Post by Ebon on Jul 18, 2013 2:34:10 GMT -8
Travel Powers
*T1/Astral Body: The hero can send his astral form off to any destination. The physical body doesn't go anywhere; it remains in a comatose state until the astral body returns. The astral body is intangible and invisible to normal senses. In the Earth dimension it can use any of the hero's mental or Psionic Powers but not the physical ones. In other dimensions the astral body regains visibility, solidity, and the physical Powers. A magical silver cord connects the astral and physical bodies. While it can stretch a great distance, it is not infinite. The maximum distance the astral body can travel form the physical body is shown on the Space/Extradimensional Travel column of the Movement Table. The astral body travels at up to Power rank speed. This allows the hero to arrive instantaneously at a destination. The astral hero can cross into other dimensions by means of a Psyche FEAT. The silver cord links both bodies in several ways. It enables the astral to monitor the condition and location of the physical. Beings in the physical world can use that body's connection to locate the astral body. The silver cord is the key to the astral returning to its own body. If the cord is broken, return is extremely difficult, if not impossible. Once the cord is broken, the physical body begins to die. Health drops one point per hour. Fortunately, breaking the silver cord requires a CL1000 Intensity FEAT. If an attempt is made to damage the cord at any point, the astral body is immediately aware of the attempt and the location of the threatened length. If the physical body is killed, the cord is snapped automatically. The hero is now trapped in astral form as a Free Spirit. The astral body resembles the hero's self image. As such, it might not resemble the real body. All clothing and appurtenances the astral form carries are unreal simulations of the real items; they still have equivalent effects though. Astral bodies can be detected by Psionics, Magic, Extradimensional Detection, and by this Power. They can be attacked from the physical world by mental and Psionic Powers, Exorcism, Summoning, Spirit Storage, and Force Field vs. Magic. Optional Powers include any of the Magic Powers and Extradimensional Detection. The Nemesis is Summoning.
*T2/Carrier Wave: The hero can manipulate energy currents to support and propel his body, thus attaining a form of Flight. The energy can be any type found in the hero's environment, such as magnetism, sound, light, heat, and electricity. The hero can use only one form; the player has to decide which one when he creates the hero. The Carrier Wave can support the hero and an additional load equal to its Power rank in terms of Strength. For example, Magneto's Remarkable rank enables him to tow up to a ton of material. The carrier wave is temporarily solid and visible. Flight occurs at Power rank speed. The maximum speed is that of normal energy of the type composing the wave. For example, a sonic carrier wave is limited to Shift-X speed. It is limited to areas where that energy exists. As the limits of that energy's domain are reached, it becomes weaker and finally fizzles out. The hero continues to move in a ballistic arc before he finally crashes. Carrier waves can be affected by the appropriate Energy Emission and Control Powers. Emission can change the speed or direction of the hero's travel. The Intensity of an opposing Energy Power decreases this Power's rank. A supporting Energy Power adds its Intensity to the Power rank. Example: Lodestone possesses Incredible Magnetic Manipulation. He tries to stop Magneto from flying away. Lodestone's Incredible rank decreases Magneto's Remarkable rank to -10. Magneto comes to an inaudibly screeching halt and begins to fly in reverse at Good speed. The Optional Power is Energy Detection and an Energy Control Power of the same type as the Carrier Wave. The Nemesis is the appropriate Energy Control.
*T3/Dimension Travel: The hero can travel into a number of other Dimensions. Transit to a random dimension normally occurs automatically but the Power is weakened by adrenaline. If the hero is in any kind of precarious situation, he must make a Power rank FEAT. He must also make a FEAT if he is trying to appear in a specific dimension or alternate timeline. Specific locations in the other dimension require a red FEAT. The return trip is easier. Returning to a random location on the homeworld is automatic. Returning to a familiar spot on the homeworld is a yellow FEAT. The hero initially has two dimensions he can travel to, his home and one other realm. Additional dimensions can be reached by developing the trips as Power stunts or by dropping the affinity that permits effortless travel to either of the two original dimensions. ("What do you mean, you don't remember how to get back to Earth?")
*T4/Energy Path: This is a combination of Energy Body and Carrier Wave. The hero is transformed into energy and is propelled at Power rank speed along currents of that energy. The maximum speed is that normal Energy. The hero is limited to places where the energy currents flow. The player must choose what form of energy the hero turns into. Upon reaching the destination or the limit of the energy current, the hero safely rematerializes. Travel can be affected by anything that disrupts the current, such as a break in an electric line or the use of Energy Emission or Control Powers. When a disruption occurs, the hero must make a Power FEAT to detour around the obstacle and continue on. Failure means the hero rematerializes on the spot and can not reenter the energy path for an hour. The hero must be within 10 feet of the current in order to join it. Insulation of an Intensity exceeding his Power rank prevents the hero from joining the current. The hero can transform and tow along an additional mass. Treat the Power rank in terms of Strength to determine how much additional material can be transported by this Power. For example, a Typical rank can transport an additional 100-200 pounds. While in an energized state, the hero is extremely vulnerable to the energy altering Powers. These are Absorption Power, Energy Solidification, Energy Sponge, and Energy Vampirism. Any of these have the potential to trap or even destroy the hero. Fortunately the hero is moving at the speed normal for his energy type is thus a rather difficult target. Optional Powers include Energy Detection and either Energy Emission or Control for the appropriate type of energy. The Nemesis is Energy Control.
*T5/Floating Disc: The hero can create a glowing platform of solid light. The disc materializes to support any part of the hero's body; generally this is under the feet or posterior. The disc is a part of the hero's Power and has no independent existence beyond him. The disc can automatically support the hero and additional mass. The weight is supported by a Power FEAT with the Power substituting for Strength. For example, creating a Floating Disc to lift five tons is an Incred-ible Intensity FEAT. The disc's surface area expands to support wide loads. Travel occurs at Power rank speed. The Power provides no innate protection against high windspeed and friction burns, thus the practical speed limit for atmospheric Flight is Remarkable (225 mph). The Power can be used in the water with proportionally decreased speed. If the hero is a technological type or possesses such Powers as HyperIntelligence, Hyper-inventiveness, Weapons Tinkering, or Mechanical Creation, then the Floating Discs can be mechanical in nature. Such disks collapse for easy storage somewhere on the hero's costume, such as a false bottom in the boots. An example of this is the Wizard's anti-grav disks. The Optional Power is Kinetic Bolt; the energy resembles the Floating Disc. Nemesis is Energy Vampirism.
*T6/Gateway: (*): 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 travel to any point in space, time, or other dimensions by traveling along bridges she creates herself. She can travel along a bridge from her current location to a location in space (a green FEAT), time (a yellow FEAT), and other dimensions (a red FEAT). The destination of each Gateway is a fixed point in space but the departure end always moves with the hero. A bridge to another location in space is created by a FEAT. A green FEAT creates a spatial bridge. The maximum distance the target can be from the hero at the time the bridge is created is shown on column E of the Range Table. A Gateway through time is created by a yellow FEAT. The maximum distance into the past or future the Power can initially reach is the number of centuries equal to the Power rank number. Gateways into other dimensions or alternate timelines require a red FEAT. The transdimensional bridges are initially limited to reaching only one dimension. Additional dimensions require development as Power Stunts. Once created, the bridge functions no matter how far the hero is in space, time, or the Multiverse. The hero has a finite number of locations she can bridge to. Once the hero has established the bridge, she always returns to it when creating that type of Gateway. The maximum number of different Gateways the hero can create is equal to the Power rank number. Shortly after gaining this Power, the hero should create at least half of her possible Gateways. More can be added at any time. If the hero exceeds her limit, a previously established bridge is replaced by the hero is trying to add. Example: Gatekeeper has Good rank. She can establish up to ten bridges. She establishes Gateways to her home, her team's headquarters at the Avengers Minnesota mansion, her ex-boyfriend's timesharing condo in Jamaica, the bottom of the Atlantic, geosynchronous orbit 22,400 miles above Minnesota, the crater of an active volcano in Iceland, the prisoner processing area of Ryker's Island Federal Prison, Tahiti in the year 1287, the surface of Lake Michigan (twenty miles east of Milwaukee), and Death Valley. The need arises for a bridge to an alternate Earth. Gatekeeper concentrates on establishing the link; making the red FEAT takes her most of the day. Later she realizes that she can't hop over to Jamaica any more. Oh well, she'd hadn't been there with Wilford since he'd gotten married. Gateways automatically transport willing passengers. The Power can be used to catch and transport unwilling passengers (like foes or rampaging water buffaloes) by means of an Agility FEAT. The would-be transportee is allowed to resist in any way he can. Gateways deal with size and not mass. The hero can transport a black hole as long as it's small enough. The maximum size of a Gateway is the number of square feet equal to the Power rank number. For example, a Feeble rank creates a two square foot Gateway that most people could just barely squeeze through. The Gateway forms within ten feet of the hero. It can maintain its existence for as long as the hero concentrates on it or until he passes through it.
*T7/Gliding: The hero can travel on air currents. She can travel at Power rank speed, with a top limit of Shift-X rank (Mach One). In normal air currents, the hero drops one story (15 feet) for each turn she is in the air. Level flight can be maintained by an Agility FEAT; failure indicates a loss of 2 stories. The glider can climb by using updrafts. Using an updraft to climb 'requires a yellow Agility FEAT for each three stories the hero ascends; failure means she's caught in a downdraft and descends the three stories instead. She can carry aloft an additional mass; the limit is decided by her physical Strength. Gliding can be affected by high winds or the Powers of Weather Control and Air Animation. The wind's Intensity or the Power rank diminishes or increases the Gliding rank, depending on the direction the hero is gliding. For example, a Poor airspeed of 60 mph would be stopped by an equally fast headwind, but if the hero wants to travel in the other direction, she can be boosted to a Good airspeed of 120 mph. Optional Powers include Weather Control and Air Animation. These are also the Nemeses.
*T8/Hyper-Digging: The hero can travel swiftly through the earth by burrowing a tunnel at Power rank speed (land movement rate). The Power can be used indefinitely as Hyper-digging has the side-effect of increasing the hero's Strength and Endurance. Both abilities' ranks are raised by this Power's rank number. Burrowing remains the hero's preferred mode of transportation, when compared to running or especially to inconceivable activities like flying. Normally the tunnel the hero makes collapses within 10 turns of the hero's passage at a specific spot. The exception is the tunnel within 10 feet of the hero's current location. This allows the hero to occasionally stop. A tunnel never collapses on the hero, unless a higher Intensity force is applied. Examples include explosives, Vibration, and Matter Animation. If the hero wants to build a relatively permanent tunnel, his movement rate is cut in half as he takes the time to make reinforced walls. The hero may burrow through materials with lower Material Strength than his Power rank. Materials with equal or greater Material Strength are obstacles to be detoured around. If the hero also possesses Hyper-Strength, Armor Skin, Body Resistance, or True Invulnerability, he can add such Powers' rank numbers to this Power's rank number. This might permit the hero to burrow through harder materials, like granite intrusions or bank vaults, at half speed. When creating the hero, the player must choose a Bonus Power of either Natural Weaponry/Claws True-Invulnerability or Body Resistance. The rank of either is at least equal to this Power's rank. Optional Powers include Hyperstrength, Hyper-endurance, Armor Skin, True-Invulnerability or Body Resistance. The Nemesis is Matter Animation.
*T9/Hyper-Leaping: The hero can jump great distances. By repeated leaps, the hero can rapidly cover large distances. This Power's minimum rank is +1CS greater than the hero's Strength rank. If a lower rank is initially rolled, it must be raised to this level. The Power rank determines the distances the hero can safely leap.
Maximum Distance Rank Up/Across Down
FE 4' 6'
PR 6' 9'
TY 10' 15'
GD 20' 30'
EX 30' 45'
RE 40' 60'
IN 50' 75'
AM 75' 105'
MN 100' 150'
UN 1 area 1.5 areas
SX 1.5 2.5
SY 4 6
SZ 8 12
C1000 .5 mile .75 mile
C3000 1 1.5
C5000 2 3
Innate safeguards in this Power enable the hero to safely land. (Otherwise he might break a leg attempting even a Good leap.) The effect is the same on the hero as if he were a Normal Human making a 2 foot leap up or across or descending 3 feet. The effects on the area the hero lands on might not be the same as if a normal jump occurred. Consider that the Hulk splinters the pavement when he lands. To determine what sort of effects occur when the hero lands, the Judge should figure what kind of damage results when a weight five times that of the hero suddenly drops on the surface in question. The actual landspeed varies with the angle of the leaps. The average landspeed for Hyper-leaping is a -3CS Land Movement rate. For example, an Excellent Leaper can travel 30 mph in a series of rapid 30-foot leaps. If the hero also possesses Hyper-speed, that can be added to this Power's rank number for additional speed by increasing the frequency but not the size of the leaps. Physical burdens do not decrease the hero's speed, although they might decrease his control. Anything the hero is carrying is also protected by the innate safeguards against damage; the hero acts as a shock-absorber. While the hero has a vague idea of where he is going, he can't see his touchdown point. This can be a real hazard when the hero can make Monstrous leaps or better. For example, while leaping cross country, the Hulk landed on seven cars (two were moving at the time), one semi truck, eight roofs, a swimming pool, ten mud patches, one river, twelve power lines, three street lamps, 57 trees and bushes of various sizes, and a late Merino ram named Herbert. Judges can assume that the hero has enough control on his descent that he can swerve to avoid dangerous landing sites. The player must make a green Reason or Intuition FEAT (whichever Ability has the higher rank) every ten leaps to make sure he doesn't come down on something he'd rather not have come down on.
*T10/Hyper-Running: The hero can run at Power rank speed for extended amounts of time. The Power has the side-effect of raising the Ability rank number of Endurance by this Power's rank number. It includes protection to wind resistance and windburn; this protection extends to anything the hero is carrying. The hero's lungs are modified to breath high velocity air. The last benefit can be crucial if the hero is capable of Remarkable speeds or better. If the hero stumbles, he continues on a ballistic trajectory until he regains his footing or rolls to a halt. To cut down on the chance of this, the Power increase the hero's reaction time to be able cope with impending problems. The increased reaction time decreases the relative speed of any other moving object. The hero's Power rank number decreases the perceived speed of the other object. For example, Quicksilver's Shift X speed lets him perceive a bullet traveling at 600 mph as if it were traveling only 15 mph. This side-effect enables the hero to dodge or even catch things like bullets and missiles. If the Power is Duplicated or Transferred to another being, a special yellow FEAT must be made. Failure means the recipient only has the actual running ability and not the safeguards. Optional Powers include increasing the hero's Fighting or Agility ranks by this Power's rank number.
*T11/Hyper-Swimming: The hero can cover large distances by swimming at Power rank speed. Speed is decreased 1CS for each 100 feet of depth at which the hero us swimming. This is due to increased water pressure. Water Freedom can negate this limitation. The Power does not free the hero from the need to breathe. The hero can tow other objects in his wake at a decreased speed of -1CS. This assumes the towed object has a buoyancy equal to the hero's body. If the object has a greater or lesser buoyancy, the hero's Strength determines the limit to what things can be towed. For example, Marlin has Typical Hyper-Swimming and Strength. He is trying to tow a sinking boat back to the harbor. While the boat is still floating, Marlin can swim at Poor speed (30 mph). Once the boat actually sinks, Marlin feels its full weight of 1000 pounds. Marlin is dragged to a halt, then the boat begins to pull him under. Bonus Powers include a choice of Waterbreathing or Water Freedom. The remaining one is available as a Optional Power. The Nemesis is Matter Animation/Water.
*T12/Levitation: The hero can freely resist the pull of gravity. She can move vertically at Power rank speed, hover in place, or drift with the wind. Limited horizontal movement is possible by pushing off from other objects. The maximum distances are determined the same way a normal leap is. If the hero possesses Hyper-Leaping, that can be used to greatly increase the distances the hero can propel herself. A hero with this Power can never fall unless she is unconscious or purposely decides to succumb to gravity. The hero can develop a Power Stunt that allows the hero Levitate in her sleep. The Power can always lift the hero's own weight. The hero can carry aloft additional mass. The amount is limited by her St rength rank. If the hero possesses Telekinesis, this can be used to increase her load-bearing capacity. Levitation provided Power rank Resistance to high winds and fluctuations in gravity, whether these are natural or Power-related. Examples of Powers that might affect the Levitator include Matter Animation/Air, Weather Control, and Gravity Manipulation. The Optional Powers is Telekinesis. The Nemesis is Matter Animation/Air.
*T13/Rocket: The hero flies by means of a rocket-like exhaust that propels him at Power rank speed. The rocket blast is created by a thermo-chemical reaction generated by the hero's body. The Power converts whatever material is around him into fuel and oxidant, then it shapes the exhaust into a stream to propel him. If the hero is in a vacuum, the Power creates fuel out of virtual nothingness. The Power is treated like Strength to determine the maximum thrust the Power can achieve. If the thrust is high enough, the hero can carry or push additional loads. For example, Cannonball's Remarkable thrust can lift up to one ton. The Nemesis is Gravity Manipulation.
*T14/Skywalk: This is a peculiar form of flying. The hero can walk along an invisible path that he creates in the air. The path only serves the hero and only exists as long as he concentrates on maintaining its existence. The path is intangible to others unless the hero can extend its benefits to them by such means as a Power Stunt, Power Transferral, or Telekinesis. The Skywalker can develop a Power Stunt that maintains the path even while he is unconscious. Another Power Stunt increases the path's tangibility to a circular area 10 feet around the hero; this enables others to travel alongside him. Note that the walkway only offers protection against falling. The path slides -forward at its own speed. This enables the hero to travel at up to Power rank speed. When the hero rests, speed is reduced to zero. The path can be formed at any height but cannot climb on its own. Height is changed by the path forming a ramp that the hero climbs or descends. Note: the average incline is 30 degrees; sharper angles are harder to climb. The Power offers Power rank resistance to high winds and sudden fluctuations in gravity, whether natural or Power-based. The Optional Power is Telekinesis. The Nemesis is Gravity Manipulation.
*T15/Spiderclimb: The hero can travel along vertical or inverted surfaces with only minor difficulty. The maximum speed, assuming the hero is using all his limbs to Spiderclimb, is the same as the hero's normal ground movement rate. Each pair of limbs not used to climb decreases the overall speed -2CS. For example, Spiderman can walk up a wall using only his feet if he is holding something in both arms, but it takes longer because of his decreased grip on the wall. The Power rank determines how strong the hero's adhesion is to a given surface. The climber must make an Intensity FEAT based on the relative slipperiness of a surface. The hero can carry additional weight. The amount is based on the hero's own weight and strength. Each additional mass equal to his body's weight decrease the Power's effectiveness -1CS. Example: Spiderman has Incredible Strength and Amazing Spiderclimbing. He weighs 165 pounds. Each additional 165 pounds of mass Spiderman carries decreases his Power rank -1CS. Attempting to climb while carrying the Thing (weight 500 pounds) decreases his rank to Excellent (if the Thing is hanging from a web) or Good (if Spiderman is actually carrying him). The hero can move through dense vines, tangled vines, or similar areas by using this Power instead of Agility. The Nemesis is Matter Conversion.
*T16/Teleport Self: (*): 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 vanish at one location and instantly reappear at a distant site. He does not physically cross the intervening distance and is not affected by most physical barriers. Column E of the Range Table shows the maximum distance a hero can Teleport. Teleportation always occurs, but the hero must make a Power FEAT to see how well he makes the trip. Failure means he arrives disoriented and cannot take any actions the following turn. The hero can carry along anything he is touching (except the ground on which he stands), up to his Strength's weight limit. Passengers must make a green Endurance FEAT or be disoriented for 110 turns. As the hero rematerializes, gases and liquids move aside before he solidifies. Normal safeguards prevent the hero from consciously Teleporting into a solid mass. If the hero accidentally teleports into a solid, he must make an Endurance FEAT. Success means the hero instinctively jumped to another location and promptly fainted for 1-10 turns. Failure means the hero takes damage equal to twice the solid's Material Strength or actual Strength, if the blockage was a living being. In the latter case, that being takes equal damage. Certain conditions can prevent the hero from Teleporting. If the hero doesn't know where he is, psychological blockage may prevent him from consciously Teleporting. Extremely dense materials like Neutronium or black holes are impassable. Barriers that incorporate such Powers as Power Negation, Force Field vs. either Energy or Magic, or True Invulnerability are also impassable at higher rank. The Optional Powers are Teleport Others and Clairvoyance.
*T16/Teleport Others: (*): This power is so powerful that it costs twice as many character power options as other 'normal' powers. Whereas a normal PC might start off with four character options, this power would eat up two of those slots.
The hero can make any target except his own body vanish and instantly reappear at a distant site. The target does not physically cross the intervening distance and is unaffected by most physical barriers. Column E of the Range Table shows the maximum distance the hero can Teleport a passenger. Teleportation always occurs if the passenger is immobile or touching the hero. The passenger must make an yellow Endurance FEAT to see how he fared. Failure means disorientation for 110 turns. If the passenger is uncooperative or in motion, the hero must make an Agility FEAT to catch him. In addition, each 10 feet of distance separating the hero and passenger increases the Power rank -1CS. The Power can teleport a mass equal to the hero's Strength limit. This may be a single object or any number, so long as the weight limit isn't exceeded. If the hero is trying to exceed his limit, he only Teleports part of the mass. Living targets are transported intact; if a being weighs too much it simply won't Teleport. Only the amount of non-living material that within the limit is Teleported; the rest is left behind. Example: The Teleportation beam aboard the spaceship Jenni Lea has Excellent rank and can handle up to 800 pounds of material. A emergency required the evacuation of five people (average weight 200 lbs.) and their equipment. The Teleportation beam sorted out its load before taking effect. Only four of the crewmen were teleported in the first turn. The fifth crewman, the equipment, and the clothes the other four had previously been wearing arrived on the next go-round. The hero can consciously try to Teleport sections of a target; the effect is as if the hero had used an extremely fine scalpel. Such Teleportational dissection requires a Power FEAT whose intensity is equal to the material strength of a nonliving target or the actual Strength of a living target. Heroes with Medical Talents can develop this type of exotic surgery as a Power Stunt. Certain conditions can prevent the passage of a Teleportation beam. Neutronium and black holes are impassable. Barriers that incorporate such Powers as Force Field vs. either Energy or Magic, Power Negation, or True Invulnerability are impenetrable if their Intensity ranks are greater than this Power's rank. The act of Teleportation takes three turns. The first turn the hero affects the target. The second turn the actual transportation occurs. The third turn the target rematerializes. Only on the fourth turn can the hero seek another target. Optional Powers include Teleport Self and Clairvoyance.
*T17/Telereformation: This is a peculiar form of Self Teleportation. The hero can disintegrate his body, transport his lifeforce any distance, and then create a new body out of materials available at the destination site. The Power shapes these into a form that resembles the hero's self-image but whose physical properties may be those of the materials that compose the new body. Column E of the Range Table shows the maximum di stance the hero can travel. Upon attempting to form a new body, the hero must make a Power FEAT. A green FEAT shapes existing material into the hero's basic form. A yellow FEAT converts the material into those substances that composed the hero's original body or current self-image, he was transformed into his current physical form. A red FEAT enables the hero to create an altered version of his selfimage. Examples of a red FEAT include additional forms or ones of different sizes. Obviously, most heroes with this Power cannot carry objects, passengers, or clothing. The hero shows up stark naked unless he makes a red FEAT and generates a costume. If the hero has the Power of Ionization (for nonliving matter) or Body Transformation-Others, then he can carry passengers or loads when using the Power. The load limits are determined by this other Power. Just like the hero, such targets are disintegrated and given new bodies at the destination. This assumes the passengers are cooperative. Uncooperative passengers cannot be transported in this manner. Period. When creating the hero, the player has two options. At a cost of -1CS to the Power rank, the hero can be given the ability to only temporarily disintegrate his original body. When he returns to his original site the body automatically rematerializes. Normally the new body is created out of the particular type of matter (animal, vegetable, mineral) that most resembles the original body. This limits the sites where the hero can reform. At a cost of -1CS the hero the hero can create new bodies out of whatever material is available, regardless of its nature. The Power can be diminished or destroyed by mental Powers that alter the hero's self-image. If the hero loses his self image, then the next use of the Power results in his bodily annihilation and conversion to a Free Spirit. Barriers that incorporate Force Field vs. Mental Attack are impassable if their Intensity rank is equal or greater than this Power's rank. Optional Powers include Clairvoyance, Free Spirit, and Serial Immortality/Creation. The Nemesis is Force Field vs. Mental Attack.
*T19/Time Travel: (*): 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 travel in time to reach any point in the past or future. The maximum range the hero can reach is varies depending on which direction he's traveling. Travel into the past is easy because it already exists from the hero's point of view. The maximum range is equal to the Power rank number times 1000 years. Travel into the future is harder (at least, if you're planning a return trip). The maximum range into the future is equal to the Power rank number times 10 years. The act of time traveling takes 1-100 turns of the hero's perceived time. (No time actually passes but it sure feels like it.) The rate of perceived time passage varies with each mode of time travel but is consistent for all trips using that mode. For example, Dr. Doom's time platform makes virtually instantaneous trips while Kang's timeship travels at a rate of one year per turn. The theories behind Time travel vary on the flexibility of the past. Two theories stress the immutability of the timestream. The first theory states that all events are fixed; if you travel into the past, you are destined to perform those actions or some unknown force either prevents or negates your actions. (The Collector suddenly appears and stops Darkone from assassinating a ten-year-old Abraham Lincoln.) The second theory states that the traveler actually travels to an alternate timeline that closely resembles the desired segment of the past. By changing this timeline, the hero cuts himself loose from his original timeline and is now linked to the one he has created. (Darkone assassinates Lincoln. The U.S. breaks up during the Civil War and never becomes a world power. Darkone emerges in a new present where the U.S.S.R.'s chief rival is Anglo-American Codominion. Meanwhile on Earth-Marvel, the Avengers intercept a secret Soviet communique that deals with Darkone's disappearance while on a mission.) The third theory states that there is only one timestream but it can be completely changed at any point when a traveler from the future alters a part of the past. (Alison Blaire of Her Majesty's Special Guard brings her superior, Lord Warren, Earl of Worthington, an intercepted Soviet report dealing with the appearance and subsequent elimination of a superhuman who called herself Darkone.) Villains and well-meaning but misguided types tend to believe the third theory. This is a false belief since the structure of the Marvel Universe actually follows the second theory. Remember, people, that e ach Judge's campaign is set in a different divergent timeline. Judges are fully entitled to mangle the plans of any characters who intend to alter the timestream. After all, the players are going to create a lot of paperwork for the Judge if they succeed. By means of a Power Stunt, the hero can actually travel into the Time Continuum. This is a chaotic maelstrom of whirling lights and images that flash too quickly for the conscious mind to comprehend. Once within the Continuum, the hero can travel to any point in any timestream. Accuracy is nearly impossible. A green FEAT only gets the hero to the right timeline. A yellow FEAT gets the right century. A red FEAT gets the hero within the 10 weeks of the desired date. Since all time travelers must pass through the Time Continuum, it serves as a place where such travelers can attack each other. A traveler who is slain or rendered unable to return to normal time is lost forever. The Power can transport a mass whose weight is equal to the hero's Strength. If the Power is incorporated into a device, it can transport an amount equal to 100 pounds times the Power rank number. Time travel can be hindered and even stopped by the Power of Reality Alteration. A higher-ranked Power of this type can simply undo anything the traveler attempts or may even bar him from ever entering the timestream. Optional Powers include Dimension Travel, Precognition, Postcognition, and Reality Alteration. The Nemesis is Reality Alteration.
*T20/Troubleseeker: Heroes hate this Power but it does tend to get an adventure going quickly. The Power combines Teleportation with automatically functioning Mental and Detection Powers. The hero subconsciously detects a crisis somewhere within his range and automatically teleports to the vicinity. The maximum range for detection and Teleportation is shown on column E of the Range Table. The hero has no control over the Power. He usually arrives without any idea of what the problem is that drew him. His only warning is the dreaded feel of the Power beginning to function. (A brief tingle, a muttered "Here I go again," and poof!) Nothing in the Marvel Universe can prevent the hero from teleporting into a crisis area. His unwanted appearance can only be prevented by nullifying the Power before it functions. This can be accomplished by negating either the detection, analyzing, or transportational aspects of the Power (more on this later). Once he is drawn to the scene, the hero can move freely about. He must remain within 10 areas of the initial attraction. If the hero goes beyond that limit, he is instantly teleported back to his starting place. Only when the crisis has been dealt with can the Troubleseeker leave the area. (Of course, the Power is also free to draw him to a new crisis elsewhere.) To compensate for the constant demands the Power places on the hero, it increase the hero's Endurance by this Power's rank number. At Amazing rank, the hero gains the additional Power of Self Teleportation. The 10-area limit remains in effect. The Power automatically transports anything the hero considers part of his self image. This can be extended to include clothing, equipment, and even companions. The additional weight is limited to the number of pounds equal to the Power rank number. Example: The Troubleseeker known only as The Medic possesses a CL3000 rank. This allows him to transport 1.5 tons of additional mass. This is represented by a hut full of equipment and at least two (sometimes unwilling) passengers. What attracts the Troubleseeker? The Detection aspects of the Power operate on an Empathic basis. The crisis that attracts it is one that generates extreme levels of turbulent emotions (fear, hate, pure evil, general anguish, and so on). An event that doesn't directly affect anyone will not attract the Troubleseeker. A screening mechanism prevents the hero from traveling to "false alarms" such as a distressed accountant who just lost his ledgers. If the hero possesses Dimension Travel, it is automatically incorporated into this Power to extend its range. The result is that the Troubleseeker can be drawn to crises on an infinity of alternate worlds. If the hero possesses Time Travel, the Power can usurp control of this as well. The hero travels to a random location in time and then teleports to a crisis occurring within that time place. The Power does allow the hero to rest between missions. The Power will not function again until 1-10 days after the successful conclusion of the previous mission. If the mission was unsuccessful, the Power functions again 1-10 hours after the hero's defeat. The hero has a -1CS resistance to Emotion attacks. Even worse, a perfect simulation of the emotions that accompany extreme distress can serve as a trap to lure and hold the Troubleseeker. The Troubleseeker cannot leave the 10 area limit until he has discovered the deception and neutralized the source of the spurious emotions. The Troubleseeker resents his Power and often feels he is a puppet dancing at the whim of an unseen master. The Power is controlled by a force beyond the hero's discovery. Whatever its nature, the Power will never try to get the hero killed. The screening mechanism never draws the hero to a crisis that is beyond his ability to handle, though he might not think so at the time. If the hero admits or suffers total defeat, the Power may even allow him to escape. If the hero is in a fatal situation with absolutely no way out, the Judge rolls a red Power FEAT. Success means the hero is teleported to safety, at the loss of all his Karma. The Power works against the Troubleseeker's opponents if they try to carry him away from the area. Such attempts to hijack the hero proceed normally until the 10-area limit is reached. At that point the hero immediately teleports back to his starting place, minus whatever had carried him away. As mentioned earlier, the only way to prevent the Troubleseeker's unwanted appearance is to somehow prevent the Power from initially functioning. The detection aspect can be temporarily blinded by such means as Mental Invisibility or Force Field vs. either Mental or Emotional Attack. If the villain operates so covertly that no one gets distressed, this will also do. The key is prevent the hero from receiving the broadcast emotions. The second mode of prevention deals with the analysis aspect. Anything that can reduce the hero's Reason or Intuition to below Typical can prevent him from recognizing distress as something that demands his attention. Means to this end include Hypnotic Control, Emotion, Control, Induced Sleep, Mind Drain, and Psionic Vampirism. The third mode is simple enough. The villain need only negate the hero's ability to Teleport. Note: the hero may actually thank the villain for this, if the villain is able to pass himself off as a benefactor.
*T21/True Flight: The hero can fly through air and space without an apparent means of propulsion. This is the most desired Power in the history of the world. The Power rank determines the maximum speed the hero can attain in a specific condition. There are three mediums in which a hero can fly. The slowest form of Flight occurs when the hero torpedoes through the water at the Water Movement rate. Faster speed occurs when the hero flies through the air at the Air Movement rate. The fastest flight occurs when the hero is free of any hindering atmospheric friction; this is the Space Movement rate. Acceleration occurs at a rate of +1CS per turn. Deceleration occurs at -2CS per turn. The hero's maneuverability is determined by his Agility. The hero may be able to surpass light speed but if he has Feeble Agility he is going to need a wide turning radius. True Flight includes as a side effect Power rank resistance to atmospheric friction and lungs adapted to breathe high velocity wind. It does not include the ability to breathe water or survive the rigors of outer space. When creating the hero, the player can define the Power in any way that is consistent with the character or his equipment. Optional Powers include Body Resistance, Armor Skin, True-Invulnerability, Self-Sustenance, and Telekinesis. The Nemesis is Gravity Manipulation.
*T22/Water Walking: The hero can temporarily solidify the surface of the water to enable him to walk on it without getting more than his feet wet. The pathway smoothes the water's surface to an average wave height and is not affected by waves of equal or less Intensity. The path slides along the water's surface. This permits the hero to travel at Power rank speed and the Water Movement rate. The Path only exists for the hero to use. It is intangible to others unless the hero can physically carry them or directly extend his Power to them. This can be done in two ways. One, when the hero is created, the player can decrease his Power rank -1CS by modifying the Power to extend 10' around the hero. This area will support others, provided their combined weight does not exceed the hero's weight limit. The second method requires the use of another Power that can enable others to independently use the watery pathway; such Powers include Power Transferral and Creation. The Power normally functions only when the hero is consciously using it. The hero can develop a Power Stunt that enables him to maintain the path's solidity even when the hero is unconscious. The Power only affects water itself. It provides no protection against anything within the water. For example, a shark could rub the hero's soles as he walked. Water currents and high waves can slow, speed along, or redirect the hero's progress. High waves become the equivalent of self-propelled hills. Fast current;s can change the hero's speed. Opposing currents decrease the hero's speed by the current's Intensity rank number. Supporting currents increase the hero's speed by the same amount. Waves and currents can be natural or created by such Powers as Matter Animation or Weather Control. The Nemesis is Matter Animation/Liquid.
*T23/Whirlwind: The hero can fly by creating a small cyclone that carries him through the air. The hero can travel at Power rank speed but is limited to Shift-X rank. Maneuverability is determined by the hero's Agility. In addition to the hero's body, the Whirlwind can support additional weight. Each additional 500 pounds decreases the Whirlwind's speed -1CS. Passengers are not battered by the high winds but are safely held aloft by updrafts in the cyclone's interior. Still, all passengers must make an Endurance FEAT or become air sick. The Power provides rank level Resistance to Physical and Sonic attacks. High winds can affect the hero. Strong winds decrease the Power rank by their Intensity rank number. If the wind is powerful enough, the Whirlwind can be dispersed. Such winds can be natural or created by such Powers as Matter Animation or Weather Control. Optional Powers include Weather Control and Matter Animation/Air. These are also the Nemeses.
*T1/Astral Body: The hero can send his astral form off to any destination. The physical body doesn't go anywhere; it remains in a comatose state until the astral body returns. The astral body is intangible and invisible to normal senses. In the Earth dimension it can use any of the hero's mental or Psionic Powers but not the physical ones. In other dimensions the astral body regains visibility, solidity, and the physical Powers. A magical silver cord connects the astral and physical bodies. While it can stretch a great distance, it is not infinite. The maximum distance the astral body can travel form the physical body is shown on the Space/Extradimensional Travel column of the Movement Table. The astral body travels at up to Power rank speed. This allows the hero to arrive instantaneously at a destination. The astral hero can cross into other dimensions by means of a Psyche FEAT. The silver cord links both bodies in several ways. It enables the astral to monitor the condition and location of the physical. Beings in the physical world can use that body's connection to locate the astral body. The silver cord is the key to the astral returning to its own body. If the cord is broken, return is extremely difficult, if not impossible. Once the cord is broken, the physical body begins to die. Health drops one point per hour. Fortunately, breaking the silver cord requires a CL1000 Intensity FEAT. If an attempt is made to damage the cord at any point, the astral body is immediately aware of the attempt and the location of the threatened length. If the physical body is killed, the cord is snapped automatically. The hero is now trapped in astral form as a Free Spirit. The astral body resembles the hero's self image. As such, it might not resemble the real body. All clothing and appurtenances the astral form carries are unreal simulations of the real items; they still have equivalent effects though. Astral bodies can be detected by Psionics, Magic, Extradimensional Detection, and by this Power. They can be attacked from the physical world by mental and Psionic Powers, Exorcism, Summoning, Spirit Storage, and Force Field vs. Magic. Optional Powers include any of the Magic Powers and Extradimensional Detection. The Nemesis is Summoning.
*T2/Carrier Wave: The hero can manipulate energy currents to support and propel his body, thus attaining a form of Flight. The energy can be any type found in the hero's environment, such as magnetism, sound, light, heat, and electricity. The hero can use only one form; the player has to decide which one when he creates the hero. The Carrier Wave can support the hero and an additional load equal to its Power rank in terms of Strength. For example, Magneto's Remarkable rank enables him to tow up to a ton of material. The carrier wave is temporarily solid and visible. Flight occurs at Power rank speed. The maximum speed is that of normal energy of the type composing the wave. For example, a sonic carrier wave is limited to Shift-X speed. It is limited to areas where that energy exists. As the limits of that energy's domain are reached, it becomes weaker and finally fizzles out. The hero continues to move in a ballistic arc before he finally crashes. Carrier waves can be affected by the appropriate Energy Emission and Control Powers. Emission can change the speed or direction of the hero's travel. The Intensity of an opposing Energy Power decreases this Power's rank. A supporting Energy Power adds its Intensity to the Power rank. Example: Lodestone possesses Incredible Magnetic Manipulation. He tries to stop Magneto from flying away. Lodestone's Incredible rank decreases Magneto's Remarkable rank to -10. Magneto comes to an inaudibly screeching halt and begins to fly in reverse at Good speed. The Optional Power is Energy Detection and an Energy Control Power of the same type as the Carrier Wave. The Nemesis is the appropriate Energy Control.
*T3/Dimension Travel: The hero can travel into a number of other Dimensions. Transit to a random dimension normally occurs automatically but the Power is weakened by adrenaline. If the hero is in any kind of precarious situation, he must make a Power rank FEAT. He must also make a FEAT if he is trying to appear in a specific dimension or alternate timeline. Specific locations in the other dimension require a red FEAT. The return trip is easier. Returning to a random location on the homeworld is automatic. Returning to a familiar spot on the homeworld is a yellow FEAT. The hero initially has two dimensions he can travel to, his home and one other realm. Additional dimensions can be reached by developing the trips as Power stunts or by dropping the affinity that permits effortless travel to either of the two original dimensions. ("What do you mean, you don't remember how to get back to Earth?")
*T4/Energy Path: This is a combination of Energy Body and Carrier Wave. The hero is transformed into energy and is propelled at Power rank speed along currents of that energy. The maximum speed is that normal Energy. The hero is limited to places where the energy currents flow. The player must choose what form of energy the hero turns into. Upon reaching the destination or the limit of the energy current, the hero safely rematerializes. Travel can be affected by anything that disrupts the current, such as a break in an electric line or the use of Energy Emission or Control Powers. When a disruption occurs, the hero must make a Power FEAT to detour around the obstacle and continue on. Failure means the hero rematerializes on the spot and can not reenter the energy path for an hour. The hero must be within 10 feet of the current in order to join it. Insulation of an Intensity exceeding his Power rank prevents the hero from joining the current. The hero can transform and tow along an additional mass. Treat the Power rank in terms of Strength to determine how much additional material can be transported by this Power. For example, a Typical rank can transport an additional 100-200 pounds. While in an energized state, the hero is extremely vulnerable to the energy altering Powers. These are Absorption Power, Energy Solidification, Energy Sponge, and Energy Vampirism. Any of these have the potential to trap or even destroy the hero. Fortunately the hero is moving at the speed normal for his energy type is thus a rather difficult target. Optional Powers include Energy Detection and either Energy Emission or Control for the appropriate type of energy. The Nemesis is Energy Control.
*T5/Floating Disc: The hero can create a glowing platform of solid light. The disc materializes to support any part of the hero's body; generally this is under the feet or posterior. The disc is a part of the hero's Power and has no independent existence beyond him. The disc can automatically support the hero and additional mass. The weight is supported by a Power FEAT with the Power substituting for Strength. For example, creating a Floating Disc to lift five tons is an Incred-ible Intensity FEAT. The disc's surface area expands to support wide loads. Travel occurs at Power rank speed. The Power provides no innate protection against high windspeed and friction burns, thus the practical speed limit for atmospheric Flight is Remarkable (225 mph). The Power can be used in the water with proportionally decreased speed. If the hero is a technological type or possesses such Powers as HyperIntelligence, Hyper-inventiveness, Weapons Tinkering, or Mechanical Creation, then the Floating Discs can be mechanical in nature. Such disks collapse for easy storage somewhere on the hero's costume, such as a false bottom in the boots. An example of this is the Wizard's anti-grav disks. The Optional Power is Kinetic Bolt; the energy resembles the Floating Disc. Nemesis is Energy Vampirism.
*T6/Gateway: (*): 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 travel to any point in space, time, or other dimensions by traveling along bridges she creates herself. She can travel along a bridge from her current location to a location in space (a green FEAT), time (a yellow FEAT), and other dimensions (a red FEAT). The destination of each Gateway is a fixed point in space but the departure end always moves with the hero. A bridge to another location in space is created by a FEAT. A green FEAT creates a spatial bridge. The maximum distance the target can be from the hero at the time the bridge is created is shown on column E of the Range Table. A Gateway through time is created by a yellow FEAT. The maximum distance into the past or future the Power can initially reach is the number of centuries equal to the Power rank number. Gateways into other dimensions or alternate timelines require a red FEAT. The transdimensional bridges are initially limited to reaching only one dimension. Additional dimensions require development as Power Stunts. Once created, the bridge functions no matter how far the hero is in space, time, or the Multiverse. The hero has a finite number of locations she can bridge to. Once the hero has established the bridge, she always returns to it when creating that type of Gateway. The maximum number of different Gateways the hero can create is equal to the Power rank number. Shortly after gaining this Power, the hero should create at least half of her possible Gateways. More can be added at any time. If the hero exceeds her limit, a previously established bridge is replaced by the hero is trying to add. Example: Gatekeeper has Good rank. She can establish up to ten bridges. She establishes Gateways to her home, her team's headquarters at the Avengers Minnesota mansion, her ex-boyfriend's timesharing condo in Jamaica, the bottom of the Atlantic, geosynchronous orbit 22,400 miles above Minnesota, the crater of an active volcano in Iceland, the prisoner processing area of Ryker's Island Federal Prison, Tahiti in the year 1287, the surface of Lake Michigan (twenty miles east of Milwaukee), and Death Valley. The need arises for a bridge to an alternate Earth. Gatekeeper concentrates on establishing the link; making the red FEAT takes her most of the day. Later she realizes that she can't hop over to Jamaica any more. Oh well, she'd hadn't been there with Wilford since he'd gotten married. Gateways automatically transport willing passengers. The Power can be used to catch and transport unwilling passengers (like foes or rampaging water buffaloes) by means of an Agility FEAT. The would-be transportee is allowed to resist in any way he can. Gateways deal with size and not mass. The hero can transport a black hole as long as it's small enough. The maximum size of a Gateway is the number of square feet equal to the Power rank number. For example, a Feeble rank creates a two square foot Gateway that most people could just barely squeeze through. The Gateway forms within ten feet of the hero. It can maintain its existence for as long as the hero concentrates on it or until he passes through it.
*T7/Gliding: The hero can travel on air currents. She can travel at Power rank speed, with a top limit of Shift-X rank (Mach One). In normal air currents, the hero drops one story (15 feet) for each turn she is in the air. Level flight can be maintained by an Agility FEAT; failure indicates a loss of 2 stories. The glider can climb by using updrafts. Using an updraft to climb 'requires a yellow Agility FEAT for each three stories the hero ascends; failure means she's caught in a downdraft and descends the three stories instead. She can carry aloft an additional mass; the limit is decided by her physical Strength. Gliding can be affected by high winds or the Powers of Weather Control and Air Animation. The wind's Intensity or the Power rank diminishes or increases the Gliding rank, depending on the direction the hero is gliding. For example, a Poor airspeed of 60 mph would be stopped by an equally fast headwind, but if the hero wants to travel in the other direction, she can be boosted to a Good airspeed of 120 mph. Optional Powers include Weather Control and Air Animation. These are also the Nemeses.
*T8/Hyper-Digging: The hero can travel swiftly through the earth by burrowing a tunnel at Power rank speed (land movement rate). The Power can be used indefinitely as Hyper-digging has the side-effect of increasing the hero's Strength and Endurance. Both abilities' ranks are raised by this Power's rank number. Burrowing remains the hero's preferred mode of transportation, when compared to running or especially to inconceivable activities like flying. Normally the tunnel the hero makes collapses within 10 turns of the hero's passage at a specific spot. The exception is the tunnel within 10 feet of the hero's current location. This allows the hero to occasionally stop. A tunnel never collapses on the hero, unless a higher Intensity force is applied. Examples include explosives, Vibration, and Matter Animation. If the hero wants to build a relatively permanent tunnel, his movement rate is cut in half as he takes the time to make reinforced walls. The hero may burrow through materials with lower Material Strength than his Power rank. Materials with equal or greater Material Strength are obstacles to be detoured around. If the hero also possesses Hyper-Strength, Armor Skin, Body Resistance, or True Invulnerability, he can add such Powers' rank numbers to this Power's rank number. This might permit the hero to burrow through harder materials, like granite intrusions or bank vaults, at half speed. When creating the hero, the player must choose a Bonus Power of either Natural Weaponry/Claws True-Invulnerability or Body Resistance. The rank of either is at least equal to this Power's rank. Optional Powers include Hyperstrength, Hyper-endurance, Armor Skin, True-Invulnerability or Body Resistance. The Nemesis is Matter Animation.
*T9/Hyper-Leaping: The hero can jump great distances. By repeated leaps, the hero can rapidly cover large distances. This Power's minimum rank is +1CS greater than the hero's Strength rank. If a lower rank is initially rolled, it must be raised to this level. The Power rank determines the distances the hero can safely leap.
Maximum Distance Rank Up/Across Down
FE 4' 6'
PR 6' 9'
TY 10' 15'
GD 20' 30'
EX 30' 45'
RE 40' 60'
IN 50' 75'
AM 75' 105'
MN 100' 150'
UN 1 area 1.5 areas
SX 1.5 2.5
SY 4 6
SZ 8 12
C1000 .5 mile .75 mile
C3000 1 1.5
C5000 2 3
Innate safeguards in this Power enable the hero to safely land. (Otherwise he might break a leg attempting even a Good leap.) The effect is the same on the hero as if he were a Normal Human making a 2 foot leap up or across or descending 3 feet. The effects on the area the hero lands on might not be the same as if a normal jump occurred. Consider that the Hulk splinters the pavement when he lands. To determine what sort of effects occur when the hero lands, the Judge should figure what kind of damage results when a weight five times that of the hero suddenly drops on the surface in question. The actual landspeed varies with the angle of the leaps. The average landspeed for Hyper-leaping is a -3CS Land Movement rate. For example, an Excellent Leaper can travel 30 mph in a series of rapid 30-foot leaps. If the hero also possesses Hyper-speed, that can be added to this Power's rank number for additional speed by increasing the frequency but not the size of the leaps. Physical burdens do not decrease the hero's speed, although they might decrease his control. Anything the hero is carrying is also protected by the innate safeguards against damage; the hero acts as a shock-absorber. While the hero has a vague idea of where he is going, he can't see his touchdown point. This can be a real hazard when the hero can make Monstrous leaps or better. For example, while leaping cross country, the Hulk landed on seven cars (two were moving at the time), one semi truck, eight roofs, a swimming pool, ten mud patches, one river, twelve power lines, three street lamps, 57 trees and bushes of various sizes, and a late Merino ram named Herbert. Judges can assume that the hero has enough control on his descent that he can swerve to avoid dangerous landing sites. The player must make a green Reason or Intuition FEAT (whichever Ability has the higher rank) every ten leaps to make sure he doesn't come down on something he'd rather not have come down on.
*T10/Hyper-Running: The hero can run at Power rank speed for extended amounts of time. The Power has the side-effect of raising the Ability rank number of Endurance by this Power's rank number. It includes protection to wind resistance and windburn; this protection extends to anything the hero is carrying. The hero's lungs are modified to breath high velocity air. The last benefit can be crucial if the hero is capable of Remarkable speeds or better. If the hero stumbles, he continues on a ballistic trajectory until he regains his footing or rolls to a halt. To cut down on the chance of this, the Power increase the hero's reaction time to be able cope with impending problems. The increased reaction time decreases the relative speed of any other moving object. The hero's Power rank number decreases the perceived speed of the other object. For example, Quicksilver's Shift X speed lets him perceive a bullet traveling at 600 mph as if it were traveling only 15 mph. This side-effect enables the hero to dodge or even catch things like bullets and missiles. If the Power is Duplicated or Transferred to another being, a special yellow FEAT must be made. Failure means the recipient only has the actual running ability and not the safeguards. Optional Powers include increasing the hero's Fighting or Agility ranks by this Power's rank number.
*T11/Hyper-Swimming: The hero can cover large distances by swimming at Power rank speed. Speed is decreased 1CS for each 100 feet of depth at which the hero us swimming. This is due to increased water pressure. Water Freedom can negate this limitation. The Power does not free the hero from the need to breathe. The hero can tow other objects in his wake at a decreased speed of -1CS. This assumes the towed object has a buoyancy equal to the hero's body. If the object has a greater or lesser buoyancy, the hero's Strength determines the limit to what things can be towed. For example, Marlin has Typical Hyper-Swimming and Strength. He is trying to tow a sinking boat back to the harbor. While the boat is still floating, Marlin can swim at Poor speed (30 mph). Once the boat actually sinks, Marlin feels its full weight of 1000 pounds. Marlin is dragged to a halt, then the boat begins to pull him under. Bonus Powers include a choice of Waterbreathing or Water Freedom. The remaining one is available as a Optional Power. The Nemesis is Matter Animation/Water.
*T12/Levitation: The hero can freely resist the pull of gravity. She can move vertically at Power rank speed, hover in place, or drift with the wind. Limited horizontal movement is possible by pushing off from other objects. The maximum distances are determined the same way a normal leap is. If the hero possesses Hyper-Leaping, that can be used to greatly increase the distances the hero can propel herself. A hero with this Power can never fall unless she is unconscious or purposely decides to succumb to gravity. The hero can develop a Power Stunt that allows the hero Levitate in her sleep. The Power can always lift the hero's own weight. The hero can carry aloft additional mass. The amount is limited by her St rength rank. If the hero possesses Telekinesis, this can be used to increase her load-bearing capacity. Levitation provided Power rank Resistance to high winds and fluctuations in gravity, whether these are natural or Power-related. Examples of Powers that might affect the Levitator include Matter Animation/Air, Weather Control, and Gravity Manipulation. The Optional Powers is Telekinesis. The Nemesis is Matter Animation/Air.
*T13/Rocket: The hero flies by means of a rocket-like exhaust that propels him at Power rank speed. The rocket blast is created by a thermo-chemical reaction generated by the hero's body. The Power converts whatever material is around him into fuel and oxidant, then it shapes the exhaust into a stream to propel him. If the hero is in a vacuum, the Power creates fuel out of virtual nothingness. The Power is treated like Strength to determine the maximum thrust the Power can achieve. If the thrust is high enough, the hero can carry or push additional loads. For example, Cannonball's Remarkable thrust can lift up to one ton. The Nemesis is Gravity Manipulation.
*T14/Skywalk: This is a peculiar form of flying. The hero can walk along an invisible path that he creates in the air. The path only serves the hero and only exists as long as he concentrates on maintaining its existence. The path is intangible to others unless the hero can extend its benefits to them by such means as a Power Stunt, Power Transferral, or Telekinesis. The Skywalker can develop a Power Stunt that maintains the path even while he is unconscious. Another Power Stunt increases the path's tangibility to a circular area 10 feet around the hero; this enables others to travel alongside him. Note that the walkway only offers protection against falling. The path slides -forward at its own speed. This enables the hero to travel at up to Power rank speed. When the hero rests, speed is reduced to zero. The path can be formed at any height but cannot climb on its own. Height is changed by the path forming a ramp that the hero climbs or descends. Note: the average incline is 30 degrees; sharper angles are harder to climb. The Power offers Power rank resistance to high winds and sudden fluctuations in gravity, whether natural or Power-based. The Optional Power is Telekinesis. The Nemesis is Gravity Manipulation.
*T15/Spiderclimb: The hero can travel along vertical or inverted surfaces with only minor difficulty. The maximum speed, assuming the hero is using all his limbs to Spiderclimb, is the same as the hero's normal ground movement rate. Each pair of limbs not used to climb decreases the overall speed -2CS. For example, Spiderman can walk up a wall using only his feet if he is holding something in both arms, but it takes longer because of his decreased grip on the wall. The Power rank determines how strong the hero's adhesion is to a given surface. The climber must make an Intensity FEAT based on the relative slipperiness of a surface. The hero can carry additional weight. The amount is based on the hero's own weight and strength. Each additional mass equal to his body's weight decrease the Power's effectiveness -1CS. Example: Spiderman has Incredible Strength and Amazing Spiderclimbing. He weighs 165 pounds. Each additional 165 pounds of mass Spiderman carries decreases his Power rank -1CS. Attempting to climb while carrying the Thing (weight 500 pounds) decreases his rank to Excellent (if the Thing is hanging from a web) or Good (if Spiderman is actually carrying him). The hero can move through dense vines, tangled vines, or similar areas by using this Power instead of Agility. The Nemesis is Matter Conversion.
*T16/Teleport Self: (*): 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 vanish at one location and instantly reappear at a distant site. He does not physically cross the intervening distance and is not affected by most physical barriers. Column E of the Range Table shows the maximum distance a hero can Teleport. Teleportation always occurs, but the hero must make a Power FEAT to see how well he makes the trip. Failure means he arrives disoriented and cannot take any actions the following turn. The hero can carry along anything he is touching (except the ground on which he stands), up to his Strength's weight limit. Passengers must make a green Endurance FEAT or be disoriented for 110 turns. As the hero rematerializes, gases and liquids move aside before he solidifies. Normal safeguards prevent the hero from consciously Teleporting into a solid mass. If the hero accidentally teleports into a solid, he must make an Endurance FEAT. Success means the hero instinctively jumped to another location and promptly fainted for 1-10 turns. Failure means the hero takes damage equal to twice the solid's Material Strength or actual Strength, if the blockage was a living being. In the latter case, that being takes equal damage. Certain conditions can prevent the hero from Teleporting. If the hero doesn't know where he is, psychological blockage may prevent him from consciously Teleporting. Extremely dense materials like Neutronium or black holes are impassable. Barriers that incorporate such Powers as Power Negation, Force Field vs. either Energy or Magic, or True Invulnerability are also impassable at higher rank. The Optional Powers are Teleport Others and Clairvoyance.
*T16/Teleport Others: (*): This power is so powerful that it costs twice as many character power options as other 'normal' powers. Whereas a normal PC might start off with four character options, this power would eat up two of those slots.
The hero can make any target except his own body vanish and instantly reappear at a distant site. The target does not physically cross the intervening distance and is unaffected by most physical barriers. Column E of the Range Table shows the maximum distance the hero can Teleport a passenger. Teleportation always occurs if the passenger is immobile or touching the hero. The passenger must make an yellow Endurance FEAT to see how he fared. Failure means disorientation for 110 turns. If the passenger is uncooperative or in motion, the hero must make an Agility FEAT to catch him. In addition, each 10 feet of distance separating the hero and passenger increases the Power rank -1CS. The Power can teleport a mass equal to the hero's Strength limit. This may be a single object or any number, so long as the weight limit isn't exceeded. If the hero is trying to exceed his limit, he only Teleports part of the mass. Living targets are transported intact; if a being weighs too much it simply won't Teleport. Only the amount of non-living material that within the limit is Teleported; the rest is left behind. Example: The Teleportation beam aboard the spaceship Jenni Lea has Excellent rank and can handle up to 800 pounds of material. A emergency required the evacuation of five people (average weight 200 lbs.) and their equipment. The Teleportation beam sorted out its load before taking effect. Only four of the crewmen were teleported in the first turn. The fifth crewman, the equipment, and the clothes the other four had previously been wearing arrived on the next go-round. The hero can consciously try to Teleport sections of a target; the effect is as if the hero had used an extremely fine scalpel. Such Teleportational dissection requires a Power FEAT whose intensity is equal to the material strength of a nonliving target or the actual Strength of a living target. Heroes with Medical Talents can develop this type of exotic surgery as a Power Stunt. Certain conditions can prevent the passage of a Teleportation beam. Neutronium and black holes are impassable. Barriers that incorporate such Powers as Force Field vs. either Energy or Magic, Power Negation, or True Invulnerability are impenetrable if their Intensity ranks are greater than this Power's rank. The act of Teleportation takes three turns. The first turn the hero affects the target. The second turn the actual transportation occurs. The third turn the target rematerializes. Only on the fourth turn can the hero seek another target. Optional Powers include Teleport Self and Clairvoyance.
*T17/Telereformation: This is a peculiar form of Self Teleportation. The hero can disintegrate his body, transport his lifeforce any distance, and then create a new body out of materials available at the destination site. The Power shapes these into a form that resembles the hero's self-image but whose physical properties may be those of the materials that compose the new body. Column E of the Range Table shows the maximum di stance the hero can travel. Upon attempting to form a new body, the hero must make a Power FEAT. A green FEAT shapes existing material into the hero's basic form. A yellow FEAT converts the material into those substances that composed the hero's original body or current self-image, he was transformed into his current physical form. A red FEAT enables the hero to create an altered version of his selfimage. Examples of a red FEAT include additional forms or ones of different sizes. Obviously, most heroes with this Power cannot carry objects, passengers, or clothing. The hero shows up stark naked unless he makes a red FEAT and generates a costume. If the hero has the Power of Ionization (for nonliving matter) or Body Transformation-Others, then he can carry passengers or loads when using the Power. The load limits are determined by this other Power. Just like the hero, such targets are disintegrated and given new bodies at the destination. This assumes the passengers are cooperative. Uncooperative passengers cannot be transported in this manner. Period. When creating the hero, the player has two options. At a cost of -1CS to the Power rank, the hero can be given the ability to only temporarily disintegrate his original body. When he returns to his original site the body automatically rematerializes. Normally the new body is created out of the particular type of matter (animal, vegetable, mineral) that most resembles the original body. This limits the sites where the hero can reform. At a cost of -1CS the hero the hero can create new bodies out of whatever material is available, regardless of its nature. The Power can be diminished or destroyed by mental Powers that alter the hero's self-image. If the hero loses his self image, then the next use of the Power results in his bodily annihilation and conversion to a Free Spirit. Barriers that incorporate Force Field vs. Mental Attack are impassable if their Intensity rank is equal or greater than this Power's rank. Optional Powers include Clairvoyance, Free Spirit, and Serial Immortality/Creation. The Nemesis is Force Field vs. Mental Attack.
*T19/Time Travel: (*): 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 travel in time to reach any point in the past or future. The maximum range the hero can reach is varies depending on which direction he's traveling. Travel into the past is easy because it already exists from the hero's point of view. The maximum range is equal to the Power rank number times 1000 years. Travel into the future is harder (at least, if you're planning a return trip). The maximum range into the future is equal to the Power rank number times 10 years. The act of time traveling takes 1-100 turns of the hero's perceived time. (No time actually passes but it sure feels like it.) The rate of perceived time passage varies with each mode of time travel but is consistent for all trips using that mode. For example, Dr. Doom's time platform makes virtually instantaneous trips while Kang's timeship travels at a rate of one year per turn. The theories behind Time travel vary on the flexibility of the past. Two theories stress the immutability of the timestream. The first theory states that all events are fixed; if you travel into the past, you are destined to perform those actions or some unknown force either prevents or negates your actions. (The Collector suddenly appears and stops Darkone from assassinating a ten-year-old Abraham Lincoln.) The second theory states that the traveler actually travels to an alternate timeline that closely resembles the desired segment of the past. By changing this timeline, the hero cuts himself loose from his original timeline and is now linked to the one he has created. (Darkone assassinates Lincoln. The U.S. breaks up during the Civil War and never becomes a world power. Darkone emerges in a new present where the U.S.S.R.'s chief rival is Anglo-American Codominion. Meanwhile on Earth-Marvel, the Avengers intercept a secret Soviet communique that deals with Darkone's disappearance while on a mission.) The third theory states that there is only one timestream but it can be completely changed at any point when a traveler from the future alters a part of the past. (Alison Blaire of Her Majesty's Special Guard brings her superior, Lord Warren, Earl of Worthington, an intercepted Soviet report dealing with the appearance and subsequent elimination of a superhuman who called herself Darkone.) Villains and well-meaning but misguided types tend to believe the third theory. This is a false belief since the structure of the Marvel Universe actually follows the second theory. Remember, people, that e ach Judge's campaign is set in a different divergent timeline. Judges are fully entitled to mangle the plans of any characters who intend to alter the timestream. After all, the players are going to create a lot of paperwork for the Judge if they succeed. By means of a Power Stunt, the hero can actually travel into the Time Continuum. This is a chaotic maelstrom of whirling lights and images that flash too quickly for the conscious mind to comprehend. Once within the Continuum, the hero can travel to any point in any timestream. Accuracy is nearly impossible. A green FEAT only gets the hero to the right timeline. A yellow FEAT gets the right century. A red FEAT gets the hero within the 10 weeks of the desired date. Since all time travelers must pass through the Time Continuum, it serves as a place where such travelers can attack each other. A traveler who is slain or rendered unable to return to normal time is lost forever. The Power can transport a mass whose weight is equal to the hero's Strength. If the Power is incorporated into a device, it can transport an amount equal to 100 pounds times the Power rank number. Time travel can be hindered and even stopped by the Power of Reality Alteration. A higher-ranked Power of this type can simply undo anything the traveler attempts or may even bar him from ever entering the timestream. Optional Powers include Dimension Travel, Precognition, Postcognition, and Reality Alteration. The Nemesis is Reality Alteration.
*T20/Troubleseeker: Heroes hate this Power but it does tend to get an adventure going quickly. The Power combines Teleportation with automatically functioning Mental and Detection Powers. The hero subconsciously detects a crisis somewhere within his range and automatically teleports to the vicinity. The maximum range for detection and Teleportation is shown on column E of the Range Table. The hero has no control over the Power. He usually arrives without any idea of what the problem is that drew him. His only warning is the dreaded feel of the Power beginning to function. (A brief tingle, a muttered "Here I go again," and poof!) Nothing in the Marvel Universe can prevent the hero from teleporting into a crisis area. His unwanted appearance can only be prevented by nullifying the Power before it functions. This can be accomplished by negating either the detection, analyzing, or transportational aspects of the Power (more on this later). Once he is drawn to the scene, the hero can move freely about. He must remain within 10 areas of the initial attraction. If the hero goes beyond that limit, he is instantly teleported back to his starting place. Only when the crisis has been dealt with can the Troubleseeker leave the area. (Of course, the Power is also free to draw him to a new crisis elsewhere.) To compensate for the constant demands the Power places on the hero, it increase the hero's Endurance by this Power's rank number. At Amazing rank, the hero gains the additional Power of Self Teleportation. The 10-area limit remains in effect. The Power automatically transports anything the hero considers part of his self image. This can be extended to include clothing, equipment, and even companions. The additional weight is limited to the number of pounds equal to the Power rank number. Example: The Troubleseeker known only as The Medic possesses a CL3000 rank. This allows him to transport 1.5 tons of additional mass. This is represented by a hut full of equipment and at least two (sometimes unwilling) passengers. What attracts the Troubleseeker? The Detection aspects of the Power operate on an Empathic basis. The crisis that attracts it is one that generates extreme levels of turbulent emotions (fear, hate, pure evil, general anguish, and so on). An event that doesn't directly affect anyone will not attract the Troubleseeker. A screening mechanism prevents the hero from traveling to "false alarms" such as a distressed accountant who just lost his ledgers. If the hero possesses Dimension Travel, it is automatically incorporated into this Power to extend its range. The result is that the Troubleseeker can be drawn to crises on an infinity of alternate worlds. If the hero possesses Time Travel, the Power can usurp control of this as well. The hero travels to a random location in time and then teleports to a crisis occurring within that time place. The Power does allow the hero to rest between missions. The Power will not function again until 1-10 days after the successful conclusion of the previous mission. If the mission was unsuccessful, the Power functions again 1-10 hours after the hero's defeat. The hero has a -1CS resistance to Emotion attacks. Even worse, a perfect simulation of the emotions that accompany extreme distress can serve as a trap to lure and hold the Troubleseeker. The Troubleseeker cannot leave the 10 area limit until he has discovered the deception and neutralized the source of the spurious emotions. The Troubleseeker resents his Power and often feels he is a puppet dancing at the whim of an unseen master. The Power is controlled by a force beyond the hero's discovery. Whatever its nature, the Power will never try to get the hero killed. The screening mechanism never draws the hero to a crisis that is beyond his ability to handle, though he might not think so at the time. If the hero admits or suffers total defeat, the Power may even allow him to escape. If the hero is in a fatal situation with absolutely no way out, the Judge rolls a red Power FEAT. Success means the hero is teleported to safety, at the loss of all his Karma. The Power works against the Troubleseeker's opponents if they try to carry him away from the area. Such attempts to hijack the hero proceed normally until the 10-area limit is reached. At that point the hero immediately teleports back to his starting place, minus whatever had carried him away. As mentioned earlier, the only way to prevent the Troubleseeker's unwanted appearance is to somehow prevent the Power from initially functioning. The detection aspect can be temporarily blinded by such means as Mental Invisibility or Force Field vs. either Mental or Emotional Attack. If the villain operates so covertly that no one gets distressed, this will also do. The key is prevent the hero from receiving the broadcast emotions. The second mode of prevention deals with the analysis aspect. Anything that can reduce the hero's Reason or Intuition to below Typical can prevent him from recognizing distress as something that demands his attention. Means to this end include Hypnotic Control, Emotion, Control, Induced Sleep, Mind Drain, and Psionic Vampirism. The third mode is simple enough. The villain need only negate the hero's ability to Teleport. Note: the hero may actually thank the villain for this, if the villain is able to pass himself off as a benefactor.
*T21/True Flight: The hero can fly through air and space without an apparent means of propulsion. This is the most desired Power in the history of the world. The Power rank determines the maximum speed the hero can attain in a specific condition. There are three mediums in which a hero can fly. The slowest form of Flight occurs when the hero torpedoes through the water at the Water Movement rate. Faster speed occurs when the hero flies through the air at the Air Movement rate. The fastest flight occurs when the hero is free of any hindering atmospheric friction; this is the Space Movement rate. Acceleration occurs at a rate of +1CS per turn. Deceleration occurs at -2CS per turn. The hero's maneuverability is determined by his Agility. The hero may be able to surpass light speed but if he has Feeble Agility he is going to need a wide turning radius. True Flight includes as a side effect Power rank resistance to atmospheric friction and lungs adapted to breathe high velocity wind. It does not include the ability to breathe water or survive the rigors of outer space. When creating the hero, the player can define the Power in any way that is consistent with the character or his equipment. Optional Powers include Body Resistance, Armor Skin, True-Invulnerability, Self-Sustenance, and Telekinesis. The Nemesis is Gravity Manipulation.
*T22/Water Walking: The hero can temporarily solidify the surface of the water to enable him to walk on it without getting more than his feet wet. The pathway smoothes the water's surface to an average wave height and is not affected by waves of equal or less Intensity. The path slides along the water's surface. This permits the hero to travel at Power rank speed and the Water Movement rate. The Path only exists for the hero to use. It is intangible to others unless the hero can physically carry them or directly extend his Power to them. This can be done in two ways. One, when the hero is created, the player can decrease his Power rank -1CS by modifying the Power to extend 10' around the hero. This area will support others, provided their combined weight does not exceed the hero's weight limit. The second method requires the use of another Power that can enable others to independently use the watery pathway; such Powers include Power Transferral and Creation. The Power normally functions only when the hero is consciously using it. The hero can develop a Power Stunt that enables him to maintain the path's solidity even when the hero is unconscious. The Power only affects water itself. It provides no protection against anything within the water. For example, a shark could rub the hero's soles as he walked. Water currents and high waves can slow, speed along, or redirect the hero's progress. High waves become the equivalent of self-propelled hills. Fast current;s can change the hero's speed. Opposing currents decrease the hero's speed by the current's Intensity rank number. Supporting currents increase the hero's speed by the same amount. Waves and currents can be natural or created by such Powers as Matter Animation or Weather Control. The Nemesis is Matter Animation/Liquid.
*T23/Whirlwind: The hero can fly by creating a small cyclone that carries him through the air. The hero can travel at Power rank speed but is limited to Shift-X rank. Maneuverability is determined by the hero's Agility. In addition to the hero's body, the Whirlwind can support additional weight. Each additional 500 pounds decreases the Whirlwind's speed -1CS. Passengers are not battered by the high winds but are safely held aloft by updrafts in the cyclone's interior. Still, all passengers must make an Endurance FEAT or become air sick. The Power provides rank level Resistance to Physical and Sonic attacks. High winds can affect the hero. Strong winds decrease the Power rank by their Intensity rank number. If the wind is powerful enough, the Whirlwind can be dispersed. Such winds can be natural or created by such Powers as Matter Animation or Weather Control. Optional Powers include Weather Control and Matter Animation/Air. These are also the Nemeses.