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ABL Asean Basketball League Team 18 Taiwan Titties
"Supergirl" Maggie Wu 吳亞馨 5'9" 1.75m (age 39) (C)
"Flash" Crystal Liu Yifei 刘亦菲 5’7” 1.70m (age 35) (C)
The 8 Greatest Primordial Daoist Bagua Basketball Goddesses
Melody Low 5’3” 1.60m (age 29) (C)
Chang Chin-Lan 張景嵐 5’6” 1.68m (age 34) (C)
Janine Chang Chun-Ning 張鈞甯 5’6” 1.68m (age 40) (C)
Christina Mok 莫允雯 5’7” 1.70m (age 35)
G.E.M. Gloria Tang Sze-Wing 邓紫棋 5’2” 1.57m (age 31)
Amber An 安心亞 5’7” 1.70m (age 37)
Sasa Chung 鍾欣愉 5’6” 1.68m (age 39)
Jessie Chiang 江語晨 5’6” 1.68m (age 35)
The Universal Ancient Lockdown Cosmos-Goddess Of Defense & Stealing & Shooting
Sunny Lin 林采緹 5’6” 1.68m (age 32)
The True First Original Twin Triple Threat Goddesses Of Dribbling & Passing & Scoring
Nono Ku 辜莞允 5’6” 1.68m (age 30)
Wu Han Chun 吳函峮 5’3” 1.60m (age 32)
The Heavenly Celestial Demiurge Archangel Of Rebounding & Blocking & Post Game
Belle Chuo (Bear Genie) 卓毓彤 5’1” 1.55m (age 36)
The 4 Big Directional Defensive Demonesses
Lily Huang Ya Qing (Sydney-Shanghai) 5’11” 1.80m (age 22)
Chrissy Chan (Sydney-Anhui) 5’11” 1.80m (age 22)
Tiffany Huang (Sydney-Shanghai) 5’11” 1.80m (age 22)
Alice Zhang (Sydney-Beijing) 5’11” 1.80m (age 22)
Name | Qianlong's Eulogy | Synopsis |
---|---|---|
01. Pindola Bharadvaja* (Sanskrit: Pindolabharadrāja) (Chinese: 賓度羅跋羅墮闍尊者; pinyin: Bīndùluó Báluóduòshé Zūnzhě) | Sitting dignified on a deer, As if in deep thought. With perfect composure, Contented with being above worldly pursuits. | Guan Xiu's Dream: Deer Sitting Luohan (Chinese: 騎鹿羅漢; pinyin: Qílù Luóhàn) |
02. Kanaka the Vatsa (Sanskrit: Kanakavatsa) (Chinese: 迦諾迦伐蹉尊者; pinyin: Jiānuòjiā Fácuō Zūnzhě) | Decimating the demons, The universe now cleared. Hands raised for jubilation, Be wild with joy. | Happy Luohan (Chinese: 喜慶羅漢; pinyin: Xǐqìng Luóhàn) |
03. Kanaka the Bharadvaja (Sanskrit: Kanakabharadrāja) (Chinese: 迦諾迦跋釐堕闍尊者; pinyin: Jiānuòjiā Bálíduòshé Zūnzhě) | In majestic grandeur, Joy descends from heaven. Raised the bowl to receive happiness, Glowing with jubilance and exultation. | Raised Bowl Luohan (Chinese: 舉缽羅漢; pinyin: Jǔbō Luóhàn) |
04. Subinda (Chinese: 蘇頻陀尊者; pinyin: Sūpíntuó Zūnzhě) | A seven-storey pagoda, Miraculous power of the Buddha. Forceful without being angry, With preeminent Buddhist might. | Raised Pagoda Luohan (Chinese: 托塔羅漢; pinyin: Tuōda Luóhàn) |
05. Nakula* (Sanskrit: Nakula/Pakula) (Chinese: 諾距羅尊者; pinyin: Nuòjùluó Zūnzhě) | Quietly cultivating the mind, A countenance calm and composed. Serene and dignified, To enter the Western Paradise. | Meditating Lohan (Chinese: 靜座羅漢; pinyin: Jìngzuò Luóhàn) |
06. Bhadra/Bodhidharma (Chinese: 跋陀羅尊者; pinyin: Bátuóluó Zūnzhě) | Bearing the sutras, Sail east to spread the world. Climbing mountains and fording streams, For the deliverance of the humanity. | Overseas Lohan (Chinese: 過江羅漢; pinyin: Guojiāng Luóhàn) |
07. Kalika (Sanskrit: Kālika) (Chinese: 迦理迦尊者; pinyin: Jiālǐjiā Zūnzhě) | Riding an elephant with a dignified air, Chanting aloud the sutras. With a heart for the humanity, Eyes scanning the four corners of the universe. | Elephant Riding Lohan (Chinese: 騎象羅漢; pinyin: Qíxiàng Luóhàn) |
08. Vijraputra (Chinese: 伐闍羅弗多尊者; pinyin: Fáshéluófúduō Zūnzhě) | Playful and free of inhibitions, The lion cub leaps with joy. Easily alternating tension with relaxation, Rejoicing with all living things. | Laughing Lion Lohan (Chinese: 笑獅羅漢; pinyin: Xiàoshī Luóhàn) |
09. Gobaka (Chinese: 戌博迦尊者; pinyin: Xūbójiā Zūnzhě) | Open the heart and there is Buddha, Each displaying his prowess. The two should not compete, For Buddha's power is boundless. | Open Heart Lohan (Chinese: 開心羅漢; pinyin: Kāixīn Luóhàn) |
10. Pantha the Elder* (Sanskrit: Panthaka) (Chinese: 半托迦尊者; pinyin: Bàntuōjiā Zūnzhě) | Easy and comfortable, Yawning and stretching. In a state of omniscience, Contented with his own lot. | Raised Hand Lohan (Chinese: 探手羅漢; pinyin: Tànshǒu Luóhàn) |
11. Rahula (Sanskrit: Rāhula) (Chinese: 羅怙羅尊者; pinyin: Luóhùluó Zūnzhě) | Pondering and meditating, Understanding it all. Above this world and free from conventions, Compassion conveyed up to the Ninth Heaven | Thinking Lohan (Chinese: 沉思羅漢; pinyin: Chénsāi Luóhàn) |
12. Nagasena (Sanskrit: Nāgasena) (Chinese: 那迦犀那尊者; pinyin: Nājiāxīnā Zūnzhě) | Leisurely and contented, Happy and knowledgeable. Full of wit and humour, Exuberant with interest. | Scratch Ear Lohan (Chinese: 挖耳羅漢; pinyin: Wāěr Luóhàn) |
13. Angida (Chinese: 因揭陀尊者; pinyin: Yīnjiētuó Zūnzhě) | Buddha of infinite life, Valuable bag containing secrets of heaven and earth. Happy and contented, Cheerful and joyful is he. | Calico Bag Lohan (Chinese: 布袋羅漢; pinyin: Bùdài Luóhàn) |
14. Vanavasa (Sanskrit: Vanavāsa) (Chinese: 伐那婆斯尊者; pinyin: Fánāpósī Zūnzhě) | Carefree and leisurely, Disdainfully regards the Great Void. With celestial airs and religious spirit, Transcending this mortal world. | Plantain Lohan (Chinese: 芭蕉羅漢; pinyin: Bājiāo Luóhàn) |
15. Asita (Chinese: 阿氏多尊者; pinyin: āshìduō Zūnzhě) | Compassionate elder, A monk who has attained enlightenment. Perceptive of the infinite universe, With tacit understanding. | Long Eyebrow Lohan (Chinese: 长眉羅漢; pinyin: Chángméi Luóhàn) |
16. Pantha the Younger (Sanskrit: Cūḍapanthaka) (Chinese: 注茶半托迦尊者; pinyin: Zhùchá Bàntuōjiā Zūnzhě) | Powerful, husky and tough, Watching with careful alertness. With the Buddhist staff in hand. Valiantly annihilates the evil. | Doorman Lohan (Chinese: 看門羅漢; pinyin: Kānmén Luóhàn) |
17. Mahākāśyapa+ (Chinese: 嘎沙鴉巴尊者; pinyin: Gāshāyābā Zūnzhě) | In the hands are the spiritual pearl and the holy bowl, Endowed with power that knows no bounds. Full of valour, vigour and awe-inspiring dignity, To succeed in vanquishing the ferocious dragon. | Taming Dragon Lohan (Chinese: 降龍羅漢; pinyin: Xiánglóng Luóhàn) |
18. Maitreya+ (Chinese: 纳答密答喇尊者; pinyin: Nàdámìdálǎ Zūnzhě) | Precious ring with magical powers, Infinitely resourceful. Vigorous and powerful, Subduing a ferocious tiger. | Taming Tiger Lohan (Chinese: 伏虎羅漢; pinyin: Fúhǔ Luóhàn) |
Physical Enhancements | ||
01-03 | Abnormal Physiology | The 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:
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04-06 | Armor Skin | Permanently altered skin (plates, leather, inorganic) gives body armor |
07-08 | Bodily Tension | The PC can either expand or contract his/her muscles at Power rank. The PC has two unique abilities:
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09-10 | Body Resistance | Body armor without apparent changes |
11-12 | Chemical Touch |
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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 Simulation | The 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 | Detonation | The PC can cause dramatic explosive magnitudes with just the clap of his/her hands of Power rank intensity and range. |
19-20 | Digestive Adaptation | the 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-Agility | The 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-Breath | The 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-Endurance | The 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-Strength | The 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:
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31-32 | Hyper –Speed | Can perform tasks at rank times as fast |
33-34 | Hypnotic Voice | |
35-36 | Immortality* | The PC has Immortality |
37-38 | Immovability | The 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 | Immunity | The 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:
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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:
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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 Adaptability | Can 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 Resistance | The PC has an innate resistance to Drugs, Toxins, Disease, and other harmful factors involving the PC's metabolism at Power rank. |
53-54 | Non-Detection | The 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 | Pheromones | An aerosol version of hypnotic control, the target must be able to smell and taste |
59-60 | Quills | The 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 | Regeneration | the 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-Revival | A new body grows from the largest remaining piece when the character is dead |
67-68 | Self-Sustenance | Survive without air, water or food |
69-70 | Stealth | Subtract 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 Control | Duplicate any sound or voice |
83-84 | Waterbreathing | |
85-86 | Water Freedom | No negative effects under water. When above water Strength and Endurance +2CS and Agility -2CS |
87-88 | Longevity | A 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 Substance | The 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- Physical | The 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-Fighting | When this power is rolled, it adds its power rank number to the character’s Fighting rank. |
95-96 | Body Enhancement | The hero may temporarily increase one body function. This power adds the power rank to the hero's ability, or temporarily gains the listed power. The duration is the number of rounds equal to the power rank number, but can only be used once every six hours. At the end of the duration, the hero must make a Psyche FEAT roll. Failure and the hero must roll his endurance with the following effects: Red no effect Yellow stunned 1-4 rounds Green stunned 1-6 rounds White stunned 1-10 rounds Die Roll Effect
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97-98 | Dual Brain | The hero has two brains. This power grants power rank resistance to mental attacks and adds the power rank number to the hero's reason. |
99-00 | Poison Generation | The hero can administer a specific poison on touch. The intensity is equal to the power rank. If a red result is rolled, the victim takes power rank damage and must roll his Endurance with the following effects: Red: half damage Yellow: -1CS on all mental attributes and power FEAT rolls for 1-6 rds Green: stunned 1-4 rds. White: stunned 1-10 rds. This only happens if a red power FEAT roll is made and is in addition to whatever type of poison the hero has. The victim receives an Endurance FEAT vs. the intensity to resist. Roll die to see effect.
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Mental Enhancements | ||
01-02 | Astral Projection | This 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:
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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;
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04 | Aura Alteration | The 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.
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07-08 | Clairaudience | Hear distant sounds, -1CS resistance vs. sonics |
09-10 | Clairvoyance | See distant sights |
11-12 | Communicate with... | Communicate with... 01-25 Animals 26-50 Cybernetics 51-75 Inorganics 76-00 Plants |
13-14 | Cosmic Awareness | Automatically detect CL1000 or better ability, +1CS attacks by detecting weak spots, discover information about things in the entire universe, when used more than 5 times make a secret reason FEAT vs. going insane temporarily |
15-16 | Cyber Transmission | The 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.
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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 Sense | This 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:
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20-21 | Dream Travel | The 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.
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22-23 | Edetic Memory | The 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 | Electrokinesis | The 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 Transmission | The 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.
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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 | Empathy | Detect 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 | Hydrokinesis | The 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-Intelligence | Add this power rank to Intuition or reason |
41-42 | Hyper-Invention | Reason increased for invention purposes |
43-44 | Incarnation Awareness | The hero can contact his previous incarnations and ask them to perform deeds that will help him later on. This requires a FEAT with a -1CS penalty for each generation of incarnation. |
45-46 | Iron Will | This power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real. The hero can control when to release. |
47-48 | Linguistics | |
49-50 | Memory Alteration | The 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 Duplication | Duplicate 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 Gestalt | The 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 Blast | Power rank damage and Psyche FEAT vs. intensity or KO for 1-10 rounds. |
61-62 | Mind Drain | Reduce 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 Reflexes | The 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 Memory | The 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 | Postcognition | See in the past for a number of weeks equal to power rank number.
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71-72 | Precognition | the functioning of this power is entirely up to the judge |
73 | Psionic Vampirism | Drain Reason, Intuition and mental powers (see vampirism). |
74 | Psychic Solidification | The 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 | Psychokinesis | The 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 | Pyrokinesis | The 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 Sensing | enhance the range of any sense |
80 | Sensory Link | See/hear etc. through another being. |
81 | Serial Immortality | When the character dies he is reborn either as baby, new complete body, premade clone, recently deceased other being or even a living being (psyche feat to resist). |
82 | Speechthrowing | |
83 | Telekinesis | Power rank is equivalent to strength As a power stunts the character can:
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84 | Telelocation | |
85 | Telepathy | Communicate on a mind-to-mind basis, unwilling targets require a power FEAT vs. Psyche. |
86 | Total Memory | Total recall |
87 | True Charisma | The 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:
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88 | Psychoblast | The 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 Weaponry | Characters 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 Projection | Similar 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 | Prediction | This 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:
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92 | Foreshadowing | This 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-Knowledge | A 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 Generation | The hero can generate an anti-life field that destroys all but 1 health point of all creatures in range. The range is found on Column A of the Simultaneous Actions Table. A power rank feat roll is made to determine the color feat roll the victim needs. The victim rolls their psyche to reduce the damage to half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This power can only be used two times/day. |
95 | Confusion | The hero has the ability to induce confusion on a victim within range. Range is determined on Column A. With a successful power rank feat roll, the hero can cause the corresponding effect for three rounds.
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96 | Fear | The hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls:
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97 | Will Force | The 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.
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98 | Photographic Reflexes | The PC takes 3 rounds to analyze physical talents when seen in use by other people. At that point the PC may temporarily copy these talents for 1 minute times the power rank. The PC uses his/her stats, but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like swimming or climbing, etc). Optional Powers: Mental Duplication Nemesis Powers: Invisibility |
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:
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00 | Karmic Tap | This power allows characters to tap into their reservoir of willpower (Karma) and increase any power or ability by 1 point for every 2 Karma spent. The power rank is the limit of Karma you can use in 1 round. The Duration is the round in which you spend the Karma. Rolling an Amazing FEAT roll will get you another round of benefit from the Karma spent. If the FEAT is rolled and failed, PC must spend the same amount of Karma for that round. If there is insufficient Karma to do so, the remainder is taken from the PC's health. This power is considered a free action, may be done in addition to other actions in the round. Optional Powers: None Nemesis: Itself |
Physical Enhancements | ||
01-03 | Abnormal Physiology | The 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:
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04-06 | Armor Skin | Permanently altered skin (plates, leather, inorganic) gives body armor |
07-08 | Bodily Tension | The PC can either expand or contract his/her muscles at Power rank. The PC has two unique abilities:
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09-10 | Body Resistance | Body armor without apparent changes |
11-12 | Chemical Touch |
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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 Simulation | The 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 | Detonation | The PC can cause dramatic explosive magnitudes with just the clap of his/her hands of Power rank intensity and range. |
19-20 | Digestive Adaptation | the 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-Agility | The 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-Breath | The 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-Endurance | The 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-Strength | The 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:
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31-32 | Hyper –Speed | Can perform tasks at rank times as fast |
33-34 | Hypnotic Voice | |
35-36 | Immortality* | The PC has Immortality |
37-38 | Immovability | The 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 | Immunity | The 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:
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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:
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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 Adaptability | Can 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 Resistance | The PC has an innate resistance to Drugs, Toxins, Disease, and other harmful factors involving the PC's metabolism at Power rank. |
53-54 | Non-Detection | The 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 | Pheromones | An aerosol version of hypnotic control, the target must be able to smell and taste |
59-60 | Quills | The 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 | Regeneration | the 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-Revival | A new body grows from the largest remaining piece when the character is dead |
67-68 | Self-Sustenance | Survive without air, water or food |
69-70 | Stealth | Subtract 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 Control | Duplicate any sound or voice |
83-84 | Waterbreathing | |
85-86 | Water Freedom | No negative effects under water. When above water Strength and Endurance +2CS and Agility -2CS |
87-88 | Longevity | A 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 Substance | The 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- Physical | The 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-Fighting | When this power is rolled, it adds its power rank number to the character’s Fighting rank. |
95-96 | Body Enhancement | The hero may temporarily increase one body function. This power adds the power rank to the hero's ability, or temporarily gains the listed power. The duration is the number of rounds equal to the power rank number, but can only be used once every six hours. At the end of the duration, the hero must make a Psyche FEAT roll. Failure and the hero must roll his endurance with the following effects: Red no effect Yellow stunned 1-4 rounds Green stunned 1-6 rounds White stunned 1-10 rounds Die Roll Effect
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97-98 | Dual Brain | The hero has two brains. This power grants power rank resistance to mental attacks and adds the power rank number to the hero's reason. |
99-00 | Poison Generation | The hero can administer a specific poison on touch. The intensity is equal to the power rank. If a red result is rolled, the victim takes power rank damage and must roll his Endurance with the following effects: Red: half damage Yellow: -1CS on all mental attributes and power FEAT rolls for 1-6 rds Green: stunned 1-4 rds. White: stunned 1-10 rds. This only happens if a red power FEAT roll is made and is in addition to whatever type of poison the hero has. The victim receives an Endurance FEAT vs. the intensity to resist. Roll die to see effect.
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Mental Enhancements | ||
01-02 | Astral Projection | This 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:
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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;
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04 | Aura Alteration | The 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.
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07-08 | Clairaudience | Hear distant sounds, -1CS resistance vs. sonics |
09-10 | Clairvoyance | See distant sights |
11-12 | Communicate with... | Communicate with... 01-25 Animals 26-50 Cybernetics 51-75 Inorganics 76-00 Plants |
13-14 | Cosmic Awareness | Automatically detect CL1000 or better ability, +1CS attacks by detecting weak spots, discover information about things in the entire universe, when used more than 5 times make a secret reason FEAT vs. going insane temporarily |
15-16 | Cyber Transmission | The 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.
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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 Sense | This 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:
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20-21 | Dream Travel | The 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.
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22-23 | Edetic Memory | The 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 | Electrokinesis | The 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 Transmission | The 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.
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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 | Empathy | Detect 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 | Hydrokinesis | The 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-Intelligence | Add this power rank to Intuition or reason |
41-42 | Hyper-Invention | Reason increased for invention purposes |
43-44 | Incarnation Awareness | The hero can contact his previous incarnations and ask them to perform deeds that will help him later on. This requires a FEAT with a -1CS penalty for each generation of incarnation. |
45-46 | Iron Will | This power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real. The hero can control when to release. |
47-48 | Linguistics | |
49-50 | Memory Alteration | The 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 Duplication | Duplicate 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 Gestalt | The 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 Blast | Power rank damage and Psyche FEAT vs. intensity or KO for 1-10 rounds. |
61-62 | Mind Drain | Reduce 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 Reflexes | The 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 Memory | The 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 | Postcognition | See in the past for a number of weeks equal to power rank number.
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71-72 | Precognition | the functioning of this power is entirely up to the judge |
73 | Psionic Vampirism | Drain Reason, Intuition and mental powers (see vampirism). |
74 | Psychic Solidification | The 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 | Psychokinesis | The 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 | Pyrokinesis | The 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 Sensing | enhance the range of any sense |
80 | Sensory Link | See/hear etc. through another being. |
81 | Serial Immortality | When the character dies he is reborn either as baby, new complete body, premade clone, recently deceased other being or even a living being (psyche feat to resist). |
82 | Speechthrowing | |
83 | Telekinesis | Power rank is equivalent to strength As a power stunts the character can:
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84 | Telelocation | |
85 | Telepathy | Communicate on a mind-to-mind basis, unwilling targets require a power FEAT vs. Psyche. |
86 | Total Memory | Total recall |
87 | True Charisma | The 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:
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88 | Psychoblast | The 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 Weaponry | Characters 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 Projection | Similar 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 | Prediction | This 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:
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92 | Foreshadowing | This 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-Knowledge | A 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 Generation | The hero can generate an anti-life field that destroys all but 1 health point of all creatures in range. The range is found on Column A of the Simultaneous Actions Table. A power rank feat roll is made to determine the color feat roll the victim needs. The victim rolls their psyche to reduce the damage to half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This power can only be used two times/day. |
95 | Confusion | The hero has the ability to induce confusion on a victim within range. Range is determined on Column A. With a successful power rank feat roll, the hero can cause the corresponding effect for three rounds.
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96 | Fear | The hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls:
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97 | Will Force | The 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.
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98 | Photographic Reflexes | The PC takes 3 rounds to analyze physical talents when seen in use by other people. At that point the PC may temporarily copy these talents for 1 minute times the power rank. The PC uses his/her stats, but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like swimming or climbing, etc). Optional Powers: Mental Duplication Nemesis Powers: Invisibility |
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:
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00 | Karmic Tap | This power allows characters to tap into their reservoir of willpower (Karma) and increase any power or ability by 1 point for every 2 Karma spent. The power rank is the limit of Karma you can use in 1 round. The Duration is the round in which you spend the Karma. Rolling an Amazing FEAT roll will get you another round of benefit from the Karma spent. If the FEAT is rolled and failed, PC must spend the same amount of Karma for that round. If there is insufficient Karma to do so, the remainder is taken from the PC's health. This power is considered a free action, may be done in addition to other actions in the round. Optional Powers: None Nemesis: Itself |
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Physical Enhancements | ||
01-03 | Abnormal Physiology | The 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:
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04-06 | Armor Skin | Permanently altered skin (plates, leather, inorganic) gives body armor |
07-08 | Bodily Tension | The PC can either expand or contract his/her muscles at Power rank. The PC has two unique abilities:
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09-10 | Body Resistance | Body armor without apparent changes |
11-12 | Chemical Touch |
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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 Simulation | The 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 | Detonation | The PC can cause dramatic explosive magnitudes with just the clap of his/her hands of Power rank intensity and range. |
19-20 | Digestive Adaptation | the 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-Agility | The 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-Breath | The 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-Endurance | The 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-Strength | The 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:
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31-32 | Hyper –Speed | Can perform tasks at rank times as fast |
33-34 | Hypnotic Voice | |
35-36 | Immortality* | The PC has Immortality |
37-38 | Immovability | The 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 | Immunity | The 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:
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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:
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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 Adaptability | Can 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 Resistance | The PC has an innate resistance to Drugs, Toxins, Disease, and other harmful factors involving the PC's metabolism at Power rank. |
53-54 | Non-Detection | The 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 | Pheromones | An aerosol version of hypnotic control, the target must be able to smell and taste |
59-60 | Quills | The 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 | Regeneration | the 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-Revival | A new body grows from the largest remaining piece when the character is dead |
67-68 | Self-Sustenance | Survive without air, water or food |
69-70 | Stealth | Subtract 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 Control | Duplicate any sound or voice |
83-84 | Waterbreathing | |
85-86 | Water Freedom | No negative effects under water. When above water Strength and Endurance +2CS and Agility -2CS |
87-88 | Longevity | A 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 Substance | The 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- Physical | The 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-Fighting | When this power is rolled, it adds its power rank number to the character’s Fighting rank. |
95-96 | Body Enhancement | The hero may temporarily increase one body function. This power adds the power rank to the hero's ability, or temporarily gains the listed power. The duration is the number of rounds equal to the power rank number, but can only be used once every six hours. At the end of the duration, the hero must make a Psyche FEAT roll. Failure and the hero must roll his endurance with the following effects: Red no effect Yellow stunned 1-4 rounds Green stunned 1-6 rounds White stunned 1-10 rounds Die Roll Effect
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97-98 | Dual Brain | The hero has two brains. This power grants power rank resistance to mental attacks and adds the power rank number to the hero's reason. |
99-00 | Poison Generation | The hero can administer a specific poison on touch. The intensity is equal to the power rank. If a red result is rolled, the victim takes power rank damage and must roll his Endurance with the following effects: Red: half damage Yellow: -1CS on all mental attributes and power FEAT rolls for 1-6 rds Green: stunned 1-4 rds. White: stunned 1-10 rds. This only happens if a red power FEAT roll is made and is in addition to whatever type of poison the hero has. The victim receives an Endurance FEAT vs. the intensity to resist. Roll die to see effect.
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Mental Enhancements | ||
01-02 | Astral Projection | This 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:
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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;
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04 | Aura Alteration | The 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.
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07-08 | Clairaudience | Hear distant sounds, -1CS resistance vs. sonics |
09-10 | Clairvoyance | See distant sights |
11-12 | Communicate with... | Communicate with... 01-25 Animals 26-50 Cybernetics 51-75 Inorganics 76-00 Plants |
13-14 | Cosmic Awareness | Automatically detect CL1000 or better ability, +1CS attacks by detecting weak spots, discover information about things in the entire universe, when used more than 5 times make a secret reason FEAT vs. going insane temporarily |
15-16 | Cyber Transmission | The 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.
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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 Sense | This 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:
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20-21 | Dream Travel | The 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.
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22-23 | Edetic Memory | The 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 | Electrokinesis | The 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 Transmission | The 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.
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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 | Empathy | Detect 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 | Hydrokinesis | The 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-Intelligence | Add this power rank to Intuition or reason |
41-42 | Hyper-Invention | Reason increased for invention purposes |
43-44 | Incarnation Awareness | The hero can contact his previous incarnations and ask them to perform deeds that will help him later on. This requires a FEAT with a -1CS penalty for each generation of incarnation. |
45-46 | Iron Will | This power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real. The hero can control when to release. |
47-48 | Linguistics | |
49-50 | Memory Alteration | The 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 Duplication | Duplicate 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 Gestalt | The 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 Blast | Power rank damage and Psyche FEAT vs. intensity or KO for 1-10 rounds. |
61-62 | Mind Drain | Reduce 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 Reflexes | The 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 Memory | The 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 | Postcognition | See in the past for a number of weeks equal to power rank number.
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71-72 | Precognition | the functioning of this power is entirely up to the judge |
73 | Psionic Vampirism | Drain Reason, Intuition and mental powers (see vampirism). |
74 | Psychic Solidification | The 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 | Psychokinesis | The 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 | Pyrokinesis | The 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 Sensing | enhance the range of any sense |
80 | Sensory Link | See/hear etc. through another being. |
81 | Serial Immortality | When the character dies he is reborn either as baby, new complete body, premade clone, recently deceased other being or even a living being (psyche feat to resist). |
82 | Speechthrowing | |
83 | Telekinesis | Power rank is equivalent to strength As a power stunts the character can:
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84 | Telelocation | |
85 | Telepathy | Communicate on a mind-to-mind basis, unwilling targets require a power FEAT vs. Psyche. |
86 | Total Memory | Total recall |
87 | True Charisma | The 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:
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88 | Psychoblast | The 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 Weaponry | Characters 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 Projection | Similar 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 | Prediction | This 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:
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92 | Foreshadowing | This 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-Knowledge | A 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 Generation | The hero can generate an anti-life field that destroys all but 1 health point of all creatures in range. The range is found on Column A of the Simultaneous Actions Table. A power rank feat roll is made to determine the color feat roll the victim needs. The victim rolls their psyche to reduce the damage to half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This power can only be used two times/day. |
95 | Confusion | The hero has the ability to induce confusion on a victim within range. Range is determined on Column A. With a successful power rank feat roll, the hero can cause the corresponding effect for three rounds.
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96 | Fear | The hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls:
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97 | Will Force | The 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.
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98 | Photographic Reflexes | The PC takes 3 rounds to analyze physical talents when seen in use by other people. At that point the PC may temporarily copy these talents for 1 minute times the power rank. The PC uses his/her stats, but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like swimming or climbing, etc). Optional Powers: Mental Duplication Nemesis Powers: Invisibility |
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:
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00 | Karmic Tap | This power allows characters to tap into their reservoir of willpower (Karma) and increase any power or ability by 1 point for every 2 Karma spent. The power rank is the limit of Karma you can use in 1 round. The Duration is the round in which you spend the Karma. Rolling an Amazing FEAT roll will get you another round of benefit from the Karma spent. If the FEAT is rolled and failed, PC must spend the same amount of Karma for that round. If there is insufficient Karma to do so, the remainder is taken from the PC's health. This power is considered a free action, may be done in addition to other actions in the round. Optional Powers: None Nemesis: Itself |
Abilities |
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Abilities | Self-taught hand to hand combatant Superhuman speed and reflexes |
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Abilities | Genius-level chemist Superhuman speed, stamina and reflexes |
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Abilities |
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Power Rank | Areas per Round | MPH/MPM |
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Super Speedster Movement | ||
Feeble | 20 | 300/5 |
Poor | 40 | 600/10 |
Typical | 67 | 1000/17 |
Good | 100 | 1500/25 |
Excellent | 133 | 2000/33 |
Remarkable | 267 | 4000/67 |
Incredible | 400 | 6000/100 |
Amazing | 667 | 10,000/167 |
Monstrous | 1,333 | 20,000/333 |
Unearthly | 2,667 | 40,000/666 |
Shift-X | 5,333 | 80,000/1332 |
Shift-Y | 10,000 | 150,000/2500 |
Shift-Z | 20,000 | 300,000/5000 |
Class 1000 | 66,667 | 1 million/16,667 |
Class 3000 | Lightspeed | Lightspeed |
Class 5000 | Time Travel | Time Travel |
Power Rank | Number of Actions per Round |
---|---|
Feeble | 2 per every one |
Poor | 2 per every one |
Typical | 2 per every one |
Good | 2 per every one |
Excellent | 3 per every one |
Remarkable | 3 per every one |
Incredible | 4 per every one |
Amazing | 4 per every one |
Monstrous | 5 per every one |
Unearthly | 5 per every one |
Shift-X | 6 per every one |
Shift-Y | 7 per every one |
Shift-Z | 8 per every one |
Class 1000 | 9 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) |
Physical Enhancements | ||
01-03 | Abnormal Physiology | The 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:
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04-06 | Armor Skin | Permanently altered skin (plates, leather, inorganic) gives body armor |
07-08 | Bodily Tension | The PC can either expand or contract his/her muscles at Power rank. The PC has two unique abilities:
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09-10 | Body Resistance | Body armor without apparent changes |
11-12 | Chemical Touch |
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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 Simulation | The 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 | Detonation | The PC can cause dramatic explosive magnitudes with just the clap of his/her hands of Power rank intensity and range. |
19-20 | Digestive Adaptation | the 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-Agility | The 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-Breath | The 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-Endurance | The 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-Strength | The 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:
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31-32 | Hyper –Speed | Can perform tasks at rank times as fast |
33-34 | Hypnotic Voice | |
35-36 | Immortality* | The PC has Immortality |
37-38 | Immovability | The 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 | Immunity | The 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:
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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:
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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 Adaptability | Can 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 Resistance | The PC has an innate resistance to Drugs, Toxins, Disease, and other harmful factors involving the PC's metabolism at Power rank. |
53-54 | Non-Detection | The 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 | Pheromones | An aerosol version of hypnotic control, the target must be able to smell and taste |
59-60 | Quills | The 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 | Regeneration | the 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-Revival | A new body grows from the largest remaining piece when the character is dead |
67-68 | Self-Sustenance | Survive without air, water or food |
69-70 | Stealth | Subtract 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 Control | Duplicate any sound or voice |
83-84 | Waterbreathing | |
85-86 | Water Freedom | No negative effects under water. When above water Strength and Endurance +2CS and Agility -2CS |
87-88 | Longevity | A 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 Substance | The 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- Physical | The 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-Fighting | When this power is rolled, it adds its power rank number to the character’s Fighting rank. |
95-96 | Body Enhancement | The hero may temporarily increase one body function. This power adds the power rank to the hero's ability, or temporarily gains the listed power. The duration is the number of rounds equal to the power rank number, but can only be used once every six hours. At the end of the duration, the hero must make a Psyche FEAT roll. Failure and the hero must roll his endurance with the following effects: Red no effect Yellow stunned 1-4 rounds Green stunned 1-6 rounds White stunned 1-10 rounds Die Roll Effect
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97-98 | Dual Brain | The hero has two brains. This power grants power rank resistance to mental attacks and adds the power rank number to the hero's reason. |
99-00 | Poison Generation | The hero can administer a specific poison on touch. The intensity is equal to the power rank. If a red result is rolled, the victim takes power rank damage and must roll his Endurance with the following effects: Red: half damage Yellow: -1CS on all mental attributes and power FEAT rolls for 1-6 rds Green: stunned 1-4 rds. White: stunned 1-10 rds. This only happens if a red power FEAT roll is made and is in addition to whatever type of poison the hero has. The victim receives an Endurance FEAT vs. the intensity to resist. Roll die to see effect.
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Travel | ||
01-04 | Carrier Wave | Propel the character’s body by use of energy (magnetism, sound, light etc.) |
05-08 | Astral Body | |
09-12 | Dimension Travel | It 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.
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13-16 | Energy Path | The 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 | Gateway | Travel to any point in space, time or dimension.
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25-28 | Gliding | Top speed is Shift-X |
29-32 | Hyper-Digging | |
33-36 | Hyper-Leaping | Possible power stunts include:
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37-40 | Hyper-Running | |
41-44 | Hyper-Swimming | |
45-48 | Levitation | |
49-52 | Rocket | Flight by means of a rocket-like exhaust. |
53-56 | Skywalk | Walk along an invisible path created by the hero only usable by him. |
57-60 | Spiderclimb | |
61-66 | Teleport – Self | Power Stunts:
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67-72 | Telereformation | Disintegrates 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 Travel | Up to power rank number * 1000 years in the past, times 10 years in the future. |
77-80 | Troubleseeker | Character is unwillingly transported to a site where a person is in need of help, he must remain within 10 areas of the spot where help is needed. The character can transport up to 1 pound per rank number in matter (including maybe unwilling persons). |
81-84 | True Flight | |
85-88 | Water Walking | |
89-92 | Whirlwind | Transport by creating small whirlwinds. |
93-95 | Spinner | |
96-98 | Displacement | The hero has the power to avoid danger by automatically teleporting away when first encountering a hazard or suffering damage at the start of a round. The distance 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 Flight | With 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. |
Physical Enhancements | ||
01-03 | Abnormal Physiology | The 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:
|
04-06 | Armor Skin | Permanently altered skin (plates, leather, inorganic) gives body armor |
07-08 | Bodily Tension | The PC can either expand or contract his/her muscles at Power rank. The PC has two unique abilities:
|
09-10 | Body Resistance | Body armor without apparent changes |
11-12 | Chemical Touch |
|
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 Simulation | The 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 | Detonation | The PC can cause dramatic explosive magnitudes with just the clap of his/her hands of Power rank intensity and range. |
19-20 | Digestive Adaptation | the 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-Agility | The 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-Breath | The 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-Endurance | The 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-Strength | The 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:
|
31-32 | Hyper –Speed | Can perform tasks at rank times as fast |
33-34 | Hypnotic Voice | |
35-36 | Immortality* | The PC has Immortality |
37-38 | Immovability | The 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 | Immunity | The 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:
|
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:
|
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 Adaptability | Can 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 Resistance | The PC has an innate resistance to Drugs, Toxins, Disease, and other harmful factors involving the PC's metabolism at Power rank. |
53-54 | Non-Detection | The 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 | Pheromones | An aerosol version of hypnotic control, the target must be able to smell and taste |
59-60 | Quills | The 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 | Regeneration | the 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-Revival | A new body grows from the largest remaining piece when the character is dead |
67-68 | Self-Sustenance | Survive without air, water or food |
69-70 | Stealth | Subtract 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 Control | Duplicate any sound or voice |
83-84 | Waterbreathing | |
85-86 | Water Freedom | No negative effects under water. When above water Strength and Endurance +2CS and Agility -2CS |
87-88 | Longevity | A 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 Substance | The 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- Physical | The 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-Fighting | When this power is rolled, it adds its power rank number to the character’s Fighting rank. |
95-96 | Body Enhancement | The hero may temporarily increase one body function. This power adds the power rank to the hero's ability, or temporarily gains the listed power. The duration is the number of rounds equal to the power rank number, but can only be used once every six hours. At the end of the duration, the hero must make a Psyche FEAT roll. Failure and the hero must roll his endurance with the following effects: Red no effect Yellow stunned 1-4 rounds Green stunned 1-6 rounds White stunned 1-10 rounds Die Roll Effect
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97-98 | Dual Brain | The hero has two brains. This power grants power rank resistance to mental attacks and adds the power rank number to the hero's reason. |
99-00 | Poison Generation | The hero can administer a specific poison on touch. The intensity is equal to the power rank. If a red result is rolled, the victim takes power rank damage and must roll his Endurance with the following effects: Red: half damage Yellow: -1CS on all mental attributes and power FEAT rolls for 1-6 rds Green: stunned 1-4 rds. White: stunned 1-10 rds. This only happens if a red power FEAT roll is made and is in addition to whatever type of poison the hero has. The victim receives an Endurance FEAT vs. the intensity to resist. Roll die to see effect.
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Mental Enhancements | ||
01-02 | Astral Projection | This 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:
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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;
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04 | Aura Alteration | The 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.
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07-08 | Clairaudience | Hear distant sounds, -1CS resistance vs. sonics |
09-10 | Clairvoyance | See distant sights |
11-12 | Communicate with... | Communicate with... 01-25 Animals 26-50 Cybernetics 51-75 Inorganics 76-00 Plants |
13-14 | Cosmic Awareness | Automatically detect CL1000 or better ability, +1CS attacks by detecting weak spots, discover information about things in the entire universe, when used more than 5 times make a secret reason FEAT vs. going insane temporarily |
15-16 | Cyber Transmission | The 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.
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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 Sense | This 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:
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20-21 | Dream Travel | The 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.
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22-23 | Edetic Memory | The 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 | Electrokinesis | The 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 Transmission | The 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.
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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 | Empathy | Detect 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 | Hydrokinesis | The 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-Intelligence | Add this power rank to Intuition or reason |
41-42 | Hyper-Invention | Reason increased for invention purposes |
43-44 | Incarnation Awareness | The hero can contact his previous incarnations and ask them to perform deeds that will help him later on. This requires a FEAT with a -1CS penalty for each generation of incarnation. |
45-46 | Iron Will | This power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real. The hero can control when to release. |
47-48 | Linguistics | |
49-50 | Memory Alteration | The 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 Duplication | Duplicate 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 Gestalt | The 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 Blast | Power rank damage and Psyche FEAT vs. intensity or KO for 1-10 rounds. |
61-62 | Mind Drain | Reduce 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 Reflexes | The 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 Memory | The 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 | Postcognition | See in the past for a number of weeks equal to power rank number.
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71-72 | Precognition | the functioning of this power is entirely up to the judge |
73 | Psionic Vampirism | Drain Reason, Intuition and mental powers (see vampirism). |
74 | Psychic Solidification | The 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 | Psychokinesis | The 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 | Pyrokinesis | The 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 Sensing | enhance the range of any sense |
80 | Sensory Link | See/hear etc. through another being. |
81 | Serial Immortality | When the character dies he is reborn either as baby, new complete body, premade clone, recently deceased other being or even a living being (psyche feat to resist). |
82 | Speechthrowing | |
83 | Telekinesis | Power rank is equivalent to strength As a power stunts the character can:
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84 | Telelocation | |
85 | Telepathy | Communicate on a mind-to-mind basis, unwilling targets require a power FEAT vs. Psyche. |
86 | Total Memory | Total recall |
87 | True Charisma | The 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:
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88 | Psychoblast | The 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 Weaponry | Characters 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 Projection | Similar 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 | Prediction | This 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:
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92 | Foreshadowing | This 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-Knowledge | A 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 Generation | The hero can generate an anti-life field that destroys all but 1 health point of all creatures in range. The range is found on Column A of the Simultaneous Actions Table. A power rank feat roll is made to determine the color feat roll the victim needs. The victim rolls their psyche to reduce the damage to half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This power can only be used two times/day. |
95 | Confusion | The hero has the ability to induce confusion on a victim within range. Range is determined on Column A. With a successful power rank feat roll, the hero can cause the corresponding effect for three rounds.
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96 | Fear | The hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls:
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97 | Will Force | The 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.
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98 | Photographic Reflexes | The PC takes 3 rounds to analyze physical talents when seen in use by other people. At that point the PC may temporarily copy these talents for 1 minute times the power rank. The PC uses his/her stats, but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like swimming or climbing, etc). Optional Powers: Mental Duplication Nemesis Powers: Invisibility |
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:
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00 | Karmic Tap | This power allows characters to tap into their reservoir of willpower (Karma) and increase any power or ability by 1 point for every 2 Karma spent. The power rank is the limit of Karma you can use in 1 round. The Duration is the round in which you spend the Karma. Rolling an Amazing FEAT roll will get you another round of benefit from the Karma spent. If the FEAT is rolled and failed, PC must spend the same amount of Karma for that round. If there is insufficient Karma to do so, the remainder is taken from the PC's health. This power is considered a free action, may be done in addition to other actions in the round. Optional Powers: None Nemesis: Itself |
Super Speedster Movement | ||
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Power Rank | Areas per Round | MPH/MPM |
Feeble | 20 | 300/5 |
Poor | 40 | 600/10 |
Typical | 67 | 1000/17 |
Good | 100 | 1500/25 |
Excellent | 133 | 2000/33 |
Remarkable | 267 | 4000/67 |
Incredible | 400 | 6000/100 |
Amazing | 667 | 10,000/167 |
Monstrous | 1,333 | 20,000/333 |
Unearthly | 2,667 | 40,000/666 |
Shift-X | 5,333 | 80,000/1332 |
Shift-Y | 10,000 | 150,000/2500 |
Shift-Z | 20,000 | 300,000/5000 |
Class 1000 | 66,667 | 1 million/16,667 |
Class 3000 | Lightspeed | Lightspeed |
Class 5000 | Time Travel | Time Travel |
Power Rank | Number of Actions per Round |
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Feeble | 2 per every one |
Poor | 2 per every one |
Typical | 2 per every one |
Good | 2 per every one |
Excellent | 3 per every one |
Remarkable | 3 per every one |
Incredible | 4 per every one |
Amazing | 4 per every one |
Monstrous | 5 per every one |
Unearthly | 5 per every one |
Shift-X | 6 per every one |
Shift-Y | 7 per every one |
Shift-Z | 8 per every one |
Class 1000 | 9 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) |
Travel | ||
01-04 | Carrier Wave | Propel the character’s body by use of energy (magnetism, sound, light etc.) |
05-08 | Astral Body | |
09-12 | Dimension Travel | It 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.
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13-16 | Energy Path | The 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 | Gateway | Travel to any point in space, time or dimension.
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25-28 | Gliding | Top speed is Shift-X |
29-32 | Hyper-Digging | |
33-36 | Hyper-Leaping | Possible power stunts include:
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37-40 | Hyper-Running | |
41-44 | Hyper-Swimming | |
45-48 | Levitation | |
49-52 | Rocket | Flight by means of a rocket-like exhaust. |
53-56 | Skywalk | Walk along an invisible path created by the hero only usable by him. |
57-60 | Spiderclimb | |
61-66 | Teleport – Self | Power Stunts:
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67-72 | Telereformation | Disintegrates 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 Travel | Up to power rank number * 1000 years in the past, times 10 years in the future. |
77-80 | Troubleseeker | Character is unwillingly transported to a site where a person is in need of help, he must remain within 10 areas of the spot where help is needed. The character can transport up to 1 pound per rank number in matter (including maybe unwilling persons). |
81-84 | True Flight | |
85-88 | Water Walking | |
89-92 | Whirlwind | Transport by creating small whirlwinds. |
93-95 | Spinner | |
96-98 | Displacement | The hero has the power to avoid danger by automatically teleporting away when first encountering a hazard or suffering damage at the start of a round. The distance 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 Flight | With 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. |
Animal Transformation-Self | with | Evolution | For some really funky effects. Home-made Shi'Ar anyone? |
Phasing | with | Invisibility | Ghosting - Uh... become a ghost. |
Force Field | with | Body Coating | Regenerative Force Field - Force Field that possesses its own resistance, health, and regeneration at Rank. |
Energy Conversion | with | Energy Doppleganger | Anima Force - Create energy dopplegangers out of any energy form. |
Micro-Environment | with | Reality Manipulation (Present) | Micro-Cosmos - Godhood within radius of power. |
Remote Sensing | with | True Sight | Scrying - Poof... you're a scryer. |
Martial Supremacy | with | Neural Manipulation | Nerve-Striking - I've cut of the flow of blood to your ankles... |
Disruption | with | Combustion | Molecular Excitement - Bus goes bye-bye... and takes the rest of the block with it. |
Rocket | with | Hyper-Leaping | Rocket Leaping - Your jumping about is as effective a combat strategy for you as it is for Mario. |
Power Touch | with | Chemical Mimicry | Molecular Aura Augmentation - You can make your tee-shirts as tough as Iron-Man's armor. |
Force Field | with | Bouncing Ball | Kinetisphere - Sort of like Speedball's power. |
Weather Control | with | Force Field | Storm Field (as seen in a recent Exiles issue). |
Shapeshifting | with | Natural Weaponry | Bio-weaponry - Form all manner of natural weapons via shapeshifting. |
Lifeform Creation | with | Force Reincarnation | True Reincarnation - You need Einstien's help with your homework... you got it. |
Postcognition | with | Molecular Creation | You can take a discarded pizza box from a dumpster and re-create the pizza that had been inside. |
Animal-Transfomation-Self | with | Duplication | Get a Horde of beasties. |
Incarnation Awareness | with | Mental Duplication | Allowing her to actually merge with past lives. |
Incarnation Awareness | with | Precognition | To allow her to chat with her future selves. |
Weather Control | with | Body Transformation | The effects are pretty obvious. |
Weather Control | with | Missile Creation | The character created miniature atmospheres shaped like orbs which contained the desired weather effect inside. |
Phasing | with | Neural Manipulation and Biophysical Control - Disruption | Forget about screwing electronics. You can kill just by phasing through a person. |
Catalytic Control | with | Molecular Creation | Internal Chemistry Set! Make a cesium bomb, nuclear bomb, and just about any other fun reaction reason will allow! |
Energy Conversion | with | Molecular Conversion | Transmolecular Conversion - Matter... energy... it's all the same. |
Force Field | with | True Invunerability | Invincibility Field - Nothing is getting through. |
Molecular Creation + Enlargement (Atomic Gain) | with | Molecular Creation + Enlargement (Atomic Gain) | Hyper-Molecular Creation - Bigger is better. |
Magnetic (or Kinetic) Control | with | Missile Creation | Railgun - Boom. |
Total Memory | with | Power Duplication (Magic Only) | Spell Recall - Remember in precise detail every spell you witness, so you can cast it yourself. |
Emotion Control (Fear) | with | Weakness Creation | Phobia Power - Very Scarecrowish... |
Collection (Blood Only) | with | Bio-Vampirism | Meta-Vampirsm - Nasty... |
Energy Body: Shadow | with | Sympathetic Magic | Shadow Puppetry - That's just creepy... |
Chemical Mimicry | with | Power Duplication | D.N.A. Mimicry - You can make your D.N.A. sequence functions as if it were someone elses. |
Magnetism | with | Power Control: Negation (Technology Only) | EMP Burst - Why'd all the lights go out? |
Absorbtion Power: Kinetic | with | Growth | Kinetic Absorbtion (Physical Only)- Similiar to Strong Guy's power. |
Bezerker | with | Growth | Rage Transformation - Yippie... you're a mini-Hulk. |
Armor Skin | with | Prehensile Hair | Prehensile Skin - Umm... like Skin.... |
Armor Skin | with | Martial Supremacy | Morphing - Yeah... you're a dingy little Power Ranger... eh... |
Shadowcasting | with | Neural Manipulation | Your shadows dampen the electrical impulses sent through someone's body. |
Internal Limbo | with | Gravity Control | Optionally 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. |
Reflection | with | Psi-Screen | Professor X is in for a nasty surprise... |
Body Transformation: Others | with | Power Control | Species 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 Projection | with | Self-Duplication | Astral Dopplegangers - Well... you can spilt your mind and psyche into many projections at once. |
Physical Gestalt | with | Self-Duplication | Multi-form - You can exist as a gestalt-being or as several beings as your natural state... no duration on either. |
Hyper-Speed | with | Teleport-Self | Warp Speed - You're like the Flash... I mean... like Buried Alien... yeah... that's what I meant... |
Hypnotic Voice | with | Probability Manipulation | Fortune 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-Invention | with | Hyper-Speed | Hyper-Kitbashing - "You're telling me you just whipped up that transdimensional-whatchmacallit... while I was in the bathroom?" |
Micro-Environment | with | Bio-Physical Control Decay | Kill Zone - As demonstrated by a very unfortunate teenager in a recent "Ultimate X-Men". |
Power Touch | with | Missile Creation | Repulsion = As possessed by Spider-Girl. |
Cold Generation | with | Crystallization | Ice Generation - Of course... |
Bio-Vampirism | with | Age-Shifting | Youth-Stealer - I was twelve yesterday. |
Mind Probe | with | Total Memory | Memory Copying - Why settle for only remembering everything you've experienced... |
Power Detection | with | Weakness Detection | You know basically everything their is to know about someone just by looking at them. (Like the cheesy Final Fantasy spell" |
Remote Sensing | with | Environmental Awareness and Telepathy | Planetary/Galactic Awareness - You're not quite intune with the cosmos... just you're little corner of it. |
Emotion Control | with | Bezerker | Rage Power - Your twisted little self can send the masses into a blinding rage and bloodlust. |
Plague Carrier | with | Zombie Animation | Infectious Zombification - You're a zombie... you bite Steve... Steve's a zombie... Steve bites John... John's a... oh... nevermind... |
Emotion Control (Fear/Terror) | with | Hallucination | Nightmare 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 Control | with | Microwave Control | Hypnotic 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-Other | with | Teleport-Self | Location Swap - "Fortunately, I'm not the one standing next to the bomb. *zap* Crap...." |
Troubleseeker (with and limited to Dimensional Travel) | with | Summoning | Exile - 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) | with | Mind Control Possession | Quantum Leaping - Now all you need is a Ziggy.... |
Communicate with Non-Living Matter | with | Time Travel | Day 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 Matter | with | Probability Manipulation | Freaky 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 Vampirism | with | Probability Manipulation | Destiny-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) | with | Mind 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"). |
Ionization | with | Disruption | Phasering - 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). |
Fighting | Agility | Strength | Endurance | Reason | Inituition | Psyche | |
---|---|---|---|---|---|---|---|
Feeble | 01-05 | 01-10 | 01-05 | 01-05 | 01-10 | 01-10 | 01-05 |
Poor | 06-10 | 11-20 | 06-25 | 06-25 | 11-20 | 11-20 | 06-10 |
Typical | 11-20 | 21-40 | 26-75 | 26-75 | 21-40 | 21-40 | 11-20 |
Good | 21-40 | 41-60 | 76-95 | 76-95 | 41-60 | 41-60 | 21-40 |
Excellent | 41-60 | 61-80 | 96-00 | 96-00 | 61-80 | 61-80 | 41-60 |
Remarkable | 61-80 | 81-95 | 81-95 | 81-95 | 61-80 | ||
Incredible | 81-95 | 96-00 | 96-00 | 96-00 | 81-95 | ||
Amazing | 96-00 | 96-00 |
Language | Written form | Romanization | Translation |
---|---|---|---|
Sanskrit | चतुर्महाराज | Chaturmahārāja Chaturmahārājikā | Four Great Kings |
लोकपाल | Lokapāla | Guardians of the World | |
Sinhala | සතරවරම් දෙවිවරු | Satharawaram Dewi | Four Privileged/Bestowed Gods |
Burmese | စတုလောကပါလ စတုမဟာရာဇ်နတ် | IPA: [sətṵ lɔ́ka̰ pàla̰] IPA: [sətṵ məhà ɹɪʔ naʔ] | Loanword from catulokapāla loanword from catumahā + king nats |
Chinese | 天王 | Tiānwáng | Heavenly Kings |
四天王 | Sìtiānwáng | Four Heavenly Kings | |
四大天王 | Sìdà Tiānwáng | Four Great Heavenly Kings | |
Japanese | 四天王 | Shi Tennō | Four Heavenly Kings |
四大天王 | Shidai Tennō | Four Great Heavenly Kings | |
Korean | 四天王/사천왕 | Sa-cheonwang | Four heavenly kings |
Vietnamese | 四天王 | Tứ Thiên Vương | Four heavenly kings |
四大天王 | Tứ Đại Thiên Vương | Four great heavenly kings | |
Tibetan | རྒྱལ༌ཆེན༌བཞི༌ | rgyal chen bzhi | Four great kings |
Mongolian | ᠳᠥᠷᠪᠡ ᠮᠠᠬᠠᠷᠠᠨᠵᠠ Тэнгэрийн дөрвөн хаан | Tengeriin dörwön xaan | Four kings of the sky |
Thai | จาตุมหาราชา | Chatumaharacha | Four Great Kings, loan word from catumahārāja (Pali) |
จตุโลกบาล | Chatulokkaban | Four Guardians of the World, loan word from catulokapāla (Pali) | |
Pali | Catu-Mahārāja | Catu-Mahārāja | The Four Great Kings |
Pali | Vessavana | Virūlhaka | Dhatarattha | Virūpakkha |
devanagari Sanskritromanization | वैश्रवण (कुबेर) Vaiśravaṇa(Kubera) | विरूढक Virūḍhaka | धृतराष्ट्र Dhṛtarāṣṭra | विरूपाक्ष Virūpākṣa |
Meaning | he who hears everything | he who causes to grow | he who upholds the realm | he who sees all |
Control | yakkhas | kumbhandas | gandhabbas | nagas |
Description | This is the chief of the four kings and protector of the north. He is the ruler of rain. His symbolic weapons are the umbrella or pagoda. Wearing heavy armor and carrying the umbrella in his right hand, he is often associated with the ancient Sri Lankan god of wealth, Kubera. Associated with the color yellow or green. | King of the south and one who causes good growth of roots. He is the ruler of the wind. His symbolic weapon is the sword which he carries in his right hand to protect the Dharma and the southern continent. Associated with the color blue. | King of the east and god of music. His symbolic weapon is the pipa(stringed instrument). He is harmonious and compassionate and protects all beings. Uses his music to convert others to Buddhism. Associated with the color white. | King of the west and one who sees all. His symbolic weapon is a snake or red cord that is representative of a dragon. As the eye in the sky, he sees people who do not believe in Buddhism and converts them. His ancient name means "he who has broad objectives". Associated with the color red |
Image | ![]() | ![]() | ||
Color | yellow or green | blue | white | red |
Symbol | umbrella | sword | pipa | serpent |
mongoose | stupa | |||
stupa | pearl | |||
Followers | yakṣas | kumbhāṇḍas | gandharvas | nāgas |
Direction | north | south | east | west |
Traditional/SimplifiedChinese Pinyin | 多聞天王 / 多闻天王 Duōwén Tiānwáng | 增長天王 / 增长天王 Zēngzhǎng Tiānwáng | 持國天王 / 持国天王 Chíguó Tiānwáng | 廣目天王 / 广目天王 Guăngmù Tiānwáng |
毗沙門天 / 毗沙门天 | 留博叉天 / 留博叉天 | 多羅吒天 / 多罗吒天 | 毗琉璃天 / 毗琉璃天 | |
Kanji Hepburn romanization | 多聞天 (毘沙門天) Tamon-ten(Bishamon-ten) | 増長天 Zōchō-ten | 持国天 Jikoku-ten | 広目天 Kōmoku-ten |
治国天 Jikoku-ten | ||||
Hangul romanized Korean | 다문천왕 Damun-cheonwang | 증장천왕 增長天王 Jeungjang-cheonwang | 지국천왕 持國天王 Jiguk-cheonwang | 광목천왕 廣目天王 Gwangmok-cheonwang |
Vietnamese alphabet Chữ Hán | Đa Văn Thiên Vương 多聞天王 | Tăng Trưởng Thiên Vương 增長天王 | Trì Quốc Thiên Vương 持國天王 | Quảng Mục Thiên Vương 廣目天王 |
Tibetan alphabetand romanization | རྣམ་ཐོས་སྲས་ (Namthöse) | ཕགས་སྐྱེས་པོ་ (Phakyepo) | ཡུལ་འཁོར་སྲུང་ (Yülkhorsung) | སྤྱན་མི་བཟང་ (Chenmizang) |
Mongolian Scriptand Mongolian Cyrillic and Mongolian Latin alphabet | ᠥᠯᠥᠨ ᠦᠨᠳᠡᠰᠲᠨᠢᠢ ᠦᠽᠡᠯ (Олон үндэстний үзэл) Olon ündestnii üzel | ᠲᠢᠶᠡᠨᠢ ᠥᠰᠥᠯᠲ (Тиений өсөлт) Tiyenii ösölt | ᠦᠨᠳᠡᠰᠲᠨᠢᠢ ᠽᠠᠰᠤᠠᠷ ᠦᠯᠢᠴᠬᠢᠯᠭᠡᠡ (үндэсний засвар үйлчилгээ) ündesnii zasvar üilchilgee | ᠰᠶᠡᠯᠶᠡᠰᠲᠢᠶᠡᠯ ᠰᠦᠷᠲᠠᠯᠴᠬᠢᠯᠭᠠᠠ (селестиел сурталчилгаа) syelyestiyel surtalchilgaa |
Thai script romanization | ท้าวเวสวัณ (Thao Wetsawan) ท้าวเวสสุวรรณ (Thao Wetsuwan) ท้าวกุเวร (Thao Kuwen) | ท้าววิรุฬหก (Thao Wirunhok) | ท้าวธตรฐ (Thao Thatarot) | ท้าววิรูปักษ์ (Thao Wirupak) |
Vaiśravaṇa (north) | ||
Virūpākṣa (west) | Heavenly Kings | Dhṛtarāṣṭra (east) |
Virūḍhaka (south) |