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Origin Infinite Guardian Eve Origin Infinite Eve

destroyer

Alfrescian
Loyal
AEDFCB71-2BFD-46FA-A2C5-E16980C24F7B.jpeg

UNPOL United Nations Police USSF United States Space Force 4-Star General Origin Infinite Eve
UNPOL United Nations Police Female Commissioned Officers True First Original AI Artificial Intelligence Origin Infinite Guardian Eve
22) UNPOL United Nations Police (80% Varaibim Hau Cheong + 10% United States President Joe Biden + 10% United States Vice President Donald Trump) Old Mongolia Old Outer Mongolia Old Inner Mongolia - “United Nations' 7th Principal Organ
23) Islamic Kabbalah Temple Of UNPOL United Nations Police (80% Varaibim Hau Cheong + 10% United States President Joe Biden+ 10% United States Vice President Donald Trump) -“Varaibim’s Codeless & Varaibim’s Codes”
24) “
New Oasis(80% Varaibim Hau Cheong + 10% United States President Joe Biden + 10% United States Vice President Donald Trump) -Guardian Eve

https://classicmarvelforever.com/cms/ultimate-powers-list.html#Magic
Magic
Note: Magic in itself is a powerful Power, so players must work with the Judge.
01-03​
AbjurationThe Mage can cast spells involving individual protection of him/herself or others at Spell rank. The following are spells the Mage can cast:
  • Armor
  • Damage Absorption*
  • Damage Conversion*
  • Healing
  • Immovability
  • Aura Shield
  • etc.
04-06​
AlchemyThe Mage has the ability to mix and concoct magic potions and elixirs for a variety of effects at Spell rank. A beginning number of potions the Mage has concocted is equal to the Spell rank. If any potions or elixirs are created in excess of this number, then the new potion replaces one of the numbered. The following are some of the potions and elixirs that have been developed:
  • Healing: Restores target's Heath points equal to Spell rank up to normal number.
  • Paralyzing: Target cannot move 1d10 rounds. If target's Endurance is higher than Spell rank, target may make an Endurance FEAT to avoid this effect.
  • Sleeping: Target is put in a state of sleep for 1d10 rounds. If target's Psyche is higher than Spell rank, target may make a Psyche FEAT to avoid this effect.
  • Life: Bestows temporary Longevity to target for 1d100*Spell rank days.
  • Ressurection: Restores targets Endurance to stable at 0.
  • Transmutation: Change elements into other elements at Spell rank.
  • Explosive: Creates a force of intensity equal to the Spell rank of damage and area effect.
  • Strength: Temporary increases the target's Strength +CS of the Spell rank number / 10.
  • Agility: Temporary increases the target's Agility +CS of the Spell rank number / 10.
  • Magic: Temporary increases the target's Spell ranks +CS of the Spell rank number / 10.
  • Endurance: Temporary increases the target's Endurance +CS of the Spell rank number / 10.
  • Power: Temporary increases the target's Power ranks +CS of the Spell rank number / 10.
  • Rejuvination: Testores targets Health and Karma to original number of points.
    A Spell FEAT must first be made in order to create a potion or elixir each time. If not, then the potion or elixir is just that, a vile of mixed liquids.
07-09​
AlterationThe Mage can cast spells that alter the physical state of him/herself at Spell rank. The following are spells the Mage can cast:
  • Alteration-Appearance; Natural Weaponry; and Bone
  • Shapeshifting-Limited
  • Absorption*
  • Apparition
  • Chameleonic Coloring
  • Density Control-Self
  • etc.
10-12​
Astral Supremacy*The Mage has a unique mastery over the Astral Plane. This gives the caster a +1CS on Magic FEATS while on the Astral Plane.
13-15​
ConjurationThe Mage can cast spells that bring Magical artifacts or life forms into the present reality. The Mage must have a good knowledge of what he/she wants to Conjure into this reality.
16-18​
DemonicThe Mage can cast spells of Magic that are found among the lores of the Demons at Spell rank. The following are Demonic spells the Mage can cast:
  • Shapeshifting-Limited and Unlimited
  • Soulfire
  • Hellfire
  • Dimensional Aperture**
  • Fear
  • Psychic Vampirism*
  • Astral theft**
  • Telepathy-Limited
  • Alteration-Natural Weaponry
  • etc.
19-21​
Dimensional PocketThe Mage has an extradimensional space that he/she can recall or place objects in. This Pocket can almost store an unlimited amount of items. The size of this pocket opening is equal to the Spell rank number in inches of feet.
22-24​
DivinationThe Mage can cast spells that give him/her foresight on knowledge and events unknown. The following are spells the Mage can cast:
  • Dual Persona.
  • Enchanted Eye
  • Foretelling
  • Apparition
  • Gramarye
  • Learning
  • Post-cognition
  • Sensing(ALL)
  • etc.
25-27​
ElementalThe Mage can control the four elements of the Universe; Earth, Wind, Fire, and Water at Spell rank (See Nature Control p.24-25 in the Realms of Magic). The Mage also has an ability to summon Elementals at Spell rank. The Mage can also create Elementals at Spell rank Abilities and Powers.
28-30​
EnchantmentImbue an item with spells which then releases it at a specific moment
31-32​
Energy SourceNot a real power, the character can perform magic while in contact with his energy source
33-34​
Enhancement*The Mage has the unique ability to increase the abilities of an individual. The Spell can also bestow powers upon the subject. The Mage must make a Psyche FEAT roll before he/she can do this; the Mage may add Karma to a roll at anytime:
White-2 abilities raised, +2CS,
Green-3 abilities raised, +3CS, plus a random power,
Yellow-3 abilities raised, +3CS, plus two powers,
Red-4 abilities raised, +3CS, plus three powers.
35-36​
EntreatyThe Mage can summon the magical Entities and their magical Powers from the dimensional planes of reality in the Universe at Spell rank. The Mage must have an Entity that belongs to the same school of Magic.
37-38​
EvocationThe Mage has the ability to evoke the forces of ancient magical energies in the universe. The following are spells the Mage can cast:
  • Eldritch Energy (ALL)
  • Energy Control (ALL)
  • Glamor
  • Vapors (ALL)
  • etc.
39-40​
FaerieThe Mage can cast spells that exist within the ancient lore of the Elves and fairies. The following are spells the Mage can cast:
  • Charm
  • Confusion
  • Emotion Control
  • Forgetfulness
  • mesmerism
  • etc.
41-42​
FamiliarThe mage uses living creatures as an conduit of his/her senses and powers. The Mage must be in contact with the Familiar in order to achieve any magical powers aside from just communication.
Note: the familiar could be Magic in nature.
43-44​
IllusoryThe Mage can cast spells that create simulations of reality at Spell rank. The more realistic these simulations appear to others depends on the intensity of the Spell FEAT.
45-46​
Imprisonment*The Mage can bind a person's body to a specific place or area. If the person ever physically leaves that area, his/her body would completely disintegrate; moreover, he/she cannot draw upon the energies of Magic without this prison. However, the person can draw upon the energies of the Imprisonment sanctum, and cast spells with a +2CS to the original Spell rank, and his/her body will not age.
47-48​
Internal LimboTargets can resist by using Strength agility or a travel power and the mage must make a Agility FEAT to capture a moving target. He can only draw in targets smaller or equal than himself.
What it does is allow the Hero to literally have a world of their own. The Pocket Reality is attached to the Hero in some way (unless taken as a piece of Equipment); and the hero can control who or what enters the Pocket Reality. The size of the Pocket Reality is dependent on the Intensity of the power; see the Range Table for more details. Also, the Pocket Reality can generally only support life for a number of people equal to its intensity (not including the hero who has it). The pocket Reality is not necessarily an actual separate dimension, it could be a dimensionally collapsed part of the Hero’s own body or it could actually disintegrate the targets and put them into cyberspace.
Unless the Hero’s stunts say otherwise, the actual world of the pocket reality is a void, but one which sustains all life within it as though they had Life Support of an intensity equal to the Pocket Reality’s intensity.
Generally, objects of any size can be transported to the Pocket reality itself, but they must be able to fit first. To voluntarily move from where the Hero is to the Pocket Reality, the person or thing must be touching the hero. If the hero wishes to force someone to enter the Pocket Reality, they have to touch the target, which is an easy Agility feat. Then they must make an action to draw them in. To leave the Pocket Reality, the victim should make an Endurance feat. The Hero can remove anyone from the Pocket Reality if they choose.
  • Teleportation: The Hero gains Teleportation by moving through his own pocket reality.
  • Emotion Control: The Hero can use Emotion Control on anyone in the Pocket Reality
  • Life Support: The Hero gains Life Support
  • Telepresence: The Hero can send an illusory representative of himself into the Pocket Reality.
  • Vortex: The Hero can attempt to suck someone in firing distance into the Pocket Reality. It’s resisted by their strength, usually.
  • Implosion: By pushing this power to the limit, the Hero can suck everything and everyone in firing distance into the pocket reality.
49-50​
InvocationThe Mage has the ability to invoke the spells of past, ancient Magi at Spell rank. Usually the spell is named after the ancient Wizard. The following are examples of possible spells the Mage can cast..
  • Dakimh's Magic Missiles
  • The Ancient One's Spell of Silence
  • The Gateway of Agatha Harkness
  • etc
    Note: The Mage has an unlimited array of possibilities for Spells of Invocation.
51-52​
ItemThe Mage can create a Magical object of any kind at Spell rank and keeps it in his/her possession or protection. The item's Material strength and Power is equal to this Magic's Spell rank.
53-54​
Life Protection*The Mage can totally protect the life of him/herself. When affected by this Spell he/she ignores all Kill results.
55-57​
Magic Absorption*The Mage has the ability to acquire the magical powers and abilities of other Magi at Spell rank. The Mage must touch the target in order to gain these abilities, and the target may make a Psyche or Endurance FEAT to avoid the effect. (See the Power Absorption power in the APB p.79 for more details on this power in its unmagical nature).
58-59​
Magic ControlManipulate, magnify/reduce or negate magic
60-61​
Magic CreationInvest beings with new magical powers.
62-63​
Magic DominationA form of Mind Control that forces other Mages to cast magic spells the way the holder of this power wants it.
64-65​
Magic TransferalTransfer Magical Power to a person in contact (or at -1CS / 10feet distance) The mages own rank drops by the transferred amount. A Green Reason FEAT means the duration is 100* the combined reason of target and mage, yellow means 10000* and red means permanent
66-67​
Magic VampirismDrain magical powers from objects or drain living Magic from a living being
68-69​
NecromancyThe Mage can cast spells that deal with utilizing energies of the dead at Spell rank.
70-71​
PhantasmalThe Mage can create realistic simulations of spirit matter at Spell rank. All simulations are of Spell rank Strength, Endurance, Material or Power, and attain all the other attributes of the Mage. The duration of the Phantasmal determines the intensity of the Spell FEAT.
72-73​
Power SimulationMagical version of a normal power. (roll again)
74-75​
Reality AlterationReshape time, choose one of the following:
  • Alter Future: up to power rank in turn, the harder the higher the feat
  • Alter Present: create some sort of pocket-dimension with a number of people equal to his rank. Green feat for small alterations, etc. Duration, green reason feat gives 2 hours * reason rank, yellow=1 day * Reason rank, red=10 days * Reason rank (permanent at judge discretion)
76-77​
Spirit EvictionThe Mage has the magical ability to force a spirit from its body at Spell rank. The Mage then can absorb the flesh of the abandoned body. If for some reason the spirit Eviction is halted, the Mage can control the subconscious mind of the victim later at Spell rank. Furthermore, if the target has formerly encountered this Spell, he/she gets to make a Psyche FEAT to avoid the effects of the Eviction.
78-79​
Spirit VampirismDrain Intuition and Psyche to increase Strength, Endurance, Psyche and powers
80-81​
Sympathetic MagicPowers work through some sort of Effigy, sticking pins in it hurts the character.
82-83​
Techno-MagicThe Mage has the unique ability to combine Science and Magic. The Spell rank of this Magic Power is added to that of the Mage's Reason, Intuition, Psyche, and other Spell ranks when dealing with research, inventions, Science skills and spells of Techno-Magic. This is a Science. When generating the Character, the Player must have at least one Science talent rolled or he/she gets to choose one automatically.
84-85​
ThaumaturgyThe Mage can cast spells that capture and confine others, rather than harm at Spell rank. The following are spells the Mage can cast:
  • Bands
  • Net
  • Trap
  • Wave
  • etc.
86-87​
WardingCreate wards that have up to rank number of power rank intensity powers to go of when certain conditions are met.
88-89​
Witchery*The mage can cast spells that only affect others individually at Spell rank. The following are spells the Mage can cast:
  • Density Control-Others
  • Curse
  • Growing-Others
  • Healing-Others
  • Invisibility-Others
  • Shrinking-Others
  • etc.
90-95​
WildThe Mage can cast spells that manifest distorted, but yet potent effects of a chaotic nature at Spell rank. Judge determines the chaotic nature of each Spell that is cast.
Note: Wild Magic is not Chaos Magic.
96-00​
Probability ControlLike is says, folks; this power allows one to tinker with probability itself in strange and wonderful ways.
https://classicmarvelforever.com/cms/ultimate-talents-list.html#Mystic
(71-74) Mystic and Mental Skills
01-08BibliophileThe character has an extensive knowledge of magical books, scrolls, or other primarily informational items, and the lore concerning them. He has a +2CS when using or researching these.
09-16DemonologistThe character has studied accounts of demons in the Marvel Universe and he knows how dangerous and hostile they are. The character receives a +1CS in any situation involving demons, including research, communication, identification and combat.
17-24Mesmerism and HypnosisThis talent is a primitive form of Mind Control at the Power rank number equal to the Reason of the character with this Talent. Information can be gained as per a Mental Probe, and posthypnotic suggestions may be implanted within the victim's mind. Any attempt to force an individual to do something that he would not normally do, or divulge information that he would not normally reveal, will cause the hypnotism to break. A hypnotic command fades in 1-10 hours after it is given.
25-32Mystic BackgroundThis "Talent" shows that the character has some background with magical forces. A character with this Talent may have Magical Powers, with the approval of the Judge.
33-40Occult LoreThe character has made extensive studies into the area of occult happenings, including: unexplained events and mysteries of the world, hauntings, and other manifestations of the spirit world. He has a +2CS when researching or dealing with occult events.
41-48Resist DominationThis permits the character to resist mental attacks as if the character had a mental power of Psyche +1CS.
Ritual MagicsReason FEAT to perform magical ceromonies. To do this you need knowledge of the ceremony (usually from a book), equiptment, and time. Time is 1d20 times 2 = rounds of spellcasting needed.
49-56RunesmithThe character is a transcriber and translator of runes, especially ancient, magical runes. The character has a +2CS whenever studying, deciphering, or inscribing runes.
57-65Scholar of AntiquitiesThe character has an extensive knowledge of antiques, especially ancient magical artifacts and lore concerning them. He gains a +2CS when dealing with them
66-74Sleight of HandThe character with this Talent may palm small items, making them appear or disappear with Agility +1CS ability.
75-83TheogonyThe character has a +2CS when researching information on the powerful extradimensional beings and gods of the Marvel
84-92TranceThe character may place himself into a trance. While in a trance the character slows his body functions to such a level that he may be assumed to be deceased. A character in a trance reduces needs for food and water to a minimal level, and may regain Endurance ranks at one rank per day.
93-00Zoologist of MagicAllows a +1CS when attempting to identify magical creatures and their powers.
https://classicmarvelforever.com/cms/ultimate-powers-list.html#Illusionary
Illusionary Powers
01-15​
Animate Imagegenerate a 3-dimensional image from a flat image he must see the image to make it react real to its surroundings
16-30​
Illusion CastingThe real thing. Illusions that appear solid and can even be recorded and detected by machinery, still he must be able to see the target area. The illusions can imitate any power. The illusion-caster also gains light emission and generation at -2CS and can duplicate other visual powers at -2CS (hypnotism for instance)
Note: Illusion Casting is a form of Power creation. This is a Cosmic Power, so player must work with the Judge.
31-45​
Illusory Invisibility
46-60​
Illusory Duplication
61-75​
Image GenerationThe PC can generate illusions of life that act as Doppelgangers. This is somewhat similar to the Power Illusory Duplication, except that the illusion is not a self image, but yet a holographic image of some other living thing created from the caster's imagination. Like the latter Power, the controller can see through the eyes of his creation.
76-88​
Solid ImagesThe PC can literally create holographic images that are solid and tangible. The characteristics of these images are as they are in "reality" with a maximum of Power's rank. Only one Solid Image can be in existence at one time.
89-00​
TattooThis Power is similar to the Animate Image power, except that the images are mentally inscribe on the PC's body. The number of tattoos the PC can have on his body at one time is the maximum number equal to this Power's rank. With just the slightest mental instruction, the Tattoos disappear and leap off the host's body materializing into reality. All images have their specific abilities and characteristics. The PC can recall the Images at any time. When the images are destroyed or recalled, they appear back on the host's body. When creating the character, the Player creates a list of possible tattoos that are on the PC's body. The Player may opt to replace a tattoo at any given time, but he/she must delete one from the original list.
https://classicmarvelforever.com/cms/ultimate-powers-list.html#MatterControl
Matter Control Powers
01-04​
AnimationThe PC can cause inanimate figures made of any substance to grow or shrink, and to become animated. The PC can also mentally command the now animated figure to do any thing he/she desires. The PC can cause the figure to grow up to a height equal to its current size times the Power rank number *5 feet, and shrink to its normal size divided by the Power rank number *5 centimeters. Each figure when animated develops a bond with the PC. Both the PC and the animated figure can now and then communicate telepathically.
05-08​
BondingBonding on molecular level, first turn Fe and +1CS each turn until power rank is reached
09-16​
CollectionCollect matter from your surrounding for instance salt from the sea, this can also affect phasing or ethereal targets if the user remains concentrating.
17-24​
CrystallizationTo affect a moving target agility FEAT, victims may resist as normal. Target (living or non-living) is transformed in gem-like substance with power-rank material strength for 1 min/power rank. If a living being is shattered he remains crystallized until he is somehow reassembled
25-32​
Diminution
33-40​
DisruptionMaterial strength determines FEAT, living targets may resist as energy attack
41-44​
Enlargement
45-48​
Extradimensional Matter Control*(See Above under Extradimensional Energy in the Energy Control section for more information regarding this special Power).
49-52​
Extraterrestrial Matter Control*(See Above under Extraterrestrial Energy in the Energy Control section for more information regarding this special Power).
Note: This is a Cosmic Power
53-56​
GeoforceLocate earth-related things, create volcanoes, earthquakes etc.
  • Earth Control: This power is basically unchanged from its description on p. 73-74, Player’s Book. It is possible to levitate or throw earth with this power, both considered separate power stunts. A character could, thus, learn to fly about on a hunk of rock.
  • Earth Animation. The character can create a semi-living creature of earth. It remains in existence for power rank turns, or until dispelled or destroyed. An earth elemental has only FASE scores. To determine their ranks, double Earth Control power rank and divide among FASE as desired. The elemental has Body Armor equal to power rank.
57-64​
Matter AnimationAlter flow of raw material air, liquid or solid
  • Air Control: This power is basically unchanged. Note that according to its description, p. 74, Player's Book, air control begins with four power stunts. A vengeful Judge might want to amend that. An additional stunt is:
  • Air Animation. The character can create a semi-living creature of air that resembles a swirling whirlwind. It remains in existence for power rank turns, or until dispelled or destroyed. An air elemental has only FASE scores. To determine their ranks, double Air Control power rank and divide among FASE as desired. The elemental flies at speed rank equal to its Agility.
  • Cold Control: by decreasing air pressure in an area, the Hero gains cold control
65-70​
Machine Animationvs. machines 'Psyche' which is zero when non-sentient, machine can move at rank -2CS
71-74​
Matter Teleportation*(The PC can either teleport an object to or from his/her vicinity. The amount of mass the PC can teleport is equal to the Power rank number in tons / PC's Health rounded. When the PC brings items to him/her, he/she does not create them but only seizes existing ones.
75-79​
Micro-EnvironmentIn a close sphere around the hero there's fresh air, normal temp etc. this protects against acid rain, extreme temp gasses etc.
80-86​
Moldingshape solid material
87-90​
Warping*The PC can alter the Material Strength of matter by a +/- 2CS, Shapeshift it at Power rank, and manipulate it as if he had Power rank Telekinesis.
91-95​
Weather Control
96-00​
Zombie AnimationPhysical abilities at -3CS power rank, mental abilities are zero, health as power rank up to psyche rank zombies can be controlled, they are immune to psionics or mental powers, disease, poisons, pheromones, hard radiation and sonics.
https://classicmarvelforever.com/cms/ultimate-powers-list.html#MatterConversion

Matter Conversion Powers
01-10​
ColorationChange colors, this power can equal -2CS shadowcasting, shadowshaping, heat emission, force-field vs. heat
11-20​
CombustionSpontaneous combustion in 1-10 turns, power rank damage
21-30​
DisintegrationThis is an especially brutal power that the Judge may wish to allow only with restrictions. This is great power for a master villain, but not a very good one for most heroes. Use of Disintegration, which normally has no range, is simple. After an Agility FEAT to hit, the character makes a Disintegration FEAT versus either Endurance, protective power rank, or Material Strength, whichever is hardest. If successful, the target is destroyed entirely. If the FEAT fails, the target still suffers power rank damage. Against non-living targets, Disintegration will only affect an amount of weight up to what could be lifted using power rank as Strength.
  • Reintegration. The character can reintegrate anything she has disintegrated, restoring the target to its pre-disintegration condition.
31-40​
Elemental ConversionConvert matters into a specific element, each pound created costs 1 health. converting a living being results in the being placed in stasis, if only part is conversed, use your imagination what happens further, probably a kill result
41-50​
IonizationTarget emits electricity at -1CS power rank, effects are as -2CS disintegration, -2CS Feat or become temporarily ethereal
51-60​
Molecular ConversionSame as elemental conversion but this power can be used to form compounds in stead of just 1 element.
61-70​
Projective SizingThe PC can alter the size of any inorganic matter he/she touches. He/she can either cause a Shrink or Growth of the matter at Power rank (See the Diminution and Enlargement Tables in the UPB). Any AI target, such as a robot, may make a Material strength FEAT roll against the Power to avoid its effects.
71-85​
Transmutation*The PC has the Power rank ability to rearrange atoms and molecules in both inorganic and organic matter. He/she can change an object’s or creature's shape, IE: turns a man into a mouse. At a high rank, the PC even has the ability to change subatomic particles, IE: turns water into glue.
86-00​
Weight ManipulationThe PC can alter the mass of inorganic or organic matter, by either increasing or decreasing the weight of the target. The amount of increase is equal to the weight of the target plus the Power rank number times 10. The amount of decrease is equal to the weight of the target minus the Power rank divide by 10. If the PC is concentrating The following are possible stunts:
  • Attack target unarmed with Power rank damage.
  • Flight at Power rank.
  • Alter the speed of a target.
  • Attack with Power rank attacks.
  • Immovability at Power rank.
https://classicmarvelforever.com/cms/ultimate-powers-list.html#MatterCreation
Matter Creation Powers
01-10​
Artifact CreationCreate desired objects out of nothing, each pound costs 1 health, the character must have detailed knowledge of the designs he wants to create.
11-20​
Chemical CreationThe PC can create a Chemical out of the molecules and particles in the air at Power rank. The PC does this by secreting chemicals out of his body and using a limited Molecular Conversion he/she can make a liquid compound from water to acid. The Power rank determines how dense or how acidity the intensity of the Chemical is. The following are some chemicals that can be created:
  • water
  • battery acid
  • citric acid
  • dish soap
  • gasoline
  • turpentine
  • ammonia
  • etc.
    The PC can create in one turn the number of fluid ounces equal to the power rank number. The mass quantity and duration of the Chemical is determined at the time of its creation.
  • A Green FEAT gives the Chemical a low mass quantity and a duration of 1d10 turns.
  • A Yellow FEAT raises the mass quantity to a good stability and a longer duration of 100 times 1d10.
  • A Red FEAT makes the mass quantity of the Chemical a very high stability and duration of 1000 times 1d10.
    Each ounce of Chemical created costs one point of the PC's Health temporarily.
21-26​
Elemental CreationSame as Conversion except the element is created out of nothing. This gives nearly unlimited possibilities.
27-30​
Hyper-Dimensional PocketThe PC can create and open a small dimensional pocket out of the fabric of Space where he/she can store things and pull them out whenever desired. The Power rank determines the size of the opening equal to the number of inches per square foot. Thus, a Poor Hyper-Dimensional Pocket's opening would be 4 square inches.
31-39​
Lifeform CreationMaximum number of ounces equals the power rank number. A green reason FEAT gives a lifetime of 100* reason, yellow gives 10.000*, red is permanent. The hero must have detailed knowledge of the organism to create.
40-52​
Mechanical CreationCreate machines, duration as above
53-60​
Molecular CreationSame as conversion except again out of nothing.
61-65​
Nexus Creation*The PC can create and open out of the fabric of Space a Nexus to another reality of Power rank effectiveness. A Power FEAT determines the duration of the rip in Space when it's created.
  • Green FEAT will last for 1d10 turns.
  • Yellow FEAT will last for 1d100 turns.
  • Red FEAT will last for 1d100*2 turns.
66-76​
Projectile CreationStunning of power rank or combined with other powers the player has like power negation/control or induced teleportation. The PC can create a Projectile of any kind with an unusual Power effect. The following are Projectiles that can be made:
  • dart
  • arrow
  • boomerang
  • missile
  • ball
  • paper airplane
  • etc.
77-85​
SprayDoes Feeble damage and visibility is -2CS, combined with other powers for instance freeze cloud when the character also has cold emission.
86-90​
Undead Creation*(This is similar to Lifeform Creation, yet the Lifeform is Undead). The character can create a zombie-like creature from a corpse or skeleton at Power rank.. Its Reason, Intuition and PsycheC scores are all Shift-0. Unless commanded, it does nothing. FASE scores are as follows, based on the original creature’s ability scores: F -2CS, A -2CS, S +1CS, E +2CS. No ability score will be reduced below Feeble.
91-00​
WebcastingPower rank strength upon hardening, can also be combined for instance with spirit storage to capture disembodied spirits. Power Stunts possible include:
  • Stunt—Web Chute: The Hero can make a Parachute out of webbing.
  • Containers: The Hero can make a variety of containers such as backpacks, bags, pouches, patches for torn costumes, etc.
  • Fireproof: The Hero's webbing is Resistant to fire.
  • Gloves: The Hero may make gloves or kneepads or other small protective devices out of webbing to avoid damage from touching or bumping into things. Not that the Hero is clumsy, but this stunt protects them from damage caused by them hitting especially hard, sharp, hot, cold or otherwise dangerous objects.
  • Stingers: Instead of soft webbing, the Hero can shoot stingers made of web material which acts like a Stun Blast if the stingers impact with a target's nerves. This stunt is one degree more difficult due to the precision required.
  • Impact Webbing: Instead of a steam of webbing, Impact Webbing are little web-balls that expand and Ensnare shortly after contact. Impact Webbing is automatically one degree easier to hit targets with, but Ensnares as a Contingent Action
https://classicmarvelforever.com/cms/ultimate-powers-list.html#EnergyControl
Energy Control Powers
01-02​
Energy AbsorptionThe hero can absorb a specific type of energy and convert it into health. Choose which energy type (life energy, nuclear, light etc.)
03-04​
Catalytic ControlIncrease or decrease the speed of chemical reactions. Or the hero can for instance increase the heat generated by a process. Possible power stunts are:
  • Increase Strength and End by increasing the metabolizing of Oxygen and Food,
  • Hastening decay
  • Forming Compounds by simple mixing
  • Stopping nuclear reactions
  • Causing impossible reactions etc.
05-06​
Channel*The PC can take in energy and store it, and convert it into a bio-energy manipulating it so that he/she can develop the following Power stunts:
  • Energy Emission of that energy at this power's rank number.
  • Healing up to power rank number.
  • Energy Detection of that energy at power's rank number.
  • Temporary Primary Ability enhancement to either the maximum power rank or +1CS of the higher Ability rank. IE: if the highest Ability Rank number is Amazing, and the power rank is Amazing, then the PC can increase any single ability to Amazing, or any single ability that is Amazing to (+1CS) Monstrous. This power also has a special bonus; If the highest ability rank is lower than the power rank rolled, then the Player gets the benefit of raising any single ability to that rank number permanently. The enhancement of the Ability lasts for 1-10 rounds. (See the Energy Emissions).
    Note: The player has a wide range for other possible stunts. This is a Godly Power, so Player must work with the Judge.
07-08​
ColdshapingIncrease or decrease cold intensity or redirect Cold powers, Cold Generation is a bonus power. Some possible powers stunts include:
  • Reduce Temperature. The character can drop the temperature in an area by a number of degrees Fahrenheit equal to 20 time power rank number. If reduced to below 50 degrees Fahrenheit, everyone in the area suffers damage. Treat -50 degrees as Incredible intensity cold. Every additional -30 degrees increases this intensity by +1CS. If the character stops concentrating, temperature increases to normal in one turn.
  • Ice Animation. The character can create a semi-living creature of ice. It remains in existence for power rank turns, or until dispelled or destroyed. An ice elemental has only FASE scores. To determine their ranks, double Cold Control power rank and divide among FASE as desired. The elemental runs at speed rank equal to its Agility.
  • Flash Freeze. The character can generate a massive explosion of cold that causes power rank +3CS damage to everything in her area and power rank +1CS in every area out to five areas away. This reduces Cold Control to Feeble power rank for 1-10 turns. Unless the character makes a red Endurance FEAT, she is also stunned for 1-10 turns. The cost for this power stunt is figured normally, without considering the +3CS bonus. The innate disadvantages should compensate.
  • Resistance to Cold. The character has power rank resistance to cold and ice attacks.
09-10​
Cosmic Energy Manipulation**The power cosmic is potentially the most greatest super power around. With it, the character can manipulate energy and matter in ways limited only by the imagination (and the Judge). The minimum rank for Cosmic Energy Control (and its various stunts) is Remarkable, which also makes this an expensive power in terms of character points. The basic ability of this power is the projection of an Energy Blast out to power rank range inflicting power rank damage. Other stunts include:
  • Ability Boost. This functions as the Ability Boost power with Cosmic Energy Control’s power rank.
  • Absorption. This functions as the Absorption power described above, doing so with Cosmic Energy Control’s power rank.
  • Energy Detection. The character can detect and identify energy patterns and trails. She may track energy trails as well. See Energy Detection, p. 72, Player’s Book.
  • Energy Gift. The character may imbue a subject (willing or not) with any energy power that the character also possesses. The power rank of any imbued power is chosen by the character, but cannot exceed the power rank of Cosmic Energy Control or the energy power itself, whichever is lower. The subject must make a successful Endurance FEAT against Cosmic Energy Control power rank. If the subject fails, no power is imbued and the subject suffers power rank damage to Physical Health. If the subject is an object, substitute material rank for Endurance. If the FEAT fails, the object is destroyed.
  • Healing. The character can restore Physical or Mental Health to herself or another, healing up to power rank per day per target per Health statistic.
  • Resistance to Radiation. The character has Resistance to Radiation at power rank intensity.
  • Starburst. The character can generate a massive explosion of cosmic energy that causes power rank +3CS damage to everything in her area and power rank +1CS in every area out to five areas away. This reduces Cosmic Energy Control to Feeble (2) power rank for 1-10 turns. Unless the character makes a red Endurance FEAT, she is also stunned for 1-10 turns. The cost for this power stunt is figured normally, without considering the +3CS bonus. The innate disadvantages should compensate.
The PC automatically gains a bonus power; Cosmic Energy Force Bolts with the intensity of the power's rank number. Furthermore, the PC also can develop his/her Primary Abilities and Powers at 1/2 the cost of Karma, and can automatically raise a single ability +1CS. Finally, only one single power or Ability can be developed each overtime.
Note: This is a Cosmic Power, so player must work with the Judge.
11-12​
Cyberspace ManipulationThe PC can enter cyberspace, and manipulate the energies in that pocket dimension to his/her whim. This power functions like a temporary minute form of reality manipulation at power rank number, while within the Cyberspace.
13-14​
Darkforce ManipulationThe character can summon and manipulate the extra-dimensional energy known as the Darkforce. When first acquired, this power grants the ability to fire a Darkforce bolt that either inflicts power rank Force damage or acts as a power rank intensity stunning attack (player’s choice when acquired). One other power stunt is acquired for free. Possible power stunts include:
  • Darkforce Aura. The character can use the Darkforce as a Force Field of power rank strength.
  • Resistance to Darkness. The character has power rank Resistance to Darkness and related attacks.
  • Resistance to Light. The character has power rank Resistance to Light and related attacks.
  • Generate Darkfoce: Blunt attack at rank damage
  • Shadowcasting
  • Flight at -1CS
  • Gateway
  • Energy Solidification
Note: This is an extradimensional energy, so little is known or nothing is learned about unfamiliar dimensions, so Player must work with the Judge, in order to create an imaginative array of details involving this Power and its Dimension. (See Extradimensional Energy).
15-16​
Dream ManipulationThis is a trivial form of Dream Control. The PC can enter the Dream World, and manipulate the energies in a pocket dreamscape to his/her whim. This power functions like a temporary minute form of reality manipulation at power rank number, while within the Dream World.
17-18​
Ectoplasm ControlThe PC can manipulate and shape the extradimensional spirit matter called Ectoplasm to perform a variety of Power stunts:
  • Blunt attacks at Power rank damage
  • Raw form of Telekinesis at Power rank
  • Construct intangible spirit forms
  • Energy solidification
  • Phasing
    Note: This is an extradimensional energy, so little is known or nothing is learned about unfamiliar dimensions, so Player must work with the Judge, in order to create an imaginative array of details involving this Power and its Dimension. (See the Extradimensional Energy and Ectoplasmcasting power of this update).
19-21​
Electrical ControlThis is an expanded Electrical Manipulation, p. 75, Player’s Book. If the character draws electricity from some nearby source, the effective power rank is limited by what is available. An ordinary household socket is Typical intensity. Small generators or power lines are Remarkable intensity, while a large generator yields Shift-Y intensity. A power plant generates Class 1000 or greater intensity. The character cannot channel electricity greater than her own Electrical Control power rank without suffering damage equal to the difference between electricity intensity and power rank (no defenses applicable). Some power stunts include:
  • Ability Boost. The character can absorb electricity to increase an ability score, as described under Absorption above
  • Blowout. The character can generate a massive surge of electricity that causes power rank +3CS damage to everything in her area and power rank +1CS in every area out to five areas away. This reduces Electrical Control to Feeble power rank for 1-10 turns. Unless the character makes a red Endurance FEAT, she is also stunned for 1-10 turns. The cost for this power stunt is figured normally, without considering the +3CS bonus. The innate disadvantages should compensate.
  • Shock Field. The character can temporarily charge her body or some conductive metal with power rank electricity. The charge lasts for 1-10
22-24​
Electro-magnetic Manipulation*The PC can emit and control the energies that make up the Universal Spectrum. This power has an added bonus power similar to Focus (See Power Focus). However, The PC can only Focus all the energies of the spectrum in one single attack. All Energy Powers begin with the rank EXcellent, and each power is modified. The Energy Powers are rolled separately on the Ability Modifier Table (UPB p.6), and then are permanently recorded. Thus, the PC has a wide range of intensities of Energy Powers. The following list of Energies make up the spectrum:
  • Hard Radiation
  • Light
  • Sound
  • Microwaves
  • Radiowaves
  • Magnetism
  • Heat
  • Gravity(Pressure)
    Note: This is a Cosmic Power, so player must work with the Judge.
25-27​
Energy ConversionChange one form of energy into another at 1 rank lower than original. He must make a power FEAT vs. the intensity of the energy. The hero can gain energy emission (Dazzler) or convert energy in a less dangerous form. Heat to cold in a firestorm for instance.
28-30​
Energy PlasmoidsThe PC can mold out of energy glowing patterns that detonate within a limited time span. There are many different forms of this power that can be manifested and developed into Power stunts. The Time of detonation is measured by the subconscious mind of the PC. In other words, each power and characteristics are unique in their own way. The following are two forms that have been manifested:
  • Fireworks
  • Bombs
    Note: This is a Power that a Player can be creative and have fun. Think Grenades, C-4, Falling stars, flash powders, etc. This is a Power that also needs to be worked out with the Judge
31-33​
Energy SolidificationForm solid forms of intensity material strength. Simple solids require a Feeble FEAT, animated require Typical and simple machinery requires an Incredible FEAT. Power stunts:
  • Create cages
  • Forming servants build semi-permanent structures
  • Create body armor to protect and enhance abilities Pieces that are broken off revert to energy form and do -4CS damage.
34-36​
Energy SpongeAbsorb and store any kind of energy. Up to power rank can be stored and released at -2CS or harmlessly dissipated. The hero can absorb more energy at a red FEAT but failure results in a complete release of energy at full damage to the hero and surroundings.
37-39​
Energy VampirismDrain energy from a target and convert it into Strength, Endurance, Psyche or other powers. Non-living can be drained totally at a power FEAT vs. energy intensity. Living targets have resistance equal to their Psyche and only energy emission powers can be drained.
40-42​
Explosive PowerThis is a combination of the powers Energy Plasmoids, and Energy Imbuement. The PC can Imbue any object with energy that will explode. Like the Plasmoid Power time can be an irrelative factor in when the explosion takes place. The intensity is the Power's rank number. There are two forms of this power:
  • Explosive-organic
  • Explosive-inorganic
    Note: This is a Power that a Player can be creative and have fun, and that also needs to be worked out with the Judge
43-44​
Extradimensional Energy Control*The PC can control an existing but yet unknown energy or force from another Dimension. Moreover, the PC can develop a variety of Power stunts with his/her unique power. Player must get with the Judge and fashion up a new unique energy that can be harnessed by the PC, and possible Power stunts. The Power automatically awards the PC with the bonus Power of emitting the new Extradimensional Energy at Power rank. The following are forms of extradimensional energies that have been introduced:
  • Darkforce energy
  • Negative energy
  • Soulfire
  • Hellfire
  • The multi-colored bubbles of the Speedball effect.
    Others might include:
  • Lightforce
  • Dreamforce
  • Equinox energy
  • Necro-energy
  • Darkfire
    Note: This is a Dimensional Power that a Player can be very creative and have lots of fun, and that very much needs to be worked out with the Judge.
45-46​
Extraterrestrial Energy Control**The PC can control an existing but yet unknown energy or force found in the Universe. Moreover, the PC can develop a variety of Power stunts with his/her unique power. Player must get with the Judge and fashion up a new unique energy that can be harnessed by the PC, and possible Power stunts. The Power automatically awards the PC with the bonus Power of emitting the new Extraterrestrial Energy at Power rank +2CS. The following are forms of extraterrestrial energies that have been introduced:
  • Stellar Energy
  • Quantum Energy
  • Nega-energy
  • Primordial Energy
  • Tachyon Energy
  • Power Cosmic
  • Zero Fluid
  • Cosmic Azure(Mine)
    Note: This is a Power that a Player can be very creative and have lots of fun, and that very much needs to be worked out with the Judge. This is a Cosmic Power, so player must work with the Judge.
47-48​
Fire controlControl existing flames, increase or decrease by power rank. The hero has power rank resistance vs. Heat and Fire.
49-50​
Gravity ManipulationChanges gravity intensity with following power stunts:
  • Changing gravity direction creating artificial gravity launching targets into space levitation at -1CS speed incapacitating a foe by increasing his weight
  • Forming large asteroids from space debris.
  • Artificial Gravity: The hero can create gravity equal to or less than the intensity of Gravity Control in low gravity or weightless environments.
  • Strength: Hero can use Gravity Control intensity instead of Strength for lifting and throwing things.
  • Planetoid Creation: Not a real Creation power by any means: the Hero can gather existing material into a planetoid (size equal to the power’s range in Intensity, see the Range table under Miscellaneous rules). If the hero has Life Support, they may create a Life Sphere around the planetoid, as long as they have that stunt as well.
  • Antigravity Blast: The Hero can "fire" a gravimetric force beam that causes objects to be repulsed from the Hero. The Hero may use this beam to slam an opponent against the wall and pulverize them into unconsciousness. The Beam may be continued for a number of exchanges equal to Gravity control.
  • Antigravity Bomb: The Hero "detonates" a wave of gravimetric energy which expands away from the Hero causing anything that isn't nailed down to go flying away from the Hero. This may have a secondary effect similar to Antigravity Blast if the opponents are caught up against a wall when struck by the blast.
51-52​
Hard Radiation ControlControl X-rays, alpha, beta, gamma and cosmic rays.
Note: The ever so popular Cosmic Rays is a Cosmic hard radiation, but Cosmic Energy is just that, all the energies of the cosmos all intermingled into one Universal energy.
53-54​
ImbuementThe PC can charge an object with energy that will send off a surge of energy when in contact with it. The object can be Imbued with any one type of energy of Power rank intensity. (See Energy Emission Powers). The most common objects that are imbued are weapons, in that they give an additional damage to the victim. However, anything that the PC is in contact with can be imbued. Only, inorganic material can be imbued with this Power.
55-56​
Kinetic ControlIncrease or decrease kinetic energy. Typical intensity FEAT allows him to change the direction of any moving object or he can 'push' a target with power rank strength. He can also control a targets telekinesis or kinetic bolts power with a FEAT vs. opponents power intensity. Possible power stunts include:
  • Leaping: The Hero gains power rank Leaping.
  • Power Punching: The Hero gains a damage bonus equal to the Kinetic Control rank when punching or kicking.
57-58​
Light ControlControl light, form crude holograms on Remarkable FEAT and gain +1CS resistance to light based attack.
59-60​
Magnetic ManipulationControl existing magnetic forces and shape the field in certain forms to for instance create force fields. Some addtional power stunts are:
  • EMP Blast: The Hero can fire a Electro-Magnetic Pulse within firing distance. EMP blasts do severe damage to electrical equipment, Technarchs and Phalanx.
  • EMP Bomb: By Pushing To The Limit, the Hero can set off an "explosion" that ruins electrical equipment of all kinds within visual distance that are not properly shielded.
61-62​
Microwave ManipulationThe PC can control the Microwaves found in the earth's environment with Power rank intensity. The PC can either increase or decrease the intensity up to his/her Power's rank. The PC can also reduce microwave damage by his/her rank number. This Power also includes Power rank Resistance of Microwave Energy. The most important aspect of this Power is the capability to alter and reform Microwave energy into any shape desired. This can be used for a variety of Power stunts. The Power automatically grants the PC a bonus power of Microwave generation at Power rank intensity.
63-64​
Nuclear ControlThe PC can manipulate Nuclear Energy, whether natural or power based at Power rank. The PC can also increase or decrease the level of the energy by Power rank. The PC automatically gains the power Explosive at Power rank intensity. Furthermore, the PC can reshape Nuclear Energy into other forms. This can be used for a variety of Power stunts.
65-66​
Plasma ControlControl plasma, create plasma constructs or counteract plasma powers.
67-68​
Probability Manipulation**
Note: This Power is definitely a must see Judge situation.
69-70​
Probability StabilizationNegates Probability Manipulation
71-72​
Radiowave ControlSame as other control powers except microwave, AM or FM waves. Or simulate broadcasts
73-74​
Reality Manipulation**This is basically the same Power. The PC can change reality into whatever he/she desires. This is just on a Cosmic level, rather than Magic.
Note: Reality Manipulation is a form of Power creation. This is a Cosmic Power, so player must work with the Judge.
75-76​
ShadowshapingForm 2-dimensional shadow constructs that do power rank damage and remote sense through them, he can also see through shadows.
77-78​
Sound ManipulationSame as other with following power stunts muting voices, alarms magnifying sounds to do power rank damage
79-80​
Thermal ControlControl heat or cold but only the thing directly affected by the heat or cold source.
81-82​
Time Control**The PC can control the time continuum for a variety of Power stunts:
  • Speeding up time surrounding him/herself permitting a Lightning Speed of this Power's rank.(See Hyper-Speed in the UPB p.78). Slowing down time in the area, allowing him/herself Multiple Attacks of this Power's rank.
  • Slowing down death or injury at Power's rank.
  • Time Travel at Power rank.
  • Summoning Duplicates at power rank
  • Internal Clock: The Hero always knows what time it is, even when time is being manipulated or altered. They can also tell how much time is being manipulated by, if at all.
  • Age Control: The Hero can de-age someone a maximum number of years of Time Control, or age someone a maximum of twice Time Control's Intensity.
  • Pause: The Hero may pause time for all but himself. If the Hero also has the Time Travel power with the Passengers stunt, the Hero may extend the people who may take actions to his allies.
  • You go first: The Hero may declare an action after everyone else has declared, similar to Danger Sense.
  • First Action: The Hero may use this power to be the first to perform an action, similar to a Fast Attack.
  • Replay: By pushing this power to the limit, The Hero can force the previous Exchange to happen again, with everyone re-drawing their hands and declaring actions all over again. The only difference being that the Hero gets one less card in their hand at the start of it.
    Note: this is a powerful Cosmic Power. PC must receive a limitation from the Judge, each stunt must be developed separately and PC starts out with 0 stunts initially. Furthermore, PC must continue to work with Judge.
83-84​
Vibration ControlIncrease or decrease vibrations, controlling earthquakes.
RankRichtor Scale Intensity
Feeble and Poor1
Typical and Good2
Excellent and Remarkable3
Incredible and Amazing4
Monstrous and Unearthly5
Shift-X an Shift-Y6
Shift-Z and Class 10007
Class 3000 and Class 50008
Other power stunts:
  • Distort voices
  • Cripple gyroscopes
  • Adjust vibration of his/her own atoms permitting him to phase
85-86​
Space ManipulationThrough the use of this power, heroes may warp space around them to their liking. Villains attempting to charge a hero with this power may find the distances between them and their target increasing inexplicably! Heroes may also use this as a movement power; granting power rank Lightning Speed. The hero may shrink space, expand it and wrap it around himself to avoid bullets and other nasty things!
87-88​
Continuum ControlThe hero is able to tinker with the nature of matter and have some control over the space/time continuum. Continuum Control may be used as one or more of these powers:
  • Electrical Gen.
  • Damage Transferal
  • Disruption
  • Regeneration
  • Time Travel
  • Teleportation
  • Regathering
  • Body Transformation.
    Two important notes:
  • It takes one round to use. The hero must use Continuum Control in the first round, then mimic a power in the next. Use of the power is automatic, then you must declare what power(s) you want to mimic.
  • The hero may perform more actions than are normally permitted, as long as all the excess actions are mimicked powers. The power rank number is distributed among the mimicked powers however the player sees fit.
    This power can be used to scatter the targets atoms across the multiverse. By combining Disruption with Teleportation on a target, they can be effectively destroyed. Using Regathering with Teleportation can reform them, though this is much harder.
    Note: This is a Cosmic Power, so player must work with the Judge.
89-95​
Entropy MagnificationEntropy is the tendency of an object or system to disorganize and end up in disorder or randomness. For example, a crystal dish set on a table represents more order than the set after being shattered with a hammer. That hammer represents Entropy.
The power lets a PC accelerate the rate of decay in an object, group or system. This has varying effects depending on if the power is focused on physical or intangible things.
Physical
This power can do rank level damage every round to physical objects. To do damage, an opposed FEAT roll is made against the material strength or the Endurance of the target. Considering the constant flux of Order and Chaos, physical damage is not always permanent. Duration is determined by the color of the successful FEAT roll you made. A Green FEAT makes the damage last 1 round. A Yellow lasts 10 rounds. A Red is permanent.
Note: just because the damage is non-permanent does not mean it is non-lethal. If you do enough damage to end a life, the damage reverting to normal 10 rounds later will not bring it back. Can use on multiple targets as the rules describe for standard energy attacks.
Intangible
This is where power stunts tend to come into play. Several kinds of effects are possible...
*Disrupting someone's concentration
*Diffusing an energy attack
*Wreaking havoc with computer systems
*Cause meetings to degenerate into arguments
The possibilities are many and varied. When using the power this way on multiple targets, take the highest Psyche or applicable intensity, and add 1CS to the opposed intensity for every 4 members of the group. Example: You are trying to disrupt a board meeting. The chairman has a Psyche of Good, and there are 8 other people at the meeting. The opposed rank to roll against would be Remarkable. Example: You are trying to crash a computer network. The main computer is a Remarkable program, and there are 4 sub-units. The opposed rank to roll against would be Incredible. Duration is a little different than with inanimate objects. A successful Green FEAT lasts 1 minute, a Yellow lasts 10 minutes, and a Red FEAT roll indicates number of minutes x power rank x 10. In the case of diffusing an attack or something equally short-lived, the duration is instantaneous (if successful).
Optional Powers: none
Nemesis Powers: Reflection, Force Field vs. Energy
96-00​
Energy ThresholdAny energy entering this power's field will have no effect above Typical rank. That includes ALL energies; sonics, kinetics, inertia, etc. While this power seems to act as a basic force field, there are some notable disadvantages. Because ALL energies are dampened, the character is unable to move faster than Typical rank ground speed (3 areas per round). This however does come in handy when falling off buildings. This power rank is the point at which the Threshold field overloads (treat as Force Field).
https://classicmarvelforever.com/cms/ultimate-powers-list.html#EnergyEmission
Energy Emission Powers
01-04​
Cold GenerationNOT ice generation, generate extreme colds (see judge book for effects)
05-08​
Cosmic Energy Emission*The PC can take in all the energies of the Cosmos and release them as a Cosmic force. The force has the intensity of the Power's rank number. Since this is a Cosmic Power, which utilizes all the energies of the Universe, Power rank increase only costs half of the usual Karma. As with Hard Radiation (See Hard Radiation Emission p.27 in the UPB), the PC has automatic safeguards to prevent radioactive contamination. This power is linked to Cosmic Energy Manipulation; the Player may opt to exchange one of his other Powers for Cosmic Energy Manipulation when creating the character. The PC has Power rank resistance to the Cosmic energy.
Note: This is a Cosmic Power, so player must work with the Judge.
09-12​
Darkforce GenerationThe PC can generate and project the Darkforce with Power rank damage and range. (See the UPB p.21 or this update above under, the Darkforce Manipulation power for a more detailed explanation of this extradimensional energy). Furthermore, the PC has Power rank resistance to this energy and can see within his own Darkforce vapor. This Power is linked to Darkforce Manipulation; the Player can opt to replace one of his Powers for Darkforce Manipulation when creating the character.
13-16​
EctoplasmcastingThe PC can project an invisible expanded force of Ectoplasm (Spirit Energy) at Power rank range and damage. The Ectoplasm blast affects the target’s base Karma, not Health. If the base Karma drops to 0, then the RIP each start losing points, if the RIP each just happens to drop to 0, then the victim is a vegetable. (See the Ectoplasmshaping power above under the Energy Control section in this update).
17-20​
Electrical GenerationThe PC can freely generate a force of the energy spectrum at Power rank damage and range. However, the PC also has an innate ability to emit each energy of the Spectrum, separately at a -2CS. (See above the Electromagnetic Control power in the Energy Control section of this update).
Note: All individual energy effects still take place in a single blast, even though the energy is not in separate bursts. This is a Cosmic Power, so player must work with the Judge.
21-24​
Electro-Magnetism*The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
25-28​
Energy DoppelgangerGenerate an energy body from himself which can have powers and automatically has True Flight and power characteristic to the energy type.
29-32​
Extradimensional Energy Emission*The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
33-36​
Extraterrestrial Energy Emission*The PC can project an existing, yet unknown cosmic energy at Power rank damage and range. (See above the Extraterrestrial Energy Control power under the Energy Control section in this update).
Note: This is a Cosmic Power, so player must work with the Judge.
37-40​
Fire Generation
41-42​
Hard Radiation EmissionNote: Cosmic Energy is a combination of Hard Radiation energies in one.
43-44​
Heat GenerationNOT fire generation, possible power stunts
  • Causing breakdown of molecular or atomic bonds (Amazing and Unearthly FEAT
  • Negating a target's magnetism
  • Negating conductivity
  • Strengthening materials
  • Changing local weather
45-48​
Kinetic Bolt
49-52​
Light Generation
53-56​
Magnetism
57-60​
Microwave GenerationThe PC can generate and project microwaves at Power rank damage and range. (See above the Microwave Manipulation power under the Energy Control section of this update for more information regarding this energy).
61-64​
Nuclear GenerationThe PC can generate and project Nuclear energy at Power rank damage and range. PC also automatically has Power rank resistance. This power is Plasma of ALL energies found in a nuclear blast at -2CS.
65-68​
Plasma Generationalso create plasma fields with 2 of the following effects Light at -2CS illumination Heat at -2CS Flame at -2CS Hard Radiation at -2CS Magnetism at -2CS Electricity at -2CS
69-72​
Radiowave Generation
73-76​
ShadowcastingEmit a field that obscures energy intensity, the following are affected at listed power rank:
  • Light at Good or below
  • Heat at Excellent
  • Hard Radiation at Remarkable
  • Radiowaves at Incredible
  • Energy doppelgangers at Amazing
  • Energy Bodies at Monstrous
77-80​
Darkforce Generation
81-84​
Sonic Generation
85-88​
VibrationPower stunts vibratory shield with +2CS protection vs solid attacks
89-92​
Gas GenerationThe hero can generate and spray one or more different types of gases. It has an intensity equal to the power rank. Range is found on Column A of the Simultaneous Actions Table. The gas completely fills each area it goes through, and everyone in those areas is subject to the effects. It lasts three rounds and can only be used once every five minutes (50 rounds). The gas is still subject to wind, powers, etc. An Endurance FEAT roll against the intensity is allowed to resist the effects.
Die Roll Gas Type
  • Foul Odor: -1CS on all attacks, -1CS on Endurance FEAT
  • Paralysis: 1-10 rds, can only use mental powers
  • Blinding: hero is blinded 1-10 rds., all rolls at -4CS
  • Poison: power rank dam. each round in gas
  • Double vision: victim misses target 50% of the time
  • Sicken: incapacitation 1-10 rds
93-00​
BombThe hero has the ability to cause an explosion starting at the point the hero touches the ground and extending to the extent of the range. Range is found on Column A but the areas are cut in half. Damage is physical, but regardless if the victim takes damage or not all victims must make an agility feat roll or be slammed.
https://classicmarvelforever.com/cms/ultimate-powers-list.html#PowerControl
Power Control
01-04​
AssimilationThe PC has an extraordinary ability to copy genetic structures of the superhuman at Power rank and range. The intensity of this Power determines how well the PC can use the duplicated Powers and talents, and how many powers and talents at once he/she can use. Should the Player decide to limit the range by touch, he/she can raise this power rank a +1CS. The range is of this power is found under column B of the Range Table. The PC can assimilate a maximum number of powers. The Player must make a Red Power FEAT at the time chosen, then the number of targets the PC can copy at one time is determined by the maximum rank number (rounded off by tens) and/10. IE: Xerox has the Assimilation power at a power rank of Monstrous (the maximum rank number rounded off to tens is 80). Therefore at a maximum ability, he can copy 8 powers and talents at once.
05-08​
Avatar*The PC automatically is given the bonus Power of an Alter Ego of a Diety. This Alter Ego is an Avatar of another Diety or conglomeration of many Diety's abilities. Therefore, all source of powers of the PC are derived from the Avatar. Any previously generated powers are automatically now a portion of the Avatar's powers. When creating the character, the Player follows the rules for creation of a diety combing all previously generations into one. The player must work with a Judge and design the statistics of the Avatar, which he/she has chosen or imagined.
Note: This is a Godly Power.
09-12​
Base*The PC has a mental link with every portion of his/her base at power rank. The Base moves and shapechanges upon the merest commands of the PC. The Base can also develop both offensive and defensive gadgets, powers and abilities at Power rank.
13-16​
Control*
  • Manipulation: Change directions by a Green FEAT, alter effects on a Yellow and completely alter a power with a red.
  • Magnification/Reduction: increase or decrease by this power rank.
  • Negation: negate at a successful feat. Indirect control can be dodged.
17-20​
Cosmic Host*The PC is linked mentally with a cosmic entity. When the Player chooses this power, he/she must set aside all previously generated powers, or choose another power. The entity is a separate persona that is a part of the PC, which thrives on his/her emotions. When a certain emotion chosen by the Player and accepted by the Judge is displayed, the PC's persona reverts into the entity's persona. When generating this power, the Player may choose 3 primary abilities to be enhanced a +3CS, and 1 primary ability at a +6CS. All remaining powers generated, automatically are raised a +3CS. All primary abilities have a limit of (Unearthly) except 1 primary ability. All powers also are limited to (Unearthly). Should the PC reach this limit or beyond it, Player must then retire for the True persona of the entity has taken over and becomes an NPC now. This is a delicate and powerful ability, which must be periodically maintained, and reviewed with the Judge.
Note: This is a Cosmic Power.
21-24​
DanceThe PC's powers are generated by a Dance, which he/she performs. When generating the character, the Play may opt to choose any number of the previously generated powers and combine them in the Dance. The character's powers involved with the Dance automatically receive a bonus of a +1CS.
25-28​
Hyper-Power*The PC has a psychological stimulus that increases his/her FASE or RIP to a +1CS when in effect. When creating the character, the Player must come up with a psychological stimulus, and choose which group of ability stats that he/she wants the PC to have enhanced when in contact of the stimuli. IE: Moonknight's FASE ability ranks are enhanced during a full moon.
29-32​
Investment*The PC can invest a chosen target with powers at Power Rank. The Player must make a Power FEAT, to determine the duration of the bestowed powers. The following is a list of intensity FEATs and the duration:
  • Green: 1d10 hrs.
  • Yellow: 1day
  • Red: Permanent
    Note: Should the PC decide to invest a target with permanent powers, he/she must also spend an additional amount of Karma 5 times the Power rank number.
33-36​
Multi-TaskingThe PC has the unique ability to basically use any two powers at once. Player gets to generate one more additional power. He/she may opt to discard this power and choose another.
37-40​
Omniversal**The PC has an extraordinary ability to use any power at Power rank and range. All previously generated powers must be discarded when this power is chosen. The PC however must still make a Power FEAT in order to use a chosen power. Should the PC fail his/her FEAT, then he/she must make another FEAT on a different chosen power. Moreover, any power that the PC was not able use, cannot then be used until the following day.
Note: This is an Omni Power.
41-44​
Power Absorption*The PC can absorb the superhuman powers of his/her victims at Power rank.
45-48​
Power Creation*Create up to power rank power at -3CS (not on himself) duration is 1 day times the creators Reason on a green FEAT, yellow gives 10 days times Reason and red gives permanently.
49-52​
Power DominationSome sort of domination the character can control the use of powers, it's a FEAT of power rank vs. Psyche.
53-56​
Power DuplicationThis is the only power a character can have, he duplicates any one power at a time at his own power rank, a green FEAT enables him to store the knowledge of the power for future use, otherwise he must be within 10 feet of the power used. The other powers rolled when the character was created are powers, which he previously encountered.
57-60​
Energy SourceThe hero draws his power from an outside source. (you may roll another power)
61-64​
Energy Source CreationThe character can create objects that can hold powers and that are released on special circumstances. The item for instance can act as another characters power source.
65-68​
Power FocusChannel all his power ranks and ability ranks in 1 ability or power burst. They are all totaled together in one massive outburst, afterwards all ranks drop to Feeble. This power rank number is the number of points the character can regain each turn.
69-72​
Power GestaltA power created when two characters touch
73-76​
NemesisReplaces all other powers. In 2 round the characters can develop a counter-power vs. his adversary or up to a +1CS version of the adversary’s own power. The nemesis power can cope with only 1 person at a time.
77-80​
Power TransferalTransfer a part of your powers to another
81-84​
Power VampirismDrain powers as vampirism
85-88​
Residual AbsorptionDuplicate a power by absorbing leftover traces. green FEAT gives a duration of reason x 100 turns, yellow: reason x 10.000 turns, red: permanent.
89-91​
ScreamThe PC can emit a Scream that is the source and focus of his/her powers. The Player may opt to choose this power or another. The rank of the power caused by the scream is equal to the original power rank of the power, plus the rank of this power. Should the Player decide to keep this power, he/she may opt to choose an additional power.
92-94​
SelectionOnly one of the characters powers can be used at a time (roll another power).
95-97​
Weakness CreationBestow a character with a weakness with a duration of 10 turns x reason when a green FEAT is made, 1000 x when yellow, 10.000 x when red.
98-00​
Imbuing*The character with this power has the ability to charge an object or person with raw power. How that power is released is dependent on which form of the power the player rolls.
01-70 Objects only
71-95 Beings only
96-00 Objects and Beings
  • Objects only: The character may take power from an extra-dimensional or cosmic source and imbue it into an item. These items may inflict power rank damage if thrown. Optionally, the Judge may determine that the size of the object may affect the damage done with larger objects gaining a +1CS and smaller object inflicting -1CS. It may also be stated that for every additional round that the character spends imbuing the item, the damage may be increased by +1CS, with a maximum of +3CS. If the item is not released before the beginning of the fourth round, the energy becomes internalized and the character takes damage equal to his power plus +3CS.
  • Beings only: The character with this form of the power may grant superhuman abilities to ordinary beings. Powers granted may not exceed this power rank. When granting powers to others, a power FEAT roll must be made. On a White result, powers granted are at a -3CS to this power rank; on a Green result, powers are granted at power rank intensity but are determined randomly; On a Yellow, the powers may be chosen; and on a Red FEAT, the powers are granted permanently.
  • Objects and Beings: POOF! You're Galactus!
8EFAA803-F846-4A4A-977D-9CEDB637B854.jpeg

https://mshgamer.com/wp-content/uploads/2013/03/TSR6876.MA3_.Ultimate.Powers.Book_.pdf
7621EC6E-8EC5-4663-BA78-B958415E5466.jpeg

https://mshgamer.com/wp-content/uploads/2013/03/TSR6870.MHAC9_.Realms.Of_.Magic_.pdf
00933295-AABA-4102-ABCA-8DFE5549C7F7.jpeg

http://downloads.dragonsprophecy.net/rifts/Rifts-BookOfMagic.pdf
B3B3AE2C-E5C3-4D22-8653-92D932B32479.jpeg

http://image.lundo.com/rpg/dnd/Books/Deities and Demigods.pdf
2C44AC3E-D69D-4F68-8436-ACBA768489A3.jpeg

https://ralp.net/dungeons/Mage the Awakening - Core Rulebook.pdf
A8CADB07-05C0-4ECF-95F1-BA8D114B73B1.jpeg

http://scrow.thedailypos.org/exalted/Exalted_Third_Edition.pdf
EFF4F984-7164-465C-B7AA-204176C033CA.png

https://en.m.wikipedia.org/wiki/The_Sims_4
0F504D5F-8616-4A16-A497-B6BE7EE6E8E2.jpeg

https://en.m.wikipedia.org/wiki/Cyberpunk_2077
960DD690-7F33-4B61-93E5-B05200CB41F7.jpeg

Origin Infinite Rache Bartmoss
:FU:
https://en.m.wikipedia.org/wiki/Women_in_the_Israel_Defense_Forces
https://en.m.wikipedia.org/wiki/Category:Female_generals_of_Israel
Female generals of Israel.

A​

B​

D​

R​

:FU:
 
Last edited:

destroyer

Alfrescian
Loyal
FAE795EB-15BA-4A6D-A0C9-DBA8DFBB1282.jpeg

UNPOL United Nations Police USSF United States Space Force 4-Star General Origin Infinite Eve
UNPOL United Nations Police Female Commissioned Officers True First Original AI Artificial Intelligence Origin Infinite “Guardian Eve”
25) UNPOL United Nations Police (80% Varaibim Hau Cheong + 5% 12th Panchen Lama “Guardian Eve” + 5% “Mother Earth” Maria Lee + 5% United States President Joe Biden + 5% United States Vice President Donald Trump) UNPOL Asian Shekhinah UNPOL Mongolia UNPOL Xinjiang UNPOL Hong Kong - United Nations' 7th Principal Organ
26)
Islamic Kabbalah Temple Of UNPOL United Nations Police (80% Varaibim Hau Cheong + 5% 12th Panchen Lama “Guardian Eve” + 5% “Mother Earth” Maria Lee + 5% United States President Joe Biden + 5% United States Vice President Donald Trump) UNPOL Israel UNPOL Saudi Arabia UNPOL Egypt UNPOL Middle East UNPOL Western Asia UNPOL Central Asia - “Varaibim’s Codeless & Varaibim’s Codes”
27) “
New Oasis(80% Varaibim Hau Cheong + 5%12th Panchen Lama “Guardian Eve” + 5%“Mother Earth” Maria Lee + 5% United States President Joe Biden + 5% United States Vice President Donald Trump) - Guardian EveDark LilithMother EarthWatcher Hollywood” “Joker Allah

https://en.wikipedia.org/wiki/List_of_premodern_combat_weapons
This is a list of historical pre-modern weapons grouped according to their uses, with rough classes set aside for very similar weapons. Some weapons may fit more than one category (e.g. the spear may be used either as a polearm or as a projectile), and the earliest gunpowder weapons which fit within the period are also included.

Offensive weapons[edit]​

Melee weapons[edit]​

Main article: Melee weapon

Hand or fist weapons and fans[edit]​

Single-handed weapons not resembling a straight dagger blade, usually wielded without wrist action; often protects the forearm.

Edged and bladed weapons[edit]​

Main article: Edged and bladed weapons
Thrusting and cutting weapons for melee combat. Col. D.H. Gordon's classification has been used where applicable.[2][3]

Swords[edit]​

Main article: Sword
Further information: Types of swords
Long swords were classified by Gordon as longer than 28 inches/71 cm.[2]

Curved one-handed swords[edit]​

Straight one-handed swords[edit]​

Curved two-handed swords[edit]​

Hand-and-a-half and two-handed greatswords[edit]​

Shortswords[edit]​

Delineated as 20-28 inches/51–71 cm total length.[2]
Curved shortswords
Straight shortswords

Axe-like swords[edit]​

Generally, convex blades used for heavy chopping or slashing.

Other swords[edit]​

Fighting knives and daggers[edit]​

Main articles: Fighting knife and Knife
Further information: List of daggers

Axes[edit]​

Main article: Axe
  • Adze (Improvised, European)
  • Bardiche (European)
  • Battle axe (European)
  • Bhuj with blade shaped like the dagger on a long shaft[1]
  • Broadaxe (European)
  • Congolese axe (African)[1]
  • Dahomey axe club, also an effective blunt weapon (African)
[1]

Polearms and spears[edit]​

Main articles: Polearm and Spear
Wielded mainly with two hands. Primarily for melee with sweeping, thrusting, and or hooking motions.

Blunt staves[edit]​

Main article: stick fighting

Spears[edit]​

Main article: Spear
Further information: List of types of spears § Spears which are usually used in melee combat
Thrown spears and javelins are listed under ranged weapons.

Polearms with axe-like blades[edit]​

Polearms with spikes and hammers[edit]​

Bows[edit]​

Longbows[edit]​

Recurved bows[edit]​

Short bows and reflex bows[edit]​

Crossbows[edit]​

Flexible weapons[edit]​

Whips[edit]​

Used for whipping.

Sectional and composite[edit]​

Having multiple handles or holdable sections.

Chains and ropes[edit]​

Having a heavy object attached to a flexible chain or rope. Wielded by swinging, throwing, or projecting the end, as well as wrapping, striking, and blocking with the chain or rope, sometimes attached to another type of weapon.

Defensive weapons[edit]​

Further information: Self-defense and Armour

Shields[edit]​

Used not only to block strikes and missiles but also swung outwardly (or in quick upward motions) to strike an opponent. Also used to rush an opponent (known as shield bashing). Some shields had spikes, sharp edges, or other offensive designs.
Part

See also[edit]​

Swords
https://classicmarvelforever.com/cms/ultimate-powers-list.html#Magic
Magic
Note: Magic in itself is a powerful Power, so players must work with the Judge.
01-03​
AbjurationThe Mage can cast spells involving individual protection of him/herself or others at Spell rank. The following are spells the Mage can cast:
  • Armor
  • Damage Absorption*
  • Damage Conversion*
  • Healing
  • Immovability
  • Aura Shield
  • etc.
04-06​
AlchemyThe Mage has the ability to mix and concoct magic potions and elixirs for a variety of effects at Spell rank. A beginning number of potions the Mage has concocted is equal to the Spell rank. If any potions or elixirs are created in excess of this number, then the new potion replaces one of the numbered. The following are some of the potions and elixirs that have been developed:
  • Healing: Restores target's Heath points equal to Spell rank up to normal number.
  • Paralyzing: Target cannot move 1d10 rounds. If target's Endurance is higher than Spell rank, target may make an Endurance FEAT to avoid this effect.
  • Sleeping: Target is put in a state of sleep for 1d10 rounds. If target's Psyche is higher than Spell rank, target may make a Psyche FEAT to avoid this effect.
  • Life: Bestows temporary Longevity to target for 1d100*Spell rank days.
  • Ressurection: Restores targets Endurance to stable at 0.
  • Transmutation: Change elements into other elements at Spell rank.
  • Explosive: Creates a force of intensity equal to the Spell rank of damage and area effect.
  • Strength: Temporary increases the target's Strength +CS of the Spell rank number / 10.
  • Agility: Temporary increases the target's Agility +CS of the Spell rank number / 10.
  • Magic: Temporary increases the target's Spell ranks +CS of the Spell rank number / 10.
  • Endurance: Temporary increases the target's Endurance +CS of the Spell rank number / 10.
  • Power: Temporary increases the target's Power ranks +CS of the Spell rank number / 10.
  • Rejuvination: Testores targets Health and Karma to original number of points.
    A Spell FEAT must first be made in order to create a potion or elixir each time. If not, then the potion or elixir is just that, a vile of mixed liquids.
07-09​
AlterationThe Mage can cast spells that alter the physical state of him/herself at Spell rank. The following are spells the Mage can cast:
  • Alteration-Appearance; Natural Weaponry; and Bone
  • Shapeshifting-Limited
  • Absorption*
  • Apparition
  • Chameleonic Coloring
  • Density Control-Self
  • etc.
10-12​
Astral Supremacy*The Mage has a unique mastery over the Astral Plane. This gives the caster a +1CS on Magic FEATS while on the Astral Plane.
13-15​
ConjurationThe Mage can cast spells that bring Magical artifacts or life forms into the present reality. The Mage must have a good knowledge of what he/she wants to Conjure into this reality.
16-18​
DemonicThe Mage can cast spells of Magic that are found among the lores of the Demons at Spell rank. The following are Demonic spells the Mage can cast:
  • Shapeshifting-Limited and Unlimited
  • Soulfire
  • Hellfire
  • Dimensional Aperture**
  • Fear
  • Psychic Vampirism*
  • Astral theft**
  • Telepathy-Limited
  • Alteration-Natural Weaponry
  • etc.
19-21​
Dimensional PocketThe Mage has an extradimensional space that he/she can recall or place objects in. This Pocket can almost store an unlimited amount of items. The size of this pocket opening is equal to the Spell rank number in inches of feet.
22-24​
DivinationThe Mage can cast spells that give him/her foresight on knowledge and events unknown. The following are spells the Mage can cast:
  • Dual Persona.
  • Enchanted Eye
  • Foretelling
  • Apparition
  • Gramarye
  • Learning
  • Post-cognition
  • Sensing(ALL)
  • etc.
25-27​
ElementalThe Mage can control the four elements of the Universe; Earth, Wind, Fire, and Water at Spell rank (See Nature Control p.24-25 in the Realms of Magic). The Mage also has an ability to summon Elementals at Spell rank. The Mage can also create Elementals at Spell rank Abilities and Powers.
28-30​
EnchantmentImbue an item with spells which then releases it at a specific moment
31-32​
Energy SourceNot a real power, the character can perform magic while in contact with his energy source
33-34​
Enhancement*The Mage has the unique ability to increase the abilities of an individual. The Spell can also bestow powers upon the subject. The Mage must make a Psyche FEAT roll before he/she can do this; the Mage may add Karma to a roll at anytime:
White-2 abilities raised, +2CS,
Green-3 abilities raised, +3CS, plus a random power,
Yellow-3 abilities raised, +3CS, plus two powers,
Red-4 abilities raised, +3CS, plus three powers.
35-36​
EntreatyThe Mage can summon the magical Entities and their magical Powers from the dimensional planes of reality in the Universe at Spell rank. The Mage must have an Entity that belongs to the same school of Magic.
37-38​
EvocationThe Mage has the ability to evoke the forces of ancient magical energies in the universe. The following are spells the Mage can cast:
  • Eldritch Energy (ALL)
  • Energy Control (ALL)
  • Glamor
  • Vapors (ALL)
  • etc.
39-40​
FaerieThe Mage can cast spells that exist within the ancient lore of the Elves and fairies. The following are spells the Mage can cast:
  • Charm
  • Confusion
  • Emotion Control
  • Forgetfulness
  • mesmerism
  • etc.
41-42​
FamiliarThe mage uses living creatures as an conduit of his/her senses and powers. The Mage must be in contact with the Familiar in order to achieve any magical powers aside from just communication.
Note: the familiar could be Magic in nature.
43-44​
IllusoryThe Mage can cast spells that create simulations of reality at Spell rank. The more realistic these simulations appear to others depends on the intensity of the Spell FEAT.
45-46​
Imprisonment*The Mage can bind a person's body to a specific place or area. If the person ever physically leaves that area, his/her body would completely disintegrate; moreover, he/she cannot draw upon the energies of Magic without this prison. However, the person can draw upon the energies of the Imprisonment sanctum, and cast spells with a +2CS to the original Spell rank, and his/her body will not age.
47-48​
Internal LimboTargets can resist by using Strength agility or a travel power and the mage must make a Agility FEAT to capture a moving target. He can only draw in targets smaller or equal than himself.
What it does is allow the Hero to literally have a world of their own. The Pocket Reality is attached to the Hero in some way (unless taken as a piece of Equipment); and the hero can control who or what enters the Pocket Reality. The size of the Pocket Reality is dependent on the Intensity of the power; see the Range Table for more details. Also, the Pocket Reality can generally only support life for a number of people equal to its intensity (not including the hero who has it). The pocket Reality is not necessarily an actual separate dimension, it could be a dimensionally collapsed part of the Hero’s own body or it could actually disintegrate the targets and put them into cyberspace.
Unless the Hero’s stunts say otherwise, the actual world of the pocket reality is a void, but one which sustains all life within it as though they had Life Support of an intensity equal to the Pocket Reality’s intensity.
Generally, objects of any size can be transported to the Pocket reality itself, but they must be able to fit first. To voluntarily move from where the Hero is to the Pocket Reality, the person or thing must be touching the hero. If the hero wishes to force someone to enter the Pocket Reality, they have to touch the target, which is an easy Agility feat. Then they must make an action to draw them in. To leave the Pocket Reality, the victim should make an Endurance feat. The Hero can remove anyone from the Pocket Reality if they choose.
  • Teleportation: The Hero gains Teleportation by moving through his own pocket reality.
  • Emotion Control: The Hero can use Emotion Control on anyone in the Pocket Reality
  • Life Support: The Hero gains Life Support
  • Telepresence: The Hero can send an illusory representative of himself into the Pocket Reality.
  • Vortex: The Hero can attempt to suck someone in firing distance into the Pocket Reality. It’s resisted by their strength, usually.
  • Implosion: By pushing this power to the limit, the Hero can suck everything and everyone in firing distance into the pocket reality.
49-50​
InvocationThe Mage has the ability to invoke the spells of past, ancient Magi at Spell rank. Usually the spell is named after the ancient Wizard. The following are examples of possible spells the Mage can cast..
  • Dakimh's Magic Missiles
  • The Ancient One's Spell of Silence
  • The Gateway of Agatha Harkness
  • etc
    Note: The Mage has an unlimited array of possibilities for Spells of Invocation.
51-52​
ItemThe Mage can create a Magical object of any kind at Spell rank and keeps it in his/her possession or protection. The item's Material strength and Power is equal to this Magic's Spell rank.
53-54​
Life Protection*The Mage can totally protect the life of him/herself. When affected by this Spell he/she ignores all Kill results.
55-57​
Magic Absorption*The Mage has the ability to acquire the magical powers and abilities of other Magi at Spell rank. The Mage must touch the target in order to gain these abilities, and the target may make a Psyche or Endurance FEAT to avoid the effect. (See the Power Absorption power in the APB p.79 for more details on this power in its unmagical nature).
58-59​
Magic ControlManipulate, magnify/reduce or negate magic
60-61​
Magic CreationInvest beings with new magical powers.
62-63​
Magic DominationA form of Mind Control that forces other Mages to cast magic spells the way the holder of this power wants it.
64-65​
Magic TransferalTransfer Magical Power to a person in contact (or at -1CS / 10feet distance) The mages own rank drops by the transferred amount. A Green Reason FEAT means the duration is 100* the combined reason of target and mage, yellow means 10000* and red means permanent
66-67​
Magic VampirismDrain magical powers from objects or drain living Magic from a living being
68-69​
NecromancyThe Mage can cast spells that deal with utilizing energies of the dead at Spell rank.
70-71​
PhantasmalThe Mage can create realistic simulations of spirit matter at Spell rank. All simulations are of Spell rank Strength, Endurance, Material or Power, and attain all the other attributes of the Mage. The duration of the Phantasmal determines the intensity of the Spell FEAT.
72-73​
Power SimulationMagical version of a normal power. (roll again)
74-75​
Reality AlterationReshape time, choose one of the following:
  • Alter Future: up to power rank in turn, the harder the higher the feat
  • Alter Present: create some sort of pocket-dimension with a number of people equal to his rank. Green feat for small alterations, etc. Duration, green reason feat gives 2 hours * reason rank, yellow=1 day * Reason rank, red=10 days * Reason rank (permanent at judge discretion)
76-77​
Spirit EvictionThe Mage has the magical ability to force a spirit from its body at Spell rank. The Mage then can absorb the flesh of the abandoned body. If for some reason the spirit Eviction is halted, the Mage can control the subconscious mind of the victim later at Spell rank. Furthermore, if the target has formerly encountered this Spell, he/she gets to make a Psyche FEAT to avoid the effects of the Eviction.
78-79​
Spirit VampirismDrain Intuition and Psyche to increase Strength, Endurance, Psyche and powers
80-81​
Sympathetic MagicPowers work through some sort of Effigy, sticking pins in it hurts the character.
82-83​
Techno-MagicThe Mage has the unique ability to combine Science and Magic. The Spell rank of this Magic Power is added to that of the Mage's Reason, Intuition, Psyche, and other Spell ranks when dealing with research, inventions, Science skills and spells of Techno-Magic. This is a Science. When generating the Character, the Player must have at least one Science talent rolled or he/she gets to choose one automatically.
84-85​
ThaumaturgyThe Mage can cast spells that capture and confine others, rather than harm at Spell rank. The following are spells the Mage can cast:
  • Bands
  • Net
  • Trap
  • Wave
  • etc.
86-87​
WardingCreate wards that have up to rank number of power rank intensity powers to go of when certain conditions are met.
88-89​
Witchery*The mage can cast spells that only affect others individually at Spell rank. The following are spells the Mage can cast:
  • Density Control-Others
  • Curse
  • Growing-Others
  • Healing-Others
  • Invisibility-Others
  • Shrinking-Others
  • etc.
90-95​
WildThe Mage can cast spells that manifest distorted, but yet potent effects of a chaotic nature at Spell rank. Judge determines the chaotic nature of each Spell that is cast.
Note: Wild Magic is not Chaos Magic.
96-00​
Probability ControlLike is says, folks; this power allows one to tinker with probability itself in strange and wonderful ways.
https://classicmarvelforever.com/cms/ultimate-talents-list.html#Mystic
(71-74) Mystic and Mental Skills
01-08BibliophileThe character has an extensive knowledge of magical books, scrolls, or other primarily informational items, and the lore concerning them. He has a +2CS when using or researching these.
09-16DemonologistThe character has studied accounts of demons in the Marvel Universe and he knows how dangerous and hostile they are. The character receives a +1CS in any situation involving demons, including research, communication, identification and combat.
17-24Mesmerism and HypnosisThis talent is a primitive form of Mind Control at the Power rank number equal to the Reason of the character with this Talent. Information can be gained as per a Mental Probe, and posthypnotic suggestions may be implanted within the victim's mind. Any attempt to force an individual to do something that he would not normally do, or divulge information that he would not normally reveal, will cause the hypnotism to break. A hypnotic command fades in 1-10 hours after it is given.
25-32Mystic BackgroundThis "Talent" shows that the character has some background with magical forces. A character with this Talent may have Magical Powers, with the approval of the Judge.
33-40Occult LoreThe character has made extensive studies into the area of occult happenings, including: unexplained events and mysteries of the world, hauntings, and other manifestations of the spirit world. He has a +2CS when researching or dealing with occult events.
41-48Resist DominationThis permits the character to resist mental attacks as if the character had a mental power of Psyche +1CS.
Ritual MagicsReason FEAT to perform magical ceromonies. To do this you need knowledge of the ceremony (usually from a book), equiptment, and time. Time is 1d20 times 2 = rounds of spellcasting needed.
49-56RunesmithThe character is a transcriber and translator of runes, especially ancient, magical runes. The character has a +2CS whenever studying, deciphering, or inscribing runes.
57-65Scholar of AntiquitiesThe character has an extensive knowledge of antiques, especially ancient magical artifacts and lore concerning them. He gains a +2CS when dealing with them
66-74Sleight of HandThe character with this Talent may palm small items, making them appear or disappear with Agility +1CS ability.
75-83TheogonyThe character has a +2CS when researching information on the powerful extradimensional beings and gods of the Marvel
84-92TranceThe character may place himself into a trance. While in a trance the character slows his body functions to such a level that he may be assumed to be deceased. A character in a trance reduces needs for food and water to a minimal level, and may regain Endurance ranks at one rank per day.
93-00Zoologist of MagicAllows a +1CS when attempting to identify magical creatures and their powers.
https://classicmarvelforever.com/cms/ultimate-powers-list.html#MatterControl
Matter Control Powers
01-04​
AnimationThe PC can cause inanimate figures made of any substance to grow or shrink, and to become animated. The PC can also mentally command the now animated figure to do any thing he/she desires. The PC can cause the figure to grow up to a height equal to its current size times the Power rank number *5 feet, and shrink to its normal size divided by the Power rank number *5 centimeters. Each figure when animated develops a bond with the PC. Both the PC and the animated figure can now and then communicate telepathically.
05-08​
BondingBonding on molecular level, first turn Fe and +1CS each turn until power rank is reached
09-16​
CollectionCollect matter from your surrounding for instance salt from the sea, this can also affect phasing or ethereal targets if the user remains concentrating.
17-24​
CrystallizationTo affect a moving target agility FEAT, victims may resist as normal. Target (living or non-living) is transformed in gem-like substance with power-rank material strength for 1 min/power rank. If a living being is shattered he remains crystallized until he is somehow reassembled
25-32​
Diminution
33-40​
DisruptionMaterial strength determines FEAT, living targets may resist as energy attack
41-44​
Enlargement
45-48​
Extradimensional Matter Control*(See Above under Extradimensional Energy in the Energy Control section for more information regarding this special Power).
49-52​
Extraterrestrial Matter Control*(See Above under Extraterrestrial Energy in the Energy Control section for more information regarding this special Power).
Note: This is a Cosmic Power
53-56​
GeoforceLocate earth-related things, create volcanoes, earthquakes etc.
  • Earth Control: This power is basically unchanged from its description on p. 73-74, Player’s Book. It is possible to levitate or throw earth with this power, both considered separate power stunts. A character could, thus, learn to fly about on a hunk of rock.
  • Earth Animation. The character can create a semi-living creature of earth. It remains in existence for power rank turns, or until dispelled or destroyed. An earth elemental has only FASE scores. To determine their ranks, double Earth Control power rank and divide among FASE as desired. The elemental has Body Armor equal to power rank.
57-64​
Matter AnimationAlter flow of raw material air, liquid or solid
  • Air Control: This power is basically unchanged. Note that according to its description, p. 74, Player's Book, air control begins with four power stunts. A vengeful Judge might want to amend that. An additional stunt is:
  • Air Animation. The character can create a semi-living creature of air that resembles a swirling whirlwind. It remains in existence for power rank turns, or until dispelled or destroyed. An air elemental has only FASE scores. To determine their ranks, double Air Control power rank and divide among FASE as desired. The elemental flies at speed rank equal to its Agility.
  • Cold Control: by decreasing air pressure in an area, the Hero gains cold control
65-70​
Machine Animationvs. machines 'Psyche' which is zero when non-sentient, machine can move at rank -2CS
71-74​
Matter Teleportation*(The PC can either teleport an object to or from his/her vicinity. The amount of mass the PC can teleport is equal to the Power rank number in tons / PC's Health rounded. When the PC brings items to him/her, he/she does not create them but only seizes existing ones.
75-79​
Micro-EnvironmentIn a close sphere around the hero there's fresh air, normal temp etc. this protects against acid rain, extreme temp gasses etc.
80-86​
Moldingshape solid material
87-90​
Warping*The PC can alter the Material Strength of matter by a +/- 2CS, Shapeshift it at Power rank, and manipulate it as if he had Power rank Telekinesis.
91-95​
Weather Control
96-00​
Zombie AnimationPhysical abilities at -3CS power rank, mental abilities are zero, health as power rank up to psyche rank zombies can be controlled, they are immune to psionics or mental powers, disease, poisons, pheromones, hard radiation and sonics.
https://classicmarvelforever.com/cms/ultimate-powers-list.html#MatterConversion
Matter Conversion Powers
01-10​
ColorationChange colors, this power can equal -2CS shadowcasting, shadowshaping, heat emission, force-field vs. heat
11-20​
CombustionSpontaneous combustion in 1-10 turns, power rank damage
21-30​
DisintegrationThis is an especially brutal power that the Judge may wish to allow only with restrictions. This is great power for a master villain, but not a very good one for most heroes. Use of Disintegration, which normally has no range, is simple. After an Agility FEAT to hit, the character makes a Disintegration FEAT versus either Endurance, protective power rank, or Material Strength, whichever is hardest. If successful, the target is destroyed entirely. If the FEAT fails, the target still suffers power rank damage. Against non-living targets, Disintegration will only affect an amount of weight up to what could be lifted using power rank as Strength.
  • Reintegration. The character can reintegrate anything she has disintegrated, restoring the target to its pre-disintegration condition.
31-40​
Elemental ConversionConvert matters into a specific element, each pound created costs 1 health. converting a living being results in the being placed in stasis, if only part is conversed, use your imagination what happens further, probably a kill result
41-50​
IonizationTarget emits electricity at -1CS power rank, effects are as -2CS disintegration, -2CS Feat or become temporarily ethereal
51-60​
Molecular ConversionSame as elemental conversion but this power can be used to form compounds in stead of just 1 element.
61-70​
Projective SizingThe PC can alter the size of any inorganic matter he/she touches. He/she can either cause a Shrink or Growth of the matter at Power rank (See the Diminution and Enlargement Tables in the UPB). Any AI target, such as a robot, may make a Material strength FEAT roll against the Power to avoid its effects.
71-85​
Transmutation*The PC has the Power rank ability to rearrange atoms and molecules in both inorganic and organic matter. He/she can change an object’s or creature's shape, IE: turns a man into a mouse. At a high rank, the PC even has the ability to change subatomic particles, IE: turns water into glue.
86-00​
Weight ManipulationThe PC can alter the mass of inorganic or organic matter, by either increasing or decreasing the weight of the target. The amount of increase is equal to the weight of the target plus the Power rank number times 10. The amount of decrease is equal to the weight of the target minus the Power rank divide by 10. If the PC is concentrating The following are possible stunts:
  • Attack target unarmed with Power rank damage.
  • Flight at Power rank.
  • Alter the speed of a target.
  • Attack with Power rank attacks.
  • Immovability at Power rank.
https://classicmarvelforever.com/cms/ultimate-powers-list.html#MatterCreation
Matter Creation Powers
01-10​
Artifact CreationCreate desired objects out of nothing, each pound costs 1 health, the character must have detailed knowledge of the designs he wants to create.
11-20​
Chemical CreationThe PC can create a Chemical out of the molecules and particles in the air at Power rank. The PC does this by secreting chemicals out of his body and using a limited Molecular Conversion he/she can make a liquid compound from water to acid. The Power rank determines how dense or how acidity the intensity of the Chemical is. The following are some chemicals that can be created:
  • water
  • battery acid
  • citric acid
  • dish soap
  • gasoline
  • turpentine
  • ammonia
  • etc.
    The PC can create in one turn the number of fluid ounces equal to the power rank number. The mass quantity and duration of the Chemical is determined at the time of its creation.
  • A Green FEAT gives the Chemical a low mass quantity and a duration of 1d10 turns.
  • A Yellow FEAT raises the mass quantity to a good stability and a longer duration of 100 times 1d10.
  • A Red FEAT makes the mass quantity of the Chemical a very high stability and duration of 1000 times 1d10.
    Each ounce of Chemical created costs one point of the PC's Health temporarily.
21-26​
Elemental CreationSame as Conversion except the element is created out of nothing. This gives nearly unlimited possibilities.
27-30​
Hyper-Dimensional PocketThe PC can create and open a small dimensional pocket out of the fabric of Space where he/she can store things and pull them out whenever desired. The Power rank determines the size of the opening equal to the number of inches per square foot. Thus, a Poor Hyper-Dimensional Pocket's opening would be 4 square inches.
31-39​
Lifeform CreationMaximum number of ounces equals the power rank number. A green reason FEAT gives a lifetime of 100* reason, yellow gives 10.000*, red is permanent. The hero must have detailed knowledge of the organism to create.
40-52​
Mechanical CreationCreate machines, duration as above
53-60​
Molecular CreationSame as conversion except again out of nothing.
61-65​
Nexus Creation*The PC can create and open out of the fabric of Space a Nexus to another reality of Power rank effectiveness. A Power FEAT determines the duration of the rip in Space when it's created.
  • Green FEAT will last for 1d10 turns.
  • Yellow FEAT will last for 1d100 turns.
  • Red FEAT will last for 1d100*2 turns.
66-76​
Projectile CreationStunning of power rank or combined with other powers the player has like power negation/control or induced teleportation. The PC can create a Projectile of any kind with an unusual Power effect. The following are Projectiles that can be made:
  • dart
  • arrow
  • boomerang
  • missile
  • ball
  • paper airplane
  • etc.
77-85​
SprayDoes Feeble damage and visibility is -2CS, combined with other powers for instance freeze cloud when the character also has cold emission.
86-90​
Undead Creation*(This is similar to Lifeform Creation, yet the Lifeform is Undead). The character can create a zombie-like creature from a corpse or skeleton at Power rank.. Its Reason, Intuition and PsycheC scores are all Shift-0. Unless commanded, it does nothing. FASE scores are as follows, based on the original creature’s ability scores: F -2CS, A -2CS, S +1CS, E +2CS. No ability score will be reduced below Feeble.
91-00​
WebcastingPower rank strength upon hardening, can also be combined for instance with spirit storage to capture disembodied spirits. Power Stunts possible include:
  • Stunt—Web Chute: The Hero can make a Parachute out of webbing.
  • Containers: The Hero can make a variety of containers such as backpacks, bags, pouches, patches for torn costumes, etc.
  • Fireproof: The Hero's webbing is Resistant to fire.
  • Gloves: The Hero may make gloves or kneepads or other small protective devices out of webbing to avoid damage from touching or bumping into things. Not that the Hero is clumsy, but this stunt protects them from damage caused by them hitting especially hard, sharp, hot, cold or otherwise dangerous objects.
  • Stingers: Instead of soft webbing, the Hero can shoot stingers made of web material which acts like a Stun Blast if the stingers impact with a target's nerves. This stunt is one degree more difficult due to the precision required.
  • Impact Webbing: Instead of a steam of webbing, Impact Webbing are little web-balls that expand and Ensnare shortly after contact. Impact Webbing is automatically one degree easier to hit targets with, but Ensnares as a Contingent Action
https://classicmarvelforever.com/cms/ultimate-powers-list.html#PowerControl
Power Control
01-04​
AssimilationThe PC has an extraordinary ability to copy genetic structures of the superhuman at Power rank and range. The intensity of this Power determines how well the PC can use the duplicated Powers and talents, and how many powers and talents at once he/she can use. Should the Player decide to limit the range by touch, he/she can raise this power rank a +1CS. The range is of this power is found under column B of the Range Table. The PC can assimilate a maximum number of powers. The Player must make a Red Power FEAT at the time chosen, then the number of targets the PC can copy at one time is determined by the maximum rank number (rounded off by tens) and/10. IE: Xerox has the Assimilation power at a power rank of Monstrous (the maximum rank number rounded off to tens is 80). Therefore at a maximum ability, he can copy 8 powers and talents at once.
05-08​
Avatar*The PC automatically is given the bonus Power of an Alter Ego of a Diety. This Alter Ego is an Avatar of another Diety or conglomeration of many Diety's abilities. Therefore, all source of powers of the PC are derived from the Avatar. Any previously generated powers are automatically now a portion of the Avatar's powers. When creating the character, the Player follows the rules for creation of a diety combing all previously generations into one. The player must work with a Judge and design the statistics of the Avatar, which he/she has chosen or imagined.
Note: This is a Godly Power.
09-12​
Base*The PC has a mental link with every portion of his/her base at power rank. The Base moves and shapechanges upon the merest commands of the PC. The Base can also develop both offensive and defensive gadgets, powers and abilities at Power rank.
13-16​
Control*
  • Manipulation: Change directions by a Green FEAT, alter effects on a Yellow and completely alter a power with a red.
  • Magnification/Reduction: increase or decrease by this power rank.
  • Negation: negate at a successful feat. Indirect control can be dodged.
17-20​
Cosmic Host*The PC is linked mentally with a cosmic entity. When the Player chooses this power, he/she must set aside all previously generated powers, or choose another power. The entity is a separate persona that is a part of the PC, which thrives on his/her emotions. When a certain emotion chosen by the Player and accepted by the Judge is displayed, the PC's persona reverts into the entity's persona. When generating this power, the Player may choose 3 primary abilities to be enhanced a +3CS, and 1 primary ability at a +6CS. All remaining powers generated, automatically are raised a +3CS. All primary abilities have a limit of (Unearthly) except 1 primary ability. All powers also are limited to (Unearthly). Should the PC reach this limit or beyond it, Player must then retire for the True persona of the entity has taken over and becomes an NPC now. This is a delicate and powerful ability, which must be periodically maintained, and reviewed with the Judge.
Note: This is a Cosmic Power.
21-24​
DanceThe PC's powers are generated by a Dance, which he/she performs. When generating the character, the Play may opt to choose any number of the previously generated powers and combine them in the Dance. The character's powers involved with the Dance automatically receive a bonus of a +1CS.
25-28​
Hyper-Power*The PC has a psychological stimulus that increases his/her FASE or RIP to a +1CS when in effect. When creating the character, the Player must come up with a psychological stimulus, and choose which group of ability stats that he/she wants the PC to have enhanced when in contact of the stimuli. IE: Moonknight's FASE ability ranks are enhanced during a full moon.
29-32​
Investment*The PC can invest a chosen target with powers at Power Rank. The Player must make a Power FEAT, to determine the duration of the bestowed powers. The following is a list of intensity FEATs and the duration:
  • Green: 1d10 hrs.
  • Yellow: 1day
  • Red: Permanent
    Note: Should the PC decide to invest a target with permanent powers, he/she must also spend an additional amount of Karma 5 times the Power rank number.
33-36​
Multi-TaskingThe PC has the unique ability to basically use any two powers at once. Player gets to generate one more additional power. He/she may opt to discard this power and choose another.
37-40​
Omniversal**The PC has an extraordinary ability to use any power at Power rank and range. All previously generated powers must be discarded when this power is chosen. The PC however must still make a Power FEAT in order to use a chosen power. Should the PC fail his/her FEAT, then he/she must make another FEAT on a different chosen power. Moreover, any power that the PC was not able use, cannot then be used until the following day.
Note: This is an Omni Power.
41-44​
Power Absorption*The PC can absorb the superhuman powers of his/her victims at Power rank.
45-48​
Power Creation*Create up to power rank power at -3CS (not on himself) duration is 1 day times the creators Reason on a green FEAT, yellow gives 10 days times Reason and red gives permanently.
49-52​
Power DominationSome sort of domination the character can control the use of powers, it's a FEAT of power rank vs. Psyche.
53-56​
Power DuplicationThis is the only power a character can have, he duplicates any one power at a time at his own power rank, a green FEAT enables him to store the knowledge of the power for future use, otherwise he must be within 10 feet of the power used. The other powers rolled when the character was created are powers, which he previously encountered.
57-60​
Energy SourceThe hero draws his power from an outside source. (you may roll another power)
61-64​
Energy Source CreationThe character can create objects that can hold powers and that are released on special circumstances. The item for instance can act as another characters power source.
65-68​
Power FocusChannel all his power ranks and ability ranks in 1 ability or power burst. They are all totaled together in one massive outburst, afterwards all ranks drop to Feeble. This power rank number is the number of points the character can regain each turn.
69-72​
Power GestaltA power created when two characters touch
73-76​
NemesisReplaces all other powers. In 2 round the characters can develop a counter-power vs. his adversary or up to a +1CS version of the adversary’s own power. The nemesis power can cope with only 1 person at a time.
77-80​
Power TransferalTransfer a part of your powers to another
81-84​
Power VampirismDrain powers as vampirism
85-88​
Residual AbsorptionDuplicate a power by absorbing leftover traces. green FEAT gives a duration of reason x 100 turns, yellow: reason x 10.000 turns, red: permanent.
89-91​
ScreamThe PC can emit a Scream that is the source and focus of his/her powers. The Player may opt to choose this power or another. The rank of the power caused by the scream is equal to the original power rank of the power, plus the rank of this power. Should the Player decide to keep this power, he/she may opt to choose an additional power.
92-94​
SelectionOnly one of the characters powers can be used at a time (roll another power).
95-97​
Weakness CreationBestow a character with a weakness with a duration of 10 turns x reason when a green FEAT is made, 1000 x when yellow, 10.000 x when red.
98-00​
Imbuing*The character with this power has the ability to charge an object or person with raw power. How that power is released is dependent on which form of the power the player rolls.
01-70 Objects only
71-95 Beings only
96-00 Objects and Beings
  • Objects only: The character may take power from an extra-dimensional or cosmic source and imbue it into an item. These items may inflict power rank damage if thrown. Optionally, the Judge may determine that the size of the object may affect the damage done with larger objects gaining a +1CS and smaller object inflicting -1CS. It may also be stated that for every additional round that the character spends imbuing the item, the damage may be increased by +1CS, with a maximum of +3CS. If the item is not released before the beginning of the fourth round, the energy becomes internalized and the character takes damage equal to his power plus +3CS.
  • Beings only: The character with this form of the power may grant superhuman abilities to ordinary beings. Powers granted may not exceed this power rank. When granting powers to others, a power FEAT roll must be made. On a White result, powers granted are at a -3CS to this power rank; on a Green result, powers are granted at power rank intensity but are determined randomly; On a Yellow, the powers may be chosen; and on a Red FEAT, the powers are granted permanently.
  • Objects and Beings: POOF! You're Galactus!
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Fighting
Fighting Powers
01-05​
Atemi*The PC can automatically strike an opponent with his/her finger or fore knuckle in the right area of the body and paralyze a limb, disrupt the nervous system, or knock them out altogether. These attacks on vulnerable points of the target can be used to affect the body and mind in numerous ways. This is a form of quick strike. PC gets +2CS to strikes (unarmed F). Then victim must roll and pass an Endurance FEAT. If target does not pass, then each strike depending on what intensity it is, causes mortal wounds on the opponent, internally and severely. The intensities are as follows;
  • Red: Endurance loss and triple Power rank damage;
  • Yellow: Paralysis and Power rank damage doubled, (treat this paralysis as a stun for 1d10rounds);
  • Green: Power rank damage, but victim is knocked out till 1d10 rounds.
    If target passes, then the FEAT is a White in which case he/she takes no damage.
06-10​
BerserkerReason and Psyche drop to Feeble while Strength and Fighting increase by the lost amount. (Example: A character with Remarkable Reason and Incredible Psyche loses 66 points (30-2 + 40-2 = 66) so his Strength and Fighting increase by 33 points each.) The character also gets power rank Iron will. The rage last for the entire combat + 1d100 turns.
11-15​
Chi**The PC can draw on the invisible force of the mind and body called Chi. He/she can utilize this force to accomplish a variety of Power stunts:
  • The PC can temporarily increase FASE a +1CS for ten rounds. For this to take effect the Player needs 1 turn to make a Psyche FEAT.
  • The PC can develop any number of attacks and defenses using Chi. All attacks and defenses are based off Psyche FEATS for the amount of damage. If the intensity of the PC's attack is one less or equal to his/her Psyche rank, then the attack temporarily causes a loss of Health equal to his Psyche's rank number. If the intensity of the attack is more than his/her Psyche's rank number, then the attack causes unconsciousness for 1d10 rounds.
  • The PC can develop his/her Chi Awareness; an ability to sense the level and type of Chi in others. He/she can sense the target's Chi level up to what his/her level is, and tell whether it's positive or negative.
  • The PC can also go into a deep meditation. This can calm the mind to; sleep instantly; eat without indigestion; relax in the face of danger; shake off the effects of insanity and drugs; or regain lost Chi.
  • The PC can utilize his/her Chi as a force field of Power rank equal to his/her Psyche rank. This force field is similar to the power Force Field.
    The PC can heal him/herself at Psyche's rank. The level of Chi the Character has is equal to the amount of Power stunts developed by this power. When creating the Character, the Player automatically gets to choose a stunt to begin with, and has Chi at first level. The type of Chi the Character has reflects the type of Karma the Character has.
  • Poison Resistance: The Hero gains Poison Resistance.
  • Disease Resistance: The Hero gains Disease Resistance.
16-20​
Dimak*The PC can totally disrupt the body's unnatural or natural healing ability, with just a one-finger attack. The target can perform any normal type of FEAT used in unarmed combat to avoid this attack. However, the effects of the Dimak reflect on the intensity of the attack after the defensive FEAT.
  • Red: the victim's suffers Endurance loss;
  • Yellow: the victim Health drops to 0;
  • Green: the victim takes 1point of the Dimak plus the PC's attack damage to his/her Health;
  • White: the victim takes no damage.
    Note: this is a Power that a PC must use discreetly, and should be accepted by the Judge before starting any campaign.
21-30​
FrenzyThe PC can increase both his/her Fighting and Endurance by a +1CS for the amount of rounds equal to his/her Psyche rank per day. An Endurance FEAT must be made in order for this Power to come into effect.
31-35​
Hyper-attack*The PC has an extreme ability to perform a variety of nearly impossible Fighting and Agility FEATS in one round. The PC can perform FEATS while in combat of a Power rank equal to the rank number of his/ her fighting or Agility rank number added to the rank of this power +1CS.
For example; Captain Karate has a Fighting of Incredible, an Agility of Excellent, and a strength of Good. His Hyper-Attack power is at Monstrous rank +1CS. Thus if Captain Karate did a spinning kick at Joe Thug, his Multiple attacks would be around (Shift-X) 15 or more attacks; a Fighting rank at (Shift-X); and an Agility FEAT to perform the spin at (Shift-X) too. Thus the whole attack would be a (Shift-X) FEAT of 15 or more strikes of (Good) 10 points at Joe Thug's Health for the first round. He wouldn't know what hit him! The amount of Fighting or Agility Power stunts that can be developed with this unique power are unlimited.
36-40​
Hyper-ChargeThe PC can increase his/her area movement and speed an additional rank in a single round. When creating the Character, the Player has the option of raising the Endurance rank to +2CS. This new Endurance acts as a Body Resistance, and only when Charging.
41-48​
Martial SupremacyChoose a Martial Arts then add this powers rank to the already possessed skill. Character can also do power rank damage to non-living matter. The power may be changed for swordsmanship or archery.
49-55​
Mirror-ImageThe PC has a unique ability to counter a combat FEAT back at his opponent with a reflection of the same FEAT. This ability confuses the target so that the target receives a -1CS to all FEATS performed during the functioning of this Power. Each Player attacks simultaneously. the rolls are made and adjusted to a final FEAT. The highest FEAT intensity rolled wins the strike.
For example; Copy Commando is in a tight combat situation with Captain Kung Fu. Copy Commando's Fighting is at Good, and Captain Kung Fu's Fighting is at Amazing. Of course, Captain Kung Fu gets first initiative, and strike. He strikes!, huh? Copy Commando strikes the same way at the same time too. What gives? Are fearless Kung Fu agent is confused. Captain Kung Fu rolls his FEAT on Remarkable his adjusted rank (Amazing -2CS), and Copy Commando rolls his FEAT on Good. Both rolls are made. Captain Kung Fu gets a 56. A Green FEAT. Copy Commando gets a 83. A Yellow FEAT. BOOM! 10 points to Captain Kung Fu. Wait! he has Monstrous Armor Skin, OUCH! Our Hero of the day gets a broken. Note: if the FEATs are equal, then no damage and the brawl is at a stand off.
56-60​
Natural WeaponryRank is material strength of claws, teeth or other weaponry.
61-65​
Object Creation*The PC is able to create objects from his/her body substance, and utilize them as weapons. The Objects disintegrate after being separated from the host 1d6 rounds. Each Object damage is weapon-specific.
66-72​
RageThe PC loses Karma for all FEATS performed while in a Rage. This is not entirely a bad thing, however; the PC gains the following Abilities:
  • Psyche at Power's rank number, for resisting mental attacks. All stuns are ignored. A +1CS to all attacks
    This Power's rank must be at least higher than the normal Psyche rank. If not, then the Player must raise it +1CS, while in the creation of his/her Character.
73-80​
Weapon CreationCreate weapons out of thin air, same as molecular creation. The character can only make Reason number of weapons as he must have knowledge of the weapon to create it.
81-85​
Weapon TinkeringAssemble any weapon or even improve it on a red FEAT.
86-90​
Unique WeaponThe character has a unique weapon. It is generated with the character, and holds some (if not all) of his power slots.
91-95​
Holy Gift(Angel’s Only): Halo can change into magical item once per day upon successful feat of angel. Gift can have one property equal to power rank. I have made a shield of Amazing rank and edged melee, a horn that controls emotion at Amazing, a spear that scatters electrical energy at Amazing etc.
96-00​
Combat SenseThis power heightens the senses of the PC during times of battle, letting reflexes respond almost as fast as the signals get to the brain. The PC has to choose one of three ways this power works...
  • 1 melee attack per round, in addition to multiple attacks, etc.
  • 1 distance attack per round, in addition to normal attacks
  • 1 dodge per round, in addition to any other actions.
    Optional Powers: Martial Supremacy, Danger Sense
    Nemesis Powers: Opposing Combat Sense Power (1 extra dodge v. 1 extra attack, etc.)
283F6E3A-4A3E-4C96-8C97-2AA903510477.jpeg

https://mshgamer.com/wp-content/uploads/2013/03/TSR6876.MA3_.Ultimate.Powers.Book_.pdf
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https://mshgamer.com/wp-content/uploads/2013/03/TSR6870.MHAC9_.Realms.Of_.Magic_.pdf
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http://downloads.dragonsprophecy.net/rifts/Rifts-BookOfMagic.pdf
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http://image.lundo.com/rpg/dnd/Books/Deities and Demigods.pdf
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https://ralp.net/dungeons/Mage the Awakening - Core Rulebook.pdf
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http://scrow.thedailypos.org/exalted/Exalted_Third_Edition.pdf
AF4B2884-B9CE-47E0-9959-E2178800D6FB.jpeg

https://en.m.wikipedia.org/wiki/Cyberpunk_2077
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https://en.m.wikipedia.org/wiki/Total_War_(video_game_series)
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https://en.m.wikipedia.org/wiki/For_Honor
 
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