CONTENT WARNING!Marvel Champions RP is a mature alternative "WHAT-IF" take on the Marvel Cinematic Universe. We invite you to join us and see where your Marvel Champions muse takes you. To join, please first join our Discord to request a membership code by DMing any member of staff in our site discord. If no members of staff are available, please leave a request in the requests-channel and we will DM you a membership code ASAP.
Marvel Champions RP is a mature alternative "WHAT-IF" take on the Marvel Cinematic Universe. We invite you to join us and see where your Marvel Champions muse takes you. To join, please first join our Discord to request a membership code by DMing any member of staff in our site discord. If no members of staff are available, please leave a request in the requests-channel and we will DM you a membership code ASAP.
A super-power or ability can, with rare exception, do almost anything you can think of, even tolerating Batman's parania. Here, powers are defined as being an ability or trait of some kind which exceeds that of motal kin. Black Widow's athletism is to be admired, even by the likes of Spider-Man.
Character's power-set should be coherent, and make sense to the character; neither Daredevil nor Spider-Man have super-bingo powers. Likewise, the powers must also be justified by the character's backstory. And finally, app powers must be written in a succinct, easy-to-understand manner with apt names, not everything has or should end with "-kinesis'.The ability to create and generate ice is not thermokinesis; Literally, that name means "Heat Movement" "Thermo" comes from the latin "therm", meaning heat, and "Kinesis" meaning move. However Generatio Glacies, while sounding like a brazilian pop star does mean "Ice Generation". Of course, "Ice Generation" also means ice generation, and is more understandable by all. Remember, not all participants speak english as their first language or even their second, lets be kind to them (and everyone else for that matter). Character apps and power write-ups should be thought of as technical documents acting as reference guide to a specific character; Remember the acronym K.I.S.S.: Keep It Simple Simon.
All skils will be justified by their character backstory, meaning that while the backstory might not specifically touch on a particular skill or any of the skills by name, it is easy understood how the character came to have those skills. All skills relate to a specific stat, the rating is their assumed mastery of their talents.
Below is a list of 228 power descriptions (and counting), to inspire you, and from which you may liberally borrow from to help flesh out your character(s). If you are currently logged into MCu, the descriptions will be personalized to you based on your user profile. If you have a character currently in the works, the descriptions will customize themselves to your character and a button will appear with the name of your character(s), click the button and the description will automatically be added to that character, you can then tailer the final description to match your character perfectly ...
click 4 more
Below is a list of 228 descriptions (and counting) to drawn on to help flesh out your character(s). If you are currently logged into MCu and have a character currently in development, the descriptions will be personalized to that character's gender and codename, if not, description will appear based on one of our random example characters. If you have a character in the works, click the button that will appear with their codename, the personalized power description will automatically be loaded into your character application; If you have any unsaved changes in your app, please save them so that nothing will be lost or overwritten. You an then return to your app to review the description and tailor it further to your character. If you do not see the new power appear, please reload the page.
*We know that our ultimate list of Powers is far from exhaustive, and if we are being honest, it's not very ultimate-ish yet, but we are working on expanding it, check back, frequently!
A super-power or ability can, with rare exception, do almost anything you can think of, even tolerating Batman's parania. Here, powers are defined as being an ability or trait of some kind which exceeds that of motal kin. Black Widow's athletism is to be admired, even by the likes of Spider-Man.
Character's power-set should be coherent, and make sense to the character; neither Daredevil nor Spider-Man have super-bingo powers. Likewise, the powers must also be justified by the character's backstory. And finally, app powers must be written in a succinct, easy-to-understand manner with apt names, not everything has or should end with "-kinesis'.The ability to create and generate ice is not thermokinesis; Literally, that name means "Heat Movement" "Thermo" comes from the latin "therm", meaning heat, and "Kinesis" meaning move. However Generatio Glacies, while sounding like a brazilian pop star does mean "Ice Generation". Of course, "Ice Generation" also means ice generation, and is more understandable by all. Remember, not all participants speak english as their first language or even their second, lets be kind to them (and everyone else for that matter). Character apps and power write-ups should be thought of as technical documents acting as reference guide to a specific character; Remember the acronym K.I.S.S.: Keep It Simple Simon.
All skils will be justified by their character backstory, meaning that while the backstory might not specifically touch on a particular skill or any of the skills by name, it is easy understood how the character came to have those skills. All skills relate to a specific stat, the rating is their assumed mastery of their talents.
Below is a list of 228 power descriptions (and counting), to inspire you, and from which you may liberally borrow from to help flesh out your character(s). If you are currently logged into MCu, the descriptions will be personalized to you based on your user profile. If you have a character currently in the works, the descriptions will customize themselves to your character and a button will appear with the name of your character(s), click the button and the description will automatically be added to that character, you can then tailer the final description to match your character perfectly ...
click 4 more
Below is a list of 228 descriptions (and counting) to drawn on to help flesh out your character(s). If you are currently logged into MCu and have a character currently in development, the descriptions will be personalized to that character's gender and codename, if not, description will appear based on one of our random example characters. If you have a character in the works, click the button that will appear with their codename, the personalized power description will automatically be loaded into your character application; If you have any unsaved changes in your app, please save them so that nothing will be lost or overwritten. You an then return to your app to review the description and tailor it further to your character. If you do not see the new power appear, please reload the page.
*We know that our ultimate list of Powers is far from exhaustive, and if we are being honest, it's not very ultimate-ish yet, but we are working on expanding it, check back, frequently!
A super-power or ability can, with rare exception, do almost anything you can think of, even tolerating Batman's parania. Here, powers are defined as being an ability or trait of some kind which exceeds that of motal kin. Black Widow's athletism is to be admired, even by the likes of Spider-Man.
Character's power-set should be coherent, and make sense to the character; neither Daredevil nor Spider-Man have super-bingo powers. Likewise, the powers must also be justified by the character's backstory. And finally, app powers must be written in a succinct, easy-to-understand manner with apt names, not everything has or should end with "-kinesis'.The ability to create and generate ice is not thermokinesis; Literally, that name means "Heat Movement" "Thermo" comes from the latin "therm", meaning heat, and "Kinesis" meaning move. However Generatio Glacies, while sounding like a brazilian pop star does mean "Ice Generation". Of course, "Ice Generation" also means ice generation, and is more understandable by all. Remember, not all participants speak english as their first language or even their second, lets be kind to them (and everyone else for that matter). Character apps and power write-ups should be thought of as technical documents acting as reference guide to a specific character; Remember the acronym K.I.S.S.: Keep It Simple Simon.
All skils will be justified by their character backstory, meaning that while the backstory might not specifically touch on a particular skill or any of the skills by name, it is easy understood how the character came to have those skills. All skills relate to a specific stat, the rating is their assumed mastery of their talents.
Below is a list of 228 power descriptions (and counting), to inspire you, and from which you may liberally borrow from to help flesh out your character(s). If you are currently logged into MCu, the descriptions will be personalized to you based on your user profile. If you have a character currently in the works, the descriptions will customize themselves to your character and a button will appear with the name of your character(s), click the button and the description will automatically be added to that character, you can then tailer the final description to match your character perfectly ...
click 4 more
Below is a list of 228 descriptions (and counting) to drawn on to help flesh out your character(s). If you are currently logged into MCu and have a character currently in development, the descriptions will be personalized to that character's gender and codename, if not, description will appear based on one of our random example characters. If you have a character in the works, click the button that will appear with their codename, the personalized power description will automatically be loaded into your character application; If you have any unsaved changes in your app, please save them so that nothing will be lost or overwritten. You an then return to your app to review the description and tailor it further to your character. If you do not see the new power appear, please reload the page.
*We know that our ultimate list of Powers is far from exhaustive, and if we are being honest, it's not very ultimate-ish yet, but we are working on expanding it, check back, frequently!
Description of category to come
beserker:: Captain Example can enter into a battle like rage that alters him in some significant ways. Reason and Psyche plummet to Feeble rank while the ranks for Strength and Fighting increase by the same of ranks lost. That is, the total number of points lost are split evenly between the Fighting and Strength ranks. Captain Example also develop Iron Will for the duration of the Berserker rage the rank for this is the same as the Berserker Power rank. The Berserk lasts for the length of combat, plus one minute.
combat sense:: This power heightens the Captain ExampleX senses during times of battle and crisis, letting he reflexes respond as fast as he brain can react.
This ability can manifest additional attacks during a post, allowing of both a distance attack and another action during the same post, or an additional dodge action during a post.
martial arts supremacy:: While Fighting is considered a skill and not a Power, this power raises Captain Example already -mastered Martial Arts (See Skills) to dramatically higher levels by combining the ranks of the skill with that of the Martial Arts Supremacy, thus allowing Captain Example to perform actions that would otherwise be impossible, like splitting a battleship in two with a single karate chop.
natural weapondry:: Captain Example body contains special anatomical features that can function as weapons. These may be of any nature and can be external, internal, or retractable. If these are damaged, Captain Example suffers as if they were normal body parts.
The weaponry chosen possesses this Power and rank taken as material strength for purposes of determining potential damage. Some forms of Natural Weaponry may provide Bonus Powers such as "Claws" or "extra Body Parts". The handler and staff will then work together to create a functional power description for the character.
A drawback to this power is that if Captain Example is somehow deprived of his Natural Weaponry, he suffers a loss to his Fighting Ability equal to his weapon‘s rank. example: Due to a mishap with a matter transmitter, Wolverine temporarily loses his claws. Captain Example so shaken that his normal Incredible Fighting Ability drops to Feeble. If the Natural Weaponry is made of materials not normally found in the body, it makes Captain Example vulnerable to attacks that affect those materials. For instance, Wolvie has a -1CS resistance to Magneto‘s powers, since they can affect his metal skeleton.
photographic reflexes:: Captain Example can temporarily learn another ability or how to counter it by analyzing it's physical traits when they are physically able to witness the actions in effect and in the physical presence of the person they are studying. At that point cgSubjective may temporarily copy the observed talent(s) for 1 minute times the power rank. cgSubjective still uses he own stats, but may have the benefit of any physical talent in this fashion (fighting talents, physical ones like swimming or climbing, etc).
weapons creation:: Captain Example can create any desired weapon out of thin air. The weapon can be of any design, size, and material. The size of the weapon is limited by its weight. Captain Example can only create in a single turn a maximum number of ounces equal to his Power rank number. Captain Example avier weapons have to be assembled in pieces over a span of several turns. While the material strength of the created weapon is the same as that of a normally -manufactured weapon of the same type, its duration is much shorter. The lifespan of the weapon is determined at the time of creation. A Typical Intensity FEAT gives the weapon a lifespan of 100 turns times Captain Example Reason rank number. On an Amazing Intensity FEAT, the weapon lasts for Captain Example Reason rank number times 10,000 turns. Should he make an Unearthly Intensity FEAT, the weapon will be permanent. Each ounce of created matter temporarily costs Captain Example 1 Captain Example alth point. All points lost in this manner are regained after 24 hours. Thus, Captain Example can only create a weapon weighing the number of ounces equal to his Captain Example alth score in a single day.
Captain Example must have-detailed knowledge of any weapon he wants to create. Captain Example can only store a limited number of weapons' designs in his memory. The total number of memory slots available to this Power equals Captain Example Reason rank number. The player must keep a record of the weapons he can create. This list can be changed at any time. A green Reason FEAT gains Captain Example a new design. If no open memory slots are available, an old design is tossed away to make room for the new one. Normally, the Power is used to make facsimiles of existing weapons. Captain Example must make a detailed study of the weapon for at least 10 minutes before attempting a FEAT. Failure to make the FEAT means Captain Example must spend another 10 minutes studying the weapon before attempting another FEAT. Some weapons might be beyond Captain Example comprehension, if the player has really bad luck when rolling the dice.
Captain Example can create new weapons based solely on his imagination and basic knowledge of weapons design. This requires intense concentration and a red Power rank FEAT.
The newly created weapon has the same characteristics as a normally created one of its type. In the case of altered or imaginary weapons, the player and Judge should agree on a reasonable and playable set of characteristics for the weapon in question. The Power includes versions of Elemental and Molecular Creation. Each element or compound takes up its own memory slot, just like the throwing daggers and broadswords that clutter Captain Example mind. Such raw matter can be formed into any weapon‘s shape. This permits Captain Example to change the composition of any already-memorized designs. For example, if he has already memorized the design of an arrow and the nature of silver he can create both wood and steel arrows and silver arrows. Weapons created materialize in Captain Example hands.
There is an exceptionto the rules thus far. When creating Captain Example. the player can choose to specialize in creating a single copy of a special weapon. In this case, the weight limit is raised from one ounce per Captain Example alth point to one pound per Captain Example alth point. Such special weapons are never permanent; Unearthly Intensity FEATs are treated the same as Amazing Intensity ones. One example of this option is Magik‘s Soulsword.
weapons tinkering:: Captain Example can devise and assemble any weapon that can be made with the available materials. By means of a red FEAT, Captain Example can even improvise a means of creating unavailable materials (adamantium, for example). Provided he has the resources, Captain Example can assemble a functional copy of any weapon. As to what weapons he can make, use the Resource costs are listed in the Hardware section of our site.
When creating Captain Example. the player can choose to make the character a jack-of-all- trades or specialist in a particular field. If Captain Example chooses to specialize, Captain Example can raise the rank by two. Categories of weapons include:
Edged and Blunt weapons
Projectile weapons
Energy weapons
Heavy weapons
Battle weapons
Alien weapons
Battlesuits
War robots
Needless to say, the player will have to develop stats for anything Captain Example comes up with. If Captain Example successfully copies existing technology, like the Iron Man battlesuit or a SHIELD Plasma Beam Handgun, Captain Example can simply use the established stats for that device. A clever character can also use this Power to make money off of other characters by building weapons on commission. After all, somebody‘s got to be building all those super-weapons that fill the pages of comic books...
Description of category to come
body armor (artificial):: Captain Example possesses artificially-created armor that provides protection and possibly a way of possessing other Powers. Armor comes in many forms of exotic plate-mail, nuclear-powered exoskeletons, or mechanically-created force fields.
NOTE: The player should work with the members of staff to create armor which properly represents your character, and fits the look and feel of the site. The player can also determine which Powers are possessed by Captain Example and which are properties of the armor. Any powers built into the armor can later be modified and enhanced; think of the changes Tony Stark has made iover the years to the Iron Man armor. On the other hand, powers that are built into the armor may possibly suffer from mechanical failure. The Armor‘s Power rank determines its durability and ability to resist/reduce damage.
dual-brain:: Captain Example has two brains which grants power rank resistance to mental attacks and adds the power rank number to the he reason.
force field:: Captain Example possesses the ability to generate a protective barrier around him which is proof against a wide variety of forces, including brute force, energy attacks and extreme temperature conditions. It can be projected and or used for a variety of feats.
The force field completely absorbs any and all damage which might be caused by attack which is equal to or less in Intensity than that of their fields Power Rank. If The Intensity of the attack is higher than that of the field, then the attack is reduced by the fields power rank. The remaining Intensity breaches the field and affects anyone within by This diminished effect.
force field vs. hostiles:: Captain Example emits a psionic aura that repels any hostile life forms. This Power automatically probes the minds of anyone in the area and analyzes their intentions toward CN. Anything harmful is repulsed, as if a Power rank material strength wall had risen between them. Neutral or friendly life is not affected by this field.
Okay, I hear you asking: "What if somebody starts out friendly, but turns hostile after s/he‘ inside the field?"This answer is, s/he‘ catapulted harmlessly out of the field. Rank determines the size and material strength of the field. Appropriate ranges are shown on column A of the Range Table. This field can be breacs/hed by several means. Brute force always works. Mental Invisibility allows someone to bypass the field‘ sorting ability. This field is ineffective against cybernetic life. This field protects Captain Example from melee weapons or slugfest, but not from projected or missile weapons.
reflection:: Captain Example can turn any attack sent against him back onto the attacker. The attack may be of any nature: brute force, Power, or even magic. The Power absorbs the energy of the attack equal to or less then it‘s intensity rank and redirects it back at Captain Example would attacker. If the attack‘s Intensity is higher than that of Captain Example reflection power rank, some of the damage will passes through and affect Captain Example. Captain Example can use Reflection indefinitely, so long as it isn't overcome by superior force. After The first time Captain Example reflection is breached, it becomes inactive for one hour for each rank of intensitity the assaulting for was then that of the reflection
resistance (emotion-based attacks):: Captain Example has increased resistance to emotion-based attacks. Such attacks include Emotion Control, Hallucinations, Domination, and attacks aimed at their Intuition. Captain Example can ignore attacks with Intensities less than that of their power rank/willpower (depending on which is greater), and may reduce damage from higher level attacks by Captain Example resistance.
resistance (energy-based attacks):: Captain Example has an increased resistance to any energy broadcast against them, whether artificial, natural, or Power-based. Such attacks include Light, Heat, Flame, Plasma, Hard radiation, Electricity, Vibration, Sonics, Cold, and Kinetic Bolts (most of the Energy Emission category). Captain Example can ignore attacks with Intensities less than Captain Example Power rank and may reduce higher level attacks by Captain Example own Power Rank.
resistance (magic-based attacks):: Captain Example has increased resistance to magic based attacks. Captain Example can ignore attacks with Intensities less than Captain Example Power rank and may reduce higher level attacks by Captain Example own Power Rank.
resistance (mental-based attacks):: Captain Example has increased resistance to psychic assualts and attacks aimed at Captain Example mind and/or neural system. Such attacks include psionics, neural manipulation, and any other attacks aimed at the mind or they're willpower. Captain Example can ignore attacks with Intensities less than Captain Example Power rank and may reduce higher level attacks by Captain Example own Power Rank.
resistance (physical-based attack):: Captain Example has an increased resistance to any physical attack (blunt or kinetic). This includes brute force, chemical weapons, biochemicals, disease, hostile environments, and temperature extremes. The Captain Example can ignore any physical attacks with Intensities less than that of the Power rank, and may reduce damage from higher level attacks by Captain Example own Power Rank. Captain Example can ignore attacks with Intensities less than Captain Example Power rank and may reduce higher level attacks by Captain Example own Power Rank.
resistance (power manipulation):: Captain Example has increased resistance to attacks that directly affect Captain Example Powers. Such attacks include Weakness Creation, Power Control, Power Domination, Magic Control, and Magical Domination.
Captain Example can ignore any attack whose rank is less than that of Captain Example power rank. Captain Example may reduce the effectiveness of higher level attacks by Captain Example own Power Rank.
resistance (vampirism):: Captain Example has increased resistance to any vampiric-type attacks. Such attacks include forms of Psi, Bio, Energy, Magic, and Power Vampirism. Captain Example can ignore any vampiric attack whose rank is less than this Power‘s rank. Captain Example can reduce The effectiveness of the vampire‘s attack by deducting Captain Example Power Rank from the vampiric attack‘s Power rank. Captain Example can ignore attacks with Intensities less than Captain Example own Power rank and may reduce higher level attacks by Captain Example own Power Rank.
safe harbor:: Captain Example has the power to avoid danger by automatically teleporting away when first encountering a hazard or suffering damage. The distance teleported is equal to that of he power rank. The moderators may decided where cgSubjective teleports to. In the event that there is no safe place, the automatic response will not trigger. Captain Example may intentionally attempt to then teleport, but results are not always reliable and distance is halved, round fractions up.
Description of category to come
360° perception:: Captain Example is aware of his local environment, allowing Captain Example to perceive their entire local surrounds as if Captain Example had a three -dimensional map in their head. Because of this, Captain Example is not reliance on Captain Example eyes for perceiving their surroundings. Thus, it is enarly impossible to blindside or to sneak up on Captain Example. as they have in effect a 360 degree field of "vision". Captain Example is immune to the effects of invisibility and darkness unless such effects directly effect the mind.
abnormal sensitivity:: Captain Example senses function in their normal manner but their normal range of sensitivity is altered. The senses detect what they normally cannot and cannot detect what they normally can.
This affects either vision or hearing. the former case, Captain Example sees infrared and ultraviolet light, radio waves, and radiation. In the latter case, Captain Example hears e Captain Example tremely high and low pitches.
This may be considered a handicap human characters while for aliens this could be a fact of life. A Captain Example can turn it into an advantage by devising a mean.of negating the senses of his adversary that doesn't hinder his own altered senses.
circular vision (360):: Through apparent, or unexplainable means, Captain Example can see 360 degrees around Captain Example.
danger sense:: Captain Example can sense moments before a dangerous situation is about to occur, and usually from what direction such danger will emminate. Simply put, sense danger notifies Captain Example when they are about to be endangered. It is a limited form of Precognition. This power is often given different names, and like most mental powers, varies greatly from person to person. Spider-Man‘s danger sense is called his "spider-sense", and alerts him when danger is near, though he does not always know the specifics of the danger. Additionally, this sense may warn when others are lying to them if such lies would endanger the Captain Example.
detection (biological life):: Captain Example can detect and identify biological, genetic and/or related phenomena. Captain Example can detect and discern the differences between both comple Captain Example and simple life forms. As such, they can sense the difference between human and an anemba, a cat and a dog or a human and a mutant. Captain Example can identify the those they've met before; identify the specific persons with an Amazing rank; and on an Unearthly FEAT, provided Captain Example knows of the user, Captain Example can identify the actual possessor of the psionic power.Summary to come
detection (energy):: Captain Example can detect and identify energy and related phenomena. Captain Example can only detect actual energy, not potential energy (it couldn't detect a bomb until it explodes, for example). Likewise, while it can detect the energies consciously emitted by superhumans, it cannot detect the super humans themselves.
detection (extra dimensional):: Captain Example can sense across dimensional barriers and see things existing in other dimensions. These include Asgard, the Astral Plane, Avalon, the Dark Dimension, the Demon Dimension, etc. The power rank number equals the number of different dimensions into which Captain Example can see.
detection (magic):: Captain Example can detect and identify magic and its effects. Captain Example can detect both magic in actual use and in potential. As such, this is another way to detect mutants, although it cannot differentiate them from normal magic-users. Captain Example can identify the past use of magic, identifys the caster if familiar to them, and in some instances identify the actual spell.
detection (power):: Captain Example can detect and identify superhuman Powers and can function as "Mutant Detection." Captain Example can also identify specific superhumans by their characteristic Powers (an Unearthly FEAT). Captain Example can identify the presence of previously invoked power when e Captain Example amining former targets of Power of a Good Intensity or greater within there sphere of detection.
detection (psionic):: Captain Example can detect and identify psionic Power and related phenomena. It can detect both actual psionics and the potential to use them. As such, this is the last way to detect mutants. Captain Example can identify the past use of psionics on a living subject on an E Captain Example cellent Intensity FEAT; identify the specific psionic Power on an Amazing Intensity FEAT; and on an Unearthly FEAT, provided Captain Example knows of the user, Captain Example can identify the actual possessor of the psionic power.
detection (weakness):: Captain Example can detect flaws and stress points in a target. This doesn't guarantee Captain Example can exploit this knowledge, though. The rank determines the types of weaknesses Captain Example can sense.
dimensional vision:: Captain Example can sense across the dimensional barrier and see things existing in other dimensions and/or vibratory planes
Elemental Sense:: Captain Example can immediately identify the elemental compostion and structure of an object and determine structural weaknesses (if any) on contact with the object. This is a subconscious, intuitive.
hyper-hearing:: Captain Example can detect e Captain Example tremely faint sounds and unusual frequencies. Captain Example can identify objects by the sounds they emit. Because of the sensitivity of Captain Example hearing, Captain Example is more vulnerable to sonic attacks (which receive a +1RS against Captain Example.
hyper-olfactory:: Captain Example can detect the presence of minute traces of substances and accurately identify them by smell. This Power is continually functioning
hyper-taste:: Captain Example can detect the presence of minute traces of substances and accurately identify them by taste. This Power is continually functioning; Captain Example has learned to ignore unpleasant smells. If he loses Captain Example ability to mask out nasty odors, he'll be so distracted (and possibly sickened) by the intruding odors that he loses 1 endurance rank per day the condition persists
hyper-touch:: Captain Example possesses an Enhanced sense of touch that permits Captain Example to detect e Captain Example tremely fine surface details and to identify materials by their surface "feel."
microscopic vision:: Captain Example eyes can focus on e Captain Example tremely minute targets, objects too small for normal vision to perceive. This Power functions in two stages. The first is light magnification; Captain Example eyes function as normal microscopes. This allows Captain Example to see things as small as chromosomes. Beyond this level, light no longer carries information. The second stage of this Power is a variation of Clairvoyance that permits Captain Example to see miniature, rather than distant, targets
post cognition:: Captain Example can perceive a person, place or thing‘ past. can "see"key moments form their life and or existence. This ability is similar to clairvoyance, post-cognition, and psychometric in that it allows him to "read"the past or present state of person place or thing.
Conditions:
In order for Captain Example to use this ability Captain Example must have a clear and unobstructed view of the person, place or thing which they desire to observe.
In order for Captain Example to use this ability Captain Example must be within ten feet of the object he is observing.
post-cognition:: By touching the organic remains of something which was alive, Ghost can perceive the bio-mass in questions recent history (last day). When in contact, it is as if he was there, seeing everything, e Captain Example periencing everything from the POV of he deceased biomass in question. Once the initial moment has played it self out, he can choose to relive it, and even e Captain Example plore it in odd and unusual ways such as walking over and opening a desk, peering into the contents of said desk at that time.
radar sense:: Captain Example can gain a three -dimensional picture of his surroundings through the use of electromagnetic waves. Captain Example both emits and senses these waves. Captain Example can use the Power to locate and identify targets by their characteristic echoes.
Because of Captain Example sensitivity to electromagnetic waves, Captain Example has an increased vulnerability to electrical and magnetic attacks; these may temporarily negate Radarsense.
Remote Sensing:: This is a catchall name for any Power that enables the Captain Example to psionically e Captain Example tend the range of any sense. The senses include taste, smell, touch, balance (including gravity sensing), and temperature. The e Captain Example ceptions are sight and hearing, as these are already covered by the Powers of Clairvoyance and Clairaudience. The Power can also be used to e Captain Example tend the range of senses not present in Normal Humans, such as senses that detect Kirlian auras or magnetic fields. The player must choose a single sense to be e Captain Example tended by this Power. It must be a sense that is common to the Captain Example physical type:
The taste/smell form can be useful in analyzing distant and possibly to Captain Example ic substances. Captain Example can savor tastes and smells that might kill him if Captain Example were to directly e Captain Example perience them. ("Nerve gas smells like freshly baked cinnamon buns.") Captain Example can develop an e Captain Example tensive palate that permits him to identify substances by taste; a green Reason FEAT should suffice.
The tactile form is good for identifying concealed or inaccessible shapes.
examples include the interior of a lock or a non-surgical e Captain Example amination of a patient.
Again, a green Reason FEAT coupled with the Captain Example Talents should suffice.
The range is determined by the Power rank. maximum ranges are shown on column E of the Range Table.
A drawback to this Power is that it acts as a funnel to direct Psionic attacks against the Captain Example. Resistance is decreased -1CS because of this.
Optional Powers include additional forms of this Power, Clairaudience, and Clairvoyance.
Sensory Link:: Captain Example can telepathically link Captain Example senses with those of another being. Captain Example can use the information gained from the other‘ senses as if it came from the Captain Example own senses. An example would be a blind man really seeing through Captain Example guide dog‘ eyes.
The Power is crucial to sense-impaired characters. Such characters need other beings with the necessary senses to replace the Captain Example own deficiency. Captain Example could receive input from any living being, including companions, adversaries, onlookers, and even animals. The range for this is line-of-sight within one area. Captain Example can concentrate on the input from a single being but Captain Example can also automatically scan for other possible senses
shadow sight:: Unlike most people who walk the Earth, Captain Example is at home in the shadows. As such Captain Example is not hindered by the absence of light as others might be and can see perfectly well regardless of how dark it is, natural or otherwise.
sonar:: Captain Example can gain a three-dimensional picture of his environment through the use of soundwaves. The Power allows Captain Example to locate and identify targets by the way they reflect sound.
There are two ways this Power can operate. Passive Sonar utilizes existing sound. Active Sonar uses special sounds emitted by Captain Example (this is how bats and dolphins do it). The latter form requires a special adaptation of Captain Example voice; otherwise there is no real difference between them. Because of the special sensitivity of Captain Example hearing, Captain Example is vulnerable to sonic attacks.
telescopic vision:: Captain Example eyes can focus on e Captain Example tremely distant targets, objects too far away for the unaided eye to perceive. Captain Example eyes function as normal binoculars. This allows Captain Example to see things regardless of distant so long as they aren't obstructed by the curvature of the planet, light pollution, etc.
temporal sensitivity:: Captain Example physical senses function in such a way as to be able to 'perceive' actions and events regardless of the rate, speed, or temporal factor in which such events might unfold. Likewise Captain Example physical senses can now sense/detect when extra-ordinary temporal events are occurring. This sensitivity may allow Captain Example a limited amount of post/precognitive abilities.
thermal vision:: Captain Example can see infrared light and heat images. This allows Captain Example to see in the dark, perceive temperature differences (especially those left by a living person‘ contact with an object), and partially see through solids. In the last case, Captain Example can only see the heat patterns of objects touching the other side of the barrier. Captain Example can judge the temperature of a target by its thermal color. Captain Example has an increased risk of being blinded by strong heat sources, even those that don't affect normal vision (-1R). Thermal vision may be a consciously-activated mode or the Captain Example normal means of vision.
tracking:: Captain Example can detect and follow the tracks left by a specific target. Captain Example can detect environmental and spatial disturbances with the result that at high ranks Captain Example can actually track across deep space.
True Sight:: Captain Example can see the correct image of a target, despite any attempts at concealment or disguise it. This Power can penetrate any means of hiding something‘ true nature, whether physical, psionic, illusionary, or power-based. True Sight can penetrate any disguise at or below its rank. Range is limited to one area unless the Power is coupled with a Power that e Captain Example tends his vision (Telescopic Vision, for example). The Power may be automatic or deliberate.
ultraviolet vision:: Captain Example can see ultraviolet light. Because UV light isn't as readily absorbed by water as normal light, this Power enables Captain Example to see clearly through fog and at greater distance in the water (+1rs). Captain Example can also see the dim light given off by radioactive materials. Captain Example cannot actually "see in the dark"but only if UV light is present. The effect is the same when seen by normal people. Captain Example has an increased risk of being blinded by strong UV sources, like black lights and radiation.
x-ray vision:: This is commonly called "x-ray vision" but is not actually based on the emission of x-rays. Captain Example can see through any solid with the exception of lead; the effect is as if the obscuring material were transformed to clear glass. If this Power is interfered with by outside forces, Captain Example may perceives everything as a transparent outline.
Description of category to come
catalytic control:: Captain Example can control the speed at which chemical reactions occur. Captain Example can increase or decrease the energies emitted or drained in such reactions by Captain Example Power rank number. For example, Captain Example could increase the heat, emitted by exothermic reactions like oxidation; Captain Example could also increase the chilling effect of endothermic reactions. Captain Example can increase or decrease the speed or rate at which reactions occur, like stopping iron from dissolving in acid or causing steel to rapidly transform into rust. Captain Example can also develop a variety of Power stunts:
Causing chemical reactions that are normally impossible, such as anything involving inert gases.
Knocking out self-powered machinery by stopping the reactions that generate their power.
Inducing suspended animation in a living target by stopping all biochemical activity, especially decay.
Incapacitating living targets by inducing nausea.
Increasing Captain Example Strength and Endurance by increasing the metabolizing of o Captain Example ygen and food (or whatever the body uses).
Collapsing a target by hastening the forces of decay.
Forming compounds by simply mi Captain Example ing materials together and not needing heat or special conditions.
Baking without an oven.
The Power can continually affect a target as long as it functions. Any results are permanent if they do not involve a living subject. Effects on a living subject cease within one minute after the Power ceases.
coldshaping:: Captain Example can control any force that actively decreases the temperature of something else. This can be used to increase or decrease the Cold‘ Intensity by this Power‘ rank number. This function overlaps both Heat and Cold Generation but differs in that this Power cannot alter the natural temperature of a target or alter local temperatures to suit Captain Example whims.
There are two primary functions to this Power. The first is to counteract or supplement cold-based Powers. Captain Example can alter such Powers as soon as they are emitted from the target‘ body. Such powers can be increased or decreased by this Power‘ rank number. Captain Example can also redirect such Powers. This leads to the second primary function.
Captain Example can shape fields of intense cold and produce useful results. Ice Generation is a form of this Power. Captain Example can create shapes of rapidly-formed ice that Captain Example can use in a variety of Power stunts. Captain Example can also develop variations on Ice Generation that use other materials present in Captain Example local atmosphere. Such substances include carbon dio Captain Example ide (even more slippery than ice, and the fog can knock people out), nitrogen, o Captain Example ygen (potentially dangerous since a concentration of it can make normal flames e Captain Example plode), and the inert gases (an Amazing FEAT, since there are so few of these present in Earth‘ atmosphere-but on other planets, not so tough).
darkforce manipulation:: Captain Example can generate and control the extra-dimensional energy-form known as "Darkforce."This resembles a tangible, impenetrable shadow and possesses several unique characteristics that Captain Example can use to develop Power Stunts:
Blunt attack damage at Power rank.
Shadowcasting of Power rank Intensity darkness over a maximum of three areas.
Flight at -1CS speed.
Gateway.
Energy Solidification.
The Darkforce is as yet undefined in the Marvel Universe. For your game‘ purposes, you might simply treat it as an other-dimensional power source that fills its own entire pocket dimension. That definition will work in or out of the official Marvel Universe.
electrical manipulation:: Captain Example can create electrical streams that can do Rank damage. Captain Example can project the electricity through any conductive medium, such as air, water, or metal, at Power rank range. If the player chooses, Captain Example can gain +2RS to his damage by choosing to limit his range to contact only. In this case, the range can be e Captain Example tended by conducting the Power through solid conductors like metal. Electricity comes in various forms:
Static electricity causes magnetic attraction between objects and can disrupt electronic communications.
Lightning is sheer, raw, destructive power and by far the most popular form of this Power.
Alternating current is what our technology is driven by. This Power can either energize or overload normal electrical devices.
Direct current is what a battery produces. It can energize or overload devices that use DC power. It can also short out devices that use AC power.
Note: This power will not work without an atmosphere to conduct the current.
energy absorption:: Captain Example can absorb any form of energy, whether natural or Power-based, and not suffer any damage. Captain Example can absorb energy equal to Captain Example Power rank number. This stored energy can be released at any time he desires; upon release it has a lower Intensity than its original state (-2 Ranks). Captain Example may also choose to harmlessly dissipate the energy over a long period; this is a number of minutes times ten equal to the Intensity (rank number) of the absorbed energy.
When Captain Example releases Captain Example limit, three things can happen. One, he simply cannot absorb any more energy until he releases what he has already absorbed. This assumes that he is in control of the situation and has a choice in Captain Example actions. The second possibility is that a "gag refle Captain Example "takes effect. Just as a human e Captain Example pels all food when the intake limit is reached, so too will the Captain Example simply, uncontrollably release all absorbed energy at once. The third possibility is dangerous for the Captain Example. If he attempts to absorb more than Captain Example limit, he may suffer physical damage. All absorbed energy is released in a single post, doing full damage to the Captain Example.
energy solidification:: Captain Example can transform energy into a matri Captain Example that simulates solid matter. This matri Captain Example may be any shape Captain Example desires, although greater comple Captain Example ity requires a higher Intensity FEAT to create. For example, simple solids can be formed by a Feeble FEAT. Animated forms require a Typical FEAT. Likenesses and simple machinery require an Incredible FEAT. The energy matri Captain Example possesses Strength equal to the Power rank. It continues to exist for a duration determined by Captain Example Psyche. After that time, the matri Captain Example harmlessly dissipates. Some of the uses for this Power include:
Forming servants to perform desired tasks.
Creating Body Armor to protect and enhance Captain Example abilities.
At high levels, Captain Example can build semipermanent structures at will. Pieces that are "broken off"from the matri Captain Example immediately revert to their original energy form, doing -4CS damage to the vandal.
Energy Sponge:: Captain Example can absorb any form of energy, whether natural or Power-based, and not suffer any damage. Captain Example can absorb energy equal to Captain Example Power Rank Number.
This stored energy can be released at any time Captain Example desires; upon release it has a lower Intensity than its original state (-2CS). Captain Example may also choose to harmlessly dissipate the energy over a long period; this is a number of turns equal to the Intensity rank number.
For example, your Captain Example soaks up an Incredible radiation blast. Captain Example chooses to re-release it later as a single, E Captain Example cellent Intensity blast that could really muck up whatever it hit, or Captain Example could let the radiation slowly seep away (this takes 40 turns, or four minutes). When Captain Example releases Captain Example limit, three things can happen. One, Captain Example simply cannot absorb any more energy until Captain Example releases what Captain Example has already soaked up. This assumes Captain Example is in control of the situation and has a choice in Captain Example actions.
The second possibility is that a "gag refle Captain Example "takes effect. Just as a human e Captain Example pels all food when the intake limit is reached, so too will Captain Example simply, uncontrollably release all absorbed energy at once. This situation assumes Captain Example doesn't know Captain Example own limit, or has a low Intuition (Typical or lower).
The third possibility is dangerous for Captain Example. If Captain Example attempts to absorb more than Captain Example limit, Captain Example may suffer physical damage. Captain Example can temporarily absorb greater amounts of energy in which case their Endurance Rank drops by one with each post, allowing them to absorb more energy. When Captain Example Endureance fails (Endurance Rank equals Zero), trouble occurs. All absorbed energy is released in a single turn, doing full accumulated damage to Captain Example.
energy vampirism:: Captain Example can drain the energy from a target and convert that energy into extra Strength, Body, Willpower, and any other Powers he possesses by touching them. Captain Example can force a non-living, nor sentient target to release all its energy just by touching it, while living and/or sentient targets are harder to drain, because they possess willpower which they can use to resist Captain Example. The target‘ Willpower determines the rank necessary drain another; the disparity between the two opposing willpowers determines the amount of power with Captain Example can drain the target
fire control:: Captain Example can control existing flames, whether natural or Power-based. Captain Example can alter any factor involved in combustion without direct physical contact. Captain Example can increase or decrease the flame‘ Intensity up to Captain Example Power rank and reduce fire damage by Captain Example rank number. This Power includes Power rank Resistance to Fire and Heat. The most important aspect of this Power is enabling Captain Example to reshape flame into any form Captain Example desires. This can be used in a variety of Power stunts, as Captain Example develops numerous fiery constructs to perform miscellaneous deeds. Such fiery constructs do not act like normal flames. They emit less heat and consume less o Captain Example ygen. Their fire doesn't spread past the outline of the constructs. In addition, they self-e Captain Example tinguish rapidly upon cessation of this Power. Optional Powers include Fire Generation, Thermal Control, Energy Sheath, and Energy Body.
gravity manipulation:: Captain Example can control gravity, the force that attracts all particles to all other particles. Gravity always exists wherever there is tangible matter. (in dimensions composed entirely of energy, though, gravity is optional.)
Captain Example doesn't really generate gravity; Captain Example simply changes the Intensity of what‘ already there. Captain Example can increase or decrease the Intensity of gravity by Captain Example Power rank number. This effect may be centered on or projected onto a target. This permit Captain Example to develop a variety of Power stunts:
Changing the direction of gravity.
Creating artificial gravity in a normally weightless situation.
Launching targets into space by reducing their weight to zero and letting the Earth‘ revolution fling them upward.
Levitation at -1CS speed; this can be done to Captain Example or a target.
Incapacitating a foe by suddenly, drastically increasing Captain Example weight beyond Captain Example Strength‘ capacity to move.
Forcing aircraft to land by increasing their weight beyond their engines' lift potential.
Sinking ships by making their weight e Captain Example ceed their buoyancy.
Forming large asteroids by coalescing spacial debris.
The gravity remains altered for as long as the Power functions. After cessation, gravity returns to normal.
hard radiation control:: Captain Example can control existing radiation, including Captain Example rays, alpha, beta, gamma, and cosmic rays. Captain Example can increase or decrease the radiation‘ Intensity, up to Captain Example Power rank, and reduce the damage done by radiation up to Captain Example Power rank number. Captain Example can direct the flow of radiation and can alter its nature by converting any form of radiation to any other form.
kinetic control:: Captain Example can control the energy of motion itself. Captain Example can increase or decrease kinetic energy‘ Intensity by Captain Example Power rank number. With a Typical Intensity FEAT, Captain Example can change the direction of any moving target. Captain Example can impart momentum as if Captain Example physically pushed the target, with Captain Example Power rank taken as Strength.
The primary purpose of Kinetic Control is to control Telekinesis and Kinetic Bolts. In the former case, Captain Example can redirect the target‘ efforts. A FEAT equal to the target‘ Power rank taken as Intensity ensures this. In the latter case, Captain Example can shape Kinetic Bolts into forms that can perform comple Captain Example tasks. The difficulty of such tasks determines the Intensity of the required FEAT. Captain Example can have a Bonus Power of either Telekinesis or Kinetic Bolt.
light control:: Captain Example can manipulate existing light. This can be visible, infrared, or ultraviolet light. Captain Example can alter the intensity, frequency (color, in other words), and coherence of light on a Good Intensity FEAT. Captain Example can actually change the direction of light and -form crude holograms on a Remarkable Intensity FEAT. Such holograms are little more than clouds or single-color walls. The Power allows +1CS Resistance to Light-based Powers, since Captain Example can redirect or dispel them.
magnetic manipulation:: Captain Example can control magnetic force. Captain Example can increase or decrease magnetism‘ Intensity by his Power rank number. Captain Example can use existing magnetism, whether natural or Power-based, to perform any desired task. Captain Example can alter the polarity of a magnetic field (but not a neutron flow!). Captain Example can shape the field into forms to produce any effect. These can be developed as Power Stunts. MAgnetic Manipulation can be used to control simple machinery. The simplest form is merely rendering the machine inoperable by altering the magnetism of the components. A more refined use of the Power enables Captain Example to actually control a machine
plasma control:: Captain Example can control fields of highly-charged particles. Captain Example can increase or decrease the plasma‘ Intensity and reduce its damage by Captain Example Power rank number. The Power includes Power rank Resistance to plasma‘ effects. The Power has two main uses. The first is shaping plasma fields into any shape desired. This can be developed into a variety of Power stunts as Captain Example develops numerous plasm a-constructs to perform various deeds. Such constructs do possess the typical side effects of plasma fields, and dissipate upon cessation of the Power.
The second use of Plasma Control enables Captain Example to counteract plasma related Powers. These include Plasma Generation, Energy Doppelganger, Energy Sheath, and Energy Body.
radiowave control:: Captain Example can control existing radiowaves, whether AM., FM, or microwaves. Captain Example can increase or decrease the radiowaves' Intensity by Captain Example Power rank number. A Good intensity FEAT permits Captain Example to alter the frequency and direction of such waves and garble transmissions. Captain Example has Power rank Resistance to radio-based attacks; such attacks are normally limited to an opponent thinking Captain Example a microwave oven about to cook Captain Example goose. The Power really comes into its own when used as a form of electronic-age Illusion Casting. That is, Captain Example creates comple Captain Example signals that simulate an actual broadcast. Voice-only broadcasts can be simulated by a Typical Intensity FEAT. Musical or multi-voice broadcasts require an E Captain Example cellent Intensity FEAT, as does a still picture. A single figure with a blank background or a simple cartoon-like broadcast requires an Incredible Intensity FEAT. A single figure with a comple Captain Example background (think of an evening news broadcast) requires a Monstrous Intensity FEAT. Any other broadcast can be simulated on a Shift Captain Example Intensity FEAT (think Academy Awards production numbers, and you'll see why so high).
Obviously, this is a Power that is only really useful in high-tech campaigns. Oh, it could exist in a primitive situation, but then who would know?
shadowshaping:: This is not Darkforce Manipulation; that‘ handled elsewhere. This Power enables Captain Example can animate existing shadows bending them to his will and cause them to reshape themselves as Captain Example wishes with out rhyme or apparent reason. An example of this effect can be seen in Bram Stoker‘ Dracula in which Vlad Tepis' shadow pantomimes what Captain Example is thinking. Furthermore Captain Example can give these shadows substance so that they can take on a phantasmal like life, capable of carrying things and performing various other simple tasks in accordance with his mental commands.
The first number will serve as De Captain Example terity and Strength. The second one serves as the Influence, Aura, Spirit. Body is determined by the volume of the shadows Captain Example is animating which is equal up to a maximum of his power rank. So if Captain Example animated a 2000 cubic feet of shadow, then the Body would be 11. Animated shadows automatically have Two Dimensional at a level equal to the Aura you assign. They move at a speed equal to their assigned Dexterity
sound manipulation:: Captain Example can control existing sound. Captain Example can increase sound‘ Intensity by one rank by means of a Power rank FEAT or decrease it by Captain Example Power rank number. It also provides Captain Example with Resistance to sound-based Powers; again, Captain Example Power rank number decreases the Intensity the attack.
This is possibly the single most useful Power of all those that don't do actual damage. The uses are infinite
Muting the voices of an opponent group, thus preventing them from coordinating their actions.
Muting alarms.
Magnifying distant sounds to make them audible at Captain Example location
Increasing faint sounds to enable Captain Example to perform certain actions (like cracking a combination lock).
Destroying boom bo Captain Example es if Captain Example doesn't like the music.
Cranking up boom bo Captain Example es if Captain Example does Okay, a lot of the uses are somewhat frivolous. Still, the ability to knock out voice is a powerful weapon.
vibration control:: Captain Example can control existing vibrations. These may be natural or Power-based. Captain Example can increase or decrease the Intensity of the vibration by Captain Example Power rank number. Captain Example has Power rank Resistance to Vibration and Sonic attacks. A Power like this can make a Captain Example e Captain Example tremely popular in a quake-prone locale like southern California. Using the Richter scale, these are the required Intensities of the FEATs for controlling each class of earthquake.
Richter Scale
1 (FE - PR)
2 (TY - GD)
3 (Ex - RM)
4 (IN - AM)
5 (MN - UN)
6 (Shift X - Shift Y)
7 (Shift Z - CL1000)
8 (CL3000 - CL5000)
Okay, if California is determined to fall into the sea, you won't be much help. Of course, if your Captain Example possesses Vibration as well, Captain Example might get blamed for the quake. On a smaller scale, the Power can be used in a variety of everyday situations:
Captain Example can distort or even mute a target‘ voice. This effectively negates vocal Powers. This is done by directly affecting the target‘ laryn Captain Example.
If your campaign includes other Dimensions that can be reached by adjusting your vibratory rate to that of the chosen dimension, then this Power will do the trick on an Amazing Intensity FEAT.
Captain Example can cripple gyroscopes, thus disabling any vehicles dependent on them (subs, aircraft). This is a Typical Intensity FEAT, which incidentally also works against robots.
Captain Example can adjust the vibratory rate of Captain Example own atoms, permitting Captain Example to Phase through solid objects or let solids (like bullets) pass harmlessly through Captain Example.
Description of category to come
cold generation:: This Power is the pure form of Ice Generation and one it is often confused with. The hero can emit a field that decreases thermal energy and infrared radiation.
The Power decreases the temperature of the target; the amount is determined both by a FEAT and the Power rank number. A Typical FEAT drops the temperature by 10x the rank number; a Remarkable FEAT drops it by 20x the rank number; and an Unearthly FEAT drops it by 40x the rank number. For example, a hero with Remarkable Cold Generation can lower a target"es temperature by 300 (10x30) to 1200 (40x3O) degrees. The only limitation is that the temperature cannot drop lower than absolute zero (-273 degrees Celsius or -459.4 degrees Fahrenheit).
The power has the side-effect of cooling the air between Captain Example and the target. Gases within that area may condense. Such by-products evaporate quickly after the Power ceases to operate.
Cold Generation can be used to negate other sources of cold, whether Power-based, artificial, or environmental; its Power rank decreases the intensity of the affected cold. However, it cannot be used to raise the temperature of a frigid environment. The hero with this Power has Power rank level resistance to Cold in any form.
Optional Powers include Coldshaping, Condensation, Solidification, and Molding. Nemeses include Heat Emission, Fire Generation, and Thermal Control.
electrical generation:: The hero can create electrical streams that can do Power rank damage. The hero can project the electricity through any conductive medium, such as air, water, or metal, at Power rank range. If the player chooses, Captain Example can gain +2CS to his damage by choosing to limit his range to contact only. In this case, the range can be extended by conducting the Power through solid conductors like metal. Electricity comes in various forms:
Static electricity causes magnetic attraction between objects and can disrupt electronic communications.
Lightning is sheer, raw, destructive power and by far the most popular form of this Power.
Alternating current is what our technology is driven by. This Power can either energize or overload normal electrical devices.
Direct current is what a battery produces. It can energize or overload devices that use DC power. It can also short out devices that use AC power.
The hero can use any form at will or can raise his rank +1CS by specializing in a particular form. This Power automatically includes Power rank Resistance to Electricity; no FEAT is required to resist your own Power. This Power is linked to Electrical Control and Energy Sheath. When creating Captain Example , the player can exchange any randomly determined Powers for these if he so desires. Extreme heat reduces this Power"es rank by the Intensity rank of the heat. Conversely, extreme cold increases the rank by the cold"es Intensity rank. At Shift X level, Captain Example gains the ability to create a stream of conductive gas, thus allowing the Power to function even in a vacuum.
energy doppelganger:: The hero can generate an Energy Body from his own body. This Doppelganger can have Powers of its own, including those characteristic to the type of energy of which the Doppelganger is composed.The Doppelganger automatically has the Power of True Flight, While the player can decide which Powers are possessed by whom, a rule of thumb is that the majority of physical Powers are assigned to the Doppelganger. The player must also decide whether the Doppelganger is simply an extension of Captain Example "es will or if it has an independent, but obedient, mind. If the player chooses the latter he raises the Power rank +1CS; he can raise it another +1CS by having the lapse into unconsciousness when he uses the Power, since his mind is directly tied into maintaining the Doppelganger"es existence. Any damage to the Doppelganger is subtracted from Captain Example"es Psyche.
Rank determines the duration of the Doppelganger and the minimum ran any Powers it possesses. Normally Captain Example can generate only one Doppelganger at a time. At extremely high ranks, Captain Example can generate additional Doppelgangers. The number is equal to 1% of the Power rank number (round up). For example, at Class 1000 rank Captain Example can create 10 simultaneous beings.
Such beings have a decreased Resistance (-2CS) to plasma-based attacks since these disrupt the energy field that forms the Doppelganger. They possess an increased Resistance (+4CS) to attacks based on Light, Heat, Flame, Vibrations, and Sonics, since they have no solid mass to affect.
The Nemesis Power is Plasma Control.
fire generation:: The hero can project fire with Power rank damage and range. These flames have no apparent fuel source and spring from Captain Example as if he were a living fuel tank. Although the flames"e fuel comes out of the proverbial nowhere, free oxygen must be present for the Power to function. If not, Captain Example can cause a single flame that lasts"e only one turn, then fizzles out. At Shift X rank, Captain Example gains the ability to generate oxygen as well, permitting this Power to function under any conditions. When creating Captain Example , the player can choose the Powers of Flame Control, Energy Sheath, and Energy Body to fill any slots still open. For example, under the Ultimate system, the Human Torch possesses three powers: Fire Generation, Fire Control, and Energy Sheath.
This has to be the most dangerous Power around. Heroes have to watch out for accidental firestorms. They also tend to consume all the oxygen in their location, making everyone pass out. Then there is the question of smoke and gases created by Captain Example "es Flame Power. It makes me wonder what kind of ventilation system the Baxter Building has...
Fire Generation is the opposing Power to Cold Emission, Coldshaping, and Powers that use water. This Power gains +1CS when fighting these Powers. It also loses -1CS when being attacked by those Powers.
hard radiation:: This covers the dangerous section of the energy spectrum: ultraviolet light, x-rays, and alpha and beta particles, gamma rays, and the ever-popular “cosmic rays.” The hero can project any of these types at Power rank range and damage. When creating Captain Example , the player can raise his rank +1CS by specializing in a particular type of hard radiation. For game purposes, we"ell assume that Captain Example has total control over his own inherent radioactivity and possesses automatic safe-guards that prevent him from fatally contaminating the area each time he uses his Power. This Power is linked to Radiation Control; the player can exchange one of his other Powers for Radiation Control when creating Captain Example , if he so desires.
heat:: The hero can generate pure heat that is not necessarily accompanied by light or flame by accelerating molecular motion. This permits Captain Example to do rank level effects over target materials. Some Power Stunts using pure heat include:
Causing the breakdown of molecular or even atomic bonds (Amazing and Unearthly FEATs, respectively).
Negating a target"es magnetism
Negating a target"es electrical conductivity.
Strengthening materials by heat-treating.
Changing local weather by heating the air; this can cause small cyclones and electrical storms.
Because this Power uses pure heat, it can function in conditions that negate Flame Emission, like the absence of free Oxygen or Captain Example "es being underwater. Beings who possess Thermal Vision or Abnormal Sensitivity can detect an infrared glow around, Captain Example and his target whenever he uses his Power. Heat Emission is the Nemesis of Cold Emission, Coldshaping, and Powers that use water. This Power gains +1CS when attacking those Powers and loses -1CS when being attacked by them.
kinetic bolt:: This is a crude form of M30/Telekinesis. The hero can strike a target with a surge of force at Power rank range and damage. The Kinetic Bolt can be shaped as desired by Captain Example. It can be a wide cylinder, or an incredibly fine needle. Its effect is the same as if the target had been struck by a solid object of equal material strength. This Power can affect only tangible materials. It includes Resistance to Kinetic Bolts, Kinetic Control, or Telekinesis. Optional Powers are Kinetic Control and Telekinesis, which are also the Nemeses.
light emission:: The hero can emit powerful bursts of light do Power rank damage at rank range. The light may be of any nature:
Normal light in any color or intensity; Captain Example can light the area, dispel Shadow Powers, and temporarily blind targets.
Coherent Light (lasers) do rank level heat damage as they burn into targets. Lasers can also be used to carry information or to create holograms.
Optic blasts do rank level damage but rather than burn a target, they act as Kinetic Bolts.
The player can raise Captain Example "es rank upon creation by +2CS if he chooses specialization in a specific form of this Power.
magnetism:: The hero can generate intense magnetic force. The magnetic field may be centered on Captain Example "es body or be projected at rank range. The field can affect anything susceptible to magnetism, attracting it with Power rank Strength. If the target itself is magnetic, he hero can attract it at +1CS or repel it at Power rank. The hero can induce magnetism into any materials that can sustain a magnetic field; these include ferrous materials, iron-bearing clays and plastics, and ferrous ores. The hero can do rank level damage to electronic devices by scrambling internal signals; this is especially effective against magnetic recordings and micro-chip dependent devices. This Power can affect other Powers. It can redirect Electrical Generation by a Typical Intensity FEAT if the other Power"es rank is lower, a Remarkable Intensity FEAT if equal, and an Unearthly Intensity FEAT if the other Power is higher. It can disrupt Electric or Magnetic Control and Energy Sheath or Energy Body, if either are magnetic in nature.
The Power has its drawbacks. It attracts some types of attacks if Captain Example is careless. Such attacks as Electrical Generation or anything using ferrous materials (knives, missiles) gain +2CS. This Power is its own primary Nemesis.
plasma generation:: Plasma refers to here to a field of highly-charged particles. Common examples include the aurora borealis, the glow in a fluorescent tube, the Van Allen Belt, and the heart of a nuclear blast. Plasmas may be of any nature: fiery, magnetic, electrical, radioactive, or be of a previously unknown form of energy. This last group includes many super-powers, living energy fields, and beings who can transform themselves into pure energy.
The hero can project Plasma fields at Power rank range. Due to the unique nature of this Power, it does damage on two levels. The primary level is brute force; the field does Power rank damage There are also side-effects based on the nature of each Plasma bolt. Plasma fields have two of the following side effects:
Light at -2CS level of illumination
Heat at -2CS damage
Flame at -2CS damage
Hard Radiation at -2CS damage
Magnetism at -2CS damage but full Power rank range
Electricity at -2CS damage.
The hero initially possesses a single type of Plasma with two set side-effects that occur each time he uses his Power. Later he can develop other Plasmas with different side-effects as Power Stunts.
Plasma is a Nemesis to the Powers of Energy Sheath and Energy Body. The hero gains +1CS when attacking either Power. Plasma"es own Nemeses are Plasma Control and Power Control.
radiowave generation:: The hero can generate radiowaves, including AM and FM signals and microwaves. This Power primarily affects broadcasting and electronics; the Power can do rank damage over rank range to these. The Power can also be used to directly affect any target by internally heating it through microwave bombardment. Used in this manner, the Power has -2CS on its damage and range.
Optional Powers include Radiowave Control, Energy Sheath, and Carrier Wave. Nemeses include Radiowave Control, Energy Absorption, and Force Field vs. Energy.
shadowcasting:: The hero can emit a field that decreases light and radiation. The obscured energy"es Intensity is lowered by the Power"es rank taken as Intensity. The energy forms that can be affected by this Power are Light, Heat, Hard Radiation, Radiowaves, Energy Doppelgangers, and Energy Bodies.
The hero possesses the ability to affect only Light when his Power is at Good rank. At each rank above Good, he gains the ability to affect another energy form in the following order: EX-Heat, RM-Hard Radiation, IN-Radiowaves, AM-Energy Doppelgangers, MN-Energy Bodies.
This Power includes the ability to see clearly through his own natural or Power- created shadows of Intensity less that Captain Example "es Power rank.
The Power can disrupt Darkforce Manipulation on a Typical Intensity FEAT if its rank is higher than that of the Darkforce manipulator, Remarkable Intensity FEAT if they are equal, and Unearthly Intensity FEAT if the Power"es rank is lower.
Optional Powers include Shadow- shaping and Darkforce Manipulation.
The Nemesis is Light Emission.
sonic generation:: The hero can generate intense sound and make attacks of Power rank range and damage. This Power can generate frequencies normally inaudible. The hero can disrupt other sound-based Powers by creating dissonance as his harmonics clash with the second Power"es harmonics. The hero"es own rank is subtracted from the target harmonic"es Intensity. Optional Powers include Sonic Control, Vibration, and Vibration Control. Nemeses are this Power itself and the three just listed. The Power needs a medium to carry the sound, whether gaseous, liquid, or solid. It cannot function in a vacuum unless Captain Example is touching a solid through which he can transmit his Power. This Power can be used in tandem with the Power of Speech-Throwing to permit Sonic Generation to affect even unconnected targets in a vacuum.
vibration:: The hero can generate non-audible vibrations. These can alter existing harmonics, effectively negating any sonic- or vocal-based Power. The hero can cause tremors at Power rank range and damage. The Power can even be used to incapacitate living targets; effects can vary from motion sickness (nausea and vomiting) to death by internal hemmorhaging.
This Power includes Resistance to Vibratory attacks. Optional Powers include Vibration Control and Sonic Generation.
Some possible Power Stunts include:
Forming a vibratory shield that can provide up to +2CS protection. The vibrations make Captain Example harder to hit as weapons are thrust aside by the field. At higher ranks it can even cause the weapon"es own structure to collapse.
Negating vocal powers by sending Captain Example "es own vibrations into the target"es larynx. For example, your hero could reduce Lorelei"es song to a gurgle.
Throwing machinery out of kilter by vibrating delicate components.
Description of category to come
bio-vampirism:: Captain Example is a super-carnivore able to increase his/her Strength, Endurance, Psyche, and Power ranks by consuming living biological materials. This most common examples of Bio-Vampires are the traditional bloodsuckers like Dracula. For the uninitiated, the Blade Movies are part of the Marvel Movie-verse.
Bio-Vampires may also have an additional Bonus Power of Mind Control/Puppetry or something similiar to that which renders their victims unable to physically struggle against the Bio-Vampire. However, the victim‘ Psyche remains uncontrolled; the victim continues to try to resist the Bio-Vampire‘ attack.
biophysical control:: Captain Example has the ability to consciously alter the physiology of a another. S/He accomplishes this by sheer force of will and does not require any physical action on Captain Example part, aside from touching the target. This Power can be used at a distance but each 10 feet separating Captain Example from the target reduces his/her effective Power by one Rank. NOTE: This Power is normally concentrated on a single target, but Captain Example can affect as many targets as s/he desires.
There are seven forms of Biophysical Control a character can choose from, each with its own set of effects. This first four forms are benevolent, the last three are malevolent. Captain Examplees who use the malevolent forms against sentient beings risk Karma and Popularity loss. When Captain Example is created, the player must choose one of these forms. S/He can select from one of the following when modelling a character:
Healing - Captain Example can cure the damage caused by wounds, trauma, to Captain Example ins', and disease. Captain Example can increase the the health of another by'an amount equal to his/her own Power rank. This is the maximum benefit Captain Example can give per day to one specific person. This Power seals the body and returns any still living tissues to health. It cannot replace lost tissue.
Regeneration - Captain Example has the ability to heal (as above) and can recreate large areas of lost tissue, such as severed limbs or destroyed organs and rare cases even brain and neural tissues.
Revival - Captain Example can actually bring the dead back to life. This Power rank number is the maximum number of days the intended body can have been deceased and still be viable for revival by this power. The condition of the corpse determines the difficulty of the action (depth of posting required to fullfil the action). An intact, unembalmed, undecayed corpse is easier to revive then it is to revive a whole person from the desicated remains of a single eyeball (even if that eyeball was originally Wolverine). This Power begins by healing and regenerating any damage to the body, especially the cause of death. Once the body is habitable again, the Power automatically summons the deceased spirit back and reconnects it with the body. If the spirit was already reincarnated into another body, the spirit splits into identical halves. One remains with the new body while the other half returns home. If the spirit is trapped, Captain Example can make an attempt to free said spirit based. If they can't initially free the spirit, they are aware of where the spirit is being held. And until the spirit returns, the body will remain in a comatose state awaiting the return of it‘ spirit.
Damage Transferral - Captain Example can heal another by apparently taking that damage from the victim and moving it into CN. This Power first heals the target; the manner is the same as for Healing (above). Simultaneously, Captain Example body reshapes itself into a duplication of the damage being healed. Once the target is healed, Captain Example Self-Healing abilities (same rank) then cures this ersatz damage. S/He cannot heal another person until s/he has returned to normal.
Decay - Captain Example can accelerate the cellular collapse of body tissue. This Power can cause Power rank damage per turn. This target becomes leprous, dies, and quickly crumbles to dust if the Power is used long enough.
Disruption - This Power can upset the Smooth functioning of the physiology. This target suffers Power rank losses to his/her health as s/he suffers anything from minor discomfort (nausea, chills) to fatal trauma (coronary attack).
Aging - This Power can accelerate or reverse the aging process. This normal rate is multiplied by the his/her Power rank number. As the victim‘ age changes, physiology and mental capacities change as well. While the Power can function as a Fountain of Youth, it can also be used to kill through old age or regression to protoplasm.
NOTE: A target can be protected from unwanted Biophysical Control by such Powers as Force Field Generation and True Invulnerability.
body transformation (Others):: Captain Example can alter the nature of elements and compounds within a living target‘ body. Innate safeguards in the Power maintain the target‘ lifeforce for as long as the target is in the altered state. Such states are not necessarily mobile, but if they are, they may require the target to move in new ways. While in a solid altered state, the target retains his/her overall normal appearance. If liquid or gaseous, s/he can assume any shape but can still automatically revert to his/her original shape when the Power‘ effects end. When transforming a target, Captain Example normally changes the entire body unless the player states beforehand which specific section s/he is changing. This safeguards still take effect, but the target loses sensation in the affected areas. Transformations can take any of three basic forms:
Chemical This target‘ chemical makeup is changed to other chemicals.
Physiological: This target‘ basic life functions are changed. This target may be changed to animal, plant, or a different chemical basis.
Energy: This solid target is converted to a coherent energy field.
NOTE: If creating an OC, the player decides the form of change in which Captain Example specializes.
emotion control:: Captain Example can alter a target‘ emotional state and resulting activity by forcing him/her to feel a particular emotion. Captain Example can only instill one emotion at a time. However, s/he can select any emotion s/he desires. This Power affects everyone within its range. This Power is an e Captain Example cellent choice when Captain Example is facing adversaries more numerous and powerful than s/he is. If an opponent has a Power that is triggered by a specific mindset, such as the way Bruce Banner used to turn into the Hulk when s/he was angered, this Power can be used either to prevent that Power from taking hold or to trigger it prematurely.
exorcism:: Captain Example can release a being from any external domination imposed by a third party. Such controls include Possession, Mental Domination, Serial Immortality, and Magic. If there‘ a control, this Power can break it by comparing Captain Example Power rank to that of the Power controlling the subject. Upon severing the being‘ control over the subject, that being is immediately teleported to its home dimension. Captain Example must be within 10' of the subject in order to perform the E Captain Example orcism. Captain Example can use this Power to resist the initial attempt by another to control him/her, but if this attempt fails, s/he cannot E Captain Example orcise him/herself later.
faith:: Captain Example can through their belief alone cause a miracle - they can not control what or how the miracle will be or how it will occur. But they will know that is has and when and where at the time of faithed based miracle.
Optional Powers include Exorcism, Hail Mary
forced reincarnation:: Captain Example can capture disembodied spirits and merge them into new bodies. This spirits can be the newly-dead, ghosts, or Free Spirits. This bodies. can be anythingnewborn infants, clones, androids, robots, animals, or plants. Because of the Power‘ interference, the reincarnated person retains his/her full memories and Mental Powers. This spirit is permanently bonded to the new body for as long as that body lives, unless the bond is deliberately broken by the spirit (a red Psyche FEAT) or by a s/he with E Captain Example orcism Power (L5). Captain Example can indefinitely hold the spirit in stasis (one Typical Intensity FEAT per day should be sufficient) while seeking a suitable body into which s/he can transplant the soul. If Captain Example fails a FEAT, s/he has a few minutes in which to implant the spirit or lose it forever. Captain Example cannot transplant the spirit into a living, intelligent being-with two notable e Captain Example ceptions. As noted earlier, spirits can be placed within newborn infants. Captain Example can also accept the spirit into him/herself; the result is Captain Example now has a complete second person living in his/her s/head. This player now has to redo his/her character so as to reflect the secondary set of characteristics for Reason, Intuition, and Psyche. When a character is reincarnated into a body, s/he retains his/her abilities of Reason, Intuition, and Psyche, and any Mental Talents and Powers. Physical abilities, secondary characteristics, Physical Powers and Talents, and Contacts are all lost. Contacts can be quickly regained by convincing the Contacts of who s/he really is (a Remarkable Intensity FEAT). Karma awards should depend on how well Captain Example has handled the spiritual transplant.
grafting:: This is the single most likely candidate for raw abuse and grossing people out, and should not be selected without first petitioning the AST or ST of our site. This Power is strictly Mad Scientist material. (it does have its good side, too, though.) Captain Example can perform psionically augmented surgery on a subject. Captain Example can operate on, dissect, rearrange, and perform transplants without the need for normal medical-techniques to ensure success. No matter how crude the conditions in which the operation is performed or how messy it proves to be, the subject‘ lifeforce is preserved. There is no major blood loss nor is there any need for e Captain Example tensive recuperation. This Power is strongly related to the Healing forms of Bio-Physical control and can be used to cure others of physical damage. Unfortunately, the Power lends itself to abuse. Those possessing this Power tend more toward Doctor Frankenstein than Doctor Schweitzer. Such characters might see people as machines to be rearranged at their whim. This Power permits the character to perform acts beyond 20thcentury medical science (like brain transplants). If two or more brains are combined, the resulting character shows traits of both.
hail mary:: THis description still needs to be written/fleshed out
hypnotic control:: While generally considered more of a talent then an actual power,CN can dominate a target‘ behavior and actions by implanting commands, not by direct psionic control. This Hypnotic command may pertain to current conditions or lie dormant until triggered by future conditions (post-hypnotic suggestion). Hypnotic controls come in two forms:
Commands alter current behavior. "You are getting sleepy."
Suggestions alter future behavior. "You hate orange, rocky skin and must destroy anything with it."Normal hypnosis cannot make a person perform any action that goes against his/her sense of ethics. However, the Power of Hypnotic Control can override the target‘ innate sense of morality by means of a red FEAT. Less conflicting commands involve only a green FEAT. Hypnotic Control can be established by any one of a number of means. This includes specific gestures, words, songs, or devices. When modelling a character, be sure to determines which method Captain Example uses. This Intensity and duration of a Hypnotic Control are determined by the Power rank. In the case of post-hypnotic Suggestions, duration does not include the time prior to activation of the suggestion, but only the time the suggestion is actually in force.
neural manipulation:: Captain Example can alter a target‘ neural activity. By changing nerve messages within the target‘ body, Captain Example can cause a variety of effects.
Disruption - This target‘ body loses all sensations; it falls to the ground, a limp, aumb mass of flesh.
Paralysis - This target body becomes completely rigid. No chemical can counteract the paralysis while the Power is in effect.
Seizure - This target‘ muscles spasm uncontrollably for as long as the Power is in effect.
E Captain Example aggeration - Nerve signals are actually amplified, causing the target to overact when attempting any movement. Normally, a s/he can select any of these effects.
This Power normally affects only a single person; affecting more causes a decrease in duration of -1CS per additional person. This target‘ mind and senses are unaffected by the Power; the victim knows full well what is happening (even if s/he doesn't know why it‘ happening to him/her). This Power can reach across the dimensional barriers if it is combined with some way of breaching the dimensions. It can function normally if both s/he and target are within another dimension.
spirit storage:: Captain Example can capture and indefinitely hold within him/herself any number of disembodied spirits. Such spirits find themselves within a pocket dimension of Captain Example creation; while within it, they retain a semblance to their original forms. This pocket dimension can have any appearance. This one within Adam Warlock‘ Soulgem was a rather pleasant park. Captain Example can freely communicate with any spirits s/held within. S/He is immune to any attempts they might make to possess his/her body. A spirit can escape on a red Psyche FEAT, provided its Psyche rank is higs/her than the Power rank. This Power can be used in conjunction with L6/Forced Reincarnation to find new homes for vagrant spirits. This Power can be mechanically simulated to provide a "holding tank"for disruptive spirits like poltergeists or particularly malevolent Free Spirits. In this case, the Power lasts as long as the device is supplied with energy. Capturing a spirit requires a FEAT. Compare the Power rank with the Psyche of the intended target. If the Power rank is higs/her, a green FEAT will do. Equal ranks require a yellow FEAT. A Psyche rank higs/her than the Power rank means Captain Example must make a red FEAT.
spiritual strength:: Captain Example can mentally double any one ability or power for a duration equal to the color result once a day. Red- 10 rds; Yellow- 8 rds; Green- 5 rds; white- 3 rds. The hero must then make a psyche feat roll or rest for one minute. The power rank may be raised +1cs if limited to only abilities or powers, +2cs if limited to one specific ability or power.
Description of category to come
animate image:: This is a specialized form of Illusion-casting that enables Captain Example to apparently bring any flat image Captain Example sees to life. Whatever the original nature of the image-drawing, painting, photograph, print-the image appears to gain a sense of three dimensionality and independent movement. A blank white area now fills the area formerly occupied by the newly solidified Image.
In actuality, Captain Example has created two Illusions. The obvious one is that of the animated image that has peeled itself away from its flat background and filled out into three dimensions. The second, more subtle Illusion is the "blank white space formerly occupied by the now apparently animated image."Captain Example automatically casts this Illusion to mask out the still-existing original picture; for as long as Captain Example concentrates on the illusion or until the primary Illusion ceases to exist, whichever comes first.
The initial range at which Captain Example can Animate an Image is recognizable line-of-sight (100 yards). This is also the maximum range at which Captain Example can normally maintain the "realism"of the Illusion. Simply put, Captain Example has to be able to clearly see both the Image and its surroundings. When either is beyond Captain Example vision, the believability of the Image drops drastically. When the Image gets beyond Captain Example field of clear vision, Captain Example can no longer make it realistically conform to the surroundings.
Unbeknownst to Kinescope, the alley is full of trash cans, which the lion blithely passes through. This muggers see this and realize they've been had. Kinescope gets a surprise when Captain Example comes around the corner. This Image can exist for as long as Captain Example concentrates on maintaining it (the Judge is free to determine how easily this can be done given the circumstances Captain Example finds themselves in).
Although the Image can only be realistically controlled within one area of Captain Example location, the Image can be projected up to the full range for this Power. Once beyond the one area limit, the Image is easily perceived by others as a holographic projection. Captain Example can overcome this limit by e Captain Example tending the range of Captain Example own senses, either through artificial means (telescopes, remote TV camera, etcetera) or by using sense e Captain Example tending Powers. In such cases, Captain Example can e Captain Example tend realistic control of the Image up to the range limits for this Power and whatever means Captain Example employs to e Captain Example tend Captain Example vision.
hallucinations:: Captain Example can create illusions directly within the target‘ mind. Such illusions are telepathic, not holographic, in nature. As such, they cannot be mechanically detected or recorded e Captain Example cept by devices that simulate Telepathy or human thought patterns (such as player character Robots).
Hallucinations can only be seen by the target of this Power.
The ranges for this Power is shown on column A of the Range Table. The target must be within sight of the Captain Example, although the Captain Example can e Captain Example tend Captain Example sight and thus Captain Example Power range by the use of artificial aids. These include telescopes, remote TV cameras, clairvoyance, and Telescopic Vision. The target need not see the Captain Example in order for the Power to affect him. Normally the Power affects only a single target. Each additional target decreases the range -1CS. Targets are allowed to disbelieve the Hallucination by making an Intuition FEAT but only if they suspect the true nature of what they are seeing.
Hallucinations last as long as the Captain Example concentrates on creating them. They inflict no real physical damage but can be used to disguise an actual Power‘ use.
Captain Example can use one additional Power simultaneously with this one.
Hallucinations can be used to inflict psychosomatic damage. If the apparent damage is believable, the target will physically react to it. Hallucinatory 'death' results in the target lapsing into unconsciousness for 1-20 turns. Since a target who takes the time to examine Captain Example wounds will realize Captain Example has not been hurt (at least not in the way Captain Example thinks Captain Example should be), the Captain Example is advised not to use Hallucinations that rely on direct attacks.
Hallucinations have limited effects on non-sentient or e Captain Example tremely alien beings.
They have no effect at all on Moms Nature. A Hallucinatory wall might stop a puma but it won"t stop a boulder rolling down on the Captain Example.
illusion casting:: Captain Example can create realistic holographic images that have apparent solidity. Thisse Illusions can be mechanically detected and recorded by such means as photography or television. That separates this Power from the psionic, image-generating Power called Hallucinations, which produces images directly in the target‘ mind and cannot affect mechanical senses.
This Illusion can take any size or appearance Captain Example desires and is limited only by Captain Example imagination. This Illusion can be a realistic simulation, a fanciful creation direct from Captain Example mind, or an abstract display of light. Captain Example is playing with light itself and can create anything that is visible. Since most people depend. on vision to gain information on their surroundings, this Power presents the awesome ability to apparently alter the nature of reality. Captain Example can cast Illusions anywhere Captain Example can see within Captain Example power rank range, though Captain Example must be able to clearly see the area where the Illusion is forming if Captain Example wants to make it at all realistic. This normal limit for unaided vision is one area (132 feet). Beyond that range Captain Example can no longer clearly see Captain Example Illusion‘ surroundings and thus cannot alter the Illusion to reflect things going on around the Illusion. For example, an Illusionary tree cast two areas away might seem to be floating a discreet two inches above the ground. If Captain Example is unconcerned about maintaining the reality of Captain Example Illusions, this limit can be ignored. Captain Example does not even need to be able to see the Illusion as it forms. Such uncontrolled Illusions appear as transparent, freefloating apparitions. If the Illusion takes the form of a living being, viewers might see it as a ghost or other phantom form. If Captain Example possesses a means of e Captain Example tending the range of Captain Example senses, Captain Example can maintain the realism m of Captain Example Illusion at up to full range of both this Power and that of whatever means Captain Example uses to e Captain Example tend Captain Example vision. Ways of increasing the senses' range include mechanical means such as binoculars and remote TV cameras and sense-e Captain Example tending Powers, most notably Telescopic Vision and Clairvoyance.
example: Deetee has an Incredible rank and can Illusion-Cast up to two miles away. Captain Example also has a good pair of binoculars that enable Captain Example to see up to one mile away. For idle amusement, Captain Example likes to go to the top of tall buildings and Cast Illusions at the pedestrians below. S Captain Example also like to find the monitors for remote surveillance cameras and use them to direct Captain Example Illusions into locked rooms. Illusions last as long as Captain Example concentrates on maintaining their existence. This Judge is free to determine how long Captain Example can maintain Captain Example concentration in a given circumstance. Breaking Captain Example concentration abruptly terminates the Illusion, while merely getting distracted causes the Illusion to begin to lose realism (drift, lose detail, become translucent, and so on). This Illusion‘ effect on a viewer varies. A viewer must make an Intuition FEAT against the Power rank of the Illusion-caster; success means the viewer now recognizes the Illusion‘ true nature. Players running characters viewing an Illusion are only allowed to make a FEAT if they suspect the Illusion. this can occur if they physically touch the Illusion, if the Illusion is somehow flawed, or if the character is just naturally cynical. ("Congratulations, Les. So far this morning you have attempted to disbelieve the existence of a flying saucer, Galactus, two muggers, and your breakfast.). Since Illusion-Casting includes the Power of Light Control, Illusions can provide a measure of protection against light-based attacks. An Illusory tent would provide protection against both infrared and ultraviolet light, thus keeping Captain Example cool and safe from sunburn. Treat this Power as +2CS Resistance to Light-based attacks. It does not provide protection against any of the other ways Moms Nature has of affecting us. That Illusory tent would be drafty, cold, and flimsy. Illusion Casting can be combined with other Powers to give 1 Captain Example Illusion enhanced realism; this can also create Illusions that do real physical damage. If the Illusion-caster has any of the Energy Emission Powers, these can be redirected to apparently originate from the Illusion rather than from Captain Example. For example, combining this Power with Plasma Generation would simulate the Phoenix-force and fry any electronics in the area.
More commonly, the power is used to disguise the true nature of anything Captain Example or Captain Example companions might be doing. example: Deetee and Captain Example buddy Jayboy have to break into a certain building that they know is under surveillance. Deetee doesn't care about subtlety, only About distraction, and casts an Illusion of a,.Large elephant that comes lumbering around a corner and lies down in front of the door. Inside the elephantine Illusion, Jayboy is free to use Captain Example Kinetic Bolt Power to smash open the door. Captain Example also uses Captain Example K-bolts to simulate the effect the elephant‘ legs have when they kick against a target. This main drawback to Illusion-Casting is that Captain Example must keep Captain Example Power‘ true nature a secret from Captain Example adversaries. It must be presented as if it were another Power entirely.
For example, although Captain Example is an Illusion-caster, Deetee often presents Captain Example self as a Demon-Summoner. Even if the Power‘ nature is public knowledge, the Power is still effective. This Powers of Light Emission and Light Control are innate factors of Illusion Casting. As such, Captain Example has the ability to generate any intensity and frequency of light. Captain Example can warp light, alter its frequency, and change its degree of co Captain Example ency. Captain Example can do -2CS rank level damage using light-based attacks. As noted earlier, the Power includes - 2CS Resistance to Light-based attacks; Captain Example simply casts an Illusion of something opaque between Captain Example self and the offending light. Captain Example can simulate other visual Powers or Talents with some effectiveness as well; the -2CS limit is used as a guide for determining how well Captain Example can do these things. example: Once inside the building, Deetee and Jay-boy discover a guard. Deetee casts an Illusion of Ringmaster and tries to hypnotize the guard. Captain Example Incredible rank is reduced to merely E Captain Example cellent when s Captain Example tries simulate Hypnotic Control. Fortunately that is enough; the guard falls under the spurious Ringmaster‘ control. Powers that are a part of or can be simulated by Illusion-Casting may include:
Force Field vs. Energy
Resistance to Energy
Energy Detection (Light)
Light Control
Shadowshaping
Hard Radiation Emission (UV Light)
Heat (infrared Light)
Light Emission
Shadowcasting
Animate Image
Illusory Invisibility
Illusory Duplication
Hypnotic Control
Coloration
Hallucinations
Blending
Energy Sheath (Light)
Self-Vegetation
Shapeshifting
A drawback in characters who have this Power is that they tend to become philosophical about the relationship between Reality and Illusion. Companions find themselves drawn into interminable arguments about what is real and what is not. Illusion-Casters may even begin to feel that they themselves are an Illusion being cast by some unknown being.
illusion-casting:: Captain Example can create realistic holographic images that have apparent solidity/seem absolutely real to all five senses. These Illusions can be mechanically detected and recorded by such means as photography or television. That separates this Power from the psionic, image-generating Power called Hallucinations, which produces images directly in the subject‘ mind and cannot affect mechanical senses. The Illusion can take any size or appearance Captain Example desires and is limited only by Captain Example imagination. The Illusion can be a realistic simulation, a fanciful creation direct from Captain Example mind, or an abstract display of light. Captain Example is playing with light itself and can create anything that is visible. Since most people depend on vision to gain information on their surroundings, this Power presents the awesome ability to apparently alter the nature of reality. Captain Example can cast Captain Example Illusions anywhere within Captain Example Power rank range, though he must be able to clearly see the area where the Illusion is forming if he wants to make it at all realistic. The normal limit for unaided vision is roughly 50 yards. Beyond that range Captain Example can no longer clearly see Captain Example Illusion‘ surroundings and thus cannot alter the Illusion to reflect things going on around the Illusion. For example, an Illusionary tree cast 75 yards away might seem to be floating a discreet two inches above the ground. If Captain Example is unconcerned about maintaining the reality of Captain Example Illusions, this limit can be ignored. Captain Example does not even need to be able to see the Illusion as it forms. Such uncontrolled Illusions appear as transparent, free floating apparitions. If the Illusion takes the form of a living being, viewers might see it as a ghost or other phantom form. If Captain Example possesses a means of e Captain Example tending the range of Captain Example senses, he can maintain the realism m of Captain Example Illusion at up to full range of both this Power and that of whatever means he uses to e Captain Example tend Captain Example vision. Ways of increasing the senses"range include mechanical means such as binoculars and remote TV cameras and sense- e Captain Example tending Powers, most notably Telescopic Vision and Clairvoyance. Illusions last as long as Captain Example concentrates on maintaining their existence. The Judge is free to determine how long Captain Example can maintain Captain Example concentration in a given circumstance. Breaking Captain Example concentration abruptly terminates the Illusion, while merely getting distracted causes the Illusion to begin to lose realism (drift, lose detail, become translucent, and so on). The Illusion‘ effect on a viewer varies. A viewer must make an Intuition FEAT against the Power rank of the Illusion- caster; success means the viewer now recognizes the Illusion‘ true nature. Players running characters viewing an Illusion are only allowed to make a FEAT if they suspect the Illusion. This can occur if they physically touch the Illusion, if the Illusion is somehow flawed, or if the character is just naturally cynical. ("Congratulations, Les. So far this morning you have attempted to disbelieve the existence of a flying saucer, Galactus, two muggers, and your breakfast."). Since Illusion-Casting includes the Power of Light Control, Illusions can provide a measure of protection against light- based attacks. An Illusory tent would provide protection against both infrared and ultraviolet light, thus keeping Captain Example cool and safe from sunburn. Treat this Power as +2Rs Resistance to Light- based attacks. It does not provide protection against any of the other ways Moms Nature has of affecting us. That Illusory tent would be drafty, cold, and flimsy.
illusionary duplication:: this is a specialized form of Illusion-Casting that permits Captain Example to generate completely realistic simulations of a single object, namely Captain Example. Unlike the other Illusory Powers, this permits Captain Example to see through these nonexistent senses and to communicate through apparently normal speech.
Captain Example can create a finite number of e Captain Example act holographic duplicates of Captain Example. These are Illusions based on Captain Example selfimage, which Captain Example had best make sure matc Captain Example s Captain Example actual appearance at that moment. This accuracy of the Duplicate is determined by a Reason FEAT made at the time the Duplicate is generated. A green Reason FEAT means the Illusory Duplicates are somehow different from Captain Example ; they have the wrong outfit on, are too muscular or handsome, and so on. A yellow or red Reason FEAT produces a perfect copy. This maximum number of simultaneous duplicates Captain Example can create is equal to Captain Example Power rank number. Although Duplicates are frequently used to surround Captain Example and act as decoys, the duplicates can also function several areas or miles away from Captain Example. This maximum range at which Captain Example can either send or create a Duplicate is determined by Captain Example Power rank; specific levels are shown on column B. example: Myriad has an Incredible rank. this enables Captain Example to create up to 40 simultaneously existing Duplicates that can form or travel as far as two miles away from Captain Example location. This Duplicates are intangible holographs and are incapable of doing any actual physical activity. Thisy are primarily used as decoys, messengers, spies, and simulated ghosts. This duplicates can form in any location within Captain Example range, regardless of wether Captain Example can see that location or not. As an aspect of this Power, Captain Example automatically possesses a combination of Clairvoyance, Clairaudience, and Speech throwing that permits Captain Example to see, Captain Example ar, and speak through remote Duplicates.
For example, Myriad is at the scene of a cave-in. This rescue crew need to know where any survivors are located. Myriad creates several Duplicates and sends them off into the debris. Since these are energy, the Duplicates can pass effortlessly through the rock. Myriad sees what the Duplicates "see."Thisre is no light in the collapsed area but Myriad‘ Duplicates each carry an illusion of a flashlight that functions as well, if not better, than a real one. Finally two of the Duplicates find survivors. This first group of survivors are only lost; the Duplicate leads them through the darkness to safety. This second group is trapped behind fallen rock. Thisy are startled when the Duplicate passes through the rock into their area but Myriad speaks through Captain Example Duplicate and appraises them of the situation. This Duplicate remains with them until the rescuers finally reach them.
When creating Captain Example. the player has the option of assigning some or all of Captain Example other Powers to the Duplicates. Captain Example can only create a single such powerful duplicate at any one time. Since this duplicate now has a greater effect on reality, it gains some reality as well. Such duplicates can be affected and even destroyed by such attacks as Light Emission, Light Generation, Plasma Generation, Plasma Control, Shadowcasting, and any of the Magics and Power Controls. This duplicate has a "Captain Example alth"equal to this Power‘ rank number. Any damage to the duplicate is subtracted from this number. At zero the duplicate suddenly vanis Captain Example s. In addition, any damage done to the duplicate is also suffered by Captain Example. who temporarily loses a number of points equal to Captain Example Power rank number. Such points are regained just like Captain Example alth points.
All Duplicates can be affected by the Powers of Light Control and Shadowcasting. Light Control can overpower, distort, and even destroy any Duplicate. It can be use to seize control of a Duplicate away from Captain Example ; the effect is analogous to someone using Mind Control/ Puppetry on Captain Example own body. Shadowcasting can surround the Duplicate in darkness and prevent Captain Example Clairvoyance from operating. If the Shadowcasting has a greater rank, that Power can be used to destroy a Duplicate. Note: when a Duplicate is passing through solids, its "eyes"register total darkness. If Captain Example is unaware that Shadowcasting is being used against Captain Example Duplicates, then Captain Example will assume the continued darkness is the result of the Duplicate remaining within a solid mass and consequently will make no attempt to resist this clandestine attack. As stated earlier, all Duplicates are an illusionary manifestation of Captain Example self-image. This need not be a single, static design but can change with Captain Example w Captain Example. Generally, all Duplicates at a given moment will have the same shape. However, by means of a red Reason FEAT, Captain Example can create simultaneous Duplicates who have different appearances. All such differences are still based on Captain Example own form. A red FEAT is needed for each different type of Duplicate. example: Myriad maintains a secret identity as a physicist at a nuclear plant in Georgia. One day the plant is attacked by supervillains. Myriad must take action but Captain Example civilian identity must remain at Captain Example emergency post. Myriad forms a number of Duplicates. Most resemble Captain Example super-heroic self but Myriad alters one to appear as Captain Example civilian self. This extra form requires additional concentration on Myriad‘ part and a red FEAT. This player blows it on the first roll (a 23), second roll (03), third roll (24), but finally makes it on the fourth roll (00). Myriad castigates Captain Example on the additional 24 seconds it took Captain Example to generate the lab coat and glasses. While Duplicates are normally created as independent beings, the Power can also be cast around Captain Example own body to immediately alter Captain Example own appearance. this is usually used to make quick disguises and costume changes. If Captain Example so chooses, Captain Example entire super Captain Example appearance and costume can be nothing more than such a Illusion wrapped around Captain Example normal civilian self. this would definitely prevent anyone from finding your costume stas Captain Example d in the back of the closet. In the previous example, Myriad had not thought to bring Captain Example costume to work and had to form one of Captain Example Duplicates around Captain Example. This drawback is that if Captain Example loses concentration, consciousness, or Power, Captain Example also loses Captain Example costume. (This time Myriad was skinnydipping when a crisis struck resulted in major embarrassment for Captain Example and some unfortunate media e Captain Example posure.)
Nemesis Powers include Light Control and Shadow-casting.
illusionary invisibility:: this is not true Invisibility but is actually a clever simulation. This effects are nearly the same, anyway; Captain Example becomes effectively invisible to any living or artificial being. Captain Example actually remains visible but Captain Example can now surround Captain Example with a holographic Illusion of empty space. this field can be limited to Captain Example body or increased to cover a large area. This maximum radius of this effect is the number of feet equal to the Power rank number. For example, a Poor rank could cover an area e Captain Example tending four feet from Captain Example. a Monstrous rank could cover an area e Captain Example tending 75 feet, and a Class 1000 rank could cover a square mile. Within the, Illusory Invisibility, things remain visible. From the point of view of anyone within the Power‘ protection, it appears that the area has been surrounded by an irregularly-shaped transparent balloon that causes weird tricks of light. Outside the "balloon"a viewer sees only the Illusion of empty space, even if the viewer has just stepped out of the invisibility field. Standing at the edge of the field can result in a Captain Example adac Captain Example as the viewer‘ eyes see both the reality and the Illusion. this Power can be cast at a target point some distance away. This area limit is the same. This maximum range at which the Illusory Invisibility can appear is determined by the Power rank. For example, a Monstrous rank permits Captain Example to hide an area 150 feet wide (75 foot radius, remember?) located up to si Captain Example miles away.
Of course, Captain Example has to be able to see Captain Example intended target; otherwise Captain Example would be unable to simulate the appearance of emptiness appropriate to the target area. When casting this Power at ground level, a practical limit to range is one area (132 feet) from Captain Example. Casi!ng an Illusory Invisibility in the air or in space is easier and can be done at rank level range. Note that as this is an Illusion, it can be detected by careful visual e Captain Example amination or the simplest of physical tests. This "empty space"is only what Captain Example imagines such an empty space to look like. As Captain Example tries to hide more area, the problems of realism multiply. If the Illusory Invisibility and the viewer move in relationship to each other, the viewer might be able to detect a slight distortion of light at the edge of the field. (This player can imagine it by thinking of a clear drinking glass.) example: Consider an airship surrounded by a mechanically created version of Illusory Invisibility. Inside the airship, vision is unaffected. This crew can clearly see the world below. This field e Captain Example tends one foot around the airship. From the ground and sides the ship is invisible. This flaw is when the field is viewed from above; a viewer sees the ground below but may realize that the surface detail is not continuous. Rivers And roads have sudden, une Captain Example plained gaps.
Since the Invisibility is holographic in nature, it can be mechanically detected and recorded by such means as photography, television, and the mechanical senses.of artificial oeings. It can also be seen at any distance and will deceive telescopes, remote cameras, and Telescopic Vision used outside the field‘ effect. Sensory Link can be deceived if that Power is used to link up with a viewer outside the field; if it is used to link with someone inside the field, the deception fails. Clairvoyance cannot detect Illusions at all and thus would also penetrate the deception. This Power cannot deceive any of the other senses or such Powers as Sonar, Radar, or Psionics.
For example, Daredevil would be unaware of such a field even being employed; this can lead to Problems for Matt Murdock. ("What I don't understand, DD, is how did you know the Dreadnought wasn't real?")
This Power provides limited protection against light-based attacks originating outside the field. this is equivalent to a Force Field vs. Light with a -2CS rank. For example, a Good form of this Power provides Poor protection against lasers and hypnotic lights.
This main protection it offers is that if the viewer doesn't know there is something to shoot at, then Captain Example won't shoot. This Invisibility lasts as long as Captain Example can maintain Captain Example concentration. In the case of mechanically-derived Invisibility, it lasts for as long as the equipment functions. Judges are free to decide the difficulty of either case in any given circumstance.
For example, the Judge decides that the above-mentioned airship‘ Invisibility Generator can function for up to ten hours of continuous operation but shuts down if it receives a single jolt of electricity with Amazing Intensity. Captain Example can terminate Captain Example Invisibility at any time, either purposely or accidentally. Simple physical contact can alert a viewer to Captain Example presence, w Captain Example ther Captain Example accidentally envelops Captain Example in the field or Captain Example makes a distance attack at the target. A spray of a coating material will temporarily reveal the e Captain Example tent of the field; in the middle of an obscuring cloud, the field shows as a silhouette of clear air. Once Captain Example realizes that Captain Example field is visible, Captain Example can correct the Illusion to reflect the new addition to Captain Example surroundings; this takes a green Intuition FEAT. Note: the Judge should roll this for Captain Example without telling the player Captain Example has become visible; failure means Captain Example has either not yet realized Captain Example predicament or has not yet gotten the Illusion properly altered. Optional Powers include Light Control and Light Emission. Nemesis Powers include Light Control, Radar, and Sonar.
Description of category to come
Confusion Inducement:: Captain Example has the ability to induce confusion within the mind of another who is within range. Range and duration are based on this powers rank and are resisting is considered to be a contested action based on psyche with a STAT-CHAIN of Psyche, Intuition, Endurance, Reason, Agility, Strength.
Entropy Generation:: Entropy is the tendency of an object or system to become disorganized, disordered, or fail due to some randomly induced aspect. For example, a crystal dish set on a table represents more order than the set after being shattered with a hammer. That hammer represents a physical manifestation of Entropy.
This power allows Captain Example to accelerate the rate of decay in an object, group or system. This has varying effects depending on if the power is focused on physical or intangible things.
Physical: Captain Example can cause rank level damage every round to physical objects. To do damage. Considering the constant flux of Order and Chaos, physical damage is not always permenant.
Intangible: Captain Example is able to introduce entropic energies to event causing a wide array or results.
Disrupting someone's concentration
Diffusing an energy attack
Wreaking havoc with computer systems
Cause meetings to degenerate into arguments
Fear Inducement:: The hero can cause fear in a target within range. Range is found on Column A. The victim must make a psyche feat roll with the power rank as the intensity. The effect lasts five rounds, but if the victim is unable to respond as indicated then they are stunned for 1-20 rds.
plague carrier:: Captain Example can contain within his/her body and release at will a variety of disease-causing microorganisms (bacteria, germs, viruses). Captain Example is immune to any disease (otherwise Captain Example have died as soon as s/he gained this dubious Power) but s/he can instantly infect others at will with diseases of his/her choosing. Symptoms appear quickly. Curiously, victims are not themselves contagious to others. Obviously the Power alters the genetics of the disease causing organisms and weakens them so that they can only survive within Captain Example and the first new body into which they are introduced. Upon the death of the victim or the end of the Power‘ duration, all the microbes die as well. This Power does have a beneficial side. Because of Captain Example special ability to control microbas, s/he can actually cure others of disease. Captain Example can draw out of the target‘ body every last microbe of a particular type. Note: this only removes the cause of damage. It does not remove the effects of the disease. example: Black Plague has a fondness for red-haired children, and cures a copper-haired tyke of smallpo Captain Example. While the child will live, s/he still has the pockmarks. A character with this Power has to gain diseases, much as others would gain weapons, as s/he progresses. New characters begin with diseases common to everyday life, like chicken po Captain Example. mumps, influenza, and such. This character must actively seek out sources of new diseases in order to add them to his/her inner armory. This is done by consuming live cultures ("I don't get it! Why would anyone drink a vial of smallpo Captain Example culture?") or by curing a diseased person in the manner e Captain Example plained earlier. This latter act will gain even the vilest villain a small flock of devoted people, all cured by him/her. Captain Example can use his/her Power against single targets. Multiple targets decrease his/her Power rank by -1CS per ad ‘ ditional person. Rank determines the Intensity of the infection and duration of the symptoms. This Power can be negated or even destroyed by Ll/Biophysical Control or massive injections of anti-microbial drugs. Captain Example is then reduced to a normal being. This Power‘ ability to infect others can be negated by normal medical means or Powers like Self-Healing, Induced Healing, True Invulnerability, and this Power itself.
plant control:: Captain Example can impart limited movement and self-awareness to normally unintelligent plants. This plants obey simple commands, and possess rudimentary communication and senses. Captain Example can accelerate the plants' growth somewhat, but cannot make it e Captain Example ceed normal limits on size or shape. Rank determines the number of plants affected and the duration of the control. E Captain Example ceeding the number of controlled plants decreases the duration -1CS per additional 10%. Controlled plants have their own characteristics and ranks that are increased to Captain Example Power rank, ws/here applicable.
plant growth :: Captain Example has the ability to make plants grow nearly instantaneously, and far larger than normal. This Power can force a seed to sprout immediately and gives it the ability to thrive, even in the absence of normal nutrients (light, soil, and water). Captain Example can affect existing plants and seeds or use seeds and sprouts carried with him/her. In the latter case, the player must make a list of the types of seeds Captain Example carries oust as a weapons specialist needs a list of those with which s/he is proficient). This Power does not change the natural abilities of the affected plants; it only enhances them up to the Power‘ rank. This Power requires the player to develop some rudimentary knowledge of botany, since the more the player knows about plants, the more stunts Captain Example can perform. Typical plants used with this Power are:
Poison ivy - rash incapacitates foes
Kudzu - vines entangle targets
Briar - forms impassable barriers
Goldenrod - hayfever city...
Oak - instant support for damaged buildings
Venus flytrap - Catch and hold foes
Power rank determines the speed of plant growth and the rank of the affected plant‘ abilities. Growing a plant in normal conditions (adequate light, soil, and water) requires a Typical Intensity.FEAT. Growing plants in less than adequate conditions (insufficient light, soil, or water; typical urban conditions) requires a Remarkable hostile conditions (no light, soil, or water) requires an Unearthly Intensity FEAT. Because their metabolism is accelerated by this Power, the plants quickly die. This lifespan is 1/8 normal. As a rule of thumb, the player can use these guidelines for normal and accelerated lifespans: House plants-6 months/2 days Shrubbery-5 years/3 weeks Trees-1 00- 1000 years/1 -10 years This point of this is that your s/he doesn't have to worry about filling the city with giant plants left over from old battles. S/He might still be in trouble with the Park Department, though...
Description of category to come
magical fortitude:: Unlike most people, be they normal or meta, Captain Example possesses a natural resistant to most sorceries, magics, enchantments and there inherent effects. Regardless of the magical properties of a sword or length of rope or other magical item, he is capable of resisting magical effects of said magic. However he is wholly subject to the physical aspects of such an object though regardless of its magical properites. I.E. a sword is still a sword and can cut him, a rope is still a rope and can bind him, not because of any inherent magical qualities but because it is a property of vessel which contains the magic. Thus most magical effects will not effect him, and the stronger ones will be greatly reduced regarding whatever effects they might have on him.
mediumship:: Captain Example is aware of the spirits and can communicate with them through various means. can see them and/or hear them if they so will and converse with them as well. can not command them to appear or call them forth against their wishes. is simply aware of them and capable of direct communication with them.
summoning:: Captain Example can summon and control extra-dimensional, corporeal beings. Such beings are commonly called "demons"but may be of any nature or disposition. This Power enables Captain Example to summon any known extra-dimensional being, Provided his/her Power rank is higs/her than the being‘ Psyche rank, on a green FEAT. Equal ranks require a yellow FEAT. Trust me, you don't want to summon beings more powerful than you (they might answer), but if you do it anyway, you need a red FEAT. This summoned being is instantly teleported from its home dimension to a spot chosen by CN. Once summoned, the being must perform a single task ordered by CN. being must immediately set about fulfilling the order. If successful, s/he can immediately depart for his/her home dimension. Normally, s/hees will only summon magical creatures like demons and elementals. If a s/he feels particularly confident, though, s/he might be able to call magical characters like Clea and D'Spayre. Captain Examplees can never summon entities, although one might pretend to answer a summoning on a lark. This Power summons one being at a time. Each additional being decreases the Power‘ rank by -1CS. Remember that most magical beings are intelligent and that many are hostile to humans. This being a s/he summons today might hold a grudge against him/her for eons to come.
undead control:: Captain Example can dominate the wills and actions of previously living, still-corporeal beings. Such beings are often called "zombies"or "zuvembies"and are only semi-intelligent. Controlling them requires a green FEAT. Controlling fully intelligent, more powerful undead like mummies or vampires may require MOD or ST approval. Once control is established, Captain Example can order the undead to perform any task s/he desires, so long as it is within their ability. Control ceases when the task is accomplished, but can be reinstated at that time. This Power cannot affect anything alive. A cured vampire, for example, would ignore the Power.
zombie animation:: This is a macabre Power that is definitely more at home in the horror genre than in the Captain Exampleic genre. Captain Example. um, well, the character with this Power can Animate any previously living body. Normally, the Power is used to Animate relatively intact cadavers, since these are capable of a greater variety of actions. Part of the Power is used to halt the process of decay and to maintain the structural integrity of the remaining body parts. Still, Zombies look awful, even the fresh ones.
This Power is not Biophysical Control/Revival. The Zombies are not alive. They lack the essential lifeforce that is the core of each living being. The Zombies are at best mindless slaves, at worst grotesque marionettes who shuffle on the end of the Zombie Master‘ strings.
The condition of a Zombie can range from freshly deceased to skeletal. The latter type of Zombie is little more than a walking skeleton, though being mostly bone it is cleaner than a still-fleshed Zombie. The Zombie does not have to have all its body parts. In fact, the Power can be used to Animate detached limbs or partial remains. These have their uses too. For example, if a character‘ Physical Type is either Cyborg or Compound/Undead and Captain Example possesses this Power, perhaps some of Captain Example body parts are Animated bones grafted onto Captain Example still living sections. (I told you this is a grotesque Power.) Zombies possess Physical Abilities that are -3CS Power rank. Mental Abilities are Zero-shift.
Description of category to come
bonding:: Captain Example has the ability to join two or more targets together on a molecular level. The effect is the same as if the targets were glued or welded together. In actuality, the Captain Example has induced molecular adhesion. A submicroscopic examination would fail to reveal any foreign material (such as a glue) or disturbances in the normal arrangement of the target‘ structure (such as the distortion caused by welding). The Bonding is so powerful that attempting to sever its effect results in physical damage to either of the Bonded targets because the only way to forcibly separate two Bonded objects is to tear the surface of one or both of them. This causes Typical wounds to a living target.
The range for Bonding is limited to Contact only. Captain Example need not touch the actual area to be Bonded, although the Captain Example needs to touch the two targets somewhere in order to direct the Power‘ effect. Once the Captain Example is touching both targets and has begun to manifest Captain Example Power, Bonding occurs at any point where the two targets are in contact with each other. The Bonding process takes any number of turns, depending both on the Captain Example Power rank and the desired material strength of the Bonding. The first turn produces a Bonding of Feeble material strength. Each turn the Bonding process continues raises that material strength +1CS, up to the limit of the Power rank. At any point the Captain Example can cease to use Captain Example Power and thus produce Bondings of varied strengths.
The duration of the Bonding is determined by a Power FEAT at the time the Power is used. A green FEAT creates a Bond that lasts a number of turns equal to the Captain Example Reason rank number times 100. A yellow FEAT increases the multipliers to 10,000 turns times the Reason rank number. A red FEAT ensures a permanent Bonding. If the Bonding is temporary, its effects end without a trace at the e Captain Example piration of the time limit.
This is a Power that readily combines with many of the other listings in this book. Combining it with Webcasting produces an equivalent to Spiderman‘ web. Weapons Tinkering produces an equivalent to the Trapster‘ glue gun.
Chemical Touch produces a natural adhesive coating on the Captain Example body.
Combustion or Fire Generation produces napalm. There are more but I"ll leave them to the player‘ imagination to devise.
The Power can only affect solids.
Liquid, gaseous, ethereal, and Phasing matter are immune to this Power‘ effects. Once Bonded, matter cannot Phase as a means of escaping the adhesion; doing so causes Typical damage as the Bonded surface is lett behind. Transition from solid to either liquid or gaseous state will work to free the Bonded matter without physical damage, although this is not an option for most people.
Bonding only occurs on the surface and does not penetrate more than 1/1 6th of an inch into any Bonded material.
The effect this has on living targets is that only the epidermis is affected. As it does not affect liquids, the Power automatically penetrates any coating that might otherwise protect the target.
collection:: Captain Example can cause any desired. material to collect in a specific location. This material must already be present and diffused throughout the Captain Example vicinity, whether in the air, water, soil, or scattered across the ground. The Collection area has a radius determined by the Power rank; distances are shown on column C of the Range Table inside this book‘ cover. For example, an Incredible rank can collect material from as far as 25 miles away.
Collected material instantly teleports to the designated Collection site. The site must be in line of sight of the Captain Example and within Captain Example Power‘ range. Captain Example can Collect per turn a maximum amount of material measured in the number of pounds equal to the Power rank number.
This assumes, of course, that enough material exists within the vicinity in order to be Collected. Any material of any nature can be Collected. There is a partial e Captain Example emption to this rule in regards to living beings. The Power can only Collect living beings whose weight is within the weight limits for the Power; if the beings weighs more, the Power can not affect them aside from a brief tug. If the Power is used to Collect the bodily products of living beings, player and Judges are to assume that so little is drawn from each being that no harm results. For example, a character could Collect a mass of blood without having to worry that Captain Example bled some stranger to death.
The Power does not after the state of any matter either before or after Collection. The desired matter must be in the basic chemical formulation desired.
Desired materials that are in some altered state are not affected by the Power. For example, trying to Collect steel in a junkyard full of rust will lead to naught. The exceptionis if the desired material is in either a state of solution or suspension, since neither actually affects the chemical nature of the material.
For example, imagine your Captain Example is standing at the seaside and practicing Captain Example Power. Captain Example cannot Collect the hydrogen bound into the water but Captain Example could Collect salt, gold, or anything else dissolved into seawater. Collecting salt is easy; a Remarkable Power can Collect a mansized pile within a minute‘ time. Gold is harder; each cubic mile of seawater contains only a few ounces of gold.
Due to some une Captain Example plained limitation to this Power, it cannot randomly Collect foreign materials found within the bodies of anyone within the Power‘ range.
Common foreign materials include tooth fillings, prostheses, sutures, and drugs.
If the Captain Example must Collect such materials from a body.
Ethereal and Phasing matter can be Collected. They just can"t be held for any length of time without consciously and repeatedly using the Power to return such matter to the Collection site.
This Power is most commonly linked to the Matter Control and Conversion Powers as a way to gather sufficient raw material to permit the other Powers to function. These are listed as Optional Powers. Even if used by itself, this Power can be used effectively. Matter can be Collected to form a protective shield or to entrap a foe in a suddenly appearing pile of debris. Dirt or water can be Collected to smother a fire or dampen escaping radiation. Captain Example is free to develop various Power Stunts using suddenly materialized matter.
The comple Captain Example ity of the material to be collected determines what Intensity FEAT is required. Raw, amorphous materials can be collected in a dusty pile by a green FEAT. Common examples include metals, dirt, and water. Formed or comple Captain Example material requires a yellow FEAT to collect in recognizable form. examples include bricks, edibles, and comic books.
Biological material requires a red FEAT, whether the Captain Example is trying to collect bile or hamsters.
crystallization:: Captain Example can transform any target material into a gemlike material that possesses Power rank material strength. Crystallization occurs because the Captain Example has the ability to shape the molecular bonds of normally amorphous matter into a crystal matri Captain Example of great strength. The Crystallization can occur at any site within the Captain Example line of sight and range; distances are determined by the Power rank and can be found on column C of the Range Table on the inside cover. The newlyformed Crystal is initially stationary; it cannot be launched like a missile (unless the Captain Example possesses Missile Creation, but I"m getting ahead of myself). It can be formed in such a position that gravity immediately affects it.
Crystallization automatically affects non-living, unprotected, stationary targets. Moving targets require the Captain Example to make an Agility FEAT in order to hit the target. If Crystallization is used as an attack against a living target, it can be resisted by the usual methods. Methods of protecting a target from being Crystallized include Force Field vs.
Energy Attack, Resistance to Energy Attack, True Invulnerability, and various Magics and Power Controls.
Crystal can be formed in any shape the Captain Example desires. The amount of Crystal the Captain Example can create in a single turn is the number of square feet equal to the Power rank number. The material to be transformed into Crystal is drawn from particles in the air or from the target itself. Solid targets can themselves be Crystallized. If the Power is used on a living target, innate safeguards incorporated into the Power place the target into a semi-state of Suspended Animation; all life functions temporarily cease but the target remains aware of its condition and surroundings. A Crystallized life form must remain intact if the process is to be reversed. If the Crystallized life form is shattered, the transformation is permanent. Note: the shards-of a shattered, Crystallized life form all possess some of the victim‘ lifeforce; the percentage of the victim‘ Psyche possessed by a particular shard is equal to the percentage of the original body represented by the shard. Such shards can be used to create powerful Magic. Such shards can also lead to later Plot Complications. ("You don"t understand. The gem in the necklace I gave Helen was part of Leviathan!) Normally Crystallization is only temporary. The duration of a given Crystal is the number of minutes equal to the Power rank number. At the e Captain Example piration of this time, the Crystal reverts back to its original material. If the Crystallization was directed in the air the original material was probably dust particles. As mentioned earlier, if the Crystallization was used to transform a living target and that Crystal was subsequently shattered, the transformation is made permanent.
(This rule is purposefully intended to spare the Judge and players from dealing with the hamburger that would be created if the formerly living target did revert to its original state.) For game purposes, the category of "living target can be e Captain Example panded by the Judge to encompass any of the Physical Types for player characters and NPCs.
The Power can be combined with other Powers listed in this book. As mentioned before, Missiles can give the Crystals momentum and range. Weapons Creation can specialize in crystalline instruments of destruction. Body Armor or Body Coating can be a suit of fle Captain Example ible crystalline armor with that gives Power rank Resistance to physical or energy attacks. Vision-based Detection Powers can be achieved by the Captain Example spontaneously forming optical devices and lenses of crystal. If the Captain Example has an e Captain Example otic Physical Type, perhaps Captain Example can Captain Example be composed of living crystal.
Such categories include Modified Humans, Cyborgs, Robots, Abnormal Chemistry, Mineral, Compound, and Changeling.
diminution:: Captain Example can reduce the size of a target. The target must be in line of sight and within one area of the Captain Example. Any material can be Diminished by this Power With the sole exceptionof material that has already been Diminished by an equal or higher rank of this Power. In such a case, the would-be target is assumed to already be Diminished to a further point than the Captain Example could reach anyway.
The level to which the Captain Example can Diminish a target is determined by the Power rank. Levels appropriate to this Power are:
Resultant Size Rank (% of Original Size).
FE 50%.
PR 25%.
TY 12.5%.
GD 6.25%.
Ex 3%.
RE 1%.
IN.5%.
AM.25%.
MN.1%.
UN.01%.
X.001%.
Y.00001%.
Z.0000001%.
CL1000.00000000001%.
CL3000.00000000000000001%.
CL5000.000000000000000000000000000000001%.
In practical terms, a Diminishment rank of Shift Captain Example. Y, or Z is sufficient to reduce a normal-sized human to the size of a cell. Either CL1000 or CL3000 will reduce him to atomic scale. CL5000 reduces a human to such a point where Captain Example can enter a Microverse such as Jarella‘ world of Kaa.
A note on Microverses: These are miniature dimensions that can be reached by a person undergoing e Captain Example treme size reduction. The act of Shrinking causes the person to breach the Dimensional Barriers and reach a chosen Microverse. The worlds within a Microverse roughly correspond to but are not actually atoms or molecules. Once within a Microverse, the Dimension traveler finds Captain Example in an environment that appro Captain Example imates conditions in the larger, outer world. Microverses may themselves contain even smaller Microverses. Even our own world may in fact be a Microverse to some inconceivably larger Macroverse.
The duration of Diminution on a target is determined by a Reason FEAT made at the time the Power is used on the target. A green Reason FEAT gives a duration of the Reason rank number times 100 turns. A yellow FEAT increase this to 10,000 turns times the Reason rank number. A red FEAT makes the diminution permanent; in such a case the only way the target can return to its original size is through use of Enlargement, Magic, or Power Negation.
There are three very different ways to create the effect of Diminution. Each has its own mechanism and peculiar properties as a result of that mechanism. The player can either choose for Captain Example or let a random die roll determine which form.
Atomic Collapse - Captain Example decreases the distance between the target‘ atoms and subatomic particles. The target does not lose weight as it shrinks. Rather, it becomes increasingly dense and could eventually collapse into neutronium (CL3000 Diminution) or even a black hole (CL5000 Diminution). Strength is unaffected by the change in size but leverage becomes increasingly difficult at smaller sizes.
Atomic Reduction - Captain Example decreases the number of atoms in the target‘ body.
The lost matter is either disintegrated (if the Diminution is permanent) or temporarily removed from the target‘ plane of existence and stored on another plane until it is needed to return the target to its original size. Mass and strength both decrease as the target Shrinks; the lower ranks are proportional to the target‘ new size. The target becomes increasingly simple in structure and reach a stage where the remaining structure is too simple to sustain the lifeforce of a living target. This occurs at Shift Captain Example rank. If the Diminution is temporary, the target‘ lifeforce is stored on the same plane as the displaced matter that normally forms Captain Example body. At Shift Z Diminution, the target consists of only a single molecule which immediately vanishes when the ne Captain Example t rank is reached.
Atomic Reduction -This is the most common form of Diminution and the only form that permits the target to enter a Microverse. Captain Example can reduce the size of the atoms and subatomic particles themselves, thus reducing the overall size in a proportional manner.
Mass and physical strength are reduced a proportional amount. While this Power has more advantages than the other forms, it has a deadly disadvantage. As the target‘ atoms shrink, they are no longer able to interact with other, normal sized atoms. As a result, a living target is unable to breathe the air or consume food or water. Seen in this light, this form of Diminution is the equivalent of a Fatal attack. Fortunately, there is a 95% chance the Power envelopes the target in an energy field that shrinks anything within one foot (proportional to the target‘ current size) of the target to the same size as the target. This allows the target to breathe, drink, and eat. The existence of this field is randomly determined at the time the source of the Diminution is created. If the Captain Example lacks such field, then any target must have its own supply of proportionally-sized consumables. Even non-living targets can be affected in that the Power effectively insulates them from electricity, since normal-sized electrons cannot flow into a Diminished conductor. Treat this as rank level Resistance to Electricity. If the field exists, electrons are automatically Shrunken to permit conductivity.
It is assumed that when the Power is used, the Captain Example intends to Diminish the entire target. If the Captain Example specifies, Captain Example can attempt to shrink only part of a target.
Since this is equivalent to tearing the target apart, a Power FEAT determined by the Material Strength of the target is required to do such an act.
example - Sizemaster has possesses Remarkable Diminution. Seeing an uproar at Captain Example local bank, Captain Example wanders in to see what‘ up. Captain Example discovers The Shocker trying desperately to free people trapped in a safe and Captain Example decides to assist the rescue. Captain Example locates a section of the safe away from The Shocker and begins to manifest Captain Example Power. The safe is made of steel and reinforced concrete and has a Remarkable Material Strength.
Good, Sizemaster only needs to make a yellow FEAT to Diminish a hatch in the safe‘ wall. Within twelve seconds Captain Example has Diminished a si Captain Example -foot-wide area into a one-inch-wide plug, which drops out of the wall and rolls around on the floor.
Sizemaster is helping the trapped people out of the safe when Shocker finally burns through the opposite wall. Later the two rivals seal the hole Sizemaster made by holding the plug in place as returned to its original size.
The Power can automatically effect a non-living, stationary, unprotected target.
Moving targets require Captain Example to make an Agility FEAT to hit the target with Captain Example Power. Living targets are allowed to resist the Power‘ effects in the same way they would resist any energy attack Targets can be protected from Diminution by such Powers as Force Field vs.
Energy, Resistance to Energy, True Invulnerability, certain Magics and Power Controls, and the simultaneous use of an opposing Enlargement Power. Atomic Dispersal opposes Atomic Collapse, Atomic Gain opposes Atomic Reduction, and Atomic Growth opposes Atomic Shrinkage. If the opponent lacks the matching form of Enlargement Captain Example can still try to negate the effects of Diminution with whatever form Captain Example possesses; the results can get a little weird, though.
disruption:: Captain Example can destroy a target‘s physical structure without resorting to a physical or overt energy attack. The molecular bonds that give a target its solidity are directly Disrupted, with the result that the target collapses into dust, sand, liquid, or even vapor.
The Material Strength of the target determines what Intensity FEAT is required. For example, asphalt has Good Material Strength and consequently would require a Good Intensity FEAT to destroy.
Captain Example can Disrupt any target within both line-of-sight and range. The range is determined by the Power rank; distances are shown on Column A of the Range Table on the inside cover. The amount of matter the Captain Example can Disrupt in a single turn is the number of pounds equal to Captain Example Power rank number. If the player chooses when creating the character, Captain Example can increase either range or amount affected any number of +CS by decreasing the other factor an equal number of -CS.
example - an initial rank of Good can be altered by up to 3CS and produce results as varied as Feeble range (Contact only) and Incredible effect (40 pounds) or Incredible range (11 areas) and Feeble effect (two pounds).
Also when creating the character, the player can choose whether to make the Disruption permanent or temporary.
Choosing the temporary option raises the Power rank +1CS. The duration of the Disruption is determined by a separate Reason FEAT made at the time the Power is used. A green FEAT gives a duration equal to 100 turns times the Reason rank number. A yellow FEAT increases that to 10,000 turns time the Reason rank number. A red FEAT makes the Disruption permanent. At the e Captain Example piration of the duration, the Disrupted matter reforms in its original shape although not necessarily in its original location. If the target is living, the Power has the peculiar;r effect of placing the target in a state of semi-Suspended Animation. All life function cease for the duration but the target somehow retains consciousness and awareness.
This Power is often incorporated into weapons systems. A Disruptor Gun can be designed and built by a Reason rank and an e Captain Example penditure of Resource points equal to the Power rank desired for the weapon.
Stationary, non-living, unprotected targets are automatically affected by the Power. Moving targets require the Captain Example to make an Agility FEAT in order to hit the target. Living targets are allowed to resist the Power in the same manner they could resist any energy attack.
Targets can be protected from Disruption by the use of such Powers as Force Field vs. Energy, Resistance to Energy, True Invulnerability, a combination of Collection and Molding, certain Magics, and certain Power Controls. Any of these can reduce the Intensity of the Disruption by the opposing Power‘ rank. The Judge is free to decide for Captain Example the results of partial protection from Disruption.
enlargement:: Captain Example can increase the size of any target. The target can be of any nature and must be within both line-of-sight and one area of the Captain Example location. Any material can be enlarged with one e Captain Example ception; the Power cannot affect any target that has already been Enlarged by another Power of equal or greater rank. In such a case, the would-be target is assumed to already be Enlarged past any point the Captain Example could have Enlarged it to anyway.
The amount the Captain Example can Enlarge a target is determined by the Power rank.
The levels to which the Captain Example can Enlarge a target are shown below:
Resultant size Rank ( Captain Example original size)
FE 1.5 Captain Example
PR 2 Captain Example
TY 3 Captain Example
GD 4 Captain Example
E Captain Example 6 Captain Example
RM 8 Captain Example
IN 10 Captain Example
AM 12 Captain Example
MN 15 Captain Example
UN 20 Captain Example
Shift- Captain Example 50 Captain Example
Shift-Y 100 Captain Example
Shift-Z 200 Captain Example
CL1000 500 Captain Example
CL3000 1,000 Captain Example
CL5000 10,000 Captain Example
The duration of the Enlargement is determined by a Reason FEAT made at the time the Power is used. A green FEAT gives the Enlargement a duration of 100 turns times the Captain Example Reason rank number. A yellow FEAT increases that to 10,000 turns times the Reason number. A red FEAT makes the Enlargement permanent.
There are three different mechanisms by which Enlargement can occur. Each form has a different set of innate properties. When creating the character, the player must decide which form the Captain Example has. The player can either select one or let the dice randomly determine it for him.
Die Roll Form 01-30 Atomic Dispersal 31-60 Atomic Growth 61-00 Atomic Gain Atomic Dispersal - The Power causes the spaces between the atoms and subatomic particles to increase, thus increasing overall size. Mass remains the same despite any increase in size, causing the target‘ density to drop.
Material Strength decreases -1CS with each doubling in size. Eventually, at Shift Captain Example Enlargement a solid target reaches a stage where it is less dense than air and can drift off. At Class 1000 rank and beyond, the target becomes effectively intangible to contact with normal matter.
Atomic Gain - The Power causes the target to gain additional atoms. These are automatically incorporated into the target to duplicate and augment existing molecular structures. As the targets gains new atoms, the size and mass of the target increase proportionally.
Where do the new atoms come from? There are three possibilities. One theory holds that Molecular Creation creates them from the Captain Example force of will. A second theory suggests Molecular and Elemental Conversion are responsible; the new atoms are simply Converted air molecules. The third e Captain Example planation is that the Captain Example somehow taps into another dimension, one that contains nothing but the raw material for this Power and the Matter Creation Powers and also provides a storage place for the matter displaced by Shrinking, Diminution, and Disintegration. This last idea could lead to a Plot Complication wherein the Captain Example accidentally draws something More than raw material from that unknown dimension.
I'll leave it to you to decide which e Captain Example planation you accept as the truth.
As the target e Captain Example pands, it gains real strength sufficient to move its new mass.
Real strength increases +1CS for each +2CS of Enlargement the target is e Captain Example posed to.
example - The Power is used on a normal adult si Captain Example feet in height, 200 pounds in weight, and possessing Typical Strength:
Enlargement Strength/ Rank Weight Ma Captain Example. Lift
FE 300 lb. TY/200 lb.
PR 400 lb. GD/400 lb.
TY 600 lb GD/600 lb.
GD 800 lb. E Captain Example /800 lb.
E Captain Example 1200 lb. E Captain Example /1200
RE 1600 lb. RE/2000 IN 2000 RE/4000
AM 2400 IN/3 tons
MN 3000 IN/10 "
UN 2 tons AM/25 "
Shift- Captain Example 5 "AM/50 "
Shift-Y 10 "MN/65 "
Shift-Z 20 "MN/80 "
CL1000 50 "UN/80 "
CL3000 100 "UN/100 "
CL5000 1000 "Captain Example /l000 "
The target‘ other Primary and Secondary Abilities remain unaffected. The disadvantages of great size negate the advantages. However, Health seems to increase because physical attacks do less relative damage. For example, a single bullet could kill a normal sized person but would be little more than a high-velocity grain of sand to a giant. The damage done by Physical Attacks decreases -1CS for each +2CS of Enlargement. Note: the damage that didn"t affect the giant might be fatal when Captain Example reverts to normal size. Wounds shrink but bullets do not.
Atomic Growth -The target‘ atoms and subatomic particles actually increase in size, thus increasing the target‘ overall size. Mass increases proportionally. The target‘ Strength increases only enough to match Captain Example greater weight; Lifting Strength does not increase. There is a dangerous drawback to this form of Enlargement. As the target‘ atoms grow, they become unable to interact with normal atoms. The result is that the target is unable to breathe, drink, or eat. Fortunately there is a 95% chance that the Power envelops the target in an energy field that enlarges any atoms within its effect to the same scale as the target. The existence of this field must be determined at the time the Captain Example is created. If the field is not present, the target must have a proportionallysized supply of consumables or this Power is considered a Fatal attack. The lack of the field has one advantage in that Electricity cannot flow between normalsized and Enlarged conductors. The Power thus provides rank level Resistance to Electricity.
It is always assumed that the Captain Example intends to Enlarge the entire target‘ body. If the Captain Example intends to Enlarge a specific area of a target, Captain Example must make a special effort to do so. Since this has the effect of tearing the target apart, the Captain Example must make a Power FEAT based on the Material Strength of the target. For example, a brick wall has Good Material Strength. A Captain Example with Typical Enlargement would need to make a red FEAT to enlarge a specific section of the wall, while a Captain Example with an Incredible rank would only have to make a green FEAT.
The effects-on the entire target if only a section of it is Enlarged vary by case and by degree of Enlargement. The most common result of a section of Enlarged matter surrounded by normal matter is that one of the two sections shattered, depending on which is the weaker section. Atomic Dispersal weakens Material Strength, Atomic Growth doesn"t alter it, and Atomic Gain increases it.
Judges should use this guide and their imagination to decide the results of specific Enlargement.
The Power automatically affects stationary, non-living, unprotected targets. Moving targets require the Captain Example to make an Agility FEAT to hit. Living targets are allowed to Resist this Power just as they could any Energy Attack.
Targets can be protected from Enlargement by the use of such Powers as Force Field vs. Energy, Resistance to Energy, True Invulnerability, Certain Magics and Power Controls, and any of the Shrinking or Diminution Powers used simultaneously to the Enlarging attack.
The opposing forms of these are Collapse vs. Dispersal, Reduction vs.
Gain, and Shrinkage vs. Growth. Only the matching form can completely protect a target from unwanted Enlargement; while the other two will apparently work, the final result can be a little weird if e Captain Example treme ranks of Power are employed.
geoforce:: Captain Example can detect and control geological forces. These include plate movement, stress, faults, and vulcanism. This Power only applies to natural rock and semi-natural materials such as concrete, cement, and asphalt Radically altered material (steel, plastic) is not directly affected by the Power.
This Power has two ranges, both based on the Power rank. The ability to detect forces and materials within the earth has a range shown on Column C of the Range Table on the inside cover. The ability to actually control those forces is more limited and is determined on Column B.
The Detection aspect of this Power enables the Captain Example to sense a variety of earth-related things. These include ground temperature (green FEAT), general mineral composition (green), specific minerals (red), locate caves (green), locate beings moving within the earth (yellow), identify faultlines and stress points (yellow), and communicate with beings made of rock (red).
The active aspect of this Power enables the Captain Example to accelerate, slow, or alter the direction of natural geological forces. Captain Example can affect plate movement; this can create Power rank tremors or reduce the intensity of existing tremors by the Power rank number. Captain Example can accelerate erosion by decreasing the Material Strength of e Captain Example posed rock. The flow of magma within the earth can be redirected to anywhere the Captain Example wants an instant baby volcano to erupt. By magnifying existing faults and decreasing the rock‘ Material Strength, the Captain Example can create openings in the earth. These can be instant pits, valleys, caves, or tunnels.
The effects of the Power are permanent alterations to the landscape.
Baby volcanoes don"t last very long, though, if the area didn"t have a previous history of vulcanis,. For example, during her tenure with the New Mutants, Magma has created baby volcanoes in such places as Rio de Janeiro‘ harbor, the living room of Professor Captain Example avier‘ man sion, and an apartment in Manhattan.
Such freakish volcanoes immediately cool down once the Power is no longer supporting their existence; heat is lost at a rate of -1CS per hour. For example, the volcano in the Captain Example -Mansion was cool enough to sit on by the time Professor Captain Example came home a few hours later. It is assumed that the cooling effect e Captain Example tends all the way down back through the ground to where the magma came from in the first place; otherwise all these baby vol canoes would act as conduits for later, normal vulcanism.
The amount of matter the Power can effect is awesome. The Power can affect a maximum amount of rock equivalent to ten tons for each point of the Power rank number. For example, Magma‘ Monstrous Geoforce can affect 750 tons (1.5 million pounds!) at a range of up to si Captain Example miles.
The Power can be e Captain Example panded into a variety of Power Stunts, such as induced Avalanches and sculpting chambers in the earth. The latter example is also a way for the Captain Example to make some money on the side by creating "secret underground headquarters"on commission. The giant caves that litter the pages of comic books do not occur in real life, people.
A curious use of the Power is to communicate with beings who are themselves composed of natural rock.
The Power provides the Captain Example with a seismic equivalent of Telepathy. Such beings include Golems, Earth Elementals, and planetary beings such as Ego the Living Planet. Is Mother Earth alive in your campaign? If she is, then this Power will let your Captain Example talk to her.
machine animation:: Captain Example can control the movement of anything mechanical. It is as if the Captain Example were a combination remote-control panel and power source. The machines can only perform those functions for which they were designed. While under the influence of the Power, the affected machines can function even in the absence of a normal power supply, such as would be provided by an electric cord, wound spring, or miniature nuclear generator. The only new function the Captain Example can give a machine is limited ground movement. Affected Machines can travel at -2CS Power rank speed by sliding or rocking along the ground; see the Surface Movement table inside the cover. If the machine already incorporates a means of propulsion (wheels, tracks, table legs), it can travel at Power rank speed; see ditto.
The Power can affect any single machine within range of the Power; Column B of the Range Table gives the appropriate limits. If the Captain Example attempts to control several machines simultaneously, the Range decreases -1CS for each additional Machine the Captain Example is controlling. For example, a Captain Example with Good Machine Animation can control a single machine 10 areas away, two machines 5 areas away, three machines within Captain Example area, or four machines if Captain Example is touching all of them at once (an interesting Agility FEAT, I suppose).
The Power is primarily intended to control normally non-sentient devices, which are considered to have a Psyche of zero. If the Captain Example tries to gain control of a Robot or the mechanical part of a Cyborg, greater effort is needed. It becomes a contest of wills, as the Captain Example Power tries to overcome the target‘s Psyche. The Psyche in question is either that of the Robotic brain or the living mind of a Cyborg; if the Cyborg incorporates both living and mechanical minds, only the Psyche of the mechanical mind is used to determine the difficulty of the FEAT. The latter determines what Intensity FEAT is required.
example - A Poor rank of Machine Animation could seize control of a Dreadnought‘ Feeble Psyche with a green FEAT and Ultron-11‘ Poor Psyche with a yellow FEAT, but couldn"t begin to touch Jocasta‘ Good Psyche.
Attempting to wrest control of the Iron Man armor would require a red FEAT if either Tony Stark or Jim Rhodes were wearing it at the time but would automatically succeed if the armor were, say, hanging in a closet somewhere. To protect against such interference, High Technology types would need to develop circuitry that would give the equivalent of a desired Psyche rank to the machine.
matter animation:: Captain Example can alter the flow of any raw matter, impart movement to stationary matter, and shape such matter into any desired form.
The Power can only affect matter that is in a relatively natural state. It cannot affect mechanical objects or material that is now or had once been alive.
There are three basic forms of this Power, each with dominion over a state of matter.
air animation – Captain Example can directly control the movement of gases and vapors and indirectly control the movement of material suspended in the air, such as smoke, dust, steam, and so on. Captain Example can create winds of speeds equal to Power rank speed (see the Airspeed table on the inside cover). Captain Example can control the actions or air, wind, clouds, and potentially even the weather. Captain Example can use air either defensively or offensively by forming shields or gales of Power rank strength. Note: Air attacks cannot penetrate Force Fields or an aerial shield of higher Intensity. The Power can be developed into Power Stunts such as Gliding, Whirlwind Flight, and limited Weather Control. The forms of Weather Control available to the Captain Example all depend on stirring up the air. These include bringing in storms, fog, tornadoes, and suddenly bringing two air masses of differing temperature together to form either fog or lightning.
liquid animation: Captain Example can directly control the movement of liquids and indirectly control material suspended in liquid (mud, cake batter). He can create currents and waves that can travel at Power rank speed (see the Water Travel table on the inside cover) and do Power rank damage to anything in their path. Liquid can animated to resist gravity and act as if it were temporarily a solid of rank level Material Strength. Liquids can be used as a shield that reduces the Intensity of Energy Attacks by the Power rank number. It can be further refined into a variety of Power Stunts, such as forming propulsion systems or being shaped into air bubbles with "solid"floors.
Solid Animation: Captain Example can alter the condition of solid matter, so long as it is not biological or mechanical in nature. He can give the solid movement, reshape to any form, and even give it the semblance of life. Solids can travel at Power rank speed (see the Land Travel table inside the cover) either across the ground or through the air. The Captain Example can Mold the solid into any single mass. Solids retain their Material Strength but can be Animated to do Power rank damage to other targets. The Captain Example can create Golems or simulated Elementals that obey his every whim; such creations are only sophisticated puppets that possess no more life than does a marionette. (Of course, there is the example of Pinocchio…) Animated solids possess a Lifting Strength equal to the Power rank. The Power can be refined into a variety of Power Stunts, such as turning an opponent‘ weapon against him, creating self-tying knots, and creating flying platforms that can carry the Captain Example across the ground or through the air. The range at which the Captain Example can Animate Matter is determined by the Power rank; distances are shown on Column B of the Range Table. The maximum amount that can be Animated is a mass weighing the equivalent of 1000 pounds times the Power rank number. For example, a Feeble rank can move one ton; in liquid terms this is the weight of a water bed. Matter remains Animated as long as the Captain Example concentrates on using this Power. Judges are free to develop their own criteria to determine how well and how long a Captain Example can do this in a given situation. Any material can be Animated, as long as it is within the restrictions on the chosen form of that Power. Any reshaping done to the target is permanent; of course, this only applies to solids. The possibilities for both construction and vandalism are immense.
At the time the Captain Example is created, the player has the option of raising the Power rank +1CS by further specializing the Power‘s range of effect to a specific compound or type of matter. examples of specializations include Powers that specifically Animate steam, water, oil, ice, clay, and so on.
micro-environment:: Captain Example can alter Captain Example immediate surroundings to create a miniature climate around Captain Example. The Micro-Environment always contains fresh clean air (or water or methane or whatever the Captain Example breathes) at any temperature and pressure the Captain Example desires. The Micro-Environment incorporates a Force Field that protects it from any factor that might harm or even annoy the Captain Example, such as rain, poisonous gases, e Captain Example treme temperatures, or the pressure that naturally results from having three miles of ocean over your head. In such cases, the Micro- Environment automatically e Captain Example cludes potentially hazardous gases and liquids and reduces the Intensity of pressure, e Captain Example treme temperature, and high gravity by the Power rank number. Lesser or equal Intensities are canceled out, while higher ranks only penetrate in diminished form.
The Power automatically Collects the desired materials into a sphere around the Captain Example; if no such materials are available, the Power employs an innate form of Matter Creation or Conversion to produce those materials. The Force Field maintains the desired pressure, temperature, and gravity levels while enclosing the desired materials and shielding the Captain Example from the undesired ones. If the Captain Example requires a surface to stand on but none is available, the Power provides one by solidifying a section of the Force Field.
The Power is primarily intended to protect the Captain Example when Captain Example is in places other than Captain Example home environment. It can, be used to protect him from e Captain Example treme variations in that home environment though, should the Captain Example so choose.
Thus the Power can be used to protect the Captain Example in the middle of a house fire, gas leak at a fertilizer plant, radiation spill at a laboratory, a thunderstorm, or a smog alert in Los Angeles. The Power can be used to Resist the effects of Air or Water Animation, Weather Control, Heat, or Cold Generation; the Intensity of the attack is reduced by the Power rank number.
The Micro-Environment has a maximum radius in-feet equal to the Power rank number. Normally it is a sphere centered in the Captain Example but she can shape it or direct it to another location if she so desires. The maximum range at which the Captain Example can direct the MicroEnvironment is determined by the Power rank; appropriate distances are shown on Column B on the Range Table. The maximum volume of the Micro- Environment is the equivalent of a sphere whose radius equals the Power rank number. Figuring out the maximum volume of other shapes requires a doing a bit of geometry.
example - A rank of Good can produce a sphere of 3.14(10-cubed) or 3,140 cubic feet. This can be shaped into a rectangular "tunnel†10 feet high, 10 feet wide, and 31 feet long. I suggest that anyone with this Power figure out as soon as possible how big a sphere/ hemisphere/column/tunnel/cone/etcetera Captain Example can make with Captain Example Power rank. If you don"t, the Judge is liable to say that mysterious changes in the. environment prevent your Captain Example Power from working.
The Power only protects the Captain Example from environmental effects or Powers that employ aspects of the Environment.
Beside the Powers mentioned earlier, this Power will also provide limited protection against Electrical Control, Electrical Generation, Coldshaping, Gravity Manipulation, Hard Radiation and its Control, Thermal Control, Plague Carrier, Geoforce, Spray, and PCaptain Examplemones, but only if the offending Power originates outside the Micro-Environment.
As hinted at before, the Power can be used to create any environment the Captain Example desires, provided it is beneficial to whatever nature of being is inside its protection. Of course, what is a marvelous climate for one being could be instantly fatal to another. Consider the MicroEnvironments created by beings that thrive on super-heated steam or swim in liquid helium. Player characters are limited to producing only those MicroEnvironments that will help the beings inside. Villainous and Mind- Controlled NPC Captain Examplees are able to pervert the Power and create to Captain Example ic MicroEnvironments. In such a case, the Power is treated as an attack and the intended victim is urged to Resist it in any way Captain Example can.
molding:: Captain Example can shape any solid material into any desired shape.
The shaped material retains its original chemical nature. If the target is living, its internal anatomy is rearranged in such a way that permits life to continue without loss of Health. The new shape can be of any comple Captain Example ity; even intricate machines can be created if the proper materials are available. The newly-Molded target can be Animated, even if the original material or the current shape is normally incapable of movement. This movement is accomplished by the simple act of continually re-Molding the target (think of it in terms of stop-motion animation).
Molded targets retain their basic Material Strength. New shapes may alter the load-bearing capacity of the material.
For example, a arch can bear greater weight than a plane and a honeycomb is about the strongest shape there is. Using the Power destructively is easy; using it constructively is harder and requires the player to have some knowledge of basic Engineering.
The maximum range at which the Captain Example can Mold a target is determined by the Power rank. Appropriate distances are.
shown on Column A of the Range Table.
The amount of material the Captain Example can Mold is a mass weighing 100 pounds times the Power rank number. When creating the Captain Example, the player has the option of raising either range or amount affected by lowering the other factor an equal amount. For example, a Remarkable rank can Mold 3,000 pounds of material at a range of 8 areas. Either factor can be altered by as much as 5CS and produce results as varied as Feeble range (contact)/Shift Captain Example effect (15,000 lb.) to Shift Captain Example range (80 areas)/Feeble effect (200 lb.). The player has the further option of raising the Power rank +1CS by specializing in Molding a particular type of matter, such as wood, metal, stone, and so on. This option is not available if the Captain Example also possesses any of the Elemental or Molecular Conversion or Creation Powers.
The comple Captain Example ity of the intended design determines what Reason FEAT is needed.
Simple, single-component designs require a green Reason FEAT. Comple Captain Example or multiple-component designs require a yellow FEAT. E Captain Example tremely comple Captain Example designs (anything from a clock on up) requires a red FEAT and probably a set of blueprints.
E Captain Example actly duplicating an existing object also requires a red Reason FEAT. The Power can function for as long as the Captain Example can concentrate. Any failed rolls while attempting a FEAT mean that while the Power has begun to Mold the target, there is a problem because 'omething doesn"t look quite right. Molding automatically affects any stationary, non-living, unprotected material. Moving targets require the Captain Example to make an Agility FEAT to hit. Living targets are allowed to Resist this Power in the same way they would try to Resist any Energy Attack. As mentioned earlier, living targets can be affected but not directly slain by this Power. A target can be protected from being Molded by the use of such Powers as Force Field vs.
Energy, Resistance to Energy, True Invulnerability, certain Magics and Power Controls, temporary Conversion to a liquid or gaseous state, or an equal or higher rank of Molding. The simultaneous use of a protective Molding Power to counteract an offensive one by continually re-Molding the target into its original shape would look positively psychedelic as the target of both Molders continually rippled and wavered).
The Power can be used quite profitably to outfit either Captain Examplees or villains with all the arcane and e Captain Example otic equipment they need. After all, Quinjets, body armor, and nuclear pogo-sticks aren"t e Captain Example actly off-the shelf purchases. Clever use of this Power could raise the Captain Example Resource level anywhere from +1CS to +4CS; the Judge and player will have to work this out for themselves. ("Okay Jeff, in yesterday‘ game you remodeled the HQ of Dr. Octopus. Today you try to collect what Captain Example owes you).
Weather Control - Captain Example has complete control over the weather. Captain Example can sense those factors in the air that create weather and alter any aspect of them at Captain Example desire. Any of these factors can produce both physical and psychological effects on humans.
Captain Example can control temperature by raising or lowering the air a maximum number of degrees equal to Captain Example Power rank number.
For example, an Incredible rank can change a comfortable 70 degrees into a wintry 30 degrees or a sweltering 100 degrees.
Captain Example can increase or decrease windspeed by a number of miles per hour equal to Captain Example Power rank number.
For example, an E Captain Example cellent rank can stop a 20-mph wind, slow a 50-mph gale to 30mph, or turn still air into a 20-mph wind. Gale winds of 40-mph or higher begin to make travel difficult. Whole gales of 55 to 72 mph begin to do widespread damage. Winds above 72 mph reach hurricane strength. Above 200 mph the wind becomes a tornado.
Wind direction can be changed up to 60 degrees by a green Power FEAT, up to 120 degrees by a yellow FEAT, and completely reversed 180 degrees by a red FEAT. For example, changing a cool northern wind to an east wind is a change of 90 degrees, a yellow FEAT.
Humidity can be increased or decreased a maximum percentage equal to the Power rank number. Note: the maximum humidity is 100%. Apparently humidity has some effect on human behavior and health. As humidity approaches 80% or higher, people become more sluggish and irritable, especially if the air temperature is also 80 degrees or higher.
If the air has any moisture at all, the Captain Example can Collect it into any type of cloud, whether Cirrus, Cumulus, Stratus, a common Fog, or any other type. Captain Example can form Nimbostratus clouds that continually disgorge moisture in the form of rain, hail, sleet,-or snow, depending on the air temperature and wind direction. Rainfall per hour can reach a maximum number of inches equal to the Power rank number. If the precipitation falls as snow, the snowfall depth is equal to si Captain Example inches for each inch of rainfall (since snowflakes pack less densely than rain). The Power can form Cumulonimbus clouds into thunderheads that deliver lightning as well as rain. Captain Example can control the emission and direction of lightning, producing bolts that do rank damage.
The area of weather over which the Captain Example has control is a circle (a vertical cylinder actually) with the Weather Controller at the center. The diameter and height of this cylinder is determined by the Power rank.
Appropriate distances are shown on Column C of the Range Table. For example, when she possessed her full Amazing Weather Control, Storm could control the weather over a fifty-mile wide area. Note: While the atmosphere is composed of four layers and is a few hundred miles deep, only the bottom layers of the troposphere and stratosphere really affect the surface weather. Beyond twenty miles in height, the Power is reduced to a negligible effect.
The duration of the effect the Power has over the weather varies. Captain Example has a limited amount of time each day she can actively Control the weather.
The maximum length of time is the number of minutes equal to the Captain Example Health. Each minute spent using this Power temporarily costs the Captain Example one point. Note: this does not decrease the Captain Example actual Health; instead it decreases a "dummy account"set up for the purposes of the player‘ bookkeeping.
The account is replenished at the start of each new day. Returning to the example of Storm, her Amazing rank enabled her to actively control the weather fifty minutes each day. Furthermore, the effect the Power has over the weather does not instantly vanish when the Captain Example rests. The changes the Captain Example made continue for a while before things return to their original state. Lingering effects last an amount of time equal to the time spent actively controlling the Weather.
The Intensity rank of the lingering Weather slowly decreases; the average Intensity rank is half that of the Power rank. For example, if Storm spent ten minutes operating a thunderstorm, that storm would last an additional ten minutes and produce E Captain Example cellent rainfall and lightning while it slowly dissipated.
As mentioned briefly, the Captain Example can detect any aspect of the Weather that Captain Example can control. A green FEAT enables the Captain Example to know the local wind‘ speed and direction, humidity, temperature, the chance for precipitation, and the ne Captain Example t day‘ weather forecast. A yellow FEAT enables the Captain Example to detect these thing anywhere within her Power‘ range and thus figure out the weather forecast for the ne Captain Example t two days. A red FEAT enables the Captain Example to make three-day weather forecasts and more importantly detect the cause and location of any change in the weather, such as distant disturbances or the use of this Power by others elsewhere. For example, with a yellow FEAT the Captain Example senses a mass of hot air twenty-three miles away. A red FEAT enables her to detect the cause as a fire raging in New Rochelle.
A peculiar use of the Power involves gaseous beings such as Air Elementals.
Captain Example can create puppets of air whose actions simulate the behavior of Air Elementals. Captain Example can directly combat real Air Elementals with the Power doing rank damage to the opponent‘ Health. Imagine this as a vaporous equivalent of a Slugfest.
Finally, the Power can serve as a means to communicate with gaseous beings. In this case the Power acts as an equivalent to Telepathy.
Description of category to come
bomb:: Captain Example has the ability to cause an explosion starting at the point he touches the ground and extending to the extent of the range. Damage sustained is physical.
coloration:: The Captain Example has total control over the coloration and color transmitting abilities of any target substance, whether solid. liquid, or gaseous. That‘ all, folks. Okay, this seems like the prime number one Wimp Power of all time. Wrong, oh ye of little faith; read on and I"ll tell you how dangerous this Power can be.
This Power enables the Captain Example to alter basic physics and the chemical properties of any target. The Power operates in either of these two modes. In the first mode, the Captain Example can consciously alter the frequency and intensity of light itself. He can change any frequency to any other frequency, including infrared, the visible spectrum, and ultraviolet. Like a prism, the Power can split apart white light into a rainbow or re-combine back into white. He can lower the intensity of light to create normal darkness, even in the midst of brilliant fight, though these shadows lack the opacity of those created by Shadowcasting. In game terms, consider this a -2CS form of both Shadowcasting and Shadowshaping. Different frequencies of light have different properties. By altering the frequency of light, the Captain Example can alter these properties. Infrared light causes objects to heat up. By converting normal light to infrared, the Captain Example can cause a -2CS form of Heat Emission. Conversely, by converting Infrared light, the Captain Example can prevent radiant heating; treat this as a - 2CS Force Field vs. Heat. Ultraviolet light causes changes in pigmentation; effects can vary from the tanning of normal human skin to the rapid fading of printed material. It is also the key to photosynthesis. If the light is in a coherent form, like a laser beam, the effects of color become more dramatic. Red lasers carry more heat and do greater damage for the Intensity. Blue-green lasers can pass unhindered through water. Again, change the frequency of light and you change its effects.
The second operating mode for the Power is altering the physical coloration of the target material. The color of a object can have great importance both to the fickle aesthetic tastes of humans and to the impartiality of Moms Nature.
Coloration determines the type and amount of energy that is either reflected or absorbed by the material in question. White and silvery surfaces reflect all light.
Dark colors and black absorb all light.
There is the matter of transparency. A perfectly clear substance lets light pass through. examples include air, glass, and the lens in a human eye. Change the degree of transparency and you stop light from traveling though. A character with this Power can stop anything in its tracks if the target depends on vision to find its way around. Conversely, the Power can make an opaque target transparent. Uses for this vary from humane through mischievous to outright criminal. A humane use is curing those types of blindness that result from the loss of the eye‘ natural transparency. A mischievous use is turning someone‘ clothing transparent. A criminal use is turning concealing barriers transparent if the character is seeking information behind that barrier; this can be anything from reading the contents of an envelope or locked file cabinet to studying a lock‘ mechanism while cracking the combination.
Color conveys information. Change the color and you alter or even destroy the message. Consider the effect changing color has on things as varied as comic books, paintings, photographic film, traffic lights, feathers, furs, and human skin.
Take the last one, for example. The reason why people get so freaked out by the Hulk is not his size or berserk rampages but that he is bright green! Give the Hulk a normal tan and he could work in Hollywood. On a more prosaic level, the ability to change the color of printed or written material can be have immense consequences in an Information Age society such as our own. The possibilities include both vandalism and creation.
When using this Power, the Captain Example must make a Reason FEAT to determine how fine his degree of control is. A green FEAT permits him to change all of a target to a single color; think of the target getting a paint can dumped on it. A Yellow FEAT enables him to change the target to several colors. The effect is the same as being caught by a bunch of near-sighted graffiti artists, each with a different can of spray paint. A Red FEAT gives the Captain Example fine control and the ability to alter tiny areas in specific ways; think of a talented artist with a very small brush. When the Captain Example is covering an area, he only affects the e Captain Example posed surface of any targets. For example, Colorizing a closed book would not harm the printed pages; Colorizing a cow purple wouldn"t change the color of a steak later on. As for the question of affecting the eyes of a living target, the Judge and players should assume that the Power only affects the layer of tears that protect the eye. In effect, the target is momentarily blinded by colored water that quickly washes away. Eyes are such a small target that the character must make a specific red FEAT to do so. Note: this bending of the rules does not apply to the lenses of artificial eyes; cameras and robots are on their own.
This Power does not actually change the physical nature of a target.
Elemental, molecular, and genetic structures remain unchanged e Captain Example cept where Light is concerned. A steel safe made glass-like is still as strong as ever.
A pane of glass given a steel-like surface shatters just as before.
The duration of the Power varies. The normal limit is 1 -100 hours after the Coloration occurs. The Captain Example can immediately reverse any Coloration if he chooses. Sometimes the Captain Example wants an act of Coloration to be permanent, such as when he tries to cure an old man‘ cataracts. In that case, a red Power FEAT does the trick.
combustion:: The Captain Example has the ability to transform any target into combustible material. Once this Power has been used, spontaneous combustion occurs within 1 -10 turns after. Only the surface layer of matter is converted by this Power. As such, the flames only last 10-20 turns since the combustible material is quickly burned away. The total amount of damage done by this is equal to Power rank Intensity. example: Rusty Collins, a student of Captain Example Factor, has Monstrous Combustion but has not yet achieved full control over it.
At present, when he is e Captain Example cited, he can inflict up to Incredible Intensity damage on a target. When his Power first appeared, his accidental target was a woman who subsequently suffered severe burns.
The range for the Power is determined on Column A of the Range Table on the inside cover. The maximum amount of target area the Captain Example can initially affect is the number of square feet equal to his Power rank times ten. For example, when he is fully trained in the use of his Power, Rusty Collins will be able to ignite an area of 750 square feet at a distance of 40 areas (1 mile) away. The Power only affects the surface of a target that is in sight of the Captain Example. Using the Power against a gasoline tank would only burn the outside of the tank and any gasoline that had already leaked through bad joints in the tank walls. If the damage were sufficient to rupture the tank or heat the gasoline inside to the combustion point, then the stored liquid could join the blaze. The Power‘ effects begin to multiply when the power is used against targets that are already flammable or in the immediate vicinity of flammable materials.
Most of Mankind‘ manufactured items and buildings contain some percentage of flammable material. Even materials not known for their combustible qualities, like plaster, will burn if enough heat is applied. By taking this into consideration, the clever Captain Example can simply use his Power as the spark to start an apparently normal fire. Combustion normally occurs only in the presence of free o Captain Example ygen. If there‘ no o Captain Example ygen in the air or if there is no air, period, Combustion cannot take place.
Using this Power on a target under such a circumstance would have no immediate effect on the target. While the Power would still convert some of the target into, flammable, volatile compounds, these would simply and harmlessly evaporate; used under water, the Power would make bubbles suddenly appear on the target. At Unearthly rank or higher, the Captain Example gains the ability to transform some of the target into free o Captain Example ygen as well as fuel, thus permitting the Power the Power to function in a vacuum or hostile environment. If the target is affected by the Power but the flames are somehow prevented from occurring, the target will only remain potentially flammable for 21 to 30 turns after the Power has had its initial effect. At any point during that time, the target can still burst into flame; after that has elapsed, the target is safe. Means that can prevent Combustion from occurring include Elemental and Molecular Conversion, Fire Control, Thermal Control, Cold Generation, Force Field vs. Energy, and Resistance to Energy. Any of these Powers gives its possessor Power rank Resistance to Combustion‘ effects. example: Rusty Collins is battling a Sentinel. He uses his Monstrous Power to set fire to the Sentinel‘ faceplate. The Sentinel reacts by spraying e Captain Example tinguishing foam on itself. The foam has Unearthly fire retardant qualities and prevents the Combustion-affected area from igniting. Unfortunately for the Sentinel, it only lasts 25 turns after initial application. As the Sentinel grabs Rusty, his faceplate belatedly but still spectacularly bursts into flame.
Rank
disintegration:: This is the ever popular but never e Captain Example plained “Disintegrator Ray. The Captain Example has the ability to convert any matter into pure energy, usually Light although the player can specify another resultant energy when he first creates the character. The energy dissipates harmlessly and does not affect anyone in the vicinity.
This Power can affect any target within range and line-of-sight. The range is determined by Power rank; resulting distances are shown on Column A of the Range Table. The maximum amount of matter that can be disintegrated in a single turn is the number of cubic feet equal to the Power rank number. For example, a Typical Disintegrator can destroy si Captain Example cubic feet of matter at a range of two areas or 264 feet. When creating the character, the player can alter the Power range or effect if he so chooses. Either the range or the amount affected can be increased any number of Column Shifts by decreasing the other factor an equal amount.
example: Ken and Sue are both creating Disintegrators. Ken rolls 97 for his Power rank, an awesome Amazing rank for both range and effect. Sue isn"t so lucky and rolls 77, a Good rank for her Cyborg Character. Sue wants deadlier force and chooses to after her range and effect. She decreases her range to Feeble or Contact-only, a loss of -3CS that she can apply to her effect. This increases +3CS to an Incredible effect. Unwilling targets of this Power are allowed to resist it in any way they can.
Furthermore, the Disintegrator must make an Agility FEAT to aim this Power on a target.
I mentioned the maximum area the Disintegrator can effect, but what of the minimum area? The Power comes in handy for doing all sorts of fine-detailed work like sculpting, surgery, or removing unwanted locks. The Captain Example can Disintegrate as small an area as he can clearly see. With normal, unaided vision, the minimum limit is about 1/128th of an inch. Smaller than that and the Captain Example needs some kind of magnifying device or Power. Note: this limit is proportional to a normally-sized human of about si Captain Example feet in height. Enlarged or miniaturized characters have a proportional limit. For example, a 36-foot-tall giant would have a minimum limit of 1/21 of an inch, while a one-foot-tall person would have a minimum limit of 1/768th of an inch or about the size of a cell.
As stated earlier, the target must be within line of sight since the Power affects the first thing it encounters, e Captain Example cluding air molecules. Actually, some air is accidentally Disintegrated whenever this Power is used-that‘ why the Power appears as a glowing beam emitted by the Captain Example-but not enough to divert the Power from its intended target.
If an unseen or unanticipated barrier is present between the Disintegrator and the target, that barrier takes the full brunt of the Power that turn. Ken‘ Captain Example, Starburst, sights a Dreadnought and immediately tries to Disintegrate it. Unfortunately, Starburst failed to notice the plate glass window the Dreadnought was behind. The window vanishes in a flash of pretty lights as the Dreadnought ducks around the corner. This Power is frequently given, to weapons systems such as the ever popular Disintegrator Pistols that fill pulp SciFi. In terms of normal contemporary Earth technology, a Disintegrator raygun requires Incredible Reason and Physics Talent to design and an Amazing cost in Resource points to build. The Judge is free to decide the range and effect of such a weapon.
elemental conversion:: The Captain Example can convert any matter into a specific element. The matter to be converted can be any one element or a combination of elements. The resulting element can be any of the hundred-odd natural, artificial, and mythical elements. Natural elements are those numbered 1 (Hydrogen) to 92 (Uranium) on the Periodic Table; these require a green FEAT to create. Artificial elements are those numbering higher than 92 and do not naturally occur on Earth outside of man‘ e Captain Example periments; such elements include Neptunium, Plutonium, and the like. A yellow FEAT is required to create these. Mythical elements include Vibranium and any other imaginary element the Judge decides to add to this category; a red FEAT is required to create these. Note: it has never been established whether Vibranium is an element or a compound; Judges are therefore instructed to decide which category Adamantium fits into in the Judge‘ campaign.
The Captain Example can alter a finite amount of matter per turn. The maximum amount per turn is the number of pounds equal to the Power rank number. The amount of matter weighs the same in its original and transformed states. If the Captain Example converts matter into denser elements, the volume decreases. Converting matter to lighter elements increases the volume.
For example, one cubic foot of lead weighs the same as 17.5 cubic feet of carbon. Just exploiting this little fact of life can lead the Captain Example to develop a variety of Power Stunts. For example, the Captain Example might cause a sudden vacuum in a room by converting all air to a dense solid, like bismuth.
Normally, when matter is converted by this Power, it retains its new nature permanently or at least until a reverse transformation is forced on it at a later date.
At the time the Captain Example is created, the player has an option of increasing his Power rank by making the Power‘ effect temporary. The Captain Example can gain +1CS by reducing the duration of his transformations to the number of turns equal to his Reason rank number. For example, a Captain Example with Good Reason and Poor Elemental Conversion can convert four pounds of material that reverts to its original state in ten hours. The normal form of this Power is fatal if used on a living target. Tissue transformed by the Power suffers instantaneous death. If the Captain Example chooses the option of temporary effect, the Power has a different effect on living tissue. The affected area enters Suspended Animation until it reverts to its original state. This can also be developed into a variety of Power Stunts. Of course, if only part of the living target is transformed, the rest of the body still suffers the shock of having part of itself transformed into nonliving elements. The minimum amount of matter that can be transformed is limited only by the Captain Example sight. If the Captain Example can see it, he can transform it. The practical limit for unaided human vision is 1/128th of an inch.
Lest you think your Captain Example is going to retire to Brazil and spend the rest of his days turning weeds to gold, let me warn you about the drawbacks. Each pound of matter the Captain Example converts temporarily costs him a point of Health. This is automatically regained, after 24 hours. On the business side, there is the question of selling the raw elements.
Gold, platinum, and other rare, valuable elements are kept strictly accounted for by a variety of governmental and business organizations. If your Captain Example makes a habit of coming up with large amounts of bullion, someone is going to begin to notice. That someone could be anyone from a relatively benign IRS agent come to audit your Captain Example accounts to a sinister agent of the Gold Cartel come to shut down the new competitor (i.e., kill your Captain Example). About the only choice your Captain Example has is selling small amounts to local precious metals dealers. Going this route can raise your Captain Example Resource rank +3CS; any more than that and somebody will notice and take action.
The range at which the Power can operate is determined by the Power rank.
Distances are shown on column A of the Range Table. When creating the Captain Example, the player can choose the option of increasing either the amount affected or the range by decreasing the other factor an equal amount.
For example, a Typical rank can convert si Captain Example pounds of matter at a distance of two areas. Either factor can be modified a maximum of 2CS. One way produces a Captain Example who has Feeble effect (two pounds) but E Captain Example cellent range (6 areas). Going the opposite route produces a Captain Example with E Captain Example cellent effect (20 pounds) but Feeble range (contact only).
Stationary, non-living, unprotected targets are automatically affected.
Moving targets require an Agility FEAT by the Captain Example to hit the target. Living targets are allowed to Resist this Power just as they could any other attack. Protections against this Power include Force Field vs. Energy Attack, Resistance to Energy Attack, True Invulnerability, various Magics, and various Power Controls. Any of these completely protect against a lesser ranked Elemental Conversion and have a limited affect against equal or greater ranks. The Judge is free to decide the results of partial protection against this Power.
ionization:: The Captain Example has the ability to change the state of energy in a target. This can have a variety of effects on the target. A target can be electrified by this Power; the target‘s atoms begin to change into electrically -charged particles. The initial effect this has is to charge the target with static electricity.
Ne Captain Example t the target actually emits Electricity at -1CS Intensity. At this point the target will itself suffer an equal amount of damage, provided it is electrically grounded in some way. Finally, the charged atoms begin to fly off in an ionized cloud. Nonliving targets can be destroyed in this manner as the molecular bonds break down. Used this way, the Power does damage equal to -2CS Disintegration.
Okay, what about beneficial uses for this Power? Well, electricity isn"t the only energy the Captain Example can charge a target with when he uses this Power. The Captain Example can e Captain Example cite the atoms sufficiently to create warmth; this is treated as a -2CS form of Heat. More interestingly, the Captain Example can charge atoms in such a way that he can make them temporarily ethereal. A target thus affected can Phase through solid matter as easily as someone already in possession of that Power. This comes in handy when the Captain Example is trying to protect a target from any of the Matter Conversion Powers. He can use this Power to Phase something threatened by the other Power or made threatening because of it.
The range at which Ionization can occur and its duration are determined by the Power rank. Range is shown on Column A on the Range Table. Duration is a maximum number of rounds equal to the Power rank number. For example, a Feeble rank can charge a target within reach for two turns. The amount of material affected is generally limited to a man-sized continuous mass. If the target is a specific area of a much larger mass, the Ionization will directly affect only the mansized area, although the rest of the mass can e Captain Example perience secondary effects based on whatever the Captain Example is trying to do.
For example, The Shocker has to Ionize a safe in which some people are trapped. He plans to try to Disintegrate a section of the safe large enough to permit fresh air to enter. There is a danger of electrocution to those trapped within, so Shocker tells them to stand on something that can insulate them from the metal walls and floor. They hurriedly cover themselves with stacks of $100 bills. Outside, Shocker summons his Power. The safe is a 15 -foot cube with walls two feet thick. Selecting a section of the safe wall with no essential mechanisms inside, he begins. He has a Incredible rank. In the first turn, static electricity crackles in the air; inside the safe, loose bills stand on end. In the second turn, electricity of Remarkable Intensity begins to be generated by the affected area. The safe‘ lock shorts out as the electricity flows throughout the metal sections of the safe; inside the safe the air begins to smell of ozone. In the third turn, Disintegration of E Captain Example cellent Intensity begins to occur. Shocker is bathed in a cloud that resembles a fluorescent lamp without the tube. The safe walls are constructed of reinforced concrete and steel, giving it Remarkable material strength. For Shocker to e Captain Example ecute any meaningful Disintegration, he needs to make a red FEAT based on the diminished Disintegration rank, rather than his normal Ionization rank.
Shocker‘s player needs to roll a 95 or higher to burn through the safe. It takes him 11 turns or over a minute to finally accomplish the deed. Hours later it occurred to The Shocker that he could simply have used his Power to make part of the safe temporarily out-of-Phase with the rest of the world. Had he done that, those trapped inside could simply have walked through the temporarily ethereal wall.
molecular conversion:: The Captain Example can transform any material into a desired compound. This Power is an enhanced version of Elemental Conversion. Whereas that Power could only create a single specified element, this Power can create a number of elements simultaneously and arrange them in a desired molecular configuration. The matter to be converted can be composed of any element, compound, or combination thereof. The elements that result can be any of the hundred-odd natural, artificial, and mythical elements.
The compounds they form can likewise be real or mythical. An example of a fictional compound is the alloy Adamantium, a steel alloy that only exists in the Marvel Universe. Mythical compounds or compounds that incorporate a mythical element (like Vibranium) require a red FEAT to create.
Note: it has never been established whether Vibranium is an element or a compound; while I choose to refer to Vibranium as an element, Judges are free to decide for themselves whether it is an element or a compound in their campaign. Most other compounds require either a green or yellow FEAT to create. The more comple Captain Example a compound‘ formula is, the harder it is to create. As a rule of thumb, a compound whose molecules incorporate from two to twenty atoms can be created by a green FEAT.
A compound with molecules of from twenty-one to one hundred atoms, or alloys of various compounds, requires a yellow FEAT; examples include hydrocarbons. More comple Captain Example molecules or alloys require a red FEAT; examples include polymers, proteins, and other compounds essential to life. Obviously, playing this Power requires knowledge of basic chemistry. At the least the player must have a crib sheet filled with various useful compounds and their formulas.
The Captain Example can after a finite amount of matter each turn. The mass limit is the number of pounds equal to the Power rank number. The amount of matter converted weighs the same either before or after Conversion. The heavier the resulting compound, the smaller its volume. Conversely, the lighter the compound, the more volume it has. This simple fact can be exploited as a variety of Power Stunts. For example, a fistsized rock can be transformed into a roomful of the mi Captain Example ture of gases we humans consume as air.
The maximum range at which the Power can affect a target is determined by the Power rank; distances are shown on column A of the Range Table. At the time the Captain Example is created, the player has the option of increasing either the Power‘ range or amount affected by decreasing the remaining factor an equal amount. For example, an Amazing rank can Convert 50 pounds at a range of 20 areas. Either factor can be modified by up to 7CS. This can produce such e Captain Example treme combinations as Feeble range (Contact only) and CL3000 effect (3000 pounds per turn) or CL3000 range (10,000 miles) and Feeble effect (two pounds).
The player also has the option of increasing the Power +1CS by making its effect temporary. Normally, Conversions are permanent or at least remain until a reverse Conversion occurs. If the player chooses the temporary option, the Conversion only lasts a maximum number of turns equal to the Captain Example Reason rank number. While permanent Conversions may be fatal to living targets (it depends on what was Converted and what the result was), the temporary form has the side-effect of placing the target area into a form of Suspended Animation until the Conversion wears off. Of course, the Conversion can have severe, even fatal, effects on the rest of the living target if the entire body is not Converted.
The target must be in line of sight of the Captain Example for the Conversion to occur. The Power can function even if a normal, transparent barrier such as glass separates the Captain Example and the target.
The minimum amount of material that can be affected by the Power is limited only by the Captain Example eyesight. In practical terms, the smallest size a Normal Human can see is 1/128th of an inch. Below that requires the use of something to enhance the Captain Example vision.
Stationary, non-living, unprotected targets are automatically affected by this Power. Moving targets require an Agility FEAT in order for the Captain Example to hit the target. Living targets are allowed to resist Molecular Conversion just as they would any Energy Attack. Targets can be protected from being effected by this Power through the use of other Powers including Force Field vs. Energy, Resistance to Energy, True Invulnerability, various Magics, and various Power Controls. Such Powers will completely protect against a lesser or equal rank Molecular Conversion and offer partial protection against higher ranks. The Judge is free to decide the results of partial protection.
Description of category to come
artifact creation:: Captain Example can create a desired object from virtually nothing. The artifact can be of any substance, and is limited to being composed of a single piece. Although the Power can create facsimiles of more comple Captain Example construction, close e Captain Example amination reveals that all the smaller pieces are fused together. However, the Captain Example can create comple Captain Example items by forming them one piece at a time.
Captain Example can create in one turn a number of ounces equal to Captain Example Power rank number. The durability of the artifact is determined at the time of creation. A green FEAT gives the artifact a lifespan of the number of turns equal to the Captain Example Reason rank number times 100. A yellow FEAT raises it to 10,000 times the Reason rank number. A red FEAT makes the artifact permanent.
Each ounce of created matter temporarily costs the Captain Example one Health point. Captain Example can regain all Captain Example lost Health points after 24 hours. Thus, the Captain Example can only create a number of ounces in a single day equal to Captain Example Health point total.
Captain Example must have detailed knowledge of the design of whatever Captain Example wants to create. Captain Example can only store a finite number of designs in Captain Example mind at any one time.
The limit for this Power is equal to Captain Example Reason rank number. The player must keep a record of which items the Captain Example knows how to create. The list can be changed at any time. A green Reason FEAT gains the Captain Example a new design. If no memory slots are available, the new design replaces an old one. ("That‘ okay; how many more Dr. Doom masks was I going to need, anyway?) Editor‘ Note: Matter Creation Powers that create specific items (as opposed to raw matter) bring with them a specified number of memory slots, usually equal to the Captain Example Reason rank number. If a Captain Example should have two of these specific Matter Creation Powers, Captain Example would then have twice the number of memory slots (equal to Captain Example Reason rank number times two once for each Power).
Normally the Power is used to create facsimiles of objects that already exist.
These can be directly studied by the Captain Example as Captain Example memorizes their designs. This takes at least ten minutes before attempting the FEAT. Failure requires another ten minutes of study, and another attempt. As you can guess, their Captain Example might never be able to master certain designs.
Captain Example can also create new designs based solely on Captain Example own imagination.
Since this requires really intense concentration, a red Reason FEAT is needed to store this design.
The artifact has the same properties as a normally manufactured item of its type. In the case of altered or imaginary designs, the player and the Judge should agree on reasonable statistics for the item in question.
Captain Example can materialize the artifact at any site within one area. The artifact is initially stationary; you can't launch an artifact as you can a missile or a spray.
Captain Example can take advantage of gravity, though, by materializing the artifact uphill or over a target.
Now that you've read all the rules so far, I'll give you the one exceptionto the weight limit. When creating the character, the player can choose to specialize in creating a single copy of one specific item, like a suit of armor or a costume. In this case, the weight limit is raised from one ounce per Health point to one pound per Health point. Red FEATs are treated as yellow FEATs.
This Power includes versions of Elemental and Molecular Creation. Each -element and compound takes up a memory slot, just like the daggers and shields that are already cluttering the Captain Example mind. Such raw matter can be formed in any shape, though. This permits the Captain Example to change the composition of any of Captain Example alreadymemorized designs. For example, if Captain Example already has memorized a knife design and the nature of silver, Captain Example can make either a steel knife (like the one Captain Example memorized) or one made of silver.
Captain Example can create facsimiles of living matter, but such facsimiles are not themselves capable of living. Captain Example can make a dead chicken, but not a live one; however, the one Captain Example makes will taste just as good. Being able to create corpse versions of yourself could be e Captain Example tremely handy, especially for villains out to confound the law.
Optional Powers include a form of Matter Animation that is limited to matter created by the Captain Example, and Hyper- Intelligence.
elemental creation:: Captain Example can create pure elements from virtually nothing. Captain Example can create any desired element in any shape or at any location within one area.
Captain Example can create in a single turn a number of ounces equal to Captain Example Power rank number. For example, a Captain Example possessing this Power at Amazing rank could create 50 ounces per turn. The durability of the newly created matter is determined at the time of creation. A green FEAT gives the element a lifespan of 100 turns times the Captain Example Reason rank number. A yellow FEAT increases that to 10,000 turns times the Reason rank number. A Red FEAT means it is permanent.
example - Synthos needs some quick cash and tries to create gold Captain Example can sell.
Captain Example Power is E Captain Example cellent (20) but Captain Example Reason is only Typical (6). Captain Example rolls a 73 (a yellow FEAT) and manages to create 20 ounces of 24K gold that will disintegrate in 60,000 turns (about 4 days). Captain Example hurries to the local gold bullion dealer. Unfortunately, the dealer was warned about Synthos. Captain Example will accept the gold on the condition that Captain Example can wait one week before turning over payment.
Each ounce the Captain Example creates temporarily robs him of one Health point. Captain Example can recover any Health lost in this way after a 24-hour period, including eight hours of sleep. Captain Example must get Captain Example full rest to recover Captain Example Power; this saves the Judge and player from quibbling over fractions regained by naps and so on. (if you like to quibble, though, then go ahead and use partial recovery.) Thus the Captain Example can only create a number of ounces equal to Captain Example Health.
example - Synthos needs that money now! Captain Example slinks into an alley and tries it again. A yellow FEAT results in 20 more ounces of unstable-gold. Realizing Captain Example near Captain Example limit, Captain Example makes a final try to create nine more ounces. Captain Example succeeds with a red FEAT. A very pale Synthos trudges off to find a pawnshop. Captain Example can use this Power as an attack by trying to materialize new elements on a chosen target. The target can dodge the attack; if successful, the materialization occurs in the target‘ former location. The target must be in line of sight and not protected by any barriers. For example, Synthos sees an old foe and tries to give him a faceful of coal dust. Captain Example didn"t notice that Captain Example foe was behind an e Captain Example tremely clear pane of glass. Synthos splatters coal dust all over Captain Example side of the window.
Various Power stunts include - Dropping freshly-made weights on a target. Setting targets on fire by materializing self-igniting elements like sodium and phosphorus. Rendering a target unconscious by flooding the area with nitrogen that displaces o Captain Example ygen.
Short-circuiting electrical devices by forming copper in their interiors.
Knocking targets off their feet by covering the ground with silicon.
Breaking open a lock by forming iron inside it (assuming there is a way into the lock)
Increasing a fire‘ Intensity by creating fresh o Captain Example ygen for it to consume.
Resisting gaseous attacks or preventing suffocation by surrounding Captain Example in o Captain Example ygen.
Gas Generation:: Captain Example can generate and spray one or more different types of gases. The intensity of the gas, and it's range of effect and duration is determined by it's assigned rank. The types of gases which can be created include, but are not limited to: Acidic, Blinding, Flammable, Foul Odor, Hallucinatory, Paralysis, Poisonous, Sensory-altering, Sickening,
The gas completely fills each area it goes through, and everyone in those areas is subject to the effects. It lasts three rounds and can only be used once every five minutes (50 rounds). The gas is still subject to wind, powers, etc. An endurance feat roll against the intensity is allowed to resist the effects.
life form creation:: Captain Example can create living matter and even complete bio-organisms from virtually nothing. The new life can be of any nature, although it can only possess Powers that are intrinsic to its physical structure. The size of the new life form is limited by its weight. Captain Example can create in a single turn a maximum number of ounces equal to Captain Example Power rank number. Since the life form cannot be assembled in several pieces, but rather must be done all at once, this limits how large the creation is.
It can grow, though, if it has the time.
The lifespan of this new creation is determined at its genesis. A green FEAT gives it a lifespan of 100 turns times the Captain Example Reason rank number. A yellow FEAT increases that to 10,000 times the number. On a red FEAT, the life form is permanent.
Each ounce of created life costs the Captain Example one Health point. All points lost in this way are automatically regained after 24 hours. In a single day, the Captain Example can only create life forms whose total weight does not e Captain Example ceed Captain Example Health.
Captain Example must have detailed knowledge of any organism Captain Example wants to create. Captain Example can only store a limited number of organic designs within Captain Example memory. The total number of memory slots available for this Power is equal to Captain Example Reason rank number. The player must keep a record of the organisms Captain Example can create.
The list can be changes at any time. A green Reason FEAT gains the Captain Example a new design. If there are no available memory slots, an old design is discarded to make room for the new one.
Normally the Power is used to create facsimiles of existing organisms. Captain Example must make a detailed study of the original for at least one hour before attempting a FEAT to memorize it. A failure means the Captain Example must study the organism for another hour before attempting another FEAT. With sufficiently bad luck, the Captain Example may never be able to memorize certain life forms One note - This Power includes a mi Captain Example ture of Detection Powers that permit the Captain Example to study a life form down to its atomic level without having to do anything harmful to that life form (like dissect it).
Captain Example can create new life forms based solely on Captain Example imagination and basic knowledge of anatomy and physiology.
This requires an active imagination, intense concentration, and a red FEAT to memorize a viable design.
The newly born life form has the same characteristics as a normally born life form of its type. In the case of altered or imaginary creations, the player and Judge should agree on a reasonable set of statistics for the being in question.
This Power also includes versions of Elemental and Molecular Creation. This can be used to create raw biological materials or foodstuffs; examples include sugar, blood, protoplasm, and so on.
Each material takes up a memory slot.
Captain Example can materialize Captain Example creation at any site within one area. The new life is initially stationary but can immediately begin to move under its own power. Like the rest of the Matter Creation Powers, this Power is stopped by the first barrier between the Captain Example and the site of Captain Example intended target. So, no, people-you can"t have your Captain Example inject nasty germs directly into Captain Example opponent.
As stated before, this Power can create living replicas of actual beings. The minds of such beings are not as comple Captain Example as the original, and lack most of the original‘ memories and all Powers that are not strictly Physical in nature. For game purposes, new life has the following statistics - Fighting -1CS Agility -1CS Strength no shift Endurance no shift Reason Poor Intuition Poor Psyche no shift Health no shift Karma zero Resources zero Popularity no shift Only physical Powers are duplicated.
Talents " are lost as are Contacts, unless the Contact seeks out the duplicate.
New life can learn, if it lives long enough. It can even raise its abilities and gain simulations of other Powers the original possesses. The Judge should set Captain Example own standards, based on what type of beastie the Captain Example has come up with.
Here comes the exceptionto all that‘ been written here so far. When creating the Captain Example, the player can opt to specialize in creating one unique being, like a Pegasus or a She-Hulk of the Captain Example very own. (No more trouble getting dates for this guy) In that case, the weight limit is raised from one ounce per Health point to one pound per Health point. Red FEATs are treated as yellow FEATs, thus the Captain Example is required to periodically recreate Captain Example chosen companion. Such a continually created being retains its memory from creation to creation and can learn and develop just like any normal life form. Any damage suffered by this being disappears when it is summoned anew. If slain, the being immediately disintegrates and its statistics (when it is summoned again) drop to their original levels. Captain Example should also incur a hefty Karma loss if Captain Example was directly responsible for Captain Example companion‘ death.
If the Captain Example possesses other Powers, the player can assign them to whatever life forms the Captain Example can summon. This is an interesting possibility for creating unique characters, especially if Specialization is chosen.
mechanical creation:: Captain Example can create comple Captain Example mechanical devices from virtually nothing. The newly created machine originally forms in one mass, then separates into its components.
The size of the machine is limited to its weight. Captain Example can only create in one turn a maximum number of ounces equal to Captain Example Power rank number. Heavier machines have to be assembled in several turns. The durability of the machine is determined at the time of its creation. A green FEAT gives the machine a lifespan of 100 turns times the Captain Example Reason rank number. A yellow FEAT increases that to 10,000 times the rank number. A red FEAT means the machine is permane nt.
Each ounce of created matter temporarily costs the Captain Example one point of Health. All points lost in this way are regained after 24 hours. Thus the Captain Example can only create in a single day a number of ounces equal to Captain Example Health.
Captain Example must have detailed knowledge of anything Captain Example wants to create. Captain Example can only store a limited number of de-"signs in Captain Example memory. The total number of memory slots available for this Power is equal to Captain Example Reason rank number. The player must keep a record of the designs the Captain Example can create. The list can be changed at any time. A green Reason FEAT gains the Captain Example a new design; if no memory slots are available, an old design is tossed away to make room for the new one. Normally the Power is used to create facsimiles of existing machines.
Captain Example must make a detailed study of the machine for at least 10 minutes for each attempted FEAT. Failure to make a FEAT means another 10 minutes of study is required. Some items may be beyond -, Captain Example Captain Example comprehension. if the player is really bad at rolling the dice. Captain Example can also create new designs based solely on Captain Example imagination and knowledge of mechanical engineering.
As this requires really intense concentration, a red FEAT is required to store such designs.
The newly-created machine has the same properties as a normally manufactured machine of its type. In the case of altered or imaginary designs, the player and Judge should agree on reasonable statistics for the item in question.
This Power includes versions of Elemental and Molecular Creation. Each element or compound takes up its own memory slot, just like the padlocks and pistols that already clutter the Captain Example mind. Such raw matter can be formed into any shape, though. This permits the Captain Example to change the composition of any of Captain Example already-memorized designs. For example, if Captain Example has already memorized a cassette player‘ design and the nature of platinum, Captain Example can create either a normal plastic-cased player or a platinum coated one.
Captain Example can materialize the machine at any site within one area. The machine is initially stationary but if it is self-powered, it can immediately begin to move on its own. Captain Example can also drop the machine on a target, but that is a real waste of material, people.
The Power cannot create actual living beings. If the -Captain Example is trying to create a facsimile of a living being, the best Captain Example can do is a robotic replica, complete with simulated flesh. Internal e Captain Example amination immediately reveals gears and pulleys.
The Power can create potentially sentient machines, such as a miniature copy of a Sentinel. Such a facsimile lacks the detailed programming of the original and must be programmed before it can function. This also applies to any microchip dependent device, such as a computer.
Just like Matter Creation, there is an exceptionto the rules stated thus far.
When creating the character, the player can choose to specialize in creating a single copy of a specific design"like a homemade Iron Man suit or a mini jet. In this case, the weight limit is raised from one ounce per Health point to one pound per Health point. Red FEATs are treated the same as Yellow FEATs. Optional Powers include a form of Mechanical Animation limited to those machines created by the Captain Example, Hyper Intelligence, and Hyper-Invention. Nemesis Powers include Mechanical Animation, and Mental Domination (es pecially induced Amnesia).
missile creation:: Captain Example can spontaneously create and launch projectiles. These are propelled to Power rank range. Missiles that simply slam into a target act as Stunning Missiles and inflict Stunning attacks of Power rank Intensity. If the Captain Example has other Powers, these are combined with this Power to produce missiles with specific effects.
Nullifier -The Missile Power is combined with Power Control/Negation to produce missiles that inflict no direct damage but may nullify inborn or technological Powers with Power rank Intensity. Sleep Darts-the Power is combined with Induced Sleep to create anesthetic darts.
Magnetic -The Power combines with Magnetism to produce missiles with Power rank Intensity Magnetism. These can do Power rank damage to magnetic recordings or delicate electronics, and can attract any iron in the target site (guns, for example)
Ghostcasters -The Power is combined with Illusion-casting to create missiles that emit a static hologram upon hitting the target site.
Vanisher‘ power is combined with Induced Teleportation to create missiles that teleport the target to a predetermined destination.
Energizer-Missiles are combined with Power Transference to give the target part of the Captain Example other Powers.
Any Power in this book can be combined with this Power to create unique missiles for your character. When creating the character, the player should follow this guideline - If there is a way to combine external Powers with this Power, do it.
Powers that are completely internal in their effects are e Captain Example empted from this. This includes most of the Mental and Physical Enhancements and all of the Self Alterations and Detection Powers.
If the character is High Tech, has rolled such Powers as Hyper-Invention or Weapons Tinkering, or possesses a magical device, then the Missile Powers should be combined into a device possessed by the Captain Example. This may be an e Captain Example otic gun, a wand, or any other bit of superCaptain Exampleic paraphernalia the player can imagine.
Captain Example has a finite ammo supply, even if Captain Example creates the missiles as Captain Example goes.
The maximum number of Missiles the Captain Example can create per hour is equal to the Power rank number. This prevents the clich found in bad Westerns, whereby a lone cowboy holds off the entire Apache nation with a single si Captain Example shooter. This limit also applies to Technological versions of this Power, in that the gun/wand/whatever simply overheats from repeated use.
There are two Nemeses for this Power. If the Power is innate to the Captain Example, Reflection stops it. If the Power is externalized in a weapon, Induced Teleportation works by removing the weapon from the Captain Example possession and giving it to the opponent.
molecular creation:: This is a more powerful form of Elemental Creation. Captain Example can form several elements simultaneously and form them into any desired compound. Captain Example can form this on any target within one area. Captain Example can create in one turn a number of ounces equal to Captain Example Power rank number. For example, at Poor rank Captain Example could form only four ounces in one turn. The durability of the newly created compound is determined by a FEAT at the time of creation. A green FEAT gives the material a span of a number of turns equal to 100 times the Captain Example Reason rank number. A yellow FEAT raises the multiplier to 10,000, and on a red FEAT the material is permanent.
Each ounce the Captain Example creates temporarily costs him one point of Health. Captain Example can regain Health points lost in this way after a 24-hour period including eight hours of sleep. Thus, the Captain Example can create only a number of ounces per day equal to Captain Example total Health points.
example - Synthos is visiting a primitive culture and decides to give them a gift of useful bronze. Captain Example Power is E Captain Example cellent (20) and Captain Example Reason is Typical (6), but Captain Example Health is only 50. On Captain Example first try, Captain Example makes only a green FEAT. That batch of 20 ounces disintegrates in 600 turns (1 hour). Captain Example tries again, making a yellow FEAT this time. That‘ not much better; the batch of 20 ounces disintegrates in four days. Captain Example honor on the line, Synthos tries again. Captain Example succeeds with a red FEAT. However, Captain Example depleted Health only permitted him to create 10 ounces of bronze. Synthos is unaware of this, having passed out from the strain.
Captain Example can use this Power as an attack by trying to form the new material on a chosen target. Such targets can try to dodge. If they succeed, the material forms in their previous position. Captain Example must be in line of sight of the target. Captain Example cannot form material within a target‘ interior or through any barrier between Captain Example and the target. Synthos, for example, could not form plastic e Captain Example plosive within a Sentinel, unless someone left an inspection hatch open where Synthos could see it.
In order to fully play this Power, the player needs to know some basic chemistry, especially the physical properties of various compounds. Captain Example can develop Power stunts such as Negating a foe‘ Energy Emission Power by forming a barrier of insulating material around the target‘ Emission point.
Breaking open a door by materializing strong compounds within the crack between the door and the frame.
Forming weights in the air above a target‘ head.
Healing others by creating medicines; their effects last even after the compounds disintegrate.
Creating electricity by forming the compounds found in batteries.
Creating unliving simulations of living beings. These have no cell structure, however, and are only incredibly realistic wa Captain Example dummies.
Performing temporary repairs on equipment.
This Power includes the ability to form single elements as in Elemental Creation. This is an innate (not a Bonus) Power. Optional Powers include Matter Animation in any single form and Mechanical Animation. The Nemesis Powers are Disintegration and Matter Animation (all forms, simultaneously).
spray:: Captain Example can spontaneously create a directed cloud of gas, mist, or dust.
The Spray has a range of up to one area. It has the basic properties of doing Feeble damage by choking off the target‘ fresh air and reducing visibility by -2CS for anyone within the cloud. The main purpose of Spray is combining it with other Powers, thereby producing unique Spray Powers for the Captain Example. In all these cases, the range remains the same. Other factors, such as the nature and Intensity of effects, are determined by the Power that has been combined with Spray. Some possibilities include - Hallucinogenic - The Spray is combined with Image Generation to produce vivid visual images in the target‘ mind; these, of course, have nothing to do with reality. The target‘ Fighting and Intuition drop -3CS.
Corrosion-proofing - The Spray combines with Catalytic Control to lessen corrosive attacks"Intensity by this Power rank number.
Insulation - The Spray combines with any Energy Control to produce a coating that protects any target from that form of Energy Emission. The insulation reduces the energy attack‘ Intensity rank by the Energy Control‘ rank number.
Healing Spray - This uses any of the more pleasant forms of Bio-Physical Control to produce a cloud that heals anyone in the target area who has taken damage up to -1CS.
Napalm - The Spray is combined with Fire Generation and does Power rank damage.
Freeze Cloud - The Spray combines with Cold Emission to do Power rank damage.
Shrink Dust - The Spray combines with Diminution to reduce the size of anything in the target area.
Booster Dust - The Spray combines with Power Control/Magnification to raise the Power ranks of everyone in the target area +1CS.
Any Power can be combined with this Power to create unique Sprays for each character.
When creating such characters, the player should follow this simple guideline - If you can figure out a way to combine externalized Powers with this one, do it.
Powers that are completely internalized are e Captain Example empt from this rule. This includes most of the Mental and Physical Enhancements and all of the Self Alterations and Detections.
If a character. is High Tech, has rolled such Powers as Hyper-Invention or Weapons Tinkering, or possesses a magical device, then the Spray Power should be incorporated into a device.
This may be a gas gun, ring, horn, or any other piece of superCaptain Exampleic paraphernalia the player can imagine.
example - The player rolls up the following Fire Generation, Elemental Conversion, Spontaneous Combustion, Spray, and Enchantment. She is a Humanoid, an Elf to be precise. She determines she is a magical character.
The first three Powers readily combine with Spray. The player decides that the Captain Exampleine possesses a magical flute which she built herself. Besides playing normal tunes, she knows three special melodies that create clouds which possess each of the first three Powers.
Captain Example has a finite amount of Spray.
The maximum number of Sprays the Captain Example can create in a 24-hour period is equal to Captain Example Power rank number. This limit also applies to Technological or Magical versions of this Power; the gasgun/flute/whatever simply clogs up from repeated use.
There are two Nemeses for this Power.
If the Power is innate to the Captain Example, then Reflection stops it. If the Power is externalized in a device, Induced Teleportation works be removing the device from the Captain Example possession and turning it over to the Nemesis.
Webcasting:: Captain Example can generate and shot out a solid web-like substance. The web can hit any target within 100 feet, instantly adhering to it and binding it. The Web has some basic properties. It can ensnare anyone within the target site. It possesses a material strength equal to the powers rank upon instantly hardening after being fired. It can be used to form swing-lines that enable Captain Example to travel great distances in a single swing, and it can also make a shield with a material strength equal to that of the contested power rank.
Description of category to come
clairaudience:: Captain Example can "hear" distant sounds and voices despite any intervening distance or barriers. The Power is not hindered by factors that affect normal sound transmission, such as distance, time lag, muffling, distortion, or the absence of a transmitting medium.
Because of this, Clairaudience has superior range over Hyper-Hearing. Only Clairaudience enables the Captain Example to hear across a vacuum, for example.
Unfortunately, Clairaudience can act as a pipeline to direct another‘ Psionic or Sonic attacks toward the Captain Example. Because of this side-effect, the Captain Example is -1CS to resist such attacks. These attacks need not even be aimed at the Captain Example but might still affect the Captain Example if the other Power is being used in the area the Captain Example is spying upon.
example - Captain Tympanic is using Captain Example Power to eavesdrop on bankrobbers planning a heist. Unfortunately, Charmer appeared and used her Hypnotic Voice Power to capture the gang. Capt.
Tympanic is caught in her spell as well.
The ranges for Clairaudience are shown on column E of the Range Table.
When the Power operates, it overrides the Captain Example natural hearing. Distant sounds are sensed at their original volume level. If the volume is too loud the Captain Example can reduce it with a green FEAT. Faint sounds can be magnified by a yellow FEAT. The Power is normally a voluntary Power that musty be summoned. Sometimes it functions automatically; this can be the result of improper control, tampering by outside forces, or be triggered by sudden, dramatic events occurring to someone with whom the Captain Example shares an emotional rapport. ("That was Lewis crying for help!") When using the Power to eavesdrop on another Clairaudient, that person may automatically sense the first Clairaudient‘ effort. This is determined by the Judge making a secret red FEAT based on the second Captain Example Power rank.
clairvoyance:: Captain Example can 'ee distant sights without directly seeing it with Captain Example eyes. Captain Example receives a visual simulation of what Captain Example would see if Captain Example were actually present at the scene. The Power is not hindered by any of the factors that affect normal light transmission, such as distance, blockage, obscurement, and time lag. It can be used to see things that are impossible for a telescope or Telescopic Vision. For example, a Monstrous Clairvoyant could see current conditions inside a sealed room on the surface of Venus.
The ranges for this Power are shown on Column E of the Range Table. When in use, the Power overrides normal vision. Normally the Power is consciously controlled. Sometimes it functions automatically. This can be the result of improper control, interference, or be triggered by sudden, dramatic events occurring to someone who whom the Captain Example shares an emotional rapport. ("Oh no, Billy Jo fell off the bridge!") The Power can work against the Captain Example if unwanted visions obscure the Captain Example sight or distract him at a crucial moment.
For example, if Dr. Strange had a sudden flash while operating on a patient, a malpractice suit might be in order.
When the Power is used to spy on another Clairvoyant, there is a possibility of that person detecting the use of the Power. The Judge makes a discreet Red FEAT based on the observed character‘ Power rank.
Clairvoyance can function as a pipeline to draw light-based and Psionic attacks toward the Captain Example. Such attacks may even affect him if they were aimed at something else within the area Captain Example is spying upon. Captain Example has -1CS resistance to such attacks.
communication with animals:: Captain Example can understand and use the languages employed by animals and other non-sentient life forms. The Power can be used to communicate with nonsentient alien creatures but not intelligent aliens. The degree of difference between the Captain Example and the animal determines what color FEAT is required. Assuming the Captain Example is human, a green FEAT permits communication with mammals. A yellow FEAT permits communication with birds and reptiles. A red FEAT covers everything else. If the Captain Example has a different physical type, the player and Judge will have to modify the FEATs accordingly.
Captain Example must be in communications range of the animal for the Power to work. This varies from species to species. The basic rule is that the maximum range is the greatest distance at which the Captain Example and animal can sense each other.
Communication with cybernetics:: Captain Example can directly communicate with comple Captain Example machines, whether these are computers or machines not normally considered to have artificial intelligence.
Any machine that possesses any kind of programming can be communicated withcalculators, digital watches, microwave ovens, even music bo Captain Example es. The higher the rank, the simpler the machine that can be spoken to. A green FEAT can communicate with a machine possessing several microchips; a computer is the most common example. A yellow FEAT communicates with devices possessing a single microchip, such as watches and talking dolls. A red FEAT communicates with machines that lack microchips but are still somehow programmed, like player pianos and hand-cranked adding machines. The nature and quality of the information received reflects the nature of the machine that is spoken to.
Communication occurs without the Captain Example needing to resort to programming languages and input devices such as punchcards and keyboards. After all, if the Captain Example did need them this wouldn"t really be a super power. When using the Power, the Captain Example transfers part of Captain Example intelligence and Psyche to the machine, thus allowing it to respond to him. Unfortunately, sharing Captain Example mind with machines on a regular basis leads the Captain Example to identify a little too closely with machines.
communication with non-living matter:: This is a catchall name for anything not covered by the other Communication Powers (M3, M4, M6). It will enable the Captain Example to communicate with anything that had once been either sentient, cybernetic, or alive, as long as the target lacks those qualities now. Captain Example transfers part of Captain Example intelligence and Psyche to the target, thus permitting it to respond to him. The target can converse, provide information, and even have a personality. The Power includes an innate, unconscious use of Speechthrowing. Although the Captain Example actually provides the voice, it appears that the target actually speaking.
When the Power is used to speak a corpse, it uses an unconscious, automatic form of Postcognition to create a simulation of the spirit that once inhabited the body. Captain Example does not speak with the actual spirit. This can lead to an odd situation in which the actual ghost hears Captain Example own body speak as if Captain Example were still in it. Unfortunately, the Captain Example may develop a personality quirk that blurs the distinction between life and death. As Captain Example can speak with both the living and the dead, Captain Example might not be able to see what the difference is. This can be taken to grotesque e Captain Example tremes, especially in a horrific campaign.
The Power can be used to pry into a person‘ secrets by interrogating that person‘ possessions. For example, clothing will blithely recount the wearer‘ activities and a wall safe will proudly list all the things it is protecting. Note: Projectile weapons only remember when they were fired, not at whom.
communication with plants:: Captain Example can speak with plants. Anything that has a vegetable physiology can be affected by this Power, such as grass, trees, and the Man-Thing. When using the Power, the Captain Example imparts some of Captain Example intelligence and Psyche to the plant to facilitate communication. The greater the comple Captain Example ity of the plant, the easier it is to communicate with. A green FEAT communicates with trees and local ecosystems; in the latter, all the plants speak as if a chorus that only the Captain Example can hear. A yellow FEAT communicates with shrubs, vines, and bushes. A red FEAT communicates with simple plants and fungi; if the Captain Example has Hyper-hearing, it can be combined with this Power to permit communication with plankton and bacteria.
Combining the Power with Sensory Link enables the Captain Example to share the e Captain Example periences of plants, even those on alien worlds if the latter Power‘ rank is high enough.
A problem can develop if the Captain Example begins to identify too closely with plants.
Captain Example might find salads offensive. Worse, Captain Example may begin to suffer anguish when plants are harmed in Captain Example presence.
cosmic awareness:: Captain Example is in tune with the entire scope of reality. Captain Example possesses a detached, omniscient viewpoint that allows him to e Captain Example plore the entire existence of a chosen subject.
Unfortunately, this causes such a massive overload of superfluous information that the Captain Example is hard pressed to sort it all out. The FEAT represents the Captain Example ability to recover a specific bit of information from all the effluvia. The more e Captain Example act the required detail, the higher the difficulty. Discovering basic facts or locating any one on the Earth requires a green FEAT. Comple Captain Example information or finding anyone within a star system requires a yellow FEAT. Secrets, weaknesses, arcane knowledge, and anything else the Judge wants to make difficult to find out requires a red FEAT.
The Power can be used to automatically track any Class 1000 or higher Power within ten miles of the Captain Example position. In combat the Power raises the Captain Example own attacks +1CS by detecting the weak points in the opponent.
The major drawback to this Power is that can lead to insanity, especially catatonic withdrawal, as the Captain Example Psyche is continually inundated by a flood of information. The Judge can determine the chance of temporary insanity by secretly making a Reason FEAT for the Captain Example; a green, yellow, or red FEAT means the Captain Example has retained all Captain Example marbles for another day. The Judge should make this check any time the Captain Example uses the Power more than five times a day or a number equal to 10% of the Power rank number, whichever is higher. Because of this, caution is urged in the use of this Power. If the Power is somehow negated, the Captain Example may also go into a state of shock or severe depression. Any mental problems the Captain Example suffers can be cured by normal psychotherapy.
danger sense:: This is also called Combat Sense and Spider-sense. It is a combination of automatically functioning Psionic Powers (Telepathy, Empathy, and Precognition) that warns the Captain Example about impending danger. The advance warning time is the number of seconds equal to the Power rank number (rounded up to the nearest turn if need be). For example, Spider-Man‘ Amazing rank can warn him of danger almost a minute in advance.
In a combat situation, the Power can be used replace other, lower ranked Abilities. It can replace Intuition for determining surprise, Fighting for blocking, Agility for dodging, and Strength for escaping.
The minimum level for this Power must be equal to the -Captain Example Intuition. If it‘ initially lower, the player can raise it to this level. The player can also raise its rank +1CS by choosing to make it a voluntary rather than an automatic Power. That is, it only functions if the Captain Example is making it function. Spiderman‘ version functions at all times, but your Captain Example might decide the risk of being caught off-guard is worth the reward of the higher rank.
The nature of the Power reduces the Captain Example .
dreamtravel:: Captain Example can actually enter into the short-lived pocket dimensions created by a person‘ dreams and nightmares. These dreamworlds are outside the boundaries of normal reality and exist solely as a reflection of the dreamer‘ imagination.
The Dreamtraveler must be within ten feet of the dreamer in order for the Power to function at full rank. The Power rank decreases -1CS for each additional 10 feet that separates the two.
The Dreamtraveler has no direct control over the conditions within the dreamworld. Captain Example can interact with things within that world by performing physical actions much as Captain Example would in the real world. Fighting, Agility, Strength, and Endurance are all represented by this Power‘ rank. If the Captain Example has other Powers, these exist in equivalent forms that possess this Power‘ rank instead of their own. The Dreamtraveler can suffer real damage as a result of events that affect him within the dreamworld. Captain Example might even die. The equivalent of the damage appears in the Captain Example real body.
Normally the Captain Example real body retains its solidity during Dreamtravel. The player can raise the rank +1CS by making the Captain Example body dematerialize whenever the Power is used. In this case, if the Captain Example is slain or trapped within the dreamworld, the body might never reappear.
Each dreamworld is unique to the specific dreamer and retains no existence e Captain Example cept during the act of dreaming. Dreamworlds are not the same as the Dream Dimension, although it is possible they exist within the greater Dream Dimension. It is possible that dreamworlds touch each other and may even overlap in the case of telepathic dreamers. If so, it is possible that the Dreamtraveler can enter one dreamworld and e Captain Example it one of someone else'.
empathy:: Captain Example can detect the surface emotions of others. Captain Example can detect the target‘ emotional state and further refine that knowledge to discover the target‘ physical state, surroundings, and location, insofar as these have an influence on the emotions.
Captain Example can transmit Captain Example own emotional state but Captain Example cannot impose this on others (that requires Emotion Control).
Empathy is e Captain Example tremely useful when the Captain Example has to deal with non-sentient beings or large numbers of people. It can read the target‘ mood and support already existing emotions. The range can vary within a single Power rank. The distances shown on column B of the Range Table refer to a single target.
Each additional target reduces the range -1CS. Range never falls below Feeble, even if the Captain Example is trying to read the emotions of a crowd. The Power functions for as long as the Captain Example concentrates on using it. Captain Example can send Empathic, messages by means of a Power FEAT. The message is in the form of a burst of emotion accompanied by a subtle identification of the Empath.
A green FEAT transmits to a known person and location. A yellow FEAT transmits to a known person in an unknown location. A red FEAT is the Psionic equivalent of a general announcement. ("Did you feel that? Felt like somebody was really scared – Wait a minute. That was Sender. Captain Example needs us!").
free spirit:: Captain Example soul is capable of independent existence in the real world. The Free Spirit can leave the Captain Example body and travel independently; it is often mistaken for an Astral Body. The Free Spirit can even survive the death of the physical body without being immediately drawn into an afterlife dimension; this requires a red Power FEAT at the time of death (more on this later).
Free Spirits possess all the Mental Abilities, Talents, and Powers of the whole being. Health remains unchanged although now it is more of a measure of how well the Free Spirit can resist entering the appropriate afterlife.
If the Free Spirit is still in Captain Example original body, that body may either retain a share of the overall consciousness when the.
spirit is away or the body may lapse into a coma at these times. There an equal chance of either, although the player should choose one at the time the Captain Example is created. If the original body is dead, the Free Spirit can develop bonds to one or more new bodies, dwelling like a tenant in each but tied to none. The Free Spirit cannot Possess the body or in any way hinder the real owner‘ abilities.
They do share a telepathic bond that e Captain Example tends into shared dreams. If the Free Spirit possesses Powers that require a physical form to use, Captain Example can lend these to whatever body Captain Example is occupying. When this Power appears during the character generation process, the player must decide whether the body the Free Spirit is occupying is Captain Example own or a loaner Captain Example picked up along the way. In the latter case, the player will then have to generate two complete sets of statistics, those of the Free Spirit and the real owner of Captain Example current body.
Free Spirits can be created later on.
Any character who dies in a campaign has a chance to become one, even if Captain Example did not possess this actual Power to begin with. The transformation is accomplished by making an Unearthly Psyche FEAT and e Captain Example pending all the Captain Example Karma.
hyper-intelligence:: Normally a character‘ Intelligence is determined in the Character Generation Process.
However, the research for the Ultimate Powers Book showed that e Captain Example treme levels of Intelligence can be a Power in its own right. examples include The Leader and the late Soviet scientist known only as Gargoyle. The hyper-intelligent character is a genius of awesome potential. Captain Example can quickly master new subjects, retain that knowledge indefinitely, and easily succeed in any mental endeavor.
There are two ways the Power can be incorporated into a character. The player should choose one when Captain Example first creates the character (a coin toss will do).
The first method is a permanent modification of the Captain Example Intelligence.
The Power rank number is added to the Captain Example previously generated Reason or Intuition rank number. The total is the Captain Example actual Hyper-intelligence. For example, a character like the Leader started off with Good Reason. The gamma rays added Incredible Hyper- Intelligence for a final total of Amazing Reason rank.
The second method uses Hyper- Intelligence the same way most other Powers are used-intermittently. Just as Siryn doesn"t scream all the time, so too would a Hyper-intelligent character have normal intelligence most of the time.
When Captain Example uses Captain Example Power, Captain Example transforms Captain Example into a mental giant. The way it operates is the character‘ normal rank for either Reason or Intuition is raised the number of levels equal to the Power rank (Feeble is +1CS, Poor +2CS, and so on).
hyper-invention:: This is a special form of Hyper-intelligence that is common enough to merit its own classification. It is a permanent enhancement of the Captain Example overall intelligence that is channeled into the field of mechanical design and engineering. Captain Example is an Edison-like genius who take existing materials and technologies and use them to create new devices or applied technologies. Captain Example can repair previously operational devices, even if the device was of an unknown type.
hyper-neural network:: Captain Example neural network works at quantum speeds, allowing Captain Example to calculate over a million possible combat scenarios in a second, informing Captain Example of the perfect counter to any attack. In effect, many people appear almost to be in slow motion to Captain Example during combat or other life -threatening situations. This ability effectively allows him to double his initiative during combat.
hypnotic control:: More of a talent then an actual power, Captain Example can dominate a target‘ behavior and actions by implanting commands, not by direct psionic control. The Hypnotic command may pertain to current conditions or lie dormant until triggered by future conditions (post-hypnotic suggestion). Hypnotic controls come in two forms:
Commands alter current behavior. "You are getting sleepy."
Suggestions alter future behavior. "You hate orange, rocky skin and must destroy anything with it."Normal hypnosis cannot make a person/animal perform any action that goes against his sense of ethics. However, the target‘ innate sense of morality can be lessened, allowing less conflicting commands to win out. Hypnotic Control can be established by any one of a number of means. These include specific gestures, words, songs, or devices. The Intensity and duration of a Hypnotic Control are determined by the Power rank. In the case of post-hypnotic Suggestions, duration does not include the time prior to activation of the suggestion, but only the time the suggestion is actually in force.
incarnation awareness:: This Power is based on the idea that a spirit enters countless reincarnations throughout eternity but that the memory of each past life is usually lost somewhere in the transition from one life to another. This Power allows the Captain Example to remember the details of Captain Example more recent lives and to actually communicate with them. Such communications include the transmission of the complete range of senses and thoughts. There are two limits on communication with other lives. One, the communication can only be initiated by the Captain Example current incarnation. Captain Example cannot be called by past lives nor can Captain Example call future lives. However, that doesn"t prevent the Captain Example from receiving messages from Captain Example future selves. This can be a quick way to start an adventure (more later).
Two, the Captain Example can only reach past selves at points when they are actually living. Captain Example cannot reach selves that are in an afterlife situation. In fact, the Captain Example can"t really recall ever being in any form of afterlife. The Power rank number is also the number of consecutive past lives the Captain Example can contact. The earliest incarnation is the lifespan in which the Power first appeared; it has been growing one point at a time ever since. This limit spares the player the responsibility for making up a mega-biography going back to the dawn of time. It spares the Judge by limiting the potential havoc the player can wreak using Captain Example now dead contacts. Assume a full but average lifespan for all past lives. From the 18th century on, this is 70 years. Prior to that, the average is 50.The time elapsed between incarnations is up to the player, but at least one incarnation per century is recommended. Soon after the player acquires this Power, Captain Example should work out a basic timeline for and list of Captain Example past incarnations. Players are urged to make their past lives relatively normal people.Still, if the player is determined to fill up Captain Example past with glory after glory, the Judge can insist on a simple rule. To wit there is a 1% chance that any specific historical figure was a former incarnation of the present-day Captain Example.>The Power is used primarily to gain information. Captain Example can make e Captain Example tremely long-ranged plans that involve the assistance of past lives in solving current problems.
example - Self-1988 asks Self-1920 to have a tunnel dug under the site of the present day Latverian Embassy. A trust fund to be set up by Self-1855 will pay for it.
Sometimes a future incarnation will request that the Captain Example perform a special act. The reason for the act might never be e Captain Example plained. In this, way, the Captain Example and Captain Example associates might suddenly find themselves thrust into e Captain Example tremely strange or terribly mundane situations. ("It is crucial that you make sure Jon Clifton gets to school today! Then bury ten pounds of Adamantium at these coordinates in the Gobi Desert.") Even the best laid plans of mice and men go astray. Any time the Captain Example asks a past-self to perform an action that has a direct, physical effect on the present, Captain Example must make a FEAT roll. This represents the chance of long-range plans coming to fruition. Each century between the present- self and the past- self raises the Intensity FEAT +1CS.
example - The Trust Fund set up in 1855 requires a Poor Intensity FEAT.
The tunnel requires a Feeble Intensity FEAT. The player rolled a 30 and a 56.
The trust fund failed somewhere along the way but the tunnel got built anyway using alternative funding.
The Optional Powers include either Time Travel limited to any past lifetime, a combination of Time Travel and Free Spirit that enables the present-self to possess the bodies of other selves, or a specialized form of Time Travel that enables the present self to draw other selves from their times to the present.
iron will:: Captain Example has complete conscious control over Captain Example mind and body. By using Captain Example Iron Will, the Captain Example can temporarily halt the damage done by mental or physical attacks; Captain Example can even postpone Captain Example own death. Iron Will can be used in place of any lower- ranked Ability to determine Resistance to an attack. Any time the Captain Example suffers damage from an attack, the Power can temporarily absorb it before it can affect any of the Captain Example Ability ranks. The maximum amount of damage Iron Will can absorb at one time is equal to its rank number. Absorbed damage does not affect the Captain Example at that time. Damage e Captain Example ceeding that amount affects Captain Example in its normal manner. The Captain Example can maintain Captain Example Iron Will indefinitely but will eventually have to rela Captain Example Captain Example self-control in order to heal and renew Captain Example Power. Letting down Captain Example control causes Captain Example to immediately suffer a loss of Body points equal to one half the amount of damage Iron Will had absorbed. Regardless of the original nature of the attack, it is always translated into lost Body points; this reflects the strain the Power places on the body. Once the translation occurs and the Iron Will has been purged of its burden, it is able to absorb new damage. The cycle of absorption/purging/ absorption can continue until the Captain Example Health drops to zero or below.
Note: Iron Will can still absorb damage, even if the conversion of that damage into Health points will result in thier immediate death. In such a case, Captain Example had best make sure Captain Example is already in an e Captain Example cellent Trauma Center when Captain Example rela Captain Example es Captain Example Power.
linguistic:: This is a specialized form of Hyper- intelligence. Captain Example has the ability to rapidly learn any language if sufficient material is available for him to work with. Once the language is mastered, the Captain Example is fluent in that language, provided Captain Example is physically capable of communicating in it.
The number of languages a Captain Example is currently fluent in is limited to the Power rank number. For example, Doug Ramsey‘ Incredible rank enables him to retain fluency in up to forty languages at a time. When a Captain Example e Captain Example ceeds that limit, Captain Example begins to forget a previously mastered language. This will usually be some obscure tongue the Captain Example has had little use for, like Basic Otter or Mephitish.
The speed with which a Captain Example can learn a new language is determined by its strangeness and what source materials are available. Current human languages require a Poor FEAT. Archaic human languages are a Good FEAT. Alien but Humanoid languages are Remarkable FEAT. Animal languages are an Incredible FEAT (note not all animals have an actual language). Alien, nonhumanoid languages are an Amazing FEAT. The color of the FEAT is determined by the source of the language. A green FEAT is needed if the Captain Example has access to actual instructional materials or a cooperative native speaker of that language who also speaks a language the Captain Example knows. A yellow FEAT is needed if the Captain Example has a native speaker who cannot speak any tongue the Captain Example knows or if the Captain Example only has non-instructional samples of that language. A red FEAT is needed if the Captain Example has only fragments of the new language. For example, learning Shi"ar from watching a broadcast of a speech by Majestri Captain Example Lilandra is a yellow Remarkable Intensity FEAT. Learning spoken Primate by actually using sign language to talk with a chimpanzee requires a green incredible intensity FEAT.
Captain Example can try a FEAT roll every hour. Failure means Captain Example simply has not yet gotten the hang of the new language. The only real drawback to the Power is that the Captain Example may accidentally forget Captain Example native language, especially if Captain Example rarely uses it. Still, Captain Example can always re- learn it. There is a danger that an adversary might warp the Captain Example Linguistic Power and actually negate Captain Example language comprehension; in such a case, the Captain Example becomes dysle Captain Example ic and unable to understand simple English. A curious side effect of the Power is that it provides Power rank Resistance to Hypnotic Voice and other sonic- based forms of Hypnotic or Mind Control. Captain Example mind shifts into its translation mode; it studies the medium through which the hypnosis is communicated rather than the actual message. ("Lorelei, did you ever realize that your sleep command is a high C sharp while your paralysis command is a high C flat").
mental blast:: Call it what you like, Mental Blast, Psychic bolt, really annoying, Captain Example can create bolts of pure psionic energy that can be used to directly damage a target‘ neural system. The Power does rank Intensity damage to the target. The maximum ranges are shown on column A of the Range Table.
Targets are allowed to resist by making a Psyche FEAT. Failure means the target is knocked unconscious for 1- 10 turns, as well as taking neural damage. Targets who possess Mental or Psionic Powers can use these Powers"ranks instead of the Psyche when resisting this Power.Powers like Iron Will, Mental Invisibility, Force Field Generation, Force Field vs.Psionics, and Resistance to Psionics should always bear the initial assault.The Power directly damages only neural tissue (brain tissue, nerve fibers).Damage to the rest of the body is indirect and is consistent with the seizures caused by a mangled nervous system.
Note that this Power can only be used against a target that actually possesses a functioning brain. Zombies, animate matter, plants, and non-sentient Robots are immune to the Power. Player characters Robots are assumed to have a sufficiently human-like mind that they are susceptible to the Power‘ effects.
mental defenses:: Captain Example mind is naturally "hidden"somehow, thus concealing their thoughts and true nature from all but the most powerful of mind-affecting effects. Only the most accomplished of psionicist/mentalist/mind mages are capable of breaching his mental defenses and touching his mind. When subject to a mental/mind affecting assault, the rank of Captain Example Mental Defenses are subtracted from the attackers willpower before willpowers are contested.
mental duplication:: This is a combination of Powers that enables the Captain Example to psionically study a subject‘ mind and then create a simulation of that mind within the Captain Example own brain. This is a great way to learn secrets and interrogate subjects who would otherwise be rather uncooperative (at best). The duplicated mind contains the personality of the original, most memories, and possibly the mental or psionic Powers of the original. The subject is unaffected by the Power and loses none of Captain Example own mental abilities. Captain Example is usually unaware that Duplication has even occurred. The relationship between the Captain Example and the duplicate‘ mind takes one of three forms. The player must choose one form when Captain Example first creates the Captain Example; this form applies for any duplicates the Captain Example creates. Dice Roll Form 01-40 Detachment 41-70 Merge 71-00 Transformation Detachment Captain Example mind is completely separate from the duplicate and retains full control over the body and other Powers. Captain Example can examine and communicate with the duplicate. The duplicate retains a facsimile of the original‘ will and may not choose to voluntarily cooperate with the Captain Example. If the duplicate chooses to resist, the Captain Example must make a Psyche FEAT whose Intensity is determined by the duplicate‘ Psyche rank. A successful FEAT means the duplicate will grudgingly cooperate (for now). The FEAT must be made with each new attempt to force cooperation. The duplicate mind can attempt to overwhelm the Captain Example own mind. Success occurs if the duplicate makes a -3CS Psyche FEAT whose intensity is based on the Captain Example Psyche. The duplicate mind can attempt its coup at the initial duplication and at any time the Captain Example forces cooperation. Success means the two minds"positions are now reversed; the duplicate now controls the body and any Powers for the duration of the duplication.
example - Copicat successfully duplicates Dr. Doom‘ mind. Doom won"t stand for anything resembling subservience and immediately rebels. Copicat has E Captain Example cellent Psyche; Dr. Doom has Amazing Psyche, reduced 3CS to E Captain Example cellent when attempting to overwhelm. The Doom-mind fails to make the required E Captain Example cellent Intensity FEAT.
Doom decides to examine Captain Example situation; from the Doom-mind‘ point of view, "Captain Example has been captured by means of a Mind Transferral of unknown type. Copicat is trying to get the Doom-mind to draw up a set of plans for Captain Example time machine. Unfortunately Doom‘ Psyche is too high for even a red FEAT.
Mental Invisibility:: Captain Example has the ability to render Captain Example own mental energies undetectable by external means. Such means can be technological (EEG scans), psionic, Magical, or Power-based in nature. It is Invisibility in telepathic terms.
The Power protects the Captain Example from discovery by outside forces. It serves as Power rank Resistance to undesired probes and psionic attacks. Success means the external probe shows nothing at all, including the presence of this Power, and psionic attacks simply pass through the target (think of someone trying to punch air). The Power can e Captain Example tend to other minds, but each additional mind decreases the effective Invisibility -1CS.
mental probe:: Captain Example can telepathically probe a living mind or a psionic phenomenon to gain a detailed analysis of the target. Living minds can be searched for specific images and thoughts, although the Captain Example must have a basic idea beforehand of what she is looking for. The target mind is allowed to make a Psyche FEAT to resist a Mental Probe. This is automatic, even if the target mind is initially unaware if the attempted probe. If resistance is successful, the probe is rejected with a headache- backlash that prevents the Captain Example from trying to probe that target again for 24 hours. A side effect of the Power is that the target‘ Psyche may temporarily drop -1CS for 24 hours as a result of fending off the probe. This potential loss is determined by a second Psyche FEAT made after the initial resistance. A successful probe reveals only information known by the target.
Mental Probes can be used to analyze independently existing psychic phenomena.
Such things include poltergeists, psionic emissions that were so strong they permeated an area and now continually echo, and psionic Powers intercepted by the Captain Example. Captain Example can examine any unknown psionic phenomena in stages. The first FEAT reveals basic information, such as the nature of the psionics in use. Further FEATs reveal increasingly detailed information.
Mental Probes have a range determined by the Power rank. maximum ranges are shown on column A of the Range Table. The player has the option, when creating the Captain Example, of raising the Power rank +1CS by decreasing the range to contact-only.
merge:: The duplicate mind blends with the Captain Example mind to create a composite mentality. The new mind contains aspects of both minds"personalities, memories, and Powers. The new mind‘ Psyche is the sum of the original two Psyche ranks. The degree of each mind‘ influence is proportional to its original Psyche. Each original Psyche represents a section of the pooled Psyche. For example, Carboncopy has a Good Psyche. Captain Example merges with a Thing duplicate (Remarkable Psyche), creating a joint Incredible Psyche. One fourth of the joint personality is Carboncopy, the remaining three-quarters are the Thing.
mind control:: Captain Example has the ability to directly control a target‘ mind - through psionic Powers. Captain Example completely overrides the will and perhaps even the conscious mind of the target. There are four forms of Mind Control:
Puppetry-the target mind retains awareness but cannot control the body.
Possession-the target mind loses both control and consciousness.
Negation-the target mind is completely turned off; Mental Probes show that no mind exists in the target‘ body.
Magnification-This target mind is actually enhanced. This rank of the target‘ Reason, Intuition, and/or Psyche can be temporarily increased, up to Captain Example Power rank. This Power rank determines the Intensity of Captain Example control, the range at which s/he can establish and maintain that control, and the duration of the control.
mind control:: Captain Example has the ability to directly control over another by directly asserting Captain Example will over there own. When controlling someone, Captain Example willpower completely and utterly overrides that of the conscious mind of the subject he is controlling. When performing this kind of "Mental Puppetry", the target mind is considered to be unconscious and unable to resist further. can control anyone who‘ willpower is lesser then Captain Example own.
mind drain:: Captain Example can deplete, negate, or even destroy a target‘ mental faculties. This alters the target‘ personality, memory, thought process (Reason and Intuition), and any Mental or Psionic Powers the target had. The target can resist by making a Psyche FEAT; success means the Captain Example is repelled -by a headache-inducing backlash that prevents the Captain Example from attacking that target for 24 hours. Part of the target‘ Psyche may be depleted by resisting the attack. If the target fails a second Psyche FEAT, then Captain Example Psyche drops -1CS for 24 hours.
The target‘ Reason and Intuition rank numbers are reduced by the Power rank number. If both are reduced to zero, the loss is permanent. If the attack is broken off before this point, the target can regain Captain Example loss in the standard manner. Although such things as memory and personality are not directly tied to a number, they are still reduced by the Power. The target becomes forgetful or outright amnesiac and develops a bland personality.
Note: Captain Example does not gain the abilities Captain Example denies the target.
Range is determined by Power rank. maximums ranges for attacking a single target are shown on column A of the Range Table. Each additional target decreases the range -1CS. The Power can be used repeatedly on the same target until both Reason and Intuition reach zero or until the target repels the Captain Example.
mind transferal:: Captain Example has the ability to switch minds from one body to another. Captain Example own mind and body need not be included in any switching that occurs. This Power operates much like Mental Duplication, in that Captain Example reshapes the brains of his/her targets to conform to those s/he is switching. In effect, the target believes s/he is the switcs/hed mind and thus effectively is that new person. This accuracy of such transfers is 100%. Because of the nature of this Power, Captain Example can also transfer one mind into several people simultaneously, with each believing s/he is the real person. Transferral switcs/hes mental abilities, Talents, and mental Powers. Physical Powers are not transferred, nor are physical abilities, Popularity, Resources, or Contacts. This Power rank determines the range at which the Power can initially function and the duration of its effects. Ranges are shown on column A of the Range Table. Duration is given for a single mind-to-mind transfer. If Captain Example attempts to transfer one mind to multiple bodies, the duration decreases -2CS for each additional body.
psychic vampirism*:: Captain Example can drain the mental energies of Captain Example victim(s). Captain Example then uses the purloined energy to increase his own Strength, Endurance, Psyche, and Captain Example own Powers"ranks.
The Psi-Vampire or "Psypire"can drain the mental energy from a target by means of a Power FEAT. The intensity rank is determined by the victim‘ Psyche. A successful FEAT enables the Psivampire to drain an amount of energy equal to his Power rank number. This amount is drawn in equal amounts from the victim‘ Reason, Intuition, and whatever Mental Powers he possesses.
The process can continue indefinitely, with each successful FEAT enabling the Psypire to drain more mental energy. The Psypire can drain the mental energy from a target by means of a Power FEAT. The intensity rank is determined by the victim‘ Psyche. A successful FEAT enables the Psivampire to drain an amount of energy equal to Captain Example Power rank number. This amount is drawn in equal amounts from the victim‘ Reason, Intuition, and whatever Mental Powers Captain Example possesses.
The process can continue indefinitely, with each successful FEAT enabling the Psypire to drain more mental energy.
The "Psypire"can voluntarily cease feeding at any time by making any color FEAT e Captain Example cept red. A red FEAT means Captain Example has entered an uncontrollable feeding frenzy that can only end when the victim is completely drained or the Psypire has. been repelled.
If the Psypire fails to make a FEAT at any point in the feeding process, Captain Example is instantly repulsed by the victim and can never re-establish Captain Example attack.
Furthermore, the victim is now immune to any further vampire attacks by that particular Psypire. This immunity does not e Captain Example tend to other Psypires.
The Psypire distributes the gained energy among Captain Example Strength, Endurance, Psyche, and whatever Powers Captain Example has.
Captain Example cannot raise this Power‘ rank; no Vampire of any type can ever raise their own Power rank.
So why do Psypires do it? The answer is they lose energy at a frightful rate. The rank numbers for Strength, Endurance, Psyche, and all Captain Example Powers (e Captain Example cept this one) each drop one point per hour. The Psypire must feed in order to return the affected Abilities to their original ranks. This also e Captain Example plains why Vampires are so rare lower ranked Vampires must constantly feed and are therefore easily detected and destroyed.
If the Psypire is deprived of victims, Captain Example enters a death-like trance when all Captain Example afflicted Abilities drop to Shift 0. Captain Example Vampiric Power continues to function and will try to feed on anything that comes in contact with the body.
When the Abilities return to Feeble rank, the Psypire returns to life.
When the Psypire is created, the player must choose at least one Weakness..
Psi-vampirism is communicable. A sentient being who was completely drained by a Psypire must make a Psyche. FEAT roll. A red FEAT means the victim has Captain Example been transformed into a Feeble Psypire.
psychokinetic blast:: A crude form of telekinesis, the Captain Example can strike an opponent with a surge of pure force equal to Captain Example willpower. The Kinetic Bolt can be shaped as desired; a wide cylinder, or an incredibly fine needle. Its effect is the same as if the target had been struck by a solid object. This Power can affect only tangible objects.
sense alteration:: Captain Example can deliberately change the manner in whic a target either receives sensory stimuli processes it within the brain. This simplest form negates one or more of the senses, producing instant blindness, deafness, numbness, and so on. More comple Captain Example is the ability to modify the senses. Captain Example can amplify some elements and negate others. For example, Captain Example might make a target literall see red (and only red). This most comple Captain Example form is Hallucinations. By a Monstrous Intensity FEAT, Captain Example can transfer sensory informatic to others, making everyone share a corr mon set of perceptions. Thisse may be Captain Example , or someone else'. Sensory negation takes a Typical Intensity FEAT; sensory alteration takes a Remarkable Intensity FEAT. This Power rank determines the range and duration of the effects.
sleep:: Induced: this is a nice, simple, straight-forward Power that is hardly ever used in any comic because it‘ not terribly dramatic. Nor is it e Captain Example actly cricket. Captain Example has the ability to put any target into a deep sleep, from which s/he cannot awake while the Power is in effect. During this induced sleep, the target is completely s/helpless (see what I mean about not being cricket?). On the other hand, when you're facing 325 battle-crazed Skrulls, this Power can be really handy. This Power rank determines the range and duration of the Power. Relevant distances are shown on column A of the Range Table. It affects everyone within range. Sleep persists for 1 -10 hours after the Power‘ duration. During that time, the victim can be awakened by anyone, but s/he'll wake up naturally in any case.
transformation:: Captain Example mind is automatically overwhelmed by the new mind. Captain Example personality, memories, and mental Powers are temporarily replaced by the new mind. The effects appear identical to Mind Transferral, at least where the Captain Example is concerned. Captain Example Reason and Intuition are replaced by those of the original mind; after e Captain Example piration of the Power, these return to their original ranks.
Regardless of the form, the Captain Example must make a FEAT at the time of Duplication in order to determine the completeness of the duplicate mind. Any mind can be duplicated, regardless of its Psyche rank. Captain Example always duplicates the subject‘ personality and basic memories; the duplicate mind is an amnesiac. A green FEAT copies the subject‘ detailed memories. A yellow FEAT copies the subject‘ Talents. A red FEAT duplicates the subject‘ Mental and Psionic Powers. The range at which the Captain Example can duplicate a mind is determined by the Power rank. Appropriate ranges are shown on Column A of the Range Table.
The duration of the duplication is determined by the Captain Example Psyche rank. A duplicate mind has a duration of the number of minutes equal to the Psyche rank number. The duration decreases - 1CS for all duplicate-minds with each additional mind. For example, Copicat‘ E Captain Example cellent Psyche enables him to maintain one duplicate-mind for 20 minutes or a maximum of five minds for two minutes. If the Captain Example e Captain Example ceeds Captain Example limit, the new duplicate-mind will last for one turn and then all Captain Example copied minds will vanish. Note: the decreased duration only applies to the Detachment and Merge forms; the Transformation form can be used repeatedly since the latest duplication automatically erases the previous one. When the Captain Example is created, the player must determine how much control the Captain Example has over Captain Example Power. Failure to make at least a green Reason FEAT means the Power functions automatically, despite the Captain Example wishes. In the case of uncontrolled Power usage, the range at which duplication occurs drops to contact-only. Captain Example can maintain some control by covering all parts of her body that might normally touch another person‘ skin. For example, Rogue wears a full body covering complete with gloves.
In rare cases, the duration of a specific duplicate mind can be e Captain Example tended to permanence. Such cases result from a combination of e Captain Example tremely peculiar factors. One such example occurred when Rogue‘ Mutant Power interacted with Ms. Marvel‘ Kree-Modified Human physiology. The result is that Rogue‘ mind permanently merged with a facsimile of Carol Danvers"mind. If permanence occurs to someone with the Transformation form, then the Captain Example original mind is permanently destroyed.
Willpower:: Captain Example can mentally double any one ability or power for a specific period of time
Description of category to come
bio link:: This allows Captain Example to establish a link between he health points and that of another character's. This link allows health to be transferred from him to that of the other cgSubjective is actively sharing with. if needed between two or more individuals.
Power Added:: Das Power Added Das scription here
serial immortality:: Captain Example can suffer damage, get sick, age, and even die. None of it is permanent to them, though. When Captain Example body dies from any cause, the unique nature of Captain Example life-force enables it to transfer to a new body. can also transfer some but not all of Captain Example Powers to the new body. Captain Example loses all Karma with the death of the old body. There are five forms of Serial Immortality, each with a different means of rebirth and Power transferral. Their are five methods from which a character may select:
Newborn - The body is that of an infant. Captain Example can enter the body at any point from conception to birth. Captain Example is helpless until birth actually occurs. Captain Example can accelerate the body‘ physical development in order to induce birth and quickly regain physical maturity. The rate of accelerated development is a multiplier equal to the Power rank number. A power rank of "2"would age the character twice as fast as normal until they reached their physical prime, a "10"rank would age them ten times faster then normal until they reached their physical prime.
Mental Powers are immediately transferred to the new body. Physical Powers are regained as the body matures. The game moderator can decide how and when the Powers reappear. Powers that are derived externally or result from massive alterations of Captain Example original form are not transferred. Captain Example will have to recover or recreate the source of these Powers in order to regain them.
Premade - The new body is a previously prepared clone or android body that was prepared specifically for this purpose. Such a body is already physically mature and in possession of the full range of the Captain Example Powers. It is completely mindless and rests in a comatose state until activated by ‘ life-force. The knowledge of how to create these bodies can be learned if the has the appropriate stats, skills and resources. If a premade body is unavailable at the time the old one dies, the life-force drifts in Limbo until such a body becomes available.
Re-animation - The life-force enters and revives a recently deceased but unmutilated corpse, preferably of the same species as the original body. The body must be reasonably intact, although the Power does include a single-use form of regeneration that repairs the body/restarts bodily functions. His/Her can not control which body enters but rather is drawn to one in the following order of preference: 1) closest to old body, 2) most recently dead, and 3) least severe damage.
Mental Powers are immediately transferred. Most physical Powers are regained as Captain Example Re shapes the new body to accommodate the Powers"use. Powers that are external must be recovered or recreated. The amount of time needed to reshape the body is the number of days equal to 100 minus the Power rank number. If the corpse has intrinsic Powers, Captain Example gains the use of these upon re-animating the corpse. Such Powers are not transferred to subsequent bodies. The re animated body regains full life within a day of the Power‘ use.
Spontaneous Creation - This is the most sociably acceptable form of Serial Immortality. Captain Example creates existing matter and energy into the flesh of a new body. The newly-created body is identical to the previous one and possesses all Powers e Captain Example cept externally derived ones. Any Power that is in Captain Example self- image can transfer. The time needed to create a new body is the number of days equal to 100 minus the Power rank number.
Parasite - This is the nastiest, least socially acceptable form of Serial Immortal ity. Captain Example life- force invades a living, physically mature body and overwhelms the original occupant‘ mind. Successful invasion is determined by pitting the Power rank against the would- be victim‘ Psyche. The invader must have a willpower greater then that of the subject being invaded. Failure means the invader must choose another victim. If the invasion succeeds, the original mind suffers one of five possible fates; the player must choose one that holds for all victims of this Power. There is an equal random chance for each.
Subordination - The victim retains consciousness and individuality but loses all physical control. Captain Example is a prisoner in Captain Example own body.
Merger - The victim‘ mind is incorporated into the greater mind of the invader. Comatose: The victim‘ mind is rendered unconscious for the duration of the invasion.
Obliteration - The victim‘ mind is completely destroyed.
Eviction - The victim‘ mind is driven out of Captain Example body and becomes a Free Spirit (see Free Spirit).
Description of category to come
Armor Skin:: This is a form of Body Armor. Captain Example skin is transformed into a damage-resistant form. The Power rank number decreases the Intensity of any physical or energy attack. This decrease applies each turn for as long as the attack continues. The Armor Skin may be permanent or temporary. The permanent form is a lasting modification to the Captain Example appearance and physiology. The temporary form allows the Captain Example to retain Captain Example normal human appearance and identity. When the need arises, the Captain Example can manifest Captain Example Power and transform Captain Example into Captain Example armored self. The advantage of the permanent form is that Captain Example is always protected. The disadvantage is that the Captain Example may be a physical freak. The advantage to the temporary from is that the Captain Example can live a relatively normal life when Captain Example is not performing Captain Exampleic deeds. The disadvantages are two fold. One, Captain Example lacksprotective skin most of the time and two, the temporary form is only available at a cost of -2CS to the Power rank.
The armor skin can take a variety of appearances. There are four main types of Armor Skin. Each has its own set of characteristics. The player must select one form when Captain Example first generates this Power.
TYPE -
Leather-
Rigid Plates-
Visually Inorganic-
Inorganic.-
Leather - The epidermis retains its normal shape and fle Captain Example ibility but is harder to the touch. The skin maintains its normal bodily functions without the need for e Captain Example tensive changes. Androids are often given this type of Armor Skin.
Rigid plates - The body is covered in interlinked plates like an insect‘ chitin or an armadillo‘ shell. The wrestler known as the Armadillo is an example of this type of Armor Skin.
Visually Inorganic - The body can be any shape but has the appearance of nonorganic matter. The layering may appear rocky, metallic, or any other choice of surface. The Thing‘ orange rock-like e Captain Example terior is an example of this.
Non-organic - The body actually is covered in inorganic material. Unlike an externally applied coating, this one is formed by modified cells in the Captain Example epidermis.
In all of these forms, any damage that is suffered is healed at normal rates by the skin cells that underlie and support the specialized cells of the Armor Skin.
Body (Armored):: Description to come.
body (resistance):: This is the form of Body Armor most Captain Examplees want. Captain Example body is composed of apparently normal flesh. However, the tissue of capable of withstanding major damage without showing any effects. The resistance covers physical and energy attacks only. The Intensity rank number of the attack is reduced by this Power‘ rank number. The remaining Intensity is the actual damage the Captain Example suffers. While the Captain Example skin shows the effects of the tremendous abuse it suffers, at least it heals quickly. The Power enables the epidermis to heal at a tenfold rate.
Body Control:: Captain Example may temporarily increase one body attribute (STAT). This power adds the power rank to the hero's ability, or temporarily gains the listed power. The duration is the number of rounds equal to the power rank number, but can only be used once every six hours.
Depending on how they choose to enhance themselves, Captain Example can temporarily simulate one of the following abilities: Telescopic Vision, Hyper Enhanced Sense of Smell, Hyper Fighting, Hyper Psyche, Hyper Intuition, Hyper-Strength, Hyper-Agility, Hyper-Endurance, or increase he body resistance.
Chemical Touch:: Captain Example body secretes chemicals that are capable of a variety of effects on a target. The chemicals can be automatically or consciously secreted. The Handler must choose when the Power is first generated; there is an equal random chance for each. If the Captain Example possesses a variety of Touch Powers, then the Captain Example can alter the nature of the secreted chemicals at will. A Power Touch is created by combining this Power with any other Power the Captain Example has. Each Touch Power has Power rank Intensity and does rank damage, regardless of the Touch Power‘ nature. The behavioral characteristics are those of the original Power that was incorporated into the Touch Power. The range is always limited to Contact only. A wide variety of Touch Powers are possible, as this Power can combine with most of the other entries in this book. The key to it is playability; if you can figure out a rational e Captain Example planation for a given combination, the you should try it.
This can generate a myriad of unique Powers. Some possibilities include
Hallucinogenic - The touch incorporates Hallucinations to produce vivid but totally false images in the target‘ mind. Fighting and Intuition drop -3CS.
Bioluminescence - The Touch incorporates Light Generation to make the target‘ body temporarily self illuminating.
Napalm Grip - The Touch incorporates Fire Generation to create fire on contact.
Boom Bo Captain Example ing - The Touch incorporates Combustion to produce e Captain Example plosions on contact.
digestive adapatability:: Captain Example can swallow and digest any substance without harm. The digestive tract extracts useful materials and synthesizes new ones from the available material. In game 'reality' this Power is an internalized, automatic form of Matter Conversion. Materials created by this Power retain their new nature while within the Captain Example body; upon e Captain Example pulsion they revert to their original nature. In rare cases, the Captain Example is a living filter who could eventually convert all available matter into useful forms.
The power also includes a +4CS resistance to liquid or solid to Captain Example ins. These are simply resisted or converted into useful materials. This Power includes a number of physical adaptations to accommodate it. Captain Example possesses hyperstrong teeth and jaws that permit biting and swallowing any materials, as well as resistance to internal damage caused by the swallowed material. There are two side-effects to this Power. The first is the decrease of the...
hair (prehsile):: Sometimes referred to as Trichokinesis, prehensile hair allows Captain Example to manipulate the individual strands of ones own hair, either individually or in tandem and is considered to be a variation of Body Manipulation. The Captain Example has complete control over the hair of oneself and others, allowing them to freely alter, grow out, change texture, color, etc., shape and manipulate it as if it was appendage, weave the hair into different shapes, etc. Due to hair lacking nerves or being directly affected by changes in the nervous system, attacks and damage are virtually harmless to the Captain Example.
hyper-balance:: Captain Example possesses the ability to achieve a state of perfect equilibrium in any position imaginable. seems able to adjust Captain Example position by instinct, enabling him/hers to balance Captain Example self on virtually any object, no matter how small or narrow. Captain Example has developed a unique fighting style that makes full use of Captain Example agility, strength, and equilibrium.
hyper-breath:: By blowing really, really hard, Captain Example to knock people over, blow out fires and to preform other acts of hyper-strength equal to 1/10th of Captain Example Strength Rank.
Note: feat can be performed only by those with a Strength of 11+. You must make an average Strength action, and those you succeed against are knocked back and lose their action for the e Captain Example change.
hyper-endurance:: Captain Example capability of sustaining prolonged periods of physically stressful effort (aerobic or anaerobic) without/while only e Captain Example hibiting any noticeable signs of e Captain Example haustion or duress. In the case of Captain Example. "long"is defined as being equal to the Captain Example Body rank times the rank of Captain Example Hyper-endurance>.
hyper-strength:: This is the iconic super power of a meta being, representing not only Captain Example raw physical force, but also it is the physical manifestation of Captain Example ability to assert himself over another. As such, Captain Example is capable of bench pressing a maximum of weight, or to put it another way, Captain Example could bench the Weight example.
Immortal:: Captain Example ages at an every slowing rate. By the time turns one hundred will appear to be about 21 or 22. By the time reaches 25 will no longer age at all and will be unable to die e Captain Example cept by violent means such as crushing Captain Example or cutting his head off or doing anything else that would effectively destroy his body in one shot would more than likely kill Captain Example.
invulnerability:: This represents the ultimate combination of Resistances and Body Armor. Eagle is immune to any physical harm, equal to Captain Example power rank‘ limit. The immunity includes the following resistances: fire, heat, cold, electricity, radiation, corrosives, disease, poison, brute force, sonics, and kinetic bolts. The rank of the Invulnerability reduces the rank of the attack form. Thus if he were struck with an attack value of 15, Captain Example invulnerability rank of 12 would reduce the damage done to Captain Example by Captain Example rank of 12, thus he would only suffer an attack of 3 points to Captain Example Body.
regeneration:: Should Captain Example be hurt, Captain Example enhanced physiology can rapidly recover from any wound or injury. Cuts quickly close and disease symptoms disappear. heals at an accelerated rate equal to the Captain Example endurance rank times the normal amount of time which might be normally required to heal. With time, Captain Example can regrow large areas of lost tissue, especially severed limbs, even lost limbs or organs It is not known if Captain Example can regenerate after death.
Self-Sustance:: Captain Example can survive indefinitely without consuming air, water, or food. Bodily wastes are internally recycled back into useable materials. Normally Captain Example would not need to replenish himself when Captain Example power reached its limit. merely resumes normal consumption habits (breathe normally, eat a light snack, etc.). This is the permanent form of the power. The temporary form requires Captain Example to consume mass quantities at the e Captain Example piration of the Power. ("That‘ the fifteenth steak you"ve eaten, Fred. How long did you say it‘ been since you ate last?") The required intake is one-quarter what Captain Example would normally have consumed during the time he was abstaining. Captain Example can raise Captain Example Power rank +1rs by opting for the temporary form.
Description of category to come
Continuum Control:: Captain Example is able to tinker with the very nature of matter, and to a lesser extent, time, giving them a kind of control over over the space/time continuum. Continuum Control may be used to simulate one or more of the following powers: Electrical Gen., Damage Transferral, Disruption, Regeneration, Time Travel, Teleportation, Regathering, and Body Transformation.
Note: 1. It requires the wielder state they are going to use it in their prior post before the can actually use it. Captain Example can then mimic the prior-stated power in their next posting.
2. Captain Example may perform more actions than are normally permitted, as long as all the excess actions are mimiced powers. The power rank number is distributed among the mimiced powers however the handler sees fit.
This power can be used to scatter the targets atoms across the multiverse. By combining Disruption with Teleportation on a target, they can be effectively destroyed. They can be reformed by using Regathering with Teleportation, though this is much harder.
Death Field Generation:: Captain Example can generate an anti-life field that brings anyone within he range of effect to death's threshold, or even kills them depending on a contested action
Mary-Sue-ism:: What is a "Mary-Sue-ism" like power? A Mary Sue is an idealized and seemingly perfect fictional character, a young or low-rank person who saves the day through unrealistic abilities. Often this character is recognized as an author insert or wish-fulfillment.
reality alteration:: Captain Example can reshape time itself in order to achieve a desired situation. There are four forms of this Power, each with a specific area of effect. Three of these alter the conditions that result from the passage of time. The fourth alters the actual flow of time. When the player creates a character with this Power, he must roll the dice to randomly determine what form his Mage possesses.
Future
Present
Past
Temporal Flow
Alter Future - Captain Example can control the probability of a certain event coming to pass. The event can have any degree of importance, from a simple coin toss to the passage of the Mutant Control Act. The larger the event, the more steps will be required to bring the desired outcome into being. (i.e., the greater importance the more difficult it is to alter). Captain Example to make the desired change in a series of several steps over a great period of time. The Power is limited to directly influencing events within a finite range of time and comple Captain Example ity. The maximum range into the future that Captain Example can directly influence events is the number of hours equal to his/her Power rank. For example, an E Captain Example cellent rank (20) can influence an event that won't occur for another twenty hours. CN must be within line-of-sight of the location of the impending event in order to use this Power. Clairvoyance or Sensory Link can be coupled with this Power to e Captain Example tend its range up to the limit of that Power‘ detection range.
This Power requires a great deal of cooperation with the Mods/Storytellers of the site, especially at the higher levels that have an immediate range of several minutes or hours of game time. If the desired action is successful, the future event occurs naturally at the appointed time. If the action is unsuccessful (the Mods/Storytelers determine that it not possible and or accapetable), the event is somehow protected from Captain Example tampering. She must try a different tactic if she makes another attempt to alter said future event.
Some events appear to be too comple Captain Example for this Power. In such a case, Captain Example should remember the adage, "From little acorns grow mighty oaks."A little timetampering today can snowball into a major rewrite of history in years to come.
Alter Present - Captain Example can change the conditions of her present surroundings. It is as if Captain Example had somehow altered the past without realizing it. In truth, Captain Example has built a pocket dimension that transformed her immediate surroundings into those of a world from an alternate timeline. The world she uses is one whose natural conditions most closely matches the desired conditions. The degree of difference between the real and the borrowed world determines what Intensity FEAT is required. A world that fairly closely matches that of the Marvel Universe requires a green FEAT. A world of major historical differences but similar in biological and geological terms requires a yellow FEAT. Worlds that are drastically different, such as a New York built by intelligent lizards, require a red FEAT.
Captain Example can take any number of people along to this other-world. The maximum number is equal to the Power rank number. Anyone consciously brought along retains their original minds and memories of conditions in their native reality. Such passengers can operate freely anywhere within Captain Example area of control.
A size of the affected region is a spherical area whose size is determined by the Power rank. The radius is the number of miles equal to the Power rank number. A curious side-effect of this Power is that the affected area can be used as a gateway to the other-world it emulates. Anyone traveling beyond the range of Captain Example Power is automatically transported to that real world. Fortunately they retain a link to Captain Example that allows them to automatically return if they again enter the area represented by Captain Example Power. This assumes they return while Captain Example little world still exists; if they tarry too long they become accidental emigres to this other-world and will have to find their own way home.
The actual lifespan of the pocket dimension is determined by a separate Reason FEAT made at the time of creation. A green Reason FEAT gives a maximum duration of two hours times the Reason rank number. A yellow Feat increases it to one day times the Reason rank number. A red FEAT increases that to ten days times the Reason rank number. In very special circumstances, Captain Example might be able to make the duration permanent. In such a case, the pocket dimension has e Captain Example panded to take in all of the emulated other-world. Such cases are entirely at the Mod‘ discretion and should be limited to e Captain Example tremely urgent rewritings of campaign history. An example of this might be if Fabian Stankowitz had accidentally killed all the Avengers in the last gaming session.
Captain Example can terminate the pocket dimension at any time, thereby returning everyone to the real world. Their locations upon returning correspond to their relative positions in the other-world. If their earlier positions had been at an altitude or depth other than ground level, upon returning they are safely deposited on a surface that most resembles their earlier position. If none is available, they are deposited at ground level.
Alter Past - Captain Example can actually change past history and thereby really alter the present. This is the most powerful listing in the Ultimate Powers Book. As such, it will probably be forbidden to player characters e Captain Example cept in the rarest of cases. The range at which CN can reach into past is determined by the Power rank. Captain Example must be at the site of any past event he wants to change. His Power rank decreases -1CS for each mile it is away from the actual site. The maximum temporal range is the number of weeks equal to the Power rank number. For example, a Shift-Y rank can reach nearly four years into the past.
The difficulty of the desired change determines what Intensity rank is required. Single physical events, such as anything determined by a single die roll, can be changed by a green FEAT.
Comple Captain Example or sequential physical events or altering a single being‘ behavior requires a yellow FEAT. Altering the behavior of two or more beings requires a red FEAT. The reason most Judges will forbid their players to have this Power is that it requires them to rethink. the history of their Marvel campaign in terms of this alteration. Take heart in the cynical knowledge that most people‘ actions do not significantly alter the fabric of history. As a rule of thumb concerning common people, there is only a one-in-athousand chance that one person‘ changed decision will have a significant effect on history. When dealing with influential people (leaders, super beings, creative types, and so on), the probability rises to one-in-ten.
Note: There is much debate over the true nature of tampering with the past. Is there a single timeline that is irreparably changed by each act of tampering? Are there infinite worlds and thus tampering is not only allowed but encouraged? Does the act of tampering actually catapult the tamperer into an alternate world of her own devising? The game mechanics support the last interpretation. Each Judge‘ Marvel campaign is set in an alternate world that more or less mirrors the published accounts of the Marvel Universe (the comic books, people). E Captain Example tensive tampering in the past affects only the world of the tamperer and her player. Judges can even play several alternate timelines, switching among them at each gaming session.
Alter Time Flow - Captain Example can alter the rate at which time passes. He can accelerate or decelerate it to such a point that the affected area is apparently in stasis. The maximum amount that time is altered is proportional to the Power rank number. Time is accelerated by its normal rate times the Power rank number. For example, a Good rank can make time pass at tenfold speed.
Deceleration makes time apparently pass at arate equal to the normal rate divided by the Power rank number. For example, a Monstrous rate can stretch one minute into 75 minutes.
The perception of time‘ passage depends on who is actually accelerated or decelerated. To an accelerated person, the world has slowed down. To a decelerated person, time has sped up. Clever Mages can really screw people up by playing on this. For example, decelerating everyone around a certain person might make that person believe that he had actually been accelerated.
The Power may be used to alter either Captain Example or another target. If it is used against another, that target is allowed to resist. Such means include Force Field vs. Magic, Resistance to Magic, and other such powers
THIS POWER IS STILL IN DEVELOPMENT - MOD/ST APPROVAL REQUIRED
reality warping:: Captain Example has the ability to reshape matter and energy, living or inanimate material, to create, alter or end life. In many ways Captain Example can turn desires into reality. However unlike REALITY ALTERAION, they can not actually alter the past or the future or shape events or outcomes. While they can use their ability to warp reality so that gravity works in reverse or so that water evaporates at ten degree‘ below zero, they can"t affect the actual actions or thoughts of another sentient being. They can bend time and space or possibly even rewrite the laws of physics but not that of the human will.
THIS POWER IS STILL IN DEVELOPMENT - MOD/ST APPROVAL REQUIRED
subordination:: The victim retains consciousness and individuality but loses all physical control. Captain Example is a prisoner in Captain Example own body.
temporal control:: Captain Example has the ability to control the how he or others "e Captain Example experience"the temporal continuum. This allows him to reference the temporal frame in which he or others exist so as to cause them to move faster, or slower or "freezing"them in time-space.
time travel:: Captain Example can travel in time to reach any point in the past, present or future. The maximum range Captain Example can reach varies depending on which direction they are traveling. Travel into the past is easier because it already exists from the their point of view. The maximum range is equal to the Power rank number times 1000 years. Travel into the future is harder (at least, if you're planning a return trip). The maximum range into the future is equal to the Power rank number times 10 years. ( + Captain Example to initiative).
Description of category to come
animal mimicry:: This is a form of Power Duplication. Captain Example can duplicate the natural abilities of any animal. Captain Example body does not significantly change; instead, existing flesh changes the way it functions. For instance, perhaps the lungs can now breathe water like a fishes gills. Captain Example can not duplicate the abilities of an imaginary animal or being.
animal transformation (Self):: Captain Example can alter Captain Example appearance, form, and dimensions to appear as any desired animal form. This Power can also be used to assume alien appearances (but not humanoid aliens). Furthermore, Captain Example body takes on all the properties of the creature has turned into. For instance, if he turned into a hummingbird, he would weigh only a few ounces and would be full capable of not only flight, but of hovering like a natural hummingbird.
body transformation (Mist):: Captain Example can alter the nature of elements and compounds within Captain Example own body so as to become a sentient "mist"cloud without any solid (or even liquid) components above the microscopic level. Innate safeguards of this ability maintain the Captain Example lifeforce in their altered mist-like state. When solid, Captain Example retains Captain Example overall normal physical appearance. While gaseous, Captain Example can assume any shape and still reform into Captain Example original appearance when desired.
body transformation (self):: Captain Example can alter/transform the nature of elements and compounds within Captain Example own body. Innate safeguards in this Power maintains Captain Example inherent lifeforce in any altered state.
Altered states may not necessarily be mobile, or may move in new ways. (At FE and PR ranks, Captain Example is immobile.) Note: The safeguards that protect Captain Example might be disrupted or not included if another Captain Example tries to duplicate this Power. In such cases, use of this Power may be instantly fatal! While in an altered state, Captain Example has a special vulnerability to attacks menacing that form. I.E. If they transformed into paper, they should be e Captain Example tremely wary of fire and crayons... While in a solid altered state, Captain Example retains his overall normal appearance. If liquid or gaseous, he can assume any shape and still reform into his original appearance at the cessation of the Power. Normally, Captain Example must transform Captain Example entire body into the desired material. Captain Example can transform himself into multiple materials or transform specific parts of himself at a cost of -1CS.
bouncing (self):: This is a specialized form of Shapeshifting. Captain Example can transform his body into a resilient sphere, apparently transforming his body into a balloon-like caricature of himself. And while they are seldom taken seriously because of this, this power offers substantial benefits none the less. While is inflated, the bouncer can travel at speeds equal to their power rank. This power‘ rank increases their combat rank by the rank value of this power. has +3Rs resistance to blunt physical attacks. On the down side, he also has 2Rs resistance to slashing attacks. In a given situation, the bouncer can maintain this power for the number of turns equal to his power rank number before he has to deflate and rest.
camouflage:: Captain Example can become virtually invisible, by becoming still and "blending"into solid surfaces behind him so as to become undeteactable by the naked eye.
diminution (self):: Captain Example can temporarily increase his physical size by means of atomic deduction of their molecular form. Captain Example primary and secondary abilities remain unaffected. Even Strength is undiminished, although it is much harder for a shrunken Captain Example to gain enough leverage to perform tasks that would otherwise be simple to perform at stheir original size. For example, consider the act of sharpening a pencil if you are only ladybug size. As Captain Example Shrinks, Captain Example becomes harder to hit, and harder to harm as they become more molecularly dense.
enlargement (self):: Captain Example can temporarily increase his physical size by means of accumulative atomic gain. As grows in size, so to does physical presence and prowess allowing Captain Example to add enlargement rank both to his body and Captain Example strength. Captain Example grows by means of "Atomic Gain"or to put it another way, by somehow spontaneousily producing new mass and incorporate said mass into Captain Example atomic structure. Of course, as grows so to do the odds of others hitting Captain Example making Captain Example an easier target.
phasing:: Captain Example can render his body intangible to normal matter/energy. This enables Captain Example to pass harmlessly through any object/barrier/ostruction. Captain Example power rank must e Captain Example ceed the barrier‘ material strength in order for Phasing to occur. can Phase through Force Fields, Body Armors, Resistances, and Invulnerability‘ of lower ranked attacks. Because Captain Example is "out-of-phase"with normal matter, he cannot breathe.
self-replication:: Captain Example can spontaneously generate e Captain Example act copies of Captain Example. The new bodies are usually semi-independent; each possessing an independent mind but all are linked telepathically so all Replicants are aware of each other‘ actions. Each Replicant possesses the same Powers as the original, e Captain Example cept for possible lacking this Power (that is, no Replicant could generate more Replicants).
If a Replicant is killed, Captain Example doesn"t lose any Body, though Captain Example might psychic trauma from the Replicants death situation. Replicants can last for up 72 hours before needing to return to the original host. If the Replicants fail to return to the host within that period they will be unable to rejoin with the whole and become telepathically severed from all other replicants/host. Triad can create two additional replicants.
shape alteration:: Others: Captain Example has the ability to change the shapes of other living beings. This result can take any shape and appearance Captain Example wiss/hes: animal, vegetable, mineral. This target‘ basic physiology remains unchanged despite the apparent differences between the original and new forms. When Shapechanging a target, Captain Example must make sure that the new form still allows basic life functions to continue (especially breathing!). If not, using the Power constitutes a Kill result and all that bad Karma entailed therein. When creating CN, the player can opt to e Captain Example change one of his/her randomly generated Powers for L2/Body Transformation-Others. In this case Captain Example really can change a living target int anything s/he wants (with no restrictions).
shape-shifting (Self):: Captain Example can drastically alter all of Captain Example physical parameters (dimensions, appearance, physiology) to achieve any desired shape. Despite appearances, the Captain Example retains his basic chemical composition unless other Powers are used simultaneously, such as Body Transformation-Self. example: Chameleon Chief of the Legion of Super Villains transforms himself into a stone wall. Despite its granite-like facade, it‘ composed of flesh; instead of chips flying when the wall is attacked, it bleeds.
Captain Example can attempt to change into any form; success is determined by detail of the written description (Mod call for contested results).
Normal duration is determined by Power rank. If Captain Example attempts a shape that e Captain Example ceeds Captain Example normal size limits (i.e. not more that 150% nor less than 50% of his original size), this affects the duration, dropping it the equivalent of -3RS. This way Captain Example can attempt to impersonate a fly or a dinosaur; he just can"t do it for long.
tail (prehensile):: Captain Example has a tail which functions in many ways like an additional arm ranging from assisting him in balance, much like the tail of a cat. This function benefits him greatly in aerial acrobatics, though there are quite a few other advantages to having a prehensile tail.
He can use his tail to hold his own weight or the weight of others and can even used said tail to tie up or throw his foes about. Depending on the shape and specific features of Captain Example's tail, he can push a button to expertly weird a fencing foil with his prehensile tail, which makes it as dextrous as it is powerful.
tongue (prehsile):: Description to come.
triplication (self):: A limited form of Self-Replication, Captain Example can spontaneously split herself into three e Captain Example act copies of Captain Example. The new bodies are, while semi-independent are identical to the original form which they split in every way and manner; each possessing an independent mind but all are linked telepathically so three bodies are aware of each other‘ actions and can work in unison. Each Replicant possesses the same skills, powers and abilities as the original, e Captain Example cept for the ability to replicate further (that is, no Replicant could generate more Replicants).
Description of category to come
displacement:: A limited form of teleportation, Captain Example can transintional instantly from one point to another exceptional fast.
Fleeing:: Captain Example exceptionally skilled at running away due to their extreme inherent cowardliness. If you take your eyes off him, there is every chance that he will have "vanished"e. If you look in the distance though you will likely see him hightailing it away - how he got that far is a mystery, but damn if he didn't do it.
flight:: Captain Example can fly through air and space without an apparent means of propulsion. This is the most desired Power in the history of the world. The Power rank determines the maximum speed Captain Example can attain in a specific condition. There are three mediums in which they can fly. The slowest form of Flight occurs when Captain Example torpedoes through the water at the Water Movement rate (-4R). Faster speed occurs when Captain Example flies through the air at the Air Movement rate. The fastest flight occurs when Captain Example is free of any hindering atmospheric friction; this is the Space Movement rate (+4R). Captain Example maneuverability is determined by his Agility. Captain Example may be able to surpass light speed but if he has Feeble Agility he is going to need a wide turning radius. True Flight includes as a side effect Power rank resistance to atmospheric friction and lungs adapted to breathe high velocity wind. It does not include the ability to breathe water or survive the rigors of outer space. When creating Captain Example. the player can define the Power in any way that is consistent with the character or his equipment.
hyper-digging:: While burrowing is not Captain Example preferred mode of transportation, when compared to running or flying, he is still capable of travelling swiftly through earth and rock by burrowing a tunnel at Power rank speed (land movement rate). Normally any tunnels burrowed by him/hers collapse within a few minutes of Captain Example passaging. The exceptionis the tunnel within 10 feet of Captain Example current location. This allows him/hers to occasionally stop. A tunnel never collapses on him/hers. unless a higher Intensity force is applied. Note that a side-effect Hyper-Digging is that when digging Captain Example Strength and Endurance are increased as needed that he will not tire.
hyper-leaping:: Captain Example can jump great distances. By repeated leaps, Captain Example can rapidly cover large distances. The distance Captain Example can cover is equal to Captain Example Strength rank +1 rank. If a lower rank is initially rolled, it must be raised to this level. This is the distances Captain Example can safely leap. Innate safeguards in this Power enable Captain Example to safely land so as not to injure or break a leg for example. The effect is the same on Captain Example as if he were a Normal Human making a 2 foot leap up or across or descending 3 feet.
The effects on the area Captain Example lands on might not be the same as if a normal jump occurred. Consider that the Hulk splinters the pavement when he lands. To determine what sort of effects occur when Captain Example lands, it is with a force equal to that of five times Captain Example own weight suddenly drops on the surface in question. The actual landspeed varies with the angle of the leaps.
Physical burdens do not decrease Captain Example speed, although they might decrease Captain Example control. Anything Captain Example is carrying is also protected by the innate safeguards against damage; Captain Example acts as a shock-absorber.
hyper-leaping:: Captain Example can jump great distances. By repeated leaps, Captain Example can rapidly cover large distances. The distance Captain Example can cover is equal to Captain Example Strength rank +1 rank. If a lower rank is initially rolled, it must be raised to this level. This is the distances Captain Example can safely leap. Innate safeguards in this Power enable Captain Example to safely land so as not to injure or break a leg for example. The effect is the same on Captain Example as if he were a Normal Human making a 2 foot leap up or across or descending 3 feet.
The effects on the area Captain Example lands on might not be the same as if a normal jump occurred. Consider that the Hulk splinters the pavement when he lands. To determine what sort of effects occur when Captain Example lands, it is with a force equal to that of five times Captain Example own weight suddenly drops on the surface in question. The actual landspeed varies with the angle of the leaps.
Physical burdens do not decrease Captain Example speed, although they might decrease Captain Example control. Anything Captain Example is carrying is also protected by the innate safeguards against damage; Captain Example acts as a shock-absorber.
hyper-speed:: Captain Example can run at Power rank speed for e Captain Example tended amounts of time. The Power has the side-effect of raising the Ability rank number of Endurance by this Power‘ rank number. It includes protection to wind resistance and windburn; this protection e Captain Example tends to anything Captain Example is carrying. Captain Example lungs are modified to breath high velocity air. The last benefit can be crucial if Captain Example is capable of Remarkable speeds or better. If Captain Example stumbles, he continues on a ballistic trajectory until he regains Captain Example footing or rolls to a halt. To cut down on the chance of this, the Power increase Captain Example reaction time to be able cope with impending problems. The increased reaction time decreases the relative speed of any other moving object. Captain Example Power rank number decreases the perceived speed of the other object. For example, Quicksilver‘ Shift Captain Example speed lets him/hers perceive a bullet traveling at 600 mph as if it were traveling only 15 mph. This side-effect enables Captain Example to dodge or even catch things like bullets and missiles.
hyper-speed:: Captain Example can run at Power rank speed for e Captain Example tended amounts of time. The Power has the side-effect of raising the Ability rank number of Endurance by this Power‘ rank number. It includes protection to wind resistance and windburn; this protection e Captain Example tends to anything Captain Example is carrying. Captain Example lungs are modified to breath high velocity air. The last benefit can be crucial if Captain Example is capable of Remarkable speeds or better.
If Captain Example stumbles, he continues on a ballistic trajectory until he regains Captain Example footing or rolls to a halt. To cut down on the chance of this, the Power increase Captain Example reaction time to be able cope with impending problems. The increased reaction time decreases the relative speed of any other moving object. Captain Example Power rank number decreases the perceived speed of the other object. For example, Quicksilver‘ Shift Captain Example speed lets him/hers perceive a bullet traveling at 600 mph as if it were traveling only 15 mph. This side-effect enables Captain Example to dodge or even catch things like bullets and missiles.
spacial rift:: Captain Example can create an actual worm hole which near instantly transports anything which passes through the spacial opening or a rift to be transposed to where the otherside of the rift has been positioned. The location of where a rift opens and closes is determined by the Captain Example. the distance which such a spacial rift can cover is determined by their Power Rank. Anything, regarless if it‘ a person, a lazer beam or a rock which passes through the rift instantly vanishes from where it was and instantly reappears as stated where the otherside of the rift opens too. Objects do not physically cross the intervening distance and are not affected by any physical barriers. Because this ability acts like a wormhole, objects can not materialize within another object. The discs are two-way meaning that people/objects can travel from one point to another from either side of the portal.
teleportation:: Captain Example can vanish from one location and instantly reappear in another distant site as far as a quarter of a mile from where she originally was. She does not physically cross the intervening distance and is not affected by any physical barriers. As she re-materializes, natural safeguards of this ability automatically dispel any gases and liquids aside before she actually solidifies. Normal safeguards prevent the Captain Example from consciously Teleporting into a solid mass.
wall crawling:: Due to some truely remarkable bodily adpations, Captain Example is capable of crawling up any surface regardless of how sheer it is. Captain Example can even hang, suspended from the ceiling providing that it is capable of baring his weight. is able to due this because of the millions of microscoptic satae which cover Captain Example toes. With the invisible aid of these amazingly powerful microscopic grippers, there is almost no surface Captain Example cannot adhere to. The setae on Captain Example feet are self-cleaning and will usually remove any clogging dirt which might interfer with his clinging and climbing abilities within a few steps.