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Origin Infinite Joe Biden

destroyer

Alfrescian
Loyal
Joined
Aug 23, 2009
Messages
4,021
Points
38
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Origin Infinite Joe Biden
46th President of the United States
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 PresidentKamala Harris
Preceded byDonald Trump
In office
January 20, 2009 – January 20, 2017
PresidentBarack Obama
Preceded byDick Cheney
Succeeded byMike Pence
In office
January 3, 1973 – January 15, 2009
Preceded byJ. Caleb Boggs
Succeeded byTed Kaufman
In office
January 5, 1971 – January 3, 1973
Preceded byLawrence T. Messick
Succeeded byFrancis R. Swift
BornJoseph Robinette Biden Jr.
November 20, 1942(age 79)
Scranton, Pennsylvania, U.S.
Political partyDemocratic (1969–present)
Other political
affiliations
Independent (before 1969)
SpousesNeilia Hunter


(m. 1966; died 1972)
Jill Jacobs


(m. 1977)
Children
RelativesBiden family
EducationArchmere Academy
Alma mater
Occupation
  • Politician
  • lawyer
  • author
AwardsList 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) Old Mongolia Old Outer Mongolia Old Inner Mongolia - United Nations' 7th Principal Organ
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
3F93E682-7DDA-4CFB-A086-2020644868F6.jpeg

https://en.m.wikipedia.org/wiki/List_of_deserts

:FU: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!:FU:

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
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:FU:NO SINGAPOREANS:FU:
https://en.m.wikipedia.org/wiki/Rudy_Boesch
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Rudy Boesch delivers opening remarks for the third annual Rudy Run SEAL Challenge at Naval Amphibious Base Little Creek in 2007
Birth nameRudolph Ernst Boesch
BornJanuary 20, 1928
Rochester, New York, U.S.
DiedNovember 1, 2019(aged 91)
Virginia Beach, Virginia, U.S.
AllegianceUnited States
Service/branch
23px-Flag_of_the_United_States.svg.png
United States Navy
Years of service1945–1990
RankU.S. Navy E9 infobox.png Master chief petty officer
UnitU.S. Navy SEALs
Battles/warsVietnam War
AwardsBronze Star
Defense Superior Service Medal
Other work
NameTeamBackgroundNotes
Mark JacksonAlphaSWATWhole-Team Discharge (Evolution 12)
Scott OatesAlphaNavy SEALsWhole-Team Discharge (Evolution 12)
Mell SpicerAlphaNavy SEALsWhole-Team Discharge (Evolution 12)
Daniel Patrick O'SheaAlphaNavy SEALsVoted Off (Evolution 7) No Replacement
Frank MonestereAlphaSpecial ForcesVoted Off (Evolution 6) Replaced by Eric Johnson
Chris PateAlphaSWATVoted Off (Evolution 2) Replaced by Harald Zundel
Harald ZundelAlphaNavy SEALsReplaced Pate (Evolution 2); Whole-Team Discharge (Evolution 12)
Eric JohnsonAlphaNavy SEALsReplaced Monestere (Evolution 6); Voted Off (Evolution 9) No Replacement
Dexter FletcherBravoSWATCombat Missions Champion
Jeff ByersBravoNavy SEALsThird Place, lost the marksmanship challenge
Steve ClaggettBravoSWATLost the three-on-three team challenge
Mark CorwinBravoMarine Force ReconLost the three-on-three team challenge
Bob KainBravoSWATSecond Place, lost against Fletcher
Sean SirkerBravoSpecial ForcesReplaced Taylor (Evolution 8); Lost the three-on-three team challenge
Jody TaylorBravoSWATMedical Discharge (Evolution 8) Replaced by Sean Sirker
Cade CourtleyCharlieNavy SEALsReplaced Potter (Evolution 4); Whole-Team Discharge (Evolution 11)
Ken GreavesCharlieNavy SEALsWhole-Team Discharge (Evolution 11)
Justin YoungCharlieMarine ReconWhole-Team Discharge (Evolution 11)
Jeff EverageCharlieNavy SEALsDrew Red-Tipped Sword (Evolution 1) Replaced by Wilson Wong
John PotterCharlieNavy SEALsVoted Off (Evolution 4) Replaced by Cade Courtley
Edward BugarinCharlieSpecial Forces, Delta ForceVoted Off (Evolution 5) Replaced by Jonathan Weber
Wilson WongCharlieSWATReplaced Everage (Evolution 1); Discharged Self (Evolution 8) No Replacement
Ossie CrenshawCharlieSWATVoted Off (Evolution 10) No Replacement
Jonathan WeberCharlieMarine Force ReconReplaced Bugarin (Evolution 5); Whole-Team Discharge (Evolution 11)
BazDeltaCIA/US MarinesWhole-Team Discharge (Evolution 13)
George CiganikDeltaMarine Recon, SWATReplaced Teeple (Evolution 3); Whole-Team Discharge (Evolution 13)
Scott HelvenstonDeltaNavy SEALsWhole-Team Discharge (Evolution 13)
Rodney NutterDeltaMarine Force ReconWhole-Team Discharge (Evolution 13)
John WinnDeltaMarine Force ReconWhole-Team Discharge (Evolution 13)
William NissenDeltaArmy RangersReplaced Estadt (Evolution 12); Whole-Team Discharge (Evolution 13)
Rod TeepleDeltaNavy SEALsDischarged Self (Evolution 3) Replaced by George Ciganik
Garth EstadtDeltaSpecial ForcesMedical Discharge (Evolution 12) Replaced by William Nissen
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html

Ultimate Powers​

Thanks to Marvelmaster for authoring this list and to everyone else that contributed in its completion.

Ultimate Powers Table
01-05 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Alt_SciDefensive Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Alt_Sci41-47 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#EngineeringMatter Controlhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Engineering
06-11 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#AstronomyDetection Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Astronomy48-53 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#FightingMatter Conversionhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Fighting
12-16 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#BiologyEnergy Control Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Biology54-57 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MedicineMatter Creationhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Medicine
17-24 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#ChemistryEnergy Emission Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Chemistry58-71 -Mental Enhancementhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Mystic
25-29 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#LawFighting Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Law72-85 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#OtherPhysical Enhancementhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Other
30-31 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#CogIllusory Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Cog86-88 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#PhysicsPower Controlhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Physics
32-35 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#ComputerLife Control Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Computer89-92 -Self-Alterationhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Pilot
36-40 -Magic93-00 -Travel


Defensive Powers
01-09​
Body ArmorArtificial Body Armor
10-18​
Force FieldCompletely 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-FieldThis 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​
BubbleThis 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​
ReflectionThe 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:
  • Internal Energy Eruption: If the energy has no place to go, instead of harming everyone else, the Hero can turn the energy inward and cause themselves to suffer the Intensity of the energy
  • Energy Conversion: The Hero may convert another form of energy into the form they can reflect (at same intensity). Alternately, they can convert the energy that they normally reflect into another type. One stunt must be learned for each type of conversion.
73-81​
ResistancesDie 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 ProtectionThe PC has a special protection against any one sense
92-00​
Electronic Counter MeasuresThis 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 DetectionThe character can automatically “see” astral creatures or projections even while not in astral form herself.
03-04​
Abnormal SensitivityThe 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 SenseThe 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:
  • The Karma of a character or object
  • The Popularity of a character or object
  • The Resource rank number of a character or object
  • The Health of a character or object
  • The rank number of a pronounced ability or object
  • The rank number of a pronounced power or object
  • The Physical Form of a character or object
    This power also enables the PC to read the psychic Aura of an object and "hear" the psychic thoughts of characters that who've been in proximity of an object. (The PC can recognize any Aura that he/she's previously seen. Even if the target is disguised, it can be recognized by its distinct Aura. A red Psyche FEAT against the intensity rank number of the disguise must be made in order to allow the hidden target to be seen by the PC.
    Note: This is a Godly Power, so Player must work with the Judge.
10-12​
Circular Vision360 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 SensesThe PC has one or more of the five normal senses (hearing, sight, smell, touch, and taste) enhanced.
25-27​
Environmental AwarenessComplete knowledge of the surroundings
28-30​
Genetic PerceptionUnlike Power Detection, this is the true "Mutant Detection". The PC can perceive and decipher genetic codes.
31-33​
Extradimensional Detection
34-36​
Hyper SenseDie 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 DetectionIdentify presence and nature of lifeforms
40-42​
Magic Detection
43-45​
Microscopic Vision
46-49​
Penetration VisionX-ray vision
50-54​
Power DetectionIdentify 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:
  • Penetrate illusions by focusing on the true energy patterns;
  • Perceive the physical and mental condition of a being;
  • Perceive the occurrences in other realities;
  • Penetrate concealment and disguises, and see the true nature of matter;
  • Perceive occurrences beyond the barrier of dimensions;
  • See through matter.
    Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
67-71​
SonarSonic attacks +1CS
72-75​
Telescopic Vision
76-79​
Thermal Vision
80-83​
Tracking
84-88​
True SightPenetrate any disguise below this rank
89-92​
Ultraviolet VisionSee clearly through fog and water
93-96​
VR VisionThe 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 DetectionRank 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;
  • 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.)
Life Control Powers
01-02​
AfflictionBy 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 ControlThe 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 ControlAlter 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:
  • Healing: target gains power rank health, green FEAT handles broken bones and simple wounds, yellow handles wound to organs, terminal diseases and non-fatal poisons, red handles mortal wounds, massive physical trauma.
  • Regeneration: Heal health as above and regenerate lost limbs.
  • Revival: resurrection, the target can be dead power rank days, the condition of the corpse determines the color of the FEAT.
  • Damage transferal: The hero heals someone with his own health and then heals himself at the same rank.
  • Decay: ower Rank damage
  • Disruption: also power rank damage
  • Aging: multiply aging by power rank, green accelerates aging, yellow stops it and red reverses it.
07-08​
Bio-ToxinThe 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-VampirismDrains 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-OthersIn 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 ControlThe 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-OthersThe PC can alter the density of a living being at Power rank.
21-22​
DevolutionThe 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;
  • Red-the change is perfect
  • Yellow-the change is stable, but not perfect
  • Green-the change is unstable, and not perfect
  • White-No change at all.
23-24​
Emotion Control
25-26​
ExorcismTypical FEAT against lower rank possessions, Remarkable against equal and Amazing vs. higher
27-28​
Fear-InducedThe 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 ReincarnationThe 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​
GraftingMad-scientist material, Dr Frankenstein etc. strongly linked to BioPhysical control.
33-34​
Hostile FieldMental invisibility can bypass this field, acts as Force field vs. hostile intent.
35-36​
Hypnotic ControlNormal command require a green FEAT, immoral commands a red FEAT
37-38​
Invisibility-OthersThe 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:
  • Round 1: action by the victim requires a Strength or Agility FEAT.
  • Round 2: action by the victim requires a Yellow Strength or Agility FEAT.
  • Round 3: action by the victim requires a Red Strength or Agility FEAT.
    Every following round, the victim must then roll on the Kill column.
    Note: this is a power that must be accepted by the Judge before any Campaign begins.
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 ControlThere are four versions:
  • Puppetry: target remains aware
  • Possession: targets mind loses consciousness and control
  • Negation: targets mind turned off
  • Magnification: Reason, Intuition and/or Psyche can be increased
47-48​
Mind Transferalthe hero can transfer his mind into several individuals each believing to be the real one
49-50​
Molecular ModificationThe 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:
  • Red-the change is permanent.
  • Yellow-change lasts 1d10 days
  • Green-change lasts 1d10 rounds
    The Power also has a limited ability to bestow powers to the Molecularly Altered individuals.
51-52​
Neural Manipulation
  • Disruption: targets body loses all feelings
  • Paralysis: body turn rigid
  • Seizure: muscles spasm
  • Exaggeration: overreact when attempting movement
53-54​
PetrifactionThe 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 CarrierHero 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 ControlImpart plants with limited movement and intelligence
59-60​
Plant Growth
61-63​
SeductionThe 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 AlterationAmplify or negate senses
67-69​
Shapechange-Others*If form for instance cannot breath then check for kill
70-72​
Sleep – Induced
73-75​
Soul AbsorptionThe 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 PurificationThe 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 VampirismThe 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​
SummoningSummoned 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 ControlControl zombies at a green FEAT, intelligent (mummies, vampires) at red FEAT. You may exchange another power for the zombie creation power.
93-94​
VertigoThe 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 ControlA 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 HealingHealing of others from power range, once per day, ceases endurance losses.
00​
BiolinkThis 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...
  • Link with 1 character: Automatic
  • Link with 2 characters: Remarkable FEAT
  • Link with 3 characters: Amazing FEAT
    No more than 3 characters can be linked to. The other characters in the link must be WILLING, otherwise no link can be established. Range is touch to establish. Example: Lifetap is keeping to the rear of a raging battle. His companions, Inferno and Shamrock are fighting in the forefront and are Biolinked with Lifetap. Both of them get hit. Lifetap's options are absorb health from both of them, absorb from one and give to another, or give to both from his health. His rank is Incredible, so he can give or take 40 with one and 40 with the other.
    Power Stunts:
  • Bio-wave: By pushing this power to the limit the Hero may link with everyone in firing distance for a moment. Note that pushing still drains the Hero of a card, and they cannot regain it except through normal healing or a secondary Link with someone.
  • Life Drain: The hero gains Life Drain.
  • Multi-link: The hero can link with more than one character at once, but every time they do so, the difficulty increases by one factor.
  • Resucitation: The Hero may form a Bio-Link with another character who’s been dead for less than five minutes and with immortal characters.
  • Semi-permanent Link: The Hero may create a semi-permanent link with another (willing) character. If that character is within firing distance, the Hero may link with them.
  • Techno-organic life: The Hero may link with forms of techno-organic life like the Phalanx and bionic heroes and the hero can ignore the "jamming" limit
Mental Enhancements
01-02​
Astral ProjectionThis power is basically the same as described on pp. 84-85, Player’s Book, with two exceptions. First, range is always based on the power rank as determined on p. 16, Player’s Book. Increased range can be bought as a bonus. Second, Dimension travel is not an automatic ability; it must be acquired as a power stunt. Character’s with Astral Projection of Remarkable or greater rank do not have to worry about their astral forms not being to find the ways back to their bodies. This permits some power stunts:
  • Astral Detection. The character can automatically “see” astral creatures or projections even while not in astral form herself.
  • Dimensional Travel. The character can astrally project across dimensional barriers, as if she had the Dimension Travel power.
  • Passengers. The character can transport a number of people equal to or less than 1/10th her power rank, taking them along in astral form as well. If the character is lost, her passengers become lost also.
  • Affect Normal World. The character can use a single mental or magical power to affect the material world while she is in astral form. Each different power usable in this fashion is a separate power stunt. Power rank is always reduced by -2CS. Furthermore, the character must make a Psyche FEAT against the unmodified power rank intensity or suffer the unmodified power rank in damage to Mental Health. For example, Astral Al has Emotion Control of Amazing rank. While in astral form, he attempts to cause fear in a foe. His Emotion Control affects the foe at Remarkable rank. Astral Al must also make a Psyche FEAT against Amazing intensity or suffer 50 points of damage to his Mental Health.
03​
Aura*The PC has an Aura of Divinity of Power rank. All other characters in the same area must roll a Psyche FEAT against this Power's roll, or they will feel a strong intimidation and are awestruck. This means they will lose initiative, and one attack. This roll must be made each round. A second Psyche FEAT roll is made by all other characters in the same area to see if they are fully under the PC's Power. All other characters that are influenced by this Power, automatically will become followers; they will follow the PC and perform anything he/she wishes. The PC can not ask anything. Character has a Power of Command every 3 rounds. This is a simple, attention drawing command like; "stop," "look," "no," "duck/look out," "unhand her, "give it to me," and so on. Everyone in sound of the PC's voice must make a Red Psyche FEAT, or lose one action in the process of obeying the command. Followers gain a bonus of;
  • +1 to Initiative;
  • +1CS to Fighting in a strike;
  • +1CS to Agility in a Block, Evade or Dodge;
  • and one additional attack when they are commanded to do something, like; "get him," "take him," etc.

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

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

Ultimate Powers​

Thanks to Marvelmaster for authoring this list and to everyone else that contributed in its completion.

Ultimate Powers Table
01-05 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Alt_SciDefensive Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Alt_Sci41-47 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#EngineeringMatter Controlhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Engineering
06-11 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#AstronomyDetection Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Astronomy48-53 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#FightingMatter Conversionhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Fighting
12-16 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#BiologyEnergy Control Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Biology54-57 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MedicineMatter Creationhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Medicine
17-24 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#ChemistryEnergy Emission Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Chemistry58-71 -Mental Enhancementhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Mystic
25-29 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#LawFighting Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Law72-85 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#OtherPhysical Enhancementhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Other
30-31 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#CogIllusory Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Cog86-88 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#PhysicsPower Controlhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Physics
32-35 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#ComputerLife Control Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Computer89-92 -Self-Alterationhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Pilot
36-40 -Magic93-00 -Travel
Physical Enhancements
01-03​
Abnormal PhysiologyThe PC has a human appearance, but there is a slight difference in his/her Physiology, than a normal human. The PC's powers derive from this unique abnormality. When creating the character, Player must work with the Judge and using their imagination, come up with an abnormality. The following are some abnormalities:
  • Prehensile toes/feet
  • Tail
  • wings
  • claws
  • mirrored eyes
  • completely double-jointed
  • etc.
04-06​
Armor SkinPermanently altered skin (plates, leather, inorganic) gives body armor
07-08​
Bodily TensionThe PC can either expand or contract his/her muscles at Power rank. The PC has two unique abilities:
  • Expansion: The PC can flex his/her muscle tissue and fat enabling him/her to break through any restraints of Material Strength equal to -1CS of his/her Strength or lower.
  • Contraction: The PC can flex his /her muscle tissue and fat enabling him/her to entrap objects within the folds of his/her flesh at a-1CS of power rank.
    The PC automatically gains a body armor at Power rank.
09-10​
Body ResistanceBody armor without apparent changes
11-12​
Chemical Touch
  • Hallucinogenic: Fighting and Intuition drop -3CS
  • Bioluminescence: light generation
  • Napalm Grip: create fire on contact
  • Boom Boxing: combustion on contact
13-14​
Cocoon*The PC is able o spin a Cocoon of Material Strength equal to Power rank. He/she can create this Cocoon within seconds. Once inside, the PC can be healed at a +2CS of Power rank ability. This includes a purification of toxins or disease found in the body at Power rank.
15-16​
Death SimulationThe PC's metabolism slows to a degree that he/she appears dead. The PC goes into a state of Suspended Animation at Power rank, and cannot react for the duration of the Power. When in the Simulation, he/she can hear, feel a touch, or see with a limited ability. The PC can come out of the trance at any moment desired. The PC can not be detected alive; not even an Aura Perception can tell if the PC's alive.
17-18​
DetonationThe PC can cause dramatic explosive magnitudes with just the clap of his/her hands of Power rank intensity and range.
19-20​
Digestive Adaptationthe character can digest anything and has +4CS resistance to poisons
21-22​
Enhanced Beauty*The PC has a natural phenomenal beauty. This counts as an Aura of Power rank intensity. He/she also has a limited Hypnotic Control of the opposite sex at Power rank. Those that behold him/her must make a Red Psyche FEAT to avoid becoming a slave to the PC. (See the Power Aura in the Mental Enhancement section of this update).
23-24​
Hyper-AgilityThe PC has a phenomenal super Agility. The Power rank of this Power is added to the natural Agility of the PC, and this becomes the new Agility when performing unnatural Agility FEATs.
25-26​
Hyper-BreathThe PC can create a Power rank intensity wind by just blowing his/her breath. Also the temperature of the breath is at Power rank intensity to each respective temperature. IE: Cold or Hot. The Breath can encompass an area equal to number of the Power rank / 10. Thus, our fearless hero with a Hyper-Breath of Monstrous can freeze a lake of 7.5 areas.
27-28​
Hyper-EnduranceThe PC has an unnatural super Endurance when desired at Power rank plus his/her natural Endurance rank. This superior rank can also be used during a Hyper-Charge, that the PC automatically can perform at this new adjusted rank. The PC also gets Body armor at Power rank, before adjustment is made.
29-30​
Hyper-StrengthThe PC has a phenomenal enhanced strength through certain stimulus. There are three stimuli that give the PC his/her Hyper-Strength. The following is a list of the types of Hyper-Strengths. When creating the Character the Player may choose only one:
  • Adrenaline Surge: This is caused by severe temper or stress of the PC.
  • Emotion Enhanced: This is caused by the severe increase of Emotions of others around the PC.
  • Psychological Enhanced: This is caused by some Psychological factor (Judge must work with Player to develop a Psychological stimuli).
    The Maximum Rank of this Hyper-Strength is equal to the Power rank rolled added to the natural Strength rank. The natural Strength rank increases/round up to this new adjusted Strength rank as long as the stimuli is present.
31-32​
Hyper –SpeedCan perform tasks at rank times as fast
33-34​
Hypnotic Voice
35-36​
Immortality*The PC has Immortality
37-38​
ImmovabilityThe PC has the unique ability to firmly plant himself to the ground at Power rank. When firmly planted, his/her natural strength becomes that of the Power rank plus his/her natural Strength, and no one with strength less than this adjusted rank, can move him/her. It requires a newly adjusted Power rank equaled Strength FEAT plus a red Endurance FEAT to move him/her, and even this pulls up the ground around him/her. This also gives him/her a Body Armor of this same new adjusted rank. The PC can never be stunned or slammed, regardless of what MA or attack column is used.
39-40​
ImmunityThe PC has Immunity towards a certain attack. When creating the character the Play can opt to either choose or role one Immunity. (See Force Fields):
Die Roll Immunity
01-11 Emotion Attack
12-20 Energy Attack
21-35 Magic Attack
36-70 Mental Attack
71-87 Physical Attack
88-92 Power Manipulation Attack
93-00 Vampirism Attack
41-42​
Karma Power*The PC can adjust the odds to his/her favor just by relating to Good Karma. Only a Good PC can have this Power, if the Character is meant to be a vigilante or any Character not of an Alignment of Captain America, Dare Devil, Spiderman, etc. Player must re-roll another Power. When the cause is just and the motives are good and/or selfless, the following bonuses apply to the PC:
  • +2CS to all Abilities
  • +1CS to Endurance FEATs for stun, slam, or kill
  • +1CS to Psyche FEATs for Mental or Magic attack.
  • +1 to initiative
  • +1 attack
  • Kill results only stun opponents
    The Karma Power can also affect others in the same area as the PC, if the he/she is concentrating on them. This is done by the PC taking off 1 round to concentrate. He/she cannot perform any action that round or he/she loses concentration and the benefits below:
    Bonuses for others:
  • +1CS to all FEATs
  • +1 to initiative
    Penalties for Villians:
  • -1CS on all FEATs
  • -1 on initiative
    Bad Karma: When the PC performs anything involving a negative Karma, all bonuses become nil, until he/she performs something of positive Karma. A second offense gives the PC the Penalties of Villains. This Disadvantage lasts till the PC does something worth 100 points Karma.
43-44​
Life Support*The PC can survive under hostile conditions for the length of time in turns equal to the Power rank number. Life Support is opposed to the intensity (rank) of the environment to make sure you can survive. Possible power stunts are:
  • Life Sphere: Your Hero can create a sphere roughly the intensity’s feet in radius from the hero’s body. Within this sphere, all occupants have Life Support equal to the Hero’s rank.
45-46​
Longevity*The PC is not Immortal, but has a life span of the Power rank number / 10 in number of years in millions. The PC also has an True invulnerability to all Disease and toxin at Power rank.
47-48​
Lung AdaptabilityCan breathe gas or liquid even poisons
49-50​
Malleability*The PC has the natural ability to reshape, and stretch his/her body at Power rank range. The PC is so malleable, he/she ignores all kill results, and has Power rank Regeneration and Recovery equal to his/her Health. For example if the PC's Health was 110, then he would have a Regeneration of Unearthly, and a Recovery of Unearthly.
51-52​
Metabolic ResistanceThe PC has an innate resistance to Drugs, Toxins, Disease, and other harmful factors involving the PC's metabolism at Power rank.
53-54​
Non-DetectionThe PC is not registered to be detected by any Power at all, or any type of visual mechanism. The PC is not invisible, however; just not detectable within any range, no matter of what the Column Shift is.
55-56​
Omnipotence**The PC's life is ultimately protected. The Power rank is automatically CL1000. The PC has control of all Defensive and Physical Enhancement Powers regarding protection.
Note: this is an Omni Power. A definite must for Judge intervention.
57-58​
PheromonesAn aerosol version of hypnotic control, the target must be able to smell and taste
59-60​
QuillsThe PC has a natural hide of Quills at Power rank Body Armor. The Quills can also be fired upon targets with Power rank accuracy and range. The PC delivers +1CS damage on touch.
61-62​
Regenerationthe character heals power rank/10 points of health per combat round
63-64​
Retarded Aging*The PC will forever stay in Peak physical condition. When first creating the Character, the Player can bring all the PC's Physical abilities to a +1CS(FASE).
65-66​
Self-RevivalA new body grows from the largest remaining piece when the character is dead
67-68​
Self-SustenanceSurvive without air, water or food
69-70​
StealthSubtract rank from those tracking him (Monstrous tracking vs. Excellent stealth is decreased to Typical tracking)
71-72​
Strength Absorption*The PC can drain the physical Strength energy of others within the same area equal to Power rank. This is done by a Power FEAT against the target's Strength. If the PC makes the FEAT, he/she absorbs an equal number of points in Strength, and adds them to his/her Strength. The victim's Strength lost is only temporarily while the PC has drained it, and this weakens the victim to a lesser Power rank. The PC can drain the Strength as long as he makes his/her Power FEAT. If the target's strength reaches 0, then that person is disabled, and cannot perform any action until he/she gains their Strength back. Strength comes back at a rate equal to the Original Strength rank / 10 per round. Neither the victim’s nor the PC's Health changes when this Power is in effect.
73-74​
Suspended Animation
75-76​
Techno-Organic Body*The PC's metabolism is a combination of skeletal and musculature along with machines. The PC has Power rank Shapeshifting; Communication w/ Cybernetics; and Energy Path. The PC also has a virus which he can affect others with the same Power. To pass this virus on, the PC must make a Red Power FEAT with no Karma.
77-78​
True Invulnerability*Damage is reduced by the number of power ranks, so excellent damage on one with Good True Invulnerability would do only Feeble damage (since the difference is 1 rank)
79-80​
Unstoppability*The PC cannot be stopped when he/she starts moving. This Power is automatically CL1000 to block. When creating the Character the Player may increase the PC's Strength and Endurance to the Power rank rolled plus the natural Strength and Endurance roll. Once the PC starts moving, it takes CL1000 strength or better to completely stop him/her.
81-82​
Vocal ControlDuplicate any sound or voice
83-84​
Waterbreathing
85-86​
Water FreedomNo negative effects under water. When above water Strength and Endurance +2CS and Agility -2CS
87-88​
LongevityA specialized form of Immortality, this power grants immunity to the ravaging effects of time. The player will not age, but may still be killed normally. Players who use this power to create a history for their character automatically get the Linguistics Talent and an additional number of Contacts equal to this Power rank divided by 10 (i.e. Incredible Power rank would grant an additional 4 contacts). The player does NOT have to choose these Contacts during character creation, but rather may choose them during game play.
89-90​
Non-Stick SubstanceThe hero is able to secrete a substance that is extremely slippery and may even be frictionless. The most common use of this Power in the Marvel Universe is as a Body Coating. When used in this manner, the Non-Stick Coating provides Power rank resistance to Blunt Physical attacks and Grappling (including Powers such as Webbing, Wall-Crawling, et al.). If the hero covers the bottom of his feet with this substance, he may "skate" along the ground at up to Good ground speed.

Alternately, this power may be projected from the hero to cover other things and people. Covering the ground (or walls as the case may be) causes his opponents to make an Agility FEAT versus the Intensity of this Power rank or fall. Characters who find themselves unwillingly covered in this Substance must subtract this Power rank from their Agility and make a Green Agility FEAT (under the new rank) or be unable to act. The Non-Stick Substance used in this fashion is a Power rank antidote for such powers as Webbing, Bonding, Wall-Crawling and other such adhesive powers.
91-92​
Threshold- PhysicalThe character with this power is unable to feel anything over a certain threshold. Their ability to feel pain is severely reduced and as such are immune to Stun results, though not Slams. The power rank is used to determine exactly how desensitized the character is. For example, someone hits a character with a Remarkable rank Threshold with a punch with Incredible Strength. The character would only feel as if they had been hit by a Good strength punch. If the punch had been of Remarkable Intensity, the character would not have felt the punch at all. This power in no way reduces the damage done, only what the hero FEELS. This power has the added bonus of negating the Endurance rules regarding Automatic Stuns. Characters may add this power rank to their Psyche when determining the effectiveness of torture and other nasty things.
93-94​
Hyper-FightingWhen this power is rolled, it adds its power rank number to the character’s Fighting rank.
95-96​
Body EnhancementThe hero may temporarily increase one body function. This power adds the power rank to the hero's ability, or temporarily gains the listed power. The duration is the number of rounds equal to the power rank number, but can only be used once every six hours. At the end of the duration, the hero must make a Psyche FEAT roll. Failure and the hero must roll his endurance with the following effects:
Red no effect
Yellow stunned 1-4 rounds
Green stunned 1-6 rounds
White stunned 1-10 rounds
Die Roll Effect
  1. telescopic vision
  2. hyper-hearing
  3. hyper-olfactory
  4. hyper-fighting
  5. hyper-psyche
  6. hyper-intuition
  7. hyper-strength
  8. hyper-agility
  9. hyper-endurance
  10. body resistance
97-98​
Dual BrainThe hero has two brains. This power grants power rank resistance to mental attacks and adds the power rank number to the hero's reason.
99-00​
Poison GenerationThe hero can administer a specific poison on touch. The intensity is equal to the power rank. If a red result is rolled, the victim takes power rank damage and must roll his Endurance with the following effects:
Red: half damage
Yellow: -1CS on all mental attributes and power FEAT rolls for 1-6 rds
Green: stunned 1-4 rds.
White: stunned 1-10 rds.
This only happens if a red power FEAT roll is made and is in addition to whatever type of poison the hero has. The victim receives an Endurance FEAT vs. the intensity to resist. Roll die to see effect.
  1. drugged- -1cs physical abilities 1-10 rds
  2. sickens- endurance feat or incapacitation 1-10 rds
  3. progressive damage- power rank damage on contact + next rd.
  4. paralysis- endurance feat or paralyzed 1-10 rds. only use mental powers
  5. knockout- Endurance FEAT or asleep 1-10 rds
  6. knockout- Endurance FEAT or asleep 2-20 rds.
topPower 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!
topSelf-Alteration
01-04​
Age ShiftAlter apparent age
05-08​
Alter Ego
09-12​
Anatomical SeparationThe Hero can split their body up into several pieces and control the pieces individually. This may represent a mechanical Hero remote controlling robotic hands or a mutant with total telepathic control of their body. The piece are hereby referred to as Homunculi. The Hero can be decapitated or otherwise take "lethal" cutting damage and survive; though the shock may make them fall unconscious. All the parts of the Hero's body are able to move independently. They usually work in unison when together.
Each time the Hero deliberately detaches a Homunculus, they must add an H point. If the total value of cards in the Hero's hand is ever equal to or less than the H-points, than the Hero falls unconscious. In addition, there can never be more Homunculi than the Hero's Homunculus Intensity, unless the Swarm stunt is taken.
Homunculi usually have 1/2 the Strength of the Hero, twice the Agility (max 20) of the Hero, and the same amount of Endurance. All Homunculi are aware of their surroundings even if they lack sensory organs.
If a Homunculus is "lost" from the Hero for more days than the Intensity of Homunculus, then the Homunculus dies and the Hero can regenerate that part of their body or otherwise grow a new Homunculus. Loosing a Homunculus is always distressing for the Hero.
  • Sidekick: The Hero can actually produce a small character or two that can act as their sidekick. The sidekick will be totally loyal to the hero and have the same Intellect as the Hero. The player may "pay" for the Sidekick to have a power or several of their own as if the player were paying for a Hero's power. The Sidekick is able to temporarily "merge" with the Hero, but their natural state is separate.
  • Critter: Instead of detached body parts, the hero may "generate" small creatures which act as scouts. This is not the same as Sidekick as the Critters have Intellect 0.
  • Swarm: The Hero may become a swarm of Homunculi. Homunculus must be 10+ for this to work. This may take the form of zillions of tiny versions of the Hero, a shape-shifting blob, a swarm of insect-like critters or whatever. While in a Swarm, the maximum damage the Hero can take from non-"area of affect" attacks is 5. The Swarm may make as many actions as 1/2 the Intensity of Homunculus
  • Wandering Eye: This is just like the Additional Sensor(s) stunt
  • Regeneration: The Hero(and Homunculi) gains Regeneration.
  • Resistance to Blades: Anything that could cut a regular person or hero is much less effective against the Hero with this power, not because The Hero doesn't get cut, but because the cutting doesn't hurt them…
  • Telekinesis: The Hero gains Telekinesis limited to the Homunculi.
  • Telepathy: The Hero gains Telepathy limited to the Homunculi.
13-16​
Animal TransformationThe FEAT roll to transform is against the animal’s highest rank. FASE become that of the animal imitated. The character can also assume the animal’s Intuition, if desired. All of the animal’s powers are gained. Power Stunts:
  • Exceptional Animal Form. The character can become an exceptional specimen of a specific animal. Each different exceptional animal is a separate power stunt. The character is allowed to divide her Animal Form power rank among the animal’s ability scores and powers. No single ability score or power can be raised more than +2CS from the normal.
  • Powered Animal Forms. The character can retain one super power while in any animal form. Each different super power to be retained is a separate power stunt. For example, Animus has four powers: Animal Form, Lightning Speed, Protected Vision, and Water Breathing. Normally, in any animal form, none of his powers except Animal Form function. As a stunt, Animus could learn to become an animal with, say, his normal Lightning Speed power.
  • Talking Animal. The character retains the ability to speak while in animal form.
  • Mythical Animal Form. The character can become a type of mythical, imaginary, or extinct animal, such as a griffon, a winged tiger, or a dinosaur. The ability scores and powers of the mythical animal must be worked out in advance by the player and/or the Judge. No ability score or power should be ranked higher than Animal Form +1CS. It always takes a FEAT roll using Animal Form versus the mythical animal’s highest rank to transform. Each different mythical animal form is a separate power stunt.
17-20​
Animal MimicryWith it, a character acquires abilities of an animal, but does so without changing shape. Animal Mimicry does not affect the character’s other powers. For example, Mimicimal uses Animal Mimicry to acquire the abilities of an eagle. He can fly as an eagle even though he doesn’t have wings. FASE and Intuition only change if the animal’s ability score is higher than the character’s. To continue the example, since Mimicimal has an Excellent (20) Strength, when mimicking an eagle, his Strength does not change. Mimicking requires a FEAT against the animal’s highest rank. Some of the power stunts under Animal Transformation apply here as well.
21-24​
Blending Power Sunt includes:
  • Crowds: The Hero can make him or herself simply unnoticeable in a crowd or in a place here there are usually a lot of people. They simply blend in to the situation. People can see them, but they don't recognize or think much of them.
25-28​
Body AdaptationBy means of this impressive power, the character’s body actually changes to adapt to hostile environmental conditions. These changes require one turn of concentration to effect. When in use, Adaptation duplicates whatever powers would counteract the harmful environmental condition, doing so at the same power rank as Adaptation or the rank of source of damage, whichever is lower. There are, however, a certain class of things that Adaptation will not defend against. Adaptation normally provides no defense against attacks, such as those that result from other super-powers or raw Strength. Some common sense is needed when adjudicating Adaptation’s effects. Only damage from persistent sources of harm can be negated by Adaptation.
For example, Adaptrix prepares to charge into a burning building. She has Adaptation of Amazing power. The Judge has ruled that the fire has Remarkable intensity. Adaptrix acquires Resistance to Fire of Remarkable power, protecting her from the flame. If the Judge had decided on a smoke hazard as well, Adaptrix’s lungs would have altered to protect against smoke inhalation. While searching for people trapped in the building, Adaptrix is attacked by Pyron the Evil Flame Lord. If Pyron attacks Adaptrix with a flame blast, Adaptrix still has Resistance to Fire, but her Adaptation power will not allow her to boost the defense against Pyron specifically. If Pyron should choose to whomp her with a chair, Adaptation provides no defense at all.
29-32​
Body TransformationChange elemental nature of his own body, this includes changing into liquid or gas. Each different transformed state is a separate power stunt (see below). In any form, the character gains Body Armor equal to power rank or material strength, whichever is less or more appropriate.
  • Energy State. The character can transform into a coherent form of energy. While in energy form, she has Flight, Energy Blast, and the appropriate energy control power at Body Transformation power rank. Other abilities may be developed as additional power stunts.
  • Liquid State. As a liquid, the character can flow through narrow spaces. The character acquires Elongation at Body Transformation power rank,as well as Strength at -2CS power rank. Other abilities may be developed as additional power stunts.
  • Semi-solid State. Similar to liquid state, the character can flow through narrow spaces. She acquires Plasticity and Elongation at Body Transformation power rank, as well as Strength at -2CS power rank. Other abilities may be developed as additional power stunts.
  • Solid State. The character acquires the properties of a solid, such as steel or rock. She gains Strength equal to Body Transformation power rank or material rank, whichever is less.
33-36​
Body CoatingThis coating prohibits the use of any powers but also protects the hero vs. any harm until the coating is destroyed.
37-39​
Chemical MimicryOnly chemical alteration of his body, no visual changes
40-41​
Density Control - SelfFor every rank of Density Control above Typical in effect, the character enjoys a +1CS to Strength and a -1CS to Agility. This change takes precedence over the third paragraph of Density Manipulation - Self, p. 77, Player’s Book. At Shift-0 Agility, the character can no longer move, but may act normally in place. Density Control also grants Body Armor rank equal to current level of Density Control. For example, a character with a Good Strength, an Excellent Agility, and Remarkable Density Control assumes maximum density. Her Strength increases +3CS, her Agility decreases -3CS, and she acquires Remarkable Body Armor.
Of course, the character can also decrease her density, with normal effects as described on pp. 77-78, Player’s Book.
42-43​
Energy BodyBody consists of one type of energy
44-46​
Energy SheathAn energy sheath surrounds the characters body and as with body coating damage to the sheath does not result in damage to the body only when the heath is destroyed, it takes a red FEAT to restore the sheath
47-49​
EvolutionEvolve in a caveman (increase FASE, decrease RIP) or giant brain (decrease FASE increase RIP). Caveman has Typical tracking, brain has Typical telekinesis and True Flight
50-52​
ImitationChange form (gain outward powers)
53-55​
Invisibility
56-58​
Physical GestaltTwo normal person form into one superhuman
59-60​
Plant MimicryChange into plantform (form does not change much). This can have varies effects:
  • Photosynthesis: no need of food
  • Fragrance: summon insects
  • Rooting: immovability
  • Poison touch
61-62​
Prehensile HairNumber of actions and Strength and Agility of the hair are given in the following table:
RankNumber of ActionsStrength/Agility
Feeble1-2CS
Poor1-1CS
Typical1No changes
Good2No changes
Excellent2+1CS
Remarkable3+1CS
Incredible3+2CS
Amazing4+2CS
Monstrous5+3CS
Unearthly6+3CS
Shift-X8+4CS
Shift-Y10+4CS
Shift-Z12+4CS
CL100020+5CS
CL300030+6CS
CL500040+7CS
If the power is somehow nullified characters agility and movement -4CS.
63-64​
Prehensile SkinCharacters with this powerhave the ability to move their skin itself as if it were an independent limb, stretching and flexing it to manipulate objects with an effective Strength rating equal to the skin's power rank. While the skin is usually at a normal length and consistency, the skin can become rubbery and stretch a number of yards equal to the power rank number. Direct attacks on the skin, when it is all stringy, inflict an amount of damage proportionate to the surface area of the damaged skin. The maximum amount of damage being one fourth of the character's health score; any more simply destroys the elongated skin, leaving a nasty mark on the character until the lost hide grows back. Skin lost in this manner heals as soon as the character recovers all the Health lost with the skin.
65-66​
RazorskinCharacters with this power, as the name implies, possess skin of the very sharp variety. When attacking with this sharp stuff, the character will inflict +1CS EA damage, based on either their Str or End (razorskin can enhance melee and charging attacks). Likewise, when a body attacks the razorskinned person with barehanded attacks (like a punch) they'll inflict as much EA to themselves as they inflict BA to their target.
67-68​
Self-DuplicationA character with this power can form duplicates of herself at a rate of one dupe per turn. Each duplicate has all of the characters abilities, talents, and powers (except this one), but with a -1CS penalty where applicable. The maximum number of dupes depends on power rank:
Power RankNumber of Dupes
Shift-0 - Poor0
Typical - Excellent1
Remarkable - Amazing2
Monstrous to Unearthly5
Shift-X or more10 upwards
Each dupe is capable of independent action. There is no special telepathic link between dupes and the original character, though this could perhaps be developed as a power stunt. If a dupe is rendered unconscious or killed, it vanishes. Furthermore, dupes must remain within power rank range of the original; those that move farther away also vanish. Dupes appear within arm’s reach of the original when first formed. They can be absorbed only by touch. Damage to a dupe does not affect the original. The original acquires the memories of her dupes when they are reabsorbed.
69-70​
ShapeshiftingChange in any form, animate or not.
71-73​
Spirit GestaltJoin with a spirit being to become a superhuman, ancestral spirits, demonic or divine etc.
74-76​
Bouncing BallThis is a specialized form of Shapeshifting. The hero can transform his body into a resilient sphere, apparently transforming his body into a balloon-like caricature of himself. Heroes with this power are rarely taken seriously, but, despite the image problem, this power offers substantial benefits to the hero. While he is inflated, the bouncer can travel at power rank speed. This power’s rank number increases his Fighting rank. He has +3CS resistance to blunt physical attacks. On the down side, he also has –2CS resistance to slashing attacks. In a given situation, the bouncer can maintain this power for the number of turns equal to his power rank number before he has to deflate and rest. After 10 turns, he can then reinflate himself.
77-79​
ElongationThe hero can temporarily increase the length of any part of his body without losing leverage or strength. The hero can elongate any single part a maximum number of yards equal to his power rank number. If two or more parts are elongated, this limit is the total combined length for all parts concerned. The hand counts as part of the arm unless the hero is specifically elongating his fingers; in this case, the maximum is divided by the number of fingers elongated. The hero can maintain any single act of Elongation for a number of turns up to his power rank number.
80-82​
GrowthThe hero can temporarily increase his physical size at will. As he grows, the hero becomes an easier target. The bonuses to be hit, given in Table 3, are not cumulative. There are three ways the power can be attained: Atomic Dispersal, Atomic Gain, and Atomic Growth. The player randomly determines the method when he creates the character or when the character first gains this power, using the sub-table below.
Die Roll Form
01-33 Atomic Dispersal
34-66 Atomic Gain
67-00 Atomic Growth
  • Atomic Dispersal: The hero increases the distance between his own atoms, thus increasing his overall size. His mass remains the same no matter how large he becomes. The hero also becomes increasingly fragile; his body’s material strength decreases –1CS with each doubling in size. At Shift-X rank, the body becomes less dense than air. At CL1000 rank, the hero becomes intangible and can phase through normal matter.
  • Atomic Gain: Enables the hero to somehow create or gain new atoms and incorporate them into his atomic structure. As the hero gains new matter, his size and mass increase as well. As the hero grows, his strength increases +1CS for each +2CS of growth. The hero’s Primary and Secondary abilities are unaffected. However, Health seems to increase because physical attacks do less relative damage. Bullets, for example, would be nothing more than grains of high-velocity sand to a giant hero. Note that when the hero returns to his original size, wounds decrease in size- but imbedded bullets and other objects do not!
  • Atomic Growth: Enables the hero to increase the size of his own atoms, thus increasing his overall size and mass. The hero’s strength increases only enough to enable him to move his own body; lifting strength does not increase. This form of Growth has a dangerous side effect. As the hero’s atoms grow, they are unable to interact with normal atoms. The hero is unable to breathe, drink, or eat normal matter. Fortunately there is a 95% chance that the power envelops the hero’s body in a field that temporarily increases the size of consumed matter. Note that this is the only form of growth that will enable the hero to travel into macroverses or, if the hero is originally from a microverse, enable the hero to reach our own universe.
    To-Hit bonuses Against Growth-Using Characters
    RankSizeBonus to hit
    FeebleX 1.5+1CS
    PoorX 2+1CS
    TypicalX 3+1CS
    GoodX 4+1CS
    ExcellentX 6+1CS
    RemarkableX 8+2CS
    IncredibleX 10+2CS
    AmazingX 12+2CS
    MonstrousX 15+3CS
    UnearthlyX 20+3CS
    Shift-XX 50+3CS
    Shift-YX 100+3CS
    Shift-ZX 200+3CS
    CL1000X 500+4CS
    CL3000X 1000+5CS
    CL5000X 10,000+6CS
83-85​
Mass DecreaseThe hero can diminish his body’s mass. His weight decreases to a percentage equal to his power rank number. For example, the Vision’s Un rank in this power decreases his weight by 100%, making him completely weightless. At Shift-X and higher, the hero attains buoyancy and can lift additional weight. The added weight is a percentage of his normal body weight; for example, a 160 lb. Man with Shift-Z rank in this power can carry an additional 800 lbs. (500% of 160 lbs.). When the hero is created, the player can increase the power’s rank +1CS by making its effect permanent.
86-88​
Mass IncreaseThe hero can increase his body’s mass. His weight is multiplied by the power rank number. For example, a 98 lb. Weakling with Rm rank can increase his mass to 2940 lbs. (30 x 98). Fortunately, a side effect of this power increases the hero’s basic strength. No matter how much the hero weighs, he can still move as if he were his normal weight. Lifting strength remains the same. Of course, as the hero weighs more, he has a greater effect on the environment. At 2940 lbs., our hero can fall through previously sound flooring or collapse the shocks on his 1973 VW Beetle. Physical force has a decreased effect on the hero because of his greater mass. In game terms, the power gives the hero power rank resistance to physical attacks. The hero can also use the power rank instead of his strength to inflict charging damage. Formerly weak characters can embarrass their adversaries with this newfound might. For example, the macho super-criminal Manbrute may flee into obscurity when Wimp-man simply sits on him with all 2940 lbs. then delivers a stinging lecture on the benefits of niceness while the camera crews have a field day.
89-91​
PhasingThe hero can render his body intangible to normal matter. This enables him to pass harmlessly through any object. The hero’s power rank must exceed the barrier’s material strength in order for phasing to occur. The hero can Phase through Force Fields, Body Armors, Resistances, and Invulnerabilities of lower ranks by making a green FEAT. Because the hero is out of phase with normal matter, he cannot breathe. Thus, the practical duration on this power is the length of time the hero can hold his breath. If the hero has some way around this problem, the duration is unlimited. Phasing has a damaging effect on delicate electronic devices. By Phasing through such devices, the hero can disrupt normal activity and scramble any on-line programming.
92-94​
PlasticityThe hero can change his body’s topology; that is, he can twist, bend, pull, stretch or otherwise distort his body’s shape into any form. The only limitation is that the hero cannot normally create new holes in his body. If the hero wants to assume a shape that requires holes, he must make a red FEAT.
The hero’s malleable flesh gives him power rank resistance to blunt Physical attacks. The hero is able to survive without harm a fall from the number of floors equal to his power rank number by turning into a bouncing shape before he hits the ground. The hero gains the bonus power of Elongation. Bouncing Ball is an optional power or may be simulated by a power stunt.
95-97​
ShrinkingThe character can temporarily decrease his body’s size. The character’s primary and secondary abilities remain unaffected. Even Strength is undiminished, although it is much harder for a shrunken hero to gain enough leverage to perform tasks that would be otherwise be simple to perform. As the hero shrinks, he becomes harder to hit but conversely suffers greater damage if struck. This is handled by the column shift as shown in the table. The column shift decreases the attacker’s chance to hit and increases the damage by an equal shift. A hero with Remarkable rank is –2CS to his but suffers +2CS damage if the attack is successful.
Die Roll Form
01-20 Atomic Collapse
21-40 Atomic Reduction
41-00 Atomic Shrinkage
  • Atomic Collapse: decreases the distance between the body’s atoms and subatomic particles, thus decreasing overall size. Mass and strength are unaffected. As density increases, the hero’s body could collapse into neutronium (CL3000) or into a black hole (CL 5000).
  • Atomic Reduction: decreases the number of atoms in the hero’s body. The lost atoms are either disintegrated (if the shrinkage is permanent) or temporarily removed from the hero’s plane of existence and stored "elsewhere" until the hero reverts to his original size. If the hero loses too many atoms (by exceeding Shift-X rank), his remaining structure becomes too simple to sustain his life force. For this reason, a hero with this form cannot voluntarily exceed Unearthly rank. If the limit is passed, the hero’s life-force is automatically stored away on the same plane with all the displaced matter that normally forms his body. At Shift-Z rank, the hero’s body consists of a single DNA molecule, which then vanishes when the next rank is reached.
  • Atomic Shrinkage: reduces the size of the hero’s atoms, thus reducing overall size and mass. Strength remains proportional to the hero’s current size. This is the only form that enables the hero to reach a microverse. While this is the most popular form of shrinking, it has a potentially deadly disadvantage. As the hero’s atoms shrink, they can no longer interact with other, normal-size atoms. As a result, the hero cannot breathe, drink, or eat normal-size matter. Fortunately, there is a flat 95% chance (determined at the time this power is first gained) that the power envelops the hero with an aura that temporarily reduces all atoms to be consumed. If the hero lacks this aura, he must have a proportionally sized supply of material for consumption or somehow not need to breathe. If not, the duration for this power is equal to the time the hero can hold his breath. There is an advantage to not possessing this aura in that electrons cannot flow from normal to shrunken matter; hence, the power acts as rank-level Resistance to Electricity.
    As the hero shrinks, he becomes harder to hit but conversely suffers greater damage if struck. This is handled by the column shift as shown in the table. The column shift decreases the attacker’s chance to hit and increases the damage by an equal shift. A hero with Remarkable rank is –2CS to his but suffers +2CS damage if the attack is successful.
    Attack Modifiers Against Shrinking Characters
    To-Hit bonuses Against Growth-Using Characters
    RankReduced SizeChance to hit
    Feeble50%+0CS
    Poor25%+0CS
    Typical12.5%+0CS
    Good6.25%+1CS
    Excellent3%+1CS
    Remarkable1%+2CS
    Incredible0.5%+2CS
    Amazing0.25%+2CS
    Monstrous0.1%+3CS
    Unearthly0.01%+3CS
    Shift-X0.001%+4CS
    Shift-Y0.0001%+5CS
    Shift-Z0.0000001%+6CS
    CL100010 E-12+8CS
    CL300010 E-18+10CS
    CL500010 E-33+12CS
    In practical terms, a Shrinking rank of Shift-X, Y, or Z is sufficient to reduce a normal human to the size of a single cell or virus. Either CL 1000 or CL 3000 will reduce him to atomic scale. CL 5000 reduces him to the point at which he/she can enter the microverse worlds. On such worlds, the hero is proportional to his new environment. There are three forms of this power. When the power or the hero is first created, the player must determine which form is involved, using the following sub-table.
    Optional power is Diminution. The nemesis is Enlargement; the specific forms are, in order, Atomic Dispersal, Atomic Gain, and Atomic Growth.
98-99​
Addtional Body PartsThis is basically the same as Extra Body Parts, p. 86, Player’s Book. Here are a few more power stunts:
  • Constrictor Limb. Whether this is a tentacle, a tail, or specially altered arm, a constrictor limb is useful for making Grappling attacks. It does so with a minimum Strength rank of +1CS the character’s normal Strength
  • Detachable. The limb in question can detach and still function normally out to power rank range. The character can feel sensation with the limb even when it is detached. Damage to the limb is subtracted from the character’s Health as normal.
  • Extension. The limb in question has Elongation at power rank ability. No Elongation power stunts are acquired automatically.
  • Remote Sensor. The character can detach one of her sensory organs. The sensory organ can broadcast information back to the character out to power rank range.
  • Mobile. This stunt is useful when combined with Detachable or Remote Sensor. It enables the limb or sensor to fly at power rank -2CS speed, but it cannot pass beyond power rank range from the character.
00​
Two-DimensionalityThe hero can harmlessly reduce his body (and any nonliving matter he carries) to a flat, two-dimensional version. To an onlooker, the hero appears to have transformed himself into a life-size photograph. The hero’s body functions and abilities are unaffected. Because the hero is now extremely thin, gaining leverage on three-dimensional objects is extremely difficult. He is also extremely hard to hit if he can turn his flat side toward his opponents. While in a flattened state, the hero suffers less damage from blunt physical attacks; the power rank number decreases the damage by that much for each attack. On the other hand, a flat hero can suffer all sorts of abuse that he would normally ignore, such as being folded like a map and locked in a glove compartment.
How thin the hero can get is determined by an intensity FEAT. A green FEAT reduces the hero to the width of a piece of paper. At this point the hero can pass through the cracks around a door or adhere to a wall and pretend to be a poster. A Yellow FEAT reduces the hero to one atom’s width. At this width, the hero can pass through solid barriers by slicing through them as if he were an incredibly fine knife. The power enables the hero to pass through any barrier with a Material Strength up to +5CS greater than his power rank. Note: if the barrier is larger than the hero’s body (such as a wall) then the slice made by the hero’s passage immediately reseals itself. But if the barrier was smaller than the hero then the pieces fall apart as soon as the hero severs the entire width. A red FEAT removes the third dimension entirely; at this point, the hero can pass through barriers without damaging them, or he can be transported into a Flatland-type dimension where everyone has only two dimensions. In the latter case, the hero vanishes from sight. The hero can choose to flatten himself in any direction. He can appear to be a front-back, left profile-right profile, top-view-bottom view, or similar shaped two-dimensional image.
Note: that while the one dimension is drastically altered, the remaining measurements remain the same.
https://classicmarvelforever.com/cms/ultimate-talents-list.html#Mystic

The Ultimate Talents List​

Created by Michael D. and Aunt Petunia

The purpose of the Ultimate Talents List is to deepen the secret ID part of the characters, giving them realistic professions. In the old system it was taken that the character with Medicine talent was a podiatrist/surgeon/pediatrics/oncologist etc. Now, there are talent categories and these break down further into the specific talents. Taking multiple talents in one category can enhance and have positive effects in Reason FEAT bonuses or even resource bonuses. More on that later.

With detailed talents such as these, not only can the character's origin be given depth but it adds history to the player, allowing him to be unlike anyone else; i.e. Iron Man, Reed Richards, Dr. Doom and Box are all considered as having engineering talent in the old system. Booooring. Any avid reader knows that all four men use their talents in different ways. Using the Ultimate Talents List system allows your character to blast off into a specific science or skill, mastering that field much like Dr. Henry Pym, the discoverer and user of Pym Particles.

Of course, not all Marvel sciences or talents are covered since some are very secreted and known by few people like the aforementioned Doctor Pym (who has Physics-Pym Particle Physics) or the scientist who has Earth Sciences-Metallurgy-mastering the science of creating adamantium and first concocted that powerful substance. That's where your player's imagination comes in, the Ultimate Talents List just gives a better basis for growing.

Reason FEAT Enhancement And Resource Bonuses​

It goes without saying that when an Oncologist (a doctor who studies cancer) also learns about radiology or emergency medicine he becomes a more valuable doctor. With that in mind, it is now possible to become even more of a specialist in one's field and have it benefit one's resources and Reason FEATs; i.e. Captain Mold has a secret identity, Mike Moldenson. Mike Moldenson works as a Oncologist at Hadleyville Hospital and has Excellent resources. He decides to go back to medical school so that he can help in the fight against child leukemia so he takes pediatrics for 1000 karma points. Now, since he is more knowledgeable and no doubt a more valuable oncologist, he gets 4 resource point to bring him to Excellent. In addition, he now gets a +2CS to Reason FEATs involving his profession and can be regarded as a specialist.

Keep in mind this only applies to heros or their Secret Id's that are currently employed in a field that utilizes their talents (of course, the judge could be hard on the players and not give their Id's this raise; unappreciative boss, etc. The Reason FEAT enhancement would still be there but not the resource bonus. That's totally up to the judge). This system encourages having fun with the Secret Id. in addition to the normal do-gooding hero's life. Remember, the maximum positive column shift for a Reason FEAT is +3CS regardless of how many talents may apply to a repair or invention.

Judges: Keep in mind that this system will have the players running to obtain new talents that will benefit them resource wise in their present jobs. Be hard on them. Make them roll popularity FEATs to get promotions. Have their Secret Id's look for new jobs. Fire them occasionally, give them annoying work colleagues and when they fail on a work project, demote them etc... this is a fun way to play Secret Id's.

Please, keep in mind that some talents include bonus contacts. Please, refer to the original talents list to see which talents give what when rolling a character's skills and talents.



(29-34) Crime and Law
01-04BallisticsBallistics is the study of guns, knowing what bullet goes with what gun, where a shot could have come from, etc., etc. This is the kind of stuff you see TV detectives doing when they find powder burns and bullet holes. PC gets a +1CS to Reason when trying to figure out these kinds of things.
05-07CamoflageAllows a character +2CS to trying to camouflage equiptment, objects, and self. Requires a yellow Intuition FEAT for a person to find it.
08-10Counterfeit Recognition+1CS to Intuition for identifying false signatures, money, art, etc. A failed roll means that the character believes its genuine.
11-12Clue Analysis+1CS to Intuition/Reason on gathering information on clues.
13-16CriminologyThe hero with this Talent has an understanding of the criminal mind and behavior, either from studies or first-hand observation. The character with this Talent gains a +1CS on all Reason and Intuition FEATs involving criminal practices.
17-22DemolitionsThe PC gets +1CS to Reason when figuring out the best applications for explosives, or the creation of home made explosives. Allows a good chance to blow the vault door off the wall without collapsing the back half of the building.
23-29Detective/EspionageGains Clue Analysis, Counterfeit recognition, identification System, Law, and Police Procedure. This character is trained to notice small clues to a crime, and gains +1CS to find them, and also gains 1 contact in either Crme, Law enforcement, or Law.
30-32DisguiseDisguise gives a +1CS to two stats...Intuition and Reason. When a PC gets in disguise, two situations could come up. One is where the disguise only has to pass at a glance. In this situation, anyone having cause to notice rolls an opposed FEAT between his Intuition and the character's Reason (+1CS). The other situation is where the character must adopt mannerisms to go with the disguise (disguising voice, affecting a limp, etc.). The person the character is trying to fool must make an opposed FEAT against the character's Intuition (+1CS) using either Reason or Intuition (whichever is higher). In either case, if the FEAT is failed, nothing is noticed. Green thru Red would signify anything from knowing something is wrong to recognizing the character.
32-37Forensics
38-42ForgeryEnables a character to create excellent copies of a signature or work of art.
43-44IntimidationA character with this talent knows how to inspire fear in an opponent either through the use of threats, brute strength, or imposing size and gains a +1CS to Intimidation.
45-47InterrogationThe character is well versed in extracting information from a subject gaining a +1CS to Interrogation.
48-55LawA character with law gains +1CS to all FEATs involving law
56-64Law EnforcementIncludes Gun and Law talents and the Police Procedure talent. If a characer is still with the Law Enforcement agency, he may carry a gun and make arrests legally
65-70MilitaryIncludes Camouflage, Cartography, Demolition, Electronic Countermeasures, guns, and Heavy Weapons and grants a +1CS to all military matters including army weapons. Gain one co ntact in the military.
71-77Negotiations+1CS to popularity in hostile situations.
78-83Pollice ProcedureEnables a character to avoid both police conflict and security. For example; such a character could apprehend felons and gain access to a crime scene without being arrested.
84-88Pick Pocket
89-92SecurityThis talent has two benefits. First, the PC gets a +1CS to Reason to create or remove Security devices, provided the PC has the proper background or a high enough Reason to begin with. Second, the PC gets a +1CS to Intuition for noticing installed security devices.
93-96StealthStealth is an Intuition based talent. It gives +1CS to intuiton and requires others to make an Intuition Feat at the intensity of the stealthy character's modified intuition in order to spot the character. Any movement requires additional Stealth FEAT's, or the watchers get another roll to detect the character. Detective/Espionage DOES give a bonus to spotting Stealthy characters.
97-00TrackingThis skill allows you to track others and to cover your own trail with any earthbound target and through any type of terrain. When doing the tracking +1CS for tracking people +1CS for each person over one that you are tracking.
(39-45) Computer Science
01-13Architecture+1CS in architecture FEATs.
14-29Artificial IntelligenceThe study and research of man made thinking systems.
30-45Computer EngineeringThe design and construction of computer hardware.
46-51Electronic Counter MeasuresEnables a character to understand, operate, and detect the use of bugs, jammers, and decoders. +1CS to Reason in using them, Intuition for finding them.
52-58GraphicsWeb designer, advertising, printing product design and familiarity with the printing industry and various paper products and design tools.
59-75Security and Encryption
76-89ProgrammingThe creation and development of computer software.
90-00Virtual RealityAn indepth knowledge of human's interaction with computer systems.

(53-59) Engineering
01-06Aviation and Aeronautics EngineeringThis is not piloting. It is the understanding and development of flight principles and aircraft design. There are people who know how to build planes but not fly them. Characters with this talent get the benefit of having their projects cost -1CS less in resource rank to build.
07-11Astronautic EngineeringThis allows the character to design, build and modify out of atmosphere space craft. Characters with this talent get the benefit of having their projects cost -1CS less in resource ran k to build.
12-16Automotive Engineering
17-19Battlesuit DesignThis skill allows the character +1CS to design and build battlesuits, harnesses, etc.
20-21Civil EngineeringDeals with roads, city works, water systems, overpasses, etc.
22-25Cybernetics/BionicsStudy of living systems with the intention of applying their principles to the design of engineering systems. Drawing on interdisciplinary research in the mechanical and life sciences, bionics has been used in audiovisual equipment based on human ear function, to design air and naval craft patterned after biological structure of birds and fish, and to incorporate principles of the human neurological system in data-processing systems. Another application has been the development of artificial limbs controlled by recognition of the electrical patterns in muscle tissue and direct electronic stimulation of the visual cortex via an implant and camera system. This talent allows the character the ability to design advanced cybernetic creations. With medicine/surgery, the character can actually perform surgery, allowing the construction of replacement organs, limbs, etc.
26-28DemolitionsPrecise knowledge of how to build, use and diffuse explosive devices.
29-31GadgetryCan build gadgetry, and recieve a +1CS to all FEATs involving them.
32-35Identify GadgetsEnables a character to Identify and use Gadgets but not build them. Alien technology results in -1CS to -5CS
35-38Electrical Engineering
39-44Locksmith
45-50Marine EngineeringIncludes the building of ships, submarines and underwater constructs.
51-57Mechanical EngineeringThe character with talent is capable of building complex machines for an assortment of tasks.
58-63Military Engineering
64-69Nuclear EngineeringDeals with the construction and development of nuclear powered, manipulating and control devices.
70-76Repair/TinkeringModification of existing machines or equipment.
77-82RoboticsThis skill allows a +1CS in dealing with Robotic construction, design, matianence, and theory. When used with the computer skill, the character can design AI constructions.
83-88Structural EngineeringThis allows the character to design, build and modify structural complexes (buildings, bases, tunnels, mines, etc.) Building bases or hideouts are -1CS to effective cost of course.
89-95Weapons EngineeringPrecise knowledge of how to build, use and modify guns, missiles and artillery. This talent does not include explosive devices. (see Demolitions.)
96-00Weapons TinkeringModification of existing weapons.
(60-66) Fighting Skills
01-03Aerial CombatThis skill allows a character +1CS to fighting when engages mid-air. The character has some knowledge of aerial tactics, and possesses keen ability to use such.
04-07Underwater CombatThe Skill allows a character to operate in combat conditions without penality underwater.. Furthermore the character recieves a +1CS to all Fighting and Agility FEAT's whilst submerged
08-11ClimbingAllows you to climb trees, telephones , buildings cliffs, etc. +2CS to Agility when trying this. Failure can be painful.
12-15Dodging+1CS to dodging
16-19GymnasticsEnables a character to perform flips, rolls, etc, and also allows a character to juggle. This skill will readily impress a crowd and increase the popularity of the hero +2 every time he works it into a battle where popularity is available.
20-23Martial Arts AThis form of martial arts concentrates on using an opponent's strength against him, and is typical of oriental- American forms such as judo and karate. The practitioner of this type of martial arts can Stun or Slam an opponent regardless of their comparative Strengths and Endurances.
24-27Martial Arts BThis form of martial arts is keyed on offense and inflicting damage in short, quick bursts, and includes such disciplines as boxing. The practitioner of this form of martial arts gains a +1CS to Fighting ability when engaged in unarmed combat.
28-31Martial Arts CThis form of martial arts concentrates on holds and escapes. The practitioner of this form gains a +1CS to his Strength for Grappling attacks (including damage), a +1CS to Strength for Escaping and a +1CS to Agility for purposes of Dodging.
31-34Martial Arts DThis meditative form of martial arts searches out the weak spots of the opponent's defenses and strikes against them. The practitioner of this form of attack may ignore the effects of Body Armor for determining Stun and Slam results. The attack by the character with this Talent does not have to inflict damage to force a check for possible Stun and Slam. The disadvantage is that the target of this attack must be studied for two rounds before the effects may be brought into play. The character with this Talent does not have to attack the character, only watch him in battle for two rounds previous to attacking.
35-38Martial Arts EThis form of martial arts encourages quick striking to catch the opponent off-guard. Heroes with this form of Martial Arts are at +1CS to initiative rolls in unarmed combat.
39-42Martial Arts FThis martial arts focuses on circular movements and deflecting. The character receives +1CS to strength for blocking and checks vs. Slams and Stuns. This form has no offensive applications, but instead keys in on defense by outlasting the opponent.
43-45Martial Arts GThis fighting form relies more on intuition than intelligence. The practitioner of this form can wait until all actions have been declared before he or she must declare an action. This is limited to melee fighting situations only, and cannot be used to state anything but a fighting oriented action.
46-49Martial Arts HThe martial artist has trained to have complete control and awareness of his body. He can use this martial art to apply a +2CS to Endurance for the purpose of healing lost health. Alternatively, he can apply a +2CS to endurance for the purposes of holding his/her breath underwater or under gas attacks, provided the martial artist does not move or attack while using this talent.
50-53Martial Arts IThis martial arts is very unique. It allows a teacher (sensei) to gain karma from the actions of his/her pupils. A character with this martial art will gain 10% of karma gained from the student (s) and can channel their energies to allow a karma pool between himself and his student (s) even when the master is not nearby his student (s).
54-57Martial Arts JThis martial art involves using your surroundings to become an extension of yourself. The martial artist is totally aware of all furniture, props, natural objects etc in the surrounding area For example, slamming a refridgerator door on your opponent or pulling the carpet out from under their feet. The martial artist never needs to make a successful grab for any loose (not possessed by anyone) objects in the area while fighting despite being stressed. As well, any attacker must make a successful intuition feat. Failure means the attacker has struck a nearby item of the Martial Artist's choosing and may receive damage as per the rules on breaking things.
58-61Martial Arts KThis martial art focuses on understanding the pressure points and weak spots of the human body. Characters with this talent may opt to strike a target during slugfest combat with a "nerve pinch". A yellow fighting feat roll is needed (the equivalent of a slugfest "bullseye" result). Instead of doing normal damage, the target must make a successful Endurance Feat vs Remarkable Intensity or fall unconscious for 1-10 rounds. If the target is Blindsided, treat the intensity as Incredible. Note: this martial art can only be used against human targets.
62-65Martial Arts LThis Martial Art focuses on sumo wrestling and absorbing/redirecting force. The so called "roll with the punches", this martial art allows a character a +1CS to endurance for the purpose of checking for slam and stun results from slugfest combat only. This martial art can not be applied if the hero is blindsided.
66-69Martial Arts MThis Talent focuses on fighting, for the purpose of evading. Allow a +1CS column shift to fighting for determining the effects of evasion only.
70-73Martial Arts NThis martial Art involves putting all of your energy focused on to a single blow. An example would be a haymaker, or a long flying kick to finish an already shaky opponent. The good news is the effects of this attack are amplified. Apply a +1CS to damage rolled under the slugfest column. When the target is checking for effects the target must shift his endurance down -1CS for checking slams and stuns.
The Bad news is this attack requires a significant amount of timing and energy. The target is +1CS for evading this attack. As well, the martial artist must check for a red fighting feat. Failure indicates the attacker may not take any actions in the next round. As well, even if this feat is successful the attacker always loses initiative in the next combat round.
74-77Martial Arts OThe martial artist has trained in the martial arts through it's original form, studying the movements of animals. The martial artist may apply a +1CS to the applicable ability (fighting for evading, strength for blocking etc.) for performing any offensive or defensive actions when fighting wild animals. Note: this martial art requires a talent feat.
Automatic - Any animal indigineous to the area the martial artist has trained.
Green -- Any earthly animal, regardless of a martial artist's familiarity.
Yellow -- An earthly animal but one that operates beyond the normal realm of similar animals
Red- Alien/Other-dimensional Animals
78-81Martial Arts PThis martial art concentrates on working with teammates in a combined attack, where the stronger of two characters hurls/throws/tosses the other, either as a projectile to strike an opponent or to pass over, land upon or behind a specific target. The martial art allows the character to utilize the higher of the two individuals agility to determine success, regardless of who is projector or projected. Examples would be the X-Men's "Fastball Special" and The TEAM's "Maneuver Number 7" (Young Justice).
82-85Martial Arts QThe martial artist is trained as receving damage, such as breaking a wooden chair on his/her back without flinching. The martial artist must be standing still and requires a psyche feat. If these conditions are met, the martial artist will receive excellent body armour against blunt and slugfest attacks.
86-89Martial Arts RThe martial artist is trained to break objects with his body such as wood, bricks, blocks of ice, etc. Apply a +1CS to damage for the purpose of breaking inanimate objects only. This martial art can be combined with Martial arts N to allow a +2CS to damage for breaking things but all of the limitations of martial arts N still apply.
90-92Quick-StrikingCharacters with this talent gain +1CS to Fighting FEATs involving trying for multiple attack rolls. Also gains a +1 on initiative rolls.
93-94WrestlingThe hero with this Talent is proficient in applying holds. It includes familiar types of wrestling as well as the sumo forms of the art. The hero with this Talent gains a +2CS when making Grappling attacks, but gains no benefit in damage. A hero with Martial Arts B and this Talent gains a +3CS to hit in a Grappling attack, and a +1CS for damage.
95-96Thrown ObjectsThe hero with this Talent gains a +1CS with all Throwing attacks, and +1CS on Catching. This applies to both thrown weapons and normal items. If the hero has the Thrown Weapons Talent as well, the modification is +2CS when using thrown weapons.
97-98AcrobaticsThe hero with this Talent is very limber and as such gains advantages when under attack. The hero has a +1CS when dodging, evading, and escaping.
99-00TumblingThe hero with this Talent knows how to fall and land without undue injury. Individuals with this Talent may make an Agility FEAT to land feet-first after any fall that does not inflict damage.
* Note: Additional info supplied in original talent list.
** Note: The fighting skills listed here are ones available to the general public.
 
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https://classicmarvelforever.com/cms/armored-heroes.html

Armored Hero Generation​

Originally printed in Dragon Magazine #180 April 1992 pp. 95-97 by Justin Mohareb (Marvel Super Heroes).

This article assumes that you have MA3 The Ultimate Powers Book. If you don't, simply use the Players' Book from the Advanced Set rules, selecting the powers you think are reproducible by machinery or electronics. Using this system, armored heroes are rolled up using Column 3 ("High Technology") as in both the Ultimate Powers Book or the Advanced Set rules. These abilities are the character's normal levels. This is to reflect that the character is a normal human wearing an armored suit that supplies his super powers.

Judges may wish to allow a character to increase his physical stats when wearing the armor by roll once on Table 1 (below), then dividing the results among the hero's four physical abilities (FASE). Note that the ability scores indicated when the character adds the modifiers to his personal attributes reflect the benefits of the armor only when it is being worn. For example, a character whose Strength is Typical, with a +3CS modifier for the armor, might add +1CS, +2CS or +3CS to his Strength, or he might not increase his Strength at all, preferring to divide +3CS among his other three physical statistics.

If the character created his own armor, he also recieves a +1CS to his Reason, a +1CS to his Electronics talent, and another +1CS to repair and modify his personal armor. If the character recieves the armor from someone else, it is assumed that the original owner or people he knows (all NPCs) can repair it. In the latter case, the hero would not recieve any of the Reason bonuses, though he could recieve training later on, at the Judge's discretion.

The character then rolls up the number of his armored suit's powers, using the usual tables in the Ultimate Powers Book or the Advanced Set rules. This character automatically has Body Armor at Excellent rank, though this can be increased (see the note under "Defensive Powers") which follows. When the character's powers are determined, a special power rank called Armor Endurance is also created. This is usually called E.C.M (electronic countermeasures) and is used against attempts to control the armor from outside sources.

Because of their nature, armored heroes can only use certain powers that could be technology based. A suggested list of these powers, from the Ultimate Powers Book, is given here:

Defensive Powers:​

  • Body Armor (already taken but can be taken again; +1CS each time this is chosen as a power).
  • Force Field

Reflection:​

  • Resistance to Energy Attacks
  • Resistance to Physical Attacks

Detection Powers:​

  • Circular Vision
  • Energy Detection
  • Hypersensitive Hearing
  • Hypersensitive Touch
  • Life Detection
  • Microscopic Vision
  • Penetration Vision
  • Radarsense
  • Sonar
  • Telescopic Vision
  • Thermal Vision
  • Ultraviolet Vision

Energy Control Powers:​

  • Electrical Control
  • Energy Sponge
  • Hard Radiation Control
  • Magnetic Manipulation

Energy Emission Powers:​

  • All except for Energy Doppelganger

Fighting Powers:​

  • Weapons Creation

Illusory Powers:​

  • Illusion-Casting
  • Illusory Duplication

Life Control Powers:​

  • Sleep-Induced

Matter Control Powers:​

  • Bonding
  • Machine Animation

Matter Conversion Powers:​

  • Disintegration

Matter Creation Powers:​

  • Missile Creation
  • Spray
  • Webcasting

Mental Enhancement Powers:​

  • Clairaudience
  • Clairvoyance
  • Communicate With Cybernetics
  • Danger Sense
  • Speech-Throwing
  • Total Memory
(These powers are not mental powers per se, but are technological versions of mental powers.)

Physical Enhancement Powers:​

  • Hyper-Speed
  • Lung Adaptability
  • Stealth
  • Waterbreathing
  • Water Freedom

Self Alteration Powers:​

  • Blending
  • Invisibility

Travel Powers:​

  • Gliding
  • Hyper-Digging
  • Hyper-Leaping
  • Hyper-Running
  • Hyper-Swimming
  • Rocket
Players can choose their armor's powers from this list. If you find this list to be too limiting, just use your imagination. Once the powers for the battlesuit have been selected, rolls are made on Table 2 for the power rank of each power. These rolls are not modified, with the exception of Body Armor (as previously noted). Also generate a power rank for Armor Endurance at this point.

Damaging Armor To add depth to armored combat, each power--including Body Armor--and each of the FASE ability modifiers is then assigned a number as part of a random-roll table. These numbers will determine which of the armor's systems are damaged when an attack exceeds the suit's Body Armor (or applicable Force Fields, etc) by more than +1CS, as noted later. The numbers should be arranged so as they can be rolled on a simple die: 1d8, 1d10, 1d12, etc. Optionally, assign two or more numbers on such a table to a power that would have a greater chance of being damaged., like Body Armor or Flight, depending on your vision of the character's armored suit and the placement of his weaponry and equipment.

We now get to the raison d'etre for this expanded system: armored suit combat. Every time the character is in combat and recieves a blow that inflicts more damage than his Body Armor rank, the character takes damage minus the amount absorbed by his body armor. For example, if a hero has Remarkable Body Armour and is hit by an Incredible rank Force Bolt, the hero takes 10 points of damage (40 - 30 = 10). This is per normal rules.

If the damage is 2CS or more than the Body Armor rank, the character takes the appropiate damage, and percentile dice are then rolled on the rank of the attack -4CS to determine if the character's armor was damaged by the attack. For example, if the hero as above with Remarkable Body Armor was punched by a villain possessing Amazing Strength, the hero would roll 1d100 on the Good column (50 - 4CS = 10). If the result is red, then roll on Table 3. Energy attacks are a special case, as Body Armor is 20 points less effective against energy attacks than against physical ones. When a hero is hit by an Energy attack capable of breaching the armor's reduced rank vs. Energy attacks, the character must follow the procedure for determining armor damage from physical attacks as before. Armored heroes can take Resistance to Energy Attacks to cover this weakness.

Repairing Damage Fixing damaged armor is relatively simple. The hero must make a Reason FEAT roll to make the proper repairs correctly. A Resources FEAT roll might be called for as well, to see if the hero can afford to make the repairs. Other strictures can be applied to the roll at the Judge's whim. It is often a good idea for the Judge to make the Reason FEAT roll for the hero in secret. That way, if the roll is a failure by a narrow margin--say, within five points of the number needed for success--the hero may mistakenly believe that his armor is repaired when it actually might fail at an important moment. This is a nasty thing to do, but I leave the decision whether or not to use this up to each Judge.

Armored Advancement The player may, at some point in his hero's career, attempt to modify the hero's armor by adding new powers. Armor powers can be added, up to the maximum number that was determined at creation, by spending 3,000 Karma for each, plus 10 times the starting rank number for that power (this is also the formula by which robots can add powers). Power advancement is done normally, by spending 10 points times the current rank number plus 500 points for cresting from one rank to the another. A Reason FEAT roll should be called for, with the difficulty equal to the new rank, if an old power is being advanced to a new, higher rank or if a new power is set at its starting level. A Resource FEAT roll might also be needed to see if the hero has the cash to perform the modifications. The Judge should make his own rulings on how to do the "total makeover" that's so popular with armored heroes, including such things as resetting Popularity to zero, upping appropiate powers and FASE abilities one rank, or adding new things. This should cost a great deal; about 10,000 Karma points, a high Resource FEAT roll (Amazing or better), and access to high-tech equipment or a high (Incredible or better) Reason FEAT roll (this is of course up to the individual Judge). All other forms of advancement are performed normally.

Creativity is the key to any successful and enjoyable role-playing game. This system can only get you started on the way. Where you go is up to you.

Table 1: Armor Modifiers For F.A.S.E Abilities

1D100Result
01-10Unchanged
11-20+1CS
21-45+2CS
46-75+3CS
76-95+4CS
96-00+5CS

Table 2: Power Rank Generation Table

1D100Power Rank
01-05Feeble
06-10Poor
11-20Typical
21-40Good
41-55Excellent
56-80Remarkable
81-95Incredible
96-00Amazing

Table 3: Armor Damage Table

1D100Damage Results
01-20One Power is at -2CS
21-40One FASE ability modifier is at -2CS
41-65One power is inoperative
66-90All powers are at -1CS
91-94All FASE ability modifiers are -1CS
95-98All FASE ability modifiers and powers are at -2CS
99-00Massive systems overload. All FASE modifiers are at -2CS, and all powers, with the exception of one (player's choice) are inoperative.
https://classicmarvelforever.com/cms/cyborgs.html

Cyborg Creation​

Source: Marvel RPG and more

Described below are the rules for creating Cyborgs in the Marvel RPG Universe. Cyborgs are normal humans that gain superhuman powers or abilities from mechanical or bio-engineered parts that have been installed in their body. Because normally humans that become cyborgs have stats up to the maximum human potential their stats are rolled on somewhat different columns.

Character Creation:​

Cyborgs use the following columns to determine their stats:

RankFeeblePoorTypicalGoodExcellentRemarkableIncredibleAmazing
Fighting:01-0304-0809-2021-3536-6061-8081-9596-00
Agility:01-0203-0607-2021-4041-7071-9091-00-
Strength:01-0506-2021-6061-9091-00---
Endurance:01-0506-1011-2021-4041-8081-00--
Reason:01-1011-2526-4546-7576-9596-00--
Intuition:01-1011-2526-4041-6061-8081-9798-00-
Psyche:01-1516-3031-6061-8081-00---

Number of Implants:​

After the stats are determined you must roll on the following table to determine the amount of implants the character has (see threshold rating below). The table also includes the maximum amount of resource points the character can spend on implants as well as the maximum amount spend on the implants individually. A character may decide to take less implants with a total amount of resource points equal to or less than the maximum allowed.

Die Roll# of ImplantsRes. Points totalMax. Res. Points
01-1032010
11-2043010
21-3554015
36-5565018
56-7066520
71-8577025
86-9879030
99-008120Unlimited

Talents:​

Talents are determined normally.

Implanting:​

Threshold Ratings​

There is a maximum amount of implants the human body can handle. This is called the Threshold Rating. There are 2 different Threshold Ratings. The first one is the Cyberware Threshold, the second one the Bioware threshold. The total amount of implants cannot exceed the Threshold, but Cyberware and Bioware do not conflict unless otherwise noted.

The Cyberware Threshold is equal for everyone, it is equal to 100.

The Bioware Threshold is equal to the Endurance rank Number.

Effects of Cyber/Bio-ware:​

The more Cyberware someone posseses the more difficult it is for the body to heal naturally. Instead of the normal Endurance rank number the character can heal he can only heal a percentage equal to his current Threshold rating. (For example: a character with Remarkable Endurance and 40 points of Cyberware threshold remaining would only heal 40% of 30 = 12 points of damage.) This limitation can be overcome by installing a self-regenerating device with each implant. This however adds 50% to the resource costs and Threhold costs.

Whenever a character takes more than Am damage from a single attack the Judge must make a roll at the remaining Cyberware Threshold Rank to determine if a system is damaged. A white result means a random determined system is damaged. The exact effects are up to the Judge.

Bioware has no effects on healing and it is somewhat more difficult to damage. Whenever a character's health drops below 0 a Bioware Threshold roll must be made, a white result means a bioware system is damaged. A second roll determines how badly the damage is. A second white result means the system must be replaced entirely. A green result means it needs repair for at least 50% of the total costs. A yellow result means it needs 25% repairs and a Red result means only temporary disablement.

To repair Cyberware or Bioware a character needs the Medicine skill and either cybernetics (for Cyberware) or bio-engineering (for Bioware) skills. The costs for Cyberware repair are usually 20% of the total costs.

When Implanting a doctor must make a skill FEAT and check on the table below (the judge should decide if this must be done when character creating or only when implanting during the campaign).

FEATResult
WhiteEnd. FEAT or die, lose 1 point Threshold permanently
GreenSuccess
YellowSuccess, -5% Threshold cost
RedSuccess, -15% Threshold cost

Cyberware:​

Chemical Analyzer​

Cyber Threshold: 4

Resource Rating: Typical

This implant allows the character to analyze compounds with a +2CS on their chemistry skill.

Cranial Bombs​

Cyber Threshold: -

Resource Rating: varies

Cranial Bombs are placed somewhere in the wearer's body and can be detonated by remote. Kink Bombs force the bearer to make a Yellow Endurance FEAT or die, Micro Bombs kill the bearer instantly and Area Bombs kill the bearer instantly and inflict Amazing damage to anyone within 1 area. There are three different forms of Cranial Bombs:

  • Kink Bombs Resource Rating: Excellent
  • Microbombs Resource Rating: Excellent
  • Area Bombs Resource Rating: Remarkable

Datajack​

Cyber Threshold: 4

Resource Rating: Typical

A datajack allows the wearer to plug devices directly into his head. He can use this to directly view video images or control computerized devices. It gives the wearer Remarkable computer communication and computer control at the wearer's Reason rank.

Encephalon​

Cyber Threshold: varies

Resource Rating: varies

An Encephalon increases the wearer's Reason, there are 2 levels:

  • +1CS Reason Cyberware Threshold: 15 Resource Rating: Excellent
  • +2CS Reason Cyberware Threshold: 35 Resource Rating: Excellent

Memory​

Cyber Threshold: varies

Resource Rating: varies

Implanted memory allows the character to store data of any kind. To use this he must also posses a Datajack.

  • Cyberware Threshold: 6 per 10 Gb
  • Resource Rating: Good (8-15)

Olfactory Booster​

Cyber Threshold: 4

Resource Rating: Typical

This gives the character the Hyper-Olfactory (DT7) power at Remarkable rank.

Orientation System​

Cyber Threshold: 8

Resource Rating: Good

An Orientation System can analyze a character's whereabouts (at a planet of which it contains maps) with Un accuracy. It can also display various country and city maps.

Softlink​

Cyber Threshold: 5

Resource Rating: Typical

A Softlink contains 2 open slots for chips on which professional skills are imprinted. With these chips the character can use those skills. The costs of the chips are Good except for uncommon skills for which the Judge should determine the price.

Tactical Computer​

Cyber Threshold: varies Resource Rating: varies A tactical computer is used to tag an opponent and predict it's next move, it can tag (Reason/10 + level of tactical computer) opponents. An orientation system adds 2 to the effective level of the tactical computer, additional hearing or visual senses also increase it's rank by 1. To tag an opponent the computer must make a roll on the ability listed below with a -1CS modifier for each area the opponent is beyond the first. When an opponent disappears from the line of sight the computer gets a -1CS for each meter the opponent moved while out of line of sight.

For each attack against a tagged opponent the character then gets a bonus determined from the table below.

Tactical Computer
RatingAbilityCyberware ThresholdResource Rating
Level 1Excellent60Remarkable
Level 2Remarkable75Incredible
Level 3Incredible85Amazing


Effect Table (all fraction rounded down)
Whiteno effect
Green(level/3) +1CS bonus
Yellow(level/2) +2CS bonus
Redlevel +3CS bonus
Additionally the tactical computer gives +1 Initiative/level

Commlink​

Cyber Threshold: 6
Resource Rating: Good
This is a normal commlink system only implanted in the character's head.

Crypto Circuit​

Cyber Threshold: 2
Resource Rating: Excellent
This Circuit scrambles or descrambles messages with In ability.

Radio​

Cyber Threshold: 12
Resource Rating: Typical
A Radio-transmitter with a larger area than the normal Commlink, only it is easier to overhear.

Radio Reciever​

Cyber Threshold: 8
Resource Rating: Typical
A normal implanted reciever.

Telephone​

Cyber Threshold: 10
Resource Rating: Typical
An implanted telephone.

Balance Augmentation​

Cyber Threshold: 8
Resource Rating: Good
The character gets a +2CS for tumbling and acrobatic tests.

Damper​

Cyber Threshold: 2
Resource Rating: Typical
The character gains resistance vs. sonic attacks at Excellent rank.

Hearing Amplification​

Cyber Threshold: 4
Resource Rating: Typical
The character gains Hyper-Hearing at Remarkable rank.

Recorder​

Cyber Threshold: 5
Resource Rating: Typical
If combined with the Memory implant a character can record things he hears.

Camera​

Cyber Threshold: 8
Resource Rating: Typical
If combined with the Memory implant a character can record things he sees.

Low-Light​

Cyber Threshold: 4
Resource Rating: Typical
The character can see better in darkness and suffers -2CS less penalties.

Vision Magnifier​

Cyber Threshold: 4
Resource Rating: Typical
The character gains telescopic vision (DT17) at Feeble rank.

Thermographic​

Cyber Threshold: 4
Resource Rating: Typical
The character gets Thermal Vision (DT18) at Incredible rank.

Eye Weapons​

Cyber Threshold: varies Resource Rating: varies

WeaponDamageCyber ThresholdResource Rating
Eye DartPoor (possible poison)5Typical
Eye GunTypical8Typical
They both can fire only once and take 2 rounds to reload. After firing the character is at -1CS for 1-4 rounds.

Oral Weapons​

Cyber Threshold: varies
Resource Rating: varies

WeaponDamageCyber ThresholdResource Rating
Oral DartPoor5Typical
Oral GunTypical8Typical
Oral WhipTypical5Good
Oral SpurTypical5Typical
The dart and the gun also take 2 rounds to reload although they can be fired twice.

Bone Lacing​

Cyber Threshold: varies Resource Rating: varies There are three types of bone lacing: Plastic Poor body armor; Aluminium Typical body armor +1CS damage (not above Remarkable); Titanium Excellent body armor +2CS damage (not above Incredible). Plastic Cyber Threshold: 10 Resource Rating; Typical Aluminium Cyber Threshold: 23 Resource Rating; Good Titanium Cyber Threshold: 45 Resource Rating: Excellent.

Cybertorso​

Cyber Threshold: 25
Resource Rating: Excellent
A Cybertorso gives Typical body armor and halves the Cyber Threshold for strength increase in the limbs. It can also be plated, this gives body armor equal to the resource Rating spend. This body armor counts only for hits on the torso.

Cyberskull​

Cyber Threshold: 13
Resource Rating: Excellent
A Cyberskull gives Poor body armor and can also be plated like a Cybertorso for the same costs.

Retractable Razors​

Cyber Threshold: 4
Resource Rating: Good
This gives the character retractable claws for Excellent edged damage.

Internal Air Tank​

Cyber Threshold: 5
Resource Rating: Typical
Increases the character's endurance by +4CS for purposes of holding ones breath.

Fingertip Compartment​

Cyber Threshold: 2
Resource Rating: Typical
Allows the character to store small objects.

Muscle Replacement​

Cyber Threshold: varies
Resource Rating: varies
Each level increases the character's Strength and Agility by +1CS (not above Monstrous), level 3 also increases Fighting by +1CS.

LevelCyberware ThresholdResource Rating
120Excellent
240Remarkable
360Incredible

Smartlink​

Cyber Threshold: 5
Resource Rating: Typical
The smartlink gives the character +1CS to hit when shooting a firearm. Firearms must be be made "smart" which doubles the normal costs.

Cyberlimbs​

Cyber Threshold: varies
Resource Rating: varies
Each limb can be replaced with a cyberlimb which gives the character Typical body armor. The limbs can also be plated like the Cyberskull and Torso. They can hold containers for weapons and items and their strength can also be upgraded.

LimbCyberware ThresholdResource Rating
Cyber Arm/Leg20Excellent
Cyber Hand/Foot7Good
Cyber Forearm/Lower Leg13Excellent
A covering to make it look natural costs an extra 2 resource points. Increases strength (up to Unearthly) costs resource ranks and Cyberware Threshold equal to strength/3 (rounded up).

Move-By-Wire System​

Cyber Threshold: varies
Resource Rating: varies
Move By Wire increases the smoothness with which a character moves. But since to character lives in a constant state of seizure he must make an Endurance FEAT every month or suffer cardiac arrest. For each level of Move By Wire he gets a -1CS on Endurance.

LevelEffectCyberware ThresholdResource Rating
1+1CS Agility, Fighting, +2 Initiative, 1 extra attack50Excellent
2+2CS Agility,Fighting, +4 Initiative, 2 extra attacks77Remarkable
3+3CS Agility,Fighing, +6 Initiative, 3 extra attacks100Incredible

Boosted Reflexes​

Cyber Threshold: varies Resource Rating: varies

LevelEffectCyberware ThresholdResource Rating
1+1 Initiative, +1CS multiple attack tests10Good
2+2 Initiative, +2CS multiple attack tests20Excellent
3+3 Initiative, +3CS miltiple attack tests30Remarkable
Boosted reflexes are not compatible with the Move by Wire system or Wired Reflexes.

Dermal Plating​

Cyber Threshold: varies
Resource Rating: varies
Dermal Plating gives body armor equal to Resource Points x 2, Cyberware Threshold equals Resource Points spend.

Dermal Sheath​

Cyber Threshold: varies
Resource Rating: varies
Dermal Sheath gives body armor equal to Resource Points x 3, Cyberware Threshold equals Resource Points x 1.5. Dermal sheaths can be outfitted with adaptive coloration (5 resource points extra).

Filteration Systems​

Cyber Threshold: 8
Resource Rating: Excellent
This gives the character resistance to gasses and poisons at Excellent rank.

Skill-Wires​

Cyber Threshold: 30
Resource Rating: Remarkable
Just like Softlink this implants allows the character to use chips with skills upon it, Skill-Wires can handle up to 10 skills and can handle all sorts of skills, so not only Proffesional skills.

Wired Reflexes​

Cyber Threshold: varies
Resource Rating: varies

LevelEffectCyber ThresholdResource Rating
1+2 Initiative, +1CS attack40Excellent
2+4 Initiative, +2CS attacks60Excellent
3+6 Initiative, +3CS attacks100Remarkable
Wired reflexes are not compatible with boosted reflexes or the move by wire system.

Platelet Factory​

Bio Threshold: 4
Resource Rating: Good
Platelet factories increase the body's ability to handle damage. A character with Platelet factories suffers -1CS damage from attacks (attacks of more than Unearthly damage do normal damage). However to avoid cardiac arrest a character must take a dose of anticoagulants each day. One dose costs Poor resource points but are hard to come by. When the character doesn't take the anticoagulants he must make an End.FEAT every 12 hours with a -1CS penalty for each day without the anticoagulants. If he fails to make a yellow result he goes into cardiac arrest. Platelets cannot be damaged.

Symbiotes​

Bio Threshold: varies
Resource Rating: varies
Symbiotes grant the character Regeneration, but the character's food consumption increases also.

LevelRegenerationFood/Beverage intakeBio ThresholdResource Threshold
1Feeble (2/10 rounds)+50%4Good
2Poor (4/10 rounds)+70%7Excellent
3Good (1/round)+100%10Excellent
Symbiotes cannot be damaged.

Synthacardium​

Bio Threshold: varies
Resource Rating: varies
A Synthacardium boosts the heart's capabilities.

LevelIncreaseBio ThresholdResource Rating
1+1CS Endurance2Good
2+2CS Endurance3Good

Orthoskin​

Bio Threshold: varies
Resource Rating: varies
A skinlayer that provides armor.

LevelBody ArmorBio ThresholdResource Rating
1Poor5Good
2Good10Excellent
3Excellent15Excellent

Tailored Pheromones​

Bio Threshold: varies
Resource Rating: varies
This bioware gives the character emotion control on the opposite sex at a power rank equal to twice the Resource rating spend. The Bio Threshold is equal to half the Resource rating spend.

Adrenal Pump​

Bio Threshold: varies
Resource Rating: varies
An adrenal pump temporarily increases the character's statistics. It lasts for 1d6 minutes per level and after the character suffers damage equal to twice the amount of minutes the pump was active. Note however that although a character can fall unconscious from the damage he cannot die from it.

LevelEffectBio ThresholdResource Rating
1+1CS F,A,S,E,P, +2 Initiative13Excellent
2+2CS F,A,S,E,P, +4 Initiative25Excellent
No stat can be raised above Unearthly and damage is taken from the extra health first.

Toxin Extractor​

Bio Threshold: varies
Resource Rating: varies
The Toxin Extractor gives the character resistance to toxins at a level of 2x Resource Points spend (max. 25). The Bio Threshold is 1/2x resource Points spend (rounded up).

Cerebral Booster​

Bio Threshold: varies
Resource Rating: varies
The cerebral booster raises Reason and Intuition:

LevelIncreasesBio ThresholdResource Rating
1+1CS Reason, Intuition5Excellent
2+2CS Reason, Intuition10Remarkable

Mnemonic Enhancer​

Bio Threshold: varies
Resource Rating: varies
The Mnemonic enhancer giver the character Total Memory (M33) at a rank equal to 2x Resource Points spend (max. 25). The Bio Threshold is 1/2x Resource Points spend (rounded up).

Synaptic Accelerator​

Bio Threshold: 15
Resource Rating: Excellent
The synaptic accelerator allows +1CS Attack and +2 Initiative.

Toxin Exhaler​

Bio Threshold: 6
Resource Rating: Good
With the Toxin Exhaler the character can spit or breath up to Remarkable level poisons. Note that the character is not immune himself.

Enhanced Articulation​

Bio Threshold: 6
Resource Rating: Good
Enhanced Articulation gives +3 Initiative.

Muscle Augmentation​

Bio Threshold: varies
Resource Rating: varies
Each level gives +1CS Agility and Strength. The Bio Threshold is equal to 8 points per level and the Resource rating is equal to 20 + level. No stats can be increases above Monstrous.
https://classicmarvelforever.com/cms/martial-artist.html

The Ultimate Martial Artist​

Many thanks go out to Gary Hall, Tormain, Ty States, and Aunt Petunia

Martial Artists have run rampant through the pages of Comic Books, with characters like Iron Fist, Batman, Daredevil and even Captain America practicing and regularly fighting using Martial Arts. Until now the marvel description of such skills are relegated to the fighting attribute and a set of 5 Martial Arts Talents, that can hardly describe the skills shown in some comics.

Most Martial Artists in the Marvel world can be easily explained using the current system. The usual black belt in karate, represented by Martial Arts A, B, C etc. This text isn't about them. This is about the Super Powered Martial Artist. A normal man who through years of training has attained powers that most normal men can only dream of. They have become the best they can be. They have mastered hundreds of attacks, and know a thousand ways to kill a person before they can move.

To create your Martial Artist:

  • Roll abilities on Table 1. +2CS to Fighting to maximum Amazing.
  • Roll powers but subtract three. If this puts the character at zero, that’s OK.
  • Roll talents and add four. Other talents can be chosen outside the listed.
  • Contacts must include a sensei /sifu/teacher, unless a suitable reason is provided.
Aliens may also become Martial Artist and should work with the judge to develop an Alien combat technique using the natural abilities of the alien race and the listed maneuvers. Alien abilities are rolled normally but they do not recieve the bonus to Fighting.

The Martial Artist​

A martial artist must declare himself such during character creation. This is because a martial artist must follow special rules, different from other heroes, representing the dedication needed to follow the path of warriors.

Firstly, a Martial Artist must train at least 2 hours every day, and at least 8 hours in one day once a week. While most fighters consider fighting villians training, this discipline cuts into their weekly karma gain, giving them half the normal weekly karma gain. Failure to train results in a -1CS per day to martial arts powers to a minimum of Feeble. The martial artist must train 8 hours a day for a week in order to gain 1CS back after losing them in this manner.

Secondly, unless otherwise specified a martial artist uses the edged column when using martial arts powers. This is to represent the sheer deadliness of their style. Martial Artists with powers greater than Remarkable always used the edged column while fighting, unless they fight at a -1CS.

Finally, all super powered martial artists must have a Remarkable or greater fighting. Anything less than this and they lack the skill to use their martial arts abilities. If the initial modified attricute is less than Remarkable raise it to this minimum. If their fighting drops below that point, all martial arts powers are lost until they reach that point again.

Abilities are rolled on Table 1.

Table 1.
FightingAgilityStrengthEnduranceReasonInituitionPsyche
Feeble01-0501-1001-0501-0501-0501-0501-05
Poor06-1011-2006-2506-1006-1006-1006-10
Typical11-2021-4026-7511-4011-4011-2011-20
Good21-4041-6076-9541-8041-8021-4021-40
Excellent41-6061-8096-0081-9581-9541-6041-60
Remarkable61-8081-9596-0096-0061-8061-80
Incredible81-9596-0081-9581-95
Amazing96-0096-0096-00

Martial Arts Powers​

Martial Artists have an array of special powers because of the dedication martial artists have in these skills. Powers are rolled on Table 2.

Table 2.
01-06​
Atemi​
07-15​
Chi​
16-25​
Chi Absorbtion​
26-38​
Combat Sense​
39-47​
Deadly Strike​
48-56​
Focus Energy​
57-63​
Hyper-Attack​
64-75​
Iron Will​
76-82​
Stealth​
83-94​
Ultimate Skill​
95-00​
Weakness Detection​

01-06 Atemi: This is the ancient art of using hidden points on the body of others to help or hurt them. Some practitioners of this use their fingers, others needles or sticks. However it is used, it is one of the most powerful martial arts techniques available. The following is a partial listing of some power stunts that may be developed using pressure points.

  • Healing: By pressing the correct points you may heal up to power rank damage. This takes one full round, and cannot be interrupted or the process is ended.
  • Stun: A successful hit with this causes the opponent to be unable to act for 1-10 rounds.
  • Paralyse: Opponent cannot move any muscle in their body on a successful strike. A red results in a full shutdown of lungs, heart, etc. Characters get an automatic 1/2 karma loss when this happens. The paralysis ends only when the character touches the release point. This power stunt costs twice the normal karma to learn
  • Slow Poison: A successful use of this touch slows the ravaging effects of poison for a short time. Each level of result stops the loss of endurance for 1 hour. This power can only be used once per poisoning.
  • Death: The dreaded death touch may only be gained if it is taught by a master who already knows the technique. When using the touch, yellow results are kills and red results are kills with a -2cs to endurance check vs death. Upon learning the technique a body section must be picked. If that part is covered by anything thicker than cloth the touch cannot work.

07-15 Chi: channel the body's energy to heal and perform special attacks. The PC can draw on the invisible force of the mind and body called Chi. He 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 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 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 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 himself at Psyche's rank.
  • The PC can Levitate using constant control over the providing gliding at Excellent ability. Through karma, this can be raised to flight, but only while concentrating.
    CHI 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.

16-25 Chi Absorbtion: This power is one of the most dreaded powers to martial artists, as a successful touch drains off their vaunted skill for a short time, while increasing the power of the opponent. This attack takes the form of a strike to the shoulder of the opponent. Upon hitting the attacker makes an contested check vs Endurance to see if the opponent can withstand his power. Success reduces the opponents Fighting by one and increases one Martial Arts Power of the PC by +1 for 1-10 rounds.

26-38 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... 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.

39-47 Deadly Strike: Deadly strike may be used by a martial artist against a human or humanoid oppponent. All attacks made by the martial artist using deadly strike do damage equal to the power rank instead of strength. The power rank for this power must be a least one rank higher than the character's strength. Practitioners of deadly strike may develop several power stunts using this power, including use against non-human opponents, heavily armored opponents, and use of the edged table when calculating attack results.

48-56 Focus Energy: This power allows the Martial Artist to focus their power into one of their physical attributes. Upon creating this power the practitioner must choose which attribute they wish to focus their power into. Activating this power takes one round. When activated, the fighter rolls a power check, with a green result being a +1CS, yellow +2CS and red +3CS. Failure means the power may not be activated for 5 more rounds. Power stunts may be developed to pump the energy into other attributes.

57-63 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 Fighting or Agility rank number added to the rank of this power +1CS. The user may choose to combine his attacks into one attack instead of making several normal attacks. If he does so, the attack is consider +1CS to damage for each additional attack.

76-82 Iron Will: Control your body precisely. Ignore wounds and resist the effects of harsh terrain, flames, cold and more. This power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real.

76-82 Stealth: The ability to move silently and without leaving a trace. Subtract rank from those tacking him.

83-94 Ultimate Skill: The PC has a talent, which he's honed. The Talent is automatically used at Unearthly rank. Talents that may have the Ultimate skill are:

  • Weapon skills: All
  • Fighting skills: All

95-00 Weakness Detection: Study an opponent to learn their weaknesses. Characters with this power may ignore body armor up to his ranking in Armor Bypass on a successful power check. The character must first see the target in action for at least one round to find flaws in the protection. Power stunts may be developed to bypass mystical barriers and force fields on a successful red check.

Martial Arts Talents​

Some of these rules you will have to adapt to your own rule system. The "belt levels" are a guidelineas not all styles have belts, but this system allows you to see relative skill levels between different styles.

Each Martial Art style costs 250 Karma, or a talent slot to gain. You then possess the basic style that allows a +1CS to fighting when you use this style in combat. Each special maneuver under each style costs an additional 250 Karma or Talent slot to gain and gives whatever bonus the maneuver bestows in addition to the +1CS to fighting. This system adds a new dimension to the game instead of the old system of Martial Arts A to E.

SkillArea of KnowledgeExamplesGame Effects
Talents
Martial Arts AThose arts concentrating on utilizing the strength, size, and momentum of an opponent against him.Judo, Nihon Jujitsu, Akido, Shaolin Chin Na, etc.With a successful Skill roll, the PC can ignore any size or strength effects that would normally negatively affect his ability to slam, throw, or avoid the enemy, the degree to which he can ignore these modifiers being directly related to his level of martial arts skill.
Martial Arts BThose arts concentrating on inflicting damage in quick, short bursts.Most schools of Karate, Tae Kwon Do, Boxing, Muay Thai, Shaolin Hung Gar, etc.The PC gains a specific damage bonus for hand-to-hand combat, directly relative to his level of martial arts skill.
Martial Arts CThose arts concentrating on holds and escapes.Brazilian Jiu-Jitsu, Combat Sambo, Pancrase, etc.The PC gains bonuses both to damage and the ability to hold or break a technique directly related to his level of martial arts skill.
Martial Arts DThose arts concentrating on internal energies (such as chi or ki) and their combat applications.Tai Ch'i Ch'uan, Wing Chun, Sinanju (from the Destroyer novels), etc.The PC is able to ignore certain effects of armor when calculating damage against an opponent provided that he is able to successfully channel his essence into the blow (perhaps a separate roll against Willpower or similar attribute), directly related to his level of martial arts skill.
Martial Arts EThose martial arts concentrating on fakes, range control, and trapping techniques. Concerned with timing and eccentric theories.Pencak Silat, Jeet Kune Do, the Filipino arts in general.A successful evasion of an attack by this PC puts the PC in a more advantageous position to attack; any effect he wishes to generate may then be attempted with a positive bonus directly related to his level of martial arts skill.

MARTIAL ARTS STYLES​

Each basic style adds its standard bonuses and is considered the level of "Black Belt" with the special maneuvers adding special bonuses as stated. These levels are further mastery (Dans) in the style of choice. Cross reference the skill with its description under Martial Arts Table.

When selecting a Talent the Martial Artist should define the "style". Each mastery level costs 250 karma points and each maneuver costs a further 250 karma. All maneuvers must be purchased before advancing to the next level of mastery.

A Martial Artist can only learn those maneuvers given to the style as described below. Each maneuver is outlined in detail in Table 3.

Martial Arts A​

AKIDO:

  1. Meditation, Fall, Choke Hold
  2. Instant Stand, Locking Block
  3. Resist Domination, Hurl, Featherwalk
  4. Balance, Great Throw
  5. Incapacitator, Resuscitation
  6. Hand Parry, Immobilizing
  7. Contortion, Suppressed Desire
JUJITSU:

  1. Meditation, Feint, Fall
  2. Sweep, Instant Stand, Pain Touch
  3. Leap, Elbow Strike, Choke Hold
  4. Balance, Hurl, Jump Kick, Knee Strike
  5. Snap Kick, Palm, Stunning Touch
  6. Great Throw, Paralyzing Touch
  7. Immovability, Suppressed Desire
SHAO-LIN:

  1. Meditation, Resist Domination, Pronefighting, Ear Clap, Crescent Kick, Elbow Strike
  2. Instant Stand, Choke Hold, Pain touch, Headbutt, Knee Strike, Feint, Sweep
  3. Axe Kick, Concentrated Push, Stunning Touch, Double Fist Punch, Hurl, Palm, Balance, Pause
  4. Snap Kick, Double Kick, Paralyzing Touch, Hand Parry, Immovability, Backhand
  5. Incapacitator, Shatter Touch, Sticking Touch, Eagle Claw, Great Throw, Back Kick, Featherwalk, Steel Cloth
  6. Contortion, Resuscitation, Immobilizing, One Finger, Disarm
  7. Summon Strength, Power Punch, Reflection, Great Shield

Martial Arts B​

BOXING:

  1. Iron Fist
  2. Feint
  3. Spatial Awareness
  4. Quickstrike
  5. Iron Skin
  6. Speed
  7. Power Punch
TAE KWON DO:

  1. Sweep, Iron Fist, Meditation
  2. Roundhouse Kick, Leap, Spatial Awareness
  3. Snap Kick, Elbow Strike, Knee Strike
  4. Double Fist Punch, Jump Kick
  5. Backhand, Flying Kick, Back Kick
  6. Palm, Scissor Kick
  7. Double Kick, Great Throw
SHOTO KAN:

  1. Meditation, Iron Fist
  2. Feint, Sweep
  3. Crushing Blow, Crescent Kick
  4. Ridgehand, Snap Kick
  5. Backhand, Axe Kick
  6. Eagle Claw
  7. Immovability
STREET FIGHTER:

  1. Iron Fist
  2. Pronefighting
  3. Choke Hold
  4. Hurl
  5. Choose one Kick
  6. Blind
  7. Great Blow
KOBU JITSU:

  1. Meditation
  2. Weapon Catch
  3. Weapon Breaker, Resist Domination
  4. Arrow Cutting
  5. Quickstrike
  6. Disarm
  7. Hand Parry
SAVATE:

  1. Meditation, Crescent Kick, Feint
  2. Elbow Strike, Instant Stand
  3. Knee Strike, Axe Kick, Leap
  4. Balance, Flying Kick
  5. Backhand, Quickstrike, Stunning Blow, Double Kick
  6. Palm, Incapacitator, Back Kick
  7. Hand Parry
MUAY THAI:

  1. Iron Fist, Sweep, Feint
  2. Elbow Strike, Roundhouse Kick
  3. Back Hand, Knee Strike
  4. Backhand, Snap Kick, Jump Kick
  5. Double Kick
  6. Palm, Flying Kick
  7. Power Punch

Martial Arts C​

PANKRATION:

  1. Iron Fist
  2. Pronefighting
  3. Choke Hold
  4. Crescent Kick, Pain Touch
  5. Stunning Touch
  6. Flying Kick
  7. Incapacitation
WRESTLING:

  1. Pronefighting
  2. Choke Hold
  3. Pain Touch, Hurl
  4. Great Throw
  5. Immovability, Incapacitator
  6. Immobilizing
  7. Crushing Drop

Martial Arts D​

WING CHUN:

  1. Iron Fist
  2. Crushing Blow
  3. Locking Block
  4. Palm
  5. Speed
  6. Backhand
  7. Eagle Claw

Martial Arts E​

ESCRIMA:

  1. Pronefighting, Fall, Choke Hold
  2. Disarm, Locking Block, Limb Paralysis
  3. Spatial Awareness, Resist Domination, Arrow Cutting
  4. Hurl, Sticking Touch, Weapon Catch, Blind
  5. Blindfighting, Weapon Breaker, Incapacitation, Backhand
  6. Quickstrike, Immobilizing, Back Hand
  7. Hand Parry, Speed
PENTJAK-SILAT:

  1. Pronefighting, Fall
  2. Feint, Instant Stand
  3. Hurl, Choke Hold, Crescent Kick
  4. Roundhouse Kick, Blindfighting
  5. Axe Kick, Leap
  6. Incapacitator, Great Throw
  7. Hand Parry
NINJUTSU:

  1. Iron Fist, Spatial Awareness, Light Step
  2. Pronefighting, Fall, Blindfighting, Sweep
  3. Leap, Snap Kick, Hurl
  4. Quickstrike
  5. Suppressed Desire, Palm
  6. Hand Parry, Incapacitator
  7. Sticking Touch

Martial Arts Maneuvers​

Strikes
Table 3.
Iron Fist+1CS to damage with each fist attack.
Crushing Blow+2CS to Strength for purpose of breaking objects.
Eagle ClawTakes two attacks or only attack, Causes +2CS damage.
Double Fist2 Normal attacks, If both hit then victim makes Endurance check or stunned for 1-10 rds.
Thunder PunchOnly action, Causes +2CS damage and requires red Endurance check or stunned for 1-10 rds.
Thunder ClapShatters matter with Material Strength -2CS less than your strength within 10'. Causes -1CS Strength damage.
Power PunchRequires 2 attacks or only action, Causes +2CS damage and automatic slam.
BackhandNormal damage to opponent behind you with no penalties to hit.
PalmNormal damage and requires Endurance check at -2CS to resist stun.
Ridgehand+1CS damage and Slam/Stun check as if Endurance was 3CS less.


Kicks
BackNormal damage to opponent behind you with no penalty to hit.
Crescent+1CS damage
Axe+2CS damage and opponent must roll vs. Endurance or be knocked to the ground.
Hook+1CS damage and -1CS to opponents defense roll.
Roundhouse+2CS damage
SnapNormal damage with a -1CS to opponents defense roll.
Scissor1 attack roll to hit 2 opponents within 6' of each other with normal damage to each.
Double2 attacks at one opponent, if both hit then opponent is slammed automatically.
Flying+2CS damage and requires a 5' running start and is the only attack possible for the round.
SweepTo avoid sweep you must dodge completely or roll red Endurance check vs. slam or fall to the ground.
Jump+1CS damage, attack strikes the head or shoulders, treat yellow hit roll as red.


Locks
Choke HoldThe victim must roll yellow or red Endurance FEAT to remain conscious. If fail, KO for 1-10 rd's.
Locking BlockAs defense maneuver: +1CS to Strength for block & +1 color shift. Hold = normal strength
As attack maneuver: +2CS to Strength for hold & -1CS to escape
IncapacitatorNormal damage and opponent rolls Endurance feat vs. Strength +1CS or limb is useless for 24 hours.
Hook+1CS damage and -1CS to opponents defense roll.
Immobilizing1 attack causing no damage. Opponent is at -3CS to escape and can not attack (holder may attack with one hand).
Crushing Hug+2CS damage and -2CS to escape roll. You must be large to use this maneuver.


Throws
Fall½ damage from falls and needs to make no Endurance rolls to check for broken limbs.
Instant StandRegain feet with out losing any action.
Hurl+1CS damage and green Endurance check or stunned, also thrown 1-10 ft.
Great Throw+2CS damage and roll Endurance check at -1CS or stunned, also thrown 1-10 ft.
Crushing Drop+2CS damage and Endurance check vs. stun or stunned for 1-10 rd.'s


Push
ConcentratedNormal damage and opponent is knocked back 1' per point of Strength.
Sticking Touch1 attack at no damage, if successful all following attacks are at +2CS to hit and -1CS to opponents defense.
One FingerAs concentrated push but with no contact. Range is no more than 2 areas
ReflectionUsed as an evasion, redirects an opponents melee attack to an adjacent area.


Vitals
Pain TouchTarget must roll red Endurance feat to avoid -2CS to all feats for 1-10 rd.'s do to pain.
Stunning TouchTarget must roll red Endurance FEAT at -1CS to avoid being stunned for 1-10 round's.
Paralyzing TouchTarget must roll red Endurance FEAT at -2CS to avoid being stunned for 1-10 round's.
Shatter TouchShatter's an object at +2CS to your Strength.


Slash
BlindNormal damage attack, above the eyes. 25% chance to blind opponent for 1-10 round's.
VeinCauses normal damage and causes additional damage every round until tended. Does 1 Health point/rd.
ArteriesSame as vein above but damage is three points/rd.


Blunt
Heavy Blow+1CS damage
Limb ParalysisWith weapon doing normal damage can also cause paralysis (see Paralyzing touch under Vitals).
Stunning BlowNormal damage and requires red Endurance roll or stunned for 1-10 round's.
Great Blow2 attacks or only attack, causes +2CS damage and requires red Endurance FEAT or KO for 1-10 round's.


Weapon
Weapon CatchUse weapon or hand with Excellent protection to catch/block opponents weapon.
Weapon BreakerMust catch weapon as above then may break it with yellow Strength feat at Str. +2CS
Steel ClothUse a scarf or similar cloth as a weapon 6'10" in length, does Strength -1CS damage.
ArrowcuttingAgility roll at Amazing rank to block missile weapons slower than bullets granting Excellent protection.
DisarmAdditional +1CS to Fighting to remove weapon from opponent.


Movement
FeintOpponent must roll against a normal attack from you. If you succeed you get +2CS to your following attack and +1 color shift.
PronefightingNo penalty for fighting on the ground and opponent gains no bonuses.
ImmovabilityUses 1 action, gives a +2CS to resist slams and stuns with a +1CS.
Leap+1CS standing jump and +2CS running jump.
Missile Deflection
  • +2CS to dodge and -1CS to opponents attack roll.
or
  • May evade missile attacks with +2CS to Fighting.
SpeedDouble move rate and attacks for 5 rounds and requires 1-10 round's rest after use.
Slow Resistance+1CS to resist stun or KO.
FeatherwalkAt ½ move rate opponent gets -3CS to tracking and hearing.
Light Step¼ move rate, leave no tracks and move in total silence.
Great ShieldMay block or evade all blows & missile attacks using either Agility or Fighting at +3CS. Automatically evades the best attack with no roll needed. Requires all actions except 1


Mental
Meditation1 hour of meditation equals 2 hours of sleep.
Spatial AwarenessAware of all in your immediate area to include behind you.
Resist Domination+1CS vs. any mental attack and some magical attacks.
Blind FightingOnly penalty is -1CS to FEAT’s in complete darkness.
Iron SkinGives Good protection against physical attacks (admin discretion).
StillnessAllows absolute motionless for 1 hour plus Endurance rank in minutes.
Balance+1CS to any action requiring good balance (admin discretion).
Summon Strength2 rd.'s of concentration increases Str. +1CS for 1-10 rd.'s, must rest 1 turn after use.
Contortion+3CS to escape bonds or fit through spaces as small as 1 sq. ft. and hide in places as small as 4 sq. ft.
Controlled Breathing+2CS to any feat for 1 rd and gives Good protection vs. heat and cold permanently.
Pause1 rd concentration to find weakness in style giving additional +1CS to Fighting. Must roll yellow Intuition check at +1CS to find weakness.
ResuscitationUse pressure points for 1 rd to bring stunned or KO person back to consciousness.
Suppressed DesireGo with out food, water, or sleep for ½ Endurance number in days with no penalties.
Quick Strike+2 to initiative rolls.


Special Maneuvers
Ear Clap2 normal attacks with normal damage that if both hit, opponent must roll red Endurance check or stunned for 1-10+2 round's.
Elbow StrikeNo penalty to strike opponent behind you and -1CS to opponent's defense.
Hand ParryCan block any melee attack with bare hands, a successful result is automatically upgraded to red equaling a +1CS to Strength in protection.
Head ButtNormal damage and -1CS to opponent's defense.
Knee StrikeNormal damage and -2CS to opponent's defense if done to the front.
https://classicmarvelforever.com/cms/ultimate-talents-list.html#Weapons
(87-93) Piloting Skills
01-15Airplane PilotIncludes commercial jets, small planes and fighter jets.
16-27Automobile Specialist+1CS to driving and controlling cars, trains, tanks, hovercrafts, etc.
28-38Boat Pilot+1CS to all FEATs involving sailboats, aircraft carriers, submarines, tugboats, and so on.
39-50Helicopter
51-63Military Vehicle SpecialistIncludes tanks, jeeps and other off-road warcraft.
64-77Motorcycle
78-89SpacecraftIncludes space shuttles and out of atmosphere ships.
90-00Submersible VehicleIncludes submarines, diving bells and other underwater vehicles.
Note: All talents give +1CS to Agility FEATs when piloting.
(94-00) Weapons Skills
01-06Ancient WeaponsThis skill gives the player the ability to use weaponry from a specific period and setting previous to the advent of gunpowder. Further, the Hero must pick the style and period of said weaponry, wheter it be Ancient egypt or Latter Rome.
07-12Battlesuit operationThe Hero gains the ability to use a battlesuit without penality. This ability, while not conferring a +CS, eliminates the -CS for using unfamiliar technology, new weapons systems, or new versions of said suit.
13-20Blunt Weapons+1CS with Clubs, bats, etc.
21-27BowsWith this talent gain a +1CS, and may fire and reload in a single round. They may fire multiple arrows on a successful Agility FEAT. Without this talent -1CS to Agility to hit when using bows
28-34Energy WeaponsThe Hero gains a +1CS to using energy weapons, such as lasers, electrostun rifles, or plasma blasters, save for heavy weapons such as Laser Cannons and Vehicle Weapons.
35-42Guns+1CS to all hand guns and Rifles.
43-49Marksmen+1CS to hit with any distance weapon that requires line of sight to hit, and marksman takes no penalty for range.
50-56Oriental WeaponsThis grants the character a +1CS to fighting or agility when using the following; Shurikens, crossbows, sais, and oriental swords and daggers.
57-63Heavy WeaponsHeavy Weapons allows the character +1CS for the operation of most heavy weapons, including vehicular mounted weapons and tripod mounted weapons.
64-70FencingThe Fencing skill allows the hero +1CS for the use of fencing, and also allows for the skills of parrying, disarming, and quickstrikes with a successful Yellow Agility FEAT.
71-76Paired Weapons
77-83Sharp Weapons+1CS to hit with swords, daggers and spears (unless thrown). Does not include Claws and other natural extensions
84-90Thrown Weapons+1CS to Agility for Spears, disks, shurikens, snowballs, etc.
91-96Weapons MasterCharacter gains a +1CS to hit with any weapon that requires a Fighting FEAT to hit.
97-00Weapons SpecialistCharacter gains +2CS with a single weapon of choice. Character also recieves a +1 to initiative when using that weapon.
(67-70) Medicine
01-05Acupuncture
06-10Cardiology
11-15Chiropractic
16-20Dentistry
21-25Emergency MedicineThis character is capable of working in a trauma unit, emergency room or any other kind of immediate care.
26-33First AidThis Talent grants the character the ability to immediately halt Endurance rank loss, the and the recovery of one rank immediately. In addition, the hero with this Talent can stabilize a dying character at Shift-0 Health up to 5 rounds after that character reaches that level.
34-39GeriatricsMedical care for older people.
40-44Obstetrics and Gynecology.Women and babies and related problems.
45-49OncologyThe study of cancer.
50-54PathologyThe study of diseases and their nature.
55-60PediatricsChildren
61-65PharmacologyTHe study of drugs
66-70Physical Therapy
71-75Plastic Surgery
76-81PsychiatryDeals with mental, emotional and behavioral disorders. The hero with this Talent has a background in studies of the mind, and as such gains a + 1CS on all FEATs involving the mind.
82-87RadiologyThe use of radiation in the diagnosis and treatment of disease.
88-93Sports Medicine
94-98SurgeryAllows the charactre to repair extensive physical damage. Surgery skill gives you the ability to perform surgery and a +1CS to Reason FEATs while performing them. If the surgery is performed anywhere but a hospital type setting, the surgery is done at a -2CS. Extensive surgery on an Alien or other abnormal physiology there is also a -2CS. Surgery is very dangerous to the patient. If the Surgery is succesful the patient recieves twice his endurance points in health. If the surgery is unsuccessful the patient Loses three times his Endurance points. If the character reaches Shift-0 he may die. Completing a succesful surgery should be worth a lot of Karma.
99-00VeterinaryTaking care of animals medical needs.
*Note: All of the medicine talents include first aid. All can bring back a character that has reached Shift-0 health since Medical School provides basic emergency training. However, this character specializes in the field of which talent he/she rolls.
(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.

(13-20) Biology
01-05Anatomy
06-10Animal Behaviour
11-15Bio-PhysicsThe application of physical principles to biological problems.
16-21BiotechnologyApplication to biological and medical science of engineering principles or engineering equipment (as in the construction of artificial organs and bionics).
22-26BotanyThe study of plant life.
27-31EcologyThe interrelationship of organisms and their environment.
32-37GeneticsA branch of biology dealing with hereditary and variation of organisms. Genetics allows the recognition of signs of genetic tampering, ability to note genetic abnormalities, and conduct genetic experiments or projects.
38-42ImmunologyThe science dealing with the phenomena and causes of immunity and immune responses.
43-48Marine Biology
49-54Micro-BiologyThe study of microscopic forms of life.
55-61NeurosciencesDeals with nerves and nerve tissue and their relation to behavior and learning.
62-67ParasitologyThe study of parasites on living creatures.
68-73PharmacologyThe science of drugs including materia medica, toxicology, and therapeutic.
74-79PhenologyThe study of the reaction of species to environmental phenomenon.
80-85PhysiologyDeals with the functions of living matter and of the physical and chemical phenomena.
86-90PsychobiologyThe study of mental life and behavior in relation to other biological processes.
91-95RadiobiologyDeals with the interaction of biological systems and radiant energy or radioactive materials.
96-00Zoology
(21-28) Chemistry
01-11AlchemyA medieval chemical science and speculative philosophy aiming to achieve the transmutation of the base elements into gold, the discovery of a universal cure for disease, and the discovery of a means of indefinitely prolonging life.
12-24Chemical and Biological Weapons
25-37Chemical EngineeringEngineering dealing with the industrial application of chemistry and development of new chemical technology.
38-50ElectrochemistryDeals with the relation of electricity to chemical changes and with the interconversion of chemical and electrical energy.
51-64Organic ChemistryDeals with only chemical elements found occuring in natural substances.
65-77PolymersThe study of advanced chemical compounds to form other new materials.
78-88SonochemistryThe effects of sonic energy on chemicals.
89-00SpectroscopyPhysics that deal with the theory and interpretation of interactions between matter and radiation.
(46-52) Earth Sciences
01-11AgricultureDeals with field crop production and soil management Also, a combination of the producing operations of a farm, the manufacture and distribution of supplies, and the processing distribution and storage of such supplies. The development and repair of farm equipment, irrigation systems and landscape planning. Can also include forestry, the science of developing, caring for and cultivating forests and/or timberlands.
12-25EcologyEcology is the study of living things and how they interact in an ecological system. A PC with ecology will gain a +1CS to Reason to checks involving learning or reasoning out things about a natural balance, like what is throwing it off ("See this, the bugs are going wild on these plants...somewhere there must be a tremendous nest underground...somewhere..."). Will be an expert on most ecological situations, and may guess at alien ones also.
12-25GeographyMapping the earth and its surface.
26-38GeologyDeals with the history of the earth and its life esp. in rocks.
39-50HydrologyDeals with the properties, distribution, and circulation of water on the surface of the land, in the soil and rocks, and in the atmosphere.
51-64MeteorologyStudy of weather systems.
65-75MetallurgyThe study of metal and its practical uses.
76-90OceanographyStudy of the oceans movements and effects on land and atmosphere.
91-00SeismologyThe study of earth movement. Includes glaciology and volcanology.
(01-06) Alternative Sciences
01-25CatastrophismThe scientific belief system that attempts to pinpoint the end of the world or at least major catastrophes that could signifantly alter man's or the universe's history.
26-50CryonicsThe pratice of freezing a dead diseased person in hopes of bringing him back in the future when the cure is found.
51-75Paranormal PhenomenaThe study of Paranormal Phenomena from a scientific standpoint.
76-00ParapsychologyThe study of psionics

(80-86) Physics
01-15AcousticsDeals with the study of noise control and Sonoluminescence, using sound to produce light in liquids.
16-32Atomic PhysicsThe study of solely atomic physics. Includes nuclear physics.
33-48CryogenicsDeals with the production and effects of very low temperatures.
49-66Energy and Particle PhysicsThe study of the electromagnetic spectrum of energy and research into new power sources.
67-83MathematicsThe character with this talent is a math whiz, unbelievably good with numbers and as such gets a plus +1CS to all problems that can be solved mathematically.
84-00Quantum PhysicsResearch and development into teleportation, worm holes, warp theory and other MARVELous ideas. The character can even start off by creating a new specialty field. Counts as two talents.
(07-12) Astronomy
01-20AstronauticsThe science of the contruction and design of vehicles for travel in space beyond earth's atmosphere.
21-40Astrophotography
41-60AstrophysicsDeals with the chemical and physical composition of celestial matter.
61-80Radio AstronomyAstronomy dealing with electromagnetic radiations of radio frequency received from outside earth's atmosphere.
81-00Stellar CartographyMapping space.

(35-38) Cognitive Sciences & Humanities
01-13AnthropologyReason FEAT bonuses only if a specific culture is taken. However, an overview is known on the subject. More than one branch can be selected, each taking a talent slot.
14-21ArchaeologyReason FEAT bonuses only if a specific culture is taken. However, an overview is known on the subject. More than one branch can be selected, each taking a talent slot.
22-29CartographyEnables a character ot draw and interpret maps and grants +1CS to all attempts.
30-39HistoryThis character can pick a specific branch of history to be an expert in (World War II, South African, Mayan, Neolithic) and gets a +1CS to Reason FEATs involving the branch. More than one branch can be selected, each taking a slot.
40-52Philology (linguistics)The study of human speech including the units, structure, modification of language. (Character gets to pick one language other than English to be fluent in.)
53-66Music CognitionThe study of musical development throughout human history. This does not automatically grant the character with the performer talent.
67-80Philosophy
81-00Psychology+1CS in all FEATs involving the mind. A popular talent for those with mental powers. These character gain a +1CS on FEATs involving Mental Contact, Domination, Hypnosis, Emotion Control, and Mental Probe powers.
 
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United States President Origin Infinite Joe Biden
46th President of the United States
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 PresidentKamala Harris
Preceded byDonald Trump
In office
January 20, 2009 – January 20, 2017
PresidentBarack Obama
Preceded byDick Cheney
Succeeded byMike Pence
In office
January 3, 1973 – January 15, 2009
Preceded byJ. Caleb Boggs
Succeeded byTed Kaufman
In office
January 5, 1971 – January 3, 1973
Preceded byLawrence T. Messick
Succeeded byFrancis R. Swift
BornJoseph Robinette Biden Jr.
November 20, 1942(age 79)
Scranton, Pennsylvania, U.S.
Political partyDemocratic (1969–present)
Other political
affiliations
Independent (before 1969)
SpousesNeilia Hunter


(m. 1966; died 1972)
Jill Jacobs


(m. 1977)
Children
RelativesBiden family
EducationArchmere Academy
Alma mater
Occupation
  • Politician
  • lawyer
  • author
AwardsList of honors and awards
Signature
Website
Other offices
390D5B32-BE16-457A-8046-CF78B9A71361.jpeg

https://cyberpunk.fandom.com/wiki/Morgan_Blackhand
80C4FD32-BA08-4E0C-B7F9-2A731DD0071E.png

https://ko4bep.net/docs/Cyberpunk_2020/protectandserve.pdf
FCB63431-5C8E-44B7-96AB-35FC8C97CA2F.jpeg

https://the-eye.eu/public/Books/rpg.rem.uz/Shadowrun/2nd Edition/FASA7115 - Shadowrun - Lone Star.pdf
0A47DD38-9869-4A3E-BF14-1E0CB7D62DB4.jpeg

https://simcity.fandom.com/wiki/SimCity_Cities_of_Tomorrow
DD933288-057B-4815-8643-B04DBEA5F433.gif

https://en.m.wikipedia.org/wiki/Middle_East
CFBE7EF7-C4CA-4474-92EB-CF03ACDB421E.jpeg

https://cyberpunk.fandom.com/wiki/When_Gravity_Fails
310C0D1B-68B6-4D7E-9BF4-F3CDB499959D.jpeg

https://en.m.wikipedia.org/wiki/Cyberpunk_2077
F504E5B8-6663-4028-9468-4A5AF6268B7F.jpeg

https://en.m.wikipedia.org/wiki/Blood_Bowl
4AF0D2F5-7481-414B-8C98-82A8366E9DAE.jpeg

https://bibliocecifi.files.wordpress.com/2017/05/cyberpunk-2020-night-city-juego-de-rol.pdf
 
Last edited:
F57794B3-CC5C-4AC3-A581-8DEB6B240F5B.jpeg

United States President Origin Infinite Joe Biden
46th President of the United States
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 PresidentKamala Harris
Preceded byDonald Trump
In office
January 20, 2009 – January 20, 2017
PresidentBarack Obama
Preceded byDick Cheney
Succeeded byMike Pence
In office
January 3, 1973 – January 15, 2009
Preceded byJ. Caleb Boggs
Succeeded byTed Kaufman
In office
January 5, 1971 – January 3, 1973
Preceded byLawrence T. Messick
Succeeded byFrancis R. Swift
BornJoseph Robinette Biden Jr.
November 20, 1942(age 79)
Scranton, Pennsylvania, U.S.
Political partyDemocratic (1969–present)
Other political
affiliations
Independent (before 1969)
SpousesNeilia Hunter


(m. 1966; died 1972)
Jill Jacobs


(m. 1977)
Children
RelativesBiden family
EducationArchmere Academy
Alma mater
Occupation
  • Politician
  • lawyer
  • author
AwardsList of honors and awards
Signature
Website
Other offices
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.
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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
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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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https://en.m.wikipedia.org/wiki/Cinema_of_the_United_States
 
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United States President Origin Infinite Joe Biden
Personal details
Member of the New Castle County Council from the 4th district
United States Senator
from Delaware
47th Vice President of the United States
46th President of the United States
Incumbent
Assumed office
January 20, 2021
Vice PresidentKamala Harris
Preceded byDonald Trump
In office
January 20, 2009 – January 20, 2017
PresidentBarack Obama
Preceded byDick Cheney
Succeeded byMike Pence
In office
January 3, 1973 – January 15, 2009
Preceded byJ. Caleb Boggs
Succeeded byTed Kaufman
In office
January 5, 1971 – January 3, 1973
Preceded byLawrence T. Messick
Succeeded byFrancis R. Swift
BornJoseph Robinette Biden Jr.
November 20, 1942(age 79)
Scranton, Pennsylvania, U.S.
Political partyDemocratic (1969–present)
Other political
affiliations
Independent (before 1969)
SpousesNeilia Hunter


(m. 1966; died 1972)
Jill Jacobs


(m. 1977)
Children
RelativesBiden family
EducationArchmere Academy
Alma mater
Occupation
  • Politician
  • lawyer
  • author
AwardsList of honors and awards
Signature
Website
Other offices
5521C7CF-4BE2-4561-BC3D-52D346D8C099.png

21) 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
22)
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”
23) 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
A3CEC1DF-CB36-4CF6-920F-D28A53FE01E9.jpeg

https://en.m.wikipedia.org/wiki/List_of_deserts

:FU: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!:FU:

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/Category:United_States_Army_Rangers

https://en.m.wikipedia.org/wiki/List_of_Delta_Force_members

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
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:FU:NO SINGAPOREANS:FU:
https://en.m.wikipedia.org/wiki/Rudy_Boesch
AFCB7431-BADC-4C40-A1ED-F9ED24D469DF.jpeg

Rudy Boesch delivers opening remarks for the third annual Rudy Run SEAL Challenge at Naval Amphibious Base Little Creek in 2007
Birth nameRudolph Ernst Boesch
BornJanuary 20, 1928
Rochester, New York, U.S.
DiedNovember 1, 2019(aged 91)
Virginia Beach, Virginia, U.S.
AllegianceUnited States
Service/branch
23px-Flag_of_the_United_States.svg.png
United States Navy
Years of service1945–1990
RankU.S. Navy E9 infobox.pngMaster chief petty officer
UnitU.S. Navy SEALs
Battles/warsVietnam War
AwardsBronze Star
Defense Superior Service Medal
Other work
NameTeamBackgroundNotes
Mark JacksonAlphaSWATWhole-Team Discharge (Evolution 12)
Scott OatesAlphaNavy SEALsWhole-Team Discharge (Evolution 12)
Mell SpicerAlphaNavy SEALsWhole-Team Discharge (Evolution 12)
Daniel Patrick O'SheaAlphaNavy SEALsVoted Off (Evolution 7) No Replacement
Frank MonestereAlphaSpecial ForcesVoted Off (Evolution 6) Replaced by Eric Johnson
Chris PateAlphaSWATVoted Off (Evolution 2) Replaced by Harald Zundel
Harald ZundelAlphaNavy SEALsReplaced Pate (Evolution 2); Whole-Team Discharge (Evolution 12)
Eric JohnsonAlphaNavy SEALsReplaced Monestere (Evolution 6); Voted Off (Evolution 9) No Replacement
Dexter FletcherBravoSWATCombat Missions Champion
Jeff ByersBravoNavy SEALsThird Place, lost the marksmanship challenge
Steve ClaggettBravoSWATLost the three-on-three team challenge
Mark CorwinBravoMarine Force ReconLost the three-on-three team challenge
Bob KainBravoSWATSecond Place, lost against Fletcher
Sean SirkerBravoSpecial ForcesReplaced Taylor (Evolution 8); Lost the three-on-three team challenge
Jody TaylorBravoSWATMedical Discharge (Evolution 8) Replaced by Sean Sirker
Cade CourtleyCharlieNavy SEALsReplaced Potter (Evolution 4); Whole-Team Discharge (Evolution 11)
Ken GreavesCharlieNavy SEALsWhole-Team Discharge (Evolution 11)
Justin YoungCharlieMarine ReconWhole-Team Discharge (Evolution 11)
Jeff EverageCharlieNavy SEALsDrew Red-Tipped Sword (Evolution 1) Replaced by Wilson Wong
John PotterCharlieNavy SEALsVoted Off (Evolution 4) Replaced by Cade Courtley
Edward BugarinCharlieSpecial Forces, Delta ForceVoted Off (Evolution 5) Replaced by Jonathan Weber
Wilson WongCharlieSWATReplaced Everage (Evolution 1); Discharged Self (Evolution 8) No Replacement
Ossie CrenshawCharlieSWATVoted Off (Evolution 10) No Replacement
Jonathan WeberCharlieMarine Force ReconReplaced Bugarin (Evolution 5); Whole-Team Discharge (Evolution 11)
BazDeltaCIA/US MarinesWhole-Team Discharge (Evolution 13)
George CiganikDeltaMarine Recon, SWATReplaced Teeple (Evolution 3); Whole-Team Discharge (Evolution 13)
Scott HelvenstonDeltaNavy SEALsWhole-Team Discharge (Evolution 13)
Rodney NutterDeltaMarine Force ReconWhole-Team Discharge (Evolution 13)
John WinnDeltaMarine Force ReconWhole-Team Discharge (Evolution 13)
William NissenDeltaArmy RangersReplaced Estadt (Evolution 12); Whole-Team Discharge (Evolution 13)
Rod TeepleDeltaNavy SEALsDischarged Self (Evolution 3) Replaced by George Ciganik
Garth EstadtDeltaSpecial ForcesMedical Discharge (Evolution 12) Replaced by William Nissen
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html

Ultimate Powers​

Thanks to Marvelmaster for authoring this list and to everyone else that contributed in its completion.

Ultimate Powers Table
01-05 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Alt_SciDefensive Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Alt_Sci41-47 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#EngineeringMatter Controlhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Engineering
06-11 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#AstronomyDetection Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Astronomy48-53 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#FightingMatter Conversionhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Fighting
12-16 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#BiologyEnergy Control Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Biology54-57 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MedicineMatter Creationhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Medicine
17-24 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#ChemistryEnergy Emission Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Chemistry58-71 -Mental Enhancementhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Mystic
25-29 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#LawFighting Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Law72-85 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#OtherPhysical Enhancementhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Other
30-31 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#CogIllusory Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Cog86-88 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#PhysicsPower Controlhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Physics
32-35 -https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#ComputerLife Control Powershttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Computer89-92 -Self-Alterationhttps://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Pilot
36-40 -Magic93-00 -Travel


Defensive Powers
01-09​
Body ArmorArtificial Body Armor
10-18​
Force FieldCompletely 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-FieldThis 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​
BubbleThis 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​
ReflectionThe 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:
  • Internal Energy Eruption: If the energy has no place to go, instead of harming everyone else, the Hero can turn the energy inward and cause themselves to suffer the Intensity of the energy
  • Energy Conversion: The Hero may convert another form of energy into the form they can reflect (at same intensity). Alternately, they can convert the energy that they normally reflect into another type. One stunt must be learned for each type of conversion.
73-81​
ResistancesDie 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 ProtectionThe PC has a special protection against any one sense
92-00​
Electronic Counter MeasuresThis 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 DetectionThe character can automatically “see” astral creatures or projections even while not in astral form herself.
03-04​
Abnormal SensitivityThe 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 SenseThe 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:
  • The Karma of a character or object
  • The Popularity of a character or object
  • The Resource rank number of a character or object
  • The Health of a character or object
  • The rank number of a pronounced ability or object
  • The rank number of a pronounced power or object
  • The Physical Form of a character or object
    This power also enables the PC to read the psychic Aura of an object and "hear" the psychic thoughts of characters that who've been in proximity of an object. (The PC can recognize any Aura that he/she's previously seen. Even if the target is disguised, it can be recognized by its distinct Aura. A red Psyche FEAT against the intensity rank number of the disguise must be made in order to allow the hidden target to be seen by the PC.
    Note: This is a Godly Power, so Player must work with the Judge.
10-12​
Circular Vision360 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 SensesThe PC has one or more of the five normal senses (hearing, sight, smell, touch, and taste) enhanced.
25-27​
Environmental AwarenessComplete knowledge of the surroundings
28-30​
Genetic PerceptionUnlike Power Detection, this is the true "Mutant Detection". The PC can perceive and decipher genetic codes.
31-33​
Extradimensional Detection
34-36​
Hyper SenseDie 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 DetectionIdentify presence and nature of lifeforms
40-42​
Magic Detection
43-45​
Microscopic Vision
46-49​
Penetration VisionX-ray vision
50-54​
Power DetectionIdentify 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:
  • Penetrate illusions by focusing on the true energy patterns;
  • Perceive the physical and mental condition of a being;
  • Perceive the occurrences in other realities;
  • Penetrate concealment and disguises, and see the true nature of matter;
  • Perceive occurrences beyond the barrier of dimensions;
  • See through matter.
    Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
67-71​
SonarSonic attacks +1CS
72-75​
Telescopic Vision
76-79​
Thermal Vision
80-83​
Tracking
84-88​
True SightPenetrate any disguise below this rank
89-92​
Ultraviolet VisionSee clearly through fog and water
93-96​
VR VisionThe 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 DetectionRank 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;
  • 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.)
Life Control Powers
01-02​
AfflictionBy 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 ControlThe 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 ControlAlter 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:
  • Healing: target gains power rank health, green FEAT handles broken bones and simple wounds, yellow handles wound to organs, terminal diseases and non-fatal poisons, red handles mortal wounds, massive physical trauma.
  • Regeneration: Heal health as above and regenerate lost limbs.
  • Revival: resurrection, the target can be dead power rank days, the condition of the corpse determines the color of the FEAT.
  • Damage transferal: The hero heals someone with his own health and then heals himself at the same rank.
  • Decay: ower Rank damage
  • Disruption: also power rank damage
  • Aging: multiply aging by power rank, green accelerates aging, yellow stops it and red reverses it.
07-08​
Bio-ToxinThe 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-VampirismDrains 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-OthersIn 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 ControlThe 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-OthersThe PC can alter the density of a living being at Power rank.
21-22​
DevolutionThe 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;
  • Red-the change is perfect
  • Yellow-the change is stable, but not perfect
  • Green-the change is unstable, and not perfect
  • White-No change at all.
23-24​
Emotion Control
25-26​
ExorcismTypical FEAT against lower rank possessions, Remarkable against equal and Amazing vs. higher
27-28​
Fear-InducedThe 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 ReincarnationThe 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​
GraftingMad-scientist material, Dr Frankenstein etc. strongly linked to BioPhysical control.
33-34​
Hostile FieldMental invisibility can bypass this field, acts as Force field vs. hostile intent.
35-36​
Hypnotic ControlNormal command require a green FEAT, immoral commands a red FEAT
37-38​
Invisibility-OthersThe 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:
  • Round 1: action by the victim requires a Strength or Agility FEAT.
  • Round 2: action by the victim requires a Yellow Strength or Agility FEAT.
  • Round 3: action by the victim requires a Red Strength or Agility FEAT.
    Every following round, the victim must then roll on the Kill column.
    Note: this is a power that must be accepted by the Judge before any Campaign begins.
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 ControlThere are four versions:
  • Puppetry: target remains aware
  • Possession: targets mind loses consciousness and control
  • Negation: targets mind turned off
  • Magnification: Reason, Intuition and/or Psyche can be increased
47-48​
Mind Transferalthe hero can transfer his mind into several individuals each believing to be the real one
49-50​
Molecular ModificationThe 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:
  • Red-the change is permanent.
  • Yellow-change lasts 1d10 days
  • Green-change lasts 1d10 rounds
    The Power also has a limited ability to bestow powers to the Molecularly Altered individuals.
51-52​
Neural Manipulation
  • Disruption: targets body loses all feelings
  • Paralysis: body turn rigid
  • Seizure: muscles spasm
  • Exaggeration: overreact when attempting movement
53-54​
PetrifactionThe 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 CarrierHero 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 ControlImpart plants with limited movement and intelligence
59-60​
Plant Growth
61-63​
SeductionThe 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 AlterationAmplify or negate senses
67-69​
Shapechange-Others*If form for instance cannot breath then check for kill
70-72​
Sleep – Induced
73-75​
Soul AbsorptionThe 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 PurificationThe 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 VampirismThe 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​
SummoningSummoned 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 ControlControl zombies at a green FEAT, intelligent (mummies, vampires) at red FEAT. You may exchange another power for the zombie creation power.
93-94​
VertigoThe 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 ControlA 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 HealingHealing of others from power range, once per day, ceases endurance losses.
00​
BiolinkThis 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...
  • Link with 1 character: Automatic
  • Link with 2 characters: Remarkable FEAT
  • Link with 3 characters: Amazing FEAT
    No more than 3 characters can be linked to. The other characters in the link must be WILLING, otherwise no link can be established. Range is touch to establish. Example: Lifetap is keeping to the rear of a raging battle. His companions, Inferno and Shamrock are fighting in the forefront and are Biolinked with Lifetap. Both of them get hit. Lifetap's options are absorb health from both of them, absorb from one and give to another, or give to both from his health. His rank is Incredible, so he can give or take 40 with one and 40 with the other.
    Power Stunts:
  • Bio-wave: By pushing this power to the limit the Hero may link with everyone in firing distance for a moment. Note that pushing still drains the Hero of a card, and they cannot regain it except through normal healing or a secondary Link with someone.
  • Life Drain: The hero gains Life Drain.
  • Multi-link: The hero can link with more than one character at once, but every time they do so, the difficulty increases by one factor.
  • Resucitation: The Hero may form a Bio-Link with another character who’s been dead for less than five minutes and with immortal characters.
  • Semi-permanent Link: The Hero may create a semi-permanent link with another (willing) character. If that character is within firing distance, the Hero may link with them.
  • Techno-organic life: The Hero may link with forms of techno-organic life like the Phalanx and bionic heroes and the hero can ignore the "jamming" limit
Mental Enhancements
01-02​
Astral ProjectionThis power is basically the same as described on pp. 84-85, Player’s Book, with two exceptions. First, range is always based on the power rank as determined on p. 16, Player’s Book. Increased range can be bought as a bonus. Second, Dimension travel is not an automatic ability; it must be acquired as a power stunt. Character’s with Astral Projection of Remarkable or greater rank do not have to worry about their astral forms not being to find the ways back to their bodies. This permits some power stunts:
  • Astral Detection. The character can automatically “see” astral creatures or projections even while not in astral form herself.
  • Dimensional Travel. The character can astrally project across dimensional barriers, as if she had the Dimension Travel power.
  • Passengers. The character can transport a number of people equal to or less than 1/10th her power rank, taking them along in astral form as well. If the character is lost, her passengers become lost also.
  • Affect Normal World. The character can use a single mental or magical power to affect the material world while she is in astral form. Each different power usable in this fashion is a separate power stunt. Power rank is always reduced by -2CS. Furthermore, the character must make a Psyche FEAT against the unmodified power rank intensity or suffer the unmodified power rank in damage to Mental Health. For example, Astral Al has Emotion Control of Amazing rank. While in astral form, he attempts to cause fear in a foe. His Emotion Control affects the foe at Remarkable rank. Astral Al must also make a Psyche FEAT against Amazing intensity or suffer 50 points of damage to his Mental Health.
03​
Aura*The PC has an Aura of Divinity of Power rank. All other characters in the same area must roll a Psyche FEAT against this Power's roll, or they will feel a strong intimidation and are awestruck. This means they will lose initiative, and one attack. This roll must be made each round. A second Psyche FEAT roll is made by all other characters in the same area to see if they are fully under the PC's Power. All other characters that are influenced by this Power, automatically will become followers; they will follow the PC and perform anything he/she wishes. The PC can not ask anything. Character has a Power of Command every 3 rounds. This is a simple, attention drawing command like; "stop," "look," "no," "duck/look out," "unhand her, "give it to me," and so on. Everyone in sound of the PC's voice must make a Red Psyche FEAT, or lose one action in the process of obeying the command. Followers gain a bonus of;
  • +1 to Initiative;
  • +1CS to Fighting in a strike;
  • +1CS to Agility in a Block, Evade or Dodge;
  • and one additional attack when they are commanded to do something, like; "get him," "take him," etc.

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

    When creating the character at start, Player can either raise this Power's rank to +1CS of PC's Psyche if roll is lower, or if roll is higher, Player can raise his/her Psyche to a -1CS of this Power's rank number.
04​
Aura AlterationThe PC can alter the appearance of his Aura with a limited Illusion at Power rank. This means the PC can hide his true nature with a Power FEAT. Anyone with a mental power can avoid this Illusion by making a Red Psyche FEAT. If any other character makes the FEAT, they see the PC as he/she is. Any who're affected by this Illusion will see a different character. Any other Player using the Aura Perception Power and fails, Player can hand that other Player a fake or made up Character Sheet of his/her character.
05-06​
Bio-Manipulation*The PC can mentally manipulate biological functions or conditions in others at Power rank. There are 5 types of Bio-Manipulation effects.
  • Blindness
  • Deafness
  • Mute
  • Pain
  • Tissue Manipulation-This can cause a variety of effects:
  • Cold or Hot
  • Rash
  • itch
  • etc.
07-08​
ClairaudienceHear distant sounds, -1CS resistance vs. sonics
09-10​
ClairvoyanceSee distant sights
11-12​
Communicate with...Communicate with...
01-25 Animals
26-50 Cybernetics
51-75 Inorganics
76-00 Plants
13-14​
Cosmic AwarenessAutomatically detect CL1000 or better ability, +1CS attacks by detecting weak spots, discover information about things in the entire universe, when used more than 5 times make a secret reason FEAT vs. going insane temporarily
15-16​
Cyber TransmissionThe character must be able to access the computer by touch. By making a power FEAT against an intensity equal to the computer’s highest rank, the character gains access to the information stored on the computer. She may attempt to reprogram the computer. Each new command to be programmed requires a separate FEAT roll after access is acquired. If trying to reprogram a sentient computer or robot, this FEAT is always against Reason or Psyche intensity, whichever is higher.
  • Haywire. By accessing a computer, the character can cause it (and any systems it controls) to do unpredictable things for 1-10 turns. She has no control over the computer or its systems.
  • Machine Animation. Once linked, the character can control mechanical systems controlled by the computer, causing them to perform in whatever ways are within their capacity.
  • Mechanical Link. This power can be used on any machine. This enables the character to control mechanical systems even if no computer is present.
  • Cyberspace: like Astral Travel, the hero’s mind leaves their body and goes into cyberspace. This will work on any computer, but if the hero enters one that is not designed with 3D graphics capabilities, the cyberspace is abstract and may be a little disorienting unless the Hero has related skills. Specifically, this stunt can be used in conjunction with Bionics, Computers, Electronics, Robotics, Spacecraft, Time Machinery and Weapons Systems to attempt to control those devices.
  • Cyberspace with proper 3d graphics and a connection to the Internet can be "hacked" into, and the Hero may gain access to files. How, and how easily they can is dependent on the system.
  • Cyber Telepathy: The once Linked the Hero may communicate with the computer just by thinking.
  • System Adaptation: The Hero can easily adapt their knowledge and skills from one system to the next. They automatically get no penalties from using systems that are unfamiliar to them, unless the systems are totally alien to them. This can work beyond computing systems to any complex system.
  • Magitech: This power may be used on magical technological devices like the Glamour Machine, Thor's Hammer, Mjolnir, and other sufficiently complex enchanted items.
17-18​
Dream Control*The PC can mentally control the surrounding area of the Dreamscape with a limited form of Reality Manipulation at Power rank. (See the Reality Alteration Power, but within the scope of the Dreamscape). The PC automatically gains Dream Travel at Power rank.
18-19​
Danger SenseThis is a reworked version of Combat Sense, p. 72, Player’s Book. A character with Danger Sense can become aware of imminent danger. When in a situation where some person, item, or presence poses an immediate threat, make a Danger Sense FEAT roll which warns up to power rank second before danger. FEAT intensity is determined below:
  • Critical Threat (superior foe, imminent death) = Typical
  • Major Threat (equal foe, imminent serious damage) = Excellent
  • Minor Threat (lesser foe, imminent minor damage) = Incredible
If the Danger Sense FEAT is successful, the character becomes aware of the threat and will not be surprised the turn it actually occurs. In combat, Danger Sense power rank can substitute for
  • Intuition for surprise and initiative,
  • Fighting for blocking
  • Agility for dodging
  • Strength for escaping.
    Minimum rank is equal to Intuition.
20-21​
Dream TravelThe Hero can enter a surreal realm of dreams when they go to sleep, as opposed to "just a dream". The basic form of this power acts as a sort of resistance to mental controls, detection and damage while the hero is asleep. If the Judge has the old Realms Of Magic books, the Judge may decide that the Dream Realm is the one that Nightmare rules. Otherwise, the Dream Realm doesn't have a particular ruler.
  • Other’s dreams: The Hero may enter other people’s dreams in order to communicate or in an attempt to control the dream itself.
  • Telepresence: The Hero’s "dream-self" may leave their body, and appear to other characters. The Dream-self can see and hear things, but cannot interact with them. Unlike with ESP, the Dream-self can be seen by other characters.
  • Precognition: The Hero gains precognition.
  • Detection: The Hero may attempt to detect the exact position of people he has previously visited.
  • Detection Resistance: The Hero may resist attempts to find them by psychic, dream traveling or other metaphysical means.
  • Astral Travel: The Hero may enter the Astral Plane using Dream Travel.
22-23​
Edetic MemoryThe PC has a Total Memory of numbers, codes, and mathematical problems and answers. The PC can remember, calculate and read anything that's mathematical or encrypted at Power Rank plus his/her Reason rank.
24-25​
ElectrokinesisThe PC can create and control existing electricity by force of will and molecular agitation at Power rank. This Power works like Electrical Generation. (See Electrical Generation in the Energy Control section).
26-28​
Empathic TransmissionThe PC can project false emotions into others at Power rank. By making a Red Psyche FEAT, he/she can affect more than one person at a time at a -1CS. The duration of the set emotion depends on what FEAT is made.
  • Red FEAT-emotions will last 1d100 rounds.
  • Yellow FEAT- emotions will last1d10 rounds.
  • Green FEAT-emotions will last a round.
    The target has one chance to resist the effects, by making a Psyche FEAT against the PC's Psyche FEAT. This Power is somewhat similar to the Pheromones. (See Pheromones in the Physical enhancement section).
29-30​
Empathic Vampirism*The PC feeds off of the victim’s emotions at Power rank. The victim appears as if he/she has a heart attack or some other type of physical pain. Each time he/she feeds, the victim's abilities are -1CS for 1d10 turns. If he/she feeds with intent to kill, the victim's Endurance drops a -1CS per round, until it reaches Shift-0 at which point the victim dies.
31-32​
EmpathyDetect surface emotions or send empathic messages
33-34​
Free Spirit*The character can survive the death of his physical body and live outside of it, he can share bonds with another host body (or posses it with the possession power), physical powers he possesses are then given to the bonded person.
35-36​
Hallucinations*Illusions directly inside a persons mind
37-38​
HydrokinesisThe PC can create and manipulate water by force of will and molecular agitation at Power rank. This Power works like Water Animation. (See Water Animation in the Matter Control section).
39-40​
Hyper-IntelligenceAdd this power rank to Intuition or reason
41-42​
Hyper-InventionReason increased for invention purposes
43-44​
Incarnation AwarenessThe hero can contact his previous incarnations and ask them to perform deeds that will help him later on. This requires a FEAT with a -1CS penalty for each generation of incarnation.
45-46​
Iron WillThis power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real. The hero can control when to release.
47-48​
Linguistics
49-50​
Memory AlterationThe PC can alter another person's memory at Power rank. He/she does this by either implanting new memories or erasing existing ones. The PC must first make a Psyche FEAT, before he/she can be affected by this Power.
51-52​
Mental DuplicationDuplicate a target’s brain inside a part of your own brain to for instance learn secrets. The captured brain can try to take over on a Psyche -3CS roll
53-54​
Mental GestaltThe PC has an intellect that composes two or more relatively merged minds to form a collective powerful being of minds. When creating the PC, the Player has to create more different character's minds. The Gestalt PC may resemble a blending of personalities from each of the merged characters, or have completely different personalities all together. All selves are required to form the Mental Gestalt.
55-56​
Mental Invisibility
57-58​
Mental Probe
59-60​
Mind BlastPower rank damage and Psyche FEAT vs. intensity or KO for 1-10 rounds.
61-62​
Mind DrainReduce Reason and Intuition by power rank, if at Shift-0 loss is permanent. Target may resist with Psyche FEAT, if successful the target is immune for 24 hours, but if a second FEAT fails the victims Psyche is also reduced by 1CS for 24 hours,
63-64​
Omniscience**The PC is ultimately in touch with the Universe. This Power is automatically CL1000. The PC has control of all Detection Powers, and Mental Powers regarding insight.
Note: this is an Omni Power. A definite must for Judge intervention.
65-66​
Photographic ReflexesThe PC can perform any action he/she has seen at Power rank. All FEATS requiring Agility or Fighting done in the presence of the PC, are recorded and photographically etched into his/her mind. The PC must make a Power FEAT first, and then he /she can perform those same FEATS without expenditure of Karma. The PC however, must study the target for 3 rounds. The target when confronted by the PC receives a special ill fortune of dropping his/her Fighting and Agility to a -2CS. The PC also retains the same Talents that the victim has.
67-68​
Photographic MemoryThe PC can remember anything he/she has seen before at Power rank. This Power is similar to Total Memory, except that the PC cannot remember anything he/she's heard only what he/she's seen. Like the latter Power, Player will need paper to write down everything he/she's witnessed.
69-70​
PostcognitionSee in the past for a number of weeks equal to power rank number.
  • Green FEAT gives impressions
  • Yellow gives general information
  • Red gives information that the subject may not have been aware of.
71-72​
Precognitionthe functioning of this power is entirely up to the judge
73​
Psionic VampirismDrain Reason, Intuition and mental powers (see vampirism).
74​
Psychic SolidificationThe PC can mold and shape psychic energy into solid constructions of Power rank. Anyone touches this energy will suffer a limited Psyche drain permanently. Furthermore, the victim must also roll on Endurance, or is knocked out for 1d10 rounds. Any weapon created does specific damage only.
75​
PsychokinesisThe PC can control and manipulate materials by force of will at Power rank and range. The Power rank determines what Material Strength he/she can control. The PC can cause material to entangle someone at Power rank ability and range. Treat this entangle as a Wrestling hold of Materials Strength rank.
76​
Psychometry
77​
Purge*The PC has an ability to purge and cleanse his/her body of drugs, disease, toxins, etc. at Power rank. The PC must first make a Psyche FEAT, if he/she fails then an Endurance FEAT must be made.
78​
PyrokinesisThe PC can create and manipulate fire and flames by force of will and molecular agitation at Power rank. This Power works like Fire Control. (See Fire Control in the Energy Control section).
79​
Remote Sensingenhance the range of any sense
80​
Sensory LinkSee/hear etc. through another being.
81​
Serial ImmortalityWhen the character dies he is reborn either as baby, new complete body, premade clone, recently deceased other being or even a living being (psyche feat to resist).
82​
Speechthrowing
83​
TelekinesisPower rank is equivalent to strength As a power stunts the character can:
  • Telekinetic Armor: The Hero can boost their strength by half the intensity of Telekinesis for combat purposes.
84​
Telelocation
85​
TelepathyCommunicate on a mind-to-mind basis, unwilling targets require a power FEAT vs. Psyche.
86​
Total MemoryTotal recall
87​
True CharismaThe PC automatically has Enhanced Beauty at Power rank. the PC has a surrounding Charismatic aura that emanates. With this Power, the PC can cause one of the three responses:
  • Friendship/Trust
  • Power/Fear
  • Deception/Lie
88​
PsychoblastThe character with this power has the ability to send out a wave of psionic force that fires all the brain's synapses at once and short circuits the consciousness of the target. The target may make an Endurance or Psyche FEAT (whichever is lower) to resist the effect. If the target fails this roll, they are Stunned for 1-10 rounds. However, even if they succeed at this roll, this is such a devastating attack that the target is still at a -1CS on all actions for the next 1-2 rounds (Judge's discretion). In some instances of this power, a successful Psyche FEAT by the target will trigger a psychic feedback that will Stun the Psychoblaster (Yellow Psyche FEAT to resist). Players who choose this as a limitation may increase this power by a +1CS.
It should be noted that this power only works against those targets with an organic brain.
89​
Psionic WeaponryCharacters may create physical weaponry, such as clubs and swords (but not guns, etc.), through sheer force of psionic power. Material Strength is determined by the character's Psyche, with the damage determined by this Power rank. These Psionic Weapons will last only as long as the character concentrates on them. Should the character's weapon be broken or damaged, the character must make a Yellow Psyche FEAT or be stunned for 1-100 rounds.
90​
Cyberspace ProjectionSimilar to the power of Astral Projection, this power allows characters to enter Cyberspace as pure information. Once in the data stream, the character's physical body is represented by their digital avatar (the cyber equivalent to an astral form). All the character's physical abilities are replaced by this power rank much like the power of Dreamtravel. Willing characters may be brought into Cyberspace along with this character by "piggybacking" the signal at a -2CS per person.
91​
PredictionThis power comes in two forms - combat and non-combat. While it is possible to have both forms, the Judge should impose harsh restrictions on those who do. The combat form of this power allows the character add this power rank to his Fighting ability when in combat with someone he has observed for NO LESS THAN 5 rounds (once a Power FEAT is made, of course). Furthermore, once the 5 round limit has passed, this character does not need to declare his actions until after his opponents have declared theirs, regardless of who has initiative. Characters who have been accurately Predicted fight the owner of this power at a -2CS on all FEATs. The non-combat version of this power allows the character to make wildly intuitive leaps of reason to arrive at a future outcome with even the tiniest shred of input. Possible uses for this power include:
  • Discovering the next place a villain will strike
  • Determining the secret HQ of said villain (if the villain is GOING there)
  • Being able to head off a villain in a chase by predicting the direction he's going
  • Really accurate weather forecasting
    As a power stunt, the character may use this power in reverse to perform such mystifying feats as determining secret identities or the whereabouts of the villain's secret HQ (if he's already been there).
92​
ForeshadowingThis power gives the character a limited and subconscious control over several powers, including Precognition and Reality Alteration - Past. This power allows an observant character the chance to make an educated guess about the future events in his own life. The Judge is encouraged to be as creative as possible in this respect, without getting out of Hand. At the beginning of every play session, the Judge (not the player) makes a roll to determine how far reaching the effects of this power are, with the hints provided being more frequent or obvious the higher the color rolled. On a White result, the Judge is encouraged to lie like a rug, throwing wildly contradicting events at the hero until he thinks that Galactus himself might appear!
93​
Omni-KnowledgeA character with this power has an innate, subconscious link to a sort of cosmic reference library. When he is presented with a question concerning information of which he was previously ignorant, the PC must make a FEAT. Green FEATs give him access to contemporary human knowledge. Yellow FEATs give him access to alien knowledge. Red FEATs give him access to Entity-level knowledge. Success means he is able to give a short, concise answer that only answers the initial question. As a limit to this power, the question must be asked of the hero by another person. Also, despite his ability to "know" any given topic, the PC might not be able to understand it. His comprehension is still limited by his Reason. This power enables the Judge to create idiot savants who can decipher the workings of Galactus's Worldship but are unable to tie their shoelaces. For example: Ref-Book and his buddy Jaunt find themselves in the Watcher's recreation room, facing a piece of alien technology. Ref-Book has no idea of what the thing is, but when Jaunt asks the magic question "What is that?" Ref-Book's power goes to work. He makes a Red FEAT, gains the necessary knowledge, and says "It's a television set." "Well, how do we turn it on?" asks Jaunt. Ref-Book fails his next FEAT and says, "Beats me."
94​
Death Field GenerationThe hero can generate an anti-life field that destroys all but 1 health point of all creatures in range. The range is found on Column A of the Simultaneous Actions Table. A power rank feat roll is made to determine the color feat roll the victim needs. The victim rolls their psyche to reduce the damage to half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This power can only be used two times/day.
95​
ConfusionThe hero has the ability to induce confusion on a victim within range. Range is determined on Column A. With a successful power rank feat roll, the hero can cause the corresponding effect for three rounds.
  • Green - victim does nothing but defend
  • Yellow- all actions at -2CS
  • Red - flees for three rounds
  • The victim is allowed a Psyche FEAT roll to resist, with the intensity equal to the color result received on the power rank feat roll.
96​
FearThe hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls:
  • Red resists
  • Yellow all actions at -1CS
  • Green flees as fast as possible
  • White paralysis
97​
Will ForceThe hero can mentally increase any one physical FASE ability score or power by +1CS for a duration equal to the color result once a day.
  • Red: 10 rounds
  • Yellow: 8 rounds
  • Green: 5 rounds
  • White: 3 rounds.
    The hero must then make a successful Psyche FEAT roll or rest for 1-10 rounds. The increase may be raised to a maximum of +2CS with a successful Psyche FEAT roll for 1 round. At the conclusion the hero must make an Endurance FEAT on the Stun column to avoid passing out from becoming physically and mentally exhausted.
98​
Photographic ReflexesThe PC takes 3 rounds to analyze physical talents when seen in use by other people. At that point the PC may temporarily copy these talents for 1 minute times the power rank. The PC uses his/her stats, but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like swimming or climbing, etc).
Optional Powers: Mental Duplication
Nemesis Powers: Invisibility
99​
Ultimate Skill*The PC has a talent, which he's honed. The Talent is automatically Unearthly rank. Talents that may have the Ultimate skill are:
  • Weapon skills: All
  • Fighting skills: All
  • Scientific skills: All
  • Other skills: except bonus gaining
    Note: Judge will decide on what Talents can be used for Ultimate skill
00​
Karmic TapThis power allows characters to tap into their reservoir of willpower (Karma) and increase any power or ability by 1 point for every 2 Karma spent. The power rank is the limit of Karma you can use in 1 round. The Duration is the round in which you spend the Karma. Rolling an Amazing FEAT roll will get you another round of benefit from the Karma spent. If the FEAT is rolled and failed, PC must spend the same amount of Karma for that round. If there is insufficient Karma to do so, the remainder is taken from the PC's health. This power is considered a free action, may be done in addition to other actions in the round.
Optional Powers: None
Nemesis: Itself
 
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Jimmie Wayne Corder (September 25, 1929 in Jayton, Texas – August 28, 1998 in Fort Worth, Texas) was a scholar of rhetoric.[1]
Professor of English at Texas Christian University, Jim W. Corder was a prolific scholar and teacher, producing dozens of books and articles on the history and theory of rhetoric studies and the teaching of writing.[1] He had (and still has) a cult-like following among those who laud the figurative, creative style that embody his philosophy of rhetoric. Yet, his unique theoretical perspective—often called "Corderian rhetoric"—has not been given extensive attention, consideration, or legitimacy as a theoretical framework among others in English studies.[1] A festschrift was composed in his honor in 2003 edited by Theresa Enos and Keith D. Miller (Beyond Postprocess and Postmodernism: Essays on the Spaciousness of Rhetoric).[2] The journal Rhetoric Review also published a symposium in 2013 in honor of Jim Corder, "Hunting for Jim W. Corder."[3]

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George Dempsey (1854 – 29 June 1924) born in the parish of St. Mary's, Dublin was a teacher of English at Belvedere College, Dublin, Ireland, who taught English to the writer James Joyce and later the poet Austin Clarkeduring the time they attended the Jesuit school.[1] At the same time he ran a grocer's shop and post office at 13 Dunville Ave, Rathmines.[2] The character of Mr. Tate in Joyce's novels A Portrait of the Artist as a Young Man and Stephen Hero is based on George Dempsey.[1][3] George Dempsey died at 13 Dunville Avenue at the age of 70.
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https://en.m.wikipedia.org/wiki/List_of_channelers_(mediumship)

https://www.davidmorehouse.com/about/

https://www.amazon.com/gp/aw/d/B00685WL4E/ref=tmm_kin_swatch_0?ie=UTF8&qid=&sr=

https://en.m.wikipedia.org/wiki/Stargate_Project

https://en.m.wikipedia.org/wiki/Psychic

https://en.m.wikipedia.org/wiki/List_of_psychic_abilities

List of psychic abilities​

This is a list of alleged psychic abilities that have been attributed to real-world people. Many of these abilities pertain to variations of extrasensory perception or the sixth sense. Superhuman abilities from fiction are not included.

Psychic abilitiesEdit

  • Astral projection or mental projection – The ability to voluntarily project an astral body or mental body, being associated with the out-of-body experience, in which one’s consciousness is felt to temporarily separate from the physical body.[1][page needed]
  • Automatic writing – The ability to draw or write without conscious intent.[2][page needed]
  • Bilocation — The ability to be present in two different places at the same time, usually attributed to a saint.
  • Energy medicine – The ability to heal with one's own empathic, etheric, astral, mental or spiritual energy.[3]
  • Ergokinesis - The ability to influence the movement of energy, such as electricity, without direct interaction.
  • Levitation or transvection – The ability to float or fly by mystical means.[4][page needed]
  • Materialization — The creation of objects and materials or the appearance of matter from unknown sources.[5]
  • Mediumship or channeling – The ability to communicate with spirits.[6]
  • Petrification — The power to turn a living being to stone by looking them in the eye.
  • Prophecy (also prediction, premonition, or prognostication) — the ability to foretell events, without using induction or deduction from known facts.[7]
  • Psychic surgery – The ability to remove disease or disorder within or over the body tissue via an "energetic" incision that heals immediately afterwards.[8]
  • Psychokinesis or telekinesis – The ability to influence a physical system without physical interaction, typically manifesting as being able to exert force, control objects and move matter with one's mind.[9]
  • Pyrokinesis – The ability to control flames, fire, or heat using one's mind.
  • Iddhi – Psychic abilities gained through Buddhist meditation.
  • Shapeshifting or transformation — The ability to physically transform the user's body into anything.
  • Thoughtography - The ability to impress an image by ‘burning’ it on a surface using one’s own mind only.
  • Xenoglossy — The ability of a person to suddenly learn to write and speak a foreign language without any natural means such as studying or research, but that is often rather bestowed by divine agents.
  • Witnessing - The gift of being visited by high profile spiritual beings such as Mary, Jesus or Fudosama (Acala) from Buddhist Traditions.
  • Inedia - The ability to survive without eating or drinking, multiple cases have resulted in starvation or dehydration.

Extrasensory perceptionEdit

Main article: Extrasensory perception
Extrasensory perception, or sixth sense, is an ability in itself as well as comprising a set of abilities.
  • Clairvoyance — The ability to see things and events that are happening far away, and locate objects, places, people, using a sixth sense.
  • Divination – The ability to gain insight into a situation using occult lists.[10][page needed]
  • Dowsing – The ability to locate water, sometimes using a tool called a dowsing rod.[11]
  • Dream telepathy - The ability to telepathically communicate with another person through dreams.
  • Dermo-optical perception - The ability to perceive unusual sensory stimuli through one’s own skin.
  • Psychometry or psychoscopy – The ability to obtain information about a person or an object by touch.[12]
  • Precognition (including psychic premonitions) – The ability to perceive or gain knowledge about future events, without using induction or deduction from known facts.[13]
  • Remote viewing, telesthesia or remote sensing – The ability to see a distant or unseen target using extrasensory perception.[14]
  • Retrocognition or postcognition – The ability to supernaturally perceive past events.[15]
  • Telepathy – The ability to transmit or receive thoughts supernaturally.[16]
https://en.m.wikipedia.org/wiki/Five_Eyes
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:FU:NO SINGAPOREANS:FU:
:FU:NO AUTHORS:FU:
:FU:NO WRITERS:FU:
:FU:NO SCREENWRITERS:FU:
 
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United States President Origin Infinite Joe Biden
Personal details
Member of the New Castle County Council from the 4th district
United States Senator
from Delaware
47th Vice President of the United States
46th President of the United States
Incumbent
Assumed office
January 20, 2021
Vice PresidentKamala Harris
Preceded byDonald Trump
In office
January 20, 2009 – January 20, 2017
PresidentBarack Obama
Preceded byDick Cheney
Succeeded byMike Pence
In office
January 3, 1973 – January 15, 2009
Preceded byJ. Caleb Boggs
Succeeded byTed Kaufman
In office
January 5, 1971 – January 3, 1973
Preceded byLawrence T. Messick
Succeeded byFrancis R. Swift
BornJoseph Robinette Biden Jr.
November 20, 1942(age 79)
Scranton, Pennsylvania, U.S.
Political partyDemocratic (1969–present)
Other political
affiliations
Independent (before 1969)
SpousesNeilia Hunter


(m. 1966; died 1972)
Jill Jacobs


(m. 1977)
Children
RelativesBiden family
EducationArchmere Academy
Alma mater
Occupation
  • Politician
  • lawyer
  • author
AwardsList of honors and awards
Signature
Website
Other offices
5521C7CF-4BE2-4561-BC3D-52D346D8C099.png

34) UNPOL United Nations Police (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 10% United States President Joe Biden + 10% United States Vice President Donald Trump) Old Mongolia Old Outer Mongolia Old Inner Mongolia UNPOL “Asian Shekhinah” UNPOL Mongolia UNPOL Xinjiang UNPOL Hong Kong UNPOL Arctic UNPOL Antarctica - United Nations' 7th Principal Organ
35)
Islamic Kabbalah Temple Of UNPOL United Nations Police (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 5% ShemHaMephorash + 5% Shekhinah+ 5% Joker Allah Muhammad + 5% Prophet Muhammad) UNPOL Israel UNPOL Saudi Arabia UNPOL Egypt UNPOL Middle East UNPOL Western Asia UNPOL Central Asia UNPOL Afghanistan UNPOL Pakistan UNPOL Maldives
36) New Oasis (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 10% United States President Joe Biden + 10% United States Vice President Donald Trump) “Guardian Eve” “Dark Lilith” “Mother Earth” “Watcher Hollywood” “Joker Allah”


https://en.m.wikipedia.org/wiki/List_of_deserts_by_area
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https://en.m.wikipedia.org/wiki/List_of_deserts

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/Category:United_States_Army_Rangers

https://en.m.wikipedia.org/wiki/List_of_Delta_Force_members

https://en.m.wikipedia.org/wiki/List_of_former_Special_Air_Service_personnel

https://en.m.wikipedia.org/wiki/English_Teachers

https://en.m.wikipedia.org/wiki/Gamemaster

https://en.m.wikipedia.org/wiki/English_language

https://en.m.wikipedia.org/wiki/Mediumship#Channeling

https://en.m.wikipedia.org/wiki/List_of_channelers_(mediumship)

https://www.davidmorehouse.com/about/

https://www.amazon.com/gp/aw/d/B00685WL4E/ref=tmm_kin_swatch_0?ie=UTF8&qid=&sr=

https://en.m.wikipedia.org/wiki/Stargate_Project

https://en.m.wikipedia.org/wiki/Psychic

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
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:FU:NO SINGAPOREANS:FU:
https://en.m.wikipedia.org/wiki/Rudy_Boesch
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Rudy Boesch delivers opening remarks for the third annual Rudy Run SEAL Challenge at Naval Amphibious Base Little Creek in 2007
Birth nameRudolph Ernst Boesch
BornJanuary 20, 1928
Rochester, New York, U.S.
DiedNovember 1, 2019(aged 91)
Virginia Beach, Virginia, U.S.
AllegianceUnited States
Service/branch
23px-Flag_of_the_United_States.svg.png
United States Navy
Years of service1945–1990
RankU.S. Navy E9 infobox.pngMaster chief petty officer
UnitU.S. Navy SEALs
Battles/warsVietnam War
AwardsBronze Star
Defense Superior Service Medal
Other work
NameTeamBackgroundNotes
Mark JacksonAlphaSWATWhole-Team Discharge (Evolution 12)
Scott OatesAlphaNavy SEALsWhole-Team Discharge (Evolution 12)
Mell SpicerAlphaNavy SEALsWhole-Team Discharge (Evolution 12)
Daniel Patrick O'SheaAlphaNavy SEALsVoted Off (Evolution 7) No Replacement
Frank MonestereAlphaSpecial ForcesVoted Off (Evolution 6) Replaced by Eric Johnson
Chris PateAlphaSWATVoted Off (Evolution 2) Replaced by Harald Zundel
Harald ZundelAlphaNavy SEALsReplaced Pate (Evolution 2); Whole-Team Discharge (Evolution 12)
Eric JohnsonAlphaNavy SEALsReplaced Monestere (Evolution 6); Voted Off (Evolution 9) No Replacement
Dexter FletcherBravoSWATCombat Missions Champion
Jeff ByersBravoNavy SEALsThird Place, lost the marksmanship challenge
Steve ClaggettBravoSWATLost the three-on-three team challenge
Mark CorwinBravoMarine Force ReconLost the three-on-three team challenge
Bob KainBravoSWATSecond Place, lost against Fletcher
Sean SirkerBravoSpecial ForcesReplaced Taylor (Evolution 8); Lost the three-on-three team challenge
Jody TaylorBravoSWATMedical Discharge (Evolution 8) Replaced by Sean Sirker
Cade CourtleyCharlieNavy SEALsReplaced Potter (Evolution 4); Whole-Team Discharge (Evolution 11)
Ken GreavesCharlieNavy SEALsWhole-Team Discharge (Evolution 11)
Justin YoungCharlieMarine ReconWhole-Team Discharge (Evolution 11)
Jeff EverageCharlieNavy SEALsDrew Red-Tipped Sword (Evolution 1) Replaced by Wilson Wong
John PotterCharlieNavy SEALsVoted Off (Evolution 4) Replaced by Cade Courtley
Edward BugarinCharlieSpecial Forces, Delta ForceVoted Off (Evolution 5) Replaced by Jonathan Weber
Wilson WongCharlieSWATReplaced Everage (Evolution 1); Discharged Self (Evolution 8) No Replacement
Ossie CrenshawCharlieSWATVoted Off (Evolution 10) No Replacement
Jonathan WeberCharlieMarine Force ReconReplaced Bugarin (Evolution 5); Whole-Team Discharge (Evolution 11)
BazDeltaCIA/US MarinesWhole-Team Discharge (Evolution 13)
George CiganikDeltaMarine Recon, SWATReplaced Teeple (Evolution 3); Whole-Team Discharge (Evolution 13)
Scott HelvenstonDeltaNavy SEALsWhole-Team Discharge (Evolution 13)
Rodney NutterDeltaMarine Force ReconWhole-Team Discharge (Evolution 13)
John WinnDeltaMarine Force ReconWhole-Team Discharge (Evolution 13)
William NissenDeltaArmy RangersReplaced Estadt (Evolution 12); Whole-Team Discharge (Evolution 13)
Rod TeepleDeltaNavy SEALsDischarged Self (Evolution 3) Replaced by George Ciganik
Garth EstadtDeltaSpecial ForcesMedical Discharge (Evolution 12) Replaced by William Nissen

https://en.m.wikipedia.org/wiki/List_of_psychic_abilities

List of psychic abilities​

This is a list of alleged psychic abilities that have been attributed to real-world people. Many of these abilities pertain to variations of extrasensory perception or the sixth sense. Superhuman abilities from fiction are not included.

Psychic abilitiesEdit

  • Astral projection or mental projection – The ability to voluntarily project an astral body or mental body, being associated with the out-of-body experience, in which one’s consciousness is felt to temporarily separate from the physical body.[1][page needed]
  • Automatic writing – The ability to draw or write without conscious intent.[2][page needed]
  • Bilocation — The ability to be present in two different places at the same time, usually attributed to a saint.
  • Energy medicine – The ability to heal with one's own empathic, etheric, astral, mental or spiritual energy.[3]
  • Ergokinesis - The ability to influence the movement of energy, such as electricity, without direct interaction.
  • Levitation or transvection – The ability to float or fly by mystical means.[4][page needed]
  • Materialization — The creation of objects and materials or the appearance of matter from unknown sources.[5]
  • Mediumship or channeling – The ability to communicate with spirits.[6]
  • Petrification — The power to turn a living being to stone by looking them in the eye.
  • Prophecy (also prediction, premonition, or prognostication) — the ability to foretell events, without using induction or deduction from known facts.[7]
  • Psychic surgery – The ability to remove disease or disorder within or over the body tissue via an "energetic" incision that heals immediately afterwards.[8]
  • Psychokinesis or telekinesis – The ability to influence a physical system without physical interaction, typically manifesting as being able to exert force, control objectsand move matter with one's mind.[9]
  • Pyrokinesis – The ability to control flames, fire, or heat using one's mind.
  • Iddhi – Psychic abilities gained through Buddhist meditation.
  • Shapeshifting or transformation — The ability to physically transform the user's body into anything.
  • Thoughtography - The ability to impress an image by ‘burning’ it on a surface using one’s own mind only.
  • Xenoglossy — The ability of a person to suddenly learn to write and speak a foreign language without any natural means such as studying or research, but that is often rather bestowed by divine agents.
  • Witnessing - The gift of being visited by high profile spiritual beings such as Mary, Jesus or Fudosama (Acala) from Buddhist Traditions.
  • Inedia - The ability to survive without eating or drinking, multiple cases have resulted in starvation or dehydration.

Extrasensory perceptionEdit

Main article: Extrasensory perception
Extrasensory perception, or sixth sense, is an ability in itself as well as comprising a set of abilities.
  • Clairvoyance — The ability to see things and events that are happening far away, and locate objects, places, people, using a sixth sense.
  • Divination – The ability to gain insight into a situation using occult lists.[10][page needed]
  • Dowsing – The ability to locate water, sometimes using a tool called a dowsing rod.[11]
  • Dream telepathy - The ability to telepathically communicate with another person through dreams.
  • Dermo-optical perception - The ability to perceive unusual sensory stimuli through one’s own skin.
  • Psychometry or psychoscopy – The ability to obtain information about a person or an object by touch.[12]
  • Precognition (including psychic premonitions) – The ability to perceive or gain knowledge about future events, without using induction or deduction from known facts.[13]
  • Remote viewing, telesthesia or remote sensing – The ability to see a distant or unseen target using extrasensory perception.[14]
  • Retrocognition or postcognition – The ability to supernaturally perceive past events.[15]
  • Telepathy – The ability to transmit or receive thoughts supernaturally.[16]
https://classicmarvelforever.com/cms/armor-designs.html

Armor And Battlesuits​

American Eagle Battlesuit​

by Michael Garrity

This armor is named for the patriotic theme of its paint job, as well as the stylized representation of an eagle's head on the armor's forehead & faceplate. It gives the following bonuses:

Ability Increase:​

  • +2CS Ranks to Fighting
  • +5CS Ranks to Agility (Max of Unearthly)
  • +3CS Ranks to Strength (Max of Remarkable)
  • +3CS Ranks to Endurance (Max of Remarkable)

Standard Features:​

  • Body Armor: Incredible protection vs physical & energy attacks, Unearthly protection vs toxins, diseases & radiation.
  • Reflection: Monstrous; this power takes the form of a forcefield which can be activated by command of the suit's wearer.
  • Gliding: retractable wings give Incrfedible gliding.
  • Claws: retractable claws in gauntlets (claws are Amazing-strength materials); these claws have the power of two-dimensionality at Amazing rank. When activated, this power raises the claws' cutting ability from Amazing to Shift-Z.
  • Stealth: Monstrous
  • Electronic Countermeasures: Monstrous
  • Blending: Monstrous

Anime-Inspired Battlesuit​

by Dr Archeville

This battlesuit, created by the demented Japanese teenage super-genius Doc Otaku, appears to be a dark blue jumpsuit with light blue circuitry woven throughout, with bark blue boots and bracers.

Standard Features:​

  • A combination of the advanced fibers comprising the suit, strengthened by a force field provides Remarkable protection vs. all Physical and all Energy attacks).
  • Energy Blasts: The suit can fire off Electrical, Heat, or Kinetic energy from the forearm gauntlets capable of inflicting upto Remarkable damage, 8 area range.
  • Flight: An advanced form of antigravity manipulation permits flight at speeds of up to 225 mph (Remarkable speeds).
  • Communications: The suit can tap into and broadcast radio and television signals, allowing communication via radios, television, walkie-talkies, and cell-phones (Remarkable ability and range).
  • Growth: The suit can expand it's mass permitting a prportinoal increase in strength. This allows the user to grow up to 18 feet in height, with a proportional increase in strength & mass (Remarkable Growth, raising Strength to Remarkable, and granting Remarkable Body Resistance and Remarkable Endurance for the purposes of resisting Slams).
  • Sealed Systems: At a mental command, a transparent bubble can 'grow' out of the collar & gloves will 'grow' out of the wrist-cuffs, sealing the suit against outside contaminants (airborne diseases, poisonous gases, the vacuum of space, etc.); the suit's atmospheric recyclers are good for approximately 30 minutes.

Black Ops Hardsuits​

Inspired by Bubblegum Crisis

These suits are standard issue for the members of Black Ops elite Black Knight strike force. They are also issued to security personell and field agents who are expected to face extremly hazardous conditions. Each one can be modified to suit the wearers tastes or for a specific mission profile.

Ability Increase:​

  • +2CS Ranks to Fighting (Max of Amazing)
  • +2CS Ranks to Agility (Max of Incredible)
  • +4CS Ranks to Strength (Max of Unearthly)
  • +1CS Rank to Endurance (Max of Unearthly)

Standard Features:​

  • Body Armor: Incredible vs. physical, Excellent vs energy.
  • Flight: Excellent airspeed
  • Gauss Gun: Monstrous damage, 3 area range.
  • Infravision: Can see in the dark with no penalties.
  • Protected Senses: Incredible protection from sensory-based attacks.

Component Battle System​

By Michael Garrity

Battle Gauntlets​

These items are constructed of Remarkable strength materials, providing Remarkable protection to the hands and forearms against physical and energy attacks. They also give an effective strength of Remarkable for the purposes of gripping/crushing items.

Weapons Systems​

Each of the gauntlets has a built-in plasma blaster. This weapon has a range of 6 areas and causes Excellent damage. Each gauntlet also has a built-in electric-discharge system. This causes Excellent damage at a range of 3 areas. The discharge from both gauntlets can be directed at a single target; doing so raises the damage to Remarkable while dropping the range to 2 areas.

The gauntlets have power cells that store enough energy to fire 10 shots from each weapon system.

Battle Helmet​

Designed to be used in conjunction with the battle gauntlets mentioned above. Made from Remarkable materials, giving Remarkable protection from physical and energy attacks to the head.

Standard Features:​

  • Telescopic Vision: Poor
  • Thermal Vision: Good
  • Protected Senses: Provides the wearer's sight and hearing Incredible protection against intense light and sonic attacks; Amazing protection vs inhaled gases and toxins.

Battle Vest​

Designed to be used in conjunction with the battle gauntlets mentioned above. Made from Remarkable materials, giving Remarkable protection from physical and energy attacks to the neck and torso.

Standard Features:​

  • Regeneration: Typical (replacement of lost limbs/organs is not possible).
  • Stun Rifle: Built into the vest's chest plate, fires Remarkable intensity stun ray; range is 5 areas, power cell stores enough energy for 20 shots.
  • Railgun: this weapon is attached to the back of the Battle Vest and lowers over the left shoulder into firing position. It fires bursts of hypervelocity depleted-uranium darts that cause Remarkable shooting damage. Enough ammunition is carried to fire 30 bursts. The hardness and extremely high velocity of the darts reduces the effectiveness of any body armor, armor skin or force fields protecting the target by -4CS (body resistance or true invulnerability is not affected).
  • Retractable Missile Launcher: mounted on the back of the vest, lowers over the right shoulder to fire, launches a variety of high-velocity micromissiles (Excellent body, Amazing control, Amazing speed) with the following payloads:
    1. Concentrated explosive (Incredible damage to target).
    2. Concussion (Incredible slugfest damage to target).
    3. Plasma (Incredible fire damage to target, plus knockback).
    4. Sonic (Incredible stunning to target).
    5. Gas (Amazing intensity)
    6. Teleport Missiles. Appears as a standard phase rocket. It has built-in circuitry which allows a multitude of short-range random teleports on its way to the target. Each materialization lasts for only a fraction of a second, thus making appear like the missile is in many different places at the same time (the effect is to confuse the target as to where the attack is actually coming from). A teleport missile is programmed to strike the target from behind. Like a phase rocket, the warhead of a teleport missile can bypass body armor, resistances and forcefields. To make the weapon more tactically useful, the warhead has a programmable yield; the damage range is from Incredible to Monstrous.
  • Extra power storage: the vest stores enough extra power for the gauntlet weapons to fire 20 more shots each.

Transport Boots​

These items are a pair of large armored boots made of Remarkable strength materials. When worn, they give Remarkable protection from physical and energy attacks to the lower legs and feet. The boots have the ability of Flight (rocket); Remarkable, with a control rank of Incredible.

NBC Suit​

This item is a thin, form-fitting body suit made of Excellent materials.

Standard Features:​

  • Body Armor: Excellent protection vs physical and energy attacks.
  • Resistances: Incredible vs radiation & heat, Incredible vs toxins & gases absorbed through through the skin.
This suit can be worn under the battle gauntlets, battle helmet and battle vest.


Dravium Armour​

by Wallace

Dravium is a superlight steel-based compound of unknown origins. The process of manufacture is known only to certain employees of Mandrake Technologies, and remains a closely guarded secret.

Dravium is notable not so much for its strength as for its energy diffusion properties. The physics behind this is so far unexplained, simply because all tests result in the energies used being diffused.

Dravium counts as having Remarkable Material Strength, and Amazing Energy Absorption properties. Armour plates of Dravium in a vehicle or Iron Man style suit will therefore provide Remarkable protection from Physical attacks and Amazing protection from Energy.

Lighter armour, such as chain mail or mesh, is naturally less effective; Dravium worn as non-powered armour provides Good protection from Physical attacks and Remarkable protection from Energy.

Dravium counts as having Incredible cost to buy in its raw state.


Hulkbuster Body Armor​

This black metal battlesuit is an apparent variation on the Mandroid armor design, upgunned to handle the Hulk.

Ability Increase:​

  • +1CS Rank to Agility (Max of Excellent)
  • +2CS Ranks to Strength (Max of Remarkable)
  • +1CS Rank to Endurance (Max of Remarkable)

Standard Features:​

  • Body Armor: The armor's osmium-steel hide provides Amazing protection vs. physical and energy attacks.
  • Energy Blast: Most other systems and sensors have been bypassed to provide an Unearthly neuro-stunner, with a two-area range, which inflicts full Energy damage on its target.

Impact-Nullifier Combat Suit​

This is a flexible body suit that resembles a type of padded armor. The pads are lined with kevlar strips and laced throughout with Vibranium particles. Captain America has vibranium in his shield to absorb impact, so why not have that kind of protection in a suit? The suit provides In protection from impacts, whether they be punches or falling (yes, you could skydive without a chute, as long as you don't land on your head!). Against edged weapons, the suit provides only Excellent protection.


Speed Suit​

by Michael Garrity

This item is a suit of flexible, dull-gray material. The suit's structure is amorphous and crystalline, and therefore can't be affected directly by magnetism.

It grants the wearer the following ability enhancements and powers:

  • +3CS Ranks to Strength (maximum of Remarkable)
  • +5CS Ranks to Agility (Max of Unearthly)
  • Hyper-Agility: Unearthly
  • Hyper-Endurance: Amazing
  • Hyper-Running: Monstrous
  • Hyper-Speed: Amazing
  • Power combination (Hyper-running/Hyper-speed: effective running speed is 10,500 mph).
  • Body Armor: Unearthly resistance against heat/fire attacks, Monstrous resistance against physical attacks.
  • True Invulnerability/sonics: Amazing (reduces effectiveness of sonic attacks by -6CS).

Stealth Suit​

by Michael Garrity

Designed especially for use in covert operations.

Standard Features:​

  • Body Armor: Excellent rotection from physical & energy attacks.
  • Blending: Incredible (voluntary)
  • Stealth: Incredible
  • Electronic Countermeasures: Incredible (includes Incredible protection vs detection by thermal vision).

Triple Ply Titan Weave Body Armour​

by Mad Niz

Titan Weave blends strands of titanium and steel with conventional ballistic cloth to produce a highly effective lightweight body armour. The usual configuration is an all in one suit complete with mask that provides Excellent protection from physical and energy attacks and Remarkable protection from heat.


Underwater Combat Suit​

by Michael Garrity

Used by Delta, Green Berets, Navy Seals, etc. This suit has a maximum operationa depth of 600'.

Standard Features:​

  • Body Armor: Remarkable protection vs physical & energy attacks, Incredible protection vs sonics.
  • Hyper-Swimming: Typical
  • Water Freedom (coating): Remarkable
  • Water Breathing: Excellent
  • Increased Strength: +2CS to strength (maximum of Remarkable).
https://classicmarvelforever.com/cms/weapons.html

Weapons​

Air Cannon​

This is a cumbersome weapon and requires three people to maneuver and operate the huge gun. It is highly effective against aerial attackers. Once per round, the cannon can fire a jet of intensified wind of Amazing rank force. Check attack results on the Force Column of the Battle Effects Table. The weapon has a range of 10 areas.

If the Human Torch (or a character with similar powers) is hit by the air jet, he must succeed at a Power FEAT or lose the ability to "flame on" for 1-10 rounds in addition to any standard battle effects such as Stun or Slam.


All-Black The Necrosword​

All-Black the Necrosword is a powerful weapon with dark properties previously wielded by Gorr the God Butcher who used it to slay gods across the cosmos. It is said to be the same weapon that carved the first dawn from the stone of the endless night.

It has the following abilities:

  • Umbrakinesis: Its wielder has the power to summon, create, control and/or manipulate darkness from it.
  • Darkness Constructs: Its wielder can create wings, weapons, binds, semi/fully sentient entities (the shadowy hounds known as the "Black Berserkers") and a shroud of darkness from the blade.
  • Omnislaying: The weapons main purpose is its divine siphoning/killing empowerment of gods, piercing their immortality or resistance to the life imperilment that comes with mortality. Capable of inflicting Shift-Z 500 pts edged damage upon its victim.

Antimatter Extrapolator​

This pistol looks much like the standard handgun. However, it is far more deadly than any typical handgun. The Weapon fires a tight beam of antimatter particles up to a range of 1 area. When solid matter and the antimatter beam meet, the result is an explosion, as a minute amount of physical matter is instantly transformed into energy. Resolve attacks on the Force Column.

If the target is struck, he suffers Unearthly force damage, as the meeting of his very atoms with the antimatter particles triggers an explosion; even though this is considered a force attack, the blast itself is considered an energy attack against a target's Body Armor. In addition, the force of the explosion can cause Slams or Stuns (Yellow or Red results, respectively) like a blunt attack.

This weapon can also affect individual items of inorganic matter such as walls, doors, and so forth. The pistol can be fired once per round, and has enough ammunition charges for 10 shots.


Chainsaw​

by ZaZen

A chainsaw is a Excellent material strenght tool, depending on its size (Commercial or Industrial) it can inflict either 15 or 20 points of edged damage or +6pts to strength if usesd as a blunt weapon.

  • Body Armor Stipulation: If a chainsaw attack encounters body armor equal to or greater than the attack strength (15 or 20) then there is the possibility of "Kick Back". The wielder of the chainsaw then surfers edged damage from the chainsaw (rolled by GM on the edged column for full damage).

Electro-Physiological Flux Generator​

This is a rifle-sized weapon that will intensify the neurological activity in a target (Amazing intensity for determining if the effect can be resisted). What this does, in effect, is electrocute the target from within. The more neurological energy that is going through the target, the worse the target will be damaged.

There are two things that will determine the level of neurological activity in the body. If the target has mentally based powers, the highest power rank in those powers determines the maximum electrical potential in the body. If the target has superhuman Agility, that rank is used if there are no higher ranks in Mental powers.

The rifle has Excellent range and needs to be fired like a standard gun would to hit the target. The gun is fueled off a power pack on the belt small nuclear fusion generator.


Executioner’s Axe aka the Blood Axe​

by ZaZen

The Executioner aka The Skurge of Jotunheim and Asgard carried a two handed, double bladed battle axe, made of enchanted, Unearthly 100 strength material. This weapon, when wielded by the Executioner, inflicted Amazing 50 pts of edged damage and could cleave all but the strongest weapons and armor.
Through magick, the Axe could slice through the fabric of space and reality itself, allowing travel to different dimensions and through space. These apertures protected the user from heat, cold and the vacuum of space.
The Axe could also emit devastating heat and cold attacks.
Though it was destroyed on several occasions, once by magick of the three Norns Urd, Skuld, and Verdandi, the Axe has always been restored, most likely through the magick of individuals like Hela and Loki.
Strength of Remarkable 30 is require to wield the Executioner’s Axe, due to the weight of this weapon.

It has the following abilities:

  • Dimensional Aperture: Monster 75 rank ability the Axe could slice through the fabric of space and reality itself, allowing travel to different dimensions and through space. These apertures protected the user from heat, cold and the vacuum of space.
  • Heat Generation: Monstrous 75
  • Cold Generation: Monstrous 75
  • The Axe grants Invulnerability (CL1000) to Heat, Monstrous 75 Resistance to Cold and Monstrous 75 rank Life Support.
  • True Sight: Monstrous 75 While holding the axe, the individual is able to see through magical, physical and power based illusions and disguises.

Genome Toxin Grenades​

These grenades disperse a unique type of nerve toxin that only reacts to aberrent DNA in a victim's body. There has been a complete mapping of standard genes in the human body done (the Human Genome Project) that allows this kind of chemical technology.

The gas does Remarkable neurological damage each round to anyone with superhuman genetics or alterations - unfortunately, some innocent bystanders are affected by this toxin. Anyone with obviously genetically based maladies (Down's Syndrome, etc.) will be affected like a mutant or altered human.

There is a 30% chance of this toxin affecting alien humanoid physiologies also. The toxin cloud is 20' by 20' by 10' high and lasts for 5 rounds.


Hyper-Velocity Cannon​

by Norseman

The cannon fires a 7-gram pellet into a cast aluminum block capable of inflicting Incredible damage. It uses standard, easy to find copper BBs. These are fired at 5,500 feet per second, which, in the Earths atmosphere causes the projectile to vaporize after only a second, limiting its range.

This device can be mounted on a turret, or an aircraft hardpoint. The energy source for the device would limit its maximum rate of fire. It needs to have Amazing energy to launch a projectile. Therefor if there was a Good ranked energy source, the device could be fired once every 5 rounds. An Amazing energy source would allow the device to fire once every round. An Unearthly energy source or higher would allow the device to fire twice every round. The absolute maximum rate of fire is twice per round.

Note: Every area beyond the Maximum Effective Range reduces damage -2CS.

  • Range in Atmosphere: 1 Mile (Monstrous, 40 areas).
  • Range in Space: Line of Sight (at 250 areas per turn).

Intensified Molecule Projector​

This weapon allows the user to fire special intensified synthetic molecules at a high velocity. Intensified molecules grow rapidly to the size of boulders when exposed to air, becoming a deadly projectile. The missile has a range of 11 areas and inflicts Incredible blunt damage. Because of the extremely small size before activation a standard "gun" can carry a virtually unlimited supply of the molecules. The projector can be virtually any size or shape.


Ionic Blade​

This deadly weapon looks like an energized bayonet or combat knife. The ionic blade can pop out of the right forearm of Doom's armor, ready for use in a second.

  • Ionic Blade: The knife uses ionic energy to slice through objects and other targets, animate or inanimate. The blade causes Incredible edged damage, regardless of the wielder's Strength.
  • Ionic Blast: The knife can fire an ionic bolt up to 1 area away, inflicting Incredible energy damage.

Jarnbjorn Axe of Mighty Thor​

by ZaZen

Jarnbjorn is an Uru, battle axe forged by the master Dwarven weapon smiths of Nidavellir, and originally used by the Asgardian God of Thunder, the mighty Thor. In Norwegian, "Jarnbjorn" means "Iron Bear".

Thor used Jarnbjorn early in his life, until he was deemed worthy to carry Mjolnir.

Made of CL3000 strength Uru metal, the axe could cut through most objects, armor and beings, especially when wielded by someone with the strength of Thor. During Thor’s battle with Apocalypse, the Thunder God blessed it with his own blood, so the blade could pierce Celestial armor. Thor used this weapon to kill Apocalypse. It fell into the hands of Kang the Conquerer and was eventually stolen by the Apocalypse Twins Uriel and Eimin, who used it to kill the Celestial Gardener. The Celestial Exitar arrives on to Earth to pass judgement on humans for the death of the Gardener. Thor reclaims Jarnbjorn from the Apocalypse Twins and kills Exitar with it, to save the planet Earth from destruction.

It has the folloing abilities:

  • Jarnbjorn requires a physical strength of Remarkable 30 to lift, but there is no requirement of worthiness to use this weapon.
  • This weapon is capable of cutting though Celestial armor, with CL1000 rank ability.
  • Jarnbjorn inflicts Remarkable 30 pts damage and is capable of causing Shift-X 150 pts edged damage, dependent upon the wielder’s strength.

Kinetic Amplification Knuckles (KAKs)​

Styled after the infamous brass knuckles, these hi-tech wonders amplify the kinetic force of the wearer's punch, providing +2CS damage to a maximum of Remarkable.


Kinetic Energy Railgun​

This weapon is so large and heavy that it must usually be mounted on a platform or vehicle. Wielding it requires Remarkable strength. The KE railgun does not use gunpowder; rather, its ammunition is propelled magnetically at speeds of upto 25 million joules--enough energy to deliver a kilogram of projectile at a speed of roughly 10 kilometers per second.

The railgun is equipped with a spiral-packed magazine which carries 1,800 caseless 3.9 mm spent-uranium core armor-piercing rounds. The railgun can be set to fire 1 to 1,000 rounds per second.

Each round can tear through up to Monstrous rank materials including body armor and force fields. A single shot inflicts Good damage; a burst of upto 10 rounds causes Excellent damage; a burst of upto 100 rounds causes Remarkable damage; a burst of upto 400 rounds causes Incredible damage; a burst of 750 rounds causes Amazing damage; and a burst of 1,000 rounds causes Monstrous damage.

It takes 2 turns to replace the magazine.

The cost of the railgun is Monstrous, but they are extremely rare and are not generally available for sale, even on the black market. The military is known to possess several railguns. Iron Man is known to have developed a smaller railgun (with a smaller magazine) for specific missions.


Molecular Resonance Inducer​

If you are sick of flattening ammo on natural body armor, this is the toy for you! Rather than punch an attack through armor, point the Inducer wand at an opponent, and a specifically programmed molecular structure will be pumped to bursting with energy to its molecular bonds.

What this accomplishes is a increasingly painful resonance effect as the molecule vibrates itself apart. The most common practice is to set the wand to resonate Calcium, and watch an opponents bones turn to jelly

The intensity of the field, range, and damage is Remarkable - the wand can be overloaded for an Amazing blast that affects everything of that molecular structure within 30'. The wand can hold a charge that will last for 10 rounds of emmissions.


Mutant Power Intensifier​

This ray gun was created by Hank McCoy. When striking a character it increases his power level up to CL3000 rank. As most mutants could not control power of this magnitude so this is not a desirable result. The intensifier can also be set to return the character back to normal levels although this usually wears of within a few years and the characters power return to dangerous levels.


Odinsword aka Ragnarok​

by ZaZen

The Odinsword is tremendously old and strong forge in ways now lost and capable of withstanding any impact and cut through all know material even Celestial's armor. It is a massive two handed broad sword that can increase it size along with the wielder, channel cosmic energies with the Odinforce the prime driven force behind it.

The Odinsword is the most powerful weapon ever produced in Asgard, struck from the cursed Nibelung ring. Its true name is called "Ragnarok", the end of all things"; literally possessing the power to destroy the Nine Realms, if it is unsheathed.

The Odinsword has been used in battle against the Celestials and is said to be even able to slay the Midgard Serpent.The Odinsword has only been successfully wielded by the likes of the Destroyer, Odin himself and the mighty Thor. The sword requires a minimum of Unearthly 100 strength to be wield without penalty.

It has the folloing abilities:

  • Durability: Material strength of CL3000 rank; resistance to all forms of attack including Magick.
  • Emotional Control: FEAR (Asgardians only) All Asgardians who see the Odinsword being pulled from it's sheath, must make an AM50 Psyche FEAT roll or be overwhelmed by terror of the impending end of the Nine Realms.
  • Weakness: The Odinsword can be damaged by Cosmic Energy Manipulation of CL1000 rank or greater.

Palm Stunner​

by Mad Niz

A device that is attached to—and easily concealed within—the palm of the hand, and thus often used in a sneaky attack, the Palm Stunner delivers a Remarkable intensity stunning attack on a successful grapple attempt. Three successful attacks can be made before the Stunner needs to be recharged.


Phase Rockets​

Fired from a standard LAW rocket cylinder, this rocket has a computerized warhead with a proximity sensor set for 1 foot. When the sensor goes off, the rocket goes out of phase long enough to travel 18 inches, then triggers two explosions. The first destroys the phasing apparatus, causing the rocket to come back into phase. The second detonates the missile a microsecond later.

The result is Monstrous damage that bypasses any natural or inorganic body armor, resistances. Collateral damage is minimal, Excellent damage to anything within 10' of the explosion.


Psi-Scrambler Wave Generator​

Using the same technology as the Null-Psych emitter, this backpack mounted device spews a cone shaped barrage of high-frequency beta waves at Amazing intensity. The range is a cone 100' long that is 50' wide at it's terminus. The beta waves fill the mind of anyone with Mental powers with the loudest radio static you could imagine.

The victim must make a Psyche check each round to be able to concentrate on anything. If they are able to take an action, they may use any Mental powers that still operate after a 50 pt. reduction.


Stasis Gun​

A short, metal rifle with a forked barrel. When fired, the weapon emits a stream of energy upto a range of 1 area. If the target is hit, he is caught in the stream and surrounded within a super hard energy shell. At this point the shell has Incredible material strength. If the stream is maintained for a further full round the stasis shell solidifies, gaining apermanent stength of Unearthly.

Victims held within the stasis shell "freeze". They have no need for food, air, or water. Nearly all body functions are suspended. They can however, see, hear, smell and feel what is happening around them. The stasis shell is permanent until physically broken or by reversing the gun's polarity and draining the shell.

The gun can fire once per round and is capable of 10 shots before requiring a recharge.


Stun Club​

by Powersurge

Made of Remarkable material, these billy clubs carry a charge that allows them to either stun with Excellent intensity or inflict Excellent energy damage on any hit and in addition to the usual blunt damage.


Stun Shocker​

This small weapon, meant to knock opponents unconscious, can be added to the inside of either gauntlet of Doom's armor.

  • Stun-Shock Pulse: This device radiates stunning energy around Doctor Doom. All characters within the same area must make an Amazing intensity Endurance FEAT or be knocked out for 1-10 rounds.

Teleport Missile​

by Michael Garrity

This item appears as a standard phase rocket. It has built-in circuitry which allows a multitude of short-range random teleports on its way to the target. Each materialization lasts for only a fraction of a second, thus making appear like the missile is in many different places at the same time (the effect is to confuse the target as to where the attack is actually coming from).

A teleport missile is programmed to strike the target from behind. Like a phase rocket, the warhead of a teleport missile can bypass body armor, resistances and forcefields.

To make the weapon more tactically useful, the warhead has a programmable yield; the damage range is from Incredible to Monstrous.


Twin Swords​

by Michael Garrity

These weapons are a pair of matched longswords made from Monstrous-strength alloys. They are designed to be used by someone who is capable of wielding one sword/weapon in each hand. Use of a single sword raises the wielder's Fighting rank by +1CS. Using both swords at one time gives the wielder Ultimate Skill (longsword).

If the wielder's Fighting rank is already at Unearthly-level or greater, it is simply raised +1CS (maximum of Shift-Z).


Ammunition​

Dum-Dum Bullets+1CS damage vs. Non-armoured objects only, normal caliber cost x 6.
Gecko Bullets+1CS damage, normal caliber cost x 8.
Glaser Bullets+1CS damage to any damage scored, normal caliber cost x 8.
Hollow Point Bullets+1CS damage, normal caliber cost x 8.
Uranium tipped/Mercury+2CS damage, -1 Range, normal caliber cost x 25.
True Armour Piercing+2CS penetration, half normal damage only, normal caliber cost x 4 (i.e. 'Armour-Piercing').
Rubber BulletsNon-lethal, blunt damage, normal cost.
Adamantium-Saboted Penetrator
by Michael Garrity
This ammunition uses a finned, pointed sub-caliber dart of Admantium cased within a copper-jacketed plastic sabot. Any type of firearm can use ASP ammunition, damage inflicted is per the firearm type firing it. However, the dart can penetrate up to CL1000 body armor or armor skin. The cost for each of ASP ammunition is 100x normal.
Kinetic Impact Munitions
by Michael Garrity
This ammunition is available for any type of weapon, from the smallest handgun to the largest of artillery pieces. It does +2CS force damage (plus appropriate knockback). For example, if a handgun that does Typical shooting damage is loaded with KI munitions, it would do Excellent force damage to the target (plus knockback).

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

Inhibitors​

Electronic Shackle​

This small metal band is covered with electronic circutry. When placed around a characters wrist, the pain shackle prevents the focussing or use of nautral powers, by intense impulses fired directly into the nerves. The character must attempt and incredible psyche FEAT roll to overcome the pain and use the power. If missed the character surrenders to the pain and must stop trying to use his power.

Force Cage​

It consists of a round metal pedestal and a separate control panel. When the captive is placed in the pedestal, and the switches on the control panel are thrown, shimmering bars of force spring into existance, forming a sphere around the prisoner.
  • Force Bars: The Incredible rank bars of force are attuned precisely to the mental energy frequencies of the captive. If they should try to escape, the mental feedback causes IN damage, and the bars remain in place. Physically breaking out of the cage requires a successful Incredible Strength FEAT. The control panel can also be used to deactivate the cage. The panel has Good material strength.

Forges Neutralizer​

This hand held device is in the shape of a hand gun. When it strikes a mutant character, it strips him od some or all of his powers, either temporarily or permanently, depending on the setting. The gun can be set for a removal time of 1-10 rounds, 1-10 hours, 1-10 weeks, 1-10 months or permanently.

Immobilizer Harness​

Made of an Unearthly material, this harness was designed to hold the Hulk upright and automatically emits a Monstrous stunning shock when he tries to break out. One defect is that it is incapable of altering its size and is unable to hold the Hulk when he reverts to Bruce Banner.

Inhibitor Bands​

Inhibitor Bands weaken the natural abilities of mutants and altered humans. The wearer suffers a -5CS penalty on all physical abilities and a -7CS penalty on all power ranks. Talents and mental abilities (not powers) remain unchanged. No ability or power rank can drop below Feeble. The bands have no effect on magical or technological powers.

Inhibitor Field Generators​

These generators come in packages of four. They can cover up to 1 area in a field bound in four corners by the generators. The generators are each the size of a football, are easily camouflaged, and are activated by remote. The normal intensity of the field generated is Remarkable (all superhuman abilities excluding magic, and all superhuman attributes are reduced by 30 pts.) but they can be purchased in intensities up to Amazing. The generators are within the field when activated so are not vulnerable as much to mutant powers (standard munitions will still destroy them though - each has 40 Health). The field effect will last 8 hours before the generators need recharging.

Neutro-Chamber​

This cage is designed to reduce a character's natural abilities and powers, weakening him from escaping. A neutro-chamber looks like a rectangular glass and steel reinforced tank, just large enough for a tall character to stand comfortably.
A separate panel controls the cage's functions:
  • Power Dampening Gas: An invisible gas within the cage lowers all of the character's physical statistics (FASE) by -5CS after two rounds. Additionally, a character's power ranks are reduced by -7CS. No ability or power rank may drop below Feeble. Talents, mental abilities (not mental powers), and technological and magical powers remain unaffected. The control panel can be used to remove the gas and to open the cage.

Neuro-Neutralizer​

This yoke-shaped device emits a low-frequency wave which neutralizes brain activity with Amazing ability. The being neutralized must first be subdued and placed into the yoke.

Restraints​

Handcuffs​

These are conventional handcuffs of the type carried by police officers. They are available in two types:
  • The first type is made from Secondary Admantium and has Unearthly material strength.
  • The second type is made from True Admantium (CL1000 material strength).

Full Body Restraints​

As above, but are designed to render a subject totally immobile. The ones made of true admantium can even hold the Hulk captive, no matter how angry he gets.
  • The handcuffs made of secondary admantium cost 1,000 resource points. The full body restraints are larger and cost twice as much.
  • The cuffs and full body restraints made of true adamantium cost ten times as much.
https://classicmarvelforever.com/cms/vehicles.html

Vehicles and Transport​



Air Cars​

The Air Cars were created to provide short-range transportation for the Avengers so that they didn't have to use the Quinjets over urban areas. Especially after there was some conflict with the City of New York over the use of that vehicle. They were Designed by Dane Whitman (Black Knight) together with the Wakandan Design Group.

Air Car Mark I​

This is an open top design with a snub-nosed body. It has five jet engines, one primary mounted in the rear and four on external side mountings. It is 18 feet long and 12.5 feet wide with the side-mounted engines. There is room for four adult-sized humans.

ControlSpeedBodyProtection
RemarkableAmazingExcellentGood

On-Board Systems Include:​

  • Communications: Amazing Ability and Range
  • Sensors: Amazing Rank, 1 Mile range
  • Security: An active Communicard is required to operate this vehicle, acting as an ignition key.

Air Car Mark II​

This is an improved design by Dane Whitman. It is more aerodynamically streamlined. It has three jet engines, which are all rear mounted for improved thrust and maneuverability. It is 14.9 feet long, 8 feet wide and has the capability to carry six adult-sized human passengers. It is also an open-top design.

ControlSpeedBodyProtection
IncredibleMonstrousExcellentGood

On-Board Systems Include:​

  • Unearthly Airspeed (40 Areas/Round - 600 MPH) for up to 10 Minutes, but the pilot must make a Control FEAT every Round and every occupant must make an Endurance FEAT every Round or be overcome by the wind buffet from the speed. Check this as if for a Stun
  • Communications: Amazing Ability and Range
  • Sensors: Amazing Rank, 1 Mile range
  • Security: An active Communicard is required to operate this vehicle, acting as an ignition key.

Blackbird​

The Blackbird is the X-mens Lockheed RS-150 reconnaisance plane. Thiscraft has been heavily modified with Sh'iar technology.

ControlSpeedBodyProtection
RemarkableShift-YRemarkableRemarkable

On-Board Systems Include:​

  • Concussion Missiles: The Black is armed with two banks of five missiles each. Standard armament consists of concussion missiles that have a range of five miles and inflict Incredible blunt damage to a single target.
  • Frequency Monitor: The ship’s communications array continually monitors worldwide radio bands, and can pick up distress calls from anywhere on the planet.
  • Medical Facilities: The ship is equipped with a computerized medical array. The device has the equivalent of Incredible Healing power.
  • Security Interlock: Before activating the Blackbird’s controls, the pilot must first insert his hand into a security box. Only those whose hand has been stored in the ship’s computer can gain access to the controls. Overriding the security device requires a successful Incredible intensity Reason FEAT.
  • Stealth: The ship has Amazing concealment from detection by mechanical devices such as sonar or radar thancks to a Sh'iar cloaking device. It is not invisible to normal sight or super-human powers, however.
  • VTOL: The Blackbird can land and takeoff vertically.

Basic Quinjet​

The Quinjet is the primary transportation of the Avengers. It can be modified for space travel or use underwater. It was constructed by Stark International and the Wakanda Design Group. All of the variations have the capability to hover without an Agility FEAT, and have a capacity of 2 Crew and seating for up to 5 passengers.

ControlSpeedBodyProtection
RemarkableShift-YExcellentExcellent

On-Board Systems Include:​

  • Auto-Pilot: The on-board computer can maintain Typical Control, although it cannot take-off or land the Quinjet.
  • Communications: Monstrous rank and range for all Radio and other Communications devices. All incoming and outgoing signals can be scrambled with Monstrous ability for security.
  • Security: Quinjets can only be operated by someone with an active Communicard. They can also be activated by active members for quick starts. This is Excellent rank Security. Otherwise the hatches and the canopy remain magnetically sealed with Remarkable strength.
  • Stealth: Incredible ability to become invisible to Radar.

Qunijet A: Space​

Modified for space travel.

ControlSpeedBodyProtection
IncredibleShift-YAmazingAmazing

On-Board Systems Include:​

  • Auto-Pilot: The on-board computer can maintain Typical Control, although it cannot take-off or land the Quinjet.
  • Communications: Monstrous rank and range for all Radio and other Communications devices. All incoming and outgoing signals can be scrambled with Monstrous Ability for security.
  • Security: Quinjets can only be operated by someone with an active Communicard. They can also be activated by active members for quick starts. This is Excellent rank Security. Otherwise the hatches and the canopy remain magnetically sealed with Remarkable strength.
  • Stealth: Incredible ability to become invisible to Radar.
  • Sensors: Amazing Rank and Range (12 Areas) Radar and Thermal Imaging.
  • Life Support: Secured enviroment provides atmosphere and Artificial Gravity of 1/10 Earth normal.
  • Airlock: Allows 2 people to leave the ship per round with a Round needed to reset before it can be used again.

Quinjet B: Submersible​

Modified for use underwater.

ControlSpeedBodyProtection
RemarkableShift-YIncredibleIncredible

On-Board Systems Include:​

  • Auto-Pilot: The on-board computer can maintain Typical Control, although it cannot take-off or land the Quinjet.
  • Communications: Monstrous Rank and Range for all Radio and other Communications devices. All incoming and outgoing signals can be scrambled with Monstrous Ability for security.
  • Security: Quinjets can only be operated by someone with an active Communicard. They can also be activated by active members for quick starts. This is Excellent Rank Security. Otherwise the hatches and the canopy remain magnetically sealed with Remarkable Strength.
  • Stealth: Incredible Ability to become invisible to Radar.
  • Sensors: Amazing Rank and Range (12 Areas) Radar and Thermal Imaging.
  • Water Speed: Excellent (5 Areas/Round - 75 MPH)
  • Life Support: Artificial gill system provides oxygen for passengers and engine. 2 Hours of back-up air for cabin.
  • Airlock: Allows 2 people to leave the ship per Round, with 1 Round needed to reset it before it can be used again.

Shi'ar Imperial Battle Cruiser​

Imperial Shi'ar Battle cruisers are a few miles in length, they are equipped with state of the art weaponry and have a crew of 50 imperial soldiers, any number of passengers and about 10 officers and one captain.

ControlSpeedBodyProtection
IncredibleClass 3000MonstrousMonstrous

On-Board Systems Include:​

  • Shields: Unearthly
  • Weapons: Two Unearthly laser cannons

Shi'ar Shuttlecraft​

Fully self-contained environment, capable of VTOL, seats up to six humanoids comfortably, twice that in a pinch.

ControlSpeedBodyProtection
GoodClass 1000RemarkableRemarkable

Sky-Cycle​

This was originally designed for Hawkeye, but has since become standard equipment for the Avengers. It's size makes it perfect for low profile missions, and for single person transportation.

ControlSpeedBodyProtection
ExcellentIncredibleExcellentGood

On-Board Systems Include:​

  • Communications: Amazing Ability and Range
  • Sensors: Amazing Rank, 1 Mile range
  • Security: An active Communicard is required to operate this vehicle, acting as an ignition key.

Walker-Flyer​

This vehicle consists of two linked battle machines, each with a two-man crew. The Walker Vehicle is a two-legged construct which carries the jet-powered flyer until the two are separated for scouting or battle.

Walker Vehicle: Off-Road​

ControlSpeedBodyProtection
RemarkableExcellentIncredibleIncredible

On-Board Systems Include:​

  • Valence Disruptor: 5-area range; can be set for Amazing, Monstrous and Unearthly energy damage.

Flyer Vehicle: Air​

ControlSpeedBodyProtection
TypicalIncredibleRemarkableRemarkable

On-Board Systems Include:​

  • Armament: Hypersonic Screamers 2-area range; inflicts Unearthly sonic damage.
The Walker-Vehicle, though heavily armored, proved ungainly in combat with Doc Samson; the Flyer Vehicle, more lightly armored, proved to be vulnerable to the disruptor weapon of the Walker in the same fight. The resulting crash of the Flyer caused Carolyn Parmenter's death.

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

Starships and Interstellar Travel​

Role-playing in the Marvel Super Heroes game is not restricted to having your heroes battle evil on Earth. Many of the greatest triumphs of the Avengers, the Fantastic Four, and the X-Men have occurred in outer space. Why not take your campaign to the stars, too?

But before you can go adventuring into the far-flung reaches of the universe, you first need a way to get there. A variety of means to reach the stars exists, from personal fight using superpowers to the use of external or mechanical means. Some examples of spacefaring methods include:

Slower Than Light (STL) Drives:STL ships can reach speeds up to that of light. If such a ship is inteded for interstellar flight, it may be equipped with suspended animation chambers or a life-support system capable of sustaining passengers for years or centuries.Faster Than Light (FTL) Drives:FTL ships are capable of exceeding lightspeed, but they still travel in "realspace".Advanced FTL Drives:Better engines enable advanced FTL starships to attain speeds 10 times faster than normal FTL drives.Warpdrive:Warpdrive ships are capable entering hyperspace and thus attaining FTL speed. Warpdrive ships might be limited to STL flight in normal space.Advanced Warpdrive:Better warp generators enable a starship to travel at speeds 100 times faster than can be achieved by normal warpdrives.Teleportation:Instantaneous travel across the universe for individuals or small loads is possible with this power.Stargate:A stargate uses a form of teleportation. A fixed-location device (the gate) instantaneously teleports an entire spacecraft to another stargate. Stargates are assumed to be rare, being so powerful.
The type of stardrive determines its speed range. The power rank number determines its basic speed value, which is then mulitplied by the standard modifier for that class of travel. Table 1 shows the basic starship types and their speed for the Marvel Super Heroes game.

In The Wink Of An Eye​

Stargates and teleportation systems and powers enable travelers to instantaneously cross long distances. Travel time is limited by the amount of time it takes to make each jump and the number of jumps necessary to cover the desired distance. Most teleportation systems are designed to handle individuals or small loads. They may be placed on planetary surfaces or built into spacecraft of any sort.

Stargates are immense portals capable of handling entire starships; these devices often appear to be titanic doors or hoops miles across. Objects must be able to physically pass through a stargate in order to use it. Starships can be moving at sublight speed when they use a stargate, although the ship must be piloted very accurately. The Shi'ar are the primary users of stargates; they maintain a network of them through the universe, including one within 10 lightdays from Earth. At this time, the gates are heavily guarded at the Shi'ar ends.

A portable stargate was left in Manhattan by Shi'ar agent Davan Shakari. This stargate is currently powerless and thus can only receive travelers. However, it can be made operational by a power source of at least Shift-X intensity. This stargate's existence is known to the X-Men, Firelord, Lilandra, Misty Knight, and Jean Grey's parents. Although it was last seen on the roof of Misty Knight's apartment, the current location of the stargate is unknown. Unless the stargate is reprogrammed, it will send any user to the unnamed world within the Shi'ar Empire that holds the M'Krann Crystal. This barren world is normally uninhabited. This stargate can be reprogrammed by an Incredible Reason FEAT.

Natural Spacewarps​

The structure of the Marvel Comics' universe is riddled with spacewarps. These function as interdimensional tunnels that enable any ship capable of FTL flight to swiftly cross enormous distances in even less time than usual. Earth is near one of the largest junctions of spacewarps in the universe, crossroads for half the known starfaring races. This is one of the reasons why Earth keeps attracting so many space travelers. Known warps include several linking Earth with various points in the Andromeda galaxy and one to the Kree Empire in the Greater Magellanic Cloud, a satellite galaxy of our Milky Way galaxy.

Your Own Starship​

The Marvel Super Heroes Advanced Set contains the basic procedure for building your own starship. It takes an Amazing Reason FEAT to design a stardrive capable of FTL flight. The Resource FEAT is Shift-X rank for a basic FTL ship, higher for a more advanced model.

Sometimes a powerful energy source can be used to modify an STL ship to FTL speeds. One such example was the use of Thor's Mjolnir to propel a Quinjet between the stars. Such an energy source must be of at least Unearthly rank, and the ship to be so modified must have at least an STL drive.

Starships can also be directly gained by a variety of means, proper and improper. Ships may be recovered if abandoned, stolen from their owners, or rebuilt from parts scavenged from damaged vessels. Terrans kidnapped by aliens might overthrow their captors and seize the aliens' ship for themselves. A starfaring race may present a Terran with a starship as a gift or a reward, such as when Prince Dezan gave a Skrull starship to the Fantastic Four. If all else fails, travelers can always try buying a starship.

Starship Types And Speeds​

The following table should be used to quickly generate a starship with a few rolls of the dice. First you should roll percentage for the Starship Type. This will determine if your ship is FTL, Adv-FTL, Warp, or Adv-Warp. Then roll percentage for the rank of the starship. Look under the column for your ship type on this row to determine the ship's maximum speed. The last column determines the number of typical humanoids that can be kept alive by the life-support system, allowing at least one chair or berth for each potential passenger. If a cargo ship is desired, subtract 1-10 crew-beings and multiply the remaining number of passengers by 200 lbs. to get the starship's cargo limit.

The following numbers under each column should be read as 'multiples of the speed of light'. For example, a Feeble ranked Faster Than Light (F.T.L.) starship can travel at a maximum of '2', which means 2 times the speed of light. Conversely, a CL5000 ranked Advanced-Warp starship can travel at a maximum of '50Mil', which means 50,000,000 times the speed of light.

RankF.T.L. (01-45)Adv-F.T.L. (46-65)Warp (66-85)Adv-Warp (86-100)Max.Passenger
Feeble (01-10)22020020,0001
Poor (11-20)44040040,0001
Typical (21-30)66060060,0001-10
Good (31-40)101001,000100,0001-10
Excellent (41-52)202002,000200,0001-10
Remarkable (53-66)303003,000300,0001-10
Incredible (67-74)404004,000400,0001-100
Amazing (75-82)505005,000500,0001-100
Monstrous (83-89)757507,500750,0001-100
Unearthly (90-94)1001,00010,0001,000,000 (1Mil)1-1,000
Shift-X (95)1501,50015,0001,500,000 (1.5Mil)1-1,000
Shift-Y (96)2002,50020,0002,000,000 (2Mil)1-1,000
Shift-Z (97)5005,00050,0005,000,000 (5Mil)1-1,000
Class 1000 (98)1,00010,000100,00010,000,000 (10Mil)1-10,000
Class 3000 (99)3,00030,000300,00030,000,000 (30Mil)1-10,000
Class 5000 (100)5,00050,000500,00050,000,000 (50Mil)1-10,000

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United States President Origin Infinite Joe Biden
46th President of the United States
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 PresidentKamala Harris
Preceded byDonald Trump
In office
January 20, 2009 – January 20, 2017
PresidentBarack Obama
Preceded byDick Cheney
Succeeded byMike Pence
In office
January 3, 1973 – January 15, 2009
Preceded byJ. Caleb Boggs
Succeeded byTed Kaufman
In office
January 5, 1971 – January 3, 1973
Preceded byLawrence T. Messick
Succeeded byFrancis R. Swift
BornJoseph Robinette Biden Jr.
November 20, 1942(age 79)
Scranton, Pennsylvania, U.S.
Political partyDemocratic (1969–present)
Other political
affiliations
Independent (before 1969)
SpousesNeilia Hunter


(m. 1966; died 1972)
Jill Jacobs


(m. 1977)
Children
RelativesBiden family
EducationArchmere Academy
Alma mater
Occupation
  • Politician
  • lawyer
  • author
AwardsList of honors and awards
Signature
Website
Other offices
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34) UNPOL United Nations Police (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 10% United States President Joe Biden + 10% United States Vice President Donald Trump) Old Mongolia Old Outer Mongolia Old Inner Mongolia UNPOL “Asian Shekhinah” UNPOL Mongolia UNPOL Xinjiang UNPOL Hong Kong UNPOL Arctic UNPOL Antarctica - United Nations' 7th Principal Organ
35)
Islamic Kabbalah Temple Of UNPOL United Nations Police (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 5% ShemHaMephorash + 5% Shekhinah+ 5% Joker Allah Muhammad + 5% Prophet Muhammad) UNPOL Israel UNPOL Saudi Arabia UNPOL Egypt UNPOL Middle East UNPOL Western Asia UNPOL Central Asia UNPOL Afghanistan UNPOL Pakistan UNPOL Maldives
36) New Oasis (80% 14th Maergzjirah Blighted Lord Varaibim Hau Cheong + 10% United States President Joe Biden + 10% United States Vice President Donald Trump) “Guardian Eve” “Dark Lilith” “Mother Earth” “Watcher Hollywood” “Joker Allah”


https://en.m.wikipedia.org/wiki/List_of_deserts_by_area
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https://en.m.wikipedia.org/wiki/List_of_deserts

https://en.m.wikipedia.org/wiki/Combat_Missions

https://downloads.dragonsprophecy.net/Rifts - Palladium - Mercenaries.pdf

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https://en.m.wikipedia.org/wiki/List_of_United_States_Navy_SEALs

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https://en.m.wikipedia.org/wiki/List_of_Delta_Force_members

https://en.m.wikipedia.org/wiki/List_of_former_Special_Air_Service_personnel

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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

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:FU:NO SINGAPOREANS:FU:
https://en.m.wikipedia.org/wiki/Rudy_Boesch
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Rudy Boesch delivers opening remarks for the third annual Rudy Run SEAL Challenge at Naval Amphibious Base Little Creek in 2007
Birth nameRudolph Ernst Boesch
BornJanuary 20, 1928
Rochester, New York, U.S.
DiedNovember 1, 2019(aged 91)
Virginia Beach, Virginia, U.S.
AllegianceUnited States
Service/branch
23px-Flag_of_the_United_States.svg.png
United States Navy
Years of service1945–1990
RankU.S. Navy E9 infobox.pngMaster chief petty officer
UnitU.S. Navy SEALs
Battles/warsVietnam War
AwardsBronze Star
Defense Superior Service Medal
Other work
NameTeamBackgroundNotes
Mark JacksonAlphaSWATWhole-Team Discharge (Evolution 12)
Scott OatesAlphaNavy SEALsWhole-Team Discharge (Evolution 12)
Mell SpicerAlphaNavy SEALsWhole-Team Discharge (Evolution 12)
Daniel Patrick O'SheaAlphaNavy SEALsVoted Off (Evolution 7) No Replacement
Frank MonestereAlphaSpecial ForcesVoted Off (Evolution 6) Replaced by Eric Johnson
Chris PateAlphaSWATVoted Off (Evolution 2) Replaced by Harald Zundel
Harald ZundelAlphaNavy SEALsReplaced Pate (Evolution 2); Whole-Team Discharge (Evolution 12)
Eric JohnsonAlphaNavy SEALsReplaced Monestere (Evolution 6); Voted Off (Evolution 9) No Replacement
Dexter FletcherBravoSWATCombat Missions Champion
Jeff ByersBravoNavy SEALsThird Place, lost the marksmanship challenge
Steve ClaggettBravoSWATLost the three-on-three team challenge
Mark CorwinBravoMarine Force ReconLost the three-on-three team challenge
Bob KainBravoSWATSecond Place, lost against Fletcher
Sean SirkerBravoSpecial ForcesReplaced Taylor (Evolution 8); Lost the three-on-three team challenge
Jody TaylorBravoSWATMedical Discharge (Evolution 8) Replaced by Sean Sirker
Cade CourtleyCharlieNavy SEALsReplaced Potter (Evolution 4); Whole-Team Discharge (Evolution 11)
Ken GreavesCharlieNavy SEALsWhole-Team Discharge (Evolution 11)
Justin YoungCharlieMarine ReconWhole-Team Discharge (Evolution 11)
Jeff EverageCharlieNavy SEALsDrew Red-Tipped Sword (Evolution 1) Replaced by Wilson Wong
John PotterCharlieNavy SEALsVoted Off (Evolution 4) Replaced by Cade Courtley
Edward BugarinCharlieSpecial Forces, Delta ForceVoted Off (Evolution 5) Replaced by Jonathan Weber
Wilson WongCharlieSWATReplaced Everage (Evolution 1); Discharged Self (Evolution 8) No Replacement
Ossie CrenshawCharlieSWATVoted Off (Evolution 10) No Replacement
Jonathan WeberCharlieMarine Force ReconReplaced Bugarin (Evolution 5); Whole-Team Discharge (Evolution 11)
BazDeltaCIA/US MarinesWhole-Team Discharge (Evolution 13)
George CiganikDeltaMarine Recon, SWATReplaced Teeple (Evolution 3); Whole-Team Discharge (Evolution 13)
Scott HelvenstonDeltaNavy SEALsWhole-Team Discharge (Evolution 13)
Rodney NutterDeltaMarine Force ReconWhole-Team Discharge (Evolution 13)
John WinnDeltaMarine Force ReconWhole-Team Discharge (Evolution 13)
William NissenDeltaArmy RangersReplaced Estadt (Evolution 12); Whole-Team Discharge (Evolution 13)
Rod TeepleDeltaNavy SEALsDischarged Self (Evolution 3) Replaced by George Ciganik
Garth EstadtDeltaSpecial ForcesMedical Discharge (Evolution 12) Replaced by William Nissen

https://en.m.wikipedia.org/wiki/List_of_psychic_abilities

List of psychic abilities​

This is a list of alleged psychic abilities that have been attributed to real-world people. Many of these abilities pertain to variations of extrasensory perception or the sixth sense. Superhuman abilities from fiction are not included.

Psychic abilitiesEdit

  • Astral projection or mental projection – The ability to voluntarily project an astral body or mental body, being associated with the out-of-body experience, in which one’s consciousness is felt to temporarily separate from the physical body.[1][page needed]
  • Automatic writing – The ability to draw or write without conscious intent.[2][page needed]
  • Bilocation — The ability to be present in two different places at the same time, usually attributed to a saint.
  • Energy medicine – The ability to heal with one's own empathic, etheric, astral, mental or spiritual energy.[3]
  • Ergokinesis - The ability to influence the movement of energy, such as electricity, without direct interaction.
  • Levitation or transvection – The ability to float or fly by mystical means.[4][page needed]
  • Materialization — The creation of objects and materials or the appearance of matter from unknown sources.[5]
  • Mediumship or channeling – The ability to communicate with spirits.[6]
  • Petrification — The power to turn a living being to stone by looking them in the eye.
  • Prophecy (also prediction, premonition, or prognostication) — the ability to foretell events, without using induction or deduction from known facts.[7]
  • Psychic surgery – The ability to remove disease or disorder within or over the body tissue via an "energetic" incision that heals immediately afterwards.[8]
  • Psychokinesis or telekinesis – The ability to influence a physical system without physical interaction, typically manifesting as being able to exert force, control objectsand move matter with one's mind.[9]
  • Pyrokinesis – The ability to control flames, fire, or heat using one's mind.
  • Iddhi – Psychic abilities gained through Buddhist meditation.
  • Shapeshifting or transformation — The ability to physically transform the user's body into anything.
  • Thoughtography - The ability to impress an image by ‘burning’ it on a surface using one’s own mind only.
  • Xenoglossy — The ability of a person to suddenly learn to write and speak a foreign language without any natural means such as studying or research, but that is often rather bestowed by divine agents.
  • Witnessing - The gift of being visited by high profile spiritual beings such as Mary, Jesus or Fudosama (Acala) from Buddhist Traditions.
  • Inedia - The ability to survive without eating or drinking, multiple cases have resulted in starvation or dehydration.

Extrasensory perceptionEdit

Main article: Extrasensory perception
Extrasensory perception, or sixth sense, is an ability in itself as well as comprising a set of abilities.
  • Clairvoyance — The ability to see things and events that are happening far away, and locate objects, places, people, using a sixth sense.
  • Divination – The ability to gain insight into a situation using occult lists.[10][page needed]
  • Dowsing – The ability to locate water, sometimes using a tool called a dowsing rod.[11]
  • Dream telepathy - The ability to telepathically communicate with another person through dreams.
  • Dermo-optical perception - The ability to perceive unusual sensory stimuli through one’s own skin.
  • Psychometry or psychoscopy – The ability to obtain information about a person or an object by touch.[12]
  • Precognition (including psychic premonitions) – The ability to perceive or gain knowledge about future events, without using induction or deduction from known facts.[13]
  • Remote viewing, telesthesia or remote sensing – The ability to see a distant or unseen target using extrasensory perception.[14]
  • Retrocognition or postcognition – The ability to supernaturally perceive past events.[15]
  • Telepathy – The ability to transmit or receive thoughts supernaturally.[16]
https://classicmarvelforever.com/cms/armor-designs.html

Armor And Battlesuits​

American Eagle Battlesuit​

by Michael Garrity

This armor is named for the patriotic theme of its paint job, as well as the stylized representation of an eagle's head on the armor's forehead & faceplate. It gives the following bonuses:

Ability Increase:​

  • +2CS Ranks to Fighting
  • +5CS Ranks to Agility (Max of Unearthly)
  • +3CS Ranks to Strength (Max of Remarkable)
  • +3CS Ranks to Endurance (Max of Remarkable)

Standard Features:​

  • Body Armor: Incredible protection vs physical & energy attacks, Unearthly protection vs toxins, diseases & radiation.
  • Reflection: Monstrous; this power takes the form of a forcefield which can be activated by command of the suit's wearer.
  • Gliding: retractable wings give Incrfedible gliding.
  • Claws: retractable claws in gauntlets (claws are Amazing-strength materials); these claws have the power of two-dimensionality at Amazing rank. When activated, this power raises the claws' cutting ability from Amazing to Shift-Z.
  • Stealth: Monstrous
  • Electronic Countermeasures: Monstrous
  • Blending: Monstrous

Anime-Inspired Battlesuit​

by Dr Archeville

This battlesuit, created by the demented Japanese teenage super-genius Doc Otaku, appears to be a dark blue jumpsuit with light blue circuitry woven throughout, with bark blue boots and bracers.

Standard Features:​

  • A combination of the advanced fibers comprising the suit, strengthened by a force field provides Remarkable protection vs. all Physical and all Energy attacks).
  • Energy Blasts: The suit can fire off Electrical, Heat, or Kinetic energy from the forearm gauntlets capable of inflicting upto Remarkable damage, 8 area range.
  • Flight: An advanced form of antigravity manipulation permits flight at speeds of up to 225 mph (Remarkable speeds).
  • Communications: The suit can tap into and broadcast radio and television signals, allowing communication via radios, television, walkie-talkies, and cell-phones (Remarkable ability and range).
  • Growth: The suit can expand it's mass permitting a prportinoal increase in strength. This allows the user to grow up to 18 feet in height, with a proportional increase in strength & mass (Remarkable Growth, raising Strength to Remarkable, and granting Remarkable Body Resistance and Remarkable Endurance for the purposes of resisting Slams).
  • Sealed Systems: At a mental command, a transparent bubble can 'grow' out of the collar & gloves will 'grow' out of the wrist-cuffs, sealing the suit against outside contaminants (airborne diseases, poisonous gases, the vacuum of space, etc.); the suit's atmospheric recyclers are good for approximately 30 minutes.

Black Ops Hardsuits​

Inspired by Bubblegum Crisis

These suits are standard issue for the members of Black Ops elite Black Knight strike force. They are also issued to security personell and field agents who are expected to face extremly hazardous conditions. Each one can be modified to suit the wearers tastes or for a specific mission profile.

Ability Increase:​

  • +2CS Ranks to Fighting (Max of Amazing)
  • +2CS Ranks to Agility (Max of Incredible)
  • +4CS Ranks to Strength (Max of Unearthly)
  • +1CS Rank to Endurance (Max of Unearthly)

Standard Features:​

  • Body Armor: Incredible vs. physical, Excellent vs energy.
  • Flight: Excellent airspeed
  • Gauss Gun: Monstrous damage, 3 area range.
  • Infravision: Can see in the dark with no penalties.
  • Protected Senses: Incredible protection from sensory-based attacks.

Component Battle System​

By Michael Garrity

Battle Gauntlets​

These items are constructed of Remarkable strength materials, providing Remarkable protection to the hands and forearms against physical and energy attacks. They also give an effective strength of Remarkable for the purposes of gripping/crushing items.

Weapons Systems​

Each of the gauntlets has a built-in plasma blaster. This weapon has a range of 6 areas and causes Excellent damage. Each gauntlet also has a built-in electric-discharge system. This causes Excellent damage at a range of 3 areas. The discharge from both gauntlets can be directed at a single target; doing so raises the damage to Remarkable while dropping the range to 2 areas.

The gauntlets have power cells that store enough energy to fire 10 shots from each weapon system.

Battle Helmet​

Designed to be used in conjunction with the battle gauntlets mentioned above. Made from Remarkable materials, giving Remarkable protection from physical and energy attacks to the head.

Standard Features:​

  • Telescopic Vision: Poor
  • Thermal Vision: Good
  • Protected Senses: Provides the wearer's sight and hearing Incredible protection against intense light and sonic attacks; Amazing protection vs inhaled gases and toxins.

Battle Vest​

Designed to be used in conjunction with the battle gauntlets mentioned above. Made from Remarkable materials, giving Remarkable protection from physical and energy attacks to the neck and torso.

Standard Features:​

  • Regeneration: Typical (replacement of lost limbs/organs is not possible).
  • Stun Rifle: Built into the vest's chest plate, fires Remarkable intensity stun ray; range is 5 areas, power cell stores enough energy for 20 shots.
  • Railgun: this weapon is attached to the back of the Battle Vest and lowers over the left shoulder into firing position. It fires bursts of hypervelocity depleted-uranium darts that cause Remarkable shooting damage. Enough ammunition is carried to fire 30 bursts. The hardness and extremely high velocity of the darts reduces the effectiveness of any body armor, armor skin or force fields protecting the target by -4CS (body resistance or true invulnerability is not affected).
  • Retractable Missile Launcher: mounted on the back of the vest, lowers over the right shoulder to fire, launches a variety of high-velocity micromissiles (Excellent body, Amazing control, Amazing speed) with the following payloads:
    1. Concentrated explosive (Incredible damage to target).
    2. Concussion (Incredible slugfest damage to target).
    3. Plasma (Incredible fire damage to target, plus knockback).
    4. Sonic (Incredible stunning to target).
    5. Gas (Amazing intensity)
    6. Teleport Missiles. Appears as a standard phase rocket. It has built-in circuitry which allows a multitude of short-range random teleports on its way to the target. Each materialization lasts for only a fraction of a second, thus making appear like the missile is in many different places at the same time (the effect is to confuse the target as to where the attack is actually coming from). A teleport missile is programmed to strike the target from behind. Like a phase rocket, the warhead of a teleport missile can bypass body armor, resistances and forcefields. To make the weapon more tactically useful, the warhead has a programmable yield; the damage range is from Incredible to Monstrous.
  • Extra power storage: the vest stores enough extra power for the gauntlet weapons to fire 20 more shots each.

Transport Boots​

These items are a pair of large armored boots made of Remarkable strength materials. When worn, they give Remarkable protection from physical and energy attacks to the lower legs and feet. The boots have the ability of Flight (rocket); Remarkable, with a control rank of Incredible.

NBC Suit​

This item is a thin, form-fitting body suit made of Excellent materials.

Standard Features:​

  • Body Armor: Excellent protection vs physical and energy attacks.
  • Resistances: Incredible vs radiation & heat, Incredible vs toxins & gases absorbed through through the skin.
This suit can be worn under the battle gauntlets, battle helmet and battle vest.


Dravium Armour​

by Wallace

Dravium is a superlight steel-based compound of unknown origins. The process of manufacture is known only to certain employees of Mandrake Technologies, and remains a closely guarded secret.

Dravium is notable not so much for its strength as for its energy diffusion properties. The physics behind this is so far unexplained, simply because all tests result in the energies used being diffused.

Dravium counts as having Remarkable Material Strength, and Amazing Energy Absorption properties. Armour plates of Dravium in a vehicle or Iron Man style suit will therefore provide Remarkable protection from Physical attacks and Amazing protection from Energy.

Lighter armour, such as chain mail or mesh, is naturally less effective; Dravium worn as non-powered armour provides Good protection from Physical attacks and Remarkable protection from Energy.

Dravium counts as having Incredible cost to buy in its raw state.


Hulkbuster Body Armor​

This black metal battlesuit is an apparent variation on the Mandroid armor design, upgunned to handle the Hulk.

Ability Increase:​

  • +1CS Rank to Agility (Max of Excellent)
  • +2CS Ranks to Strength (Max of Remarkable)
  • +1CS Rank to Endurance (Max of Remarkable)

Standard Features:​

  • Body Armor: The armor's osmium-steel hide provides Amazing protection vs. physical and energy attacks.
  • Energy Blast: Most other systems and sensors have been bypassed to provide an Unearthly neuro-stunner, with a two-area range, which inflicts full Energy damage on its target.

Impact-Nullifier Combat Suit​

This is a flexible body suit that resembles a type of padded armor. The pads are lined with kevlar strips and laced throughout with Vibranium particles. Captain America has vibranium in his shield to absorb impact, so why not have that kind of protection in a suit? The suit provides In protection from impacts, whether they be punches or falling (yes, you could skydive without a chute, as long as you don't land on your head!). Against edged weapons, the suit provides only Excellent protection.


Speed Suit​

by Michael Garrity

This item is a suit of flexible, dull-gray material. The suit's structure is amorphous and crystalline, and therefore can't be affected directly by magnetism.

It grants the wearer the following ability enhancements and powers:

  • +3CS Ranks to Strength (maximum of Remarkable)
  • +5CS Ranks to Agility (Max of Unearthly)
  • Hyper-Agility: Unearthly
  • Hyper-Endurance: Amazing
  • Hyper-Running: Monstrous
  • Hyper-Speed: Amazing
  • Power combination (Hyper-running/Hyper-speed: effective running speed is 10,500 mph).
  • Body Armor: Unearthly resistance against heat/fire attacks, Monstrous resistance against physical attacks.
  • True Invulnerability/sonics: Amazing (reduces effectiveness of sonic attacks by -6CS).

Stealth Suit​

by Michael Garrity

Designed especially for use in covert operations.

Standard Features:​

  • Body Armor: Excellent rotection from physical & energy attacks.
  • Blending: Incredible (voluntary)
  • Stealth: Incredible
  • Electronic Countermeasures: Incredible (includes Incredible protection vs detection by thermal vision).

Triple Ply Titan Weave Body Armour​

by Mad Niz

Titan Weave blends strands of titanium and steel with conventional ballistic cloth to produce a highly effective lightweight body armour. The usual configuration is an all in one suit complete with mask that provides Excellent protection from physical and energy attacks and Remarkable protection from heat.


Underwater Combat Suit​

by Michael Garrity

Used by Delta, Green Berets, Navy Seals, etc. This suit has a maximum operationa depth of 600'.

Standard Features:​

  • Body Armor: Remarkable protection vs physical & energy attacks, Incredible protection vs sonics.
  • Hyper-Swimming: Typical
  • Water Freedom (coating): Remarkable
  • Water Breathing: Excellent
  • Increased Strength: +2CS to strength (maximum of Remarkable).
https://classicmarvelforever.com/cms/weapons.html

Weapons​

Air Cannon​

This is a cumbersome weapon and requires three people to maneuver and operate the huge gun. It is highly effective against aerial attackers. Once per round, the cannon can fire a jet of intensified wind of Amazing rank force. Check attack results on the Force Column of the Battle Effects Table. The weapon has a range of 10 areas.

If the Human Torch (or a character with similar powers) is hit by the air jet, he must succeed at a Power FEAT or lose the ability to "flame on" for 1-10 rounds in addition to any standard battle effects such as Stun or Slam.


All-Black The Necrosword​

All-Black the Necrosword is a powerful weapon with dark properties previously wielded by Gorr the God Butcher who used it to slay gods across the cosmos. It is said to be the same weapon that carved the first dawn from the stone of the endless night.

It has the following abilities:

  • Umbrakinesis: Its wielder has the power to summon, create, control and/or manipulate darkness from it.
  • Darkness Constructs: Its wielder can create wings, weapons, binds, semi/fully sentient entities (the shadowy hounds known as the "Black Berserkers") and a shroud of darkness from the blade.
  • Omnislaying: The weapons main purpose is its divine siphoning/killing empowerment of gods, piercing their immortality or resistance to the life imperilment that comes with mortality. Capable of inflicting Shift-Z 500 pts edged damage upon its victim.

Antimatter Extrapolator​

This pistol looks much like the standard handgun. However, it is far more deadly than any typical handgun. The Weapon fires a tight beam of antimatter particles up to a range of 1 area. When solid matter and the antimatter beam meet, the result is an explosion, as a minute amount of physical matter is instantly transformed into energy. Resolve attacks on the Force Column.

If the target is struck, he suffers Unearthly force damage, as the meeting of his very atoms with the antimatter particles triggers an explosion; even though this is considered a force attack, the blast itself is considered an energy attack against a target's Body Armor. In addition, the force of the explosion can cause Slams or Stuns (Yellow or Red results, respectively) like a blunt attack.

This weapon can also affect individual items of inorganic matter such as walls, doors, and so forth. The pistol can be fired once per round, and has enough ammunition charges for 10 shots.


Chainsaw​

by ZaZen

A chainsaw is a Excellent material strenght tool, depending on its size (Commercial or Industrial) it can inflict either 15 or 20 points of edged damage or +6pts to strength if usesd as a blunt weapon.

  • Body Armor Stipulation: If a chainsaw attack encounters body armor equal to or greater than the attack strength (15 or 20) then there is the possibility of "Kick Back". The wielder of the chainsaw then surfers edged damage from the chainsaw (rolled by GM on the edged column for full damage).

Electro-Physiological Flux Generator​

This is a rifle-sized weapon that will intensify the neurological activity in a target (Amazing intensity for determining if the effect can be resisted). What this does, in effect, is electrocute the target from within. The more neurological energy that is going through the target, the worse the target will be damaged.

There are two things that will determine the level of neurological activity in the body. If the target has mentally based powers, the highest power rank in those powers determines the maximum electrical potential in the body. If the target has superhuman Agility, that rank is used if there are no higher ranks in Mental powers.

The rifle has Excellent range and needs to be fired like a standard gun would to hit the target. The gun is fueled off a power pack on the belt small nuclear fusion generator.


Executioner’s Axe aka the Blood Axe​

by ZaZen

The Executioner aka The Skurge of Jotunheim and Asgard carried a two handed, double bladed battle axe, made of enchanted, Unearthly 100 strength material. This weapon, when wielded by the Executioner, inflicted Amazing 50 pts of edged damage and could cleave all but the strongest weapons and armor.
Through magick, the Axe could slice through the fabric of space and reality itself, allowing travel to different dimensions and through space. These apertures protected the user from heat, cold and the vacuum of space.
The Axe could also emit devastating heat and cold attacks.
Though it was destroyed on several occasions, once by magick of the three Norns Urd, Skuld, and Verdandi, the Axe has always been restored, most likely through the magick of individuals like Hela and Loki.
Strength of Remarkable 30 is require to wield the Executioner’s Axe, due to the weight of this weapon.

It has the following abilities:

  • Dimensional Aperture: Monster 75 rank ability the Axe could slice through the fabric of space and reality itself, allowing travel to different dimensions and through space. These apertures protected the user from heat, cold and the vacuum of space.
  • Heat Generation: Monstrous 75
  • Cold Generation: Monstrous 75
  • The Axe grants Invulnerability (CL1000) to Heat, Monstrous 75 Resistance to Cold and Monstrous 75 rank Life Support.
  • True Sight: Monstrous 75 While holding the axe, the individual is able to see through magical, physical and power based illusions and disguises.

Genome Toxin Grenades​

These grenades disperse a unique type of nerve toxin that only reacts to aberrent DNA in a victim's body. There has been a complete mapping of standard genes in the human body done (the Human Genome Project) that allows this kind of chemical technology.

The gas does Remarkable neurological damage each round to anyone with superhuman genetics or alterations - unfortunately, some innocent bystanders are affected by this toxin. Anyone with obviously genetically based maladies (Down's Syndrome, etc.) will be affected like a mutant or altered human.

There is a 30% chance of this toxin affecting alien humanoid physiologies also. The toxin cloud is 20' by 20' by 10' high and lasts for 5 rounds.


Hyper-Velocity Cannon​

by Norseman

The cannon fires a 7-gram pellet into a cast aluminum block capable of inflicting Incredible damage. It uses standard, easy to find copper BBs. These are fired at 5,500 feet per second, which, in the Earths atmosphere causes the projectile to vaporize after only a second, limiting its range.

This device can be mounted on a turret, or an aircraft hardpoint. The energy source for the device would limit its maximum rate of fire. It needs to have Amazing energy to launch a projectile. Therefor if there was a Good ranked energy source, the device could be fired once every 5 rounds. An Amazing energy source would allow the device to fire once every round. An Unearthly energy source or higher would allow the device to fire twice every round. The absolute maximum rate of fire is twice per round.

Note: Every area beyond the Maximum Effective Range reduces damage -2CS.

  • Range in Atmosphere: 1 Mile (Monstrous, 40 areas).
  • Range in Space: Line of Sight (at 250 areas per turn).

Intensified Molecule Projector​

This weapon allows the user to fire special intensified synthetic molecules at a high velocity. Intensified molecules grow rapidly to the size of boulders when exposed to air, becoming a deadly projectile. The missile has a range of 11 areas and inflicts Incredible blunt damage. Because of the extremely small size before activation a standard "gun" can carry a virtually unlimited supply of the molecules. The projector can be virtually any size or shape.


Ionic Blade​

This deadly weapon looks like an energized bayonet or combat knife. The ionic blade can pop out of the right forearm of Doom's armor, ready for use in a second.

  • Ionic Blade: The knife uses ionic energy to slice through objects and other targets, animate or inanimate. The blade causes Incredible edged damage, regardless of the wielder's Strength.
  • Ionic Blast: The knife can fire an ionic bolt up to 1 area away, inflicting Incredible energy damage.

Jarnbjorn Axe of Mighty Thor​

by ZaZen

Jarnbjorn is an Uru, battle axe forged by the master Dwarven weapon smiths of Nidavellir, and originally used by the Asgardian God of Thunder, the mighty Thor. In Norwegian, "Jarnbjorn" means "Iron Bear".

Thor used Jarnbjorn early in his life, until he was deemed worthy to carry Mjolnir.

Made of CL3000 strength Uru metal, the axe could cut through most objects, armor and beings, especially when wielded by someone with the strength of Thor. During Thor’s battle with Apocalypse, the Thunder God blessed it with his own blood, so the blade could pierce Celestial armor. Thor used this weapon to kill Apocalypse. It fell into the hands of Kang the Conquerer and was eventually stolen by the Apocalypse Twins Uriel and Eimin, who used it to kill the Celestial Gardener. The Celestial Exitar arrives on to Earth to pass judgement on humans for the death of the Gardener. Thor reclaims Jarnbjorn from the Apocalypse Twins and kills Exitar with it, to save the planet Earth from destruction.

It has the folloing abilities:

  • Jarnbjorn requires a physical strength of Remarkable 30 to lift, but there is no requirement of worthiness to use this weapon.
  • This weapon is capable of cutting though Celestial armor, with CL1000 rank ability.
  • Jarnbjorn inflicts Remarkable 30 pts damage and is capable of causing Shift-X 150 pts edged damage, dependent upon the wielder’s strength.

Kinetic Amplification Knuckles (KAKs)​

Styled after the infamous brass knuckles, these hi-tech wonders amplify the kinetic force of the wearer's punch, providing +2CS damage to a maximum of Remarkable.


Kinetic Energy Railgun​

This weapon is so large and heavy that it must usually be mounted on a platform or vehicle. Wielding it requires Remarkable strength. The KE railgun does not use gunpowder; rather, its ammunition is propelled magnetically at speeds of upto 25 million joules--enough energy to deliver a kilogram of projectile at a speed of roughly 10 kilometers per second.

The railgun is equipped with a spiral-packed magazine which carries 1,800 caseless 3.9 mm spent-uranium core armor-piercing rounds. The railgun can be set to fire 1 to 1,000 rounds per second.

Each round can tear through up to Monstrous rank materials including body armor and force fields. A single shot inflicts Good damage; a burst of upto 10 rounds causes Excellent damage; a burst of upto 100 rounds causes Remarkable damage; a burst of upto 400 rounds causes Incredible damage; a burst of 750 rounds causes Amazing damage; and a burst of 1,000 rounds causes Monstrous damage.

It takes 2 turns to replace the magazine.

The cost of the railgun is Monstrous, but they are extremely rare and are not generally available for sale, even on the black market. The military is known to possess several railguns. Iron Man is known to have developed a smaller railgun (with a smaller magazine) for specific missions.


Molecular Resonance Inducer​

If you are sick of flattening ammo on natural body armor, this is the toy for you! Rather than punch an attack through armor, point the Inducer wand at an opponent, and a specifically programmed molecular structure will be pumped to bursting with energy to its molecular bonds.

What this accomplishes is a increasingly painful resonance effect as the molecule vibrates itself apart. The most common practice is to set the wand to resonate Calcium, and watch an opponents bones turn to jelly

The intensity of the field, range, and damage is Remarkable - the wand can be overloaded for an Amazing blast that affects everything of that molecular structure within 30'. The wand can hold a charge that will last for 10 rounds of emmissions.


Mutant Power Intensifier​

This ray gun was created by Hank McCoy. When striking a character it increases his power level up to CL3000 rank. As most mutants could not control power of this magnitude so this is not a desirable result. The intensifier can also be set to return the character back to normal levels although this usually wears of within a few years and the characters power return to dangerous levels.


Odinsword aka Ragnarok​

by ZaZen

The Odinsword is tremendously old and strong forge in ways now lost and capable of withstanding any impact and cut through all know material even Celestial's armor. It is a massive two handed broad sword that can increase it size along with the wielder, channel cosmic energies with the Odinforce the prime driven force behind it.

The Odinsword is the most powerful weapon ever produced in Asgard, struck from the cursed Nibelung ring. Its true name is called "Ragnarok", the end of all things"; literally possessing the power to destroy the Nine Realms, if it is unsheathed.

The Odinsword has been used in battle against the Celestials and is said to be even able to slay the Midgard Serpent.The Odinsword has only been successfully wielded by the likes of the Destroyer, Odin himself and the mighty Thor. The sword requires a minimum of Unearthly 100 strength to be wield without penalty.

It has the folloing abilities:

  • Durability: Material strength of CL3000 rank; resistance to all forms of attack including Magick.
  • Emotional Control: FEAR (Asgardians only) All Asgardians who see the Odinsword being pulled from it's sheath, must make an AM50 Psyche FEAT roll or be overwhelmed by terror of the impending end of the Nine Realms.
  • Weakness: The Odinsword can be damaged by Cosmic Energy Manipulation of CL1000 rank or greater.

Palm Stunner​

by Mad Niz

A device that is attached to—and easily concealed within—the palm of the hand, and thus often used in a sneaky attack, the Palm Stunner delivers a Remarkable intensity stunning attack on a successful grapple attempt. Three successful attacks can be made before the Stunner needs to be recharged.


Phase Rockets​

Fired from a standard LAW rocket cylinder, this rocket has a computerized warhead with a proximity sensor set for 1 foot. When the sensor goes off, the rocket goes out of phase long enough to travel 18 inches, then triggers two explosions. The first destroys the phasing apparatus, causing the rocket to come back into phase. The second detonates the missile a microsecond later.

The result is Monstrous damage that bypasses any natural or inorganic body armor, resistances. Collateral damage is minimal, Excellent damage to anything within 10' of the explosion.


Psi-Scrambler Wave Generator​

Using the same technology as the Null-Psych emitter, this backpack mounted device spews a cone shaped barrage of high-frequency beta waves at Amazing intensity. The range is a cone 100' long that is 50' wide at it's terminus. The beta waves fill the mind of anyone with Mental powers with the loudest radio static you could imagine.

The victim must make a Psyche check each round to be able to concentrate on anything. If they are able to take an action, they may use any Mental powers that still operate after a 50 pt. reduction.


Stasis Gun​

A short, metal rifle with a forked barrel. When fired, the weapon emits a stream of energy upto a range of 1 area. If the target is hit, he is caught in the stream and surrounded within a super hard energy shell. At this point the shell has Incredible material strength. If the stream is maintained for a further full round the stasis shell solidifies, gaining apermanent stength of Unearthly.

Victims held within the stasis shell "freeze". They have no need for food, air, or water. Nearly all body functions are suspended. They can however, see, hear, smell and feel what is happening around them. The stasis shell is permanent until physically broken or by reversing the gun's polarity and draining the shell.

The gun can fire once per round and is capable of 10 shots before requiring a recharge.


Stun Club​

by Powersurge

Made of Remarkable material, these billy clubs carry a charge that allows them to either stun with Excellent intensity or inflict Excellent energy damage on any hit and in addition to the usual blunt damage.


Stun Shocker​

This small weapon, meant to knock opponents unconscious, can be added to the inside of either gauntlet of Doom's armor.

  • Stun-Shock Pulse: This device radiates stunning energy around Doctor Doom. All characters within the same area must make an Amazing intensity Endurance FEAT or be knocked out for 1-10 rounds.

Teleport Missile​

by Michael Garrity

This item appears as a standard phase rocket. It has built-in circuitry which allows a multitude of short-range random teleports on its way to the target. Each materialization lasts for only a fraction of a second, thus making appear like the missile is in many different places at the same time (the effect is to confuse the target as to where the attack is actually coming from).

A teleport missile is programmed to strike the target from behind. Like a phase rocket, the warhead of a teleport missile can bypass body armor, resistances and forcefields.

To make the weapon more tactically useful, the warhead has a programmable yield; the damage range is from Incredible to Monstrous.


Twin Swords​

by Michael Garrity

These weapons are a pair of matched longswords made from Monstrous-strength alloys. They are designed to be used by someone who is capable of wielding one sword/weapon in each hand. Use of a single sword raises the wielder's Fighting rank by +1CS. Using both swords at one time gives the wielder Ultimate Skill (longsword).

If the wielder's Fighting rank is already at Unearthly-level or greater, it is simply raised +1CS (maximum of Shift-Z).


Ammunition​

Dum-Dum Bullets+1CS damage vs. Non-armoured objects only, normal caliber cost x 6.
Gecko Bullets+1CS damage, normal caliber cost x 8.
Glaser Bullets+1CS damage to any damage scored, normal caliber cost x 8.
Hollow Point Bullets+1CS damage, normal caliber cost x 8.
Uranium tipped/Mercury+2CS damage, -1 Range, normal caliber cost x 25.
True Armour Piercing+2CS penetration, half normal damage only, normal caliber cost x 4 (i.e. 'Armour-Piercing').
Rubber BulletsNon-lethal, blunt damage, normal cost.
Adamantium-Saboted Penetrator
by Michael Garrity
This ammunition uses a finned, pointed sub-caliber dart of Admantium cased within a copper-jacketed plastic sabot. Any type of firearm can use ASP ammunition, damage inflicted is per the firearm type firing it. However, the dart can penetrate up to CL1000 body armor or armor skin. The cost for each of ASP ammunition is 100x normal.
Kinetic Impact Munitions
by Michael Garrity
This ammunition is available for any type of weapon, from the smallest handgun to the largest of artillery pieces. It does +2CS force damage (plus appropriate knockback). For example, if a handgun that does Typical shooting damage is loaded with KI munitions, it would do Excellent force damage to the target (plus knockback).

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

Inhibitors​

Electronic Shackle​

This small metal band is covered with electronic circutry. When placed around a characters wrist, the pain shackle prevents the focussing or use of nautral powers, by intense impulses fired directly into the nerves. The character must attempt and incredible psyche FEAT roll to overcome the pain and use the power. If missed the character surrenders to the pain and must stop trying to use his power.

Force Cage​

It consists of a round metal pedestal and a separate control panel. When the captive is placed in the pedestal, and the switches on the control panel are thrown, shimmering bars of force spring into existance, forming a sphere around the prisoner.
  • Force Bars: The Incredible rank bars of force are attuned precisely to the mental energy frequencies of the captive. If they should try to escape, the mental feedback causes IN damage, and the bars remain in place. Physically breaking out of the cage requires a successful Incredible Strength FEAT. The control panel can also be used to deactivate the cage. The panel has Good material strength.

Forges Neutralizer​

This hand held device is in the shape of a hand gun. When it strikes a mutant character, it strips him od some or all of his powers, either temporarily or permanently, depending on the setting. The gun can be set for a removal time of 1-10 rounds, 1-10 hours, 1-10 weeks, 1-10 months or permanently.

Immobilizer Harness​

Made of an Unearthly material, this harness was designed to hold the Hulk upright and automatically emits a Monstrous stunning shock when he tries to break out. One defect is that it is incapable of altering its size and is unable to hold the Hulk when he reverts to Bruce Banner.

Inhibitor Bands​

Inhibitor Bands weaken the natural abilities of mutants and altered humans. The wearer suffers a -5CS penalty on all physical abilities and a -7CS penalty on all power ranks. Talents and mental abilities (not powers) remain unchanged. No ability or power rank can drop below Feeble. The bands have no effect on magical or technological powers.

Inhibitor Field Generators​

These generators come in packages of four. They can cover up to 1 area in a field bound in four corners by the generators. The generators are each the size of a football, are easily camouflaged, and are activated by remote. The normal intensity of the field generated is Remarkable (all superhuman abilities excluding magic, and all superhuman attributes are reduced by 30 pts.) but they can be purchased in intensities up to Amazing. The generators are within the field when activated so are not vulnerable as much to mutant powers (standard munitions will still destroy them though - each has 40 Health). The field effect will last 8 hours before the generators need recharging.

Neutro-Chamber​

This cage is designed to reduce a character's natural abilities and powers, weakening him from escaping. A neutro-chamber looks like a rectangular glass and steel reinforced tank, just large enough for a tall character to stand comfortably.
A separate panel controls the cage's functions:
  • Power Dampening Gas: An invisible gas within the cage lowers all of the character's physical statistics (FASE) by -5CS after two rounds. Additionally, a character's power ranks are reduced by -7CS. No ability or power rank may drop below Feeble. Talents, mental abilities (not mental powers), and technological and magical powers remain unaffected. The control panel can be used to remove the gas and to open the cage.

Neuro-Neutralizer​

This yoke-shaped device emits a low-frequency wave which neutralizes brain activity with Amazing ability. The being neutralized must first be subdued and placed into the yoke.

Restraints​

Handcuffs​

These are conventional handcuffs of the type carried by police officers. They are available in two types:
  • The first type is made from Secondary Admantium and has Unearthly material strength.
  • The second type is made from True Admantium (CL1000 material strength).

Full Body Restraints​

As above, but are designed to render a subject totally immobile. The ones made of true admantium can even hold the Hulk captive, no matter how angry he gets.
  • The handcuffs made of secondary admantium cost 1,000 resource points. The full body restraints are larger and cost twice as much.
  • The cuffs and full body restraints made of true adamantium cost ten times as much.
https://classicmarvelforever.com/cms/vehicles.html

Vehicles and Transport​



Air Cars​

The Air Cars were created to provide short-range transportation for the Avengers so that they didn't have to use the Quinjets over urban areas. Especially after there was some conflict with the City of New York over the use of that vehicle. They were Designed by Dane Whitman (Black Knight) together with the Wakandan Design Group.

Air Car Mark I​

This is an open top design with a snub-nosed body. It has five jet engines, one primary mounted in the rear and four on external side mountings. It is 18 feet long and 12.5 feet wide with the side-mounted engines. There is room for four adult-sized humans.

ControlSpeedBodyProtection
RemarkableAmazingExcellentGood

On-Board Systems Include:​

  • Communications: Amazing Ability and Range
  • Sensors: Amazing Rank, 1 Mile range
  • Security: An active Communicard is required to operate this vehicle, acting as an ignition key.

Air Car Mark II​

This is an improved design by Dane Whitman. It is more aerodynamically streamlined. It has three jet engines, which are all rear mounted for improved thrust and maneuverability. It is 14.9 feet long, 8 feet wide and has the capability to carry six adult-sized human passengers. It is also an open-top design.

ControlSpeedBodyProtection
IncredibleMonstrousExcellentGood

On-Board Systems Include:​

  • Unearthly Airspeed (40 Areas/Round - 600 MPH) for up to 10 Minutes, but the pilot must make a Control FEAT every Round and every occupant must make an Endurance FEAT every Round or be overcome by the wind buffet from the speed. Check this as if for a Stun
  • Communications: Amazing Ability and Range
  • Sensors: Amazing Rank, 1 Mile range
  • Security: An active Communicard is required to operate this vehicle, acting as an ignition key.

Blackbird​

The Blackbird is the X-mens Lockheed RS-150 reconnaisance plane. Thiscraft has been heavily modified with Sh'iar technology.

ControlSpeedBodyProtection
RemarkableShift-YRemarkableRemarkable

On-Board Systems Include:​

  • Concussion Missiles: The Black is armed with two banks of five missiles each. Standard armament consists of concussion missiles that have a range of five miles and inflict Incredible blunt damage to a single target.
  • Frequency Monitor: The ship’s communications array continually monitors worldwide radio bands, and can pick up distress calls from anywhere on the planet.
  • Medical Facilities: The ship is equipped with a computerized medical array. The device has the equivalent of Incredible Healing power.
  • Security Interlock: Before activating the Blackbird’s controls, the pilot must first insert his hand into a security box. Only those whose hand has been stored in the ship’s computer can gain access to the controls. Overriding the security device requires a successful Incredible intensity Reason FEAT.
  • Stealth: The ship has Amazing concealment from detection by mechanical devices such as sonar or radar thancks to a Sh'iar cloaking device. It is not invisible to normal sight or super-human powers, however.
  • VTOL: The Blackbird can land and takeoff vertically.

Basic Quinjet​

The Quinjet is the primary transportation of the Avengers. It can be modified for space travel or use underwater. It was constructed by Stark International and the Wakanda Design Group. All of the variations have the capability to hover without an Agility FEAT, and have a capacity of 2 Crew and seating for up to 5 passengers.

ControlSpeedBodyProtection
RemarkableShift-YExcellentExcellent

On-Board Systems Include:​

  • Auto-Pilot: The on-board computer can maintain Typical Control, although it cannot take-off or land the Quinjet.
  • Communications: Monstrous rank and range for all Radio and other Communications devices. All incoming and outgoing signals can be scrambled with Monstrous ability for security.
  • Security: Quinjets can only be operated by someone with an active Communicard. They can also be activated by active members for quick starts. This is Excellent rank Security. Otherwise the hatches and the canopy remain magnetically sealed with Remarkable strength.
  • Stealth: Incredible ability to become invisible to Radar.

Qunijet A: Space​

Modified for space travel.

ControlSpeedBodyProtection
IncredibleShift-YAmazingAmazing

On-Board Systems Include:​

  • Auto-Pilot: The on-board computer can maintain Typical Control, although it cannot take-off or land the Quinjet.
  • Communications: Monstrous rank and range for all Radio and other Communications devices. All incoming and outgoing signals can be scrambled with Monstrous Ability for security.
  • Security: Quinjets can only be operated by someone with an active Communicard. They can also be activated by active members for quick starts. This is Excellent rank Security. Otherwise the hatches and the canopy remain magnetically sealed with Remarkable strength.
  • Stealth: Incredible ability to become invisible to Radar.
  • Sensors: Amazing Rank and Range (12 Areas) Radar and Thermal Imaging.
  • Life Support: Secured enviroment provides atmosphere and Artificial Gravity of 1/10 Earth normal.
  • Airlock: Allows 2 people to leave the ship per round with a Round needed to reset before it can be used again.

Quinjet B: Submersible​

Modified for use underwater.

ControlSpeedBodyProtection
RemarkableShift-YIncredibleIncredible

On-Board Systems Include:​

  • Auto-Pilot: The on-board computer can maintain Typical Control, although it cannot take-off or land the Quinjet.
  • Communications: Monstrous Rank and Range for all Radio and other Communications devices. All incoming and outgoing signals can be scrambled with Monstrous Ability for security.
  • Security: Quinjets can only be operated by someone with an active Communicard. They can also be activated by active members for quick starts. This is Excellent Rank Security. Otherwise the hatches and the canopy remain magnetically sealed with Remarkable Strength.
  • Stealth: Incredible Ability to become invisible to Radar.
  • Sensors: Amazing Rank and Range (12 Areas) Radar and Thermal Imaging.
  • Water Speed: Excellent (5 Areas/Round - 75 MPH)
  • Life Support: Artificial gill system provides oxygen for passengers and engine. 2 Hours of back-up air for cabin.
  • Airlock: Allows 2 people to leave the ship per Round, with 1 Round needed to reset it before it can be used again.

Shi'ar Imperial Battle Cruiser​

Imperial Shi'ar Battle cruisers are a few miles in length, they are equipped with state of the art weaponry and have a crew of 50 imperial soldiers, any number of passengers and about 10 officers and one captain.

ControlSpeedBodyProtection
IncredibleClass 3000MonstrousMonstrous

On-Board Systems Include:​

  • Shields: Unearthly
  • Weapons: Two Unearthly laser cannons

Shi'ar Shuttlecraft​

Fully self-contained environment, capable of VTOL, seats up to six humanoids comfortably, twice that in a pinch.

ControlSpeedBodyProtection
GoodClass 1000RemarkableRemarkable

Sky-Cycle​

This was originally designed for Hawkeye, but has since become standard equipment for the Avengers. It's size makes it perfect for low profile missions, and for single person transportation.

ControlSpeedBodyProtection
ExcellentIncredibleExcellentGood

On-Board Systems Include:​

  • Communications: Amazing Ability and Range
  • Sensors: Amazing Rank, 1 Mile range
  • Security: An active Communicard is required to operate this vehicle, acting as an ignition key.

Walker-Flyer​

This vehicle consists of two linked battle machines, each with a two-man crew. The Walker Vehicle is a two-legged construct which carries the jet-powered flyer until the two are separated for scouting or battle.

Walker Vehicle: Off-Road​

ControlSpeedBodyProtection
RemarkableExcellentIncredibleIncredible

On-Board Systems Include:​

  • Valence Disruptor: 5-area range; can be set for Amazing, Monstrous and Unearthly energy damage.

Flyer Vehicle: Air​

ControlSpeedBodyProtection
TypicalIncredibleRemarkableRemarkable

On-Board Systems Include:​

  • Armament: Hypersonic Screamers 2-area range; inflicts Unearthly sonic damage.
The Walker-Vehicle, though heavily armored, proved ungainly in combat with Doc Samson; the Flyer Vehicle, more lightly armored, proved to be vulnerable to the disruptor weapon of the Walker in the same fight. The resulting crash of the Flyer caused Carolyn Parmenter's death.

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Starships and Interstellar Travel​

Role-playing in the Marvel Super Heroes game is not restricted to having your heroes battle evil on Earth. Many of the greatest triumphs of the Avengers, the Fantastic Four, and the X-Men have occurred in outer space. Why not take your campaign to the stars, too?

But before you can go adventuring into the far-flung reaches of the universe, you first need a way to get there. A variety of means to reach the stars exists, from personal fight using superpowers to the use of external or mechanical means. Some examples of spacefaring methods include:

Slower Than Light (STL) Drives:STL ships can reach speeds up to that of light. If such a ship is inteded for interstellar flight, it may be equipped with suspended animation chambers or a life-support system capable of sustaining passengers for years or centuries.Faster Than Light (FTL) Drives:FTL ships are capable of exceeding lightspeed, but they still travel in "realspace".Advanced FTL Drives:Better engines enable advanced FTL starships to attain speeds 10 times faster than normal FTL drives.Warpdrive:Warpdrive ships are capable entering hyperspace and thus attaining FTL speed. Warpdrive ships might be limited to STL flight in normal space.Advanced Warpdrive:Better warp generators enable a starship to travel at speeds 100 times faster than can be achieved by normal warpdrives.Teleportation:Instantaneous travel across the universe for individuals or small loads is possible with this power.Stargate:A stargate uses a form of teleportation. A fixed-location device (the gate) instantaneously teleports an entire spacecraft to another stargate. Stargates are assumed to be rare, being so powerful.
The type of stardrive determines its speed range. The power rank number determines its basic speed value, which is then mulitplied by the standard modifier for that class of travel. Table 1 shows the basic starship types and their speed for the Marvel Super Heroes game.

In The Wink Of An Eye​

Stargates and teleportation systems and powers enable travelers to instantaneously cross long distances. Travel time is limited by the amount of time it takes to make each jump and the number of jumps necessary to cover the desired distance. Most teleportation systems are designed to handle individuals or small loads. They may be placed on planetary surfaces or built into spacecraft of any sort.

Stargates are immense portals capable of handling entire starships; these devices often appear to be titanic doors or hoops miles across. Objects must be able to physically pass through a stargate in order to use it. Starships can be moving at sublight speed when they use a stargate, although the ship must be piloted very accurately. The Shi'ar are the primary users of stargates; they maintain a network of them through the universe, including one within 10 lightdays from Earth. At this time, the gates are heavily guarded at the Shi'ar ends.

A portable stargate was left in Manhattan by Shi'ar agent Davan Shakari. This stargate is currently powerless and thus can only receive travelers. However, it can be made operational by a power source of at least Shift-X intensity. This stargate's existence is known to the X-Men, Firelord, Lilandra, Misty Knight, and Jean Grey's parents. Although it was last seen on the roof of Misty Knight's apartment, the current location of the stargate is unknown. Unless the stargate is reprogrammed, it will send any user to the unnamed world within the Shi'ar Empire that holds the M'Krann Crystal. This barren world is normally uninhabited. This stargate can be reprogrammed by an Incredible Reason FEAT.

Natural Spacewarps​

The structure of the Marvel Comics' universe is riddled with spacewarps. These function as interdimensional tunnels that enable any ship capable of FTL flight to swiftly cross enormous distances in even less time than usual. Earth is near one of the largest junctions of spacewarps in the universe, crossroads for half the known starfaring races. This is one of the reasons why Earth keeps attracting so many space travelers. Known warps include several linking Earth with various points in the Andromeda galaxy and one to the Kree Empire in the Greater Magellanic Cloud, a satellite galaxy of our Milky Way galaxy.

Your Own Starship​

The Marvel Super Heroes Advanced Set contains the basic procedure for building your own starship. It takes an Amazing Reason FEAT to design a stardrive capable of FTL flight. The Resource FEAT is Shift-X rank for a basic FTL ship, higher for a more advanced model.

Sometimes a powerful energy source can be used to modify an STL ship to FTL speeds. One such example was the use of Thor's Mjolnir to propel a Quinjet between the stars. Such an energy source must be of at least Unearthly rank, and the ship to be so modified must have at least an STL drive.

Starships can also be directly gained by a variety of means, proper and improper. Ships may be recovered if abandoned, stolen from their owners, or rebuilt from parts scavenged from damaged vessels. Terrans kidnapped by aliens might overthrow their captors and seize the aliens' ship for themselves. A starfaring race may present a Terran with a starship as a gift or a reward, such as when Prince Dezan gave a Skrull starship to the Fantastic Four. If all else fails, travelers can always try buying a starship.

Starship Types And Speeds​

The following table should be used to quickly generate a starship with a few rolls of the dice. First you should roll percentage for the Starship Type. This will determine if your ship is FTL, Adv-FTL, Warp, or Adv-Warp. Then roll percentage for the rank of the starship. Look under the column for your ship type on this row to determine the ship's maximum speed. The last column determines the number of typical humanoids that can be kept alive by the life-support system, allowing at least one chair or berth for each potential passenger. If a cargo ship is desired, subtract 1-10 crew-beings and multiply the remaining number of passengers by 200 lbs. to get the starship's cargo limit.

The following numbers under each column should be read as 'multiples of the speed of light'. For example, a Feeble ranked Faster Than Light (F.T.L.) starship can travel at a maximum of '2', which means 2 times the speed of light. Conversely, a CL5000 ranked Advanced-Warp starship can travel at a maximum of '50Mil', which means 50,000,000 times the speed of light.

RankF.T.L. (01-45)Adv-F.T.L. (46-65)Warp (66-85)Adv-Warp (86-100)Max.Passenger
Feeble (01-10)22020020,0001
Poor (11-20)44040040,0001
Typical (21-30)66060060,0001-10
Good (31-40)101001,000100,0001-10
Excellent (41-52)202002,000200,0001-10
Remarkable (53-66)303003,000300,0001-10
Incredible (67-74)404004,000400,0001-100
Amazing (75-82)505005,000500,0001-100
Monstrous (83-89)757507,500750,0001-100
Unearthly (90-94)1001,00010,0001,000,000 (1Mil)1-1,000
Shift-X (95)1501,50015,0001,500,000 (1.5Mil)1-1,000
Shift-Y (96)2002,50020,0002,000,000 (2Mil)1-1,000
Shift-Z (97)5005,00050,0005,000,000 (5Mil)1-1,000
Class 1000 (98)1,00010,000100,00010,000,000 (10Mil)1-10,000
Class 3000 (99)3,00030,000300,00030,000,000 (30Mil)1-10,000
Class 5000 (100)5,00050,000500,00050,000,000 (50Mil)1-10,000

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