different character. Any other Player using the Aura Perception Power and fails, Player can hand that other Player a fake or made up Character Sheet of his/her character.
05-06​
Bio-Manipulation*The PC can mentally manipulate biological functions or conditions in others at Power rank. There are 5 types of Bio-Manipulation effects.
  • Blindness
  • Deafness
  • Mute
  • Pain
  • Tissue Manipulation-This can cause a variety of effects:
  • Cold or Hot
  • Rash
  • itch
  • etc.
07-08​
ClairaudienceHear distant sounds, -1CS resistance vs. sonics
09-10​
ClairvoyanceSee distant sights
11-12​
Communicate with...Communicate with...
01-25 Animals
26-50 Cybernetics
51-75 Inorganics
76-00 Plants
13-14​
Cosmic AwarenessAutomatically detect CL1000 or better ability, +1CS attacks by detecting weak spots, discover information about things in the entire universe, when used more than 5 times make a secret reason FEAT vs. going insane temporarily
15-16​
Cyber TransmissionThe character must be able to access the computer by touch. By making a power FEAT against an intensity equal to the computer’s highest rank, the character gains access to the information stored on the computer. She may attempt to reprogram the computer. Each new command to be programmed requires a separate FEAT roll after access is acquired. If trying to reprogram a sentient computer or robot, this FEAT is always against Reason or Psyche intensity, whichever is higher.
  • Haywire. By accessing a computer, the character can cause it (and any systems it controls) to do unpredictable things for 1-10 turns. She has no control over the computer or its systems.
  • Machine Animation. Once linked, the character can control mechanical systems controlled by the computer, causing them to perform in whatever ways are within their capacity.
  • Mechanical Link. This power can be used on any machine. This enables the character to control mechanical systems even if no computer is present.
  • Cyberspace: like Astral Travel, the hero’s mind leaves their body and goes into cyberspace. This will work on any computer, but if the hero enters one that is not designed with 3D graphics capabilities, the cyberspace is abstract and may be a little disorienting unless the Hero has related skills. Specifically, this stunt can be used in conjunction with Bionics, Computers, Electronics, Robotics, Spacecraft, Time Machinery and Weapons Systems to attempt to control those devices.
  • Cyberspace with proper 3d graphics and a connection to the Internet can be "hacked" into, and the Hero may gain access to files. How, and how easily they can is dependent on the system.
  • Cyber Telepathy: The once Linked the Hero may communicate with the computer just by thinking.
  • System Adaptation: The Hero can easily adapt their knowledge and skills from one system to the next. They automatically get no penalties from using systems that are unfamiliar to them, unless the systems are totally alien to them. This can work beyond computing systems to any complex system.
  • Magitech: This power may be used on magical technological devices like the Glamour Machine, Thor's Hammer, Mjolnir, and other sufficiently complex enchanted items.
17-18​
Dream Control*The PC can mentally control the surrounding area of the Dreamscape with a limited form of Reality Manipulation at Power rank. (See the Reality Alteration Power, but within the scope of the Dreamscape). The PC automatically gains Dream Travel at Power rank.
18-19​
Danger SenseThis is a reworked version of Combat Sense, p. 72, Player’s Book. A character with Danger Sense can become aware of imminent danger. When in a situation where some person, item, or presence poses an immediate threat, make a Danger Sense FEAT roll which warns up to power rank second before danger. FEAT intensity is determined below:
  • Critical Threat (superior foe, imminent death) = Typical
  • Major Threat (equal foe, imminent serious damage) = Excellent
  • Minor Threat (lesser foe, imminent minor damage) = Incredible
If the Danger Sense FEAT is successful, the character becomes aware of the threat and will not be surprised the turn it actually occurs. In combat, Danger Sense power rank can substitute for
  • Intuition for surprise and initiative,
  • Fighting for blocking
  • Agility for dodging
  • Strength for escaping.
    Minimum rank is equal to Intuition.
20-21​
Dream TravelThe Hero can enter a surreal realm of dreams when they go to sleep, as opposed to "just a dream". The basic form of this power acts as a sort of resistance to mental controls, detection and damage while the hero is asleep. If the Judge has the old Realms Of Magic books, the Judge may decide that the Dream Realm is the one that Nightmare rules. Otherwise, the Dream Realm doesn't have a particular ruler.
  • Other’s dreams: The Hero may enter other people’s dreams in order to communicate or in an attempt to control the dream itself.
  • Telepresence: The Hero’s "dream-self" may leave their body, and appear to other characters. The Dream-self can see and hear things, but cannot interact with them. Unlike with ESP, the Dream-self can be seen by other characters.
  • Precognition: The Hero gains precognition.
  • Detection: The Hero may attempt to detect the exact position of people he has previously visited.
  • Detection Resistance: The Hero may resist attempts to find them by psychic, dream traveling or other metaphysical means.
  • Astral Travel: The Hero may enter the Astral Plane using Dream Travel.
22-23​
Edetic MemoryThe PC has a Total Memory of numbers, codes, and mathematical problems and answers. The PC can remember, calculate and read anything that's mathematical or encrypted at Power Rank plus his/her Reason rank.
24-25​
ElectrokinesisThe PC can create and control existing electricity by force of will and molecular agitation at Power rank. This Power works like Electrical Generation. (See Electrical Generation in the Energy Control section).
26-28​
Empathic TransmissionThe PC can project false emotions into others at Power rank. By making a Red Psyche FEAT, he/she can affect more than one person at a time at a -1CS. The duration of the set emotion depends on what FEAT is made.
  • Red FEAT-emotions will last 1d100 rounds.
  • Yellow FEAT- emotions will last1d10 rounds.
  • Green FEAT-emotions will last a round.
    The target has one chance to resist the effects, by making a Psyche FEAT against the PC's Psyche FEAT. This Power is somewhat similar to the Pheromones. (See Pheromones in the Physical enhancement section).
29-30​
Empathic Vampirism*The PC feeds off of the victim’s emotions at Power rank. The victim appears as if he/she has a heart attack or some other type of physical pain. Each time he/she feeds, the victim's abilities are -1CS for 1d10 turns. If he/she feeds with intent to kill, the victim's Endurance drops a -1CS per round, until it reaches Shift-0 at which point the victim dies.
31-32​
EmpathyDetect surface emotions or send empathic messages
33-34​
Free Spirit*The character can survive the death of his physical body and live outside of it, he can share bonds with another host body (or posses it with the possession power), physical powers he possesses are then given to the bonded person.
35-36​
Hallucinations*Illusions directly inside a persons mind
37-38​
HydrokinesisThe PC can create and manipulate water by force of will and molecular agitation at Power rank. This Power works like Water Animation. (See Water Animation in the Matter Control section).
39-40​
Hyper-IntelligenceAdd this power rank to Intuition or reason
41-42​
Hyper-InventionReason increased for invention purposes
43-44​
Incarnation AwarenessThe hero can contact his previous incarnations and ask them to perform deeds that will help him later on. This requires a FEAT with a -1CS penalty for each generation of incarnation.
45-46​
Iron WillThis power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real. The hero can control when to release.
47-48​
Linguistics
49-50​
Memory AlterationThe PC can alter another person's memory at Power rank. He/she does this by either implanting new memories or erasing existing ones. The PC must first make a Psyche FEAT, before he/she can be affected by this Power.
51-52​
Mental DuplicationDuplicate a target’s brain inside a part of your own brain to for instance learn secrets. The captured brain can try to take over on a Psyche -3CS roll
53-54​
Mental GestaltThe PC has an intellect that composes two or more relatively merged minds to form a collective powerful being of minds. When creating the PC, the Player has to create more different character's minds. The Gestalt PC may resemble a blending of personalities from each of the merged characters, or have completely different personalities all together. All selves are required to form the Mental Gestalt.
55-56​
Mental Invisibility
57-58​
Mental Probe
59-60​
Mind BlastPower rank damage and Psyche FEAT vs. intensity or KO for 1-10 rounds.
61-62​
Mind DrainReduce Reason and Intuition by power rank, if at Shift-0 loss is permanent. Target may resist with Psyche FEAT, if successful the target is immune for 24 hours, but if a second FEAT fails the victims Psyche is also reduced by 1CS for 24 hours,
63-64​
Omniscience**The PC is ultimately in touch with the Universe. This Power is automatically CL1000. The PC has control of all Detection Powers, and Mental Powers regarding insight.
Note: this is an Omni Power. A definite must for Judge intervention.
65-66​
Photographic ReflexesThe PC can perform any action he/she has seen at Power rank. All FEATS requiring Agility or Fighting done in the presence of the PC, are recorded and photographically etched into his/her mind. The PC must make a Power FEAT first, and then he /she can perform those same FEATS without expenditure of Karma. The PC however, must study the target for 3 rounds. The target when confronted by the PC receives a special ill fortune of dropping his/her Fighting and Agility to a -2CS. The PC also retains the same Talents that the victim has.
67-68​
Photographic MemoryThe PC can remember anything he/she has seen before at Power rank. This Power is similar to Total Memory, except that the PC cannot remember anything he/she's heard only what he/she's seen. Like the latter Power, Player will need paper to write down everything he/she's witnessed.
69-70​
PostcognitionSee in the past for a number of weeks equal to power rank number.
  • Green FEAT gives impressions
  • Yellow gives general information
  • Red gives information that the subject may not have been aware of.
71-72​
Precognitionthe functioning of this power is entirely up to the judge
73​
Psionic VampirismDrain Reason, Intuition and mental powers (see vampirism).
74​
Psychic SolidificationThe PC can mold and shape psychic energy into solid constructions of Power rank. Anyone touches this energy will suffer a limited Psyche drain permanently. Furthermore, the victim must also roll on Endurance, or is knocked out for 1d10 rounds. Any weapon created does specific damage only.
75​
PsychokinesisThe PC can control and manipulate materials by force of will at Power rank and range. The Power rank determines what Material Strength he/she can control. The PC can cause material to entangle someone at Power rank ability and range. Treat this entangle as a Wrestling hold of Materials Strength rank.
76​
Psychometry
77​
Purge*The PC has an ability to purge and cleanse his/her body of drugs, disease, toxins, etc. at Power rank. The PC must first make a Psyche FEAT, if he/she fails then an Endurance FEAT must be made.
78​
PyrokinesisThe PC can create and manipulate fire and flames by force of will and molecular agitation at Power rank. This Power works like Fire Control. (See Fire Control in the Energy Control section).
79​
Remote Sensingenhance the range of any sense
80​
Sensory LinkSee/hear etc. through another being.
81​
Serial ImmortalityWhen the character dies he is reborn either as baby, new complete body, premade clone, recently deceased other being or even a living being (psyche feat to resist).
82​
Speechthrowing
83​
TelekinesisPower rank is equivalent to strength As a power stunts the character can:
  • Telekinetic Armor: The Hero can boost their strength by half the intensity of Telekinesis for combat purposes.
84​
Telelocation
85​
TelepathyCommunicate on a mind-to-mind basis, unwilling targets require a power FEAT vs. Psyche.
86​
Total MemoryTotal recall
87​
True CharismaThe PC automatically has Enhanced Beauty at Power rank. the PC has a surrounding Charismatic aura that emanates. With this Power, the PC can cause one of the three responses:
  • Friendship/Trust
  • Power/Fear
  • Deception/Lie
88​
PsychoblastThe character with this power has the ability to send out a wave of psionic force that fires all the brain's synapses at once and short circuits the consciousness of the target. The target may make an Endurance or Psyche FEAT (whichever is lower) to resist the effect. If the target fails this roll, they are Stunned for 1-10 rounds. However, even if they succeed at this roll, this is such a devastating attack that the target is still at a -1CS on all actions for the next 1-2 rounds (Judge's discretion). In some instances of this power, a successful Psyche FEAT by the target will trigger a psychic feedback that will Stun the Psychoblaster (Yellow Psyche FEAT to resist). Players who choose this as a limitation may increase this power by a +1CS.
It should be noted that this power only works against those targets with an organic brain.
89​
Psionic WeaponryCharacters may create physical weaponry, such as clubs and swords (but not guns, etc.), through sheer force of psionic power. Material Strength is determined by the character's Psyche, with the damage determined by this Power rank. These Psionic Weapons will last only as long as the character concentrates on them. Should the character's weapon be broken or damaged, the character must make a Yellow Psyche FEAT or be stunned for 1-100 rounds.
90​
Cyberspace ProjectionSimilar to the power of Astral Projection, this power allows characters to enter Cyberspace as pure information. Once in the data stream, the character's physical body is represented by their digital avatar (the cyber equivalent to an astral form). All the character's physical abilities are replaced by this power rank much like the power of Dreamtravel. Willing characters may be brought into Cyberspace along with this character by "piggybacking" the signal at a -2CS per person.
91​
PredictionThis power comes in two forms - combat and non-combat. While it is possible to have both forms, the Judge should impose harsh restrictions on those who do. The combat form of this power allows the character add this power rank to his Fighting ability when in combat with someone he has observed for NO LESS THAN 5 rounds (once a Power FEAT is made, of course). Furthermore, once the 5 round limit has passed, this character does not need to declare his actions until after his opponents have declared theirs, regardless of who has initiative. Characters who have been accurately Predicted fight the owner of this power at a -2CS on all FEATs. The non-combat version of this power allows the character to make wildly intuitive leaps of reason to arrive at a future outcome with even the tiniest shred of input. Possible uses for this power include:
  • Discovering the next place a villain will strike
  • Determining the secret HQ of said villain (if the villain is GOING there)
  • Being able to head off a villain in a chase by predicting the direction he's going
  • Really accurate weather forecasting
    As a power stunt, the character may use this power in reverse to perform such mystifying feats as determining secret identities or the whereabouts of the villain's secret HQ (if he's already been there).
92​
ForeshadowingThis power gives the character a limited and subconscious control over several powers, including Precognition and Reality Alteration - Past. This power allows an observant character the chance to make an educated guess about the future events in his own life. The Judge is encouraged to be as creative as possible in this respect, without getting out of Hand. At the beginning of every play session, the Judge (not the player) makes a roll to determine how far reaching the effects of this power are, with the hints provided being more frequent or obvious the higher the color rolled. On a White result, the Judge is encouraged to lie like a rug, throwing wildly contradicting events at the hero until he thinks that Galactus himself might appear!
93​
Omni-KnowledgeA character with this power has an innate, subconscious link to a sort of cosmic reference library. When he is presented with a question concerning information of which he was previously ignorant, the PC must make a FEAT. Green FEATs give him access to contemporary human knowledge. Yellow FEATs give him access to alien knowledge. Red FEATs give him access to Entity-level knowledge. Success means he is able to give a short, concise answer that only answers the initial question. As a limit to this power, the question must be asked of the hero by another person. Also, despite his ability to "know" any given topic, the PC might not be able to understand it. His comprehension is still limited by his Reason. This power enables the Judge to create idiot savants who can decipher the workings of Galactus's Worldship but are unable to tie their shoelaces. For example: Ref-Book and his buddy Jaunt find themselves in the Watcher's recreation room, facing a piece of alien technology. Ref-Book has no idea of what the thing is, but when Jaunt asks the magic question "What is that?" Ref-Book's power goes to work. He makes a Red FEAT, gains the necessary knowledge, and says "It's a television set." "Well, how do we turn it on?" asks Jaunt. Ref-Book fails his next FEAT and says, "Beats me."
94​
Death Field GenerationThe hero can generate an anti-life field that destroys all but 1 health point of all creatures in range. The range is found on Column A of the Simultaneous Actions Table. A power rank feat roll is made to determine the color feat roll the victim needs. The victim rolls their psyche to reduce the damage to half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This power can only be used two times/day.
95​
ConfusionThe hero has the ability to induce confusion on a victim within range. Range is determined on Column A. With a successful power rank feat roll, the hero can cause the corresponding effect for three rounds.
  • Green - victim does nothing but defend
  • Yellow- all actions at -2CS
  • Red - flees for three rounds
  • The victim is allowed a Psyche FEAT roll to resist, with the intensity equal to the color result received on the power rank feat roll.
96​
FearThe hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls:
  • Red resists
  • Yellow all actions at -1CS
  • Green flees as fast as possible
  • White paralysis
97​
Will ForceThe hero can mentally increase any one physical FASE ability score or power by +1CS for a duration equal to the color result once a day.
  • Red: 10 rounds
  • Yellow: 8 rounds
  • Green: 5 rounds
  • White: 3 rounds.
    The hero must then make a successful Psyche FEAT roll or rest for 1-10 rounds. The increase may be raised to a maximum of +2CS with a successful Psyche FEAT roll for 1 round. At the conclusion the hero must make an Endurance FEAT on the Stun column to avoid passing out from becoming physically and mentally exhausted.
98​
Photographic ReflexesThe PC takes 3 rounds to analyze physical talents when seen in use by other people. At that point the PC may temporarily copy these talents for 1 minute times the power rank. The PC uses his/her stats, but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like swimming or climbing, etc).
Optional Powers: Mental Duplication
Nemesis Powers: Invisibility
99​
Ultimate Skill*The PC has a talent, which he's honed. The Talent is automatically Unearthly rank. Talents that may have the Ultimate skill are:
  • Weapon skills: All
  • Fighting skills: All
  • Scientific skills: All
  • Other skills: except bonus gaining
    Note: Judge will decide on what Talents can be used for Ultimate skill
00​
Karmic TapThis power allows characters to tap into their reservoir of willpower (Karma) and increase any power or ability by 1 point for every 2 Karma spent. The power rank is the limit of Karma you can use in 1 round. The Duration is the round in which you spend the Karma. Rolling an Amazing FEAT roll will get you another round of benefit from the Karma spent. If the FEAT is rolled and failed, PC must spend the same amount of Karma for that round. If there is insufficient Karma to do so, the remainder is taken from the PC's health. This power is considered a free action, may be done in addition to other actions in the round.
Optional Powers: None
Nemesis: Itself
https://classicmarvelforever.com/cms/superspeed.html

Super Speedsters​

by Jonathan M. Perry & Mark Hughey

Super Speed​

A sort of combination of Hyper-Speed and Hyper-Running, the Super speedster is a class of speedster above the normal class of parahuman that can merely run fast or have quickened reflexes. A speedster with Super speed lives in a sort of speeded up reality from the one everyone else does. Air provides almost no resistance. Fast objects to the normal eye are sluggish to them. Most often, these characters have touched what is known in the DC Universe as the Speed Force, the energy that provides the power for all known Super speedsters.

Notes for Super Speedsters​

This power does not merely confer quick movement, but also allows a character to perform tasks at a greatly reduced time rate. The power rank number is treated as a multiplier to show how much more quickly a task can be accomplished (as per Hyper-Speed in the UPB; however, no +2CS cannot be applied as a limitation for having a body that is not prepared for the rigors of living a Super speed lifestyle, as having the Super speed power suggests that the character is, in fact, adapted. If the character is not adapted, the character is either dead or can only attain a Feeble rank without special equipment).

Super speed costs 3 slots to attain. In addition, a player can—during character creation—opt to spend any number of slots to buy power stunts for the power, provided that the power rank of Super speed meets the requirement for the power stunt. Power stunts are listed further down.

Movement​

Characters with super speed move at a base movement equivalent to their power rank on the Space Movement table on the ground, as shown below. They can move up to nine areas per round in water. Even Super speedsters who have the power stunt of running across water can move only at a rate of 9 areas per round maximum when immersed in water, as opposed to running across it.

Power RankAreas per RoundMPH/MPM
Super Speedster Movement
Feeble20300/5
Poor40600/10
Typical671000/17
Good1001500/25
Excellent1332000/33
Remarkable2674000/67
Incredible4006000/100
Amazing66710,000/167
Monstrous1,33320,000/333
Unearthly2,66740,000/666
Shift-X5,33380,000/1332
Shift-Y10,000150,000/2500
Shift-Z20,000300,000/5000
Class 100066,6671 million/16,667
Class 3000LightspeedLightspeed
Class 5000Time TravelTime Travel
Any Super speedsters with a power rank of Typical or above have an aura that surrounds them and protects them from excess heat and friction when they move; this aura seems to be a by-product of the Speed Force which empowers them, and can slightly blunt physical attacks, as well as the effects of windburn and friction-heat. In game terms, Super speedsters are afforded Excellent protection vs. Physical Attacks, and Incredible vs. Heat and Friction, due to the aura that the Speed Force provides them.

Combat Actions​

Super speedsters are also capable of a great many actions a combat round. This ranges from snatching weapons from the criminal element to performing machinegun type blows against various targets. The numbers of actions the character may take before receiving negatives for multiple actions are as follows:

Power RankNumber of Actions per Round
Feeble2 per every one
Poor2 per every one
Typical2 per every one
Good2 per every one
Excellent3 per every one
Remarkable3 per every one
Incredible4 per every one
Amazing4 per every one
Monstrous5 per every one
Unearthly5 per every one
Shift-X6 per every one
Shift-Y7 per every one
Shift-Z8 per every one
Class 10009 per every one
Class 3000+(Combat is no longer an option at this level and beyond, except between speedsters; in which case you treat it as normal combat)
Super Speed rank can be used for extra attack attempts but is different in the following way. Feeble, Poor, Typical, Good and Excellent need to roll a red to get two attacks. Remarkable, Incredible, Amazing and Monstrous, need to roll a yellow for two, and a Red for three. Unearthly, Shift-X, Shift-Y, and Shift-Z need to roll a green for two, and a yellow for three. Class 1000+ needs only to roll a green for three.

The Limitation of the Super Speedster​

A Super speedster is after all a living breathing being, and like any living breathing being becoming winded becomes a factor. Any Speedster can run at half speed and not worry about becoming winded, much like a marathon runner going for a pleasant two-mile jog. When running at full speed, energy reserves start becoming an issue. A speedster may run at above half their normal speeds up to full speed for as many combat rounds equal to their Endurance rank. To push beyond that limit requires Endurance feats.

Example: The Happy go-lucky and attentiveness challenged Impulse has an Endurance rank of Incredible and a Super Speed rank of Shift-X. He can run at 40,000 miles an hour for most of the day and just be mildly tired. When he pushes past that limit, say, 40,001 that's when he starts eating up time on his endurance. He can run at 40,001+ speeds for 40 turns, or 4 minutes of time. After reaching turn 41, he needs to make a green endurance FEAT to continue on for ten more rounds. To push beyond that, he needs a Yellow endurance FEAT for the next five rounds. To push beyond that, he needs to roll a Red endurance FEAT for every two rounds more he wants to push himself. Once a failure in the endurance FEAT occurs, the Speedster becomes to fatigued to continue on at any level of super speed. They need to bloody well rest up, for a minimum of twenty-four hours, despite any hyper healing. No Super Speed Power stunts may be attempted during this rest period.

Feeling the Burn​

Super Speedsters have one more remarkable trick that they can pull over regular parahuman runners. If they truly push themselves, they can run at +2CS higher than their rank. But such ability does have its drawbacks. The character must roll and Endurance FEAT every 3 rounds or pass out. Once they awaken, they must follow the penalties listed above for tiring themselves out. Of course this assuming, that in their passing out, they don't smash into anything at such high velocities, and become the longest skid mark that was once alive.

Perils of Speed​

If for any reason a speedster reaches Class 3000 speeds, they feel the calling of the Speed Force. Big Deal you say? Guess again. The Speed force is the nirvana for any Speedster, where most past speedsters; once they shuffle on, join. Upon reaching Class 3000 speed, the character is faced with a perilous choice, enter nirvana or turn away from heaven. Joining the Speed Force effectively ends the character's play in the game, so we're assuming you'll resist. Here's a list of things you can do to accomplish this:

Make a Psyche Feat Roll of at least Incredible intensity. This basically means, that the character blinked in the face of God, got the willies, or for that matter, didn't think their time on Earth, or whatever planet your playing on, was over.

  • If the Speedster has a loved one, as in someone they are totally gone for, would die for, they receive a +3CS to their psyche for this FEAT (love is a powerful thing).
  • If the Speedster is on a world-threatening mission when he brushes the barrier, they are allowed a +2CS to their Psyche for the FEAT roll.
  • If the Speedster is part of a Telepathic Team Link, the other characters can help him fight off the urge to join with the speed force. (Mainly because the speedster is a powerful member of the team, and they don't want to get their asses kicked). For this occurrence, the Speedster gets +1CS for every friend in the team link that urges him away from his eternal reward.
  • Another Speedster can push them away break their momentum. However, there is a 40% chance this will result in the pushed Speedster being thrust forward in time 6d10 years in the future. (Imagine, coming out of the speed force SIXTY YEARS IN YOUR OWN FUTURE! Hope your playing a solo game, otherwise your GM is gonna be pissed). Example: Savitar and Max Mercury. Read the "Dead Heat TPB", trust us.

Breaking Grapples​

Speedsters can use their power rank -1CS to break grapples instead of their strength. Slippery little devils, ain't they?

Catching Attempts​

Speedsters can use the Super Speed rank as well, with no penalty, though to catch bullets, you must have an Incredible rank or higher. Catching bullets is always a green FEAT no matter what the rank, catching multiple bullets may result in needing a Yellow or Red, and each bullet caught takes one action to perform. It is the GM's choices whether you need to roll a FEAT roll for each bullet, or for just bullets shot from different attackers.

A Speedster that has ranks of Amazing or above gain the power stunt of Invisibility by moving extremely fast. Those trying to spot the speeding speedsters must make a Red Intuition FEAT to notice them, unless they have a power that would ordinarily catch such things, such as Combat Sense, Chi Awareness, Life form detection, Omni directional vision, or Infravision due to the heat the speedster puts off.

Power Stunts​

• Create Cyclones:
These tornadoes will inflict power rank damage or Good blunt, whichever is lower, or Power Rank intensity Stun/Slam attacks. The Speedster must specify which effect they are going for when using this in combat.

• Water Running:
Once the speedster accomplishes this power stunt they will have the ability to move so fast over water, that they barely break the surface tension. They may run at regular speeds above the water. Remarkable ranked or lower may not attempt this stunt.

• Wall Running:
With every 100 feet of approach, the speedster may run vertically for 500 feet.

• Vibrate Through Solid Objects:
This allows the character to vibrate through materials less than their power rank. However, characters that run at Class 1000 speeds or faster cause such objects to explode, inflicting material strength edged damage to all in one area.

• Cushion of Air:
By spinning their arms or legs rapidly, Speedsters can create a cushion of air of power rank; this power is the equivalent to levitation.

• Extend Aura:
What kind of whimp stunt is this you ask? Well what good would it do for your character to run over Feeble speeds with a passenger, only to wind up giving them no chance to breathe and burn their skin off their bodies? This power stunt can only be used to protect one passenger.

• Lending Speed:
Through manipulation of kinetic energy, the speedster is capable of imparting momentum to the object or individual with a successful touch. The object or individual will suddenly accelerate in the direction already being traveled (or the attacking speedster's choice if the object or individual was stationary at the time of the touch), with an increase to their movement equal to the rank of momentum the speedster chooses to impart (up to the speedster's power rank). If the speedster is in motion at the time of this attack, he will decrease his speed by the rank he imparts to the object or individual touched. Common uses of this stunt are to send foes suddenly crashing into nearby obstacles or other victims at high speed (as Charging attacks), or to instantly accelerate small items to ballistic speeds like a railgun-style attack (possible armor-piercing or armor-ignoring effect vs. purely physical protection due to velocity).

• Stealing Speed:
(Must have a rank equal to or greater than Shift-Y): The speedster through manipulation kinetic energy may decrease any objects velocity by stealing speed from it. This means any moving object, from butterflies to supersonic jets. This power does work on other Speedsters. Characters with Shift Y-Z power rank can steal up to half the target's velocity per round. Characters with Class 1000 power rank can steal up to 3/4 of the target's velocity per round. Characters with Class 3000 power rank can stop a target cold. The speedster however, must be moving alongside the target in order to perform this stunt. Slowing them or even bringing them to a sudden stop (if draining their momentum to Shift-0). At the Judge's discretion, targets may resist with an Endurance feat or the effective rank of their current momentum. Sudden stops may require an Endurance feat to avoid possible Stun or Kill results due to whiplash.

• Spectrum Shifting:
Speedsters with ranks above Unearthly can run so quickly as to cause light to begin to slow, and experience Red Shift. Which will allow them to view the lower spectrum of light that is normally invisible to the unaided human eye.

• Invisibility:
For those with Incredible or less power rank, they can purchase this power stunt. However, those with Feeble to Good can be seen on a Green intuition, and those with Excellent to Incredible can be noticed with a yellow Intuition.

• Shockwave:
Speedsters, who have learned the Vibratory power stunt, can also learn the ability to rapidly create shockwaves through most materials with Power Rank damage intensity.

• Costume Storage:
(Amazing rank or higher only) Speedsters can actually gain the power stunt to hide their costume in a confined space, such as a ring, by whipping up a super speed whirlwind to compress the costume into the confined space. Or, you can just skip this power stunt and wear your uniform under normal clothes like Superman does.
https://classicmarvelforever.com/cms/human-maximums.html

Maximum Human Potential​

Below is a table outlining a human's maximum potential.

FightingAgilityStrengthEnduranceReasonInituitionPsyche
Feeble01-0501-1001-0501-0501-1001-1001-05
Poor06-1011-2006-2506-2511-2011-2006-10
Typical11-2021-4026-7526-7521-4021-4011-20
Good21-4041-6076-9576-9541-6041-6021-40
Excellent41-6061-8096-0096-0061-8061-8041-60
Remarkable61-8081-9581-9581-9561-80
Incredible81-9596-0096-0096-0081-95
Amazing96-0096-00
Just roll 1d100 to determine your normal human's FASERIP scores within maximum limits.
https://classicmarvelforever.com/cms/power-combinations.html

Power Combinations​

Tired and bored with Ultimate Powers. Are they not quite "Ultimate" enough. Then check out the following combinations of powers that you can use, or might just spark your own creative juices. Props go out to Moryssa, Dr Archeville, sway, and Johnny1 from the messageboard for this list.

Animal Transformation-SelfwithEvolutionFor some really funky effects. Home-made Shi'Ar anyone?
PhasingwithInvisibilityGhosting - Uh... become a ghost.
Force FieldwithBody CoatingRegenerative Force Field - Force Field that possesses its own resistance, health, and regeneration at Rank.
Energy ConversionwithEnergy DopplegangerAnima Force - Create energy dopplegangers out of any energy form.
Micro-EnvironmentwithReality Manipulation (Present)Micro-Cosmos - Godhood within radius of power.
Remote SensingwithTrue SightScrying - Poof... you're a scryer.
Martial SupremacywithNeural ManipulationNerve-Striking - I've cut of the flow of blood to your ankles...
DisruptionwithCombustionMolecular Excitement - Bus goes bye-bye... and takes the rest of the block with it.
RocketwithHyper-LeapingRocket Leaping - Your jumping about is as effective a combat strategy for you as it is for Mario.
Power TouchwithChemical MimicryMolecular Aura Augmentation - You can make your tee-shirts as tough as Iron-Man's armor.
Force FieldwithBouncing BallKinetisphere - Sort of like Speedball's power.
Weather ControlwithForce FieldStorm Field (as seen in a recent Exiles issue).
ShapeshiftingwithNatural WeaponryBio-weaponry - Form all manner of natural weapons via shapeshifting.
Lifeform CreationwithForce ReincarnationTrue Reincarnation - You need Einstien's help with your homework... you got it.
PostcognitionwithMolecular CreationYou can take a discarded pizza box from a dumpster and re-create the pizza that had been inside.
Animal-Transfomation-SelfwithDuplicationGet a Horde of beasties.
Incarnation AwarenesswithMental DuplicationAllowing her to actually merge with past lives.
Incarnation AwarenesswithPrecognitionTo allow her to chat with her future selves.
Weather ControlwithBody TransformationThe effects are pretty obvious.
Weather ControlwithMissile CreationThe character created miniature atmospheres shaped like orbs which contained the desired weather effect inside.
PhasingwithNeural Manipulation and Biophysical Control - DisruptionForget about screwing electronics. You can kill just by phasing through a person.
Catalytic ControlwithMolecular CreationInternal Chemistry Set! Make a cesium bomb, nuclear bomb, and just about any other fun reaction reason will allow!
Energy ConversionwithMolecular ConversionTransmolecular Conversion - Matter... energy... it's all the same.
Force FieldwithTrue InvunerabilityInvincibility Field - Nothing is getting through.
Molecular Creation + Enlargement (Atomic Gain)withMolecular Creation + Enlargement (Atomic Gain)Hyper-Molecular Creation - Bigger is better.
Magnetic (or Kinetic) ControlwithMissile CreationRailgun - Boom.
Total MemorywithPower Duplication (Magic Only)Spell Recall - Remember in precise detail every spell you witness, so you can cast it yourself.
Emotion Control (Fear)withWeakness CreationPhobia Power - Very Scarecrowish...
Collection (Blood Only)withBio-VampirismMeta-Vampirsm - Nasty...
Energy Body: ShadowwithSympathetic MagicShadow Puppetry - That's just creepy...
Chemical MimicrywithPower DuplicationD.N.A. Mimicry - You can make your D.N.A. sequence functions as if it were someone elses.
MagnetismwithPower Control: Negation (Technology Only)EMP Burst - Why'd all the lights go out?
Absorbtion Power: KineticwithGrowthKinetic Absorbtion (Physical Only)- Similiar to Strong Guy's power.
BezerkerwithGrowthRage Transformation - Yippie... you're a mini-Hulk.
Armor SkinwithPrehensile HairPrehensile Skin - Umm... like Skin....
Armor SkinwithMartial SupremacyMorphing - Yeah... you're a dingy little Power Ranger... eh...
ShadowcastingwithNeural ManipulationYour shadows dampen the electrical impulses sent through someone's body.
Internal LimbowithGravity ControlOptionally throw in Energy Sponge or Absorption. Add Growth for flavor. You are your own black hole. The same can be achieved with Gateway and the aforementioned powers.
ReflectionwithPsi-ScreenProfessor X is in for a nasty surprise...
Body Transformation: OtherswithPower ControlSpecies Change - Zap... they're a skrull... zap... they're a mutant... zap they're an Inhuman... you get the picture (could be financially useful... if you can find any rich mutants willing to pay for regular treatments to keep them "normal").
Astral ProjectionwithSelf-DuplicationAstral Dopplegangers - Well... you can spilt your mind and psyche into many projections at once.
Physical GestaltwithSelf-DuplicationMulti-form - You can exist as a gestalt-being or as several beings as your natural state... no duration on either.
Hyper-SpeedwithTeleport-SelfWarp Speed - You're like the Flash... I mean... like Buried Alien... yeah... that's what I meant...
Hypnotic VoicewithProbability ManipulationFortune Telling (Oracle Power) - "What's really going to bake your noodle later on is, would you still have broken it if I hadn't said anything?"
Hyper-InventionwithHyper-SpeedHyper-Kitbashing - "You're telling me you just whipped up that transdimensional-whatchmacallit... while I was in the bathroom?"
Micro-EnvironmentwithBio-Physical Control DecayKill Zone - As demonstrated by a very unfortunate teenager in a recent "Ultimate X-Men".
Power TouchwithMissile CreationRepulsion = As possessed by Spider-Girl.
Cold GenerationwithCrystallizationIce Generation - Of course...
Bio-VampirismwithAge-ShiftingYouth-Stealer - I was twelve yesterday.
Mind ProbewithTotal MemoryMemory Copying - Why settle for only remembering everything you've experienced...
Power DetectionwithWeakness DetectionYou know basically everything their is to know about someone just by looking at them. (Like the cheesy Final Fantasy spell"
Remote SensingwithEnvironmental Awareness and TelepathyPlanetary/Galactic Awareness - You're not quite intune with the cosmos... just you're little corner of it.
Emotion ControlwithBezerkerRage Power - Your twisted little self can send the masses into a blinding rage and bloodlust.
Plague CarrierwithZombie AnimationInfectious Zombification - You're a zombie... you bite Steve... Steve's a zombie... Steve bites John... John's a... oh... nevermind...
Emotion Control (Fear/Terror)withHallucinationNightmare Visage - "Okay, this is messed up... Ultra-lad is over there screaming about giant boil weevils... and Meteormaiden is in the fetile position mumbling something about the milkman... and now I'm seeing my Third Grade Gym Teacher... oh the humanity!!!"
Hypnotic ControlwithMicrowave ControlHypnotic Broadcast - Okay... every villain and there mother has tried it... and it never works out... but maybe you're the one that'll change all that.
Teleport-OtherwithTeleport-SelfLocation Swap - "Fortunately, I'm not the one standing next to the bomb. *zap* Crap...."
Troubleseeker (with and limited to Dimensional Travel)withSummoningExile - You get pulled between alternate realities dragging along other reality displaced comrades... should one of you fall... another is summoned.
Troubleseeker (with and limited to Time Travel)withMind Control PossessionQuantum Leaping - Now all you need is a Ziggy....
Communicate with Non-Living MatterwithTime TravelDay Replay - Ala the new "Tru Calling" series... you can travel back in time up to twenty-four hours to save any recently deceased individual who asks for aid.
Communicate with Non-Living MatterwithProbability ManipulationFreaky Talking Knicknack Power - Little trinkets direct you to perform actions that set into motion highly unlikely and improbably chains of events that lead to beneficial outcomes for others.
Spirit VampirismwithProbability ManipulationDestiny-Stealer - (As seen last seen on "Angel") You sap the good fortune and karmic destiny out of a person, leaving them a hollow, directionless shell.
Precognition (vocal component need)withMind Probe (vocal component needed)Muse Empathy - You can read peoples thoughts and destinies by listening to them sing (as possessed by Lorne on t.v.'s "Angel").
IonizationwithDisruptionPhasering - When you ionize a target for a brief instant there is no compensation for air molecules and particles, and thus your power causes high levels of apparent burning and pain. You can still go for a full disintegration effect as well (Star Trek-ish weapon).
https://classicmarvelforever.com/cms/combat-tactics.html

Combat Tactics​

When my gaming group started playing the MARVEL SUPER HEROES game back in high school, we were all still gaming rookies. As my game mastering and the players’ skills improved over the next several months, I wanted to introduce a sense of strategy and tactics into the group's battles. I tried to have my villains use intelligent tactics whenever appropriate in an effort to show the heroes the benefits that having a sound battle plan can produce. And, after their heroes got their heads handed to them once or twice, the players caught on.

This article will help you develop an understanding of some basic tactics that you can use to help your heroes win more of their battles against the forces of evil and villainy everywhere. Heroes are sorted into various categories with titles borrowed mostly from the military, with each having certain offensive and defensive strengths. Although I'll be using MARVEL SUPER HEROES characters and game terms as examples, the categories describe heroes in general, and the tactics should apply equally well to any superhero RPG.

Combat Categories​

Infantry:This category of heroes is made up of ground-based (no flying, gliding, etc.) heroes who have few or no true super powers and whose main tactic is to close with the enemy and engage in melee. In the MARVEL UNIVERSE, this category is represented by the likes of Captain America, Black Knight, Mockingbird, Black Panther, Wolverine, and Daredevil. Their styles and weapons are irrelevant, as all of these heroes do the majority of their fighting in close quarters with the enemy. Other powers or abilities that heroic infantry might possess are: martial arts, weapons, or acrobatic skills; injury-resistant or enhanced senses; or the ability to make multiple attacks per combat round.Offensive Tactics:Like its military namesake, heroic infantry is the best force around at taking and holding ground. When attacking foes, infantry's success or failure often determines the ultimate success or failure of the combat. To insure success, infantry needs support from other types of heroes and should develop some alternatives to the all-too-common frontal assault. Attacking your foes from their flanks or rear is a great way to confuse and distract them. Forcing your foes to react to two or more groups of heroes, coming from different directions, often causes those foes to split up their own forces in order to deal with the threats. Just be aware that dividing your forces for a flanking attempt will also weaken your group as a whole, especially if you are discovered before you are ready to attack. If you doubt that heroic infantry can do much damage in a flanking maneuver, consider what would happen if the Daredevil, Captain America, and Wolverineattacked your heroes from behind.Defensive Tactics:Since infantry seldom has true powers, it often cannot withstand an all-out attack by super-powered foes. It is often best, when under this kind of attack, for the infantry to find cover and wait for the other heroes to give it an opening to turn the tide. If no such help is available, the infantry should stay together and make the enemy come to it. Prepare an ambush or some confining trap. Play "cat and mouse" with the many times. The Dodging and Evading tactics from the MARVEL SUPER HEROES Advanced Set Player's Book can also be effective defensive tactics.Speedsters:In super-hero games, this term refers to characters with super speed or other heightened ground movement powers. In the MARVEL UNIVERSE, some notable speedsters are Quicksilver, Makkari, Super Sabre, and the Whizzer. Any hero qualifies who possesses a power that allows him to cover larger than normal ground distances in a round (such as lightning speed or leaping) or allows him to make multiple attacks per round. Note that not all GMs allow speedster characters to make multiple attacks merely because they possess super speed; they must also possess an "extra attacks" power. Characters like this may also have a high agility, endurance, or an injury resistance power (body armor, etc.). The most common tactic used by these heroes is to simply close with the enemy and enter melee.Offensive Tactics:A hero of this type often does have multiple attacks, and this can be used to even the odds if the heroes are outnumbered. This is achieved by distributing the hero's multiple attacks among several targets within the hero's movement range. This gets more enemies involved in melee, preventing the other heroes from being overwhelmed by sheer numbers. A tactic for these heroes who do not possess multiple attacks, but who do possess a high endurance or some form of body armor, is the charge. High speed means a lot of momentum and a lot of damage to anyone who absorbs that momentum with his body. You can also use these characters to foil enemies' plans by getting behind their lines, committing sabotage, etc. How can the evil scientist fire his atomic mutagen splurge-gun at your heroes if your speedster hero can race to the wall and unplug it before the scientist can start the firing sequence? Or imagine Maximus trying to escape from Quicksilver by running through an open doorway, only to have Quicksilver run to the door, close it, and lock it just as Maximus barrels headlong into it.Defensive Tactics:Many of the previous tactics work well in a defensive situation, too. The ability to attack multiple foes can be very important, slowing or even stopping an enemy advance. This tactic can also be used to help cover any retreat the heroes need to make. These heroes' high movement rates also allow them to harass foes, making them the ultimate hit-and-run artists. The ability to move so quickly also makes these heroes excellent choices for running diversions or feints. Foes have to pay attention to heroes who can literally run circles around them.Airborne:This type of hero possesses some means of flight that also represents his primary super-power, outside of possible super-strength. The Sub-Mariner, Wonder Man, Namorita and Nova of the New Warriors, and both the original Angel and Ms. Marvel fall into this category. The most common combat tactic of these heroes is to fly to the enemy and engage foe, and use teamwork to pick off enemies one at a time. These them in melee. Airborne heroes might have all are tactics that Wolverine has used quite successfully other powers or abilities that supplement their flight capabilities.

https://en.m.wikipedia.org/wiki/Trance_music
 
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ABL ASEAN Basketball League 2024 Team “Trance Dancers”
#23 Delvin Goh 6’8” 2.03m C/PF (age 28)
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#25 Lavin Raj 6’8” 2.03m C/PF (age 23)
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#17 Ng Han Bin 6’6” 1.98m PF/SF (age 34)
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E051EB9E-4497-42B7-9DF9-6F5E435DE11F.png

#57 Ng Shi Yu 6’6” 1.98m PF/SF (age 23)
80483146-E604-48A1-B90F-5C83D4D0BC2F.png

#22 Kelvin Lim 6’6” 1.98m PF/SF (age 27)
5C0D7C11-5C82-4E09-A296-394A2720E8D1.png

#11 Larry Liew 6’6” 1.98m PF/SF (age 30)
988E7C31-D125-4044-ADD7-AA4B4F2F8FE9.png

#10 Leon Kwek 6’3” 1.91m SG/SF (age 27)
4EF58829-AA18-403E-9193-2B8CF811274F.png

#6 Tay Ding Loon 6’1” 1.85m PG/SG (age 29)
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#2 Desmond Oh 5’10” 1.78m PG/SG (age 37)
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#38 Lim Jun Yuan 5’10” 1.78m PG/SG (age 26)
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ABL ASEAN Basketball League 2024 Team “Trance Dancers”
#0 Greg Thomas 8’3” 2.51m C/PF (age 59) (C) “Guardian Evolution”
ED0A3F48-59C0-4825-A2ED-8DA710829E36.png

#88 Ng Eng Hen 8’3” 2.51m C/PF (age 65) (C) “Guardian Evolution”
ED0A3F48-59C0-4825-A2ED-8DA710829E36.png

#32 Bernard Williams 6’7” 2.01m PF/C (age 59) (C) “Guardian Evolution”
F91E160F-EA60-41A0-802F-7BF313D06A5D.png

C8AEDBC7-1968-4581-87DF-BC603336CE31.png

#31 Kyle Jeffers 6’10” 2.08m C/PF (age 38) (C) “Guardian Evolution”
FE0E17A5-81F7-4F3E-9656-0E5C54B906AF.jpeg

#13 Spencer Templeton 6’8” 2.03m PG/SF (age 35) (C) “Guardian Evolution”
54FF981C-8463-4EF0-9863-6C0F08307B9A.png

#5 Jerel Chavis 6’3” 1.91m PG/SG (age 37) “Guardian Evolution”
ED980C06-F780-411C-82C0-D889ED4179AC.png

#15 Xavier Alexander 6’6” 1.98m SG/SF (age 35) “Guardian Evolution”
6D8896BE-76DF-4039-AA12-E17313779CA6.png

#7 Marcus Ryan Elliott 6’6” 1.98m SG/PG (age 39) “Guardian Evolution”
97195578-3162-4880-822B-4EAD0CBD05F8.png

#21 Anthony McClain 7’1” 2.16m C/PF (age 35) “Guardian Evolution”
A03253B1-C3ED-478D-8BEE-1ABCEE158A1D.png

#1 Jameel McKay 6’9” 2.06m PF/C (age 31) “Guardian Evolution”
3BEC5A1E-1103-432D-A2D2-0AEB812C40E3.jpeg
 
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ABL ASEAN Basketball League 2024 Team “Trance Dancers”
#0 Greg Thomas 8’3” 2.51m C/PF (age 59) (C) “Guardian Evolution”
89326F91-ADDF-4B60-AAB6-0D41BCAE0236.png

#88 Ng Eng Hen 8’3” 2.51m C/PF (age 65) (C) “Guardian Evolution”
89326F91-ADDF-4B60-AAB6-0D41BCAE0236.png

#32 Bernard Williams 6’7” 2.01m PF/C (age 59) (C) “Guardian Evolution”
D8A35C6E-2B53-4EAD-8454-F4BC375DDF8E.png

48A1F98A-5CAD-41F9-8270-6537B68171F6.png

#31 Kyle Jeffers 6’10” 2.08m C/PF (age 38) (C) “Guardian Evolution”
8547F290-B500-41E4-A092-A01CC7D13B6A.jpeg

#13 Spencer Templeton 6’8” 2.03m PG/SF (age 35) (C) “Guardian Evolution”
FC167605-0262-4459-80B7-359F5E3DBD52.png

#5 Jerel Chavis 6’3” 1.91m PG/SG (age 37) “Guardian Evolution”
817C9B26-0395-4BFC-AC5A-62ECC3CB3646.png

#15 Xavier Alexander 6’7” 2.01m SG/SF (age 35) “Guardian Evolution”
73CFC523-BA56-4BD6-B303-FE8209538602.png

#7 Marcus Ryan Elliott 6’6” 1.98m SG/PG (age 39) “Guardian Evolution”
85F5192D-8E4C-4AE7-B6C3-B96280B3BDFD.png

#21 Anthony McClain 7’1” 2.16m C/PF (age 35) “Guardian Evolution”
A28DD204-B40D-4AE5-A7D4-911260E1EE19.png

#1 Jameel McKay 6’9” 2.06m PF/C (age 31) “Guardian Evolution”
E73E16B4-7610-44FF-BD00-4BC348416EC6.jpeg
 

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47) Temple Of “The Primordial Metal Rock Gods” (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 5% Shadowrun Horizon Chairman CEO Gary Cline + 5% Maergzjirah EAGM Marilyn Manson + 5% Maergzjirah EAGM Cain Sarial + 5% Maergzjirah EAGM Somnus Dreadwood) “Primordial Metal Rock” “Northern Singapore” (Malacca) - “EDM” Electronic Dance Music - Asians

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https://forums.palladiumbooks.com/viewtopic.php?f=28&t=153717

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68) Temple Of “Holy Robohyuk” Cyber-Knights “HEUK” (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 5% Imperial “Holy Robohyuk” Korea Emperor Holy Vatican Church Augustus Taewang Caesar God-King “H” Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk + 5% Lord Coake Robohyuk The Mysterious + 5% Living Tribunal Robohyuk + 5% Tiger God Robohyuk) “Physical 101” New European Korea “Holy Robohyuk” Far Eastern Federal District Northeast China Manchuria Heilongjiang Jilin Liaoning - Temple Of “Holy Vatican” Church

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BW
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:inlove:
:thumbsup:Arise, “Dame Lady Elaine Hyuk Yuki Wong Robohyuk”!:cool:Born Elaine Yuki Wong 일레인 黄苑玲 (Actress-Model) On 8th November 1988 (Age 35) In Singapore - “HEUK” Holy European Union Knights
:inlove:
https://wiki.sg/p/Elaine_Wong

Elaine Wong. Photo from Instagram.
Elaine Yuki Wong (born 1988) is a Singaporean actress and model who became a local hot topic in January 2023 after she was revealed to be a contestant of the Netflix reality television series, “Physical: 100”.[1][2]

As of February 2023, Elaine has gained over 64,500 followers on Instagram and 183,900 followers on TikTok.[3][4]

Career​

After kick starting her career in the entertainment industry through a K-POP audition in 2010, Elaine Wong has since become an actress who is active overseas in both South Korea and China.

Between end-2022 and early 2023, she gained much attention after it was revealed that she was a contestant on the Netflix reality survival show, “Physical: 100”.

Actress and model (2008 to Present)​

Elaine Wong is an actress and model currently signed to Chang Factory, a South Korean entertainment company.[7]

Modelling as a race queen in Singapore (2008)​

In the past, Elaine was a Racequeen for the CATS Classified Carnival 2008.[8]

Debuting as an actress in the Chinese film industry (2016 to 2018)​


Elaine Wong filming for the Cantonese movie, Fight in Causeway Bay 2. Photo from Instagram.
After leaving idol trainee life, Elaine decided to delve into the film industry, securing gigs like Fight In Causeway Bay 2 and the series Undercover 1000.[9]

YearProgramme/ShowCharacterRoleRef.
2018决战千王/The Epic BattleDeng MinSupporting[10]
2017卧底归来 1000/Undercover 1000Tang Ling[9][10]
2016血战铜锣湾2/Fight in Causeway Bay 2Zhi Zhi[10][11]

Modelling for Korean skincare brands (2016 to Present)​

Over the years she’s lived in South Korea, Elaine has modelled for skincare brands like Puriskin and ELARA.[12][13]

Appearing on well-known South Korean television shows​


Elaine Wong on South Korean Foreigners. Screenshot adapted from Instagram.
Besides Physical: 100, Elaine has appeared on a few prominent South Korean reality programmes. Oftentimes, the programmes are either dating shows or angled at getting to know the lives of foreigners living in South Korea.[1]

YearProgramme/ShowRef.
2018 to Present대한외국인/South Korean Foreigners[1][9]
2023피지컬: 100/Physical: 100
2022어서와 한국살이는 처음이지?/Welcome, First Time Living in Korea?[3]
심장이 뛴다 38.5/My Heart Beats 38.5[1][9]
잠만 자는 사이/Sleeping Only Relationship

Casted for the Squid Game-inspired Netflix series “Physical: 100” (2022)​


Elaine Wong on the Physical: 100. Screenshot adapted from Instagram.
The South Korean Netflix series, “Physical: 100” first released its trailer on 27 December 2023, garnering the attention of Singaporean netizens after they realised that the lineup included a Singaporean contestant, Elaine Wong.[9] Introducing herself as an actress from Singapore, her appearance on the show quickly piqued the interest of other locals.


Elaine Wong’s first appearance on Physical: 100 (left) and her first quest (right). Photos from Instagram.
When asked about her casting experience for the show, the actress shared that the production team kept details vague and only mentioned that the show would be “something like the drama Squid Game”.[9] As a result, Elaine had the impression that she would be playing similar children’s games like Red Light, Green Light.

“When I was approached to join the series, the production didn’t tell me what the games were going to be. They just asked me if I thought I have what it takes, if I have the ideal physical body. To me, beauty is subjective. If I’m confident, I think I look good."[9]
However, upon reaching the set, she realised that she had underestimated how physically demanding the show would be. In fact, she quickly realised the stark contrast between her slimmer build and that of most of the other contestants, who had a bulkier physique.[9]The show turned out to be a series of physical competitions, whereby the winner will be able to take home a grand prize of approximately S$320,500.[9]

“I was very intimidated. After I went in and stood behind the clay sculpture of my torso, the next contestant – a lady who’s a bodybuilder, who is even more muscular than some of the men – showed up. Her clay sculpture was directly in front of mine and I was like, ‘Oh no, can I just take my sculpture and run off now?’”[9]
True to its name, the show’s lineup included professional athletes, mixed martial artists, and bodybuilders. Some of the most prominent contestants include MMA fighter and Judo athlete Choo Sunghoon and former Republic of Korea UDT/ SEAL, Agent H.[14]

In the first quest alone, the actress managed to place 80th among the 100 contestants, where she had to hang on to a pull-up bar for as long as possible.[9] However, between the Episode 3 and 4, Elaine seems to have been eliminated after a 1-on-1 challenge during the Death Matches, in which she went up against fitness YouTuber, Shin Eu-ddeum.[15]

K-POP idol trainee (2010 to 2012)​

Dropping out of Skarf and the trainee system​

As Elaine Wong became a trainee alongside the ex-Skarf members Tasha Low and Ferlyn Wong, it was expected that she could have debuted in the same group in 2012. However, she left the project before she could debut.[1]

Not much is known about what happened after Elaine Wong began her trainee life under JYP Entertainment in South Korea, but she also revealed that she had once been a trainee under another prominent label, MBK Entertainment.[9] MBK is known for birthing girl groups like T-ARA and DIA.[9]

In a blogpost that is now deleted, the ex-trainee shared that she had left Alpha Entertainment in February 2012. According to Elaine, it was due to medical reasons and homesickness.[16]

Beat thousands of contestants to pass the JYP & Alpha Asean Region Audition (2010)​

In 2010, Elaine Wong participated in a joint audition held by local company Alpha Entertainment and South Korean entertainment and record label JYP, beating 3,000 candidates to travel to South Korea to be an idol trainee.[1]

She was joined by 3 other Singaporeans, Alfred Sun, Tasha Low, and Ferlyn Wong; the latter two would later debut under the Korean-Singaporean K-POP group, Skarf.[1]

Content creator (Present)​

Elaine Wong is a popular TikTok creator with over 1.5 million views, as of February 2023.[4]Many of her TikToks feature dance challenges and short comedic skits, which have gotten viral with as many as 200,000 to 4 million views.[4] Elaine is also active on Instagram as a beauty and fitness influencer, where has gained nearly 70,000 followers.[3]

Media coverage​

Featured on The New Paper as a K-POP hopeful (2011)​


Elaine Wong (far left) is pictured with the other successful candidates of the JYP & Alpha Asean Region Audition. Screenshot adapted from YouTube.
In 2011, The New Paper published a short clip on their YouTube channel, featuring Elaine Wong, Alfred Sun, Tasha Low, and Ferlyn Wong as “Singapore’s K-pop hopefuls”.[17] All four had successfully passed the JYP & Alpha Asean Region Audition the year before and had been asked to sing a few short verses from mainstream Chinese songs.[1][17]

Interview with The Straits Times (2023)​


Elaine Wong’s interview with The Straits Times. Screenshot adapted from The Straits Times.
On 31 January 2023, The Straits Times published an article where they spoke to Elaine Wong on being casted for the popular Netflix series, Physical: 100.[9]

In the interview, Elaine shared about her humble beginnings as a K-POP trainee and how it led to her career in the entertainment industry. She also spoke about how she felt when being offered a spot on Physical: 100, and her initial thoughts on set.

“I know I’m like a tiny rabbit compared with everyone else, but who would say no to Netflix? It’s a good experience to have and I want to win. Even after seeing the rest of the cast, I didn’t give up. I still wanted to give it my best shot.”[9]
:cool::biggrin::laugh::inlove::whistling::wink:

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:inlove:
:thumbsup:Arise, “Dame Lady Tasha Hyuk Low Robohyuk”!:cool:Born Natasha Low Yi Ling 유이영 刘怡伶 (Singer-Actress) On 11th October 1993 (Age 30) In Singapore - “HEUK” Holy European Union Knights
:inlove:
https://en.m.wikipedia.org/wiki/Tasha_Low
Natasha Low Yi Ling (Chinese: 刘怡伶, Korean: 유이영, born 11 October 1993), better known by her stage name, Tasha Low (Korean: 타샤), is a Singaporean singer and actress. She was the leader of the South Korean girl group, Skarf from 2012 to 2014.[1] She is currently based in Singapore as an artiste and made her feature film debut in The Diam Diam Era(2020).[2][3]

Early lifeEdit

Born into a family of ballroom dancers, Low's great-grandfather was Low Poh San, who introduced ballroom dancing to Singapore and would later become Singapore Professional Ballroom Champion in 1946 and from 1950 to 1953.[4] Low's grandfather, Sunny Low, was also an accomplished dancer and was a household name in Singapore in the 70's and 80's.[4] Her parents, Alvyn Low and Lucy Wang, were also accomplished ballroom dancers.[5] They divorced in 2007.[5] Low's brother was also trained in Thailand to be a professional ballroom dancer.[6]

After graduating with a Singapore-Cambridge GCE Ordinary Level at Fuhua Secondary School, Low accompanied her friend to participate in the Singapore leg of the JYP and Alpha Asean Region Audition held in 2010 by Alpha Entertainment.[6] Being one of the four Singaporeans selected, Low moved to South Korea the following year.[6][7]

Low is fluent in English, Mandarin Chinese, and Korean.[6]

CareerEdit

2012–2017: Debut with Skarf and solo activities in KoreaEdit

Main article: Skarf
After undergoing two years of intensive training in South Korea, Low debuted with the Singaporean-South Korean girl group Skarf, in which she served as the leader, lead dancer, rapper and vocalist. She and another member, Ferlyn, were the two Singaporean members in Skarf until Wong left the group in 2014.[8][9]The group debuted with their first mini album, Oh! Dance[10] and performed the song on KBS's Music Bank on 17 August 2012.[11] On 14 August 2012, Skarf held their debut showcase in Seoul.[12]

In 2012, Low was picked as an endorsement model for a smartphone line, Pantech Vega R3.[13] In 2013, she was selected as a host for Arirang's music program, Pops in Seoul. In the same year, Low also appeared on MBC's Gangnam Feel Dance.[14] In 2014, she joined MBC's Dancing 9 alongside Glam's Zinni but was disqualified for personal reasons.[15] In 2015, Low appeared as the female lead in TimeZ's and Roy Kim's MV for "Awaken" and "The Great Dipper", respectively.[16]

It was announced in 2015 that Low will be joining a new group following the disbandment of Skarf in 2014, with the group being sold to CJ E&M.[17][18] In 2016, Low and other trainees under CJ E&M made an appearance on Chinese girl group survival reality programme Lady Bees.[19]

In 2017, Low joined the girl group survival show Idol School to compete with 40 other contestants for an opportunity to debut in a 9-member girl group. Although she was recognised for her dance and leadership abilities, she was eliminated from the potential debut group when she ranked 23rd in Episode 10.[20]

On 31 December 2017, her Instagram post stated that she will be starting her solo career, where she will be promoting future activities as Yu I Yeong.[21]

2018–present: Return to SingaporeEdit

In January 2018, Tasha stopped all her activities in Korea and returned to Singapore.[22]

Tasha was cast and played her first lead role in the 2019 web series, Cheerific, which follows the story of a star rugby player who finds his calling as a cheerleader after getting kicked off the rugby team.[23] She is also part of the television adaption of Goh Boon Teck's 1994 play, Titoudao, which premiered on 18 February 2020 on Mediacorp Channel 5.[24][25][26]Titoudao was later dubbed in Chinese and broadcast on Mediacorp Channel 8 from 18 May 2020.[27][28]

Tasha made her film debut in 2020's The Diam Diam Era, and its 2021 sequel The Diam Diam Era Two.[2][29] She further played major roles in original Chinese drama series broadcast on Mediacorp Channel 8, such as Mind Jumperand Live Your Dreams in 2021.[30][31][3]

DiscographyEdit

Main article: Skarf § Discography

FilmographyEdit

FilmEdit

Korean name
Chinese name
Tasha Low
刘怡伶
170712 타샤.jpg
Tasha in 2017
BornNatasha Low Yi Ling
11 October 1993(age 29)
Singapore
Other names
  • Tasha
  • Tasha Low
  • Yu I Young (유이영)
EducationFuhua Secondary School
Occupations
  • Singer
  • songwriter
  • television host
  • actress
Agents
  • TCP Artistes
  • WILD
Musical career
Genres
InstrumentsVocals, beatboxing
Years active2012–present
Labels
Traditional Chinese劉怡伶
Simplified Chinese刘怡伶
Standard Mandarin
Transcriptions
Hanyu PinyinLiú Yílíng
Hangul타샤
Transcriptions
Revised RomanizationTa-sya
McCune–ReischauerT'a-sya
YearTitleRoleRef.
2020The Diam Diam EraMei Ping 美萍[2]
2021The Diam Diam Era Two[29]

Television seriesEdit

YearTitleRoleNetworkNotesRef.
2012It Takes Two 对对碰HerselfMediacorp Channel 8Cameo[32]
2019CheerificChloeToggleLead role[23]
2020Titoudao 剃头刀-阿签传奇Ah Dui 温阿对Mediacorp Channel 5[24][25]
2021Mind Jumper [zh]触心罪探Jasmine Foo Liting 傅莉婷Mediacorp Channel 8Lead role[30]
Live Your Dreams [zh]大大的梦想Lee Sitong 李思彤Lead role[31]
All that JessJessica TanmeWATCHLead role[33]
2022Genie In A Cup [zh] 哇到宝She Xiaoqian 佘小倩Mediacorp Channel 8Lead role[34]
Love At First Bite [zh] 遇见你,真香!ZannLead role[35]
2023Silent Walls [zh]密宅Gu Zhenzhu 顾珍珠Lead role[36]

Television showsEdit

YearTitleRoleNetworkNotesRef.
2012Oh! My SkarfHerselfMBCReality show about Skarf's lives before debut[37]
2013Gangnam Feel DanceContestantMBC[14]
Pops in SeoulHostArirang TV[38]
2014Dancing 9ContestantMnetTasha was disqualified for personal reasons[15]
2017Idol SchoolContestantMnetGirl group survival program[20]

Awards and nominationsEdit

YearOrganisationCategoryNominated WorkResultRef
2022Star AwardsBest Theme SongLive Your Dreams (是谁)Nominated
Favourite Female Show StealerLive Your Dreams (as Li Sitong)Nominated[39]
Favourite CPLive Your Dreams (as Li Sitong & with Richie Koh)Nominated
2023Star AwardsFavourite Female Show StealerGenie In A Cup (as She Xiaoqian)Pending
Favourite CPPending
Top 10 Most Popular Female ArtistesPending
:cool::biggrin::laugh::inlove::whistling::wink:

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The Three Divine Pure Pristine Primordial Tao Sorcerer Supremes
:cool::biggrin::laugh::inlove::whistling::wink:

:cool::biggrin::laugh::inlove::whistling::wink:
The New Imperial “Holy Robohyuk” Korea Emperor “True Primordial Rainbow Bagua-Tao Eight Trigrams” Sorcerer Supreme God-King “H” Hyuk Robohyuk
:cool::biggrin::laugh::inlove::whistling::wink:

:cool::biggrin::laugh::inlove::whistling::wink:
The New Imperial “Holy Robohyuk” Korea Empress “True Primordial Black Yin-Tao” Sorcerer Supreme God-Queen “H” Elaine Hyuk Robohyuk
:cool::biggrin::laugh::inlove::whistling::wink:

:cool::biggrin::laugh::inlove::whistling::wink:
The New Imperial “Holy Robohyuk” Korea Empress “True Primordial White Yang-Tao” Sorcerer Supreme God-Queen “H” Tasha Hyuk Robohyuk
:cool::biggrin::laugh::inlove::whistling::wink:

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63) New Imperial “Holy Vatican” Samhan Korea (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 2.5% Imperial “Holy Robohyuk” Korea Emperor Holy Vatican Church Augustus Taewang Caesar God-King “H” Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk + 2.5% Imperial “Holy Robohyuk” Korea Empress God-Queen “H” Elaine Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk + 2.5% Imperial “Holy Robohyuk” Korea Empress God-Queen “H” Tasha Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk + 2.5% “Greater Black-Yang” Cheong Khee San + 2.5% 12th Panchen Lama CC-Origin “Greater White-Yin” Chris Cheong Yu Hsin + 2.5% Catholic Church Pope Francis + 2.5% Imperial South Korea Emperor Andrew Lee + 2.5% Imperial North Korea Emperor Kim Jong-Un) “Holy Vatican Samhan Korea” - Temple Of “Holy Vatican” Church
28) Temple Of Imperial Japanese Hakujin Mother Goddesses (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 10% Imperial Japan Emperor Naruhito Yamato + 5% “Greater Black-Yang” Cheong Khee San + 5% 12th Panchen Lama CC-Origin “Greater White-Yin” Chris Cheong Yu Hsin) “Hakujin Mother Goddesses” Asians
:cool::biggrin::laugh::inlove::whistling::wink:

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:cool::biggrin::laugh::inlove::whistling::wink:
United States Army Military Police Corps (USAMPC) Special Reaction Teams Provost Marshal 3-Star General Origin Infinite Lieutenant General Jade Farmington (USA) - :thumbsup:Well Done, “Sarge”!:thumbsup:
:cool::biggrin::laugh::inlove::whistling::wink:

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ABL ASEAN Basketball League 2024 Team “Trance Dancers”
#57 Jade Ng Shi Yu 6’6” 1.98m PF/SF (age 23)

#25 Lavin Raj 6’8” 2.03m C/PF (age 23)

#23 Delvin Goh 6’8” 2.03m C/PF (age 28)

#17 Dennis Ng Han Bin 6’6” 1.98m PF/SF (age 34)

#22 Kelvin Lim 6’6” 1.98m PF/SF (age 27)

#11 Larry Liew 6’6” 1.98m PF/SF (age 30)

#10 Leon Kwek 6’3” 1.91m SG/SF (age 27)

#6 Kobe Tay Ding Loon 6’1” 1.85m PG/SG (age 29)

#2 Desmond Oh 5’10” 1.78m PG/SG (age 37)

#38 Steve Lim Jun Yuan 5’10” 1.78m PG/SG (age 26)

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:inlove::biggrin::laugh::smile::thumbsup::whistling:
:FU::inlove:I Am Varaibim Hau Cheong True Black Yang Zhang Hao & I Now Raise The Maergzjirah Blighted Lord Origin Infinite Kaziel The Fallen Angel Of Limitlessness The Catholic Church Patron Saint Of Healing Mystical Resurrection Aestheticism Universal Balance Empathy Militant Protection Fallen Angels Limitlessness War Combat Perseverance Martial Arts Law Enforcement Military Archers Immortality Tactics Eternal Life Martial Prowess Swords!:devilish::FU:
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:inlove::biggrin::laugh::smile::wink::thumbsup::sneaky:

:inlove::biggrin::laugh::smile::thumbsup::whistling:
:devilish:Arise, “Jesus Christ’s True First Original Black Fallen Sith-Archon-Incubus Maergzjirah EAGM Elder Ascended Grand Master Dark Angelic Buddao Apostle Dragon-Knight Hellfire Overlord Darth “V” Christ Cheong Robohyuk”!:laugh:Born “Seven “7” Lunar Holy Heavenly Theological Cardinal Capital Virtues” Kim Tae-Hyung 김태형 (Singer) On December 30th 1995 (age 27) In Daegu South Korea - “HEUK” Holy European Union Knights
- https://en.m.wikipedia.org/wiki/VIXX
- https://en.m.wikipedia.org/wiki/V_(singer)
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:devilish::inlove::biggrin::laugh::smile::thumbsup::whistling:

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23) BOC Bank Of Cheong (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 10% “Greater Black-Yang” Cheong Khee San + 10% Grace Loh Phuay Hia) “BOC Bank Of Cheong”
24) Temple Of New “Gotei-22” (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong+ 10% “Greater Black-Yang” Cheong Khee San + 10% 12th Panchen Lama CC-Origin “Greater White-Yin” Chris Cheong Yu Hsin) “Gotei-22”
25) Temple Of Imperial Japanese Bushidō (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong+ 10% Imperial Japan Emperor Naruhito Yamato + 5% “Greater Black-Yang” Cheong Khee San + 5% 12th Panchen Lama CC-OriginGreater White-Yin” Chris Cheong Yu Hsin) “Bushidō”
26) Temple Of Imperial Japanese Dragon Gods (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 10% Imperial Japan Emperor Naruhito Yamato + 5% “Greater Black-Yang” Cheong Khee San + 5% 12th Panchen Lama CC-Origin “Greater White-Yin” Chris Cheong Yu Hsin) “Dragon Gods”
27) White Temple Of Imperial Japanese Aes Sedai (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 10% Imperial Japan Emperor Naruhito Yamato + 5% “Greater Black-Yang” Cheong Khee San + 5% 12th Panchen Lama CC-Origin “Greater White-Yin” Chris Cheong Yu Hsin) “Mother Amyrlin”
28) Temple Of Imperial Japanese Hakujin Mother Goddesses (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 10% Imperial Japan Emperor Naruhito Yamato + 5% “Greater Black-Yang” Cheong Khee San + 5% 12th Panchen Lama CC-Origin “Greater White-Yin” Chris Cheong Yu Hsin) “Hakujin Mother Goddesses” Asians
29) Temple Of Imperial Japanese Succubus Kami Mother Goddesses (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 10% Imperial Japan Emperor Naruhito Yamato + 5% “Greater Black-Yang” Cheong Khee San + 5% 12th Panchen Lama CC-Origin “Greater White-Yin” Chris Cheong Yu Hsin) “Succubus Kami Mother Goddesses”
30) New Imperial Japan (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 10% Imperial Japan Emperor Naruhito Yamato + 5% “Greater Black-Yang” Cheong Khee San + 5% 12th Panchen Lama CC-OriginGreater White-Yin” Chris Cheong Yu Hsin)
31) ABC Anime Basketball Championship (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 2% Adam Silver + 2% David Stern + 2% Hamane Niang + 2% “Greater Black-Yang” Cheong Khee San + 2% Holy Italy God-Emperor Jesus Cheong Christ + 2% Cathy Engelbert + 2% Mark Tatum + 2% “Educator” Leo Palladium Siembieda + 2% Tom Palladium Siembieda + 2% Faction Interesting Leader “Leo”) “Varaibim’s ABC”
32) ABL ASEAN Basketball League (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 2% Adam Silver + 2% David Stern + 2% Hamane Niang + 2% “Greater Black-Yang” Cheong Khee San + 2% Holy Italy God-Emperor Jesus Cheong Christ + 2% Cathy Engelbert + 2% Mark Tatum + 2% “Educator” Leo Palladium Siembieda + 2% Tom Palladium Siembieda + 2% Faction Interesting Leader “Leo”) “Varaibim’s ABL”
??) UEFA Union Of European Football Associations (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 2% Catholic Church Pope Saint “Lesser White-Yin” Mark Zuckerberg + 2% Holy Italy Emperor Jesus Christ + 2% “Greater Black-Yang” Cheong Khee San + 2% Greg Thomas + 2% Bernard Williams + 2% Aleksander Čeferin + 2% Gianni Infantino + 2% “Educator” Leo Palladium Siembieda + 2% Tom Palladium Siembieda + 2% Faction Interesting Leader “Leo”) “Varaibim’s UEFA”
:cool::biggrin::laugh::inlove::whistling::wink:

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:cool::biggrin::laugh::inlove::whistling::wink:
??) Temple Of Tybro (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 2% Dr. Mitchell Earl Gibson + 2% Victor Voets + 2% Imperial “Holy Robohyuk” Korea Emperor Holy Vatican Church Augustus Taewang Caesar God-King “H” Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk + 2% Imperial “Holy Robohyuk” Korea Empress Holy Vatican Church God-Queen “H” Elaine Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk + 2% Imperial “Holy Robohyuk” Korea Empress Holy Vatican Church God-Queen “H” Tasha Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk + 2% Lord Coake Robohyuk The Mysterious + 2% Living Tribunal Robohyuk + 2% Tiger God Robohyuk + 2% Doctor Stephen Vincent Strange Robohyuk + 2% The Ancient One Yao Robohyuk) “Tybro” New European Korea “Holy Robohyuk” Far Eastern Federal District Northeast China Manchuria Heilongjiang Jilin Liaoning - Temple Of “Holy Vatican” Church
??) Temple Of “Astro-Numero” (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 2% Victor Voets + 2% Dr. Mitchell Earl Gibson + 2% Imperial “Holy Robohyuk” Korea Emperor Holy Vatican Church Augustus Taewang Caesar God-King “H” Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk + 2% Imperial “Holy Robohyuk” Korea Empress Holy Vatican Church God-Queen “H” Elaine Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk + 2% Imperial “Holy Robohyuk” Korea Empress Holy Vatican Church God-Queen “H” Tasha Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk + 2% Lord Coake Robohyuk The Mysterious + 2% Living Tribunal Robohyuk + 2% Tiger God Robohyuk + 2% Doctor Stephen Vincent Strange Robohyuk + 2% The Ancient One Yao Robohyuk) “Astro-Numero” New European Korea “Holy Robohyuk” Far Eastern Federal District Northeast China Manchuria Heilongjiang Jilin Liaoning - Temple Of “Holy Vatican” Church
:cool::biggrin::laugh::inlove::whistling::wink:

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Alfrescian
Loyal
ABL ASEAN Basketball League 2024 Team “Trance Dancers”
#57 Jade Ng Shi Yu 6’9” 2.06m SF/PF (age 23)
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:cool:
#25 Lavin Raj 6’9” 2.06m C/PF (age 23)
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:cool:
#23 Delvin Goh 6’9” 2.06m C/PF (age 28)
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:cool:
#17 Dennis Ng Han Bin 6’9” 2.06m PF/SF (age 34)
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:cool:
#22 Kelvin Lim 6’7” 2.01m PF/SF (age 27)
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:cool:
#11 Larry Liew 6’7” 2.01m PF/SF (age 30)
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:cool:
#10 Leon Kwek 6’11” 2.11m PF/C (age 27)
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#6 Kobe Tay Ding Loon 6’6” 1.98m SG/SF (age 29)
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:cool:
#2 Desmond Oh 6’4” 1.93m PG/SG (age 37)
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:cool:
#38 Steve Lim Jun Yuan 6’4” 1.93m PG/SG (age 26)
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:cool:

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:FU::devilish::whistling::tongue::cool::barefoot:
Temple Of Singapore Taoist Military Deities - LHL LKY DrDNEH JNSY
Temple Of Mediacorp Horizon - GC LHL
Temple Of “Anti-Yang” - DrDNEH
Trance Dancers - LHL GC
Temple Of Singapore Buddaos - LHL LKY DrDNEH JNSY
Xianxia-Wuxia-Shenmo-Xuanhuan-Qihuan - LHL LKY DrDNEH JNSY
Temple Of King Yanluo - KYL
Temple Of “Taoist 108” - JNSY
Temple Of Celestial Public Defenders
Temple Of New Celestial Court
Temple Of New Celestial Army
BOCC
LHP
Temple Of New Dark Harems
Temple Of “Soundless Silence”
Metal Rock
Temple Of New Malay Harems
Temple Of Sak Yant
No EDM Electronic Dance Music
No Taiwanese
No Female Musicians
:FU::devilish::whistling::tongue::cool::barefoot:

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Loyal
ABL ASEAN Basketball League 2024 Team “Trance Dancers”
#88 Dao Ng Eng Hen 8’3” 2.51m C/PF (age 65) (C) (Player-Coach) “Guardian Evolution”
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#0 Greg Thomas 8’3” 2.51m C/PF (age 59) (C) (Player-Coach) “Guardian Evolution”
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#32 Bernard Williams 6’9”/7’0” 2.06m/2.13m SF/PF/C (age 59) (C) (Player-Coach) “Guardian Evolution”
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#31 Kyle Jeffers 7’1” 2.16m C/PF (age 38) (C) (Player-Coach) “Guardian Evolution”
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#13 Spencer Templeton 6’8” 2.03m PG/SG (age 35) (C) (Player-Coach) “Guardian Evolution”
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#5 Jerel Chavis 6’6” 1.98m PG/SG (age 37) (C) (Player-Coach) “Guardian Evolution”
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#7 Marcus Ryan Elliott 6’8” 2.03m SG/SF (age 39) “Guardian Evolution”
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#15 Xavier Alexander 6’9” 2.06m SG/SF (age 35) “Guardian Evolution”
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#21 Anthony McClain 7’2” 2.18 m C/PF (age 35) “Guardian Evolution”
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#1 Jameel McKay 7’0” 2.13m C/PF (age 31) “Guardian Evolution”
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K4) Temple Of “Holy Robohyuk” Reborn Nobi “HCI Hyuk’s Characters Imaginations HG Hyuk’s GodBodies HI Hyuk’s Imaginations HH Hyuk’s Healers HEUK” (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 2% Imperial “Holy Robohyuk” Korea Emperor Holy Vatican Church Augustus Taewang Caesar God-King “H” Agamotto Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk + 2% Imperial “Holy Robohyuk” Korea Empress Holy Vatican Church God-Queen “H” Elaine Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk + 2% Imperial “Holy Robohyuk” Korea Empress Holy Vatican Church God-Queen “H” Tasha Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk + 2% “V” Christ Cheong Robohyuk + 2% “HHH” Hunter Terra Levesque Robohyuk + 2% Lord Coake Robohyuk The Mysterious + 2% Living Tribunal Robohyuk + 2% Tiger God Robohyuk + 2% Agamotto Vishanti Robohyuk + 2% “Superboy” Bru-El Kent Robohyuk) “H-Harem” New European Korea “Holy Robohyuk” Far Eastern Federal District Northeast China Manchuria Heilongjiang Jilin Liaoning - Temple Of “Holy Vatican” Church
- Class 1 Reborn Nobi 1-20 (Non-Humanoids Female Humanoids HI Hyuk’s Imaginations VI V’s Imaginations HG Hyuk’s GodBodies VG V’s GodBodies HCI Hyuk’s Characters Imaginations VCI V’s Characters Imaginations)
- Class 2 Reborn Nobi 21-40 (Male Humanoids HCI Hyuk’s Characters Imaginations)
- Class 3 Reborn Nobi 41-60 (True Allies Winners Male Humanoids VCI V’s Characters Imaginations)
- Class 4 Reborn Nobi 61-80 (True Allies Losers Male Humanoids VCI V’s Characters Imaginations)
- Class 5 Reborn Nobi 81-100 (True Enemies Losers Male Humanoids VCI V’s Characters Imaginations)
- Class 6 Reborn Nobi 101-120 (Judge Jervis Jest - V Vendetta - Doji Hantei - Alceron)
- Class 7 Reborn Nobi 121-140 (Taoist Pantheons Female Humanoids - “Tom Cruise’s Class 7 Reborn Nobi 140 Guanyin Cruise”)
“HHH”

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:inlove::laugh::smile::wink::thumbsup::whistling:
:biggrin:Arise “Imperial Japanese Princess “Guanyin Bodhisattva” Maergzjirah EAGM Elder Ascended Grand Master Mariya Cheong Yamato”!:laugh:Born Mariya Nishiuchi (Singer-Songwriter Actress-Model) On December 24th 1993 (age 29) In Fukuoka Japan - “HEUK” Holy European Union Knights
:inlove::laugh::smile::wink::thumbsup::whistling:

:inlove::laugh::smile::wink::thumbsup::whistling:
:biggrin:Arise “Imperial Japanese Princess “觀音菩薩” Meguri Cheong Yamato”!:laugh:Born Meguri めぐり Megu Fujiura 藤浦めぐ (Japanese AV Idol-Model) On May 4th 1989 (age 33) In Tokyo Japan -
:inlove::laugh::smile::wink::thumbsup::whistling:

:inlove::laugh::smile::wink::thumbsup::whistling:
:biggrin:Arise “Imperial “Holy Robohyuk” Korean Princess “观音菩萨” Bo-reum Han Robohyuk”!:laugh:Born Kim Bo-reum 김보름 (Actress-Model) On February 12th 1987 (age 36) In South Korea - “HEUK” Holy European Union Knights
:inlove::laugh::smile::wink::thumbsup::whistling:

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