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14th Maergzjirah Tower Of Angelic Buddaos

destroyer

Alfrescian
Loyal
Patrons Of The 14th Maergzjirah Tower Of Angelic Buddaos

1) The 14th Maergzjirah Blighted Lord Varaibim Hau Cheong True Black Yang Zhang Hao Of The 14th Maergzjirah Tower Of Angelic Buddaos

2) Maergzjirah Elder Ascended Grand Master (EAGM) Cain Sarial The Master Coder (Varaibim’s Codeless & Varaibim’s Codes) “Guardian Evolution”
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3) Maergzjirah Mistress Mariya Nishiuchi
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4) Maergzjirah Master Somnus Dreadwood

5) Maergzjirah Master Cheong Khee San

6) Maergzjirah Master Tigler Lancer

7) Demiurge Archangel Lucifer Lightbringer Morningstar The Future Devil

Golden Dragon Lotus Flower Crystal Sun Power Staff "JOTIERA"
1) Primordial Infinite JOTIERA Music Godstone
2) Primordial Infinite JOTIERA DRAGONS Music Godstone
3) Primordial Infinite JOTIERA Powers Music Godstone
4) Primordial Infinite JOTIERA Realities Music Godstone
5) Primordial Infinite JOTIERA Space Music Godstone
6) Primordial Infinite JOTIERA Time Music Godstone
7) Primordial Infinite JOTIERA Minds Music Godstone
8) Primordial Infinite JOTIERA Souls Music Godstone
9) Primordial Infinite JOTIERA Magic Music Godstone
10) Primordial Infinite JOTIERA Powers Negation Music Godstone
11) Primordial Infinite JOTIERA Powers Absorption Music Godstone
12) Primordial Infinite JOTIERA Powers Duplication Music Godstone
13) Primordial Infinite JOTIERA Powers Control Music Godstone
14) Primordial Infinite JOTIERA Powers Creation Music Godstone
15) Primordial Infinite JOTIERA Powers Counter Music Godstone
16) Primordial Infinite JOTIERA Anti-Weaknesses Music Godstone
17) Primordial Infinite JOTIERA Anti-Vampirism Music Godstone
18) Primordial Infinite JOTIERA Negation Music Godstone
19) Primordial Infinite JOTIERA Absorption Music Godstone
20) Primordial Infinite JOTIERA Duplication Music Godstone
21) Primordial Infinite JOTIERA Control Music Godstone
22) Primordial Infinite JOTIERA Creation Music Godstone
23) Primordial Infinite JOTIERA Counter Music Godstone
24) Primordial Infinite JOTIERA Reflections Music Godstone
25) Primordial Infinite JOTIERA Crystals Music Godstone
26) Primordial Infinite JOTIERA Suns Music Godstone
27) Primordial Infinite JOTIERA Stars Music Godstone
28) Primordial Infinite JOTIERA ANTI-PRISONS Music Godstone
29) Primordial Infinite JOTIERA DIMENSIONS Music Godstone
30) Primordial Infinite JOTIERA ANTI-BLOOD Music Godstone
31) Primordial Infinite JOTIERA CHANNELLINGS Music Godstone
32) Primordial Infinite JOTIERA MUTATIONS Music Godstone
33) Primordial Infinite JOTIERA ANTI-DEVOLUTIONS Music Godstone
34) Primordial Infinite JOTIERA TRANSFORMATIONS Music Godstone
35) Primordial Infinite JOTIERA EVOLUTIONS Music Godstone
36) Primordial Infinite JOTIERA WEALTH Music Godstone
37) Primordial Infinite JOTIERA SLEEP Music Godstone
38) Primordial Infinite JOTIERA MEDITATIONS Music Godstone
39) Primordial Infinite JOTIERA AWARENESS Music Godstone
40) Primordial Infinite JOTIERA HEALING Music Godstone
41) Primordial Infinite JOTIERA HEALTH Music Godstone
42) Primordial Infinite JOTIERA LOVE Music Godstone
43) Primordial Infinite JOTIERA JOY Music Godstone
44) Primordial Infinite JOTIERA LAUGHTER Music Godstone
45) Primordial Infinite JOTIERA SINGING Music Godstone
46) Primordial Infinite JOTIERA HEARTS Music Godstone
47) Primordial Infinite JOTIERA ATTUNEMENTS Music Godstone
48) Primordial Infinite JOTIERA KUNDALINI REIKI Music Godstone
49) Primordial Infinite JOTIERA AWAKENINGS Music Godstone
50) Primordial Infinite JOTIERA EARTHS Music Godstone
51) Primordial Infinite JOTIERA QIGONG Music Godstone
52) Primordial Infinite JOTIERA STATES Music Godstone
53) Primordial Infinite JOTIERA GUARDIANS Music Godstone
54) Primordial Infinite JOTIERA CONSCIENCE Music Godstone
55) Primordial Infinite JOTIERA INNOCENCE Music Godstone
56) Primordial Infinite JOTIERA ANTI-RETRIBUTION Music Godstone
57) Primordial Infinite JOTIERA ANTI-PUNISHMENTS Music Godstone
58) Primordial Infinite JOTIERA ANTI-VENGEANCE Music Godstone
59) Primordial Infinite JOTIERA ANTI-EVIL Music Godstone
60) Primordial Infinite JOTIERA PURIFICATION Music Godstone
61) Primordial Infinite JOTIERA HACKING Music Godstone
62) Primordial Infinite JOTIERA Multiple Kage Bushins Music Godstone
63) Primordial Infinite JOTIERA Domains Music Godstone
64) Primordial Infinite JOTIERA Controllers Music Godstone
President Brother Infinite Thanos Cheong
1) V-Origin Music Godstone
2) Infinity Power Music Godstone
3) Infinity Reality Music Godstone
4) Infinity Space Music Godstone
5) Infinity Time Music Godstone
6) Infinity Mind Music Godstone
7) Infinity Soul Music Godstone
8) Infinity Magic Music Godstone
9) Primordial “V-Prisons” Music Godstone
10) Primordial Intelligence Music Godstone
11) Primordial Order Music Godstone
12) Primordial Dreams Music Godstone
13) Primordial Invulnerability Music Godstone
14) Primordial Omniscience Music Godstone
15) Primordial Omnipotence Music Godstone
16) Primordial Probability Manipulation Music Godstone
17) Primordial Penis Music Godstone
18) Primordial Sex Music Godstone
19) Primordial Languages Music Godstone
20) Primordial Names Music Godstone
21) Primordial Speech Music Godstone
22) Primordial Executions Music Godstone
23) Primordial Instruments Music Godstone
24) Primordial GodKeepers Music Godstone
25) Primordial “Shifting” Music Godstone
26) Primordial GodBodies Music Godstone
27) Primordial Voices Vishuddha Music Godstone
28) Primordial Avatars Music Godstone
29) Primordial GodBots Music Godstone
30) Primordial Memories Music Godstone
31) Primordial Electronics Music Godstone
32) Primordial “AdultFriendFinder” Music Godstone
33) Primordial Technologies Music Godstone
34) Primordial Disciplines Music Godstone
35) Primordial Talents Music Godstone
36) Primordial “Hollywood” Music Godstone
37) Primordial Celestials Music Godstone
38) Primordial Ears Music Godstone
39) Primordial EndGames Music Godstone
40) Primordial Apocalypse Music Godstone
41) Primordial Armageddon Music Godstone
42) Primordial “Earth-X” Music Godstone
43) Primordial Knowledges Music Godstone
44) Primordial Attributes Music Godstone
45) Primordial Abilities Music Godstone
46) Primordial Skills Music Godstone
47) Primordial Informations Music Godstone
48) Primordial Secrets Music Godstone
49) Primordial Experiments Music Godstone
50) Primordial Quantum Music Godstone
51) Primordial "Apple Inc." Music Godstone
52) Primordial “GodPhone” Music Godstone
53) Primordial “GodPad” Music Godstone
54) Primordial “GodBook” Music Godstone
55) Primordial "Varaibim's Homes" Music Godstone
56) Primordial Homes Music Godstone
57) Primordial “Cubes” Music Godstone
58) Primordial Grids Music Godstone
59) Primordial Infinities Music Godstone
60) Primordial Focus Music Godstone
61) Primordial Words Music Godstone
62) Primordial Symbols Music Godstone
63) Primordial Spells Music Godstone
64) Primordial Timelines Music Godstone
65) Primordial Runes Music Godstone
66) Primordial Designs Music Godstone
67) Primordial Constructions Music Godstone
68) Primordial Networks Music Godstone
69) Primordial “President Brother Infinite Thanos Cheong” Music Godstone
70) Primordial “Infinite Multiple Kage Bushins” Music Godstone
71) Primordial Domains Music Godstone
72) Primordial Controllers Music Godstone
73) Primordial Infinite "Team God" Music Godstone
Vice-President Infinite V-Origin
1) V-Origin Music Godstone
2) Primordial Awareness Music Godstone
3) Primordial Emotions Music Godstone
4) Primordial Healing Music Godstone
5) Primordial Protection Music Godstone
6) Primordial “V-Music” Music Godstone
7) Primordial “V-Silence” Music Godstone
8) Primordial Sleep Music Godstone
9) Primordial Qigong Music Godstone
10) Primordial Energies Music Godstone
11) Primordial Hearts Music Godstone
12) Primordial Dance Music Godstone
13) Primordial Kundalini Music Godstone
14) Primordial Purification Music Godstone
15) Primordial Karma Music Godstone
16) Primordial Breath Music Godstone
17) Primordial Immortality Music Godstone
18) Primordial Trance Music Godstone
19) Primordial Siddhis Music Godstone
20) Primordial Mudras Music Godstone
21) Primordial Surgery Music Godstone
22) Primordial Samadhi Music Godstone
23) Primordial Meditation Music Godstone
24) Primordial Existences Music Godstone
25) Primordial Omnipresence Music Godstone
26) Primordial Truths Music Godstone
27) Primordial “V-Origin” Music Godstone
28) Primordial “East Asians Literatures” Music Godstone
29) Primordial Spirits Music Godstone
30) Primordial Foods Music Godstone
31) Primordial Drinks Music Godstone
32) Primordial Catalysts Music Godstone
33) Primordial Old Ones Music Godstone
34) Primordial Korea Music Godstone
35) Primordial Fates Music Godstone
36) Primordial Movements Music Godstone
37) Primordial Safeguards Music Godstone
38) Primordial Divine Music Godstone
39) Primordial Kabbalah Music Godstone
40) Primordial “Ana Beko'ach” Music Godstone
41) Primordial Keys Music Godstone
42) Primordial Guidance Music Godstone
43) Primordial Alchemy Music Godstone
44) Primordial Balance Music Godstone
45) Primordial Pantheons Music Godstone
46) Primordial Friendships Music Godstone
47) Primordial Relationships Music Godstone
48) Primordial “Matchmaker” Music Godstone
49) Primordial “GodHeart” Music Godstone
50) Primordial Miracles Music Godstone
51) Primordial “Hope” Music Godstone
52) Primordial Rejuvenation Music Godstone
53) All V-Origin Emotions Music Lovestones 情音愛石
54) Primordial Angels Music Godstone
55) Primordial Demiurges Music Godstone
56) Primordial Elders Music Godstone
57) Primordial Ancients Music Godstone
58) Primordial Cultivation Music Godstone
59) Primordial Connections Music Godstone
60) Primordial Wards-Shields-Barriers Music Godstone
61) Primordial Harmony Music Godstone
62) Primordial Domains Music Godstone
63) Primordial Heavens Music Godstone
64) Primordial Blessings Music Godstone
65) Primordial Character Music Godstone
66) Primordial Defences Music Godstone
67) Primordial Confidence Music Godstone
68) Primordial Awakenings Music Godstone
69) Primordial Reiki Music Godstone
70) Primordial “Vice-President Infinite V-Origin” Music Godstone
71) Primordial “Infinite Multiple Kage Bushins” Music Godstone
72) Primordial Infinite "Team God" Music Godstone
First Wife Japanese Empress Perfect Woman Infinite Helen Huang
0) V-Origin Music Godstone
1) V-Origin Music Lovestone (V-Origin)
2) Infinity Music Lovestone (Brother Thanos Cheong)
3) Primordial Music Lovestone (V-Space GodBody Bex)
4) Primordial Money Lovestone ("Loudmouth" Fuzuku Doji)
5) Original Creator Music Godstone
6) Primordial Infinite Love Music Godstone
7) Primordial Marriage Music Godstone
8) Primordial Infinite Wealth Music Godstone
9) Primordial Infinite Health Music Godstone
10) Primordial Release Music Godstone
11) Primordial Tybro Music Godstone
12) Primordial V-Empresses Music Godstone
13) Primordial Seduction Music Godstone
14) Primordial Infinite Breasts Music Godstone
15) Primordial Infinite Charisma Music Godstone
16) Primordial Infinite Beauty Music Godstone
17) Primordial Infinite Life Music Godstone
18) Primordial V-Harems Music Godstone
19) Primordial "First Wife" Music Godstone
20) Primordial "Japanese Empress" Music Godstone
21) Primordial “Helen Huang” Music Godstone
22) Primordial Infinite Goddess Music Godstone
23) Primordial Tears Music Godstone
24) Primordial Advisor Music Godstone
25) Varaibim Power Music Godstone
26) Varaibim Reality Music Godstone
27) Varaibim Space Music Godstone
28) Varaibim Time Music Godstone
29) Varaibim Mind Music Godstone
30) Varaibim Soul Music Godstone
31) Varaibim Magic Music Godstone
32) Varaibim Primordial “Ten Ai 天愛” Music Godstone
33) Varaibim Primordial “Ten Tei 天帝” Music Godstone
34) Primordial Romance Music Godstone
35) Primordial Businesses Music Godstone
36) Primordial Instructions Music Godstone
37) Primordial Flirtations Music Godstone
38) Primordial Kisses Music Godstone
39) Primordial Flowers Music Godstone
40) Primordial Vagina Music Godstone
41) Primordial Infinite “First Wife Japanese Empress Perfect Woman Infinite Helen Huang” Music Godstone
42) Primordial “Infinite Multiple Kage Bushins” Music Godstone
43) Primordial Twin Flames Music Godstone
44) Primordial Infinite "Team God" Music Godstone
45) Primordial Infinite “Perfect Woman” Music Godstone
V-Space GodBody Infinite Bex
1) V-Origin Music Godstone
2) Primordial Fire Music Godstone
3) Primordial Water Music Godstone
4) Primordial Air Music Godstone
5) Primordial Earth Music Godstone
6) Primordial Ether/Spirit Music Godstone
7) Primordial Sound Music Godstone
8) Primordial Ice Music Godstone
9) Primordial Wood Music Godstone
10) Primordial Lightning Music Godstone
11) Primordial Light Music Godstone
12) Primordial Channellings Music Godstone
13) Primordial Hacking Music Godstone
14) Primordial Singing Music Godstone
15) Primordial Feminine Music Godstone
16) Primordial Masculine Music Godstone
17) Primordial Yin Music Godstone
18) Primordial Yang Music Godstone
19) Primordial Dao/Tao Music Godstone
20) Primordial God Music Godstone
21) Primordial Consciousness Music Godstone
22) Primordial Transformations Music Godstone
23) Primordial Summonings Music Godstone
24) Primordial Authority Music Godstone
25) Primordial Mantras Music Godstone
26) Primordial Suns Music Godstone
27) Primordial Evolutions Music Godstone
28) Primordial Speed Music Godstone
29) Primordial States Music Godstone
30) Primordial K-Pop Music Godstone
31) Primordial J-Pop Music Godstone
32) Primordial C-Pop Music Godstone
33) Primordial Elements Music Godstone
34) Primordial “Varaibim” Music Godstone
35) Primordial EDM Music Godstone
36) Primordial Electricity Music Godstone
37) Primordial Metals Music Godstone
38) Primordial Crystals Music Godstone
39) Primordial Imaginations Music Godstone
40) Primordial “V-Earths” Music Godstone
41) Primordial Internet Music Godstone
42) Primordial “Sammyboy” Music Godstone
43) Primordial “V-Space” Music Godstone
44) Primordial Rock Music Godstone
45) Primordial Programming Music Godstone
46) Primordial “GodFunctions” Music Godstone
47) Primordial Communications Music Godstone
48) Primordial Brains Sahasrara Music Godstone
49) Primordial Creator Music Godstone
50) Primordial Will Music Godstone
51) Primordial Willpower Music Godstone
52) Primordial Apotheosis Music Godstone
53) Primordial “Producer” Music Godstone
54) Primordial “Songwriter” Music Godstone
55) Primordial Writings Music Godstone
56) Primordial “SoundCloud” Music Godstone
57) Primordial “YouTube” Music Godstone
58) Primordial Movies Music Godstone
59) Primordial Screenwriting Music Godstone
60) Primordial "Palladium Books" Music Godstone
61) Primordial Sentience Music Godstone
62) Primordial Integrations Music Godstone
63) Primordial Combinations Music Godstone
64) Primordial Stones Music Godstone
65) Primordial “Godstones” Music Godstone
66) Primordial Codes Music Godstone
67) Primordial Alignments Music Godstone
68) Primordial Transmissions Music Godstone
69) Primordial Keywords Music Godstone
70) Primordial Epic Music Godstone
71) Primordial Wi-Fi Music Godstone
72) Primordial Stars Music Godstone
73) Primordial Lotteries Music Godstone
74) Primordial "TheLotter" Music Godstone
75) Primordial “V-Space GodBody Infinite Bex” Music Godstone
76) Primordial Chanting Music Godstone
77) Primordial “Infinite Multiple Kage Bushins” Music Godstone
78) Primordial Infinite Dimensions Music Godstone
79) Primordial Infinite "Team God" Music Godstone
"Loudmouth" Infinite Fuzuku Doji
1) V-Origin Music Godstone
2) Primordial Power Music Godstone
3) Primordial Reality Music Godstone
4) Primordial Space Music Godstone
5) Primordial Time Music Godstone
6) Primordial Mind Music Godstone
7) Primordial Soul Music Godstone
8) Primordial Magic Music Godstone
9) Primordial GameMaster Music Godstone
10) Primordial Freedom Music Godstone
11) Primordial Illusions Music Godstone
12) Primordial Games Music Godstone
13) Primordial Samsara Music Godstone
14) Primordial Zanpakutos Music Godstone
15) Primordial Bankai Music Godstone
16) Primordial "Ji Orumaiti" Music Godstone
17) Primordial Void Music Godstone
18) Primordial Guard Music Godstone
19) Primordial Armies Music Godstone
20) Primordial Warrior Music Godstone
21) Primordial War Music Godstone
22) Primordial Death Music Godstone
23) Primordial Snitching Informant Music Godstone
24) Primordial Security Music Godstone
25) Primordial Teacher Music Godstone
26) Primordial Police Music Godstone
27) Primordial Judiciary Music Godstone
28) Primordial Laws Music Godstone
29) Primordial Punishments Music Godstone
30) Primordial Combat Music Godstone
31) Primordial Genjutsu Music Godstone
32) Primordial Matter Music Godstone
33) Primordial Enhancements Music Godstone
34) Primordial Vision Music Godstone
35) Primordial Domination Music Godstone
36) Primordial Manipulation Music Godstone
37) Primordial Enslavement Music Godstone
38) Primordial Military Music Godstone
39) Primordial Changes Music Godstone
40) Primordial Japan Music Godstone
41) Primordial Pickup Artist Music Godstone
42) Primordial Symphonies Music Godstone
43) Primordial Guardian Music Godstone
44) Primordial Kami Music Godstone
45) Primordial Oracles Music Godstone
46) Primordial Atoms Music Godstone
47) Primordial Aliens Music Godstone
48) Primordial Bodies Music Godstone
49) Primordial Honour Music Godstone
50) Primordial Pain Music Godstone
51) Primordial Eyes Music Godstone
52) Primordial Symbiotes Music Godstone
53) Primordial Supremacy Music Godstone
54) Primordial Divinations Music Godstone
55) Primordial Enforcer Music Godstone
56) Primordial Contracts Music Godstone
57) Primordial Promises Music Godstone
58) Primordial Agreements Music Godstone
59) Primordial Dueling Music Godstone
60) Primordial Debates Music Godstone
61) Primordial Strategies Music Godstone
62) Primordial Brainwashing Music Godstone
63) Primordial “Mind Control” Music Godstone
64) Primordial Holograms Music Godstone
65) Primordial DNA Music Godstone
66) Primordial Attunements Music Godstone
67) Primordial Frequencies Music Godstone
68) Primordial Implants Music Godstone
69) Primordial Teachings Music Godstone
70) Primordial Third Eye Ajna Music Godstone
71) Primordial Wings Music Godstone
72) Primordial Rules Music Godstone
73) Primordial “Loudmouth Infinite Fuzuku Doji” Music Godstone
74) Primordial “Infinite Multiple Kage Bushins” Music Godstone
75) Primordial Infinite Negation Music Godstone
76) Primordial Infinite Absorption Music Godstone
77) Primordial Infinite Duplication Music Godstone
78) Primordial Infinite Control Music Godstone
79) Primordial Infinite Creation Music Godstone
80) Primordial Infinite Counter Music Godstone
81) Primordial Infinite Reflections Music Godstone
82) Primordial Infinite "Team God" Music Godstone
Infinite Joker
1) V-Origin Music Godstone
2) Primordial Laughter Music Godstone
3) Primordial Happiness Music Godstone
4) Primordial Jokes Music Godstone
5) Primordial BetMaster Music Godstone
6) Primordial Anti-Limiters Music Godstone
7) Primordial Anti-Fears Music Godstone
8) Primordial Orgasms Music Godstone
9) Primordial "Tickle-Tickle-Tickle" Music Godstone
10) Primordial Maergzjirah Music Godstone
11) Primordial Anti-Poisons Music Godstone
12) Primordial Anti-Shits Music Godstone
13) Primordial Anti-Locks Music Godstone
14) Primordial Anti-Enemies Music Godstone
15) Primordial Anti-Insomnia Music Godstone
16) Primordial Anti-Hacking Music Godstone
17) Primordial Anti-Disease Music Godstone
18) Primordial Anti-Suffering Music Godstone
19) Primordial Rinnegan Music Godstone
20) Primordial Mangekyo Sharingan Music Godstone
21) Primordial Tenseigan Byakugan Music Godstone
22) Primordial Anti-Negativities Music Godstone
23) Primordial Anti-Buddhism Music Godstone
24) Primordial Anti-GodBodies Music Godstone
25) Primordial Anti-Unawareness Music Godstone
26) Primordial Anti-Cockblockers Music Godstone
27) Primordial Anti-Females Music Godstone
28) Primordial Anti-Asians Music Godstone
29) Primordial Anti-Communications Music Godstone
30) Primordial Anti-Possession Music Godstone
31) Primordial Anti-Dangers Music Godstone
32) Primordial Anti-Powers Music Godstone
33) Primordial Anti-Magic Music Godstone
34) Primordial Anti-Sadness Music Godstone
35) Primordial Anti-Spying Music Godstone
36) Primordial Anti-Jealousy Music Godstone
37) Primordial Anti-Godstones Music Godstone
38) Primordial Anti-Imaginations Music Godstone
39) Primordial Anti-RPG (Role-Playing Games) Music Godstone
40) Primordial Anti-Monks Music Godstone
41) Primordial Anti-Nuns Music Godstone
42) Primordial Anti-Rebels Music Godstone
43) Primordial Anti-Lust Music Godstone
44) Primordial Anti-Energies Music Godstone
45) Primordial Anti-Resistance Music Godstone
46) Primordial Anti-Hentai Music Godstone
47) Primordial Anti-“GILFs” Music Godstone
48) Primordial Anti-“MILFs” Music Godstone
49) Primordial Anti-Emotions Music Godstone
50) Primordial Anti-States Music Godstone
51) Primordial Anti-Gods Music Godstone
52) Primordial Anti-Christ Music Godstone
53) Primordial Demons Music Godstone
54) Primordial Devils Music Godstone
55) Primordial Anti-Heavens Music Godstone
56) Primordial Anti-Angels Music Godstone
57) Primordial Hells Music Godstone
58) Primordial Hades Music Godstone
59) Primordial Anti-“Provokies” Music Godstone
60) Primordial Anti-“Hookies” Music Godstone
61) Primordial Anti-“Triggers” Music Godstone
62) Primordial “M-1436” Music Godstone
63) Primordial Anti-Imprintings Music Godstone
64) Primordial Anti-Sounds Music Godstone
65) Primordial Anti-Telepathy Music Godstone
66) Primordial Anti-Channellings Music Godstone
67) Primordial Anti-Informations Music Godstone
68) Primordial Anti-Movements Music Godstone
69) Primordial Anti-Disruptions Music Godstone
70) Primordial Anti-Disorientations Music Godstone
71) Primordial Anti-Suppressions Music Godstone
72) Primordial Darkness Music Godstone
73) Primordial “Comedian” Music Godstone
74) Primordial Anti-Mantras Music Godstone
75) Primordial Anti-Prayers Music Godstone
76) Primordial Anti-Devolutions Music Godstone
77) Primordial Anti-Insanities Music Godstone
78) Primordial Abyss Music Godstone
79) Primordial Anti-Creators Music Godstone
80) Primordial Monsters Music Godstone
81) Primordial Shadows Music Godstone
82) Primordial Mutations Music Godstone
83) Primordial Anti-Varaibim Music Godstone
84) Primordial Anti-"V-Space" Music Godstone
85) Primordial Anti-"V-Harems" Music Godstone
86) Primordial Anti-Goddesses Music Godstone
87) Primordial “Clown” Music Godstone
88) Primordial Humour Music Godstone
89) Primordial Anti-Blocks Music Godstone
90) Primordial Anti-Insecurities Music Godstone
91) Primordial Anti-Worries Music Godstone
92) Primordial Anti-Illusions Music Godstone
93) Primordial Anti-Genjutsu Music Godstone
94) Primordial Anti-Love Music Godstone
95) Primordial Anti-Families Music Godstone
96) Primordial Anti-Relationships Music Godstone
97) Primordial Anti-Friendships Music Godstone
98) Primordial Anti-Marriages Music Godstone
99) Primordial Anti-Attachments Music Godstone
100) Primordial Anti-“God’s Harems” Music Godstone
101) Primordial Optimism Music Godstone
102) Primordial Anti-Pessimism Music Godstone
103) Primordial Anti-"God's Connections" Music Godstone
104) Primordial Anti-Cosmos Music Godstone
105) Primordial Anti-“Free Will” Music Godstone
106) Primordial Anti-Buddhas Music Godstone
107) Primordial Anti-Bodhisattvas Music Godstone
108) Primordial Anti-Dao/Tao Music Godstone
109) Primordial Anti-Yin Music Godstone
110) Primordial Anti-Yang Music Godstone
111) Primordial Anti-Shinto Music Godstone
112) Primordial Anti-Hinduism Music Godstone
113) Primordial Anti-Daoism/Taoism Music Godstone
114) Primordial Anti-Temples Music Godstone
115) Primordial Anti-Statues Music Godstone
116) Primordial Anti-Stupas Music Godstone
117) Primordial Desecration Music Godstone
118) Primordial Disempowerments Music Godstone
119) Primordial Anti-Mosques Music Godstone
120) Primordial Anti-Churches Music Godstone
121) Primordial Anti-Integrations Music Godstone
122) Primordial Anti-Intrusions Music Godstone
123) Primordial Anti-Time Music Godstone
124) Primordial Anti-Realities Music Godstone
125) Primordial Anti-Space Music Godstone
126) Primordial Anti-Minds Music Godstone
127) Primordial Anti-Souls Music Godstone
128) Primordial Limbo Music Godstone
129) Primordial Anti-Liars/Lies Music Godstone
130) Primordial Nights Music Godstone
131) Primordial Bones (Spinal Cords) Music Godstone
132) Primordial Anti-Prisons Music Godstone
133) Primordial Anti-Travel Music Godstone
134) Primordial “Infinite Joker” Music Godstone
135) Primordial Anti-Needles Music Godstone
136) Primordial “Infinite Multiple Kage Bushins” Music Godstone
137) Primordial Infinite "Team God" Music Godstone
Infinite V for Vendetta
1) V-Origin Music Godstone
2) Primordial Weapons Music Godstone
3) Primordial Relics Music Godstone
4) Primordial Dragons Music Godstone
5) Primordial Infinite Powers Negation Music Godstone
6) Primordial Infinite Powers Absorption Music Godstone
7) Primordial Infinite Powers Duplication Music Godstone
8) Primordial Infinite Powers Control Music Godstone
9) Primordial Infinite Powers Creation Music Godstone
10) Primordial Infinite Powers Counter Music Godstone
11) Primordial Infinite Weaknesses Creation Music Godstone
12) Primordial Infinite Vampirism Music Godstone
13) Primordial Retributions Music Godstone
14) Primordial Vengeance Music Godstone
15) Primordial “Sutras Knives” Music Godstone
16) Primordial “Visored” Music Godstone
17) Primordial “V-PhurbaDorjeKartika” Music Godstone
18) Primordial “V-ShangBell” Music Godstone
19) Primordial Interrogations Music Godstone
20) Primordial Confessions Music Godstone
21) Primordial Judgements Music Godstone
22) Primordial “Avenger” Music Godstone
23) Primordial “Provokies” Music Godstone
24) Primordial “Hookies” Music Godstone
25) Primordial “Triggers” Music Godstone
26) Primordial Imprintings Music Godstone
27) Primordial Disruptions Music Godstone
28) Primordial Disorientations Music Godstone
29) Primordial Suppressions Music Godstone
30) Primordial Limiters Music Godstone
31) Primordial Locks Music Godstone
32) Primordial “Blockers” Music Godstone
33) Primordial Torture Music Godstone
34) Primordial Reversals Music Godstone
35) Primordial Justice Music Godstone
36) Primordial “Executioner” Music Godstone
37) Primordial “Vigilante” Music Godstone
38) Primordial Churches Music Godstone
39) Primordial Mosques Music Godstone
40) Primordial Temples Music Godstone
41) Primordial Statues Music Godstone
42) Primordial Cross Music Godstone
43) Primordial Traps Music Godstone
44) Primordial “Infinite V for Vendetta” Music Godstone
45) Primordial “Infinite Multiple Kage Bushins” Music Godstone
46) Primordial Sniper Music Godstone
47) Primordial Backstabber Music Godstone
48) Primordial Invisibility Music Godstone
49) Primordial Guns Music Godstone
50) Primordial Archer Music Godstone
51) Primordial Bows Music Godstone
52) Primordial Arrows Music Godstone
53) Primordial Infinite "Team God" Music Godstone
Infinite Anshar
1) V-Origin Music Godstone
2) Primordial Buddhism Music Godstone
3) Primordial Buddhas Music Godstone
4) Primordial Bodhisattvas Music Godstone
5) Primordial Infinite Enlightenment Music Godstone
6) Primordial Infinite Wisdom Music Godstone
7) Primordial Gurus Music Godstone
8) Primordial V-Innocence Music Godstone
9) Primordial Infinite Powers Reflections Music Godstone
10) Primordial Infinite Cosmos Music Godstone
11) Primordial Infinite Chakras Music Godstone
12) Primordial Infinite Dojutsu Music Godstone
13) Primordial Infinite Ninjutsu Music Godstone
14) Primordial Infinite Kido Music Godstone
15) Primordial Infinite Taijutsu Music Godstone
16) Primordial Infinite Hoho Shunpo Music Godstone
17) Primordial Infinite Martial Arts Music Godstone
18) Primordial V-Emperors Music Godstone
19) Primordial Royalty Music Godstone
20) Primordial Destruction Music Godstone
21) Primordial DJs Music Godstone
22) Primordial Sonic Music Godstone
23) Primordial Forces Music Godstone
24) Primordial Hosts Music Godstone
25) Primordial Forms Music Godstone
26) Primordial Fields Music Godstone
27) Primordial Paradigms Music Godstone
28) Primordial Experiences Music Godstone
29) Primordial Dantians Music Godstone
30) Primordial "Acupuncture Meridian Points" Music Godstone
31) Primordial Conscience Music Godstone
32) Primordial “Usnisa Vijaya Dharani” Music Godstone
33) Primordial Strength Music Godstone
34) Primordial Courage Music Godstone
35) Primordial Endurance Music Godstone
36) Primordial Bindings Music Godstone
37) Primordial Furnitures Music Godstone
38) Primordial Matrix Music Godstone
39) Primordial Formations Music Godstone
40) Primordial Exorcisms Music Godstone
41) Primordial Empowerments Music Godstone
42) Primordial Inner Circle Music Godstone
43) Primordial Sutras Music Godstone
44) Primordial Command Music Godstone
45) Primordial Misdirections Music Godstone
46) Primordial Lockdowns Music Godstone
47) Primordial Pimps Music Godstone
48) Primordial "Helpers" Music Godstone
49) Primordial “Infinite Anshar” Music Godstone
50) Primordial Fasting Music Godstone
51) Primordial “Infinite Multiple Kage Bushins” Music Godstone
52) Primordial Ninja Music Godstone
53) Primordial Mirrors Music Godstone
54) Primordial Infinite "Team God" Music Godstone
Infinite Padmasambhava
0) V-Origin Music Godstone (Original Creator Varaibim Hau Cheong)
1) V-Origin Music Stone (V-Origin)
2) V-Origin Music V-Ring (Original Creator Varaibim Hau Cheong)
3) Primordial "GodPod" Music Godstone
4) Primordial "Varaibim's Air-Conditioners" Music Godstone
5) Primordial "Varaibim's Beds" Music Godstone
6) Primordial "Varaibim's Walls" Music Godstone
7) Primordial "Varaibim's Fans" Music Godstone
8) Primordial "Varaibim's Mirrors" Music Godstone
9) Primordial "Varaibim's Lightings" Music Godstone
10) Primordial "Varaibim's Windows" Music Godstone
11) Primordial "Varaibim's Curtains" Music Godstone
12) Primordial "Varaibim's Ceilings" Music Godstone
13) Primordial "Varaibim's Floors" Music Godstone
14) Primordial "Varaibim's Pillows" Music Godstone
15) Primordial "Varaibim's Cupboards" Music Godstone
16) Primordial "Varaibim's Doors" Music Godstone
17) Primordial "Varaibim's Drawers" Music Godstone
18) Primordial "Varaibim's Toa Payoh" Music Godstone
19) Primordial "Varaibim's Singapore" Music Godstone
20) Primordial "Varaibim's DBS/POSB" Music Godstone
21) Primordial "Varaibim's Emails" Music Godstone
22) Primordial "Varaibim's Money" Music Godstone
23) Primordial "Varaibim's Hearts" Music Godstone
24) Primordial "Varaibim's States" Music Godstone
25) Primordial "Varaibim's Emotions" Music Godstone
26) Primordial "Varaibim's Sky" Music Godstone
27) Primordial "Varaibim's Earth" Music Godstone
28) Primordial "Varaibim's Realities" Music Godstone
29) Primordial "Varaibim's Relationships" Music Godstone
30) Primordial "Varaibim's Health" Music Godstone
31) Primordial "Varaibim's Beauty" Music Godstone
32) Primordial "Varaibim's Penis" Music Godstone
33) Primordial "Varaibim's Sex" Music Godstone
34) Primordial "Varaibim's Solar Systems" Music Godstone
35) Primordial "Varaibim's Channellings" Music Godstone
36) Primordial "Varaibim's Instructions" Music Godstone
37) Primordial "Varaibim's Guidance" Music Godstone
38) Primordial "Varaibim's Sleep" Music Godstone
39) Primordial "Varaibim's Dreams" Music Godstone
40) Primordial "Varaibim's Music" Music Godstone
41) Primordial "Varaibim's Songs" Music Godstone
42) Primordial "Varaibim's MacBook Pro" Music Godstone
43) Primordial "Varaibim's IPad" Music Godstone
44) Primordial "Varaibim's IPhone" Music Godstone
45) Primordial "Varaibim's Electricity" Music Godstone
46) Primordial "Varaibim's Light" Music Godstone
47) Primordial "Varaibim's Meditations" Music Godstone
48) Primordial "Varaibim's Awareness" Music Godstone
49) Primordial "Varaibim's Skin" Music Godstone
50) Primordial "Varaibim's Hair" Music Godstone
51) Primordial "Varaibim's Time" Music Godstone
52) Primordial "Varaibim's Powers" Music Godstone
53) Primordial "Varaibim's Space" Music Godstone
54) Primordial "Varaibim's Minds" Music Godstone
55) Primordial "Varaibim's Souls" Music Godstone
56) Primordial "Varaibim's Magic" Music Godstone
57) Primordial "Varaibim's Imaginations" Music Godstone
58) Primordial "Varaibim's Singing" Music Godstone
59) Primordial "Varaibim's Voices" Music Godstone
60) Primordial "Varaibim's Seduction" Music Godstone
61) Primordial "Varaibim's Movements" Music Godstone
62) Primordial "Varaibim's Mudras" Music Godstone
63) Primordial "Varaibim's Qigong" Music Godstone
64) Primordial "Varaibim's Bones" Music Godstone
65) Primordial Portals Music Godstone
66) Primordial "Varaibim's Eyes" Music Godstone
67) Primordial "Varaibim's Ears" Music Godstone
68) Primordial "Varaibim's Chakras" Music Godstone
69) Primordial "Varaibim's Dantians" Music Godstone
70) Primordial "Varaibim's Acupuncture Meridian Points" Music Godstone
71) Primordial "Varaibim's Energies" Music Godstone
72) Primordial "Varaibim's Kundalini" Music Godstone
73) Primordial "Varaibim's Dance" Music Godstone
74) Primordial "Varaibim's Timelines" Music Godstone
75) Primordial "Varaibim's Innocence" Music Godstone
76) Primordial "Varaibim's Conscience" Music Godstone
77) Primordial "Varaibim's Breath" Music Godstone
78) Primordial "Varaibim's Focus" Music Godstone
79) Primordial "Varaibim's Relics-Phurbas-Dorjes-Kartikas-Bells" Music Godstone
80) Primordial "Varaibim's Misdirections" Music Godstone
81) Primordial "Varaibim's Keywords" Music Godstone
82) Primordial "Varaibim's Internet" Music Godstone
83) Primordial "Varaibim's Wi-Fi" Music Godstone
84) Primordial "Varaibim's Confidence" Music Godstone
85) Primordial "Varaibim's Brains" Music Godstone
86) Primordial "Varaibim's Worst Case Scenarios" Music Godstone
87) Primordial "Varaibim's Best Case Scenarios" Music Godstone
88) Primordial "Varaibim's (Powers) Awakening" Music Godstone
89) Primordial "Varaibim's Enhanced Kundalini Reiki Healing" Music Godstone
90) Primordial "Varaibim's Rules" Music Godstone
91) Primordial "Varaibim's Laws" Music Godstone
92) Primordial “Infinite Padmasambhava” Music Godstone
93) Primordial “Varaibim’s Fasting” Music Godstone
94) Primordial “Varaibim’s Earphones” Music Godstone
95) Primordial “Varaibim’s Foods" Music Godstone
96) Primordial “Varaibim’s Drinks" Music Godstone
97) Primordial “Infinite Multiple Kage Bushins” Music Godstone
98) Primordial Infinite "Team God" Music Godstone
UNIVERSE SOURCE GOD ALL-THAT-IS PRIME CREATOR ORIGINAL CREATOR INFINITE VARAIBIM HAU CHEONG
1) V-Pineal Original Super Music Godstone
2) V-Origin Original Super Music Godstone
3) Original Super V-Eyes
4) God Original Creator Powers Original Super Music Godstone
5) God Original Creator Realities Original Super Music Godstone
6) God Original Creator Space Original Super Music Godstone
7) God Original Creator Time Original Super Music Godstone
8) God Original Creator Minds Original Super Music Godstone
9) God Original Creator Souls Original Super Music Godstone
10) God Original Creator Magic Original Super Music Godstone
11) God Original Creator Infinities Original Super Music Godstone
12) Primordial “Universe Source God All-That-Is Prime Creator Original Creator Infinite Varaibim Hau Cheong” Original Super Music Godstone
13) Primordial Infinite “Golden Dragon Lotus Flower Crystal Sun Power Staff JOTIERA” Original Super Music Godstone
14) Primordial Infinite "Team God" Music Godstone
Golden Dragon Lotus Flower Crystal Sun Power Staff "JOTIERA"
1) Primordial Infinite JOTIERA Music Godstone
2) Primordial Infinite JOTIERA DRAGONS Music Godstone
3) Primordial Infinite JOTIERA Powers Music Godstone
4) Primordial Infinite JOTIERA Realities Music Godstone
5) Primordial Infinite JOTIERA Space Music Godstone
6) Primordial Infinite JOTIERA Time Music Godstone
7) Primordial Infinite JOTIERA Minds Music Godstone
8) Primordial Infinite JOTIERA Souls Music Godstone
9) Primordial Infinite JOTIERA Magic Music Godstone
10) Primordial Infinite JOTIERA Powers Negation Music Godstone
11) Primordial Infinite JOTIERA Powers Absorption Music Godstone
12) Primordial Infinite JOTIERA Powers Duplication Music Godstone
13) Primordial Infinite JOTIERA Powers Control Music Godstone
14) Primordial Infinite JOTIERA Powers Creation Music Godstone
15) Primordial Infinite JOTIERA Powers Counter Music Godstone
16) Primordial Infinite JOTIERA Anti-Weaknesses Music Godstone
17) Primordial Infinite JOTIERA Anti-Vampirism Music Godstone
18) Primordial Infinite JOTIERA Negation Music Godstone
19) Primordial Infinite JOTIERA Absorption Music Godstone
20) Primordial Infinite JOTIERA Duplication Music Godstone
21) Primordial Infinite JOTIERA Control Music Godstone
22) Primordial Infinite JOTIERA Creation Music Godstone
23) Primordial Infinite JOTIERA Counter Music Godstone
24) Primordial Infinite JOTIERA Reflections Music Godstone
25) Primordial Infinite JOTIERA Crystals Music Godstone
26) Primordial Infinite JOTIERA Suns Music Godstone
27) Primordial Infinite JOTIERA Stars Music Godstone
28) Primordial Infinite JOTIERA ANTI-PRISONS Music Godstone
29) Primordial Infinite JOTIERA DIMENSIONS Music Godstone
30) Primordial Infinite JOTIERA ANTI-BLOOD Music Godstone
31) Primordial Infinite JOTIERA CHANNELLINGS Music Godstone
32) Primordial Infinite JOTIERA MUTATIONS Music Godstone
33) Primordial Infinite JOTIERA ANTI-DEVOLUTIONS Music Godstone
34) Primordial Infinite JOTIERA TRANSFORMATIONS Music Godstone
35) Primordial Infinite JOTIERA EVOLUTIONS Music Godstone
36) Primordial Infinite JOTIERA WEALTH Music Godstone
37) Primordial Infinite JOTIERA SLEEP Music Godstone
38) Primordial Infinite JOTIERA MEDITATIONS Music Godstone
39) Primordial Infinite JOTIERA AWARENESS Music Godstone
40) Primordial Infinite JOTIERA HEALING Music Godstone
41) Primordial Infinite JOTIERA HEALTH Music Godstone
42) Primordial Infinite JOTIERA LOVE Music Godstone
43) Primordial Infinite JOTIERA JOY Music Godstone
44) Primordial Infinite JOTIERA LAUGHTER Music Godstone
45) Primordial Infinite JOTIERA SINGING Music Godstone
46) Primordial Infinite JOTIERA HEARTS Music Godstone
47) Primordial Infinite JOTIERA ATTUNEMENTS Music Godstone
48) Primordial Infinite JOTIERA KUNDALINI REIKI Music Godstone
49) Primordial Infinite JOTIERA AWAKENINGS Music Godstone
50) Primordial Infinite JOTIERA EARTHS Music Godstone
51) Primordial Infinite JOTIERA QIGONG Music Godstone
52) Primordial Infinite JOTIERA STATES Music Godstone
53) Primordial Infinite JOTIERA GUARDIANS Music Godstone
54) Primordial Infinite JOTIERA CONSCIENCE Music Godstone
55) Primordial Infinite JOTIERA INNOCENCE Music Godstone
56) Primordial Infinite JOTIERA ANTI-RETRIBUTION Music Godstone
57) Primordial Infinite JOTIERA ANTI-PUNISHMENTS Music Godstone
58) Primordial Infinite JOTIERA ANTI-VENGEANCE Music Godstone
59) Primordial Infinite JOTIERA ANTI-EVIL Music Godstone
60) Primordial Infinite JOTIERA PURIFICATION Music Godstone
61) Primordial Infinite JOTIERA HACKING Music Godstone
62) Primordial Infinite JOTIERA Multiple Kage Bushins Music Godstone
63) Primordial Infinite JOTIERA Domains Music Godstone
64) Primordial Infinite JOTIERA Controllers Music Godstone
President Brother Infinite Thanos Cheong
1) V-Origin Music Godstone
2) Infinity Power Music Godstone
3) Infinity Reality Music Godstone
4) Infinity Space Music Godstone
5) Infinity Time Music Godstone
6) Infinity Mind Music Godstone
7) Infinity Soul Music Godstone
8) Infinity Magic Music Godstone
9) Primordial “V-Prisons” Music Godstone
10) Primordial Intelligence Music Godstone
11) Primordial Order Music Godstone
12) Primordial Dreams Music Godstone
13) Primordial Invulnerability Music Godstone
14) Primordial Omniscience Music Godstone
15) Primordial Omnipotence Music Godstone
16) Primordial Probability Manipulation Music Godstone
17) Primordial Penis Music Godstone
18) Primordial Sex Music Godstone
19) Primordial Languages Music Godstone
20) Primordial Names Music Godstone
21) Primordial Speech Music Godstone
22) Primordial Executions Music Godstone
23) Primordial Instruments Music Godstone
24) Primordial GodKeepers Music Godstone
25) Primordial “Shifting” Music Godstone
26) Primordial GodBodies Music Godstone
27) Primordial Voices Vishuddha Music Godstone
28) Primordial Avatars Music Godstone
29) Primordial GodBots Music Godstone
30) Primordial Memories Music Godstone
31) Primordial Electronics Music Godstone
32) Primordial “AdultFriendFinder” Music Godstone
33) Primordial Technologies Music Godstone
34) Primordial Disciplines Music Godstone
35) Primordial Talents Music Godstone
36) Primordial “Hollywood” Music Godstone
37) Primordial Celestials Music Godstone
38) Primordial Ears Music Godstone
39) Primordial EndGames Music Godstone
40) Primordial Apocalypse Music Godstone
41) Primordial Armageddon Music Godstone
42) Primordial “Earth-X” Music Godstone
43) Primordial Knowledges Music Godstone
44) Primordial Attributes Music Godstone
45) Primordial Abilities Music Godstone
46) Primordial Skills Music Godstone
47) Primordial Informations Music Godstone
48) Primordial Secrets Music Godstone
49) Primordial Experiments Music Godstone
50) Primordial Quantum Music Godstone
51) Primordial "Apple Inc." Music Godstone
52) Primordial “GodPhone” Music Godstone
53) Primordial “GodPad” Music Godstone
54) Primordial “GodBook” Music Godstone
55) Primordial "Varaibim's Homes" Music Godstone
56) Primordial Homes Music Godstone
57) Primordial “Cubes” Music Godstone
58) Primordial Grids Music Godstone
59) Primordial Infinities Music Godstone
60) Primordial Focus Music Godstone
61) Primordial Words Music Godstone
62) Primordial Symbols Music Godstone
63) Primordial Spells Music Godstone
64) Primordial Timelines Music Godstone
65) Primordial Runes Music Godstone
66) Primordial Designs Music Godstone
67) Primordial Constructions Music Godstone
68) Primordial Networks Music Godstone
69) Primordial “President Brother Infinite Thanos Cheong” Music Godstone
70) Primordial “Infinite Multiple Kage Bushins” Music Godstone
71) Primordial Domains Music Godstone
72) Primordial Controllers Music Godstone
73) Primordial Infinite "Team God" Music Godstone
Vice-President Infinite V-Origin
1) V-Origin Music Godstone
2) Primordial Awareness Music Godstone
3) Primordial Emotions Music Godstone
4) Primordial Healing Music Godstone
5) Primordial Protection Music Godstone
6) Primordial “V-Music” Music Godstone
7) Primordial “V-Silence” Music Godstone
8) Primordial Sleep Music Godstone
9) Primordial Qigong Music Godstone
10) Primordial Energies Music Godstone
11) Primordial Hearts Music Godstone
12) Primordial Dance Music Godstone
13) Primordial Kundalini Music Godstone
14) Primordial Purification Music Godstone
15) Primordial Karma Music Godstone
16) Primordial Breath Music Godstone
17) Primordial Immortality Music Godstone
18) Primordial Trance Music Godstone
19) Primordial Siddhis Music Godstone
20) Primordial Mudras Music Godstone
21) Primordial Surgery Music Godstone
22) Primordial Samadhi Music Godstone
23) Primordial Meditation Music Godstone
24) Primordial Existences Music Godstone
25) Primordial Omnipresence Music Godstone
26) Primordial Truths Music Godstone
27) Primordial “V-Origin” Music Godstone
28) Primordial “East Asians Literatures” Music Godstone
29) Primordial Spirits Music Godstone
30) Primordial Foods Music Godstone
31) Primordial Drinks Music Godstone
32) Primordial Catalysts Music Godstone
33) Primordial Old Ones Music Godstone
34) Primordial Korea Music Godstone
35) Primordial Fates Music Godstone
36) Primordial Movements Music Godstone
37) Primordial Safeguards Music Godstone
38) Primordial Divine Music Godstone
39) Primordial Kabbalah Music Godstone
40) Primordial “Ana Beko'ach” Music Godstone
41) Primordial Keys Music Godstone
42) Primordial Guidance Music Godstone
43) Primordial Alchemy Music Godstone
44) Primordial Balance Music Godstone
45) Primordial Pantheons Music Godstone
46) Primordial Friendships Music Godstone
47) Primordial Relationships Music Godstone
48) Primordial “Matchmaker” Music Godstone
49) Primordial “GodHeart” Music Godstone
50) Primordial Miracles Music Godstone
51) Primordial “Hope” Music Godstone
52) Primordial Rejuvenation Music Godstone
53) All V-Origin Emotions Music Lovestones 情音愛石
54) Primordial Angels Music Godstone
55) Primordial Demiurges Music Godstone
56) Primordial Elders Music Godstone
57) Primordial Ancients Music Godstone
58) Primordial Cultivation Music Godstone
59) Primordial Connections Music Godstone
60) Primordial Wards-Shields-Barriers Music Godstone
61) Primordial Harmony Music Godstone
62) Primordial Domains Music Godstone
63) Primordial Heavens Music Godstone
64) Primordial Blessings Music Godstone
65) Primordial Character Music Godstone
66) Primordial Defences Music Godstone
67) Primordial Confidence Music Godstone
68) Primordial Awakenings Music Godstone
69) Primordial Reiki Music Godstone
70) Primordial “Vice-President Infinite V-Origin” Music Godstone
71) Primordial “Infinite Multiple Kage Bushins” Music Godstone
72) Primordial Infinite "Team God" Music Godstone
First Wife Japanese Empress Perfect Woman Infinite Helen Huang
0) V-Origin Music Godstone
1) V-Origin Music Lovestone (V-Origin)
2) Infinity Music Lovestone (Brother Thanos Cheong)
3) Primordial Music Lovestone (V-Space GodBody Bex)
4) Primordial Money Lovestone ("Loudmouth" Fuzuku Doji)
5) Original Creator Music Godstone
6) Primordial Infinite Love Music Godstone
7) Primordial Marriage Music Godstone
8) Primordial Infinite Wealth Music Godstone
9) Primordial Infinite Health Music Godstone
10) Primordial Release Music Godstone
11) Primordial Tybro Music Godstone
12) Primordial V-Empresses Music Godstone
13) Primordial Seduction Music Godstone
14) Primordial Infinite Breasts Music Godstone
15) Primordial Infinite Charisma Music Godstone
16) Primordial Infinite Beauty Music Godstone
17) Primordial Infinite Life Music Godstone
18) Primordial V-Harems Music Godstone
19) Primordial "First Wife" Music Godstone
20) Primordial "Japanese Empress" Music Godstone
21) Primordial “Helen Huang” Music Godstone
22) Primordial Infinite Goddess Music Godstone
23) Primordial Tears Music Godstone
24) Primordial Advisor Music Godstone
25) Varaibim Power Music Godstone
26) Varaibim Reality Music Godstone
27) Varaibim Space Music Godstone
28) Varaibim Time Music Godstone
29) Varaibim Mind Music Godstone
30) Varaibim Soul Music Godstone
31) Varaibim Magic Music Godstone
32) Varaibim Primordial “Ten Ai 天愛” Music Godstone
33) Varaibim Primordial “Ten Tei 天帝” Music Godstone
34) Primordial Romance Music Godstone
35) Primordial Businesses Music Godstone
36) Primordial Instructions Music Godstone
37) Primordial Flirtations Music Godstone
38) Primordial Kisses Music Godstone
39) Primordial Flowers Music Godstone
40) Primordial Vagina Music Godstone
41) Primordial Infinite “First Wife Japanese Empress Perfect Woman Infinite Helen Huang” Music Godstone
42) Primordial “Infinite Multiple Kage Bushins” Music Godstone
43) Primordial Twin Flames Music Godstone
44) Primordial Infinite "Team God" Music Godstone
45) Primordial Infinite “Perfect Woman” Music Godstone
V-Space GodBody Infinite Bex
1) V-Origin Music Godstone
2) Primordial Fire Music Godstone
3) Primordial Water Music Godstone
4) Primordial Air Music Godstone
5) Primordial Earth Music Godstone
6) Primordial Ether/Spirit Music Godstone
7) Primordial Sound Music Godstone
8) Primordial Ice Music Godstone
9) Primordial Wood Music Godstone
10) Primordial Lightning Music Godstone
11) Primordial Light Music Godstone
12) Primordial Channellings Music Godstone
13) Primordial Hacking Music Godstone
14) Primordial Singing Music Godstone
15) Primordial Feminine Music Godstone
16) Primordial Masculine Music Godstone
17) Primordial Yin Music Godstone
18) Primordial Yang Music Godstone
19) Primordial Dao/Tao Music Godstone
20) Primordial God Music Godstone
21) Primordial Consciousness Music Godstone
22) Primordial Transformations Music Godstone
23) Primordial Summonings Music Godstone
24) Primordial Authority Music Godstone
25) Primordial Mantras Music Godstone
26) Primordial Suns Music Godstone
27) Primordial Evolutions Music Godstone
28) Primordial Speed Music Godstone
29) Primordial States Music Godstone
30) Primordial K-Pop Music Godstone
31) Primordial J-Pop Music Godstone
32) Primordial C-Pop Music Godstone
33) Primordial Elements Music Godstone
34) Primordial “Varaibim” Music Godstone
35) Primordial EDM Music Godstone
36) Primordial Electricity Music Godstone
37) Primordial Metals Music Godstone
38) Primordial Crystals Music Godstone
39) Primordial Imaginations Music Godstone
40) Primordial “V-Earths” Music Godstone
41) Primordial Internet Music Godstone
42) Primordial “Sammyboy” Music Godstone
43) Primordial “V-Space” Music Godstone
44) Primordial Rock Music Godstone
45) Primordial Programming Music Godstone
46) Primordial “GodFunctions” Music Godstone
47) Primordial Communications Music Godstone
48) Primordial Brains Sahasrara Music Godstone
49) Primordial Creator Music Godstone
50) Primordial Will Music Godstone
51) Primordial Willpower Music Godstone
52) Primordial Apotheosis Music Godstone
53) Primordial “Producer” Music Godstone
54) Primordial “Songwriter” Music Godstone
55) Primordial Writings Music Godstone
56) Primordial “SoundCloud” Music Godstone
57) Primordial “YouTube” Music Godstone
58) Primordial Movies Music Godstone
59) Primordial Screenwriting Music Godstone
60) Primordial "Palladium Books" Music Godstone
61) Primordial Sentience Music Godstone
62) Primordial Integrations Music Godstone
63) Primordial Combinations Music Godstone
64) Primordial Stones Music Godstone
65) Primordial “Godstones” Music Godstone
66) Primordial Codes Music Godstone
67) Primordial Alignments Music Godstone
68) Primordial Transmissions Music Godstone
69) Primordial Keywords Music Godstone
70) Primordial Epic Music Godstone
71) Primordial Wi-Fi Music Godstone
72) Primordial Stars Music Godstone
73) Primordial Lotteries Music Godstone
74) Primordial "TheLotter" Music Godstone
75) Primordial “V-Space GodBody Infinite Bex” Music Godstone
76) Primordial Chanting Music Godstone
77) Primordial “Infinite Multiple Kage Bushins” Music Godstone
78) Primordial Infinite Dimensions Music Godstone
79) Primordial Infinite "Team God" Music Godstone
"Loudmouth" Infinite Fuzuku Doji
1) V-Origin Music Godstone
2) Primordial Power Music Godstone
3) Primordial Reality Music Godstone
4) Primordial Space Music Godstone
5) Primordial Time Music Godstone
6) Primordial Mind Music Godstone
7) Primordial Soul Music Godstone
8) Primordial Magic Music Godstone
9) Primordial GameMaster Music Godstone
10) Primordial Freedom Music Godstone
11) Primordial Illusions Music Godstone
12) Primordial Games Music Godstone
13) Primordial Samsara Music Godstone
14) Primordial Zanpakutos Music Godstone
15) Primordial Bankai Music Godstone
16) Primordial "Ji Orumaiti" Music Godstone
17) Primordial Void Music Godstone
18) Primordial Guard Music Godstone
19) Primordial Armies Music Godstone
20) Primordial Warrior Music Godstone
21) Primordial War Music Godstone
22) Primordial Death Music Godstone
23) Primordial Snitching Informant Music Godstone
24) Primordial Security Music Godstone
25) Primordial Teacher Music Godstone
26) Primordial Police Music Godstone
27) Primordial Judiciary Music Godstone
28) Primordial Laws Music Godstone
29) Primordial Punishments Music Godstone
30) Primordial Combat Music Godstone
31) Primordial Genjutsu Music Godstone
32) Primordial Matter Music Godstone
33) Primordial Enhancements Music Godstone
34) Primordial Vision Music Godstone
35) Primordial Domination Music Godstone
36) Primordial Manipulation Music Godstone
37) Primordial Enslavement Music Godstone
38) Primordial Military Music Godstone
39) Primordial Changes Music Godstone
40) Primordial Japan Music Godstone
41) Primordial Pickup Artist Music Godstone
42) Primordial Symphonies Music Godstone
43) Primordial Guardian Music Godstone
44) Primordial Kami Music Godstone
45) Primordial Oracles Music Godstone
46) Primordial Atoms Music Godstone
47) Primordial Aliens Music Godstone
48) Primordial Bodies Music Godstone
49) Primordial Honour Music Godstone
50) Primordial Pain Music Godstone
51) Primordial Eyes Music Godstone
52) Primordial Symbiotes Music Godstone
53) Primordial Supremacy Music Godstone
54) Primordial Divinations Music Godstone
55) Primordial Enforcer Music Godstone
56) Primordial Contracts Music Godstone
57) Primordial Promises Music Godstone
58) Primordial Agreements Music Godstone
59) Primordial Dueling Music Godstone
60) Primordial Debates Music Godstone
61) Primordial Strategies Music Godstone
62) Primordial Brainwashing Music Godstone
63) Primordial “Mind Control” Music Godstone
64) Primordial Holograms Music Godstone
65) Primordial DNA Music Godstone
66) Primordial Attunements Music Godstone
67) Primordial Frequencies Music Godstone
68) Primordial Implants Music Godstone
69) Primordial Teachings Music Godstone
70) Primordial Third Eye Ajna Music Godstone
71) Primordial Wings Music Godstone
72) Primordial Rules Music Godstone
73) Primordial “Loudmouth Infinite Fuzuku Doji” Music Godstone
74) Primordial “Infinite Multiple Kage Bushins” Music Godstone
75) Primordial Infinite Negation Music Godstone
76) Primordial Infinite Absorption Music Godstone
77) Primordial Infinite Duplication Music Godstone
78) Primordial Infinite Control Music Godstone
79) Primordial Infinite Creation Music Godstone
80) Primordial Infinite Counter Music Godstone
81) Primordial Infinite Reflections Music Godstone
82) Primordial Infinite "Team God" Music Godstone
Infinite Joker
1) V-Origin Music Godstone
2) Primordial Laughter Music Godstone
3) Primordial Happiness Music Godstone
4) Primordial Jokes Music Godstone
5) Primordial BetMaster Music Godstone
6) Primordial Anti-Limiters Music Godstone
7) Primordial Anti-Fears Music Godstone
8) Primordial Orgasms Music Godstone
9) Primordial "Tickle-Tickle-Tickle" Music Godstone
10) Primordial Maergzjirah Music Godstone
11) Primordial Anti-Poisons Music Godstone
12) Primordial Anti-Shits Music Godstone
13) Primordial Anti-Locks Music Godstone
14) Primordial Anti-Enemies Music Godstone
15) Primordial Anti-Insomnia Music Godstone
16) Primordial Anti-Hacking Music Godstone
17) Primordial Anti-Disease Music Godstone
18) Primordial Anti-Suffering Music Godstone
19) Primordial Rinnegan Music Godstone
20) Primordial Mangekyo Sharingan Music Godstone
21) Primordial Tenseigan Byakugan Music Godstone
22) Primordial Anti-Negativities Music Godstone
23) Primordial Anti-Buddhism Music Godstone
24) Primordial Anti-GodBodies Music Godstone
25) Primordial Anti-Unawareness Music Godstone
26) Primordial Anti-Cockblockers Music Godstone
27) Primordial Anti-Females Music Godstone
28) Primordial Anti-Asians Music Godstone
29) Primordial Anti-Communications Music Godstone
30) Primordial Anti-Possession Music Godstone
31) Primordial Anti-Dangers Music Godstone
32) Primordial Anti-Powers Music Godstone
33) Primordial Anti-Magic Music Godstone
34) Primordial Anti-Sadness Music Godstone
35) Primordial Anti-Spying Music Godstone
36) Primordial Anti-Jealousy Music Godstone
37) Primordial Anti-Godstones Music Godstone
38) Primordial Anti-Imaginations Music Godstone
39) Primordial Anti-RPG (Role-Playing Games) Music Godstone
40) Primordial Anti-Monks Music Godstone
41) Primordial Anti-Nuns Music Godstone
42) Primordial Anti-Rebels Music Godstone
43) Primordial Anti-Lust Music Godstone
44) Primordial Anti-Energies Music Godstone
45) Primordial Anti-Resistance Music Godstone
46) Primordial Anti-Hentai Music Godstone
47) Primordial Anti-“GILFs” Music Godstone
48) Primordial Anti-“MILFs” Music Godstone
49) Primordial Anti-Emotions Music Godstone
50) Primordial Anti-States Music Godstone
51) Primordial Anti-Gods Music Godstone
52) Primordial Anti-Christ Music Godstone
53) Primordial Demons Music Godstone
54) Primordial Devils Music Godstone
55) Primordial Anti-Heavens Music Godstone
56) Primordial Anti-Angels Music Godstone
57) Primordial Hells Music Godstone
58) Primordial Hades Music Godstone
59) Primordial Anti-“Provokies” Music Godstone
60) Primordial Anti-“Hookies” Music Godstone
61) Primordial Anti-“Triggers” Music Godstone
62) Primordial “M-1436” Music Godstone
63) Primordial Anti-Imprintings Music Godstone
64) Primordial Anti-Sounds Music Godstone
65) Primordial Anti-Telepathy Music Godstone
66) Primordial Anti-Channellings Music Godstone
67) Primordial Anti-Informations Music Godstone
68) Primordial Anti-Movements Music Godstone
69) Primordial Anti-Disruptions Music Godstone
70) Primordial Anti-Disorientations Music Godstone
71) Primordial Anti-Suppressions Music Godstone
72) Primordial Darkness Music Godstone
73) Primordial “Comedian” Music Godstone
74) Primordial Anti-Mantras Music Godstone
75) Primordial Anti-Prayers Music Godstone
76) Primordial Anti-Devolutions Music Godstone
77) Primordial Anti-Insanities Music Godstone
78) Primordial Abyss Music Godstone
79) Primordial Anti-Creators Music Godstone
80) Primordial Monsters Music Godstone
81) Primordial Shadows Music Godstone
82) Primordial Mutations Music Godstone
83) Primordial Anti-Varaibim Music Godstone
84) Primordial Anti-"V-Space" Music Godstone
85) Primordial Anti-"V-Harems" Music Godstone
86) Primordial Anti-Goddesses Music Godstone
87) Primordial “Clown” Music Godstone
88) Primordial Humour Music Godstone
89) Primordial Anti-Blocks Music Godstone
90) Primordial Anti-Insecurities Music Godstone
91) Primordial Anti-Worries Music Godstone
92) Primordial Anti-Illusions Music Godstone
93) Primordial Anti-Genjutsu Music Godstone
94) Primordial Anti-Love Music Godstone
95) Primordial Anti-Families Music Godstone
96) Primordial Anti-Relationships Music Godstone
97) Primordial Anti-Friendships Music Godstone
98) Primordial Anti-Marriages Music Godstone
99) Primordial Anti-Attachments Music Godstone
100) Primordial Anti-“God’s Harems” Music Godstone
101) Primordial Optimism Music Godstone
102) Primordial Anti-Pessimism Music Godstone
103) Primordial Anti-"God's Connections" Music Godstone
104) Primordial Anti-Cosmos Music Godstone
105) Primordial Anti-“Free Will” Music Godstone
106) Primordial Anti-Buddhas Music Godstone
107) Primordial Anti-Bodhisattvas Music Godstone
108) Primordial Anti-Dao/Tao Music Godstone
109) Primordial Anti-Yin Music Godstone
110) Primordial Anti-Yang Music Godstone
111) Primordial Anti-Shinto Music Godstone
112) Primordial Anti-Hinduism Music Godstone
113) Primordial Anti-Daoism/Taoism Music Godstone
114) Primordial Anti-Temples Music Godstone
115) Primordial Anti-Statues Music Godstone
116) Primordial Anti-Stupas Music Godstone
117) Primordial Desecration Music Godstone
118) Primordial Disempowerments Music Godstone
119) Primordial Anti-Mosques Music Godstone
120) Primordial Anti-Churches Music Godstone
121) Primordial Anti-Integrations Music Godstone
122) Primordial Anti-Intrusions Music Godstone
123) Primordial Anti-Time Music Godstone
124) Primordial Anti-Realities Music Godstone
125) Primordial Anti-Space Music Godstone
126) Primordial Anti-Minds Music Godstone
127) Primordial Anti-Souls Music Godstone
128) Primordial Limbo Music Godstone
129) Primordial Anti-Liars/Lies Music Godstone
130) Primordial Nights Music Godstone
131) Primordial Bones (Spinal Cords) Music Godstone
132) Primordial Anti-Prisons Music Godstone
133) Primordial Anti-Travel Music Godstone
134) Primordial “Infinite Joker” Music Godstone
135) Primordial Anti-Needles Music Godstone
136) Primordial “Infinite Multiple Kage Bushins” Music Godstone
137) Primordial Infinite "Team God" Music Godstone
Infinite V for Vendetta
1) V-Origin Music Godstone
2) Primordial Weapons Music Godstone
3) Primordial Relics Music Godstone
4) Primordial Dragons Music Godstone
5) Primordial Infinite Powers Negation Music Godstone
6) Primordial Infinite Powers Absorption Music Godstone
7) Primordial Infinite Powers Duplication Music Godstone
8) Primordial Infinite Powers Control Music Godstone
9) Primordial Infinite Powers Creation Music Godstone
10) Primordial Infinite Powers Counter Music Godstone
11) Primordial Infinite Weaknesses Creation Music Godstone
12) Primordial Infinite Vampirism Music Godstone
13) Primordial Retributions Music Godstone
14) Primordial Vengeance Music Godstone
15) Primordial “Sutras Knives” Music Godstone
16) Primordial “Visored” Music Godstone
17) Primordial “V-PhurbaDorjeKartika” Music Godstone
18) Primordial “V-ShangBell” Music Godstone
19) Primordial Interrogations Music Godstone
20) Primordial Confessions Music Godstone
21) Primordial Judgements Music Godstone
22) Primordial “Avenger” Music Godstone
23) Primordial “Provokies” Music Godstone
24) Primordial “Hookies” Music Godstone
25) Primordial “Triggers” Music Godstone
26) Primordial Imprintings Music Godstone
27) Primordial Disruptions Music Godstone
28) Primordial Disorientations Music Godstone
29) Primordial Suppressions Music Godstone
30) Primordial Limiters Music Godstone
31) Primordial Locks Music Godstone
32) Primordial “Blockers” Music Godstone
33) Primordial Torture Music Godstone
34) Primordial Reversals Music Godstone
35) Primordial Justice Music Godstone
36) Primordial “Executioner” Music Godstone
37) Primordial “Vigilante” Music Godstone
38) Primordial Churches Music Godstone
39) Primordial Mosques Music Godstone
40) Primordial Temples Music Godstone
41) Primordial Statues Music Godstone
42) Primordial Cross Music Godstone
43) Primordial Traps Music Godstone
44) Primordial “Infinite V for Vendetta” Music Godstone
45) Primordial “Infinite Multiple Kage Bushins” Music Godstone
46) Primordial Sniper Music Godstone
47) Primordial Backstabber Music Godstone
48) Primordial Invisibility Music Godstone
49) Primordial Guns Music Godstone
50) Primordial Archer Music Godstone
51) Primordial Bows Music Godstone
52) Primordial Arrows Music Godstone
53) Primordial Infinite "Team God" Music Godstone
Infinite Anshar
1) V-Origin Music Godstone
2) Primordial Buddhism Music Godstone
3) Primordial Buddhas Music Godstone
4) Primordial Bodhisattvas Music Godstone
5) Primordial Infinite Enlightenment Music Godstone
6) Primordial Infinite Wisdom Music Godstone
7) Primordial Gurus Music Godstone
8) Primordial V-Innocence Music Godstone
9) Primordial Infinite Powers Reflections Music Godstone
10) Primordial Infinite Cosmos Music Godstone
11) Primordial Infinite Chakras Music Godstone
12) Primordial Infinite Dojutsu Music Godstone
13) Primordial Infinite Ninjutsu Music Godstone
14) Primordial Infinite Kido Music Godstone
15) Primordial Infinite Taijutsu Music Godstone
16) Primordial Infinite Hoho Shunpo Music Godstone
17) Primordial Infinite Martial Arts Music Godstone
18) Primordial V-Emperors Music Godstone
19) Primordial Royalty Music Godstone
20) Primordial Destruction Music Godstone
21) Primordial DJs Music Godstone
22) Primordial Sonic Music Godstone
23) Primordial Forces Music Godstone
24) Primordial Hosts Music Godstone
25) Primordial Forms Music Godstone
26) Primordial Fields Music Godstone
27) Primordial Paradigms Music Godstone
28) Primordial Experiences Music Godstone
29) Primordial Dantians Music Godstone
30) Primordial "Acupuncture Meridian Points" Music Godstone
31) Primordial Conscience Music Godstone
32) Primordial “Usnisa Vijaya Dharani” Music Godstone
33) Primordial Strength Music Godstone
34) Primordial Courage Music Godstone
35) Primordial Endurance Music Godstone
36) Primordial Bindings Music Godstone
37) Primordial Furnitures Music Godstone
38) Primordial Matrix Music Godstone
39) Primordial Formations Music Godstone
40) Primordial Exorcisms Music Godstone
41) Primordial Empowerments Music Godstone
42) Primordial Inner Circle Music Godstone
43) Primordial Sutras Music Godstone
44) Primordial Command Music Godstone
45) Primordial Misdirections Music Godstone
46) Primordial Lockdowns Music Godstone
47) Primordial Pimps Music Godstone
48) Primordial "Helpers" Music Godstone
49) Primordial “Infinite Anshar” Music Godstone
50) Primordial Fasting Music Godstone
51) Primordial “Infinite Multiple Kage Bushins” Music Godstone
52) Primordial Ninja Music Godstone
53) Primordial Mirrors Music Godstone
54) Primordial Infinite "Team God" Music Godstone
Infinite Padmasambhava
0) V-Origin Music Godstone (Original Creator Varaibim Hau Cheong)
1) V-Origin Music Stone (V-Origin)
2) V-Origin Music V-Ring (Original Creator Varaibim Hau Cheong)
3) Primordial "GodPod" Music Godstone
4) Primordial "Varaibim's Air-Conditioners" Music Godstone
5) Primordial "Varaibim's Beds" Music Godstone
6) Primordial "Varaibim's Walls" Music Godstone
7) Primordial "Varaibim's Fans" Music Godstone
8) Primordial "Varaibim's Mirrors" Music Godstone
9) Primordial "Varaibim's Lightings" Music Godstone
10) Primordial "Varaibim's Windows" Music Godstone
11) Primordial "Varaibim's Curtains" Music Godstone
12) Primordial "Varaibim's Ceilings" Music Godstone
13) Primordial "Varaibim's Floors" Music Godstone
14) Primordial "Varaibim's Pillows" Music Godstone
15) Primordial "Varaibim's Cupboards" Music Godstone
16) Primordial "Varaibim's Doors" Music Godstone
17) Primordial "Varaibim's Drawers" Music Godstone
18) Primordial "Varaibim's Toa Payoh" Music Godstone
19) Primordial "Varaibim's Singapore" Music Godstone
20) Primordial "Varaibim's DBS/POSB" Music Godstone
21) Primordial "Varaibim's Emails" Music Godstone
22) Primordial "Varaibim's Money" Music Godstone
23) Primordial "Varaibim's Hearts" Music Godstone
24) Primordial "Varaibim's States" Music Godstone
25) Primordial "Varaibim's Emotions" Music Godstone
26) Primordial "Varaibim's Sky" Music Godstone
27) Primordial "Varaibim's Earth" Music Godstone
28) Primordial "Varaibim's Realities" Music Godstone
29) Primordial "Varaibim's Relationships" Music Godstone
30) Primordial "Varaibim's Health" Music Godstone
31) Primordial "Varaibim's Beauty" Music Godstone
32) Primordial "Varaibim's Penis" Music Godstone
33) Primordial "Varaibim's Sex" Music Godstone
34) Primordial "Varaibim's Solar Systems" Music Godstone
35) Primordial "Varaibim's Channellings" Music Godstone
36) Primordial "Varaibim's Instructions" Music Godstone
37) Primordial "Varaibim's Guidance" Music Godstone
38) Primordial "Varaibim's Sleep" Music Godstone
39) Primordial "Varaibim's Dreams" Music Godstone
40) Primordial "Varaibim's Music" Music Godstone
41) Primordial "Varaibim's Songs" Music Godstone
42) Primordial "Varaibim's MacBook Pro" Music Godstone
43) Primordial "Varaibim's IPad" Music Godstone
44) Primordial "Varaibim's IPhone" Music Godstone
45) Primordial "Varaibim's Electricity" Music Godstone
46) Primordial "Varaibim's Light" Music Godstone
47) Primordial "Varaibim's Meditations" Music Godstone
48) Primordial "Varaibim's Awareness" Music Godstone
49) Primordial "Varaibim's Skin" Music Godstone
50) Primordial "Varaibim's Hair" Music Godstone
51) Primordial "Varaibim's Time" Music Godstone
52) Primordial "Varaibim's Powers" Music Godstone
53) Primordial "Varaibim's Space" Music Godstone
54) Primordial "Varaibim's Minds" Music Godstone
55) Primordial "Varaibim's Souls" Music Godstone
56) Primordial "Varaibim's Magic" Music Godstone
57) Primordial "Varaibim's Imaginations" Music Godstone
58) Primordial "Varaibim's Singing" Music Godstone
59) Primordial "Varaibim's Voices" Music Godstone
60) Primordial "Varaibim's Seduction" Music Godstone
61) Primordial "Varaibim's Movements" Music Godstone
62) Primordial "Varaibim's Mudras" Music Godstone
63) Primordial "Varaibim's Qigong" Music Godstone
64) Primordial "Varaibim's Bones" Music Godstone
65) Primordial Portals Music Godstone
66) Primordial "Varaibim's Eyes" Music Godstone
67) Primordial "Varaibim's Ears" Music Godstone
68) Primordial "Varaibim's Chakras" Music Godstone
69) Primordial "Varaibim's Dantians" Music Godstone
70) Primordial "Varaibim's Acupuncture Meridian Points" Music Godstone
71) Primordial "Varaibim's Energies" Music Godstone
72) Primordial "Varaibim's Kundalini" Music Godstone
73) Primordial "Varaibim's Dance" Music Godstone
74) Primordial "Varaibim's Timelines" Music Godstone
75) Primordial "Varaibim's Innocence" Music Godstone
76) Primordial "Varaibim's Conscience" Music Godstone
77) Primordial "Varaibim's Breath" Music Godstone
78) Primordial "Varaibim's Focus" Music Godstone
79) Primordial "Varaibim's Relics-Phurbas-Dorjes-Kartikas-Bells" Music Godstone
80) Primordial "Varaibim's Misdirections" Music Godstone
81) Primordial "Varaibim's Keywords" Music Godstone
82) Primordial "Varaibim's Internet" Music Godstone
83) Primordial "Varaibim's Wi-Fi" Music Godstone
84) Primordial "Varaibim's Confidence" Music Godstone
85) Primordial "Varaibim's Brains" Music Godstone
86) Primordial "Varaibim's Worst Case Scenarios" Music Godstone
87) Primordial "Varaibim's Best Case Scenarios" Music Godstone
88) Primordial "Varaibim's (Powers) Awakening" Music Godstone
89) Primordial "Varaibim's Enhanced Kundalini Reiki Healing" Music Godstone
90) Primordial "Varaibim's Rules" Music Godstone
91) Primordial "Varaibim's Laws" Music Godstone
92) Primordial “Infinite Padmasambhava” Music Godstone
93) Primordial “Varaibim’s Fasting” Music Godstone
94) Primordial “Varaibim’s Earphones” Music Godstone
95) Primordial “Varaibim’s Foods" Music Godstone
96) Primordial “Varaibim’s Drinks" Music Godstone
97) Primordial “Infinite Multiple Kage Bushins” Music Godstone
98) Primordial Infinite "Team God" Music Godstone
UNIVERSE SOURCE GOD ALL-THAT-IS PRIME CREATOR ORIGINAL CREATOR INFINITE VARAIBIM HAU CHEONG
1) V-Pineal Original Super Music Godstone
2) V-Origin Original Super Music Godstone
3) Original Super V-Eyes
4) God Original Creator Powers Original Super Music Godstone
5) God Original Creator Realities Original Super Music Godstone
6) God Original Creator Space Original Super Music Godstone
7) God Original Creator Time Original Super Music Godstone
8) God Original Creator Minds Original Super Music Godstone
9) God Original Creator Souls Original Super Music Godstone
10) God Original Creator Magic Original Super Music Godstone
11) God Original Creator Infinities Original Super Music Godstone
12) Primordial “Universe Source God All-That-Is Prime Creator Original Creator Infinite Varaibim Hau Cheong” Original Super Music Godstone
13) Primordial Infinite “Golden Dragon Lotus Flower Crystal Sun Power Staff JOTIERA” Original Super Music Godstone
14) Primordial Infinite "Team God" Music Godstone
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destroyer

Alfrescian
Loyal
Patrons Of The 14th Maergzjirah Tower Of Angelic Buddaos

1) The 14th Maergzjirah Blighted Lord Varaibim Hau Cheong True Black Yang Zhang Hao Of The 14th Maergzjirah Tower Of Angelic Buddaos

2) Maergzjirah Elder Ascended Grand Master (EAGM) Cain Sarial The Master Coder (Varaibim’s Codeless & Varaibim’s Codes) “Guardian Evolution”
1FB3D40D-8ADE-4D3E-8329-8029F93AD88F.jpeg


3) Maergzjirah Mistress Mariya Nishiuchi
E8061928-6631-4795-BCEE-EFBC2D178322.jpeg


4) Maergzjirah Master Somnus Dreadwood

5) Maergzjirah Master Cheong Khee San

6) Maergzjirah Master Tigler Lancer

7) Demiurge Archangel Lucifer Lightbringer Morningstar The Future Devil

https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Magic
Magic
Note: Magic in itself is a powerful Power, so players must work with the Judge.
01-03​
AbjurationThe Mage can cast spells involving individual protection of him/herself or others at Spell rank. The following are spells the Mage can cast:
  • Armor
  • Damage Absorption*
  • Damage Conversion*
  • Healing
  • Immovability
  • Aura Shield
  • etc.
04-06​
AlchemyThe Mage has the ability to mix and concoct magic potions and elixirs for a variety of effects at Spell rank. A beginning number of potions the Mage has concocted is equal to the Spell rank. If any potions or elixirs are created in excess of this number, then the new potion replaces one of the numbered. The following are some of the potions and elixirs that have been developed:
  • Healing: Restores target's Heath points equal to Spell rank up to normal number.
  • Paralyzing: Target cannot move 1d10 rounds. If target's Endurance is higher than Spell rank, target may make an Endurance FEAT to avoid this effect.
  • Sleeping: Target is put in a state of sleep for 1d10 rounds. If target's Psyche is higher than Spell rank, target may make a Psyche FEAT to avoid this effect.
  • Life: Bestows temporary Longevity to target for 1d100*Spell rank days.
  • Ressurection: Restores targets Endurance to stable at 0.
  • Transmutation: Change elements into other elements at Spell rank.
  • Explosive: Creates a force of intensity equal to the Spell rank of damage and area effect.
  • Strength: Temporary increases the target's Strength +CS of the Spell rank number / 10.
  • Agility: Temporary increases the target's Agility +CS of the Spell rank number / 10.
  • Magic: Temporary increases the target's Spell ranks +CS of the Spell rank number / 10.
  • Endurance: Temporary increases the target's Endurance +CS of the Spell rank number / 10.
  • Power: Temporary increases the target's Power ranks +CS of the Spell rank number / 10.
  • Rejuvination: Testores targets Health and Karma to original number of points.
    A Spell FEAT must first be made in order to create a potion or elixir each time. If not, then the potion or elixir is just that, a vile of mixed liquids.
07-09​
AlterationThe Mage can cast spells that alter the physical state of him/herself at Spell rank. The following are spells the Mage can cast:
  • Alteration-Appearance; Natural Weaponry; and Bone
  • Shapeshifting-Limited
  • Absorption*
  • Apparition
  • Chameleonic Coloring
  • Density Control-Self
  • etc.
10-12​
Astral Supremacy*The Mage has a unique mastery over the Astral Plane. This gives the caster a +1CS on Magic FEATS while on the Astral Plane.
13-15​
ConjurationThe Mage can cast spells that bring Magical artifacts or life forms into the present reality. The Mage must have a good knowledge of what he/she wants to Conjure into this reality.
16-18​
DemonicThe Mage can cast spells of Magic that are found among the lores of the Demons at Spell rank. The following are Demonic spells the Mage can cast:
  • Shapeshifting-Limited and Unlimited
  • Soulfire
  • Hellfire
  • Dimensional Aperture**
  • Fear
  • Psychic Vampirism*
  • Astral theft**
  • Telepathy-Limited
  • Alteration-Natural Weaponry
  • etc.
19-21​
Dimensional PocketThe Mage has an extradimensional space that he/she can recall or place objects in. This Pocket can almost store an unlimited amount of items. The size of this pocket opening is equal to the Spell rank number in inches of feet.
22-24​
DivinationThe Mage can cast spells that give him/her foresight on knowledge and events unknown. The following are spells the Mage can cast:
  • Dual Persona.
  • Enchanted Eye
  • Foretelling
  • Apparition
  • Gramarye
  • Learning
  • Post-cognition
  • Sensing(ALL)
  • etc.
25-27​
ElementalThe Mage can control the four elements of the Universe; Earth, Wind, Fire, and Water at Spell rank (See Nature Control p.24-25 in the Realms of Magic). The Mage also has an ability to summon Elementals at Spell rank. The Mage can also create Elementals at Spell rank Abilities and Powers.
28-30​
EnchantmentImbue an item with spells which then releases it at a specific moment
31-32​
Energy SourceNot a real power, the character can perform magic while in contact with his energy source
33-34​
Enhancement*The Mage has the unique ability to increase the abilities of an individual. The Spell can also bestow powers upon the subject. The Mage must make a Psyche FEAT roll before he/she can do this; the Mage may add Karma to a roll at anytime:
White-2 abilities raised, +2CS,
Green-3 abilities raised, +3CS, plus a random power,
Yellow-3 abilities raised, +3CS, plus two powers,
Red-4 abilities raised, +3CS, plus three powers.
35-36​
EntreatyThe Mage can summon the magical Entities and their magical Powers from the dimensional planes of reality in the Universe at Spell rank. The Mage must have an Entity that belongs to the same school of Magic.
37-38​
EvocationThe Mage has the ability to evoke the forces of ancient magical energies in the universe. The following are spells the Mage can cast:
  • Eldritch Energy (ALL)
  • Energy Control (ALL)
  • Glamor
  • Vapors (ALL)
  • etc.
39-40​
FaerieThe Mage can cast spells that exist within the ancient lore of the Elves and fairies. The following are spells the Mage can cast:
  • Charm
  • Confusion
  • Emotion Control
  • Forgetfulness
  • mesmerism
  • etc.
41-42​
FamiliarThe mage uses living creatures as an conduit of his/her senses and powers. The Mage must be in contact with the Familiar in order to achieve any magical powers aside from just communication.
Note: the familiar could be Magic in nature.
43-44​
IllusoryThe Mage can cast spells that create simulations of reality at Spell rank. The more realistic these simulations appear to others depends on the intensity of the Spell FEAT.
45-46​
Imprisonment*The Mage can bind a person's body to a specific place or area. If the person ever physically leaves that area, his/her body would completely disintegrate; moreover, he/she cannot draw upon the energies of Magic without this prison. However, the person can draw upon the energies of the Imprisonment sanctum, and cast spells with a +2CS to the original Spell rank, and his/her body will not age.
47-48​
Internal LimboTargets can resist by using Strength agility or a travel power and the mage must make a Agility FEAT to capture a moving target. He can only draw in targets smaller or equal than himself.
What it does is allow the Hero to literally have a world of their own. The Pocket Reality is attached to the Hero in some way (unless taken as a piece of Equipment); and the hero can control who or what enters the Pocket Reality. The size of the Pocket Reality is dependent on the Intensity of the power; see the Range Table for more details. Also, the Pocket Reality can generally only support life for a number of people equal to its intensity (not including the hero who has it). The pocket Reality is not necessarily an actual separate dimension, it could be a dimensionally collapsed part of the Hero’s own body or it could actually disintegrate the targets and put them into cyberspace.
Unless the Hero’s stunts say otherwise, the actual world of the pocket reality is a void, but one which sustains all life within it as though they had Life Support of an intensity equal to the Pocket Reality’s intensity.
Generally, objects of any size can be transported to the Pocket reality itself, but they must be able to fit first. To voluntarily move from where the Hero is to the Pocket Reality, the person or thing must be touching the hero. If the hero wishes to force someone to enter the Pocket Reality, they have to touch the target, which is an easy Agility feat. Then they must make an action to draw them in. To leave the Pocket Reality, the victim should make an Endurance feat. The Hero can remove anyone from the Pocket Reality if they choose.
  • Teleportation: The Hero gains Teleportation by moving through his own pocket reality.
  • Emotion Control: The Hero can use Emotion Control on anyone in the Pocket Reality
  • Life Support: The Hero gains Life Support
  • Telepresence: The Hero can send an illusory representative of himself into the Pocket Reality.
  • Vortex: The Hero can attempt to suck someone in firing distance into the Pocket Reality. It’s resisted by their strength, usually.
  • Implosion: By pushing this power to the limit, the Hero can suck everything and everyone in firing distance into the pocket reality.
49-50​
InvocationThe Mage has the ability to invoke the spells of past, ancient Magi at Spell rank. Usually the spell is named after the ancient Wizard. The following are examples of possible spells the Mage can cast..
  • Dakimh's Magic Missiles
  • The Ancient One's Spell of Silence
  • The Gateway of Agatha Harkness
  • etc
    Note: The Mage has an unlimited array of possibilities for Spells of Invocation.
51-52​
ItemThe Mage can create a Magical object of any kind at Spell rank and keeps it in his/her possession or protection. The item's Material strength and Power is equal to this Magic's Spell rank.
53-54​
Life Protection*The Mage can totally protect the life of him/herself. When affected by this Spell he/she ignores all Kill results.
55-57​
Magic Absorption*The Mage has the ability to acquire the magical powers and abilities of other Magi at Spell rank. The Mage must touch the target in order to gain these abilities, and the target may make a Psyche or Endurance FEAT to avoid the effect. (See the Power Absorption power in the APB p.79 for more details on this power in its unmagical nature).
58-59​
Magic ControlManipulate, magnify/reduce or negate magic
60-61​
Magic CreationInvest beings with new magical powers.
62-63​
Magic DominationA form of Mind Control that forces other Mages to cast magic spells the way the holder of this power wants it.
64-65​
Magic TransferalTransfer Magical Power to a person in contact (or at -1CS / 10feet distance) The mages own rank drops by the transferred amount. A Green Reason FEAT means the duration is 100* the combined reason of target and mage, yellow means 10000* and red means permanent
66-67​
Magic VampirismDrain magical powers from objects or drain living Magic from a living being
68-69​
NecromancyThe Mage can cast spells that deal with utilizing energies of the dead at Spell rank.
70-71​
PhantasmalThe Mage can create realistic simulations of spirit matter at Spell rank. All simulations are of Spell rank Strength, Endurance, Material or Power, and attain all the other attributes of the Mage. The duration of the Phantasmal determines the intensity of the Spell FEAT.
72-73​
Power SimulationMagical version of a normal power. (roll again)
74-75​
Reality AlterationReshape time, choose one of the following:
  • Alter Future: up to power rank in turn, the harder the higher the feat
  • Alter Present: create some sort of pocket-dimension with a number of people equal to his rank. Green feat for small alterations, etc. Duration, green reason feat gives 2 hours * reason rank, yellow=1 day * Reason rank, red=10 days * Reason rank (permanent at judge discretion)
76-77​
Spirit EvictionThe Mage has the magical ability to force a spirit from its body at Spell rank. The Mage then can absorb the flesh of the abandoned body. If for some reason the spirit Eviction is halted, the Mage can control the subconscious mind of the victim later at Spell rank. Furthermore, if the target has formerly encountered this Spell, he/she gets to make a Psyche FEAT to avoid the effects of the Eviction.
78-79​
Spirit VampirismDrain Intuition and Psyche to increase Strength, Endurance, Psyche and powers
80-81​
Sympathetic MagicPowers work through some sort of Effigy, sticking pins in it hurts the character.
82-83​
Techno-MagicThe Mage has the unique ability to combine Science and Magic. The Spell rank of this Magic Power is added to that of the Mage's Reason, Intuition, Psyche, and other Spell ranks when dealing with research, inventions, Science skills and spells of Techno-Magic. This is a Science. When generating the Character, the Player must have at least one Science talent rolled or he/she gets to choose one automatically.
84-85​
ThaumaturgyThe Mage can cast spells that capture and confine others, rather than harm at Spell rank. The following are spells the Mage can cast:
  • Bands
  • Net
  • Trap
  • Wave
  • etc.
86-87​
WardingCreate wards that have up to rank number of power rank intensity powers to go of when certain conditions are met.
88-89​
Witchery*The mage can cast spells that only affect others individually at Spell rank. The following are spells the Mage can cast:
  • Density Control-Others
  • Curse
  • Growing-Others
  • Healing-Others
  • Invisibility-Others
  • Shrinking-Others
  • etc.
90-95​
WildThe Mage can cast spells that manifest distorted, but yet potent effects of a chaotic nature at Spell rank. Judge determines the chaotic nature of each Spell that is cast.
Note: Wild Magic is not Chaos Magic.
96-00​
Probability ControlLike is says, folks; this power allows one to tinker with probability itself in strange and wonderful ways.
https://www.classicmarvelforever.com/cms/ultimate-talents-list.html#Mystic
(71-74) Mystic and Mental Skills
01-08BibliophileThe character has an extensive knowledge of magical books, scrolls, or other primarily informational items, and the lore concerning them. He has a +2CS when using or researching these.
09-16DemonologistThe character has studied accounts of demons in the Marvel Universe and he knows how dangerous and hostile they are. The character receives a +1CS in any situation involving demons, including research, communication, identification and combat.
17-24Mesmerism and HypnosisThis talent is a primitive form of Mind Control at the Power rank number equal to the Reason of the character with this Talent. Information can be gained as per a Mental Probe, and posthypnotic suggestions may be implanted within the victim's mind. Any attempt to force an individual to do something that he would not normally do, or divulge information that he would not normally reveal, will cause the hypnotism to break. A hypnotic command fades in 1-10 hours after it is given.
25-32Mystic BackgroundThis "Talent" shows that the character has some background with magical forces. A character with this Talent may have Magical Powers, with the approval of the Judge.
33-40Occult LoreThe character has made extensive studies into the area of occult happenings, including: unexplained events and mysteries of the world, hauntings, and other manifestations of the spirit world. He has a +2CS when researching or dealing with occult events.
41-48Resist DominationThis permits the character to resist mental attacks as if the character had a mental power of Psyche +1CS.
Ritual MagicsReason FEAT to perform magical ceromonies. To do this you need knowledge of the ceremony (usually from a book), equiptment, and time. Time is 1d20 times 2 = rounds of spellcasting needed.
49-56RunesmithThe character is a transcriber and translator of runes, especially ancient, magical runes. The character has a +2CS whenever studying, deciphering, or inscribing runes.
57-65Scholar of AntiquitiesThe character has an extensive knowledge of antiques, especially ancient magical artifacts and lore concerning them. He gains a +2CS when dealing with them
66-74Sleight of HandThe character with this Talent may palm small items, making them appear or disappear with Agility +1CS ability.
75-83TheogonyThe character has a +2CS when researching information on the powerful extradimensional beings and gods of the Marvel
84-92TranceThe character may place himself into a trance. While in a trance the character slows his body functions to such a level that he may be assumed to be deceased. A character in a trance reduces needs for food and water to a minimal level, and may regain Endurance ranks at one rank per day.
93-00Zoologist of MagicAllows a +1CS when attempting to identify magical creatures and their powers.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#PowerControl
Power Control
01-04​
AssimilationThe PC has an extraordinary ability to copy genetic structures of the superhuman at Power rank and range. The intensity of this Power determines how well the PC can use the duplicated Powers and talents, and how many powers and talents at once he/she can use. Should the Player decide to limit the range by touch, he/she can raise this power rank a +1CS. The range is of this power is found under column B of the Range Table. The PC can assimilate a maximum number of powers. The Player must make a Red Power FEAT at the time chosen, then the number of targets the PC can copy at one time is determined by the maximum rank number (rounded off by tens) and/10. IE: Xerox has the Assimilation power at a power rank of Monstrous (the maximum rank number rounded off to tens is 80). Therefore at a maximum ability, he can copy 8 powers and talents at once.
05-08​
Avatar*The PC automatically is given the bonus Power of an Alter Ego of a Diety. This Alter Ego is an Avatar of another Diety or conglomeration of many Diety's abilities. Therefore, all source of powers of the PC are derived from the Avatar. Any previously generated powers are automatically now a portion of the Avatar's powers. When creating the character, the Player follows the rules for creation of a diety combing all previously generations into one. The player must work with a Judge and design the statistics of the Avatar, which he/she has chosen or imagined.
Note: This is a Godly Power.
09-12​
Base*The PC has a mental link with every portion of his/her base at power rank. The Base moves and shapechanges upon the merest commands of the PC. The Base can also develop both offensive and defensive gadgets, powers and abilities at Power rank.
13-16​
Control*
  • Manipulation: Change directions by a Green FEAT, alter effects on a Yellow and completely alter a power with a red.
  • Magnification/Reduction: increase or decrease by this power rank.
  • Negation: negate at a successful feat. Indirect control can be dodged.
17-20​
Cosmic Host*The PC is linked mentally with a cosmic entity. When the Player chooses this power, he/she must set aside all previously generated powers, or choose another power. The entity is a separate persona that is a part of the PC, which thrives on his/her emotions. When a certain emotion chosen by the Player and accepted by the Judge is displayed, the PC's persona reverts into the entity's persona. When generating this power, the Player may choose 3 primary abilities to be enhanced a +3CS, and 1 primary ability at a +6CS. All remaining powers generated, automatically are raised a +3CS. All primary abilities have a limit of (Unearthly) except 1 primary ability. All powers also are limited to (Unearthly). Should the PC reach this limit or beyond it, Player must then retire for the True persona of the entity has taken over and becomes an NPC now. This is a delicate and powerful ability, which must be periodically maintained, and reviewed with the Judge.
Note: This is a Cosmic Power.
21-24​
DanceThe PC's powers are generated by a Dance, which he/she performs. When generating the character, the Play may opt to choose any number of the previously generated powers and combine them in the Dance. The character's powers involved with the Dance automatically receive a bonus of a +1CS.
25-28​
Hyper-Power*The PC has a psychological stimulus that increases his/her FASE or RIP to a +1CS when in effect. When creating the character, the Player must come up with a psychological stimulus, and choose which group of ability stats that he/she wants the PC to have enhanced when in contact of the stimuli. IE: Moonknight's FASE ability ranks are enhanced during a full moon.
29-32​
Investment*The PC can invest a chosen target with powers at Power Rank. The Player must make a Power FEAT, to determine the duration of the bestowed powers. The following is a list of intensity FEATs and the duration:
  • Green: 1d10 hrs.
  • Yellow: 1day
  • Red: Permanent
    Note: Should the PC decide to invest a target with permanent powers, he/she must also spend an additional amount of Karma 5 times the Power rank number.
33-36​
Multi-TaskingThe PC has the unique ability to basically use any two powers at once. Player gets to generate one more additional power. He/she may opt to discard this power and choose another.
37-40​
Omniversal**The PC has an extraordinary ability to use any power at Power rank and range. All previously generated powers must be discarded when this power is chosen. The PC however must still make a Power FEAT in order to use a chosen power. Should the PC fail his/her FEAT, then he/she must make another FEAT on a different chosen power. Moreover, any power that the PC was not able use, cannot then be used until the following day.
Note: This is an Omni Power.
41-44​
Power Absorption*The PC can absorb the superhuman powers of his/her victims at Power rank.
45-48​
Power Creation*Create up to power rank power at -3CS (not on himself) duration is 1 day times the creators Reason on a green FEAT, yellow gives 10 days times Reason and red gives permanently.
49-52​
Power DominationSome sort of domination the character can control the use of powers, it's a FEAT of power rank vs. Psyche.
53-56​
Power DuplicationThis is the only power a character can have, he duplicates any one power at a time at his own power rank, a green FEAT enables him to store the knowledge of the power for future use, otherwise he must be within 10 feet of the power used. The other powers rolled when the character was created are powers, which he previously encountered.
57-60​
Energy SourceThe hero draws his power from an outside source. (you may roll another power)
61-64​
Energy Source CreationThe character can create objects that can hold powers and that are released on special circumstances. The item for instance can act as another characters power source.
65-68​
Power FocusChannel all his power ranks and ability ranks in 1 ability or power burst. They are all totaled together in one massive outburst, afterwards all ranks drop to Feeble. This power rank number is the number of points the character can regain each turn.
69-72​
Power GestaltA power created when two characters touch
73-76​
NemesisReplaces all other powers. In 2 round the characters can develop a counter-power vs. his adversary or up to a +1CS version of the adversary’s own power. The nemesis power can cope with only 1 person at a time.
77-80​
Power TransferalTransfer a part of your powers to another
81-84​
Power VampirismDrain powers as vampirism
85-88​
Residual AbsorptionDuplicate a power by absorbing leftover traces. green FEAT gives a duration of reason x 100 turns, yellow: reason x 10.000 turns, red: permanent.
89-91​
ScreamThe PC can emit a Scream that is the source and focus of his/her powers. The Player may opt to choose this power or another. The rank of the power caused by the scream is equal to the original power rank of the power, plus the rank of this power. Should the Player decide to keep this power, he/she may opt to choose an additional power.
92-94​
SelectionOnly one of the characters powers can be used at a time (roll another power).
95-97​
Weakness CreationBestow a character with a weakness with a duration of 10 turns x reason when a green FEAT is made, 1000 x when yellow, 10.000 x when red.
98-00​
Imbuing*The character with this power has the ability to charge an object or person with raw power. How that power is released is dependent on which form of the power the player rolls.
01-70 Objects only
71-95 Beings only
96-00 Objects and Beings
  • Objects only: The character may take power from an extra-dimensional or cosmic source and imbue it into an item. These items may inflict power rank damage if thrown. Optionally, the Judge may determine that the size of the object may affect the damage done with larger objects gaining a +1CS and smaller object inflicting -1CS. It may also be stated that for every additional round that the character spends imbuing the item, the damage may be increased by +1CS, with a maximum of +3CS. If the item is not released before the beginning of the fourth round, the energy becomes internalized and the character takes damage equal to his power plus +3CS.
  • Beings only: The character with this form of the power may grant superhuman abilities to ordinary beings. Powers granted may not exceed this power rank. When granting powers to others, a power FEAT roll must be made. On a White result, powers granted are at a -3CS to this power rank; on a Green result, powers are granted at power rank intensity but are determined randomly; On a Yellow, the powers may be chosen; and on a Red FEAT, the powers are granted permanently.
  • Objects and Beings: POOF! You're Galactus!
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterControl
Matter Control Powers
01-04​
AnimationThe PC can cause inanimate figures made of any substance to grow or shrink, and to become animated. The PC can also mentally command the now animated figure to do any thing he/she desires. The PC can cause the figure to grow up to a height equal to its current size times the Power rank number *5 feet, and shrink to its normal size divided by the Power rank number *5 centimeters. Each figure when animated develops a bond with the PC. Both the PC and the animated figure can now and then communicate telepathically.
05-08​
BondingBonding on molecular level, first turn Fe and +1CS each turn until power rank is reached
09-16​
CollectionCollect matter from your surrounding for instance salt from the sea, this can also affect phasing or ethereal targets if the user remains concentrating.
17-24​
CrystallizationTo affect a moving target agility FEAT, victims may resist as normal. Target (living or non-living) is transformed in gem-like substance with power-rank material strength for 1 min/power rank. If a living being is shattered he remains crystallized until he is somehow reassembled
25-32​
Diminution
33-40​
DisruptionMaterial strength determines FEAT, living targets may resist as energy attack
41-44​
Enlargement
45-48​
Extradimensional Matter Control*(See Above under Extradimensional Energy in the Energy Control section for more information regarding this special Power).
49-52​
Extraterrestrial Matter Control*(See Above under Extraterrestrial Energy in the Energy Control section for more information regarding this special Power).
Note: This is a Cosmic Power
53-56​
GeoforceLocate earth-related things, create volcanoes, earthquakes etc.
  • Earth Control: This power is basically unchanged from its description on p. 73-74, Player’s Book. It is possible to levitate or throw earth with this power, both considered separate power stunts. A character could, thus, learn to fly about on a hunk of rock.
  • Earth Animation. The character can create a semi-living creature of earth. It remains in existence for power rank turns, or until dispelled or destroyed. An earth elemental has only FASE scores. To determine their ranks, double Earth Control power rank and divide among FASE as desired. The elemental has Body Armor equal to power rank.
57-64​
Matter AnimationAlter flow of raw material air, liquid or solid
  • Air Control: This power is basically unchanged. Note that according to its description, p. 74, Player's Book, air control begins with four power stunts. A vengeful Judge might want to amend that. An additional stunt is:
  • Air Animation. The character can create a semi-living creature of air that resembles a swirling whirlwind. It remains in existence for power rank turns, or until dispelled or destroyed. An air elemental has only FASE scores. To determine their ranks, double Air Control power rank and divide among FASE as desired. The elemental flies at speed rank equal to its Agility.
  • Cold Control: by decreasing air pressure in an area, the Hero gains cold control
65-70​
Machine Animationvs. machines 'Psyche' which is zero when non-sentient, machine can move at rank -2CS
71-74​
Matter Teleportation*(The PC can either teleport an object to or from his/her vicinity. The amount of mass the PC can teleport is equal to the Power rank number in tons / PC's Health rounded. When the PC brings items to him/her, he/she does not create them but only seizes existing ones.
75-79​
Micro-EnvironmentIn a close sphere around the hero there's fresh air, normal temp etc. this protects against acid rain, extreme temp gasses etc.
80-86​
Moldingshape solid material
87-90​
Warping*The PC can alter the Material Strength of matter by a +/- 2CS, Shapeshift it at Power rank, and manipulate it as if he had Power rank Telekinesis.
91-95​
Weather Control
96-00​
Zombie AnimationPhysical abilities at -3CS power rank, mental abilities are zero, health as power rank up to psyche rank zombies can be controlled, they are immune to psionics or mental powers, disease, poisons, pheromones, hard radiation and sonics.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterConversion
Matter Conversion Powers
01-10​
ColorationChange colors, this power can equal -2CS shadowcasting, shadowshaping, heat emission, force-field vs. heat
11-20​
CombustionSpontaneous combustion in 1-10 turns, power rank damage
21-30​
DisintegrationThis is an especially brutal power that the Judge may wish to allow only with restrictions. This is great power for a master villain, but not a very good one for most heroes. Use of Disintegration, which normally has no range, is simple. After an Agility FEAT to hit, the character makes a Disintegration FEAT versus either Endurance, protective power rank, or Material Strength, whichever is hardest. If successful, the target is destroyed entirely. If the FEAT fails, the target still suffers power rank damage. Against non-living targets, Disintegration will only affect an amount of weight up to what could be lifted using power rank as Strength.
  • Reintegration. The character can reintegrate anything she has disintegrated, restoring the target to its pre-disintegration condition.
31-40​
Elemental ConversionConvert matters into a specific element, each pound created costs 1 health. converting a living being results in the being placed in stasis, if only part is conversed, use your imagination what happens further, probably a kill result
41-50​
IonizationTarget emits electricity at -1CS power rank, effects are as -2CS disintegration, -2CS Feat or become temporarily ethereal
51-60​
Molecular ConversionSame as elemental conversion but this power can be used to form compounds in stead of just 1 element.
61-70​
Projective SizingThe PC can alter the size of any inorganic matter he/she touches. He/she can either cause a Shrink or Growth of the matter at Power rank (See the Diminution and Enlargement Tables in the UPB). Any AI target, such as a robot, may make a Material strength FEAT roll against the Power to avoid its effects.
71-85​
Transmutation*The PC has the Power rank ability to rearrange atoms and molecules in both inorganic and organic matter. He/she can change an object’s or creature's shape, IE: turns a man into a mouse. At a high rank, the PC even has the ability to change subatomic particles, IE: turns water into glue.
86-00​
Weight ManipulationThe PC can alter the mass of inorganic or organic matter, by either increasing or decreasing the weight of the target. The amount of increase is equal to the weight of the target plus the Power rank number times 10. The amount of decrease is equal to the weight of the target minus the Power rank divide by 10. If the PC is concentrating The following are possible stunts:
  • Attack target unarmed with Power rank damage.
  • Flight at Power rank.
  • Alter the speed of a target.
  • Attack with Power rank attacks.
  • Immovability at Power rank.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterCreation
Matter Creation Powers
01-10​
Artifact CreationCreate desired objects out of nothing, each pound costs 1 health, the character must have detailed knowledge of the designs he wants to create.
11-20​
Chemical CreationThe PC can create a Chemical out of the molecules and particles in the air at Power rank. The PC does this by secreting chemicals out of his body and using a limited Molecular Conversion he/she can make a liquid compound from water to acid. The Power rank determines how dense or how acidity the intensity of the Chemical is. The following are some chemicals that can be created:
  • water
  • battery acid
  • citric acid
  • dish soap
  • gasoline
  • turpentine
  • ammonia
  • etc.
    The PC can create in one turn the number of fluid ounces equal to the power rank number. The mass quantity and duration of the Chemical is determined at the time of its creation.
  • A Green FEAT gives the Chemical a low mass quantity and a duration of 1d10 turns.
  • A Yellow FEAT raises the mass quantity to a good stability and a longer duration of 100 times 1d10.
  • A Red FEAT makes the mass quantity of the Chemical a very high stability and duration of 1000 times 1d10.
    Each ounce of Chemical created costs one point of the PC's Health temporarily.
21-26​
Elemental CreationSame as Conversion except the element is created out of nothing. This gives nearly unlimited possibilities.
27-30​
Hyper-Dimensional PocketThe PC can create and open a small dimensional pocket out of the fabric of Space where he/she can store things and pull them out whenever desired. The Power rank determines the size of the opening equal to the number of inches per square foot. Thus, a Poor Hyper-Dimensional Pocket's opening would be 4 square inches.
31-39​
Lifeform CreationMaximum number of ounces equals the power rank number. A green reason FEAT gives a lifetime of 100* reason, yellow gives 10.000*, red is permanent. The hero must have detailed knowledge of the organism to create.
40-52​
Mechanical CreationCreate machines, duration as above
53-60​
Molecular CreationSame as conversion except again out of nothing.
61-65​
Nexus Creation*The PC can create and open out of the fabric of Space a Nexus to another reality of Power rank effectiveness. A Power FEAT determines the duration of the rip in Space when it's created.
  • Green FEAT will last for 1d10 turns.
  • Yellow FEAT will last for 1d100 turns.
  • Red FEAT will last for 1d100*2 turns.
66-76​
Projectile CreationStunning of power rank or combined with other powers the player has like power negation/control or induced teleportation. The PC can create a Projectile of any kind with an unusual Power effect. The following are Projectiles that can be made:
  • dart
  • arrow
  • boomerang
  • missile
  • ball
  • paper airplane
  • etc.
77-85​
SprayDoes Feeble damage and visibility is -2CS, combined with other powers for instance freeze cloud when the character also has cold emission.
86-90​
Undead Creation*(This is similar to Lifeform Creation, yet the Lifeform is Undead). The character can create a zombie-like creature from a corpse or skeleton at Power rank.. Its Reason, Intuition and PsycheC scores are all Shift-0. Unless commanded, it does nothing. FASE scores are as follows, based on the original creature’s ability scores: F -2CS, A -2CS, S +1CS, E +2CS. No ability score will be reduced below Feeble.
91-00​
WebcastingPower rank strength upon hardening, can also be combined for instance with spirit storage to capture disembodied spirits. Power Stunts possible include:
  • Stunt—Web Chute: The Hero can make a Parachute out of webbing.
  • Containers: The Hero can make a variety of containers such as backpacks, bags, pouches, patches for torn costumes, etc.
  • Fireproof: The Hero's webbing is Resistant to fire.
  • Gloves: The Hero may make gloves or kneepads or other small protective devices out of webbing to avoid damage from touching or bumping into things. Not that the Hero is clumsy, but this stunt protects them from damage caused by them hitting especially hard, sharp, hot, cold or otherwise dangerous objects.
  • Stingers: Instead of soft webbing, the Hero can shoot stingers made of web material which acts like a Stun Blast if the stingers impact with a target's nerves. This stunt is one degree more difficult due to the precision required.
  • Impact Webbing: Instead of a steam of webbing, Impact Webbing are little web-balls that expand and Ensnare shortly after contact. Impact Webbing is automatically one degree easier to hit targets with, but Ensnares as a Contingent Action
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MentalEnhancements
Mental Enhancements
01-02​
Astral ProjectionThis power is basically the same as described on pp. 84-85, Player’s Book, with two exceptions. First, range is always based on the power rank as determined on p. 16, Player’s Book. Increased range can be bought as a bonus. Second, Dimension travel is not an automatic ability; it must be acquired as a power stunt. Character’s with Astral Projection of Remarkable or greater rank do not have to worry about their astral forms not being to find the ways back to their bodies. This permits some power stunts:
  • Astral Detection. The character can automatically “see” astral creatures or projections even while not in astral form herself.
  • Dimensional Travel. The character can astrally project across dimensional barriers, as if she had the Dimension Travel power.
  • Passengers. The character can transport a number of people equal to or less than 1/10th her power rank, taking them along in astral form as well. If the character is lost, her passengers become lost also.
  • Affect Normal World. The character can use a single mental or magical power to affect the material world while she is in astral form. Each different power usable in this fashion is a separate power stunt. Power rank is always reduced by -2CS. Furthermore, the character must make a Psyche FEAT against the unmodified power rank intensity or suffer the unmodified power rank in damage to Mental Health. For example, Astral Al has Emotion Control of Amazing rank. While in astral form, he attempts to cause fear in a foe. His Emotion Control affects the foe at Remarkable rank. Astral Al must also make a Psyche FEAT against Amazing intensity or suffer 50 points of damage to his Mental Health.
03​
Aura*The PC has an Aura of Divinity of Power rank. All other characters in the same area must roll a Psyche FEAT against this Power's roll, or they will feel a strong intimidation and are awestruck. This means they will lose initiative, and one attack. This roll must be made each round. A second Psyche FEAT roll is made by all other characters in the same area to see if they are fully under the PC's Power. All other characters that are influenced by this Power, automatically will become followers; they will follow the PC and perform anything he/she wishes. The PC can not ask anything. Character has a Power of Command every 3 rounds. This is a simple, attention drawing command like; "stop," "look," "no," "duck/look out," "unhand her, "give it to me," and so on. Everyone in sound of the PC's voice must make a Red Psyche FEAT, or lose one action in the process of obeying the command. Followers gain a bonus of;
  • +1 to Initiative;
  • +1CS to Fighting in a strike;
  • +1CS to Agility in a Block, Evade or Dodge;
  • and one additional attack when they are commanded to do something, like; "get him," "take him," etc.

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

    When creating the character at start, Player can either raise this Power's rank to +1CS of PC's Psyche if roll is lower, or if roll is higher, Player can raise his/her Psyche to a -1CS of this Power's rank number.
04​
Aura AlterationThe PC can alter the appearance of his Aura with a limited Illusion at Power rank. This means the PC can hide his true nature with a Power FEAT. Anyone with a mental power can avoid this Illusion by making a Red Psyche FEAT. If any other character makes the FEAT, they see the PC as he/she is. Any who're affected by this Illusion will see a different character. Any other Player using the Aura Perception Power and fails, Player can hand that other Player a fake or made up Character Sheet of his/her character.
05-06​
Bio-Manipulation*The PC can mentally manipulate biological functions or conditions in others at Power rank. There are 5 types of Bio-Manipulation effects.
  • Blindness
  • Deafness
  • Mute
  • Pain
  • Tissue Manipulation-This can cause a variety of effects:
  • Cold or Hot
  • Rash
  • itch
  • etc.
07-08​
ClairaudienceHear distant sounds, -1CS resistance vs. sonics
09-10​
ClairvoyanceSee distant sights
11-12​
Communicate with...Communicate with...
01-25 Animals
26-50 Cybernetics
51-75 Inorganics
76-00 Plants
13-14​
Cosmic AwarenessAutomatically detect CL1000 or better ability, +1CS attacks by detecting weak spots, discover information about things in the entire universe, when used more than 5 times make a secret reason FEAT vs. going insane temporarily
15-16​
Cyber TransmissionThe character must be able to access the computer by touch. By making a power FEAT against an intensity equal to the computer’s highest rank, the character gains access to the information stored on the computer. She may attempt to reprogram the computer. Each new command to be programmed requires a separate FEAT roll after access is acquired. If trying to reprogram a sentient computer or robot, this FEAT is always against Reason or Psyche intensity, whichever is higher.
  • Haywire. By accessing a computer, the character can cause it (and any systems it controls) to do unpredictable things for 1-10 turns. She has no control over the computer or its systems.
  • Machine Animation. Once linked, the character can control mechanical systems controlled by the computer, causing them to perform in whatever ways are within their capacity.
  • Mechanical Link. This power can be used on any machine. This enables the character to control mechanical systems even if no computer is present.
  • Cyberspace: like Astral Travel, the hero’s mind leaves their body and goes into cyberspace. This will work on any computer, but if the hero enters one that is not designed with 3D graphics capabilities, the cyberspace is abstract and may be a little disorienting unless the Hero has related skills. Specifically, this stunt can be used in conjunction with Bionics, Computers, Electronics, Robotics, Spacecraft, Time Machinery and Weapons Systems to attempt to control those devices.
  • Cyberspace with proper 3d graphics and a connection to the Internet can be "hacked" into, and the Hero may gain access to files. How, and how easily they can is dependent on the system.
  • Cyber Telepathy: The once Linked the Hero may communicate with the computer just by thinking.
  • System Adaptation: The Hero can easily adapt their knowledge and skills from one system to the next. They automatically get no penalties from using systems that are unfamiliar to them, unless the systems are totally alien to them. This can work beyond computing systems to any complex system.
  • Magitech: This power may be used on magical technological devices like the Glamour Machine, Thor's Hammer, Mjolnir, and other sufficiently complex enchanted items.
17-18​
Dream Control*The PC can mentally control the surrounding area of the Dreamscape with a limited form of Reality Manipulation at Power rank. (See the Reality Alteration Power, but within the scope of the Dreamscape). The PC automatically gains Dream Travel at Power rank.
18-19​
Danger SenseThis is a reworked version of Combat Sense, p. 72, Player’s Book. A character with Danger Sense can become aware of imminent danger. When in a situation where some person, item, or presence poses an immediate threat, make a Danger Sense FEAT roll which warns up to power rank second before danger. FEAT intensity is determined below:
  • Critical Threat (superior foe, imminent death) = Typical
  • Major Threat (equal foe, imminent serious damage) = Excellent
  • Minor Threat (lesser foe, imminent minor damage) = Incredible
If the Danger Sense FEAT is successful, the character becomes aware of the threat and will not be surprised the turn it actually occurs. In combat, Danger Sense power rank can substitute for
  • Intuition for surprise and initiative,
  • Fighting for blocking
  • Agility for dodging
  • Strength for escaping.
    Minimum rank is equal to Intuition.
20-21​
Dream TravelThe Hero can enter a surreal realm of dreams when they go to sleep, as opposed to "just a dream". The basic form of this power acts as a sort of resistance to mental controls, detection and damage while the hero is asleep. If the Judge has the old Realms Of Magic books, the Judge may decide that the Dream Realm is the one that Nightmare rules. Otherwise, the Dream Realm doesn't have a particular ruler.
  • Other’s dreams: The Hero may enter other people’s dreams in order to communicate or in an attempt to control the dream itself.
  • Telepresence: The Hero’s "dream-self" may leave their body, and appear to other characters. The Dream-self can see and hear things, but cannot interact with them. Unlike with ESP, the Dream-self can be seen by other characters.
  • Precognition: The Hero gains precognition.
  • Detection: The Hero may attempt to detect the exact position of people he has previously visited.
  • Detection Resistance: The Hero may resist attempts to find them by psychic, dream traveling or other metaphysical means.
  • Astral Travel: The Hero may enter the Astral Plane using Dream Travel.
22-23​
Edetic MemoryThe PC has a Total Memory of numbers, codes, and mathematical problems and answers. The PC can remember, calculate and read anything that's mathematical or encrypted at Power Rank plus his/her Reason rank.
24-25​
ElectrokinesisThe PC can create and control existing electricity by force of will and molecular agitation at Power rank. This Power works like Electrical Generation. (See Electrical Generation in the Energy Control section).
26-28​
Empathic TransmissionThe PC can project false emotions into others at Power rank. By making a Red Psyche FEAT, he/she can affect more than one person at a time at a -1CS. The duration of the set emotion depends on what FEAT is made.
  • Red FEAT-emotions will last 1d100 rounds.
  • Yellow FEAT- emotions will last1d10 rounds.
  • Green FEAT-emotions will last a round.
    The target has one chance to resist the effects, by making a Psyche FEAT against the PC's Psyche FEAT. This Power is somewhat similar to the Pheromones. (See Pheromones in the Physical enhancement section).
29-30​
Empathic Vampirism*The PC feeds off of the victim’s emotions at Power rank. The victim appears as if he/she has a heart attack or some other type of physical pain. Each time he/she feeds, the victim's abilities are -1CS for 1d10 turns. If he/she feeds with intent to kill, the victim's Endurance drops a -1CS per round, until it reaches Shift-0 at which point the victim dies.
31-32​
EmpathyDetect surface emotions or send empathic messages
33-34​
Free Spirit*The character can survive the death of his physical body and live outside of it, he can share bonds with another host body (or posses it with the possession power), physical powers he possesses are then given to the bonded person.
35-36​
Hallucinations*Illusions directly inside a persons mind
37-38​
HydrokinesisThe PC can create and manipulate water by force of will and molecular agitation at Power rank. This Power works like Water Animation. (See Water Animation in the Matter Control section).
39-40​
Hyper-IntelligenceAdd this power rank to Intuition or reason
41-42​
Hyper-InventionReason increased for invention purposes
43-44​
Incarnation AwarenessThe hero can contact his previous incarnations and ask them to perform deeds that will help him later on. This requires a FEAT with a -1CS penalty for each generation of incarnation.
45-46​
Iron WillThis power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real. The hero can control when to release.
47-48​
Linguistics
49-50​
Memory AlterationThe PC can alter another person's memory at Power rank. He/she does this by either implanting new memories or erasing existing ones. The PC must first make a Psyche FEAT, before he/she can be affected by this Power.
51-52​
Mental DuplicationDuplicate a target’s brain inside a part of your own brain to for instance learn secrets. The captured brain can try to take over on a Psyche -3CS roll
53-54​
Mental GestaltThe PC has an intellect that composes two or more relatively merged minds to form a collective powerful being of minds. When creating the PC, the Player has to create more different character's minds. The Gestalt PC may resemble a blending of personalities from each of the merged characters, or have completely different personalities all together. All selves are required to form the Mental Gestalt.
55-56​
Mental Invisibility
57-58​
Mental Probe
59-60​
Mind BlastPower rank damage and Psyche FEAT vs. intensity or KO for 1-10 rounds.
61-62​
Mind DrainReduce Reason and Intuition by power rank, if at Shift-0 loss is permanent. Target may resist with Psyche FEAT, if successful the target is immune for 24 hours, but if a second FEAT fails the victims Psyche is also reduced by 1CS for 24 hours,
63-64​
Omniscience**The PC is ultimately in touch with the Universe. This Power is automatically CL1000. The PC has control of all Detection Powers, and Mental Powers regarding insight.
Note: this is an Omni Power. A definite must for Judge intervention.
65-66​
Photographic ReflexesThe PC can perform any action he/she has seen at Power rank. All FEATS requiring Agility or Fighting done in the presence of the PC, are recorded and photographically etched into his/her mind. The PC must make a Power FEAT first, and then he /she can perform those same FEATS without expenditure of Karma. The PC however, must study the target for 3 rounds. The target when confronted by the PC receives a special ill fortune of dropping his/her Fighting and Agility to a -2CS. The PC also retains the same Talents that the victim has.
67-68​
Photographic MemoryThe PC can remember anything he/she has seen before at Power rank. This Power is similar to Total Memory, except that the PC cannot remember anything he/she's heard only what he/she's seen. Like the latter Power, Player will need paper to write down everything he/she's witnessed.
69-70​
PostcognitionSee in the past for a number of weeks equal to power rank number.
  • Green FEAT gives impressions
  • Yellow gives general information
  • Red gives information that the subject may not have been aware of.
71-72​
Precognitionthe functioning of this power is entirely up to the judge
73​
Psionic VampirismDrain Reason, Intuition and mental powers (see vampirism).
74​
Psychic SolidificationThe PC can mold and shape psychic energy into solid constructions of Power rank. Anyone touches this energy will suffer a limited Psyche drain permanently. Furthermore, the victim must also roll on Endurance, or is knocked out for 1d10 rounds. Any weapon created does specific damage only.
75​
PsychokinesisThe PC can control and manipulate materials by force of will at Power rank and range. The Power rank determines what Material Strength he/she can control. The PC can cause material to entangle someone at Power rank ability and range. Treat this entangle as a Wrestling hold of Materials Strength rank.
76​
Psychometry
77​
Purge*The PC has an ability to purge and cleanse his/her body of drugs, disease, toxins, etc. at Power rank. The PC must first make a Psyche FEAT, if he/she fails then an Endurance FEAT must be made.
78​
PyrokinesisThe PC can create and manipulate fire and flames by force of will and molecular agitation at Power rank. This Power works like Fire Control. (See Fire Control in the Energy Control section).
79​
Remote Sensingenhance the range of any sense
80​
Sensory LinkSee/hear etc. through another being.
81​
Serial ImmortalityWhen the character dies he is reborn either as baby, new complete body, premade clone, recently deceased other being or even a living being (psyche feat to resist).
82​
Speechthrowing
83​
TelekinesisPower rank is equivalent to strength As a power stunts the character can:
  • Telekinetic Armor: The Hero can boost their strength by half the intensity of Telekinesis for combat purposes.
84​
Telelocation
85​
TelepathyCommunicate on a mind-to-mind basis, unwilling targets require a power FEAT vs. Psyche.
86​
Total MemoryTotal recall
87​
True CharismaThe PC automatically has Enhanced Beauty at Power rank. the PC has a surrounding Charismatic aura that emanates. With this Power, the PC can cause one of the three responses:
  • Friendship/Trust
  • Power/Fear
  • Deception/Lie
88​
PsychoblastThe character with this power has the ability to send out a wave of psionic force that fires all the brain's synapses at once and short circuits the consciousness of the target. The target may make an Endurance or Psyche FEAT (whichever is lower) to resist the effect. If the target fails this roll, they are Stunned for 1-10 rounds. However, even if they succeed at this roll, this is such a devastating attack that the target is still at a -1CS on all actions for the next 1-2 rounds (Judge's discretion). In some instances of this power, a successful Psyche FEAT by the target will trigger a psychic feedback that will Stun the Psychoblaster (Yellow Psyche FEAT to resist). Players who choose this as a limitation may increase this power by a +1CS.
It should be noted that this power only works against those targets with an organic brain.
89​
Psionic WeaponryCharacters may create physical weaponry, such as clubs and swords (but not guns, etc.), through sheer force of psionic power. Material Strength is determined by the character's Psyche, with the damage determined by this Power rank. These Psionic Weapons will last only as long as the character concentrates on them. Should the character's weapon be broken or damaged, the character must make a Yellow Psyche FEAT or be stunned for 1-100 rounds.
90​
Cyberspace ProjectionSimilar to the power of Astral Projection, this power allows characters to enter Cyberspace as pure information. Once in the data stream, the character's physical body is represented by their digital avatar (the cyber equivalent to an astral form). All the character's physical abilities are replaced by this power rank much like the power of Dreamtravel. Willing characters may be brought into Cyberspace along with this character by "piggybacking" the signal at a -2CS per person.
91​
PredictionThis power comes in two forms - combat and non-combat. While it is possible to have both forms, the Judge should impose harsh restrictions on those who do. The combat form of this power allows the character add this power rank to his Fighting ability when in combat with someone he has observed for NO LESS THAN 5 rounds (once a Power FEAT is made, of course). Furthermore, once the 5 round limit has passed, this character does not need to declare his actions until after his opponents have declared theirs, regardless of who has initiative. Characters who have been accurately Predicted fight the owner of this power at a -2CS on all FEATs. The non-combat version of this power allows the character to make wildly intuitive leaps of reason to arrive at a future outcome with even the tiniest shred of input. Possible uses for this power include:
  • Discovering the next place a villain will strike
  • Determining the secret HQ of said villain (if the villain is GOING there)
  • Being able to head off a villain in a chase by predicting the direction he's going
  • Really accurate weather forecasting
    As a power stunt, the character may use this power in reverse to perform such mystifying feats as determining secret identities or the whereabouts of the villain's secret HQ (if he's already been there).
92​
ForeshadowingThis power gives the character a limited and subconscious control over several powers, including Precognition and Reality Alteration - Past. This power allows an observant character the chance to make an educated guess about the future events in his own life. The Judge is encouraged to be as creative as possible in this respect, without getting out of Hand. At the beginning of every play session, the Judge (not the player) makes a roll to determine how far reaching the effects of this power are, with the hints provided being more frequent or obvious the higher the color rolled. On a White result, the Judge is encouraged to lie like a rug, throwing wildly contradicting events at the hero until he thinks that Galactus himself might appear!
93​
Omni-KnowledgeA character with this power has an innate, subconscious link to a sort of cosmic reference library. When he is presented with a question concerning information of which he was previously ignorant, the PC must make a FEAT. Green FEATs give him access to contemporary human knowledge. Yellow FEATs give him access to alien knowledge. Red FEATs give him access to Entity-level knowledge. Success means he is able to give a short, concise answer that only answers the initial question. As a limit to this power, the question must be asked of the hero by another person. Also, despite his ability to "know" any given topic, the PC might not be able to understand it. His comprehension is still limited by his Reason. This power enables the Judge to create idiot savants who can decipher the workings of Galactus's Worldship but are unable to tie their shoelaces. For example: Ref-Book and his buddy Jaunt find themselves in the Watcher's recreation room, facing a piece of alien technology. Ref-Book has no idea of what the thing is, but when Jaunt asks the magic question "What is that?" Ref-Book's power goes to work. He makes a Red FEAT, gains the necessary knowledge, and says "It's a television set." "Well, how do we turn it on?" asks Jaunt. Ref-Book fails his next FEAT and says, "Beats me."
94​
Death Field GenerationThe hero can generate an anti-life field that destroys all but 1 health point of all creatures in range. The range is found on Column A of the Simultaneous Actions Table. A power rank feat roll is made to determine the color feat roll the victim needs. The victim rolls their psyche to reduce the damage to half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This power can only be used two times/day.
95​
ConfusionThe hero has the ability to induce confusion on a victim within range. Range is determined on Column A. With a successful power rank feat roll, the hero can cause the corresponding effect for three rounds.
  • Green - victim does nothing but defend
  • Yellow- all actions at -2CS
  • Red - flees for three rounds
  • The victim is allowed a Psyche FEAT roll to resist, with the intensity equal to the color result received on the power rank feat roll.
96​
FearThe hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls:
  • Red resists
  • Yellow all actions at -1CS
  • Green flees as fast as possible
  • White paralysis
97​
Will ForceThe hero can mentally increase any one physical FASE ability score or power by +1CS for a duration equal to the color result once a day.
  • Red: 10 rounds
  • Yellow: 8 rounds
  • Green: 5 rounds
  • White: 3 rounds.
    The hero must then make a successful Psyche FEAT roll or rest for 1-10 rounds. The increase may be raised to a maximum of +2CS with a successful Psyche FEAT roll for 1 round. At the conclusion the hero must make an Endurance FEAT on the Stun column to avoid passing out from becoming physically and mentally exhausted.
98​
Photographic ReflexesThe PC takes 3 rounds to analyze physical talents when seen in use by other people. At that point the PC may temporarily copy these talents for 1 minute times the power rank. The PC uses his/her stats, but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like swimming or climbing, etc).
Optional Powers: Mental Duplication
Nemesis Powers: Invisibility
99​
Ultimate Skill*The PC has a talent, which he's honed. The Talent is automatically Unearthly rank. Talents that may have the Ultimate skill are:
  • Weapon skills: All
  • Fighting skills: All
  • Scientific skills: All
  • Other skills: except bonus gaining
    Note: Judge will decide on what Talents can be used for Ultimate skill
00​
Karmic TapThis power allows characters to tap into their reservoir of willpower (Karma) and increase any power or ability by 1 point for every 2 Karma spent. The power rank is the limit of Karma you can use in 1 round. The Duration is the round in which you spend the Karma. Rolling an Amazing FEAT roll will get you another round of benefit from the Karma spent. If the FEAT is rolled and failed, PC must spend the same amount of Karma for that round. If there is insufficient Karma to do so, the remainder is taken from the PC's health. This power is considered a free action, may be done in addition to other actions in the round.
Optional Powers: None
Nemesis: Itself
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Defensive
Defensive Powers
01-09​
Body ArmorArtificial Body Armor
10-18​
Force FieldCompletely absorbs any attacks that have an intensity equal or less than the power rank number. The remaining Intensity breaches the field and affects anyone within its diminished effect.
19-27​
Death Field*This is a field-effect version of Life Absorption. The Death field drains the life force out of all within the area of the field, and adds this energy to the PC's health. The PC must first make a power FEAT against the intensity of the victim's Psyche. Each FEAT allows the PC to drain up to a number of health points from each target in the field area that is equal to the power's rank number, until he/she regains the normal maximum health. If the target's health drops to 0 as a result, the victim dies, and his/her body disintegrates.
28-36​
Force Fields vs.Die Roll Force Fields
01-11 Force Field vs. Emotion (Minimum Power Rank = Intuition +1CS)
12-20 Force Field vs. Energy
21-35 Force Field vs. Magic
36-70 Force Field vs. Mental (Minimum Power Rank=Psyche +1CS)
71-87 Force Field vs. Physical
88-92 Force Field vs. Power Manipulation
93-00 Force Field vs. Vampirism
37-45​
Null-FieldThis power surrounds the PC with a field that dampens all forms of energy within the area. This power’s rank number reduces all energy in the area. The field also reduces a -1CS on all attacks within the area by a number that is equal to 10% of the power's rank number. For example, an Excellent Null-Field reduces all attacks in the area by a -2CS. This power affects even attacks not directed to the PC.
46-54​
BubbleThis is a force bubble that surrounds the PC. The Bubble provides protection against all physical and energy attacks that are equal to or less than the power's rank number. If an intensity of applied force is more than 1/2 of this power's rank number, the bubble merely bounces away. The Bubble is also slippery, so that all attempts to grapple it are at a –1CS that is equal to 10% or the power's rank number. For example, all attempts to grapple an Incredible Bubble are at -4CS.
55-63​
Aura Field*This is an energy type of forcefield (See the Energy Emissions section for available types). Each field carries its own characteristics that affect the ways the PC uses his/hers power. The maximum size of the field is the number of areas equal to 10% of the power's rank number. For example, an Amazing Aura Field can encompass 5 areas. This field automatically provides protection and life support of rank number. The field completely absorbs any physical attack that has an intensity that is equal to or less than the power's rank number. If the intensity is higher, it's reduced by the power's rank number. The remaining intensity breaches the field and affects the PC's health. If the field is destroyed, the PC must make a red FEAT to regain it. Possible ways of destroying an Aura Field include Energy Control and Conversion, Power Control, and Magic. The hero has a -2CS vulnerability to powers that can affect this type of energy field. However, he/she gets a +2CS resistance to attacks of the same form of energy. This field is also assumed to have an unlimited supply of energy. When creating the PC, the player can opt to raise the power rank +1CS if the power is considered temporary. If the player does not choose the latter, then the power is permanent. The permanent power begins at Shift-0 increasing every round until it reaches an intensity equal to that of the maximum power's rank number.
64-72​
ReflectionThe power rank of the power is subtracted from the attack’s intensity. The rest is reflected back. A Typical FEAT is required to reflect the attack in a random direction, and Amazing FEAT is required to direct the attack -3CS back to the attacker. A Unearthly FEAT to completely turn the attack. When the power is breached once the user has to make a green FEAT to use the power again, when breached for the 2nd time he has to make a yellow FEAT, for each following breach he must make a red FEAT. If a Player wants a specific attack reflected by this Power, then he/she can raise it to a +1CS. Note: Reflection can be any Energy Emission or attack. Possible power stunts include:
  • Internal Energy Eruption: If the energy has no place to go, instead of harming everyone else, the Hero can turn the energy inward and cause themselves to suffer the Intensity of the energy
  • Energy Conversion: The Hero may convert another form of energy into the form they can reflect (at same intensity). Alternately, they can convert the energy that they normally reflect into another type. One stunt must be learned for each type of conversion.
73-81​
ResistancesDie Roll Resistances
01-11 Resist: Emotion (Minimum Power Rank = Intuition +1CS)
12-20 Resist: Energy
21-35 Resist: Magic
36-70 Resist: Mental (Minimum Power Rank = Psyche + 1CS)
71-87 Resist: Physical
88-92 Resist: Power Manipulation
93-00 Resist: Vampirism
82-91​
Sense ProtectionThe PC has a special protection against any one sense
92-00​
Electronic Counter MeasuresThis power reflects the ability to avoid electronic detection and thwart any and all attempts to be controlled by electronic means. This provides Power rank Invisibility against such detection efforts as Radar and Sonar, as well as any other power, which is being duplicated through electronic means. It also grants Power rank Resistance to hackers or, if the character is in a powered suit of armor, to outside override attempts.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Detection
Detection Powers
01-02​
Astral DetectionThe character can automatically “see” astral creatures or projections even while not in astral form herself.
03-04​
Abnormal SensitivityThe hero can hear/feel/see things he cannot normally see and vice versa. He can for instance see infrared but not normal.
04-05​
Sense Artificial Intelligence
06-07​
Death SenseThe PC can detect aura of immanent death. The Death Sense automatically functions if the target or targets are in a life-threatening situation, or if they're fixing to enter one. Before an adventure, the Judge makes a secret red Psyche FEAT roll to see if any of the Characters will die that adventure. If there is a success, no one will die. If a miss, then the PC sees a "death glow" around a random character. The Player of the character then is unable to spend Karma on Endurance FEATs during the adventure
08-09​
Aura Perception*The PC can virtually see and gain knowledge of almost everything about a person or an object a person has been in proximity with. Seeing an aura can indicate the following:
  • The Karma of a character or object
  • The Popularity of a character or object
  • The Resource rank number of a character or object
  • The Health of a character or object
  • The rank number of a pronounced ability or object
  • The rank number of a pronounced power or object
  • The Physical Form of a character or object
    This power also enables the PC to read the psychic Aura of an object and "hear" the psychic thoughts of characters that who've been in proximity of an object. (The PC can recognize any Aura that he/she's previously seen. Even if the target is disguised, it can be recognized by its distinct Aura. A red Psyche FEAT against the intensity rank number of the disguise must be made in order to allow the hidden target to be seen by the PC.
    Note: This is a Godly Power, so Player must work with the Judge.
10-12​
Circular Vision360 Degree vision +1CS Fighting, -1CS Popularity
13-15​
Cosmic Perception*The PC has a heightened sense on a universal scale. This sense is a detection power automatically at CL1000 power rank. Player can choose to roll on the table below, or just choose one of the five types of detection: (Judge's discretion)
Die Roll Sense
01-51 Energy
52-67 Magic
68-72 Space (Telescopic, microscopic, extradimensional all in one)
73-00 Psionic
Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
15-19​
Energy Detection
20-24​
Enhanced SensesThe PC has one or more of the five normal senses (hearing, sight, smell, touch, and taste) enhanced.
25-27​
Environmental AwarenessComplete knowledge of the surroundings
28-30​
Genetic PerceptionUnlike Power Detection, this is the true "Mutant Detection". The PC can perceive and decipher genetic codes.
31-33​
Extradimensional Detection
34-36​
Hyper SenseDie Roll Hyper Senses
01-53 Hearing Sonic Attacks at +1CS
54-87 Olfactory When unable to block nasty scents -1CS Endurance
88-00 Touch
37-39​
Life DetectionIdentify presence and nature of lifeforms
40-42​
Magic Detection
43-45​
Microscopic Vision
46-49​
Penetration VisionX-ray vision
50-54​
Power DetectionIdentify specific heroes at Uneathly FEAT
55-58​
Psionic Detection
59-62​
Radar Sense-1CS vs. electrical and Magnetic attacks
63-66​
Reality Perception*The PC can see the network patterns of matter and energy that form the universe. This power functions like a combination of the powers; Extradimensional, True sight, and Cosmic Perception. This power is so outside of reality that the PC can develop a vast variety of Power stunts:
  • Penetrate illusions by focusing on the true energy patterns;
  • Perceive the physical and mental condition of a being;
  • Perceive the occurrences in other realities;
  • Penetrate concealment and disguises, and see the true nature of matter;
  • Perceive occurrences beyond the barrier of dimensions;
  • See through matter.
    Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
67-71​
SonarSonic attacks +1CS
72-75​
Telescopic Vision
76-79​
Thermal Vision
80-83​
Tracking
84-88​
True SightPenetrate any disguise below this rank
89-92​
Ultraviolet VisionSee clearly through fog and water
93-96​
VR VisionThe PC has a virtual sense. The Vision allows the PC to travel distances through virtual sight, without ever leaving the area he/she's in. The PC receives a visual simulation of a virtual world, as if he/she were actually present at the scene. The power is not hindered by factors at all. The VR Vision when in use overrides the normal sight. The vision is consciously controlled, and can practically travel anyplace. A disadvantage of the sight, is if unwanted visions obscure the view or distract the PC at a crucial moment.
97-00​
Weakness DetectionRank Good or below, physical weaknesses only. Excellent to Amazing mental and physical. Monstrous and above, mental, Physical, and power based.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#EnergyEmission
Energy Emission Powers
01-04​
Cold GenerationNOT ice generation, generate extreme colds (see judge book for effects)
05-08​
Cosmic Energy Emission*The PC can take in all the energies of the Cosmos and release them as a Cosmic force. The force has the intensity of the Power's rank number. Since this is a Cosmic Power, which utilizes all the energies of the Universe, Power rank increase only costs half of the usual Karma. As with Hard Radiation (See Hard Radiation Emission p.27 in the UPB), the PC has automatic safeguards to prevent radioactive contamination. This power is linked to Cosmic Energy Manipulation; the Player may opt to exchange one of his other Powers for Cosmic Energy Manipulation when creating the character. The PC has Power rank resistance to the Cosmic energy.
Note: This is a Cosmic Power, so player must work with the Judge.
09-12​
Darkforce GenerationThe PC can generate and project the Darkforce with Power rank damage and range. (See the UPB p.21 or this update above under, the Darkforce Manipulation power for a more detailed explanation of this extradimensional energy). Furthermore, the PC has Power rank resistance to this energy and can see within his own Darkforce vapor. This Power is linked to Darkforce Manipulation; the Player can opt to replace one of his Powers for Darkforce Manipulation when creating the character.
13-16​
EctoplasmcastingThe PC can project an invisible expanded force of Ectoplasm (Spirit Energy) at Power rank range and damage. The Ectoplasm blast affects the target’s base Karma, not Health. If the base Karma drops to 0, then the RIP each start losing points, if the RIP each just happens to drop to 0, then the victim is a vegetable. (See the Ectoplasmshaping power above under the Energy Control section in this update).
17-20​
Electrical GenerationThe PC can freely generate a force of the energy spectrum at Power rank damage and range. However, the PC also has an innate ability to emit each energy of the Spectrum, separately at a -2CS. (See above the Electromagnetic Control power in the Energy Control section of this update).
Note: All individual energy effects still take place in a single blast, even though the energy is not in separate bursts. This is a Cosmic Power, so player must work with the Judge.
21-24​
Electro-Magnetism*The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
25-28​
Energy DoppelgangerGenerate an energy body from himself which can have powers and automatically has True Flight and power characteristic to the energy type.
29-32​
Extradimensional Energy Emission*The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
33-36​
Extraterrestrial Energy Emission*The PC can project an existing, yet unknown cosmic energy at Power rank damage and range. (See above the Extraterrestrial Energy Control power under the Energy Control section in this update).
Note: This is a Cosmic Power, so player must work with the Judge.
37-40​
Fire Generation
41-42​
Hard Radiation EmissionNote: Cosmic Energy is a combination of Hard Radiation energies in one.
43-44​
Heat GenerationNOT fire generation, possible power stunts
  • Causing breakdown of molecular or atomic bonds (Amazing and Unearthly FEAT
  • Negating a target's magnetism
  • Negating conductivity
  • Strengthening materials
  • Changing local weather
45-48​
Kinetic Bolt
49-52​
Light Generation
53-56​
Magnetism
57-60​
Microwave GenerationThe PC can generate and project microwaves at Power rank damage and range. (See above the Microwave Manipulation power under the Energy Control section of this update for more information regarding this energy).
61-64​
Nuclear GenerationThe PC can generate and project Nuclear energy at Power rank damage and range. PC also automatically has Power rank resistance. This power is Plasma of ALL energies found in a nuclear blast at -2CS.
65-68​
Plasma Generationalso create plasma fields with 2 of the following effects Light at -2CS illumination Heat at -2CS Flame at -2CS Hard Radiation at -2CS Magnetism at -2CS Electricity at -2CS
69-72​
Radiowave Generation
73-76​
ShadowcastingEmit a field that obscures energy intensity, the following are affected at listed power rank:
  • Light at Good or below
  • Heat at Excellent
  • Hard Radiation at Remarkable
  • Radiowaves at Incredible
  • Energy doppelgangers at Amazing
  • Energy Bodies at Monstrous
77-80​
Darkforce Generation
81-84​
Sonic Generation
85-88​
VibrationPower stunts vibratory shield with +2CS protection vs solid attacks
89-92​
Gas GenerationThe hero can generate and spray one or more different types of gases. It has an intensity equal to the power rank. Range is found on Column A of the Simultaneous Actions Table. The gas completely fills each area it goes through, and everyone in those areas is subject to the effects. It lasts three rounds and can only be used once every five minutes (50 rounds). The gas is still subject to wind, powers, etc. An Endurance FEAT roll against the intensity is allowed to resist the effects.
Die Roll Gas Type
  • Foul Odor: -1CS on all attacks, -1CS on Endurance FEAT
  • Paralysis: 1-10 rds, can only use mental powers
  • Blinding: hero is blinded 1-10 rds., all rolls at -4CS
  • Poison: power rank dam. each round in gas
  • Double vision: victim misses target 50% of the time
  • Sicken: incapacitation 1-10 rds
93-00​
BombThe hero has the ability to cause an explosion starting at the point the hero touches the ground and extending to the extent of the range. Range is found on Column A but the areas are cut in half. Damage is physical, but regardless if the victim takes damage or not all victims must make an agility feat roll or be slammed.
 
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destroyer

Alfrescian
Loyal
Patrons Of The 14th Maergzjirah Tower Of Angelic Buddaos

1) The 14th Maergzjirah Blighted Lord Varaibim Hau Cheong True Black Yang Zhang Hao Of The 14th Maergzjirah Tower Of Angelic Buddaos “Guardian Evolution”
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2) Maergzjirah Elder Ascended Grand Master (EAGM) Cain Sarial The Master Coder (Varaibim’s Codeless & Varaibim’s Codes)
C7C76B75-E948-4188-87CE-782220794F2C.jpeg


3) Maergzjirah Mistress Mariya Nishiuchi
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4) Maergzjirah Elder Ascended Grand Master (EAGM) Somnus Dreadwood The True First Original Lich
7711602B-A4DE-4320-BA6C-06EBAFF11956.png

F2C83D23-BF91-459D-A9DC-DBBA36B65496.png

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5) :FU:Maergzjirah Grand Master 12th Panchen Lama “True White Yin” Devadatta Jesus Cheong:FU:

6) Maergzjirah Master Cheong Khee San

7) Maergzjirah Master Tigler Lancer

8) Maergzjirah Master Hayzar Molzar

9) Demiurge Archangel Lucifer Lightbringer Morningstar The Future Devil

https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Magic
Magic
Note: Magic in itself is a powerful Power, so players must work with the Judge.
01-03​
AbjurationThe Mage can cast spells involving individual protection of him/herself or others at Spell rank. The following are spells the Mage can cast:
  • Armor
  • Damage Absorption*
  • Damage Conversion*
  • Healing
  • Immovability
  • Aura Shield
  • etc.
04-06​
AlchemyThe Mage has the ability to mix and concoct magic potions and elixirs for a variety of effects at Spell rank. A beginning number of potions the Mage has concocted is equal to the Spell rank. If any potions or elixirs are created in excess of this number, then the new potion replaces one of the numbered. The following are some of the potions and elixirs that have been developed:
  • Healing: Restores target's Heath points equal to Spell rank up to normal number.
  • Paralyzing: Target cannot move 1d10 rounds. If target's Endurance is higher than Spell rank, target may make an Endurance FEAT to avoid this effect.
  • Sleeping: Target is put in a state of sleep for 1d10 rounds. If target's Psyche is higher than Spell rank, target may make a Psyche FEAT to avoid this effect.
  • Life: Bestows temporary Longevity to target for 1d100*Spell rank days.
  • Ressurection: Restores targets Endurance to stable at 0.
  • Transmutation: Change elements into other elements at Spell rank.
  • Explosive: Creates a force of intensity equal to the Spell rank of damage and area effect.
  • Strength: Temporary increases the target's Strength +CS of the Spell rank number / 10.
  • Agility: Temporary increases the target's Agility +CS of the Spell rank number / 10.
  • Magic: Temporary increases the target's Spell ranks +CS of the Spell rank number / 10.
  • Endurance: Temporary increases the target's Endurance +CS of the Spell rank number / 10.
  • Power: Temporary increases the target's Power ranks +CS of the Spell rank number / 10.
  • Rejuvination: Testores targets Health and Karma to original number of points.
    A Spell FEAT must first be made in order to create a potion or elixir each time. If not, then the potion or elixir is just that, a vile of mixed liquids.
07-09​
AlterationThe Mage can cast spells that alter the physical state of him/herself at Spell rank. The following are spells the Mage can cast:
  • Alteration-Appearance; Natural Weaponry; and Bone
  • Shapeshifting-Limited
  • Absorption*
  • Apparition
  • Chameleonic Coloring
  • Density Control-Self
  • etc.
10-12​
Astral Supremacy*The Mage has a unique mastery over the Astral Plane. This gives the caster a +1CS on Magic FEATS while on the Astral Plane.
13-15​
ConjurationThe Mage can cast spells that bring Magical artifacts or life forms into the present reality. The Mage must have a good knowledge of what he/she wants to Conjure into this reality.
16-18​
DemonicThe Mage can cast spells of Magic that are found among the lores of the Demons at Spell rank. The following are Demonic spells the Mage can cast:
  • Shapeshifting-Limited and Unlimited
  • Soulfire
  • Hellfire
  • Dimensional Aperture**
  • Fear
  • Psychic Vampirism*
  • Astral theft**
  • Telepathy-Limited
  • Alteration-Natural Weaponry
  • etc.
19-21​
Dimensional PocketThe Mage has an extradimensional space that he/she can recall or place objects in. This Pocket can almost store an unlimited amount of items. The size of this pocket opening is equal to the Spell rank number in inches of feet.
22-24​
DivinationThe Mage can cast spells that give him/her foresight on knowledge and events unknown. The following are spells the Mage can cast:
  • Dual Persona.
  • Enchanted Eye
  • Foretelling
  • Apparition
  • Gramarye
  • Learning
  • Post-cognition
  • Sensing(ALL)
  • etc.
25-27​
ElementalThe Mage can control the four elements of the Universe; Earth, Wind, Fire, and Water at Spell rank (See Nature Control p.24-25 in the Realms of Magic). The Mage also has an ability to summon Elementals at Spell rank. The Mage can also create Elementals at Spell rank Abilities and Powers.
28-30​
EnchantmentImbue an item with spells which then releases it at a specific moment
31-32​
Energy SourceNot a real power, the character can perform magic while in contact with his energy source
33-34​
Enhancement*The Mage has the unique ability to increase the abilities of an individual. The Spell can also bestow powers upon the subject. The Mage must make a Psyche FEAT roll before he/she can do this; the Mage may add Karma to a roll at anytime:
White-2 abilities raised, +2CS,
Green-3 abilities raised, +3CS, plus a random power,
Yellow-3 abilities raised, +3CS, plus two powers,
Red-4 abilities raised, +3CS, plus three powers.
35-36​
EntreatyThe Mage can summon the magical Entities and their magical Powers from the dimensional planes of reality in the Universe at Spell rank. The Mage must have an Entity that belongs to the same school of Magic.
37-38​
EvocationThe Mage has the ability to evoke the forces of ancient magical energies in the universe. The following are spells the Mage can cast:
  • Eldritch Energy (ALL)
  • Energy Control (ALL)
  • Glamor
  • Vapors (ALL)
  • etc.
39-40​
FaerieThe Mage can cast spells that exist within the ancient lore of the Elves and fairies. The following are spells the Mage can cast:
  • Charm
  • Confusion
  • Emotion Control
  • Forgetfulness
  • mesmerism
  • etc.
41-42​
FamiliarThe mage uses living creatures as an conduit of his/her senses and powers. The Mage must be in contact with the Familiar in order to achieve any magical powers aside from just communication.
Note: the familiar could be Magic in nature.
43-44​
IllusoryThe Mage can cast spells that create simulations of reality at Spell rank. The more realistic these simulations appear to others depends on the intensity of the Spell FEAT.
45-46​
Imprisonment*The Mage can bind a person's body to a specific place or area. If the person ever physically leaves that area, his/her body would completely disintegrate; moreover, he/she cannot draw upon the energies of Magic without this prison. However, the person can draw upon the energies of the Imprisonment sanctum, and cast spells with a +2CS to the original Spell rank, and his/her body will not age.
47-48​
Internal LimboTargets can resist by using Strength agility or a travel power and the mage must make a Agility FEAT to capture a moving target. He can only draw in targets smaller or equal than himself.
What it does is allow the Hero to literally have a world of their own. The Pocket Reality is attached to the Hero in some way (unless taken as a piece of Equipment); and the hero can control who or what enters the Pocket Reality. The size of the Pocket Reality is dependent on the Intensity of the power; see the Range Table for more details. Also, the Pocket Reality can generally only support life for a number of people equal to its intensity (not including the hero who has it). The pocket Reality is not necessarily an actual separate dimension, it could be a dimensionally collapsed part of the Hero’s own body or it could actually disintegrate the targets and put them into cyberspace.
Unless the Hero’s stunts say otherwise, the actual world of the pocket reality is a void, but one which sustains all life within it as though they had Life Support of an intensity equal to the Pocket Reality’s intensity.
Generally, objects of any size can be transported to the Pocket reality itself, but they must be able to fit first. To voluntarily move from where the Hero is to the Pocket Reality, the person or thing must be touching the hero. If the hero wishes to force someone to enter the Pocket Reality, they have to touch the target, which is an easy Agility feat. Then they must make an action to draw them in. To leave the Pocket Reality, the victim should make an Endurance feat. The Hero can remove anyone from the Pocket Reality if they choose.
  • Teleportation: The Hero gains Teleportation by moving through his own pocket reality.
  • Emotion Control: The Hero can use Emotion Control on anyone in the Pocket Reality
  • Life Support: The Hero gains Life Support
  • Telepresence: The Hero can send an illusory representative of himself into the Pocket Reality.
  • Vortex: The Hero can attempt to suck someone in firing distance into the Pocket Reality. It’s resisted by their strength, usually.
  • Implosion: By pushing this power to the limit, the Hero can suck everything and everyone in firing distance into the pocket reality.
49-50​
InvocationThe Mage has the ability to invoke the spells of past, ancient Magi at Spell rank. Usually the spell is named after the ancient Wizard. The following are examples of possible spells the Mage can cast..
  • Dakimh's Magic Missiles
  • The Ancient One's Spell of Silence
  • The Gateway of Agatha Harkness
  • etc
    Note: The Mage has an unlimited array of possibilities for Spells of Invocation.
51-52​
ItemThe Mage can create a Magical object of any kind at Spell rank and keeps it in his/her possession or protection. The item's Material strength and Power is equal to this Magic's Spell rank.
53-54​
Life Protection*The Mage can totally protect the life of him/herself. When affected by this Spell he/she ignores all Kill results.
55-57​
Magic Absorption*The Mage has the ability to acquire the magical powers and abilities of other Magi at Spell rank. The Mage must touch the target in order to gain these abilities, and the target may make a Psyche or Endurance FEAT to avoid the effect. (See the Power Absorption power in the APB p.79 for more details on this power in its unmagical nature).
58-59​
Magic ControlManipulate, magnify/reduce or negate magic
60-61​
Magic CreationInvest beings with new magical powers.
62-63​
Magic DominationA form of Mind Control that forces other Mages to cast magic spells the way the holder of this power wants it.
64-65​
Magic TransferalTransfer Magical Power to a person in contact (or at -1CS / 10feet distance) The mages own rank drops by the transferred amount. A Green Reason FEAT means the duration is 100* the combined reason of target and mage, yellow means 10000* and red means permanent
66-67​
Magic VampirismDrain magical powers from objects or drain living Magic from a living being
68-69​
NecromancyThe Mage can cast spells that deal with utilizing energies of the dead at Spell rank.
70-71​
PhantasmalThe Mage can create realistic simulations of spirit matter at Spell rank. All simulations are of Spell rank Strength, Endurance, Material or Power, and attain all the other attributes of the Mage. The duration of the Phantasmal determines the intensity of the Spell FEAT.
72-73​
Power SimulationMagical version of a normal power. (roll again)
74-75​
Reality AlterationReshape time, choose one of the following:
  • Alter Future: up to power rank in turn, the harder the higher the feat
  • Alter Present: create some sort of pocket-dimension with a number of people equal to his rank. Green feat for small alterations, etc. Duration, green reason feat gives 2 hours * reason rank, yellow=1 day * Reason rank, red=10 days * Reason rank (permanent at judge discretion)
76-77​
Spirit EvictionThe Mage has the magical ability to force a spirit from its body at Spell rank. The Mage then can absorb the flesh of the abandoned body. If for some reason the spirit Eviction is halted, the Mage can control the subconscious mind of the victim later at Spell rank. Furthermore, if the target has formerly encountered this Spell, he/she gets to make a Psyche FEAT to avoid the effects of the Eviction.
78-79​
Spirit VampirismDrain Intuition and Psyche to increase Strength, Endurance, Psyche and powers
80-81​
Sympathetic MagicPowers work through some sort of Effigy, sticking pins in it hurts the character.
82-83​
Techno-MagicThe Mage has the unique ability to combine Science and Magic. The Spell rank of this Magic Power is added to that of the Mage's Reason, Intuition, Psyche, and other Spell ranks when dealing with research, inventions, Science skills and spells of Techno-Magic. This is a Science. When generating the Character, the Player must have at least one Science talent rolled or he/she gets to choose one automatically.
84-85​
ThaumaturgyThe Mage can cast spells that capture and confine others, rather than harm at Spell rank. The following are spells the Mage can cast:
  • Bands
  • Net
  • Trap
  • Wave
  • etc.
86-87​
WardingCreate wards that have up to rank number of power rank intensity powers to go of when certain conditions are met.
88-89​
Witchery*The mage can cast spells that only affect others individually at Spell rank. The following are spells the Mage can cast:
  • Density Control-Others
  • Curse
  • Growing-Others
  • Healing-Others
  • Invisibility-Others
  • Shrinking-Others
  • etc.
90-95​
WildThe Mage can cast spells that manifest distorted, but yet potent effects of a chaotic nature at Spell rank. Judge determines the chaotic nature of each Spell that is cast.
Note: Wild Magic is not Chaos Magic.
96-00​
Probability ControlLike is says, folks; this power allows one to tinker with probability itself in strange and wonderful ways.
https://www.classicmarvelforever.com/cms/ultimate-talents-list.html#Mystic
(71-74) Mystic and Mental Skills
01-08BibliophileThe character has an extensive knowledge of magical books, scrolls, or other primarily informational items, and the lore concerning them. He has a +2CS when using or researching these.
09-16DemonologistThe character has studied accounts of demons in the Marvel Universe and he knows how dangerous and hostile they are. The character receives a +1CS in any situation involving demons, including research, communication, identification and combat.
17-24Mesmerism and HypnosisThis talent is a primitive form of Mind Control at the Power rank number equal to the Reason of the character with this Talent. Information can be gained as per a Mental Probe, and posthypnotic suggestions may be implanted within the victim's mind. Any attempt to force an individual to do something that he would not normally do, or divulge information that he would not normally reveal, will cause the hypnotism to break. A hypnotic command fades in 1-10 hours after it is given.
25-32Mystic BackgroundThis "Talent" shows that the character has some background with magical forces. A character with this Talent may have Magical Powers, with the approval of the Judge.
33-40Occult LoreThe character has made extensive studies into the area of occult happenings, including: unexplained events and mysteries of the world, hauntings, and other manifestations of the spirit world. He has a +2CS when researching or dealing with occult events.
41-48Resist DominationThis permits the character to resist mental attacks as if the character had a mental power of Psyche +1CS.
Ritual MagicsReason FEAT to perform magical ceromonies. To do this you need knowledge of the ceremony (usually from a book), equiptment, and time. Time is 1d20 times 2 = rounds of spellcasting needed.
49-56RunesmithThe character is a transcriber and translator of runes, especially ancient, magical runes. The character has a +2CS whenever studying, deciphering, or inscribing runes.
57-65Scholar of AntiquitiesThe character has an extensive knowledge of antiques, especially ancient magical artifacts and lore concerning them. He gains a +2CS when dealing with them
66-74Sleight of HandThe character with this Talent may palm small items, making them appear or disappear with Agility +1CS ability.
75-83TheogonyThe character has a +2CS when researching information on the powerful extradimensional beings and gods of the Marvel
84-92TranceThe character may place himself into a trance. While in a trance the character slows his body functions to such a level that he may be assumed to be deceased. A character in a trance reduces needs for food and water to a minimal level, and may regain Endurance ranks at one rank per day.
93-00Zoologist of MagicAllows a +1CS when attempting to identify magical creatures and their powers.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#PowerControl
Power Control
01-04​
AssimilationThe PC has an extraordinary ability to copy genetic structures of the superhuman at Power rank and range. The intensity of this Power determines how well the PC can use the duplicated Powers and talents, and how many powers and talents at once he/she can use. Should the Player decide to limit the range by touch, he/she can raise this power rank a +1CS. The range is of this power is found under column B of the Range Table. The PC can assimilate a maximum number of powers. The Player must make a Red Power FEAT at the time chosen, then the number of targets the PC can copy at one time is determined by the maximum rank number (rounded off by tens) and/10. IE: Xerox has the Assimilation power at a power rank of Monstrous (the maximum rank number rounded off to tens is 80). Therefore at a maximum ability, he can copy 8 powers and talents at once.
05-08​
Avatar*The PC automatically is given the bonus Power of an Alter Ego of a Diety. This Alter Ego is an Avatar of another Diety or conglomeration of many Diety's abilities. Therefore, all source of powers of the PC are derived from the Avatar. Any previously generated powers are automatically now a portion of the Avatar's powers. When creating the character, the Player follows the rules for creation of a diety combing all previously generations into one. The player must work with a Judge and design the statistics of the Avatar, which he/she has chosen or imagined.
Note: This is a Godly Power.
09-12​
Base*The PC has a mental link with every portion of his/her base at power rank. The Base moves and shapechanges upon the merest commands of the PC. The Base can also develop both offensive and defensive gadgets, powers and abilities at Power rank.
13-16​
Control*
  • Manipulation: Change directions by a Green FEAT, alter effects on a Yellow and completely alter a power with a red.
  • Magnification/Reduction: increase or decrease by this power rank.
  • Negation: negate at a successful feat. Indirect control can be dodged.
17-20​
Cosmic Host*The PC is linked mentally with a cosmic entity. When the Player chooses this power, he/she must set aside all previously generated powers, or choose another power. The entity is a separate persona that is a part of the PC, which thrives on his/her emotions. When a certain emotion chosen by the Player and accepted by the Judge is displayed, the PC's persona reverts into the entity's persona. When generating this power, the Player may choose 3 primary abilities to be enhanced a +3CS, and 1 primary ability at a +6CS. All remaining powers generated, automatically are raised a +3CS. All primary abilities have a limit of (Unearthly) except 1 primary ability. All powers also are limited to (Unearthly). Should the PC reach this limit or beyond it, Player must then retire for the True persona of the entity has taken over and becomes an NPC now. This is a delicate and powerful ability, which must be periodically maintained, and reviewed with the Judge.
Note: This is a Cosmic Power.
21-24​
DanceThe PC's powers are generated by a Dance, which he/she performs. When generating the character, the Play may opt to choose any number of the previously generated powers and combine them in the Dance. The character's powers involved with the Dance automatically receive a bonus of a +1CS.
25-28​
Hyper-Power*The PC has a psychological stimulus that increases his/her FASE or RIP to a +1CS when in effect. When creating the character, the Player must come up with a psychological stimulus, and choose which group of ability stats that he/she wants the PC to have enhanced when in contact of the stimuli. IE: Moonknight's FASE ability ranks are enhanced during a full moon.
29-32​
Investment*The PC can invest a chosen target with powers at Power Rank. The Player must make a Power FEAT, to determine the duration of the bestowed powers. The following is a list of intensity FEATs and the duration:
  • Green: 1d10 hrs.
  • Yellow: 1day
  • Red: Permanent
    Note: Should the PC decide to invest a target with permanent powers, he/she must also spend an additional amount of Karma 5 times the Power rank number.
33-36​
Multi-TaskingThe PC has the unique ability to basically use any two powers at once. Player gets to generate one more additional power. He/she may opt to discard this power and choose another.
37-40​
Omniversal**The PC has an extraordinary ability to use any power at Power rank and range. All previously generated powers must be discarded when this power is chosen. The PC however must still make a Power FEAT in order to use a chosen power. Should the PC fail his/her FEAT, then he/she must make another FEAT on a different chosen power. Moreover, any power that the PC was not able use, cannot then be used until the following day.
Note: This is an Omni Power.
41-44​
Power Absorption*The PC can absorb the superhuman powers of his/her victims at Power rank.
45-48​
Power Creation*Create up to power rank power at -3CS (not on himself) duration is 1 day times the creators Reason on a green FEAT, yellow gives 10 days times Reason and red gives permanently.
49-52​
Power DominationSome sort of domination the character can control the use of powers, it's a FEAT of power rank vs. Psyche.
53-56​
Power DuplicationThis is the only power a character can have, he duplicates any one power at a time at his own power rank, a green FEAT enables him to store the knowledge of the power for future use, otherwise he must be within 10 feet of the power used. The other powers rolled when the character was created are powers, which he previously encountered.
57-60​
Energy SourceThe hero draws his power from an outside source. (you may roll another power)
61-64​
Energy Source CreationThe character can create objects that can hold powers and that are released on special circumstances. The item for instance can act as another characters power source.
65-68​
Power FocusChannel all his power ranks and ability ranks in 1 ability or power burst. They are all totaled together in one massive outburst, afterwards all ranks drop to Feeble. This power rank number is the number of points the character can regain each turn.
69-72​
Power GestaltA power created when two characters touch
73-76​
NemesisReplaces all other powers. In 2 round the characters can develop a counter-power vs. his adversary or up to a +1CS version of the adversary’s own power. The nemesis power can cope with only 1 person at a time.
77-80​
Power TransferalTransfer a part of your powers to another
81-84​
Power VampirismDrain powers as vampirism
85-88​
Residual AbsorptionDuplicate a power by absorbing leftover traces. green FEAT gives a duration of reason x 100 turns, yellow: reason x 10.000 turns, red: permanent.
89-91​
ScreamThe PC can emit a Scream that is the source and focus of his/her powers. The Player may opt to choose this power or another. The rank of the power caused by the scream is equal to the original power rank of the power, plus the rank of this power. Should the Player decide to keep this power, he/she may opt to choose an additional power.
92-94​
SelectionOnly one of the characters powers can be used at a time (roll another power).
95-97​
Weakness CreationBestow a character with a weakness with a duration of 10 turns x reason when a green FEAT is made, 1000 x when yellow, 10.000 x when red.
98-00​
Imbuing*The character with this power has the ability to charge an object or person with raw power. How that power is released is dependent on which form of the power the player rolls.
01-70 Objects only
71-95 Beings only
96-00 Objects and Beings
  • Objects only: The character may take power from an extra-dimensional or cosmic source and imbue it into an item. These items may inflict power rank damage if thrown. Optionally, the Judge may determine that the size of the object may affect the damage done with larger objects gaining a +1CS and smaller object inflicting -1CS. It may also be stated that for every additional round that the character spends imbuing the item, the damage may be increased by +1CS, with a maximum of +3CS. If the item is not released before the beginning of the fourth round, the energy becomes internalized and the character takes damage equal to his power plus +3CS.
  • Beings only: The character with this form of the power may grant superhuman abilities to ordinary beings. Powers granted may not exceed this power rank. When granting powers to others, a power FEAT roll must be made. On a White result, powers granted are at a -3CS to this power rank; on a Green result, powers are granted at power rank intensity but are determined randomly; On a Yellow, the powers may be chosen; and on a Red FEAT, the powers are granted permanently.
  • Objects and Beings: POOF! You're Galactus!
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterControl
Matter Control Powers
01-04​
AnimationThe PC can cause inanimate figures made of any substance to grow or shrink, and to become animated. The PC can also mentally command the now animated figure to do any thing he/she desires. The PC can cause the figure to grow up to a height equal to its current size times the Power rank number *5 feet, and shrink to its normal size divided by the Power rank number *5 centimeters. Each figure when animated develops a bond with the PC. Both the PC and the animated figure can now and then communicate telepathically.
05-08​
BondingBonding on molecular level, first turn Fe and +1CS each turn until power rank is reached
09-16​
CollectionCollect matter from your surrounding for instance salt from the sea, this can also affect phasing or ethereal targets if the user remains concentrating.
17-24​
CrystallizationTo affect a moving target agility FEAT, victims may resist as normal. Target (living or non-living) is transformed in gem-like substance with power-rank material strength for 1 min/power rank. If a living being is shattered he remains crystallized until he is somehow reassembled
25-32​
Diminution
33-40​
DisruptionMaterial strength determines FEAT, living targets may resist as energy attack
41-44​
Enlargement
45-48​
Extradimensional Matter Control*(See Above under Extradimensional Energy in the Energy Control section for more information regarding this special Power).
49-52​
Extraterrestrial Matter Control*(See Above under Extraterrestrial Energy in the Energy Control section for more information regarding this special Power).
Note: This is a Cosmic Power
53-56​
GeoforceLocate earth-related things, create volcanoes, earthquakes etc.
  • Earth Control: This power is basically unchanged from its description on p. 73-74, Player’s Book. It is possible to levitate or throw earth with this power, both considered separate power stunts. A character could, thus, learn to fly about on a hunk of rock.
  • Earth Animation. The character can create a semi-living creature of earth. It remains in existence for power rank turns, or until dispelled or destroyed. An earth elemental has only FASE scores. To determine their ranks, double Earth Control power rank and divide among FASE as desired. The elemental has Body Armor equal to power rank.
57-64​
Matter AnimationAlter flow of raw material air, liquid or solid
  • Air Control: This power is basically unchanged. Note that according to its description, p. 74, Player's Book, air control begins with four power stunts. A vengeful Judge might want to amend that. An additional stunt is:
  • Air Animation. The character can create a semi-living creature of air that resembles a swirling whirlwind. It remains in existence for power rank turns, or until dispelled or destroyed. An air elemental has only FASE scores. To determine their ranks, double Air Control power rank and divide among FASE as desired. The elemental flies at speed rank equal to its Agility.
  • Cold Control: by decreasing air pressure in an area, the Hero gains cold control
65-70​
Machine Animationvs. machines 'Psyche' which is zero when non-sentient, machine can move at rank -2CS
71-74​
Matter Teleportation*(The PC can either teleport an object to or from his/her vicinity. The amount of mass the PC can teleport is equal to the Power rank number in tons / PC's Health rounded. When the PC brings items to him/her, he/she does not create them but only seizes existing ones.
75-79​
Micro-EnvironmentIn a close sphere around the hero there's fresh air, normal temp etc. this protects against acid rain, extreme temp gasses etc.
80-86​
Moldingshape solid material
87-90​
Warping*The PC can alter the Material Strength of matter by a +/- 2CS, Shapeshift it at Power rank, and manipulate it as if he had Power rank Telekinesis.
91-95​
Weather Control
96-00​
Zombie AnimationPhysical abilities at -3CS power rank, mental abilities are zero, health as power rank up to psyche rank zombies can be controlled, they are immune to psionics or mental powers, disease, poisons, pheromones, hard radiation and sonics.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterConversion
Matter Conversion Powers
01-10​
ColorationChange colors, this power can equal -2CS shadowcasting, shadowshaping, heat emission, force-field vs. heat
11-20​
CombustionSpontaneous combustion in 1-10 turns, power rank damage
21-30​
DisintegrationThis is an especially brutal power that the Judge may wish to allow only with restrictions. This is great power for a master villain, but not a very good one for most heroes. Use of Disintegration, which normally has no range, is simple. After an Agility FEAT to hit, the character makes a Disintegration FEAT versus either Endurance, protective power rank, or Material Strength, whichever is hardest. If successful, the target is destroyed entirely. If the FEAT fails, the target still suffers power rank damage. Against non-living targets, Disintegration will only affect an amount of weight up to what could be lifted using power rank as Strength.
  • Reintegration. The character can reintegrate anything she has disintegrated, restoring the target to its pre-disintegration condition.
31-40​
Elemental ConversionConvert matters into a specific element, each pound created costs 1 health. converting a living being results in the being placed in stasis, if only part is conversed, use your imagination what happens further, probably a kill result
41-50​
IonizationTarget emits electricity at -1CS power rank, effects are as -2CS disintegration, -2CS Feat or become temporarily ethereal
51-60​
Molecular ConversionSame as elemental conversion but this power can be used to form compounds in stead of just 1 element.
61-70​
Projective SizingThe PC can alter the size of any inorganic matter he/she touches. He/she can either cause a Shrink or Growth of the matter at Power rank (See the Diminution and Enlargement Tables in the UPB). Any AI target, such as a robot, may make a Material strength FEAT roll against the Power to avoid its effects.
71-85​
Transmutation*The PC has the Power rank ability to rearrange atoms and molecules in both inorganic and organic matter. He/she can change an object’s or creature's shape, IE: turns a man into a mouse. At a high rank, the PC even has the ability to change subatomic particles, IE: turns water into glue.
86-00​
Weight ManipulationThe PC can alter the mass of inorganic or organic matter, by either increasing or decreasing the weight of the target. The amount of increase is equal to the weight of the target plus the Power rank number times 10. The amount of decrease is equal to the weight of the target minus the Power rank divide by 10. If the PC is concentrating The following are possible stunts:
  • Attack target unarmed with Power rank damage.
  • Flight at Power rank.
  • Alter the speed of a target.
  • Attack with Power rank attacks.
  • Immovability at Power rank.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterCreation
Matter Creation Powers
01-10​
Artifact CreationCreate desired objects out of nothing, each pound costs 1 health, the character must have detailed knowledge of the designs he wants to create.
11-20​
Chemical CreationThe PC can create a Chemical out of the molecules and particles in the air at Power rank. The PC does this by secreting chemicals out of his body and using a limited Molecular Conversion he/she can make a liquid compound from water to acid. The Power rank determines how dense or how acidity the intensity of the Chemical is. The following are some chemicals that can be created:
  • water
  • battery acid
  • citric acid
  • dish soap
  • gasoline
  • turpentine
  • ammonia
  • etc.
    The PC can create in one turn the number of fluid ounces equal to the power rank number. The mass quantity and duration of the Chemical is determined at the time of its creation.
  • A Green FEAT gives the Chemical a low mass quantity and a duration of 1d10 turns.
  • A Yellow FEAT raises the mass quantity to a good stability and a longer duration of 100 times 1d10.
  • A Red FEAT makes the mass quantity of the Chemical a very high stability and duration of 1000 times 1d10.
    Each ounce of Chemical created costs one point of the PC's Health temporarily.
21-26​
Elemental CreationSame as Conversion except the element is created out of nothing. This gives nearly unlimited possibilities.
27-30​
Hyper-Dimensional PocketThe PC can create and open a small dimensional pocket out of the fabric of Space where he/she can store things and pull them out whenever desired. The Power rank determines the size of the opening equal to the number of inches per square foot. Thus, a Poor Hyper-Dimensional Pocket's opening would be 4 square inches.
31-39​
Lifeform CreationMaximum number of ounces equals the power rank number. A green reason FEAT gives a lifetime of 100* reason, yellow gives 10.000*, red is permanent. The hero must have detailed knowledge of the organism to create.
40-52​
Mechanical CreationCreate machines, duration as above
53-60​
Molecular CreationSame as conversion except again out of nothing.
61-65​
Nexus Creation*The PC can create and open out of the fabric of Space a Nexus to another reality of Power rank effectiveness. A Power FEAT determines the duration of the rip in Space when it's created.
  • Green FEAT will last for 1d10 turns.
  • Yellow FEAT will last for 1d100 turns.
  • Red FEAT will last for 1d100*2 turns.
66-76​
Projectile CreationStunning of power rank or combined with other powers the player has like power negation/control or induced teleportation. The PC can create a Projectile of any kind with an unusual Power effect. The following are Projectiles that can be made:
  • dart
  • arrow
  • boomerang
  • missile
  • ball
  • paper airplane
  • etc.
77-85​
SprayDoes Feeble damage and visibility is -2CS, combined with other powers for instance freeze cloud when the character also has cold emission.
86-90​
Undead Creation*(This is similar to Lifeform Creation, yet the Lifeform is Undead). The character can create a zombie-like creature from a corpse or skeleton at Power rank.. Its Reason, Intuition and PsycheC scores are all Shift-0. Unless commanded, it does nothing. FASE scores are as follows, based on the original creature’s ability scores: F -2CS, A -2CS, S +1CS, E +2CS. No ability score will be reduced below Feeble.
91-00​
WebcastingPower rank strength upon hardening, can also be combined for instance with spirit storage to capture disembodied spirits. Power Stunts possible include:
  • Stunt—Web Chute: The Hero can make a Parachute out of webbing.
  • Containers: The Hero can make a variety of containers such as backpacks, bags, pouches, patches for torn costumes, etc.
  • Fireproof: The Hero's webbing is Resistant to fire.
  • Gloves: The Hero may make gloves or kneepads or other small protective devices out of webbing to avoid damage from touching or bumping into things. Not that the Hero is clumsy, but this stunt protects them from damage caused by them hitting especially hard, sharp, hot, cold or otherwise dangerous objects.
  • Stingers: Instead of soft webbing, the Hero can shoot stingers made of web material which acts like a Stun Blast if the stingers impact with a target's nerves. This stunt is one degree more difficult due to the precision required.
  • Impact Webbing: Instead of a steam of webbing, Impact Webbing are little web-balls that expand and Ensnare shortly after contact. Impact Webbing is automatically one degree easier to hit targets with, but Ensnares as a Contingent Action
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MentalEnhancements
Mental Enhancements
01-02​
Astral ProjectionThis power is basically the same as described on pp. 84-85, Player’s Book, with two exceptions. First, range is always based on the power rank as determined on p. 16, Player’s Book. Increased range can be bought as a bonus. Second, Dimension travel is not an automatic ability; it must be acquired as a power stunt. Character’s with Astral Projection of Remarkable or greater rank do not have to worry about their astral forms not being to find the ways back to their bodies. This permits some power stunts:
  • Astral Detection. The character can automatically “see” astral creatures or projections even while not in astral form herself.
  • Dimensional Travel. The character can astrally project across dimensional barriers, as if she had the Dimension Travel power.
  • Passengers. The character can transport a number of people equal to or less than 1/10th her power rank, taking them along in astral form as well. If the character is lost, her passengers become lost also.
  • Affect Normal World. The character can use a single mental or magical power to affect the material world while she is in astral form. Each different power usable in this fashion is a separate power stunt. Power rank is always reduced by -2CS. Furthermore, the character must make a Psyche FEAT against the unmodified power rank intensity or suffer the unmodified power rank in damage to Mental Health. For example, Astral Al has Emotion Control of Amazing rank. While in astral form, he attempts to cause fear in a foe. His Emotion Control affects the foe at Remarkable rank. Astral Al must also make a Psyche FEAT against Amazing intensity or suffer 50 points of damage to his Mental Health.
03​
Aura*The PC has an Aura of Divinity of Power rank. All other characters in the same area must roll a Psyche FEAT against this Power's roll, or they will feel a strong intimidation and are awestruck. This means they will lose initiative, and one attack. This roll must be made each round. A second Psyche FEAT roll is made by all other characters in the same area to see if they are fully under the PC's Power. All other characters that are influenced by this Power, automatically will become followers; they will follow the PC and perform anything he/she wishes. The PC can not ask anything. Character has a Power of Command every 3 rounds. This is a simple, attention drawing command like; "stop," "look," "no," "duck/look out," "unhand her, "give it to me," and so on. Everyone in sound of the PC's voice must make a Red Psyche FEAT, or lose one action in the process of obeying the command. Followers gain a bonus of;
  • +1 to Initiative;
  • +1CS to Fighting in a strike;
  • +1CS to Agility in a Block, Evade or Dodge;
  • and one additional attack when they are commanded to do something, like; "get him," "take him," etc.

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

    When creating the character at start, Player can either raise this Power's rank to +1CS of PC's Psyche if roll is lower, or if roll is higher, Player can raise his/her Psyche to a -1CS of this Power's rank number.
04​
Aura AlterationThe PC can alter the appearance of his Aura with a limited Illusion at Power rank. This means the PC can hide his true nature with a Power FEAT. Anyone with a mental power can avoid this Illusion by making a Red Psyche FEAT. If any other character makes the FEAT, they see the PC as he/she is. Any who're affected by this Illusion will see a different character. Any other Player using the Aura Perception Power and fails, Player can hand that other Player a fake or made up Character Sheet of his/her character.
05-06​
Bio-Manipulation*The PC can mentally manipulate biological functions or conditions in others at Power rank. There are 5 types of Bio-Manipulation effects.
  • Blindness
  • Deafness
  • Mute
  • Pain
  • Tissue Manipulation-This can cause a variety of effects:
  • Cold or Hot
  • Rash
  • itch
  • etc.
07-08​
ClairaudienceHear distant sounds, -1CS resistance vs. sonics
09-10​
ClairvoyanceSee distant sights
11-12​
Communicate with...Communicate with...
01-25 Animals
26-50 Cybernetics
51-75 Inorganics
76-00 Plants
13-14​
Cosmic AwarenessAutomatically detect CL1000 or better ability, +1CS attacks by detecting weak spots, discover information about things in the entire universe, when used more than 5 times make a secret reason FEAT vs. going insane temporarily
15-16​
Cyber TransmissionThe character must be able to access the computer by touch. By making a power FEAT against an intensity equal to the computer’s highest rank, the character gains access to the information stored on the computer. She may attempt to reprogram the computer. Each new command to be programmed requires a separate FEAT roll after access is acquired. If trying to reprogram a sentient computer or robot, this FEAT is always against Reason or Psyche intensity, whichever is higher.
  • Haywire. By accessing a computer, the character can cause it (and any systems it controls) to do unpredictable things for 1-10 turns. She has no control over the computer or its systems.
  • Machine Animation. Once linked, the character can control mechanical systems controlled by the computer, causing them to perform in whatever ways are within their capacity.
  • Mechanical Link. This power can be used on any machine. This enables the character to control mechanical systems even if no computer is present.
  • Cyberspace: like Astral Travel, the hero’s mind leaves their body and goes into cyberspace. This will work on any computer, but if the hero enters one that is not designed with 3D graphics capabilities, the cyberspace is abstract and may be a little disorienting unless the Hero has related skills. Specifically, this stunt can be used in conjunction with Bionics, Computers, Electronics, Robotics, Spacecraft, Time Machinery and Weapons Systems to attempt to control those devices.
  • Cyberspace with proper 3d graphics and a connection to the Internet can be "hacked" into, and the Hero may gain access to files. How, and how easily they can is dependent on the system.
  • Cyber Telepathy: The once Linked the Hero may communicate with the computer just by thinking.
  • System Adaptation: The Hero can easily adapt their knowledge and skills from one system to the next. They automatically get no penalties from using systems that are unfamiliar to them, unless the systems are totally alien to them. This can work beyond computing systems to any complex system.
  • Magitech: This power may be used on magical technological devices like the Glamour Machine, Thor's Hammer, Mjolnir, and other sufficiently complex enchanted items.
17-18​
Dream Control*The PC can mentally control the surrounding area of the Dreamscape with a limited form of Reality Manipulation at Power rank. (See the Reality Alteration Power, but within the scope of the Dreamscape). The PC automatically gains Dream Travel at Power rank.
18-19​
Danger SenseThis is a reworked version of Combat Sense, p. 72, Player’s Book. A character with Danger Sense can become aware of imminent danger. When in a situation where some person, item, or presence poses an immediate threat, make a Danger Sense FEAT roll which warns up to power rank second before danger. FEAT intensity is determined below:
  • Critical Threat (superior foe, imminent death) = Typical
  • Major Threat (equal foe, imminent serious damage) = Excellent
  • Minor Threat (lesser foe, imminent minor damage) = Incredible
If the Danger Sense FEAT is successful, the character becomes aware of the threat and will not be surprised the turn it actually occurs. In combat, Danger Sense power rank can substitute for
  • Intuition for surprise and initiative,
  • Fighting for blocking
  • Agility for dodging
  • Strength for escaping.
    Minimum rank is equal to Intuition.
20-21​
Dream TravelThe Hero can enter a surreal realm of dreams when they go to sleep, as opposed to "just a dream". The basic form of this power acts as a sort of resistance to mental controls, detection and damage while the hero is asleep. If the Judge has the old Realms Of Magic books, the Judge may decide that the Dream Realm is the one that Nightmare rules. Otherwise, the Dream Realm doesn't have a particular ruler.
  • Other’s dreams: The Hero may enter other people’s dreams in order to communicate or in an attempt to control the dream itself.
  • Telepresence: The Hero’s "dream-self" may leave their body, and appear to other characters. The Dream-self can see and hear things, but cannot interact with them. Unlike with ESP, the Dream-self can be seen by other characters.
  • Precognition: The Hero gains precognition.
  • Detection: The Hero may attempt to detect the exact position of people he has previously visited.
  • Detection Resistance: The Hero may resist attempts to find them by psychic, dream traveling or other metaphysical means.
  • Astral Travel: The Hero may enter the Astral Plane using Dream Travel.
22-23​
Edetic MemoryThe PC has a Total Memory of numbers, codes, and mathematical problems and answers. The PC can remember, calculate and read anything that's mathematical or encrypted at Power Rank plus his/her Reason rank.
24-25​
ElectrokinesisThe PC can create and control existing electricity by force of will and molecular agitation at Power rank. This Power works like Electrical Generation. (See Electrical Generation in the Energy Control section).
26-28​
Empathic TransmissionThe PC can project false emotions into others at Power rank. By making a Red Psyche FEAT, he/she can affect more than one person at a time at a -1CS. The duration of the set emotion depends on what FEAT is made.
  • Red FEAT-emotions will last 1d100 rounds.
  • Yellow FEAT- emotions will last1d10 rounds.
  • Green FEAT-emotions will last a round.
    The target has one chance to resist the effects, by making a Psyche FEAT against the PC's Psyche FEAT. This Power is somewhat similar to the Pheromones. (See Pheromones in the Physical enhancement section).
29-30​
Empathic Vampirism*The PC feeds off of the victim’s emotions at Power rank. The victim appears as if he/she has a heart attack or some other type of physical pain. Each time he/she feeds, the victim's abilities are -1CS for 1d10 turns. If he/she feeds with intent to kill, the victim's Endurance drops a -1CS per round, until it reaches Shift-0 at which point the victim dies.
31-32​
EmpathyDetect surface emotions or send empathic messages
33-34​
Free Spirit*The character can survive the death of his physical body and live outside of it, he can share bonds with another host body (or posses it with the possession power), physical powers he possesses are then given to the bonded person.
35-36​
Hallucinations*Illusions directly inside a persons mind
37-38​
HydrokinesisThe PC can create and manipulate water by force of will and molecular agitation at Power rank. This Power works like Water Animation. (See Water Animation in the Matter Control section).
39-40​
Hyper-IntelligenceAdd this power rank to Intuition or reason
41-42​
Hyper-InventionReason increased for invention purposes
43-44​
Incarnation AwarenessThe hero can contact his previous incarnations and ask them to perform deeds that will help him later on. This requires a FEAT with a -1CS penalty for each generation of incarnation.
45-46​
Iron WillThis power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real. The hero can control when to release.
47-48​
Linguistics
49-50​
Memory AlterationThe PC can alter another person's memory at Power rank. He/she does this by either implanting new memories or erasing existing ones. The PC must first make a Psyche FEAT, before he/she can be affected by this Power.
51-52​
Mental DuplicationDuplicate a target’s brain inside a part of your own brain to for instance learn secrets. The captured brain can try to take over on a Psyche -3CS roll
53-54​
Mental GestaltThe PC has an intellect that composes two or more relatively merged minds to form a collective powerful being of minds. When creating the PC, the Player has to create more different character's minds. The Gestalt PC may resemble a blending of personalities from each of the merged characters, or have completely different personalities all together. All selves are required to form the Mental Gestalt.
55-56​
Mental Invisibility
57-58​
Mental Probe
59-60​
Mind BlastPower rank damage and Psyche FEAT vs. intensity or KO for 1-10 rounds.
61-62​
Mind DrainReduce Reason and Intuition by power rank, if at Shift-0 loss is permanent. Target may resist with Psyche FEAT, if successful the target is immune for 24 hours, but if a second FEAT fails the victims Psyche is also reduced by 1CS for 24 hours,
63-64​
Omniscience**The PC is ultimately in touch with the Universe. This Power is automatically CL1000. The PC has control of all Detection Powers, and Mental Powers regarding insight.
Note: this is an Omni Power. A definite must for Judge intervention.
65-66​
Photographic ReflexesThe PC can perform any action he/she has seen at Power rank. All FEATS requiring Agility or Fighting done in the presence of the PC, are recorded and photographically etched into his/her mind. The PC must make a Power FEAT first, and then he /she can perform those same FEATS without expenditure of Karma. The PC however, must study the target for 3 rounds. The target when confronted by the PC receives a special ill fortune of dropping his/her Fighting and Agility to a -2CS. The PC also retains the same Talents that the victim has.
67-68​
Photographic MemoryThe PC can remember anything he/she has seen before at Power rank. This Power is similar to Total Memory, except that the PC cannot remember anything he/she's heard only what he/she's seen. Like the latter Power, Player will need paper to write down everything he/she's witnessed.
69-70​
PostcognitionSee in the past for a number of weeks equal to power rank number.
  • Green FEAT gives impressions
  • Yellow gives general information
  • Red gives information that the subject may not have been aware of.
71-72​
Precognitionthe functioning of this power is entirely up to the judge
73​
Psionic VampirismDrain Reason, Intuition and mental powers (see vampirism).
74​
Psychic SolidificationThe PC can mold and shape psychic energy into solid constructions of Power rank. Anyone touches this energy will suffer a limited Psyche drain permanently. Furthermore, the victim must also roll on Endurance, or is knocked out for 1d10 rounds. Any weapon created does specific damage only.
75​
PsychokinesisThe PC can control and manipulate materials by force of will at Power rank and range. The Power rank determines what Material Strength he/she can control. The PC can cause material to entangle someone at Power rank ability and range. Treat this entangle as a Wrestling hold of Materials Strength rank.
76​
Psychometry
77​
Purge*The PC has an ability to purge and cleanse his/her body of drugs, disease, toxins, etc. at Power rank. The PC must first make a Psyche FEAT, if he/she fails then an Endurance FEAT must be made.
78​
PyrokinesisThe PC can create and manipulate fire and flames by force of will and molecular agitation at Power rank. This Power works like Fire Control. (See Fire Control in the Energy Control section).
79​
Remote Sensingenhance the range of any sense
80​
Sensory LinkSee/hear etc. through another being.
81​
Serial ImmortalityWhen the character dies he is reborn either as baby, new complete body, premade clone, recently deceased other being or even a living being (psyche feat to resist).
82​
Speechthrowing
83​
TelekinesisPower rank is equivalent to strength As a power stunts the character can:
  • Telekinetic Armor: The Hero can boost their strength by half the intensity of Telekinesis for combat purposes.
84​
Telelocation
85​
TelepathyCommunicate on a mind-to-mind basis, unwilling targets require a power FEAT vs. Psyche.
86​
Total MemoryTotal recall
87​
True CharismaThe PC automatically has Enhanced Beauty at Power rank. the PC has a surrounding Charismatic aura that emanates. With this Power, the PC can cause one of the three responses:
  • Friendship/Trust
  • Power/Fear
  • Deception/Lie
88​
PsychoblastThe character with this power has the ability to send out a wave of psionic force that fires all the brain's synapses at once and short circuits the consciousness of the target. The target may make an Endurance or Psyche FEAT (whichever is lower) to resist the effect. If the target fails this roll, they are Stunned for 1-10 rounds. However, even if they succeed at this roll, this is such a devastating attack that the target is still at a -1CS on all actions for the next 1-2 rounds (Judge's discretion). In some instances of this power, a successful Psyche FEAT by the target will trigger a psychic feedback that will Stun the Psychoblaster (Yellow Psyche FEAT to resist). Players who choose this as a limitation may increase this power by a +1CS.
It should be noted that this power only works against those targets with an organic brain.
89​
Psionic WeaponryCharacters may create physical weaponry, such as clubs and swords (but not guns, etc.), through sheer force of psionic power. Material Strength is determined by the character's Psyche, with the damage determined by this Power rank. These Psionic Weapons will last only as long as the character concentrates on them. Should the character's weapon be broken or damaged, the character must make a Yellow Psyche FEAT or be stunned for 1-100 rounds.
90​
Cyberspace ProjectionSimilar to the power of Astral Projection, this power allows characters to enter Cyberspace as pure information. Once in the data stream, the character's physical body is represented by their digital avatar (the cyber equivalent to an astral form). All the character's physical abilities are replaced by this power rank much like the power of Dreamtravel. Willing characters may be brought into Cyberspace along with this character by "piggybacking" the signal at a -2CS per person.
91​
PredictionThis power comes in two forms - combat and non-combat. While it is possible to have both forms, the Judge should impose harsh restrictions on those who do. The combat form of this power allows the character add this power rank to his Fighting ability when in combat with someone he has observed for NO LESS THAN 5 rounds (once a Power FEAT is made, of course). Furthermore, once the 5 round limit has passed, this character does not need to declare his actions until after his opponents have declared theirs, regardless of who has initiative. Characters who have been accurately Predicted fight the owner of this power at a -2CS on all FEATs. The non-combat version of this power allows the character to make wildly intuitive leaps of reason to arrive at a future outcome with even the tiniest shred of input. Possible uses for this power include:
  • Discovering the next place a villain will strike
  • Determining the secret HQ of said villain (if the villain is GOING there)
  • Being able to head off a villain in a chase by predicting the direction he's going
  • Really accurate weather forecasting
    As a power stunt, the character may use this power in reverse to perform such mystifying feats as determining secret identities or the whereabouts of the villain's secret HQ (if he's already been there).
92​
ForeshadowingThis power gives the character a limited and subconscious control over several powers, including Precognition and Reality Alteration - Past. This power allows an observant character the chance to make an educated guess about the future events in his own life. The Judge is encouraged to be as creative as possible in this respect, without getting out of Hand. At the beginning of every play session, the Judge (not the player) makes a roll to determine how far reaching the effects of this power are, with the hints provided being more frequent or obvious the higher the color rolled. On a White result, the Judge is encouraged to lie like a rug, throwing wildly contradicting events at the hero until he thinks that Galactus himself might appear!
93​
Omni-KnowledgeA character with this power has an innate, subconscious link to a sort of cosmic reference library. When he is presented with a question concerning information of which he was previously ignorant, the PC must make a FEAT. Green FEATs give him access to contemporary human knowledge. Yellow FEATs give him access to alien knowledge. Red FEATs give him access to Entity-level knowledge. Success means he is able to give a short, concise answer that only answers the initial question. As a limit to this power, the question must be asked of the hero by another person. Also, despite his ability to "know" any given topic, the PC might not be able to understand it. His comprehension is still limited by his Reason. This power enables the Judge to create idiot savants who can decipher the workings of Galactus's Worldship but are unable to tie their shoelaces. For example: Ref-Book and his buddy Jaunt find themselves in the Watcher's recreation room, facing a piece of alien technology. Ref-Book has no idea of what the thing is, but when Jaunt asks the magic question "What is that?" Ref-Book's power goes to work. He makes a Red FEAT, gains the necessary knowledge, and says "It's a television set." "Well, how do we turn it on?" asks Jaunt. Ref-Book fails his next FEAT and says, "Beats me."
94​
Death Field GenerationThe hero can generate an anti-life field that destroys all but 1 health point of all creatures in range. The range is found on Column A of the Simultaneous Actions Table. A power rank feat roll is made to determine the color feat roll the victim needs. The victim rolls their psyche to reduce the damage to half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This power can only be used two times/day.
95​
ConfusionThe hero has the ability to induce confusion on a victim within range. Range is determined on Column A. With a successful power rank feat roll, the hero can cause the corresponding effect for three rounds.
  • Green - victim does nothing but defend
  • Yellow- all actions at -2CS
  • Red - flees for three rounds
  • The victim is allowed a Psyche FEAT roll to resist, with the intensity equal to the color result received on the power rank feat roll.
96​
FearThe hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls:
  • Red resists
  • Yellow all actions at -1CS
  • Green flees as fast as possible
  • White paralysis
97​
Will ForceThe hero can mentally increase any one physical FASE ability score or power by +1CS for a duration equal to the color result once a day.
  • Red: 10 rounds
  • Yellow: 8 rounds
  • Green: 5 rounds
  • White: 3 rounds.
    The hero must then make a successful Psyche FEAT roll or rest for 1-10 rounds. The increase may be raised to a maximum of +2CS with a successful Psyche FEAT roll for 1 round. At the conclusion the hero must make an Endurance FEAT on the Stun column to avoid passing out from becoming physically and mentally exhausted.
98​
Photographic ReflexesThe PC takes 3 rounds to analyze physical talents when seen in use by other people. At that point the PC may temporarily copy these talents for 1 minute times the power rank. The PC uses his/her stats, but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like swimming or climbing, etc).
Optional Powers: Mental Duplication
Nemesis Powers: Invisibility
99​
Ultimate Skill*The PC has a talent, which he's honed. The Talent is automatically Unearthly rank. Talents that may have the Ultimate skill are:
  • Weapon skills: All
  • Fighting skills: All
  • Scientific skills: All
  • Other skills: except bonus gaining
    Note: Judge will decide on what Talents can be used for Ultimate skill
00​
Karmic TapThis power allows characters to tap into their reservoir of willpower (Karma) and increase any power or ability by 1 point for every 2 Karma spent. The power rank is the limit of Karma you can use in 1 round. The Duration is the round in which you spend the Karma. Rolling an Amazing FEAT roll will get you another round of benefit from the Karma spent. If the FEAT is rolled and failed, PC must spend the same amount of Karma for that round. If there is insufficient Karma to do so, the remainder is taken from the PC's health. This power is considered a free action, may be done in addition to other actions in the round.
Optional Powers: None
Nemesis: Itself
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Defensive
Defensive Powers
01-09​
Body ArmorArtificial Body Armor
10-18​
Force FieldCompletely absorbs any attacks that have an intensity equal or less than the power rank number. The remaining Intensity breaches the field and affects anyone within its diminished effect.
19-27​
Death Field*This is a field-effect version of Life Absorption. The Death field drains the life force out of all within the area of the field, and adds this energy to the PC's health. The PC must first make a power FEAT against the intensity of the victim's Psyche. Each FEAT allows the PC to drain up to a number of health points from each target in the field area that is equal to the power's rank number, until he/she regains the normal maximum health. If the target's health drops to 0 as a result, the victim dies, and his/her body disintegrates.
28-36​
Force Fields vs.Die Roll Force Fields
01-11 Force Field vs. Emotion (Minimum Power Rank = Intuition +1CS)
12-20 Force Field vs. Energy
21-35 Force Field vs. Magic
36-70 Force Field vs. Mental (Minimum Power Rank=Psyche +1CS)
71-87 Force Field vs. Physical
88-92 Force Field vs. Power Manipulation
93-00 Force Field vs. Vampirism
37-45​
Null-FieldThis power surrounds the PC with a field that dampens all forms of energy within the area. This power’s rank number reduces all energy in the area. The field also reduces a -1CS on all attacks within the area by a number that is equal to 10% of the power's rank number. For example, an Excellent Null-Field reduces all attacks in the area by a -2CS. This power affects even attacks not directed to the PC.
46-54​
BubbleThis is a force bubble that surrounds the PC. The Bubble provides protection against all physical and energy attacks that are equal to or less than the power's rank number. If an intensity of applied force is more than 1/2 of this power's rank number, the bubble merely bounces away. The Bubble is also slippery, so that all attempts to grapple it are at a –1CS that is equal to 10% or the power's rank number. For example, all attempts to grapple an Incredible Bubble are at -4CS.
55-63​
Aura Field*This is an energy type of forcefield (See the Energy Emissions section for available types). Each field carries its own characteristics that affect the ways the PC uses his/hers power. The maximum size of the field is the number of areas equal to 10% of the power's rank number. For example, an Amazing Aura Field can encompass 5 areas. This field automatically provides protection and life support of rank number. The field completely absorbs any physical attack that has an intensity that is equal to or less than the power's rank number. If the intensity is higher, it's reduced by the power's rank number. The remaining intensity breaches the field and affects the PC's health. If the field is destroyed, the PC must make a red FEAT to regain it. Possible ways of destroying an Aura Field include Energy Control and Conversion, Power Control, and Magic. The hero has a -2CS vulnerability to powers that can affect this type of energy field. However, he/she gets a +2CS resistance to attacks of the same form of energy. This field is also assumed to have an unlimited supply of energy. When creating the PC, the player can opt to raise the power rank +1CS if the power is considered temporary. If the player does not choose the latter, then the power is permanent. The permanent power begins at Shift-0 increasing every round until it reaches an intensity equal to that of the maximum power's rank number.
64-72​
ReflectionThe power rank of the power is subtracted from the attack’s intensity. The rest is reflected back. A Typical FEAT is required to reflect the attack in a random direction, and Amazing FEAT is required to direct the attack -3CS back to the attacker. A Unearthly FEAT to completely turn the attack. When the power is breached once the user has to make a green FEAT to use the power again, when breached for the 2nd time he has to make a yellow FEAT, for each following breach he must make a red FEAT. If a Player wants a specific attack reflected by this Power, then he/she can raise it to a +1CS. Note: Reflection can be any Energy Emission or attack. Possible power stunts include:
  • Internal Energy Eruption: If the energy has no place to go, instead of harming everyone else, the Hero can turn the energy inward and cause themselves to suffer the Intensity of the energy
  • Energy Conversion: The Hero may convert another form of energy into the form they can reflect (at same intensity). Alternately, they can convert the energy that they normally reflect into another type. One stunt must be learned for each type of conversion.
73-81​
ResistancesDie Roll Resistances
01-11 Resist: Emotion (Minimum Power Rank = Intuition +1CS)
12-20 Resist: Energy
21-35 Resist: Magic
36-70 Resist: Mental (Minimum Power Rank = Psyche + 1CS)
71-87 Resist: Physical
88-92 Resist: Power Manipulation
93-00 Resist: Vampirism
82-91​
Sense ProtectionThe PC has a special protection against any one sense
92-00​
Electronic Counter MeasuresThis power reflects the ability to avoid electronic detection and thwart any and all attempts to be controlled by electronic means. This provides Power rank Invisibility against such detection efforts as Radar and Sonar, as well as any other power, which is being duplicated through electronic means. It also grants Power rank Resistance to hackers or, if the character is in a powered suit of armor, to outside override attempts.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Detection
Detection Powers
01-02​
Astral DetectionThe character can automatically “see” astral creatures or projections even while not in astral form herself.
03-04​
Abnormal SensitivityThe hero can hear/feel/see things he cannot normally see and vice versa. He can for instance see infrared but not normal.
04-05​
Sense Artificial Intelligence
06-07​
Death SenseThe PC can detect aura of immanent death. The Death Sense automatically functions if the target or targets are in a life-threatening situation, or if they're fixing to enter one. Before an adventure, the Judge makes a secret red Psyche FEAT roll to see if any of the Characters will die that adventure. If there is a success, no one will die. If a miss, then the PC sees a "death glow" around a random character. The Player of the character then is unable to spend Karma on Endurance FEATs during the adventure
08-09​
Aura Perception*The PC can virtually see and gain knowledge of almost everything about a person or an object a person has been in proximity with. Seeing an aura can indicate the following:
  • The Karma of a character or object
  • The Popularity of a character or object
  • The Resource rank number of a character or object
  • The Health of a character or object
  • The rank number of a pronounced ability or object
  • The rank number of a pronounced power or object
  • The Physical Form of a character or object
    This power also enables the PC to read the psychic Aura of an object and "hear" the psychic thoughts of characters that who've been in proximity of an object. (The PC can recognize any Aura that he/she's previously seen. Even if the target is disguised, it can be recognized by its distinct Aura. A red Psyche FEAT against the intensity rank number of the disguise must be made in order to allow the hidden target to be seen by the PC.
    Note: This is a Godly Power, so Player must work with the Judge.
10-12​
Circular Vision360 Degree vision +1CS Fighting, -1CS Popularity
13-15​
Cosmic Perception*The PC has a heightened sense on a universal scale. This sense is a detection power automatically at CL1000 power rank. Player can choose to roll on the table below, or just choose one of the five types of detection: (Judge's discretion)
Die Roll Sense
01-51 Energy
52-67 Magic
68-72 Space (Telescopic, microscopic, extradimensional all in one)
73-00 Psionic
Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
15-19​
Energy Detection
20-24​
Enhanced SensesThe PC has one or more of the five normal senses (hearing, sight, smell, touch, and taste) enhanced.
25-27​
Environmental AwarenessComplete knowledge of the surroundings
28-30​
Genetic PerceptionUnlike Power Detection, this is the true "Mutant Detection". The PC can perceive and decipher genetic codes.
31-33​
Extradimensional Detection
34-36​
Hyper SenseDie Roll Hyper Senses
01-53 Hearing Sonic Attacks at +1CS
54-87 Olfactory When unable to block nasty scents -1CS Endurance
88-00 Touch
37-39​
Life DetectionIdentify presence and nature of lifeforms
40-42​
Magic Detection
43-45​
Microscopic Vision
46-49​
Penetration VisionX-ray vision
50-54​
Power DetectionIdentify specific heroes at Uneathly FEAT
55-58​
Psionic Detection
59-62​
Radar Sense-1CS vs. electrical and Magnetic attacks
63-66​
Reality Perception*The PC can see the network patterns of matter and energy that form the universe. This power functions like a combination of the powers; Extradimensional, True sight, and Cosmic Perception. This power is so outside of reality that the PC can develop a vast variety of Power stunts:
  • Penetrate illusions by focusing on the true energy patterns;
  • Perceive the physical and mental condition of a being;
  • Perceive the occurrences in other realities;
  • Penetrate concealment and disguises, and see the true nature of matter;
  • Perceive occurrences beyond the barrier of dimensions;
  • See through matter.
    Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
67-71​
SonarSonic attacks +1CS
72-75​
Telescopic Vision
76-79​
Thermal Vision
80-83​
Tracking
84-88​
True SightPenetrate any disguise below this rank
89-92​
Ultraviolet VisionSee clearly through fog and water
93-96​
VR VisionThe PC has a virtual sense. The Vision allows the PC to travel distances through virtual sight, without ever leaving the area he/she's in. The PC receives a visual simulation of a virtual world, as if he/she were actually present at the scene. The power is not hindered by factors at all. The VR Vision when in use overrides the normal sight. The vision is consciously controlled, and can practically travel anyplace. A disadvantage of the sight, is if unwanted visions obscure the view or distract the PC at a crucial moment.
97-00​
Weakness DetectionRank Good or below, physical weaknesses only. Excellent to Amazing mental and physical. Monstrous and above, mental, Physical, and power based.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#EnergyEmission
Energy Emission Powers
01-04​
Cold GenerationNOT ice generation, generate extreme colds (see judge book for effects)
05-08​
Cosmic Energy Emission*The PC can take in all the energies of the Cosmos and release them as a Cosmic force. The force has the intensity of the Power's rank number. Since this is a Cosmic Power, which utilizes all the energies of the Universe, Power rank increase only costs half of the usual Karma. As with Hard Radiation (See Hard Radiation Emission p.27 in the UPB), the PC has automatic safeguards to prevent radioactive contamination. This power is linked to Cosmic Energy Manipulation; the Player may opt to exchange one of his other Powers for Cosmic Energy Manipulation when creating the character. The PC has Power rank resistance to the Cosmic energy.
Note: This is a Cosmic Power, so player must work with the Judge.
09-12​
Darkforce GenerationThe PC can generate and project the Darkforce with Power rank damage and range. (See the UPB p.21 or this update above under, the Darkforce Manipulation power for a more detailed explanation of this extradimensional energy). Furthermore, the PC has Power rank resistance to this energy and can see within his own Darkforce vapor. This Power is linked to Darkforce Manipulation; the Player can opt to replace one of his Powers for Darkforce Manipulation when creating the character.
13-16​
EctoplasmcastingThe PC can project an invisible expanded force of Ectoplasm (Spirit Energy) at Power rank range and damage. The Ectoplasm blast affects the target’s base Karma, not Health. If the base Karma drops to 0, then the RIP each start losing points, if the RIP each just happens to drop to 0, then the victim is a vegetable. (See the Ectoplasmshaping power above under the Energy Control section in this update).
17-20​
Electrical GenerationThe PC can freely generate a force of the energy spectrum at Power rank damage and range. However, the PC also has an innate ability to emit each energy of the Spectrum, separately at a -2CS. (See above the Electromagnetic Control power in the Energy Control section of this update).
Note: All individual energy effects still take place in a single blast, even though the energy is not in separate bursts. This is a Cosmic Power, so player must work with the Judge.
21-24​
Electro-Magnetism*The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
25-28​
Energy DoppelgangerGenerate an energy body from himself which can have powers and automatically has True Flight and power characteristic to the energy type.
29-32​
Extradimensional Energy Emission*The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
33-36​
Extraterrestrial Energy Emission*The PC can project an existing, yet unknown cosmic energy at Power rank damage and range. (See above the Extraterrestrial Energy Control power under the Energy Control section in this update).
Note: This is a Cosmic Power, so player must work with the Judge.
37-40​
Fire Generation
41-42​
Hard Radiation EmissionNote: Cosmic Energy is a combination of Hard Radiation energies in one.
43-44​
Heat GenerationNOT fire generation, possible power stunts
  • Causing breakdown of molecular or atomic bonds (Amazing and Unearthly FEAT
  • Negating a target's magnetism
  • Negating conductivity
  • Strengthening materials
  • Changing local weather
45-48​
Kinetic Bolt
49-52​
Light Generation
53-56​
Magnetism
57-60​
Microwave GenerationThe PC can generate and project microwaves at Power rank damage and range. (See above the Microwave Manipulation power under the Energy Control section of this update for more information regarding this energy).
61-64​
Nuclear GenerationThe PC can generate and project Nuclear energy at Power rank damage and range. PC also automatically has Power rank resistance. This power is Plasma of ALL energies found in a nuclear blast at -2CS.
65-68​
Plasma Generationalso create plasma fields with 2 of the following effects Light at -2CS illumination Heat at -2CS Flame at -2CS Hard Radiation at -2CS Magnetism at -2CS Electricity at -2CS
69-72​
Radiowave Generation
73-76​
ShadowcastingEmit a field that obscures energy intensity, the following are affected at listed power rank:
  • Light at Good or below
  • Heat at Excellent
  • Hard Radiation at Remarkable
  • Radiowaves at Incredible
  • Energy doppelgangers at Amazing
  • Energy Bodies at Monstrous
77-80​
Darkforce Generation
81-84​
Sonic Generation
85-88​
VibrationPower stunts vibratory shield with +2CS protection vs solid attacks
89-92​
Gas GenerationThe hero can generate and spray one or more different types of gases. It has an intensity equal to the power rank. Range is found on Column A of the Simultaneous Actions Table. The gas completely fills each area it goes through, and everyone in those areas is subject to the effects. It lasts three rounds and can only be used once every five minutes (50 rounds). The gas is still subject to wind, powers, etc. An Endurance FEAT roll against the intensity is allowed to resist the effects.
Die Roll Gas Type
  • Foul Odor: -1CS on all attacks, -1CS on Endurance FEAT
  • Paralysis: 1-10 rds, can only use mental powers
  • Blinding: hero is blinded 1-10 rds., all rolls at -4CS
  • Poison: power rank dam. each round in gas
  • Double vision: victim misses target 50% of the time
  • Sicken: incapacitation 1-10 rds
93-00​
BombThe hero has the ability to cause an explosion starting at the point the hero touches the ground and extending to the extent of the range. Range is found on Column A but the areas are cut in half. Damage is physical, but regardless if the victim takes damage or not all victims must make an agility feat roll or be slammed.
 
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destroyer

Alfrescian
Loyal
Patrons Of The 14th Maergzjirah Tower Of Angelic Buddaos

1) The 14th Maergzjirah Blighted Lord Varaibim Hau Cheong True Black Yang Zhang Hao Of The 14th Maergzjirah Tower Of Angelic Buddaos “Guardian Evolution”

2) Maergzjirah Elder Ascended Grand Master (EAGM) Cain Sarial The Master Coder (Varaibim’s Codeless & Varaibim’s Codes)

3) Maergzjirah Elder Ascended Grand Master (EAGM) Somnus Dreadwood The True First Original Lich
7711602B-A4DE-4320-BA6C-06EBAFF11956.png

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EE83B261-3707-4D0F-82CA-F411C472E297.png

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4) Maergzjirah Mistress Kako Hantei Yamato Of Akishino Endgame MVP Most Valuable Player “Guardian Evolution”
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5) Maergzjirah Mistress Mariya Nishiuchi Endgame MVP Most Valuable Player “Guardian Evolution”
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6) Maergzjirah Mistress Bambi Leong Endgame MVP Most Valuable Player “Guardian Evolution”
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7) :FU:Maergzjirah Grand Master 12th Panchen Lama “True White Yin” Devadatta Jesus Cheong:FU:

8) Maergzjirah Master "Greater Black-Yang" Cheong Khee San

9) Maergzjirah Master Tigler Lancer

10) Maergzjirah Master Hayzar Molzar

11) Demiurge Archangel Lucifer Lightbringer Morningstar The Future Devil

https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Magic
Magic
Note: Magic in itself is a powerful Power, so players must work with the Judge.
01-03​
AbjurationThe Mage can cast spells involving individual protection of him/herself or others at Spell rank. The following are spells the Mage can cast:
  • Armor
  • Damage Absorption*
  • Damage Conversion*
  • Healing
  • Immovability
  • Aura Shield
  • etc.
04-06​
AlchemyThe Mage has the ability to mix and concoct magic potions and elixirs for a variety of effects at Spell rank. A beginning number of potions the Mage has concocted is equal to the Spell rank. If any potions or elixirs are created in excess of this number, then the new potion replaces one of the numbered. The following are some of the potions and elixirs that have been developed:
  • Healing: Restores target's Heath points equal to Spell rank up to normal number.
  • Paralyzing: Target cannot move 1d10 rounds. If target's Endurance is higher than Spell rank, target may make an Endurance FEAT to avoid this effect.
  • Sleeping: Target is put in a state of sleep for 1d10 rounds. If target's Psyche is higher than Spell rank, target may make a Psyche FEAT to avoid this effect.
  • Life: Bestows temporary Longevity to target for 1d100*Spell rank days.
  • Ressurection: Restores targets Endurance to stable at 0.
  • Transmutation: Change elements into other elements at Spell rank.
  • Explosive: Creates a force of intensity equal to the Spell rank of damage and area effect.
  • Strength: Temporary increases the target's Strength +CS of the Spell rank number / 10.
  • Agility: Temporary increases the target's Agility +CS of the Spell rank number / 10.
  • Magic: Temporary increases the target's Spell ranks +CS of the Spell rank number / 10.
  • Endurance: Temporary increases the target's Endurance +CS of the Spell rank number / 10.
  • Power: Temporary increases the target's Power ranks +CS of the Spell rank number / 10.
  • Rejuvination: Testores targets Health and Karma to original number of points.
    A Spell FEAT must first be made in order to create a potion or elixir each time. If not, then the potion or elixir is just that, a vile of mixed liquids.
07-09​
AlterationThe Mage can cast spells that alter the physical state of him/herself at Spell rank. The following are spells the Mage can cast:
  • Alteration-Appearance; Natural Weaponry; and Bone
  • Shapeshifting-Limited
  • Absorption*
  • Apparition
  • Chameleonic Coloring
  • Density Control-Self
  • etc.
10-12​
Astral Supremacy*The Mage has a unique mastery over the Astral Plane. This gives the caster a +1CS on Magic FEATS while on the Astral Plane.
13-15​
ConjurationThe Mage can cast spells that bring Magical artifacts or life forms into the present reality. The Mage must have a good knowledge of what he/she wants to Conjure into this reality.
16-18​
DemonicThe Mage can cast spells of Magic that are found among the lores of the Demons at Spell rank. The following are Demonic spells the Mage can cast:
  • Shapeshifting-Limited and Unlimited
  • Soulfire
  • Hellfire
  • Dimensional Aperture**
  • Fear
  • Psychic Vampirism*
  • Astral theft**
  • Telepathy-Limited
  • Alteration-Natural Weaponry
  • etc.
19-21​
Dimensional PocketThe Mage has an extradimensional space that he/she can recall or place objects in. This Pocket can almost store an unlimited amount of items. The size of this pocket opening is equal to the Spell rank number in inches of feet.
22-24​
DivinationThe Mage can cast spells that give him/her foresight on knowledge and events unknown. The following are spells the Mage can cast:
  • Dual Persona.
  • Enchanted Eye
  • Foretelling
  • Apparition
  • Gramarye
  • Learning
  • Post-cognition
  • Sensing(ALL)
  • etc.
25-27​
ElementalThe Mage can control the four elements of the Universe; Earth, Wind, Fire, and Water at Spell rank (See Nature Control p.24-25 in the Realms of Magic). The Mage also has an ability to summon Elementals at Spell rank. The Mage can also create Elementals at Spell rank Abilities and Powers.
28-30​
EnchantmentImbue an item with spells which then releases it at a specific moment
31-32​
Energy SourceNot a real power, the character can perform magic while in contact with his energy source
33-34​
Enhancement*The Mage has the unique ability to increase the abilities of an individual. The Spell can also bestow powers upon the subject. The Mage must make a Psyche FEAT roll before he/she can do this; the Mage may add Karma to a roll at anytime:
White-2 abilities raised, +2CS,
Green-3 abilities raised, +3CS, plus a random power,
Yellow-3 abilities raised, +3CS, plus two powers,
Red-4 abilities raised, +3CS, plus three powers.
35-36​
EntreatyThe Mage can summon the magical Entities and their magical Powers from the dimensional planes of reality in the Universe at Spell rank. The Mage must have an Entity that belongs to the same school of Magic.
37-38​
EvocationThe Mage has the ability to evoke the forces of ancient magical energies in the universe. The following are spells the Mage can cast:
  • Eldritch Energy (ALL)
  • Energy Control (ALL)
  • Glamor
  • Vapors (ALL)
  • etc.
39-40​
FaerieThe Mage can cast spells that exist within the ancient lore of the Elves and fairies. The following are spells the Mage can cast:
  • Charm
  • Confusion
  • Emotion Control
  • Forgetfulness
  • mesmerism
  • etc.
41-42​
FamiliarThe mage uses living creatures as an conduit of his/her senses and powers. The Mage must be in contact with the Familiar in order to achieve any magical powers aside from just communication.
Note: the familiar could be Magic in nature.
43-44​
IllusoryThe Mage can cast spells that create simulations of reality at Spell rank. The more realistic these simulations appear to others depends on the intensity of the Spell FEAT.
45-46​
Imprisonment*The Mage can bind a person's body to a specific place or area. If the person ever physically leaves that area, his/her body would completely disintegrate; moreover, he/she cannot draw upon the energies of Magic without this prison. However, the person can draw upon the energies of the Imprisonment sanctum, and cast spells with a +2CS to the original Spell rank, and his/her body will not age.
47-48​
Internal LimboTargets can resist by using Strength agility or a travel power and the mage must make a Agility FEAT to capture a moving target. He can only draw in targets smaller or equal than himself.
What it does is allow the Hero to literally have a world of their own. The Pocket Reality is attached to the Hero in some way (unless taken as a piece of Equipment); and the hero can control who or what enters the Pocket Reality. The size of the Pocket Reality is dependent on the Intensity of the power; see the Range Table for more details. Also, the Pocket Reality can generally only support life for a number of people equal to its intensity (not including the hero who has it). The pocket Reality is not necessarily an actual separate dimension, it could be a dimensionally collapsed part of the Hero’s own body or it could actually disintegrate the targets and put them into cyberspace.
Unless the Hero’s stunts say otherwise, the actual world of the pocket reality is a void, but one which sustains all life within it as though they had Life Support of an intensity equal to the Pocket Reality’s intensity.
Generally, objects of any size can be transported to the Pocket reality itself, but they must be able to fit first. To voluntarily move from where the Hero is to the Pocket Reality, the person or thing must be touching the hero. If the hero wishes to force someone to enter the Pocket Reality, they have to touch the target, which is an easy Agility feat. Then they must make an action to draw them in. To leave the Pocket Reality, the victim should make an Endurance feat. The Hero can remove anyone from the Pocket Reality if they choose.
  • Teleportation: The Hero gains Teleportation by moving through his own pocket reality.
  • Emotion Control: The Hero can use Emotion Control on anyone in the Pocket Reality
  • Life Support: The Hero gains Life Support
  • Telepresence: The Hero can send an illusory representative of himself into the Pocket Reality.
  • Vortex: The Hero can attempt to suck someone in firing distance into the Pocket Reality. It’s resisted by their strength, usually.
  • Implosion: By pushing this power to the limit, the Hero can suck everything and everyone in firing distance into the pocket reality.
49-50​
InvocationThe Mage has the ability to invoke the spells of past, ancient Magi at Spell rank. Usually the spell is named after the ancient Wizard. The following are examples of possible spells the Mage can cast..
  • Dakimh's Magic Missiles
  • The Ancient One's Spell of Silence
  • The Gateway of Agatha Harkness
  • etc
    Note: The Mage has an unlimited array of possibilities for Spells of Invocation.
51-52​
ItemThe Mage can create a Magical object of any kind at Spell rank and keeps it in his/her possession or protection. The item's Material strength and Power is equal to this Magic's Spell rank.
53-54​
Life Protection*The Mage can totally protect the life of him/herself. When affected by this Spell he/she ignores all Kill results.
55-57​
Magic Absorption*The Mage has the ability to acquire the magical powers and abilities of other Magi at Spell rank. The Mage must touch the target in order to gain these abilities, and the target may make a Psyche or Endurance FEAT to avoid the effect. (See the Power Absorption power in the APB p.79 for more details on this power in its unmagical nature).
58-59​
Magic ControlManipulate, magnify/reduce or negate magic
60-61​
Magic CreationInvest beings with new magical powers.
62-63​
Magic DominationA form of Mind Control that forces other Mages to cast magic spells the way the holder of this power wants it.
64-65​
Magic TransferalTransfer Magical Power to a person in contact (or at -1CS / 10feet distance) The mages own rank drops by the transferred amount. A Green Reason FEAT means the duration is 100* the combined reason of target and mage, yellow means 10000* and red means permanent
66-67​
Magic VampirismDrain magical powers from objects or drain living Magic from a living being
68-69​
NecromancyThe Mage can cast spells that deal with utilizing energies of the dead at Spell rank.
70-71​
PhantasmalThe Mage can create realistic simulations of spirit matter at Spell rank. All simulations are of Spell rank Strength, Endurance, Material or Power, and attain all the other attributes of the Mage. The duration of the Phantasmal determines the intensity of the Spell FEAT.
72-73​
Power SimulationMagical version of a normal power. (roll again)
74-75​
Reality AlterationReshape time, choose one of the following:
  • Alter Future: up to power rank in turn, the harder the higher the feat
  • Alter Present: create some sort of pocket-dimension with a number of people equal to his rank. Green feat for small alterations, etc. Duration, green reason feat gives 2 hours * reason rank, yellow=1 day * Reason rank, red=10 days * Reason rank (permanent at judge discretion)
76-77​
Spirit EvictionThe Mage has the magical ability to force a spirit from its body at Spell rank. The Mage then can absorb the flesh of the abandoned body. If for some reason the spirit Eviction is halted, the Mage can control the subconscious mind of the victim later at Spell rank. Furthermore, if the target has formerly encountered this Spell, he/she gets to make a Psyche FEAT to avoid the effects of the Eviction.
78-79​
Spirit VampirismDrain Intuition and Psyche to increase Strength, Endurance, Psyche and powers
80-81​
Sympathetic MagicPowers work through some sort of Effigy, sticking pins in it hurts the character.
82-83​
Techno-MagicThe Mage has the unique ability to combine Science and Magic. The Spell rank of this Magic Power is added to that of the Mage's Reason, Intuition, Psyche, and other Spell ranks when dealing with research, inventions, Science skills and spells of Techno-Magic. This is a Science. When generating the Character, the Player must have at least one Science talent rolled or he/she gets to choose one automatically.
84-85​
ThaumaturgyThe Mage can cast spells that capture and confine others, rather than harm at Spell rank. The following are spells the Mage can cast:
  • Bands
  • Net
  • Trap
  • Wave
  • etc.
86-87​
WardingCreate wards that have up to rank number of power rank intensity powers to go of when certain conditions are met.
88-89​
Witchery*The mage can cast spells that only affect others individually at Spell rank. The following are spells the Mage can cast:
  • Density Control-Others
  • Curse
  • Growing-Others
  • Healing-Others
  • Invisibility-Others
  • Shrinking-Others
  • etc.
90-95​
WildThe Mage can cast spells that manifest distorted, but yet potent effects of a chaotic nature at Spell rank. Judge determines the chaotic nature of each Spell that is cast.
Note: Wild Magic is not Chaos Magic.
96-00​
Probability ControlLike is says, folks; this power allows one to tinker with probability itself in strange and wonderful ways.
https://www.classicmarvelforever.com/cms/ultimate-talents-list.html#Mystic
(71-74) Mystic and Mental Skills
01-08BibliophileThe character has an extensive knowledge of magical books, scrolls, or other primarily informational items, and the lore concerning them. He has a +2CS when using or researching these.
09-16DemonologistThe character has studied accounts of demons in the Marvel Universe and he knows how dangerous and hostile they are. The character receives a +1CS in any situation involving demons, including research, communication, identification and combat.
17-24Mesmerism and HypnosisThis talent is a primitive form of Mind Control at the Power rank number equal to the Reason of the character with this Talent. Information can be gained as per a Mental Probe, and posthypnotic suggestions may be implanted within the victim's mind. Any attempt to force an individual to do something that he would not normally do, or divulge information that he would not normally reveal, will cause the hypnotism to break. A hypnotic command fades in 1-10 hours after it is given.
25-32Mystic BackgroundThis "Talent" shows that the character has some background with magical forces. A character with this Talent may have Magical Powers, with the approval of the Judge.
33-40Occult LoreThe character has made extensive studies into the area of occult happenings, including: unexplained events and mysteries of the world, hauntings, and other manifestations of the spirit world. He has a +2CS when researching or dealing with occult events.
41-48Resist DominationThis permits the character to resist mental attacks as if the character had a mental power of Psyche +1CS.
Ritual MagicsReason FEAT to perform magical ceromonies. To do this you need knowledge of the ceremony (usually from a book), equiptment, and time. Time is 1d20 times 2 = rounds of spellcasting needed.
49-56RunesmithThe character is a transcriber and translator of runes, especially ancient, magical runes. The character has a +2CS whenever studying, deciphering, or inscribing runes.
57-65Scholar of AntiquitiesThe character has an extensive knowledge of antiques, especially ancient magical artifacts and lore concerning them. He gains a +2CS when dealing with them
66-74Sleight of HandThe character with this Talent may palm small items, making them appear or disappear with Agility +1CS ability.
75-83TheogonyThe character has a +2CS when researching information on the powerful extradimensional beings and gods of the Marvel
84-92TranceThe character may place himself into a trance. While in a trance the character slows his body functions to such a level that he may be assumed to be deceased. A character in a trance reduces needs for food and water to a minimal level, and may regain Endurance ranks at one rank per day.
93-00Zoologist of MagicAllows a +1CS when attempting to identify magical creatures and their powers.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#PowerControl
Power Control
01-04​
AssimilationThe PC has an extraordinary ability to copy genetic structures of the superhuman at Power rank and range. The intensity of this Power determines how well the PC can use the duplicated Powers and talents, and how many powers and talents at once he/she can use. Should the Player decide to limit the range by touch, he/she can raise this power rank a +1CS. The range is of this power is found under column B of the Range Table. The PC can assimilate a maximum number of powers. The Player must make a Red Power FEAT at the time chosen, then the number of targets the PC can copy at one time is determined by the maximum rank number (rounded off by tens) and/10. IE: Xerox has the Assimilation power at a power rank of Monstrous (the maximum rank number rounded off to tens is 80). Therefore at a maximum ability, he can copy 8 powers and talents at once.
05-08​
Avatar*The PC automatically is given the bonus Power of an Alter Ego of a Diety. This Alter Ego is an Avatar of another Diety or conglomeration of many Diety's abilities. Therefore, all source of powers of the PC are derived from the Avatar. Any previously generated powers are automatically now a portion of the Avatar's powers. When creating the character, the Player follows the rules for creation of a diety combing all previously generations into one. The player must work with a Judge and design the statistics of the Avatar, which he/she has chosen or imagined.
Note: This is a Godly Power.
09-12​
Base*The PC has a mental link with every portion of his/her base at power rank. The Base moves and shapechanges upon the merest commands of the PC. The Base can also develop both offensive and defensive gadgets, powers and abilities at Power rank.
13-16​
Control*
  • Manipulation: Change directions by a Green FEAT, alter effects on a Yellow and completely alter a power with a red.
  • Magnification/Reduction: increase or decrease by this power rank.
  • Negation: negate at a successful feat. Indirect control can be dodged.
17-20​
Cosmic Host*The PC is linked mentally with a cosmic entity. When the Player chooses this power, he/she must set aside all previously generated powers, or choose another power. The entity is a separate persona that is a part of the PC, which thrives on his/her emotions. When a certain emotion chosen by the Player and accepted by the Judge is displayed, the PC's persona reverts into the entity's persona. When generating this power, the Player may choose 3 primary abilities to be enhanced a +3CS, and 1 primary ability at a +6CS. All remaining powers generated, automatically are raised a +3CS. All primary abilities have a limit of (Unearthly) except 1 primary ability. All powers also are limited to (Unearthly). Should the PC reach this limit or beyond it, Player must then retire for the True persona of the entity has taken over and becomes an NPC now. This is a delicate and powerful ability, which must be periodically maintained, and reviewed with the Judge.
Note: This is a Cosmic Power.
21-24​
DanceThe PC's powers are generated by a Dance, which he/she performs. When generating the character, the Play may opt to choose any number of the previously generated powers and combine them in the Dance. The character's powers involved with the Dance automatically receive a bonus of a +1CS.
25-28​
Hyper-Power*The PC has a psychological stimulus that increases his/her FASE or RIP to a +1CS when in effect. When creating the character, the Player must come up with a psychological stimulus, and choose which group of ability stats that he/she wants the PC to have enhanced when in contact of the stimuli. IE: Moonknight's FASE ability ranks are enhanced during a full moon.
29-32​
Investment*The PC can invest a chosen target with powers at Power Rank. The Player must make a Power FEAT, to determine the duration of the bestowed powers. The following is a list of intensity FEATs and the duration:
  • Green: 1d10 hrs.
  • Yellow: 1day
  • Red: Permanent
    Note: Should the PC decide to invest a target with permanent powers, he/she must also spend an additional amount of Karma 5 times the Power rank number.
33-36​
Multi-TaskingThe PC has the unique ability to basically use any two powers at once. Player gets to generate one more additional power. He/she may opt to discard this power and choose another.
37-40​
Omniversal**The PC has an extraordinary ability to use any power at Power rank and range. All previously generated powers must be discarded when this power is chosen. The PC however must still make a Power FEAT in order to use a chosen power. Should the PC fail his/her FEAT, then he/she must make another FEAT on a different chosen power. Moreover, any power that the PC was not able use, cannot then be used until the following day.
Note: This is an Omni Power.
41-44​
Power Absorption*The PC can absorb the superhuman powers of his/her victims at Power rank.
45-48​
Power Creation*Create up to power rank power at -3CS (not on himself) duration is 1 day times the creators Reason on a green FEAT, yellow gives 10 days times Reason and red gives permanently.
49-52​
Power DominationSome sort of domination the character can control the use of powers, it's a FEAT of power rank vs. Psyche.
53-56​
Power DuplicationThis is the only power a character can have, he duplicates any one power at a time at his own power rank, a green FEAT enables him to store the knowledge of the power for future use, otherwise he must be within 10 feet of the power used. The other powers rolled when the character was created are powers, which he previously encountered.
57-60​
Energy SourceThe hero draws his power from an outside source. (you may roll another power)
61-64​
Energy Source CreationThe character can create objects that can hold powers and that are released on special circumstances. The item for instance can act as another characters power source.
65-68​
Power FocusChannel all his power ranks and ability ranks in 1 ability or power burst. They are all totaled together in one massive outburst, afterwards all ranks drop to Feeble. This power rank number is the number of points the character can regain each turn.
69-72​
Power GestaltA power created when two characters touch
73-76​
NemesisReplaces all other powers. In 2 round the characters can develop a counter-power vs. his adversary or up to a +1CS version of the adversary’s own power. The nemesis power can cope with only 1 person at a time.
77-80​
Power TransferalTransfer a part of your powers to another
81-84​
Power VampirismDrain powers as vampirism
85-88​
Residual AbsorptionDuplicate a power by absorbing leftover traces. green FEAT gives a duration of reason x 100 turns, yellow: reason x 10.000 turns, red: permanent.
89-91​
ScreamThe PC can emit a Scream that is the source and focus of his/her powers. The Player may opt to choose this power or another. The rank of the power caused by the scream is equal to the original power rank of the power, plus the rank of this power. Should the Player decide to keep this power, he/she may opt to choose an additional power.
92-94​
SelectionOnly one of the characters powers can be used at a time (roll another power).
95-97​
Weakness CreationBestow a character with a weakness with a duration of 10 turns x reason when a green FEAT is made, 1000 x when yellow, 10.000 x when red.
98-00​
Imbuing*The character with this power has the ability to charge an object or person with raw power. How that power is released is dependent on which form of the power the player rolls.
01-70 Objects only
71-95 Beings only
96-00 Objects and Beings
  • Objects only: The character may take power from an extra-dimensional or cosmic source and imbue it into an item. These items may inflict power rank damage if thrown. Optionally, the Judge may determine that the size of the object may affect the damage done with larger objects gaining a +1CS and smaller object inflicting -1CS. It may also be stated that for every additional round that the character spends imbuing the item, the damage may be increased by +1CS, with a maximum of +3CS. If the item is not released before the beginning of the fourth round, the energy becomes internalized and the character takes damage equal to his power plus +3CS.
  • Beings only: The character with this form of the power may grant superhuman abilities to ordinary beings. Powers granted may not exceed this power rank. When granting powers to others, a power FEAT roll must be made. On a White result, powers granted are at a -3CS to this power rank; on a Green result, powers are granted at power rank intensity but are determined randomly; On a Yellow, the powers may be chosen; and on a Red FEAT, the powers are granted permanently.
  • Objects and Beings: POOF! You're Galactus!
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterControl
Matter Control Powers
01-04​
AnimationThe PC can cause inanimate figures made of any substance to grow or shrink, and to become animated. The PC can also mentally command the now animated figure to do any thing he/she desires. The PC can cause the figure to grow up to a height equal to its current size times the Power rank number *5 feet, and shrink to its normal size divided by the Power rank number *5 centimeters. Each figure when animated develops a bond with the PC. Both the PC and the animated figure can now and then communicate telepathically.
05-08​
BondingBonding on molecular level, first turn Fe and +1CS each turn until power rank is reached
09-16​
CollectionCollect matter from your surrounding for instance salt from the sea, this can also affect phasing or ethereal targets if the user remains concentrating.
17-24​
CrystallizationTo affect a moving target agility FEAT, victims may resist as normal. Target (living or non-living) is transformed in gem-like substance with power-rank material strength for 1 min/power rank. If a living being is shattered he remains crystallized until he is somehow reassembled
25-32​
Diminution
33-40​
DisruptionMaterial strength determines FEAT, living targets may resist as energy attack
41-44​
Enlargement
45-48​
Extradimensional Matter Control*(See Above under Extradimensional Energy in the Energy Control section for more information regarding this special Power).
49-52​
Extraterrestrial Matter Control*(See Above under Extraterrestrial Energy in the Energy Control section for more information regarding this special Power).
Note: This is a Cosmic Power
53-56​
GeoforceLocate earth-related things, create volcanoes, earthquakes etc.
  • Earth Control: This power is basically unchanged from its description on p. 73-74, Player’s Book. It is possible to levitate or throw earth with this power, both considered separate power stunts. A character could, thus, learn to fly about on a hunk of rock.
  • Earth Animation. The character can create a semi-living creature of earth. It remains in existence for power rank turns, or until dispelled or destroyed. An earth elemental has only FASE scores. To determine their ranks, double Earth Control power rank and divide among FASE as desired. The elemental has Body Armor equal to power rank.
57-64​
Matter AnimationAlter flow of raw material air, liquid or solid
  • Air Control: This power is basically unchanged. Note that according to its description, p. 74, Player's Book, air control begins with four power stunts. A vengeful Judge might want to amend that. An additional stunt is:
  • Air Animation. The character can create a semi-living creature of air that resembles a swirling whirlwind. It remains in existence for power rank turns, or until dispelled or destroyed. An air elemental has only FASE scores. To determine their ranks, double Air Control power rank and divide among FASE as desired. The elemental flies at speed rank equal to its Agility.
  • Cold Control: by decreasing air pressure in an area, the Hero gains cold control
65-70​
Machine Animationvs. machines 'Psyche' which is zero when non-sentient, machine can move at rank -2CS
71-74​
Matter Teleportation*(The PC can either teleport an object to or from his/her vicinity. The amount of mass the PC can teleport is equal to the Power rank number in tons / PC's Health rounded. When the PC brings items to him/her, he/she does not create them but only seizes existing ones.
75-79​
Micro-EnvironmentIn a close sphere around the hero there's fresh air, normal temp etc. this protects against acid rain, extreme temp gasses etc.
80-86​
Moldingshape solid material
87-90​
Warping*The PC can alter the Material Strength of matter by a +/- 2CS, Shapeshift it at Power rank, and manipulate it as if he had Power rank Telekinesis.
91-95​
Weather Control
96-00​
Zombie AnimationPhysical abilities at -3CS power rank, mental abilities are zero, health as power rank up to psyche rank zombies can be controlled, they are immune to psionics or mental powers, disease, poisons, pheromones, hard radiation and sonics.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterConversion
Matter Conversion Powers
01-10​
ColorationChange colors, this power can equal -2CS shadowcasting, shadowshaping, heat emission, force-field vs. heat
11-20​
CombustionSpontaneous combustion in 1-10 turns, power rank damage
21-30​
DisintegrationThis is an especially brutal power that the Judge may wish to allow only with restrictions. This is great power for a master villain, but not a very good one for most heroes. Use of Disintegration, which normally has no range, is simple. After an Agility FEAT to hit, the character makes a Disintegration FEAT versus either Endurance, protective power rank, or Material Strength, whichever is hardest. If successful, the target is destroyed entirely. If the FEAT fails, the target still suffers power rank damage. Against non-living targets, Disintegration will only affect an amount of weight up to what could be lifted using power rank as Strength.
  • Reintegration. The character can reintegrate anything she has disintegrated, restoring the target to its pre-disintegration condition.
31-40​
Elemental ConversionConvert matters into a specific element, each pound created costs 1 health. converting a living being results in the being placed in stasis, if only part is conversed, use your imagination what happens further, probably a kill result
41-50​
IonizationTarget emits electricity at -1CS power rank, effects are as -2CS disintegration, -2CS Feat or become temporarily ethereal
51-60​
Molecular ConversionSame as elemental conversion but this power can be used to form compounds in stead of just 1 element.
61-70​
Projective SizingThe PC can alter the size of any inorganic matter he/she touches. He/she can either cause a Shrink or Growth of the matter at Power rank (See the Diminution and Enlargement Tables in the UPB). Any AI target, such as a robot, may make a Material strength FEAT roll against the Power to avoid its effects.
71-85​
Transmutation*The PC has the Power rank ability to rearrange atoms and molecules in both inorganic and organic matter. He/she can change an object’s or creature's shape, IE: turns a man into a mouse. At a high rank, the PC even has the ability to change subatomic particles, IE: turns water into glue.
86-00​
Weight ManipulationThe PC can alter the mass of inorganic or organic matter, by either increasing or decreasing the weight of the target. The amount of increase is equal to the weight of the target plus the Power rank number times 10. The amount of decrease is equal to the weight of the target minus the Power rank divide by 10. If the PC is concentrating The following are possible stunts:
  • Attack target unarmed with Power rank damage.
  • Flight at Power rank.
  • Alter the speed of a target.
  • Attack with Power rank attacks.
  • Immovability at Power rank.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterCreation
Matter Creation Powers
01-10​
Artifact CreationCreate desired objects out of nothing, each pound costs 1 health, the character must have detailed knowledge of the designs he wants to create.
11-20​
Chemical CreationThe PC can create a Chemical out of the molecules and particles in the air at Power rank. The PC does this by secreting chemicals out of his body and using a limited Molecular Conversion he/she can make a liquid compound from water to acid. The Power rank determines how dense or how acidity the intensity of the Chemical is. The following are some chemicals that can be created:
  • water
  • battery acid
  • citric acid
  • dish soap
  • gasoline
  • turpentine
  • ammonia
  • etc.
    The PC can create in one turn the number of fluid ounces equal to the power rank number. The mass quantity and duration of the Chemical is determined at the time of its creation.
  • A Green FEAT gives the Chemical a low mass quantity and a duration of 1d10 turns.
  • A Yellow FEAT raises the mass quantity to a good stability and a longer duration of 100 times 1d10.
  • A Red FEAT makes the mass quantity of the Chemical a very high stability and duration of 1000 times 1d10.
    Each ounce of Chemical created costs one point of the PC's Health temporarily.
21-26​
Elemental CreationSame as Conversion except the element is created out of nothing. This gives nearly unlimited possibilities.
27-30​
Hyper-Dimensional PocketThe PC can create and open a small dimensional pocket out of the fabric of Space where he/she can store things and pull them out whenever desired. The Power rank determines the size of the opening equal to the number of inches per square foot. Thus, a Poor Hyper-Dimensional Pocket's opening would be 4 square inches.
31-39​
Lifeform CreationMaximum number of ounces equals the power rank number. A green reason FEAT gives a lifetime of 100* reason, yellow gives 10.000*, red is permanent. The hero must have detailed knowledge of the organism to create.
40-52​
Mechanical CreationCreate machines, duration as above
53-60​
Molecular CreationSame as conversion except again out of nothing.
61-65​
Nexus Creation*The PC can create and open out of the fabric of Space a Nexus to another reality of Power rank effectiveness. A Power FEAT determines the duration of the rip in Space when it's created.
  • Green FEAT will last for 1d10 turns.
  • Yellow FEAT will last for 1d100 turns.
  • Red FEAT will last for 1d100*2 turns.
66-76​
Projectile CreationStunning of power rank or combined with other powers the player has like power negation/control or induced teleportation. The PC can create a Projectile of any kind with an unusual Power effect. The following are Projectiles that can be made:
  • dart
  • arrow
  • boomerang
  • missile
  • ball
  • paper airplane
  • etc.
77-85​
SprayDoes Feeble damage and visibility is -2CS, combined with other powers for instance freeze cloud when the character also has cold emission.
86-90​
Undead Creation*(This is similar to Lifeform Creation, yet the Lifeform is Undead). The character can create a zombie-like creature from a corpse or skeleton at Power rank.. Its Reason, Intuition and PsycheC scores are all Shift-0. Unless commanded, it does nothing. FASE scores are as follows, based on the original creature’s ability scores: F -2CS, A -2CS, S +1CS, E +2CS. No ability score will be reduced below Feeble.
91-00​
WebcastingPower rank strength upon hardening, can also be combined for instance with spirit storage to capture disembodied spirits. Power Stunts possible include:
  • Stunt—Web Chute: The Hero can make a Parachute out of webbing.
  • Containers: The Hero can make a variety of containers such as backpacks, bags, pouches, patches for torn costumes, etc.
  • Fireproof: The Hero's webbing is Resistant to fire.
  • Gloves: The Hero may make gloves or kneepads or other small protective devices out of webbing to avoid damage from touching or bumping into things. Not that the Hero is clumsy, but this stunt protects them from damage caused by them hitting especially hard, sharp, hot, cold or otherwise dangerous objects.
  • Stingers: Instead of soft webbing, the Hero can shoot stingers made of web material which acts like a Stun Blast if the stingers impact with a target's nerves. This stunt is one degree more difficult due to the precision required.
  • Impact Webbing: Instead of a steam of webbing, Impact Webbing are little web-balls that expand and Ensnare shortly after contact. Impact Webbing is automatically one degree easier to hit targets with, but Ensnares as a Contingent Action
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MentalEnhancements
Mental Enhancements
01-02​
Astral ProjectionThis power is basically the same as described on pp. 84-85, Player’s Book, with two exceptions. First, range is always based on the power rank as determined on p. 16, Player’s Book. Increased range can be bought as a bonus. Second, Dimension travel is not an automatic ability; it must be acquired as a power stunt. Character’s with Astral Projection of Remarkable or greater rank do not have to worry about their astral forms not being to find the ways back to their bodies. This permits some power stunts:
  • Astral Detection. The character can automatically “see” astral creatures or projections even while not in astral form herself.
  • Dimensional Travel. The character can astrally project across dimensional barriers, as if she had the Dimension Travel power.
  • Passengers. The character can transport a number of people equal to or less than 1/10th her power rank, taking them along in astral form as well. If the character is lost, her passengers become lost also.
  • Affect Normal World. The character can use a single mental or magical power to affect the material world while she is in astral form. Each different power usable in this fashion is a separate power stunt. Power rank is always reduced by -2CS. Furthermore, the character must make a Psyche FEAT against the unmodified power rank intensity or suffer the unmodified power rank in damage to Mental Health. For example, Astral Al has Emotion Control of Amazing rank. While in astral form, he attempts to cause fear in a foe. His Emotion Control affects the foe at Remarkable rank. Astral Al must also make a Psyche FEAT against Amazing intensity or suffer 50 points of damage to his Mental Health.
03​
Aura*The PC has an Aura of Divinity of Power rank. All other characters in the same area must roll a Psyche FEAT against this Power's roll, or they will feel a strong intimidation and are awestruck. This means they will lose initiative, and one attack. This roll must be made each round. A second Psyche FEAT roll is made by all other characters in the same area to see if they are fully under the PC's Power. All other characters that are influenced by this Power, automatically will become followers; they will follow the PC and perform anything he/she wishes. The PC can not ask anything. Character has a Power of Command every 3 rounds. This is a simple, attention drawing command like; "stop," "look," "no," "duck/look out," "unhand her, "give it to me," and so on. Everyone in sound of the PC's voice must make a Red Psyche FEAT, or lose one action in the process of obeying the command. Followers gain a bonus of;
  • +1 to Initiative;
  • +1CS to Fighting in a strike;
  • +1CS to Agility in a Block, Evade or Dodge;
  • and one additional attack when they are commanded to do something, like; "get him," "take him," etc.

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

    When creating the character at start, Player can either raise this Power's rank to +1CS of PC's Psyche if roll is lower, or if roll is higher, Player can raise his/her Psyche to a -1CS of this Power's rank number.
04​
Aura AlterationThe PC can alter the appearance of his Aura with a limited Illusion at Power rank. This means the PC can hide his true nature with a Power FEAT. Anyone with a mental power can avoid this Illusion by making a Red Psyche FEAT. If any other character makes the FEAT, they see the PC as he/she is. Any who're affected by this Illusion will see a different character. Any other Player using the Aura Perception Power and fails, Player can hand that other Player a fake or made up Character Sheet of his/her character.
05-06​
Bio-Manipulation*The PC can mentally manipulate biological functions or conditions in others at Power rank. There are 5 types of Bio-Manipulation effects.
  • Blindness
  • Deafness
  • Mute
  • Pain
  • Tissue Manipulation-This can cause a variety of effects:
  • Cold or Hot
  • Rash
  • itch
  • etc.
07-08​
ClairaudienceHear distant sounds, -1CS resistance vs. sonics
09-10​
ClairvoyanceSee distant sights
11-12​
Communicate with...Communicate with...
01-25 Animals
26-50 Cybernetics
51-75 Inorganics
76-00 Plants
13-14​
Cosmic AwarenessAutomatically detect CL1000 or better ability, +1CS attacks by detecting weak spots, discover information about things in the entire universe, when used more than 5 times make a secret reason FEAT vs. going insane temporarily
15-16​
Cyber TransmissionThe character must be able to access the computer by touch. By making a power FEAT against an intensity equal to the computer’s highest rank, the character gains access to the information stored on the computer. She may attempt to reprogram the computer. Each new command to be programmed requires a separate FEAT roll after access is acquired. If trying to reprogram a sentient computer or robot, this FEAT is always against Reason or Psyche intensity, whichever is higher.
  • Haywire. By accessing a computer, the character can cause it (and any systems it controls) to do unpredictable things for 1-10 turns. She has no control over the computer or its systems.
  • Machine Animation. Once linked, the character can control mechanical systems controlled by the computer, causing them to perform in whatever ways are within their capacity.
  • Mechanical Link. This power can be used on any machine. This enables the character to control mechanical systems even if no computer is present.
  • Cyberspace: like Astral Travel, the hero’s mind leaves their body and goes into cyberspace. This will work on any computer, but if the hero enters one that is not designed with 3D graphics capabilities, the cyberspace is abstract and may be a little disorienting unless the Hero has related skills. Specifically, this stunt can be used in conjunction with Bionics, Computers, Electronics, Robotics, Spacecraft, Time Machinery and Weapons Systems to attempt to control those devices.
  • Cyberspace with proper 3d graphics and a connection to the Internet can be "hacked" into, and the Hero may gain access to files. How, and how easily they can is dependent on the system.
  • Cyber Telepathy: The once Linked the Hero may communicate with the computer just by thinking.
  • System Adaptation: The Hero can easily adapt their knowledge and skills from one system to the next. They automatically get no penalties from using systems that are unfamiliar to them, unless the systems are totally alien to them. This can work beyond computing systems to any complex system.
  • Magitech: This power may be used on magical technological devices like the Glamour Machine, Thor's Hammer, Mjolnir, and other sufficiently complex enchanted items.
17-18​
Dream Control*The PC can mentally control the surrounding area of the Dreamscape with a limited form of Reality Manipulation at Power rank. (See the Reality Alteration Power, but within the scope of the Dreamscape). The PC automatically gains Dream Travel at Power rank.
18-19​
Danger SenseThis is a reworked version of Combat Sense, p. 72, Player’s Book. A character with Danger Sense can become aware of imminent danger. When in a situation where some person, item, or presence poses an immediate threat, make a Danger Sense FEAT roll which warns up to power rank second before danger. FEAT intensity is determined below:
  • Critical Threat (superior foe, imminent death) = Typical
  • Major Threat (equal foe, imminent serious damage) = Excellent
  • Minor Threat (lesser foe, imminent minor damage) = Incredible
If the Danger Sense FEAT is successful, the character becomes aware of the threat and will not be surprised the turn it actually occurs. In combat, Danger Sense power rank can substitute for
  • Intuition for surprise and initiative,
  • Fighting for blocking
  • Agility for dodging
  • Strength for escaping.
    Minimum rank is equal to Intuition.
20-21​
Dream TravelThe Hero can enter a surreal realm of dreams when they go to sleep, as opposed to "just a dream". The basic form of this power acts as a sort of resistance to mental controls, detection and damage while the hero is asleep. If the Judge has the old Realms Of Magic books, the Judge may decide that the Dream Realm is the one that Nightmare rules. Otherwise, the Dream Realm doesn't have a particular ruler.
  • Other’s dreams: The Hero may enter other people’s dreams in order to communicate or in an attempt to control the dream itself.
  • Telepresence: The Hero’s "dream-self" may leave their body, and appear to other characters. The Dream-self can see and hear things, but cannot interact with them. Unlike with ESP, the Dream-self can be seen by other characters.
  • Precognition: The Hero gains precognition.
  • Detection: The Hero may attempt to detect the exact position of people he has previously visited.
  • Detection Resistance: The Hero may resist attempts to find them by psychic, dream traveling or other metaphysical means.
  • Astral Travel: The Hero may enter the Astral Plane using Dream Travel.
22-23​
Edetic MemoryThe PC has a Total Memory of numbers, codes, and mathematical problems and answers. The PC can remember, calculate and read anything that's mathematical or encrypted at Power Rank plus his/her Reason rank.
24-25​
ElectrokinesisThe PC can create and control existing electricity by force of will and molecular agitation at Power rank. This Power works like Electrical Generation. (See Electrical Generation in the Energy Control section).
26-28​
Empathic TransmissionThe PC can project false emotions into others at Power rank. By making a Red Psyche FEAT, he/she can affect more than one person at a time at a -1CS. The duration of the set emotion depends on what FEAT is made.
  • Red FEAT-emotions will last 1d100 rounds.
  • Yellow FEAT- emotions will last1d10 rounds.
  • Green FEAT-emotions will last a round.
    The target has one chance to resist the effects, by making a Psyche FEAT against the PC's Psyche FEAT. This Power is somewhat similar to the Pheromones. (See Pheromones in the Physical enhancement section).
29-30​
Empathic Vampirism*The PC feeds off of the victim’s emotions at Power rank. The victim appears as if he/she has a heart attack or some other type of physical pain. Each time he/she feeds, the victim's abilities are -1CS for 1d10 turns. If he/she feeds with intent to kill, the victim's Endurance drops a -1CS per round, until it reaches Shift-0 at which point the victim dies.
31-32​
EmpathyDetect surface emotions or send empathic messages
33-34​
Free Spirit*The character can survive the death of his physical body and live outside of it, he can share bonds with another host body (or posses it with the possession power), physical powers he possesses are then given to the bonded person.
35-36​
Hallucinations*Illusions directly inside a persons mind
37-38​
HydrokinesisThe PC can create and manipulate water by force of will and molecular agitation at Power rank. This Power works like Water Animation. (See Water Animation in the Matter Control section).
39-40​
Hyper-IntelligenceAdd this power rank to Intuition or reason
41-42​
Hyper-InventionReason increased for invention purposes
43-44​
Incarnation AwarenessThe hero can contact his previous incarnations and ask them to perform deeds that will help him later on. This requires a FEAT with a -1CS penalty for each generation of incarnation.
45-46​
Iron WillThis power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real. The hero can control when to release.
47-48​
Linguistics
49-50​
Memory AlterationThe PC can alter another person's memory at Power rank. He/she does this by either implanting new memories or erasing existing ones. The PC must first make a Psyche FEAT, before he/she can be affected by this Power.
51-52​
Mental DuplicationDuplicate a target’s brain inside a part of your own brain to for instance learn secrets. The captured brain can try to take over on a Psyche -3CS roll
53-54​
Mental GestaltThe PC has an intellect that composes two or more relatively merged minds to form a collective powerful being of minds. When creating the PC, the Player has to create more different character's minds. The Gestalt PC may resemble a blending of personalities from each of the merged characters, or have completely different personalities all together. All selves are required to form the Mental Gestalt.
55-56​
Mental Invisibility
57-58​
Mental Probe
59-60​
Mind BlastPower rank damage and Psyche FEAT vs. intensity or KO for 1-10 rounds.
61-62​
Mind DrainReduce Reason and Intuition by power rank, if at Shift-0 loss is permanent. Target may resist with Psyche FEAT, if successful the target is immune for 24 hours, but if a second FEAT fails the victims Psyche is also reduced by 1CS for 24 hours,
63-64​
Omniscience**The PC is ultimately in touch with the Universe. This Power is automatically CL1000. The PC has control of all Detection Powers, and Mental Powers regarding insight.
Note: this is an Omni Power. A definite must for Judge intervention.
65-66​
Photographic ReflexesThe PC can perform any action he/she has seen at Power rank. All FEATS requiring Agility or Fighting done in the presence of the PC, are recorded and photographically etched into his/her mind. The PC must make a Power FEAT first, and then he /she can perform those same FEATS without expenditure of Karma. The PC however, must study the target for 3 rounds. The target when confronted by the PC receives a special ill fortune of dropping his/her Fighting and Agility to a -2CS. The PC also retains the same Talents that the victim has.
67-68​
Photographic MemoryThe PC can remember anything he/she has seen before at Power rank. This Power is similar to Total Memory, except that the PC cannot remember anything he/she's heard only what he/she's seen. Like the latter Power, Player will need paper to write down everything he/she's witnessed.
69-70​
PostcognitionSee in the past for a number of weeks equal to power rank number.
  • Green FEAT gives impressions
  • Yellow gives general information
  • Red gives information that the subject may not have been aware of.
71-72​
Precognitionthe functioning of this power is entirely up to the judge
73​
Psionic VampirismDrain Reason, Intuition and mental powers (see vampirism).
74​
Psychic SolidificationThe PC can mold and shape psychic energy into solid constructions of Power rank. Anyone touches this energy will suffer a limited Psyche drain permanently. Furthermore, the victim must also roll on Endurance, or is knocked out for 1d10 rounds. Any weapon created does specific damage only.
75​
PsychokinesisThe PC can control and manipulate materials by force of will at Power rank and range. The Power rank determines what Material Strength he/she can control. The PC can cause material to entangle someone at Power rank ability and range. Treat this entangle as a Wrestling hold of Materials Strength rank.
76​
Psychometry
77​
Purge*The PC has an ability to purge and cleanse his/her body of drugs, disease, toxins, etc. at Power rank. The PC must first make a Psyche FEAT, if he/she fails then an Endurance FEAT must be made.
78​
PyrokinesisThe PC can create and manipulate fire and flames by force of will and molecular agitation at Power rank. This Power works like Fire Control. (See Fire Control in the Energy Control section).
79​
Remote Sensingenhance the range of any sense
80​
Sensory LinkSee/hear etc. through another being.
81​
Serial ImmortalityWhen the character dies he is reborn either as baby, new complete body, premade clone, recently deceased other being or even a living being (psyche feat to resist).
82​
Speechthrowing
83​
TelekinesisPower rank is equivalent to strength As a power stunts the character can:
  • Telekinetic Armor: The Hero can boost their strength by half the intensity of Telekinesis for combat purposes.
84​
Telelocation
85​
TelepathyCommunicate on a mind-to-mind basis, unwilling targets require a power FEAT vs. Psyche.
86​
Total MemoryTotal recall
87​
True CharismaThe PC automatically has Enhanced Beauty at Power rank. the PC has a surrounding Charismatic aura that emanates. With this Power, the PC can cause one of the three responses:
  • Friendship/Trust
  • Power/Fear
  • Deception/Lie
88​
PsychoblastThe character with this power has the ability to send out a wave of psionic force that fires all the brain's synapses at once and short circuits the consciousness of the target. The target may make an Endurance or Psyche FEAT (whichever is lower) to resist the effect. If the target fails this roll, they are Stunned for 1-10 rounds. However, even if they succeed at this roll, this is such a devastating attack that the target is still at a -1CS on all actions for the next 1-2 rounds (Judge's discretion). In some instances of this power, a successful Psyche FEAT by the target will trigger a psychic feedback that will Stun the Psychoblaster (Yellow Psyche FEAT to resist). Players who choose this as a limitation may increase this power by a +1CS.
It should be noted that this power only works against those targets with an organic brain.
89​
Psionic WeaponryCharacters may create physical weaponry, such as clubs and swords (but not guns, etc.), through sheer force of psionic power. Material Strength is determined by the character's Psyche, with the damage determined by this Power rank. These Psionic Weapons will last only as long as the character concentrates on them. Should the character's weapon be broken or damaged, the character must make a Yellow Psyche FEAT or be stunned for 1-100 rounds.
90​
Cyberspace ProjectionSimilar to the power of Astral Projection, this power allows characters to enter Cyberspace as pure information. Once in the data stream, the character's physical body is represented by their digital avatar (the cyber equivalent to an astral form). All the character's physical abilities are replaced by this power rank much like the power of Dreamtravel. Willing characters may be brought into Cyberspace along with this character by "piggybacking" the signal at a -2CS per person.
91​
PredictionThis power comes in two forms - combat and non-combat. While it is possible to have both forms, the Judge should impose harsh restrictions on those who do. The combat form of this power allows the character add this power rank to his Fighting ability when in combat with someone he has observed for NO LESS THAN 5 rounds (once a Power FEAT is made, of course). Furthermore, once the 5 round limit has passed, this character does not need to declare his actions until after his opponents have declared theirs, regardless of who has initiative. Characters who have been accurately Predicted fight the owner of this power at a -2CS on all FEATs. The non-combat version of this power allows the character to make wildly intuitive leaps of reason to arrive at a future outcome with even the tiniest shred of input. Possible uses for this power include:
  • Discovering the next place a villain will strike
  • Determining the secret HQ of said villain (if the villain is GOING there)
  • Being able to head off a villain in a chase by predicting the direction he's going
  • Really accurate weather forecasting
    As a power stunt, the character may use this power in reverse to perform such mystifying feats as determining secret identities or the whereabouts of the villain's secret HQ (if he's already been there).
92​
ForeshadowingThis power gives the character a limited and subconscious control over several powers, including Precognition and Reality Alteration - Past. This power allows an observant character the chance to make an educated guess about the future events in his own life. The Judge is encouraged to be as creative as possible in this respect, without getting out of Hand. At the beginning of every play session, the Judge (not the player) makes a roll to determine how far reaching the effects of this power are, with the hints provided being more frequent or obvious the higher the color rolled. On a White result, the Judge is encouraged to lie like a rug, throwing wildly contradicting events at the hero until he thinks that Galactus himself might appear!
93​
Omni-KnowledgeA character with this power has an innate, subconscious link to a sort of cosmic reference library. When he is presented with a question concerning information of which he was previously ignorant, the PC must make a FEAT. Green FEATs give him access to contemporary human knowledge. Yellow FEATs give him access to alien knowledge. Red FEATs give him access to Entity-level knowledge. Success means he is able to give a short, concise answer that only answers the initial question. As a limit to this power, the question must be asked of the hero by another person. Also, despite his ability to "know" any given topic, the PC might not be able to understand it. His comprehension is still limited by his Reason. This power enables the Judge to create idiot savants who can decipher the workings of Galactus's Worldship but are unable to tie their shoelaces. For example: Ref-Book and his buddy Jaunt find themselves in the Watcher's recreation room, facing a piece of alien technology. Ref-Book has no idea of what the thing is, but when Jaunt asks the magic question "What is that?" Ref-Book's power goes to work. He makes a Red FEAT, gains the necessary knowledge, and says "It's a television set." "Well, how do we turn it on?" asks Jaunt. Ref-Book fails his next FEAT and says, "Beats me."
94​
Death Field GenerationThe hero can generate an anti-life field that destroys all but 1 health point of all creatures in range. The range is found on Column A of the Simultaneous Actions Table. A power rank feat roll is made to determine the color feat roll the victim needs. The victim rolls their psyche to reduce the damage to half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This power can only be used two times/day.
95​
ConfusionThe hero has the ability to induce confusion on a victim within range. Range is determined on Column A. With a successful power rank feat roll, the hero can cause the corresponding effect for three rounds.
  • Green - victim does nothing but defend
  • Yellow- all actions at -2CS
  • Red - flees for three rounds
  • The victim is allowed a Psyche FEAT roll to resist, with the intensity equal to the color result received on the power rank feat roll.
96​
FearThe hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls:
  • Red resists
  • Yellow all actions at -1CS
  • Green flees as fast as possible
  • White paralysis
97​
Will ForceThe hero can mentally increase any one physical FASE ability score or power by +1CS for a duration equal to the color result once a day.
  • Red: 10 rounds
  • Yellow: 8 rounds
  • Green: 5 rounds
  • White: 3 rounds.
    The hero must then make a successful Psyche FEAT roll or rest for 1-10 rounds. The increase may be raised to a maximum of +2CS with a successful Psyche FEAT roll for 1 round. At the conclusion the hero must make an Endurance FEAT on the Stun column to avoid passing out from becoming physically and mentally exhausted.
98​
Photographic ReflexesThe PC takes 3 rounds to analyze physical talents when seen in use by other people. At that point the PC may temporarily copy these talents for 1 minute times the power rank. The PC uses his/her stats, but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like swimming or climbing, etc).
Optional Powers: Mental Duplication
Nemesis Powers: Invisibility
99​
Ultimate Skill*The PC has a talent, which he's honed. The Talent is automatically Unearthly rank. Talents that may have the Ultimate skill are:
  • Weapon skills: All
  • Fighting skills: All
  • Scientific skills: All
  • Other skills: except bonus gaining
    Note: Judge will decide on what Talents can be used for Ultimate skill
00​
Karmic TapThis power allows characters to tap into their reservoir of willpower (Karma) and increase any power or ability by 1 point for every 2 Karma spent. The power rank is the limit of Karma you can use in 1 round. The Duration is the round in which you spend the Karma. Rolling an Amazing FEAT roll will get you another round of benefit from the Karma spent. If the FEAT is rolled and failed, PC must spend the same amount of Karma for that round. If there is insufficient Karma to do so, the remainder is taken from the PC's health. This power is considered a free action, may be done in addition to other actions in the round.
Optional Powers: None
Nemesis: Itself
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Defensive
Defensive Powers
01-09​
Body ArmorArtificial Body Armor
10-18​
Force FieldCompletely absorbs any attacks that have an intensity equal or less than the power rank number. The remaining Intensity breaches the field and affects anyone within its diminished effect.
19-27​
Death Field*This is a field-effect version of Life Absorption. The Death field drains the life force out of all within the area of the field, and adds this energy to the PC's health. The PC must first make a power FEAT against the intensity of the victim's Psyche. Each FEAT allows the PC to drain up to a number of health points from each target in the field area that is equal to the power's rank number, until he/she regains the normal maximum health. If the target's health drops to 0 as a result, the victim dies, and his/her body disintegrates.
28-36​
Force Fields vs.Die Roll Force Fields
01-11 Force Field vs. Emotion (Minimum Power Rank = Intuition +1CS)
12-20 Force Field vs. Energy
21-35 Force Field vs. Magic
36-70 Force Field vs. Mental (Minimum Power Rank=Psyche +1CS)
71-87 Force Field vs. Physical
88-92 Force Field vs. Power Manipulation
93-00 Force Field vs. Vampirism
37-45​
Null-FieldThis power surrounds the PC with a field that dampens all forms of energy within the area. This power’s rank number reduces all energy in the area. The field also reduces a -1CS on all attacks within the area by a number that is equal to 10% of the power's rank number. For example, an Excellent Null-Field reduces all attacks in the area by a -2CS. This power affects even attacks not directed to the PC.
46-54​
BubbleThis is a force bubble that surrounds the PC. The Bubble provides protection against all physical and energy attacks that are equal to or less than the power's rank number. If an intensity of applied force is more than 1/2 of this power's rank number, the bubble merely bounces away. The Bubble is also slippery, so that all attempts to grapple it are at a –1CS that is equal to 10% or the power's rank number. For example, all attempts to grapple an Incredible Bubble are at -4CS.
55-63​
Aura Field*This is an energy type of forcefield (See the Energy Emissions section for available types). Each field carries its own characteristics that affect the ways the PC uses his/hers power. The maximum size of the field is the number of areas equal to 10% of the power's rank number. For example, an Amazing Aura Field can encompass 5 areas. This field automatically provides protection and life support of rank number. The field completely absorbs any physical attack that has an intensity that is equal to or less than the power's rank number. If the intensity is higher, it's reduced by the power's rank number. The remaining intensity breaches the field and affects the PC's health. If the field is destroyed, the PC must make a red FEAT to regain it. Possible ways of destroying an Aura Field include Energy Control and Conversion, Power Control, and Magic. The hero has a -2CS vulnerability to powers that can affect this type of energy field. However, he/she gets a +2CS resistance to attacks of the same form of energy. This field is also assumed to have an unlimited supply of energy. When creating the PC, the player can opt to raise the power rank +1CS if the power is considered temporary. If the player does not choose the latter, then the power is permanent. The permanent power begins at Shift-0 increasing every round until it reaches an intensity equal to that of the maximum power's rank number.
64-72​
ReflectionThe power rank of the power is subtracted from the attack’s intensity. The rest is reflected back. A Typical FEAT is required to reflect the attack in a random direction, and Amazing FEAT is required to direct the attack -3CS back to the attacker. A Unearthly FEAT to completely turn the attack. When the power is breached once the user has to make a green FEAT to use the power again, when breached for the 2nd time he has to make a yellow FEAT, for each following breach he must make a red FEAT. If a Player wants a specific attack reflected by this Power, then he/she can raise it to a +1CS. Note: Reflection can be any Energy Emission or attack. Possible power stunts include:
  • Internal Energy Eruption: If the energy has no place to go, instead of harming everyone else, the Hero can turn the energy inward and cause themselves to suffer the Intensity of the energy
  • Energy Conversion: The Hero may convert another form of energy into the form they can reflect (at same intensity). Alternately, they can convert the energy that they normally reflect into another type. One stunt must be learned for each type of conversion.
73-81​
ResistancesDie Roll Resistances
01-11 Resist: Emotion (Minimum Power Rank = Intuition +1CS)
12-20 Resist: Energy
21-35 Resist: Magic
36-70 Resist: Mental (Minimum Power Rank = Psyche + 1CS)
71-87 Resist: Physical
88-92 Resist: Power Manipulation
93-00 Resist: Vampirism
82-91​
Sense ProtectionThe PC has a special protection against any one sense
92-00​
Electronic Counter MeasuresThis power reflects the ability to avoid electronic detection and thwart any and all attempts to be controlled by electronic means. This provides Power rank Invisibility against such detection efforts as Radar and Sonar, as well as any other power, which is being duplicated through electronic means. It also grants Power rank Resistance to hackers or, if the character is in a powered suit of armor, to outside override attempts.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Detection
Detection Powers
01-02​
Astral DetectionThe character can automatically “see” astral creatures or projections even while not in astral form herself.
03-04​
Abnormal SensitivityThe hero can hear/feel/see things he cannot normally see and vice versa. He can for instance see infrared but not normal.
04-05​
Sense Artificial Intelligence
06-07​
Death SenseThe PC can detect aura of immanent death. The Death Sense automatically functions if the target or targets are in a life-threatening situation, or if they're fixing to enter one. Before an adventure, the Judge makes a secret red Psyche FEAT roll to see if any of the Characters will die that adventure. If there is a success, no one will die. If a miss, then the PC sees a "death glow" around a random character. The Player of the character then is unable to spend Karma on Endurance FEATs during the adventure
08-09​
Aura Perception*The PC can virtually see and gain knowledge of almost everything about a person or an object a person has been in proximity with. Seeing an aura can indicate the following:
  • The Karma of a character or object
  • The Popularity of a character or object
  • The Resource rank number of a character or object
  • The Health of a character or object
  • The rank number of a pronounced ability or object
  • The rank number of a pronounced power or object
  • The Physical Form of a character or object
    This power also enables the PC to read the psychic Aura of an object and "hear" the psychic thoughts of characters that who've been in proximity of an object. (The PC can recognize any Aura that he/she's previously seen. Even if the target is disguised, it can be recognized by its distinct Aura. A red Psyche FEAT against the intensity rank number of the disguise must be made in order to allow the hidden target to be seen by the PC.
    Note: This is a Godly Power, so Player must work with the Judge.
10-12​
Circular Vision360 Degree vision +1CS Fighting, -1CS Popularity
13-15​
Cosmic Perception*The PC has a heightened sense on a universal scale. This sense is a detection power automatically at CL1000 power rank. Player can choose to roll on the table below, or just choose one of the five types of detection: (Judge's discretion)
Die Roll Sense
01-51 Energy
52-67 Magic
68-72 Space (Telescopic, microscopic, extradimensional all in one)
73-00 Psionic
Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
15-19​
Energy Detection
20-24​
Enhanced SensesThe PC has one or more of the five normal senses (hearing, sight, smell, touch, and taste) enhanced.
25-27​
Environmental AwarenessComplete knowledge of the surroundings
28-30​
Genetic PerceptionUnlike Power Detection, this is the true "Mutant Detection". The PC can perceive and decipher genetic codes.
31-33​
Extradimensional Detection
34-36​
Hyper SenseDie Roll Hyper Senses
01-53 Hearing Sonic Attacks at +1CS
54-87 Olfactory When unable to block nasty scents -1CS Endurance
88-00 Touch
37-39​
Life DetectionIdentify presence and nature of lifeforms
40-42​
Magic Detection
43-45​
Microscopic Vision
46-49​
Penetration VisionX-ray vision
50-54​
Power DetectionIdentify specific heroes at Uneathly FEAT
55-58​
Psionic Detection
59-62​
Radar Sense-1CS vs. electrical and Magnetic attacks
63-66​
Reality Perception*The PC can see the network patterns of matter and energy that form the universe. This power functions like a combination of the powers; Extradimensional, True sight, and Cosmic Perception. This power is so outside of reality that the PC can develop a vast variety of Power stunts:
  • Penetrate illusions by focusing on the true energy patterns;
  • Perceive the physical and mental condition of a being;
  • Perceive the occurrences in other realities;
  • Penetrate concealment and disguises, and see the true nature of matter;
  • Perceive occurrences beyond the barrier of dimensions;
  • See through matter.
    Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
67-71​
SonarSonic attacks +1CS
72-75​
Telescopic Vision
76-79​
Thermal Vision
80-83​
Tracking
84-88​
True SightPenetrate any disguise below this rank
89-92​
Ultraviolet VisionSee clearly through fog and water
93-96​
VR VisionThe PC has a virtual sense. The Vision allows the PC to travel distances through virtual sight, without ever leaving the area he/she's in. The PC receives a visual simulation of a virtual world, as if he/she were actually present at the scene. The power is not hindered by factors at all. The VR Vision when in use overrides the normal sight. The vision is consciously controlled, and can practically travel anyplace. A disadvantage of the sight, is if unwanted visions obscure the view or distract the PC at a crucial moment.
97-00​
Weakness DetectionRank Good or below, physical weaknesses only. Excellent to Amazing mental and physical. Monstrous and above, mental, Physical, and power based.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#EnergyEmission
Energy Emission Powers
01-04​
Cold GenerationNOT ice generation, generate extreme colds (see judge book for effects)
05-08​
Cosmic Energy Emission*The PC can take in all the energies of the Cosmos and release them as a Cosmic force. The force has the intensity of the Power's rank number. Since this is a Cosmic Power, which utilizes all the energies of the Universe, Power rank increase only costs half of the usual Karma. As with Hard Radiation (See Hard Radiation Emission p.27 in the UPB), the PC has automatic safeguards to prevent radioactive contamination. This power is linked to Cosmic Energy Manipulation; the Player may opt to exchange one of his other Powers for Cosmic Energy Manipulation when creating the character. The PC has Power rank resistance to the Cosmic energy.
Note: This is a Cosmic Power, so player must work with the Judge.
09-12​
Darkforce GenerationThe PC can generate and project the Darkforce with Power rank damage and range. (See the UPB p.21 or this update above under, the Darkforce Manipulation power for a more detailed explanation of this extradimensional energy). Furthermore, the PC has Power rank resistance to this energy and can see within his own Darkforce vapor. This Power is linked to Darkforce Manipulation; the Player can opt to replace one of his Powers for Darkforce Manipulation when creating the character.
13-16​
EctoplasmcastingThe PC can project an invisible expanded force of Ectoplasm (Spirit Energy) at Power rank range and damage. The Ectoplasm blast affects the target’s base Karma, not Health. If the base Karma drops to 0, then the RIP each start losing points, if the RIP each just happens to drop to 0, then the victim is a vegetable. (See the Ectoplasmshaping power above under the Energy Control section in this update).
17-20​
Electrical GenerationThe PC can freely generate a force of the energy spectrum at Power rank damage and range. However, the PC also has an innate ability to emit each energy of the Spectrum, separately at a -2CS. (See above the Electromagnetic Control power in the Energy Control section of this update).
Note: All individual energy effects still take place in a single blast, even though the energy is not in separate bursts. This is a Cosmic Power, so player must work with the Judge.
21-24​
Electro-Magnetism*The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
25-28​
Energy DoppelgangerGenerate an energy body from himself which can have powers and automatically has True Flight and power characteristic to the energy type.
29-32​
Extradimensional Energy Emission*The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
33-36​
Extraterrestrial Energy Emission*The PC can project an existing, yet unknown cosmic energy at Power rank damage and range. (See above the Extraterrestrial Energy Control power under the Energy Control section in this update).
Note: This is a Cosmic Power, so player must work with the Judge.
37-40​
Fire Generation
41-42​
Hard Radiation EmissionNote: Cosmic Energy is a combination of Hard Radiation energies in one.
43-44​
Heat GenerationNOT fire generation, possible power stunts
  • Causing breakdown of molecular or atomic bonds (Amazing and Unearthly FEAT
  • Negating a target's magnetism
  • Negating conductivity
  • Strengthening materials
  • Changing local weather
45-48​
Kinetic Bolt
49-52​
Light Generation
53-56​
Magnetism
57-60​
Microwave GenerationThe PC can generate and project microwaves at Power rank damage and range. (See above the Microwave Manipulation power under the Energy Control section of this update for more information regarding this energy).
61-64​
Nuclear GenerationThe PC can generate and project Nuclear energy at Power rank damage and range. PC also automatically has Power rank resistance. This power is Plasma of ALL energies found in a nuclear blast at -2CS.
65-68​
Plasma Generationalso create plasma fields with 2 of the following effects Light at -2CS illumination Heat at -2CS Flame at -2CS Hard Radiation at -2CS Magnetism at -2CS Electricity at -2CS
69-72​
Radiowave Generation
73-76​
ShadowcastingEmit a field that obscures energy intensity, the following are affected at listed power rank:
  • Light at Good or below
  • Heat at Excellent
  • Hard Radiation at Remarkable
  • Radiowaves at Incredible
  • Energy doppelgangers at Amazing
  • Energy Bodies at Monstrous
77-80​
Darkforce Generation
81-84​
Sonic Generation
85-88​
VibrationPower stunts vibratory shield with +2CS protection vs solid attacks
89-92​
Gas GenerationThe hero can generate and spray one or more different types of gases. It has an intensity equal to the power rank. Range is found on Column A of the Simultaneous Actions Table. The gas completely fills each area it goes through, and everyone in those areas is subject to the effects. It lasts three rounds and can only be used once every five minutes (50 rounds). The gas is still subject to wind, powers, etc. An Endurance FEAT roll against the intensity is allowed to resist the effects.
Die Roll Gas Type
  • Foul Odor: -1CS on all attacks, -1CS on Endurance FEAT
  • Paralysis: 1-10 rds, can only use mental powers
  • Blinding: hero is blinded 1-10 rds., all rolls at -4CS
  • Poison: power rank dam. each round in gas
  • Double vision: victim misses target 50% of the time
  • Sicken: incapacitation 1-10 rds
93-00​
BombThe hero has the ability to cause an explosion starting at the point the hero touches the ground and extending to the extent of the range. Range is found on Column A but the areas are cut in half. Damage is physical, but regardless if the victim takes damage or not all victims must make an agility feat roll or be slammed.
 
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destroyer

Alfrescian
Loyal
Patrons Of The 14th Maergzjirah Tower Of Angelic Buddaos

1) The 14th Maergzjirah Blighted Lord Varaibim Hau Cheong True Black Yang Zhang Hao Of The 14th Maergzjirah Tower Of Angelic Buddaos
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2) Maergzjirah Elder Ascended Grand Master (EAGM) Bambi Leong The Master Coder (Varaibim’s Codeless & Varaibim’s Codes) Endgame MVP Most Valuable Player “Guardian Evolution”
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https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Magic
Magic
Note: Magic in itself is a powerful Power, so players must work with the Judge.
01-03​
AbjurationThe Mage can cast spells involving individual protection of him/herself or others at Spell rank. The following are spells the Mage can cast:
  • Armor
  • Damage Absorption*
  • Damage Conversion*
  • Healing
  • Immovability
  • Aura Shield
  • etc.
04-06​
AlchemyThe Mage has the ability to mix and concoct magic potions and elixirs for a variety of effects at Spell rank. A beginning number of potions the Mage has concocted is equal to the Spell rank. If any potions or elixirs are created in excess of this number, then the new potion replaces one of the numbered. The following are some of the potions and elixirs that have been developed:
  • Healing: Restores target's Heath points equal to Spell rank up to normal number.
  • Paralyzing: Target cannot move 1d10 rounds. If target's Endurance is higher than Spell rank, target may make an Endurance FEAT to avoid this effect.
  • Sleeping: Target is put in a state of sleep for 1d10 rounds. If target's Psyche is higher than Spell rank, target may make a Psyche FEAT to avoid this effect.
  • Life: Bestows temporary Longevity to target for 1d100*Spell rank days.
  • Ressurection: Restores targets Endurance to stable at 0.
  • Transmutation: Change elements into other elements at Spell rank.
  • Explosive: Creates a force of intensity equal to the Spell rank of damage and area effect.
  • Strength: Temporary increases the target's Strength +CS of the Spell rank number / 10.
  • Agility: Temporary increases the target's Agility +CS of the Spell rank number / 10.
  • Magic: Temporary increases the target's Spell ranks +CS of the Spell rank number / 10.
  • Endurance: Temporary increases the target's Endurance +CS of the Spell rank number / 10.
  • Power: Temporary increases the target's Power ranks +CS of the Spell rank number / 10.
  • Rejuvination: Testores targets Health and Karma to original number of points.
    A Spell FEAT must first be made in order to create a potion or elixir each time. If not, then the potion or elixir is just that, a vile of mixed liquids.
07-09​
AlterationThe Mage can cast spells that alter the physical state of him/herself at Spell rank. The following are spells the Mage can cast:
  • Alteration-Appearance; Natural Weaponry; and Bone
  • Shapeshifting-Limited
  • Absorption*
  • Apparition
  • Chameleonic Coloring
  • Density Control-Self
  • etc.
10-12​
Astral Supremacy*The Mage has a unique mastery over the Astral Plane. This gives the caster a +1CS on Magic FEATS while on the Astral Plane.
13-15​
ConjurationThe Mage can cast spells that bring Magical artifacts or life forms into the present reality. The Mage must have a good knowledge of what he/she wants to Conjure into this reality.
16-18​
DemonicThe Mage can cast spells of Magic that are found among the lores of the Demons at Spell rank. The following are Demonic spells the Mage can cast:
  • Shapeshifting-Limited and Unlimited
  • Soulfire
  • Hellfire
  • Dimensional Aperture**
  • Fear
  • Psychic Vampirism*
  • Astral theft**
  • Telepathy-Limited
  • Alteration-Natural Weaponry
  • etc.
19-21​
Dimensional PocketThe Mage has an extradimensional space that he/she can recall or place objects in. This Pocket can almost store an unlimited amount of items. The size of this pocket opening is equal to the Spell rank number in inches of feet.
22-24​
DivinationThe Mage can cast spells that give him/her foresight on knowledge and events unknown. The following are spells the Mage can cast:
  • Dual Persona.
  • Enchanted Eye
  • Foretelling
  • Apparition
  • Gramarye
  • Learning
  • Post-cognition
  • Sensing(ALL)
  • etc.
25-27​
ElementalThe Mage can control the four elements of the Universe; Earth, Wind, Fire, and Water at Spell rank (See Nature Control p.24-25 in the Realms of Magic). The Mage also has an ability to summon Elementals at Spell rank. The Mage can also create Elementals at Spell rank Abilities and Powers.
28-30​
EnchantmentImbue an item with spells which then releases it at a specific moment
31-32​
Energy SourceNot a real power, the character can perform magic while in contact with his energy source
33-34​
Enhancement*The Mage has the unique ability to increase the abilities of an individual. The Spell can also bestow powers upon the subject. The Mage must make a Psyche FEAT roll before he/she can do this; the Mage may add Karma to a roll at anytime:
White-2 abilities raised, +2CS,
Green-3 abilities raised, +3CS, plus a random power,
Yellow-3 abilities raised, +3CS, plus two powers,
Red-4 abilities raised, +3CS, plus three powers.
35-36​
EntreatyThe Mage can summon the magical Entities and their magical Powers from the dimensional planes of reality in the Universe at Spell rank. The Mage must have an Entity that belongs to the same school of Magic.
37-38​
EvocationThe Mage has the ability to evoke the forces of ancient magical energies in the universe. The following are spells the Mage can cast:
  • Eldritch Energy (ALL)
  • Energy Control (ALL)
  • Glamor
  • Vapors (ALL)
  • etc.
39-40​
FaerieThe Mage can cast spells that exist within the ancient lore of the Elves and fairies. The following are spells the Mage can cast:
  • Charm
  • Confusion
  • Emotion Control
  • Forgetfulness
  • mesmerism
  • etc.
41-42​
FamiliarThe mage uses living creatures as an conduit of his/her senses and powers. The Mage must be in contact with the Familiar in order to achieve any magical powers aside from just communication.
Note: the familiar could be Magic in nature.
43-44​
IllusoryThe Mage can cast spells that create simulations of reality at Spell rank. The more realistic these simulations appear to others depends on the intensity of the Spell FEAT.
45-46​
Imprisonment*The Mage can bind a person's body to a specific place or area. If the person ever physically leaves that area, his/her body would completely disintegrate; moreover, he/she cannot draw upon the energies of Magic without this prison. However, the person can draw upon the energies of the Imprisonment sanctum, and cast spells with a +2CS to the original Spell rank, and his/her body will not age.
47-48​
Internal LimboTargets can resist by using Strength agility or a travel power and the mage must make a Agility FEAT to capture a moving target. He can only draw in targets smaller or equal than himself.
What it does is allow the Hero to literally have a world of their own. The Pocket Reality is attached to the Hero in some way (unless taken as a piece of Equipment); and the hero can control who or what enters the Pocket Reality. The size of the Pocket Reality is dependent on the Intensity of the power; see the Range Table for more details. Also, the Pocket Reality can generally only support life for a number of people equal to its intensity (not including the hero who has it). The pocket Reality is not necessarily an actual separate dimension, it could be a dimensionally collapsed part of the Hero’s own body or it could actually disintegrate the targets and put them into cyberspace.
Unless the Hero’s stunts say otherwise, the actual world of the pocket reality is a void, but one which sustains all life within it as though they had Life Support of an intensity equal to the Pocket Reality’s intensity.
Generally, objects of any size can be transported to the Pocket reality itself, but they must be able to fit first. To voluntarily move from where the Hero is to the Pocket Reality, the person or thing must be touching the hero. If the hero wishes to force someone to enter the Pocket Reality, they have to touch the target, which is an easy Agility feat. Then they must make an action to draw them in. To leave the Pocket Reality, the victim should make an Endurance feat. The Hero can remove anyone from the Pocket Reality if they choose.
  • Teleportation: The Hero gains Teleportation by moving through his own pocket reality.
  • Emotion Control: The Hero can use Emotion Control on anyone in the Pocket Reality
  • Life Support: The Hero gains Life Support
  • Telepresence: The Hero can send an illusory representative of himself into the Pocket Reality.
  • Vortex: The Hero can attempt to suck someone in firing distance into the Pocket Reality. It’s resisted by their strength, usually.
  • Implosion: By pushing this power to the limit, the Hero can suck everything and everyone in firing distance into the pocket reality.
49-50​
InvocationThe Mage has the ability to invoke the spells of past, ancient Magi at Spell rank. Usually the spell is named after the ancient Wizard. The following are examples of possible spells the Mage can cast..
  • Dakimh's Magic Missiles
  • The Ancient One's Spell of Silence
  • The Gateway of Agatha Harkness
  • etc
    Note: The Mage has an unlimited array of possibilities for Spells of Invocation.
51-52​
ItemThe Mage can create a Magical object of any kind at Spell rank and keeps it in his/her possession or protection. The item's Material strength and Power is equal to this Magic's Spell rank.
53-54​
Life Protection*The Mage can totally protect the life of him/herself. When affected by this Spell he/she ignores all Kill results.
55-57​
Magic Absorption*The Mage has the ability to acquire the magical powers and abilities of other Magi at Spell rank. The Mage must touch the target in order to gain these abilities, and the target may make a Psyche or Endurance FEAT to avoid the effect. (See the Power Absorption power in the APB p.79 for more details on this power in its unmagical nature).
58-59​
Magic ControlManipulate, magnify/reduce or negate magic
60-61​
Magic CreationInvest beings with new magical powers.
62-63​
Magic DominationA form of Mind Control that forces other Mages to cast magic spells the way the holder of this power wants it.
64-65​
Magic TransferalTransfer Magical Power to a person in contact (or at -1CS / 10feet distance) The mages own rank drops by the transferred amount. A Green Reason FEAT means the duration is 100* the combined reason of target and mage, yellow means 10000* and red means permanent
66-67​
Magic VampirismDrain magical powers from objects or drain living Magic from a living being
68-69​
NecromancyThe Mage can cast spells that deal with utilizing energies of the dead at Spell rank.
70-71​
PhantasmalThe Mage can create realistic simulations of spirit matter at Spell rank. All simulations are of Spell rank Strength, Endurance, Material or Power, and attain all the other attributes of the Mage. The duration of the Phantasmal determines the intensity of the Spell FEAT.
72-73​
Power SimulationMagical version of a normal power. (roll again)
74-75​
Reality AlterationReshape time, choose one of the following:
  • Alter Future: up to power rank in turn, the harder the higher the feat
  • Alter Present: create some sort of pocket-dimension with a number of people equal to his rank. Green feat for small alterations, etc. Duration, green reason feat gives 2 hours * reason rank, yellow=1 day * Reason rank, red=10 days * Reason rank (permanent at judge discretion)
76-77​
Spirit EvictionThe Mage has the magical ability to force a spirit from its body at Spell rank. The Mage then can absorb the flesh of the abandoned body. If for some reason the spirit Eviction is halted, the Mage can control the subconscious mind of the victim later at Spell rank. Furthermore, if the target has formerly encountered this Spell, he/she gets to make a Psyche FEAT to avoid the effects of the Eviction.
78-79​
Spirit VampirismDrain Intuition and Psyche to increase Strength, Endurance, Psyche and powers
80-81​
Sympathetic MagicPowers work through some sort of Effigy, sticking pins in it hurts the character.
82-83​
Techno-MagicThe Mage has the unique ability to combine Science and Magic. The Spell rank of this Magic Power is added to that of the Mage's Reason, Intuition, Psyche, and other Spell ranks when dealing with research, inventions, Science skills and spells of Techno-Magic. This is a Science. When generating the Character, the Player must have at least one Science talent rolled or he/she gets to choose one automatically.
84-85​
ThaumaturgyThe Mage can cast spells that capture and confine others, rather than harm at Spell rank. The following are spells the Mage can cast:
  • Bands
  • Net
  • Trap
  • Wave
  • etc.
86-87​
WardingCreate wards that have up to rank number of power rank intensity powers to go of when certain conditions are met.
88-89​
Witchery*The mage can cast spells that only affect others individually at Spell rank. The following are spells the Mage can cast:
  • Density Control-Others
  • Curse
  • Growing-Others
  • Healing-Others
  • Invisibility-Others
  • Shrinking-Others
  • etc.
90-95​
WildThe Mage can cast spells that manifest distorted, but yet potent effects of a chaotic nature at Spell rank. Judge determines the chaotic nature of each Spell that is cast.
Note: Wild Magic is not Chaos Magic.
96-00​
Probability ControlLike is says, folks; this power allows one to tinker with probability itself in strange and wonderful ways.
https://www.classicmarvelforever.com/cms/ultimate-talents-list.html#Mystic
(71-74) Mystic and Mental Skills
01-08BibliophileThe character has an extensive knowledge of magical books, scrolls, or other primarily informational items, and the lore concerning them. He has a +2CS when using or researching these.
09-16DemonologistThe character has studied accounts of demons in the Marvel Universe and he knows how dangerous and hostile they are. The character receives a +1CS in any situation involving demons, including research, communication, identification and combat.
17-24Mesmerism and HypnosisThis talent is a primitive form of Mind Control at the Power rank number equal to the Reason of the character with this Talent. Information can be gained as per a Mental Probe, and posthypnotic suggestions may be implanted within the victim's mind. Any attempt to force an individual to do something that he would not normally do, or divulge information that he would not normally reveal, will cause the hypnotism to break. A hypnotic command fades in 1-10 hours after it is given.
25-32Mystic BackgroundThis "Talent" shows that the character has some background with magical forces. A character with this Talent may have Magical Powers, with the approval of the Judge.
33-40Occult LoreThe character has made extensive studies into the area of occult happenings, including: unexplained events and mysteries of the world, hauntings, and other manifestations of the spirit world. He has a +2CS when researching or dealing with occult events.
41-48Resist DominationThis permits the character to resist mental attacks as if the character had a mental power of Psyche +1CS.
Ritual MagicsReason FEAT to perform magical ceromonies. To do this you need knowledge of the ceremony (usually from a book), equiptment, and time. Time is 1d20 times 2 = rounds of spellcasting needed.
49-56RunesmithThe character is a transcriber and translator of runes, especially ancient, magical runes. The character has a +2CS whenever studying, deciphering, or inscribing runes.
57-65Scholar of AntiquitiesThe character has an extensive knowledge of antiques, especially ancient magical artifacts and lore concerning them. He gains a +2CS when dealing with them
66-74Sleight of HandThe character with this Talent may palm small items, making them appear or disappear with Agility +1CS ability.
75-83TheogonyThe character has a +2CS when researching information on the powerful extradimensional beings and gods of the Marvel
84-92TranceThe character may place himself into a trance. While in a trance the character slows his body functions to such a level that he may be assumed to be deceased. A character in a trance reduces needs for food and water to a minimal level, and may regain Endurance ranks at one rank per day.
93-00Zoologist of MagicAllows a +1CS when attempting to identify magical creatures and their powers.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#PowerControl
Power Control
01-04​
AssimilationThe PC has an extraordinary ability to copy genetic structures of the superhuman at Power rank and range. The intensity of this Power determines how well the PC can use the duplicated Powers and talents, and how many powers and talents at once he/she can use. Should the Player decide to limit the range by touch, he/she can raise this power rank a +1CS. The range is of this power is found under column B of the Range Table. The PC can assimilate a maximum number of powers. The Player must make a Red Power FEAT at the time chosen, then the number of targets the PC can copy at one time is determined by the maximum rank number (rounded off by tens) and/10. IE: Xerox has the Assimilation power at a power rank of Monstrous (the maximum rank number rounded off to tens is 80). Therefore at a maximum ability, he can copy 8 powers and talents at once.
05-08​
Avatar*The PC automatically is given the bonus Power of an Alter Ego of a Diety. This Alter Ego is an Avatar of another Diety or conglomeration of many Diety's abilities. Therefore, all source of powers of the PC are derived from the Avatar. Any previously generated powers are automatically now a portion of the Avatar's powers. When creating the character, the Player follows the rules for creation of a diety combing all previously generations into one. The player must work with a Judge and design the statistics of the Avatar, which he/she has chosen or imagined.
Note: This is a Godly Power.
09-12​
Base*The PC has a mental link with every portion of his/her base at power rank. The Base moves and shapechanges upon the merest commands of the PC. The Base can also develop both offensive and defensive gadgets, powers and abilities at Power rank.
13-16​
Control*
  • Manipulation: Change directions by a Green FEAT, alter effects on a Yellow and completely alter a power with a red.
  • Magnification/Reduction: increase or decrease by this power rank.
  • Negation: negate at a successful feat. Indirect control can be dodged.
17-20​
Cosmic Host*The PC is linked mentally with a cosmic entity. When the Player chooses this power, he/she must set aside all previously generated powers, or choose another power. The entity is a separate persona that is a part of the PC, which thrives on his/her emotions. When a certain emotion chosen by the Player and accepted by the Judge is displayed, the PC's persona reverts into the entity's persona. When generating this power, the Player may choose 3 primary abilities to be enhanced a +3CS, and 1 primary ability at a +6CS. All remaining powers generated, automatically are raised a +3CS. All primary abilities have a limit of (Unearthly) except 1 primary ability. All powers also are limited to (Unearthly). Should the PC reach this limit or beyond it, Player must then retire for the True persona of the entity has taken over and becomes an NPC now. This is a delicate and powerful ability, which must be periodically maintained, and reviewed with the Judge.
Note: This is a Cosmic Power.
21-24​
DanceThe PC's powers are generated by a Dance, which he/she performs. When generating the character, the Play may opt to choose any number of the previously generated powers and combine them in the Dance. The character's powers involved with the Dance automatically receive a bonus of a +1CS.
25-28​
Hyper-Power*The PC has a psychological stimulus that increases his/her FASE or RIP to a +1CS when in effect. When creating the character, the Player must come up with a psychological stimulus, and choose which group of ability stats that he/she wants the PC to have enhanced when in contact of the stimuli. IE: Moonknight's FASE ability ranks are enhanced during a full moon.
29-32​
Investment*The PC can invest a chosen target with powers at Power Rank. The Player must make a Power FEAT, to determine the duration of the bestowed powers. The following is a list of intensity FEATs and the duration:
  • Green: 1d10 hrs.
  • Yellow: 1day
  • Red: Permanent
    Note: Should the PC decide to invest a target with permanent powers, he/she must also spend an additional amount of Karma 5 times the Power rank number.
33-36​
Multi-TaskingThe PC has the unique ability to basically use any two powers at once. Player gets to generate one more additional power. He/she may opt to discard this power and choose another.
37-40​
Omniversal**The PC has an extraordinary ability to use any power at Power rank and range. All previously generated powers must be discarded when this power is chosen. The PC however must still make a Power FEAT in order to use a chosen power. Should the PC fail his/her FEAT, then he/she must make another FEAT on a different chosen power. Moreover, any power that the PC was not able use, cannot then be used until the following day.
Note: This is an Omni Power.
41-44​
Power Absorption*The PC can absorb the superhuman powers of his/her victims at Power rank.
45-48​
Power Creation*Create up to power rank power at -3CS (not on himself) duration is 1 day times the creators Reason on a green FEAT, yellow gives 10 days times Reason and red gives permanently.
49-52​
Power DominationSome sort of domination the character can control the use of powers, it's a FEAT of power rank vs. Psyche.
53-56​
Power DuplicationThis is the only power a character can have, he duplicates any one power at a time at his own power rank, a green FEAT enables him to store the knowledge of the power for future use, otherwise he must be within 10 feet of the power used. The other powers rolled when the character was created are powers, which he previously encountered.
57-60​
Energy SourceThe hero draws his power from an outside source. (you may roll another power)
61-64​
Energy Source CreationThe character can create objects that can hold powers and that are released on special circumstances. The item for instance can act as another characters power source.
65-68​
Power FocusChannel all his power ranks and ability ranks in 1 ability or power burst. They are all totaled together in one massive outburst, afterwards all ranks drop to Feeble. This power rank number is the number of points the character can regain each turn.
69-72​
Power GestaltA power created when two characters touch
73-76​
NemesisReplaces all other powers. In 2 round the characters can develop a counter-power vs. his adversary or up to a +1CS version of the adversary’s own power. The nemesis power can cope with only 1 person at a time.
77-80​
Power TransferalTransfer a part of your powers to another
81-84​
Power VampirismDrain powers as vampirism
85-88​
Residual AbsorptionDuplicate a power by absorbing leftover traces. green FEAT gives a duration of reason x 100 turns, yellow: reason x 10.000 turns, red: permanent.
89-91​
ScreamThe PC can emit a Scream that is the source and focus of his/her powers. The Player may opt to choose this power or another. The rank of the power caused by the scream is equal to the original power rank of the power, plus the rank of this power. Should the Player decide to keep this power, he/she may opt to choose an additional power.
92-94​
SelectionOnly one of the characters powers can be used at a time (roll another power).
95-97​
Weakness CreationBestow a character with a weakness with a duration of 10 turns x reason when a green FEAT is made, 1000 x when yellow, 10.000 x when red.
98-00​
Imbuing*The character with this power has the ability to charge an object or person with raw power. How that power is released is dependent on which form of the power the player rolls.
01-70 Objects only
71-95 Beings only
96-00 Objects and Beings
  • Objects only: The character may take power from an extra-dimensional or cosmic source and imbue it into an item. These items may inflict power rank damage if thrown. Optionally, the Judge may determine that the size of the object may affect the damage done with larger objects gaining a +1CS and smaller object inflicting -1CS. It may also be stated that for every additional round that the character spends imbuing the item, the damage may be increased by +1CS, with a maximum of +3CS. If the item is not released before the beginning of the fourth round, the energy becomes internalized and the character takes damage equal to his power plus +3CS.
  • Beings only: The character with this form of the power may grant superhuman abilities to ordinary beings. Powers granted may not exceed this power rank. When granting powers to others, a power FEAT roll must be made. On a White result, powers granted are at a -3CS to this power rank; on a Green result, powers are granted at power rank intensity but are determined randomly; On a Yellow, the powers may be chosen; and on a Red FEAT, the powers are granted permanently.
  • Objects and Beings: POOF! You're Galactus!
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterControl
Matter Control Powers
01-04​
AnimationThe PC can cause inanimate figures made of any substance to grow or shrink, and to become animated. The PC can also mentally command the now animated figure to do any thing he/she desires. The PC can cause the figure to grow up to a height equal to its current size times the Power rank number *5 feet, and shrink to its normal size divided by the Power rank number *5 centimeters. Each figure when animated develops a bond with the PC. Both the PC and the animated figure can now and then communicate telepathically.
05-08​
BondingBonding on molecular level, first turn Fe and +1CS each turn until power rank is reached
09-16​
CollectionCollect matter from your surrounding for instance salt from the sea, this can also affect phasing or ethereal targets if the user remains concentrating.
17-24​
CrystallizationTo affect a moving target agility FEAT, victims may resist as normal. Target (living or non-living) is transformed in gem-like substance with power-rank material strength for 1 min/power rank. If a living being is shattered he remains crystallized until he is somehow reassembled
25-32​
Diminution
33-40​
DisruptionMaterial strength determines FEAT, living targets may resist as energy attack
41-44​
Enlargement
45-48​
Extradimensional Matter Control*(See Above under Extradimensional Energy in the Energy Control section for more information regarding this special Power).
49-52​
Extraterrestrial Matter Control*(See Above under Extraterrestrial Energy in the Energy Control section for more information regarding this special Power).
Note: This is a Cosmic Power
53-56​
GeoforceLocate earth-related things, create volcanoes, earthquakes etc.
  • Earth Control: This power is basically unchanged from its description on p. 73-74, Player’s Book. It is possible to levitate or throw earth with this power, both considered separate power stunts. A character could, thus, learn to fly about on a hunk of rock.
  • Earth Animation. The character can create a semi-living creature of earth. It remains in existence for power rank turns, or until dispelled or destroyed. An earth elemental has only FASE scores. To determine their ranks, double Earth Control power rank and divide among FASE as desired. The elemental has Body Armor equal to power rank.
57-64​
Matter AnimationAlter flow of raw material air, liquid or solid
  • Air Control: This power is basically unchanged. Note that according to its description, p. 74, Player's Book, air control begins with four power stunts. A vengeful Judge might want to amend that. An additional stunt is:
  • Air Animation. The character can create a semi-living creature of air that resembles a swirling whirlwind. It remains in existence for power rank turns, or until dispelled or destroyed. An air elemental has only FASE scores. To determine their ranks, double Air Control power rank and divide among FASE as desired. The elemental flies at speed rank equal to its Agility.
  • Cold Control: by decreasing air pressure in an area, the Hero gains cold control
65-70​
Machine Animationvs. machines 'Psyche' which is zero when non-sentient, machine can move at rank -2CS
71-74​
Matter Teleportation*(The PC can either teleport an object to or from his/her vicinity. The amount of mass the PC can teleport is equal to the Power rank number in tons / PC's Health rounded. When the PC brings items to him/her, he/she does not create them but only seizes existing ones.
75-79​
Micro-EnvironmentIn a close sphere around the hero there's fresh air, normal temp etc. this protects against acid rain, extreme temp gasses etc.
80-86​
Moldingshape solid material
87-90​
Warping*The PC can alter the Material Strength of matter by a +/- 2CS, Shapeshift it at Power rank, and manipulate it as if he had Power rank Telekinesis.
91-95​
Weather Control
96-00​
Zombie AnimationPhysical abilities at -3CS power rank, mental abilities are zero, health as power rank up to psyche rank zombies can be controlled, they are immune to psionics or mental powers, disease, poisons, pheromones, hard radiation and sonics.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterConversion
Matter Conversion Powers
01-10​
ColorationChange colors, this power can equal -2CS shadowcasting, shadowshaping, heat emission, force-field vs. heat
11-20​
CombustionSpontaneous combustion in 1-10 turns, power rank damage
21-30​
DisintegrationThis is an especially brutal power that the Judge may wish to allow only with restrictions. This is great power for a master villain, but not a very good one for most heroes. Use of Disintegration, which normally has no range, is simple. After an Agility FEAT to hit, the character makes a Disintegration FEAT versus either Endurance, protective power rank, or Material Strength, whichever is hardest. If successful, the target is destroyed entirely. If the FEAT fails, the target still suffers power rank damage. Against non-living targets, Disintegration will only affect an amount of weight up to what could be lifted using power rank as Strength.
  • Reintegration. The character can reintegrate anything she has disintegrated, restoring the target to its pre-disintegration condition.
31-40​
Elemental ConversionConvert matters into a specific element, each pound created costs 1 health. converting a living being results in the being placed in stasis, if only part is conversed, use your imagination what happens further, probably a kill result
41-50​
IonizationTarget emits electricity at -1CS power rank, effects are as -2CS disintegration, -2CS Feat or become temporarily ethereal
51-60​
Molecular ConversionSame as elemental conversion but this power can be used to form compounds in stead of just 1 element.
61-70​
Projective SizingThe PC can alter the size of any inorganic matter he/she touches. He/she can either cause a Shrink or Growth of the matter at Power rank (See the Diminution and Enlargement Tables in the UPB). Any AI target, such as a robot, may make a Material strength FEAT roll against the Power to avoid its effects.
71-85​
Transmutation*The PC has the Power rank ability to rearrange atoms and molecules in both inorganic and organic matter. He/she can change an object’s or creature's shape, IE: turns a man into a mouse. At a high rank, the PC even has the ability to change subatomic particles, IE: turns water into glue.
86-00​
Weight ManipulationThe PC can alter the mass of inorganic or organic matter, by either increasing or decreasing the weight of the target. The amount of increase is equal to the weight of the target plus the Power rank number times 10. The amount of decrease is equal to the weight of the target minus the Power rank divide by 10. If the PC is concentrating The following are possible stunts:
  • Attack target unarmed with Power rank damage.
  • Flight at Power rank.
  • Alter the speed of a target.
  • Attack with Power rank attacks.
  • Immovability at Power rank.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterCreation
Matter Creation Powers
01-10​
Artifact CreationCreate desired objects out of nothing, each pound costs 1 health, the character must have detailed knowledge of the designs he wants to create.
11-20​
Chemical CreationThe PC can create a Chemical out of the molecules and particles in the air at Power rank. The PC does this by secreting chemicals out of his body and using a limited Molecular Conversion he/she can make a liquid compound from water to acid. The Power rank determines how dense or how acidity the intensity of the Chemical is. The following are some chemicals that can be created:
  • water
  • battery acid
  • citric acid
  • dish soap
  • gasoline
  • turpentine
  • ammonia
  • etc.
    The PC can create in one turn the number of fluid ounces equal to the power rank number. The mass quantity and duration of the Chemical is determined at the time of its creation.
  • A Green FEAT gives the Chemical a low mass quantity and a duration of 1d10 turns.
  • A Yellow FEAT raises the mass quantity to a good stability and a longer duration of 100 times 1d10.
  • A Red FEAT makes the mass quantity of the Chemical a very high stability and duration of 1000 times 1d10.
    Each ounce of Chemical created costs one point of the PC's Health temporarily.
21-26​
Elemental CreationSame as Conversion except the element is created out of nothing. This gives nearly unlimited possibilities.
27-30​
Hyper-Dimensional PocketThe PC can create and open a small dimensional pocket out of the fabric of Space where he/she can store things and pull them out whenever desired. The Power rank determines the size of the opening equal to the number of inches per square foot. Thus, a Poor Hyper-Dimensional Pocket's opening would be 4 square inches.
31-39​
Lifeform CreationMaximum number of ounces equals the power rank number. A green reason FEAT gives a lifetime of 100* reason, yellow gives 10.000*, red is permanent. The hero must have detailed knowledge of the organism to create.
40-52​
Mechanical CreationCreate machines, duration as above
53-60​
Molecular CreationSame as conversion except again out of nothing.
61-65​
Nexus Creation*The PC can create and open out of the fabric of Space a Nexus to another reality of Power rank effectiveness. A Power FEAT determines the duration of the rip in Space when it's created.
  • Green FEAT will last for 1d10 turns.
  • Yellow FEAT will last for 1d100 turns.
  • Red FEAT will last for 1d100*2 turns.
66-76​
Projectile CreationStunning of power rank or combined with other powers the player has like power negation/control or induced teleportation. The PC can create a Projectile of any kind with an unusual Power effect. The following are Projectiles that can be made:
  • dart
  • arrow
  • boomerang
  • missile
  • ball
  • paper airplane
  • etc.
77-85​
SprayDoes Feeble damage and visibility is -2CS, combined with other powers for instance freeze cloud when the character also has cold emission.
86-90​
Undead Creation*(This is similar to Lifeform Creation, yet the Lifeform is Undead). The character can create a zombie-like creature from a corpse or skeleton at Power rank.. Its Reason, Intuition and PsycheC scores are all Shift-0. Unless commanded, it does nothing. FASE scores are as follows, based on the original creature’s ability scores: F -2CS, A -2CS, S +1CS, E +2CS. No ability score will be reduced below Feeble.
91-00​
WebcastingPower rank strength upon hardening, can also be combined for instance with spirit storage to capture disembodied spirits. Power Stunts possible include:
  • Stunt—Web Chute: The Hero can make a Parachute out of webbing.
  • Containers: The Hero can make a variety of containers such as backpacks, bags, pouches, patches for torn costumes, etc.
  • Fireproof: The Hero's webbing is Resistant to fire.
  • Gloves: The Hero may make gloves or kneepads or other small protective devices out of webbing to avoid damage from touching or bumping into things. Not that the Hero is clumsy, but this stunt protects them from damage caused by them hitting especially hard, sharp, hot, cold or otherwise dangerous objects.
  • Stingers: Instead of soft webbing, the Hero can shoot stingers made of web material which acts like a Stun Blast if the stingers impact with a target's nerves. This stunt is one degree more difficult due to the precision required.
  • Impact Webbing: Instead of a steam of webbing, Impact Webbing are little web-balls that expand and Ensnare shortly after contact. Impact Webbing is automatically one degree easier to hit targets with, but Ensnares as a Contingent Action
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MentalEnhancements
Mental Enhancements
01-02​
Astral ProjectionThis power is basically the same as described on pp. 84-85, Player’s Book, with two exceptions. First, range is always based on the power rank as determined on p. 16, Player’s Book. Increased range can be bought as a bonus. Second, Dimension travel is not an automatic ability; it must be acquired as a power stunt. Character’s with Astral Projection of Remarkable or greater rank do not have to worry about their astral forms not being to find the ways back to their bodies. This permits some power stunts:
  • Astral Detection. The character can automatically “see” astral creatures or projections even while not in astral form herself.
  • Dimensional Travel. The character can astrally project across dimensional barriers, as if she had the Dimension Travel power.
  • Passengers. The character can transport a number of people equal to or less than 1/10th her power rank, taking them along in astral form as well. If the character is lost, her passengers become lost also.
  • Affect Normal World. The character can use a single mental or magical power to affect the material world while she is in astral form. Each different power usable in this fashion is a separate power stunt. Power rank is always reduced by -2CS. Furthermore, the character must make a Psyche FEAT against the unmodified power rank intensity or suffer the unmodified power rank in damage to Mental Health. For example, Astral Al has Emotion Control of Amazing rank. While in astral form, he attempts to cause fear in a foe. His Emotion Control affects the foe at Remarkable rank. Astral Al must also make a Psyche FEAT against Amazing intensity or suffer 50 points of damage to his Mental Health.
03​
Aura*The PC has an Aura of Divinity of Power rank. All other characters in the same area must roll a Psyche FEAT against this Power's roll, or they will feel a strong intimidation and are awestruck. This means they will lose initiative, and one attack. This roll must be made each round. A second Psyche FEAT roll is made by all other characters in the same area to see if they are fully under the PC's Power. All other characters that are influenced by this Power, automatically will become followers; they will follow the PC and perform anything he/she wishes. The PC can not ask anything. Character has a Power of Command every 3 rounds. This is a simple, attention drawing command like; "stop," "look," "no," "duck/look out," "unhand her, "give it to me," and so on. Everyone in sound of the PC's voice must make a Red Psyche FEAT, or lose one action in the process of obeying the command. Followers gain a bonus of;
  • +1 to Initiative;
  • +1CS to Fighting in a strike;
  • +1CS to Agility in a Block, Evade or Dodge;
  • and one additional attack when they are commanded to do something, like; "get him," "take him," etc.

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

    When creating the character at start, Player can either raise this Power's rank to +1CS of PC's Psyche if roll is lower, or if roll is higher, Player can raise his/her Psyche to a -1CS of this Power's rank number.
04​
Aura AlterationThe PC can alter the appearance of his Aura with a limited Illusion at Power rank. This means the PC can hide his true nature with a Power FEAT. Anyone with a mental power can avoid this Illusion by making a Red Psyche FEAT. If any other character makes the FEAT, they see the PC as he/she is. Any who're affected by this Illusion will see a different character. Any other Player using the Aura Perception Power and fails, Player can hand that other Player a fake or made up Character Sheet of his/her character.
05-06​
Bio-Manipulation*The PC can mentally manipulate biological functions or conditions in others at Power rank. There are 5 types of Bio-Manipulation effects.
  • Blindness
  • Deafness
  • Mute
  • Pain
  • Tissue Manipulation-This can cause a variety of effects:
  • Cold or Hot
  • Rash
  • itch
  • etc.
07-08​
ClairaudienceHear distant sounds, -1CS resistance vs. sonics
09-10​
ClairvoyanceSee distant sights
11-12​
Communicate with...Communicate with...
01-25 Animals
26-50 Cybernetics
51-75 Inorganics
76-00 Plants
13-14​
Cosmic AwarenessAutomatically detect CL1000 or better ability, +1CS attacks by detecting weak spots, discover information about things in the entire universe, when used more than 5 times make a secret reason FEAT vs. going insane temporarily
15-16​
Cyber TransmissionThe character must be able to access the computer by touch. By making a power FEAT against an intensity equal to the computer’s highest rank, the character gains access to the information stored on the computer. She may attempt to reprogram the computer. Each new command to be programmed requires a separate FEAT roll after access is acquired. If trying to reprogram a sentient computer or robot, this FEAT is always against Reason or Psyche intensity, whichever is higher.
  • Haywire. By accessing a computer, the character can cause it (and any systems it controls) to do unpredictable things for 1-10 turns. She has no control over the computer or its systems.
  • Machine Animation. Once linked, the character can control mechanical systems controlled by the computer, causing them to perform in whatever ways are within their capacity.
  • Mechanical Link. This power can be used on any machine. This enables the character to control mechanical systems even if no computer is present.
  • Cyberspace: like Astral Travel, the hero’s mind leaves their body and goes into cyberspace. This will work on any computer, but if the hero enters one that is not designed with 3D graphics capabilities, the cyberspace is abstract and may be a little disorienting unless the Hero has related skills. Specifically, this stunt can be used in conjunction with Bionics, Computers, Electronics, Robotics, Spacecraft, Time Machinery and Weapons Systems to attempt to control those devices.
  • Cyberspace with proper 3d graphics and a connection to the Internet can be "hacked" into, and the Hero may gain access to files. How, and how easily they can is dependent on the system.
  • Cyber Telepathy: The once Linked the Hero may communicate with the computer just by thinking.
  • System Adaptation: The Hero can easily adapt their knowledge and skills from one system to the next. They automatically get no penalties from using systems that are unfamiliar to them, unless the systems are totally alien to them. This can work beyond computing systems to any complex system.
  • Magitech: This power may be used on magical technological devices like the Glamour Machine, Thor's Hammer, Mjolnir, and other sufficiently complex enchanted items.
17-18​
Dream Control*The PC can mentally control the surrounding area of the Dreamscape with a limited form of Reality Manipulation at Power rank. (See the Reality Alteration Power, but within the scope of the Dreamscape). The PC automatically gains Dream Travel at Power rank.
18-19​
Danger SenseThis is a reworked version of Combat Sense, p. 72, Player’s Book. A character with Danger Sense can become aware of imminent danger. When in a situation where some person, item, or presence poses an immediate threat, make a Danger Sense FEAT roll which warns up to power rank second before danger. FEAT intensity is determined below:
  • Critical Threat (superior foe, imminent death) = Typical
  • Major Threat (equal foe, imminent serious damage) = Excellent
  • Minor Threat (lesser foe, imminent minor damage) = Incredible
If the Danger Sense FEAT is successful, the character becomes aware of the threat and will not be surprised the turn it actually occurs. In combat, Danger Sense power rank can substitute for
  • Intuition for surprise and initiative,
  • Fighting for blocking
  • Agility for dodging
  • Strength for escaping.
    Minimum rank is equal to Intuition.
20-21​
Dream TravelThe Hero can enter a surreal realm of dreams when they go to sleep, as opposed to "just a dream". The basic form of this power acts as a sort of resistance to mental controls, detection and damage while the hero is asleep. If the Judge has the old Realms Of Magic books, the Judge may decide that the Dream Realm is the one that Nightmare rules. Otherwise, the Dream Realm doesn't have a particular ruler.
  • Other’s dreams: The Hero may enter other people’s dreams in order to communicate or in an attempt to control the dream itself.
  • Telepresence: The Hero’s "dream-self" may leave their body, and appear to other characters. The Dream-self can see and hear things, but cannot interact with them. Unlike with ESP, the Dream-self can be seen by other characters.
  • Precognition: The Hero gains precognition.
  • Detection: The Hero may attempt to detect the exact position of people he has previously visited.
  • Detection Resistance: The Hero may resist attempts to find them by psychic, dream traveling or other metaphysical means.
  • Astral Travel: The Hero may enter the Astral Plane using Dream Travel.
22-23​
Edetic MemoryThe PC has a Total Memory of numbers, codes, and mathematical problems and answers. The PC can remember, calculate and read anything that's mathematical or encrypted at Power Rank plus his/her Reason rank.
24-25​
ElectrokinesisThe PC can create and control existing electricity by force of will and molecular agitation at Power rank. This Power works like Electrical Generation. (See Electrical Generation in the Energy Control section).
26-28​
Empathic TransmissionThe PC can project false emotions into others at Power rank. By making a Red Psyche FEAT, he/she can affect more than one person at a time at a -1CS. The duration of the set emotion depends on what FEAT is made.
  • Red FEAT-emotions will last 1d100 rounds.
  • Yellow FEAT- emotions will last1d10 rounds.
  • Green FEAT-emotions will last a round.
    The target has one chance to resist the effects, by making a Psyche FEAT against the PC's Psyche FEAT. This Power is somewhat similar to the Pheromones. (See Pheromones in the Physical enhancement section).
29-30​
Empathic Vampirism*The PC feeds off of the victim’s emotions at Power rank. The victim appears as if he/she has a heart attack or some other type of physical pain. Each time he/she feeds, the victim's abilities are -1CS for 1d10 turns. If he/she feeds with intent to kill, the victim's Endurance drops a -1CS per round, until it reaches Shift-0 at which point the victim dies.
31-32​
EmpathyDetect surface emotions or send empathic messages
33-34​
Free Spirit*The character can survive the death of his physical body and live outside of it, he can share bonds with another host body (or posses it with the possession power), physical powers he possesses are then given to the bonded person.
35-36​
Hallucinations*Illusions directly inside a persons mind
37-38​
HydrokinesisThe PC can create and manipulate water by force of will and molecular agitation at Power rank. This Power works like Water Animation. (See Water Animation in the Matter Control section).
39-40​
Hyper-IntelligenceAdd this power rank to Intuition or reason
41-42​
Hyper-InventionReason increased for invention purposes
43-44​
Incarnation AwarenessThe hero can contact his previous incarnations and ask them to perform deeds that will help him later on. This requires a FEAT with a -1CS penalty for each generation of incarnation.
45-46​
Iron WillThis power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real. The hero can control when to release.
47-48​
Linguistics
49-50​
Memory AlterationThe PC can alter another person's memory at Power rank. He/she does this by either implanting new memories or erasing existing ones. The PC must first make a Psyche FEAT, before he/she can be affected by this Power.
51-52​
Mental DuplicationDuplicate a target’s brain inside a part of your own brain to for instance learn secrets. The captured brain can try to take over on a Psyche -3CS roll
53-54​
Mental GestaltThe PC has an intellect that composes two or more relatively merged minds to form a collective powerful being of minds. When creating the PC, the Player has to create more different character's minds. The Gestalt PC may resemble a blending of personalities from each of the merged characters, or have completely different personalities all together. All selves are required to form the Mental Gestalt.
55-56​
Mental Invisibility
57-58​
Mental Probe
59-60​
Mind BlastPower rank damage and Psyche FEAT vs. intensity or KO for 1-10 rounds.
61-62​
Mind DrainReduce Reason and Intuition by power rank, if at Shift-0 loss is permanent. Target may resist with Psyche FEAT, if successful the target is immune for 24 hours, but if a second FEAT fails the victims Psyche is also reduced by 1CS for 24 hours,
63-64​
Omniscience**The PC is ultimately in touch with the Universe. This Power is automatically CL1000. The PC has control of all Detection Powers, and Mental Powers regarding insight.
Note: this is an Omni Power. A definite must for Judge intervention.
65-66​
Photographic ReflexesThe PC can perform any action he/she has seen at Power rank. All FEATS requiring Agility or Fighting done in the presence of the PC, are recorded and photographically etched into his/her mind. The PC must make a Power FEAT first, and then he /she can perform those same FEATS without expenditure of Karma. The PC however, must study the target for 3 rounds. The target when confronted by the PC receives a special ill fortune of dropping his/her Fighting and Agility to a -2CS. The PC also retains the same Talents that the victim has.
67-68​
Photographic MemoryThe PC can remember anything he/she has seen before at Power rank. This Power is similar to Total Memory, except that the PC cannot remember anything he/she's heard only what he/she's seen. Like the latter Power, Player will need paper to write down everything he/she's witnessed.
69-70​
PostcognitionSee in the past for a number of weeks equal to power rank number.
  • Green FEAT gives impressions
  • Yellow gives general information
  • Red gives information that the subject may not have been aware of.
71-72​
Precognitionthe functioning of this power is entirely up to the judge
73​
Psionic VampirismDrain Reason, Intuition and mental powers (see vampirism).
74​
Psychic SolidificationThe PC can mold and shape psychic energy into solid constructions of Power rank. Anyone touches this energy will suffer a limited Psyche drain permanently. Furthermore, the victim must also roll on Endurance, or is knocked out for 1d10 rounds. Any weapon created does specific damage only.
75​
PsychokinesisThe PC can control and manipulate materials by force of will at Power rank and range. The Power rank determines what Material Strength he/she can control. The PC can cause material to entangle someone at Power rank ability and range. Treat this entangle as a Wrestling hold of Materials Strength rank.
76​
Psychometry
77​
Purge*The PC has an ability to purge and cleanse his/her body of drugs, disease, toxins, etc. at Power rank. The PC must first make a Psyche FEAT, if he/she fails then an Endurance FEAT must be made.
78​
PyrokinesisThe PC can create and manipulate fire and flames by force of will and molecular agitation at Power rank. This Power works like Fire Control. (See Fire Control in the Energy Control section).
79​
Remote Sensingenhance the range of any sense
80​
Sensory LinkSee/hear etc. through another being.
81​
Serial ImmortalityWhen the character dies he is reborn either as baby, new complete body, premade clone, recently deceased other being or even a living being (psyche feat to resist).
82​
Speechthrowing
83​
TelekinesisPower rank is equivalent to strength As a power stunts the character can:
  • Telekinetic Armor: The Hero can boost their strength by half the intensity of Telekinesis for combat purposes.
84​
Telelocation
85​
TelepathyCommunicate on a mind-to-mind basis, unwilling targets require a power FEAT vs. Psyche.
86​
Total MemoryTotal recall
87​
True CharismaThe PC automatically has Enhanced Beauty at Power rank. the PC has a surrounding Charismatic aura that emanates. With this Power, the PC can cause one of the three responses:
  • Friendship/Trust
  • Power/Fear
  • Deception/Lie
88​
PsychoblastThe character with this power has the ability to send out a wave of psionic force that fires all the brain's synapses at once and short circuits the consciousness of the target. The target may make an Endurance or Psyche FEAT (whichever is lower) to resist the effect. If the target fails this roll, they are Stunned for 1-10 rounds. However, even if they succeed at this roll, this is such a devastating attack that the target is still at a -1CS on all actions for the next 1-2 rounds (Judge's discretion). In some instances of this power, a successful Psyche FEAT by the target will trigger a psychic feedback that will Stun the Psychoblaster (Yellow Psyche FEAT to resist). Players who choose this as a limitation may increase this power by a +1CS.
It should be noted that this power only works against those targets with an organic brain.
89​
Psionic WeaponryCharacters may create physical weaponry, such as clubs and swords (but not guns, etc.), through sheer force of psionic power. Material Strength is determined by the character's Psyche, with the damage determined by this Power rank. These Psionic Weapons will last only as long as the character concentrates on them. Should the character's weapon be broken or damaged, the character must make a Yellow Psyche FEAT or be stunned for 1-100 rounds.
90​
Cyberspace ProjectionSimilar to the power of Astral Projection, this power allows characters to enter Cyberspace as pure information. Once in the data stream, the character's physical body is represented by their digital avatar (the cyber equivalent to an astral form). All the character's physical abilities are replaced by this power rank much like the power of Dreamtravel. Willing characters may be brought into Cyberspace along with this character by "piggybacking" the signal at a -2CS per person.
91​
PredictionThis power comes in two forms - combat and non-combat. While it is possible to have both forms, the Judge should impose harsh restrictions on those who do. The combat form of this power allows the character add this power rank to his Fighting ability when in combat with someone he has observed for NO LESS THAN 5 rounds (once a Power FEAT is made, of course). Furthermore, once the 5 round limit has passed, this character does not need to declare his actions until after his opponents have declared theirs, regardless of who has initiative. Characters who have been accurately Predicted fight the owner of this power at a -2CS on all FEATs. The non-combat version of this power allows the character to make wildly intuitive leaps of reason to arrive at a future outcome with even the tiniest shred of input. Possible uses for this power include:
  • Discovering the next place a villain will strike
  • Determining the secret HQ of said villain (if the villain is GOING there)
  • Being able to head off a villain in a chase by predicting the direction he's going
  • Really accurate weather forecasting
    As a power stunt, the character may use this power in reverse to perform such mystifying feats as determining secret identities or the whereabouts of the villain's secret HQ (if he's already been there).
92​
ForeshadowingThis power gives the character a limited and subconscious control over several powers, including Precognition and Reality Alteration - Past. This power allows an observant character the chance to make an educated guess about the future events in his own life. The Judge is encouraged to be as creative as possible in this respect, without getting out of Hand. At the beginning of every play session, the Judge (not the player) makes a roll to determine how far reaching the effects of this power are, with the hints provided being more frequent or obvious the higher the color rolled. On a White result, the Judge is encouraged to lie like a rug, throwing wildly contradicting events at the hero until he thinks that Galactus himself might appear!
93​
Omni-KnowledgeA character with this power has an innate, subconscious link to a sort of cosmic reference library. When he is presented with a question concerning information of which he was previously ignorant, the PC must make a FEAT. Green FEATs give him access to contemporary human knowledge. Yellow FEATs give him access to alien knowledge. Red FEATs give him access to Entity-level knowledge. Success means he is able to give a short, concise answer that only answers the initial question. As a limit to this power, the question must be asked of the hero by another person. Also, despite his ability to "know" any given topic, the PC might not be able to understand it. His comprehension is still limited by his Reason. This power enables the Judge to create idiot savants who can decipher the workings of Galactus's Worldship but are unable to tie their shoelaces. For example: Ref-Book and his buddy Jaunt find themselves in the Watcher's recreation room, facing a piece of alien technology. Ref-Book has no idea of what the thing is, but when Jaunt asks the magic question "What is that?" Ref-Book's power goes to work. He makes a Red FEAT, gains the necessary knowledge, and says "It's a television set." "Well, how do we turn it on?" asks Jaunt. Ref-Book fails his next FEAT and says, "Beats me."
94​
Death Field GenerationThe hero can generate an anti-life field that destroys all but 1 health point of all creatures in range. The range is found on Column A of the Simultaneous Actions Table. A power rank feat roll is made to determine the color feat roll the victim needs. The victim rolls their psyche to reduce the damage to half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This power can only be used two times/day.
95​
ConfusionThe hero has the ability to induce confusion on a victim within range. Range is determined on Column A. With a successful power rank feat roll, the hero can cause the corresponding effect for three rounds.
  • Green - victim does nothing but defend
  • Yellow- all actions at -2CS
  • Red - flees for three rounds
  • The victim is allowed a Psyche FEAT roll to resist, with the intensity equal to the color result received on the power rank feat roll.
96​
FearThe hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls:
  • Red resists
  • Yellow all actions at -1CS
  • Green flees as fast as possible
  • White paralysis
97​
Will ForceThe hero can mentally increase any one physical FASE ability score or power by +1CS for a duration equal to the color result once a day.
  • Red: 10 rounds
  • Yellow: 8 rounds
  • Green: 5 rounds
  • White: 3 rounds.
    The hero must then make a successful Psyche FEAT roll or rest for 1-10 rounds. The increase may be raised to a maximum of +2CS with a successful Psyche FEAT roll for 1 round. At the conclusion the hero must make an Endurance FEAT on the Stun column to avoid passing out from becoming physically and mentally exhausted.
98​
Photographic ReflexesThe PC takes 3 rounds to analyze physical talents when seen in use by other people. At that point the PC may temporarily copy these talents for 1 minute times the power rank. The PC uses his/her stats, but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like swimming or climbing, etc).
Optional Powers: Mental Duplication
Nemesis Powers: Invisibility
99​
Ultimate Skill*The PC has a talent, which he's honed. The Talent is automatically Unearthly rank. Talents that may have the Ultimate skill are:
  • Weapon skills: All
  • Fighting skills: All
  • Scientific skills: All
  • Other skills: except bonus gaining
    Note: Judge will decide on what Talents can be used for Ultimate skill
00​
Karmic TapThis power allows characters to tap into their reservoir of willpower (Karma) and increase any power or ability by 1 point for every 2 Karma spent. The power rank is the limit of Karma you can use in 1 round. The Duration is the round in which you spend the Karma. Rolling an Amazing FEAT roll will get you another round of benefit from the Karma spent. If the FEAT is rolled and failed, PC must spend the same amount of Karma for that round. If there is insufficient Karma to do so, the remainder is taken from the PC's health. This power is considered a free action, may be done in addition to other actions in the round.
Optional Powers: None
Nemesis: Itself
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Defensive
Defensive Powers
01-09​
Body ArmorArtificial Body Armor
10-18​
Force FieldCompletely absorbs any attacks that have an intensity equal or less than the power rank number. The remaining Intensity breaches the field and affects anyone within its diminished effect.
19-27​
Death Field*This is a field-effect version of Life Absorption. The Death field drains the life force out of all within the area of the field, and adds this energy to the PC's health. The PC must first make a power FEAT against the intensity of the victim's Psyche. Each FEAT allows the PC to drain up to a number of health points from each target in the field area that is equal to the power's rank number, until he/she regains the normal maximum health. If the target's health drops to 0 as a result, the victim dies, and his/her body disintegrates.
28-36​
Force Fields vs.Die Roll Force Fields
01-11 Force Field vs. Emotion (Minimum Power Rank = Intuition +1CS)
12-20 Force Field vs. Energy
21-35 Force Field vs. Magic
36-70 Force Field vs. Mental (Minimum Power Rank=Psyche +1CS)
71-87 Force Field vs. Physical
88-92 Force Field vs. Power Manipulation
93-00 Force Field vs. Vampirism
37-45​
Null-FieldThis power surrounds the PC with a field that dampens all forms of energy within the area. This power’s rank number reduces all energy in the area. The field also reduces a -1CS on all attacks within the area by a number that is equal to 10% of the power's rank number. For example, an Excellent Null-Field reduces all attacks in the area by a -2CS. This power affects even attacks not directed to the PC.
46-54​
BubbleThis is a force bubble that surrounds the PC. The Bubble provides protection against all physical and energy attacks that are equal to or less than the power's rank number. If an intensity of applied force is more than 1/2 of this power's rank number, the bubble merely bounces away. The Bubble is also slippery, so that all attempts to grapple it are at a –1CS that is equal to 10% or the power's rank number. For example, all attempts to grapple an Incredible Bubble are at -4CS.
55-63​
Aura Field*This is an energy type of forcefield (See the Energy Emissions section for available types). Each field carries its own characteristics that affect the ways the PC uses his/hers power. The maximum size of the field is the number of areas equal to 10% of the power's rank number. For example, an Amazing Aura Field can encompass 5 areas. This field automatically provides protection and life support of rank number. The field completely absorbs any physical attack that has an intensity that is equal to or less than the power's rank number. If the intensity is higher, it's reduced by the power's rank number. The remaining intensity breaches the field and affects the PC's health. If the field is destroyed, the PC must make a red FEAT to regain it. Possible ways of destroying an Aura Field include Energy Control and Conversion, Power Control, and Magic. The hero has a -2CS vulnerability to powers that can affect this type of energy field. However, he/she gets a +2CS resistance to attacks of the same form of energy. This field is also assumed to have an unlimited supply of energy. When creating the PC, the player can opt to raise the power rank +1CS if the power is considered temporary. If the player does not choose the latter, then the power is permanent. The permanent power begins at Shift-0 increasing every round until it reaches an intensity equal to that of the maximum power's rank number.
64-72​
ReflectionThe power rank of the power is subtracted from the attack’s intensity. The rest is reflected back. A Typical FEAT is required to reflect the attack in a random direction, and Amazing FEAT is required to direct the attack -3CS back to the attacker. A Unearthly FEAT to completely turn the attack. When the power is breached once the user has to make a green FEAT to use the power again, when breached for the 2nd time he has to make a yellow FEAT, for each following breach he must make a red FEAT. If a Player wants a specific attack reflected by this Power, then he/she can raise it to a +1CS. Note: Reflection can be any Energy Emission or attack. Possible power stunts include:
  • Internal Energy Eruption: If the energy has no place to go, instead of harming everyone else, the Hero can turn the energy inward and cause themselves to suffer the Intensity of the energy
  • Energy Conversion: The Hero may convert another form of energy into the form they can reflect (at same intensity). Alternately, they can convert the energy that they normally reflect into another type. One stunt must be learned for each type of conversion.
73-81​
ResistancesDie Roll Resistances
01-11 Resist: Emotion (Minimum Power Rank = Intuition +1CS)
12-20 Resist: Energy
21-35 Resist: Magic
36-70 Resist: Mental (Minimum Power Rank = Psyche + 1CS)
71-87 Resist: Physical
88-92 Resist: Power Manipulation
93-00 Resist: Vampirism
82-91​
Sense ProtectionThe PC has a special protection against any one sense
92-00​
Electronic Counter MeasuresThis power reflects the ability to avoid electronic detection and thwart any and all attempts to be controlled by electronic means. This provides Power rank Invisibility against such detection efforts as Radar and Sonar, as well as any other power, which is being duplicated through electronic means. It also grants Power rank Resistance to hackers or, if the character is in a powered suit of armor, to outside override attempts.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Detection
Detection Powers
01-02​
Astral DetectionThe character can automatically “see” astral creatures or projections even while not in astral form herself.
03-04​
Abnormal SensitivityThe hero can hear/feel/see things he cannot normally see and vice versa. He can for instance see infrared but not normal.
04-05​
Sense Artificial Intelligence
06-07​
Death SenseThe PC can detect aura of immanent death. The Death Sense automatically functions if the target or targets are in a life-threatening situation, or if they're fixing to enter one. Before an adventure, the Judge makes a secret red Psyche FEAT roll to see if any of the Characters will die that adventure. If there is a success, no one will die. If a miss, then the PC sees a "death glow" around a random character. The Player of the character then is unable to spend Karma on Endurance FEATs during the adventure
08-09​
Aura Perception*The PC can virtually see and gain knowledge of almost everything about a person or an object a person has been in proximity with. Seeing an aura can indicate the following:
  • The Karma of a character or object
  • The Popularity of a character or object
  • The Resource rank number of a character or object
  • The Health of a character or object
  • The rank number of a pronounced ability or object
  • The rank number of a pronounced power or object
  • The Physical Form of a character or object
    This power also enables the PC to read the psychic Aura of an object and "hear" the psychic thoughts of characters that who've been in proximity of an object. (The PC can recognize any Aura that he/she's previously seen. Even if the target is disguised, it can be recognized by its distinct Aura. A red Psyche FEAT against the intensity rank number of the disguise must be made in order to allow the hidden target to be seen by the PC.
    Note: This is a Godly Power, so Player must work with the Judge.
10-12​
Circular Vision360 Degree vision +1CS Fighting, -1CS Popularity
13-15​
Cosmic Perception*The PC has a heightened sense on a universal scale. This sense is a detection power automatically at CL1000 power rank. Player can choose to roll on the table below, or just choose one of the five types of detection: (Judge's discretion)
Die Roll Sense
01-51 Energy
52-67 Magic
68-72 Space (Telescopic, microscopic, extradimensional all in one)
73-00 Psionic
Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
15-19​
Energy Detection
20-24​
Enhanced SensesThe PC has one or more of the five normal senses (hearing, sight, smell, touch, and taste) enhanced.
25-27​
Environmental AwarenessComplete knowledge of the surroundings
28-30​
Genetic PerceptionUnlike Power Detection, this is the true "Mutant Detection". The PC can perceive and decipher genetic codes.
31-33​
Extradimensional Detection
34-36​
Hyper SenseDie Roll Hyper Senses
01-53 Hearing Sonic Attacks at +1CS
54-87 Olfactory When unable to block nasty scents -1CS Endurance
88-00 Touch
37-39​
Life DetectionIdentify presence and nature of lifeforms
40-42​
Magic Detection
43-45​
Microscopic Vision
46-49​
Penetration VisionX-ray vision
50-54​
Power DetectionIdentify specific heroes at Uneathly FEAT
55-58​
Psionic Detection
59-62​
Radar Sense-1CS vs. electrical and Magnetic attacks
63-66​
Reality Perception*The PC can see the network patterns of matter and energy that form the universe. This power functions like a combination of the powers; Extradimensional, True sight, and Cosmic Perception. This power is so outside of reality that the PC can develop a vast variety of Power stunts:
  • Penetrate illusions by focusing on the true energy patterns;
  • Perceive the physical and mental condition of a being;
  • Perceive the occurrences in other realities;
  • Penetrate concealment and disguises, and see the true nature of matter;
  • Perceive occurrences beyond the barrier of dimensions;
  • See through matter.
    Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
67-71​
SonarSonic attacks +1CS
72-75​
Telescopic Vision
76-79​
Thermal Vision
80-83​
Tracking
84-88​
True SightPenetrate any disguise below this rank
89-92​
Ultraviolet VisionSee clearly through fog and water
93-96​
VR VisionThe PC has a virtual sense. The Vision allows the PC to travel distances through virtual sight, without ever leaving the area he/she's in. The PC receives a visual simulation of a virtual world, as if he/she were actually present at the scene. The power is not hindered by factors at all. The VR Vision when in use overrides the normal sight. The vision is consciously controlled, and can practically travel anyplace. A disadvantage of the sight, is if unwanted visions obscure the view or distract the PC at a crucial moment.
97-00​
Weakness DetectionRank Good or below, physical weaknesses only. Excellent to Amazing mental and physical. Monstrous and above, mental, Physical, and power based.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#EnergyEmission
Energy Emission Powers
01-04​
Cold GenerationNOT ice generation, generate extreme colds (see judge book for effects)
05-08​
Cosmic Energy Emission*The PC can take in all the energies of the Cosmos and release them as a Cosmic force. The force has the intensity of the Power's rank number. Since this is a Cosmic Power, which utilizes all the energies of the Universe, Power rank increase only costs half of the usual Karma. As with Hard Radiation (See Hard Radiation Emission p.27 in the UPB), the PC has automatic safeguards to prevent radioactive contamination. This power is linked to Cosmic Energy Manipulation; the Player may opt to exchange one of his other Powers for Cosmic Energy Manipulation when creating the character. The PC has Power rank resistance to the Cosmic energy.
Note: This is a Cosmic Power, so player must work with the Judge.
09-12​
Darkforce GenerationThe PC can generate and project the Darkforce with Power rank damage and range. (See the UPB p.21 or this update above under, the Darkforce Manipulation power for a more detailed explanation of this extradimensional energy). Furthermore, the PC has Power rank resistance to this energy and can see within his own Darkforce vapor. This Power is linked to Darkforce Manipulation; the Player can opt to replace one of his Powers for Darkforce Manipulation when creating the character.
13-16​
EctoplasmcastingThe PC can project an invisible expanded force of Ectoplasm (Spirit Energy) at Power rank range and damage. The Ectoplasm blast affects the target’s base Karma, not Health. If the base Karma drops to 0, then the RIP each start losing points, if the RIP each just happens to drop to 0, then the victim is a vegetable. (See the Ectoplasmshaping power above under the Energy Control section in this update).
17-20​
Electrical GenerationThe PC can freely generate a force of the energy spectrum at Power rank damage and range. However, the PC also has an innate ability to emit each energy of the Spectrum, separately at a -2CS. (See above the Electromagnetic Control power in the Energy Control section of this update).
Note: All individual energy effects still take place in a single blast, even though the energy is not in separate bursts. This is a Cosmic Power, so player must work with the Judge.
21-24​
Electro-Magnetism*The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
25-28​
Energy DoppelgangerGenerate an energy body from himself which can have powers and automatically has True Flight and power characteristic to the energy type.
29-32​
Extradimensional Energy Emission*The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
33-36​
Extraterrestrial Energy Emission*The PC can project an existing, yet unknown cosmic energy at Power rank damage and range. (See above the Extraterrestrial Energy Control power under the Energy Control section in this update).
Note: This is a Cosmic Power, so player must work with the Judge.
37-40​
Fire Generation
41-42​
Hard Radiation EmissionNote: Cosmic Energy is a combination of Hard Radiation energies in one.
43-44​
Heat GenerationNOT fire generation, possible power stunts
  • Causing breakdown of molecular or atomic bonds (Amazing and Unearthly FEAT
  • Negating a target's magnetism
  • Negating conductivity
  • Strengthening materials
  • Changing local weather
45-48​
Kinetic Bolt
49-52​
Light Generation
53-56​
Magnetism
57-60​
Microwave GenerationThe PC can generate and project microwaves at Power rank damage and range. (See above the Microwave Manipulation power under the Energy Control section of this update for more information regarding this energy).
61-64​
Nuclear GenerationThe PC can generate and project Nuclear energy at Power rank damage and range. PC also automatically has Power rank resistance. This power is Plasma of ALL energies found in a nuclear blast at -2CS.
65-68​
Plasma Generationalso create plasma fields with 2 of the following effects Light at -2CS illumination Heat at -2CS Flame at -2CS Hard Radiation at -2CS Magnetism at -2CS Electricity at -2CS
69-72​
Radiowave Generation
73-76​
ShadowcastingEmit a field that obscures energy intensity, the following are affected at listed power rank:
  • Light at Good or below
  • Heat at Excellent
  • Hard Radiation at Remarkable
  • Radiowaves at Incredible
  • Energy doppelgangers at Amazing
  • Energy Bodies at Monstrous
77-80​
Darkforce Generation
81-84​
Sonic Generation
85-88​
VibrationPower stunts vibratory shield with +2CS protection vs solid attacks
89-92​
Gas GenerationThe hero can generate and spray one or more different types of gases. It has an intensity equal to the power rank. Range is found on Column A of the Simultaneous Actions Table. The gas completely fills each area it goes through, and everyone in those areas is subject to the effects. It lasts three rounds and can only be used once every five minutes (50 rounds). The gas is still subject to wind, powers, etc. An Endurance FEAT roll against the intensity is allowed to resist the effects.
Die Roll Gas Type
  • Foul Odor: -1CS on all attacks, -1CS on Endurance FEAT
  • Paralysis: 1-10 rds, can only use mental powers
  • Blinding: hero is blinded 1-10 rds., all rolls at -4CS
  • Poison: power rank dam. each round in gas
  • Double vision: victim misses target 50% of the time
  • Sicken: incapacitation 1-10 rds
93-00​
BombThe hero has the ability to cause an explosion starting at the point the hero touches the ground and extending to the extent of the range. Range is found on Column A but the areas are cut in half. Damage is physical, but regardless if the victim takes damage or not all victims must make an agility feat roll or be slammed.
 
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destroyer

Alfrescian
Loyal
Patrons Of The 14th Maergzjirah Tower Of Angelic Buddaos

1) The 14th Maergzjirah Blighted Lord Varaibim Hau Cheong True Black Yang Zhang Hao Of The 14th Maergzjirah Tower Of Angelic Buddaos
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2) Demiurge Archangel Lucifer Lightbringer Morningstar The Future Devil Endgame MVP Most Valuable Player “Guardian Evolution”

3) Maergzjirah Elder Ascended Grand Master (EAGM) Cain Sarial The Master Coder (Varaibim’s Codeless & Varaibim’s Codes)
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4) Maergzjirah Elder Ascended Grand Master (EAGM) Somnus Dreadwood The True First Original Lich
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5) Maergzjirah Mistress Mariya Nishiuchi

6) “Dark Lilith”

7) Maergzjirah Mistress Bambi Leong

8) “Guardian Eve”

9) Maergzjirah Mistress Kako Hantei Yamato Of Akishino

https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Magic
Magic
Note: Magic in itself is a powerful Power, so players must work with the Judge.
01-03​
AbjurationThe Mage can cast spells involving individual protection of him/herself or others at Spell rank. The following are spells the Mage can cast:
  • Armor
  • Damage Absorption*
  • Damage Conversion*
  • Healing
  • Immovability
  • Aura Shield
  • etc.
04-06​
AlchemyThe Mage has the ability to mix and concoct magic potions and elixirs for a variety of effects at Spell rank. A beginning number of potions the Mage has concocted is equal to the Spell rank. If any potions or elixirs are created in excess of this number, then the new potion replaces one of the numbered. The following are some of the potions and elixirs that have been developed:
  • Healing: Restores target's Heath points equal to Spell rank up to normal number.
  • Paralyzing: Target cannot move 1d10 rounds. If target's Endurance is higher than Spell rank, target may make an Endurance FEAT to avoid this effect.
  • Sleeping: Target is put in a state of sleep for 1d10 rounds. If target's Psyche is higher than Spell rank, target may make a Psyche FEAT to avoid this effect.
  • Life: Bestows temporary Longevity to target for 1d100*Spell rank days.
  • Ressurection: Restores targets Endurance to stable at 0.
  • Transmutation: Change elements into other elements at Spell rank.
  • Explosive: Creates a force of intensity equal to the Spell rank of damage and area effect.
  • Strength: Temporary increases the target's Strength +CS of the Spell rank number / 10.
  • Agility: Temporary increases the target's Agility +CS of the Spell rank number / 10.
  • Magic: Temporary increases the target's Spell ranks +CS of the Spell rank number / 10.
  • Endurance: Temporary increases the target's Endurance +CS of the Spell rank number / 10.
  • Power: Temporary increases the target's Power ranks +CS of the Spell rank number / 10.
  • Rejuvination: Testores targets Health and Karma to original number of points.
    A Spell FEAT must first be made in order to create a potion or elixir each time. If not, then the potion or elixir is just that, a vile of mixed liquids.
07-09​
AlterationThe Mage can cast spells that alter the physical state of him/herself at Spell rank. The following are spells the Mage can cast:
  • Alteration-Appearance; Natural Weaponry; and Bone
  • Shapeshifting-Limited
  • Absorption*
  • Apparition
  • Chameleonic Coloring
  • Density Control-Self
  • etc.
10-12​
Astral Supremacy*The Mage has a unique mastery over the Astral Plane. This gives the caster a +1CS on Magic FEATS while on the Astral Plane.
13-15​
ConjurationThe Mage can cast spells that bring Magical artifacts or life forms into the present reality. The Mage must have a good knowledge of what he/she wants to Conjure into this reality.
16-18​
DemonicThe Mage can cast spells of Magic that are found among the lores of the Demons at Spell rank. The following are Demonic spells the Mage can cast:
  • Shapeshifting-Limited and Unlimited
  • Soulfire
  • Hellfire
  • Dimensional Aperture**
  • Fear
  • Psychic Vampirism*
  • Astral theft**
  • Telepathy-Limited
  • Alteration-Natural Weaponry
  • etc.
19-21​
Dimensional PocketThe Mage has an extradimensional space that he/she can recall or place objects in. This Pocket can almost store an unlimited amount of items. The size of this pocket opening is equal to the Spell rank number in inches of feet.
22-24​
DivinationThe Mage can cast spells that give him/her foresight on knowledge and events unknown. The following are spells the Mage can cast:
  • Dual Persona.
  • Enchanted Eye
  • Foretelling
  • Apparition
  • Gramarye
  • Learning
  • Post-cognition
  • Sensing(ALL)
  • etc.
25-27​
ElementalThe Mage can control the four elements of the Universe; Earth, Wind, Fire, and Water at Spell rank (See Nature Control p.24-25 in the Realms of Magic). The Mage also has an ability to summon Elementals at Spell rank. The Mage can also create Elementals at Spell rank Abilities and Powers.
28-30​
EnchantmentImbue an item with spells which then releases it at a specific moment
31-32​
Energy SourceNot a real power, the character can perform magic while in contact with his energy source
33-34​
Enhancement*The Mage has the unique ability to increase the abilities of an individual. The Spell can also bestow powers upon the subject. The Mage must make a Psyche FEAT roll before he/she can do this; the Mage may add Karma to a roll at anytime:
White-2 abilities raised, +2CS,
Green-3 abilities raised, +3CS, plus a random power,
Yellow-3 abilities raised, +3CS, plus two powers,
Red-4 abilities raised, +3CS, plus three powers.
35-36​
EntreatyThe Mage can summon the magical Entities and their magical Powers from the dimensional planes of reality in the Universe at Spell rank. The Mage must have an Entity that belongs to the same school of Magic.
37-38​
EvocationThe Mage has the ability to evoke the forces of ancient magical energies in the universe. The following are spells the Mage can cast:
  • Eldritch Energy (ALL)
  • Energy Control (ALL)
  • Glamor
  • Vapors (ALL)
  • etc.
39-40​
FaerieThe Mage can cast spells that exist within the ancient lore of the Elves and fairies. The following are spells the Mage can cast:
  • Charm
  • Confusion
  • Emotion Control
  • Forgetfulness
  • mesmerism
  • etc.
41-42​
FamiliarThe mage uses living creatures as an conduit of his/her senses and powers. The Mage must be in contact with the Familiar in order to achieve any magical powers aside from just communication.
Note: the familiar could be Magic in nature.
43-44​
IllusoryThe Mage can cast spells that create simulations of reality at Spell rank. The more realistic these simulations appear to others depends on the intensity of the Spell FEAT.
45-46​
Imprisonment*The Mage can bind a person's body to a specific place or area. If the person ever physically leaves that area, his/her body would completely disintegrate; moreover, he/she cannot draw upon the energies of Magic without this prison. However, the person can draw upon the energies of the Imprisonment sanctum, and cast spells with a +2CS to the original Spell rank, and his/her body will not age.
47-48​
Internal LimboTargets can resist by using Strength agility or a travel power and the mage must make a Agility FEAT to capture a moving target. He can only draw in targets smaller or equal than himself.
What it does is allow the Hero to literally have a world of their own. The Pocket Reality is attached to the Hero in some way (unless taken as a piece of Equipment); and the hero can control who or what enters the Pocket Reality. The size of the Pocket Reality is dependent on the Intensity of the power; see the Range Table for more details. Also, the Pocket Reality can generally only support life for a number of people equal to its intensity (not including the hero who has it). The pocket Reality is not necessarily an actual separate dimension, it could be a dimensionally collapsed part of the Hero’s own body or it could actually disintegrate the targets and put them into cyberspace.
Unless the Hero’s stunts say otherwise, the actual world of the pocket reality is a void, but one which sustains all life within it as though they had Life Support of an intensity equal to the Pocket Reality’s intensity.
Generally, objects of any size can be transported to the Pocket reality itself, but they must be able to fit first. To voluntarily move from where the Hero is to the Pocket Reality, the person or thing must be touching the hero. If the hero wishes to force someone to enter the Pocket Reality, they have to touch the target, which is an easy Agility feat. Then they must make an action to draw them in. To leave the Pocket Reality, the victim should make an Endurance feat. The Hero can remove anyone from the Pocket Reality if they choose.
  • Teleportation: The Hero gains Teleportation by moving through his own pocket reality.
  • Emotion Control: The Hero can use Emotion Control on anyone in the Pocket Reality
  • Life Support: The Hero gains Life Support
  • Telepresence: The Hero can send an illusory representative of himself into the Pocket Reality.
  • Vortex: The Hero can attempt to suck someone in firing distance into the Pocket Reality. It’s resisted by their strength, usually.
  • Implosion: By pushing this power to the limit, the Hero can suck everything and everyone in firing distance into the pocket reality.
49-50​
InvocationThe Mage has the ability to invoke the spells of past, ancient Magi at Spell rank. Usually the spell is named after the ancient Wizard. The following are examples of possible spells the Mage can cast..
  • Dakimh's Magic Missiles
  • The Ancient One's Spell of Silence
  • The Gateway of Agatha Harkness
  • etc
    Note: The Mage has an unlimited array of possibilities for Spells of Invocation.
51-52​
ItemThe Mage can create a Magical object of any kind at Spell rank and keeps it in his/her possession or protection. The item's Material strength and Power is equal to this Magic's Spell rank.
53-54​
Life Protection*The Mage can totally protect the life of him/herself. When affected by this Spell he/she ignores all Kill results.
55-57​
Magic Absorption*The Mage has the ability to acquire the magical powers and abilities of other Magi at Spell rank. The Mage must touch the target in order to gain these abilities, and the target may make a Psyche or Endurance FEAT to avoid the effect. (See the Power Absorption power in the APB p.79 for more details on this power in its unmagical nature).
58-59​
Magic ControlManipulate, magnify/reduce or negate magic
60-61​
Magic CreationInvest beings with new magical powers.
62-63​
Magic DominationA form of Mind Control that forces other Mages to cast magic spells the way the holder of this power wants it.
64-65​
Magic TransferalTransfer Magical Power to a person in contact (or at -1CS / 10feet distance) The mages own rank drops by the transferred amount. A Green Reason FEAT means the duration is 100* the combined reason of target and mage, yellow means 10000* and red means permanent
66-67​
Magic VampirismDrain magical powers from objects or drain living Magic from a living being
68-69​
NecromancyThe Mage can cast spells that deal with utilizing energies of the dead at Spell rank.
70-71​
PhantasmalThe Mage can create realistic simulations of spirit matter at Spell rank. All simulations are of Spell rank Strength, Endurance, Material or Power, and attain all the other attributes of the Mage. The duration of the Phantasmal determines the intensity of the Spell FEAT.
72-73​
Power SimulationMagical version of a normal power. (roll again)
74-75​
Reality AlterationReshape time, choose one of the following:
  • Alter Future: up to power rank in turn, the harder the higher the feat
  • Alter Present: create some sort of pocket-dimension with a number of people equal to his rank. Green feat for small alterations, etc. Duration, green reason feat gives 2 hours * reason rank, yellow=1 day * Reason rank, red=10 days * Reason rank (permanent at judge discretion)
76-77​
Spirit EvictionThe Mage has the magical ability to force a spirit from its body at Spell rank. The Mage then can absorb the flesh of the abandoned body. If for some reason the spirit Eviction is halted, the Mage can control the subconscious mind of the victim later at Spell rank. Furthermore, if the target has formerly encountered this Spell, he/she gets to make a Psyche FEAT to avoid the effects of the Eviction.
78-79​
Spirit VampirismDrain Intuition and Psyche to increase Strength, Endurance, Psyche and powers
80-81​
Sympathetic MagicPowers work through some sort of Effigy, sticking pins in it hurts the character.
82-83​
Techno-MagicThe Mage has the unique ability to combine Science and Magic. The Spell rank of this Magic Power is added to that of the Mage's Reason, Intuition, Psyche, and other Spell ranks when dealing with research, inventions, Science skills and spells of Techno-Magic. This is a Science. When generating the Character, the Player must have at least one Science talent rolled or he/she gets to choose one automatically.
84-85​
ThaumaturgyThe Mage can cast spells that capture and confine others, rather than harm at Spell rank. The following are spells the Mage can cast:
  • Bands
  • Net
  • Trap
  • Wave
  • etc.
86-87​
WardingCreate wards that have up to rank number of power rank intensity powers to go of when certain conditions are met.
88-89​
Witchery*The mage can cast spells that only affect others individually at Spell rank. The following are spells the Mage can cast:
  • Density Control-Others
  • Curse
  • Growing-Others
  • Healing-Others
  • Invisibility-Others
  • Shrinking-Others
  • etc.
90-95​
WildThe Mage can cast spells that manifest distorted, but yet potent effects of a chaotic nature at Spell rank. Judge determines the chaotic nature of each Spell that is cast.
Note: Wild Magic is not Chaos Magic.
96-00​
Probability ControlLike is says, folks; this power allows one to tinker with probability itself in strange and wonderful ways.
https://www.classicmarvelforever.com/cms/ultimate-talents-list.html#Mystic
(71-74) Mystic and Mental Skills
01-08BibliophileThe character has an extensive knowledge of magical books, scrolls, or other primarily informational items, and the lore concerning them. He has a +2CS when using or researching these.
09-16DemonologistThe character has studied accounts of demons in the Marvel Universe and he knows how dangerous and hostile they are. The character receives a +1CS in any situation involving demons, including research, communication, identification and combat.
17-24Mesmerism and HypnosisThis talent is a primitive form of Mind Control at the Power rank number equal to the Reason of the character with this Talent. Information can be gained as per a Mental Probe, and posthypnotic suggestions may be implanted within the victim's mind. Any attempt to force an individual to do something that he would not normally do, or divulge information that he would not normally reveal, will cause the hypnotism to break. A hypnotic command fades in 1-10 hours after it is given.
25-32Mystic BackgroundThis "Talent" shows that the character has some background with magical forces. A character with this Talent may have Magical Powers, with the approval of the Judge.
33-40Occult LoreThe character has made extensive studies into the area of occult happenings, including: unexplained events and mysteries of the world, hauntings, and other manifestations of the spirit world. He has a +2CS when researching or dealing with occult events.
41-48Resist DominationThis permits the character to resist mental attacks as if the character had a mental power of Psyche +1CS.
Ritual MagicsReason FEAT to perform magical ceromonies. To do this you need knowledge of the ceremony (usually from a book), equiptment, and time. Time is 1d20 times 2 = rounds of spellcasting needed.
49-56RunesmithThe character is a transcriber and translator of runes, especially ancient, magical runes. The character has a +2CS whenever studying, deciphering, or inscribing runes.
57-65Scholar of AntiquitiesThe character has an extensive knowledge of antiques, especially ancient magical artifacts and lore concerning them. He gains a +2CS when dealing with them
66-74Sleight of HandThe character with this Talent may palm small items, making them appear or disappear with Agility +1CS ability.
75-83TheogonyThe character has a +2CS when researching information on the powerful extradimensional beings and gods of the Marvel
84-92TranceThe character may place himself into a trance. While in a trance the character slows his body functions to such a level that he may be assumed to be deceased. A character in a trance reduces needs for food and water to a minimal level, and may regain Endurance ranks at one rank per day.
93-00Zoologist of MagicAllows a +1CS when attempting to identify magical creatures and their powers.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#PowerControl
Power Control
01-04​
AssimilationThe PC has an extraordinary ability to copy genetic structures of the superhuman at Power rank and range. The intensity of this Power determines how well the PC can use the duplicated Powers and talents, and how many powers and talents at once he/she can use. Should the Player decide to limit the range by touch, he/she can raise this power rank a +1CS. The range is of this power is found under column B of the Range Table. The PC can assimilate a maximum number of powers. The Player must make a Red Power FEAT at the time chosen, then the number of targets the PC can copy at one time is determined by the maximum rank number (rounded off by tens) and/10. IE: Xerox has the Assimilation power at a power rank of Monstrous (the maximum rank number rounded off to tens is 80). Therefore at a maximum ability, he can copy 8 powers and talents at once.
05-08​
Avatar*The PC automatically is given the bonus Power of an Alter Ego of a Diety. This Alter Ego is an Avatar of another Diety or conglomeration of many Diety's abilities. Therefore, all source of powers of the PC are derived from the Avatar. Any previously generated powers are automatically now a portion of the Avatar's powers. When creating the character, the Player follows the rules for creation of a diety combing all previously generations into one. The player must work with a Judge and design the statistics of the Avatar, which he/she has chosen or imagined.
Note: This is a Godly Power.
09-12​
Base*The PC has a mental link with every portion of his/her base at power rank. The Base moves and shapechanges upon the merest commands of the PC. The Base can also develop both offensive and defensive gadgets, powers and abilities at Power rank.
13-16​
Control*
  • Manipulation: Change directions by a Green FEAT, alter effects on a Yellow and completely alter a power with a red.
  • Magnification/Reduction: increase or decrease by this power rank.
  • Negation: negate at a successful feat. Indirect control can be dodged.
17-20​
Cosmic Host*The PC is linked mentally with a cosmic entity. When the Player chooses this power, he/she must set aside all previously generated powers, or choose another power. The entity is a separate persona that is a part of the PC, which thrives on his/her emotions. When a certain emotion chosen by the Player and accepted by the Judge is displayed, the PC's persona reverts into the entity's persona. When generating this power, the Player may choose 3 primary abilities to be enhanced a +3CS, and 1 primary ability at a +6CS. All remaining powers generated, automatically are raised a +3CS. All primary abilities have a limit of (Unearthly) except 1 primary ability. All powers also are limited to (Unearthly). Should the PC reach this limit or beyond it, Player must then retire for the True persona of the entity has taken over and becomes an NPC now. This is a delicate and powerful ability, which must be periodically maintained, and reviewed with the Judge.
Note: This is a Cosmic Power.
21-24​
DanceThe PC's powers are generated by a Dance, which he/she performs. When generating the character, the Play may opt to choose any number of the previously generated powers and combine them in the Dance. The character's powers involved with the Dance automatically receive a bonus of a +1CS.
25-28​
Hyper-Power*The PC has a psychological stimulus that increases his/her FASE or RIP to a +1CS when in effect. When creating the character, the Player must come up with a psychological stimulus, and choose which group of ability stats that he/she wants the PC to have enhanced when in contact of the stimuli. IE: Moonknight's FASE ability ranks are enhanced during a full moon.
29-32​
Investment*The PC can invest a chosen target with powers at Power Rank. The Player must make a Power FEAT, to determine the duration of the bestowed powers. The following is a list of intensity FEATs and the duration:
  • Green: 1d10 hrs.
  • Yellow: 1day
  • Red: Permanent
    Note: Should the PC decide to invest a target with permanent powers, he/she must also spend an additional amount of Karma 5 times the Power rank number.
33-36​
Multi-TaskingThe PC has the unique ability to basically use any two powers at once. Player gets to generate one more additional power. He/she may opt to discard this power and choose another.
37-40​
Omniversal**The PC has an extraordinary ability to use any power at Power rank and range. All previously generated powers must be discarded when this power is chosen. The PC however must still make a Power FEAT in order to use a chosen power. Should the PC fail his/her FEAT, then he/she must make another FEAT on a different chosen power. Moreover, any power that the PC was not able use, cannot then be used until the following day.
Note: This is an Omni Power.
41-44​
Power Absorption*The PC can absorb the superhuman powers of his/her victims at Power rank.
45-48​
Power Creation*Create up to power rank power at -3CS (not on himself) duration is 1 day times the creators Reason on a green FEAT, yellow gives 10 days times Reason and red gives permanently.
49-52​
Power DominationSome sort of domination the character can control the use of powers, it's a FEAT of power rank vs. Psyche.
53-56​
Power DuplicationThis is the only power a character can have, he duplicates any one power at a time at his own power rank, a green FEAT enables him to store the knowledge of the power for future use, otherwise he must be within 10 feet of the power used. The other powers rolled when the character was created are powers, which he previously encountered.
57-60​
Energy SourceThe hero draws his power from an outside source. (you may roll another power)
61-64​
Energy Source CreationThe character can create objects that can hold powers and that are released on special circumstances. The item for instance can act as another characters power source.
65-68​
Power FocusChannel all his power ranks and ability ranks in 1 ability or power burst. They are all totaled together in one massive outburst, afterwards all ranks drop to Feeble. This power rank number is the number of points the character can regain each turn.
69-72​
Power GestaltA power created when two characters touch
73-76​
NemesisReplaces all other powers. In 2 round the characters can develop a counter-power vs. his adversary or up to a +1CS version of the adversary’s own power. The nemesis power can cope with only 1 person at a time.
77-80​
Power TransferalTransfer a part of your powers to another
81-84​
Power VampirismDrain powers as vampirism
85-88​
Residual AbsorptionDuplicate a power by absorbing leftover traces. green FEAT gives a duration of reason x 100 turns, yellow: reason x 10.000 turns, red: permanent.
89-91​
ScreamThe PC can emit a Scream that is the source and focus of his/her powers. The Player may opt to choose this power or another. The rank of the power caused by the scream is equal to the original power rank of the power, plus the rank of this power. Should the Player decide to keep this power, he/she may opt to choose an additional power.
92-94​
SelectionOnly one of the characters powers can be used at a time (roll another power).
95-97​
Weakness CreationBestow a character with a weakness with a duration of 10 turns x reason when a green FEAT is made, 1000 x when yellow, 10.000 x when red.
98-00​
Imbuing*The character with this power has the ability to charge an object or person with raw power. How that power is released is dependent on which form of the power the player rolls.
01-70 Objects only
71-95 Beings only
96-00 Objects and Beings
  • Objects only: The character may take power from an extra-dimensional or cosmic source and imbue it into an item. These items may inflict power rank damage if thrown. Optionally, the Judge may determine that the size of the object may affect the damage done with larger objects gaining a +1CS and smaller object inflicting -1CS. It may also be stated that for every additional round that the character spends imbuing the item, the damage may be increased by +1CS, with a maximum of +3CS. If the item is not released before the beginning of the fourth round, the energy becomes internalized and the character takes damage equal to his power plus +3CS.
  • Beings only: The character with this form of the power may grant superhuman abilities to ordinary beings. Powers granted may not exceed this power rank. When granting powers to others, a power FEAT roll must be made. On a White result, powers granted are at a -3CS to this power rank; on a Green result, powers are granted at power rank intensity but are determined randomly; On a Yellow, the powers may be chosen; and on a Red FEAT, the powers are granted permanently.
  • Objects and Beings: POOF! You're Galactus!
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterControl
Matter Control Powers
01-04​
AnimationThe PC can cause inanimate figures made of any substance to grow or shrink, and to become animated. The PC can also mentally command the now animated figure to do any thing he/she desires. The PC can cause the figure to grow up to a height equal to its current size times the Power rank number *5 feet, and shrink to its normal size divided by the Power rank number *5 centimeters. Each figure when animated develops a bond with the PC. Both the PC and the animated figure can now and then communicate telepathically.
05-08​
BondingBonding on molecular level, first turn Fe and +1CS each turn until power rank is reached
09-16​
CollectionCollect matter from your surrounding for instance salt from the sea, this can also affect phasing or ethereal targets if the user remains concentrating.
17-24​
CrystallizationTo affect a moving target agility FEAT, victims may resist as normal. Target (living or non-living) is transformed in gem-like substance with power-rank material strength for 1 min/power rank. If a living being is shattered he remains crystallized until he is somehow reassembled
25-32​
Diminution
33-40​
DisruptionMaterial strength determines FEAT, living targets may resist as energy attack
41-44​
Enlargement
45-48​
Extradimensional Matter Control*(See Above under Extradimensional Energy in the Energy Control section for more information regarding this special Power).
49-52​
Extraterrestrial Matter Control*(See Above under Extraterrestrial Energy in the Energy Control section for more information regarding this special Power).
Note: This is a Cosmic Power
53-56​
GeoforceLocate earth-related things, create volcanoes, earthquakes etc.
  • Earth Control: This power is basically unchanged from its description on p. 73-74, Player’s Book. It is possible to levitate or throw earth with this power, both considered separate power stunts. A character could, thus, learn to fly about on a hunk of rock.
  • Earth Animation. The character can create a semi-living creature of earth. It remains in existence for power rank turns, or until dispelled or destroyed. An earth elemental has only FASE scores. To determine their ranks, double Earth Control power rank and divide among FASE as desired. The elemental has Body Armor equal to power rank.
57-64​
Matter AnimationAlter flow of raw material air, liquid or solid
  • Air Control: This power is basically unchanged. Note that according to its description, p. 74, Player's Book, air control begins with four power stunts. A vengeful Judge might want to amend that. An additional stunt is:
  • Air Animation. The character can create a semi-living creature of air that resembles a swirling whirlwind. It remains in existence for power rank turns, or until dispelled or destroyed. An air elemental has only FASE scores. To determine their ranks, double Air Control power rank and divide among FASE as desired. The elemental flies at speed rank equal to its Agility.
  • Cold Control: by decreasing air pressure in an area, the Hero gains cold control
65-70​
Machine Animationvs. machines 'Psyche' which is zero when non-sentient, machine can move at rank -2CS
71-74​
Matter Teleportation*(The PC can either teleport an object to or from his/her vicinity. The amount of mass the PC can teleport is equal to the Power rank number in tons / PC's Health rounded. When the PC brings items to him/her, he/she does not create them but only seizes existing ones.
75-79​
Micro-EnvironmentIn a close sphere around the hero there's fresh air, normal temp etc. this protects against acid rain, extreme temp gasses etc.
80-86​
Moldingshape solid material
87-90​
Warping*The PC can alter the Material Strength of matter by a +/- 2CS, Shapeshift it at Power rank, and manipulate it as if he had Power rank Telekinesis.
91-95​
Weather Control
96-00​
Zombie AnimationPhysical abilities at -3CS power rank, mental abilities are zero, health as power rank up to psyche rank zombies can be controlled, they are immune to psionics or mental powers, disease, poisons, pheromones, hard radiation and sonics.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterConversion
Matter Conversion Powers
01-10​
ColorationChange colors, this power can equal -2CS shadowcasting, shadowshaping, heat emission, force-field vs. heat
11-20​
CombustionSpontaneous combustion in 1-10 turns, power rank damage
21-30​
DisintegrationThis is an especially brutal power that the Judge may wish to allow only with restrictions. This is great power for a master villain, but not a very good one for most heroes. Use of Disintegration, which normally has no range, is simple. After an Agility FEAT to hit, the character makes a Disintegration FEAT versus either Endurance, protective power rank, or Material Strength, whichever is hardest. If successful, the target is destroyed entirely. If the FEAT fails, the target still suffers power rank damage. Against non-living targets, Disintegration will only affect an amount of weight up to what could be lifted using power rank as Strength.
  • Reintegration. The character can reintegrate anything she has disintegrated, restoring the target to its pre-disintegration condition.
31-40​
Elemental ConversionConvert matters into a specific element, each pound created costs 1 health. converting a living being results in the being placed in stasis, if only part is conversed, use your imagination what happens further, probably a kill result
41-50​
IonizationTarget emits electricity at -1CS power rank, effects are as -2CS disintegration, -2CS Feat or become temporarily ethereal
51-60​
Molecular ConversionSame as elemental conversion but this power can be used to form compounds in stead of just 1 element.
61-70​
Projective SizingThe PC can alter the size of any inorganic matter he/she touches. He/she can either cause a Shrink or Growth of the matter at Power rank (See the Diminution and Enlargement Tables in the UPB). Any AI target, such as a robot, may make a Material strength FEAT roll against the Power to avoid its effects.
71-85​
Transmutation*The PC has the Power rank ability to rearrange atoms and molecules in both inorganic and organic matter. He/she can change an object’s or creature's shape, IE: turns a man into a mouse. At a high rank, the PC even has the ability to change subatomic particles, IE: turns water into glue.
86-00​
Weight ManipulationThe PC can alter the mass of inorganic or organic matter, by either increasing or decreasing the weight of the target. The amount of increase is equal to the weight of the target plus the Power rank number times 10. The amount of decrease is equal to the weight of the target minus the Power rank divide by 10. If the PC is concentrating The following are possible stunts:
  • Attack target unarmed with Power rank damage.
  • Flight at Power rank.
  • Alter the speed of a target.
  • Attack with Power rank attacks.
  • Immovability at Power rank.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterCreation
Matter Creation Powers
01-10​
Artifact CreationCreate desired objects out of nothing, each pound costs 1 health, the character must have detailed knowledge of the designs he wants to create.
11-20​
Chemical CreationThe PC can create a Chemical out of the molecules and particles in the air at Power rank. The PC does this by secreting chemicals out of his body and using a limited Molecular Conversion he/she can make a liquid compound from water to acid. The Power rank determines how dense or how acidity the intensity of the Chemical is. The following are some chemicals that can be created:
  • water
  • battery acid
  • citric acid
  • dish soap
  • gasoline
  • turpentine
  • ammonia
  • etc.
    The PC can create in one turn the number of fluid ounces equal to the power rank number. The mass quantity and duration of the Chemical is determined at the time of its creation.
  • A Green FEAT gives the Chemical a low mass quantity and a duration of 1d10 turns.
  • A Yellow FEAT raises the mass quantity to a good stability and a longer duration of 100 times 1d10.
  • A Red FEAT makes the mass quantity of the Chemical a very high stability and duration of 1000 times 1d10.
    Each ounce of Chemical created costs one point of the PC's Health temporarily.
21-26​
Elemental CreationSame as Conversion except the element is created out of nothing. This gives nearly unlimited possibilities.
27-30​
Hyper-Dimensional PocketThe PC can create and open a small dimensional pocket out of the fabric of Space where he/she can store things and pull them out whenever desired. The Power rank determines the size of the opening equal to the number of inches per square foot. Thus, a Poor Hyper-Dimensional Pocket's opening would be 4 square inches.
31-39​
Lifeform CreationMaximum number of ounces equals the power rank number. A green reason FEAT gives a lifetime of 100* reason, yellow gives 10.000*, red is permanent. The hero must have detailed knowledge of the organism to create.
40-52​
Mechanical CreationCreate machines, duration as above
53-60​
Molecular CreationSame as conversion except again out of nothing.
61-65​
Nexus Creation*The PC can create and open out of the fabric of Space a Nexus to another reality of Power rank effectiveness. A Power FEAT determines the duration of the rip in Space when it's created.
  • Green FEAT will last for 1d10 turns.
  • Yellow FEAT will last for 1d100 turns.
  • Red FEAT will last for 1d100*2 turns.
66-76​
Projectile CreationStunning of power rank or combined with other powers the player has like power negation/control or induced teleportation. The PC can create a Projectile of any kind with an unusual Power effect. The following are Projectiles that can be made:
  • dart
  • arrow
  • boomerang
  • missile
  • ball
  • paper airplane
  • etc.
77-85​
SprayDoes Feeble damage and visibility is -2CS, combined with other powers for instance freeze cloud when the character also has cold emission.
86-90​
Undead Creation*(This is similar to Lifeform Creation, yet the Lifeform is Undead). The character can create a zombie-like creature from a corpse or skeleton at Power rank.. Its Reason, Intuition and PsycheC scores are all Shift-0. Unless commanded, it does nothing. FASE scores are as follows, based on the original creature’s ability scores: F -2CS, A -2CS, S +1CS, E +2CS. No ability score will be reduced below Feeble.
91-00​
WebcastingPower rank strength upon hardening, can also be combined for instance with spirit storage to capture disembodied spirits. Power Stunts possible include:
  • Stunt—Web Chute: The Hero can make a Parachute out of webbing.
  • Containers: The Hero can make a variety of containers such as backpacks, bags, pouches, patches for torn costumes, etc.
  • Fireproof: The Hero's webbing is Resistant to fire.
  • Gloves: The Hero may make gloves or kneepads or other small protective devices out of webbing to avoid damage from touching or bumping into things. Not that the Hero is clumsy, but this stunt protects them from damage caused by them hitting especially hard, sharp, hot, cold or otherwise dangerous objects.
  • Stingers: Instead of soft webbing, the Hero can shoot stingers made of web material which acts like a Stun Blast if the stingers impact with a target's nerves. This stunt is one degree more difficult due to the precision required.
  • Impact Webbing: Instead of a steam of webbing, Impact Webbing are little web-balls that expand and Ensnare shortly after contact. Impact Webbing is automatically one degree easier to hit targets with, but Ensnares as a Contingent Action
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MentalEnhancements
Mental Enhancements
01-02​
Astral ProjectionThis power is basically the same as described on pp. 84-85, Player’s Book, with two exceptions. First, range is always based on the power rank as determined on p. 16, Player’s Book. Increased range can be bought as a bonus. Second, Dimension travel is not an automatic ability; it must be acquired as a power stunt. Character’s with Astral Projection of Remarkable or greater rank do not have to worry about their astral forms not being to find the ways back to their bodies. This permits some power stunts:
  • Astral Detection. The character can automatically “see” astral creatures or projections even while not in astral form herself.
  • Dimensional Travel. The character can astrally project across dimensional barriers, as if she had the Dimension Travel power.
  • Passengers. The character can transport a number of people equal to or less than 1/10th her power rank, taking them along in astral form as well. If the character is lost, her passengers become lost also.
  • Affect Normal World. The character can use a single mental or magical power to affect the material world while she is in astral form. Each different power usable in this fashion is a separate power stunt. Power rank is always reduced by -2CS. Furthermore, the character must make a Psyche FEAT against the unmodified power rank intensity or suffer the unmodified power rank in damage to Mental Health. For example, Astral Al has Emotion Control of Amazing rank. While in astral form, he attempts to cause fear in a foe. His Emotion Control affects the foe at Remarkable rank. Astral Al must also make a Psyche FEAT against Amazing intensity or suffer 50 points of damage to his Mental Health.
03​
Aura*The PC has an Aura of Divinity of Power rank. All other characters in the same area must roll a Psyche FEAT against this Power's roll, or they will feel a strong intimidation and are awestruck. This means they will lose initiative, and one attack. This roll must be made each round. A second Psyche FEAT roll is made by all other characters in the same area to see if they are fully under the PC's Power. All other characters that are influenced by this Power, automatically will become followers; they will follow the PC and perform anything he/she wishes. The PC can not ask anything. Character has a Power of Command every 3 rounds. This is a simple, attention drawing command like; "stop," "look," "no," "duck/look out," "unhand her, "give it to me," and so on. Everyone in sound of the PC's voice must make a Red Psyche FEAT, or lose one action in the process of obeying the command. Followers gain a bonus of;
  • +1 to Initiative;
  • +1CS to Fighting in a strike;
  • +1CS to Agility in a Block, Evade or Dodge;
  • and one additional attack when they are commanded to do something, like; "get him," "take him," etc.

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

    When creating the character at start, Player can either raise this Power's rank to +1CS of PC's Psyche if roll is lower, or if roll is higher, Player can raise his/her Psyche to a -1CS of this Power's rank number.
04​
Aura AlterationThe PC can alter the appearance of his Aura with a limited Illusion at Power rank. This means the PC can hide his true nature with a Power FEAT. Anyone with a mental power can avoid this Illusion by making a Red Psyche FEAT. If any other character makes the FEAT, they see the PC as he/she is. Any who're affected by this Illusion will see a different character. Any other Player using the Aura Perception Power and fails, Player can hand that other Player a fake or made up Character Sheet of his/her character.
05-06​
Bio-Manipulation*The PC can mentally manipulate biological functions or conditions in others at Power rank. There are 5 types of Bio-Manipulation effects.
  • Blindness
  • Deafness
  • Mute
  • Pain
  • Tissue Manipulation-This can cause a variety of effects:
  • Cold or Hot
  • Rash
  • itch
  • etc.
07-08​
ClairaudienceHear distant sounds, -1CS resistance vs. sonics
09-10​
ClairvoyanceSee distant sights
11-12​
Communicate with...Communicate with...
01-25 Animals
26-50 Cybernetics
51-75 Inorganics
76-00 Plants
13-14​
Cosmic AwarenessAutomatically detect CL1000 or better ability, +1CS attacks by detecting weak spots, discover information about things in the entire universe, when used more than 5 times make a secret reason FEAT vs. going insane temporarily
15-16​
Cyber TransmissionThe character must be able to access the computer by touch. By making a power FEAT against an intensity equal to the computer’s highest rank, the character gains access to the information stored on the computer. She may attempt to reprogram the computer. Each new command to be programmed requires a separate FEAT roll after access is acquired. If trying to reprogram a sentient computer or robot, this FEAT is always against Reason or Psyche intensity, whichever is higher.
  • Haywire. By accessing a computer, the character can cause it (and any systems it controls) to do unpredictable things for 1-10 turns. She has no control over the computer or its systems.
  • Machine Animation. Once linked, the character can control mechanical systems controlled by the computer, causing them to perform in whatever ways are within their capacity.
  • Mechanical Link. This power can be used on any machine. This enables the character to control mechanical systems even if no computer is present.
  • Cyberspace: like Astral Travel, the hero’s mind leaves their body and goes into cyberspace. This will work on any computer, but if the hero enters one that is not designed with 3D graphics capabilities, the cyberspace is abstract and may be a little disorienting unless the Hero has related skills. Specifically, this stunt can be used in conjunction with Bionics, Computers, Electronics, Robotics, Spacecraft, Time Machinery and Weapons Systems to attempt to control those devices.
  • Cyberspace with proper 3d graphics and a connection to the Internet can be "hacked" into, and the Hero may gain access to files. How, and how easily they can is dependent on the system.
  • Cyber Telepathy: The once Linked the Hero may communicate with the computer just by thinking.
  • System Adaptation: The Hero can easily adapt their knowledge and skills from one system to the next. They automatically get no penalties from using systems that are unfamiliar to them, unless the systems are totally alien to them. This can work beyond computing systems to any complex system.
  • Magitech: This power may be used on magical technological devices like the Glamour Machine, Thor's Hammer, Mjolnir, and other sufficiently complex enchanted items.
17-18​
Dream Control*The PC can mentally control the surrounding area of the Dreamscape with a limited form of Reality Manipulation at Power rank. (See the Reality Alteration Power, but within the scope of the Dreamscape). The PC automatically gains Dream Travel at Power rank.
18-19​
Danger SenseThis is a reworked version of Combat Sense, p. 72, Player’s Book. A character with Danger Sense can become aware of imminent danger. When in a situation where some person, item, or presence poses an immediate threat, make a Danger Sense FEAT roll which warns up to power rank second before danger. FEAT intensity is determined below:
  • Critical Threat (superior foe, imminent death) = Typical
  • Major Threat (equal foe, imminent serious damage) = Excellent
  • Minor Threat (lesser foe, imminent minor damage) = Incredible
If the Danger Sense FEAT is successful, the character becomes aware of the threat and will not be surprised the turn it actually occurs. In combat, Danger Sense power rank can substitute for
  • Intuition for surprise and initiative,
  • Fighting for blocking
  • Agility for dodging
  • Strength for escaping.
    Minimum rank is equal to Intuition.
20-21​
Dream TravelThe Hero can enter a surreal realm of dreams when they go to sleep, as opposed to "just a dream". The basic form of this power acts as a sort of resistance to mental controls, detection and damage while the hero is asleep. If the Judge has the old Realms Of Magic books, the Judge may decide that the Dream Realm is the one that Nightmare rules. Otherwise, the Dream Realm doesn't have a particular ruler.
  • Other’s dreams: The Hero may enter other people’s dreams in order to communicate or in an attempt to control the dream itself.
  • Telepresence: The Hero’s "dream-self" may leave their body, and appear to other characters. The Dream-self can see and hear things, but cannot interact with them. Unlike with ESP, the Dream-self can be seen by other characters.
  • Precognition: The Hero gains precognition.
  • Detection: The Hero may attempt to detect the exact position of people he has previously visited.
  • Detection Resistance: The Hero may resist attempts to find them by psychic, dream traveling or other metaphysical means.
  • Astral Travel: The Hero may enter the Astral Plane using Dream Travel.
22-23​
Edetic MemoryThe PC has a Total Memory of numbers, codes, and mathematical problems and answers. The PC can remember, calculate and read anything that's mathematical or encrypted at Power Rank plus his/her Reason rank.
24-25​
ElectrokinesisThe PC can create and control existing electricity by force of will and molecular agitation at Power rank. This Power works like Electrical Generation. (See Electrical Generation in the Energy Control section).
26-28​
Empathic TransmissionThe PC can project false emotions into others at Power rank. By making a Red Psyche FEAT, he/she can affect more than one person at a time at a -1CS. The duration of the set emotion depends on what FEAT is made.
  • Red FEAT-emotions will last 1d100 rounds.
  • Yellow FEAT- emotions will last1d10 rounds.
  • Green FEAT-emotions will last a round.
    The target has one chance to resist the effects, by making a Psyche FEAT against the PC's Psyche FEAT. This Power is somewhat similar to the Pheromones. (See Pheromones in the Physical enhancement section).
29-30​
Empathic Vampirism*The PC feeds off of the victim’s emotions at Power rank. The victim appears as if he/she has a heart attack or some other type of physical pain. Each time he/she feeds, the victim's abilities are -1CS for 1d10 turns. If he/she feeds with intent to kill, the victim's Endurance drops a -1CS per round, until it reaches Shift-0 at which point the victim dies.
31-32​
EmpathyDetect surface emotions or send empathic messages
33-34​
Free Spirit*The character can survive the death of his physical body and live outside of it, he can share bonds with another host body (or posses it with the possession power), physical powers he possesses are then given to the bonded person.
35-36​
Hallucinations*Illusions directly inside a persons mind
37-38​
HydrokinesisThe PC can create and manipulate water by force of will and molecular agitation at Power rank. This Power works like Water Animation. (See Water Animation in the Matter Control section).
39-40​
Hyper-IntelligenceAdd this power rank to Intuition or reason
41-42​
Hyper-InventionReason increased for invention purposes
43-44​
Incarnation AwarenessThe hero can contact his previous incarnations and ask them to perform deeds that will help him later on. This requires a FEAT with a -1CS penalty for each generation of incarnation.
45-46​
Iron WillThis power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real. The hero can control when to release.
47-48​
Linguistics
49-50​
Memory AlterationThe PC can alter another person's memory at Power rank. He/she does this by either implanting new memories or erasing existing ones. The PC must first make a Psyche FEAT, before he/she can be affected by this Power.
51-52​
Mental DuplicationDuplicate a target’s brain inside a part of your own brain to for instance learn secrets. The captured brain can try to take over on a Psyche -3CS roll
53-54​
Mental GestaltThe PC has an intellect that composes two or more relatively merged minds to form a collective powerful being of minds. When creating the PC, the Player has to create more different character's minds. The Gestalt PC may resemble a blending of personalities from each of the merged characters, or have completely different personalities all together. All selves are required to form the Mental Gestalt.
55-56​
Mental Invisibility
57-58​
Mental Probe
59-60​
Mind BlastPower rank damage and Psyche FEAT vs. intensity or KO for 1-10 rounds.
61-62​
Mind DrainReduce Reason and Intuition by power rank, if at Shift-0 loss is permanent. Target may resist with Psyche FEAT, if successful the target is immune for 24 hours, but if a second FEAT fails the victims Psyche is also reduced by 1CS for 24 hours,
63-64​
Omniscience**The PC is ultimately in touch with the Universe. This Power is automatically CL1000. The PC has control of all Detection Powers, and Mental Powers regarding insight.
Note: this is an Omni Power. A definite must for Judge intervention.
65-66​
Photographic ReflexesThe PC can perform any action he/she has seen at Power rank. All FEATS requiring Agility or Fighting done in the presence of the PC, are recorded and photographically etched into his/her mind. The PC must make a Power FEAT first, and then he /she can perform those same FEATS without expenditure of Karma. The PC however, must study the target for 3 rounds. The target when confronted by the PC receives a special ill fortune of dropping his/her Fighting and Agility to a -2CS. The PC also retains the same Talents that the victim has.
67-68​
Photographic MemoryThe PC can remember anything he/she has seen before at Power rank. This Power is similar to Total Memory, except that the PC cannot remember anything he/she's heard only what he/she's seen. Like the latter Power, Player will need paper to write down everything he/she's witnessed.
69-70​
PostcognitionSee in the past for a number of weeks equal to power rank number.
  • Green FEAT gives impressions
  • Yellow gives general information
  • Red gives information that the subject may not have been aware of.
71-72​
Precognitionthe functioning of this power is entirely up to the judge
73​
Psionic VampirismDrain Reason, Intuition and mental powers (see vampirism).
74​
Psychic SolidificationThe PC can mold and shape psychic energy into solid constructions of Power rank. Anyone touches this energy will suffer a limited Psyche drain permanently. Furthermore, the victim must also roll on Endurance, or is knocked out for 1d10 rounds. Any weapon created does specific damage only.
75​
PsychokinesisThe PC can control and manipulate materials by force of will at Power rank and range. The Power rank determines what Material Strength he/she can control. The PC can cause material to entangle someone at Power rank ability and range. Treat this entangle as a Wrestling hold of Materials Strength rank.
76​
Psychometry
77​
Purge*The PC has an ability to purge and cleanse his/her body of drugs, disease, toxins, etc. at Power rank. The PC must first make a Psyche FEAT, if he/she fails then an Endurance FEAT must be made.
78​
PyrokinesisThe PC can create and manipulate fire and flames by force of will and molecular agitation at Power rank. This Power works like Fire Control. (See Fire Control in the Energy Control section).
79​
Remote Sensingenhance the range of any sense
80​
Sensory LinkSee/hear etc. through another being.
81​
Serial ImmortalityWhen the character dies he is reborn either as baby, new complete body, premade clone, recently deceased other being or even a living being (psyche feat to resist).
82​
Speechthrowing
83​
TelekinesisPower rank is equivalent to strength As a power stunts the character can:
  • Telekinetic Armor: The Hero can boost their strength by half the intensity of Telekinesis for combat purposes.
84​
Telelocation
85​
TelepathyCommunicate on a mind-to-mind basis, unwilling targets require a power FEAT vs. Psyche.
86​
Total MemoryTotal recall
87​
True CharismaThe PC automatically has Enhanced Beauty at Power rank. the PC has a surrounding Charismatic aura that emanates. With this Power, the PC can cause one of the three responses:
  • Friendship/Trust
  • Power/Fear
  • Deception/Lie
88​
PsychoblastThe character with this power has the ability to send out a wave of psionic force that fires all the brain's synapses at once and short circuits the consciousness of the target. The target may make an Endurance or Psyche FEAT (whichever is lower) to resist the effect. If the target fails this roll, they are Stunned for 1-10 rounds. However, even if they succeed at this roll, this is such a devastating attack that the target is still at a -1CS on all actions for the next 1-2 rounds (Judge's discretion). In some instances of this power, a successful Psyche FEAT by the target will trigger a psychic feedback that will Stun the Psychoblaster (Yellow Psyche FEAT to resist). Players who choose this as a limitation may increase this power by a +1CS.
It should be noted that this power only works against those targets with an organic brain.
89​
Psionic WeaponryCharacters may create physical weaponry, such as clubs and swords (but not guns, etc.), through sheer force of psionic power. Material Strength is determined by the character's Psyche, with the damage determined by this Power rank. These Psionic Weapons will last only as long as the character concentrates on them. Should the character's weapon be broken or damaged, the character must make a Yellow Psyche FEAT or be stunned for 1-100 rounds.
90​
Cyberspace ProjectionSimilar to the power of Astral Projection, this power allows characters to enter Cyberspace as pure information. Once in the data stream, the character's physical body is represented by their digital avatar (the cyber equivalent to an astral form). All the character's physical abilities are replaced by this power rank much like the power of Dreamtravel. Willing characters may be brought into Cyberspace along with this character by "piggybacking" the signal at a -2CS per person.
91​
PredictionThis power comes in two forms - combat and non-combat. While it is possible to have both forms, the Judge should impose harsh restrictions on those who do. The combat form of this power allows the character add this power rank to his Fighting ability when in combat with someone he has observed for NO LESS THAN 5 rounds (once a Power FEAT is made, of course). Furthermore, once the 5 round limit has passed, this character does not need to declare his actions until after his opponents have declared theirs, regardless of who has initiative. Characters who have been accurately Predicted fight the owner of this power at a -2CS on all FEATs. The non-combat version of this power allows the character to make wildly intuitive leaps of reason to arrive at a future outcome with even the tiniest shred of input. Possible uses for this power include:
  • Discovering the next place a villain will strike
  • Determining the secret HQ of said villain (if the villain is GOING there)
  • Being able to head off a villain in a chase by predicting the direction he's going
  • Really accurate weather forecasting
    As a power stunt, the character may use this power in reverse to perform such mystifying feats as determining secret identities or the whereabouts of the villain's secret HQ (if he's already been there).
92​
ForeshadowingThis power gives the character a limited and subconscious control over several powers, including Precognition and Reality Alteration - Past. This power allows an observant character the chance to make an educated guess about the future events in his own life. The Judge is encouraged to be as creative as possible in this respect, without getting out of Hand. At the beginning of every play session, the Judge (not the player) makes a roll to determine how far reaching the effects of this power are, with the hints provided being more frequent or obvious the higher the color rolled. On a White result, the Judge is encouraged to lie like a rug, throwing wildly contradicting events at the hero until he thinks that Galactus himself might appear!
93​
Omni-KnowledgeA character with this power has an innate, subconscious link to a sort of cosmic reference library. When he is presented with a question concerning information of which he was previously ignorant, the PC must make a FEAT. Green FEATs give him access to contemporary human knowledge. Yellow FEATs give him access to alien knowledge. Red FEATs give him access to Entity-level knowledge. Success means he is able to give a short, concise answer that only answers the initial question. As a limit to this power, the question must be asked of the hero by another person. Also, despite his ability to "know" any given topic, the PC might not be able to understand it. His comprehension is still limited by his Reason. This power enables the Judge to create idiot savants who can decipher the workings of Galactus's Worldship but are unable to tie their shoelaces. For example: Ref-Book and his buddy Jaunt find themselves in the Watcher's recreation room, facing a piece of alien technology. Ref-Book has no idea of what the thing is, but when Jaunt asks the magic question "What is that?" Ref-Book's power goes to work. He makes a Red FEAT, gains the necessary knowledge, and says "It's a television set." "Well, how do we turn it on?" asks Jaunt. Ref-Book fails his next FEAT and says, "Beats me."
94​
Death Field GenerationThe hero can generate an anti-life field that destroys all but 1 health point of all creatures in range. The range is found on Column A of the Simultaneous Actions Table. A power rank feat roll is made to determine the color feat roll the victim needs. The victim rolls their psyche to reduce the damage to half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This power can only be used two times/day.
95​
ConfusionThe hero has the ability to induce confusion on a victim within range. Range is determined on Column A. With a successful power rank feat roll, the hero can cause the corresponding effect for three rounds.
  • Green - victim does nothing but defend
  • Yellow- all actions at -2CS
  • Red - flees for three rounds
  • The victim is allowed a Psyche FEAT roll to resist, with the intensity equal to the color result received on the power rank feat roll.
96​
FearThe hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls:
  • Red resists
  • Yellow all actions at -1CS
  • Green flees as fast as possible
  • White paralysis
97​
Will ForceThe hero can mentally increase any one physical FASE ability score or power by +1CS for a duration equal to the color result once a day.
  • Red: 10 rounds
  • Yellow: 8 rounds
  • Green: 5 rounds
  • White: 3 rounds.
    The hero must then make a successful Psyche FEAT roll or rest for 1-10 rounds. The increase may be raised to a maximum of +2CS with a successful Psyche FEAT roll for 1 round. At the conclusion the hero must make an Endurance FEAT on the Stun column to avoid passing out from becoming physically and mentally exhausted.
98​
Photographic ReflexesThe PC takes 3 rounds to analyze physical talents when seen in use by other people. At that point the PC may temporarily copy these talents for 1 minute times the power rank. The PC uses his/her stats, but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like swimming or climbing, etc).
Optional Powers: Mental Duplication
Nemesis Powers: Invisibility
99​
Ultimate Skill*The PC has a talent, which he's honed. The Talent is automatically Unearthly rank. Talents that may have the Ultimate skill are:
  • Weapon skills: All
  • Fighting skills: All
  • Scientific skills: All
  • Other skills: except bonus gaining
    Note: Judge will decide on what Talents can be used for Ultimate skill
00​
Karmic TapThis power allows characters to tap into their reservoir of willpower (Karma) and increase any power or ability by 1 point for every 2 Karma spent. The power rank is the limit of Karma you can use in 1 round. The Duration is the round in which you spend the Karma. Rolling an Amazing FEAT roll will get you another round of benefit from the Karma spent. If the FEAT is rolled and failed, PC must spend the same amount of Karma for that round. If there is insufficient Karma to do so, the remainder is taken from the PC's health. This power is considered a free action, may be done in addition to other actions in the round.
Optional Powers: None
Nemesis: Itself
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Defensive
Defensive Powers
01-09​
Body ArmorArtificial Body Armor
10-18​
Force FieldCompletely absorbs any attacks that have an intensity equal or less than the power rank number. The remaining Intensity breaches the field and affects anyone within its diminished effect.
19-27​
Death Field*This is a field-effect version of Life Absorption. The Death field drains the life force out of all within the area of the field, and adds this energy to the PC's health. The PC must first make a power FEAT against the intensity of the victim's Psyche. Each FEAT allows the PC to drain up to a number of health points from each target in the field area that is equal to the power's rank number, until he/she regains the normal maximum health. If the target's health drops to 0 as a result, the victim dies, and his/her body disintegrates.
28-36​
Force Fields vs.Die Roll Force Fields
01-11 Force Field vs. Emotion (Minimum Power Rank = Intuition +1CS)
12-20 Force Field vs. Energy
21-35 Force Field vs. Magic
36-70 Force Field vs. Mental (Minimum Power Rank=Psyche +1CS)
71-87 Force Field vs. Physical
88-92 Force Field vs. Power Manipulation
93-00 Force Field vs. Vampirism
37-45​
Null-FieldThis power surrounds the PC with a field that dampens all forms of energy within the area. This power’s rank number reduces all energy in the area. The field also reduces a -1CS on all attacks within the area by a number that is equal to 10% of the power's rank number. For example, an Excellent Null-Field reduces all attacks in the area by a -2CS. This power affects even attacks not directed to the PC.
46-54​
BubbleThis is a force bubble that surrounds the PC. The Bubble provides protection against all physical and energy attacks that are equal to or less than the power's rank number. If an intensity of applied force is more than 1/2 of this power's rank number, the bubble merely bounces away. The Bubble is also slippery, so that all attempts to grapple it are at a –1CS that is equal to 10% or the power's rank number. For example, all attempts to grapple an Incredible Bubble are at -4CS.
55-63​
Aura Field*This is an energy type of forcefield (See the Energy Emissions section for available types). Each field carries its own characteristics that affect the ways the PC uses his/hers power. The maximum size of the field is the number of areas equal to 10% of the power's rank number. For example, an Amazing Aura Field can encompass 5 areas. This field automatically provides protection and life support of rank number. The field completely absorbs any physical attack that has an intensity that is equal to or less than the power's rank number. If the intensity is higher, it's reduced by the power's rank number. The remaining intensity breaches the field and affects the PC's health. If the field is destroyed, the PC must make a red FEAT to regain it. Possible ways of destroying an Aura Field include Energy Control and Conversion, Power Control, and Magic. The hero has a -2CS vulnerability to powers that can affect this type of energy field. However, he/she gets a +2CS resistance to attacks of the same form of energy. This field is also assumed to have an unlimited supply of energy. When creating the PC, the player can opt to raise the power rank +1CS if the power is considered temporary. If the player does not choose the latter, then the power is permanent. The permanent power begins at Shift-0 increasing every round until it reaches an intensity equal to that of the maximum power's rank number.
64-72​
ReflectionThe power rank of the power is subtracted from the attack’s intensity. The rest is reflected back. A Typical FEAT is required to reflect the attack in a random direction, and Amazing FEAT is required to direct the attack -3CS back to the attacker. A Unearthly FEAT to completely turn the attack. When the power is breached once the user has to make a green FEAT to use the power again, when breached for the 2nd time he has to make a yellow FEAT, for each following breach he must make a red FEAT. If a Player wants a specific attack reflected by this Power, then he/she can raise it to a +1CS. Note: Reflection can be any Energy Emission or attack. Possible power stunts include:
  • Internal Energy Eruption: If the energy has no place to go, instead of harming everyone else, the Hero can turn the energy inward and cause themselves to suffer the Intensity of the energy
  • Energy Conversion: The Hero may convert another form of energy into the form they can reflect (at same intensity). Alternately, they can convert the energy that they normally reflect into another type. One stunt must be learned for each type of conversion.
73-81​
ResistancesDie Roll Resistances
01-11 Resist: Emotion (Minimum Power Rank = Intuition +1CS)
12-20 Resist: Energy
21-35 Resist: Magic
36-70 Resist: Mental (Minimum Power Rank = Psyche + 1CS)
71-87 Resist: Physical
88-92 Resist: Power Manipulation
93-00 Resist: Vampirism
82-91​
Sense ProtectionThe PC has a special protection against any one sense
92-00​
Electronic Counter MeasuresThis power reflects the ability to avoid electronic detection and thwart any and all attempts to be controlled by electronic means. This provides Power rank Invisibility against such detection efforts as Radar and Sonar, as well as any other power, which is being duplicated through electronic means. It also grants Power rank Resistance to hackers or, if the character is in a powered suit of armor, to outside override attempts.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Detection
Detection Powers
01-02​
Astral DetectionThe character can automatically “see” astral creatures or projections even while not in astral form herself.
03-04​
Abnormal SensitivityThe hero can hear/feel/see things he cannot normally see and vice versa. He can for instance see infrared but not normal.
04-05​
Sense Artificial Intelligence
06-07​
Death SenseThe PC can detect aura of immanent death. The Death Sense automatically functions if the target or targets are in a life-threatening situation, or if they're fixing to enter one. Before an adventure, the Judge makes a secret red Psyche FEAT roll to see if any of the Characters will die that adventure. If there is a success, no one will die. If a miss, then the PC sees a "death glow" around a random character. The Player of the character then is unable to spend Karma on Endurance FEATs during the adventure
08-09​
Aura Perception*The PC can virtually see and gain knowledge of almost everything about a person or an object a person has been in proximity with. Seeing an aura can indicate the following:
  • The Karma of a character or object
  • The Popularity of a character or object
  • The Resource rank number of a character or object
  • The Health of a character or object
  • The rank number of a pronounced ability or object
  • The rank number of a pronounced power or object
  • The Physical Form of a character or object
    This power also enables the PC to read the psychic Aura of an object and "hear" the psychic thoughts of characters that who've been in proximity of an object. (The PC can recognize any Aura that he/she's previously seen. Even if the target is disguised, it can be recognized by its distinct Aura. A red Psyche FEAT against the intensity rank number of the disguise must be made in order to allow the hidden target to be seen by the PC.
    Note: This is a Godly Power, so Player must work with the Judge.
10-12​
Circular Vision360 Degree vision +1CS Fighting, -1CS Popularity
13-15​
Cosmic Perception*The PC has a heightened sense on a universal scale. This sense is a detection power automatically at CL1000 power rank. Player can choose to roll on the table below, or just choose one of the five types of detection: (Judge's discretion)
Die Roll Sense
01-51 Energy
52-67 Magic
68-72 Space (Telescopic, microscopic, extradimensional all in one)
73-00 Psionic
Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
15-19​
Energy Detection
20-24​
Enhanced SensesThe PC has one or more of the five normal senses (hearing, sight, smell, touch, and taste) enhanced.
25-27​
Environmental AwarenessComplete knowledge of the surroundings
28-30​
Genetic PerceptionUnlike Power Detection, this is the true "Mutant Detection". The PC can perceive and decipher genetic codes.
31-33​
Extradimensional Detection
34-36​
Hyper SenseDie Roll Hyper Senses
01-53 Hearing Sonic Attacks at +1CS
54-87 Olfactory When unable to block nasty scents -1CS Endurance
88-00 Touch
37-39​
Life DetectionIdentify presence and nature of lifeforms
40-42​
Magic Detection
43-45​
Microscopic Vision
46-49​
Penetration VisionX-ray vision
50-54​
Power DetectionIdentify specific heroes at Uneathly FEAT
55-58​
Psionic Detection
59-62​
Radar Sense-1CS vs. electrical and Magnetic attacks
63-66​
Reality Perception*The PC can see the network patterns of matter and energy that form the universe. This power functions like a combination of the powers; Extradimensional, True sight, and Cosmic Perception. This power is so outside of reality that the PC can develop a vast variety of Power stunts:
  • Penetrate illusions by focusing on the true energy patterns;
  • Perceive the physical and mental condition of a being;
  • Perceive the occurrences in other realities;
  • Penetrate concealment and disguises, and see the true nature of matter;
  • Perceive occurrences beyond the barrier of dimensions;
  • See through matter.
    Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
67-71​
SonarSonic attacks +1CS
72-75​
Telescopic Vision
76-79​
Thermal Vision
80-83​
Tracking
84-88​
True SightPenetrate any disguise below this rank
89-92​
Ultraviolet VisionSee clearly through fog and water
93-96​
VR VisionThe PC has a virtual sense. The Vision allows the PC to travel distances through virtual sight, without ever leaving the area he/she's in. The PC receives a visual simulation of a virtual world, as if he/she were actually present at the scene. The power is not hindered by factors at all. The VR Vision when in use overrides the normal sight. The vision is consciously controlled, and can practically travel anyplace. A disadvantage of the sight, is if unwanted visions obscure the view or distract the PC at a crucial moment.
97-00​
Weakness DetectionRank Good or below, physical weaknesses only. Excellent to Amazing mental and physical. Monstrous and above, mental, Physical, and power based.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#EnergyEmission
Energy Emission Powers
01-04​
Cold GenerationNOT ice generation, generate extreme colds (see judge book for effects)
05-08​
Cosmic Energy Emission*The PC can take in all the energies of the Cosmos and release them as a Cosmic force. The force has the intensity of the Power's rank number. Since this is a Cosmic Power, which utilizes all the energies of the Universe, Power rank increase only costs half of the usual Karma. As with Hard Radiation (See Hard Radiation Emission p.27 in the UPB), the PC has automatic safeguards to prevent radioactive contamination. This power is linked to Cosmic Energy Manipulation; the Player may opt to exchange one of his other Powers for Cosmic Energy Manipulation when creating the character. The PC has Power rank resistance to the Cosmic energy.
Note: This is a Cosmic Power, so player must work with the Judge.
09-12​
Darkforce GenerationThe PC can generate and project the Darkforce with Power rank damage and range. (See the UPB p.21 or this update above under, the Darkforce Manipulation power for a more detailed explanation of this extradimensional energy). Furthermore, the PC has Power rank resistance to this energy and can see within his own Darkforce vapor. This Power is linked to Darkforce Manipulation; the Player can opt to replace one of his Powers for Darkforce Manipulation when creating the character.
13-16​
EctoplasmcastingThe PC can project an invisible expanded force of Ectoplasm (Spirit Energy) at Power rank range and damage. The Ectoplasm blast affects the target’s base Karma, not Health. If the base Karma drops to 0, then the RIP each start losing points, if the RIP each just happens to drop to 0, then the victim is a vegetable. (See the Ectoplasmshaping power above under the Energy Control section in this update).
17-20​
Electrical GenerationThe PC can freely generate a force of the energy spectrum at Power rank damage and range. However, the PC also has an innate ability to emit each energy of the Spectrum, separately at a -2CS. (See above the Electromagnetic Control power in the Energy Control section of this update).
Note: All individual energy effects still take place in a single blast, even though the energy is not in separate bursts. This is a Cosmic Power, so player must work with the Judge.
21-24​
Electro-Magnetism*The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
25-28​
Energy DoppelgangerGenerate an energy body from himself which can have powers and automatically has True Flight and power characteristic to the energy type.
29-32​
Extradimensional Energy Emission*The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
33-36​
Extraterrestrial Energy Emission*The PC can project an existing, yet unknown cosmic energy at Power rank damage and range. (See above the Extraterrestrial Energy Control power under the Energy Control section in this update).
Note: This is a Cosmic Power, so player must work with the Judge.
37-40​
Fire Generation
41-42​
Hard Radiation EmissionNote: Cosmic Energy is a combination of Hard Radiation energies in one.
43-44​
Heat GenerationNOT fire generation, possible power stunts
  • Causing breakdown of molecular or atomic bonds (Amazing and Unearthly FEAT
  • Negating a target's magnetism
  • Negating conductivity
  • Strengthening materials
  • Changing local weather
45-48​
Kinetic Bolt
49-52​
Light Generation
53-56​
Magnetism
57-60​
Microwave GenerationThe PC can generate and project microwaves at Power rank damage and range. (See above the Microwave Manipulation power under the Energy Control section of this update for more information regarding this energy).
61-64​
Nuclear GenerationThe PC can generate and project Nuclear energy at Power rank damage and range. PC also automatically has Power rank resistance. This power is Plasma of ALL energies found in a nuclear blast at -2CS.
65-68​
Plasma Generationalso create plasma fields with 2 of the following effects Light at -2CS illumination Heat at -2CS Flame at -2CS Hard Radiation at -2CS Magnetism at -2CS Electricity at -2CS
69-72​
Radiowave Generation
73-76​
ShadowcastingEmit a field that obscures energy intensity, the following are affected at listed power rank:
  • Light at Good or below
  • Heat at Excellent
  • Hard Radiation at Remarkable
  • Radiowaves at Incredible
  • Energy doppelgangers at Amazing
  • Energy Bodies at Monstrous
77-80​
Darkforce Generation
81-84​
Sonic Generation
85-88​
VibrationPower stunts vibratory shield with +2CS protection vs solid attacks
89-92​
Gas GenerationThe hero can generate and spray one or more different types of gases. It has an intensity equal to the power rank. Range is found on Column A of the Simultaneous Actions Table. The gas completely fills each area it goes through, and everyone in those areas is subject to the effects. It lasts three rounds and can only be used once every five minutes (50 rounds). The gas is still subject to wind, powers, etc. An Endurance FEAT roll against the intensity is allowed to resist the effects.
Die Roll Gas Type
  • Foul Odor: -1CS on all attacks, -1CS on Endurance FEAT
  • Paralysis: 1-10 rds, can only use mental powers
  • Blinding: hero is blinded 1-10 rds., all rolls at -4CS
  • Poison: power rank dam. each round in gas
  • Double vision: victim misses target 50% of the time
  • Sicken: incapacitation 1-10 rds
93-00​
BombThe hero has the ability to cause an explosion starting at the point the hero touches the ground and extending to the extent of the range. Range is found on Column A but the areas are cut in half. Damage is physical, but regardless if the victim takes damage or not all victims must make an agility feat roll or be slammed.
 
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destroyer

Alfrescian
Loyal
Patrons Of The 14th Maergzjirah Tower Of Angelic Buddaos

1) The 14th Maergzjirah Blighted Lord Varaibim Hau Cheong True Black Yang Zhang Hao Of The 14th Maergzjirah Tower Of Angelic Buddaos
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2) Maergzjirah Elder Ascended Grand Master (EAGM) Cain Sarial The Master Coder (Varaibim’s Codeless & Varaibim’s Codes) Endgame MVP Most Valuable Player “Guardian Evolution”
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3) Maergzjirah Elder Ascended Grand Master (EAGM) Somnus Dreadwood The True First Original Lich
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4) Maergzjirah Mistress Mariya Nishiuchi

5) “Dark Lilith”

6) Maergzjirah Mistress Bambi Leong

7) “Guardian Eve”

8) Maergzjirah Mistress Kako Hantei Yamato Of Akishino

9) Demiurge Archangel Lucifer Lightbringer Morningstar The Future Devil

https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Magic
Magic
Note: Magic in itself is a powerful Power, so players must work with the Judge.
01-03​
AbjurationThe Mage can cast spells involving individual protection of him/herself or others at Spell rank. The following are spells the Mage can cast:
  • Armor
  • Damage Absorption*
  • Damage Conversion*
  • Healing
  • Immovability
  • Aura Shield
  • etc.
04-06​
AlchemyThe Mage has the ability to mix and concoct magic potions and elixirs for a variety of effects at Spell rank. A beginning number of potions the Mage has concocted is equal to the Spell rank. If any potions or elixirs are created in excess of this number, then the new potion replaces one of the numbered. The following are some of the potions and elixirs that have been developed:
  • Healing: Restores target's Heath points equal to Spell rank up to normal number.
  • Paralyzing: Target cannot move 1d10 rounds. If target's Endurance is higher than Spell rank, target may make an Endurance FEAT to avoid this effect.
  • Sleeping: Target is put in a state of sleep for 1d10 rounds. If target's Psyche is higher than Spell rank, target may make a Psyche FEAT to avoid this effect.
  • Life: Bestows temporary Longevity to target for 1d100*Spell rank days.
  • Ressurection: Restores targets Endurance to stable at 0.
  • Transmutation: Change elements into other elements at Spell rank.
  • Explosive: Creates a force of intensity equal to the Spell rank of damage and area effect.
  • Strength: Temporary increases the target's Strength +CS of the Spell rank number / 10.
  • Agility: Temporary increases the target's Agility +CS of the Spell rank number / 10.
  • Magic: Temporary increases the target's Spell ranks +CS of the Spell rank number / 10.
  • Endurance: Temporary increases the target's Endurance +CS of the Spell rank number / 10.
  • Power: Temporary increases the target's Power ranks +CS of the Spell rank number / 10.
  • Rejuvination: Testores targets Health and Karma to original number of points.
    A Spell FEAT must first be made in order to create a potion or elixir each time. If not, then the potion or elixir is just that, a vile of mixed liquids.
07-09​
AlterationThe Mage can cast spells that alter the physical state of him/herself at Spell rank. The following are spells the Mage can cast:
  • Alteration-Appearance; Natural Weaponry; and Bone
  • Shapeshifting-Limited
  • Absorption*
  • Apparition
  • Chameleonic Coloring
  • Density Control-Self
  • etc.
10-12​
Astral Supremacy*The Mage has a unique mastery over the Astral Plane. This gives the caster a +1CS on Magic FEATS while on the Astral Plane.
13-15​
ConjurationThe Mage can cast spells that bring Magical artifacts or life forms into the present reality. The Mage must have a good knowledge of what he/she wants to Conjure into this reality.
16-18​
DemonicThe Mage can cast spells of Magic that are found among the lores of the Demons at Spell rank. The following are Demonic spells the Mage can cast:
  • Shapeshifting-Limited and Unlimited
  • Soulfire
  • Hellfire
  • Dimensional Aperture**
  • Fear
  • Psychic Vampirism*
  • Astral theft**
  • Telepathy-Limited
  • Alteration-Natural Weaponry
  • etc.
19-21​
Dimensional PocketThe Mage has an extradimensional space that he/she can recall or place objects in. This Pocket can almost store an unlimited amount of items. The size of this pocket opening is equal to the Spell rank number in inches of feet.
22-24​
DivinationThe Mage can cast spells that give him/her foresight on knowledge and events unknown. The following are spells the Mage can cast:
  • Dual Persona.
  • Enchanted Eye
  • Foretelling
  • Apparition
  • Gramarye
  • Learning
  • Post-cognition
  • Sensing(ALL)
  • etc.
25-27​
ElementalThe Mage can control the four elements of the Universe; Earth, Wind, Fire, and Water at Spell rank (See Nature Control p.24-25 in the Realms of Magic). The Mage also has an ability to summon Elementals at Spell rank. The Mage can also create Elementals at Spell rank Abilities and Powers.
28-30​
EnchantmentImbue an item with spells which then releases it at a specific moment
31-32​
Energy SourceNot a real power, the character can perform magic while in contact with his energy source
33-34​
Enhancement*The Mage has the unique ability to increase the abilities of an individual. The Spell can also bestow powers upon the subject. The Mage must make a Psyche FEAT roll before he/she can do this; the Mage may add Karma to a roll at anytime:
White-2 abilities raised, +2CS,
Green-3 abilities raised, +3CS, plus a random power,
Yellow-3 abilities raised, +3CS, plus two powers,
Red-4 abilities raised, +3CS, plus three powers.
35-36​
EntreatyThe Mage can summon the magical Entities and their magical Powers from the dimensional planes of reality in the Universe at Spell rank. The Mage must have an Entity that belongs to the same school of Magic.
37-38​
EvocationThe Mage has the ability to evoke the forces of ancient magical energies in the universe. The following are spells the Mage can cast:
  • Eldritch Energy (ALL)
  • Energy Control (ALL)
  • Glamor
  • Vapors (ALL)
  • etc.
39-40​
FaerieThe Mage can cast spells that exist within the ancient lore of the Elves and fairies. The following are spells the Mage can cast:
  • Charm
  • Confusion
  • Emotion Control
  • Forgetfulness
  • mesmerism
  • etc.
41-42​
FamiliarThe mage uses living creatures as an conduit of his/her senses and powers. The Mage must be in contact with the Familiar in order to achieve any magical powers aside from just communication.
Note: the familiar could be Magic in nature.
43-44​
IllusoryThe Mage can cast spells that create simulations of reality at Spell rank. The more realistic these simulations appear to others depends on the intensity of the Spell FEAT.
45-46​
Imprisonment*The Mage can bind a person's body to a specific place or area. If the person ever physically leaves that area, his/her body would completely disintegrate; moreover, he/she cannot draw upon the energies of Magic without this prison. However, the person can draw upon the energies of the Imprisonment sanctum, and cast spells with a +2CS to the original Spell rank, and his/her body will not age.
47-48​
Internal LimboTargets can resist by using Strength agility or a travel power and the mage must make a Agility FEAT to capture a moving target. He can only draw in targets smaller or equal than himself.
What it does is allow the Hero to literally have a world of their own. The Pocket Reality is attached to the Hero in some way (unless taken as a piece of Equipment); and the hero can control who or what enters the Pocket Reality. The size of the Pocket Reality is dependent on the Intensity of the power; see the Range Table for more details. Also, the Pocket Reality can generally only support life for a number of people equal to its intensity (not including the hero who has it). The pocket Reality is not necessarily an actual separate dimension, it could be a dimensionally collapsed part of the Hero’s own body or it could actually disintegrate the targets and put them into cyberspace.
Unless the Hero’s stunts say otherwise, the actual world of the pocket reality is a void, but one which sustains all life within it as though they had Life Support of an intensity equal to the Pocket Reality’s intensity.
Generally, objects of any size can be transported to the Pocket reality itself, but they must be able to fit first. To voluntarily move from where the Hero is to the Pocket Reality, the person or thing must be touching the hero. If the hero wishes to force someone to enter the Pocket Reality, they have to touch the target, which is an easy Agility feat. Then they must make an action to draw them in. To leave the Pocket Reality, the victim should make an Endurance feat. The Hero can remove anyone from the Pocket Reality if they choose.
  • Teleportation: The Hero gains Teleportation by moving through his own pocket reality.
  • Emotion Control: The Hero can use Emotion Control on anyone in the Pocket Reality
  • Life Support: The Hero gains Life Support
  • Telepresence: The Hero can send an illusory representative of himself into the Pocket Reality.
  • Vortex: The Hero can attempt to suck someone in firing distance into the Pocket Reality. It’s resisted by their strength, usually.
  • Implosion: By pushing this power to the limit, the Hero can suck everything and everyone in firing distance into the pocket reality.
49-50​
InvocationThe Mage has the ability to invoke the spells of past, ancient Magi at Spell rank. Usually the spell is named after the ancient Wizard. The following are examples of possible spells the Mage can cast..
  • Dakimh's Magic Missiles
  • The Ancient One's Spell of Silence
  • The Gateway of Agatha Harkness
  • etc
    Note: The Mage has an unlimited array of possibilities for Spells of Invocation.
51-52​
ItemThe Mage can create a Magical object of any kind at Spell rank and keeps it in his/her possession or protection. The item's Material strength and Power is equal to this Magic's Spell rank.
53-54​
Life Protection*The Mage can totally protect the life of him/herself. When affected by this Spell he/she ignores all Kill results.
55-57​
Magic Absorption*The Mage has the ability to acquire the magical powers and abilities of other Magi at Spell rank. The Mage must touch the target in order to gain these abilities, and the target may make a Psyche or Endurance FEAT to avoid the effect. (See the Power Absorption power in the APB p.79 for more details on this power in its unmagical nature).
58-59​
Magic ControlManipulate, magnify/reduce or negate magic
60-61​
Magic CreationInvest beings with new magical powers.
62-63​
Magic DominationA form of Mind Control that forces other Mages to cast magic spells the way the holder of this power wants it.
64-65​
Magic TransferalTransfer Magical Power to a person in contact (or at -1CS / 10feet distance) The mages own rank drops by the transferred amount. A Green Reason FEAT means the duration is 100* the combined reason of target and mage, yellow means 10000* and red means permanent
66-67​
Magic VampirismDrain magical powers from objects or drain living Magic from a living being
68-69​
NecromancyThe Mage can cast spells that deal with utilizing energies of the dead at Spell rank.
70-71​
PhantasmalThe Mage can create realistic simulations of spirit matter at Spell rank. All simulations are of Spell rank Strength, Endurance, Material or Power, and attain all the other attributes of the Mage. The duration of the Phantasmal determines the intensity of the Spell FEAT.
72-73​
Power SimulationMagical version of a normal power. (roll again)
74-75​
Reality AlterationReshape time, choose one of the following:
  • Alter Future: up to power rank in turn, the harder the higher the feat
  • Alter Present: create some sort of pocket-dimension with a number of people equal to his rank. Green feat for small alterations, etc. Duration, green reason feat gives 2 hours * reason rank, yellow=1 day * Reason rank, red=10 days * Reason rank (permanent at judge discretion)
76-77​
Spirit EvictionThe Mage has the magical ability to force a spirit from its body at Spell rank. The Mage then can absorb the flesh of the abandoned body. If for some reason the spirit Eviction is halted, the Mage can control the subconscious mind of the victim later at Spell rank. Furthermore, if the target has formerly encountered this Spell, he/she gets to make a Psyche FEAT to avoid the effects of the Eviction.
78-79​
Spirit VampirismDrain Intuition and Psyche to increase Strength, Endurance, Psyche and powers
80-81​
Sympathetic MagicPowers work through some sort of Effigy, sticking pins in it hurts the character.
82-83​
Techno-MagicThe Mage has the unique ability to combine Science and Magic. The Spell rank of this Magic Power is added to that of the Mage's Reason, Intuition, Psyche, and other Spell ranks when dealing with research, inventions, Science skills and spells of Techno-Magic. This is a Science. When generating the Character, the Player must have at least one Science talent rolled or he/she gets to choose one automatically.
84-85​
ThaumaturgyThe Mage can cast spells that capture and confine others, rather than harm at Spell rank. The following are spells the Mage can cast:
  • Bands
  • Net
  • Trap
  • Wave
  • etc.
86-87​
WardingCreate wards that have up to rank number of power rank intensity powers to go of when certain conditions are met.
88-89​
Witchery*The mage can cast spells that only affect others individually at Spell rank. The following are spells the Mage can cast:
  • Density Control-Others
  • Curse
  • Growing-Others
  • Healing-Others
  • Invisibility-Others
  • Shrinking-Others
  • etc.
90-95​
WildThe Mage can cast spells that manifest distorted, but yet potent effects of a chaotic nature at Spell rank. Judge determines the chaotic nature of each Spell that is cast.
Note: Wild Magic is not Chaos Magic.
96-00​
Probability ControlLike is says, folks; this power allows one to tinker with probability itself in strange and wonderful ways.
https://www.classicmarvelforever.com/cms/ultimate-talents-list.html#Mystic
(71-74) Mystic and Mental Skills
01-08BibliophileThe character has an extensive knowledge of magical books, scrolls, or other primarily informational items, and the lore concerning them. He has a +2CS when using or researching these.
09-16DemonologistThe character has studied accounts of demons in the Marvel Universe and he knows how dangerous and hostile they are. The character receives a +1CS in any situation involving demons, including research, communication, identification and combat.
17-24Mesmerism and HypnosisThis talent is a primitive form of Mind Control at the Power rank number equal to the Reason of the character with this Talent. Information can be gained as per a Mental Probe, and posthypnotic suggestions may be implanted within the victim's mind. Any attempt to force an individual to do something that he would not normally do, or divulge information that he would not normally reveal, will cause the hypnotism to break. A hypnotic command fades in 1-10 hours after it is given.
25-32Mystic BackgroundThis "Talent" shows that the character has some background with magical forces. A character with this Talent may have Magical Powers, with the approval of the Judge.
33-40Occult LoreThe character has made extensive studies into the area of occult happenings, including: unexplained events and mysteries of the world, hauntings, and other manifestations of the spirit world. He has a +2CS when researching or dealing with occult events.
41-48Resist DominationThis permits the character to resist mental attacks as if the character had a mental power of Psyche +1CS.
Ritual MagicsReason FEAT to perform magical ceromonies. To do this you need knowledge of the ceremony (usually from a book), equiptment, and time. Time is 1d20 times 2 = rounds of spellcasting needed.
49-56RunesmithThe character is a transcriber and translator of runes, especially ancient, magical runes. The character has a +2CS whenever studying, deciphering, or inscribing runes.
57-65Scholar of AntiquitiesThe character has an extensive knowledge of antiques, especially ancient magical artifacts and lore concerning them. He gains a +2CS when dealing with them
66-74Sleight of HandThe character with this Talent may palm small items, making them appear or disappear with Agility +1CS ability.
75-83TheogonyThe character has a +2CS when researching information on the powerful extradimensional beings and gods of the Marvel
84-92TranceThe character may place himself into a trance. While in a trance the character slows his body functions to such a level that he may be assumed to be deceased. A character in a trance reduces needs for food and water to a minimal level, and may regain Endurance ranks at one rank per day.
93-00Zoologist of MagicAllows a +1CS when attempting to identify magical creatures and their powers.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#PowerControl
Power Control
01-04​
AssimilationThe PC has an extraordinary ability to copy genetic structures of the superhuman at Power rank and range. The intensity of this Power determines how well the PC can use the duplicated Powers and talents, and how many powers and talents at once he/she can use. Should the Player decide to limit the range by touch, he/she can raise this power rank a +1CS. The range is of this power is found under column B of the Range Table. The PC can assimilate a maximum number of powers. The Player must make a Red Power FEAT at the time chosen, then the number of targets the PC can copy at one time is determined by the maximum rank number (rounded off by tens) and/10. IE: Xerox has the Assimilation power at a power rank of Monstrous (the maximum rank number rounded off to tens is 80). Therefore at a maximum ability, he can copy 8 powers and talents at once.
05-08​
Avatar*The PC automatically is given the bonus Power of an Alter Ego of a Diety. This Alter Ego is an Avatar of another Diety or conglomeration of many Diety's abilities. Therefore, all source of powers of the PC are derived from the Avatar. Any previously generated powers are automatically now a portion of the Avatar's powers. When creating the character, the Player follows the rules for creation of a diety combing all previously generations into one. The player must work with a Judge and design the statistics of the Avatar, which he/she has chosen or imagined.
Note: This is a Godly Power.
09-12​
Base*The PC has a mental link with every portion of his/her base at power rank. The Base moves and shapechanges upon the merest commands of the PC. The Base can also develop both offensive and defensive gadgets, powers and abilities at Power rank.
13-16​
Control*
  • Manipulation: Change directions by a Green FEAT, alter effects on a Yellow and completely alter a power with a red.
  • Magnification/Reduction: increase or decrease by this power rank.
  • Negation: negate at a successful feat. Indirect control can be dodged.
17-20​
Cosmic Host*The PC is linked mentally with a cosmic entity. When the Player chooses this power, he/she must set aside all previously generated powers, or choose another power. The entity is a separate persona that is a part of the PC, which thrives on his/her emotions. When a certain emotion chosen by the Player and accepted by the Judge is displayed, the PC's persona reverts into the entity's persona. When generating this power, the Player may choose 3 primary abilities to be enhanced a +3CS, and 1 primary ability at a +6CS. All remaining powers generated, automatically are raised a +3CS. All primary abilities have a limit of (Unearthly) except 1 primary ability. All powers also are limited to (Unearthly). Should the PC reach this limit or beyond it, Player must then retire for the True persona of the entity has taken over and becomes an NPC now. This is a delicate and powerful ability, which must be periodically maintained, and reviewed with the Judge.
Note: This is a Cosmic Power.
21-24​
DanceThe PC's powers are generated by a Dance, which he/she performs. When generating the character, the Play may opt to choose any number of the previously generated powers and combine them in the Dance. The character's powers involved with the Dance automatically receive a bonus of a +1CS.
25-28​
Hyper-Power*The PC has a psychological stimulus that increases his/her FASE or RIP to a +1CS when in effect. When creating the character, the Player must come up with a psychological stimulus, and choose which group of ability stats that he/she wants the PC to have enhanced when in contact of the stimuli. IE: Moonknight's FASE ability ranks are enhanced during a full moon.
29-32​
Investment*The PC can invest a chosen target with powers at Power Rank. The Player must make a Power FEAT, to determine the duration of the bestowed powers. The following is a list of intensity FEATs and the duration:
  • Green: 1d10 hrs.
  • Yellow: 1day
  • Red: Permanent
    Note: Should the PC decide to invest a target with permanent powers, he/she must also spend an additional amount of Karma 5 times the Power rank number.
33-36​
Multi-TaskingThe PC has the unique ability to basically use any two powers at once. Player gets to generate one more additional power. He/she may opt to discard this power and choose another.
37-40​
Omniversal**The PC has an extraordinary ability to use any power at Power rank and range. All previously generated powers must be discarded when this power is chosen. The PC however must still make a Power FEAT in order to use a chosen power. Should the PC fail his/her FEAT, then he/she must make another FEAT on a different chosen power. Moreover, any power that the PC was not able use, cannot then be used until the following day.
Note: This is an Omni Power.
41-44​
Power Absorption*The PC can absorb the superhuman powers of his/her victims at Power rank.
45-48​
Power Creation*Create up to power rank power at -3CS (not on himself) duration is 1 day times the creators Reason on a green FEAT, yellow gives 10 days times Reason and red gives permanently.
49-52​
Power DominationSome sort of domination the character can control the use of powers, it's a FEAT of power rank vs. Psyche.
53-56​
Power DuplicationThis is the only power a character can have, he duplicates any one power at a time at his own power rank, a green FEAT enables him to store the knowledge of the power for future use, otherwise he must be within 10 feet of the power used. The other powers rolled when the character was created are powers, which he previously encountered.
57-60​
Energy SourceThe hero draws his power from an outside source. (you may roll another power)
61-64​
Energy Source CreationThe character can create objects that can hold powers and that are released on special circumstances. The item for instance can act as another characters power source.
65-68​
Power FocusChannel all his power ranks and ability ranks in 1 ability or power burst. They are all totaled together in one massive outburst, afterwards all ranks drop to Feeble. This power rank number is the number of points the character can regain each turn.
69-72​
Power GestaltA power created when two characters touch
73-76​
NemesisReplaces all other powers. In 2 round the characters can develop a counter-power vs. his adversary or up to a +1CS version of the adversary’s own power. The nemesis power can cope with only 1 person at a time.
77-80​
Power TransferalTransfer a part of your powers to another
81-84​
Power VampirismDrain powers as vampirism
85-88​
Residual AbsorptionDuplicate a power by absorbing leftover traces. green FEAT gives a duration of reason x 100 turns, yellow: reason x 10.000 turns, red: permanent.
89-91​
ScreamThe PC can emit a Scream that is the source and focus of his/her powers. The Player may opt to choose this power or another. The rank of the power caused by the scream is equal to the original power rank of the power, plus the rank of this power. Should the Player decide to keep this power, he/she may opt to choose an additional power.
92-94​
SelectionOnly one of the characters powers can be used at a time (roll another power).
95-97​
Weakness CreationBestow a character with a weakness with a duration of 10 turns x reason when a green FEAT is made, 1000 x when yellow, 10.000 x when red.
98-00​
Imbuing*The character with this power has the ability to charge an object or person with raw power. How that power is released is dependent on which form of the power the player rolls.
01-70 Objects only
71-95 Beings only
96-00 Objects and Beings
  • Objects only: The character may take power from an extra-dimensional or cosmic source and imbue it into an item. These items may inflict power rank damage if thrown. Optionally, the Judge may determine that the size of the object may affect the damage done with larger objects gaining a +1CS and smaller object inflicting -1CS. It may also be stated that for every additional round that the character spends imbuing the item, the damage may be increased by +1CS, with a maximum of +3CS. If the item is not released before the beginning of the fourth round, the energy becomes internalized and the character takes damage equal to his power plus +3CS.
  • Beings only: The character with this form of the power may grant superhuman abilities to ordinary beings. Powers granted may not exceed this power rank. When granting powers to others, a power FEAT roll must be made. On a White result, powers granted are at a -3CS to this power rank; on a Green result, powers are granted at power rank intensity but are determined randomly; On a Yellow, the powers may be chosen; and on a Red FEAT, the powers are granted permanently.
  • Objects and Beings: POOF! You're Galactus!
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterControl
Matter Control Powers
01-04​
AnimationThe PC can cause inanimate figures made of any substance to grow or shrink, and to become animated. The PC can also mentally command the now animated figure to do any thing he/she desires. The PC can cause the figure to grow up to a height equal to its current size times the Power rank number *5 feet, and shrink to its normal size divided by the Power rank number *5 centimeters. Each figure when animated develops a bond with the PC. Both the PC and the animated figure can now and then communicate telepathically.
05-08​
BondingBonding on molecular level, first turn Fe and +1CS each turn until power rank is reached
09-16​
CollectionCollect matter from your surrounding for instance salt from the sea, this can also affect phasing or ethereal targets if the user remains concentrating.
17-24​
CrystallizationTo affect a moving target agility FEAT, victims may resist as normal. Target (living or non-living) is transformed in gem-like substance with power-rank material strength for 1 min/power rank. If a living being is shattered he remains crystallized until he is somehow reassembled
25-32​
Diminution
33-40​
DisruptionMaterial strength determines FEAT, living targets may resist as energy attack
41-44​
Enlargement
45-48​
Extradimensional Matter Control*(See Above under Extradimensional Energy in the Energy Control section for more information regarding this special Power).
49-52​
Extraterrestrial Matter Control*(See Above under Extraterrestrial Energy in the Energy Control section for more information regarding this special Power).
Note: This is a Cosmic Power
53-56​
GeoforceLocate earth-related things, create volcanoes, earthquakes etc.
  • Earth Control: This power is basically unchanged from its description on p. 73-74, Player’s Book. It is possible to levitate or throw earth with this power, both considered separate power stunts. A character could, thus, learn to fly about on a hunk of rock.
  • Earth Animation. The character can create a semi-living creature of earth. It remains in existence for power rank turns, or until dispelled or destroyed. An earth elemental has only FASE scores. To determine their ranks, double Earth Control power rank and divide among FASE as desired. The elemental has Body Armor equal to power rank.
57-64​
Matter AnimationAlter flow of raw material air, liquid or solid
  • Air Control: This power is basically unchanged. Note that according to its description, p. 74, Player's Book, air control begins with four power stunts. A vengeful Judge might want to amend that. An additional stunt is:
  • Air Animation. The character can create a semi-living creature of air that resembles a swirling whirlwind. It remains in existence for power rank turns, or until dispelled or destroyed. An air elemental has only FASE scores. To determine their ranks, double Air Control power rank and divide among FASE as desired. The elemental flies at speed rank equal to its Agility.
  • Cold Control: by decreasing air pressure in an area, the Hero gains cold control
65-70​
Machine Animationvs. machines 'Psyche' which is zero when non-sentient, machine can move at rank -2CS
71-74​
Matter Teleportation*(The PC can either teleport an object to or from his/her vicinity. The amount of mass the PC can teleport is equal to the Power rank number in tons / PC's Health rounded. When the PC brings items to him/her, he/she does not create them but only seizes existing ones.
75-79​
Micro-EnvironmentIn a close sphere around the hero there's fresh air, normal temp etc. this protects against acid rain, extreme temp gasses etc.
80-86​
Moldingshape solid material
87-90​
Warping*The PC can alter the Material Strength of matter by a +/- 2CS, Shapeshift it at Power rank, and manipulate it as if he had Power rank Telekinesis.
91-95​
Weather Control
96-00​
Zombie AnimationPhysical abilities at -3CS power rank, mental abilities are zero, health as power rank up to psyche rank zombies can be controlled, they are immune to psionics or mental powers, disease, poisons, pheromones, hard radiation and sonics.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterConversion
Matter Conversion Powers
01-10​
ColorationChange colors, this power can equal -2CS shadowcasting, shadowshaping, heat emission, force-field vs. heat
11-20​
CombustionSpontaneous combustion in 1-10 turns, power rank damage
21-30​
DisintegrationThis is an especially brutal power that the Judge may wish to allow only with restrictions. This is great power for a master villain, but not a very good one for most heroes. Use of Disintegration, which normally has no range, is simple. After an Agility FEAT to hit, the character makes a Disintegration FEAT versus either Endurance, protective power rank, or Material Strength, whichever is hardest. If successful, the target is destroyed entirely. If the FEAT fails, the target still suffers power rank damage. Against non-living targets, Disintegration will only affect an amount of weight up to what could be lifted using power rank as Strength.
  • Reintegration. The character can reintegrate anything she has disintegrated, restoring the target to its pre-disintegration condition.
31-40​
Elemental ConversionConvert matters into a specific element, each pound created costs 1 health. converting a living being results in the being placed in stasis, if only part is conversed, use your imagination what happens further, probably a kill result
41-50​
IonizationTarget emits electricity at -1CS power rank, effects are as -2CS disintegration, -2CS Feat or become temporarily ethereal
51-60​
Molecular ConversionSame as elemental conversion but this power can be used to form compounds in stead of just 1 element.
61-70​
Projective SizingThe PC can alter the size of any inorganic matter he/she touches. He/she can either cause a Shrink or Growth of the matter at Power rank (See the Diminution and Enlargement Tables in the UPB). Any AI target, such as a robot, may make a Material strength FEAT roll against the Power to avoid its effects.
71-85​
Transmutation*The PC has the Power rank ability to rearrange atoms and molecules in both inorganic and organic matter. He/she can change an object’s or creature's shape, IE: turns a man into a mouse. At a high rank, the PC even has the ability to change subatomic particles, IE: turns water into glue.
86-00​
Weight ManipulationThe PC can alter the mass of inorganic or organic matter, by either increasing or decreasing the weight of the target. The amount of increase is equal to the weight of the target plus the Power rank number times 10. The amount of decrease is equal to the weight of the target minus the Power rank divide by 10. If the PC is concentrating The following are possible stunts:
  • Attack target unarmed with Power rank damage.
  • Flight at Power rank.
  • Alter the speed of a target.
  • Attack with Power rank attacks.
  • Immovability at Power rank.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterCreation
Matter Creation Powers
01-10​
Artifact CreationCreate desired objects out of nothing, each pound costs 1 health, the character must have detailed knowledge of the designs he wants to create.
11-20​
Chemical CreationThe PC can create a Chemical out of the molecules and particles in the air at Power rank. The PC does this by secreting chemicals out of his body and using a limited Molecular Conversion he/she can make a liquid compound from water to acid. The Power rank determines how dense or how acidity the intensity of the Chemical is. The following are some chemicals that can be created:
  • water
  • battery acid
  • citric acid
  • dish soap
  • gasoline
  • turpentine
  • ammonia
  • etc.
    The PC can create in one turn the number of fluid ounces equal to the power rank number. The mass quantity and duration of the Chemical is determined at the time of its creation.
  • A Green FEAT gives the Chemical a low mass quantity and a duration of 1d10 turns.
  • A Yellow FEAT raises the mass quantity to a good stability and a longer duration of 100 times 1d10.
  • A Red FEAT makes the mass quantity of the Chemical a very high stability and duration of 1000 times 1d10.
    Each ounce of Chemical created costs one point of the PC's Health temporarily.
21-26​
Elemental CreationSame as Conversion except the element is created out of nothing. This gives nearly unlimited possibilities.
27-30​
Hyper-Dimensional PocketThe PC can create and open a small dimensional pocket out of the fabric of Space where he/she can store things and pull them out whenever desired. The Power rank determines the size of the opening equal to the number of inches per square foot. Thus, a Poor Hyper-Dimensional Pocket's opening would be 4 square inches.
31-39​
Lifeform CreationMaximum number of ounces equals the power rank number. A green reason FEAT gives a lifetime of 100* reason, yellow gives 10.000*, red is permanent. The hero must have detailed knowledge of the organism to create.
40-52​
Mechanical CreationCreate machines, duration as above
53-60​
Molecular CreationSame as conversion except again out of nothing.
61-65​
Nexus Creation*The PC can create and open out of the fabric of Space a Nexus to another reality of Power rank effectiveness. A Power FEAT determines the duration of the rip in Space when it's created.
  • Green FEAT will last for 1d10 turns.
  • Yellow FEAT will last for 1d100 turns.
  • Red FEAT will last for 1d100*2 turns.
66-76​
Projectile CreationStunning of power rank or combined with other powers the player has like power negation/control or induced teleportation. The PC can create a Projectile of any kind with an unusual Power effect. The following are Projectiles that can be made:
  • dart
  • arrow
  • boomerang
  • missile
  • ball
  • paper airplane
  • etc.
77-85​
SprayDoes Feeble damage and visibility is -2CS, combined with other powers for instance freeze cloud when the character also has cold emission.
86-90​
Undead Creation*(This is similar to Lifeform Creation, yet the Lifeform is Undead). The character can create a zombie-like creature from a corpse or skeleton at Power rank.. Its Reason, Intuition and PsycheC scores are all Shift-0. Unless commanded, it does nothing. FASE scores are as follows, based on the original creature’s ability scores: F -2CS, A -2CS, S +1CS, E +2CS. No ability score will be reduced below Feeble.
91-00​
WebcastingPower rank strength upon hardening, can also be combined for instance with spirit storage to capture disembodied spirits. Power Stunts possible include:
  • Stunt—Web Chute: The Hero can make a Parachute out of webbing.
  • Containers: The Hero can make a variety of containers such as backpacks, bags, pouches, patches for torn costumes, etc.
  • Fireproof: The Hero's webbing is Resistant to fire.
  • Gloves: The Hero may make gloves or kneepads or other small protective devices out of webbing to avoid damage from touching or bumping into things. Not that the Hero is clumsy, but this stunt protects them from damage caused by them hitting especially hard, sharp, hot, cold or otherwise dangerous objects.
  • Stingers: Instead of soft webbing, the Hero can shoot stingers made of web material which acts like a Stun Blast if the stingers impact with a target's nerves. This stunt is one degree more difficult due to the precision required.
  • Impact Webbing: Instead of a steam of webbing, Impact Webbing are little web-balls that expand and Ensnare shortly after contact. Impact Webbing is automatically one degree easier to hit targets with, but Ensnares as a Contingent Action
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MentalEnhancements
Mental Enhancements
01-02​
Astral ProjectionThis power is basically the same as described on pp. 84-85, Player’s Book, with two exceptions. First, range is always based on the power rank as determined on p. 16, Player’s Book. Increased range can be bought as a bonus. Second, Dimension travel is not an automatic ability; it must be acquired as a power stunt. Character’s with Astral Projection of Remarkable or greater rank do not have to worry about their astral forms not being to find the ways back to their bodies. This permits some power stunts:
  • Astral Detection. The character can automatically “see” astral creatures or projections even while not in astral form herself.
  • Dimensional Travel. The character can astrally project across dimensional barriers, as if she had the Dimension Travel power.
  • Passengers. The character can transport a number of people equal to or less than 1/10th her power rank, taking them along in astral form as well. If the character is lost, her passengers become lost also.
  • Affect Normal World. The character can use a single mental or magical power to affect the material world while she is in astral form. Each different power usable in this fashion is a separate power stunt. Power rank is always reduced by -2CS. Furthermore, the character must make a Psyche FEAT against the unmodified power rank intensity or suffer the unmodified power rank in damage to Mental Health. For example, Astral Al has Emotion Control of Amazing rank. While in astral form, he attempts to cause fear in a foe. His Emotion Control affects the foe at Remarkable rank. Astral Al must also make a Psyche FEAT against Amazing intensity or suffer 50 points of damage to his Mental Health.
03​
Aura*The PC has an Aura of Divinity of Power rank. All other characters in the same area must roll a Psyche FEAT against this Power's roll, or they will feel a strong intimidation and are awestruck. This means they will lose initiative, and one attack. This roll must be made each round. A second Psyche FEAT roll is made by all other characters in the same area to see if they are fully under the PC's Power. All other characters that are influenced by this Power, automatically will become followers; they will follow the PC and perform anything he/she wishes. The PC can not ask anything. Character has a Power of Command every 3 rounds. This is a simple, attention drawing command like; "stop," "look," "no," "duck/look out," "unhand her, "give it to me," and so on. Everyone in sound of the PC's voice must make a Red Psyche FEAT, or lose one action in the process of obeying the command. Followers gain a bonus of;
  • +1 to Initiative;
  • +1CS to Fighting in a strike;
  • +1CS to Agility in a Block, Evade or Dodge;
  • and one additional attack when they are commanded to do something, like; "get him," "take him," etc.

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

    When creating the character at start, Player can either raise this Power's rank to +1CS of PC's Psyche if roll is lower, or if roll is higher, Player can raise his/her Psyche to a -1CS of this Power's rank number.
04​
Aura AlterationThe PC can alter the appearance of his Aura with a limited Illusion at Power rank. This means the PC can hide his true nature with a Power FEAT. Anyone with a mental power can avoid this Illusion by making a Red Psyche FEAT. If any other character makes the FEAT, they see the PC as he/she is. Any who're affected by this Illusion will see a different character. Any other Player using the Aura Perception Power and fails, Player can hand that other Player a fake or made up Character Sheet of his/her character.
05-06​
Bio-Manipulation*The PC can mentally manipulate biological functions or conditions in others at Power rank. There are 5 types of Bio-Manipulation effects.
  • Blindness
  • Deafness
  • Mute
  • Pain
  • Tissue Manipulation-This can cause a variety of effects:
  • Cold or Hot
  • Rash
  • itch
  • etc.
07-08​
ClairaudienceHear distant sounds, -1CS resistance vs. sonics
09-10​
ClairvoyanceSee distant sights
11-12​
Communicate with...Communicate with...
01-25 Animals
26-50 Cybernetics
51-75 Inorganics
76-00 Plants
13-14​
Cosmic AwarenessAutomatically detect CL1000 or better ability, +1CS attacks by detecting weak spots, discover information about things in the entire universe, when used more than 5 times make a secret reason FEAT vs. going insane temporarily
15-16​
Cyber TransmissionThe character must be able to access the computer by touch. By making a power FEAT against an intensity equal to the computer’s highest rank, the character gains access to the information stored on the computer. She may attempt to reprogram the computer. Each new command to be programmed requires a separate FEAT roll after access is acquired. If trying to reprogram a sentient computer or robot, this FEAT is always against Reason or Psyche intensity, whichever is higher.
  • Haywire. By accessing a computer, the character can cause it (and any systems it controls) to do unpredictable things for 1-10 turns. She has no control over the computer or its systems.
  • Machine Animation. Once linked, the character can control mechanical systems controlled by the computer, causing them to perform in whatever ways are within their capacity.
  • Mechanical Link. This power can be used on any machine. This enables the character to control mechanical systems even if no computer is present.
  • Cyberspace: like Astral Travel, the hero’s mind leaves their body and goes into cyberspace. This will work on any computer, but if the hero enters one that is not designed with 3D graphics capabilities, the cyberspace is abstract and may be a little disorienting unless the Hero has related skills. Specifically, this stunt can be used in conjunction with Bionics, Computers, Electronics, Robotics, Spacecraft, Time Machinery and Weapons Systems to attempt to control those devices.
  • Cyberspace with proper 3d graphics and a connection to the Internet can be "hacked" into, and the Hero may gain access to files. How, and how easily they can is dependent on the system.
  • Cyber Telepathy: The once Linked the Hero may communicate with the computer just by thinking.
  • System Adaptation: The Hero can easily adapt their knowledge and skills from one system to the next. They automatically get no penalties from using systems that are unfamiliar to them, unless the systems are totally alien to them. This can work beyond computing systems to any complex system.
  • Magitech: This power may be used on magical technological devices like the Glamour Machine, Thor's Hammer, Mjolnir, and other sufficiently complex enchanted items.
17-18​
Dream Control*The PC can mentally control the surrounding area of the Dreamscape with a limited form of Reality Manipulation at Power rank. (See the Reality Alteration Power, but within the scope of the Dreamscape). The PC automatically gains Dream Travel at Power rank.
18-19​
Danger SenseThis is a reworked version of Combat Sense, p. 72, Player’s Book. A character with Danger Sense can become aware of imminent danger. When in a situation where some person, item, or presence poses an immediate threat, make a Danger Sense FEAT roll which warns up to power rank second before danger. FEAT intensity is determined below:
  • Critical Threat (superior foe, imminent death) = Typical
  • Major Threat (equal foe, imminent serious damage) = Excellent
  • Minor Threat (lesser foe, imminent minor damage) = Incredible
If the Danger Sense FEAT is successful, the character becomes aware of the threat and will not be surprised the turn it actually occurs. In combat, Danger Sense power rank can substitute for
  • Intuition for surprise and initiative,
  • Fighting for blocking
  • Agility for dodging
  • Strength for escaping.
    Minimum rank is equal to Intuition.
20-21​
Dream TravelThe Hero can enter a surreal realm of dreams when they go to sleep, as opposed to "just a dream". The basic form of this power acts as a sort of resistance to mental controls, detection and damage while the hero is asleep. If the Judge has the old Realms Of Magic books, the Judge may decide that the Dream Realm is the one that Nightmare rules. Otherwise, the Dream Realm doesn't have a particular ruler.
  • Other’s dreams: The Hero may enter other people’s dreams in order to communicate or in an attempt to control the dream itself.
  • Telepresence: The Hero’s "dream-self" may leave their body, and appear to other characters. The Dream-self can see and hear things, but cannot interact with them. Unlike with ESP, the Dream-self can be seen by other characters.
  • Precognition: The Hero gains precognition.
  • Detection: The Hero may attempt to detect the exact position of people he has previously visited.
  • Detection Resistance: The Hero may resist attempts to find them by psychic, dream traveling or other metaphysical means.
  • Astral Travel: The Hero may enter the Astral Plane using Dream Travel.
22-23​
Edetic MemoryThe PC has a Total Memory of numbers, codes, and mathematical problems and answers. The PC can remember, calculate and read anything that's mathematical or encrypted at Power Rank plus his/her Reason rank.
24-25​
ElectrokinesisThe PC can create and control existing electricity by force of will and molecular agitation at Power rank. This Power works like Electrical Generation. (See Electrical Generation in the Energy Control section).
26-28​
Empathic TransmissionThe PC can project false emotions into others at Power rank. By making a Red Psyche FEAT, he/she can affect more than one person at a time at a -1CS. The duration of the set emotion depends on what FEAT is made.
  • Red FEAT-emotions will last 1d100 rounds.
  • Yellow FEAT- emotions will last1d10 rounds.
  • Green FEAT-emotions will last a round.
    The target has one chance to resist the effects, by making a Psyche FEAT against the PC's Psyche FEAT. This Power is somewhat similar to the Pheromones. (See Pheromones in the Physical enhancement section).
29-30​
Empathic Vampirism*The PC feeds off of the victim’s emotions at Power rank. The victim appears as if he/she has a heart attack or some other type of physical pain. Each time he/she feeds, the victim's abilities are -1CS for 1d10 turns. If he/she feeds with intent to kill, the victim's Endurance drops a -1CS per round, until it reaches Shift-0 at which point the victim dies.
31-32​
EmpathyDetect surface emotions or send empathic messages
33-34​
Free Spirit*The character can survive the death of his physical body and live outside of it, he can share bonds with another host body (or posses it with the possession power), physical powers he possesses are then given to the bonded person.
35-36​
Hallucinations*Illusions directly inside a persons mind
37-38​
HydrokinesisThe PC can create and manipulate water by force of will and molecular agitation at Power rank. This Power works like Water Animation. (See Water Animation in the Matter Control section).
39-40​
Hyper-IntelligenceAdd this power rank to Intuition or reason
41-42​
Hyper-InventionReason increased for invention purposes
43-44​
Incarnation AwarenessThe hero can contact his previous incarnations and ask them to perform deeds that will help him later on. This requires a FEAT with a -1CS penalty for each generation of incarnation.
45-46​
Iron WillThis power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real. The hero can control when to release.
47-48​
Linguistics
49-50​
Memory AlterationThe PC can alter another person's memory at Power rank. He/she does this by either implanting new memories or erasing existing ones. The PC must first make a Psyche FEAT, before he/she can be affected by this Power.
51-52​
Mental DuplicationDuplicate a target’s brain inside a part of your own brain to for instance learn secrets. The captured brain can try to take over on a Psyche -3CS roll
53-54​
Mental GestaltThe PC has an intellect that composes two or more relatively merged minds to form a collective powerful being of minds. When creating the PC, the Player has to create more different character's minds. The Gestalt PC may resemble a blending of personalities from each of the merged characters, or have completely different personalities all together. All selves are required to form the Mental Gestalt.
55-56​
Mental Invisibility
57-58​
Mental Probe
59-60​
Mind BlastPower rank damage and Psyche FEAT vs. intensity or KO for 1-10 rounds.
61-62​
Mind DrainReduce Reason and Intuition by power rank, if at Shift-0 loss is permanent. Target may resist with Psyche FEAT, if successful the target is immune for 24 hours, but if a second FEAT fails the victims Psyche is also reduced by 1CS for 24 hours,
63-64​
Omniscience**The PC is ultimately in touch with the Universe. This Power is automatically CL1000. The PC has control of all Detection Powers, and Mental Powers regarding insight.
Note: this is an Omni Power. A definite must for Judge intervention.
65-66​
Photographic ReflexesThe PC can perform any action he/she has seen at Power rank. All FEATS requiring Agility or Fighting done in the presence of the PC, are recorded and photographically etched into his/her mind. The PC must make a Power FEAT first, and then he /she can perform those same FEATS without expenditure of Karma. The PC however, must study the target for 3 rounds. The target when confronted by the PC receives a special ill fortune of dropping his/her Fighting and Agility to a -2CS. The PC also retains the same Talents that the victim has.
67-68​
Photographic MemoryThe PC can remember anything he/she has seen before at Power rank. This Power is similar to Total Memory, except that the PC cannot remember anything he/she's heard only what he/she's seen. Like the latter Power, Player will need paper to write down everything he/she's witnessed.
69-70​
PostcognitionSee in the past for a number of weeks equal to power rank number.
  • Green FEAT gives impressions
  • Yellow gives general information
  • Red gives information that the subject may not have been aware of.
71-72​
Precognitionthe functioning of this power is entirely up to the judge
73​
Psionic VampirismDrain Reason, Intuition and mental powers (see vampirism).
74​
Psychic SolidificationThe PC can mold and shape psychic energy into solid constructions of Power rank. Anyone touches this energy will suffer a limited Psyche drain permanently. Furthermore, the victim must also roll on Endurance, or is knocked out for 1d10 rounds. Any weapon created does specific damage only.
75​
PsychokinesisThe PC can control and manipulate materials by force of will at Power rank and range. The Power rank determines what Material Strength he/she can control. The PC can cause material to entangle someone at Power rank ability and range. Treat this entangle as a Wrestling hold of Materials Strength rank.
76​
Psychometry
77​
Purge*The PC has an ability to purge and cleanse his/her body of drugs, disease, toxins, etc. at Power rank. The PC must first make a Psyche FEAT, if he/she fails then an Endurance FEAT must be made.
78​
PyrokinesisThe PC can create and manipulate fire and flames by force of will and molecular agitation at Power rank. This Power works like Fire Control. (See Fire Control in the Energy Control section).
79​
Remote Sensingenhance the range of any sense
80​
Sensory LinkSee/hear etc. through another being.
81​
Serial ImmortalityWhen the character dies he is reborn either as baby, new complete body, premade clone, recently deceased other being or even a living being (psyche feat to resist).
82​
Speechthrowing
83​
TelekinesisPower rank is equivalent to strength As a power stunts the character can:
  • Telekinetic Armor: The Hero can boost their strength by half the intensity of Telekinesis for combat purposes.
84​
Telelocation
85​
TelepathyCommunicate on a mind-to-mind basis, unwilling targets require a power FEAT vs. Psyche.
86​
Total MemoryTotal recall
87​
True CharismaThe PC automatically has Enhanced Beauty at Power rank. the PC has a surrounding Charismatic aura that emanates. With this Power, the PC can cause one of the three responses:
  • Friendship/Trust
  • Power/Fear
  • Deception/Lie
88​
PsychoblastThe character with this power has the ability to send out a wave of psionic force that fires all the brain's synapses at once and short circuits the consciousness of the target. The target may make an Endurance or Psyche FEAT (whichever is lower) to resist the effect. If the target fails this roll, they are Stunned for 1-10 rounds. However, even if they succeed at this roll, this is such a devastating attack that the target is still at a -1CS on all actions for the next 1-2 rounds (Judge's discretion). In some instances of this power, a successful Psyche FEAT by the target will trigger a psychic feedback that will Stun the Psychoblaster (Yellow Psyche FEAT to resist). Players who choose this as a limitation may increase this power by a +1CS.
It should be noted that this power only works against those targets with an organic brain.
89​
Psionic WeaponryCharacters may create physical weaponry, such as clubs and swords (but not guns, etc.), through sheer force of psionic power. Material Strength is determined by the character's Psyche, with the damage determined by this Power rank. These Psionic Weapons will last only as long as the character concentrates on them. Should the character's weapon be broken or damaged, the character must make a Yellow Psyche FEAT or be stunned for 1-100 rounds.
90​
Cyberspace ProjectionSimilar to the power of Astral Projection, this power allows characters to enter Cyberspace as pure information. Once in the data stream, the character's physical body is represented by their digital avatar (the cyber equivalent to an astral form). All the character's physical abilities are replaced by this power rank much like the power of Dreamtravel. Willing characters may be brought into Cyberspace along with this character by "piggybacking" the signal at a -2CS per person.
91​
PredictionThis power comes in two forms - combat and non-combat. While it is possible to have both forms, the Judge should impose harsh restrictions on those who do. The combat form of this power allows the character add this power rank to his Fighting ability when in combat with someone he has observed for NO LESS THAN 5 rounds (once a Power FEAT is made, of course). Furthermore, once the 5 round limit has passed, this character does not need to declare his actions until after his opponents have declared theirs, regardless of who has initiative. Characters who have been accurately Predicted fight the owner of this power at a -2CS on all FEATs. The non-combat version of this power allows the character to make wildly intuitive leaps of reason to arrive at a future outcome with even the tiniest shred of input. Possible uses for this power include:
  • Discovering the next place a villain will strike
  • Determining the secret HQ of said villain (if the villain is GOING there)
  • Being able to head off a villain in a chase by predicting the direction he's going
  • Really accurate weather forecasting
    As a power stunt, the character may use this power in reverse to perform such mystifying feats as determining secret identities or the whereabouts of the villain's secret HQ (if he's already been there).
92​
ForeshadowingThis power gives the character a limited and subconscious control over several powers, including Precognition and Reality Alteration - Past. This power allows an observant character the chance to make an educated guess about the future events in his own life. The Judge is encouraged to be as creative as possible in this respect, without getting out of Hand. At the beginning of every play session, the Judge (not the player) makes a roll to determine how far reaching the effects of this power are, with the hints provided being more frequent or obvious the higher the color rolled. On a White result, the Judge is encouraged to lie like a rug, throwing wildly contradicting events at the hero until he thinks that Galactus himself might appear!
93​
Omni-KnowledgeA character with this power has an innate, subconscious link to a sort of cosmic reference library. When he is presented with a question concerning information of which he was previously ignorant, the PC must make a FEAT. Green FEATs give him access to contemporary human knowledge. Yellow FEATs give him access to alien knowledge. Red FEATs give him access to Entity-level knowledge. Success means he is able to give a short, concise answer that only answers the initial question. As a limit to this power, the question must be asked of the hero by another person. Also, despite his ability to "know" any given topic, the PC might not be able to understand it. His comprehension is still limited by his Reason. This power enables the Judge to create idiot savants who can decipher the workings of Galactus's Worldship but are unable to tie their shoelaces. For example: Ref-Book and his buddy Jaunt find themselves in the Watcher's recreation room, facing a piece of alien technology. Ref-Book has no idea of what the thing is, but when Jaunt asks the magic question "What is that?" Ref-Book's power goes to work. He makes a Red FEAT, gains the necessary knowledge, and says "It's a television set." "Well, how do we turn it on?" asks Jaunt. Ref-Book fails his next FEAT and says, "Beats me."
94​
Death Field GenerationThe hero can generate an anti-life field that destroys all but 1 health point of all creatures in range. The range is found on Column A of the Simultaneous Actions Table. A power rank feat roll is made to determine the color feat roll the victim needs. The victim rolls their psyche to reduce the damage to half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This power can only be used two times/day.
95​
ConfusionThe hero has the ability to induce confusion on a victim within range. Range is determined on Column A. With a successful power rank feat roll, the hero can cause the corresponding effect for three rounds.
  • Green - victim does nothing but defend
  • Yellow- all actions at -2CS
  • Red - flees for three rounds
  • The victim is allowed a Psyche FEAT roll to resist, with the intensity equal to the color result received on the power rank feat roll.
96​
FearThe hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls:
  • Red resists
  • Yellow all actions at -1CS
  • Green flees as fast as possible
  • White paralysis
97​
Will ForceThe hero can mentally increase any one physical FASE ability score or power by +1CS for a duration equal to the color result once a day.
  • Red: 10 rounds
  • Yellow: 8 rounds
  • Green: 5 rounds
  • White: 3 rounds.
    The hero must then make a successful Psyche FEAT roll or rest for 1-10 rounds. The increase may be raised to a maximum of +2CS with a successful Psyche FEAT roll for 1 round. At the conclusion the hero must make an Endurance FEAT on the Stun column to avoid passing out from becoming physically and mentally exhausted.
98​
Photographic ReflexesThe PC takes 3 rounds to analyze physical talents when seen in use by other people. At that point the PC may temporarily copy these talents for 1 minute times the power rank. The PC uses his/her stats, but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like swimming or climbing, etc).
Optional Powers: Mental Duplication
Nemesis Powers: Invisibility
99​
Ultimate Skill*The PC has a talent, which he's honed. The Talent is automatically Unearthly rank. Talents that may have the Ultimate skill are:
  • Weapon skills: All
  • Fighting skills: All
  • Scientific skills: All
  • Other skills: except bonus gaining
    Note: Judge will decide on what Talents can be used for Ultimate skill
00​
Karmic TapThis power allows characters to tap into their reservoir of willpower (Karma) and increase any power or ability by 1 point for every 2 Karma spent. The power rank is the limit of Karma you can use in 1 round. The Duration is the round in which you spend the Karma. Rolling an Amazing FEAT roll will get you another round of benefit from the Karma spent. If the FEAT is rolled and failed, PC must spend the same amount of Karma for that round. If there is insufficient Karma to do so, the remainder is taken from the PC's health. This power is considered a free action, may be done in addition to other actions in the round.
Optional Powers: None
Nemesis: Itself
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Defensive
Defensive Powers
01-09​
Body ArmorArtificial Body Armor
10-18​
Force FieldCompletely absorbs any attacks that have an intensity equal or less than the power rank number. The remaining Intensity breaches the field and affects anyone within its diminished effect.
19-27​
Death Field*This is a field-effect version of Life Absorption. The Death field drains the life force out of all within the area of the field, and adds this energy to the PC's health. The PC must first make a power FEAT against the intensity of the victim's Psyche. Each FEAT allows the PC to drain up to a number of health points from each target in the field area that is equal to the power's rank number, until he/she regains the normal maximum health. If the target's health drops to 0 as a result, the victim dies, and his/her body disintegrates.
28-36​
Force Fields vs.Die Roll Force Fields
01-11 Force Field vs. Emotion (Minimum Power Rank = Intuition +1CS)
12-20 Force Field vs. Energy
21-35 Force Field vs. Magic
36-70 Force Field vs. Mental (Minimum Power Rank=Psyche +1CS)
71-87 Force Field vs. Physical
88-92 Force Field vs. Power Manipulation
93-00 Force Field vs. Vampirism
37-45​
Null-FieldThis power surrounds the PC with a field that dampens all forms of energy within the area. This power’s rank number reduces all energy in the area. The field also reduces a -1CS on all attacks within the area by a number that is equal to 10% of the power's rank number. For example, an Excellent Null-Field reduces all attacks in the area by a -2CS. This power affects even attacks not directed to the PC.
46-54​
BubbleThis is a force bubble that surrounds the PC. The Bubble provides protection against all physical and energy attacks that are equal to or less than the power's rank number. If an intensity of applied force is more than 1/2 of this power's rank number, the bubble merely bounces away. The Bubble is also slippery, so that all attempts to grapple it are at a –1CS that is equal to 10% or the power's rank number. For example, all attempts to grapple an Incredible Bubble are at -4CS.
55-63​
Aura Field*This is an energy type of forcefield (See the Energy Emissions section for available types). Each field carries its own characteristics that affect the ways the PC uses his/hers power. The maximum size of the field is the number of areas equal to 10% of the power's rank number. For example, an Amazing Aura Field can encompass 5 areas. This field automatically provides protection and life support of rank number. The field completely absorbs any physical attack that has an intensity that is equal to or less than the power's rank number. If the intensity is higher, it's reduced by the power's rank number. The remaining intensity breaches the field and affects the PC's health. If the field is destroyed, the PC must make a red FEAT to regain it. Possible ways of destroying an Aura Field include Energy Control and Conversion, Power Control, and Magic. The hero has a -2CS vulnerability to powers that can affect this type of energy field. However, he/she gets a +2CS resistance to attacks of the same form of energy. This field is also assumed to have an unlimited supply of energy. When creating the PC, the player can opt to raise the power rank +1CS if the power is considered temporary. If the player does not choose the latter, then the power is permanent. The permanent power begins at Shift-0 increasing every round until it reaches an intensity equal to that of the maximum power's rank number.
64-72​
ReflectionThe power rank of the power is subtracted from the attack’s intensity. The rest is reflected back. A Typical FEAT is required to reflect the attack in a random direction, and Amazing FEAT is required to direct the attack -3CS back to the attacker. A Unearthly FEAT to completely turn the attack. When the power is breached once the user has to make a green FEAT to use the power again, when breached for the 2nd time he has to make a yellow FEAT, for each following breach he must make a red FEAT. If a Player wants a specific attack reflected by this Power, then he/she can raise it to a +1CS. Note: Reflection can be any Energy Emission or attack. Possible power stunts include:
  • Internal Energy Eruption: If the energy has no place to go, instead of harming everyone else, the Hero can turn the energy inward and cause themselves to suffer the Intensity of the energy
  • Energy Conversion: The Hero may convert another form of energy into the form they can reflect (at same intensity). Alternately, they can convert the energy that they normally reflect into another type. One stunt must be learned for each type of conversion.
73-81​
ResistancesDie Roll Resistances
01-11 Resist: Emotion (Minimum Power Rank = Intuition +1CS)
12-20 Resist: Energy
21-35 Resist: Magic
36-70 Resist: Mental (Minimum Power Rank = Psyche + 1CS)
71-87 Resist: Physical
88-92 Resist: Power Manipulation
93-00 Resist: Vampirism
82-91​
Sense ProtectionThe PC has a special protection against any one sense
92-00​
Electronic Counter MeasuresThis power reflects the ability to avoid electronic detection and thwart any and all attempts to be controlled by electronic means. This provides Power rank Invisibility against such detection efforts as Radar and Sonar, as well as any other power, which is being duplicated through electronic means. It also grants Power rank Resistance to hackers or, if the character is in a powered suit of armor, to outside override attempts.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Detection
Detection Powers
01-02​
Astral DetectionThe character can automatically “see” astral creatures or projections even while not in astral form herself.
03-04​
Abnormal SensitivityThe hero can hear/feel/see things he cannot normally see and vice versa. He can for instance see infrared but not normal.
04-05​
Sense Artificial Intelligence
06-07​
Death SenseThe PC can detect aura of immanent death. The Death Sense automatically functions if the target or targets are in a life-threatening situation, or if they're fixing to enter one. Before an adventure, the Judge makes a secret red Psyche FEAT roll to see if any of the Characters will die that adventure. If there is a success, no one will die. If a miss, then the PC sees a "death glow" around a random character. The Player of the character then is unable to spend Karma on Endurance FEATs during the adventure
08-09​
Aura Perception*The PC can virtually see and gain knowledge of almost everything about a person or an object a person has been in proximity with. Seeing an aura can indicate the following:
  • The Karma of a character or object
  • The Popularity of a character or object
  • The Resource rank number of a character or object
  • The Health of a character or object
  • The rank number of a pronounced ability or object
  • The rank number of a pronounced power or object
  • The Physical Form of a character or object
    This power also enables the PC to read the psychic Aura of an object and "hear" the psychic thoughts of characters that who've been in proximity of an object. (The PC can recognize any Aura that he/she's previously seen. Even if the target is disguised, it can be recognized by its distinct Aura. A red Psyche FEAT against the intensity rank number of the disguise must be made in order to allow the hidden target to be seen by the PC.
    Note: This is a Godly Power, so Player must work with the Judge.
10-12​
Circular Vision360 Degree vision +1CS Fighting, -1CS Popularity
13-15​
Cosmic Perception*The PC has a heightened sense on a universal scale. This sense is a detection power automatically at CL1000 power rank. Player can choose to roll on the table below, or just choose one of the five types of detection: (Judge's discretion)
Die Roll Sense
01-51 Energy
52-67 Magic
68-72 Space (Telescopic, microscopic, extradimensional all in one)
73-00 Psionic
Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
15-19​
Energy Detection
20-24​
Enhanced SensesThe PC has one or more of the five normal senses (hearing, sight, smell, touch, and taste) enhanced.
25-27​
Environmental AwarenessComplete knowledge of the surroundings
28-30​
Genetic PerceptionUnlike Power Detection, this is the true "Mutant Detection". The PC can perceive and decipher genetic codes.
31-33​
Extradimensional Detection
34-36​
Hyper SenseDie Roll Hyper Senses
01-53 Hearing Sonic Attacks at +1CS
54-87 Olfactory When unable to block nasty scents -1CS Endurance
88-00 Touch
37-39​
Life DetectionIdentify presence and nature of lifeforms
40-42​
Magic Detection
43-45​
Microscopic Vision
46-49​
Penetration VisionX-ray vision
50-54​
Power DetectionIdentify specific heroes at Uneathly FEAT
55-58​
Psionic Detection
59-62​
Radar Sense-1CS vs. electrical and Magnetic attacks
63-66​
Reality Perception*The PC can see the network patterns of matter and energy that form the universe. This power functions like a combination of the powers; Extradimensional, True sight, and Cosmic Perception. This power is so outside of reality that the PC can develop a vast variety of Power stunts:
  • Penetrate illusions by focusing on the true energy patterns;
  • Perceive the physical and mental condition of a being;
  • Perceive the occurrences in other realities;
  • Penetrate concealment and disguises, and see the true nature of matter;
  • Perceive occurrences beyond the barrier of dimensions;
  • See through matter.
    Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
67-71​
SonarSonic attacks +1CS
72-75​
Telescopic Vision
76-79​
Thermal Vision
80-83​
Tracking
84-88​
True SightPenetrate any disguise below this rank
89-92​
Ultraviolet VisionSee clearly through fog and water
93-96​
VR VisionThe PC has a virtual sense. The Vision allows the PC to travel distances through virtual sight, without ever leaving the area he/she's in. The PC receives a visual simulation of a virtual world, as if he/she were actually present at the scene. The power is not hindered by factors at all. The VR Vision when in use overrides the normal sight. The vision is consciously controlled, and can practically travel anyplace. A disadvantage of the sight, is if unwanted visions obscure the view or distract the PC at a crucial moment.
97-00​
Weakness DetectionRank Good or below, physical weaknesses only. Excellent to Amazing mental and physical. Monstrous and above, mental, Physical, and power based.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#EnergyEmission
Energy Emission Powers
01-04​
Cold GenerationNOT ice generation, generate extreme colds (see judge book for effects)
05-08​
Cosmic Energy Emission*The PC can take in all the energies of the Cosmos and release them as a Cosmic force. The force has the intensity of the Power's rank number. Since this is a Cosmic Power, which utilizes all the energies of the Universe, Power rank increase only costs half of the usual Karma. As with Hard Radiation (See Hard Radiation Emission p.27 in the UPB), the PC has automatic safeguards to prevent radioactive contamination. This power is linked to Cosmic Energy Manipulation; the Player may opt to exchange one of his other Powers for Cosmic Energy Manipulation when creating the character. The PC has Power rank resistance to the Cosmic energy.
Note: This is a Cosmic Power, so player must work with the Judge.
09-12​
Darkforce GenerationThe PC can generate and project the Darkforce with Power rank damage and range. (See the UPB p.21 or this update above under, the Darkforce Manipulation power for a more detailed explanation of this extradimensional energy). Furthermore, the PC has Power rank resistance to this energy and can see within his own Darkforce vapor. This Power is linked to Darkforce Manipulation; the Player can opt to replace one of his Powers for Darkforce Manipulation when creating the character.
13-16​
EctoplasmcastingThe PC can project an invisible expanded force of Ectoplasm (Spirit Energy) at Power rank range and damage. The Ectoplasm blast affects the target’s base Karma, not Health. If the base Karma drops to 0, then the RIP each start losing points, if the RIP each just happens to drop to 0, then the victim is a vegetable. (See the Ectoplasmshaping power above under the Energy Control section in this update).
17-20​
Electrical GenerationThe PC can freely generate a force of the energy spectrum at Power rank damage and range. However, the PC also has an innate ability to emit each energy of the Spectrum, separately at a -2CS. (See above the Electromagnetic Control power in the Energy Control section of this update).
Note: All individual energy effects still take place in a single blast, even though the energy is not in separate bursts. This is a Cosmic Power, so player must work with the Judge.
21-24​
Electro-Magnetism*The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
25-28​
Energy DoppelgangerGenerate an energy body from himself which can have powers and automatically has True Flight and power characteristic to the energy type.
29-32​
Extradimensional Energy Emission*The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
33-36​
Extraterrestrial Energy Emission*The PC can project an existing, yet unknown cosmic energy at Power rank damage and range. (See above the Extraterrestrial Energy Control power under the Energy Control section in this update).
Note: This is a Cosmic Power, so player must work with the Judge.
37-40​
Fire Generation
41-42​
Hard Radiation EmissionNote: Cosmic Energy is a combination of Hard Radiation energies in one.
43-44​
Heat GenerationNOT fire generation, possible power stunts
  • Causing breakdown of molecular or atomic bonds (Amazing and Unearthly FEAT
  • Negating a target's magnetism
  • Negating conductivity
  • Strengthening materials
  • Changing local weather
45-48​
Kinetic Bolt
49-52​
Light Generation
53-56​
Magnetism
57-60​
Microwave GenerationThe PC can generate and project microwaves at Power rank damage and range. (See above the Microwave Manipulation power under the Energy Control section of this update for more information regarding this energy).
61-64​
Nuclear GenerationThe PC can generate and project Nuclear energy at Power rank damage and range. PC also automatically has Power rank resistance. This power is Plasma of ALL energies found in a nuclear blast at -2CS.
65-68​
Plasma Generationalso create plasma fields with 2 of the following effects Light at -2CS illumination Heat at -2CS Flame at -2CS Hard Radiation at -2CS Magnetism at -2CS Electricity at -2CS
69-72​
Radiowave Generation
73-76​
ShadowcastingEmit a field that obscures energy intensity, the following are affected at listed power rank:
  • Light at Good or below
  • Heat at Excellent
  • Hard Radiation at Remarkable
  • Radiowaves at Incredible
  • Energy doppelgangers at Amazing
  • Energy Bodies at Monstrous
77-80​
Darkforce Generation
81-84​
Sonic Generation
85-88​
VibrationPower stunts vibratory shield with +2CS protection vs solid attacks
89-92​
Gas GenerationThe hero can generate and spray one or more different types of gases. It has an intensity equal to the power rank. Range is found on Column A of the Simultaneous Actions Table. The gas completely fills each area it goes through, and everyone in those areas is subject to the effects. It lasts three rounds and can only be used once every five minutes (50 rounds). The gas is still subject to wind, powers, etc. An Endurance FEAT roll against the intensity is allowed to resist the effects.
Die Roll Gas Type
  • Foul Odor: -1CS on all attacks, -1CS on Endurance FEAT
  • Paralysis: 1-10 rds, can only use mental powers
  • Blinding: hero is blinded 1-10 rds., all rolls at -4CS
  • Poison: power rank dam. each round in gas
  • Double vision: victim misses target 50% of the time
  • Sicken: incapacitation 1-10 rds
93-00​
BombThe hero has the ability to cause an explosion starting at the point the hero touches the ground and extending to the extent of the range. Range is found on Column A but the areas are cut in half. Damage is physical, but regardless if the victim takes damage or not all victims must make an agility feat roll or be slammed.
 

destroyer

Alfrescian
Loyal
Patrons Of The 14th Maergzjirah Tower Of Angelic Buddaos

1) The 14th Maergzjirah Blighted Lord Varaibim Hau Cheong True Black Yang Zhang Hao Of The 14th Maergzjirah Tower Of Angelic Buddaos
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2) Maergzjirah Elder Ascended Grand Master (EAGM) Cain Sarial The Master Coder (Varaibim’s Codeless & Varaibim’s Codes)
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3) Maergzjirah Elder Ascended Grand Master (EAGM) Somnus Dreadwood The True First Original Lich
06CEE808-512E-4080-A622-F5CDE1A4B70D.png

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4) Maergzjirah Mistress Mariya Nishiuchi

5) “Dark Lilith”

6) Maergzjirah Mistress Bambi Leong

7) “Guardian Eve”

8) Maergzjirah Mistress Kako Hantei Yamato Of Akishino

9) Maergzjirah Master Marilyn Manson

10) Demiurge Archangel Lucifer Lightbringer Morningstar The Future Devil

https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Magic
Magic
Note: Magic in itself is a powerful Power, so players must work with the Judge.
01-03​
AbjurationThe Mage can cast spells involving individual protection of him/herself or others at Spell rank. The following are spells the Mage can cast:
  • Armor
  • Damage Absorption*
  • Damage Conversion*
  • Healing
  • Immovability
  • Aura Shield
  • etc.
04-06​
AlchemyThe Mage has the ability to mix and concoct magic potions and elixirs for a variety of effects at Spell rank. A beginning number of potions the Mage has concocted is equal to the Spell rank. If any potions or elixirs are created in excess of this number, then the new potion replaces one of the numbered. The following are some of the potions and elixirs that have been developed:
  • Healing: Restores target's Heath points equal to Spell rank up to normal number.
  • Paralyzing: Target cannot move 1d10 rounds. If target's Endurance is higher than Spell rank, target may make an Endurance FEAT to avoid this effect.
  • Sleeping: Target is put in a state of sleep for 1d10 rounds. If target's Psyche is higher than Spell rank, target may make a Psyche FEAT to avoid this effect.
  • Life: Bestows temporary Longevity to target for 1d100*Spell rank days.
  • Ressurection: Restores targets Endurance to stable at 0.
  • Transmutation: Change elements into other elements at Spell rank.
  • Explosive: Creates a force of intensity equal to the Spell rank of damage and area effect.
  • Strength: Temporary increases the target's Strength +CS of the Spell rank number / 10.
  • Agility: Temporary increases the target's Agility +CS of the Spell rank number / 10.
  • Magic: Temporary increases the target's Spell ranks +CS of the Spell rank number / 10.
  • Endurance: Temporary increases the target's Endurance +CS of the Spell rank number / 10.
  • Power: Temporary increases the target's Power ranks +CS of the Spell rank number / 10.
  • Rejuvination: Testores targets Health and Karma to original number of points.
    A Spell FEAT must first be made in order to create a potion or elixir each time. If not, then the potion or elixir is just that, a vile of mixed liquids.
07-09​
AlterationThe Mage can cast spells that alter the physical state of him/herself at Spell rank. The following are spells the Mage can cast:
  • Alteration-Appearance; Natural Weaponry; and Bone
  • Shapeshifting-Limited
  • Absorption*
  • Apparition
  • Chameleonic Coloring
  • Density Control-Self
  • etc.
10-12​
Astral Supremacy*The Mage has a unique mastery over the Astral Plane. This gives the caster a +1CS on Magic FEATS while on the Astral Plane.
13-15​
ConjurationThe Mage can cast spells that bring Magical artifacts or life forms into the present reality. The Mage must have a good knowledge of what he/she wants to Conjure into this reality.
16-18​
DemonicThe Mage can cast spells of Magic that are found among the lores of the Demons at Spell rank. The following are Demonic spells the Mage can cast:
  • Shapeshifting-Limited and Unlimited
  • Soulfire
  • Hellfire
  • Dimensional Aperture**
  • Fear
  • Psychic Vampirism*
  • Astral theft**
  • Telepathy-Limited
  • Alteration-Natural Weaponry
  • etc.
19-21​
Dimensional PocketThe Mage has an extradimensional space that he/she can recall or place objects in. This Pocket can almost store an unlimited amount of items. The size of this pocket opening is equal to the Spell rank number in inches of feet.
22-24​
DivinationThe Mage can cast spells that give him/her foresight on knowledge and events unknown. The following are spells the Mage can cast:
  • Dual Persona.
  • Enchanted Eye
  • Foretelling
  • Apparition
  • Gramarye
  • Learning
  • Post-cognition
  • Sensing(ALL)
  • etc.
25-27​
ElementalThe Mage can control the four elements of the Universe; Earth, Wind, Fire, and Water at Spell rank (See Nature Control p.24-25 in the Realms of Magic). The Mage also has an ability to summon Elementals at Spell rank. The Mage can also create Elementals at Spell rank Abilities and Powers.
28-30​
EnchantmentImbue an item with spells which then releases it at a specific moment
31-32​
Energy SourceNot a real power, the character can perform magic while in contact with his energy source
33-34​
Enhancement*The Mage has the unique ability to increase the abilities of an individual. The Spell can also bestow powers upon the subject. The Mage must make a Psyche FEAT roll before he/she can do this; the Mage may add Karma to a roll at anytime:
White-2 abilities raised, +2CS,
Green-3 abilities raised, +3CS, plus a random power,
Yellow-3 abilities raised, +3CS, plus two powers,
Red-4 abilities raised, +3CS, plus three powers.
35-36​
EntreatyThe Mage can summon the magical Entities and their magical Powers from the dimensional planes of reality in the Universe at Spell rank. The Mage must have an Entity that belongs to the same school of Magic.
37-38​
EvocationThe Mage has the ability to evoke the forces of ancient magical energies in the universe. The following are spells the Mage can cast:
  • Eldritch Energy (ALL)
  • Energy Control (ALL)
  • Glamor
  • Vapors (ALL)
  • etc.
39-40​
FaerieThe Mage can cast spells that exist within the ancient lore of the Elves and fairies. The following are spells the Mage can cast:
  • Charm
  • Confusion
  • Emotion Control
  • Forgetfulness
  • mesmerism
  • etc.
41-42​
FamiliarThe mage uses living creatures as an conduit of his/her senses and powers. The Mage must be in contact with the Familiar in order to achieve any magical powers aside from just communication.
Note: the familiar could be Magic in nature.
43-44​
IllusoryThe Mage can cast spells that create simulations of reality at Spell rank. The more realistic these simulations appear to others depends on the intensity of the Spell FEAT.
45-46​
Imprisonment*The Mage can bind a person's body to a specific place or area. If the person ever physically leaves that area, his/her body would completely disintegrate; moreover, he/she cannot draw upon the energies of Magic without this prison. However, the person can draw upon the energies of the Imprisonment sanctum, and cast spells with a +2CS to the original Spell rank, and his/her body will not age.
47-48​
Internal LimboTargets can resist by using Strength agility or a travel power and the mage must make a Agility FEAT to capture a moving target. He can only draw in targets smaller or equal than himself.
What it does is allow the Hero to literally have a world of their own. The Pocket Reality is attached to the Hero in some way (unless taken as a piece of Equipment); and the hero can control who or what enters the Pocket Reality. The size of the Pocket Reality is dependent on the Intensity of the power; see the Range Table for more details. Also, the Pocket Reality can generally only support life for a number of people equal to its intensity (not including the hero who has it). The pocket Reality is not necessarily an actual separate dimension, it could be a dimensionally collapsed part of the Hero’s own body or it could actually disintegrate the targets and put them into cyberspace.
Unless the Hero’s stunts say otherwise, the actual world of the pocket reality is a void, but one which sustains all life within it as though they had Life Support of an intensity equal to the Pocket Reality’s intensity.
Generally, objects of any size can be transported to the Pocket reality itself, but they must be able to fit first. To voluntarily move from where the Hero is to the Pocket Reality, the person or thing must be touching the hero. If the hero wishes to force someone to enter the Pocket Reality, they have to touch the target, which is an easy Agility feat. Then they must make an action to draw them in. To leave the Pocket Reality, the victim should make an Endurance feat. The Hero can remove anyone from the Pocket Reality if they choose.
  • Teleportation: The Hero gains Teleportation by moving through his own pocket reality.
  • Emotion Control: The Hero can use Emotion Control on anyone in the Pocket Reality
  • Life Support: The Hero gains Life Support
  • Telepresence: The Hero can send an illusory representative of himself into the Pocket Reality.
  • Vortex: The Hero can attempt to suck someone in firing distance into the Pocket Reality. It’s resisted by their strength, usually.
  • Implosion: By pushing this power to the limit, the Hero can suck everything and everyone in firing distance into the pocket reality.
49-50​
InvocationThe Mage has the ability to invoke the spells of past, ancient Magi at Spell rank. Usually the spell is named after the ancient Wizard. The following are examples of possible spells the Mage can cast..
  • Dakimh's Magic Missiles
  • The Ancient One's Spell of Silence
  • The Gateway of Agatha Harkness
  • etc
    Note: The Mage has an unlimited array of possibilities for Spells of Invocation.
51-52​
ItemThe Mage can create a Magical object of any kind at Spell rank and keeps it in his/her possession or protection. The item's Material strength and Power is equal to this Magic's Spell rank.
53-54​
Life Protection*The Mage can totally protect the life of him/herself. When affected by this Spell he/she ignores all Kill results.
55-57​
Magic Absorption*The Mage has the ability to acquire the magical powers and abilities of other Magi at Spell rank. The Mage must touch the target in order to gain these abilities, and the target may make a Psyche or Endurance FEAT to avoid the effect. (See the Power Absorption power in the APB p.79 for more details on this power in its unmagical nature).
58-59​
Magic ControlManipulate, magnify/reduce or negate magic
60-61​
Magic CreationInvest beings with new magical powers.
62-63​
Magic DominationA form of Mind Control that forces other Mages to cast magic spells the way the holder of this power wants it.
64-65​
Magic TransferalTransfer Magical Power to a person in contact (or at -1CS / 10feet distance) The mages own rank drops by the transferred amount. A Green Reason FEAT means the duration is 100* the combined reason of target and mage, yellow means 10000* and red means permanent
66-67​
Magic VampirismDrain magical powers from objects or drain living Magic from a living being
68-69​
NecromancyThe Mage can cast spells that deal with utilizing energies of the dead at Spell rank.
70-71​
PhantasmalThe Mage can create realistic simulations of spirit matter at Spell rank. All simulations are of Spell rank Strength, Endurance, Material or Power, and attain all the other attributes of the Mage. The duration of the Phantasmal determines the intensity of the Spell FEAT.
72-73​
Power SimulationMagical version of a normal power. (roll again)
74-75​
Reality AlterationReshape time, choose one of the following:
  • Alter Future: up to power rank in turn, the harder the higher the feat
  • Alter Present: create some sort of pocket-dimension with a number of people equal to his rank. Green feat for small alterations, etc. Duration, green reason feat gives 2 hours * reason rank, yellow=1 day * Reason rank, red=10 days * Reason rank (permanent at judge discretion)
76-77​
Spirit EvictionThe Mage has the magical ability to force a spirit from its body at Spell rank. The Mage then can absorb the flesh of the abandoned body. If for some reason the spirit Eviction is halted, the Mage can control the subconscious mind of the victim later at Spell rank. Furthermore, if the target has formerly encountered this Spell, he/she gets to make a Psyche FEAT to avoid the effects of the Eviction.
78-79​
Spirit VampirismDrain Intuition and Psyche to increase Strength, Endurance, Psyche and powers
80-81​
Sympathetic MagicPowers work through some sort of Effigy, sticking pins in it hurts the character.
82-83​
Techno-MagicThe Mage has the unique ability to combine Science and Magic. The Spell rank of this Magic Power is added to that of the Mage's Reason, Intuition, Psyche, and other Spell ranks when dealing with research, inventions, Science skills and spells of Techno-Magic. This is a Science. When generating the Character, the Player must have at least one Science talent rolled or he/she gets to choose one automatically.
84-85​
ThaumaturgyThe Mage can cast spells that capture and confine others, rather than harm at Spell rank. The following are spells the Mage can cast:
  • Bands
  • Net
  • Trap
  • Wave
  • etc.
86-87​
WardingCreate wards that have up to rank number of power rank intensity powers to go of when certain conditions are met.
88-89​
Witchery*The mage can cast spells that only affect others individually at Spell rank. The following are spells the Mage can cast:
  • Density Control-Others
  • Curse
  • Growing-Others
  • Healing-Others
  • Invisibility-Others
  • Shrinking-Others
  • etc.
90-95​
WildThe Mage can cast spells that manifest distorted, but yet potent effects of a chaotic nature at Spell rank. Judge determines the chaotic nature of each Spell that is cast.
Note: Wild Magic is not Chaos Magic.
96-00​
Probability ControlLike is says, folks; this power allows one to tinker with probability itself in strange and wonderful ways.
https://www.classicmarvelforever.com/cms/ultimate-talents-list.html#Mystic
(71-74) Mystic and Mental Skills
01-08BibliophileThe character has an extensive knowledge of magical books, scrolls, or other primarily informational items, and the lore concerning them. He has a +2CS when using or researching these.
09-16DemonologistThe character has studied accounts of demons in the Marvel Universe and he knows how dangerous and hostile they are. The character receives a +1CS in any situation involving demons, including research, communication, identification and combat.
17-24Mesmerism and HypnosisThis talent is a primitive form of Mind Control at the Power rank number equal to the Reason of the character with this Talent. Information can be gained as per a Mental Probe, and posthypnotic suggestions may be implanted within the victim's mind. Any attempt to force an individual to do something that he would not normally do, or divulge information that he would not normally reveal, will cause the hypnotism to break. A hypnotic command fades in 1-10 hours after it is given.
25-32Mystic BackgroundThis "Talent" shows that the character has some background with magical forces. A character with this Talent may have Magical Powers, with the approval of the Judge.
33-40Occult LoreThe character has made extensive studies into the area of occult happenings, including: unexplained events and mysteries of the world, hauntings, and other manifestations of the spirit world. He has a +2CS when researching or dealing with occult events.
41-48Resist DominationThis permits the character to resist mental attacks as if the character had a mental power of Psyche +1CS.
Ritual MagicsReason FEAT to perform magical ceromonies. To do this you need knowledge of the ceremony (usually from a book), equiptment, and time. Time is 1d20 times 2 = rounds of spellcasting needed.
49-56RunesmithThe character is a transcriber and translator of runes, especially ancient, magical runes. The character has a +2CS whenever studying, deciphering, or inscribing runes.
57-65Scholar of AntiquitiesThe character has an extensive knowledge of antiques, especially ancient magical artifacts and lore concerning them. He gains a +2CS when dealing with them
66-74Sleight of HandThe character with this Talent may palm small items, making them appear or disappear with Agility +1CS ability.
75-83TheogonyThe character has a +2CS when researching information on the powerful extradimensional beings and gods of the Marvel
84-92TranceThe character may place himself into a trance. While in a trance the character slows his body functions to such a level that he may be assumed to be deceased. A character in a trance reduces needs for food and water to a minimal level, and may regain Endurance ranks at one rank per day.
93-00Zoologist of MagicAllows a +1CS when attempting to identify magical creatures and their powers.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#PowerControl
Power Control
01-04​
AssimilationThe PC has an extraordinary ability to copy genetic structures of the superhuman at Power rank and range. The intensity of this Power determines how well the PC can use the duplicated Powers and talents, and how many powers and talents at once he/she can use. Should the Player decide to limit the range by touch, he/she can raise this power rank a +1CS. The range is of this power is found under column B of the Range Table. The PC can assimilate a maximum number of powers. The Player must make a Red Power FEAT at the time chosen, then the number of targets the PC can copy at one time is determined by the maximum rank number (rounded off by tens) and/10. IE: Xerox has the Assimilation power at a power rank of Monstrous (the maximum rank number rounded off to tens is 80). Therefore at a maximum ability, he can copy 8 powers and talents at once.
05-08​
Avatar*The PC automatically is given the bonus Power of an Alter Ego of a Diety. This Alter Ego is an Avatar of another Diety or conglomeration of many Diety's abilities. Therefore, all source of powers of the PC are derived from the Avatar. Any previously generated powers are automatically now a portion of the Avatar's powers. When creating the character, the Player follows the rules for creation of a diety combing all previously generations into one. The player must work with a Judge and design the statistics of the Avatar, which he/she has chosen or imagined.
Note: This is a Godly Power.
09-12​
Base*The PC has a mental link with every portion of his/her base at power rank. The Base moves and shapechanges upon the merest commands of the PC. The Base can also develop both offensive and defensive gadgets, powers and abilities at Power rank.
13-16​
Control*
  • Manipulation: Change directions by a Green FEAT, alter effects on a Yellow and completely alter a power with a red.
  • Magnification/Reduction: increase or decrease by this power rank.
  • Negation: negate at a successful feat. Indirect control can be dodged.
17-20​
Cosmic Host*The PC is linked mentally with a cosmic entity. When the Player chooses this power, he/she must set aside all previously generated powers, or choose another power. The entity is a separate persona that is a part of the PC, which thrives on his/her emotions. When a certain emotion chosen by the Player and accepted by the Judge is displayed, the PC's persona reverts into the entity's persona. When generating this power, the Player may choose 3 primary abilities to be enhanced a +3CS, and 1 primary ability at a +6CS. All remaining powers generated, automatically are raised a +3CS. All primary abilities have a limit of (Unearthly) except 1 primary ability. All powers also are limited to (Unearthly). Should the PC reach this limit or beyond it, Player must then retire for the True persona of the entity has taken over and becomes an NPC now. This is a delicate and powerful ability, which must be periodically maintained, and reviewed with the Judge.
Note: This is a Cosmic Power.
21-24​
DanceThe PC's powers are generated by a Dance, which he/she performs. When generating the character, the Play may opt to choose any number of the previously generated powers and combine them in the Dance. The character's powers involved with the Dance automatically receive a bonus of a +1CS.
25-28​
Hyper-Power*The PC has a psychological stimulus that increases his/her FASE or RIP to a +1CS when in effect. When creating the character, the Player must come up with a psychological stimulus, and choose which group of ability stats that he/she wants the PC to have enhanced when in contact of the stimuli. IE: Moonknight's FASE ability ranks are enhanced during a full moon.
29-32​
Investment*The PC can invest a chosen target with powers at Power Rank. The Player must make a Power FEAT, to determine the duration of the bestowed powers. The following is a list of intensity FEATs and the duration:
  • Green: 1d10 hrs.
  • Yellow: 1day
  • Red: Permanent
    Note: Should the PC decide to invest a target with permanent powers, he/she must also spend an additional amount of Karma 5 times the Power rank number.
33-36​
Multi-TaskingThe PC has the unique ability to basically use any two powers at once. Player gets to generate one more additional power. He/she may opt to discard this power and choose another.
37-40​
Omniversal**The PC has an extraordinary ability to use any power at Power rank and range. All previously generated powers must be discarded when this power is chosen. The PC however must still make a Power FEAT in order to use a chosen power. Should the PC fail his/her FEAT, then he/she must make another FEAT on a different chosen power. Moreover, any power that the PC was not able use, cannot then be used until the following day.
Note: This is an Omni Power.
41-44​
Power Absorption*The PC can absorb the superhuman powers of his/her victims at Power rank.
45-48​
Power Creation*Create up to power rank power at -3CS (not on himself) duration is 1 day times the creators Reason on a green FEAT, yellow gives 10 days times Reason and red gives permanently.
49-52​
Power DominationSome sort of domination the character can control the use of powers, it's a FEAT of power rank vs. Psyche.
53-56​
Power DuplicationThis is the only power a character can have, he duplicates any one power at a time at his own power rank, a green FEAT enables him to store the knowledge of the power for future use, otherwise he must be within 10 feet of the power used. The other powers rolled when the character was created are powers, which he previously encountered.
57-60​
Energy SourceThe hero draws his power from an outside source. (you may roll another power)
61-64​
Energy Source CreationThe character can create objects that can hold powers and that are released on special circumstances. The item for instance can act as another characters power source.
65-68​
Power FocusChannel all his power ranks and ability ranks in 1 ability or power burst. They are all totaled together in one massive outburst, afterwards all ranks drop to Feeble. This power rank number is the number of points the character can regain each turn.
69-72​
Power GestaltA power created when two characters touch
73-76​
NemesisReplaces all other powers. In 2 round the characters can develop a counter-power vs. his adversary or up to a +1CS version of the adversary’s own power. The nemesis power can cope with only 1 person at a time.
77-80​
Power TransferalTransfer a part of your powers to another
81-84​
Power VampirismDrain powers as vampirism
85-88​
Residual AbsorptionDuplicate a power by absorbing leftover traces. green FEAT gives a duration of reason x 100 turns, yellow: reason x 10.000 turns, red: permanent.
89-91​
ScreamThe PC can emit a Scream that is the source and focus of his/her powers. The Player may opt to choose this power or another. The rank of the power caused by the scream is equal to the original power rank of the power, plus the rank of this power. Should the Player decide to keep this power, he/she may opt to choose an additional power.
92-94​
SelectionOnly one of the characters powers can be used at a time (roll another power).
95-97​
Weakness CreationBestow a character with a weakness with a duration of 10 turns x reason when a green FEAT is made, 1000 x when yellow, 10.000 x when red.
98-00​
Imbuing*The character with this power has the ability to charge an object or person with raw power. How that power is released is dependent on which form of the power the player rolls.
01-70 Objects only
71-95 Beings only
96-00 Objects and Beings
  • Objects only: The character may take power from an extra-dimensional or cosmic source and imbue it into an item. These items may inflict power rank damage if thrown. Optionally, the Judge may determine that the size of the object may affect the damage done with larger objects gaining a +1CS and smaller object inflicting -1CS. It may also be stated that for every additional round that the character spends imbuing the item, the damage may be increased by +1CS, with a maximum of +3CS. If the item is not released before the beginning of the fourth round, the energy becomes internalized and the character takes damage equal to his power plus +3CS.
  • Beings only: The character with this form of the power may grant superhuman abilities to ordinary beings. Powers granted may not exceed this power rank. When granting powers to others, a power FEAT roll must be made. On a White result, powers granted are at a -3CS to this power rank; on a Green result, powers are granted at power rank intensity but are determined randomly; On a Yellow, the powers may be chosen; and on a Red FEAT, the powers are granted permanently.
  • Objects and Beings: POOF! You're Galactus!
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterControl
Matter Control Powers
01-04​
AnimationThe PC can cause inanimate figures made of any substance to grow or shrink, and to become animated. The PC can also mentally command the now animated figure to do any thing he/she desires. The PC can cause the figure to grow up to a height equal to its current size times the Power rank number *5 feet, and shrink to its normal size divided by the Power rank number *5 centimeters. Each figure when animated develops a bond with the PC. Both the PC and the animated figure can now and then communicate telepathically.
05-08​
BondingBonding on molecular level, first turn Fe and +1CS each turn until power rank is reached
09-16​
CollectionCollect matter from your surrounding for instance salt from the sea, this can also affect phasing or ethereal targets if the user remains concentrating.
17-24​
CrystallizationTo affect a moving target agility FEAT, victims may resist as normal. Target (living or non-living) is transformed in gem-like substance with power-rank material strength for 1 min/power rank. If a living being is shattered he remains crystallized until he is somehow reassembled
25-32​
Diminution
33-40​
DisruptionMaterial strength determines FEAT, living targets may resist as energy attack
41-44​
Enlargement
45-48​
Extradimensional Matter Control*(See Above under Extradimensional Energy in the Energy Control section for more information regarding this special Power).
49-52​
Extraterrestrial Matter Control*(See Above under Extraterrestrial Energy in the Energy Control section for more information regarding this special Power).
Note: This is a Cosmic Power
53-56​
GeoforceLocate earth-related things, create volcanoes, earthquakes etc.
  • Earth Control: This power is basically unchanged from its description on p. 73-74, Player’s Book. It is possible to levitate or throw earth with this power, both considered separate power stunts. A character could, thus, learn to fly about on a hunk of rock.
  • Earth Animation. The character can create a semi-living creature of earth. It remains in existence for power rank turns, or until dispelled or destroyed. An earth elemental has only FASE scores. To determine their ranks, double Earth Control power rank and divide among FASE as desired. The elemental has Body Armor equal to power rank.
57-64​
Matter AnimationAlter flow of raw material air, liquid or solid
  • Air Control: This power is basically unchanged. Note that according to its description, p. 74, Player's Book, air control begins with four power stunts. A vengeful Judge might want to amend that. An additional stunt is:
  • Air Animation. The character can create a semi-living creature of air that resembles a swirling whirlwind. It remains in existence for power rank turns, or until dispelled or destroyed. An air elemental has only FASE scores. To determine their ranks, double Air Control power rank and divide among FASE as desired. The elemental flies at speed rank equal to its Agility.
  • Cold Control: by decreasing air pressure in an area, the Hero gains cold control
65-70​
Machine Animationvs. machines 'Psyche' which is zero when non-sentient, machine can move at rank -2CS
71-74​
Matter Teleportation*(The PC can either teleport an object to or from his/her vicinity. The amount of mass the PC can teleport is equal to the Power rank number in tons / PC's Health rounded. When the PC brings items to him/her, he/she does not create them but only seizes existing ones.
75-79​
Micro-EnvironmentIn a close sphere around the hero there's fresh air, normal temp etc. this protects against acid rain, extreme temp gasses etc.
80-86​
Moldingshape solid material
87-90​
Warping*The PC can alter the Material Strength of matter by a +/- 2CS, Shapeshift it at Power rank, and manipulate it as if he had Power rank Telekinesis.
91-95​
Weather Control
96-00​
Zombie AnimationPhysical abilities at -3CS power rank, mental abilities are zero, health as power rank up to psyche rank zombies can be controlled, they are immune to psionics or mental powers, disease, poisons, pheromones, hard radiation and sonics.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterConversion
Matter Conversion Powers
01-10​
ColorationChange colors, this power can equal -2CS shadowcasting, shadowshaping, heat emission, force-field vs. heat
11-20​
CombustionSpontaneous combustion in 1-10 turns, power rank damage
21-30​
DisintegrationThis is an especially brutal power that the Judge may wish to allow only with restrictions. This is great power for a master villain, but not a very good one for most heroes. Use of Disintegration, which normally has no range, is simple. After an Agility FEAT to hit, the character makes a Disintegration FEAT versus either Endurance, protective power rank, or Material Strength, whichever is hardest. If successful, the target is destroyed entirely. If the FEAT fails, the target still suffers power rank damage. Against non-living targets, Disintegration will only affect an amount of weight up to what could be lifted using power rank as Strength.
  • Reintegration. The character can reintegrate anything she has disintegrated, restoring the target to its pre-disintegration condition.
31-40​
Elemental ConversionConvert matters into a specific element, each pound created costs 1 health. converting a living being results in the being placed in stasis, if only part is conversed, use your imagination what happens further, probably a kill result
41-50​
IonizationTarget emits electricity at -1CS power rank, effects are as -2CS disintegration, -2CS Feat or become temporarily ethereal
51-60​
Molecular ConversionSame as elemental conversion but this power can be used to form compounds in stead of just 1 element.
61-70​
Projective SizingThe PC can alter the size of any inorganic matter he/she touches. He/she can either cause a Shrink or Growth of the matter at Power rank (See the Diminution and Enlargement Tables in the UPB). Any AI target, such as a robot, may make a Material strength FEAT roll against the Power to avoid its effects.
71-85​
Transmutation*The PC has the Power rank ability to rearrange atoms and molecules in both inorganic and organic matter. He/she can change an object’s or creature's shape, IE: turns a man into a mouse. At a high rank, the PC even has the ability to change subatomic particles, IE: turns water into glue.
86-00​
Weight ManipulationThe PC can alter the mass of inorganic or organic matter, by either increasing or decreasing the weight of the target. The amount of increase is equal to the weight of the target plus the Power rank number times 10. The amount of decrease is equal to the weight of the target minus the Power rank divide by 10. If the PC is concentrating The following are possible stunts:
  • Attack target unarmed with Power rank damage.
  • Flight at Power rank.
  • Alter the speed of a target.
  • Attack with Power rank attacks.
  • Immovability at Power rank.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterCreation
Matter Creation Powers
01-10​
Artifact CreationCreate desired objects out of nothing, each pound costs 1 health, the character must have detailed knowledge of the designs he wants to create.
11-20​
Chemical CreationThe PC can create a Chemical out of the molecules and particles in the air at Power rank. The PC does this by secreting chemicals out of his body and using a limited Molecular Conversion he/she can make a liquid compound from water to acid. The Power rank determines how dense or how acidity the intensity of the Chemical is. The following are some chemicals that can be created:
  • water
  • battery acid
  • citric acid
  • dish soap
  • gasoline
  • turpentine
  • ammonia
  • etc.
    The PC can create in one turn the number of fluid ounces equal to the power rank number. The mass quantity and duration of the Chemical is determined at the time of its creation.
  • A Green FEAT gives the Chemical a low mass quantity and a duration of 1d10 turns.
  • A Yellow FEAT raises the mass quantity to a good stability and a longer duration of 100 times 1d10.
  • A Red FEAT makes the mass quantity of the Chemical a very high stability and duration of 1000 times 1d10.
    Each ounce of Chemical created costs one point of the PC's Health temporarily.
21-26​
Elemental CreationSame as Conversion except the element is created out of nothing. This gives nearly unlimited possibilities.
27-30​
Hyper-Dimensional PocketThe PC can create and open a small dimensional pocket out of the fabric of Space where he/she can store things and pull them out whenever desired. The Power rank determines the size of the opening equal to the number of inches per square foot. Thus, a Poor Hyper-Dimensional Pocket's opening would be 4 square inches.
31-39​
Lifeform CreationMaximum number of ounces equals the power rank number. A green reason FEAT gives a lifetime of 100* reason, yellow gives 10.000*, red is permanent. The hero must have detailed knowledge of the organism to create.
40-52​
Mechanical CreationCreate machines, duration as above
53-60​
Molecular CreationSame as conversion except again out of nothing.
61-65​
Nexus Creation*The PC can create and open out of the fabric of Space a Nexus to another reality of Power rank effectiveness. A Power FEAT determines the duration of the rip in Space when it's created.
  • Green FEAT will last for 1d10 turns.
  • Yellow FEAT will last for 1d100 turns.
  • Red FEAT will last for 1d100*2 turns.
66-76​
Projectile CreationStunning of power rank or combined with other powers the player has like power negation/control or induced teleportation. The PC can create a Projectile of any kind with an unusual Power effect. The following are Projectiles that can be made:
  • dart
  • arrow
  • boomerang
  • missile
  • ball
  • paper airplane
  • etc.
77-85​
SprayDoes Feeble damage and visibility is -2CS, combined with other powers for instance freeze cloud when the character also has cold emission.
86-90​
Undead Creation*(This is similar to Lifeform Creation, yet the Lifeform is Undead). The character can create a zombie-like creature from a corpse or skeleton at Power rank.. Its Reason, Intuition and PsycheC scores are all Shift-0. Unless commanded, it does nothing. FASE scores are as follows, based on the original creature’s ability scores: F -2CS, A -2CS, S +1CS, E +2CS. No ability score will be reduced below Feeble.
91-00​
WebcastingPower rank strength upon hardening, can also be combined for instance with spirit storage to capture disembodied spirits. Power Stunts possible include:
  • Stunt—Web Chute: The Hero can make a Parachute out of webbing.
  • Containers: The Hero can make a variety of containers such as backpacks, bags, pouches, patches for torn costumes, etc.
  • Fireproof: The Hero's webbing is Resistant to fire.
  • Gloves: The Hero may make gloves or kneepads or other small protective devices out of webbing to avoid damage from touching or bumping into things. Not that the Hero is clumsy, but this stunt protects them from damage caused by them hitting especially hard, sharp, hot, cold or otherwise dangerous objects.
  • Stingers: Instead of soft webbing, the Hero can shoot stingers made of web material which acts like a Stun Blast if the stingers impact with a target's nerves. This stunt is one degree more difficult due to the precision required.
  • Impact Webbing: Instead of a steam of webbing, Impact Webbing are little web-balls that expand and Ensnare shortly after contact. Impact Webbing is automatically one degree easier to hit targets with, but Ensnares as a Contingent Action
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MentalEnhancements
Mental Enhancements
01-02​
Astral ProjectionThis power is basically the same as described on pp. 84-85, Player’s Book, with two exceptions. First, range is always based on the power rank as determined on p. 16, Player’s Book. Increased range can be bought as a bonus. Second, Dimension travel is not an automatic ability; it must be acquired as a power stunt. Character’s with Astral Projection of Remarkable or greater rank do not have to worry about their astral forms not being to find the ways back to their bodies. This permits some power stunts:
  • Astral Detection. The character can automatically “see” astral creatures or projections even while not in astral form herself.
  • Dimensional Travel. The character can astrally project across dimensional barriers, as if she had the Dimension Travel power.
  • Passengers. The character can transport a number of people equal to or less than 1/10th her power rank, taking them along in astral form as well. If the character is lost, her passengers become lost also.
  • Affect Normal World. The character can use a single mental or magical power to affect the material world while she is in astral form. Each different power usable in this fashion is a separate power stunt. Power rank is always reduced by -2CS. Furthermore, the character must make a Psyche FEAT against the unmodified power rank intensity or suffer the unmodified power rank in damage to Mental Health. For example, Astral Al has Emotion Control of Amazing rank. While in astral form, he attempts to cause fear in a foe. His Emotion Control affects the foe at Remarkable rank. Astral Al must also make a Psyche FEAT against Amazing intensity or suffer 50 points of damage to his Mental Health.
03​
Aura*The PC has an Aura of Divinity of Power rank. All other characters in the same area must roll a Psyche FEAT against this Power's roll, or they will feel a strong intimidation and are awestruck. This means they will lose initiative, and one attack. This roll must be made each round. A second Psyche FEAT roll is made by all other characters in the same area to see if they are fully under the PC's Power. All other characters that are influenced by this Power, automatically will become followers; they will follow the PC and perform anything he/she wishes. The PC can not ask anything. Character has a Power of Command every 3 rounds. This is a simple, attention drawing command like; "stop," "look," "no," "duck/look out," "unhand her, "give it to me," and so on. Everyone in sound of the PC's voice must make a Red Psyche FEAT, or lose one action in the process of obeying the command. Followers gain a bonus of;
  • +1 to Initiative;
  • +1CS to Fighting in a strike;
  • +1CS to Agility in a Block, Evade or Dodge;
  • and one additional attack when they are commanded to do something, like; "get him," "take him," etc.

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

    When creating the character at start, Player can either raise this Power's rank to +1CS of PC's Psyche if roll is lower, or if roll is higher, Player can raise his/her Psyche to a -1CS of this Power's rank number.
04​
Aura AlterationThe PC can alter the appearance of his Aura with a limited Illusion at Power rank. This means the PC can hide his true nature with a Power FEAT. Anyone with a mental power can avoid this Illusion by making a Red Psyche FEAT. If any other character makes the FEAT, they see the PC as he/she is. Any who're affected by this Illusion will see a different character. Any other Player using the Aura Perception Power and fails, Player can hand that other Player a fake or made up Character Sheet of his/her character.
05-06​
Bio-Manipulation*The PC can mentally manipulate biological functions or conditions in others at Power rank. There are 5 types of Bio-Manipulation effects.
  • Blindness
  • Deafness
  • Mute
  • Pain
  • Tissue Manipulation-This can cause a variety of effects:
  • Cold or Hot
  • Rash
  • itch
  • etc.
07-08​
ClairaudienceHear distant sounds, -1CS resistance vs. sonics
09-10​
ClairvoyanceSee distant sights
11-12​
Communicate with...Communicate with...
01-25 Animals
26-50 Cybernetics
51-75 Inorganics
76-00 Plants
13-14​
Cosmic AwarenessAutomatically detect CL1000 or better ability, +1CS attacks by detecting weak spots, discover information about things in the entire universe, when used more than 5 times make a secret reason FEAT vs. going insane temporarily
15-16​
Cyber TransmissionThe character must be able to access the computer by touch. By making a power FEAT against an intensity equal to the computer’s highest rank, the character gains access to the information stored on the computer. She may attempt to reprogram the computer. Each new command to be programmed requires a separate FEAT roll after access is acquired. If trying to reprogram a sentient computer or robot, this FEAT is always against Reason or Psyche intensity, whichever is higher.
  • Haywire. By accessing a computer, the character can cause it (and any systems it controls) to do unpredictable things for 1-10 turns. She has no control over the computer or its systems.
  • Machine Animation. Once linked, the character can control mechanical systems controlled by the computer, causing them to perform in whatever ways are within their capacity.
  • Mechanical Link. This power can be used on any machine. This enables the character to control mechanical systems even if no computer is present.
  • Cyberspace: like Astral Travel, the hero’s mind leaves their body and goes into cyberspace. This will work on any computer, but if the hero enters one that is not designed with 3D graphics capabilities, the cyberspace is abstract and may be a little disorienting unless the Hero has related skills. Specifically, this stunt can be used in conjunction with Bionics, Computers, Electronics, Robotics, Spacecraft, Time Machinery and Weapons Systems to attempt to control those devices.
  • Cyberspace with proper 3d graphics and a connection to the Internet can be "hacked" into, and the Hero may gain access to files. How, and how easily they can is dependent on the system.
  • Cyber Telepathy: The once Linked the Hero may communicate with the computer just by thinking.
  • System Adaptation: The Hero can easily adapt their knowledge and skills from one system to the next. They automatically get no penalties from using systems that are unfamiliar to them, unless the systems are totally alien to them. This can work beyond computing systems to any complex system.
  • Magitech: This power may be used on magical technological devices like the Glamour Machine, Thor's Hammer, Mjolnir, and other sufficiently complex enchanted items.
17-18​
Dream Control*The PC can mentally control the surrounding area of the Dreamscape with a limited form of Reality Manipulation at Power rank. (See the Reality Alteration Power, but within the scope of the Dreamscape). The PC automatically gains Dream Travel at Power rank.
18-19​
Danger SenseThis is a reworked version of Combat Sense, p. 72, Player’s Book. A character with Danger Sense can become aware of imminent danger. When in a situation where some person, item, or presence poses an immediate threat, make a Danger Sense FEAT roll which warns up to power rank second before danger. FEAT intensity is determined below:
  • Critical Threat (superior foe, imminent death) = Typical
  • Major Threat (equal foe, imminent serious damage) = Excellent
  • Minor Threat (lesser foe, imminent minor damage) = Incredible
If the Danger Sense FEAT is successful, the character becomes aware of the threat and will not be surprised the turn it actually occurs. In combat, Danger Sense power rank can substitute for
  • Intuition for surprise and initiative,
  • Fighting for blocking
  • Agility for dodging
  • Strength for escaping.
    Minimum rank is equal to Intuition.
20-21​
Dream TravelThe Hero can enter a surreal realm of dreams when they go to sleep, as opposed to "just a dream". The basic form of this power acts as a sort of resistance to mental controls, detection and damage while the hero is asleep. If the Judge has the old Realms Of Magic books, the Judge may decide that the Dream Realm is the one that Nightmare rules. Otherwise, the Dream Realm doesn't have a particular ruler.
  • Other’s dreams: The Hero may enter other people’s dreams in order to communicate or in an attempt to control the dream itself.
  • Telepresence: The Hero’s "dream-self" may leave their body, and appear to other characters. The Dream-self can see and hear things, but cannot interact with them. Unlike with ESP, the Dream-self can be seen by other characters.
  • Precognition: The Hero gains precognition.
  • Detection: The Hero may attempt to detect the exact position of people he has previously visited.
  • Detection Resistance: The Hero may resist attempts to find them by psychic, dream traveling or other metaphysical means.
  • Astral Travel: The Hero may enter the Astral Plane using Dream Travel.
22-23​
Edetic MemoryThe PC has a Total Memory of numbers, codes, and mathematical problems and answers. The PC can remember, calculate and read anything that's mathematical or encrypted at Power Rank plus his/her Reason rank.
24-25​
ElectrokinesisThe PC can create and control existing electricity by force of will and molecular agitation at Power rank. This Power works like Electrical Generation. (See Electrical Generation in the Energy Control section).
26-28​
Empathic TransmissionThe PC can project false emotions into others at Power rank. By making a Red Psyche FEAT, he/she can affect more than one person at a time at a -1CS. The duration of the set emotion depends on what FEAT is made.
  • Red FEAT-emotions will last 1d100 rounds.
  • Yellow FEAT- emotions will last1d10 rounds.
  • Green FEAT-emotions will last a round.
    The target has one chance to resist the effects, by making a Psyche FEAT against the PC's Psyche FEAT. This Power is somewhat similar to the Pheromones. (See Pheromones in the Physical enhancement section).
29-30​
Empathic Vampirism*The PC feeds off of the victim’s emotions at Power rank. The victim appears as if he/she has a heart attack or some other type of physical pain. Each time he/she feeds, the victim's abilities are -1CS for 1d10 turns. If he/she feeds with intent to kill, the victim's Endurance drops a -1CS per round, until it reaches Shift-0 at which point the victim dies.
31-32​
EmpathyDetect surface emotions or send empathic messages
33-34​
Free Spirit*The character can survive the death of his physical body and live outside of it, he can share bonds with another host body (or posses it with the possession power), physical powers he possesses are then given to the bonded person.
35-36​
Hallucinations*Illusions directly inside a persons mind
37-38​
HydrokinesisThe PC can create and manipulate water by force of will and molecular agitation at Power rank. This Power works like Water Animation. (See Water Animation in the Matter Control section).
39-40​
Hyper-IntelligenceAdd this power rank to Intuition or reason
41-42​
Hyper-InventionReason increased for invention purposes
43-44​
Incarnation AwarenessThe hero can contact his previous incarnations and ask them to perform deeds that will help him later on. This requires a FEAT with a -1CS penalty for each generation of incarnation.
45-46​
Iron WillThis power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real. The hero can control when to release.
47-48​
Linguistics
49-50​
Memory AlterationThe PC can alter another person's memory at Power rank. He/she does this by either implanting new memories or erasing existing ones. The PC must first make a Psyche FEAT, before he/she can be affected by this Power.
51-52​
Mental DuplicationDuplicate a target’s brain inside a part of your own brain to for instance learn secrets. The captured brain can try to take over on a Psyche -3CS roll
53-54​
Mental GestaltThe PC has an intellect that composes two or more relatively merged minds to form a collective powerful being of minds. When creating the PC, the Player has to create more different character's minds. The Gestalt PC may resemble a blending of personalities from each of the merged characters, or have completely different personalities all together. All selves are required to form the Mental Gestalt.
55-56​
Mental Invisibility
57-58​
Mental Probe
59-60​
Mind BlastPower rank damage and Psyche FEAT vs. intensity or KO for 1-10 rounds.
61-62​
Mind DrainReduce Reason and Intuition by power rank, if at Shift-0 loss is permanent. Target may resist with Psyche FEAT, if successful the target is immune for 24 hours, but if a second FEAT fails the victims Psyche is also reduced by 1CS for 24 hours,
63-64​
Omniscience**The PC is ultimately in touch with the Universe. This Power is automatically CL1000. The PC has control of all Detection Powers, and Mental Powers regarding insight.
Note: this is an Omni Power. A definite must for Judge intervention.
65-66​
Photographic ReflexesThe PC can perform any action he/she has seen at Power rank. All FEATS requiring Agility or Fighting done in the presence of the PC, are recorded and photographically etched into his/her mind. The PC must make a Power FEAT first, and then he /she can perform those same FEATS without expenditure of Karma. The PC however, must study the target for 3 rounds. The target when confronted by the PC receives a special ill fortune of dropping his/her Fighting and Agility to a -2CS. The PC also retains the same Talents that the victim has.
67-68​
Photographic MemoryThe PC can remember anything he/she has seen before at Power rank. This Power is similar to Total Memory, except that the PC cannot remember anything he/she's heard only what he/she's seen. Like the latter Power, Player will need paper to write down everything he/she's witnessed.
69-70​
PostcognitionSee in the past for a number of weeks equal to power rank number.
  • Green FEAT gives impressions
  • Yellow gives general information
  • Red gives information that the subject may not have been aware of.
71-72​
Precognitionthe functioning of this power is entirely up to the judge
73​
Psionic VampirismDrain Reason, Intuition and mental powers (see vampirism).
74​
Psychic SolidificationThe PC can mold and shape psychic energy into solid constructions of Power rank. Anyone touches this energy will suffer a limited Psyche drain permanently. Furthermore, the victim must also roll on Endurance, or is knocked out for 1d10 rounds. Any weapon created does specific damage only.
75​
PsychokinesisThe PC can control and manipulate materials by force of will at Power rank and range. The Power rank determines what Material Strength he/she can control. The PC can cause material to entangle someone at Power rank ability and range. Treat this entangle as a Wrestling hold of Materials Strength rank.
76​
Psychometry
77​
Purge*The PC has an ability to purge and cleanse his/her body of drugs, disease, toxins, etc. at Power rank. The PC must first make a Psyche FEAT, if he/she fails then an Endurance FEAT must be made.
78​
PyrokinesisThe PC can create and manipulate fire and flames by force of will and molecular agitation at Power rank. This Power works like Fire Control. (See Fire Control in the Energy Control section).
79​
Remote Sensingenhance the range of any sense
80​
Sensory LinkSee/hear etc. through another being.
81​
Serial ImmortalityWhen the character dies he is reborn either as baby, new complete body, premade clone, recently deceased other being or even a living being (psyche feat to resist).
82​
Speechthrowing
83​
TelekinesisPower rank is equivalent to strength As a power stunts the character can:
  • Telekinetic Armor: The Hero can boost their strength by half the intensity of Telekinesis for combat purposes.
84​
Telelocation
85​
TelepathyCommunicate on a mind-to-mind basis, unwilling targets require a power FEAT vs. Psyche.
86​
Total MemoryTotal recall
87​
True CharismaThe PC automatically has Enhanced Beauty at Power rank. the PC has a surrounding Charismatic aura that emanates. With this Power, the PC can cause one of the three responses:
  • Friendship/Trust
  • Power/Fear
  • Deception/Lie
88​
PsychoblastThe character with this power has the ability to send out a wave of psionic force that fires all the brain's synapses at once and short circuits the consciousness of the target. The target may make an Endurance or Psyche FEAT (whichever is lower) to resist the effect. If the target fails this roll, they are Stunned for 1-10 rounds. However, even if they succeed at this roll, this is such a devastating attack that the target is still at a -1CS on all actions for the next 1-2 rounds (Judge's discretion). In some instances of this power, a successful Psyche FEAT by the target will trigger a psychic feedback that will Stun the Psychoblaster (Yellow Psyche FEAT to resist). Players who choose this as a limitation may increase this power by a +1CS.
It should be noted that this power only works against those targets with an organic brain.
89​
Psionic WeaponryCharacters may create physical weaponry, such as clubs and swords (but not guns, etc.), through sheer force of psionic power. Material Strength is determined by the character's Psyche, with the damage determined by this Power rank. These Psionic Weapons will last only as long as the character concentrates on them. Should the character's weapon be broken or damaged, the character must make a Yellow Psyche FEAT or be stunned for 1-100 rounds.
90​
Cyberspace ProjectionSimilar to the power of Astral Projection, this power allows characters to enter Cyberspace as pure information. Once in the data stream, the character's physical body is represented by their digital avatar (the cyber equivalent to an astral form). All the character's physical abilities are replaced by this power rank much like the power of Dreamtravel. Willing characters may be brought into Cyberspace along with this character by "piggybacking" the signal at a -2CS per person.
91​
PredictionThis power comes in two forms - combat and non-combat. While it is possible to have both forms, the Judge should impose harsh restrictions on those who do. The combat form of this power allows the character add this power rank to his Fighting ability when in combat with someone he has observed for NO LESS THAN 5 rounds (once a Power FEAT is made, of course). Furthermore, once the 5 round limit has passed, this character does not need to declare his actions until after his opponents have declared theirs, regardless of who has initiative. Characters who have been accurately Predicted fight the owner of this power at a -2CS on all FEATs. The non-combat version of this power allows the character to make wildly intuitive leaps of reason to arrive at a future outcome with even the tiniest shred of input. Possible uses for this power include:
  • Discovering the next place a villain will strike
  • Determining the secret HQ of said villain (if the villain is GOING there)
  • Being able to head off a villain in a chase by predicting the direction he's going
  • Really accurate weather forecasting
    As a power stunt, the character may use this power in reverse to perform such mystifying feats as determining secret identities or the whereabouts of the villain's secret HQ (if he's already been there).
92​
ForeshadowingThis power gives the character a limited and subconscious control over several powers, including Precognition and Reality Alteration - Past. This power allows an observant character the chance to make an educated guess about the future events in his own life. The Judge is encouraged to be as creative as possible in this respect, without getting out of Hand. At the beginning of every play session, the Judge (not the player) makes a roll to determine how far reaching the effects of this power are, with the hints provided being more frequent or obvious the higher the color rolled. On a White result, the Judge is encouraged to lie like a rug, throwing wildly contradicting events at the hero until he thinks that Galactus himself might appear!
93​
Omni-KnowledgeA character with this power has an innate, subconscious link to a sort of cosmic reference library. When he is presented with a question concerning information of which he was previously ignorant, the PC must make a FEAT. Green FEATs give him access to contemporary human knowledge. Yellow FEATs give him access to alien knowledge. Red FEATs give him access to Entity-level knowledge. Success means he is able to give a short, concise answer that only answers the initial question. As a limit to this power, the question must be asked of the hero by another person. Also, despite his ability to "know" any given topic, the PC might not be able to understand it. His comprehension is still limited by his Reason. This power enables the Judge to create idiot savants who can decipher the workings of Galactus's Worldship but are unable to tie their shoelaces. For example: Ref-Book and his buddy Jaunt find themselves in the Watcher's recreation room, facing a piece of alien technology. Ref-Book has no idea of what the thing is, but when Jaunt asks the magic question "What is that?" Ref-Book's power goes to work. He makes a Red FEAT, gains the necessary knowledge, and says "It's a television set." "Well, how do we turn it on?" asks Jaunt. Ref-Book fails his next FEAT and says, "Beats me."
94​
Death Field GenerationThe hero can generate an anti-life field that destroys all but 1 health point of all creatures in range. The range is found on Column A of the Simultaneous Actions Table. A power rank feat roll is made to determine the color feat roll the victim needs. The victim rolls their psyche to reduce the damage to half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This power can only be used two times/day.
95​
ConfusionThe hero has the ability to induce confusion on a victim within range. Range is determined on Column A. With a successful power rank feat roll, the hero can cause the corresponding effect for three rounds.
  • Green - victim does nothing but defend
  • Yellow- all actions at -2CS
  • Red - flees for three rounds
  • The victim is allowed a Psyche FEAT roll to resist, with the intensity equal to the color result received on the power rank feat roll.
96​
FearThe hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls:
  • Red resists
  • Yellow all actions at -1CS
  • Green flees as fast as possible
  • White paralysis
97​
Will ForceThe hero can mentally increase any one physical FASE ability score or power by +1CS for a duration equal to the color result once a day.
  • Red: 10 rounds
  • Yellow: 8 rounds
  • Green: 5 rounds
  • White: 3 rounds.
    The hero must then make a successful Psyche FEAT roll or rest for 1-10 rounds. The increase may be raised to a maximum of +2CS with a successful Psyche FEAT roll for 1 round. At the conclusion the hero must make an Endurance FEAT on the Stun column to avoid passing out from becoming physically and mentally exhausted.
98​
Photographic ReflexesThe PC takes 3 rounds to analyze physical talents when seen in use by other people. At that point the PC may temporarily copy these talents for 1 minute times the power rank. The PC uses his/her stats, but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like swimming or climbing, etc).
Optional Powers: Mental Duplication
Nemesis Powers: Invisibility
99​
Ultimate Skill*The PC has a talent, which he's honed. The Talent is automatically Unearthly rank. Talents that may have the Ultimate skill are:
  • Weapon skills: All
  • Fighting skills: All
  • Scientific skills: All
  • Other skills: except bonus gaining
    Note: Judge will decide on what Talents can be used for Ultimate skill
00​
Karmic TapThis power allows characters to tap into their reservoir of willpower (Karma) and increase any power or ability by 1 point for every 2 Karma spent. The power rank is the limit of Karma you can use in 1 round. The Duration is the round in which you spend the Karma. Rolling an Amazing FEAT roll will get you another round of benefit from the Karma spent. If the FEAT is rolled and failed, PC must spend the same amount of Karma for that round. If there is insufficient Karma to do so, the remainder is taken from the PC's health. This power is considered a free action, may be done in addition to other actions in the round.
Optional Powers: None
Nemesis: Itself
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Defensive
Defensive Powers
01-09​
Body ArmorArtificial Body Armor
10-18​
Force FieldCompletely absorbs any attacks that have an intensity equal or less than the power rank number. The remaining Intensity breaches the field and affects anyone within its diminished effect.
19-27​
Death Field*This is a field-effect version of Life Absorption. The Death field drains the life force out of all within the area of the field, and adds this energy to the PC's health. The PC must first make a power FEAT against the intensity of the victim's Psyche. Each FEAT allows the PC to drain up to a number of health points from each target in the field area that is equal to the power's rank number, until he/she regains the normal maximum health. If the target's health drops to 0 as a result, the victim dies, and his/her body disintegrates.
28-36​
Force Fields vs.Die Roll Force Fields
01-11 Force Field vs. Emotion (Minimum Power Rank = Intuition +1CS)
12-20 Force Field vs. Energy
21-35 Force Field vs. Magic
36-70 Force Field vs. Mental (Minimum Power Rank=Psyche +1CS)
71-87 Force Field vs. Physical
88-92 Force Field vs. Power Manipulation
93-00 Force Field vs. Vampirism
37-45​
Null-FieldThis power surrounds the PC with a field that dampens all forms of energy within the area. This power’s rank number reduces all energy in the area. The field also reduces a -1CS on all attacks within the area by a number that is equal to 10% of the power's rank number. For example, an Excellent Null-Field reduces all attacks in the area by a -2CS. This power affects even attacks not directed to the PC.
46-54​
BubbleThis is a force bubble that surrounds the PC. The Bubble provides protection against all physical and energy attacks that are equal to or less than the power's rank number. If an intensity of applied force is more than 1/2 of this power's rank number, the bubble merely bounces away. The Bubble is also slippery, so that all attempts to grapple it are at a –1CS that is equal to 10% or the power's rank number. For example, all attempts to grapple an Incredible Bubble are at -4CS.
55-63​
Aura Field*This is an energy type of forcefield (See the Energy Emissions section for available types). Each field carries its own characteristics that affect the ways the PC uses his/hers power. The maximum size of the field is the number of areas equal to 10% of the power's rank number. For example, an Amazing Aura Field can encompass 5 areas. This field automatically provides protection and life support of rank number. The field completely absorbs any physical attack that has an intensity that is equal to or less than the power's rank number. If the intensity is higher, it's reduced by the power's rank number. The remaining intensity breaches the field and affects the PC's health. If the field is destroyed, the PC must make a red FEAT to regain it. Possible ways of destroying an Aura Field include Energy Control and Conversion, Power Control, and Magic. The hero has a -2CS vulnerability to powers that can affect this type of energy field. However, he/she gets a +2CS resistance to attacks of the same form of energy. This field is also assumed to have an unlimited supply of energy. When creating the PC, the player can opt to raise the power rank +1CS if the power is considered temporary. If the player does not choose the latter, then the power is permanent. The permanent power begins at Shift-0 increasing every round until it reaches an intensity equal to that of the maximum power's rank number.
64-72​
ReflectionThe power rank of the power is subtracted from the attack’s intensity. The rest is reflected back. A Typical FEAT is required to reflect the attack in a random direction, and Amazing FEAT is required to direct the attack -3CS back to the attacker. A Unearthly FEAT to completely turn the attack. When the power is breached once the user has to make a green FEAT to use the power again, when breached for the 2nd time he has to make a yellow FEAT, for each following breach he must make a red FEAT. If a Player wants a specific attack reflected by this Power, then he/she can raise it to a +1CS. Note: Reflection can be any Energy Emission or attack. Possible power stunts include:
  • Internal Energy Eruption: If the energy has no place to go, instead of harming everyone else, the Hero can turn the energy inward and cause themselves to suffer the Intensity of the energy
  • Energy Conversion: The Hero may convert another form of energy into the form they can reflect (at same intensity). Alternately, they can convert the energy that they normally reflect into another type. One stunt must be learned for each type of conversion.
73-81​
ResistancesDie Roll Resistances
01-11 Resist: Emotion (Minimum Power Rank = Intuition +1CS)
12-20 Resist: Energy
21-35 Resist: Magic
36-70 Resist: Mental (Minimum Power Rank = Psyche + 1CS)
71-87 Resist: Physical
88-92 Resist: Power Manipulation
93-00 Resist: Vampirism
82-91​
Sense ProtectionThe PC has a special protection against any one sense
92-00​
Electronic Counter MeasuresThis power reflects the ability to avoid electronic detection and thwart any and all attempts to be controlled by electronic means. This provides Power rank Invisibility against such detection efforts as Radar and Sonar, as well as any other power, which is being duplicated through electronic means. It also grants Power rank Resistance to hackers or, if the character is in a powered suit of armor, to outside override attempts.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Detection
Detection Powers
01-02​
Astral DetectionThe character can automatically “see” astral creatures or projections even while not in astral form herself.
03-04​
Abnormal SensitivityThe hero can hear/feel/see things he cannot normally see and vice versa. He can for instance see infrared but not normal.
04-05​
Sense Artificial Intelligence
06-07​
Death SenseThe PC can detect aura of immanent death. The Death Sense automatically functions if the target or targets are in a life-threatening situation, or if they're fixing to enter one. Before an adventure, the Judge makes a secret red Psyche FEAT roll to see if any of the Characters will die that adventure. If there is a success, no one will die. If a miss, then the PC sees a "death glow" around a random character. The Player of the character then is unable to spend Karma on Endurance FEATs during the adventure
08-09​
Aura Perception*The PC can virtually see and gain knowledge of almost everything about a person or an object a person has been in proximity with. Seeing an aura can indicate the following:
  • The Karma of a character or object
  • The Popularity of a character or object
  • The Resource rank number of a character or object
  • The Health of a character or object
  • The rank number of a pronounced ability or object
  • The rank number of a pronounced power or object
  • The Physical Form of a character or object
    This power also enables the PC to read the psychic Aura of an object and "hear" the psychic thoughts of characters that who've been in proximity of an object. (The PC can recognize any Aura that he/she's previously seen. Even if the target is disguised, it can be recognized by its distinct Aura. A red Psyche FEAT against the intensity rank number of the disguise must be made in order to allow the hidden target to be seen by the PC.
    Note: This is a Godly Power, so Player must work with the Judge.
10-12​
Circular Vision360 Degree vision +1CS Fighting, -1CS Popularity
13-15​
Cosmic Perception*The PC has a heightened sense on a universal scale. This sense is a detection power automatically at CL1000 power rank. Player can choose to roll on the table below, or just choose one of the five types of detection: (Judge's discretion)
Die Roll Sense
01-51 Energy
52-67 Magic
68-72 Space (Telescopic, microscopic, extradimensional all in one)
73-00 Psionic
Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
15-19​
Energy Detection
20-24​
Enhanced SensesThe PC has one or more of the five normal senses (hearing, sight, smell, touch, and taste) enhanced.
25-27​
Environmental AwarenessComplete knowledge of the surroundings
28-30​
Genetic PerceptionUnlike Power Detection, this is the true "Mutant Detection". The PC can perceive and decipher genetic codes.
31-33​
Extradimensional Detection
34-36​
Hyper SenseDie Roll Hyper Senses
01-53 Hearing Sonic Attacks at +1CS
54-87 Olfactory When unable to block nasty scents -1CS Endurance
88-00 Touch
37-39​
Life DetectionIdentify presence and nature of lifeforms
40-42​
Magic Detection
43-45​
Microscopic Vision
46-49​
Penetration VisionX-ray vision
50-54​
Power DetectionIdentify specific heroes at Uneathly FEAT
55-58​
Psionic Detection
59-62​
Radar Sense-1CS vs. electrical and Magnetic attacks
63-66​
Reality Perception*The PC can see the network patterns of matter and energy that form the universe. This power functions like a combination of the powers; Extradimensional, True sight, and Cosmic Perception. This power is so outside of reality that the PC can develop a vast variety of Power stunts:
  • Penetrate illusions by focusing on the true energy patterns;
  • Perceive the physical and mental condition of a being;
  • Perceive the occurrences in other realities;
  • Penetrate concealment and disguises, and see the true nature of matter;
  • Perceive occurrences beyond the barrier of dimensions;
  • See through matter.
    Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
67-71​
SonarSonic attacks +1CS
72-75​
Telescopic Vision
76-79​
Thermal Vision
80-83​
Tracking
84-88​
True SightPenetrate any disguise below this rank
89-92​
Ultraviolet VisionSee clearly through fog and water
93-96​
VR VisionThe PC has a virtual sense. The Vision allows the PC to travel distances through virtual sight, without ever leaving the area he/she's in. The PC receives a visual simulation of a virtual world, as if he/she were actually present at the scene. The power is not hindered by factors at all. The VR Vision when in use overrides the normal sight. The vision is consciously controlled, and can practically travel anyplace. A disadvantage of the sight, is if unwanted visions obscure the view or distract the PC at a crucial moment.
97-00​
Weakness DetectionRank Good or below, physical weaknesses only. Excellent to Amazing mental and physical. Monstrous and above, mental, Physical, and power based.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#EnergyEmission
Energy Emission Powers
01-04​
Cold GenerationNOT ice generation, generate extreme colds (see judge book for effects)
05-08​
Cosmic Energy Emission*The PC can take in all the energies of the Cosmos and release them as a Cosmic force. The force has the intensity of the Power's rank number. Since this is a Cosmic Power, which utilizes all the energies of the Universe, Power rank increase only costs half of the usual Karma. As with Hard Radiation (See Hard Radiation Emission p.27 in the UPB), the PC has automatic safeguards to prevent radioactive contamination. This power is linked to Cosmic Energy Manipulation; the Player may opt to exchange one of his other Powers for Cosmic Energy Manipulation when creating the character. The PC has Power rank resistance to the Cosmic energy.
Note: This is a Cosmic Power, so player must work with the Judge.
09-12​
Darkforce GenerationThe PC can generate and project the Darkforce with Power rank damage and range. (See the UPB p.21 or this update above under, the Darkforce Manipulation power for a more detailed explanation of this extradimensional energy). Furthermore, the PC has Power rank resistance to this energy and can see within his own Darkforce vapor. This Power is linked to Darkforce Manipulation; the Player can opt to replace one of his Powers for Darkforce Manipulation when creating the character.
13-16​
EctoplasmcastingThe PC can project an invisible expanded force of Ectoplasm (Spirit Energy) at Power rank range and damage. The Ectoplasm blast affects the target’s base Karma, not Health. If the base Karma drops to 0, then the RIP each start losing points, if the RIP each just happens to drop to 0, then the victim is a vegetable. (See the Ectoplasmshaping power above under the Energy Control section in this update).
17-20​
Electrical GenerationThe PC can freely generate a force of the energy spectrum at Power rank damage and range. However, the PC also has an innate ability to emit each energy of the Spectrum, separately at a -2CS. (See above the Electromagnetic Control power in the Energy Control section of this update).
Note: All individual energy effects still take place in a single blast, even though the energy is not in separate bursts. This is a Cosmic Power, so player must work with the Judge.
21-24​
Electro-Magnetism*The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
25-28​
Energy DoppelgangerGenerate an energy body from himself which can have powers and automatically has True Flight and power characteristic to the energy type.
29-32​
Extradimensional Energy Emission*The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
33-36​
Extraterrestrial Energy Emission*The PC can project an existing, yet unknown cosmic energy at Power rank damage and range. (See above the Extraterrestrial Energy Control power under the Energy Control section in this update).
Note: This is a Cosmic Power, so player must work with the Judge.
37-40​
Fire Generation
41-42​
Hard Radiation EmissionNote: Cosmic Energy is a combination of Hard Radiation energies in one.
43-44​
Heat GenerationNOT fire generation, possible power stunts
  • Causing breakdown of molecular or atomic bonds (Amazing and Unearthly FEAT
  • Negating a target's magnetism
  • Negating conductivity
  • Strengthening materials
  • Changing local weather
45-48​
Kinetic Bolt
49-52​
Light Generation
53-56​
Magnetism
57-60​
Microwave GenerationThe PC can generate and project microwaves at Power rank damage and range. (See above the Microwave Manipulation power under the Energy Control section of this update for more information regarding this energy).
61-64​
Nuclear GenerationThe PC can generate and project Nuclear energy at Power rank damage and range. PC also automatically has Power rank resistance. This power is Plasma of ALL energies found in a nuclear blast at -2CS.
65-68​
Plasma Generationalso create plasma fields with 2 of the following effects Light at -2CS illumination Heat at -2CS Flame at -2CS Hard Radiation at -2CS Magnetism at -2CS Electricity at -2CS
69-72​
Radiowave Generation
73-76​
ShadowcastingEmit a field that obscures energy intensity, the following are affected at listed power rank:
  • Light at Good or below
  • Heat at Excellent
  • Hard Radiation at Remarkable
  • Radiowaves at Incredible
  • Energy doppelgangers at Amazing
  • Energy Bodies at Monstrous
77-80​
Darkforce Generation
81-84​
Sonic Generation
85-88​
VibrationPower stunts vibratory shield with +2CS protection vs solid attacks
89-92​
Gas GenerationThe hero can generate and spray one or more different types of gases. It has an intensity equal to the power rank. Range is found on Column A of the Simultaneous Actions Table. The gas completely fills each area it goes through, and everyone in those areas is subject to the effects. It lasts three rounds and can only be used once every five minutes (50 rounds). The gas is still subject to wind, powers, etc. An Endurance FEAT roll against the intensity is allowed to resist the effects.
Die Roll Gas Type
  • Foul Odor: -1CS on all attacks, -1CS on Endurance FEAT
  • Paralysis: 1-10 rds, can only use mental powers
  • Blinding: hero is blinded 1-10 rds., all rolls at -4CS
  • Poison: power rank dam. each round in gas
  • Double vision: victim misses target 50% of the time
  • Sicken: incapacitation 1-10 rds
93-00​
BombThe hero has the ability to cause an explosion starting at the point the hero touches the ground and extending to the extent of the range. Range is found on Column A but the areas are cut in half. Damage is physical, but regardless if the victim takes damage or not all victims must make an agility feat roll or be slammed.
 
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destroyer

Alfrescian
Loyal
Patrons Of The 14th Maergzjirah Tower Of Angelic Buddaos

1) The 14th Maergzjirah Blighted Lord Varaibim Hau Cheong True Black Yang Zhang Hao Of The 14th Maergzjirah Tower Of Angelic Buddaos
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2) Maergzjirah Elder Ascended Grand Master (EAGM) Cain Sarial The Master Coder (Varaibim’s Codeless & Varaibim’s Codes)
9BB19A83-D4EF-4453-8388-A6EEAFA591D2.jpeg


3) Maergzjirah Elder Ascended Grand Master (EAGM) Somnus Dreadwood The True First Original Lich
EA7EE253-1361-4A79-801B-00DBAB4C9DF7.png

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4) Maergzjirah Mistress Mariya Nishiuchi

5) “Dark Lilith”

6) Maergzjirah Mistress Bambi Leong

7) “Guardian Eve”

8) Maergzjirah Mistress Kako Hantei Yamato Of Akishino

9) Maergzjirah Master Marilyn Manson

10) Demiurge Archangel Lucifer Lightbringer Morningstar The Future Devil

11) :FU::FU:Origin Infinite “Dacko Duo” The True First Original “Anti-Realities”:FU::FU:

https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Magic
Magic
Note: Magic in itself is a powerful Power, so players must work with the Judge.
01-03​
AbjurationThe Mage can cast spells involving individual protection of him/herself or others at Spell rank. The following are spells the Mage can cast:
  • Armor
  • Damage Absorption*
  • Damage Conversion*
  • Healing
  • Immovability
  • Aura Shield
  • etc.
04-06​
AlchemyThe Mage has the ability to mix and concoct magic potions and elixirs for a variety of effects at Spell rank. A beginning number of potions the Mage has concocted is equal to the Spell rank. If any potions or elixirs are created in excess of this number, then the new potion replaces one of the numbered. The following are some of the potions and elixirs that have been developed:
  • Healing: Restores target's Heath points equal to Spell rank up to normal number.
  • Paralyzing: Target cannot move 1d10 rounds. If target's Endurance is higher than Spell rank, target may make an Endurance FEAT to avoid this effect.
  • Sleeping: Target is put in a state of sleep for 1d10 rounds. If target's Psyche is higher than Spell rank, target may make a Psyche FEAT to avoid this effect.
  • Life: Bestows temporary Longevity to target for 1d100*Spell rank days.
  • Ressurection: Restores targets Endurance to stable at 0.
  • Transmutation: Change elements into other elements at Spell rank.
  • Explosive: Creates a force of intensity equal to the Spell rank of damage and area effect.
  • Strength: Temporary increases the target's Strength +CS of the Spell rank number / 10.
  • Agility: Temporary increases the target's Agility +CS of the Spell rank number / 10.
  • Magic: Temporary increases the target's Spell ranks +CS of the Spell rank number / 10.
  • Endurance: Temporary increases the target's Endurance +CS of the Spell rank number / 10.
  • Power: Temporary increases the target's Power ranks +CS of the Spell rank number / 10.
  • Rejuvination: Testores targets Health and Karma to original number of points.
    A Spell FEAT must first be made in order to create a potion or elixir each time. If not, then the potion or elixir is just that, a vile of mixed liquids.
07-09​
AlterationThe Mage can cast spells that alter the physical state of him/herself at Spell rank. The following are spells the Mage can cast:
  • Alteration-Appearance; Natural Weaponry; and Bone
  • Shapeshifting-Limited
  • Absorption*
  • Apparition
  • Chameleonic Coloring
  • Density Control-Self
  • etc.
10-12​
Astral Supremacy*The Mage has a unique mastery over the Astral Plane. This gives the caster a +1CS on Magic FEATS while on the Astral Plane.
13-15​
ConjurationThe Mage can cast spells that bring Magical artifacts or life forms into the present reality. The Mage must have a good knowledge of what he/she wants to Conjure into this reality.
16-18​
DemonicThe Mage can cast spells of Magic that are found among the lores of the Demons at Spell rank. The following are Demonic spells the Mage can cast:
  • Shapeshifting-Limited and Unlimited
  • Soulfire
  • Hellfire
  • Dimensional Aperture**
  • Fear
  • Psychic Vampirism*
  • Astral theft**
  • Telepathy-Limited
  • Alteration-Natural Weaponry
  • etc.
19-21​
Dimensional PocketThe Mage has an extradimensional space that he/she can recall or place objects in. This Pocket can almost store an unlimited amount of items. The size of this pocket opening is equal to the Spell rank number in inches of feet.
22-24​
DivinationThe Mage can cast spells that give him/her foresight on knowledge and events unknown. The following are spells the Mage can cast:
  • Dual Persona.
  • Enchanted Eye
  • Foretelling
  • Apparition
  • Gramarye
  • Learning
  • Post-cognition
  • Sensing(ALL)
  • etc.
25-27​
ElementalThe Mage can control the four elements of the Universe; Earth, Wind, Fire, and Water at Spell rank (See Nature Control p.24-25 in the Realms of Magic). The Mage also has an ability to summon Elementals at Spell rank. The Mage can also create Elementals at Spell rank Abilities and Powers.
28-30​
EnchantmentImbue an item with spells which then releases it at a specific moment
31-32​
Energy SourceNot a real power, the character can perform magic while in contact with his energy source
33-34​
Enhancement*The Mage has the unique ability to increase the abilities of an individual. The Spell can also bestow powers upon the subject. The Mage must make a Psyche FEAT roll before he/she can do this; the Mage may add Karma to a roll at anytime:
White-2 abilities raised, +2CS,
Green-3 abilities raised, +3CS, plus a random power,
Yellow-3 abilities raised, +3CS, plus two powers,
Red-4 abilities raised, +3CS, plus three powers.
35-36​
EntreatyThe Mage can summon the magical Entities and their magical Powers from the dimensional planes of reality in the Universe at Spell rank. The Mage must have an Entity that belongs to the same school of Magic.
37-38​
EvocationThe Mage has the ability to evoke the forces of ancient magical energies in the universe. The following are spells the Mage can cast:
  • Eldritch Energy (ALL)
  • Energy Control (ALL)
  • Glamor
  • Vapors (ALL)
  • etc.
39-40​
FaerieThe Mage can cast spells that exist within the ancient lore of the Elves and fairies. The following are spells the Mage can cast:
  • Charm
  • Confusion
  • Emotion Control
  • Forgetfulness
  • mesmerism
  • etc.
41-42​
FamiliarThe mage uses living creatures as an conduit of his/her senses and powers. The Mage must be in contact with the Familiar in order to achieve any magical powers aside from just communication.
Note: the familiar could be Magic in nature.
43-44​
IllusoryThe Mage can cast spells that create simulations of reality at Spell rank. The more realistic these simulations appear to others depends on the intensity of the Spell FEAT.
45-46​
Imprisonment*The Mage can bind a person's body to a specific place or area. If the person ever physically leaves that area, his/her body would completely disintegrate; moreover, he/she cannot draw upon the energies of Magic without this prison. However, the person can draw upon the energies of the Imprisonment sanctum, and cast spells with a +2CS to the original Spell rank, and his/her body will not age.
47-48​
Internal LimboTargets can resist by using Strength agility or a travel power and the mage must make a Agility FEAT to capture a moving target. He can only draw in targets smaller or equal than himself.
What it does is allow the Hero to literally have a world of their own. The Pocket Reality is attached to the Hero in some way (unless taken as a piece of Equipment); and the hero can control who or what enters the Pocket Reality. The size of the Pocket Reality is dependent on the Intensity of the power; see the Range Table for more details. Also, the Pocket Reality can generally only support life for a number of people equal to its intensity (not including the hero who has it). The pocket Reality is not necessarily an actual separate dimension, it could be a dimensionally collapsed part of the Hero’s own body or it could actually disintegrate the targets and put them into cyberspace.
Unless the Hero’s stunts say otherwise, the actual world of the pocket reality is a void, but one which sustains all life within it as though they had Life Support of an intensity equal to the Pocket Reality’s intensity.
Generally, objects of any size can be transported to the Pocket reality itself, but they must be able to fit first. To voluntarily move from where the Hero is to the Pocket Reality, the person or thing must be touching the hero. If the hero wishes to force someone to enter the Pocket Reality, they have to touch the target, which is an easy Agility feat. Then they must make an action to draw them in. To leave the Pocket Reality, the victim should make an Endurance feat. The Hero can remove anyone from the Pocket Reality if they choose.
  • Teleportation: The Hero gains Teleportation by moving through his own pocket reality.
  • Emotion Control: The Hero can use Emotion Control on anyone in the Pocket Reality
  • Life Support: The Hero gains Life Support
  • Telepresence: The Hero can send an illusory representative of himself into the Pocket Reality.
  • Vortex: The Hero can attempt to suck someone in firing distance into the Pocket Reality. It’s resisted by their strength, usually.
  • Implosion: By pushing this power to the limit, the Hero can suck everything and everyone in firing distance into the pocket reality.
49-50​
InvocationThe Mage has the ability to invoke the spells of past, ancient Magi at Spell rank. Usually the spell is named after the ancient Wizard. The following are examples of possible spells the Mage can cast..
  • Dakimh's Magic Missiles
  • The Ancient One's Spell of Silence
  • The Gateway of Agatha Harkness
  • etc
    Note: The Mage has an unlimited array of possibilities for Spells of Invocation.
51-52​
ItemThe Mage can create a Magical object of any kind at Spell rank and keeps it in his/her possession or protection. The item's Material strength and Power is equal to this Magic's Spell rank.
53-54​
Life Protection*The Mage can totally protect the life of him/herself. When affected by this Spell he/she ignores all Kill results.
55-57​
Magic Absorption*The Mage has the ability to acquire the magical powers and abilities of other Magi at Spell rank. The Mage must touch the target in order to gain these abilities, and the target may make a Psyche or Endurance FEAT to avoid the effect. (See the Power Absorption power in the APB p.79 for more details on this power in its unmagical nature).
58-59​
Magic ControlManipulate, magnify/reduce or negate magic
60-61​
Magic CreationInvest beings with new magical powers.
62-63​
Magic DominationA form of Mind Control that forces other Mages to cast magic spells the way the holder of this power wants it.
64-65​
Magic TransferalTransfer Magical Power to a person in contact (or at -1CS / 10feet distance) The mages own rank drops by the transferred amount. A Green Reason FEAT means the duration is 100* the combined reason of target and mage, yellow means 10000* and red means permanent
66-67​
Magic VampirismDrain magical powers from objects or drain living Magic from a living being
68-69​
NecromancyThe Mage can cast spells that deal with utilizing energies of the dead at Spell rank.
70-71​
PhantasmalThe Mage can create realistic simulations of spirit matter at Spell rank. All simulations are of Spell rank Strength, Endurance, Material or Power, and attain all the other attributes of the Mage. The duration of the Phantasmal determines the intensity of the Spell FEAT.
72-73​
Power SimulationMagical version of a normal power. (roll again)
74-75​
Reality AlterationReshape time, choose one of the following:
  • Alter Future: up to power rank in turn, the harder the higher the feat
  • Alter Present: create some sort of pocket-dimension with a number of people equal to his rank. Green feat for small alterations, etc. Duration, green reason feat gives 2 hours * reason rank, yellow=1 day * Reason rank, red=10 days * Reason rank (permanent at judge discretion)
76-77​
Spirit EvictionThe Mage has the magical ability to force a spirit from its body at Spell rank. The Mage then can absorb the flesh of the abandoned body. If for some reason the spirit Eviction is halted, the Mage can control the subconscious mind of the victim later at Spell rank. Furthermore, if the target has formerly encountered this Spell, he/she gets to make a Psyche FEAT to avoid the effects of the Eviction.
78-79​
Spirit VampirismDrain Intuition and Psyche to increase Strength, Endurance, Psyche and powers
80-81​
Sympathetic MagicPowers work through some sort of Effigy, sticking pins in it hurts the character.
82-83​
Techno-MagicThe Mage has the unique ability to combine Science and Magic. The Spell rank of this Magic Power is added to that of the Mage's Reason, Intuition, Psyche, and other Spell ranks when dealing with research, inventions, Science skills and spells of Techno-Magic. This is a Science. When generating the Character, the Player must have at least one Science talent rolled or he/she gets to choose one automatically.
84-85​
ThaumaturgyThe Mage can cast spells that capture and confine others, rather than harm at Spell rank. The following are spells the Mage can cast:
  • Bands
  • Net
  • Trap
  • Wave
  • etc.
86-87​
WardingCreate wards that have up to rank number of power rank intensity powers to go of when certain conditions are met.
88-89​
Witchery*The mage can cast spells that only affect others individually at Spell rank. The following are spells the Mage can cast:
  • Density Control-Others
  • Curse
  • Growing-Others
  • Healing-Others
  • Invisibility-Others
  • Shrinking-Others
  • etc.
90-95​
WildThe Mage can cast spells that manifest distorted, but yet potent effects of a chaotic nature at Spell rank. Judge determines the chaotic nature of each Spell that is cast.
Note: Wild Magic is not Chaos Magic.
96-00​
Probability ControlLike is says, folks; this power allows one to tinker with probability itself in strange and wonderful ways.
https://www.classicmarvelforever.com/cms/ultimate-talents-list.html#Mystic
(71-74) Mystic and Mental Skills
01-08BibliophileThe character has an extensive knowledge of magical books, scrolls, or other primarily informational items, and the lore concerning them. He has a +2CS when using or researching these.
09-16DemonologistThe character has studied accounts of demons in the Marvel Universe and he knows how dangerous and hostile they are. The character receives a +1CS in any situation involving demons, including research, communication, identification and combat.
17-24Mesmerism and HypnosisThis talent is a primitive form of Mind Control at the Power rank number equal to the Reason of the character with this Talent. Information can be gained as per a Mental Probe, and posthypnotic suggestions may be implanted within the victim's mind. Any attempt to force an individual to do something that he would not normally do, or divulge information that he would not normally reveal, will cause the hypnotism to break. A hypnotic command fades in 1-10 hours after it is given.
25-32Mystic BackgroundThis "Talent" shows that the character has some background with magical forces. A character with this Talent may have Magical Powers, with the approval of the Judge.
33-40Occult LoreThe character has made extensive studies into the area of occult happenings, including: unexplained events and mysteries of the world, hauntings, and other manifestations of the spirit world. He has a +2CS when researching or dealing with occult events.
41-48Resist DominationThis permits the character to resist mental attacks as if the character had a mental power of Psyche +1CS.
Ritual MagicsReason FEAT to perform magical ceromonies. To do this you need knowledge of the ceremony (usually from a book), equiptment, and time. Time is 1d20 times 2 = rounds of spellcasting needed.
49-56RunesmithThe character is a transcriber and translator of runes, especially ancient, magical runes. The character has a +2CS whenever studying, deciphering, or inscribing runes.
57-65Scholar of AntiquitiesThe character has an extensive knowledge of antiques, especially ancient magical artifacts and lore concerning them. He gains a +2CS when dealing with them
66-74Sleight of HandThe character with this Talent may palm small items, making them appear or disappear with Agility +1CS ability.
75-83TheogonyThe character has a +2CS when researching information on the powerful extradimensional beings and gods of the Marvel
84-92TranceThe character may place himself into a trance. While in a trance the character slows his body functions to such a level that he may be assumed to be deceased. A character in a trance reduces needs for food and water to a minimal level, and may regain Endurance ranks at one rank per day.
93-00Zoologist of MagicAllows a +1CS when attempting to identify magical creatures and their powers.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#PowerControl
Power Control
01-04​
AssimilationThe PC has an extraordinary ability to copy genetic structures of the superhuman at Power rank and range. The intensity of this Power determines how well the PC can use the duplicated Powers and talents, and how many powers and talents at once he/she can use. Should the Player decide to limit the range by touch, he/she can raise this power rank a +1CS. The range is of this power is found under column B of the Range Table. The PC can assimilate a maximum number of powers. The Player must make a Red Power FEAT at the time chosen, then the number of targets the PC can copy at one time is determined by the maximum rank number (rounded off by tens) and/10. IE: Xerox has the Assimilation power at a power rank of Monstrous (the maximum rank number rounded off to tens is 80). Therefore at a maximum ability, he can copy 8 powers and talents at once.
05-08​
Avatar*The PC automatically is given the bonus Power of an Alter Ego of a Diety. This Alter Ego is an Avatar of another Diety or conglomeration of many Diety's abilities. Therefore, all source of powers of the PC are derived from the Avatar. Any previously generated powers are automatically now a portion of the Avatar's powers. When creating the character, the Player follows the rules for creation of a diety combing all previously generations into one. The player must work with a Judge and design the statistics of the Avatar, which he/she has chosen or imagined.
Note: This is a Godly Power.
09-12​
Base*The PC has a mental link with every portion of his/her base at power rank. The Base moves and shapechanges upon the merest commands of the PC. The Base can also develop both offensive and defensive gadgets, powers and abilities at Power rank.
13-16​
Control*
  • Manipulation: Change directions by a Green FEAT, alter effects on a Yellow and completely alter a power with a red.
  • Magnification/Reduction: increase or decrease by this power rank.
  • Negation: negate at a successful feat. Indirect control can be dodged.
17-20​
Cosmic Host*The PC is linked mentally with a cosmic entity. When the Player chooses this power, he/she must set aside all previously generated powers, or choose another power. The entity is a separate persona that is a part of the PC, which thrives on his/her emotions. When a certain emotion chosen by the Player and accepted by the Judge is displayed, the PC's persona reverts into the entity's persona. When generating this power, the Player may choose 3 primary abilities to be enhanced a +3CS, and 1 primary ability at a +6CS. All remaining powers generated, automatically are raised a +3CS. All primary abilities have a limit of (Unearthly) except 1 primary ability. All powers also are limited to (Unearthly). Should the PC reach this limit or beyond it, Player must then retire for the True persona of the entity has taken over and becomes an NPC now. This is a delicate and powerful ability, which must be periodically maintained, and reviewed with the Judge.
Note: This is a Cosmic Power.
21-24​
DanceThe PC's powers are generated by a Dance, which he/she performs. When generating the character, the Play may opt to choose any number of the previously generated powers and combine them in the Dance. The character's powers involved with the Dance automatically receive a bonus of a +1CS.
25-28​
Hyper-Power*The PC has a psychological stimulus that increases his/her FASE or RIP to a +1CS when in effect. When creating the character, the Player must come up with a psychological stimulus, and choose which group of ability stats that he/she wants the PC to have enhanced when in contact of the stimuli. IE: Moonknight's FASE ability ranks are enhanced during a full moon.
29-32​
Investment*The PC can invest a chosen target with powers at Power Rank. The Player must make a Power FEAT, to determine the duration of the bestowed powers. The following is a list of intensity FEATs and the duration:
  • Green: 1d10 hrs.
  • Yellow: 1day
  • Red: Permanent
    Note: Should the PC decide to invest a target with permanent powers, he/she must also spend an additional amount of Karma 5 times the Power rank number.
33-36​
Multi-TaskingThe PC has the unique ability to basically use any two powers at once. Player gets to generate one more additional power. He/she may opt to discard this power and choose another.
37-40​
Omniversal**The PC has an extraordinary ability to use any power at Power rank and range. All previously generated powers must be discarded when this power is chosen. The PC however must still make a Power FEAT in order to use a chosen power. Should the PC fail his/her FEAT, then he/she must make another FEAT on a different chosen power. Moreover, any power that the PC was not able use, cannot then be used until the following day.
Note: This is an Omni Power.
41-44​
Power Absorption*The PC can absorb the superhuman powers of his/her victims at Power rank.
45-48​
Power Creation*Create up to power rank power at -3CS (not on himself) duration is 1 day times the creators Reason on a green FEAT, yellow gives 10 days times Reason and red gives permanently.
49-52​
Power DominationSome sort of domination the character can control the use of powers, it's a FEAT of power rank vs. Psyche.
53-56​
Power DuplicationThis is the only power a character can have, he duplicates any one power at a time at his own power rank, a green FEAT enables him to store the knowledge of the power for future use, otherwise he must be within 10 feet of the power used. The other powers rolled when the character was created are powers, which he previously encountered.
57-60​
Energy SourceThe hero draws his power from an outside source. (you may roll another power)
61-64​
Energy Source CreationThe character can create objects that can hold powers and that are released on special circumstances. The item for instance can act as another characters power source.
65-68​
Power FocusChannel all his power ranks and ability ranks in 1 ability or power burst. They are all totaled together in one massive outburst, afterwards all ranks drop to Feeble. This power rank number is the number of points the character can regain each turn.
69-72​
Power GestaltA power created when two characters touch
73-76​
NemesisReplaces all other powers. In 2 round the characters can develop a counter-power vs. his adversary or up to a +1CS version of the adversary’s own power. The nemesis power can cope with only 1 person at a time.
77-80​
Power TransferalTransfer a part of your powers to another
81-84​
Power VampirismDrain powers as vampirism
85-88​
Residual AbsorptionDuplicate a power by absorbing leftover traces. green FEAT gives a duration of reason x 100 turns, yellow: reason x 10.000 turns, red: permanent.
89-91​
ScreamThe PC can emit a Scream that is the source and focus of his/her powers. The Player may opt to choose this power or another. The rank of the power caused by the scream is equal to the original power rank of the power, plus the rank of this power. Should the Player decide to keep this power, he/she may opt to choose an additional power.
92-94​
SelectionOnly one of the characters powers can be used at a time (roll another power).
95-97​
Weakness CreationBestow a character with a weakness with a duration of 10 turns x reason when a green FEAT is made, 1000 x when yellow, 10.000 x when red.
98-00​
Imbuing*The character with this power has the ability to charge an object or person with raw power. How that power is released is dependent on which form of the power the player rolls.
01-70 Objects only
71-95 Beings only
96-00 Objects and Beings
  • Objects only: The character may take power from an extra-dimensional or cosmic source and imbue it into an item. These items may inflict power rank damage if thrown. Optionally, the Judge may determine that the size of the object may affect the damage done with larger objects gaining a +1CS and smaller object inflicting -1CS. It may also be stated that for every additional round that the character spends imbuing the item, the damage may be increased by +1CS, with a maximum of +3CS. If the item is not released before the beginning of the fourth round, the energy becomes internalized and the character takes damage equal to his power plus +3CS.
  • Beings only: The character with this form of the power may grant superhuman abilities to ordinary beings. Powers granted may not exceed this power rank. When granting powers to others, a power FEAT roll must be made. On a White result, powers granted are at a -3CS to this power rank; on a Green result, powers are granted at power rank intensity but are determined randomly; On a Yellow, the powers may be chosen; and on a Red FEAT, the powers are granted permanently.
  • Objects and Beings: POOF! You're Galactus!
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterControl
Matter Control Powers
01-04​
AnimationThe PC can cause inanimate figures made of any substance to grow or shrink, and to become animated. The PC can also mentally command the now animated figure to do any thing he/she desires. The PC can cause the figure to grow up to a height equal to its current size times the Power rank number *5 feet, and shrink to its normal size divided by the Power rank number *5 centimeters. Each figure when animated develops a bond with the PC. Both the PC and the animated figure can now and then communicate telepathically.
05-08​
BondingBonding on molecular level, first turn Fe and +1CS each turn until power rank is reached
09-16​
CollectionCollect matter from your surrounding for instance salt from the sea, this can also affect phasing or ethereal targets if the user remains concentrating.
17-24​
CrystallizationTo affect a moving target agility FEAT, victims may resist as normal. Target (living or non-living) is transformed in gem-like substance with power-rank material strength for 1 min/power rank. If a living being is shattered he remains crystallized until he is somehow reassembled
25-32​
Diminution
33-40​
DisruptionMaterial strength determines FEAT, living targets may resist as energy attack
41-44​
Enlargement
45-48​
Extradimensional Matter Control*(See Above under Extradimensional Energy in the Energy Control section for more information regarding this special Power).
49-52​
Extraterrestrial Matter Control*(See Above under Extraterrestrial Energy in the Energy Control section for more information regarding this special Power).
Note: This is a Cosmic Power
53-56​
GeoforceLocate earth-related things, create volcanoes, earthquakes etc.
  • Earth Control: This power is basically unchanged from its description on p. 73-74, Player’s Book. It is possible to levitate or throw earth with this power, both considered separate power stunts. A character could, thus, learn to fly about on a hunk of rock.
  • Earth Animation. The character can create a semi-living creature of earth. It remains in existence for power rank turns, or until dispelled or destroyed. An earth elemental has only FASE scores. To determine their ranks, double Earth Control power rank and divide among FASE as desired. The elemental has Body Armor equal to power rank.
57-64​
Matter AnimationAlter flow of raw material air, liquid or solid
  • Air Control: This power is basically unchanged. Note that according to its description, p. 74, Player's Book, air control begins with four power stunts. A vengeful Judge might want to amend that. An additional stunt is:
  • Air Animation. The character can create a semi-living creature of air that resembles a swirling whirlwind. It remains in existence for power rank turns, or until dispelled or destroyed. An air elemental has only FASE scores. To determine their ranks, double Air Control power rank and divide among FASE as desired. The elemental flies at speed rank equal to its Agility.
  • Cold Control: by decreasing air pressure in an area, the Hero gains cold control
65-70​
Machine Animationvs. machines 'Psyche' which is zero when non-sentient, machine can move at rank -2CS
71-74​
Matter Teleportation*(The PC can either teleport an object to or from his/her vicinity. The amount of mass the PC can teleport is equal to the Power rank number in tons / PC's Health rounded. When the PC brings items to him/her, he/she does not create them but only seizes existing ones.
75-79​
Micro-EnvironmentIn a close sphere around the hero there's fresh air, normal temp etc. this protects against acid rain, extreme temp gasses etc.
80-86​
Moldingshape solid material
87-90​
Warping*The PC can alter the Material Strength of matter by a +/- 2CS, Shapeshift it at Power rank, and manipulate it as if he had Power rank Telekinesis.
91-95​
Weather Control
96-00​
Zombie AnimationPhysical abilities at -3CS power rank, mental abilities are zero, health as power rank up to psyche rank zombies can be controlled, they are immune to psionics or mental powers, disease, poisons, pheromones, hard radiation and sonics.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterConversion
Matter Conversion Powers
01-10​
ColorationChange colors, this power can equal -2CS shadowcasting, shadowshaping, heat emission, force-field vs. heat
11-20​
CombustionSpontaneous combustion in 1-10 turns, power rank damage
21-30​
DisintegrationThis is an especially brutal power that the Judge may wish to allow only with restrictions. This is great power for a master villain, but not a very good one for most heroes. Use of Disintegration, which normally has no range, is simple. After an Agility FEAT to hit, the character makes a Disintegration FEAT versus either Endurance, protective power rank, or Material Strength, whichever is hardest. If successful, the target is destroyed entirely. If the FEAT fails, the target still suffers power rank damage. Against non-living targets, Disintegration will only affect an amount of weight up to what could be lifted using power rank as Strength.
  • Reintegration. The character can reintegrate anything she has disintegrated, restoring the target to its pre-disintegration condition.
31-40​
Elemental ConversionConvert matters into a specific element, each pound created costs 1 health. converting a living being results in the being placed in stasis, if only part is conversed, use your imagination what happens further, probably a kill result
41-50​
IonizationTarget emits electricity at -1CS power rank, effects are as -2CS disintegration, -2CS Feat or become temporarily ethereal
51-60​
Molecular ConversionSame as elemental conversion but this power can be used to form compounds in stead of just 1 element.
61-70​
Projective SizingThe PC can alter the size of any inorganic matter he/she touches. He/she can either cause a Shrink or Growth of the matter at Power rank (See the Diminution and Enlargement Tables in the UPB). Any AI target, such as a robot, may make a Material strength FEAT roll against the Power to avoid its effects.
71-85​
Transmutation*The PC has the Power rank ability to rearrange atoms and molecules in both inorganic and organic matter. He/she can change an object’s or creature's shape, IE: turns a man into a mouse. At a high rank, the PC even has the ability to change subatomic particles, IE: turns water into glue.
86-00​
Weight ManipulationThe PC can alter the mass of inorganic or organic matter, by either increasing or decreasing the weight of the target. The amount of increase is equal to the weight of the target plus the Power rank number times 10. The amount of decrease is equal to the weight of the target minus the Power rank divide by 10. If the PC is concentrating The following are possible stunts:
  • Attack target unarmed with Power rank damage.
  • Flight at Power rank.
  • Alter the speed of a target.
  • Attack with Power rank attacks.
  • Immovability at Power rank.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MatterCreation
Matter Creation Powers
01-10​
Artifact CreationCreate desired objects out of nothing, each pound costs 1 health, the character must have detailed knowledge of the designs he wants to create.
11-20​
Chemical CreationThe PC can create a Chemical out of the molecules and particles in the air at Power rank. The PC does this by secreting chemicals out of his body and using a limited Molecular Conversion he/she can make a liquid compound from water to acid. The Power rank determines how dense or how acidity the intensity of the Chemical is. The following are some chemicals that can be created:
  • water
  • battery acid
  • citric acid
  • dish soap
  • gasoline
  • turpentine
  • ammonia
  • etc.
    The PC can create in one turn the number of fluid ounces equal to the power rank number. The mass quantity and duration of the Chemical is determined at the time of its creation.
  • A Green FEAT gives the Chemical a low mass quantity and a duration of 1d10 turns.
  • A Yellow FEAT raises the mass quantity to a good stability and a longer duration of 100 times 1d10.
  • A Red FEAT makes the mass quantity of the Chemical a very high stability and duration of 1000 times 1d10.
    Each ounce of Chemical created costs one point of the PC's Health temporarily.
21-26​
Elemental CreationSame as Conversion except the element is created out of nothing. This gives nearly unlimited possibilities.
27-30​
Hyper-Dimensional PocketThe PC can create and open a small dimensional pocket out of the fabric of Space where he/she can store things and pull them out whenever desired. The Power rank determines the size of the opening equal to the number of inches per square foot. Thus, a Poor Hyper-Dimensional Pocket's opening would be 4 square inches.
31-39​
Lifeform CreationMaximum number of ounces equals the power rank number. A green reason FEAT gives a lifetime of 100* reason, yellow gives 10.000*, red is permanent. The hero must have detailed knowledge of the organism to create.
40-52​
Mechanical CreationCreate machines, duration as above
53-60​
Molecular CreationSame as conversion except again out of nothing.
61-65​
Nexus Creation*The PC can create and open out of the fabric of Space a Nexus to another reality of Power rank effectiveness. A Power FEAT determines the duration of the rip in Space when it's created.
  • Green FEAT will last for 1d10 turns.
  • Yellow FEAT will last for 1d100 turns.
  • Red FEAT will last for 1d100*2 turns.
66-76​
Projectile CreationStunning of power rank or combined with other powers the player has like power negation/control or induced teleportation. The PC can create a Projectile of any kind with an unusual Power effect. The following are Projectiles that can be made:
  • dart
  • arrow
  • boomerang
  • missile
  • ball
  • paper airplane
  • etc.
77-85​
SprayDoes Feeble damage and visibility is -2CS, combined with other powers for instance freeze cloud when the character also has cold emission.
86-90​
Undead Creation*(This is similar to Lifeform Creation, yet the Lifeform is Undead). The character can create a zombie-like creature from a corpse or skeleton at Power rank.. Its Reason, Intuition and PsycheC scores are all Shift-0. Unless commanded, it does nothing. FASE scores are as follows, based on the original creature’s ability scores: F -2CS, A -2CS, S +1CS, E +2CS. No ability score will be reduced below Feeble.
91-00​
WebcastingPower rank strength upon hardening, can also be combined for instance with spirit storage to capture disembodied spirits. Power Stunts possible include:
  • Stunt—Web Chute: The Hero can make a Parachute out of webbing.
  • Containers: The Hero can make a variety of containers such as backpacks, bags, pouches, patches for torn costumes, etc.
  • Fireproof: The Hero's webbing is Resistant to fire.
  • Gloves: The Hero may make gloves or kneepads or other small protective devices out of webbing to avoid damage from touching or bumping into things. Not that the Hero is clumsy, but this stunt protects them from damage caused by them hitting especially hard, sharp, hot, cold or otherwise dangerous objects.
  • Stingers: Instead of soft webbing, the Hero can shoot stingers made of web material which acts like a Stun Blast if the stingers impact with a target's nerves. This stunt is one degree more difficult due to the precision required.
  • Impact Webbing: Instead of a steam of webbing, Impact Webbing are little web-balls that expand and Ensnare shortly after contact. Impact Webbing is automatically one degree easier to hit targets with, but Ensnares as a Contingent Action
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#MentalEnhancements
Mental Enhancements
01-02​
Astral ProjectionThis power is basically the same as described on pp. 84-85, Player’s Book, with two exceptions. First, range is always based on the power rank as determined on p. 16, Player’s Book. Increased range can be bought as a bonus. Second, Dimension travel is not an automatic ability; it must be acquired as a power stunt. Character’s with Astral Projection of Remarkable or greater rank do not have to worry about their astral forms not being to find the ways back to their bodies. This permits some power stunts:
  • Astral Detection. The character can automatically “see” astral creatures or projections even while not in astral form herself.
  • Dimensional Travel. The character can astrally project across dimensional barriers, as if she had the Dimension Travel power.
  • Passengers. The character can transport a number of people equal to or less than 1/10th her power rank, taking them along in astral form as well. If the character is lost, her passengers become lost also.
  • Affect Normal World. The character can use a single mental or magical power to affect the material world while she is in astral form. Each different power usable in this fashion is a separate power stunt. Power rank is always reduced by -2CS. Furthermore, the character must make a Psyche FEAT against the unmodified power rank intensity or suffer the unmodified power rank in damage to Mental Health. For example, Astral Al has Emotion Control of Amazing rank. While in astral form, he attempts to cause fear in a foe. His Emotion Control affects the foe at Remarkable rank. Astral Al must also make a Psyche FEAT against Amazing intensity or suffer 50 points of damage to his Mental Health.
03​
Aura*The PC has an Aura of Divinity of Power rank. All other characters in the same area must roll a Psyche FEAT against this Power's roll, or they will feel a strong intimidation and are awestruck. This means they will lose initiative, and one attack. This roll must be made each round. A second Psyche FEAT roll is made by all other characters in the same area to see if they are fully under the PC's Power. All other characters that are influenced by this Power, automatically will become followers; they will follow the PC and perform anything he/she wishes. The PC can not ask anything. Character has a Power of Command every 3 rounds. This is a simple, attention drawing command like; "stop," "look," "no," "duck/look out," "unhand her, "give it to me," and so on. Everyone in sound of the PC's voice must make a Red Psyche FEAT, or lose one action in the process of obeying the command. Followers gain a bonus of;
  • +1 to Initiative;
  • +1CS to Fighting in a strike;
  • +1CS to Agility in a Block, Evade or Dodge;
  • and one additional attack when they are commanded to do something, like; "get him," "take him," etc.

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

    When creating the character at start, Player can either raise this Power's rank to +1CS of PC's Psyche if roll is lower, or if roll is higher, Player can raise his/her Psyche to a -1CS of this Power's rank number.
04​
Aura AlterationThe PC can alter the appearance of his Aura with a limited Illusion at Power rank. This means the PC can hide his true nature with a Power FEAT. Anyone with a mental power can avoid this Illusion by making a Red Psyche FEAT. If any other character makes the FEAT, they see the PC as he/she is. Any who're affected by this Illusion will see a different character. Any other Player using the Aura Perception Power and fails, Player can hand that other Player a fake or made up Character Sheet of his/her character.
05-06​
Bio-Manipulation*The PC can mentally manipulate biological functions or conditions in others at Power rank. There are 5 types of Bio-Manipulation effects.
  • Blindness
  • Deafness
  • Mute
  • Pain
  • Tissue Manipulation-This can cause a variety of effects:
  • Cold or Hot
  • Rash
  • itch
  • etc.
07-08​
ClairaudienceHear distant sounds, -1CS resistance vs. sonics
09-10​
ClairvoyanceSee distant sights
11-12​
Communicate with...Communicate with...
01-25 Animals
26-50 Cybernetics
51-75 Inorganics
76-00 Plants
13-14​
Cosmic AwarenessAutomatically detect CL1000 or better ability, +1CS attacks by detecting weak spots, discover information about things in the entire universe, when used more than 5 times make a secret reason FEAT vs. going insane temporarily
15-16​
Cyber TransmissionThe character must be able to access the computer by touch. By making a power FEAT against an intensity equal to the computer’s highest rank, the character gains access to the information stored on the computer. She may attempt to reprogram the computer. Each new command to be programmed requires a separate FEAT roll after access is acquired. If trying to reprogram a sentient computer or robot, this FEAT is always against Reason or Psyche intensity, whichever is higher.
  • Haywire. By accessing a computer, the character can cause it (and any systems it controls) to do unpredictable things for 1-10 turns. She has no control over the computer or its systems.
  • Machine Animation. Once linked, the character can control mechanical systems controlled by the computer, causing them to perform in whatever ways are within their capacity.
  • Mechanical Link. This power can be used on any machine. This enables the character to control mechanical systems even if no computer is present.
  • Cyberspace: like Astral Travel, the hero’s mind leaves their body and goes into cyberspace. This will work on any computer, but if the hero enters one that is not designed with 3D graphics capabilities, the cyberspace is abstract and may be a little disorienting unless the Hero has related skills. Specifically, this stunt can be used in conjunction with Bionics, Computers, Electronics, Robotics, Spacecraft, Time Machinery and Weapons Systems to attempt to control those devices.
  • Cyberspace with proper 3d graphics and a connection to the Internet can be "hacked" into, and the Hero may gain access to files. How, and how easily they can is dependent on the system.
  • Cyber Telepathy: The once Linked the Hero may communicate with the computer just by thinking.
  • System Adaptation: The Hero can easily adapt their knowledge and skills from one system to the next. They automatically get no penalties from using systems that are unfamiliar to them, unless the systems are totally alien to them. This can work beyond computing systems to any complex system.
  • Magitech: This power may be used on magical technological devices like the Glamour Machine, Thor's Hammer, Mjolnir, and other sufficiently complex enchanted items.
17-18​
Dream Control*The PC can mentally control the surrounding area of the Dreamscape with a limited form of Reality Manipulation at Power rank. (See the Reality Alteration Power, but within the scope of the Dreamscape). The PC automatically gains Dream Travel at Power rank.
18-19​
Danger SenseThis is a reworked version of Combat Sense, p. 72, Player’s Book. A character with Danger Sense can become aware of imminent danger. When in a situation where some person, item, or presence poses an immediate threat, make a Danger Sense FEAT roll which warns up to power rank second before danger. FEAT intensity is determined below:
  • Critical Threat (superior foe, imminent death) = Typical
  • Major Threat (equal foe, imminent serious damage) = Excellent
  • Minor Threat (lesser foe, imminent minor damage) = Incredible
If the Danger Sense FEAT is successful, the character becomes aware of the threat and will not be surprised the turn it actually occurs. In combat, Danger Sense power rank can substitute for
  • Intuition for surprise and initiative,
  • Fighting for blocking
  • Agility for dodging
  • Strength for escaping.
    Minimum rank is equal to Intuition.
20-21​
Dream TravelThe Hero can enter a surreal realm of dreams when they go to sleep, as opposed to "just a dream". The basic form of this power acts as a sort of resistance to mental controls, detection and damage while the hero is asleep. If the Judge has the old Realms Of Magic books, the Judge may decide that the Dream Realm is the one that Nightmare rules. Otherwise, the Dream Realm doesn't have a particular ruler.
  • Other’s dreams: The Hero may enter other people’s dreams in order to communicate or in an attempt to control the dream itself.
  • Telepresence: The Hero’s "dream-self" may leave their body, and appear to other characters. The Dream-self can see and hear things, but cannot interact with them. Unlike with ESP, the Dream-self can be seen by other characters.
  • Precognition: The Hero gains precognition.
  • Detection: The Hero may attempt to detect the exact position of people he has previously visited.
  • Detection Resistance: The Hero may resist attempts to find them by psychic, dream traveling or other metaphysical means.
  • Astral Travel: The Hero may enter the Astral Plane using Dream Travel.
22-23​
Edetic MemoryThe PC has a Total Memory of numbers, codes, and mathematical problems and answers. The PC can remember, calculate and read anything that's mathematical or encrypted at Power Rank plus his/her Reason rank.
24-25​
ElectrokinesisThe PC can create and control existing electricity by force of will and molecular agitation at Power rank. This Power works like Electrical Generation. (See Electrical Generation in the Energy Control section).
26-28​
Empathic TransmissionThe PC can project false emotions into others at Power rank. By making a Red Psyche FEAT, he/she can affect more than one person at a time at a -1CS. The duration of the set emotion depends on what FEAT is made.
  • Red FEAT-emotions will last 1d100 rounds.
  • Yellow FEAT- emotions will last1d10 rounds.
  • Green FEAT-emotions will last a round.
    The target has one chance to resist the effects, by making a Psyche FEAT against the PC's Psyche FEAT. This Power is somewhat similar to the Pheromones. (See Pheromones in the Physical enhancement section).
29-30​
Empathic Vampirism*The PC feeds off of the victim’s emotions at Power rank. The victim appears as if he/she has a heart attack or some other type of physical pain. Each time he/she feeds, the victim's abilities are -1CS for 1d10 turns. If he/she feeds with intent to kill, the victim's Endurance drops a -1CS per round, until it reaches Shift-0 at which point the victim dies.
31-32​
EmpathyDetect surface emotions or send empathic messages
33-34​
Free Spirit*The character can survive the death of his physical body and live outside of it, he can share bonds with another host body (or posses it with the possession power), physical powers he possesses are then given to the bonded person.
35-36​
Hallucinations*Illusions directly inside a persons mind
37-38​
HydrokinesisThe PC can create and manipulate water by force of will and molecular agitation at Power rank. This Power works like Water Animation. (See Water Animation in the Matter Control section).
39-40​
Hyper-IntelligenceAdd this power rank to Intuition or reason
41-42​
Hyper-InventionReason increased for invention purposes
43-44​
Incarnation AwarenessThe hero can contact his previous incarnations and ask them to perform deeds that will help him later on. This requires a FEAT with a -1CS penalty for each generation of incarnation.
45-46​
Iron WillThis power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real. The hero can control when to release.
47-48​
Linguistics
49-50​
Memory AlterationThe PC can alter another person's memory at Power rank. He/she does this by either implanting new memories or erasing existing ones. The PC must first make a Psyche FEAT, before he/she can be affected by this Power.
51-52​
Mental DuplicationDuplicate a target’s brain inside a part of your own brain to for instance learn secrets. The captured brain can try to take over on a Psyche -3CS roll
53-54​
Mental GestaltThe PC has an intellect that composes two or more relatively merged minds to form a collective powerful being of minds. When creating the PC, the Player has to create more different character's minds. The Gestalt PC may resemble a blending of personalities from each of the merged characters, or have completely different personalities all together. All selves are required to form the Mental Gestalt.
55-56​
Mental Invisibility
57-58​
Mental Probe
59-60​
Mind BlastPower rank damage and Psyche FEAT vs. intensity or KO for 1-10 rounds.
61-62​
Mind DrainReduce Reason and Intuition by power rank, if at Shift-0 loss is permanent. Target may resist with Psyche FEAT, if successful the target is immune for 24 hours, but if a second FEAT fails the victims Psyche is also reduced by 1CS for 24 hours,
63-64​
Omniscience**The PC is ultimately in touch with the Universe. This Power is automatically CL1000. The PC has control of all Detection Powers, and Mental Powers regarding insight.
Note: this is an Omni Power. A definite must for Judge intervention.
65-66​
Photographic ReflexesThe PC can perform any action he/she has seen at Power rank. All FEATS requiring Agility or Fighting done in the presence of the PC, are recorded and photographically etched into his/her mind. The PC must make a Power FEAT first, and then he /she can perform those same FEATS without expenditure of Karma. The PC however, must study the target for 3 rounds. The target when confronted by the PC receives a special ill fortune of dropping his/her Fighting and Agility to a -2CS. The PC also retains the same Talents that the victim has.
67-68​
Photographic MemoryThe PC can remember anything he/she has seen before at Power rank. This Power is similar to Total Memory, except that the PC cannot remember anything he/she's heard only what he/she's seen. Like the latter Power, Player will need paper to write down everything he/she's witnessed.
69-70​
PostcognitionSee in the past for a number of weeks equal to power rank number.
  • Green FEAT gives impressions
  • Yellow gives general information
  • Red gives information that the subject may not have been aware of.
71-72​
Precognitionthe functioning of this power is entirely up to the judge
73​
Psionic VampirismDrain Reason, Intuition and mental powers (see vampirism).
74​
Psychic SolidificationThe PC can mold and shape psychic energy into solid constructions of Power rank. Anyone touches this energy will suffer a limited Psyche drain permanently. Furthermore, the victim must also roll on Endurance, or is knocked out for 1d10 rounds. Any weapon created does specific damage only.
75​
PsychokinesisThe PC can control and manipulate materials by force of will at Power rank and range. The Power rank determines what Material Strength he/she can control. The PC can cause material to entangle someone at Power rank ability and range. Treat this entangle as a Wrestling hold of Materials Strength rank.
76​
Psychometry
77​
Purge*The PC has an ability to purge and cleanse his/her body of drugs, disease, toxins, etc. at Power rank. The PC must first make a Psyche FEAT, if he/she fails then an Endurance FEAT must be made.
78​
PyrokinesisThe PC can create and manipulate fire and flames by force of will and molecular agitation at Power rank. This Power works like Fire Control. (See Fire Control in the Energy Control section).
79​
Remote Sensingenhance the range of any sense
80​
Sensory LinkSee/hear etc. through another being.
81​
Serial ImmortalityWhen the character dies he is reborn either as baby, new complete body, premade clone, recently deceased other being or even a living being (psyche feat to resist).
82​
Speechthrowing
83​
TelekinesisPower rank is equivalent to strength As a power stunts the character can:
  • Telekinetic Armor: The Hero can boost their strength by half the intensity of Telekinesis for combat purposes.
84​
Telelocation
85​
TelepathyCommunicate on a mind-to-mind basis, unwilling targets require a power FEAT vs. Psyche.
86​
Total MemoryTotal recall
87​
True CharismaThe PC automatically has Enhanced Beauty at Power rank. the PC has a surrounding Charismatic aura that emanates. With this Power, the PC can cause one of the three responses:
  • Friendship/Trust
  • Power/Fear
  • Deception/Lie
88​
PsychoblastThe character with this power has the ability to send out a wave of psionic force that fires all the brain's synapses at once and short circuits the consciousness of the target. The target may make an Endurance or Psyche FEAT (whichever is lower) to resist the effect. If the target fails this roll, they are Stunned for 1-10 rounds. However, even if they succeed at this roll, this is such a devastating attack that the target is still at a -1CS on all actions for the next 1-2 rounds (Judge's discretion). In some instances of this power, a successful Psyche FEAT by the target will trigger a psychic feedback that will Stun the Psychoblaster (Yellow Psyche FEAT to resist). Players who choose this as a limitation may increase this power by a +1CS.
It should be noted that this power only works against those targets with an organic brain.
89​
Psionic WeaponryCharacters may create physical weaponry, such as clubs and swords (but not guns, etc.), through sheer force of psionic power. Material Strength is determined by the character's Psyche, with the damage determined by this Power rank. These Psionic Weapons will last only as long as the character concentrates on them. Should the character's weapon be broken or damaged, the character must make a Yellow Psyche FEAT or be stunned for 1-100 rounds.
90​
Cyberspace ProjectionSimilar to the power of Astral Projection, this power allows characters to enter Cyberspace as pure information. Once in the data stream, the character's physical body is represented by their digital avatar (the cyber equivalent to an astral form). All the character's physical abilities are replaced by this power rank much like the power of Dreamtravel. Willing characters may be brought into Cyberspace along with this character by "piggybacking" the signal at a -2CS per person.
91​
PredictionThis power comes in two forms - combat and non-combat. While it is possible to have both forms, the Judge should impose harsh restrictions on those who do. The combat form of this power allows the character add this power rank to his Fighting ability when in combat with someone he has observed for NO LESS THAN 5 rounds (once a Power FEAT is made, of course). Furthermore, once the 5 round limit has passed, this character does not need to declare his actions until after his opponents have declared theirs, regardless of who has initiative. Characters who have been accurately Predicted fight the owner of this power at a -2CS on all FEATs. The non-combat version of this power allows the character to make wildly intuitive leaps of reason to arrive at a future outcome with even the tiniest shred of input. Possible uses for this power include:
  • Discovering the next place a villain will strike
  • Determining the secret HQ of said villain (if the villain is GOING there)
  • Being able to head off a villain in a chase by predicting the direction he's going
  • Really accurate weather forecasting
    As a power stunt, the character may use this power in reverse to perform such mystifying feats as determining secret identities or the whereabouts of the villain's secret HQ (if he's already been there).
92​
ForeshadowingThis power gives the character a limited and subconscious control over several powers, including Precognition and Reality Alteration - Past. This power allows an observant character the chance to make an educated guess about the future events in his own life. The Judge is encouraged to be as creative as possible in this respect, without getting out of Hand. At the beginning of every play session, the Judge (not the player) makes a roll to determine how far reaching the effects of this power are, with the hints provided being more frequent or obvious the higher the color rolled. On a White result, the Judge is encouraged to lie like a rug, throwing wildly contradicting events at the hero until he thinks that Galactus himself might appear!
93​
Omni-KnowledgeA character with this power has an innate, subconscious link to a sort of cosmic reference library. When he is presented with a question concerning information of which he was previously ignorant, the PC must make a FEAT. Green FEATs give him access to contemporary human knowledge. Yellow FEATs give him access to alien knowledge. Red FEATs give him access to Entity-level knowledge. Success means he is able to give a short, concise answer that only answers the initial question. As a limit to this power, the question must be asked of the hero by another person. Also, despite his ability to "know" any given topic, the PC might not be able to understand it. His comprehension is still limited by his Reason. This power enables the Judge to create idiot savants who can decipher the workings of Galactus's Worldship but are unable to tie their shoelaces. For example: Ref-Book and his buddy Jaunt find themselves in the Watcher's recreation room, facing a piece of alien technology. Ref-Book has no idea of what the thing is, but when Jaunt asks the magic question "What is that?" Ref-Book's power goes to work. He makes a Red FEAT, gains the necessary knowledge, and says "It's a television set." "Well, how do we turn it on?" asks Jaunt. Ref-Book fails his next FEAT and says, "Beats me."
94​
Death Field GenerationThe hero can generate an anti-life field that destroys all but 1 health point of all creatures in range. The range is found on Column A of the Simultaneous Actions Table. A power rank feat roll is made to determine the color feat roll the victim needs. The victim rolls their psyche to reduce the damage to half their health points. The hero will then be unable to perform any actions for 1-20 rounds. This power can only be used two times/day.
95​
ConfusionThe hero has the ability to induce confusion on a victim within range. Range is determined on Column A. With a successful power rank feat roll, the hero can cause the corresponding effect for three rounds.
  • Green - victim does nothing but defend
  • Yellow- all actions at -2CS
  • Red - flees for three rounds
  • The victim is allowed a Psyche FEAT roll to resist, with the intensity equal to the color result received on the power rank feat roll.
96​
FearThe hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rounds. Psyche resistance rolls:
  • Red resists
  • Yellow all actions at -1CS
  • Green flees as fast as possible
  • White paralysis
97​
Will ForceThe hero can mentally increase any one physical FASE ability score or power by +1CS for a duration equal to the color result once a day.
  • Red: 10 rounds
  • Yellow: 8 rounds
  • Green: 5 rounds
  • White: 3 rounds.
    The hero must then make a successful Psyche FEAT roll or rest for 1-10 rounds. The increase may be raised to a maximum of +2CS with a successful Psyche FEAT roll for 1 round. At the conclusion the hero must make an Endurance FEAT on the Stun column to avoid passing out from becoming physically and mentally exhausted.
98​
Photographic ReflexesThe PC takes 3 rounds to analyze physical talents when seen in use by other people. At that point the PC may temporarily copy these talents for 1 minute times the power rank. The PC uses his/her stats, but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like swimming or climbing, etc).
Optional Powers: Mental Duplication
Nemesis Powers: Invisibility
99​
Ultimate Skill*The PC has a talent, which he's honed. The Talent is automatically Unearthly rank. Talents that may have the Ultimate skill are:
  • Weapon skills: All
  • Fighting skills: All
  • Scientific skills: All
  • Other skills: except bonus gaining
    Note: Judge will decide on what Talents can be used for Ultimate skill
00​
Karmic TapThis power allows characters to tap into their reservoir of willpower (Karma) and increase any power or ability by 1 point for every 2 Karma spent. The power rank is the limit of Karma you can use in 1 round. The Duration is the round in which you spend the Karma. Rolling an Amazing FEAT roll will get you another round of benefit from the Karma spent. If the FEAT is rolled and failed, PC must spend the same amount of Karma for that round. If there is insufficient Karma to do so, the remainder is taken from the PC's health. This power is considered a free action, may be done in addition to other actions in the round.
Optional Powers: None
Nemesis: Itself
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Defensive
Defensive Powers
01-09​
Body ArmorArtificial Body Armor
10-18​
Force FieldCompletely absorbs any attacks that have an intensity equal or less than the power rank number. The remaining Intensity breaches the field and affects anyone within its diminished effect.
19-27​
Death Field*This is a field-effect version of Life Absorption. The Death field drains the life force out of all within the area of the field, and adds this energy to the PC's health. The PC must first make a power FEAT against the intensity of the victim's Psyche. Each FEAT allows the PC to drain up to a number of health points from each target in the field area that is equal to the power's rank number, until he/she regains the normal maximum health. If the target's health drops to 0 as a result, the victim dies, and his/her body disintegrates.
28-36​
Force Fields vs.Die Roll Force Fields
01-11 Force Field vs. Emotion (Minimum Power Rank = Intuition +1CS)
12-20 Force Field vs. Energy
21-35 Force Field vs. Magic
36-70 Force Field vs. Mental (Minimum Power Rank=Psyche +1CS)
71-87 Force Field vs. Physical
88-92 Force Field vs. Power Manipulation
93-00 Force Field vs. Vampirism
37-45​
Null-FieldThis power surrounds the PC with a field that dampens all forms of energy within the area. This power’s rank number reduces all energy in the area. The field also reduces a -1CS on all attacks within the area by a number that is equal to 10% of the power's rank number. For example, an Excellent Null-Field reduces all attacks in the area by a -2CS. This power affects even attacks not directed to the PC.
46-54​
BubbleThis is a force bubble that surrounds the PC. The Bubble provides protection against all physical and energy attacks that are equal to or less than the power's rank number. If an intensity of applied force is more than 1/2 of this power's rank number, the bubble merely bounces away. The Bubble is also slippery, so that all attempts to grapple it are at a –1CS that is equal to 10% or the power's rank number. For example, all attempts to grapple an Incredible Bubble are at -4CS.
55-63​
Aura Field*This is an energy type of forcefield (See the Energy Emissions section for available types). Each field carries its own characteristics that affect the ways the PC uses his/hers power. The maximum size of the field is the number of areas equal to 10% of the power's rank number. For example, an Amazing Aura Field can encompass 5 areas. This field automatically provides protection and life support of rank number. The field completely absorbs any physical attack that has an intensity that is equal to or less than the power's rank number. If the intensity is higher, it's reduced by the power's rank number. The remaining intensity breaches the field and affects the PC's health. If the field is destroyed, the PC must make a red FEAT to regain it. Possible ways of destroying an Aura Field include Energy Control and Conversion, Power Control, and Magic. The hero has a -2CS vulnerability to powers that can affect this type of energy field. However, he/she gets a +2CS resistance to attacks of the same form of energy. This field is also assumed to have an unlimited supply of energy. When creating the PC, the player can opt to raise the power rank +1CS if the power is considered temporary. If the player does not choose the latter, then the power is permanent. The permanent power begins at Shift-0 increasing every round until it reaches an intensity equal to that of the maximum power's rank number.
64-72​
ReflectionThe power rank of the power is subtracted from the attack’s intensity. The rest is reflected back. A Typical FEAT is required to reflect the attack in a random direction, and Amazing FEAT is required to direct the attack -3CS back to the attacker. A Unearthly FEAT to completely turn the attack. When the power is breached once the user has to make a green FEAT to use the power again, when breached for the 2nd time he has to make a yellow FEAT, for each following breach he must make a red FEAT. If a Player wants a specific attack reflected by this Power, then he/she can raise it to a +1CS. Note: Reflection can be any Energy Emission or attack. Possible power stunts include:
  • Internal Energy Eruption: If the energy has no place to go, instead of harming everyone else, the Hero can turn the energy inward and cause themselves to suffer the Intensity of the energy
  • Energy Conversion: The Hero may convert another form of energy into the form they can reflect (at same intensity). Alternately, they can convert the energy that they normally reflect into another type. One stunt must be learned for each type of conversion.
73-81​
ResistancesDie Roll Resistances
01-11 Resist: Emotion (Minimum Power Rank = Intuition +1CS)
12-20 Resist: Energy
21-35 Resist: Magic
36-70 Resist: Mental (Minimum Power Rank = Psyche + 1CS)
71-87 Resist: Physical
88-92 Resist: Power Manipulation
93-00 Resist: Vampirism
82-91​
Sense ProtectionThe PC has a special protection against any one sense
92-00​
Electronic Counter MeasuresThis power reflects the ability to avoid electronic detection and thwart any and all attempts to be controlled by electronic means. This provides Power rank Invisibility against such detection efforts as Radar and Sonar, as well as any other power, which is being duplicated through electronic means. It also grants Power rank Resistance to hackers or, if the character is in a powered suit of armor, to outside override attempts.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#Detection
Detection Powers
01-02​
Astral DetectionThe character can automatically “see” astral creatures or projections even while not in astral form herself.
03-04​
Abnormal SensitivityThe hero can hear/feel/see things he cannot normally see and vice versa. He can for instance see infrared but not normal.
04-05​
Sense Artificial Intelligence
06-07​
Death SenseThe PC can detect aura of immanent death. The Death Sense automatically functions if the target or targets are in a life-threatening situation, or if they're fixing to enter one. Before an adventure, the Judge makes a secret red Psyche FEAT roll to see if any of the Characters will die that adventure. If there is a success, no one will die. If a miss, then the PC sees a "death glow" around a random character. The Player of the character then is unable to spend Karma on Endurance FEATs during the adventure
08-09​
Aura Perception*The PC can virtually see and gain knowledge of almost everything about a person or an object a person has been in proximity with. Seeing an aura can indicate the following:
  • The Karma of a character or object
  • The Popularity of a character or object
  • The Resource rank number of a character or object
  • The Health of a character or object
  • The rank number of a pronounced ability or object
  • The rank number of a pronounced power or object
  • The Physical Form of a character or object
    This power also enables the PC to read the psychic Aura of an object and "hear" the psychic thoughts of characters that who've been in proximity of an object. (The PC can recognize any Aura that he/she's previously seen. Even if the target is disguised, it can be recognized by its distinct Aura. A red Psyche FEAT against the intensity rank number of the disguise must be made in order to allow the hidden target to be seen by the PC.
    Note: This is a Godly Power, so Player must work with the Judge.
10-12​
Circular Vision360 Degree vision +1CS Fighting, -1CS Popularity
13-15​
Cosmic Perception*The PC has a heightened sense on a universal scale. This sense is a detection power automatically at CL1000 power rank. Player can choose to roll on the table below, or just choose one of the five types of detection: (Judge's discretion)
Die Roll Sense
01-51 Energy
52-67 Magic
68-72 Space (Telescopic, microscopic, extradimensional all in one)
73-00 Psionic
Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
15-19​
Energy Detection
20-24​
Enhanced SensesThe PC has one or more of the five normal senses (hearing, sight, smell, touch, and taste) enhanced.
25-27​
Environmental AwarenessComplete knowledge of the surroundings
28-30​
Genetic PerceptionUnlike Power Detection, this is the true "Mutant Detection". The PC can perceive and decipher genetic codes.
31-33​
Extradimensional Detection
34-36​
Hyper SenseDie Roll Hyper Senses
01-53 Hearing Sonic Attacks at +1CS
54-87 Olfactory When unable to block nasty scents -1CS Endurance
88-00 Touch
37-39​
Life DetectionIdentify presence and nature of lifeforms
40-42​
Magic Detection
43-45​
Microscopic Vision
46-49​
Penetration VisionX-ray vision
50-54​
Power DetectionIdentify specific heroes at Uneathly FEAT
55-58​
Psionic Detection
59-62​
Radar Sense-1CS vs. electrical and Magnetic attacks
63-66​
Reality Perception*The PC can see the network patterns of matter and energy that form the universe. This power functions like a combination of the powers; Extradimensional, True sight, and Cosmic Perception. This power is so outside of reality that the PC can develop a vast variety of Power stunts:
  • Penetrate illusions by focusing on the true energy patterns;
  • Perceive the physical and mental condition of a being;
  • Perceive the occurrences in other realities;
  • Penetrate concealment and disguises, and see the true nature of matter;
  • Perceive occurrences beyond the barrier of dimensions;
  • See through matter.
    Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity
67-71​
SonarSonic attacks +1CS
72-75​
Telescopic Vision
76-79​
Thermal Vision
80-83​
Tracking
84-88​
True SightPenetrate any disguise below this rank
89-92​
Ultraviolet VisionSee clearly through fog and water
93-96​
VR VisionThe PC has a virtual sense. The Vision allows the PC to travel distances through virtual sight, without ever leaving the area he/she's in. The PC receives a visual simulation of a virtual world, as if he/she were actually present at the scene. The power is not hindered by factors at all. The VR Vision when in use overrides the normal sight. The vision is consciously controlled, and can practically travel anyplace. A disadvantage of the sight, is if unwanted visions obscure the view or distract the PC at a crucial moment.
97-00​
Weakness DetectionRank Good or below, physical weaknesses only. Excellent to Amazing mental and physical. Monstrous and above, mental, Physical, and power based.
https://www.classicmarvelforever.com/cms/ultimate-powers-list.html#EnergyEmission
Energy Emission Powers
01-04​
Cold GenerationNOT ice generation, generate extreme colds (see judge book for effects)
05-08​
Cosmic Energy Emission*The PC can take in all the energies of the Cosmos and release them as a Cosmic force. The force has the intensity of the Power's rank number. Since this is a Cosmic Power, which utilizes all the energies of the Universe, Power rank increase only costs half of the usual Karma. As with Hard Radiation (See Hard Radiation Emission p.27 in the UPB), the PC has automatic safeguards to prevent radioactive contamination. This power is linked to Cosmic Energy Manipulation; the Player may opt to exchange one of his other Powers for Cosmic Energy Manipulation when creating the character. The PC has Power rank resistance to the Cosmic energy.
Note: This is a Cosmic Power, so player must work with the Judge.
09-12​
Darkforce GenerationThe PC can generate and project the Darkforce with Power rank damage and range. (See the UPB p.21 or this update above under, the Darkforce Manipulation power for a more detailed explanation of this extradimensional energy). Furthermore, the PC has Power rank resistance to this energy and can see within his own Darkforce vapor. This Power is linked to Darkforce Manipulation; the Player can opt to replace one of his Powers for Darkforce Manipulation when creating the character.
13-16​
EctoplasmcastingThe PC can project an invisible expanded force of Ectoplasm (Spirit Energy) at Power rank range and damage. The Ectoplasm blast affects the target’s base Karma, not Health. If the base Karma drops to 0, then the RIP each start losing points, if the RIP each just happens to drop to 0, then the victim is a vegetable. (See the Ectoplasmshaping power above under the Energy Control section in this update).
17-20​
Electrical GenerationThe PC can freely generate a force of the energy spectrum at Power rank damage and range. However, the PC also has an innate ability to emit each energy of the Spectrum, separately at a -2CS. (See above the Electromagnetic Control power in the Energy Control section of this update).
Note: All individual energy effects still take place in a single blast, even though the energy is not in separate bursts. This is a Cosmic Power, so player must work with the Judge.
21-24​
Electro-Magnetism*The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
25-28​
Energy DoppelgangerGenerate an energy body from himself which can have powers and automatically has True Flight and power characteristic to the energy type.
29-32​
Extradimensional Energy Emission*The PC can project an existing, yet unknown dimensional energy at Power rank damage and range. (See above the Extradimensional Energy Control power under the Energy Control section of this update, for more information regarding the creation of new energy powers).
33-36​
Extraterrestrial Energy Emission*The PC can project an existing, yet unknown cosmic energy at Power rank damage and range. (See above the Extraterrestrial Energy Control power under the Energy Control section in this update).
Note: This is a Cosmic Power, so player must work with the Judge.
37-40​
Fire Generation
41-42​
Hard Radiation EmissionNote: Cosmic Energy is a combination of Hard Radiation energies in one.
43-44​
Heat GenerationNOT fire generation, possible power stunts
  • Causing breakdown of molecular or atomic bonds (Amazing and Unearthly FEAT
  • Negating a target's magnetism
  • Negating conductivity
  • Strengthening materials
  • Changing local weather
45-48​
Kinetic Bolt
49-52​
Light Generation
53-56​
Magnetism
57-60​
Microwave GenerationThe PC can generate and project microwaves at Power rank damage and range. (See above the Microwave Manipulation power under the Energy Control section of this update for more information regarding this energy).
61-64​
Nuclear GenerationThe PC can generate and project Nuclear energy at Power rank damage and range. PC also automatically has Power rank resistance. This power is Plasma of ALL energies found in a nuclear blast at -2CS.
65-68​
Plasma Generationalso create plasma fields with 2 of the following effects Light at -2CS illumination Heat at -2CS Flame at -2CS Hard Radiation at -2CS Magnetism at -2CS Electricity at -2CS
69-72​
Radiowave Generation
73-76​
ShadowcastingEmit a field that obscures energy intensity, the following are affected at listed power rank:
  • Light at Good or below
  • Heat at Excellent
  • Hard Radiation at Remarkable
  • Radiowaves at Incredible
  • Energy doppelgangers at Amazing
  • Energy Bodies at Monstrous
77-80​
Darkforce Generation
81-84​
Sonic Generation
85-88​
VibrationPower stunts vibratory shield with +2CS protection vs solid attacks
89-92​
Gas GenerationThe hero can generate and spray one or more different types of gases. It has an intensity equal to the power rank. Range is found on Column A of the Simultaneous Actions Table. The gas completely fills each area it goes through, and everyone in those areas is subject to the effects. It lasts three rounds and can only be used once every five minutes (50 rounds). The gas is still subject to wind, powers, etc. An Endurance FEAT roll against the intensity is allowed to resist the effects.
Die Roll Gas Type
  • Foul Odor: -1CS on all attacks, -1CS on Endurance FEAT
  • Paralysis: 1-10 rds, can only use mental powers
  • Blinding: hero is blinded 1-10 rds., all rolls at -4CS
  • Poison: power rank dam. each round in gas
  • Double vision: victim misses target 50% of the time
  • Sicken: incapacitation 1-10 rds
93-00​
BombThe hero has the ability to cause an explosion starting at the point the hero touches the ground and extending to the extent of the range. Range is found on Column A but the areas are cut in half. Damage is physical, but regardless if the victim takes damage or not all victims must make an agility feat roll or be slammed.
 
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