Post by Ebon on Jul 17, 2013 16:38:39 GMT -8
Matter Creation Powers
*MCr1/Artifact Creation: (*): 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 can create a desired object from virtually nothing. The artifact can be of any substance, and is limited to being composed of a single piece. Although the Power can create facsimiles of more complex construction, close examination reveals that all the smaller pieces are fused together. However, the hero can create complex items by forming them one piece at a time. The hero can create in one turn a number of ounces equal to his Power rank number. The durability of the artifact is determined at the time of creation. A green FEAT gives the artifact a lifespan of the number of turns equal to the hero's Reason rank number times 100. A yellow FEAT raises it to 10,000 times the Reason rank number. A red FEAT makes the artifact permanent. Each ounce of created matter temporarily costs the hero one Health point. The hero can regain all his lost Health points after 24 hours. Thus, the hero can only create a number of ounces in a single day equal to his Health point total. The hero must have detailed knowledge of the design of whatever he wants to create. He can only store a finite number of designs in his mind at any one time. The limit for this Power is equal to his Reason rank number. The player must keep a record of which items the hero knows how to create. The list can be changed at any time. A green Reason FEAT gains the hero a new design. If no memory slots are available, the new design replaces an old one. ("That's okay; how many more Dr. Doom masks was I going to need, anyway?") Editor's Note: Matter Creation Powers that create specific items (as opposed to raw matter) bring with them a specified number of memory slots, usually equal to the hero's Reason rank number. If a hero should have two of these specific Matter Creation Powers, he would then have twice the number of memory slots (equal to his Reason rank number times two once for each Power). Normally the Power is used to create facsimiles of objects that already exist. These can be directly studied by the hero as he memorizes their designs. This takes at least ten minutes beforeattempting the FEAT. Failure requires another ten minutes of study, and another attempt. As you can guess, their hero might never be able to master certain designs. The hero can also create new designs based solely on his own imagination. Since this requires really intense concentration, a red Reason FEAT is needed to store this design. The artifact has the same properties as a normally manufactured item of its type. In the case of altered or imaginary designs, the player and the Judge should agree on reasonable statistics for the item in question. The hero can materialize the artifact at any site within one area. The artifact is initially stationary; you can't launch an artifact as you can a missile or a spray. The hero can take advantage of gravity, though, by materializing the artifact uphill or over a target. Now that you've read all the rules so far, I'll give you the one exception to the weight limit. When creating the character, the player can choose to specialize in creating a single copy of one specific item, like a suit of armor or a costume. In this case, the weight limit is raised from one ounce per Health point to one pound per Health point. Red FEATs are treated as yellow FEATs. This Power includes versions of Elemental and Molecular Creation. Each -element and compound takes up a memory slot, just like the daggers and shields that are already cluttering the hero's mind. Such raw matter can be formed in any shape, though. This permits the hero to change the composition of any of his alreadymemorized designs. For example, if he already has memorized a knife design and the nature of silver, he can make either a steel knife (like the one he memorized) or one made of silver. The hero can create facsimiles of living matter, but such facsimiles are not themselves capable of living. He can make a dead chicken, but not a live one; however, the one he makes will taste just as good. Being able to create corpse versions of yourself could be extremely handy, especially for villains out to confound the law. Optional Powers include a form of Matter Animation that is limited to matter created by the hero, and HyperIntelligence. The Nemesis Powers are Disintegration and Mental Domination, especially induced Amnesia.
*MCr2/Elemental Creation: The hero can create pure elements from virtually nothing. The hero can create any desired element in any shape or at any location within one area. The hero can create in a single turn a number of ounces equal to his Power rank number. For example, a hero possessing this Power at Amazing rank could create 50 ounces per turn. The durability of the newly created matter is determined at the time of creation. A green FEAT gives the element a lifespan of 100 turns times the hero's Reason rank number. A yellow FEAT increases that to 10,000 turns times the Reason rank number. A Red FEAT means it is permanent. Example: Synthos needs some quick cash and tries to create gold he can sell. His Power is Excellent (20) but his Reason is only Typical (6). He rolls a 73 (a yellow FEAT) and manages to create 20 ounces of 24K gold that will disintegrate in 60,000 turns (about 4 days). He hurries to the local gold bullion dealer. Unfortunately, the dealer was warned about Synthos. He will accept the gold on the condition that he can wait one week before turning over payment. Each ounce the hero creates temporarily robs him of one Health point. The hero can recover any Health lost in this way after a 24-hour period, including eight hours of sleep. He must get his full rest to recover his Power; this saves the Judge and player from quibbling over fractions regained by naps and so on. (if you like to quibble, though, then go ahead and use partial recovery.) Thus the hero can only create a number of ounces equal to his Health. Example: Synthos needs that money now! He slinks into an alley and tries it again. A yellow FEAT results in 20 more ounces of unstable-gold. Realizing he's near his limit, he makes a final try to create nine more ounces. He succeeds with a red FEAT. A very pale Synthos trudges off to find a pawnshop. The hero can use this Power as an attack by trying to materialize new elements on a chosen target. The target can dodge the attack; if successful, the materialization occurs in the target's former location. The target must be in line of sight and not protected by any barriers. For example, Synthos sees an old foe and tries to give him a faceful of coal dust. He didn't notice that his foe was behind an extremely clear pane of glass. Synthos splatters coal dust all over his side of the window. Various Power stunts include:
• Dropping freshly-made weights on a target.
• Setting targets on fire by materializing self-igniting elements like sodium and phosphorus.
• Rendering a target unconscious by flooding the area with nitrogen that displaces oxygen.
• Short-circuiting electrical devices by forming copper in their interiors.
• Knocking targets off their feet by covering the ground with silicon.
• Breaking open a lock by forming iron inside it (assuming there is a way into the lock).
• Increasing a fire's Intensity by creating fresh oxygen for it to consume.
• Resisting gaseous attacks or preventing suffocation by surrounding himself in oxygen.
Optional Powers include Matter Animation (any single form) and Mechanical Animation. Nemeses include Disintegration and Matter Animation (all forms).
*MCr3/Lifeform Creation: (*): 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 can create living matter and even complete bio-organisms from virtually nothing. The new life can be of any nature, although it can only possess Powers that are intrinsic to its physical structure. The size of the new lifeform is limited by its weight. The hero can create in a single turn a maximum number of ounces equal to his Power rank number. Since the lifeform cannot be assembled in several pieces, but rather must be done all at once, this limits how large the creation is. It can grow, though, if it has the time. The lifespan of this new creation is determined at its genesis. A green FEAT gives it a lifespan of 100 turns times the hero's Reason rank number. A yellow FEAT increases that to 10,000 times the number. On a red FEAT, the lifeform is permanent. Each ounce of created life costs the hero one Health point. All points lost in this way are automatically regained after 24 hours. In a single day, the hero can only create lifeforms whose total weight does not exceed his Health. The hero must have detailed knowledge of any organism he wants to create. He can only store a limited number of organic designs within his memory. The total number of memory slots available for this Power is equal to his Reason rank number. The player must keep a record of the organisms he can create. The list can be changes at any time. A green Reason FEAT gains the hero a new design. If there are no available memory slots, an old design is discarded to make room for the new one. Normally the Power is used to create facsimiles of existing organisms. The hero must make a detailed study of the original for at least one hour before attempting a FEAT to memorize it. A failure means the hero must study the organism for another hour before attempting another FEAT. With sufficiently bad luck, the hero may never be able to memorize certain lifeforms One note: This Power includes a mixture of Detection Powers that permit the hero to study a lifeform down to its atomic level without having to do anything harmful to that lifeform (like dissect it). The hero can create new lifeforms based solely on his imagination and basic knowledge of anatomy and physiology. This requires an active imagination, intense concentration, and a red FEAT to memorize a viable design. The newly born lifeform has the same characteristics as a normally born lifeform of its type. In the case of altered or imaginary creations, the player and Judge should agree on a reasonable set of statistics for the being in question. This Power also includes versions of Elemental and Molecular Creation. This can be used to create raw biological materials or foodstuffs; examples include sugar, blood, protoplasm, and so on. Each material takes up a memory slot. The hero can materialize his creation at any site within one area. The new life is initially stationary but can immediately begin to move under its own power. Like the rest of the Matter Creation Powers, this Power is stopped by the first barrier between the hero and the site of his intended target. So, no, people-you can't have your hero inject nasty germs directly into his opponent. As stated before, this Power can create living replicas of actual beings. The minds of such beings are not as complex as the original, and lack most of the original's memories and all Powers that are not strictly Physical in nature. For game purposes, new life has the following statistics: Fighting -1CS Agility -1CS Strength no shift Endurance no shift Reason Poor Intuition Poor Psyche no shift Health no shift Karma zero Resources zero Popularity no shift Only physical Powers are duplicated. Talents' are lost as are Contacts, unless the Contact seeks out the duplicate. New life can learn, if it lives long enough. It can even raise its abilities and gain simulations of other Powers the original possesses. The Judge should set his own standards, based on what type of beastie the hero has come up with. Here comes the exception to all that's been written here so far. When creating the hero, the player can opt to specialize in creating one unique being, like a Pegasus or a She-Hulk of the hero's very own. (No more trouble getting dates for this guy…) In that case, the weight limit is raised from one ounce per Health point to one pound per Health point. Red FEATs are treated as yellow FEATs, thus the hero is required to periodically recreate his chosen companion. Such a continually created being retains its memory from creation to creation and can learn and develop just like any normal lifeform. Any damage suffered by this being disappears when it is summoned anew. If slain, the being immediately disintegrates and its statistics (when it is summoned again) drop to their original levels. The hero should also incur a hefty Karma loss if he was directly responsible for his companion's death. If the hero possesses other Powers, the player can assign them to whatever lifeforms the hero can summon. This is an interesting possibility for creating unique characters, especially if Specialization is chosen. Optional Powers include forms of Telepathy, Mental Domination, Animal Control, and Plant Control, all limited to lifeforms created by the hero. These same Powers are also the Nemeses.
*MCr4/Mechanical Creation: (*): 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 can create complex mechanical devices from virtually nothing. The newly created machine originally forms in one mass, then separates into its components. The size of the machine is limited to its weight. The hero can only create in one turn a maximum number of ounces equal to his Power rank number. Heavier machines have to be assembled in several turns. The durability of the machine is determined at the time of its creation. A green FEAT gives the machine a lifespan of 100 turns times the hero's Reason rank number. A yellow FEAT increases that to 10,000 times the rank number. A red FEAT means the machine is permane nt. Each ounce of created matter temporarily costs the hero one point of Health. All points lost in this way are regained after 24 hours. Thus the hero can only create in a single day a number of ounces equal to his Health. The hero must have detailed knowledge of anything he wants to create. He can only store a limited number of de-' signs in his memory. The total number of memory slots available for this Power is equal to his Reason rank number. The player must keep a record of the designs the hero can create. The list can be changed at any time. A green Reason FEAT gains the hero a new design; if no memory slots are available, an old design is tossed away to make room for the new one. Normally the Power is used to create facsimiles of existing machines. The hero must make a detailed study of the machine for at least 10 minutes for each attempted FEAT. Failure to make a FEAT means another 10 minutes of study is required. Some items may be beyond -,he hero's comprehension. if the player is really bad at rolling the dice. The hero can also create new designs based solely on his imagination and knowledge of mechanical engineering. As this requires really intense concentration, a red FEAT is required to store such designs. The newly-created machine has the same properties as a normally manufactured machine of its type. In the case of altered or imaginary designs, the player and Judge should agree on reasonable statistics for the item in question. This Power includes versions of Elemental and Molecular Creation. Each element or compound takes up its own memory slot, just like the padlocks and pistols that already clutter the hero's mind. Such raw matter can be formed into any shape, though. This permits the hero to change the composition of any of his already-memorized designs. For example, if he has already memorized a cassette player's design and the nature of platinum, he can create either a normal plastic-cased player or a platinum coated one. The hero can materialize the machine at any site within one area. The machine is initially stationary but if it is self-powered, it can immediately begin to move on its own. The hero can also drop the machine on a target, but that is a real waste of material, people. The Power cannot create actual living beings. If the -hero is trying to create a facsimile of a living being, the best he can do is a robotic replica, complete with simulated flesh. Internal examination immediately reveals gears and pulleys. The Power can create potentially sentient machines, such as a miniature copy of a Sentinel. Such a facsimile lacks the detailed programming of the original and must be programmed before it can function. This also applies to any microchip dependent device, such as a computer. Just like MCr1/Matter Creation, there is an exception to the rules stated thus far. When creating the character, the player can choose to specialize in creating a single copy of a specific design' like a homemade Iron Man suit or a mini jet. In this case, the weight limit is raised from one ounce per Health point to one pound per Health point. Red FEATs are treated the same as Yellow FEATs. Optional Powers include a form of Mechanical Animation limited to those machines created by the hero, Hyper Intelligence, and Hyper-Invention. Nemesis Powers include Mechanical Animation, and Mental Domination (es pecially induced Amnesia).
*MCr5/Missile Creation: The hero can spontaneously create and launch projectiles. These are propelled to Power rank range. Missiles that simply slam into a target act as Stunning Missiles and inflict Stunning attacks of Power rank Intensity. If the hero has other Powers, these are combined with this Power to produce missiles with specific effects.
• Nullifier—The Missile Power is combined with Power Control/Negation to produce missiles that inflict no direct damage but may nullify inborn or technological Powers with Power rank Intensity. Sleep Darts-the Power is combined with Induced Sleep to create anesthetic darts.
• Magnetic—The Power combines with Magnetism to produce missiles with Power rank Intensity Magnetism. These can do Power rank damage to magnetic recordings or delicate electronics, and can attract any iron in the target site (guns, for example).
• Ghostcasters—The Power is combined with Illusion-casting to create missiles that emit a static hologram upon hitting the target site.
• Vanishers—The Power is combined with Induced Teleportation to create missiles that teleport the target to a predetermined destination.
• Energizer—Missiles are combined with Power Transference to give the target part of the hero's other Powers.
Any Power in this book can be combined with this Power to create unique missiles for your character. When creating the character, the player should follow this guideline: If there is a way to combine external Powers with this Power, do it. Powers that are completely internal in their effects are exempted from this. This includes most of the Mental and Physical Enhancements and all of the Self Alterations and Detection Powers. If the character is High Tech, has rolled such Powers as Hyper-Invention or Weapons Tinkering, or possesses a magical device, then the Missile Powers should be combined into a device possessed by the hero. This may be an exotic gun, a wand, or any other bit of superheroic paraphernalia the player can imagine. The hero has a finite ammo supply, even if he creates the missiles as he goes. The maximum number of Missiles the hero can create per hour is equal to the Power rank number. This prevents the cliché found in bad Westerns, whereby a lone cowboy holds off the entire Apache nation with a single sixshooter. This limit also applies to Technological versions of this Power, in that the gun/wand/whatever simply overheats from repeated use. There are two Nemeses for this Power. If the Power is innate to the hero, Reflection stops it. If the Power is externalized in a weapon, Induced Teleportation works by removing the weapon from the hero's possession and giving it to the opponent.
*MCr6/Molecular Creation: This is a more powerful form of Elemental Creation. The hero can form several elements simultaneously and form them into any desired compound. The hero can form this on any target within one area. He can create in one turn a number of ounces equal to his Power rank number. For example, at Poor rank he could form only four ounces in one turn. The durability of the newly created compound is determined by a FEAT at the time of creation. A green FEAT gives the material a span of a number of turns equal to 100 times the hero's Reason rank number. A yellow FEAT raises the multiplier to 10,000, and on a red FEAT the material is permanent. Each ounce the hero creates temporarily costs him one point of Health. The hero can regain Health points lost in this way after a 24-hour period including eight hours of sleep. Thus, the hero can create only a number of ounces per day equal to his total Health points. Example: Synthos is visiting a primitive culture and decides to give them a gift of useful bronze. His Power is Excellent (20) and his Reason is Typical (6), but his Health is only 50. On his first try, he makes only a green FEAT. That batch of 20 ounces disintegrates in 600 turns (1 hour). He tries again, making a yellow FEAT this time. That's not much better; the batch of 20 ounces disintegrates in four days. His honor on the line, Synthos tries again. He succeeds with a red FEAT. However, his depleted Health only permitted him to create 10 ounces of bronze. Synthos is unaware of this, having passed out from the strain. The hero can use this Power as an attack by trying to form the new material on a chosen target. Such targets can try to dodge. If they succeed, the material forms in their previous position. The hero must be in line of sight of the target. He cannot form material within a target's interior or through any barrier between himself and the target. Synthos, for example, could not form plastic explosive within a Sentinel, unless someone left an inspection hatch open where Synthos could see it. In order to fully play this Power, the player needs to know some basic chemistry, especially the physical properties of various compounds. The hero can develop Power stunts such as:
• Negating a foe's Energy Emission Power by forming a barrier of insulating material around the target's Emission point.
• Breaking open a door by materializing strong compounds within the crack between the door and the frame.
• Forming weights in the air above a target's head.
• Healing others by creating medicines; their effects last even after the compounds disintegrate.
• Creating electricity by forming the compounds found in batteries.
• Creating unliving simulations of living beings. These have no cell structure, however, and are only incredibly realistic wax dummies.
• Performing temporary repairs on equipment.
This Power includes the ability to form single elements as in Elemental Creation. This is an innate (not a Bonus) Power. Optional Powers include Matter Animation in any single form and Mechanical Animation. The Nemesis Powers are Disintegration and Matter Animation (all forms, simultaneously).
*MCr7/Spray: The hero can spontaneously create a directed cloud of gas, mist, or dust. The Spray has a range of up to one area. It has the basic properties of doing Feeble damage by choking off the target's fresh air and reducing visibility by -2CS for anyone within the cloud. The main purpose of Spray is combining it with other Powers, thereby producing unique Spray Powers for the hero. In all these cases, the range remains the same. Other factors, such as the nature and Intensity of effects, are determined by the Power that has been combined with Spray. Some possibilities include:
• Hallucinogenic: The Spray is combined with Image Generation to produce vivid visual images in the target's mind; these, of course, have nothing to do with reality. The target's Fighting and Intuition drop -3CS.
• Corrosion-proofing: The Spray combines with Catalytic Control to lessen corrosive attacks' Intensity by this Power rank number.
• Insulation: The Spray combines with any Energy Control to produce a coating that protects any target from that form of Energy Emission. The insulation reduces the energy attack's Intensity rank by the Energy Control's rank number.
• Healing Spray: This uses any of the more pleasant forms of Bio-Physical Control to produce a cloud that heals anyone in the target area who has taken damage up to -1CS.
• Napalm: The Spray is combined with Fire Generation and does Power rank damage.
• Freeze Cloud: The Spray combines with Cold Emission to do Power rank damage.
• Shrink Dust: The Spray combines with Diminution to reduce the size of anything in the target area.
• Booster Dust: The Spray combines with Power Control/Magnification to raise the Power ranks of everyone in the target area +1CS.
Any Power in the Ultimate Powers Book can be combined with this Power to create unique Sprays for each character. When creating such characters, the player should follow this simple guideline: If you can figure out a way to combine externalized Powers with this one, do it. Powers that are completely internalized are exempt from this rule. This includes most of the Mental and Physical Enhancements and all of the Self Alterations and Detections. If a character. is High Tech, has rolled such Powers as Hyper-Invention or Weapons Tinkering, or possesses a magical device, then the Spray Power should be incorporated into a device. This may be a gas gun, ring, horn, or any other piece of superheroic paraphernalia the player can imagine. Example: The player rolls up the following Fire Generation, Elemental Conversion, Spontaneous Combustion, Spray, and Enchantment. She is a Humanoid, an Elf to be precise. She determines she is a magical character. The first three Powers readily combine with Spray. The player decides that the heroine possesses a magical flute which she built herself. Besides playing normal tunes, she knows three special melodies that create clouds which possess each of the first three Powers. The hero has a finite amount of Spray. The maximum number of Sprays the hero can create in a 24-hour period is equal to his Power rank number. This limit also applies to Technological or Magical versions of this Power; the gasgun/flute/whatever simply clogs up from repeated use. There are two Nemeses for this Power. If the Power is innate to the hero, then Reflection stops it. If the Power is externalized in a device, Induced Teleportation works be removing the device from the hero's possession and turning it over to the Nemesis.
*MCr8/Webcasting: The hero can generate and shoot out a solid web. The web can hit any target within 100 feet and instantly adhere to it. The Web has some basic properties. It can ensnare anyone within the target site. It possesses Power rank Strength upon hardening one round after being fired. It can be used to form swing-lines that enable the hero to travel 3 areas per turn, and it makes shields of Monstrous material strength. Webcasting can be combined with other Powers to create unique Webs for other characters. In all these cases, the range remains the same. Other characteristics, such as the nature and Intensity of the effects, are determined by the Power that has been combined with Webcasting. Some possibilities include:
• Mind net: Telepathy combines with the Web to form a telepathic link between the hero and anyone within his Web.
• Dream net: Dreamtravel combines with the Web to permit everyone within to share a common dreamworld.
• Preserver: The Web places anyone wrapped within in Suspended Animation.
• Spirit Net: The Web is combined with Spirit Storage to trap any disembodied spirits within.
• Protector: The Web combines with any Defensive Field to protect any thing within the Web from a specific form of attack.
• Metamorphic: The Web combines with Induced Shapechange to transform anyone within the Web into any shape the hero desires.
• Cocoon: The Web possesses MicroEnvironment and provides a safe habitat for anyone within, despite external conditions.
• Mummy Shroud: The Web combines with Zombie Animation to make any corpse wrapped up in it an Undead (great party gag, folks!).
• Glide Net: The hero can travel on the winds by combining his Web and Gliding Power.
• Network: The hero uses Sensory Link to perceive the surroundings of any web he knows the location of. In effect, he turns any web into a two-way picture phone.
Any Power in the UPB can be combined with Webcasting to produce unique. WebPowers for each character. When creating characters, the player should follow this simple guideline: If you can figure out a way to combine externalized Powers with this one, do it. Powers that are completely internalized are exempt from this rule. This includes most of the Mental and Physical Enhancement Powers and all of the Self-Alterations and Detections. If a character is Hi-Tech, has rolled such Powers as HyperInvention or Weapons Tinkering, or possesses a magical device, then the Web Powers should be incorporated into a device. This can be a webshooter, reel, or any superheroic doohickey the player can invent. The hero has a finite amount of Webbing he can produce. The maximum number of times the hero can use Webcasting in a 24-hour period is equal to his Power rank number. This also applies to Technological or magical versions of this Power; the devices clog up from overuse. Webs created by this Power evaporate one hour after being cast. The Nemesis for this Power is Phasing
*MCr1/Artifact Creation: (*): 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 can create a desired object from virtually nothing. The artifact can be of any substance, and is limited to being composed of a single piece. Although the Power can create facsimiles of more complex construction, close examination reveals that all the smaller pieces are fused together. However, the hero can create complex items by forming them one piece at a time. The hero can create in one turn a number of ounces equal to his Power rank number. The durability of the artifact is determined at the time of creation. A green FEAT gives the artifact a lifespan of the number of turns equal to the hero's Reason rank number times 100. A yellow FEAT raises it to 10,000 times the Reason rank number. A red FEAT makes the artifact permanent. Each ounce of created matter temporarily costs the hero one Health point. The hero can regain all his lost Health points after 24 hours. Thus, the hero can only create a number of ounces in a single day equal to his Health point total. The hero must have detailed knowledge of the design of whatever he wants to create. He can only store a finite number of designs in his mind at any one time. The limit for this Power is equal to his Reason rank number. The player must keep a record of which items the hero knows how to create. The list can be changed at any time. A green Reason FEAT gains the hero a new design. If no memory slots are available, the new design replaces an old one. ("That's okay; how many more Dr. Doom masks was I going to need, anyway?") Editor's Note: Matter Creation Powers that create specific items (as opposed to raw matter) bring with them a specified number of memory slots, usually equal to the hero's Reason rank number. If a hero should have two of these specific Matter Creation Powers, he would then have twice the number of memory slots (equal to his Reason rank number times two once for each Power). Normally the Power is used to create facsimiles of objects that already exist. These can be directly studied by the hero as he memorizes their designs. This takes at least ten minutes beforeattempting the FEAT. Failure requires another ten minutes of study, and another attempt. As you can guess, their hero might never be able to master certain designs. The hero can also create new designs based solely on his own imagination. Since this requires really intense concentration, a red Reason FEAT is needed to store this design. The artifact has the same properties as a normally manufactured item of its type. In the case of altered or imaginary designs, the player and the Judge should agree on reasonable statistics for the item in question. The hero can materialize the artifact at any site within one area. The artifact is initially stationary; you can't launch an artifact as you can a missile or a spray. The hero can take advantage of gravity, though, by materializing the artifact uphill or over a target. Now that you've read all the rules so far, I'll give you the one exception to the weight limit. When creating the character, the player can choose to specialize in creating a single copy of one specific item, like a suit of armor or a costume. In this case, the weight limit is raised from one ounce per Health point to one pound per Health point. Red FEATs are treated as yellow FEATs. This Power includes versions of Elemental and Molecular Creation. Each -element and compound takes up a memory slot, just like the daggers and shields that are already cluttering the hero's mind. Such raw matter can be formed in any shape, though. This permits the hero to change the composition of any of his alreadymemorized designs. For example, if he already has memorized a knife design and the nature of silver, he can make either a steel knife (like the one he memorized) or one made of silver. The hero can create facsimiles of living matter, but such facsimiles are not themselves capable of living. He can make a dead chicken, but not a live one; however, the one he makes will taste just as good. Being able to create corpse versions of yourself could be extremely handy, especially for villains out to confound the law. Optional Powers include a form of Matter Animation that is limited to matter created by the hero, and HyperIntelligence. The Nemesis Powers are Disintegration and Mental Domination, especially induced Amnesia.
*MCr2/Elemental Creation: The hero can create pure elements from virtually nothing. The hero can create any desired element in any shape or at any location within one area. The hero can create in a single turn a number of ounces equal to his Power rank number. For example, a hero possessing this Power at Amazing rank could create 50 ounces per turn. The durability of the newly created matter is determined at the time of creation. A green FEAT gives the element a lifespan of 100 turns times the hero's Reason rank number. A yellow FEAT increases that to 10,000 turns times the Reason rank number. A Red FEAT means it is permanent. Example: Synthos needs some quick cash and tries to create gold he can sell. His Power is Excellent (20) but his Reason is only Typical (6). He rolls a 73 (a yellow FEAT) and manages to create 20 ounces of 24K gold that will disintegrate in 60,000 turns (about 4 days). He hurries to the local gold bullion dealer. Unfortunately, the dealer was warned about Synthos. He will accept the gold on the condition that he can wait one week before turning over payment. Each ounce the hero creates temporarily robs him of one Health point. The hero can recover any Health lost in this way after a 24-hour period, including eight hours of sleep. He must get his full rest to recover his Power; this saves the Judge and player from quibbling over fractions regained by naps and so on. (if you like to quibble, though, then go ahead and use partial recovery.) Thus the hero can only create a number of ounces equal to his Health. Example: Synthos needs that money now! He slinks into an alley and tries it again. A yellow FEAT results in 20 more ounces of unstable-gold. Realizing he's near his limit, he makes a final try to create nine more ounces. He succeeds with a red FEAT. A very pale Synthos trudges off to find a pawnshop. The hero can use this Power as an attack by trying to materialize new elements on a chosen target. The target can dodge the attack; if successful, the materialization occurs in the target's former location. The target must be in line of sight and not protected by any barriers. For example, Synthos sees an old foe and tries to give him a faceful of coal dust. He didn't notice that his foe was behind an extremely clear pane of glass. Synthos splatters coal dust all over his side of the window. Various Power stunts include:
• Dropping freshly-made weights on a target.
• Setting targets on fire by materializing self-igniting elements like sodium and phosphorus.
• Rendering a target unconscious by flooding the area with nitrogen that displaces oxygen.
• Short-circuiting electrical devices by forming copper in their interiors.
• Knocking targets off their feet by covering the ground with silicon.
• Breaking open a lock by forming iron inside it (assuming there is a way into the lock).
• Increasing a fire's Intensity by creating fresh oxygen for it to consume.
• Resisting gaseous attacks or preventing suffocation by surrounding himself in oxygen.
Optional Powers include Matter Animation (any single form) and Mechanical Animation. Nemeses include Disintegration and Matter Animation (all forms).
*MCr3/Lifeform Creation: (*): 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 can create living matter and even complete bio-organisms from virtually nothing. The new life can be of any nature, although it can only possess Powers that are intrinsic to its physical structure. The size of the new lifeform is limited by its weight. The hero can create in a single turn a maximum number of ounces equal to his Power rank number. Since the lifeform cannot be assembled in several pieces, but rather must be done all at once, this limits how large the creation is. It can grow, though, if it has the time. The lifespan of this new creation is determined at its genesis. A green FEAT gives it a lifespan of 100 turns times the hero's Reason rank number. A yellow FEAT increases that to 10,000 times the number. On a red FEAT, the lifeform is permanent. Each ounce of created life costs the hero one Health point. All points lost in this way are automatically regained after 24 hours. In a single day, the hero can only create lifeforms whose total weight does not exceed his Health. The hero must have detailed knowledge of any organism he wants to create. He can only store a limited number of organic designs within his memory. The total number of memory slots available for this Power is equal to his Reason rank number. The player must keep a record of the organisms he can create. The list can be changes at any time. A green Reason FEAT gains the hero a new design. If there are no available memory slots, an old design is discarded to make room for the new one. Normally the Power is used to create facsimiles of existing organisms. The hero must make a detailed study of the original for at least one hour before attempting a FEAT to memorize it. A failure means the hero must study the organism for another hour before attempting another FEAT. With sufficiently bad luck, the hero may never be able to memorize certain lifeforms One note: This Power includes a mixture of Detection Powers that permit the hero to study a lifeform down to its atomic level without having to do anything harmful to that lifeform (like dissect it). The hero can create new lifeforms based solely on his imagination and basic knowledge of anatomy and physiology. This requires an active imagination, intense concentration, and a red FEAT to memorize a viable design. The newly born lifeform has the same characteristics as a normally born lifeform of its type. In the case of altered or imaginary creations, the player and Judge should agree on a reasonable set of statistics for the being in question. This Power also includes versions of Elemental and Molecular Creation. This can be used to create raw biological materials or foodstuffs; examples include sugar, blood, protoplasm, and so on. Each material takes up a memory slot. The hero can materialize his creation at any site within one area. The new life is initially stationary but can immediately begin to move under its own power. Like the rest of the Matter Creation Powers, this Power is stopped by the first barrier between the hero and the site of his intended target. So, no, people-you can't have your hero inject nasty germs directly into his opponent. As stated before, this Power can create living replicas of actual beings. The minds of such beings are not as complex as the original, and lack most of the original's memories and all Powers that are not strictly Physical in nature. For game purposes, new life has the following statistics: Fighting -1CS Agility -1CS Strength no shift Endurance no shift Reason Poor Intuition Poor Psyche no shift Health no shift Karma zero Resources zero Popularity no shift Only physical Powers are duplicated. Talents' are lost as are Contacts, unless the Contact seeks out the duplicate. New life can learn, if it lives long enough. It can even raise its abilities and gain simulations of other Powers the original possesses. The Judge should set his own standards, based on what type of beastie the hero has come up with. Here comes the exception to all that's been written here so far. When creating the hero, the player can opt to specialize in creating one unique being, like a Pegasus or a She-Hulk of the hero's very own. (No more trouble getting dates for this guy…) In that case, the weight limit is raised from one ounce per Health point to one pound per Health point. Red FEATs are treated as yellow FEATs, thus the hero is required to periodically recreate his chosen companion. Such a continually created being retains its memory from creation to creation and can learn and develop just like any normal lifeform. Any damage suffered by this being disappears when it is summoned anew. If slain, the being immediately disintegrates and its statistics (when it is summoned again) drop to their original levels. The hero should also incur a hefty Karma loss if he was directly responsible for his companion's death. If the hero possesses other Powers, the player can assign them to whatever lifeforms the hero can summon. This is an interesting possibility for creating unique characters, especially if Specialization is chosen. Optional Powers include forms of Telepathy, Mental Domination, Animal Control, and Plant Control, all limited to lifeforms created by the hero. These same Powers are also the Nemeses.
*MCr4/Mechanical Creation: (*): 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 can create complex mechanical devices from virtually nothing. The newly created machine originally forms in one mass, then separates into its components. The size of the machine is limited to its weight. The hero can only create in one turn a maximum number of ounces equal to his Power rank number. Heavier machines have to be assembled in several turns. The durability of the machine is determined at the time of its creation. A green FEAT gives the machine a lifespan of 100 turns times the hero's Reason rank number. A yellow FEAT increases that to 10,000 times the rank number. A red FEAT means the machine is permane nt. Each ounce of created matter temporarily costs the hero one point of Health. All points lost in this way are regained after 24 hours. Thus the hero can only create in a single day a number of ounces equal to his Health. The hero must have detailed knowledge of anything he wants to create. He can only store a limited number of de-' signs in his memory. The total number of memory slots available for this Power is equal to his Reason rank number. The player must keep a record of the designs the hero can create. The list can be changed at any time. A green Reason FEAT gains the hero a new design; if no memory slots are available, an old design is tossed away to make room for the new one. Normally the Power is used to create facsimiles of existing machines. The hero must make a detailed study of the machine for at least 10 minutes for each attempted FEAT. Failure to make a FEAT means another 10 minutes of study is required. Some items may be beyond -,he hero's comprehension. if the player is really bad at rolling the dice. The hero can also create new designs based solely on his imagination and knowledge of mechanical engineering. As this requires really intense concentration, a red FEAT is required to store such designs. The newly-created machine has the same properties as a normally manufactured machine of its type. In the case of altered or imaginary designs, the player and Judge should agree on reasonable statistics for the item in question. This Power includes versions of Elemental and Molecular Creation. Each element or compound takes up its own memory slot, just like the padlocks and pistols that already clutter the hero's mind. Such raw matter can be formed into any shape, though. This permits the hero to change the composition of any of his already-memorized designs. For example, if he has already memorized a cassette player's design and the nature of platinum, he can create either a normal plastic-cased player or a platinum coated one. The hero can materialize the machine at any site within one area. The machine is initially stationary but if it is self-powered, it can immediately begin to move on its own. The hero can also drop the machine on a target, but that is a real waste of material, people. The Power cannot create actual living beings. If the -hero is trying to create a facsimile of a living being, the best he can do is a robotic replica, complete with simulated flesh. Internal examination immediately reveals gears and pulleys. The Power can create potentially sentient machines, such as a miniature copy of a Sentinel. Such a facsimile lacks the detailed programming of the original and must be programmed before it can function. This also applies to any microchip dependent device, such as a computer. Just like MCr1/Matter Creation, there is an exception to the rules stated thus far. When creating the character, the player can choose to specialize in creating a single copy of a specific design' like a homemade Iron Man suit or a mini jet. In this case, the weight limit is raised from one ounce per Health point to one pound per Health point. Red FEATs are treated the same as Yellow FEATs. Optional Powers include a form of Mechanical Animation limited to those machines created by the hero, Hyper Intelligence, and Hyper-Invention. Nemesis Powers include Mechanical Animation, and Mental Domination (es pecially induced Amnesia).
*MCr5/Missile Creation: The hero can spontaneously create and launch projectiles. These are propelled to Power rank range. Missiles that simply slam into a target act as Stunning Missiles and inflict Stunning attacks of Power rank Intensity. If the hero has other Powers, these are combined with this Power to produce missiles with specific effects.
• Nullifier—The Missile Power is combined with Power Control/Negation to produce missiles that inflict no direct damage but may nullify inborn or technological Powers with Power rank Intensity. Sleep Darts-the Power is combined with Induced Sleep to create anesthetic darts.
• Magnetic—The Power combines with Magnetism to produce missiles with Power rank Intensity Magnetism. These can do Power rank damage to magnetic recordings or delicate electronics, and can attract any iron in the target site (guns, for example).
• Ghostcasters—The Power is combined with Illusion-casting to create missiles that emit a static hologram upon hitting the target site.
• Vanishers—The Power is combined with Induced Teleportation to create missiles that teleport the target to a predetermined destination.
• Energizer—Missiles are combined with Power Transference to give the target part of the hero's other Powers.
Any Power in this book can be combined with this Power to create unique missiles for your character. When creating the character, the player should follow this guideline: If there is a way to combine external Powers with this Power, do it. Powers that are completely internal in their effects are exempted from this. This includes most of the Mental and Physical Enhancements and all of the Self Alterations and Detection Powers. If the character is High Tech, has rolled such Powers as Hyper-Invention or Weapons Tinkering, or possesses a magical device, then the Missile Powers should be combined into a device possessed by the hero. This may be an exotic gun, a wand, or any other bit of superheroic paraphernalia the player can imagine. The hero has a finite ammo supply, even if he creates the missiles as he goes. The maximum number of Missiles the hero can create per hour is equal to the Power rank number. This prevents the cliché found in bad Westerns, whereby a lone cowboy holds off the entire Apache nation with a single sixshooter. This limit also applies to Technological versions of this Power, in that the gun/wand/whatever simply overheats from repeated use. There are two Nemeses for this Power. If the Power is innate to the hero, Reflection stops it. If the Power is externalized in a weapon, Induced Teleportation works by removing the weapon from the hero's possession and giving it to the opponent.
*MCr6/Molecular Creation: This is a more powerful form of Elemental Creation. The hero can form several elements simultaneously and form them into any desired compound. The hero can form this on any target within one area. He can create in one turn a number of ounces equal to his Power rank number. For example, at Poor rank he could form only four ounces in one turn. The durability of the newly created compound is determined by a FEAT at the time of creation. A green FEAT gives the material a span of a number of turns equal to 100 times the hero's Reason rank number. A yellow FEAT raises the multiplier to 10,000, and on a red FEAT the material is permanent. Each ounce the hero creates temporarily costs him one point of Health. The hero can regain Health points lost in this way after a 24-hour period including eight hours of sleep. Thus, the hero can create only a number of ounces per day equal to his total Health points. Example: Synthos is visiting a primitive culture and decides to give them a gift of useful bronze. His Power is Excellent (20) and his Reason is Typical (6), but his Health is only 50. On his first try, he makes only a green FEAT. That batch of 20 ounces disintegrates in 600 turns (1 hour). He tries again, making a yellow FEAT this time. That's not much better; the batch of 20 ounces disintegrates in four days. His honor on the line, Synthos tries again. He succeeds with a red FEAT. However, his depleted Health only permitted him to create 10 ounces of bronze. Synthos is unaware of this, having passed out from the strain. The hero can use this Power as an attack by trying to form the new material on a chosen target. Such targets can try to dodge. If they succeed, the material forms in their previous position. The hero must be in line of sight of the target. He cannot form material within a target's interior or through any barrier between himself and the target. Synthos, for example, could not form plastic explosive within a Sentinel, unless someone left an inspection hatch open where Synthos could see it. In order to fully play this Power, the player needs to know some basic chemistry, especially the physical properties of various compounds. The hero can develop Power stunts such as:
• Negating a foe's Energy Emission Power by forming a barrier of insulating material around the target's Emission point.
• Breaking open a door by materializing strong compounds within the crack between the door and the frame.
• Forming weights in the air above a target's head.
• Healing others by creating medicines; their effects last even after the compounds disintegrate.
• Creating electricity by forming the compounds found in batteries.
• Creating unliving simulations of living beings. These have no cell structure, however, and are only incredibly realistic wax dummies.
• Performing temporary repairs on equipment.
This Power includes the ability to form single elements as in Elemental Creation. This is an innate (not a Bonus) Power. Optional Powers include Matter Animation in any single form and Mechanical Animation. The Nemesis Powers are Disintegration and Matter Animation (all forms, simultaneously).
*MCr7/Spray: The hero can spontaneously create a directed cloud of gas, mist, or dust. The Spray has a range of up to one area. It has the basic properties of doing Feeble damage by choking off the target's fresh air and reducing visibility by -2CS for anyone within the cloud. The main purpose of Spray is combining it with other Powers, thereby producing unique Spray Powers for the hero. In all these cases, the range remains the same. Other factors, such as the nature and Intensity of effects, are determined by the Power that has been combined with Spray. Some possibilities include:
• Hallucinogenic: The Spray is combined with Image Generation to produce vivid visual images in the target's mind; these, of course, have nothing to do with reality. The target's Fighting and Intuition drop -3CS.
• Corrosion-proofing: The Spray combines with Catalytic Control to lessen corrosive attacks' Intensity by this Power rank number.
• Insulation: The Spray combines with any Energy Control to produce a coating that protects any target from that form of Energy Emission. The insulation reduces the energy attack's Intensity rank by the Energy Control's rank number.
• Healing Spray: This uses any of the more pleasant forms of Bio-Physical Control to produce a cloud that heals anyone in the target area who has taken damage up to -1CS.
• Napalm: The Spray is combined with Fire Generation and does Power rank damage.
• Freeze Cloud: The Spray combines with Cold Emission to do Power rank damage.
• Shrink Dust: The Spray combines with Diminution to reduce the size of anything in the target area.
• Booster Dust: The Spray combines with Power Control/Magnification to raise the Power ranks of everyone in the target area +1CS.
Any Power in the Ultimate Powers Book can be combined with this Power to create unique Sprays for each character. When creating such characters, the player should follow this simple guideline: If you can figure out a way to combine externalized Powers with this one, do it. Powers that are completely internalized are exempt from this rule. This includes most of the Mental and Physical Enhancements and all of the Self Alterations and Detections. If a character. is High Tech, has rolled such Powers as Hyper-Invention or Weapons Tinkering, or possesses a magical device, then the Spray Power should be incorporated into a device. This may be a gas gun, ring, horn, or any other piece of superheroic paraphernalia the player can imagine. Example: The player rolls up the following Fire Generation, Elemental Conversion, Spontaneous Combustion, Spray, and Enchantment. She is a Humanoid, an Elf to be precise. She determines she is a magical character. The first three Powers readily combine with Spray. The player decides that the heroine possesses a magical flute which she built herself. Besides playing normal tunes, she knows three special melodies that create clouds which possess each of the first three Powers. The hero has a finite amount of Spray. The maximum number of Sprays the hero can create in a 24-hour period is equal to his Power rank number. This limit also applies to Technological or Magical versions of this Power; the gasgun/flute/whatever simply clogs up from repeated use. There are two Nemeses for this Power. If the Power is innate to the hero, then Reflection stops it. If the Power is externalized in a device, Induced Teleportation works be removing the device from the hero's possession and turning it over to the Nemesis.
*MCr8/Webcasting: The hero can generate and shoot out a solid web. The web can hit any target within 100 feet and instantly adhere to it. The Web has some basic properties. It can ensnare anyone within the target site. It possesses Power rank Strength upon hardening one round after being fired. It can be used to form swing-lines that enable the hero to travel 3 areas per turn, and it makes shields of Monstrous material strength. Webcasting can be combined with other Powers to create unique Webs for other characters. In all these cases, the range remains the same. Other characteristics, such as the nature and Intensity of the effects, are determined by the Power that has been combined with Webcasting. Some possibilities include:
• Mind net: Telepathy combines with the Web to form a telepathic link between the hero and anyone within his Web.
• Dream net: Dreamtravel combines with the Web to permit everyone within to share a common dreamworld.
• Preserver: The Web places anyone wrapped within in Suspended Animation.
• Spirit Net: The Web is combined with Spirit Storage to trap any disembodied spirits within.
• Protector: The Web combines with any Defensive Field to protect any thing within the Web from a specific form of attack.
• Metamorphic: The Web combines with Induced Shapechange to transform anyone within the Web into any shape the hero desires.
• Cocoon: The Web possesses MicroEnvironment and provides a safe habitat for anyone within, despite external conditions.
• Mummy Shroud: The Web combines with Zombie Animation to make any corpse wrapped up in it an Undead (great party gag, folks!).
• Glide Net: The hero can travel on the winds by combining his Web and Gliding Power.
• Network: The hero uses Sensory Link to perceive the surroundings of any web he knows the location of. In effect, he turns any web into a two-way picture phone.
Any Power in the UPB can be combined with Webcasting to produce unique. WebPowers for each character. When creating characters, the player should follow this simple guideline: If you can figure out a way to combine externalized Powers with this one, do it. Powers that are completely internalized are exempt from this rule. This includes most of the Mental and Physical Enhancement Powers and all of the Self-Alterations and Detections. If a character is Hi-Tech, has rolled such Powers as HyperInvention or Weapons Tinkering, or possesses a magical device, then the Web Powers should be incorporated into a device. This can be a webshooter, reel, or any superheroic doohickey the player can invent. The hero has a finite amount of Webbing he can produce. The maximum number of times the hero can use Webcasting in a 24-hour period is equal to his Power rank number. This also applies to Technological or magical versions of this Power; the devices clog up from overuse. Webs created by this Power evaporate one hour after being cast. The Nemesis for this Power is Phasing