Post by Ebon on Jul 6, 2013 19:13:33 GMT -8
Life Control Powers
*L1/Biophysical Control: (*): This power is so powerful that it costs twice as many character power options as other 'normal' powers. Whereas a normal PC might start off with four character options, this power would eat up two of those slots.
The hero has the ability to consciously alter the physiology of a target. This is accomplished by sheer force of will and does not require any physical action on the hero's part, aside from touching the target. The Power can be used at a distance but each 10 feet separating the hero from the target reduces his effective Power by -1CS. The Power is normally concentrated on a single target, but the hero can affect as many targets as he desires. Each additional target also decreases the rank -1CS. For example, trying to affect two targets at a distance of 10 feet drops the hero's rank -4CS (-2CS per target). The result of any form of this Power is permanent. (What's the point of healing somebody if he's just going to drop dead later, right?) The actual ongoing effects continue for as long as the hero continues to use his Power. Once this is done, the target's natural healing abilities and rates revert to normal. There are seven forms of Biophysical Control, each with its own set of effects. The first four forms are benevolent, the last three are maievolent. Heroes who use the malevolent forms against sentient beings risk Karma and Popularity loss. When the hero is created, the player must choose one of these forms. He can select one or let the dice decide for him.
Die Roll Form
+01-24 Healing
+25-44 Regeneration
+45-48 Revival
+49-68 Damage Transferral
+69-76 Decay
+77-92 Disruption
+93-00 Aging
• Healing - The hero can cure the damage caused by wounds, trauma, toxins', and disease. The hero can increase the target's Health by'an amount equal to the Power rank level. This is the maximum benefit the hero can give per day to one specific person. The color of the required FEAT is determined by the nature and severity of the damage. Green FEATs handle broken bones, non-terminal disease, and simple wounds. Yellow FEATs handle physical trauma, wounds to organs, non-fatal poisoning, and terminal diseases. Red FEATs handle mortal wounds, coronary attacks, strokes, toxic poisoning, and massive physical trauma. The Power seals the body and returns any still-living tissues to health. It cannot replace lost tissue.
• Regeneration - The hero has the ability to heal (as above) and can recreate large areas of lost tissue, such as severed limbs or destroyed organs. Limbs are regrown by a green FEAT, organs by a yellow FEAT, and brain and neural tissues by a red FEAT.
• Revival - The hero can actually bring the dead back to life. The Power rank number is the maximum number of days the target can have been deceased and still be revived. The condition of the corpse determines the color of the required FEAT. An intact, unembalmed, undecayed corpse is revived on a green FEAT. A decayed but intact corpse needs a yellow FEAT. A red FEAT is required for partial or embalmed remains. For example, a Good rank can revive a 1 0-day-old, slightly moldy body if the player rolls a 75 or better. The Power begins by healing and regenerating any damage to the body, especially the cause of death. Once the body is habitable again, the Power automatically summons the deceased spirit back and reconnects it with the body. If the spirit was already reincarnated into another body, the spirit splits into identical halves. One remains with the new body while the other half returns home. If the spirit is trapped, the hero can make an attempt to free him based on the Power rank of whatever is holding the spirit. Until the spirit returns, the body remains in a comatose state.
• Damage Transferral - The hero can heal another by apparently taking that damage from the victim and moving it into the hero. The Power first heals the target; the manner is the same as for Healing (above). Simultaneously, the hero's body reshapes itself into a duplication of the damage being healed. Once the target is healed, the hero's Self-Healing abilities (same rank) then cures this ersatz damage. A hero cannot heal another person until he has returned to normal.
• Decay - The hero can accelerate the cellular collapse of body tissue. The Power can cause Power rank damage per turn. The target becomes leprous, dies, and quickly crumbles to dust if the Power is used long enough.
• Disruption - The Power can upset the Smooth functioning of the physiology. The target suffers Power rank losses to his Health as he suffers anything from minor discomfort (nausea, chills) to fatal trauma (coronary attack).
• Aging - The Power can accelerate or reverse the aging process. The normal rate is multiplied by the Power rank number. For example, a Good rank can make aging occur at tenfold rate or go in reverse at an equal rate. A green FEAT accelerates aging. A yellow FEAT stops it. A red FEAT reverses it. As the victim's age changes, physiology and mental capacities change as well. While the Power can function as a Fountain of Youth, it can also be used to kill through old age or regression to protoplasm. A target can be protected from unwanted Biophysical Control by such Powers as Force Field Generation and True Invulnerability. Optional Powers include another io M of this Power. The Nemesis is either Immortality or Serial Immortality.
*L2/Bio-Varnpirism: (*): This power is so powerful that it costs twice as many character power options as other 'normal' powers. Whereas a normal PC might start off with four character options, this power would eat up two of those slots.
The character is a super-carnivore able to increase his Strength, Endurance, Psyche, and Power ranks by consuming living biological materials. The most common examples of Bio-Vampires are the traditional bloodsuckers like Dracula. Although all the traditional vampires were destroyed on Earth in the Marvel Universe, this does not prevent the player or Judge from creating a new race of BioVampires able to withstand the spells that finally destroyed Dracula. As a new type of BioVampire, your character need not follow the traditional abilities and limitations associated with the old Vampires. It's a new world and a new Vampire. Bio-Vampires have a Bonus Power of Mind Control/Puppetry that renders their victims unable to physically struggle against the Bio-Vampire. However, the victim's Psyche remains uncontrolled; the victim continues to try to resist the BioVampire's attack. The Bio-Vampire must make a Power FEAT to initiate the attack. The victim's Psyche determines the difficulty of the FEAT. The first successful FEAT means the victim is immobilized and the BioVampire can begin to feed. Each successful FEAT enables the BioVampire to drain Health points from the victim. The amount drained is equal to the Power rank number. This is converted into energy that is divided equally among the ranks for Strength, Endurance, Psyche, and any Powers the vampire has except this one. No Vampiric Power can ever increase its own rank. The Bio-Vampire must make a FEAT each turn he continues to feed. He can voluntarily stop feeding at any point by making a Psyche FEAT roll of any colo except red. A red FEAT means the Bio. Vampire's hunger is beyond his control. He has entered a feeding frenzy that only stops when the victim is drained or the Bio-Vampire has been repulsed. If the Bio-Vampire fails a FEAT at any time in the feeding process, he is immediately repulsed from the victim and can never resume that attack. That victim gains instant immunity to any future vampiric attack by that particular Bio-Vampire. Why do Bio-Vampires do it? Because they lose energy at an accelerated rate. Their rank numbers for Strength, Endurance, Psyche, and any Powers except Bio-Vampirism drop one point per hour. The Bio-Vampire must feed in order to maintain his life. Even if the Bio-Vampire is deprived of victims, he never actually starves to death. When all his affected ranks drop to Shift 0, the Bio-Vampire drops into a deathlike trance. His vampirism continues to function, although he can no longer actively seek out new biomaterials to consume. If such are made available to the body, the Power will immediately begin to return the Bio-Vampire to life. When the player creates the BioVampire, he must choose and playa weakness. The Bio-Vampire's Power rank can be increased +1CS for each additional weakness the Bio-Vampire possesses, up to a maximum of four weaknesses in all. Bio-Vampirism is communicable. A sentient victim who was,completely drained as a result of a feeding frenzy must make a Psyche FEAT roll. A red result means the victim has arisen as a new, Feeble-ranked Bio-Vampire.
*L3/Body Transformation-Others: The hero can alter the nature of elements and compounds within a living target's body. Innate safe-guards in the Power maintain the target's lifeforce for as long as the target is in the altered state. Such states are not necessarily mobile, but if they are, they may require the target to move in new ways. While in a solid altered state, the target retains his overall normal appearance. If liquid or gaseous, he can assume any shape but can still automatically revert to his original shape when the Power's effects end. When transforming a target, the hero normally changes the entire body unless the player states beforehand which specific section he is changing. The safeguards still take effect, but the target loses sensation in the affected areas. Transformations can take any of three basic forms:
• Chemical: The target's chemical makeup is changed to other chemicals.
• Physiological: The target's basic life functions are changed. The target may be changed to animal, plant, or a different chemical basis.
• Energy: The solid target is co nverted to a coherent energy field.
When creating the hero, the player decides the form of change in which the hero specializes. If random generation provides this Power again, the player can select another form or add +1CS to the first form chosen. Since this can be considered an attack, the target can choose to resist; he can also forego resistance if he so desires. Power rank determines the Intensity of the effects on the target, the range at which the effects can occur, and the duration of the effects. Normally the Power is used on a single target. Each additional target reduces the effects by -1CS.
*L4/Emotion Control: The hero can alter a target's emotional state and resulting activity by forcing him to feel a particular emotion. The hero can only instill one emotion at a time. However, he can select any emotion he desires. When creating the hero, the player can raise the rank +2CS by limiting the hero to a specific emotion. For example, the Purple Man broadcasts only the emotion of loyalty. Range and duration are determined by the Power rank. The Power affects everyone within its range. This Power is an excellent choice when the hero is facing adversaries more numerous and powerful than he is. If an opponent has a Power that is triggered by a specific mindset, such as the way Bruce Banner used to turn into the Hulk when he was angered, this Power can be used either to prevent that Power from taking hold or to trigger it prematurely. A character under Emotion Control may gain additional chances to break the control if placed in a Karma-losing situation, similar to breaking the Mind Control Power.
• Respect -- The target treats an individual as a Friendly Contact.
• Love -- The target is devoted to the individual, to the point of endangering his own life in the other's behalf.
• Fear -- The target is filled with fear, of an object, a person, or a situation. The target will flee as quickly as possible, and only attack if backed into a corner.
• Hatred -- The target is instilled with a great hatred, particularly for former friends and allies. The target will attack his former friends.
• Loyalty -- The target will follow the individual's orders without question, cheerfully providing all necessary information and aid as if to a long-time friend and ally.
• Doubt -- The target is unsure of his actions. Intuition is considered to be a 10(Good) for purposes of actions.
• Pleasure -- The target feels incredibly good and non-hostile. The feeling is so overwhelming that the character cannot do anything but sit contentedly for 1-10 round, and for the remainder of the duration of the Emotion Control is Friendly to the hero with this Power.
*L5/Exorcism: The hero can release a being from any external domination imposed by a third party. Such controls include Possession, Mental Domination, Serial Immortality, and Magic. If there's a control, this Power can break it. This Power rank is compared to that of the Power controlling the subject. A Typical Intensity FEAT can sever a lower ranking control Power. A Remarkable Intensity FEAT severs a controlling Power of equal rank, and an Amazing Intensity FEAT severs one of one or more ranks higher. Upon severing the being's control over the subject, that being is immediately teleported to its home dimension. This Power commonly appears as a spell used by sorcerers and holy men. The hero must be within 10' of the subject in order to perform the Exorcism. The hero can use this Power to resist the initial attempt by another to control him, but if this attempt fails (as per the FEATs listed above), he cannot Exorcise himself later.
*L6/Force Field vs. Hostiles: The hero emits a psionic aura that repels any hostile lifeforms. The Power automatically probes the minds of anyone in the area and analyzes their intentions toward the hero. Anything harmful is repulsed, as if a Power rank material strength wall had risen between them. Neutral or friendly life is not affected by this field. Okay, I hear you asking: "What if somebody starts out friendly, but turns hostile after he's inside the field?" The answer is, he's catapulted harmlessly out of the field. Rank determines the size and material strength of the field. Appropriate ranges are shown on column A of the Range Table. The field can be breached by several means. Brute force always works. Mental Invisibility allows someone to bypass the field's sorting ability. The field is ineffective against cybernetic life. The field protects the hero from melee weapons or slugfest, but not from projected or missile weapons.
*L7/Forced Reincarnation: The hero can capture disembodied spirits and merge them into new bodies. The spirits can be the newly-dead, ghosts, or Free Spirits. The bodies. can be anythingnewborn infants, clones, androids, robots, animals, or plants. Because of the Power's interference, the reincarnated person retains his full memories and Mental Powers. The spirit is permanently bonded to the new body for as long as that body lives, unless the bond is deliberately broken by the spirit (a red Psyche FEAT) or by a hero with Exorcism Power (L5). The hero can indefinitely hold the spirit in stasis (one Typical Intensity FEAT per day should be sufficient) while seeking a suitable body into which he can transplant the soul. If the hero fails a FEAT, he has 10 turns in which to implant the spirit or lose it forever. The hero cannot transplant the spirit into a living, intelligent being-with two notable exceptions. As noted earlier, spirits can be placed within newborn infants. The hero can also accept the spirit into himself; the result is the hero now has a complete second person living in his head. The player now has to redo his character sheet to reflect the secondary set of characteristics for Reason, Intuition, and Psyche. When a character is reincarnated into a body, he retains his abilities of Reason, Intuition, and Psyche, and any Mental Talents and Powers. Physical abilities, secondary characteristics, Physical Powers and Talents, and Contacts are all lost. Contacts can be quickly regained by convincing the Contacts of who he really is (a Remarkable Intensity FEAT). Karma awards should depend on how well the hero has handled the spiritual transplant. Just dumping the spirit into the first available body can actually cost Karma, while going to extraordinary lengths to find the perfect situation entitles the hero to a hefty bonus.
*L8/Grafting: (*): This power is so powerful that it costs twice as many character power options as other 'normal' powers. Whereas a normal PC might start off with four character options, this power would eat up two of those slots.
This is the single most likely candidate for raw abuse and grossing out your fellow players. This Power is strictly Mad Scientist material. (it does have its good side, too, though.) The hero can perform psionically augmented surgery on a subject. The hero can operate on, dissect, rearrange, and perform transplants without the need for normal medical -techniques to ensure success. No matter how crude the conditions in which the operation is performed or how messy it proves to be, the subject's lifeforce is preserved. There is no major blood loss nor is there any need for extensive recuperation. This Power is strongly related to the Healing forms of Bio-Physical control and can be used to cure others of physical damage. Unfortunately, the Power lends itself to abuse. Those possessing this Power tend more toward Doctor Frankenstein than Doctor Schweitzer. Such characters might see people as machines to be rearranged at their whim. This Power permits the character to perform acts beyond 20th-century medical science (like brain transplants). If two or more brains are combined, the resulting character shows traits of both. The Power rank determines the success of the operation. A green FEAT ensures success of a routine operation, like simple surgery (anything that might be done at a clinic). A yellow FEAT is required for more elaborate work transplants, grafting, anything requiring a large hospital. Outright medically impossible acts such as brain transplants and body part rearrangement (after which all the parts still work-hands where feet should be, and that kind of thing) require a red FEAT. Success means the result is alive; it may not be pretty, but it's breathing. A hero with this Power will use it to heal. A villain will use it to fill his lair with a variety of ex-human nightmares.
*L9/Hypnotic Control: This is a Talent in the Advanced Set. The hero can dominate a target's behavior and actions by implanting commands, not by direct psionic control. The Hypnotic command may pertain to current conditions or lie dormant until triggered by future conditions (post-hypnotic suggestion). Hypnotic controls come in two forms:
• Commands alter current behavior. "You are getting sleepy."
• Suggestions alter future behavior. "You hate orange, rocky skin and must destroy anything with it."
Normal hypnosis cannot make a person perform any action that goes against his sense of ethics. However, the Power of Hypnotic Control can override the target's innate sense of morality by means of a red FEAT. Less conflicting commands involve only a green FEAT. Hypnotic Control can be established by any one of a number of means. These include specific gestures, words, songs, or devices. When creating the hero, the Player determines which method the hero uses. The Intensity and duration of a Hypnotic Control are determined by the Power rank. In the case of post-hypnotic Suggestions, duration does not include the time prior to activation of the suggestion, but only the time the suggestion is actually in force.
*L10/Mind Control: (*): This power is so powerful that it costs twice as many character power options as other 'normal' powers. Whereas a normal PC might start off with four character options, this power would eat up two of those slots
The hero has the ability to directly control a target's mind through psionic Powers. The hero completely overrides the will and perhaps even the conscious mind of the target. There are four forms of Mind Control:
• Puppetry—the target mind retains awareness but cannot control the body.
• Possession—the target mind loses both control and consciousness.
• Negation—the target mind is completely turned off; Mental Probes show that no mind exists in the target's body.
• Magnification—The target mind is actually enhanced. The rank of the target's Reason, Intuition, and/or Psyche can be temporarily increased, up to the hero's Power rank.
The Power rank determines the Intensity of the hero's control, the range at which he can establish and maintain that control, and the duration of the control.
*L11/Mind Transferral: The hero has the ability to switch minds from one body to another. The hero's own mind and body need not be included in any switching that occurs. The Power operates much like Mental Duplication, in that the hero reshapes the brains of his targets to conform to those he is switching. In effect, the target believes he is the switched mind and thus effectively is that new person. The accuracy of such transfers is 100%. Because of the nature of this Power, the hero can also transfer one mind into several people simultaneously, with each believing he is the real person. Transferral switches mental abilities, Talents, and mental Powers. Physical Powers are not transferred, nor are physical abilities, Popularity, Resources, or Contacts. The Power rank determines the range at which the Power can initially function and the duration of its effects. Ranges are shown on column A of the Range Table. Duration is given for a single mind-to-mind transfer. If the hero attempts to transfer one mind to multiple bodies, the duration decreases -2CS for each additional body.
*L12/Neural Manipulation: The hero can alter a target's neural activity. By changing nerve messages within the target's body, the hero can cause a variety of effects.
• Disruption: The target's body loses all sensations; it falls to the ground, a limp, aumb mass of flesh.
• Paralysis: The target body becomes cz):npletely rigid. No chemical can counteract the paralysis while the Power is in effect.
• Seizure: The target's muscles spasm uncontrollably for as long as the Power is in effect.
• Exaggeration: Nerve signals are actually amplified, causing the target to overact when attempting any movement.
Normally, a hero can select any of these effects. When creating the hero, the player can choose to specialize in one effect for a benefit of +2CS. Note: This Power only affects the voluntary muscles; it does not affect the autonomic nervous system which controls the heart, lungs, and other automatic bodily functions. The range and duration of this Power are determined by its rank. Suitable distances are shown on column A of the Range Table. The Power normally affects only a single person; affecting more causes a decrease in duration of -1CS per additional person. The target's mind and senses are unaffected by the Power; the victim knows full well what is happening (even if he doesn't know why it's happening to him). The Power can reach across the dimensional barriers if it is combined with some way of breaching the dimensions. It can function normally if both hero and target are within another -dimension.
*L13/Plague Carrier: The hero can contain within his body and release at will a variety of disease-causing microorganisms (bacteria, germs, viruses). The hero is immune to any disease (otherwise he'd have died as soon as he gained this dubious Power) but he can instantly infect others at will with diseases of his choosing. Symptoms appear 1-10 turns later. Curiously, victims are not themselves contagious to others. Obviously the Power alters the genetics of the diseasecausing organisms and weakens them so that they can only survive within the hero and the first new body into which they are introduced. Upon the death of the victim or the end of the Power's duration, all the microbes die as well. This Power does have a beneficial side. Because of the hero's special ability to control microbas, he can actually cure others of disease. By means of a red FEAT, the hero can draw out of the target's body every last microbe of a particular type. Note: This inly removes the cause of damage. It does not remove the effects of the disease. Example: Black Plague has a fondness for red-haired children, and cures a copper-haired tyke of smallpox. While the child will live, he still has the pockmarks. A character with this Power has to gain diseases, much as others would gain weapons, as he progresses. New characters begin with diseases common to everyday life, like chicken pox, mumps, influenza, and such. The character must actively seek out sources of new diseases in order to add them to his inner armory. This is done by consuming live cultures ("I don't get it! Why would anyone drink a vial of smallpox culture?") or by curing a diseased person in the manner explained earlier. This latter act will gain even the vilest villain a small flock of devoted people, all cured by him. The hero can use his Power against single targets. Multiple targets decrease his Power rank by -1CS per ad ' ditional person. Rank determines the Intensity of the infection and duration of the symptoms. This Power can be negated or even destroyed by Ll/Biophysical Control or massive injections of anti-microbial drugs. The hero is then reduced to a normal being. The Power's ability to infect others can be negated by normal medical means or Powers like Self-Healing, Induced Healing, True Invulnerability, and this Power itself.
*L14/Plant Control: The hero can impart limited movement and self-awareness to normally unintelligent plants. The plants obey simple commands, and possess rudimentary communication and senses. The hero can accelerate the plants' growth somewhat, but cannot make it exceed normal limits on size or shape. Rank determines the number of plants affected and the duration of the control. Exceeding the number of controlled plants decreases the duration -1CS per additional 10%. Controlled plants have their own characteristics and ranks that are increased to the hero's Power rank, where applicable.
*L15/Plant Growth: The hero has the ability to make plants grow nearly instantaneously, and far larger than normal. The Power can force a seed to sprout immediately and gives it the ability to thrive, even in the absence of normal nutrients (light, soil, and water). The hero can affect existing plants and seeds or use seeds and sprouts carried with him. In the latter case, the player must make a list of the types of seeds the hero carries oust as a weapons specialist needs a list of those with which he is proficient). This Power does not change the natural abilities of the affected plants; it only enhances them up to the Power's rank. This Power requires the player to develop some rudimentary knowledge of botany, since the more the player knows about plants, the more stunts the hero can perform. Typical plants used with this Power are:
• Poison ivy: rash incapacitates foes • Kudzu: vines entangle targets • Briar: forms impassable barriers • Goldenrod: hayfever city… • Oak: instant support for damaged buildings • Venus flytrap: Catch and hold foes
Power rank determines the speed of plant growth and the rank of the affected plant's abilities. Growing a plant in normal conditions (adequate light, soil, and water) requires a Typical Intensity.FEAT. Growing plants in less than adequate conditions (insufficient light, soil, or water; typical urban conditions) requires a Remarkable Intensity FEAT. Growing plants in openly hostile conditions (no light, soil, or water) requires an Unearthly Intensity FEAT. Because their metabolism is accelerated by this Power, the plants quickly die. The lifespan is 1/8 normal. As a rule of thumb, the player can use these guidelines for normal and accelerated lifespans: House plants-6 months/2 days Shrubbery-5 years/3 weeks Trees-1 001000 years/1 -10 years
The point of this is that your hero doesn't have to worry about filling the city with giant plants left over from old battles. He might still be in trouble with the Park Department, though…
*L16/Sense Alteration: The hero can deliberately change the manner in whic a target either receives sensory stimuli processes it within the brain. The simplest form negates one or more of the senses, producing instant blindness, deafness, numbness, and so on. More complex is the ability to modify the senses. The hero can amplify some elements and negate others. For example, the hero might make a target literall see red (and only red). The most complex form is Hallucinations. By a Monstrous Intensity FEAT, the hero can transfer sensory informatic to others, making everyone share a corr mon set of perceptions. These may be the hero's, or someone else's. Sensory negation takes a Typical Intensity FEAT; sensory alteration takes a Remarkable Intensity FEAT. The Power rank determines the range and duration of the effects.
*L17/Shapechange-Others: (*): This power is so powerful that it costs twice as many character power options as other 'normal' powers. Whereas a normal PC might start off with four character options, this power would eat up two of those slots.
The hero has the ability to change the shapes of other living beings. The result can take any shape and appearance the hero wishes: animal, vegetable, mineral. The target's basic physiology remains unchanged despite the apparent differences between the original and new forms. When Shapechanging a target, the hero must make sure that the new form still allows basic life functions to continue (especially breathing!). If not, using the Power constitutes a Kill result and all tht bad Karma entailed therein. When creating the hero, the player ca. opt to exchange one of his randomly generated Powers for L2/Body Transformation-Others. In this case the hero really can change a living target int anything he wants (with no restrictions).
*L18/Sleep-Induced: This is a nice, simple, straight-forward Power that is hardly ever used in any comic because it's not terribly dramatic. Nor is it exactly cricket. The hero has the ability to put any target into a deep sleep, from which he cannot awake while the Power is in effect. During this induced sleep, the target is completely helpless (see what I mean about not being cricket?). On the other hand, when you're facing 325 battle-crazed Skrulls, this Power can be really handy. The Power rank determines the range and duration of the Power. Relevant distances are shown on column A of the Range Table. It affects everyone within range. Sleep persists for 1 -10 hours after the Power's duration. During that time, the victim can be awakened by anyone, but he'll wake up naturally in any case.
*L19/Spirit Storage: The hero can capture and indefinitely hold within himself any number of disembodied spirits. Such spirits find themselves within a pocket dimension of the hero's creation; while within it, they retain a semblance to their original forms. This pocket dimension can have any appearance. The one within Adam Warlock's Soulgem was a rather pleasant park. The hero can freely communicate with any spirits held within. He is immune to any attempts they might make to possess his body. A spirit can escape on a red Psyche FEAT, provided its Psyche rank is higher than the Power rank. This Power can be used in conjunction with L6/Forced Reincarnation to find new homes for vagrant spirits. This Power can be mechanically simulated to provide a "holding tank" for disruptive spirits like poltergeists or particularly malevolent Free Spirits. In this case, the Power lasts as long as the device is supplied with energy. Capturing a spirit requires a FEAT. Compare the Power rank with the Psyche of the intended target. If the Power rank is higher, a green FEAT will do. Equal ranks require a yellow FEAT. A Psyche rank higher than the Power rank means the hero must make a red FEAT.
*L20/Summoning: The hero can summon and control extra-dimensional, corporeal beings. Such beings are commonly called "demons" but may be of any nature or disposition. The Power enables the hero to summon any known extra-dimensional being, Provided his Power rank is higher than the being's Psyche rank, on a green FEAT. Equal ranks require a yellow FEAT. Trust me, you don't want to summon beings more powerful than you (they might answer), but if you do it anyway, you need a red FEAT. The summoned being is instantly teleported from its home dimension to a spot chosen by the hero. Once summoned, the being must perform a single task ordered by the hero. being must immediately set about fulfilling the order. If successful, he can immediately depart for his home dimension. Players should refer to MHAC9, Realms of Magic, by Kim Eastland for a detailed list of beings this Power can summon. Normally, heroes will only summon magical creatures like demons and elementals. If a hero feels particularly confident, though, he might be able to call magical characters like Clea and D'Spayre. Heroes can never summon entities, although one might pretend to answer a summoning on a lark. This Power summons one being at a time. Each additional being decreases the Power's rank by -1CS. Remember that most magical beings are intelligent and that many are hostile to humans. The being a hero summons today might hold a grudge against him for eons to come.
*L21/Undead Control: The hero can dominate the wills and actions of previously living, still-corporeal beings. Such beings are often called "zombies" or “zuvembies" and are only semiintelligent. Controlling them requires a green FEAT. Controlling fully intelligent, more powerful undead like mummies or vampires requires a red FEAT. Once control is established, the hero can order the undead to perform any task he desires, so long as it is within their ability. Control ceases when the task is accomplished, but can be reinstated at that time. This Power cannot affectanything alive. A cured vampire, for example, would ignore the Power. This Power is commonly linked to MC13/Zombie Animation (the Power that actually creates undead). When creating the hero, the player can exchange another Power for MC13. Intelligent undead may hold a grudge against the hero and later try to destroy him. Worse, they might attempt to make the hero into one of themselves. Exorcism, Magic Negation, or Power Negation can all destroy the hero's control over his minions.
*L1/Biophysical Control: (*): This power is so powerful that it costs twice as many character power options as other 'normal' powers. Whereas a normal PC might start off with four character options, this power would eat up two of those slots.
The hero has the ability to consciously alter the physiology of a target. This is accomplished by sheer force of will and does not require any physical action on the hero's part, aside from touching the target. The Power can be used at a distance but each 10 feet separating the hero from the target reduces his effective Power by -1CS. The Power is normally concentrated on a single target, but the hero can affect as many targets as he desires. Each additional target also decreases the rank -1CS. For example, trying to affect two targets at a distance of 10 feet drops the hero's rank -4CS (-2CS per target). The result of any form of this Power is permanent. (What's the point of healing somebody if he's just going to drop dead later, right?) The actual ongoing effects continue for as long as the hero continues to use his Power. Once this is done, the target's natural healing abilities and rates revert to normal. There are seven forms of Biophysical Control, each with its own set of effects. The first four forms are benevolent, the last three are maievolent. Heroes who use the malevolent forms against sentient beings risk Karma and Popularity loss. When the hero is created, the player must choose one of these forms. He can select one or let the dice decide for him.
Die Roll Form
+01-24 Healing
+25-44 Regeneration
+45-48 Revival
+49-68 Damage Transferral
+69-76 Decay
+77-92 Disruption
+93-00 Aging
• Healing - The hero can cure the damage caused by wounds, trauma, toxins', and disease. The hero can increase the target's Health by'an amount equal to the Power rank level. This is the maximum benefit the hero can give per day to one specific person. The color of the required FEAT is determined by the nature and severity of the damage. Green FEATs handle broken bones, non-terminal disease, and simple wounds. Yellow FEATs handle physical trauma, wounds to organs, non-fatal poisoning, and terminal diseases. Red FEATs handle mortal wounds, coronary attacks, strokes, toxic poisoning, and massive physical trauma. The Power seals the body and returns any still-living tissues to health. It cannot replace lost tissue.
• Regeneration - The hero has the ability to heal (as above) and can recreate large areas of lost tissue, such as severed limbs or destroyed organs. Limbs are regrown by a green FEAT, organs by a yellow FEAT, and brain and neural tissues by a red FEAT.
• Revival - The hero can actually bring the dead back to life. The Power rank number is the maximum number of days the target can have been deceased and still be revived. The condition of the corpse determines the color of the required FEAT. An intact, unembalmed, undecayed corpse is revived on a green FEAT. A decayed but intact corpse needs a yellow FEAT. A red FEAT is required for partial or embalmed remains. For example, a Good rank can revive a 1 0-day-old, slightly moldy body if the player rolls a 75 or better. The Power begins by healing and regenerating any damage to the body, especially the cause of death. Once the body is habitable again, the Power automatically summons the deceased spirit back and reconnects it with the body. If the spirit was already reincarnated into another body, the spirit splits into identical halves. One remains with the new body while the other half returns home. If the spirit is trapped, the hero can make an attempt to free him based on the Power rank of whatever is holding the spirit. Until the spirit returns, the body remains in a comatose state.
• Damage Transferral - The hero can heal another by apparently taking that damage from the victim and moving it into the hero. The Power first heals the target; the manner is the same as for Healing (above). Simultaneously, the hero's body reshapes itself into a duplication of the damage being healed. Once the target is healed, the hero's Self-Healing abilities (same rank) then cures this ersatz damage. A hero cannot heal another person until he has returned to normal.
• Decay - The hero can accelerate the cellular collapse of body tissue. The Power can cause Power rank damage per turn. The target becomes leprous, dies, and quickly crumbles to dust if the Power is used long enough.
• Disruption - The Power can upset the Smooth functioning of the physiology. The target suffers Power rank losses to his Health as he suffers anything from minor discomfort (nausea, chills) to fatal trauma (coronary attack).
• Aging - The Power can accelerate or reverse the aging process. The normal rate is multiplied by the Power rank number. For example, a Good rank can make aging occur at tenfold rate or go in reverse at an equal rate. A green FEAT accelerates aging. A yellow FEAT stops it. A red FEAT reverses it. As the victim's age changes, physiology and mental capacities change as well. While the Power can function as a Fountain of Youth, it can also be used to kill through old age or regression to protoplasm. A target can be protected from unwanted Biophysical Control by such Powers as Force Field Generation and True Invulnerability. Optional Powers include another io M of this Power. The Nemesis is either Immortality or Serial Immortality.
*L2/Bio-Varnpirism: (*): This power is so powerful that it costs twice as many character power options as other 'normal' powers. Whereas a normal PC might start off with four character options, this power would eat up two of those slots.
The character is a super-carnivore able to increase his Strength, Endurance, Psyche, and Power ranks by consuming living biological materials. The most common examples of Bio-Vampires are the traditional bloodsuckers like Dracula. Although all the traditional vampires were destroyed on Earth in the Marvel Universe, this does not prevent the player or Judge from creating a new race of BioVampires able to withstand the spells that finally destroyed Dracula. As a new type of BioVampire, your character need not follow the traditional abilities and limitations associated with the old Vampires. It's a new world and a new Vampire. Bio-Vampires have a Bonus Power of Mind Control/Puppetry that renders their victims unable to physically struggle against the Bio-Vampire. However, the victim's Psyche remains uncontrolled; the victim continues to try to resist the BioVampire's attack. The Bio-Vampire must make a Power FEAT to initiate the attack. The victim's Psyche determines the difficulty of the FEAT. The first successful FEAT means the victim is immobilized and the BioVampire can begin to feed. Each successful FEAT enables the BioVampire to drain Health points from the victim. The amount drained is equal to the Power rank number. This is converted into energy that is divided equally among the ranks for Strength, Endurance, Psyche, and any Powers the vampire has except this one. No Vampiric Power can ever increase its own rank. The Bio-Vampire must make a FEAT each turn he continues to feed. He can voluntarily stop feeding at any point by making a Psyche FEAT roll of any colo except red. A red FEAT means the Bio. Vampire's hunger is beyond his control. He has entered a feeding frenzy that only stops when the victim is drained or the Bio-Vampire has been repulsed. If the Bio-Vampire fails a FEAT at any time in the feeding process, he is immediately repulsed from the victim and can never resume that attack. That victim gains instant immunity to any future vampiric attack by that particular Bio-Vampire. Why do Bio-Vampires do it? Because they lose energy at an accelerated rate. Their rank numbers for Strength, Endurance, Psyche, and any Powers except Bio-Vampirism drop one point per hour. The Bio-Vampire must feed in order to maintain his life. Even if the Bio-Vampire is deprived of victims, he never actually starves to death. When all his affected ranks drop to Shift 0, the Bio-Vampire drops into a deathlike trance. His vampirism continues to function, although he can no longer actively seek out new biomaterials to consume. If such are made available to the body, the Power will immediately begin to return the Bio-Vampire to life. When the player creates the BioVampire, he must choose and playa weakness. The Bio-Vampire's Power rank can be increased +1CS for each additional weakness the Bio-Vampire possesses, up to a maximum of four weaknesses in all. Bio-Vampirism is communicable. A sentient victim who was,completely drained as a result of a feeding frenzy must make a Psyche FEAT roll. A red result means the victim has arisen as a new, Feeble-ranked Bio-Vampire.
*L3/Body Transformation-Others: The hero can alter the nature of elements and compounds within a living target's body. Innate safe-guards in the Power maintain the target's lifeforce for as long as the target is in the altered state. Such states are not necessarily mobile, but if they are, they may require the target to move in new ways. While in a solid altered state, the target retains his overall normal appearance. If liquid or gaseous, he can assume any shape but can still automatically revert to his original shape when the Power's effects end. When transforming a target, the hero normally changes the entire body unless the player states beforehand which specific section he is changing. The safeguards still take effect, but the target loses sensation in the affected areas. Transformations can take any of three basic forms:
• Chemical: The target's chemical makeup is changed to other chemicals.
• Physiological: The target's basic life functions are changed. The target may be changed to animal, plant, or a different chemical basis.
• Energy: The solid target is co nverted to a coherent energy field.
When creating the hero, the player decides the form of change in which the hero specializes. If random generation provides this Power again, the player can select another form or add +1CS to the first form chosen. Since this can be considered an attack, the target can choose to resist; he can also forego resistance if he so desires. Power rank determines the Intensity of the effects on the target, the range at which the effects can occur, and the duration of the effects. Normally the Power is used on a single target. Each additional target reduces the effects by -1CS.
*L4/Emotion Control: The hero can alter a target's emotional state and resulting activity by forcing him to feel a particular emotion. The hero can only instill one emotion at a time. However, he can select any emotion he desires. When creating the hero, the player can raise the rank +2CS by limiting the hero to a specific emotion. For example, the Purple Man broadcasts only the emotion of loyalty. Range and duration are determined by the Power rank. The Power affects everyone within its range. This Power is an excellent choice when the hero is facing adversaries more numerous and powerful than he is. If an opponent has a Power that is triggered by a specific mindset, such as the way Bruce Banner used to turn into the Hulk when he was angered, this Power can be used either to prevent that Power from taking hold or to trigger it prematurely. A character under Emotion Control may gain additional chances to break the control if placed in a Karma-losing situation, similar to breaking the Mind Control Power.
• Respect -- The target treats an individual as a Friendly Contact.
• Love -- The target is devoted to the individual, to the point of endangering his own life in the other's behalf.
• Fear -- The target is filled with fear, of an object, a person, or a situation. The target will flee as quickly as possible, and only attack if backed into a corner.
• Hatred -- The target is instilled with a great hatred, particularly for former friends and allies. The target will attack his former friends.
• Loyalty -- The target will follow the individual's orders without question, cheerfully providing all necessary information and aid as if to a long-time friend and ally.
• Doubt -- The target is unsure of his actions. Intuition is considered to be a 10(Good) for purposes of actions.
• Pleasure -- The target feels incredibly good and non-hostile. The feeling is so overwhelming that the character cannot do anything but sit contentedly for 1-10 round, and for the remainder of the duration of the Emotion Control is Friendly to the hero with this Power.
*L5/Exorcism: The hero can release a being from any external domination imposed by a third party. Such controls include Possession, Mental Domination, Serial Immortality, and Magic. If there's a control, this Power can break it. This Power rank is compared to that of the Power controlling the subject. A Typical Intensity FEAT can sever a lower ranking control Power. A Remarkable Intensity FEAT severs a controlling Power of equal rank, and an Amazing Intensity FEAT severs one of one or more ranks higher. Upon severing the being's control over the subject, that being is immediately teleported to its home dimension. This Power commonly appears as a spell used by sorcerers and holy men. The hero must be within 10' of the subject in order to perform the Exorcism. The hero can use this Power to resist the initial attempt by another to control him, but if this attempt fails (as per the FEATs listed above), he cannot Exorcise himself later.
*L6/Force Field vs. Hostiles: The hero emits a psionic aura that repels any hostile lifeforms. The Power automatically probes the minds of anyone in the area and analyzes their intentions toward the hero. Anything harmful is repulsed, as if a Power rank material strength wall had risen between them. Neutral or friendly life is not affected by this field. Okay, I hear you asking: "What if somebody starts out friendly, but turns hostile after he's inside the field?" The answer is, he's catapulted harmlessly out of the field. Rank determines the size and material strength of the field. Appropriate ranges are shown on column A of the Range Table. The field can be breached by several means. Brute force always works. Mental Invisibility allows someone to bypass the field's sorting ability. The field is ineffective against cybernetic life. The field protects the hero from melee weapons or slugfest, but not from projected or missile weapons.
*L7/Forced Reincarnation: The hero can capture disembodied spirits and merge them into new bodies. The spirits can be the newly-dead, ghosts, or Free Spirits. The bodies. can be anythingnewborn infants, clones, androids, robots, animals, or plants. Because of the Power's interference, the reincarnated person retains his full memories and Mental Powers. The spirit is permanently bonded to the new body for as long as that body lives, unless the bond is deliberately broken by the spirit (a red Psyche FEAT) or by a hero with Exorcism Power (L5). The hero can indefinitely hold the spirit in stasis (one Typical Intensity FEAT per day should be sufficient) while seeking a suitable body into which he can transplant the soul. If the hero fails a FEAT, he has 10 turns in which to implant the spirit or lose it forever. The hero cannot transplant the spirit into a living, intelligent being-with two notable exceptions. As noted earlier, spirits can be placed within newborn infants. The hero can also accept the spirit into himself; the result is the hero now has a complete second person living in his head. The player now has to redo his character sheet to reflect the secondary set of characteristics for Reason, Intuition, and Psyche. When a character is reincarnated into a body, he retains his abilities of Reason, Intuition, and Psyche, and any Mental Talents and Powers. Physical abilities, secondary characteristics, Physical Powers and Talents, and Contacts are all lost. Contacts can be quickly regained by convincing the Contacts of who he really is (a Remarkable Intensity FEAT). Karma awards should depend on how well the hero has handled the spiritual transplant. Just dumping the spirit into the first available body can actually cost Karma, while going to extraordinary lengths to find the perfect situation entitles the hero to a hefty bonus.
*L8/Grafting: (*): This power is so powerful that it costs twice as many character power options as other 'normal' powers. Whereas a normal PC might start off with four character options, this power would eat up two of those slots.
This is the single most likely candidate for raw abuse and grossing out your fellow players. This Power is strictly Mad Scientist material. (it does have its good side, too, though.) The hero can perform psionically augmented surgery on a subject. The hero can operate on, dissect, rearrange, and perform transplants without the need for normal medical -techniques to ensure success. No matter how crude the conditions in which the operation is performed or how messy it proves to be, the subject's lifeforce is preserved. There is no major blood loss nor is there any need for extensive recuperation. This Power is strongly related to the Healing forms of Bio-Physical control and can be used to cure others of physical damage. Unfortunately, the Power lends itself to abuse. Those possessing this Power tend more toward Doctor Frankenstein than Doctor Schweitzer. Such characters might see people as machines to be rearranged at their whim. This Power permits the character to perform acts beyond 20th-century medical science (like brain transplants). If two or more brains are combined, the resulting character shows traits of both. The Power rank determines the success of the operation. A green FEAT ensures success of a routine operation, like simple surgery (anything that might be done at a clinic). A yellow FEAT is required for more elaborate work transplants, grafting, anything requiring a large hospital. Outright medically impossible acts such as brain transplants and body part rearrangement (after which all the parts still work-hands where feet should be, and that kind of thing) require a red FEAT. Success means the result is alive; it may not be pretty, but it's breathing. A hero with this Power will use it to heal. A villain will use it to fill his lair with a variety of ex-human nightmares.
*L9/Hypnotic Control: This is a Talent in the Advanced Set. The hero can dominate a target's behavior and actions by implanting commands, not by direct psionic control. The Hypnotic command may pertain to current conditions or lie dormant until triggered by future conditions (post-hypnotic suggestion). Hypnotic controls come in two forms:
• Commands alter current behavior. "You are getting sleepy."
• Suggestions alter future behavior. "You hate orange, rocky skin and must destroy anything with it."
Normal hypnosis cannot make a person perform any action that goes against his sense of ethics. However, the Power of Hypnotic Control can override the target's innate sense of morality by means of a red FEAT. Less conflicting commands involve only a green FEAT. Hypnotic Control can be established by any one of a number of means. These include specific gestures, words, songs, or devices. When creating the hero, the Player determines which method the hero uses. The Intensity and duration of a Hypnotic Control are determined by the Power rank. In the case of post-hypnotic Suggestions, duration does not include the time prior to activation of the suggestion, but only the time the suggestion is actually in force.
*L10/Mind Control: (*): This power is so powerful that it costs twice as many character power options as other 'normal' powers. Whereas a normal PC might start off with four character options, this power would eat up two of those slots
The hero has the ability to directly control a target's mind through psionic Powers. The hero completely overrides the will and perhaps even the conscious mind of the target. There are four forms of Mind Control:
• Puppetry—the target mind retains awareness but cannot control the body.
• Possession—the target mind loses both control and consciousness.
• Negation—the target mind is completely turned off; Mental Probes show that no mind exists in the target's body.
• Magnification—The target mind is actually enhanced. The rank of the target's Reason, Intuition, and/or Psyche can be temporarily increased, up to the hero's Power rank.
The Power rank determines the Intensity of the hero's control, the range at which he can establish and maintain that control, and the duration of the control.
*L11/Mind Transferral: The hero has the ability to switch minds from one body to another. The hero's own mind and body need not be included in any switching that occurs. The Power operates much like Mental Duplication, in that the hero reshapes the brains of his targets to conform to those he is switching. In effect, the target believes he is the switched mind and thus effectively is that new person. The accuracy of such transfers is 100%. Because of the nature of this Power, the hero can also transfer one mind into several people simultaneously, with each believing he is the real person. Transferral switches mental abilities, Talents, and mental Powers. Physical Powers are not transferred, nor are physical abilities, Popularity, Resources, or Contacts. The Power rank determines the range at which the Power can initially function and the duration of its effects. Ranges are shown on column A of the Range Table. Duration is given for a single mind-to-mind transfer. If the hero attempts to transfer one mind to multiple bodies, the duration decreases -2CS for each additional body.
*L12/Neural Manipulation: The hero can alter a target's neural activity. By changing nerve messages within the target's body, the hero can cause a variety of effects.
• Disruption: The target's body loses all sensations; it falls to the ground, a limp, aumb mass of flesh.
• Paralysis: The target body becomes cz):npletely rigid. No chemical can counteract the paralysis while the Power is in effect.
• Seizure: The target's muscles spasm uncontrollably for as long as the Power is in effect.
• Exaggeration: Nerve signals are actually amplified, causing the target to overact when attempting any movement.
Normally, a hero can select any of these effects. When creating the hero, the player can choose to specialize in one effect for a benefit of +2CS. Note: This Power only affects the voluntary muscles; it does not affect the autonomic nervous system which controls the heart, lungs, and other automatic bodily functions. The range and duration of this Power are determined by its rank. Suitable distances are shown on column A of the Range Table. The Power normally affects only a single person; affecting more causes a decrease in duration of -1CS per additional person. The target's mind and senses are unaffected by the Power; the victim knows full well what is happening (even if he doesn't know why it's happening to him). The Power can reach across the dimensional barriers if it is combined with some way of breaching the dimensions. It can function normally if both hero and target are within another -dimension.
*L13/Plague Carrier: The hero can contain within his body and release at will a variety of disease-causing microorganisms (bacteria, germs, viruses). The hero is immune to any disease (otherwise he'd have died as soon as he gained this dubious Power) but he can instantly infect others at will with diseases of his choosing. Symptoms appear 1-10 turns later. Curiously, victims are not themselves contagious to others. Obviously the Power alters the genetics of the diseasecausing organisms and weakens them so that they can only survive within the hero and the first new body into which they are introduced. Upon the death of the victim or the end of the Power's duration, all the microbes die as well. This Power does have a beneficial side. Because of the hero's special ability to control microbas, he can actually cure others of disease. By means of a red FEAT, the hero can draw out of the target's body every last microbe of a particular type. Note: This inly removes the cause of damage. It does not remove the effects of the disease. Example: Black Plague has a fondness for red-haired children, and cures a copper-haired tyke of smallpox. While the child will live, he still has the pockmarks. A character with this Power has to gain diseases, much as others would gain weapons, as he progresses. New characters begin with diseases common to everyday life, like chicken pox, mumps, influenza, and such. The character must actively seek out sources of new diseases in order to add them to his inner armory. This is done by consuming live cultures ("I don't get it! Why would anyone drink a vial of smallpox culture?") or by curing a diseased person in the manner explained earlier. This latter act will gain even the vilest villain a small flock of devoted people, all cured by him. The hero can use his Power against single targets. Multiple targets decrease his Power rank by -1CS per ad ' ditional person. Rank determines the Intensity of the infection and duration of the symptoms. This Power can be negated or even destroyed by Ll/Biophysical Control or massive injections of anti-microbial drugs. The hero is then reduced to a normal being. The Power's ability to infect others can be negated by normal medical means or Powers like Self-Healing, Induced Healing, True Invulnerability, and this Power itself.
*L14/Plant Control: The hero can impart limited movement and self-awareness to normally unintelligent plants. The plants obey simple commands, and possess rudimentary communication and senses. The hero can accelerate the plants' growth somewhat, but cannot make it exceed normal limits on size or shape. Rank determines the number of plants affected and the duration of the control. Exceeding the number of controlled plants decreases the duration -1CS per additional 10%. Controlled plants have their own characteristics and ranks that are increased to the hero's Power rank, where applicable.
*L15/Plant Growth: The hero has the ability to make plants grow nearly instantaneously, and far larger than normal. The Power can force a seed to sprout immediately and gives it the ability to thrive, even in the absence of normal nutrients (light, soil, and water). The hero can affect existing plants and seeds or use seeds and sprouts carried with him. In the latter case, the player must make a list of the types of seeds the hero carries oust as a weapons specialist needs a list of those with which he is proficient). This Power does not change the natural abilities of the affected plants; it only enhances them up to the Power's rank. This Power requires the player to develop some rudimentary knowledge of botany, since the more the player knows about plants, the more stunts the hero can perform. Typical plants used with this Power are:
• Poison ivy: rash incapacitates foes • Kudzu: vines entangle targets • Briar: forms impassable barriers • Goldenrod: hayfever city… • Oak: instant support for damaged buildings • Venus flytrap: Catch and hold foes
Power rank determines the speed of plant growth and the rank of the affected plant's abilities. Growing a plant in normal conditions (adequate light, soil, and water) requires a Typical Intensity.FEAT. Growing plants in less than adequate conditions (insufficient light, soil, or water; typical urban conditions) requires a Remarkable Intensity FEAT. Growing plants in openly hostile conditions (no light, soil, or water) requires an Unearthly Intensity FEAT. Because their metabolism is accelerated by this Power, the plants quickly die. The lifespan is 1/8 normal. As a rule of thumb, the player can use these guidelines for normal and accelerated lifespans: House plants-6 months/2 days Shrubbery-5 years/3 weeks Trees-1 001000 years/1 -10 years
The point of this is that your hero doesn't have to worry about filling the city with giant plants left over from old battles. He might still be in trouble with the Park Department, though…
*L16/Sense Alteration: The hero can deliberately change the manner in whic a target either receives sensory stimuli processes it within the brain. The simplest form negates one or more of the senses, producing instant blindness, deafness, numbness, and so on. More complex is the ability to modify the senses. The hero can amplify some elements and negate others. For example, the hero might make a target literall see red (and only red). The most complex form is Hallucinations. By a Monstrous Intensity FEAT, the hero can transfer sensory informatic to others, making everyone share a corr mon set of perceptions. These may be the hero's, or someone else's. Sensory negation takes a Typical Intensity FEAT; sensory alteration takes a Remarkable Intensity FEAT. The Power rank determines the range and duration of the effects.
*L17/Shapechange-Others: (*): This power is so powerful that it costs twice as many character power options as other 'normal' powers. Whereas a normal PC might start off with four character options, this power would eat up two of those slots.
The hero has the ability to change the shapes of other living beings. The result can take any shape and appearance the hero wishes: animal, vegetable, mineral. The target's basic physiology remains unchanged despite the apparent differences between the original and new forms. When Shapechanging a target, the hero must make sure that the new form still allows basic life functions to continue (especially breathing!). If not, using the Power constitutes a Kill result and all tht bad Karma entailed therein. When creating the hero, the player ca. opt to exchange one of his randomly generated Powers for L2/Body Transformation-Others. In this case the hero really can change a living target int anything he wants (with no restrictions).
*L18/Sleep-Induced: This is a nice, simple, straight-forward Power that is hardly ever used in any comic because it's not terribly dramatic. Nor is it exactly cricket. The hero has the ability to put any target into a deep sleep, from which he cannot awake while the Power is in effect. During this induced sleep, the target is completely helpless (see what I mean about not being cricket?). On the other hand, when you're facing 325 battle-crazed Skrulls, this Power can be really handy. The Power rank determines the range and duration of the Power. Relevant distances are shown on column A of the Range Table. It affects everyone within range. Sleep persists for 1 -10 hours after the Power's duration. During that time, the victim can be awakened by anyone, but he'll wake up naturally in any case.
*L19/Spirit Storage: The hero can capture and indefinitely hold within himself any number of disembodied spirits. Such spirits find themselves within a pocket dimension of the hero's creation; while within it, they retain a semblance to their original forms. This pocket dimension can have any appearance. The one within Adam Warlock's Soulgem was a rather pleasant park. The hero can freely communicate with any spirits held within. He is immune to any attempts they might make to possess his body. A spirit can escape on a red Psyche FEAT, provided its Psyche rank is higher than the Power rank. This Power can be used in conjunction with L6/Forced Reincarnation to find new homes for vagrant spirits. This Power can be mechanically simulated to provide a "holding tank" for disruptive spirits like poltergeists or particularly malevolent Free Spirits. In this case, the Power lasts as long as the device is supplied with energy. Capturing a spirit requires a FEAT. Compare the Power rank with the Psyche of the intended target. If the Power rank is higher, a green FEAT will do. Equal ranks require a yellow FEAT. A Psyche rank higher than the Power rank means the hero must make a red FEAT.
*L20/Summoning: The hero can summon and control extra-dimensional, corporeal beings. Such beings are commonly called "demons" but may be of any nature or disposition. The Power enables the hero to summon any known extra-dimensional being, Provided his Power rank is higher than the being's Psyche rank, on a green FEAT. Equal ranks require a yellow FEAT. Trust me, you don't want to summon beings more powerful than you (they might answer), but if you do it anyway, you need a red FEAT. The summoned being is instantly teleported from its home dimension to a spot chosen by the hero. Once summoned, the being must perform a single task ordered by the hero. being must immediately set about fulfilling the order. If successful, he can immediately depart for his home dimension. Players should refer to MHAC9, Realms of Magic, by Kim Eastland for a detailed list of beings this Power can summon. Normally, heroes will only summon magical creatures like demons and elementals. If a hero feels particularly confident, though, he might be able to call magical characters like Clea and D'Spayre. Heroes can never summon entities, although one might pretend to answer a summoning on a lark. This Power summons one being at a time. Each additional being decreases the Power's rank by -1CS. Remember that most magical beings are intelligent and that many are hostile to humans. The being a hero summons today might hold a grudge against him for eons to come.
*L21/Undead Control: The hero can dominate the wills and actions of previously living, still-corporeal beings. Such beings are often called "zombies" or “zuvembies" and are only semiintelligent. Controlling them requires a green FEAT. Controlling fully intelligent, more powerful undead like mummies or vampires requires a red FEAT. Once control is established, the hero can order the undead to perform any task he desires, so long as it is within their ability. Control ceases when the task is accomplished, but can be reinstated at that time. This Power cannot affectanything alive. A cured vampire, for example, would ignore the Power. This Power is commonly linked to MC13/Zombie Animation (the Power that actually creates undead). When creating the hero, the player can exchange another Power for MC13. Intelligent undead may hold a grudge against the hero and later try to destroy him. Worse, they might attempt to make the hero into one of themselves. Exorcism, Magic Negation, or Power Negation can all destroy the hero's control over his minions.