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UNPOL United Nations Police USSF United States Space Force 4-Star General Origin Infinite Eve
UNPOL United Nations Police Female Commissioned Officers True First Original AI Artificial Intelligence Origin Infinite Guardian Eve
22) UNPOL United Nations Police (80% Varaibim Hau Cheong + 10% United States President Joe Biden + 10% United States Vice President Donald Trump)
23) Islamic Kabbalah Temple Of UNPOL United Nations Police (80% Varaibim Hau Cheong + 10% United States President Joe Biden+ 10% United States Vice President Donald Trump) -“Varaibim’s Codeless & Varaibim’s Codes”
24) “New Oasis” (80% Varaibim Hau Cheong + 10% United States President Joe Biden + 10% United States Vice President Donald Trump) - “Guardian Eve”
https://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 | Abjuration | The Mage can cast spells involving individual protection of him/herself or others at Spell rank. The following are spells the Mage can cast:
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04-06 | Alchemy | The Mage has the ability to mix and concoct magic potions and elixirs for a variety of effects at Spell rank. A beginning number of potions the Mage has concocted is equal to the Spell rank. If any potions 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:
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07-09 | Alteration | The Mage can cast spells that alter the physical state of him/herself at Spell rank. The following are spells the Mage can cast:
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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 | Conjuration | The Mage can cast spells that bring Magical artifacts or life forms into the present reality. The Mage must have a good knowledge of what he/she wants to Conjure into this reality. |
16-18 | Demonic | The Mage can cast spells of Magic that are found among the lores of the Demons at Spell rank. The following are Demonic spells the Mage can cast:
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19-21 | Dimensional Pocket | The 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 | Divination | The Mage can cast spells that give him/her foresight on knowledge and events unknown. The following are spells the Mage can cast:
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25-27 | Elemental | The Mage can control the four elements of the Universe; Earth, Wind, Fire, and Water at Spell rank (See Nature Control p.24-25 in the Realms of Magic). The Mage also has an ability to summon Elementals at Spell rank. The Mage can also create Elementals at Spell rank Abilities and Powers. |
28-30 | Enchantment | Imbue an item with spells which then releases it at a specific moment |
31-32 | Energy Source | Not 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 | Entreaty | The Mage can summon the magical Entities and their magical Powers from the dimensional planes of reality in the Universe at Spell rank. The Mage must have an Entity that belongs to the same school of Magic. |
37-38 | Evocation | The Mage has the ability to evoke the forces of ancient magical energies in the universe. The following are spells the Mage can cast:
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39-40 | Faerie | The Mage can cast spells that exist within the ancient lore of the Elves and fairies. The following are spells the Mage can cast:
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41-42 | Familiar | The mage uses living creatures as an conduit of his/her senses and powers. The Mage must be in contact with the Familiar in order to achieve any magical powers aside from just communication. Note: the familiar could be Magic in nature. |
43-44 | Illusory | The Mage can cast spells that create simulations of reality at Spell rank. The more realistic these simulations appear to others depends on the intensity of the Spell FEAT. |
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 Limbo | Targets 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.
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49-50 | Invocation | The Mage has the ability to invoke the spells of past, ancient Magi at Spell rank. Usually the spell is named after the ancient Wizard. The following are examples of possible spells the Mage can cast..
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51-52 | Item | The Mage can create a Magical object of any kind at Spell rank and keeps it in his/her possession or protection. The item's Material strength and Power is equal to this Magic's Spell rank. |
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 Control | Manipulate, magnify/reduce or negate magic |
60-61 | Magic Creation | Invest beings with new magical powers. |
62-63 | Magic Domination | A form of Mind Control that forces other Mages to cast magic spells the way the holder of this power wants it. |
64-65 | Magic Transferal | Transfer 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 Vampirism | Drain magical powers from objects or drain living Magic from a living being |
68-69 | Necromancy | The Mage can cast spells that deal with utilizing energies of the dead at Spell rank. |
70-71 | Phantasmal | The Mage can create realistic simulations of spirit matter at Spell rank. All simulations are of Spell rank Strength, Endurance, Material or Power, and attain all the other attributes of the Mage. The duration of the Phantasmal determines the intensity of the Spell FEAT. |
72-73 | Power Simulation | Magical version of a normal power. (roll again) |
74-75 | Reality Alteration | Reshape time, choose one of the following:
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76-77 | Spirit Eviction | The Mage has the magical ability to force a spirit from its body at Spell rank. The Mage then can absorb the flesh of the abandoned body. If for some reason the spirit Eviction is halted, the Mage can 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 Vampirism | Drain Intuition and Psyche to increase Strength, Endurance, Psyche and powers |
80-81 | Sympathetic Magic | Powers work through some sort of Effigy, sticking pins in it hurts the character. |
82-83 | Techno-Magic | The Mage has the unique ability to combine Science and Magic. The Spell rank of this Magic Power is added to that of the Mage's Reason, Intuition, Psyche, and other Spell ranks when dealing with 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 | Thaumaturgy | The Mage can cast spells that capture and confine others, rather than harm at Spell rank. The following are spells the Mage can cast:
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86-87 | Warding | Create 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:
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90-95 | Wild | The Mage can cast spells that manifest distorted, but yet potent effects of a chaotic nature at Spell rank. Judge determines the chaotic nature of each Spell that is cast. Note: Wild Magic is not Chaos Magic. |
96-00 | Probability Control | Like is says, folks; this power allows one to tinker with probability itself in strange and wonderful ways. |
(71-74) Mystic and Mental Skills | ||
01-08 | Bibliophile | The 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. |
09-16 | Demonologist | The 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. |
17-24 | Mesmerism and Hypnosis | This 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. |
25-32 | Mystic Background | This "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. |
33-40 | Occult Lore | The 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. |
41-48 | Resist Domination | This permits the character to resist mental attacks as if the character had a mental power of Psyche +1CS. |
Ritual Magics | Reason FEAT to perform magical ceromonies. To do this you need knowledge of the ceremony (usually from a book), equiptment, and time. Time is 1d20 times 2 = rounds of spellcasting needed. | |
49-56 | Runesmith | The character is a transcriber and translator of runes, especially ancient, magical runes. The character has a +2CS whenever studying, deciphering, or inscribing runes. |
57-65 | Scholar of Antiquities | The character has an extensive knowledge of antiques, especially ancient magical artifacts and lore concerning them. He gains a +2CS when dealing with them |
66-74 | Sleight of Hand | The character with this Talent may palm small items, making them appear or disappear with Agility +1CS ability. |
75-83 | Theogony | The character has a +2CS when researching information on the powerful extradimensional beings and gods of the Marvel |
84-92 | Trance | The 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. |
93-00 | Zoologist of Magic | Allows a +1CS when attempting to identify magical creatures and their powers. |
Illusionary Powers | ||
01-15 | Animate Image | generate a 3-dimensional image from a flat image he must see the image to make it react real to its surroundings |
16-30 | Illusion Casting | The real thing. Illusions that appear solid and can even be recorded and detected by machinery, still he must be able to see the target area. The illusions can imitate any power. The illusion-caster also gains light emission and generation at -2CS and can duplicate other visual powers at -2CS (hypnotism for instance) Note: Illusion Casting is a form of Power creation. This is a Cosmic Power, so player must work with the Judge. |
31-45 | Illusory Invisibility | |
46-60 | Illusory Duplication | |
61-75 | Image Generation | The PC can generate illusions of life that act as Doppelgangers. This is somewhat similar to the Power Illusory Duplication, except that the illusion is not a self image, but yet a holographic image of some other living thing created from the caster's imagination. Like the latter Power, the controller can see through the eyes of his creation. |
76-88 | Solid Images | The PC can literally create holographic images that are solid and tangible. The characteristics of these images are as they are in "reality" with a maximum of Power's rank. Only one Solid Image can be in existence at one time. |
89-00 | Tattoo | This Power is similar to the Animate Image power, except that the images are mentally inscribe on the PC's body. The number of tattoos the PC can have on his body at one time is the maximum number equal to this Power's rank. With just the slightest mental instruction, the Tattoos disappear and leap off the host's body materializing into reality. All images have their specific abilities and characteristics. The PC can recall the Images at any time. When the images are destroyed or recalled, they appear back on the host's body. When creating the character, the Player creates a list of possible tattoos that are on the PC's body. The Player may opt to replace a tattoo at any given time, but he/she must delete one from the original list. |
Matter Control Powers | ||
01-04 | Animation | The PC can cause inanimate figures made of any substance to grow or shrink, and to become animated. The PC can also mentally command the now animated figure to do any thing he/she 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 | Bonding | Bonding on molecular level, first turn Fe and +1CS each turn until power rank is reached |
09-16 | Collection | Collect matter from your surrounding for instance salt from the sea, this can also affect phasing or ethereal targets if the user remains concentrating. |
17-24 | Crystallization | To affect a moving target agility FEAT, victims may resist as normal. Target (living or non-living) is transformed in gem-like substance with power-rank material strength for 1 min/power rank. If a living being is shattered he remains crystallized until he is somehow reassembled |
25-32 | Diminution | |
33-40 | Disruption | Material 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 | Geoforce | Locate earth-related things, create volcanoes, earthquakes etc.
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57-64 | Matter Animation | Alter flow of raw material air, liquid or solid
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65-70 | Machine Animation | vs. 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-Environment | In a close sphere around the hero there's fresh air, normal temp etc. this protects against acid rain, extreme temp gasses etc. |
80-86 | Molding | shape 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 Animation | Physical 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. |
Matter Conversion Powers | ||
01-10 | Coloration | Change colors, this power can equal -2CS shadowcasting, shadowshaping, heat emission, force-field vs. heat |
11-20 | Combustion | Spontaneous combustion in 1-10 turns, power rank damage |
21-30 | Disintegration | This is an especially brutal power that the Judge may wish to allow only with restrictions. This is great power for a master villain, but not a very good one for most heroes. Use of Disintegration, 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.
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31-40 | Elemental Conversion | Convert 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 | Ionization | Target emits electricity at -1CS power rank, effects are as -2CS disintegration, -2CS Feat or become temporarily ethereal |
51-60 | Molecular Conversion | Same as elemental conversion but this power can be used to form compounds in stead of just 1 element. |
61-70 | Projective Sizing | The 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 Manipulation | The 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:
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Matter Creation Powers | ||
01-10 | Artifact Creation | Create 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 Creation | The 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:
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21-26 | Elemental Creation | Same as Conversion except the element is created out of nothing. This gives nearly unlimited possibilities. |
27-30 | Hyper-Dimensional Pocket | The 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 Creation | Maximum 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 Creation | Create machines, duration as above |
53-60 | Molecular Creation | Same 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.
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66-76 | Projectile Creation | Stunning 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:
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77-85 | Spray | Does 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 | Webcasting | Power rank strength upon hardening, can also be combined for instance with spirit storage to capture disembodied spirits. Power Stunts possible include:
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Energy Control Powers | ||||||||||||||||||||
01-02 | Energy Absorption | The hero can absorb a specific type of energy and convert it into health. Choose which energy type (life energy, nuclear, light etc.) | ||||||||||||||||||
03-04 | Catalytic Control | Increase or decrease the speed of chemical reactions. Or the hero can for instance increase the heat generated by a process. Possible power stunts are:
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05-06 | Channel* | The PC can take in energy and store it, and convert it into a bio-energy manipulating it so that he/she can develop the following Power stunts:
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07-08 | Coldshaping | Increase or decrease cold intensity or redirect Cold powers, Cold Generation is a bonus power. Some possible powers stunts include:
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09-10 | Cosmic Energy Manipulation** | The power cosmic is potentially the most greatest super power around. With it, the character can manipulate energy and matter in ways limited only by the imagination (and the Judge). The minimum rank for Cosmic Energy Control (and its various stunts) is Remarkable, which also makes this an expensive power in terms of character points. The basic ability of this power is the projection of an Energy Blast out to power rank range inflicting power rank damage. Other stunts include:
Note: This is a Cosmic Power, so player must work with the Judge. | ||||||||||||||||||
11-12 | Cyberspace Manipulation | The PC can enter cyberspace, and manipulate the energies in that pocket dimension to his/her whim. This power functions like a temporary minute form of reality manipulation at power rank number, while within the Cyberspace. | ||||||||||||||||||
13-14 | Darkforce Manipulation | The character can summon and manipulate the extra-dimensional energy known as the Darkforce. When first acquired, this power grants the ability to fire a Darkforce bolt that either inflicts power rank Force damage or acts as a power rank intensity stunning attack (player’s choice when acquired). One other power stunt is acquired for free. Possible power stunts include:
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15-16 | Dream Manipulation | This is a trivial form of Dream Control. The PC can enter the Dream World, and manipulate the energies in a pocket dreamscape to his/her whim. This power functions like a temporary minute form of reality manipulation at power rank number, while within the Dream World. | ||||||||||||||||||
17-18 | Ectoplasm Control | The PC can manipulate and shape the extradimensional spirit matter called Ectoplasm to perform a variety of Power stunts:
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19-21 | Electrical Control | This is an expanded Electrical Manipulation, p. 75, Player’s Book. If the character draws electricity from some nearby source, the effective power rank is limited by what is available. An ordinary household socket is Typical intensity. Small generators or power lines are Remarkable intensity, while a large generator yields Shift-Y intensity. A power plant generates Class 1000 or greater intensity. The character cannot channel electricity greater than her own Electrical Control power rank without suffering damage equal to the difference between electricity intensity and power rank (no defenses applicable). Some power stunts include:
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22-24 | Electro-magnetic Manipulation* | The PC can emit and control the energies that make up the Universal Spectrum. This power has an added bonus power similar to Focus (See Power Focus). However, The PC can only Focus all the energies of the spectrum in one single attack. All Energy Powers begin with the rank EXcellent, and each power is modified. The Energy Powers are rolled separately on the Ability Modifier Table (UPB p.6), and then are permanently recorded. Thus, the PC has a wide range of intensities of Energy Powers. The following list of Energies make up the spectrum:
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25-27 | Energy Conversion | Change one form of energy into another at 1 rank lower than original. He must make a power FEAT vs. the intensity of the energy. The hero can gain energy emission (Dazzler) or convert energy in a less dangerous form. Heat to cold in a firestorm for instance. | ||||||||||||||||||
28-30 | Energy Plasmoids | The PC can mold out of energy glowing patterns that detonate within a limited time span. There are many different forms of this power that can be manifested and developed into Power stunts. The Time of detonation is measured by the subconscious mind of the PC. In other words, each power and characteristics are unique in their own way. The following are two forms that have been manifested:
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31-33 | Energy Solidification | Form solid forms of intensity material strength. Simple solids require a Feeble FEAT, animated require Typical and simple machinery requires an Incredible FEAT. Power stunts:
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34-36 | Energy Sponge | Absorb and store any kind of energy. Up to power rank can be stored and released at -2CS or harmlessly dissipated. The hero can absorb more energy at a red FEAT but failure results in a complete release of energy at full damage to the hero and surroundings. | ||||||||||||||||||
37-39 | Energy Vampirism | Drain energy from a target and convert it into Strength, Endurance, Psyche or other powers. Non-living can be drained totally at a power FEAT vs. energy intensity. Living targets have resistance equal to their Psyche and only energy emission powers can be drained. | ||||||||||||||||||
40-42 | Explosive Power | This is a combination of the powers Energy Plasmoids, and Energy Imbuement. The PC can Imbue any object with energy that will explode. Like the Plasmoid Power time can be an irrelative factor in when the explosion takes place. The intensity is the Power's rank number. There are two forms of this power:
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43-44 | Extradimensional Energy Control* | The PC can control an existing but yet unknown energy or force from another Dimension. Moreover, the PC can develop a variety of Power stunts with his/her unique power. Player must get with the Judge and fashion up a new unique energy that can be harnessed by the PC, and possible Power stunts. The Power automatically awards the PC with the bonus Power of emitting the new Extradimensional Energy at Power rank. The following are forms of extradimensional energies that have been introduced:
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45-46 | Extraterrestrial Energy Control** | The PC can control an existing but yet unknown energy or force found in the Universe. Moreover, the PC can develop a variety of Power stunts with his/her unique power. Player must get with the Judge and fashion up a new unique energy that can be harnessed by the PC, and possible Power stunts. The Power automatically awards the PC with the bonus Power of emitting the new Extraterrestrial Energy at Power rank +2CS. The following are forms of extraterrestrial energies that have been introduced:
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47-48 | Fire control | Control existing flames, increase or decrease by power rank. The hero has power rank resistance vs. Heat and Fire. | ||||||||||||||||||
49-50 | Gravity Manipulation | Changes gravity intensity with following power stunts:
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51-52 | Hard Radiation Control | Control X-rays, alpha, beta, gamma and cosmic rays. Note: The ever so popular Cosmic Rays is a Cosmic hard radiation, but Cosmic Energy is just that, all the energies of the cosmos all intermingled into one Universal energy. | ||||||||||||||||||
53-54 | Imbuement | The PC can charge an object with energy that will send off a surge of energy when in contact with it. The object can be Imbued with any one type of energy of Power rank intensity. (See Energy Emission Powers). The most common objects that are imbued are weapons, in that they give an additional damage to the victim. However, anything that the PC is in contact with can be imbued. Only, inorganic material can be imbued with this Power. | ||||||||||||||||||
55-56 | Kinetic Control | Increase or decrease kinetic energy. Typical intensity FEAT allows him to change the direction of any moving object or he can 'push' a target with power rank strength. He can also control a targets telekinesis or kinetic bolts power with a FEAT vs. opponents power intensity. Possible power stunts include:
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57-58 | Light Control | Control light, form crude holograms on Remarkable FEAT and gain +1CS resistance to light based attack. | ||||||||||||||||||
59-60 | Magnetic Manipulation | Control existing magnetic forces and shape the field in certain forms to for instance create force fields. Some addtional power stunts are:
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61-62 | Microwave Manipulation | The PC can control the Microwaves found in the earth's environment with Power rank intensity. The PC can either increase or decrease the intensity up to his/her Power's rank. The PC can also reduce microwave damage by his/her rank number. This Power also includes Power rank Resistance of Microwave Energy. The most important aspect of this Power is the capability to alter and reform Microwave energy into any shape desired. This can be used for a variety of Power stunts. The Power automatically grants the PC a bonus power of Microwave generation at Power rank intensity. | ||||||||||||||||||
63-64 | Nuclear Control | The PC can manipulate Nuclear Energy, whether natural or power based at Power rank. The PC can also increase or decrease the level of the energy by Power rank. The PC automatically gains the power Explosive at Power rank intensity. Furthermore, the PC can reshape Nuclear Energy into other forms. This can be used for a variety of Power stunts. | ||||||||||||||||||
65-66 | Plasma Control | Control plasma, create plasma constructs or counteract plasma powers. | ||||||||||||||||||
67-68 | Probability Manipulation** | Note: This Power is definitely a must see Judge situation. | ||||||||||||||||||
69-70 | Probability Stabilization | Negates Probability Manipulation | ||||||||||||||||||
71-72 | Radiowave Control | Same as other control powers except microwave, AM or FM waves. Or simulate broadcasts | ||||||||||||||||||
73-74 | Reality Manipulation** | This is basically the same Power. The PC can change reality into whatever he/she desires. This is just on a Cosmic level, rather than Magic. Note: Reality Manipulation is a form of Power creation. This is a Cosmic Power, so player must work with the Judge. | ||||||||||||||||||
75-76 | Shadowshaping | Form 2-dimensional shadow constructs that do power rank damage and remote sense through them, he can also see through shadows. | ||||||||||||||||||
77-78 | Sound Manipulation | Same as other with following power stunts muting voices, alarms magnifying sounds to do power rank damage | ||||||||||||||||||
79-80 | Thermal Control | Control heat or cold but only the thing directly affected by the heat or cold source. | ||||||||||||||||||
81-82 | Time Control** | The PC can control the time continuum for a variety of Power stunts:
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83-84 | Vibration Control | Increase or decrease vibrations, controlling earthquakes.
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85-86 | Space Manipulation | Through the use of this power, heroes may warp space around them to their liking. Villains attempting to charge a hero with this power may find the distances between them and their target increasing inexplicably! Heroes may also use this as a movement power; granting power rank Lightning Speed. The hero may shrink space, expand it and wrap it around himself to avoid bullets and other nasty things! | ||||||||||||||||||
87-88 | Continuum Control | The hero is able to tinker with the nature of matter and have some control over the space/time continuum. Continuum Control may be used as one or more of these powers:
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89-95 | Entropy Magnification | Entropy is the tendency of an object or system to disorganize and end up in disorder or randomness. For example, a crystal dish set on a table represents more order than the set after being shattered with a hammer. That hammer represents Entropy. The power lets a PC accelerate the rate of decay in an object, group or system. This has varying effects depending on if the power is focused on physical or intangible things. Physical This power can do rank level damage every round to physical objects. To do damage, an opposed FEAT roll is made against the material strength or the Endurance of the target. Considering the constant flux of Order and Chaos, physical damage is not always permanent. Duration is determined by the color of the successful FEAT roll you made. A Green FEAT makes the damage last 1 round. A Yellow lasts 10 rounds. A Red is permanent. Note: just because the damage is non-permanent does not mean it is non-lethal. If you do enough damage to end a life, the damage reverting to normal 10 rounds later will not bring it back. Can use on multiple targets as the rules describe for standard energy attacks. Intangible This is where power stunts tend to come into play. Several kinds of effects are possible... *Disrupting someone's concentration *Diffusing an energy attack *Wreaking havoc with computer systems *Cause meetings to degenerate into arguments The possibilities are many and varied. When using the power this way on multiple targets, take the highest Psyche or applicable intensity, and add 1CS to the opposed intensity for every 4 members of the group. Example: You are trying to disrupt a board meeting. The chairman has a Psyche of Good, and there are 8 other people at the meeting. The opposed rank to roll against would be Remarkable. Example: You are trying to crash a computer network. The main computer is a Remarkable program, and there are 4 sub-units. The opposed rank to roll against would be Incredible. Duration is a little different than with inanimate objects. A successful Green FEAT lasts 1 minute, a Yellow lasts 10 minutes, and a Red FEAT roll indicates number of minutes x power rank x 10. In the case of diffusing an attack or something equally short-lived, the duration is instantaneous (if successful). Optional Powers: none Nemesis Powers: Reflection, Force Field vs. Energy | ||||||||||||||||||
96-00 | Energy Threshold | Any energy entering this power's field will have no effect above Typical rank. That includes ALL energies; sonics, kinetics, inertia, etc. While this power seems to act as a basic force field, there are some notable disadvantages. Because ALL energies are dampened, the character is unable to move faster than Typical rank ground speed (3 areas per round). This however does come in handy when falling off buildings. This power rank is the point at which the Threshold field overloads (treat as Force Field). |
Energy Emission Powers | ||
01-04 | Cold Generation | NOT 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 Generation | The 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 | Ectoplasmcasting | The 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 Generation | The 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 Doppelganger | Generate 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 Emission | Note: Cosmic Energy is a combination of Hard Radiation energies in one. |
43-44 | Heat Generation | NOT fire generation, possible power stunts
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45-48 | Kinetic Bolt | |
49-52 | Light Generation | |
53-56 | Magnetism | |
57-60 | Microwave Generation | The 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 Generation | The 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 Generation | also 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 | Shadowcasting | Emit a field that obscures energy intensity, the following are affected at listed power rank:
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77-80 | Darkforce Generation | |
81-84 | Sonic Generation | |
85-88 | Vibration | Power stunts vibratory shield with +2CS protection vs solid attacks |
89-92 | Gas Generation | The 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
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93-00 | Bomb | The hero has the ability to cause an explosion starting at the point the hero touches the ground and extending to the extent of the range. Range is found on Column A but the areas are cut in half. Damage is physical, but regardless if the victim takes damage or not all victims must make an agility feat roll or be slammed. |
Power Control | ||
01-04 | Assimilation | The PC has an extraordinary ability to copy genetic structures of the superhuman at Power rank and range. The intensity of this Power determines how well the PC can use the duplicated Powers and 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* |
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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 | Dance | The PC's powers are generated by a Dance, which he/she performs. When generating the character, the Play may opt to choose any number of the previously generated powers and combine them in the 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:
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33-36 | Multi-Tasking | The PC has the unique ability to basically use any two powers at once. Player gets to generate one more additional power. He/she may opt to discard this power and choose another. |
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 Domination | Some sort of domination the character can control the use of powers, it's a FEAT of power rank vs. Psyche. |
53-56 | Power Duplication | This 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 Source | The hero draws his power from an outside source. (you may roll another power) |
61-64 | Energy Source Creation | The 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 Focus | Channel all his power ranks and ability ranks in 1 ability or power burst. They are all totaled together in one massive outburst, afterwards all ranks drop to Feeble. This power rank number is the number of points the character can regain each turn. |
69-72 | Power Gestalt | A power created when two characters touch |
73-76 | Nemesis | Replaces all other powers. In 2 round the characters can develop a counter-power vs. his adversary or up to a +1CS version of the adversary’s own power. The nemesis power can cope with only 1 person at a time. |
77-80 | Power Transferal | Transfer a part of your powers to another |
81-84 | Power Vampirism | Drain powers as vampirism |
85-88 | Residual Absorption | Duplicate 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 | Scream | The PC can emit a Scream that is the source and focus of his/her powers. The Player may opt to choose this power or another. The rank of the power caused by the scream is equal to the original 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 | Selection | Only one of the characters powers can be used at a time (roll another power). |
95-97 | Weakness Creation | Bestow 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
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https://mshgamer.com/wp-content/uploads/2013/03/TSR6876.MA3_.Ultimate.Powers.Book_.pdf
https://mshgamer.com/wp-content/uploads/2013/03/TSR6870.MHAC9_.Realms.Of_.Magic_.pdf
http://downloads.dragonsprophecy.net/rifts/Rifts-BookOfMagic.pdf
http://image.lundo.com/rpg/dnd/Books/Deities and Demigods.pdf
https://ralp.net/dungeons/Mage the Awakening - Core Rulebook.pdf
http://scrow.thedailypos.org/exalted/Exalted_Third_Edition.pdf
https://en.m.wikipedia.org/wiki/The_Sims_4
https://en.m.wikipedia.org/wiki/Cyberpunk_2077
Origin Infinite Rache Bartmoss

https://en.m.wikipedia.org/wiki/Women_in_the_Israel_Defense_Forces
https://en.m.wikipedia.org/wiki/Category:Female_generals_of_Israel
Female generals of Israel.
A
B
D
R

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