Post by Ebon on Jul 17, 2013 17:13:34 GMT -8
Mental Enhancement Powers
*M1/Clairaudience: The hero can "hear" distant sounds and voices despite any intervening distance or barriers. The Power is not hindered by factors that affect normal sound transmission, such as distance, time lag, muffling, distortion, or the absence of a transmitting medium. Because of this, Clairaudience has superior range over Hyper-Hearing. Only Clairaudience enables the hero to hear across a vacuum, for example. The ranges for Clairaudience are shown on column E of the Range Table. When the Power operates, it overrides the hero's natural hearing. Distant sounds are sensed at their original volume level. If the volume is too loud the hero can reduce it with a green FEAT. Faint sounds can be magnified by a yellow FEAT. The Optional Powers for this are Hyper-hearing, Clairvoyance, and Remote Sensing. The Nemesis for this is Force Field vs. Psionics.
*M2/Clairvoyance: The hero can "see" distant sights without directly seeing it with his eyes. The hero receives a visual simulation of what he would see if he were actually present at the scene. The Power is not hindered by any of the factors that affect normal light transmission, such as distance, blockage, obscurement, and time lag. It can be used to see things that are impossible for a telescope or Telescopic Vision. For example, a Monstrous Clairvoyant could see current conditions inside a sealed room on the surface of Venus. The ranges for this Power are shown on Column E of the Range Table. When in use, the Power overrides normal vision. Clairvoyance can be used in conjunction with other Powers to increase the range at which those Powers can affect a target. Optional Powers include Clairaudience and Remote Sensing. The Nemesis is Force Field vs. Psionics.
*M2x/Clairaudience/-voyance Package (*):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 'hear' and 'see' distant sights and sounds despite any intervening distance or barriers. Factors that hinder sound or light transmissions do not apply any penalty to this power. It can be used to see things that are impossible for a telescope or Telescopic Vision. For example, a Monstrous Clairvoyant could see and hear current conditions inside a sealed room on the surface of Venus. When the Power operates, it overlays over the hero's natural hearing and vision, enabling the hero to operate and even fight with only a minor penalty. Volume and brightness of the targeted vision can be altered to tolerable levels on a GREEN power roll. The ranges for the Clairaudience/-voyance Package are shown on column E of the Range Table. The Nemesis is Force Field vs. Psionics.
*M3/Communication With Animals: The hero can understand and use the languages employed by animals and other non-sentient lifeforms. The Power can be used to communicate with nonsentient alien creatures but not intelligent aliens. The degree of difference between the hero and the animal determines what color FEAT is required. Assuming the hero is human, a green FEAT permits communication with mammals. A yellow FEAT permits communication with birds and reptiles. A red FEAT covers everything else. If the hero has a different physical type, the player and Judge will have to modify the FEATs accordingly. The hero must be in communications range of the animal for the Power to work. This varies from species to species. The basic rule is that the maximum range is the greatest distance at which the hero and animal can sense each other. Optional Powers include Linguistics and any of the Communication Powers. The Nemesis is Neural Manipulation.
*M4/Communication with Cybernetics: The hero can directly communicate with complex machines, whether these are computers or machines not normally considered to have artificial intelligence. Any machine that possesses any kind of programming can be communicated withcalculators, digital watches, microwave ovens, even music boxes. The higher the rank, the simpler the machine that can be spoken to. A green FEAT can communicate with a machine possessing several microchips; a computer is the most common example. A yellow FEAT communicates with devices possessing a single microchip, such as watches and talking dolls. A red FEAT communicates with machines that lack microchips but are still somehow programmed, like player pianos and hand-cranked adding machines. The nature and quality of the information received reflects the nature of the machine that is spoken to. Communication occurs without the hero needing to resort to programming languages and input devices such as punchcards and keyboards. After all, if the hero did need them this wouldn't really be a super power. When using the Power, the hero transfers part of his intelligence and Psyche to the machine, thus allowing it to respond to him. Unfortunately, sharing his mind with machines on a regular basis leads the hero to identify a little too closely with machines. The Optional Power is Linguistics. The Nemesis is Neural Manipulation.
*M5/Communication with Non-living Matter: This is a catchall name for anything not covered by the other Communication Powers (M3, M4, M6). It will enable the hero to communicate with anything that had once been either sentient, cybernetic, or alive, as long as the target lacks those qualities now. The hero transfers part of his intelligence and Psyche to the target, thus permitting it to respond to him. The target can converse, provide information, and even have a personality. The Power includes an innate, unconscious use of Speechthrowing. Although the hero actually provides the voice, it appears that the target actually speaking. When the Power is used to speak a corpse, it uses an unconscious, automatic form of Postcognition to create a simulation of the spirit that once inhabited the body. The hero does not speak with the actual spirit. This can lead to an odd situation in which the actual ghost hears his own body speak as if he were still in it. Unfortunately, the hero may develop a personality quirk that blurs the distinction between life and death. As he can speak with both the living and the dead, he might not be able to see what the difference is. This can be taken to grotesque extremes, especially in a horrific campaign. The Power can be used to pry into a person's secrets by interrogating that person's possessions. For example, clothing will blithely recount the wearer's activities and a wall safe will proudly list all the things it is protecting. Note: Projectile weapons only remember when they were fired, not at whom. Optional Powers include Communications with Cybernetics. The Nemesis is Neural Manipulation.
*M6/Communication with Plants: The hero can speak with plants. Anything that has a vegetable physiology can be affected by this Power, such as grass, trees, and the Man-Thing. When using the Power, the hero imparts some of his intelligence and Psyche to the plant to facilitate communication. The greater the complexity of the plant, the easier it is to communicate with. A green FEAT communicates with trees and local ecosystems; in the latter, all the plants speak as if a chorus that only the hero can hear. A yellow FEAT communicates with shrubs, vines, and bushes. A red FEAT communicates with simple plants and fungi; if the hero has Hyper-hearing, it can be combined with this Power to permit communication with plankton and bacteria. Combining the Power with Sensory Link enables the hero to share the experiences of plants, even those on alien worlds if the latter Power's rank is high enough. A problem can develop if the hero begins to identify too closely with plants. He might find salads offensive. Worse, he may begin to suffer anguish when plants are harmed in his presence. Optional Powers include Communication with Animals, Communication with Non-living Matter, Plant Control, and Plant Growth. The Nemesis is Neural Manipulation.
*M7/Cosmic Awareness: (*): 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 is in tune with the entire scope of reality. He possesses a detached, omniscient viewpoint that allows him to explore the entire existence of a chosen subject. Unfortunately, this causes such a massive overload of superfluous information that the hero is hard pressed to sort it all out. The FEAT represents the hero's ability to recover a specific bit of information from all the effluvia. The more exact the required detail, the higher the difficulty. Discovering basic facts or locating any one on the Earth requires a green FEAT. Complex information or finding anyone within a star system requires a yellow FEAT. Secrets, weaknesses, arcane knowledge, and anything else the Judge wants to make difficult to find out requires a red FEAT. The Power can be used to automatically track any Class 1000 or higher Power within ten miles of the hero's position. In combat the Power raises the hero's own attacks +1CS by detecting the weak points in the opponent. The major drawback to this Power is that can lead to insanity, especially catatonic withdrawal, as the hero's Psyche is continually inundated by a flood of information. The Judge can determine the chance of temporary insanity by secretly making a Reason FEAT for the hero; a green, yellow, or red FEAT means the hero has retained all his marbles for another day. The Judge should make this check any time the hero uses the Power more than five times a day or a number equal to 10% of the Power rank number, whichever is higher. Because of this, caution is urged in the use of this Power. If the Power is somehow negated, the hero may also go into a state of shock or severe depression. Any mental problems the hero suffers can be cured by normal psychotherapy. The Optional Power is HyperIntelligence. The Nemesis is Emotion Control.
*M8/Danger Sense: This is also called Combat Sense and Spider-sense. It is a combination of automatically functioning Psionic Powers (Telepathy, Empathy, and Precognition) that warns the hero about impending danger. The advance warning time is the number of seconds equal to the Power rank number (rounded up to the nearest turn if need be). For example, Spider-Man's Amazing rank can warn him of danger almost a minute in advance. In a combat situation, the Power can be used replace other, lower ranked Abilities. It can replace Intuition for determining surprise, Fighting for blocking, Agility for dodging, and Strength for escaping. The minimum level for this Power must be equal to the -hero's Intuition. If it's initially lower, the player can raise it to this level. The player can also raise its rank +1CS by choosing to make it a voluntary rather than an automatic Power. That is, it only functions if the hero is making it function. Spiderman's version functions at all times, but your hero might decide the risk of being caught off-guard is worth the reward of the higher rank. The nature of the Power reduces the hero's resistance to Emotional attacks -1CS. The Nemesis is Emotion Control.
*M9/Dreamtravel: The hero can actually enter into the short-lived pocket dimensions created by a person's dreams and nightmares. These dreamworlds are outside the boundaries of normal reality and exist solely as a reflection of the dreamer's imagination. The Dreamtraveler must be within ten feet of the dreamer in order for the Power to function at full rank. The Power rank decreases -1CS for each additional 10 feet that separates the two. The Dreamtraveler has no direct control over the conditions within the dreamworld. He can interact with things within that world by performing "physical" actions much as he would in the real world. Fighting, Agility, Strength, and Endurance are all represented by this Power's rank. If the hero has other Powers, these exist in equivalent forms that possess this Power's rank instead of their own. The Dreamtraveler can suffer real damage as a result of events that affect him within the dreamworld. He might even die. The equivalent of the damage appears in the hero's real body. Normally the hero's real body retains its solidity during Dreamtravel. The player can raise the rank +1CS by making the hero's body dematerialize whenever the Power is used. In this case, if the hero is slain or trapped within the dreamworld, the body might never reappear. Each dreamworld is unique to the specific dreamer and retains no existence except during the act of dreaming. Dreamworlds are not the same as the Dream Dimension, although it is possible they exist within the greater Dream Dimension. It is possible that dreamworlds touch each other and may even overlap in the case of telepathic dreamers. If so, it is possible that the Dreamtraveler can enter one dreamworld and exit one of someone else's. The Optional Power is a form of Telepathy limited to dreamers.
*M10/Empathy: The hero can detect the surface emotions of others. The hero can detect the target's emotional state and further refine that knowledge to discover the target's physical state, surroundings, and location, insofar as these have an influence on the emotions. He can transmit his own emotional state but he cannot impose this on others (that requires Emotion Control). Empathy is extremely useful when the hero has to deal with non-sentient beings or large numbers of people. It can read the target's mood and support already existing emotions. The range can vary within a single Power rank. The distances shown on column B of the Range Table refer to a single target. Each additional target reduces the range -1CS. Range never falls below Feeble, even if the hero is trying to read the emotions of a crowd. The Power functions for as long as the hero concentrates on using it. The hero can send 'Empathic, messages by means of a Power FEAT. The message is in the form of a burst of emotion accompanied by a subtle identification of the Empath. A green FEAT transmits to a known person and location. A yellow FEAT transmits to a known person in an unknown location. A red FEAT is the Psionic equivalent of a general announcement. ("Did you feel that? Felt like somebody was really scared… Wait a minute. That was Sender. He needs us!") Optional Powers include Clairvoyance and Emotion Control. The Nemeses are Mental Invisibility and either Force Field or Resistance to Psionics.
*M11/Free Spirit: (*): 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's soul is capable of independent existence in the real world. The Free Spirit can leave the hero's body and travel independently; it is often mistaken for an Astral Body. The Free Spirit can even survive the death of the physical body without being immediately drawn into an afterlife dimension; this requires a red Power FEAT at the time of death (more on this later). Free Spirits possess all the Mental Abilities, Talents, and Powers of the whole being. Health remains unchanged although now it is more of a measure of how well the Free Spirit can resist entering the appropriate afterlife. If the Free Spirit is still in his original body, that body may either retain a share of the overall consciousness when the spirit is away or the body may lapse into a coma at these times. There an equal chance of either, although the player should choose one at the time the hero is created. If the original body is dead, the Free Spirit can develop bonds to one or more new bodies, dwelling like a tenant in each but tied to none. The Free Spirit cannot Possess the body or in any way hinder the real owner's abilities. They do share a telepathic bond that extends into shared dreams. If the Free Spirit possesses Powers that require a physical form to use, he can lend these to whatever body he is occupying.-When this Power appears during the character generation process, the player must decide whether the body the Free Spirit is occupying is his own or a loaner he picked up along the way. In the latter case, the player will then have to generate two complete sets of statistics, those of the Free Spirit and the real owner of his current body. Free Spirits can be created later on. Any character who dies in a campaign has a chance to become one, even if he did not possess this actual Power to begin with. The transformation is accomplished by making an Unearthly Psyche FEAT and expending all the hero's Karma. The Nemeses are Summoning and Spirit Storage.
*M12/Hallucinations: (*): 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 illusions directly within the target's mind. Such illusions are telepathic, not holographic, in nature. As such, they cannot be mechanically detected or recorded except by devices that simulate Telepathy or human thought patterns (such as player character Robots). Hallucinations can only be seen by the target of this Power. The ranges for this Power is shown on column A of the Range Table. The target must be within sight of the hero, although the hero can extend his sight and thus his Power range by the use of artificial aids. These include telescopes, remote TV cameras, clairvoyance, and Telescopic Vision. The target need not see the hero in order for the Power to affect him. Normally the Power affects only a single target. Each additional target decreases the range -1CS. Targets are allowed to disbelieve the Hallucination by making an Intuition FEAT but only if they suspect the true nature of wha t they are seeing. Hallucinations last as long as the hero concentrates on creating them. They inflict no real physical damage but can be used to disguise an actual Power's use. The hero can use one additional Power simultaneously with this one. Hallucinations can be used to inflict psychosomatic damage. If the apparent damage is believable, the target will physically react to it. Hallucinatory "death" results in the target lapsing into unconsciousness for 1-20 turns. Since a target who takes the time to examine his wounds will realize he has not been hurt (at least not in the way he thinks he should be), the hero is advised not to use Hallucinations that rely on direct attacks. Hallucinations have limited effects on non-sentient or extremely alien beings. They have no effect at all on Moms Nature. A Hallucinatory wall might stop a puma but it won't stop a boulder rolling down on the hero.
*M13/Hyper-Intelligence: Normally a character's Intelligence is determined in the Character Generation Process. However, the research for the Ultimate Powers Book showed that extreme levels of Intelligence can be a Power in its own right. Examples include The Leader and the late Soviet scientist known only as Gargoyle. The hyper-intelligent character is a genius of awesome potential. He can quickly master new subjects, retain that knowledge indefinitely, and easily succeed in any mental endeavor. There are two ways the Power can be incorporated into a character. The player should choose one when he first creates the character (a coin toss will do). The first method is a permanent modification of the hero's Intelligence. The Power rank number is added to the hero's previously generated Reason or Intuition rank number. The total is the hero's actual Hyper-intelligence. For example, a character like the Leader started off with Good Reason. The gamma rays added Incredible HyperIntelligence for a final total of Amazing Reason rank. The second method uses HyperIntelligence the same way most other Powers are used-intermittently. Just as Siryn doesn't scream all the time, so too would a Hyper-intelligent character have normal intelligence most of the time. When he uses his Power, he transforms himself into a mental giant. The way it operates is the character's normal rank for either Reason or Intuition is raised the number of levels equal to the Power rank (Feeble is +1CS, Poor +2CS, and so on). The total is the actual Hyper-Intelligence rank the character can achieve using this Power. The hero can retain this higher rank for a limited amount of time; the duration is the number of minutes equal to the original Ability's rank number. This is for the first time each day the hero uses the Power. Each successive time the hero uses his Power within the same day decreases the duration -1CS. Example: Steve is creating an awesomely wise alien named Shepherd. Shepherd has a normal Incredible Intuition rank. His Power rank is Excellent. This raises the Intuition rank by +5CS to a potential Shift-Y rank. Shepherd can retain this enhanced state for an Excellent duration of 40 minutes before he reverts to normal. summoning his Power a second time, he returns to Shift-Y Intuition for a Remarkable duration of only 30 minutes. He can summon his Power five more times after that, then he has to rest. When creating the character, the player can increase the Power rank +1CS by specializing in a specific fields. After all, comics are filled with characters who are titans in the lab but failures in other fields. Possible fields include Professional and other Talents, such as Medicine, Engineering, and Animal Training. Optional Powers include HyperInvention and Total Memory. The Nemesis is Mind Drain.
*M14/Hyper-Invention: Hyper Invention is a special issue, explained here at this Link
*M15/Incarnation Awareness: This Power is based on the idea that a spirit enters countless reincarnations throughout eternity but that the memory of each past life is usually lost somewhere in the transition from one life to another. This Power allows the hero to remember the details of his more recent lives and to actually communicate with them. Such communications include the transmission of the complete range of senses and thoughts. There are two limits on communication with other lives. One, the communication can only be initiated by the hero's current incarnation. He cannot be called by past lives nor can he call future lives. However, that doesn't prevent the hero from receiving messages from his future selves. This can be a quick way to start an adventure (more later). Two, the hero can only reach past selves at points when they are actually living. He cannot reach selves that are in an afterlife situation. In fact, the hero can't really recall ever being in any form of afterlife. The Power rank number is also the number of consecutive past lives the hero can contact. The earliest incarnation is the lifespan in -which the Power first appeared; it has been growing one point at a time ever since. This limit spares the player the responsibility for making up a mega-biography going back to the dawn of time. It spares the Judge by limiting the potential havoc the player can wreak using his now-dead contacts. Assume a full but average lifespan for all past lives. From the 18th century on, this is 70 years. Prior to that, the average is 50. The time elapsed between incarnations is up to the player, but at least one incarnation per century is recommended. Soon after the player acquires this Power, he should work out a basic timeline for and list of his past incarnations. Players are urged to make their past lives relatively normal people. Still, if the player is determined to fill up his past with glory after glory, the Judge can insist on a simple rule. To wit: there is a 1% chance that any specific historical figure was a former incarnation of the present-day hero. The Power is used primarily to gain information. The hero can make extremely long-ranged plans that involve the assistance of past lives in solving current problems. Example: Self-1988 asks Self-1920 to have a tunnel dug under the site of the present day Latverian Embassy. A trust fund to be set up by Self-1855 will pay for it. Sometimes a future incarnation will request that the hero perform a special act. The reason for the act might never be explained. In this, way, the hero and his associates might suddenly find themselves thrust into extremely strange or terribly mundane situations. ("It is crucial that you make sure Jon Clifton gets to school today! Then bury ten pounds of Adamantium at these coordinates in the Gobi Desert.") Even the best laid plans of mice and men go astray. Any time the hero asks a past-self to perform an action that has a direct, physical effect on the present, he must make a FEAT roll. This represents the chance of long-range plans coming to fruition. Each century between the present-self and the past-self raises the Intensity FEAT +1CS. Example: The Trust Fund set up in 1855 requires a Poor Intensity FEAT. The tunnel requires a Feeble Intensity FEAT. The player rolled a 30 and a 56. The trust fund failed somewhere along the way but the tunnel got built anyway using alternative funding. The Optional Powers include either Time Travel limited to any past lifetime, a combination of Time Travel and Free Spirit that enables the present-self to possess the bodies of other selves, or a specialized form of Time Travel that enables the present self to draw other selves from their times to the present.
*M16/Iron Will: The hero has complete conscious control over his mind and body. By using his Iron Will, the hero can temporarily halt the damage done by mental or physical attacks; he can even postpone his own death. Iron Will can be used in place of any lower-ranked Ability to determine Resistance to an attack. Any time the hero suffers damage from an attack, the Power can temporarily absorb it before it can affect any of the hero's Ability ranks. The maximum amount of damage Iron Will can absorb at one time is equal to its rank number. Absorbed damage does not affect the hero at that time. Damage exceeding that amount affects the hero in its normal manner. The hero can maintain his Iron Will indefinitely but will eventually have to relax his self-control in order to heal and renew his Power. Letting down his control causes him to immediately suffer a loss of Health points equal to one half the amount of damage Iron Will had absorbed. Regardless of the original nature of the attack, it is always translated into lost Health points; this reflects the strain the Power places on the body. Once the translation occurs and the Iron Will has been purged of its burden, it is able to absorb new damage. The cycle of absorption/purging/ absorption can continue until the hero's Health drops to zero or below. Note: The Power. can still absorb damage, even if the conversion of that damage into Health points will result in the immediate death of the hero. In such a case, the hero had best make sure he is already in an excellent Trauma Center when he relaxes his Power. Example: Sunstone is battling the Marauders and not doing too well. He possesses Incredible Iron Will and has 100 Health points. Harpoon hits him with a Slayspear; this does 40 points of damage. Iron Will absorbs it all but immediately reconverts it to a loss of 20 Health points. Sabertooth slashes and gnaws Sunstone for 60 points. Iron Will only absorbs the first 40, then immediately converts it. Health now stands at 40 points. Malice attempts to Possess Sunstone; Iron Will fends off the mental attack but at a cost of another 38 points. Sunstone decides discretion is better than valor and flees. Scalphunter fires at the retreating figure and inflicts thirty more points of damage. Sunstone heads for the best-equipped hospital in the area. He manages to maintain his self-control until he is actually in the operating room, then he passes out as wounds suddenly appear across his body.
*M17/Linguistics: This is a specialized form of Hyper-intelligence. The hero has the ability to rapidly learn any language if sufficient material is available for him to work with. Once the language is mastered, the hero is fluent in that language, provided he is physically capable of communicating in it. The number of languages a hero is currently fluent in is limited to the Power rank number. For example, Doug Ramsey's Incredible rank enables him to retain fluency in up to forty languages at a time. When a hero exceeds that limit, he begins to forget a previously mastered language. This will usually be some obscure tongue the hero has had little use for, like Basic Otter or Mephitish. The speed with which a hero can learn a new language is determined by its strangeness and what source materials are available. Current human languages require a Poor FEAT. Archaic human languages are a Good FEAT. Alien but Humanoid languages are Remarkable FEAT. Animal languages are an Incredible FEAT (note: not all animals have an actual language). Alien, nonhumanoid languages are an Amazing FEAT. The color of the FEAT is determined by the source of the language. A green FEAT is needed if the hero has access to actual instructional materials or a cooperative native speaker of that language who also speaks a language the hero knows. A yellow FEAT is needed if the hero has a native speaker who cannot speak any tongue the hero knows or if the hero only has non-instructional samples of that language. A red FEAT is needed if the hero has only fragments of the new language. For example, learning Shi'ar from watching a broadcast of a speech by Majestrix Lilandra is a yellow Remarkable Intensity FEAT. Learning spoken Primate by actually using sign language to talk with a chimpanzee requires a green incredible intensity FEAT. The hero can try a FEAT roll every hour. Failure means he simply has not yet gotten the hang of the new language. The only real drawback to the Power is that the hero may accidentally forget his native language, especially if he rarely uses it. Still, he can always re-learn it. There is a danger that an adversary might warp the hero's Linguistic Power and actually negate his language comprehension; in such a case, the hero becomes dyslexic and unable to understand simple English. A curious side-effect of the Power is that it provides Power rank Resistance to Hypnotic Voice and other sonic-based forms of Hypnotic or Mind Control. The hero's mind shifts into its translation mode; it studies the medium through which the hypnosis is communicated rather than the actual message. ("Lorelei, did you ever realize that your sleep command is a high C-sharp while your paralysis command is a high C-flat?") The Optional Power is HyperIntelligence. The Nemesis is Mind Drain.
*M18/Mental Duplication: This is a combination of Powers that enables the hero to psionically study a subject's mind and then create a simulation of that mind within the hero's own brain. This is a great way to learn secrets and interrogate subjects who would otherwise be rather uncooperative (at best). The duplicated mind contains the personality of the original, most memories, and possibly the mental or psionic Powers of the original. The subject is unaffected by the Power and loses none of his own mental abilities. He is usually unaware that Duplication has even occurred. The relationship between the hero's and the duplicate’s mind takes one of three forms. The player must choose one form when he first creates the hero; this form applies for any duplicates the hero creates.
Dice Roll Form
01-40 Detachment
41-70 Merge
71-00 Transformation
Detachment—The hero's mind is completely separate from the duplicate and retains full control over the body and other Powers. The hero can examine and communicate with the duplicate. The duplicate retains a facsimile of the original's will and may not choose to voluntarily cooperate with the hero. If the duplicate chooses to resist, the hero must make a Psyche FEAT whose Intensity is determined by the duplicate's Psyche rank. A successful FEAT means the duplicate will grudgingly cooperate (for now). The FEAT must be made with each new attempt to force cooperation. The duplicate mind can attempt to overwhelm the hero's own mind. Success occurs if the duplicate makes a -3CS Psyche FEAT whose intensity is based on the hero's Psyche. The duplicate mind can attempt its coup at the initial duplication and at any time the hero forces cooperation. Success means the two minds' positions are now reversed; the duplicate now controls the body and any Powers for the duration of the duplication. Example: Copicat successfully duplicates Dr. Doom's mind. Doom won't stand for anything resembling subservience and immediately rebels. Copicat has Excellent Psyche; Dr. Doom has Amazing Psyche, reduced -3CS to Excellent when attempting to overwhelm. The Doom-mind fails to make the required Excellent Intensity FEAT. "Doom" decides to examine his situation; from the Doom-mind's point of view, "he" has been captured by means of a Mind Transferral of unknown type. Copicat is trying to get the Doom-mind to draw up a set of plans for his time machine. Unfortunately Doom's Psyche is too high for even a red FEAT.
Merge—The duplicate mind blends with the hero's mind to create a composite mentality. The new mind contains aspects of both minds' personalities, memories, and Powers. The new mind's Psyche is the sum of the original two Psyche ranks. The degree of each mind's influence is proportional to its original Psyche. Each original Psyche represents a section of the pooled Psyche. For example, Carboncopy has a Good Psyche. He merges with a Thing duplicate (Remarkable Psyche), creating a joint Incredible Psyche. One fourth of the joint personality is Carboncopy, the remaining three-quarters are the Thing.
Transformation—The hero's mind is automatically overwhelmed by the new mind. The hero's personality, memories, and mental Powers are temporarily replaced by the new mind. The effects appear identical to Mind Transferral, at least where the hero is concerned. The hero's Reason and Intuition are replaced by those of the original mind; after expiration of the Power, these return to their original ranks. Regardless of the form, the hero must make a FEAT at the time of Duplication in order to determine the completeness of the duplicate mind. Any mind can be duplicated, regardless of its Psyche rank. The hero always duplicates the subject's personality and basic memories; the duplicate mind is an amnesiac. A green FEAT copies the subject's detailed memories. A yellow FEAT copies the subject's Talents. A red FEAT duplicates the subject's Mental and Psionic Powers. The range at which the hero can duplicate a mind is determined by the Power rank. Appropriate ranges are shown on Column A of the Range Table. The duration of the duplication is determined by the hero's Psyche rank. A duplicate mind has a duration of the number of minutes equal to the Psyche rank number. The duration decreases 1CS for all duplicate-minds with each additional mind. For example, Copicat's Excellent Psyche enables him to maintain one duplicate-mind for 20 minutes or a maximum of five minds for two minutes. If the hero exceeds his limit, the new duplicate-mind will last for one turn and then all his copied minds will vanish. Note: the decreased duration only applies to the Detachment and Merge forms; the Transformation form can be used repeatedly since the latest duplication automatically erases the previous one. When the hero is created, the player must determine how much control the hero has over his Power. Failure to make at least a green Reason FEAT means the Power functions automatically, despite the hero's wishes. In the case of uncontrolled Power usage, the range at which duplication occurs drops to contact-only. The hero can maintain some control by covering all parts of her body that might normally touch another person's skin. For example, Rogue wears a full body covering complete with gloves. In rare cases, the duration of a specific duplicate mind can be extended to permanence. Such cases result from a combination of extremely peculiar factors. One such example occurred when Rogue's Mutant Power interacted with Ms. Marvel's Kree-Modified Human physiology. The result is that Rogue's mind permanently merged with a facsimile of Carol Danvers' mind. If permanence occurs to someone with the Transformation form, then the hero's original mind is permanently destroyed. Optional Powers include Mind Drain and Power Duplication. The Nemesis is Mind Blast; this negates all duplicate minds.
*M19/Mental Invisibility: The hero has the ability to render his own mental energies undetectable by external means. Such means can be technological (EEG scans), psionic, Magical, or Power-based in nature. It is Invisibility in telepathic terms. The Power protects the hero from discovery by outside forces. It serves as Power rank Resistance to undesired probes and psionic attacks. Success means the external probe shows nothing at all, including the presence of this Power, and psionic attacks simply pass through the target (think of someone trying to punch air). The Power can extend to other minds, but each additional mind decreases the effective Invisibility -1CS. The Nemesis is Mental Probe.
*M20/Mental Probe: The hero can telepathically probe a living mind or a psionic phenomenon to gain a detailed analysis of the target. Living minds can be searched for specific images and thoughts, although the hero must have a basic idea beforehand of what she is looking for. The target mind is allowed to make a Psyche FEAT to resist a Mental Probe. This is automatic, even if the target mind is initially unaware if the attempted probe. If resistance is successful, the probe is rejected with a headache-like backlash that prevents the hero from trying to probe that target again for 24 hours. A side-effect of the Power is that the target's Psyche may temporarily drop -1CS for 24 hours as a result of fending off the probe. This potential loss is determined by a second Psyche FEAT made after the initial resistance. A successful probe reveals only information known by the target. Mental Probes can be used to analyze independently existing psychic phenomena. Such things include poltergeists, psionic emissions that were so strong they permeated an area and now continually echo, and psionic Powers intercepted by the hero. The hero can examine any unknown psionic phenomena in stages. The first FEAT reveals basic information, such as the nature of the psionics in use. Further FEATs reveal increasingly detailed information. Mental Probes have a range determined by the Power rank. Maximum ranges are shown on column A of the Range Table. The player has the option, when creating the hero, of raising the Power rank +1CS by decreasing the range to contact-only. Optional Powers include Telepathy and Sensory Link. The Nemesis is Mental Invisibility.
*M21/Mind Blast: The hero can create bolts of pure psionic energy that can be used to directly damage a target's neural system. The Power does rank Intensity damage to the target. The maximum ranges are shown on column A of the Range Table. Targets are allowed to resist by making a Psyche FEAT. Failure means the target is knocked unconscious for 1-10 turns, as well as taking neural damage. Targets who possess Mental or Psionic Powers can use these Powers' ranks instead of the Psyche when resisting this Power. Powers like Iron Will, Mental Invisibility, Force Field Generation, Force Field vs. Psionics, and Resistance to Psionics should always bear the initial assault. The Power directly damages only neural tissue (brain tissue, nerve fibers). Damage to the rest of the body is indirect and is consistent with the seizures caused by a mangled nervous system. Note that this Power can only be used against a target that actually possesses a functioning brain. Zombies, animate matter, plants, and non-sentient Robots are immune to the Power. Player characters Robots are assumed to have a sufficiently human-like mind that they are susceptible to the Power's effects. Optional Powers include Telepathy and Mental Probe. The Nemesis is Force Field vs. Psionics.
*M22/Mind Drain: The hero can deplete, negate, or even destroy a target's mental faculties. This alters the target's personality, memory, thought process (Reason and Intuition), and any Mental or Psionic Powers the target had. The target can resist by making a Psyche FEAT; success means the hero is repelled -by a headache-inducing backlash that prevents the hero from attacking that target for 24 hours. Part of the target's Psyche may be depleted by resisting the attack. If the target fails a second Psyche FEAT, then his Psyche drops -1CS for 24 hours. The target's Reason and Intuition rank numbers are reduced by the Power rank number. If both are reduced to zero, the loss is permanent. If the attack is broken off before this point, the target can regain his loss in the standard manner. Although such things as memory and personality are not directly tied to a number, they are still reduced by the Power. The target becomes forgetful or outright amnesiac and develops a bland personality. When combined with a successful Mental Probe, the hero can target specific memories, thought processes and (to a lesser degree) the targets personality. Like lost attributes, however, the personality eventually returns. Note: The hero does not gain the abilities he denies the target. Range is determined by Power rank. Maximums ranges for attacking a single target are shown on column A of the Range Table. Each additional target decreases the range -1CS. The Power can be used repeatedly on the same target until both Reason and Intuition reach zero or until the target repels the hero. Optional Powers include Telepathy, Mental Probe, Mental Duplication, and Mind Blast. The Nemesis is Force Field vs. Psionics.
*M23/Postcognition: The hero has the ability to "see" the past. The Power requires the hero to have physical contact with the target whose history is being examined. The hero can mentally examine a person, item, or site and mentally re-live a specific moment of history from the target's point-of-view. As such, it only reveals factors that somehow affected the target. It is important that the Judge secretly roll the dice whenever the hero uses the Power. This prevents the player from knowing the accuracy of his vision. The hero can delve into the past the number of weeks equal to the Power rank number. For example, a Poor rank can see events of four weeks ago, an Amazing rank can look back almost one year, and a CL5000 rank can look back a century. The clarity of the vision is determined by what FEAT color is attained. A white roll lets the Judge say anything that comes to his head; accuracy and truthfulness are optional. ("This doll was once a living child.") A green FEAT gives vague impressions; the Judge sh ould be honest about the real past but give only partial details. ("A little girl held this doll. She had black hair.") A yellow FEAT gives general information; the Judge should give any information he can, though within the limits of what the target would know. ("The girl's name is Helen. She is feeling very angry. She is mad at her friend Davey.") A red FEAT reveals information that might not be otherwise available, including details that the subject might not have known at the time. ("Helen is mad because Davey broke her doll. Helen is going to get even with Davey. Helen is a mutant.") Postcognition can be used to gain information on what an item is and who may have handled it. It cannot provide a detailed analysis of the item's internal structure or as-yet-unrealized potential. For e xample, examining a nuclear bomb would reveal how it was manufactured and handled but the Power wouldn't ev en hint at the bomb's explosive potential. The hero gains +1CS when using Postcognition on friends, possessions, and his dwelling place. He gains +2CS when using the Power on himself. This can be used to probe times of which the hero has no memory, such as sleep or amnesia. ("What was the Black Widow doing in my apartment while I was asleep?") Optional Powers include modified forms of Telepathy and Time Travel. Telepathy can be used to read the minds of anyone within the scope of the Postcognitive vision. Time Travel can be used to draw the hero to that point in the past; note that this often results in the creation if a divergent timeline.
*M24/Precognition: (Judges detest this Power with a passion.) (*): 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 see into the future. The Power gives the hero sufficiently clear insight into upcoming events that he might be able to use that foreknowledge to his advantage. The problem lies in two areas, the flexibility of the timestream and the preparedness of the Judge (more on these later). Precognition is an awesome Power and thus has more limits than the Hulk can shake a stick at. ("Hulk no need puny stick!") The Power can normally be used only once per day at full rank. Each additional use decreases the rank -1CS down to a minimum of 1 turns lead-time. Second, the player must choose a limitation on the Power. Examples include: • The Power is uncontrollable; the Judge decides when the visions occur. • Subject matter limited to people. • Subject matter limited to objects the hero is touching. • Subject matter is limited to sites within 10 feet of the hero. • Power only works when the hero is sleeping or in a trance. • Power is linked to a specific mental or emotional state that is felt by the hero or a person in a vision. • Visions surround the hero with a Hallucination of the future scene. • The Power only works once per vision and cannot function again until the envisioned time has come to pass. The third limit is that the Judge, not the player, rolls the dice. The Player cannot try to influence the dice by expending Karma. The Judge never tells the player the outcome or if he even threw the dice at all. This keeps the player from knowing the accuracy of his visions. Player characters can look into the future a number of hours equal to twice the Power rank number. For example, a Good rank can see almost a day ahead, an Unearthly rank can see over a week ahead, and a CL3000 rank can see eight months ahead. The color FEAT determines the accuracy of the vision. White results can be completely untainted by truth; the Judge can improvise to his heart's delight. ("Three days from now… Sentinels fighting in space… an armada of aliens swarming upon them… A man named Jubal leads the aliens.") A green result requires the Judge to be truthful but to only reveal basic details. A yellow FEAT requires full disclosure of anything the Judge can imagine being visible at the time of the vision's occurrence. A red FEAT enables the hero to learn things that might not be readily apparent at the time the vision comes to pass. One problem with the Power is that the timestream is extremely malleable. Each decision made creates an alternate timeline, a parallel Earth almost but not quite identical to the version of Earth where your campaign occurs. Each vision is an event that will come to pass in some timestream somewhere. It need not be the hero's impending timeline. That's where Precognition comes in. Each Precog vision gives the hero a chance to consciously shape his world's timeline. Because of this, the envisioned event might never come to pass, at least not where the hero is concerned. This leads to the second problem, that of Judge preparedness. To accurately and realistically portray Precog, the Judge would need to work out a detailed timeline of the campaign's future events, including variables that account for probable player actions. This is a major headache for Judges. This is a leading reason why Galactuses throughout the multiverse devour any world where Precognition appears. Precogs are therefore warned to use their Power carefully. Short-range Precog can be useful in combat. The hero can use his Power to discover his opponent's next move. This form can be used by any Precog, regardless of the limits otherwise constraining the Power. In game terms, the player tries to make a yellow FEAT at the start of each turn. Success means the Judge must reveal the NPCs' next moves. Initiative is rolled. If the Precog gets it, she has a chance to share her information with her teammates. This use of Precognition must be developed as a Power Stunt. The hero gains an advantage of +1CS when she has a Precog flash pertaining to friends, special enemies, possessions and dwelling places. This increases to +2CS if the flash involves dire events occurring to the Precog herself. The Power can be psychologically damaging to the Precog. The Power is often limited to times within the hero's own lifespan. Most of the time, there is no cause for alarm until the Power starts consistently failing. Delusions may result from frequent but inaccurate visions. Frequent, accurate visions of doom and destruction beyond the hero's capabilities may lead to aberrant behavior, such as chronic depression or chemical dependency. Optional Powers include modified forms of Telepathy and Time Travel. Telepathy enables the hero to actually read the minds of anyone within the scope of the Precog flash. Time Travel enables the hero to actually travel to the time when the vision portrays.
*M25/Psionic Vampirism: (*): 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 Psivampire can drain the mental energies of his victim. He then uses the purloined energy to increase his own Strength, Endurance, Psyche, and his own Powers' ranks. The Psi-vampire can drain the mental energy from a target by means of a Power FEAT. The intensity rank is determined by the victim's Psyche. A successful FEAT enables the Psivampire to drain an amount of energy equal to his Power rank number. This amount is drawn in equal amounts from the victim's Reason, Intuition, and whatever Mental Powers he possesses. The process can continue indefinitely, with each successful FEAT enabling the Psi-vampire to drain more mental energy. The Psi-vampire can voluntarily cease feeding at any time by making any color FEAT except red. A red FEAT means he has entered an uncontrollable feeding frenzy that can only end when the victim is completely drained or the Psi-vampire has. been repelled. If the Psi-vampire fails to make a FEAT at any point in the feeding process, he is instantly repulsed by the victim and can never re-establish his attack. Furthermore, the victim is now immune to any further vampire attacks by that particular Psi-vampire. This immunity does not extend to other Psi-vampires. The Psi-vampire distributes the gained energy among his Strength, Endurance, Psyche, and whatever Powers he has. He cannot raise this Power's rank; no Vampire of any type can ever raise his own Power rank. So why do Psi-vampires do it? The answer is they lose energy at a frightful rate. The rank numbers for Strength, Endurance, Psyche, and all his Powers (except this one) each drop one point per hour. The Psi-vampire must feed in order to return the affected Abilities to their original ranks. This also explains why Vampires are so rare: lower ranked Vampires must constantly feed and are therefore easily detected and destroyed. If the Psi-vampire is-deprived of victims, he enters a death-like trance when all his afflicted Abilities drop to Shift 0. His Vampiric Power continues to function and will try to feed on anything that comes in contact with the body. When the Abilities return to Feeble rank, the Psi-vampire returns to life. When the Psi-vampire is created, the player must choose at least one Weakness. The player can increase his Power rank +1CS for each additional Weakness he chooses, up to a limit of three additional Weaknesses. Psi-vampirism is communicable. A sentient being who was completely drained by a Psi-vampire must make a Psyche. FEAT roll. A red FEAT means the victim has himself been transformed into a Feeble Psi-vampire. The Nemesis is an Enhanced Psyche raised two levels higher than the Psivampire's Power rank.
*M/26Remote Sensing: This is a catchall name for any Power that enables the hero to psionically extend the range of any sense. The senses include taste, smell, touch, balance (including gravity sensing), and temperature. The exceptions are sight and hearing, as these are already covered by the Powers of Clairvoyance and Clairaudience. The Power can also be used to extend the range of senses not present in Normal Humans, such as senses that detect Kirlian auras or magnetic fields. The player must choose a single sense to be extended by this Power. It must be a sense that is common to the hero's physical type. The taste/smell form can be useful in analyzing distant and possibly toxic substances. He can savor tastes and smells that might kill him if he were to directly experience them. ("Nerve gas smells like freshly baked cinnamon buns.") He can develop an extensive palate that permits him to identify substances by taste; a green Reason FEAT should suffice. The tactile form is good for identifying concealed or inaccessible shapes. Examples include the interior of a lock or a non-surgical examination of a patient. Again, a green Reason FEAT coupled with the hero's Talents should suffice. The range is determined by the Power rank. Maximum ranges are shown on column E of the Range Table. A drawback to this Power is that it acts as a funnel to direct Psionic attacks against the hero. Resistance is decreased -1CS because of this. Optional Powers include additional forms of this Power, Clairaudience, and Clairvoyance. The Nemesis is Mental Invisibility.
*M27/Sensory Link: The hero can telepathically link his senses with those of another being. He can use the information gained from the other's senses as if it came from the hero's own senses. An example would be a blind man really seeing through his guide dog's eyes. The Power is crucial to sense-impaired characters. Such characters need other beings with the necessary senses to replace the hero's own deficiency. The hero could receive input from any living being, including companions, adversaries, onlookers, and even animals. The range for this is line-of-sight within one area. The hero can concentrate on the input from a single being but he can also automatically scan for other possible sense-donors. This is a mental reflex action that permits the hero to constantly seek out new contacts. Sensory Link can be of benefit to heroes who are not sense-impaired. In such cases, the hero can scan distant areas through the senses of beings within the target area. The Power can be used to locate people, spy on foes, or simply to check out the scenery. The sense donor is unaware that part of his senses are being siphoned by the hero. A red Reason FEAT is required for the sense-donor to feel the Power's presence and even then the donor would probably not recognize what is happening to him. A weakness of the Power is that it decreases -1CS the hero's resistance to psionic attacks aimed at him or at the current sense-donor. A second disadvantage is that the hero's initial Agility and Fighting ranks are decreased -1CS due to the fact that the hero is operating with a detached point of view. Either of these can be overcome by expending Karma. An Optional Power is Telepathy. The Nemesis is Neural Manipulation.
*M28/Serial Immortality: (*): 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.
A character with this Power can suffer damage, get sick, age, and even die. None of it is permanent to the character, though. When the hero's body dies from any cause, the unique nature of his lifeforce enables it to transfer to a new body. He can also transfer some but not all of his Powers to the new body. The hero loses all Karma with the death of the old body. There are five forms of Serial Immortality, each with a different means of rebirth and Power transferral. The player must choose one of these methods, either selecting for himself or letting the die decide.
Die Roll Form
01-20 Newborn
21-40 Premade
41-60 Re-animation
61-80 Spontaneous Creation
81-00 Parasite
Newborn—The body is that of an infant. The character can enter the body at any point from conception to birth. He is helpless until birth actually occurs. He can accelerate the body's physical development in order to induce birth and quickly regain physical maturity. The rate of accelerated development is a multiplier equal to the Power rank number. A Feeble rank ages twice as fast as normal, a Remarkable rank ages one month for each day that passes, and a Shift-Z can age over a year for each real day. Example: Avengers #200 revealed that Immortus' son Marcus had entered the Earth Dimension by way of an embryo he had implanted in Ms. Marvel's body. He was born within weeks of her discovering she was pregnant and grew into a seeming 20-year-old within a day of his birth. Mental Powers are immediately transferred to the new body. Physical Powers are regained as the body matures. The Judge can decide how and when the Powers reappear. Powers that are derived externally or result from massive alterations of the hero's original form are not transferred. The hero will have to recover or recreate the source of these Powers in order to regain them.
Premade—The new body is a previously prepared clone or android body that was prepared specifically for this purpose. Such a body is already physically mature and in possession of the full range of the hero's Powers. It is completely mindless and rests in a comatose state until activated by the hero's lifeforce. The knowledge of how to create these bodies can be learned by characters with Remarkable or better Reason, provided they are properly trained. Someone with Amazing Reason can figure it out for himself. A Laboratory or Medical Package of Amazing cost is required to create these bodies. Each body has an Remarkable cost. Magically created bodies require an equivalent Resource level. If a premade body is unavailable at the time the old one dies, the lifeforce drifts in Limbo until such a body becomes available.
Re-animation—The lifeforce enters and revives a recently deceased but unmutilated corpse, preferably of the same species as the original body. The body must be reasonably intact, although the Power does include a single-use form of Self-healing that repairs the body and restarts bodily functions. The hero can not control which body he enters but rather is drawn to one in the following order of preference: 1) closest to old body, 2) most recently dead, and 3) least severe damage. Mental Powers are immediately transferred. Most physical Powers are regained as the hero-re shapes the new body to accommodate the Powers' use. Powers that are external must be recovered or recreated. The amount of time needed to reshape the body is the number of days equal to 100 minus the Power rank number. If the corpse has intrinsic Powers, the hero gains the use of these upon re-animating the corpse. Such Powers are not transferred to subsequent bodies. The re animated body regains full life within a day of the Power's use.
Spontaneous Creation—This is the most sociably acceptable form of Serial Immortality. The hero creates existing matter and energy into the flesh of a new body. The newly-created body is identical to the previous one and possesses all Powers except externally derived ones. Any Power that is in the hero's self-image can transfer. The time needed to create a new body is the number of days equal to 100 minus the Power rank number.
Parasite—This is the nastiest, least socially acceptable form of Serial Immortal ity. The character's lifeforce invades a living, physically mature body and overwhelms the original occupant's mind. Successful invasion is determined by pitting the Power rank against the would-be victim's Psyche. The invader must make a Power FEAT whose intensity is equal to the victim's Psyche. Failure means the invader must choose another victim. If the invasion succeeds, the original mind suffers one of five possible fates; the player must choose one that holds for all victims of this Power. There is an equal random chance for each. Subordination: The victim retains consciousness and individuality but loses all physical control. He is a prisoner in his own body. Merger: The victim's mind is incorporated into the greater mind of the invader. Comatose: The victim's mind is rendered unconscious for the duration of the invasion. Obliteration: The victim's mind is completely destroyed. Eviction: The victim's mind is driven out of his body and becomes a Free Spirit (see M11). It is incredibly difficult to finally defeat an adversary with any form of Serial Immortality. The best the foe can normally hope for is to defeat the current body and then prepare for the next incarnation. It is possible to stop the infinite progression from body to body by preventing the hero from leaving his current body (suspended animation will do) or entering a new one (stranding the hero in intergalactic space is a good tactic). The lifeforce can be directly fought or even killed within the Limbo dimension. Sometimes a character with this Power can be forced out of his current body without that body getting killed in the process. The Judge is free to decide what conditions apply in his campaign; suggested moans revolve around coercion or such Powers as Magic, Power Controls, Force Field vs. Hostiles, Summoning, and Exorcism. Such Powers must exceed the hero's Power rank by 2CS in order to forcibly evict the lifeforce from the body. If successful, the lifeforce is driven into Limbo or a new body in a more peaceful location. As for the now vacated body, the results vary with the form and variety of Serial Immortality:
Newborn—The body is now occupied by the innocent soul of a newborn infant, regardless of the body's physical age.
Premade—"He's dead, Jim."
Re-animation—" She's dead, Jim."
Creation—The body reverts to its original materials.
Parasite/Subordination—The victim awakens with full knowledge of his past plight.
Parasite/Merger—The victim awakes but is temporarily schizoid due to lingering effects of the merger.
Parasite/Comatose—The victim awakons with no knowledge of the intervening time.
Parasite/Obliteration—"This one's dead, too."
Parasite/Eviction—The body is comatose but will revive when the original mind rejoins the body. The Nemesis is Exorcism.
*M29/Speech-throwing: This is best described as "super-ventriloquism." Although it is radically different in execution from the Talent of Ventriloquism, the effect at low levels is similar. Simply put, the hero can make his voice audible in a distant location, without the vocal soundwaves actually traveling the intervening distance. The Power is actually a specialized form of Telekinesis which allows the hero to agitate the distant molecules in a way that simulates sound transmission. The Power enables the hero to be heard instantaneously at any distance, despite any barriers to normal sound transmission. The only barriers that stop this Power are those that interfere with Psionic Powers. Speechthrowing's range is determined by its Power rank. Column E of the Range Table shows appropriate distances. The hero has 100% accuracy, provided he can somehow sense the target area. This is commonly provided by such Powers as Clairaudience and Clairvoyance. If the hero lacks the means to check on his aim, he cannot control anything but the basic direction his voice is being sent. If the hero has other sonic-based Powers, they can be combined with this Power to greatly enhance their range. If the hero has Extradimensional Detection or Dimension Travel, these can be used to modify the Power and enable the hero to Speech-throw into other Dimensions. The Bonus Power is Clairaudience. Optional Powers include Clairvoyance, Vocal Control, Hyper-hearing, and Sensory Link. The Nemesis is Force Field vs. Psionics.
*M30/Telekinesis: The hero can handle material objects without having to make direct or indirect physical contact (pushing or blowing, for example). The hero can perform any action that could be accomplished using normal Strength. The Power rank serves as an equivalent for the Strength rank. Most Telekinetics ("TKs") visualize their Power in terms of an amorphous arm extending from the body. This leads to a curious psychological handicap in that most TKs cannot lift their own bodies. Only rare examples like Marvel Girl have overcome this bit of irrationality. The range is determined by the Power rank. Column A on the Range Table shows the ranges for a single act of TK activity. Each additional simultaneous action reduces the range -1CS. Multiple activities share the common pool of TK strength. The more actions that are attempted, the weaker each telekinetic arm becomes. If the hero attempts to perform a greater number of simultaneous complex activities than the Judge thinks plausible, the Judge may require an Agility FEAT. If the hero also possesses Remote Sensing, she can develop a sense of touch through her TK grasp. This permits the hero to handle materials that are not within her sight. Clairvoyance can be incorporated into TK to permit visual guidance. Optional Powers include Matter Animation, Molding, Clairvoyance, Remote Sensing/Touch, Levitation, and True Flight. Nemesis is either Force Field vs. Psionics or Gravity Manipulation.
*M31/Telelocation: The hero can Psionically locate a chosen target. This differs from normal Tracking in that no physical or sensory contact, however tenuous, is required. Consequently, the Power is not hampered by the concealment, erasure, or absence of the target's "scent." Telelocation can operate over immense distances. The only factors that can hinder the Power are those that diminish any Psionic activity. The range, determined by the Power rank, is shown on column D of the Range Table. This represents a sphere centered on the hero; the quarry must be within it. The hero must have a stimulus to channel her Power toward a specific quarry. The nature of the stimulus determines' the Power FEAT. A green FEAT requires contact with a part or possession of the quarry. A yellow FEAT requires the hero to have previous contact with the quarry. A red FEAT is required if the hero only has second-hand information about the quarry (and it had better be good). Optional Powers include Clairvoyance (limited to already located quarries) and Extradimensional Detection (which automatically combines with this Power to extend its range into other dimensions). The Nemesis is Mental Invisibility.
*M32/Telepathy: The hero can communicate on a direct mind-to-mind basis. This is automatic with willing minds or Psyches with ranks lower than the Power rank. Equal Psyche ranks require a yellow FEAT. Minds with mental Powers or some form of Psionic defense require a red FEAT. Uncooperative beings with Psyches exceeding the Power rank -are impossible FEATs. Range is determined by Power rank. Column D of the Range Table shows the limits. At Class 1000 the Power can breach dimensional barriers; this can also be accomplished if the hero combines Telepathy with Extradimensional Detection. When the hero is created, the player can raise the Power rank +1CS by choosing a limitation. Examples include either receiving or transmitting only (not both), communicating in only words or visual images (not both), or being limited to contacting only other telepaths and other Psionic types. Optional Powers include Empathy, Hallucinations, Mental Invisibility, Mental Probe, Mind Blast, Mind Drain, Sensory Link, and Psionic Detection. The Nemesis is Resistance to Psionics. Telepaths start with two stunts.
Special Bonus Stunt Power: Team Link: Linking the minds of a team sharing a Karma pool, so that all team members are aware of each other's actions. Range for this is half that listed for the Telepathy Power. Verbal or Non-verbal orders may be passed, and all characters are considered to have the Intuition of the telepath.
*M33/Total Memory: The hero has the ability to remember anything that he has ever experienced. This could be a book he's read, the faces of everyone he saw on Tuesday, what birth was like, and so on. The accuracy of his recall is his Power rank number treated as a percentage. Feeble is 2%, Excellent is 20%, and so on to automatic accuracy at Unearthly rank or above. The color FEAT reflects the nature of the memory being sought. Green FEATs involve personal memories. Yellow FEATs involve learning experiences. Red FEATs involve unconsciously gained information, such as the faces of everyone the hero saw on Tuesday. The Power is the perfect complement for Hyper-Intelligence by providing a built-in library. It can be used to simulate that Power, Hyper-Invention, or Weapons Tinkering, provided the hero once read texts that explained how to do things that come naturally to those with the other Powers. ("Well, I read Reed Richard's notes on constructing dimensional gateways, so if I just follow his plans we should be in the Negative Zone by next Monday night.") When playing a character with Total Memory, assume he is a voracious consumer of all media. It is to his advantage, after all. Such characters are also fond of quoting obscure texts or unconsciously reciting encyclopedia entries. The Power doesn't really alter either Intuition or Reason, thus these can be used as a guide for what the hero has probably read in the past. When the hero claims to have read a special text, the player is required to make a Reason FEAT to prove he has read something along the desired liner. Flashback is a real danger. If the hero was ever a victim of a mental attack, there is a chance the memory will accidentally resurface at a later time and the effect returns anew. Such flashbacks occur when the hero is somehow reminded of the original incident. The hero must make a green Psyche FEAT to avoid reliving the full effects of that other Power. Example: Phtomemry was under Ringmaster's Hypnotic Control for two days back in 1978. Today he saw a news report on Ringmaster's parole hearing. Suddenly the compulsion to rob jewelry stores returned. Optional Powers include HyperInvention, Hyper-intelligence, and Weapons Tinkering. The Nemesis is Mind Drain.
*M1/Clairaudience: The hero can "hear" distant sounds and voices despite any intervening distance or barriers. The Power is not hindered by factors that affect normal sound transmission, such as distance, time lag, muffling, distortion, or the absence of a transmitting medium. Because of this, Clairaudience has superior range over Hyper-Hearing. Only Clairaudience enables the hero to hear across a vacuum, for example. The ranges for Clairaudience are shown on column E of the Range Table. When the Power operates, it overrides the hero's natural hearing. Distant sounds are sensed at their original volume level. If the volume is too loud the hero can reduce it with a green FEAT. Faint sounds can be magnified by a yellow FEAT. The Optional Powers for this are Hyper-hearing, Clairvoyance, and Remote Sensing. The Nemesis for this is Force Field vs. Psionics.
*M2/Clairvoyance: The hero can "see" distant sights without directly seeing it with his eyes. The hero receives a visual simulation of what he would see if he were actually present at the scene. The Power is not hindered by any of the factors that affect normal light transmission, such as distance, blockage, obscurement, and time lag. It can be used to see things that are impossible for a telescope or Telescopic Vision. For example, a Monstrous Clairvoyant could see current conditions inside a sealed room on the surface of Venus. The ranges for this Power are shown on Column E of the Range Table. When in use, the Power overrides normal vision. Clairvoyance can be used in conjunction with other Powers to increase the range at which those Powers can affect a target. Optional Powers include Clairaudience and Remote Sensing. The Nemesis is Force Field vs. Psionics.
*M2x/Clairaudience/-voyance Package (*):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 'hear' and 'see' distant sights and sounds despite any intervening distance or barriers. Factors that hinder sound or light transmissions do not apply any penalty to this power. It can be used to see things that are impossible for a telescope or Telescopic Vision. For example, a Monstrous Clairvoyant could see and hear current conditions inside a sealed room on the surface of Venus. When the Power operates, it overlays over the hero's natural hearing and vision, enabling the hero to operate and even fight with only a minor penalty. Volume and brightness of the targeted vision can be altered to tolerable levels on a GREEN power roll. The ranges for the Clairaudience/-voyance Package are shown on column E of the Range Table. The Nemesis is Force Field vs. Psionics.
*M3/Communication With Animals: The hero can understand and use the languages employed by animals and other non-sentient lifeforms. The Power can be used to communicate with nonsentient alien creatures but not intelligent aliens. The degree of difference between the hero and the animal determines what color FEAT is required. Assuming the hero is human, a green FEAT permits communication with mammals. A yellow FEAT permits communication with birds and reptiles. A red FEAT covers everything else. If the hero has a different physical type, the player and Judge will have to modify the FEATs accordingly. The hero must be in communications range of the animal for the Power to work. This varies from species to species. The basic rule is that the maximum range is the greatest distance at which the hero and animal can sense each other. Optional Powers include Linguistics and any of the Communication Powers. The Nemesis is Neural Manipulation.
*M4/Communication with Cybernetics: The hero can directly communicate with complex machines, whether these are computers or machines not normally considered to have artificial intelligence. Any machine that possesses any kind of programming can be communicated withcalculators, digital watches, microwave ovens, even music boxes. The higher the rank, the simpler the machine that can be spoken to. A green FEAT can communicate with a machine possessing several microchips; a computer is the most common example. A yellow FEAT communicates with devices possessing a single microchip, such as watches and talking dolls. A red FEAT communicates with machines that lack microchips but are still somehow programmed, like player pianos and hand-cranked adding machines. The nature and quality of the information received reflects the nature of the machine that is spoken to. Communication occurs without the hero needing to resort to programming languages and input devices such as punchcards and keyboards. After all, if the hero did need them this wouldn't really be a super power. When using the Power, the hero transfers part of his intelligence and Psyche to the machine, thus allowing it to respond to him. Unfortunately, sharing his mind with machines on a regular basis leads the hero to identify a little too closely with machines. The Optional Power is Linguistics. The Nemesis is Neural Manipulation.
*M5/Communication with Non-living Matter: This is a catchall name for anything not covered by the other Communication Powers (M3, M4, M6). It will enable the hero to communicate with anything that had once been either sentient, cybernetic, or alive, as long as the target lacks those qualities now. The hero transfers part of his intelligence and Psyche to the target, thus permitting it to respond to him. The target can converse, provide information, and even have a personality. The Power includes an innate, unconscious use of Speechthrowing. Although the hero actually provides the voice, it appears that the target actually speaking. When the Power is used to speak a corpse, it uses an unconscious, automatic form of Postcognition to create a simulation of the spirit that once inhabited the body. The hero does not speak with the actual spirit. This can lead to an odd situation in which the actual ghost hears his own body speak as if he were still in it. Unfortunately, the hero may develop a personality quirk that blurs the distinction between life and death. As he can speak with both the living and the dead, he might not be able to see what the difference is. This can be taken to grotesque extremes, especially in a horrific campaign. The Power can be used to pry into a person's secrets by interrogating that person's possessions. For example, clothing will blithely recount the wearer's activities and a wall safe will proudly list all the things it is protecting. Note: Projectile weapons only remember when they were fired, not at whom. Optional Powers include Communications with Cybernetics. The Nemesis is Neural Manipulation.
*M6/Communication with Plants: The hero can speak with plants. Anything that has a vegetable physiology can be affected by this Power, such as grass, trees, and the Man-Thing. When using the Power, the hero imparts some of his intelligence and Psyche to the plant to facilitate communication. The greater the complexity of the plant, the easier it is to communicate with. A green FEAT communicates with trees and local ecosystems; in the latter, all the plants speak as if a chorus that only the hero can hear. A yellow FEAT communicates with shrubs, vines, and bushes. A red FEAT communicates with simple plants and fungi; if the hero has Hyper-hearing, it can be combined with this Power to permit communication with plankton and bacteria. Combining the Power with Sensory Link enables the hero to share the experiences of plants, even those on alien worlds if the latter Power's rank is high enough. A problem can develop if the hero begins to identify too closely with plants. He might find salads offensive. Worse, he may begin to suffer anguish when plants are harmed in his presence. Optional Powers include Communication with Animals, Communication with Non-living Matter, Plant Control, and Plant Growth. The Nemesis is Neural Manipulation.
*M7/Cosmic Awareness: (*): 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 is in tune with the entire scope of reality. He possesses a detached, omniscient viewpoint that allows him to explore the entire existence of a chosen subject. Unfortunately, this causes such a massive overload of superfluous information that the hero is hard pressed to sort it all out. The FEAT represents the hero's ability to recover a specific bit of information from all the effluvia. The more exact the required detail, the higher the difficulty. Discovering basic facts or locating any one on the Earth requires a green FEAT. Complex information or finding anyone within a star system requires a yellow FEAT. Secrets, weaknesses, arcane knowledge, and anything else the Judge wants to make difficult to find out requires a red FEAT. The Power can be used to automatically track any Class 1000 or higher Power within ten miles of the hero's position. In combat the Power raises the hero's own attacks +1CS by detecting the weak points in the opponent. The major drawback to this Power is that can lead to insanity, especially catatonic withdrawal, as the hero's Psyche is continually inundated by a flood of information. The Judge can determine the chance of temporary insanity by secretly making a Reason FEAT for the hero; a green, yellow, or red FEAT means the hero has retained all his marbles for another day. The Judge should make this check any time the hero uses the Power more than five times a day or a number equal to 10% of the Power rank number, whichever is higher. Because of this, caution is urged in the use of this Power. If the Power is somehow negated, the hero may also go into a state of shock or severe depression. Any mental problems the hero suffers can be cured by normal psychotherapy. The Optional Power is HyperIntelligence. The Nemesis is Emotion Control.
*M8/Danger Sense: This is also called Combat Sense and Spider-sense. It is a combination of automatically functioning Psionic Powers (Telepathy, Empathy, and Precognition) that warns the hero about impending danger. The advance warning time is the number of seconds equal to the Power rank number (rounded up to the nearest turn if need be). For example, Spider-Man's Amazing rank can warn him of danger almost a minute in advance. In a combat situation, the Power can be used replace other, lower ranked Abilities. It can replace Intuition for determining surprise, Fighting for blocking, Agility for dodging, and Strength for escaping. The minimum level for this Power must be equal to the -hero's Intuition. If it's initially lower, the player can raise it to this level. The player can also raise its rank +1CS by choosing to make it a voluntary rather than an automatic Power. That is, it only functions if the hero is making it function. Spiderman's version functions at all times, but your hero might decide the risk of being caught off-guard is worth the reward of the higher rank. The nature of the Power reduces the hero's resistance to Emotional attacks -1CS. The Nemesis is Emotion Control.
*M9/Dreamtravel: The hero can actually enter into the short-lived pocket dimensions created by a person's dreams and nightmares. These dreamworlds are outside the boundaries of normal reality and exist solely as a reflection of the dreamer's imagination. The Dreamtraveler must be within ten feet of the dreamer in order for the Power to function at full rank. The Power rank decreases -1CS for each additional 10 feet that separates the two. The Dreamtraveler has no direct control over the conditions within the dreamworld. He can interact with things within that world by performing "physical" actions much as he would in the real world. Fighting, Agility, Strength, and Endurance are all represented by this Power's rank. If the hero has other Powers, these exist in equivalent forms that possess this Power's rank instead of their own. The Dreamtraveler can suffer real damage as a result of events that affect him within the dreamworld. He might even die. The equivalent of the damage appears in the hero's real body. Normally the hero's real body retains its solidity during Dreamtravel. The player can raise the rank +1CS by making the hero's body dematerialize whenever the Power is used. In this case, if the hero is slain or trapped within the dreamworld, the body might never reappear. Each dreamworld is unique to the specific dreamer and retains no existence except during the act of dreaming. Dreamworlds are not the same as the Dream Dimension, although it is possible they exist within the greater Dream Dimension. It is possible that dreamworlds touch each other and may even overlap in the case of telepathic dreamers. If so, it is possible that the Dreamtraveler can enter one dreamworld and exit one of someone else's. The Optional Power is a form of Telepathy limited to dreamers.
*M10/Empathy: The hero can detect the surface emotions of others. The hero can detect the target's emotional state and further refine that knowledge to discover the target's physical state, surroundings, and location, insofar as these have an influence on the emotions. He can transmit his own emotional state but he cannot impose this on others (that requires Emotion Control). Empathy is extremely useful when the hero has to deal with non-sentient beings or large numbers of people. It can read the target's mood and support already existing emotions. The range can vary within a single Power rank. The distances shown on column B of the Range Table refer to a single target. Each additional target reduces the range -1CS. Range never falls below Feeble, even if the hero is trying to read the emotions of a crowd. The Power functions for as long as the hero concentrates on using it. The hero can send 'Empathic, messages by means of a Power FEAT. The message is in the form of a burst of emotion accompanied by a subtle identification of the Empath. A green FEAT transmits to a known person and location. A yellow FEAT transmits to a known person in an unknown location. A red FEAT is the Psionic equivalent of a general announcement. ("Did you feel that? Felt like somebody was really scared… Wait a minute. That was Sender. He needs us!") Optional Powers include Clairvoyance and Emotion Control. The Nemeses are Mental Invisibility and either Force Field or Resistance to Psionics.
*M11/Free Spirit: (*): 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's soul is capable of independent existence in the real world. The Free Spirit can leave the hero's body and travel independently; it is often mistaken for an Astral Body. The Free Spirit can even survive the death of the physical body without being immediately drawn into an afterlife dimension; this requires a red Power FEAT at the time of death (more on this later). Free Spirits possess all the Mental Abilities, Talents, and Powers of the whole being. Health remains unchanged although now it is more of a measure of how well the Free Spirit can resist entering the appropriate afterlife. If the Free Spirit is still in his original body, that body may either retain a share of the overall consciousness when the spirit is away or the body may lapse into a coma at these times. There an equal chance of either, although the player should choose one at the time the hero is created. If the original body is dead, the Free Spirit can develop bonds to one or more new bodies, dwelling like a tenant in each but tied to none. The Free Spirit cannot Possess the body or in any way hinder the real owner's abilities. They do share a telepathic bond that extends into shared dreams. If the Free Spirit possesses Powers that require a physical form to use, he can lend these to whatever body he is occupying.-When this Power appears during the character generation process, the player must decide whether the body the Free Spirit is occupying is his own or a loaner he picked up along the way. In the latter case, the player will then have to generate two complete sets of statistics, those of the Free Spirit and the real owner of his current body. Free Spirits can be created later on. Any character who dies in a campaign has a chance to become one, even if he did not possess this actual Power to begin with. The transformation is accomplished by making an Unearthly Psyche FEAT and expending all the hero's Karma. The Nemeses are Summoning and Spirit Storage.
*M12/Hallucinations: (*): 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 illusions directly within the target's mind. Such illusions are telepathic, not holographic, in nature. As such, they cannot be mechanically detected or recorded except by devices that simulate Telepathy or human thought patterns (such as player character Robots). Hallucinations can only be seen by the target of this Power. The ranges for this Power is shown on column A of the Range Table. The target must be within sight of the hero, although the hero can extend his sight and thus his Power range by the use of artificial aids. These include telescopes, remote TV cameras, clairvoyance, and Telescopic Vision. The target need not see the hero in order for the Power to affect him. Normally the Power affects only a single target. Each additional target decreases the range -1CS. Targets are allowed to disbelieve the Hallucination by making an Intuition FEAT but only if they suspect the true nature of wha t they are seeing. Hallucinations last as long as the hero concentrates on creating them. They inflict no real physical damage but can be used to disguise an actual Power's use. The hero can use one additional Power simultaneously with this one. Hallucinations can be used to inflict psychosomatic damage. If the apparent damage is believable, the target will physically react to it. Hallucinatory "death" results in the target lapsing into unconsciousness for 1-20 turns. Since a target who takes the time to examine his wounds will realize he has not been hurt (at least not in the way he thinks he should be), the hero is advised not to use Hallucinations that rely on direct attacks. Hallucinations have limited effects on non-sentient or extremely alien beings. They have no effect at all on Moms Nature. A Hallucinatory wall might stop a puma but it won't stop a boulder rolling down on the hero.
*M13/Hyper-Intelligence: Normally a character's Intelligence is determined in the Character Generation Process. However, the research for the Ultimate Powers Book showed that extreme levels of Intelligence can be a Power in its own right. Examples include The Leader and the late Soviet scientist known only as Gargoyle. The hyper-intelligent character is a genius of awesome potential. He can quickly master new subjects, retain that knowledge indefinitely, and easily succeed in any mental endeavor. There are two ways the Power can be incorporated into a character. The player should choose one when he first creates the character (a coin toss will do). The first method is a permanent modification of the hero's Intelligence. The Power rank number is added to the hero's previously generated Reason or Intuition rank number. The total is the hero's actual Hyper-intelligence. For example, a character like the Leader started off with Good Reason. The gamma rays added Incredible HyperIntelligence for a final total of Amazing Reason rank. The second method uses HyperIntelligence the same way most other Powers are used-intermittently. Just as Siryn doesn't scream all the time, so too would a Hyper-intelligent character have normal intelligence most of the time. When he uses his Power, he transforms himself into a mental giant. The way it operates is the character's normal rank for either Reason or Intuition is raised the number of levels equal to the Power rank (Feeble is +1CS, Poor +2CS, and so on). The total is the actual Hyper-Intelligence rank the character can achieve using this Power. The hero can retain this higher rank for a limited amount of time; the duration is the number of minutes equal to the original Ability's rank number. This is for the first time each day the hero uses the Power. Each successive time the hero uses his Power within the same day decreases the duration -1CS. Example: Steve is creating an awesomely wise alien named Shepherd. Shepherd has a normal Incredible Intuition rank. His Power rank is Excellent. This raises the Intuition rank by +5CS to a potential Shift-Y rank. Shepherd can retain this enhanced state for an Excellent duration of 40 minutes before he reverts to normal. summoning his Power a second time, he returns to Shift-Y Intuition for a Remarkable duration of only 30 minutes. He can summon his Power five more times after that, then he has to rest. When creating the character, the player can increase the Power rank +1CS by specializing in a specific fields. After all, comics are filled with characters who are titans in the lab but failures in other fields. Possible fields include Professional and other Talents, such as Medicine, Engineering, and Animal Training. Optional Powers include HyperInvention and Total Memory. The Nemesis is Mind Drain.
*M14/Hyper-Invention: Hyper Invention is a special issue, explained here at this Link
*M15/Incarnation Awareness: This Power is based on the idea that a spirit enters countless reincarnations throughout eternity but that the memory of each past life is usually lost somewhere in the transition from one life to another. This Power allows the hero to remember the details of his more recent lives and to actually communicate with them. Such communications include the transmission of the complete range of senses and thoughts. There are two limits on communication with other lives. One, the communication can only be initiated by the hero's current incarnation. He cannot be called by past lives nor can he call future lives. However, that doesn't prevent the hero from receiving messages from his future selves. This can be a quick way to start an adventure (more later). Two, the hero can only reach past selves at points when they are actually living. He cannot reach selves that are in an afterlife situation. In fact, the hero can't really recall ever being in any form of afterlife. The Power rank number is also the number of consecutive past lives the hero can contact. The earliest incarnation is the lifespan in -which the Power first appeared; it has been growing one point at a time ever since. This limit spares the player the responsibility for making up a mega-biography going back to the dawn of time. It spares the Judge by limiting the potential havoc the player can wreak using his now-dead contacts. Assume a full but average lifespan for all past lives. From the 18th century on, this is 70 years. Prior to that, the average is 50. The time elapsed between incarnations is up to the player, but at least one incarnation per century is recommended. Soon after the player acquires this Power, he should work out a basic timeline for and list of his past incarnations. Players are urged to make their past lives relatively normal people. Still, if the player is determined to fill up his past with glory after glory, the Judge can insist on a simple rule. To wit: there is a 1% chance that any specific historical figure was a former incarnation of the present-day hero. The Power is used primarily to gain information. The hero can make extremely long-ranged plans that involve the assistance of past lives in solving current problems. Example: Self-1988 asks Self-1920 to have a tunnel dug under the site of the present day Latverian Embassy. A trust fund to be set up by Self-1855 will pay for it. Sometimes a future incarnation will request that the hero perform a special act. The reason for the act might never be explained. In this, way, the hero and his associates might suddenly find themselves thrust into extremely strange or terribly mundane situations. ("It is crucial that you make sure Jon Clifton gets to school today! Then bury ten pounds of Adamantium at these coordinates in the Gobi Desert.") Even the best laid plans of mice and men go astray. Any time the hero asks a past-self to perform an action that has a direct, physical effect on the present, he must make a FEAT roll. This represents the chance of long-range plans coming to fruition. Each century between the present-self and the past-self raises the Intensity FEAT +1CS. Example: The Trust Fund set up in 1855 requires a Poor Intensity FEAT. The tunnel requires a Feeble Intensity FEAT. The player rolled a 30 and a 56. The trust fund failed somewhere along the way but the tunnel got built anyway using alternative funding. The Optional Powers include either Time Travel limited to any past lifetime, a combination of Time Travel and Free Spirit that enables the present-self to possess the bodies of other selves, or a specialized form of Time Travel that enables the present self to draw other selves from their times to the present.
*M16/Iron Will: The hero has complete conscious control over his mind and body. By using his Iron Will, the hero can temporarily halt the damage done by mental or physical attacks; he can even postpone his own death. Iron Will can be used in place of any lower-ranked Ability to determine Resistance to an attack. Any time the hero suffers damage from an attack, the Power can temporarily absorb it before it can affect any of the hero's Ability ranks. The maximum amount of damage Iron Will can absorb at one time is equal to its rank number. Absorbed damage does not affect the hero at that time. Damage exceeding that amount affects the hero in its normal manner. The hero can maintain his Iron Will indefinitely but will eventually have to relax his self-control in order to heal and renew his Power. Letting down his control causes him to immediately suffer a loss of Health points equal to one half the amount of damage Iron Will had absorbed. Regardless of the original nature of the attack, it is always translated into lost Health points; this reflects the strain the Power places on the body. Once the translation occurs and the Iron Will has been purged of its burden, it is able to absorb new damage. The cycle of absorption/purging/ absorption can continue until the hero's Health drops to zero or below. Note: The Power. can still absorb damage, even if the conversion of that damage into Health points will result in the immediate death of the hero. In such a case, the hero had best make sure he is already in an excellent Trauma Center when he relaxes his Power. Example: Sunstone is battling the Marauders and not doing too well. He possesses Incredible Iron Will and has 100 Health points. Harpoon hits him with a Slayspear; this does 40 points of damage. Iron Will absorbs it all but immediately reconverts it to a loss of 20 Health points. Sabertooth slashes and gnaws Sunstone for 60 points. Iron Will only absorbs the first 40, then immediately converts it. Health now stands at 40 points. Malice attempts to Possess Sunstone; Iron Will fends off the mental attack but at a cost of another 38 points. Sunstone decides discretion is better than valor and flees. Scalphunter fires at the retreating figure and inflicts thirty more points of damage. Sunstone heads for the best-equipped hospital in the area. He manages to maintain his self-control until he is actually in the operating room, then he passes out as wounds suddenly appear across his body.
*M17/Linguistics: This is a specialized form of Hyper-intelligence. The hero has the ability to rapidly learn any language if sufficient material is available for him to work with. Once the language is mastered, the hero is fluent in that language, provided he is physically capable of communicating in it. The number of languages a hero is currently fluent in is limited to the Power rank number. For example, Doug Ramsey's Incredible rank enables him to retain fluency in up to forty languages at a time. When a hero exceeds that limit, he begins to forget a previously mastered language. This will usually be some obscure tongue the hero has had little use for, like Basic Otter or Mephitish. The speed with which a hero can learn a new language is determined by its strangeness and what source materials are available. Current human languages require a Poor FEAT. Archaic human languages are a Good FEAT. Alien but Humanoid languages are Remarkable FEAT. Animal languages are an Incredible FEAT (note: not all animals have an actual language). Alien, nonhumanoid languages are an Amazing FEAT. The color of the FEAT is determined by the source of the language. A green FEAT is needed if the hero has access to actual instructional materials or a cooperative native speaker of that language who also speaks a language the hero knows. A yellow FEAT is needed if the hero has a native speaker who cannot speak any tongue the hero knows or if the hero only has non-instructional samples of that language. A red FEAT is needed if the hero has only fragments of the new language. For example, learning Shi'ar from watching a broadcast of a speech by Majestrix Lilandra is a yellow Remarkable Intensity FEAT. Learning spoken Primate by actually using sign language to talk with a chimpanzee requires a green incredible intensity FEAT. The hero can try a FEAT roll every hour. Failure means he simply has not yet gotten the hang of the new language. The only real drawback to the Power is that the hero may accidentally forget his native language, especially if he rarely uses it. Still, he can always re-learn it. There is a danger that an adversary might warp the hero's Linguistic Power and actually negate his language comprehension; in such a case, the hero becomes dyslexic and unable to understand simple English. A curious side-effect of the Power is that it provides Power rank Resistance to Hypnotic Voice and other sonic-based forms of Hypnotic or Mind Control. The hero's mind shifts into its translation mode; it studies the medium through which the hypnosis is communicated rather than the actual message. ("Lorelei, did you ever realize that your sleep command is a high C-sharp while your paralysis command is a high C-flat?") The Optional Power is HyperIntelligence. The Nemesis is Mind Drain.
*M18/Mental Duplication: This is a combination of Powers that enables the hero to psionically study a subject's mind and then create a simulation of that mind within the hero's own brain. This is a great way to learn secrets and interrogate subjects who would otherwise be rather uncooperative (at best). The duplicated mind contains the personality of the original, most memories, and possibly the mental or psionic Powers of the original. The subject is unaffected by the Power and loses none of his own mental abilities. He is usually unaware that Duplication has even occurred. The relationship between the hero's and the duplicate’s mind takes one of three forms. The player must choose one form when he first creates the hero; this form applies for any duplicates the hero creates.
Dice Roll Form
01-40 Detachment
41-70 Merge
71-00 Transformation
Detachment—The hero's mind is completely separate from the duplicate and retains full control over the body and other Powers. The hero can examine and communicate with the duplicate. The duplicate retains a facsimile of the original's will and may not choose to voluntarily cooperate with the hero. If the duplicate chooses to resist, the hero must make a Psyche FEAT whose Intensity is determined by the duplicate's Psyche rank. A successful FEAT means the duplicate will grudgingly cooperate (for now). The FEAT must be made with each new attempt to force cooperation. The duplicate mind can attempt to overwhelm the hero's own mind. Success occurs if the duplicate makes a -3CS Psyche FEAT whose intensity is based on the hero's Psyche. The duplicate mind can attempt its coup at the initial duplication and at any time the hero forces cooperation. Success means the two minds' positions are now reversed; the duplicate now controls the body and any Powers for the duration of the duplication. Example: Copicat successfully duplicates Dr. Doom's mind. Doom won't stand for anything resembling subservience and immediately rebels. Copicat has Excellent Psyche; Dr. Doom has Amazing Psyche, reduced -3CS to Excellent when attempting to overwhelm. The Doom-mind fails to make the required Excellent Intensity FEAT. "Doom" decides to examine his situation; from the Doom-mind's point of view, "he" has been captured by means of a Mind Transferral of unknown type. Copicat is trying to get the Doom-mind to draw up a set of plans for his time machine. Unfortunately Doom's Psyche is too high for even a red FEAT.
Merge—The duplicate mind blends with the hero's mind to create a composite mentality. The new mind contains aspects of both minds' personalities, memories, and Powers. The new mind's Psyche is the sum of the original two Psyche ranks. The degree of each mind's influence is proportional to its original Psyche. Each original Psyche represents a section of the pooled Psyche. For example, Carboncopy has a Good Psyche. He merges with a Thing duplicate (Remarkable Psyche), creating a joint Incredible Psyche. One fourth of the joint personality is Carboncopy, the remaining three-quarters are the Thing.
Transformation—The hero's mind is automatically overwhelmed by the new mind. The hero's personality, memories, and mental Powers are temporarily replaced by the new mind. The effects appear identical to Mind Transferral, at least where the hero is concerned. The hero's Reason and Intuition are replaced by those of the original mind; after expiration of the Power, these return to their original ranks. Regardless of the form, the hero must make a FEAT at the time of Duplication in order to determine the completeness of the duplicate mind. Any mind can be duplicated, regardless of its Psyche rank. The hero always duplicates the subject's personality and basic memories; the duplicate mind is an amnesiac. A green FEAT copies the subject's detailed memories. A yellow FEAT copies the subject's Talents. A red FEAT duplicates the subject's Mental and Psionic Powers. The range at which the hero can duplicate a mind is determined by the Power rank. Appropriate ranges are shown on Column A of the Range Table. The duration of the duplication is determined by the hero's Psyche rank. A duplicate mind has a duration of the number of minutes equal to the Psyche rank number. The duration decreases 1CS for all duplicate-minds with each additional mind. For example, Copicat's Excellent Psyche enables him to maintain one duplicate-mind for 20 minutes or a maximum of five minds for two minutes. If the hero exceeds his limit, the new duplicate-mind will last for one turn and then all his copied minds will vanish. Note: the decreased duration only applies to the Detachment and Merge forms; the Transformation form can be used repeatedly since the latest duplication automatically erases the previous one. When the hero is created, the player must determine how much control the hero has over his Power. Failure to make at least a green Reason FEAT means the Power functions automatically, despite the hero's wishes. In the case of uncontrolled Power usage, the range at which duplication occurs drops to contact-only. The hero can maintain some control by covering all parts of her body that might normally touch another person's skin. For example, Rogue wears a full body covering complete with gloves. In rare cases, the duration of a specific duplicate mind can be extended to permanence. Such cases result from a combination of extremely peculiar factors. One such example occurred when Rogue's Mutant Power interacted with Ms. Marvel's Kree-Modified Human physiology. The result is that Rogue's mind permanently merged with a facsimile of Carol Danvers' mind. If permanence occurs to someone with the Transformation form, then the hero's original mind is permanently destroyed. Optional Powers include Mind Drain and Power Duplication. The Nemesis is Mind Blast; this negates all duplicate minds.
*M19/Mental Invisibility: The hero has the ability to render his own mental energies undetectable by external means. Such means can be technological (EEG scans), psionic, Magical, or Power-based in nature. It is Invisibility in telepathic terms. The Power protects the hero from discovery by outside forces. It serves as Power rank Resistance to undesired probes and psionic attacks. Success means the external probe shows nothing at all, including the presence of this Power, and psionic attacks simply pass through the target (think of someone trying to punch air). The Power can extend to other minds, but each additional mind decreases the effective Invisibility -1CS. The Nemesis is Mental Probe.
*M20/Mental Probe: The hero can telepathically probe a living mind or a psionic phenomenon to gain a detailed analysis of the target. Living minds can be searched for specific images and thoughts, although the hero must have a basic idea beforehand of what she is looking for. The target mind is allowed to make a Psyche FEAT to resist a Mental Probe. This is automatic, even if the target mind is initially unaware if the attempted probe. If resistance is successful, the probe is rejected with a headache-like backlash that prevents the hero from trying to probe that target again for 24 hours. A side-effect of the Power is that the target's Psyche may temporarily drop -1CS for 24 hours as a result of fending off the probe. This potential loss is determined by a second Psyche FEAT made after the initial resistance. A successful probe reveals only information known by the target. Mental Probes can be used to analyze independently existing psychic phenomena. Such things include poltergeists, psionic emissions that were so strong they permeated an area and now continually echo, and psionic Powers intercepted by the hero. The hero can examine any unknown psionic phenomena in stages. The first FEAT reveals basic information, such as the nature of the psionics in use. Further FEATs reveal increasingly detailed information. Mental Probes have a range determined by the Power rank. Maximum ranges are shown on column A of the Range Table. The player has the option, when creating the hero, of raising the Power rank +1CS by decreasing the range to contact-only. Optional Powers include Telepathy and Sensory Link. The Nemesis is Mental Invisibility.
*M21/Mind Blast: The hero can create bolts of pure psionic energy that can be used to directly damage a target's neural system. The Power does rank Intensity damage to the target. The maximum ranges are shown on column A of the Range Table. Targets are allowed to resist by making a Psyche FEAT. Failure means the target is knocked unconscious for 1-10 turns, as well as taking neural damage. Targets who possess Mental or Psionic Powers can use these Powers' ranks instead of the Psyche when resisting this Power. Powers like Iron Will, Mental Invisibility, Force Field Generation, Force Field vs. Psionics, and Resistance to Psionics should always bear the initial assault. The Power directly damages only neural tissue (brain tissue, nerve fibers). Damage to the rest of the body is indirect and is consistent with the seizures caused by a mangled nervous system. Note that this Power can only be used against a target that actually possesses a functioning brain. Zombies, animate matter, plants, and non-sentient Robots are immune to the Power. Player characters Robots are assumed to have a sufficiently human-like mind that they are susceptible to the Power's effects. Optional Powers include Telepathy and Mental Probe. The Nemesis is Force Field vs. Psionics.
*M22/Mind Drain: The hero can deplete, negate, or even destroy a target's mental faculties. This alters the target's personality, memory, thought process (Reason and Intuition), and any Mental or Psionic Powers the target had. The target can resist by making a Psyche FEAT; success means the hero is repelled -by a headache-inducing backlash that prevents the hero from attacking that target for 24 hours. Part of the target's Psyche may be depleted by resisting the attack. If the target fails a second Psyche FEAT, then his Psyche drops -1CS for 24 hours. The target's Reason and Intuition rank numbers are reduced by the Power rank number. If both are reduced to zero, the loss is permanent. If the attack is broken off before this point, the target can regain his loss in the standard manner. Although such things as memory and personality are not directly tied to a number, they are still reduced by the Power. The target becomes forgetful or outright amnesiac and develops a bland personality. When combined with a successful Mental Probe, the hero can target specific memories, thought processes and (to a lesser degree) the targets personality. Like lost attributes, however, the personality eventually returns. Note: The hero does not gain the abilities he denies the target. Range is determined by Power rank. Maximums ranges for attacking a single target are shown on column A of the Range Table. Each additional target decreases the range -1CS. The Power can be used repeatedly on the same target until both Reason and Intuition reach zero or until the target repels the hero. Optional Powers include Telepathy, Mental Probe, Mental Duplication, and Mind Blast. The Nemesis is Force Field vs. Psionics.
*M23/Postcognition: The hero has the ability to "see" the past. The Power requires the hero to have physical contact with the target whose history is being examined. The hero can mentally examine a person, item, or site and mentally re-live a specific moment of history from the target's point-of-view. As such, it only reveals factors that somehow affected the target. It is important that the Judge secretly roll the dice whenever the hero uses the Power. This prevents the player from knowing the accuracy of his vision. The hero can delve into the past the number of weeks equal to the Power rank number. For example, a Poor rank can see events of four weeks ago, an Amazing rank can look back almost one year, and a CL5000 rank can look back a century. The clarity of the vision is determined by what FEAT color is attained. A white roll lets the Judge say anything that comes to his head; accuracy and truthfulness are optional. ("This doll was once a living child.") A green FEAT gives vague impressions; the Judge sh ould be honest about the real past but give only partial details. ("A little girl held this doll. She had black hair.") A yellow FEAT gives general information; the Judge should give any information he can, though within the limits of what the target would know. ("The girl's name is Helen. She is feeling very angry. She is mad at her friend Davey.") A red FEAT reveals information that might not be otherwise available, including details that the subject might not have known at the time. ("Helen is mad because Davey broke her doll. Helen is going to get even with Davey. Helen is a mutant.") Postcognition can be used to gain information on what an item is and who may have handled it. It cannot provide a detailed analysis of the item's internal structure or as-yet-unrealized potential. For e xample, examining a nuclear bomb would reveal how it was manufactured and handled but the Power wouldn't ev en hint at the bomb's explosive potential. The hero gains +1CS when using Postcognition on friends, possessions, and his dwelling place. He gains +2CS when using the Power on himself. This can be used to probe times of which the hero has no memory, such as sleep or amnesia. ("What was the Black Widow doing in my apartment while I was asleep?") Optional Powers include modified forms of Telepathy and Time Travel. Telepathy can be used to read the minds of anyone within the scope of the Postcognitive vision. Time Travel can be used to draw the hero to that point in the past; note that this often results in the creation if a divergent timeline.
*M24/Precognition: (Judges detest this Power with a passion.) (*): 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 see into the future. The Power gives the hero sufficiently clear insight into upcoming events that he might be able to use that foreknowledge to his advantage. The problem lies in two areas, the flexibility of the timestream and the preparedness of the Judge (more on these later). Precognition is an awesome Power and thus has more limits than the Hulk can shake a stick at. ("Hulk no need puny stick!") The Power can normally be used only once per day at full rank. Each additional use decreases the rank -1CS down to a minimum of 1 turns lead-time. Second, the player must choose a limitation on the Power. Examples include: • The Power is uncontrollable; the Judge decides when the visions occur. • Subject matter limited to people. • Subject matter limited to objects the hero is touching. • Subject matter is limited to sites within 10 feet of the hero. • Power only works when the hero is sleeping or in a trance. • Power is linked to a specific mental or emotional state that is felt by the hero or a person in a vision. • Visions surround the hero with a Hallucination of the future scene. • The Power only works once per vision and cannot function again until the envisioned time has come to pass. The third limit is that the Judge, not the player, rolls the dice. The Player cannot try to influence the dice by expending Karma. The Judge never tells the player the outcome or if he even threw the dice at all. This keeps the player from knowing the accuracy of his visions. Player characters can look into the future a number of hours equal to twice the Power rank number. For example, a Good rank can see almost a day ahead, an Unearthly rank can see over a week ahead, and a CL3000 rank can see eight months ahead. The color FEAT determines the accuracy of the vision. White results can be completely untainted by truth; the Judge can improvise to his heart's delight. ("Three days from now… Sentinels fighting in space… an armada of aliens swarming upon them… A man named Jubal leads the aliens.") A green result requires the Judge to be truthful but to only reveal basic details. A yellow FEAT requires full disclosure of anything the Judge can imagine being visible at the time of the vision's occurrence. A red FEAT enables the hero to learn things that might not be readily apparent at the time the vision comes to pass. One problem with the Power is that the timestream is extremely malleable. Each decision made creates an alternate timeline, a parallel Earth almost but not quite identical to the version of Earth where your campaign occurs. Each vision is an event that will come to pass in some timestream somewhere. It need not be the hero's impending timeline. That's where Precognition comes in. Each Precog vision gives the hero a chance to consciously shape his world's timeline. Because of this, the envisioned event might never come to pass, at least not where the hero is concerned. This leads to the second problem, that of Judge preparedness. To accurately and realistically portray Precog, the Judge would need to work out a detailed timeline of the campaign's future events, including variables that account for probable player actions. This is a major headache for Judges. This is a leading reason why Galactuses throughout the multiverse devour any world where Precognition appears. Precogs are therefore warned to use their Power carefully. Short-range Precog can be useful in combat. The hero can use his Power to discover his opponent's next move. This form can be used by any Precog, regardless of the limits otherwise constraining the Power. In game terms, the player tries to make a yellow FEAT at the start of each turn. Success means the Judge must reveal the NPCs' next moves. Initiative is rolled. If the Precog gets it, she has a chance to share her information with her teammates. This use of Precognition must be developed as a Power Stunt. The hero gains an advantage of +1CS when she has a Precog flash pertaining to friends, special enemies, possessions and dwelling places. This increases to +2CS if the flash involves dire events occurring to the Precog herself. The Power can be psychologically damaging to the Precog. The Power is often limited to times within the hero's own lifespan. Most of the time, there is no cause for alarm until the Power starts consistently failing. Delusions may result from frequent but inaccurate visions. Frequent, accurate visions of doom and destruction beyond the hero's capabilities may lead to aberrant behavior, such as chronic depression or chemical dependency. Optional Powers include modified forms of Telepathy and Time Travel. Telepathy enables the hero to actually read the minds of anyone within the scope of the Precog flash. Time Travel enables the hero to actually travel to the time when the vision portrays.
*M25/Psionic Vampirism: (*): 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 Psivampire can drain the mental energies of his victim. He then uses the purloined energy to increase his own Strength, Endurance, Psyche, and his own Powers' ranks. The Psi-vampire can drain the mental energy from a target by means of a Power FEAT. The intensity rank is determined by the victim's Psyche. A successful FEAT enables the Psivampire to drain an amount of energy equal to his Power rank number. This amount is drawn in equal amounts from the victim's Reason, Intuition, and whatever Mental Powers he possesses. The process can continue indefinitely, with each successful FEAT enabling the Psi-vampire to drain more mental energy. The Psi-vampire can voluntarily cease feeding at any time by making any color FEAT except red. A red FEAT means he has entered an uncontrollable feeding frenzy that can only end when the victim is completely drained or the Psi-vampire has. been repelled. If the Psi-vampire fails to make a FEAT at any point in the feeding process, he is instantly repulsed by the victim and can never re-establish his attack. Furthermore, the victim is now immune to any further vampire attacks by that particular Psi-vampire. This immunity does not extend to other Psi-vampires. The Psi-vampire distributes the gained energy among his Strength, Endurance, Psyche, and whatever Powers he has. He cannot raise this Power's rank; no Vampire of any type can ever raise his own Power rank. So why do Psi-vampires do it? The answer is they lose energy at a frightful rate. The rank numbers for Strength, Endurance, Psyche, and all his Powers (except this one) each drop one point per hour. The Psi-vampire must feed in order to return the affected Abilities to their original ranks. This also explains why Vampires are so rare: lower ranked Vampires must constantly feed and are therefore easily detected and destroyed. If the Psi-vampire is-deprived of victims, he enters a death-like trance when all his afflicted Abilities drop to Shift 0. His Vampiric Power continues to function and will try to feed on anything that comes in contact with the body. When the Abilities return to Feeble rank, the Psi-vampire returns to life. When the Psi-vampire is created, the player must choose at least one Weakness. The player can increase his Power rank +1CS for each additional Weakness he chooses, up to a limit of three additional Weaknesses. Psi-vampirism is communicable. A sentient being who was completely drained by a Psi-vampire must make a Psyche. FEAT roll. A red FEAT means the victim has himself been transformed into a Feeble Psi-vampire. The Nemesis is an Enhanced Psyche raised two levels higher than the Psivampire's Power rank.
*M/26Remote Sensing: This is a catchall name for any Power that enables the hero to psionically extend the range of any sense. The senses include taste, smell, touch, balance (including gravity sensing), and temperature. The exceptions are sight and hearing, as these are already covered by the Powers of Clairvoyance and Clairaudience. The Power can also be used to extend the range of senses not present in Normal Humans, such as senses that detect Kirlian auras or magnetic fields. The player must choose a single sense to be extended by this Power. It must be a sense that is common to the hero's physical type. The taste/smell form can be useful in analyzing distant and possibly toxic substances. He can savor tastes and smells that might kill him if he were to directly experience them. ("Nerve gas smells like freshly baked cinnamon buns.") He can develop an extensive palate that permits him to identify substances by taste; a green Reason FEAT should suffice. The tactile form is good for identifying concealed or inaccessible shapes. Examples include the interior of a lock or a non-surgical examination of a patient. Again, a green Reason FEAT coupled with the hero's Talents should suffice. The range is determined by the Power rank. Maximum ranges are shown on column E of the Range Table. A drawback to this Power is that it acts as a funnel to direct Psionic attacks against the hero. Resistance is decreased -1CS because of this. Optional Powers include additional forms of this Power, Clairaudience, and Clairvoyance. The Nemesis is Mental Invisibility.
*M27/Sensory Link: The hero can telepathically link his senses with those of another being. He can use the information gained from the other's senses as if it came from the hero's own senses. An example would be a blind man really seeing through his guide dog's eyes. The Power is crucial to sense-impaired characters. Such characters need other beings with the necessary senses to replace the hero's own deficiency. The hero could receive input from any living being, including companions, adversaries, onlookers, and even animals. The range for this is line-of-sight within one area. The hero can concentrate on the input from a single being but he can also automatically scan for other possible sense-donors. This is a mental reflex action that permits the hero to constantly seek out new contacts. Sensory Link can be of benefit to heroes who are not sense-impaired. In such cases, the hero can scan distant areas through the senses of beings within the target area. The Power can be used to locate people, spy on foes, or simply to check out the scenery. The sense donor is unaware that part of his senses are being siphoned by the hero. A red Reason FEAT is required for the sense-donor to feel the Power's presence and even then the donor would probably not recognize what is happening to him. A weakness of the Power is that it decreases -1CS the hero's resistance to psionic attacks aimed at him or at the current sense-donor. A second disadvantage is that the hero's initial Agility and Fighting ranks are decreased -1CS due to the fact that the hero is operating with a detached point of view. Either of these can be overcome by expending Karma. An Optional Power is Telepathy. The Nemesis is Neural Manipulation.
*M28/Serial Immortality: (*): 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.
A character with this Power can suffer damage, get sick, age, and even die. None of it is permanent to the character, though. When the hero's body dies from any cause, the unique nature of his lifeforce enables it to transfer to a new body. He can also transfer some but not all of his Powers to the new body. The hero loses all Karma with the death of the old body. There are five forms of Serial Immortality, each with a different means of rebirth and Power transferral. The player must choose one of these methods, either selecting for himself or letting the die decide.
Die Roll Form
01-20 Newborn
21-40 Premade
41-60 Re-animation
61-80 Spontaneous Creation
81-00 Parasite
Newborn—The body is that of an infant. The character can enter the body at any point from conception to birth. He is helpless until birth actually occurs. He can accelerate the body's physical development in order to induce birth and quickly regain physical maturity. The rate of accelerated development is a multiplier equal to the Power rank number. A Feeble rank ages twice as fast as normal, a Remarkable rank ages one month for each day that passes, and a Shift-Z can age over a year for each real day. Example: Avengers #200 revealed that Immortus' son Marcus had entered the Earth Dimension by way of an embryo he had implanted in Ms. Marvel's body. He was born within weeks of her discovering she was pregnant and grew into a seeming 20-year-old within a day of his birth. Mental Powers are immediately transferred to the new body. Physical Powers are regained as the body matures. The Judge can decide how and when the Powers reappear. Powers that are derived externally or result from massive alterations of the hero's original form are not transferred. The hero will have to recover or recreate the source of these Powers in order to regain them.
Premade—The new body is a previously prepared clone or android body that was prepared specifically for this purpose. Such a body is already physically mature and in possession of the full range of the hero's Powers. It is completely mindless and rests in a comatose state until activated by the hero's lifeforce. The knowledge of how to create these bodies can be learned by characters with Remarkable or better Reason, provided they are properly trained. Someone with Amazing Reason can figure it out for himself. A Laboratory or Medical Package of Amazing cost is required to create these bodies. Each body has an Remarkable cost. Magically created bodies require an equivalent Resource level. If a premade body is unavailable at the time the old one dies, the lifeforce drifts in Limbo until such a body becomes available.
Re-animation—The lifeforce enters and revives a recently deceased but unmutilated corpse, preferably of the same species as the original body. The body must be reasonably intact, although the Power does include a single-use form of Self-healing that repairs the body and restarts bodily functions. The hero can not control which body he enters but rather is drawn to one in the following order of preference: 1) closest to old body, 2) most recently dead, and 3) least severe damage. Mental Powers are immediately transferred. Most physical Powers are regained as the hero-re shapes the new body to accommodate the Powers' use. Powers that are external must be recovered or recreated. The amount of time needed to reshape the body is the number of days equal to 100 minus the Power rank number. If the corpse has intrinsic Powers, the hero gains the use of these upon re-animating the corpse. Such Powers are not transferred to subsequent bodies. The re animated body regains full life within a day of the Power's use.
Spontaneous Creation—This is the most sociably acceptable form of Serial Immortality. The hero creates existing matter and energy into the flesh of a new body. The newly-created body is identical to the previous one and possesses all Powers except externally derived ones. Any Power that is in the hero's self-image can transfer. The time needed to create a new body is the number of days equal to 100 minus the Power rank number.
Parasite—This is the nastiest, least socially acceptable form of Serial Immortal ity. The character's lifeforce invades a living, physically mature body and overwhelms the original occupant's mind. Successful invasion is determined by pitting the Power rank against the would-be victim's Psyche. The invader must make a Power FEAT whose intensity is equal to the victim's Psyche. Failure means the invader must choose another victim. If the invasion succeeds, the original mind suffers one of five possible fates; the player must choose one that holds for all victims of this Power. There is an equal random chance for each. Subordination: The victim retains consciousness and individuality but loses all physical control. He is a prisoner in his own body. Merger: The victim's mind is incorporated into the greater mind of the invader. Comatose: The victim's mind is rendered unconscious for the duration of the invasion. Obliteration: The victim's mind is completely destroyed. Eviction: The victim's mind is driven out of his body and becomes a Free Spirit (see M11). It is incredibly difficult to finally defeat an adversary with any form of Serial Immortality. The best the foe can normally hope for is to defeat the current body and then prepare for the next incarnation. It is possible to stop the infinite progression from body to body by preventing the hero from leaving his current body (suspended animation will do) or entering a new one (stranding the hero in intergalactic space is a good tactic). The lifeforce can be directly fought or even killed within the Limbo dimension. Sometimes a character with this Power can be forced out of his current body without that body getting killed in the process. The Judge is free to decide what conditions apply in his campaign; suggested moans revolve around coercion or such Powers as Magic, Power Controls, Force Field vs. Hostiles, Summoning, and Exorcism. Such Powers must exceed the hero's Power rank by 2CS in order to forcibly evict the lifeforce from the body. If successful, the lifeforce is driven into Limbo or a new body in a more peaceful location. As for the now vacated body, the results vary with the form and variety of Serial Immortality:
Newborn—The body is now occupied by the innocent soul of a newborn infant, regardless of the body's physical age.
Premade—"He's dead, Jim."
Re-animation—" She's dead, Jim."
Creation—The body reverts to its original materials.
Parasite/Subordination—The victim awakens with full knowledge of his past plight.
Parasite/Merger—The victim awakes but is temporarily schizoid due to lingering effects of the merger.
Parasite/Comatose—The victim awakons with no knowledge of the intervening time.
Parasite/Obliteration—"This one's dead, too."
Parasite/Eviction—The body is comatose but will revive when the original mind rejoins the body. The Nemesis is Exorcism.
*M29/Speech-throwing: This is best described as "super-ventriloquism." Although it is radically different in execution from the Talent of Ventriloquism, the effect at low levels is similar. Simply put, the hero can make his voice audible in a distant location, without the vocal soundwaves actually traveling the intervening distance. The Power is actually a specialized form of Telekinesis which allows the hero to agitate the distant molecules in a way that simulates sound transmission. The Power enables the hero to be heard instantaneously at any distance, despite any barriers to normal sound transmission. The only barriers that stop this Power are those that interfere with Psionic Powers. Speechthrowing's range is determined by its Power rank. Column E of the Range Table shows appropriate distances. The hero has 100% accuracy, provided he can somehow sense the target area. This is commonly provided by such Powers as Clairaudience and Clairvoyance. If the hero lacks the means to check on his aim, he cannot control anything but the basic direction his voice is being sent. If the hero has other sonic-based Powers, they can be combined with this Power to greatly enhance their range. If the hero has Extradimensional Detection or Dimension Travel, these can be used to modify the Power and enable the hero to Speech-throw into other Dimensions. The Bonus Power is Clairaudience. Optional Powers include Clairvoyance, Vocal Control, Hyper-hearing, and Sensory Link. The Nemesis is Force Field vs. Psionics.
*M30/Telekinesis: The hero can handle material objects without having to make direct or indirect physical contact (pushing or blowing, for example). The hero can perform any action that could be accomplished using normal Strength. The Power rank serves as an equivalent for the Strength rank. Most Telekinetics ("TKs") visualize their Power in terms of an amorphous arm extending from the body. This leads to a curious psychological handicap in that most TKs cannot lift their own bodies. Only rare examples like Marvel Girl have overcome this bit of irrationality. The range is determined by the Power rank. Column A on the Range Table shows the ranges for a single act of TK activity. Each additional simultaneous action reduces the range -1CS. Multiple activities share the common pool of TK strength. The more actions that are attempted, the weaker each telekinetic arm becomes. If the hero attempts to perform a greater number of simultaneous complex activities than the Judge thinks plausible, the Judge may require an Agility FEAT. If the hero also possesses Remote Sensing, she can develop a sense of touch through her TK grasp. This permits the hero to handle materials that are not within her sight. Clairvoyance can be incorporated into TK to permit visual guidance. Optional Powers include Matter Animation, Molding, Clairvoyance, Remote Sensing/Touch, Levitation, and True Flight. Nemesis is either Force Field vs. Psionics or Gravity Manipulation.
*M31/Telelocation: The hero can Psionically locate a chosen target. This differs from normal Tracking in that no physical or sensory contact, however tenuous, is required. Consequently, the Power is not hampered by the concealment, erasure, or absence of the target's "scent." Telelocation can operate over immense distances. The only factors that can hinder the Power are those that diminish any Psionic activity. The range, determined by the Power rank, is shown on column D of the Range Table. This represents a sphere centered on the hero; the quarry must be within it. The hero must have a stimulus to channel her Power toward a specific quarry. The nature of the stimulus determines' the Power FEAT. A green FEAT requires contact with a part or possession of the quarry. A yellow FEAT requires the hero to have previous contact with the quarry. A red FEAT is required if the hero only has second-hand information about the quarry (and it had better be good). Optional Powers include Clairvoyance (limited to already located quarries) and Extradimensional Detection (which automatically combines with this Power to extend its range into other dimensions). The Nemesis is Mental Invisibility.
*M32/Telepathy: The hero can communicate on a direct mind-to-mind basis. This is automatic with willing minds or Psyches with ranks lower than the Power rank. Equal Psyche ranks require a yellow FEAT. Minds with mental Powers or some form of Psionic defense require a red FEAT. Uncooperative beings with Psyches exceeding the Power rank -are impossible FEATs. Range is determined by Power rank. Column D of the Range Table shows the limits. At Class 1000 the Power can breach dimensional barriers; this can also be accomplished if the hero combines Telepathy with Extradimensional Detection. When the hero is created, the player can raise the Power rank +1CS by choosing a limitation. Examples include either receiving or transmitting only (not both), communicating in only words or visual images (not both), or being limited to contacting only other telepaths and other Psionic types. Optional Powers include Empathy, Hallucinations, Mental Invisibility, Mental Probe, Mind Blast, Mind Drain, Sensory Link, and Psionic Detection. The Nemesis is Resistance to Psionics. Telepaths start with two stunts.
Special Bonus Stunt Power: Team Link: Linking the minds of a team sharing a Karma pool, so that all team members are aware of each other's actions. Range for this is half that listed for the Telepathy Power. Verbal or Non-verbal orders may be passed, and all characters are considered to have the Intuition of the telepath.
*M33/Total Memory: The hero has the ability to remember anything that he has ever experienced. This could be a book he's read, the faces of everyone he saw on Tuesday, what birth was like, and so on. The accuracy of his recall is his Power rank number treated as a percentage. Feeble is 2%, Excellent is 20%, and so on to automatic accuracy at Unearthly rank or above. The color FEAT reflects the nature of the memory being sought. Green FEATs involve personal memories. Yellow FEATs involve learning experiences. Red FEATs involve unconsciously gained information, such as the faces of everyone the hero saw on Tuesday. The Power is the perfect complement for Hyper-Intelligence by providing a built-in library. It can be used to simulate that Power, Hyper-Invention, or Weapons Tinkering, provided the hero once read texts that explained how to do things that come naturally to those with the other Powers. ("Well, I read Reed Richard's notes on constructing dimensional gateways, so if I just follow his plans we should be in the Negative Zone by next Monday night.") When playing a character with Total Memory, assume he is a voracious consumer of all media. It is to his advantage, after all. Such characters are also fond of quoting obscure texts or unconsciously reciting encyclopedia entries. The Power doesn't really alter either Intuition or Reason, thus these can be used as a guide for what the hero has probably read in the past. When the hero claims to have read a special text, the player is required to make a Reason FEAT to prove he has read something along the desired liner. Flashback is a real danger. If the hero was ever a victim of a mental attack, there is a chance the memory will accidentally resurface at a later time and the effect returns anew. Such flashbacks occur when the hero is somehow reminded of the original incident. The hero must make a green Psyche FEAT to avoid reliving the full effects of that other Power. Example: Phtomemry was under Ringmaster's Hypnotic Control for two days back in 1978. Today he saw a news report on Ringmaster's parole hearing. Suddenly the compulsion to rob jewelry stores returned. Optional Powers include HyperInvention, Hyper-intelligence, and Weapons Tinkering. The Nemesis is Mind Drain.