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Origin Infinite Joe Biden
46th President of the United States | |
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47th Vice President of the United States | |
United States Senator from Delaware | |
Member of the New Castle County Council from the 4th district | |
Personal details | |
Incumbent | |
Assumed office January 20, 2021 | |
Vice President | Kamala Harris |
Preceded by | Donald Trump |
In office January 20, 2009 – January 20, 2017 | |
President | Barack Obama |
Preceded by | Dick Cheney |
Succeeded by | Mike Pence |
In office January 3, 1973 – January 15, 2009 | |
Preceded by | J. Caleb Boggs |
Succeeded by | Ted Kaufman |
In office January 5, 1971 – January 3, 1973 | |
Preceded by | Lawrence T. Messick |
Succeeded by | Francis R. Swift |
Born | Joseph Robinette Biden Jr. November 20, 1942(age 79) Scranton, Pennsylvania, U.S. |
Political party | Democratic (1969–present) |
Other political affiliations | Independent (before 1969) |
Spouses | Neilia Hunter (m. 1966; died 1972) Jill Jacobs (m. 1977) |
Children | |
Relatives | Biden family |
Education | Archmere Academy |
Alma mater | |
Occupation |
|
Awards | List of honors and awards |
Signature | |
Website | |
Other offices
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24) UNPOL United Nations Police (80% Varaibim Hau Cheong + 10% United States President Joe Biden + 10% United States Vice President Donald Trump)
25) Temple Of UNPOL United Nations Police (80% Varaibim Hau Cheong + 10% United States President Joe Biden + 10% United States Vice President Donald Trump)
26) New Oasis (80% Varaibim Hau Cheong + 10% United States President Joe Biden + 10% United States Vice President Donald Trump)
https://en.m.wikipedia.org/wiki/List_of_deserts_by_area
https://en.m.wikipedia.org/wiki/List_of_deserts
United States President Origin Infinite Joe Biden Now Orders All Manners Of All Forms Of All “Varaibim’s True Time Police” & All The Like Now & All Manners Of All Forms Of All “V-Harems” & All The Like Now & All Manners Of All Forms Of All “Sea Of Japan Asian Shekinah” & All The Like Now To Surrender To United States President Origin Infinite Joe Biden’s UNPOL United Nations Police Now Permanently Now Formally Now Officially Now Totally Now Completely Now Forever Now Immediately Now & All The Like Now!
https://en.m.wikipedia.org/wiki/Combat_Missions
https://downloads.dragonsprophecy.net/Rifts - Palladium - Mercenaries.pdf
https://en.m.wikipedia.org/wiki/List_of_active_duty_United_States_four-star_officers
https://en.m.wikipedia.org/wiki/Lis...d_States_senior_enlisted_leaders_and_advisors
https://en.m.wikipedia.org/wiki/List_of_United_States_Army_Military_Police_Corps_units
https://en.m.wikipedia.org/wiki/List_of_United_States_Navy_SEALs
https://en.m.wikipedia.org/wiki/List_of_former_Special_Air_Service_personnel
https://en.m.wikipedia.org/wiki/Five_Eyes
https://en.m.wikipedia.org/wiki/Director_of_Central_Intelligence
https://en.m.wikipedia.org/wiki/Director_of_National_Intelligence
https://en.m.wikipedia.org/wiki/List_of_United_States_state_and_local_law_enforcement_agencies
https://en.m.wikipedia.org/wiki/Director_of_the_Federal_Bureau_of_Investigation
https://en.m.wikipedia.org/wiki/Category:Lists_of_American_police_chiefs
https://en.m.wikipedia.org/wiki/Lis...d_for_an_on-duty_killing_in_the_United_States
https://en.m.wikipedia.org/wiki/Lis...lled_in_the_line_of_duty_in_the_United_States
https://en.m.wikipedia.org/wiki/Category:British_police_chief_officers
https://en.m.wikipedia.org/wiki/List_of_military_leaders_in_the_American_Revolutionary_War
https://en.m.wikipedia.org/wiki/Category:Lawmen_of_the_American_Old_West
https://en.m.wikipedia.org/wiki/Category:Outlaws_of_the_American_Old_West
https://en.m.wikipedia.org/wiki/List_of_Native_American_leaders_of_the_Indian_Wars
NO SINGAPOREANS
https://en.m.wikipedia.org/wiki/Rudy_Boesch
Rudy Boesch delivers opening remarks for the third annual Rudy Run SEAL Challenge at Naval Amphibious Base Little Creek in 2007
Birth name | Rudolph Ernst Boesch |
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Born | January 20, 1928 Rochester, New York, U.S. |
Died | November 1, 2019(aged 91) Virginia Beach, Virginia, U.S. |
Allegiance | United States |
Service/branch | |
Years of service | 1945–1990 |
Rank | Master chief petty officer |
Unit | U.S. Navy SEALs |
Battles/wars | Vietnam War |
Awards | Bronze Star Defense Superior Service Medal |
Other work |
Name | Team | Background | Notes |
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Mark Jackson | Alpha | SWAT | Whole-Team Discharge (Evolution 12) |
Scott Oates | Alpha | Navy SEALs | Whole-Team Discharge (Evolution 12) |
Mell Spicer | Alpha | Navy SEALs | Whole-Team Discharge (Evolution 12) |
Daniel Patrick O'Shea | Alpha | Navy SEALs | Voted Off (Evolution 7) No Replacement |
Frank Monestere | Alpha | Special Forces | Voted Off (Evolution 6) Replaced by Eric Johnson |
Chris Pate | Alpha | SWAT | Voted Off (Evolution 2) Replaced by Harald Zundel |
Harald Zundel | Alpha | Navy SEALs | Replaced Pate (Evolution 2); Whole-Team Discharge (Evolution 12) |
Eric Johnson | Alpha | Navy SEALs | Replaced Monestere (Evolution 6); Voted Off (Evolution 9) No Replacement |
Dexter Fletcher | Bravo | SWAT | Combat Missions Champion |
Jeff Byers | Bravo | Navy SEALs | Third Place, lost the marksmanship challenge |
Steve Claggett | Bravo | SWAT | Lost the three-on-three team challenge |
Mark Corwin | Bravo | Marine Force Recon | Lost the three-on-three team challenge |
Bob Kain | Bravo | SWAT | Second Place, lost against Fletcher |
Sean Sirker | Bravo | Special Forces | Replaced Taylor (Evolution 8); Lost the three-on-three team challenge |
Jody Taylor | Bravo | SWAT | Medical Discharge (Evolution 8) Replaced by Sean Sirker |
Cade Courtley | Charlie | Navy SEALs | Replaced Potter (Evolution 4); Whole-Team Discharge (Evolution 11) |
Ken Greaves | Charlie | Navy SEALs | Whole-Team Discharge (Evolution 11) |
Justin Young | Charlie | Marine Recon | Whole-Team Discharge (Evolution 11) |
Jeff Everage | Charlie | Navy SEALs | Drew Red-Tipped Sword (Evolution 1) Replaced by Wilson Wong |
John Potter | Charlie | Navy SEALs | Voted Off (Evolution 4) Replaced by Cade Courtley |
Edward Bugarin | Charlie | Special Forces, Delta Force | Voted Off (Evolution 5) Replaced by Jonathan Weber |
Wilson Wong | Charlie | SWAT | Replaced Everage (Evolution 1); Discharged Self (Evolution 8) No Replacement |
Ossie Crenshaw | Charlie | SWAT | Voted Off (Evolution 10) No Replacement |
Jonathan Weber | Charlie | Marine Force Recon | Replaced Bugarin (Evolution 5); Whole-Team Discharge (Evolution 11) |
Baz | Delta | CIA/US Marines | Whole-Team Discharge (Evolution 13) |
George Ciganik | Delta | Marine Recon, SWAT | Replaced Teeple (Evolution 3); Whole-Team Discharge (Evolution 13) |
Scott Helvenston | Delta | Navy SEALs | Whole-Team Discharge (Evolution 13) |
Rodney Nutter | Delta | Marine Force Recon | Whole-Team Discharge (Evolution 13) |
John Winn | Delta | Marine Force Recon | Whole-Team Discharge (Evolution 13) |
William Nissen | Delta | Army Rangers | Replaced Estadt (Evolution 12); Whole-Team Discharge (Evolution 13) |
Rod Teeple | Delta | Navy SEALs | Discharged Self (Evolution 3) Replaced by George Ciganik |
Garth Estadt | Delta | Special Forces | Medical Discharge (Evolution 12) Replaced by William Nissen |
Ultimate Powers
Thanks to Marvelmaster for authoring this list and to everyone else that contributed in its completion.Defensive Powers | ||
01-09 | Body Armor | Artificial Body Armor |
10-18 | Force Field | Completely absorbs any attacks that have an intensity equal or less than the power rank number. The remaining Intensity breaches the field and affects anyone within its diminished effect. |
19-27 | Death Field* | This is a field-effect version of Life Absorption. The Death field drains the life force out of all within the area of the field, and adds this energy to the PC's health. The PC must first make a power FEAT against the intensity of the victim's Psyche. Each FEAT allows the PC to drain up to a number of health points from each target in the field area that is equal to the power's rank number, until he/she regains the normal maximum health. If the target's health drops to 0 as a result, the victim dies, and his/her body disintegrates. |
28-36 | Force Fields vs. | Die Roll Force Fields 01-11 Force Field vs. Emotion (Minimum Power Rank = Intuition +1CS) 12-20 Force Field vs. Energy 21-35 Force Field vs. Magic 36-70 Force Field vs. Mental (Minimum Power Rank=Psyche +1CS) 71-87 Force Field vs. Physical 88-92 Force Field vs. Power Manipulation 93-00 Force Field vs. Vampirism |
37-45 | Null-Field | This power surrounds the PC with a field that dampens all forms of energy within the area. This power’s rank number reduces all energy in the area. The field also reduces a -1CS on all attacks within the area by a number that is equal to 10% of the power's rank number. For example, an Excellent Null-Field reduces all attacks in the area by a -2CS. This power affects even attacks not directed to the PC. |
46-54 | Bubble | This is a force bubble that surrounds the PC. The Bubble provides protection against all physical and energy attacks that are equal to or less than the power's rank number. If an intensity of applied force is more than 1/2 of this power's rank number, the bubble merely bounces away. The Bubble is also slippery, so that all attempts to grapple it are at a –1CS that is equal to 10% or the power's rank number. For example, all attempts to grapple an Incredible Bubble are at -4CS. |
55-63 | Aura Field* | This is an energy type of forcefield (See the Energy Emissions section for available types). Each field carries its own characteristics that affect the ways the PC uses his/hers power. The maximum size of the field is the number of areas equal to 10% of the power's rank number. For example, an Amazing Aura Field can encompass 5 areas. This field automatically provides protection and life support of rank number. The field completely absorbs any physical attack that has an intensity that is equal to or less than the power's rank number. If the intensity is higher, it's reduced by the power's rank number. The remaining intensity breaches the field and affects the PC's health. If the field is destroyed, the PC must make a red FEAT to regain it. Possible ways of destroying an Aura Field include Energy Control and Conversion, Power Control, and Magic. The hero has a -2CS vulnerability to powers that can affect this type of energy field. However, he/she gets a +2CS resistance to attacks of the same form of energy. This field is also assumed to have an unlimited supply of energy. When creating the PC, the player can opt to raise the power rank +1CS if the power is considered temporary. If the player does not choose the latter, then the power is permanent. The permanent power begins at Shift-0 increasing every round until it reaches an intensity equal to that of the maximum power's rank number. |
64-72 | Reflection | The power rank of the power is subtracted from the attack’s intensity. The rest is reflected back. A Typical FEAT is required to reflect the attack in a random direction, and Amazing FEAT is required to direct the attack -3CS back to the attacker. A Unearthly FEAT to completely turn the attack. When the power is breached once the user has to make a green FEAT to use the power again, when breached for the 2ndtime he has to make a yellow FEAT, for each following breach he must make a red FEAT. If a Player wants a specific attack reflected by this Power, then he/she can raise it to a +1CS. Note: Reflection can be any Energy Emission or attack. Possible power stunts include:
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73-81 | Resistances | Die Roll Resistances 01-11 Resist: Emotion (Minimum Power Rank = Intuition +1CS) 12-20 Resist: Energy 21-35 Resist: Magic 36-70 Resist: Mental (Minimum Power Rank = Psyche + 1CS) 71-87 Resist: Physical 88-92 Resist: Power Manipulation 93-00 Resist: Vampirism |
82-91 | Sense Protection | The PC has a special protection against any one sense |
92-00 | Electronic Counter Measures | This power reflects the ability to avoid electronic detection and thwart any and all attempts to be controlled by electronic means. This provides Power rank Invisibility against such detection efforts as Radar and Sonar, as well as any other power, which is being duplicated through electronic means. It also grants Power rank Resistance to hackers or, if the character is in a powered suit of armor, to outside override attempts. |
topDetection Powers | ||
01-02 | Astral Detection | The character can automatically “see” astral creatures or projections even while not in astral form herself. |
03-04 | Abnormal Sensitivity | The hero can hear/feel/see things he cannot normally see and vice versa. He can for instance see infrared but not normal. |
04-05 | Sense Artificial Intelligence | |
06-07 | Death Sense | The PC can detect aura of immanent death. The Death Sense automatically functions if the target or targets are in a life-threatening situation, or if they're fixing to enter one. Before an adventure, the Judge makes a secret red Psyche FEAT roll to see if any of the Characters will die that adventure. If there is a success, no one will die. If a miss, then the PC sees a "death glow" around a random character. The Player of the character then is unable to spend Karma on Endurance FEATs during the adventure |
08-09 | Aura Perception* | The PC can virtually see and gain knowledge of almost everything about a person or an object a person has been in proximity with. Seeing an aura can indicate the following:
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10-12 | Circular Vision | 360 Degree vision +1CS Fighting, -1CS Popularity |
13-15 | Cosmic Perception* | The PC has a heightened sense on a universal scale. This sense is a detection power automatically at CL1000 power rank. Player can choose to roll on the table below, or just choose one of the five types of detection: (Judge's discretion) Die Roll Sense 01-51 Energy 52-67 Magic 68-72 Space (Telescopic, microscopic, extradimensional all in one) 73-00 Psionic Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity |
15-19 | Energy Detection | |
20-24 | Enhanced Senses | The PC has one or more of the five normal senses (hearing, sight, smell, touch, and taste) enhanced. |
25-27 | Environmental Awareness | Complete knowledge of the surroundings |
28-30 | Genetic Perception | Unlike Power Detection, this is the true "Mutant Detection". The PC can perceive and decipher genetic codes. |
31-33 | Extradimensional Detection | |
34-36 | Hyper Sense | Die Roll Hyper Senses 01-53 Hearing Sonic Attacks at +1CS 54-87 Olfactory When unable to block nasty scents -1CS Endurance 88-00 Touch |
37-39 | Life Detection | Identify presence and nature of lifeforms |
40-42 | Magic Detection | |
43-45 | Microscopic Vision | |
46-49 | Penetration Vision | X-ray vision |
50-54 | Power Detection | Identify specific heroes at Uneathly FEAT |
55-58 | Psionic Detection | |
59-62 | Radar Sense | -1CS vs. electrical and Magnetic attacks |
63-66 | Reality Perception* | The PC can see the network patterns of matter and energy that form the universe. This power functions like a combination of the powers; Extradimensional, True sight, and Cosmic Perception. This power is so outside of reality that the PC can develop a vast variety of Power stunts:
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67-71 | Sonar | Sonic attacks +1CS |
72-75 | Telescopic Vision | |
76-79 | Thermal Vision | |
80-83 | Tracking | |
84-88 | True Sight | Penetrate any disguise below this rank |
89-92 | Ultraviolet Vision | See clearly through fog and water |
93-96 | VR Vision | The PC has a virtual sense. The Vision allows the PC to travel distances through virtual sight, without ever leaving the area he/she's in. The PC receives a visual simulation of a virtual world, as if he/she were actually present at the scene. The power is not hindered by factors at all. The VR Vision when in use overrides the normal sight. The vision is consciously controlled, and can practically travel anyplace. A disadvantage of the sight, is if unwanted visions obscure the view or distract the PC at a crucial moment. |
97-00 | Weakness Detection | Rank Good or below, physical weaknesses only. Excellent to Amazing mental and physical. Monstrous and above, mental, Physical, and power based. |
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;
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06-10 | Berserker | Reason 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:
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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.
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21-30 | Frenzy | The 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-Charge | The 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 Supremacy | Choose 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-Image | The 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 Weaponry | Rank 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 | Rage | The 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:
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73-80 | Weapon Creation | Create 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 Tinkering | Assemble any weapon or even improve it on a red FEAT. |
86-90 | Unique Weapon | The 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 Sense | This 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...
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Life Control Powers | ||
01-02 | Affliction | By means of this power, the character can cause a horrible wasting disease in an enemy. Use of this power requires a touch against an unprotected target. Normal clothing or costumes are no defense; neither is natural body armor. Affliction initially causes power rank damage. Again, body armor is no defense, but powers such as Resistance to Disease is. Each minute (10 turns) afterwards, the victim must make an Endurance FEAT roll against Affliction power rank. If the victim fails, she suffers power rank damage again. A new check is made every minute; if successful, no further checks are necessary. Someone with Medicine talent and appropriate field equipment can slow down the Affliction with a Reason FEAT roll against power rank intensity. If successful, an Endurance FEAT is needed only every hour. If the victim is under the care of a medical doctor in a hospital setting, the doctor can increase the time between Endurance FEATs to one day. Furthermore, in a hospital setting, the doctor is allowed one Reason FEAT per day against Affliction intensity in order to cure the disease. No Affliction power stunts are acquired for free. Power stunts and special limitations include: Disease Remission. The character can automatically cure her own Affliction. She can make an Affliction power rank FEAT against the appropriate intensity to cure other diseases. Mind Rot. Instead of having physical effects, the Affliction attacks the mind and spirit. Damage is applied to Mental Health, and Psyche is used to resist. Medicine-based Reason FEATs are -4CS to affect mind rot, but a character with psychiatric training incurs no such penalty. |
03-04 | Animal Control | The PC can mentally control the mind of animals at Power rank. This is done by completely overriding the will and conscious mind of the animal. The Power rank determines the intensity of the control the PC has over the animal’s mind. This rank also determines the range and duration of the control. The Player may opt to choose a specific animal if he/she so desires and receives +1CS bonus to the Power. |
05-06 | Biophysical Control | Alter the physiology of a target at power rank -1CS for every 10 feet separating the hero and the target and -1CS per extra target. The result of this power is permanent, the hero must choose one of the following:
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07-08 | Bio-Toxin | The PC can contain a poison of Power rank intensity within his/her body and release it at will anytime. The type of poison specifically characterizes the effects of the poison. PC may choose to contain a certain type, and gain a +1CS bonus to Power rank. |
09-10 | Bio-Vampirism | Drains health and increases his own Str, End, Psy, and power ranks, you gain the bonus power of Mind Control over drained victims but you must take a weakness. Every turn the bio-vampire must make a FEAT (vs targets Psyche), if the first FEAT is successful the victim is immobilized. To break of the attack the vampire must make a Psyche FEAT, if he rolls red he enters a frenzy and must feed. |
11-12 | Body Transformation-Others | In chemical form, physiological form (change to plant animal etc.) or energy form. Judge determines effects, player chooses one of the above. |
13-14 | Birth Power* | The PC can literally cause the birth of a child within a female. Though a trite Power, the results can be very powerful. This is not a Power to be lenient with. The time of the pregnancy is the natural time divided by the Power rank number. For example; 9 1/2 weeks for pregnancy- If the Power rank is Unearthly, then the Birth will take place in (9.5/100=0.095 of a week, or in other words days. 0.095*7 (days in a week)=4.56, rounded up to.), 5 weeks. Moreover, the PC can impregnate any type of character form, just as long as its Maternal. This is where the Power becomes powerful. Think; creation of Godlings. Note: this is a Godly Power. Player must work with the Judge. |
15-16 | Cybernetic Control | The PC can literally control the functions and operations of any Cybernetic life form. That is any Cybernetic with an AI (Artificial Intelligence), only. This acts as a Mind Control Power at Power's rank. The Power rank determines the intensity of the control the PC has over the Cybernetics AI. This rank also determines the range and duration of the control. The Player may opt to choose a specific Cybernetic AI form if he/she so desires and receives +1CS bonus to the Power. |
17-18 | Death Power* | The PC can literally cause Death to a target. The intended victim must make an Endurance FEAT roll against the intensity of this Power's rank number. If the victim fails, then he/she begins losing Endurance ranks. As the target loses ranks, blackness spreads throughout the body. Note: this is a Powerful Godly Power. Player must work with the Judge. |
19-20 | Density Manipulation-Others | The PC can alter the density of a living being at Power rank. |
21-22 | Devolution | The PC can reverse the effects of Evolution, thereby returning an individual or creature back to its original state. The intensity of the change is based on the Power's rank number;
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23-24 | Emotion Control | |
25-26 | Exorcism | Typical FEAT against lower rank possessions, Remarkable against equal and Amazing vs. higher |
27-28 | Fear-Induced | The PC has the ability to put Fear into a target, from which he/she cannot ignore while this Power is in effect. During this induced Fear, the target is completely helpless. The Power rank determines the range and duration of the Power. Relevant distances are found on column A of the Range Table. The Fear affects anyone within in range. The Fear persists even after the duration for 1d10 hours. After that, the victim can overcome the fear naturally. |
29-30 | Forced Reincarnation | The hero can hold a dead spirit in stasis while searching a new body, when implanting in a living body he may resist using psyche. |
31-32 | Grafting | Mad-scientist material, Dr Frankenstein etc. strongly linked to BioPhysical control. |
33-34 | Hostile Field | Mental invisibility can bypass this field, acts as Force field vs. hostile intent. |
35-36 | Hypnotic Control | Normal command require a green FEAT, immoral commands a red FEAT |
37-38 | Invisibility-Others | The PC can make an individual's body invisible to normal sight. |
39-40 | Life Absorption* | The PC has a special ability to drain the life force out of one or more individuals, and use the energy for personal Health. The PC must first make a power FEAT against the intensity of the victim's Psyche. Each FEAT allows the PC to drain up to a number of health points from the target that is equal to the power's rank number, until he/she regains the normal maximum health. If the target's health drops to 0 as a result, the victim dies, and his/her body disintegrates. Note: this is a Powerful Godly Power. Player must work with the Judge. |
41-42 | Mass Alteration* | The PC can alter the mass of a target within the same area. He/she can either increase or decrease it. The intensity of the mass change when increased reflects the roll of the target's Strength FEAT/round. The intensity of the mass change when decreased reflects the roll of the target's Agility FEAT/round. This effect of this Power varies from round to round:
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43-44 | Memory Elimination* | The PC can totally wipe out the target's memories at Power rank. The duration of the effect lasts until, either the initiator or someone else restores the victim's memories. Note: this is a powerful Mind Power that must be accepted by the Judge prior campaign. |
45-46 | Mind Control | There are four versions:
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47-48 | Mind Transferal | the hero can transfer his mind into several individuals each believing to be the real one |
49-50 | Molecular Modification | The PC can molecularly change an individual’s form to that of what he/she desires. The intensity of the change of organic matter, is determined by a Power FEAT:
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51-52 | Neural Manipulation |
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53-54 | Petrifaction | The PC has the innate ability to transform an object or individual to a solid. The solid can be of any type. This power can permeate through woven material, but cannot through plate materials. Thus a target wearing a costume can be affected, but a target wearing armor, only the armor becomes affected. This power is not "conductive"; Another individual in contact with the target cannot be affected. The material strength and volume size of the solid is based off the Power's rank number. |
55-56 | Plague Carrier | Hero is himself immune to disease. The Character can infect the target with deadly diseases or cure them. The character has to gain the diseases before he can use them and starts with things like common flu etc. |
57-58 | Plant Control | Impart plants with limited movement and intelligence |
59-60 | Plant Growth | |
61-63 | Seduction | The PC can cause any person of the opposite sex to fall in love with him/her. The target is then under a limited Mind Control and may try to resist by making a successful Psyche FEAT; however, the PC can try to maintain hold by also making a Psyche FEAT. The target can be totally released from the effects of this Seduction, by either making an equal FEAT to that of the PC, or surpassing it. The target automatically gets to resist, if the PC controls him/her to do something that is not in his/her nature |
64-66 | Sense Alteration | Amplify or negate senses |
67-69 | Shapechange-Others* | If form for instance cannot breath then check for kill |
70-72 | Sleep – Induced | |
73-75 | Soul Absorption | The PC can literally absorb the victim's mind. The victim's spirit is sent to a peaceful and paradisiacal internal limbo within the PC's being. While the mind is gone, the victim is in a comatose state until the PC releases his/her mind. The Power rank is the intensity of the absorption and the barrier between the reality and the internal limbo. This power must be +1CS of the PC's Psyche, if not then Player gets to either raise his Psyche or the Power to the specific rank; whatever is the highest. |
76-78 | Soul Purification | The PC has a special ability cleanse a soul. The victim must make a Psyche FEAT roll or lose a rank permanently. In addition the target must make another Psyche FEAT versus a Power rank intensity or is out for 1d100 rounds. If a target's Psyche drops below Feeble, the person's soul is lost forever and he/she goes insane. Note: This power only functions on those who need their souls purified. |
79-80 | Soul Vampirism | The PC is a carnivore able to increase his/her Health by feeding off the energy in the minds of living beings. The Soul Vampire must make a Power FEAT to initiate the attack. Thereafter, each successful FEAT enables the Vampire to drain original karma points from the victim. The amount drained is equal to the Power rank number. (See the UPB p. 35 for a similar understanding of this Power). Note: this is a Vampirism Power; a type of power that is powerful and should be dealt with firmly by the Judge. |
81-82 | Spirit Control* | The PC can control the minds of spirit bodies at Power rank. This is done by completely overriding the will and conscious mind of the spirit. The Power rank determines the intensity of the control the PC has over the spirits mind. This rank also determines the range and duration of the control. The Player may opt to choose a specific type of spirit; (IE: Dreamer, Ghost, demon, etc.) if he/she so desires and receives +1CS bonus to the Power. |
83-84 | Spirit Storage* | Store and communicate with spirits and immune to possession from them. Spirits can escape on a red Psyche FEAT |
85-86 | Summoning | Summoned creatures from other planes, green FEAT if creatures Psyche is lower, yellow if equal, red FEAT for higher. Summoned creatures must perform one task. |
87-89 | Teleport – Other | |
90-92 | Undead Control | Control zombies at a green FEAT, intelligent (mummies, vampires) at red FEAT. You may exchange another power for the zombie creation power. |
93-94 | Vertigo | The PC can instill Vertigo in his/her victims at Power rank intensity. Victims must make a Psyche FEAT against the intensity of the Power or receive a -4CS to all actions. The target is unable to stand for 1+1d10 rounds. However, previous victims only get a -2CS. Characters with a high Agility and acrobatic or gymnastic skills may use the rank number of the ability to resist. Range and duration of the Vertigo are determined by the Power's rank. |
95-96 | Aura Control | A hero with this power has the ability to draw a person's essential life essence (their very soul!) away from their body. Unfortunately for the target, they're still using it! This is an incredibly painful attack, so much so that the victim must make a Psyche FEAT roll versus the Intensity of this power to take ANY action, including speech! Attacks made in this fashion are ruled under the Edged Attacks Column and do power rank damage. In addition, if a Red FEAT is rolled (and the subsequent Endurance FEAT is failed) then the target's soul has been forcibly ripped from their body... resulting in instant death! On the beneficial side, if you heal the soul, you heal the body. Characters with this power also gain Healing at a -1CS. |
97-99 | Distance Healing | Healing of others from power range, once per day, ceases endurance losses. |
00 | Biolink | This allows the PC to establish a link between his health points and another character's. This link allows health to be transferred along it if needed between two or more individuals. You cannot exceed maximum health using this power. The power rank determines two things: one is the maximum number of health points per turn that can be transferred per person in the link. The other is the FEAT that must be rolled...
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Mental Enhancements | ||
01-02 | Astral Projection | This power is basically the same as described on pp. 84-85, Player’s Book, with two exceptions. First, range is always based on the power rank as determined on p. 16, Player’s Book. Increased range can be bought as a bonus. Second, Dimension travel is not an automatic ability; it must be acquired as a power stunt. Character’s with Astral Projection of Remarkable or greater rank do not have to worry about their astral forms not being to find the ways back to their bodies. This permits some power stunts:
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03 | Aura* | The PC has an Aura of Divinity of Power rank. All other characters in the same area must roll a Psyche FEAT against this Power's roll, or they will feel a strong intimidation and are awestruck. This means they will lose initiative, and one attack. This roll must be made each round. A second Psyche FEAT roll is made by all other characters in the same area to see if they are fully under the PC's Power. All other characters that are influenced by this Power, automatically will become followers; they will follow the PC and perform anything he/she wishes. The PC can not ask anything. Character has a Power of Command every 3 rounds. This is a simple, attention drawing command like; "stop," "look," "no," "duck/look out," "unhand her, "give it to me," and so on. Everyone in sound of the PC's voice must make a Red Psyche FEAT, or lose one action in the process of obeying the command. Followers gain a bonus of;
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04 | Aura Alteration | The PC can alter the appearance of his Aura with a limited Illusion at Power rank. This means the PC can hide his true nature with a Power FEAT. Anyone with a mental power can avoid this Illusion by making a Red Psyche FEAT. If any other character makes the FEAT, they see the PC as he/she is. Any who're affected by this Illusion will see a different character. Any other Player using the Aura Perception Power and fails, Player can hand that other Player a fake or made up Character Sheet of his/her character. |
05-06 | Bio-Manipulation* | The PC can mentally manipulate biological functions or conditions in others at Power rank. There are 5 types of Bio-Manipulation effects.
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07-08 | Clairaudience | Hear distant sounds, -1CS resistance vs. sonics |
09-10 | Clairvoyance | See distant sights |
11-12 | Communicate with... | Communicate with... 01-25 Animals 26-50 Cybernetics 51-75 Inorganics 76-00 Plants |
13-14 | Cosmic Awareness | Automatically detect CL1000 or better ability, +1CS attacks by detecting weak spots, discover information about things in the entire universe, when used more than 5 times make a secret reason FEAT vs. going insane temporarily |
15-16 | Cyber Transmission | The character must be able to access the computer by touch. By making a power FEAT against an intensity equal to the computer’s highest rank, the character gains access to the information stored on the computer. She may attempt to reprogram the computer. Each new command to be programmed requires a separate FEAT roll after access is acquired. If trying to reprogram a sentient computer or robot, this FEAT is always against Reason or Psyche intensity, whichever is higher.
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17-18 | Dream Control* | The PC can mentally control the surrounding area of the Dreamscape with a limited form of Reality Manipulation at Power rank. (See the Reality Alteration Power, but within the scope of the Dreamscape). The PC automatically gains Dream Travel at Power rank. |
18-19 | Danger Sense | This is a reworked version of Combat Sense, p. 72, Player’s Book. A character with Danger Sense can become aware of imminent danger. When in a situation where some person, item, or presence poses an immediate threat, make a Danger Sense FEAT roll which warns up to power rank second before danger. FEAT intensity is determined below:
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20-21 | Dream Travel | The Hero can enter a surreal realm of dreams when they go to sleep, as opposed to "just a dream". The basic form of this power acts as a sort of resistance to mental controls, detection and damage while the hero is asleep. If the Judge has the old Realms Of Magic books, the Judge may decide that the Dream Realm is the one that Nightmare rules. Otherwise, the Dream Realm doesn't have a particular ruler.
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22-23 | Edetic Memory | The PC has a Total Memory of numbers, codes, and mathematical problems and answers. The PC can remember, calculate and read anything that's mathematical or encrypted at Power Rank plus his/her Reason rank. |
24-25 | Electrokinesis | The PC can create and control existing electricity by force of will and molecular agitation at Power rank. This Power works like Electrical Generation. (See Electrical Generation in the Energy Control section). |
26-28 | Empathic Transmission | The PC can project false emotions into others at Power rank. By making a Red Psyche FEAT, he/she can affect more than one person at a time at a -1CS. The duration of the set emotion depends on what FEAT is made.
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29-30 | Empathic Vampirism* | The PC feeds off of the victim’s emotions at Power rank. The victim appears as if he/she has a heart attack or some other type of physical pain. Each time he/she feeds, the victim's abilities are -1CS for 1d10 turns. If he/she feeds with intent to kill, the victim's Endurance drops a -1CS per round, until it reaches Shift-0 at which point the victim dies. |
31-32 | Empathy | Detect surface emotions or send empathic messages |
33-34 | Free Spirit* | The character can survive the death of his physical body and live outside of it, he can share bonds with another host body (or posses it with the possession power), physical powers he possesses are then given to the bonded person. |
35-36 | Hallucinations* | Illusions directly inside a persons mind |
37-38 | Hydrokinesis | The PC can create and manipulate water by force of will and molecular agitation at Power rank. This Power works like Water Animation. (See Water Animation in the Matter Control section). |
39-40 | Hyper-Intelligence | Add this power rank to Intuition or reason |
41-42 | Hyper-Invention | Reason increased for invention purposes |
43-44 | Incarnation Awareness | The hero can contact his previous incarnations and ask them to perform deeds that will help him later on. This requires a FEAT with a -1CS penalty for each generation of incarnation. |
45-46 | Iron Will | This power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real. The hero can control when to release. |
47-48 | Linguistics | |
49-50 | Memory Alteration | The PC can alter another person's memory at Power rank. He/she does this by either implanting new memories or erasing existing ones. The PC must first make a Psyche FEAT, before he/she can be affected by this Power. |
51-52 | Mental Duplication | Duplicate a target’s brain inside a part of your own brain to for instance learn secrets. The captured brain can try to take over on a Psyche -3CS roll |
53-54 | Mental Gestalt | The PC has an intellect that composes two or more relatively merged minds to form a collective powerful being of minds. When creating the PC, the Player has to create more different character's minds. The Gestalt PC may resemble a blending of personalities from each of the merged characters, or have completely different personalities all together. All selves are required to form the Mental Gestalt. |
55-56 | Mental Invisibility | |
57-58 | Mental Probe | |
59-60 | Mind Blast | Power rank damage and Psyche FEAT vs. intensity or KO for 1-10 rounds. |
61-62 | Mind Drain | Reduce Reason and Intuition by power rank, if at Shift-0 loss is permanent. Target may resist with Psyche FEAT, if successful the target is immune for 24 hours, but if a second FEAT fails the victims Psyche is also reduced by 1CS for 24 hours, |
63-64 | Omniscience** | The PC is ultimately in touch with the Universe. This Power is automatically CL1000. The PC has control of all Detection Powers, and Mental Powers regarding insight. Note: this is an Omni Power. A definite must for Judge intervention. |
65-66 | Photographic Reflexes | The PC can perform any action he/she has seen at Power rank. All FEATS requiring Agility or Fighting done in the presence of the PC, are recorded and photographically etched into his/her mind. The PC must make a Power FEAT first, and then he /she can perform those same FEATS without expenditure of Karma. The PC however, must study the target for 3 rounds. The target when confronted by the PC receives a special ill fortune of dropping his/her Fighting and Agility to a -2CS. The PC also retains the same Talents that the victim has. |
67-68 | Photographic Memory | The PC can remember anything he/she has seen before at Power rank. This Power is similar to Total Memory, except that the PC cannot remember anything he/she's heard only what he/she's seen. Like the latter Power, Player will need paper to write down everything he/she's witnessed. |
69-70 | Postcognition | See in the past for a number of weeks equal to power rank number.
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71-72 | Precognition | the functioning of this power is entirely up to the judge |
73 | Psionic Vampirism | Drain Reason, Intuition and mental powers (see vampirism). |
74 | Psychic Solidification | The PC can mold and shape psychic energy into solid constructions of Power rank. Anyone touches this energy will suffer a limited Psyche drain permanently. Furthermore, the victim must also roll on Endurance, or is knocked out for 1d10 rounds. Any weapon created does specific damage only. |
75 | Psychokinesis | The PC can control and manipulate materials by force of will at Power rank and range. The Power rank determines what Material Strength he/she can control. The PC can cause material to entangle someone at Power rank ability and range. Treat this entangle as a Wrestling hold of Materials Strength rank. |
76 | Psychometry | |
77 | Purge* | The PC has an ability to purge and cleanse his/her body of drugs, disease, toxins, etc. at Power rank. The PC must first make a Psyche FEAT, if he/she fails then an Endurance FEAT must be made. |
78 | Pyrokinesis | The PC can create and manipulate fire and flames by force of will and molecular agitation at Power rank. This Power works like Fire Control. (See Fire Control in the Energy Control section). |
79 | Remote Sensing | enhance the range of any sense |
80 | Sensory Link | See/hear etc. through another being. |
81 | Serial Immortality | When the character dies he is reborn either as baby, new complete body, premade clone, recently deceased other being or even a living being (psyche feat to resist). |
82 | Speechthrowing | |
83 | Telekinesis | Power rank is equivalent to strength As a power stunts the character can:
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84 | Telelocation | |
85 | Telepathy | Communicate on a mind-to-mind basis, unwilling targets require a power FEAT vs. Psyche. |
86 | Total Memory | Total recall |
87 | True Charisma | The PC automatically has Enhanced Beauty at Power rank. the PC has a surrounding Charismatic aura that emanates. With this Power, the PC can cause one of the three responses:
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88 | Psychoblast | The character with this power has the ability to send out a wave of psionic force that fires all the brain's synapses at once and short circuits the consciousness of the target. The target may make an Endurance or Psyche FEAT (whichever is lower) to resist the effect. If the target fails this roll, they are Stunned for 1-10 rounds. However, even if they succeed at this roll, this is such a devastating attack that the target is still at a -1CS on all actions for the next 1-2 rounds (Judge's discretion). In some instances of this power, a successful Psyche FEAT by the target will trigger a psychic feedback that will Stun the Psychoblaster (Yellow Psyche FEAT to resist). Players who choose this as a limitation may increase this power by a +1CS. It should be noted that this power only works against those targets with an organic brain. |
89 | Psionic Weaponry | Characters may create physical weaponry, such as clubs and swords (but not guns, etc.), through sheer force of psionic power. Material Strength is determined by the character's Psyche, with the damage determined by this Power rank. These Psionic Weapons will last only as long as the character concentrates on them. Should the character's weapon be broken or damaged, the character must make a Yellow Psyche FEAT or be stunned for 1-100 rounds. |
90 | Cyberspace Projection | Similar to the power of Astral Projection, this power allows characters to enter Cyberspace as pure information. Once in the data stream, the character's physical body is represented by their digital avatar (the cyber equivalent to an astral form). All the character's physical abilities are replaced by this power rank much like the power of Dreamtravel. Willing characters may be brought into Cyberspace along with this character by "piggybacking" the signal at a -2CS per person. |
91 | Prediction | This power comes in two forms - combat and non-combat. While it is possible to have both forms, the Judge should impose harsh restrictions on those who do. The combat form of this power allows the character add this power rank to his Fighting ability when in combat with someone he has observed for NO LESS THAN 5 rounds (once a Power FEAT is made, of course). Furthermore, once the 5 round limit has passed, this character does not need to declare his actions until after his opponents have declared theirs, regardless of who has initiative. Characters who have been accurately Predicted fight the owner of this power at a -2CS on all FEATs. The non-combat version of this power allows the character to make wildly intuitive leaps of reason to arrive at a future outcome with even the tiniest shred of input. Possible uses for this power include:
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92 | Foreshadowing | This power gives the character a limited and subconscious control over several powers, including Precognition and Reality Alteration - Past. This power allows an observant character the chance to make an educated guess about the future events in his own life. The Judge is encouraged to be as creative as possible in this respect, without getting out of Hand. At the beginning of every play session, the Judge (not the player) makes a roll to determine how far reaching the effects of this power are, with the hints provided being more frequent or obvious the higher the color rolled. On a White result, the Judge is encouraged to lie like a rug, throwing wildly contradicting events at the hero until he thinks that Galactus himself might appear! |
93 | Omni-Knowledge | A character with this power has an innate, subconscious link to a sort of cosmic reference library. When he is presented with a question concerning information of which he was previously ignorant, the PC must make a FEAT. Green FEATs give him access to contemporary human knowledge. Yellow FEATs give him access to alien knowledge. Red FEATs give him access to Entity-level knowledge. Success means he is able to give a short, concise answer that only answers the initial question. As a limit to this power, the question must be asked of the hero by another person. Also, despite his ability to "know" any given topic, the PC might not be able to understand it. His comprehension is still limited by his Reason. This power enables the Judge to create idiot savants who can decipher the workings of Galactus's Worldship but are unable to tie their shoelaces. For example: Ref-Book and his buddy Jaunt find themselves in the Watcher's recreation room, facing a piece of alien technology. Ref-Book has no idea of what the thing is, but when Jaunt asks the magic question "What is that?" Ref-Book's power goes to work. He makes a Red FEAT, gains the necessary knowledge, and says "It's a television set." "Well, how do we turn it on?" asks Jaunt. Ref-Book fails his next FEAT and says, "Beats me." |
94 | Death Field Generation | The hero can generate an anti-life field that destroys all but 1 health point of all creatures in range. The range is found on Column A of the Simultaneous Actions Table. A power rank feat roll is made to determine the color feat roll the victim needs. The victim rolls their psyche to reduce the damage to half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This power can only be used two times/day. |
95 | Confusion | The hero has the ability to induce confusion on a victim within range. Range is determined on Column A. With a successful power rank feat roll, the hero can cause the corresponding effect for three rounds.
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96 | Fear | The hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls:
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97 | Will Force | The hero can mentally increase any one physical FASE ability score or power by +1CS for a duration equal to the color result once a day.
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98 | Photographic Reflexes | The PC takes 3 rounds to analyze physical talents when seen in use by other people. At that point the PC may temporarily copy these talents for 1 minute times the power rank. The PC uses his/her stats, but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like swimming or climbing, etc). Optional Powers: Mental Duplication Nemesis Powers: Invisibility |
99 | Ultimate Skill* | The PC has a talent, which he's honed. The Talent is automatically Unearthly rank. Talents that may have the Ultimate skill are:
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00 | Karmic Tap | This power allows characters to tap into their reservoir of willpower (Karma) and increase any power or ability by 1 point for every 2 Karma spent. The power rank is the limit of Karma you can use in 1 round. The Duration is the round in which you spend the Karma. Rolling an Amazing FEAT roll will get you another round of benefit from the Karma spent. If the FEAT is rolled and failed, PC must spend the same amount of Karma for that round. If there is insufficient Karma to do so, the remainder is taken from the PC's health. This power is considered a free action, may be done in addition to other actions in the round. Optional Powers: None Nemesis: Itself |
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