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Superpowers
(Superheroes only)
"For sale!" represents Powers that cost less if you buy the root Power first. Sales are not cumulative! Only one rebate may apply per Power. Powers bought on sale should be "linked" together if possible, so that, for example, Energy Sheath bought thanks to Flame Projection means the Sheath is made of flame.

DEFENSE POWERS
Controlling attribute for Stunts: ATHLETICS. Go>

SUPERPOWER
# PTS
SUPERPOWER
# PTS
Body Protection
variable
Resistance to Emotion Attacks
12
Force Field
variable
Resistance to Energy Attacks
15
Null Field
18
Resistance to Magic Attacks
20
Reflection
20
Resistance to Mental Attacks
30
Invulnerability
15
Skin Armor
variable

DETECTION POWERS
Controlling attribute for Stunts: AWARENESS. Go>

SUPERPOWER
# PTS
SUPERPOWER
# PTS
Circular Vision
8
Microscopic Vision
12
Death Sense
20
Radar Sense
12
Energy Detection
12
Sonar
10
Environmental Awareness
16
Telescopic Vision
12
Extradimensional Detection
16
Thermal Vision
12
Hyper-Hearing
12
Tracking Ability
25
Hyper-Olfactory
12
True Sight
12
Hyper-Touch
12
Ultraviolet Vision
12
Life Detection
12
Weakness Detection
25
Magic Detection
12
X-Ray Vision
14

ENERGY CONTROL POWERS
Controlling attribute for Stunts: KNOWLEDGE. Go>

SUPERPOWER
# PTS
SUPERPOWER
# PTS
Absorption
24
Gravity Manipulation
35
Catalytic Control
30
Hard Radiation Control
21
Coldshaping
24
Kinetic Control
24
Electrical Control
24
Light Control
24
Energy Conversion
35
Magnetic Manipulation
48
Energy Plasmoids
21
Plasma Control
21
Energy Solidification
48
Radiowave Control
16
Energy Sponge
35
Shadowshaping
24
Energy Vampirism
35
Sound Manipulation
24
Explosive Power
24
Vibration Control
21
Fire Control
24

ENERGY EMISSION POWERS
Controlling attribute for Stunts: RANGED WEAPONS. Go>

SUPERPOWER
# PTS
SUPERPOWER
# PTS
Cold Generation
24
Light Emission
variable
Electrical Generation
variable
Plasma Generation
variable
Energy Doppleganger
35
Radiowave Generation
28
Fire Generation
variable
Shadowcasting
14
Hard Radiation Emission
variable
Sonic Generation
variable
Heat
variable
Vibration
variable
Kinetic Bolt
variable

FIGHTING POWERS
Controlling attribute for Stunts: Relevant Combat Skill. Go>

SUPERPOWER
# PTS
SUPERPOWER
# PTS
Berzerker
24
Weapons Creation
30
Hyper-Charge
variable
Weapons Tinkering
28
Rage
25

ILLUSORY POWERS
Controlling attribute for Stunts: WILLPOWER. Go>

SUPERPOWER
# PTS
SUPERPOWER
# PTS
Animate Image
18
Illusory Invisibility
25
Illusion
21
Tatoo
24
Illusory Duplication
20

LIFEFORM CONTROL POWERS
Controlling attribute for Stunts: KNOWLEDGE. Go>

SUPERPOWER
# PTS
SUPERPOWER
# PTS
Animal Control
18
Plague Carrier
28
Biophysical Healing
21
Plant Control
18
Bio-Toxin
variable
Plant Growth
18
Bio-Vampirism
40
Sense Alteration
24
Emotion Control
24
Sleep
30
Fear
18
Spirit Control
14
Forced Reincarnation
32
Spirit Storage
14
Hypnotic Control
30
Summoning
10
Mind Control
40
Super-Seduction
16
Mind Transferral
18
Undead Control
16
Neural Manipulation
25
Vertigo
16
Petrification
35

MATTER CONTROL POWERS
Controlling attribute for Stunts: KNOWLEDGE. Go>

SUPERPOWER
# PTS
SUPERPOWER
# PTS
Bonded
24
Geoforce
60
Collection
28
Matter Animation
variable
Crystallization
30
Machine Animation
30
Diminution
variable
Micro-Environment
21
Disruption
45
Weather Control
35
Enlargement
variable

MATTER CONVERSION POWERS
Controlling attribute for Stunts: KNOWLEDGE. Go>

SUPERPOWER
# PTS
SUPERPOWER
# PTS
Coloration
8
Elemental Conversion
75
Combustion
28
Ionization
20
Disintegration
100
Molecular Conversion
90

MATTER CREATION POWERS
Controlling attribute for Stunts: TINKERING. Go>

SUPERPOWER
# PTS
SUPERPOWER
# PTS
Elemental Creation
85
Pocket Dimension
12
Mechanical Creation
90
Spray
10
Missile Creation
20
Webcasting
16
Molecular Creation
100

MENTAL POWERS
Controlling attribute for Stunts: WILLPOWER. Go>

SUPERPOWER
# PTS
SUPERPOWER
# PTS
Clairaudience
12
Linguistics
10
Clairvoyance
15
Memory Alteration
35
Communicate with Animals
12
Mental Duplication
variable
Communicate with Cybernetics
16
Mental Invisibility
30
Communicate with Non-Living Matter
18
Mental Probe
25
Communicate with Plants
14
Mind Blast
30
Cosmic Awareness
15
Mind Drain
40
Cyber-Transmission
18
Omni-Knowledge
16
Danger Sense
21
Postcognition
35
Dreamtravel
12
Precognition
45
Empathy
12
Probability Control
50
Free Spirit
20
Sensory Link
16
Hallucinations
25
Shouting
8
Hyper-Intelligence
25
Speech-Throwing
15
Hyper-Invention
28
Telekinesis
5/pound
Incarnation Awareness
18
Telepathy
25
Iron Will
12
Total Memory
12

PHYSICAL POWERS
Controlling attribute for Stunts: ATHLETICS. Go>

SUPERPOWER
# PTS
SUPERPOWER
# PTS
Chemical Touch
24
Hypnotic Voice
40
Cocoon
18
Immovability
14
Detonation
30
Lung Adaptability
8
Digestive Adaptability
16
Pheromones
40
Hyper-Agility
40
Quills
16
Hyper-Breath
15
Regeneration
28
Hyper-Charisma
28
Self-Revival
32
Hyper-Endurance
35
Self-Sustenance
10
Hyper-Speed
60
Vocal Control
10
Hyper-Stealth
16
Waterbreathing
6
Hyper-Strength
variable
Water Freedom
12

POWER CONTROL POWERS
Controlling attribute for Stunts: WILLPOWER. Go>

SUPERPOWER
# PTS
SUPERPOWER
# PTS
Nemesis
90
Power Selection
25
Power Control
60
Power Transferral
35
Power Nullification
50

SELF-ALTERATION POWERS
Controlling attribute for Stunts: WILLPOWER. Go>

SUPERPOWER
# PTS
SUPERPOWER
# PTS
Alter Ego
8
Evolution
18
Anatomical Separation
14
Growth
variable
Animal Transformation
24
Human Changeling
25
Animal Mimicry
28
Invisibility
35
Blending
10
Phasing
30
Body Adaptation
16
Plant Mimicry
21
Body Transformation
28
Plasticity
21
Body Coating
20
Prehensile Hair
16
Bouncing Ball
20
Self-Duplication
28
Chemical Mimicry
20
Self-Vegetation
20
Elongation
14
Shadow Form
26
Energy Body
25
Shapeshifting
24
Energy Mimicry
18
Shrinking
variable
Energy Sheath
20
Two-Dimensional
16

TRAVEL POWERS
Controlling attribute for Stunts: STEALTH. Go>

SUPERPOWER
# PTS
SUPERPOWER
# PTS
Astral Body
24
Hyper-Swimming
12
Carrier Wave
22
Levitation
10
Energy Path
14
Rocket
32
Flight
variable
Spiderclimb
12
Floating Disc
18
Spinner
28
Gateway
48
Teleportation
75
Gliding
10
Telereformation
80
Hyper-Digging
24
Troublemaker
60
Hyper-Leaping
18
Water Walking
14
Hyper-Running
variable
Whirlwind
18

(NOTE: Cost is doubled if Skill is outside Profession. Optional Powers are followed by the point reduction that power would get if purchased in combination with the described power. For non-Superheroes, double the cost, then factor in the point reduction.)

POWER DESCRIPTIONS

DEFENSE
Body Protection.........................variable
Body armor composed of normal flesh. The hero looks normal but has the purchased Armor rating.
Light................................6
Medium.........................15
Heavy............................30
Very Heavy....................45
Super Heavy...................60
Mega Heavy...................75
Cosmic...........................90

Force Field.........................variable
The hero generates a force field surrounding an area just around him or her (fits maybe 3 or 4 people) that has the purchased Armor rating.
Light..............................12
Medium.........................20
Heavy............................35
Very Heavy....................50
Super Heavy...................70
Mega Heavy...................85
Cosmic..........................100
Common Power Stunts: Changing the shape of the Force Field to something other than spherical; pushing an opponent against a wall.

Null Field.........................18
The hero generates a field surrounding an area just around him or her (fits maybe 3 or 4 people) that dampens all forms of energy within it. Energy is dampened by 3 classes, enough to shut down most electrical systems, fires, etc.
Common Power Stunts: Shutting down specific devices, but not others.

Reflection.........................20
The superhero can bounce up to 8 points of energy attacks back at his attacker. The rest hits the hero.
Common Power Stunts: Deflecting the attack to another target entirely.

Invulnerability.........................15
The hero is immune to forms of damage other than physical or mental (see Body Protection, Skin Armor and Resistance to Mental Attacks for those). This makes him or her immune to poisons, weather, cold, heat, radiation, pressure, vampirism, hunger and sleep deprivation.

Resistance to Emotion Attacks.........................12
The hero has increased resistance to any attack attempting to change his emotional state (hallucinations, fear, etc.), including attempts to Fast-Talk, Seduce, etc. them. Against those attacks, the hero gets +5 to defend.

Resistance to Energy Attacks.........................15
The hero has increased resistance to any attack made with energy, be it electrical, heat, radiation, sonics, etc. Such attacks are reduced by 3 classes against the hero.

Resistance to Magic Attacks.........................20
The hero has increased resistance to any attack made with a Spell or Miracle. Such attacks are reduced by 3 classes against the hero, or her or she gets +5 to defend against them.

Resistance to Mental Attacks.........................30
The hero has increased resistance to any attack made with a Psionic Discipline or other ability that affects the mind directly. Such attacks are reduced by 3 classes against the hero, or her or she gets +5 to defend against them.

Skin Armor.........................variable
Body armor composed of something other than normal flesh (metal, stone, an exoskeleton). The point is, he or she doesn't look normal at all. The hero has the purchased Armor rating.
Light................................5
Medium.........................14
Heavy............................28
Very Heavy....................42
Super Heavy...................55
Mega Heavy...................70
Cosmic...........................85



DETECTION
Circular Vision.........................8
The hero can see 360 degrees around himself, and is therefore never attacked "from behind".

Death Sense.........................20
The hero can detect the aura of imminent death. It automatically functions if the target is in a life threatening situations or about to enter one. The hero sees a "death glow" around that character.

Energy Detection.........................12
The hero can detect and identify energy and related phenomena (only actual energy, not potential energy like that of a bomb).

Environmental Awareness.........................16
The hero has increased sensitivity to environmental conditions, disturbences and influences. He can keep tabs on weather, chemicals, natural movement (rivers, winds) and life. Harm to the environment shows up as physical discomfort.

Extradimensional Detection.........................16
The hero can sense across the dimensional barrier and see things existing in other dimensions.

Hyper-Hearing.........................12
The hero's hearing is so acute, he can hear even the faintest sounds at all hearing frequencies. Adds +2 to any Awareness roll where sound is a factor.

Hyper-Olfactory.........................12
The hero's sense of smell and taste is so acute, he can detect the most minute traces of a substance and identify if if in the air or in food. Adds +2 to any Awareness roll where smells and tastes are a factor. To track another character, use the Tracking Ability power.

Hyper-Touch.........................12
The hero's sense of touch is so acute, he can detect extremely fine surface details, even read print by touch alone, and identify materials by feel. Adds +2 to any Awareness roll where touch is a factor.

Life Detection.........................12
The hero can detect the presence of life and identify its nature. He can probe for a specific target and home in on it.
Common Power Stunts: Looking for a specific psychological profile.

Magic Detection.........................12
The hero can detect and identify magic and its effects, even potential effects (for magic items).

Microscopic Vision.........................12
The hero can see with the power of a strong microscope, allowing him to see micro-organisms, fingerprints, small scratches and imperfections, and microfiche type. Adds +2 to any Awareness roll where small size is a factor.

Radar Sense.........................12
The hero can clearly navigate through pitch darkness using an enhanced spatial/radar sense. Colors cannot be perceived; however, shapes and textures are easily discerned.

Sonar.........................10
This works like Radar Sense, but must bounce a signal off objects to function. Colors still cannot be perceived, and neither can textures, only shapes.

Telescopic Vision.........................12
The hero can see with the abilities of a powerful telescope, allowing him to observe things up to 10 miles distant. Adds +2 to any Awareness roll where the subject is far away from the hero.

Thermal Vision.........................12
The hero can see infrared light and heat images, allowing him to see in the dark, perceive changes in termperature and partially see through solids (those touching the barrier).

Tracking Ability.........................25
The hero can detect and follow the tracks left by a specific target, even across the void of space. A contest of skills must still be made between the hero's Awareness and the target's Stealth.

True Sight.........................12
The hero can see the correct image of a target, despite attempts to conceal or disguise it by physical, illusory, psionic or power-based means. The hero may have to roll his Awareness against target's Disguise skill, Illusion power, etc.

Ultraviolet Vision.........................12
The hero can see ultraviolet light, allowing him to see clearly in fog, underwater and in very, very dim light.

Weakness Detection.........................25
The hero can detect flaws and stress points in a target (there's no guarantee the hero can exploit this weakness however). For psychological or power-based weaknesses of a living target, the hero must roll his Awareness against the target's Knowledge.

X-Ray Vision.........................14
The hero can see clearly through all solid materials except lead and radioactives.



ENERGY CONTROL
Absorption.........................24
The superhero can absorb up to 15 points per turn of physical or energy attacks into himself without taking damage. The absorbed energy may not be used against another target.

Catalytic Control.........................30
The hero can control the speed at which chemical reactions occur. For example, he can increase or decrease the heat emitted by exothermic reactions like oxydation, or the rate at which occurs, for example, the dissolution of iron in acid, or the rusting of steel.
Common Power Stunts: Causing chemical reactions normally impossible, like anything with inert gases; knocking out self-powered machinery by stopping the systems that generate its power; inducing suspended animation in a target by stopping biochemical activity; increasing one's Atheletics or Hand to Hand damage by metabolizing food more quickly; collapsing a target with decay; forming compounds from existing elements; baking without an oven.

Coldshaping.........................24
The hero can decrease the temperature of the air around him in as much as a large area, or in smaller areas anywhere within that range. He can freeze any substance, but freezing a living being requires a Knowledge roll against the target's Athletics (it causes Serious damage and may solidify the target). Note that for throwing ice around, he must use the Cold Generation power.
On sale!: Cold Generation is -10, Body Coating -5

Electrical Control.........................24
The hero can control all forms of electricity, whether natural, artificial or power-based. He can control the intensity (increase its damage by one class, or decrease it by three) and direction of electron streams and alter the conductivity of materials.
Common Power Stunts: Create electrical barriers and cages, control electrical machines.
On sale!: Electrical Generation is -10, Energy Doppleganger -5, Energy Sheath -5, Energy Body -5, Carrier Wave -5, energy Path -5

Energy Conversion.........................35
The hero can simply change any form of energy into another form (losing one damage class in the process). This allows the hero to turn harmless energy like ambient sound into a more useful form for attacks, or to turn a dangerous attack into a less dangerous one (a raging fire into light, for example).

Energy Plasmoids.........................21
The hero can mold glowing patterns out of energy that detonate within a limited time span (decided by hero) to create fireworks or bombs. Fireworks can cause Light damage in a large area. Bombs cause Deadly damage in a small area.

Energy Solidification.........................48
The hero is able to create material objects out of an energy field around himself. One object is created at a time, up to a maximum of 5 objects existing at any one time. The objects lasy for 3 turns before dissipating. Any damage done is Critical. Power Stunts: Creating a simple object without moving or complex parts is an Easy Knowledge task; creating objects with simple moving parts is Hard; creating complex objects with many parts (such as electronic hardware or advanced weapons) is an Extremely Hard task.

Energy Sponge.........................35
The hero can absorb any form of natural, artificial and power-based energy and release it as an attack of equal type and damage class (maximum Very Deadly). The hero takes damage from such absorptions, but at -5 classes (so only from damage that is Extremely Deadly or more).

Energy Vampirism.........................35
The hero can drain energy from a non-living, non-sentient target and convert that energy into Wounds at the rate of 1d6 per drained item. Each such try requires a Knowledge roll: Draining a car battery is an Easy task, the heat of a blast furnace is Average, a full store of magnetized audio tapes is Hard, etc.

Explosive Power.........................24
The hero can imbue any lifeless object with energy that will eventually make that object explode (Deadly damage) in a limited span of time decided by the hero.

Fire Control.........................24
The hero can control existing flames whether natural or power-based. He can alter any factor involved in combustion without direct physical contact: increase/decrease/extinguish flame intensity (increase its damage by one class, or decrease it by three), reshape flame into desired forms (cages, barriers).
On sale!: Fire Generation is -10, Energy Sheath -5, Energy Body -5

Gravity Manipulation.........................35
The hero can control gravity, the force that attracts all particles to other particles. The hero can thus increase or decrease the pull of any object to any other object.
Common Power Stunts: Changing the direction of gravity; creating artificial gravity in weightless environments; launching targets into space; levitation; increasing a target's weight so that it can no longer move; forcing aircraft to land and sinking ships; forming large asteroids by drawing debris together.

Hard Radiation Control.........................21
The hero can control existing radiation, including X-rays: increase/decrease its intensity (increase its damage by one class, or decrease it by three), direct its flow and turn one form of radiation into another (gamma into cosmic, for example).
On sale!: Hard Radiation Emission is -10, Energy Doppleganger -5, Energy Sheath -5, Energy Body -5

Kinetic Control.........................24
The hero can control the energy of motion itself. He can increase/decrease its intensity (increase its damage by one class, or decrease it by three), impart momentum to a moving object as if he physically pushed it, or take that momentum away.
Common Power Stunts: Redirecting someone else's Telekinesis.
On sale!: Telekinesis or Kinetic Bolt is -5

Light Control.........................24
The hero can manipulate existing light, including visible, infrared and ultraviolet. He can increase/decrease its intensity (increase its damage by one class, or decrease it by three), its frequency (so its color) and coherence.
Common Power Stunts: Create crude holograms (cloudy and only one color).
On sale!: Light Generation is -10, Energy Sheath -5, Carrier Wave -5, Illusion -5

Magnetic Manipulation.........................48
The hero can control magnetic force. He can increase/decrease its intensity, telekinetically move metallic objects, etc. (think Magneto). He can join metal objects together with incredible force (Extremely Hard task to pull them apart), or cause them to fly apart with extreme violence (causing Deadly damage to anyone caught in the area of effect).
Common Power Stunts: Fiddling with the iron in people's blood; reverse the polarity on a magnet; erase tapes; control machines; deflect metal weapons flying at him; walk on walls; fly on magnetic fields.

Plasma Control.........................21
The hero can control existing fields of highly-charged particles. He can increase/decrease its intensity (increase its damage by one class, or decrease it by three) and shape plasma into desired forms (cages, barriers).
On sale!: Plasma Generation -10, Energy Doppleganger -5, Energy Sheath -5, Energy Body -5

Radiowave Control.........................16
The hero can control existing radiowaves like AM, FM and microwaves. He can increase/decrease their intensity, alter the frequency and direction of such waves and garble transmissions.
Common Power Stunts: Create audio and video broadcasts.
On sale!: Radiowave Generation is -10, Energy Doppleganger -5, Energy Sheath -5, Carrier Wave -5

Shadowshaping.........................24
The hero can affect normal shadows (and indirectly, light) by shifting their size and location, and form them into two-dimensional images that can attack opponents at hero's Hand to Hand Skill, doing Light damage. The hero can see through the "eyes" of these shadow beings. He can also see through any shadow as if it were well lit.
On sale!: Shadowcasting is -5, Light Control -5, Energy Sheath -5, Energy Body -5

Sound Manipulation.........................24
The hero can control existing sound. He can increase/decrease its intensity (increase its damage by one class, or decrease it by three), mute voices to stop opponents from coordinating an attack, mute alarms, or magnify distant sounds to better hear them.
On sale!: Sound Generation is -10, Vibration is -5, Vibration Control is -5

Vibration Control.........................21
The hero can control existing vibrations, whether natural, artificial or power-based. He can increase/decrease its intensity (increase its damage by one class, or decrease it by three), including that of earthquakes.
Common Power Stunts: Distort a target's voice; if other dimensions exist, possibly virbate to the right dimensional frequency to travel there; cripple gyroscopes on airplanes and submarines; vibrate the hero's own atoms to pass through matter.
On sale!: Vibration is -10, Sonic Generation -5, Sound Manipulation -5



ENERGY EMISSION
Cold Generation.........................24
The hero can create ice constructs of any shape he desires, from slides to dangerous icicles (Critical damage), trap opponents in blocks of ice, etc.
On sale!: Coldshaping is -10

Electrical Generation.........................variable
The hero can emit various types of electricity, like static that can disrupt communications, alternating current to power equipment, and of course lightning bolts to attack. The cost of the power is based on the strength of this attack.
Serious........................12
Critical.........................16
Deadly.........................20
Very Deadly.................30
Extremely Deadly..........40
On sale!: Electrical Control is -10, Energy Sheath -5

Energy Doppleganger.........................35
The hero can generate aan Energy Body from his own body. The Doppleganger has the same energy powers the hero has (related to the energy it is made of) and the same Basic Skills and Wounds. It also has Flight, and is immune to attacks of its energy type. The hero controls it from a distance, sees through its eyes, etc. For each 5 points of damage it takes in a single blow, the hero suffers 1 Wound damage.

Fire Generation.........................variable
The hero can project fire from his body (oxygen is required, of course). The cost is based on the power's damage:
Serious........................12
Critical.........................16
Deadly.........................20
Very Deadly.................30
Extremely Deadly..........45
Common Power Stunts: Burning up all oxygen in a room to make occupants pass out.

Hard Radiation Generation.........................variable
The hero can project any of the most dangerous energy forms known to man (x-rays, gamma rays, cosmic rays, etc.). The cost is based on the power's damage:
Serious........................11
Critical.........................14
Deadly.........................18
Very Deadly.................27
Extremely Deadly..........40
Super Deadly................55
Cosmic.........................75
On sale!: Hard Radiation Control is -10

Heat.........................variable
The hero can generate pure heat (think Superman's heat vision). The power's cost is based on its damage:
Serious........................12
Critical.........................16
Deadly.........................20
Very Deadly.................30
Extremely Deadly..........45
Super Deadly................60
Cosmic.........................80
Common Power Stunts: Negating magnetism; negating electrical conductivity; cutting through metal doors, or melting metal parts together; changing local weather parterns.

Kinetic Bolt.........................variable
The hero can strike targets with a surge of telekinetic force. That force can be very wide or needle-fine. Its cost is based on its damage:
Serious........................12
Critical.........................16
Deadly.........................20
Very Deadly.................30
On sale!: Kinetic Control or Telekinesis is -5

Light Emission.........................variable
The hero can emit powerful blasts of light, including visible/colored light and lasers (which can also be used to create holograms or carry digital information). Bright light may cause blindness (roll hero's Ranged Weapons vs. target's Dodge, where target's failure equals loss of vision for 2-12 turns). The cost is derived from the power's damage:
Serious........................12
Critical.........................16
Deadly.........................20
Very Deadly.................30
Extremely Deadly..........45

Plasma Generation.........................variable
The hero can generate highly-charged particles such as those found at the heart of a nuclear explosion or in our own sun. The power's cost is based on its damage:
Serious........................11
Critical.........................14
Deadly.........................18
Very Deadly.................27
Extremely Deadly..........40
Super Deadly................55
Cosmic.........................75

Radiowave Generation.........................28
The hero can generate radiowaves, including AM, FM and microwaves. The power primarily affects broadcasting and electronics and can disrupt these. It can also be used to create audio and video broadcasts (as Power Stunts). Finally, it may be used to bombard an opponent with microwaves, which cause Very Light damage on the first turn, and if continually applied, raised one damage class each turn until it does Deadly.
On sale!: Radiowave Control is -10, Energy Sheath -5, Carrier Wave -5

Shadowcasting.........................14
The hero can emit a field of darkness through which only he can see through.
Common Power Stunts: Dampen heat, hard radiation or radiowaves; kill an Energy Doppleganger.
On sale!: Shadowshaping is -10

Sonic Generation.........................variable
The hero can generate intense sound that can be used as an attack, even if an inaudible frequency is chosen. It of course needs a medium to travel through, and its cost is based on its damage:
Serious........................12
Critical.........................16
Deadly.........................20
Very Deadly.................30
Extremely Deadly..........45
Super Deadly................60
On sale!: Sound Manipulation is -10, Vibration -5, Vibration Control -5

Vibration.........................variable
The hero can generate non-audible vibrations to alter existing harmonics, negate vocal powers, or as an attack. The cost is based on the power's damage:
Serious........................14
Critical.........................18
Deadly.........................25
Very Deadly.................35
Common Power Stunts: Create earthquakes; create a vibratory shield (Medium Armor); stop a spell from being uttered; cause machinery to malfunction.



FIGHTING
Berzerker.........................24
The hero can enter a battle rage that alters him in significant ways. Knowledge and Tinkering (and related skills) are -5, while all combat skills are +5 (Dodge is not a combat skill). Hand to Hand damaged is raised by 2 classes. The hero's total Wounds are raised by +5. When combat ends, the hero must make a Hard Willpower roll to come out of it or else attack the next possible target (even a friend). When he comes out of it, the hero's skills return to normal and the 5 extra Wounds are removed (this may cause the hero's immediate death).

Hyper-Charge.........................variable
The hero can increase his speed to charge a target with super-human force. Using Hand to Hand against the target's Dodge (if a living being), the hero is able to cause damage to it, while remaining unharmed. The target will often be bowled over by this attack. The cost of the power is determined by its damage:
Serious........................12
Critical.........................16
Deadly.........................20
Very Deadly.................30

Rage.........................25
While fighting either with Melee Weapons or Hand to Hand, the hero may roll a Willpower roll. If he fails, he gets angy, raising his damage by one class. On each turn, he may roll on Willpower again. When he fails, raise the damage again. If he succeeds, bring it back down by one class. Note that the GM may make the Willpower roll harder or easier depending in circumstances. When combat ends, the hero returns to normal.
Common Power Stunts: Getting angry during non-combat situations to raise hero's physical strength.

Weapons Creation.........................30
The hero can create desired weapons out of thin air, only for himself, and no more than his hands will allow. Any unused weapons go back to the nothingness from where they came. Weapons may be selected from the legal list for the game in progress (respecting TL levels), and may not be modified from their description.
Common Power Stunts: Creating weapons outside the legal TL level.

Weapons Tinkering.........................28
The hero can devise and assemble weapons from any availble materials. Weapons may be selected from all weapons lists (regardless of TL level), but may not be modified from their description. Obviously, in some environments, it will be impossible to create weaponry (underwater far from the sea floor, for example), or impossible at least to create metal weapons in a jungle. The GM and hero must use their judgement.
On sale!: Hyper-Invention is -5



ILLUSORY
Animate Image.........................18
The hero can bring any image to life, be it from a drawing, painting, photograph, poster, computer screen, etc. The image becomes three-dimensional and seems to disappear from the flat surface. The image is intangible, but seems to have the properties and psychology of what it represents. It may be the same size as the picture, or the actual size the thing represented would be. Detecting the illusion is a Hard task.
Common Power Stunts: Animating a statue, stuffed animal, or other three-dimensional "representation".
On sale!: Energy Solidification -5

Illusion.........................21
The hero can create a single illusion (filling a Small Area), which appears real in all aspects. The illusion appears to react to the world as the real thing would, but cannot actually physically manipulate things. Detecting the illusion is a Very Hard task.
Common Power Stunts: Provide a tent that protects from light-based powers or sunburn.
On sale!: Energy Solidification -5

Illusory Duplication.........................20
The hero is able to create a multitude of shifting, realistic (but intangible) images of himself in a Small Area. Anyone attacking the hero surrounded by duplicates will be at a -4 point skill penalty. The power can also be used to send a decoy ahead, for example.
Common Power Stunts: Create duplicates that have a slightly different appearance.

Illusory Invisibility.........................25
The hero (and anyone within a Small Area) can become invisible, making them Hard to detect. They can attack in this form; however, this will render them merely Average to spot. This is not true invisibility, but an illusion.
Common Power Stunts: When covered by a coating (like paint) and made visible, returning to invisible mode.
On sale!: Light Control -5, Light Emission -5

Tatoo.........................24
The hero can animate tatoos from his body (4 if wearing armor with leggings 10 if wearing only breast armor, and no limit if wearing no armor at all), each with the represented thing's abilities (none may do more than Critical damage). They may be the tatoo's size or the picture item's actual size. Once a tatoo has been used for up to 10 combat turns or 10 non-combat minutes, it is rendered inert and another must be used instead. In this case, the images are quite tangible.



LIFEFORM CONTROL
Animal Control.........................18
The hero can mentally control the mind of animals in a Large Area. Only natural animals (not monsters or mutated animals) may be controlled. They may be made to perform any task that could be reasonably expected of an animal of that type.

Biophysical Healing.........................21
The hero has the ability to heal another being by controlling their physiology. The target (which cannot be the hero himself) rolls one dice and adds it to his or her Wounds. The ability can only be used once per game day per individual. It may also be used to cure diseases or stop a poison's progress (unlimited use).
Common Power Stunts: Bringing someone back from the dead; healing a plant.

Bio-Toxin.........................variable
The hero's body contains poison he can transmit to a target by touch (usually in a Hand to Hand attack). Mild Poison causes 2 Wounds each hour. Poisoned character is at -1 to all skills. Deadly Poison causes 3 Wounds each turn. Poisoned character is -4 to all skills.
Mild Poison........................14
Deadly Poison....................32
Common Power Stunts: Poisoning a target's food, covering a weapon with the poison.

Bio-Vampirism.........................40
The hero can take 1d6 Wounds from a living, sentient target and add these stolen Wounds to himself. He may not raise his total Wounds to greater than the original number. Each such try requires a Hand to Hand attack, which must bypass armor.
Common Power Stunts: Steal wounds from small animals or plants (never as mcuh as 1d6 though).

Emotion Control.........................24
The hero can create a strong and debilitating emotion in any single target within the a Small Area: HATE creates unreasoning rage; FEAR, an immobilizing terror; LOVE, an inability to do anything but adore the hero, etc. In short, the victim can do nothing but act upon the projected emotion for 4 turns. A Willpower roll may be made against the hero's Willpower to resist this attack.

Fear.........................18
A limited version of Emotion Control, Fear allows the hero only to project this emotion, though he can decide whether to make the target freeze up, run away or curl up in a catatonic ball. A Willpower roll may be made against the hero's Willpower to resist this attack.

Forced Reincarnation.........................32
The hero can capture disembodied spirits and merge them into new bodies. The spirits can be newly dead, ghosts or using the Free Spirit power. The bodies can be anything too: infants, clones, androids, plants, robots, breain dead individuals or animals, but not anyone who already has a mind. The reincarnated individual retains all mental attributes, skills and memories. (Player characters that have died and been reborn still lose their points.)
Common Power Stunts: Taking a spirit into the hero himself, essentially giving him an extra person inside his head.

Hypnotic Control.........................30
The hero can give a target suggestions using his voice which must then be obeyed (so the target must hear and understand the commands). The commanded individual cannot do things that are against his nature (like killing himself), though he can be made to believe something untrue (like there's an invisible bridge over a cliff when there isn't). Suggestions for future behavior can also be given ("When you see see the evil wizard, you will feel very angry and attack him."). A Willpower roll may be made against the hero's Willpower to resist this attack.

Mind Control.........................40
The hero can more directly control a target's mind, silently. Its body becomes like a puppet that the hero controls (he must keep concentrating at all times or relinquish control). A Willpower roll may be made against the hero's Willpower to resist this attack.

Mind Transferral.........................18
The hero can download his mind into another body, as long as that body has some kind of brain (even computer or animal brain) to work with. Meanwhile, his body is essentially turned off, comatose and vulnerable. The owner of the second body may make a Willpower roll against the hero's Willpower to avoid being taken over.
Common Power Stunts: Spreading hero's consciousness over more than one body; transferring the possessed individual's mind into the hero's own body.

Neural Manipulation.........................25
The hero can alter a target's neural activity within a Small Area by changing nerve messages within their body. All attacks can be resisted by making a Willpower roll against the hero's Willpower. The hero can use this ability to disrupt a mind (disabled for 4 turns), paralyse the body but not the mind (again for 4 turns), make the target go into a violent seizure for 4 turns, or exaggerate the target's movements, forcing them to overact for 4 turns. The power only affects voluntary muscles, not autonomic systems like heartbeat and breathing.
Common Power Stunts: Selecting a specific part of the body, or a specific sense to shut down or numb.

Petrification.........................35
By touch, the hero can transform an object or individual into a solid statue. The power will go through woven materials (petrifying clothing AND the wearer), but not plate material (most armor will petrify without the wearer, though this would strain their encumbrance level).

Plague Carrier.........................28
The hero contains disease-causing micro-organisms in his body which he may release on cue. The hero is immune to the diseases, but he can instantly infect others, with symptoms appearing with 2 to 12 turns. Victims are not contagious to others, curiously. Effects vary according to disease, and some rarer or more deadly ones be considered Power Stunts. Come prepared with appropriate disease effects.
Common Power Stunts: Absorb a disease into his body, thus curing someone.

Plant Control.........................18
The hero can impart limited movement and awareness to normally unintelligent plants. They obey simple commands and possess rudimentary senses. They may be used to entangle people, obstruct paths, or attack them (choking, thorns, etc.).
On sale!: Plant Growth is -5

Plant Growth.........................18
The hero can make plants grow instantaneously, and to far larger sizes than normal, even without soil, light or water. The plants tend to die and wither soon after.
On sale!: Plant Control is -5

Sense Alteration.........................24
The hero can deliberately change the manner in which a target receives/interprets sensory stimuli. Simply put, it causes the affected sense to go blind for 4 turns or while the hero concentrates, whichever is longer. A Willpower roll may be made against the hero's Willpower to resist this attack.
Common Power Stunts: Creating sensory illusions for the target; blinding more than one sense at a time.

Sleep.........................30
The hero can induce a deep sleep in an opponent for 2-12 turns (the victim may continue sleeping after that, but would wake of yelled at, touched, etc.). A Willpower roll may be made against the hero's Willpower to resist this attack.

Spirit Control.........................14
The hero can control the minds of spirits (including stray souls, ghosts and people using the Free Spirit power). The spirit can be made to do anything it normally could (show itself, channel itself, run errands.... depending on the type of spirit). A Willpower roll may be made against the hero's Willpower to resist this attack.

Spirit Storage.........................14
The hero can capture and indefinitely hold within himself any number of disembodied spirits. A Willpower roll may be made against the hero's Willpower to resist this attack, or make an Extremely Difficult Willpower roll to escape later. The hero can then communicate with them.
On sale!: Force Reincarnation is -5

Summoning.........................10
The hero can summon any or all animals (not monsters or mutated animals) within a couple miles to his location (think Tarzan's yell). He cannot then control them using this power, they will act as they normally would, except that they are not afraid of the hero.
On sale!: Animal Control is -7

Super-Seduction.........................16
The hero can cause any person of the opposite sex to fall in love with him. The victim is then more likely to obey or help the hero, though not always. A Willpower roll may be made against the hero's Willpower to resist this attack.

Undead Control.........................16
The hero can control still-corporeal undead, though powerful sentient ones like vampires may roll their Willpower against the hero's to resist this attack. Zombies aren't so lucky. It will not create undead from corpses, only control the already walking dead.

Vertigo.........................16
The hero can instill vertigo in a target, making it -4 to all its rolls for 1 to 6 turns. The victim will further be unable to stand for the duration unless he or she makes a Very Difficult Athletics roll. A Willpower roll may be made against the hero's Willpower to resist this attack.



MATTER CONTROL
Bonded.........................24
The hero has the ability to join two or more (solid) targets together on a molecular level by pressing them together physically, as if they were glued or welded together, for a duration of 2-12 turns or until dispelled by hero. Ripping them apart before then will cause Serious damage to them and require more than human strength.
Common Power Stunts: Using the power on oneself to mimic wallcrawling (bond-release-bond-release, etc.).
On sale!: Webcasting is -5, Spray -5

Collection.........................28
The hero can cause any desired material to collect in a specific location within a Small Area of himself. That material must already be present within a Large Area of himself, but may be diffused in the air, soil, etc. It instantly teleports to the desired location. If used to collect biological material, only minute amounts are drawn from any given individual, never enough to harm anyone. The power may be used to collect specific things rather than elements, like bricks, comics or hamsters.
Common Power Stunts: Drawing poison out of a person; dissociating an element from a compound (like oxygen from water); shaping the collection into a specific form.
On sale!: Crystallization is -5, Matter Animation -5, Micro-Environment -5, Weather Control -5, Combustion -5, Elemental Conversion -5, Molecular Conversion -5

Crystallization.........................30
The hero can transform any material (including normal plants, but not other living beings) into a strong crystalline substance (equal to Heavy Armor). If that armor is pierced, the object will shatter immediately, destroying it. Moving targets require a Ranged Weapons roll. When crystallizing gases or liquids, the crystal can be made to take any shape desired, and may even be formed over a target, letting gravity do the rest. Crystallization lasts 6 turns, unless the object was shattered, in which case it becomes permanent.
Common Power Stunts: Creating flying missiles of crystal.
On sale!: Weapons Creation is -5, Collection -5, Matter Animation -5, Missile Creation -5, Spray -5

Diminution........................variable
The hero can reduce the size of a target within a Large Area for 6 turns, unless if has already been reduced by the power. The hero can shrink the target to as little as 5% of its original size. A Willpower roll may be made against the hero's Willpower to resist this attack. The hero cannot use this power on himself. There are 3 types of Diminution, each with its own cost. The hero chooses one:
Atomic Collapse........................30
The target keeps its weight and strength, becoming extremely dense (+1 Armor rank).
Atomic Reduction......................28
The target loses mass, possibly losing too many molecules to function (for already small electronics, for example).
Atomic Shrinkage......................34
The target's atoms actually shrink, meaning it cannot breathe or eat normally (Light choking damage each turn), but gains increased electrical resistance (electrical attacks are -2 damage classes).
Common Power Stunts: Shrinking only part of a target (attacking its armor to succeed with Critical damage); shrinking bullets coming at you.
On sale!: Shrinking is -5

Disruption.........................45
The hero can destroy a non-living target's physical structure without resorting to an actual attack (except a possible Hand to Hand roll to touch the target), making the target collapse into dust, liquid or vapor (hero's choice upon selecting the power).

Enlargement.........................variable
The hero can iincrease the size of a target within a Large Area for 6 turns, unless if has already been enlarged by the power. The hero can enlarge the target to as much as 500% of its original size. hand to Hand damage done by an enlarged opponent increases by one damage class for each 100% gained (limit: Very Deadly). A Willpower roll may be made against the hero's Willpower to resist this attack. The hero cannot use this power on himself. There are 3 types of Enlargement, each with its own cost. The hero chooses one:
Atomic Dispersal................30
The target keeps its weight and strength, ultimately becoming less dense than air and floating away (-2 Armor rank). This form of the power does not increase the target's damage.
Atomic Gain......................36
The target simply gains extra mass.
Atomic Growth..................32
The target's atoms actually grow, meaning it cannot breathe or eat normally (Light choking damage each turn), but gains increased electrical resistance (electrical attacks are -2 damage classes).
Common Power Stunts: Enlarging only part of a target (attacking its armor to succeed with Critical damage).
On sale!: Growth is -5

Geoforce.........................60
The hero can detect and control geological forces, including plate movement, stress, faults and vulcanism. He can detect any material, fault or cave in the ground for about a mile in every direction. He can cause the ground itself to quake and churn furiously. The quake lasts 2 turns, each turn causing anyone within the Small Area to have a -4 penalty to any action (hero excepted). He can also stop an earthquake. He can create mini-volcanoes that spew their lava on opponents (using Knowledge to hit, causing Very Deadly damage).
Common Power Stunts: Communicating with beings made of rock; avalanches; sculpting chambers in the rock.

Matter Animation.........................variable
The hero can give form to any type of non-living, stationary matter that is its natural state (not machines, for example) within a Large Area. There are 3 forms of this power, which must be purchased separately:
Air Animation......................24
The hero can control air currents, creating winds of up to 100 kph, as well as gases suspended in the air, like smoke, steam or dust.
Common Power Stunts: Mimicking the powers of Weather Control and Gliding.
Liquid Animation..................28
The hero can control the movement of liquids, including "dirty" liquids like mud and cake batter. He can make waves and water currents, or animate liquids to make shields of Medium Armor, becoming "solid" for the duration. Liquids can also be made to attack using the hero's Hand to Hand skill, and generally causing Serious damage, depending on its composition.
Common Power Stunts: Creating a bubble of air with a "solid" floor underwater.
Solid Animation...................30
The hero can alter solid matter to give it movement and reshape its form (even into a humanoid attacker). Solids retain their usual Armor rank, and if made to attack, use the hero's Hand to Hand skill, causing Critical damage.
Common Power Stunts: Creating a flying platform; tying opponent's weapons into knots.

Machine Animation.........................30
The hero can control the movements of anything mechanical within a Large Area, as if he had a remote-control. Machines can only perform the functions for which they were created, but may do so even without a power source. The only thing the machine can do that it shouldn't is (slow) ground movement. An intelligent robot would be able to make a Willpower roll against the hero's Willpower to resist this attack.
Common Power Stunts: Trying to control more than one machine at a time.
On sale!: Communicate with Cybernetics is -5, Matter Animation -5

Micro-Environment.........................21
The hero can alter his immediate surroundings (Small Area) to create a miniature climate around himself: fresh air, nice temperature and Earth-like pressure and gravity. Rain, posionous gases, extreme temperatures and pressure do not penetrate the field. Ther hero could thus walk around safely at the bottom of the ocean, in a raging fire, through a radiation leak or smog alert in L.A.
Common Power Stunts: Resisting spells and powers relating to cold, heat, water and air.

Weather Control.........................35
The hero is able to control the weather immediately around himself (Large Area). He may create rain, winds, tornadoes, humidity, snowstorms, hailstones or unseasonable warmth, but with incredible power and fury (each turn of weather attacks may cause as much as Deadly damage and a -2 penalty on all skills to all targets within the area of effect excepting hero).
Common Power Stunts: Communicating with gaseous beings.
On sale!: Flight is -5, Gliding -5, Environmental Awareness -10, Electrical Generation -10



MATTER CONVERSION
Coloration.........................8
The hero can change the color of any substance, object or energy within a Large Area. That's it? Yep.
Common Power Stunts: Changing the frequency of a laser so that it causes less heat damage; coloring an opponent's corneas to blind him; creating effective camouflage.
On sale!: Light Control is -5

Combustion.........................28
The hero can make any target within a Small Area combustible, and if oxygen is present, it will combust 1-6 turns after the change (causing Serious damage to the target each turn for 1-6 turns as the combustible surface burns away). A living target may roll his Dodge against the hero's Ranged Weapon to resist this attack, though his clothes couldn't.
On sale!: Fire Control -5

Disintegration.........................100
The hero can turn matter into energy with a classic "disintegration ray", energy that dissipates harmlessly. It causes Cosmic damage, but will first destroy Armor (if it causes more Wounds than the Armor can protect) on an opponent, who must then be attacked a second time.
Common Power Stunts: Using the resultant energy to power something.

Elemental Conversion.........................75
The hero can convert any non-living matter into a specific element within a Small Area. The mass of the target remains the same, so the target's size may increase or decrease according to its new density. All elements have their normal properties, of course, and all changes are permament.
Common Power Stunts: Creating a vaccum in a room by turning the nitrogen in the air into a block of dense metal.

Ionization.........................20
The hero has the ability to change the state of energy in a non-living target in a Small Area for a variety of effects. The target can be electrified, on the first turn getting staticky, from the second handing out Light damage to anyone touching it, and finally destroying the item within 1 to 6 turns after that. The target can instead be made warmer with similar effects.
Common Power Stunts: Giving himself an electrical charge without destroying himself.

Molecular Conversion.........................90
The hero can convert any non-living matter into any desired compound(s) within a Small Area. The mass of the target remains the same, so the target's size may increase or decrease according to its new density. All compounds have their normal properties, of course, and all changes are permament. This Power includes Elemental Conversion.
Common Power Stunts: Turning a fist-sized rock into a roomful of air (including all elements and compounds humans breathe).



MATTER CREATION
Elemental Creation.........................85
The hero can create pure elements from virtually nothing, in any shape within a Small Area. All elements have their normal properties.
Common Power Stunts: Dropping freshly-made weigths on an opponent;setting targets on fire by covering them in phosphorous and sodium; making someone unconscious by flooding an area with nitrogen; short-cicruiting electrical devices by creating copper inside them; adding oxygen to a fire to fuel it.

Mechanical Creation.........................90
The hero can create complex mechanical devices from virtually nothing within a Small Area. The hero must have an appropriate Engineer skill (at any level), but anything is theoretically possible within the Tech Level and laws of the game world, from padlocks to pistols to vehicles to robots.
Common Power Stunts: Creating anything for which the hero has no relevant Engineer skill.
On sale!: Mechanical Animation is -15, Hyper-Intelligence -5, Hyper-Invention -5

Missile Creation.........................20
The hero can create and launch missiles (up to 3 each turn) that normally cause Critical damage to their target.
On sale!: The hero may buy any other Power (except Energy Emission Powers) at half-price if the power's abilities are then placed in the missiles. For example, with Sleep to create drugged darts, with Illusion to make missiles that create holograms where they hit, Teleportation to make the missile disappear and reappear in another location with the same velocity. Note that some combinations do not work, as your GM about them.

Molecular Creation.........................100
The hero can create compouds from virtually nothing, in any shape within a Small Area. All compounds have their normal properties.
Common Power Stunts: Resisting gaseous attacks by envelopping himself in an air bubble; dropping freshly-made weigths on an opponent; creating electricity by creating the compounds found in a battery; performing temporary repairs on equipment; creating realistic wax dummies of actual people; healing others with created medicine.

Pocket Dimension.........................12
The hero can create and open a small dimensional pocket out of the fabric of space where non-living things can be stored (unlimited encumbrance) and pulled out of. These things cannot individually be bigger than the hero.

Spray.........................10
The hero can create a spray of gas that can do Light choking damage to opponents (bypassing Armor). Note that strong winds can disrupt the Power, and that it will only work on opponents who need to breathe.
On sale!: The hero may buy any other Power (except Energy Emission Powers) at half-price if the power's abilities are then placed in the spray. For example, with Catalytic Control to make it corrosive, with Diminution to make a shrinking powder, etc. Note that some combinations do not work, as your GM about them.

Webcasting.........................16
The hero can generate and shoot out a solid web (Ranged Weapon to hit a living target). The web acts like glue, which requires a Very Difficult Athletics roll to break. It can also be used to form swing-lines to travel, Tarzan-like, through a city maze. Webs evaporate in about an hour.
Common Power Stunts: Creating a shield of web in front of the hero (Medium Armor).



MENTAL POWERS
Clairaudience.........................12
The hero can "hear" distant sounds and voices despite the intervening distance or barriers (even the vaccum of space). The range is a number of miles equal to half the hero's Willpower.
On sale!: Clairvoyance is -5

Clairvoyance.........................15
Ther hero can "see" distant without directly seeing it with his eyes regardless of distance, light transmission, blockage, etc. The range is a number of miles equal to half the hero's Willpower.
On sale!: Clairaudience is -5

Communicate with Animals.........................12
The hero can understand an use the language of animals. Warning: These non-sentient creatures undertsand the world in different terms than humans.
Common Power Stunts: Speaking with alien or magical animals.
On sale!: Linguistics is -5

Communicate with Cybernetics.........................16
The hero can directly communicate with complex machines like computers or other non-sentient programming (even calculators, pocket watches, microwave ovens, etc.). Warning: These machines undertsand the world in different terms than humans.
Common Power Stunts: Speaking with a machine without microchips, but nevertheless programmed, like a player piano.
On sale!: Linguistics is -5

Communicate with Non-Living Matter.........................18
The hero can communicate with any object, as long as it isn't an animal, cybernetic or plant, which are covered by other Powers. The hero basically lends part of his intelligence to the object, giving it some measure of consciousness for the length of the conversation, and even giving it a voice everyone can hear. The Power may be used to speak with a corpse as well.
Common Power Stunts: Convincing an object to speak at a certain time (say, to create a distraction).
On sale!: Communicate with Cybernetics is -5

Communicate with Plants.........................14
The hero can speak with plants, including alien and magical plants. Warning: These vegetables undertsand the world in different terms than humans.
On sale!: Communicate with Non-Living Matter is -5

Cosmic Awareness.........................15
The hero is in tune with the entire scope of reality. The Power will give him warnings about possible dangers to space/time and such, as well as sensing "gods" or similarly powerful beings. Sorting out the information for very specific information is usually a Power Stunt (see below).
Common Power Stunts: Finding a specific person on Earth; discovering an opponent's secret or weakness.
On sale!: Hyper-Intelligence is -5

Cyber-Transmission.........................18
The hero can transmit his memory, personality and thinking into any cybernetics system (any non-sentient progarmmable machine). The machine is then under the hero's control, while the hero's body is left in a catatonic (vulernable) state.
On sale!: Communicate with Cybernetics is -5

Danger Sense.........................21
The hero is able to sense the safety of a particular area or object by concentrating on it. The answer will be either "safe" or "unsafe"; the actual threat will not be described.

Dreamtravel.........................12
The hero can actually enter the dreams of another person or nightmares by concentrating on them within a Small Area. The hero has no direct control over the dreamscape and acts as an observer only (though he can "interact" with the dream characters). The hero can even suffer real damage in the dreamworld, if what happens there is dangerous.
Common Power Stunts: Trying to control some aspect of the dream.
On sale!: Telepathy is -5

Empathy.........................12
The psionic has the power to sense the emotional state of anyone within a large area. This is expressed as a raw emotion; LOVE, HATE, FEAR, HAPPINESS, etc. Duration: 4 turns. A Willpower roll may be made against the hero's Willpower to resist this Power.
On sale!: Emotion Control is -5

Free Spirit.........................20
The hero's soul is capable of independent existence in the real world. His spirit can leave his body (which remains in comatose, i.e. vulnerable, state) to travel invisibly and intangibly (except to other spirits) abroad. If the hero dies, his Free Spirit form survives for the rest of the scene plus an extra one, or until reincarnated as an NPC, whichever comes first, still able to earn Game Points during this time. The Free Spirit has all the mental abilities and Powers of the hero.

Hallucinations.........................25
The hero can create illusions directly into a victim's mind (others cannot see them) within a Small Area. The Hallucinations last as long as the hero concentrates on them. They cannot do actual damage, but "hallucinated death" will cause the target to lapse into a coma for 3-18 turns. A Willpower roll may be made against the hero's Willpower to resist this attack. It won't work at all on non-sentient beings.
Common Power Stunts: More than one victim at a time.

Hyper-Intelligence.........................25
The hero is smarter than mere mortals, adding an automatic +5 bonus to any General Knowledge skill he uses. All General Knowledge skills he didn't pruchase can still be used with a skill level of 2.

Hyper-Invention.........................28
This is a special form of Hyper-Intelligence channeled in the field of mechanical design and engineering. The hero adds an automatic +5 to any Engineer skill he uses. All Engineer skills he didn't purchase can still be used with a skill level of 1 (or 2 if he is an Engineer).
Common Power Stunts: Creating equipment or technologies that are 1 or 2 TLs higher than the game world (still requires a lab and parts).
On sale!: Weapons Tinkering is -5, Mechanical Creation -5

Incarnation Awareness.........................18
The hero can remember past lives, but also communicate with his past self. The Power is mostly used to gain information, but it may also be used to make long-range plans (for example, asking a past self to bury a weapon at given coordinates for the present self to suddenly find).

Iron Will.........................12
The hero has complete conscious control over his mind and body. He can temporarily halt damage done by the environment (temperatures, drowning, etc.) and poisons, as long as he makes a sucessful Willpower roll. He can also remain alive after losing all Wounds, as long as those Willpower rolls are made (the hero only loses points upon actual, final death).
Common Power Stunts: Placing himself into suspended animation.

Linguistics.........................10
The hero can understand and speak fluently any language he hears or reads for only a couple of sentences. The Power works with sign languages as well.
On sale!: Hyper-Intelligence is -5

Memory Alteration.........................35
The hero can alter another person's memory, either by implanting new ones or erasing current ones. It can only be done with physical contact, and at a rate of  one memory per turn. A Willpower roll may be made against the hero's Willpower to resist this attack.
On sale!: Mind Probe is -5

Mental Duplication.........................variable
The hero can study a target's mind (within a Small Area) and then create a copy or simulation of that mind in his own head. The duplicated mind contains the personality of the original, most memories and possibly its Psionic Disciplines or Mental Powers. A Willpower roll may be made against the hero's Willpower to resist this attack, but the target would not usually know his mind had been duplicated. Duration: 7-12 turns. There are three kinds of possible relationships between the hero's mind and the simulation, which regulate the Power's cost:
Detachment.................18
The simulation is completely separate and compartimentalized. The hero can communicate with it, but it may be uncooperative.
Merge.........................20
The simulation blends with the hero's mind to create a composite mentality. The new mind has aspects of both personalities, memories and Powers.
Transformation.............17
The hero's mind is replaced by the simulation as he becomes, in essence, the duplicated character.
On sale!: Power Duplication is -5, Mind Drain -5

Mental Invisibility.........................30
The hero can become invisible, making them Very Hard to detect, even telepathically (by a Psionic). They can attack in this form; however, this will render them merely Hard to spot. This is not true invisibility, and will not work on cameras, for example. The hero is only invisible to his target, and adding targets is a Power Stunt.

Mental Probe.........................25
The hero can telepathically probe a living mind to gain information (images, thoughts, memories). A Willpower roll may be made against the hero's Willpower to resist this attack.
On sale!: Telepathy is -10

Mind Blast.........................30
The hero can generate pure bolts of psionic energy to cause Deadly damage to the target's neural system. A Willpower roll may be made against the hero's Willpower to resist this attack (instead of Dodging). If the victim misses his roll by more than 3, he is also knocked out for 1 to 6 turns by the attack.
On sale!: Telepathy is -5, Mental Probe -5

Mind Drain.........................40
The hero can destroy a target's mental faculties by touching him, lowering Knowledge, Tinkering, Skills, Spells, Psionic Disciplines and Mental Powers by 1 point each time. A Willpower roll may be made against the hero's Willpower to resist this attack.

Omni-Knowledge.........................16
With a Power Stunt, the hero can answer any question put to him even if he is otherwise a total idiot. He cannot himself ask the questions, but when someone else does, the answer comes into his head, whether it's "Who's behind the enemy plot?" or "What did Stéphane Raymond have for dinner?"
On sale!: Cosmic Awareness is -5

Postcognition.........................35
The hero has the ability to "see" in the past by touching the target who's history is being examined. The hero basically relives a moment through the target's point of view (even an object's). The hero can even use it on himself, perhaps to find out who walked into his room while he was asleep.

Precognition.........................45
The hero can see into the future, though time is not usually set, so the hero could change the outcome. Further, the hero must choose one of the following limits: (1) The Power is uncontrollable (GM decides when visions occur). (2) Subject matter limited to objects touched by hero. (3) Subject matter limited to people. (4) Subjet matter limited to site where hero is standing. (5) Only works when sleeping or in a trance. (6) Power linked to a particular emotional state, like fear or anger. (7) Visions are a Hallucination that paralyzes the hero. (8) No new visions until the last vision has come to pass.
Common Power Stunts: Foreseeing an opponent's moves in a fight to give himself +2 to Dodge and Parry for the length of that battle.

Probability Control.........................50
The hero can impart good or bad luck to a target, making improbable things happen. For example, it could be used to empty the space around an opponent's head of oxygen, or to make a thrown marble roll directly under a running Nazi's heel. In general, any use of the Power as an attack consitutes a Power Stunt.

Sensory Link.........................16
The hero can telepathically link his senses to another being, perceiving the world through that being's senses. This can be done with animals or people, though if a sentient target isn't a willing participant, a Willpower roll may be made against the hero's Willpower to resist this attack.
On sale!: Telepathy is -5, Animal Control -5

Shouting.........................8
The hero can interrupt combat at any time to make a dramatic speech or engage opponents in conversation (usually for a turn or two). A Willpower roll may be made against the hero's Willpower to resist this attack, which could be useful for other Players wishing to do something during the distracting speech.

Speech-Throwing.........................15
The hero has a kind of super-ventriloquism. He can make his voice come out of any place within a Large Area, even through barriers, vaccums, etc. If he has sonic Powers, they can be "thrown" as well.
Common Power Stunts: Creating multiple voices.
On sale!: Clairaudience is -7, Sensory Link -5, Vocal Control -5

Telekinesis.........................5 points per pound
The hero can move objects in any direction, using only his will. He must be able to see the object with the unaided eye, and can only move it at Slow Ground speeds.
Common Power Stunts: Fine handling of things telekinetically (like operating a lock).
On sale!: Flight is -5, Levitation -6

Telepathy.........................25
The hero can communicate with others mind-to-mind, automatically with friendly minds, though a Power Stunt may be necessary to reach unfriendly or unknown minds. It is also a Power Stunt to try to reach (or keep contact with) any mind more than half a kilometer away. Note that this Power does not allow the hero to read minds (see Mind Probe), only to send and to receive thoughts projected at the hero.
Common Power Stunts: Acting as a router for other minds.
On sale!: Empathy is -5, Mental Probe -5, Mind Blast -5, Mind Drain -5, Sensory Link -5

Total Memory.........................12
The hero has a super-photographic memory. He never forgets anything that has ever happened to him in his life. The Player can ask questions to the GM throughout the Game about earlier scenes.
On sale!: Hyper-Invention is -5, Hyper-Intelligence -5, Linguistics -5



PHYSICAL POWERS
Chemical Touch.........................24
The hero's body secretes chemicals that are capable of a variety of effects on the target when touched. These include hallucinogenics, acid (which causes Critical corrosive damage and can eat through Armor) and napalm (again, Critical damage, this is the top limit of the chemicals' damage). Besides attacks, the hero can create smells, become bioluminescent, etc.
Common Power Stunts: Secreting nitroglycerin on his fists to cause explosions when he strikes something.

Cocoon.........................18
The hero can spin a cocoom of Heavy Armor around himself in just a few seconds (a turn). Inside, 1 to 3 Wounds are healed and any poisons or diseases are purged away. This takes 10 turns during which the hero can do nothing else.

Detonation.........................30
The hero can create explosions just by clapping his hands, the force of which causes Deadly damage to all within a Small Area except himself, and knocking back anyone who doesn't make a Hard Atheltics roll.
Common Power Stunts: Directing the blast through gaps in the fingers to attack specific foes.

Digestive Adaptability.........................16
The hero can swallow and digest any substance without harm, from poisons and gasoline to concrete and silverware. The matter to be ingested must still fit in his mouth, but once there, gulp! The hero's teeth are super-hard and can bite through anything (Serious damage). A side-effect of this Power is that the hero's body is poisonous to anyone who would eat him.

Hyper-Agility.........................40
The hero has phenomenal agility, adding an automatic +5 bonus to any agility-based Athletics skill he uses. All relevant Atheltics skills he didn't pruchase can still be used with a skill level of 2. The hero also has a +2 bonus to Dodge.

Hyper-Breath.........................15
The hero can create strong winds at short range just by blowing his breath. Opponents may need to make an Atheltics roll to stay standing under this pressure.
Common Power Stunts: Creating suction instead, say to create a vaccum, or draw something to himself.

Hyper-Charisma.........................28
There's something about the hero that physically makes people more eager to please him. He adds an automatic +5 bonus to any Perception and Performance skill he uses that have an interpersonal nature. All relevant Performance and Perception skills he didn't pruchase can still be used with a skill level of 2.
On sale!: Shouting is -5

Hyper-Endurance.........................35
The hero has unnatural endurance, adding an automatic +5 bonus to any endurance-based Athletics skill he uses. All relevant Atheltics skills he didn't pruchase can still be used with a skill level of 2. Furthermore, the hero has 5 Wounds more than usual.

Hyper-Speed.........................60
The hero is capable of extremely fast motion, though not running (that is another Power). In a single turn, the hero can make a number of moves equal to his Awareness, including attacks. He is also +2 to Dodge.

Hyper-Stealth.........................16
The hero is amazingly stealthy, making no sound even when running through puddles of water and hiding in shadows almost supernaturally. He adds an automatic +5 bonus to Stealth and any skill that has a covert nature (like Shadowing, Camouflage and Escape Artist).

Hyper-Strength.........................variable
The hero has phenomenal super-strength, being able to lift weights much greater than his, tear through armored materials and strike targets with massive amounts of damage. The cost is determined by just how much:
Amazing Strength.........................15 (lift a ton, tear Medium Armor, Critical damage)
Extraordinary Strength..................30 (10 tons, Heavy Armor, Deadly damage)
Spectacular Strength.....................45 (100 tons, Very Heavy Armor, Very Deadly damage)
Unbelievable Strength...................60 (200 tons, Super Heavy Armor, Extremely Deadly damage)
Super Strength..............................75 (500 tons, Mega Heavy Armor, Super Deadly damage)
Cosmic Strength...........................90 (no limit, Cosmic Armor, Cosmic damage)
On sale!: Body Protection is -5, Skin Armor -5

Hypnotic Voice.........................40
The hero possesses a voice that allows him to dominate the minds of those who hear and understand him within a Small Area. A Willpower roll may be made against the hero's Willpower to resist this attack.
Common Power Stunts: Controlling someone on the phone; calming animals or people who don't understand him with the sound of his voice.

Immovability.........................14
The hero can firmly plant himself to the ground, at which point he cannot be knocked back or down, or moved by any force. This requires him to be on the ground, it cannot be done aboard a vehicles or on the second story of a building.
On sale!: Body Protection is -5, Skin Armor -5, Geoforce -5

Lung Adaptability.........................8
The hero can breathe any gas or liquid easily and without harm, even poisons. Anything inhaled is converted into oxygen and exhaled as normal air.
Common Power Stunts: Converting a poisonous atmosphere into breathable air through exhalation (it would take a long time to fill up a room though!).
On sale!: Hyper-Breathing is -5

Pheromones.........................40
The hero has a aerosol version of Hypnotic Voice. He must be smelled to control someone. If the target cannot understand verbal commands, the hero can at least control its state of mind and give it very basic, instinctual commands. A Willpower roll may be made against the hero's Willpower to resist this attack.

Quills.........................16
The hero can fire sharp spines from his body, each one causing Serious damage. The Quills can be used in ranged combat or hand to hand.

Regeneration.........................28
The hero can regenerate one Wound per hour until he is fully healed or he has taken another wound. He may not regenerate from being killed.

Self-Revival.........................32
The hero can return to life after having been killed. It works just like Regeneration, except that it is accelerated after death to revive the hero within 2-12 turns. 13 - that number of turns = the Wounds the hero starts his new life with. Note that a Player would still lose half his points, but his coming back would count toward his ¼-game points refund. Warning: Since the Player still isn't an NPC, he may die again, again losing half his points.

Self-Sustenance.........................10
The hero never needs to eat, drink, breathe or sleep.

Vocal Control.........................10
The hero can duplicate any sound or voice with his own, so as to even fool detection technologies.

Waterbreathing.........................6
The hero can breathe water as if it were air.
On sale!: Water Freedom is -5

Water Freedom.........................12
The hero's body is adapted to movement in water with the same ease as we do on land. He has no penalties while performing actions underwater, and doesn't feel the great pressures of the ocean depths. His vision and hearing are also adapted to seeing and hearing clearly underwater.
On sale!: Waterbreathing is -3, Hyper-Swimming -5



POWER CONTROL
Nemesis.........................90
The hero can purchase no other Powers if he has Nemesis. The Power automatically analyzes any opponent's Powers, Skills and weaknesses and generates a Power that can defeat that opponent. Analysis takes one turn. If the hero changes opponents, he must analyze the new opponent, until which he keeps the last Power generated.

Power Control.........................60
The hero can alter the behavior of Super-Powers other than his own, either manipulating them (changing their effects or targets, activating them, etc.) or magnifying or reducing them (by two damage classes down or one damage class up, if they cause damage). A Willpower roll may be made against the hero's Willpower to resist this attack.

Power Nullification.........................50
The hero can nullify a Super-Power other than his own by touching a target (limit of one Power per turn). The Power remains nullified for 1 to 6 turns. A Willpower roll may be made against the hero's Willpower to resist this attack.

Power Selection.........................25
If this Power is purchased, all other Powers are on sale for -10 of their usual cost (or -5 if they cost 10 or less), but only one may be used at a time. the hero must switch between them (once selected, a Power must remain activated for 3 turns before another switch can occur). This Power can only be purchased if at least 5 other Powers are purchased.

Power Transferral.........................35
The hero can "loan" any one other power he has to another player for 4 turns by touch. While the power is loaned out, the hero cannot use it himself.



SELF-ALTERATION
Alter Ego.........................8
The hero has two different forms: one without any other Powers, the other with all his Powers and a different appearance (often with a costume).

Anatomical Separation.........................14
The hero can spontaneously and harmlessly separate his body into independently functioning segments (this is done by basically opening interspatial gateways from the hero's torso to the point where the limbs currently are). Detached limbs can attack as if animated, floating in the air and using the hero's normal combat skills (the hero is still limited by one attack each turn no matter how many limbs are out there). A legless torso can still move around, floating in the air.
Common Power Stunts: Instead of drawing the limbs back to the body, drawing the body to a limb, perhaps to climb a steep wall after having thrown a hand over it; detaching smaller parts like an eye, nose (to avoid poison gases) or a mouth.

Animal Transformation.........................24
The hero can turn himself into natural animal of any size (though anything less than a mouse or more than an asian elephant is a Power Stunt). He retains his human mind, but has all the abilities and natural defenses of the animal.
Common Power Stunts: Turning into alien, magical or extinct animals; communicating with animals of the same type; staying humanoid but getting animal characteristics (like wings or a tail).
On sale!: Communicate with Animals is -5

Animal Mimicry.........................28
The hero can mimic the abilities and natural defenses of any natural animal within a 1 km radius. The hero's body doesn't physically change, he can just suddenly fly, breathe water, rip through flesh as if he had claws, etc.
Common Power Stunts: Mimicking alien or magical animals.

Blending.........................10
The hero can match his color exactly to his surroundings, giving him +3 to Stealth and Camouflage rolls.
Common Power Stunts: Changing his color to something other than the background.

Body Adaptation.........................16
The hero can automatically adapt his physiology to survive any hostile environment. For example, he might grow fins and gills under water, or massive strength on a high-pressure world. He would not be able to cope with falling from a great height however, since that is a hazardous situation, but not a hazardous environment.
Common Power Stunts: Coping with some environment-related hazardous situations.

Body Transformation.........................28
The hero can alter the nature of elements and compound in his body to turn himself into a hero of metal, wood, water or oxygen, whatever substance he wished. He gains the properties of that substance (including Armor, Strength and weaknesses). Note that this doesn't change his shape unless he is a liquid or gas.
Common Power Stunts: Changing only part of his body.

Body Coating.........................20
The hero can surround himself with a flexible layer of a protective substance not normally found on a body. The hero must choose between: ice, iron, steel, copper, rock, wood and insulation. All of them offer Medium Armor, but are vulnerable to certain attacks according to their nature (wood to fire, for instance).

Bouncing Ball.........................20
The hero can turn himself into a resilient giant bouncing ball by blowing himself up like a balloon. While inflated, the hero can move at Fast Ground speeds (basically by leaping). He can make charging attacks (+1 to Hand to Hand) for Serious damage. His Armor rank is +1 against blunt attacks, but -1 against slahing attacks.
Common Power Stunts: Escaping from a box by filling it with himself.
On sale!: Plasticity is -5

Chemical Mimicry.........................20
The hero can duplicate the properties of any element or compound he touches (one at a time) for 6 turns without his body actually changing (so he remains solid even if mimicking a liquid or gas).

Elongation.........................14
The hero can stretch any part of his body. The total length limit of entire body is 100 feet, so the hero can stretch his finger to 100 feet, or his body 50 feet and arm 50 feet, but the reach remains the same.
Common Power Stunts: Stretching the nose to make a snorkel; stretching the eyes to make a periscope.
On sale!: Plasticity is -5

Energy Body.........................25
The hero can transform himself into a coherent energy field that nonethess has his body's shape. The hero must choose which type of energy (light, electricity, hard radiation, etc.) and purchase this Power more than once if more than one form is desired. When in energy form, the hero can automatically fly at Superfast speeds. He isn't intangible though anything that hits him is automatically attacked by the energy type at a damage level equal to the hero's related Energy Emission Power (or Light damage, whichever is higher).
Common Power Stunts: Fueling machinery using his energy.
On sale!: Related Energy Emission Power is -5

Energy Mimicry.........................18
The hero can take on the properties of any type of energy he touches (or is touched by). This gives him the appropriate Energy Sheath for 10 turns.

Energy Sheath.........................20
The hero's body can surround himself with a corona of energy, of a type chosen by the hero (flame, sound, plasma, etc.). If he wants more than one type, he must purchase this Power more than once. Each has its own characteristics, but they all provide Light Armor, that is better against certain types of attacks, and more vulnerable to others. Anything that touches him is automatically attacked by the energy type at a damage level equal to the hero's related Energy Emission Power (or Light damage, whichever is higher).
On sale!: Related Energy Emission Power is -10, related Travel Power is -5

Evolution.........................18
The hero can alter his mind and body to simulate different stages of the evolutionary path of his species (well, comic book evolution, where super-strong cavemen eventually evolve into big brained humanoids with vestigial limbs). As a caveman, he is +3 to Athletics, +1 damage class in Hand to Hand combat, and -3 to Knowledge, Knowledge skills and Tinkering. He also gains Tracking 4. As a giant brain, he is +3 to Knowledge, Knowledge skills and Tinkering, is -1 damage class in Hand to Hand and Melee Weapons, and -3 to Athletics. He also gains Telekinesis (5 pounds only) and Levitation free of charge.
Common Power Stunts: Going further into the past to become a monkey, or in the future to lose the body entirely and just be a flaoting brain.

Growth.........................variable
The hero can iincrease his size by as much as 500% of his original size. Hand to Hand damage increases by one damage class for each 100% gained (limit: Very Deadly). There are 3 types of Growth, each with its own cost. The hero chooses one:
Atomic Dispersal................30
The hero keeps his weight and strength, ultimately becoming less dense than air and being able to float away (-2 Armor rank). This form of the power does not increase the hero's damage.
Atomic Gain......................36
The hero simply gains extra mass.
Atomic Growth..................32
The hero's atoms actually grow, meaning he cannot breathe or eat normally (Light choking damage each turn), but gains increased electrical resistance (electrical attacks are -2 damage classes).
Common Power Stunts: Enlarging only part of himself.

Human Changeling.........................25
The hero can alter his appearance to look like any humanoid, in any clothing. This can be someone he has seen, or a totally created identity. The Power doesn't allow the hero to mimic Powers, skills or mannerisms (get Acting for that).

Invisibility.........................35
The hero can become invisible, making them Very Hard to detect by living and electronic eyes. They can attack in this form; however, this will render them merely Hard to spot.

Phasing.........................30
The hero can pass through solid matter and force fields harmlessly for the length of time he can hold his breath (since he can't interact with normal matter, i.e. air). Whatever is worn is also made intangible.
Common Power Stunts: Phasing only part of the hero's body; attacking by disrupting electronics or opponents' hearts or brains.

Plant Mimicry.........................21
The hero can duplicate the natural abilities of any plant within a 1 km radius, without changing his body aside from the sudden green of chlorophyll in his skin. For example, he can summon insects through fragrance, survive through photosynthesis, becomes immovable like a tree, causes rashes, etc.
Common Power Stunts: Mimicking alien or magical plants.

Plasticity.........................21
The hero can change his body's topology. He can twist, bend, pull, and otherwise distort his body into any form, except create holes in it. For example, he could flatten himself out (limit: Small Area) to become a parachute, but not a net. His malleable form gives him +1 Armor rank against blunt attacks.
On sale!: Elongation is -5, Boucing Ball -5

Prehensile Hair.........................16
The hero's hair is long (Dream Park provides the wig) and can be used as tentacles to ensnare opponents (Hard Athletics roll to escape), pick locks (if the hero has the skill), handle objects, and even attack (Serious damage). The hair has the hero's sense of touch and can feel pain if attacked (loses Wounds too). When the Power is used, the air gets long enough to attack a close range (like a polearm), but retracts to manageable size (small of the back) otherwise.

Self-Duplication.........................28
The hero can generate extra copies of himself which are semi-independent, but linked telepathically. The top number of duplicates is limited to the hero's Knowledge. Each duplicate possesses the hero's other Powers, skills, etc., but not equipment. If a duplicate is killed, the hero loses one Wound, which may not be healed this game.

Self-Vegetation.........................20
The hero can alter both his shape and physiology to become any desired plant form, either some kind of "plant monster" or an actual plant. The "plant monster" does Serious damage in Hand to Hand combat and has Very Light Armor. When in plant form, the hero has the abilities of whatever plant he is mimicking (the "plant monster" may be made of any plant), and is immune to attacks that only affect animal life (though vulnerable to attacks that particularly affect plants, like fire and herbicides).

Shadow Form.........................26
The hero can turn his body into a shadow. He becomes intangible to attacks and flat, but can only travel by hugging a surface (the ground or a wall, for example). In shadow or darkness, he is Very Hard to detect. Light attacks can cause him Serious damage (or +1 to damage class, whichever is higher).
On sale!: Shadowshaping is -5, Shadowcasting -5

Shapeshifting.........................24
The hero can change his size and shape to mimic any object (a wall, chair, etc.). It does not allow the hero to turn into animals or plants, nor does it change the basic properties of his flesh (a wall will bleed if struck, for example).
On sale!: Animal Transformation is -5, Human Changeling -5, Body Adaptation -5, Self-Vegetation -5

Shrinking.........................variable
The hero can reduce his size to as little as 5% of his original size. There are 3 types of Shrinking, each with its own cost. The hero chooses one:
Atomic Collapse........................30
The hero keeps his weight and strength, becoming extremely dense (+1 Armor rank).
Atomic Reduction......................28
The hero loses mass.
Atomic Shrinkage......................34
The hero's atoms actually shrink, meaning he cannot breathe or eat normally (Light choking damage each turn), but gains increased electrical resistance (electrical attacks are -2 damage classes).
Common Power Stunts: Shrinking only part of himself.

Two-Dimensional.........................16
The hero can reduce his body to a flat 2D version, like a life-sized photograph. He can be folded and put in another person's pocket, slip under a door, etc. The hero can choose to flatten himself from any perspective: front-back, left-right profiles, or top-bottom. He gains a +1 Armor rank against blunt attacks.
Common Power Stunts: Getting so thin he can pass through solid matter; flattening out only part of his body.



TRAVEL POWERS
Astral Body.........................24
This is a lot like the Free Spirit Power, but the hero's body actually becomes a spirit, so there's no body left behind comatose. He travels invisibly and intangibly (except to other spirits). The Astral Body has all the mental abilities and Powers of the hero.

Carrier Wave.........................22
The hero can manipulate energy currents to support and propel his body, moving at Medium Flight speed. He may carry things or people just behind him in a Small Area. Beyond that, the wave fizzles out and cannot support anything. The hero must choose the type of energy making up the wave (light, sound, radiation, etc.).
Common Power Stunts: Use the energy sled as a charging/energy attack.
On sale!: A relevant Energy Emission Power is -5

Energy Path.........................14
The hero can momentarily turn into energy an travel along power lines of the appropriate type (wherever a certain kind of energy flows).
On sale!: Energy Detection is -5

Flight.........................variable
The hero can fly through air and space at various speeds, which regulates the Power's cost:
Slow Flying Speed.........................16 (100 kph)
Medium Flying Speed....................20 (250 kph)
Fast Flying Speed..........................24 (500 kph)
Superfast Flying Speed..................36 (1000 kph)
FTL Speed....................................48 (faster than light, in space only)
Common Power Stunts: Purposely creating a sonic boom.
On sale!: Self-Sustenance is -5

Floating Disc.........................18
The hero can create a glowing platform of light that can support the hero and perhaps 2 or 3 other people. It moves at Slow Flying Speed.
Common Power Stunts: Not being on the platform while it flies; wedging it on a closing door.
On sale!: Kinetic Bolt is -5

Gateway.........................48
The hero can create interspatial warps a few inches to about 6 feet in diameter that bridge the gap between two distant points instantaneously. One must be in a Small Area around the hero, the other in a Large Area around him. A Gateway will last 4 turns or until the hero wishes it away. Anything that can fit into it moving through it finds itself on the other side instantly. The hero and his friends can move through it, but it can also be used on a charging opponent, or on bullets to redirect them.
Common Power Stunts: Hitting someone far away by putting his fist through a gateway; opening a gateway under someone's feet.

Gliding.........................10
The hero can travel on air currents at Very Slow Flying Speed (20 kph). When the hero falls, he does so at only 15 feet per turn, harmlessly hitting the ground eventually. If he wants to go higher, he must make an Average Athletics roll.
Common Power Stunts: Gliding in high winds.
On sale!: Weather Control is -5, Air Animation -5

Hyper-Digging.........................24
The hero can travel swiftly through the earth (not stone or metal) by burrowing a tunnel at Medium Ground Speed (75 kph). The tunnel usually collapses 10 feet behind the hero as he moves, but never on the hero himself.
Common Power Stunts: Making a stable tunnel.

Hyper-Leaping.........................18
The hero can jump great distances and heights, 120 feet in either direction! A side-effect of this is that the hero's kicks cause one more damage level than normal.

Hyper-Running.........................variable
The hero can run at various speeds without tiring, speeds which regulate the Power's cost:
Slow Ground Speed.........................8 (40 kph)
Medium Ground Speed....................12 (80 kph)
Fast Ground Speed..........................28 (150 kph)
Superfast Ground Speed..................24 (300 kph)
Common Power Stunts: Run over running water without skinking (Superfast only); charging at a target (causes Light, Serious, Critical, Deadly damage according to type to both the hero and the target).
On sale!: Hyper-Speed is -5

Hyper-Swimming.........................12
The hero can swim very quickly (equivalent of Fast Ground Speed) in water. Unless he has Water Freedom, he can only swim at the equivalent of Medium Ground Speed in the depths because of the pressure.
On sale!: Waterbreathing is -5, Water Freedom -5

Levitation.........................10
The hero can float upwards as if unhindered by gravity. Horizontal movement is only possible in limited form, by pushing off the sides of buildings, etc.

Rocket.........................32
The hero flies by means of a rocket-like exhaust that propels him at Medium Flying Speed. This makes for rocky landings since the hero can only go forward. By charging opponents to break his descent, the hero can cause them Deadly damage without himself incurring any.

Spiderclimb.........................12
The hero can travel along vertical surfaces and ceilings with only minor difficulty.
Common Power Stunts: Making an object stick to the hero's hands or feet.

Spinner.........................28
The hero can attain Medium Ground Speed by spinning at great speeds like the Tasmanian Devil. Spinning also gives him 360-degree vision, and a sort of battering field that can deflect many physical attacks (treat as Medium Armor while spinning). Ramming targets while spinning causes Serious damage.
Common Power Stunts: Flying like a helicopter at Very Slow Flying Speed; digging into the ground at a normal walking pace.

Teleportation.........................75
The hero can vanish at one location and appear at another, as long as he's seen that location at least once in his life. He can carry with him anything he touches, up to the limit of what his strength would allow him to carry.

Telereformation.........................80
This is a peculiar type of Teleportation. The hero can disintegrate his body and reassemble it elsewhere (as long as he's once seen it) using the materials found there. The new body would have the hero's shape, but would be made of materials other than flesh and have their properties (à la Body Adaptation). Equipment cannot be carried, but clothing is fine (Armor is not). When the hero returns to the original site, his natural body is recreated (since the original materials linger in the air.

Troublemaker.........................60
The hero subconsciously detects a crisis somewhere within a kilometer and is automatically teleported to it. The hero has no control over the Power. He only feels a shiver just before it happens. The hero is only teleported back when the crisis is over or when he leaves a Small Area surrounding the teleport site.

Water Walking.........................14
The hero can walk on water without getting more than his feet wet. Note that currents, waves, etc. can change the speed of the hero's progress.
Common Power Stunts: Keeping the water "solid" under the hero when he's unconscious.

Whirlwind.........................18
The hero can fly by creating a small cyclone that carries him through the air at Slow Flying Speed.
Common Power Stunts: Purposely ramming the tail of the cyclone into targets, causing Serious wind damage.
On sale!: Weather Control is -5, Air Animation -5


Dream Park TM Tower of Night Enterprises; Dream Park: The Role Playing Game TM R.Talsorian Games.