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    RANGE TABLES

    Rank Range A Range B Range C Range D Range E

    Feeble Contact Contact 1 area 10 feet 2 miles

    Poor 1 area 1 area 10 areas 1 area 25 milesTypical 2 areas 5 areas 1 mile 4 areas 250 milesGood 4 areas 10 areas 3 miles 16 areas 2500 milesExcellent 6 areas 25 areas 6 miles 64 areas 25,000 milesRemarkable 8 areas 1 mile 12 miles 6 miles 250,000 milesIncredible 11 areas 2 miles 25 miles 250 miles 2.5 million milesAmazing 20 areas 3 miles 50 miles 1000 miles 25 million milesMonstrous 40 areas 6 miles 120 miles 4000 miles 250 million milesUnearthly 60 areas 10 miles 250 miles 16,000 miles 2.5 billion milesShift X 80 areas 15 miles 500 miles 64,000 miles 25 billion milesShift Y 160 areas 30 miles 1200 miles 250,000 miles 250 billion milesShift Z 400 areas 50 miles 2500 miles 1 million miles 1/2 light year

    CL1000 100 miles 80 miles 5000 miles 4 million miles .5 light yearsCL3000 10,000 miles 150 miles 12,000 miles 16 million miles 50 light yearsCL5000 100,000 miles 250 miles 250,000 miles 64 million miles 500 light years

    AREA OF EFFECT

    Rank Name Radius (in feet) Area VolumeFeeble 1 3 sq. ft. 3 cu. ft.Poor 2 12 sq. ft. 25 cu. ft.Typical 4 200 sq. ft. 200 cu. ft.Good 10 314 sq. ft. 3,140 cu. ft.Excellent 15 707 sq. ft. 10,600 cu. ft.Remarkable 20 1,256 sq. ft. 25,120 cu. ft.Incredible 30 2,826 sq. ft. 85,000 cu. ft.Amazing 50 7,850 sq. ft. 392,000 cu. ft.Monstrous 100 31,400 sq. ft. 3,140,000 cu. ft.Unearthly 200 125,600 sq. ft. 25,120,000 cu. ft.Shift X 500 785,000 sq. ft. 392,500,000 cu. ft.Shift Y 1,000 3,140,000 sq. ft. 3,140,000,000 cu. ft.Shift Z 2,000 12,560,000 sq. ft. 25,120,000,000 cu. ft.CL1000 1 mile 3 sq. miles 1.3 cu. milesCL3000 2 miles 12 sq. miles 25 cu. milesCL5000 5 miles 78 sq. miles 392 cu. miles

    1 square mile = 28 million square feet1 cubic mile = 147 billion square feet

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    Introduction.........................................................................2Character Generation ........................................................3

    How We Do It .................................................................3Physical Form.....................................................................3Type Definitions..................................................................3Origin of Power ...............................................................10Primary and Secondary Abilities.......................................11Weakness Generation......................................................12Power Generation ............................................................14Power Categories.............................................................14Power Listings ..................................................................18

    Defense Powers............................................................18Detection Powers .........................................................19Energy Control Powers .................................................21Energy Emission Powers .............................................26Fighting Powers ............................................................29

    Illusory Powers..............................................................31Life Control Powers.......................................................35

    Magical Powers.............................................................41Matter Control Powers ..................................................49Matter Conversion Powers............................................59Matter Creation Powers ................................................63Mental Enhancement Powers .......................................68Physical Enhancement Powers ...................................80Power Control Powers ..................................................82Self-Alteration Powers...................................................86Travel Powers ..............................................................93

    Index ..............................................................................101Range Table .............................................inside front coverArea of Effect Table .................................inside front coverMovement Table ......................................inside back coverSimultaneous Action/Target Table ...........inside back cover

    Table of Contents

    This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without theexpress written consent of TSR, Inc., and Marvel Entertainment Group, Inc. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of CanadaLtd, Distributed to the toy and hobby trade by regional distributors.

    All characters appearing in this gamebook and the distinctive likenesses thereof are trademarks of the Marvel Entertainment Group. Inc. MARVEL SUPER HEROES and MARVEL SUPER VILLAINare trademarks of the Marvel Entertainment Group, Inc. Copyright 1987 Marvel Entertainment Group, Inc. Game Design 1986 TSR, Inc. All Rights Reserved. Printed in the U.S.A.

    Credits:

    Author: David E. Martin Typographer: Kim N. LindauEditor: Karen S. Martin Keyliner: Stephanie TabatCover Artist: Jeff Butler Interior Artists: The Marvel Bullpen

    PDF Version 1.1

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    Welcome to the Ultimate Powers Book.

    What you hold in your hands is a distillation of months of rather peculiarresearch. The idea was to create an encyclopedic listing of the all the known

    super powers ever to appear in any comic book, science fiction or fantasyliterature, film, or role-playing game. Once these were identified and catalogues,the next phase was to fill in as many holes as I could imagine. What superpowers should exist but have not yet been used? I think I found most of theholes; you can discover some of these as the more bizarre listings in the UltimatePowers Book.

    The final phase was adapting all this work to a form that you, the player, canuse. Okay, here it is. In the Players Book of the MARVEL SUPER HEROESAdvanced Set, there is a character generation system that gives you a choice offive basic character types plus a way of randomly determining what Powers and

    Power ranks they possess. Other comic book role playing games have their ownsystems. Most of them, I feel, generate characters that would have troublebesting the assistants of many characters in comic books today. When I wascreating The Ultimate Powers Book, I wanted to create a system that would allowplayers to generate anyonefrom a bona fide deity (in comics terms, naturally)to Aunt May. The character generation system that begins this book is whatresulted from that desire.

    The Ultimate Powers Book is not a game in itself. Rather it is a supplementdesigned to enlarge the character generation system of the game you arealready playing. Think of it as souping up for game mechanics.

    This book also retains its original purpose, that of a way to interpret existingcomic book characters and hopefully create new ones. As I sit here bangingaway on the keyboard, I like to think that maybe somewhere in here in thegenesis for the next comic book super hero.

    Ive said enough. You have a new world to explore, the world of Ultimate Power.Enjoy!

    This book is not an exact replica of the original Ultimate Powers Book, as itcontains addenda material and minor typographical corrections. Text appearing inred is from The Ultimate Addenda, an article by David Edward Martin whichappeared in Dragon Magazine #122, June 1987.

    2

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    HOW WE DO IT

    The following is a system for creating newcharacters in the Marvel Universe orwhatever section of the Multiverse youplay in. Newly generated characters havethe advantage of being unique to theplayer, and thus (in my eyes, at least) theplayer has a firmer commitment to them. Aplayer Invests more of his energy andimagination in a character he createshimself. They also offer an advantage tothe Judge. Because player-generatedcharacters don't have to adhere tosomeone else's continuity, all restraints inthat area of the game are gone. All betsare off and anything can happen.

    The Ultimate Powers Book generationsystem has seven steps.

    Generate a physical form. Generate an Origin of Power. Generate Primary Abilities. Generate Secondary Abilities. Generate a Weakness. Generate Powers. Give your character life.

    The joy and exasperation of randomcreation is that even when you think youknow where you're heading, you can stillbe taken in a completely different direction

    by a roll of the dice. Each of the sevensteps contains factors that can totallyrevamp your character. You can eveninterpret the same sets of numbers indramatically different ways.

    Physical Form

    Your character's physical form is what helooks like now. Oh, he might have beenborn a relatively normal child in Cleveland,Ohio, but this category is how people seehim now. The player can either select oneof the body types below or be brave andlet the dice do it for him. Deliberate

    selection is recommended if YOU aresetting up a special campaign thatrequires certain types of characters, likeon other worlds or in other eras.

    Type Definitions

    Normal Human: The body is completelynormal and possesses no detectable ab-normalities. Any Powers the hero

    possesses have left no visible mark onthe body.

    Random ranks are rolled on Column 2of the Random Ranks Table, page 6 ofthe Players Book and reproduced in thistext for your convenience.

    Resources are increased +1CS.

    Induced Mutant: The hero started lifeas a Normal Human, "then somethinghappened." As a result of a freakhappenstance, the hero has been

    physically and genetically altered. TheFantastic Four are examples of this ty

    Induced Mutants roll their randomranks for Primary Abilities on Column of the Random Ranks Table.

    Induced Mutants can raise any onePrimary Ability +1CS.

    Random Mutation: The hero was borto Normal Humans, but a freak twist ogenetic fate made him a mutant frombirth. Most of these are the Mutantsfound in the Marvel Universe, such asthe X-Men.

    Random Mutants roll on Column I othe Random Ranks Table.

    They gain one additional Power.

    Resources are reduced -1 CS.Endurance Is raised +1CS.

    Breed Mutants: The hero's parents wMutants, as were any number ofpreceding generations. Breed Mutantsform tribes and have close-knit familiethis is a defense mechanism born fromgenerations spent hiding their true selfrom normal society. Examples of BreeMutants include the Inhumans.

    Breed Mutants roll on Column 1 of tRandom Ranks Table.

    Intuition is raised +1CS.Endurance is raised +1CS.Breed Mutants must have at least o

    Contact, usually their tribe.

    Androids: These are artificially createorganic beings. An android is made oflaboratory-created protoplasm and groto maturity in an artificial womb. Moreintricately made Androids can actuallyinterbreed with Normal Humans. Oneexample is the Vision. Androids generresemble the race that created them;alien androids can be any shape.

    Androids roll on column 4 of theRandom Ranks Table.

    Popularity is initially lowered -1CS.Androids may raise any one Ability +1Androids gain one Power.Androids have at least one Contact,

    lab tech or scientist who created them

    Humanoid Race: The hero is a normmember of a human-like race from"somewhere else." This may be anothworld, era, dimension, or lost land hidsomewhere on the Earth. Most can paas Normal Humans with a little disguis

    Surgical CompositeModified Human

    Modified HumanModified HumanModified HumanDemihumanDemihumanDemihumanDemihumanDemihumanDemihumanDemihumanDemihumanDemihumanDemihumanCyborg

    CyborgCyborg

    Cyborg

    Robot

    RobotRobotRobotAngel/DemonDeityAnimalVegetable

    Abnormal ChemistryMineralGaseousLiquidEnergyEtherealUndeadCompoundChangeling

    4748-19

    60-6152-5354-5758596061-6263-6466-666768697071-72

    73-7476-76

    77-79

    80-82

    83-8485-868788899091

    929394959697989900

    Sub-form

    InducedRandomBreed

    Physical Form

    Normal HumanMutantMutantMutantAndroidHumanoid Race

    Dice Roll

    01-2626-3031-3334-3536-3839-46

    3

    CHARACTER GENERATIO

    Organic

    MuscularSkeletalExtra PartsCentaurEquimanFaunFelinoidLupinoidAvianChiropteranLamianMerhumanOtherArtificiallimbs/organsExoskeletonMechanicalBodyMechanicallyAugmentedHumanShapeUsuformMetamorphicComputer

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    or explanation. Some of the HumanoidRace's Powers don't exist in their home

    environment but develop as a result ofthe Humanoid's exposure to Earth'senvironment.

    Humanoids roll on column 5 of theRandom Ranks Table for their PrimaryAbilities.

    Humanoids can raise any one Ability+1CS.

    Starting Resources are set at Poor.A Humanoid starts out with only one

    Contact, his race.

    Surgical Composites: The hero wascreated in an operating room. His bodycontains parts taken from several bodies.Close examination reveals the scars fromhis creation. The most famous example isAdam, the Frankenstein Monster.Because of the widespread knowledge ofthat story, Surgical Composites are fearedmore than Mutants. They also possess amorbid curiosity about the people whoseparts now form their bodies.

    Surgical Composites roll on column 2of the Random Ranks Table for theirPrimary Abilities.

    Strength, Fighting, and Endurance areall increased +1CS.

    Resistance to Mental Domination is

    reduced -1CS.Initial Popularity is zero.Initial Resources are Poor.Composites heal twice as quickly as

    Normal Humans.The Composite initially possesses one

    the hospital or person responsible for hiscreation.

    Modified Human: This is someone whostarted life as a Normal Human and waslater altered by some means. Thechange affected his body on a physicallevel but did not alter his DNA. Geneti-cally, the hero is still very much human

    and cannot pass on his Powers to hisdescendants. Organic Modificationmeans the hero's internal organs andnervous system have been altered. Per-haps he now possesses new organs orglands that are the basis for whatPowers he has. Muscular Modification iseasy to detect; just look for a person withoutrageous muscular development. Cap-tain America is a good example of this.Skeletal Modification means the hero'soriginal skeletal structure has been

    replaced or augmented by artificialmeans. Although he is also a Random

    Mutant, Wolverine is a good example ofthis type of character. The new skeletoncan be crammed with various things thatcan give the hero his Powers.

    Modified Humans roll on column 1.Organics heal twice as fast as Normal

    Humans.Musculars gain +1CS Strength and

    Endurance.Skeletals gain +1CS Resistance to

    Physical Attacks.At least one Contact should be the

    organization responsible for themodification.

    All Modified Humans gain one lessPower initially.

    Modified Human-Extra Parts: This typeof body is harder to disguise than theother Modifications because the bodynow possesses extra pieces of anatomy.These may be duplicates of normal parts(arms are probably the most commonexample), or parts that are not found ona Normal Human. Such new partsinclude wings, tails, antennae, fins, oranything else that might create Powersfor the hero.

    Humans with Extra Parts roll on

    column 1.Arms raise Fighting +1CS.Duplicate organs doubles the Health

    point total.Tails give the hero an additional attack

    when engaged in blunt attacks (1 per tail).Wings give the hero Flight.

    Demihumans: This covers a range ofhuman-like beings who combine thephysical traits of humans and animals.Demihumans can be unique individualsor members of a race that inhabits adifferent place or time. Because of thewealth of legends surrounding demi-

    humans, a new character of this typefinds that his Popularity is influenced bypeople's preconceived notions andbiases toward things with his shape.

    Centaurshave a human head, torso,and arms mated to the body of a horse.They possess increased Strength(+1CS), can move quickly over horizontalground (four areas/turn), and can fightwith their hooves. On the minus side,centaurs have Feeble Climbing ability.They are popularly thought of as

    scholars or drunken lechers. Centaursroll on Column 5.

    Equimenpossess horse legs in placof human ones. They have a horse'smane and tail as well. Such beings aroften confused with fauns, althoughequimen lack horns. An equiman is bofrom two equimen, or from a centaurmating with a human. By hiding the leand tail, an equiman can pass forhuman. Kicking does +1CS damage.Equimen roll on Column 3.

    Faunspossess the hairy legs, shorttail, and horns of a goat. They arefrequently confused with either equimewho are taller, or with the traditionalimage of a devil. Because of theunfortunate resemblance to the latter,fauns have an initial Popularity of zeroThey possess Feeble Mental Dominatover females of any human(oid) race,which, coupled with their penchant forintoxication, causes them to gainPopularity more slowly than otherDemihumans. Fauns roll on Column 2

    Felinoidsare human-shaped, cat- libeings. The overall body shape ishuman, but the skin is covered in fur athe face is that of a cat. A felinoid hastail, claws, fangs, pointed ears on top the head, and slitted pupils in the eyes

    felinoid can see in the dark with Excelnight vision. Such beings possess +1CClimbing ability. Tigra is a good examFelinoids roll on Column 1.

    Lupinoidsare human-shaped, caninlike beings. They are often mistaken fo

    CHARACTER TYPES

    4

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    5

    the cinematic conception of a werewolf.The body is covered in hair and the face

    is definitely canine. The body has a tail,harmless claws, big teeth, and longpointed ears atop the head. A lupinoidpossesses an Excellent sense of smell.The Popularity of lupinoids varies.Because some people think everylupinoid is a werewolf, their Popularitydecreases -1CS. Other peoplesee them as dogs, and thus as man'sbest friend; this prevents the Popularityfrom dropping any further. Lupinoidgenetics are the most flexible of all thedemihumans. There are as many breedsof lupinoids as there are of dogs, wolves,and foxes (the latter being a subclass, thevulpinoid). Lupinoids roll on Column 4.

    Avianscome in two basic types,angels and harpies. The angelic aviansresemble humans with wings sproutingfrom the shoulder blades. Angel of X-Factor is this type. They get an increasedPopularity (+1CS). Harpies possess armsthat are modified to also serve as wingsand feather- covered legs that end in birdclaws. They gain +1CS Fighting. Angelicavians reproduce by normal humanmeans. Harpies lay eggs. Angelic Aviansroll on Column 3. Harpies roll on Column 2.

    Chiropteransare similar to angelic

    humans except that they combine thehuman parts with those of a bat. Theirarms also serve as leathery wings, theirfeet have elongated toes that can serveas hands, and in addition they possesslarge ears. They possess the Power ofActive Sonar at Good rank. 'Pteransscare most people, especially the bulk ofthe populace who believe all bats areVampires. Initial Popularity is Feeble.Chiropterans roll on Column 2.

    Lamiansare snake people. The legshave been replaced by a serpentinebody, although the arms are normal. Theskin is covered in fine scales. Lamians

    have lidless eyes and retractable fangs.There is a 50% chance the lamian isvenomous (Excellent Intensity poison).Because snakes terrify so many people,the lamian's initial Popularity is zero.Lamians are difficult to bind (+1CS toescape). Lamians roll on Column 3.

    Merhumansare amphibious relativesof lamians. The body is human from thewaist up; the rest is a flexible fish-tail.Merhumans possess both lungs and gills,but can only stay away from water a

    limited time because their bodies quicklydry out. Movement on dry land is limited

    to crawling or dependence on vehicles.Merhumans also possess WaterFreedom. They fascinate NormalHumans and have an increasedPopularity (+1CS). The usefulness of amerhuman in a land-locked campaign islimited, but certain Powers can overcomethe merhuman's disadvantagesShapechange, Alter Ego, True Flight, andso on. Merhumans roll on Column 2.

    There are numerous otherDemihumans you could create. Theplayer can combine any animal with ahuman to create a new Demihuman,then work with the Judge to provide itwith reasonable statistics.

    CyborgLimb and Organ:The herobegan as a Normal Human but has hadparts of his body replaced by artificialdevices. This may have been done tosave the hero's life after a near-fatalaccident or the hero may have voluntarilyundergone the operation in order to gainPowers. The original Deathlok is anexample of the former type. Cyborgsinitially have a decreased Intuition (-1CS)due to mental anguish over a perceivedloss of humanity (in the former case) or a

    self-hatred toward their original weakhuman form (in the latter).While most cyborgs are High Tech

    creations, there are also MagicalCyborgs. For example, the Celtic godNuada had an arm made of silver.

    The player should determine whatparts are artificial, using the randomlygenerated Abilities and Powers as aguide. For example, Strength ofRemarkable or better suggests the limbsand skeleton are artificial. Speed-runningcould come from a leg-replacement.Vision Powers seem to require at leastone man-made eye. At least one Contact

    must be either the lab or hospital thatcreated him of a facility that providesmaintenance services.

    Exoskeletons:The hero's body is intactbut is encased in a mechanical suit thatprovides him with life-support andPowers. The natural and artificial bodiesexist in symbiosis. Tony Stark/iron Man isthe perfect example of this.

    The most common Exoskeletons areroughly the same size and shape as thebeing within; that is, the Exoskeleton

    resembles a clunky suit of armor.Exoskeletons can come in any size of

    shape, however. The giant robots ofJapanese cartoons are actually immenCyborg Exoskeletons.

    Mechanical Body:The only part of thero's original body that remains is hisbrain and the nervous system. This ishoused in a special life-support moduthat fills most of the brain's needs(oxygen, blood, nutrients). The life-support module is mated with amechanical form that serves the brainits new body. The nervous system isdirectly linked with the machine's contcircuits, allowing both control andsensory feedback.

    Mech bodied characters are oftenmistaken for Pure Robots. In fact, aninternal examination is needed to cleadistinguish the two types. Of course, PRobots don't feel the urge to cry. Mechbodies are even more morose than MeLimb cyborgs; at least the latter retainsome of their bodies. Their depressioncauses them to have a lower initialIntuition and Psyche (-1CS to both).

    Mech Bodies have MonstrousResistance to Disease and Poisons ofsorts. This is because the brain is douprotected from the outside world.

    However, they are prone to things thanever harm a flesh-bound character, lMagnetic attacks and rust.

    When creating the hero, the playermust decide what his Mech Body looklike. For most campaigns, the MechBody is basically human- shaped. It meven have a pseudo-flesh covering todisguise the body's true nature. Suchcoverings tend not to survive battles,though, so the hero must have a sparsupply. Replacing a full body cover haan Excellent cost; a head-and-hands-only set is a bargain of Good cost.

    Mech Bodies can come in other shap

    These can be anything the hero might fuseful in his environment: spider-bots,baby tanks, starships, etc. Since spec-ialized Mech Bodies are less adaptablesuch characters tend to be NPCs. MecBodies are not limited to a single body,though. A lab with Remarkable facilitiescan adapt the life-support module for etransferral to other bodies. Thus, your hcan have as many bodies as hisResources can provide.

    Random ranks are rolled on column

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    6

    If the Mech Body has different forms,the player must generate the Physical

    Abilities and Powers of additional bodiesas if they were separate characters.

    Mech Bodies initially have only oneContactthe lab where they were created.

    Mechanical Augmentation:This is aCyborg who still has all his original(human) equipment but carries someoptions inside. Unused spaces in hisbody are now filled with various usefuldevices. These can be directly controlledthrough the nervous system. It is thesedevices that give the hero his Powers.They can be anything from a, tiny radioin the ear to a Disintegration gunconcealed in the arm.

    Augmenteds chose their condition anddo not suffer from the depression thataffects most Cyborgs and Mech Bodies.Since there is a limited amount of extraspace in the body, Augmenteds receiveone less Power.

    Augmenteds roll on column 3.Initial Resources are Good or

    optionally rolled.If the hero possesses Hyper-

    intelligence, Hyper-Invention, orWeapons Tinkering, then he may havecreated his new form himself with thehelp of a Remarkable clinic.

    Pure RobotHumanshape:This is acompletely mechanical being that ispatterned after the human body. Thedegree of similarity varies; specimenscan include metallic skinned caricatures(Sentinels), metallic simulations(Jocasta), and pseudo-fleshed imitations(Delphine Courtney). Most are High Techbut rare specimens are Magical innature, clockwork men given life byeccentric mages.

    While most Humanshapes are the sizeof Normal Humans, they are muchheavier. The average specimen weighs

    500 to 2,000 pounds.Humanshapes roll on column 4.Initial Popularity is zero.Player character robots possess self-

    repair facilities that simulate normalHealing.

    There is Karma loss if a heropurposely destroys a sentient robot.Robots are people too. Non-sentientrobots are cannon fodder.

    Usuform Robot:This is a robot thatbelieves in the adage, "Form follows

    function." This robot's body is anythingbut humanshaped and is designed to

    best serve specific needs. For thegame's purposes, needs refers toPowers the usuform possesses.

    Example: A usuform hero possessesBio-physical Control, Cold Emission, andLevitation. His design might look like ametal egg supported and propelled by aninduction field. The egg has two arms, avariety of sensors, a speaker grill, anunderslung ray- projector (the ColdPower), and carries on its back anexpandable life-support chamber (theHealing Power).

    Usuforms roll on column 4.Sentient usuforms are often mistaken for

    mindless industrial robots; people usuallylook for a human controller hiding nearby.

    Popularity is unaffected because peoplesimply do not give the usuform anythought other than "Oh, what a wild prop!"

    Metamorphic Robot:This is a robotwhose design is so flexible it can changeinto two or more forms, each possessingdifferent Physical Abilities and PhysicalPowers. Most Metamorphs have a dualnature. The primary form is ahumanshape; the secondary form maybe a vehicle or usuform. Both formsweigh the same, but may be different

    sizes. A Metamorph can change into aform that is up to three times larger thanthe smaller form. If the metamorphpossesses size-altering Powers, this limitis replaced by that Power's limit.

    Metamorphs roll on column 4.The player must generate separate

    Physical abilities for each form andassign Powers to either or both forms.

    Metamorphs have a minimum of twoforms. In the creation process, additionalforms can be gained at a cost of -1CS toall Primary Abilities for each additionalform gained.

    Computer:The hero is a computer,period. At first glance this seemsunplayable, but bear me out. This is arare computer, one that is self-aware andpossesses true intelligence. While themainframe itself is immobile and unableto physically act, peripherals give thesentient computer a wide range ofmeans to deal with the physical world.Slave robots act as proxies for thecomputer. Physical additions provide tile

    mainframe with add-on functions. TheComputer can directly interact with oth

    computers, robots, and some cyborgsa programming level.

    In some campaigns, there may evebe a computer-generated pocketdimension where computer programs "living" beings. If the computerpossesses Alter Ego or LifeformCreation, it can create a human-likeextension of itself. Such a being wouldpossess all the computer's abilities anmost of its Powers (save those assignto the peripheral hardware). Damage the extension results in feedback thatcauses equivalent damage to the

    mainframe.The computer may hide its true natu

    and intelligence from its owners, creatoand/or programmers. Only a major threto its existence can cause it to revealitself and risk losing its freedom.

    In a magical setting, the computer cbe any mystical device, such as a crysball or an elaborate altar. Slave units aperipherals are likewise translated intomystical analogs.

    For game purposes, assume that alsentient computers have a minimum oone remotely controlled industrial robo

    The owners think this robot is only usefor self-maintenance andexperimentation.

    Example: RALPH 3000 is a sentientcomputer officially owned by the CarlsInstitute, a private think-tank. -Only onprogrammer, Jennifer, knows RALPH alive and has been sworn to secrecy bhim. The computer possesses thePowers of Mental Duplication, MindBlast, Imitation, and Rocket. RALPHsmainframe possesses the first twoPowers. With Jennifer's help, he hasradically modified his maintenance bopossess the other Powers. The bot ca

    become a humanshape under RALPHcontrol. The bot's legs contain jets thaprovide Flight.

    Computers roll on column 4.Reason is increased +2CS.Fighting is decreased -1CS.Resources are increased +1CS and

    represent company supplies directlycontrolled by the computer or those whit can order without arousing suspicion

    Computers have a decreased

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    7

    Resistance to Electrical and MagneticAttacks and also to Phasing.

    Loss of all electrical power to themainframe causes deactivation and lossof some of the computer's abilities andall of its Karma. Abilities and Powers arereduced -1CS across the board.

    Angels and Demons: These are magicalbeings from other planes of existence.They are both supernatural and corporealin nature. The main difference betweenthese types is their inherent personality."Angels" are benevolent; "demons" aremalevolent. Other than that, there isn'tmuch difference.

    These beings resemble characters fromvarious mythologies. This affects theirPopularity. Angels gain +2CS while demonslose -2CS on their initial Popularity.

    These beings do not necessarily followthe popular traditional behavior patterns. Aheroic demon might be fighting a personalwar against other, even more evil beings.A crazed angel might be a villain, seekingto purify the Earth at any cost.

    Angels and Demons roll on Column 5.Angels and demons have no initial

    Contacts but will soon be sought out bygroups who see them as symbols or tools.

    All Physical Abilities are raised +1CS.

    Such beings possess a PsychologicalWeakness that Negates their Power.Angels gain +2CS Popularity.Demons lose -2CS Popularity.Demons automatically possess Good

    Fire Generation and SpecificInvulnerability to Heat and Fire.

    Angels automatically possess aspecific form of Artifact Creation thatproduces a magical sword that doesExcellent damage.

    Deity: This is an "Entity of Great Power"- or rather, was such a being. The deitywas an actual god, demigod, or close

    relative who was actually worshipped atsome point in the past. Now his powershave waned because the religion whichwas devoted to him is no longerpracticed. His followers havedisappeared into the annals of history.Thor is an example of such a being.

    Now he is a god-on-Earth and lockedinto a mortal shell. He is still a formidablebeing, though. Deities have increasedranks in all their primary abilities andcannot really die in the Earth Dimension

    unless the slayer is another deity. Eachdeity has a home dimension; on that

    plane the deity loses his specialprotection from death.

    Deities are usable as playercharacters. The Marvel Universe includesAsgardians, Olympians, and deities froma host of other pantheons. Both Thor andHercules are members of the Avengers.Snowbird, daughter of an Inuit goddess,is a member of Alpha Flight. The thingthat permits their playability is theirdiminished Power. Once Odin formed theEarth from the blood and bones of aslain Ice Giant, but he can't do things likethat anymore.

    There are three reasons a deity mightbe found on Earth. One is that hisPowers have diminished to such a point

    that the Earth Dimension is the onlyplace he can survive. The second is thathe has been sent to the Earth Dimensionby other, more powerful Deities. BothThor and Snowbird are in this category.The third reason is that the deity is boredwith timeless infinity and is slumming it

    on Earth as a way of generatingexcitement. Hercules fits this bill.

    Actually, there is also a fourth reason.The deity might be on Earth seekingPower, whether by regaining worshippersor establishing a portal between Earthand his home dimension. However, forgame purposes, this reason is restrictedto NPC deities who are acting as villainsin your campaign.

    Deities roll on Column 5.All primary abilities are raised +2CS.

    Deities automatically possess at leaone Travel Power.

    Deities gain two additional Powers.Deities have increased Popularity

    (+2CS) with the public but zeroPopularity with the hierarchy of the maestablished Earth religions.

    Deities eventually attract anyremaining living worshippers they stillhave. All of these people serve asContacts. A deity PC who abuses hisworshippers faces a stiff Karma penal

    Deities are honor-bound not to activpromote a religion based on themselvDeity PCs who try this lose -1CS fromtheir Abilities and Powers.

    Animals: This is a catch-all category includes fish, mammals, birds, reptilesand the rest of Earth's fauna, in additito aliens that do not fit into any othercategory. About the only example of thin the Marvel Universe is Lockheed, thdragon. Your campaign, on the otherhand, might be filled with heroic Animaor really peculiar aliens (I'll fudge a littand include Lockjaw, the Inhumans'"dog" as an example of this).

    Animal PCs have three main types backgrounds. One is that the animal imutant. Another is that the animal was

    altered in ways that gave his intelligenand Power. The last is the animal is arelatively normal member of a race ofanimals like him (Lockheed, for exam-ple). The player can determine this in Origins of Power section and embellisto the best of his ability.

    Animals have to have a humanContact. People tend to see the humaContact as the animal's owner or trainPeople refuse initially to believe theanimal is intelligent. Animals have verfew legal rights, but they also have fewresponsibilities.

    Animals roll on column 1.

    Aliens in this category roll on columnAnimals gain one less Power.Animals automatically have two

    Detection Powers at Good rank.Animals risk death or capture from

    people who are ignorant of the animaltrue nature.

    Resources are zero unless the animhas attached himself to a human. In thcase, the Resource rank is assigned tthat human.

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    Vegetable: The hero is an intelligent,mobile plant. He can be of any nature

    but for game purposes the hero isassumed to be a man- shaped plant. Hisphysiology is based on photosynthesis.The plant-man doesn't need to eatanything except a bit of fertilizeroccasionally. Prolonged deprivation oflight and water reduces the hero'sStrength and Endurance -1CS per dayafter an initial three days.

    Plants have no legal rights. This canbe a real problem.

    The Plant Hero may be a mutant, amodified plant, a member of a species ofintelligent plant life, or a human or otherbeing who was somehow transformedinto a plant. A permanent result ofInduced Vegetation could create such acharacter. Man-Thing is an example ofthe last type.

    Plants roll on column 1.Plants have zero Resources.Plants automatically possess Absorp-

    tion Power of Good rank in the form ofenhanced photosynthesis.

    Plants have -2CS Fighting.Plants gain +2CS Endurance.Plants have no initial Contacts; the

    exception is if the Plant was created byscientific means, in which case its

    creator might be a Contact.

    Abnormal Biochemistry: The body isapparently normal but possesses adifferent chemical base than that ofNormal Humans. A key element in thebody's chemical makeup is replaced byanother element. The most commonabnormalities are silicon replacingcarbon, copper replacing iron, and cobaltreplacing iron.

    Silicon-based life has a bodytemperature 40 degrees lower thansimilar carbon-based life.

    Copper produces green blood.

    Cobalt produces blue blood.In all these cases, acquiring food that

    fits the hero's metabolic needs is aproblem. If the abnormal lacks a foodsupply, he'll have to seek one out. A labof Remarkable cost can synthesize thenecessary foodstuffs. For gamepurposes, assume the hero alreadypossesses a steady food supply.

    Because of the different bodychemistries, abnormals cannot donate

    blood or body tissues for transfusion intoNormal Humans. Likewise, anything

    foolish enough to try to feed on theabnormal, like a lion or a Bio-Vampire,takes Good damage as it tries to digestwhat, to its system, is poison.

    Abnormals cannot interbreed easilywith Normal Humans, even when theirbodies are virtually identical. A hospitalwith Incredible facilities is needed topafter the would-be parent's geneticmaterial to a compatible type.

    Abnormals roll on column 2.Endurance is raised +1CS.

    Mineral Life: The body is composed ofsolid materials that normally do notsustain life. In fact, the body might noteven have anything remotely resemblinginternal organs. In such cases, aninternal examination would only revealhomogenous matter.

    The body can be of any single elementor compound or a mixture of anything theplayer can think of. Examples of MineralLife include golems and Warlock (of theNew Mutants).

    Because Mineral Life is simpler, it iseasier to feed and maintain. If food isneeded, the Mineral Life can digest rawmatter of its composition. Wounds can be

    bandaged by applications of the samematter as well. ("But Doctor, I'm not abricklayer!")

    Mineral Life is immune to all Poisonsand Diseases that harm Normal Humans.Conversely, exotic poisons and diseasesthat do harm to Mineral Life do onlyFeeble damage to Normal Humans.Mineral Life is vulnerable to attacks withspecial effects on the body materials. Forexample, an iron golem is prone to rust.

    Mineral Life rolls on column 2.Initial Health is doubled.Movement rate is decreased -1CS.

    Liquid Life: You know that the NormalHuman body is 68% liquid? Well, thistype is 100% liquid. However, it is com-posed of special liquids that remaintogether. The fluid body can be of anyviscosity from gelatinous to watery. It canmove at will by flowing through otherliquids or along surfaces. It can evenclimb vertical surfaces.

    If the liquid life possesses Enduranceand Psyche ranks of Excellent or better,the Fluid Body can form an erect

    simulation of a human body. This can"walk" by sliding along the ground.

    Contrary to what you might think, a FBody is actually dry to the touch. This isbecause none of the body's liquids leavthe body unless deliberately secreted.

    The Fluid Body can be housed in a.naturally secreted sac or in an artificiacontainer. This is determined by theplayer rolling such Powers as Armor,Body Armor, or Body Coating.

    If the Fluid Body is frozen, the hero immobilized until he can melt. He takeno damage from such an attack,although sacs or body containers migbe shattered by the cold. Vaporizationa fatal act for most Fluid Bodies.

    Fluid Bodies roll on column 5.Fluid Bodies have a natural variatio

    Phasing that permits them to permeatany porous material.

    Fluid Bodies have no initial Contactexcept their own race, if one exists.

    Because of the Fluid Bodies' controover their own fluids, it requires anIncredible Agility FEAT to drain off anypart of the Fluid Body. Drained partsremain under the main body's control long as they are within one area. Oncbeyond that limit, the drained liquid "dand becomes inert.

    Swallowing a Fluid Body can be a faact if the body so chooses. It can alsoresult in a symbiosis if the Fluid Bodytakes a liking to the solid host.

    Gaseous Life: The body is completelcomposed of gases, vapors, smoke, amist without any solid (or even liquid)components above the microscopic leThe Gas Body is a coherent cloud tharetains its integrity even in the face ofAmazing Intensity winds. Unlike normclouds, the Gas Body can more at wilany direction and even penetrate liquiand permeable solids. However, it can

    freely move in a vacuum unless itpossesses a Travel or Energy Power.

    The Gas Body may be composed osingle element or compound or any soof exotic mixture.

    If the gaseous hero possesses aShapechanging Power, Alter Ego, orBody Transformation-Self, the being ctemporarily assume a human-like form

    Gas Bodies are immobilized ifconverted to liquid or solid forms but tno damage from this act. While gaseo

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    9

    the being can freely expand or contract.Minimum size is one cubic foot. The

    maximum size can fill a volumeequivalent to the average shopping mall.

    Gas Bodies roll on column 5.On Earth, Gas Bodies have zero

    Resources and no initial Contacts.The only way to destroy a Gas Body is

    to alter its composition through Powerslike Matter Conversion and Matter Control.

    Inhaling a Gas Body can be a fatal actsince the being's gases can preventrequired gases from reaching the lungs.

    Gas Bodies can enter a symbioticrelationship with a solid being.

    Gas Bodies possess a natural form ofPhasing that permits them to penetratesolids.

    Energy Body: The hero is a field ofcoherent energy. The basis for this canbe any Energy form found in the EnergyEmission and Control sections of thisbook. The Energy Body can move at willin any direction, even though spaces thatlack a medium to transmit it. The EnergyBody possesses an Intensity rank of itsown; this is how the Health points applyto this being.

    Energy Bodies follow the same charac-teristics as normal energy of the same

    type. They possess a specialvulnerability to Plasma C control I -1CSResistance). Energy Bodies can becontained within special storagebatteries; this is the only way toimmobilize these beings.

    Energy Bodies composed of visibleenergy types can create a ghost-likeimage of a human. If the Energy Bodypossesses Alter Ego, EnergySolidification, or Lifeform Creation, it canform a solid facsimile of a human.

    The only way to destroy an EnergyBody is to completely Negate or solidifyits energy.

    Energy Beings roll on column 5.Energy Beings have a Bonus Power of

    Energy Emission. Energy Control is anOptional Power.

    Physical contact with an Energy Beingdoes Feeble damage.

    Ethereal: The hero is an intangible,disembodied spirit. He can be a ghostwho once possesses a mortal shell, orbelong to a race that always exists in thisform. An Ethereal can drift about in any

    direction he chooses, and can passthrough solid matter without any effort.

    The visibility of an Ethereal variesaccording to his whim; he can be invisible,transparent, translucent, or opaque.

    If the Ethereal is a ghost, his formresembles an idealized version of his oldbody. The ghost's appearance is actuallybased on his self-image and thus reflectsthe ghost's attitude toward himself. Thisis why ghosts are usually either verybeautiful (or handsome) or quite pathetic.

    Ghosts are immune to most physicalattacks with Intensities less thanUnearthly. They are vulnerable to Mentaland Magical attacks, especially byPowers that affect the spirit. Either Psi orSpirit Vampirism can destroy an Ethereal.

    While Ethereals are intangible on theEarth Dimension, they regain solidity inother Dimensions. In such realmsEthereals are vulnerable to all Powersexcept those that specifically affectEthereals and other disembodied beings;these Powers are Spirit Summoning andStorage, Reincarnation, and Exorcism.

    If the Ethereal once had a solid body, hemight not necessarily have died to reachhis current state. He might have becomean Ethereal by being directly transformedfrom solidity to ethereality. Such transform-

    ations can be magical, scientific, Power-based, accidental, or deliberate. The RedGhost is an example of a Normal Humandirectly transformed into an Ethereal as aresult of a scientific mishap.

    If the Ethereal possesses Alter Ego orLifeform Creation, he can create a livingbody for himself. If he possesses MentalDomination, he can possess a human host.

    Ethereals roll on column 1. (They'reabout as altered as a human can be).

    Fighting rank is zero in the EarthDimension, unless the Ethereal is fightinganother Ethereal.

    Physical attacks have a decreased

    effect on Ethereals (-9CS).Spirit Vampirism completely destroys

    Ethereals. Psi-Vampirism destroys theself-image and reduces the Ethereal to amindless Poltergeist.

    At least one Contact can be a SpiritualMedium.

    Undead: The being in question had oncebeen a Normal Human (or any otherspecies) but has since died. Throughsome arcane and possibly disgusting

    means, the body has regained animatand ceased to decay. The being's life

    force is once again in residence(although the old house just isn't thesame). Special means are required tomaintain the reunion of mind and bodyThis can be anything from beingfrequently re-embalmed to utilizing anthe Vampiric Powers. If the Undead fato follow his required - maintenanceprocedures, he begins to fall apart. InUndead terms, this is what Health poiare used for. Health is the structuralintegrity of the Undead's own corpse.

    The nature of the Undead can vary.Examples include Bio-Vampires likeDracula, Zombies ("Zuvembies" in theMarvel Universe), animate Mummies lthose in ancient pyramids and bad B-movies, and even hybrid forms that stiretain some humanity. Dracula's daughLilith is such a being, being conceivedafter Dracula had become an Undead.

    Technical note: At this time, all Bio-Vampires on the Marvel Universe Earthave been destroyed. Your campaign,however, can be free of this restrictionyou so desire. The Great ContinuityGoddess bade me mention it anyway.

    Undead roll on column 1.Strength and Endurance are increas

    by +1CS.The player and Judge must come up a body maintenance procedure, unless thero possesses a Vampiric Power.

    Undead possess a PsychologicalWeakness; their Power is negated whthey are within 10' of a religious symbIf the symbol is that of a religion theUndead practiced while he was alive, suffers Excellent damage.

    Compound Form: The hero's bodycontains aspects of two or more of thepreceding Body Types. As such, itpossesses a mixture of the advantage

    and disadvantages of each type.

    Die Roll Number Adv./Disadv. %

    01-50 2 50%51-75 3 33%76-95 4 25%96-00 5 20%

    The Combination of advantage and diadvantage is unique to each Compou

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    10

    When creating a Compound character,the player first generates the number of

    Body Types combined in his character,then the actual types, using the BodyType Table above. The next step isdetermining the advantages and dis-advantages are retained by thecompound.

    Example: The dice have assigned thehero a Compound Body Type. Mutteringunder his breath ("Great, I get to play afreak"), the player rolls a 61. His Com-pound has three aspects, which the diceagain decide16 (Normal Human), 69(Chiropteran), and 72 (Other Demi-human). Three Body Types get him a33% chance of retaining advantages anddisadvantages. He starts rolling. By thetime he's done, his freak has begun toform. The character's wings sprout fromhis back, rather than being formed by hisarms. The ears are smaller and morehuman-like since he lacks sonar. Fromthe Other Demihuman aspect, awaspman, he gets a stinger that doesExcellent Paralysis damage and rigidplates on his torso.

    The artificial Body Types lendthemselves especially well to creatingCompounds. All such Compounds areautomatically Cyborgs.

    Compounds only roll on a single column,determined by the A/D percentage.Most Compounds are unique

    individuals. Due to their peculiar nature,they do nor easily reproduce. Geneticoffspring, including clones, possess onlya single aspect. In the example, a cloneof the freak would be either a NormalHuman, Chiropteran, or wasp- man.

    Popularity is decreased -1CS,cumulative with any losses determinedby the various aspects (Body Types).

    Changeling: The hero can transform intoany of a number of possible Body Types.

    Each Body Type aspect of theChangeling possesses its regularadvantages and disadvantages whichapply only when the hero is in thatparticular form.

    Die Roll Number

    01-50 251-75 376-95 496-00 5

    What powers the hero possesses areassigned to any and all of his Aspects.Each Aspect must have one Powerwhich is unique to it, a Power no otherAspect has.

    The hero can transform himself fromone Aspect to another in 10 turns. Duringthis time, no Powers can function and allPrimary Abilities temporarily drop -2CS.

    Changeling is similar to the Power ofAlter Ego. If the player rolls that Power

    while creating a Changeling character, hecan discard it and roll another Power.

    Example: Kit has rolled Changeling forhis Body Type. This one has twoAspects: 83, Humanshape Robot, and91, Vegetable. "Great, a robot that turnsinto Man-Thing." Eventually, Kit decideshis robot was specially designed toimitate other life-forms, but theShapechange circuitry burned out afterrecording its first form.

    Changelings roll on column 5, regard-less of what the various Aspects wouldroll on.

    If while in one Aspect the hero loses allHealth points, he can save his life bymaking a red Psyche FEAT. Successmeans he lives, but permanently losesthe ability to transform into that Aspect.

    Powers can be assigned to any or allAspects. Each Aspect must have a uniquePower not shared with other Aspects.

    Origin of Power

    Now that you've determined what yourcharacter looks like, the next question is

    how did he get that way? More importantly, how did he get the Powers that

    him apart from mortal men (or cyborgscentaurs or kitty cats)? This is the stawhere you determine the Origin ofPower. There are 11 possibilities hereeach one a single event in yourcharacter's life that transformed him/hinto a Super Hero.

    The player can interpret the Origin tways. The first way assumes that thecharacter has always had approximatthe same Physical Form that he nowpossesses. In that case, the Origin is event in which his Powers first appearThe second way of interpreting the Oris to assume that the character beganas a perfectly Normal, Human, say a kfrom Euclid, Ohio. In that case, the Orwas an event that not only gave himPower, it may have also drasticallyaltered his Physical form.

    Example 1: Ken rolls a 78 for PhysiForm, a Mechanically AugmentedCyborg, and a 58 for Origin, TechnicaExperiment. He interprets this to creatSteve Piano, a man who has volunteeto be a test subject for a new weaponsystem his company has developed. Tsystem is surgically implanted withinSteve's body. Since the implantation is

    experimental, the lab wants him to retthe implant for a time while they studyeffects on him. What they aren't tellingSteve is that the implant is not workingout at all like the plans said it should; Powers Steve has manifested areentirely unexpected.

    Example 2: Bruce rolls a 15 forPhysical Form Other Demihuman, and34 for Origin, Endowment. Bruce has afondness for beams, which leads him tmake his character a Ursinoid. He doewant to have to come up with an entireracial background for his character,tentatively called Ursus, and chooses

    second option for Origin. Ursus began as a normal teenager in CharlottesvilleVirginia. While wandering through thewoods one night, the boy encounteredcrippled UFO piloted by small bear-likebeings. The boy tried to assist the beawho transformed him into a form morecapable of performing the repairs theyneeded done. The alien bears compleforgot about returning their helper to horiginal form before they left.

    To determine the Origin of Power, ro

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    11

    percentage dice once and compare theresults with the following table.

    Die Roll Origin

    01-10 Natal11-20 Maturity21-30 Self-Achievement31-35 Endowment36-50 Technical Mishap51-60 Technical Procedure61-65 Creation66-76 Biological Exposure77-87 Chemical Exposure88-98 Energy Exposure99-00 Rebirth

    Natal:The hero-was born in the Body

    Type he has, and possessed all hisPowers from birth onward (althoughlearning to control them took time). Note:If a character is a Cyborg, he wasseverely deformed at birth and requiredimmediate emergency medical andscientific aid.Maturity:The hero gained his Powerssometime after reaching adulthood.Powers may have begun manifestingthemselves sporadically duringadolescence, or even childhood, but fullcontrol wasn't achieved until maturity.Most Random Mutants are in this class.Self-Achievement:The hero activelysought out a means of giving himselfPower. He developed the methods,procedures, equipment, or whateverpermits him to possess Power. Thiscould be through scientific endeavors(Henry Pym/ Ant Man), arcane study (Dr.Strange), or physical training (iron Fist).Anyone can gain Powers similar to thehero's by following this special training.Endowment:The hero was given hisPower by another being. This includessuch diverse situations as beingtransformed (Tigra), being charged withPower (the Power Pack kids), and

    acquiring an item whose possessiongives the hero Power (Black Knight,Vindicator).Technical Mishap:The hero was caughtin an experiment or procedure goneawry, with the result that the hero gainedPowers that were totally unexpected.Such freak conditions cannot becompletely duplicated, although they canbe simulated. Simulations produceslightly different results, though. Cloakand Dagger are examples of Mishap

    Origins. The late Sasquatch was anexample of a Mishap Simulation, from

    trying to recreate the Gamma Blast thatcreated the Hulk.Technical Experiment:The hero was thesubject of a controlled scientific ormagical experiment. Assuming that allthe factors are reproduced, such aTechnical Experiment should be able toproduce a steady supply of super-powered heroes. Unfortunately, thegeniuses behind such experiments oftenleave inadequate notes; if somethinghappens to the genius, the experiment isirreproducible. Dr. Reinstein, forexample, never really wrote down theSuper-Soldier Formula that transformedSteve Rogers into Captain America. At-tempts to recreate it produced the InfinityFormula that has the simpler effect of in-creasing the subject's Health,Endurance, and lifespan.Creation:The hero was born in the formhe now has, that of an adult whopossesses Power and/or whatever theBody Type is. Most of the Artificial BodyTypes belong in this class. Examplesinclude the android Human Torch, allrobots, angels, demons, and deities.Biological Exposure:The hero gainedPower after exposure to a special

    lifeform or a substance secreted by thatlifeform. Werewolves and Bio-Vampiresare common examples of this. NormalHumans are transformed into those kindsof beings after being bitten by anotherWerewolf or Bio-Vampire. The hero canalso gain Power from an experimentusing bio- chemicals. For example, thelate Whizzer gained his Power afterconsecutive injections of cobra venomand mongoose blood.Chemical Exposure:The hero wastransformed by exposure to an exoticelement, compound, or mixture. Thissubstance can be inhaled, ingested,

    injected, or just placed next to the herofor it to affect him. The chemicalsinvolved in these incidents react inrandom ways with the hero's geneticstructure and produce unique results. Ifanother person is exposed to the samechemical, the results may be different orfatal. Madcap is an example of this.Energy Exposure:The hero was exposedto a special form and Intensity ofenergy anything out of the ordinary willdoand turned into his present self. Most

    of the Marvel Super Heroes from theearly 1960s are examples of this. The

    Fantastic Four, the Hulk, and Daredevfor examples, all received Powers aftebeing subjected to hard radiation.Rebirth:The hero was once a perfectlordinary person. Then he died.Something happened to him thatdestroyed his old body and gave him new one, complete with Power.Examples of this class include MarcSpector/Moon Knight and ArthurDouglas/Drax the Destroyer.

    Primary and SecondaryAbilities

    Each role-playing game has a set ofbasic characteristics for each characteThese define such things as physical mental traits, damage resistance, andhow the character interacts with hisworld. In the MARVEL SUPERHEROES'" game, these are the sevenprimary abilities.

    Fighting- A measure of raw combatability

    Agility- A measure of dexterity andnimbleness

    Strength- Physical muscle powerEndurance- Personal toughness an

    physical resistance

    Reason- Intelligence and the capacfor logical thought

    Intuition- Wisdom, wit, commonsense, and battle reflexes

    Psyche- Mental strength andwillpower.

    These are complemented by the fourSecondary Abilities.

    Health- The amount of physicaldamage a character can absorb beforelosing consciousness and possibly his

    Karma- The measure of experienceResources- The hero's available

    wealthPopularity- The hero's reputationwithin his normal environment

    Primary Abilities, Resources, andPopularity are all randomly generatedthe Random Ranks Table. Health is thsum of the rank numbers for Fighting,Agility, Strength, and Endurance. Karmis the sum of the rank numbers forReason, Intuition, and Psyche.

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    WEAKNESSES

    12

    This is only a capsule version of the

    system used to generate Primary andSecondary Abilities because the MarketingDepartment hopes that you have alreadybought either (or both!) the MARVELSUPER HEROES Original Set or theMARVEL SUPER HEROES Advanced Set.

    Weakness Generation

    Everybody has an Achilles' Heel, a weakness that can really mess up his day.The nature and severity of the weakness

    varies with the individual, race, or class.Normal Humans have so many we don't

    even think about them, aside fromheeding such warnings as "Poison" orskull-and-crossbones symbols.

    A Weakness is a cause-and-effectsituation. A specific stimulus causes theWeakness to appear. Its effect is whatactually occurs to the hero as a result ofbeing exposed to the stimulus.

    The final consideration is the durationof the Weakness. This is the length oftime the hero is affected.

    Okay, why should you, the player, evenpay attention to this section? As I said,everyone has a weakness. For NormalHumans, the standard stimuli areElemental Allergy, Molecular Allergy, andEnergy Allergy with Fatal Effects.Superpowered heroes possess anenhanced resistance to all of thesestimuli but retain a special Weakness toa specific stimulus. Normally, the effect islimited to Negation and Incapacitation,but if the hero possesses any Power witha rank exceeding Remarkable, there is apossibility that a Fatal Weakness exists.

    To determine cause, effect, andduration, the player must make threeseparate percentage-dice rolls, one foreach factor. If all of the hero's Powers

    are of Remarkable rank or lower, theplayer can convert a Fatal Weakness toan Incapacitating Weakness.

    Dice RollStimulus

    01-13 Elemental Allergy14-18 Molecular Allergy19-43 Energy Allergy44-68 Energy Depletion69-81 Energy Dampening82-94 Finite Limit95-00 Psychological

    DiceRoll Effect

    01-50 Power Negation51-90 Incapacitation91-00 Fatal

    DiceRoll Duration

    01-40 Continuous with Contact41-60 Limited Duration with Contact61-90 Limited Duration after Contact91-00 Permanent

    Stimuli

    Psychological Weakness:A specificevent, condition, or mental state has aadverse effect on the hero. This Stimudirectly affects the hero's mind; anyresulting physical damage is psycho-somatic in nature. That is, any physicadamage results are due to the hero'sinstinctive belief in those results.

    Examples include being physicallybound, even if the hero could normallysnap the binding material; facing a foecovered in a specific color; or feelingextremely confused.

    Psychological Weaknesses can betemporarily overcome by an Unearthly

    Intensity Psyche FEAT. They can bepermanently overcome by a Shift ZIntensity Psyche FEAT.

    Elemental Allergy:The hero suffersadverse effects if he is exposed to aspecific one of the hundred-oddelements. This Allergy only occurs if thelement is present in a pure state andan accumulation of at least one ouncethe element is combined in a moleculastate or is in insufficient quantities, noEffect occurs. The element must bewithin 20 feet of the hero for it to haveany Effect.

    This allergy can be overcome byphysically insulating the hero from theelement or by increasing the distancebetween them.

    Molecular Allergy:This is similar toElemental Allergy. A specific compouncauses the Effect. Common examplesinclude water, wood, and Adamantium

    Energy Allergy:The hero suffers whenhe is exposed to a specific form ofenergy. This can be any wavelength oIntensity of energy found in the EnergEmission and Energy Control sectionsthis book. Sunlight is a common exam

    of Energy Allergy, particularly whendealing with supernatural beings.

    Energy Depletion:The hero has a finitenergy supply that permits him tomanifest Power. This energy must beperiodically renewed by means of restfood, Energy Absorption, EnergyVampirism, or simply making contact wa source of that energy. If the hero'senergy level drops too low, dire Effectresult.

    3

    01-0506-1011-4041-8081-9596-00

    4

    01-0506-1011-1516-4041-5051-7071-9091-9899-00

    5

    01-1011-2021-3031-4041-6061-7071-8081-9596-00

    FeeblePoorTypicalGoodExcellentRemarkableIncredibleAmazingMonstrous

    InitialRank

    Number

    1358162636

    4663

    1

    01-0506-1011-2021-4041-6061-8081-96

    97-00

    2

    01-0506-2526-7578-9596-00

    RankName

    FeeblePoorTypicalGoodExcellentRemarkableIncredible

    AmazingMonstrous

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    13

    Energy Dampening:The hero has theproblem of having to release the energy

    pent up within himself; this is done byusing his Powers. If the hero is somehowprevented from using his Powers, theenergy begins to do internal damage.

    Finite Limit:All of the hero's Powers havea finite number of times they can beused. This is determined by a second,independent Power rank roll; this ranknumber is the number of uses remainingfor that Power. When a Power isdepleted, the hero suffers the Effect. TheJudge can determine how such Powerscan be recharged.

    Effects

    Power Negation:The hero's Powerscease to function when the hero is within20 feet of the stimulus. The hero'sPrimary Abilities are also affected; thesedrop -1CS per 10 turns until a minimumrank of Typical is reached for all of them.If the. hero is beyond the 20 foot limit buttries to use his Powers to affect theStimulus, certain uses of Powerautomatically fail. Any Power that directlyacts on a target cannot affect a Stimulus.Only Powers that indirectly affect theStimulus succeed, such as using bruteforce to lob missiles at the Stimulus.

    Incapacitation:The hero becomesphysically ill after exposure to theStimulus. Beginning with the initialcontact, the hero loses one point ofHealth per turn. This loss continues forthe Duration of the Effect. However, theloss stops when Health reaches zero; thisEffect does not directly kill the hero. Thehero retains his Powers but finds it harderto use them as his condition worsens.

    Fatal:As in the above, the hero gets illafter the initial exposure to the Stimulus.However, the Health loss does not stop

    at zero. Death will eventually occur ifHealth and (subsequently) Endurancedrop to zero during the WeaknessDuration. The hero can be revived ifproper medical attention is given, butonly after his Health and Endurancehave both reached zero.

    Duration

    Continuous with Contact:As long as thehero remains within the effective range of

    the Stimulus, the Effect continues. Whenthe hero is insulated or moved away from

    the Stimulus, the Effect immediatelyceases. Lost Health points are returnedat a rate of 2 per turn. If death hasoccurred, the hero now has thepossibility of being revived.

    Limited Duration with Contact:The Effectbegins immediately upon contact with theStimulus. However, the Effect onlyfunctions for a limited amount of time.After that time elapses, the hero isassumed to have either built up atemporary immunity to the Stimulus orthe Stimulus has discharged its Effect. Ineither case, the Stimulus cannot further

    affect the hero. Duration is 1 -100 turnsafter initial Contact. The Judge makes arandom die roll to determine this.

    Limited Duration After Contact:TheEffect is continuous with Contact andalso lasts for a limited time after the herois no longer exposed to the Stimulus.Duration is 1 -100 turns after the hero'scontact, with the Stimulus is broken. TheJudge may either randomly determinethis or develop his own criteria.

    Permanent:The Stimulus does its fulldamage to the hero, even whenexposure to the Stimulus has beeninterrupted. In this case, the Stimulussets off a bodily self-destructionsequence that must continue to its fullextent. In the case of Power Negation,the hero's Powers are permanently lost.Incapacitation results in the heroreaching zero Health points and lapsinginto a coma lasting 1 -10 days. After thattime, he may regain his Health at thenormal rate. Fatal results in the death ofthe hero as both Health and Endurancedrop to zero. The hero can be revived,however, and wil l eventually recover ifrevival occurs.

    Heroes and villains should do theirutmost to prevent anyone except theirmost trusted companions from learningthe nature of their Weakness. Barringthat, the hero should try to find ways toavoid the Stimulus or circumvent theEffect.

    Players and Judges should worktogether to develop a playableWeakness. The more Powerful thecharacter, the more common the

    Stimulus should be. For example, whewas testing the character generation

    system set out in this book, I rolled upcharacter I named "Godling." Godlingwas a Normal Human who had beenReborn into an Entity of Great Power. possessed 30 different Powers, but haone tragic flaw. Magnetism completelynegated his Powers. (He spent all hisdays and nights trying to escape Earthgravitational Pull.)

    The Nemesis Power can be used tosimulate Stimuli, but this should be usas a last resort. Judges who do thisshould be penalized by the players. (Isuggest withholding munchies for thenext monthKM)

    Definitions of terms

    Bonus power:This is a power that isautomatically included as part of thepackage with certain other powers.Thhero must take a stated bonus powerand place it in one of his remainingpower slots.If none are available, hemust discard an already chosen powethe power to which the bonus power iattached.

    Optional power:This is a power that is

    commonly associated with the alreadydetermined power. Players have the optof selecting one or more of these powerfill their remaining power slots; this enabthe player to tailor his heros powers,Previously determined powers can bediscarded in favor of the optional power

    Nemesis:This is a power that directlyopposes or even defeats the power inquestion; think of it in terms of fire andwater. The player cannot choose anemesis! The nemeses are listedprimarily for the Judges benefit whenchoosing or creating suitable opponenfor the heroes.

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    Power Generation

    Although the MARVEL SUPER HEROES Advanced Set had a tablefor generating Powers, Talents, and Contacts, that one wasdesigned to handle the 125 Powers that came with that particularset. This book has over twice that number, and so a change wascalled for. Players and Judges am free to use either the originaltable or this expanded version. For consistency's sake, most playerscan also use this table to expand or alter previously generated PCs.

    Number of Powers: The number of Powers initially possessedby the hero is determined by a dice roll on the following table.Talents and Contacts are rolled separately. The number beforethe slash indicates the initial number of Powers, Talents, orContacts the hero has, while the number after the slashrepresents the maximum number allowable.

    Die Roll Powers Talents Contacts

    01-12 1/3 0/3 0/213-26 2/4 1/4 0/427-41 3/5 1/6 1/442-55 4/6 2/4 2/456-66 5/7 2/6 2/667-75 2/8 2/8 3/376-83 7/9 3/4 3/484-89 8/10 3/6 3/690-94 9/12 4/8 4/495-97 10/12 4/4 4/598-99 12/14 5/6 5/5

    00 14/18 6/8 6/6

    Players can spend Resource ranks to gain additional Powers, Tal-ents, and Resources. Each additional Power lowers the Resourcerank -2CS. Each additional Talent or Contact lowers it by -1CS.

    Defining Powers: Roll two percentages for each Power. Thefirst determines the Power Class and the second determines thespecific Power Category. Some Powers are marked by anasterisk (*); these count as two Powers because they're suchheavyweights. If you don't have enough openings for such aPower, you can make room for it by discarding already-rolledPowers or spending more Resource ranks. If you can't makeroom in either of those ways, discard the Power and roll again.

    Die Roll Power Class (Code)

    01-05 Defensive (D)06-11 Detection (DT)12-16 Energy Control (EC)17-24 Energy Emission (EE)

    25-29 Fighting (F)30-31 Illusionary (I)32-35 Lifeform Control (L)36-40 Magic (MG)41-47 Matter Control (MC)48-53 Matter Conversion (MCo)54-57 Matter Creation (MCr)58-71 Mental Enhancement (M)72-85 Physical Enhancement (P)86-88 Power Control (PC)89-92 Self-Alteration (S)93-00 Travel (T)

    Power Categories

    Die Roll Defensive Power (Code)01-15 Body Armor D116-20 Force Field D221-23 Force Field vs. Emotion D324-30 Force Field vs. Energy D431-35 Force Field vs. Magic D536-40 Force Field vs. Mental D641-48 Force Field vs. Physical D749-50 Force Field vs. Power Manipulation D851-53 Force Field vs. Vampirism D954-65 Reflection D1066-70 Resist: Emotion D1171-77 Resist: Energy D1278-82 Resist: Magic D1383-87 Resist: Mental D1488-94 Resist: Physical D1595-97 Resist: Power Manipulation D1698-00 Resist: Vampirism D17

    Die Roll Detection Power (Code)

    01-02 Abnormal Sensitivity DT103-04 Circular Vision DT205-10 Energy Detection DT311-14 Environmental Awareness DT415-20 Extradimensional DT521-28 Hyper-Hearing DT629-34 Hyper-Olfactory DT735-40 Hyper-Touch DT841-42 Life Detection DT9

    43-44 Magic Detection DT1045-50 Microscopic Vision DT1151-54 Penetration Vision DT1255-56 Power Detection DT1357-58 Psionic Detection DT14

    59 Radarsense DT1560-62 Sonar DT1663-69 Telescopic Vision DT1770-79 Thermal Vision DT1880-90 Tracking DT1991-94 True Sight DT2095-98 UV Vision DT2199-00 Weakness Detection DT22

    Die Roll Energy Control (Code)

    01-07 Absorption Power EC108-10 Catalytic Control EC211-15 Coldshaping EC316-18 Darkforce Manipulation EC419-25 Electrical Control EC526-28 Energy Conversion EC629-31 Energy Solidification EC732-36 Energy Sponge EC837-38 Energy Vampirism EC939-45 Fire Control EC1046-49 Gravity Manipulation EC11

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    50-53 Hard Radiation Control EC1254-59 Kinetic Control EC13

    60-66 Light Control EC1467-73 Magnetic Manipulation EC1574-77 Plasma Control EC1678-80 Radiowave Control EC1781-84 Shadowshaping EC1885-90 Sound Manipulation EC1991-97 Thermal Control EC2098-00 Vibration Control EC21

    Die Roll Energy Emission (Code)

    01-10 Cold Generation EE111-20 Electrical Generation EE221-22 Energy Doppelganger EE323-34 Fire Generation EE4

    35-37 Hard Radiation EE538-42 Heat EE643-52 Kinetic Bolt EE753-62 Light Emission EE863-72 Magnetism EE973-75 Plasma Generation EE1076-78 Radiowave Generation EE1179-83 Shadowcasting EE1284-93 Sonic Generation EE1394-00 Vibration EE14

    Die Roll Fighting Power (Code)

    01-20 Berserker F121-60 Martial Supremacy F261-75 Natural Weaponry F376-80 Weapons Creation* F481-00 Weapons Tinkering F5

    Die Roll Illusory Power (Code)

    01-15 Animate Image I116-70 Illusion-Casting* I271-85 Illusory Invisibility I386-00 Illusory Duplication I4

    Die Roll Lifeform Control Power (Code)

    01-14 Biophysical Control* L115 Bio-Vampirism * L2

    16-18 Body TransformationOthers L319-26 Emotion Control L427-32 Exorcism L533-34 Force Field vs. Hostiles L6

    35 Forced Reincarnation L736-39 Grafting* L840-51 Hypnotic Control L952-60 Mind Control* L1061-62 Mind Transferral* L1163-65 Neural Manipulation L12

    66 Plague Carrier L1367-69 Plant Control L1470-71 Plant Growth L15

    72-80 Sense Alteration L1681-83 Shapechange-Others* L17

    84-89 Sleep-Induced L1890 Spirit Storage L19

    91-95 Summoning L2096-00 Undead Control L21

    Die Roll Magical Power (Code)

    01-08 Enchantment* MG109-15 Energy Source MG216-17 Internal Limbo MG318-25 Magic Control* MG426-28 Magic Creation* MG529-33 Magic Domination MG634-39 Magic Transferral MG740-41 Magic Vampirism MG8

    42-71 Power Simulation MG972-77 Reality Alteration* MG1078-79 Spirit Vampirism* MG1180-95 Sympathetic Magic MG1296-00 Warding MG13

    Die Roll Matter Control Power (Code)

    01-05 Bonding MC106-17 Collection MC218-22 Crystallization MC323-29 Diminution MC430-39 Disruption MC540-46 Enlargement MC647-51 Geoforce MC752-61 Matter Animation* MC862-68 Machine Animation* MC969-73 Micro-Environment MC1074-83 Molding MC1184-93 Weather MC1294-00 Zombie Animation* MC13

    Die Roll Matter Conversion Power (Code)

    01-10 Coloration MCo111-25 Combustion MCo226-45 Disintegration MCo346-70 Elemental Conversion* MCo471-80 Ionization MCo581-00 Molecular Conversion* MCo6

    Die Roll Matter Creation Power (Code)01-10 Artifact Creation* MCr111-24 Elemental Creation MCr225-29 Lifeform Creation* MCr330-35 Mechanical Creation* MCr436-59 Missile Creation MCr560-69 Molecular Creation MCr670-88 Spray MCr789-00 Webcasting MCr8

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    Die Roll Mental Enhancement Power (Code)

    01-04 Clairaudience M105-08 Clairvoyance M209-11 Communicate with Animals M3

    12 Communicate with Cybernetics M413 Communicate with Non-Living M5

    14-15 Communicate with Plants M616 Cosmic Awareness* M7

    17-22 Danger Sense M823 Dreamtravel M9

    24-26 Empathy M1027 Free Spirit* M11

    28-31 Hallucinations* M1232-40 Hyper-Intelligence M1341-47 Hyper-Invention M14

    48 Incarnation Awareness M1549-58 Iron Will M1659-65 Linguistics M17

    66 Mental Duplication M1867 Mental Invisibility M19

    68-69 Mental Probe M2070-72 Mind Blast M21

    73 Mind Drain M2274 Postcognition M2375 Precognition* M2476 Psionic Vampirism* M25

    77-78 Remote Sensing M2679 Sensory Link M2780 Serial Immortality* M2881 Speechthrowing M29

    82-85 Telekinesis M3086 Telelocation M31

    87-96 Telepathy M3297-00 Total Memory M33

    Die Roll Physical Enhancement Powers (Code)

    01-14 Armor Skin P115-28 Body Resistance P229-30 Chemical Touch P331-33 Digestive Adaptation P434-40 Hyper-Speed P541-42 Hypnotic Voice P643-45 Lung Adaptability P746-47 Pheromones P8

    48-60 Regeneration* P961-62 Self-Revival* P1063-67 Self-Sustenance P1168-71 Stealth P1272-76 Suspended Animation P1377-78 True Invulnerability* P1479-82 Vocal Control P1583-90 Waterbreathing P1691-00 Water Freedom P17

    Die Roll Power Control Power (Code)

    01-08 Control* PC109-12 Creation PC213-18 Domination* PC319-23 Duplication PC424-37 Energy Source PC538-39 Energy Source Creation* PC640-49 Focus PC750-55 Gestalt PC856-60 Nemesis PC961-64 Power Transferral PC1065-73 Power Vampirism * PC1174-83 Residual Absorption PC1284-96 Selection PC1397-00 Weakness Creation* PC14

    Die Roll Self-Alteration Power (Code)

    01-02 Age-Shift S103-09 Alter Ego S2

    10 Anatomical Separation S311-13 Animal Transformation S414-19 Animal Mimicry S520-21 Blending S621-27 Body Adaptation* S728-30 Body Transformation* S831-33 Body Coating S934-37 Bouncing Ball S10

    38 Chemical Mimicry S1139-42 Elongation S1243-44 Energy Body* S1345-49 Energy Sheath S1450-55 Evolution S1556-57 Growth S16

    58 Imitation-Face Changer S1759-60 Imitation-Human Changeling S18

    61 Invisibility S1962 Mass Decrease S2063 Mass Increase S21

    64-67 Phasing S2268-70 Physical Gestalt S23

    71 Plant Mimicry S2472-74 Plasticity S2575-78 Prehensile Hair S2679-81 Self-Duplication* S27

    82-84 Self-Vegetation S2885-90 Shapeshifting S2991-94 Shrinking S3095-99 Spirit Gestalt S31

    00 Two-dimensionality S32

    Die Roll Travel Powers (Code)

    01-02 Astral Body T103-06 Carrier Wave T207-10 Dimension Travel T311-12 Energy Path T4

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    13-14 Floating Disc T515-20 Gateway* T6

    21-26 Gliding T727-28 Hyper-Digging T829-34 Hyper-Leaping T935-42 Hyper-Running T1043-46 Hyper-Swimming T1147-52 Levitation T1252-56 Rocket T1357-58 Skywalk T1459-64 Spiderclimb T1565-72 Teleport Self* T1673-76 Teleport Others* T1777-78 Telereformation T1879-80 Time Travel* T1981-82 Troubleseeker T2083-93 True Flight T2194-97 Water Walking T2298-00 Whirlwind T23

    MOVING ON

    This concludes the generation portion of the Ultimate PowersBook. From here on, you will find all the Powers, listed inalphabetical order by category and by name. Think of this as wish book. Browse through it if you like, or just look at thePowers you have generated for your character. Perhapssomething will catch your eye, you'll find yourself trying togenerate another character just so you can say, "Oh yeah?Well, MINE has Prehensile Hair!"

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    Defense Powers

    Ranges for these Powers are found onthe Range Tables, inside the front cover

    D1/Body Armor (Artificial): The heropossesses artificially-created armor thatprovides protection and possibly a way ofpossessing other Powers.

    Armor comes in many forms exoticplate-mail, nuclear-powered exoskeletons,or mechanically-created force fields. Theplayer should work with the Judge tocreate proper Armor for his hero. Theplayer can also determine which Powersare possessed by the hero and which areproperties of the armor. Powers built into

    the armor can later be modified andenhanced; think of the changes TonyStark has made in the Iron Man armor. Onthe other hand, Powers that are built intothe armor may suffer mechanical failure.The Armor's Power rank determines itsability to resist damage.

    The player also has to determinewhere he got the Armor in the first place.This is covered in the "CharacterCreation" section elsewhere in this book.If the hero gained the armor through anaccident, he might not be able to repair it.

    Powers D2 through D9 have rangeslisted on column B of the Range Table.

    D2/Force Field: This is the type of fieldused by the Invisible Woman. It providesprotection against a variety of forces,including brute force, energy attacks, andextreme temperature conditions. It canbe projected and used for a variety ofPower stunts.

    The following seven force fieldsprotect against specific forms of attack.Each protects the hero and thesurrounding area. The maximum size ofthe force field is the number of areasequal to 10% of the Power rank number.

    For example, a Monstrous Force Fieldcan protect 7.5 areas.The force field completely absorbs any

    attack which has an Intensity equal to orless than the Power's rank number. If theIntensity is higher, it is reduced by thePower's rank number. The remainingIntensity breaches the force field and affectsanyone within by this diminished effect.

    These forms cannot be used for manyof the Power stunts suggested for forcefields as given in the Player's Book.

    These cannot be used to physically attackor to handle solid materials. However, the

    hero can develop Power stunts whichreflect each form's special nature.

    The hero can form shields to protectdistant targets at +2CS range.

    By expanding his field outward, thehero can sweep his surroundings cleanof anything affected by his force field.

    The Power can be used as a filter tosort out anything affected by his force field.

    The force field can be formed aroundsomething it would affect, thus trappingit. The hero can move the "trap" at will upto +2CS by means of a red FEAT.

    D3/Force Field vs. Emotion Attack:

    This is the field-effect version of D11.The Field protects anyone within fromattacks that are emotion-related or aimedat the Intuition, including EmotionControl, Hallucinations, and Domination.The Power's rank must be one rankhigher than the hero's Intuition; if initiallylower, the player should raise it to +1CS.

    D4/Force Field vs. Energy Attack: Thisis the field-effect version of D12. TheField protects anything within from anyemitted energy forms, whether natural,artificial, or Power-based. Such attacks

    include Light, Heat and Flame, Plasma,Hard Radiation, Electricity, Vibration,Sonics, Cold, and Kinetic Bolts (most ofthe Energy Emission category). Note thatthis Power overlaps D7. When creatingthe hero, the player can raise his rank+2CS by choosing a field that protectsagainst a specific attack.

    D5/Force Field vs. Magic: This is the,field-effect version of D13. The fieldprotects anything within from magicalattack whether mental or physical inorientation. Note that unlike D6, thisPower rank can be lower than the

    Psyche, making the field less able toprotect against certain types of Magic.

    D6/Force Field vs. Mental Attack: Thisis the field-effect version of D14. Thefield protects anyone within from attacksaimed at the mind, neural system, andPsyche, including Psionics, and NeuralManipulation. It does not protect againstemotion-based attacks (see D3) ormagical attacks (see D5). The Power'srank must be one rank higher than the

    hero's Psyche; if initially lower, the plashould raise it to the Psyche rank +1C

    D7/Force Field vs. Physical Attack:This is a field-effect version of D15. Tfield protects anything within from sucthings as brute force, hostileenvironments, temperature extremes,hazardous chemicals, and airborneinfection. Note that while this Power wprevent hostile environments fromharming the hero, it does not provide support materials. For example, thisPower permits the hero to walkunharmed on the surface of Venus,provided he has his own oxygen supp

    When creating the hero, the player craise the Power rank +1CS by choosinfield that protects against a specific atta

    D8/Force Field vs. PowerManipulation: This is the field-effectversion of D16. The field protects anyowithin from any attacks that directly afthe hero's Powers, including WeaknesCreation, Power Control, PowerDomination, Magic Control, and MagicDomination.

    D9/Force Field vs. Vampirism: This the field-effect version of D17. The fie

    protects anyone within from anyvampiric-type attacks. This includes thforms of Psi-, Bio-, Energy, Magic, andPower Vampirism. When creating thehero, the player can raise the Power r+1CS by choosing a field that protectsagainst a specific attack.

    D10/Reflection: The hero can turn anattack back onto the attacker. The attamay be of any nature: brute force, Powor magic. The Power absorbs the enerof the attack up to this rank and redireit. A Typical FEAT send the attack off irandom direction. An Amazing FEAT

    reflects some of the attack back onto tattacker; it is now -3CS in Intensity. AnUnearthly FEAT sends the entire attacback onto the attacker. If the attack'sIntensity is higher that this Power's ransome of the damage passes through aaffects the hero. The Power rank issubtracted from the attack's Intensity.While most of the attack is reflected, thremainder gets through to the hero.

    Example: The terrible Turnabout isbattling X-Factor. Cyclops fires an opt

    POWER LISTINGS

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    DETECTION

    19

    blast of Remarkable Intensity. Turnaboutpossesses Excellent Reflection. His

    Power splits the blast in two. A Feebleblast penetrates his Power and knocksTurnabout back. The bulk of the blastwas reflected. Turnabout made anAmazing FEAT, so some of Cyclops'blast returns to him. Cyke takes Typicaldamage from his own Power.

    Normally, this Power is consciouslycontrolled and only appears when thehero wills it. However, the Power can beturned against the hero by such meansas Power Control/Magnification andPower Domination. In such cases, thePower can be magnified beyond thehero's control to a level where it reflectseverything, including air, food, and water.

    The Power can be used indefinitely, solong as it isn't overcome by superior force.After the first time the Power is breached,the hero must make a green FEAT. Failureto do so means his Power has failed. Afterthe second breach, the hero must make ayellow FEAT. For each breach followingthat, he must make a red FEAT. Thisapplies to a continual use of the Power. Ifhis Power fails, the hero cannot regain ituntil 24 hours have passed.

    Resistances have no ranges.

    D11/Resistance to Emotion Attacks:The hero has increased resistance toemotion-related attacks. Such attacksinclude Emotion Control, Hallucinations,Domination, and attacks aimed at theIntuition. The hero can ignore attackswith Intensities less than the Power rank,and may reduce damage from higherlevel attacks by the Power rank number.

    This Power rank must be at least equalto the hero's Intuition +1CS; if a lowerrank is initially rolled, the player shouldraise it to the Intuition rank +1CS.

    D12/Resistance to Energy Attacks:

    The hero has an increased resistance toany emitted energy form, whetherartificial, natural, or Power-based. Suchattacks include Light, Heat, Flame,Plasma, Hard radiation, Electricity,Vibration, Sonics, Cold, and Kinetic Bolts(most of the Energy Emission category).

    Note that this Power overlaps D15.The hero can ignore attacks withIntensities less than his Power rank andmay reduce higher level attacks by hisPower rank number.

    When creating the hero, the player canraise his rank +1CS by choosing to

    specialize in a specific Energy Resistance.For example, the Player's Book containslistings for Resistance to Fire and Heat,Cold, Electricity, and Radiation.

    D13/Resistance to Magic Attacks: Thehero has increased resistance to magicbased attacks, whether physical ormental in orientation. Unlike D11 andD14, this Power rank can be lower thanthe Psyche rank, making the hero morevulnerable to some types of magic.

    The hero can ignore any magic whoserank is less than this Power's rank andcan reduce higher level attacks by thePower rank number.

    D14/Resistance to Mental Attacks: Thehero has increased resistance to attacksaimed at the mind and neural system.Such attacks include psionics, neuralmanipulation, and any other attacksaimed at the Psyche. It does not includeemotion-based attacks (see D11) ormagical attacks (see D13). The Power'srank must be at least one rank higherthan the hero's