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Power Generation
Players and Judges are free to use either the original table or this expanded version. For consistency's sake, most players can also use these table to expand or alter previously generated PCs.
Number of Powers: The number of Powers initially possessed by the hero is determined by a dice roll on the following table. The number before the slash indicates the initial number of Powers the hero has, while the number after the slash represents the maximum number allowable.

Dice Roll Powers
01-10 1/3
13-26 2/4
27-41 3/5
42-55 4/6
56-66 5/7
67-72 6/8
76-83 7/9
84-89 8/10
90-94 9/12
95-97 10/12
98-99 12/14
100 14/18

Players can spend Resource ranks to gain additional Powers. Each additional Power lowers the Resource rank -2cs.
Some Powers are marked by an asterisk (*); these count as two Powers because they're such heavyweights. If you don't have enough openings for such a Power, you can make room for it by discarding already-rolled Powers or spending more Resource ranks. If you can't make room in either of those ways, discard the Power and roll again.

Die Roll Power Class (Code)

01-05 Defensive (D)
06-11 Detection (DT)
12-16 Energy Control (EC)
17-24 Energy Emission (EE)
25-29 Fighting (F)
30-31 Illusionary (I)
32-35 Lifeform Control (L)
36-40 Magic (MG)
41-47 Matter Control (MC)
48-53 Matter Conversion (MCo)
54-57 Matter Creation (MCr)
58-71 Mental Enhancement (M)
72-85 Physical Enhancement (P)
86-88 Power Control (PC)
89-92 Self-Alteration (S)
93-00 Travel (T)


(D) Defensive Powers (01-05)
(01-15) D1 - Body Armor
(16-53) D2-D9 - Force Fields
(54-65) D10 - Reflection
(66-100) D11-D17 - Resistances


(D1) Body Armor (01-15)
The hero possesses artificially-created armor that provides protection and possibly a way of possessing other Powers.
Armor comes in many forms exotic plate-mail, nuclear-powered exoskeletons, or mechanically created force fields. The player should work with the Judge to create proper Armor for his hero. The player can also determine which Powers are possessed by the hero and which are properties of the armor. Powers built into the armor can later be modified and enhanced; think of the changes Tony Stark has made in the Iron Man armor. On the other hand, Powers that are built into the armor may suffer mechanical failure. The Armor's Power rank determines its ability to resist damage.
The player also has to determine where he got the Armor in the first place. This is covered in the "Character Creation" section elsewhere on this site. If the hero gained the armor through an accident, he might not be able to repair it.


(D2-D9) Force Fields (16-53)

(01-13) D2 - Force Field
(14-21) D3 - vs. Emotion
(22-39) D4 - vs. Energy
(40-53) D5 - vs. Magic
(54-66) D6 - vs. Mental
(67-87) D7 - vs. Physical
(88-92) D8 - vs. Power Manip.
(93-100) D9 - vs. Vampirism

All of these powers have Ranges found on Column B.

The specific Force Fields (D3 - D9) protect against specific forms of attack. Each protects the hero and the surrounding area. The maximum size of the force field is the number of areas equal to 10% of the Power rank number. For example, a Monstrous Force Field can protect 7.5 areas.
The force field completely absorbs any attack which has an Intensity equal to or less than the Power's rank number. If the Intensity is higher, it is reduced by the Power's rank number. The remaining Intensity breaches the force field and affects anyone within by this diminished effect.
These forms cannot be used for many of the Power stunts suggested for force fields as given in the Player's Book. These cannot be used to physically attack or to handle solid materials. However, the hero can develop Power stunts which reflect each form's special nature.
The hero can form shields to protect distant targets at +2CS range.
By expanding his field outward, the hero can sweep his surroundings clean of anything affected by his force field.
The Power can be used as a filter to sort out anything affected by his force field.
The force field can be formed around something it would affect, thus trapping it. The hero can move the "trap" at will up to +2CS by means of a red FEAT.

(D2) Force Field (01-13)
This is the type of field used by the Invisible Woman. It provides protection against a variety of forces, including brute force, energy attacks, and extreme temperature conditions. It can be projected and used for a variety of Power stunts.

(D3) Force Field vs. Emotion (14-21)
This is the field-effect version of D11. The Field protects anyone within from attacks that are emotion-related or aimed at the Intuition, including Emotion Control, Hallucinations, and Domination. The Power's rank must be one rank higher than the hero's Intuition; if initially lower, the player should raise it to +1CS.

(D4) Force Field vs. Energy (22-39)
This is the field-effect version of D12. The Field protects anything within from any emitted energy forms, whether natural, artificial, or Power-based. Such attacks include Light, Heat and Flame, Plasma, Hard Radiation, Electricity, Vibration, Sonics, Cold, and Kinetic Bolts (most of the Energy Emission category). Note that this Power overlaps D7. When creating the hero, the player can raise his rank +2CS by choosing a field that protects against a specific attack.

(D5) Force Field vs. Magic (40-53)
This is the, field-effect version of D13. The field protects anything within from magical attack whether mental or physical in orientation. Note that unlike D6, this Power rank can be lower than the Psyche, making the field less able to protect against certain types of Magic.

(D6) Force Field vs. Mental (54-66)
This is the field-effect version of D14. The field protects anyone within from attacks aimed at the mind, neural system, and Psyche, including Psionics, and Neural Manipulation. It does not protect against emotion-based attacks (see D3) or magical attacks (see D5). The Power's rank must be one rank higher than the hero's Psyche; if initially lower, the player should raise it to the Psyche rank +1CS.

(D7) Force Field vs. Physical (67-87)
This is a field-effect version of D15. The field protects anything within from such things as brute force, hostile environments, temperature extremes, hazardous chemicals, and airborne infection. Note that while this Power will prevent hostile environments from harming the hero, it does not provide life support materials. For example, this Power permits the hero to walk unharmed on the surface of Venus, provided he has his own oxygen supply.
When creating the hero, the player can raise the Power rank +1CS by choosing a field that protects against a specific attack.

(D8) Force Field vs. Power Manipulation (88-92)
This is the field-effect version of D16. The field protects anyone within from any attacks that directly affect the hero's Powers, including Weakness Creation, Power Control, Power Domination, Magic Control, and Magician Domination.

(D9) Force Field vs. Vampirism (93-100)
This is the field-effect version of D17. The field protects anyone within from any vampiric-type attacks. This includes the forms of Psi-, Bio-, Energy, Magic, and Power Vampirism. When creating the hero, the player can raise the Power rank +1CS by choosing a field that protects against a specific attack.


(D10) Reflection (54-65)
The hero can turn any attack back onto the attacker. The attack may be of any nature: brute force, Power, or magic. The Power absorbs the energy of the attack up to this rank and redirects it. A Typical FEAT sends the attack off in a random direction. An Amazing FEAT reflects some of the attack back onto the attacker; it is now -3CS in Intensity. An Unearthly FEAT sends the entire attack back onto the attacker. If the attack's Intensity is higher that this Power's rank, some of the damage passes through and affects the hero. The Power rank is subtracted from the attack's Intensity. While most of the attack is reflected, the remainder gets through to the hero.
Example: The terrible Turnabout is battling X-Factor. Cyclops fires an optic blast of Remarkable Intensity. Turnabout possesses Excellent Reflection. His Power splits the blast in two. A Feeble blast penetrates his Power and knocks Turnabout back. The bulk of the blast was reflected. Turnabout made an Amazing FEAT, so some of Cyclops' blast returns to him. Cyke takes Typical damage from his own Power.
Normally, this Power is consciously controlled and only appears when the hero wills it. However, the Power can be turned against the hero by such means as Power Control/Magnification and Power Domination. In such cases, the Power can be magnified beyond the hero's control to a level where it reflects everything, including air, food, and water. The Power can be used indefinitely, so long as it isn't overcome by superior force. After the first time the Power is breached, the hero must make a green FEAT. Failure to do so means his Power has failed. After the second breach, the hero must make a yellow FEAT. For each breach following that, he must make a red FEAT. This applies to a continual use of the Power. If his Power fails, the hero cannot regain it until 24 hours have passed.


(D11-D17) Resistances (66-100)
(01-14) D11 - Resist Emotion
(15-34) D12 - Resist Energy
(35-49) D13 - Resist Magic
(50-63) D14 - Resist Mental
(64-83) D15 - Resist Physical
(84-91) D16 - Resist Power Manip
(92-100) D17 - Resist Vampirism

(D11) Resist Emotion (01-14)
The hero has increased resistance to emotion-related attacks. Such attacks include Emotion Control, Hallucinations, Domination, and attacks aimed at the Intuition. The hero can ignore attacks with Intensities less than the Power rank, and may reduce damage from higher level attacks by the Power rank number.
This Power rank must be at least equal to the hero's Intuition +1CS; if a lower rank is initially rolled, the player should raise it to the Intuition rank +1CS.

(D12) Resist Energy (15-34)
The hero has an increased resistance to any emitted energy form, whether artificial, natural, or Power-based. Such attacks include Light, Heat, Flame, Plasma, Hard radiation, Electricity, Vibration, Sonics, Cold, and Kinetic Bolts (most of the Energy Emission category).
Note that this Power overlaps D15. The hero can ignore attacks with Intensities less than his Power rank and may reduce higher level attacks by his Power rank number.
When creating the hero, the player can raise his rank +1CS by choosing to specialize in a specific Energy Resistance. For example, the Player's Book contains listings for Resistance to Fire and Heat, Cold, Electricity, and Radiation.

(D13) Resist Magic (35-49)
The hero has increased resistance to magic based attacks, whether physical or mental in orientation. Unlike D11 and D14, this Power rank can be lower than the Psyche rank, making the hero more vulnerable to some types of magic.
The hero can ignore any magic whose rank is less than this Power's rank and can reduce higher level attacks by the Power rank number.

(D14) Resist Mental (50-63)
The hero has increased resistance to attacks aimed at the mind and neural system. Such attacks include psionics, neural manipulation, and any other attacks aimed at the Psyche. It does not include emotion-based attacks (see D11) or magical attacks (see D13). The Power's rank must be at least one rank higher than the hero's Psyche; if a lower rank is rolled initially, the player should raise it to that rank +1CS.

(D15) Resist Physical (64-83)
The hero has increased resistance to any physical attack. This includes brute force, chemical weapons, biochemicals, disease, hostile environments, and temperature extremes. The hero can ignore any physical attacks with Intensities less than. the Power rank, and may reduce damage from higher level attacks by the Power rank number. When creating the hero, the player can raise the Power rank +1CS by choosing to specialize in a specific Physical Resistance. For example, the Player's Book contains listings for Resistances to Fire and Heat, Corrosives, and Disease.

(D16) Resist Power Manipulation (84-91)
The hero has increased resistance to attacks that directly affect the hero's Powers. Such attacks include Weakness Creation, Power Control, Power Domination, Magic Control, and Magic Domination. The hero can ignore any attack whose rank is less than this Power rank. He may reduce the effectiveness of the higher level attacks by the Power rank number.
(D17) Resist Vampirism (92-100)
The hero has increased resistance to any vampiric-type attacks. Such attacks include forms of Psi-, Bio-, Energy, Magic, and Power Vampirism. The hero can ignore any vampiric attack whose rank is less than this Power's rank. He can reduce the effectiveness of the vampire's attack by deducting his Power rank number from the vampiric attack's Power rank. When creating the hero, the player can choose to raise the rank +2CS by specializing in a particular form of Resistance.


(DT) DETECTION POWERS (06-11)
(01-02) DT1 - Abnormal Sensitivity
(03-04) DT2 - Circular Vision
(05-10) DT3 - Energy Detection
(11-14) DT4 - Environmental Awareness
(15-20) DT5 - Extradimensional Detection
(21-28) DT6 - Hyper. Hearing
(29-34) DT7 - Hyper. Olfactory
(35-40) DT8 - Hyper. Touch
(41-42) DT9 - Life Detection
(43-44) DT10 - Magic Detection
(45-50) DT11 - Micro. Vision
(51-54) DT12 - Penetrating Vision
(55-56) DT13 - Power Detection
(57-58) DT14 - Psionic Detection
(- 59 -) DT15 - Radarsense
(60-62) DT16 - Sonar
(63-69) DT17 - Tele. Vision
(70-79) DT18 - Thermal Vision
(80-90) DT19 - Tracking
(91-94) DT20 - True Sight
(95-98) DT21 - UV Vision
(99-100) DT22 - Weakness Detection


(DT1) ABNORMAL SENSITIVITY (01-02)
The hero's senses function in their normal manner but their normal range of sensitivity is altered. The senses detect what they normally cannot and cannot detect what they normally can.
This affects either vision or hearing. In the former case, the hero sees infrared and ultraviolet light, radio waves, and radiation. In the latter case, the hero hears extremely high and low pitches.
This may be considered a handicap human characters, while for aliens this could be a fact of life. A hero can turn it into an advantage by devising a means of negating the senses of his adversary that doesn't hinder his own altered senses.


(DT2) CIRCULAR VISION (03-04)
This is simple enough to explain. The hero can see 360 degrees around himself. There are two ways to do this. The first is the hero's eyes are placed far enough apart that they can see in all directions. Since this is somewhat grotesque, the hero loses -1CS on his Popularity. The second, more socially acceptable method is the hero possesses a weird light warping field that funnels light into his otherwise normal-looking eyes. The first method adds +1CS to the Fighting rank. This method is immune to interference by power-manipulation Powers. Unfortunately it also marks the hero as a geek or mutant. This Power has no rank. The hero either has it or he doesn't.


(DT3) ENERGY DETECTION (05-10)
Range column D. The hero can detect and identify energy and related phenomena. The power can only detect actual energy, not potential energy (it couldn't detect a bomb until it explodes, for example). Likewise, while it can detect the energies consciously emitted by superhumans, it cannot detect the superhumans themselves. Rank determines range.


(DT4) ENVIRONMENTAL AWARENESS (11-14)
Range column B. The hero has increased sensitivity to conditions in, disturbances in, and influences on the environment. The hero automatically maintains full knowledge of current conditions in his surroundings. This awareness extends to such factors as weather, chemicals, movement, and life. The rank determines the range to which the awareness extends; exceeding it requires a FEAT (+1CS, green; +2CS, yellow; +3CS, red). The hero can gain +1CS by linking his Health to the environment. In this symbiosis, harm to the environment is reflected in the hero's physical welfare.


(DT5) EXTRADIMENSIONAL DETECTION (15-20)
The hero can sense across the dimensional barrier and see things existing in other dimensions. A list of some of the dimensions in the Marvel Universe is found in Realms of Magic. These include Asgard, the Astral Plane, Avalon, the Dark Dimension, the Demon Dimension, etc. The power rank number equals the number of different dimensions into which the hero can see.


(DT6) HYPERSENSITIVE HEARING (21-28)
The hero can detect extremely faint sounds and unusual frequencies. He can identify objects by the sounds they emit. Because of the sensitivity of the hero's hearing, he is more vulnerable to sonic attacks (which receive a +1CS against him).


(DT7) HYPERSENSITIVE OLFACTORY (29-34)
The hero can detect the presence of minute traces of substances and accurately identify them. This Power is continually functioning; the hero has learned to ignore unpleasant smells. If he loses his ability to mask out nasty odors, he'll be so distracted (and possibly sickened) by the intruding odors that he loses -1CS on Reason and Endurance.


(DT8) HYPERSENSITIVE TOUCH (35-40)
The hero possesses an Enhanced sense of touch that permits him to detect extremely fine surface details and to identify materials by their surface "feel."


(DT9) LIFE DETECTION (41-42)
Range column B. The hero can detect the presence of life and identify the nature of that life. The hero can probe a specific target for more detailed physiological data on a red FEAT.
Rank determines the maximum range. A red FEAT allows the hero to locate a specific lifeform in the midst of a number of similar beings.
This is one of the Powers that can function as "Mutant Detection."


(DT10) MAGIC DETECTION (43-44)
The hero can detect and identify magic and its effects. The Power can detect both magic in actual use and in potential. As such, this is another way to detect mutants, although it cannot differentiate them from normal magic-users.
The hero can identify the past use of magic (a green FEAT), a yellow FEAT identifies the magic-user, and a red FEAT identifies the actual spell.


(DT11) MICROSCOPIC VISION (45-50)
The hero's eyes can focus on extremely minute targets, objects too small for normal vision to perceive. This Power functions in two stages. The first is light magnification; the hero's eyes function as normal microscopes. This allows the hero to see things as small as chromosomes. Beyond this level, light no longer carries images. The second stage of this Power is a variation of Clairvoyance that permits the hero to see miniature, rather than distant, targets. The Power automatically shifts between these stages without the hero's conscious choice. (Rank: FE = microfilm, EX = cells, AM = molecules, UN = atoms, ShY = electrons, CL5000 = surfaces of subatomic worlds.)


(DT12) PENETRATION VISION (51-54)
This is commonly called "X-ray vision" but may not actually use X-rays. The hero can see through solids; the effect is as if the obscuring material were transformed to clear glass. The Power rank number equals the depth in feet to which this Power can penetrate. The hero can raise this by +1CS by selecting a material that blocks the vision; this material is usually a common element, often lead. Penetration Vision can be coupled with either Telescopic or Microscopic Vision to extend its range and permit the other Power to function despite intervening barriers. If this Power is interfered with by outside forces, the hero might be unable to use his normal vision. The result is the hero perceives everything as a transparent outline.


(DT13) POWER DETECTION (55-56)
Range column B. This is another Power that can function as "Mutant Detection." The hero can detect and identify superhuman Powers. He can also identify specific superhumans by their characteristic Powers (an Unearthly FEAT). The hero can identify the presence of previously invoked power when examining former targets of Power on a Good Intensity FEAT; identify a specific Power on a Remarkable Intensity FEAT; and identify the actual user of the Power on an Amazing Intensity FEAT, provided the hero knows of him.


(DT14) PSIONIC DETECTION (57-58)
Range column C. The hero can detect and identify psionic Power and related phenomena. It can detect both actual psionics and the potential to use them. As such, this is the last way to detect mutants. The hero can identify the past use of psionics on a living subject on an Excellent Intensity FEAT; identify the specific psionic Power on an Amazing Intensity FEAT; and on an Unearthly FEAT, provided the hero knows of the user, he can identify the actual possessor of the psionic power.


(DT15) RADARSENSE (59)
Range column B. The hero can gain a three-dimensional picture of his surroundings through the use of electromagnetic waves. The hero both emits and senses these waves. He can use the Power to locate and identify targets by their characteristic echoes. Because of the hero's sensitivity to electromagnetic waves, he has an increased vulnerability to electrical and magnetic attacks (-1CS); these temporarily negate the Radarsense.


(DT16) SONAR (60-62)
Range column B. The hero can gain a three-dimensional picture of his environment through the use of sound waves. The Power allows the hero to locate and identify targets by the way they reflect sound. There are two ways this Power can operate. Passive Sonar utilizes existing sound. Active Sonar uses special sounds emitted by the hero (this is how bats and dolphins do it). The latter form requires a special adaptation of the hero's voice; otherwise there is no real difference between them. Because of the special sensitivity of the hero's hearing, he is vulnerable to sonic attacks (-1CS to resist).


(DT17) TELESCOPIC VISION (63-69)
Range column E. The hero's eyes can focus on extremely distant targets, objects too small for normal vision to perceive. The eyes function as telescopes, magnifying normal visual images. With this Power, the hero can see anything in his line of sight, even the surfaces of distant worlds. However, the Power is limited by the speed of light. Images of Alpha Centauri, for example, are five years old. If the hero has other vision-based Powers, he can couple them with Telescopic vision to extend their range. When using this Power, the distant objects appear very close. An adversary with a means of altering the hero's control over this Power might make the Telescopic Vision continually override the hero's normal sight. The effect would be disastrous (imagine trying to walk through Manhattan when all you're seeing are the sands of Mars).


(DT18) THERMAL VISION (70-79)
The hero can see infrared light and heat images. This allows the hero to see in the dark, perceive temperature differences (especially those left by a living person's contact with an object), and partially see through solids. In the last case, the hero can only see the heat patterns of objects touching the other side of the barrier. With practice, the hero can judge the temperature of a target by its thermal color. The hero has an increased risk of being blinded by strong heat sources, even those that don't affect normal vision (-1CS). Thermal vision may be a consciously-activated mode or the hero's normal means of vision.


(DT19) TRACKING (80-90)
The hero can detect and follow the tracks left by a specific target. The hero can detect environmental and spatial disturbances with the result that at high ranks the hero can actually track across deep space.


(DT20) TRUE SIGHT (91-94)
The hero can see the correct image of a target, despite any attempts at concealment or disguise. This Power can penetrate any means of hiding something's true nature, whether physical, psionic, illusionary, or power-based. True Sight can penetrate any disguise at or below its rank. A green FEAT is required at +1CS; a yellow FEAT at +2CS; and a red FEAT at +3CS. Range is limited to one area unless the Power is coupled with a Power that extends his vision (Telescopic Vision, for example). The Power may be automatic or deliberate. If automatic, the hero gains +1CS but loses -2CS from his Psyche rank.


(DT21) ULTRAVIOLET VISION (95-98)
The hero can see ultraviolet light. Because UV light isn't as readily absorbed by water as normal light, this Power enables the hero to see clearly through fog and at greater distance in the water (+1CS). The hero can also see the dim light given off by radioactive materials. The hero cannot actually "see in the dark" but only if UV light is present. The effect is the same when seen by normal people. The hero has an increased risk of being blinded by strong UV sources, like black lights and radiation (-2CS).


(DT22) WEAKNESS DETECTION (99-100)
The hero can detect flaws and stress points in a target. This doesn't guarantee he can exploit this knowledge, though. The rank determines the types of weaknesses he can detect. Good or below: physical weakness only. Excellent to Amazing: mental and physical weaknesses. Monstrous and above: mental, physical, and Power-based weaknesses.


(EC) ENERGY CONTROL (12-16)
(01-07) EC1 - Absorption
(08-10) EC2 - Catalytic Control
(11-15) EC3 - Coldshaping
(16-18) EC4 - Darkforce Manip.
(19-25) EC5 - Electrical Cont.
(26-28) EC6 - Energy Conversion
(29-31) EC7 - Energy Solidification
(32-36) EC8 - Energy Sponge
(37-38) EC9 - Energy Vampirism
(39-45) EC10 - Fire Control
(46-49) EC11 - Gravity Manipulation
(50-53) EC12 - Hard Radiation
(54-59) EC13 - Kinetic Control
(60-66) EC14 - Light Control
(67-73) EC15 - Magnetic Manip.
(74-77) EC16 - Plasma Control
(78-80) EC17 - Radiowave Control
(81-84) EC18 - Shadowshaping
(85-90) EC19 - Sound Manip.
(91-97) EC20 - Thermal Control
(98-100) EC21 - Vibration Control

Appropriate ranges are listed on Column B.

(EC1) ABSORPTION (01-07)
The hero can absorb a specific type of energy and actually gain Health points by converting the energy into Self-Healing. The hero gains a number of Health points equal his Power rank number each time he is hit by his specific form of absorbable energy. This addition to Health quickly heals any damage the hero had suffer, and acts as a buffer to absorb consequent damage.
In the absence of life-sustaining materials, this Power can act as a substitute for air, water, and food. The hero converts energy into healing power for the damage he's taking from suffocation, dehydration, starvation, and any other unpleasant results of not living careful. Unfortunately, this requires a steady supply of energy to convert. Consider Galactus. He is perpetually starving. He uses this Power to absorb the energy of life-forces and convert it into his own life force. Yet, draining ten billion life-forces only sustains him for a single year, at most. Your hero won't last anywhere near as long.
There is the danger that your hero actively seek out energies he can absorb and heal himself with. The danger occurs if the energy type is a dangerous one that does great damage wherever it occurs. For example, consider a character whose Absorption Power affects hard radiation. In the absence of other superbeings who possess Radiation Powers, the character might resort to breaking into reactors or even purposefully detonating nuclear bombs to get his energy he needs. (And you thought muties had a public image problem.)
If the hero possesses an Energy Emission Power, he cannot use it directly to affect himself.

(EC2) CATALYTIC CONTROL (08-10)
The hero can control the speed at which chemical reactions occur. He can increase or decrease the energies emitted or drained in such reactions by his Power rank number. For example, he could increase the heat, emitted by exothermic reactions like oxidation; he could also increase the chilling effect of endothermic reactions. He can increase or decrease the speed or rate at which reactions occur, like stopping iron from dissolving in acid or causing steel to rapidly transform into rust. The hero can also develop a variety of Power stunts:
*Causing chemical reactions that are normally impossible, such as anything involving inert gases.
*Knocking out self-powered machinery by stopping the reactions that generate their power.
*Inducing suspended animation in a living target by stopping all biochemical activity, especially decay.
*Incapacitating living targets by inducing nausea.
*Increasing the hero's Strength and Endurance by increasing the metabolizing of oxygen and food (or whatever the body uses).
*Collapsing a target by hastening the forces of decay.
*Forming compounds by simply mixing materials together and not needing heat or special conditions.
*Baking without an oven.
The Power can continually affect a target as long as it functions. Any results are permanent if they do not involve a living subject. Effects on a living subject cease five turns after the Power ceases.

(EC3) COLD SHAPING (11-15)
The hero can control any force that actively decreases the temperature of something else. This can be used to increase or decrease the Cold's Intensity by this Power's rank number. This function overlaps both Heat and Cold Generation but differs in that this Power cannot alter the natural temperature of a target or alter local temperatures to suit the hero's whims. There are two primary functions to this Power. The first is to counteract or supplement cold-based Powers. The hero can alter such Powers as soon as they are emitted from the target's body. Such powers can be increased or decreased by this Power's rank number. The hero can also redirect such Powers. This leads to the second primary function. The hero can shape fields of intense cold and produce useful results. Ice Generation is a form of this Power. The hero can create shapes of rapidly-formed ice that he can use in a variety of Power stunts. The hero can also develop variations on Ice Generation that use other materials present in his local atmosphere. Such substances include carbon dioxide (even more slippery than ice, and the fog can knock people out), nitrogen, oxygen (potentially dangerous since a concentration of it can make normal flames explode with +2CS damage), and the inert gases (an Amazing Intensity FEAT, since there are so few of these present in Earth's atmosphere-but on other planets, not so tough). Cold Generation is a Bonus Power. Optional Powers include Thermal Control, Condensation, Molding, and Body Coating.

(EC4) DARKFORCE MANIPULATION (16-18)
This is a Power that is unique to campaigns using the Marvel Universe. It does not apply to campaigns set in other parts of the Multiverse. The hero can generate and control the extra-dimensional energy-form known as "Darkforce." This resembles a tangible, impenetrable shadow and possesses several unique characteristics that the hero can use to develop Power Stunts: *Blunt attack damage at Power rank.
*Shadowcasting of Power rank Intensity darkness over a maximum of three areas.
*Flight at -1CS speed.
*Gateway.
*Body Armor
*Energy Solidification.
The Darkforce is as yet undefined in the Marvel Universe. For your game's purposes, you might simply treat it as an other-dimensional power source that fills its own entire pocket dimension. That definition will work in or out of the official Marvel Universe.

(EC5) ELECTRICAL CONTROL (19-25)
The hero can control all forms of electricity, whether natural, artificial, or Power-based. He can control the Intensity and direction of electron streams and alter the conductivity of materials. He can shape electron streams into any desired form. This permits him to develop Power stunts based on lightning–constructs designed to perform certain tasks (shields, cages, barriers, etc.) The hero can increase or decrease the electricity's Intensity and reduce damage by his Power rank number. If the electricity is Power-related, then the target's Power rank determines the Intensity of the FEAT the hero must make to gain control. The hero has Power rank Resistance to Electrical Generation. Optional Powers include Electrical Generation, Energy Doppelganger, Energy Sheath, Energy Body, Carrier Wave, and Energy Path. Because electricity forms the basis for most of our technology, the hero can use his Power to remotely control any electrical device on a Good Intensity FEAT. More complex devices like computers require a more complex form of control and a Remarkable Intensity FEAT.

(EC6) ENERGY CONVERSION (26-28)
The hero can simply change any form of energy into any other form. The transformed energy's Intensity is one rank lower than its original level. The hero can transform energy by an Intensity FEAT equal to the target energy's Intensity. The hero begins with the ability to transform any energy into one specific form. He can develop the ability to transform energy into other forms as Power stunts. There are two advantages to this Power. The first is the ability to gain an Energy Emission Power fueled by the environment. Dazzler, for example, can convert sonic energy into light. She then refined that Light Generation into a variety of effects, including lasers, light shields, and hypnotic effects. The second advantage is the ability to transform deadly force into less dangerous forms. For example, if your hero found himself caught in a raging firestorm, he might Convert the heat into Cold. This would both protect him and extinguish the fire. (The paramedic shook his head. "I'll be danged if I can figure out how a man can get frostbite fighting a fire.") The maximum Intensity of Energy that a hero can convert is equal to one rank higher than his Power rank (a red FEAT). Excess energy remains in its original state, although its Intensity is diminished by the Power's rank number. Example: The Astounding Adaptor possesses Excellent Energy Conversion. While traveling through Nebraska, he spots a tornado about to touch down. He directs his Power at the tornado, which possesses Amazing Intensity. The most his Power can directly affect is Remarkable Intensity. He tries for a red FEAT and succeeds. The tornado bursts into an Amazing Intensity flash of orange light. High winds of Remarkable Intensity continue to buffet the area, but at least the worst of the property damage has been avoided. ("Now if I could just get these spots out of my eyes…") When creating the character, the player can raise his Power by +1CS by limiting him to a specific Energy Conversion (Sonics to Light, in Dazzler's example). The player must determine the characteristics for the secondary Power he gains by taking Energy Conversion. These would match the appropriate listing in the Energy Emission section.

(EC7) ENERGY SOLIDIFICATION (29-31)
The hero can transform energy into a matrix that simulates solid matter. This matrix may be any shape the hero desires, although greater complexity requires a higher Intensity FEAT to create. For example, simple solids can be formed by a Feeble FEAT. Animated forms require a Typical FEAT. Likenesses and simple machinery require an Incredible FEAT. The energy matrix possesses Strength equal to the Power rank. It continues to exist for a duration determined by the hero's Psyche. After that time, the matrix harmlessly dissipates. Some of the uses for this Power include:
*Forming cages or barriers.
*Forming servants to perform desired tasks.
*Creating Body Armor to protect and enhance the hero's abilities.
*At high levels, the hero can build semi-permanent structures at will.
Pieces that are "broken off" from the matrix immediately revert to their original energy form, doing -4CS damage to the vandal. Optional Powers include any Energy Emission or Energy Control Power.

(EC8) ENERGY SPONGE (32-36)
The hero can absorb any form of energy, whether natural or Power-based, and not suffer any damage. The hero can absorb energy equal to his Power rank number. This stored energy can be released at any time the hero desires; upon release it has a lower Intensity than its original state (-2CS). The hero may also choose to harmlessly dissipate the energy over a long period; this is a number of turns equal to the Intensity rank number. For example, your hero soaks up an Incredible radiation blast. He chooses to re-release it later as a single, Excellent Intensity blast that could really muck up whatever it hit, or he could let the radiation slowly seep away (this takes 40 turns, or four minutes). When the hero reaches his limit, three things can happen. One, the hero simply cannot absorb any more energy until he releases what he has already soaked up. This assumes the hero is in control of the situation and has a choice in his actions. The second possibility is that a "gag reflex" takes effect. Just as a human expels all food when the intake limit is reached, so too will the hero simply, uncontrollably release all absorbed energy at once. This situation assumes the hero doesn't know his own limit, or has a low Intuition (Typical or lower). The third possibility is dangerous for the hero. If he attempts to absorb more than his limit, he may suffer physical damage. The hero can temporarily absorb greater amounts of energy by making repeated red FEATs. Each successful FEAT enables him to absorb the next higher Power rank number worth of energy, minus the number already absorbed. When the hero fails the red FEAT, trouble occurs. All absorbed energy is released in a single turn, doing full damage to the hero. If the hero makes one last red FEAT, he takes only half damage but loses the Power permanently. Example: The alien hero Sukupp possessed an Excellent level of the Energy Sponge Power. While he was visiting Charleston, terrorists detonated an atomic bomb of Monstrous Intensity. Sukupp had no choice but to try to absorb the blast. He made his first red FEAT and absorbed 30 points of the blast. He didn't have time to release it, nor was this the proper place; the fireball was growing. He made his next red FEAT and absorbed another 10 points. A third red FEAT allowed him to absorb an Amazing amount of radiation, minus the points already absorbed (50-40=10). Sukupp now had 50 points of the A-blast's 75 soaked into his body. There was still enough free to contaminate the city. Sukupp had to absorb it all. He tried. He failed the last red FEAT. For a second, his body glowed like a small star. Then, he was gone. When creating the character, the player can raise the Power rank by +1CS by specializing in absorbing a single type of energy.

(EC9) ENERGY VAMPIRISM (37-38)
The hero can drain the energy from a target and convert that energy into extra Strength, Endurance, Psyche, and other Powers he possesses.
The hero can force a non-living, nor sentient target to release all its energy, an Intensity FEAT equal to the energy potential of the target. For example, an auto battery can be drained on a Typical Intensity FEAT, a gallon of gasoline by Good Intensity FEAT, the magnetism of every tape in a music shop on an Excellent intensity FEAT, the heat of a blast furnace on an Amazing Intensity FEAT and so on.
Living and/or sentient targets are harder to drain, because they possess Psyche. The target's Psyche determines the Intensity of the FEAT needed. A successful FEAT enables the hero to drain energy from the target. The amount drained is equal to this Power's rank number. The amount is drawn from all the target's Energy Emission Powers and any energies that form his physical make-up; this applies if the hero is a non-human (a robot, for example). The Energy Vampire can only drain Powers that actually emit energy—see the Energy Emission section. Powers that do not emit energy cannot be affected by this Power (but, see Power Vampirism).
The Energy Vampire can drain the Power rank number amount of energy each turn as long as he keeps making successful FEATs. He can voluntarily stop feeding at any point by making a Psyche FEAT roll of any color except red. A red FEAT means his hunger is beyond his control. He has entered a feeding frenzy that will only cease when the target has been completely drain of energy.
If the Energy Vampire fails to make any FEAT during the feeding process, he breaks off his attack and cannot reestablish it. The victim instantly develops an immunity to that particular Energy Vampire, and cannot be subjected to any of his future attacks. However, this does not protect the victim from other Energy Vampires. The drained energy is added in equal amounts to the Vampire's Strength, Endurance, Psyche, and any other Powers he possesses. The exception is this Power; no Vampire of any type can increase his own Power.
Example: Evan the Energy Vampire possesses Good Energy Vampirism. His intended victim is Heatwave, a human with two Powers (Typical Gliding and Excellent Heat Emission) and Good Psyche. Evan makes the required FEAT roll (not red) to begin feeding, and drains 10 points from his victim's highest Power rank number. Heatwave's Heat Emission loses 10 points and drops to Good. Evan's three abilities go up 3 points each, thus increasing his Health by 6. The next turn, Evan makes another FEAT and drains another 10 points, drawn equally from Heatwave's Psyche and Heat Emission (dropping each by 5 points). Add another 3 points to Evan's three abilities and another 6 to his Health. The next FEAT is a repeat performance. At this point, Evan's player decides he's had enough, and rolls a 43; quitting is no problem.
Why do Energy Vampires do it? Due to their odd nature, they lose energy at a dreadful rate. Their rank numbers for Strength, Endurance, and Psyche, and all Powers (except this one), drop 1 point per hour. The Energy Vampire must feed to bring those abilities and Powers up to their original levels.
An Energy Vampire cannot actually starve to death; when all his affected rank numbers reach Shift 0, he enters a deathlike trance. His Vampirism continues to function and tries to drain anything that comes in contact with him. When the Vampire's abilities return to Feeble, he returns to life. When creating the Energy Vampire, the player must choose a weakness. He can increase the Power rank by +1CS by choosing a second weakness, up to a maximum of +3CS (four weaknesses) for the Energy Vampire.
Energy Vampirism is communicable. A living and/or sentient victim who was Completely drained of all energy by an Energy Vampire must make a mandatory Psyche FEAT roll. On a red result, he becomes an Energy Vampire with Feeble Power rank.

(EC10) FIRE CONTROL (39-45)
The hero can control existing flames, whether natural or Power-based. He can alter any factor involved in combustion without direct physical contact. The hero can increase or decrease the flame's Intensity up to his Power rank and reduce fire damage by his rank number. This Power includes Power rank Resistance to Fire and Heat. The most important aspect of this Power is enabling the hero to reshape flame into any form he desires. This can be used in a variety of Power stunts, as the hero develops numerous fiery constructs to perform miscellaneous deeds. Such fiery constructs do not act like normal flames. They emit less heat and consume less oxygen. Their fire doesn't spread past the outline of the constructs. In addition, they self-extinguish rapidly upon cessation of this Power. Optional Powers include Fire Generation, Thermal Control, Energy Sheath, and Energy Body.

(EC11) GRAVITY MANIPULATION (46-49)
The hero can control gravity, the force that attracts all particles to all other particles. Gravity always exists wherever there is tangible matter. (in dimensions composed entirely of energy, though, gravity is optional.) The hero doesn't really generate gravity; he simply changes the Intensity of what's already there. He can increase or decrease the Intensity of gravity by his Power rank number. This effect may be centered on himself or projected onto a target. This permit him to develop a variety of Power stunts:
*Changing the direction of gravity.
*Creating artificial gravity in a normally weightless situation.
*Launching targets into space by reducing their weight to zero and letting the Earth's revolution fling them upward.
*Levitation at -1CS speed; this can be done to the hero himself or a target.
*Incapacitating a foe by suddenly, drastically increasing his weight beyond his Strength's capacity to move.
*Forcing aircraft to land by increasing their weight beyond their engines' lift potential.
*Sinking ships by making their weight exceed their buoyancy.
*Forming large asteroids by coalescing spatial debris.
The gravity remains altered for as long as the Power functions. After cessation, gravity returns to normal.

(EC12) HARD RADIATION CONTROL (50-53)
The hero can control existing radiation, including X-rays, alpha, beta, gamma, and cosmic rays. The hero can increase or decrease the radiation's Intensity, up to his Power rank, and reduce the damage done by radiation up to his Power rank number. The hero can direct the flow of radiation and can alter its nature by converting any form of radiation to any other form. If a radiation-related Power is involved, the target's Power rank determines the Intensity of the required FEAT. For example, an Amazing Intensity FEAT is required to control Amazing Radiation Emission.
Optional Powers include Hard Radiation Emission, Energy Doppelganger, Energy Sheath, Energy Body, and Energy Sustenance.

(EC13) KINETIC CONTROL (54-59)
The hero can control the energy of motion itself. He can increase or decrease kinetic energy's Intensity by his Power rank number. With a Typical Intensity FEAT, he can change the direction of any moving target. He can impart momentum as if he physically pushed the target, with his Power rank taken as Strength.
The primary purpose of Kinetic Control is to control Telekinesis and Kinetic Bolts. In the former case, the hero can redirect the target's efforts. A FEAT equal to the target's Power rank taken as Intensity ensures this. In the latter case, the hero can shape Kinetic Bolts into forms that can perform complex tasks. The difficulty of such tasks determines the Intensity of the required FEAT. The hero can have a Bonus Power of either Telekinesis or Kinetic Bolt.
The remaining Power can be an Optional one.

(EC14) LIGHT CONTROL (60-66)
The hero can manipulate existing light. This can be visible, infrared, or ultraviolet light. The hero can alter the intensity, frequency (color, in other words), and coherence of light on a Good Intensity FEAT. The hero can actually change the direction of light and form crude holograms on a Remarkable Intensity FEAT. Such holograms are little more than clouds or single-color walls. The Power allows +1CS Resistance to Light-based Powers, since the hero can redirect or dispel them.
Optional Powers include Light Generation, Energy Sheath, Carrier Wave, and Illusion Casting. The Nemesis is itself.

(EC15) MAGNETIC MANIPULATION (67-73)
The hero can control magnetic force. He can increase or decrease magnetism's Intensity by his Power rank number. He can use existing magnetism, whether natural or Power-based, to perform any desired task. The required Intensity FEAT is equal to the Intensity rank of the magnetism.
The hero can alter the polarity of a magnetic field (but not a neutron flow!). He can shape the field into forms to produce any effect. These can be developed as Power Stunts.
The Power can be used to control simple machinery. The simplest form is merely rendering the machine inoperable by altering the magnetism of the components. A more refined use of the Power enables the hero to actually control a machine.

(EC16) PLASMA CONTROL (74-77)
The hero can control fields of highly-charged particles. The hero can increase or decrease the plasma's Intensity and reduce its damage by his Power rank number. The Power includes Power rank Resistance to plasma's effects.
The Power has two main uses. The first is shaping plasma fields into any shape desired. This can be developed into a variety of Power stunts as the hero develops numerous plasma-constructs to perform various deeds. Such constructs do possess the typical side-effects of plasma fields, and dissipate upon cessation of the Power.
The second use of Plasma Control enables the hero to counteract plasma-related Powers. These include Plasma Generation, Energy Doppelganger, Energy Sheath, and Energy Body. The target's Power rank determines the required intensity of the FEAT. For example, an Excellent Intensity FEAT is required to control Excellent Plasma Generation.
Optional Powers include Plasma Generation, Energy Doppelganger, Energy Sheath, and Energy Body.

(EC17) RADIOWAVE CONTROL (78-80)
The hero can control existing radiowaves, whether AM, FM, or microwaves. The hero can increase or decrease the radiowaves' Intensity by his Power rank number. A Good intensity FEAT permits the hero to alter the frequency and direction of such waves and garble transmissions. The hero has Power rank Resistance to radio-based attacks; such attacks are normally limited to an opponent thinking he's a microwave oven about to cook the hero's goose. The Power really comes into its own when used as a form of electronic-age Illusion Casting. That is, the hero creates complex signals that simulate an actual broadcast. Voice-only broadcasts can be simulated by a Typical Intensity FEAT. Musical or multi-voice broadcasts require an Excellent Intensity FEAT, as does a still picture. A single figure with a blank background or a simple cartoon-like broadcast requires an Incredible Intensity FEAT. A single figure with a complex background (think of an evening news broadcast) requires a Monstrous Intensity FEAT. Any other broadcast can be simulated on a Shift X Intensity FEAT (think Academy Awards production numbers, and you'll see why so high).
Obviously, this is a Power that is only really useful in high-tech campaigns. Oh, it could exist in a primitive situation, but then who would know?
This has a Bonus Power of Radiowave Generation.
Optional Powers include Energy Doppelganger, Energy Sheath, and Carrier Wave.

(EC18) SHADOWSHAPING (81-84)
This is not Darkforce Manipulation; that's handled elsewhere. This Power enables the hero to affect normal shadows and, indirectly, light as well. The hero can shift the location and size of normal shadows. He can form them into two-dimensional images that can do Power rank damage to real targets. The hero can also Remote Sense through these shadow-constructs. The hero can increase or decrease the Intensity of any shadow, whether natural or Power-based, by his Power rank number. This overlaps with Light Generation and Shadowcasting but differs in that either effect is possible and only existing shadows or shadow-related Powers are affected.
The hero has the ability to see through any shadow as if it were a normally-lit area, provided its Intensity is less than or equal to his Power rank. This does not apply to Darkforce, however.
This Power includes Power rank Resistance to shadow-based Powers.
This has the Bonus Power of Shadowcasting.
Optional Powers include Light Control, Energy Sheath, and Energy Body. In the last two cases, the hero resembles a living shadow.

(EC19) SOUND MANIPULATION (85-90)
The hero can control existing sound. He can increase sound's Intensity by one rank by means of a Power rank FEAT or decrease it by his Power rank number. It also provides the hero with Resistance to sound-based Powers; again, his Power rank number decreases the Intensity the attack.
This is possibly the single most useful Power of all those that don't do actual damage. The uses are infinite:
*Muting the voices of an opponent group, thus preventing them from coordinating their actions.
*Muting alarms.
*Magnifying distant sounds to make them audible at the hero's location
*Increasing faint sounds to enable the hero to perform certain actions (like cracking a combination lock).
*Destroying boom boxes if the hero doesn't like the music.
*Cranking up boom boxes if he does
Okay, a lot of the uses are somewhat frivolous. Still, the ability to knock out voice is a powerful weapon. Sound Manipulation can also be used to reinforce sound based Powers. The hero can raise the other Power rank +1CS as long as this Power functions.
This has a Bonus Power of Sound Generation. Optional Powers include Vibration and Vibration Control.

(EC20) THERMAL CONTROL (91-97)
The hero control applied heat or cold; that is, can control any force that actively changes the temperature of something else. This includes any source of heat or cold, whether natural, artificial, or Power based. The Power overlaps both Heat and Cold Generation but it also differs from them in that this Power cannot affect the natural temperature of a target or alter the local temperature to suit the hero's whim. For example, Thermal Control could cool a girder being heated in a furnace, since that thing is being actively heated, but it could not change. the temperature of another girder lying outside the furnace (nothing is being done to that one).
Thermal Control is mostly used to counteract or supplement temperature altering Powers. The Power can affect such others as soon as they are emitted from the target's body. That is, you can affect the Human Torch's fireballs but not his Fire Sheath. The target's Power rank determines the required Intensity of the FEAT. Controlling the Torch's heat takes an Unearthly Intensity FEAT.
Optional Powers include Heat Generation, Fire Generation, Cold Generation, Fire Control, and Coldshaping.

(EC21) VIBRATION CONTROL (98-100)
The hero can control existing vibrations. These may be natural or Power-based. The hero can increase or decrease the Intensity of the vibration by his Power rank number. He has Power rank Resistance to Vibration and Sonic attacks.
A Power like this can make a hero extremely popular in a quake-prone locale like southern California. Using the Richter scale, these are the required Intensities of the FEATs for controlling each class of earthquake.
Richter Number Intensity
1 FE, PR
2 TY, GD
3 EX, RM
4 IN, AM
5 MN, UN
6 Shift X, Shift Y
7 Shift Z, CL1000
8 CL3000, CL5000




Okay, if California is determined to fall into the sea, you won't be much help. Of course, if your hero possesses Vibration as well, he might get blamed for the quake. On a smaller scale, the Power can be used in a variety of everyday situations:
*The hero can distort or even mute a target's voice. This effectively negates vocal Powers. This is done by directly affecting the target's larynx.
*If your campaign includes other Dimensions that can be reached by adjusting your vibratory rate to that of the chosen dimension, then this Power will do the trick on an Amazing Intensity FEAT.
*The hero can cripple gyroscopes, thus disabling any vehicles dependent on them (subs, aircraft). This is a Typical Intensity FEAT, which incidentally also works against robots.
*The hero can adjust the vibratory rate of his own atoms, permitting him to Phase through solid objects or let solids (like bullets) pass harmlessly through him.
Optional Powers include Vibration, Sonic Generation, and Sound Manipulation.
(EE) Energy Emission (17-24)
(EE) Energy Emission (17-24)
Power can be emitted by any part of the hero's body. For most Powers, it is not important to specify the emergence point. For the Powers of the Energy Emission class, though, emission points become important. This affects how the hero utilizes his Power. It determines ways goes can negate that Power. If the hero loses the part of his body containing the emission point, he may lose his Power as well. When creating the hero, the player should determine an, emission point for any Energy Emission Powers. He may select the first one rolled as the point for all of his character's Energy Emissions, or be adventurous and determine one for each Power.
Emission Point Roll
Entire Body 01-14
Head 15-22
Eyes 23-30
Mouth and Nose 31-38
Torso 39-46
Arms 47-54
Hands 55-62
Fingers 63-67
Legs 87-70
Feet 71-73
Wings 74-76
Antennae / Horns 77-81
Tail 82-86
Any Location 87-100

Entire body:
Power radiates from an aura surrounding the entire body. Power can be emitted in any direction without the hero actually having to physically point.
Head:
Power emanates from an aura surrounding only the hero's head. Power can be emitted in any direction desired without the hero's having to nod his head.
Eyes:
Power is emitted through the hero's pupils. The power is directed wherever the hero is looking. If the eyelids are closed, this Power cannot function.
Mouth and Nose:
The Power is primarily emitted through the hero's mouth. To aim, he turns his head and shapes the mouth as though blowing out a candle. Seepage occurs through the nose; this cannot be aimed, and the Power is reduced -2CS in Intensity.
Torso:
The Power is emitted from an aura on the hero's chest. The Power travels in a straight line, perpendicular to the body.
Arms:
The Power is emitted from an aura surrounding either or both arms. The Power travels in the direction in which the forearm is pointed (if one arm is used) or in a vector (if both arms are used).
Hands:
The Power is emitted from an aura surrounding the hero's hand, fist, or palm. Power travels in the plane formed by the fingers, in line with the whole fist, or in a line perpendicular to the open palm.
Fingers:
The Power is emitted form an aura surrounding the hero's fingers (any number, from one to all of them). It travels in a straight line in the direction the finger points. Usually, the index finger directs the Power, if only one finger is used. If the hero has multiple Powers, each Power can be assigned to a different finger.
Legs:
Power is emitted downward from an aura surrounding both legs. It is difficult to aim leg-emitted Power, which travels in the line defined by the lower leg. Such Powers are usually limited in range to contact only.
Feet:
Power is emitted by the hero's soles. As above, such Powers are difficult to aim and are usually limited to contact-only.
Wings:
Power is emitted from an aura surrounding the hero's wings. Power may travel in the plane formed by the wings or in a line perpendicular to their open position.
Antennae/Horns:
Power is emitted from an all the antennae on the hero's head. Power travels in a straight line from the last section of the antennae.
Tail:
Power is emitted from the tip of the hero's tail and follows a straight line in the direction the tail points.
Any Location:
The hero can emit Power from any section of the body he chooses, and can change emission points with each use of the Power.
Ranges for these Powers can be found on the Range Table, inside the front cover. Appropriate ranges are listed on column A.

(01-10) EE1 - Cold Gen.
(11-20) EE2 - Electrical Gen.
(21-22) EE3 - Doppleganger
(23-34) EE4 - Fire Gen.
(35-37) EE5 - Hard Radiation
(38-42) EE6 - Heat Gen.
(43-52) EE7 - Kinetic Bolt
(53-62) EE8 - Light Gen
(63-72) EE9 - Magnetism
(73-75) EE10 - Plasma Gen.
(76-78) EE11 - Radiowave Gen.
(79-83) EE12 - Shadowcasting
(84-93) EE13 - Sonic Gen.
(94-100) EE14 - Vibration

(EE1) COLD GENERATION (01-10)
This Power is the pure form of Ice Generation and one it is often confused with. The hero can emit a field that decreases thermal energy and infrared radiation. The Power decreases the temperature of the target; the amount is determined both by a FEAT and the Power rank number. A Typical FEAT drops the temperature by 10x the rank number; a Remarkable FEAT drops it by 20x the rank number; and an Unearthly FEAT drops it by 40x the rank number. For example, a hero with Remarkable Cold Generation can lower a target's temperature by 300 (10x30) to 1200 (40x3O) degrees. The only limitation is that the temperature cannot drop lower than absolute zero (-273 degrees Celsius or -459.4 degrees Fahrenheit). The power has the side-effect of cooling the air between the hero and the target. Gases within that area may condense. Such by-products evaporate quickly after the Power ceases to operate. Cold Generation can be used to negate other sources of cold, whether Power-based, artificial, or environmental; its Power rank decreases the intensity of the affected cold. However, it cannot be used to raise the temperature of a frigid environment. The hero with this Power has Power rank level resistance to Cold in any form. Optional Powers include Coldshaping, Condensation, Solidification, and Molding. Nemeses include Heat Emission, Fire Generation, and Thermal Control.

(EE2) ELECRTICAL GENERATION (11-20)
The hero can create electrical streams that can do Power rank damage. The hero can project the electricity through any conductive medium, such as air, water, or metal, at Power rank range. If the player chooses, the hero can gain +2CS to his damage by choosing to limit his range to contact only. In this case, the range can be extended by conducting the Power through solid conductors like metal. Electricity comes in various forms:
*Static electricity causes magnetic attraction between objects and can disrupt electronic communications.
*Lightning is sheer, raw, destructive power and by far the most popular form of this Power.
*Alternating current is what our technology is driven by. This Power can either energize or overload normal electrical devices.
*Direct current is what a battery produces. It can energize or overload devices that use DC power. It can also short out devices that use AC power.
The hero can use any form at will or can raise his rank +1CS by specializing in a particular form. This Power automatically includes Power rank Resistance to Electricity; no FEAT is required to resist your own Power. This Power is linked to Electrical Control and Energy Sheath. When creating the hero, the player can exchange any randomly determined Powers for these if he so desires. Extreme heat reduces this Power's rank by the Intensity rank of the heat. Conversely, extreme cold increases the rank by the cold's Intensity rank. At Shift X level, the hero gains the ability to create a stream of conductive gas, thus allowing the Power to function even in a vacuum.

(EE3) ENERGY DOPPLEGANGER (21-22)
The hero can generate an Energy Body from his own body. This Doppelganger can have Powers of its own, including those characteristic to the type of energy of which the Doppelganger is composed. The Doppelganger automatically has the Power of True Flight, While the player can decide which Powers are possessed by whom, a rule of thumb is that the majority of physical Powers are assigned to the Doppelganger. The player must also decide whether the Doppelganger is simply an extension of the hero's will or if it has an independent, but obedient, mind. If the player chooses the latter he raises the Power rank +1CS; he can raise it another +1CS by having the lapse into unconsciousness when he uses the Power, since his mind is directly tied into maintaining the Doppelganger's existence. Any damage to the Doppelganger is subtracted from the hero's Psyche. Rank determines the duration of the Doppelganger and the minimum rank of any Powers it possesses. Normally the hero can generate only one Doppelganger at a time. At extremely high ranks, the hero can generate additional Doppelgangers. The number is equal to 1% of the Power rank number (round up). For example, at Class 1000 rank the hero can create 10 simultaneous beings. Such beings have a decreased Resistance (-2CS) to plasma-based attacks since these disrupt the energy field that forms the Doppelganger. They possess an increased Resistance (+4CS) to attacks based on Light, Heat, Flame, Vibrations, and Sonics, since they have no solid mass to affect. The Nemesis Power is Plasma Control.

(EE4) FIRE GENERATION (23-34)
The hero can project fire with Power rank damage and range. These flames have no apparent fuel source and spring from the hero as if he were a living fuel tank. Although the flames' fuel comes out of the proverbial nowhere, free oxygen must be present for the Power to function. If not, the hero can cause a single flame that lasts' only one turn, then fizzles out. At Shift X rank, the hero gains the ability to generate oxygen as well, permitting this Power to function under any conditions. When creating the hero, the player can choose the Powers of Flame Control, Energy Sheath, and Energy Body to fill any slots still open. For example, under the Ultimate system, the Human Torch possesses three powers: Fire Generation, Fire Control, and Energy Sheath. This has to be the most dangerous Power around. Heroes have to watch out for accidental firestorms. They also tend to consume all the oxygen in their location, making everyone pass out. Then there is the question of smoke and gases created by the hero's Flame Power. It makes me wonder what kind of ventilation system the Baxter Building has… Fire Generation is the opposing Power to Cold Emission, Coldshaping, and Powers that use water. This Power gains +1CS when fighting these Powers. It also loses -1CS when being attacked by those Powers.

(EE5) HARD RADIATION EMISSION (35-37)
This covers the dangerous section of the energy spectrum: ultraviolet light, x-rays, and alpha and beta particles, gamma rays, and the ever-popular "cosmic rays." The hero can project any of these types at Power rank range and damage. When creating the hero, the player can raise his rank +1CS by specializing in a particular type of hard radiation. For game purposes, we'll assume that the hero has total control over his own inherent radioactivity and possesses automatic safe-guards that prevent him from fatally contaminating the area each time he uses his Power. This Power is linked to Radiation Control; the player can exchange one of his other Powers for Radiation Control when creating the hero, if he so desires.

(EE6) HEAT GENERATION (38-42)
The hero can generate pure heat that is not necessarily accompanied by light or flame by accelerating molecular motion. This permits the hero to do rank level effects over target materials. Some Power Stunts using pure heat include:
*Causing the breakdown of molecular or even atomic bonds (Amazing and Unearthly FEATs, respectively).
*Negating a target's magnetism
*Negating a target's electrical conductivity.
*Strengthening materials by heat-treating.
*Changing local weather by heating the air; this can cause small cyclones and electrical storms.
Because this Power uses pure heat, it can function in conditions that negate Flame Emission, like the absence of free Oxygen or the hero's being underwater. Beings who possess Thermal Vision or Abnormal Sensitivity can detect an infrared glow around, the hero and his target whenever he uses his Power. Heat Emission is the Nemesis of Cold Emission, Coldshaping, and Powers that use water. This Power gains +1CS when attacking those Powers and loses -1CS when being attacked by them.

(EE7) KINETIC BOLT (43-52)
This is a crude form of M30/Telekinesis. The hero can strike a target with a surge of force at Power rank range and damage. The Kinetic Bolt can be shaped as desired by the hero. It can be a wide cylinder, or an incredibly fine needle. Its effect is the same as if the target had been struck by a solid object of equal material strength. This Power can affect only tangible materials. It includes Resistance to Kinetic Bolts, Kinetic Control, or Telekinesis. Optional Powers are Kinetic Control and Telekinesis, which are also the Nemeses.

(EE8) LIGHT GENERATION (53-62)
The hero can emit powerful bursts of light do Power rank damage at rank range. The light may be of any nature:
*Normal light in any color or intensity; the hero can light the area, dispel Shadow Powers, and temporarily blind targets.
*Coherent Light (lasers) do rank level heat damage as they burn into targets. Lasers can also be used to carry information or to create holograms.
*Optic blasts do rank level damage but rather than burn a target, they act as Kinetic Bolts.
The player can raise the hero's rank upon creation by +2CS if he chooses specialization in a specific form of this Power.

(EE9) MAGNETISM (63-72)
The hero can generate intense magnetic force. The magnetic field may be centered on the hero's body or be projected at rank range. The field can affect anything susceptible to magnetism, attracting it with Power rank Strength. If the target itself is magnetic, the hero can attract it at +1CS or repel it at Power rank. The hero can induce magnetism into any materials that can sustain a magnetic field; these include ferrous materials, iron-bearing clays and plastics, and ferrous ores. The hero can do rank level damage to electronic devices by scrambling internal signals; this is especially effective against magnetic recordings and micro-chip dependent devices. This Power can affect other Powers. It can redirect Electrical Generation by a Typical Intensity FEAT if the other Power's rank is lower, a Remarkable Intensity FEAT if equal, and an Unearthly Intensity FEAT if the other Power is higher. It can disrupt Electric or Magnetic Control and Energy Sheath or Energy Body, if either are magnetic in nature. The Power has its drawbacks. It attracts some types of attacks if the hero is careless. Such attacks as Electrical Generation or anything using ferrous materials (knives, missiles) gain +2CS. This Power is its own primary Nemesis.

(EE10) PLASMA GENERATION (73-75)
Plasma refers to here to a field of highly-charged particles. Common examples include the aurora borealis, the glow in a fluorescent tube, the Van Allen Belt, and the heart of a nuclear blast. Plasmas may be of any nature: fiery, magnetic, electrical, radioactive, or be of a previously unknown form of energy. This last group includes many super-powers, living energy fields, and beings who can transform themselves into pure energy. The hero can project Plasma fields at Power rank range. Due to the unique nature of this Power, it does damage on two levels. The primary level is brute force; the field does Power rank damage There are also side-effects based on the nature of each Plasma bolt. Plasma fields have two of the following side effects:
*Light at -2CS level of illumination
*Heat at -2CS damage
*Flame at -2CS damage
*Hard Radiation at -2CS damage
*Magnetism at -2CS damage but full Power rank range
*Electricity at -2CS damage.
The hero initially possesses a single type of Plasma with two set side-effects that occur each time he uses his Power. Later he can develop other Plasmas with different side-effects as Power Stunts. Plasma is a Nemesis to the Powers of Energy Sheath and Energy Body. The hero gains +1CS when attacking either Power. Plasma's own Nemeses are Plasma Control and Power Control.

(EE11) RADIOWAVE GENERATION (76-78)
The hero can generate radiowaves, including AM and FM signals and microwaves. This Power primarily affects broadcasting and electronics; the Power can do rank damage over rank range to these. The Power can also be used to directly affect any target by internally heating it through microwave bombardment. Used in this manner, the Power has -2CS on its damage and range. Optional Powers include Radiowave Control, Energy Sheath, and Carrier Wave. Nemeses include Radiowave Control, Energy Absorption, and Force Field vs. Energy.

(EE12) SHADOWCASTING (79-83)
The hero can emit a field that decreases light and radiation. The obscured energy's Intensity is lowered by the Power's rank taken as Intensity. The energy forms that can be affected by this Power are Light, Heat, Hard Radiation, Radiowaves, Energy Doppelgangers, and Energy Bodies. The hero possesses the ability to affect only Light when his Power is at Good rank. At each rank above Good, he gains the ability to affect another energy form in the following order: EX-Heat, RM-Hard Radiation, IN-Radiowaves, AM-Energy Doppelgangers, MN-Energy Bodies. This Power includes the ability to see clearly through his own natural or Power-created shadows of Intensity less that the hero's Power rank. The Power can disrupt Darkforce Manipulation on a Typical Intensity FEAT if its rank is higher than that of the Darkforce manipulator, Remarkable Intensity FEAT if they are equal, and Unearthly Intensity FEAT if the Power's rank is lower. Optional Powers include Shadow-shaping and Darkforce Manipulation. The Nemesis is Light Emission.

(EE13) SONIC GENERATION (84-93)
The hero can generate intense sound and make attacks of Power rank range and damage. This Power can generate frequencies normally inaudible. The hero can disrupt other sound-based Powers by creating dissonance as his harmonics clash with the second Power's harmonics. The hero's own rank is subtracted from the target harmonic's Intensity. Optional Powers include Sonic Control, Vibration, and Vibration Control. Nemeses are this Power itself and the three just listed. The Power needs a medium to carry the sound, whether gaseous, liquid, or solid. It cannot function in a vacuum unless the hero is touching a solid through which he can transmit his Power. This Power can be used in tandem with the Power of Speech-Throwing to permit Sonic Generation to affect even unconnected targets in a vacuum.

(EE14) VIBRATION (94-100)
The hero can generate non-audible vibrations. These can alter existing harmonics, effectively negating any sonic- or vocal-based Power. The hero can cause tremors at Power rank range and damage. The Power can even be used to incapacitate living targets; effects can vary from motion sickness (nausea and vomiting) to death by internal hemorrhaging.
This Power includes Resistance to Vibratory attacks. Optional Powers include Vibration Control and Sonic Generation.
Some possible Power Stunts include:
*Forming a vibratory shield that can provide up to +2CS protection. The vibrations make the hero harder to hit as weapons are thrust aside by the field. At higher ranks it can even cause the weapon's own structure to collapse.
*Negating vocal powers by sending the hero's own vibrations into the target's larynx. For example, your hero could reduce Lorelei's song to a gurgle.
*Throwing machinery out of kilter by vibrating delicate components.
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