LEAPING
Trump Suit: Agility
Exemplars: Beast, Hulk, Toad
Related Powers: Flight
Your Hero can leap up, down
and far away. The exact distance isn't important, only the general effect.
Heroes with up to 10 leaping can jump maybe a few stories, but those with
10+ Leaping can often hurtle buildings and lakes. Those with 20+ Leaping
can leap several miles at a time.
If the hero doesn't attack in
an exchange, he or she can leap anywere in sight in one exchange. In this
case, he or she may use the Leaping intensity instead of Agility score
for dodging only.
Limit-Up only: Your
hero cannot cross distances using Leaping.
Stunt-Power Slam: Your hero
can use Leaping instead of strength when attacking. If the attack is dodged,
however, the hero continues past the target and probably slams into something
on the other side, inflicting the power's intensity in damge to his or
her own body.
Stunt-Riccochet: Your hero
gains the Riccochet skill, with regard to this power only. This allows
the hero to divide a physical attack among two targets, the second attack
being contingent.The hero divides Strength and all pre-cardplay modifiers
between the two attacks, rounding down.
LIFE DRAIN
Trump Suit: Intellect
Exemplars: Dracula, Grim Reaper
Related Powers: Absorption
This is a vampiric touch attack
that allows the hero to drain off life energy, either through an energy
attack or draining blood. The hero makes an easy Life Drain (Willpower)
attack, with Willpower acting as defense.
Limit-Multiple Drains:
Your hero must bring the victim from full Health to 0 Health (or cards)
two or more times before the victim dies.
Stunt-Braindrain: Instead
of draining Health, the attack drains Intellect. Assuming the attack succeeds,
the victim subtracts his or her Willpower from the damage. The remaining
damage is assessed against the victim's Intellect. The victim regains
1 point of Intellect every time the Narrator draws a card with a positive
aura at the start of an exchange.
Stunt-Draining Bolt: The
attack may be attempted at firing distance.
Stunt-Psychic Vampirism: Instead
of draining Health, the attack drains Willpower. Assuming the attack succeeds,
the victim subtracts his or her Willpower from the damage. The remaining
damage is assessed against the victim's Willpower. The victim regains
1 point of Willpower every time the Narrator draws a card with a positive
aura at the start of an exchange.
Stunt-Slow Recovery: The draining
cannot be healed in the normal manner. Only after a week or more of rest
will cards or Health return.
Stunt-Telepathic Control:
Till the victim returns to full Hand size or Health, the hero can speak
telepathically to him or her and control his or her actions on an easy Willpower
action.
Stunt-Torpor: Instead of draining
Health, the attack drains Agility. Assuming the attack succeeds, the victim
subtracts his or her Willpower from the damage. The remaining damage is
assessed against the victim's Agility. the victim regains 1 point of Agility
every time the Narrator draws a card with a positive aura at the start
of an exchange.
Stunt-Vampiric Rebirth: If
the hero brings the victim to death, the victim may come back from the
dead. If a hero becomes a vampire, he or she becomes a Narrator-controlled
character.
Stunt-Weakness: Instead of
draining Health, the attack drains Strength. Assuming the attack succeeds,
the victim subtracts his or her Willpower from the damage. The remaining
damage is assessed against the victim's Strength. The Victim regains 1 point
of Strength every time the Narrator draws a card with a positive aura at
the start of an exchange.
LIFE SUPPORT
Trump Suit: Strength
Exemplars: Gladiator, Thor, Sersi, Quasar, Silver Surfer
Related Powers: Adaptation
The individual can survive indeftinitely
without basic requirements, using the power's intensity as a guide. The
advantages are cumulatives.
Intensity
|
The Hero can do without
|
0-4
|
Food
|
5-9
|
Water
|
10-14
|
Sleep
|
14+
|
Air
|
Limit-Transformation-Linked:
Your hero cannot use this power in his or her normal form.
Stunt-Adaptation: Your hero
gains adaptation.
Stunt-Reformations: Your hero
can survive being hacked into many peices If the peices are brought together,
the hero can reassemble and regain full Hand Size.
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 ot take any actions while in the
trance.
LIGHT CONTROL
Trump Suit: Intellect
Exemplars: Dazzler, Dagger, Jubilee
Related Powers: Darkforce Control, Shadow Control, Sonic Control
Your hero may generate and manipulate
light energy. This power at its basic form allows the hero to send out
waves of bright light, causing blinding.
Your hero also can use this
power to defeat darkness. The hero can dispel darkness in an enclosed space
and provide light at firing distance in open space. Shadow Control and Darkness
Control's Intensities are halved against the light controlling hero..
The ambient light in a building is usually Intensity 1, while a street
searchlight would be intensity 5. A laser beam might be intensity 10, and
a huge spacecraft's light ray might be intensity 15.
Stunt-Absorption: Your
hero gains absorption (Light).
Stunt-Blinding Blast: Your
hero can attack everyone within firing distance. If the hero pushes this
power ( see Pushing the Limit ), he or she cannot see or use Light Control
again until restored to full Hand Size.
Stunt-Fireworks: Your hero
can create globules of light which explode, causing damage at the power's
intensity.
Stunt-Flight: Your hero gains
Flight.
Stunt-Force Field: Your hero
can create personal Force Fields of light.
Stunt-Hypnosis: Your hero
gains Hypnosis.
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-Illusion: Your hero
can create visual-only holograms as if he or she had Illusion.
Stunt-Invisibility: By bending
light around his or her body, your hero gains Invisibility.
Stunt-Laser: Your hero can
focus light energy into a concentrated laser pulse or beam that inflicts
the power's intensity in damage to one target within line of site.
Stunt-Lighthouse: Your
hero can vary the colors and brightness of light to create an artful display.
heroes with the Proformance skill may use it to reduce the difficulty
of actions for any artistic performance.
Stunt-.Light Body: Your hero
becomes a creature of pure light. While in light form, the hero can go
to 0 Strength in exchange for Invulnerability to Kentics and other physical
attacks. The hero also gains Energy Blast, and can explode to affect all
seeing targets within firing distance if he or she sustains damage as
well (ignoring all defenses). Light bodies suffer damage equal to double
the power's intensity from attacks based on light control and other such
powers.
Stunt-Light Knives: Your hero
fires knives of light out to firing distance with a Lighht Control action.
Stunt-Light Shapes: Your
hero can create semisolid objects with material strength equal to the
power' intensity and mobile light creatures Strength and Agility scores
equal to the power's intensity. The hero can create one object ot creature
per point of intensity.
Stunt-Light Sword: Your hero
can create a sword of light from his or her hands to attack someone within
striking distance with a Light Control action.
Stunt-Purification: Your hero
can eliminate poisons adn short-term diseases by bathing the victim in
light (or any other light-based stunt). This has no effect on long-term
diseases like mutations and radiation poisning, but can eliminate the effects
of drugs and colds.
Stunt-Resistance to Darkness:
Your hero gains Resistance to Darkness ( including Shadow Control and
Darkforce).
Stunt-Resistance to Light:
Your hero gains Resistance to Light and blindness.
Stunt-Darkness: Your hero
can black out an area in darkness, reducing visibility to 0. This is done
by modulating the light in the area downward.
Stunt-Strobe: Your hero can
make an average Light Control (Willpower) attack to cause a rapid-fire
modulation of existing light and generated light. This causes viewers who
succumb to the attack to fall unconscious (no cards or 0 Health) due to
overload.
LIGHTNING SPEED
Trump Suit: Agility
Exemplars: Quicksilver, Northstar and Aurora, Sub-Mariner
Related Powers: Flight
Your hero can move at an amazing
rate of speed. Lighting Speed is assumed to apply to ground movement, but
if the hero has another movement power (such as digging, Flight ,swimming,
or Wall-Crawling), Lighting Speed can apply. to it instead. Heroes with
Lighting Speed can use its intensity instead of Agility for purposes of
dodging attacks or for any action involving moving fast.
Heroes with Lighting Speed may
divide thier attacks into a normal attack and one or more contingent attacks.
The Hero's normal ability score and all pre-cardplay modifiers are divided
among the number of attacks, rounded down.
While Running, the hero can
carry what he or she could normally carry (including one or maybe even two
passengers). The hero may accelerate to full speed and decelerate to a full
stop in a single exchange. He or she can turn at maximum speed without the
need for an Agility action. Assuming an intensity of 4+, the hero can cross
to anywhere within sight in an exchange.
The exact speed 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 speed, he
or she will create sonic booms. This causes the hero and anyone moving
with him or her damage equal to the Lighting Speed intensity. Because of
this reason, very few heroes exceed Mach One.
Intensity 20 Lighting Speed
allows the hero to cross counties in less than an hour. Intensity 30 Lighting
Speed allows the hero span the world in a minute or two. This power won't
let the hero fly or travel through space; for that, see Flight and Space
Flight.
Limit-Burst Only: Your
hero can only blast off in one direction, and only for an aura duration.
Limit-Inaccurate: Heroes using
Lighhting Speed always miss in combat or when trying to catch or throw
something.
Stunt-Invisibility: By vibrating
at high speeds, your hero gains Invisibility while concentrating.
Stunt-Mach Control: Your hero
does not generate sonic booms.
Stunt-Passangers: Your hero
can take as many passengers as he or she has points of Lighting Speed
intensity. If the hero loses concentration, everyone careers out of control.
Stunt-Phasing: Your hero gains
Phasing.
Stunt-Power Slam: Your hero
can use the Lighting Speed intensity instead of Strength score when attacking.
If the attack is dodged, however, the hero continues past the target and
probably slams into something on the other side, inflicting damage to
his or her own body equal to the power's intensity.
Stunt-Resistance to Pressure:
Your hero gains resistance to Pressure. This stunt isn't necessary to
avoid damage from running fast.
Stunt-Running Up Walls: Your
hero may run up vertical surfaces, even upside down.
Stunt-Spinning Drill: By spinning
fast, the hero drills into walls of material strength up to the power's
intensity.
Stunt-Waterwalking: Your hero
can cross the surface of water as if it were land.
Stunt-Whirlwind: By running
in circles very fast, the hero can attempt an average Lighting Speed action
to generate a small tornado. This can carry objects aloft and inflict
up to 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.
New Stunt -Expedite: to accelerate the
process or progress of : speed up
Expedite is a power stunt of Lightning Reflexes. It allows a hero to
accomplish tasks in one exchange that would normally take much longer. The hero must make a Lightning Speed action, opposed by
the normal amount of time the task would normally take. Defensive
actions cannot be taken while performing Expedite.
Time
Expedited
|
Difficulty
|
One Minute
|
Average (8)
|
One Hour
|
Challenging (12)
|
One Day
|
Daunting (16)
|
One Week
|
Desperate (20)
|
One Month
|
Superhuman (24)
|
One Year
|
Unfathomable (28)
|
More Than One Year
|
Cosmic (32)
|
If the action succeeeds, then it only takes one exchange to perform the
task. If the action fails, then the amount of time it takes to perform the
task is only reduced by one time increment. For example, A hero wants to
read a book very quickly. Normally it would take them a week to read the
book (Desperate difficulty). If the hero succeeds in the action, then the
book can be read in only one exchange. If he fails, then it will take him
an hour to read it.
A bit if caution and common sense should be used on the Narrator's
part. Things such as chemical reactions and physical laws cannot be sped
up by the character. No matter how fast a hero is, they still cannot make
water boil any faster or speed up the time it takes for a clothes washer
to finish its spin cycle. However, things such as searching a file cabinet,
cleaning a house, replacing an engine in a car, or studying for a test could
all be accomplished at a much faster rate.
LUCK CONTROL
Trump Suit: Willpower
Exemplars: Longshot, Domino, Roulette
Related Powers: Reality Warping
Your hero can alter chances
of success, either good or bad. This power can be taken only at a minimum
intensity of 15.
Good luck doesn't require an
action if your hero has this power. Any time you play a cards, you may
flip over the top card of the deck. if you like the suit and/or value of
the card better, you may use that card instead. Trump triggers off the new
card as if it had been played normally. If this power is used to affect
another being within striking distance, you must declare this as the hero's
action for the exchange.
Alternatively, you may declare
an action to cause bad luck to someone within striking distance. You cannot
declare any other actions, though the hero can still try to dodge and
resist attacks. If the victim's player or Narrator plays or draws a card
during the exchange, you draw another card and use that if the value or
trump suit is more advantageous for your hero.
At intensity 20+, you can affect
everyone in sight with Luck Control. The hero can use an action to affect
the next exchange's Narrator draw, for purpose of value or suit only.
Limit-Bad Luck Field: All your hero's
associates suffer bad luck whenever this power is declared. For the rest
of the exchange, all allies within firing distance suffer bad luck, as above.
Limit-Bad Luck Only:Your hero can cause bad luck only,
not good luck.
Limit-Good Luck Only: Your hero can cause good luck
only, not Bad luck.
Stunt-Luck Missile: Your hero can fire good luck or
bad luck at a target within firing distance.
MAGIC
Trump Suit: Willpower
Exemplars: Doctor Strange, Black Queen, Amanda Sefton, Spiral
Related Powers: Nearly all of them
Magic is the crafting of spells to invoke powerful forces.
All magic in the Marvel Universe functions in roughly the same way, regardless
of its source--innate power, drawn from extradimensional sources, or magical
artifact. Magic automatically incurs the limit of Spell-Focused. That
means that to make a magical effect occur, your hero must cast a spell
as his or her action, attempting an easy Magic action to do so. the hero's
spell then goes off as a contingent action, and this is where the more
difficult actions will take place.
A mage cannot have a Magic intensity higher than his or
her Willpower.
At intensies 1 to 9, the mage is a mere dabbler, capable
of attempting stunts at the power's intensity, reading magical books,
and employing magical items to gain power. Since magic is an imprecise
"science" and the hero is a mere novice, whenever the hero attempts a
spell, the Narrator draws a card from the deck. If the card is of a higher
value than the mage's intensity, the spell fails, and if the aura of the
card isnegative, some disaster occurs of the Narrator's choosing. Obviously,
mages of intensity 10+ have nothing to worry about.
At intensities 1 to 9, the hero has the following stunts
available, each attained normally. All stunts provide the caster with
the listed power, within the Spell-Focused limitation. None of these powers
allow stunts themselves. The powers available include: Astral Projection,
Detection (Magic), Dimensional Travel, Energy Blast, Ensnarement, ESP,
Force Feild, Illusion, Life Support, Telekinesis, Telepathy, Teleportation
(self), Teleportation (summoning). Other powers are available at the Narrator's
behest.
At intensity 10 +, the hero becomes a true mage, and this
is where the power rakes off. The hero knows enough about Magic to cast
a vast array of spells. In general, the hero can affect the outside world
in any number of ways, but not his or her own body. Magic 10 + allows a
hero to duplicate any Intellect- or Willpower- linked power at the Magic's
intensity. Also, no spell can give the hero skills or greater ability scores.
This is why sorcerers tend to have lots of lackeys, in the manner that Doctor
Strange had the Defenders.
Limit-Creatures Only: Your hero can affect only
living creatures with his or her magic. This limit cannot be taken with
the Personal Magic stunt.
Limit-Material-Sensitive: Your hero's Magic cannot function
in the presence of a common substance, such as iron or mistletoe. Alternately,
it won't work if something critical is absent, such as shadows or gold.
Limit-Ritualistic: Your hero's spells do not take mere
exchange to cast, but instead take hours of incantation and possibly even
sacrifices.
Limit-Written Magic: Your hero can only cast spells
by reading them from scrolls and books. Every spell requires at least a full
exchange to cast, assuming the scroll or book is in hand and ready at
the beginning of the exchange.
Stunt-Personal Magic: This hero can manipulate his or
her own body, changing it and expanding personal abilities at will. The
hero can cast spells to get powers with Agility and Strength trump suits,
but no others. This type of magic overrides the main power types available
with Magic. This stunt can be taken only by a true mage ( see above ).
Stunt-Rangeless: Your hero can anscorcell anyone he
or she can find regardless of distance, often through Psychic Detection or
ESP.
Stunt-Resistance to Magic: Your hero gains Resistance
to Magic.
MAGNETIC CONTROL
Trump Suit: Intellect
Exemplars: Magneto, Polaris
Related Powers: Gravity Control, Telekinesis
Your hero controls magnetic lines of force. The hero can
move, shape, and control metal objects of up to the powers intensity in
material strength. This acts as Telekinesis, but only for ferrous metal.
Ferrous metals include iron, steel, and adamantium, but not precious metals
like copper and gold. The hero can repel or attract these objects to each
other by making an easy Magnetic Control action.
Heroes with Magnetic Control can project magnetic force
bolts as easy Magnetic Control ( Agility) attack, but cannot do so at
striking distance.
Stunt- Animation: Your hero gains animation.
Stunt-Direction Sense: By tapping into the Earth's magnetic
feild, the hero can instantly gain a sense of where he or she is in relation
to the magnetic poles.
Stunt-Flight: Your hero gains Flight.
Stunt-Energy Detection: By tracking fluctuations in
the magnetic fields, the hero candetect energy. The hero can identify the
general type of energy (X-ray, light, nuclear, exhaust, and so on) with a
Magnetic Control action, and can track the energy trail of that specific
type. Faint trails or confusing pattrens of energy may require challenging
or even daunting success.
Stunt-Entrapment: Your hero can warp metal around an
opponent with an average Magnetic Control (Agility) action. If this succeeds,
the hero may choose to have it cause no damage and merely immobilize the
opponent, or to inflict damage while trying to crush the opponent.
Stunt-Force Feild: Your hero gains Force Feild.
Stunt-Manipulate Nonferrous Metals: Your hero's power
affects nonferrous metals such as silver, aluminum, and vibranium.
Stunt-Manipulate Nonmetallic Objects: Your hero's power
affects nonmetals through manipulation of the Earth's magnetic field.
Stunt-Rapid Assembly: Your hero can quickly and remotely
assemble any device he or she could normally build. This stunt requires
an average Intellect action to create the device in one exchange. The materials
to make the device must all be present within firing distance.
Stunt-Scrambling:; Your hero can scramble nonsentient
machines. If attacking a sentient machine with this power, the hero needs
to make an average Magnetic Control (Willpower) action to damage the machine.
If the machine is reduced to no cards or 0 Health, it will need reprogramming
or a new power source.
Stunt-Stun Blast: Your hero can use his or her power
to stun living organic creatures by magnetically disrupting their hearts
or nervous systems. This is equivalent to Stun Blast.
Stunt-Telekinesis: Your hero gains Telekinesis, affecting
all objects, not just ferrous metals.
MIND CONTROL
Trump Suit: Willpower
Exemplars: Karma, Controller, Corruptor, Shadow King
Related Powers: Emotion Control, Hypnosis
This highly dangerous power allows the total overriding
of the conscious mind. The victim's personality remains, but his or her
actions are controlled by the hero. The hero makes an easy Mind Control
(Willpower) action to dominate the victim. If this succeeds, on the next
exchange your hero gains control of the victim for as long as he or she
concentrates on this control.
The attacker and thrall must be within firing distance
initially to effect the Mind Control, though they may separated by miles
afterwards. The victim will obey only the verbal or telepathic orders of
the controller. Every time the hero orders the thrall to do something he
or she will not normally do, the hero must make an easy Mind Control (Willpower)
action to reinforce the control.
The controlling hero gains access to the victim's memories,
but the thrall is unaware of his or her actions, knowing only that he
or she has blacked out for a while. If a player hero is controlled, the
player may run the hero normally, but all actions must be approved by the
controller. Naturally, the controlled hero cannot pass on the information
of his or her state to others.
Normally, if a person is succesfully mind controlled they
black out and are unaware of their actions. Though I think they would be
suspicious of such blackouts, and would at least be informed by others of
their behavior after the fact.
GM NOTE: The power description doesn't say anything
about what happens with failed attempts at Mind Control. I've decided to give
an aura reading in such cases to determine if the person was
aware of it or not. Positive would mean that you were definitely
aware that someone was trying to mind control you. Neutral means that
you were aware of a strange compulsion to do something, though not necessarily
aware that the idea came from anywhere except your own head.
Negative would mean that you were completely unaware of any attempt
to mind control you.
Stunt- Ability Boost: Your hero gains Ability
Boost for one ability. However, the maximum ability boost is equal to
the corresponding ability of the thrall.
Stunt-Mindwipe: Your hero can erase the memory of another
individual. This requires at least five minutes of concentration, followed
by a daunting Mind Control (Willpower) action. If this action falls, the
hero is reduced to one card and cannot take actions for the next exchange.
If it succeeds, the subject's memory is erased; this doesn't alter ability
scores, skills, or powers, but may change the subject's calling. If the
subject is a hero, the player cannot act on memories the hero had prior
to the Mindwipe. Whenever the memory is restored (either through this stunt
or other psychic surgery), the subject regains all memories.
Stunt-Possession: This is a specific form of Mind Control
in which all actions of the hero are assumed by the controller. The controller
is "inside" the mind of the hero, and as such controls all actions without
having to give commands. Possession is only possible against victims with
no greater Willpower than the attacker's power intensity. This otherwise
the same as Mind Control.
Stunt-Transferal: This is the complete transferal of
a victim's consciousness into the the body of the hero. This stunt requires
a successful duanting Mind Control (Willpower) action to succeed. If the
transfer fails, the attacker falls unconscious and may not try Transferal
again for one day. If it succeed, the hero and victim trade consciousnesses.
Each retains his or her own Intellect, Willpower, Edge, mental powers,
and skills. Agility, Strength, and pysical powers are swapped.
NULLIFICATION
Trump Suit: Intellect
Exemplars: Leech, Forge's nullifier gun
Related Powers: Power Amplification
Your hero reminds others that superpowers are just signs
reading, "Nullify me." This power can negate the innate superhuman abilities
of others. To nullify the power, your hero makes an easy Nullification
action, opposed by the targeted power's intensity; otherwise, nothing happens.
If the hero succeeds in the action, the victim's power goes away; it does
so without regard to the effects, so a flying hero would fall and a sightless
hero with radar would suddenly go blind.
If successful, power nullification works as a contingent
action. This usually means the victim loses his or her powers at the end
of the exchange, when wounds are assessed. This usually gives the victim
one chance to respond before the power disappears. So if your hero hits
a villian with a nullifying beam, the villian gets a chance to react with
the power before the nullification takes effect. One chance only, of course,
but that might be all the villian needs. However, if the villian than wants
to flee the scene, he or she had better be able to do so without the power.
This delayed effect means that most heroes who rely on
nullification get used to the concept of surprise attacks. Also, nullification
is temporary, lasting for an aura duration. If this period lapse or something
else makes a lost power return, the power is restored at the start of
the next exchange This occurs before the Narrator's draw and action declarations.
So if your hero nullified the Human Torch's Fire Control and the nullification
wears off, Johnny can't flame on till the next exchange.
Limit-One Power Type Only: Your hero can only
nullify one type of power, such as Mind Control or mutations or Magic.
Stunt-Dampening Field: Your hero can project the nullification
to all within firing distance.
Stunt-Extensive Nullification: Your hero's nullification
works for a long but still temperary period of time. This is the most
anyone has been able to achieve with an innate nullification power, though
some equipment can make this nullification permanent, such as in the case
of anti-mutant inhibitor collars. If a hero loses a power permanently,
it would not be unbecoming for the player to beg his or her Narrator to
restore those powers. There's no card mechanic or lucky draw that will restore
the power unless the Narrator wants it to happen. (Such permanent power
nullification is best left in the hands of the Narrator, and used sparingly.)
Stunt-Restoration: Your hero can restore any power that
has been nullified.
OBJECT DUPLICATION
Trump Suit: Intellect
Exemplars: Absorbing Man
Related Powers: Absorption, Body Transformation, Power Duplication
Your hero can duplicate physical properties of material
objects or concentrated energy, taking on the material strength and defense
bonus of the object touched for an aura duration. The duplicated item's
material strength or energy's intensity cannot exceed the hero's power intensity.
If a duplicated object contains energy (such as a furnace
or enchanted weapon), the energy properties may be absorbed as well. Absorbed
energy manifests from the hero's body but cannot be actively manipulated;
if the hero touches a furnace, he or she becomes red-hot and glows with
the furnace's heat, but cannot create heat blast or otherwise use those
energies.
Duplicating nonsolid materials (such as water) has a similar
effect to Body Transformation, and the hero can manipulate his or her
transformed body in the same way. This power doesn't allow control of
matter or energy, nor does it protect the hero from damage ( see Absorption
)
Limit-One Form Only: Your hero can duplicate
only a very specific type of form, such as wood or electricity.
Stunt-Duplicative Shaping: .Your hero can adopt the
form of the object touched into his or her body, such that touching a sword
gives the hero a bladelike arm.
Stunt-Sympathetic Object: Your hero can imbue an object
(usually a specific one) with the duplicative power, causing it to transform
when the hero does.
PARALYSIS
Trump Suit: Intellect
Exemplars: Black Corw, Doctor Bong, Mayhem
Related Powers: Ensarement, Hypnosis
Your hero can inflict the inability to move. The hero
makes an easy Paralysis (Willpower) attack, and if not avoided, the victim
is assessed the action score in card loss. However, the cards are placed
face up in front of the victim's player. When the hero is reduced to no cards,
he or she cannot move or takeactions that involve any body part other than
the mind. If the victim is a character, this occurs only if the paralysis
reduces the character to 0 Health.
When the Narrator's card aura directs that the hero suffering
partial or full paralysis redraw a card lost from wounds, one of the face-up
cards is turnedover. Only when all the cards are face-down do they go back
into the hand of the player. (Note that this is not the effect of the Hindrance
called Physically Disabled--Paralyzed. For that, See Hindrances.)
Paralyzed beings don't stop aging, but poisons, diseases,
and other such factors are arrested for the time of the paralysis. Thus,
a poisoned hero actually benefits from being paralzed.
Stunt-Remove Paralysis: Your hero can restore
the movement and cards to his or her paralysis victims.
Stunt-Resistance to Paralysis: Your hero gains Resistance
to Paralysis.
PHASING
Trump Suit: Agility
Exemplars: Shadowcat, Vision
Related Powers: Density Control
Your hero can shift the molecules of his or her body out
of phase with those of the surrounding area, allowing the hero to phase
through solid items. While phased, the hero is at 0 Strength and has Invulnerability
to physical and most energy attacks. The hero remains subject to the effects
of mental of mental attacks and magic. To phase through an object, the
hero must make an easy Phasing action. Phasing through Force Fields is
resisted by the intensity of the field.
The danger with phasing is that the hero is out of phase
with the oxgen he or she needs to breathe. Therefore, the duration of
any given phase may not exceed the hero's ability to hold his or her breath.
While the hero could phase into a wall, that hero would have to leave
the wall before having to breath again. Thus, the hero must make an easy
Strength action to stay in phase. This action goes up by one level of
difficulty every sxchange.
Stunt-Airwalking: Your hero can walk on air with
normal speed while phased
Stunt-Astral Detection: your hero can see the forms
of creatures operating in the astral plane, including ectoplasm to those
adepts who can astrally project. This is an automatic ability; the individual
can always recognize that an astral form is nearby. An average Phasing action
determines if your hero can recongize an astral individual he or she knows.
Stunt-Partial Phasing: Your hero can solidify part
of the body while the rest remains phased.
Stunt-Passengers: Your hero can pahse other beings or
objects while in touch with them, to a maximum number of phasers equal
to the power's intensity. The hero and his or her passengers must each
make an average Willpower action or suffer 10 damage points from the action.
Stunt-Phase Cutting: Your hero can attempt a Phasing
action to attack by taking an object out of phase and then bringing it
into phase inside someone as a contingent action.
Stunt-Phase Inversion: Your hero can phase entire sections
of matter so things pass through while the affected sections remain solid.
The hero can affect only nonliving matter, and only what he or she is
touching. For example, the hero could phase out some of the floor within
his or her area, allowing an opponent to partially fall through the floor
before solidifying it again.
Stunt-Phase Shift: Your hero can phase in, strike, and
shift out of phase in one exchange. This allows the hero to use the phasing
intensity instead of the Agility score when dodging.
Stunt-Scrambling: Your hero's phasing has detrimental
effects on electrical currents and electronic devices. Phasing through
such devices causes them to malfunction. The hero must make an average
Phasing (Willpower) action to avoid damaging the machine. Sentient machines
must make a challenging Willpower actions or go to no cards.
PHEREMONES
Trump Suit: Willpower
Exemplars: Mandrill, Purple Girl
Related Powers: Emotion Control, Empathy
Pheromones are scents secreted by the hero to stimulate
the pleasure centers or the fear/flight responses of the brain. When in
use, this power causes those those within firing distance to either be
attracted to or repelled by the hero for an aura duration. Either effect
requires an easy Pheromones (Willpower) action; one action score is generated,
though differing Willpowers will modify the difficulty for each target.
Attraction causes the target to treat the hero as a friend or love, while
repulsion means that the target can only flee or cower. In either case,
the victim will respond to the hero as if his or her word was law. Resistance
to Graces protects against this power, while heroes with Enhanced Senses
(Smell) find this effect one level more difficult to resist than normal.
Limit-One Emotion Only: Your hero can cause either
pleasure or fear, not both.
Stunt-Hormonal Addictions: If the hero reinforces the
pheromones for week, a victim must make an average Willpower (Pheromones)
action or gain the Hindrance of Addicted to Pheromones ( see Hindrances
). While addicted, the cannot break the hold.Such an addiction can Usually
be cured with an electrical shock to the brain.
Stunt-Malodorous: Your hero emits a choking smell. This
serves as an average Pheromones (Strength) attack to everyone within striking
distance.
Stunt-Pheromonal Marking: Your hero's thralls suffer
some form of appearance change, such as glassy eyes or colored pigment.
Stunt-Prolong Emotions: Emotions your hero implants
can last for far longer than an aura duration. Intense feelings will fade,
but the base emotion remains, especially in regard to the hero.
Stunt-Resistance to Gases: Your hero gains Resistance
to Gases.
PLANT CONTROL
Trump Suit: Willpower
Exemplars: Plantman
Related Powers: Animal Control, Earth Control
Your hero can command the actions of chlorophyllous plants,
granting them temporary powers of thier own, including movement, growth,
and even a rudimentary intelligence. These abilities exist only as long
as the hero concentrates. The hero cannot control plants with higher material
strength than his or her power's intensity. The hero must make an easy
Plant Control (Willpower) action to control a sentiant plant creature;
the control last only while the hero concentrates.
At intensities over 20, the hero is in touch with the
greenery of the world. This gives amazing powers, such as the ability to
overwhelm a city in jungle. But at this intensity, the hero might just learn
that the plants resent being controlled.
Limit-One Plant Type Only: Your hero can affect
only one general plant type, like trees or flowers.
Stunt-Basal Cell Control: Your hero can control cells
of any creature descended from a plant. By making an average Plant Control
(Willpower) action, the hero can cut off the victim's ability to extract
carbon dioxide or move, at a loss of one card (or 5 Health) per exchange.
If the hero fails to make this action on any exchange, the victim instantly
recovers unless unconscious.
Stunt-Fungus Control: Your hero can command the actions
of mold and fungi, even though they are not proper plants. The hero thus
extends his or her reach to all members of the vegetable kingdom.
Stunt-Memory Dredge: Your hero can make a controlled
plant relate the experiences it "witnessed" of anyone that has touched
or come close to it.
Stunt-Plant Elementals: Your hero can command up to
the power's intensity of trees or giant plants, making them move and attack
as creatures of Health, Strength, and defense egual to the power's intensity.
It requires a full exchange to animate each element; 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 them; if the hero falls unconscious, the plants
go inert at the end of the exchange.
Stunt-Plant Growth: Your hero can accelerate the growth
of plants, creating giant speimens. If the hero has even a seed, a full-grown
plant can spring to life in one exchange.
Stunt-Plant Simulacra: Your hero can create plant-images
that duplicate living humans. The controller makes an average Plant Control
(Willpower) action to fool all observers into believing the simulacra
are human; one action score is generated for all observers, even though
differing Willpowers will alter the difficulty from observer to observer.
However, the disbelief won't occur until the observer has a reason to believe
that a simulacrm isn't a real human.
Stunt-Plant Teleportation: Your hero can teleport through
plants as if he or she had Teleportation. There must be plants at both
the embarkation point and the destination.
PLASTICITY
Trump Suit: Agility
Exemplars: Mister Fantasic, Sandman
Related Powers: Elongation, Imitation
Your hero's body is elastic and malleable, allowing it
to bend and stretch. The hero can use the power's intensity instead of
strength for defense against physical attacks; using this power also grants
the hero the Wrestling Skill. The hero can mold his or her body into shapes
other than human form, such as turning hands into huge hammers.
Limit-Slow Retraction: Your hero takes a full
exchange to return any modified parts to their normal shape.
Stunt-Bouncing: Your hero's elastic form gives Leaping
1 by "bouncing" along; this also allows the hero to ignore up to the power's
intensity in falling damage.
Stunt-Disguise: Your hero can manipulate his or her
features to take on a disguise. If the hero dons the guise of a specific
person, the player will need to make an average Plasticity (Willpower) action
to fool someone who knows the person.
Stunt-Hardening: Your hero can harden his or her skin
to raise his or her Strength to the power's intensity for purposes of
striking targets.
Stunt-Kite Flight: By turning into a kite, your hero
gains Flight, with the limit of Gliding.
Stunt-Liquidity: Your hero can force his or her malleable
body through cracks in solid substances and can fully relax the malleable
form and become true liquid while concentrating.
Stunt-Net: Your hero can use the power's intensity rather
than Agility for catching falling items or people. The hero suffers no
damage from falling objects of human size or less landing on him or her.
POISON
Trump Suit: Strength
Exemplars: Cobra, Death Adder
Related Powers: Teeth, Claws, Quills
Your hero has the ability, natural or artificial, to secrete
a poison that affects the nervous systems of victims with effectiveness
equal to the power's intensity, causing one of a variety of effects. The
hero is immune to his or her own poison.
If an action is required to deliver a poison (through
claws, say, or touching contact poison), the poison itself takes effect as
a contingent attack. The poisoner makes an easy Poison (Strength) action,
and if successful, the target suffers the intensity of the poison in damage.
Such a poison can be either damaging, paralytic, soporific, or intoxicating,
at the hero's choice.
Limit-Toxic: Your hero gives off poison at all
times. This effect can cause the power's intensity in damage to all within
striking distance, or it can have one of the above effects. If the hero
is in a containment suit, this limit is controlled.
Stunt-Poison Gas: Your hero can generate a cloud of
poisonous gas, causing damage equal to the power's intensity to all within
firing distance.
Stunt-Poison Spray: Your hero can spray poison at one
target within firing distance.
Stunt-Resistance to Poison: Your hero gains Resistance
to Poison. Note that all heroes are immune to their own poison.
Stunt-Slow-Acting: The poison works slowly and won't
manifest until a predetermined time.
POSTCOGNITION
Trump Suit: Intellect
Exemplars: Longshot, Nate Grey, Snowbird
Related Powers: Precognition
This is the reverse of Precognition but easier to handle,
in that the past is fairly immutable. Postcognition works only on items
the hero touches. The hero makes an action to use the power, the difficulty
of which depends on the length of time that has passed since the event
in question. This difficulty may be lowered if the psychic energy around
an object is strong, such as when a person dies holding it.
Time Passed
|
Difficulty
|
Within one Hour
|
Easy
|
Within one Day
|
Average
|
Within on Week
|
Challenging
|
Within one Month
|
Daunting
|
Within one Year
|
Desperate
|
Further Back
|
Superhuman
|
The Narrator may be somewhat cryptic regarding postcognitive
impressions. Quite often importantc details are left out in the jumble
of past emotions. For example, a hero holding a shovel from the 15th century
may get an image of a person burying a treasure in a churchyard, but not
necessarily the image of the zombies advancing on the excavator.
If the Narrator doesn't have anything worked out in advance,
he or she may draw a card and make up a past based on the event on the
card. Postcognitions are excellent opportunities for Flashback hooks.
Limit-One Subject Only: Your hero's Postcognitive
power is limited to one object or place, or many objects related to one
person.
Stunt- Memory Dredge: Your hero can make a person remember
anything he or she has seen or otherwise sensed.
Stunt-Time Tracking: Your hero can use impressions
of the past to guide him or her to important places in the object's history.
POWER AMPLIFICATION
Trump Suit: Intellect
Exemplars: Cerebro, Loki, Fabian Cortez
Related Powers: Power Theft, Power Duplication
Your hero can concentrate to raise the intensity of other
being's superpowers. By touching a superbeing, he or she transfers a little
of his or her power to the subject. The affected being gains a chosen amount
of intensity to one power, and the amping hero loses that amount of intensity
in Power Amplification. When the hero ceases concentration, the amped intensity
shifts back.
Powers cannot be raised more then 30 through Power Amplification,
and the amper cannot reduce Power Amplification to less than 0. If the
amount of intensity transferred is more than the target's Willpower, draw
a card; if the card's aura is negative, the subject suffers a random negative
effect chosen by the Narrator. Examples include randomly blasting everyone
in the area, teleporting uncontrollably, or passing out whenever the power
is used.
Limit-One Power Type Only: Your hero can amp
only one type of power, like ESP or Fire Control.
Stunt-Extensive Amping: Your hero's amping lasts for
as long as you want it to. The amped power doesn't return to normal until
the amping hero wills it, or the time allowed for the amping ends.
POWER DUPLICATION
Trump Suit: Intellect
Exemplars: Super-Adaptoid, Synch, Mimic
Related Powers: Power Theft
Where Imitation allows a hero to duplicate another's appearance,
this power lets the hero copy another's basic abilities and powers. This
is limited to innate characteristics, not artificial ones such as those
provided by technology. The hero makes an easy Power Duplication action,
opposed by the target's highest ability score or power intensity. If the
hero fails, or if a power or ability exceeds Power Duplication's intensity
(10 intensity Power Duplication against a 16 Strength, for example), the
next declare action of the hero using Power Duplication must be a challenging
Willpower action to avoid being knocked unconscious by the energy backlash.
Even if this action succeeds, the maximum duplicated score is equal to your
hero's intensity in Power Duplication.
If the power succeeds, your hero gains all the abilities
of the opponent, though retains any abilities higher than that of the
opponent (i.e., if the hero has a 16 Strength and duplicates the powers
of someone with 10 Strength, the hero retains the 16 Strength.) The hero
cannot use any of these new characteristtics until the next exchange. While
the hero wields a power copied from an opponent, that opponent can still
use the power.
Duplicated powers last for an aura duration. Heroes with
Power Duplication usually take on some physical traits of the target.
This power can never duplicate Edge or Hand Size.
Limit-Abilities Only: Your hero can duplicate
only basic abilities, not skills or powers. This limit may be further
limited by reducing the power's influence to only one ability.
Limit-Override: Your hero's own abilities, power, and
skills are overridden by those stolen from the target, including Power
Duplication. None of those characteristics can be used until the duplicated
ones fade.
Limit-Powers Only: Your hero can duplicate only superpowers,
not skills or abilities. This limit may be further restricted by reducing
the number of powers that can be copied.
Limit-Skills Only: Your hero can duplicate only skills,
not abilities or powers. This limit may be further restricted by reducing
the number of skills that can be duplicated.
Stunt-Imitation: Your hero gains Imitation. This can
only be used with Power Duplication.
Stunt-Mechanical Duplication: Your hero can gain artificial
traits in addition to innate ones. This can duplicate the powers of robots,
computers, and powered armor, among other items.
POWER THEFT
Trump Suit: Intellect
Exemplars: Rogue
Related Powers: Power Duplication
This risky power allows your hero to steal superhuman
powers and abilities. Only innate powers and abilities can be assimilated,
as artificial abilities are beyond the scope of the power.
When the hero touches the target to steal his or her
powers, the hero makes an easy Power Theft (Willpower) attack. If the attack
succeeds, the opponent suffers the action score in damage, minus Willpower.
The cards so lost aren't discarded, but are instead placed face up in front
of the absorbing hero's player. (If the hero drains a character's powers,
draw from the deck until the total value is equal to the action score minus
Willpower.) At the beginning of each exchange, one card is turned face down.
When all cards are face down, the powers return to the victim, as do all
the cards or full Health at the time of the draining.
If the power succeeds, your hero gains all the abilities,
Skills, and powers of the opponent, while retaining any ability scores
higher than those of the opponent (i.e., if the hero has 16 Strength and
steals the powers of someone with 10 Strength, the hero retains the 16
Strength.) The hero cannot use any of these new characteristics until the
next exchange.
Unlike with Power Duplication, the victim is seriously
hurt by the attack. Not only do cards or Health disappear, but the victim's
powers and ability scores are reduced by the intensity of the Power Theft.If
this reduces any ability score to 0, the victim falls unconscious and
cannot awaken until the cards or Health return. Regardless, all powers
and abilities function at the reduced intensities and scores, and all
skills are lost until the power ends.
Though effective, this is a highly dangerous power for
a hero to use. When the hero steals powers, he or she must make a contingent
daunting Willpower action to avoid having the mind of the victim override
his or her own. This is not Mind Control, so the victim doesn't get to
control the hero's actions, but the hero will certainly be under the control
of the Narrator. If the hero was in contact with the victim for more than
one exchange, the hero must make a desperate Willpower action to avoid permanently
draining the victim's mind.
If this occurs, anything goes. Such a permanent transfer
reduces the hero's edge to 0, at least temporarily. Desperate Willpower
actions must be made when the hero is under stress to keep the stolen persona
from taking control of the hero. This can be dealt with over time, but
there will always be mental scars.
Heros with this power usually take on some physical characteristics
of the target of the theft. This power can never steal Edge or Hand Size.
Limit-Abilities Only:; Your hero can steal
only basic abilities, not skills or powers. This limit may be further limited
by reducing the power's influence to only one ability.
Limit-Override: Your hero's own abilities, power, and
skills are overridden by those stolen from the target. None of those characteristics
can be used until the stolen traits fade.
Limit-Powers Only: Your hero can steal only superpowers,
not skills or abilities. This limit may be further restricted by reducing
the number or type of powers that can be stolen.
Limit-Skills Only: Your hero can steal only skills,
not abilities or powers. This limit may be further restricted by reducing
the number or type of skills that can be stolen.
Stunt-Imitation: Your hero gains Imitation. This can
only be used with Power Theft.
Stunt-Mechanical Absorption: Your hero can gain artificial
traits in addition to innate ones. This can affect robots, computers,
and powered armor, among other items.
PRECOGNITION
Trump Suit: Intellect
Exemplars: Delphi, Destiny, Madame Web
Related Powers: Danger Sense, Postcognition
Precognitve individuals----"precogs," to the tabloids----
can divine certainly from the future of an uncertain universe. With all
the Marvel Universe's alternate dimensions and reality warping, a precog
can never know if what he or she sees will come true, but most bet on it.
Precognition can be a curse as much as a boon--- after all, who wants to
forsee their own death?
When a hero uses Precognition, the hero makes an action
based on how far he or she wants to see in the future. The difficulty
is:
Distance into the future
|
Difficulty
|
One Exchange
|
Automatic
|
One Minute
|
Easy
|
One Hour
|
Average
|
One Day
|
Challenging
|
One Week
|
Daunting
|
One Month
|
Desperate
|
One Year
|
Superhuman
|
More Than One Year
|
Unfathomable
|
If successful, the Narrator draws a random card and reads the event.
(The Narrator may always draw a new card if he or she doesn't like the event.)
The Narrator than takes whatever time he or she needs to spin a set of
circumstances around that event to satisfy the precognitive attempt, and
tells the player whatever he or she wants about the future event. The Narrator
should make sure that it's something he or she can pull off given the satuation,
though in the Marvel Universe, nothing's ever impossible.
Of course, if the event seen is terrifying, the hero
might not go through with an action that leads to it. This is rarely a
sure bet. Remember, the hero sees the future, not the chain of events that
leads to the future.
As an example, a precog wants to know what'll happen
if she opens the door in a spaceship. The Narrator draws and gets the event
Emergency. He then spins an image of the power shutting down and all the
airlocks opening. Fearful, the player doesn't open the door--- and doesn't
see the saboteur on the other side as he whacks away at the system controls
with a sledgehammer. Boom! The lights go out and the airlocks open. Guess
you just can't trust those hunches.
One final note: Time in the Marvel Universe is quite
flexible. Just because something doesn't happen quite on your hero's schedule
doesn't mean it won't happen.Fair warning.
Limit-Coningent on Truth: Once the power is
used, it cannot be used again until the image seen comes true.
Limit-Dreaming: The power manifests itself only in
dreams.
Limit-Hyperrealistic: The images are so realistic
that the hero has to make a daunting Willpower action to stay sane when glimpsing
the future. The Narrator controls his or her actions until the hero regains
sanity. You can draw one card at the start of each exchange; if you get
a positive aura, the hero regains his or her sanity.
Limit-Intermittent: The Narratoer choose when the images
appear and what they say, whether or not you want this to occur.
Limit-Object Specific: The power works only on objects,
and the hero must be touching the object to read its future.
Limit-People-Specific: The power works only for divining
the future of other people, who must be in physical contact with the precog.
Stunt-Danger Sense: If the hero gets a glimpse of the
future that allows deduction of fight actions, the Narrator should award
the hero with a Danger Sense at the power's intensity for the exchange.
This bonus also applies to anyone the hero can tell about the danger in
time.
Stunt-Precognitive Travel: Your hero can teleport to
the site of danger, but always at the time of the image seen.
PREHENSILE HAIR
Trump Suit: Agility
Exemplars: Medusa
Related Powers: Additional Limb, Elongation
This power allows the hero manipulate his or her long
hairlike tentacles. The hair can feel with the hero's sense of touch,
and damage to the hero's hair is treated the same as damage to the hero's
body. The hero can enlongate his or her hair to firing distance and lash
out with an intensity-base whiplike attack.
Stunt-Ensnarement: Your hero can use Ensnarement with his or her hair.
Stunt-Fine Control: Your hero can use the hair for
fine control actions, like typing, manipulation of controls, or picking locks,
assuming he or she has these skills.
PROTECTED SENSES
Trump Suit: Strength
Exemplars: Iron Man, Mole Man
Related Powers: Resistance
One or more senses are protected from attack, The hero
ignores potentially damaging attacks of less than the power's intensity.
Equipment providing this power must actually cover the sensor, such as polarized
goggles that prevent sudden blinding, or earplugs that reduce sonic attacks.
Stunt-Bestow Protection: As long as your hero
concentrates, the hero can protect anyone else's senses in the same way
his or her senses are protected.
PSI-SCREEN
Trump Suit: Willpower
Exemplars: Professor X, Doctor Strange, Phoenix
Related Powers: Resistance
This is an inborn resistance to all forms of mental scans
and domination. A Psi-Screen adds its intensity as a defense bonus to
Willpower for the purpose of resisting mental attack, scanning, or control.
The Willpower is subtracted from any mental damage, such as a Psychic
Blast.
Stunt- Psi-Field: This power may be extened
over a number of targets no greater than the intensity of the power. All
targets must be within firing distance. This Psi-Field lasts for as long
as the hero concentrates on it.
PSYCHIC BLAST
Trump Suit: Willpower
Exemplars: Professor X, White Queen, Phoenix
Related Powers: Telepathy
This power gives the herothe ability to project psychic
force blasts to visual distance. This is an easy Psychic Blast (Willpower)
attack. The Willpower of a Psychic Blast victim acts as defense against
psychic damage, subtracting its value from the action score when damage
is assessed. Psi-Screens and some Force Fields can also lower damage from
Psychic Blasts.
Stunt- Mind-Blowing: Your hero can push (see
Pushing to the Limit) the blast to the max, hitting everyone within firing
distance with a psychic burst of the power's intensity. Not only does
this harm the hero, but it means the hero cannot use the power again until
you are restored to full Hand Size.
Stunt-Psi-Screen: Your hero gains Psi-Screen.
Stunt-Psychic Detection: Your hero is attuned to
exceptional mental radiation in general, and as such can make an average
Psychic Blast action to detect the use of nonmagical paranormal abilities
including mind-reading, thought-casting, mind control, and psychic attacks.
Stunt-Rangeless: Your hero can attack anyone he or
she can find regardless of distance, often through Psychic Detection or ESP.
Stunt-Resistance to Mental Control: Your hero gains
Resistance to Mental Control, including all nonsensory powers with Willpower
trump suit.
Stunt-Sedation: Your hero can make an average Psychic
Blast (willpower) attack to cause a person to black out. The person cannot
wake up for at least 15 minutes.
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