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UPB: Powers 3
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  S SELF ALTERATION (89-92)
(01-02) S1 - Age Shift
(03-09) S2 - Alter Ego
(- 10 -) S3 - Anatomical Separation
(11-13) S4 - Animal Transformation
(14-19) S5 - Animal Mimicry
(20-21) S6 - Blending
(22-27) S7 - Body Adaptation *
(28-30) S8 - Body Transformation *
(31-33) S9 - Body Coating
(34-37) S10 - Bouncing Ball
(- 38 -) S11 - Chemical Mimicry
(39-42) S12 - Elongation
(43-44) S13 - Energy Body *
(45-49) S14 - Energy Sheath
(50-55) S15 - Evolution
(56-57) S16 - Growth
(- 58 -) S17 - Imitation-Face Changer
(59-60) S18 - Imitation-Human Changeling
(- 61 -) S19 - Invisibility
(- 62 -) S20 - Mass Decrease
(- 63 -) S21 - Mass Increase
(64-67) S22 - Phasing
(68-70) S23 - Physical Gestalt
(- 71 -) S24 - Plant Mimicry
(72-74) S25 - Plasticity
(75-78) S26 - Prehensile Hair
(79-81) S27 - Self-Duplication *
(82-84) S28 - Self-Vegetation
(85-90) S29 - Shapeshifting
(91-94) S30 - Shrinking
(95-99) S31 - Spirit Gestalt
(- 100 -) S32 - Two-Dimensionality

(S1) AGE SHIFT (01-02)
The hero can alter his apparent age at will, His body and physiology change to simulate any age, younger or older. Mental facilities remain unaffected (in other words, you really can have a 10-year-old mind in a 30-year-old body). When creating the hero, the player can opt to link the hero's other physical Powers to a different physical age. For instance, Jon's hero can be a 10-year-old boy who has the ability to become a 25-year-old with the Powers of. Flight, Shadowcasting, and Telepathy. Rank determines the apparent number of years the hero can Age-Shift. Normally, a character cannot voluntarily Age-Shift to an age younger than a newborn, since this is definitely suicidal. This barrier can be passed if the hero's Power is being controlled by an outside force.

(S2) ALTER-EGO (03-09)
The hero has two different forms. One is a normal, powerless being; the other is the powerful, heroic self. When creating the hero, the player has to create two different beings. The statistics for the primary self should be fairly routine (all physical abilities ranging from Feeble to Good). All bets are off for the heroic self. Something many people never consider is that the heroic self might be a relatively normal human, while the normal self is something a little lower on the evolutionary ladder. For example, you might try a character whose normal self is a mutant dog (why should humans have all the deviant fun?). The two selves never co-exist except under extraordinary circumstances. Possible causes of simultaneous existence include time warps, cloning, and Lifeform Creation. The two selves may even be separated for an extended time, such as what happened to Bruce Banner and the Hulk. The primary drawback to this Power is the uncontrolled reversion to the normal self, especially when it occurs during dire circumstances. For example, Mightiman is rescuing a sub from the ocean floor when he reverts to his other self, little Eddy Edwards. ("Can you say 'fish food?' Sure you can.") Variations include automatic or voluntary transformation, duration, and shared minds versus semi-independent mentalities.

(S3) ANATOMICAL SEPERATION (-10-)
This is the most grotesque Power available but it has its advantages nevertheless. With this Power the hero can spontaneously and harmlessly separate his body into independently functioning segments. Physiological functions like blood flow and neural activity continue in the same manner as if the body were whole. Detached parts cannot regenerate if the body is destroyed unless the hero has a regenerative Power. If any detached part JS: damaged or destroyed, the hero suffers the normal damage; his body also reassembles immediately, if possible. The practical basis for this is the power of Gateway/Spacewarp targeted on the hero's own body. In "game reality" the hero forms two parallel Spacewarps at the desired point of detachment, then shifts the location of the outer warp. The perceived result is that part of the hero's body detaches and flies off on its own. Normally, the majority of the hero's body acts as an anchor and cannot be moved by shifting the Spacewarps. The hero can develop Power stunts with which he can transport himself. (Example: the hero sends out a hand to grab onto a distant object and then pulls himself to it.) Detached segments can travel at Power rank speed for Land/Water movement; involuntary reattachment due to injury is instantaneous. The maximum range and duration of detachment are also based on the Power rank. Each additional detachment decreases the range and duration by -1CS, for a cumulative effect.
Rank Movement in areas per turn Range Duration
Fe 1 2 1 minute
Pr 2 4 2 minutes
Ty 3 6 4 minutes
Gd 4 8 8 minutes
Ex 5 10 15 minutes
Rm 6 15 30 minutes
In 7 20 1 hour
Am 8 25 2 hours
Mn 9 30 4 hours
Un 10 40 (1 mile) 8 hours
ShX 12 50 (1.25 miles) 1 day
ShY 14 100 (2.5 miles) 2 days
ShZ 16 200 (5 miles) 4 days
CL1000 32 500 (12.5 miles) 10 days
CL3000 50 1,000 (25 miles) 20 days
CL5000 100 2,000 (50 miles) 40 days


If a single detached segment is prevented from returning to the body at the end of the duration, the rest of the hero's body is instantly drawn to the missing piece. Any intervening barrier is destroyed, doing damage to the hero appropriate to the barrier. If there are two or more missing parts, the rest of the hero's body is instantly drawn to a point midway between them. From there he can move freely in order to recover himself. He loses 1 point of Health for each 10 turns he remains apart. Upon reattaching the next-to-last part, he is instantly drawn to the last part. Separating the legs from the torso does not cause the hero to fall. Rather, the torso can move freely about on its own, at normal movements rates for Land/Water. Despite a player's misgivings, this Power lends itself to several useful Power stunts. A self-propelled sword arm is handy in a fight. A hero facing a toxic cloud could leave his nose behind. The Power provides +1CS protection against edged weapon attacks; a blade cannot sever something already detached. It is also a great Power for a macabre sense of humor. Due to the nature of this Power, the hero has a special vulnerability to attacks that disrupt his own Spacewarp. These include Gateway, Dimension Travel, any of the Teleportation forms, and any Power-affecting Powers (+2CS for the attacker).

(S4) ANIMAL TRANSFORMATION (11-13)
The hero can alter his appearance, form, and dimensions to appear as any desired animal form. This Power can also be used to assume alien appearances (but not humanoid aliens). The only limitation is that the hero's basic physiology remains unchanged.

(S5) ANIMAL MIMCRY (14-19)
This is a form of Power Duplication. The hero can duplicate the natural abilities of any animal. The hero's body does not significantly change; instead, existing flesh changes the way it functions. For instance, perhaps the lungs can now breathe water. The rank determines a successful duplication. Normal animals take a Typical Intensity FEAT, aliens a Good Intensity FEAT, and magical creatures need an Unearthly Intensity FEAT. Should the hero wish to duplicate an imaginary animal or being, he must make a Class-1000 Intensity FEAT. Duration ranges from one minute to indefinite.

(S6) BLENDING (20-21)
The hero has the ability to match his color exactly to his surroundings. This Power functions as a practical invisibility. The body's outline and contours are still detectable if the observer is very careful. The Power is most effective if the hero is in low light or at a distance from the viewer. Variables include speed and complexity of color change, and whether the Power is automatic or voluntary.

(S7) BODY ADAPTATION* (22-27)
This is related to Life Support. The hero's body automatically adapts its physiology to enable it to survive in hostile environments. Unlike many of the other Powers that also permit this, Body Adaptation physically changes the hero's body. This Power involves automatically functioning versions of Body Transformation and Shapeshifting. The Power changes the hero into a form that has primary abilities proportional to the new environment. Example: An Adapting hero in a heavy-gravity world might now possess Monstrous Strength, but so do all the natives. Note: If the hero possesses a Strength rank greater than Typical, that CS is carried over into the new situation. In the above example, if the hero possessed Remarkable Strength on Earth, he possesses Shift-Y Strength on the heavy world. The hero can completely adapt in one to ten turns, depending on the degree of difference between the new and home environments (Judge's discretion). The adaptation may provide the hero with new ways to move. On a water world, the hero might sprout fins. There is only one adaptation for each type of environment, and it is triggered automatically by the hero's entrance into the new environment. The Power cannot provide the hero with protection against hazards that suddenly occur; a prime example is the hero failing from a great height. This is a hazardous situation, but not a hazardous environment. When adaptation occurs, the hero gains the subconscious knowledge of how to use the new adaptations for survival. If not, we waste game time while the hero learns to breathe. At Shift-X, the hero can consciously control the manner of adaptation.

(S8) BODY TRANSFORMATION-SELF* (28-30)
The hero can alter the nature of elements and compounds within his own body. Innate safeguards in this Power maintain the hero's lifeforce in any altered state. Altered states may not necessarily be mobile, or may move in new ways. (At FE and PR ranks, the hero is immobile.) Note: The safeguards that protect the hero might be disrupted or not included if another hero tries to duplicate this Power. In such cases, use of this Power may be instantly fatal! While in an altered state, the hero has a special vulnerability to attacks menacing that form. If the Absorbing Man transformed himself into paper while fighting the Human Torch… While in a solid altered state, the hero retains his overall normal appearance. If liquid or gaseous, he can assume any shape and still reform into his original appearance at the cessation of the Power. Normally, the hero must transform his entire body into the desired material. He can transform himself into multiple materials or transform specific parts of himself at a cost of -1CS.

(S9) BODY COATING (31-33)
The hero can surround himself with a flexible layer of a protective substance not normally found on his body. The body coat provides protection and allows the hero's Power(s) to manifest (i.e., if the body coat is not present, the hero cannot use his other Powers). Damage to the body coating is not carried over to the hero's own Health; no points are lost even when the coating is completely destroyed. Any damage to the coating can be quickly repaired by the hero's body secreting more of the coating material. The degree of protection and the speed of repair to the coating are determined by the Power rank. The coating can be of any one substance. When creating the hero, the player must determine the nature of the Body Coating material. Common examples include ice, iron, steel, copper, rock, wood, and insulation. Each material has its own characteristics. If the player rolls this Power more than once when creating the hero, the player may opt for a variety of coatings or increase the rank of the first coating by +1CS, cumulative. When coated, the hero is vulnerable to attacks against that specific material, like flame against wood, electricity against metal, or sudden thermal change against rock. Variables include the material strength of the coating, its normal duration, the speed of creation, the rate of replenishment, and the effects on the body. The Body Coating Power gives the hero an added vulnerability to relevant Matter Control Powers. When the coating has reached its duration limit or is no longer needed, it simply flakes off the hero, s body and quickly disperses as dust or vapor. If an opponent has the ability to negate the coating's flexibility (through Matter Control, Power Control, or Magic), the hero is paralyzed until he can remove the coating or until it reaches its duration.

(S10) BOUNCING BALL (34-37)
This is a specialized form of Shape-shifting. 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 re-inflate himself.

(S11) CHEMICAL MIMICRY (-38-)
This is related to both S7/Body Transformation-Self and to Power Duplication. The hero can duplicate the chemical properties of any element or compound without his own body actually changing in composition. The hero's flesh simply acts as if it were the desired substance. Obviously the hero retains his solidity, even when duplicating the properties of a liquid or gas. Depending on the desired effect, the range of his chemical power varies from contact to one area. Tracking the hero by smell is difficult because his scent changes with each mimicry (-4CS to tracking ability).

(S12) ELONGATION (39-42)
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.

(S13) ENERGY BODY* (43-44)
The hero can transform his body into a coherent energy field that supports his lifeforce and is capable of controlled actions. The energy can be of any type (see the Energy Emission listings). When creating the character, the player determines the nature of the energy into which the hero can turn. The rank determines the number of possible energy types. The rank for each energy type is originally Good; this is modified by the Ability Modifier Table found on page 6 of the Player's Book. Each Power is rolled separately. Thus, a hero might have a Poor sound-form and an Incredible radiation-form. Damage to the Energy Body is the same as damage to the normal body. The Energy Body is subject to anything that would affect energy of its type. The hero makes a standard Resistance roll to determine such effects on the Energy Body. The hero may find himself confined in a storage field while in energy-form. If so, he must make a red FEAT to attempt to revert to normal. If he fails, he must escape in his energy form. The Energy Body is a relatively unlimited supply of that particular energy type. The hero can expend great amounts of it and still be able to return to normal. Completely depleting the Energy Body requires a red FEAT rolled by the Judge or an adversary. The hero can also absorb existing energy of his chosen type to replenish himself. This Power includes the relevant form of Energy Control and Emission for the purpose of controlling the energy within the body.

(S14) ENERGY SHEATH (45-49)
The hero can surround himself with an energy field. This field provides protection, life support, and a means of manifesting the hero's other Powers. The energy field can be of any type (see the Energy Emission section for available types). Each energy field has its own characteristics that affect the ways the hero can use the Power. Only one Energy Sheath can be used at a time. The hero may possess several possible Energy Sheathes. The original rank for each is Good; this can be modified by the Ability Modifier Table on page 6 in the Player's Book. Each Power is rolled separately. Thus a hero might possess a Poor Sonic Sheath and an Incredible Vibration Sheath. Damage to the Sheath does not affect the hero's Health. If the Sheath is destroyed, the hero. must make a red FEAT to regain it. Possible ways of destroying a Sheath include Energy Control and Conversion, Power Control, and Magic. When the hero is using this Power, he has a special vulnerability to Energy Control and Conversion Powers that can affect his type of Energy Sheath (-2CS). However, he also has +2CS Resistance to attacks using the same energy form as his Sheath. For the duration of the Sheath, it is assumed to be made of an infinite supply of that energy. (Otherwise, the character bookkeeping would be a nightmare. "Let's see, if I throw a fireball, that's gonna cost five minutes of power…") When creating the hero, the player can opt to replace one of the other Powers with a Transportation Power. The player can also replace other Powers with the appropriate Energy Emission and Control Powers, if he so chooses.

(S15) EVOLUTION (50-55)
The hero can alter his mind and body to simulate any stage of the evolutionary path of his species. Note: This is "comic book" evolution, folks, the kind where superstrong cavemen eventually evolve into giant brains with vestigial limbs. If the hero possesses other Powers, the player may divide them among different evolutionary stages. For example, the caveman gets the physical Powers while the giant brain gets the mental ones. Rank determines the duration of the assumed stages. For the caveman, drop the Reason, Intuition, and Psyche, but raise the Fighting, Agility, Strength, and Endurance. For the giant brain, reverse the process and raise the Reason, Intuition, and ' Psyche. In both cases, the decreased abilities drop to Feeble, while the other abilities are raised a corresponding number of ranks. Divide the ranks as evenly as possible. Each stage also has intrinsic advantages. The caveman possesses Typical Tracking, while the giant brain possesses Typical Telekinesis and True Flight.

(S16) GROWTH (56-57)
ATOMIC DISPERSAL (01-25)
ATOMIC GAIN (26-75)
ATOMIC GROWTH (76-100)

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 deter-mines the method when he creates the character or when the character first gains this power, using the subtable (at left).The nemesis is MC4/Diminution; the specific nemeses for each form are, in order: Atomic Collapse, Atomic Reduction, and Atomic Shrinkage (see Shrinking). The following details to-hit bonuses against Growth-using characters:
Rank Resultant Size Bonus to be hit
Fe 1.5x +1CS
Pr 2x +1CS
Ty 3x +1CS
Gd 4x +1CS
Ex 6x +1CS
Rm 8x +2CS
In 10x +2CS
Am 12x +2CS
Mn 15x +3CS
Un 20x +3CS
ShX 50x +3CS
ShY 100x +3CS
ShZ 200x +3CS
CL1000 500x +4CS
CL3000 1,000x +5CS
CL5000 10,000x +6CS

ATOMIC DISPERSAL (01-25)
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 (26-75)
This 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 (76-100)
This 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 e.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.

(S17) IMITATION-FACE CHANGER (-58-)
The hero can change his superficial appearance but cannot alter his basic form or dimensions. The hero has conscious control over the movement and placement of muscles, cartilage, and minor bones (nose, fingers, cheeks) and can alter the color and appearance of his skin and hair. The hero can use this Power to assume any human appearance, provided the desired shape roughly matches his own. Examples: A child could imitate other children, midgets, and dwarves. A thin man could not imitate Sydney Greenstreet.

(S18) IMITATION-HUMAN CHANGELING (59-60)
The hero can alter his appearance, form, and dimensions to appear in any desired human or humanoid shape. The hero may either imitate a known being or assume a created appearance. This Power does not allow the hero to imitate Powers, Talents, or mannerisms.

(S19) INVISIBILITY (-61-)
With this Power a hero can render himself undetectable by normal, consciously willed sight. There are four very different means of accomplishing this effect. Each form has unique characteristics regarding such factors as the area made invisible, protection against light-based attacks, mechanical detection, and detection by other means. Physics: This is the form possessed by Sue Richards. The hero's body is totally transparent to the visible light spectrum. He cannot be mechanically detected or recorded (i.e. by photography or television) and is immune to attacks using visible light (lasers, mostly). At Good rank and higher, the invisibility range can be extended to cover other sections of the energy spectrum (infrared and ultraviolet light, radiowaves, hard radiation); this also bestows immunity to attacks using these forms. At these levels the hero can also extend the area of invisibility beyond his body. This permits the hero to protect others and, more importantly, to wear clothing. (H.G. Wells' Invisible Man was unable to even conceal undigested food within his body.) Telepathic: The hero is actually visible but is ignored and immediately forgotten by beings who would otherwise be capable of detecting his presence. He is also immune to detection by other senses. ("Did you hear anything? Nah.") He can be mechanically detected and recorded (this is where this Power gets weird); a video monitor or alarm that reveals the hero's presence will be ignored by anyone within range of the hero's Power. Photographic film records the hero, but anyone looking at it while within range of the hero's Power will ignore the hero's image. Anyone outside this range can see the hero quite clearly, and will be very confused about the lack of reaction by those around the hero. He can extend this invisibility to anyone in physical contact with him. If the hero loses touch (literally) with someone whom he was protecting in this way, that person is immediately susceptible to the Power's effect and forgets that the hero was ever there. Robots and cybernetic beings are unaffected by this Power, but they can be protected by it. The Power does not affect any light-based attack but does provide protection against psionic attacks (-2CS for the attacker). Hallucinatory: The hero is actually visible but is surrounded by a telepathic field that makes others see an empty spot where the hero is. The Hallucination can incorporate the hero's surroundings and affect real-time viewers at a great distance. In other words, the hero can disguise the area around himself and this disguise will fool anyone looking at the area, even if they are miles away. However, this Power doesn't fool film or videotape; these record the scene as it really is. Hallucination also prevents detection by other senses. The hero can be mechanically detected and recorded; as with the Telepathic form, anyone within, range o f the effect ignores the hero. Robots and cybernetic beings can also detect him. This Power provides no protection against light-based attacks, but does provide protection against psionic attacks (-2CS for the attacker). Holographic: The hero is actually visible but has surrounded himself with a holographic image of empty space. The holograph can incorporate a wide area and affects anyone within line of sight (if someone can see across interstellar space, the holograph fools you). The holograph can be mechanically detected and recorded as if it were real. It will not prevent detection by other senses. Robots and cybernetic life accept the holograph as real. It provides protection against light-based attacks equal to his Power rank -2CS. ( Example: the Incredible rank provides Excellent Resistance.) The duration of any form of Invisibility is a function of the Power rank. This Power can be reduced in effectiveness or even terminated by certain acts, performed either by the hero or someone under the Power's effect. Simple physical contact can alert others to the hero's presence (Physics, Hallucinatory, Holographic). Physical attacks by the hero terminate the Invisibility (Telepathic) or reduce its protection by -1CS for each attack the hero makes (all other forms). An Invisible hero may find himself surrounded by a coating material (rain, dust, and paint for example). This only effects the Physics-based Invisibility. At Feeble, Poor, and Typical ranks the hero is visible for the duration of the coating. At Good or higher ranks, such coatings remain visible for the number of turns equal to eight minus the number of Power rank levels. (Example: Invisible Woman is struck by a balloon filled with paint. Her Power is Excellent and renders the paint invisible in three turns.) There is a base 2% chance that the Invisibility is permanent (4% if the hero is alien). Such a state can only be negated by nullifying the Power itself, permanently. Previously controllable Invisibility can be made permanent through brain damage or Powers that affect the hero's control.

(S20) MASS DECREASE (-62-)
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.

(S21) MASS INCREASE (-63-)
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.

(S22) PHASING (64-67)
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.

S23 PHYSICAL GESTALT (68-70)
This is a variation of S2/Alter Ego. Two or more relatively normal people actually merge their bodies to form a single, powerful being the hero. When a player rolls this Power, he has to create three different characters.
The Gestalt hero may physically resemble a blending of features from each of the merged characters, or have a completely different appearance. In any case, the Gestalt hero will have a normal appearance. No two-headed, split-torsoed freak results, unless this Power is distorted in some way. Interference by such Powers as Magic or Power Control may result in the Gestalt hero forming as a freak. The hero can still revert to his normal selves, though, no matter how weird he gets (the Judge may want to require an Unearthly FEAT, though, at his discretion). Both or all normal selves are required to form the Gestalt. If one is unavailable, the Power cannot function.
Damage to a normal self is carried over to the Gestalt self; for example, if one person has a whomping head cold, so will the Gestalt. However, the Gestalt hero's superior recuperative faculties can quickly repair any such illness. The normal and Gestalt selves never co-exist except under extraordinary circumstances (see S2/Alter Ego). The Gestalt mind may be a schizoid combination of each of the normal minds, or be a completely independent mind. In the latter case, the Gestalt may have full, partial, or no knowledge of his component selves. Likewise, the normal selves may not have any idea of what their Gestalt self is up to' Variables include whether the merger is voluntary or automatic, the duration, and the maximum difference between normal selves when attempting to merge.
Normal distance is contact, but at high levels merges can occur across some distance; in these cases, the normals teleport to a common location (or perhaps one teleports to the other's location). Duration is determined by the Psyche of the Gestalt. Time varies from one minute to indefinite, with a median of 1,048 hours.
S24 PLANT MIMICRY (-71-)
This is a form of Power duplication. The hero can duplicate the natural abilities of any plant. The body does not significantly change, aside from the instantaneous appearance of chlorophyll in the hero's skin whenever he uses this Power. Some plant "powers" include:
Photosynthesis: The hero can survive without eating by converting sunlight to food.
Fragrance: The hero can summon and control insects.
Rooting: The hero can become immovable.
Poison Touch: The hero can have adverse effects on anyone touching him, from rashes to death.
The hero must state what plant power he is attempting. Players should also study up on their botany, since the more plants they know about, the more powers they can have. Successful duplication is determined by a Power rank FEAT; normal plants require green FEATs, alien plants require yellow FEATs, and magical plants require red FEATs. Duration ranges from one minute to indefinite.
S25 PLASTICITY (72-74)
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.
S26 PREHENSILE HAIR (75-78)
This is a Power that few masculine heroes would admit to having, even if they possessed it. The Power gives the hero's hair the capability of independent, controlled movement, as if each strand were a tiny tentacle, It is also a Power that apparently only women possess. The basis for this may be cultural rather than genetic (in the entire history of comic books, only three people had this Power—all women).
Using her Prehensile Hair, the heroine can perform a variety of tasks with the hairs combining to form one or more appendages. She can handle objects, pick locks, ensnare a target, and even deliver a powerful blow with a silken fist. In a blunt combat the hair functions as one or more attacks. The maximum number of simultaneous actions and the Strength and Agility with which they can be accomplished are functions of the Power rank. Rank # of Actions Strength/Agility Adjustment
Fe 1 -2cs
Pr 1 -1cs
Ty 1 None
Gd 2 None
Ex 2 +1cs
Rm 3 +1cs
In 3 +2cs
Am 4 +2cs
Mn 5 +3cs
Un 6 +3cs
ShX 8 +4cs
ShY 10 +4cs
ShZ 12 +5cs
CL1000 20 +5cs
CL3000 30 +6cs
CL5000 40 +7cs
Prehensile Hair possesses a sense of touch identical to that of the heroine's hands. Damage to the hair is felt. If you yanked out a lock of Medusa's hair, she'd feel the same pain you'd feel if she broke your finger (and you'd deserve it). Loss of more than half the hair causes pain and damage equal to that caused by a limb lost by the same means; the heroine loses one-third of her Health (rounded down).
The motivating Power for the hair is Telekinetic rather than muscular. The individual strands are identical to normal healthy hair. The coloration is often a brilliant red or golden blonde, but can be any color the player desires. The hair's length exceeds the normal limits; strands can reach a maximum length of 20 feet plus 5 more for each rank above Amazing.
However long the hair is, when not in active use it contracts and does not extend past the heroine's knees.
If the heroine's Power is nullified somehow, she retains her hair but can no longer feel or control it. The hair immediately cascades to the floor (and beyond) and reduces her Agility and movement rate (excluding Flight) by -4CS.
S27 SELF-DUPLICATION* (79-81)
The hero can spontaneously generate exact copies of himself. The new bodies are usually semi-independent; each possessing an independent mind but all are linked telepathically so all Duplicates are aware of each other's actions. Each Duplicate possesses the same Powers as the original, except for possible lacking this Power (that is, no Duplicate could generate more Duplicates).
If a Duplicate is killed, the hero doesn't lose any Health, though he might lose Karma if the hero deliberately sent his Duplicate into a certain-death situation. If the original body is killed, the Duplicates will last until the duration of the Power is up-then disintegrate. If the hero's Duplicates possess an indefinite existence and the Power of Duplication, it matters not if the original body is destroyed. Thus, this Power offers a form of Immortality. Unfortunately, each Duplicate is the same physical age as the original, so this form of immortality doesn't turn back the clock at all.
Sometimes this Power functions in a different manner, producing beings distinctly different from the original. Such semi-duplicates might possess altered minds, bodies, or Powers. For example, Shifter has the ability to generate independent beings who each possess a single, unique Power. Each time he uses his Power, he creates a new, albeit temporary, hero. At this rank, he has no real control over what Powers come out, but with extensive practice, someday he'll be able to custom-create his sub-heroes.
In a case like Shifter's, each sub-hero gains a Power randomly generated at the time of his creation. Shifter has the potential to use any Power in this book. If he wants to try to make a conscious selection, his player must make a red FEAT roll. If he blows it, the Judge rolls a Power for him. If the FEAT was yellow, the Judge rolls a Power in the same class of Powers as the player originally wanted; less than that, and the Judge can roll under any class he likes.
All Duplicates possess statistics identical to those of the original hero.
S28 SELF-VEGETATION (82-84)
The hero can alter both his shape and physiology to become any desired plantform. The degree of change can vary wildly. At the least, the hero's body changes into a similarly-shaped "plantman;" at higher ranks the hero may assume normal or alien plant shapes.
When in plant-form, the hero is immune to attacks that specifically affect animal life (nerve gas, pheromones, etc.) but is vulnerable to attacks that affect plant life (herbicides, light-blocking, etc.).
When in plant form, the hero doesn't need to eat normal food; rather he uses photosynthesis to gain desired energy. This requires the availability of water, air, and sunlight. The plant-hero has different statistics for the physical Abilities; the mental Abilities remain unchanged.
S29 SHAPESHIFTING (85-90)
The hero can drastically alter all of his physical parameters (dimensions, appearance, physiology) to achieve any desired shape. Despite appearances, the hero retains his basic chemical composition unless other Powers are used simultaneously, such as S8/Body Transformation-Self. Example: Hobgoblin of the Shi'ar Imperial Guard transforms himself into a stone wall. Despite its granite-like facade, it's composed of flesh; instead of chips flying when the wall is attacked, it bleeds.
The hero can attempt to change into any form; success is determined by a FEAT. When creating the hero, the player can raise the Power rank by limiting the variety of possible forms into which the hero can change. Some categories include inanimates, machines, specific alien or animal races, superbeings only, and so on.
Normal duration is determined by Power rank. If the hero attempts a shape that exceeds his normal size limits (i.e. not more that 150% nor less than 50% of his original size), this affects the duration, dropping it the equivalent of -3CS.
This way a hero can attempt to impersonate a fly or a dinosaur; he just can't do it for long.
S30 SHRINKING (91-94)
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 the table below. 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. The following table details attack modifiers against Shrinking characters:
Rank Resultant Size To-Hit/Damage Column Shift
Fe .5x None
Pr .25x None
Ty .125x None
Gd .0625x 1cs
Ex .03x 1cs
Rm .01x 2cs
In .005x 2cs
Am .0025x 2cs
Mn .001x 3cs
Un .000 1x 3cs
ShX .000 01x 4x
ShY .000 000 1x 5x
ShZ .000 000 001x 6x
CL1000 .000 000 000 001x 8x
CL3000 .000 000 000 000 000 001x 10x
CL5000 .000 000 000 000 000 000 000 000 000 000 001x 12x
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 at which 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 sub-table (on the left). 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).
(01-20) Atomic Collapse
(21-40) Atomic Reduction
(41-100) Atomic Shrinkage
ATOMIC COLLAPSE (01-20)
This 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 (CL5000).
ATOMIC REDUCTION (21-40)
This 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 (41-100)
This 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.
S31 SPIRIT GESTALT (95-99)
The hero can transform into a heroic Alter Ego by joining his mind and body with one or more disembodied beings (spirits, semi-divine beings, and that ilk. The joining of these disparate beings generates the Power possessed by the Gestalt hero. The merging spirit can be of any nature, determined by the player at the time of the hero's creation. Possibilities include:
Ancestral Gestalt: The merging beings are the hero's own ancestors.
Spiritual Gestalt: The spirits are any Free Spirits.
Demonic Gestalt: The merging being is a nasty supernatural type.
Divine Gestalt: The merging spirit a bona fide divine being.
Duration is determined by the Gestalt hero's Psyche. Rank determines the cohesiveness of the Gestalt, especially its resistance to external attempts to dissolve the merger.
S32 TWO-DIMENSIONALITY (-100-)
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.

  T TRAVEL (93-100)
T TRAVEL (93-100)
(01-02) T1 - Astral Body
(03-06) T2 - Carrier Wave
(07-10) T3 - Dimension Travel
(11-12) T4 - Energy Path
(13-14) T5 - Floating Disk
(15-20) T6 - Gateway *
(21-26) T7 - Gliding
(27-28) T8 - Hyper-Digging
(29-34) T9 - Hyper-Leaping
(35-42) T10 - Hyper-Running
(43-46) T11 - Hyper-Swimming
(47-52) T12 - Levitation
(53-56) T13 - Rocket
(57-58) T14 - Skywalk
(59-64) T15 - Spiderclimb
(65-72) T16 - Teleport Self *
(73-76) T17 - Teleport Others *
(77-78) T18 - Telereformation
(79-80) T19 - Time Travel *
(81-82) T20 - Troubleseeker
(83-91) T21 - True Flight
(92-95) T22 - Water Walking
(96-98) T23 - Whirlwind
(99-100) + T24 - Spinner

T1 ASTRAL BODY (01-02)
The hero can send his astral form off to any destination. The physical body doesn't go anywhere; it remains in a comatose state until the astral body returns. The astral body is intangible and invisible to normal senses. In the Earth dimension it can use any of the hero's mental or Psionic Powers but not the physical ones. In other dimensions the astral body regains visibility, solidity, and the physical Powers. A magical silver cord connects the astral and physical bodies. While it can stretch a great distance, it is not infinite. The maximum distance the astral body can travel form the physical body is shown on the Space/Extradimensional Travel column of the Movement Table. The astral body travels at up to Power rank speed. This allows the hero to arrive instantaneously at a destination. The astral hero can cross into other dimensions by means of a Psyche FEAT. The silver cord links both bodies in several ways. It enables the astral to monitor the condition and location of the physical. Beings in the physical world can use that body's connection to locate the astral body. The silver cord is the key to the astral returning to its own body. If the cord is broken, return is extremely difficult, if not impossible. Once the cord is broken, the physical body begins to die. Health drops one point per hour. Fortunately, breaking the silver cord requires a CL1000 Intensity FEAT. If an attempt is made to damage the cord at any point, the astral body is immediately aware of the attempt and the location of the threatened length.
If the physical body is killed, the cord is snapped automatically. The hero is now trapped in astral form as a Free Spirit.
The astral body resembles the hero's self image. As such, it might not resemble the real body. All clothing and appurtenances the astral form carries are unreal simulations of the real items; they still have equivalent effects though.
Astral bodies can be detected by Psionics, Magic, Extradimensional Detection, and by this Power. They can be attacked from the physical world by mental and Psionic Powers, Exorcism, Summoning, Spirit Storage, and Force Field vs. Magic.
Optional Powers include any of the Magic Powers and Extradimensional Detection.
The Nemesis is Summoning.

T2 CARRIER WAVE (03-06)
The hero can manipulate energy currents to support and propel his body, thus attaining a form of Flight. The energy can be any type found in the hero's environment, such as magnetism, sound, light, heat, and electricity. The hero can use only one form; the player has to decide which one when he creates the hero.
The Carrier Wave can support the hero and an additional load equal to its Power rank in terms of Strength. For example, Magneto's Remarkable rank enables him to tow up to a ton of material. The carrier wave is temporarily solid and visible.
Flight occurs at Power rank speed. The maximum speed is that of normal energy of the type composing the wave. For example, a sonic carrier wave is limited to Shift-X speed. It is limited to areas where that energy exists. As the limits of that energy's domain are reached, it becomes weaker and finally fizzles out. The hero continues to move in a ballistic arc before he finally crashes.
Carrier waves can be affected by the appropriate Energy Emission and Control Powers. Emission can change the speed or direction of the hero's travel. The Intensity of an opposing Energy Power decreases this Power's rank. A supporting Energy Power adds its Intensity to the Power rank.
Example: Lodestone possesses Incredible Magnetic Manipulation. He tries to stop Magneto from flying away. Lodestone's Incredible rank decreases Magneto's Remarkable rank to -10. Magneto comes to an inaudibly screeching halt and begins to fly in reverse at Good speed.
The Optional Power is Energy Detection and an Energy Control Power of the same type as the Carrier Wave.
The Nemesis is the appropriate Energy Control.

T3 DIMENSION TRAVEL (07-10)
The hero can travel into a number of other Dimensions. Transit to a random dimension normally occurs automatically but the Power is weakened by adrenaline. If the hero is in any kind of precarious situation, he must make a Power rank FEAT. He must also make a FEAT if he is trying to appear in a specific dimension or alternate timeline. Specific locations in the other dimension require a red FEAT. The return trip is easier. Returning to a random location on the homeworld is automatic. Returning to a familiar spot on the homeworld is a yellow FEAT.
The hero initially has two dimensions he can travel to, his home and one other realm. Additional dimensions can be reached by developing the trips as Power stunts or by dropping the affinity that permits effortless travel to either of the two original dimensions. ("What do you mean, you don't remember how to get back to Earth?")

T4 ENERGY PATH (11-12)
This is a combination of Energy Body and Carrier Wave. The hero is transformed into energy and is propelled at Power rank speed along currents of that energy. The maximum speed is that normal Energy. The hero is limited to places where the energy currents flow. The player must choose what form of energy the hero turns into. Upon reaching the destination or the limit of the energy current, the hero safely rematerializes.
Travel can be affected by anything that disrupts the current, such as a break in an electric line or the use of Energy Emission or Control Powers. When a disruption occurs, the hero must make a Power FEAT to detour around the obstacle and continue on. Failure means the hero rematerializes on the spot and can not reenter the energy path for an hour. The hero must be within 10 feet of the current in order to join it. Insulation of an Intensity exceeding his Power rank pre-vents the hero from joining the current.
The hero can transform and tow along an additional mass. Treat the Power rank in terms of Strength to determine how much additional material can be transported by this Power. For example, a Typical rank can transport an additional 100-200 pounds. While in an energized state, the hero is extremely vulnerable to the energy altering Powers. These are Absorption Power, Energy Solidification, Energy Sponge, and Energy Vampirism. Any of these have the potential to trap or even destroy the hero. Fortunately the hero is moving at the speed normal for his energy type is thus a rather difficult target.
Optional Powers include Energy Detection and either Energy Emission or Control for the appropriate type of energy. The Nemesis is Energy Control.

T5 FLOATING DISK (13-14)
The hero can create a glowing platform of solid light. The disc materializes to support any part of the hero's body; generally this is under the feet or posterior. The disc is a part of the hero's Power and has no independent existence beyond him. The disc can automatically support the hero and additional mass. The weight is supported by a Power FEAT with the Power substituting for Strength. For example, creating a Floating Disc to lift five tons is an Incredible Intensity FEAT. The disc's surface area expands to support wide loads.
Travel occurs at Power rank speed. The Power provides no innate protection against high wind speed and friction burns, thus the practical speed limit for atmospheric Flight is Remarkable (225 mph). The Power can be used in the water with proportionally decreased speed.
If the hero is a technological type or possesses such Powers as Hyper-Intelligence, Hyper-inventiveness, Weapons Tinkering, or Mechanical Creation, then the Floating Discs can be mechanical in nature. Such disks collapse for easy storage somewhere on the hero's costume, such as a false bottom in the boots. An example of this is the Wizard's anti-grav disks.
The Optional Power is Kinetic Bolt; the energy resembles the Floating Disc.
Nemesis is Energy Vampirism.

T6 GATEWAY* (15-20)
The hero can travel to any point in space, time, or other dimensions by traveling along bridges she creates herself. She can travel along a bridge from her current location to a location in space (a green FEAT), time (a yellow FEAT), and other dimensions (a red FEAT). The destination of each Gateway is a fixed point in space but the departure end always moves with the hero.
A bridge to another location in space is created by a FEAT. A green FEAT creates a spatial bridge. The maximum distance the target can be from the hero at the time the bridge is created is shown on column E of the Range Table. A Gateway through time is created by a yellow FEAT. The maximum distance into the past or future the Power can initially reach is the number of centuries equal to the Power rank number. Gateways into other dimensions or alternate timelines require a red FEAT. The transdimensional bridges are initially limited to reaching only one dimension. Additional dimensions require development as Power Stunts. Once created, the bridge functions no matter how far the hero is in space, time, or the Multiverse.
The hero has a finite number of locations she can bridge to. Once the hero has established the bridge, she always returns to it when creating that type of Gateway. The maximum number of different Gateways the hero can create is equal to the Power rank number. Shortly after gaining this Power, the hero should create at least half of her possible Gateways. More can be added at any time. If the hero exceeds her limit, a previously established bridge is replaced by the hero is trying to add. Example: Gatekeeper has Good rank. She can establish up to ten bridges. She establishes Gateways to her home, her team's headquarters at the Avengers Minnesota mansion, her ex-boyfriend's timesharing condo in Jamaica, the bottom of the Atlantic, geo-synchronous orbit 22,400 miles above Minnesota, the crater of an active volcano in Iceland, the prisoner processing area of Ryker's Island Federal Prison, Tahiti in the year 1287, the surface of Lake Michigan (twenty miles east of Milwaukee), and Death Valley. The need arises for a bridge to an alternate Earth. Gatekeeper concentrates on establishing the link; making the red FEAT takes her most of the day. Later she realizes that she can't hop over to Jamaica any more. Oh well, she'd hadn't been there with Wilford since he'd gotten married.
Gateways automatically transport willing passengers. The Power can be used to catch and transport unwilling passengers (like foes or rampaging water buffaloes) by means of an Agility FEAT. The would-be transportee is allowed to resist in any way he can.
Gateways deal with size and not mass. The hero can transport a black hole as long as it's small enough. The maximum size of a Gateway is the number of square feet equal to the Power rank number. For example, a Feeble rank creates a two square foot Gateway that most people could just barely squeeze through. The Gateway forms within ten feet of the hero. It can maintain its existence for as long as the hero concentrates on it or until he passes through it.

T7 GLIDING (21-26)
The hero can travel on air currents. She can travel at Power rank speed, with a top limit of Shift-X rank (Mach One). In normal air currents, the hero drops one story (15 feet) for each turn she is in the air. Level flight can be maintained by an Agility FEAT; failure indicates a loss of 2 stories. The glider can climb by using updrafts. Using an updraft to climb requires a yellow Agility FEAT for each three stories the hero ascends; failure means she's caught in a downdraft and descends the three stories instead.
She can carry aloft an additional mass; the limit is decided by her physical Strength. Gliding can be affected by high winds or the Powers of Weather Control and Air Animation. The wind's Intensity or the Power rank diminishes or increases the Gliding rank, depending on the direction the hero is gliding. For example, a Poor airspeed of 60 mph would be stopped by an equally fast headwind, but if the hero wants to travel in the other direction, she can be boosted to a Good airspeed of 120 mph.
Optional Powers include Weather Control and Air Animation.
These are also the Nemeses.

T8 HYPER-DIGGING (27-28)
The hero can travel swiftly through the earth by burrowing a tunnel at Power rank speed (land movement rate). The Power can be used indefinitely as Hyper-digging has the side-effect of increasing the hero's Strength and Endurance. Both abilities' ranks are raised by this Power's rank number. Burrowing remains the hero's preferred mode of transportation, when compared to running or especially to inconceivable activities like flying.
Normally the tunnel the hero makes collapses within 10 turns of the hero's passage at a specific spot. The exception is the tunnel within 10 feet of the hero's current location. This allows the hero to occasionally stop. A tunnel never collapses on the hero, unless a higher Intensity force is applied. Examples include explosives, Vibration, and Matter Animation. If the hero wants to build a relatively permanent tunnel, his movement rate is cut in half as he takes the time to make reinforced walls.
The hero may burrow through materials with lower Material Strength than his Power rank. Materials with equal or greater Material Strength are obstacles to be detoured around. If the hero also possesses Hyper-Strength, Armor Skin, Body Resistance, or True Invulnerability, he can add such Powers' rank numbers to this Power's rank number. This might permit the hero to burrow through harder materials, like granite intrusions or bank vaults, at half speed.
When creating the hero, the player must choose a Bonus Power of either Natural Weaponry/Claws or Body Resistance. The rank of either is at least equal to this Power's rank.
Optional Powers include Hyper-strength, Hyper-endurance, Armor Skin, or Body Resistance.
The Nemesis is Matter Animation.

T9 HYPER-LEAPING (29-34)
The hero can jump great distances. By repeated leaps, the hero can rapidly cover large distances. This Power's minimum rank is +1CS greater than the hero's Strength rank. If a lower rank is initially rolled, it must be raised to this level. The Power rank determines the distances the hero can safely leap.
Rank Maximum Distance
Up / Across Down
Fe 4 feet 6 feet
Pr 6 feet 9 feet
Ty 10 feet 15 feet
Gd 20 feet 30 feet
Ex 30 feet 45 feet
Re 40 feet 60 feet
In 50 feet 75 feet
Am 75 feet 105 feet
Mn 100 feet 150 feet
Un 1 area 1.5 areas
ShX 1.5 areas 2.5 areas
ShY 4 areas 6 areas
ShZ 8 areas 12 areas
CL1000 20 areas 30 areas
CL3000 1 mile 1.5 mile
CL5000 2 miles 3 miles

Innate safeguards in this Power enable the hero to safely land. (Otherwise he might break a leg attempting even a Good leap.) The effect is the same on the hero as if he were a Normal Human making a 2 foot leap up or across or descending 3 feet. The effects on the area the hero lands on might not be the same as if a normal jump occurred. Consider that the Hulk splinters the pavement when he lands. To determine what sort of effects occur when the hero lands, the Judge should figure what kind of damage results when a weight five times that of the hero suddenly drops on the surface in question. The actual landspeed varies with the angle of the leaps. The average landspeed for Hyper-leaping is a -3CS Land Movement rate. For example, an Excellent Leaper can travel 30 mph in a series of rapid 30-foot leaps. If the hero also possesses Hyper-speed, that can be added to this Power's rank number for additional speed by increasing the frequency but not the size of the leaps. Physical burdens do not decrease the hero's speed, although they might decrease his control. Anything the hero is carrying is also protected by the innate safeguards against damage; the hero acts as a shock-absorber. While the hero has a vague idea of where he is going, he can't see his touchdown point. This can be a real hazard when the hero can make Monstrous leaps or better. For example, while leaping cross country, the Hulk landed on seven cars (two were moving at the time), one semi truck, eight roofs, a swimming pool, ten mud patches, one river, twelve power lines, three street lamps, 57 trees and bushes of various sizes, and a late Merino ram named Herbert. Judges can assume that the hero has enough control on his descent that he can swerve to avoid dangerous landing sites. The player must make a green Reason or Intuition FEAT (whichever Ability has the higher rank) every ten leaps to make sure he doesn't come down on something he'd rather not have come down on.
T10 HYPER-RUNNING (35-42)
The hero can run at Power rank speed for extended amounts of time. The Power has the side-effect of raising the Ability rank number of Endurance by this Power's rank number. It includes protection to wind resistance and windburn; this protection extends to anything the hero is carrying. The hero's lungs are modified to breath high velocity air. The last benefit can be crucial if the hero is capable of Remarkable speeds or better. If the hero stumbles, he continues on a ballistic trajectory until he regains his footing or rolls to a halt. To cut down on the chance of this, the Power increase the hero's reaction time to be able cope with impending problems. The increased reaction time decreases the relative speed of any other moving object. The hero's Power rank number decreases the perceived speed of the other object. For example, Quicksilver's Shift-X speed lets him perceive a bullet traveling at 600 mph as if it were traveling only 15 mph. This side-effect enables the hero to dodge or even catch things like bullets and missiles. If the Power is Duplicated or Transferred to another being, a special yellow FEAT must be made. Failure means the recipient only has the actual running ability and not the safeguards. Optional Powers include increasing the hero's Fighting or Agility ranks by this Power's rank number.

T11 HYPER-SWIMMING (43-46)
The hero can cover large distances by swimming at Power rank speed. Speed is decreased -1CS for each 100 feet of depth at which the hero is swimming. This is due to increased water pressure. Water Freedom can negate this limitation. The Power does not free the hero from the need to breathe. The hero can tow other objects in his wake at a decreased speed of -1CS. This assumes the towed object has a buoyancy equal to the hero's body. If the object has a greater or lesser buoyancy, the hero's Strength determines the limit to what things can be towed. For example, Marlin has Typical Hyper-Swimming and Strength. He is trying to tow a sinking boat back to the harbor. While the boat is still floating, Marlin can swim at Poor speed (30 mph). Once the boat actually sinks, Marlin feels its full weight of 1,000 pounds. Marlin is dragged to a halt, then the boat begins to pull him under. Bonus Powers include a choice of Water-breathing or Water Freedom. The remaining one is available as a Optional Power. The Nemesis is Matter Animation/Water.

T12 LEVITATION (47-52)
The hero can freely resist the pull of gravity. She can move vertically at Power rank speed, hover in place, or drift with the wind. Limited horizontal movement is possible by pushing off from other objects. The maximum distances are determined the same way a normal leap is. If the hero possesses Hyper-Leaping, that can be used to greatly increase the distances the hero can propel herself. A hero with this Power can never fall unless she is unconscious or purposely decides to succumb to gravity. The hero can develop a Power Stunt that allows the hero Levitate in her sleep. The Power can always lift the hero's own weight. The hero can carry aloft additional mass. The amount is limited by her Strength rank. If the hero possesses Telekinesis, this can be used to increase her load-bearing capacity. Levitation provided Power rank Resistance to high winds and fluctuations in gravity, whether these are natural or Power-related. Examples of Powers that might affect the Levitator include Matter Animation/Air, Weather Control, and Gravity Manipulation. The Optional Powers is Telekinesis. The Nemesis is Matter Animation/Air.

T13 ROCKET (53-56)
The hero flies by means of a rocket-like exhaust that propels him at Power rank speed. The rocket blast is created by a thermo-chemical reaction generated by the hero's body. The Power converts whatever material is around him into fuel and oxidant, then it shapes the exhaust into a stream to propel him. If the hero is in a vacuum, the Power creates fuel out of virtual nothingness. The Power is treated like Strength to determine the maximum thrust the Power can achieve. If the thrust is high enough, the hero can carry or push additional loads. For example, Cannonball's Remarkable thrust can lift up to one ton. The Nemesis is Gravity Manipulation.

T14 SKYWALK (57-58)
This is a peculiar form of flying. The hero can walk along an invisible path that he creates in the air. The path only serves the hero and only exists as long as he concentrates on maintaining its existence. The path is intangible to others unless the hero can extend its benefits to them by such means as a Power Stunt, Power Transferal, or Telekinesis. The Sky-walker can develop a Power Stunt that maintains the path even while he is unconscious. Another Power Stunt increases the path's tangibility to a circular area 10 feet around the hero; this enables others to travel alongside him. Note that the walkway only offers protection against failing. The path slides forward at its own speed. This enables the hero to travel at up to Power rank speed. When the hero rests, speed is reduced to zero. The path can be formed at any height but cannot climb on its own. Height is changed by the path forming a ramp that the hero climbs or descends. Note: the average incline is 30 degrees; sharper angles are harder to climb. The Power offers Power rank resistance to high winds and sudden fluctuations in gravity, whether natural or Power-based. The Optional Power is Telekinesis. The Nemesis is Gravity Manipulation.

T15 SPIDERCLIMB (59-64)
The hero can travel along vertical or inverted surfaces with only minor difficulty. The maximum speed, assuming the hero is using all his limbs to Spiderclimb, is the same as the hero's normal ground movement rate. Each pair of limbs not used to climb decreases the overall speed -2CS. For example, Spider-man can walk up a wall using only his feet if he is holding something in both arms, but it takes longer because of his decreased grip on the wall. The Power rank determines how strong the hero's adhesion is to a given surface. The climber must make an Intensity FEAT based on the relative slipperiness of a surface. The hero can carry additional weight. The amount is based on the hero's own weight and strength. Each additional mass equal to his body's weight decrease the Power's effectiveness -1CS. Example: Spiderman has Incredible Strength and Amazing Spiderclimbing. He weighs 165 pounds. Each additional 165 pounds of mass Spiderman carries decreases his Power rank -1CS. Attempting to climb while carrying the Thing (weight 500 pounds) decreases his rank to Excellent (if the Thing is hanging from a web) or Good (if Spiderman is actually carrying him). The hero can move through dense vines, tangled vines, or similar areas by using this Power instead of Agility. The Nemesis is Matter Conversion.

T16 TELEPORT SELF* (65-72)
The hero can vanish at one location and instantly reappear at a distant site. He does not physically. cross the intervening distance and is not affected by most physical barriers. Column E of the Range Table shows the maximum distance a hero can Teleport. Teleportation always occurs, but the hero must make a Power FEAT to see how well he makes the trip. Failure means he arrives disoriented and cannot take any actions the following turn. The hero can carry along anything he is touching (except the ground on which he stands), up to his Strength's weight limit. Passengers must make a green Endurance FEAT or be disoriented for 1-10 turns. As the hero rematerializes, gases and liquids move aside before he solidifies. Normal safeguards prevent the hero from consciously Teleporting into a solid mass. If the hero accidentally teleports into a solid, he must make an Endurance FEAT. Success means the hero instinctively jumped to another location and promptly fainted for 1-10 turns. Failure means the hero takes damage equal to twice the solid's Material Strength or actual Strength, if the blockage was a living being. In the latter case, that being takes equal damage. Certain conditions can prevent the hero from Teleporting. If the hero doesn't know where he is, psychological blockage may prevent him from consciously Teleporting. Extremely dense materials like Neutronium or black holes are impassable. Barriers that incorporate such Powers as Power Negation, Force Field vs. either Energy or Magic, or True Invulnerability are also impassable at higher rank. The Optional Powers are Teleport Others and Clairvoyance.

T17 TELEPORT OTHERS* (72-76)
The hero can make any target except his own body vanish and instantly reappear at a distant site. The target does not physically cross the intervening distance and is unaffected by most physical barriers. Column E of the Range Table shows the maximum distance the hero can Teleport a passenger. Teleportation always occurs if the passenger is immobile or touching the hero. The passenger must make an yellow Endurance FEAT to see how he fared. Failure means disorientation for 1-10 turns. If the passenger is uncooperative or in motion, the hero must make an Agility FEAT to catch him. In addition, each 10 feet of distance separating the hero and passenger increases the Power rank -1CS. The Power can teleport a mass equal to the hero's Strength limit. This may be a single object or any number, so long as the weight limit isn't exceeded. If the hero is trying to exceed his limit, he only Teleports part of the mass. Living targets are transported intact; if a being weighs too much it simply won't Teleport. Only the amount of non-living material that within the limit is Teleported; the rest is left behind. Example: The Teleportation beam aboard the spaceship Jenni Lea has Excellent rank and can handle up to 800 pounds of material. A emergency required the evacuation of five people (average weight 200 lbs.) and their equipment. The Teleportation beam sorted out its load before taking effect. Only four of the crewmen were teleported in the first turn. The fifth crewman, the equipment, and the clothes the other four had previously been wearing arrived on the next go-round. The hero can consciously try to Teleport sections of a target; the effect is as if the hero had used an extremely fine scalpel. Such Teleportational dissection requires a Power FEAT whose intensity is equal to the material strength of a nonliving target or the actual Strength of a living target. Heroes with Medical Talents can develop this type of exotic surgery as a Power Stunt. Certain conditions can prevent the passage of a Teleportation beam. Neutronium and black holes are impassable. Barriers that incorporate such Powers as Force Field vs. either Energy or Magic, Power Negation, or True Invulnerability are impenetrable if their Intensity ranks are greater than this Power's rank. The act of Teleportation takes three turns. The first turn the hero affects the target. The second turn the actual transportation occurs. The third turn the target rematerializes. Only on the fourth turn can the hero seek another target. Optional Powers include Teleport Self and Clairvoyance.

T18 TELEREFORMATION (77-78)
This is a peculiar form of Self Teleportation. The hero can disintegrate his body, transport his lifeforce any distance, and then create a new body out of materials available at the destination site. The Power shapes these into a form that resembles the hero's self-image but whose physical properties may be those of the materials that compose the new body. Column E of the Range Table shows the maximum distance the hero can travel. Upon attempting to form a new body, the hero must make a Power FEAT. A green FEAT shapes existing material into the hero's basic form. A yellow FEAT converts the material into those substances that composed the hero's original body or current self-image, he was transformed into his current physical form. A red FEAT enables the hero to create an altered version of his self-image. Examples of a red FEAT include additional forms or ones of different sizes. Obviously, most heroes with this Power cannot carry objects, passengers, or clothing. The hero shows up stark naked unless he makes a red FEAT and generates a costume. If the hero has the Power of Ionization (for nonliving matter) or Body Transformation-Others, then he can carry passengers or loads when using the Power. The load limits are determined by this other Power. Just like the hero, such targets are disintegrated and given new bodies at the destination. This assumes the passengers are cooperative. Uncooperative passengers cannot be transported in this manner. Period. When creating the hero, the player has two options. At a cost of -1CS to the Power rank, the hero can be given the ability to only temporarily disintegrate his original body. When he returns to his original site the body automatically rematerializes. Normally the new body is created out of the particular type of matter (animal, vegetable, mineral) that most resembles the original body. This limits the sites where the hero can reform. At a cost of -1CS the hero the hero can create new bodies out of whatever material is available, regardless of its nature. The Power can be diminished or destroyed by mental Powers that alter the hero's self-image. If the hero loses his self image, then the next use of the Power results in his bodily annihilation and conversion to a Free Spirit. Barriers that incorporate Force Field vs. Mental Attack are impassable if their Intensity rank is equal or greater than this Power's rank. Optional Powers include Clairvoyance, Free Spirit, and Serial Immortality/Creation. The Nemesis is Force Field vs. Mental Attack.

T19 TIME TRAVEL* (79-80)
The hero can travel in time to reach any point in the past or future. The maximum range the hero can reach is varies depending on which direction he's traveling. Travel into the past is easy because it already exists from the hero's point of view. The maximum range is equal to the Power rank number times 1000 years. Travel into the future is harder (at least, if you're planning a return trip). The maximum range into the future is equal to the Power rank number times 10 years.
The act of time traveling takes 1-100 turns of the hero's perceived time. (No time actually passes but it sure feels like it.) The rate of perceived time passage varies with each mode of time travel but is consistent for all trips using that mode. For example, Dr. Doom's time platform makes virtually instantaneous trips while Kang's timeship travels at a rate of one year per turn.
The theories behind Time travel vary on the flexibility of the past. Two theories stress the immutability of the timestream. The first theory states that all events are fixed; if you travel into the past, you are destined to perform those actions or some unknown force either prevents or negates your actions. (The Collector suddenly appears and stops Darkstar from assassinating a ten-year-old Abraham Lincoln.) The second theory states that the traveler actually travels to an alternate timeline that closely resembles the desired segment of the past. By changing this timeline, the hero cuts himself loose from his original timeline and is now linked to the one he has created. (Darkstar assassinates Lincoln. The U.S. breaks up during the Civil War and never becomes a world power. Darkstar emerges in a new present where the U.S.S.R.'s chief rival is Anglo-American Codominion. Meanwhile on Earth-Marvel, the Avengers intercept a secret Soviet communiqué that deals with Darkstar's disappearance while on a mission.) The third theory states that there is only one timestream but it can be completely changed at any point when a traveler from the future alters a part of the past. (Alison Blaire of Her Majesty's Special Guard brings her superior, Lord Warren, Earl of Worthington, an intercepted Soviet report dealing with the appearance and subsequent elimination of a superhuman who called herself Darkstar.)
Villains and well-meaning but misguided types tend to believe the third theory. This is a false belief since the structure of the Marvel Universe actually follows the second theory. Remember, people, that each Judge's campaign is set in a different divergent timeline.
Judges are fully entitled to mangle the plans of any characters who intend to alter the timestream. After all, the players are going to create a lot of paperwork for the Judge if they succeed.
By means of a Power Stunt, the hero can actually travel into the Time Continuum. This is a chaotic maelstrom of whirling lights and images that flash too quickly for the conscious mind to comprehend. Once within the Continuum, the hero can travel to any point in any timestream. Accuracy is nearly impossible. A green FEAT only gets the hero to the right timeline. A yellow FEAT gets the right century. A red FEAT gets the hero within the 10 weeks of the desired date. Since all time travelers must pass through the Time Continuum, it serves as a place where such travelers can attack each other. A traveler who is slain or rendered unable to return to normal time is lost forever.
The Power can transport a mass whose weight is equal to the hero's Strength. If the Power is incorporated into a device, it can transport an amount equal to 100 pounds times the Power rank number.
Time travel can be hindered and even stopped by the Power of Reality Alteration. A higher-ranked Power of this type can simply undo anything the traveler attempts or may even bar him from ever entering the timestream.
Optional Powers include Dimension Travel, Precognition, Postcognition, and Reality Alteration.
The Nemesis is Reality Alteration.

T20 TROUBLESEEKER (81-82)
Heroes hate this Power but it does tend to get an adventure going quickly. The Power combines Teleportation with automatically functioning Mental and Detection Powers. The hero subconsciously detects a crisis somewhere within his range and automatically teleports to the vicinity. The maximum range for detection and Teleportation is shown on column E of the Range Table. The hero has no control over the Power. He usually arrives without any idea of what the problem is that drew him. His only warning is the dreaded feel of the Power beginning to function. (A brief tingle, a muttered "Here I go again," and poof!) Nothing in the Marvel Universe can prevent the hero from teleporting into a crisis area. His unwanted appearance can only be prevented by nullifying the Power before it functions. This can be accomplished by negating either the detection, analyzing, or transportational aspects of the Power (more on this later). Once he is drawn to the scene, the hero can move freely about. He must remain within 10 areas of the initial attraction. If the hero goes beyond that limit, he is instantly teleported back to his starting place. Only when the crisis has been dealt with can the Troubleseeker leave the area. (Of course, the Power is also free to draw him to a new crisis elsewhere.) To compensate for the constant demands the Power places on the hero, it increase the hero's Endurance by this Power's rank number. At Amazing rank, the hero gains the additional Power of Self Teleportation. The 10-area limit remains in effect. The Power automatically transports anything the hero considers part of his self image. This can be extended to include clothing, equipment, and even companions. The additional weight is limited to the number of pounds equal to the Power rank number. Example: The Troubleseeker known only as The Medic possesses a CL3000 rank. This allows him to transport 1.5 tons of additional mass. This is represented by a hut full of equipment and at least two (sometimes unwilling) passengers. What attracts the Troubleseeker? The Detection aspects of the Power operate on an Empathic basis. The crisis that attracts it is one that generates extreme levels of turbulent emotions (fear, hate, pure evil, general anguish, and so on). An event that doesn't directly affect anyone will not attract the Troubleseeker. A screening mechanism prevents the hero from traveling to "false alarms" such as a distressed accountant who just lost his ledgers. If the hero possesses Dimension Travel, it is automatically incorporated into this Power to extend its range. The result is that the Troubleseeker can be drawn to crises on an infinity of alternate worlds. If the hero possesses Time Travel, the Power can usurp control of this as well. The hero travels to a random location in time and then teleports to a crisis occurring within that time place. The Power does allow the hero to rest between missions. The Power will not function again until 1-10 days after the successful conclusion of the previous mission. If the mission was unsuccessful, the Power functions again 1-10 hours after the hero's defeat. The hero has a -1CS resistance to Emotion attacks. Even worse, a perfect simulation of the emotions that accompany extreme distress can serve as a trap to lure and hold the Troubleseeker. The Troubleseeker cannot leave the 10 area limit until he has discovered the deception and neutralized the source of the spurious emotions. The Troubleseeker resents his Power and often feels he is a puppet dancing at the whim of an unseen master. The Power is controlled by a force beyond the hero's discovery. Whatever its nature, the Power will never try to get the hero killed. The screening mechanism never draws the hero to a crisis that is beyond his ability to handle, though he might not think so at the time. If the hero admits or suffers total defeat, the Power may even allow him to escape. If the hero is in a fatal situation with absolutely no way out, the Judge rolls a red Power FEAT. Success means the hero is teleported to safety, at the loss of all his Karma. The Power works against the Trouble-seeker's opponents if they try to carry him away from the area. Such attempts to hijack the hero proceed normally until the 10-area limit is reached. At that point the hero immediately teleports back to his starting place, minus whatever had carried him away. As mentioned earlier, the only way to prevent the Troubleseeker's unwanted appearance is to somehow prevent the Power from initially functioning. The detection aspect can be temporarily blinded by such means as Mental Invisibility or Force Field vs. either Mental or Emotional Attack. If the villain operates so covertly that no one gets distressed, this will also do. The key is prevent the hero from receiving the broadcast emotions. The second mode of prevention deals with the analysis aspect. Anything that can reduce the hero's Reason or Intuition to below Typical can prevent him from recognizing distress as something that demands his attention. Means to this end include Hypnotic Control, Emotion, Control, Induced Sleep, Mind Drain, and Psionic Vampirism. The third mode is simple enough. The villain need only negate the hero's ability to Teleport. Note: the hero may actually thank the villain for this, if the villain is able to pass himself off as a benefactor.

T21 TRUE FLIGHT (83-91)
The hero can fly through air and space without an apparent means of propulsion. This is the most desired Power in the history of the world. The Power rank determines the maximum speed the hero can attain in a specific condition. There are three mediums in which a hero can fly. The slowest form of Flight occurs when the hero torpedoes through the water at the Water Movement rate. Faster speed occurs when the hero flies through the air at the Air Movement rate. The fastest flight occurs when the hero is free of any hindering atmospheric friction; this is the Space Movement rate. Acceleration occurs at a rate of +1CS per turn. Deceleration occurs at -2CS per turn. The hero's maneuverability is determined by his Agility. The hero may be able to surpass light speed but if he has Feeble Agility he is going to need a wide turning radius. True Flight includes as a side effect Power rank resistance to atmospheric friction and lungs adapted to breathe high velocity wind. It does not include the ability to breathe water or survive the rigors of outer space. When creating the hero, the player can define the Power in any way that is consistent with the character or his equipment. Optional Powers include Body Resistance, Armor Skin, Self-Sustenance, and Telekinesis. The Nemesis is Gravity Manipulation.

T22 WATER WALKING (92-95)
The hero can temporarily solidify the surface of the water to enable him to walk on it without getting more than his feet wet. The pathway smoothes the water's surface to an average wave height and is not affected by waves of equal or less Intensity. The path slides along the water's surface. This permits the hero to travel at Power rank speed and the Water Movement rate. The Path only exists for the hero to use. It is intangible to others unless the hero can physically carry them or directly extend his Power to them. This can be done in two ways. One, when the hero is created, the player can decrease his Power rank -1CS by modifying the Power to extend 10' around the hero. This area will support others, provided their combined weight does not exceed the hero's weight limit. The second method requires the use of another Power that can enable others to independently use the watery pathway; such Powers include Power Transferal and Creation. The Power normally functions only when the hero is consciously using it. The hero can develop a Power Stunt that enables him to maintain the path's solidity even when the hero is unconscious. The Power only affects water itself. It provides no protection against anything within the water. For example, a shark could rub the hero's soles as he walked. Water currents and high waves can slow, speed along, or redirect the hero's progress. High waves become the equivalent of self-propelled hills. Fast currents can change the hero's speed. Opposing currents decrease the hero's speed by the current's Intensity rank number. Supporting currents increase the hero's speed by the same amount. Waves and currents can be natural or created by such Powers as Matter Animation or Weather Control. The Nemesis is Matter Animation/Liquid.

T23 WHIRLWIND (96-98)
The hero can fly by creating a small cyclone that carries him through the air. The hero can travel at Power rank speed but is limited to Shift-X rank. Maneuverability is determined by the hero's Agility. In addition to the hero's body, the Whirlwind can support additional weight. Each additional 500 pounds decreases the Whirlwind's speed -1CS. Passengers are not battered by the high winds but are safely held aloft by updrafts in the cyclone's interior. Still, all passengers must make an Endurance FEAT or become air sick. The Power provides rank level Resistance to Physical and Sonic attacks. High winds can affect the hero. Strong winds decrease the Power rank by their Intensity rank number. If the wind is powerful enough, the Whirlwind can be dispersed. Such winds can be natural or created by such Powers as Matter Animation or Weather Control. Optional Powers include Weather Control and Matter Animation/Air. These are also the Nemeses.

T24 SPINNER (99-100)
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 powers 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 powers rank number; this enables him to maintain his power for extended periods as well as avoid the obvious dizzi- ness and nausea. The heroes 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 powers 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 Spinners power rank.

T25* WORMHOLE (-100-)
COMING SOON!
UNLIKE TELEPORTATION AND GATEWAY, THIS POWER CREATES A SEMI-PHYSICAL PATH BETWEEN TWO PLACES


  Range Columns Range Columns

Rank Range A Range B Range C Range D Range E
Feeble Contact Contact 1 area 10 feet 2 miles
Poor 1 area 1 area 10 areas 1 area 25 miles
Typical 2 areas 5 areas 1 mile 4 areas 250 miles
Good 4 areas 10 areas 3 miles 16 areas 2,500 miles
Excellent 6 areas 25 areas 6 miles 64 areas 25,000 miles
Remarkable 8 areas 1 mile 12 miles 6 miles 250,000 miles
Incredible 1 areas 2 miles 25 miles 250 miles 2.5 million miles
Amazing 20 areas 3 miles 50 miles 1,000 miles 25 million miles
Monstrous 40 areas 6 miles 120 miles 4,000 miles 250 million miles
Unearthly 60 areas 10 miles 250 miles 16,000 miles 2.5 billion miles
Shift-X 80 areas 15 miles 500 miles 64,000 miles 25 billion miles
Shift-Y 160 areas 30 miles 1,200 miles 250,000 miles 250 billion miles
Shift-Z 400 areas 50 miles 2,500 miles 1 million miles .5 light year
CL1000 100 miles 80 miles 5,000 miles 4 million miles 5 light years
CL3000 10,000 miles 150 miles 12,000 miles 16 million miles 50 light years
CL5000 100,000 miles 250 miles 250,000 miles 64 million miles 500 light years

HR>No Right Click ALL ARTWORK COPY PROTECTED BY X-TENSION'S AUTOMATED DEFENSES!