Post by Ebon on Jul 17, 2013 17:51:06 GMT -8
Physical Enhancement Powers
*P1/Armor Skin: This is a form of Body Armor. The hero's skin is transformed into a damage-resistant form. The Power rank number decreases the Intensity of any physical or energy attack. This decrease applies each turn for as long as the attack continues. The Armor Skin may be permanent or temporary. The permanent form is a lasting modification to the hero's appearance and physiology. The temporary form allows the hero to retain his normal human appearance and identity. When the need arises, the hero can manifest his Power and transform himself into his armored self. The advantage of the permanent form is that hero is always protected. The disadvantage is that the hero may be a physical freak. The advantage to the temporary from is that the hero can live a relatively normal life when he is not performing heroic deeds. The disadvantages are twofold. One, the hero lacks his protective skin most of the time and two, the temporary form is only available at a cost of -2CS to the Power rank. The armor skin can take a variety of appearances. There are four main types of Armor Skin. Each has its own set of characteristics. The player must select one form when he first generates this Power.
Die Roll Form
01-35 Leather
36-60 Rigid Plates
61-85 Visually Inorganic
86-00 Inorganic
Leather—The epidermis retains its normal shape and flexibility but is harder to the touch. The skin maintains its normal bodily functions without the need for extensive changes. Androids are often given this type of Armor Skin.
Rigid plates—The body is covered in interlinked plates like an insect's chitin or an armadillo's shell. The wrestler known as the Armadillo is an example of this type of Armor Skin.
Visually Inorganic—The body can be any shape but has the appearance of nonorganic matter. The layering may appear rocky, metallic, or any other choice of surface. The Thing's orange rock-like exterior is an example of this.
Non-organic—The body actually is covered in inorganic material. Unlike an externally applied coating, this one is formed by modified cells in the hero's epidermis.
In all of these forms, any damage that is suffered is healed at normal rates by the skin cells that underlie and support the specialized cells of the Armor Skin. An Optional Power is Regeneration.
*P2/Body Resistance: This is the form of Body Armor most heroes want. The hero's body is composed of apparently normal flesh. However, the tissue of capable of withstanding major damage without showing any effects. The resistance covers physical and energy attacks only. The Intensity rank number of the at-. tack is reduced by this Power's rank number. The remaining Intensity is the actual damage the hero suffers. While the hero's skin shows the effects of the tremendous abuse it suffers, at least it heals quickly. The Power enables the epidermis to heal at a tenfold rate. An Optional Power is Regeneration.
*P3/Chemical Touch: The hero's body secretes chemicals that are capable of a variety of effects on a target. The chemicals can be automatically or consciously secreted. The player must choose when the Power is first generated; there is an equal random chance for each. If the hero possesses a variety of Touch Powers, then the hero can alter the nature of the secreted chemicals at will. A Power Touch is created by combining this Power with any other Power the hero has. Each Touch Power has Power rank Intensity and does rank damage, regardless of the Touch Power's nature. The behavioral characteristics are those of the original Power that was incorporated into the Touch Power. The range is always limited to Contact only. A wide variety of Touch Powers are possible, as this Power can combine with most of the other entries in this book. The key to it is playability; if you can figure out a rational explanation for a given combination, the you should try it. This can generate a myriad of unique Powers. Some possibilities include:
• Hallucinogenic: The touch incorporates Hallucinations to produce vivid but totally false images in the target's mind. Fighting and Intuition drop -3CS.
• Bioluminescence: The Touch incorporates Light Generation to make the target's body temporarily self illuminating.
• Napalm Grip: The Touch incorporates Fire Generation to create fire on contact.
• Boom Boxing: The Touch incorporates Combustion to produce explosions on contact.
The Nemesis is Phasing.
*P4/Digestive Adaptability: The hero can swallow and digest any substance without harm. The digestive tract extracts useful materials and synthesizes new ones from the available material. In game "reality" this Power is an internalized, automatic form of Matter Conversion. Materials created by this Power retain their new nature while within the hero's body; upon expulsion they revert to their original nature. In rare cases, the hero is a living filter who could eventually convert all available matter into useful forms. The power also includes a +4CS resistance to liquid or solid toxins. These are simply resisted or converted into 'useful materials. This Power includes a number of physical adaptations to accommodate it. The hero possesses hyperstrong teeth and jaws that permit biting and swallowing any materials, as well as resistance to internal damage caused by the swallowed material. There are two side-effects to this Power. The first is the decrease of the hero's sense of taste. The second is that the hero's flesh is relatively poisonous, since much of it may have been formed from converted materials that would revert to their original states after their removal from the living hero's body. The hero would thus be immune to a vampire's attack or could exact posthumous revenge on anything stupid enough to eat him. If the hero has this Power on a temporary basis (such as the result of a spell), any matter conversions are permanent. Optional Powers include Lung Adaptability and Body Adaptation.
*P5/Hyper-Speed: The hero is capable of extremely fast motion and may even surpass light speed. Normally this Power includes a specific resistance to friction and lungs that are adapted to breathe high-velocity air. If the hero possesses a Travel Power, he can exchange this speed for that of the latter Power. The Power can also be used to perform tasks in greatly reduced time. The Power rank number is treated as a multiplier to show how much more quickly a specific task can be accomplished by someone with this Power. For example, Typical rank moves four times as fast, an Incredible rank moves 40 times as fast, and so on. When creating the character, the player can raise the rank +2CS by omitting the special adaptations for friction and breathing. This is a dangerous thing, though, people. (But what the heck-it's your character.)
*P6/Hypnotic Voice: The hero possesses a voice whose intrinsic qualities permit a hypnotic domination of the target's conscious and subconscious thoughts. The bulk of the hero's commands are sub-verbal in nature (it's not what she says, but how she says it). The hero can effect anyone within the sound of her voice. The optimum effect occurs within twenty feet of her location. The Power decreases -1CS for each additional twenty feet. Everyone within range must make an Intuition FEAT in order to resist falling under the effect of this Power. Failure means complete submission to the singer's command. Victims of the Power can make a new attempt to resist every ten turns. The Power can be used for as long as the hero concentrates on it. If a victim gets beyond the sound of the Hypnotic Voice, he can attempt to resist every five turns. The Power comes in two varieties, automatic and deliberate. The automatic form is a permanent modification to the hero's voice. Every time she speaks, the Power can function. The deliberate form requires the hero to consciously alter his voice to manifest his Power. The player must choose which form the hero has. The automatic form costs a decrease of 2CS to the Power rank. The Power's range can be extended by mechanical means like telephones and radio. Remote control has a decreased effectiveness of -2CS. Reproduction of the Hypnotic Voice is not quite as dangerous; the overall rank is decreased -4CS. The Power cannot control someone who cannot hear it. Deaf persons or those with altered senses are immune. Soundproofing, loud noises, and simply getting out of range are effective tactics against the Power. The Power has -1CS effect on non-humans. (When creating the hero, the player can raise the Power rank +1CS by limiting its effect to members of the opposite sex. For example, Lorelei can only affect men.)
*P7/Lung Adaptability: The hero can breathe any gaseous or liquid medium without harm. The lungs can extract required gases (oxygen for humans) or even create them by converting available elements. In game "reality" this Power is an internalized, automatic form of Matter Conversion. Gases created by this Power retain their new nature while still within the hero's body; upon exhalation they revert to their original nature. In rare cases, the conversion is permanent. In this case, the hero is a living filter who could eventually convert all the local breathing medium into a form beneficial to him. Any poisons are simply resisted or converted into useful materials. Unfortunately, this Power also has the drawback of decreasing the hero's senses of taste and smell. Everything is bland to him.
*P8/Pheromones: This is an aerosol version of Hypnotic Control. The hero's body can create and emit chemicals capable of altering a target's behavior. These chemicals vaporize instantly on contact with air and are received by the target's nose. The complexity of the commands can vary with the rank of the Power. The hero can readily affect anyone within twenty feet of him. The Power rank decreases -1CS with each additional twenty feet. The Power cannot affect those unable to smell it. This includes would-be targets who are upwind, behind a force-field, have their own air supply, don't breathe, or breathe but have no sense of smell. The last example includes a hero with the power of Lung Adaptability. When the hero is created, the player must decide whether the Power functions automatically or deliberately. The automatic form lowers the Power rank -2CS.
*P9/Regeneration: (*): 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 rapidly recover from any wound. Cuts quickly close and disease symptoms disappear. The hero heals at an accelerated rate equal to the Power rank number times the normal amount of time. For example, a Typical rank can heal six times as fast as normal, an Unearthly rank heals at a hundredfold rate, and so on. With time, the hero can regrow large areas of lost tissue, especially severed limbs. Lost limbs or organs require a red FEAT. It cannot repair losses that resulted in the hero's death unless the hero is revived. If such a fatal loss and subsequent revival occurs, the hero requires life-support equipment to give his Power time to function.
*P10/Self-Revival: (*): 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 Power is so strong that it can repair fatal damage and actually return the hero to life. It includes and builds upon P9/Regeneration. The power functions despite the absence of life in the body. It repairs the major damage and replaces lost tissues at the same rate as Regeneration above. When the body is returned to minimum life sustaining condition, the hero comes back to life. This occurs despite any intervening time in which the hero was dead; from the hero's point of view, no time has passed. If the hero was dismembered, the Revival Power is concentrated on the largest remaining segment. The rest of the body decays normally. In rare cases, all body parts regrow. Depending on the size of the segment, each attains only partial redevelopment of growth, intelligence, and power. Even rarer are the cases where all the newly regrown bodies attain full development. Rarest of all is the case where all the new bodies share a single mind. The Judge can decide if he wants to allow such rare cases to intrude on his tidy campaign. This power contains aspects of Free Spirit and Matter Creation. The color FEAT reflects the amount of the body available for the Power to work with. A green FEAT means all the body is present aside from spilled blood. A yellow FEAT means all vital organs are present, although some of the less vital parts may still be missing. A red FEAT is required if at most one quarter of the original body is available. If less is available, Revival cannot occur. If Immortality is possessed, the hero simply regenerates at typical P9 rates until whole or atomized.
*P11/Self-Sustenance: The hero can survive indefinitely without consuming air, water, or food. Bodily wastes are internally recycled back into useable materials. Normally the hero would not need to replenish himself when his power reached its limit. He merely resumes normal consumption habits (breathe normally, eat a light snack, etc.). This is the permanent form of the power. The temporary form requires the hero to consume mass quantities at the expiration of the Power. ("That's the fifteenth steak you've eaten, Fred. How long did you say it's been since you ate last?") The required intake is one-quarter what the hero would normally have consumed during the time he was abstaining. The hero can raise his Power rank +1CS by opting for the temporary form.
*P12/Stealth: The hero can move in ways that cannot be detected, whether while moving or if subjected to later tracking. When the hero uses Stealth, his rank is subtracted from the efforts of those detecting him. Example: Shadowfox has Excellent Stealth. He cannot be detected by Typical means (that is less than Shift 0). Unfortunately, it's Wolverine who's tracking him with Monstrous ability. Shadowfox's Stealth lowers Wolverine's chance of finding him to merely Good.
*P13/Suspended Animation: The hero can temporarily suspend all life functions and enter a death-like trance. The hero can later return to life and normal activity without harm. During this period, the hero's body can be subjected to normally fatal conditions and not suffer any, unless the body is actually damaged (say, a big rock fell on it). If this happens, the hero cannot return to life until the damage is repaired. Under normal conditions, the hero can consciously decide when to reawaken. This may be at the end of a predetermined length of time, or when certain conditions are met (like when his spaceship has air in it again). Otherwise, the hero must be stimulated into awakening by another person. Rank determines the maximum length of time the hero can suspend animation.
*P14/True Invulnerability: (*): This power is so powerful that it costs twice as many character power options as other 'normal' powers. Whereas a normal PC might start off with four character options, this power would eat up two of those slots.
This is a combination of Resistances and Body Armor. The hero is immune to any physi cal harm, up to his rank's limit. The immunity includes the following resistances: fire, heat, cold, electricity, radiation, corrosives, disease, poison, brute force, sonics, and kinetic bolts. The rank of the Invulnerability reduces the rank of the attack form. Example: A Mandroid's Excellent laser would do only Feeble damage against Good Invulnerability, and none at all against Remarkable Invulnerability. The hero with this Power is still vulnerable to magical and mental attacks. The hero's appearance is not affected by this power; he appears to be a normal member of his race.
*P15/Vocal Control: This might be considered a Talent rather than a Power, but here goes anyway. The hero has total control over his own voice and can use it to duplicate any desired voice of sound. The accuracy of the simulated sound is 100% within the Power's limit (determined by rank) on a green FEAT. Exceeding the limit requires a higher.-FEAT. The hero can imitate Sonic Powers that will have most of the effectiveness of the original. The rank for such mimicked Powers is -1CS of the original's rank.
*P16/Waterbreathing: This may be a "wimp Power," but it would be embarrassing for an extremely powerful character to drown while a relatively wimpish water breather went unharmed. When creating the character, the player can substitute any other breathing medium for water. This is often the case when creating an alien character, such as one who breathes liquid methane. This power may be permanent or temporary. Characters with the permanent form have a decreased resistance to heat and aridity. A sauna might be a death trap. The hero is -1CS to resist and takes +1CS damage.
*P17/Water Freedom: The hero's body is adapted for movement in the water. The hero can move through water with the same ease that normal beings can move through air. One method of accomplishing this is the presence of a bodycoating that reduces the effects of water resistance. The more common method is the hero is extraordinarily strong and swift in order to compensate for water resistance. This permits him to function normally, even at great depths. If such a person were on the surface, his extra strength and speed would be evident (+2CS Strength and Endurance). Unfortunately, since the hero is normally moving in water, he overcompensates on dry land (-2CS Agility). Water Freedom also negates the effects of great pressure and allows the hero to travel to the depths of the oceans without harm. Note: This power does not automatically include Water-Breathing. The player can choose that as a bonus power if he so wishes.
*P1/Armor Skin: This is a form of Body Armor. The hero's skin is transformed into a damage-resistant form. The Power rank number decreases the Intensity of any physical or energy attack. This decrease applies each turn for as long as the attack continues. The Armor Skin may be permanent or temporary. The permanent form is a lasting modification to the hero's appearance and physiology. The temporary form allows the hero to retain his normal human appearance and identity. When the need arises, the hero can manifest his Power and transform himself into his armored self. The advantage of the permanent form is that hero is always protected. The disadvantage is that the hero may be a physical freak. The advantage to the temporary from is that the hero can live a relatively normal life when he is not performing heroic deeds. The disadvantages are twofold. One, the hero lacks his protective skin most of the time and two, the temporary form is only available at a cost of -2CS to the Power rank. The armor skin can take a variety of appearances. There are four main types of Armor Skin. Each has its own set of characteristics. The player must select one form when he first generates this Power.
Die Roll Form
01-35 Leather
36-60 Rigid Plates
61-85 Visually Inorganic
86-00 Inorganic
Leather—The epidermis retains its normal shape and flexibility but is harder to the touch. The skin maintains its normal bodily functions without the need for extensive changes. Androids are often given this type of Armor Skin.
Rigid plates—The body is covered in interlinked plates like an insect's chitin or an armadillo's shell. The wrestler known as the Armadillo is an example of this type of Armor Skin.
Visually Inorganic—The body can be any shape but has the appearance of nonorganic matter. The layering may appear rocky, metallic, or any other choice of surface. The Thing's orange rock-like exterior is an example of this.
Non-organic—The body actually is covered in inorganic material. Unlike an externally applied coating, this one is formed by modified cells in the hero's epidermis.
In all of these forms, any damage that is suffered is healed at normal rates by the skin cells that underlie and support the specialized cells of the Armor Skin. An Optional Power is Regeneration.
*P2/Body Resistance: This is the form of Body Armor most heroes want. The hero's body is composed of apparently normal flesh. However, the tissue of capable of withstanding major damage without showing any effects. The resistance covers physical and energy attacks only. The Intensity rank number of the at-. tack is reduced by this Power's rank number. The remaining Intensity is the actual damage the hero suffers. While the hero's skin shows the effects of the tremendous abuse it suffers, at least it heals quickly. The Power enables the epidermis to heal at a tenfold rate. An Optional Power is Regeneration.
*P3/Chemical Touch: The hero's body secretes chemicals that are capable of a variety of effects on a target. The chemicals can be automatically or consciously secreted. The player must choose when the Power is first generated; there is an equal random chance for each. If the hero possesses a variety of Touch Powers, then the hero can alter the nature of the secreted chemicals at will. A Power Touch is created by combining this Power with any other Power the hero has. Each Touch Power has Power rank Intensity and does rank damage, regardless of the Touch Power's nature. The behavioral characteristics are those of the original Power that was incorporated into the Touch Power. The range is always limited to Contact only. A wide variety of Touch Powers are possible, as this Power can combine with most of the other entries in this book. The key to it is playability; if you can figure out a rational explanation for a given combination, the you should try it. This can generate a myriad of unique Powers. Some possibilities include:
• Hallucinogenic: The touch incorporates Hallucinations to produce vivid but totally false images in the target's mind. Fighting and Intuition drop -3CS.
• Bioluminescence: The Touch incorporates Light Generation to make the target's body temporarily self illuminating.
• Napalm Grip: The Touch incorporates Fire Generation to create fire on contact.
• Boom Boxing: The Touch incorporates Combustion to produce explosions on contact.
The Nemesis is Phasing.
*P4/Digestive Adaptability: The hero can swallow and digest any substance without harm. The digestive tract extracts useful materials and synthesizes new ones from the available material. In game "reality" this Power is an internalized, automatic form of Matter Conversion. Materials created by this Power retain their new nature while within the hero's body; upon expulsion they revert to their original nature. In rare cases, the hero is a living filter who could eventually convert all available matter into useful forms. The power also includes a +4CS resistance to liquid or solid toxins. These are simply resisted or converted into 'useful materials. This Power includes a number of physical adaptations to accommodate it. The hero possesses hyperstrong teeth and jaws that permit biting and swallowing any materials, as well as resistance to internal damage caused by the swallowed material. There are two side-effects to this Power. The first is the decrease of the hero's sense of taste. The second is that the hero's flesh is relatively poisonous, since much of it may have been formed from converted materials that would revert to their original states after their removal from the living hero's body. The hero would thus be immune to a vampire's attack or could exact posthumous revenge on anything stupid enough to eat him. If the hero has this Power on a temporary basis (such as the result of a spell), any matter conversions are permanent. Optional Powers include Lung Adaptability and Body Adaptation.
*P5/Hyper-Speed: The hero is capable of extremely fast motion and may even surpass light speed. Normally this Power includes a specific resistance to friction and lungs that are adapted to breathe high-velocity air. If the hero possesses a Travel Power, he can exchange this speed for that of the latter Power. The Power can also be used to perform tasks in greatly reduced time. The Power rank number is treated as a multiplier to show how much more quickly a specific task can be accomplished by someone with this Power. For example, Typical rank moves four times as fast, an Incredible rank moves 40 times as fast, and so on. When creating the character, the player can raise the rank +2CS by omitting the special adaptations for friction and breathing. This is a dangerous thing, though, people. (But what the heck-it's your character.)
*P6/Hypnotic Voice: The hero possesses a voice whose intrinsic qualities permit a hypnotic domination of the target's conscious and subconscious thoughts. The bulk of the hero's commands are sub-verbal in nature (it's not what she says, but how she says it). The hero can effect anyone within the sound of her voice. The optimum effect occurs within twenty feet of her location. The Power decreases -1CS for each additional twenty feet. Everyone within range must make an Intuition FEAT in order to resist falling under the effect of this Power. Failure means complete submission to the singer's command. Victims of the Power can make a new attempt to resist every ten turns. The Power can be used for as long as the hero concentrates on it. If a victim gets beyond the sound of the Hypnotic Voice, he can attempt to resist every five turns. The Power comes in two varieties, automatic and deliberate. The automatic form is a permanent modification to the hero's voice. Every time she speaks, the Power can function. The deliberate form requires the hero to consciously alter his voice to manifest his Power. The player must choose which form the hero has. The automatic form costs a decrease of 2CS to the Power rank. The Power's range can be extended by mechanical means like telephones and radio. Remote control has a decreased effectiveness of -2CS. Reproduction of the Hypnotic Voice is not quite as dangerous; the overall rank is decreased -4CS. The Power cannot control someone who cannot hear it. Deaf persons or those with altered senses are immune. Soundproofing, loud noises, and simply getting out of range are effective tactics against the Power. The Power has -1CS effect on non-humans. (When creating the hero, the player can raise the Power rank +1CS by limiting its effect to members of the opposite sex. For example, Lorelei can only affect men.)
*P7/Lung Adaptability: The hero can breathe any gaseous or liquid medium without harm. The lungs can extract required gases (oxygen for humans) or even create them by converting available elements. In game "reality" this Power is an internalized, automatic form of Matter Conversion. Gases created by this Power retain their new nature while still within the hero's body; upon exhalation they revert to their original nature. In rare cases, the conversion is permanent. In this case, the hero is a living filter who could eventually convert all the local breathing medium into a form beneficial to him. Any poisons are simply resisted or converted into useful materials. Unfortunately, this Power also has the drawback of decreasing the hero's senses of taste and smell. Everything is bland to him.
*P8/Pheromones: This is an aerosol version of Hypnotic Control. The hero's body can create and emit chemicals capable of altering a target's behavior. These chemicals vaporize instantly on contact with air and are received by the target's nose. The complexity of the commands can vary with the rank of the Power. The hero can readily affect anyone within twenty feet of him. The Power rank decreases -1CS with each additional twenty feet. The Power cannot affect those unable to smell it. This includes would-be targets who are upwind, behind a force-field, have their own air supply, don't breathe, or breathe but have no sense of smell. The last example includes a hero with the power of Lung Adaptability. When the hero is created, the player must decide whether the Power functions automatically or deliberately. The automatic form lowers the Power rank -2CS.
*P9/Regeneration: (*): 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 rapidly recover from any wound. Cuts quickly close and disease symptoms disappear. The hero heals at an accelerated rate equal to the Power rank number times the normal amount of time. For example, a Typical rank can heal six times as fast as normal, an Unearthly rank heals at a hundredfold rate, and so on. With time, the hero can regrow large areas of lost tissue, especially severed limbs. Lost limbs or organs require a red FEAT. It cannot repair losses that resulted in the hero's death unless the hero is revived. If such a fatal loss and subsequent revival occurs, the hero requires life-support equipment to give his Power time to function.
*P10/Self-Revival: (*): 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 Power is so strong that it can repair fatal damage and actually return the hero to life. It includes and builds upon P9/Regeneration. The power functions despite the absence of life in the body. It repairs the major damage and replaces lost tissues at the same rate as Regeneration above. When the body is returned to minimum life sustaining condition, the hero comes back to life. This occurs despite any intervening time in which the hero was dead; from the hero's point of view, no time has passed. If the hero was dismembered, the Revival Power is concentrated on the largest remaining segment. The rest of the body decays normally. In rare cases, all body parts regrow. Depending on the size of the segment, each attains only partial redevelopment of growth, intelligence, and power. Even rarer are the cases where all the newly regrown bodies attain full development. Rarest of all is the case where all the new bodies share a single mind. The Judge can decide if he wants to allow such rare cases to intrude on his tidy campaign. This power contains aspects of Free Spirit and Matter Creation. The color FEAT reflects the amount of the body available for the Power to work with. A green FEAT means all the body is present aside from spilled blood. A yellow FEAT means all vital organs are present, although some of the less vital parts may still be missing. A red FEAT is required if at most one quarter of the original body is available. If less is available, Revival cannot occur. If Immortality is possessed, the hero simply regenerates at typical P9 rates until whole or atomized.
*P11/Self-Sustenance: The hero can survive indefinitely without consuming air, water, or food. Bodily wastes are internally recycled back into useable materials. Normally the hero would not need to replenish himself when his power reached its limit. He merely resumes normal consumption habits (breathe normally, eat a light snack, etc.). This is the permanent form of the power. The temporary form requires the hero to consume mass quantities at the expiration of the Power. ("That's the fifteenth steak you've eaten, Fred. How long did you say it's been since you ate last?") The required intake is one-quarter what the hero would normally have consumed during the time he was abstaining. The hero can raise his Power rank +1CS by opting for the temporary form.
*P12/Stealth: The hero can move in ways that cannot be detected, whether while moving or if subjected to later tracking. When the hero uses Stealth, his rank is subtracted from the efforts of those detecting him. Example: Shadowfox has Excellent Stealth. He cannot be detected by Typical means (that is less than Shift 0). Unfortunately, it's Wolverine who's tracking him with Monstrous ability. Shadowfox's Stealth lowers Wolverine's chance of finding him to merely Good.
*P13/Suspended Animation: The hero can temporarily suspend all life functions and enter a death-like trance. The hero can later return to life and normal activity without harm. During this period, the hero's body can be subjected to normally fatal conditions and not suffer any, unless the body is actually damaged (say, a big rock fell on it). If this happens, the hero cannot return to life until the damage is repaired. Under normal conditions, the hero can consciously decide when to reawaken. This may be at the end of a predetermined length of time, or when certain conditions are met (like when his spaceship has air in it again). Otherwise, the hero must be stimulated into awakening by another person. Rank determines the maximum length of time the hero can suspend animation.
*P14/True Invulnerability: (*): This power is so powerful that it costs twice as many character power options as other 'normal' powers. Whereas a normal PC might start off with four character options, this power would eat up two of those slots.
This is a combination of Resistances and Body Armor. The hero is immune to any physi cal harm, up to his rank's limit. The immunity includes the following resistances: fire, heat, cold, electricity, radiation, corrosives, disease, poison, brute force, sonics, and kinetic bolts. The rank of the Invulnerability reduces the rank of the attack form. Example: A Mandroid's Excellent laser would do only Feeble damage against Good Invulnerability, and none at all against Remarkable Invulnerability. The hero with this Power is still vulnerable to magical and mental attacks. The hero's appearance is not affected by this power; he appears to be a normal member of his race.
*P15/Vocal Control: This might be considered a Talent rather than a Power, but here goes anyway. The hero has total control over his own voice and can use it to duplicate any desired voice of sound. The accuracy of the simulated sound is 100% within the Power's limit (determined by rank) on a green FEAT. Exceeding the limit requires a higher.-FEAT. The hero can imitate Sonic Powers that will have most of the effectiveness of the original. The rank for such mimicked Powers is -1CS of the original's rank.
*P16/Waterbreathing: This may be a "wimp Power," but it would be embarrassing for an extremely powerful character to drown while a relatively wimpish water breather went unharmed. When creating the character, the player can substitute any other breathing medium for water. This is often the case when creating an alien character, such as one who breathes liquid methane. This power may be permanent or temporary. Characters with the permanent form have a decreased resistance to heat and aridity. A sauna might be a death trap. The hero is -1CS to resist and takes +1CS damage.
*P17/Water Freedom: The hero's body is adapted for movement in the water. The hero can move through water with the same ease that normal beings can move through air. One method of accomplishing this is the presence of a bodycoating that reduces the effects of water resistance. The more common method is the hero is extraordinarily strong and swift in order to compensate for water resistance. This permits him to function normally, even at great depths. If such a person were on the surface, his extra strength and speed would be evident (+2CS Strength and Endurance). Unfortunately, since the hero is normally moving in water, he overcompensates on dry land (-2CS Agility). Water Freedom also negates the effects of great pressure and allows the hero to travel to the depths of the oceans without harm. Note: This power does not automatically include Water-Breathing. The player can choose that as a bonus power if he so wishes.