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Addenda for Advanced MARVEL Super Heroes

The document provides errata and additions for the Advanced MARVEL SUPER HEROES game. It summarizes 9 powers that were accidentally omitted from the original book. It also includes tables to clarify character types and columns used on the random ranks table, defines some key terms, and provides additional details for several self-alteration powers including Bouncing Ball, Elongation, and Growth.

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0% found this document useful (0 votes)
219 views328 pages

Addenda for Advanced MARVEL Super Heroes

The document provides errata and additions for the Advanced MARVEL SUPER HEROES game. It summarizes 9 powers that were accidentally omitted from the original book. It also includes tables to clarify character types and columns used on the random ranks table, defines some key terms, and provides additional details for several self-alteration powers including Bouncing Ball, Elongation, and Growth.

Uploaded by

Nagare Ryoma
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The Ultimate Addenda

Fixing super-powers in the Advanced MARVEL SUPER HEROES game by David Edward Martin from Dragon Magazine #122
June 1987 pp. 82-85
When I was finishing MA3 The Ultimate Powers Book (herein called the UPB), I had the vain idea that no addenda would
ever be needed. The book would simply be the ultimate word on the subject of super-powers: any addenda would be
pointless because everything would already be in the original book. That was the theory, anyway.
One week after the UPB hit the stores, that bubble burst. Karen, my wife and editor, told me she had gotten a call from a
UPB reader (Matt from Washington, D.C., actually) who asked where the power of Elongation was. When she asked me, I
said I thought we'd decided to incorporate it into Topological Change. Then she pointed out that Topological Change wasn't
in the book, either. That night, as we sat watching 'Alf', I compared my original draft with the published version - and
discovered that I had forgotten not one or two powers, but NINE powers!

Character types
Some of the Character Type listings do not include what columns of the Random Ranks Table (page 11) the players roll on
to determine their heroes' abilities and powers. The types and their columns are shown in Table 1.

Character Types and Columns

Table 1.

Type Column

Modified Human 1

Modified Human: Extra Parts 2

Centaurs 5

Equimen 3

Fauns 2

Felinoids 1

Lupinoids 4

Avians (Angelics) 3

Avians(Harpies) 2

Chiropterans 2

Lamians 3

Merhumans 2
Angels/Demons 5

Deities 5

Definitions of terms
I had forgotten to define some terms used extensively throughout the UPB. Definitions are given below.

• Bonus power: This is a power that is automatically included as part of the package with certain other powers. The
hero must take a stated bonus power and place it in one of his remaining power slots. If none are available, he must
discard an already chosen power or the power to which the bonus power is attached.
• Optional power: This is a power that is commonly associated with the already determined power. Players have the
option of selecting one or more of these powers to fill their remaining power slots; this enables the player to tailor
his hero's powers, Previously determined powers can be discarded in favor of the optional power.
• Nemesis: This is a power that directly opposes or even defeats the power in question; think of it in terms of fire and
water. The player cannot choose a nemesis! The nemeses are listed primarily for the Judge's benefit when choosing or
creating suitable opponents for the heroes.

Self-Alteration Powers Table


Table 2 incorporates the accidentally omitted self-alteration powers. Use it instead of the one on page 16 of the UPB.
Powers marked on the table with a number symbol (#) are new powers. Those marked with an asterisk (*) count as two
powers.

Table 2.

Die roll Self-Alteration Power Code

01-02 Age-Shift S1

03-09 Alter Ego S2

10 Anatomical Separation S3

11-13 Animal Transformation S4

14-19 Animal Mimicry S5

20-21 Blending S6

21-27 Body Adaptation* S7

28-30 Body Transformation* S8

31-33 Body Coating S9

34-37 Chemical Mimicry S10

38 Energy Body* S11


39-42 Energy Sheath S12

43-44 Evolution S13

45-49 Imitation S14

50-55 Invisibility S15

56-57 Physical Gestalt S16

58-60 Plant Mimicry S17

61 Prehensile Hair S18

62 Self-Duplication* S19

63 Self-Vegetation S20

64-67 Shapeshifting S21

68-70 Spirit Gestalt S22

71 Bouncing Ball# S23

72-74 Elongation# S24

75-78 Growth# S25

79-81 Mass Decrease# S26

82-84 Mass Increase# S27

85-90 Phasing# S28

91-94 Plasticity# S29

95-99 Shrinking# S30

00 Two-dimensionality# S31

S23 - Bouncing Ball: This is a specialized form of Shapeshifting. The hero can transform his body into a resilient sphere,
apparently transforming his body into a balloon-like caricature of himself. Heroes with this power are rarely taken
seriously, but - despite the image problem - this power offers substantial benefits to the hero. While he is inflated, the
bouncer can travel at power rank speed. His Fighting rank is increased by this power's rank number. He has +3CS resistance
to blunt physical attacks. On the down side, he also has a -2CS resistance to slashing attacks. In a given situation, the
bouncer can maintain this power for the number of turns up to his power rank number before he has to deflate and rest.
After 10 turns, he can then reinflate himself.

S24 - Elongation: This is a specialized form of Shapeshifting. The hero can temporarily increase the length of any part or
his body without losing leverage or strength. The hero can elongate any single part a maximum number of yards equal to
his power rank number. If two or more parts are elongated, this limit is the total combined length for all parts concerned.
The hand counts as part of the arm unless the hero is specifically elongating his fingers; in this case, the maximum is
divided by the number of fingers elongated. For example, Mr. Fantastic is usually shown elongating an arm with a normal
hand at the end of it; this gives him a greater reach than if he elongated his hand instead. The hero can maintain any
single act of Elongation for a number of turns up to his power rank number.

This power is primarily used by heroes like Mr. Fantastic to extend their reach or stride. Other heroes might also use the
power to elongate body parts like the nose, ears, or eyes. This useful, albeit grotesque, tactic enables the hero to use his
nose as a snorkel, his eyes as periscopes, and to eavesdrop on a room several floors away by sending his ear through the
ceiling vent. The optional power is Plasticity.

S25 - Growth: This is a self-directed form of MC6/Enlargement. The hero can temporarily increase his physical size at will.
As he grows, the hero becomes an easier target. The bonuses to be hit, given in Table 3, are not cumulative. There are
three ways the power can be attained: Atomic Dispersal, Atomic Gain, and Atomic Growth. The player randomly
determines the method when he creates the character or when the character first gains this power, using the subtable
below.

Die roll Form

01-25 Atomic Dispersal

26-75 Atomic Gain

76-00 Atomic Growth

With Atomic Dispersal, the hero increases the distance between his own atoms, thus increasing his overall size. His mass
remains the same no matter how large he becomes. The hero also becomes increasingly fragile; his body's material
strength decreases -1CS with each doubling in size. At Shift-X rank, the body becomes less dense than air. At CL1000 rank,
the hero becomes intangible and can Phase through normal matter.
Atomic Gain enables the hero to somehow create or gain new atoms and incorporate them into his atomic structure. As the
hero gains new matter, his size and mass increase as well. As the hero grows, his strength increases +1CS for each +2CS of
growth. The hero's Primary and Secondary abilities are unaffected. However, Health seems to increase because physical
attacks do less relative damage. Bullets, for example, would be nothing more than grains of high-velocity sand to a giant
hero. Note that when the hero returns to his original size, wounds decrease in size - but imbedded bullets and other
objects do not!
Atomic Growth enables the hero to increase the size of his own atoms, thus increasing his overall size and mass. The hero's
strength increases only enough to enable him to move his own body; lifting strength does not increase. This form of
Growth has a dangerous side effect. As the hero's atoms grow, they are unable to interact with normal atoms. The hero is
unable to breathe, drink, or eat normal matter. Fortunately, there is a 95% chance (determined at the time the hero is
created) that the power envelops the hero's body in a field that temporarily increases the size of consumed matter. Note
that this is the only form of growth that will enable the hero to travel into macroverses or, if the hero is originally from a
microverse, enable the hero to reach our own universe.

The nemesis is MC4 - Diminution; the specific nemeses for each form are, in order: Atomic Collapse, Atomic Reduction,
and Atomic Shrinkage (see Shrinking).

To-Hit Bonuses Against Growth-Using Characters

Table 3.

Rank Resultant Size Bonus to be hit

Feeble 1.5x +1CS

Poor 2x +1CS
Typical 3x +1CS

Good 4x +1CS

Excellent 6x +1CS

Remarkable 8x +2CS

Incredible 10x +2CS

Amazing 12x +2CS

Monstrous 15x +3CS

Unearthly 20x +3CS

Shift-X 50x +3CS

Shift-Y 100x +3CS

Shift-Z 200x +3CS

Class 1000 500x +4CS

Class 3000 1000x +5CS

Class 5000 10,000x +6CS

S26 - Mass Decrease: The hero can diminish his body's mass. His weight decreases to a percentage equal to his power rank
number. For example, the Vision's Unearthly rank in this power decreases his weight by 100%, making him completely
weightless. At Shift-X and higher, the hero attains buoyancy and can lift additional weight. The added weight is a
percentage of his normal body weight; for example, a 160 lb. man with Shift-Z rank in this power can carry an additional
800 pounds (500% of 160 lbs.). When the hero is created, the player can increase the power's rank +1CS by making its
effect permanent. The optional power is Gravity Manipulation.
S27 - Mass Increase: The hero can increase his body's mass. His weight is multiplied by the power rank number. For
example, a 98-pound weakling with Remarkable rank can increase his mass to 2,940 pounds (30 x 98). Fortunately, a side
effect of this power increases the hero's basic strength. No matter how much the hero weighs, he can still move as if he
were his normal weight. Lifting strength remains the same. Of course, as the hero weighs more, he has a greater effect on
the environment. At 2,940 pounds, our hero can fall through previously sound flooring or collapse the shocks on his 1973
VW Beetle. Physical force has a decreased effect on the hero because of his greater mass. In game terms, the power gives
the hero power rank resistance to physical attacks. The hero can also use the power rank instead of his strength to inflict
charging damage. Formerly weak characters can embarrass their adversaries with this new-found might. For example, the
macho super-criminal Manbrute may flee into obscurity when Wimp-man simply sits on him with all 2,940 pounds, then
delivers a stinging lecture on the benefits of niceness while the camera crews have a field day.

S28 - Phasing: The hero can render his body intangible to normal matter. This enables him to pass harmlessly through any
object. The hero's power rank must exceed the barrier's material strength in order for Phasing to occur. The hero can
Phase through Force Fields, Body Armors, Resistances, and Invulnerabilities of lower ranks by making a green FEAT.
Because the hero is out of phase with normal matter, he cannot breathe. Thus, the practical duration limit on this power is
the length of time the hero can hold his breath. If the hero has some way around this problem, the duration is unlimited.
Note that if the power is somehow "turned on" permanently, as happened to Kitty Pryde, the power gains the ability to
transform air into phased particles that the hero can breathe. In the Marvel Universe, Phasing has a damaging effect on
delicate electronic devices. By Phasing through such devices, the hero can disrupt normal activity and scramble any on-line
programming. If, during the character creation process, the player decides to forego this side effect, he can raise his
hero's power rank +1CS. For modesty's sake, it is assumed that the power also transforms the hero's clothing and carried
possessions into phased matter. The power's side effect automatically scrambles any electronics the hero is carrying (Kitty
Pryde wears a wind-up watch, never a digital one). If the player wants to risk his hero's modesty for the sake of a more
realistic game, the player can assume either that the power only transforms whatever the hero was wearing when he first
got this power (severely limiting the hero's wardrobe) or that there is a base 70% chance that the power automatically
transforms whatever the hero is wearing at the time. In either case, this must be determined when the hero is first
created.
S29 - Plasticity: The hero can change his body's topology; that is, he can twist, bend, pull, stretch or otherwise distort his
body's shape into any form. The only limitation is that the hero cannot normally create new holes in his body. For example,
Mr. Fantastic can form himself into a parachute but not a sieve. If the hero wants to assume a shape that requires holes,
he must make a red FEAT. For example, a higher-ranked hero could regularly transform himself into nets and ladders.

The hero's malleable flesh gives him power rank resistance to blunt Physical attacks. The hero is able to survive without
harm a fall from the number of floors equal to his power rank number by turning into a bouncing shape before he hits the
ground.

The hero gains the bonus power of Elongation. Bouncing Ball is an optional power or may be simulated by a Power Stunt.
S30 - Shrinking: This is a personal form of MC4/Diminution. The hero can temporarily decrease his body's size. The hero's
primary and secondary abilities remain unaffected. Even Strength is undiminished, although it is much harder for a
shrunken hero to gain enough leverage to perform tasks that would otherwise be simple to perform. For example, consider
the act of sharpening a pencil if you are only ladybug-size.
As the hero shrinks, he becomes harder to hit but conversely suffers greater damage if struck. This is handled by the
column shift as shown in Table 4. The column shift decreases the attacker's chance to hit and increases the damage by an
equal shift. For example, a hero with Remarkable rank is -2CS to hit but suffers +2CS damage if the attack is successful.

Attack Modifiers Against Shrinking Characters

Table 4.

Rank Resultant Size Column Shift

Feeble 50% 0

Poor 25% 0

Typical 12.5% 0

Good 6.25% 1

Excellent 3% 1

Remarkable 1% 2

Incredible .5% 2

Amazing .25% 2

Monstrous .1% 3

Unearthly .01% 3

Shift-X .001% 4
Shift-Y .00001% 5

Shift-Z .0000001% 6

Class 1000 10 E -12 8

Class 3000 10 E -18 10

Class 5000 10 E -33 12

In practical terms, a Shrinking rank of Shift-X, Y, or Z is sufficient to reduce a normal human to the size of a single cell or
virus. Either CL1000 or CL3000 will reduce him to atomic scale. CL5000 reduces him to the point a which [sic] he can enter
microverse worlds. On such worlds, the hero is proportional to his new environment.
There are three forms of this power. When the power or the hero is first created, the player must determine which form is
involved, using the following subtable.

Die roll Form

01-20 Atomic Collapse

21-40 Atomic Reduction

41-00 Atomic Shrinkage

Atomic Collapse decreases the distance between the body's atoms and subatomic particles, thus decreasing overall size.
Mass and strength are unaffected. As density increases, the hero's body could collapse into neutronium (Class 3000) or into
a black hole (Class 5000).

Atomic Reduction decreases the number of atoms in the hero's body. The lost atoms are either disintegrated (if the
shrinkage is permanent) or temporarily removed from the hero's plane of existence and stored "elsewhere" until the hero
reverts to his original size. Both mass and strength decrease as the hero shrinks; these ranks remain proportional to the
hero's new size. If the hero loses too many atoms (by exceeding Shift-X rank), his remaining structure becomes too simple
to sustain his life force. For this reason, a hero with this form cannot voluntarily exceed Unearthly rank. If the limit is
passed, the hero's lifeforce is automatically stored away on the same plane with all the displaced matter that normally
forms his body. At Shift-Z rank, the hero's body consists of a single DNA molecule, which then vanishes when the next rank
is reached.

Atomic Shrinkage reduces the size of the hero's atoms, thus reducing overall size and mass. Strength remains proportional
to the hero's current size. This is the only form that enables the hero to reach a microverse. While this is the most popular
form of Shrinking, it has a potentially deadly disadvantage. As the hero's atoms shrink, they can no longer interact with
other, normal-size atoms. As a result, the hero cannot breathe, drink, or eat normal-size matter. Fortunately, there is a
flat 95% chance (determined at the time this power is first gained) that the power envelops the hero with an aura that
temporarily reduces all atoms to be consumed. If the hero lacks this aura, he must have a proportionally sized supply of
material for consumption or somehow not need to breathe. If not, the duration for this power is equal to the time the hero
can hold his breath. There is an advantage to not possessing this aura in that electrons cannot flow from normal to
shrunken matter; hence, the power acts as rank-level Resistance to Electricity.
The optional power is MC4/Diminution. The nemesis is MC6 - Enlargement; the specific forms are, in order, Atomic
Dispersal, Atomic Gain, and Atomic Growth (see Enlargement).

S31 - Two-Dimensionality: The hero can harmlessly reduce his body (and any nonliving matter he carries) to a flat, two-
dimensional version. To an onlooker, the hero appears to have transformed himself into a life-size photograph. The hero's
body functions and abilities are unaffected. Because the hero is now extremely thin, gaining leverage on three-dimensional
objects is extremely difficult. He is also extremely hard to hit if he can turn his flat side toward his opponents. While in a
flattened state, the hero suffers less damage from blunt physical attacks; the power rank number decreases the damage
by that much for each attack. On the other hand, a flat hero can suffer all sorts of abuse that he would normally ignore.
For example, Flatman could be forcibly folded like a map and locked in a glove compartment!

How thin the hero can get is determined by an Intensity FEAT. A green FEAT reduces the hero to the width of a piece of
paper (about 1/256"). At this point, the hero can pass through the cracks around a door or adhere to a wall and pretend to
be a poster. A yellow FEAT reduces the hero to one atom's width. At this width, the hero can pass through solid barriers by
slicing through them as if he were an incredibly fine knife. The power enables the hero to pass any barrier with a Material
Strength up to +5CS greater than this power's rank. Note that if the barrier is larger than the hero's body (such as a wall),
then the slice made by the hero's passage immediately reseals itself. But, if the barrier was smaller than the hero (such as
a chain), then the pieces fall apart as soon as the hero severs the entire width. A red FEAT removes the third dimension
entirely; at this point, the hero can pass through barriers without damaging them, or he can be transported into a
Flatland-type dimension where everyone has only two dimensions. In the latter case, the hero vanishes from sight.
The hero can choose to flatten himself in any direction. He can appear to be a front-back, left profile-right profile, top-
view-bottom view, or similar-shaped two-dimensional image. Note that while one dimension is drastically altered, the
remaining measurements remain the same.

When this power is applied to a weapon, the result is a micron-sword such as the one used by the late Nemesis. Such a
blade completely severs any matter with a Material Strength up to +5CS greater than this power's rank.

The name "Two-Dimensionality" is a misnomer. While in the Marvel Universe it most commonly describes the ability of
normal beings to pass into a Flatland-like state, it can also be used to shed more than one dimension. Three-dimensional
beings can reduce themselves all the way down to a single line one atom or even one "point" in diameter. The power can
also be used by multidimensional beings to enter into this one.

The Ultimate Addenda's Addenda


Yet more superpowers for the MARVEL SUPER HEROES game by David Edward Martin from Dragon Magazine #134 June
1988 pp. 89-91.
Judges should rewrite the Power Generation tables on pages 14-16 of the UPB in order to accommodate these additions,
if they are used.

New Physical Form


S32 - Collective Mass: Tom Lamphier looked at the Marvel Super Villain Swarm and came up with this variation of the
S16/Physical Gestalt body type. The body of the character is a collection of individual bodies held tightly together and
functioning as a single unit. Unlike Physical Gestalt, the individuals retain their distinct physical forms (though admittedly
it may be hard to actually spot any given individual if they are tiny). One helpful side effect of this power is that the
individual bodies do not physically suffer while they are joined together; breathing is assumed to occur without difficulty.
However, the Collective Mass will probably have to break apart in order to allow the individual units to eat.

Primary and secondary abilities are rolled on Column 1 of the Rank Table on page 11 of the UPB. Because of its peculiar
dual nature, a Collective Mass has two sets of primary abilities. The first set represents the average abilities possessed by
the individual component entities; the second set is that of the Collective Mass. The majority of powers can only be
manifested by the Collective Mass. Individual entities can at best exhibit Feeble-rank versions of the available powers;
otherwise, why bother to be a Collective Mass in the first place? The Collective Mass's abilities may be affected by the loss
or addition of more individual entities to its form.

A Collective Mass gains +2CS Resistance to physical or directed energy attacks (lasers, for example). Its unique physical
structure allows it to simply create holes in its body to avoid making contact with the attacking force. However, such
beings have a peculiar weakness: A successful Grappling attack breaks the body into two masses! The body can
automatically rejoin in 1-4 turns unless something prevents this, like teleporting half the body into a parallel dimension.

The Collective Mass can be any size, depending on the size and number of the individuals entities that compose it. Most
Collective Masses in Marvel Universe campaigns are human-size and composed of smaller creatures generally less than 3"
long (between the size of a mouse and a dragonfly). If the judge allows, a Collective Mass may be a giant composed of
human size entities. In special cases, the Collective Mass may even be a titan composed of relatively large beings.

Ordinarily the number of individuals composing the Collective Mass is less than the rank number of the Collective Mass's
Reason, multiplied by 100. The individual entities can be of any nature, whether animal, plant, or machine; the individual
components may be sentient or not. If the Collective Mass is composed of relatively ordinary creatures (as opposed to
something strange, like a colony of snakes mutated by a nuclear test at Los Alamos), the Collective Mass has the option of
absorbing more of these component creatures into itself. A Red Psyche FEAT allows this to occur. In such a case, the
addition may have the effect of increasing the Collective Mass's primary abilities.

In an Earth-based Marvel Universe campaign, the Collective Mass has the ability to transform itself into a human likeness
by making a Psyche FEAT. However, the visual appearance of the individual bodies does not change; a disguise is needed if
the Collective Mass is to impersonate a normal human.

New superpowers
Each of these superpowers has a 2% chance of appearing during the random power-selection process.
P18 - Hyper-Intake/Expulsion: This power was in my original UPB proposal, yet not only did I forget to put this in the UPB,
I also forgot to put it in the original addenda article! This power is usually referred to as "Super Breath" and, while it is
technically a Matter Control power, should be listed under the class of Physical Enhancement powers in the UPB. The hero
has the ability to ingest awesome amounts of matter, retain them indefinitely, then expel them with power rank force.
When creating a hero with this power, the player must decide what the hero can handle. A random die roll determines his
chance of having the power to handle gas, liquid, solids, or some combination of these.
Die roll Category

01-16 Gases only

17-32 Liquids only

33-48 Solids only

49-64 Gases and liquids

65-80 Liquids and solids

81-00 Gases, solids, and liquids

This power enables the hero to absorb quantities far exceeding the normal volume of the human body. He can absorb a
volume of gas equal to the power rank number times 100 cubic feet. Liquids and solids are limited to the number of cubic
feet equal to the power rank number. A side effect of this power is that the ingested matter is somehow compressed,
diminished in size, or displaced into a pocket dimension: this enables the hero to retain his ordinary shape, although his
weight does increase a token amount. It is up to the Judge's discretion as to how much weight is gained, with a 1% weight
increase being a rule of thumb. Note that a sudden failure of this power can be disastrous! Such catastrophes range from
(at best) the sudden expulsion of all ingested matter, retention of the ingested matter with the hero suddenly bearing all
of its weight, or the rapid expansion of the ingested matter to its original size (this latter possibility being quite fatal).

Normally, a hero can retain the ingested matter indefinitely. A side effect of the power gives the hero internal
invulnerability equal to his power rank, preventing major internal damage due to ingested poisons or physically damaging
materials. Solids and liquids can be retained for as long as the hero can go without food; digestion normally stops while
this power is in effect. If the gases ingested are toxic, the hero can only retain them for the amount of time he can hold
his breath. If the mixture is not toxic and contains a sufficient quantity of oxygen, then the hero can hold his breath
indefinitely.

The hero can expel the matter harmlessly or direct it into a blast that has power rank range and damage. He can also do
damage by ingesting. For example, by inhaling all the air in a room, he can cause certain events to occur. One, everyone
in the room must make an Endurance FEAT or pass out from the sudden absence of air. Two, the room can implode if the
pressure difference exceeds the walls' material strength.
P19 - Hyper-Endurance: A number of readers pointed out that I referred to this in the UPB as a power rather than as a
primary ability. Sorry! Hyper-Endurance is designed to increase your hero's (hopefully) already formidable Endurance. The
randomly determined rank is added to your PC's previously determined Endurance rank whenever he uses a power that
drains his Endurance. In this way, heroes can exceed their physical limitations. Hyper-Endurance is an optional power for
such things as Hyper-Running, Hyper-Swimming, and other powers requiring muscular effort.
P20 - Hyper-Strength: I kept referring to this as a power, too, so here it is. Hyper-Strength is an addition to your hero's
previously determined Strength rank. The player has two choices here: He can permanently combine the two ranks, or else
make the addition a temporary one. In the latter case, the hero can "Hulk out" and manifest great strength during a
limited time. The daily limit on this form of Hyper-Strength is a number of game turns equal to the power rank number.
Also, the temporary form carries with it a bonus of +1CS rank.
MG14 - Probability Control: I had intended this to be a variation of MG10/ Reality Alteration (Alter Future). However,
enough people have this power to justify its status as an independent power. Unlike the Alter Future power, this power
functions at a more limited range; the power takes effect the same turn it is used. The original Marvel heroine with this
power, Scarlet Witch, could only create entropic effects. Other superhumans such as Roulette developed the ability to
produce beneficial effects as well. There are three ways the hero can use the power to affect his immediate future. The
first way pits his power against the Psyche of the target. In this effect, the hero makes the target act in the way the hero
intends. The second method pits this power's power rank against the material strength of the target. In this case, the hero
can temporarily control the physical properties of the target. In the third case, the hero pits his power against the
intensity rank of a target phenomenon (energy fields, magic, powers, etc.). In all three cases, the range is limited to the
hero's immediate area.

T24 - Spinner: George O'Ravis looked to the Whirlwind to come up with this peculiar Travel power. The hero can attain
power rank ground speed by rapidly pivoting. The visual effect is that he blurs into a human top. The hero gains several
useful side effects. This power's rank is added to the Fighting rank when a grappling attack is used against the Spinner. He
gains power rank resistance to physical attacks. His Endurance rank increases by this power's rank number; this enables
him to maintain his power for extended periods as well as avoid the obvious dizziness and nausea. The hero's visual acuity
increases to give him the equivalent of Circular Vision; despite his rapid rotation, the hero perceives the world as a static,
360-degree field of vision. However, unless the player states otherwise, it is assumed that he is only looking directly
outward. Thus, he can be surprised by attacks from below or above. If the hero has such powers as increased Strength
(Incredible rank or better), Invulnerability, or Hyper-Digging, he can bore his way through any target with a Material
Strength less than this power's rank. As a power stunt, the hero can develop his power to attain flight. This is treated as
T23/Whirlwind flight of one rank lower than the Spinner's power rank.

F6 - Unique Weapon: Edward and Adam Nevraumont brought up this variant from the Fighting Powers class. The hero
possesses a specific tool or device that contains many of the powers assigned to the hero. When creating the hero, the
player should assign only the Mental and Physical Powers to the hero himself; all other powers should be assigned to the
Unique Weapon. Such assigned powers then can only be manifested by the weapon itself or by the hero's direct contact
with the device. The player should work with the Judge to determine the shape and nature of the item, as well as who
gets what power.

The nature and function of each Unique Weapon should reflect the powers available, the player's imagination, the hero's
background and physical type, and the campaign setting. The randomly rolled power rank becomes the material strength
of the item. A Unique Weapon is just that; lose it and you're out of luck. The hero can acquire his item in a number of
ways. The most common are "I Found It;" "I Received It;" and "I Created It." The player should roll once on the Origin of
Power Table (page 10, UPB) to see what the background on his item is. If the device was attained by accident or as a gift,
the hero might not be able to replace or repair it. Such conditions must be resolved by the Judge.

M34 - Omni-Knowledge: A reader named "Comalite J" created this interesting variant on the learning process. A character
with this power has an innate, subconscious link to a sort of cosmic reference library. When he is presented with a
question concerning information of which he was previously ignorant, the PC must make a FEAT. Green FEATs give him
access to contemporary human knowledge. Yellow FEATs give him access to alien knowledge. Red FEATs give him access to
Entity-level knowledge. Success means he is able to give a short, concise answer that only answers the initial question. As
a limit to this power, the question must be asked of the hero by another person. Also, despite his ability to "know" any
given topic, the PC might not be able to understand it. His comprehension is still limited by his Reason. This power enables
the Judge to create idiot savants who can decipher the workings of Galactus's Worldship but are unable to tie their
shoelaces. For example: Ref-Book and his buddy Jaunt find themselves in the Watcher's recreation room, facing a piece of
alien technology. Ref-Book has no idea of what the thing is, but when Jaunt asks the magic question "What is that?" Ref-
Book's power goes to work. He makes a Red FEAT, gains the necessary knowledge, and says "It's a television set." "Well,
how do we turn it on?" asks Jaunt. Ref-Book fails his next FEAT and says, "Beats me."

Rule powers
Table for Random Rule Powers

Die Roll Power Code

01-12 Attribute Change R1

13-29 Attribute Pool R2

30-41 Attribute Rearrangement R3

42-47 Award Change R4

48-59 Award Pool R5

60-65 Award Rearrangement R6

66-71 Initiative Change R7

72-00 Power Combination R8

Several powers in current RPGs exist only for the sake of altering the mechanics of that specific game. Such examples
include Mystic Link (from Mayfair's DC HEROES game) and Spending Karma (in the MARVEL SUPER HEROES game). I hadn't
touched on these because most of these powers only function within the confines of their home games. They cannot be
easily transformed into other settings, such as actions in a comic book. However, that doesn't justify my further ignoring
their existence; hence, the creation of a new class of powers. The rule powers class is the rarest form of power. During the
Character Creation process, this class of powers has only a base 3% chance of occurring. All rule powers have extremely
short ranges; their initial effects are limited to the hero and those beings and objects within the immediate vicinity (i.e.,
the same area). Rule powers include the following:

R1 - Attribute Change: The hero has the ability to temporarily increase the rank of a specific ability or power by the rule
power's rank. He can automatically retain the enhanced rank for 1-10 game turns, but he must make a Psyche FEAT each
turn beyond that to retain the enhancement. For example, Cosmic Dasher possesses Incredible Attribute Change. He uses
it to increases his normally Amazing Hyperspeed with an additional burst of energy, thus attaining Unearthly speed.

R2 - Attribute Pool: The hero is able to directly combine his powers' or abilities' ranks with those of other heroes. The
combined energy can then be channeled into a specific power or attribute shared by the affected characters and then used
to perform a specific action. A Green FEAT is needed to perform this. In game terms, the players add their characters'
ranks of the chosen ability; the sum is then temporarily reassigned as a new rank for each member of the group. For
example, Cyber1, Cyber2, and Cyber3 pool their Excellent, Remarkable, and Amazing Strengths together; they each then
achieve an effective rank of Unearthly Strength.

R3 - Attribute Rearrangement: The hero can reassign the basic value of his various abilities to enhance other abilities. In
effect, the player has the ability to rewrite his hero's abilities and powers at will. The rule power's rank is used to make
this FEAT. The effect initially lasts 1-10 game turns; beyond that, he must make a successful Psyche FEAT each turn to
maintain the rearrangement.
R4 - Award Change: The player can temporarily increase the size of the Karma game award previously given his or
another's character. The player can increase his hero's Karma by this power's rank by means of a Green FEAT. The player
can increase the size of an ally's Karma with a Yellow FEAT. A Red FEAT can either increase or decrease an opponent's
Karma. Such changes occur in the same turn the power is used and last for 1-10 turns; after that, the hero must make a
Psyche FEAT to maintain the effects.
R5 - Award Pool: In the MARVEL SUPER HEROES game, this is called Karma Pooling. The player can temporarily pool his
award value with that of other player characters, then use that increased reward to perform a group function. The pooling
lasts for 10 turns plus a number of turns equal to the number of PCs participating in the pool.
R6 - Award Rearrangement: The player can temporarily reassign the Karma values of other players' characters by means
of a Green FEAT. He can transfer a number of Karma Points equal to his power rank between either allies or opponents.
Unscrupulous PCs can use this power to siphon Karma from civilian NPCs (onlookers, passers-by, etc.); this is considered a
villainous act since it is akin to Vampirism.

R7 - Initiative Change: The player can temporarily alter the order of play, deciding who plays in what order if he makes a
successful Green FEAT. A Red FEAT can be used to either take away another character's turn or to instate a turn at a time
when the affected player would otherwise be unable to roll.

R8 - Power Combination: This power normally occurs only during the Character Creation process. Rolling this rule power
requires the player to combine two of his hero's already existing powers into a new hybrid form. The new hybrid power
permanently replaces the affected powers. Power Combination enables the player to create some really peculiar, unique
characters. High-ranked NPCs may possess a special form of this power with which they can alter another character's
powers at any time. However, the power's use is limited to once per day and only in noncombative situations. In this way,
the Judge can create character-transforming incidents to enliven, confuse, or rearrange the existing campaign.

Armored Hero Generation


Originally printed in Dragon Magazine #180 April 1992 pp. 95-97 by Justin Mohareb (Marvel Super Heroes).
This article assumes that you have MA3 The Ultimate Powers Book. If you don't, simply use the Players' Book from
the Advanced Set rules, selecting the powers you think are reproducible by machinery or electronics. Using this system,
armored heroes are rolled up using Column 3 ("High Technology") as in both the Ultimate Powers Book or the Advanced Set
rules. These abilities are the character's normal levels. This is to reflect that the character is a normal human wearing an
armored suit that supplies his super powers.

Judges may wish to allow a character to increase his physical stats when wearing the armor by roll once on Table 1
(below), then dividing the results among the hero's four physical abilities (FASE). Note that the ability scores indicated
when the character adds the modifiers to his personal attributes reflect the benefits of the armor only when it is being
worn. For example, a character whose Strength is Typical, with a +3CS modifier for the armor, might add +1CS, +2CS or
+3CS to his Strength, or he might not increase his Strength at all, preferring to divide +3CS among his other three physical
statistics.

If the character created his own armor, he also recieves a +1CS to his Reason, a +1CS to his Electronics talent, and another
+1CS to repair and modify his personal armor. If the character recieves the armor from someone else, it is assumed that
the original owner or people he knows (all NPCs) can repair it. In the latter case, the hero would not recieve any of the
Reason bonuses, though he could recieve training later on, at the Judge's discretion.
The character then rolls up the number of his armored suit's powers, using the usual tables in the Ultimate Powers Book or
the Advanced Set rules. This character automatically has Body Armor at Excellent rank, though this can be increased (see
the note under "Defensive Powers") which follows. When the character's powers are determined, a special power rank
called Armor Endurance is also created. This is usually called E.C.M (electronic countermeasures) and is used against
attempts to control the armor from outside sources.
Because of their nature, armored heroes can only use certain powers that could be technology based. A suggested list of
these powers, from the Ultimate Powers Book, is given here:

Defensive Powers:

• Body Armor (already taken but can be taken again; +1CS each time this is chosen as a power).
• Force Field

Reflection:

• Resistance to Energy Attacks


• Resistance to Physical Attacks

Detection Powers:

• Circular Vision
• Energy Detection
• Hypersensitive Hearing
• Hypersensitive Touch
• Life Detection
• Microscopic Vision
• Penetration Vision
• Radarsense
• Sonar
• Telescopic Vision
• Thermal Vision
• Ultraviolet Vision

Energy Control Powers:

• Electrical Control
• Energy Sponge
• Hard Radiation Control
• Magnetic Manipulation

Energy Emission Powers:

• All except for Energy Doppelganger

Fighting Powers:

• Weapons Creation

Illusory Powers:

• Illusion-Casting
• Illusory Duplication

Life Control Powers:

• Sleep-Induced

Matter Control Powers:

• Bonding
• Machine Animation

Matter Conversion Powers:

• Disintegration
Matter Creation Powers:

• Missile Creation
• Spray
• Webcasting

Mental Enhancement Powers:

• Clairaudience
• Clairvoyance
• Communicate With Cybernetics
• Danger Sense
• Speech-Throwing
• Total Memory

(These powers are not mental powers per se, but are technological versions of mental powers.)

Physical Enhancement Powers:

• Hyper-Speed
• Lung Adaptability
• Stealth
• Waterbreathing
• Water Freedom

Self Alteration Powers:

• Blending
• Invisibility

Travel Powers:

• Gliding
• Hyper-Digging
• Hyper-Leaping
• Hyper-Running
• Hyper-Swimming
• Rocket

Players can choose their armor's powers from this list. If you find this list to be too limiting, just use your imagination.
Once the powers for the battlesuit have been selected, rolls are made on Table 2 for the power rank of each power. These
rolls are not modified, with the exception of Body Armor (as previously noted). Also generate a power rank for Armor
Endurance at this point.
Damaging Armor To add depth to armored combat, each power--including Body Armor--and each of the FASE ability
modifiers is then assigned a number as part of a random-roll table. These numbers will determine which of the armor's
systems are damaged when an attack exceeds the suit's Body Armor (or applicable Force Fields, etc) by more than +1CS, as
noted later. The numbers should be arranged so as they can be rolled on a simple die: 1d8, 1d10, 1d12, etc. Optionally,
assign two or more numbers on such a table to a power that would have a greater chance of being damaged., like Body
Armor or Flight, depending on your vision of the character's armored suit and the placement of his weaponry and
equipment.
We now get to the raison d'etre for this expanded system: armored suit combat. Every time the character is in combat and
recieves a blow that inflicts more damage than his Body Armor rank, the character takes damage minus the amount
absorbed by his body armor. For example, if a hero has Remarkable Body Armour and is hit by an Incredible rank Force
Bolt, the hero takes 10 points of damage (40 - 30 = 10). This is per normal rules.
If the damage is 2CS or more than the Body Armor rank, the character takes the appropiate damage, and percentile dice
are then rolled on the rank of the attack -4CS to determine if the character's armor was damaged by the attack. For
example, if the hero as above with Remarkable Body Armor was punched by a villain possessing Amazing Strength, the hero
would roll 1d100 on the Good column (50 - 4CS = 10). If the result is red, then roll on Table 3. Energy attacks are a special
case, as Body Armor is 20 points less effective against energy attacks than against physical ones. When a hero is hit by an
Energy attack capable of breaching the armor's reduced rank vs. Energy attacks, the character must follow the procedure
for determining armor damage from physical attacks as before. Armored heroes can take Resistance to Energy Attacks to
cover this weakness.
Repairing Damage Fixing damaged armor is relatively simple. The hero must make a Reason FEAT roll to make the proper
repairs correctly. A Resources FEAT roll might be called for as well, to see if the hero can afford to make the repairs.
Other strictures can be applied to the roll at the Judge's whim. It is often a good idea for the Judge to make the Reason
FEAT roll for the hero in secret. That way, if the roll is a failure by a narrow margin--say, within five points of the number
needed for success--the hero may mistakenly believe that his armor is repaired when it actually might fail at an important
moment. This is a nasty thing to do, but I leave the decision whether or not to use this up to each Judge.

Armored Advancement The player may, at some point in his hero's career, attempt to modify the hero's armor by adding
new powers. Armor powers can be added, up to the maximum number that was determined at creation, by spending 3,000
Karma for each, plus 10 times the starting rank number for that power (this is also the formula by which robots can add
powers). Power advancement is done normally, by spending 10 points times the current rank number plus 500 points for
cresting from one rank to the another. A Reason FEAT roll should be called for, with the difficulty equal to the new rank, if
an old power is being advanced to a new, higher rank or if a new power is set at its starting level. A Resource FEAT roll
might also be needed to see if the hero has the cash to perform the modifications. The Judge should make his own rulings
on how to do the "total makeover" that's so popular with armored heroes, including such things as resetting Popularity to
zero, upping appropiate powers and FASE abilities one rank, or adding new things. This should cost a great deal; about
10,000 Karma points, a high Resource FEAT roll (Amazing or better), and access to high-tech equipment or a high
(Incredible or better) Reason FEAT roll (this is of course up to the individual Judge). All other forms of advancement are
performed normally.

Creativity is the key to any successful and enjoyable role-playing game. This system can only get you started on the way.
Where you go is up to you.

Table 1: Armor Modifiers For F.A.S.E Abilities

1D100 Result

01-10 Unchanged

11-20 +1CS

21-45 +2CS

46-75 +3CS

76-95 +4CS

96-00 +5CS

Table 2: Power Rank Generation Table

1D100 Power Rank

01-05 Feeble

06-10 Poor

11-20 Typical

21-40 Good

41-55 Excellent

56-80 Remarkable
81-95 Incredible

96-00 Amazing

Table 3: Armor Damage Table

1D100 Damage Results

01-20 One Power is at -2CS

21-40 One FASE ability modifier is at -2CS

41-65 One power is inoperative

66-90 All powers are at -1CS

91-94 All FASE ability modifiers are -1CS

95-98 All FASE ability modifiers and powers are at -2CS

Massive systems overload. All FASE modifiers are at -2CS, and all powers,
99-00
with the exception of one (player's choice) are inoperative.

Callings
I have used these to add instant morals to NPC's and even to help the novice hero game player. For those of use that have
played Dungeons & Dragons (thats pretty much everybody), consider the following "Callings" like alignment.

Calling Description Example

Adventurer Your hero seeks to recapture a spirit of adventure that Hawkeye, Hercules, Nightcrawler, Wasp
humanity has lost. He or she will go to often foolhardy to
revitalize this hedonistic, adventuresome spirit.

Animal Nature Your hero has a savage side that must be kept in check. Morbius, Tigra, Werewolf, Wolverine
He or she must struggle to control these feelings, or give
in and lose control

Demolisher Your hero causes destruction for destruction's sake. Absorbing


Demonstration of raw power causes a sense of pride, no Man, Juggernaut, Sabretooth, Super-
matter what the cost. Adaptoid

Exemplar Your hero feels he or she symbolizes a race, class, Black Knight, Captain Britain, Falcon, Thor
historical legacy, or subgroup that needs greater
visibility. He or she seeks a high profile, but not personal
notoriety.
Calling Description Example

Explorer Your hero devotes his or her life to the discovery of new Giant-Man, Mister
ideas and environments. He or she believes the Fantastic, Moondragon, Stingray
theoretical is often as powerful as the practical

Gloryhound Your hero seeks publicity for personal accomplishments. Human Torch, Luke Cage, She-Hulk, Wonder
Only the adulation of the people will satisfy this Man
individual's longings.

Greed Your hero is overwhelmed by desire for wealth. Even Electro, Kingpin, Rhino, Taskmaster
when great wealth is achieved, more must be gained.

Guardian Your hero desires to protect beloved persons or places. Daredevil, Doctor Strange, Invisible
Threats to those loved ones trigger the strongest Woman, Phoenix
responses in this individual.

Idealist Your hero stands for a cause for which he or she would Captain America, Cyclops, Professor
gladly die. Challenges to those beliefs provoke strong X, Sabra
reactions from this individual

Investigator Your hero loves to unraveling human mysteries, whether Beast, Black Widow, Doc Samson, Forge
of crime, science, psychiatry, or another field of inquiry.
It is especially satisfying when that work helps others.

Majesty Your hero leads a people and acts as the preserver of Black Bolt, Black Panther, Clea, Sub-Mariner
their interests. Personal power is wielded for their
benefit.

Mentor Your hero acts to encourage responsibility and Agatha Harkness, Banshee, Stick, White
competence among his or her charges. Testing the Queen
students' abilities is high priority.

Outcast Your hero is hated or feared for some quality, possibly a Hulk, Nate Grey, Polaris, Quicksilver
mutant power or a past allegiance. He or she may want to
be left alone, or will only ally with those who are free of
the bias.

Peace of mind Your hero seeks self-perfection or freedom from inner Iron Fist, Moon Knight, Shang-
demons. He or she may suffer inner conflicts, or Chi, Wolfsbane
overcomes them and keeps spiritually balanced.

Protector Your hero lives to protect innocents from harm, Angel, Colossus, Shadowcat, Storm
regardless of who or where they are. Seeing folks in
danger brings out in your hero an overwhelming desire to
lend a hand.

Repentant Your hero acts to gain redemption for past sins. Only Ant-Man, Elektra, Gambit, Silver Surfer
through the doing of good deeds can your hero feel at
least partially cleansed.
Calling Description Example

Responsibility Your hero is saddled with undesired powers, but feels he Iceman, Iron Man, Spider-Man, The Thing
of Power or she must act selflessly. He or she may grab normalcy if
it comes along, but otherwise will persevere.

Soldier Your hero prizes following or giving orders unless it Bishop, Cable, Nick Fury, Silver Sable
conflicts with his or her moral code. He or she may fight
for money or duty, but ultimately fights for personal
validation.

Thrill Seeker Your hero acts because of a hedonistic desire for danger Black Cat, Nova, Psylocke, Sersi
and risk. Events that heighten his or her adrenaline are
highly prized.

Uncontrolled Your hero cannot control his or her powers without Franklin Richards, Havok, Rogue, Scarlet
Power monitoring. This may overcome your hero's reason and Witch
force actions that he or she would regret.

Vengeance Your hero seeks revenge against someone for some real or Green Goblin, Loki, Super-Skrull, Venom
imagined slight. Any sacrifice to gain that vengeance is
acceptable.

Vestige of Your hero isn't fully human, but envies the full emotions Adam Warlock, Warbird, Machine
Humanity of others. The closer your hero can get to human, the Man, Vision
happier he or she is.

World Your hero wants dominion over as many people as Annihilus, Doctor Doom, Leader, Magneto
Domination possible. Resistance to his or her will can trigger violent
responses.

Youthful Your hero recklessly pursues the life of a superbeing with Cannonball, Jubilee, Kymaera, Meltdown
Exuberance the wide-eyed joy of youth. Such an individual is bored
easily, and not good at listening to instructions.

Cyborg Creation
Source: Marvel RPG and more
Described below are the rules for creating Cyborgs in the Marvel RPG Universe. Cyborgs are normal humans that gain
superhuman powers or abilities from mechanical or bio-engineered parts that have been installed in their body. Because
normally humans that become cyborgs have stats up to the maximum human potential their stats are rolled on somewhat
different columns.

Character Creation:
Cyborgs use the following columns to determine their stats:

Rank Feeble Poor Typical Good Excellent Remarkable Incredible Amazing

Fighting: 01-03 04-08 09-20 21-35 36-60 61-80 81-95 96-00


Rank Feeble Poor Typical Good Excellent Remarkable Incredible Amazing

Agility: 01-02 03-06 07-20 21-40 41-70 71-90 91-00 -

Strength: 01-05 06-20 21-60 61-90 91-00 - - -

Endurance: 01-05 06-10 11-20 21-40 41-80 81-00 - -

Reason: 01-10 11-25 26-45 46-75 76-95 96-00 - -

Intuition: 01-10 11-25 26-40 41-60 61-80 81-97 98-00 -

Psyche: 01-15 16-30 31-60 61-80 81-00 - - -

Number of Implants:
After the stats are determined you must roll on the following table to determine the amount of implants the character has
(see threshold rating below). The table also includes the maximum amount of resource points the character can spend on
implants as well as the maximum amount spend on the implants individually. A character may decide to take less implants
with a total amount of resource points equal to or less than the maximum allowed.

Die Roll # of Implants Res. Points total Max. Res. Points

01-10 3 20 10

11-20 4 30 10

21-35 5 40 15

36-55 6 50 18

56-70 6 65 20

71-85 7 70 25

86-98 7 90 30

99-00 8 120 Unlimited

Talents:
Talents are determined normally.

Implanting:
Threshold Ratings
There is a maximum amount of implants the human body can handle. This is called the Threshold Rating. There are 2
different Threshold Ratings. The first one is the Cyberware Threshold, the second one the Bioware threshold. The total
amount of implants cannot exceed the Threshold, but Cyberware and Bioware do not conflict unless otherwise noted.

The Cyberware Threshold is equal for everyone, it is equal to 100.


The Bioware Threshold is equal to the Endurance rank Number.

Effects of Cyber/Bio-ware:
The more Cyberware someone posseses the more difficult it is for the body to heal naturally. Instead of the normal
Endurance rank number the character can heal he can only heal a percentage equal to his current Threshold rating. (For
example: a character with Remarkable Endurance and 40 points of Cyberware threshold remaining would only heal 40% of
30 = 12 points of damage.) This limitation can be overcome by installing a self-regenerating device with each implant. This
however adds 50% to the resource costs and Threhold costs.
Whenever a character takes more than Am damage from a single attack the Judge must make a roll at the remaining
Cyberware Threshold Rank to determine if a system is damaged. A white result means a random determined system is
damaged. The exact effects are up to the Judge.
Bioware has no effects on healing and it is somewhat more difficult to damage. Whenever a character's health drops below
0 a Bioware Threshold roll must be made, a white result means a bioware system is damaged. A second roll determines
how badly the damage is. A second white result means the system must be replaced entirely. A green result means it
needs repair for at least 50% of the total costs. A yellow result means it needs 25% repairs and a Red result means only
temporary disablement.
To repair Cyberware or Bioware a character needs the Medicine skill and either cybernetics (for Cyberware) or bio-
engineering (for Bioware) skills. The costs for Cyberware repair are usually 20% of the total costs.

When Implanting a doctor must make a skill FEAT and check on the table below (the judge should decide if this must be
done when character creating or only when implanting during the campaign).

FEAT Result

White End. FEAT or die, lose 1 point Threshold permanently

Green Success

Yellow Success, -5% Threshold cost

Red Success, -15% Threshold cost

Cyberware:
Chemical Analyzer
Cyber Threshold: 4
Resource Rating: Typical
This implant allows the character to analyze compounds with a +2CS on their chemistry skill.

Cranial Bombs
Cyber Threshold: -
Resource Rating: varies

Cranial Bombs are placed somewhere in the wearer's body and can be detonated by remote. Kink Bombs force the bearer
to make a Yellow Endurance FEAT or die, Micro Bombs kill the bearer instantly and Area Bombs kill the bearer instantly
and inflict Amazing damage to anyone within 1 area. There are three different forms of Cranial Bombs:

• Kink Bombs Resource Rating: Excellent


• Microbombs Resource Rating: Excellent
• Area Bombs Resource Rating: Remarkable
Datajack
Cyber Threshold: 4
Resource Rating: Typical
A datajack allows the wearer to plug devices directly into his head. He can use this to directly view video images or
control computerized devices. It gives the wearer Remarkable computer communication and computer control at the
wearer's Reason rank.

Encephalon
Cyber Threshold: varies
Resource Rating: varies

An Encephalon increases the wearer's Reason, there are 2 levels:

• +1CS Reason Cyberware Threshold: 15 Resource Rating: Excellent


• +2CS Reason Cyberware Threshold: 35 Resource Rating: Excellent

Memory
Cyber Threshold: varies
Resource Rating: varies
Implanted memory allows the character to store data of any kind. To use this he must also posses a Datajack.

• Cyberware Threshold: 6 per 10 Gb


• Resource Rating: Good (8-15)

Olfactory Booster
Cyber Threshold: 4
Resource Rating: Typical

This gives the character the Hyper-Olfactory (DT7) power at Remarkable rank.

Orientation System
Cyber Threshold: 8
Resource Rating: Good
An Orientation System can analyze a character's whereabouts (at a planet of which it contains maps) with Un accuracy. It
can also display various country and city maps.

Softlink
Cyber Threshold: 5
Resource Rating: Typical

A Softlink contains 2 open slots for chips on which professional skills are imprinted. With these chips the character can use
those skills. The costs of the chips are Good except for uncommon skills for which the Judge should determine the price.

Tactical Computer
Cyber Threshold: varies Resource Rating: varies A tactical computer is used to tag an opponent and predict it's next move,
it can tag (Reason/10 + level of tactical computer) opponents. An orientation system adds 2 to the effective level of the
tactical computer, additional hearing or visual senses also increase it's rank by 1. To tag an opponent the computer must
make a roll on the ability listed below with a -1CS modifier for each area the opponent is beyond the first. When an
opponent disappears from the line of sight the computer gets a -1CS for each meter the opponent moved while out of line
of sight.

For each attack against a tagged opponent the character then gets a bonus determined from the table below.

Tactical Computer

Rating Ability Cyberware Threshold Resource Rating


Level 1 Excellent 60 Remarkable

Level 2 Remarkable 75 Incredible

Level 3 Incredible 85 Amazing

Effect Table (all fraction rounded down)

White no effect

Green (level/3) +1CS bonus

Yellow (level/2) +2CS bonus

Red level +3CS bonus

Additionally the tactical computer gives +1 Initiative/level

Commlink
Cyber Threshold: 6
Resource Rating: Good
This is a normal commlink system only implanted in the character's head.

Crypto Circuit
Cyber Threshold: 2
Resource Rating: Excellent
This Circuit scrambles or descrambles messages with In ability.

Radio
Cyber Threshold: 12
Resource Rating: Typical
A Radio-transmitter with a larger area than the normal Commlink, only it is easier to overhear.

Radio Reciever
Cyber Threshold: 8
Resource Rating: Typical
A normal implanted reciever.

Telephone
Cyber Threshold: 10
Resource Rating: Typical
An implanted telephone.

Balance Augmentation
Cyber Threshold: 8
Resource Rating: Good
The character gets a +2CS for tumbling and acrobatic tests.

Damper
Cyber Threshold: 2
Resource Rating: Typical
The character gains resistance vs. sonic attacks at Excellent rank.
Hearing Amplification
Cyber Threshold: 4
Resource Rating: Typical
The character gains Hyper-Hearing at Remarkable rank.

Recorder
Cyber Threshold: 5
Resource Rating: Typical
If combined with the Memory implant a character can record things he hears.

Camera
Cyber Threshold: 8
Resource Rating: Typical
If combined with the Memory implant a character can record things he sees.

Low-Light
Cyber Threshold: 4
Resource Rating: Typical
The character can see better in darkness and suffers -2CS less penalties.

Vision Magnifier
Cyber Threshold: 4
Resource Rating: Typical
The character gains telescopic vision (DT17) at Feeble rank.

Thermographic
Cyber Threshold: 4
Resource Rating: Typical
The character gets Thermal Vision (DT18) at Incredible rank.

Eye Weapons
Cyber Threshold: varies Resource Rating: varies

Weapon Damage Cyber Threshold Resource Rating

Eye Dart Poor (possible poison) 5 Typical

Eye Gun Typical 8 Typical

They both can fire only once and take 2 rounds to reload. After firing the character is at -1CS for 1-4 rounds.

Oral Weapons
Cyber Threshold: varies
Resource Rating: varies

Weapon Damage Cyber Threshold Resource Rating

Oral Dart Poor 5 Typical

Oral Gun Typical 8 Typical

Oral Whip Typical 5 Good

Oral Spur Typical 5 Typical


The dart and the gun also take 2 rounds to reload although they can be fired twice.

Bone Lacing
Cyber Threshold: varies Resource Rating: varies There are three types of bone lacing: Plastic Poor body armor; Aluminium
Typical body armor +1CS damage (not above Remarkable); Titanium Excellent body armor +2CS damage (not above
Incredible). Plastic Cyber Threshold: 10 Resource Rating; Typical Aluminium Cyber Threshold: 23 Resource Rating; Good
Titanium Cyber Threshold: 45 Resource Rating: Excellent.

Cybertorso
Cyber Threshold: 25
Resource Rating: Excellent
A Cybertorso gives Typical body armor and halves the Cyber Threshold for strength increase in the limbs. It can also be
plated, this gives body armor equal to the resource Rating spend. This body armor counts only for hits on the torso.

Cyberskull
Cyber Threshold: 13
Resource Rating: Excellent
A Cyberskull gives Poor body armor and can also be plated like a Cybertorso for the same costs.

Retractable Razors
Cyber Threshold: 4
Resource Rating: Good
This gives the character retractable claws for Excellent edged damage.

Internal Air Tank


Cyber Threshold: 5
Resource Rating: Typical
Increases the character's endurance by +4CS for purposes of holding ones breath.

Fingertip Compartment
Cyber Threshold: 2
Resource Rating: Typical
Allows the character to store small objects.

Muscle Replacement
Cyber Threshold: varies
Resource Rating: varies
Each level increases the character's Strength and Agility by +1CS (not above Monstrous), level 3 also increases Fighting by
+1CS.

Level Cyberware Threshold Resource Rating

1 20 Excellent

2 40 Remarkable

3 60 Incredible

Smartlink
Cyber Threshold: 5
Resource Rating: Typical
The smartlink gives the character +1CS to hit when shooting a firearm. Firearms must be be made "smart" which doubles
the normal costs.

Cyberlimbs
Cyber Threshold: varies
Resource Rating: varies
Each limb can be replaced with a cyberlimb which gives the character Typical body armor. The limbs can also be plated
like the Cyberskull and Torso. They can hold containers for weapons and items and their strength can also be upgraded.
Limb Cyberware Threshold Resource Rating

Cyber Arm/Leg 20 Excellent

Cyber Hand/Foot 7 Good

Cyber Forearm/Lower Leg 13 Excellent

A covering to make it look natural costs an extra 2 resource points. Increases strength (up to Unearthly) costs resource
ranks and Cyberware Threshold equal to strength/3 (rounded up).

Move-By-Wire System
Cyber Threshold: varies
Resource Rating: varies
Move By Wire increases the smoothness with which a character moves. But since to character lives in a constant state of
seizure he must make an Endurance FEAT every month or suffer cardiac arrest. For each level of Move By Wire he gets a -
1CS on Endurance.

Level Effect Cyberware Threshold Resource Rating

1 +1CS Agility, Fighting, +2 Initiative, 1 extra attack 50 Excellent

2 +2CS Agility,Fighting, +4 Initiative, 2 extra attacks 77 Remarkable

3 +3CS Agility,Fighing, +6 Initiative, 3 extra attacks 100 Incredible

Boosted Reflexes
Cyber Threshold: varies Resource Rating: varies

Level Effect Cyberware Threshold Resource Rating

1 +1 Initiative, +1CS multiple attack tests 10 Good

2 +2 Initiative, +2CS multiple attack tests 20 Excellent

3 +3 Initiative, +3CS miltiple attack tests 30 Remarkable

Boosted reflexes are not compatible with the Move by Wire system or Wired Reflexes.

Dermal Plating
Cyber Threshold: varies
Resource Rating: varies
Dermal Plating gives body armor equal to Resource Points x 2, Cyberware Threshold equals Resource Points spend.

Dermal Sheath
Cyber Threshold: varies
Resource Rating: varies
Dermal Sheath gives body armor equal to Resource Points x 3, Cyberware Threshold equals Resource Points x 1.5. Dermal
sheaths can be outfitted with adaptive coloration (5 resource points extra).

Filteration Systems
Cyber Threshold: 8
Resource Rating: Excellent
This gives the character resistance to gasses and poisons at Excellent rank.

Skill-Wires
Cyber Threshold: 30
Resource Rating: Remarkable
Just like Softlink this implants allows the character to use chips with skills upon it, Skill-Wires can handle up to 10 skills
and can handle all sorts of skills, so not only Proffesional skills.

Wired Reflexes
Cyber Threshold: varies
Resource Rating: varies

Level Effect Cyber Threshold Resource Rating

1 +2 Initiative, +1CS attack 40 Excellent

2 +4 Initiative, +2CS attacks 60 Excellent

3 +6 Initiative, +3CS attacks 100 Remarkable

Wired reflexes are not compatible with boosted reflexes or the move by wire system.

Platelet Factory
Bio Threshold: 4
Resource Rating: Good
Platelet factories increase the body's ability to handle damage. A character with Platelet factories suffers -1CS damage
from attacks (attacks of more than Unearthly damage do normal damage). However to avoid cardiac arrest a character
must take a dose of anticoagulants each day. One dose costs Poor resource points but are hard to come by. When the
character doesn't take the anticoagulants he must make an [Link] every 12 hours with a -1CS penalty for each day
without the anticoagulants. If he fails to make a yellow result he goes into cardiac arrest. Platelets cannot be damaged.

Symbiotes
Bio Threshold: varies
Resource Rating: varies
Symbiotes grant the character Regeneration, but the character's food consumption increases also.

Level Regeneration Food/Beverage intake Bio Threshold Resource Threshold

1 Feeble (2/10 rounds) +50% 4 Good

2 Poor (4/10 rounds) +70% 7 Excellent

3 Good (1/round) +100% 10 Excellent

Symbiotes cannot be damaged.

Synthacardium
Bio Threshold: varies
Resource Rating: varies
A Synthacardium boosts the heart's capabilities.

Level Increase Bio Threshold Resource Rating


1 +1CS Endurance 2 Good

2 +2CS Endurance 3 Good

Orthoskin
Bio Threshold: varies
Resource Rating: varies
A skinlayer that provides armor.

Level Body Armor Bio Threshold Resource Rating

1 Poor 5 Good

2 Good 10 Excellent

3 Excellent 15 Excellent

Tailored Pheromones
Bio Threshold: varies
Resource Rating: varies
This bioware gives the character emotion control on the opposite sex at a power rank equal to twice the Resource rating
spend. The Bio Threshold is equal to half the Resource rating spend.

Adrenal Pump
Bio Threshold: varies
Resource Rating: varies
An adrenal pump temporarily increases the character's statistics. It lasts for 1d6 minutes per level and after the character
suffers damage equal to twice the amount of minutes the pump was active. Note however that although a character can
fall unconscious from the damage he cannot die from it.

Level Effect Bio Threshold Resource Rating

1 +1CS F,A,S,E,P, +2 Initiative 13 Excellent

2 +2CS F,A,S,E,P, +4 Initiative 25 Excellent

No stat can be raised above Unearthly and damage is taken from the extra health first.

Toxin Extractor
Bio Threshold: varies
Resource Rating: varies
The Toxin Extractor gives the character resistance to toxins at a level of 2x Resource Points spend (max. 25). The Bio
Threshold is 1/2x resource Points spend (rounded up).

Cerebral Booster
Bio Threshold: varies
Resource Rating: varies
The cerebral booster raises Reason and Intuition:

Level Increases Bio Threshold Resource Rating


1 +1CS Reason, Intuition 5 Excellent

2 +2CS Reason, Intuition 10 Remarkable

Mnemonic Enhancer
Bio Threshold: varies
Resource Rating: varies
The Mnemonic enhancer giver the character Total Memory (M33) at a rank equal to 2x Resource Points spend (max. 25).
The Bio Threshold is 1/2x Resource Points spend (rounded up).

Synaptic Accelerator
Bio Threshold: 15
Resource Rating: Excellent
The synaptic accelerator allows +1CS Attack and +2 Initiative.

Toxin Exhaler
Bio Threshold: 6
Resource Rating: Good
With the Toxin Exhaler the character can spit or breath up to Remarkable level poisons. Note that the character is not
immune himself.

Enhanced Articulation
Bio Threshold: 6
Resource Rating: Good
Enhanced Articulation gives +3 Initiative.

Muscle Augmentation
Bio Threshold: varies
Resource Rating: varies
Each level gives +1CS Agility and Strength. The Bio Threshold is equal to 8 points per level and the Resource rating is equal
to 20 + level. No stats can be increases above Monstrous.

Making Elders of the Universe


Elders of the Universe are a type of immortal being. The wellspring of their immortal life forces is their passion for a single
pastime, obsessively pursued throughout most of their mortal lives. If this passion for their hobbies is enough, they may
have what it takes to shrug off their mortality.
Four billion years ago, your home star grew cold and dark. Your galaxy collapsed on itself two billion years ago; all that
remains now is a dark singularity. Of all the trillions of lifeforms in your galaxy, you alone fled and escaped the death of
your race. Of all the trillions of lifeforms, you alone understood that to live one needs a passion. Of all the trillions, you
alone. Alone. This is what it means to be an Elder of the Universe.
The Elders are the only survivors of the first galaxies that formed in the wake of the Big Bang. Each comes from a different
race and a different galaxy. Each has achieved immortality and moves freely through space. And each wields the power of
a god, though the forms of this power are as varied as the Elders themselves. Long ago, every Elder realized the key to
eternal life lay in an all encompassing task that prevented its pursuer from losing interest in life. To this end, some elders
have chosen to perfect their mental or physical potentials, and others have dedicated their lives to Herculean errands that
can never be finished. Whatever the pursuit, it is immense, perhaps even impossible for with fulfillment comes oblivion.
There is no set way to determine how much zeal it takes to become an Elder. It just sort of happens. Furthermore, the
Elders' contention that one has to be the last of their species to be one of them seems to just be a matter of convenience;
most of them are the last of their kind only because they are so darned old. One can generate an Elder by rolling up
statistics for them as an alien (with the Advanced Player's Handbook) or a deity (with the Ultimate Powers Book). It is
important to note that an Elder typically has higher ranks in his or her Endurance, Intuition, and Psyche ranks.
It is probably best, however, to model an Elder, rather than roll one up randomly. No tables can generate the proper
balance of ability scores and powers to represent an Elder of the Universe properly...

Standard Powers for the Elders are presented below:


• Immortality: Having pursued their personal hobby to their mortal limits and beyond, Elders of the Universe have
transcended mere mortality. An Elder can be reduced to Shift 0 Endurance and 0 Health; he can be killed, but he will
not die. The only thing that will put an Elder down for good is a loss of his desire to further the pursuit of his personal
interest; any other defeat will only be temporary. Should he lose this passion, his life force will shut down, and he
will die at once.
• Power Primordial: The original energies of the universe, this power is at the command of the Elders. Primarily, it is a
framework for all the powers that represent the Elder's mastery of their passion, and can take any form. For example,
the Contemplator manifested vast psionic powers, while the Gardener wielded power over plants. The powers taken
should reflect and enhance the Elder's hobby, but still be useful to some extent, should the Elder be subject to
violence.
• Invulnerabilities: Elders are immune to Disease, Poison, and Aging effects at Class 1000 rank. Some Elders (most
notably those shown in the comic books) also have this resistance to Energy attacks, as well. Unless this is an NPC, I
don't recommend that.
• Resistance to Pressure Variance: Rather than a complete immunity to energy attack, I recommend that new Elders
simply have Unearthly resistance to external pressures, allowing them to exist in the vacuum of space (or in harsh
atmospheric pressures) without problem.
• Self Sustenance: Elders have no need of sustenance of any sort, be it food, drink, or even air. Some Elders no longer
even need to sleep!
• Telepathy: Elders all have this power, at least at Feeble rank, allowing them to converse with others all the time,
even in space!

All this is the easy part. When making an Elder, his origin and personality are the most important, as Elders should stand
out compared to other characters, as they are indeed special beings. A Judge (or lucky player) should spend an extra
amount of time figuring these matters out.

Height and Weight


After generating the character Stats, Powers, Talents and Contacts you need to find the character's height and weight.

Step 1: A random percentile roll using the Table A. to find the characters physical body type.
Step 2: A random percentile roll using the Table B. to find out the character's height and weight according to body type.

Step 3: Multiply base weight by Strength modifier on Table C.

Table A.

Percentile Roll Build

01 - 25 Slender

26 - 75 Average

76 - 00 Muscular

Table B.
*Weight presented here is in pounds...

Die Roll Height Slender Average Muscular

01 - 03 5'0" 97 - 105 106 - 115 115 - 128

04 - 06 5'1" 101 - 110 111 - 121 122 - 132

07 - 12 5'2" 104 - 115 115 - 125 126 - 137

13 - 18 5'3" 107 - 120 121 - 132 133 - 141


19 - 21 5'4" 114 - 124 125 - 139 139 - 150

22 - 24 5'5" 118 - 130 131 - 142 143 - 155

25 - 27 5'6" 121 - 134 135 - 146 147 - 160

28 - 30 5'7" 125 - 139 140 - 152 153 - 165

31 - 33 5'8" 129 - 142 143 - 156 157 - 169

34 - 36 5'9" 132 - 145 146 - 160 161 - 174

37 - 39 5'10" 136 - 155 156 - 180 180 - 210

40 - 45 5'11" 140 - 159 159 - 170 170 - 184

46 - 49 6'0" 144 - 166 167 - 176 176 - 189

50 - 54 6'1" 148 - 170 170 - 180 181 - 195

55 - 58 6'2" 152 - 174 175 - 188 189 - 200

59 - 62 6'3" 156 - 178 179 - 192 192 - 205

63 - 66 6'4" 160 - 182 183 - 196 197 - 209

67 - 71 6'5" 164 - 188 189 - 199 200 - 216

72 - 75 6'6" 168 - 194 195 - 204 205 - 220

76 - 79 6'7" 170 - 197 198 - 208 209 - 226

80 - 83 6'8" 172 - 202 203 - 214 215 - 232

84 - 88 6'9" 178 - 206 207 - 222 223 - 242

89 - 92 6'10" 187 - 211 212 -230 231 - 250

93 - 96 6'11" 192 - 220 221 - 238 239 - 264

97 - 00 7'0" 201 - 229 230 - 246 247 - 275

Table C.
Strength Modifier

Feeble to Poor X 0.8

Typical No Change

Good to Excellent X 1.25

Remarkable to Incredible X 1.5

Amazing to Monstrous X 2.0

Unearthly X 3.0

Shift-X to Shift-Z X 4.0

The Jedi
Protectors of right and justice in a vast galaxy, the Jedi Knights have stood as a beacon of light in the galaxy for thousands
of years; disciples of the all-pervasive Force of life, the Jedi have fought evil in its every manifestation.

The first thing that all Jedi must know is the Jedi Code. It is the code that all Jedi must live, and act by:

There is no emotion, there is peace.


There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is the Force.

The Jedi must carefully observe the rules of the Light Side of the Force to maintain harmony with him/herself and the
universe around them.
The Light Side is created and sustained by life. The Jedi acts to preserve life. To kill is wrong.

Sometimes it is necessary to kill. The Jedi may kill in self defense or in defense of others, especially the weak and the
good. The Jedi may kill, if by her action she preserves the existence of life. However, the Jedi must never forget that
killing is inherently wrong. The death is a stain upon the Jedi's spirit.
The Jedi seeks knowledge and enlightenment, peace and harmony. The Jedi wishes to defeat those who would wipe out
such qualities -- those who would inflict death, tyranny or ignorance upon others -- yet the Jedi should never act out of
fear or hatred. A Jedi must act when calm and at peace with the Force. To act with anger filling one's spirit is to risk
temptation to the Dark Side.
Jedi should seek nonviolent solutions to problems -- but this isn't always possible. Sometimes, killing or fighting is the only
answer available. Sometimes it is even the best answer. But that doesn't mean the Jedi shouldn't try to find an alternative.

Character Creation
All human Jedi characters roll on the following table for Primary Abilities:

Ability Fighting Agility Strength Endurance Reason Inituition Psyche

Feeble 01-05 01-10 01-05 01-05 01-05 01-05 01-05

Poor 06-10 11-20 06-25 06-10 06-10 06-10 06-10

Typical 11-20 21-40 26-75 11-40 11-40 11-20 11-20

Good 21-40 41-60 76-95 41-80 41-80 21-40 21-40

Excellent 41-60 61-80 96-00 81-95 81-95 41-60 41-60

Remarkable 61-80 81-95 96-00 96-00 61-80 61-80

Incredible 81-95 96-00 81-95 81-95

Amazing 96-00 96-00 96-00

Jedi Force Powers and Skills


To become a Jedi requires the deepest commitment and most serious mind. It is not a venture to be undertaken lightly. As
such, Jedi instruction is rigidly structured and codified to enforce discipline and hinder transgression. A Jedi who fails in
his training can be a very serious threat. The dark side of the Force beckons to the impatient, and students in the past
have been lured to its call with devastating consequences.

Jedi candidates are detected, identified and taken into the order as infants. A prospective Jedi begins training in infancy.
All connection to previous family life is lost. In this early stage of training, a single master instructs groups of Jedi
hopefuls.
Padawan:

As the Jedi mature, the apprentice is paired with a master to continue the next phase of the training. According to
the Jedi Code, a Jedi Master may only have one Padawan at a time.

Knight:

Near the end of the Padawan's training, she must undergo trials before ascending to the rank of Knight.

Masters:

The next level of rank in the Jedi order is the Jedi Master, reserved for those who have shown exceptional devotion
and skill in the Force.

High Council:
It is from the ranks of the Jedi Masters that the High Council is chosen, which is the main interface between the
Jedi and the government of the Republic.

Starting Jedi character usually begin at the "Knight" level with all Three power areas.... Control, Sense and Alter.
Characters rolls randomly on the power table to see how many "skills" the character starts with. The Jedi Powers of
Control Sense and Alter are initially ranked Good and further modified by rolling on the Ability modification table up to
Amazing rank. Initial skills under these main powers will begin at the same power rank.
After creation the character may purchase "new" skills following the power stunt rules. These "New" skills will begin at
Good rank however may be enhanced following standard enhancement rules.
Control: Control is the Jedi's ability to control his/her own body. A Jedi with control can access his/her own internal well
of Force energy, learning harmony with and mastery over the functions of his/her own body.

• Heal Self:
• Suspend Animation-Self:
• Iron Will:
• Energy Absorbtion:
• Enhance Attribute:
• Enhanced Reflexes: The Jedi can push his reflexes beyond the boundaries of his normal limits. If successful in his use
of this power, the Jedi can add his control dice to his Dexterity for any one action attempt. This power may not be
used in conjunction with any other power, although it does not interfere with any powers that may be "kept up." If
the Jedi uses this power to attack with a weapon, he gains one Dark Side point.

Sense: Sense teach a Jedi to sense the Force in other things beyond her own body. The Jedi learns to feel the bonds that
connect all living things and gains the ability to understand how all things are interconnected. Sense governs the powers
such as detecting danger and learning information about the world around the Jedi.

• Cosmic Awareness:
• Danger Sense:
• Life Detection:
• Environmental Awareness:
• Enhance Senses:

Alter: A Jedi with alter learns how to change the distribution and nature of the Force. Jedi who have mastered alter can
move physical objects with their minds, can help others control their own Force, or can manipulate the Force in the bodies
of others. This power can be used to change the perceptions of others and make them come to incorrect conclusions.

• Telekinesis

Control/Sense:

• Ultimate Skill- Lightsabre:


• Precognition
• Postcognition
• Telepathy
• Animal Communication

Control/Alter:

• Heal Others:
• Suspend Animation-Others:

Jedi Talents
All Jedi must have atleast 1 talent "Stamina".
Stamina: The character has trained himself to go many days without eating or sleeping. The character can go without food
or sleep for up to 6 days.

Dark Side
While the Dark Side does not outclass the light side in any way, it does offer a seemingly quicker path to power. The dark
side thrives on dark thoughts, words, and actions, inducing beings throughout the galaxy to engage in such wickedness in
exchange for ability to wield the Force to commit subsequent evil acts.
Often the darkness manifests itself in a subtle way to mask its presence from an individual as it coaxes him to stray further
from the light. Only after the being has performed the act does the dark side reveal itself, pointing out how simple and
easy power comes to those who fulfill its wishes. With such black-hearted deed, the being steps further down the path to
full immersion in the dark side, losing most of his former self in the process.

A character may add +1CS to his ability to manipulate the Force if not used for the betterment of the galaxy, in which case
the character risks falling farther from the path of light..
Once of the dark side, if a character refuses to take advantage of the dark side's offering (i.e., the bonus), any Force
power use is decreased by -2CS to reflect the difficulty in avoiding temptation.

The dark side offers great power that no Jedi would use. These power discriptions are below:

Alter:

• Bolt of Hatred: The Force-user creates in his hand a radiant sphere of pure hatred which he can hurl at any target
within his line of sight. This requires a successful FEAT to hit on the thrown weapons column. Characters hit by the
sphere suffer power rank damage and loose 100 karma.

Control/Sense/Alter:

• Mind Probe:

Control/Alter

• Emotion Control-Fear: The user delves into the darkness of her own spirit and dredges up the feelings of hatred,
jealousy, greed, and rage that linger in shadowed recesses. Using the Force as a power source, she expels these vile
emotions in waves of dark side energy that radiate outward in an expanding sphere. Anyone caught in the distrubance
suffers immediate confusion, and a few seconds later, flees in fear.

Sense/Alter:

• Force Wind: Summon and control power rank winds

Special-Force Scream:
Dark Jedi who have become angered sometimes lose control of their emotions. This can trigger shock waves that ripple
through the Force, devastating the Dark Jedi and those unfortunate enough to be in close proximity. The Force scream has
been called "a wave of hatred, amplified and fueled by the dark side, that is capable of smashing through mental and
physical defenses with ease."
A Force scream is a reflex, usually occurring when Dark Jedi are provoked into losing their tempers. A Dark Jedi must make
a RED Psyche FEAT roll whenever angered to the point of rage. If the roll fails, the Jedi releases the Force scream. All of
the Dark Jedi's powers are at -3CS for one hour, and he must rest for one hour or suffer an additional -2CS penalty until
rested.
The Force scream causes damage equal to the Dark Jedi's alter power rank to all beings within 5 areas meters, including
the Dark Jedi who unleashes this mental energy. Force-sensitive characters are permitted a RED pysche FEAT to avoid this
effect. Also characters with protection against mind attacks are permitted this protection rank.

Returning to the Light


Dark side characters can return to the light however, the dark side is never eager to release those it has enslaved.
Such a character must truly begin to believe in the light, forsaking the path of darkness. A dark side character must prove
her/his commitment to the light by forgoing ALL Karma currently acquired and usually something dramatic such as risking
death in defense of the innocent and good.

The character is now part of the light, but the presence of the Dark Side lingures indicating the character's precarious
position with even the slightest transgression being able to send them back to on the path of darkness.

The Lightsaber
Although the exact details of lightsaber operation remain shrouded in mystery, the general technology is known. All the
controls and components fit into a compact handle 24 to 30 centimeters long. When the Jedi activates the lightsaber, a
tremendous charge of pure energy flows from the power cell. A series of multi-faceted jewels focus the energy into a
tight, parallel beam. Each saber has a unique frequency which determines the "feel" of the blade, how it handles when
cutting something or contacting a force field or another saber blade. The frequency of each saber blade can be calculated
from its blade color and pitch it generates. Sabers use between one and three jewels to give their beam a specific
frequency.

Sabers with a single jewel have a fixed amplitude, which determines the blade length. Other sabers with multiple jewels
can alter their amplitude, and thus the blade length, by rotating or varying the separation between the jewels. The best
sabers use natural jewels, but, evidently, the Jedi can forge synthetic jewels with a small furnace and a few basic
elements.
The beam emits from a positively charged continuous energy lens at the center of the handle. The beam then arcs
circumferentially back to a negatively charged high energy flux aperture, usually set in a disk that also serves as a
handguard. The power amplitude determines the point at which the beam arcs back to the disk, setting the blade length.
The tight, arching beam forms a blade of amazing strength.

A superconductor transfers the power from the flux aperture to the power cell. Almost no energy is lost in the process, the
beam doesn’t even radiate noticeable heat, though it does fluorese and hum. The saber loses power only when it cuts
through something, but not when contacting another saber blade. The Jedi must use his strength and skill to force his
blade against another saber blade; no lightsaber can cut another’s beam. Controls at the hilt of the saber adjust the power
cell capacity and allow periodic recharging. Though exact duration figures are not known, it is clear that Jedi can use their
sabers for years at a time before recharging becomes necessary.

A Jedi's weapon is a part of his very being. A lightsabre provides an inherant damage capacity of Remarkable. If the
lightsabre was constructed by the person wielding it the sabre's damage will increase to minimum of the wielders Psyche or
Incredible, whichever is higher.

Lightsaber Combat in Marvel Super Heroes


by Walace from the messageboard
The Lightsaber
A lightsaber is a high-technology hand-to-hand combat weapon comprising a metal hilt, usually between six and twelve
inches long, which generates a blade of superheated plasma contained within a force field. Despite this, the blade radiates
no heat (although the blade itself is hot to touch); instead, it destroys matter on contact, and can cut through more or less
anything solid. It cannot cut through other lightsaber blades, or most force fields.

The lightsaber's handle usually counts as having Remarkable material strength. In hand-to-hand combat, a lightsaber
inflicts Remarkable Edged damage with each hit, regardless of the wielder's Strength. Because the blade is completely
weightless, even the Hulk would only be able to inflict Remarkable Edged damage with each hit.
However, this damage is done regardless of all body armour, resistances and invulnerabilities. At the Judge's discretion, a
specific Resistance to Energy Attacks may reduce lightsaber damage; otherwise, the blade slices straight through armour
plate and invulnerable flesh with equal ease.
The lightsaber will slice through material of up to Unearthly rank automatically. In the unlikely event of an opponent
having body armour or invulnerability of Shift-X rank or above, the lightsaber will be stopped dead. However, it can still
damage inanimate material of up to Shift-Z rank - it just takes a little longer (an entire round instead of an automatic
action).

Lightsaber Combat
Using a lightsaber effectively is extremely difficult, for a number of reasons. First, the blade is completely weightless. This
means that the wielder has no conventional awareness of its location at any given moment, and awareness of mass and
heft is usually a vital subconscious component of armed combat. Second, despite being weightless the blade nonetheless
generates a gyroscopic feedback, making it unstable. And third, the blade's ability to cut through anything without slowing
down means every swing must be controlled precisely if it is not to cut through something you didn't want to damage, such
as a wall, an ally, or your own leg. As such, an untrained fighter attempting to wield a lightsaber does so at -1CS to his
Fighting. Otherwise, it is used as a normal sword - except that if he rolls a natural 01 in combat, he has cut his own leg
off.
Training in conventional swordsmanship or sharp weapons does not bring with it the ability to use a lightsaber - if anything,
handling is even more difficult because the lightsaber goes so heavily against your expectations. However, the principle is
the same, and anyone with an existing talent in Sharp Weapons or Swords may learn basic lightsaber techniques at half
normal Karma cost.
Because of their unusual nature, lightsabers are not included in the Weapons Master talent, unless the character can point
to an aspect of his past that would imply familiarity.
Basic Lightsaber Combat can, in theory, be learned by anyone. The principles are much the same as normal
swordsmanship. It normally costs 1000 Karma, at which point the character gains a +1CS to his Fighting when using a
lightsaber in hand-to-hand combat. However, characters without Force sensitivity cannot become Weapon Specialists in
the lightsaber.
Jedi Training includes a heavy focus on the use of the lightsaber. The difficulties of the weapon are compensated for by
the wielder's use of the Force. There are seven primary forms of lightsaber combat. Following text copied direct from
[Link]

Form I: Shii-Cho
As the weapons technology of the lightsaber was developed, the need for a form of combat arose. Thus Form I, also called
Way of the Sarlacc, was born. Ancient sword-fighting traditions held key principles of blade combat that were
implemented by early Jedi Masters in the rather basic technical tactics of Form I.
Form I, like its succeeding forms, includes the following basic techniques and concepts:

• Attack
• Parry
• Body target zones
• Training drills called Velocities

Younglings, the Jedi initiate rank, first learn Form I before they begin a Padawan apprenticeship with a Jedi Master. In Star
Wars: Attack of the Clones, the Younglings can be seen being taught by Yoda to deflect light plasma shots.

The only known practitioner in the Star Wars Universe of Form I is Kit Fisto. Though Kit Fisto was a masterful practitioner
of Form I, it could not defeat Darth Sidious in Revenge of the Sith.

Form II: Makashi


After Form I's proliferation as a saber combat technique, Form II or Way of the Ysalamiri came about as a means of
lightsaber-to-lightsaber combat. It is described as being very elegant, powerful, and requiring extreme precision. The
blade manipulation required for this form is very refined and requires much focus, but the results are extremely powerful.

In the time near the Clone Wars, the Jedi Order seldom practices this technique. There is, if at all, so little lightsaber-to-
lightsaber combat involved in a Jedi's life that Jedi Masters have found it impractical.
Darth Tyranus (a.k.a.: Count Dooku), from Star Wars: Attack of the Clones, has mastered Form II to the highest degree,
fighting with the precision built into the ancient technique. When he wields this form, it devastates the Jedi; the system
of Jedi training at the time of confrontation between Darth Tyranus and other Jedi does not prepare the Jedi for the
precise movements of a form bred for lightsaber dueling.
This style is based on the Spanish style of fencing, "La Destreza Verdadera," which is often called the dance of sabres or
the swords of truth; this style is fluid yet very rigid.

Form III: Soresu


After Darth Maul's defeat on Naboo, Obi-Wan Kenobi decided to perfect his practice of Form III lightsaber combat, the
most defensive of all of the forms, since Qui-Gon Jinn, Kenobi's master and Form IV practitioner, fell against Darth Maul.
Form III, the Way of the Mynock, was originally developed to counteract the advancing blaster technology throughout the
galaxy. Those to whom the Jedi were mainly opposed usually wielded blasters now; the Jedi needed to find a method to
defend that could not be replicated or be counteracted by the Jedi's blaster-wielding enemies.

The need to deflect blaster bolts inspired the technique in Form III. It is very defensive; utilising motions occurring very
close to the body to achieve a nearly total protection, efficiently expending as little energy as possible to execute those
moves. This technique exposes as little body target zone open areas as is possible, making a well-trained practitioner
nearly invincible. Practioners of Soresu comfortably remain on the defensive until their opponents tire or make a mistake,
only then do they strike offensively. Testimony to this is the fact that Kenobi, a Form III master, even defeats Darth Vader
in their first great battle, and only falls when he chooses to let Darth Vader kill him in their second. One could still argue
that he is invincible as he re-appears later in the series as a Jedi Spirit. Criticisms exist however, indicating Obi-Wan's loss
to Count Dooku as portrayed in both Attack of the Clones and Revenge of the Sith. Luminara Unduli is also a practitioner of
this form.

Form IV: Ataru


The master practitioners of the Way of the Hawk-Bat make extensive use of acrobatic maneuvers often thought not
physically possible. Qui-Gon Jinn and Yoda were both masters of Form IV, as shown in their duels against Darth Maul and
Count Dooku, respectively. Obi-Wan Kenobi, though already very advanced, abandoned his Ataru training in favor of Form
III because he felt that his master's death demonstrated a fatal flaw in this form. Aayla Secura is also a master of Ataru,
according to Jan Duursema, who co-created the Twi'lek Jedi; Quinlan Vos had taught Aayla Form IV. Palpatine used a Sith
variant of this form, which included stabs and wide swings.

In dire situations, Form IV practitioners use the Force to aid in their acrobatics. Spinning, jumping and running very fast
and very high, masters of Form IV are sometimes only seen as a blur. In order to achieve the acrobatic prowess, amazing
reflexes and physical punch of this form, a Jedi Master would focus on the Force, letting it flow deeply throughout his
entire physicality, even allowing him to overcome the limitations of old age.

Form V: Shien / Djem So


Form V is a powerful style developed by Form III practitioners that preferred a more offensive angle. The defensive nature
of Form III often leads to dangerously prolonged combat. The maxim "peace through superior firepower" encompasses the
philosophy of Form V, also called the Way of the Krayt Dragon. Anakin, both as himself and as Darth Vader, and Luke
Skywalker are both practitioners of Form V.
Form V maintains its existence through having sufficient defensive skills, as derived from Form III, but channeling defense
into offense. The example is commonly used that while Form III combatants effortlessly deflect laser bolts, Form V
practitioners excel at redirecting the laser bolt toward the opponent. This simultaneously defends the user and efficiently
injures the opponent.

Vader also created his own variant of Form V, where he would use only one hand to strike and defend, and have the other
held casually by his side. This can be seen at the start of the duel in The Empire Strikes Back.

Form VI: Niman


The Way of the Rancor, Form VI was the standard style at and around the time period of the Clone Wars and the Great Jedi
Purge. This combat discipline is often called the "Diplomat's Form". One can see this in Star Wars Episode II: Attack of the
Clones when many of the saber-wielders on Geonosis are killed. In fact, all of the Jedi using Form VI were killed at the
Battle of Geonosis, including the Form VI practitioner Coleman Trebor, whose Form VI could not defend against Jango
Fett's masterfully placed blaster shots.

Form VI attempts to balance all elements of lightsaber combat, combining the Forms that came before into a less intensely
demanding combat style. The result is that the users' skill in each individual area of lightsaber combat is only moderate,
making Form VI well suited for diplomats, as they can spend their time training in the areas of politics and negotiation
instead of combat training.

Form VII: Juyo / Vaapad


Dubbed the Way of the Vornskr, Form VII was an incomplete form for millennia. It was further developed by Jedi Master
Mace Windu, who could complete it with his "Vaapad" style. The most challenging and demanding of all forms, Form VII
requires extreme, intense focus, high levels of skill, and mastery of other forms. Only two Jedi have ever mastered Form
VII fully: Mace Windu and Depa Billaba; Quinlan Vos also was taught this fighting style by Sora Bulq, but he isn't a master as
Windu and Depa are. Sora Bulq also practiced it and helped Windu develop Vapaad, but he proved too weak to master the
flow of Light and Dark, slipping into the Dark Side. In this way, Vapaad mastered him.
Intrepid, somewhat direct movements are used in combination with very advanced techniques involving Force-powered
jumps and motions. Form VII does not appear as fancy as Form IV, but the technical details of it use very open movements
resulting in a very unpredictable battle style.
Form VII demands the emotional and physical intensity of Form V, but it much more effectively controls it (if mastered).
Form VII, when fully mastered, results in extraordinary power.

However, Vaapad borders on the edge of falling to the Dark Side, as it channels one's anger and darkness into the attack.
Only Windu's mastery and concentration of the Light prevents him from succumbing, which is why Vaapad is rarely
practiced and very dangerous. The two other known practitioners of the Form, Sora Bulq and Depa Billaba, both fell to the
Dark Side of the Force.

Note that Mace Windu in channeling his anger into this form of attack, he has arguably lost his sense of justice, opting to
kill Darth Sidious instead of pursuing his original intention of arresting him. It is due partly to his decision to execute the
Sith Lord that eventually causes Anakin to draw his saber on him.

Basic Training
As mentioned above, all Jedi begin their training by studying the principles of Form I. Since this usually takes place in
childhood, a Jedi PC will probably already have it under his belt. However, if you're playing a Luke Skywalker-type arc, it
may be necessary to learn, at a standard cost of 1000 Karma. This confers the following bonuses when using a lightsaber:

• Fighting +1CS.
• Block Energy attacks of up to Amazing rank on a Fighting FEAT.
• Reflect Energy attacks on a Red Fighting FEAT. This counts as an Offensive action, and is targeted with the Jedi's
Agility.
• All incoming attacks are shifted down one colour. This may seem extreme, but think about how the Jedi are depicted
- all but impossible to hit at the best of times.

Advanced Training
Having learned the techniques of Shii-Cho, Jedi will normally select one of the other six forms to study. Becoming an adept
in any of the seven forms except the sixth costs 1000 Karma, and brings with it specific bonuses. Mastering the form is an
essential part of becoming a Jedi Master, and should be role-played as such; it costs another 1000 Karma.
Except in exceptional circumstances, a character cannot change forms. You cannot, for example, become an adept in
Makashi, and then decide you also want the bonuses of an adept in Ataru.

All bonuses stack. This is important; adding them up, you will notice that mastery of several of the forms effectively
makes the character a Weapon Specialist with a lightsaber, and then gives a couple of specific bonuses.

Form I: Shii-Cho
All Jedi and Sith count as Adepts of Shii-Cho, and the bonuses are detailed above.
The Master of Shii-Cho gains a further +2CS to his Fighting and +1 to his Initiative when using a lightsaber in combat.
Effectively, he's a Weapon Specialist stacked with his Lightsaber skill.

Form II: Makashi


The Adept of Makashi gains a +1CS to his Fighting and +4 to his Initiative for all actions in lightsaber-to-lightsaber combat.
The Master of Makashi gains a further +1CS to his Fighting for all actions when using a lightsaber, and a further +1 to his
Initiative.
Form III: Soresu
The Adept of Soresu gains a +1CS to his Fighting for all defensive actions in combat, including blocking energy attacks and
determining whether his opponent has hit him. Shooting attacks against him are at -1CS.
The Master of Soresu gains a +1CS to his Fighting for all actions when using a lightsaber, and a +1 to his Initiative.
Additionally, he may choose in any round to fight purely defensively; in exchange for making no attacks, he gains a further
+1CS to his Fighting, for a total +4CS, and a further -1CS to shooting attacks against him, for a total -2CS.

Form IV: Ataru


The Adept of Ataru gains a +1CS to his Agility for Dodging and Evading. Additionally, in any round in which he wins
Initiative he automatically counts as Blindsiding his hand-to-hand combat opponents (he's assumed to have leaped, flipped
or dodged around behind them).
The Master of Ataru allows the Force to take the place of his physical abilities. He substitutes his Force Rank for his
Fighting, Agility and Initiative. A powerful Jedi or Sith who is also a Master of Ataru is therefore almost unstoppable.

Form V: Shien/Djem So
The Adept of Shien chooses each round whether to focus his power into offence or defence. In either case, he may attack
as normal, but gains a +1CS to his Fighting for appropriate actions.
The Master of Shien gains a +1CS to his Fighting for all actions when using a lightsaber and a +1 to his Initiative. He also
gains a +1CS to his Agility when targeting reflected energy attacks.

Form VI: Niman


Niman is the least effective system of lightsaber combat. As such, it costs just 500 Karma to become an Adept, and a
further 500 to become a Master.
An Adept gains a +1 to his Initiative when using a lightsaber.
A Master of Niman gains a +1CS to his Fighting when using a lightsaber.

Form VII: Juyo/Vaapad


There is a danger to this Form. This is a Form one step away from the Dark Side of The Force. One most be of the strongest
will in order to master it and not fall to the Dark Side. As such, one most have a minimum of Incredible in their Psyche
before they even begin trying to learn this Form. But even those with strong wills are not immune to the dangers of the
Dark Side.
Every three rounds, the Jedi must roll a Psyche FEAT (Judge determines the color needed for success). On a success, the
Jedi keeps the balance between the Light and the Dark. On a failure, the Jedi gains a Dark Side Point, as the anger that
fuels this Form starts to overwhelm him. Anger is a path to the Dark Side, remember.
Now, i can hear you thinking, "well, what happens if you fall to the Dark Side? In fact, why not just fall to the Dark Side?!
Then you can just use this Form with no drawbacks!" heh, nice try. Form VII is all about the balance between the Light and
the Dark. Balance being the key word here. When one can't maintain the balance (like say, by falling to the Dark Side) you
lose the bonuses for the Mastery of this form. (but you keep the Adept bonuses, which means you're still a force to reckon
with)
The Adept of Juyo/Vaapad let's his anger flow through him in the form of a blitzbr /krieg attack of skill and savage power.
The Jedi/Sith gains +2CS to Fighting, a +1CS to Damage and a +1 to Initiative

Form VII is so difficult to master, that the cost to gain mastery is 2000 Karma, not the usual 1000
The Master of Juyo/Vaapad is a rare individual indeed. (in fact, only two people known have mastered it.) Not only are
they rare, but they are some of the most fearsome lightsaber combatants one will ever face. Once you master
Juyo/Vaapad, finding the perfect balance between the Light and the Dark, you can completely negate another Jedi's/Sith's
Lightsaber Form, meaning they get no bonuses from their Forms. (this includes the Basic Form I too.) The only Form
Juyo/Vaapad can't negate is Form VII itself.

Construction of the Lightsaber


Designing and crafting a weapon is often the final step in the initial training of a Jedi. The following rules are for the
creation and modification of sabers. Once understood, they may easily be modified to produce the more exotic weapons
like Light Claws and Boomerangs.

A Jedi's weapon is a part of his very being. When a Jedi constructs his own weapon he gains a +1CS bonus to attack and
parry rolls when using that weapon. Unfortunately, he also becomes so attached to his weapon that if separated he suffers
a -1CS penalty to all Force Skills until he recovers his weapon or builds a new one.
Most Jedi build several lightsabers over a lifetime, each saber more powerful and well-balanced than the last. These
improvements reflect the Jedi’s increasing prowess in his use and understanding of the Force. Jedi apprentices spend a
great deal of time and effort constructing lightsabers, an elegant weapon of ancient technologies. The blade helps the
Jedi focus, attuning him to the Force so that it more easily flows through him. It is used for combat only when other
methods of conflict resolution have ended in failure.

A lightsaber must have the following parts: a power cell, a handgrip, and activation plate, a safety, a belt ring (optional),
a blade-length adjuster, an emitter matrix, a recharge socket, a lens assembly, a focusing crystal, and a power conduit.
Most handgrips have a length of 24 to 30 centimeters, with the blades themselves extending up to 1.5 meters.

The type of crystal used to focus the energy from the power cell determines the harmonic resonance and lethality of the
weapon. Jedi Knights use Adegan crystals almost exclusively, as they have done for millennia. Different crystals can
provide differnet blade strength as determined by the game master.

To construct a lightsaber form it’s components parts takes a minimum of one month and requires a RED reason and Psyche
FEAT roll. For each additional month spent in construction decrease the difficulty by 1 FEAT to a minimum of Green for
Reason and Psyche (that's a minimum of 4 months to get to green for both).
Lightsaber Modifications

• Pressure Grip: A good modification for beginners. When the hilt is let go of, or dropped, the blade automatically
shuts down to prevent damage to anyone nearby. The blade may be thrown with the blade active, however,
telekinesis may be used to keep pressure on the grip.
• Lock Blade: This is used to lock the blade in the active position. This can be turned on or off, and is good for
throwing the blade at a target.
• Length Variations: This modification can double the length (or triple the length, with one more gem). This changes
the length of the blade, making it longer or shorter (requires minimum two gems). You need to select the primary
gem and the secondary gem.
• Duel Blades (Bo or Staff): This sets up the lightsaber to extend a blade out of each side. Though, this changes the
lightsaber's difficultly to use. All fighting FEAT's must be green or above. Anything less is a failure inflicting the sabre's
standard damge on the user.
• Extra Damage: This adds a +1CS to damage. It implements a stronger power source, and a thinner focusing disk.
• Locking Base: This is modification is for those that use two lightsabers. You unite the base of each saber, twist, and
pull. It will extend another 5 cm (2.5cm per each saber). Then, each blade can be ignited from one switch on the
master saber (designated by the user). Or, one at a time can be ignited by using the secondary blade's activation
switch. There is no bonus for using the two blades. When using the sabers together, the difficultly increases to"Duel
Blades".

Additional Jedi Weaponary


In addition to the traditional lightsaber, several more exotic and rare weapons were produced by the Jedi. All have the
same inherent danger to the user as the Lightsaber. All listed damages are considered "base" as if constructed with a
natural gem.

• Dual-setting Lightsaber: This is a rare and unusual variation on the normal lightsaber, in that it had two different
settings. In the first, it has the normal length, but more powerful, as the traditional lightsaber. In the second setting,
the blade losses about 15% of it's power, but doubles in length. This extra length is useful for keeping others at a
greater distance, but makes it much more unwieldy to deflect blaster bolts and attack. For these reason, it used
primarily by young, reckless Jedi, who eventually decide to keep it in its first setting, or going to a traditional saber.
It was, however, popular with some Jedi who rode into battle on beast back. The dual nature of the blade often gave
it a stunning blade-within-a-blade appearance, with one color forming the core, and a second, clearly different one
forming the outside sheath. Less than two hundred examples were ever made.

• Double-bladed Lightsaber (Lightstaff): Most specimens may be used as a regular lightsaber (specialty Lightsaber:
lightsaber), but without the parry bonus. Must declare at the beginning of the round. An ultra rare light weapon, the
double lightsaber consisted of an elongated handle (about 2.25 times the normal length), which projects a blade from
each end. This gave it the versatility and speed against attacks of a quarterstaff, but made it MUCH more dangerous
to the user. For this reason, it could usually be used like a normal, single bladed lightsaber. This was considered by
many Jedi to be a Dark Side weapon, mainly because its most famous user was the Sith Lord Exar Kun. Less than a
dozen examples where ever made.

• Lightwhip: A flexible, wave-guide energy lash. Due to merged physical/energy nature, when used against an armored
target, use Physical Armor -1CS or Energy Armor, whichever is greater. Due to energy cocoon, may be used to parry
lightsabers, and even ensnare them. Must roll lightsaber vs lightwhip damage to see if they damage each other.

* The lightwhip is the prized weapon of many Sith and Dark Jedi, but only a scant handful of Jedi. Similar in many respects
to the Force Lash, the Lightwhips were harnessed energy coiled around incredibly strong, 2.5 to 4.5m long (length varies
between users, and is based, in part, on the builder's height), alloy whips. They can easily cut through the strongest metals
in the hands of a skilled user. Because the lightwhip is flexible and unwieldy, it is very dangerous to the beginner, and
those without any formal training are as much a danger to themselves as they to others. In the hands of a skilled user,
however, the lightwhip is capable of deflecting energy bolts and solid projectiles, in addition to its formidable capabilities.

What Lightsaber Colors Mean


The Ultimate Martial Artist
Many thanks go out to Gary Hall, Tormain, Ty States, and Aunt Petunia
Martial Artists have run rampant through the pages of Comic Books, with characters like Iron Fist, Batman, Daredevil and
even Captain America practicing and regularly fighting using Martial Arts. Until now the marvel description of such skills
are relegated to the fighting attribute and a set of 5 Martial Arts Talents, that can hardly describe the skills shown in some
comics.

Most Martial Artists in the Marvel world can be easily explained using the current system. The usual black belt in karate,
represented by Martial Arts A, B, C etc. This text isn't about them. This is about the Super Powered Martial Artist. A normal
man who through years of training has attained powers that most normal men can only dream of. They have become the
best they can be. They have mastered hundreds of attacks, and know a thousand ways to kill a person before they can
move.

To create your Martial Artist:

• Roll abilities on Table 1. +2CS to Fighting to maximum Amazing.


• Roll powers but subtract three. If this puts the character at zero, that’s OK.
• Roll talents and add four. Other talents can be chosen outside the listed.
• Contacts must include a sensei /sifu/teacher, unless a suitable reason is provided.

Aliens may also become Martial Artist and should work with the judge to develop an Alien combat technique using the
natural abilities of the alien race and the listed maneuvers. Alien abilities are rolled normally but they do not recieve the
bonus to Fighting.

The Martial Artist


A martial artist must declare himself such during character creation. This is because a martial artist must follow special
rules, different from other heroes, representing the dedication needed to follow the path of warriors.
Firstly, a Martial Artist must train at least 2 hours every day, and at least 8 hours in one day once a week. While most
fighters consider fighting villians training, this discipline cuts into their weekly karma gain, giving them half the normal
weekly karma gain. Failure to train results in a -1CS per day to martial arts powers to a minimum of Feeble. The martial
artist must train 8 hours a day for a week in order to gain 1CS back after losing them in this manner.

Secondly, unless otherwise specified a martial artist uses the edged column when using martial arts powers. This is to
represent the sheer deadliness of their style. Martial Artists with powers greater than Remarkable always used the edged
column while fighting, unless they fight at a -1CS.

Finally, all super powered martial artists must have a Remarkable or greater fighting. Anything less than this and they lack
the skill to use their martial arts abilities. If the initial modified attricute is less than Remarkable raise it to this minimum.
If their fighting drops below that point, all martial arts powers are lost until they reach that point again.

Abilities are rolled on Table 1.

Table 1.

Fighting Agility Strength Endurance Reason Inituition Psyche

Feeble 01-05 01-10 01-05 01-05 01-05 01-05 01-05

Poor 06-10 11-20 06-25 06-10 06-10 06-10 06-10

Typical 11-20 21-40 26-75 11-40 11-40 11-20 11-20

Good 21-40 41-60 76-95 41-80 41-80 21-40 21-40

Excellent 41-60 61-80 96-00 81-95 81-95 41-60 41-60

Remarkable 61-80 81-95 96-00 96-00 61-80 61-80


Incredible 81-95 96-00 81-95 81-95

Amazing 96-00 96-00 96-00

Martial Arts Powers


Martial Artists have an array of special powers because of the dedication martial artists have in these skills. Powers are
rolled on Table 2.

Table 2.

01-06 Atemi

07-15 Chi

16-25 Chi Absorbtion

26-38 Combat Sense

39-47 Deadly Strike

48-56 Focus Energy

57-63 Hyper-Attack

64-75 Iron Will

76-82 Stealth

83-94 Ultimate Skill

95-00 Weakness Detection

01-06 Atemi: This is the ancient art of using hidden points on the body of others to help or hurt them. Some
practitioners of this use their fingers, others needles or sticks. However it is used, it is one of the most powerful martial
arts techniques available. The following is a partial listing of some power stunts that may be developed using pressure
points.

• Healing: By pressing the correct points you may heal up to power rank damage. This takes one full round, and cannot
be interrupted or the process is ended.
• Stun: A successful hit with this causes the opponent to be unable to act for 1-10 rounds.
• Paralyse: Opponent cannot move any muscle in their body on a successful strike. A red results in a full shutdown of
lungs, heart, etc. Characters get an automatic 1/2 karma loss when this happens. The paralysis ends only when the
character touches the release point. This power stunt costs twice the normal karma to learn
• Slow Poison: A successful use of this touch slows the ravaging effects of poison for a short time. Each level of result
stops the loss of endurance for 1 hour. This power can only be used once per poisoning.
• Death: The dreaded death touch may only be gained if it is taught by a master who already knows the technique.
When using the touch, yellow results are kills and red results are kills with a -2cs to endurance check vs death. Upon
learning the technique a body section must be picked. If that part is covered by anything thicker than cloth the touch
cannot work.
07-15 Chi: channel the body's energy to heal and perform special attacks. The PC can draw on the invisible force of the
mind and body called Chi. He can utilize this force to accomplish a variety of Power stunts:

• The PC can temporarily increase FASE a +1CS for ten rounds. For this to take effect the Player needs 1 turn to make a
Psyche FEAT.
• The PC can develop any number of attacks and defenses using Chi. All attacks and defenses are based off Psyche
FEATS for the amount of damage. If the intensity of the PC's attack is one less or equal to his/her Psyche rank, then
the attack temporarily causes a loss of Health equal to his Psyche's rank number. If the intensity of the attack is more
than his Psyche's rank number, then the attack causes unconsciousness for 1d10 rounds. The PC can develop his/her
Chi Awareness; an ability to sense the level and type of Chi in others.
• He can sense the target's Chi level up to what his/her level is, and tell whether it's positive or negative.
• The PC can go into a deep meditation. This can calm the mind to; sleep instantly; eat without indigestion; relax in
the face of danger; shake off the effects of insanity and drugs; or regain lost Chi.
• The PC can utilize his/her Chi as a force field of Power rank equal to his/her Psyche rank. This force field is similar to
the power Force Field.
• The PC can heal himself at Psyche's rank.
• The PC can Levitate using constant control over the providing gliding at Excellent ability. Through karma, this can be
raised to flight, but only while concentrating.
CHI is equal to the amount of Power stunts developed by this power. When creating the Character, the Player
automatically gets to choose a stunt to begin with, and has Chi at first level. The type of Chi the Character has
reflects the type of Karma the Character has.

16-25 Chi Absorbtion: This power is one of the most dreaded powers to martial artists, as a successful touch drains off
their vaunted skill for a short time, while increasing the power of the opponent. This attack takes the form of a strike to
the shoulder of the opponent. Upon hitting the attacker makes an contested check vs Endurance to see if the opponent
can withstand his power. Success reduces the opponents Fighting by one and increases one Martial Arts Power of the PC by
+1 for 1-10 rounds.

26-38 Combat Sense: This power heightens the senses of the PC during times of battle, letting reflexes respond almost
as fast as the signals get to the brain. The PC has to choose one of three ways this power works... 1 melee attack per
round, in addition to multiple attacks, etc. 1 distance attack per round, in addition to normal attacks 1 dodge per round,
in addition to any other actions.

39-47 Deadly Strike: Deadly strike may be used by a martial artist against a human or humanoid oppponent. All attacks
made by the martial artist using deadly strike do damage equal to the power rank instead of strength. The power rank for
this power must be a least one rank higher than the character's strength. Practitioners of deadly strike may develop
several power stunts using this power, including use against non-human opponents, heavily armored opponents, and use of
the edged table when calculating attack results.

48-56 Focus Energy: This power allows the Martial Artist to focus their power into one of their physical attributes. Upon
creating this power the practitioner must choose which attribute they wish to focus their power into. Activating this power
takes one round. When activated, the fighter rolls a power check, with a green result being a +1CS, yellow +2CS and red
+3CS. Failure means the power may not be activated for 5 more rounds. Power stunts may be developed to pump the
energy into other attributes.

57-63 Hyper-Attack: The PC has an extreme ability to perform a variety of nearly impossible Fighting and Agility FEATS
in one round. The PC can perform FEATS while in combat of a Power rank equal to the rank number of his Fighting or
Agility rank number added to the rank of this power +1CS. The user may choose to combine his attacks into one attack
instead of making several normal attacks. If he does so, the attack is consider +1CS to damage for each additional attack.

76-82 Iron Will: Control your body precisely. Ignore wounds and resist the effects of harsh terrain, flames, cold and
more. This power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real.

76-82 Stealth: The ability to move silently and without leaving a trace. Subtract rank from those tacking him.

83-94 Ultimate Skill: The PC has a talent, which he's honed. The Talent is automatically used at Unearthly rank. Talents
that may have the Ultimate skill are:

• Weapon skills: All


• Fighting skills: All

95-00 Weakness Detection: Study an opponent to learn their weaknesses. Characters with this power may ignore body
armor up to his ranking in Armor Bypass on a successful power check. The character must first see the target in action for
at least one round to find flaws in the protection. Power stunts may be developed to bypass mystical barriers and force
fields on a successful red check.

Martial Arts Talents


Some of these rules you will have to adapt to your own rule system. The "belt levels" are a guidelineas not all styles have
belts, but this system allows you to see relative skill levels between different styles.

Each Martial Art style costs 250 Karma, or a talent slot to gain. You then possess the basic style that allows a +1CS to
fighting when you use this style in combat. Each special maneuver under each style costs an additional 250 Karma or
Talent slot to gain and gives whatever bonus the maneuver bestows in addition to the +1CS to fighting. This system adds a
new dimension to the game instead of the old system of Martial Arts A to E.

Talents
Skill Area of Knowledge Examples Game Effects
With a successful Skill roll, the PC can ignore any size or strength effec
Those arts concentrating on utilizing Judo, Nihon Jujitsu,
rtial that would normally negatively affect his ability to slam, throw, or avo
the strength, size, and momentum of Akido, Shaolin Chin Na,
sA the enemy, the degree to which he can ignore these modifiers being
an opponent against him. etc.
directly related to his level of martial arts skill.
Most schools of Karate,
rtial Those arts concentrating on inflicting Tae Kwon Do, Boxing, The PC gains a specific damage bonus for hand-to-hand combat, direct
sB damage in quick, short bursts. Muay Thai, Shaolin Hung relative to his level of martial arts skill.
Gar, etc.
Brazilian Jiu-Jitsu,
rtial Those arts concentrating on holds and The PC gains bonuses both to damage and the ability to hold or break a
Combat Sambo,
sC escapes. technique directly related to his level of martial arts skill.
Pancrase, etc.
The PC is able to ignore certain effects of armor when calculating
Those arts concentrating on internal Tai Ch'i Ch'uan, Wing damage against an opponent provided that he is able to successfully
rtial
energies (such as chi or ki) and their Chun, Sinanju (from the channel his essence into the blow (perhaps a separate roll against
sD
combat applications. Destroyer novels), etc. Willpower or similar attribute), directly related to his level of martial
arts skill.
Those martial arts concentrating on A successful evasion of an attack by this PC puts the PC in a more
Pencak Silat, Jeet Kune
rtial fakes, range control, and trapping advantageous position to attack; any effect he wishes to generate may
Do, the Filipino arts in
sE techniques. Concerned with timing and then be attempted with a positive bonus directly related to his level of
general.
eccentric theories. martial arts skill.

MARTIAL ARTS STYLES


Each basic style adds its standard bonuses and is considered the level of "Black Belt" with the special maneuvers adding
special bonuses as stated. These levels are further mastery (Dans) in the style of choice. Cross reference the skill with its
description under Martial Arts Table.

When selecting a Talent the Martial Artist should define the "style". Each mastery level costs 250 karma points and each
maneuver costs a further 250 karma. All maneuvers must be purchased before advancing to the next level of mastery.

A Martial Artist can only learn those maneuvers given to the style as described below. Each maneuver is outlined in detail
in Table 3.

Martial Arts A
AKIDO:

1. Meditation, Fall, Choke Hold


2. Instant Stand, Locking Block
3. Resist Domination, Hurl, Featherwalk
4. Balance, Great Throw
5. Incapacitator, Resuscitation
6. Hand Parry, Immobilizing
7. Contortion, Suppressed Desire

JUJITSU:

1. Meditation, Feint, Fall


2. Sweep, Instant Stand, Pain Touch
3. Leap, Elbow Strike, Choke Hold
4. Balance, Hurl, Jump Kick, Knee Strike
5. Snap Kick, Palm, Stunning Touch
6. Great Throw, Paralyzing Touch
7. Immovability, Suppressed Desire

SHAO-LIN:

1. Meditation, Resist Domination, Pronefighting, Ear Clap, Crescent Kick, Elbow Strike
2. Instant Stand, Choke Hold, Pain touch, Headbutt, Knee Strike, Feint, Sweep
3. Axe Kick, Concentrated Push, Stunning Touch, Double Fist Punch, Hurl, Palm, Balance, Pause
4. Snap Kick, Double Kick, Paralyzing Touch, Hand Parry, Immovability, Backhand
5. Incapacitator, Shatter Touch, Sticking Touch, Eagle Claw, Great Throw, Back Kick, Featherwalk, Steel Cloth
6. Contortion, Resuscitation, Immobilizing, One Finger, Disarm
7. Summon Strength, Power Punch, Reflection, Great Shield

Martial Arts B
BOXING:

1. Iron Fist
2. Feint
3. Spatial Awareness
4. Quickstrike
5. Iron Skin
6. Speed
7. Power Punch

TAE KWON DO:

1. Sweep, Iron Fist, Meditation


2. Roundhouse Kick, Leap, Spatial Awareness
3. Snap Kick, Elbow Strike, Knee Strike
4. Double Fist Punch, Jump Kick
5. Backhand, Flying Kick, Back Kick
6. Palm, Scissor Kick
7. Double Kick, Great Throw

SHOTO KAN:

1. Meditation, Iron Fist


2. Feint, Sweep
3. Crushing Blow, Crescent Kick
4. Ridgehand, Snap Kick
5. Backhand, Axe Kick
6. Eagle Claw
7. Immovability

STREET FIGHTER:

1. Iron Fist
2. Pronefighting
3. Choke Hold
4. Hurl
5. Choose one Kick
6. Blind
7. Great Blow

KOBU JITSU:

1. Meditation
2. Weapon Catch
3. Weapon Breaker, Resist Domination
4. Arrow Cutting
5. Quickstrike
6. Disarm
7. Hand Parry

SAVATE:

1. Meditation, Crescent Kick, Feint


2. Elbow Strike, Instant Stand
3. Knee Strike, Axe Kick, Leap
4. Balance, Flying Kick
5. Backhand, Quickstrike, Stunning Blow, Double Kick
6. Palm, Incapacitator, Back Kick
7. Hand Parry

MUAY THAI:

1. Iron Fist, Sweep, Feint


2. Elbow Strike, Roundhouse Kick
3. Back Hand, Knee Strike
4. Backhand, Snap Kick, Jump Kick
5. Double Kick
6. Palm, Flying Kick
7. Power Punch

Martial Arts C
PANKRATION:

1. Iron Fist
2. Pronefighting
3. Choke Hold
4. Crescent Kick, Pain Touch
5. Stunning Touch
6. Flying Kick
7. Incapacitation

WRESTLING:

1. Pronefighting
2. Choke Hold
3. Pain Touch, Hurl
4. Great Throw
5. Immovability, Incapacitator
6. Immobilizing
7. Crushing Drop

Martial Arts D
WING CHUN:

1. Iron Fist
2. Crushing Blow
3. Locking Block
4. Palm
5. Speed
6. Backhand
7. Eagle Claw

Martial Arts E
ESCRIMA:

1. Pronefighting, Fall, Choke Hold


2. Disarm, Locking Block, Limb Paralysis
3. Spatial Awareness, Resist Domination, Arrow Cutting
4. Hurl, Sticking Touch, Weapon Catch, Blind
5. Blindfighting, Weapon Breaker, Incapacitation, Backhand
6. Quickstrike, Immobilizing, Back Hand
7. Hand Parry, Speed

PENTJAK-SILAT:

1. Pronefighting, Fall
2. Feint, Instant Stand
3. Hurl, Choke Hold, Crescent Kick
4. Roundhouse Kick, Blindfighting
5. Axe Kick, Leap
6. Incapacitator, Great Throw
7. Hand Parry

NINJUTSU:

1. Iron Fist, Spatial Awareness, Light Step


2. Pronefighting, Fall, Blindfighting, Sweep
3. Leap, Snap Kick, Hurl
4. Quickstrike
5. Suppressed Desire, Palm
6. Hand Parry, Incapacitator
7. Sticking Touch

Martial Arts Maneuvers

Table 3.

Strikes

Iron Fist +1CS to damage with each fist attack.

Crushing Blow +2CS to Strength for purpose of breaking objects.

Eagle Claw Takes two attacks or only attack, Causes +2CS damage.

Double Fist 2 Normal attacks, If both hit then victim makes Endurance check or stunned for 1-10 rds.

Thunder Punch Only action, Causes +2CS damage and requires red Endurance check or stunned for 1-10 rds.

Thunder Clap Shatters matter with Material Strength -2CS less than your strength within 10'. Causes -1CS Strength dam

Power Punch Requires 2 attacks or only action, Causes +2CS damage and automatic slam.

Backhand Normal damage to opponent behind you with no penalties to hit.

Palm Normal damage and requires Endurance check at -2CS to resist stun.

Ridgehand +1CS damage and Slam/Stun check as if Endurance was 3CS less.

Kicks

Back Normal damage to opponent behind you with no penalty to hit.

Crescent +1CS damage

Axe +2CS damage and opponent must roll vs. Endurance or be knocked to the ground.

Hook +1CS damage and -1CS to opponents defense roll.

Roundhouse +2CS damage

Snap Normal damage with a -1CS to opponents defense roll.

Scissor 1 attack roll to hit 2 opponents within 6' of each other with normal damage to each.
Double 2 attacks at one opponent, if both hit then opponent is slammed automatically.

Flying +2CS damage and requires a 5' running start and is the only attack possible for the round.

Sweep To avoid sweep you must dodge completely or roll red Endurance check vs. slam or fall to the ground.

Jump +1CS damage, attack strikes the head or shoulders, treat yellow hit roll as red.

Locks

Choke Hold The victim must roll yellow or red Endurance FEAT to remain conscious. If fail, KO for 1-10 rd's.

As defense maneuver: +1CS to Strength for block & +1 color shift. Hold = normal strength
Locking Block
As attack maneuver: +2CS to Strength for hold & -1CS to escape

Incapacitator Normal damage and opponent rolls Endurance feat vs. Strength +1CS or limb is useless for 24 hours.

Hook +1CS damage and -1CS to opponents defense roll.

Immobilizing 1 attack causing no damage. Opponent is at -3CS to escape and can not attack (holder may attack with

Crushing Hug +2CS damage and -2CS to escape roll. You must be large to use this maneuver.

Throws

Fall ½ damage from falls and needs to make no Endurance rolls to check for broken limbs.

Instant Stand Regain feet with out losing any action.

Hurl +1CS damage and green Endurance check or stunned, also thrown 1-10 ft.

Great Throw +2CS damage and roll Endurance check at -1CS or stunned, also thrown 1-10 ft.

Crushing Drop +2CS damage and Endurance check vs. stun or stunned for 1-10 rd.'s

Push

Concentrated Normal damage and opponent is knocked back 1' per point of Strength.

Sticking Touch 1 attack at no damage, if successful all following attacks are at +2CS to hit and -1CS to opponents defen

One Finger As concentrated push but with no contact. Range is no more than 2 areas
Reflection Used as an evasion, redirects an opponents melee attack to an adjacent area.

Vitals

Pain Touch Target must roll red Endurance feat to avoid -2CS to all feats for 1-10 rd.'s do to pain.

Stunning Touch Target must roll red Endurance FEAT at -1CS to avoid being stunned for 1-10 round's.

Paralyzing Touch Target must roll red Endurance FEAT at -2CS to avoid being stunned for 1-10 round's.

Shatter Touch Shatter's an object at +2CS to your Strength.

Slash

Blind Normal damage attack, above the eyes. 25% chance to blind opponent for 1-10 round's.

Vein Causes normal damage and causes additional damage every round until tended. Does 1 Health point/rd.

Arteries Same as vein above but damage is three points/rd.

Blunt

Heavy Blow +1CS damage

Limb Paralysis With weapon doing normal damage can also cause paralysis (see Paralyzing touch under Vitals).

Stunning Blow Normal damage and requires red Endurance roll or stunned for 1-10 round's.

Great Blow 2 attacks or only attack, causes +2CS damage and requires red Endurance FEAT or KO for 1-10 round's.

Weapon

Weapon Catch Use weapon or hand with Excellent protection to catch/block opponents weapon.

Weapon Breaker Must catch weapon as above then may break it with yellow Strength feat at Str. +2CS

Steel Cloth Use a scarf or similar cloth as a weapon 6'10" in length, does Strength -1CS damage.

Arrowcutting Agility roll at Amazing rank to block missile weapons slower than bullets granting Excellent protection.

Disarm Additional +1CS to Fighting to remove weapon from opponent.


Movement

Feint Opponent must roll against a normal attack from you. If you succeed you get +2CS to your following atta

Pronefighting No penalty for fighting on the ground and opponent gains no bonuses.

Immovability Uses 1 action, gives a +2CS to resist slams and stuns with a +1CS.

Leap +1CS standing jump and +2CS running jump.

• +2CS to dodge and -1CS to opponents attack roll.

or
Missile Deflection

• May evade missile attacks with +2CS to Fighting.

Speed Double move rate and attacks for 5 rounds and requires 1-10 round's rest after use.
Slow Resistance +1CS to resist stun or KO.
Featherwalk At ½ move rate opponent gets -3CS to tracking and hearing.
Light Step ¼ move rate, leave no tracks and move in total silence.
May block or evade all blows & missile attacks using either Agility or Fighting at +3CS. Automatically eva
Great Shield
no roll needed. Requires all actions except 1

Mental

Meditation 1 hour of meditation equals 2 hours of sleep.

Spatial Awareness Aware of all in your immediate area to include behind you.

Resist Domination +1CS vs. any mental attack and some magical attacks.

Blind Fighting Only penalty is -1CS to FEAT’s in complete darkness.

Iron Skin Gives Good protection against physical attacks (admin discretion).

Stillness Allows absolute motionless for 1 hour plus Endurance rank in minutes.

Balance +1CS to any action requiring good balance (admin discretion).

Summon Strength 2 rd.'s of concentration increases Str. +1CS for 1-10 rd.'s, must rest 1 turn after use.

Contortion +3CS to escape bonds or fit through spaces as small as 1 sq. ft. and hide in places as small as 4 sq. ft.

Controlled Breathing +2CS to any feat for 1 rd and gives Good protection vs. heat and cold permanently.

1 rd concentration to find weakness in style giving additional +1CS to Fighting. Must roll yellow Intuition
Pause
weakness.
Resuscitation Use pressure points for 1 rd to bring stunned or KO person back to consciousness.

Suppressed Desire Go with out food, water, or sleep for ½ Endurance number in days with no penalties.

Quick Strike +2 to initiative rolls.

Special Maneuvers

Ear Clap 2 normal attacks with normal damage that if both hit, opponent must roll red Endurance check or stunn

Elbow Strike No penalty to strike opponent behind you and -1CS to opponent's defense.

Can block any melee attack with bare hands, a successful result is automatically upgraded to red equali
Hand Parry
protection.

Head Butt Normal damage and -1CS to opponent's defense.

Knee Strike Normal damage and -2CS to opponent's defense if done to the front.

The Morlocks
This is taken from the MSH X-Men: Children of the Atom by Kim Eastland
Most of the Morlocks have passive mutations, harmful mutations, or mutations that only affect certain abilities or powers.

Typical statistics for Morlocks are presented below for use in crowded battles or as guidelines for the creation of new
Morlocks. These statistics can be modified by rolling percentile dice and referring to the three columns after the ability to
see if the result falls anywhere in them. There are three columns after the normal statistic: below, above, and way above.
Below average means that the statistic should be one or two ranks below what is listed as average (there is a 50% of
either). Above average indicates that the ability is one rank higher than the average listed. Way above average indicates
that the ability is at least two ranks above average and possibly more (not to exceed Monstrous rank). Variable (V)
indicates that variable abilities (Health and Karma) depend on the randomly rolled abilities above them.

ABILITIES AVERAGE BELOW (-1CS) ABOVE (+1CS) WAY ABOVE (+2CS)

Fighting: Good (1-5) (92-98) (99-00)

Agility: Typical (1-3) (96-99) (00)

Strength: Poor (1-3) (90-97) (98-00)

Endurance: Excellent (1-5) (92-98) (99-00)

Reason: Poor (1-5) (92-98) (99-00)

Intuition: Good (1-3) (90-97) (98-00)


Psyche: Poor (1-5) (92-98) (99-00)

Health: 40 (Varies)

Karma: 18 (Varies)

Resources: Feeble

Popularity: 0

Special Powers: 10% chance, roll for type and effectiveness.

TSR is a registered trademark owned by TSR Inc. TSR inc. is

Character Advancement via Occupation


Courtesy of The Judges Mind

How and Why


Occupations represent the means by which characters gain their finances, new talents and (in some cases) new contacts.
They are divided into ability advancement, requirements, available talents and exit careers.
ALL CHARACTERS START A NEW CAREER PATH IN THEIR FIRST GAMING SESSION.

At the start of every session award 100 karma points that may be used for advancement or kept for game play. Each talent
costs 100 karma points, each ability point costs 10 karma points, and each power point costs 30 karma points. Changing a
career costs 100 karma. Starting a new career path costs [Link] – those characters who do not have a secret identify will
have greater difficulty changing job (due to absenteeism, associated dangers etc.) and this may affect the cost of certain
career changes at the judge's discretion. A record of which career the character has held, and what they gained when
there, should be kept.

Normal Rule: Only current career exits are available (as this helps the judge to plan storyline ahead of time).
Loss of a job may mean returning to a starting career!
Optional Rule: Once a character has had experience in an occupation, the career exits from that career are constantly
available (the exits represent jobs for which appropriate experience is needed). Re-entering a career does not allow
statistics to be re-improved.

Starting Careers
*Armed Forces Cadet

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +5 +5

• Talents: Military, Guns, Martial Arts B and Engineering.


• Exits: aircrew, commando, engineer and rescuer.

*Labourer

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +20 +5
• Talents: Geology, Archaeology, Animal Training, Martial Arts I, Perform (sport) and Engineering.
• Exits: archaeologist, animal handler, artist, engineer, rescuer and scientist.

*Petty Criminal

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +5 -5

• Talents: Stunt Driver, Slight of Hand, Acrobatics, Martial Arts G, Thrown Objects and Perform (acting).
• Exits: criminal heavy, community activist and con-artist.

*Police Cadet

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +5 +5 +5

• Talents: Criminology, Law Enforcement, Blunt Weapons and Martial Arts A.


• Exits: police officer and criminal heavy.

*Security Guard

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +5 +5 -5

• Talents: Criminology, Animal Training (guard/sniffer dog) and Trivia.


• Exits: bodyguard, student, animal handler and antiquarian.

*Shop/Office Worker

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +5 +5 +5

• Talents: Computers, Business/Finance, Languages and Perform (acting).


• Exits: businessman, businessman (shop owner), businessman (chef) and con-artist.

*Student – Follows academic study course.

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity


+10 +10

• Talents: Studentship (allows one talent to be gained at ½ price when starting a new career) and medicine.
• Exits: scientist, antiquarian, engineer and physician.

*Novice Priest

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +10 +5 +5

• Talents: Occult Lore, First Aid, Trance, Journalism and Perform (singing).
• Exits: priest, monk, community activist and artist.

Advanced Occupations
Academic – Professor, curator and university lecturer.

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+15 +10 +5 +5

• Requirements: Antiquarian experience, Reason Excellent and Intuition Good.


• Talents: Trance, Languages, Archaeology, Astronomy, Art (drawing), Perform (music), Resist Domination, Occult Lore,
Archaeology, Trivia, Psychology and Criminology.
• Exits: artist, novice priest, explorer, archaeologist, cult apostle, forensic scientist and inventor.

Aircrew

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +5 +10 +5

• Requirements: Agility Good and Intuition Good.


• Talents: Pilot, Repair/Tinkering, Engineering and Tumbling.
• Exits: pilot and vehicle-mechanic.

Animal Handler

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +5 +5 +5 +5

• Requirements: Animal Training.


• Talents: Tumbling, Acrobatics, Martial Arts J, Perform (dancing), Biology, Veterinary Medicine, Animal Behaviour,
Ecology and Genetics.
• Exits: artist, scientist, television personality, stunt performer, criminal heavy and petty criminal.

Antiquarian – Involved in the study of art, literature, ancient texts and legislation.

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+20 +5 +5 +5

• Requirements: Reason Typical.


• Talents: Archaeology, Occult Lore, Journalism, Languages, Resist Domination, Trivia (historical) and Law.
• Exits: academic, lawyer, reporter, cult apostle, explorer and businessman (antiques).

Archaeologist

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +10 +5 +5

• Requirements: Archaeology and Strength Poor.


• Talents: Occult Lore, Biology and Geology.
• Exits: antiquarian, scientist, forensic scientist, explorer and cult apostle.

Artist

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +5 +10 +10 +30 +20

• Requirements: Perform or Art talent of any type.


• Talents: Archaeology, Psychology, Chemistry, Perform (acting), Perform (singing), Perform (music), Perform (sport),
Perform (dancing), Art (writer), Art (forgery), Art (painter/sculptor) and Art (composer).
• Exits: criminal psychologist, archaeologist, television personality, reporter and patron of the arts.

Assassin

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +15 +5 +5 +5 +15

• Requirements: Fighting Remarkable and Agility Excellent.


• Talents: Marksman, Weapon Specialist (reduce by 10), Stunt Driving, Motorcycle, Criminology, Espionage, Martial Arts
E and Martial Arts F.
• Exits: spy, blackmailer, criminal enforcer and government sanctioned hero.
Blackmailer

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +10 +20

• Requirements: Espionage and Reason Typical.


• Talents: Law, Accounting, Security/Encryption, Politics, Criminology and Journalism.
• Exits: spy and national reporter.

Bio-Mechanic (Including cybernetic components).

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +10 +5 +5 +10

• Requirements: Reason Excellent, Engineering and Biology.


• Talents: Robotics, Software Programming, Organic Chemistry, Electrochemistry, Anatomy, Biotechnology, Cybernetics,
Medicine, First Aid and Martial Arts D.
• Exits: physician, scientist and researcher.

Bodyguard

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +10 +5 +5 +5 -5

• Requirements: Fighting Remarkable, Strength Excellent and Guns.


• Talents: Martial Arts A, Martial Arts B, Martial Arts F, Criminology and Wrestling.
• Exits: security chief, assassin and criminal enforcer.

Businessman – Unless specified this refers to banking.

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +50

• Requirements: Reason Good, Resources Excellent and Business/Finance.


• Talents: Resist Domination, Performer (acting), Leadership and Trivia (rival companies, corporate structure).
• Exits: embezzler, corporate director and corporate sanctioned hero.

Commando
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +5 +5

• Requirements: Fighting Excellent and Guns.


• Talents: Sharp Weapons, Bows, Thrown Weapons, Martial Arts A and Leadership.
• Exits: assassin, bodyguard, criminal heavy, explorer, mercenary, paramilitary, rescuer and terrorist.

Community Activist

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +5 +5 +10

• Requirements: 0.
• Talents: Criminology, Perform (acting), Journalist, Guns, Artist (drawing), Languages and Blunt Weapons.
• Exits: political activist, blackmailer, terrorist, cult apostle, novice preist, businessman (illegal drug dealer)
and community sanctioned hero.

Community Sanctioned Hero

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +5 +10 +5 +5 +10

• Requirements: Good and a super human ability/power.


• Talents: Martial Arts A, B, C, F, and Languages.
• Exits: paramilitary, terrorist, criminal heavy, and political activist.

Con-Artist

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +5 +5 +5 +5

• Requirements: Intuition Good.


• Talents: Slight of Hand, Art (forgery) and Perform (acting).
• Exits: businessman, businessman (illegal arms supplier), businessman (smuggling) and artist.

Corporate Director

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity


+5 +5 +10 +5

• Requirements: Business, Law and Leadership.


• Talents: Espionage, Resist Domination and Perform (acting).
• Exits: embezzler, corporate spy and corporate sanctioned hero.

Corporate Sanctioned Hero

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +20 +10 +10

• Requirements: Will follow orders, Business/Finance and Law.


• Talents: First Aid, Espionage, and Weapon Specialist (cost 200 karma).
• Exits: corporate spy, terrorist, criminal heavy and government sanctioned hero.

Corporate Spy

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +5 +5

• Requirements: Espionage and Law.


• Talents: Computers, and Perform (acting).
• Exits: spy, criminal heavy and embezzler.

Criminal Enforcer/Specialist – Cat burglar, protection racketeer and gang-directed killer.

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +10 +10 -5

• Requirements: Fighting Excellent, Blunt Weapons and Intuition Good.


• Talents: Crime, Negotiations, Acrobatics, Accounting, Business/Finance, Martial Arts C, Martial Arts E, Martial Arts H
and Weapon Specialist (cost 200 karma).
• Exits: embezzler and gang leader.

Criminal Godfather

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +30 -20

• Requirements: Criminal overlord experience and –50.


• Talents: Leadership, Business/Finance, and Law.
• Exits: dictator.

Criminal Heavy – Deliver gang directed beatings; armed robber, arsonist, drug dealer and pimp.

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +5 -5

• Requirements: 0, Guns and Fighting Excellent.


• Talents: Criminology, Blunt Weapons, and Stunt Driving.
• Exit: community activist, criminal enforcer and terrorist.

Criminal Psychologist

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +10 +5 +5

• Requirements: Criminology and Psychology.


• Talents: Parapsychology, Paranormal Phenomena, Street Smarts, Law Enforcement, Genetics and Occult Lore.
• Exits: psychologist, forensic scientist, antiquarian and cult apostle.

Criminal Overlord

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +10 +20 -20

• Requirements: Gang leader experience, criminal overlord dies, –20.


• Talents: Perform (acting), Business/Finance, Law and Leadership.
• Exits: criminal godfather.

Cult Apostle

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +30

• Requirements: Psyche Typical.


• Talents: Archaeology, Animal Training, Trance, Occult Lore, Perform (acting) and Perform (singing).
• Exits: cult sanctioned hero, novice priest, archaeologist, artist, animal handler and antiquarian.

Cult Leader
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +30

• Requirements: 75 (+ or -), Leadership and Psyche Incredible.


• Talents: Occult Lore, Hypnosis, Resist Domination, Resist Disease & Aging and Slight of Hand.
• Exits: dictator/idol.

Cult Sanctioned Hero

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+20 +10 +10 +20 +5 +10 +5 +5

• Requirements: Will follow orders of cult leader, cult apostle experience, Occult Lore and superhuman ability/power.
• Talents: Oriental Weapons, Animal Training, Hypnosis, Mystic Background and Weapon Specialist (cost 200 karma).
• Exits: national hero, cult leader, television personality, gang leader, criminal enforcer and political activist.

Detective

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +5 +10 +5

• Requirements: Intuition Remarkable, Criminology and Espionage.


• Talents: Occult Lore and Psychology.
• Exits: criminal psychologist, antiquarian, blackmailer, spy and corporate spy.

Dictator/Idol

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +5 +80 +60 +60

• Requirements: Cult leader or criminal godfather experience.


• Talents: Military.
• Exits: none.

Embezzler

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +40 -20
• Requirements: Business/Finance, Law, and Reason Good.
• Talents: Criminology, Computers and Aquisition (gain +5 Resources with each job change).
• Exits: blackmailer, criminal heavy and paramilitary.

Engineer – Designs and builds software/hardware; buildings and bridges; vehicles and clothes.

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +10 +5 +5

• Requirements: Agility Typical and Reason Poor.


• Talents: Electronics, Chemistry, Engineering, Repair/Tinkering and Computers.
• Exits: weapon-smith, vehicle-mechanic, bio-mechanic, businessman (fashion or heavy industry) and inventor.

Explorer

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +10 +5 +5 +5 +5

• Requirements: Trivia (historical) or Occult Lore.


• Talents: Acrobatics, Animal Training, Archaeology, Biology, Bows, First Aid, Geology, Languages, Occult Lore, Pilot,
Resist Domination and Thrown Objects.
• Exits: animal handler, antiquarian, archaeologist, community activist, cult
apostle, mercenary, rescuer and television personality.

Forensic Scientist

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +30 +20 +10

• Requirements: Intuition Remarkable.


• Talents: Biology, Chemistry, Genetics, Archaeology, Art (sculptor), Criminology, Law Enforcement and Martial Arts D.
• Exits: archaeologist, artist, detective, scientist, researcher and pathologist.

Gang Leader

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +10 +10 -10

• Requirements: Criminal Enforcer experience, gang leader dies/murdered, Reason Excellent and –10.
• Talents: Leadership, Resist Domination, and Business/Finance.
• Exits: criminal overlord.
Global Hero

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +5 +5 +20

• Requirements: 50, Languages and superhuman ability/power.


• Talents: Quick Attacks, Martial Arts F and Perform (acting).
• Exits: cult leader.

Government Sanctioned Hero

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +5 +20 +20

• Requirements: Must follow government orders, superhuman ability/power and Fighting Remarkable.
• Talents: Leadership, First Aid, Law Enforcement, Politics and Weapons Specialist.
• Exits: criminal heavy, national hero, paramilitary, politician and television personality.

High Priest

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +5 +10 +10

• Requirements: Priest experience and no kills.


• Talents: Journalism, Psychology, Business/Finance and Perform (acting).
• Exits: politician, television personality and cult leader.

Inventor

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+20 +30

• Requirements: Reason Incredible and Resources Excellent.


• Talents: Repair/Tinkering, Computers, Electronics, Physics and Business/Finance
• Exits: engineer and businessman (sales of their product).

Lawyer (Court room)

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity


+5 +5 +10 +10

• Requirements: Law and Reason Typical.


• Talents: Law Enforcement, Criminology, Performer (acting) and Resist Domination.
• Exits: police officer, politician and blackmailer.

Mercenary

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +5 +10 -20

• Requirements: Guns and Fighting Remarkable.


• Talents: Languages, Thrown Weapons, Martial Arts E and Weapons Master (costs 200karma).
• Exits: bodyguard, assassin, criminal heavy and paramilitary.

Monk

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +5 +20

• Requirements: Psyche Excellent, Occult Lore and vow of poverty (Resources Shift 0).
• Talents: First Aid, Mystic Background, Trance, Martial Arts D and Weapons Specialist (melee).
• Exits: priest, community activist, cult apostle, antiquarian and bodyguard.

National Hero

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +10 +5 +5 +20 +30 +100

• Requirements: 50 and superhuman ability/power.


• Talents: Law Enforcement, Perform (acting) and Leadership.
• Exits: political activist and global hero.

National Reporter – National newspaper.

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +10 +5 +10

• Requirements: Journalism and 20.


• Talents: Criminology, Artist (writer) and Perform(acting).
• Exits: blackmailer, television personality and politician.

National Ruler

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +20 +5

• Requirements: Political leader experience and Monstrous.


• Talents: Leadership.
• Exits: cult leader.

Paramilitary

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +5 +5

• Requirements: Guns, Military and Fighting Good.


• Talents: Criminology, Martial Arts E, Chemistry and Marksman (cost 200 karma).
• Exits: mercenary, criminal enforcer and spy.

Pathologist

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +10 +5 +5 +5

• Requirements: Biology, Chemistry and Criminology.


• Talents: Genetics, Medicine, Psychology, Trivia (ceremonies) and Occult Lore.
• Exits: criminal psychologist, blackmailer and businessman (funeral directors and taxidermy).

Patron of the Arts

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+20

• Requirements: Resources Incredible.


• Talents: Business/Finance and Occult Lore.
• Exits: political leader and politician.

Physician
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +10 +20 +10 +5

• Requirements: Medicine.
• Talents: Psychology, Anatomy, Immunology, Cardiology, Emergency Medicine, Paediatrics, Geriatrics,
Obstetrics/Gynecology, General Surgery, Neurosciences, Pharmacology, Physiology, Genetics, Resist Domination,
Biology and Martial Arts D.
• Exits: psychiatrist, forensic scientist, surgeon, researcher and rescuer.

Pilot

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +10 +5

• Requirements: Pilot, Agility Excellent and Intuition Good.


• Talents: Tumbling, Repair/Tinkering and Stunt Flying.
• Exits: rescuer and stunt performer.

Police Officer (Uniformed).

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +5 +5 +5 +5

• Requirements: No criminal record and Law Enforcement.


• Talents: Guns, Criminology, Psychology, Espionage, Stunt Driving and Pilot.
• Exits: criminal psychologist, detective and rescuer.

Political Activist

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +10 +5 +5 +5 +10

• Requirements: Journalism and Guns.


• Talents: Law, Perform (acting), Languages and Artist (drawing).
• Exits: politician.

Political Leader - Political party leader.

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity


+10 +10 +20

• Requirements: Politician experience and Popularity Amazing.


• Talents: Leadership, Law and Business/Finance.
• Exits: national ruler.

Politician

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +10 +20

• Requirements: 40 and Perform (acting).


• Talents: Leadership, Law, Business/Finance and Journalism.
• Exits: national reporter, political leader, blackmailer and patron of the arts.

Priest

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +5 +5

• Requirements: Novice priest experience, Occult Lore and no kills.


• Talents: Journalism, Law, Perform (singing) and Leadership.
• Exits: blackmailer, community sanctioned hero and high priest.

Psychologist

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +20 +20 +10

• Requirements: Psychology, Reason Good and Resources Good.


• Talents: Criminology, Animal Behaviour, Parapsychology, Atrificial Intellegence, Psychobiology, Resist Domination,
Hypnosis and Occult Lore.
• Exits: forensic scientist, criminal psychologist, blackmailer and researcher.

Reporter (Local newspaper).

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +5 +5

• Requirements: Journalism.
• Talents: Artist (writer), Criminology, Trivia, Computers and Business/Finance.
• Exits: artist (author), national reporter and television personality.

Researcher

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+30 +10 +5 +10

• Requirements: Reason Ex20.


• Talents: Genetics, Electrochemistry, Polymers, Acoustics, Sonochemistry, Atomic Physics, Mathematics, Particle
Physics, Quantum Physics, Astrophysics, Radio Astronomy, Astrophotography, Stella Cartography, Spectroscopy,
Artificial Intellegence, Virtual Reality, Microbiology Pharmacology and Parasitology.
• Exits: businessman (pharmaceuticals), businessman (illegal drugs
dealer), inventor, antiquarian, academic, forensic scientist and scientist.

Rescuer – Fire-fighter, anti-terrorist police, lifeboat crewman, mountaineer and front-line medic.

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +10 +20 +5

• Requirements: Agility Typical 6 and Endurance Ex20.


• Talents: Animal training, Criminology, First Aid, Geology, Law Enforcement, Leadership, Military, Repair/Tinkering,
Thrown Objects, Trivia (survival) and Tumbling.
• Exits: community sanctioned hero, explorer, paramilitary, security chief and stunt performer.

Scientist – Involved in research and development of technological and industrial processes.

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+20 +10 +5

• Requirements: Reason Typical 6.


• Talents: Astronomy, Paranormal Phenomena, Pharmacology, Biology, Microbiology, Marine Biology, Genetics, Botany,
Biophysics, Parasitology, Ecology, Zoology, Organic Chemistry, Chemistry, Physics, Geology, Medicine and Electronics
• Exits: researcher, forensic scientist, physician and inventor.

Security Chief

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+20 +10 +10 +10 +5 +5

• Requirements: Bodyguard experience, Criminology and Intuition Remarkable.


• Talents: Espionage, Business/Finance, Martial Arts A and Guns.
• Exits: spy and security advisor.
Security Advisor

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +20 +5 +20 +5

• Requirements: Security chief experience.


• Talents: Business/Finance, Leadership, Perform (acting), Law Enforcement and Military.
• Exits: blackmailer, corporate spy and government sanctioned hero.

Spy

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +5 +10 +5 +10

• Requirements: Espionage, Intuition Excellent and Reason Good.


• Talents: Guns, Security/Encryption, Pick Pocket, Martial Arts D, Martial Arts E, Martial Arts H, Crime, Tumbling, Escape
Artist and Weapons Tinkering.
• Exits: assassin, blackmailer and corporate spy.

Stunt Performer

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +5 +10 +5 +5 +10

• Requirements: Pilot, Perform (acting) and Agility Remarkable.


• Talents: Engineering, Repair/Tinkering, Perform (singing), Tumbling, Martial Arts G, Stunt Driving and Stunt Flying.
• Exits: television personality and vehicle-mechanic.

Surgeon

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +20 +5 +10 +5 +15

• Requirements: General Surgery.


• Talents: Dentistry, Plastic Surgery, Oncology, Radiology, Biotechnology, Cybernetics, Chiropractice and
Sewing/Tailoring.
• Exits: blackmailer, politician and reporter.

Television Personality
Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+20 +20

• Requirements: Journalism and 30 (+ or -).


• Talents: Perform (acting), Perform (singing) and Art (writer).
• Exits: politician, patron of the arts, artist and cult apostle.

Terrorist

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+10 +5 +5 +5 -25

• Requirements: Guns, Agility Excellent and Psyche Excellent.


• Talents: Criminology, Thrown Weapons, Chemistry and Repair/Tinkering.
• Exits: political activist, paramilitary, mercenary and cult apostle.

Vehicle Mechanic

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +5 +20 +5

• Requirements: Engineering and Repair/Tinkering.


• Talents: Pilot, Stunt Driver, Military, Law Enforcement, Computers, Electronics and Chemistry.
• Exits: police officer, criminal enforcer, businessman (smuggling) and businessman (motor trade).

Weaponsmith – A maker of weaponry, employed by military or criminal organizations.

Fighting Agility Strength Endurance Reason Intuition Psyche Resources Popularity

+5 +20 +5

• Requirements: Engineering and Repair/Tinkering.


• Talents: Guns, Bows, Sharp Weapons, Blunt Weapons, Military, Chemistry and Physics.
• Exits: terrorist, businessman (arms trade), businessman (illegal arms
supplies), inventor, commando and researcher.

Quirks: Basic Rules


by Firebomb
Quirks are things that a player can use to customize a new character. It is a completely optional system; a player can use
quirks to customize a character, but he doesn't have to.

The way the system works is quite simple: Each positive (good) quirk a player wants costs them one point. Each negative
(bad) quirk a player takes gives him one point. The system is balanced, as the character must have a point balance of zero
by the time he is done.

Instead of taking one positive and one negative quirk, the player has the option of taking only one, in exchange for some
previously rolled perks already gained. In other words, he can sell contacts, talents, or even powers to gain more points,
as follows:

Table 1: Quirk Points Conversion Table

Contacts | One Quirk Point Talents | Two Quirk Points Powers | Three Quirk Points

Now, this chart works both ways. A character could take two positive quirks and pay them off by sacrificing one talent. Or,
the character can burden himself with three negative quirks, in order to gain him/herself another power.

Players can take as many quirks as they desire, within reason.

Also, some quirks have more than one level; in other words, multiple levels of the quirk can be taken, which have a much
greater effect in play. These quirks are marked with an asterisk (*).

Further, some quirks are quite powerful, in either a helpful or harmful way; these are usually worth two quirk points.
These quirks are marked with an exclamation point (!).

Table 2: Quirk Types

01-33 Physical Quirks 34-66 Mental Quirks 67-00 Personal / Social Quirks

Table 3: Physical Quirks (positive)

01-07 Acceleration Tolerance 08-13 Adrenal Surge 14-20 Ambidexterity

21-27 Fighting Logistics 28-33 Gravity Tolerance 34-40 Hardiness !

41-47 High Pain Threshold 48-53 Learned Resistance * 54-60 Natural Talent *

61-67 Omnidexterity 68-73 Rank Increase !* 74-80 Rapid Healing

81-87 Sensory Increase 88-93 Strong bones * 94-00 Sturdiness

Table 4: Mental Quirks (positive)

01-08 3-D Sense 09-15 Alertness 16-23 Cyber-immunity

24-31 Fortitude 32-38 High Stress Capacity 39-46 Karmic Shell !

47-54 Magical Potential 55-61 Mechanical Aptitude 62-69 Psionic Potential


70-77 Quick Learning 78-84 Rank Increase !* 85-92 Sanity

93-00 Static

Table 5: Personal / Social Quirks (positive)

01-09 Ally 10-18 Assistant 19-27 Attractiveness *

28-36 Benefactor 37-45 Cash Flow 46-54 Charmed

55-63 Fame * 64-72 Fan Club 73-81 Likeability *

82-90 Luckiness 91-00 Reputation *

Table 6: Physical Quirks (negative)

01-06 Acceleration Intolerance 07-12 Albinoism 13-18 Allergy *

19-24 Colorblind 25-30 Dwarfism 31-36 Epilepsy

37-42 Feebleness 43-48 Gigantism 49-54 Gravity Intolerance

55-60 Lameness 61-66 Low Pain Threshold 67-72 Missing Parts

73-78 Rank Decrease !* 79-84 Reduced Healing 85-90 Sensory Decrease *

91-95 Weak bones 96-00 Weakness !

Table 7: Mental Quirks (negative)

01-03 Absent-minded 04-05 Action Addict 06-08 Allergy *

09-11 Attitude * 12-13 Bloodlust 14-16 Bluntness *

17-19 Bully * 20-21 Combat Paralysis * 22-24 Compulsiveness *

25-27 Cowardice * 28-29 Cyber-neurosis 30-32 Delusions *


33-35 Dyslexia 36-37 Fanatic * 38-40 Greed *

41-43 Gullibility * 44-45 Honesty * 46-48 Impulsiveness *

49-51 Inept * 52-53 Insanity ! 54-56 Insomnia

57-59 Jealousy * 60-61 Karma Deficiency ! 62-64 Laziness *

65-67 Mania * 68-69 Multiple Personality * 70-72 Pacifism *

73-75 Paranoia * 76-77 Personal Code * 78-80 Phobia *

81-83 Pushover 84-85 Rank Decrease!* 86-88 Rudeness *

89-91 Shyness * 92-93 Stubbornness * 94-96 Temper *

97-00 Vow *

Table 8: Personal / Social Quirks (negative)

01-07 Alien Customs * 08-13 Bigotry * 14-20 Disgusting Personal Habits*

21-27 Dependent 28-33 Enemy * 34-40 Illiteracy

41-47 Jinxed 48-53 Loner * 54-60 Nerd

61-67 Repugnant Personality * 68-73 Snob 74-80 Social Dependent *

81-87 Unattractiveness * 88-93 Unluckiness 94-00 Weirdness Magnet

Physical Quirks (positive)

• Acceleration Tolerance: Characters with this quirk are able to handle rapid changes in acceleration. In essence, this
allows a character to accelerate at one additional area per turn, without harm to themselves (their clothing /
equipment may be another story...).
• Adrenal Surge: This quirk allows the character to have minor control over his adrenal gland, able to bolster the
production of adrenaline if necessary. In game terms, this allows said character to bolster his Strength by +1CS for
1d10 turns a day.
• Ambidexterity: A character with ambidexterity can use items in either hand, without penalty (I recommend a
character normally be at -2CS if using an item in his 'off' hand). This can come in handy in all sorts of situations.
• Fighting Logistics: This character has a naturally tactical mind. In combat, after the character fights another for
1d10 rounds (not turns), he can acquire a +1CS to all Fighting FEATs concerning said opponent. This plus will last until
this foe undergoes radical changes...
• Gravity Tolerance: Characters with this quirk have added resistance to gravitic effects, such as heavy gravity worlds,
or even the crushing effect produced by the gravity manipulation power. The added gravity may immobilize the
character, but it will cause less damage. Basically, the character makes Endurance FEATs required when subject to
extreme gravity changes at +2CS. Furthermore, any damage caused by heavy gravity will be reduced by 2CS. It may
immobilize the character, but it will inflict less damage per turn.
• Hardiness: This character is much more durable than most of equivalent body type. What hardiness will do for you is
give one 20% more health points than his F, A, S, and E rank numbers could provide. This quirk costs two quirk points
to acquire. !
• High Pain Threshold: The character with a high pain threshold can resist Stun results rolled against him, and any
minuses that result from powers and attacks that are quite painful, at +2CS to his Endurance rank.
• Learned Resistance: This quirk represents intensive training by a character to acquire some small form of immunity
to some form of harmful substance or energy. Each level taken bolsters Endurance FEAT rolls used to resist the named
phenomena (drugs, poison, etc...) by +1CS. *
• Natural Talent: This character has a natural disposition towards some skill or another. When using said skill, the
character has a +1CS to any FEAT roll required by its usage, in addition to any normal plusses provided by the talent.
This quirk can be applied multiple times... *
• Omnidexterity: Similar to ambidexterity, omnidexterity allows a character to use all of his extremities as well as he
could his normal action limb. If this is physically improbable (firing guns effectively with feet, per se), there is still a -
1CS applied to the action. This quirk costs a player two quirk points. Though expensive, it can come in handy,
especially if the character has more than one set of arms, legs, tentacles, etc...
• Rank Increase: Using this quirk, a player can raise any physical ability score or power rank by +1CS during character
generation. This is a very powerful quirk, and should cost the player two quirk points, as it can be easily abused. !*
• Rapid Healing: Those characters with rapid healing will recover lost hit points as if their Endurance rank was +4CS
higher than it actually is. This can come in handy if the character is in a high damage environment, such as a super
hero team...
• Sensory Increase: The character with an increased sensory range can make Intuition FEAT rolls concerning that sense
at a +1CS. This can apply to any of the 'normal' five senses (hearing, sight, smell, touch, taste), or any super human
sensory power the character has.
• Strong bones: This quirk enhances a character's bone structure by +1CS for each level taken. The standard human
skeleton is considered to be a Typical (6) material strength object. This quirk is more potent than it sounds. For
instance, Strong bones can reduce damage inflicted by blunt attacks. Blunt attacks that are equal to or less than the
material strength of the strong bones are reduced in damage by a number of column shifts equal to the number of
levels in this quirk. Nifty, eh? *
• Sturdiness (NH): Characters with sturdiness are allowed to calculate their Negative Health score as if their Endurance
rank was +1CS. This will result in a much higher Negative Health score, especially if the character already has a high
Endurance rank.

Mental Quirks (positive)

• 3-D Sense: The 3-D sense quirk is indicative of the ability to think in 3-D, as opposed to the normal 2-D that folks
normally resort to. The character with this mental quirk isn't ever at a disadvantage against foes simply based on
their position relative to him/herself.
• Alertness: This quirk demonstrates a preternatural awareness of one's surroundings. Characters with this quirk are
rarely surprised by others, even when confronted by trained sneaky-folk or any stealth technology. Furthermore, the
alert character is a terminally light sleeper; it is almost impossible to sneak up on them, even if they are asleep! If
the alert character passes a yellow Intuition FEAT when asleep, he will wake up automatically if someone tries to get
him...
• Cyber-immunity: Should the character ever receive cybernetic implants, his Psyche will be considered to be +2CS for
the purpose of determining how well the character mentally handles the alterations his body has undergone.
• Fortitude: Characters with fortitude are allowed to calculate their Mental Health score as if their Psyche rank was
+1CS. This will result in a much higher Mental Health score, especially if the character already has a high Psyche rank
• High Stress Capacity: This quirk shows that the character knows how to keep his cool, even in the face of great
danger or frustrating circumstances. The character has a +2CS when attempting to maintain a cool demeanor in the
face of adversity.
• Karmic Shell: This mental quirk allows a character to have 20% more Karma than the sum of his R, I, and P rank
numbers would normally indicate. This is a powerful mental quirk, and costs the player 2 quirk points to buy. ! Note -
this assumes that the Judge is using a certain optional rule that I myself do. Basically, this allows the characters to
start out with an initial sum of Karma each adventure, a sum equal to the sum of their R, I, and P rank numbers, at
the beginning of each game. It does stretch the rules a bit, sure, but the players didn't mind all that much. They
invariably ended up using it up right away, as the game evolved into a high-level game after a few years, and things
got sort of ... hectic. If you don't use this, just ignore this quirk.
• Magical Potential: A character with this quirk has great potential. In other words, he's got magical ability, should he
choose to develop it to any extent. He might not choose to, mind you, but he may be looked upon in a favorable
manner by any mage looking for an apprentice. If the character is (or tries to become) a sorcerer, this quirk has the
benefit of making any spells cast by the character act as if they were +1CS in rank; the spells aren't actually higher in
rank, it's just that factors such as range, etc..., are treated as such.
• Mechanical Aptitude: The mechanical adept is a techno-whiz, one of the know-it-all electronics gurus that
apparently grow on trees in the comics. Characters with this quirk can build, use, and repair high tech devices as if
their Reason was +2CS in rank.
• Psionic Potential: A character with this quirk has great potential. In other words, his mind is primed for schooling in
the disciplines of psionic power. He may never use this potential, but if he does, he'll have some benefits. One benefit
of this quirk is an easy out; if the character wants to buy additional powers at a later date, he can do so without
excessive risk to his person. He always had potential, after all, and it only took so long for his 'latent' powers to
emerge. But that's not all.
• Quick Learning: The character is a quick learner. In game terms, he can acquire new talents at half the normal rate,
and at 75% of the original cost. This also applies to powers that are learned talent-equivalents, such as magic spells...
• Rank Increase: By spending two quirk points, a player can enhance the rank of any one mental ability or power rank
by +1CS. S/he can do this as many times as s/he chooses, but this can get awfully expensive, awfully quick... !*
• Sanity: While this sounds like something we all should normally have, in full strength, this mental quirk instead
denotes the character's ability to hold his mind together in the face of sanity bending phenomena; Psyche FEATs
required to maintain sanity are made at a +2CS.
• Static: Bordering on psionic ability, this quirk demonstrates a character's ability to ... deflect psionic assaults aimed
in his general vicinity. Any attempt to affect the mind of the character or anyone in a 10' radius must be made at a -
1CS.

Personal / Social Quirks (positive)

• Ally: This Quirk states that somewhere in the character's past, he has cultivated an ally. More than a mere Contact,
this ally is a true friend of the character, and will go out of his way to help out when necessary. He'll even risk great
harm for his buddy...
• Assistant: Essentially a side kick, the assistant helps the character out when necessary. He might be a behind the
scenes assistant, like a techie or butler, or a more hands-on aide, such as a partner in crime (so to speak) who assists
in battle.
• Attractiveness: The character is attractive. Particularly attractive, in fact. For each level he takes in this quirk, he
has a effective Popularity boost of +1CS, when dealing with folks that would tend to find him or her attractive. *
• Benefactor: Often, characters will find themselves with financial backing of some sort or another, a backing which
isn't necessarily their own. This benefactor sympathizes with the character's cause, throwing money (and sometimes,
stuff) his way, in order to help the Cause.
• Cash Flow: This simply means that the character has a higher Resources rank than he originally rolled. He has some
sort of money making machine in the corporate world that rolls in the bucks, with little maintenance necessary
(especially if an Assistant runs it). *
• Charmed: This quirk is like luckiness, below, in that it alters die rolls for the better. Fortunately for the friends of the
charmed character, this improvement affects their die rolls, instead. The character to benefit from this help must be
determined randomly, after the originally charmed fellow has his tenth die roll affected.
• Fame: The character is well-known to the public, so much so that he is famous. He regularly appears in the
newspapers, as well as magazines and the tabloids. This has the effect of raising this character's Popularity by 1CS for
each level taken, either in a positive or negative manner. *
• Fan Club: Often, but not always accompanying Fame, the Fan Club represents the oodles of fan boys and girls that
follows the career of the character. The character's popularity is usually treated as being +3CS to members of his fan
club, +4 if he gives them autographs...
• Likeability: If anything else, this character has charisma. When interacting with others, the character receives NPC
reactions that are one place more favorable, unless they are already counted as hostile (per the Using Popularity
rules on page 17 of the Player's Handbook).*
• Luckiness: Things just seem to go this character’s way. All the time. This is because every tenth time he rolls the
dice, the roll is altered. The higher die will sit in the tens place, and the lower die will sit in the ones place.
• Reputation: The character has a good rep in his community. This grants him an effective +1CS to reaction rolls based
on his Popularity, concerning folks that know of him. The only problem is that this rep can backfire, especially if the
character acts counter to said reputation. *

Physical Quirks (negative)

• Acceleration Intolerance: Characters with this quirk find that they cannot pick up speed as quickly as others with
similar ability. The character accelerates at one area per turn less than his Endurance indicates, with a minimum
acceleration rate of 1/2 area per turn.
• Albinoism: While this may look cool, albinism is a quirk that does have it's disadvantages. While no damage will occur,
the character is nonetheless uncomfortable when exposed to direct sunlight, and will have a -1CS penalty applied to
all his actions until out of the sun.
• Allergy: A character with an allergy resists certain attacks or substances at a -1CS, or if he has no intrinsic resistance,
takes +1CS from certain attacks or substances, for each level s/he has in this quirk. Choose your poison. *
• Colorblind: In real life, this is simply the loss of one's ability to distinguish one color from another, as in red-green
color blindness, for instance. In game terms, however, the character simply sees things in black and white (unless the
player wants to do his homework).
• Dwarfism: This does not refer to the axe-wielding dwarves of lore. In reality, this describes a condition where the
character is disproportionately short. This is disadvantageous mostly in that the character must have all gear and
clothing custom made.
• Epilepsy: Characters with this quirk are subject to random fits of uncontrollable shaking, usually at the most
inopportune times. Most of the time, this can be dealt with, but in a superhuman firefight, this condition can be
downright deadly! In game terms, the character will feel the shaking coming on, and can resist the fit if he makes a
red Endurance AND Psyche FEAT roll; failure indicates a seizure that will continue for 1d10 turns, during which time
all actions will have a -4CS penalty applied to them.
• Feebleness: Characters with feebleness must calculate their Negative Health score as if their Endurance rank was -
1CS. This will result in a much lower Negative Health score, especially if the character already has a high Endurance
rank.
• Gigantism: A character with this quirk is not merely tall; rather, he is disproportionately tall. This can be all sorts of
annoying, as any clothing and gear will need to be custom tailored to the character. Never mind that most places
aren't built for exceptionally tall people.
• Gravity Intolerance: Unfortunate characters with this quirk have lesser resistance to gravitic effects, such as zero g
states, and heavy gravity worlds. This translates into a -2CS to all Endurance FEATs called for by changing gravity
situations.
• Lameness: This quirk indicates that one of the character's parts is operating at less than premium condition. This can
apply to any extremity or organ, the exact penalty depending on exactly what part has been lamed.
• Low Pain Threshold: Characters with a low pain threshold are more likely to buckle under physical duress. This
translates into a -2CS to Psyche or Endurance FEATs that require resistance to pain, such as that inflicted by torturers,
or artificially induced neural stimulation...
• Missing Parts: Put bluntly, the character is missing some body part or another. This can be a sensory instrument,
extremity, or internal organ. As is the case with lameness, the specific detriment to a character with missing parts
must be determined on a case by case basis.
• Rank Decrease: When a player takes this quirk for a character, one of his physical ability or power ranks are reduced
by 1CS. This is a potent negative quirk, and by taking it, a player can gain two quirk points. !*
• Educed Healing: Characters with this quirk find that they heal at a much lesser rate than is normal; they recover lost
health points as if their Endurance rank was -4CS. This has a minimum healing rate of Feeble rank, however.
• Ensory Decrease: This quirk describes a lessening of one of the character's senses. For each level taken against one
sense, it will function at -2CS effectiveness. If enough levels are taken on this quirk, it can completely nullify the
sense. *
• Weak bones: Characters with this quirk have a weakened skeletal structure. Normally, human bones are of Typical
material strength, but this character's bones are only of Poor material strength. This has a dangerous effect on a
character. First, he will take an additional 20% damage from Blunt attacks, as his body is less able to resist such
damage inflicted upon it. Since this is quite debilitating in combat, this quirk is worth two points to the character
who takes it.
• Weakness: The unfortunate character that has this dangerous quirk finds that he has 20% less Health points than his
F, A, S, and E rank numbers would normally indicate. This is a rather painful quirk, and is worth two quirk points to
the player that takes it. !

Mental Quirks (negative)

• Absent-minded: The character with this quirk is, as described, absentminded. He has a tendency to forget names,
schedules, appointments, etc..., at the most inopportune times. If necessary, the absent-minded character must
make Reason FEATs to remember things at -2CS.
• Action Addict: The action addict finds himself bored if not doing anything not 'exciting'. If not fighting or doing
something that isn't tedious in nature, he'll start fidgeting uncontrollably, complaining about how bored he is, and
eventually wander off in search of action. In other words, if caught in a boring, apparently useless situation, the
action addict must make a Psyche FEAT roll at a -1CS, or start fidgeting and such. If this continues for an extended
period of time, he must pass another FEAT roll at -3CS, or wander off in search of fun...
• Allergy: A character with a mental allergy resists any sort of mental power or attack as if his Psyche rank was -1CS,
for each level taken with this quirk. This allergy applies to all sorts of mental attacks, such as mind control, psionic
assaults, emotion control, etc... *
• Attitude: This character has a bad attitude. It permeates everything he says, and everything he does. Most
importantly, it colors others' perceptions of him. In order to act 'nice', this character must pass a Psyche FEAT roll at a
-1CS, lest he be his normal self... *
• Bloodlust: The rare and dangerous character with this quirk is truly a dangerous foe, as he lives for battle and the
hurting of others, to the point of killing, even. In combat, the character with this quirk must pass a Psyche FEAT roll
at -2CS, or succumb to his/her bloodlust. This is a bad turn of affairs. While in a bloodlust, the character does have
an effective +1CS to his Fighting rank, but the perks end there. If he fells an opponent in combat, the character will
have an overwhelming urge to kill him. Unless the character can pass another Psyche FEAT roll, this time at a -4CS, he
will do his best to kill his enemy. If anyone interferes with his goal, that person will suddenly find himself subject to
the character's homicidal rage as well. A blood lust will last for the duration of any battle, plus 1d10 additional turns.
A character can terminate an active blood frenzy by making a red Psyche FEAT roll, and spending all of his Karma. If it
gets to this point, he's probably is about to lose it all, anyway...
• Bluntness: The character with this quirk doesn't see the need to mince words, or simply isn't aware that what he's
saying is rather... direct. In game play, the character must pass a Reason FEAT roll at -1CS to prevent himself from
saying the first things that pop into his head. *
• Bully: Characters with the bully quirk find great pleasure in putting people in their place, especially those that can
be easily pushed around. A bully must pass a Psyche FEAT roll at a -1CS to resist the urge to cow those weaker than
himself, if he chooses not to. *
• Combat Paralysis: This quirk causes a character to freeze in battle; he isn't scared, necessarily, he just becomes
confused in a firefight, especially a superhuman one. In battle, the character must make a Psyche FEAT roll at a -1CS
to act, each turn there is conflict. *
• Compulsiveness: The compulsive character has a habit, usually bad, that he finds himself doing all the time. Chewing
nails, twiddling thumbs, and so on. To stop himself from subconsciously fiddling around, the character must pass a
Psyche FEAT roll at a -1CS. *
• Cowardice: Danger is not this character's middle name. Thanks to this quirk, he finds himself fleeing from danger at
all times, real or imagined. To persevere in the face of danger, the character must pass a Psyche FEAT roll at a -1CS. *
• Cyber-neurosis: Characters with this quirk are especially susceptible to mental illnesses brought on by the
implantation of cybernetic devices in their bodies. For the purposes of resisting such maladies, this character's Psyche
rank is considered to be -2CS less than normal.
• Delusions: This character lives in a world all his own. He sees things and he hears things. He talks to stuff that isn't
there. Sometimes, it talks back. To ignore the influences of his own damaged mind (should he want to), the character
must pass a Psyche FEAT roll at -1CS. *
• Dyslexia: The character with this quirk finds it difficult to get a handle on new things, typically finding new
information a big jumble in his head. When studying new facts, the character's Reason score is effectively -2CS. That's
not all, however. Another added detriment to the character is the time and Karma point cost to purchase new talents.
Learning new skills takes twice as long for this character, and the talents learned cost 50 % more to purchase.
• Fanaticism: The true fanatic believes in a cause, philosophy, or political body to extreme end. He does all he can to
support his pet cause and more, often going beyond the bounds of legality to do so. This is what makes them so
dangerous. In game terms, the fanatic character overwhelmingly believes that his cause is righteous above all others.
If presented with an opportunity to further the cause, or if said cause is insulted, the fanatic must make a Psyche
FEAT roll at -2CS to prevent himself from acting. Of course, a real fanatic wouldn't bother, and would just act,
anyway. *
• Greed: This character is greed-y. He hoards his wealth and property with almost paranoid fervor, and goes out of his
way to rapidly acquire as much wealth as possible. If presented with an opportunity to gain great wealth, the
character is at -1CS to resist the urge to get it. *
• Gullibility: A gullible character is truly clueless in nature, believing that people are mostly honest, good folks. Shows
why they're called naive. To disbelieve something being fed to him by unscrupulous types, the character must pass a
Reason FEAT roll at -1CS. *
• Honesty: The character is honest. Normally, this is a good thing, but is counted as a negative quirk as it prevents the
character from lying, if necessary. In order to tell a lie, or even stretch the truth, the honest character must pass a
Psyche FEAT roll at -1CS. *
• Impulsiveness: An impulsive character is one that consistently jumps the gun, doing thing right as they occur to
them. To resist the urge to act on a whim, the character must make a Reason FEAT roll at -1CS, the failure of which
indicates that he goes with his 'bad self'. *
• Inept: The inept character is one that tends to bumble even the most simple of tasks. Everything he does seems to be
marked by abject failure, for no apparent reason. To really do anything right, the inept must make a Reason FEAT roll
at -1CS to succeed. *
• Insanity: The character is mad. Stark. Raving. Mad. Worse than the delusional type, this person lives in an entirely
different reality, perceiving things as his warped mind presents to him, and acting accordingly. ! This unpredictable
quirk isn't recommended for players to take, as it is exceptionally difficult to role-play an insane superhero. I've seen
people try. Ouch. At any rate, since this is such a ... powerful quirk, it is worth two quirk points.
• Insomnia: This quirk prevents one from sleeping effectively. In order to get a decent amount of sleep, the character
must pass a Psyche FEAT roll at -2CS to calm himself enough to sleep. If this fails, the character will get little or no
sleep, with dire effect. For one thing, he'll be drowsy all day. This has a tendency to lower all FEAT rolls by -1CS for
the duration of that day, reflecting the lack of energy and focus caused by not getting enough rest...
• Jealousy: This character tends to covet the things that belongs to others, and secretly maligns them since he doesn't
have the goods. If he is determined to be jealous of somebody's stuff, the character must pass a Psyche FEAT roll at -
1CS to prevent himself from revealing some sort of spite. *
• Karma Deficiency: This mental quirk lessens the amount of Karma a character would normally have, as is determined
by the sum of his R, I, and P rank numbers, by twenty percent. This is a powerful mental quirk, and taking it gives the
player 2 quirk points. ! Note - this assumes that the Judge is using a certain optional rule that I myself do. Basically,
this allows the characters to start out with an initial sum of Karma each adventure, a sum equal to the sum of their R,
I, and P rank numbers, at the beginning of each game. If you don't use it, ignore this quirk. It makes things that much
easier in the long run... :)
• Laziness: Lazy characters are difficult to motivate. They don't like getting up in the morning, going to work, or doing
anything in particular. Motivating himself requires he pass a Psyche FEAT roll at -1CS, the failure of which indicates
that he blows off his current task. *
• Mania: These quirks are mild forms of insanity. They basically revolve around a character obsessively repeating one
specific form of behavior, over and over and over... For a character to resist his obsessive urges, he must pass a
Psyche FEAT roll at -1CS. Like most other mental quirks, manias can be taken at more than one level, which can make
these especially dangerous to the character. Of course, this makes them so much more fun to play... Here are several
'common' forms of mania: *
- Kleptomania: The character compulsively steals things. He may not realize what he has done until the shop alarms
go off...
- Megalomania: The character believes that he is some sort of supreme being. Complete disregard for personal
safety...
- Monomania: More than compulsion, the character repeats one single action, ad infinitum...
- Nymphomania: Well, um, yeah. The character continually needs ... It. If you don't know what It is, I'm not going to
tell you.
- Pyromania: The character loves fire. Loves setting it, loves watching it burn. Woo!
• Multiple Personality: Characters with this quirk aren't alone in their head; in other words, they are of two, if not
more, distinct personalities. For each level taken on this quirk, the character will have an additional personality. Each
of these personalities will have its own R, I, and P scores, and it should be different from the other(s), or else why
bother. Furthermore, the personalities won't necessarily get along with one another; in fact they may be at cross
purposes... *
• Pacifism: Characters with this quirk do not believe in fighting, for any reason. In order for them to defy this innate
belief (should they find the need to, say, fight for their lives), they must make a Psyche FEAT roll at -1CS in order to
act violently. *
• Paranoia: Paranoid characters truly believe that everyone is out to get them. Usually this isn't the case, but the
character can become a real basket case if he gets caught in some conspiracy or another. In the long run, this can
become especially annoying for the character's pals. In game play, this normally won't affect the relationship between
the paranoid character and his close pals, unless they do something overtly suspicious. If they do, he must pass a
Psyche FEAT roll at -1CS to retain his trust of his allies. On the other hand, paranoid characters absolutely distrust
those that they do not know intimately. Changing this usually requires a Herculean feat of friendship. In order to even
give others the benefit of the doubt, the character must pass the same roll indicated above. *
• Personal Code: The character with this quirk lives solely by a personal code of conduct, disregarding the laws of
society unless they happen to coincide with his own. In order to disregard this code, the character must pass a Psyche
FEAT roll at a -1CS. *
• Phobia: This quirk indicated that the character has an irrational fear of some thing or another. It can be fire,
technology, spiders, or whatever. In order to face his fear without cowering in abject fear, the character must pass a
Psyche FEAT roll at -2CS. *
• Pushover: A character with this quirk must calculate his Mental Health (MH) score as if his Psyche rank was -1CS. This
will result in a much lower Mental Health score, especially if the character has a rather high Psyche rank.
• Rank Decrease: By taking this mental quirk, the character will lower one of his mental ability or power ranks by -1CS.
This is a powerful quirk, and as such, it will earn the player two quirk points, not just one. !
• Rudeness: Similar to the bluntness quirk, the rude character tends to be insulting to others. Unlike bluntness,
however, it's fully intentional. In order to rein in his 'bad self' and be nice to others, the character must pass a Psyche
FEAT roll at -1CS. *
• Shyness: Shy characters have a hard time speaking up, for some reason or another. Fear of embarrassment,
sometimes, or just fear of ridicule. If the character must speak in public, or voice a strong opinion, he must first pass
a Psyche FEAT roll at -1CS. *
• Stubbornness: This character is stubborn. He is always Right, and everybody else is Wrong. Period. Should he wish to
capitulate for some reason, he must first pass a Psyche FEAT roll at -1CS. But why bother anyway; after all, he was
right in the first place... *
• Temper: This character has a light fuse. Just about anything can set him off. And once mad, he tends to stay that
way. In order to resist his mean urges, this character must make a Psyche FEAT at -1CS to be 'nice' again. He has the
same penalty when trying not to lose his temper in the first place ... *
• Vow: Not just a mere promise, this quirk denotes a solemn oath a character lives by. Perhaps to complete a task, or
to obtain vengeance. If forced to go for a lengthy time without attempting to complete the vow, the character will
begin to get antsy (per Action Addict). Furthermore, if the character finds some means of completing the vow, or
someone acts to the detriment of his completing his vow, the character must pass a Psyche FEAT at -2CS to resist
acting. This, of course, assumes he doesn't want to act...

Personal / Social Quirks (negative)

• Alien Customs: This doesn't necessarily represent alien mores and such, it simply states that the character has a
different culture than that which is active where he has decided to make his home. This is only a negative quirk
because it makes interacting with others... difficult. For each level the character takes in this quirk, his culture is
that much less compatible with his chosen home. The character will have an effective -2CS to his Popularity,
concerning anyone that finds his culture contemptuous. Again, this doesn't effect everyone... *
• Bigotry: This unpleasant trait represents the tendency of a character to look down upon some group of people for
some arbitrary reason or another. The character must make a Psyche FEAT at -1CS for each level taken, or
inadvertently make this dislike known. This is, of course, if the character wishes to hide this dislike at all. If present,
the unliked party can usually tell, and will react accordingly. The offended party will react as if the character had -
3CS Popularity, and will shift down one NPC reaction step. Multiple levels of this negative quirk can be taken, though
this is not recommended, as it will undoubtedly cause conflicts with the offended party. In fact, this quirk is probably
only a good idea for NPCs, as (being Evil already) they don't mind offending all that much... *
• Dependent: This quirk represents a relative or ward of some sort that the character must care for. The dependent
will usually wind up draining the character's time and resources, and will invariably get him / her / itself into trouble.
• Disgusting Personal Habits: The character does something that he has no qualms about, but others find disgusting.
Perhaps he picks his nose, chews his toe nails, or wears spandex when he really shouldn't... Regardless, each level
taken reduces his effective Popularity by 1CS. *
• Enemy: The character has an enemy. This isn't merely an opponent who the hero opposed on one occasion. This is one
hard-boiled jerk bent on extinguishing the character's life. The source of this enmity ought to be heavily tied to the
character's origin. By taking this quirk at only one level, the character gains a foe that is in all aspects his equal. By
taking multiple levels of enemy, he either a) acquires another enemy of similar stature, or b) still has one enemy, but
said foe is increasingly more powerful... *
• Illiteracy: The character cannot read or write. In a medieval setting, this isn't such a bad thing, but nowadays, this
can really suck. Of course, this is a 'curable' quirk, and the character can get rid of it with lots of work (merely buying
the reading Talent isn't enough...).
• Jinxed: This quirk is like Unluckiness, below, in that it alters die rolls for the worse. Unfortunately for the jinxed
character, the affected die rolls are those of his compatriots, each chosen at random for a dose of bad luck... After
one character falls victim to this, another must be randomly chosen to receive bad luck on his tenth roll. Fun, eh?
• Loner: Characters with this quirk hate other people in general, and hate being around others even more. For each
level they take of this negative quirk, they must make a Psyche FEAT at a -1CS in crowded situations, the failure of
which indicates that they leave immediately. *
• Nerd: This character just doesn't get it. He don't understand why he isn't cool, and most likely, doesn't care. This type
of person is usually concerned with other things than how to dance, music, or even good fashion sense. And it shows.
Nerds have a -2CS reaction adjustment towards anyone that don't like nerds (the 'cool' people). They're used to this,
and tend to get even with society on their own terms. CPAs and IRS agents are brimming with Nerds...
• Repugnant Personality: This character just grates on the nerves. He is possibly gruff, loud, boisterous, opinionated,
or some combination of the above. Each level of this quirk grants the character a -1CS to his effective Popularity,
demonstrating just how annoying he is... *
• Snob: The bane of nerds everywhere, snobs tend to look down on everyone save for their special little clique. This
tends to get them praise from their circle of friends, but everyone else reacts towards snobs as if their Popularity
(which they cherish over above all else) was -2CS.
• Social Dependent: Characters with this quirk rely upon others to feel comfortable, to socialize with, and even to
make up their minds for them. For each level taken, the socially dependent character will be paralyzed by indecision
if denied access to a group of peers. This is represented by forcing the character to make a Psyche FEAT roll, at -1CS
for every level taken of this quirk, whenever the character tries to do something definite by himself. If this FEAT
fails, the character will waffle about and do nothing unless absolutely necessary. *
• Unattractiveness: An unattractive character receives a -1CS reaction adjustment concerning others that might, if
circumstances had been different, decided to find the character attractive. This column shift is cumulative for each
level taken. *
• Unluckiness: Characters with this quirk just seem to have it bad. Real bad. This is because every tenth time they roll
the dice, the roll is altered. The lower die will sit in the tens place, and the higher die will sit in the ones place.
• Weirdness Magnet: Folks with this quirk tend to eke through existence on the high end of the probability curve.
Strange things tend to happen around them, and even stranger things happen to them. Smart people that recognize a
w-magnet for what he is tend to keep their distance. Freak accidents, strange phenomena, and absolutely kooky
people tend to cross paths with the character, with improbable frequency. Unfortunately, this happens to those in this
character's immediate vicinity, as well, which can lead to tension if the w-magnet is in a super-team. Unless the team
is into that sort of thing. It's easy to be a super hero team when all the weirdness continually blows your way; often,
you don't even have to leave home! If anything else, this definitely makes life a whole lot more interesting...

• The Not-So-Perfect Superhero


• Every single superhero is built on superheroic proportions. The men are mostly constructed of muscle and teeth and
the women are muscle and breasts. What if the superheroic world, was like the real one?
• When mutations occur or scientific experiments go awry, they nearly always seem to affect the good looking people.
A homely scientist Newton P. Winkerton never gets zapped by the power-inducing ray, it's always the Henry Pym's
and the Wally West's. When someone discovers they are a mutant, it's not the Rosie O' Donnell's, but the Ororo
Monroe's and the Wanda Maximoff's. Strange beings from another planet or realm who charm Earthlings with their
good looks are always the Mon-el's and the Thor's, not Squid-man from Guthar-8 or Mudgirl from the planet Blendorr.
Superheroes should be just as diverse as the human population. We all are different in many ways. From our gender
to our race to our shapes and sizes, we are not the makings of comic book tales, BUT... what if superheroes were
just like us? The following tables give our heroes the possibilities of "being human".
• Tables for game play

Table 1: Races

01-05 Alaska Native

06-14 American Indian

15-27 Asian

28-47 African American

46-68 Caucasian
69-88 Hispanic

89-94 Native Hawaiian

95-00 Pacific Islander

Table 2: Gender

01-45 Male

46-00 Female

Table 3: Marital Status

01-20 Divorced

21-35 Married/Partnered with no children

36-65 Single

66-76 Married/Partnered with children

77-85 Single with children

86-92 Seperated

93-00 Widowed

Table 4: Sexual Preference

01-04 Homosexual

05-10 Bisexual

11-90 Heterosexual

91-94 Bisexual

95-00 Homosexual

Table 5: Social Class


01-03 Homeless

04-08 Lower/Lower Class (Extended Welfare, Substandard Housing)

09-16 Lower Class (Welfare, Govt. Subsidized Housing)

17-30 Lower/Middle Class (Lives Paycheck to Paycheck, Little Savings)

31-80 Middle Class

81-90 Upper/Middle Class (Substantial Savings, College Educated)

91-97 Upper Class

98-00 Wealthy (Millionaires, Popular Celebrities)

Table 6: Family

01-05 Four or more siblings

06-15 Three siblings

16-30 Two siblings

31-65 One sibling

66-80 Only child

81-85 Deceased sibling

86-90 Mother or Father is deceased

91-95 Orphan

96-00 Foster child

Table 7: Criminal Record

01-02 Felony

03-08 Misdemeanor
09-92 No Criminal Record

93-98 Misdemeanor

99-00 Felony

Table 8: Body
Type

01-05 Underweight

06-20 Overweight

21-25 Muscular

25-40 Normal

41-60 Toned

61-75 Normal

76-80 Muscular

81-95 Overweight

96-00 Underweight

Table 9: Height

01-02 Dwarf

03-12 Petite

13-20 Heroic (an inch or two taller than average)

21-80 Normal

81-87 Heroic

88-97 Tall (6'2" for women, 6'6" for men)

98-00 Giant (6'6" for women, 7' for men)


Table 10: Age

01-08 Very young (13-16 years old)

09-16 Young (16-18 years old)

17-24 Youthful (19-25 years old)

25-75 Normal (26-35 years old)

76-84 Older (36-45 years old)

85-92 Middle-aged (46-60 years old)

93-00 Senior (60 years old +)

Table 11: Capabilities

01-03 Mentally Handicapped (Autism, Attention Deficit Disorder, Obsessive)

04-06 Socially Handicapped (Withdrawn, Megalomania, Manic/Depressive)

07-10 Physically Handicapped (Impaired Limb, Parapelegic, Vision Problems)

11-90 No Handicaps

91-00 Heroic (Note: give a hero a bonus on a Physical, Social or Mental ability)

Table 12: Attractiveness

01-05 Ugly

06-12 Unattractive

13-23 Plain

24-76 Average

77-87 Good-looking (Cute)

88-95 Pretty/Handsome
96-00 Extremely Attractive

Table 13: Extras

01 Acne

02 Alopecia (Bald/Balding)

03 Clumsy

04 Flat-chested/Bird-chested

05 Habit (Nail-biting, Tapping fingernails)

06-08 OtherLarge Facial Feature (Usually nose or ears)

09-92 None

93-96 No Muscle Tone

97 Pale-Skinned/Albino

98 Smoker

99 Thick Eyebrows/Excessive Lip Hair (women)

00 Odd Voice (High-pitched/Deep-voiced)

Spaceknight Generation
Character Creation
All spaceknight's characters roll on the following table for Primary Abilities:

Fighting

Die Roll Fighting score

01-60 Excellent

61-80 Remarkable

81-96 Incredible
97-99 Amazing

00 Monstrous

Agility & Strength

Die Roll Ability score

01-10 Excellent

11-30 Remarkable

31-70 Incredible

71-90 Amazing

91-00 Monstrous

Endurance
Note: the Endurance score reflects only the need to rest as Spaceknights can withstand exposure to deep space
indefinitely.

Die Roll Endurance

01-30 Amazing

31-90 Monstrous

91-00 Unearthly

Reason & Intuition


Roll for Reason and Intuition on Column 1, but give a +2CS to the result reflecting that the knights come from an advanced
race.

Psyche
Roll for Psyche on Column 1.

Standard Powers
All Spaceknights have the same Flight, Body Armor and Regeneration abilities as Rom and Starshine.

• Flight is Unearthly in space and Monstrous in an atmosphere.


• Monstrous ability and range to locate space warps, allowing him to take a shortcut through space with Class 1000
range.
• Body Armor is Incredible vs. Physical, Radiation, Heat based and cold based attacks. Regeneration is Good.
• A new spaceknight can roll for 1-2 extra powers. Some variations should be made to the powers as noted below.

Resistances & Senses


Protected, Extraordinary Senses and Infravision are possible.
Movement
Lightning Speed and Teleportation are possible.

Nature Control
These powers are not possible. Energy Control, Distance Attacks, Mental Powers, Body Alterations Offensive & Defensive
are all possible. Only Unique Weapons are available. Plasticity, Shape-Shifting and Body Transformation are possible under
the Body Control category. These super powers are produced and made possible by the Spaceknights' advanced battle
suits. Power ranks should be given a +1CS after randomly rolled, with a maximum of Monstrous.

Ultimate Powers
Thanks to Marvelmaster for authoring this list and to everyone else that contributed in its completion.

Ultimate Powers Table

01-05 - Defensive Powers 41-47 - Matter Control

06-11 - Detection Powers 48-53 - Matter Conversion

12-16 - Energy Control Powers 54-57 - Matter Creation

17-24 - Energy Emission Powers 58-71 - Mental Enhancement

25-29 - Fighting Powers 72-85 - Physical Enhancement

30-31 - Illusory Powers 86-88 - Power Control

89-92 -
32-35 - Life Control Powers Self-Alteration

36-40 - Magic 93-00 - Travel

Defensive Powers

01 Body Armor Artificial Body Armor


-
09

10 Force Field Completely absorbs any attacks that have an intensity equal or less than the power rank number. The
- remaining Intensity breaches the field and affects anyone within its diminished effect.
18

19 Death Field* This is a field-effect version of Life Absorption. The Death field drains the life force out of all within
- the area of the field, and adds this energy to the PC's health. The PC must first make a power FEAT
27 against the intensity of the victim's Psyche. Each FEAT allows the PC to drain up to a number of
health points from each target in the field area that is equal to the power's rank number, until he/she
regains the normal maximum health. If the target's health drops to 0 as a result, the victim dies, and
his/her body disintegrates.

28 Force Fields Die Roll Force Fields


- vs. 01-11 Force Field vs. Emotion (Minimum Power Rank = Intuition +1CS)
36 12-20 Force Field vs. Energy
21-35 Force Field vs. Magic
36-70 Force Field vs. Mental (Minimum Power Rank=Psyche +1CS)
71-87 Force Field vs. Physical
88-92 Force Field vs. Power Manipulation
93-00 Force Field vs. Vampirism

37 Null-Field This power surrounds the PC with a field that dampens all forms of energy within the area. This
- power’s rank number reduces all energy in the area. The field also reduces a -1CS on all attacks
45 within the area by a number that is equal to 10% of the power's rank number. For example, an
Excellent Null-Field reduces all attacks in the area by a -2CS. This power affects even attacks not
directed to the PC.

46 Bubble This is a force bubble that surrounds the PC. The Bubble provides protection against all physical and
- energy attacks that are equal to or less than the power's rank number. If an intensity of applied force
54 is more than 1/2 of this power's rank number, the bubble merely bounces away. The Bubble is also
slippery, so that all attempts to grapple it are at a –1CS that is equal to 10% or the power's rank
number. For example, all attempts to grapple an Incredible Bubble are at -4CS.

55 Aura Field* This is an energy type of forcefield (See the Energy Emissions section for available types). Each field
- carries its own characteristics that affect the ways the PC uses his/hers power. The maximum size of
63 the field is the number of areas equal to 10% of the power's rank number. For example, an Amazing
Aura Field can encompass 5 areas. This field automatically provides protection and life support of
rank number. The field completely absorbs any physical attack that has an intensity that is equal to
or less than the power's rank number. If the intensity is higher, it's reduced by the power's rank
number. The remaining intensity breaches the field and affects the PC's health. If the field is
destroyed, the PC must make a red FEAT to regain it. Possible ways of destroying an Aura Field
include Energy Control and Conversion, Power Control, and Magic. The hero has a -2CS vulnerability
to powers that can affect this type of energy field. However, he/she gets a +2CS resistance to attacks
of the same form of energy. This field is also assumed to have an unlimited supply of energy. When
creating the PC, the player can opt to raise the power rank +1CS if the power is considered
temporary. If the player does not choose the latter, then the power is permanent. The permanent
power begins at Shift-0 increasing every round until it reaches an intensity equal to that of the
maximum power's rank number.

64 Reflection The power rank of the power is subtracted from the attack’s intensity. The rest is reflected
- back. A Typical FEAT is required to reflect the attack in a random direction, and Amazing FEAT
72 is required to direct the attack -3CS back to the attacker. A Unearthly FEAT to completely turn
the attack. When the power is breached once the user has to make a green FEAT to use the
power again, when breached for the 2nd time he has to make a yellow FEAT, for each following
breach he must make a red FEAT. If a Player wants a specific attack reflected by this Power,
then he/she can raise it to a +1CS. Note: Reflection can be any Energy Emission or attack.
Possible power stunts include:

• Internal Energy Eruption: If the energy has no place to go, instead of harming everyone
else, the Hero can turn the energy inward and cause themselves to suffer the Intensity of
the energy
• Energy Conversion: The Hero may convert another form of energy into the form they can
reflect (at same intensity). Alternately, they can convert the energy that they normally
reflect into another type. One stunt must be learned for each type of conversion.

73 Resistances Die Roll Resistances


- 01-11 Resist: Emotion (Minimum Power Rank = Intuition +1CS)
81 12-20 Resist: Energy
21-35 Resist: Magic
36-70 Resist: Mental (Minimum Power Rank = Psyche + 1CS)
71-87 Resist: Physical
88-92 Resist: Power Manipulation
93-00 Resist: Vampirism
82 Sense The PC has a special protection against any one sense
- Protection
91
92 Electronic This power reflects the ability to avoid electronic detection and thwart any and all attempts to be
- Counter controlled by electronic means. This provides Power rank Invisibility against such detection efforts as
00 Measures Radar and Sonar, as well as any other power, which is being duplicated through electronic means. It
also grants Power rank Resistance to hackers or, if the character is in a powered suit of armor, to
outside override attempts.
top
Detection Powers
01 Astral The character can automatically “see” astral creatures or projections even while not in astral form
- Detection herself.
02
03 Abnormal The hero can hear/feel/see things he cannot normally see and vice versa. He can for instance see
- Sensitivity infrared but not normal.
04
04 Sense Artificial
- Intelligence
05
06 Death Sense The PC can detect aura of immanent death. The Death Sense automatically functions if the target or
- targets are in a life-threatening situation, or if they're fixing to enter one. Before an adventure, the
07 Judge makes a secret red Psyche FEAT roll to see if any of the Characters will die that adventure. If
there is a success, no one will die. If a miss, then the PC sees a "death glow" around a random
character. The Player of the character then is unable to spend Karma on Endurance FEATs during the
adventure
08 Aura The PC can virtually see and gain knowledge of almost everything about a person or an object a
- Perception* person has been in proximity with. Seeing an aura can indicate the following:
09
• The Karma of a character or object
• The Popularity of a character or object
• The Resource rank number of a character or object
• The Health of a character or object
• The rank number of a pronounced ability or object
• The rank number of a pronounced power or object
• The Physical Form of a character or object
This power also enables the PC to read the psychic Aura of an object and "hear" the psychic
thoughts of characters that who've been in proximity of an object. (The PC can recognize
any Aura that he/she's previously seen. Even if the target is disguised, it can be recognized
by its distinct Aura. A red Psyche FEAT against the intensity rank number of the disguise
must be made in order to allow the hidden target to be seen by the PC.
Note: This is a Godly Power, so Player must work with the Judge.

10 Circular Vision 360 Degree vision +1CS Fighting, -1CS Popularity


-
12
13 Cosmic The PC has a heightened sense on a universal scale. This sense is a detection power automatically at
- Perception* CL1000 power rank. Player can choose to roll on the table below, or just choose one of the five types
15 of detection: (Judge's discretion)
Die Roll Sense
01-51 Energy
52-67 Magic
68-72 Space (Telescopic, microscopic, extradimensional all in one)
73-00 Psionic
Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also
lead to insanity
15 Energy
- Detection
19
20 Enhanced The PC has one or more of the five normal senses (hearing, sight, smell, touch, and taste) enhanced.
- Senses
24
25 Environmental Complete knowledge of the surroundings
- Awareness
27
28 Genetic Unlike Power Detection, this is the true "Mutant Detection". The PC can perceive and decipher genetic
- Perception codes.
30
31 Extradimensio
- nal Detection
33
34 Hyper Sense Die Roll Hyper Senses
- 01-53 Hearing Sonic Attacks at +1CS
36 54-87 Olfactory When unable to block nasty scents -1CS Endurance
88-00 Touch
37 Life Detection Identify presence and nature of lifeforms
-
39
40 Magic
- Detection
42
43 Microscopic
- Vision
45
46 Penetration X-ray vision
- Vision
49
50 Power Identify specific heroes at Uneathly FEAT
- Detection
54
55 Psionic
- Detection
58
59 Radar Sense -1CS vs. electrical and Magnetic attacks
-
62
63 Reality The PC can see the network patterns of matter and energy that form the universe. This power
- Perception* functions like a combination of the powers; Extradimensional, True sight, and Cosmic Perception. This
66 power is so outside of reality that the PC can develop a vast variety of Power stunts:

• Penetrate illusions by focusing on the true energy patterns;


• Perceive the physical and mental condition of a being;
• Perceive the occurrences in other realities;
• Penetrate concealment and disguises, and see the true nature of matter;
• Perceive occurrences beyond the barrier of dimensions;
• See through matter.
Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this
power can also lead to insanity

67 Sonar Sonic attacks +1CS


-
71
72 Telescopic
- Vision
75
76 Thermal Vision
-
79
80 Tracking
-
83
84 True Sight Penetrate any disguise below this rank
-
88
89 Ultraviolet See clearly through fog and water
- Vision
92
93 VR Vision The PC has a virtual sense. The Vision allows the PC to travel distances through virtual sight, without
- ever leaving the area he/she's in. The PC receives a visual simulation of a virtual world, as if he/she
96 were actually present at the scene. The power is not hindered by factors at all. The VR Vision when in
use overrides the normal sight. The vision is consciously controlled, and can practically travel
anyplace. A disadvantage of the sight, is if unwanted visions obscure the view or distract the PC at a
crucial moment.
97 Weakness Rank Good or below, physical weaknesses only. Excellent to Amazing mental and physical. Monstrous
- Detection and above, mental, Physical, and power based.
00
top
Energy Control Powers
01 Energy The hero can absorb a specific type of energy and convert it into health. Choose which energy type
- Absorption (life energy, nuclear, light etc.)
02
03 Catalytic Increase or decrease the speed of chemical reactions. Or the hero can for instance increase the heat
- Control generated by a process. Possible power stunts are:
04
• Increase Strength and End by increasing the metabolizing of Oxygen and Food,
• Hastening decay
• Forming Compounds by simple mixing
• Stopping nuclear reactions
• Causing impossible reactions etc.

05 Channel* The PC can take in energy and store it, and convert it into a bio-energy manipulating it so that he/she
- can develop the following Power stunts:
06
• Energy Emission of that energy at this power's rank number.
• Healing up to power rank number.
• Energy Detection of that energy at power's rank number.
• Temporary Primary Ability enhancement to either the maximum power rank or +1CS of the
higher Ability rank. IE: if the highest Ability Rank number is Amazing, and the power rank is
Amazing, then the PC can increase any single ability to Amazing, or any single ability that
is Amazing to (+1CS) Monstrous. This power also has a special bonus; If the highest ability
rank is lower than the power rank rolled, then the Player gets the benefit of raising any
single ability to that rank number permanently. The enhancement of the Ability lasts for 1-
10 rounds. (See the Energy Emissions).
Note: The player has a wide range for other possible stunts. This is a Godly Power, so
Player must work with the Judge.

07 Coldshaping
- Increase or decrease cold intensity or redirect Cold powers, Cold Generation is a bonus power.
08 Some possible powers stunts include:

• Reduce Temperature. The character can drop the temperature in an area by a number of
degrees Fahrenheit equal to 20 time power rank number. If reduced to below 50 degrees
Fahrenheit, everyone in the area suffers damage. Treat -50 degrees as Incredible intensity
cold. Every additional -30 degrees increases this intensity by +1CS. If the character stops
concentrating, temperature increases to normal in one turn.
• Ice Animation. The character can create a semi-living creature of ice. It remains in
existence for power rank turns, or until dispelled or destroyed. An ice elemental has only
FASE scores. To determine their ranks, double Cold Control power rank and divide among
FASE as desired. The elemental runs at speed rank equal to its Agility.
• Flash Freeze. The character can generate a massive explosion of cold that causes power
rank +3CS damage to everything in her area and power rank +1CS in every area out to five
areas away. This reduces Cold Control to Feeble power rank for 1-10 turns. Unless the
character makes a red Endurance FEAT, she is also stunned for 1-10 turns. The cost for this
power stunt is figured normally, without considering the +3CS bonus. The innate
disadvantages should compensate.
• Resistance to Cold. The character has power rank resistance to cold and ice attacks.

09 Cosmic Energy The power cosmic is potentially the most greatest super power around. With it, the character can
- Manipulation** manipulate energy and matter in ways limited only by the imagination (and the Judge). The minimum
10 rank for Cosmic Energy Control (and its various stunts) is Remarkable, which also makes this an
expensive power in terms of character points. The basic ability of this power is the projection of an
Energy Blast out to power rank range inflicting power rank damage. Other stunts include:

• Ability Boost. This functions as the Ability Boost power with Cosmic Energy Control’s power
rank.
• Absorption. This functions as the Absorption power described above, doing so with Cosmic
Energy Control’s power rank.
• Energy Detection. The character can detect and identify energy patterns and trails. She
may track energy trails as well. See Energy Detection, p. 72, Player’s Book.
• Energy Gift. The character may imbue a subject (willing or not) with any energy power
that the character also possesses. The power rank of any imbued power is chosen by the
character, but cannot exceed the power rank of Cosmic Energy Control or the energy
power itself, whichever is lower. The subject must make a successful Endurance FEAT
against Cosmic Energy Control power rank. If the subject fails, no power is imbued and the
subject suffers power rank damage to Physical Health. If the subject is an object,
substitute material rank for Endurance. If the FEAT fails, the object is destroyed.
• Healing. The character can restore Physical or Mental Health to herself or another, healing
up to power rank per day per target per Health statistic.
• Resistance to Radiation. The character has Resistance to Radiation at power rank intensity.
• Starburst. The character can generate a massive explosion of cosmic energy that causes
power rank +3CS damage to everything in her area and power rank +1CS in every area out
to five areas away. This reduces Cosmic Energy Control to Feeble (2) power rank for 1-10
turns. Unless the character makes a red Endurance FEAT, she is also stunned for 1-10 turns.
The cost for this power stunt is figured normally, without considering the +3CS bonus. The
innate disadvantages should compensate.

The PC automatically gains a bonus power; Cosmic Energy Force Bolts with the intensity of the
power's rank number. Furthermore, the PC also can develop his/her Primary Abilities and
Powers at 1/2 the cost of Karma, and can automatically raise a single ability +1CS. Finally, only
one single power or Ability can be developed each overtime.
Note: This is a Cosmic Power, so player must work with the Judge.

11 Cyberspace The PC can enter cyberspace, and manipulate the energies in that pocket dimension to his/her whim.
- Manipulation This power functions like a temporary minute form of reality manipulation at power rank number,
12 while within the Cyberspace.
13 Darkforce The character can summon and manipulate the extra-dimensional energy known as the Darkforce.
- Manipulation When first acquired, this power grants the ability to fire a Darkforce bolt that either inflicts power
14 rank Force damage or acts as a power rank intensity stunning attack (player’s choice when acquired).
One other power stunt is acquired for free. Possible power stunts include:

• Darkforce Aura. The character can use the Darkforce as a Force Field of power rank
strength.
• Resistance to Darkness. The character has power rank Resistance to Darkness and related
attacks.
• Resistance to Light. The character has power rank Resistance to Light and related attacks.
• Generate Darkfoce: Blunt attack at rank damage
• Shadowcasting
• Flight at -1CS
• Gateway
• Energy Solidification

Note: This is an extradimensional energy, so little is known or nothing is learned about unfamiliar
dimensions, so Player must work with the Judge, in order to create an imaginative array of details
involving this Power and its Dimension. (See Extradimensional Energy).
15 Dream This is a trivial form of Dream Control. The PC can enter the Dream World, and manipulate the
- Manipulation energies in a pocket dreamscape to his/her whim. This power functions like a temporary minute form
16 of reality manipulation at power rank number, while within the Dream World.
17 Ectoplasm The PC can manipulate and shape the extradimensional spirit matter called Ectoplasm to perform a
- Control variety of Power stunts:
18
• Blunt attacks at Power rank damage
• Raw form of Telekinesis at Power rank
• Construct intangible spirit forms
• Energy solidification
• Phasing
Note: This is an extradimensional energy, so little is known or nothing is learned about
unfamiliar dimensions, so Player must work with the Judge, in order to create an
imaginative array of details involving this Power and its Dimension. (See the
Extradimensional Energy and Ectoplasmcasting power of this update).

19 Electrical This is an expanded Electrical Manipulation, p. 75, Player’s Book. If the character draws electricity
- Control from some nearby source, the effective power rank is limited by what is available. An ordinary
21 household socket is Typical intensity. Small generators or power lines are Remarkable intensity, while
a large generator yields Shift-Y intensity. A power plant generates Class 1000 or greater intensity. The
character cannot channel electricity greater than her own Electrical Control power rank without
suffering damage equal to the difference between electricity intensity and power rank (no defenses
applicable). Some power stunts include:

• Ability Boost. The character can absorb electricity to increase an ability score, as
described under Absorption above
• Blowout. The character can generate a massive surge of electricity that causes power rank
+3CS damage to everything in her area and power rank +1CS in every area out to five areas
away. This reduces Electrical Control to Feeble power rank for 1-10 turns. Unless the
character makes a red Endurance FEAT, she is also stunned for 1-10 turns. The cost for this
power stunt is figured normally, without considering the +3CS bonus. The innate
disadvantages should compensate.
• Shock Field. The character can temporarily charge her body or some conductive metal with
power rank electricity. The charge lasts for 1-10
22 Electro- The PC can emit and control the energies that make up the Universal Spectrum. This power has an
- magnetic added bonus power similar to Focus (See Power Focus). However, The PC can only Focus all the
24 Manipulation* energies of the spectrum in one single attack. All Energy Powers begin with the rank EXcellent, and
each power is modified. The Energy Powers are rolled separately on the Ability Modifier Table (UPB
p.6), and then are permanently recorded. Thus, the PC has a wide range of intensities of Energy
Powers. The following list of Energies make up the spectrum:

• Hard Radiation
• Light
• Sound
• Microwaves
• Radiowaves
• Magnetism
• Heat
• Gravity(Pressure)
Note: This is a Cosmic Power, so player must work with the Judge.

25 Energy Change one form of energy into another at 1 rank lower than original. He must make a power FEAT
- Conversion vs. the intensity of the energy. The hero can gain energy emission (Dazzler) or convert energy in a
27 less dangerous form. Heat to cold in a firestorm for instance.
28 Energy The PC can mold out of energy glowing patterns that detonate within a limited time span. There are
- Plasmoids many different forms of this power that can be manifested and developed into Power stunts. The
30 Time of detonation is measured by the subconscious mind of the PC. In other words, each power and
characteristics are unique in their own way. The following are two forms that have been manifested:

• Fireworks
• Bombs
Note: This is a Power that a Player can be creative and have fun. Think Grenades, C-4,
Falling stars, flash powders, etc. This is a Power that also needs to be worked out with the
Judge

31 Energy Form solid forms of intensity material strength. Simple solids require a Feeble FEAT, animated require
- Solidification Typical and simple machinery requires an Incredible FEAT. Power stunts:
33
• Create cages
• Forming servants build semi-permanent structures
• Create body armor to protect and enhance abilities Pieces that are broken off revert to
energy form and do -4CS damage.

34 Energy Sponge Absorb and store any kind of energy. Up to power rank can be stored and released at -2CS or
- harmlessly dissipated. The hero can absorb more energy at a red FEAT but failure results in a
36 complete release of energy at full damage to the hero and surroundings.
37 Energy Drain energy from a target and convert it into Strength, Endurance, Psyche or other powers. Non-
- Vampirism living can be drained totally at a power FEAT vs. energy intensity. Living targets have resistance equal
39 to their Psyche and only energy emission powers can be drained.
40 Explosive This is a combination of the powers Energy Plasmoids, and Energy Imbuement. The PC can Imbue any
- Power object with energy that will explode. Like the Plasmoid Power time can be an irrelative factor in
42 when the explosion takes place. The intensity is the Power's rank number. There are two forms of this
power:

• Explosive-organic
• Explosive-inorganic
Note: This is a Power that a Player can be creative and have fun, and that also needs to be
worked out with the Judge

43 Extradimensio The PC can control an existing but yet unknown energy or force from another Dimension. Moreover,
- nal Energy the PC can develop a variety of Power stunts with his/her unique power. Player must get with the
44 Control* Judge and fashion up a new unique energy that can be harnessed by the PC, and possible Power
stunts. The Power automatically awards the PC with the bonus Power of emitting the new
Extradimensional Energy at Power rank. The following are forms of extradimensional energies that
have been introduced:

• Darkforce energy
• Negative energy
• Soulfire
• Hellfire
• The multi-colored bubbles of the Speedball effect.
Others might include:
• Lightforce
• Dreamforce
• Equinox energy
• Necro-energy
• Darkfire
Note: This is a Dimensional Power that a Player can be very creative and have lots of fun,
and that very much needs to be worked out with the Judge.

45 Extraterrestria The PC can control an existing but yet unknown energy or force found in the Universe. Moreover, the
- l Energy PC can develop a variety of Power stunts with his/her unique power. Player must get with the Judge
46 Control** and fashion up a new unique energy that can be harnessed by the PC, and possible Power stunts. The
Power automatically awards the PC with the bonus Power of emitting the new Extraterrestrial Energy
at Power rank +2CS. The following are forms of extraterrestrial energies that have been introduced:

• Stellar Energy
• Quantum Energy
• Nega-energy
• Primordial Energy
• Tachyon Energy
• Power Cosmic
• Zero Fluid
• Cosmic Azure(Mine)
Note: This is a Power that a Player can be very creative and have lots of fun, and that
very much needs to be worked out with the Judge. This is a Cosmic Power, so player must
work with the Judge.

47 Fire control Control existing flames, increase or decrease by power rank. The hero has power rank resistance vs.
- Heat and Fire.
48
49 Gravity Changes gravity intensity with following power stunts:
- Manipulation
50
• Changing gravity direction creating artificial gravity launching targets into space levitation
at -1CS speed incapacitating a foe by increasing his weight
• Forming large asteroids from space debris.
• Artificial Gravity: The hero can create gravity equal to or less than the intensity of Gravity
Control in low gravity or weightless environments.
• Strength: Hero can use Gravity Control intensity instead of Strength for lifting and throwing
things.
• Planetoid Creation: Not a real Creation power by any means: the Hero can gather existing
material into a planetoid (size equal to the power’s range in Intensity, see the Range table
under Miscellaneous rules). If the hero has Life Support, they may create a Life Sphere
around the planetoid, as long as they have that stunt as well.
• Antigravity Blast: The Hero can "fire" a gravimetric force beam that causes objects to be
repulsed from the Hero. The Hero may use this beam to slam an opponent against the wall
and pulverize them into unconsciousness. The Beam may be continued for a number of
exchanges equal to Gravity control.
• Antigravity Bomb: The Hero "detonates" a wave of gravimetric energy which expands away
from the Hero causing anything that isn't nailed down to go flying away from the Hero. This
may have a secondary effect similar to Antigravity Blast if the opponents are caught up
against a wall when struck by the blast.

51 Hard Radiation Control X-rays, alpha, beta, gamma and cosmic rays.
- Control Note: The ever so popular Cosmic Rays is a Cosmic hard radiation, but Cosmic Energy is just that, all
52 the energies of the cosmos all intermingled into one Universal energy.
53 Imbuement The PC can charge an object with energy that will send off a surge of energy when in contact with it.
- The object can be Imbued with any one type of energy of Power rank intensity. (See Energy Emission
54 Powers). The most common objects that are imbued are weapons, in that they give an additional
damage to the victim. However, anything that the PC is in contact with can be imbued. Only,
inorganic material can be imbued with this Power.
55 Kinetic Control
- Increase or decrease kinetic energy. Typical intensity FEAT allows him to change the direction
56 of any moving object or he can 'push' a target with power rank strength. He can also control a
targets telekinesis or kinetic bolts power with a FEAT vs. opponents power intensity. Possible
power stunts include:

• Leaping: The Hero gains power rank Leaping.


• Power Punching: The Hero gains a damage bonus equal to the Kinetic Control rank when
punching or kicking.

57 Light Control Control light, form crude holograms on Remarkable FEAT and gain +1CS resistance to light based
- attack.
58
59 Magnetic
- Manipulation Control existing magnetic forces and shape the field in certain forms to for instance create force
60 fields. Some addtional power stunts are:

• EMP Blast: The Hero can fire a Electro-Magnetic Pulse within firing distance. EMP blasts do
severe damage to electrical equipment, Technarchs and Phalanx.
• EMP Bomb: By Pushing To The Limit, the Hero can set off an "explosion" that ruins
electrical equipment of all kinds within visual distance that are not properly shielded.

61 Microwave The PC can control the Microwaves found in the earth's environment with Power rank intensity. The
- Manipulation PC can either increase or decrease the intensity up to his/her Power's rank. The PC can also reduce
62 microwave damage by his/her rank number. This Power also includes Power rank Resistance of
Microwave Energy. The most important aspect of this Power is the capability to alter and reform
Microwave energy into any shape desired. This can be used for a variety of Power stunts. The Power
automatically grants the PC a bonus power of Microwave generation at Power rank intensity.
63 Nuclear The PC can manipulate Nuclear Energy, whether natural or power based at Power rank. The PC can
- Control also increase or decrease the level of the energy by Power rank. The PC automatically gains the
64 power Explosive at Power rank intensity. Furthermore, the PC can reshape Nuclear Energy into other
forms. This can be used for a variety of Power stunts.
65 Plasma Control Control plasma, create plasma constructs or counteract plasma powers.
-
66
67 Probability
- Manipulation** Note: This Power is definitely a must see Judge situation.
68
69 Probability Negates Probability Manipulation
- Stabilization
70
71 Radiowave Same as other control powers except microwave, AM or FM waves. Or simulate broadcasts
- Control
72
73 Reality This is basically the same Power. The PC can change reality into whatever he/she desires. This is just
- Manipulation**on a Cosmic level, rather than Magic.
74 Note: Reality Manipulation is a form of Power creation. This is a Cosmic Power, so player must work
with the Judge.
75 Shadowshaping Form 2-dimensional shadow constructs that do power rank damage and remote sense through them,
- he can also see through shadows.
76
77 Sound Same as other with following power stunts muting voices, alarms magnifying sounds to do power rank
- Manipulation damage
78
79 Thermal Control heat or cold but only the thing directly affected by the heat or cold source.
- Control
80
81 Time Control** The PC can control the time continuum for a variety of Power stunts:
-
82
• Speeding up time surrounding him/herself permitting a Lightning Speed of this Power's
rank.(See Hyper-Speed in the UPB p.78). Slowing down time in the area, allowing
him/herself Multiple Attacks of this Power's rank.
• Slowing down death or injury at Power's rank.
• Time Travel at Power rank.
• Summoning Duplicates at power rank
• Internal Clock: The Hero always knows what time it is, even when time is being
manipulated or altered. They can also tell how much time is being manipulated by, if at
all.
• Age Control: The Hero can de-age someone a maximum number of years of Time Control,
or age someone a maximum of twice Time Control's Intensity.
• Pause: The Hero may pause time for all but himself. If the Hero also has the Time Travel
power with the Passengers stunt, the Hero may extend the people who may take actions to
his allies.
• You go first: The Hero may declare an action after everyone else has declared, similar to
Danger Sense.
• First Action: The Hero may use this power to be the first to perform an action, similar to a
Fast Attack.
• Replay: By pushing this power to the limit, The Hero can force the previous Exchange to
happen again, with everyone re-drawing their hands and declaring actions all over again.
The only difference being that the Hero gets one less card in their hand at the start of it.
Note: this is a powerful Cosmic Power. PC must receive a limitation from the Judge, each
stunt must be developed separately and PC starts out with 0 stunts initially. Furthermore,
PC must continue to work with Judge.

83 Vibration Increase or decrease vibrations, controlling earthquakes.


- Control
84 Rank Richtor Scale Intensity

Feeble and Poor 1

Typical and Good 2

Excellent and Remarkable 3

Incredible and Amazing 4

Monstrous and Unearthly 5

Shift-X an Shift-Y 6

Shift-Z and Class 1000 7

Class 3000 and Class 5000 8

Other power stunts:

• Distort voices
• Cripple gyroscopes
• Adjust vibration of his/her own atoms permitting him to phase

85 Space Through the use of this power, heroes may warp space around them to their liking. Villains
- Manipulation attempting to charge a hero with this power may find the distances between them and their target
86 increasing inexplicably! Heroes may also use this as a movement power; granting power rank
Lightning Speed. The hero may shrink space, expand it and wrap it around himself to avoid bullets
and other nasty things!
87 Continuum The hero is able to tinker with the nature of matter and have some control over the space/time
- Control continuum. Continuum Control may be used as one or more of these powers:
88
• Electrical Gen.
• Damage Transferal
• Disruption
• Regeneration
• Time Travel
• Teleportation
• Regathering
• Body Transformation.
Two important notes:
• It takes one round to use. The hero must use Continuum Control in the first round, then
mimic a power in the next. Use of the power is automatic, then you must declare what
power(s) you want to mimic.
• The hero may perform more actions than are normally permitted, as long as all the excess
actions are mimicked powers. The power rank number is distributed among the mimicked
powers however the player sees fit.
This power can be used to scatter the targets atoms across the multiverse. By combining
Disruption with Teleportation on a target, they can be effectively destroyed. Using
Regathering with Teleportation can reform them, though this is much harder.
Note: This is a Cosmic Power, so player must work with the Judge.

89 Entropy Entropy is the tendency of an object or system to disorganize and end up in disorder or randomness.
- Magnification For example, a crystal dish set on a table represents more order than the set after being shattered
95 with a hammer. That hammer represents Entropy.
The power lets a PC accelerate the rate of decay in an object, group or system. This has varying
effects depending on if the power is focused on physical or intangible things.
Physical
This power can do rank level damage every round to physical objects. To do damage, an opposed
FEAT roll is made against the material strength or the Endurance of the target. Considering the
constant flux of Order and Chaos, physical damage is not always permanent. Duration is determined
by the color of the successful FEAT roll you made. A Green FEAT makes the damage last 1 round. A
Yellow lasts 10 rounds. A Red is permanent.
Note: just because the damage is non-permanent does not mean it is non-lethal. If you do enough
damage to end a life, the damage reverting to normal 10 rounds later will not bring it back. Can use
on multiple targets as the rules describe for standard energy attacks.
Intangible
This is where power stunts tend to come into play. Several kinds of effects are possible...
*Disrupting someone's concentration
*Diffusing an energy attack
*Wreaking havoc with computer systems
*Cause meetings to degenerate into arguments
The possibilities are many and varied. When using the power this way on multiple targets, take the
highest Psyche or applicable intensity, and add 1CS to the opposed intensity for every 4 members of
the group. Example: You are trying to disrupt a board meeting. The chairman has a Psyche of Good,
and there are 8 other people at the meeting. The opposed rank to roll against would be Remarkable.
Example: You are trying to crash a computer network. The main computer is a Remarkable program,
and there are 4 sub-units. The opposed rank to roll against would be Incredible. Duration is a little
different than with inanimate objects. A successful Green FEAT lasts 1 minute, a Yellow lasts 10
minutes, and a Red FEAT roll indicates number of minutes x power rank x 10. In the case of diffusing
an attack or something equally short-lived, the duration is instantaneous (if successful).
Optional Powers: none
Nemesis Powers: Reflection, Force Field vs. Energy
96 Energy Any energy entering this power's field will have no effect above Typical rank. That includes ALL
- Threshold energies; sonics, kinetics, inertia, etc. While this power seems to act as a basic force field, there are
00 some notable disadvantages. Because ALL energies are dampened, the character is unable to move
faster than Typical rank ground speed (3 areas per round). This however does come in handy when
falling off buildings. This power rank is the point at which the Threshold field overloads (treat as
Force Field).
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Energy Emission Powers
01 Cold NOT ice generation, generate extreme colds (see judge book for effects)
- Generation
04
05 Cosmic Energy The PC can take in all the energies of the Cosmos and release them as a Cosmic force. The force has
- Emission* the intensity of the Power's rank number. Since this is a Cosmic Power, which utilizes all the energies
08 of the Universe, Power rank increase only costs half of the usual Karma. As with Hard Radiation (See
Hard Radiation Emission p.27 in the UPB), the PC has automatic safeguards to prevent radioactive
contamination. This power is linked to Cosmic Energy Manipulation; the Player may opt to exchange
one of his other Powers for Cosmic Energy Manipulation when creating the character. The PC has
Power rank resistance to the Cosmic energy.
Note: This is a Cosmic Power, so player must work with the Judge.
09 Darkforce The PC can generate and project the Darkforce with Power rank damage and range. (See the UPB p.21
- Generation or this update above under, the Darkforce Manipulation power for a more detailed explanation of this
12 extradimensional energy). Furthermore, the PC has Power rank resistance to this energy and can see
within his own Darkforce vapor. This Power is linked to Darkforce Manipulation; the Player can opt to
replace one of his Powers for Darkforce Manipulation when creating the character.
13 Ectoplasmcasti The PC can project an invisible expanded force of Ectoplasm (Spirit Energy) at Power rank range and
- ng damage. The Ectoplasm blast affects the target’s base Karma, not Health. If the base Karma drops to
16
0, then the RIP each start losing points, if the RIP each just happens to drop to 0, then the victim is a
vegetable. (See the Ectoplasmshaping power above under the Energy Control section in this update).
17 Electrical The PC can freely generate a force of the energy spectrum at Power rank damage and range.
- Generation However, the PC also has an innate ability to emit each energy of the Spectrum, separately at a -2CS.
20 (See above the Electromagnetic Control power in the Energy Control section of this update).
Note: All individual energy effects still take place in a single blast, even though the energy is not in
separate bursts. This is a Cosmic Power, so player must work with the Judge.
21 Electro- The PC can project an existing, yet unknown dimensional energy at Power rank damage and range.
- Magnetism* (See above the Extradimensional Energy Control power under the Energy Control section of this
24 update, for more information regarding the creation of new energy powers).
25 Energy Generate an energy body from himself which can have powers and automatically has True Flight and
- Doppelganger power characteristic to the energy type.
28
29 Extradimensio The PC can project an existing, yet unknown dimensional energy at Power rank damage and range.
- nal Energy (See above the Extradimensional Energy Control power under the Energy Control section of this
32 Emission* update, for more information regarding the creation of new energy powers).
33 Extraterrestria The PC can project an existing, yet unknown cosmic energy at Power rank damage and range. (See
- l Energy above the Extraterrestrial Energy Control power under the Energy Control section in this update).
36 Emission* Note: This is a Cosmic Power, so player must work with the Judge.
37 Fire
- Generation
40
41 Hard Radiation Note: Cosmic Energy is a combination of Hard Radiation energies in one.
- Emission
42
43 Heat NOT fire generation, possible power stunts
- Generation
44
• Causing breakdown of molecular or atomic bonds (Amazing and Unearthly FEAT
• Negating a target's magnetism
• Negating conductivity
• Strengthening materials
• Changing local weather

45 Kinetic Bolt
-
48
49 Light
- Generation
52
53 Magnetism
-
56
57 Microwave The PC can generate and project microwaves at Power rank damage and range. (See above the
- Generation Microwave Manipulation power under the Energy Control section of this update for more information
60 regarding this energy).
61 Nuclear The PC can generate and project Nuclear energy at Power rank damage and range. PC also
- Generation automatically has Power rank resistance. This power is Plasma of ALL energies found in a nuclear
64 blast at -2CS.
65 Plasma also create plasma fields with 2 of the following effects Light at -2CS illumination Heat at -2CS Flame
- Generation at -2CS Hard Radiation at -2CS Magnetism at -2CS Electricity at -2CS
68
69 Radiowave
- Generation
72
73 Shadowcasting Emit a field that obscures energy intensity, the following are affected at listed power rank:
-
76
• Light at Good or below
• Heat at Excellent
• Hard Radiation at Remarkable
• Radiowaves at Incredible
• Energy doppelgangers at Amazing
• Energy Bodies at Monstrous

77 Darkforce
- Generation
80
81 Sonic
- Generation
84
85 Vibration Power stunts vibratory shield with +2CS protection vs solid attacks
-
88
89 Gas The hero can generate and spray one or more different types of gases. It has an intensity equal to the
- Generation power rank. Range is found on Column A of the Simultaneous Actions Table. The gas completely fills
92 each area it goes through, and everyone in those areas is subject to the effects. It lasts three rounds
and can only be used once every five minutes (50 rounds). The gas is still subject to wind, powers,
etc. An Endurance FEAT roll against the intensity is allowed to resist the effects.
Die Roll Gas Type

• Foul Odor: -1CS on all attacks, -1CS on Endurance FEAT


• Paralysis: 1-10 rds, can only use mental powers
• Blinding: hero is blinded 1-10 rds., all rolls at -4CS
• Poison: power rank dam. each round in gas
• Double vision: victim misses target 50% of the time
• Sicken: incapacitation 1-10 rds

93 Bomb The hero has the ability to cause an explosion starting at the point the hero touches the ground and
- extending to the extent of the range. Range is found on Column A but the areas are cut in half.
00 Damage is physical, but regardless if the victim takes damage or not all victims must make an agility
feat roll or be slammed.
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Fighting Powers
01 Atemi* The PC can automatically strike an opponent with his/her finger or fore knuckle in the right area of
- the body and paralyze a limb, disrupt the nervous system, or knock them out altogether. These
05 attacks on vulnerable points of the target can be used to affect the body and mind in numerous ways.
This is a form of quick strike. PC gets +2CS to strikes (unarmed F). Then victim must roll and pass an
Endurance FEAT. If target does not pass, then each strike depending on what intensity it is, causes
mortal wounds on the opponent, internally and severely. The intensities are as follows;

• Red: Endurance loss and triple Power rank damage;


• Yellow: Paralysis and Power rank damage doubled, (treat this paralysis as a stun for
1d10rounds);
• Green: Power rank damage, but victim is knocked out till 1d10 rounds.
If target passes, then the FEAT is a White in which case he/she takes no damage.

06 Berserker Reason and Psyche drop to Feeble while Strength and Fighting increase by the lost amount. (Example:
- A character with Remarkable Reason and Incredible Psyche loses 66 points (30-2 + 40-2 = 66) so his
10 Strength and Fighting increase by 33 points each.) The character also gets power rank Iron will. The
rage last for the entire combat + 1d100 turns.
11 Chi** The PC can draw on the invisible force of the mind and body called Chi. He/she can utilize this force
- to accomplish a variety of Power stunts:
15
• The PC can temporarily increase FASE a +1CS for ten rounds. For this to take effect the
Player needs 1 turn to make a Psyche FEAT.
• The PC can develop any number of attacks and defenses using Chi. All attacks and defenses
are based off Psyche FEATS for the amount of damage. If the intensity of the PC's attack is
one less or equal to his/her Psyche rank, then the attack temporarily causes a loss of
Health equal to his Psyche's rank number. If the intensity of the attack is more than his/her
Psyche's rank number, then the attack causes unconsciousness for 1d10 rounds.
• The PC can develop his/her Chi Awareness; an ability to sense the level and type of Chi in
others. He/she can sense the target's Chi level up to what his/her level is, and tell whether
it's positive or negative.
• The PC can also go into a deep meditation. This can calm the mind to; sleep instantly; eat
without indigestion; relax in the face of danger; shake off the effects of insanity and drugs;
or regain lost Chi.
• The PC can utilize his/her Chi as a force field of Power rank equal to his/her Psyche rank.
This force field is similar to the power Force Field.
The PC can heal him/herself at Psyche's rank. The level of Chi the Character has is equal to
the amount of Power stunts developed by this power. When creating the Character, the
Player automatically gets to choose a stunt to begin with, and has Chi at first level. The
type of Chi the Character has reflects the type of Karma the Character has.
• Poison Resistance: The Hero gains Poison Resistance.
• Disease Resistance: The Hero gains Disease Resistance.

16 Dimak* The PC can totally disrupt the body's unnatural or natural healing ability, with just a one-finger
- attack. The target can perform any normal type of FEAT used in unarmed combat to avoid this attack.
20 However, the effects of the Dimak reflect on the intensity of the attack after the defensive FEAT.

• Red: the victim's suffers Endurance loss;


• Yellow: the victim Health drops to 0;
• Green: the victim takes 1point of the Dimak plus the PC's attack damage to his/her Health;
• White: the victim takes no damage.
Note: this is a Power that a PC must use discreetly, and should be accepted by the Judge
before starting any campaign.

21 Frenzy The PC can increase both his/her Fighting and Endurance by a +1CS for the amount of rounds equal to
- his/her Psyche rank per day. An Endurance FEAT must be made in order for this Power to come into
30 effect.
31 Hyper-attack* The PC has an extreme ability to perform a variety of nearly impossible Fighting and Agility FEATS in
- one round. The PC can perform FEATS while in combat of a Power rank equal to the rank number of
35 his/ her fighting or Agility rank number added to the rank of this power +1CS.
For example; Captain Karate has a Fighting of Incredible, an Agility of Excellent, and a strength of
Good. His Hyper-Attack power is at Monstrous rank +1CS. Thus if Captain Karate did a spinning kick at
Joe Thug, his Multiple attacks would be around (Shift-X) 15 or more attacks; a Fighting rank at (Shift-
X); and an Agility FEAT to perform the spin at (Shift-X) too. Thus the whole attack would be a (Shift-
X) FEAT of 15 or more strikes of (Good) 10 points at Joe Thug's Health for the first round. He wouldn't
know what hit him! The amount of Fighting or Agility Power stunts that can be developed with this
unique power are unlimited.
36 Hyper-Charge The PC can increase his/her area movement and speed an additional rank in a single round. When
- creating the Character, the Player has the option of raising the Endurance rank to +2CS. This new
40 Endurance acts as a Body Resistance, and only when Charging.
41 Martial Choose a Martial Arts then add this powers rank to the already possessed skill. Character can also do
- Supremacy power rank damage to non-living matter. The power may be changed for swordsmanship or archery.
48
49 Mirror-Image The PC has a unique ability to counter a combat FEAT back at his opponent with a reflection of the
- same FEAT. This ability confuses the target so that the target receives a -1CS to all FEATS performed
55 during the functioning of this Power. Each Player attacks simultaneously. the rolls are made and
adjusted to a final FEAT. The highest FEAT intensity rolled wins the strike.
For example; Copy Commando is in a tight combat situation with Captain Kung Fu. Copy Commando's
Fighting is at Good, and Captain Kung Fu's Fighting is at Amazing. Of course, Captain Kung Fu gets
first initiative, and strike. He strikes!, huh? Copy Commando strikes the same way at the same time
too. What gives? Are fearless Kung Fu agent is confused. Captain Kung Fu rolls his FEAT on Remarkable
his adjusted rank (Amazing -2CS), and Copy Commando rolls his FEAT on Good. Both rolls are made.
Captain Kung Fu gets a 56. A Green FEAT. Copy Commando gets a 83. A Yellow FEAT. BOOM! 10 points
to Captain Kung Fu. Wait! he has Monstrous Armor Skin, OUCH! Our Hero of the day gets a broken.
Note: if the FEATs are equal, then no damage and the brawl is at a stand off.
56 Natural Rank is material strength of claws, teeth or other weaponry.
- Weaponry
60
61 Object The PC is able to create objects from his/her body substance, and utilize them as weapons. The
- Creation* Objects disintegrate after being separated from the host 1d6 rounds. Each Object damage is weapon-
65 specific.
66 Rage The PC loses Karma for all FEATS performed while in a Rage. This is not entirely a bad thing,
- however; the PC gains the following Abilities:
72
• Psyche at Power's rank number, for resisting mental attacks. All stuns are ignored. A +1CS
to all attacks
This Power's rank must be at least higher than the normal Psyche rank. If not, then the
Player must raise it +1CS, while in the creation of his/her Character.

73 Weapon Create weapons out of thin air, same as molecular creation. The character can only make Reason
- Creation number of weapons as he must have knowledge of the weapon to create it.
80
81 Weapon Assemble any weapon or even improve it on a red FEAT.
- Tinkering
85
86 Unique The character has a unique weapon. It is generated with the character, and holds some (if not all) of
- Weapon his power slots.
90
91 Holy Gift (Angel’s Only): Halo can change into magical item once per day upon successful feat of angel. Gift
- can have one property equal to power rank. I have made a shield of Amazing rank and edged melee, a
95 horn that controls emotion at Amazing, a spear that scatters electrical energy at Amazing etc.
96 Combat Sense This power heightens the senses of the PC during times of battle, letting reflexes respond almost as
- fast as the signals get to the brain. The PC has to choose one of three ways this power works...
00
• 1 melee attack per round, in addition to multiple attacks, etc.
• 1 distance attack per round, in addition to normal attacks
• 1 dodge per round, in addition to any other actions.
Optional Powers: Martial Supremacy, Danger Sense
Nemesis Powers: Opposing Combat Sense Power (1 extra dodge v. 1 extra attack, etc.)

top
Illusionary Powers
01 Animate Image generate a 3-dimensional image from a flat image he must see the image to make it react real to its
- surroundings
15
16 Illusion Casting The real thing. Illusions that appear solid and can even be recorded and detected by machinery, still
- he must be able to see the target area. The illusions can imitate any power. The illusion-caster also
30 gains light emission and generation at -2CS and can duplicate other visual powers at -2CS (hypnotism
for instance)
Note: Illusion Casting is a form of Power creation. This is a Cosmic Power, so player must work with
the Judge.
31 Illusory
- Invisibility
45
46 Illusory
- Duplication
60
61 Image The PC can generate illusions of life that act as Doppelgangers. This is somewhat similar to the Power
- Generation Illusory Duplication, except that the illusion is not a self image, but yet a holographic image of some
75 other living thing created from the caster's imagination. Like the latter Power, the controller can see
through the eyes of his creation.
76 Solid Images The PC can literally create holographic images that are solid and tangible. The characteristics of
- these images are as they are in "reality" with a maximum of Power's rank. Only one Solid Image can be
88 in existence at one time.
89 Tattoo This Power is similar to the Animate Image power, except that the images are mentally inscribe on
- the PC's body. The number of tattoos the PC can have on his body at one time is the maximum
00 number equal to this Power's rank. With just the slightest mental instruction, the Tattoos disappear
and leap off the host's body materializing into reality. All images have their specific abilities and
characteristics. The PC can recall the Images at any time. When the images are destroyed or recalled,
they appear back on the host's body. When creating the character, the Player creates a list of possible
tattoos that are on the PC's body. The Player may opt to replace a tattoo at any given time, but
he/she must delete one from the original list.
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Life Control Powers
01 Affliction By means of this power, the character can cause a horrible wasting disease in an enemy. Use of this
- power requires a touch against an unprotected target. Normal clothing or costumes are no defense;
02 neither is natural body armor. Affliction initially causes power rank damage. Again, body armor is no
defense, but powers such as Resistance to Disease is. Each minute (10 turns) afterwards, the victim
must make an Endurance FEAT roll against Affliction power rank. If the victim fails, she suffers power
rank damage again. A new check is made every minute; if successful, no further checks are necessary.

Someone with Medicine talent and appropriate field equipment can slow down the Affliction
with a Reason FEAT roll against power rank intensity. If successful, an Endurance FEAT is needed
only every hour. If the victim is under the care of a medical doctor in a hospital setting, the
doctor can increase the time between Endurance FEATs to one day. Furthermore, in a hospital
setting, the doctor is allowed one Reason FEAT per day against Affliction intensity in order to
cure the disease. No Affliction power stunts are acquired for free. Power stunts and special
limitations include:

Disease Remission. The character can automatically cure her own Affliction. She can make an
Affliction power rank FEAT against the appropriate intensity to cure other diseases.

Mind Rot. Instead of having physical effects, the Affliction attacks the mind and spirit. Damage
is applied to Mental Health, and Psyche is used to resist. Medicine-based Reason FEATs are -4CS
to affect mind rot, but a character with psychiatric training incurs no such penalty.
03 Animal Control The PC can mentally control the mind of animals at Power rank. This is done by completely overriding
- the will and conscious mind of the animal. The Power rank determines the intensity of the control the
04 PC has over the animal’s mind. This rank also determines the range and duration of the control. The
Player may opt to choose a specific animal if he/she so desires and receives +1CS bonus to the Power.
05 Biophysical Alter the physiology of a target at power rank -1CS for every 10 feet separating the hero and the
- Control target and -1CS per extra target. The result of this power is permanent, the hero must choose one of
06 the following:

• Healing: target gains power rank health, green FEAT handles broken bones and simple
wounds, yellow handles wound to organs, terminal diseases and non-fatal poisons, red
handles mortal wounds, massive physical trauma.
• Regeneration: Heal health as above and regenerate lost limbs.
• Revival: resurrection, the target can be dead power rank days, the condition of the corpse
determines the color of the FEAT.
• Damage transferal: The hero heals someone with his own health and then heals himself at
the same rank.
• Decay: ower Rank damage
• Disruption: also power rank damage
• Aging: multiply aging by power rank, green accelerates aging, yellow stops it and red
reverses it.

07 Bio-Toxin The PC can contain a poison of Power rank intensity within his/her body and release it at will
- anytime. The type of poison specifically characterizes the effects of the poison. PC may choose to
08 contain a certain type, and gain a +1CS bonus to Power rank.
09 Bio-Vampirism Drains health and increases his own Str, End, Psy, and power ranks, you gain the bonus power of Mind
- Control over drained victims but you must take a weakness. Every turn the bio-vampire must make a
10 FEAT (vs targets Psyche), if the first FEAT is successful the victim is immobilized. To break of the
attack the vampire must make a Psyche FEAT, if he rolls red he enters a frenzy and must feed.
11 Body In chemical form, physiological form (change to plant animal etc.) or energy form. Judge determines
- Transformatio effects, player chooses one of the above.
12 n-Others
13 Birth Power* The PC can literally cause the birth of a child within a female. Though a trite Power, the results can
- be very powerful. This is not a Power to be lenient with. The time of the pregnancy is the natural
14 time divided by the Power rank number. For example; 9 1/2 weeks for pregnancy- If the Power rank is
Unearthly, then the Birth will take place in (9.5/100=0.095 of a week, or in other words days. 0.095*7
(days in a week)=4.56, rounded up to.), 5 weeks. Moreover, the PC can impregnate any type of
character form, just as long as its Maternal. This is where the Power becomes powerful. Think;
creation of Godlings.
Note: this is a Godly Power. Player must work with the Judge.
15 Cybernetic The PC can literally control the functions and operations of any Cybernetic life form. That is any
- Control Cybernetic with an AI (Artificial Intelligence), only. This acts as a Mind Control Power at Power's rank.
16 The Power rank determines the intensity of the control the PC has over the Cybernetics AI. This rank
also determines the range and duration of the control. The Player may opt to choose a specific
Cybernetic AI form if he/she so desires and receives +1CS bonus to the Power.
17 Death Power* The PC can literally cause Death to a target. The intended victim must make an Endurance FEAT roll
- against the intensity of this Power's rank number. If the victim fails, then he/she begins losing
18 Endurance ranks. As the target loses ranks, blackness spreads throughout the body.
Note: this is a Powerful Godly Power. Player must work with the Judge.
19 Density The PC can alter the density of a living being at Power rank.
- Manipulation-
20 Others
21 Devolution The PC can reverse the effects of Evolution, thereby returning an individual or creature back to its
- original state. The intensity of the change is based on the Power's rank number;
22
• Red-the change is perfect
• Yellow-the change is stable, but not perfect
• Green-the change is unstable, and not perfect
• White-No change at all.

23 Emotion
- Control
24
25 Exorcism Typical FEAT against lower rank possessions, Remarkable against equal and Amazing vs. higher
-
26
27 Fear-Induced The PC has the ability to put Fear into a target, from which he/she cannot ignore while this Power is
- in effect. During this induced Fear, the target is completely helpless. The Power rank determines the
28 range and duration of the Power. Relevant distances are found on column A of the Range Table. The
Fear affects anyone within in range. The Fear persists even after the duration for 1d10 hours. After
that, the victim can overcome the fear naturally.
29 Forced The hero can hold a dead spirit in stasis while searching a new body, when implanting in a living body
- Reincarnation he may resist using psyche.
30
31 Grafting Mad-scientist material, Dr Frankenstein etc. strongly linked to BioPhysical control.
-
32
33 Hostile Field Mental invisibility can bypass this field, acts as Force field vs. hostile intent.
-
34
35 Hypnotic Normal command require a green FEAT, immoral commands a red FEAT
- Control
36
37 Invisibility- The PC can make an individual's body invisible to normal sight.
- Others
38
39 Life The PC has a special ability to drain the life force out of one or more individuals, and use the energy
- Absorption* for personal Health. The PC must first make a power FEAT against the intensity of the victim's Psyche.
40 Each FEAT allows the PC to drain up to a number of health points from the target that is equal to the
power's rank number, until he/she regains the normal maximum health. If the target's health drops to
0 as a result, the victim dies, and his/her body disintegrates.
Note: this is a Powerful Godly Power. Player must work with the Judge.
41 Mass The PC can alter the mass of a target within the same area. He/she can either increase or decrease
- Alteration* it. The intensity of the mass change when increased reflects the roll of the target's Strength
42 FEAT/round. The intensity of the mass change when decreased reflects the roll of the target's Agility
FEAT/round. This effect of this Power varies from round to round:

• Round 1: action by the victim requires a Strength or Agility FEAT.


• Round 2: action by the victim requires a Yellow Strength or Agility FEAT.
• Round 3: action by the victim requires a Red Strength or Agility FEAT.
Every following round, the victim must then roll on the Kill column.
Note: this is a power that must be accepted by the Judge before any Campaign begins.

43 Memory The PC can totally wipe out the target's memories at Power rank. The duration of the effect lasts
- Elimination* until, either the initiator or someone else restores the victim's memories.
44 Note: this is a powerful Mind Power that must be accepted by the Judge prior campaign.
45 Mind Control There are four versions:
-
46
• Puppetry: target remains aware
• Possession: targets mind loses consciousness and control
• Negation: targets mind turned off
• Magnification: Reason, Intuition and/or Psyche can be increased

47 Mind the hero can transfer his mind into several individuals each believing to be the real one
- Transferal
48
49 Molecular The PC can molecularly change an individual’s form to that of what he/she desires. The intensity of
- Modification the change of organic matter, is determined by a Power FEAT:
50
• Red-the change is permanent.
• Yellow-change lasts 1d10 days
• Green-change lasts 1d10 rounds
The Power also has a limited ability to bestow powers to the Molecularly Altered
individuals.

51 Neural • Disruption: targets body loses all feelings


- Manipulation • Paralysis: body turn rigid
52
• Seizure: muscles spasm
• Exaggeration: overreact when attempting movement
53 Petrifaction The PC has the innate ability to transform an object or individual to a solid. The solid can be of any
- type. This power can permeate through woven material, but cannot through plate materials. Thus a
54 target wearing a costume can be affected, but a target wearing armor, only the armor becomes
affected. This power is not "conductive"; Another individual in contact with the target cannot be
affected. The material strength and volume size of the solid is based off the Power's rank number.
55 Plague Carrier Hero is himself immune to disease. The Character can infect the target with deadly diseases or cure
- them. The character has to gain the diseases before he can use them and starts with things like
56 common flu etc.
57 Plant Control Impart plants with limited movement and intelligence
-
58
59 Plant Growth
-
60
61 Seduction The PC can cause any person of the opposite sex to fall in love with him/her. The target is then under
- a limited Mind Control and may try to resist by making a successful Psyche FEAT; however, the PC can
63 try to maintain hold by also making a Psyche FEAT. The target can be totally released from the
effects of this Seduction, by either making an equal FEAT to that of the PC, or surpassing it. The
target automatically gets to resist, if the PC controls him/her to do something that is not in his/her
nature
64 Sense Amplify or negate senses
- Alteration
66
67 Shapechange- If form for instance cannot breath then check for kill
- Others*
69
70 Sleep –
- Induced
72
73 Soul The PC can literally absorb the victim's mind. The victim's spirit is sent to a peaceful and paradisiacal
- Absorption internal limbo within the PC's being. While the mind is gone, the victim is in a comatose state until
75 the PC releases his/her mind. The Power rank is the intensity of the absorption and the barrier
between the reality and the internal limbo. This power must be +1CS of the PC's Psyche, if not then
Player gets to either raise his Psyche or the Power to the specific rank; whatever is the highest.
76 Soul The PC has a special ability cleanse a soul. The victim must make a Psyche FEAT roll or lose a rank
- Purification permanently. In addition the target must make another Psyche FEAT versus a Power rank intensity or
78 is out for 1d100 rounds. If a target's Psyche drops below Feeble, the person's soul is lost forever and
he/she goes insane.
Note: This power only functions on those who need their souls purified.
79 Soul The PC is a carnivore able to increase his/her Health by feeding off the energy in the minds of living
- Vampirism beings. The Soul Vampire must make a Power FEAT to initiate the attack. Thereafter, each successful
80 FEAT enables the Vampire to drain original karma points from the victim. The amount drained is
equal to the Power rank number. (See the UPB p. 35 for a similar understanding of this Power).
Note: this is a Vampirism Power; a type of power that is powerful and should be dealt with firmly by
the Judge.
81 Spirit Control* The PC can control the minds of spirit bodies at Power rank. This is done by completely overriding the
- will and conscious mind of the spirit. The Power rank determines the intensity of the control the PC
82 has over the spirits mind. This rank also determines the range and duration of the control. The Player
may opt to choose a specific type of spirit; (IE: Dreamer, Ghost, demon, etc.) if he/she so desires and
receives +1CS bonus to the Power.
83 Spirit Storage* Store and communicate with spirits and immune to possession from them. Spirits can escape on a red
- Psyche FEAT
84
85 Summoning Summoned creatures from other planes, green FEAT if creatures Psyche is lower, yellow if equal, red
- FEAT for higher. Summoned creatures must perform one task.
86
87 Teleport –
- Other
89
90 Undead Control zombies at a green FEAT, intelligent (mummies, vampires) at red FEAT. You may exchange
- Control another power for the zombie creation power.
92
93 Vertigo The PC can instill Vertigo in his/her victims at Power rank intensity. Victims must make a Psyche FEAT
- against the intensity of the Power or receive a -4CS to all actions. The target is unable to stand for
94 1+1d10 rounds. However, previous victims only get a -2CS. Characters with a high Agility and
acrobatic or gymnastic skills may use the rank number of the ability to resist. Range and duration of
the Vertigo are determined by the Power's rank.
95 Aura Control A hero with this power has the ability to draw a person's essential life essence (their very soul!) away
- from their body. Unfortunately for the target, they're still using it! This is an incredibly painful
96 attack, so much so that the victim must make a Psyche FEAT roll versus the Intensity of this power to
take ANY action, including speech! Attacks made in this fashion are ruled under the Edged Attacks
Column and do power rank damage. In addition, if a Red FEAT is rolled (and the subsequent
Endurance FEAT is failed) then the target's soul has been forcibly ripped from their body... resulting
in instant death! On the beneficial side, if you heal the soul, you heal the body. Characters with this
power also gain Healing at a -1CS.
97 Distance Healing of others from power range, once per day, ceases endurance losses.
- Healing
99
00 Biolink This allows the PC to establish a link between his health points and another character's. This link
allows health to be transferred along it if needed between two or more individuals. You cannot
exceed maximum health using this power. The power rank determines two things: one is the
maximum number of health points per turn that can be transferred per person in the link. The other
is the FEAT that must be rolled...

• Link with 1 character: Automatic


• Link with 2 characters: Remarkable FEAT
• Link with 3 characters: Amazing FEAT
No more than 3 characters can be linked to. The other characters in the link must be
WILLING, otherwise no link can be established. Range is touch to establish. Example:
Lifetap is keeping to the rear of a raging battle. His companions, Inferno and Shamrock are
fighting in the forefront and are Biolinked with Lifetap. Both of them get hit. Lifetap's
options are absorb health from both of them, absorb from one and give to another, or give
to both from his health. His rank is Incredible, so he can give or take 40 with one and 40
with the other.
Power Stunts:
• Bio-wave: By pushing this power to the limit the Hero may link with everyone in firing
distance for a moment. Note that pushing still drains the Hero of a card, and they cannot
regain it except through normal healing or a secondary Link with someone.
• Life Drain: The hero gains Life Drain.
• Multi-link: The hero can link with more than one character at once, but every time they do
so, the difficulty increases by one factor.
• Resucitation: The Hero may form a Bio-Link with another character who’s been dead for
less than five minutes and with immortal characters.
• Semi-permanent Link: The Hero may create a semi-permanent link with another (willing)
character. If that character is within firing distance, the Hero may link with them.
• Techno-organic life: The Hero may link with forms of techno-organic life like the Phalanx
and bionic heroes and the hero can ignore the "jamming" limit

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Magic
Note: Magic in itself is a powerful Power, so players must work with the Judge.
01 Abjuration The Mage can cast spells involving individual protection of him/herself or others at Spell rank. The
- following are spells the Mage can cast:
03
• Armor
• Damage Absorption*
• Damage Conversion*
• Healing
• Immovability
• Aura Shield
• etc.

04 Alchemy The Mage has the ability to mix and concoct magic potions and elixirs for a variety of effects at Spell
- rank. A beginning number of potions the Mage has concocted is equal to the Spell rank. If any potions
06 or elixirs are created in excess of this number, then the new potion replaces one of the numbered.
The following are some of the potions and elixirs that have been developed:

• Healing: Restores target's Heath points equal to Spell rank up to normal number.
• Paralyzing: Target cannot move 1d10 rounds. If target's Endurance is higher than Spell
rank, target may make an Endurance FEAT to avoid this effect.
• Sleeping: Target is put in a state of sleep for 1d10 rounds. If target's Psyche is higher than
Spell rank, target may make a Psyche FEAT to avoid this effect.
• Life: Bestows temporary Longevity to target for 1d100*Spell rank days.
• Ressurection: Restores targets Endurance to stable at 0.
• Transmutation: Change elements into other elements at Spell rank.
• Explosive: Creates a force of intensity equal to the Spell rank of damage and area effect.
• Strength: Temporary increases the target's Strength +CS of the Spell rank number / 10.
• Agility: Temporary increases the target's Agility +CS of the Spell rank number / 10.
• Magic: Temporary increases the target's Spell ranks +CS of the Spell rank number / 10.
• Endurance: Temporary increases the target's Endurance +CS of the Spell rank number / 10.
• Power: Temporary increases the target's Power ranks +CS of the Spell rank number / 10.
• Rejuvination: Testores targets Health and Karma to original number of points.
A Spell FEAT must first be made in order to create a potion or elixir each time. If not, then
the potion or elixir is just that, a vile of mixed liquids.

07 Alteration The Mage can cast spells that alter the physical state of him/herself at Spell rank. The following are
- spells the Mage can cast:
09
• Alteration-Appearance; Natural Weaponry; and Bone
• Shapeshifting-Limited
• Absorption*
• Apparition
• Chameleonic Coloring
• Density Control-Self
• etc.

10 Astral The Mage has a unique mastery over the Astral Plane. This gives the caster a +1CS on Magic FEATS
- Supremacy* while on the Astral Plane.
12
13 Conjuration The Mage can cast spells that bring Magical artifacts or life forms into the present reality. The Mage
- must have a good knowledge of what he/she wants to Conjure into this reality.
15
16 Demonic The Mage can cast spells of Magic that are found among the lores of the Demons at Spell rank. The
- following are Demonic spells the Mage can cast:
18
• Shapeshifting-Limited and Unlimited
• Soulfire
• Hellfire
• Dimensional Aperture**
• Fear
• Psychic Vampirism*
• Astral theft**
• Telepathy-Limited
• Alteration-Natural Weaponry
• etc.

19 Dimensional The Mage has an extradimensional space that he/she can recall or place objects in. This Pocket can
- Pocket almost store an unlimited amount of items. The size of this pocket opening is equal to the Spell rank
21 number in inches of feet.
22 Divination The Mage can cast spells that give him/her foresight on knowledge and events unknown. The
- following are spells the Mage can cast:
24
• Dual Persona.
• Enchanted Eye
• Foretelling
• Apparition
• Gramarye
• Learning
• Post-cognition
• Sensing(ALL)
• etc.

25 Elemental The Mage can control the four elements of the Universe; Earth, Wind, Fire, and Water at Spell rank
- (See Nature Control p.24-25 in the Realms of Magic). The Mage also has an ability to summon
27 Elementals at Spell rank. The Mage can also create Elementals at Spell rank Abilities and Powers.
28 Enchantment Imbue an item with spells which then releases it at a specific moment
-
30
31 Energy Source Not a real power, the character can perform magic while in contact with his energy source
-
32
33 Enhancement* The Mage has the unique ability to increase the abilities of an individual. The Spell can also bestow
- powers upon the subject. The Mage must make a Psyche FEAT roll before he/she can do this; the
34 Mage may add Karma to a roll at anytime:
White-2 abilities raised, +2CS,
Green-3 abilities raised, +3CS, plus a random power,
Yellow-3 abilities raised, +3CS, plus two powers,
Red-4 abilities raised, +3CS, plus three powers.
35 Entreaty The Mage can summon the magical Entities and their magical Powers from the dimensional planes of
- reality in the Universe at Spell rank. The Mage must have an Entity that belongs to the same school of
36 Magic.
37 Evocation The Mage has the ability to evoke the forces of ancient magical energies in the universe. The
- following are spells the Mage can cast:
38
• Eldritch Energy (ALL)
• Energy Control (ALL)
• Glamor
• Vapors (ALL)
• etc.

39 Faerie The Mage can cast spells that exist within the ancient lore of the Elves and fairies. The following are
- spells the Mage can cast:
40
• Charm
• Confusion
• Emotion Control
• Forgetfulness
• mesmerism
• etc.

41 Familiar The mage uses living creatures as an conduit of his/her senses and powers. The Mage must be in
- contact with the Familiar in order to achieve any magical powers aside from just communication.
42 Note: the familiar could be Magic in nature.
43 Illusory The Mage can cast spells that create simulations of reality at Spell rank. The more realistic these
- simulations appear to others depends on the intensity of the Spell FEAT.
44
45 Imprisonment* The Mage can bind a person's body to a specific place or area. If the person ever physically leaves that
- area, his/her body would completely disintegrate; moreover, he/she cannot draw upon the energies
46 of Magic without this prison. However, the person can draw upon the energies of the Imprisonment
sanctum, and cast spells with a +2CS to the original Spell rank, and his/her body will not age.
47 Internal Limbo
- Targets can resist by using Strength agility or a travel power and the mage must make a Agility
48 FEAT to capture a moving target. He can only draw in targets smaller or equal than himself.

What it does is allow the Hero to literally have a world of their own. The Pocket Reality is
attached to the Hero in some way (unless taken as a piece of Equipment); and the hero can
control who or what enters the Pocket Reality. The size of the Pocket Reality is dependent on
the Intensity of the power; see the Range Table for more details. Also, the Pocket Reality can
generally only support life for a number of people equal to its intensity (not including the hero
who has it). The pocket Reality is not necessarily an actual separate dimension, it could be a
dimensionally collapsed part of the Hero’s own body or it could actually disintegrate the targets
and put them into cyberspace.

Unless the Hero’s stunts say otherwise, the actual world of the pocket reality is a void, but one
which sustains all life within it as though they had Life Support of an intensity equal to the
Pocket Reality’s intensity.
Generally, objects of any size can be transported to the Pocket reality itself, but they must be
able to fit first. To voluntarily move from where the Hero is to the Pocket Reality, the person or
thing must be touching the hero. If the hero wishes to force someone to enter the Pocket
Reality, they have to touch the target, which is an easy Agility feat. Then they must make an
action to draw them in. To leave the Pocket Reality, the victim should make an Endurance feat.
The Hero can remove anyone from the Pocket Reality if they choose.

• Teleportation: The Hero gains Teleportation by moving through his own pocket reality.
• Emotion Control: The Hero can use Emotion Control on anyone in the Pocket Reality
• Life Support: The Hero gains Life Support
• Telepresence: The Hero can send an illusory representative of himself into the Pocket
Reality.
• Vortex: The Hero can attempt to suck someone in firing distance into the Pocket Reality.
It’s resisted by their strength, usually.
• Implosion: By pushing this power to the limit, the Hero can suck everything and everyone in
firing distance into the pocket reality.

49 Invocation The Mage has the ability to invoke the spells of past, ancient Magi at Spell rank. Usually the spell is
- named after the ancient Wizard. The following are examples of possible spells the Mage can cast..
50
• Dakimh's Magic Missiles
• The Ancient One's Spell of Silence
• The Gateway of Agatha Harkness
• etc
Note: The Mage has an unlimited array of possibilities for Spells of Invocation.

51 Item The Mage can create a Magical object of any kind at Spell rank and keeps it in his/her possession or
- protection. The item's Material strength and Power is equal to this Magic's Spell rank.
52
53 Life The Mage can totally protect the life of him/herself. When affected by this Spell he/she ignores all
- Protection* Kill results.
54
55 Magic The Mage has the ability to acquire the magical powers and abilities of other Magi at Spell rank. The
- Absorption* Mage must touch the target in order to gain these abilities, and the target may make a Psyche or
57 Endurance FEAT to avoid the effect. (See the Power Absorption power in the APB p.79 for more
details on this power in its unmagical nature).
58 Magic Control Manipulate, magnify/reduce or negate magic
-
59
60 Magic Creation Invest beings with new magical powers.
-
61
62 Magic A form of Mind Control that forces other Mages to cast magic spells the way the holder of this power
- Domination wants it.
63
64 Magic Transfer Magical Power to a person in contact (or at -1CS / 10feet distance) The mages own rank
- Transferal drops by the transferred amount. A Green Reason FEAT means the duration is 100* the combined
65 reason of target and mage, yellow means 10000* and red means permanent
66 Magic Drain magical powers from objects or drain living Magic from a living being
- Vampirism
67
68 Necromancy The Mage can cast spells that deal with utilizing energies of the dead at Spell rank.
-
69
70 Phantasmal The Mage can create realistic simulations of spirit matter at Spell rank. All simulations are of Spell
- rank Strength, Endurance, Material or Power, and attain all the other attributes of the Mage. The
71 duration of the Phantasmal determines the intensity of the Spell FEAT.
72 Power Magical version of a normal power. (roll again)
- Simulation
73
74 Reality Reshape time, choose one of the following:
- Alteration
75
• Alter Future: up to power rank in turn, the harder the higher the feat
• Alter Present: create some sort of pocket-dimension with a number of people equal to his
rank. Green feat for small alterations, etc. Duration, green reason feat gives 2 hours *
reason rank, yellow=1 day * Reason rank, red=10 days * Reason rank (permanent at judge
discretion)

76 Spirit Eviction The Mage has the magical ability to force a spirit from its body at Spell rank. The Mage then can
- absorb the flesh of the abandoned body. If for some reason the spirit Eviction is halted, the Mage can
77 control the subconscious mind of the victim later at Spell rank. Furthermore, if the target has
formerly encountered this Spell, he/she gets to make a Psyche FEAT to avoid the effects of the
Eviction.
78 Spirit Drain Intuition and Psyche to increase Strength, Endurance, Psyche and powers
- Vampirism
79
80 Sympathetic Powers work through some sort of Effigy, sticking pins in it hurts the character.
- Magic
81
82 Techno-Magic The Mage has the unique ability to combine Science and Magic. The Spell rank of this Magic Power is
- added to that of the Mage's Reason, Intuition, Psyche, and other Spell ranks when dealing with
83 research, inventions, Science skills and spells of Techno-Magic. This is a Science. When generating the
Character, the Player must have at least one Science talent rolled or he/she gets to choose one
automatically.
84 Thaumaturgy The Mage can cast spells that capture and confine others, rather than harm at Spell rank. The
- following are spells the Mage can cast:
85
• Bands
• Net
• Trap
• Wave
• etc.

86 Warding Create wards that have up to rank number of power rank intensity powers to go of when certain
- conditions are met.
87
88 Witchery* The mage can cast spells that only affect others individually at Spell rank. The following are spells
- the Mage can cast:
89
• Density Control-Others
• Curse
• Growing-Others
• Healing-Others
• Invisibility-Others
• Shrinking-Others
• etc.

90 Wild The Mage can cast spells that manifest distorted, but yet potent effects of a chaotic nature at Spell
- rank. Judge determines the chaotic nature of each Spell that is cast.
95 Note: Wild Magic is not Chaos Magic.
96 Probability Like is says, folks; this power allows one to tinker with probability itself in strange and wonderful
- Control ways.
00
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Matter Control Powers
01 Animation The PC can cause inanimate figures made of any substance to grow or shrink, and to become
- animated. The PC can also mentally command the now animated figure to do any thing he/she
04 desires. The PC can cause the figure to grow up to a height equal to its current size times the Power
rank number *5 feet, and shrink to its normal size divided by the Power rank number *5 centimeters.
Each figure when animated develops a bond with the PC. Both the PC and the animated figure can
now and then communicate telepathically.
05 Bonding Bonding on molecular level, first turn Fe and +1CS each turn until power rank is reached
-
08
09 Collection Collect matter from your surrounding for instance salt from the sea, this can also affect phasing or
- ethereal targets if the user remains concentrating.
16
17 Crystallization To affect a moving target agility FEAT, victims may resist as normal. Target (living or non-living) is
- transformed in gem-like substance with power-rank material strength for 1 min/power rank. If a living
24 being is shattered he remains crystallized until he is somehow reassembled
25 Diminution
-
32
33 Disruption Material strength determines FEAT, living targets may resist as energy attack
-
40
41 Enlargement
-
44
45 Extradimensio (See Above under Extradimensional Energy in the Energy Control section for more information
- nal Matter regarding this special Power).
48 Control*
49 Extraterrestria (See Above under Extraterrestrial Energy in the Energy Control section for more information regarding
- l Matter this special Power).
52 Control* Note: This is a Cosmic Power
53 Geoforce
- Locate earth-related things, create volcanoes, earthquakes etc.
56
• Earth Control: This power is basically unchanged from its description on p. 73-74, Player’s
Book. It is possible to levitate or throw earth with this power, both considered separate
power stunts. A character could, thus, learn to fly about on a hunk of rock.
• Earth Animation. The character can create a semi-living creature of earth. It remains in
existence for power rank turns, or until dispelled or destroyed. An earth elemental has
only FASE scores. To determine their ranks, double Earth Control power rank and divide
among FASE as desired. The elemental has Body Armor equal to power rank.

57 Matter
- Animation Alter flow of raw material air, liquid or solid
64
• Air Control: This power is basically unchanged. Note that according to its description, p.
74, Player's Book, air control begins with four power stunts. A vengeful Judge might want
to amend that. An additional stunt is:
• Air Animation. The character can create a semi-living creature of air that resembles a
swirling whirlwind. It remains in existence for power rank turns, or until dispelled or
destroyed. An air elemental has only FASE scores. To determine their ranks, double Air
Control power rank and divide among FASE as desired. The elemental flies at speed rank
equal to its Agility.
• Cold Control: by decreasing air pressure in an area, the Hero gains cold control

65 Machine vs. machines 'Psyche' which is zero when non-sentient, machine can move at rank -2CS
- Animation
70
71 Matter (The PC can either teleport an object to or from his/her vicinity. The amount of mass the PC can
- Teleportation* teleport is equal to the Power rank number in tons / PC's Health rounded. When the PC brings items
74 to him/her, he/she does not create them but only seizes existing ones.
75 Micro- In a close sphere around the hero there's fresh air, normal temp etc. this protects against acid rain,
- Environment extreme temp gasses etc.
79
80 Molding shape solid material
-
86
87 Warping* The PC can alter the Material Strength of matter by a +/- 2CS, Shapeshift it at Power rank, and
- manipulate it as if he had Power rank Telekinesis.
90
91 Weather
- Control
95
96 Zombie Physical abilities at -3CS power rank, mental abilities are zero, health as power rank up to psyche
- Animation rank zombies can be controlled, they are immune to psionics or mental powers, disease, poisons,
00 pheromones, hard radiation and sonics.
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Matter Conversion Powers
01 Coloration Change colors, this power can equal -2CS shadowcasting, shadowshaping, heat emission, force-field
- vs. heat
10
11 Combustion Spontaneous combustion in 1-10 turns, power rank damage
-
20
21 Disintegration This is an especially brutal power that the Judge may wish to allow only with restrictions. This is
- great power for a master villain, but not a very good one for most heroes. Use of Disintegration,
30 which normally has no range, is simple. After an Agility FEAT to hit, the character makes a
Disintegration FEAT versus either Endurance, protective power rank, or Material Strength, whichever
is hardest. If successful, the target is destroyed entirely. If the FEAT fails, the target still suffers
power rank damage. Against non-living targets, Disintegration will only affect an amount of weight up
to what could be lifted using power rank as Strength.
• Reintegration. The character can reintegrate anything she has disintegrated, restoring the
target to its pre-disintegration condition.

31 Elemental Convert matters into a specific element, each pound created costs 1 health. converting a living being
- Conversion results in the being placed in stasis, if only part is conversed, use your imagination what happens
40 further, probably a kill result
41 Ionization Target emits electricity at -1CS power rank, effects are as -2CS disintegration, -2CS Feat or become
- temporarily ethereal
50
51 Molecular Same as elemental conversion but this power can be used to form compounds in stead of just 1
- Conversion element.
60
61 Projective The PC can alter the size of any inorganic matter he/she touches. He/she can either cause a Shrink or
- Sizing Growth of the matter at Power rank (See the Diminution and Enlargement Tables in the UPB). Any AI
70 target, such as a robot, may make a Material strength FEAT roll against the Power to avoid its effects.
71 Transmutation The PC has the Power rank ability to rearrange atoms and molecules in both inorganic and organic
- * matter. He/she can change an object’s or creature's shape, IE: turns a man into a mouse. At a high
85 rank, the PC even has the ability to change subatomic particles, IE: turns water into glue.
86 Weight The PC can alter the mass of inorganic or organic matter, by either increasing or decreasing the
- Manipulation weight of the target. The amount of increase is equal to the weight of the target plus the Power rank
00 number times 10. The amount of decrease is equal to the weight of the target minus the Power rank
divide by 10. If the PC is concentrating The following are possible stunts:

• Attack target unarmed with Power rank damage.


• Flight at Power rank.
• Alter the speed of a target.
• Attack with Power rank attacks.
• Immovability at Power rank.

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Matter Creation Powers
01 Artifact Create desired objects out of nothing, each pound costs 1 health, the character must have detailed
- Creation knowledge of the designs he wants to create.
10
11 Chemical The PC can create a Chemical out of the molecules and particles in the air at Power rank. The PC
- Creation does this by secreting chemicals out of his body and using a limited Molecular Conversion he/she can
20 make a liquid compound from water to acid. The Power rank determines how dense or how acidity
the intensity of the Chemical is. The following are some chemicals that can be created:

• water
• battery acid
• citric acid
• dish soap
• gasoline
• turpentine
• ammonia
• etc.
The PC can create in one turn the number of fluid ounces equal to the power rank number.
The mass quantity and duration of the Chemical is determined at the time of its creation.
• A Green FEAT gives the Chemical a low mass quantity and a duration of 1d10 turns.
• A Yellow FEAT raises the mass quantity to a good stability and a longer duration of 100
times 1d10.
• A Red FEAT makes the mass quantity of the Chemical a very high stability and duration of
1000 times 1d10.
Each ounce of Chemical created costs one point of the PC's Health temporarily.

21 Elemental Same as Conversion except the element is created out of nothing. This gives nearly unlimited
- Creation possibilities.
26
27 Hyper- The PC can create and open a small dimensional pocket out of the fabric of Space where he/she can
- Dimensional store things and pull them out whenever desired. The Power rank determines the size of the opening
30 Pocket equal to the number of inches per square foot. Thus, a Poor Hyper-Dimensional Pocket's opening
would be 4 square inches.
31 Lifeform Maximum number of ounces equals the power rank number. A green reason FEAT gives a lifetime of
- Creation 100* reason, yellow gives 10.000*, red is permanent. The hero must have detailed knowledge of the
39 organism to create.
40 Mechanical Create machines, duration as above
- Creation
52
53 Molecular Same as conversion except again out of nothing.
- Creation
60
61 Nexus The PC can create and open out of the fabric of Space a Nexus to another reality of Power rank
- Creation* effectiveness. A Power FEAT determines the duration of the rip in Space when it's created.
65
• Green FEAT will last for 1d10 turns.
• Yellow FEAT will last for 1d100 turns.
• Red FEAT will last for 1d100*2 turns.

66 Projectile Stunning of power rank or combined with other powers the player has like power negation/control or
- Creation induced teleportation. The PC can create a Projectile of any kind with an unusual Power effect. The
76 following are Projectiles that can be made:

• dart
• arrow
• boomerang
• missile
• ball
• paper airplane
• etc.

77 Spray Does Feeble damage and visibility is -2CS, combined with other powers for instance freeze cloud
- when the character also has cold emission.
85
86 Undead (This is similar to Lifeform Creation, yet the Lifeform is Undead). The character can create a zombie-
- Creation* like creature from a corpse or skeleton at Power rank.. Its Reason, Intuition and PsycheC scores are
90 all Shift-0. Unless commanded, it does nothing. FASE scores are as follows, based on the original
creature’s ability scores: F -2CS, A -2CS, S +1CS, E +2CS. No ability score will be reduced below
Feeble.
91 Webcasting
- Power rank strength upon hardening, can also be combined for instance with spirit storage to
00 capture disembodied spirits. Power Stunts possible include:

• Stunt—Web Chute: The Hero can make a Parachute out of webbing.


• Containers: The Hero can make a variety of containers such as backpacks, bags, pouches,
patches for torn costumes, etc.
• Fireproof: The Hero's webbing is Resistant to fire.
• Gloves: The Hero may make gloves or kneepads or other small protective devices out of
webbing to avoid damage from touching or bumping into things. Not that the Hero is
clumsy, but this stunt protects them from damage caused by them hitting especially hard,
sharp, hot, cold or otherwise dangerous objects.
• Stingers: Instead of soft webbing, the Hero can shoot stingers made of web material which
acts like a Stun Blast if the stingers impact with a target's nerves. This stunt is one degree
more difficult due to the precision required.
• Impact Webbing: Instead of a steam of webbing, Impact Webbing are little web-balls that
expand and Ensnare shortly after contact. Impact Webbing is automatically one degree
easier to hit targets with, but Ensnares as a Contingent Action

top
Mental Enhancements
01 Astral
- Projection This power is basically the same as described on pp. 84-85, Player’s Book, with two exceptions.
02 First, range is always based on the power rank as determined on p. 16, Player’s Book. Increased
range can be bought as a bonus. Second, Dimension travel is not an automatic ability; it must be
acquired as a power stunt. Character’s with Astral Projection of Remarkable or greater rank do
not have to worry about their astral forms not being to find the ways back to their bodies. This
permits some power stunts:

• Astral Detection. The character can automatically “see” astral creatures or projections
even while not in astral form herself.
• Dimensional Travel. The character can astrally project across dimensional barriers, as if
she had the Dimension Travel power.
• Passengers. The character can transport a number of people equal to or less than 1/10th
her power rank, taking them along in astral form as well. If the character is lost, her
passengers become lost also.
• Affect Normal World. The character can use a single mental or magical power to affect the
material world while she is in astral form. Each different power usable in this fashion is a
separate power stunt. Power rank is always reduced by -2CS. Furthermore, the character
must make a Psyche FEAT against the unmodified power rank intensity or suffer the
unmodified power rank in damage to Mental Health. For example, Astral Al has Emotion
Control of Amazing rank. While in astral form, he attempts to cause fear in a foe. His
Emotion Control affects the foe at Remarkable rank. Astral Al must also make a Psyche
FEAT against Amazing intensity or suffer 50 points of damage to his Mental Health.

03 Aura* The PC has an Aura of Divinity of Power rank. All other characters in the same area must roll a Psyche
FEAT against this Power's roll, or they will feel a strong intimidation and are awestruck. This means
they will lose initiative, and one attack. This roll must be made each round. A second Psyche FEAT
roll is made by all other characters in the same area to see if they are fully under the PC's Power. All
other characters that are influenced by this Power, automatically will become followers; they will
follow the PC and perform anything he/she wishes. The PC can not ask anything. Character has a
Power of Command every 3 rounds. This is a simple, attention drawing command like; "stop," "look,"
"no," "duck/look out," "unhand her, "give it to me," and so on. Everyone in sound of the PC's voice
must make a Red Psyche FEAT, or lose one action in the process of obeying the command. Followers
gain a bonus of;

• +1 to Initiative;
• +1CS to Fighting in a strike;
• +1CS to Agility in a Block, Evade or Dodge;
• and one additional attack when they are commanded to do something, like; "get him,"
"take him," etc.

The PC automatically gains an Amplified voice of Power rank intensity and range, a limited
Enhanced Beauty at Power rank, and an Illusion of Appearance of power rank intensity.

When creating the character at start, Player can either raise this Power's rank to +1CS of
PC's Psyche if roll is lower, or if roll is higher, Player can raise his/her Psyche to a -1CS of
this Power's rank number.

04 Aura The PC can alter the appearance of his Aura with a limited Illusion at Power rank. This means the PC
Alteration can hide his true nature with a Power FEAT. Anyone with a mental power can avoid this Illusion by
making a Red Psyche FEAT. If any other character makes the FEAT, they see the PC as he/she is. Any
who're affected by this Illusion will see a different character. Any other Player using the Aura
Perception Power and fails, Player can hand that other Player a fake or made up Character Sheet of
his/her character.
05 Bio- The PC can mentally manipulate biological functions or conditions in others at Power rank. There are
- Manipulation* 5 types of Bio-Manipulation effects.
06
• Blindness
• Deafness
• Mute
• Pain
• Tissue Manipulation-This can cause a variety of effects:
• Cold or Hot
• Rash
• itch
• etc.

07 Clairaudience Hear distant sounds, -1CS resistance vs. sonics


-
08
09 Clairvoyance See distant sights
-
10
11 Communicate Communicate with...
- with... 01-25 Animals
12 26-50 Cybernetics
51-75 Inorganics
76-00 Plants
13 Cosmic Automatically detect CL1000 or better ability, +1CS attacks by detecting weak spots, discover
- Awareness information about things in the entire universe, when used more than 5 times make a secret reason
14 FEAT vs. going insane temporarily
15 Cyber The character must be able to access the computer by touch. By making a power FEAT against an
- Transmission intensity equal to the computer’s highest rank, the character gains access to the information stored
16 on the computer. She may attempt to reprogram the computer. Each new command to be
programmed requires a separate FEAT roll after access is acquired. If trying to reprogram a sentient
computer or robot, this FEAT is always against Reason or Psyche intensity, whichever is higher.

• Haywire. By accessing a computer, the character can cause it (and any systems it controls)
to do unpredictable things for 1-10 turns. She has no control over the computer or its
systems.
• Machine Animation. Once linked, the character can control mechanical systems controlled
by the computer, causing them to perform in whatever ways are within their capacity.
• Mechanical Link. This power can be used on any machine. This enables the character to
control mechanical systems even if no computer is present.
• Cyberspace: like Astral Travel, the hero’s mind leaves their body and goes into cyberspace.
This will work on any computer, but if the hero enters one that is not designed with 3D
graphics capabilities, the cyberspace is abstract and may be a little disorienting unless the
Hero has related skills. Specifically, this stunt can be used in conjunction with Bionics,
Computers, Electronics, Robotics, Spacecraft, Time Machinery and Weapons Systems to
attempt to control those devices.
• Cyberspace with proper 3d graphics and a connection to the Internet can be "hacked" into,
and the Hero may gain access to files. How, and how easily they can is dependent on the
system.
• Cyber Telepathy: The once Linked the Hero may communicate with the computer just by
thinking.
• System Adaptation: The Hero can easily adapt their knowledge and skills from one system
to the next. They automatically get no penalties from using systems that are unfamiliar to
them, unless the systems are totally alien to them. This can work beyond computing
systems to any complex system.
• Magitech: This power may be used on magical technological devices like the Glamour
Machine, Thor's Hammer, Mjolnir, and other sufficiently complex enchanted items.

17 Dream The PC can mentally control the surrounding area of the Dreamscape with a limited form of Reality
- Control* Manipulation at Power rank. (See the Reality Alteration Power, but within the scope of the
18 Dreamscape). The PC automatically gains Dream Travel at Power rank.
18 Danger Sense This is a reworked version of Combat Sense, p. 72, Player’s Book. A character with Danger Sense can
- become aware of imminent danger. When in a situation where some person, item, or presence poses
19 an immediate threat, make a Danger Sense FEAT roll which warns up to power rank second before
danger. FEAT intensity is determined below:

• Critical Threat (superior foe, imminent death) = Typical


• Major Threat (equal foe, imminent serious damage) = Excellent
• Minor Threat (lesser foe, imminent minor damage) = Incredible

If the Danger Sense FEAT is successful, the character becomes aware of the threat and will not
be surprised the turn it actually occurs. In combat, Danger Sense power rank can substitute for

• Intuition for surprise and initiative,


• Fighting for blocking
• Agility for dodging
• Strength for escaping.
Minimum rank is equal to Intuition.

20 Dream Travel The Hero can enter a surreal realm of dreams when they go to sleep, as opposed to "just a dream".
- The basic form of this power acts as a sort of resistance to mental controls, detection and damage
21 while the hero is asleep. If the Judge has the old Realms Of Magic books, the Judge may decide that
the Dream Realm is the one that Nightmare rules. Otherwise, the Dream Realm doesn't have a
particular ruler.

• Other’s dreams: The Hero may enter other people’s dreams in order to communicate or in
an attempt to control the dream itself.
• Telepresence: The Hero’s "dream-self" may leave their body, and appear to other
characters. The Dream-self can see and hear things, but cannot interact with them. Unlike
with ESP, the Dream-self can be seen by other characters.
• Precognition: The Hero gains precognition.
• Detection: The Hero may attempt to detect the exact position of people he has previously
visited.
• Detection Resistance: The Hero may resist attempts to find them by psychic, dream
traveling or other metaphysical means.
• Astral Travel: The Hero may enter the Astral Plane using Dream Travel.

22 Edetic Memory The PC has a Total Memory of numbers, codes, and mathematical problems and answers. The PC can
- remember, calculate and read anything that's mathematical or encrypted at Power Rank plus his/her
23 Reason rank.
24 Electrokinesis The PC can create and control existing electricity by force of will and molecular agitation at Power
- rank. This Power works like Electrical Generation. (See Electrical Generation in the Energy Control
25 section).
26 Empathic The PC can project false emotions into others at Power rank. By making a Red Psyche FEAT, he/she
- Transmission can affect more than one person at a time at a -1CS. The duration of the set emotion depends on
28 what FEAT is made.

• Red FEAT-emotions will last 1d100 rounds.


• Yellow FEAT- emotions will last1d10 rounds.
• Green FEAT-emotions will last a round.
The target has one chance to resist the effects, by making a Psyche FEAT against the PC's
Psyche FEAT. This Power is somewhat similar to the Pheromones. (See Pheromones in the
Physical enhancement section).

29 Empathic The PC feeds off of the victim’s emotions at Power rank. The victim appears as if he/she has a heart
- Vampirism* attack or some other type of physical pain. Each time he/she feeds, the victim's abilities are -1CS for
30 1d10 turns. If he/she feeds with intent to kill, the victim's Endurance drops a -1CS per round, until it
reaches Shift-0 at which point the victim dies.
31 Empathy Detect surface emotions or send empathic messages
-
32
33 Free Spirit* The character can survive the death of his physical body and live outside of it, he can share bonds
- with another host body (or posses it with the possession power), physical powers he possesses are
34 then given to the bonded person.
35 Hallucinations* Illusions directly inside a persons mind
-
36
37 Hydrokinesis The PC can create and manipulate water by force of will and molecular agitation at Power rank. This
- Power works like Water Animation. (See Water Animation in the Matter Control section).
38
39 Hyper- Add this power rank to Intuition or reason
- Intelligence
40
41 Hyper- Reason increased for invention purposes
- Invention
42
43 Incarnation The hero can contact his previous incarnations and ask them to perform deeds that will help him later
- Awareness on. This requires a FEAT with a -1CS penalty for each generation of incarnation.
44
45 Iron Will This power absorbs up to a total of power rank damage, if it is released half of the damage is suffered
- for real. The hero can control when to release.
46
47 Linguistics
-
48
49 Memory The PC can alter another person's memory at Power rank. He/she does this by either implanting new
- Alteration memories or erasing existing ones. The PC must first make a Psyche FEAT, before he/she can be
50 affected by this Power.
51 Mental Duplicate a target’s brain inside a part of your own brain to for instance learn secrets. The captured
- Duplication brain can try to take over on a Psyche -3CS roll
52
53 Mental Gestalt The PC has an intellect that composes two or more relatively merged minds to form a collective
- powerful being of minds. When creating the PC, the Player has to create more different character's
54 minds. The Gestalt PC may resemble a blending of personalities from each of the merged characters,
or have completely different personalities all together. All selves are required to form the Mental
Gestalt.
55 Mental
- Invisibility
56
57 Mental Probe
-
58
59 Mind Blast Power rank damage and Psyche FEAT vs. intensity or KO for 1-10 rounds.
-
60
61 Mind Drain Reduce Reason and Intuition by power rank, if at Shift-0 loss is permanent. Target may resist with
- Psyche FEAT, if successful the target is immune for 24 hours, but if a second FEAT fails the victims
62 Psyche is also reduced by 1CS for 24 hours,
63 Omniscience** The PC is ultimately in touch with the Universe. This Power is automatically CL1000. The PC has
- control of all Detection Powers, and Mental Powers regarding insight.
64 Note: this is an Omni Power. A definite must for Judge intervention.
65 Photographic The PC can perform any action he/she has seen at Power rank. All FEATS requiring Agility or Fighting
- Reflexes done in the presence of the PC, are recorded and photographically etched into his/her mind. The PC
66 must make a Power FEAT first, and then he /she can perform those same FEATS without expenditure
of Karma. The PC however, must study the target for 3 rounds. The target when confronted by the PC
receives a special ill fortune of dropping his/her Fighting and Agility to a -2CS. The PC also retains the
same Talents that the victim has.
67 Photographic The PC can remember anything he/she has seen before at Power rank. This Power is similar to Total
- Memory Memory, except that the PC cannot remember anything he/she's heard only what he/she's seen. Like
68 the latter Power, Player will need paper to write down everything he/she's witnessed.
69 Postcognition See in the past for a number of weeks equal to power rank number.
-
70
• Green FEAT gives impressions
• Yellow gives general information
• Red gives information that the subject may not have been aware of.

71 Precognition the functioning of this power is entirely up to the judge


-
72
73 Psionic Drain Reason, Intuition and mental powers (see vampirism).
Vampirism
74 Psychic The PC can mold and shape psychic energy into solid constructions of Power rank. Anyone touches this
Solidification energy will suffer a limited Psyche drain permanently. Furthermore, the victim must also roll on
Endurance, or is knocked out for 1d10 rounds. Any weapon created does specific damage only.
75 Psychokinesis The PC can control and manipulate materials by force of will at Power rank and range. The Power
rank determines what Material Strength he/she can control. The PC can cause material to entangle
someone at Power rank ability and range. Treat this entangle as a Wrestling hold of Materials Strength
rank.
76 Psychometry
77 Purge* The PC has an ability to purge and cleanse his/her body of drugs, disease, toxins, etc. at Power rank.
The PC must first make a Psyche FEAT, if he/she fails then an Endurance FEAT must be made.
78 Pyrokinesis The PC can create and manipulate fire and flames by force of will and molecular agitation at Power
rank. This Power works like Fire Control. (See Fire Control in the Energy Control section).
79 Remote enhance the range of any sense
Sensing
80 Sensory Link See/hear etc. through another being.
81 Serial When the character dies he is reborn either as baby, new complete body, premade clone, recently
Immortality deceased other being or even a living being (psyche feat to resist).
82 Speechthrowin
g
83 Telekinesis
Power rank is equivalent to strength As a power stunts the character can:

• Telekinetic Armor: The Hero can boost their strength by half the intensity of Telekinesis
for combat purposes.

84 Telelocation
85 Telepathy Communicate on a mind-to-mind basis, unwilling targets require a power FEAT vs. Psyche.
86 Total Memory Total recall
87 True Charisma The PC automatically has Enhanced Beauty at Power rank. the PC has a surrounding Charismatic aura
that emanates. With this Power, the PC can cause one of the three responses:

• Friendship/Trust
• Power/Fear
• Deception/Lie

88 Psychoblast The character with this power has the ability to send out a wave of psionic force that fires all the
brain's synapses at once and short circuits the consciousness of the target. The target may make an
Endurance or Psyche FEAT (whichever is lower) to resist the effect. If the target fails this roll, they
are Stunned for 1-10 rounds. However, even if they succeed at this roll, this is such a devastating
attack that the target is still at a -1CS on all actions for the next 1-2 rounds (Judge's discretion). In
some instances of this power, a successful Psyche FEAT by the target will trigger a psychic feedback
that will Stun the Psychoblaster (Yellow Psyche FEAT to resist). Players who choose this as a
limitation may increase this power by a +1CS.
It should be noted that this power only works against those targets with an organic brain.
89 Psionic Characters may create physical weaponry, such as clubs and swords (but not guns, etc.), through
Weaponry sheer force of psionic power. Material Strength is determined by the character's Psyche, with the
damage determined by this Power rank. These Psionic Weapons will last only as long as the character
concentrates on them. Should the character's weapon be broken or damaged, the character must
make a Yellow Psyche FEAT or be stunned for 1-100 rounds.
90 Cyberspace Similar to the power of Astral Projection, this power allows characters to enter Cyberspace as pure
Projection information. Once in the data stream, the character's physical body is represented by their digital
avatar (the cyber equivalent to an astral form). All the character's physical abilities are replaced by
this power rank much like the power of Dreamtravel. Willing characters may be brought into
Cyberspace along with this character by "piggybacking" the signal at a -2CS per person.
91 Prediction This power comes in two forms - combat and non-combat. While it is possible to have both forms, the
Judge should impose harsh restrictions on those who do. The combat form of this power allows the
character add this power rank to his Fighting ability when in combat with someone he has observed
for NO LESS THAN 5 rounds (once a Power FEAT is made, of course). Furthermore, once the 5 round
limit has passed, this character does not need to declare his actions until after his opponents have
declared theirs, regardless of who has initiative. Characters who have been accurately Predicted fight
the owner of this power at a -2CS on all FEATs. The non-combat version of this power allows the
character to make wildly intuitive leaps of reason to arrive at a future outcome with even the tiniest
shred of input. Possible uses for this power include:

• Discovering the next place a villain will strike


• Determining the secret HQ of said villain (if the villain is GOING there)
• Being able to head off a villain in a chase by predicting the direction he's going
• Really accurate weather forecasting
As a power stunt, the character may use this power in reverse to perform such mystifying
feats as determining secret identities or the whereabouts of the villain's secret HQ (if he's
already been there).

92 Foreshadowing This power gives the character a limited and subconscious control over several powers, including
Precognition and Reality Alteration - Past. This power allows an observant character the chance to
make an educated guess about the future events in his own life. The Judge is encouraged to be as
creative as possible in this respect, without getting out of Hand. At the beginning of every play
session, the Judge (not the player) makes a roll to determine how far reaching the effects of this
power are, with the hints provided being more frequent or obvious the higher the color rolled. On a
White result, the Judge is encouraged to lie like a rug, throwing wildly contradicting events at the
hero until he thinks that Galactus himself might appear!
93 Omni- A character with this power has an innate, subconscious link to a sort of cosmic reference library.
Knowledge When he is presented with a question concerning information of which he was previously ignorant, the
PC must make a FEAT. Green FEATs give him access to contemporary human knowledge. Yellow FEATs
give him access to alien knowledge. Red FEATs give him access to Entity-level knowledge. Success
means he is able to give a short, concise answer that only answers the initial question. As a limit to
this power, the question must be asked of the hero by another person. Also, despite his ability to
"know" any given topic, the PC might not be able to understand it. His comprehension is still limited
by his Reason. This power enables the Judge to create idiot savants who can decipher the workings of
Galactus's Worldship but are unable to tie their shoelaces. For example: Ref-Book and his buddy Jaunt
find themselves in the Watcher's recreation room, facing a piece of alien technology. Ref-Book has no
idea of what the thing is, but when Jaunt asks the magic question "What is that?" Ref-Book's power
goes to work. He makes a Red FEAT, gains the necessary knowledge, and says "It's a television set."
"Well, how do we turn it on?" asks Jaunt. Ref-Book fails his next FEAT and says, "Beats me."
94 Death Field The hero can generate an anti-life field that destroys all but 1 health point of all creatures in range.
Generation The range is found on Column A of the Simultaneous Actions Table. A power rank feat roll is made to
determine the color feat roll the victim needs. The victim rolls their psyche to reduce the damage to
half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This
power can only be used two times/day.
95 Confusion The hero has the ability to induce confusion on a victim within range. Range is determined on Column
A. With a successful power rank feat roll, the hero can cause the corresponding effect for three
rounds.

• Green - victim does nothing but defend


• Yellow- all actions at -2CS
• Red - flees for three rounds
• The victim is allowed a Psyche FEAT roll to resist, with the intensity equal to the color
result received on the power rank feat roll.

96 Fear The hero can cause fear in a target within range. Range is found on Column A. The victim must make
a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim
is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls:

• Red resists
• Yellow all actions at -1CS
• Green flees as fast as possible
• White paralysis

97 Will Force The hero can mentally increase any one physical FASE ability score or power by +1CS for a duration
equal to the color result once a day.

• Red: 10 rounds
• Yellow: 8 rounds
• Green: 5 rounds
• White: 3 rounds.
The hero must then make a successful Psyche FEAT roll or rest for 1-10 rounds. The
increase may be raised to a maximum of +2CS with a successful Psyche FEAT roll for 1
round. At the conclusion the hero must make an Endurance FEAT on the Stun column to
avoid passing out from becoming physically and mentally exhausted.

98 Photographic The PC takes 3 rounds to analyze physical talents when seen in use by other people. At that point the
Reflexes PC may temporarily copy these talents for 1 minute times the power rank. The PC uses his/her stats,
but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like
swimming or climbing, etc).
Optional Powers: Mental Duplication
Nemesis Powers: Invisibility
99 Ultimate Skill* The PC has a talent, which he's honed. The Talent is automatically Unearthly rank. Talents that may
have the Ultimate skill are:

• Weapon skills: All


• Fighting skills: All
• Scientific skills: All
• Other skills: except bonus gaining
Note: Judge will decide on what Talents can be used for Ultimate skill

00 Karmic Tap This power allows characters to tap into their reservoir of willpower (Karma) and increase any power
or ability by 1 point for every 2 Karma spent. The power rank is the limit of Karma you can use in 1
round. The Duration is the round in which you spend the Karma. Rolling an Amazing FEAT roll will get
you another round of benefit from the Karma spent. If the FEAT is rolled and failed, PC must spend
the same amount of Karma for that round. If there is insufficient Karma to do so, the remainder is
taken from the PC's health. This power is considered a free action, may be done in addition to other
actions in the round.
Optional Powers: None
Nemesis: Itself
top
Physical Enhancements
01 Abnormal The PC has a human appearance, but there is a slight difference in his/her Physiology, than a normal
- Physiology human. The PC's powers derive from this unique abnormality. When creating the character, Player
03 must work with the Judge and using their imagination, come up with an abnormality. The following
are some abnormalities:

• Prehensile toes/feet
• Tail
• wings
• claws
• mirrored eyes
• completely double-jointed
• etc.

04 Armor Skin Permanently altered skin (plates, leather, inorganic) gives body armor
-
06
07 Bodily Tension The PC can either expand or contract his/her muscles at Power rank. The PC has two unique abilities:
-
08
• Expansion: The PC can flex his/her muscle tissue and fat enabling him/her to break
through any restraints of Material Strength equal to -1CS of his/her Strength or lower.
• Contraction: The PC can flex his /her muscle tissue and fat enabling him/her to entrap
objects within the folds of his/her flesh at a-1CS of power rank.
The PC automatically gains a body armor at Power rank.

09 Body Body armor without apparent changes


- Resistance
10
11 Chemical • Hallucinogenic: Fighting and Intuition drop -3CS
- Touch • Bioluminescence: light generation
12
• Napalm Grip: create fire on contact
• Boom Boxing: combustion on contact

13 Cocoon* The PC is able o spin a Cocoon of Material Strength equal to Power rank. He/she can create this
- Cocoon within seconds. Once inside, the PC can be healed at a +2CS of Power rank ability. This
14 includes a purification of toxins or disease found in the body at Power rank.
15 Death The PC's metabolism slows to a degree that he/she appears dead. The PC goes into a state of
- Simulation Suspended Animation at Power rank, and cannot react for the duration of the Power. When in the
16 Simulation, he/she can hear, feel a touch, or see with a limited ability. The PC can come out of the
trance at any moment desired. The PC can not be detected alive; not even an Aura Perception can
tell if the PC's alive.
17 Detonation The PC can cause dramatic explosive magnitudes with just the clap of his/her hands of Power rank
- intensity and range.
18
19 Digestive the character can digest anything and has +4CS resistance to poisons
- Adaptation
20
21 Enhanced The PC has a natural phenomenal beauty. This counts as an Aura of Power rank intensity. He/she also
- Beauty* has a limited Hypnotic Control of the opposite sex at Power rank. Those that behold him/her must
22 make a Red Psyche FEAT to avoid becoming a slave to the PC. (See the Power Aura in the Mental
Enhancement section of this update).
23 Hyper-Agility The PC has a phenomenal super Agility. The Power rank of this Power is added to the natural Agility
- of the PC, and this becomes the new Agility when performing unnatural Agility FEATs.
24
25 Hyper-Breath The PC can create a Power rank intensity wind by just blowing his/her breath. Also the temperature
- of the breath is at Power rank intensity to each respective temperature. IE: Cold or Hot. The Breath
26 can encompass an area equal to number of the Power rank / 10. Thus, our fearless hero with a Hyper-
Breath of Monstrous can freeze a lake of 7.5 areas.
27 Hyper- The PC has an unnatural super Endurance when desired at Power rank plus his/her natural Endurance
- Endurance rank. This superior rank can also be used during a Hyper-Charge, that the PC automatically can
28 perform at this new adjusted rank. The PC also gets Body armor at Power rank, before adjustment is
made.
29 Hyper- The PC has a phenomenal enhanced strength through certain stimulus. There are three stimuli that
- Strength give the PC his/her Hyper-Strength. The following is a list of the types of Hyper-Strengths. When
30 creating the Character the Player may choose only one:

• Adrenaline Surge: This is caused by severe temper or stress of the PC.


• Emotion Enhanced: This is caused by the severe increase of Emotions of others around the
PC.
• Psychological Enhanced: This is caused by some Psychological factor (Judge must work with
Player to develop a Psychological stimuli).
The Maximum Rank of this Hyper-Strength is equal to the Power rank rolled added to the
natural Strength rank. The natural Strength rank increases/round up to this new adjusted
Strength rank as long as the stimuli is present.

31 Hyper –Speed Can perform tasks at rank times as fast


-
32
33 Hypnotic Voice
-
34
35 Immortality* The PC has Immortality
-
36
37 Immovability The PC has the unique ability to firmly plant himself to the ground at Power rank. When firmly
- planted, his/her natural strength becomes that of the Power rank plus his/her natural Strength, and
38 no one with strength less than this adjusted rank, can move him/her. It requires a newly adjusted
Power rank equaled Strength FEAT plus a red Endurance FEAT to move him/her, and even this pulls
up the ground around him/her. This also gives him/her a Body Armor of this same new adjusted rank.
The PC can never be stunned or slammed, regardless of what MA or attack column is used.
39 Immunity The PC has Immunity towards a certain attack. When creating the character the Play can opt to either
- choose or role one Immunity. (See Force Fields):
40 Die Roll Immunity
01-11 Emotion Attack
12-20 Energy Attack
21-35 Magic Attack
36-70 Mental Attack
71-87 Physical Attack
88-92 Power Manipulation Attack
93-00 Vampirism Attack
41 Karma Power* The PC can adjust the odds to his/her favor just by relating to Good Karma. Only a Good PC can have
- this Power, if the Character is meant to be a vigilante or any Character not of an Alignment of
42 Captain America, Dare Devil, Spiderman, etc. Player must re-roll another Power. When the cause is
just and the motives are good and/or selfless, the following bonuses apply to the PC:

• +2CS to all Abilities


• +1CS to Endurance FEATs for stun, slam, or kill
• +1CS to Psyche FEATs for Mental or Magic attack.
• +1 to initiative
• +1 attack
• Kill results only stun opponents
The Karma Power can also affect others in the same area as the PC, if the he/she is
concentrating on them. This is done by the PC taking off 1 round to concentrate. He/she
cannot perform any action that round or he/she loses concentration and the benefits
below:
Bonuses for others:
• +1CS to all FEATs
• +1 to initiative
Penalties for Villians:
• -1CS on all FEATs
• -1 on initiative
Bad Karma: When the PC performs anything involving a negative Karma, all bonuses
become nil, until he/she performs something of positive Karma. A second offense gives the
PC the Penalties of Villains. This Disadvantage lasts till the PC does something worth 100
points Karma.

43 Life Support* The PC can survive under hostile conditions for the length of time in turns equal to the Power rank
- number. Life Support is opposed to the intensity (rank) of the environment to make sure you can
44 survive. Possible power stunts are:

• Life Sphere: Your Hero can create a sphere roughly the intensity’s feet in radius from the
hero’s body. Within this sphere, all occupants have Life Support equal to the Hero’s rank.

45 Longevity* The PC is not Immortal, but has a life span of the Power rank number / 10 in number of years in
- millions. The PC also has an True invulnerability to all Disease and toxin at Power rank.
46
47 Lung Can breathe gas or liquid even poisons
- Adaptability
48
49 Malleability* The PC has the natural ability to reshape, and stretch his/her body at Power rank range. The PC is so
- malleable, he/she ignores all kill results, and has Power rank Regeneration and Recovery equal to
50 his/her Health. For example if the PC's Health was 110, then he would have a Regeneration of
Unearthly, and a Recovery of Unearthly.
51 Metabolic The PC has an innate resistance to Drugs, Toxins, Disease, and other harmful factors involving the PC's
- Resistance metabolism at Power rank.
52
53 Non-Detection The PC is not registered to be detected by any Power at all, or any type of visual mechanism. The PC
- is not invisible, however; just not detectable within any range, no matter of what the Column Shift is.
54
55 Omnipotence** The PC's life is ultimately protected. The Power rank is automatically CL1000. The PC has control of
- all Defensive and Physical Enhancement Powers regarding protection.
56 Note: this is an Omni Power. A definite must for Judge intervention.
57 Pheromones An aerosol version of hypnotic control, the target must be able to smell and taste
-
58
59 Quills The PC has a natural hide of Quills at Power rank Body Armor. The Quills can also be fired upon
- targets with Power rank accuracy and range. The PC delivers +1CS damage on touch.
60
61 Regeneration the character heals power rank/10 points of health per combat round
-
62
63 Retarded The PC will forever stay in Peak physical condition. When first creating the Character, the Player can
- Aging* bring all the PC's Physical abilities to a +1CS(FASE).
64
65 Self-Revival A new body grows from the largest remaining piece when the character is dead
-
66
67 Self- Survive without air, water or food
- Sustenance
68
69 Stealth Subtract rank from those tracking him (Monstrous tracking vs. Excellent stealth is decreased to
- Typical tracking)
70
71 Strength The PC can drain the physical Strength energy of others within the same area equal to Power rank.
- Absorption* This is done by a Power FEAT against the target's Strength. If the PC makes the FEAT, he/she absorbs
72 an equal number of points in Strength, and adds them to his/her Strength. The victim's Strength lost
is only temporarily while the PC has drained it, and this weakens the victim to a lesser Power rank.
The PC can drain the Strength as long as he makes his/her Power FEAT. If the target's strength
reaches 0, then that person is disabled, and cannot perform any action until he/she gains their
Strength back. Strength comes back at a rate equal to the Original Strength rank / 10 per round.
Neither the victim’s nor the PC's Health changes when this Power is in effect.
73 Suspended
- Animation
74
75 Techno- The PC's metabolism is a combination of skeletal and musculature along with machines. The PC has
- Organic Body* Power rank Shapeshifting; Communication w/ Cybernetics; and Energy Path. The PC also has a virus
76 which he can affect others with the same Power. To pass this virus on, the PC must make a Red Power
FEAT with no Karma.
77 True Damage is reduced by the number of power ranks, so excellent damage on one with Good True
- Invulnerability Invulnerability would do only Feeble damage (since the difference is 1 rank)
78 *
79 Unstoppability The PC cannot be stopped when he/she starts moving. This Power is automatically CL1000 to block.
- * When creating the Character the Player may increase the PC's Strength and Endurance to the Power
80 rank rolled plus the natural Strength and Endurance roll. Once the PC starts moving, it takes CL1000
strength or better to completely stop him/her.
81 Vocal Control Duplicate any sound or voice
-
82
83 Waterbreathin
- g
84
85 Water No negative effects under water. When above water Strength and Endurance +2CS and Agility -2CS
- Freedom
86
87 Longevity A specialized form of Immortality, this power grants immunity to the ravaging effects of time. The
- player will not age, but may still be killed normally. Players who use this power to create a history for
88 their character automatically get the Linguistics Talent and an additional number of Contacts equal to
this Power rank divided by 10 (i.e. Incredible Power rank would grant an additional 4 contacts). The
player does NOT have to choose these Contacts during character creation, but rather may choose
them during game play.
89 Non-Stick The hero is able to secrete a substance that is extremely slippery and may even be frictionless. The
- Substance most common use of this Power in the Marvel Universe is as a Body Coating. When used in this
90 manner, the Non-Stick Coating provides Power rank resistance to Blunt Physical attacks and Grappling
(including Powers such as Webbing, Wall-Crawling, et al.). If the hero covers the bottom of his feet
with this substance, he may "skate" along the ground at up to Good ground speed.

Alternately, this power may be projected from the hero to cover other things and people. Covering
the ground (or walls as the case may be) causes his opponents to make an Agility FEAT versus the
Intensity of this Power rank or fall. Characters who find themselves unwillingly covered in this
Substance must subtract this Power rank from their Agility and make a Green Agility FEAT (under the
new rank) or be unable to act. The Non-Stick Substance used in this fashion is a Power rank antidote
for such powers as Webbing, Bonding, Wall-Crawling and other such adhesive powers.
91 Threshold- The character with this power is unable to feel anything over a certain threshold. Their ability to feel
- Physical pain is severely reduced and as such are immune to Stun results, though not Slams. The power rank is
92 used to determine exactly how desensitized the character is. For example, someone hits a character
with a Remarkable rank Threshold with a punch with Incredible Strength. The character would only
feel as if they had been hit by a Good strength punch. If the punch had been of Remarkable Intensity,
the character would not have felt the punch at all. This power in no way reduces the damage done,
only what the hero FEELS. This power has the added bonus of negating the Endurance rules regarding
Automatic Stuns. Characters may add this power rank to their Psyche when determining the
effectiveness of torture and other nasty things.
93 Hyper-Fighting When this power is rolled, it adds its power rank number to the character’s Fighting rank.
-
94
95 Body The hero may temporarily increase one body function. This power adds the power rank to the hero's
- Enhancement ability, or temporarily gains the listed power. The duration is the number of rounds equal to the
96 power rank number, but can only be used once every six hours. At the end of the duration, the hero
must make a Psyche FEAT roll. Failure and the hero must roll his endurance with the following
effects:
Red no effect
Yellow stunned 1-4 rounds
Green stunned 1-6 rounds
White stunned 1-10 rounds
Die Roll Effect

1. telescopic vision
2. hyper-hearing
3. hyper-olfactory
4. hyper-fighting
5. hyper-psyche
6. hyper-intuition
7. hyper-strength
8. hyper-agility
9. hyper-endurance
10. body resistance

97 Dual Brain The hero has two brains. This power grants power rank resistance to mental attacks and adds the
- power rank number to the hero's reason.
98
99 Poison The hero can administer a specific poison on touch. The intensity is equal to the power rank. If a red
- Generation result is rolled, the victim takes power rank damage and must roll his Endurance with the following
00 effects:
Red: half damage
Yellow: -1CS on all mental attributes and power FEAT rolls for 1-6 rds
Green: stunned 1-4 rds.
White: stunned 1-10 rds.
This only happens if a red power FEAT roll is made and is in addition to whatever type of poison the
hero has. The victim receives an Endurance FEAT vs. the intensity to resist. Roll die to see effect.

1. drugged- -1cs physical abilities 1-10 rds


2. sickens- endurance feat or incapacitation 1-10 rds
3. progressive damage- power rank damage on contact + next rd.
4. paralysis- endurance feat or paralyzed 1-10 rds. only use mental powers
5. knockout- Endurance FEAT or asleep 1-10 rds
6. knockout- Endurance FEAT or asleep 2-20 rds.

top
Power Control
01 Assimilation The PC has an extraordinary ability to copy genetic structures of the superhuman at Power rank and
- range. The intensity of this Power determines how well the PC can use the duplicated Powers and
04 talents, and how many powers and talents at once he/she can use. Should the Player decide to limit
the range by touch, he/she can raise this power rank a +1CS. The range is of this power is found
under column B of the Range Table. The PC can assimilate a maximum number of powers. The Player
must make a Red Power FEAT at the time chosen, then the number of targets the PC can copy at one
time is determined by the maximum rank number (rounded off by tens) and/10. IE: Xerox has the
Assimilation power at a power rank of Monstrous (the maximum rank number rounded off to tens is
80). Therefore at a maximum ability, he can copy 8 powers and talents at once.
05 Avatar* The PC automatically is given the bonus Power of an Alter Ego of a Diety. This Alter Ego is an Avatar
- of another Diety or conglomeration of many Diety's abilities. Therefore, all source of powers of the PC
08 are derived from the Avatar. Any previously generated powers are automatically now a portion of the
Avatar's powers. When creating the character, the Player follows the rules for creation of a diety
combing all previously generations into one. The player must work with a Judge and design the
statistics of the Avatar, which he/she has chosen or imagined.
Note: This is a Godly Power.
09 Base* The PC has a mental link with every portion of his/her base at power rank. The Base moves and
- shapechanges upon the merest commands of the PC. The Base can also develop both offensive and
12 defensive gadgets, powers and abilities at Power rank.
13 Control* • Manipulation: Change directions by a Green FEAT, alter effects on a Yellow and completely
- alter a power with a red.
16 • Magnification/Reduction: increase or decrease by this power rank.
• Negation: negate at a successful feat. Indirect control can be dodged.

17 Cosmic Host* The PC is linked mentally with a cosmic entity. When the Player chooses this power, he/she must set
- aside all previously generated powers, or choose another power. The entity is a separate persona that
20 is a part of the PC, which thrives on his/her emotions. When a certain emotion chosen by the Player
and accepted by the Judge is displayed, the PC's persona reverts into the entity's persona. When
generating this power, the Player may choose 3 primary abilities to be enhanced a +3CS, and 1
primary ability at a +6CS. All remaining powers generated, automatically are raised a +3CS. All
primary abilities have a limit of (Unearthly) except 1 primary ability. All powers also are limited to
(Unearthly). Should the PC reach this limit or beyond it, Player must then retire for the True persona
of the entity has taken over and becomes an NPC now. This is a delicate and powerful ability, which
must be periodically maintained, and reviewed with the Judge.
Note: This is a Cosmic Power.
21 Dance The PC's powers are generated by a Dance, which he/she performs. When generating the character,
- the Play may opt to choose any number of the previously generated powers and combine them in the
24 Dance. The character's powers involved with the Dance automatically receive a bonus of a +1CS.
25 Hyper-Power* The PC has a psychological stimulus that increases his/her FASE or RIP to a +1CS when in effect. When
- creating the character, the Player must come up with a psychological stimulus, and choose which
28 group of ability stats that he/she wants the PC to have enhanced when in contact of the stimuli. IE:
Moonknight's FASE ability ranks are enhanced during a full moon.
29 Investment* The PC can invest a chosen target with powers at Power Rank. The Player must make a Power FEAT,
- to determine the duration of the bestowed powers. The following is a list of intensity FEATs and the
32 duration:

• Green: 1d10 hrs.


• Yellow: 1day
• Red: Permanent
Note: Should the PC decide to invest a target with permanent powers, he/she must also
spend an additional amount of Karma 5 times the Power rank number.

33 Multi-Tasking The PC has the unique ability to basically use any two powers at once. Player gets to generate one
- more additional power. He/she may opt to discard this power and choose another.
36
37 Omniversal** The PC has an extraordinary ability to use any power at Power rank and range. All previously
- generated powers must be discarded when this power is chosen. The PC however must still make a
40 Power FEAT in order to use a chosen power. Should the PC fail his/her FEAT, then he/she must make
another FEAT on a different chosen power. Moreover, any power that the PC was not able use, cannot
then be used until the following day.
Note: This is an Omni Power.
41 Power The PC can absorb the superhuman powers of his/her victims at Power rank.
- Absorption*
44
45 Power Create up to power rank power at -3CS (not on himself) duration is 1 day times the creators Reason
- Creation* on a green FEAT, yellow gives 10 days times Reason and red gives permanently.
48
49 Power Some sort of domination the character can control the use of powers, it's a FEAT of power rank vs.
- Domination Psyche.
52
53 Power This is the only power a character can have, he duplicates any one power at a time at his own power
- Duplication rank, a green FEAT enables him to store the knowledge of the power for future use, otherwise he
56 must be within 10 feet of the power used. The other powers rolled when the character was created
are powers, which he previously encountered.
57 Energy Source The hero draws his power from an outside source. (you may roll another power)
-
60
61 Energy Source The character can create objects that can hold powers and that are released on special
- Creation circumstances. The item for instance can act as another characters power source.
64
65 Power Focus Channel all his power ranks and ability ranks in 1 ability or power burst. They are all totaled together
- in one massive outburst, afterwards all ranks drop to Feeble. This power rank number is the number
68 of points the character can regain each turn.
69 Power Gestalt A power created when two characters touch
-
72
73 Nemesis Replaces all other powers. In 2 round the characters can develop a counter-power vs. his adversary or
- up to a +1CS version of the adversary’s own power. The nemesis power can cope with only 1 person at
76 a time.
77 Power Transfer a part of your powers to another
- Transferal
80
81 Power Drain powers as vampirism
- Vampirism
84
85 Residual Duplicate a power by absorbing leftover traces. green FEAT gives a duration of reason x 100 turns,
- Absorption yellow: reason x 10.000 turns, red: permanent.
88
89 Scream The PC can emit a Scream that is the source and focus of his/her powers. The Player may opt to
- choose this power or another. The rank of the power caused by the scream is equal to the original
91 power rank of the power, plus the rank of this power. Should the Player decide to keep this power,
he/she may opt to choose an additional power.
92 Selection Only one of the characters powers can be used at a time (roll another power).
-
94
95 Weakness Bestow a character with a weakness with a duration of 10 turns x reason when a green FEAT is made,
- Creation 1000 x when yellow, 10.000 x when red.
97
98 Imbuing* The character with this power has the ability to charge an object or person with raw power. How that
- power is released is dependent on which form of the power the player rolls.
00 01-70 Objects only
71-95 Beings only
96-00 Objects and Beings

• Objects only: The character may take power from an extra-dimensional or cosmic source
and imbue it into an item. These items may inflict power rank damage if thrown.
Optionally, the Judge may determine that the size of the object may affect the damage
done with larger objects gaining a +1CS and smaller object inflicting -1CS. It may also be
stated that for every additional round that the character spends imbuing the item, the
damage may be increased by +1CS, with a maximum of +3CS. If the item is not released
before the beginning of the fourth round, the energy becomes internalized and the
character takes damage equal to his power plus +3CS.
• Beings only: The character with this form of the power may grant superhuman abilities to
ordinary beings. Powers granted may not exceed this power rank. When granting powers to
others, a power FEAT roll must be made. On a White result, powers granted are at a -3CS
to this power rank; on a Green result, powers are granted at power rank intensity but are
determined randomly; On a Yellow, the powers may be chosen; and on a Red FEAT, the
powers are granted permanently.
• Objects and Beings: POOF! You're Galactus!

top
Self-Alteration
01 Age Shift Alter apparent age
-
04
05 Alter Ego
-
08
09 Anatomical The Hero can split their body up into several pieces and control the pieces individually. This may
- Separation represent a mechanical Hero remote controlling robotic hands or a mutant with total telepathic
12 control of their body. The piece are hereby referred to as Homunculi. The Hero can be decapitated or
otherwise take "lethal" cutting damage and survive; though the shock may make them fall
unconscious. All the parts of the Hero's body are able to move independently. They usually work in
unison when together.

Each time the Hero deliberately detaches a Homunculus, they must add an H point. If the total
value of cards in the Hero's hand is ever equal to or less than the H-points, than the Hero falls
unconscious. In addition, there can never be more Homunculi than the Hero's Homunculus
Intensity, unless the Swarm stunt is taken.
Homunculi usually have 1/2 the Strength of the Hero, twice the Agility (max 20) of the Hero,
and the same amount of Endurance. All Homunculi are aware of their surroundings even if they
lack sensory organs.
If a Homunculus is "lost" from the Hero for more days than the Intensity of Homunculus, then the
Homunculus dies and the Hero can regenerate that part of their body or otherwise grow a new
Homunculus. Loosing a Homunculus is always distressing for the Hero.

• Sidekick: The Hero can actually produce a small character or two that can act as their
sidekick. The sidekick will be totally loyal to the hero and have the same Intellect as the
Hero. The player may "pay" for the Sidekick to have a power or several of their own as if
the player were paying for a Hero's power. The Sidekick is able to temporarily "merge" with
the Hero, but their natural state is separate.
• Critter: Instead of detached body parts, the hero may "generate" small creatures which act
as scouts. This is not the same as Sidekick as the Critters have Intellect 0.
• Swarm: The Hero may become a swarm of Homunculi. Homunculus must be 10+ for this to
work. This may take the form of zillions of tiny versions of the Hero, a shape-shifting blob,
a swarm of insect-like critters or whatever. While in a Swarm, the maximum damage the
Hero can take from non-"area of affect" attacks is 5. The Swarm may make as many actions
as 1/2 the Intensity of Homunculus
• Wandering Eye: This is just like the Additional Sensor(s) stunt
• Regeneration: The Hero(and Homunculi) gains Regeneration.
• Resistance to Blades: Anything that could cut a regular person or hero is much less
effective against the Hero with this power, not because The Hero doesn't get cut, but
because the cutting doesn't hurt them…
• Telekinesis: The Hero gains Telekinesis limited to the Homunculi.
• Telepathy: The Hero gains Telepathy limited to the Homunculi.

13 Animal The FEAT roll to transform is against the animal’s highest rank. FASE become that of the animal
- Transformatio imitated. The character can also assume the animal’s Intuition, if desired. All of the animal’s powers
16 n are gained. Power Stunts:

• Exceptional Animal Form. The character can become an exceptional specimen of a specific
animal. Each different exceptional animal is a separate power stunt. The character is
allowed to divide her Animal Form power rank among the animal’s ability scores and
powers. No single ability score or power can be raised more than +2CS from the normal.
• Powered Animal Forms. The character can retain one super power while in any animal
form. Each different super power to be retained is a separate power stunt. For example,
Animus has four powers: Animal Form, Lightning Speed, Protected Vision, and Water
Breathing. Normally, in any animal form, none of his powers except Animal Form function.
As a stunt, Animus could learn to become an animal with, say, his normal Lightning Speed
power.
• Talking Animal. The character retains the ability to speak while in animal form.
• Mythical Animal Form. The character can become a type of mythical, imaginary, or extinct
animal, such as a griffon, a winged tiger, or a dinosaur. The ability scores and powers of
the mythical animal must be worked out in advance by the player and/or the Judge. No
ability score or power should be ranked higher than Animal Form +1CS. It always takes a
FEAT roll using Animal Form versus the mythical animal’s highest rank to transform. Each
different mythical animal form is a separate power stunt.

17 Animal With it, a character acquires abilities of an animal, but does so without changing shape. Animal
- Mimicry Mimicry does not affect the character’s other powers. For example, Mimicimal uses Animal Mimicry to
20 acquire the abilities of an eagle. He can fly as an eagle even though he doesn’t have wings. FASE and
Intuition only change if the animal’s ability score is higher than the character’s. To continue the
example, since Mimicimal has an Excellent (20) Strength, when mimicking an eagle, his Strength does
not change. Mimicking requires a FEAT against the animal’s highest rank. Some of the power stunts
under Animal Transformation apply here as well.
21 Blending Power Sunt includes:
-
24
• Crowds: The Hero can make him or herself simply unnoticeable in a crowd or in a place
here there are usually a lot of people. They simply blend in to the situation. People can
see them, but they don't recognize or think much of them.

25 Body By means of this impressive power, the character’s body actually changes to adapt to hostile
- Adaptation environmental conditions. These changes require one turn of concentration to effect. When in use,
28 Adaptation duplicates whatever powers would counteract the harmful environmental condition, doing
so at the same power rank as Adaptation or the rank of source of damage, whichever is lower. There
are, however, a certain class of things that Adaptation will not defend against. Adaptation normally
provides no defense against attacks, such as those that result from other super-powers or raw
Strength. Some common sense is needed when adjudicating Adaptation’s effects. Only damage from
persistent sources of harm can be negated by Adaptation.
For example, Adaptrix prepares to charge into a burning building. She has Adaptation of
Amazing power. The Judge has ruled that the fire has Remarkable intensity. Adaptrix acquires
Resistance to Fire of Remarkable power, protecting her from the flame. If the Judge had
decided on a smoke hazard as well, Adaptrix’s lungs would have altered to protect against
smoke inhalation. While searching for people trapped in the building, Adaptrix is attacked by
Pyron the Evil Flame Lord. If Pyron attacks Adaptrix with a flame blast, Adaptrix still has
Resistance to Fire, but her Adaptation power will not allow her to boost the defense against
Pyron specifically. If Pyron should choose to whomp her with a chair, Adaptation provides no
defense at all.

29 Body Change elemental nature of his own body, this includes changing into liquid or gas. Each different
- Transformatio transformed state is a separate power stunt (see below). In any form, the character gains Body Armor
32 n equal to power rank or material strength, whichever is less or more appropriate.

• Energy State. The character can transform into a coherent form of energy. While in energy
form, she has Flight, Energy Blast, and the appropriate energy control power at Body
Transformation power rank. Other abilities may be developed as additional power stunts.
• Liquid State. As a liquid, the character can flow through narrow spaces. The character
acquires Elongation at Body Transformation power rank,as well as Strength at -2CS power
rank. Other abilities may be developed as additional power stunts.
• Semi-solid State. Similar to liquid state, the character can flow through narrow spaces. She
acquires Plasticity and Elongation at Body Transformation power rank, as well as Strength
at -2CS power rank. Other abilities may be developed as additional power stunts.
• Solid State. The character acquires the properties of a solid, such as steel or rock. She
gains Strength equal to Body Transformation power rank or material rank, whichever is
less.

33 Body Coating This coating prohibits the use of any powers but also protects the hero vs. any harm until the coating
- is destroyed.
36
37 Chemical Only chemical alteration of his body, no visual changes
- Mimicry
39
40 Density For every rank of Density Control above Typical in effect, the character enjoys a +1CS to Strength and
- Control - Self a -1CS to Agility. This change takes precedence over the third paragraph of Density Manipulation -
41 Self, p. 77, Player’s Book. At Shift-0 Agility, the character can no longer move, but may act normally
in place. Density Control also grants Body Armor rank equal to current level of Density Control. For
example, a character with a Good Strength, an Excellent Agility, and Remarkable Density Control
assumes maximum density. Her Strength increases +3CS, her Agility decreases -3CS, and she acquires
Remarkable Body Armor.
Of course, the character can also decrease her density, with normal effects as described on pp.
77-78, Player’s Book.

42 Energy Body Body consists of one type of energy


-
43
44 Energy Sheath An energy sheath surrounds the characters body and as with body coating damage to the sheath does
- not result in damage to the body only when the heath is destroyed, it takes a red FEAT to restore the
46 sheath
47 Evolution Evolve in a caveman (increase FASE, decrease RIP) or giant brain (decrease FASE increase RIP).
- Caveman has Typical tracking, brain has Typical telekinesis and True Flight
49
50 Imitation Change form (gain outward powers)
-
52
53 Invisibility
-
55
56 Physical Two normal person form into one superhuman
- Gestalt
58
59 Plant Mimicry Change into plantform (form does not change much). This can have varies effects:
-
60
• Photosynthesis: no need of food
• Fragrance: summon insects
• Rooting: immovability
• Poison touch

61 Prehensile Number of actions and Strength and Agility of the hair are given in the following table:
- Hair
62 Rank Number of Actions Strength/Agility

Feeble 1 -2CS

Poor 1 -1CS

Typical 1 No changes

Good 2 No changes

Excellent 2 +1CS

Remarkable 3 +1CS

Incredible 3 +2CS

Amazing 4 +2CS

Monstrous 5 +3CS

Unearthly 6 +3CS

Shift-X 8 +4CS

Shift-Y 10 +4CS

Shift-Z 12 +4CS

CL1000 20 +5CS

CL3000 30 +6CS
CL5000 40 +7CS

If the power is somehow nullified characters agility and movement -4CS.


63 Prehensile Characters with this powerhave the ability to move their skin itself as if it were an independent limb,
- Skin stretching and flexing it to manipulate objects with an effective Strength rating equal to the skin's
64 power rank. While the skin is usually at a normal length and consistency, the skin can become rubbery
and stretch a number of yards equal to the power rank number. Direct attacks on the skin, when it is
all stringy, inflict an amount of damage proportionate to the surface area of the damaged skin. The
maximum amount of damage being one fourth of the character's health score; any more simply
destroys the elongated skin, leaving a nasty mark on the character until the lost hide grows back. Skin
lost in this manner heals as soon as the character recovers all the Health lost with the skin.
65 Razorskin Characters with this power, as the name implies, possess skin of the very sharp variety. When
- attacking with this sharp stuff, the character will inflict +1CS EA damage, based on either their Str or
66 End (razorskin can enhance melee and charging attacks). Likewise, when a body attacks the
razorskinned person with barehanded attacks (like a punch) they'll inflict as much EA to themselves as
they inflict BA to their target.
67 Self- A character with this power can form duplicates of herself at a rate of one dupe per turn. Each
- Duplication duplicate has all of the characters abilities, talents, and powers (except this one), but with a -1CS
68 penalty where applicable. The maximum number of dupes depends on power rank:

Power Rank Number of Dupes

Shift-0 - Poor 0

Typical - Excellent 1

Remarkable - Amazing 2

Monstrous to Unearthly 5

Shift-X or more 10 upwards

Each dupe is capable of independent action. There is no special telepathic link between dupes
and the original character, though this could perhaps be developed as a power stunt. If a dupe is
rendered unconscious or killed, it vanishes. Furthermore, dupes must remain within power rank
range of the original; those that move farther away also vanish. Dupes appear within arm’s
reach of the original when first formed. They can be absorbed only by touch. Damage to a dupe
does not affect the original. The original acquires the memories of her dupes when they are
reabsorbed.

69 Shapeshifting Change in any form, animate or not.


-
70
71 Spirit Gestalt Join with a spirit being to become a superhuman, ancestral spirits, demonic or divine etc.
-
73
74 Bouncing Ball This is a specialized form of Shapeshifting. The hero can transform his body into a resilient sphere,
- apparently transforming his body into a balloon-like caricature of himself. Heroes with this power are
76 rarely taken seriously, but, despite the image problem, this power offers substantial benefits to the
hero. While he is inflated, the bouncer can travel at power rank speed. This power’s rank number
increases his Fighting rank. He has +3CS resistance to blunt physical attacks. On the down side, he
also has –2CS resistance to slashing attacks. In a given situation, the bouncer can maintain this power
for the number of turns equal to his power rank number before he has to deflate and rest. After 10
turns, he can then reinflate himself.
77 Elongation The hero can temporarily increase the length of any part of his body without losing leverage or
- strength. The hero can elongate any single part a maximum number of yards equal to his power rank
79 number. If two or more parts are elongated, this limit is the total combined length for all parts
concerned. The hand counts as part of the arm unless the hero is specifically elongating his fingers; in
this case, the maximum is divided by the number of fingers elongated. The hero can maintain any
single act of Elongation for a number of turns up to his power rank number.
80 Growth The hero can temporarily increase his physical size at will. As he grows, the hero becomes an easier
- target. The bonuses to be hit, given in Table 3, are not cumulative. There are three ways the power
82 can be attained: Atomic Dispersal, Atomic Gain, and Atomic Growth. The player randomly determines
the method when he creates the character or when the character first gains this power, using the
sub-table below.
Die Roll Form
01-33 Atomic Dispersal
34-66 Atomic Gain
67-00 Atomic Growth

• Atomic Dispersal: The hero increases the distance between his own atoms, thus increasing
his overall size. His mass remains the same no matter how large he becomes. The hero also
becomes increasingly fragile; his body’s material strength decreases –1CS with each
doubling in size. At Shift-X rank, the body becomes less dense than air. At CL1000 rank, the
hero becomes intangible and can phase through normal matter.
• Atomic Gain: Enables the hero to somehow create or gain new atoms and incorporate them
into his atomic structure. As the hero gains new matter, his size and mass increase as well.
As the hero grows, his strength increases +1CS for each +2CS of growth. The hero’s Primary
and Secondary abilities are unaffected. However, Health seems to increase because
physical attacks do less relative damage. Bullets, for example, would be nothing more than
grains of high-velocity sand to a giant hero. Note that when the hero returns to his original
size, wounds decrease in size- but imbedded bullets and other objects do not!
• Atomic Growth: Enables the hero to increase the size of his own atoms, thus increasing his
overall size and mass. The hero’s strength increases only enough to enable him to move his
own body; lifting strength does not increase. This form of Growth has a dangerous side
effect. As the hero’s atoms grow, they are unable to interact with normal atoms. The hero
is unable to breathe, drink, or eat normal matter. Fortunately there is a 95% chance that
the power envelops the hero’s body in a field that temporarily increases the size of
consumed matter. Note that this is the only form of growth that will enable the hero to
travel into macroverses or, if the hero is originally from a microverse, enable the hero to
reach our own universe.
To-Hit bonuses Against Growth-Using Characters

Rank Size Bonus to hit

Feeble X 1.5 +1CS

Poor X2 +1CS

Typical X3 +1CS

Good X4 +1CS

Excellent X6 +1CS

Remarkable X8 +2CS

Incredible X 10 +2CS

Amazing X 12 +2CS

Monstrous X 15 +3CS

Unearthly X 20 +3CS
Shift-X X 50 +3CS

Shift-Y X 100 +3CS

Shift-Z X 200 +3CS

CL1000 X 500 +4CS

CL3000 X 1000 +5CS

CL5000 X 10,000 +6CS



83 Mass Decrease The hero can diminish his body’s mass. His weight decreases to a percentage equal to his power rank
- number. For example, the Vision’s Un rank in this power decreases his weight by 100%, making him
85 completely weightless. At Shift-X and higher, the hero attains buoyancy and can lift additional
weight. The added weight is a percentage of his normal body weight; for example, a 160 lb. Man with
Shift-Z rank in this power can carry an additional 800 lbs. (500% of 160 lbs.). When the hero is
created, the player can increase the power’s rank +1CS by making its effect permanent.
86 Mass Increase The hero can increase his body’s mass. His weight is multiplied by the power rank number. For
- example, a 98 lb. Weakling with Rm rank can increase his mass to 2940 lbs. (30 x 98). Fortunately, a
88 side effect of this power increases the hero’s basic strength. No matter how much the hero weighs,
he can still move as if he were his normal weight. Lifting strength remains the same. Of course, as
the hero weighs more, he has a greater effect on the environment. At 2940 lbs., our hero can fall
through previously sound flooring or collapse the shocks on his 1973 VW Beetle. Physical force has a
decreased effect on the hero because of his greater mass. In game terms, the power gives the hero
power rank resistance to physical attacks. The hero can also use the power rank instead of his
strength to inflict charging damage. Formerly weak characters can embarrass their adversaries with
this newfound might. For example, the macho super-criminal Manbrute may flee into obscurity when
Wimp-man simply sits on him with all 2940 lbs. then delivers a stinging lecture on the benefits of
niceness while the camera crews have a field day.
89 Phasing The hero can render his body intangible to normal matter. This enables him to pass harmlessly
- through any object. The hero’s power rank must exceed the barrier’s material strength in order for
91 phasing to occur. The hero can Phase through Force Fields, Body Armors, Resistances, and
Invulnerabilities of lower ranks by making a green FEAT. Because the hero is out of phase with normal
matter, he cannot breathe. Thus, the practical duration on this power is the length of time the hero
can hold his breath. If the hero has some way around this problem, the duration is unlimited. Phasing
has a damaging effect on delicate electronic devices. By Phasing through such devices, the hero can
disrupt normal activity and scramble any on-line programming.
92 Plasticity The hero can change his body’s topology; that is, he can twist, bend, pull, stretch or otherwise
- distort his body’s shape into any form. The only limitation is that the hero cannot normally create
94 new holes in his body. If the hero wants to assume a shape that requires holes, he must make a red
FEAT.
The hero’s malleable flesh gives him power rank resistance to blunt Physical attacks. The hero is able
to survive without harm a fall from the number of floors equal to his power rank number by turning
into a bouncing shape before he hits the ground. The hero gains the bonus power of Elongation.
Bouncing Ball is an optional power or may be simulated by a power stunt.
95 Shrinking The character can temporarily decrease his body’s size. The character’s primary and secondary
- abilities remain unaffected. Even Strength is undiminished, although it is much harder for a shrunken
97 hero to gain enough leverage to perform tasks that would be otherwise be simple to perform. As the
hero shrinks, he becomes harder to hit but conversely suffers greater damage if struck. This is
handled by the column shift as shown in the table. The column shift decreases the attacker’s chance
to hit and increases the damage by an equal shift. A hero with Remarkable rank is –2CS to his but
suffers +2CS damage if the attack is successful.
Die Roll Form
01-20 Atomic Collapse
21-40 Atomic Reduction
41-00 Atomic Shrinkage

• Atomic Collapse: decreases the distance between the body’s atoms and subatomic
particles, thus decreasing overall size. Mass and strength are unaffected. As density
increases, the hero’s body could collapse into neutronium (CL3000) or into a black hole (CL
5000).
• Atomic Reduction: decreases the number of atoms in the hero’s body. The lost atoms are
either disintegrated (if the shrinkage is permanent) or temporarily removed from the
hero’s plane of existence and stored "elsewhere" until the hero reverts to his original size.
If the hero loses too many atoms (by exceeding Shift-X rank), his remaining structure
becomes too simple to sustain his life force. For this reason, a hero with this form cannot
voluntarily exceed Unearthly rank. If the limit is passed, the hero’s life-force is
automatically stored away on the same plane with all the displaced matter that normally
forms his body. At Shift-Z rank, the hero’s body consists of a single DNA molecule, which
then vanishes when the next rank is reached.
• Atomic Shrinkage: reduces the size of the hero’s atoms, thus reducing overall size and
mass. Strength remains proportional to the hero’s current size. This is the only form that
enables the hero to reach a microverse. While this is the most popular form of shrinking, it
has a potentially deadly disadvantage. As the hero’s atoms shrink, they can no longer
interact with other, normal-size atoms. As a result, the hero cannot breathe, drink, or eat
normal-size matter. Fortunately, there is a flat 95% chance (determined at the time this
power is first gained) that the power envelops the hero with an aura that temporarily
reduces all atoms to be consumed. If the hero lacks this aura, he must have a
proportionally sized supply of material for consumption or somehow not need to breathe. If
not, the duration for this power is equal to the time the hero can hold his breath. There is
an advantage to not possessing this aura in that electrons cannot flow from normal to
shrunken matter; hence, the power acts as rank-level Resistance to Electricity.
As the hero shrinks, he becomes harder to hit but conversely suffers greater damage if
struck. This is handled by the column shift as shown in the table. The column shift
decreases the attacker’s chance to hit and increases the damage by an equal shift. A hero
with Remarkable rank is –2CS to his but suffers +2CS damage if the attack is successful.
Attack Modifiers Against Shrinking Characters
To-Hit bonuses Against Growth-Using Characters

Rank Reduced Size Chance to hit

Feeble 50% +0CS

Poor 25% +0CS

Typical 12.5% +0CS

Good 6.25% +1CS

Excellent 3% +1CS

Remarkable 1% +2CS

Incredible 0.5% +2CS

Amazing 0.25% +2CS

Monstrous 0.1% +3CS

Unearthly 0.01% +3CS

Shift-X 0.001% +4CS

Shift-Y 0.0001% +5CS


Shift-Z 0.0000001% +6CS

CL1000 10 E-12 +8CS

CL3000 10 E-18 +10CS

CL5000 10 E-33 +12CS


In practical terms, a Shrinking rank of Shift-X, Y, or Z is sufficient to reduce a normal
human to the size of a single cell or virus. Either CL 1000 or CL 3000 will reduce him to
atomic scale. CL 5000 reduces him to the point at which he/she can enter the microverse
worlds. On such worlds, the hero is proportional to his new environment. There are three
forms of this power. When the power or the hero is first created, the player must
determine which form is involved, using the following sub-table.
Optional power is Diminution. The nemesis is Enlargement; the specific forms are, in order,
Atomic Dispersal, Atomic Gain, and Atomic Growth.

98 Addtional Body This is basically the same as Extra Body Parts, p. 86, Player’s Book. Here are a few more power
- Parts stunts:
99
• Constrictor Limb. Whether this is a tentacle, a tail, or specially altered arm, a constrictor
limb is useful for making Grappling attacks. It does so with a minimum Strength rank of
+1CS the character’s normal Strength
• Detachable. The limb in question can detach and still function normally out to power rank
range. The character can feel sensation with the limb even when it is detached. Damage to
the limb is subtracted from the character’s Health as normal.
• Extension. The limb in question has Elongation at power rank ability. No Elongation power
stunts are acquired automatically.
• Remote Sensor. The character can detach one of her sensory organs. The sensory organ can
broadcast information back to the character out to power rank range.
• Mobile. This stunt is useful when combined with Detachable or Remote Sensor. It enables
the limb or sensor to fly at power rank -2CS speed, but it cannot pass beyond power rank
range from the character.

00 Two- The hero can harmlessly reduce his body (and any nonliving matter he carries) to a flat, two-
Dimensionality dimensional version. To an onlooker, the hero appears to have transformed himself into a life-size
photograph. The hero’s body functions and abilities are unaffected. Because the hero is now
extremely thin, gaining leverage on three-dimensional objects is extremely difficult. He is also
extremely hard to hit if he can turn his flat side toward his opponents. While in a flattened state, the
hero suffers less damage from blunt physical attacks; the power rank number decreases the damage
by that much for each attack. On the other hand, a flat hero can suffer all sorts of abuse that he
would normally ignore, such as being folded like a map and locked in a glove compartment.
How thin the hero can get is determined by an intensity FEAT. A green FEAT reduces the hero to the
width of a piece of paper. At this point the hero can pass through the cracks around a door or adhere
to a wall and pretend to be a poster. A Yellow FEAT reduces the hero to one atom’s width. At this
width, the hero can pass through solid barriers by slicing through them as if he were an incredibly fine
knife. The power enables the hero to pass through any barrier with a Material Strength up to +5CS
greater than his power rank. Note: if the barrier is larger than the hero’s body (such as a wall) then
the slice made by the hero’s passage immediately reseals itself. But if the barrier was smaller than
the hero then the pieces fall apart as soon as the hero severs the entire width. A red FEAT removes
the third dimension entirely; at this point, the hero can pass through barriers without damaging them,
or he can be transported into a Flatland-type dimension where everyone has only two dimensions. In
the latter case, the hero vanishes from sight. The hero can choose to flatten himself in any direction.
He can appear to be a front-back, left profile-right profile, top-view-bottom view, or similar shaped
two-dimensional image.
Note: that while the one dimension is drastically altered, the remaining measurements remain the
same.
top
Travel
01 Carrier Wave Propel the character’s body by use of energy (magnetism, sound, light etc.)
-
04
05 Astral Body
-
08
09 Dimension It is suggested that the Judge assign an intensity to specific dimensions to reflect how difficult it is to
- Travel access them. This will have the effect of keeping certain dimensions out of the reach of characters
12 without sufficiently high power ranks. A character with the Dimensional Geography talent gains a
+1CS to all Dimensional Travel FEATs. In addition to the basic travel function, there are two other
uses that can be developed as power stunts.

• The first is Banishment, used to strand a target in an alien dimension. In order to use
Banishment, the character must make a Dimensional Travel FEAT to open the gateway into
the other universe. If this is successful, the targeted creature must make an AGI or PSY
FEAT (whichever is better) to avoid being sucked through the portal. Banishment can never
be used against an object whose Material Strength or weight exceeds Dimensional Travel’s
power rank (counting power rank as STR in the case of weight). Each different dimension to
which a character can banish is a separate power stunt.
• The second function is Summoning, used to pull an alien creature or object from its
dimension and to the character. The procedure and limitations for Summoning are the
same as for Banishment. Furthermore, the character must have prior knowledge of the
creature or object to be summoned. Summoning does not give the character any sort of
influence over a summoned creature’s behavior.

13 Energy Path The hero is transformed into a specific type of energy and can travel at power rank speed along
- currents of that energy.
16
17 Floating Disc
-
20
21 Gateway Travel to any point in space, time or dimension.
-
24
• Location requires a green FEAT
• Time a yellow FEAT
• Dimensions a red FEAT.

25 Gliding Top speed is Shift-X


-
28
29 Hyper-Digging
-
32
33 Hyper-Leaping Possible power stunts include:
-
36
• Kick Attack: The Hero can make a kicking action with Leaping as a substitute for strength.
• Midair-leap: Despite the physical impossibility of it, the Hero may make one single leap in
midair without any support.

37 Hyper-Running
-
40
41 Hyper-
- Swimming
44
45 Levitation
-
48
49 Rocket Flight by means of a rocket-like exhaust.
-
52
53 Skywalk Walk along an invisible path created by the hero only usable by him.
-
56
57 Spiderclimb
-
60
61 Teleport – Self
-
66
Power Stunts:

• Stunt—Teleportals: With this stunt, the Hero can open temporary "holes" or portals in
space, connecting two different points in the same dimension. If an object passes into one
end of a portal, it instantly passes out the other side, wherever the other side may be.
• Stability: Any one portal can stay on even if the Hero doesn’t concentrate on it. It will not
move unless the Hero wills it, however.
• Multi-portal: The Hero can open more than one portal at once, and can move the portals.
• Portal attack: The Hero may make a striking distance attack within seeing distance by
punching (or kicking, or whatever) through their portals to their target. The Hero should
bear in mind that the Teleportals are two-way, and opponents may reach back through the
portals if he doesn’t close them.
• Portal slicing: The Hero can cause Intensity damage to anything by closing a portal around
it.

67 Telereformati Disintegrates the characters body and transports the life force to the new location where the body is
- on build up from available material. At a limitation of -1CS the character can recreate his original body
72 when he returns to the site where it was destroyed.
73 Time Travel Up to power rank number * 1000 years in the past, times 10 years in the future.
-
76
77 Troubleseeker Character is unwillingly transported to a site where a person is in need of help, he must remain within
- 10 areas of the spot where help is needed. The character can transport up to 1 pound per rank
80 number in matter (including maybe unwilling persons).
81 True Flight
-
84
85 Water Walking
-
88
89 Whirlwind Transport by creating small whirlwinds.
-
92
93 Spinner
-
95
96 Displacement The hero has the power to avoid danger by automatically teleporting away when first encountering a
- hazard or suffering damage at the start of a round. The distance teleport is found on Column A. The
98 judge decides where the hero teleport to. If there is no safe place, the automatic response won't
work. The hero may intentionally teleport with a successful power rank feat roll, but the distance is
halved, round fractions up. Failure indicates the hero is stunned for one round.
99 Super Flight With this power, the character has the ability to fly at speeds greater than light (or, FTL). To
- determine the exact multiple of lightspeed the character can move at, simply cube the power rank.
10 For example, a character with Amazing Super Flight can move at
0 50 X 50 X 50 = 125000 times lightspeed.
Now, this power doesn't allow for such things as atmospheric friction, or even breathable air. In other
words, the character must bring his own air with him. Also, trying to use this power in an atmosphere
is suicide, as the atmosphere would melt him like wax paper due to the enormous friction involved.

The Ultimate Talents List


Created by Michael D. and Aunt Petunia

The purpose of the Ultimate Talents List is to deepen the secret ID part of the characters, giving them realistic
professions. In the old system it was taken that the character with Medicine talent was a
podiatrist/surgeon/pediatrics/oncologist etc. Now, there are talent categories and these break down further into the
specific talents. Taking multiple talents in one category can enhance and have positive effects in Reason FEAT bonuses or
even resource bonuses. More on that later.

With detailed talents such as these, not only can the character's origin be given depth but it adds history to the player,
allowing him to be unlike anyone else; i.e. Iron Man, Reed Richards, Dr. Doom and Box are all considered as having
engineering talent in the old system. Booooring. Any avid reader knows that all four men use their talents in different
ways. Using the Ultimate Talents List system allows your character to blast off into a specific science or skill, mastering
that field much like Dr. Henry Pym, the discoverer and user of Pym Particles.

Of course, not all Marvel sciences or talents are covered since some are very secreted and known by few people like the
aforementioned Doctor Pym (who has Physics-Pym Particle Physics) or the scientist who has Earth Sciences-Metallurgy-
mastering the science of creating adamantium and first concocted that powerful substance. That's where your player's
imagination comes in, the Ultimate Talents List just gives a better basis for growing.

Reason FEAT Enhancement And Resource Bonuses

It goes without saying that when an Oncologist (a doctor who studies cancer) also learns about radiology or emergency
medicine he becomes a more valuable doctor. With that in mind, it is now possible to become even more of a specialist in
one's field and have it benefit one's resources and Reason FEATs; i.e. Captain Mold has a secret identity, Mike Moldenson.
Mike Moldenson works as a Oncologist at Hadleyville Hospital and has Excellent resources. He decides to go back to
medical school so that he can help in the fight against child leukemia so he takes pediatrics for 1000 karma points. Now,
since he is more knowledgeable and no doubt a more valuable oncologist, he gets 4 resource point to bring him to
Excellent. In addition, he now gets a +2CS to Reason FEATs involving his profession and can be regarded as a specialist.

Keep in mind this only applies to heros or their Secret Id's that are currently employed in a field that utilizes their talents
(of course, the judge could be hard on the players and not give their Id's this raise; unappreciative boss, etc. The Reason
FEAT enhancement would still be there but not the resource bonus. That's totally up to the judge). This system encourages
having fun with the Secret Id. in addition to the normal do-gooding hero's life. Remember, the maximum positive column
shift for a Reason FEAT is +3CS regardless of how many talents may apply to a repair or invention.

Judges: Keep in mind that this system will have the players running to obtain new talents that will benefit them resource
wise in their present jobs. Be hard on them. Make them roll popularity FEATs to get promotions. Have their Secret Id's look
for new jobs. Fire them occasionally, give them annoying work colleagues and when they fail on a work project, demote
them etc... this is a fun way to play Secret Id's.

Please, keep in mind that some talents include bonus contacts. Please, refer to the original talents list to see which
talents give what when rolling a character's skills and talents.

Ultimate Talents Table

01-06 - Alternative Sciences 53-59 - Engineering

07-12 - Astronomy 60-66 - Fighting Skills

13-20 - Biology 67-70 - Medicine

21-28 - Chemistry 71-74 - Mystic and Mental

29-34 - Crime and Law 75-79 - Other

35-38 - Cognitive Sciences & Humanities 80-86 - Physics

39-45 - Computer Science 87-93 - Piloting

46-52 - Earth Sciences 94-00 - Weapons

(01-06) Alternative Sciences

01- Catastrophism The scientific belief system that attempts to pinpoint the end of the world or at least major
25 catastrophes that could signifantly alter man's or the universe's history.
26- Cryonics The pratice of freezing a dead diseased person in hopes of bringing him back in the future
50 when the cure is found.

51- Paranormal The study of Paranormal Phenomena from a scientific standpoint.


75 Phenomena

76- Parapsychology The study of psionics


00

(07-12) Astronomy

01- Astronautics The science of the contruction and design of vehicles for travel in space beyond earth's
20 atmosphere.

21- Astrophotography
40

41- Astrophysics Deals with the chemical and physical composition of celestial matter.
60

61- Radio Astronomy Astronomy dealing with electromagnetic radiations of radio frequency received from outside
80 earth's atmosphere.

81- Stellar Cartography Mapping space.


00

(13-20) Biology

01- Anatomy
05

06- Animal Behaviour


10

11- Bio-Physics The application of physical principles to biological problems.


15

16- Biotechnology Application to biological and medical science of engineering principles or engineering
21 equipment (as in the construction of artificial organs and bionics).

22- Botany The study of plant life.


26

27- Ecology The interrelationship of organisms and their environment.


31

32- Genetics A branch of biology dealing with hereditary and variation of organisms. Genetics allows the
37 recognition of signs of genetic tampering, ability to note genetic abnormalities, and conduct
genetic experiments or projects.
38- Immunology The science dealing with the phenomena and causes of immunity and immune responses.
42

43- Marine Biology


48

49- Micro-Biology The study of microscopic forms of life.


54

55- Neurosciences Deals with nerves and nerve tissue and their relation to behavior and learning.
61

62- Parasitology The study of parasites on living creatures.


67

68- Pharmacology The science of drugs including materia medica, toxicology, and therapeutic.
73

74- Phenology The study of the reaction of species to environmental phenomenon.


79

80- Physiology Deals with the functions of living matter and of the physical and chemical phenomena.
85

86- Psychobiology The study of mental life and behavior in relation to other biological processes.
90

91- Radiobiology Deals with the interaction of biological systems and radiant energy or radioactive materials.
95

96- Zoology
00

(21-28) Chemistry

01- Alchemy A medieval chemical science and speculative philosophy aiming to achieve the transmutation
11 of the base elements into gold, the discovery of a universal cure for disease, and the
discovery of a means of indefinitely prolonging life.

12- Chemical and


24 Biological Weapons

25- Chemical Engineering Engineering dealing with the industrial application of chemistry and development of new
37 chemical technology.

38- Electrochemistry Deals with the relation of electricity to chemical changes and with the interconversion of
50 chemical and electrical energy.
51- Organic Chemistry Deals with only chemical elements found occuring in natural substances.
64

65- Polymers The study of advanced chemical compounds to form other new materials.
77

78- Sonochemistry The effects of sonic energy on chemicals.


88

89- Spectroscopy Physics that deal with the theory and interpretation of interactions between matter and
00 radiation.

(29-34) Crime and Law

01- Ballistics Ballistics is the study of guns, knowing what bullet goes with what gun, where a shot could
04 have come from, etc., etc. This is the kind of stuff you see TV detectives doing when they
find powder burns and bullet holes. PC gets a +1CS to Reason when trying to figure out these
kinds of things.

05- Camoflage Allows a character +2CS to trying to camouflage equiptment, objects, and self. Requires a
07 yellow Intuition FEAT for a person to find it.

08- Counterfeit +1CS to Intuition for identifying false signatures, money, art, etc. A failed roll means that
10 Recognition the character believes its genuine.

11- Clue Analysis +1CS to Intuition/Reason on gathering information on clues.


12

13- Criminology The hero with this Talent has an understanding of the criminal mind and behavior, either
16 from studies or first-hand observation. The character with this Talent gains a +1CS on all
Reason and Intuition FEATs involving criminal practices.

17- Demolitions The PC gets +1CS to Reason when figuring out the best applications for explosives, or the
22 creation of home made explosives. Allows a good chance to blow the vault door off the wall
without collapsing the back half of the building.

23- Detective/Espionage Gains Clue Analysis, Counterfeit recognition, identification System, Law, and Police
29 Procedure. This character is trained to notice small clues to a crime, and gains +1CS to find
them, and also gains 1 contact in either Crme, Law enforcement, or Law.

30- Disguise Disguise gives a +1CS to two stats...Intuition and Reason. When a PC gets in disguise, two
32 situations could come up. One is where the disguise only has to pass at a glance. In this
situation, anyone having cause to notice rolls an opposed FEAT between his Intuition and the
character's Reason (+1CS). The other situation is where the character must adopt
mannerisms to go with the disguise (disguising voice, affecting a limp, etc.). The person the
character is trying to fool must make an opposed FEAT against the character's Intuition
(+1CS) using either Reason or Intuition (whichever is higher). In either case, if the FEAT is
failed, nothing is noticed. Green thru Red would signify anything from knowing something is
wrong to recognizing the character.

32- Forensics
37
38- Forgery Enables a character to create excellent copies of a signature or work of art.
42

43- Intimidation A character with this talent knows how to inspire fear in an opponent either through the use
44 of threats, brute strength, or imposing size and gains a +1CS to Intimidation.

45- Interrogation The character is well versed in extracting information from a subject gaining a +1CS to
47 Interrogation.

48- Law A character with law gains +1CS to all FEATs involving law
55

56- Law Enforcement Includes Gun and Law talents and the Police Procedure talent. If a characer is still with the
64 Law Enforcement agency, he may carry a gun and make arrests legally

65- Military Includes Camouflage, Cartography, Demolition, Electronic Countermeasures, guns, and
70 Heavy Weapons and grants a +1CS to all military matters including army weapons. Gain one
co ntact in the military.

71- Negotiations +1CS to popularity in hostile situations.


77

78- Pollice Procedure Enables a character to avoid both police conflict and security. For example; such a character
83 could apprehend felons and gain access to a crime scene without being arrested.

84- Pick Pocket


88

89- Security This talent has two benefits. First, the PC gets a +1CS to Reason to create or remove
92 Security devices, provided the PC has the proper background or a high enough Reason to
begin with. Second, the PC gets a +1CS to Intuition for noticing installed security devices.

93- Stealth Stealth is an Intuition based talent. It gives +1CS to intuiton and requires others to make an
96 Intuition Feat at the intensity of the stealthy character's modified intuition in order to spot
the character. Any movement requires additional Stealth FEAT's, or the watchers get
another roll to detect the character. Detective/Espionage DOES give a bonus to spotting
Stealthy characters.

97- Tracking This skill allows you to track others and to cover your own trail with any earthbound target
00 and through any type of terrain. When doing the tracking +1CS for tracking people +1CS for
each person over one that you are tracking.

(35-38) Cognitive Sciences & Humanities

01- Anthropology Reason FEAT bonuses only if a specific culture is taken. However, an overview is known on
13 the subject. More than one branch can be selected, each taking a talent slot.

14- Archaeology Reason FEAT bonuses only if a specific culture is taken. However, an overview is known on
21 the subject. More than one branch can be selected, each taking a talent slot.
22- Cartography Enables a character ot draw and interpret maps and grants +1CS to all attempts.
29

30- History This character can pick a specific branch of history to be an expert in (World War II, South
39 African, Mayan, Neolithic) and gets a +1CS to Reason FEATs involving the branch. More than
one branch can be selected, each taking a slot.

40- Philology (linguistics) The study of human speech including the units, structure, modification of language.
52 (Character gets to pick one language other than English to be fluent in.)

53- Music Cognition The study of musical development throughout human history. This does not automatically
66 grant the character with the performer talent.

67- Philosophy
80

81- Psychology +1CS in all FEATs involving the mind. A popular talent for those with mental powers. These
00 character gain a +1CS on FEATs involving Mental Contact, Domination, Hypnosis, Emotion
Control, and Mental Probe powers.

(39-45) Computer Science

01- Architecture +1CS in architecture FEATs.


13

14- Artificial Intelligence The study and research of man made thinking systems.
29

30- Computer Engineering The design and construction of computer hardware.


45

46- Electronic Counter Enables a character to understand, operate, and detect the use of bugs, jammers, and
51 Measures decoders. +1CS to Reason in using them, Intuition for finding them.

52- Graphics Web designer, advertising, printing product design and familiarity with the printing industry
58 and various paper products and design tools.

59- Security and


75 Encryption

76- Programming The creation and development of computer software.


89

90- Virtual Reality An indepth knowledge of human's interaction with computer systems.
00

(46-52) Earth Sciences


01- Agriculture Deals with field crop production and soil management Also, a combination of the producing
11 operations of a farm, the manufacture and distribution of supplies, and the processing
distribution and storage of such supplies. The development and repair of farm equipment,
irrigation systems and landscape planning. Can also include forestry, the science of
developing, caring for and cultivating forests and/or timberlands.

12- Ecology Ecology is the study of living things and how they interact in an ecological system. A PC with
25 ecology will gain a +1CS to Reason to checks involving learning or reasoning out things about
a natural balance, like what is throwing it off ("See this, the bugs are going wild on these
plants...somewhere there must be a tremendous nest underground...somewhere..."). Will be
an expert on most ecological situations, and may guess at alien ones also.

12- Geography Mapping the earth and its surface.


25

26- Geology Deals with the history of the earth and its life esp. in rocks.
38

39- Hydrology Deals with the properties, distribution, and circulation of water on the surface of the land,
50 in the soil and rocks, and in the atmosphere.

51- Meteorology Study of weather systems.


64

65- Metallurgy The study of metal and its practical uses.


75

76- Oceanography Study of the oceans movements and effects on land and atmosphere.
90

91- Seismology The study of earth movement. Includes glaciology and volcanology.
00

(53-59) Engineering

01- Aviation and This is not piloting. It is the understanding and development of flight principles and aircraft
06 Aeronautics design. There are people who know how to build planes but not fly them. Characters with
Engineering this talent get the benefit of having their projects cost -1CS less in resource rank to build.

07- Astronautic This allows the character to design, build and modify out of atmosphere space craft.
11 Engineering Characters with this talent get the benefit of having their projects cost -1CS less in resource
ran k to build.

12- Automotive
16 Engineering

17- Battlesuit Design This skill allows the character +1CS to design and build battlesuits, harnesses, etc.
19

20- Civil Engineering Deals with roads, city works, water systems, overpasses, etc.
21
22- Cybernetics/Bionics Study of living systems with the intention of applying their principles to the design of
25 engineering systems. Drawing on interdisciplinary research in the mechanical and life
sciences, bionics has been used in audiovisual equipment based on human ear function, to
design air and naval craft patterned after biological structure of birds and fish, and to
incorporate principles of the human neurological system in data-processing systems. Another
application has been the development of artificial limbs controlled by recognition of the
electrical patterns in muscle tissue and direct electronic stimulation of the visual cortex via
an implant and camera system. This talent allows the character the ability to design
advanced cybernetic creations. With medicine/surgery, the character can actually perform
surgery, allowing the construction of replacement organs, limbs, etc.

26- Demolitions Precise knowledge of how to build, use and diffuse explosive devices.
28

29- Gadgetry Can build gadgetry, and recieve a +1CS to all FEATs involving them.
31

32- Identify Gadgets Enables a character to Identify and use Gadgets but not build them. Alien technology results
35 in -1CS to -5CS

35- Electrical Engineering


38

39- Locksmith
44

45- Marine Engineering Includes the building of ships, submarines and underwater constructs.
50

51- Mechanical Engineering The character with talent is capable of building complex machines for an assortment of
57 tasks.

58- Military Engineering


63

64- Nuclear Engineering Deals with the construction and development of nuclear powered, manipulating and control
69 devices.

70- Repair/Tinkering Modification of existing machines or equipment.


76

77- Robotics This skill allows a +1CS in dealing with Robotic construction, design, matianence, and
82 theory. When used with the computer skill, the character can design AI constructions.

83- Structural Engineering This allows the character to design, build and modify structural complexes (buildings, bases,
88 tunnels, mines, etc.) Building bases or hideouts are -1CS to effective cost of course.

89- Weapons Engineering Precise knowledge of how to build, use and modify guns, missiles and artillery. This talent
95 does not include explosive devices. (see Demolitions.)

96- Weapons Tinkering Modification of existing weapons.


00
(60-66) Fighting Skills

01- Aerial Combat This skill allows a character +1CS to fighting when engages mid-air. The character has some
03 knowledge of aerial tactics, and possesses keen ability to use such.

04- Underwater Combat The Skill allows a character to operate in combat conditions without penality underwater..
07 Furthermore the character recieves a +1CS to all Fighting and Agility FEAT's whilst
submerged

08- Climbing Allows you to climb trees, telephones , buildings cliffs, etc. +2CS to Agility when trying this.
11 Failure can be painful.

12- Dodging +1CS to dodging


15

16- Gymnastics Enables a character to perform flips, rolls, etc, and also allows a character to juggle. This
19 skill will readily impress a crowd and increase the popularity of the hero +2 every time he
works it into a battle where popularity is available.

20- Martial Arts A This form of martial arts concentrates on using an opponent's strength against him, and is
23 typical of oriental- American forms such as judo and karate. The practitioner of this type of
martial arts can Stun or Slam an opponent regardless of their comparative Strengths and
Endurances.

24- Martial Arts B This form of martial arts is keyed on offense and inflicting damage in short, quick bursts,
27 and includes such disciplines as boxing. The practitioner of this form of martial arts gains a
+1CS to Fighting ability when engaged in unarmed combat.

28- Martial Arts C This form of martial arts concentrates on holds and escapes. The practitioner of this form
31 gains a +1CS to his Strength for Grappling attacks (including damage), a +1CS to Strength for
Escaping and a +1CS to Agility for purposes of Dodging.

31- Martial Arts D This meditative form of martial arts searches out the weak spots of the opponent's defenses
34 and strikes against them. The practitioner of this form of attack may ignore the effects of
Body Armor for determining Stun and Slam results. The attack by the character with this
Talent does not have to inflict damage to force a check for possible Stun and Slam. The
disadvantage is that the target of this attack must be studied for two rounds before the
effects may be brought into play. The character with this Talent does not have to attack the
character, only watch him in battle for two rounds previous to attacking.

35- Martial Arts E This form of martial arts encourages quick striking to catch the opponent off-guard. Heroes
38 with this form of Martial Arts are at +1CS to initiative rolls in unarmed combat.

39- Martial Arts F This martial arts focuses on circular movements and deflecting. The character receives +1CS
42 to strength for blocking and checks vs. Slams and Stuns. This form has no offensive
applications, but instead keys in on defense by outlasting the opponent.

43- Martial Arts G This fighting form relies more on intuition than intelligence. The practitioner of this form
45 can wait until all actions have been declared before he or she must declare an action. This is
limited to melee fighting situations only, and cannot be used to state anything but a fighting
oriented action.
46- Martial Arts H The martial artist has trained to have complete control and awareness of his body. He can
49 use this martial art to apply a +2CS to Endurance for the purpose of healing lost health.
Alternatively, he can apply a +2CS to endurance for the purposes of holding his/her breath
underwater or under gas attacks, provided the martial artist does not move or attack while
using this talent.

50- Martial Arts I This martial arts is very unique. It allows a teacher (sensei) to gain karma from the actions
53 of his/her pupils. A character with this martial art will gain 10% of karma gained from the
student (s) and can channel their energies to allow a karma pool between himself and his
student (s) even when the master is not nearby his student (s).

54- Martial Arts J This martial art involves using your surroundings to become an extension of yourself. The
57 martial artist is totally aware of all furniture, props, natural objects etc in the surrounding
area For example, slamming a refridgerator door on your opponent or pulling the carpet out
from under their feet. The martial artist never needs to make a successful grab for any loose
(not possessed by anyone) objects in the area while fighting despite being stressed. As well,
any attacker must make a successful intuition feat. Failure means the attacker has struck a
nearby item of the Martial Artist's choosing and may receive damage as per the rules on
breaking things.

58- Martial Arts K This martial art focuses on understanding the pressure points and weak spots of the human
61 body. Characters with this talent may opt to strike a target during slugfest combat with a
"nerve pinch". A yellow fighting feat roll is needed (the equivalent of a slugfest "bullseye"
result). Instead of doing normal damage, the target must make a successful Endurance Feat
vs Remarkable Intensity or fall unconscious for 1-10 rounds. If the target is Blindsided, treat
the intensity as Incredible. Note: this martial art can only be used against human targets.

62- Martial Arts L This Martial Art focuses on sumo wrestling and absorbing/redirecting force. The so called
65 "roll with the punches", this martial art allows a character a +1CS to endurance for the
purpose of checking for slam and stun results from slugfest combat only. This martial art can
not be applied if the hero is blindsided.

66- Martial Arts M This Talent focuses on fighting, for the purpose of evading. Allow a +1CS column shift to
69 fighting for determining the effects of evasion only.

70- Martial Arts N This martial Art involves putting all of your energy focused on to a single blow. An example
73 would be a haymaker, or a long flying kick to finish an already shaky opponent. The good
news is the effects of this attack are amplified. Apply a +1CS to damage rolled under the
slugfest column. When the target is checking for effects the target must shift his endurance
down -1CS for checking slams and stuns.

The Bad news is this attack requires a significant amount of timing and energy. The
target is +1CS for evading this attack. As well, the martial artist must check for a red
fighting feat. Failure indicates the attacker may not take any actions in the next
round. As well, even if this feat is successful the attacker always loses initiative in the
next combat round.

74- Martial Arts O The martial artist has trained in the martial arts through it's original form, studying the
77 movements of animals. The martial artist may apply a +1CS to the applicable ability (fighting
for evading, strength for blocking etc.) for performing any offensive or defensive actions
when fighting wild animals. Note: this martial art requires a talent feat.
Automatic - Any animal indigineous to the area the martial artist has trained.
Green -- Any earthly animal, regardless of a martial artist's familiarity.
Yellow -- An earthly animal but one that operates beyond the normal realm of similar
animals
Red- Alien/Other-dimensional Animals
78- Martial Arts P This martial art concentrates on working with teammates in a combined attack, where the
81 stronger of two characters hurls/throws/tosses the other, either as a projectile to strike an
opponent or to pass over, land upon or behind a specific target. The martial art allows the
character to utilize the higher of the two individuals agility to determine success, regardless
of who is projector or projected. Examples would be the X-Men's "Fastball Special" and The
TEAM's "Maneuver Number 7" (Young Justice).
82- Martial Arts Q The martial artist is trained as receving damage, such as breaking a wooden chair on his/her
85 back without flinching. The martial artist must be standing still and requires a psyche feat.
If these conditions are met, the martial artist will receive excellent body armour against
blunt and slugfest attacks.
86- Martial Arts R The martial artist is trained to break objects with his body such as wood, bricks, blocks of
89 ice, etc. Apply a +1CS to damage for the purpose of breaking inanimate objects only. This
martial art can be combined with Martial arts N to allow a +2CS to damage for breaking
things but all of the limitations of martial arts N still apply.
90- Quick-Striking Characters with this talent gain +1CS to Fighting FEATs involving trying for multiple attack
92 rolls. Also gains a +1 on initiative rolls.
93- Wrestling The hero with this Talent is proficient in applying holds. It includes familiar types of
94 wrestling as well as the sumo forms of the art. The hero with this Talent gains a +2CS when
making Grappling attacks, but gains no benefit in damage. A hero with Martial Arts B and
this Talent gains a +3CS to hit in a Grappling attack, and a +1CS for damage.
95- Thrown Objects The hero with this Talent gains a +1CS with all Throwing attacks, and +1CS on Catching. This
96 applies to both thrown weapons and normal items. If the hero has the Thrown Weapons
Talent as well, the modification is +2CS when using thrown weapons.
97- Acrobatics The hero with this Talent is very limber and as such gains advantages when under attack.
98 The hero has a +1CS when dodging, evading, and escaping.
99- Tumbling The hero with this Talent knows how to fall and land without undue injury. Individuals with
00 this Talent may make an Agility FEAT to land feet-first after any fall that does not inflict
damage.
* Note: Additional info supplied in original talent list.
** Note: The fighting skills listed here are ones available to the general public.
(67-70) Medicine
01- Acupuncture
05
06- Cardiology
10
11- Chiropractic
15
16- Dentistry
20
21- Emergency Medicine This character is capable of working in a trauma unit, emergency room or any other kind of
25 immediate care.
26- First Aid This Talent grants the character the ability to immediately halt Endurance rank loss, the and
33 the recovery of one rank immediately. In addition, the hero with this Talent can stabilize a
dying character at Shift-0 Health up to 5 rounds after that character reaches that level.
34- Geriatrics Medical care for older people.
39
40- Obstetrics and Women and babies and related problems.
44 Gynecology.
45- Oncology The study of cancer.
49
50- Pathology The study of diseases and their nature.
54
55- Pediatrics Children
60
61- Pharmacology THe study of drugs
65
66- Physical Therapy
70
71- Plastic Surgery
75
76- Psychiatry Deals with mental, emotional and behavioral disorders. The hero with this Talent has a
81 background in studies of the mind, and as such gains a + 1CS on all FEATs involving the mind.
82- Radiology The use of radiation in the diagnosis and treatment of disease.
87
88- Sports Medicine
93
94- Surgery Allows the charactre to repair extensive physical damage. Surgery skill gives you the ability
98 to perform surgery and a +1CS to Reason FEATs while performing them. If the surgery is
performed anywhere but a hospital type setting, the surgery is done at a -2CS. Extensive
surgery on an Alien or other abnormal physiology there is also a -2CS. Surgery is very
dangerous to the patient. If the Surgery is succesful the patient recieves twice his endurance
points in health. If the surgery is unsuccessful the patient Loses three times his Endurance
points. If the character reaches Shift-0 he may die. Completing a succesful surgery should be
worth a lot of Karma.
99- Veterinary Taking care of animals medical needs.
00
*Note: All of the medicine talents include first aid. All can bring back a character that has reached Shift-0 health since
Medical School provides basic emergency training. However, this character specializes in the field of which talent he/she
rolls.
(71-74) Mystic and Mental Skills
01- Bibliophile The character has an extensive knowledge of magical books, scrolls, or other primarily
08 informational items, and the lore concerning them. He has a +2CS when using or researching
these.
09- Demonologist The character has studied accounts of demons in the Marvel Universe and he knows how
16 dangerous and hostile they are. The character receives a +1CS in any situation involving
demons, including research, communication, identification and combat.
17- Mesmerism and This talent is a primitive form of Mind Control at the Power rank number equal to the Reason
24 Hypnosis of the character with this Talent. Information can be gained as per a Mental Probe, and
posthypnotic suggestions may be implanted within the victim's mind. Any attempt to force
an individual to do something that he would not normally do, or divulge information that he
would not normally reveal, will cause the hypnotism to break. A hypnotic command fades in
1-10 hours after it is given.
25- Mystic Background This "Talent" shows that the character has some background with magical forces. A character
32 with this Talent may have Magical Powers, with the approval of the Judge.
33- Occult Lore The character has made extensive studies into the area of occult happenings, including:
40 unexplained events and mysteries of the world, hauntings, and other manifestations of the
spirit world. He has a +2CS when researching or dealing with occult events.
41- Resist Domination This permits the character to resist mental attacks as if the character had a mental power of
48 Psyche +1CS.
Ritual Magics Reason FEAT to perform magical ceromonies. To do this you need knowledge of the
ceremony (usually from a book), equiptment, and time. Time is 1d20 times 2 = rounds of
spellcasting needed.
49- Runesmith The character is a transcriber and translator of runes, especially ancient, magical runes. The
56 character has a +2CS whenever studying, deciphering, or inscribing runes.
57- Scholar of Antiquities The character has an extensive knowledge of antiques, especially ancient magical artifacts
65 and lore concerning them. He gains a +2CS when dealing with them
66- Sleight of Hand The character with this Talent may palm small items, making them appear or disappear with
74 Agility +1CS ability.
75- Theogony The character has a +2CS when researching information on the powerful extradimensional
83 beings and gods of the Marvel
84- Trance The character may place himself into a trance. While in a trance the character slows his
92 body functions to such a level that he may be assumed to be deceased. A character in a
trance reduces needs for food and water to a minimal level, and may regain Endurance ranks
at one rank per day.
93- Zoologist of Magic Allows a +1CS when attempting to identify magical creatures and their powers.
00
(75-79) Other
01- Accounting
05
06- Actor This gives the ability to be used to disguise a character. An actor recieves a +1CS to all
09 disguise attempts and opponents recieve a -1CS to seeing through the disguise
10- Animal Training This character may teach animals simple tricks. If the character has animal communication,
14 control, or empathy they recieve a +1CS
15- Artist The character with an artist background creates works of art, either for himself or for sale
19 to others. This includes painting, sculpting, and writing.
20- Business/Finance The hero is familiar with the world of business, corporate finance, and how money works.
25 Initial resources are a minimum of Good, and the hero gains a +1CS for FEAT rolls dealing
with money.
26- Escape Artist +1CS to strength in trying to escape holds or bonds.
30
31- Heir To A Fortune This is not a Talent, but a situation which brings the character into a lot of money. The
32 minimum Resources of a character with this Talent is Remarkable
33- Instructor Allows the character to teach a particular ability, allowing students the learning bonus. The
36 teacher is given the same bonus for instruction, and is profficent (+1CS) in a particular skill
37- Journalism Hero gains 2 additional contacts in the media
41
42- Leadership The Hero with this talent is a natural born leader. If this Ctd style=em haracter forms
46 akarma pool with a team then that pool receives a 50 point bonus, provided that this
character is recognized as the team leader. When the leader leaves, the 50 points go with
him. The leader does not gain them, they simply leave the pool. Only one leader per team.
47- Performer The character is someone who acts, sings, dances, mimes, or otherwise uses his Talents to
52 entertain.
53- Persuasion This talent provides the ability to convince someone to believe something or perform some
57 action. Like Interrogation, a persuasion attempt normally requires 15 minutes.
58- Pick Pocketing Allows the character the ability to "borrow" items from another person without their
63 knowledge. Can grant as much as +2CS to Agility if item is in an accessible place (outside
pocket of an overcoat.)
64- Politics Being involved with politics in the public eye, you are either realy liked or really hated. If
69 the charcter is already freindly you gain a +1CS in getting help, but if the character is
unfriendly or hostile you recieve an additional -1CS. You gain 2 contacts, Usually your chief
supporter
70- Seduction The character receives +1 to Persuasion attempts with members of the opposite sex
76
77- Sewing and Tailoring
82
83- Streetsmart Character know the streets and how to survive theere. Character also gains 2 contacts at the
89 street level
90- Student Similair to Heir to fortune, this talent may only be chosen at the start of play. The student
93 character has no other initial talents, but may gain other talents at a discounted [Link]
talents cost 1000 karma points if learned from another player, 800 if learned from an
outside source. Students may maintain Advancement totals for a Talent along with other
forms of advancement funds.
94- Thief Allows the ability to picklocks, access security, and safecracking
96
97- Trivia Pick a subject to be a know-it-all about.
99
00 Writer Enables a character to produce novel, screenplays, comic books, poetry, coloring books.
Takes at least a week to complete.
(80-86) Physics
01- Acoustics Deals with the study of noise control and Sonoluminescence, using sound to produce light in
15 liquids.
16- Atomic Physics The study of solely atomic physics. Includes nuclear physics.
32
33- Cryogenics Deals with the production and effects of very low temperatures.
48
49- Energy and Particle The study of the electromagnetic spectrum of energy and research into new power sources.
66 Physics
67- Mathematics The character with this talent is a math whiz, unbelievably good with numbers and as such
83 gets a plus +1CS to all problems that can be solved mathematically.
84- Quantum Physics Research and development into teleportation, worm holes, warp theory and other
00 MARVELous ideas. The character can even start off by creating a new specialty field. Counts
as two talents.
(87-93) Piloting Skills
01- Airplane Pilot Includes commercial jets, small planes and fighter jets.
15
16- Automobile Specialist +1CS to driving and controlling cars, trains, tanks, hovercrafts, etc.
27
28- Boat Pilot +1CS to all FEATs involving sailboats, aircraft carriers, submarines, tugboats, and so on.
38
39- Helicopter
50
51- Military Vehicle Includes tanks, jeeps and other off-road warcraft.
63 Specialist
64- Motorcycle
77
78- Spacecraft Includes space shuttles and out of atmosphere ships.
89
90- Submersible Vehicle Includes submarines, diving bells and other underwater vehicles.
00
Note: All talents give +1CS to Agility FEATs when piloting.
(94-00) Weapons Skills
01- Ancient Weapons This skill gives the player the ability to use weaponry from a specific period and setting
06 previous to the advent of gunpowder. Further, the Hero must pick the style and period of
said weaponry, wheter it be Ancient egypt or Latter Rome.
07- Battlesuit operation The Hero gains the ability to use a battlesuit without penality. This ability, while not
12 conferring a +CS, eliminates the -CS for using unfamiliar technology, new weapons systems,
or new versions of said suit.
13- Blunt Weapons +1CS with Clubs, bats, etc.
20
21- Bows With this talent gain a +1CS, and may fire and reload in a single round. They may fire
27 multiple arrows on a successful Agility FEAT. Without this talent -1CS to Agility to hit when
using bows
28- Energy Weapons The Hero gains a +1CS to using energy weapons, such as lasers, electrostun rifles, or plasma
34 blasters, save for heavy weapons such as Laser Cannons and Vehicle Weapons.
35- Guns +1CS to all hand guns and Rifles.
42
43- Marksmen +1CS to hit with any distance weapon that requires line of sight to hit, and marksman takes
49 no penalty for range.
50- Oriental Weapons This grants the character a +1CS to fighting or agility when using the following; Shurikens,
56 crossbows, sais, and oriental swords and daggers.
57- Heavy Weapons Heavy Weapons allows the character +1CS for the operation of most heavy weapons,
63 including vehicular mounted weapons and tripod mounted weapons.
64- Fencing The Fencing skill allows the hero +1CS for the use of fencing, and also allows for the skills of
70 parrying, disarming, and quickstrikes with a successful Yellow Agility FEAT.
71- Paired Weapons
76
77- Sharp Weapons +1CS to hit with swords, daggers and spears (unless thrown). Does not include Claws and
83 other natural extensions
84- Thrown Weapons +1CS to Agility for Spears, disks, shurikens, snowballs, etc.
90
91- Weapons Master Character gains a +1CS to hit with any weapon that requires a Fighting FEAT to hit.
96
97- Weapons Specialist Character gains +2CS with a single weapon of choice. Character also recieves a +1 to
00 initiative when using that weapon.

Vampires
Since time's beginning, humanity has spoken of the vampire - the undead Nosferatu, the demonic spirit embodied in
human flesh, the corpse risen from its grave possessed of a burning hunger... too feast on the blood of the living!
Typical Vampire

Fighting Good

Agility Excellent

Strength Remarkable

Endurance Remarkable

Reason Typical

Intuition Good

Psyche Excellent
Health 90

Karma 36

Resources Not Applicable

Popularity -10

Known Powers

• Immortality: Vampires are considered to be Immortal, they do not age and are not affected by disease. They can be
poisoned, though not killed by poison (ignoring all Kill results). Vampires cannot die by conventional means, only
restrained (see Limitations). Vampires are not affected by Kill & Stun results from physical attacks, only Slam results
(see Silver Limitaion).
• Animal Transformation: A vampire may change it's shape into either a bat or wolf with Excellent ability.
• Animal Communication: The vampire possesses Remarkable ability to communicate telepathically with any animal
larger than an insect.
• Hypnotism: Vampires can mesmerize others, or even control their minds outright. Vampires can manipulate others'
emotions, becoming dream lovers or terrifying nightmares. This ability is ranked Excellent and requires eye contact.
• Heightened Senses: The vampire's senses are superhuman. All 5 senses are heightened to Remarkable levels.
• Telepathy: The vampire may attempt to read a victim's mind. The vampire must be able to see the person to be
scrutinized. The vampire makes a Psyche FEAT roll vs the target. Success allows the vampire to read the victim's
thoughts.
• Astral Projection: A vampire may project it's spirit into the Astral plane with Incredible ability travelling invisible and
intangible.
• Hyper Speed: Vampires are natually quicker than when they were alive enabling them to move and attack at
superhuman speeds. This is considered Typical Hyper speed.
• Blending: The vampire may step into the shadows and and thereby shroud itself from sight with Amazing ability.
• Invisibility-Psychic: The vampire possesses Excellent rank ability to psionically cause others not to see it, forcing
others to simply ignore it.
• Emotion Control: Fear; A vampire hissing and baring fangs, may instill an unnatural terror in a target. Unless a
successful Psyche FEAT is made vs Remarkable ability, the target must turn and flee.
• Night Vision: Vampires may see in "natural" darkness with Excellent rank ability without difficulty.
• Claws: The vampire may sprout claws inflicting strength +1CS damage.
• Wall-Crawling: The vampire can spider climb difficult surfaces, including upside down on ceilings with Incredible
ability.
• Regeneration: Vampires recover from damage quickly. Consider a vampire to possess Excellent rank regeneration (see
Silver Limitaion).
• Bite: A vampire bite does Typical damage per round by draining the blood from a victim. If the target has been
drained of blood to Shift-0 health then reinfused with vampiric blood from the "parent" vampire the target will return
to life as a Vampire.
• Blood: Vampire Blood has a high level of toxicity. Should Vampiric blood come into direct contact with a living being,
it will inflict Feeble acidic damage (burn) for 1 round. If it enters the blood stream of a non-vampire Feeble damage
for 1-10 rounds. In greater quantities the blood could also have an effect of turning the target into a vampire
(Endurance FEAT to avoid).

Note: If the Endurance FEAT failed, follow your normal rules for possible vampiric conversion.

Limitations:

• Vampires must drink the blood of others to survive. Voluntary or involuntary deprivation of blood resultes in weakness
-1CS on all stats and powers every two days until they feed (or reach Shift-0 FASERIP scores and enter a state of
Suspended Animation until they are exposed to blood) and causes a overwhelming desire for blood. Upon seeing
blood, a vampire who has not feed will automatically attack if failing a Psyche Feat.
• Driving a stake through the heart of a vampire will not kill it, however it will place the vampire in a state of
Suspended Animation.
• Exposure to Direct Sunlight causes a vampire Remarkable damage. Reduction to zero health in this manner will reduce
a vampire to dust.
• Holy Symbols, Holy Water and Garlic will repel a vampire from the area until the item is removed.
• Silver; Inflicts Feeble damage on contact will the flesh. Silver causes vampire wounds to heal at approximately the
same rate as normal humans and will leave scars and burns. Silver weaponary inflicts +1CS damage, vampires are
affected by Stun & Slam results from attacks by these weapon types (and in some cases, Kill Results could apply).
• Mirrors; Vampires do not reflect an image in mirrors, nor show up in photographic images or similar video mediums. A
vampire must make a Psyche Feat to avoid smashing a mirror.
• Invitation; Vampires are bound from entering a dwelling unless freely invited by the owners or occupants of
the residence. The vampire can then return whenever it wishes, until the invitation is revoked.
• Running Water; Vampires cannot cross running or flowing water on their own volition such as in a brook, stream, river,
and ocean. Vampires can crossover (by plane, train, ship, or bridge) running water if they are assisted, running water
acts like a impenetrable barrier that they cannot pass. If a vampire is immersed in water it will drown, flowing water
or really deep water, is best for this. If the vampire is brought out of the water, it will revive.
• Soil Dependency; Vampires cannot go 100 miles beyond their places of human birth without taking a pound of soil
with them. This soil, usually used to line a coffin, offsets the negative effects of the sun.
• Permanent Destruction; A method of slaying a vampire that is known to "Kill" it forever: Piercing the heart and then
beheading the vampire, burning the head and body in two separate pyres, then scattering the ashes over a large
radius.

Dealing with the Transformation


The details above are standard for Generic Vampires. If you have a "Super Powered" vampiric conversion, the target will
retain any original powers and gain the abilities listed above.

• Fighting and Intuition remain unchanged.


• Strength and Endurance gain +1CS to a maximum of Amazing.
• Agility and Psyche recieve +1CS to a maximum of Remarkable
• * Higher ranked abilties retain their original level.

New Advancement Rules


by Jason Cutcher

F.A.S.E.R.I.P Stat Increase


The primary abilities can only be increased in increments of 5 points. The cost for each increase is 1000 karma points, and
a post explaining what your character has been doing in their personal time to explain the jump. For characters that have
ability scores not divisible by 5, 200 karma points must be spent for each point increase to get to a multiple of before
further advancement continues. Explanations for increase can be as simple as an increased regimen of training as the She
Hulk did when she joined the Fantastic Four (she used the Things old weights and was able to boost her strength to his
level)or as complex as an alien abduction/experimentation unleashing untapped mutagenic factors.

Power Rank Increase: Again, Powers will be increased in increments of 5. The cost of each increase is 2000 karma points,
plus a post explaining the increase in power potential. An increase above Unearthly is subject to my approval and a
limitation.

Resource Increase
Resource level can be raised in increments of 5, costing 500 karma points per increase. The Judge will set up a way to
explain increased revenue with suggestions from the player. Keep in mind that a good idea in the Marvel Multiverse isn't
always guaranteed to win big bucks, and any advance to a new resource level is subject to GM approval.

Popularity
Many avenues exist for increasing Popularity of a character. The easiest is to write posts wherein the character is seen
doing good deeds and charity. Karma may not be spent to increase Popularity, rather popularity can be used to increase
karma by using hero status to help the misfortunate. Keep in mind that popularity can be lost easily as well. Being framed
for a crime you did not commit is always a popular example. A different kind of Popularity is the kind one hold with their
established contacts, this pop rank is often higher than actual popularity and can be further increased by spending 500
karma, and roleplaying with the GM (GM as the contact), or by writing a post in which relations are somehow improved.
Actions performed by a character that are contrary to the interests of contacts can adversely effect the relation despite
spent karma.

Talents
This is basically the same as the book. A talent learned from an NPC (non player character under the GM's control) will cost
1000 karma. A talent learned from a PC (player character) will cost 2000. The difference is that learning from a NPC gets
the character interacting with the Marvel Universe around them and promotes greater gameplay and new possibilities for
adventure. The Player is encouraged to announce they are attempting to learn the talent well in advance of spending
karma and to roleplay time spent practicing the skill.

New Powers
Additional Powers cost 4000 karma plus 1000 for every increment of 5. All powers are subject to GM approval and will
require a post and roleplaying to develop and explain. Use of limitations can be used to waive some of the power cost,
judged on a case by case basis.

Contacts
New contacts can be added without spending karma by lengthy roleplay and posting of stories, however the process can be
sped up by spending 500 karma and naming a contact.

Alternate Ranks
Below is a list of additional, alternate ability ranks. Should you decide to utilise these ranking you will also need to
download the following:

• Universal Table
• Speed Chart

Power Ranks

Rank Abbreviation Score

Shift-0 Sh-0 0

Feeble Fb 2

Poor Pr 4

Typical Ty 6

Good Gd 10

Excellent Ex 20

Remarkable Rm 30

Fantastic Fn 35

Incredible In 40

Spectacular Sp 45

Amazing Am 50

Sensational Sn 60

Monstrous Mn 75

Awesome Aw 90
Unearthly Un 100

Fighting: Combat abilty: trained and/or natural.

Rank Description Examples

Feeble No training or ability Children, elderly

Poor Normal human ability Professor X

Typical Natural ability; minimal training Doctor Octopus

Good Some formal training Police, Hawkeye

Excellent Regular, formal training Military, Cyclops

Remarkable Superior talent Spider-Man

Fantastic Master of a form Average Hand or Coda

Incredible Extensive Training, Master of a form Nick Fury

Spectacular Master of several forms Grifter

Amazing Maximum human potential Captain America

Sensational Enhanced Human potential, Extensive Experience Elders of the Kheran Coda

Monstrous Superhuman potential Asgardian Warriors

Awesome Metahuman Potential, master of all racial and related forms Xena

Unearthly Superhuman with intensive training Thor, Hercules

Agility: Flexability, balance, coordination; agility and reflexes.

Rank Description Examples

Feeble No training or ability Disabled

Poor Normal human ability Children, elderly


Typical Natural ability; minimal training Mr. Fantastic

Good Some formal training Invisible Woman, Colossus

Excellent Regular, formal training Cyclops, Mockingbird

Remarkable Superior talent Hawkeye

Fantastic Extensive training, Olympic athlete Cyblade

Incredible Superior talent with training Captain America

Spectacular Superior talent with Intensive training Zealot

Amazing Maximum human potential Spider-Man, Nightcrawler

Sensational Enhanced Human potential Celene (Young Zealot), Velocity

Monstrous Superhuman potential Silver Surfer, Mephisto

Awesome Metahuman Potential, Extensive Training Riptide (marauders)

Unearthly Superhuman with intensive training Celestials, Odin

Strength: Physical muscle power and brute force.

Rank Description Examples

Feeble Press up to 50 lbs. Children, elderly

Poor Press up to 100 lbs. Normal humans

Typical Press up to 200 lbs. Invisible Woman

Good Press up to 400 lbs. Daredevil

Excellent Press up to 800 lbs. (maximum human capacity) Wolverine

Remarkable Press up to 2000 lbs Dr. Doom, Darkhawk

Fantastic Press up to 5 tons Spartan


Incredible Press up to 10 tons Spider-Man

Spectacular Press up to 25 tons Ladytron

Amazing Press up to 50 tons Rogue, Vision

Sensational Press up to 75 tons Savant, Impact

Monstrous Press up to 250 tons Thing, She-Hulk

Awesome Press up to 500 tons Mr. Majestic

Unearthly Press up to 1000 tons Hulk, Thor

Endurance: Constitution, Aerobic, Physicla Toughness, Fitness

Rank Description Examples

Feeble Reduced or impaired ability Elderly, disabled

Poor Minimal ability or exercise Children

Typical Occasional exercise Normal humans

Good Moderate exercise Black Knight

Excellent Regular exercise Daredevil

Remarkable Intensive exercise Captain America

Fantastic Extensive Exercise Savant

Incredible Enhanced abilities Spider-Man

Spectacular Enhanced abilities with training Zealot

Amazing Metahuman stamina She-Hulk

Sensational Metahuman stamina with training

Monstrous Superhuman fortitude, rarely tires Thing, Wonderman


Awesome Godlike Mr. Majestic

Unearthly Immeasurable, Never tires Hulk, Thor

Reason: Ability to think logicly, intellect, learning.

Rank Description Examples

Feeble Couch potato; uneducated Ajax, Drax

Poor Primary school education Jubilee

Typical Secondary school education Cannonball, Firestar

Good Bachelor’s degree equivalent Daredevil

Excellent Master’s degree equivalent Spider-Man

Remarkable Doctorate equivalent Shadowcat

Fantastic Multiple disciplinary, advanced degrees White Queen

Incredible Genius:- Level 1 (one focus); understand alien tech. Tony Stark, Professor X

Spectacular Genius, multifocus, can understand alien tech Forge, Magneto

Amazing Genius:- Level 2 (Multifocus); create leading tech. Mr. Fantastic

Sensational Alien genius

Monstrous Alien genius; improve and modify alien tech. Mephisto

Awesome Near Omnipetance Roma, Merlyn

Unearthly Knows all human and alien tech. Watcher

Intuition: Intuitive, deductive reasoning, instinct, perception

Rank Description Examples

Feeble Impaired or limited ability Drax


Poor “Slow on the uptake” Ajax, Sunspot

Typical Normal human levels Quasar

Good Above-average intuition Shadowcat

Excellent Fine attention to details Nick Fury

Remarkable Detective background/skills Cyclops

Fantastic Enhanced senses Voodoo

Incredible Strong empathic sense; “gut feeling” Captain America, Dr. Doom

Spectacular Deep intuition Mona Lisa

Amazing In tune with surroundings; strong hunches Wolverine, Professor X

Sensational Enhanced senses Empath

Monstrous Superhuman senses Daredevil

Awesome Senses beyond extraordinary Celene (Young Zealot)

Unearthly In touch with the universe Watcher

Psyche: Resolve, willpower, strength of focus.

Rank Description Examples

Feeble Easily dominated & programmed Dreadnoughts

Poor Young, untrained, will-impaired Meggan

Typical Normal human willpower Hawkeye

Good Resist ordinary mesmerism Daredevil

Excellent Some experience with mind control/mystic forces Black Widow, Nightcrawler

Remarkable Trained to resist will-control Hulk, Mr. Fantastic


Fantastic Focussed Will

Incredible Great strength of will; well-trained/focused Spider-Man, Wolverine

Spectacular Intensive training with mental powers Grifter

Amazing Indomitable Willpower Dr. Doom, Thor

Sensational Enhanced Willpower

Monstrous Intensive training and experience with mental powers Loki, Professor X

Awesome Among the most focused wills Celene (Young Zealot)

Unearthly A mind closed to external forces Doctor Strange

Resources: Financial solvency, means and wealth

Rank Description Examples

Feeble Unemployed, fixed income Aunt May

Poor Freelancers, students Spider-Man

Typical Salaried employment Betty Banner

Good Professional, middle class Dr. Strange

Excellent Small business, Avengers’ pay Captain America

Remarkable Large business, upper class Professor X, TSR Inc.

Fantastic Small corporation Wizards of the Coast

Incredible Small corporation, millionaire Fantastic Four

Spectacular Medium corporation, multimillionaire Tony Stark

Amazing Large corporation, small country Doctor Doom

Sensational Medium country, huge corporation MicroSoft, IBM, Intel


Monstrous Billionaire, multinational corps. SHIELD

Awesome Multibillionaire, Great Britain Savant

Unearthly Major country, MegaCorps, Mys-Tech USA, China, Russia

Popularity

Rank Description Examples

Feeble Reclusive, little known Archangel

Poor Known to law enforcement Banshee

Typical Known to local populace Cyclops

Good Liked by law enforcement Daredevil

Excellent Known to mass media Beast

Remarkable Liked by general public Spider-Man

Fantastic Liked by mass media Union Jack

Incredible Liked by mass media Captain Britain

Spectacular Household name Celene (Young Zealot), Oprah

Amazing Megastar Hercules

Sensational Worldwide fame/acclaim Princess Diana, Mother Terresa

Monstrous Living (or non living) legend Thor

Awesome Interstellar/dimensional fame Lila Cheney, Dazzler, Mr. Majestic

Unearthly Living Icon Captain America

Appearance: Physical appeal, attractiveness and beauty.

Rank Description Examples


Feeble Repulsive Chamber, Deadpool

Poor Homely Reptile, Toad

Typical Plain to Average Iceman, Wolverine

Good Attractive Jubilee, Longshot, Tony Stark

Excellent Pretty/Handsome Captain Britain, Cyblade, Gambit

Remarkable Statuesque Captain America, She-Hulk, Thor

Fantastic Captivating Mystique, Scarlet Witch, Tigra

Incredible Alluring Elektra, Psylocke, Rogue

Spectacular Bewitching Black Widow, Mary Jane, Storm

Amazing Stunning Jean Grey, Susan Richards

Sensational Enchanting Black Cat, Dagger, Emma Frost

Monstrous Radient Roma, Meggan, Morgan Le Fay

Awesome Enrapturing Demigods, Circe, Enchantress

Unearthly Divine Aphrodite

Appearance
by Lady Arakne and Matt Thompson
Randomly-rolled characters begin the game with an Appearance of Typical, followed by a roll on the ability modifier table.
Mutants reduce this by -1CS, because of that unsightly third eye (note that the randomness still allows for a good-looking
mutant, there's just not as many). The Judge may allow players to set a specific stat if the player can come up with a good
enough reason, and modelled characters can have their Appearance stat set by the player (subject to the Judge's approval,
of course)

New characters should also be allowed to trade in powers, talents, and contacts for additional Appearance ranks (allow
one rank per trade-in)

Appearance Benchmark

Rank Description Example

Shift-0 Hideous Sauron and Daemonites


Feeble Repulsive Chamber and Deadpool

Poor Homely Reptile and Toad

Typical Plain to Average Iceman and Wolverine

Good Attractive Jubilee, Longshot and Tony Stark

Excellent Pretty/Handsome Captain Britain, Gambit and Moon Knight

Remarkable Statuesque Captain America, She-Hulk, and Thor

Incredible Bewitching Black Widow, Jean Grey and Storm

Amazing Stunning Black Cat, Dagger and Emma Frost

Monstrous Radiant Roma and Megan in her true form

Unearthly Devine Demigods and Deities in true form

Appearance does figure in to Popularity, which is covered later in this supplement.

Using the Appearance Stat


Characters can use their appearance to influence members of the opposite gender (this may work differently for some
alien species'). If a character is talking to somebody who does not know them, they may use their appearance stat in the
place of their popularity (The Judge may even state that they *have* to use their appearance stat instead, especially if
their appearance is lower than their popularity stat)
Of course, if you are known to be a world-dominating villain, or a hero who has saved thousands of lives, it doesn't really
matter what you look like, as people know you by reputation. Typically, anyone with a popularity of larger than 20 (or -20)
can't use their appearance in place of popularity. However, they may be able to gain a +1CS to a popularity roll given a
successful appearance FEAT first.

The Judge may also rule that the appearance stat can be used for other things. Getting a date for Tony Starks party could
be considered an appearance FEAT. Of course, if plain old Jane Smith (app Typical, popularity 4/60) slips into her
costumed identity of Avenger Girl first, she may be able to use a popularity FEAT for the same thing, and will probably
make front page news in the local scandal sheet the next day, too.

Johnny Crandall, the Crimson Cartographer, stops dead in his tracks while trying to escape the villain's hideout. Ahead of
him is the exit, but it's guarded by two Amazonian warriors. Realising he's hopelessly outclassed if things turn agressive, he
slips into the shadows and changes into his secret ID. Putting on his best smile, he approaches the ladies "Hey, I'm really
sorry about this, but I have absolutely no idea where I am - I thought this was some kind of bookstore.... Say, are you two
girls doing anything tonight?" The Judge may even allow him a red FEAT roll to get past unhindered. If he doesn't turn up
for dinner, though, he's likely to be the subject of a manhunt the next day. If he does turn up, he'd better have his escape
route well planned after the two finish fighting over him....

Modifers to Appearance
The appearance stat represents how the character appears to members of their own race. The Judge should make relevant
modifiers when a character tries to use their appearance stat to influence members of alien races. For similar races, there
may be no modifier, but in the case of a Skrull talking to a human, anything from -2CS to -4CS could be applied.
If a character spends a good hour or so making themselves look presentable, they may be able to gain a +1CS to
appearance for a short while. Any other measures taken to improve appearance may be allowed by the Judge (plastic
surgery?)

Improving Appearance Permanently


Apart from the aforementioned plastic surgery, there is no easy way to improve one's appearance stat. It can't be done by
spending Karma, however much you've managed to save. The Judge may decide under certain circumstances that
appearance is actually reduced (having your face plunged into a bucket of acid is a good example of this).

Augmentation Process
The process of developing super-powered agents and soldiers has been a desire of many organizations since World War II,
but most experiments of this type have ended in disaster. The Power Broker's augmentation process is the most recent and
most successful of these processes.

Dr. Karl Malus was used to develop the process. Funded by grants from secret illegal operations within the U.S.
Government and by outside aid by groups such as the UCWF, Malus made several prototypes of his equipment before
arriving at his present design.
The augmentation process modifies the subjects Strength, Agility and Endurance, increasing each to various degrees
according to their normal metabolism. Given normal human test subjects, the success rate is 50% - failure indicates
disaster. Using the Augmentation Process Results Table, roll separately for each ability. Such enhancements will always
have the minimum value listed, and never be greater than the maximum listed rank. If using the advanced set rules, the
new rank will always be at the lowest possible number for that rank.
Health is adjusted to the new levels. Failure for normal humans is on a roll of 01-50. This usually results in a gross
mutation of the body, and the reduction of abilities as follows:

• Psyche is reduced by as many ranks as Strength is increased.


• Intuition is reduced by as many ranks as Agility is increased.
• Reason is reduced by as many ranks as Endurance is increased.

Reduction of any ability down to Feeble leaves the subject a mindless brute. Player characters become NPC's controlled by
the Judge.

Malus disposed of his failures by putting them in the sewars beneath Los Angeles. A large number of them still live there,
though some were rescued by the Shroud and his criminal Night Shift. Typical stats for such creatures follow:

Typical Statistics

Fighting Typical

Agility Remarkable

Strength Remarkable

Endurance Remarkable

Reason Feeble

Intuition Feeble

Psyche Feeble

Health 96

Karma 6
Resources Not Applicable

Popularity 0

Typical successful augments have the following stats:

Typical Statistics

Fighting Good

Agility Remarkable

Strength Remarkable

Endurance Remarkable

Reason Typical

Intuition Good

Psyche Good

Health 100

Karma 26

Resources Good

Popularity 10

There may be literally hundreds of augmented individuals in the world at present, and as many failures in the sewars
below Los Angeles.
Malus' augmentation was apparently a three-stage process. Captain America underwent the the first part briefly, and Ms.
Marvel underwent the first and second stages.

First Stage: Initial Augmentation


The subject's cells and bombarded and enhanced. At this point, success is determined. Success grants the level rolled on
the Augmentation Results Table for 1-100 hours. Failure results in the immediate effects listed above which are
permanent.

Second Stage: Fixing the Augmentation


For beneficial augmentations, this makes the change permanent.

Third Stage: Addiction


Used in connection with the wrestler-augmentation program for the Unlimited Class Wrestling Federation, the target
subject is injected with a highly addictive durg, which the Power Broker provides to keep a close rein on his workers. It is
possible to break the hold of the drug. Demolition Man and the other wrestlers did so after the Power Broker's initial plans
were exposed by Ms. Marvel and the Thing.

The above effects are noted only for normal humans, and the effects on mutants and mutated humans are as yet not fully
investigated. Captain America was enhanced by the process temporarily, but did not choose to finish the process.

As a rule of thumb, use the following randomly determined rates for determining success or failure of the augmentation
process on unusual subjects:

Mutated Humans
(including those already augmented by the process): 52-70% chance of failure (50 + 2D10)

Mutants
10-60% chance of failure

Aliens
1-100% chance of failure per species
Judges may use augmented thugs for their own adventures, but keep in mind that heroes will have a tendency to seek out
those who create such individuals. The Power Broker, who is in reality a criminal named Curtiss Jackson, is currently free
on bond and awaiting trial, but is still in the business of augmenting humans.

Augmentation Process Results Table


Roll for Agility, Strength, and Endurance

Dice Roll Effect Minimum Maximum

01-50 +1CS Good Remarkable

51-70 +2CS Excellent Incredible

71-99 +3CS Remarkable Amazing

00 +4CS Incredible Monstrous

Combat Rules
The Turn
Each turn is six seconds long. As such, there is a limited amount of time available in which a character can act.
The Players' Book, p. 19, tries to give some guidance as to what a character can do in a single turn, but the rules there
seem a bit cumbersome.

There are three types of actions: Automatic, movement, and dice. An automatic action is one that does not require a FEAT
roll. It is the opposite of a dice action, which does require a FEAT roll. A movement action is obviously moving from point
A to point B. A character is allowed one automatic action, one movement action, and one dice action per turn.
If the character is attempting multiple actions using the rules above (see Simultaneous Actions or Targets), all of the
attempted actions constitute the character's one dice action for the turn (even if the actions do not require a FEAT roll).

The character's movement action can occur either before or after her dice action for the round. A character cannot
normally, therefore, move into range, attack, and then duck back out of sight all in a single turn.

If the character forgoes her dice and/or her movement actions for the turn, she can perform additional automatic actions.
This way, a character can perform up to three automatic actions in a single turn. Automatic actions include such things as
such things as opening doors, activating a defensive power such as Force Field, standing up after being knocked down,
picking up something off the floor, and so on. Some adjudication is necessary. For example, picking up a dropped weapon
while villains are firing is not necessarily an automatic action.

Variable Damage
The first green box on each column of the universal table is now counted as a graze. A graze is a successful hit, but it only
does half of its normal damage. The second green box on each column of the universal table is now a light hit. It is a
successful hit, but damage is only 75% of what is normally scored.

A Yellow result on the universal table has all of its regular effect. A Red result on the universal table has all of its regular
effects and does an extra 3d6 points of damage. A roll of 100 does an extra 3d10 points of damage. You may spend Karma
to get a 100, this is the same as spending Karma for a Green, Yellow, or Red result.

Damage Type - Piercing


An attack can now be classified as a piercing attack. This kind of attack drops an opponents Body Armor or Force Field
score is at -20 points versus this kind of attack. If a piercing attack can pierce both body armor and force field but this
must be specified in the description of the power.

Dodging and Attacking


A character may dodge and attack in the same provided that he makes a FEAT roll of Incredible Intensity vs. Agility and a
FEAT roll of Remarkable Intensity vs. Fighting. These rolls are made in the Pre-Action phase of combat. The character may
only make one attack that round and is at -2CS to hit. If the Agility or Fighting roll fails the character can not dodge that
round and can only make one attack at -3CS.

Agile Characters
Characters with high agilities are harder to hit than other characters. Use the following column shifts for all attackers as
long as the hero or villian with high agility is not suprised.

Agility Column Shift for attackers

Amazing -1CS

Monstrous -2CS

Unearthly Plus -3CS

Roll With the Blow


This maneuver allows characters a last ditch defense against one attack directed against the character. Roll with Blow can
be used against Force, Blunt, and Thrown Blunt attacks. It concentrates on moving with the force of the attack to lessen
the damage caused. A successful FEAT roll (Fighting vs. Fighting or Agility vs. Agility, which ever is appropriate) is required
and if successsful, the intensity of the attack and the color of the result are reduced by an amount determined by the
color of the success.

Effects

White No effect

Green minus 10 points of damage

Yellow minus 20 points of damage

Red minus 40 points of damage

This helps simulate the battles where Spiderman can survive a hit from the Hulk. Also a favorite tactic of Captain America

Critical Attack
What happens if a character's best attack is Excellent and her foe's defenses are Remarkable or better? Ordinarily, the
character would be incapable of hurting her foe. The character could go for a bulls-eye and hope for some special effect,
but this isn't always clearly possible.
Anyone can use (just about) any attack power to go for a critical hit. For every -2CS the character voluntarily applies to
the FEAT (before the dice are rolled), she gains a +1CS to damage. The maximum penalty is -6CS for a maximum bonus of
+3CS to damage.

Critical Blow
This is an attempt to direct an attack at a weak point in the target's defences. Critical Blows are more difficult to do
successfully, but when they succeed, they do a lot more damage than the character's normal attack. In hand-to hand
combat, a Critical Blow can be used to simulate kicks, elbow jabs, haymakers, or any other attack that has a significantly
smaller chance for success but a higher damage potential. When a player decides that his character is attempting a Critical
Blow, he recieves a -2CS on his Fighting or Agility. If the attack succeeds, he does +1CS damage. Critical Blows can be used
in conjuction with any sort of attack.

Devastating Blow
This is an all-out attempt to overwhelm the target's defences. Essentially, The Devastating Blow is a more powerful version
of the Critical Blow. Devastating Blows increase the attacker's damage by +2CS, but decreases his Fighting or Agility by -
4CS. Devastating Blows can be used in conjunction with any attack.

Sweep Attack
A sweep attack, popular with bricks, uses a long implement, such as a telephone pole, to sweep through an area. Sweep
attacks enjoy a +1CS bonus to FEAT rolls.

Flailing Attack
This is the opposite of a Critical Blow. It is a slow, deliberate attack that places a higher emphasis on landing a blow, than
upon inflicting damage. The attacker's Fighting or Agility stat is increased by +1CS, while his damage is decreased by -2CS.
In hand-to-hand combat, a Flailing Attack might represent a flurry of quick, less powerful blows. The Flailing Attack may
be used with any sort of attack.

Grappling
Grappling attacks seem impractical, since it requires a yellow FEAT to get any sort of result. This paragraph changes that.
A green FEAT is a partial hold. A yellow FEAT is a full hold. A red FEAT is a full hold plus the option to immediately inflict
damage or throw the opponent. To clarify, a normal full hold does not inflict damage or permit a throw the turn it is
applied.

Pressing the Attack


This is a special action usable each turn only by the character who wins initiative for the turn. While pressing the attack,
the character concentrates more on offense than defense. She enjoys a +1CS to her FEAT rolls, but her foes also enjoy the
same bonus against her.

Laying Back
This is a special action usable each turn only by the character who wins initiative for the turn. While laying back, the
character concentrates more on defense than offense. She imposes a -1CS penalty against her foe's chance to attack, but
suffers a -1CS penalty to her own attacks for that turn.

Grappling
Okay, how many times have we seen Longshot or Nightcralwler dodge the Juggernaut's grappling attempts; Similiar
examples include the Hulk attacking Daredevil or Captain America. The big brute is not going to succeed without getting
very lucky. Unfortunately in the classic Marvel game, grappling is based on using Stregnth to succeed which gives the brute
way too much of an advantage. I suggest requiring an intitial grappling attempt to be made using a Fighting Feat Roll. If
the inital fighting feat succeeds, the hold is maintained using by using strength. On a successful grab a charcacter may
attempt to:

1. Squeeze: Apply damage


2. Perform a hold
3. Perform a takeaway
4. Throw the opponent

Dive for Cover


This defensive maneuver can get a character out of the way of an explosion or other area of effect attack. Like most
defensive maneuvers, the character must declare her intention to dive for cover before the incoming attack is resolved.
To dive for cover, the character picks a location no more than one half the distance away that she could normally move in
a turn. For example, if the character can fly four areas per turn, she can dive for cover out to two areas away. The
character then makes an Agility FEAT with a -1CS penalty for each additional area after the first she dives. If successful,
the character arrives in the desired area before the explosion or area of effect attack occurs. If the FEAT fails, she is
caught in mid-air at her starting point.
Pulling a Punch
as per rules, but -1CS to hit since the character needs to be careful about not excerting their full stregnth.

Rolling with a Punch


Rolling with a punch is a defensive maneuver usable against most attacks that inflict physical damage. It is unique among
defensive maneuvers because it can be performed after being hit, assuming the character has a dice action available.
Characters capable of multiple Fighting or Agility FEATs can reserve one action for rolling with a punch, but the total CS
penalty is calculated as if the full number of actions were being taken, even if this defensive move is never performed.
Rolling with a punch is either a Fighting or Agility FEAT (player's choice) performed in the Blocking column. The CS result
from that column is applied to the ability score used for rolling with a punch. The modified ability score counts as Body
Armor against the attack.

Life and Death, the Soak Rule


by Stormangel

When a character takes a hit, he may make an Endurance Feat to try and soak up some or all of the damage. First,
compare the attack's damage to the hero's Endurance to determine the color result neccessary to soak. If damage is less
than Endurance by more than one Rank, our hero only needs a green feat. If the damage is one less, equal to, or one more
than the hero's Endurance, go for yellow. And if the damage is more than one higher, our hero better pray for a red.
Secondly, compare the result of the damage dealer to the hero's Endurance to find out how much damage can be soaked. A
green feat means up to the entire Endurance rank can be used to soak damage. A yellow means up to half the Endurance
rank can be soaked and red means only a fourth.
Thirdly, comes the price to pay for soaking. You see Endurance cannot replace Body Armor. If you soak more than 10
points, our hero needs to make a red Endurance Feat or temporarily lose an Endurance Rank. If you take more than 30
points, make a red endurance feat or lose 3 ranks, or a yellow feat and only lose two. If you take 50 or more, just lose
three ranks temporarily (no roll). Loss of Endurance is 6 hours minus one hour for every 10 points in initial Endurance (half
an hour min.) and doesn't affect Health. Recovery turns hours into minutes.

This system simulates tough heroes even without Body Armor taking hits. It tires them a lot sometimes, but they take hits
that would cripple a normal man. Heroes include Cap America, Batman, Punisher, Wolvie, and Daredevil.

Expanded Number of Combat Actions


by Redman II
Following the logical progression of the Intensities for Combat Actions in the standard rules (i.e., 2 combat actions per
round is a Remarkable intensity FEAT, 3 per round is Amazing intensity FEAT), here is an expanded table with a potential
number of actions per round as follows:

• Attempting 2 combat actions per round is an Remarkable Intesity FEAT


• Attempting 3 combat actions per round is a Amazing Intensity FEAT
• Attempting 4 combat actions per round is an Unearthly Intesity FEAT
• Attempting 5 combat actions per round is a Shift-Y Intensity FEAT

The normal rules are followed regarding the CS penalty for multiple actions per round, as well as the penalty for failing
the Multiple Actions FEAT.

Multiple Evading/Blocking Attempts


by Redman II
A character able to make multiple attacks per round may also Evade or Block more than once. When the character
declares his intent to make multiple attacks for the round, he may declare if he wants to use one or more of those attacks
to Evade or Block. The normal CS penalty for multiple actions applies, and the success or failure of Evade/Block attempts
is handled as per normal.

Mental Attacks
by Redman II
Mental attacks are resolved in the following manner. The attacker utilizes his Psyche rank to determine the success of the
attack according to the following:

FEAT Result

White Miss
Green Hit. Attacker inflicts Mental Health damage, up to the Power Rank of the Power used.

Stun. Attacker inflicts Mental Health damage, up to the Power Rank of the Power used. In addition, a possible Stun result occu
Yellow
Psyche rank to determine the outcome of the possible Stun. White/Green results also include a Stagger result.

Kill. Up to Power Rank Mental Health damage is inflicted. In addition, a possible Kill result is achieved. The victim uses his Psy
Red outcome (treat as an edged attack). If he fails, he starts to lose Psyche ranks at -1CS per round. At Shift-0 Psyche, he become
minutes without proper assistance. Such Psyche loss can only be halted by professional medics with good equipment, or by an

Mental Health
by Redman II
Mental Health is used for resolving things suchas the ever-popular telepathic assault, etc. A character's Mental Health is
determined according to the following formula: Add together the Standard Rank Numbers for all ranks up to and including
the character's Psyche Rank. Example: An Excellent Psyche Rank provides a Mental Health total of 42 (2 + 4 + 6 + 10 + 20 =
42)

If Mental Health is reduced to 0, the character must make a Psyche FEAT as if the attack form were Edged (using the
Endurance Loss column as a guideline), or else he begins losing Psyche ranks and subsequently dying. This can be halted,
either by telepathic powers or by the use of an appropriate Talent for treating mental ailments (Judge's determination as
to which Talents qualify)

Edged Weapons vs Body Armor


by Redman II
When an edged weapon is used against an opponent with Body Armor/Body Resistance, compare the weapon's Material
Strength against the foe's Body Armor/Body Resistance rank and make a FEAT roll (there are no Automatic FEATS with this
rule, but Impossible FEATS do apply here). If the FEAT roll is successful, the weapon manages to cut through the
opponent's Body Armor/Resistance, and inflicts full damage to the foe. Note: If using an edged weapon against a foe with
Body Armor or Body Resistance of higher rank than the weapon's Material Strength, then the rules for potentially breaking
weapons apply.

Example: Wolverine vs. Hulk. Wolverine's Adamantium claws (Class 1000 Material Strength) can easily cut through the
Hulk's hide (Monstrous Body Resistance), requiring only a Green FEAT (a White result indicates that Wolvie didn't get a
good enough strike to cut through) to allow him to inflict normal damage upon the Hulk.

Dodging, Damage Reduction


by Redman II
Under normal rules, a successful Dodge maneuver can apply -2CS, -4CS, or -6CS to the opponent's attack roll. With this
house rule, the -2CS, -4CS or -6CS modifiers from a successful Dodge can also be used to reduce the damage taken from
the attack. This reflects various degrees of glancing strikes.

Stunning/Subdual Damage
by Redman II
As an option, you can elect to inflict stunning/subdual damage. This is primarily applicable to Blunt and Force attacks, but
the Judge may decide that certain other powers may qualify, if such powers can potentially generate a stunning type of
attack (the first that immediately comes to mind would be Electrical Generation).

This stunning/subdual damage will not kill an opponent (not by itself anyway). When a character suffers stunning/subdual
damage, he loses Health points as usual, but it's not all "real" damage.
The total amount of accumulated stunning/subdual damage is kept track of separately from regular damage, so players
will know what damage is real and what isn't (unless the Judge prefers to keep track of this himself). The point to this is
that, when a character drops to 0 Health as a result of stunning/subdual damage, he falls unconscious as per normal rules,
but he doesn't have to worry about making Endurance FEATs to avoid losing Endurance ranks and dying. Health lost to
stunning/subdual damage is recovered as per standard rules for Health recovery.
Note: If damage from a regular attack is what pushes the character to 0 Health, then he must follow the normal rules for
Endurance FEATS to avoid dying.

Charging With Weapons


by Redman II
In the event of a character using a weapon as part of their Charging maneuver, such as Captain America leaping headlong
into an opponent with his shield held up before him, the attack roll is handled as per the usual rules regarding Charge
attacks, but the damage is handled as if the character were making a normal melee attack, save that momentum bonuses
to damage that normally apply to Charge attacks apply here as well.

Charge Through or Charge By


The procedure for a charging attack is unchanged except for the information about the attacker possibly being damaged
(Player's Book, p. 27). Instead, the attacker suffers damage equal to the target's physical defense rank or material
strength, plus the variable damage from speed, divided by two. Her own defenses apply against this damage as normal
(round up).
The charge by is an option best used by character's with low defenses. Instead of charging through a foe, a character can
charge past a foe and stick out an arm, leg, tail, wing, et cetera. This inflicts damage equal to one-half the character's
Endurance or Body Armor (whichever is higher), plus the standard bonus for speed. The character herself suffers damage
equal to the target's physical defense rank or material strength, plus the variable damage from speed, divided by four
(round up).

For example, Bullethead charges into Ironside. Bullethead went through 10 areas, and has an Endurance of Amazing. He
inflicts 70 points of damage on Ironside. Ironside has Remarkable Body Armor. Bullethead in turn suffers 25 points of
damage from the collision (30 for Body Armor + 20 for speed, divided by two). Fortunately, Bullethead also has Remarkable
Body Armor, and is unharmed.

Bullethead's partner, Blindside, races toward Ironside and hits him with a charge by. Blindside ran through 6 areas and has
an Incredible Endurance. He inflicts 32 points of damage (one-half his Endurance plus the speed bonus). In turn, he suffers
11 points of damage from hitting Ironside (30 for Body Armor + 12 for speed, divided by four). Unfortunately, Blindside has
no defense against this damage and begins to rethink his battle plan.

Color Shift Penalties


by Redman II
In the event that a character has accumulated enough Column Shift penalties to an action that would effectively reduce
the column used for success to below Shift-0, then further CS penalties are instead applied as Color Shift Penalties,
reducing the Color Result that the character achieves (Red results are treated as Yellow, Yellow is treated as Green, etc.).
This applies to a maximum of a -2 Color Shift, which would reduce a Red result to a Green.

Example: A character with Good Agility has managed to accumulate a total of -6CS in penalties to his ranged attack (due
to distance, target speed, etc.). Since the Columns only go to Shift-0, and thus only take into account 4CS of his penalties,
the additional 2CS in penalties are applied as -2 Color Shift Penalties. As such, if he rolls a Yellow FEAT (or less), the Color
Shift Penalty reduces this to a White result (a Miss). If he achieves a Red Result, the Color Shift Penalty reduces this to a
Green Result (a normal Hit).

Note: If using the Blue Results as Fumbles option, then Color Shift
Penalties do NOT increase the chance of a Fumble. Only a natural roll within the Blue
Result range is a Fumble.

Combat: Attack Rolls


by Redman II
The attack roll is modified based on the two opponent's comparative Fighting ability.
Compare the two foes' Fighting abilities in order to get a modifier to the attack roll. The character with the higher Fighting
gets a bonus to his attack rolls equal to the difference between the two characters' Fighting ranks. Likewise, the lesser-
ranked opponent suffers a penalty to his attack rolls equal to the difference.

Example: Captain America, with Amazing Fighting, is slugging it out with a random ninja with Excellent Fighting. When Cap
attacks, he gets a +30 bonus to his rolls on the Amazing column. The ninja likewise suffers a -30 to his rolls on the
Excellent column.

Cover and Concealment


A target may not be entirely visible because it is partially hidden behind an object, such as a bush or a car. Soft objects,
such as bushes, provide concealment. Hard objects, such as cars, provide cover. It is more difficult to hit a target that is
behind concealment or cover.

Target Is Concealment Cover

25% visible -3CS -6CS

50% visible -2CS -4CS


75% visible -1CS -2CS

The CS penalty applies to the attacker's FEAT roll. If the FEAT fails, but the die roll was not less than 15, the object
providing the concealment or cover is hit instead. Depending on the attack, this may destroy the object. If applicable, the
target behind the object is protected by the material rank of the object.

Combat Tactics
When my gaming group started playing the MARVEL SUPER HEROES game back in high school, we were all still gaming
rookies. As my game mastering and the players’ skills improved over the next several months, I wanted to introduce a
sense of strategy and tactics into the group's battles. I tried to have my villains use intelligent tactics whenever
appropriate in an effort to show the heroes the benefits that having a sound battle plan can produce. And, after their
heroes got their heads handed to them once or twice, the players caught on.

This article will help you develop an understanding of some basic tactics that you can use to help your heroes win more of
their battles against the forces of evil and villainy everywhere. Heroes are sorted into various categories with titles
borrowed mostly from the military, with each having certain offensive and defensive strengths. Although I'll be using
MARVEL SUPER HEROES characters and game terms as examples, the categories describe heroes in general, and the tactics
should apply equally well to any superhero RPG.

Combat Categories
Infantry:
This category of heroes is made up of ground-based (no flying, gliding, etc.) heroes who have few or no true super
powers and whose main tactic is to close with the enemy and engage in melee. In the MARVEL UNIVERSE, this
category is represented by the likes of Captain America, Black Knight, Mockingbird, Black Panther, Wolverine, and
Daredevil. Their styles and weapons are irrelevant, as all of these heroes do the majority of their fighting in close
quarters with the enemy. Other powers or abilities that heroic infantry might possess are: martial arts, weapons,
or acrobatic skills; injury-resistant or enhanced senses; or the ability to make multiple attacks per combat round.
Offensive Tactics:
Like its military namesake, heroic infantry is the best force around at taking and holding ground. When attacking
foes, infantry's success or failure often determines the ultimate success or failure of the combat. To insure
success, infantry needs support from other types of heroes and should develop some alternatives to the all-too-
common frontal assault. Attacking your foes from their flanks or rear is a great way to confuse and distract them.
Forcing your foes to react to two or more groups of heroes, coming from different directions, often causes those
foes to split up their own forces in order to deal with the threats. Just be aware that dividing your forces for a
flanking attempt will also weaken your group as a whole, especially if you are discovered before you are ready to
attack. If you doubt that heroic infantry can do much damage in a flanking maneuver, consider what would happen
if the Daredevil, Captain America, and Wolverineattacked your heroes from behind.
Defensive Tactics:
Since infantry seldom has true powers, it often cannot withstand an all-out attack by super-powered foes. It is
often best, when under this kind of attack, for the infantry to find cover and wait for the other heroes to give it an
opening to turn the tide. If no such help is available, the infantry should stay together and make the enemy come
to it. Prepare an ambush or some confining trap. Play "cat and mouse" with the many times. The Dodging and
Evading tactics from the MARVEL SUPER HEROES Advanced Set Player's Book can also be effective defensive tactics.
Speedsters:
In super-hero games, this term refers to characters with super speed or other heightened ground movement
powers. In the MARVEL UNIVERSE, some notable speedsters are Quicksilver, Makkari, Super Sabre, and the Whizzer.
Any hero qualifies who possesses a power that allows him to cover larger than normal ground distances in a round
(such as lightning speed or leaping) or allows him to make multiple attacks per round. Note that not all GMs allow
speedster characters to make multiple attacks merely because they possess super speed; they must also possess an
"extra attacks" power. Characters like this may also have a high agility, endurance, or an injury resistance power
(body armor, etc.). The most common tactic used by these heroes is to simply close with the enemy and enter
melee.
Offensive Tactics:
A hero of this type often does have multiple attacks, and this can be used to even the odds if the heroes are
outnumbered. This is achieved by distributing the hero's multiple attacks among several targets within the hero's
movement range. This gets more enemies involved in melee, preventing the other heroes from being overwhelmed
by sheer numbers. A tactic for these heroes who do not possess multiple attacks, but who do possess a high
endurance or some form of body armor, is the charge. High speed means a lot of momentum and a lot of damage
to anyone who absorbs that momentum with his body. You can also use these characters to foil enemies' plans by
getting behind their lines, committing sabotage, etc. How can the evil scientist fire his atomic mutagen splurge-
gun at your heroes if your speedster hero can race to the wall and unplug it before the scientist can start the firing
sequence? Or imagine Maximus trying to escape from Quicksilver by running through an open doorway, only to have
Quicksilver run to the door, close it, and lock it just as Maximus barrels headlong into it.
Defensive Tactics:
Many of the previous tactics work well in a defensive situation, too. The ability to attack multiple foes can be very
important, slowing or even stopping an enemy advance. This tactic can also be used to help cover any retreat the
heroes need to make. These heroes' high movement rates also allow them to harass foes, making them the
ultimate hit-and-run artists. The ability to move so quickly also makes these heroes excellent choices for running
diversions or feints. Foes have to pay attention to heroes who can literally run circles around them.
Airborne:
This type of hero possesses some means of flight that also represents his primary super-power, outside of possible
super-strength. The Sub-Mariner, Wonder Man, Namorita and Nova of the New Warriors, and both the original
Angel and Ms. Marvel fall into this category. The most common combat tactic of these heroes is to fly to the enemy
and engage foe, and use teamwork to pick off enemies one at a time. These them in melee. Airborne heroes might
have all are tactics that Wolverine has used quite successfully other powers or abilities that supplement their flight
capabilities.

Universal Combat FEAT Results


FEAT Combat Grab Grapple Evasion - Dodge Block - Parry Catching

White Graze Miss Take No No Miss

Green Hit Take Partial Evade Block Damage

Yellow Bullseye Grab Hold Dodge Parry Catch

Red Critical Contingent Contingent Contingent Contingent Contingent

Combat:
Combat is all armed, unarmed, ranged attacks.
White The attack grazed your target. -3CS to damage.*
Green The attack has struck a non - vital part of the target. - 1CS to damage.*
The attack has struck center mass, or main body. the full effect of the attack is felt by the
Yellow
target. Full damage.*
Red The attack is critical, and/or has struck a vital area to the target. +1CS to damage.*

* This column shift damage method is based on one of Firebomb's House Rules, modified slightly.
Grab:
Directed at a weapon, Object, Item, etc.
White Miss. It remains in the targets possession or it remains in it's original location.
Green The character has a hold of the item, A strength check is done vs. the targets Strength as intensity.
Yellow The character has successfully grabbed the item.
Red The character has not only grabbed the item but has a free action.
Grapple:
Directed at opponents, Living targets, Animated Targets, etc.
Take: The character has successfully put his/her hands on the target. You better have more actions
White
or win Initiative!!
Green Partial: The character has a partial hold of the target.
Hold: The character has a secure lock /hold on the target. Depending on the hold it may cause
Yellow
damage.
The character has masterfully grappled with the target he now has a free action to deliver a
Red
finishing action.
Evasion - Dodge:
This is the most important defensive action.
The character has failed his attempt to get out of harms way! If the opponent hits, the character
White
suffers +1CS to damage.
The character was only able to side - step the attack, This is only effective against close combat
Green
attacks. Not against ranged combat attacks.
The character has either side - stepped the attack (close combat) or leaped out of harms way
Yellow
(ranged combat)
Red The character has tactically avoided the attack and has a free action.
Block - Parry:
The character has failed to either block or parry an attack. If the opponent hits, the character
White
suffers +1 CS to damage.
The character is able to block and incoming attack. The GM must consider if any Damage, Knock -
Green
Back, Slam, Stun, Kill, Death effects also occur.
Yellow The character successfully deflects, swats away , parry's an incoming attack.
Red The character has blocked or parried an incoming threat and now has a free action.
Catching:
White The character completely misses his target.

The character awkwardly catches the intended target and receives Damage. + GM must consider any additional
Green
effects such as: Knock Back, Slam, Stun, etc.

Yellow The character gracefully catches the intended target without problems.

Red The character achieves an awe inspiring catch and has a free action.

Crippling and Bone Breaking


by Sean McGinity
Orignally this article was presented at "Zan's Super Home". Since the move to [Link], it seems the article has been
lost. Rather than lose such a nice article, we have reproduced it here for all.

In order to accomplish this, the attacking character's calculated Damage must be equal to or greater than one half of the
target's TOTAL Health. This is not cumulative, and cannot be combined between several characters under a combined
attack. The target must make an Endurance FEAT. Failure indicates the break or cripple has occurred. Success means the
character was lucky, and the worst case is soreness. Crippling or bone breaking damage means that a large amount of
Damage was inflicted on one part of someone's body, and that part of the body was unable to handle that much stress, and
broke.

Regardless of whether a bone was broken, or a muscle torn, or whatever, the result is the same. That part of the body is
now temporarily crippled and of little or no use. Special casts may be constructed to allow the character movement, but
that part of the body is still suffering a penalty regardless. And that part of the body is much more susceptible to damage
again until totally healed.

Any body part broken or crippled must be tended to by someone that has an associated Talent, such as First Aid or
Medicine, or be permanently incapacitated. Once the body part has been set (whether in a cast, a sling, or something of
that nature) healing takes place. The length of time for recovery is a standard 50 days. This is modified for higher
Endurances as follows.
Subtract the actual Endurance Rank number from the 50 to determine number of days with the broken limb.

Example: Spider-Man is struck by a Force Blast from Megaton, which causes, after calculation, 80 points exactly. This is
just enough to potentially break a bone on Spider-Man. Spidey rolls an Endurance FEAT roll and fails. He has broken a
bone. Thing comes in and lends a hand and defeats Megaton. Since Spidey has an Endurance of 40, it will take 10 days for
his broken bone to mend (50 - 40 = 10).

High Level Endurances: Those with higher Endurances heal broken bones much faster, to the point of someone with an
Endurance of 50 or better heals within a matter of minutes or hours. Apply this rule to only those characters with an
Endurance of 50 or better. Whatever Damage was taken to break the bone (100 points, 200 points, etc...) is what is
needed to heal the bone.

Example: Thor, with a Health of 320 must take 160 points of Damage on one attack in one round to potentially break the
bone. A giant magic serpent strikes Thor for a calculated 200 points of Damage. Thor makes an Endurance Feat roll and
fails the roll. He has suffered a broken bone. Thor has an Endurance of 100, which is far better than 50. He will mend his
broken bone once this initial loss of 200 is healed. Thor heals 100 points as recovery 10 rounds after combat, and an
additional 100 points 24 hours later. His bone is mended. It took 24 hours and 10 rounds later.

How do you determine which bone was broken? Well, if the character making the attack stated "I was working on his arm,"
or "I kicked him in the chest," it's fairly obvious, however the Judge may decide to randomly roll for the point of impact.
Why? Certain injuries are worse than others.

Roll Body Part

1 Torso

2 Arm
3 Leg

4 Head

Roll for Body part on the above table then roll below for the appropriate sub-body part.

Torso

Roll Part

01-50 Ribs

51-65 Left Clavicle

66-80 Right Clavicle

81-85 Pelvis

86-90 Right Shoulder Blade

91-95 Left Shoulder Blade

96-00 Spin

Arm

Roll Part

01-20 Upper Left Arm

21-40 Upper Right Arm

41-60 Lower Left Arm

61-80 Lower Right Arm

81-90 Left Hand

91-00 Right Hand

Leg

Roll Part
01-25 Upper Left Leg

26-50 Upper Right Leg

51-55 Left Knee

56-60 Right Knee

61-70 Lower Left Leg

71-80 Lower Right Leg

81-90 Left Foot

91-00 Right Foot

Head

Roll Part

01-50 Jaw

51-85 Cheek

86-90 Cranium

91-00 Neck

Serious Injury
Courtesy of The Judges Mind
If your player suffers a BLUE result on a FEAT and suffers a serious injury, and you are feeling wicked, get them to roll on
this table.

Then the judge either choses which part of the hero was injured (if it seems obvious) or rolls on the Targetting Table to
see what part was affected. And remember, a permanent injury is not an excuse to make a new character... just ask one-
eyed Nick Fury, blind Daredevil, or wheelchair bound Professor Xavier.

Die Roll Serious Injury Table

• Permanent disability and reduction of abilities (e.g. loss of a limb or body part).
01-
06 • Needs medical attention to stop continuing loss of 5 health points per round.
• Roll on the Targetting Table to see which body part is affected.

• Temporary paralysis of a body part, resulting in reduced abilities and health until medically
07-20
treated (this can be very serious if it restricts breathing or blood circulation).
• Roll on the Targetting Table to see which body part is affected.
Die Roll Serious Injury Table

21-60 Critical Hit!

• The damage has affected one part of the hero's body.


• Roll on the Targetting Table to see which body part is affected.

• Take damage as normal.


61-90

91-00 Playing Possum

• It looks worse than it is. Take half damage but let your attacker think you are badly injured.
• You get an initiative bonus of +3 next round.

Targeting points of weakness


Courtesy of The Judges Mind
The human body can be a fragile thing, whith some parts being sensitive than others. This dissection table can explain why
that is important. While many aliens, mutants and the like are not really human you can use this chart to map various
weak points in bi-pedal lifeforms.
These weaknesses can be incorporated into your game for characters to use as elective targets. On a successful BULLSEYE
FEAT roll or better you can opt to include the "Points of Weakness" chart. The judge should refer to the possible outcomes
of the injury, and choose the one that best suits the story. This chart can also be used to give additional detail to fumbles
(BLUE FEAT results) in which one team member accidentally injures another.
When a player character sustains a serious injury, the judge can roll a d20 to see where they get hit! Then take a look at
what the effect is. The player may have to roll an Endurance FEAT.

If your character has sustained a permanent injury, the judge must decide by simple choice or by rolling a d20 where the
injury is and what the effect is. Undoubtedly it will reduce your character's abilities.

Dissection Table
Click on the image or see below
20 areas have been identified. By rolling either d20 or d100 (divided by 5) you can consult the following body map. The
victim is required to make an Endurance FEAT against the intensity of the impact to avoid the effects listed here. Damage
to some target areas may have additional effects.

1. Cranium - Victim automatically looses initiative next round, and makes Endurance FEAT as though impact intensity
was +3CS
Blue Endurance -1CS per round until medical attention received

White Endurance -1 point per round until medical attention is received

Green Stunned for 1-10 rounds

Yellow Stunned for 1 round

Red No Effect

2. Eye - Victim makes an Endurance FEAT(edged attacks treated as though +2CS)

Blue Blinded and requires medical attention for sight to be restored.

White Blinded 1-10 rounds

Green Blinded 1 round

Yellow Loose initiative next round

Red No Effect

3. Jaw - Victim makes an Endurance FEAT (blunt attacks treated as though impact intensity was +1CS)

Blue Grandslam, stunned for 1-10 rounds

White Grandslam

Green 1 area

Yellow Stagger

Red No Effect

4. Neck - Victim makes an Endurance FEAT as though impact intensity was +2CS

Blue Major artery ruptured, Endurance -1CS per round until medical attention received

Major blood loss requiring treatment, loosing 1 point of Endurance per round until medical attention
White
received

Green Stagger, loose initiative next round


Yellow No Effect

Red No Effect

5. Spine - Treat all attacks at though edged attacks and at +1CS.

Blue Paralysis until medical attention recieved

White All FEATs -1CS until medical attention recieved

Green Stagger, loose initiative next round

Yellow No Effect

Red No Effect

6. Shoulder/Chest - Victim makes an Endurance FEAT

Blue Heart damage, check for kill

White Victim's strength and Endurance -1CS for 1-10 rounds

Green No Effect

Yellow No Effect

Red No Effect

7. Shoulder Joint - Victim makes an Endurance FEAT

Blue Dislocation, arm useless until put back

White Drop any items carried, strength -1CS for 1-10 rounds

Green No Effect

Yellow No Effect

Red No Effect

8. Abdomen - Victim makes an Endurance FEAT


Blue Major organ damage, loose 1 point of Endurance per round until medical treatment received

White Endurance -2CS until medical treatment received

Green Endurance -1CS until medical treatment received

Yellow No Effect

Red No Effect

9. Ribs - Victim makes an Endurance FEAT

Blue Broken ribs cause internal bleeding loose 1 point of Endurance per round until medical treatment received

White Broken ribs reduce Strength and Endurance by -2CS

Green Bruised ribs reduce Strength and Endurance by -1CS

Yellow Stagger

Red No Effect

10. Upper Arm - Victim makes an Endurance FEAT

Blue Drop any items carried, Strength -1CS

White Drop any items carried, Strength -1CS for 1-10 rounds

Green No Effect

Yellow No Effect

Red No Effect

11. Forearm - Victim makes an Endurance FEAT

Blue Drop any items carried, Agility -1CS

White Drop any items carried, Agility -1CS for 1-10 rounds

Green No Effect
Yellow No Effect

Red No Effect

12. Wrist - Check Endurance FEAT as though impact intensity was +2CS:

Blue Wrist broken, drop any items carried, Agility -3CS

White Wrist sprained, drop any items carried, Agility -2CS

Green Drop any items carried, Agility -2CS for 1-10 rounds

Yellow Drop any items carried, Agility -1CS for 1-10 rounds

Red Drop any items carried

13. Fingers - Check Endurance FEAT as though impact intensity was +3CS:

Blue finger broken, drop any items carried, agility -1CS

White finger sprained, drop any items carried, agility -1CS for 1-10 rounds

Green drop any items carried

Yellow Drop any items carried, Agility -1CS for 1-10 rounds

Red No Effect

14. Thumb - Check Endurance FEAT as though intensity was +2CS:

Blue Thumb broken, drop any items carried, Agility and Fighting -2CS

White Thumb dislocated, drop any items carried, Agility and Fighting -1CS

Green Thumb bruised, drop any items carried, Agility and Fighting -1CS for 1-10 rounds

Yellow Drop any items

Red No Effect

15. Hip - Victim makes an Endurance FEAT


Blue Dislocation, grandslam, unable to walk until relocated

White Grandslam, unable to run for 1-10 rounds

Green Grandslam

Yellow 1 area

Red Stagger

16. Thigh - Victim makes an Endurance FEAT

Blue Muscle pulled Strength -1CS, grandslam, unable to run for 1-10 rounds

White Grandslam, unable to run for 1-10 rounds

Green Grandslam

Yellow 1 area

Red Stagger

17. Knee - Check Endurance FEAT as though impact intensity was +2CS.

Blue Dislocation, unable to walk until relocated

White Grandslam, unable to run for 1-10 rounds

Green Grandslam

Yellow 1 area

Red Stagger

18. Shin/Calf - victim makes an Endurance FEAT

Blue Grandslam, unable to run for 1-10 rounds

White Grandslam, unable to run for 1 rounds

Green Grandslam
Yellow 1 area

Red Stagger

19. Ankle - Check Endurance FEAT as though impact intensity was +3CS:

Blue Tendon damage, agility -3CS and unable to run until medical attention received

White Agility -3CS and unable to run for 1-10 rounds

Green Agility -2CS and unable to run for 1-10 rounds

Yellow Agility -1CS and unable to run for 1-10 rounds

Red Unable to run for 1-10 rounds

20. Foot - Victim makes an Endurance FEAT

Blue Grandslam, Agility -1CS and unable to run for 1-10 rounds

White Grandslam, unable to run for 1-10 rounds

Green Grandslam, unable to run for 1 round

Yellow 1 area, unable to run for 1 round

Red Stagger, unable to run for 1 round

Urban Warfare
Super melee combat in the city
While it is easy to get caught up in the thrill and chaos of melee combat, there is always the very real and very serious risk
of harming innocents or destroying public and private property. A misplaced energy blast can have your hero paying of a
huge debt, falling debris on the head of one person can land a hero in the very same jail as the arch nemesis they put
there last week. That Ultra mega max energy beam that cuts through Adamantium like butter is probably the absolute
worst thing he could use in a city.

Fighting in an urban setting requires skill and care, not brute firepower. When engaging in combat with super powered
foes in a densely populated city, there are always going to be innocent bystanders; walls don't always stop bullets, energy
blasts or even bodies, and when things fall off buildings, there is a good chance those things are going to hit someone
down below.
Remember, negligent homicide is a serious crime, a smashed window on a high rise building can cause a shard of glass to
kill someone down on the street below. Picking up a car and throwing it at your enemy... that's as good as Car Theft
(larceny) and Assault with intent to maim or murder, plus destroying private property and then there's disturbing the
peace and littering! So think twice before throwing that car at your enemy.. do you think they have insurance, or that it
covers super hero damage?
Energy Expulsion Ricochet:
Character shoots and misses badly, the blast may bounce off an object and hit a bystander! In an Urban setting, a
BLUE FEAT roll on the universal table may result in an unfortunate incident. The GM should consider the odds of
the shot heading toward a bystander and rolling a percentile (taking into account the proximity, location and
number of bystanders, the odds should always be less than 60%), if the result is yes, then the player must roll to
hit again, no bonuses and -1CS to the roll, the object the shot ricochets off takes power rank -2CS damage, and the
bystander takes power rank -3CS damage less damage than the full blast..
Flying Objects/Debris:
Same strike chances as the Ricochet blast, but multiple chunks of masonry or similar will have a much higher
chance of hitting a bystander.

Size Weight Damage

Tiny objects under 1 pound (0.45 kg) Feeble

Small objects under 2 lbs (0.9 kg) Poor

Moderate objects under 4 lbs (1.9 kg) Typical

Medium objects under 10 lbs (4.5 kg) Good

Large objects under 25 lbs (11.3 kg) Excellent

Big objects under 40 lbs (18.1 kg) Remarkable

Hurled/falling Objects and People:


Chances of hitting bystanders with large, hurled objects and thrown people can happen, with some deadly results.

Cause Effect

Damage to the thrown individual is the hurling characters strength. The bystander will take
Person thown into another person
double damage, plus they will be knocked down and stunned (and injured!).

Feeble if relatively gently, Poor to Good tossed a short distance, Excellent to Incredible if
Person tossed aside
thrown up to 100 ft or more (very likely to kill an ordinary human being).

hurling a person hard will inflict Strength damage plus material strength if they hit an
Super throw
object. Potential to kill an ordinary human being!

Getting hit by a small car Remarkable damage

Getting hit by a typical car Incredible damage

Getting hit by a Desk, table,


Good to Incredible damage
couch, bed, etc

Getting hit by a mail box, metal


Feeble to Good damage
trash can or telephone booth

Getting hit by a Lamp post or


Excellent to Incredible damage
tree
Getting picked up and smacked
Strength of impact plus 10. damage
into something else

Damage from Velocity 6 points per 10 mph (Varies with circumstances)

6 points per 10 ft, this falling damage is ADDED to the damages listed above for objects 10
Damage from Falling Objects lbs (4.5 kg) or heavier, to reflect the added velocity and force of the blow from falling
objects.

Guidelines for Creating New Life


Using the power Lifeform Creation or its equivalent power or spell:

• The power rank is the limit that the new life can achieve. Think of this as the creators Bank Account from which the
new life draws from.
• The highest rank that can be given to a creation is the creators reason rank plus any talents he has. (Biology and
Genetics for normal creations. Engineering, Computers, Electronics and Repair/Tinkering for mechanical creations.
Chemistry, Geology and Archaeology for mineral creations. Chemistry and Physics for Gaseous and any other non-
corporeal creations.)
• All F.A.S.E.R.I.P stats costs whatever the stat rank is, Amazing fighting = 50 points.
• The ability to have each power costs one point.
• A new power costs an additional amount equal to the desired power rank times the number of slots that they take.
(True Invulnerability takes two slots, Body Armor takes only one. True Invulnerability @ Amazing = 100 points, Body
Armor @ Amazing = 50 points.)
• Talents that the lifeform can have are limited to the talents of the creator. Each talent costs 100 times the number
of slots that they need. (Weapon Specialist costs 200 points while Sharp weapons cost 100.)
• Magical abilities can only be given to a lifeform if the creator has magical abilities himself, or has the talents Mystic
Origin, Occult lore, Demonologist, Zoologist of Magic or Chronicler of Magic. Magical abilities are the same as powers
in terms of cost but each power costs an additional two instead of one.
• The base Popularity is 0. The base Resources is anything the creator wishes to give it. (Subtracting from the creator’s
own)
• The creation will be awake and a full 'adult' in 18 years divided by the creation Rank. See chart below.

Rank Time

Feeble 9 years

Poor 4 years 128 days 12 hours

Typical 3 years

Good 1 year 292 days 10 hours 48 minutes

Excellent 328 days 17 hours 17 minutes 6 seconds

Remarkable 219 days 3 hours 10 minutes

Incredible 184 days 17 hours 6 minutes

Amazing 131 days 11 hours 45 minutes 36 seconds


Monstrous 87 days 15 hours 50 minutes 24 seconds

Unearthly 65 days 17 hours 52 minutes 48 seconds

Shift-X 43 days 19 hours 55 minutes 12 seconds

Shift-Y 32 days 21 hours 24 minutes

Shift-Z 13 days 3 hours 34 minutes 34 seconds

Class 1000 6 days 13 hours 46 minutes 41 seconds

Class 3000 2 days 4 hours 35 minutes 3 seconds

Class 5000 1 day 7 hours 33 minutes 28 seconds

Beyond 12 hours

For the creation roll itself:

FEAT Description

White Failure, Creation died in tank, creator loses 100 Karma

Green Success, Creation is hideous (Popularity = -20)

Yellow Success

Red Success, Creation is attractive (Popularity = 10)

Modifed over Success, Creation is attractive (Popularity = 20); one ability or power at random, is increased one rank
100 (No Maximum).

There is no minimum time that the child (the creation) will stay with its creator (or parent). This is the same as with any
other child. although creations usually stay with their creators for at least one year after maturation unless the creator has
the leadership talent (indefinitely) or mind control.

Diseases and Poisons


Diseases
1. Anthrax:
Incredible intensity; inhaled or injury; -1CS to Endurance after a two day incubation period; an additional -2CS to
Endurance the following day if a second Incredible Endurance FEAT is failed. Note: if the patient fails a third
Incredible Endurance test, one of the lost Endurance ranks is lost permanently.

2. Small Pox:
Remarkable intensity; inhaled or contact; -1CS to Strength and Endurance ranks after a 5 day incubation period;
an additional -1CS to Strength and Endurance ranks the following day if a second Remarkable Endurance FEAT is
failed.

3. Pneumonia:
Good intensity; inhaled; -1CS to Strength rank after a three day incubation period; an additional -2CS to Strength
and a -2CS to Endurance ranks the following day if a second Good Endurance FEAT is failed.

4. Hantavirus:
Excellent intensity; injury; -1CS to Strength after a one day incubation period; an additional -1CS to Strength and
a -1CS to Endurance ranks the following day if a second Excellent Endurance FEAT is failed. Note: if the patient
fails a third EX Endurance test, one each of the lost Strength and Endurance ranks is lost permanently.

5. Necrotizing Faciitis:
Excellent intensity; Contact; -1CS to Endurance after a four day incubation period; an additional -2CS to
Endurance the following day if a second Excellent Endurance FEAT is failed. Note: if the patient fails a third
Excellent Endurance test, one of the lost Endurance ranks is lost permanently.

6. West Nile Virus:


Good intensity; injury; -1CS to Fighting, Agility and Endurance ranks after a three day incubation period; an
additional -1CS to Fighting, Agility and Endurance ranks the following day if a second Good Endurance FEAT is
failed. Note: if the patient fails a third Good Endurance test, one of the lost Endurance ranks is lost
permanently.

7. Salmonellosis:
Excellent intensity; ingestion; -1CS to Fighting, Agility and Strength ranks after a one day incubation period; an
additional -1CS to Fighting, Agility and Strength ranks the following day if a second Excellent Endurance FEAT is
failed.

Poisions
1. Arsenic:
Remarkable intensity; ingested; -2CS to Strength; -3CS to Endurance ten rounds later if a second Remarkable
Endurance FEAT is failed.

2. Atropine:
Excellent intensity; injury; -2CS to Fighting and Agility; -2CS to Strength ten rounds later if a second Excellent
Endurance FEAT is failed.

3. Belladonna:
Amazing intensity; injury; -2CS to Strength; an additional -4CS to Strength 10 rounds later if a second Amazing
Endurance FEAT is failed.

4. Blue Vitriol:
Good intensity; injury; -1CS to Endurance; an additional -1CS to Endurance 10 rounds later if a second Good
Endurance FEAT is failed.

5. Blue-ringed Octopus Venom:


Remarkable intensity; injury; -2CS to Endurance; an additional -2CS to Endurance 10 rounds later if a second
Remarkable Endurance FEAT is failed.

6. Chloral Hydrate:
Amazing intensity; ingested; -2CS to Fighting and Agility; 10 rounds later a second Amazing Endurance FEAT must
be passed, or else the victim is knocked unconscious for 1d3 (1d10/3) hours.

7. Chloroform (vapor):
Incredible intensity; inhaled; Unconsciousness for 1d3 (1d10/3) hours.

8. Curare:
Amazing intensity; injury; -3CS to Fighting and Agility; -3CS to Intuition and Psyche 10 rounds later if a second
Amazing Endurance FEAT is failed.

9. Cyanide:
Incredible intensity; injury; -2CS to Endurance; an additional -4CS to Endurance 10 rounds later if a second
Incredible Endurance FEAT is failed. Victims of cyanide poisoning have a breath odor of bitter almonds and froth
at the mouth, and their skin takes on a blue hue.

10. Cyanogen:
Amazing intensity; inhaled; -2CS to Fighting and Agility; -3CS to Endurance 10 rounds later if a second Amazing
Endurance FEAT is failed.

11. DDT:
Incredible intensity; inhaled; -1CS to Strength; an additional -2CS to Strength 10 rounds later if a second
Remarkable Endurance FEAT is failed.
12. Knockout Gas:
Amazing intensity; inhaled; -2CS to Fighting and Agility; 10 rounds later a second Good Endurance FEAT must be
passed, or else the victim is knocked unconscious for 1d3 (1d10/3) hours. Knockout gas can be encountered with
varying intensities.

13. Lead Arsenate (gas):


Good intensity; inhaled; -1CS to Strength; -2CS to Endurance 10 rounds later if a second Good Endurance FEAT is
failed.

14. Lead Arsenate (solid):


Good intensity; ingested; -1CS to Endurance; -2CS to Endurance 10 rounds later if a second Good Endurance FEAT
is failed.

15. Mustard Gas:


Incredible intensity; inhaled; -2CS to Endurance; -3CS to Endurance 10 rounds later if a second Incredible
Endurance FEAT is failed. It also has corrosive effects on the skin, eyes and exposed mucus membranes; Good
corrosive damage to exposed skin, and temporary blindness for 1-10 days if an Endurance feat is failed. These
non-inhalation effects can be negated by simple protection (e.g. heavy clothing and goggles).

16. Paris Green (gas):


Excellent intensity; inhaled; -1CS to Endurance; -2CS to Endurance 10 rounds later if a second Good Endurance
FEAT is failed.

17. Paris Green (solid):


Excellent intensity; ingested; -2CS to Endurance; -2CS to Endurance 10 rounds later if a second Excellent
Endurance FEAT is failed.

18. Puffer Fish Poison:


Excellent intensity; injury; -2CS to Strength; 10 rounds later a second Good Endurance FEAT must be passed, or
else the victim is paralyzed for 10d10 rounds.

19. Rattlesnake Venom:


Good intensity; injury; -2CS to Endurance; -2CS to Endurance 10 rounds later if a second Good Endurance FEAT is
failed.

20. Sarin Nerve Gas:


Amazing intensity; inhaled; -2CS to Endurance; -3CS to Endurance 10 rounds later if a second Amazing Endurance
FEAT is failed.

21. Scorpion/Tarantula Venom:


Good intensity; injury; -1CS to Strength; an additional -1CS to Strength 10 rounds later if a second Good
Endurance FEAT is failed.

22. Strychnine:
Amazing intensity; injury; -1CS to Fighting and Agilty; -3CS to Endurance 10 rounds later if a second Amazing
Endurance FEAT is failed.

23. Tear Gas:


Remarkable intensity; inhaled; Blindness for 1d10 rounds. Tear Gas may be encountered with varying intensities.

24. VX Nerve Gas:


Monstrous intensity when inhaled; Amazing intensity on contact; -2CS to Endurance; an additional -4CS to
Endurance 10 rounds later if a second Monstrous Endurance FEAT is failed.

Drug and Alchohol Abuse


Hard Drugs
In the Marvel Super Heroes game, a hard drug is defined as any addictive drug that is hazardous to the user's mental and
physical health. Such drugs often block the awareness of pain, so that they have the short-term effect of raising Endurance
one rank (to a maximum of Excellent) for 2d10 rounds. After that time, Endurance is lowered one rank from the original
score for 24 hours. During this period, drugs also lower Reason and Intuition by -2CS ranks each (to a minimum of Feeble).

Regular, uncontrolled abuse of drugs can lead to addiction. The Judge may call for a Psyche FEAT roll at the end of any
week in which a character has used drugs more than twice. Shift down -1CS for every week of continued use. A successful
Psyche FEAT means that the character is still in control of his drug use. Failure means the character is hooked on the drug
and craves more of it.

Drug addiction can be an ugly thing. The user needs daily doses of his drug, failure resulting in a -1CS rank loss of
Endurance and Intuition per day without the drug, to a minimum of Feeble. In NPCs, the character will become violent if
denied his fix. The only way to break the habit is going cold turkey (see below).
Alcohol
Alcohol is called 'courage in a bottle', and this is the effect in the game. Raise Fighting +1CS rank for a character who has
been drinking. However, lower the Agility and Intuition of drinking characters (including super-heroes) -2CS ranks, to a
minimum of Poor.

Alcohol also has a nasty aftereffect, the hangover. Make a Yellow Endurance FEAT (or Red, at the Judge's option) or suffer
from a -1CS in all actions the next morning. Another drink will allow a second FEAT roll. This opens the door to...

Alcohol Abuse
Alcohol abuse, which is as deadly as drug abuse. NPCs can be determined by the judge to be alcoholic or not. Player
characters use a similar method to that given for drugs. If a character is drinking alcohol more than three times a week,
make a Psyche FEAT. Effects of success and failure are as for drugs, with the a -1CS rank loss of Endurance (and resulting
Health) if kept from drinking. Endurance cannot drop below Feeble.

Cold Turkey
This is the popular name for deliberately going without something - in this case, drugs - in order to break a habit. The
addicted character stops taking the drug to which he is addicted and 'guts it out'. He will suffer the effects of not using the
drug (loss of Endurance by -1CS rank), but at the end of each day he makes a Psyche FEAT roll. Success indicates the loss
of Endurance stops there; failure indicates that the Endurance loss continues into the next day with another Psyche FEAT
roll at the end, combined with an overwhelming desire for the drug. If two Psyche rolls in a row fail, the character will
become violent and will continue losing Endurance ranks. Roll for each day until a full week of not using the drug or
alcohol has passed. The character can be considered 'clean' at the week's end.

Going cold turkey purges the body of its poisons, as does a hit from one of Dagger's light-missiles. Being hit by one of her
missiles has the same effect as going cold turkey, but involves a great risk to the person affected (see the description of
Dagger given above).
A character who has kicked the habit has a good chance of backsliding even after he has stopped using drugs or alcohol.
Each week the 'clean' character makes a Psyche FEAT roll. One failure indicates some backsliding, while two in a row
indicates a return to the addicted stage, with all the penalties of the original state. The Judge may modify the FEAT roll
according to the immediate situation (business pressure, personal loss, or seeking help). Karma may be added to any of
these rolls.

Karma and Drugs


Drug use and drug abuse are illegal in most states. Heroes will lose -40 Karma points for dealing in hard drugs, -40 points
for using hard drugs themselves, and all Karma if someone's death results from these actions. Alcohol is slightly more
acceptable; heroes lose -5 Karma points for every alcoholic drink taken or -30 points for each night of drunkenness. Friends
of an alcoholic or drug abuser lose 5-20 Karma points for not helping a friend in need. Villains suffer a similar loss as
heroes, but receive a +10 Karma bonus for selling drugs, only if they follow up with another sale within a week. The super-
criminal Kingpin (TM) will not traffic in drugs, because they are a deadly habit for villains as well as heroes.

A final note
The above rules are simplified for use in the game, and are optional. These rules were developed especially for this
article, since drugs are a central part of Cloak and Dagger's background. To exclude reference to drug and alcohol abuse
would be to exclude some of the realism of the Marvel Universe from which these two super heroes came.

Fear
“We have nothing to fear but fear itself.” —Franklin D. Roosevelt

Fear is defined as "a justified fright of a known external cause for worry." It is a normal response to an external threat, and
usually produces disturbances manifested in the sufferer's action, and bodily changes. These disturbances are felt by the
person and visible to others. Humans three different reactions to fear: we may muster up courage and fight the source of
danger; we may feel terrified and flee frantically to escape; or we may become immobilized, motionless and mute.

Some things to remember about fear:

• Fear is different from one person to another (sometimes leading to phobias), and if not properly handled, could lead
to social problems. Someone in the grip of fear might lose consciousness of mind and might perform stupid and/or
dangerous acts.
• Terror refers to a pronounced state of fear, where someone becomes overwhelmed with a sense of immediate
danger.
• Paranoia is a term to describe a psychosis of fear, related to perception of being persecuted. This perception often
causes people to change their normal behaviour in radical ways. After some time, their behaviour may become
extremely compulsive.
Fear may be trigged by internal or external events, conditions, or situations that signal danger. The threat may be physical
or psychological. Fear may also be triggered by the presence of something threatening or the absence of something that
provides safety and security. Below is a random table to determine a fear response.

Die Roll Effects

01-30 Victim is wary and suffers a -2CS to strike for the remainder of the combat.

31-50 50% chance that the victim flees the scene. If he stays he may only parry.

51-65 Victim flees as rapidly as possible away from the source of his or her terror.

66-75 Victim becomes totally catatonic (as if stunned).

Victim flies into a berserk rage and immediately attempts to attack the object of his rage. He will charge if possible and a
76-80
grapple. All strike chances against him are +1CS and all strike chances he makes are +1CS.

81-85 As before but will attack anything (including allies) that come within striking distance.

86-90 Victim becomes hysterical and will continue to stand in place and scream until snapped out of it (GM may determine how

91-94 The victim becomes subject to terror and curl up into a gibbering ball, counting as prone target.

95-97 Victim faints dead away (collapsing to the ground). He remains unconscious for 1-10 minutes.

Victim suffers a heart attack. The target cannot move about under his own power for the remainder of the day and suffers
98-99
physical attributes until he has spent one month resting in bed.

Victim suffers a heart attack and must have medical attention within one minute or die. If he does survive all subsequent
00
Table are increased by 20% for the remainder of the day.

Victims fleeing the source of their fright will do so for 1 minute or until they can no longer see the source of their fear.

Long Term Effects of Prolonged Trauma


If the character is experiencing at least five of the following indicators, then he may be developing long term trauma:

• Intrusive recollection of the event while awake.


• Recurrent dreams of the event.
• Distress as a result of any reminder of the event.
• Attempts at avoiding any thought or feeling about the event, or avoiding activities that remind him of the event.
• Diminished interest in meaningful activities.
• Detachment from others.
• Sense of impending doom.
• Difficulty sleeping.
• Irritability or increased anger.
• Concentration and attention disorders.
• Paranoia
• Increased response upon being startled.
• Depression
• Sexual dysfunction.
• Guilt
• Obsession
• Addiction (substance abuse).

Campaign Use
Long term trauma is probably best used in a campaign where a particularly long and difficult battle has occurred,
specifically one in which the character was severely beaten or people the character knew died gruesomely.
At the very least, this kind of trauma would make a character a little twitchy. At worst, it could make the character
incredibly difficult to be around.

There is also a disorder that certain professions such as doctors, nurses and soldiers acquire after working in difficult
environments (such as the emergency room or in wartime). This disorder makes the victim need that kind of stimulation
again. People with this disorder are unable to find any excitement in anything that isn't as fast and furious as whatever
they used to do (ER, wartime work, other kinds of adrenalin-rush occupations).

Gadgetry
Pages 65 to 70 of the Player's Book lay out the basic rules for building things. To be honest, they're not very good rules.
The following system should work much better.

Prerequisite
In order for a character to be able to design or modify gadgets, she must have the Gadgetry talent. Other talents, such
Engineering, various scientific skills, and Repair/Tinkering are also helpful, but not necessary. All column shifts granted by
relevant skills are cumulative.

Step One: Determining Basic Concepts


Ability Scores
All gadgets have at least one ability score: Material Strength. Depending on the nature of the gadget, it may have other
ability scores as well. For example, a crane would have Strength. A computer would have Reason. The gadgeteer
determines what ability scores the gadget has and sets the rank of each according to her own specifications.

Powers and Talents


A gadget can also have powers and talents appropriate to its function. A car, for example, would have a power rank for
land speed. A gun would have a power rank to determine its damage and range. A computer could be programmed with
information about biology. In all of these cases, the gadgeteer determines at what rank the power or talent functions. This
is the one instance for a talent actually has a rank instead of granting a column shift bonus.

Takeable or Not
The gadget can also either be taken away in combat with a Grabbing attempt, or it cannot be taken away in combat. This
affects the total cost of the gadget. Gadgets that can be taken away in combat have their basic cost doubled. Those that
cannot be taken away in combat have their basic cost quadrupled.

Extended Gadgetry Example, Part 1


Gizmotron is working on two new gadgets. The first is a jet pack. Gizmotron decides to make it out of steel, granting a
Material Strength of Remarkable (30). Furthermore, he want to fly at about 150 miles per round, which would be Excellent
(20) power rank Flight. Finally, the jet pack cannot be taken away in combat.

Gizmotron is also designing a new pistol. He is making it out of high strength plastics, for a Material Strength of Good (10).
Not wanting an ordinary pistol, he decides this new firearm will have Incredible (40) Sonic Control powers. Finally, the
pistol can be taken away in combat.

Step Two: Determine Karma Cost of a Gadget


The gadgeteer pays for the ability scores and power ranks of the gadget with Karma. The basic cost is determined as
explained under Character Creation above. Bonuses and limitations affect the basic cost as normal. In no case, however,
can limitations reduce a gadget’s basic cost below the value of its highest ranked ability score, power, or talent.

Gadgets that can be taken away in combat have their basic cost doubled. Those that cannot be taken away in combat have
their basic cost quadrupled.
The total cost represents the amount of Karma that must be spent in order to begin construction. It is not necessary that
the gadgeteer herself spend this Karma. Other characters can contribute Karma towards gadget construction.

Extended Gadgetry Example, Part 2


Gizmotron’s jet pack has a Material Strength of 30 and Flight of 20. The basic cost is 60 Karma points (30 for Material
Strength and 30 for Flight). The total cost is 240 Karma points.

The pistol has a Material Strength of 10 and Sonic Control of 40. The basic cost is 60 points (10 for Material Strength and 50
for Sonic Control). Since the gun can be taken in combat, it’s total cost is 120 Karma points.
Finally, Gizmotron has Engineering talent. He has spent two weeks and 10 Karma points on detailed schematics for his
gadgets. This will pay off later, giving him a +1CS on all FEATs involving purchasing parts and building the gadget.

Step Three: Purchase Parts


Next, before actual work can begin, the character must buy the parts needed. This requires a Resource FEAT versus gadget
cost intensity. The gadget cost intensity is equal to the gadget’s highest ranked ability score, power, or talent, plus 5 for
each additional ability score, power, or talent.

If the gadget cost is higher than the character’s Resource rank, she cannot afford the gadget. Fortunately, the character
has some options. She can get a business partner, whose Resource rank must be within column shift of her own. The
purchase can then be attempted at the higher resource rank +1CS. If this is not good enough, she can try to get a bank
loan (p. 19, Player’s Book). Finally, if the character has good enough contacts or a Rich Family/Friend, someone else might
foot the bill entirely, assuming the contact’s own Resource rank is sufficient. In any case, Karma can be spent to improve
chances of success, as normal.

If the Resource FEAT fails, all is not lost. The character can try again in one week (p. 18, Player’s Book).

Extended Gadgetry Example, Part 3


The highest rank of Gizmotron’s jet pack is Remarkable. It has one other rank (for Flight), which adjusts cost to
Remarkable (35).

The highest rank of the pistol is Incredible. It too has one other rank (for Material Strength), which raises cost to Incredible
(45).

Gizmotron’s Resource rank is Excellent, modified by +1CS for taking time to draw up plans using his Engineering talent. He
can afford the jet pack, but will have to make a yellow FEAT to swing the purchase. He cannot, however, afford the pistol.
Fortunately, Gizmotron has high level contacts in the Army. He approaches his contacts and convinces them to use their
Monstrous Resources to fund the development of the pistol.
Financing resolved, Gizmotron goes shopping. He makes his own FEAT roll by spending Karma, costing him an additional 15
Karma over and above what has already been spent. The Army comes through with their end of the deal as well.

Step Four: Building the Gadget


So far, the character has designed the gadget, paid the total cost in Karma, and made the relevant Resource FEAT. Now it
is time to actually get started building the gadget. Material Strength is always the first facet built of any gadget.
Installation requires a Reason FEAT against an intensity equal to the rank of the facet currently being installed. This
Reason FEAT occurs at the end of the time needed for that facet (see below). If the FEAT fails, the character can start
over again, but there is a special 10 Karma point failure fee that must be paid before work can continue. There are also
three areas to pay attention to here.

Time
Each separate power, talent, and ability score takes on hour per point of rank to install. This time can be divided up in
whatever way is desired.

Laboratory
A gadgeteer needs a lab in which to work. All labs have a Research rank (see Laboratory advantage above). The maximum
rank for any gadget ability score, power, or talent is equal to the Research rank of the laboratory in which the work is
being performed.

Multiple Gadgeteers
If there is more than one gadgeteer working on a project, there are two options available. First, the gadgeteers may split
up the different tasks, thus cutting down on the time involved in construction. Second, the gadgeteers may work together
on installing the same ability. This is only effective if the gadgeteer’s Reason ranks are within one column shift of each
other. If this is the case, the construction FEAT is resolved using the higher Reason rank +1CS.

Extended Gadgetry Example, Part 4


Gizmotron has an Incredible lab, so he doesn’t have to worry about facilities. His Reason is Remarkable, modified by +1CS
for using Engineering to draw up plans ahead of time. He decides to work on the jet pack first. He starts working on the
main body, which has a Material Strength of Remarkable. After 30 hours of labor spread out over four days, Gizmotron
makes a Reason FEAT against Remarkable intensity and succeeds. Next, he must install the Flight power. Another 20 hours
go by, and Gizmotron makes a second Reason FEAT against Excellent intensity. He succeeds at this as well. After one week
(for the plans), 50 hours of work, and 260 Karma points (240 for jet pack, 5 for plans, and 15 for Resource FEAT), the jet
pack is complete.
Now Gizmotron is ready to build his pistol. Again, he starts with the main body, working for 10 hours. He easily makes the
Reason FEAT afterward. The Sonic Control of Incredible will be hard part. Even with his Reason at +1CS, he still needs a
yellow FEAT. Rather than risk wasting 40 hours, Gizmotron spends Karma (25 points) and succeeds after working an entire
week. The Sonic Control pistol cost Gizmotron one week (for the plans), 50 hours of work, and 150 Karma points (120 for
pistol, 5 plans, and 25 for Reason FEAT).

Modifying an Existing Gadget


A gadgeteer can add or raise an ability of an existing gadget. Steps one through three above are handled as normal. Reason
FEATs during the building phase suffer a -2CS penalty because the character is attempting to modify the gadget to do
something it wasn’t originally designed to do.

Repairing or Rebuilding Gadgets


A damaged gadget can be repaired either in the field or in a laboratory. If done in the field, all Reason FEAT rolls are made
with a -2CS. If done in a lab, the lab’s Research rank limits its usefulness. Repairs on gadgets ranked higher than the lab
are done as if in the field.

Each facet of the gadget that must be repaired requires a Reason roll against an intensity equal to that facet’s rank. It
takes only one turn for each attempt. Karma may be spent as normal.
If a character wishes (or is forced) to rebuild a gadget, steps 1, 3, and 4 above all occur as normal, except for time, which
is halved. Step 2 is different if the character still has the plans made using Engineering for the original gadget. In this case,
Karma costs are one-half the original total cost. In plans do not exist or are not available, the total cost for step two is
unchanged.

Omni-Gadgets
An omni-gadget is a gizmo whose exact function is not defined until the gizmo is actually used. A character with omni-
gadgets on hand always seems to have just the right piece of equipment for the current situation. Engineering can be used
to draw up plans for an omni-gadget.
All omni-gadgets have two ranks: Material Strength and Power. Both are purchased as normal for a gadget. Power has a
base cost of 10 to get Shift-0, just as a standard super power. The basic cost of an omni-gadget is determined just like step
2 above, but the basic cost is always doubled to calculate total cost.
The Reason FEAT to install the omni-gadget’s Power rank is modified according to how versatile the omni-gadget is.
Column shift penalties are cumulative.

Omni-Gadget Mimics Column Shift

FASE Ability Score -1CS

RIP Ability Score -1CS

Any Power -2CS

Any Talent -1CS

An omni-gadget only works for a number of turns equal to its Power rank. After this, the omni-gadget’s Power rank breaks
and must be repaired. When activated, the character divides the omni-gadget’s Power rank between whatever abilities it
can mimic that are desired.

Omni-Gadget Example
Gizmotron also wants an omni-gadget. He decides it will have a Material Strength of Excellent and a Power rank of
Remarkable. This yields a base cost of 60 (20 for Material Strength and 40 for Power), multiplied by two, for a total cost of
120 Karma.

Gizmotron succeeds in the Remarkable (35) intensity Resource FEAT to buy the parts needed. He then gets to work. Since
he wants the omni-gadget to be able to mimic only powers, his Reason is reduced -2CS, but he gains a +1CS by following
his plans (which also cost another 5 Karma). He succeeds in both Reason FEAT rolls and his new omni-gadget is complete.

Later, the evil Snow Queen encases Gizmotron in a block of solid ice. Fortunately for our hero, he had the foresight to
build a defrost unit into his belt. Gizmotron activates the omni-gadget, deciding that it will have Remarkable heat blast
powers. The ice melts and Gizmotron is free! The omni-gadget will function for a total of 30 turns as an Energy (Heat)
Blast projector before its circuits overheat and the device burns out.
Magical Gadgets
In general, everything described above applies to that character with the Magic power who has Gadgetry defined as the
ability to make magical items. There are only two differences. First, instead of Reason FEATs, the mage needs to make
Psyche FEATs. Second, normal Engineering talent is useless. The same bonuses can be acquired using the Occult Design
talent instead.

Age is relative to an Immortal


Actual Ages of Immortal or Long-Lived Superbeings

Die Roll Actual Age (in years) Birth Era

01-06 Under 100 Modern Industrial Era

07-39 100-500 Post-Renaissance

40-67 501-1,500 Dark Ages

68-79 1501-4000 Classical Period

80-88 4001-10,000 Ancient, Post-Ice Age

89-94 10,001-100,000 Cro-Magnon, Ice Age

95-97 100,001-10,000,000 Primitive Man

98-99 10 million-5 billion Various Prehistoric Eras

00 5 billion+ Before Earth Was Created

Apparent Ages of Long-Lived or Immortal Superbeings

Die Roll Apparent age (years)

01-07 Baby (under 2)

08-14 Child (2-11)

15-29 Teen (12-19)

30-58 Young Adult (20-40)

59-80 Middle Age (41-60)

81-94 Senior (61-80)


95-00 Elderly (81+)

Life Expectancies of Long-Lived Superbeings

Life Rank Modify Age Life Expectancy (years)

Feeble 8 560

Poor 64 4,480

Typical 216 15,120

Good 1,000 70,000

Excellent 8,000 560,000

Remarkable 27,000 1,890,000

Incredible 64,000 4,480,000

Amazing 125,000 8,750,000

Monstrous 421,875 29,531,250

Unearthly 1,000,000 70,000,000

Shift-X 3,375,000 236,250,000

Shift-Y 8 million 560 million

Shift-Z 125 million 8.75 billion

CL1000 1 billion 70 billion

CL3000 27 billion 1.890 trillion

CL5000 125 billion 8.750 trillion

After effects For Loss of Longevity/Immortality


What happens to an immortal or long-lived character if that power is removed or negated? Roll 1d100 for the answer.

Die Roll Effect Description


Character is now a normal individual of his
apparent age with a normal life expectancy. If the
power can be later restored before a natural death
01-40 Normal life occurs, he continues living on as if little had
happened. If death occurs meanwhile, an immortal
might still resurrect himself if the power is
restored to his remains.

The character rapidly ages to his true age but


doesn't necessarily die. A character whose age
exceeds his mining the effects of disease on a long
lived PC. If the Longevity rank is higher than the
Endurance number, it can also be used to
determine the character's rate of healing.
Sudden
41-60 The player should also determine the character's
Aging
aging rate. Does he age in a steady but incredibly
slow rate? Does he suddenly gain a year's worth of
aging once each century? Although this information
might have little game use, the information will
help flesh out your PC's long life story or give
motivation to long-lived NPCs' machinations.

The character rapidly ages to his true age. The


shock tends to be fatal, especially if the
character's actual age is more than twice that of
his normal life expectancy. Rapid decomposition
occurs in 1-100 turns; the remains attain a state
similar to that of a normal body the same age as
the recently deceased's actual age. Bodies under
4,000 years old are mummified; those up to 10,000
61-00 Aging & Death
years old become skeletons, and those older than
that collapse into dust. If the power is restored to
an immortal's remains, the immortal can
eventually return to life (traditional vampires are
an example of this). Longevity-powered characters
require aid from such powers as Resurrection or
Self-Revival before they can regain their previous
physical conditions.

Maximum Human Potential


Below is a table outlining a human's maximum potential.

Fighting Agility Strength Endurance Reason Inituition Psyche

Feeble 01-05 01-10 01-05 01-05 01-10 01-10 01-05

Poor 06-10 11-20 06-25 06-25 11-20 11-20 06-10

Typical 11-20 21-40 26-75 26-75 21-40 21-40 11-20

Good 21-40 41-60 76-95 76-95 41-60 41-60 21-40

Excellent 41-60 61-80 96-00 96-00 61-80 61-80 41-60

Remarkable 61-80 81-95 81-95 81-95 61-80


Incredible 81-95 96-00 96-00 96-00 81-95

Amazing 96-00 96-00

Just roll 1d100 to determine your normal human's FASERIP scores within maximum limits.

Power Pool
When this limitation is taken on a character's power(s), he may raise it by an amount of CS allowed by the game Judge,
who must determine just how much more difficult the limitation makes the new hero's life, right?

At any rate, each time the power(s) that fall under this limitation are used, they subtract an amount of points equal to
their power rank from their power pool.
A character's power pool can take many forms. Some are a bit more difficult to play around than others. The five forms of
power pool are listed here:
1. Health Score:
The character's power pool is directly tied to his Health score; use of the power drains away like amount of
Health points. The damage is only temporary, but if the character runs out of health, he still has to make an
Endurance FEAT (green) or begin losing Endurance ranks.
2. Health Score:
This one functions as per number one, above, except that the power cannot kill you; falling to zero health due to
using the limited power won't kill a body; the temporary damage must be kept track of separately, since it is
similar to stunning damage.
3. Power Score:
The character's power pool is a sum of energy on tap, determined by mathematical formula. To find this sum of
energy, apply the following math to each power rank falling under the limitation, and add the results together to
find the total power pool. Essentially, take the power rank number, and add all the successive rank numbers
before it on the Universal Table to that number. This will be the power pool. For example, say this limitation is
used on a power of Amazing (50) rank. To begin, start with the number 50. Now, add to this all the rank numbers
of all the ranks before Amazing to get the result. In this case, the sum would be: 50 + 40 + 30 + 20 + 10 + 6 + 4 =
162.

4. When the character depletes the pool to the point that he can't use his power(s) at full strength, he can either wait
for his power to regenerate (see below), or use the power at a decreased rank; the rank will fall within the rank
indicated by the remaining amount of the pool. Depleting the power pool to zero, however, isn't a good idea. This
will knock the character unconscious for 1d10 turns. No other adverse effect will befall him, though.
5. Same as above, but instead of falling unconscious when running out of power, the character's power will dip into his
health points to function. The same dangers apply to this form of power pool as does those that plague number 1,
above.
6. Same as above, but instead of falling unconscious when running out of power, the character's power will dip into his
health points to function. Furthermore, the loss of health due to this power isn't so deadly; it acts as is describes in
number 2, above.

As one can see, the power pool generation methods grow increasingly less deadly. That is where the column shifts for
limitations come in:

• 3CS on primary power, 2CS on secondary powers under limitation.


• 2CS on primary power, 2CS on secondary powers under limitation.
• 2CS on primary power, 1CS on secondary powers under limitation.
• 1CS on primary power, 1CS on secondary powers under limitation.
• 1CS on power. Allowing multiple powers on this form of the limitation isn't recommended, to curb munchkin-type
players.

Resource Points
For those that like the simplistic resources in the advanced game, here is an additional chart that outlines exactly how
much spare cash is available per resource rank.

Rank Cash

Feeble $0 - $7,000
Poor $12,000 - $15,000

Typical $25,000 - $30,000

Good $40,000 - $60,000

Excellent $125,000 - $250,000

Remarkable $500,000 - 1 million

Incredible 50 million - 100 million

Amazing 500 million - 1 billion

Monstrous 50 billion - 100 billion

Unearthly 500 billion - 1 trillion

If, however, you like the more detailed resource point system, which differs from the basic set, and adds a bit more depth
to money in Marvel than the standard ranks, here are the Resource Points....
Resources is a fancy name for petty cash. It isn't just money, though. It is the ability to get money or valuable equipment
through many channels. It measures personal wealth and the influence of the hero with wealthy organizations. For
example, Captain America is not rich but the Living Legend of WWII has connections with S.H.I.E.L.D., the Avengers, and
half of the U.S. Government. Captain America usually gets what he needs.
Like other abilities, Resources has a rank and a rank number. The resource table shows the number of resource points
available per week based on Resource rank. This is after all the normal expenses have been taken care of (buying food,
paying rent and electricity). The Maximum column shows the maximum number of resource points the hero can
accumulate at one time from borrowing resources (getting a loan) etc.

Resources

Rank Weekly Rate Maximum Description

Feeble 2 RP's 10 RP's Unemployed, fixed income

Poor 4 RP's 20 RP's Freelancers, students

Typical 6 RP's 50 RP's Salaried employment

Good 10 RP's 100 RP's Professional, middle class

Excellent 20 RP's 500 RP's Small business, Avengers' pay

Remarkable 30 RP's 1000 RP's Large business, upper class

Incredible 40 RP's 10,000 RP's Small corporation, millionaire


Amazing 50 RP's 50,000 RP's Large corporation, small country

Monstrous 75 RP's Unlimited Billionaire, multinational corps

Unearthly 100 RP's Unlimited Major country, mega-corporation

Heroes spend resources when they buy or borrow something. Borrowing costs one-half as much as buying, but if the hero
fails to return an item in good shape, he must pay to repair or replace it.

Vehicles and Travel

Vehicles & Travel Cost

Bicycle 4 RP

New Mini-Car 60 RP

Used Mini-Car 40 RP

New Mid-Size Car 100 RP

Used Mid Sized Car 80 RP

New Sports Car 500 RP

Used Sports Car 400 RP

New Luxury Car 1000 RP

Used Luxury Car 800 RP

Small Airplane 400 RP

Small Jet 2000 RP

Small Powerboat 250 RP

Small Yacht 500 RP

Small Jet 2000 RP

Small Jet 2000 RP


Bus Ticket 2 RP

Train Ticket 4 RP

Transcontinental Airplane Ticket 10 RP

Intercontinental Airplane Ticket 20 RP

Buildings And Housing


The Housing Costs Chart below gives guidelines for the resource points needed to rent or buy a dwelling in an average
sized town. You can vary the costs for example it would be more expensive to live in New York city than a small town deep
in Nebraska.

Rent (Per Month)

Rent (Per Month) Cost

Efficiency Apartment 4 RP

1 Bedroom Apartment 8 RP

2 Bedroom Apartment 16 RP

Luxury Apartment 24 RP

One-Story House* 10 RP

Two-Story House* 20 RP

Mansion* 40 RP per floor

Office 20 RP

Office Floor 50 RP

Office Building 1000 RP per floor

Buy

Buy Cost

Efficiency Apartment** 600 RP

1 Bedroom Apartment** 900 RP


2 Bedroom Apartment** 1,200 RP

Luxury Apartment** 2,000 RP

One-Story House** 1,300 RP

Two-Story House** 1,800 RP

Mansion** 3,000-10,000 RP

Empty Land 500 RP/Acre

Construction*** 50 RP

* Not including the cost of utilities or maintenance for this size dwelling, which equals an additional 10% of the rent per
month.

** Not including the cost of utilities, insurance, and upkeep for this type of dwelling, which equals an additional 1% of the
total cost per month.

*** Time for construction equals 1 month per room. When constructed, the cost for utilities, insurance, and upkeep equals
that of a normal dwelling of equal size and type.

Other Costs

Other Expenses Cost

Handgun 5 RP

Rifle 8 RP

Knife 1 RP

Clean Clothes 2 RP

Formal Dress or Tuxedo 6 RP

Expensive Night Out 2 RP

Camera 7 RP

Factory Equipment 1,000 RP per area

Electronic Equipment 100 RP per room

Electrical Generator 500 RP


Fence 20 RP per area

Use these costs as a guide if players buy items that aren't listed. One resource point equals anywhere from 50 to 75
dollars. Heroes working in a super group, like the Avengers, can use their own resources (can you believe they're paid
$1000 a week just to be Avengers? And I turned down their offer?!) or draw from the group's resources.

Resource Option
A hero can raise his Resource rank by saving pennies from week to week. If a hero manages to keep his Resources at the
maximum for three weeks in a row, then spends Karma equal to his Resources rank number, his Resource rank goes to the
next level. You'll notice he can't rise above Amazing, because Amazing has no maximum. On the other hand, if a hero
spends everything he gets for three weeks in a row, his rating goes down to the next lower level. (He does have to spend
Karma for that!)

Building Things with RPs


According to Reed Richards, there are five kinds of inventions:

• Vehicles
• Robots
• Weapons
• Armored Suits
• Special Devices

These categories can be combined to make just about anything. A tank, for example, is just a weapon mounted on a
vehicle. Everything can be broken down into pieces that fall into these five areas.
Before a player invents something, the inventor must define the object in terms of what it can do and how it will do it.
Vehicles, robots, weapons, and armored suits have abilities defined with ranks. Special devices are handled differently, so
we'll deal with those later.

Vehicles are machines that roll, crawl, walk, swim, or fly around, usually for the purpose of carrying something else:
people, weapons, or cargo. A vehicle needs three ability ranks: Body, Control and Speed.

Any machine that is in charge of itself is a robot. It may be a normal, walking humanoid robot, a smart vehicle, or even an
intelligent weapon. Any machine with a Reason rank is a robot; its other abilities define what it can do.
Weapons are designed to damage, hurt or destroy people or objects. A weapon needs ranks for Range and Damage. Range
doesn't correspond neatly to rank numbers (see table below). Range Ranks when assigning a Range to a weapon.

Range Ranks

Range in Areas Rank

0 areas Feeble

1 areas Poor

2 areas Typical

3 areas Good

5 areas Excellent

7 areas Remarkable

10 areas Incredible
25 areas Amazing

50 areas Monstrous

100 areas Unearthly

Armored suits range from simple outfits like flak jackets and biological warfare suits to powered battle armors like those
worn by Iron Man, Scorpion, and Porcupine. An armored suit must have a body armor rank. It can have Fighting, Agility,
Strength, Endurance, Reason, Intuition, or Psyche ranks, too, if needed. If a suit has one or more of those abilities, the
hero wearing the suit uses the suit's ability instead of his own. That's why armored suits are popular: they let anybody
stomp around with Incredible Fighting ability and Monstrous Strength.
Special Devices don't fit any of these categories because they don't have ranked abilities. Astral cameras, Negative Zone
navigators, and mutant locators are three examples. These will be covered later after we get through the basics.

The Invention Process


The first step in inventing anything is figuring out what it's supposed to do. Once that question is answered, the rest is
easy.
First, decide what type of invention this is. Is it a vehicle, a weapon or an armored suit? Will it need a robot brain?

Next, list all of the invention's abilities and assign a rank to each. Consider these abilities, carefully, and think about
everything this machine will do. If it's a vehicle, it needs Body, Speed, and Control ranks. If the vehicle has arms to pick up
things, it also needs Strength.

Don't go overboard assigning high ranks to abilities, because ranks must be paid for. Anybody can design the best force
field generator in the world, but it would take a lot of money to build. The cost of an item in resource points is the sum of
all its ability rank numbers multiplied by 10, plus any modifiers for its size: (See table below):

Size Modifiers

Size Additional Cost

Microscopic 100

Fits in a pocket 50

Easily portable 0

Man-sized 0

Fits a room 100

Big as a house 300

10 areas Incredible

25 areas Amazing

50 areas Monstrous

100 areas Unearthly


Its easy to see that inventions with lots of abilities, or a few really good abilities, are more expensive than smaller, simpler
inventions.

Inventing and building an item takes as many hours as its cost in resources point: a gun that costs 200 resource points takes
200 hours to make. If more than one person works on the device, divide the number of hours by the number of people
working to find the overall time. A gun that takes me 200 hours to make would take only 50 hours if three people helped
me.

If any of the invention's abilities has a rank higher than the inventor's Reason rank, the Judge makes a Reason FEAT roll for
the hero, shifting one column to the left for every rank of difference between the invention's highest rank and the hero's
Reason. The Judge doesn't tell the player what the result was. If the FEAT succeeded, the invention was put together right
and works fine. If the FEAT failed, something is wrong with the invention, but the fault won't show up until the first time
the invention is really used (that means "used for real" as in combat).
An inventor worried about mistakes can double-check his work. Double-checking takes a number of hours equal to the
highest rank number in the invention (40 hours for special devices). The Judge makes another secret Reason FEAT roll for
the hero. If the FEAT succeeds, the hero knows whether anything is wrong. If nothing was wrong, he's sure the device is
OK. If the FEAT fails, he's also sure the devices is OK, even if something actually is wrong.
If a double-check locates a problem, repairs take one-half as long as the original construction and cost one-half as much.

Kit Bashing: If the inventor doesn't have enough time or money to build something properly, he can make a one-shot,
throw-away version out of spare parts very quickly and cheaply. Throw-away inventions can be used only once, in one fight
or on one brief trip, and then are blown up, broken down, or burned out.

If a throw-away item costs more resource points than the inventor has on hand, he can make up the difference with Karma
points on a one-for-one basis.
A throw-away item can be cobbled together in a number of rounds equal to the item's cost. Double-checking takes an
additional four rounds. When any one-shot item is built, the Judge makes a secret Reason check for the hero, shifting one
column to the left for each level the invention's highest rank is above the hero's Reason rank.

Before we look at some examples, there's one more very important note: a hero can't spend Karma to guarantee that those
secret Reason FEAT rolls succeeded! The only way to guarantee success is to double-check, and double-check, and double-
check, again. It takes time, but if your life depends on a piece of machinery, it's worth it. Now we get to do examples.
This is the fun part!

First let's do a vehicle. Vehicles aren't my meat and potatoes, but some people couldn't live without them. Anyway, how
about a big, spider shaped thing with a dome where the driver sits and four legs to move around on? Sounds pretty far out,
eh? Here's how easily we can put it together:

This thing's got to be fairly tough, but I want lots of glass in the cockpit so I can see what's going on. I'll make the Body
Excellent, like a heavy truck. It doesn't need to be very fast. I'll give it Poor Speed: it can keep up with a tank. It doesn't
move very fast, this bug-machine doesn't need very good controls, either. I think Typical Controls will be adequate.
Here's what we've got:

Component Cost

Body: Excellent 200 RP

Speed: Poor 40 RP

Control: Typical 60 RP

Room-sized 100 RP

Total 400 RP

The number in the cost column equal the rank numbers x 10. The size modifier is added at the end. Building this crate will
cost somebody 400 resource points and take 400 hours of work. If I could afford it, I could build it without having to pass
the secret Reason FEAT roll because none of the vehicle's ranks are higher than my Excellent Reason.

Weapons are even simpler, because they have only two abilities: Range and Damage. Blasters are real common in Marvel
comics, so let's build one. I'll give it Excellent Range (5 areas) and Remarkable Damage (30 points).
Component Cost

Range: Excellent 200 RP

Damage: Remarkable 300 RP

Fits in a pocket 50 RP

Total 550 RP

This blaster is more expensive and takes longer to build than the vehicle. And I have to worry about that secret Reason
FEAT, because the blaster's Remarkable Damage is higher than my Excellent Reason. I think I'll keep my trusty web-
shooters.

If I wanted to mount this blaster on my nifty bug-machine, the whole arrangement would cost 950 resource points, take
950 hours to finish, and I'd have to pass one secret Reason FEAT to put the blaster together.
Now let's make a robot. Robots are a lot of fun, but they can be awfully expensive. This guy will be a sentry robot, put
together like a person with arms, legs, a torso, and a head. I want him to do all the things a person could do, but he really
doesn't need Intuition or Psyche. He needs Reason, though because that's what makes him a robot. And he needs Fighting,
Agility, Strength, and Endurance, because he will move and fight like a person.

Component Cost

Fighting: Incredible 400 RP

Agility: Good 100 RP

Strength: Excellent 200 RP

Endurance: Typical 60 RP

Reason: Poor 40 RP

Man-sized 0 RP

Total 800 RP

This guy's a real good fighter, but he's not too bright. A robot needs Reason, but he doesn't need a lot. The trouble with a
stupid robot is that it's easy to confuse. If something happens that the robot isn't programmed to handle, it makes a Reason
FEAT roll. Success means the robot figures something out and keeps working. Failure means the robot doesn't know what to
do. It might ignore the situation, shut itself off, or even go berserk and start attacking everything in sight. The Judge
decides exactly what happens.

Robots can have Intuition and Psyche. The Vision, after all, is a robot android, actually, but there's no real difference. A
robot with Intuition could be very useful as a watchdog. A robot with Psyche has a will of its own, and may be hard for its
creator to control.
How about a different kind of robot? Remember, the only requirement for a robot is that it has Reason. If a machine has
Reason, it's a robot. If it's a robot, it has Reason. So, you ask, can a vehicle be a robot? Of course it can! Here's how:
Let's say I want to make my bug-machine into a robot that stacks cars in a junkyard. I need to make two changes in my
basic design: add arms so it can pick up cars, and add a robot brain (Reason rank) so it doesn't need a driver.
Cars weigh a few tons, so the arms need Incredible Strength. Stacking cars doesn't take much intelligence, so I'll just give
it Feeble Reason. The redesigned bug machine/car stacker looks like this:

Component Cost

Body: Excellent 200 RP

Speed: Poor 40 RP

Controls: Typical 60 RP

Strength: Incredible 400 RP

Reason: Feeble 20 RP

Room-sized 100 RP

Total 820 RP

This is a significant change from the original design. It's important to remember that because this machine has Strength, it
can pick things up and even grapple heroes. With its Feeble Reason it probably wouldn't think of attacking someone. On
the other hand, if it somehow starts thinking that a hero is a car and has to be stacked, it isn't smart enough to realize it's
making a mistake!
Nobody has said anything about super-powers yet, but yes, even super powers can be built into an invention. Powers like
flying, growth, electrical control - in fact, any super power, with a little discretion from the Judge can be built into a
device by assigning a rank to the power. Some of those powers are pretty weird for machines, which leads us directly to:

Special Devices!

Special devices are items that don't have ability ranks, or whose cost and complexity isn't accurately described by
an ability rank. For example, an invisibility field generator that a hero can wear on his belt shouldn't be cheap or
easy to build, but someone who builds an invisibility field generator might give it an invisibility rank of Feeble. This
generator would be cheap and easy to build according to its rank; but that doesn't make sense, because it would
take a lot of scientific know-how to make anything invisible.

The inventor must define exactly what the special device does. The player then assigns ranks to whatever abilities the
invention has. (Remember, he'll have to pay for these ranks, just like any other invention).

Now the Judge takes over. Look at what the invention does, and look at the Reason power rank. Choose the Reason rank
that most closely matches the complexity of the invention. If the item is an extension or a new application of current
technology, it could be Remarkably or Incredibly complex. If it goes beyond current knowledge, developing new or alien
technology, its complexity should be Amazing, Monstrous or even Unearthly. If it pushes into the CL1000 area it pretty
much can't be done. The hero will have to pay the cost for this rank, too, just as if it were an ability rank he wanted the
device to have. (That's 10 times the rank number, remember?).

Next, roll both dice, add the numbers together, and multiply the sum by 10. This is a random cost/time factor that comes
from working on strange new devices. (You guess it! He has to pay this, too.) Finally, add the cost for the device's abilities
(the rank numbers of all its abilities times 10), the complexity cost (complexity rank times 10), and the random cost/time
factor. The hero must pay this amount in resource points to build the item.

Another of my handy-dandy examples will help clarify this. Everybody wants a teleporter. Teleportation's power rank
number equals the number of areas an object can teleport across. I want my teleporter to have a Remarkable range so it
needs a Remarkable teleporting rank.
Checking the Reason rank , I see that someone with Amazing Reason can develop ideas beyond the realm of normal
science. That sounds like the level of smarts needed to design a teleporter. Rolling two dice for my random factor, I get a
4 and an 8. Here's what I end up with:

Component Cost
Teleport distance: Remarkable 300 RP

Complexity: Amazing 500 RP

Random Factor: 4+8=12(x10) 120 RP

Man-Sized 0 RP

Total 920 RP

There it is. I'd have to make a Reason FEAT roll, shifted three columns to the left (the Poor column). It's not easy but it can
be done.

Alien Technology
The average man lives in a secure little world, and by and large dismisses any notions about UFO's, aliens, and advanced
technologies. I hate to shatter the illusion, but Earth lies at an interstellar crossroads, and many advanced races have
visited this mudball we call home: the Skrull, the Kree, the Dire Wraiths, and the Shi'ar.

During their adventures, heroes may run into advanced human and alien technology. If the fate of the world hangs in the
balance, someone will try to use a machine he doesn't understand.

Figuring out a piece of alien technology takes a Reason FEAT roll. If the result is a green, the hero understands the item
well enough to use it, but can't fix or even reload it. Whenever he makes a FEAT roll depending on the device, he must
shift one column to the left on the Universal Table.
If the result of the Reason FEAT is yellow or red, the hero understand the item well enough to use it without any column
shifts. If the result is white, the hero has no idea what the device is. He can start punching buttons and hope nothing blows
up.
A Reason FEAT roll isn't needed to figure out simple alien devices. Even complex alien devices can be figured out with lots
of time and a good lab. The FEAT roll is needed only when time is short and the device is complicated.

Resurrection: Life after Death


What happens if you die?
The rule books are a little hypocritical regarding this. The "official" rules say that when your character dies, he is dead and
you will need another one if you wish to play again. The rules also has a nice little introduction saying that you are playing
in the Marvel Universe. Anyone else see the inconsistency there? If not, I'll make it easier: MARVEL UNIVERSE = DEAD? SINCE
WHEN? This chart is to be used after your Endurance reaches Shift-0 rank.

Roll Resurrection Chart

01-03 Abducted by Aliens (return next game with Lacunar amnesia. I cannot remember what happened, but I was abducted).

04-06 Transported to future (roll again).

07-09 Revived by a futuristic machine.

10-12 Revived by a bored god.

13-15 Clone was killed.

16-18 Clone is alive.


19-21 Not sure who was the clone but someone died.

22-24 Not sure who was the clone both survived because... (roll again)

25-27 Wound wasn't really fatal.

28-30 'Got Better'.

31-33 Really a mutant with a healing factor (roll rank).

34-36 Really an Immortal (get a sword and a trenchcoat, there can be only one).

37-39 Leftover doppelganger from Infinity War was killed.

40-42 Went insane and replaced by a younger version (lower all stats by -1CS).

43-45 Alien shapeshifter was killed.

46-48 Dead until Anniversery issue, make new character (roll 1d10 to see how many games character is dead).

49-51 Aunt May Syndrome; feel faint, go lay down and rest awhile, then get back up and make cookies.

52-54 Comes back with four Wanna-be's.

55-57 Not really dead, but appoints an armored psyco as a replacement.

58-60 Not killed, but Identity is discovered.

Not dead, but your book was canceled. (Whatever world shattering disaster you were about to stop is no longer
61-63
important. You will never be seen again except in some comic with the word Infinity in it).

64-66 Clone takes place (play with clone).

67-69 Character gets better and has an identity crisis and quits for 1d10 (1 to 10 games).

70-72 Character gets better and has an identity crisis, but doesn't quit.

Character has an identity crisis and runs around with nothing, but his boxer shorts on. Problem is, he is using them as a
73-75
mask. Character is locked in an asylum forever (make new character).

76-78 Character becomes evil and tries to take over the world... or something.

79-81 Character becomes a vampire (see Vampire Table for stats & powers).
82-85 Character becomes trapped in an Astral Plane until a body is found.

86-91 Nuclear bomb annilhates body (roll again).

92-94 Magneto Syndrome; come back with all powers +1CS higher (and change name to Magnus).

95-99 Mind was fried, but who'll miss it (lose the laces and get slip on shoes or velcro).

00 STAY DEAD (Hey, it happened... I'm not kidding. It really did, honest!)

Secret Identity: How to Keep a Super Hero's Identity a Real Secret!


Super heroes with secret identities are often extraordinarily careless. Flimsy covers that wouldn't last five minutes in the
real world are expected to stand up to the scrutiny of hostile and friendly intelligence agencies, the media, police,
friends, relatives, co-workers, employers, and other heroes-no matter what.
We all know that the world isn't like that. The technology of identification is highly developed and uses dozens of forensic
and investigative techniques. It's virtually impossible to do anything without leaving evidence: fingerprints, photographs,
saliva, skin particles, hair, blood, etc. And these aren't the only ways we affect our surroundings. Modern society runs on
records, and anyone who seems to behave abnormally risks attracting the attention of tax agencies, the police, and a
variety of other authorities. It's difficult enough for anyone to drop out of sight in our own world, but in a super-powered
world, most agencies could call on the help of their own super-agents with a range of unusual talents that could easily
track down almost any hero or villain. Add the scrutiny of the press to these factors, and it seems unlikely that a real-
world super hero could stay hidden for long. Having said this, it should be remembered that comic-book heroes are usually
able to survive such scrutiny even if their disguises are nothing more than changes in hair styles or the wearing (or
removal) of glasses or tiny masks.

It's sometimes difficult to understand why super heroes bother with secret identities, which often seem more trouble than
they're worth. But the main reason for their use is to give heroes (and villains) a private life that isn't continually
interrupted by the press and assassination attempts. For the Advanced MARVEL SUPER HEROES game, activities in one's
secret identity are important in restoring and maintaining Karma; this becomes almost impossible if the character can't
maintain a normal private life.

This article presents a rating system for a new ability score, Secrecy, intended for use as a rough guide to the security of
heroes and villains. Check if there is any major change at the end of each adventure; if the final rating falls below Typical,
the hero may be due for some problems.
All aspects of the rating system are heavily biased toward heroes; only the most careless will suddenly learn that The Daily
Bugle has published their secret identities, or find hit men waiting in their apartments after a hard day of crimefighting.
This system has been tailored for compatibility with the Advanced MARVEL SUPER HEROES game, but it can easily be
adapted to any other game.
To calculate the Secrecy rating, the hero must be assessed for each of the following factors: Disguise, Precautions,
Confidants, Profile (Secret), Profile (Super), Concealment, and Karma. When all factors are assessed, add the points for
each factor and divide by seven to get the final Secrecy rating.

Some of the heroes and villains mentioned below do not currently maintain secret identities; Secrecy ratings instead
reflect an earlier period of the character's career or a potential rating. A few examples have been left blank, where no
character seemed to fit the circumstances described. For the purposes of this article, anything said about the secret
identities of heroes also applies to villains.

Disguise
Does the hero wear gloves, a mask, or any other disguise? Does the character change shape or size? These factors can make
identification easy or almost impossible. The ratings suggested below are only guidelines and should be modified for
unusual cases. Under most circumstance, a disguise should never be better than Monstrous in effect.

Disguise Table

Feeble A total lack of care about secrecy is shown, apart from a clothing change. (Northstar)
Poor Flimsy precautions are taken, such as wearing a domino mask. (Shadowcat)

Typical A cowl mask and gloves, possibly with a costume that covers the arms, are worn. (Daredevil)

Good The costume covers the hero's entire body. (Spider-Man)

The hero's costume incorporates padding or armor that alters his body shape, or the hero has powers that
Excellent
cause minor changes in his physical form. (Iron Man, She-Hulk)

Remarkable The hero's costume or powers cause substantial changes in his physical form. (Colossus)

Incredible The hero's costume or powers substantially alter his size and form. (Hulk, Thing)

Amazing The hero's costume or powers cause radical physical transformations. (Human Torch when "flamed on")

The hero has an unusual or extremely thorough disguise, involving a total physical change, different body,
Monstrous
etc. (Thor/Donald Blake)

Acting talents: If the character is skilled as an actor or similar performer, and he uses the skill to enhance his disguise, this
may cause a shift of 1-3 columns on his rating, as follows:

• Occasional amateur actor/performer: +1CS


• Professional performer (but not an actor): +2CS
• Professional actor: +3CS; This assumes that the character automatically uses his skill to change his voice and posture
as a super hero.

Precautions
Does the character try to avoid any connection between his secret and super identity, or are the two closely associated by
common friends and interests? For example, Peter Parker has an uncanny knack of finding Spider-Man in action; how long
will it be before someone puts two and two together? Under most circumstances, this rating should not exceed Incredible.

Precautions Table

An obvious public relationship between a hero's secret and super identities exists; people know of the dual
Feeble
identity but lack evidence to prove it. (Kingpin)

Poor Many obvious links exist between a hero's secret and super identities. (Spider-Man)

Typical Evidence of a link between the two identities exists, such as a similarity of resources and skills. (Iron Man)

No obvious links exist between the two identities, but some unusual associations could be found by
Good
investigation. (Daredevil)

Excellent No links exist between the two identities, apart from living in same city or area. (Thor/Donald Blake)

Remarkable The hero's super identity is mainly active in another city or country. (Nightcrawler)

Incredible The hero's super identity is mainly active on other planets or in other dimensions. (Doctor Strange)
Confidants
Does anyone know the hero's secret identity? Even the most reliable friend might be unable to resist dropping a few hints,
or might be tortured or brainwashed to reveal the information. This category also includes any enemies who might know an
identity but have not yet broadcast it.

Confidents Table

Feeble The hero's secret identity is known to at least one major enemy or many civilians. (Daredevil)

Poor The secret identity is known to friends, relatives, or government agencies. (Shadowcat, Black Widow)

Typical The secret identity is known to several civilians. (Iron Man)

Good The secret identity is known to one trustworthy civilian or 2-5 heroes. (Scarlet Witch)

Excellent The secret identity is known to one other hero. (Spider-Man)

Remarkable The hero is a loner, and his secret identity is never revealed to anyone. (Punisher)

Incredible Because of amnesia or multiple personality, the hero's secret identity does not know of his super identity.

The hero's powers are manifested in a way that leaves no evidence of heroic involvement, or the hero is not
Amazing
aware of his use of his powers.

Profile (Secret)
Is the secret identity a newsworthy figure or a total nonentity? Newsworthy figures are more likely to be noticed if they
make revealing slips, and they are often under the surveillance of police, intelligence agencies, criminals, news reporters,
etc.

Profile - Secret Table

The hero's secret identity is a global figure (the head of a major state, a member of royalty, a religious
Feeble
leader, a pop star, etc.). Everyone in the world knows of this person. (Victor Von Doom)

The secret identity is a national figure (American senator, head of a minor state, business tycoon, TV star,
Poor
nobleman) known to many people in one country, but he is not globally famous. (Mariko Yashida, T'Challa)

The secret identity is regionally famous (a well-known journalist on a city paper, a prominent local
Typical industrialist, mayor, etc.) or is known to a few hundred thousand people by name (e.g., an author), but is not
a major national or international figure. (Anthony Stark, Peter Parker)

About 500-5000 people know of the secret identity by face, name, or reputation. He may be a lawyer,
Good
doctor, teacher, director, etc. (Dr. Donald Blake)

Excellent About 50-500 people know of the secret identity, who may be a clerk, security guard, retired person, etc.

About 5-50 people know the name of the secret identity, who may be a technician who only meets a few
Remarkable
clients, an unpublished author, a night watchman, etc. (Clint Barton)
Incredible The secret identity is known to 1-5 others, such as a spouse or relatives. (Rachel Summers)

No one knows the character's secret identity. The character could be unmasked on nationwide TV and
Amazing
wouldn't be recognized by anyone. (Red Skull, Scourge)

Profile (Super)
Is the super-character well known or a total nonentity? Prominent heroes are more likely to be monitored by intelligence
agencies, the police, and supervillains. This rating is often related to the hero's Popularity, but there should not be a
direct relationship. A hero dropping from 50 to 0 in Popularity because of a particularly stupid mistake would become more
famous, not less!

Profile - Super Table

Everyone in the world knows of this character. If a hero, the character is followed by a fan club and besieged
by groupies. Both heroes and villains are always under observation by the police and intelligence agencies. In
Feeble
the case of villains, any appearance is always the signal for major countermeasures by military and
intelligence forces. (Captain America, Galactus, Doctor Doom).

Famous on an international or national level, this character is usually monitored by intelligence agencies and
Poor
foreign spies; (Red Skull, Thor)

The character is famous, probably one of the top half-dozen heroes or villains in the country, and he is
Typical
frequently pursued by the press, spies, etc. (Mr. Fantastic)

The character is moderately well known, with a reputation that probably extends to several cities. He
Good
receives routine attention from police and intelligence agencies. (Black Knight)

Though not the premier hero or villain of a city, the character tries hard. He is occasionally pursued by the
Excellent press, but his activities are rarely the main concern of any national or international agency. (Mockingbird,
Spider-Man)

One of the crowd, the character is probably only remembered as "one of those super guys". The average man
Remarkable
in the street is unlikely to be able to list his powers. (Shaman)

A second-string hero or villain, this character is someone well divorced from routine public attention.
Incredible
Typically, he seen in action only against other super-characters without much effect on the public. (Kraven)

One or two people probably know of this character; most don't and wouldn't care if they did. The character is
Amazing
ignored by the press and other agencies. (Morlocks)

Who? No one has ever heard of this character, who may be brand new or have little effect on the general
Monstrous
public.

Concealment
How many of this hero's last few missions have involved no slips or mistakes threatening his identity (e.g., ripped masks,
fingerprints embedded in girders, etc.)? Since the status of characters changes constantly in the comics, there are no
examples in this section.

Concealment Table
There have been major mistakes in several recent missions, and friends (or enemies) suspect the hero's secret
Feeble
and have evidence to back up their ideas.

There has been one recent major slip, or a series of minor slips that could lead a reasonably competent
Poor
investigator to suspect the truth.

Typical There have been a few minor slips, but nothing would immediately lead an investigator to the truth.

Good One or two very minor slips have been made.

Excellent No slips have been made (applies to most brand-new characters).

Karma
If a hero has Karma, he tends to be lucky. The fates are on his side, the Force is with him, and coincidences and accidents
are resolved in his favor. If he lacks Karma, he won't be saved by lucky accidents, and someone with the CIA or KGB might
decide to start looking at those old files on him and analyzing them for clues. If enemies know his secret identity, Karma
may bring about a situation that prevents them revealing the information.

Effects of Secrecy

Concealment Table

The police, intelligence agencies, and other organizations probably know of both of the hero's identities. This
information can be learned by any competent researcher. Gossip columnists may be waiting for a slack day to
Feeble
reveal the information if it hasn't already been released, and the truth is definitely known to S.H.I.E.L.D., the
CIA, the FBI, the KGB, and other major intelligence forces.

The connection between the identities could be learned if a major intelligence agency made a real effort, or if
Poor super-powers and detective techniques were used. The connection is definitely known to S.H.I.E.L.D. and is
probably known to other major agencies.

The identity connection is well concealed unless a real slip is made. The truth is probably known to S.H.I.E.L.D.
Typical
but not to other agencies.

Good The identity connection is unlikely to be known to anyone, apart from any confidants that may exist.

Excellent The separation of secret and super identities is totally secure, barring disaster.

Judges are advised to avoid publicizing secret identities unnecessarily, even if the PCs are extremely careless. Any factor
that might reduce the effect of mistakes should be taken into account. Remember that it is rare for a hero's alias to be
revealed in the comics. Unless it is essential to the plot, most super hero RPGs should reflect this philosophy.

Super Speedsters
by Jonathan M. Perry & Mark Hughey

Super Speed
A sort of combination of Hyper-Speed and Hyper-Running, the Super speedster is a class of speedster above the normal
class of parahuman that can merely run fast or have quickened reflexes. A speedster with Super speed lives in a sort of
speeded up reality from the one everyone else does. Air provides almost no resistance. Fast objects to the normal eye are
sluggish to them. Most often, these characters have touched what is known in the DC Universe as the Speed Force, the
energy that provides the power for all known Super speedsters.
Notes for Super Speedsters
This power does not merely confer quick movement, but also allows a character to perform tasks at a greatly reduced time
rate. The power rank number is treated as a multiplier to show how much more quickly a task can be accomplished (as per
Hyper-Speed in the UPB; however, no +2CS cannot be applied as a limitation for having a body that is not prepared for the
rigors of living a Super speed lifestyle, as having the Super speed power suggests that the character is, in fact, adapted. If
the character is not adapted, the character is either dead or can only attain a Feeble rank without special equipment).

Super speed costs 3 slots to attain. In addition, a player can—during character creation—opt to spend any number of slots
to buy power stunts for the power, provided that the power rank of Super speed meets the requirement for the power
stunt. Power stunts are listed further down.

Movement
Characters with super speed move at a base movement equivalent to their power rank on the Space Movement table on
the ground, as shown below. They can move up to nine areas per round in water. Even Super speedsters who have the
power stunt of running across water can move only at a rate of 9 areas per round maximum when immersed in water, as
opposed to running across it.

Super Speedster Movement

Power Rank Areas per Round MPH/MPM

Feeble 20 300/5

Poor 40 600/10

Typical 67 1000/17

Good 100 1500/25

Excellent 133 2000/33

Remarkable 267 4000/67

Incredible 400 6000/100

Amazing 667 10,000/167

Monstrous 1,333 20,000/333

Unearthly 2,667 40,000/666

Shift-X 5,333 80,000/1332

Shift-Y 10,000 150,000/2500

Shift-Z 20,000 300,000/5000

Class 1000 66,667 1 million/16,667


Class 3000 Lightspeed Lightspeed

Class 5000 Time Travel Time Travel

Any Super speedsters with a power rank of Typical or above have an aura that surrounds them and protects them from
excess heat and friction when they move; this aura seems to be a by-product of the Speed Force which empowers them,
and can slightly blunt physical attacks, as well as the effects of windburn and friction-heat. In game terms, Super
speedsters are afforded Excellent protection vs. Physical Attacks, and Incredible vs. Heat and Friction, due to the aura
that the Speed Force provides them.

Combat Actions
Super speedsters are also capable of a great many actions a combat round. This ranges from snatching weapons from the
criminal element to performing machinegun type blows against various targets. The numbers of actions the character may
take before receiving negatives for multiple actions are as follows:

Power
Number of Actions per Round
Rank

Feeble 2 per every one

Poor 2 per every one

Typical 2 per every one

Good 2 per every one

Excellent 3 per every one

Remarkable 3 per every one

Incredible 4 per every one

Amazing 4 per every one

Monstrous 5 per every one

Unearthly 5 per every one

Shift-X 6 per every one

Shift-Y 7 per every one

Shift-Z 8 per every one

Class 1000 9 per every one


(Combat is no longer an option at this level and beyond, except between speedsters; in which case you treat
Class 3000+
it as normal combat)

Super Speed rank can be used for extra attack attempts but is different in the following way. Feeble, Poor, Typical, Good
and Excellent need to roll a red to get two attacks. Remarkable, Incredible, Amazing and Monstrous, need to roll a yellow
for two, and a Red for three. Unearthly, Shift-X, Shift-Y, and Shift-Z need to roll a green for two, and a yellow for three.
Class 1000+ needs only to roll a green for three.

The Limitation of the Super Speedster


A Super speedster is after all a living breathing being, and like any living breathing being becoming winded becomes a
factor. Any Speedster can run at half speed and not worry about becoming winded, much like a marathon runner going for
a pleasant two-mile jog. When running at full speed, energy reserves start becoming an issue. A speedster may run at
above half their normal speeds up to full speed for as many combat rounds equal to their Endurance rank. To push beyond
that limit requires Endurance feats.
Example: The Happy go-lucky and attentiveness challenged Impulse has an Endurance rank of Incredible and a Super Speed
rank of Shift-X. He can run at 40,000 miles an hour for most of the day and just be mildly tired. When he pushes past that
limit, say, 40,001 that's when he starts eating up time on his endurance. He can run at 40,001+ speeds for 40 turns, or 4
minutes of time. After reaching turn 41, he needs to make a green endurance FEAT to continue on for ten more rounds. To
push beyond that, he needs a Yellow endurance FEAT for the next five rounds. To push beyond that, he needs to roll a Red
endurance FEAT for every two rounds more he wants to push himself. Once a failure in the endurance FEAT occurs, the
Speedster becomes to fatigued to continue on at any level of super speed. They need to bloody well rest up, for a
minimum of twenty-four hours, despite any hyper healing. No Super Speed Power stunts may be attempted during this rest
period.

Feeling the Burn


Super Speedsters have one more remarkable trick that they can pull over regular parahuman runners. If they truly push
themselves, they can run at +2CS higher than their rank. But such ability does have its drawbacks. The character must roll
and Endurance FEAT every 3 rounds or pass out. Once they awaken, they must follow the penalties listed above for tiring
themselves out. Of course this assuming, that in their passing out, they don't smash into anything at such high velocities,
and become the longest skid mark that was once alive.

Perils of Speed
If for any reason a speedster reaches Class 3000 speeds, they feel the calling of the Speed Force. Big Deal you say? Guess
again. The Speed force is the nirvana for any Speedster, where most past speedsters; once they shuffle on, join. Upon
reaching Class 3000 speed, the character is faced with a perilous choice, enter nirvana or turn away from heaven. Joining
the Speed Force effectively ends the character's play in the game, so we're assuming you'll resist. Here's a list of things you
can do to accomplish this:

Make a Psyche Feat Roll of at least Incredible intensity. This basically means, that the character blinked in the face of
God, got the willies, or for that matter, didn't think their time on Earth, or whatever planet your playing on, was over.

• If the Speedster has a loved one, as in someone they are totally gone for, would die for, they receive a +3CS to their
psyche for this FEAT (love is a powerful thing).
• If the Speedster is on a world-threatening mission when he brushes the barrier, they are allowed a +2CS to their
Psyche for the FEAT roll.
• If the Speedster is part of a Telepathic Team Link, the other characters can help him fight off the urge to join with
the speed force. (Mainly because the speedster is a powerful member of the team, and they don't want to get their
asses kicked). For this occurrence, the Speedster gets +1CS for every friend in the team link that urges him away from
his eternal reward.
• Another Speedster can push them away break their momentum. However, there is a 40% chance this will result in the
pushed Speedster being thrust forward in time 6d10 years in the future. (Imagine, coming out of the speed force
SIXTY YEARS IN YOUR OWN FUTURE! Hope your playing a solo game, otherwise your GM is gonna be pissed). Example:
Savitar and Max Mercury. Read the "Dead Heat TPB", trust us.

Breaking Grapples
Speedsters can use their power rank -1CS to break grapples instead of their strength. Slippery little devils, ain't they?

Catching Attempts
Speedsters can use the Super Speed rank as well, with no penalty, though to catch bullets, you must have an Incredible
rank or higher. Catching bullets is always a green FEAT no matter what the rank, catching multiple bullets may result in
needing a Yellow or Red, and each bullet caught takes one action to perform. It is the GM's choices whether you need to
roll a FEAT roll for each bullet, or for just bullets shot from different attackers.

A Speedster that has ranks of Amazing or above gain the power stunt of Invisibility by moving extremely fast. Those trying
to spot the speeding speedsters must make a Red Intuition FEAT to notice them, unless they have a power that would
ordinarily catch such things, such as Combat Sense, Chi Awareness, Life form detection, Omni directional vision, or
Infravision due to the heat the speedster puts off.

Power Stunts
• Create Cyclones:
These tornadoes will inflict power rank damage or Good blunt, whichever is lower, or Power Rank intensity Stun/Slam
attacks. The Speedster must specify which effect they are going for when using this in combat.

• Water Running:
Once the speedster accomplishes this power stunt they will have the ability to move so fast over water, that they barely
break the surface tension. They may run at regular speeds above the water. Remarkable ranked or lower may not attempt
this stunt.

• Wall Running:
With every 100 feet of approach, the speedster may run vertically for 500 feet.

• Vibrate Through Solid Objects:


This allows the character to vibrate through materials less than their power rank. However, characters that run at Class
1000 speeds or faster cause such objects to explode, inflicting material strength edged damage to all in one area.

• Cushion of Air:
By spinning their arms or legs rapidly, Speedsters can create a cushion of air of power rank; this power is the equivalent to
levitation.

• Extend Aura:
What kind of whimp stunt is this you ask? Well what good would it do for your character to run over Feeble speeds with a
passenger, only to wind up giving them no chance to breathe and burn their skin off their bodies? This power stunt can only
be used to protect one passenger.

• Lending Speed:
Through manipulation of kinetic energy, the speedster is capable of imparting momentum to the object or individual with
a successful touch. The object or individual will suddenly accelerate in the direction already being traveled (or the
attacking speedster's choice if the object or individual was stationary at the time of the touch), with an increase to their
movement equal to the rank of momentum the speedster chooses to impart (up to the speedster's power rank). If the
speedster is in motion at the time of this attack, he will decrease his speed by the rank he imparts to the object or
individual touched. Common uses of this stunt are to send foes suddenly crashing into nearby obstacles or other victims at
high speed (as Charging attacks), or to instantly accelerate small items to ballistic speeds like a railgun-style attack
(possible armor-piercing or armor-ignoring effect vs. purely physical protection due to velocity).

• Stealing Speed:
(Must have a rank equal to or greater than Shift-Y): The speedster through manipulation kinetic energy may decrease any
objects velocity by stealing speed from it. This means any moving object, from butterflies to supersonic jets. This power
does work on other Speedsters. Characters with Shift Y-Z power rank can steal up to half the target's velocity per round.
Characters with Class 1000 power rank can steal up to 3/4 of the target's velocity per round. Characters with Class 3000
power rank can stop a target cold. The speedster however, must be moving alongside the target in order to perform this
stunt. Slowing them or even bringing them to a sudden stop (if draining their momentum to Shift-0). At the Judge's
discretion, targets may resist with an Endurance feat or the effective rank of their current momentum. Sudden stops may
require an Endurance feat to avoid possible Stun or Kill results due to whiplash.

• Spectrum Shifting:
Speedsters with ranks above Unearthly can run so quickly as to cause light to begin to slow, and experience Red Shift.
Which will allow them to view the lower spectrum of light that is normally invisible to the unaided human eye.

• Invisibility:
For those with Incredible or less power rank, they can purchase this power stunt. However, those with Feeble to Good can
be seen on a Green intuition, and those with Excellent to Incredible can be noticed with a yellow Intuition.

• Shockwave:
Speedsters, who have learned the Vibratory power stunt, can also learn the ability to rapidly create shockwaves through
most materials with Power Rank damage intensity.

• Costume Storage:
(Amazing rank or higher only) Speedsters can actually gain the power stunt to hide their costume in a confined space, such
as a ring, by whipping up a super speed whirlwind to compress the costume into the confined space. Or, you can just skip
this power stunt and wear your uniform under normal clothes like Superman does.

Vigilantes
Here are a few house rules that have developed over the years by shad0hawke

1. Vigilante Rule:
The MSH has strict limit on Killing and Karma loss. Unavoidably, you inevitably get those characters who fit the role of the
vigilante, and to whom killing the opponent is either unavoidable or part of this grim character. So, how does one avoid
losing Karma?

You implement the Vigilante rule. If a character comes into the game, you discern that character's background and type. If
he/she qualifies, and the game tone and setting permit, you let them play out. The mechanics break down like this:

• No Karma loss for Vigilantes who kill, but additional Karma gain for vigilante's who are convinced to let the criminal
live. Usually the additional amount is a RP bonus, for if a character is a vigilante in the role like the Punisher, they
will be sorely tempted to end the culprit's life. Therefore, by not killing, they would earn additional Karma.
• Popularity lowers by -10. It is possible for heroes to have negative popularity, a good example is Spider-Man.
Vigilante characters suffer for their ability to kill without karma loss, for they are often viewed by a majority of
society as no better than the criminals they hunt. The popularity issue is also restricted to the following:
o Vigilante's are not allowed to have popularity above +15. Even if the Vigilante manages to save the
president, until he decides to reform his methods, he is still hunted. Initially, the vigilante will have a
negative popularity, due the fact they will be seen as "Nut-cases with guns".

These examples of Vigilantes in question are again focused more to the Punisher type of character. The trade-off is
balanced, and usually, if the vigilante character is well-developed, then they will wish to seek to put aside their more
violent methods. This is not easy, nor should the GM allow the player to "Get away from it". The cost to absolve the
vigilante rule is 1000 karma. Once the character reforms, they cannot take up the role of judge, jury, and executioner
again, unless storyline and plot permit, and always with the approval of the GM. If they do kill again, they suffer same
penalties as regular four-color heroes.

2. Karma use:
A problem with long-time players has been the stockpile of Karma. In my case as an example, after playing with the same
group for six years, we had a player who had been saving his karma like crazy. In every game, he would spend like a
maniac, and therefore Monty Hall. I came up with this house rule after suggestions from another GM, and I found it to work
rather well:

• After a player saves over 900 karma, they need to declare to the GM what they are planning to spend their karma on.
Whether it be to buy new powers or what have you, they must prepare and present their character to be examined.
• Any left-over Karma should either be spent into a Karma pool, or can be saved, but there are spending limits. In order
to balance the game, a player can enter any session with his/her initial RIP amount of karma, and spend as they will.
After they have expended their initial RIP amount, they may not spend karma out of the saved pool.
• A player can only spend out of the karma pool of the team if the team agrees with it. To keep the pool managed, any
time a player spends karma out of the pool for personal attacks/defenses/ect, they will have to repay one and one-
half times the amount back into the pool. This ultimately keeps the karma pool stocked, and deters constant
spending out of the pool.
• A player cannot spend over 40 points per action. This prevents a number of players using karma to achieve red results
around every bend. The exceptions to the rule are in the following cases: For truly heroic actions, for actions that are
quite epic, and actions that will preserve the character's life.
• Actions that are downright villainous, IE using Karma to gain kill results or property damage will actually cause Karma
penalties. A GM can disallow players from using Karma in this way, but the message will be lost. I have found that if a
player is intent on doing such actions, they need to learn the results from such. First and foremost, Karma penalties
are doubled. If there are witness in the game to the hero killing a villain/bystander/ect., the entire team looses
popularity. Second, the Karma loss to the character is all, and they will have to pay twice the amount of their RIP
into the team's Karma pool. It detracts from players abusing their Karma in said manner.
• Karma Checks: In some cases, older players that are near to purchas- ing upgrades have found it a long drawn out
purpose. In one case, I offered a ability to get the Experience beforehand, much like credit. The hero is given the
Karma needed for a upgrade/Power/ect. ahead of time, to which they must devote their karma to repaying, plus 250
points to the team pool. Any single player can do this once, and only once. That way, the players can achieve their
goals, and still build up team pools.
• Team Pool use: I have found that in my particular case, the team has spent resources alone to garner items. The
team would them go out, and have such items as their transport or jet destroyed, and simply pay out to have a new
one. To cut down on frivolous actions like this, I have added a Karma tag to base repair, Items, transports, ect. Since
doing so, they have not been as careless In character with their items. It also allows players to improve their bases
and such, as well as equipment.

3. Stats definitions:
A problem I have run into for some time is the criticism of MSH to other hero games based on the fact Marvel is a simple
game system to operate. So often, I have found that the game system itself seems to be a bit lopsided in definitions of
ability. Furthermore, if you look at the mechanics, they state clearly what each of the primary stats are, and are capable
of doing. In the specific case of Strength, I have found the need to address the situation with players.

Strength
Perhaps Strength is the most difficult to properly maintain. Once you reach Unearthly, you can press up to 100 tons, but
then later it says that the next level, Shift-X, is about 150-200 tons. This seems wrong, and moreover, you tend to have the
more powerful bricks look a bit weak if the weight amount was correct. Two cases in point: The Hulk during secret wars
was pressing nearly 100,000 tons of rock, from the Mountain Molecule Man dropped on the heroes. In game terms, this is
nearly impossible, for the Hulk would have to display CL1000 strength. Even if you take into account the adrenaline surge,
it still would not be possible, for during that time, The hulk was still possessed by the mind of Dr Banner. So, how do you
explain it? Another example is the Squadron Supreme hero Hyperion. Hyperion has Unearthly Strength, but if he is an exact
copy of another comic Company's Super-Dude, then you are saying that the character in question could only lift with some
difficulty 100 tons? That just doesn't fit.
Therefore, we set up this way of working it:

• If you notice the stats as they build upwards, it seems to go in five to ten increments times the old ration, and this
number continues to go up. By the time you reach amazing, you can press 50 tons, and by Monstrous, up to 75. Well,
to mark off from Unearthly to Shifts, you should apply this.
• Unearthly can go from 75-100 with ease, 100-300 with a FEAT. Shift-X should then be over 1000 tons, for it would be
10 x the number of previous stat. Shift-Y should be 15 x the previous, ect. This way, the stats are a bit more rated to
portray actuality of comics. furthermore, it would allow critics a bit of a query, for it would be essentially doing the
same thing easily that other systems do with some difficulty.

The Vigilante or Special Agent: Gaining and losing Karma


During character generation a player can decide to play a vigilante (like the Punisher) or some kind of special agent (like
Wolverine was). Generally these characters considered are karma low characters. This has some effects on the character,
most notably in the Karma awards and penalties.

The Following are example Vigilante Supplements:


Ninja
The ninja vigilante is always in disguise. It is assumed that a ninja would always maintain a zero presence. Ninjas
are always apart of a Special Agency, Society or Clan. Furthermore ninjas always begins with 0 popularity. Ninjas
however gain 1 weapon or fighting skill. Negative Popularity (anything below 0 popularity) can result in the PC
being considered an evil ninja and wanted by the authorities. The Popularity is awarded three ways.

• By achieving their objective with zero presence and leaving a symbol of their identity (i.e. "Black Blade Society was
here"). Zero Presence means zero presence (very difficult to achieve). If nobody sees the ninja the award is 4pts of
Popularity.
• By achieving their objective, and leaving a symbol of their identity (i.e. Black Blade Society was here). The award is
2pts of Popularity. Killing people results in receiving negative popularity -2pts. Ninja generally stall their victims and
keep their objective in high priority.
• By achieving their objective. The award is 1pts of Popularity.

Ninja Assassin
The Ninja assassin vigilante is always in disguise. It is assumed that a ninja would always maintain a zero presence.
These Ninjas can be independent, apart of a Special Agency, Society or Clan. Furthermore he always begins with 0
popularity. He does however gain 1 weapon or fighting skill. Negative Popularity is what they live for and ninja
assassins are wanted by the authorities. Their Popularity has the unique ability to make people fearful of them. So
they receive a natural emotion control of FEAR a -3CS of their Popularity automatically. The Popularity is awarded
three ways.

• By achieving their objective with zero presence and leaving a symbol of their identity (i.e. "Black Blade Society was
here"). Zero Presence means zero presence (very difficult to achieve). If nobody sees the ninja the award is -4pts of
Popularity. Note: mind wipes are considered zero presence.
• By achieving their objective with zero presence, leaving no witnesses and leaving a symbol of their identity (i.e. Black
Blade Society was here.). Zero Presence means zero presence. The award is -3pts of Popularity
• By achieving their objective. The award is -1pts of Popularity.

Secret Agent/Underground
First the character must give up one of his power slots. Furthermore he always begins with 0 popularity. He does
however gain 1 weapon or fighting skill. The character gains popularity only very slowly. He gains 1 point of
popularity when beating costumed or organized criminals in public, but only if he doesn't kill them. The Karma
table below shows the award and penalties. The number before the slash is for the vigilante and the number
behind it for the S.A
Other Vigilante
This is generated as any other character in the UPB or Marvel Generator. Furthermore he always begins with 5
popularity. The character gains popularity only very slowly. He gains 1 point of popularity when beating costumed
or organized criminals in public, but only if he doesn't kill them. The Karma table below shows the award and
penalties.

Karma Summary Listings


For Special Agent, Vigilante, Samurai, Ninja or Clan

Violent Crime Stop/Prevent 50/30

Violent Crime Arrest 20/15

Destructive Crime Stop/Prevent 35/20

Destructive Crime Arrest 15/10

Theft Stop/Prevent 10/5

Theft Arrest 10/5

Robbery Stop/Prevent 30/20

Robbery Arrest 15/10

Misdemeanors Stop/Prevent 3/2

Misdemeanors Arrest -/-

National Offense Stop/Prevent 20/25*

National Offense Arrest 10/15*

Local Conspiracy Stop/Prevent 30/35*

Local Conspiracy Arrest 15/20*

National Conspiracy Stop/Prevent 40/55*

National Conspiracy Arrest 20/30*

Global Conspiracy Stop/Prevent 50/70*

Global Conspiracy Arrest 25/35*

Other Crimes Stop/Prevent 20/15

Other Crimes Arrest 10/5


Rescue 25/20

Multiple Rescues (5+) 125/100

Violent Crime Commit -40/-25

Destructive Crime Commit -30/-20

Theft Commit -20/-15

Misdemeanor Commit -15/-10

National Offense Commit -40/-55

Other Crimes Commit -5/-10

Violent Crime Permit -25/-10

Destructive Crime Permit -10/-15

Theft Permit -5/-10

Robbery Permit -5/-10

Misdemeanor Permit -5/-10

National Offense Permit -5/-10*

Other Crimes Permit -5/-15

Defeat -15/-20

Innocent Death Lose all Karma

Making Commitment +10/+5

Failing Commitment -10/-5

* This karma award depends on the agency the S.A. is working for. It is assumed to be a government, if it is another agency
replace this by crimes against this agency.

Death
In addition to defeating a character, additional karma points may be awarded for wasting a villain. Vigilante's believe in
removing the element crime entirely and should rewarded for their belief and sincerity.
Action Award

Death** -50%/-20%

Self-Destruction -/-

Killing: Burglar* -100

Killing: Dictator *** +30 + 5 pts of Popularity

Killing: Insane criminal** +10

Killing: Homicidal Maniac*** +30

Killing: Innocent bystander Lose All Karma

Killing: Innocent people Lose All Karma

Killing: Kidnapper** +5

Killing: Kidnapper** +10

Killing: Other Non violent criminals Lose All Karma

Killing: Rapist** 0

Killing: White Collar Criminal** -100

** This is for criminals that are guilty of small crimes. Or opposed agents. They are not worthy of death.
*** This is for criminals guilty of Murder, Drugs distributing and other such crimes. This is also in addition to the normal
awards for defeating an opponent. Other awards stay mostly the same. When part of a karma pool with characters that are
not also Vigilantes or S.A. the karma pool is still subject to the normal penalties.

Maiming
Contrary to popular belief, vigilantes don't always believe in killing their enemy. They believe in lateral justice (eye for an
eye theory)

For example, Pyromaniac dude is always setting fires. A vigilante might set Pyromaniac Dude's hand on fire as pay back
retribution for his crimes and then string him up for the authorities. This is considered maiming a person. This is
considered private justice but reflex badly in the public's eye and by the authorities. In addition to defeating a character,
additional karma points may be awarded for maiming a villain. But no popularity can be gained. This gives the vigilante the
person gratification that justice was administered but is considered uncool by the public. Note: anything more than two
maiming is considered torture.

Body Part Award

Arm +5 each
Ear +5 each

Eye +10 each

Foot +10 each

Hand +10 each

Leg +10 each

Nose +5

Sex Organs +10

Tongue +5

Note: This is not for criminals that are guilty of small crimes. Or opposed agents. They should not be maimed. That is
considered Torture (see Torture)

Torture
Torture on the other is a different story entirely. This is excessive cutting off body part for pleasure or for Karma. Torture
is not welcome by good guys or vigilantes. Judges please don't let your Player get away with this crap. Vigilante who try to
play the stupid tough guy torture stuff should be punished immediately. People with no powers, Injured, or who surrender
should not be torture. If the PC is playing in character, it will not make a difference in the case. He will be considered a
Karma low character. (Wolverine and Punisher are karma low character.)

Body Part Award

Arm -50 each

Ear -100 each

Eye -100 each

Foot -100 each

Hand -100 each

Leg -50 each

Nose -50

Sex Organs -100

Tongue -50

** This is for criminals that are guilty of small crimes. Or opposed agents.
*** This is for criminals guilty of Murder, Drugs distributing and other such crimes. This is also in addition to the normal
awards for defeating an opponent. Other awards stay mostly the same. When part of a karma pool with characters that are
not also Vigilantes or S.A. the karma pool is still subject to the normal penalties.

With Great Power


Originally printed in Polyhedron #72 by Dale A. Donovan (unless otherwise noted) (Marvel Super Heroes).

Campaign Construction
Now it's time to address building a super hero campaign from scratch Starting with this column, we'll cover the elements
needed for a successful campaign.

The most important aspect of any role playing campaign is the player character in the MARVEL SUPER HEROES game, you
can play either pregenerated Marvel Heroes or you can create your own using the character generation systems in the
rules.

Detailed below is a "purchasing" system inspired by the other two major super hero role-playing games on the market, DC
Heroes by Mayfair Games and Champions by Hero Games.
Using my system, the Character Point (CP) System, players can built their ideal heroes within limits set by the Game
Master. This system is flexible, so GMs should be wary of canny players who seek to take advantage of that flexibility.

Character Point System


The MARVEL SUPER HEROES Advanced Set Players' Book, page 5, details the steps players should follow to create their
own heroes. It is reproduced with minor modifications below:

• Create an origin
• Determine primary abilities (FASERIP)
• Determine secondary abilities (Health, Karma, etc.)
• Ascertain special abilities (powers, talents, and contacts)
• Fill in the blanks (hero and character names, background, etc.)

The Players' Book suggests you start with an origin for your hero. However, I recommend you decide which type of hero
your PC will be (altered human, mutant, etc.), then create the origin. Be sure to note all the special aspects of each type
of character except which column of the "Generating Primary Abilities" table the hero's abilities will be rolled on. You will
not be using dice to determine your hero's abilities.

Do not feel compelled to fully detail your hero at this point. Save that for the "Fill in the Blanks" stage.

Determine Primary Abilities


Each player will now be given a number of Character Points (CPs). This number is determined by the Game Master and can
range from 200 to 600 CPs or more. Let's say your GM gives you 300 CPs to build your hero. You would now "buy" your
primary abilities (FASERIP) by spending CPs.

Purchase primary ability scores on a point-for-point basis. So if you want your character to possess Amazing (50) Strength,
subtract 50 CPs from your point total. Do this for all seven primary abilities.

You can purchase ability scores other than the normal rank number in each rank (For example, you could buy Amazing (46)
Strength instead of Amazing (50) and save four CPs to use later.) Just remember any skimping like this will be reflected in
your final Health and Karma scores.
Don't be too extravagant with your spending here, as your CPs will also be used to purchase your Resources level, powers,
talents, and contacts. I don't recommend spending more than about half of your CPs at this stage.

Determine secondary abilities


Total up your Health and Karma points. Add those two figures together and they should equal the number of CPs you've
spent so far. This is a good way to check your math.
Now buy your hero's Resources rank by spending two CPs for every point of Resources. (If you want Excellent (20)
Resources, it would cost you 40 CPs.)

A player does not buy and cannot modify his hero's Popularity score, as it is a function of the hero's origin and the public's
perception of the hero.

Determine Special Abilities


Since each special ability (powers, talents, and contacts) is purchased slightly differently, each is discussed separately.

Powers
Each hero now buys powers and their ranks. All powers, except those with stars, cost 10 CPs each, and starred powers cost
20 CPs. Purchasing powers gives the hero the ability to buy ranks in those powers. Ranks for powers without stars are
purchased on a point-for-point basis, as with the primary abilities. (If you wanted to buy the Flight power, it would cost 10
CPs. You can now buy a power rank for that power. Let's say you wanted to fly at Excellent (20) speed, it would cost you
20 more CPs. So buying the Flight power and an Excellent (20) rank cost you a total of 30 CPs.) Starred powers, because
they are more powerful or more rare, each cost 20 CPs, as noted above, and their ranks are bought at a rate of two CPs for
each rank number.

You purchase both powers and ranks so that five powers, each at Good (10) ranks will be more expensive than one power
at Amazing rank. The hero with five powers is much more versatile, and he should pay for that.

Limitations:
Page 9 of the Players' Book gives a list of possible limitations for powers. Players can buy one limitation per hero to gain
more CPs. Use the maximums listed at the top of each list of limitations on page 9. This determines the number of CPs
gained from taking a limitation. For example, taking the limitation "Power can only be used three times/day" from the list
"Maximum of Excellent" for your Flight power would gain you an additional 20 CPs, as it is an Excellent rank limitation.
Points gained through limitations are the normal rank numbers for that rank only. All normal rules regarding limitations
apply. Subtract all CPs spent on powers and ranks, and add any CPs from limitations to figure your hero's new point total.

Talents:
All skills listed under the Weapon, Fighting, and Mystical or Mental Skills tables, and all starred talents cost 10 CPs each.
All other skills cost 5 CPs each (buying Chemist costs 5 CPs, while the Medicine or the Guns skill would cost 10 CPs each).
Subtract all CPs spent here to get your hero's new CP total.

Contacts:
Unless the GM specifies otherwise, each contact costs 5 CPs. Don't detail each contact now, as contacts often work best
when chosen during an adventure with the GM's O.K.

Fill in the blanks and there, you're done. If you have any CPs left over, it's up to the GM what you can do with them. I
suggest simply adding them to your hero's Karma points. Beginning heroes often don't have much Karma to spend on their
first adventures. Don't forget to modify your hero as per the origin you picked for him earlier, and round out your hero
with his heroic and character names, background, job, costume, how he gained his powers, why he risks his life as a hero,
etc.

Character Advancement
All normal game rules on character advancement apply. Character Points are used only during a hero's creation and do not
apply to the character's future advancement. For example, you cannot pay 10 CPs for a power and not buy a rank for it
during the hero's creation.

GM-Imposed Limits
Test this system by creating several characters. You'll realize then, if you haven't already, that the system is flexible and
can be abused unless the GM lays down some guidelines. The GM could impose spending limits on primary abilities (no
FASERIP scores above Amazing, for example), powers (such as no more than four total), power ranks (no power ranks above
Incredible, power limitations (one limitation only, no limitation ranks above Incredible), and even the number of talents
and contacts.

Breaking down Marvel characters by using this system can give GMs a good idea on what limits to place on character
generation for their campaigns. Using the characters listed in the Advanced Set Judge's Book, for example, Invisible
Woman, Marvel Girl, and Wasp each add up to about 300 CPs. Spider-Man, Thing, and Vindicator (Heather Hudson) each
add up to between 450 and 500 CPs. Magneto adds up to almost 700 CPs.
Discuss with your players the kind of campaign you want to have and then experiment with different point totals before
deciding how many CPs to give your players. For Avengers style campaigns, I'd suggest 300-350 CPs per hero. For low-
powered, gritty, "realistic," or pulp campaigns, I'd give out about 200 CPs. If you want to play a high-powered or cosmic
campaign, I recommend handing out at least 500 CPs.
This system also allows GMs to built customized villains. By tailoring the number of CPs each villain is built with, a GM can
gain a good handle on how well the villain should perform against the heroes. (For example, three 500 - CP miscreants,
1500 CPs total, should do pretty well against five 300 CP heroes, despite being outnumbered.)
Advanced Idea Mechanics
AIM is an organization of brilliant scientists and their hirelings dedicated to the acquisition of power and the overthrow of
all governments by technological means. AIM was organized late in World War II by Baron Wolfgang von Struker to develop
advanced weaponry for his subversive organization HYDRA. They were close to developing and attaining nuclear weapons
when HYDRA island was invaded by American and Japanese troops. Although HYDRA suffered a major setback, it survived
and grew in secret over the following decades.

The group of scientists grew as well, both in number and achievements. They made significant advances in various fields,
including robotics, bionics, bioengineering, and physics. Eventually the scientists publicly incorporated their organization
under the name Advanced Idea Mechanics (AIM). No one outside of the organization knew of AIM's subversive goals,
accomplishments, or scientific achievements, let alone that AIM was actually the research wing for the still secret HYDRA.
Rather, AIM was believed by the public to be an international cartel dealing with the development and marketing of new
technological products. AIM gained great influence with the U.S. government as a supplier of hardware and weaponry to
government agencies.

Eventually HYDRA revealed its existence only to be defeated by S.H.I.E.L.D. AIM, whose connection to HYDRA remained
secret, attempted to discredit S.H.I.E.L.D. director Nicholas Fury and thereby force his removal. The attempt, led by
Count Bornag Royale, failed and instead enabled Fury to expose AIM's duplicity. Although S.H.I.E.L.D. believed it had put
an end to AIM, much of the organization escaped capture and preserved the secrecy of their connection with HYDRA.

AIM created a wide variety of advanced technological weaponry and, during the period it was under HYDRA'S control, made
great strides in creating androids which the organization utilized as assassins. During this period, AIM members sometimes
referred to themselves as agents of THEM. THEM was the code-name for the group which governed HYDRA and its
subsidiary organizations, including AIM, during the period between HYDRA'S initial apparent destruction by S.H.I.E.L.D. and
its later re-emergence.

AIM has created three major implements of deadly potential which stand far above the rest of their accomplishments. The
greatest of these was the Cosmic Cube, a device capable of altering reality. AIM did not realize that they had only
manufactured the cubical containment device; the real power was an entity accidentally drawn into this dimension. The
Cosmic Cube recently evolved into Kubik. The second was the Super-Adaptoid, an android capable of mimicking the
appearance and superpowers of other beings. The Super-Adaptoid's powers were made possible by incorporating a sliver of
the Cosmic Cube into its form. When Kubik repossessed the sliver after defeating the Adaptoid, the android was rendered
inanimate. AIM's third achievement was the creation of the Modok (Mobile Organism Designed Only for Killing), an
artificially mutated human with an enormous head and psionic abilities. Modok was originally an ordinary AIM scientist who
was selected by AIM's leader, the Scientist Supreme, to be the subject of the bionic and genetic experiments that turned
him into Modok. after his transformation, Modok killed the Scientist Supreme and took control of AIM, Modok took
advantage of the organizational chaos following the destruction of HYDRA Island and the deaths of Baron Strucker and most
of HYDRA's leading members to sever AIM's ties with HYDRA.
For years, AIM existed solely to serve Modok's needs and ambitions for power. AIM stagnated technologically, created no
further innovations, and launched no major attacks on the world. However, two splinter groups of AIM formed, both
consisted of AIM rebel agents who had fled Modok's control. One group often clashed with Modok's AIM. The second tried
unsuccessfully to create a second Cosmic Cube. Finally, internal AIM dissension with Modok's rule broke into open revolt
against Modok. The AIM rebels joined forces with the splinter groups and drove Modok from their organization. Modok was
later assassinated by members of the Serpent Society.
The three AIM factions reunited and prepared for a new campaign of renewed growth and conquest, but it was not to be.
AIM's new leadership was secretly replaced by androids from Project Delta who were also secretly taking control of HYDRA,
S.H.I.E.L.D., Roxxon, and other clandestine organizations. In the next few years, most of AIM's members were killed and
replaced with android duplicates. AIM rejoined HYDRA, only to see both organizations destroyed along with S.H.I.E.L.D.
when the Delta androids revealed their true purpose. The androids later destroyed themselves.
At this time, it is unknown what remnants, if any, of AIM survive. Their facilities remain intact, including a dome complex
atop the Himalayan Mountains and a partially demolished but still watertight submarine complex off the U.S. Atlantic
coast. Since most of these sites are well hidden or inaccessible and those who knew of their location either died or are in
hiding, they probably remain treasure troves of advanced technology waiting for future users.
Typical A.I.M Operative

Fighting Good

Agility Typical

Strength Typical

Endurance Good

Reason Remarkable

Intuition Good

Psyche Poor

Health 32

Karma 44

Resources Not Applicable

Popularity 0

Usual Equipment

• Body Armor: Excellent protection from energy attacks, Remarkable protection from physical attacks. Air filter
provides Excellent protection from airborne toxins and bacteria.
• Blaster: Remarkable damage at a range of 5 areas.
Avengers Charter
Be It Known...
That we, the Avengers, have banded together to protect and safeguard the planet Earth, its inhabitants and resources,
from any and all threats, terrestrial or otherwise, which are or might prove to be beyond the power of conventional
forces to handle.
That we shall brook no interference in the growth of mankind in meeting its rightful destiny.

That we dedicate ourselves to the establishment, growth, and preservation of peace, liberty, equality, and justice under
law.

THIS IS OUR SOLEMN OATH.

Article One: Organisation


The Avengers is hereby chartered as a non-profit organization under the laws as set down by the State of New York, United
States of America; said organization being recognized and fully sanctioned as a peace-keeping force by the National
Security Council of the United States of America, by the United Nations, and by the Supreme Headquarters International
Espionage Law Enforcement Division.

Article Two: Jurisdiction


In accordance with the tenets of national and international law, the Avengers, acting individually, or as a group, are herein
authorized to function in all lands, territories, or protectorates of the United States; in all countries allied with the United
States by international treaty; and in all countries belonging to or affiliated with the United Nations.

Article Three: Funding


As a non-profit organization, the Avengers shall be funded chiefly by private grants. Major funding for the activities of the
Avengers, for its headquarters, transportation, and equipment, shall be provided by a grant from the Maria Stark
Foundation (Anthony Stark, Director) with the understanding that the Foundation shall have no say in Avengers operations,
or in the deployment of funds within the Avengers organization.

Article Four: Operations


The day-to-day operations of the Avengers shall be governed by a set of by-laws as put forth by the founding members.
IN WITNESS of this charter, we founding members have hereunto subscribed our names...

• Iron Man
• Thor
• Wasp
• Ant-Man
• Hulk

Avengers By-Laws
Section One: Policy & Operations
• All Avengers shall, at all times, endeavor to adhere to the principles of the Avengers Charter and follow the rules and
regulations of these by-laws.
• The by-laws may be amended, when deemed necessary, by the active members of the Avengers. Amendments may be
proposed by any active Avenger. Amendments shall become a binding part of these by-laws upon approval by two-
thirds of the active membership.
• No Avenger shall be required to surrender knowledge of his or her civilian identity or personal affairs to the
membership at large or the National Security Council.
• Avengers shall be entitled to special priority government security clearance, as administered and approved by the
National Security Council.
• The Avengers shall be led by a duly elected Chairman or Chairwoman. It shall be the duty of this leader to coordinate
all Avenger activities, whether business or tactical in nature.
• The position of Chairman/woman shall be open to any active member who has passed his/her probationary period
(See Section Two, Memberships).
• The Chairman/woman shall serve for a term of 6 months. There shall be no limit to the number of successive terms a
leader may serve.
• It shall be the privilege of the Chairman/woman to determine the format of meetings and to call special meetings as
he/she sees fit.
• In the event of the absence, incapacity, or resignation of the Chairman/woman, an interim leader shall be chosen by
a two-thirds vote of the active membership.

Section Two: Membership


Recognizing that the membership of the Avengers may be subject to, and, indeed, might profit from change, procedures
for the admission of members shall be set forth.

• Candidates for membership must be legal adults, possessing at least one skill, power, ability, or talent which is
deemed valuable by majority of the active membership.
• Membership shall not be denied on account of race, color, creed, sex, or condition of birth or origin.
• Candidates for membership must be nominated by one active member in good standing at a regular or special
meeting. Election for membership must be held within one week of nomination and be attended by a simple majority
of active members. A two-thirds vote is necessary for election to membership.
• Newly elected Avengers shall save a probationary period of not less than 30 days.
• During the period of probation, the National Security Council shall make an investigation of the new Avenger's public
record in order to determine approval for full security clearance.
• While on probation, the new Avenger shall have limited access to Avengers facilities and records.
• At the end of probation, the new Avenger shall assume full active status, unless objections are raised by any active
member or by the National Security Council.
• The Avengers shall select new members whenever the Chairman/woman or two-thirds of the active membership
determines that the ranks are not at optimal strength, or when there is a vacancy in the ranks.
• It shall be the prerogative of the Chairman/woman to limit the number of active members.
• Active Avengers shall be the designation given to those Avengers who are full-time members.
• Active Avengers shall be required to log all individual cases into the main computer file, that the entire membership
may benefit from the individual's experience.
• Active Avengers shall be required to attend all regular business meetings. Members who miss more than one meeting
per month without submitting an acceptable excuse may face suspension for a period to be determined by a
consensus of the other active members.
• Active Avengers shall be issued an Avengers identification card and an emergency signal device.
• Active members shall be required to answer all emergency calls. If unable to respond, an active member must
contact the Chairman/woman at the earliest opportunity to explain his/her absence.
• Active members who miss an emergency call without good reason may be subject to disciplinary action.
• Active Avengers shall be expected to cooperate with other law enforcement agencies. Although granted certain legal
immunities by the Avengers priority clearance, no Avenger shall be considered above the law.
• Active Avengers shall be paid a stipend of one thousand dollars ($1,000) per week. Members may choose not to accept
their stipends, in which case the money shall be placed in their retirement fund.
• Active members shall be entitled to free medical and life insurance benefits.
• Active members shall be provided with private quarters where they, it so choosing, may reside. Unlimited meal
privileges shall be provided for live-in members.
• Active Avengers shall be granted unlimited access to the Avengers Mansion headquarters, vehicles, computer records
files, and any other facilities of the organization.
• Active Avengers may take a leave of absence for any reason simply by notifying the Chairman/woman of said intent.
• Active Avengers may choose to accept status as either a reservist or an inactive Avenger.
• Active Avengers shall, at all times, act in a manner befitting that of a guardian of the public trust.

Section Two, Subsection A: Reserve Avengers

• Reserve Avengers shall be the designation given to those Avengers who are parttime members, on call for special
missions or emergency assignments only.
• Reserve membership shall be limited to those members who have fulfilled an active term of duty of not less than one
year, and who wish to reduce their connections with the group.
• Reserve Avengers shall not be required to log their individual cases, though they shall be encouraged to do so.
• Reserve Avengers may attend any regular meeting, but shall be required to attend no more than one per year.
• Reserve Avengers shall retain their Avengers identification card and emergency signal device.
• Reserve members may be demoted to inactive status if they fail to answer three consecutive emergency calls.
• Reserve Avengers shall be paid a stipend of one hundred dollars ($100) per month.
• Reserve Avengers shall have limited access to Avengers Mansion, files, equipment, etc.
• Reserve Avengers may return to active status at the discretion of the Chairman/woman, if they so petition and are
accepted by majority vote of the active members.
• Reserve Avengers shall be given priority over new candidates in the filling of vacancies in the active membership.
• Reserve Avengers may retire to inactive status by notifying the Chairman/woman and surrendering the Avengers
identification card and emergency signal device.
• Reserve Avengers shall not have a vote in Avengers proceedings.
• Reserve Avengers shall have the authority to call emergency meetings.

Section Two, Subsection B: Inactive Avengers

• Inactive Avengers shall be the designation given to those members who have retired or resigned from active and
reserve duty.
• Any Avenger may resign by simply notifying the Chairman/woman of his/her intent and surrendering his/her Avengers
identification card, emergency signal device, and any other Avengers-owned equipment.
• Any active or reserve Avenger who is incapacitated or who moves from the organization's normal jurisdiction shall be
granted an honorable discharge and placed on the inactive roster.
• Inactive Avengers may be granted limited access to Avengers equipment and facilities only at the discretion of the
active members.
• Inactive status shall be considered the same as an indefinite leave of absence.
• Inactive Avengers may be reinstated only if there is a vacancy in the active ranks, and then only if elected by a two-
thirds vote of the active membership.

Section Two, Subsection C: Motions for disciplinary action

• Motions for disciplinary action against any active or reserve Avenger may be brought by any other active Avenger.
• In the event of such an accusation, Chairman/woman shall convene a board of inquiry, comprising a simple majority
of the active membership (minus the accused, if he/she is an active member).
• Disciplinary action shall be limited to suspension, with the option of further trying the accused before a tribunal of all
active members.
• Tribunal proceedings shall be conducted in the manner of a military court-martial.
• Maximum punishment to be brought on the accused by such a tribunal shall be expulsion from the Avengers.
• A two-thirds vote shall be necessary to expel a member from the Avengers.
• Active and reserve Avengers can be expelled, with no possibility of reinstatement, on the following grounds:
o Conviction for any crime above a misdemeanor.
o Deliberate betrayal of Avengers classified information.
o Criminal acts of negligence not convicted for, but witnessed by at least one active member.

Section Three: Meetings

• The Avengers shall meet regularly, at least once a week, at a time and place to be agreed upon by a simple majority
of the active membership.
• Emergency meetings may be called at any time, but emergency meetings shall not be considered a replacement for a
regular meeting.
• In the event that an Avengers mission is in progress at the time of a regularly-scheduled meeting, the meeting will be
rescheduled.
• A simple majority of the active membership shall be required to make a meeting official.

Section Four: Punishment of Criminals

• Avengers shall leave the punishment of perpetrators of criminal activity to the appropriate agencies of the law.
• The Avengers shall not abridge an accused's right to a fair and speedy trial.
• The Avengers shall abide by the decisions of the law, and will not take upon themselves any aspect of the punishment
process.
• In the event that conventional imprisonment proves inadequate for a given criminal, the Avengers shall be allowed to
hold said criminal in a manner they see fit, provided that a full report of said methods of imprisonment is given to the
proper law enforcement authorities.
Section Five: Affiliations
The Avengers shall maintain open and reciprocal relations, including joint limited access to computer data, with the
Fantastic Four, Inc., and with the Supreme Headquarters International Espionage Law Enforcement Division (S.H.I.E.L.D.).

Section Six: Security


The National Security Council shall serve as liaison between the Avengers and the government of the United States. The
NSC shall have the power to revoke the Avengers security clearance, individually or collectively. The NSC shall supervise
the installation of all security devices and data centers and shall hold periodic inspections of said facilities.

Section Seven: Discorporation


The Avengers organization may be disbanded only by order of the National Security Council for a breach of national
security, or by unanimous vote of the entire active membership of the Avengers. In the event of disbanding, all Avengers
properties and facilities shall revert to the Maria Stark Foundation and/or Stark International, with the exception of any
security devices, analysis systems, or data which has any bearing on national security. Said materials and data shall be
immediately turned over to the government of the United States.

Mutants & Masterminds to MSHRPG


Power Ranks/Power Levels

M&M
MSH Rank Abbreviation
Conversion

Shift-0 Sh-0 0

Feeble Fb 1

Poor Pr 2

Typical Ty 3

Good Gd 4-5

Excellent Ex 6-7

Remarkable Rm 8-9

Incredible In 10-11

Amazing Am 12-13

Monstrous Mn 14-15

Unearthly Un 16

Shift-X X 17

Shift-Y Y 18
Shift-Z Z 19

Class 1000 CL1000 20

Class 3000 CL3000 21-23

Class 5000 CL5000 24-25

Beyond ∞ X

Fighting: Combat abilty: trained and/or natural

Rank Description Examples Attack Bonus

Feeble No training or ability Children, elderly 1

Poor Normal human ability Professor X 2

Typical Natural ability; minimal training Doctor Octopus 3

Good Some formal training Police, Hawkeye 4-5

Excellent Regular, formal training Military, Cyclops 6-7

Remarkable Superior talent Spider-Man 8-9

Incredible Extensive Training, Master of a form Wolverine 10-11

Amazing Maximum human potential Captain America 12-13

Monstrous Superhuman potential Asgardian Warriors 14

Unearthly Superhuman with intensive training Thor, Hercules 15+

Agility: Flexibility, balance, coordination; agility and reflexes


Rank Description Examples Dexterity
Feeble No training or ability Disabled, Children, elderly 6-8
Poor Normal human ability Normal Human 9-11
Typical Natural ability; minimal training Mr. Fantastic 12-13
Good Some formal training Invisible Woman, Colossus 14-15
Excellent Regular, formal training Cyclops, Mockingbird 16-17
Remarkable Superior talent Hawkeye, Wolverine 18-19
Incredible Superior talent with training Captain America, Daredevil 20-23
Amazing Maximum human potential Spider-Man, Nightcrawler 24-27
Monstrous Superhuman potential Silver Surfer, Mephisto 26-30
Unearthly Superhuman with intensive training Celestials, Odin 31-50
Strength: Physical muscle power and brute force. = Str + Super Str
Rank Description (Maximum load) Examples Strength/SS
Feeble Press up to 50 lbs Children, elderly 3
Poor Press up to 100 lbs Weak humans 5
Typical Press up to 200 lbs Normal humans 10
Good Press up to 400 lbs Daredevil 15
Excellent Press up to 800 lbs (max. human) Wolverine 20
Remarkable Press up to 2000 lbs Dr. Doom, Darkhawk 27
Incredible Press up to 10 tons Spider-Man, Luke Cage 45
Amazing Press up to 50 tons Rogue, Vision 50
Monstrous Press up to 80 tons Thing, She-Hulk 55
Unearthly Press up to 100 tons Hulk, Thor 60
Shift-X Press up to 250 tons 65
Shift-Y Press up to 500 tons 70
Shift-Z Press up to 1,000 tons 80
Class 1000 Press up to 10,000 tons 92
Class 3000 Press up to 100,000 tons 110
Class 5000 Press up to 1,000,000 tons 127
Endurance: Constitution, Aerobic, Physical Toughness, Fitness = Con
Rank Description Examples Constitution
Feeble Reduced or impaired ability Elderly, disabled 6-8
Poor Minimal ability or exercise Children 9-11
Typical Occasional exercise Normal humans 12-13
Good Moderate exercise Black Knight 14-15
Excellent Regular exercise Daredevil 16-17
Remarkable Intensive exercise Captain America 18-19
Incredible Enhanced abilities Spider-Man 20-23
Amazing Metahuman stamina She-Hulk 24-27
Monstrous Superhuman fortitude, rarely tires Thing, Wonderman 26-30
Unearthly Immeasurable, Never tires Hulk, Thor 30-40
Reason: Ability to think logically, intellect, learning. = Int
Rank Description Examples Intelligence
Feeble Couch potato; uneducated Ajax, Drax 6-8
Poor Primary school education Jubilee 9-11
Typical Secondary school education Cannonball, Firestar 12-13
Good Bachelor’s degree equivalent Daredevil 14-15
Excellent Master’s degree equivalent Spider-Man 16-17
Remarkable Doctorate equivalent Shadowcat 18-19
Incredible Genius: (one focus); understand alien tech. Tony Stark, Professor X 20-25
Amazing Genius: (Multifocus); create leading tech. Mr. Fantastic, Dr. Doom 26-30
Monstrous Alien genius; improve and modify alien tech. Mephisto 31-40
Unearthly Knows all human and alien tech. Watcher 41-50
Intuition: Intuitive, deductive reasoning, instinct, perception = Wisdom
Rank Description Examples Wisdom
Feeble Impaired or limited ability Drax 6-8
Poor “Slow on the uptake” Ajax, Sunspot 9-11
Typical Normal human levels Quasar 12-13
Good Above-average intuition Shadowcat 14-15
Excellent Fine attention to details Nick Fury 16-17
Remarkable Detective background/skills Cyclops 18-19
Incredible Strong empathic sense; “gut feeling” Captain America, Dr. Doom 20-23
Amazing In tune with surroundings; strong hunches Wolverine, Professor X 24-27
Monstrous Superhuman senses Daredevil 28-40
Unearthly In touch with the universe Watcher 41-50
Psyche: Resolve, willpower, strength of focus. = Will save
Rank Description Examples Will Save
Feeble Easily dominated & programmed Dreadnoughts 1
Poor Young, untrained, will-impaired Meggan 2
Typical Normal human willpower Hawkeye 3
Good Resist ordinary mesmerism Daredevil 4-5
Excellent Some experience with mind control/mystic forces Black Widow, Nightcrawler 6-7
Remarkable Trained to resist will-control Hulk, Mr. Fantastic 8-9
Incredible Great strength of will; well-trained/focused Spider-Man, Wolverine 10-11
Amazing Indomitable Willpower Dr. Doom, Thor 12-13
Monstrous Intensive training and experience with mental powers Loki, Professor X 14-15
Unearthly A mind closed to external forces Doctor Strange 16+

Resources: Financial solvency, means and wealth

Rank Description Examples Wealth Score

Feeble Unemployed, fixed income Aunt May 0-1

Poor Freelancers, students Spider-Man 2-4

Typical Salaried employment Betty Banner 5-8

Good Professional, middle class Dr. Strange 9-10

Excellent Small business, Avengers’ pay Captain America 11-13

Remarkable Large business, upper class Professor X, TSR Inc. 14-17

Incredible Small corporation, millionaire Fantastic Four 18-20

Amazing Large corporation, small country Doctor Doom 21-30

Monstrous Billionaire, multinational corps. SHIELD, Great Britain 31-40

Unearthly Major country, MegaCorps, Mys-Tech USA, China, Russia 41+

Talents/Skills & Feats

MSH Talents M&M Skill & Feats

Martial Arts A Judo, Karate, Stun & Slam

Martial Arts B Boxing, high fast damage

Martial Arts C Holds and Escapes + dodging

Martial Arts D Studies opponents weak points

Martial Arts E Improved Initiative

Republic of Genosha
History
Genosha, officially the Republic of Genosha, is a small crescent-shaped island located to the northeast of Madagascar, on
the eastern coast of Africa in the Indian Ocean. The island has two major cities, Carrion Cove and Hammer Bay, the capital
city. Genosha seems like the ideal place to live, a high standard of living, an excellent economy led by advanced
technology companies and ample food and space for all. However, this apparent utopia is anything but. Genosha's
prosperity was built on the backs of its mutant population, who tested genetically-positive and who were altered in mind
and body to become mutates, servants of the state. The mutates were policed by magistrates, and many were kept in
concentration camps.
The X-Men have been to Genosha four times. The first time, they were there for Madelyne Pryor, who had flown some
escaped mutates off the island, and who had been hunted down by the magistrates and imprisoned. The X-Men were
themselves captured, but mamaged to escape and bring down the Citadel they were in, but they could not topple the
social system. Later, Storm and one of the New Mutants were captured by magistrates and arraigned for crimes against the
state. When the remaining X-Men and New Mutants, along with X-Factor came to their rescue, they too were captured and
put on trial. They eventually escaped and brought down the corrupt government, leaving a new regime in charge which
promised to treat mutants better. See X-Tinction Agenda. The third time was actually to aid the Genoshans against the
original Acolytes, who were slaughtering humans in the name of mutant supremacy. The fourth time the X-Men went to
Genosha was to find Quicksilver's daughter Luna, who had been abducted by Cortez. The team was joined on this mission
by the Avengers. See Bloodties.

Genosha is still a country in turmoil. However, after Magneto made a second attempt to disrupt the Earth's
magnetosphere, the U.N. ceded control of Genosha to him, in the hope that the civil war would keep Magnus to busy to
ever threaten Earth again. Magneto became the ruler of Genosha, and has, contrary to all expectations, actually
succeeded in restoring most of it to its former glory. There are still racial prejudices, but now they are directed from
mutants towards humans. There are also internment camps for those suffering from the Legacy Virus. Quicksilver joined
his father's regime, hoping to offer a voice of reason, but after Magneto crushed the Carrion Cove rebellion and used the
mutate technology to restore himself to full power, he left.

Geograhic Coordinates
located to the northeast of Madagascar, on the eastern coast of Africa in the Indian Ocean, approximately 4º S, 55º E

Points of Interest
• Hammer Bay (Capital City)
ο Magneto Monument
ο Magda Square
ο Havershaw Heights
• Carrion Cove
• Ridgeback Mountains

Languages
The major language of Genosha is English.
Economy
The monetary unit used in Genosha is the Genoshan Dollar.
Genosha was a thriving country, one of the richest in the world. However, the nation's wealth was due to using mutants as
slaves.

The richest and influential citizens lived at Havershaw Heights away from the poorer parts of the country.

Politic and international relations


The capital and largest city of Genosha is Hammer Bay. It was home to the central government.

Genosha is a parliamentary democracy and a member of the Commonwealth of Nations. Prime Minister David Moreau was
in power for over fifteen years. Sasha Ryan was the Commissioner for Mutant Affairs, the second most powerful position on
Genosha, with wide-ranging powers over the entire mutant population.
Genosha was an apartheid state, the government tested their citizens, and any mutants were stripped of basic rights.
Citizenship in Genosha was permanent and the government did not recognize any immigration. Citizens who attempted to
leave the country were tracked down and forcibly brought back to the island by the special police force known as
Magistrates, and mutant problems were handled by a special group of mutants known as the Press Gang. The Press Gang
consisted of Hawkshaw, Pipeline, and Punchout, and were aided in their task by Wipeout.

Genoshan Citizenry

Dr. David Moreau

Genegineer

Fighting Typical

Agility Typical

Strength Typical

Endurance Good

Reason Incredible

Intuition Good

Psyche Good

Health 28

Karma 60

Resources Incredible

Popularity 50
Talents
Leadership, Bureaucracy, Politics, Genetics, and Mutation (+1CS on all such FEATs).

History
Dr. Moreau is the Genegineer, the current leader of the Genetics Directorate of Genosha. As such he is responsible for
overseeing the identification, transformation, and maintenance of the mutant work force, and to that end works
extensively with the Magistrates. Dr. Moreau seems to be a compassionate man who considers the mutants’s state to be a
necessary evil if the Genoshans are to survive. He thinks of the mutants as property of the state, to be cared for in a
humane fashion, but not be treated as equals.

Magistrate Anderson

Chief Magistrate

Fighting Excellent

Agility Excellent

Strength Good

Endurance Excellent

Reason Excellent

Intuition Good

Psyche Excellent

Health 60

Karma 50

Resources Good

Popularity 0

Talents
Leadership, Guns, Military, Bureaucracy, Espionage

History
Chief Magistrate Anderson is the official leader of the Magistrates, the mutant control officers of Genosha. In addition, she
is responsible for maintaining Genoshan security from internal and external threats. Native mutant uprisings and runaways
are considered internal dangers, while terrorists such as the X-Men and other mutant groups are considered external
threats. Anderson is aided by her Magistrates, and in combat may be found equipped as they are. For affairs of state she
prefers her standard dress uniform. She is a by-the- book Genoshan who is intensely loyal, and considers pro-mutant
feelings to be subversive in nature.
Typical Magistrate

Fighting Good

Agility Good

Strength Good

Endurance Excellent

Reason Good

Intuition Good

Psyche Good

Health 50

Karma 30

Resources Typical

Popularity 0

Talents
Military, Force Rifles, Pistols, Resist Domination.

Equipment
The Magistrates are equipped to handle threatening mutant situations. To that end, they are equipped with:

• Body Armor of Excellent protection from physical attack and Remarkable against energy attacks.
• Force Rifles of up to Incredible damage with range of 4 areas.
• Pistols for Good damage up to three areas away.
• Grenades: Smoke and Knockout gas of Amazing intensity. Explosive grenades of Incredible intensity, 1 area radius.
• Goggles to protect from light and energy based attacks, Remarkable protection.

History
The Genoshan Magistrates operate as the national police force with the aim of controlling the mutant population. They are
called into service in case of mutant uprising, or potential mutant unrest. The Magistrates are aware of the treatment of
mutants, but most do not consider the mutants to be humans or creatures to be treated humanely.

Typical Mutants

Fighting Good
Agility Good

Strength Good

Endurance Excellent

Reason Good

Intuition Good

Psyche Good

Health 50

Karma 30

Resources Typical

Popularity 0

Known Powers : The abilities of Genoshan mutants vary depending on the job. Most mutants are limited to one or two
powers in order to reduce potential danger from them in case they run amok. Typical mutations instilled in the Citadel of
Genetics include:

• Elasticity at Remarkable level.


• Thought Projection at Remarkable level.
• Energy Rays at Remarkable level.
• Healing at Remarkable level.
• Earth Control at Remarkable level.
• Plant Control at Remarkable level.
• Genoshans choose to avoid mutations which may allow the individual to escape, such as wings or teleportation, or
could prove dangerous to the human overlords, such as destructive rays or claws.

Equipment : The Magistrates are equipped to handle threatening mutant situations. To that end, they are equipped with:

• Skinsuits: The skinsuits offer Excellent body armor from physical and energy attacks, with the exception of the
Magistrates’ force rifles. They also provide Good protection from heat and cold, and are self-contained enviromental
suits. They also prevent mutant mating and replication.

Talents
Whatever job they have been trained to do. In addition, they are -1CS for mental attacks, a gift from Wipeout that serves
as a reverse Resist Domination.

History
The mutants of Genosha are a slave race, referred to as "modules" in official records, and as "genejokes" by the
Magistrates. They are tailored to their craft, and if a surplus is exhibited in one area, they are modified to fit a new area.
Locked in their suits, which are bonded to their skins, the Genoshan mutants are easily identified.
Genoshan mutants are trained to be subservient to their human masters, on pain of beatings and torture by the
Magistrates. To this end they are often herded and controlled like sheep and will be subservient to the meanest human
whim. This form of control has not crushed their growing hatred for the humans, though it does give the appearance of
obedience.

Hawkshaw

Fighting Good

Agility Good

Strength Good

Endurance Excellent

Reason Excellent

Intuition Good

Psyche Good

Health 50

Karma 40

Resources Good

Popularity 0

Known Powers
Hawkshaw may or may not have superhuman powers of a mechanical nature. He either seems to have additional cyborged
senses, or access to such sensor devices, which allow him to detect mutants and those with latent abilities with Amazing
ability. The cloaking protection of the X-Men foiled this ability, so that although they could be seen, they could not be
detected by these mechanisms.

Talents
Leadership, Military

History
Hawkshaw is the leader of the Press Gang, a team of Genoshan nationals of superior power used to extradite runaway
mutants. He, Pipeline, Punchout, and whatever Magistrates he needs can enter a country and send the fleeing mutant back
to Genosha using Pipeline’s abilities.

Pipeline

Fighting Typical
Agility Typical

Strength Typical

Endurance Excellent

Reason Excellent

Intuition Good

Psyche Good

Health 38

Karma 40

Resources Typical

Popularity -5

Known Powers

• Transmission: Pipeline has the Unearthly ability to digitize people and feed them without harm through a specialized
phone link with Genosha. This teleports them there. In addition to sending people to Genosha, Pipeline can summon
aid in the form of Genoshan magistrates. No known mutant ability can prevent a character from being transmitted.
Pipline may be able to transmit himself without special equipment.
• Phone Uplink: To prevent loss of signal (and potential damage to the character being transmitted), Pipline uses a
special modem for calling to and from Genosha. This modem is made of Good strength material. He cannot send
others without this phone link.

Talents
Computers

History
Pipeline is a Genoshan with the ability to reduce others to a digitized image which can then be fed over the phone lines to
Genosha. It is not known whether he is a mutant, an altered human, or even a cyborg, but, regardless of the nature of his
powers, he is very useful in recovering escaped mutants and in summoning aid from Genosha.

Punchout

Fighting Remarkable

Agility Good

Strength Incredible
Endurance Remarkable

Reason Good

Intuition Typical

Psyche Good

Health 38

Karma 40

Resources Typical

Popularity -5

Known Powers
No apparent superhuman powers other than increased physical attributes.

Talents
Military

History
It is not known whether Punchout is truly a mutant. Regardless of the source of his powers, he is the muscle for the
Genoshan Press Gang, an organization of super-powered operatives whose mission is to return escaped mutants to
Genosha.

Wipeout

Fighting Poor

Agility Typical

Strength Poor

Endurance Excellent

Reason Good

Intuition Good

Psyche Excellent
Health 34

Karma 90

Resources Good

Popularity 0

Known Powers

• Power Elimination: Monstrous ability to remove a target’s mutant abilities permanently. Does not affect
technological, mutated or mystic powers. Wipeout can restore powers he eliminates as a power stunt.
• Memory Elimination: Monstrous ability. This effect lasts until Wipeout restores the victim's memory.

Talents
None

History
An elderly mutant, Wipeout is responsible for removing the powers of rebellious and dangerous mutants. He is considered
very valuable by the Genoshan Government, and travels with a full compliment of Genoshan magistrates.

Green Lantern Corps

History
About ten billion years ago, a humanoid species came into being on the planet Malthus. After five billion years they
evolved to the point where they possessed great power and were virtually immortal. The adults of this race were
preoccupied with an eternal study of the universe’s nature, and they expanded their study in every area but one; an
ancient warning forbid them from investigating their own origins. Scientist Krona defied this warning, building a machine
to see through time to the beginning of all things. The terrible consequences of his actions were the creation of the Anti-
Matter Universe, as well as unleashing vast and unstoppable evil. Krona was punished, and the immortals dedicated
themselves to creating a force of good to combat the evil Krona had unleashed. They relocated to the planet Oa, at the
center of the universe, and created the Manhunters as their agents. The Manhunters proved to be a failure, rebelling and
becoming power hungry. In response the Oans stripped away most of their powers and exiled them.
Following the rebellion of the Manhunters and the subsequent split of Oan society, the Guardians of the Universe explored
other options to further their agenda for the cosmos. Intrigued by the success of the Halla's, a group of living agents
working for the Guardians, the elders of Oa decided a new force for justice should be created. The perils in the vast
reaches of space required a formidable weapon, so the Guardians created the power ring to aid their warriors in their
quest against evil. As the Green Lantern Corps grew in influence and universe-wide power, the 36 remaining Oans devoted
themselves to providing them with the power and wisdom needed in battling evil.

Guardians of the Universe


The Oans

Fighting Excellent

Agility Excellent

Strength Typical

Endurance Unearthly

Reason Amazing

Intuition Incredible

Psyche Unearthly

Health 146

Karma 190

Resources CL1000

Popularity 20

Powers:
• True Invulnerability: Unearthly
• Regeneration: Incredible
• Resistance: Class 1000 resistance to Toxins, Aging and Disease.
• Self Sustenance: Class 1000
• Cosmic Energy Manipulation: Like many of the first races in the universe, the Guardians may manipulate the very energies of the
ο Flight: Class 3000
ο Energy Manipulation: Green Plasma: Class 1000
ο Various: Some Guardians have persued greater manipulations of cosmic energy. They can utilise any power the judge desires
• Psionic Powers: Having long ago forsaken the pursuit of physical endeavors, The Guardians have honed their mental abilities to pe
• Cosmic Awareness: Unearthly
• Telepathy: Excellent
• Astral Projection: Class 3000
Talents
Engineering; Science: all

Contacts:
Green Lantern Corps, Controllers, Zamarons

Green Lantern Corps


Though the Guardians of the Universe were virtually immortal, their agents, the members of the Green Lantern Corps,
were not. In the three billion year history of the Corps, literally millions of Green Lanterns gave their lives in the line of
duty.

The Oans sought to honor their champions by following their ancient Maltusian burial customs. The Green Lanterns were
entombed in one vast crypt. Each Green Lantern was placed in a crystalline sarcophagus, apparently preserved for all
time.

The Crypts of the Green Lantern Corps was buried deep beneath the main Citadel and extended outward under the Oan
sands. As part of the Maltusian customs, the heroes were close to the quarters of the living so the souls of the living and
the dead could commune.

Many honored Green Lanterns were placed here, including Tomar-Re of Xudar, Abin Sur of Ungara, Arkkis Chummuck of
Toomey IV, and Ahtier of Glazzonio. In Abin Sur's case, it appears his body was retrieved from Earth, where he had been
buried by Hal Jordan.
Even Sinestro was entombed in the Crypts. He was executed by the Green Lantern Corps and his spirit inhabited the
Central Power Battery. His sarcophagus was by itself, separated from the rest of the Corps.

Becomming a Green Lantern


Basic Concepts

• The Guardians of the Universe founded the Green Lantern Corps approximately 3 billion years ago in order to stem
the spread of evil across the cosmos.
• The Guardians divided the known universe into 3,600 sectors of equal size. Each sector is assigned its own Lantern,
who is responsible for protecting the life forms in that sector from evil and disaster.
• A Green Lantern is given awesome responsibilities. Those selected for membership have to possess a superior
dedication to the Guardians' cause and a certain uncompromising morality. The only important factors in selection are
the being's dedication to duty and willingness to help his fellow creatures.

What It Takes To Be A Green Lantern


New Green Lanterns are usually inducted into the Corps by one of two methods:

• First, if a current Lantern is mortally wounded or unable to continue his duties for some other reason, he has a
responsibility to select and induct a suitable replacement. The Power Ring is able to seek out a worthy Ring-bearer. In
sectors that contain an unusually large number of inhabited worlds, the
Guardians will often choose an alternate Lantern to stand ready at a moment's notice.
• The second method is to be selected and inducted by the Guardians themselves. Many times a Lantern is unable to
pass on the Ring before death or retirement.

Necessary Characteristics
There are three characteristics that any candidate must possess in order to be considered for membership in the Green
Lantern Corps:

• First, he must be worthy, meaning he will always meet the responsibilities of being a Lantern and always use the Ring
to uphold the good. The procedure for selecting a Lantern and determining worthiness is so good that in the 3 billion
year history of the Corps only one Lantern has ever betrayed this principle: Sinestro of Korugar.
• Second, a Lantern must have a strong Psyche. The Power Ring is only as powerful as the Psyche of the wielder. The
Guardians or the Ring will always select a candidate with the strongest willpower in order to leave the sector in
question in the hands of the most effective Green Lantern possible. Every Lantern will have a Psyche of Remarkable
or greater, with most being Amazing or higher.
• Thirdly, a Green Lantern must be completely without fear and be completely honest.

Probationary Period
New Green Lanterns are placed on a brief period of probation, during which they are closely scrutinized by the Guardians.
During this time he is unaware of the Guardians existence and the Corps, after he proves his worthiness he will be
summoned to Oa and everything revealed.

Responsibilities
As soon as you accept the Power Ring, a Green Lantern pledges to carry out certain responsibilities enumerated below:

1. Protection of Life and Liberty within assigned sector: Your first and foremost duty is to protect the inhabitants and
territory of your space sector. This includes combating evil wherever and whenever it is encountered, and to do
everything within ones power to protect the inhabitants of the sector from natural disasters and cataclysms.
2. Follow the Orders of the Guardians without question: Green Lanterns are sworn to follow the orders of the Guardians
without hesitation. Lanterns must learn the Guardians always have a valid reason for their instructions.
3. Non-Interference: A Green Lantern must never perform any action that will alter a world's culture or political
makeup. He must also never perform any action that is against the collective will of its inhabitants.
4. Act within local Laws and subject oneself to local Authority: While on inhabited territory, the Lantern must make
every effort to conduct himself in accordance with the local laws. He must also submit to local authorities, within
reason.
5. Proven Peril Clause: A Lantern must not take action against anyone or anything until the objet or creature in question
is proven to present a danger to life or liberty.
6. Refusal to Act for Personal Gain: A Lantern must never use the powers at their disposal for personal gain. They can
also not accept any rewards for services rendered.
7. Cooperation with Fellows: A Lanter is obligated to assist and show respect for his fellow Lanterns.
8. Respect for Life: A Lantern must never willingly take the life of another living creature, unless it is the only solution
to a problem. They are also only allowed to use reasonable force in combatting a menace.
9. Combat the Greatest Danger: A Lantern must always give top priority to the greatest danger present within the
sector.
10. Preservation of Honor: A Lantern must always attempt to maintain the honor of the Corps, and should refrain from
dishonesty and the use of treachery.

*Note that the Lanterns are trusted to maintain this code. The Guardians have enough confidence in them however to give
the Lantern the option of violating any of the above principals if it is warranted in their best judgment. If any principal is
violated, be prepared to defend the action before the Guardians.

Discipline
Upon violation of any principal, a Lantern may be summoned to Oa for trial. The charges would be read and an explanation
be asked for. If the actions could be explained the matter was forgotten, therwise he would be disciplined. The penalty
was usually one of the following:

1. Removal from the Corps: Before taking such an action, the Guardians would consider the past service record, which
may influence them to settle on a lesser form of punishment. This punishment would also be incurred if a Lantern
began to fail to meet the three basic requirements for Corps membership.
2. Probation: If during the probation period the Lantern took any action resembling an offense, the Guardians would
remove him from the Corps.
3. Personal Supervision: Sometimes the Lantern would be ordered to move to Oa for a time so the Guardians could
instruct and supervise him themselves.
4. Exile: If the Guardians determined that personal obligations were interfering with his duties they would often exile
the offender from his homeworld for a period of one year.
5. Ritual of Endurance: In extreme cases where guilt or innocence could not be determined, or two or more Lanterns
disagreed over a comrades guilt, the Guardians would subject him to the Ritual of Endurance. A Lantern must make it
through a small pocket of the anti-matter universe unaided. Failure often brought death.

The Oath
The Green Lantern Oath was used before Kyle came around so for a long time he did not use it, but he has picked it along
the way. It was said each and every time the ring was charged against the GL's battery. Kind of like the Pledge of
Allegiance, it reminds the GL of his/her duty. The oath is:

"In brightest day, in blackest night,


no evil shall escape my sight!
Let those who worship evil's might,
beware my power... Green Lantern's light!"

Rewards
The only reward is a hearty thanks and the satisfaction of a job well done. The only special honor was to be appointed to
the Guardians own personal guard. The Honor Guard consists of one or more Lanterns who remain on Oa to council the
masters.

Contact With The Guardians


The Guardians kept constant contact with the members of the Corps, advising and directing them. The Guardians would
contact a sector's Lantern and dispatch him to a troubled area. They communicated through the Power Battery. There is
an emergency signalling device that allowed them to instantly send an S.O.S to the entire Corps.

The Guardians could also summon a Lantern's energy twin to Oa. The energy twin is a living creature's life force. While it is
in transit, the physical form lies motionless. Any information passed to the twin is passed to the body when it comes back.
In rare instances the Guardians would summon the physical form of the Lantern. Usually for regular meetings of the Corps.
About once a year all Lanterns were expected to attend.

Power Rings
The product of an alien super science, the fabled power ring has long been wielded by the heroic members of the Green
Lantern Corps. Though the full story of its creation may never be known, observations can be made from the recorded
experiences of those who wielded the emerald ring. From those examples, conclusions can be drawn regarding the ring's
miraculous abilities.
Power rings are said to be made of "Oaite", a compound found on Oa. Other compounds have been taken from worlds
throughout the cosmos, at least five power rings were comprised of ore mined on Titan, a moon of Jupiter. The power
itself, like all cosmic power, is an aspect of The Source. Any being with control over the Source can also control the ring's
energies.

Each member of the Corps is granted a ring with which to protect his, her, or its assigned sector. A Green Lantern Power
Ring, considered by some to be one of the most powerful weapons in the known universe, has the ability to affect and use
fundamental forces of the known universe, including electromagnetic energies such as gravity, radiation, heat, light, and
powerful blasts of concussive force. The ring is powered by the wearer's willpower. The stronger the will, the more
powerful the ring. And the ring can do anything. It can create objects made of energy that can do anything the ring-bearer
wants. It can make a motorcycle to ride on. It can make a television. It can give the GL a battle suit to use in a fight. If
you know the atomic structure of something, it can be made to that detail - from a glass of water to a chunk of Kryptonite.
It protects the GL and allows the ring-bearer to fly in any atmosphere, in space, or underwater, without needing an air
supply. And if the GL wanted to, he could split atoms with it. There really is no limit to what the ring cannot do that the
GL cannot imagine.

• The ring is made from a Unearthly strength material called Oaite.


• Electromagnetic Force Manipulation: The power ring is focused by the wielder's will power, enabling the control of
green psychoplasmic energy. The energy does not give off heat, unless the ring wielder wills it to do so. It is
soundless, unless willed otherwise. The emerald energy can be used in a variety of ways; usually it is shaped to form
objects of varying degrees of complexity. It has extensive energy manipulation powers able to affect the entire
spectrum including gravity, radiation, heat, light at PSYCHE plus 1 rank. These include emit Energy and kinetic energy
Blasts, Creation of Force Fields and the ability to Create objects of solid energy.

The GL ring is also capable of imparting the following extra abilities:

• True Flight: Unearthly airspeed in Earth's atmosphere, Class 5000 in space.


• Life Support: The ring provides Class 1000 rank life support when required.
• Energy Sheath: This life sustaining aura protects him from harm. The ring generates a field of life sustaining
atmosphere and protection from harmful radiation, even if the wearer is unconscious. It also offers Psyche rank
defence vs attacks.
• Electromagnetic Scanning: The ring has a wide range of detection abilities. If it can be concieved it can probably be
detected. Most normal electromagnetic phenomena are within the range of the ring, including radio, television,
infrared, ultraviolet, and high frequency band communications at Unearthly levels.
• Universal Translator: The ring allows the wearer to communicate with anyone, no matter what language is spoken at
Monstrous rank. The ring allowed for translation as long as the medium for communication was able to be duplicated
by the ring, and that the wearer was aware that communication was being attempted.
• Regeneration and Recovery: Excellent ability to repair minor injuries in himself or others.
• Energy Absorption: Unearthly
• Invisibility: A ring wielder can render him/her/itself invisible at Monstrous rankl by willing the ring to bend light
waves around his/her/its form, as well as that of the power ring. Presumably, a similar action allows an experienced
ring wielder to create objects of colors other than green.
• Astral Travel: The power ring allows the wearer to create an "energy twin" of his/her/itself with Excellent ability that
can travel at far greater speeds than that of the ring wielder's physical form. While the energy twin is active the ring
wielder remains motionless, his/her/its life force is needed to guide the energy twin.
• Life Sense: Green Lantern "Type" Energy only: Class 1000 rank.
• Mind Tampering: Though the ethics of mind tampering may be debatable, sometimes it is necessary. As the power
ring relies on thought and will to operate, mind tampering is not impossible, the real difficulty lies in properly
applying the power. This power rank is the same as the wielders Psyche.
• Full Environmental Playback: Upon request, the power ring can recreate a holographic environment based on data in
its memory banks. The ring wielder can observe events in a ghostlike state, but the ring wielder cannot alter the
outcome of the playback. All objects in the playback will appear in the full spectrum of colors, regardless of the
wielder's level of expertise creating simulcrums. The power ring will automatically end the playback if outside
interference warrants the ring wielder's undivided attention.
• Protection from Mortal Harm: The power ring features an emergency energy reserve, to be utilized only when the
wielder faces mortal injury. This power automatically activates to preserve the wearer's life and can be used only
once during a twenty four hour period, unless the power ring is recharged at the power battery. The effect can then
last up to an additional twenty four hours, to protect the ring possessor if energy runs out in the void of space.
• Emergency Beacon: A Green Lantern in distress can use his/her/its power ring as an emergency beacon of Class 1000
rank. The alert can be directed to a Green Lantern's neighboring sector, or it can be a Corps-wide alert.
• Homing Beacon: A homing beacon in the power ring can lead one Green Lantern to another.
• Raise Power: Any power or ability of the ring may be temporarily enhanced by a Psyche FEAT roll. He must roll with -
2CS against Psyche for every +1CS he is hoping for. If he wants to fly at Remarkable he must make a Psyche check at
Good. This is why Lanterns can make HUGE energy blasts but have gritted teeth and sweat pouring down their face.
The more powerful the blast the harder it is to do. If using the optional Universal table with the blue fumbles, a Blue
Result shorts out the Power Ring, rendering it inoperable for the duration of 1d10 turns.

Limitations

• Charging: All the power rings wielded by Green Lantern's had to be charged from miniature power batteries once
every 24 hours.
• It has been revealed that the weakness/ineffectiveness of the Green Lantern Power Ring was due to the yellow-hued
emotion vampire Parallax being entombed within the primary Oan power battery by the Guardians a millenia ago.
With the escape of Parallax into Hal Jordan the Yellow weakness disappeared. All current Green Lantern rings do not
share this weakness.
• Charge: Each power ring maintains a Class 3000 positive charge to use. This is decreased by the power rank used.
Intensity of FEAT's using the ring drain points from the ring's 3000 point charge. As most Green Lantern's never use this
kind of power in a 24hour period, most believe the ring charge is unlimited.
• The other real weakness of the ring is the wearer. If he/she can be kept from focusing his will, through drug use,
neural interference, vertigo or other form of mental incapacitation, then the ring can be rendered useless.
• Despite even the greatest of wills, sometimes a ring construct can be broken. It may seem a mere annoyance to a ring
wielder, but in reality it could prove quite deadly. A ring wielder links his/her/itself to the power, a psychic backlash
occurs immediately after the disruption of a ring generated construct. The backlash can be very painful and
disorienting but leaves no permanent damage to the ring wielder. The real danger to the ring wielder is the split
seconds of incapacitation, leaving him/her/it vulnerable to attack.
• Protection of Life: The ring's programming forbids the taking of life, yet surprisingly this restriction can be removed
on Oa. Ordinarily, the ring will issue a warning to the wielder and may even shut down, leaving the wielder vulnerable
to attack.
• Residual Energy: The ring leaves a trace residue of green energy on objects it touches or in the immediate vicinity of
its use. The residue lingers for a few hours and is detectable by those with heightened senses of awareness, or by
sophisticated mechanical devices, such as the creature known as Legion or the robotic Fists of the Guardians.
• A time null zone can render the ring powerless by freezing the flow of time around the helpless ring wielder.
Likewise, the flow of time can be accelerated in the ring's vicintiy, causing the power ring's charge to be depleted in
what may seem seconds to the ring wielder.
• A weapon capable of firing a Xantha charge can kill a ring wielder. The crimson colored Xantha charge shifts to yellow
upon contact with the ring's emerald energy. If the defending ring wielder is not careful, he/she/it will be killed.
Some advanced technologies such as those of Qward or Apokolips have managed to develop nullification fields. The
Weaponers of Qward had created such a field in one of their fortresses, while a rogue parademon from Apokolips had
set up a null field around an Earth island. The Guardians of the Universe also employed a nullification field against
power rings. To study a possibly defective power ring, a field was set up on the deserted side of Oa.

Death and Succession


Numbered in order of decreasing likelihood, there are four thousand seven hundred sixty-five possible programmed
responses for a power ring in the possession of a Green Lantern whose death is imminent. Most involve sudden loss in a
combat situation. Some involve other members of the Corps. More than two thousand of them entail the direct
involvement of the Guardians and several hundred are in the event of the demise of the Guardians and the Corps
themselves.

Power Battery
The individual personal power batteries are conduits to the Central Power Battery, and the power ring is a mind-keyed
transmitter of that power. A Power Battery is given to each Green Lantern so that their ring can be recharged when
needed. Each battery is a piece of the Oan Central Power Battery and can tap into it's vast energy sources. Without it, the
ring is useless.

• Material Strength: Unearthly


• Energy Source: Unearthly
• Energy Absorption: Unearthly
• Invisibility: Amazing

Emotional Spectrum
Is an energy field that is fueled by the emotions of all sentient beings. Inadvertently, sentient beings channeled and
created seven unique forms of energy based on their emotions, with a certain color unique to the emotion. The Maltusians,
the oldest known race in existence, were the first to discover and harness this field. Krona was known to had once wielded
the entire power of the Emotional Spectrum for a moment though it was believed since he was an immortal he was capable
of such a feat. The successor races eventually chose to harness the emotions of several different colors. They also
discovered that the farther one is away from the center of The Spectrum, the more control the energy has on the wielder.
According to a prophecy in the Book of Oa, the seven colors of the emotional spectrum would be harnessed by seven
different Lantern Corps, which would go to war with each other in a conflict called the War of Light.

White/Life
The White Light of Life is where the Emotional Spectrum originated. According to Indigo-1 and the Guardians of the
Universe, in the beginning the universe was absolute darkness. At an unspecified point in history, the white light was
introduced by an entity or entities unknown, and for 700 years the universe was nothing but a blinding white light. The
darkness however, fought back against the light, eventually dividing it into the 7 Colors of the spectrum that exists today.
Those who wield the white light have the capability to resurrect the dead, teleport, and can create constructs that can
potentially last longer than those cast by other lights. The white energy comes from all living things, and all living things
from it. So far, ring wielders seem to have no control over the ring itself, the rings doing the bidding of the Life Entity.
Unlike other rings, which must be charged from a battery (with the exception of black), white rings are automatically
charged whenever the wielder performs actions that constitute "living".
Red/Rage
Red is one of the energies far from the center, and represents the emotion of rage/anger. A person who has felt great rage
is able to tap into the red light. However, controlling the red light also renders the heart useless and spoils the blood of
the wielder. In addition, the red light has the most profound effect on the mind of the wielder of all the lights, and
renders most users to nothing more or less than a rabid animal. The red light was first harnessed by Atrocitus of the Five
Inversions, using blood rituals to form Red Power Rings and Batteries to be used by his Red Lantern Corps.
Orange/Avarice
Orange is another energy away from the center, and represents greed, capable of being harnessed by those whose greed
knows no bounds. The Controllers, a Maltusian offshoot desiring to create an orderly universe by controlling it, sought the
orange light to form their own Corps. However, they awoke Agent Orange. Because they were Maltusians, Agent Orange
considered this a breach of the treaty he made with the Guardians and launched an attack on the universe. Those
controlling the Orange Light are capable of stealing the identities of people they kill, and use them to create energy
constructs subservient to the wielder.
Yellow/Fear
Yellow is a color close to the center, and represents the emotion of fear. A being capable of instilling great fear in others
is capable of wielding this power. The yellow light was finally harnessed by Sinestro of Korugar and the Anti-Monitor of
Qward to form the Sinestro Corps, an organization that would bring order to the universe by instilling those who would
defy authority with fear.

Green/Willpower
Green is the color in the center of the spectrum, and represents willpower. This color has the least amount of influence on
the wielder, and can only be controlled by one who has an indomitable will that can overcome great fear. The Oans
harnessed this energy. Following the departure of the Controllers, those who remained on Oa became the Guardians of the
Universe, and used the green light as the power source for the Green Lantern Corps, an organization that would battle evil
whenever and wherever it rose to threaten the universe.

Blue/Hope
Blue is a color close to the center, and represents the emotion of hope. The blue light is capable of being wielded by a
being who can bring hope for the future to others. The blue light is the most powerful of the spectrum, but it is also the
most difficult to wield and understand. The exiled Guardians Ganthet and Sayd were the first to harness the blue light,
forming the Blue Lantern Corps, a force which would assist the Green Lantern Corps in its coming trials during the War of
Light. Despite being the most powerful color, it may only function to its fullest effect in the proximity of the Green light
(hope on its own is hollow, requiring will to make it reality). The blue light is capable of draining the yellow light,
suppressing the orange and red, and empowering the green.
Indigo/Compassion
Indigo is a color farther from the center, and represents the emotion of compassion. The Indigo light can be wielded by
one with great compassion for other beings, used to heal the sick and wounded. However, compassion can also be forced
upon a person, turning them into a slave that feels only the indigo emotion. The users of this light are capable of absorbing
and utilizing the lights of other Corps as they would their own, and even to temporarily become one of that Corps. The
Indigo Tribe has harnessed this power, most against their will.
Violet/Love
Violet is the other color furthest from the center, and represents the emotion of love. Those who are capable of great
love, who have lost their loves, or been rejected are capable of wielding the violet light. The Zamarons believed that the
male Malthusans' rejection of emotion was tantamount to blasphemy, and left Oa. Traveling across the universe, they
found two crystallized corpses of a male and female embracing each other. Between them was a crystal known as the Star
Sapphire, an object filled with the violet light. Unfortunately, the Zamarons interpreted the best way to spread love
throughout the universe and destroy hate and fear was to use the Star Sapphires to crystallize whole worlds and trap their
inhabitants. Worse, the Star Sapphire was a parasite that overrode the host's will and compelled them to attack the
objects of their affection, as well as display an intense fear of men. Those wielding the Violet light may show others their
destined loves via a Star Sapphire they possess, and create constructs out of Star Sapphire crystals as well as energy.
Black/Death
Black is the color of the dead and emotionless. It is the color of the Black Lantern Corps. Black, technically not a color but
more an absence of color and light, does not appear on the spectrum itself for this reason, as the Emotional Spectrum is a
light based energy classification. Those dead or once dead are capable of becoming Black Lanterns.

Lantern Corps

White Lantern Corps


Emotion: Life (combination of all light and emotion).
Base of Operations: Earth (Only because it's Kyle Rayner's home planet).
About: The White Lantern Corps. appeared near the end of the Blackest Night, after Thaal Sinestro, who had absorbed the
Entity of Life, had the Entity removed from him. No sooner had this happened, then Hal Jordan absorbed it himself, and
spread its power over a number of earth's super heroes, some of them Black Lanterns, thus resurrecting them (This
included Kid Flash, Superman, Superboy, Green Arrow, Donna Troy, Ice, and Animal Man, as Barry Allen, Hal Jordan, and
Wonder Woman, had all become other Lanterns before hand). With their combined powers, they defeated the Herald of
Death, Black Hand, thus allowing the Indigo Tribe to take custody of him, and defeated Nekron, Lord of the Unliving. The
White Lantern Corps disbanded soon after this, as the Life Entity vanished. Kyle Rayner later became the universe's only
White Lantern after utilizing a glitch in his Green Lantern ring in order to tap into and master the other emotions of the
spectrum.
While combating Oblivion, Kyle and the Guardians separated the Life Equation out into 7 separate rings creating the White
Lantern Corps.
Powers:
- Can Channel the light and abilities of all the other Corps except Black.
- Capable of purifying a Black Lantern and bringing them back to life.
- Is able to alter reality around the White Lantern. At this point that may have more to do with Kyle Rayner's fusion with
the Life Equation.
Weaknesses:
- The White Ring seems very specific and has no problem abandoning someone it deems unworthy.
Leader: Kyle Rayner
Entity: The Entity
White Lantern Corps Oath:
There currently is no set oath.

Red Lantern Corps


Emotion: Rage
Base of Operations: Ysmault
About: Red is one of the energies far from the center, and represents the emotion of rage/anger. A person who has felt
great rage is able to tap into the red light. However, controlling the red light also renders the heart useless and spoils the
blood of the wielder. In addition, the red light has the most profound effect on the mind of the wielder of all the lights,
and renders most users to nothing more or less than a rabid animal. The Red Lanterns were created by Atrocitus by mixing
the science of harnessing light with ancient Blood Magic using blood from slaughtering 4 of the 5 Inversions.
Powers:
- Upon induction to the Corps, a new member's blood is violently expelled from their body and replaced with a red,
plasma-like substance. Members of the corps can expel this substance from their body at will, causing severe burns.
- Extreme Strength driven by Rage.
- Human Red Lanterns are able to make solid light constructs. This ability can be passed to other Red Lanterns if they
consume the blood of a Red Lantern capable of generating constructs.
Weaknesses:
- The Power Battery for their ring replaces their hearts and the red light of rage replaces their blood so if they ever
remove their rings, they die unless they've completely given up their rage.
- Most Red Lanterns are also mindless brutes until they are immersed in the Blood Lake of Ysmault where they are forced
to relive their traumas that led them to become a Red Lantern.
Leader: Guy Gardner, Formerly Atrocitus.
Entity: The Butcher
Red Lantern Corps Oath:
"With blood and rage of crimson red,
Ripped from a corpse so freshly dead,
Together with our hellish hate,
We'll burn you all--that is your fate!"

Orange - Agent Orange


Emotion: Avarice
Base of Operations: Okaara
About: Orange is another energy away from the center, and represents greed, capable of being harnessed by those whose
greed knows no bounds. The sole bearer of the orange light is former Thieve's Guild member Larfleeze, also known as
"Agent Orange", who draws upon greed to create constructs made of orange light with his power ring. He also possesses the
ability to, which he uses to comprise his Orange Lantern Corps.
Powers:
- Steals the identities of people killed by the ring and transforms them into sentient, orange light constructs under the
command of the Orange Lantern.
- Since the power doesn't need to be shared, the Orange Ring can be charged to 100,000%.
- Absorbs the energy of other Rings.
Weaknesses:
- Due to the nature of greed, only one being can wield the Orange Ring at once, any more would cause infighting among
the Corps members, as they'd be unable to share the power.
- The Corps, itself are comprised of sentient constructs that, while resilient, are easily destroyed by Orange Light which
can be channeled by the Indigo Tribe and White Lantern.
- Use of the Orange Light is highly addictive.
- Unable to drain power from Blue and Violet rings, as it cannot absorb hope, and is useless against love.
Leader: Larfleeze
Entity: Ophidian
Orange Lantern Oath:
"What's mine is mine and mine and mine.
And mine and mine and mine!
Not yours!"

Yellow - Sinestro Corps


Emotion: Fear
Base of Operations: Warworld
About: Yellow is a color close to the center, and represents the emotion of fear. A being capable of instilling great fear in
others is capable of wielding this power. Sinestro was once considered the greatest Green Lantern of them all. After he
was discharged and sentenced to the Antimatter Universe for abusing his power, Sinestro learned of a yellow light of terror
that was being mined Qward. He had the weaponers forge the yellow light into a Central Power Battery and created the
Sinestro Corps. Since then, Sinestro has drafter thousands of the most horrific, psychotic and sadistic beings in the universe
to shore his golden power and burn all who oppose it.
Powers:
- Creates constructs based on the imagination of the wearer. It can also detect the fears of a person and generate
constructs specific to those fears.
Weaknesses:
- Yellow constructs can be dispersed by the Blue Light of Hope.
- As the host of Parallax, Sinestro seems able to destroy any Yellow Lantern's ring at will.
Leader: Sinestro
Entity: Parallax
Sinestro Corps Oath:
"In blackest day, in brightest night,
Beware your fears made into light.
Let those who try to stop what's right
Burn like my power Sinestro's might!"

Green Lantern Corps


Emotion: Willpower, the ability to overcome emotion.
Base of Operations: Mogo. Formerly Oa.
About: Green is the color in the center of the spectrum, and represents willpower. This color has the least amount of
influence on the wielder, and can only be controlled by one who has an indomitable will that can overcome great fear.
Billions of years ago, the self-appointed Guardians of the Universe recruited thousands of sentient beings from across the
cosmos to join their intergalactic police force known as The Green Lantern Corps. Possessing the ability to overcome great
fear, the Green Lanterns patrol their respective space sectors with courage, honor and dedication.
Powers:
- Generates constructs made of green light from their power rings. Constructs vary in complexity and intricacy, ranging
from advanced suits of armor to ladders and architectural support devices.
Weaknesses:
- If the willpower of the user falters, the constructs will fail.
- Even after removing the Parallax impurity that caused it, new recruits and some veterans are still vulnerable to the
yellow light of Fear.
Leader: Hal Jordan
Entity: Ion
Green Lantern Corps Oath:
"In brightest day, in blackest night,
No evil shall escape my sight.
Let those who worship evil's might
Beware my power--Green Lantern's light!"
Alpha Lantern Corps Version:
"In days of peace, in nights of war,
Obey the laws forever more.
Misconduct must be answered for,
Swear us the chosen--the Alpha Corps!"

Blue Lantern Corps


Emotion: Hope
Base of Operations: Mogo, Formerly Eplis and Odym.
About: Blue is a color close to the center, and represents the emotion of hope. The blue light is capable of being wielded
by a being who can bring hope for the future to others. The blue light is the most powerful of the spectrum, but it is also
the most difficult to wield and understand. Created by Ganthet and Sayd to bring hope to the future in the light of so
much destruction, when good faces overwhelming odds. At the end of the war with the Sinestro Corps and after being
exiled from the Guardians of the Universe for their individuality, Ganthet and Sayd started the Blue Lantern Corps by
creating a Blue Power Ring out of their hope for the future. The Blue Lantern Power Rings are powered by the emotion of
Hope. The Blue Lantern Corps recruitment is unique in that it takes a process of three days in which the being in question
is picked by the most recently recruited lantern. Then they are taken to the Blue Lantern Headquarters on Odym. Once on
Odym they are explained to, in great length what it means to wield the power of hope. They learn that it is a responsibility
to give one's self to the universe. When they agree to the terms and conditions of wielding such power, The Guardians of
Hope bestow the ring upon them.
Powers:
- Can manipulate their protective shield to generate simple constructs.
- Can charge and amplify other Corps' rings. It was originally believed that they could only charge Green Lantern Rings, but
during the fall of Elpis, Brother Warth revealed that they could charge ANY colour.
Weaknesses:
- If the wielder loses Hope, the ring immediately abandons them.
- They have no offensive abilites of their own and rely on a Lantern from another Corps (preferably Green) to be effective.
Leader: Saint Walker. After the fall of Elpis and The Blue Lantern Corps, Saint Walker is currently the only Blue Lantern.
Entity: Adara
Blue Lantern Corps Oath:
"In fearful day, in raging night,
With strong hearts full, our souls ignite.
When all seems lost in the War of Light,
Look to the stars, for hope burns bright!"

Indigo Tribe
Emotion: Compassion
Base of Operations: Nok
About: Indigo is a color farther from the center, and represents the emotion of compassion. The Indigo light can be
wielded by one with great compassion for other beings, used to heal the sick and wounded. However, compassion can also
be forced upon a person, turning them into a slave that feels only the indigo emotion. A group of nomads formed by
deceased Green Lantern Abin Sur and led by Iroque, also known as "Indigo-1". It was later revealed that Abin Sur created
them as a means of reforming the worst criminals in the universe by forcing them to feel compassion for their victims and
with the intention of creating an army to fight the Guardians of the Universe.
Powers:
- Able to absorb and channel the powers of other Corps.
- Short and Long Range Teleportation.
Weaknesses:
- The ring forces the wearer to feel compassion, overtaking their personality. If the ring is removed that person becomes
the person they once were and since The Indigo Tribe is primarily the worst killers in the universe, that's a bad thing.
Leader: Indigo-1
Entity: Proselyte
Indigo Tribe Oath:
"Tor lorek san, bor nakka mur,
Natromo faan tornek wot ur.
Ter Lantern ker lo Abin Sur,
Taan lek lek nok--Formorrow Sur!"

Violet - Star Sapphires


Emotion: Love
Base of Operations: Zamaron
About: Violet is the other color furthest from the center, and represents the emotion of love. Those who are capable of
great love, who have lost their loves, or been rejected are capable of wielding the violet light. The Zamarons believed
that the male Malthusans' rejection of emotion was tantamount to blasphemy, and left Oa. Traveling across the universe,
they found two crystallized corpses of a male and female embracing each other. Between them was a crystal known as the
Star Sapphire, an object filled with the violet light. They used this power to create the Star Sapphires, a group of female
warriors formed and led by the Zamarons, the Star Sapphires draw upon love in order to create constructs made of violet
light with their power rings. Their constructs take the form of violet crystals that seek out love within its target's heart,
and bombard the target with this love until they are freed or are converted into a member of the Star Sapphire Corps.
Powers:
- Create Crystalline constructs.
- The ring can reach into someone's heart and reveal their greatest love.
- Can generate a tether that will latch onto someone the Star Sapphire loves and bring them directly to that person.
Weaknesses:
- Because Love is on the extreme end of the emotional spectrum, the power can overwhelm and control the wielder.
- Inneffective on someone who is incapable of love or someone who is driven by love.
Leader: Queen of the Zamarons
Entity: The Predator
Star Sapphires Oath:
"For hearts long lost and full of fright,
For those alone in Blackest Night.
Accept our ring and join our fight,
Love conquers all with violet light!"

Black Lantern Corps


Emotion: Death (absence of light and emotion)
Base of Operations: Death Zone
About: Black is the color of the dead and emotionless. It is the color of the Black Lantern Corps. Black, technically not a
color but more an absence of color and light, does not appear on the spectrum itself for this reason, as the Emotional
Spectrum is a light based energy classification. Those dead or once dead are capable of becoming Black Lanterns. An army
of zombies formed by former Guardian Scar and led by the Lord of the Undead, Nekron, the Black Lanterns are composed
of deceased people who are resurrected by a black power ring fueled by death itself. Members of the corps are chosen for
their emotional connection to living people, and rise in order to elicit emotion from these people. The power ring enables
the wearer to create constructs made of black light, often mimicking any powers or abilities their users had while living, as
well as read the emotions of living beings as colors within the emotional spectrum. After being released by The Indigo
Tribe, William Hand killed himself and became the only current Black Lantern.
Powers: Reanimation, Healing Factor/Regeneration, Energy Spectrum Assimilation, Aura Recognition, Infection (a bite
from a Black Lantern can infect someone, kill them and turn them into a new Black Lantern)
Weaknesses:
- Black Lanterns are apparently unable to harm an individual who feels no emotion at all, such as Jonathan Crane.
- The light of Willpower combined with one or more different power rings can distrupt their powers.
- Black Lantern power rings are apparently unable to resurrect an individual who died in a state of peace with themselves.
Leader: "Black Hand" William Hand
Black Lantern Corps Oath:
"The Blackest Night falls from the skies,
The darkness grows as all light dies.
We crave your hearts and your demise,
By my black hand, the dead shall rise!"
Hellfire Club
The Hellfire Club originated in England in the 1760s as a social organization for the elite of British society. The Club not
only provided its members with pleasures, often of sorts that violated moral standards of the time, but also served as a
means for the members to consolidate their influence over British economic and political matters.

A number of the Club's most important members, led by the wealthy trading company owner and former Member of
Parliament Sir Patrick Clemens, and his mistress, the renowned actress Diana Knight, emigrated to the colony of New York
in the 1770s, where they founded the new American Hellfire Club. Clemens and Knight served as its first leaders under
their Club titles of Black King and Black Queen. The Club's headquarters was an abandoned church that stood on the site
on the present day Hellfire Club mansion, located at what is now Fifth Avenue on Manhattan's East Side, only a few blocks
away from the Avengers Mansion.

Today's Hellfire Club counts among its members the wealthy, the powerful, and the celebrated from virtually all over the
world. Membership is by invitation only, but such invitations are rarely turned down, for membership in the Hellfire Club is
universally regarded as the ultimate status symbol.

As far as the general public and, indeed, most of the Club's members are concerned, the Hellfire Club is a thoroughly
respectable upper class social organization principally devoted to giving spectacular parties. It is also generally known that
these parties serve as a means for members of the social, economic, and political elite to meet unofficially to discuss
matters of mutual interest, and to strike political or business alliances.

The Club's highest ranking members belong to its Inner Circle and dress in late Eighteenth Century costumes for Circle
meetings and other formal occasions involving the Club. Inner Circle members hold positions named after chess pieces: the
leaders are King and Queens, followed by Bishops, Knights, Rooks, and Pawns. It is possible for there to be two Kings (a
Black King and a White King) or two Queens (Black and White) in office simultaneously. However, such situations almost
invariably lead to power struggles, and so there is usually only one King and one Queen at a time. If a member of one
faction of the Inner Circle displaces a member of another faction as King or Queen, he or she usually names his rank after
the opposite color to his predecessor's. Hence, when Sebastian Shaw deposed the most recent former leader, a White King,
he became a Black King.

Unknown to most of the Club members, the Inner Circle members are engaged in a conspiracy to dominate the world
through the accumulation of economic power and political influence. The Inner Circle commands great financial resources,
highly advanced technology, and a large body of mercenaries (many of whom wear red and blue uniforms with masks), all
of which are used in their subversive activities.

The previous leader of the Inner Circle, then known as the Council of the Chosen, was a White King who threw the
Council's financial and technological support behind Dr. Stephen Lang's attempts to capture superhuman mutants with
Sentinel robots. Lang's endeavor ended in disaster, and Black Bishop Sebastian Shaw and White Queen Emma Frost seized
the opportunity to turn the White King out of office. Shaw became the new Black King, leader of the Council, which he
renamed the Inner Circle, and master of the entire Hellfire Club. As leader, Shaw worked closely with his ally Frost, the
White Queen.

Shaw and Frost are both not only heads of major corporations but also superhuman mutants. They gave other superhuman
mutants positions of power within the Inner Circle. Moreover, Frost was also headmistress of the Massachusetts Academy, a
private school in New England for which she recruited adolescent superhuman mutants as well as the sons and daughters of
the elite so that she might bring them under the Inner Circle's influence. It is at the Academy that Frost trained a team of
adolescent superhuman mutants known as the Hellions.
Shaw's corporation, Shaw Industries, had a secret contract to build Sentinels for the United States government's covert
Project Wideawake, whose goal was to hunt down, capture, and study superhuman mutants. Shaw hoped to use his
position with the project for the Inner Circle's own ends. (None of the Inner Circle members are known to be mutants
either by the United States government or by the general public).

Some years ago, the mutant Jason Wyngarde, otherwise known as Mastermind, sought admission into the Inner Circle. To
prove his value, Wyngarde mesmerized the first member of the X-Men to be known as Phoenix into willingly becoming the
Club's Black Queen. Although Wyngarde believed that Phoenix was Jean Grey, also known as Marvel Girl, it now appears
that Phoenix was actually an immensely powerful energy being who had taken on a human guise and persona patterned
after Grey's. Wyngarde's tampering with Phoenix's mind backfired by triggering her transformation into the malevolent
Dark Phoenix, who rendered him catatonic. The Inner Circle therefore withdrew its invitation to him to become a member.

Later, Shaw survived an attempted challenge to his leadership of the Circle by its renegade White Bishop, Donald Pierce.
Pierce kidnapped a young woman known only as Tessa, whose photographic memory enabled her to function as a living
storehouse of information about matters of importance to the Circle for Shaw. Professor Charles Xavier and the New
Mutants defeated Pierce. Tessa returned to the Inner Circle, which expelled Pierce from the Club.

Still more recently Friedrich von Roehm, a member of the Inner Circle, sponsored the superhuman mutant and sorceress
known as Selene for membership in the Circle. Selene has since become the Circle's Black Queen.
In recent years the Hellfire Club's Inner Circle has clashed several times with the mutant X-Men, and the enmity between
the two groups persists to this day.

The Hellfire Club's Inner Circle suffered many setbacks as the group of young mutants known as the Upstarts began to hunt
down and assassinate members of the Inner Circle. Donald Pierce and his cyborg Reavers were killed by Sentinels under the
command of Trevor Fitzroy. Fitzroy had also killed most of the Hellions, and placed the White Queen into a coma. Shaw
was believed to have been killed by his son Shinobi who had designs on the position of Black King. Selene was captured and
tortured by Fitzroy, but was later freed.

After X-Force and the New Warriors defeated the Upstarts, the Inner Circle began to reform. Selene, now free, found
Fitzroy dying after his encounter with X-Force and turned him into a psychic vampire under her control. Selene also found
the resurrected Madelyne Pryor, and cajoled her into joining the Inner Circle. Shaw survived the assassination attempt and
rebuilt his power base in Japan.

The original London Hellfire Club continues its operations today, although now it takes second place to the New York
chapter of the organization. In recent times the London Hellfire Club had its own Inner Circle consisting of a Black King and
Queen and a Red King and Queen; the first three were mutants and the fourth was actually the sorceress Margali Szardos.
Unknown to the royalty of the London Inner Circle, their servant Scribe had been replaced by the shapeshifting mutant
Mountjoy.

The London Inner Circle conspired with Black Air, the British intelligence agency charged with investigating the
paranormal, to take control of a demon. The Inner Circle and Black Air intended to use the demon's mystical energies to
take mental control of the people of the United Kingdom. However, their plan misfired, and the demon began spreading
insanity through the population of London. The London Inner Circle's Black Queen killed its Black King when he went mad.
Finally, the British team of superhuman champions Excalibur succeeded in defeating Mountjoy and Margali and entrapping
the demon. British legal authorities apparently brought the London Inner Circle to justice.

In the alternate future eight decades hence from which the X-Man Bishop comes, the Hellfire Club still exists and operates
in New York City. Its Inner Circle still secretly consists of superhuman mutants in search of power, and it is headed by
Sebastian Shaw's heir, Alexander Shaw.
Hydra
It doesn't stand for anything, it's not an acronym, but they're a self-important organization so they like to have it in all
caps where possible. Von Strucker took the name from the many-headed beastie Hercules fought back before there were
super-heroes populating every corner of the planet.

Instructed by his boss, the Red Skull, to form a fascist power base in the Far East, Baron Von Strucker developed a
partnership with a Japanese subversive group which became the nucleus of the original HYDRA. After World War II, the
many-tendriled organization became a powerful and dangerous force against the free world as it actively worked to over-
throw governments and undermine economies. HYDRA collapsed after the destruction of Hydra Island by Nick Fury;
however, splinters of the group remained and eventually HYDRA was reformed. During the early stages of this
reconstruction it seemed as if HYDRA had abandoned its fascist policies and would achieve world dominance more through
illicit commerce and criminal terrorism than political and ideological terrorism. The resurrection of Baron Von Strucker
also meant a rebirth of the Nazi rhetoric the group was founded upon.

HYDRA's many members are required to be athletic and well-versed in hand-to-hand combat, firearms, and advanced
technology. In the early days, particularly brilliant members were shunted off into A.I.M., the equivalent of a terrorist
think-tank. Much of HYDRA's futuristic weaponry is based on extra-terrestrial Gnobian technology, which Von Strucker
came into contact with in the waning days of World War II.
HYDRA is the opponent of all defenders of freedom, which of course means Captain America, the Avengers, Nick Fury and
S.H.I.E.L.D. just can't stay away from anyone wearing that tacky green uniform. In recent years, HYDRA has also had to
deal with such upstarts as Silver Sable and her Wild Pack, Iron Fist, DareDevil and even former member the Kingpin.

A number of distinctive criminals have been associated with HYDRA over the years. Back before he started looking at the
world through Rose-colored glasses, Richard Fisk headed up their Las Vegas operations. Another Spidey mainstay,
Silvermane, became the Supreme HYDRA when he got fed up with Maggia infighting, but scurried back to his mob job when
he realized there were worse things out there than Spider-Man. Viper once called herself Madame Hydra, and still tints her
hair green as a salute to the old HYDRA color scheme. The Grim Reaper may well have gotten his start with the
organization, and once co-led the New York branch of HYDRA. Jessica Drew, the original Spider-Woman, trained with the
group but blew her first assignment when she couldn't bring herself to kill Nick Fury. HYDRA also uses free-lance super-
powered operatives when it needs to, such as the Chameleon, the Space Phantom, and Skeleton Ki.

Far from being a covert terrorist group, HYDRA thrives on grandstand plays. They have twice managed to hold the planet
hostage, once with the Betatron Bomb, and later with the Death Spore Bomb. They also achieved a coup of astonishing
brilliance and brutality when they murdered the entire graduating class of S.H.I.E.L.D., eliminating 1500 new agents
before they had a chance to became threats.

Infinity Gems

• Common Characteristics |

• Time Gem |

• Space Gem |

• Soul Gem |

• Reality Gem |

• Power Gem |

• Mind Gem |

• Infinity Gauntlet
According to various sources, namely Thanos of Titan (quoting from the Infinity Well), the six infinity gems (also referred
to as Infinity Stones) originally were one, a singular being that was alone in all creation. The one being was all powerful,
since all that was, was it. This being grew tired of its lonely existence, and ended it. From the ashes of this ending, the
multiverse came into being and, soon after, so did the infinity gems. The core of this being's might reincarnated, the
infinity gems could hold sway over reality itself, if used properly.

Each of the gems, in other words, holds power over one aspect of existence. Used individually, an infinity gem can make
its wielder vastly powerful, but used in tandem, the gems can make their wielder all powerful, if he understands how to do
so.
Common Characteristics of the Infinity Gems
1. Intelligence
Though the infinity gems can do great things,their wielders most often cannot, primarily because the gems themselves are
possessed of a frightening intelligence. The gems pick and choose who will wield them, and can prevent those of weak
prospects from doing so.
If someone wants to wield an infinity gem (or, all of them) and the gem resists, the would-be controller must pass a Psyche
FEAT of intensity equal to the Psyche rank of the gem. Once this FEAT is made, the gem may be used by the gem's 'owner'
at will.

Since the gems are formerly of one omnipotent mind, I recommend the gems each have Monstrous ranked Reason,
Intuition, and Psyche scores; it makes them dangerously smart, but still controllable by powerful characters, even if the
gem wishes otherwise.

Additionally, each of the gems has a unique personality, one that oughtto be fleshed out by the game Judge; for example,
the soul gem is shown to have quite a malignant mindset. However, the other gems aren't neccesarily as dark. They're
probably quite manipulative, though...

2. Use
Once he's gained the use of an infinity gem (whether by the gem's choice , what can the would-be wielder do with it?
Again, this depends on the gem. The gem may reveal all of its abilities to its wielder, or only some of them (or maybe even
none).

If the wielder knows that the gem is capable of certain things, he may try to force these powers into the open (using the
psychic arm-wrestle detailed above), or convince it to do so by helping it achieve its own ends (whatever they may be).
The power of each infinity gem is, by definition, infinite. However, I recommend that the character using the gem be
limited to his Psyche rank in use of the power(s) he has access to. This represents the safe level of power the character
can access through the infinity gem.
Should a character need to utilize more, he can do so by passing a red Psyche FEAT roll, boosting the level of power he can
use by +1CS. The character must make this roll each time he intends to enhance the power he is using. Failing this roll,
however, may be disastrous.

3. Loss of Control
A character can lose control of an infinity gem under two circumstances:
he may try to use too much power at one time, failing a red Psyche FEAT to use the gem at +1CS, or he may try to use
even more power than this. Or, the gem may rebel against him if it is being uses against its will.

In the case of attempting to using too much power, the gem may simply fail to operate. This is usually the case when the
character and the gem have a harmonious relationship. If this isn't the case, the power being used may explode out of
control, in the worst possible way.

If the infinity gem rebels, it may do so because it has been forced to do the character's bidding, waiting for just the right
time to strike.
If the gem is working with a character willingly, but he begins to act counter to the gem's wishes, it may simply
'malfunction' for a bit.

In either event, the character cannot use the gem until he gains control of its abilities again. If the gem is working with
the character of its own will, it will usually just let the character back in charge. Otherwise, the character will have to
regain control via another Psyche FEAT.

Infinity Gem Descriptions


The Space Gem
The space gem was unknown as such until it came into the possession of the Runner, another Elder of the Universe. He
received the gems after Galactus' battle with the In-Betweener, and kept it until Thanos took it away from him, thanks to
the time gem.
After the infinity gauntlet affair, the gem went to Pip the Troll, who alternately stored it between his toes, and down his
underwear. He kept it for quite some time, after that...

This gem wields power over the fabric of space itself. The space gem has had two known wielders: the Runner and Pip the
Troll. One used it mainly for teleportation, andthe other mainly to run real, real fast. Known powers of the space gem
include:

• Teleportation
One of the most obvious aspects of the space gem is the ability it has to teleport. It can do so with power rank
range, unless the gem is working willingly with its owner in this case, the range is limited only by the imagination
of its wielder.
• Teleport Others
Similarly, the wielder of the space gem may teleport others, in addition to [Link] range constraints of this
power are the same as the power above, and the holder of the space gem may teleport a number of others equal
to this power rank # divided by ten.

• Space Warping
By manipulating the very fabric of space, wielders of the space gem may simulate the gravity manipulation
power, since gravity is, by definition, merely bends in space caused by the presence of matter. Power stunts must
be developed normally.

• Distortion Field
On a similar note, by wrapping him / her / itself in a constantly shifting space warp, the wielder of the space
gem can generate a defense against attacks. Incoming attacks, redirected by these bends in space, suffer a -2CS
to hit.

• Dimensional Travel
Another use of the space gem is to traverse the myriad planes of existence. Travel to a familiar plane requires a
green FEAT, a plane the traveller has been to once or twice can be reached on a yellow FEAT, and unknown
planes can be reached with a red power FEAT.

• Hyper Speed
Rather than teleporting, the wielder of the space gem may, if he so desires, simply boost the speed of an existing
form of travel. He can boost the speed of said form of travel up to this power rank, or increase the original rank
by +1CS, whichever is higher.

The Time Gem


The Gardener was the first known being to wield the time gem. He had it for several thousand years, until a chance
encounter with the Stranger prompted him to discard the gem. Using it in battle made him feel all dirty inside...
The gem wandered into mysterious hands for a little while, until all six were recovered by the Elders of the Universe to kill
Galactus (see the soul gem story for more). After the In-Betweener lost to Galactus, the time gem returned to the
Gardener's hands.
And Thanos arrived to take it back from him. Thanos used the gem on the Gardener, killing him with the microscopic
plantlife within his body. After the infinity gauntlet incident, the time gem passed to gamora, who has slowly learned how
to use its many talents.

This gem wields power over the dimensions of time. The gem has had two known wielders in the past: Gamora and the
Gardener. Both have had only minimal access to the true power of this gem, some of which are described below:

• Time Travel
The gem can traverse time easily, moving forwards in time a number of years equal to the power rank times ten,
and backwards in time a number of years equal to the power rank times one thousand. If the gem is working
willingly with its owner, there is no range limits.

• Temporal Window
The gem can be used to peer into other times or timelines. No temporal period is immune to this viewing, nor
are any divergent or variant timelines. The trick is finding something specific to look for (success determined
with a successful power FEAT).

• Age-Shifting
The gem can be used to alter the age of either the wielder or another being, altering their age by a number of
years equal to this power rank. However, beings cannot have their age altered to a number less than zero.

• Suspended Animation
The gem can halt biological functions completely,by placing a target in a null-time bubble, a bubble that will last
until the target is released. If unwilling, the target may resist by pasing an Endurance FEAT against the current
power rank of this power.

• Parallel Travel
The gem can be used to travel sideways through time,crossing the infinite stream of variant timelines.
Characters can find truly parallel worlds with a green FEAT, slightly different timelines with a yellow FEAT, and
vastly different worlds with a red FEAT.

• Longevity
By focusing the gem upon himself, the wielder of the time gem can acquire power rank longevity. As presented in
the Marvel-Phile, this power will enhance the character's lifespan to a degree determined by the following
formula:

Eventual Lifespan = (normal lifespan - current age) x power rank cubed

The Mind Gem


The first known user of the mind gem was the Kree Supreme Intelligence. He claimed a Kree patrol found the trinket, and
used it to absorb the soul of the Silver Surfer.

When he absorbed the Surfer's 'soul', the Silver Surfer ended up having to battle the Supreme Intelligence within its own
mind. Furthermore, he was using it to control the various factions of Kree brains within itself. The evidence is great. He
had the mind gem, not the soul gem.
The Surfer took it from the Intelligence, driving it mad, as the minds of blue and pink Kree battled each other for
dominance. The Surfer then turned the gem over to the Elders, as they held Shalla Bal and Mantis hostage for it.
The mind gem went through the same black hole with the other gems (see above), and when the Elders fled Galactus, the
Grand Master held the mind gem. He lost a gamble with the Champion for it, wagering against Galactus in the cosmic
being's battle, but still holds it somehow.

He kept it until Thanos came to take it from him, terminally. I guess his death is not permanent, but the Grand Master did
die. After the infinity gauntlet affair, Moondragon used the mind gem to great effect, enhancing her already signifigant
psionic powers.

This gem wields power over the minds of other beings. It has known the following wielders in the past: Moondragon and
the GrandMaster. It has many mental abilities, not all of which are limited to the minds of others.

• Telepathy
The mind gem allows the wielder to converse with anyone via a direct mental link, within the power rank's
range. Should the gem be working willingly with its wielder, this limitation is ignored, and the wielder can
mentally contact anyone, anywhere.

• Telelocation
Similarly, the holder of the mind gem can use his awareness of others to track their psionic 'signature'. Green
FEATs are required for folks familiar to the gem holder, yellow FEATs are needed for those less familiar, and red
FEATs are needed for unfamiliar folks.

• Mind Probe
The gem holder can probe the mind of other sentient, to search for any information desired. Unless the target of
such a probe is willing (and who ever is), he automatically gets a Psyche FEAT roll to resist the probe, even if he
is unaware of the probe attempt.

• Sensory Link
Rrather than bluntly probe the mind of another, the wielder of the mind gem may simply eavesdrop on the
sensory input of other beings. This is usually a trouble-free process, as the target of this power won't realize it is
happening without passing a red Reason FEAT.

• Mind Control
With this ability, the wielder of the mind gem can override the will of others, causing them to do things they
normally would not do. The target is allowed a Psyche FEAT roll against the intensity of this power to resist mind
control.

• Mind Blast
With this ability the wielder of the mind gem can blast the mind of others with raw psionic power, causing power
rank damage to the victim's neural system. As with a mind probe, the would-be victim is allowed a Psyche FEAT
roll to shrug off the effects of this power.

• Telekinesis
The mind gem can be used to psionically affect any object, without actual contact. The gem can affect an
amount of weight equal to this power's current rank, although unwilling victims may make a Strength FEAT roll
against the intensity of this power rank to resist.

The Soul Gem


To start with, this gem was known to be held by the High Evolutionary, who gave it to Adam Warlock, in order to help him
rid his counter-earth of all evil. Adam did, and kept the gem for his troubles. Since the gem is generally known to be
rather 'evil', one could see why the High Evolutionary wouldn't take too much issue with this.

Anyway, Adam wielded the gem until Thanos killed him, and took it for himself. The Titan used the six gems to build a
universe-smashing gem of immense size (as big as a bean bag), but got dead. The gems then dispersed across the cosmos,
except for the soul gem.

Captain Mar-Vell put it on his grave, as a final respect, until the Gardener came along and stole it to replace his discarded
time gem. Hmmm. The elder held onto it until he got eaten by Galactus, and the gem fell through a black hole with
several Elders of the Universe.
When the Silver Surfer came looking for the gems for Galactus (with Sue and Reed Richards), the In-Betweener seized the
soul gem, and used it in his battle with Galactus. The In-Betweener lost, and got imprisoned by Lord Chaos and Master
Order for his troubles.
Ressurected by Lady Death to destroy half the universe's teeming life, Thanos looked for an expedient way to do so.
Peering into the Infinity Well, he found out the true secret of the infinity gems, and came to take the gems from those
who held them.

Thanos started with the In-Betweener, since Death didn't like him after the being forced him / her / it to kill several of the
Elders, recently. Making short work of the braggart, Thanos seized the soul gem and left the In-Betweener to his fate.
After the infinity gauntlet debacle, Adam Warlock was alive, again (as all good Marvel heroes never say die), and got his
Soul Gem back. He kept it until the Magus temporarily stole it from Warlock (with all but the reality gem).
Adam, of course, got it back again, and kept it until the infinity crusade. Thanos used it for a brief time during the infinity
crusade, but Adam has had the gem ever since.

This gem wields power over the souls of sentient beings. The following list of abilities are the documented applications of
the soul gem. Though this item no doubt has many more abilities, these are those that have been seen in the past:

• Karmic Blast
This power can be used to 'disrupt one's anima center', inflicting either power rank damage to one's mind (per a
mind blast), or act as a stunning attack. A would-be victim is allowed a Psyche FEAT roll, of an intensity equal to
this power rank, to resist.

• Spirit Sense
The soul gem can be used to sense other sentient beings in order to a) track someone known to the wielder, or b)
determine the presence of other people via the presence of the soul within them (including astral bodies).

• Internal Limbo
The soul gem itself either contains, or is the doorway to, a pocket dimension of the largest size (not infinite, but
really, really big). This reality can be used to store as many souls as the wielder likes, for an indefinite period of
time.

• Soul Absorption
The soul gem can be used to literally absorb the soul of another, storing it in the pocket dimension inside itself.
While so holding a soul, the wielder can make use of any talent said soul may have had knowledge of.

• De-evolution
One of the stranger powers of the soul gem, this ability allows the wielder to reverse artificially induced
evolution. This doesn't seem to fit in the general class of powers this gem seems to hold, but there you go.

• Linguistics
Using the soul gem, the wielder can understand the spoken languages of others, and communicate with others in
their own tongues as well.

The Reality Gem


The reality gem was not known to be such, until the conflict between Galactus and the In-Betweener was over. When the
Elders fled, the Collector held the reality gem, but could never figure out what it was. He did so when Thanos traded it for
the infant form of the Runner.

Thanos kept the reality gem until it was taken from him in the infinity gauntlet affair, and then got it back shortly
thereafter; Adam Warlock gave it to him for safe keeping. So, he was technically a member of the Infinity Watch.

This gem holds sway over reality itself. Perhaps the most difficult gem to explain and / or codify, this powerful artifact
allows one to alter, or even ignore, laws of physics as we know them. The probable scope of the reality gem's abilities are
listed here:

• Reality Manipulation
This far reaching power allows the wielder of the reality gem to muck with the laws of reality themselves. The
gem may modify or repeal aspects of a causality as he see fits, within this power's range (table C in the UPB).
Any changes made will last for a maximum number of turns equal to the power rank, unless the gem wielder is
specifically concentrating on maintaining the alteration. When the change is no longer maintained, normal
reality will bounce back into place at once. However, if the reality gem is working harmoniously with its wielder,
it may be convinced to make some small changes permanent. This will only be a change affecting a single
person, object, or (small) location, and will only occur if the change is allowed by the game Judge.

As one can guess, this power includes aspects of the following powers:

o Molecular Creation / Conversion


o Matter Animation,
o Probability Manipulation,
o most of the power control and rule bending powers,
o and most other powers not covered by the other infinity gems
Casual changes are not necessarily lethal, as folks within the distorted area of reality are changed alongside their reality.
However, the gem wielder may specifically exclude them from the reality change, and they will thus take power rank
damage each round within the altered area.

In fact, one clever use of this gem is to target a specific person with a reality altering aura for a mere second, the
resultant reality hiccup carrying a powerful stunning effect, as the brain of the victim rebels against the altered reality
before it.

The Power Gem


The power gem was not known to be such, until the conflict between Galactus and the In-Betweener was over. When the
Elders fled, Champion held the power gem, but didn't realize it until Thanos tricked it away from him.

Thanos held the power gem until after the infinity gauntlet affair, as it passed to Drax the Destroyer. He has kept it since.
This gem is a source of Power, truly infinite in scope. The gem has the ability to draw power from the totality of existence
itself, and is the exception to the rules of how the other infinity gems work. Probable abilities of the power gem include:

• Energy Generation
A source of infinite power, the power gem can be used to emit energy, of an intensity equal to the current power
rank. This may energy may come in any form the gem wielder desires, but will be in a raw, unfocused state.

• Energy Manipulation
The gem can also be used to control energy. The power gem can manipulate any form of energy at the current
power rank, and can be used to control energies it generates at +1CS. Any power stunts must developed
normally.

• Energy Sponge
With his control over energy, the holder of the power gem is rarely affected by harmful energies. The gem can be
used to simply absorb any offending energy attack, up to a rank equal to the current power rank, per use of the
power. This energy is normally redistributed across the cosmos, so the character need not worry about absorbing
too much energy. However, the gem wielder can retain the sponged energy for immediate use, within himself,
but is then subject to the limitations of this power.

• Transduction
The power gem can be used to change one form of energy into another. The intensity of the FEAT roll is equal to
the rank of the energy to be changed, with an obvious maximum of the current power rank +1CS. Energy so
changed will be -1CS less powerful than before.

• Regeneration
By channeling the power of this gem into one's body, the gem can be used to augment one's natural physiology,
promoting healing. The gem essentially allows a character to regenerate, healing at a rate determined by the
current power rank.

• Power Enhancement
By tapping the power of this gem, the wielder may increase any power rank (or his Strength) to the gem's current
power rank, or the power rank +1CS (whichever is higher). This enhancement lasts as long as the gem wielder
wills it.
The Infinity Gauntlet
When brought together, the infinity gems can be used in concert, allowing their wielder power over all. However, the
wielder of the gems must know he is able to do so, otherwise the gems will work independently of one another.

For instance, the first time Thanos collected all the infinity gems, he simply used them as a source of raw power. The
same occurred when he who is known as the In-betweener nabbed all six gems, as he too was unaware of the gems' true
nature.
However, after Thanos figured out the gems' dark secret, he became truly dangerous, as he had the fate of the universe in
his hands. Of course, since the Infinity Gauntlet / War / Crusade debacle, many folks know of the gem's true power, and
can now attempt to use them in concert.
That is, of course, unless you consider the edict of the Living Tribunal, who declared the infinity gems may never again be
used as one. A tricky fellow may find a means of avoiding this ruling, however, so the infinity gauntlet is prevented below.

Known Powers
When combined, all six infinity gems hold sway over all, as they can be used to do anything. If the holder of the Infinity
Gauntlet does not understand its true nature, he can operate the gems as if they were using them by themselves, as is
described above.
If the character knows the truth about the gems, he may use them as one. The first round a character does so, his use of
the gauntlet should be limited to his Reason, Intuition, or Psyche rank (whichever is higher), representing the character's
limited understanding of infinity.

As he practices using the gauntlet, this rank will increase steadily until the wielder can do anything and everything he
desires. By making a red Reason FEAT, the character can gain a greater understanding of the gauntlet, and raise his
effective power rank by +1CS.

This process will continue until the character reaches Beyond rank in the use of the infinity gauntlet. At this point, he is
omniscient and omnipotent, and is (in effect) undefeatable. Only blatant stupidity on the part of the gauntlet wielder can
make him lose it.
Incomplete Infinity Gauntlet
If someone doesn't have all six infinity gems, he can still use them in concert, if he knows that he can, of course. For each
additional gem a body holds, the effective rank of usage with each gem's effects is inincreased by +1CS for that person.

Furthermore, the effects of each gem can overlap. A body can use this to his advantage, combining the influence of the
gems to control more of existence than before. The possibilities are near endless, but not as great as those available to
one who has all six gems...

The Legacy Virus


Source: Marvel RPG and more

The Legacy Virus


While research into this deadly virus is relentlessly being pursued by renown scientists like Moira McTaggert, Hank McCoy,
Rory Campbell and Nathaniel Essex ([Link]) the cure still doesn't seem to be within their grasp. While the victim count
keeps rising every attempt to stop it has been in vain. The Virus created by the enigmatic Cable clone and adoptive son of
Apocalypse, Stryfe, is a construct of a genius who was literally way ahead of his time.

• Virus Name: Legacy Virus


• Strength Level: Can be deadly, variable length of terminal condition, can exist in a state of remission.
• Affects: Mostly spread among homo sapiens superior population; some known cases of infection in homo sapiens.
• Symptoms: Among mutants: breakdown of mutant abilities, skin lesions, fever, cough. Among humans: none
recorded.
• Cure: None known

Game Effects:
The Legacy virus directly targets a mutants DNA by using the mutant variant in the genetic code as the access point. Until
recently it was thought that only mutants were the victim but it has been revealed that the virus has mutated and is now
able to spread to the human populace as well. The only known human inflicted so far is [Link] McTaggert so it is not
known if her condition is only due to her being the mother of a mutant and a close associate to several other mutants, it
seems that there is only a very small chance (I suggest a 1 in 100,000 chance) for a human to be inflicted but this number
will probably rise due to the virus' mutation.

If the Judge wants to add the Legacy Virus in his campaign he should let the characters inflicted be able to find a cure
somehow but only after lots of campaigns, if he wants to keep the chance of infection random he should roll for each
mutant once every month. If he rolls 01, 02 or 03 the mutant is inflicted if he then fails an green [Link].

The rate of the breaking up of the DNA sequence is different for each mutant (roll on the following table):

Legacy Virus Time Table

Die Roll Time between Stages Stage Description

01-10 1 day 1 early stage, no noticeable effect

11-20 1 week 2 identifiable as Legacy Virus, slight weakness

21-75 1 month 3 weakened power control

76-98 3 months 4 apparent weakness, difficult to control powers

99-00 Varies 5 Final stage: death within 1 month

Whenever the Virus rises to a new stage the mutants Endurance will drop by 1 point (not rank) if he fails to make a Red
Endurance FEAT, 2 when he fails to make a Yellow Endurance FEAT and 3 when he fails to make a Green one, the
character slowly starts feeling sick and weak having a -1CS on all stats for every 2 columns shifts to Endurance he has lost.
(minimum Fe). As soon as his Endurance reaches Fe he can no longer function and he must be admitted to medical
facilities. When the Endurance reaches 0 the character dies.
If the character is treated by specialists (X-Mansion, Muir Island, [Link] or anyone the Judge sees fit) he need only
make a Yellow FEAT to avoid loss of Endurance, a White roll means he loses 2 points.

Every time the character uses his powers he must make an additional check to see if he loses Endurance, characters with
powers that are always active must make an additional check each day.
Because the Virus attacks the DNA which houses the character's mutant powers for each point decrease in Endurance the
character's powers increase by 1 point (all of them). However, it becomes increasingly difficult for the character to control
his powers, every time he uses his powers he must make a Psyche FEAT (at another -1CS for every lost Endurance rank with
a minimum of Sh-0) or his powers go wild (the exact effects are up to the Judge, for characters with energy emission
powers the most probable result is a full power blast that inflicts an entire area). When the character has reached Pr
Endurance he can no longer control his powers and they can activate at any moment.
Finally every stage increase will be accompanied by a spreading rash on the character's skin.

At the characters death all his powers will go off at once at maximum effect.

Until now a sole exception to this scenario seems to be the mutant and former Weapon X subject Maverick, one of the
stages of his decease triggered the return of his long lost powers and even increased them, he is now back to full health
and ability although the Virus still slumbers in his body waiting to resurface.

List of Victims:
The list is probably not complete, some cases are still pure speculation.

Legacy Virus Casualty Chart

List of Victims Current Status

Illyana Rasputin Deceased: possibly this was a alternate Illyana or an alternate Illyana could still return from
(Magik) Limbo.

Jamie Madrox Deceased: revealed to be one of his dupes.

Infectia Deceased

Mastermind Deceased

Revanche Deceased

Chris Bradley Protégé of Maverick, infected, Stage 3

Maverick infected although the virus has gone into remission

Moira McTaggert Stage 4, possibly only a few months to live

[Link] Possibly, although effects do seem to be extremely slow

Pyro Stage 5

Aminedi Iraqi military agent, Deceased

Absalom External, killed by Selene


Nicodemus External, Deceased

Burke External, Deceased

Psynapse Inhuman/mutant, killed by other Dark Riders

Gordon, Lefferts 1st victim, scientist working for Sinister, deceased

Abyss Member of the mutant underground, stage 2

Mutate 24601 Deceased, various other mutates are also infected/deceased

Short History:
Portions of this page taken from the Legacy Virus Casualty List By Bernard R. Assaf.
The Legacy Virus was created by Stryfe, the former leader of the Mutant Liberation Front and clone of Cable from the
same era. It was to be his final revenge on mutant-kind after his defeat during the X-Cutioner's Song Saga. Stryfe gave a
canister containing the virus to [Link], who believed it contained the long-awaited Summer's DNA.

The first recorded victim was Illyana Rasputin shortly thereafter followed by Madrox and Mastermind. Although frantically
working on a cure, Dr. McTaggert, Beast and [Link] all didn't seem to be able to find the means to stop the virus. And
now [Link] has become the first human victim herself.
It is believed the Cable somehow has the key to the virus or else that the Android Zero contained the information which he
uploaded into Excalibur's Douglock unknown to Douglock himself.
Meanwhile KingPin, Sebastian Shaw and many others have thrown themselves in the race to find a cure all for very
different reasons. Others seek out Legacy Victims for even other reasons, such as Empyrean, who has an island-rufugee for
those infected by the Virus.

Power Combinations
Tired and bored with Ultimate Powers. Are they not quite "Ultimate" enough. Then check out the following combinations
of powers that you can use, or might just spark your own creative juices. Props go out to Moryssa, Dr Archeville, sway,
and Johnny1 from the messageboard for this list.

Animal Transformation-
with Evolution For some really funky effects. Home-made Shi'Ar anyone?
Self

Phasing with Invisibility Ghosting - Uh... become a ghost.

Regenerative Force Field - Force Field that possesses its own


Force Field with Body Coating
resistance, health, and regeneration at Rank.

Anima Force - Create energy dopplegangers out of any energy


Energy Conversion with Energy Doppleganger
form.

Reality Manipulation
Micro-Environment with Micro-Cosmos - Godhood within radius of power.
(Present)

Remote Sensing with True Sight Scrying - Poof... you're a scryer.

Martial Supremacy with Neural Manipulation Nerve-Striking - I've cut of the flow of blood to your ankles...
Molecular Excitement - Bus goes bye-bye... and takes the rest of
Disruption with Combustion
the block with it.

Rocket Leaping - Your jumping about is as effective a combat


Rocket with Hyper-Leaping
strategy for you as it is for Mario.

Molecular Aura Augmentation - You can make your tee-shirts as


Power Touch with Chemical Mimicry
tough as Iron-Man's armor.

Force Field with Bouncing Ball Kinetisphere - Sort of like Speedball's power.

Weather Control with Force Field Storm Field (as seen in a recent Exiles issue).

Bio-weaponry - Form all manner of natural weapons via


Shapeshifting with Natural Weaponry
shapeshifting.

True Reincarnation - You need Einstien's help with your


Lifeform Creation with Force Reincarnation
homework... you got it.

You can take a discarded pizza box from a dumpster and re-create
Postcognition with Molecular Creation
the pizza that had been inside.

Animal-Transfomation-
with Duplication Get a Horde of beasties.
Self

Incarnation Awareness with Mental Duplication Allowing her to actually merge with past lives.

Incarnation Awareness with Precognition To allow her to chat with her future selves.

Weather Control with Body Transformation The effects are pretty obvious.

The character created miniature atmospheres shaped like orbs


Weather Control with Missile Creation
which contained the desired weather effect inside.

Neural Manipulation
Forget about screwing electronics. You can kill just by phasing
Phasing with and Biophysical
through a person.
Control - Disruption

Internal Chemistry Set! Make a cesium bomb, nuclear bomb, and


Catalytic Control with Molecular Creation
just about any other fun reaction reason will allow!

Energy Conversion with Molecular Conversion Transmolecular Conversion - Matter... energy... it's all the same.

Force Field with True Invunerability Invincibility Field - Nothing is getting through.
Molecular Creation + Molecular Creation +
Enlargement (Atomic with Enlargement (Atomic Hyper-Molecular Creation - Bigger is better.
Gain) Gain)

Magnetic (or Kinetic)


with Missile Creation Railgun - Boom.
Control

Power Duplication Spell Recall - Remember in precise detail every spell you witness,
Total Memory with
(Magic Only) so you can cast it yourself.

Emotion Control (Fear) with Weakness Creation Phobia Power - Very Scarecrowish...

Collection (Blood Only) with Bio-Vampirism Meta-Vampirsm - Nasty...

Energy Body: Shadow with Sympathetic Magic Shadow Puppetry - That's just creepy...

D.N.A. Mimicry - You can make your D.N.A. sequence functions as


Chemical Mimicry with Power Duplication
if it were someone elses.

Power Control:
Magnetism with Negation (Technology EMP Burst - Why'd all the lights go out?
Only)

Absorbtion Power:
with Growth Kinetic Absorbtion (Physical Only)- Similiar to Strong Guy's power.
Kinetic

Bezerker with Growth Rage Transformation - Yippie... you're a mini-Hulk.

Armor Skin with Prehensile Hair Prehensile Skin - Umm... like Skin....

Armor Skin with Martial Supremacy Morphing - Yeah... you're a dingy little Power Ranger... eh...

Your shadows dampen the electrical impulses sent through


Shadowcasting with Neural Manipulation
someone's body.

Optionally throw in Energy Sponge or Absorption. Add Growth for


Internal Limbo with Gravity Control flavor. You are your own black hole. The same can be achieved
with Gateway and the aforementioned powers.

Reflection with Psi-Screen Professor X is in for a nasty surprise...

Species Change - Zap... they're a skrull... zap... they're a


Body Transformation: mutant... zap they're an Inhuman... you get the picture (could be
with Power Control
Others financially useful... if you can find any rich mutants willing to pay
for regular treatments to keep them "normal").

Astral Dopplegangers - Well... you can spilt your mind and psyche
Astral Projection with Self-Duplication
into many projections at once.
Multi-form - You can exist as a gestalt-being or as several beings as
Physical Gestalt with Self-Duplication
your natural state... no duration on either.

Warp Speed - You're like the Flash... I mean... like Buried Alien...
Hyper-Speed with Teleport-Self
yeah... that's what I meant...

Fortune Telling (Oracle Power) - "What's really going to bake your


Probability
Hypnotic Voice with noodle later on is, would you still have broken it if I hadn't said
Manipulation
anything?"

Hyper-Kitbashing - "You're telling me you just whipped up that


Hyper-Invention with Hyper-Speed
transdimensional-whatchmacallit... while I was in the bathroom?"

Bio-Physical Control Kill Zone - As demonstrated by a very unfortunate teenager in a


Micro-Environment with
Decay recent "Ultimate X-Men".

Power Touch with Missile Creation Repulsion = As possessed by Spider-Girl.

Cold Generation with Crystallization Ice Generation - Of course...

Bio-Vampirism with Age-Shifting Youth-Stealer - I was twelve yesterday.

Memory Copying - Why settle for only remembering everything


Mind Probe with Total Memory
you've experienced...

You know basically everything their is to know about someone just


Power Detection with Weakness Detection
by looking at them. (Like the cheesy Final Fantasy spell"

Environmental
Planetary/Galactic Awareness - You're not quite intune with the
Remote Sensing with Awareness and
cosmos... just you're little corner of it.
Telepathy

Rage Power - Your twisted little self can send the masses into a
Emotion Control with Bezerker
blinding rage and bloodlust.

Infectious Zombification - You're a zombie... you bite Steve...


Plague Carrier with Zombie Animation Steve's a zombie... Steve bites John... John's a... oh...
nevermind...

Nightmare Visage - "Okay, this is messed up... Ultra-lad is over


Emotion Control there screaming about giant boil weevils... and Meteormaiden is in
with Hallucination
(Fear/Terror) the fetile position mumbling something about the milkman... and
now I'm seeing my Third Grade Gym Teacher... oh the humanity!!!"

Hypnotic Broadcast - Okay... every villain and there mother has


Hypnotic Control with Microwave Control tried it... and it never works out... but maybe you're the one
that'll change all that.

Location Swap - "Fortunately, I'm not the one standing next to the
Teleport-Other with Teleport-Self
bomb. *zap* Crap...."
Troubleseeker (with Exile - You get pulled between alternate realities dragging along
and limited to with Summoning other reality displaced comrades... should one of you fall...
Dimensional Travel) another is summoned.

Troubleseeker (with
Mind Control
and limited to Time with Quantum Leaping - Now all you need is a Ziggy....
Possession
Travel)

Day Replay - Ala the new "Tru Calling" series... you can travel back
Communicate with
with Time Travel in time up to twenty-four hours to save any recently deceased
Non-Living Matter
individual who asks for aid.

Freaky Talking Knicknack Power - Little trinkets direct you to


Communicate with Probability perform actions that set into motion highly unlikely and
with
Non-Living Matter Manipulation improbably chains of events that lead to beneficial outcomes for
others.

Destiny-Stealer - (As seen last seen on "Angel") You sap the good
Probability
Spirit Vampirism with fortune and karmic destiny out of a person, leaving them a hollow,
Manipulation
directionless shell.

Precognition (vocal Mind Probe (vocal Muse Empathy - You can read peoples thoughts and destinies by
with
component need) component needed) listening to them sing (as possessed by Lorne on t.v.'s "Angel").

Phasering - When you ionize a target for a brief instant there is no


compensation for air molecules and particles, and thus your power
Ionization with Disruption
causes high levels of apparent burning and pain. You can still go
for a full disintegration effect as well (Star Trek-ish weapon).

The Savage Land


History

The Savage Land is a tropical region surrounded by volcanoes deep in Antarctica, created over 200 million years ago by the
alien Nuwali as one of several planetary "game preserves" at the behest of the other-dimensional, nigh-omnipotent godlike
aliens known as the Beyonders (not to be confused with the Beyonder of the Secret Wars). The Nuwali stocked the Land
with Earthly life of the era, most notably dinosaurs; as Earth's flora and fauna changed over succeeding millions of years,
they supplemented their preserve with prehistoric mammals and early hominids, or "Man-Apes". When Earth's continents
shifted circa 50 million BC, the Nuwali augmented the Land's volcanoes to preserve its tropical status. Following the
Nuwali's departure in 200,000 BC, little is known of the Land's history for over a hundred millennia, although a faction of
superhuman Eternals dwelled there at least briefly, leaving a temple complex behind. Circa 18,500 BC, it was colonized by
humans of Atlantis, who exported prehistoric life throughout their empire while importing unicorns and other mystic
creatures. Atlantean scientists extended the tropical effect, creating a recreation/commerce center called "Pangea",
which is Atlantean for "paradise". They genetically altered Man-Apes into humanoid versions of birds, monkeys, fish, and
other animals. The beast-people, put to work as laborers, became dissatisfied with servitude and, following Pangea's
automation, rebelled in the First Pangean War and were allowed to colonize unpopulated areas rendered habitable by the
Nuwali effect.
In 18,000 BC, alien and mystic conflicts resulted in the Great Cataclysm, sinking Atlantis and ending its empire, but the
Land and Pangea were protected from inundation by surrounding mountains. The Beyonders, having observed their
preserve over the millennia, sent Fortisquian operatives, later called the Caretakers of Arcturus, to repair its
environmental system, but nonetheless, over half the population perished. Some survivors clung to Atlantean culture in
cities like Lemura and Sylanda; others forgot their origins, becoming ancestors of the Swamp Men and other tribes. The
animal-people developed their own societies, sometimes, as with the Aerians and Pterons, resorting to war. Every
thousand years or so, high priests needlessly conducted human sacrifices to "protect" the Land. Circa 3000 BC two godlike
aliens briefly made the Land their home, and at some point Sagittarians stored a Planet-Destroyer there with a gigantic
robot, Umbu, to guard it. In the mid-13th century, exiled sorcerer Khor took up residence. In the 1380s, another sorcerer,
Belasco, also found his way to the Land, supposedly in conflict with poet Dante Alighieri. Less than two centuries later, an
unnamed Englishman was washed ashore and became the embodiment of the god Garokk, worshipped since pre-Cataclysm
days.

In the 1770s, Captain James Cook became the first human explorer to cross the Antarctic Circle, but apparently neither he
nor most subsequent explorers discovered the Savage Land. In the mid-19th century, the Atlanteans - that is, the
underwater race whose culture was based on Atlantis's remains - relocated to Antarctica, as did Lemurian rebels called the
Ancients. Mysterious beings such as Torg and the Ice King also made their home in the region. Vague reports of
underground realms and surviving dinosaurs appeared in the work of such authors as Edgar Allan Poe and Jules Verne,
suggesting rumors of the Land were spreading. By 1915, human expeditions had discovered "Antarctic Vibranium", the
destructive metal also called "Anti-Metal", but the greater deposits within the Land remained unknown. Nazi dictator
Adolph Hitler claimed Antarctica in 1940, and a year later, a British destroyer and a Nazi u-boat vanished into the Land,
fighting a private war for decades; the u-boat in question may have attacked the Antarctic expedition of Elton Morrow. At
some point the Nazis constructed a base within the Land whose goals and fate are unrevealed, but its work may have
moved to a nearby island. Following the war, scientist Montgomery Ford, armed with a laser prototype, found his way to
the Land, and rumors circulated that high-ranking Nazis had fled to Antarctica. Indeed, unverified reports claim when
explorer Admiral Richard Byrd launched expeditions to the South Pole in 1947 and 1956, he discovered the Savage Land,
perhaps even clashing with Hitler's so-called "Last Battalion", although this claim seems dubious. Meanwhile, spatial warps
occasionally brought ships and planes into the Land, where survivors joined the populace.

Over twenty years ago, British nobleman Robert Plunder, searching for Vibranium, found his way into the Savage Land.
Back in England, Plunder was threatened by those who coveted his secret, and he returned to the Land with his nine-year-
old son Kevin, who was orphaned when Robert was slain by the Man-Ape Maa-Gor. Kevin survived, thanks to the timely
intervention of the orphaned sabretooth tiger later known as Zabu. Perhaps enhanced by the Land's mysterious "Place of
Mists”, Kevin grew to adulthood in the Savage Land becoming the adventurer known as Ka-Zar.

Conservational Status
The United Nations considers the Savage Land an international wildlife preserve and forbids any commercial exploitation of
its resources.

Geographic Coordinates
Antarctica, approximately 69º 30’ S, 68º 30’ W

Points of Interest
These are the known locations in the Savage Land:

• Altar of Death – This is where the Swamp Men perform their sacrifices to their gods.
• City of the Sun God – It is in ruins.
• Eternity Mountains
• Fallen Heights
• Gondora - A city that resided beneath a dormant volcano. It was destroyed when the volcano erupted.
• Gorahn Sea - An inland sea.
o Naghen Island - An island in the Gorahn Sea.
o Tubanti Territory - The domain of the Tubanti.
• High Evolutionary's Citadel – This was where the High Evolutionary resided when he once operated in the Savage
Land.
• Lost Lake
• Mystic Mists
• New Imperia - A village inhabited by the refugees from Sakaar.
• Pangea - This location is where the Atlanteans had their colony and found the Nuwali technology there.
o Athmet -
▪ Pterons - It is the home of the Pteros.
o Atlantea - The largest territory in Pangea.
▪ Chotorea - A frozen region where the Snowmen live.
o Mot -
o Shalan -
▪ Aerie Shalan - A city that is the home of the Aerians.
▪ Botor - It is the home of the Tree People.
▪ Mount Flavius - A mountain in Shalan.
o Thonos -
o Zarhan - An artificial part of Pangea that contains Lemuria and Pandori.
▪ Lemuria - The domain of the Lemurans.
▪ Pandori - The domain of the Cat People.
o Zuvi Land -
• Sauron's Citadel – This is where Sauron resides.
• Skull Island – This island was attacked by the Swamp Men.
• Stock Lands
• Tabarr River
• Valley of Geysers – This is where Ka-Zar, Shanna the She-Devil, and Zabu fought Gregor.
• Village of the United Tribes – The representatives of the United Tribes reside here.

Savage Land Races


There are many types of races in the Savage Land and Pangea. The Nuwali transported primitive man now known as the
Man-Apes, which unlike the rest of the world thrived until the 21st century. The next arrivals were the Ancient Atlanteans
who added the region as part of their empire. They used the Nuwali technology to mutate the Man-Apes into various Beast-
Men to perform certain tasks. These slaves rebelled after the Great Cataclysm and made Pangea their home. Many
Atlanteans remained and their decedents became the various human tribes, with some clinging to the old ways and
technology but most forget and resort to more primitive hunter-gatherer societies. Among the Savage Land races are:

• Aerians - The Aerians are a race of humanoids with large feathered wings which allow them to fly. Each member has a
different color of skin and matching feathers (green, blue, orange, etc.). They are located in the city of Aerie Shalan
which is located on a stone pillar high above Pangea. They are ruled by a technocracy, led by a chief scientist. Their
technology advanced far beyond that of human scientists because they adapted and improved upon surviving
antediluvian Atlantean technology. The Aerians became the principal allies of Ka-Zar and Shanna the She-Devil in
Pangea, who aided them in their war with the Pterons.
• Ape-Men - The Ape-Men consist of all the species of upright apes that developed into man. Each group lives in its own
territory and has its own level of technology. The most advanced species of Ape-Man (the Neanderthals) are the most
dominant human race of the Savage Land and are capable of bringing down even the largest of dinosaurs.
• Awakilius - The Awakilius are a tribe of pygmies that live in the Savage Land and are descended from the immigrants
that came from Africa. Ka-Zar and Shanna the She-Devil prevented the Awakilius chief from sacrificing a Lemuran.
• Bhadwuans - The Bhadwuans are a society of advanced people that live in the Savage Land that are the supposed
descendants of the Atlanteans. They specialize in magic, they can fly, and they can discharge energy when they act in
unison. The live in the mystical realm of Bhadwuan and watched the Earth for a millennium. Some Bhadwuans wanted
to change the Savage Land's environment only for them to be stopped by Ka-Zar.
• Cat People - The Cat People are a nomadic cat-like race that dwell in Pandori, Pangea and in the periphery of the
Lemuran society. They are a hunter and gatherer society. The Cat People worship and kill the Smilodons and other big
cats that live in the Savage Land. These Cat People are much different from the Cat People that are associated with
Tigra.
• Cliff Forest People - The Cliff Forest People are a tribe of humans that live on a steep cliff in the Savage Land. They
were allied with the Durammi against an unnamed barbarian tribe.
• Dissians - The Dissians (also known as the Children of Dis) are underground yellow-skinned humanoids who are the
descendants of the Dante's Crew. They reside in the underground city of Belasco beneath the Savage Land. Some
Dissians can emit bursts of energy from their eyes.
• Durammi - The Durammi are a tribe of humans that live in a peaceful valley within the Savage Land. They were allied
with the Cliff Forest People against an unnamed barbarian tribe.
• Ethereals - The Ethereals are a race of advanced humanoids that were genetically enhanced by the Nuwali thousands
of years ago. Until recently, they were considered to be mythical by the other tribes of the Savage Land. They are
culturally arrogant and hostile to outsiders.
• Fall People - The Fall People are a hunter-gatherer that live in villages, and are led by a chieftain. Their appearance
and culture were similar to the Native Americans. Ka-Zar was very friendly with the Fall People, and their chieftain
Tongah was his best friend. Most of the Fall People were killed in attacks by the Sun People and the extraterrestrial
Quarlians. The Fall People later befriended the X-Men. The Fall People are a strong faction in the United Tribes.
• Golden People - The Golden People are a race of yellow-skinned humans that reside in the Savage Land. They are the
descendants of the Gortokians of Subterranea. They are longtime allies of Ka-Zar and have salvaged Atlantean
technology.
• Gondorans - The Gondorans are a tribe of humans that inhabit Gondora, a city in a dormant volcano. It was ruled by a
God-Man whose actual name was Montgomery Ford, a rogue scientist from the outside world. He used technology to
build the city and rule with an iron fist. Gondora has been destroyed with some of its inhabitants escaping.
• Gorankians - The Gorankians are a race of gray-skinned, ape-like, semi-intelligent, humanoid creatures with small
tusks coming from their lower jaw, pointed ears, and surprisingly small amount of hair. They are tribal in nature and
led by Etuban. The Gorankians are a hunter-gather society and are long-time enemies of the Uruburians. Ka-Zar
helped settle their dispute by having them play different games which includes baseball in order to prevent an all-out
war.
• Gwundas - The Gwundas are a race of primitive humans that live in the Savage Land. They are a hunter-gatherer
society. Ka-Zar once saved their tribe from a Tyrannosaurus that they accidentally unleashed.
• Hauk'kas - The Hauk'kas are a race of Saurians that evolved from dinosaurs the same time way that humanity has
evolved from apes. The Hauk'kas possess technology, culture, and civilization that rivals the human race. The
Hauk'kas have a good knowledge of the superhuman side of the human race. A council of older Saurians serve as the
leaders of the Hauk'kas. The X-Men first encountered the Hauk'kas when investigating the mysterious resurrection of
Psylocke at the same time when the Hauk'kas were capturing the Saurians that the X-Men once helped to emigrate to
the Savage Land. The Hauk'kas are currently on neutral terms with the human race.
• Hill-Forest People - The Hill-Forest People are a race of primitive humans that live in the Savage Land. They are an
agricultural tribe when they stumbled upon a capsule containing Grond of Gondwanaland (who was placed in
suspended animation by his creators). The Hill-Forest People worshiped the capsule until Grond woke up and was
defeated by Ka-Zar.
• Jeriens - The Jeriens are a race of humanoid Pterosaur-like creatures that live in the Savage Land.
• Kantos - The Kantos are a race of primitive humans that live near an underground river.
• Karems - The Karems are a race of primitive humans that live in the Savage Land. They are a hunter-gatherer society.
Many of the Karem were abducted by the Nuwali and Plunderer using the Motyka Bone (a teleportation bone that was
lost for centuries), but were rescued by Ka-Zar and Shanna the She-Devil.
• Klantorrs - The Klantorrs are a race of Saurian-like beings with Pterosaur-like wings that inhabit the forest-country
surrounding Palandor. They have a taste for human flesh. Possibly resulted from the genetic tinkering of the ancient
Atlanteans just like the genetic tinkering that resulted in the creations of the Aerians and Pterons. They have
occasionally hunted the Palandorians.
• Lemurans - The Lemurans are a society of humans that inhabit Lemura, an area of the section of Pangea known as
Zarhan. Their level of technology is the same as Medieval England. These humans are strongly loyal to their monarchy.
The Lemurans were longtime allies of the Pterons.
• Lizard Men - The Lizard Man are a lizard-like race that were one of the Beast-Men created by the Ancient Atlanteans.
There had been two different Lizard Men that lived in the Savage Land where they are much different from the Lizard
Men of Subterranea and the Lizard Men of Tok (from the Microverse).
o Lizard Men of Vala Kuri - The first group of Lizard Men are a hunter-gatherer society and reside in the city
of Vala Kuri. The Lizard Men of Vala Kuri are peaceful in nature. They are protected from the Sun People by
Ka-Zar and Garokk. They have ancestors in the Reptile Men and the Waidians.
o Queen Iranda's Lizard Men - The second group of the Lizard Men were actually a group of mystically-
altered humans that went missing from their village and turned into Lizard Men by Queen Iranda. When Ka-
Zar comes to their aid, he barely escapes them and manages to escape with Queen Iranda's crown which
regressed Queen Iranda back to a lizard and the Lizard Men back to their human forms.
• Locot - The Locots are a society of hunter-gatherers that have been at war with the Noweks.
• Man-Apes - The Man-Apes are tribal, highly primitive cave-dwelling humanoids that resemble Neanderthals. These
savage creatures were the first humanoid beings native to Earth to inhabit the Savage Land. Atlantean scientists used
Man-Apes as subjects in the experiments by which they created the various non-human races of the Savage Land. The
members of the Man-Ape known as Maa-Gor's tribe are said to have been the last living Man-Apes in the Savage Land.
Ka-Zar killed all the male Man-Apes of Maa-Gor's tribe except for Maa-Gor himself. It seems likely that the Man-Apes
are the only remaining humanoids on Earth that hasn't had their genome tampered with, like the other races in
Savage Land or like the humans in the outside world were experimented with by the Celestials.
• N'Galans - The N'Galans are humanoid dinosaurs with possible links to the Lizard-Men and are a hunter-gatherer
society. Most are highly superstitious. Kraven the Hunter's trainer Gregor forced the N'Galans to work for him when he
served the interests of Pillard in the Savage Land.
• Neo-Men - The Neo-Men are a society of mutated humans that were mutated by Nuwali technology.
• Nhu'Gari - The Nhu'Gari are a race of mutated humans with winged forms. They were actually altered by the
radioactive properties of Hidden Valley which also provides them with telepathy. The Nhu'Gari once allied with
Magneto. Their city was later destroyed by volcanic upheavals.
• Nowek - The Noweks are a society of hunters and gatherers that have been at war against the tribes that are less
developed.
• Palandorians - The Palandorians are a tribe of humans that live on an island surrounded by a lake in the original
Savage Land. They live in the city of Palandor and rode giant lizards. Their culture likely derives form ancient Atlantis
(same as the Lemurans). The Palandorians were often preyed upon by the Klantorrs. During the reign of Queen Omel,
the Palandorians performed human sacrifices which ceased when a mutated Apatosaurus destroyed the temple which
killed Queen Omel.
• Pterons - The Pterons greatly resemble humanoid Pteranodons, and have the ability to fly with their enormous wings.
They inhabit the caverns of Athmeth beneath Pangea. They are ruled by their king Khalf. The Pterons launched a war
against the Aerians which ended with the deaths of much of the Pteron race in a cave-in.
• Reptile Men - The Reptile Men are a race of green-skinned Saurians that reside in the marshes of the Savage Land.
They are a hunter and gatherer society. When the alien Quor crash-landed on Earth and encountered the Reptile Men,
he convinced them to make him their leader and provided them with advanced technology. The Reptile Men started
to plunder the Vibranium deposits of the other tribes like the Golden People which attracted the attention of Ka-Zar.
Once Ka-Zar managed to defeat Quor with the help of the Golden People, the Reptile Men retreated.
• Rock Tribe - The Rock Tribe are a group of stone-like humanoids.
• Saurians - The Saurians (also known as "The People") were originally lizards that were exposed to the first nuclear
bomb test in New Mexico. It took them awhile for them to evolve and they built an underground city. They did have
an encounter with Ms. Marvel when she discovered their underground city. When the Dire Wraiths attacked, the
Saurians encountered Rom. The Saurian survivors hid from the humans until they later learned of the Savage Land.
The Saurians were spotted by some people when traveling through Argentina and were rescued by the X-Men who
helped them get to the Savage Land. They became part of the United Tribes at the time when the Savage Land
Mutates attacked. Sometime later, the Saurians were captured by the Hauk'ka yet were rescued by the X-Men.
• Snowmen - The Snowmen lived on the high steppes of Pangea and resemble Yeti-like creatures. They are a hunter-
gatherer society. Ka-Zar and Shanna the She-Devil encountered two of them channeling the lava from Mt. Flavius.
• Sun People - The Sun People control the Sun Empire, formerly ruled by their priestess-queen Zaladane. They were
the most powerful grouping of sentient beings within the Savage Land and they established a small empire through
conquest. They conquered in the name of their sun god Garokk. Although the Sun People were depicted as green-
skinned in Official Handbook of the Marvel Universe #19 (December 1987), they are in fact indistinguishable from
ordinary Caucasians (see Zaladane). The cited Handbook entry in fact erroneously depicted a Sheenarian, member of
an extradimensional race who once invaded the Savage Land (first seen in Ka-Zar: Lord of the Hidden Jungle #14).
During the Secret Invasion storyline, the Sun People were depicted among Ka-Zar's allies in his fight against the
Skrulls, presumably as a result of the aforementioned error being used as reference.
• Swamp Men - The Swamp Men are humanoids covered head to toe in hair that live in the swamplands of the Savage
Land. These tribal people have a level of technology comparable to that of Europe's Dark Ages, rode giant birds, and
are highly skilled in devising weaponry. They are continual enemies of Ka-Zar. The Swamp Men long worshipped Umbu
the Unliving, a gigantic robot constructed by the alien Saggitarians. The Savage Land Mutates are Swamp Men who
Magneto subjected to mutation by artificial means. During the Secret Invasion storyline, some of the Swamp Men
joined Ka-Zar in his fight against the Skrulls.
• Sylandans - The Sylandans are a society of humans that are descendants of the ancient Atlanteans. They live in
Sylanda, a city of glass located in the Savage Land's Mountain of Darkness. They cling to their Atlantean ways as their
level of technology is high. The Sylandans use the Water of Life to cure all diseases and used it to treat the people of
the Savage Land for centuries. Their city was later damaged by a large dinosaur.
• Tandar-Kaans - The Tandar-Kaans are a tribe of people that live in the Savage Land. They are expert ship builders and
fishermen. They formed a community of barges on the river Tabar allowing them to move to new shores when they
want to.
• Tokchis - The Tokchis have not yet been seen in the comics yet have been mentioned a lot. They are mentioned to be
a human society of hunters and gatherers that use walkie-talkies. Ka-Zar formed an alliance with them to coordinate
efforts to hunt.
• Tordon-Naans - The Tordon-Naans inhabit a city called Tordon-Naa in a secluded valley deep in the Savage Land
behind the "curtain of gods' tears." They worship the god Ilaka-Aron and their beliefs were manipulated Sylitha who
sought greater power. The Tordon-Naans are a lost Hindu colony as their culture closely resembles that of ancient
India.
• Tree People - The Tree People are a race that looks much like humans though they have long, prehensile monkey-like
tails. They live in Botor (a treetop village in Pangea) and are a hunter-gatherer society. Shanna the She-Devil was
briefly married to one of the Tree People named Mele. During the Secret Invasion storyline, some of the Tree People
joined Ka-Zar in his fight against the Skrulls.
• Tribe of Fire - The Tribe of Fire is a tribe of humans that live in the Savage Land. They are a hunter and gatherer
society. Some of the tribe members were used in an experiment conducted by an Apocalypse robot until it was
destroyed by Wolverine. The cyborgs from these experiments joined the Tribe of Fire.
• Tubanti - The Tubantis are a race of fish people that dwell in Pangea's inland Gorahn Sea. They briefly served the
demon Belasco when he tried to conquer the Savage Land. The Tubantis are allies with the Lemurans and the other
races of the Savage Land.
• Uruburians - The Uruburians are a race of unspecified humanoid beasts with fangs that live in the Savage Land as a
hunter-gatherer tribe. The Uruburians are long-time enemies of the Gorankians. Ka-Zar helped settle their dispute by
having them play different games which includes baseball in order to prevent an all-out war.
• Waidians - The Waidians are a race of green-skinned Saurians that live in the Savage Land. They are a hunter and
gatherer society and are very peaceful. When Ka-Zar was a teenager, he was trained by the wise Waidian sage named
Benazu.
• Water People - The Water People are a tribe of humans that live in the Savage Land.
• Zebra People - The Zebra People are swamp dwellers and are also known as the Swamp Tribe. They are a racially
integrated society made of up both white and black people, who wear makeup over their body in the form of zebra-
like stripes. White Zebra People wear black stripes and black Zebra People wear white stripes. The Zebra People are
known to ride dinosaurs that they have domesticated.
o Lizard People - There is also a rogue faction of the Zebra People called the Lizard People which wore
reptilian armor and worked for Zaur and Sheeas the Witch. Zaur and those that were members of the
Lizard People returned to the Zebra People after the death of Sheeas the Witch. Of course some of them
may have preserved the traditions of the Lizard People.

Savage Land Map


S.H.I.E.L.D.
S.H.I.E.L.D. is a worldwide intelligence and peacekeeping organization dedicated to protecting the nations and peoples of
Earth from all threats to its security. Unlike the various national intelligence agencies, such as the CIA, M16, Mossad, and
KGB, S.H.I.E.L.D. was international in membership, scope, and jurisdiction. Most of the world's free nations participated in
S.H.I.E.L.D. and sanctioned S.H.I.E.L.D. activities on their soils.

S.H.I.E.L.D. is an acronym for Strategic Homeland Intervention Enforcement Logistics Division;


original called Supreme Headquarters International Espionage Law-Enforcement Division. Because of the Deltite Affair,
the original S.H.I.E.L.D. is sometimes called S.H.I.E.L.D. 1 and the new S.H.I.E.L.D., is called S. H. 1. E. L. D.

S.H.I.E.L.D. 1 was a worldwide intelligence and peacekeeping organization dedicated to protecting the nations and peoples
of Earth from all threats to its security. Unlike the various national intelligence agencies, such as the CIA, M16, Mossad,
and KGB, S.H.I.E.L.D. was international in membership, scope, and jurisdiction. Most of the world's free nations
participated in S.H.I.E.L.D. and sanctioned S.H.I.E.L.D. activities on their soils. S.H.I.E.L.D. also had secret bases in
various Communist countries. Although most of S.H.I.E.L.D.'s activities were covert, the existence of the organization was
known to the general public and S.H.I.E.L.D. maintained public offices in numerous major cities.

S.H.I.E.L.D. was founded in the 1960s to counter the threat posed to the free world by the technologically advanced neo-
fascist subversive organization HYDRA. Until the recent Deltite Affair, S.H.I.E.L.D.'s founders, as well as the members of
the Executive Board of Directors, were top secret (unrevealed even to Nick Fury). They were world leaders in business and
the military. S.H.I.E.L.D.'s first director, whose identity remains classified, was killed by HYDRA assassins. His replacement
was Nicholas Fury, a colonel in the U.S. Army who had been a top operative in the Central Intelligence Agency. After his
background was thoroughly screened by the Board of Directors, Fury was shuttled aboard the S.H.I.E.L.D. Helicarrier where
he met with S.H.I.E.L.D.'s Board of Advisors, whom Fury recognized as renowned heads of state and corporate leaders.
Despite initial misgivings about heading such a megalithic organization, Fury proved to himself that his expertise might be
valuable and accepted the public directorship. Fury served as S.H.I.E.L.D.'s highestranking known agent, overseeing daily
administrative affairs as well as serving as supreme field commander. S.H.I.E.L.D. policy and directives were determined
by the anonymous 12-member Executive Board of Directors who conferred with Fury by vidscreen on a regular basis.
S.H.I.E.L.D. 1's organizational structure consisted of an Executive Board of Directors under which there was the Level One
Public Director (Nick Fury), whose job was to carry out official directives, oversee the international operations of
S.H.I.E.L.D., and to represent the S.H.I.E.L.D. administration to world governments, national allies, and the general
public. Fury's authority overrode that of any Regional Director and he was answerable only to the Executive Board. Under
the Public Director were a number of Special Directors (Level Two), who served the Public Director much like the Cabinet
serves the President of the United States. Their authority was also international in scope and they could also override the
policies of any Regional Director.
Each special Director had his own unique area of responsibility (such as Internal Affairs, Public Relations, Communications,
Military Coordination, Technology, and Recruitment/Training) and was answerable only to the Public Director. Known
Special Directors were Timothy "Dum Dum" Dugan (Military Coordination), Jasper Sitwell (Internal Affairs), and Valentina
Allegro de Fontaine (Public Relations). Below the Special Directors were the Regional Directors (Level Three) who were in
charge of S.H.I.E.L.D. operations in their designated territory. All of the free world's capitals boasted a regional
S.H.I.E.L.D. headquarters, as did certain other major metropolitan centers. The United States had the greatest number of
S.H.I.E.L.D. installations, with major headquarters in New York City, Chicago, Los Angeles, San Francisco, Miami, Dallas,
Detroit, and Denver. Known regional directors were Eric Koenig of Bonn, West Germany and Barth Bukowski of Los Angeles.
S.H.I.E.L.D.'s next highest ranking agents were the Special Officers (Level Four), who assisted the Special Directors (Level
Two) in international activities, but could not override the decisions of Regional Directors (Level Three). Among the known
Special Officers were Gabriel Jones, James Woo, and Sharon Carter (deceased). The fifth highest ranking agents were
Regional Officers (Level 5), who carried out the Regional Director's policies and had jurisdiction over Field Agents. Jerry
Hunt of London, England was a known Regional Officer. Level Six agents were Field Agents, S.H.I.E.L.D.'s most numerous
rank, numbering somewhere between 3,000 and 5,000 worldwide prior to the Deltite fiasco; three quarters of the available
agents were on undercover assignment, and the remaining agents were based at the regional headquarters and were
employed as special militia. Among the known field agents were Laura Brown, Gail Runciter, and Jack Rollins. Level Seven
personnel were administrators those who handled the "paperwork" of the organization's operations. This rank included
lawyers, accountants, secretaries, receptionists, psychologists, physicians, and clerks. Level Eight personnel were
Technicians who handled the computers, communication equipment, technology maintenance, and weaponry. This level
included scientists, inventors, custodians, telephone operators, and computer programmers. Sidney E. Levine was the head
Technician in charge of exotic technology for field use, while Niles Nordstrom led the ESP division, a team of mutants with
limited telepathic abilities who performed certain surveillance operations. Each of S.H.I.E.L.D.'s eight rankings had
corresponding insignia and accessories on the official uniform.

S.H.I.E.L.D.'s standard operating procedure encompassed state of the art surveillance technology (notably spy satellites) as
well as long-term undercover agents ("moles") stationed in strategic places such as certain industrial, governmental, and
military establishments. This wealth of surveillance data was fed to the headquarters of the nearest Regional Director,
who dispatched top priority material to S.H.I.E.L.D.'s central command. Local low-priority matters were generally handled
by the Regional Directors without the Public Director's participation. Complete briefs of all the activities of Regional
Offices routinely went to central command for processing and review. Matters of top priority (those threatening world
security, involving extraterrestrials, or endangering in excess of 10,000 lives) were under the jurisdiction of S.H.I.E.L.D.'s
central command and the Public Director himself. Local agents in the region where the top priority affair took place
comprised the majority of S.H.I.E.L.D.'s militia in the operation although Fury would usually bring in his own cadre of
agents to spearhead the operation. The bulk of S.H.I.E.L.D.'s operations were covert but some involved visible public
activities. Although S.H.I.E.L.D. policy prohibited the organization from usurping the role of the nation's armed forces by
engaging in warfare on enemy soil, domestic matters that also fell under the jurisdiction of the military were jointly
coordinated, with S.H.I.E.L.D. generally taking the auxiliary role (such as in the case of the U.S. Army's pursuit of the
Hulk). All covert opertions were automatically S.H.I.E.L.D.'s province; only in overt military operations was coordination
between S.H.I.E.L.D. and the Armed Forces necessary.

S.H.I.E.L.D.'s earliest victories dismantled HYDRA, the subversive group responsible for S.H.I.E.L.D.'s founding, reducing it
from a single multinational global organization to a number of small splinter groups of vastly less scope and power. It was
with the fall of Hydra Island and the death of HYDRA!s founder, Baron Wolfgang von Strucker, that HYDRA was dealt a
crippling blow from which it has never recovered.

S.H.I.E.L.D. was also instrumental in thwarting the schemes of AIM (Advanced Idea Mechanics) and Zodiac, a crime cartel
which once boasted Nick Fury's brother as a member. With the aid of certain superhuman adventurers, S.H.I.E.L.D,
completely destroyed the conspiracy of industrialists and politicians called the Corporation. S.H.I.E.L.D.'s other major
adversaries were the Oriental mastermind the Yellow Claw, the former HYDRA splinter group leader Viper, the Nazi Red
Skull, Professor Anthony Power's Secret Empire, the mad geneticist Centurious, the mon- ster breeder Dr. Demonicus, and
the various Hate-Mongers. S.H.I.E.L.D. has also been at the forefront of defending Earth from extraterrestrial infiltration
or invasion. S.H.I.E.L.D. provided intelligence and technical support to the Avengers and Fantastic Four during a skirmish in
the Kree-Skrull War fought in Earth's vicinity. S.H.I.E.L.D. was instrumental in repulsing the extradimensional threats of
the Collective Intelligence and Baron Karza. Their most extensive military action against extraterrestrials occurred during
the recent expulsion of the Dire Wraiths, an operation conducted in conjunction with the Galadorian spaceknight Rom, the
federal government, and scores of superhuman adventurers.
Perhaps S.H.I.E.L.D.'s most public operation was its pursuit and capture of the mutated prehistoric lizard called Godzilia.
Despite S.H.I.E.L.D.'s benevolent goals and numerous world-saving operations, certain individuals in the S.H.I.E.L.D.
organization abused their power and used the organization's resources and personnel to engage in questionable activities.
Certain immoral individuals managed to become Regional Directors and falsified intelligence reports to central command
in order to cover up their corrupt activities. Notable among the latter were Rico Santana of Rio de Janeiro and Karl
Delandan of Manhattan, both of whose activities were exposed to Nick Fury by the former S.H.I.E.L.D. agent turned rogue
Barbara Morse, who had taken the code name Mockingbird. Certain other disreputable activities were undertaken by
Regional Officers and Field Agents, such as when Buck Richien, Val Adair, and Adam Manna attempted to kill industrialist
Tony Stark. Nick Fury had appointed a special Internal Investigations task force to seek out and thwart those agents who
engaged in abuses of power (but all of these incidents now seem petty in comparison to the damage wrought by the
Deltites).

In an effort to increase internal security, S. H. 1. E. L. D. restricted its cooperation with certain outside parties, notably
organizations of superhumans, such as the Avengers and Fantastic Four. Free agents like Captain America, who used to be
given frequent freelance assignments by S.H.I.E.L.D., were discouraged against participation in S.H.I.E.L.D. activities
unless they were already involved, as in the recent affair with the terrorist organization ULTIMATUM. Still, recognizing the
value of superhuman powers, S.H.I.E.L.D. has at times instituted programs designed to recruit superhuman operatives. For
years, Nick Fury tried to enlist Captain America as a full-time agent without success. S.H.I.E.L.D.'s ESP Division long
employed individuals with paranormal powers, but the division's activities were never very ex- tensive nor was the
operation ever expanded (but having a force of mutant Espers around was never in the best interests of the Deltites
either). S.H.I.E.L.D.'s most concerted attempt to recruit superhuman operatives was its shortlived Super-Agent program
which was disbanded when two of its four initial recruits proved to be double agents for the Corporation. Super-Agent
graduate Wendell Vaughn (Quasar) went on from S. H. 1. E. L. D. to work for the U. S. Government's Project: Pegasus. It is
possible that S.H.I.E.L.D.'s efforts to acquire its own Super-Agents were thwarted by covert efforts of the Creator. Having
superheroes wandering around while he was slowly destroying S.H.I.E.L.D. from within would not have been conducive to
his plans.
One of S.H.I.E.L.D.'s greatest assets has always been its arsenal of high technology. In its early days, S.H.I.E.L.D.'s
weaponry was designed by Anthony Stark (secretly Iron Man) and built by Stark Industries. When Stark moved away from
weapons production, S.H.I.E.L.D. contracted various other corporations to provide new technologies. Dissatisfied with
their new arms sup- pliers, S.H.I.E.L.D. tried to buy a controlling interest in Stark International in order to steer them back
into weapons production, but their efforts were thwarted. However, when industrialist Obadiah Stane took over Stark
International, S.H.I.E.L.D. once more entered into mutually beneficial business dealings with the company.
The two greatest symbols of S.H.I.E.L.D.'s technological advancement were the S. H. 1. E. L. D. helicarrier, a huge
airborne mobile command base which was the nerve center of all S.H.I.E.L.D.'s operations, and the S.H.I.E.L.D. Satellite, a
small, permanently manned space station designed to detect extraterrestrial visitation. After repeated enemy attempts to
destroy it, the S.H.I.E.L.D. Helicarrier recently fell victim to sabotage by a mutated swarm of cockroaches when it crashed
in an unpopulated area of Arizona. All S.H.I.E.L.D. personnel were evacuated before it impacted, but its destruction meant
a several billion dollar deficit in S.H.I.E.L.D. finances. Helicarrier-based operations were divided up over various Regional
headquarters throughout the world. The location of S.H.I.E.L.D.'s new major airbase was never revealed. The S.H.I.E.L.D.
Satellite was still intact, but its manpower was cut to a skeleton crew due to budget cuts and recent failures to provide
advance warning of extraterrestrial activities. One of S.H.I.E.L.D.'s most sophisticated technologies was LMDS, Life Model
Decoys. LMDs were androids who could be programmed like robots and were amazingly lifelike (unfortunately). Ironically
enough, S.H.I.E.L.D.'s greatest technological achievement also turned out to be its undoing. S.H.I.E.L.D. toyed with the
idea of replacing field agents in high risk operations with LMDS, but due to the great cost of building and training an LMD,
it proved unfeasible. (it seems more likely now that the Creator didn't want humans doing any further research on LMDS,
less they find him out.) Nick Fury and Anthony Stark both regularly employed LMDs resembling themselves for security
reasons.
Nick Fury's brother Jacob (Scorpio) built LMDs with special adaptations as his own private Zodiac organization (this group
infiltrated the human Zodiac organization, much like the rogue LMDs known as the Deltites would infiltrate and destroy the
original S. H. 1. E. L. D.). After the destruction of the Helicarrier, Nick Fury was based in the Manhattan regional
headquarters of S.H.I.E.L.D. Their original Manhattan headquarters, whose storefront cover was a barber shop, was
deliberately destroyed after it had been compromised by enemies like HYDRA numerous times. The current Manhattan
headquarters was under a warehouse and had a hologram brick wall in an alley as its entrance. S.H.I.E.L.D.'s Los Angeles
headquarters used to be fronted by a Chinese restaurant; it was later fronted by a beauty parlor. The fronts for most of
S.H.I.E.L.D.'s other regional headquarters were never revealed. S.H.I.E.L.D. also had numerous public offices in various
major cities, separate from their actual base of operations. In Manhattan, S.H.I.E.L.D.'s public offices were in the Citicorp
Center.
S.H.I.E.L.D. was the world's largest and most effective force for neutralizing threats to world security and combatting
terrorism and extraterrestrial infiltration. Its greatest drawback proved to be its megalithic military structure which made
it easy for the Deltites to hide themselves in plain sight with no one the wiser until it was almost too late. Now the
question is whether the new S.H.I.E.L.D. will prove too small for the task. Most of the S.H.I.E.L.D. agents listed above
were turned into Deltites and are deceased. Timothy Dugan was apparently killed by the alien Gnobians (also known as the
Deathheads) in an incident that led to the formation of S.H.I.E.L.D. 11.

Group History
The original S.H.I.E.L.D. (see S.H.I.E.L.D. 1) was secretly taken over by the Deltites, which were very advanced, sentient
LMDs (Life Model Decoys), or androids. After the Deltites forced S.H.I.E.L.D. Public Director Nick Fury into the role of a
renegade and fugitive, he recruited Alexander Pierce to function as his right hand man. Together they perpetrated a series
of break-ins at S.H.I.E.L.D. installations, including an Armory and Communications Station in Philadelphia (Tau/Ce). It was
at the Tau/Ce installation they had their first run in with Kate Neville who tried to apprehend them. The information Fury
acquired at the site was carefully leaked and inaccurate. Pierce functioned as a contact between Nick Fury and Tony Stark
before accompanying him to Hong Kong following false leads in search of S.H.I.E.L.D.'s stolen helicarrier power core. After
escaping death in an ambush at Hydra's Hong Kong base, Pierce went with Fury and their prisoner, Madame Hydra, into the
Himalayas where they were captured by the Deltites and taken to their spaceship. In the meantime, Kate Neville fell from
grace with the Deltites when she refused to undergo the Sacrament of Ending and become one of them. The Deltites
intended to kill her and use her genetic code to make a Deltite duplicate anyway. A similar fate awaited the other Deltite
captives.
It should be noted that the Deltites were the creation of a rogue LMD known only as the Creator. The Creator himself was
an advanced LMD with brain and personality based on a number of people, including Baron Strucker and Nick Fury himself.
Using new, highly advanced technology, he had improved on the LMDs to a point where they were almost perfect replicas
of life. To maintain control of his Deltites, the Creator gave them a religion, promising a new Earth where structure and
order were divine. The Creator's real goals were personal power and immortality. The first step in the Creator's master
plan was to replace key members of S.H.I.E.L.D. with Deltites. Step two was to provide Deltite doubles for all the world's
corporate, political, and military leaders.
The Deltites including the Creator had only one weakness; their artificial bodies quickly decayed due to advanced aging.
Although their memories could be reprogrammed into new bodies, each new incarnation resulted in a less perfect human
replica. But the Creator had foreseen a way around this by intending to combine the Infinity Formula hidden in Nick Fury's
genetic code with his Deltite creation process. With Madame Hydra's aid, Pierce, Neville, the Countess, and McKenzie led
an escape attempt from the Deltite's gas chamber. Meanwhile Fury battled the Creator, but the genetic transfer left Nick
too weak to manage more than a token resistance. Elsewhere in the huge ship, the latest I)eltite, Clay Quartermain, had
reanimated with too much humanity and therefore could not live as an automaton or allow the Deltites to complete their
hellish plan. He released the spaceship's power core and set in motion the destruction of Delta. The Countess and the
other escaped prisoners reached the audience chamber where the Creator was standing over the fallen Fury. The surviving
Deltites soon joined them. It was then that the Deltites learned their Creator was a false prophet, having no intention of
leading them to a better world, and they destroyed him. Nick and the other surviving humans escaped the ship in life pods.
The Deltites remained behind, preferring death over a world ruled by chaotic and emotional humans. As a result of the
Deltite affair, the original law enforcement agency called S.H.I.E.L.D. and the committee which directed it were revealed
to be severely compromised.

S. H. 1. E. L. D. was disbanded by order of the United Nations Security Council. However, the U.N. soon realized that there
were threats to world safety against which conventional covert agencies were ineffective and less than a year after
S.H.I.E.L.D. was dissolved, Nick was called out of retirement to form a covert operations organization which would take
the place of the previous incarnation. This new organization, which would also be called S.H.I.E.L.D., would be organized
along lines which would make it less vulnerable to the internal problems that brought down its megalithic predecessor.
This new S.H.I.E.L.D. would be a smaller, tighter agency, more efficient and easier for one man (Fury) to supervise. More
importantly, Fury would have total authority over its operation and he himself would be answerable only to the United
Nations. Thus, this incarnation would be all but impervious to the corruption and infiltration that destroyed the first S. H.
1. E. L. D.. The exact configuration of this new agency has yet to be determined, as Fury is still in the process of
assembling it. Currently, S.H.I.E.L.D. remains a small squad of field agents (those listed above) and Fury. They have been
joined by an empath and a small, child-like Deltite named Lump.

Equipment
S.H.I.E.L.D. Flying Car
The Standard issue S.H.I.E.L.D. vehicle was the Flying Car Mark V originally designed by Anthony Stark at Stark Industries.
There were approximately 2,000 of these automobiles in use by S.H.I.E.L.D. agents worldwide. The Mark V was equipped
with various electronic intelligence, communications, and reconnaissance gear.

The S.H.I.E.L.D. Flying Car has the following statistics:

Control Land Speed Air Speed Body

Remarkable Remarkable Incredible Excellent

Known Powers

• Armor: The Flying Car's armor gave it Excellent protection versus Physical attacks and Remarkable protection versus
Energy attacks.
• Flight: The car could fly at Incredible speeds. Its maximum strategic range was 550 miles (fully loaded). Its service
ceiling was 50,000 feet.
• Submersible: The car could propel itself underwater at Good speeds.
• Sustenance: The car could remain submerged for 5 hours on battery power. The oxygen supply was twice that or 10
hours.

Weapons

• 20-mm Electric Cannon: The 20-mm cannon did Remarkable damage and had a range of 10 Areas.
• 30-mm Radar-Guided Electric Cannon: The 30-mm fired itself with a Control rank of Remarkable. It did Incredible
damage over a range of 10-Area range.
• Air-to-Air Guided Missiles: Each missile had the following statistics:
Control Speed Body Damage

Remarkable Excellent Excellent Incredible

Detection

The S.H.I.E.L.D. carhasa variety of electronic detection devices including:

• Sonar
• Radar
• Infrared

Handguns

• Nick Furys Personal Handgun: .15 caliber Needle Gun. The needles had an explosive collar which propelled it at over
1,800 feet per second. A Clip held 300 rounds; each round did Excellent damage. Effective range was 6 Areas.
• S.H.I.E.L.D Plasma Beam Handgun: This weapon contained a pinch bottle magnetic field plasma projector. Its range
was only 3 Areas but it did Incredible damage. Duration of fire was 6 combat rounds on one power pack. It took one
combat round to switch power packs.
• S.H.I.E.L.D .30-caliber Rapid-Fire Automatic Machine Pistol: The weapon fired armor-piercing .30 caliber shells which
had spent uranium (high-density) cores. Each clip held 60 rounds. The weapon had a variable rate of fire: single-shot
(1 round), burst (3 rounds), or auto-fire (10 rounds). Effective range was 6 Areas. Single-shot did Good damage. (Burst
increased damage by +1CS, auto-fire by +2CS.)

Helicarrier
Before its destruction by a mutant cockroach infestation, S.H.I.E.L.D.'s airborne aircraft helicarrier was the major
headquarters of the entire organization. as well as an official arm of the World Wide Military Command and Control System
(WWMCCS). WWMCCS maintains secure communications in times of world crisis with strategic military bases throughout the
United States. The Helicarrier was also a major link in the Defense Communications System (DCS) which incorporates
everything from ground lines to satellites.

The Helicarrier was armored with a triple hull of 5-inch hardened alloy, then a 12-inch layer of high-speed fragment
suppressor, and finally another layer of hardened armor. The internal bracing and construction was rigid enough to permit
the helicarrier to alight on land or water (although it had to jettison its radar "ball" deck to do so). The helicarrier was
heavily armed, with its primary defenses against missiles. There were 2 forward, 2 aft, 2 aft port and starboard, and 4
forward/downward radar-guided 70mm electric cannons with cyclic rates of 200 rounds per second. There were 3 midship
port and starboard radar-guided 40mm electric cannons with cyclic rates of 1,000 rounds per second. There were 2
forward port and starboard armored box missile launchers, each with 8 variable payloaded radiation seeking and infrared
seeking missiles. The cruise missile maintenance and launch deck contained 30 variable payload programmed cruise
missiles and an anti-missile tetravolt-charged particle projector.

The aircraft complement on the helicarrier was primarily 32 F/A-18s with full weapons loads for the continuous Combat
Aircraft Patrol (which maintained an ever ready patrol for intruders). There were two repair decks which could perform
major overhauls on 12 planes at once. The helicarrier was provided with 4 mini-Sea Kings, scaled down versions of the Sea
King 6-bladed helicopter, for submarine patrol, cargo, and rescue missions. Its Electronic Warfare (EW) and Electronic
Countermeasure (ECM) range was augmented from 130 miles to 300 miles with E-2C Hawkeye early warning planes.

The helicarrier's primary role was land and space surveillance and was manned by highly trained Electronic Intelligence
(ELINT) personnel. Much training and testing of field agents was also done on board. The normal crew complement was 450
with provisions for 1,000. It was thermoelectrically nuclear powered and used six 20,000 hp electric engines with twin-
bladed propellers to augment a secret anti-gravity generator (which, because of classified restrictions, offset only 75
percent of the helicarrier's mass) and to maintain level attitudes and rapid movement.

The Bridge/Combat Information Center (B/CIC), Combat Operations Center (COC), and Air Traffic Control Tower (ATC)
were located on the flight deck. Along with the hanger deck, they were the aircraft carrier aspect of the helicarrier. The
forward half of helicarrier contained the Battle Command Center (BCC), the Command/Observation World Monitor Center
(C/OWMC), and the vast computer equipment which supports the ELINT and the helicarrier in general. The aft below
segment of the helicarrier contained the World Watch Situation Display Room (WWS), S.H.I.E.L.D.'s non-military,
intelligence gathering and field agent clearing center.
The helicarrier was also equipped with an Intermediate Range Ballistic Missile (IRBM; range of 3,500 miles, or the ability to
achieve low-Earth orbit) which was variably programmed and payloaded to perform a number of special duty, clandestine,
and crisis-oriented functions and was housed in a vibration-isolated silo. It was originally installed as part of the Minimum
Essential Emergency Communications Network (MEECN) which, in the event of limited nuclear confrontation, would be
able to provide the communications support of placing a satellite package in orbit after the primary satellites had been
incapacitated. This function was filled by several Minuteman III missiles at Whiteman AFB, Missouri before the helicarrier's
destruction.
The helicarrier was also hardened against nuclear electromagnetic pulses (EMP: the nuclear weapon detonation-induced
drifting of unwanted ions that leads to high voltage current leakage paths and electronic circuit failure) to full Military
Satellite Hardening Specifications. It could resist 1.2 joules per centimeter squared of radiation per second. The
helicarrier's nuclear generator was designed to keep it afloat indefinitely.

The Helicarrier's statistics were as follows:

Control Speed Body

Good Excellent Excellent

Known Powers:

• Armor: The Helicarrier was armored to provide Incredible protection against physical attacks and Remarkable
protection against Energy attacks.
• Weapons: The Helicarrier had a variety of weapons systems. Characteristics of major systems are given below:

ο Radar-guided 30-mm and 70-mm Electric Cannon: The highly sophisticated radar-automated firing systems on the
cannon gave them Amazing Agility. The 40mm cannon did Incredible damage, while the 70mm cannon did Amazing
damage; both have ranges of 10 Areas.
ο Box Missile Launcher: The Box Missile Launcher fired up to 8 air-to-air missiles at once. Each missile was self-
guiding with the following statistics:

Control Speed Body Damage

Remarkable Incredible Excellent Incredible

The damage given is for a standard high explosive warhead.


ο Cruise Missile: A Cruise Missile would have the following statistics:

Control Speed Body Damage

Amazing Remarkable Remarkable Monstrous

The damage is for a non-nuclear warhead.


ο Intermediate Range Ballistic Missile: An IRBM would have these stats:

Control Speed Body Damage

Incredible Incredible Incredible Unearthly

The damage is for a non-nuclear warhead.


ο Particle Projector: This weapon projected an energy blast that did Monstrous damage at a 25-Area range.

Uniforms
S.H.I.E.L.D. operatives wore distinctive uniforms designating rank. These uniforms were required dress at all S.H.I.E.L.D.
headquarters for all operatives (except for Level-1 Directors and specially authorized Technician class specialists) and at of
S.H.I.E.L.D. I's organizational structure consisted of an Executive Board of Directors under which there was the Level One
Public Director (Nick Fury), whose job was to carry out official directives, oversee the international operations of
S.H.I.E.L.D., and to represent the S.H.I.E.L.D. administration to world governments, national allies, and the general
public. Fury's authority overrode that of any Regional Director and he was answerable only to the Executive Board. Under
the Public Director were a number of Special Directors (Level Two), who served the Public Director much like the Cabinet
serves the President of the United States. Their authority was also international in scope and they could also override the
policies of any Regional Director. Agents involved in covert field operations were expected to dress in plainclothes.
Agents involved in paramilitary operations frequently wore special commando paraphernalia over their regular uniforms.
(S.H.I.E.L.D. 11 agents still wear standard S.H.I.E.L.D. uniforms when engaged in official S.H.I.E.L.D. business.)

All uniforms were made of 9-ply Keviar, a material able to withstand the ballistic impact of up to .45 cal. slugs, and fire-
resistant Beta Cloth. The uniforms give Good protection versus Physical attacks and Poor protection against Energy
attacks.

Personnel

Valentina Alligro De Fontain

Deputy Director of S. H. I. E. L. D.

Fighting Remarkable

Agility Remarkable

Strength Typical

Endurance Excellent

Reason Good

Intuition Remarkable

Psyche Good

Health 86

Karma 50

Resources Excellent

Popularity 30

Talents: Valentina has Martial Arts A and E, Marksman, and a variety of weapons skills. She has Remarkable reason with
Public Relations.

History: Valentina was formerly the public relations director of the old S.H.I.E.L.D.. She was also the lieutenant
commander of S.H.I.E.L.D.'s all-woman special forces unit, the Femme Fatale.

Gabriel Jones

Recruitment and Training Officer


for S.H.I.E.L.D.
Fighting Remarkable

Agility Excellent

Strength Good

Endurance Excellent

Reason Good

Intuition Remarkable

Psyche Good

Health 80

Karma 50

Resources Good

Popularity 20

Talents: Gabriel has Martial Arts A, B, and E, Wrestling, Marksman, Military, and a variety of weapons skills. He has
Remarkable reason as an instructor. Jones also has Excellent ability as a Jazz musician.
History: Gabriel Jones was a Special Operative of S.H.I.E.L.D. 1. Outside of Nick Fury, he may be the only other survivor of
the old Howling Commandoes (WWII combat unit). He was recently recruited by Nick to act as his chief training officer.

Kate Neville

Agent of S.H.I.E.L.D.

Fighting Excellent

Agility Remarkable

Strength Typical

Endurance Good
Reason Good

Intuition Excellent

Psyche Good

Health 66

Karma 40

Resources Good

Popularity 6

Talents: Kate has Martial Arts A and E, Guns, and Marksman skills. She is a trained assassin.
History: Neville participated in the destruction of Delta. Following the disbanding of the original S.H.I.E.L.D., she
accompanied Nick Fury to Nova Scotia to work in his private employ. She has since joined the new version of S. H. I. E. L.
D.

Alexander Goodwin Pierce

Agent of S.H.I.E.L.D.

Fighting Excellent

Agility Excellent

Strength Good

Endurance Excellent

Reason Good

Intuition Excellent

Psyche Typical
Health 70

Karma 36

Resources Typical

Popularity 6

Talents: Pierce has Martial Arts E, Guns, Thrown Weapons, and Marksman skills.
History : After helping Fury to defeat the Deltites, Pierce served for a time as the caretaker of the skyscraper that once
served as the S.H.I.E.L.D. Headquarters. Eager for some action, he was quick to volunteer to serve as an agent of the new
S. H. I. E. L. D.

Al McKenzie

Agent of S.H.I.E.L.D.

Fighting Excellent

Agility Excellent

Strength Good

Endurance Excellent

Reason Good

Intuition Remarkable

Psyche Good

Health 70

Karma 50

Resources Good

Popularity 10
Talents: McKenzie has Martial Arts A and E, Marksman, and a variety of weapons skills. As the former CIA liaison to
S.H.I.E.L.D., Al has Remarkable reason in matters concerning government operations, bureaucracy, and major intelligence
organizations of the world (especially the CIA, Central Intelligence Agency).

History : In the days of the old S.H.I.E.L.D., Al McKenzie was the CiNs liaison with S.H.I.E.L.D.. With the recent
reformation of S.H.I.E.L.D., this role has been reversed, now he is Fury's contact with the CIA.

Timothy "Dum Dum" Dugan

Special Director of S.H.I.E.L.D.,


Military Coordination

Fighting Incredible

Agility Good

Strength Excellent

Endurance Excellent

Reason Good

Intuition Excellent

Psyche Excellent

Health 90

Karma 50

Resources Good

Popularity 20

Talents: Timothy Dugan had Wrestling and Martial Arts A, B, and E, as well as Military, Marksman, and a variety of weapons
skills. He also had the Weapons Master skill.
History: Timothy "Dum Dum" Dugan had been Nick Fury's right hand man since World War II, when he served as corporal of
the old Howling Commandoes unit. Dugan was in charge of S.H.I.E.L.D. 1's vast military resources. Dugan was slain by the
Deathheads, nightmarish aliens accidentally created by their long-time foe, Baron Strucker.

Jasper Stillwell
Special Director of S.H.I.E.L.D.,
Internal Affairs

Fighting Excellent

Agility Good

Strength Good

Endurance Good

Reason Excellent

Intuition Excellent

Psyche Good

Health 50

Karma 50

Resources Excellent

Popularity 10

Talents: Jasper had Marksman and Guns skills and Martial Arts A and E.
History: Jasper was recruited by Nick Fury to help him keep tabs on the monster organization that S.H.I.E.L.D. had rapidly
become. (The Deltite Sitwell took over directorship of S.H.I.E.L.D. when Fury was outlawed).

Sidney E. Levine

"The Gaffer"

Fighting Feeble

Agility Poor

Strength Poor
Endurance Poor

Reason Incredible

Intuition Excellent

Psyche Good

Health 14

Karma 70

Resources Good

Popularity 6

Talents: Levine had Amazing Reason as a Physicist and Engineer.


History: Sidney Levine, nicknamed "the Gaffer," was an outstanding research scientist and developed much of the
technology that made S.H.I.E.L.D. so effective. His duplicate Deltite form assisted the Creator with his genetic-
transferrence machine.

S.W.O.R.D.
S.W.O.R.D. (an acronym for Sentient World Observation and Response Department) is a counter terrorism and
intelligence agency which deals with extraterrestrial threats to world security. S.W.O.R.D. is a subdivision of the better
known S.H.I.E.L.D. but appears to be largely autonomous of its parent organization. Since the departure of Nick Fury as
director of S.H.I.E.L.D., relations between the two organizations have become strained.
The head of S.W.O.R.D is Special Agent Abigail Brand. Its primary command-and-control HQ is aboard the orbital space
station known as the Peak VII.

S.W.O.R.D. is known to have at least one undercover operative in the X-Mansion: Shadowcat's pet dragon, Lockheed.
Pandora's Box is the S.W.O.R.D.'s orbital research station. Despite the fact that most of their scientific researchs of aliens
were conducted on the Peak VII, the most hazardous of them were at the Pandora's Box space station.

Their recent research focused on the developing a method to remove a Brood larva from its host body without killing the
host. They succeeded, but soon after the Brood Queen escaped, freed her warriors and they seized the station.

Peak VII
Pandora's Box

Terrigen Mist
Source: Marvel RPG and more
This substance can be used to mutate characters into super-powered beings, often with deformities but also with possible
great powers.
The Mist can be used on any character with an Endurance lower than Monstrous, that character may attempt a In
Endurance check to avoid the effect.

Effects
Physical stats are affected by rolling on the following table (no stat can be raised above Unearthly):

Roll Physical Effect Mental Effect Powers Power Rank

01-05 -2CS -3CS 1 Power Typical

06-15 -1CS -2CS 1 Power Good

16-60 No Effect -2CS 2 Powers Excellent

61-80 +1CS -1CS 2 Powers Remarkable

81-95 +2CS -1CS 3 Powers Incredible

96-00 +3CS No Effect 4 Powers Amazing


The mental stats are affected as shown in the second column. Intuition is affected somewhat differently:

01-30 -1CS

31-60 No Change

61-00 +1CS

Then roll again to see how many powers the character gains. The powers are rolled on the powers table.
They should have at least 1 physical power. The power rank is gained from the last column and then modified (not above
Unearthly) by rolling again on the first column.

Finally this process affects the characters memory of his previous life but this can be regained, slowly.
The Mist can be used on any character with an Endurance lower than Monstrous, that character may attempt a In
Endurance check to avoid the effect.

ULTIMATUM
Terrorist organization ULTIMATUM is an acronym which stands for Underground Liberated Totally Integrated Mobile
Army To Unite Mankind.

The organization is ideologically opposed to the concepts of nationalism and countries, and its activities are designed to
subvert the governments and political structures of all nations. The full origins of ULTIMATUM have yet to be disclosed, but
it is known that the bulk of its membership is culled from the ranks of experienced agents of HYDRA who suddenly found
themselves unemployed in the wake of the demise of that long extant terrorist group. Agents of ULTIMATUM have the
following game statistics:

Typical Ultimatum
Operative

Fighting Excellent

Agility Good

Strength Good

Endurance Good

Reason Typical

Intuition Good

Psyche Typical

Health 50

Karma 22
Resources Typical*

Popularity 0/-10**

* Typical Resources as individuals; Incredible Resources if backed by ULTIMATUM.


** The former statistic applies to individuals normally; the latter applies to those acting while wearing ULTIMATUM suits.

Usual Equipment

• Body Armor: Members of ULTIMATUM wear black and white uniforms which are made of ballistic cloth and provide
Typical protection from physical attacks.
• Goggles: The goggles of their uniforms grant them Good protection from light-based blinding attacks.
• All soldiers of ULTIMATUM are equipped with submachine guns and knives, the statistics for which can be found
respectively on pages 43 and 45 of the Advanced Set Players' Book. They also carry at least one spare clip of ammo for
the submachine guns.

Talents:

• Standard-issue ULTIMATUM troops are trained in Guns and Martial Arts B talents. Of course, Judges are free to create
nonstandard, agents as well.

Unlimited Class Wrestling Federation


The Unlimited Class Wrestling Federation is an association for proffestional wrestlers who possess superhuman stregth,
endurance and resistance to injury. The U.C.W.F was founded by wrestling manager and promoter EdwardGarner after a
client of his was banned from the existing wrestling association for being too strong and thus a danger to normal human-
strength combatants. Garner reasoned that if he could find enough suitable opponents for his fighter, he could start his
own wrestling club, with public exhibitions certain to be more spectacular than the regular bouts. Garner held several
highly publicised auditions in Las Vegas, and soon began to sign up a roster of suitable wrestlers.
Originally, to qualify to the U.C.W.F, an applicant must be able to lift a minimum of two tons. When Garner began finding
people who could lift significantly more than two tons, he organised weight divisions within the federation to keep fighters
well matched.

• The lightweight division is for wrestlers who can lift in the 2-10 ton range.
• The middleweight division is for wrestlers who can lift in the 10-25 ton range.
• The heavyweight division is for wrestlers who can lift in the 25 ton plus range.

In the brief time the U.C.W.F has been in existance, Garner has been phasing out the lower weight divisions as more
fighters are being found to qualify for the heavyweight division. At present, one must be able to lift 25 tons to even be
considered to qualify for entry into the U.C.W.F.

Many of the original wrestlers who joined the federation were of the Deviant or Eternal evolutionary offshoots of
humanity, or they were super-human mutants. Some had been sparring in the normal proffesional wrestling circuits before
the U.C.W.F was founded but had to hide the impressive strength levels. Later, normal human beings who had had
themselves artificially enhanced began to join. Many of these people were augmented by Power Broker Inc, a company
specialising in the physical enhancement of human beings. Prior to servicing wrestlers who wanted to qualify for the
U.C.W.F, the Power Broker provided criminals with superhuman henchmen. Garner, who has been known to fix fights on
occasion, claims to have no connection with Power Broker, although many members of his federation seem to profit from
Power Brokers services. The U.C.W.F seems to be the one of the few legitimate ways Power Broker can pay for the
augmentation Process. Certain wrestlers have undergone the augmentation process more than once as the power
requirements for the federation become more strict. Virtually all the wrestlers assume stage names and wear colorful
costumes similar to most super human adventurers and crimefighters, although very few hide their real identities.
The U.C.W.F gained widespread publicity when Benjamin Grimm (Thing of the Fantastic Four) joined the circuit for a brief
time. The Thing was not only the U.C.W.F's top attraction, he was also the undefeated champion for a time. He forfeited
the championship when he purposefully threw an exhibition bout with Battleaxe, a member of the U.C.W.F's female
division known as the grapplers. For personal reasons, the Thing dropped out of the U.C.W.F as short time later bringing
Garner's attention to the Power Brokers investment in the wrestlers.
The U.C.W.F remains a thriving business enterprise of unprecendend mass popularity, In a world filled with super human
men and women the Unlimited Class Wrestlers are the only such beings that the average person can pay to see at arenas
all over the country.
U.C.W.F Wrestlers

• Demolition Dunphy (D-Man)


• Beyonder
• Thing
• Jersey Devil
• Little John
• Armadillo
• Iceberg Ike (Ikaris)
• Justice
• Unus the Untouchable
• Black Smith
• Caveman
• Doctor Sawbones
• Kid Stuff
• Meathook
• Mister Clean
• Mister Earl
• Ramrod
• Red Zeppelin
• Steamroller

Grapplers - Female Wrestlers

• Titania
• Ms Marvel II
• Screaming Mimi
• Battle Axe
• Poundcakes
• Letha
• Auntie Freeze
• Butterball
• Cowgirl
• Gladiatrix
• Icepick
• Magilla
• Sushi
• Vavavoom

Wakanda
History

Wakanda is a small nation located in equatorial Africa, it is surrounded by the nations of Narobia, Uganda, Kenya, Somalia,
and Ethiopia, and was named for its native inhabitants, the Wakandans. Wakanda is a nation of vast contrasts. While tribal
in government and relatively primitive in certain aspects of its culture, Wakanda possesses technology often more
sophisticated than anywhere else on Earth.
Until relatively recently, the Wakandans lived as their ancestors did, primarily a hunter-gatherer society with some
cultivation of crops. Central to the Wakandan's myth and ritual was a small mountain of ore which according to legends fell
from the sky. This meteoric ore was later found to be Vibranium, an extraterrestrial metal capable of absorbing all sonic
vibrations. For generations, the Wakandans worshiped at the site of the mound and founded the Cult of the Panther, which
paid homage to their native predator, the black panther, which guarded the sacred mountain. It all changed when a British
hunting expedition happened to take note of the unusual mound of ore. The renegade scientist Ulysses Klaw attempted to
forcibly seize the valuable Vibranium, but he was opposed by T'Chaka, the chieftain of the Wakandas as well as the head of
the Black Panther Cult. T'Chaka was slain by Klaw's mercenaries, but it was his son, T'Challa, who managed to drive the
foreign invaders away. Realizing the vast wealth of the Vibranium deposit, the Wakandas quickly became one of the
wealthiest countries in the world for merely small quantities of Vibranium.

The Wakandas took care to let no outsider know the exact location of the deposit for fear of theft. T'Challa, became
educated in the universities abroad, then returned to Wakanda to assume leadership of the tribe. His newfound business
and scientific expertise enabled the Wakandans to further parlay the Vibranium deposit into even greater [Link]
chieftain, T'Challa also became the hero known as the Black Panther. Within five years of T'Challa's return, a highly
technological factory stood amidst the grass huts. T'Challa tried to retain the flavor of traditional tribal custom in the face
of modernization. Since Wakanda's economy was based strictly on the export of its natural resource. Vibranium, all of the
manufacturing done by Wakandas Design Group was strictly for domestic consumption. For instance, a large portion of
Wakanda's industrial output was the manufacture of surveillance and security devices to protect the Vibranium mound.

Wakanda burst upon the public scene when T'Challa invited the Fantastic Four to his country as guests. When they arrived,
he stalked and subdued each of the Four, all to test his own prowess as a warrior. The Fantastic Four forgave him for his
seeming hostilities and helped him battle Klaw, who had returned to make a bid to steal the Vibranium, this time with a
weapon utilizing Vibranium acquired illegally on the free market. Although he has taken numerous short leaves from the
kingdom (such as his stint of membership among the Avengers), T'Challa has learned that he cannot lead his people
without living among them. He still strives to reconcile the polar extremes of Wakanda culture, to make the tribal and the
technological peaceably coexist.

Geographic Location
The country is located next to "Nyanza" (Lake Victoria) to the East and is surrounded by the nations of Mohannda to the
north, Niganda to the south east, Azania to the south west and Canaan to the west.

Languages
The major languages in Wakanda are Wakandan, Yoruba and Hausa, but due to their advanced education system, the
people are fluent in a variety of African and European languages.

Economy
The monetary unit used in Wakanda is the Wakandan Dollar.

The major resource of the country is Vibranium, they have used this mineral to turn them into one of the economically
stable nations on the planet. They were isolationists only trade when needed.

Vibranium is sold at $10,000 per gram, and Wakanda's sacred mound is estimated to have about have 10,000 tons of the
material.

Other major resources includes uranium, coal, diamonds, but also aeronautics and aircraft manufacture.

Defenses
Wakanda is an advanced military power; the Wakandan Army is the country's main ground forces, while the Wakandan
Navy oversees naval operations. The Wakandan Air Guard is the Nations air force, which includes pilots wearing powerful
suits of combat armor.

The Hatut Zeraze ("Dogs of War") was formerly the nation's secret police; although it was officially disband, they continue
to operate in what they believe is their homeland's best interest.
The king is protected by his own personal bodyguards the Dora Milaje, skilled female warriors who have dedicated their
lives to the Black Panther.

They have their own intelligence agency known as P.R.I.D.E. (Princess Regent Intelligence Division Executives).
Wakanda had vast spy network across the globe. It was considered as good as the Mossad and certainly better than the CIA.

Politics and International Relations


The Wakandan government is based on a pseudo-tribal society. The head of state is the Black Panther. In this role, the
Black Panther is the King/Chieftain, religious leader, and commander-in-chief. The title, although it appears to be
hereditary, can be challenged by any citizen of Wakanda for the right to rule in a combat ceremony.
Wakanda also has a council of tribal of elders; known as the Taifa Ngao to help with the decisions of day to day operations
in the nation. They gather to advise the Black Panther on the future of their nation. There are eighteen united tribes in
Wakanda. The seat of government rules from the Royal Palace located in Birnin Zana, the capital city.

Since it's early tribal beginnings, Wakanda has been extremely isolationist. They did not invade or provoke any other
nations, but if another entered their territory they would retaliate with deadly force. They remained this way for
thousands of years until the modern era when they decided to join the global community. This is still a matter of
contention for the Wakandan people. This lead to the creation of the Desturi, an ultra-conservative, xenophobic group who
wished to return to their old isolationist ways.

Wakanda is now a member of the United Nations. This allows them to have political envoys across the globe such as
the Wakandan Embassy in New York City.

Education
Education is highly valued in the Wakandan culture and was viewed as a fundamental building block to ancient Wakandans.
The nation has one of the highest literacy rates on the planets. They have an eleven year free, compulsory cycle of
primary and secondary education. At the end of this the citizens of Wakanda have the choice in the future of their career
path. Many go on to attend one of their free Universities. The citizens also have other options such as farming and mining
and other such laboring professions.
Due to their isolationist nature education outside the country was forbidden, meaning the crown prince T'Challa was the
first ever to do so.

The Dora Milaje are trained and educated at their facility known as Upanga.

They also created the Wakandan School for Alternative Studies a special school for the meta-humans of Wakanda.

Health
Wakanda has a universal public health system paid largely from taxation. Wakanda's entire population has equal access to
health care services. The nation has one of the highest life expectancy rates on the planet.

From birth a citizen is provided with Kimoyo Beads, this device regularly monitors the individual and provides a lifetime
worth of medical knowledge.
Wakanda has a cure for cancer but being isolationist they are reluctant to share it with the outside world. One of the
members of the Wakandan counsel stated "If they care about their people's health they wouldn't sell cigarettes".

Technology
Wakanda's technology developed entirely independently of that of the rest of the world due to them remaining in isolation.
The creation of methodologies of design are so different it's very difficult to use with outside technology. Their computer
technology is so advanced that it's almost impossible to hack. However, they have taken time to learn the technology of
the rest of the world, allowing them to hack any external computer system. Most of their technology has Vibranium as it's
basis. The Wakandans use advanced communication technology such as the Kimoyo Card and Kimoyo Beads.

The Wakandans do not use fossil fuels, even though their land is rich in resources. Instead they utilize a variety of eco-
friendly alternative sources such as solar, hydrogen and geo-thermal.

Wakandan scientists split the atom almost a century before the rest of the world.
Since the mid-20th century Wakanda employed sophisticated surveillance satellites, launched at a time when
the Americans and Soviets were in the early stages of the space program.

Religion
The Wakandans have ties to the African gods known as the Ennead or Orishas, Ancient beings who visited Earth centuries
ago. They were widely worshiped in Egypt but also had ties to other regions of Africa.

Panther Cult
After the vibranium meteor fell, a number of Wakandans were painfully mutated into "demon spirits" and began attacking
their fellow Wakandans. T'Challa's ancestor, Bashenga, became the first Black Panther and closed the vibranium mound to
outsiders, forming a religious cult that guarded the mound and fought to keep the "demon spirits" from spreading across
the kingdom.

The Black Panther is a ceremonial and religious title given to the chief of the Panther Cult. In addition to ruling the
country, he is also chief of its various tribes. The Panther uniform is a symbol of office as well as a religious vestment.

As part of the cult's ceremonies, a chosen Black Panther is entitled to the use of a Heart-Shaped Herb that grants the
person who consumes it enhanced strength, agility, and perception.

White Gorilla Cult


The Wakandans outlawed the dangerous White Gorilla Cult due to their destructive actions. They consumed the flesh of
the White Apes that gave them enhanced strength. They worshiped Ghekre, the Ape God.

Man-Ape (M'Baku) of the Jabari Village was one of the greatest warriors of Wakanda, second only to T'Challa, the current
Black Panther. While T'Challa was away, M'Baku tried to usurp the throne. M'Baku revived the White Gorilla cult, killing and
consuming one of the White Apes. He then defeated the Black Panther and took the throne.

Lion Cult
Sekhmet the "Lion God" lost many worshipers over the years to the Cult of the Panther God, despite the fact that Sekmeht
physically manifested before its followers, and the Panther God only appears to its priests.

Crocodile Cult
Sobek the "Crocodile God" was an ancient and forgotten god of Wakanda. But is still has some worshipers.

Hyena Clan
The Hyena Clan are a group of nomadic scavengers and thieves that prowled Africa.

Points of Interest
• Birnin Zana (Capital City - The Golden City)
• Necropolis (City of the Dead)
• Mena Ngai (Great Mound)
• Birnin Djata (City)
• Birnin T'Chaka (City)
• Birnin Bashenga (City)
• Birnin Azzaria (City)
• Birnin S'yan (City)
• Alkama Fields
• Nyanza (Lake Victoria)
• Royal Palace of Wakanda
• N'Jadaka Village
• Jabari Village
• Red Rock
• Techno Organic Jungle
• Wall of Knowledge
• Serpent Valley
• Warrior Falls
• Central Wakandan Elementary School
• Wakandan School for Alternative Studies
• Black Warrior Creek
• Charms of the Chilling Mist
• Crystal Forest
• Domain of the White Gorillas
• Mount Kanda
• Mount Wakanda
• Panther Island
• Paradise Forest
• Piranha Cove
• Primitive Peaks
• Resurrection Altar
• River of Grace and Wisdom
• T'Chaka Path
• Torment Forest
• Tranquility Temple
• Twisted Visions Lake
• Woods of Solitude

Map of Wakanda

Universal Table
Adamantium
Adamantium is a virtually indestructible man-made steel alloy which does not occur in nature and whose exact chemical
composition is a United States government classified secret. Adamantium is not an element; its properties do not qualify it
for any known space on the Periodic Table of Elements. Adamantium was created through a secret process discovered by
the American metallurgist Dr. Myron MacLain.
MacLain began experimenting with the process that created Adamantium as a young scientist in the employ of the United
States government in the early 1940s. Assigned to create a super-metal with which to build tanks, MacLain labored for
month, experimenting with various alloys. One of his experiments utilized the rare meteoric ore now known as Wakandan
Vibranium. He tried to fuse the Vibranium with steel alloy numerous times without success. Then one night when he
dozed off, some as yet unknown factor entered the process, and permitted the fusion to occur. Upon discovering his
success, MacLain poured the molten metal into a disc-shaped mold. The disc, once solidified has proven to be the most
impervious object ever created on Earth called Proto-Adamantium. MacLain turned the disc over to the government and it
was given to Captain America to use as his shield. Neither MacLain nor anyone else has ever been able to discover what the
unknown catalyst was that entered the process, or has been able to fuse Vibranium with another metal. (The unknown
Vibranium-Steel alloy of which the shield is composed resembles True Adamantium, although Adamantium itself contains
no Vibranium.)

MacLain spent decades attempting to duplicate the process, and although unsuccessful, he instead created True
Adamantium in the 1960s. True Adamantium is nearly as strong as Captain America's shield, and is, for all practical
purpose, indestructible. The degree of impermeability varies directly with the thickness of the Adamantium. A direct blow
from Thor's hammer, conveyed with the thunder god's full strength, will slightly dent a solid cylinder of True Adamantium.
A sufficient mass of Adamantium could survive a direct hit from a nuclear weapon.

Adamantium is created through the mixing of certain chemical resins whose composition is a closely guarded United States
government secret. For eight minutes after the metals are mixed, the Adamantium can be molded into a particular shape
as long as it is kept at a temperature of 1,500 degrees Fahrenheit. After this brief period the process of creating
Adamantium is completed. The extremely stable molecular structure of the Adamantium prevents it from being molded
further, even if the temperature remains high enough to keep it in liquefied form. Only a device called a Molecular
Rearranger can alter the form of hardened Adamantium.
The United States government has shared the secret of Adamantium's composition with certain of its allies, and the secret
has also fallen into the hands of various criminals, such as the Constrictor, who has made special weaponry from
Adamantium. Wolverine possesses artificial claws made of True Adamantium and his bones have been fused with
Adamantium in an unexplained manner so as to greatly increase their tensile strength. The outer portion of the robotic
body of Ultron is also composed entirely of True Adamantium, although Ultron's inner mechanisms are not.

Adamantium is extraordinarily expensive to produce. Therefore, certain parties who wish to use Adamantium on a large
scale have resorted to utilizing a similar but somewhat weaker compound similar to True Adamantium called Secondary
Adamantium. Although Secondary Adamantium is still far stronger than even titanium steel, it can be destroyed by
sufficiently great amounts of force. Blastaar's energy discharges and the vibratory force created by the Overkill Horn have
both proved able to destroy Secondary Adamantium. The sentient computer known as F.A.U.S.T. had a casing made of
Secondary Adamantium which Thor and Iron Man managed to destroy. The Red Skull and the original Hate-Monger had a
dome of Secondary Adamantium constructed to protect their island fortress but the dome was destroyed by the vibratory
force of the Overkill Horn and by powerful incendiary bombs.
Adametco, is a company that manufactures Secondary Adamantium. They have a plant located in southern New Jersey
managed by Colleen Shore.

Applications
• Wolverine's claws and skeleton (Adamantium Beta).
• Sabretooth's claws and skeleton (True Adamantium).
• Battlestar's shield (Secondary Adamantium).
• Bullseye's spinal column/partial skeleton (True Adamantium).
• The Captain's shield, used by Steve Rogers and provided by Tony Stark (True Adamantium).
• Ultimate Captain America's shield (True Adamantium).
• The Constrictor's coils (Secondary Adamantium).
• Cyber's skin and claws, later harvested by Genesis (True Adamantium).
• A set of Doctor Octopus' tentacle arms (Secondary Adamantium).
• Gambit's telescopic staff (Secondary Adamantium).
• Lady Deathstrike's claws and skeleton (True Adamantium).
• Outer plating of several Ultron bodies (True Adamantium).
• TESS-One's outer skin layer (Secondary Adamantium).
• Citadel's skin (True Adamantium).
• Underworld's bullets (Secondary Adamantium).
• Romulus' skeleton, nails and claw implants (True Adamantium).
• X-23's claws, on both her hands and her feet (True Adamantium).
• Ricadonna's custom made Scimitar (Secondary Adamantium).
• Moon Knight's staff and equipment (Secondary Adamantium).
• Maverick's Knife and ammo (Secondary Adamantium).
• Sabreclaw's nail sheaths (True Adamantium).
• Bucky's Captain America suit (Secondary Adamantium).
• Tiger Shark's Teeth (True Adamantium).

Armor And Battlesuits


American Eagle Battlesuit
by Michael Garrity

This armor is named for the patriotic theme of its paint job, as well as the stylized representation of an eagle's head on
the armor's forehead & faceplate. It gives the following bonuses:

Ability Increase:

• +2CS Ranks to Fighting


• +5CS Ranks to Agility (Max of Unearthly)
• +3CS Ranks to Strength (Max of Remarkable)
• +3CS Ranks to Endurance (Max of Remarkable)

Standard Features:

• Body Armor: Incredible protection vs physical & energy attacks, Unearthly protection vs toxins, diseases & radiation.
• Reflection: Monstrous; this power takes the form of a forcefield which can be activated by command of the suit's
wearer.
• Gliding: retractable wings give Incrfedible gliding.
• Claws: retractable claws in gauntlets (claws are Amazing-strength materials); these claws have the power of two-
dimensionality at Amazing rank. When activated, this power raises the claws' cutting ability from Amazing to Shift-Z.
• Stealth: Monstrous
• Electronic Countermeasures: Monstrous
• Blending: Monstrous

Anime-Inspired Battlesuit
by Dr Archeville

This battlesuit, created by the demented Japanese teenage super-genius Doc Otaku, appears to be a dark blue jumpsuit
with light blue circuitry woven throughout, with bark blue boots and bracers.

Standard Features:

• A combination of the advanced fibers comprising the suit, strengthened by a force field provides Remarkable
protection vs. all Physical and all Energy attacks).
• Energy Blasts: The suit can fire off Electrical, Heat, or Kinetic energy from the forearm gauntlets capable of inflicting
upto Remarkable damage, 8 area range.
• Flight: An advanced form of antigravity manipulation permits flight at speeds of up to 225 mph (Remarkable speeds).
• Communications: The suit can tap into and broadcast radio and television signals, allowing communication via radios,
television, walkie-talkies, and cell-phones (Remarkable ability and range).
• Growth: The suit can expand it's mass permitting a prportinoal increase in strength. This allows the user to grow up to
18 feet in height, with a proportional increase in strength & mass (Remarkable Growth, raising Strength to
Remarkable, and granting Remarkable Body Resistance and Remarkable Endurance for the purposes of resisting
Slams).
• Sealed Systems: At a mental command, a transparent bubble can 'grow' out of the collar & gloves will 'grow' out of the
wrist-cuffs, sealing the suit against outside contaminants (airborne diseases, poisonous gases, the vacuum of space,
etc.); the suit's atmospheric recyclers are good for approximately 30 minutes.

Black Ops Hardsuits


Inspired by Bubblegum Crisis

These suits are standard issue for the members of Black Ops elite Black Knight strike force. They are also issued to security
personell and field agents who are expected to face extremly hazardous conditions. Each one can be modified to suit the
wearers tastes or for a specific mission profile.

Ability Increase:

• +2CS Ranks to Fighting (Max of Amazing)


• +2CS Ranks to Agility (Max of Incredible)
• +4CS Ranks to Strength (Max of Unearthly)
• +1CS Rank to Endurance (Max of Unearthly)

Standard Features:

• Body Armor: Incredible vs. physical, Excellent vs energy.


• Flight: Excellent airspeed
• Gauss Gun: Monstrous damage, 3 area range.
• Infravision: Can see in the dark with no penalties.
• Protected Senses: Incredible protection from sensory-based attacks.

Component Battle System


By Michael Garrity

Battle Gauntlets
These items are constructed of Remarkable strength materials, providing Remarkable protection to the hands and forearms
against physical and energy attacks. They also give an effective strength of Remarkable for the purposes of
gripping/crushing items.

Weapons Systems
Each of the gauntlets has a built-in plasma blaster. This weapon has a range of 6 areas and causes Excellent damage. Each
gauntlet also has a built-in electric-discharge system. This causes Excellent damage at a range of 3 areas. The discharge
from both gauntlets can be directed at a single target; doing so raises the damage to Remarkable while dropping the range
to 2 areas.

The gauntlets have power cells that store enough energy to fire 10 shots from each weapon system.

Battle Helmet
Designed to be used in conjunction with the battle gauntlets mentioned above. Made from Remarkable materials, giving
Remarkable protection from physical and energy attacks to the head.

Standard Features:

• Telescopic Vision: Poor


• Thermal Vision: Good
• Protected Senses: Provides the wearer's sight and hearing Incredible protection against intense light and sonic
attacks; Amazing protection vs inhaled gases and toxins.

Battle Vest
Designed to be used in conjunction with the battle gauntlets mentioned above. Made from Remarkable materials, giving
Remarkable protection from physical and energy attacks to the neck and torso.

Standard Features:

• Regeneration: Typical (replacement of lost limbs/organs is not possible).


• Stun Rifle: Built into the vest's chest plate, fires Remarkable intensity stun ray; range is 5 areas, power cell stores
enough energy for 20 shots.
• Railgun: this weapon is attached to the back of the Battle Vest and lowers over the left shoulder into firing position.
It fires bursts of hypervelocity depleted-uranium darts that cause Remarkable shooting damage. Enough ammunition
is carried to fire 30 bursts. The hardness and extremely high velocity of the darts reduces the effectiveness of any
body armor, armor skin or force fields protecting the target by -4CS (body resistance or true invulnerability is not
affected).
• Retractable Missile Launcher: mounted on the back of the vest, lowers over the right shoulder to fire, launches a
variety of high-velocity micromissiles (Excellent body, Amazing control, Amazing speed) with the following payloads:
1. Concentrated explosive (Incredible damage to target).
2. Concussion (Incredible slugfest damage to target).
3. Plasma (Incredible fire damage to target, plus knockback).
4. Sonic (Incredible stunning to target).
5. Gas (Amazing intensity)
6. Teleport Missiles. Appears as a standard phase rocket. It has built-in circuitry which allows a multitude of
short-range random teleports on its way to the target. Each materialization lasts for only a fraction of a
second, thus making appear like the missile is in many different places at the same time (the effect is to
confuse the target as to where the attack is actually coming from). A teleport missile is programmed to
strike the target from behind. Like a phase rocket, the warhead of a teleport missile can bypass body
armor, resistances and forcefields. To make the weapon more tactically useful, the warhead has a
programmable yield; the damage range is from Incredible to Monstrous.
• Extra power storage: the vest stores enough extra power for the gauntlet weapons to fire 20 more shots each.

Transport Boots
These items are a pair of large armored boots made of Remarkable strength materials. When worn, they give Remarkable
protection from physical and energy attacks to the lower legs and feet. The boots have the ability of Flight (rocket);
Remarkable, with a control rank of Incredible.

NBC Suit
This item is a thin, form-fitting body suit made of Excellent materials.

Standard Features:

• Body Armor: Excellent protection vs physical and energy attacks.


• Resistances: Incredible vs radiation & heat, Incredible vs toxins & gases absorbed through through the skin.

This suit can be worn under the battle gauntlets, battle helmet and battle vest.
Dravium Armour
by Wallace

Dravium is a superlight steel-based compound of unknown origins. The process of manufacture is known only to certain
employees of Mandrake Technologies, and remains a closely guarded secret.

Dravium is notable not so much for its strength as for its energy diffusion properties. The physics behind this is so far
unexplained, simply because all tests result in the energies used being diffused.

Dravium counts as having Remarkable Material Strength, and Amazing Energy Absorption properties. Armour plates of
Dravium in a vehicle or Iron Man style suit will therefore provide Remarkable protection from Physical attacks and Amazing
protection from Energy.
Lighter armour, such as chain mail or mesh, is naturally less effective; Dravium worn as non-powered armour provides
Good protection from Physical attacks and Remarkable protection from Energy.

Dravium counts as having Incredible cost to buy in its raw state.

Hulkbuster Body Armor


This black metal battlesuit is an apparent variation on the Mandroid armor design, upgunned to handle the Hulk.

Ability Increase:

• +1CS Rank to Agility (Max of Excellent)


• +2CS Ranks to Strength (Max of Remarkable)
• +1CS Rank to Endurance (Max of Remarkable)

Standard Features:

• Body Armor: The armor's osmium-steel hide provides Amazing protection vs. physical and energy attacks.
• Energy Blast: Most other systems and sensors have been bypassed to provide an Unearthly neuro-stunner, with a two-
area range, which inflicts full Energy damage on its target.

Impact-Nullifier Combat Suit


This is a flexible body suit that resembles a type of padded armor. The pads are lined with kevlar strips and laced
throughout with Vibranium particles. Captain America has vibranium in his shield to absorb impact, so why not have that
kind of protection in a suit? The suit provides In protection from impacts, whether they be punches or falling (yes, you
could skydive without a chute, as long as you don't land on your head!). Against edged weapons, the suit provides only
Excellent protection.

Speed Suit
by Michael Garrity

This item is a suit of flexible, dull-gray material. The suit's structure is amorphous and crystalline, and therefore can't be
affected directly by magnetism.

It grants the wearer the following ability enhancements and powers:

• +3CS Ranks to Strength (maximum of Remarkable)


• +5CS Ranks to Agility (Max of Unearthly)
• Hyper-Agility: Unearthly
• Hyper-Endurance: Amazing
• Hyper-Running: Monstrous
• Hyper-Speed: Amazing
• Power combination (Hyper-running/Hyper-speed: effective running speed is 10,500 mph).
• Body Armor: Unearthly resistance against heat/fire attacks, Monstrous resistance against physical attacks.
• True Invulnerability/sonics: Amazing (reduces effectiveness of sonic attacks by -6CS).
Stealth Suit
by Michael Garrity

Designed especially for use in covert operations.

Standard Features:

• Body Armor: Excellent rotection from physical & energy attacks.


• Blending: Incredible (voluntary)
• Stealth: Incredible
• Electronic Countermeasures: Incredible (includes Incredible protection vs detection by thermal vision).

Triple Ply Titan Weave Body Armour


by Mad Niz

Titan Weave blends strands of titanium and steel with conventional ballistic cloth to produce a highly effective lightweight
body armour. The usual configuration is an all in one suit complete with mask that provides Excellent protection from
physical and energy attacks and Remarkable protection from heat.

Underwater Combat Suit


by Michael Garrity

Used by Delta, Green Berets, Navy Seals, etc. This suit has a maximum operationa depth of 600'.

Standard Features:

• Body Armor: Remarkable protection vs physical & energy attacks, Incredible protection vs sonics.
• Hyper-Swimming: Typical
• Water Freedom (coating): Remarkable
• Water Breathing: Excellent
• Increased Strength: +2CS to strength (maximum of Remarkable).

Inhibitors
Electronic Shackle
This small metal band is covered with electronic circutry. When placed around a characters wrist, the pain shackle
prevents the focussing or use of nautral powers, by intense impulses fired directly into the nerves. The character must
attempt and incredible psyche FEAT roll to overcome the pain and use the power. If missed the character surrenders to
the pain and must stop trying to use his power.

Force Cage
It consists of a round metal pedestal and a separate control panel. When the captive is placed in the pedestal, and the
switches on the control panel are thrown, shimmering bars of force spring into existance, forming a sphere around the
prisoner.

• Force Bars: The Incredible rank bars of force are attuned precisely to the mental energy frequencies of the captive.
If they should try to escape, the mental feedback causes IN damage, and the bars remain in place. Physically breaking
out of the cage requires a successful Incredible Strength FEAT. The control panel can also be used to deactivate the
cage. The panel has Good material strength.

Forges Neutralizer
This hand held device is in the shape of a hand gun. When it strikes a mutant character, it strips him od some or all of his
powers, either temporarily or permanently, depending on the setting. The gun can be set for a removal time of 1-10
rounds, 1-10 hours, 1-10 weeks, 1-10 months or permanently.
Immobilizer Harness
Made of an Unearthly material, this harness was designed to hold the Hulk upright and automatically emits a Monstrous
stunning shock when he tries to break out. One defect is that it is incapable of altering its size and is unable to hold the
Hulk when he reverts to Bruce Banner.

Inhibitor Bands
Inhibitor Bands weaken the natural abilities of mutants and altered humans. The wearer suffers a -5CS penalty on all
physical abilities and a -7CS penalty on all power ranks. Talents and mental abilities (not powers) remain unchanged. No
ability or power rank can drop below Feeble. The bands have no effect on magical or technological powers.

Inhibitor Field Generators


These generators come in packages of four. They can cover up to 1 area in a field bound in four corners by the generators.
The generators are each the size of a football, are easily camouflaged, and are activated by remote. The normal intensity
of the field generated is Remarkable (all superhuman abilities excluding magic, and all superhuman attributes are reduced
by 30 pts.) but they can be purchased in intensities up to Amazing. The generators are within the field when activated so
are not vulnerable as much to mutant powers (standard munitions will still destroy them though - each has 40 Health). The
field effect will last 8 hours before the generators need recharging.

Neutro-Chamber
This cage is designed to reduce a character's natural abilities and powers, weakening him from escaping. A neutro-chamber
looks like a rectangular glass and steel reinforced tank, just large enough for a tall character to stand comfortably.
A separate panel controls the cage's functions:

• Power Dampening Gas: An invisible gas within the cage lowers all of the character's physical statistics (FASE) by -5CS
after two rounds. Additionally, a character's power ranks are reduced by -7CS. No ability or power rank may drop
below Feeble. Talents, mental abilities (not mental powers), and technological and magical powers remain
unaffected. The control panel can be used to remove the gas and to open the cage.

Neuro-Neutralizer
This yoke-shaped device emits a low-frequency wave which neutralizes brain activity with Amazing ability. The being
neutralized must first be subdued and placed into the yoke.

Restraints
Handcuffs

These are conventional handcuffs of the type carried by police officers. They are available in two types:

• The first type is made from Secondary Admantium and has Unearthly material strength.
• The second type is made from True Admantium (CL1000 material strength).

Full Body Restraints

As above, but are designed to render a subject totally immobile. The ones made of true admantium can even hold the Hulk
captive, no matter how angry he gets.

• The handcuffs made of secondary admantium cost 1,000 resource points. The full body restraints are larger and cost
twice as much.
• The cuffs and full body restraints made of true adamantium cost ten times as much.

• Marvel Metals & Metallic Alloys


• Proto-Adamantium: Most indestructible material/metal in the Marvel Universe created by the American metallurgist
Dr. Myron MacLain, found uniquely within Captain America's Vibranium-Steel alloy shield (now with added Uru!). The
process of creating Proto-Adamantim has never been duplicated.

True Adamantium: Also known as Primary Adamantium, Is a very dense, artificial steel-based alloy that is nearly-
indestructible. Incredibly hard to come by, can be used to coat normal metals to enhance their durability as well.
Almost impossible to make on Earth-616, process is limited to a select few corporations. Most notably found in
Ultron's indestructible carapace (outer armor).

Secondary Adamantium: Also known as Adamantium Steel. When you can't afford real Adamantium, you make, buy
or steal this. Far more durable than normal metallic alloys, very, very expensive.

Adamantium Beta: Wolverine's Skeleton and claws are made from this (unique to Wolverine). Wolverine's mutant
healing factor allowed him to survive the Adamantium bonding process, but it also induced a molecular change in
the metal. Adamantium Beta functions like True Adamantium but does not inhibit the biological processes of bone.
This fact only became apparent after Magneto forcibly extracted the Adamantium from Wolverine's skeleton.

Vibranium A: Wakandan Vibranium Is a rare, extraterrestrial metallic ore which absorbs vibrational and kinetic
energy. Theorized to have been first deposited on Earth by a meteorite 10,000 years ago. It is found exclusively in
the African kingdom of Wakanda.
• Vibranium B: Antarctic Vibranium also known as Anti-Metal, which destroys the atomic and molecular bonds in solid
metals, causing them to liquefy (even in adamantium). Black Panther used to have claws made from it. This material
has thus far been found only in the isolated region of Antarctica known as the Savage Land.
• Reverbium: Is an artificial variant of Vibranium that was created by Sajani Jaffrey. This variant is imperfect, so
rather than absorbing vibrational and kinetic energy, it does the opposite and pushes it away, making it a powerful
weapon even in small amounts. All of the existing Reverbium has been seemingly destroyed to avoid its use as a
dangerous weapon.

Carbonadium: Is a resilient, unstable radioactive metal that is vastly stronger than steel, but more malleable and
cheaper than Adamantium. It was developed when the Russians created the Carbonadium Synthesizer (the only
device that can produce Carbonadium), in a failed attempt to recreate True Adamantium. While not as durable as
Adamantium, it is much more flexible. Carbonadium is toxic to organics like most heavy metals, and slowly poisons
those who use it. The metal has the ability to disrupt mutant healing factors. Most commonly associated with Omega
Red.

Osmium: Also known as Osmium Steel or Organic Steel, is a dense and resilient metal; most commonly associated
with the mutant power of Colossus to transform into a being composed of this metal.

Adamantine: Greek god's version of True Adamantium, durable, tough, golden-colored, very rare and nearly-
indestructible. Described as the "Metal of the Gods". Most notable object: Hercules' Golden Mace.

Uru: Norse god's virtually indestructible super-metal, Mjolnir is made from it; tough, strong, holds enchantments
well. The appearance of Uru metal ore is in two forms, from one as "metallic gold" (Gungnir, Stormbreaker) and the
other having a luster that has been described as "badly wrought iron" (Mjolnir). Hard to come by even in Asgard,
dwarves horde it.

Cosmically-Enhanced Metals: Including the armor of the Celestials, Galactus and the material of the Silver Surfer's
board are made of super-strong, nearly indestructible materials, unable to be affected by most normal forces on
Earth.

Rank Material

FE Cloth, glass, brush, paper.

PR Normal plastics, crystal, wood.

TY Rubber, soft metals (gold, brass, copper, lead), ice, fiberglass.

GD Brick, aluminum, light machinery pieces, asphalt, high strength plastics.

EX Concrete, beta cloth, iron, bullet-proof glass.


RM Reinforced concrete, steel.

IN Solid stone, Vibranium, Reverbium, volcanic rock.

AM Osmium, granite, titanium.

MN Diamond, super-heavy alloys, Carbonadium.

UN Secondary Adamantium, certain mystical and enchanted elements.

Sh-X

Sh-Y

Sh-Z

CL1000 True Adamantium, Adamantium Beta, Adamantine, Cosmically-Enhanced Metals.

CL3000 Asgardian Uru (Thor's Hammer: Mjolnir), Proto-Adamantium (Cap's Shield).

CL5000

Miscellanious Equipment
Bio-Enhancer
The bio-enhancer is a healing device. It consists of a table surrounded by computer consoles. Energy is showered upon the
subject and the table, artificially stimulating the bodies natural healing processes to it's ultimate extent. The bio-enhancer
restores lost health and Endurance ranks to injured characters at Amazing rank, once per day. The machine will heal all
types of damage except for damage from diseases and poisons.

Booster Field
This field increases kinetic damage upon the wearer by +2CS which enables Maverick to absorb more energy. His power
rank of the energy absorbtion power is increased by +1CS so use of this gadget is extremely dangerous since it may
overload his power.

Cerebro
The Cerebro is an amplification device. To use it effectively, the wearer must first possess the mental powers Mutant
Detection or Telepathy.

• Mutant Detection: The wearer of Cerebro gains a +4CS bonus to his ability to detect mutants. Cerebro cannot amplify
the wearer’s ability above Shift-Y rank.
• Telepathy: Cerebro amplifies the wearer’s power of Telepathy by +4CS. The device cannot amplify the user’s ability
above Shift-Y rank.
Cosmic Crown
by Michael Garrity
This device is a circlet of Unearthly strength material with a round gem set in the brow. Wearing it bestows Cosmic energy
manipulation at Mn rank (along with the bonus power of Cosmic energy force bolts at Monstrous rank). The exception is
that if the wearer has a Reason of less than Amazing, the crown's powers will be at a level equal to the reason score. Every
month spent wearing the crown will raise the power scores +1CS.
For example, a person with Good reason puts on the crown; CE manipulation and CE force bolts will be at Good rank. One
month later, the scores will be Excellent rank, etc until the full ranks of Monstrous are reached.

All manner of power stunts (manipulation, etc.) can be developed.

Electro Magnetic Pulses


The following are different types of EMPs:

• Winter-Bringer: This type emits concentrated amounts of protons that collide with existing electrons in electronic
devices. This in turn cancels out the electric current. This can be considered as Unearthly Electrical Control, and
Radiowave Control. It also has the side effect of Amazing Plasma Generation (Magnetism, Electricity). In Marvel
Magneto can do this. Dr Doom has also used beam weaponry containing this type of pulse.
• Gravimetric Pulse: This type is the most dangerous and has the potential to cause a star to go super-nova by
expanding the EM field of a star or planet to a point that gravity is centered at the poles of the object tearing it
apart. This can be considered as Unearthly Vibration, Unearthly Gravity Manipulation, Unearthly Plasma Generation
(Magnetism, Radiation). Nova of the New Warriors has use this before.
• Ion Pulse: This type can cause the most damage to mechanical devices, robots, cyborgs, and spaceships. This pulse
can be used to ionize inert gases in space. This in turn causes them to explode with concussive force (Unearthly).
When used against electrionics it overloads them by causing causing power surges up to Unearthly rank. This can be
considered as Unearthly Ionization, Amazing to Unearthly Electrical Control, Amazing Plasma Control, Amazing Plasma
Generation (Electricity, Light, Magnetism). This type of pulse is the easiest to make in a beam cannon form. This was
seen in Empire Strikes Back with the Rebellion's Ion Cannon.

Energy Amplitude/Frequency Adjuster


This module fits over the emitter of an energy based device. It can do two things.

• First, it can reduce the intensity of an effect and increase the range, by up to 2 ranks...Excellent: A laser pistol has
Excellent intensity. That means Excellent range and Excellent damage. You could change the setting so that it has
Remarkable range and Good damage (+1CS rng, -1CS dmg).
• Second, it can reduce the range of an effect and increase the intensity, once again by up to 2 ranks...Excellent: Same
laser pistol as previous example. You could tune it so that the range is reduced to Poor (-2CS) and increase the
damage to Incredible (+2CS). Your range is much reduced, but then again, you don't need as many shots to finish the
job! This module will work for energy weapons, sensors, and field effects.

Energy Control Nullification Fields


These are small modular components you can wire into an electical system that you wish to be free from energy control
tampering. The small modular box will set up an E.M flux field that follows each wire and circuit that comprises the
system. Only one module is needed for man-sized or smaller objects. For larger items, the rule of thumb is a module for
every 20 feet of wiring. The field strength with regard to resisting energy control attempts is Incredible.

Energy Spike/Waveform Detector


Military and government organizations will most likely have access to this type of sensing device. Scanning intensity is
Incredible, and they need to be calibrated to filter out background energy patterns, or scanning ability is only Good
intensity. The scanner will detect all Energy Emission powers, all Energy Control powers, and any Travel powers that are
not psychically based. Will not detect magic or strictly biological energies. The range can be calibrated for 10 feet to 10
miles.
Forges Scanner
This hand held scanner will tell a character trained in reading its output who is or is not baseline human, mutant or alien.
It even differentiates between Kree, Skrulls and other alien races. The scanner has a range of 10 areas.

Gateway Threat Response System ("Gator" system)


The Gator system is a backpack mounted device that makes use of technology that most humans do not understand. What
it does is in response to targeted input from the operator or a computer system, it will create a 2 foot gateway in front of
a targeted ranged attack and will either create an exit gateway to a preprogrammed coordinate or default to a gateway
behind the operator, creating an unbroken line of fire. This will work only for ranged attacks like Energy Emission powers
or Ballistics. This device is extremely difficult to get a hold of, unless you own a small country or have extremely good
contacts! The intensity of the gateway is Good.

Genetech Genetic Resonator


This device uses high-spectrum radio waves to resonate genetic structures and detect variances in the genetics of the
target from a preset "norm". The device can cause damage to the genetics of the target if exposure is too long (usually a
minute is a little too long). A reading can be obtained in about 3 combat rounds. Intensity of scan is Remarkable. The
device can be foiled by radiowave control powers, and electrical control can, on an In FEAT cause the scanner to show a
false reading. (this weakness is inherent in each of the scanners listed) Range is about 3 feet.

Healing Tube
by ghost160
Healing tubes are metal capsules (Excellent material) with a clear plastic door (Poor material) through which the patient
may enter/be seen in the front. Anyone using a healing tube is placed in a deep sleep from which the capsule automaticlly
wakes the patient from if it is placed under attack. Anyone sleeping in a working healing tube is stabalized as if treated by
someone with a remarkable rank medical talent. They regenerate 2 health points per round, regain 1 Endurance rank AND
gain a new save vs. on going negative effects (like posion) each hour and regenerate all lost body parts in one day. The
healing tube can be programed to remove or preserve cybernetic implants.

The healing tube heals any scar that is less than 72 hours old. It can't bring someone back from a 3 month old (or older)
coma and it has no effect against ongoing mystical afflictions (like a curse).
Healing tubes can give a full diagnostic of a patients health in one round as though the patient recieved a full check up by
someone with a remarkable talent in medicine. The patient doesn't have to be asleep for this check up to be done though
if an affliction is mystical in nature the healing tube will only detect its physical effects.
Healing tubes have a 2 week power supply though they are usually pluged into a larger power supply.

Hologram Projector
A nifty little device that works via a hand held projector and a button sized transmitter. When activated the projector
displays a 3D holographic image of events occuring where the transmitter is located. Upto 3 seperate images can be
displayed at once by one projector. Range is 11 areas.

Image Inducer
This is a cigarette pack sized device that can be programmed to create an image around the user. The image can be any
human character desired. This is Unearthly ranked illusion.

Interphasic Energy Dampener


There are two versions of this dampening device. One is made for defense of areas, the other is made for personal
defense. They are based on the same principal, so I will describe it generically and show the intensity ranks before and
after a slash for personal and area versions.

The biggest difference between the personal version and the area based version is that the personal version can be worn in
a backpack sized casing. The area based version is about the size of a shopping cart.
The device is based on the principal that with sound, if you generate a sound that has a peak in the wavelength where the
opposing sound has troughs, and vice versa, the result is silence. This theory is applied to all E.M. bands of energy in use
around it. Any energy in use is detected as it is being brought into use, and a counter-pulse or stream of energy is emitted
in response. The result is that any energy emission or control is reduced by 20/40 points. The range of the Dampener is
10/50 feet.

Ionic Ray Treatment


by Michael Garrity
The ionic ray treatment was used to give Wonder Man and Goliath their powers. For full affect, the treatment must be
adjusted for the subject's genetic structure, yielding the following permanent effects:

• Fighting +1CS (maximum of Amazing)


• Agility +2CS (maximum of Amazing)
• Strength +6CS (maximum of Unearthly)
• Endurance +6CS (maximum of Unearthly)

If used on a different subject, the treatment will yield the same results, but will decline within 1-10 months to the
following levels. Strength +3CS (maximum of Unearthly), Endurance +5CS (maximum of Unearthly); these are permanent.
In either case, Fighting and Agility cannot exceed Amazing, while Strength and Endurance cannot exceed Unearthly. In
addition to the above adjustments, any subject of the treatment gains the following powers:

• Body Armor: Amazing


• Invulnerability: Class 1000 to Heat & Cold
• Life Support: Class 1000

"Magic" hat of Miracle Maxx


by Your Humble Servant
The nano-factory uses ambient air molecules to create items from seeming nothingness. This can be anything from the
classic rabbit (Hey Rocky!), to explosives and laser wands. Any item created by the hat has a max ability/rank of
Remarkable.

• Material Strength: Remarakble


• Material: Unstable molecule fabric top hat concealing a micro nano-factory.
• Known Powers: Artifact/Lifeform/Weapons Creation: Remarkable.

Mental Enhancer
by Michael Garrity

This device is a chair with an attached control console. A cable leads from the console to a helmet which is placed on the
subject's head. Use of this device raises a subject's RIP scores as follows:

• Reason: +5CS (maximum of Amazing)


• Intuition: +5CS (maximum of Amazing)
• Psyche: +6CS (maximum of Monstrous)

In order for the elevated RIP scores to remain in effect, the subject must receive regular treatments over the course of
one year (two per month). At the end of that time, the subject must make a yellow FEAT for the boost to become
permanent. If the FEAT roll fails, the treatments must continue for another year before another yellow FEAT can be
attempted.

Monitor Console
by Michael Garrity
This device resembles a desk-size computer console with a large viewing screen. The console has a chair built into it. The
console is made of Remarkable-strength material, and has the following detection powers at Monstrous rank:
• Psionic Detection
• Power Detection
• Life Detection
• Energy Detection
• Environmental Awareness
• Extra-Dimensional Detection

Maximum range of all detection powers is 15,000 miles. The monitor console can be keyed to operate for one specific user,
causing Monstrous rank feedback damage to anyone else who is making the attempt at using the equipment.

Multiscanner
by Michael Garrity
This hand-held device is about the size of a cell phone. It is made of Ex/20-strength material, and has the following
abilities:

• Life Detection: Remarkable


• Power Detection: Remarkable
• Energy Detection: Remarkable
• Environmental Awareness: Remarkable

Neuro-Darts
A series of darts fired at +2CS that (if penetrating artificial armor) do Typical damage and inflict Typical damage for 1-10
rounds while giving of Neuro-stuns of Amazing intensity. The target must make an Endurance FEAT vs. this intensity each
round or be stunned for 1-10 round cumulative.

Neuro-Muscular Enhancer
by Michael Garrity
Not a cybernetic device but a pair of wristband units connected to a belt power pack. When operating, It can increase the
users Strength +6CS (maximum of Monstrous).

Null-Psych Beta-Wave Emitter


A fairly pricy item, usually only found in the hands of governments or very rich individuals who must have their privacy.
This portable emitter throws a barrage of beta waves that resemble radio static for anyone trying to use mental powers on
anything within 10 feet of the emitter. The emitter is small enough that it can be clipped to someone's belt. All mental
powers in use in the 10 foot radius or that are targeting anything in the 10 foot radius are reduced by 40 points (eg:
Amazing intensity becomes Good).

Weapon X Program
Weapon X Program was born from an agreement between C.I.A. and the Canadian Government; it produced an high
number of agents, including the C.I.A.'s Team X, and the Canadian Department K, before the subject named Experiment
X escaped from the Weapon X Facility. After that accident, Weapon Plus' Director John Sublime ordered Professor Thorton
to shut down Weapon X once and forever; however, Thorton refused, breaking off Weapon X's ties with the Plus Program.
To prevent subsidiary programs from going rogue, Weapon Plus directly oversaw the creation of the last living weapons
operating in the clandestine facilities of The World, employing Bolivar Trask's Sentinel technology.
Throughout the decades, Weapon Plus has used increasingly more extreme methods to create its super soldiers. Weapon X
employed genetic alteration, brainwashing and memory implants. The latest creations were bred specifically to become
mutant-hunting weapons much deadlier than Sentinels.

Ability Increase:

• +3 Ranks Fighting (maximum of Amazing)


• +2 Ranks Agility (maximum of Amazing)
• +3 Ranks Strength (maximum of Incredible)
• +3 Ranks Endurance (maximum of Incredible)
• +4 Ranks Intuition (maximum of Monstrous)

Standard Features:

• Enhanced Senses and or Tracking: (1-50 Enhanced Senses, 51-96 Tracking, 97-00 Both)
• Regeneration/Recovery
• Resistance to Toxins and Disease: (1-50 Toxins, 51-96 Disease, 97-00 Both)
• Natural Weaponry or Cybernetic Retractable Claws: (Choose)
• Beserker
• Brainwashing and or Memory Implants: (1-50 Brainwashing, 51-96 Memory Implants, 97-00 Both)

Wells-Ordin Bio-Metabolic Indicator


This device scans at Excellent intensity. This scan is a purely physical scan. It uses thermal, sound, and humidity based
sensors to match metabolic activity to a "norm" variance. As an example, Armorskin will dull the readings the device
recieves, heightened strength or endurance will show a higher body temperature or increased blood flow, etc. This will
detect Self Alteration powers, Physical powers, and others on a case by case basis. Range is within 50 feet of the sensors.

Starships and Interstellar Travel


Role-playing in the Marvel Super Heroes game is not restricted to having your heroes battle evil on Earth. Many of the
greatest triumphs of the Avengers, the Fantastic Four, and the X-Men have occurred in outer space. Why not take your
campaign to the stars, too?

But before you can go adventuring into the far-flung reaches of the universe, you first need a way to get there. A variety
of means to reach the stars exists, from personal fight using superpowers to the use of external or mechanical means.
Some examples of spacefaring methods include:

Slower Than Light (STL) Drives:

STL ships can reach speeds up to that of light. If such a ship is inteded for interstellar flight, it may be equipped
with suspended animation chambers or a life-support system capable of sustaining passengers for years or
centuries.

Faster Than Light (FTL) Drives:

FTL ships are capable of exceeding lightspeed, but they still travel in "realspace".

Advanced FTL Drives:

Better engines enable advanced FTL starships to attain speeds 10 times faster than normal FTL drives.

Warpdrive:

Warpdrive ships are capable entering hyperspace and thus attaining FTL speed. Warpdrive ships might be limited to
STL flight in normal space.

Advanced Warpdrive:

Better warp generators enable a starship to travel at speeds 100 times faster than can be achieved by normal
warpdrives.

Teleportation:

Instantaneous travel across the universe for individuals or small loads is possible with this power.

Stargate:

A stargate uses a form of teleportation. A fixed-location device (the gate) instantaneously teleports an entire
spacecraft to another stargate. Stargates are assumed to be rare, being so powerful.

The type of stardrive determines its speed range. The power rank number determines its basic speed value, which is then
mulitplied by the standard modifier for that class of travel. Table 1 shows the basic starship types and their speed for the
Marvel Super Heroes game.
In The Wink Of An Eye
Stargates and teleportation systems and powers enable travelers to instantaneously cross long distances. Travel time is
limited by the amount of time it takes to make each jump and the number of jumps necessary to cover the desired
distance. Most teleportation systems are designed to handle individuals or small loads. They may be placed on planetary
surfaces or built into spacecraft of any sort.

Stargates are immense portals capable of handling entire starships; these devices often appear to be titanic doors or hoops
miles across. Objects must be able to physically pass through a stargate in order to use it. Starships can be moving at
sublight speed when they use a stargate, although the ship must be piloted very accurately. The Shi'ar are the primary
users of stargates; they maintain a network of them through the universe, including one within 10 lightdays from Earth. At
this time, the gates are heavily guarded at the Shi'ar ends.

A portable stargate was left in Manhattan by Shi'ar agent Davan Shakari. This stargate is currently powerless and thus can
only receive travelers. However, it can be made operational by a power source of at least Shift-X intensity. This stargate's
existence is known to the X-Men, Firelord, Lilandra, Misty Knight, and Jean Grey's parents. Although it was last seen on the
roof of Misty Knight's apartment, the current location of the stargate is unknown. Unless the stargate is reprogrammed, it
will send any user to the unnamed world within the Shi'ar Empire that holds the M'Krann Crystal. This barren world is
normally uninhabited. This stargate can be reprogrammed by an Incredible Reason FEAT.

Natural Spacewarps
The structure of the Marvel Comics' universe is riddled with spacewarps. These function as interdimensional tunnels that
enable any ship capable of FTL flight to swiftly cross enormous distances in even less time than usual. Earth is near one of
the largest junctions of spacewarps in the universe, crossroads for half the known starfaring races. This is one of the
reasons why Earth keeps attracting so many space travelers. Known warps include several linking Earth with various points
in the Andromeda galaxy and one to the Kree Empire in the Greater Magellanic Cloud, a satellite galaxy of our Milky Way
galaxy.

Your Own Starship


The Marvel Super Heroes Advanced Set contains the basic procedure for building your own starship. It takes an Amazing
Reason FEAT to design a stardrive capable of FTL flight. The Resource FEAT is Shift-X rank for a basic FTL ship, higher for a
more advanced model.

Sometimes a powerful energy source can be used to modify an STL ship to FTL speeds. One such example was the use of
Thor's Mjolnir to propel a Quinjet between the stars. Such an energy source must be of at least Unearthly rank, and the
ship to be so modified must have at least an STL drive.

Starships can also be directly gained by a variety of means, proper and improper. Ships may be recovered if abandoned,
stolen from their owners, or rebuilt from parts scavenged from damaged vessels. Terrans kidnapped by aliens might
overthrow their captors and seize the aliens' ship for themselves. A starfaring race may present a Terran with a starship as
a gift or a reward, such as when Prince Dezan gave a Skrull starship to the Fantastic Four. If all else fails, travelers can
always try buying a starship.

Starship Types And Speeds


The following table should be used to quickly generate a starship with a few rolls of the dice. First you should roll
percentage for the Starship Type. This will determine if your ship is FTL, Adv-FTL, Warp, or Adv-Warp. Then roll
percentage for the rank of the starship. Look under the column for your ship type on this row to determine the ship's
maximum speed. The last column determines the number of typical humanoids that can be kept alive by the life-support
system, allowing at least one chair or berth for each potential passenger. If a cargo ship is desired, subtract 1-10 crew-
beings and multiply the remaining number of passengers by 200 lbs. to get the starship's cargo limit.

The following numbers under each column should be read as 'multiples of the speed of light'. For example, a Feeble ranked
Faster Than Light (F.T.L.) starship can travel at a maximum of '2', which means 2 times the speed of light. Conversely, a
CL5000 ranked Advanced-Warp starship can travel at a maximum of '50Mil', which means 50,000,000 times the speed of
light.

Rank F.T.L. (01-45) Adv-F.T.L. (46-65) Warp (66-85) Adv-Warp (86-100) [Link]

Feeble (01-10) 2 20 200 20,000 1

Poor (11-20) 4 40 400 40,000 1

Typical (21-30) 6 60 600 60,000 1-10


Good (31-40) 10 100 1,000 100,000 1-10

Excellent (41-52) 20 200 2,000 200,000 1-10

Remarkable (53-66) 30 300 3,000 300,000 1-10

Incredible (67-74) 40 400 4,000 400,000 1-100

Amazing (75-82) 50 500 5,000 500,000 1-100

Monstrous (83-89) 75 750 7,500 750,000 1-100

Unearthly (90-94) 100 1,000 10,000 1,000,000 (1Mil) 1-1,000

Shift-X (95) 150 1,500 15,000 1,500,000 (1.5Mil) 1-1,000

Shift-Y (96) 200 2,500 20,000 2,000,000 (2Mil) 1-1,000

Shift-Z (97) 500 5,000 50,000 5,000,000 (5Mil) 1-1,000

Class 1000 (98) 1,000 10,000 100,000 10,000,000 (10Mil) 1-10,000

Class 3000 (99) 3,000 30,000 300,000 30,000,000 (30Mil) 1-10,000

Class 5000 (100) 5,000 50,000 500,000 50,000,000 (50Mil) 1-10,000

URU
Uru is the virtually indestructible metal ore that is unique to Nidavellir one of the Nine Worlds of the of Asgardian
cosmology. It resembles stone but also has metallic properties. It seems able to store most energies, particularly
magic.

Notable characteristics
Uru is highly durable and retains enchantments very well. The appearance of Uru metal ore is in two forms, one as
"metallic gold" (Gungnir, Stormbreaker) and the other having a luster that has been described as "badly wrought iron"
(Mjolnir). When Uru is enchanted, it becomes much more durable.

Its ductility is unknown. Uru is very resistant to damage, but there is no known instance of Uru being drawn into wire.
Uru is non-sparking and is a highly immalleable metal, often requiring extreme methods to forge it (for example, the heart
of a star, or an enchanted forge). Albeit very difficult to forge, weapons and items made from Uru, especially the
enchanted ones, are resilient to most forms of damage at a CL3000 material rank.

Note
Uru's physical characteristics are difficult to measure, due to the fact that nearly all known samples are also heavily
magically enchanted, making accurate measurements of its properties nearly impossible. Depending on the method or
nature of the enchantment, the physical characteristics, more often than not, vastly differ from one another. Mjolnir, for
example, has proven itself capable of withstanding immense force and physical strain (e.g. Channeling both the energy of
the storm and the Odinforce to dent Captain America's shield).
The main property of Uru, as discovered by Tony Stark, is its natural affinity to magic. Uru is not only easy to enchant, but
also absorbs magic like a sponge, redirecting it and enhancing the natural attributes of his wielder. A suit of Iron Man
armor fueled by Uru was able to channel a full blast of lighting from Mjolnir and Odinforce into a blast from its Unibeam.

The symbiotic relationship between Uru and its wielder works both ways: a mystical user, such as Thor, can lend to the
Uru in his weapon his own strength, in the process making the metal stronger and more resilient.

Applications
Due to its durability and ability to hold enchantments, it is often forged into the finest weapons for the warriors of Asgard.
Uru is used as the key component in several characters' equipment, including:
• Thor's hammer, Mjolnir
• Thor's axe, Jarnbjorn
• Odin's spear, Gungnir
• Beta Ray Bill's hammer, Stormbreaker
• Eric Masterson's enchanted mace, ThunderStrike
• Geirrodur's spear, Tordenstock
• The body of Uroc the Unstoppable
• Vidar's staff
• Heimdall's sword
• The Thorbuster suit, developed by Stark on the design of an Uru-powered reactor.
• Captain America's Shield, reconstructed after its destruction by the Serpent.
• Thor's Black Uru prosthetic left arm.
• Odin's Odinsword

Occurrence and production


Uru is unique to the Asgard dimension. Uru is one of the most prized exports of the dwarven miners of Asgard.

Precautions
Applying a permanent enchantment to Uru is very dangerous and should only be attempted by those of immense power,
well versed in both the enchanting and crafting of the metal. Despite its incredible ability to store and harness vast
quantities of energy (especially those of a mystical nature), the casting of a permanent enchantment can cause the Uru to
become dangerously volatile, and unstable. Often causing more harm than good.

Vehicles and Transport


Air Cars
The Air Cars were created to provide short-range transportation for the Avengers so that they didn't have to use the
Quinjets over urban areas. Especially after there was some conflict with the City of New York over the use of that vehicle.
They were Designed by Dane Whitman (Black Knight) together with the Wakandan Design Group.

Air Car Mark I


This is an open top design with a snub-nosed body. It has five jet engines, one primary mounted in the rear and four on
external side mountings. It is 18 feet long and 12.5 feet wide with the side-mounted engines. There is room for four adult-
sized humans.

Control Speed Body Protection

Remarkable Amazing Excellent Good

On-Board Systems Include:

• Communications: Amazing Ability and Range


• Sensors: Amazing Rank, 1 Mile range
• Security: An active Communicard is required to operate this vehicle, acting as an ignition key.

Air Car Mark II


This is an improved design by Dane Whitman. It is more aerodynamically streamlined. It has three jet engines, which are
all rear mounted for improved thrust and maneuverability. It is 14.9 feet long, 8 feet wide and has the capability to carry
six adult-sized human passengers. It is also an open-top design.
Control Speed Body Protection

Incredible Monstrous Excellent Good

On-Board Systems Include:

• Unearthly Airspeed (40 Areas/Round - 600 MPH) for up to 10 Minutes, but the pilot must make a Control FEAT every
Round and every occupant must make an Endurance FEAT every Round or be overcome by the wind buffet from the
speed. Check this as if for a Stun
• Communications: Amazing Ability and Range
• Sensors: Amazing Rank, 1 Mile range
• Security: An active Communicard is required to operate this vehicle, acting as an ignition key.

Blackbird
The Blackbird is the X-mens Lockheed RS-150 reconnaisance plane. Thiscraft has been heavily modified with Sh'iar
technology.

Control Speed Body Protection

Remarkable Shift-Y Remarkable Remarkable

On-Board Systems Include:

• Concussion Missiles: The Black is armed with two banks of five missiles each. Standard armament consists of
concussion missiles that have a range of five miles and inflict Incredible blunt damage to a single target.
• Frequency Monitor: The ship’s communications array continually monitors worldwide radio bands, and can pick up
distress calls from anywhere on the planet.
• Medical Facilities: The ship is equipped with a computerized medical array. The device has the equivalent of
Incredible Healing power.
• Security Interlock: Before activating the Blackbird’s controls, the pilot must first insert his hand into a security box.
Only those whose hand has been stored in the ship’s computer can gain access to the controls. Overriding the security
device requires a successful Incredible intensity Reason FEAT.
• Stealth: The ship has Amazing concealment from detection by mechanical devices such as sonar or radar thancks to a
Sh'iar cloaking device. It is not invisible to normal sight or super-human powers, however.
• VTOL: The Blackbird can land and takeoff vertically.

Basic Quinjet
The Quinjet is the primary transportation of the Avengers. It can be modified for space travel or use underwater. It was
constructed by Stark International and the Wakanda Design Group. All of the variations have the capability to hover
without an Agility FEAT, and have a capacity of 2 Crew and seating for up to 5 passengers.

Control Speed Body Protection

Remarkable Shift-Y Excellent Excellent

On-Board Systems Include:

• Auto-Pilot: The on-board computer can maintain Typical Control, although it cannot take-off or land the Quinjet.
• Communications: Monstrous rank and range for all Radio and other Communications devices. All incoming and
outgoing signals can be scrambled with Monstrous ability for security.
• Security: Quinjets can only be operated by someone with an active Communicard. They can also be activated by
active members for quick starts. This is Excellent rank Security. Otherwise the hatches and the canopy remain
magnetically sealed with Remarkable strength.
• Stealth: Incredible ability to become invisible to Radar.

Qunijet A: Space
Modified for space travel.

Control Speed Body Protection

Incredible Shift-Y Amazing Amazing

On-Board Systems Include:

• Auto-Pilot: The on-board computer can maintain Typical Control, although it cannot take-off or land the Quinjet.
• Communications: Monstrous rank and range for all Radio and other Communications devices. All incoming and
outgoing signals can be scrambled with Monstrous Ability for security.
• Security: Quinjets can only be operated by someone with an active Communicard. They can also be activated by
active members for quick starts. This is Excellent rank Security. Otherwise the hatches and the canopy remain
magnetically sealed with Remarkable strength.
• Stealth: Incredible ability to become invisible to Radar.
• Sensors: Amazing Rank and Range (12 Areas) Radar and Thermal Imaging.
• Life Support: Secured enviroment provides atmosphere and Artificial Gravity of 1/10 Earth normal.
• Airlock: Allows 2 people to leave the ship per round with a Round needed to reset before it can be used again.

Quinjet B: Submersible
Modified for use underwater.

Control Speed Body Protection

Remarkable Shift-Y Incredible Incredible

On-Board Systems Include:

• Auto-Pilot: The on-board computer can maintain Typical Control, although it cannot take-off or land the Quinjet.
• Communications: Monstrous Rank and Range for all Radio and other Communications devices. All incoming and
outgoing signals can be scrambled with Monstrous Ability for security.
• Security: Quinjets can only be operated by someone with an active Communicard. They can also be activated by
active members for quick starts. This is Excellent Rank Security. Otherwise the hatches and the canopy remain
magnetically sealed with Remarkable Strength.
• Stealth: Incredible Ability to become invisible to Radar.
• Sensors: Amazing Rank and Range (12 Areas) Radar and Thermal Imaging.
• Water Speed: Excellent (5 Areas/Round - 75 MPH)
• Life Support: Artificial gill system provides oxygen for passengers and engine. 2 Hours of back-up air for cabin.
• Airlock: Allows 2 people to leave the ship per Round, with 1 Round needed to reset it before it can be used again.

Shi'ar Imperial Battle Cruiser


Imperial Shi'ar Battle cruisers are a few miles in length, they are equipped with state of the art weaponry and have a crew
of 50 imperial soldiers, any number of passengers and about 10 officers and one captain.
Control Speed Body Protection

Incredible Class 3000 Monstrous Monstrous

On-Board Systems Include:

• Shields: Unearthly
• Weapons: Two Unearthly laser cannons

Shi'ar Shuttlecraft
Fully self-contained environment, capable of VTOL, seats up to six humanoids comfortably, twice that in a pinch.

Control Speed Body Protection

Good Class 1000 Remarkable Remarkable

Sky-Cycle
This was originally designed for Hawkeye, but has since become standard equipment for the Avengers. It's size makes it
perfect for low profile missions, and for single person transportation.

Control Speed Body Protection

Excellent Incredible Excellent Good

On-Board Systems Include:

• Communications: Amazing Ability and Range


• Sensors: Amazing Rank, 1 Mile range
• Security: An active Communicard is required to operate this vehicle, acting as an ignition key.

Walker-Flyer
This vehicle consists of two linked battle machines, each with a two-man crew. The Walker Vehicle is a two-legged
construct which carries the jet-powered flyer until the two are separated for scouting or battle.

Walker Vehicle: Off-Road

Control Speed Body Protection

Remarkable Excellent Incredible Incredible

On-Board Systems Include:

• Valence Disruptor: 5-area range; can be set for Amazing, Monstrous and Unearthly energy damage.

Flyer Vehicle: Air


Control Speed Body Protection

Typical Incredible Remarkable Remarkable

On-Board Systems Include:

• Armament: Hypersonic Screamers 2-area range; inflicts Unearthly sonic damage.

The Walker-Vehicle, though heavily armored, proved ungainly in combat with Doc Samson; the Flyer Vehicle, more lightly
armored, proved to be vulnerable to the disruptor weapon of the Walker in the same fight. The resulting crash of the Flyer
caused Carolyn Parmenter's death.

Vibranium
Vibranium is a rare, extraterrestrial metallic ore, theorized to have been first deposited on Earth by a meteorite 10,000
years ago, which exists in two forms.

The first, Wakandan Vibranium, is found almost exclusively in the tiny African nation of Wakanda. Wakandan Vibranium,
though as yet unknown means, absorbs all vibratory energy in its vicinity, such as sound and kinetic energy, with in itself.
The apparent observable vibratory rate of the molecules of the Vibranium itself does not increase when the Vibranium
absorbs mechanical energy. The outside vibratory energy is stored within the bonds between the molecules making up the
Vibranium. As a result, a chunk of Vibranium, which has absorbed a considerable amount of vibratory energy, would be
exceedingly hard to demolish. If enough force were applied to this chunk to smash it the Vibranium would explode,
releasing much of the absorbed energy. There are limits to the capacity of Vibranium to absorb vibratory energy, although
the exact extent of these limits has not yet been determined. For example, in recent years the oil conglomerate Roxxon
discovered that a certain small island in the South Atlantic had a foundation composed of Wakandan Vibranium. Roxxon
found it necessary to destroy the island and blew it up with bombs. Unable to absorb the force of the explosion, the
Vibranium was destroyed, but it did succeed in entirely absorbing the sound made by the explosion.
It was in the mid 80's that the world learned of the existence Wakandan Vibranium, although its existence has been
rumored for decades. In the early 1940's a small amount of Wakandan Vibranium came into the possession of the young,
brilliant scientist Dr. Myron MacLain. Dr. MacLain began to develop super-strong metals for the US Government at the
beginning of World War II. While experimenting on steel alloys for use as tank armor, he accidentally created Proto-
Adamantium the ultra-resilient Vibranium-Steel alloy in Captain America's shield. Although he was never able to duplicate
the alloy, after several decades of continued experiments, MacLain finally produced the formula for True Adamantium for
the US Government.

Sometime later the renegade scientist Ulysses Klaw, who had believed the rumors of Vibranium were true, found the great
"sacred mound" of Vibranium in Wakanda. The chieftains, also known as kings, of the Wakandans had guarded the mound
for generations as a sacred trust. Klaw failed in his attempt to steal Vibranium from the mound but killed the chieftain
T'Chaka. T'Chaka's son T'Challa became the new king of the Wakandans and also adopted the sacred guise of the Black
Panther. T'Challa strove to end Wakanda's isolation from the rest of the world. He made the existence of Vibranium known
to the outside world and sold small quantities of it to foreigners whom he believed would not turn it to harmful ends.
T'Challa used the profits to enrich and modernize his nation. Vibranium is sold at $10,000 per gram, and Wakanda's sacred
mound is estimated to have about 10,000 tons of the material.

The other form, Antarctic Vibranium also known as "Anti-Metal", has thus far been found only in the isolated region of
Antarctica known as the Savage Land. Whereas Wakandan Vibranium absorbs vibratory energy into its molecular
bond; Antarctic Vibranium, through a means that is not yet understood, emanates vibrations which cause the atomic and
molecular bonds in nearby solid metals to liquefy. If huge quantities of Antarctic Vibranium were gathered together, at
some unknown point the accumulated mass would be so great that the vibrations given off by the entire mass would
increase logarithmically as more Vibranium was added. Theoretically, if the enormous mound of Wakandan Vibranium were
composed of Antarctic Vibranium instead, the resulting vibrations would therefore liquefy metals throughout Africa, and
possibly beyond. A fraction of the sacred mound of Wakandan Vibranium was apparently converted to Antarctic Vibranium
by particle bombardment. It is not known what the Wakandans have done with this artificially created Antarctic
Vibranium.
Reverbium is an artificial variant of Vibranium that was created by Sajani Jaffrey after most of the world's Vibranium was
rendered inert. This variant is imperfect, so rather than absorbing vibrational and kinetic energy, it does the opposite
and pushes it away, making it a powerful weapon even in small amounts. All of the existing reverbium has been seemingly
destroyed to avoid its use as a dangerous weapon, after the Hobgoblin stole some of it for the Kingpin. It was revealed
later that Sajani had kept some bits of said faux material for further study at Horizon Labs until its abrupt destruction and
dissolution. It is later revealed that some A.I.M scientists were working on recreating more of the substance for their own
purposes under the influence of Klaw when he returned.
Vibranium is not an element, despite various references to it as such. The properties of Vibranium do not qualify it to fill
any gaps in the Periodic Table of Elements. Moreover, Vibranium could not be an element with a higher atomic weight
than any known elements, since it is not radioactive as the elements with the highest atomic weights are.
Applications
Vibranium is used in several characters' equipment, including:
• Plunderer was given a medallion fashioned from Anti-Metal, created a vibro-gun using his father’s Plunder Stone which
was also Antarctic Vibranium.
• Captain America's Shield is made of Proto-Adamantium, a Vibranium-Steel alloy created by Dr. Myron MacLain.
• Harlan Silverbird wore a suit and designed the Vibranium Projector using Antarctic Vibranium which weaponized its
metal melting sonic waves to take down other satellites and defend from metallic weapons, even Adamantium blades.
• The Panther Habit is micro weave mesh Wakandan Vibranium, while the claws in his gloves are Anti-Metal.
• Hawkeye's Trick Arrows utilize Wakandan and Antarctic varieties.
• Warpath wields a pair of Vibranium daggers given to him by Storm.
• Avengers Tower is reinforced with Vibranium-laced concrete.
• Gentle has Vibranium tattoos all over his body keeping his powers that increase his strength and muscle mass in check.
His powers also cause seizures and are slowly killing him. The Vibranium tattoos keep him alive for a time, but must
occasionally be reapplied.
• A small cache of Antarctic Vibranium that was discovered by Namor and then sold off through Oracle Incorporated to
unknown buyers.
• Agent Zero uses a Vibranium weave suit that muffles the sound of his movements and a rifle with Anti-Metal bullets.
• Echo's staff contains a Vibranium sliver.
• Misty Knight's bionic arm is made of the Antarctic variety of Vibranium, allowing her to break, morph, and melt most
metals including Adamantium.
• Exterminatrix's boots are made of Vibranium. She uses them to easily scale walls.
• Panther's Teeth are used by Wakandan warriors in combat.
• Some of The Constrictor's coils were made of Vibranium, while others were made of an Adamantium alloy.
• The storage tanks within the revamped Weapon X Program are composed of Vibranium Glass Casings to contain their
tougher subjects.
• Stryker and his Purifiers wield all manner of Vibranium Munitions, from bullets to knives made of it.
• Klaw further expanding his powers through use of Reverbium, the artificial Vibranium isotope created by Horizon Labs.
• A.I.M had held onto some extra stores of Reverbium to experiment with under Klaw's supervision.

Weapons
Air Cannon
This is a cumbersome weapon and requires three people to maneuver and operate the huge gun. It is highly effective
against aerial attackers. Once per round, the cannon can fire a jet of intensified wind of Amazing rank force. Check attack
results on the Force Column of the Battle Effects Table. The weapon has a range of 10 areas.

If the Human Torch (or a character with similar powers) is hit by the air jet, he must succeed at a Power FEAT or lose the
ability to "flame on" for 1-10 rounds in addition to any standard battle effects such as Stun or Slam.

All-Black The Necrosword


All-Black the Necrosword is a powerful weapon with dark properties previously wielded by Gorr the God Butcher who used
it to slay gods across the cosmos. It is said to be the same weapon that carved the first dawn from the stone of the endless
night.

It has the following abilities:

• Umbrakinesis: Its wielder has the power to summon, create, control and/or manipulate darkness from it.
• Darkness Constructs: Its wielder can create wings, weapons, binds, semi/fully sentient entities (the shadowy hounds
known as the "Black Berserkers") and a shroud of darkness from the blade.
• Omnislaying: The weapons main purpose is its divine siphoning/killing empowerment of gods, piercing their
immortality or resistance to the life imperilment that comes with mortality. Capable of inflicting Shift-Z 500 pts
edged damage upon its victim.

Antimatter Extrapolator
This pistol looks much like the standard handgun. However, it is far more deadly than any typical handgun. The Weapon
fires a tight beam of antimatter particles up to a range of 1 area. When solid matter and the antimatter beam meet, the
result is an explosion, as a minute amount of physical matter is instantly transformed into energy. Resolve attacks on the
Force Column.
If the target is struck, he suffers Unearthly force damage, as the meeting of his very atoms with the antimatter particles
triggers an explosion; even though this is considered a force attack, the blast itself is considered an energy attack against
a target's Body Armor. In addition, the force of the explosion can cause Slams or Stuns (Yellow or Red results, respectively)
like a blunt attack.
This weapon can also affect individual items of inorganic matter such as walls, doors, and so forth. The pistol can be fired
once per round, and has enough ammunition charges for 10 shots.

Chainsaw
by ZaZen
A chainsaw is a Excellent material strenght tool, depending on its size (Commercial or Industrial) it can inflict either 15 or
20 points of edged damage or +6pts to strength if usesd as a blunt weapon.

• Body Armor Stipulation: If a chainsaw attack encounters body armor equal to or greater than the attack strength (15
or 20) then there is the possibility of "Kick Back". The wielder of the chainsaw then surfers edged damage from the
chainsaw (rolled by GM on the edged column for full damage).

Electro-Physiological Flux Generator


This is a rifle-sized weapon that will intensify the neurological activity in a target (Amazing intensity for determining if the
effect can be resisted). What this does, in effect, is electrocute the target from within. The more neurological energy that
is going through the target, the worse the target will be damaged.
There are two things that will determine the level of neurological activity in the body. If the target has mentally based
powers, the highest power rank in those powers determines the maximum electrical potential in the body. If the target has
superhuman Agility, that rank is used if there are no higher ranks in Mental powers.

The rifle has Excellent range and needs to be fired like a standard gun would to hit the target. The gun is fueled off a
power pack on the belt small nuclear fusion generator.

Executioner’s Axe aka the Blood Axe


by ZaZen
The Executioner aka The Skurge of Jotunheim and Asgard carried a two handed, double bladed battle axe, made of
enchanted, Unearthly 100 strength material. This weapon, when wielded by the Executioner, inflicted Amazing 50 pts of
edged damage and could cleave all but the strongest weapons and armor.
Through magick, the Axe could slice through the fabric of space and reality itself, allowing travel to different dimensions
and through space. These apertures protected the user from heat, cold and the vacuum of space.
The Axe could also emit devastating heat and cold attacks.
Though it was destroyed on several occasions, once by magick of the three Norns Urd, Skuld, and Verdandi, the Axe has
always been restored, most likely through the magick of individuals like Hela and Loki.
Strength of Remarkable 30 is require to wield the Executioner’s Axe, due to the weight of this weapon.

It has the following abilities:

• Dimensional Aperture: Monster 75 rank ability the Axe could slice through the fabric of space and reality itself,
allowing travel to different dimensions and through space. These apertures protected the user from heat, cold and
the vacuum of space.
• Heat Generation: Monstrous 75
• Cold Generation: Monstrous 75
• The Axe grants Invulnerability (CL1000) to Heat, Monstrous 75 Resistance to Cold and Monstrous 75 rank Life Support.
• True Sight: Monstrous 75 While holding the axe, the individual is able to see through magical, physical and power
based illusions and disguises.

Genome Toxin Grenades


These grenades disperse a unique type of nerve toxin that only reacts to aberrent DNA in a victim's body. There has been a
complete mapping of standard genes in the human body done (the Human Genome Project) that allows this kind of
chemical technology.
The gas does Remarkable neurological damage each round to anyone with superhuman genetics or alterations -
unfortunately, some innocent bystanders are affected by this toxin. Anyone with obviously genetically based maladies
(Down's Syndrome, etc.) will be affected like a mutant or altered human.

There is a 30% chance of this toxin affecting alien humanoid physiologies also. The toxin cloud is 20' by 20' by 10' high and
lasts for 5 rounds.
Hyper-Velocity Cannon
by Norseman
The cannon fires a 7-gram pellet into a cast aluminum block capable of inflicting Incredible damage. It uses standard, easy
to find copper BBs. These are fired at 5,500 feet per second, which, in the Earths atmosphere causes the projectile to
vaporize after only a second, limiting its range.

This device can be mounted on a turret, or an aircraft hardpoint. The energy source for the device would limit its
maximum rate of fire. It needs to have Amazing energy to launch a projectile. Therefor if there was a Good ranked energy
source, the device could be fired once every 5 rounds. An Amazing energy source would allow the device to fire once every
round. An Unearthly energy source or higher would allow the device to fire twice every round. The absolute maximum rate
of fire is twice per round.

Note: Every area beyond the Maximum Effective Range reduces damage -2CS.

• Range in Atmosphere: 1 Mile (Monstrous, 40 areas).


• Range in Space: Line of Sight (at 250 areas per turn).

Intensified Molecule Projector


This weapon allows the user to fire special intensified synthetic molecules at a high velocity. Intensified molecules grow
rapidly to the size of boulders when exposed to air, becoming a deadly projectile. The missile has a range of 11 areas and
inflicts Incredible blunt damage. Because of the extremely small size before activation a standard "gun" can carry a
virtually unlimited supply of the molecules. The projector can be virtually any size or shape.

Ionic Blade
This deadly weapon looks like an energized bayonet or combat knife. The ionic blade can pop out of the right forearm of
Doom's armor, ready for use in a second.

• Ionic Blade: The knife uses ionic energy to slice through objects and other targets, animate or inanimate. The blade
causes Incredible edged damage, regardless of the wielder's Strength.
• Ionic Blast: The knife can fire an ionic bolt up to 1 area away, inflicting Incredible energy damage.

Jarnbjorn Axe of Mighty Thor


by ZaZen
Jarnbjorn is an Uru, battle axe forged by the master Dwarven weapon smiths of Nidavellir, and originally used by the
Asgardian God of Thunder, the mighty Thor. In Norwegian, "Jarnbjorn" means "Iron Bear".
Thor used Jarnbjorn early in his life, until he was deemed worthy to carry Mjolnir.

Made of CL3000 strength Uru metal, the axe could cut through most objects, armor and beings, especially when wielded by
someone with the strength of Thor. During Thor’s battle with Apocalypse, the Thunder God blessed it with his own blood,
so the blade could pierce Celestial armor. Thor used this weapon to kill Apocalypse. It fell into the hands of Kang the
Conquerer and was eventually stolen by the Apocalypse Twins Uriel and Eimin, who used it to kill the Celestial Gardener.
The Celestial Exitar arrives on to Earth to pass judgement on humans for the death of the Gardener. Thor reclaims
Jarnbjorn from the Apocalypse Twins and kills Exitar with it, to save the planet Earth from destruction.

It has the folloing abilities:

• Jarnbjorn requires a physical strength of Remarkable 30 to lift, but there is no requirement of worthiness to use this
weapon.
• This weapon is capable of cutting though Celestial armor, with CL1000 rank ability.
• Jarnbjorn inflicts Remarkable 30 pts damage and is capable of causing Shift-X 150 pts edged damage, dependent upon
the wielder’s strength.
Kinetic Amplification Knuckles (KAKs)
Styled after the infamous brass knuckles, these hi-tech wonders amplify the kinetic force of the wearer's punch, providing
+2CS damage to a maximum of Remarkable.

Kinetic Energy Railgun


This weapon is so large and heavy that it must usually be mounted on a platform or vehicle. Wielding it requires
Remarkable strength. The KE railgun does not use gunpowder; rather, its ammunition is propelled magnetically at speeds
of upto 25 million joules--enough energy to deliver a kilogram of projectile at a speed of roughly 10 kilometers per second.

The railgun is equipped with a spiral-packed magazine which carries 1,800 caseless 3.9 mm spent-uranium core armor-
piercing rounds. The railgun can be set to fire 1 to 1,000 rounds per second.
Each round can tear through up to Monstrous rank materials including body armor and force fields. A single shot inflicts
Good damage; a burst of upto 10 rounds causes Excellent damage; a burst of upto 100 rounds causes Remarkable damage;
a burst of upto 400 rounds causes Incredible damage; a burst of 750 rounds causes Amazing damage; and a burst of 1,000
rounds causes Monstrous damage.
It takes 2 turns to replace the magazine.

The cost of the railgun is Monstrous, but they are extremely rare and are not generally available for sale, even on the
black market. The military is known to possess several railguns. Iron Man is known to have developed a smaller railgun
(with a smaller magazine) for specific missions.

Molecular Resonance Inducer


If you are sick of flattening ammo on natural body armor, this is the toy for you! Rather than punch an attack through
armor, point the Inducer wand at an opponent, and a specifically programmed molecular structure will be pumped to
bursting with energy to its molecular bonds.

What this accomplishes is a increasingly painful resonance effect as the molecule vibrates itself apart. The most common
practice is to set the wand to resonate Calcium, and watch an opponents bones turn to jelly

The intensity of the field, range, and damage is Remarkable - the wand can be overloaded for an Amazing blast that
affects everything of that molecular structure within 30'. The wand can hold a charge that will last for 10 rounds of
emmissions.

Mutant Power Intensifier


This ray gun was created by Hank McCoy. When striking a character it increases his power level up to CL3000 rank. As most
mutants could not control power of this magnitude so this is not a desirable result. The intensifier can also be set to return
the character back to normal levels although this usually wears of within a few years and the characters power return to
dangerous levels.

Odinsword aka Ragnarok


by ZaZen
The Odinsword is tremendously old and strong forge in ways now lost and capable of withstanding any impact and cut
through all know material even Celestial's armor. It is a massive two handed broad sword that can increase it size along
with the wielder, channel cosmic energies with the Odinforce the prime driven force behind it.

The Odinsword is the most powerful weapon ever produced in Asgard, struck from the cursed Nibelung ring. Its true name
is called "Ragnarok", the end of all things"; literally possessing the power to destroy the Nine Realms, if it is unsheathed.
The Odinsword has been used in battle against the Celestials and is said to be even able to slay the Midgard [Link]
Odinsword has only been successfully wielded by the likes of the Destroyer, Odin himself and the mighty Thor. The sword
requires a minimum of Unearthly 100 strength to be wield without penalty.
It has the folloing abilities:

• Durability: Material strength of CL3000 rank; resistance to all forms of attack including Magick.
• Emotional Control: FEAR (Asgardians only) All Asgardians who see the Odinsword being pulled from it's sheath, must
make an AM50 Psyche FEAT roll or be overwhelmed by terror of the impending end of the Nine Realms.
• Weakness: The Odinsword can be damaged by Cosmic Energy Manipulation of CL1000 rank or greater.
Palm Stunner
by Mad Niz
A device that is attached to—and easily concealed within—the palm of the hand, and thus often used in a sneaky attack,
the Palm Stunner delivers a Remarkable intensity stunning attack on a successful grapple attempt. Three successful
attacks can be made before the Stunner needs to be recharged.

Phase Rockets
Fired from a standard LAW rocket cylinder, this rocket has a computerized warhead with a proximity sensor set for 1 foot.
When the sensor goes off, the rocket goes out of phase long enough to travel 18 inches, then triggers two explosions. The
first destroys the phasing apparatus, causing the rocket to come back into phase. The second detonates the missile a
microsecond later.
The result is Monstrous damage that bypasses any natural or inorganic body armor, resistances. Collateral damage is
minimal, Excellent damage to anything within 10' of the explosion.

Psi-Scrambler Wave Generator


Using the same technology as the Null-Psych emitter, this backpack mounted device spews a cone shaped barrage of high-
frequency beta waves at Amazing intensity. The range is a cone 100' long that is 50' wide at it's terminus. The beta waves
fill the mind of anyone with Mental powers with the loudest radio static you could imagine.
The victim must make a Psyche check each round to be able to concentrate on anything. If they are able to take an action,
they may use any Mental powers that still operate after a 50 pt. reduction.

Stasis Gun
A short, metal rifle with a forked barrel. When fired, the weapon emits a stream of energy upto a range of 1 area. If the
target is hit, he is caught in the stream and surrounded within a super hard energy shell. At this point the shell has
Incredible material strength. If the stream is maintained for a further full round the stasis shell solidifies, gaining
apermanent stength of Unearthly.
Victims held within the stasis shell "freeze". They have no need for food, air, or water. Nearly all body functions are
suspended. They can however, see, hear, smell and feel what is happening around them. The stasis shell is permanent
until physically broken or by reversing the gun's polarity and draining the shell.
The gun can fire once per round and is capable of 10 shots before requiring a recharge.

Stun Club
by Powersurge
Made of Remarkable material, these billy clubs carry a charge that allows them to either stun with Excellent intensity or
inflict Excellent energy damage on any hit and in addition to the usual blunt damage.

Stun Shocker
This small weapon, meant to knock opponents unconscious, can be added to the inside of either gauntlet of Doom's armor.

• Stun-Shock Pulse: This device radiates stunning energy around Doctor Doom. All characters within the same area must
make an Amazing intensity Endurance FEAT or be knocked out for 1-10 rounds.

Teleport Missile
by Michael Garrity
This item appears as a standard phase rocket. It has built-in circuitry which allows a multitude of short-range random
teleports on its way to the target. Each materialization lasts for only a fraction of a second, thus making appear like the
missile is in many different places at the same time (the effect is to confuse the target as to where the attack is actually
coming from).

A teleport missile is programmed to strike the target from behind. Like a phase rocket, the warhead of a teleport missile
can bypass body armor, resistances and forcefields.

To make the weapon more tactically useful, the warhead has a programmable yield; the damage range is from Incredible
to Monstrous.

Twin Swords
by Michael Garrity
These weapons are a pair of matched longswords made from Monstrous-strength alloys. They are designed to be used by
someone who is capable of wielding one sword/weapon in each hand. Use of a single sword raises the wielder's Fighting
rank by +1CS. Using both swords at one time gives the wielder Ultimate Skill (longsword).

If the wielder's Fighting rank is already at Unearthly-level or greater, it is simply raised +1CS (maximum of Shift-Z).

Ammunition

Dum-Dum Bullets +1CS damage vs. Non-armoured objects only, normal caliber cost x 6.

Gecko Bullets +1CS damage, normal caliber cost x 8.

Glaser Bullets +1CS damage to any damage scored, normal caliber cost x 8.

Hollow Point Bullets +1CS damage, normal caliber cost x 8.

Uranium
+2CS damage, -1 Range, normal caliber cost x 25.
tipped/Mercury

True Armour
+2CS penetration, half normal damage only, normal caliber cost x 4 (i.e. 'Armour-Piercing').
Piercing

Rubber Bullets Non-lethal, blunt damage, normal cost.

Adamantium- This ammunition uses a finned, pointed sub-caliber dart of Admantium cased within a copper-
Saboted Penetrator jacketed plastic sabot. Any type of firearm can use ASP ammunition, damage inflicted is per the
firearm type firing it. However, the dart can penetrate up to CL1000 body armor or armor skin. The
by Michael cost for each of ASP ammunition is 100x normal.
Garrity

Kinetic Impact This ammunition is available for any type of weapon, from the smallest handgun to the largest of
Munitions artillery pieces. It does +2CS force damage (plus appropriate knockback). For example, if a handgun
by Michael that does Typical shooting damage is loaded with KI munitions, it would do Excellent force damage
Garrity to the target (plus knockback).
CHARACTER EXAMPLES
Profile: Black Panther
FASERIP

Fighting: Amazing (50)

Agility: Incredible (40)

Strength: Excellent (20)

Endurance: Remarkable (30)

Reason: Remarkable (30)

Intuition: Remarkable (30)

Psyche: Excellent (20)

Health: 140

Karma: 80

Popularity: Amazing (50)

Resources: Monstrous (75)

Black Panther
Aliases/Nicks: King of the Dead, Panther, Mr. Okonkwo, Man
Real Name: T'Challa Without Fear, Luke Charles, Black Leopard, Client, has
impersonated Daredevil and others on occasion

Class: Hero Identity: Publicly Known

Age: Adult Gender: Male Height: 6 ft. 0 in. Weight: 200 lbs.

Hair/Fur: Black () Eyes: Brown () Physical Form: Mutant Induced Race: African American (Human)
Citizenship: Citizen and King of Wakanda, T'Challa is afforded
Marital Status: Other (Anunlled)
Diplomatic immunity.

Base of Operations: Necropolis, Wakanda; Wakandan Embassy,


Place of Birth: Wakanda, Africa. Manhattan, New York City, New York; formerly Hell's Kitchen,
Manhattan, New York City, New York.

Education: Ph.D in Physics from Oxford University Occupation: King of Necropolis; King of Wakanda & Chieftain of
Engineering, Economics, Political Science & Psychology. the Panther Clan, scientist; former school teacher.

Origin of Powers: Human; T'Challa gained the role of King Group Affiliation: Taifa Ngao, Panther Cult, Crew, Ultimates;
of Wakanda and the title of the Black Panther after his formerly Board of Directors, Illuminati, Avengers, Fantastic Four,
father was killed. He consumed the Heart-Shaped Herb to Fantastic Force, Defenders, Secret Avengers (Civil War); sponsor of
enhanced his abilities. Mutantes Sans Frontières; ally of the Knights of Pendragon.

Known Relatives
Father: T'Chaka (father, deceased) Mother: N'Yami (mother, deceased); Ramonda (stepmother).

Siblings: Hunter (adopted brother), Jakarra (half-


Children: Unrevealed
brother); Shuri (half-sister).

Additional Information

Bashenga (paternal ancestor, deceased); Azzuri the Wise (paternal grandfather, deceased); Nanali (paternal
grandmother, deceased); Chanda (paternal grandfather, presumably deceased); S'Yan (uncle, deceased); Joshua Itobo,
Ishanta, Zuni, M'Koni, T'Shan (cousins); Wheeler (cousin by marriage, deceased); Billy Wheeler (1st cousin once removed);
Storm (Ororo Munroe) (ex-wife, marriage annulled).

Powers
• Enhanced Senses: As a result of the heart-shapped herb and blessings from the goddess Bast, T'Challa has
senses beyond those of a mere human at Amazing rank.
• Infravision: T'Challa can see in total darkness, up to 5 areas at Remarkable ability.
• Enhanced Sight: Amazing ability to see and notice things that are up to 50 areas away as though they were right
next to him.
• Enhanced Hearing: Amazing ability to hear sounds (including frequencies that would ordinarily be outside of the
human range) over a 50 area range.
• Enhanced Taste: Amazing ability to tell by taste any ingrediant of any food he is eating.
• Enhanced Olfactory: Amazing ability to smell and recognize tens of thousands of scents.
o Tracking: T'Challa can track with Amazing ability. Outdoors, he can follow a trail 12 hours after it was
made. In a city, the time limit is 6 hours.
o Detect Fear: T'Challa can smell fear at Amazing ability and uses it to his advantage when needed.
o Lie Detector: T'Challa can tell by someone's scent whether or not they're lying with Amazing ability.
o Poison Detection: T'Challa can detect poison with Amazing ability despite someone's attempts to hide it.

Limitations

• Despite all of his powers and prowess, T'Challa is still just a normal human.
He’s grown less comfortable opening up emotionally, only feeling comfortable doing so with a few people, such as his step-
mother or Storm, and even then the aloofness he’s trained into himself can be difficult to shake. While he does occasionally
have bursts of anger or frustration, it can be difficult to tell which are real and which are for an audience. He does have a
hatred of Klaw, but isn’t so caught up in it that he would leave others in danger.

T‘Challa has a huge ego and is very proud, which some view as cockiness. However, this is usually under his strict control due
to his honour and discipline, and ordinary incidents are unlikely to turn his ego into a liability. It can be a tragic flaw in some
circumstances, though, and his need to appear to know everything has tripped him up in the past.

His actions, necessary to his mind for the good of his country, have taken a toll on him. As a King, he must often make
decisions that personally cost him dearly, sacrificing friends in the chess game of international politics, or rejecting loved ones
in favour of his duty. These necessities and this discipline have left him lonely and isolated, often wracked with self-doubt in
the privacy of his throne room, and wondering whether he’s becoming the kind of monster he’s been protecting his country
from.

• He’s grown less comfortable opening up emotionally, only feeling comfortable doing so with a few people, such as his
step-mother or Storm, and even then the aloofness he’s trained into himself can be difficult to shake. While he does
occasionally have bursts of anger or frustration, it can be difficult to tell which are real and which are for an audience.
He does have a hatred of Klaw, but isn’t so caught up in it that he would leave others in danger.
• T‘Challa has a huge ego and is very proud, which some view as cockiness. However, this is usually under his strict
control due to his honour and discipline, and ordinary incidents are unlikely to turn his ego into a liability. It can be a
tragic flaw in some circumstances, though, and his need to appear to know everything has tripped him up in the past.
• His actions, necessary to his mind for the good of his country, have taken a toll on him. As a King, he must often make
decisions that personally cost him dearly, sacrificing friends in the chess game of international politics, or rejecting loved
ones in favour of his duty. These necessities and this discipline have left him lonely and isolated, often wracked with self-
doubt in the privacy of his throne room, and wondering whether he’s becoming the kind of monster he’s been protecting
his country from.

Talents

Martial Arts A, B, C, E: The Panther May stun or slam an opponent regardless of their strength or Endurance, +1 CS to
Fighting when Unarmed, gains +1CS to grapple rolls (Including damage), and +1CS Agility to dodge and +1CS to Strength
for Escape Rolls, +1 to all Initiative rolls when fighting unarmed.

Acrobatics/Tumbling: The Panther is fast and nimble with Monsterous fighting to evade, Amazing Agility to Dodge and
Remarkable strength to escape from holds or grappling attacks, he has also been trained in parkour allowing him to move at 3
areas around in crowded environments and fall up to 30 feet without taking damage on an Endurance feat roll.

Physics: Incredible Reason on matters involving physics and astrophysics, including motion, flight, and the planets and stars.

Electronics: Incredible reason on matters involving electronic devices, including their creation and repair.

Leadership: T'Challa has the brains and understanding of a cohesive group, such that he is a benefit to the team. Any Karma
Pool to which T'Challa belongs receives a 50-point bonus, provided he is recognized as the "team leader."

Business/Finance: T'Challa does know his way around the financial world and money, as a result he has Incredible Reason when
it comes to running his countries finances, influencing the world wide market or bring the financial might of Wakanda to bear
and gets an additional +1 rank to all resource rolls.

Master Tactician: T'Challa is a genius tactician, strategist, and leader who is practically peerless. He was taught tactics and
strategies in his youth by his father who encouraged him to always think two steps ahead of his enemies and three steps ahead
of his friends. His prowess is such that he is able to out think and out maneuver individuals such as Tony Stark, and other
geniuses. T'Challa has Incredible Reason in tactics and planning.

Multilingual: T'Challa can fluently speak Wakandian, English, and other various languages.

Martial Arts A, B, C, E: The Panther May stun or slam an opponent regardless of their strength or Endurance, +1CS to
Fighting when Unarmed, gains +1CS to grapple rolls (Including damage), and +1CS Agility to dodge and +1CS to Strength
for Escape Rolls, +1 to all Initiative rolls when fighting unarmed.
Acrobatics/Tumbling: The Panther is fast and nimble with Monsterous fighting to evade, Amazing Agility to Dodge and
Remarkable strength to escape from holds or grappling attacks, he has also been trained in parkour allowing him to move
at 3 areas around in crowded environments and fall up to 30 feet without taking damage on an Endurance feat roll.

Physics: Incredible Reason on matters involving physics and astrophysics, including motion, flight, and the planets and
stars.

Electronics: Incredible reason on matters involving electronic devices, including their creation and repair.
Leadership: T'Challa has the brains and understanding of a cohesive group, such that he is a benefit to the team. Any
Karma Pool to which T'Challa belongs receives a 50-point bonus, provided he is recognized as the "team leader."

Business/Finance: T'Challa does know his way around the financial world and money, as a result he has Incredible Reason
when it comes to running his countries finances, influencing the world wide market or bring the financial might of
Wakanda to bear and gets an additional +1 rank to all resource rolls.

Master Tactician: T'Challa is a genius tactician, strategist, and leader who is practically peerless. He was taught tactics
and strategies in his youth by his father who encouraged him to always think two steps ahead of his enemies and three
steps ahead of his friends. His prowess is such that he is able to out think and out maneuver individuals such as Tony
Stark, and other geniuses. T'Challa has Incredible Reason in tactics and planning.
Multilingual: T'Challa can fluently speak Wakandian, English, Arabic, Egyptian, French, Hausa, Russian, Spanish, Swahili.

Physical Features

• T‘Challa is a black man in his late twenties/early thirties, with a muscular but lean build. He moves with catlike grace,
and basically gives the impression that he is a black panther in human form. He wears his head shaved, with a beard and
moustache, and has a tiny scar above right eyebrow.

Clothing/Uniforms/Costumes

He wears a black full-body costume and mask.


Personality

Calm, disciplined, and reserved, T‘Challa speaks in a controlled and precise manner, displaying little emotion and
appearing generally unreadable. He can come across as arrogant, where he’s actually just confident in his abilities, and
displaying what he considers to be a regal bearing, as he tries to live up to the memory he has of his father as a perfect
ruler, feeling the need to be in constant control of himself and events surrounding him. There’s little division between
his masked and unmasked identities, his costume being ceremonial rather than a uniform, and neither is used as a retreat
from the life of the other (like, for example, Peter Parker turning into Spider-Man if he needs time to think etc.). He
realizes the difference the two masks have, though (his real face rarely displaying his true self, so is really as much a
mask as the other face), and will use whichever is best suited for achieving his current goals.

When with hero groups, such as the Avengers, he tends to quietly observe proceedings, making sure he understands all
the factors in play before acting. Despite his aloofness, he’ll never ignore other heroes, whether old friends or new to
him (unless of course he’s manipulating them), but always has a certain reserve from everyone, having what’s been
called “the world’s greatest poker face”. He’s dedicated to the welfare of his people and his country above all, and to
leaving a legacy which can begin to come close to his father’s. It’s to this end he’s tried modernizing his country,
removing the isolationist policies it had for so long. This has caused trouble among certain factions, but he views it as a
necessary step in the long term, with a global community developing which he doesn’t want his successors cut off from.
A capable politician, and a master manipulator and strategist, the move he appears to be making, whether at a strategic
of tactical level, is usually misdirection, and T‘Challa will manipulate friends as freely as enemies, keeping them ignorant
of the facts for their own good. He’s always watching events around the world, even those which may not appear to be
directly relevant to Wakanda, and is always trying to determine their true purpose, knowledge being what he considers
his primary weapon in defending his country. Once aware of a threat, he’ll formulate a plan to counter it (and he has
detailed files on how to deal with most considered threats, up to and including Galactus) manipulating or directing
whoever he needs in play to do so. He’ll use duplicity, threats, and violence to manipulate people, and can be ruthless to
the point of cold-bloodedness if the circumstances mean that it is - in his view - necessary. Many see this as a dark,
almost villainous, side of his personality, but T‘Challa views it as what he must do for his country. T‘Challa is first and
foremost a warrior-king, living in a complicated and morally unclear world, who puts the interests of his country as he
views them above any moral consideration. He’s thus not quite a superhero and may have to manipulate, kill, start wars,
or take huge risks with the lives of heroes and the welfare of entire countries. He’s more a trickster than a negotiator,
and more a strategist than a politician.

Strengths

Weaknesses

Equipment
• Black Panther Habit: The Black Panther clothing and cape is a holy vest of the living embodiment of Bast, the
panther god. As the living embodiment, T'Challa's vest affords him certain abilities:
o Costume: The Panther's bodysuit has a Vibranium microweave mesh that not only stops bullets but saps
their momentum. Like Kevlar, it can be cut if you cut along the grain of the webbing, but cannot be
punctured conventionally by blunt force.
o Kinetic Absorption: His costume provides Excellent protection from physical damage.
o Blending: The suit also provides Remarkable rank blending with shadows and in dim light.
o Claws: The Panther's claws are retractable, and contain a new composite of the experimental "anti-metal"
Vibranium, that can break down other metal alloys. His claws can cut through most common metals of
Unearthly material strength and may inflict up to Excellent damage.
o Boots: The Panther's boots have special Vibranium soles that absorb sound and impact, enabling him to
leap off buildings up to 8 stories tall and land without injury. He can also literally run up the sides of
buildings, however cannot be used to remain stationary.
o Mask: The Panther's mask is fitted with night vision lenses to augment his already superhumanly enhanced
natural senses. These provided Incrdible ranked Infravision.
o Illusion Generation: Panther posesses an image inducer of Remarkable rank that allows him to appear in
costume or not, as he desires.
o Energy Dagger: A virtual blade that can be fired, thrown up to 5 areas and handled like an actual knife.
Capable of causing Amazing Energy or Edged damage. Targets hit are marked by the energies, and can be
seen by his costume lenses and tracked using Kimoyo Cards.
o Kimoyo A.I.: This device is connected to several global positioning satellites and are able to monitor ones
over a select area, thus notifying its user of potential dangers in certain regions. It can also home in on
the unique energy signature Panther's Energy Dagger "marks" his prey with.
• Wakandian Support Structure: Unless his communications have been neutralized, T‘Challa has access to a
Wakandan support group which maintains surveillance on him at all times, and which can access whatever
information or specialized knowledge he requires. Through Wakandan stealth surveillance satellites, or hacking into
local surveillance, they can usually offer up to date information about the surrounding area, people and politics as
the King needs them.

Contacts
Avengers; Black Panther II (White Tiger); Captain America; Fantastic Four; Storm; Wakanda Ruling Council; Falcon; Black
Goliath; The U.S. State Department (Everett K. Ross); The United Nations; Interpol; S.H.I.E.L.D.

Special Notes

Personal History

T'Challa is the first biological son of T'Chaka, King of Wakanda. His birth killed his mother, N'Yami, and his adopted older
brother, Hunter, blamed him for her death. His second mother, Ramonda, left the family when T'Challa was only eight,
and when he was in his teens, his father T'Chaka was murdered by Klaw over the rare metal Vibranium , that has it’s
purest version located in the African Country of Wakanda. He started training himself with one purpose in mind, to take
revenge. Klaw was later driven away after almost being killed by T’Challa, though Mr. Fantastic prevented him from
doing so. As a young man, T'Challa traveled to America and Europe for school, and came back to perform his duties in his
tribe to become a man to lead the country. After beating the then current Black Panther and taking an herb to link him
to Bast, the Panther God, the herb also enhanced him which made him almost superhuman as T'Challa became the new
Black Panther, leader of the Panther Clan, and King of Wakanda. This made his adopted older brother hate him even
more, and in turn became the leader of the Wakandan secret police, the Hatut Zeraze, and was called the White Wolf.

As one of his first acts as King, T'Challa threw the Hatut Zeraze out of the country in an effort to establish his country as
a global leader in technology. Being King continued to bring up new difficulties when a tribal war commenced in
Wakanda. T'Challa was forced to take sides in the war, choosing Dora Milaje over the Jabari Tribe for his secret service
agents as well as his harem. The more Wakanda became a technological global power, the more T'Challa realized the
threats of the outside world. While developing nuclear weaponry inside Wakanda, he began to invite super-powered
people to his country, beginning with the Fantastic Four, as well as infiltrate groups like the Avengers in an effort to test
the limitations of their abilities. Although once he found out what kind of people they were, T'Challa saw them as allies
as well as friends. Even so, he only allowed most members of the Avengers to know him as Luke Charles, an American
teacher romantically involved with a singer named Monica Lynne.

For the next few years, T'Challa lived two lives, one in America as a teacher, and one in Wakanda as King. The many
threats to his Kingdom continued, including the Supremacists of Azania, Solomon Prey, Moses Magnum, the Soul-
Strangler, Kiber the Cruel, Wind Eagle, Baron Macabre, and even the Ku Klux Klan. On a mission to recover King Solomon's
Frogs, T'Challa met a future version of himself who was telepathic and fatally sick. Attempting to change this future, he
broke up with Monica Lynne and kept his future body in cryostasis. Wakanda almost went to war with Atlantis, during an
incident on Kiber Island, and T'Challa found out that his stepmother had not left his family, but was kidnapped and made
into a domestic slave by Anton Pretorius. A known white supremacist, who sexually assaulted her daily. It was soon after
her discovery that T'challa rescued her and joined the Knights of Pendragon. Where he learned that he had a Pendragon
Spirit within himself. With the help of Black Axe and Afrikaa, he exposed the efforts of Cardinal Technology to escalate
the civil war in Mohannda.
Empowered by the demon Mephisto, Reverend Achebe led a coup on Wakanda backed by Xcon, an alliance of rogue
intelligence agents and the Russian mafia. In exchange for Mephisto's abandoning Achebe and leaving Wakanda in peace,
T'Challa sold his soul to him, knowing that his unity with the Panther God and its link to the spirits of past Panther Clan
leaders would ruin Mephisto’s plans. Demanding sanctions against America over the Xcon coup, T’Challa linked the United
States to it and presented evidence to the United Nations. Nakia attempted to kill Monica Lynne and was replaced in the
Dora Milaje with Queen Divine Justice. Distraught and alone, Nakia was captured, tortured and almost killed by Achebe
before Killmonger rebuilt her into Malice. Killmonger also attempted to wipe out Wakanda’s economy, so T’Challa was
forced to nationalize all foreign companies. This resulted in Tony Stark having controlling interest in the Wakandan
Design Group.

After the economy was once again stabilized, T’Challa fought Killmonger in ritual combat and was almost killed, but lost
the Black Panther title instead of his life. Moon Knight and Brother Voodoo mystically nursed T’Challa back to health
while Killmonger attempted to join the Avengers as the newest Black Panther. Soon after, Deadpool and other
mercenaries attacked Wakanda on the behalf of Achebe, and the Avengers were forced to respond. While they were in
Wakanda, Killmonger was supposedly killed and T’Challa was re-established as Black Panther. The criminal Nightshade
resurrected the fabled Chinese monster Chiantang the Black Dragon to use against T'Challa back in New York. Black
Dragon had a mind-controlled Iron Fist attack Black Panther. Panther managed to defeat Iron fist, however the assault
caused the fatal sickness the future Panther had originally predicted. Nightshade, meanwhile, managed to revive the
future Panther.

At the same time, the White Wolf took over Xcon and killed most of its leaders. The previous Xcon leadership had used
King Solomon's Frogs to replace the U.S. President and Canadian Prime Minister with brainwashed future counterparts,
allowing the company to overthrow both countries. Hunter continued with this plan and exacted revenge on Tony Stark
for his buy-out of Wakandan Design Group. Afraid for Tony, T’Challa sent him a message by using financial finagling to
seize control of Stark Enterprises and simultaneously annex a small Canadian island in Lake Superior. This prompted the
U.S. and Canadian leaders to meet to discuss this crisis. The coordination of these leaders allowed Panther and his allies,
including the future Panther, to invade the White House and foil Xcon's plot, thereby un-brainwashing the duplicate
leaders and returning them to their own times.

As the Panther returned to Wakanda, the future Panther fell into a coma and was placed back into stasis until he was
killed by Man-Ape. Man-Ape had then been freed by Divine Justice in hopes of freeing her tribe. After all of this, the
original T'Challa became unstable and constantly hallucinating. He attacked the Jabari tribe with the intent of wiping
them out; but almost accidentally killed Divine Justice. This caused him to come to his senses and stop the battle.
Unable to face almost killing a woman he loved, the Panther went into hiding in New York and handed over Wakanda to
his council.
A policeman named Kasper Cole adopted an abandoned Panther costume and sought out T'Challa for training and
guidance. This incident gave T'Challa the strength to fight for his health, his nation and his world. Killmonger was revived
later and challenged T'Challa's rule, an issue which remains unresolved. At the same time, T'Challa went back to the
Avengers, who battled Scorpio, and unmasked U.S. Defense Secretary Dell Rusk as the evil Red Skull. The team was
disbanded after the Scarlet Witch had a mental breakdown.
T'Challa had a somewhat brief romance in his teens with Ororo Munroe. After the fall of M'Butu, Erich Paine's facility
released mutant animals, fruit of his experiments, and T'Challa took action against it. As he had knocked out Paine and
was looking for a way to nullify his mimicking powers, the X-Men came and refused to listen T'Challa while he was
ordering them to back off in order to avoid their powers to be mimicked. During this adventure, T'Challa tried to
reconnect with his former lover Ororo. He helped reunite her with her surviving family members in Africa. As well as
introducing her to her long lost grandparents in America. Where shortly after, T'challa proposed to Ororo. The two were
soon married in a large Wakandan ceremony, and then headed off on a diplomatic world tour for their honeymoon.
They visited nations like Latveria, the Blue Area of the Moon, and Atlantis as well as America. There, the nation was
gripped by the events of the Civil War, and while visiting the White House, the authorities attempted to force Ororo to
sign on to the Superhuman Registration Act despite her status as a ruling dignitary. This resulted in the royal couple
choosing to side with Captain America and the Secret Avengers in the war. At the conclusion of the superhero Civil War
the Wakanda embassy in New York was destroyed, leaving T'Challa without a home while in the city. At the same time
Reed and Sue Richards decided to “take a break” from the Fantastic Four, leaving an opening on the team. T'Challa and
Ororo accepted Richards' offer to stay in the Baxter Building and along with the Thing and the Human Torch formed a
new Fantastic Four. During their time with the team, they encountered Galactus and defeated his heralds Silver Surfer
and Stardust, traveled to alternate realities, fought a new Frightful Four, and saved Eternity from dying with the help of
Doctor Strange. They also stayed and fought alongside the entire Fantastic Four against the Hulk and his Warbound.
Though they fought hard, they were eventually defeated along with many others. It was after this event that T'Challa and
Ororo decided they had been away from their duties long enough bidding farewell to their allies and departed on good
terms.

Profile: Angel
FASERIP

Fighting: Remarkable (30)

Agility: Incredible (40)

Strength: Excellent (20)

Endurance: Remarkable (30)

Reason: Good (10)

Intuition: Good (10)

Psyche: Good (10)

Health: 120

Karma: 30
Popularity: Good (10)

Resources: Remarkable (30)

Angel
Real Name: Warren Kenneth Worthington III Aliases/Nicks: Archangel, Death, Dark Angel, Avenging Angel, War.

Class: Hero Identity: Publicly Known

Age: Adult Gender: Male Height: 6 ft. 0 in. Weight: 150 lbs lbs.

Hair/Fur: Blonde () Eyes: Blue () Physical Form: Mutant Random Race: Caucasian ()

Marital Status: Single (Single ) Citizenship: Citizen of the United States, with no criminal record.

Place of Birth: Centerport, Long Island, Base of Operations: Angel has apartments in New York City and Los Angeles, and
New York. has an estate in the New Mexican Rockies.

Occupation: Adventurer, chairman & principal stockholder of Worthington


Education: College Graduate.
Industries, former terrorist.

Group Affiliation: X-Men, X-Force; formerly Mutantes Sans Frontières, Hellfire


Origin of Powers: Mutant Club, Secret Defenders, X-Factor, Horsemen of Apocalypse, Defenders, Death's
champions, Champions of Los Angeles.

Known Relatives
Father: Warren Kenneth Worthington Jr.
Mother: Kathryn Worthington (mother, deceased)
(father, deceased)

Siblings: None Children: Ulmin and Uriel (Daughter and Son in an alternate timeline)

Additional Information

Warren Kenneth Worthington Sr. (grandfather, deceased), Burtram "Burt" Worthington (Known as the diamond smuggler-
Dazzler, paternal uncle), Mimi (maternal aunt), Unidentified cousin.

Powers
• Winged Flight: Angel's most obvious ability is his large, white, feathery wings. He can fly at Remarkable airspeed.
When in flight he counts as having Amazing Agility, including for Gliding FEATs. He also can accomplish the following:
o Sprint: Warren can "sprint" to Unearthly speeds however must make a successful Endurance FEAT each
round.
o Gliding: By spreading his wings and riding thermals Angel can travel at Good airspeed and is considered
"resting" enabling him to recover as if he were motionless.
o Aerial Adaptation: His entire physiology is adapted for flight, with hollow bones, minimal body fat, and
massively increased muscular efficiency. Angel’s physical adaptations give him Incredible protection
against damage from falling.
• Enhanced Eyesight: Warren has Monstrous eyesight.
• Biophysical Control: Healing: Angel's blood now contains a transferrable healing factor that allows him to heal
others with Amazing effect. He can heal up to 50 points of damage per person per day. To use this power, he must
bring his freshly-shed blood into contact with the target’s injuries. This costs him 1 point of Health for every 10
points he heals.
• Revival: The potency of Angel’s blood is such that he can raise the newly dead. This power should be considered to
be at Good rank, but will only work on subjects that have been dead less than an hour.
• Regeneration: An apparent side effect of his healing ability is Warren’s ability to recover from serious injuries far
faster than a normal human. He has Regeneration at Good rank.

Limitations

Talents

Aerial Combat, Business/Finance (+2CS), Leadership, Martial Arts A and B, Pilot, Resist Domination.

Physical Features

Angel has a pair of white fully feathered wings that span 16' coming out of his back, As Archangel he has blue skin, and
metal wings.

Clothing/Uniforms/Costumes

Personality

Like most other members of the X-Men, Warren did a lot of growing up since his early days. He now assumes his wealth
and the responsibilities it brings him - but at the same time he’s a free spirit and a man who loves leisure. This somewhat
hedonistic attitude is expressed in the great pleasure he takes in flying, his favorite way to spend the time (although he
has to spend time to arrange for the development of his business empire). While he’s not a natural leader, he’s a great
guy to have on your team. He’s experienced, responsible and brave, despite seeming a bit flighty at times.

Strengths

Weaknesses

Although not a true limitation, Angel has a weakness for beautiful women.

Equipment
• Costume: On missions Angel wears a unique personal costume, presumably made of similar materials to the standard
X-Men uniform. This provides Good protection from Physical and Energy, Excellent protection from Heat, Cold and
Electricity. This offers no protection from attacks targeted at Warrens unprotected wings.
• Angel often wears a harness to help conceal his wings underneath his clothes.
• When blue-skinned as Archangel he used a holographic image inducer to grant him a normal appearance.

Contacts

East Coast business and financial community, Dr Strange, X-Men, Champions, Defenders, X-Factor, X-Terminators,
Ravens, Crimson Pirates, Rejects.

Special Notes

Angel possesses an accelerated healing factor that enables him to repair damaged tissue with much greater speed and
efficiency than an ordinary human. He can completely recover from non-fatal injuries such as slash and punctures within
a matter of hours and injuries as severe as broken bones within a few days. This ability extends to being transferred by
blood, thus he can heal others who come into contact with his blood, provided they have the same blood type.

Personal History

Heir to the Worthington fortune, Warren Jr. learned to hide his mutation early. However, a fire at his private school
dormitory led him to use his flying power to rescue his fellow students. To conceal his identity, Worthington wore a long,
blond wig and a long nightshirt so he looked like an angel. The rescue was successful, and Worthington became a
costumed adventurer in New York City under the name of the Avenging Angel, which brought him to the attention of
Charles Xavier. Xavier made Warren one of the first five X-Men, though the true nature of Xavier's School for Gifted
Youngsters was kept secret from Warren's wealthy parents. During this time, Warren tried to woo Jean Grey, but she
chose to date Cyclops instead. Following the deaths of both his parents and the recruitment of the "new X-Men", Warren
left the team and went to the West Coast with his girlfriend Candy Southern. There he used his fortune as head of
Worthington Industries to finance a super-team called the Champions. He was also a sometime member of the "non-team"
known as the Defenders.

Warren later helped the X-Men infiltrate the Hellfire Club, in which he held membership, just before the emergence of
Dark Phoenix, and fought with his teammates in the futile effort to save her from the Shi'ar. He stayed with the X-Men for
a while after Dark Phoenix's death, but was constantly irked by Wolverine, whom he regarded as an unstable psychotic.
Finally Warren left in disagreement over Wolverine's remaining with the team, and returned to his business dealings.
When the real Jean Grey was found in Jamacia Bay, Warren called his old teammates together and founded X-Factor, a
team of purported mutant hunters who in reality captured mutants in order to train them to use their powers without
harming people. They also operated as the "X-Terminators," supposedly outlaw mutants who did the jobs X-Factor
couldn't.
During the Mutant Massacre, Angel was ambushed by the Marauders, and his wings were impaled by Harpoon. Although his
wings might have been salvageable, Warren was betrayed by his friend Cameron Hodge, who had them amputated. Angel
was so distraught that he attempted to commit suicide by crashing his jet. At the last moment, however, Angel was
approached by Apocalypse, who offered him his wings back in exchange for service. Angel agreed, and was transformed
into Death, Apocalypse's fourth and strongest Horseman.
After a pitched battle with his old X-Factor teammates, Warren broke free of Apocalypse's control, and returned to X-
Factor as Archangel. During this phase he had razor-sharp techno-organic wings which could be folded into various
configurations, and whose feathers could be thrown. The feathers were coated with a paralyzing nerve toxin. Angel has
always had extremely keen eyesight, comparable to that of a hawk, as well as a unique physiology with hollow bones and
an enhanced musculature that allows him to fly. Much later, during his escape from the X-Mansion, Sabretooth viciously
slashed the metal wings, and Warren was out of commission for a while.
Some time later, Warren went into some wracking convulsions, and suddenly, his original feathered wings returned, as if
they broke out of the metal wings. What impact this will have on his life as a hero is unknown, as is his status vis a vis
Apocalypse, who may have engineered this from the beginning. Warren has retained the blue skin from the Archangel
transformation. Angel basically left the X-Men after his wings returned, in order to convalesce. However, her returned to
save the Mannites from Death III at Phoenix's request.
After that mission ended, he returned home, but when he was attacked in his own home by a doppelganger who turned
out to be a Skrull, he and his girlfriend Psylocke rejoined to X-Men to hunt down Death III, whom it turns out was really
Wolverine. During the fight with Logan, Angel became more and more ruthless, until he was overcome by a
transformation that left him with glowing wings and hair as well as psionic abilities. He used these abilities to track down
War I, who had once again become a parapalegic. Meanwhile, he fought off Logan, who had broken his brainwashing but
was still very angry. Warren explained that he had become the embodiment of hope, and then used all of his psionic
power to heal War I. The extra power that Apocalypse had allowed him to have then dissipated. Warren then spent a few
months splitting his time between running the business empire he inherited and part-timing with the X-Men teams.
After breaking up with Psylocke and her subsequent leaving the X-Men with the team hunting for the Destiny Prophecies,
Warren again joined the X-Men full-time. With Professor X's revelation to the world of his mutancy and the re-starting of
the Institute, Archangel has also taken a more public role in his CEO persona, speaking to the G8 summit about mutants
in the world economy as well. However, Warren still goes on missions with the team, and has taken a greater leadership
role. On a recent mission, Warren was captured by a mutated Black Tom, who drained the mutants of their life energy.
Somehow, this effected a genetic change, and Warren's skin turned white again, erasing the last vestiges of his servitude
to Apocalypse... More interestingly, Archangel's blood now contains a transferrable healing factor, which he used to save
Husk's life when she was wounded by Maximus Lobo and a community of mutant werewolves. Maximus Lobo fought the X-
Men and nearly killed Worthington and the junior X-Men member Husk. The two barely escaped and only survived from
the brink of death with the help of Worthington's healing powers. Maximus Lobo revealed that he was involved in the
murder of Worthington's father, in part so that he could create a dominate subspecies of mutant werewolves operating
out of Lobo Tech. Maximus Lobo ultimately defeated himself by allowing Lobo Tech to explode rather than concede
defeat to the X-Men.

Warren and Husk developed a romantic relationship after their ordeal, but it started off uneasy and continued in fits and
starts. They committed themselves to each other when the X-Men helped Husk's brother Jay deal with mutant bigotry in
his hometown. Shortly after this, Warren left active duty and his subsequent activities remain unrevealed.

Common questions

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Karma Deficiency reduces a character's starting Karma by 20%, presenting a significant risk by limiting the resources used for improving and maintaining abilities. However, it provides a benefit in offering 2 quirk points, useful for acquiring beneficial traits or powers, creating a strategic balance between resource limitation and potential trait acquisition .

Photographic Reflexes allow a hero to perform any action observed with high proficiency, affecting combat style by enabling imitation of opponents' techniques, advantaging the hero who can swiftly adapt to and utilize a broad range of combat styles. This strategic ability requires studying targets for three rounds before replicating feats .

Mind Gestalt involves merging multiple minds into a single powerful intellect, presenting opportunities for character development through exploring diverse personalities and their interactions within a single being. Challenges include potential internal conflict and the complexity of balancing multiple mindsets and knowledge bases, which can enrich storylines with psychological depth and tension .

The Social Dependent quirk forces characters to rely on group consensus to act, paralyzing them with indecision if isolated. Narrative potential includes tension from reliance on others, hindering autonomous decision-making and placing the character in situations where group dynamics impact outcomes significantly, enriching plot complexity .

Phasing has a damaging effect on delicate electronic devices. By phasing through such devices, the hero can disrupt normal activity and scramble any on-line programming. This necessitates choosing equipment that is not disrupted by phasing, like wind-up watches instead of digital ones to avoid scrambling .

The inherent limitation of Shrinking preventing interaction with normal-sized matter is addressed by enveloping the hero with an aura that reduces all atoms to be consumed, providing a flat 95% chance of having this ability at the time the power is first gained. Without this aura, the hero requires a proportionally sized supply of consumables or must not need to breathe .

Two-Dimensionality allows a hero to appear life-size and be extremely thin, making it difficult for opponents to hit if the hero turns their flat side toward them. The hero also suffers less damage from blunt attacks. However, vulnerabilities include the potential to be forcibly folded or otherwise manipulated, as a flat form can suffer abuses not typical in three-dimensional states .

Mind Blast delivers psionic force that can stun or incapacitate an opponent, generating ethical concerns over causing potential long-term mental harm while temporarily neutralizing threats. Psychologically, using this power may create internal conflict within a hero regarding the justification and consequences of inflicting severe mental disruption .

Plasticity allows a hero to change body topology, providing strategic defense through evasion, absorption, and deflection of blunt physical attacks, as well as the ability to deform into protective shapes like parachutes to mitigate falls. These capabilities enable dynamic adaptation to high-risk scenarios by minimizing physical vulnerabilities and enhancing survival .

The Weirdness Magnet quirk draws strange phenomena and accidents to its possessor, altering team dynamics by introducing unexpected challenges and opportunities. This can lead to team members regularly facing bizarre occurrences and adapting strategies, infusing unpredictability and engaging storylines into the team narrative while fostering growth and resilience .

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