EARTH CONTROL
Trump Suit: Intellect
Exemplars: Crystal, Avalanche
Related Powers: Digging, Earthquake, Elemental Control powers
Your hero can manipulate earth
and rock of a material strength up to the power's intensity. This ability
is limited to naturally occurring material such as stone and dirt, and
consistent semi-natural material such as asphalt and glass. Radically altered
items such as steel alloys, artificially constructed mechanisms (including
computers, guns and vehicles), and living or once-living things (such as
rubber, wood, and flesh) are beyond the scope of this power.
Limit-Grounded: Your
hero's intensity is halved if the hero isn't in contact with ground. If
the hero is further than firing distance from the ground, the intensity
is reduced to 0.
Stunt-Dustcloud: Your hero can kick up dust
to reduce visibility to striking distance. This limit affects everyone within
firing distance.
Stunt-Earthflight: Your hero
gains Flight 1 by building pillars of earth under his or her feet. These
pillars have a material strength of the power's intensity. If the pillars
topple, the hero will fall.
Stunt-Earthquake: Your hero
gains Earthquake
Stunt-Armor: Your hero can
pile on Body Armor by causing earth to build up around his or her body
(and if you want, those he or she is touching). While doing this, the hero
can't move or attack. Each exchange, you may add the value of one random
card as a defense bonus; this card remains face up in front of you until
the hero moves out of the protection. These cards are cumulative, but once
the face-up cards surpass the intensity, no further cards may be added.
Stunt-Earth Elementals: Your
hero creates beings of earth, stone, or rock, with Strength and Agility
scores equal to the power's intensity. It requires a full exchange to create
each elemental; while your hero is creating an elemental, none of the hero's
other elementals can do anything. A maximum of one being may be created
per point of intensity. The hero must concentrate to control these beings;
if the hero falls unconscious, they collapse into rubble at the end of the
exchange. These creatures suffer double intensity damage from air attacks.
Stunt-Entrapment: Your hero
opens the earth beneath an opponent's feet or wraps stone around them.
This is a normal attack, except that if the attack isn't dodged, the target
loses the ability to move and gains Earth Armor. The target may use an
action on the following exchange or later to try to break out; this is a
challenging Strength (Earth Control) action, and causes the power's intensity
in damage points to the victim whether or not its successful.
Stunt-Groundwave: Your hero
summons a wave or earth that flows along the ground. The hero can ride the
wave to gain Lightning Speed, or use the wave to attack a foe (firing distance
or closer) with an opposed Earth Control action.
Stunt-Lava Blast: Your
hero fires a lava Energy Blast from the ground or his or her hands.
Stunt-Lava Shaping: Your hero
can turn any stone in firing distance to molten rock, then reshape it as
desired. The molten rock will cool in one exchange, unless the hero concentrates
on keeping it molten. If the hero attacks a sentient stone creature (such
as a gargoyle) with this power, it is an average Earth Control (Strength)
attack. If a sentient creature is reshaped, the Narrator decides whether
any powers or other characteristics are lost or gained.
EARTHQUAKE
Trump Suit: Intellect
Exemplars: Magma, Rictor
Related Powers: Digging, Earth Control
By disrupting the ground, the
hero wreaks major damage on persons and property. Quakes are random in
their destruction, ruining entire buildings in some places and leaving
others untouched.
When the hero activates a quake,
it goes off as a contingent action later in the exchange. Every hero within
firing distance (including your hero) has the opportunity to play a card.
If positive, the hero sustains no damage. Otherwise, the hero suffers damage
equal to the quake's intensity.
Every character also has a chance
to avoid damage, done by a random draw. Characters who don't draw positive
cards suffer damage equal to the quake's intensity. The Narrator also draws
for each major structure within firing distance; if the result is not positive,
the structure is assigned damage equal to the quake's intensity. If this
exceeds the material strength, the structure collapses.
Limit-Runaway Quake:
Once the hero starts the quake, the natural forces of p late tectonics
take over. The Narrator draws and consults the aura of the card; if it's
negative, the quake extends to far beyond visual distance and is multiplied
in intensity by the value of the card. The hero can trigger this effect
voluntarily if desired, though it still requires a random draw to see if
it works. This limit can devastate a city or maybe even more than that.
Stunt-Instant Seismology:
Your hero knows if an area is seismically active and will be alerted the
moment a quake is triggered. The hero and everyone he or she alerts, knows
that the quake will happen as a contingent action.
Stunt-Resistance to Quakes:
Hero gains Resistance to Quakes.
Stunt-Tremors: Your hero can
send multiple tremors through the ground. These don't cause quakes, but
require everyone in firing distance to make an average Agility (Earthquake)
action to avoid falling over and losing an action.
ELECTRICITY CONTROL
Trump Suit: Intellect
Exemplars: Electro, Zzzax
Related Powers: Weather Control
Your hero can fire bolts of
electrical energy of up to the power's intensity. However, if the target
can touch the hero, or touch water or metal in contact with the hero, this
power inflicts the damage on the hero as well.
Your hero may generate this
power internally or draw it from another source, such as exposed overhead
power lines. In this case, the maximum intensity is equal to that of the
power source. For purposes of this power, a household socket would be intensity
4, a small turbine might be intensity 10, and a large generator might be
intensity 20. A power plant can generate intensity 30. However, if the power
source's intensity is greater than the hero's intensity in Electrical Control,
each exchange the hero must make an easy Willpower action opposed by the
source's intensity. If this action fails, the hero shorts out and falls unconscious.
The hero also may recharge electrical
devices and conduct voltage through water and some metal. Copper, iron,
and steel are especially conductive, while gold and silver are less so.
While the hero touches the conductive surface, everyone else touching it
is vulnerable to the attack.
Limit-Constant: Your
hero always emits electricity, and anyone who touches the hero suffers
damage equal to the power's intensity.
Limit-Non-Conductive: Your
hero cannot act as a conductor for electricity from a power source. He
or she can only generate power internally.
Limit-Non-Generative: Your
hero cannot create electricity or harness small amounts from the environment.
He or she can only manipulate electricity if connected to a power source.
Stunt-Ability Boost: Your
hero gains a Strength Boost
Stunt-Absorption: Hero gains
Electrical Absorption. He or she can absorb electricity up to the power's
intensity to prevent it from harming others or to store it for a touch or
another power stunt within aura duration.
Stunt-Arc Riding: Your hero
rides the arcs of electricity that allow Flight while in firing distance
of the ground. The hero cannot make quick turns or stops. If the hero shorts
out, he or she will fall.
Stunt-Blowout: Your hero can
push the electricity to the max, hitting everyone in firing distance with
an electrical burst equal to the power's intensity. Not only does this
harm the hero, but the hero cannot use his or her power until you are restored
to a full Hand Size.
Stunt-Brownout: Your hero
can blow out all electricity in firing distance for an aura duration. This
stops robots, powered armor, and computers from functioning unless they
have backup power.
Stunt-Lightning Bolts:
Your hero can call lightning from the sky with an Electrical Control action.
This stunt works only during thunderstorms.
Stunt-Lightning Speed: Your
hero gains Lightning Speed by riding lines of electrical potential such
as power lines or wiring. If the hero has Size Alteration, the hero can
manipulate the size of his or her body down to an electron and cannot lose
direction while in this form.
Stunt-Machine Animation: Your
hero can cause a machine to move and attack at his or her behest. If the
machine can't move on its own, the hero can give it limited ground movement.
Stunt-Power Storage: Your
hero can store any intensity of electricity for any length of time. It can
be meted out all at once or in pieces, dropping the intensity by the amount
discharged. This storage takes a full exchange to complete.
Stunt-Resistance to Electricity:
Resistance to Electricity.
Stunt-Shock Field: Your hero
can temporarily charge his or her body or conductive metal with an electrical
energy charge equal to the power's intensity. The charge lasts for only
an aura duration and releases its charge on touch; if the hero is charging
his or her body, it lasts as long as the hero concentrates.
ELONGATION
Trump Suit: Agility
Exemplars: Mister Fantastic, Machine Man, Doctor Octopus
Related Powers: Plasticity
Elongation allows your hero
to extend his or her body and limbs over a large area. The hero can sense
around corners from a good distance away and pick up objects from across
the room. Also, the hero can make a striking distance attack at firing distance.
Targets attacked by Elongation can attack only the elongated part of the
hero.
Coordination is difficult when
stretched out. When using Elongation, any of the hero's ability scores
that exceed the power's intensity are reduced to that intensity.
Limit-Slow Retraction:
Your hero takes a full exchange to return any extended parts to his or
her normal shape.
Stunt-Seven League Strides:
Your hero can cross firing distance in one exchange and still take an action.
Stunt-Telescopic Attack:
Your hero can attempt a surprise physical attack at firing distance. This
can only work if the hero isn't in a fight at the time he or she triggers
this stunt.
EMOTION CONTROL
Trump Suit: Willpower
Exemplars: Enchantress, Hate Monger, Psycho-Man
Related Powers: Empathy, Mind Control, Pheromones
Your hero can control the emotions
of another by making an easy Emotion Control (Willpower) action. If this
action succeeds, the hero can implant emotions causing the victim to gibber
in fear, be overcome with love, or feel anything else your hero wants. Robots
and nonhuman aliens are immune to Emotion Control, but animals of at least
1 Intellect can be affected.
Only one type of emotion may
be instilled in a target at a time. Options include fear, hatred, love,
respect, doubt, pleasure, and the like. The hero must reinforce the control
with another easy Emotion Control (Willpower) action if the victim is asked
to act against his or her nature.
Limit-One Emotion Only
: Your hero can implant only one emotion, such as love or hate.
Limit-Reflective Emotion :
Your hero can implant only the emotion he or she feels then.
Stunt-Broadcastable : Your
hero doesn't need to be within firing distance of his or her target, instead
needing only a television or radio broadcast to affect the target. This
is especially effective combined with Multiple Targets.
Stunt-Empathy : Your hero
gains Empathy.
Stunt-Multiple Targets : Your
hero can affect any number of persons within the sound of his or her voice.
A single action score is generated for all targets, even though the opposition
Willpower may vary the difficulty.
Stunt-Prolonged Emotions :
Emotions the hero implanted can last for longer than an aura duration. Though
intense feelings will fade, the base emotion will remain. For example, this
can cause a victim to remain in love with the hero or suffer serious doubt
about being a super-villain.
Stunt-Resistance to Mental
Control : Your hero gains Resistance to Mental Control, including all powers
which have a Willpower trump suit.
EMPATHY
Trump Suit: Willpower
Exemplars: Empath, Topaz
Related Powers: Emotion Control, Telepathy
Empathy is similar to Telepathy,
but registers emotions instead of thoughts. An average success (opposed
by the target's Willpower if trying to hide his or her emotions) lets the
hero know the target's emotional state, but not the cause of it. Detecting
emotions of aliens or robots is at a minimum difficulty of challenging (12).
This power can be blocked by a target also having the Empathy power, or one
under the effects of Emotion Control.
The Empathic hero can also detect
lies by making an easy Empathy (Willpower) action. If this power is used
against a hero, the player may be reluctant to tell another player or the
Narrator whether he or she is lying. If the Narrator thinks the player
isn't telling the truth, he or she certainly is entitled to impose a negative
response bonus.
Stunt-Empathic Broadcast:
Your hero can broadcast his or her own emotional state to anyone within
firing distance. The hero may make a challenging Empathy action to broadcast
to anywhere in the world.
Stunt-Resistance to Mental
Control: Your hero gains Resistance to Mental Control, including all powers
which have a Willpower trump suit.
ENERGY BLAST
Trump Suit: Intellect
Exemplars: Black Widow, Wasp, Ultron
Related powers: Most Control powers
This power consists of a simple
energy blast of a nonspecified type. The hero can inflict an attack with
a standard Energy Blast action. In general the hero can fire bolts of energy
of a particular type at striking distance or firing distance as a physical
or energy attack. Skills like Ricochet will modify the difficulty downward.
Note that this power's trump suit is Agility only if Energy Blast is selected
as a power by itself, not as a stunt of another power.
Limit-Touch Only :
This parameter limits the attack to striking distance, but also allows the
hero's touch attack to carry through conductive materials to affect multiple
targets. For example, a hero can affect three assassins with electricity
if all are standing on a metal girder.
Stunt-Blast Reflection : Your
hero gains Energy Reflection for blasts of the hero's chosen type of energy.
Stunt-Explosion : Your hero's
blast explodes on contact. All individuals within firing distance of the
target suffer the power's intensity in damage, assuming they do not dodge
the blast.
Stunt-Momentum : Your hero
can add momentum to objects and make them move as if pushed by someone
of the power's intensity in strength.
Stunt-Resistance : Your hero
gains resistance to the type of power or energy he uses with this power.
Stunt-Ricochet : Your hero
gains the Ricochet skill, with regard to this power only.
Stunt- Wide Angle Beam : Your
hero can project a blast of energy so wide that it affects everyone within
firing distance.
ENERGY CONVERSION
Trump Suit: Intellect
Exemplars: Dazzler
Related powers: Absorption, Energy Reflection
Your hero can change one form
of energy into another form. The hero may do this either at the intensity
of Energy Conversion or of an intellect power that utilizes either of the
energy forms in question. The forms of energy must be chosen at the outset.
The converted energy can be pulled from the background (assuming it's available)
or from an attack directed at the hero.
Stunt-Conversion Control:
Your hero gains one Control power linked to the convertible forms of energy.
This control is only possible when the source of the energy is available
and converted.
ENERGY REFLECTION
Trump Suit: Intellect
Exemplars: Bishop
Related powers: Absorption, Energy Conversion
This power provides the hero
with a special form of Resistance to energy attacks. As long as the hero
takes no other action, any attack of this energy of up to the power's intensity
inflicts no damage on the hero. As a contingent action, the hero can reflect
the energy back at the attacker at full strength. If the hero is attacked
with more energy than he or she can reflect, the her reflects damage equal
to this power's intensity and suffers the rest.
Though this is impressive, the
bad news is that the hero must release the energy that exchange as a contingent
action. If not, the energy erupts the next exchange causing everyone within
firing distance to suffer the full effect of the energy attack. The hero
isn't harmed if this occurs.
Limit-One Energy Only:
Your hero can reflect only one form of energy, like light or sonics.
Limit-Random Target: Your
hero cannot control who the reflection will hit. The Narrator performs a
random draw and consults the aura. If positive, the hero hits the desired
target. If negative, the Narrator chooses the target. If neutral, a random
target is chosen by assigning everyone within firing distance a number and
drawing till one of those numbers comes up.
Stunt-Power Storage: Your
hero can store any intensity of energy while concentrating. It can be meted
out all at once or in pieces, dropping the intensity by the amount discharged.
Storage takes an exchange to complete. While the hero holds energy, he
or she can't absorb energy.
ENERGY SHEATH
Trump Suit: Agility
Exemplars: Human Torch
Related powers: Body Transformation
This power allows the hero
to surround his or her body with energy. The energy of the sheath can be
of any type. This is not Body Transformation, since the basic integrity
of the body cannot be destroyed simply by canceling the power.
The Energy Sheath is a specialized
defense that works in place of the hero's natural strength-related defense.
This defense applies only when the sheath is active. If an attack exceeds
the power's intensity, the hero suffers damage and must make an average
Willpower action to maintain the Energy Sheath (failure indicates full
power shutdown for an aura duration.)
Limit-Constant: Your
hero is always surrounded in the Energy Sheath. The hero cannot return
to human form at all.
Stunt-Energy Blast: Your
hero gains Energy Blast while sheathed in energy.
Stunt-Flight: Your hero gains
Flight while sheathed in energy.
Stunt-Life Support: Your
hero gains Life Support while sheathed in energy.
Stunt-Lightning Speed: Your
hero gains Lightning Speed while sheathed in energy.
Stunt-Resistance: Your hero
gains Resistance to the energy type while sheathed in energy.
ENHANCED SENSES
Trump Suit: Willpower
Exemplars: Wolverine, Daredevil, Hawkeye, Red Wolf
Related powers: Danger Sense, Detection, Radar Sense
At least one of the hero's
normal senses of vision, hearing, smell, touch or taste is amazingly acute.
Enhanced Hearing allows the hero to detect very faint sounds on many frequencies.
Enhanced Smell gleans subtle clues by smell. Enhanced Taste allows the
hero to detect poisons and even disassemble recipes just by touching food
to the tongue. Enhanced Touch allows the hero to read and discern fine details
by running his or her hands along an object. And Enhanced Vision lets the
hero see things no normal person could see.
Enhanced Senses can be used
in place of Intellect to avoid surprise. The hero will know anyone he or
she has met by applying the sense, and can make an easy Enhanced Senses action
(opposed by the other's relevant power) to recognize Imitation and Shapeshifting.
If the hero is tracking or examining an object, he or she can use the power's
intensity instead of Willpower or Intellect to gain clues.
These extraordinary senses
suffer attacks against them at a penalty of one level of difficulty. Thus
sonics, tear gas, and poisons (among other things) can all hurt the hero
more than if he or she did not have the enhanced senses.
Limit-Reduced Sense:
In compensation for greater sensation in one sense, another is reduced
dramatically. The hero is lowered by one difficulty level on any action
involving the reduced sense.
Stunt-Astral Detection: Your
hero can sense the forms of creatures operating in the astral plane, including
ectoplasm of those adepts who can astrally project. This is an automatic
ability; the individual can always recognize that an astral form is nearby.
An average Enhanced Senses action determines if your hero can recognize
an astral individual that the hero knows.
Stunt-Circular Vision: Your
hero can see 360 degrees around
Stunt-Empathy: Your hero
gains Empathy
Stunt-Energy Detection: Your
hero can detect waves of energy. The hero can identify the general type
of energy (X-Rays, light, nuclear exhaust, etc.) with an Enhanced Senses
action, and can track the energy trail of that specific type. Faint trails
or confusing patterns of energy may require challenging or even daunting
success.
Stunt-Infravision: The individual
with this ability can see in the dark, which limits visibility to striking
distance. Normal darkness if 1 intensity; powerful darknesses such as the
Darkforce require average Enhanced senses actions, opposed by the intensity
of the darkness, to defeat.
Stunt-Lie Detection: Your
hero can detect lies by making an average Enhanced Senses (Willpower) action.
If this power is used against a hero, the player may be reluctant to tell
another player or the Narrator whether he or she is lying. If the Narrator
believes the player isn't telling the truth when asked, he or she certainly
is entitled to impose a negative response bonus.
Stunt-Microscopic Vision:
Your hero's eyes can detect objects normally too small for normal vision
to perceive. Your hero can read microfilm without a mechanical reader or
peer into the microscopic world of cells and molecules, and even subatomic
worlds.
Stunt-Penetration Vision:
This power allows the hero to see through solid materials like an X-ray.
The intensity of the power indicates the depth in feet to which the power
can penetrate, as well as the material strength of the objects that can
be penetrated.
Stunt-Protected Senses: Your
hero gains Protected Senses.
Stunt-Radar Sense: Your hero
gains Radar Sense
Stunt-Sonar: Your hero gains
Sonar
Stunt-Telescopic Vision:
Your hero can see extremely distant objects that lie beyond the normal range
of human sight, viewing anything within sight as if it were very close.
Stunt-True Sight: Your hero
sees the true image of any object or person, bypassing disguises or concealment.
The power penetrates any means of hiding something's true nature, whether
physical, psychic, illusionary, or magical. This power may be used only
on one target at a time, but it's great for finding that secret door to
the villain's lair, or spotting the Skrull in the crowd.
ENSNAREMENT
Trump Suit: Agility
Exemplars: Spider-Man, Hawkeye, Black Widow
Related powers: Web-Slinging
Your hero can bind a victim.
The hero must make an easy Agility (Agility) action; if undodged, the attack
entangles the opponent as a contingent action. On the next exchange and
any thereafter, the victim may make an average Strength (Ensnarement) action
to break the hold. Ensnared victims cannot move or take other actions until
freed.
Stunt-Adhesion: The
ensnaring substance is so sticky that it can adhere whatever it touches
to any object. On the next exchange and any thereafter, the victim may make
an average Strength (Ensnarement) action to break out of the adhesive.
Stunt-Instant Freedom: Your
hero can choose to free someone from his or her ensnarement just by thinking
about it.
Stunt-Multiple Targets: Your
hero can hit any number of targets within firing distance. One action score
is generated for all targets, even though the Agility of the victims may
vary the individual difficulties.
Stunt-Resistance to Ensnarement:
Your hero gains Resistance to Ensnarement at the power's intensity and
can wriggle free of most bonds.
ESP
Trump Suit: Willpower
Exemplars: Doctor Strange, Morgan Le Fay
Related powers: Danger Sense, Enhanced Senses, Radar Sense
Your hero can see and hear
far away sights and sounds despite intervening distance or barriers. The
hero requires a full exchange to mentally locate the area desired. Since
this is a mental power and not dependent on the hero actually receiving visual
input or sound waves, it isn't hindered by distance, distortion or other
factors that might impair sensation. If the area is shielded from senses,
the hero must make an easy ESP action, opposed by the intensity of the shielding.
Limit-Clairaudience
Only: Your hero can only hear far places, not see them.
Limit-Clairvoyance Only:
Your hero can only see far places, not hear them.
Stunt-Bestow ESP: Your hero
can let anyone see or hear anything that he or she can sense.
FIRE CONTROL
Trump Suit: Intellect
Exemplars: Human Torch, Firelord, Pyro, Sunfire
Related powers: Cold Control, Light Control
Your hero can generate and control
flame from his own body. He or she can project a fiery Energy Blast to
firing distance at an opponent. The fire destroys objects of material strength
2 or less on contact and can damage other objects.
Your hero can also manipulate
fire sources, raising them to the power's intensity or lowering them down
to intensity 0. The hero may control a fire by concentrating, but once the
concentration ceases, the fire rages on its own. After some exchanges of
uncontrolled raging, fire creates smoke which reduces visibility to striking
distance and inflicts the power's intensity in damage even if a target isn't
on fire.
Limit-Blast Only: Your
hero cannot control fire other than using an Energy Blast.
Limit-Collateral Damage: Any
time the hero damages someone or something, everyone within striking distance
also sustains the damage.
Limit-Heat Only: Your hero
cannot actually manifest or control fire, but can control its heat. Damage
is unchanged.
Limit-Light Only: Your hero
cannot generate or control the heat of the fire, but can control the light
it gives off.
Limit-Max Only: Your hero
can blast only at full intensity and cannot vary the intensity for fine control.
Limit-Non-Generative: Your
hero cannot generate fire. Only if a fire of the desired intensity exists
can he or she use Fire Control.
Stunt-Absorption: Your hero
gains Absorption (Fire). He or she can absorb up to th power's intensity
of flame and heat, reducing damage to people and objects by the intensity.
The hero can absorb flame only at striking distance unless the intensity
is 10 or greater; heroes with higher intensities can absorb flames from
up to firing distance.
Stunt-Blinding: Your hero
gains Blinding.
Stunt-Fireball: Your hero
can turn into a ball of fire. This technique projects the damage out to
everyone within striking distance. At the beginning of each exchange this
stunt is in use, the player must discard one card and not redraw.
Stunt-Fire Elementals: Your
hero creates beings of fire, with Strength and Agility scores equal to
the power's intensity. It requires a full exchange to create each elemental;
while your hero is creating an elemental, none of the hero's other elementals
can do anything. A maximum of one being may be created per point of intensity.
The hero must concentrate to control these beings; if the hero falls unconscious,
they wisp away into the air at the end of the exchange. These creatures
suffer double intensity damage from water attacks.
Stunt-Fire Missiles: Your
hero can launch existing flames as weapons in attacks at firing distance.
The maximum intensity for these missiles is that of the existing flame.
Stunt-Fire Restraints: Your
hero can shape flames into domes, cages, low-intensity flame blankets,
and handcuffs. The hero must succeed in an average Fire Control (Agility)
attack to trap an opponent. If the attack isn't dodged, the opponent suffers
no damage but is immobilized by heat and flame. The victim can always break
free, but will sustain the fire's intensity in damage to do so.
Stunt-Fire Shield: Your hero
can manipulate flame to form a fiery shield that will inflict the power's
intensity in damage on those that cross it. The shield can be of any shape
out to firing distance. If hotter than intensity 6, it will melt lead bullets
before they can hit the hero.
Stunt-Flame Shapes: Your hero
creates fiery images and writes words in the sky in flame. They have an
aura duration after the hero stops concentrating. Heroes with the Art skill
may lower by one level the difficulty of persuading people of the images's
artistic merit.
Stunt-Flight: By projecting fire behind, your hero gains Flight.
Stunt-Heat Control: Your hero
can alter the heat level within fireing distance by roughly 10 degrees
F per point of intensity. A hero with a 20 intensity can thus make a 50
degree room into a 200 degree room in one exchange. If the temperature
goes above 120, everyone in the room suffers the power's intensity in damage
after subtracting defense. This power can be targeted at one individual.
Stunt-Heat Sphere: Your hero
forms a globe of heat that inflicts the power's intensity in damage to
anyone or anything that comes through. At 6+ intensity, the sphere melts
lead bullets before they can hit.
Stunt-Illusion: Your hero
can form insubstantial images of heat as if he or she had illusion. These
images play upon the blurring of vision in hot areas.
Stunt-Nova Flame: Your
hero can push the fire to the max, hitting everyone in firing distance with
a fire burst equal to the power's intensity. Not only does this harm the
hero, but if means the hero cannot use his or her power until you are restored
to full Hand Size.
Stunt-Smokescreen: Your hero
can blanket an area with blinding, choking smoke. The visibility of everyone
within firing distance is reduced to striking distance. The hero can make
an average Fire Control (Strength) action to rob everyone in the smoke
of an action; one action score is generated for everyone though differing
Strengths will cause the difficulty numbers to vary from target to target.
Stunt-Updraft: Your hero can
control the ambient heat to form a hot air updraft. It will buoy or slow
the descent of falling objects as if the hero hoisted them with a Strength
score equal to the power's intensity.
FLIGHT
Trump Suit: Agility
Exemplars: Archangel, Gladiator, Iron Man
Related powers: Space Flight, Wings
Your hero has the long-sought
ability to fly. Any number of sources - Wings, Gravity Control, Telekinesis,
powered armor, and so on - can bestow this gift. The hero can travel up,
down or across the atmosphere at up to the speeds below, and can carry what
he or she could normally carry (including one or maybe even two passengers).
Assuming an intensity of 4+, the hero can cross anywhere within line of
sight in one exchange. The hero also can get high enough that anyone on
the ground cannot reach him or her, even with a firing distance attack.
The exact speed of flight is
usually unimportant, unless two heroes are racing each other. Intensity
10 is roughly Mach One, the speed of sound. If the hero goes above intensity
9, he or she will create sonic booms. This causes the hero and anyone flying
with him or her damage equal to the Flight intensity. Because of this reason,
very few heroes exceed Mach One.
Intensity 20 Flight allows the
hero to cross massive distances in less than an hour. Intensity 30 Flight
allows the hero to span the world in a minute or two. This power won't let
the hero travel through space; for that, see Space Flight.
Limit-Burst Only: Your
hero can only blast off in one direction, and only for an aura duration.
Limit-Gliding: Your hero can
only fly downward by catching the winds.
Limit-Levitation: Your hero
can only float up in the air. He or she can choose to be carried the direction
and speed of the winds.
Stunt-Ability Boost: Your
hero gains Agility Boost when flying.
Stunt-Life Support: Your hero
gains Life Support
Stunt-Mach Control: Your
hero does not make sonic booms.
Stunt-Passengers: Your hero
can take as many passengers as he or she has points of Flight intensity.
If the hero loses concentration, everyone falls.
Stunt-Power Dive: Your hero
drops into a freefall to swoop down on prey. The hero doubles his or her
speed, but failure to pull out means he or she will suffer double the normal
wounds from falling.
Stunt-Resistance to Pressure:
Your hero gains Resistance to Pressure. This protects against vertigo and
other such forms of disorientation.
Stunt-Whirlwind: By flying
in circles very fast, the hero can attempt an average Flight action to
generate a small tornado. This can carry objects aloft and inflict the
power's intensity in damage to those caught in the wake, if the hero desires.
Those in the eye of the storm suffer no damage.
FORCE FIELD
Trump Suit: Intellect
Exemplars: Invisible Woman, Kang, Doctor Doom
Related Powers: Body Armor, Kinetic Control
Your hero van create Force fields
to ward off damage. In its basic form, the power with allows the hero to
surround his or her body with a rudimentary energy shield. This requires
an action to set up, but the field will protect against attacks in the
exchange that it is created. The personal Force Field adds it's intensity
to defense, subtracting damage from all physical attacks. Personal Force
Fields require concentration, though many heroes use equipment that keeps
the fields running without concentration. Any stunt of Force Fields also
requires an action.
When the field suffers more
damage in an attack than its intensity, it collapses. The excess damage from
the attack goes through to the hero, though natural defense still subtracts
from that damage. The field takes a full exchange to recharge.
HOUSERULE: Force Fields serve
to absorb damage from attacks. Unlike other forms of defense, force
fields can also be damaged by attacks. When a force field takes
damage in excess of it's intensity, the protected characters suffers
the excess damage normally (applying his or her Strength). The force
field's intensity is then reduced by the amount of the excess damage.
A force field reduced to 0 intensity collapses. A hero can restore
his or her force field to full strength by spending an action or
counteraction to do so.
Example: Aegis is fighting the Hulk
and ol' greenskin lands a punch against the acrobatic hero for 20
damage points. His intensity 14 Force Field soaks up most of the
damage, but 6 points get through. Aegis' Strength handles it, so
he takes no damage. His force field, however, is reduced by 6 points,
to intensity 8. "Man, he nearly shattered my field with that punch!"
Aegis thinks. Unless Aegis spends an action to reinforce his field,
the Hulk's next punch is sure to collapse it, and do some damage
to Aegis in the process.
Limit-Visible Fields
: Your hero's fields are visible to all viewers and cannot be easily used
for surprise attacks. On the plus side, such fields protect the hero from
Blinding.
Stunt-Energy Bottle : If the
hero successfully defends against an enemy attack (see Shield From Energy,
page 153), he or she can hold the energy in a force bottle. The hero can
then dispense it on the next exchange (or later if the hero concentrates)
in the direction it was going before.
Stunt-Entrapment : This
stunt allows the hero to surround others in a field by making an average
Force Field (Agility) attack. Once entrapped, the victim gains the field's
protection but cannot break free unless he or she can break through the
field with damage. The hero can also use this power to grab objects at firing
distance making an average Force Field (Agility) action to take something
out of an opponent's hand.
Stunt-Expanded Field : Your
hero can project the Force Field out to firing distance. Anyone within
the field also gains the added effect of the field, but neither the hero
nor those protected can dodge attacks from outside it. The failure of a
projected Force Field results in the field coming down, but those inside
are unharmed by that attack. When it goes down , the wielder must make
a challenging Willpower action or drop to 0 cards (or health).
Stunt-Forceflight : Your hero
gains Flight 1 by forming a column of force and allowing it to topple and
elongate.
Stunt-Force Bolt : Your hero
can create kinetic force missiles of the power's intensity, shooting them
to firing distance.
Stunt-Force Bubble : if the
hero takes an action to aim (see Aiming on page 33), he or she can create
a bubble of force inside a small opening and expand it to inflict up to
the power's intensity in damage. This attack can ignore mechanical Body
Armor, if the suit has an opening for the attack to exploit. This stunt cannot
be used to harm the bodies of living targets.
Stunt-Force Cushion : Your
hero can form force shapes to prop others aloft, and absorb up to the power's
intensity in damage from a fall or crash for all involved.
Stunt-Remote Field : Your
hero can project the Force Field out around anyone or any thing within firing
distance, even if the hero isn't inside the field. Anyone within the field
also gains it's affect, but neither th hero nor those protected can dodge
attacks from outside the field. The failure of a projected Force Field
results in the force field coming down, but those inside are unharmed by
that attack. When it goes down, the wielder of the Force Field must make
a challenging Willpower action or drop to 0 cards (or Health).
Stunt-Shield From Energy :
Your hero's field provides defense against all energy attacks, not just
physical attacks. Exceptions include Sonic Energy and Blinding, though solid
or semisolid manifestations of these powers can't penetrate the field unless
they originate inside (i.e., a laser beam bounces off, but a sonic hammer
created inside the field can pound the hero).
Stunt-Shield From Magic :
Your hero's field provides defense against all magical attacks and magical
control, even those powers that attack Willpower.
Stunt- Shield From Psionics
: Your hero's field gives defense against psychically derived powers.
Stunt-Suffocation : Your
hero can suffocate a foe by cutting off air. This requires aiming (see Aiming).
If the average Force Field (Agility) attack isn't dodged, the victim loses
a card (or 5 health) per exchange. The field can be broken normally, but
not by the victim.
GESTALT
Trump Suit: Agility
Exemplars: Collective Man, Thunderiders
Related powers: Duplication
Gestalt is the merging of two
or more heroes' bodies to form another hero. The heroes generally have different
personalities and attributes and combine to make a greater whole. The powers
of the united hero may be derived from the separate bodies, or manifest
themselves only in the united form. All of the component heroes must come
together to generate the united form.
Statistics should be created
for the individuals (a number of heroes up to the power's intensity) and
the united form. It is up to the players and the Narrator to decide whether
the united form has one persona or many, and whether the united personality
derives from the individuals.
Generally, each ability and
power is at the highest of any of the individuals plus the Gestalt Intensity,
to a maximum of 20.
Damage to the separate forms
doesn't transfer into the united form, but damage from the united form
will transfer into the individuals. If the unified form is wounded at the
time of separation, the players of the separate heroes can have a maximum
Hand Size equal to that of the unified form at the time of the separation.
Narrator-run characters each suffer damage points equal to the number suffered
by the unified force at the time of separation.
Stunt-Disguised Gestalt:
The united hero can change its appearance to that of any one of the individuals
while maintaining the statistics of the united form.
Stunt-Gestalt Telepathy: The
gestalt gains Telepathy. Telepathic communication between component minds
of the gestalt can occur regardless of distance. If the united form has
an independent mind, its components can now communicate with it.
Stunt-Mind Shift: Control
of the united form can shift from one individual's mind to another. If the
controlling hero doesn't want to relinquish control, another can try to take
over by succeeding in an average Willpower (Willpower) action.
Stunt-Remote Merging: Your
heroes can unite regardless of the distance between the individuals, assuming
they are all in the same dimension.
Stunt-Resistance to Mental
Control: Due to the multiple minds, your hero gains Resistance to Mental
Control (including all powers with Willpower Trump suits) while in united
form.
GRAVITY CONTROL
Trump Suit: Intellect
Exemplars: Graviton, Vector
Related powers: Density Control, Kinetic Control
This power alters the attractive
forces of gravity up or down. If the hero reduces the forces of gravity
to 0, all affected individuals gain Leaping. Earth gravity is 10 intensity,
so if the hero can overcome that, everyone in firing distance gains Flight
1. (Many planets have gravities of a different intensity.)
If the hero increases the forces
of gravity, either one person or all within firing distance have all Strength
and Agility actions penalized by the intensity of the Gravity Control;
powers that depend on gravity suffer the same penalty. This can drive ability
scores and opposition scores below zero, often eliminating the possibility
of fights in the area.
Stunt-Flight: Your
hero gains Flight.
Stunt-Gravity Field: By causing
objects to drop to the ground, the hero effectively gains a personal Force
Field.
Stunt-Stun Blast: Your hero
gains Stun Blast.
Stunt-Telekinesis: Your hero
gains Telekinesis
HORNS
Trump Suit: Strength
Exemplars: Rhino
Related powers: Teeth, Claws, Quills
Horns extend off the head and
usually end in sharp points. To qualify as a power, they have to be a bit
more threatening than Daredevil's horns. The power's intensity refers to
the damage bonus of the horn or horns, which can never be more than +10.
Very few heroes have natural weapons above +7, however.
Stunt-Impalement: If
your hero crosses from firing distance to striking distance in one exchange,
he or she can double the material strength of the horns for damage purposes
only. However, if the attack is dodged, the hero strikes what's behind the
target as a contingent action. If the hero strikes something that is stronger
than the horns' material strength in an impalement, the horn will break
unless the hero succeeds in a daunting Horns action.
HYPERLINGUISTICS
Trump Suit: Intellect
Exemplars: Cipher
Related powers: Animal Control
Your hero may rapidly learn
any language from sufficient exposure through reading, listening or contact.
Once the hero masters a language, he or she is fluent in it. This only works
on true languages; Earth animals, with the possible exception of whales
and dolphins, do not have such languages. The difficulty of new languages
appears on the chart below (lowered by one level if the hero has the Linguistics
skill):
Source
|
Difficulty
|
Current human language
|
Easy
|
Archaic human language
|
Average
|
Alien humanoid language
|
Challenging
|
Intelligent animal
language
|
Daunting
|
Nonhuman alien language
|
Desperate
|
Stunt-Animal Communication:
Your hero gains Animal Control, but can only communicate with the animals,
not control them.
Stunt-Interlanguage: Your
hero can take an exchange to create a hybrid language between his or her
own and the subject's languages, so that both groups can understand it.
Stunt-Language Transfer: Your
hero can transfer the ability to understand a language to anyone. This
assumes the hero has already mastered the language.
HYPNOSIS
Trump Suit: Willpower
Exemplars: Mesmero, Ringmaster, Lorelei of the Savage Land Mutates
Related powers: Mind Control
Your hero can dominate minds.
He or she makes a hypnotic statement, either by voice or telepathy, then
makes an easy Hypnosis (Willpower) action. If successful, the subject must
attempt a contingent action of the hypnotist's choice. This action may
be delayed for any number of exchanges, or may be contingent on another
event occurring (say, the person's sister arrives). Unlike the skill Mesmerism,
this ability can implant a suggestion that the victim would otherwise not
be willing to undertake. The victim goes into a trance and is not aware
of his or her actions while being hypnotized or while enacting the instructions
of the hypnotist.
This power is not the same as
Mind Control. The latter power allows continued control, but Hypnosis only
allows implanted commands, not long-term influence.
If your hero is dependent on
an item for this power and the item is removed, the hypnosis ends.
Stunt-Broadcastable:
Your hero doesn't need to be within firing distance of his or her target,
instead needing only a television or radio broadcast to affect the target.
This is especially effective combined with Multiple Targets.
Stunt-Empathy: Your hero gains
Empathy.
Stunt-Multiple Targets: Your
hero can affect any number of persons within the sound of his or her voice.
A single action score is generated for each target, even though the opposition
Willpower may cause the difficulty to vary from target to target.
Stunt-Vertigo: Your hero can
perform an average Hypnosis (Willpower) attack at firing distance, which
causes an affected victim to fall to the ground, losing an action. If the
hero makes a second successful attack against the victim in the next exchange,
the victim falls unconscious.
ILLUSION
Trump: Willpower
Exemplars: Mastermind, Mysterio
Related Powers: Image Summoning
Your hero can create vivid mental
images of sight, sound, and other senses. These images don't register on
film or in the minds of robots, but can perplex most humans. The hero may
cast illusions to firing distance, but must always beable to see these
illusions.
The caster makes an easy Illusion
(Willpower) action to fool all observers into believing the illusion is
real; one action score is generated for all observers, even though differing
Willpowers will alter the difficulty. The difficulty can be modified by
the Art skill. However, the disbelief won't occur until observers have reason
to believe the image is false. (If they think that yes, that's a brontosaurus
walking up Park Avenue, then as far as they are concerned, that is a brontosaurus
walking up Park Avenue.)
Illusions last as long as the
hero concentrates on them. Illusions inflict no real damage, but if a hero
considers the illusion real, he or she will believe the damage as well.
Illusions cannot cause damage beyond unconsciousness. Illusions may fool
heroes, but they don't fool nature; an image of a bridge over a chasm won't
suspend a believer in the air.
Since the believability of an
image dpends on the viewer no knowing it's only an image, a smart illusion-caster
will keep his or her power secret, perhaps even claiming to be something
else entirely. Once the hero's identity and power are known, it's certain
that villians who meet that hero will immediatly try to disbelieve any suspected
illusions.
Limit-One Sense Only:
The illusion can only fool one sense, such as sight or hearing. This limit
makes disbelief actions one level easier then normal if some other sensory
input is expected.
Stunt-Broadcastable: Your
hero doesn't need to be within firing distance of the targets, instead needing
only a television or radio broadcast to affect them.
Stunt-Dreamwarping: Your hero
can implant images into the mind of a sleeping individual as well as an
awake one.
Stunt-Prolonged Images: Images
the hero creates can last for a long time after concentration lapses. The
image will continue to behave as it was when the hero ceased concentration.
If the image is attacked, it vanishes.
IMAGE SUMMONING
Trump Suit: Willpower
Exemplars: Moonstar, Tarot
Related powers: Illusion, Animation
Your hero may animate two-dimensional
illustrations, causing them to become fully operational, three-dimensional
objects. A hero may animate any drawing, even one of his or her own creation.
The animated illustrations have size, abilities and powers according to
what is seen in the picture, but no power or ability can exceed the intensity
number of the hero's power. No additional powers can be given to the animation,
unless the illustration shows those powers in operation. In other words,
animating a picture of the Invisible Woman wouldn't provide Force Fields
or invisibility unless those powers appeared in the picture. (And how can
you show invisibility in a picture?)
In the hands of a hero with
the Art skill, Image Summoning is a devastating weapon. Drawing and animating
a picture of Ultron firing a power blast, for example, might be a very effective
use of this power. This power can animate heroes on a TV screen, opening
up the possibility of animating monsters from movies, cartoon heroes and
anything else the hero can think of.
Animated figures last for an
aura duration. They then dissipate, returning to their original location,
and may not be animated again for 24 hours. The figures also dissipate
if they are destroyed.
For roleplaying purposes, you can bring the source of the images to
the game table. Of course, if you start getting ridiculous with this power,
your Narrator might require this.
Limit-One Source Only:
Your hero can animate drawings from only one limited source, such as a
zoology book or a deck of cards.
Stunt-Dream Summoning: Your
hero can produce solid images of a person's greatest fear of desire. Unless
the hero uses this stunt on his or her own mind, the result is unpredictable.
If the hero pulls an image from the mind of another player's hero, the
Narrator gets a veto on whatever the player says is the hero's greatest
fear or desire.
Stunt-Prolonged Images: Images
the hero creates can last for a long time after concentration lapses. The
image will continue to behave as it was when the hero ceased concentration.
If the image is attacked, it vanishes.
Stunt-Text Animation: Your
hero can animate images from descriptive text as if from pictures.
IMITATION
Trump Suit: Agility
Exemplars: Mystique, Chameleon
Related Powers: Illusion, Shapeshifting
Imitation lets your hero take
on the appearance of other humanoids without drastically altering his or
her form. The hero can duplicate appearances, voices, and mannerisms of
specific individuals (provided he or she has observed the individual for
more then a few minutes), but cannot duplicate powers or talents of the
imitated individual. The hero makes an easy Imitation (Willpower) action
to fool all observers, but disbelief doesn't occur until the observer has
some reason to suspect the hero isn't who he or she pretends to be.
Stunt-Imitate DNA:
Your hero's DNA morphs to look like that of the imitated person.
Stunt-Imitate Fingerprints:
Your hero takes on the fingerprints of the imitated person.
Stunt-Imitate Retinal Patterns:
Your hero can fool scanners of the eye patterns.
Stunt-Imitate Scents: Your
hero takes on the scent of the imitated person. When trying to fool someone
with Enhanced Senses (Smell), this requires an average Imitation (Enhanced
Senses) action.
IMMORTALITY
Trump Suit: Strength
Exemplars: Hercules, Black Queen
Related Powers: Invulnerability, Resistance
Your hero doesn't age or die
in a normal fashion. The hero can still suffer card losses from wounds,
but instead of dying when killed (not just reduced to unconsciousness),
the hero hovers at zero cards indefinitely. The hero cannot move or act or
speak until he or she heals back to one card, so trapping immortals underwater
or inside volcanoes can keep them out of the way for quite a while. Immortal
heroes can slowly regenerate lost body parts; unless the hero's atoms are
spread over a wide area of space, the Immortal hero eventually return.
At 'death', an Immortal hero
reverts to the scores he or she had upon arriving on Earth. Immortality
is applicable in regards to Earth's dimension; when extradimensional Immortal
heroes are in their home dimensions, they still don't age, but can be killed
normally in that dimension.
This power costs 10 points in
hero creation. Its intensity is always 10.
Stunt-Invulnerability
to Disease: Your hero gains Invulnerability to Disease.
Stunt-Raising the Dead: Your
hero may bring dead mortals back to life. This power may not be taken as
a stunt without first taking Immortality.
Stunt-Suspended Animation:
Your hero can go into a trance so deep that no one can tell if he or she
is alive. The hero cannot sense anything or take any actions while in this
trance.
INVISIBILITY
Trump Suit: Intellect
Exemplars: Invisible Woman, Super-Skrull
Related Powers: Light Control, Telepathy
Your hero may make his or her
body invisible. This ability doesn't negate location by other senses, nor
does it negate location by heat or ultraviolet sources. The hero will still
have mass and substance (coating with dust or paint will reveal his or her
form temporarily, as will fog or rain). The hero's garments or objects
don't vanish unless made of unstable molecules.
Your hero never has to check
whether someone with normal eyesight can see him or her. The power's intensity
is used when something has a beyond-ordinary chance to detect the hero.
The hero must make an easy Invisibility action, opposed by the observer's
relevant power, to defeat all sensory powers and psychic or electronic scanning.
Invisible heroes always show up on film viewed after the heroes have passed.
Your hero's surprise attacks
can never be spotted, unless the target has Danger Sense or some other
power that limits surprise. All attacks against an invisible hero at at
+4 difficulty.
Limit-Fools Only Creatures:
No electronic device can be fooled by the Invisibility.
Stunt-Inaromatic: Your hero
is undetectable by the senses of smell or taste.
Stunt-Inaudibility: Your hero
is undetectable by the sense of hearing.
Stunt-Intangibility: Your
hero is undetectable by touch. This is not Phasing.
Stunt-Invisibility Detection:
Your hero can see anything invisible.
Stunt-Invisibility Field:
Anything within striking distance of the hero may be made invisible.
Stunt-Invisibility to Machines:
Your hero cannot be seen by machines or show up on film. This includes
sentient robots and computers.
Stunt-Remote Invisibility:
Your hero can make one other person or object invisible from up to firing
distance. Heroes with Invisibility Field can use this stunt on multiple
targets within striking distance of one selected target.
Stunt-Remove Invisibility:
Your hero can cancel Invisibility within firing distance. This usually
requires an average Invisibility (Invisibility) action.
INVULNERABILITY
Trump Suit: Strength
Exemplars: Sersi, Gladiator
Related Powers: Resistance
This power is similar to Resistance,
but the hero is totally unaffected by the source of damage no matter who's
behind it. Unlike Resistance, which uses stunts to allow accumulation of
of resistances, each type of Invulnerability is its own power.
This power costs 10 points in
hero creation, and its intensity is always 10. Each selection of Invulnerability
allows your hero to choose to be invulnerable to one of the following sources:
Aging(including diseases
which destroy cells)
Cold (including ice)
Corrosion (including all acids and bases)
Darkness (including Shadow Control and Darkforce Control)
Disease
Electricity
Emotion Control
Ensnarement (including Wrestling Attacks)
Fire (including Heat)
Force Fields
Gases (including Pheremones)
Heat (including lava)
Kinetics (including physical attacks)
Light (including blindness)
Magic (including all magical spells)
Magnetism
Mental Control (including all Mental Control powers)
Metal (including all metal weapons)
Noise (including sonics and deafness)
Paralysis
Poison (including drugs and alcohol)
Power Duplication (including Power Theft and Reflection)
Pressure (including vertigo and dizziness)
Quakes
Radiation (including Cosmic Energy Control)
Scanning (including all electronic scans)
Stunning (including only Stunning attacks)
Weather (including lightning)
KINETIC CONTROL
Trump Suit: Intellect
Exemplars: Cannonball, Iron Man
Related Powers: Absorption, Force Field, Stun Blast
Your hero can generate a blast of kinetic force, the power
behind motion. This is an easy Kinetic Control (Agility) attack, which
inflicts damage like a Stun Blast. This is treated as if the blast was
a normal blunt weapon attack, as though the hero had struck the target
with a fist. (For purposes of defenses kinetics aren't 'energy' attacks
like fire and radiation are.)
If the hero varies the attack's intensity, he or she can
have fine control over the force of the kinetic damage. For example, if
the hero matches the intensity of a cruise missile, the missile may stop
in mid-flight. If the intensity is slightly greater than the missile's intensity,
it may be knocked off course. And if it's much greater than the missile's
intensity, the missile may explode in midair.
Limit-Max Only: Your hero can blast only at full
intensity and has no fine control.
Stunt-Absorption: Your hero gains Absorption (Kinetic).
The hero can absorb kinetics on contact; he or she can reduce damage from
physical attacks by the amount of the absorption.
Stunt-Energy Reflection: Your hero gains Energy Reflection
(Kinetic). With an average Agility action, the hero can reflect the power
of a physical attack back upon the attacker.
Stunt-Flight: Your hero gains Flight.
Stunt-Force Field: Your hero gains a personal Force
Field.
Stunt-Immovability: Your hero cannot be moved from where
he or she stands while concentrating on staying put. If he or she breaks
concentration, the immovability ends.
Stunt-Momentum: Your hero can add momentum to objects
and make them move as if pushed by someone of the power's intensity in
Strength.
Stunt-Repulse Field: Your hero can push out a Force
Field of the power's intensity to firing distance, affecting all within the
area of effect.
Stunt-Ricochet: Your hero gains the Ricochet skill,
with regard to this power only.
Stunt-Wide Angle Beam: Your hero can project a blast
of kinetics so wide it affects everyone within firing distance.
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