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ABL Team 18 Taiwan Titties 2024

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:FU:ABL ASEAN Basketball League Team 18 Taiwan Titties Executive Chairman Origin Infinite Jerry West:FU:
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:FU:ABL ASEAN Basketball League Team 18 Taiwan Titties Executive President Origin Infinite Jerry Krause:FU:
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:FU:ABL ASEAN Basketball League Team 18 Taiwan Titties CEO Chief Executive Officer Origin Infinite Jade Empress:FU:
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:FU:ABL ASEAN Basketball League Team 18 Taiwan Titties COO Chief Operating Officer Origin Infinite Magic Johnson:FU:
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:FU:ABL ASEAN Basketball League Team 18 Taiwan Titties General Manager Origin Infinite Larry Bird:FU:
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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)
:FU:ABL ASEAN Basketball League Team 18 Taiwan Titties 18 Arhats Basketball Trainers:FU:
NameQianlong's EulogySynopsis
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)
D7A17552-7E12-4045-B273-C367DF6DB194.png

:FU:ABL ASEAN Basketball League Team 18 Taiwan Titties NBA Head Coach Origin Infinite Red Auerbach:FU:
D849EC90-B6BE-45ED-A330-0542EA3C5B94.jpeg

:FU:ABL ASEAN Basketball League Team 18 Taiwan Titties WNBA Co-Head Coach Origin Infinite Cheryl Reeve:FU:
986BBAB1-B569-4D91-8882-C397C86FBEB7.jpeg
 
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Loyal
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)
 
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ABL ASEAN Basketball League Team 18 Taiwan Titties

The 8 Greatest Primordial Daoist Bagua Basketball Goddesses


Melody Low 5’3” 1.60m (age 29) (C)
96C3D544-BE56-4462-9CD5-316DB32DCD74.jpeg


Chang Chin-Lan 張景嵐 5’6” 1.68m (age 34) (C)
9B6F8566-A164-4498-A4FE-B00FC6968D33.jpeg


Janine Chang Chun-Ning 張鈞甯 5’6” 1.68m (age 40) (C)
870668A6-0310-4CDC-8C94-C9C2322B5590.jpeg


Christina Mok 莫允雯 5’7” 1.70m (age 35)
7F03CC6C-0124-4392-A975-87CD02C2D14F.jpeg


G.E.M. Gloria Tang Sze-Wing 邓紫棋 5’2” 1.57m (age 31)
F6CA33D0-3051-4973-A8BA-6B8C8F37B7D0.jpeg


Amber An 安心亞 5’7” 1.70m (age 37)
7BD12639-71E4-4F50-8FA5-8200B1244719.jpeg


Sasa Chung 鍾欣愉 5’6” 1.68m (age 39)
B239A2F3-E79E-4E4F-9F36-696C1FFDB5D0.jpeg


Jessie Chiang 江語晨 5’6” 1.68m (age 35)
98712B5C-9160-4C9E-BEEE-7E9B891FFEB0.jpeg


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

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

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

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

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

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

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

Alfrescian
Loyal
ABL ASEAN Basketball League Team 18 Taiwan Titties

The Universal Ancient Lockdown Cosmos-Goddess Of Defense & Stealing & Shooting


Sunny Lin 林采緹 5’6” 1.68m (age 32)
F27243C9-F9B7-484B-8C8D-A4037ACBA1C4.jpeg


The True First Original Twin Triple Threat Goddesses Of Dribbling & Passing & Scoring

Nono Ku 辜莞允 5’6” 1.68m (age 30)
28D41FFA-7944-48D1-8A8D-BC260472DC4C.jpeg


Wu Han Chun 吳函峮 5’3” 1.60m (age 32)
13B491EA-B6F2-4F40-AA80-58A615D0DA35.jpeg


The Heavenly Celestial Demiurge Archangel Of Rebounding & Blocking & Post Game

Belle Chuo (Bear Genie) 卓毓彤 5’1” 1.55m (age 36)
CBCC0240-924B-4E49-A5C0-F1A3DA6AEB2D.jpeg


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)

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

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

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

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

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

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

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

Alfrescian
Loyal
ABL ASEAN Basketball League Team 18 Taiwan Titties

"Supergirl" Maggie Wu 吳亞馨 5'9" 1.75m (age 39) (C)
09690DFC-7340-400A-BF08-7479A0979FB6.jpeg


https://en.wikipedia.org/wiki/Supergirl
DC_Supergirls.jpg

Supergirl is the name of several fictional superheroines appearing in American comic books published by DC Comics. The original, current, and most well known Supergirl is Kara Zor-El, the cousin of superhero Superman. The character made her first appearance in Action Comics #252 (May 1959) and was created by Otto Binder and Al Plastino.

https://en.wikipedia.org/wiki/Supergirl_(Kara_Zor-El)
Supergirl_(Kara_Zor-El_circa_2016).png

Kara Zor-El (Supergirl) also known by her adoptive names of Linda Lee Danvers, Kara Kent, Linda Lang, and Kara Danvers, is a superheroine appearing in American comic books published by DC Comics. She was created by Otto Binder and designed by Al Plastino. Danvers first appeared in Action Comics #252 (May 1959)'s "The Supergirl from Krypton" story. Kara is the biological cousin of Kal-El, who went on to adopt the name of Clark Kent and the superhero Superman. Her father, Zor-El, is the brother of Superman’s father, Jor-El. During the 1980s and the revolution of the Modern Age of Comics, Superman editors believed the character's history had become too convoluted, thus killing Supergirl during the 1985 Crisis on Infinite Earths event and retconning her out of existence.

DC Comics Senior Vice President Dan DiDio re-introduced the character in 2004 along with editor Eddie Berganza and writer Jeph Loeb, with her the Superman/Batman storyline "The Supergirl from Krypton". As the current Supergirl, Kara stars in her own monthly comic book series. With DC's The New 52 relaunch, Kara, like most of the DC Universe, was revamped. DC relaunched the Supergirl comic in August 2016 as part of their DC Rebirth initiative.[1][2][3]

In live-action, Supergirl appeared in the 1984 film based on her character and was portrayed by Helen Slater. She also appeared in the series Smallville, played by actress Laura Vandervoort. In 2015, the live-action Arrowverse series Supergirl debuted on CBS and then moved to The CW after the first season. Supergirl was portrayed by Melissa Benoist on the show and also appeared on other Arrowverse shows. Sasha Calle will appear as Supergirl in the upcoming DC Extended Universe film The Flash (2022).

Powers and abilities[edit]​


Kara flying. Art by Kelly Fitzpatrick, & Joelle Jones
Like all Kryptonians under a yellow sun, the current version of Kara Zor-El possesses virtually unlimited strength, stamina, and durability. She is able to fly and with super speed that she can also use on foot, similar to Superman and The Flash. Also like Superman, Supergirl possesses super senses, super-breath, and freeze breathe, as well as multiple forms of supervision (including X-Ray, Infrared, Telescopic, and Microscopic).[53] Kara also has a bio-electric aura that enhances her near invulnerability and also protects her skin and her costume from dirt and tear; as such, Kara is perpetually clean.[54] The Sun also provides Kara with a longer lifespan than that of a human being, to the point that she is effectively a biological immortal. Kara doesn't require food, water, or sleep to survive. She is also immune to most diseases, mental and physical, and would require a very strong strain to have a chance at affecting her.

In the rare instances that Kara is harmed by someone matching her strength or by the use of one of her weaknesses, she can heal almost instantaneously. Her power surpasses most other beings, though she can be overpowered by those who rival her strength such as Black Adam, Darkseid, Despero, Doomsday, Bizarro, Wonder Woman, and Superman.

In reality, Kara is actually older than her cousin, Clark, and spent time on Krypton before its destruction. As such (unlike Superman), she possesses memories of Kryptonian culture as well as her cousin's parents.

Continued exposure to a yellow Sun will slowly increase abilities. Many characters in the DC Universe have noted that Supergirl appears, at times, to be even more powerful than Superman himself. In answer to this, Superman states that this is because he has spent his entire life subconsciously suppressing his full powers in order to avoid hurting others, having been absorbing solar radiation since his infancy. Kara, not having such practice or experience, simply uses the full magnitude of her powers.[55]

Martial artistry[edit]​

Unlike her cousin, Kara was taught to fight in Krypton as part of her tests, and at the Crucible Academy, being adept at various Kryptonian fighting styles like Klurkor and Torquasm Rao. Supergirl also learned the art of Bagua under I-Ching's instructions. She practiced how to manipulate her Chi or Qi in order to gain better control of her powers due to them becoming overwhelmed after her conflict with the Fatal Five. Superman recommended guardianship with I-Ching to Supergirl first. In addition to training in Krypton, Kara was trained by Batman in advanced martial arts and trained with the Amazons in Themyscira in unarmed and armed combat, Amazonas martial arts, fencing, Shield handling, and other Amazon weapons. She trained with Wonder Woman and Artemis extensively.

https://en.wikipedia.org/wiki/Supergirl_(Linda_Danvers)
Supergirl.png

Linda Danvers, also known as Supergirl, is a fictional comic book superhero appearing in books published by DC Comics. Created by writer Peter David and artist Gary Frank, she debuted in Supergirl (vol. 4) #1 (September 1996). She is not to be confused with Linda Lee Danvers, the secret identity used by the Kara Zor-El incarnation of Supergirl prior to the events of 1985's Crisis on Infinite Earths.
Abilities(Previously):

Powers and abilities[edit]​

Original powers: Linda was originally a normal human, with no superhuman abilities. Upon fusing with the Matrix Supergirl, Linda gained her psychokinetic abilities. This granted her an incredible level of superhuman strength and speed, near invulnerability to harm, and the power to fly at high speeds. Linda was also able to produce concussive blasts of telekinetic energy, typically referred to as "psi blasts." Linda was also able to change from her normal, Linda Danvers persona into her "Supergirl" form which was taller, had blonde hair, and a larger bust. The transformation was purely cosmetic, as Linda retained her powers in either form.

Earth-Born Angel powers: After being merged with Matrix for some time, Linda became the Earth-Born Angel of Fire. While she retained her original abilities, she also gained the ability to produce bursts of fire from her eyes (called Flame Vision), form angelic wings composed of flames, and could use her wings to create a flaming portal that allowed her to "shunt" (teleport) long distances. Though Linda originally lost her angelic powers after being separated from Matrix, she later seemed to have regained them during the "Reign in Hell" mini-series.

Reduced powers: After being separated from Matrix, Linda found herself with reduced powers. She could no longer shapeshift into her "Supergirl" form, and all of her angelic powers were lost. In addition, Linda's strength and durability were reduced by half, she lost her ability to fly and produce psionic blasts, and instead was only able to leap around 1/8th of a mile in a single bound.

Restored powers: After encountering Twilight as the new Earth-Born Angel of Fire, Linda regained all of the powers that she'd possessed while initially merged with Matrix, sans her ability to assume her "Supergirl" form. Her strength and durability returned to their original levels and she was able to fly and produce psionic blasts of force once more.

https://en.wikipedia.org/wiki/Supergirl_(Cir-El)
Cir-El.jpg


Supergirl (also known as Cir-El or Mia) is a fictional superhero appearing in American comic books published by DC Comics.[1] The character is best known as one of the characters to have assumed the mantle of Supergirl. Created by writer Steven Seagle and artist Scott McDaniel, she first appeared in Superman: The 10¢ Adventure #1 (2003) as the alleged daughter of Superman. She is later found to be a human girl who was genetically altered by the villain Brainiac to appear Kryptonian. The character dies thwarting a plot involving Brainiac 13. Superman (vol. 2) #200 implies that when the timeline realigned itself, Cir-El was erased from existence.

Abilities

Powers and abilities[edit]​

A hybrid of human/Kryptonian origin, Cir-El can absorb yellow sunlight to gain immense strength, durability, speed, and hearing. Originally, Cir-El was able to leap great distances, but later she eventually displayed her flying capabilities.[3] Cir-El's "trademark" power is the ability to release stored energy from her hands as blasts of red solar radiation (the very wavelength of sunlight that Superman loses his powers under) that strike an enemy with intense heat and force she named "Red Sunbursts". Like Superman, she is also vulnerable to Kryptonite.[4]

https://en.wikipedia.org/wiki/Power_Girl
Power_Girl.png


Power Girl, also known as Kara Zor-L and Karen Starr, is a superheroine appearing in American comic books by DC Comics, making her first appearance in All Star Comics #58 (January/February 1976).[1] Power Girl is the cousin of the superhero Superman, but from an alternate universe in the fictional multiverse in which DC Comics stories are set. Originally hailing from the world of Earth-Two, first envisioned as the home of DC's wartime heroes as published in 1940s comic books, Power Girl becomes stranded in the main universe where DC stories are set, and becomes acquainted with that world's Superman and her own counterpart, Supergirl.

In common with Supergirl's origin story, she is the daughter of Superman's aunt and uncle and a native of the planet Krypton.[2] The infant Power Girl's parents enabled her to escape the destruction of her home planet by placing her in a rocket ship. Although she left the planet at the same time that Superman did, her ship took much longer to reach Earth-Two. On Earth, as with other Kryptonians, Power Girl discovered she possessed abilities like super strength, flight, and heat vision, using which she became a protector of innocents and a hero for humanity. Though the specifics of how vary over subsequent retellings, Power Girl is later stranded on another Earth when a cosmic crisis affects her home of Earth-Two, and later carves out a separate identity for herself from her dimensional counterpart Supergirl once they are forced to coexist.

Though they are biologically the same person, Power Girl behaves as an older, more mature, and more level-headed version of Supergirl, with a more aggressive fighting style. She also adopts a different secret identity from her counterpart. These changes are reflected in their differing costumes and superhero names as well; Power Girl sports a bob of blond hair; wears a distinctive white, red, and blue costume with a cleavage-displaying cutout. The name Power Girl reflects that she chooses not to be seen as a derivative of Superman, but rather her own hero and this choice is reflected in the strong independent attitude of the character. Over various decades, Power Girl has been depicted as a member of superhero teams such as the Justice Society of America, Infinity, Inc., Justice League Europe, and the Birds of Prey.

Power Girl's origin has gone through revisions, but over time has reverted to her original conception as the Supergirl of Earth-Two. The 1985 limited series Crisis on Infinite Earths eliminated Earth-Two from history, causing her to be retconned as the granddaughter of an Atlantean sorcerer known as Arion. This was an unpopular change and writers depicted the revised Power Girl inconsistently. The 2005–2006 Infinite Crisis limited series then restored her status as a refugee from the Krypton of the destroyed Pre-Crisis Earth-Two universe. Following DC's 2011 "Flashpoint" storyline and New 52 reboot, Power Girl's origin was retold as the Supergirl of "Earth 2", cousin and adopted daughter of Superman, who during evil Fourth World New God Darkseid's invasion of Earth 2 becomes stranded in the main continuity of Earth 0, subsequently adopting the name Power Girl to hide her true identity. She returned to her source Earth in the story Earth 2: World's End (2014–2015).

Powers and abilities[edit]​

As the biological cousin of Superman, Power Girl exhibits all of the classic Kryptonian powers: super strength; flight; super speed; invulnerability; x-ray, telescopic, microscopic and heat vision; freeze breath; and super-hearing. Over the years various writers have given Power Girl's Kryptonian power differing levels, reflecting the lower powers of the Earth-Two Superman Kal-L. For example, Power Girl can fly through space, but has to breathe, so before she leaves a planet, she must take a deep breath and hold it for several hours until she needs a new oxygen source. Power Girl needs to sleep or she will experience disorientation due to fatigue. However, as recently shown in "Brightest Day", she now draws her superpowers from yellow sunlight, just like Superman. The reason for this change has not yet been explained.

Since she is from an alternative universe (pre-Crisis Earth Two), kryptonite has no effect on her, but she is still vulnerable to magic. As Karen Starr, she is an accomplished business woman and is regarded by Mr. Terrific as a first rate scientist. Even though Power Girl is from an alternative universe, her biology is still similar to Superman's. As one of a handful of characters who survived the Crisis on Infinite Earths, DC editorial was initially uncertain how to portray the character and attempted to portray Power Girl with a non-Kryptonian origin for a number of years. Power Girl's abilities have fluctuated since 1986. For some time, Power Girl believed she was an Atlantean.[68] At one point, Power Girl possessed telekinesis;[69] at another she was vulnerable to attacks by certain natural elements (for example, wooden weapons).[70] After sustaining severe injuries from a magic attack Power Girl retained only a degree of super strength, speed and durability.[71] However, she later recovered her ability to fly, and writers have gradually restored her superpowers.[72]

https://en.wikipedia.org/wiki/Supergirl_(Ariella_Kent)
AriellaSG.jpg


Ariella Kent is the Supergirl of the 853rd century. She is a superhero from DC Comics' Supergirl series. The character first appeared in Supergirl #1,000,000, created by Peter David and Dusty Abell.

Abilities


Powers and abilities[edit]​

A hybrid of metahuman/Kryptonian heritage, Ariella possesses amazing powers for her young age.[2] She has immense strength, durability, and speed, as well as the ability to fly, travel through time at will, move objects with her mind, and teleport anywhere she wishes. She ages at an extremely slow rate, can duplicate herself, and also possesses limited vision capabilities. Due to her vast level of power and young age, Ariella could be highly destructive and would not learn to hold back.[3]

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

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

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

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

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

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

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

Alfrescian
Loyal
ABL ASEAN Basketball League Team 18 Taiwan Titties

"Flash" Crystal Liu Yifei 刘亦菲 5’7” 1.70m (age 35) (C)
D31F20CB-282E-4B9C-9CC0-3750E61B1C09.jpeg


https://en.wikipedia.org/wiki/Flash_(DC_Comics_character)
The_Flash_Family.jpg

Powers and abilities​

All incarnations of the Flash can move, think, and react at light speeds as well as having superhuman endurance that allows them to run incredible distances. Some, notably later versions, can vibrate so fast that they can pass through walls in a process called quantum tunneling,[17] travel through time and can also lend and borrow speed. Speedsters can also heal more rapidly than an average human. In addition, most incarnations have an invisible aura around their respective bodies that protects them from air friction and the kinetic effects of their powers.

On several occasions, the Flash has raced against Superman, either to determine who is faster or as part of a mutual effort to thwart some type of threat; these races, however, often result in ties because of outside circumstances. Writer Jim Shooter and artist Curt Swan crafted the story "Superman's Race with the Flash!" in Superman #199 (August 1967), which featured the first race between the Flash and Superman.[18] Writer E. Nelson Bridwell and artist Ross Andru produced "The Race to the End of the Universe", a follow-up story four months later in The Flash #175 (December 1967).[19] However, after the DC Universe revision after Crisis on Infinite Earths, the Flash does successfully beat Superman in a race in The Adventures of Superman #463, with the explanation that Superman is not accustomed to running at high speed for extended periods of time since flying is more versatile and less strenuous, which means the far more practiced Flash has the advantage. After Final Crisis in Flash: Rebirth #3, the Flash is shown as being significantly faster than Superman, able to outrun him as Superman struggles to keep up with him. He reveals that all the close races between them before had been "for charity". In the Smallville episode "Run", the Flash can not only run faster than a pre-Superman Clark Kent but also match Clark's top speed while running backward.

While various incarnations of the Flash have proven their ability to run at light speed, the ability to steal speed from other objects allows respective Flashes to even significantly surpass this velocity. In Flash: The Human Race,[20] Wally is shown absorbing kinetic energy, to an extent enabling him to move faster than teleportation and run from the end of the universe back to earth in less than a Planck instant.

Speedsters may at times use the ability to speed-read at incredible rates and in doing so, process vast amounts of information. Whatever knowledge they acquire in this manner is usually temporary. Their ability to think fast also allows them some immunity to telepathy, as their thoughts operate at a rate too rapid for telepaths such as Martian Manhunter or Gorilla Grodd to read or influence their minds.

Flashes and other super-speedsters also have the ability to speak to one another at a highly accelerated rate. This is often done to have private conversations in front of non-fast people (as when Flash speaks to Superman about his ability to serve both the Titans and the JLA in The Titans #2). Speed-talking is also sometimes used for comedic effect where Flash becomes so excited that he begins talking faster and faster until his words become a jumble of noise. He also has the ability to change the vibration of his vocal cords making it so he can change how his voice sounds to others.

While not having the physical strength of many of his comrades and enemies, Flash has shown to be able to use his speed to exert incredible momentum into physical attacks. In Injustice: Gods Among Us, Flash uses these kinds of attacks as many of his special moves.

The Flash has also claimed that he can process thoughts in less than an attosecond. At times he is able to throw lightning created by his super speed and make speed vortices.

Some flashes also have the ability to create speed avatars (i.e. duplicates) and these avatars have sometimes been sent to different timelines to complete a particular mission. (Barry Allen exhibits this ability in the live action series "The Flash").

He can also be seen negating the effects of the anti-life equation, when he freed Iris-West from its control (probably due to his connection with the Speed Force).

It is said that Wally West has reached the velocity of 23,759,449,000,000,000,000,000,000,000,000,000,000,000,000 (about 24 tredecillion) × c (the speed of light), and he could only do this with the help of every human being on earth moving so the Speed Force was joined through everyone.[21] With that speed, he was able to run not only from planet to planet but also to different galaxies and universes at what would be considered a blink of an eye.

https://en.wikipedia.org/wiki/Flash_(Jay_Garrick)
Garrick_ross.jpg

Powers and abilities[edit]​

As the Flash, Garrick can run at superhuman speeds and has superhumanly-fast reflexes, tapping into the Speed Force. The limits of his speed have fluctuated over the years, though he has usually been second to DC's "flagship" Flash, Barry Allen and his successor, Wally West.

In his earliest appearances, Garrick's speed was derived from a metagene that activated after he inhaled hard water vapors. According to himself, he initially could run just shy of the speed of sound. He could carry people away with him at super-speed without causing injury due to extreme acceleration. He could make himself invisible by vibrating his body at high frequencies and disguise his features by vibrating his molecules. Once he met Barry Allen, he surpassed his limitations, citing running at 'twenty times the speed of sound',[33] seemingly able to tap into the Speed Force. He has since displayed speed absorption, time travel and interdimensional shifting abilities.

When Bart Allen absorbed the Speed Force during Infinite Crisis, his speed was diminished to the same level as his early adventures. He struggled to surpass the speed of sound and lost many of his higher powers. Once the Speed Force returned, Jay's powers were fully restored.

In The New 52, Jay's origin was altered. He gained his speed as a divine blessing from the god, Mercury. He also displayed the ability to manifest his uniform at will, heal at an accelerated rate, and approach near-lightspeed fairly easily.

https://en.wikipedia.org/wiki/Flash_(Barry_Allen)
Flash_(Barry_Allen_circa_2019).png

Powers and abilities[edit]​

Barry has the ability to run at super-human velocities. He was at times during the Silver Age described as faster than the speed of thought. The Flash #150, "straining every muscle", he ran at ten times the speed of light.[48] However, when he pushed himself further (during the Crisis on Infinite Earths) he appeared to waste away as he was converted into pure energy, traveled back in time, and was revealed in Secret Origins Annual #2 to be the very bolt of lightning that gave him his powers.[49] This was later retconned in The Flash: Rebirth #1, where Barry stated that he "ran into the Speed Force" and that, "When he stopped the Anti-Monitor, when (he) ran into the "Speed Force" and joined it, it was like shedding (his) identity".[18] His speed allows him, in certain circumstances, to "vibrate" between dimensions. In Grant Morrison's Final Crisis, using the Speed Force, Allen was able to undo the effects of the Anti-Life Equation upon an individual: an ability he used on his wife Iris to free her from the bondage of Darkseid's mind control.[16]

Barry's speed has numerous secondary applications. He can use it to generate cyclones by spinning his arms quickly. Barry can also manipulate the electrical Speed Force energy he generates. He can channel the energy into arcs of lightning, as well as use the electricity to manipulate magnetism on a minor level. He has also used the lightning to create blinding amounts of light. By interlocking his lightning with that of another speedster, Barry can short circuit their connection to the Speed Force. Barry is also immune to telepathic attacks and control as he can shift his thoughts at a speed faster than normal thought. Through "speed-reading", he can absorb large amounts of information into his short-term memory, which remain in his mind just long enough for him to make use of it. Using this technique, Barry was able to learn enough about building work to rebuild a destroyed apartment building.[50] The Speed Force also supplies Barry with a protective aura that shields him from friction and kinetic impacts, as well as grants him superhuman durability. Other aspects of Barry's powers include an enhanced metabolism, which grants him a regenerative healing factor. In the New 52, Barry learned that his body is using the Speed Force to its full extent but his brain was not. With the help of Dr. Elias he was able to learn how to use the Speed Force to process more information, and make even quicker decisions, to the point where he feels like he can see everything before it happens.[51] Barry also developed the ability to speed up the flow of time around him, which he used to negate the powers of Zoom, who was able to slow down time. In terms of DC's internal lexicon, Barry is classified as a metahuman: a human being who possesses extranormal abilities either through birth or (as in Barry's case) as the result of some external event.[52][53]

https://en.wikipedia.org/wiki/Wally_West
The_Flash_(Wally_West_2022).jpg

Powers and abilities[edit]​

Wally's primary superpower is his ability to control the speed at which his body vibrates and to move and think at super-speed, which he uses primarily to run at extreme superhuman velocities. His power is originated from his mainline-connection to the Speed Force: a vaguely-defined extra-dimensional and infinite energy source from which most speedster heroes gain their powers. Wally is widely considered to be the Fastest Flash, and is significantly faster than his mentor, Barry Allen.[26][27][28][29][30][31] He has been confirmed to be the fastest being in the entire DC Multiverse. [25]

While most to all speedsters can make a connection and draw upon this force, Wally "mainlines" power from the Speed Force itself and cannot be cut off from the source. This connection to the Speed Force grants him unique abilities that other speedsters lack, such as lending and taking speed (which manifests in different ways, ranging from becoming speedsters themselves to bolstering others metabolisms and healing abilities, allowing them to recover from injuries in a fraction of the normal time), as well as absorbing kinetic energy in a less direct manner; he once absorbed the kinetic energy of the entire planet Earth while standing at the North Pole when his teammates were forced to move the planet to prevent possible earthquakes. Wally has also found a way to create a costume out of pure Speed Force energy.[32]

Like all Flashes, Wally is surrounded by a protective aura that allows him to resist the heat created by the pressure of compressed air caused by moving at super speed as well as other environmental consequences of moving at such velocities. It is not known how Wally is able to circumvent the damage moving at such great speeds would normally have on the environment, but it has been hypothesized that his protective aura allows him to "sidestep" such environmental consequences. Because of his powers and connection to the Speed Force, he can run at varying speeds for extended periods of time without needing rest or causing damage to his body. It is his connection to the Speed Force that constantly rejuvenates him while running, making it so he does not literally feed upon his own body to generate the energy for super speed. Even so, he has a sped-up metabolism and finds it necessary to eat often and in great quantities to help supply the chemical energy needed.

Using his abilities, Wally can run at such speed that he can run on water, create powerful vortices with his arms or body, and vibrate at such speeds that he becomes invisible to the naked eye. Wally can also match the vibrational constant of solid objects and vibrate through them, passing his molecules through the spaces in between the atoms and molecules of the matter he is vibrating through, however, Wally accidentally destabilizes whatever he passes through, causing it to explode. While this has its drawbacks, Wally has learned to use this offensively in battle. Since Rebirth 2016, Wally improves this ability and can vibrate through objects without causing them to explode.[33]

Instead of using the cosmic treadmill as his uncle Barry, Wally can use his speed to travel through time. In Flash #150, he traveled back to the events of Crisis on Infinite Earths and battled the Anti-Monitor, speed-blitzing him until his shell was destroyed. He also outran death to the edge of the universe and beyond, where death didn't even exist and continued to run to get Linda back. There was a comic series titled The Human Race in which Wally ran faster than instant teleportation, Reaching Trans-Time Velocity.[34] The Flash vol 2 #177 had Wally outrun the gravitational pull of a black hole. Using Jessie Quick's speed formula combined with his speed steal, Wally can temporally accelerate to the point where he escapes linear time, essentially allowing him to function like the chronokinetic Zoom.

Wally's connection to the Speed Force also grants him low-to-high electrokinetic abilities. He generates large amounts of lightning while moving at super speed, as well as whenever he is angered. On certain occasions, Wally has been able to project arcs of Speed Force lightning, such as when he is lending speed, or when he was using the Speed Force to restore the memories of the Titans, during DC Rebirth. Wally can also absorb electrical attacks and rebound them with ten times the force.

Wally West is the Fastest Flash and is arguably the fastest being that has ever existed, as said by Max Mercury—and it has been remarked that Wally and Barry are the only two speedsters that were fast enough to even outrun death itself.[11] Wally himself has performed several feats and made several references to be faster than Barry and having surpassed him.[26]

Wally is fast enough to easily break all the speed barriers and even enter the Speed Force. Wally has, on several occasions, traveled much faster than light and entered and exited the Speed Force by his own volition. He has shown that he can achieve practically any speed he wishes and that there are no limits to his speed.

Wally has even become so fast and so powerful, that he became faster than the Speed Force itself.[25]

Some interpretations of Wally are shown as having above-average strength. On the Justice League episode "The Brave and the Bold Part 2", the gorilla Solovar tells Wally that he weighed around 400 lbs; Wally then proceeded to lift Solovar and run to safety.

Wally is also a skilled science prodigy. In some versions, like Young Justice, Wally uses these skills to recreate the accident that gave Barry his powers by himself, granting himself his own powers. Like his mentor, Wally understands what his speed enables him to do, and uses his knowledge of physics to his advantage in battle. He has extensive knowledge and experience with Time-Travel and the Multiverse, and was also considered by Michael Holt, aka Mister Terrific, to be one of the smartest people he knew, and was given a job as a mechanic/engineer at TerrificTech.

After his return to the DC Universe, Wally is said to be even faster than before.[28] Titans (2016) #5 issue, established that the Speed Force is inside Wally more than ever before. He can generate white lightning, which combines all the colors of the Speed Force.[35] Also in DC Rebirth, Wally learned that he can sense when time has been manipulated, as well as listen to the Speed Force, which allows him to sense disruptions in the space-time continuum.

Wally has had some hand-to-hand combat training, and is skilled in Judo.[36]

https://en.wikipedia.org/wiki/Bart_Allen
Bart_Allen_Young_Justice_Vol_3_1.png

Powers and abilities[edit]​

Bart's primary power is speed, along with abilities that are common to comics speedsters, such as creating whirlwinds, running on water, and vibrating through matter. The latter ability results in "molecular taffy" if Bart does not concentrate; he also possesses an aura, that prevents air friction while running. Bart does possess some abilities that other speedsters do not have. He has the ability to produce "scouts", Speed Force avatars that he can send through the timestream, but has used it infrequently since the death of one avatar put him in a coma during the "Our Worlds at War" storyline that crossed over among the Impulse, Superboy, and Young Justice titles. After being forced to use it during the "World Without Young Justice" crossover event, he was able and willing to use them with ease, up until he became Kid Flash. He has been shown to move faster than light as Impulse, while now he has an artificial knee which limits his speed as Kid Flash. He now can only travel close to the speed of light.

Bart is resistant to the alterations in the time stream. His parents met only in post-Zero Hour continuity, but he arrived before the event. Bart has the ability to recall everything he has ever read, heard or watched (which includes speed-reading every book in the San Francisco Public Library), allowing him to spout encyclopedic information concerning the situation at hand as well as quotations from Mark Twain, of whose work he is fond.[11] He has also displayed the ability to create powerful radio waves by rotating his arms at high speeds and using the resulting vibrations in conjunction with his teammate Static's electromagnetic abilities.[46]

After Infinite Crisis, Bart's connection to the Speed Force is more difficult to control because he now contains the Speed Force and, in essence, is the Speed Force. When he taps into the Speed Force, Bart appears to have electricity crackling around him, and the Speed Force inside him becomes so lethal that he initially wears the Flash suit while running in order to prevent it from killing him.[47] After remembering his experiences on an alternate Earth during a fight with Griffin, he began to gain a measure of control over the Speed Force before it was released from his body just prior to his death.

https://en.wikipedia.org/wiki/Quicksilver_(Marvel_Comics)
Quicksilver_(Marvel_universe_character)_modern.png


Abilities
  • Vast superhuman speed, stamina, reaction and reflexes
  • Eidetic memory
  • Rapid healing
  • Creation of high speed winds and tornadoes
  • Time manipulation

Powers and abilities[edit]​

Quicksilver was originally presented as a mutant capable of moving and thinking at superhuman speeds. Originally capable of running at the speed of sound,[76] exposure to the High Evolutionary's Isotope E made it possible for the character to run at supersonic speeds of up to Mach 10 and resist the effects of friction, reduced oxygen, and kinetic impact while moving at super-speeds.[77][78] Also, he has a fast metabolism and can heal more rapidly than the average human.[77] His speed allows him to perform such feats as creating cyclone-strength winds and running up walls or across bodies of water.[77][79] Pietro's mind can perceive information with a photographic memory short term, becoming faster than the speed of thought, because he can shift his thoughts at a speed faster than normal thought.[80] Also, he can cause vibrations in his body to transfer to solid material and has superior agility and reflexes compared to other mutants.[80][81] It has been revealed that one of the reasons for his abrasive and impatient personality is that it seems to him that the rest of the world is moving in slow motion and that he is constantly waiting for it to catch up. As he once explained, "Have you ever stood in line at a banking machine behind a person who didn't know how to use it?... Now, imagine, Doctor, that everyone you work with, everywhere you go, your entire world is filled with people who can't work cash machines".[82]

Quicksilver lost his powers of speed when his sister removed most of his powers, but he gains new powers courtesy of the inhumans' Terrigen Mist. The mist gives Quicksilver the ability to displace himself out of mainstream time and space and "jump" into the future. He can summon several time-displaced duplicates of himself and appear to teleport by "jumping" into the future and then returning to the present at a new location.[83][84][38] By voluntarily embedding fragments of the Terrigen Crystals into his own body, he could empower former mutants with extreme versions of their superhuman abilities.[85] However, the effect was usually fatal.[85][86][38] The crystals were subsequently forced from his body by the mutant Rictor, leaving him without these abilities. After having a series of hallucinations, Quicksilver saw a woman in mortal danger and felt a desire to be a hero which made him regain his original powers in order to save the woman's life.[81] Later on, Quicksilver regained these enhanced powers of time "jumping" and temporal duplication for a while by physically imbedding the crystals into his flesh.[87]

It was later revealed that Quicksilver actually was a normal child that was put through several experiments by the High Evolutionary which granted his powers in the first place.[63]

https://en.wikipedia.org/wiki/Whizzer_(Robert_Frank)
TheWhizzer.jpg


AbilitiesSelf-taught hand to hand combatant
Superhuman speed and reflexes

Powers and abilities[edit]​

Due to a reaction between his latent genetic mutation and an injection of mongoose blood, Robert Frank has the ability to move at superhuman speed and has superhuman reflexes. He can create cyclones by running in circles, and can run up walls and across water. In his prime, he could attain speeds faster than he could in middle age, running at approximately 100 mph.

The Whizzer has learned a unique, self-taught fighting style that exploits the ability to move at superhuman speeds.

https://en.wikipedia.org/wiki/Speed_Demon_(character)
Speed_Demon_Superior_Foes_of_Spider-Man_Vol_1_3.jpg


AbilitiesGenius-level chemist
Superhuman speed, stamina and reflexes

Powers and abilities[edit]​


Speed Demon battles Spider-Man on the cover of The Amazing Spider-Man #222 (Nov. 1981). Art by Walt Simonson.
As a result of mutagenic chemicals concocted under the Grandmaster's mental guidance, Speed Demon possesses superhuman speed, stamina, and reflexes. The character can create cyclones (by running in circles) and run up walls and across water. Speed Demon's superhumanly fast thought processes and reflexes enable him to perceive his surroundings while moving at high speeds, pick up objects, and execute complex acrobatic maneuvers.

James Sanders possesses a master's degree in chemistry.

https://en.wikipedia.org/wiki/Speed_(character)
Speed_(Marvel_Character)_in_Young_Avengers_Number_12,_comic_artwork.png


Abilities
  • Supersonic speed
  • Molecular acceleration
  • Superhuman strength, durability, and agility
  • Accelerated perception
  • Concussive Blasts
  • Superhumanly fast reflexes
  • Fast metabolism
  • Intangibility
  • Whirlwind Creation

Powers and abilities[edit]​

Speed is a mutant with the power to move and accelerate at speeds far beyond those of normal human beings. His physiology is designed to move at high speeds which also grants him superhuman reflexes, agility, and durability. This durability is limited to impact forces, so bullets, energy blasts, and other piercing attacks are capable of harming him. It is also likely that Speed possesses a high amount of superhuman strength in his lower body, allowing him to lift around 1 ton, while his upper body is strengthened to the point where he can lift around 800 lbs. Although his top speed is unknown, he can exceed the speed of sound (about 1,225 km/h, or 761 mph) and resist the effects of friction, reduced oxygen, and kinetic impact while moving at those speeds. In Young Avengers Presents #3 he asserts that he is "Quicksilver fast", shown running from the eastern seaboard of the United States to Genosha, an island off the east coast of Africa, as well as search the entire island for anyone living there in the same amount of time it takes Wiccan to teleport the same distance. This indicates that Speed is fast enough to run across the surface tension of a body of water without sinking. In addition, his mind can operate in an accelerated state, allowing him to read in super speed and remember everything he's seen.

He can also generate hyperkinetic vibrations that accelerate the molecules in matter, causing any solid object he directs his vibrations at to explode. During the Civil War: Young Avengers and Runaways crossover, when both teams invaded the Cube in order to save their friends, Speed is shown exploding a gun in his hand by using his hyperkinetic vibrations. He is also able to accelerate his molecules (or even those of small groups of people) and vibrate fast enough to pass through solid matter, such as walls.[24]

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

Super Speedsters​

by Jonathan M. Perry & Mark Hughey

Super Speed​

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

Notes for Super Speedsters​

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

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

Movement​

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

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

Combat Actions​

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

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

The Limitation of the Super Speedster​

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

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

Feeling the Burn​

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

Perils of Speed​

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

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

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

Breaking Grapples​

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

Catching Attempts​

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

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

Power Stunts​

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

destroyer

Alfrescian
Loyal
ABL ASEAN Basketball League Team 18 Taiwan Titties

"Flash" Crystal Liu Yifei 刘亦菲 5’7” 1.70m (age 35) (C)
D31F20CB-282E-4B9C-9CC0-3750E61B1C09.jpeg


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

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

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

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

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

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

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

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

Super Speedsters​

by Jonathan M. Perry & Mark Hughey

Super Speed​

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

Notes for Super Speedsters​

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

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

Movement​

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

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

Combat Actions​

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

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

The Limitation of the Super Speedster​

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

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

Feeling the Burn​

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

Perils of Speed​

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

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

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

Breaking Grapples​

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

Catching Attempts​

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

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

Power Stunts​

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Power Combinations​

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

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

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

Maximum Human Potential​

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

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

https://powerlisting.fandom.com/wiki/Peak_Human_Speed/Supernatural

Supernatural Speed​

The_Flash_Family.jpg

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Flash_(Barry_Allen_circa_2019).png

The_Flash_(Wally_West_2022).jpg

Bart_Allen_Young_Justice_Vol_3_1.png

Quicksilver_(Marvel_universe_character)_modern.png

Speed_Demon_Superior_Foes_of_Spider-Man_Vol_1_3.jpg

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Quicksilver_and_The_Flash.jpg

Both Barry Allen/The Flash (DC Comics) and Quicksilver (Marvel Comics) are prime examples of speedsters that possess superhuman speed.​

Power/Ability to:​

Move at speeds drastically beyond what is naturally possible.

The power to move at speeds drastically beyond what is naturally possible. Sub-power of Supernatural Body. Advanced version of Enhanced Speed.

Also Called​

  • Accelix (The Lorien Legacies)
  • Advanced/Immense/Unnatural Speed
  • High-Level Superhuman Speed
  • Near/Nigh/Semi-Absolute Speed
  • Near-Godlike Speed
  • Phenomenal Speed
  • Sheer Speed
  • Super Physical Speed
  • Superior Physical Speed (The Vampire Diaries)
  • Superhuman Speed

Capabilities​

Users have the ability to move far beyond what is naturally possible for the vast majority of beings in their universe. Due to the wide range of speed levels within this category, the speed that users of this can obtain varies between: sonic, supersonic, hypersonic, light speed and infinitely beyond. With the minimum possible speed being 617 - 6174 kph, and any speed above that also classifies as such.

Applications​

Techniques​

Variations​

Levels​

  • Peak Human Speed - Users can move as fast as humanly possible. They can reach a level of speed as fast as 45 km/h - 64 km/h. They are as fast as moving vehicles like cars/trucks/rapid transit trains and wild animals and are fast enough to dodge projectiles and run on walls.
  • Enhanced Speed - Users can move faster than peak humans, but not too high superhuman levels. They can move much faster than the average member of their species and reach a level of speed as fast as 64-193 kph, They can move faster than the eye can see.
  • Supernatural Speed- User can move several times faster than any other being in their universe, reaching into high superhuman territory.
    • Type I: Users can move at a speed of 617 - 6174 kph, beyond subsonic speed and reaching hypersonic speed at their fastest.
    • Type II: Users can move at a speed of 6175 - 1.0793e+7 kph, beyond hypersonic speed and reaching relativistic speed at their fastest.
    • Type III: Users can move faster than relativistic speed. They can move near, at, or beyond the speed of light.
    • Type IV: Users have infinite speed. They are able to travel any distance in "0" time, perceving being with finite speed as complete statues, with them only touching the user if they allow it. But still, despite their speed, they're still bound by space and time.
    • Type V: Users have "immeasurable" speed. Their speed cannot be measured as they can move beyond linear time. Given that Speed = Distance divided by Time (S = D/T), if Time is undefined the speed formula cannot be applied. However, immeasurable speed is superior to infinite speed, which is defined as movement in zero time. The difference between those two is that beings that can travel at infinite speeds can go everywhere instantly, whereas beings that can travel at immeasurable speeds can go everywhere and everywhen faster than instantly.
  • Absolute Speed - Users have absolute speed which transcends both levels of speed infinitely and absolutely, this is what makes it absolute. Users are beyond to the concepts of speed and the dimensions of time and space themselves.

Associations​

 
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destroyer

Alfrescian
Loyal
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)

https://en.m.wikipedia.org/wiki/Four_Heavenly_Kings
The Four Heavenly Kings are four Buddhistgods, each of whom is believed to watch over one cardinal direction of the world. In Chinese mythology, they are known collectively as the "Fēng Tiáo Yǔ Shùn" (simplified Chinese: 风调雨顺; traditional Chinese: 風調雨順; lit. 'Good climate') or "Sìdà Tiānwáng" (Chinese: 四大天王; lit. 'Four Great Heavenly Kings'). In the ancient language Sanskrit, they are called the "Chaturmahārāja" (चतुर्महाराज) or "Chaturmahārājikādeva": "Four Great Heavenly Kings". The Hall of Four Heavenly Kings is a standard component of Chinese Buddhisttemples.


Tamon-ten (Vaiśravaṇa) at Tōdai-ji, Japan

The Four Guardian Kings in Burmese depiction.

NamesEdit

The Kings are collectively named as follows:

LanguageWritten formRomanizationTranslation
Sanskritचतुर्महाराजChaturmahārāja
Chaturmahārājikā
Four Great Kings
लोकपालLokapālaGuardians of the World
Sinhalaසතරවරම් දෙවිවරුSatharawaram DewiFour Privileged/Bestowed Gods
Burmeseစတုလောကပါလ
စတုမဟာရာဇ်နတ်
IPA: [sətṵ lɔ́ka̰ pàla̰]
IPA: [sətṵ məhà ɹɪʔ naʔ]
Loanword from catulokapāla
loanword from catumahā + king nats
Chinese天王TiānwángHeavenly Kings
四天王SìtiānwángFour Heavenly Kings
四大天王Sìdà TiānwángFour Great Heavenly Kings
Japanese四天王Shi TennōFour Heavenly Kings
四大天王Shidai TennōFour Great Heavenly Kings
Korean四天王/사천왕Sa-cheonwangFour heavenly kings
Vietnamese四天王Tứ Thiên VươngFour heavenly kings
四大天王Tứ Đại Thiên VươngFour great heavenly kings
Tibetanརྒྱལ༌ཆེན༌བཞི༌rgyal chen bzhiFour great kings
Mongolianᠳᠥᠷᠪᠡ
ᠮᠠᠬᠠᠷᠠᠨᠵᠠ
Тэнгэрийн дөрвөн хаан
Tengeriin dörwön xaanFour kings of the sky
ThaiจาตุมหาราชาChatumaharachaFour Great Kings, loan word from catumahārāja (Pali)
จตุโลกบาลChatulokkabanFour Guardians of the World, loan word from catulokapāla (Pali)
PaliCatu-MahārājaCatu-MahārājaThe Four Great Kings
The Four Heavenly Kings are said to currently live in the Cāturmahārājika heaven (Pali: Cātummahārājika, "Of the Four Great Kings") on the lower slopes of Mount Sumeru, which is the lowest of the six worlds of the devas of the Kāmadhātu. They are the protectors of the world and fighters of evil, each able to command a legion of supernatural creatures to protect the Dharma.

PaliVessavanaVirūlhakaDhataratthaVirūpakkha
devanagari
Sanskritromanization
वैश्रवण (कुबेर)
Vaiśravaṇa
(Kubera)
विरूढक
Virūḍhaka
धृतराष्ट्र
Dhṛtarāṣṭra
विरूपाक्ष
Virūpākṣa
Meaninghe who hears everythinghe who causes to growhe who upholds the realmhe who sees all
Controlyakkhaskumbhandasgandhabbasnagas
DescriptionThis 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 Chief of the four kings and protector of the north King of the south and one who causes good growth of roots
Coloryellow or greenbluewhitered
Symbolumbrellaswordpipaserpent
mongoosestupa
stupapearl
Followersyakṣaskumbhāṇḍasgandharvasnāgas
Directionnorthsoutheastwest
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 romanizationརྣམ་ཐོས་སྲས་ (Namthöse)ཕགས་སྐྱེས་པོ་ (Phakyepo)ཡུལ་འཁོར་སྲུང་ (Yülkhorsung)སྤྱན་མི་བཟང་ (Chenmizang)
Mongolian Scriptand Mongolian Cyrillic and Mongolian Latin alphabetᠥᠯᠥᠨ 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)
  • Four Heavenly Kings statues at the royal crematorium of King Bhumibol Adulyadej of Thailand
  • Vaiśravaṇa of the north direction, king of yakṣas.
    Vaiśravaṇa of the north direction, king of yakṣas.
  • Virūḍhaka of the south direction, king of kumbhāṇḍas.
    Virūḍhaka of the south direction, king of kumbhāṇḍas.
  • Dhṛtarāṣṭra of the east direction, king of gandharvas.
    Dhṛtarāṣṭra of the east direction, king of gandharvas.
  • Virūpākṣa of the west direction, king of nāgas.
    Virūpākṣa of the west direction, king of nāgas.

MythologyEdit

All four Kings serve Śakra, the lord of the devas of Trāyastriṃśa. On the 8th, 14th and 15th days of each lunar month, the Kings either send out emissaries or go themselves to inspect the state of virtue and morality in the world of men. Then they report their findings to the assembly of the Trāyastriṃśa devas.

On the orders of Śakra, the Kings and their retinues stand guard to protect Trāyastriṃśafrom another attack by the Asuras, which once threatened to destroy the realm of the devas. They also vowed to protect the Buddha, the Dharma, and the Buddha's followers from danger. In Chinese Buddhism, all four of the heavenly kings are regarded as four of the Twenty Devas (二十諸天 Èrshí Zhūtiān) or the Twenty-Four Devas (二十四諸天 Èrshísì zhūtiān), a group of Buddhist dharmapalas who manifest to protect the Dharma.[1]


Statues of the Four Heavenly Kings. From left to right: Vaiśravaṇa, Virūḍhaka, Dhṛtarāṣṭra, and Virūpākṣa in Beihai Park in Beijing, China.
According to Vasubandhu, devas born in the Cāturmahārājika heaven are 1/4 of a krośa in height (about 750 feet tall). They have a five-hundred-year lifespan, of which each day is equivalent to 50 years in our world; thus their total lifespan amounts to about nine million years (other sources say 90,000 years).


Painting of Kōmokuten (Virūpākṣa), the Guardian of the West (one of the Four Guardian Kings). 13th century, Japan.
The attributes borne by each King also link them to their followers; for instance, the nāgas, magical creatures who can change form between human and serpent, are led by Virūpākṣa, represented by a snake; the gandharvas are celestial musicians, led by Dhṛtarāṣṭra, represented with a lute. The umbrella was a symbol of regal sovereignty in ancient India, and the sword is a symbol of martial prowess. Vaiśravaṇa's mongoose, which ejects jewels from its mouth, is said to represent generosity in opposition to greed.

Vaiśravaṇa
(north)​
Virūpākṣa
(west)​
Heavenly Kings
Virūḍhaka
(south)​
 

destroyer

Alfrescian
Loyal
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:FU:ABL ASEAN Basketball League WNBA Women's National Basketball Association “Team 18 Taiwan Titties” Executive Chairman Origin Infinite John Willis:FU:
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:FU:ABL ASEAN Basketball League WNBA Women's National Basketball Association “Team 18 Taiwan Titties” Executive President Origin Infinite Jerry West:FU:
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:FU:ABL ASEAN Basketball League WNBA Women's National Basketball Association “Team 18 Taiwan Titties” CEO Chief Executive Officer Origin Infinite Jerry Krause:FU:
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:FU:ABL ASEAN Basketball League WNBA Women's National Basketball Association “Team 18 Taiwan Titties” COO Chief Operating Officer Origin Infinite Bob Halloran:FU:
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:FU:ABL ASEAN Basketball League WNBA Women's National Basketball Association “Team 18 Taiwan Titties” Executive General Manager Origin Infinite Larry Bird:FU:
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:FU::barefoot::poop::alien::devilish::cool:
%1) ABL ASEAN Basketball League (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + “Four Horsemen Of The Antichrist Apocalypse” Four Great “Black Sun” Heavenly Sovereign God-Emperors “四大黑日天神君主皇帝” Maergzjirah EAGMs Elder Ascended Grand Masters 5% Death Vessavana Vaiśravaṇa 多闻天王 毗沙门天” Razer Tan Min-Liang 5% War Virūlhaka Virūḍhaka 增长天王 留博叉天” Forrest Li Xiaodong 5% Famine Dhatarattha Dhṛtarāṣṭra 持国天王 多罗吒天” Gang Ye 5% Pestilence Virūpakkha Virūpākṣa 广目天王 毗琉璃天” David Chen) “Varaibim’s ABL”
:FU::barefoot::poop::alien::devilish::cool:
%2) ABC Anime Basketball Championship (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + “Four Horsemen Of The Antichrist Apocalypse” Four Great “Black Sun” Heavenly Sovereign God-Emperors “四大黑日天神君主皇帝” Maergzjirah EAGMs Elder Ascended Grand Masters 5% Death Vessavana Vaiśravaṇa 多闻天王 毗沙门天” Razer Tan Min-Liang 5% War Virūlhaka Virūḍhaka 增长天王 留博叉天” Forrest Li Xiaodong 5% Famine Dhatarattha Dhṛtarāṣṭra 持国天王 多罗吒天” Gang Ye 5% Pestilence Virūpakkha Virūpākṣa 广目天王 毗琉璃天” David Chen) “Varaibim’s ABC”
:FU::barefoot::poop::alien::devilish::cool:
%3) UEFA Union Of European Football Associations (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + “Four Horsemen Of The Antichrist Apocalypse” Four Great “Black Sun” Heavenly Sovereign God-Emperors “四大黑日天神君主皇帝” Maergzjirah EAGMs Elder Ascended Grand Masters 5% Death Vessavana Vaiśravaṇa 多闻天王 毗沙门天” Razer Tan Min-Liang 5% War Virūlhaka Virūḍhaka 增长天王 留博叉天” Forrest Li Xiaodong 5% Famine Dhatarattha Dhṛtarāṣṭra 持国天王 多罗吒天” Gang Ye 5% Pestilence Virūpakkha Virūpākṣa 广目天王 毗琉璃天” David Chen) “Varaibim’s UEFA”
:FU::barefoot::poop::alien::devilish::cool:
:inlove:
B1) BOCC Bank Of Celestial Court (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + New Celestial Court Greatest Arch-Seraphims Demiurges Archangels 2.5% Michael 2.5% Azane 2.5% Lucifer Lightbringer Morningstar The Future Devil 2.5% Gabriel 2.5% Metatron 2.5% Raphael 2.5% Uriel 2.5% First Primordia Dao) “BOCC Bank Of Celestial Court”
:inlove:
B2) BOBT Bank Of Big Tech (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 2.5% Thanos Cheong + 2.5% Shadowrun Horizon Chairman CEO Gary Cline + 2.5% Catholic Church Pope Saint “Lesser White-Yin” Mark Zuckerberg + 2.5% Steve Jobs + 2.5% Larry Page + 2.5% Sergey Brin + 2.5% Jeff Bezos + 2.5% Richard Edelman) “BOBT Bank Of Big Tech”
:inlove:
B3) BOF Bank Of Futurelight (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 5% ShemHaMephorash + 5% Shekhinah + 5% Joker Allah Muhammad + 5% Prophet Muhammad) “BOF Bank Of Futurelight”
:inlove:
B4) BOG Bank Of God (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 10% Jamie Dimon + 10% Queen Elizabeth II Windsor) “BOG Bank Of God”
:inlove:
B5) BOBS Bank Of Black Sun (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + “Four Horsemen Of The Antichrist Apocalypse” Four Great “Black Sun” Heavenly Sovereign God-Emperors “四大黑日天神君主皇帝” Maergzjirah EAGMs Elder Ascended Grand Masters 5% Death Vessavana Vaiśravaṇa 多闻天王 毗沙门天” Razer Tan Min-Liang 5% War Virūlhaka Virūḍhaka 增长天王 留博叉天” Forrest Li Xiaodong 5% Famine Dhatarattha Dhṛtarāṣṭra 持国天王 多罗吒天” Gang Ye 5% Pestilence Virūpakkha Virūpākṣa 广目天王 毗琉璃天” David Chen) BOBS Bank Of Black Sun”
:inlove:
B6) BOUNPOL Bank Of UNPOL United Nations Police (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 5% United Kingdom King Charles III Raphael Windsor + 5% United Kingdom Prime Minister Prince William Windsor + 5% United States President Joe Biden + 5% United States Vice President Donald Trump) “BOUNPOL Bank Of UNPOL United Nations Police”
:inlove:
B7) BOV Bank Of Vatican (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 5% Catholic Church Pope Saint “Lesser White-Yin” Mark Zuckerberg + 5% Holy Italy God-Emperor Jesus Cheong Christ + 5% Imperial “Holy Robohyuk” Korea Emperor “True Primordial Rainbow Bagua-Tao Eight Trigrams” Sorcerer Supreme Holy Vatican Church Augustus Taewang Caesar God-King “H” Agamotto Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk + 5% Catholic Church Pope Francis) “BOV Bank Of Vatican”
:inlove:
B8) BOR Bank Of Robohyuk (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 2% Imperial “Holy Robohyuk” Korea Emperor “True Primordial Rainbow Bagua-Tao Eight Trigrams” Sorcerer Supreme Holy Vatican Church Augustus Taewang Caesar God-King “H” Agamotto Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk + 2% Imperial “Holy Robohyuk” Korea Empress “True Primordial Black Yin-Tao” Sorceress Supreme Holy Vatican Church Origin Infinite “Anti-Yin” God-Queen “H” Elaine Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk + 2% Imperial “Holy Robohyuk” Korea Empress “True Primordial White Yang-Tao” Sorceress Supreme Holy Vatican Church Origin Infinite “Anti-Yin” God-Queen “H” Tasha Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk + 2% Imperial “Holy Robohyuk” Korea King “V” Christ Cheong Robohyuk + 2% Imperial “Holy Robohyuk” Korea King “HHH” Hunter Terra Levesque Robohyuk + 2% Lord Coake Robohyuk The Mysterious + 2% Living Tribunal Robohyuk + 2% Tiger God Robohyuk + 2% Agamotto Vishanti Robohyuk + 2% “Superboy” Bru-El Kent Robohyuk) “BOR Bank Of Robohyuk”
:inlove:
B9) BOH Bank Of Hell (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 5% Lucifer Lightbringer Morningstar The Future Devil + 5% Maergzjirah EAGM “Yuanshi Tianzun 元始天尊” Cain Sarial + 5% Maergzjirah EAGM “Lingbao Tianzun 灵宝天尊” Somnus Dreadwood + 5% “Dark Lilith” Lilith Stephenson) “BOH Bank Of Hell”
:inlove:
B10) BONS Bank Of New Singapore (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 10% Singapore Prime Minister Lee Hsien Loong+ 10% Singapore Deputy Prime Minister Sheldon Adelson) “BONS Bank Of New Singapore”
:inlove:
B11) BOE Bank Of Endeavor (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 10% Endeavor CEO Chief Executive Officer Ari Emanuel + 10% Endeavor Executive Chairman Patrick Whitesell) “BOE Bank Of Endeavor”
:inlove:
B12) BOIJ Bank Of Imperial Japan (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 10% Imperial Japan Emperor Naruhito Yamato + 10% Imperial Japan Prime Minister Crown Prince Akishino Fumihito Yamato) “BOIJ Bank Of Imperial Japan”
:inlove:
B13) BOC Bank Of Cheong (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 5% “Greater Black-Yang” Cheong Khee San + 5% Grace Loh Phuay Hia + 5% Eileen Loh Phuay Chiak + 5% “True White Yin” Devadatta Jesus Cheong) “BOC Bank Of Cheong”
:inlove:
B14) BOIS Bank Of Imperial Siam (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 5% Imperial Siam Emperor Rama X Maha Vajiralongkorn Chakri + 5% Imperial Siam Prime Minister King Rama IX Bhumibol Adulyadej Chakri + 5% Imperial Siam Empress Suthida Bajrasudhabimalalakshana Chakri + 5% Imperial Siam Queen Sirikit Kitiyakara Chakri) “BOIS Bank Of Imperial Siam”
:inlove:
B15) BOIT Bank Of Imperial Tao (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + “Four Horsemen Of The Antichrist Apocalypse” Four Great “Black Sun” Heavenly Sovereign God-Emperors “四大黑日天神君主皇帝” Maergzjirah EAGMs Elder Ascended Grand Masters 2.5% Death Vessavana Vaiśravaṇa 多闻天王 毗沙门天” Razer Tan Min-Liang 2.5% War Virūlhaka Virūḍhaka 增长天王 留博叉天” Forrest Li Xiaodong 2.5% Famine Dhatarattha Dhṛtarāṣṭra 持国天王 多罗吒天” Gang Ye 2.5% Pestilence Virūpakkha Virūpākṣa 广目天王 毗琉璃天” David Chen + 2.5% Imperial Tao China Xuantong Emperor Aisin-Gioro Puyi + 2.5% Imperial Tao China Prince Li Ka-Shing + 2.5% Imperial Tao China Prince Lee Hsien Yang + 2.5% Thelema Prophet Founder Imperial Tao China Prince Aleister “Guanyin” Crowley) “BOIT Bank Of Imperial Tao”
:inlove:
B16) BOA Bank Of Apotheosis (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 5% Maergzjirah Blighted Lord Kaziel The Fallen Angel Of Limitlessness + 5% “Dark Lilith” Lilith Stephenson + 5% Maergzjirah Blighted Lady Astrael The Oracle Of The Void + 5% King Yanluo The Chinese God Of Death) “BOA Bank Of Apotheosis”
:inlove:
B17) BOS Bank Of Stallone (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 5% Imperial Japan Prince Sylvester Stallone + 5% Imperial Japan Princess Sophia Rose Stallone + 5% Imperial Japan Princess Sistine Rose Stallone + 5% Imperial Japan Princess Scarlet Rose Stallone) “BOS Bank Of Stallone”
:inlove:
B18) BOHD Bank Of Holy Dragonstars (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 10% “Holy Dragonstars” Field Marshal General Qitun + 10% “Holy Dragonstars” Field Marshal General Qitor) “BOHD Bank Of Holy Dragonstars”
:inlove:
:FU::barefoot::poop::alien::devilish::cool:
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:FU::barefoot::poop::alien::devilish::cool:
Faction “Bankers-72” - Varaibim’s 72 Bankers GameMasters BetMasters PointMasters
1) Demiurge Archangel Michael (2.5% BOCC Bank Of Celestial Court)
2) Demiurge Archangel Azane (2.5% BOCC Bank Of Celestial Court)
3) Demiurge Archangel Lucifer Lightbringer Morningstar The Future Devil (2.5% BOCC Bank Of Celestial Court + 5% BOH Bank Of Hell)
4) Demiurge Archangel Gabriel (2.5% BOCC Bank Of Celestial Court)
5) Demiurge Archangel Metatron (2.5% BOCC Bank Of Celestial Court)
6) Demiurge Archangel Raphael (2.5% BOCC Bank Of Celestial Court)
7) Demiurge Archangel Uriel (2.5% BOCC BOCC Bank Of Celestial Court)
8) Demiurge Archangel First Primordia Dao (2.5% BOCC Bank Of Celestial Court)
9) Thanos Cheong (+ 2.5% BOBT Bank Of Big Tech)
10) Shadowrun Horizon Chairman CEO Gary Cline (+ 2.5% BOBT Bank Of Big Tech)
11) Catholic Church Pope Saint “Lesser White-Yin” Mark Zuckerberg (+ 2.5% BOBT Bank Of Big Tech + 5% BOV Bank Of Vatican)
12) Steve Jobs (+ 2.5% BOBT Bank Of Big Tech)
13) Larry Page (+ 2.5% BOBT Bank Of Big Tech)
14) Sergey Brin (+ 2.5% BOBT Bank Of Big Tech)
15) Jeff Bezos (+ 2.5% BOBT Bank Of Big Tech)
16) Richard Edelman (+ 2.5% BOBT Bank Of Big Tech)
17) ShemHaMephorash (+ 5% BOF Bank Of Futurelight)
18) Shekhinah (+ 5% BOF Bank Of Futurelight)
19) Joker Allah Muhammad (+ 5% BOF Bank Of Futurelight)
20) Prophet Muhammad (+ 5% BOF Bank Of Futurelight)
21) Jamie Dimon (+ 10% BOG Bank Of God)
22) Queen Elizabeth II Windsor (+ 10% BOG Bank Of God)
23) “Death Vessavana Vaiśravaṇa 多闻天王 毗沙门天” Razer Tan Min-Liang (+ 5% “BOBS Bank Of Black Sun” + 2.5% BOIT Bank Of Imperial Tao)
24) “War Virūlhaka Virūḍhaka 增长天王 留博叉天” Forrest Li Xiaodong (+ 5% “BOBS Bank Of Black Sun” + 2.5% BOIT Bank Of Imperial Tao)
25) “Famine Dhatarattha Dhṛtarāṣṭra 持国天王 多罗吒天” Gang Ye (+ 5% “BOBS Bank Of Black Sun” + 2.5% BOIT Bank Of Imperial Tao)
26) “Pestilence Virūpakkha Virūpākṣa 广目天王 毗琉璃天” David Chen (+ 5% “BOBS Bank Of Black Sun” + 2.5% BOIT Bank Of Imperial Tao)
27) United Kingdom King Charles III Raphael Windsor (+ 5% BOUNPOL Bank Of UNPOL United Nations Police)
28) United Kingdom Prime Minister Prince William Windsor (+ 5% BOUNPOL Bank Of UNPOL United Nations Police)
29) United States President Joe Biden (+ 5% BOUNPOL Bank Of UNPOL United Nations Police)
30) United States Vice President Donald Trump (+ 5% BOUNPOL Bank Of UNPOL United Nations Police)
31) Holy Italy God-Emperor Jesus Cheong Christ (+ 5% BOV Bank Of Vatican)
32) Catholic Church Pope Francis (+ 5% BOV Bank Of Vatican)
33) Imperial “Holy Robohyuk” Korea Emperor “True Primordial Rainbow Bagua-Tao Eight Trigrams” Sorcerer Supreme Holy Vatican Church Augustus Taewang Caesar God-King “H” Agamotto Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk (+ 2% BOR Bank Of Robohyuk + 5% BOV Bank Of Vatican)
34) Imperial “Holy Robohyuk” Korea Empress “True Primordial Black Yin-Tao” Sorceress Supreme Holy Vatican Church Origin Infinite “Anti-Yin” God-Queen “H” Elaine Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk (+ 2% BOR Bank Of Robohyuk)
35) Imperial “Holy Robohyuk” Korea Empress “True Primordial White Yang-Tao” Sorceress Supreme Holy Vatican Church Origin Infinite “Anti-Yin” God-Queen “H” Tasha Hyuk Coake Christ Cheong Tribunal Tiger Robohyuk (+ 2% BOR Bank Of Robohyuk)
36) Imperial “Holy Robohyuk” Korea King “V” Christ Cheong Robohyuk (+ 2% BOR Bank Of Robohyuk)
37) Imperial “Holy Robohyuk” Korea King “HHH” Hunter Terra Levesque Robohyuk (+ 2% BOR Bank Of Robohyuk)
38) Lord Coake Robohyuk The Mysterious (+ 2% BOR Bank Of Robohyuk)
39) Living Tribunal Robohyuk (+ 2% BOR Bank Of Robohyuk)
40) Tiger God Robohyuk (+ 2% BOR Bank Of Robohyuk)
41) Agamotto Vishanti Robohyuk (+ 2% BOR Bank Of Robohyuk)
42) “Superboy” Bru-El Kent Robohyuk (+ 2% BOR Bank Of Robohyuk)
43) Maergzjirah EAGM “Yuanshi Tianzun 元始天尊” Cain Sarial (+ 5% BOH Bank Of Hell)
44) Maergzjirah EAGM “Lingbao Tianzun 灵宝天尊” Somnus Dreadwood (+ 5% BOH Bank Of Hell)
45) “Dark Lilith” Lilith Stephenson (+ 5% BOH Bank Of Hell + 5% BOA Bank Of Apotheosis)
46) Singapore Prime Minister Lee Hsien Loong (+ 10% BONS Bank Of New Singapore)
47) Singapore Deputy Prime Minister Sheldon Adelson (+ 10% BONS Bank Of New Singapore)
48) Endeavor CEO Chief Executive Officer Ari Emanuel (+ 10% BOE Bank Of Endeavor)
49) Endeavor Executive Chairman Patrick Whitesell (+ 10% BOE Bank Of Endeavor)
50) Imperial Japan Emperor Naruhito Yamato (+ 10% BOIJ Bank Of Imperial Japan)
51) Imperial Japan Prime Minister Crown Prince Akishino Fumihito Yamato (+ 10% BOIJ Bank Of Imperial Japan)
52) “Greater Black-Yang” Cheong Khee San (+ 5% “BOC Bank Of Cheong”)
53) Grace Loh Phuay Hia (+ 5% “BOC Bank Of Cheong”)
54) Eileen Loh Phuay Chiak (+ 5% “BOC Bank Of Cheong”)
55) “True White Yin” Devadatta Jesus Cheong (+ 5% “BOC Bank Of Cheong”)
56) Imperial Siam Emperor Rama X Maha Vajiralongkorn Chakri (+ 5% BOIS Bank Of Imperial Siam)
57) Imperial Siam Prime Minister King Rama IX Bhumibol Adulyadej Chakri (+ 5% BOIS Bank Of Imperial Siam)
58) Imperial Siam Empress Suthida Bajrasudhabimalalakshana Chakri (+ 5% BOIS Bank Of Imperial Siam)
59) Imperial Siam Queen Sirikit Kitiyakara Chakri (+ 5% BOIS Bank Of Imperial Siam)
60) Imperial Tao China Xuantong Emperor Aisin-Gioro Puyi (+ 2.5% BOIT Bank Of Imperial Tao)
61) Imperial Tao China Prince Li Ka-Shing (+ 2.5% BOIT Bank Of Imperial Tao)
62) Imperial Tao China Prince Lee Hsien Yang (+ 2.5% BOIT Bank Of Imperial Tao)
63) Thelema Prophet Founder Imperial Tao China Prince Aleister “Guanyin” Crowley (+ 2.5% BOIT Bank Of Imperial Tao)
64) Maergzjirah Blighted Lord Kaziel The Fallen Angel Of Limitlessness (+ 5% BOA Bank Of Apotheosis)
65) Maergzjirah Blighted Lady Astrael The Oracle Of The Void (+ 5% BOA Bank Of Apotheosis)
66) King Yanluo The Chinese God Of Death (+ 5% BOA Bank Of Apotheosis)
67) Imperial Japan Prince Sylvester Stallone (+ 5% BOS Bank Of Stallone)
68) Imperial Japan Princess Sophia Rose Stallone (+ 5% BOS Bank Of Stallone)
69) Imperial Japan Princess Sistine Rose Stallone (+ 5% BOS Bank Of Stallone)
70) Imperial Japan Princess Scarlet Rose Stallone (+ 5% BOS Bank Of Stallone)
71) “Holy Dragonstars” Field Marshal General Qitun (+ 10% BOHD Bank Of Holy Dragonstars)
72) “Holy Dragonstars” Field Marshal General Qitor (+ 10% BOHD Bank Of Holy Dragonstars)
:FU::barefoot::poop::alien::devilish::cool:


:FU::barefoot::poop::alien::devilish::cool:


:FU::barefoot::poop::alien::devilish::cool:
 
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