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ABL Team Los Angeles Lakers 2024

destroyer

Alfrescian
Loyal
https://en.wikipedia.org/wiki/Los_Angeles_Lakers

ABL ASEAN Basketball League Team Los Angeles Lakers Executive Chairman Jerry Buss
14E4217A-53B4-45EC-B157-626460D9C4E3.jpeg


ABL ASEAN Basketball League Team Los Angeles Lakers Executive President Jeanie Buss
3DAACBC2-1E9A-4061-9343-1CEEA0670A8A.jpeg


ABL ASEAN Basketball League Team Los Angeles Lakers CEO Chief Executive Officer Johnny Buss
C29CF9BF-F7F8-464F-A875-F4625F7D9658.jpeg


ABL ASEAN Basketball League Team Los Angeles Lakers COO Chief Operating Officer Jim Buss
6690A03C-7263-4556-B56D-D8419FB2A7B5.jpeg


ABL ASEAN Basketball League Team Los Angeles Lakers Executive General Manager Joey Buss
DE3159C1-5307-4592-97C3-F9E0ED71685B.jpeg


ABL ASEAN Basketball League Team Los Angeles Lakers NBA Head Coach Brad Stevens
0F1F2DA5-679C-46AA-9AF7-B64E2FA4D4CF.jpeg


ABL ASEAN Basketball League Team Los Angeles Lakers NBA Head Assistant Coach Adam Sandler
F74F8213-22BA-4A13-80B4-01FB200191E4.jpeg


ABL ASEAN Basketball League Team Los Angeles Lakers Team Captain Charles "Blackie" Chen
D95413BA-8870-480E-92DB-C69575D98624.png


https://en.m.wikipedia.org/wiki/Hustle_(2022_film)
07326D64-F62E-4019-A48F-1C2B315E7E03.jpeg


https://hypebeast.com/2022/6/netflix-hustle-adam-sandler-lebron-james-authenticity-of-hustle


ABL ASEAN Basketball League Team Los Angeles Lakers NBA Assistant Coach Zhinü
723A456D-498D-4BC1-96AF-5498E570EBC5.jpeg


https://www.sammyboy.com/threads/new-abl-asean-basketball-league-2024.331798/#post-3718626
 
Last edited:

destroyer

Alfrescian
Loyal
Juancho Hernangomez 6’9” 2.06m PF/SF (age 27) (C)
https://en.wikipedia.org/wiki/Juancho_Hernangómez
32FE6E57-050C-46F2-907A-5674E39D6879.png

Anthony Edwards 6’4” 1.93m SG (age 21)
https://en.wikipedia.org/wiki/Anthony_Edwards_(basketball)
B6100107-D5A2-43EF-A4E1-B9CAD6F1876B.png

Moritz Wagner 6’11” 2.11m PF/C (age 25)
https://en.wikipedia.org/wiki/Moritz_Wagner_(basketball)
EAB4303C-8A55-4575-B585-AAA7C6174625.png

Willy Hernangómez 6’11” 2.11m C (age 28)
https://en.wikipedia.org/wiki/Willy_Hernangómez
E40EFB95-C62C-4FE7-A2AF-598E2486981A.png

Álex Abrines 6’6” 1.98m SF/SG (age 29)
https://en.wikipedia.org/wiki/Álex_Abrines
F4E80E46-97EE-4792-AAFF-652F369154B1.png

Kyle Lowry 6’0” 1.83m PG (age 36) (C)
https://en.wikipedia.org/wiki/Kyle_Lowry
027A8682-4C06-4B97-9038-6E825F901452.png

Aaron Gordon 6’8” 2.03m PF/SF (age 27)
https://en.wikipedia.org/wiki/Aaron_Gordon
62592FF1-DD91-4B70-9720-D8A4CD61951E.png

Matisse Thybulle 6’5” 1.96m SG/SF (age 25)
https://en.wikipedia.org/wiki/Matisse_Thybulle
43877CE3-55E8-4FA3-9D58-82E92C2A2379.png

Seth Curry 6’1” 1.85m SG (age 32)
https://en.wikipedia.org/wiki/Seth_Curry
47B41999-64A3-4982-AF87-3E7C68B39781.png

Trae Young 6’1” 1.85m PG (age 24)
https://en.wikipedia.org/wiki/Trae_Young
9A079810-1C58-40C4-BB5D-D6EBF16E1861.png

https://www.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://www.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
 
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destroyer

Alfrescian
Loyal
Blackie Chen 6’3” 1.91m PF/SF (age 45) (C)
https://en.wikipedia.org/wiki/Blackie_Chen
E55A7D9E-816F-4D2C-92F5-D91DE47775AB.png

Tobias Harris 6’7” 2.01m PF (age 30)
https://en.wikipedia.org/wiki/Tobias_Harris
A43385C7-0A9E-4CD6-B5B4-26FDF6C5F344.png

Tyrese Maxey 6’2” 1.88m SG/PG (age 22)
https://en.wikipedia.org/wiki/Tyrese_Maxey
4E935B4B-BE31-4428-8702-EF94073177EC.png

Boban Marjanović 7’3” 2.21m C (age 34)
https://en.wikipedia.org/wiki/Boban_Marjanović
269FD5DE-4053-47E4-9E5A-FD6DF33A770C.png

Victor Wembanyama 7’3” 2.21m PF/C (age 18)
https://en.wikipedia.org/wiki/Victor_Wembanyama
60AD5E47-A56B-4832-B63A-7BD8FE8071E3.jpeg

https://www.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://www.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
 
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destroyer

Alfrescian
Loyal
NBA LA Los Angeles Lakers 2022-2024
#23 LeBron James 6’9” 2.06m SF/PG (age 37) $44,474,988
D0430A1C-9640-4035-85D9-BF4691FB9193.png

#3 Anthony Davis 6’10” 2.08m PF/C (age 29) $37,980,720
EA1E047C-0F9D-41C5-8DCE-D0D99095DA93.png

#4 Russell Westbrook 6’3” 1.91m PG/SG (age 34) $47,063,478
52517D9A-B9B4-4F26-9D8D-37B69ADDE25C.png

#21 Patrick Beverley 6’1” 1.85m PG/SG (age 34) $13,000,000
D7D5F80D-54ED-4880-87FB-4BCDA69B19F1.png

#15 Carmelo Anthony 6’7” 2.01m SF/PF (age 38) $2,905,851
48932124-532C-40F9-92A8-3B1B866F153A.png

#9 Rajon Rondo 6’1” 1.85m PG/SG (age 36) $2,905,851
ADEB8CFB-B98D-4EA8-960F-743D8E31D85D.png

#8 Kobe Bryant 6’6” 1.98m SG/PG (aged 41) $2,905,851
B4105CFC-A9F1-4CAE-8F36-23F686E5C546.jpeg

#41 Juancho Hernangomez 6’9” 2.06m PF/SF (age 27) $2,298,385
0B35CE38-0BA5-4A2D-A2E3-7777080E995B.png

#14 Willy Hernangómez 6’11” 2.11m C/PF (age 28) $2,443,581
5D989D57-820C-4615-8A3F-E5E5F91107A8.png

#20 Moritz Wagner 6’11” 2.11m PF/C (age 25) $1,878,720
4FC5BA1B-7A57-468B-9B5C-8C7FBB4975E4.png

$44,474,988 + $37,980,720 + $47,063,478 + $13,000,000 + $2,905,851 + $2,905,851 + $2,905,851 + $2,298,385 + $2,443,581 + $1,878,720 = $157,857,425 + $5,088,905 = $162,946,330
 
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destroyer

Alfrescian
Loyal
WNBA Team LA Los Angeles Sparks 2022-2024
Nicole De Los Reyes 5’3” 1.60m PG/SG (aged 24)
3881849B-A6D1-466E-A3A7-F839A36D7120.jpeg

Ariel Loiter 5’5” 1.65m PG/SG (aged 20)
20425A95-E29C-47AB-A5A9-291F0C59606B.jpeg

Rui Machida 5’4” 1.63m PG/SG (age 29)
E0B53677-97D6-40AA-9DD4-8DB7D9A22ACD.jpeg

Sonia Ursu-Kim 5’9” 1.75m SG/SF (age 29)
7F7325C1-2157-4556-B7DC-30EA0D79CF6E.jpeg

Joy Burke 6’5” 1.96m C/PF (age 32)
9FD9E507-CAB7-42A7-96C3-798AB2AF8701.jpeg

Karlie Samuelson 6’0” 1.83m SG/SF (age 27)
14CF1450-DE48-4ABE-AC5E-CEBB39ECAB38.jpeg

Jaz Shelley 5’9” 1.75m PG/SG (age 22)
219BA9CD-A861-4BF1-8395-4D6B5565F4FA.jpeg

Alanna Smith 6’3” 1.91m PF/C (age 26)
6CCA2261-6916-4387-BA54-F72ECB9EFFBD.jpeg

Bridget Carleton 6’1” 1.85m SF/PF (age 25)
B1E4D469-A44E-4CD3-922A-AC4D5DF2CBCD.jpeg

Natalie Achonwa 6’3” 1.91m PF/C (age 30)
520CBD1E-F5B3-46BF-B72B-4593DD637E30.jpeg
 
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destroyer

Alfrescian
Loyal
WNBA Team LA Los Angeles Sparks 2022-2024
Thai Honorary Ambassador-at-Large Thai Princess Bajrakitiyabha Narendira Debyavati (Thailand) 5'10" 1.78m PF/SF (age 44) (C) (Player-Coach)
A3E11FB6-29C1-438A-9562-256509AC1263.jpeg

3FA0FC0B-653A-4577-8881-C85D0277FCB4.png

Thai Honorary Ambassador-at-Large Thai Princess Sirivannavari Nariratana Rajakanya (Thailand) 5'9" 1.75m PF/SF (age 35) (C) (Player-Coach)
CE2C29D0-0356-4187-8D66-8130622BB409.jpeg

29CC5278-5A06-4EE2-885A-2E407CCBB88A.png

Thai Honorary Ambassador-at-Large Thai Princess Sara Bajrasudhabimalalakshana Vajiralongkorn (Thailand) 5'9" 1.75m PF/PG (age 22) (C) (Player-Coach)
ABFC3B68-FE54-4C46-BEF1-929B3E344ADA.jpeg

ABE62C53-9B8D-4EB8-89E2-3BD3C99C2BEC.png

Yuki Miyazawa 6’0” 1.83m SF/PF (age 29)
F3CB15FD-E439-47DA-8259-5B9165997096.jpeg

Park Ji-Su 6’4” 1.93m C/PF (age 24)
A30D6E3F-5C18-4CFD-9215-B2B5E92D029E.jpeg

WNBA Team LA Los Angeles Sparks WNBA Head Coach Curt Miller
B360F7F7-258E-4DDA-92FA-D5138231FD0B.jpeg

WNBA Team LA Los Angeles Sparks WNBA General Manager Jesse Buss
15741836-682A-4788-9700-9FD0983002A7.jpeg
 
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