Power list: This is a list with powers and a short description from the Ultimate Powers Book, I decided not to explain powers that speak for themselves because otherwise I could just as well copy the entire book. Any questions that remain can by e-mailed to me. E-Mail adress: firstname.lastname@example.org The numbers behind the power catagory is the number thrown when creating a new character(1d100). (The other numbers are in another tabel, I know it's not the easiest but it saved me a lot of time.) Defensive powers: (01-05) Body Armor Force Field : Force Fields completely absorbs any attacks that have an intensity equal or less than the power rank number. The remaining Intensity breaches the field and affects anyone within with its deminished effect. Force Fields enable certain power stunts. Force Field vs.Emotion: minimum= Int+1CS Force Field vs.Energy Force Field vs.Magic Force Field vs.Mental : min=Psyche+1CS Force Field vs.Physical Force Field vs.Power Man. Force Field vs.Vampirism Reflection: The power rank of the power is substracted from the attacks intensity, (Ex power-rank vs. Rm damage results in Fe damage). The rest is reflected back. A Typical FEAT is required to reflect the attack in random direction, an AM FEAT to direct the attack -3CS back to the attacker. A Un FEAT to completely turn the attack. When the power is breached once the user has to make a green FEAT to use the power again, when breached for the 2nd time ha has to make a yellow FEAT, for each following breach he must make a red FEAT. Resistance: Same as Force Fields in effect but it affects only the user and none of the Force Fields power stunts are possible. Resist:Emotion: min=Int+1CS Resist:Energy Resist:Magic Resist:Mental: min=Psyche+1CS Resist:Physical Resist:Power Man. Resist:Vampirism Detection Powers: (06-11) Abnormal Sensitivity: The hero can hear/feel/see things he cannot normally see and vice versa. He can for instance see infrared but not normal. Circular Vision: 360 degree vision, +1CS Fighting, -1CS pop (grotesk eyes) Energy Detection Environmental Awareness: complete knowledge of surroundings Extradimensional Detection Hyper-Hearing: sonic attacks at +1CS Hyper-Olfactory: when unable to block nasty scents -1CS Reason and End Hyper-Touch Life detection: indentify presence and nature Magic Detection Microscopic vision Penetration Vision: X-Ray vision Power Detection: identify specific heroes at Un FEAT Psionic Detection Radar Sense: -1CS vs.electrical and magnetic attacks Sonar: vulnerable to sonic Telescopic vision Thermal Vision Tracking True Sight: penetrate any diguise below this rank, green for a power at +1CS up to red for +3CS Ultraviolet Vision: see clearly through fog and water Weakness detection: rank Good or below, physical weaknesses only. Ex to Am mental and physical. Mn and above, mental physical and powerbased. Energy Control powers: (12-16) Absorbtion Power: The hero can absorb a specific type of energy and convert it into health. Choose which energy type (life energy, nuclear, light etc.) Catalytic Control: Increase or decrease the speed of chemical reactions. Or the hero can for instance increase the heat generated by a process. Possible power stunts are: Increase Strength and End by increasing the metabolizing of Oxygen and Food, Hastening decay Forming Compounds by simple mixing Stopping nuclear reactions Causing impossible reactions etc. Cold Shaping: Increase or decrease cold intensity or redirect Cold powers, Cold Generation is a bonus power. Darkforce Manipulation: Generate and control the 'darkforce'. Power Stunts: Blunt attack at rank damage Shadowcasting Flight at -1cs Gateway Energy Solidification Electrical Control: as other control powers but character also gets resistance to electrical attacks. He can also remotely operate electrical devices with a Gd power FEAT, complex machinery requires a Rm FEAT. Energy Conversion: Change one form of energy into another at 1 rank lower than original. He must make a power FEAT vs. the intensity of the energy. The hero can gain energy emission (Dazzler) or convert enrgy in a less dangerous form. Heat to cold in a firestorm for instance. Energy Solidification: Form solid forms of intensity material strength. Simple solids require a Fb FEAT, animated require Ty and simple machinery requires an In FEAT. Power stunts: create cages forming servants build semi-permanent structures create body armor to protect and enhance abilities Pieces that are broken of revert to enrgy form and do -4CS damage. Energy Sponge:Absorb and store any kind of energy. Up to power rank can be stored and released at -2CS or harmlessly dissipated. The hero can absorb more energy at a red FEAT but failure results in a complete release of energy at full damage to the hero and surroundings. Energy Vampirism: Drain energy from a target and convert it into Str, End, Psy or other powers. Non-living can be drained totally at a power FEAT vs. energy intensity. Living targets have a resistance intensity equal to their Psy and only energy emission powers can be drained. Fire Control: Control existing flames, increase or decrease by power rank. The hero has power rank resistance vs. heat&fire. Gravity Manipulation: changes gravity intensity with following power stunts: changing gravity direction creating artificial gravity launching targets into space levitation at -1CS speed incapacitating a foe by increasing his weigth forming large asteroids from space debris. Hard radiation control: control X-rays, alpha, beta, gamma and cosmic rays. Kinetic Control: Increase or decrease kinetic energy. Ty intensity FEAT allows him to change the direction of any moving object or he can 'push' a target with power rank strength. He can also control a targets telekinesis or kinetic bolts power with a FEAT vs. opponents power intensity. Light Control: Control light, form crude holograms on Rm feat and gain +1CS resistance to light based attack. Magnetic Manipulation:control existing magnetic forces and shape the field in certain forms to for instance create force fields. Plasma Control: control plasma, create plasme constructs or counteract plasma powers. Radiowave Control: same as other control powers except microwave, AM or FM waves. or simulate broadcasts. Shadowshaping: form 2-dimensional shadow constructs that do power rank damage and remote sense through them, he can also see through shadows. Sound Manipulation: same as other wtih following power stunts muting voices, alarms magnifying sounds to do power rank damage Thermal Control: control heat or cold but only the thing directly affected by the heat or cold source. Vibration Control: increase or decrease vibrations, controling earthquakes. Richter number intensity 1 Fe,Pr 2 Ty,Gd 3 Ex,Rm 4 In,Am 5 Mn,Un 6 Sh-X,Sh-Y 7 Sh-Z,CL1000 8 CL3000, CL5000 other power stunts: distort voices cripple gyroscopes adjust vibration of his own atoms permitting him to phase Energy Emission powers: (17-24) Energy Emission powers allow a hero to do power rank damage by generating the pure forms of energy unless otherwise noted. Cold Generation: NOT ice genration, generate extreme colds (see judge book for effects) Electrical Generation Energy Doppelganger: generate an energy body from himself which can have powers and automatically has True Flight and power characteristic to the energy type. Fire Generation Hard Radiation Heat: NOT fire generation, possible power stunts causing breakdown of molecular or atomic bonds (Am and Un FEAT) Negating a target's magnetism Negating conductivity Strengthening materials changing local weather Kinetic Bolt Light Emission Magnetism Plasma Generation: also create plasma fields with 2 of the following effects Light at -2CS illumination Heat at -2CS Flame at -2CS Hard Radiation at -2CS Magnetism at -2CS Electricity at -2CS Radiowave Generation Shadowcasting: emit a field that obscures energy intensity, the following are affected at listed power rank: Light at Gd or below Heat at Ex Hard Radiation at Rm Radiowaves at In Energy doppelgangers at Am Energy Bodies at Mn Sonic Generation Vibration: power stunts vibratory shield with +2CS protection vs solid attacks Fighting powers: (25-29) Berserker: Reason and Psyche drop to Feeble while Strength and Fighting increase by the lost amount. (Example: A character with Rm Re and In Psyche loses 66 points (30-2 + 40-2 = 66) so his S and F increase by 33 points each.) The characters also gets power rank Iron will. The rage last for the entire combat + 1d100 turns. Martial Supremacy: Choose a Martial Arts then add this powers rank to the already possesed skill. Character can also do power rank damage to non-living matter. The power may be changed for swordsmanship or archery. Natural Weaponry: Rank is material strength of claws, teeth or other weaponsy. Weapon Creation: Create weapons out of thin air, same as molecular creation. The character can only make Reason number of weapons as he must have knowledge of the weapon to create it. Weapons Tinkering: Assemble any weapon or even improve it on a red FEAT. Illusory powers:(30-31) Animate Image: generate a 3-dimensional image from a flat image he must see the image to make it react real to its surroundings Illusion-Casting: The real thing. Illusions that appear solid and can even be recorded and detected by machinery, still he must be able to see the target area. The illusions can immitate any power. The illusion-caster also gains ligth emmision and generation at -2CS and can duplicate other visual powers at -2CS (hypnotism for instance) Illusory Invisibility Illusory Duplication: perfect duplicates of the caster. Life Control powers:(32-35) Biophysical Control: alter the physiology of a target at power rank -1CS for every 10 feet separating the hero and the target and -1CS per extra target. The result of this power is permanent, the hero must choose one of the following: Healing: target gains power rank health, green FEAT handles broken bones and simple wounds, yellow handles wound to organs, terminal diseases and non-fatalpoisons, red handles mortal wounds, massive physical trauma. Regeneration: Heal health as above and regenerate lost limbs. Revival: ressurection, the target can be dead power rank days, the condition of the corpse determines the color of the FEAT. Damage transferral: The hero heal someone with his own health and then heals himself at the same rank. Decay: Power Rank damage Disruption: also power rank damage Aging: multiply aging by power rank, green accelerates aging, yellow stops it and red reverses it. Bio-Vampirism: drains health and increases his own Str, End, Psy, and power ranks, you gain the bonus power of Mind Control over drained victims but you must take a weakness. Every turn the bio-vampire must make a FEAT (vs targets Psyche) , if the first FEAT is succesfull the victim is immobilized. To break of the attack the vampire must make a Psyche FEAT, if he rolls red he enters a frenzy and must feed. Body Transformation-others: in chemical form, physiological form (change to plant animal etc.) or energy form. Judge determines effects, player chooses one of the above. Emotion Control Exorcism: Ty FEAT against lower rank possesions, Rm against equal and Am vs. higher Force Field vs.Hostiles: mental invisibility can bypass this field, acts as Force field vs. hostile intnet. Forced Reincarnation: The hero can hold a dead spirit in stasis while searching a new body, when implanting in a living body he may resist using psyche. Grafting:: mad-scientist material, Dr Frankenstein etc. strongly linked to Bio-Physical control. Hypnotic Control: normal command reequire a green FEAT, immoral commands a red FEAT Mind Control: four versions: Puppetry: target remains aware Possesion: targets mind loses consciousness and control Negation: targets mind turned off Magnification: Re, Int and/or Psy can be increased Mind Transferral: the hero can transfer his mind into several individuals each believing to be the real one Neural Manipulation: Disruption: targets body loses all feelings Paralysis: body turn rigid Seizure: muscles spasm Exaggeration: overreact when attempting movement Plague Carrier: hero is himself immune to disease. The character can infect the target with deadly diseases or cure them. The character has to gain the diseases before he can use them and starts with things like common flu etc. Plant Control: impart plants with limited movement and intelligence Plant Growth Sense Alteration: amplify or negate senses Shapechange-Others: if form for instance cannot breath then ckeck for kill Sleep-Induced Spirit Storage: store and communicate with spirits and immune to possesion from them. Spirits can escape on a red Psyche FEAT Summoning: Summoned creatures from other planes, green FEAT if creatures Psyche is lower, yellow if equal, red FEAT for higher. Summoned creatures must perform one task. Undead Control: control zombies at a green FEAT, intelligent (mummies, vampires) at red FEAT. you may exchange another power for the zombie creation power. Magic:(36-40) Enchantment: imbue an item with spells which then releases it at a specific moment Energy Source: not a real power, the character can perform magic while in contact with his energy source Internal Limbo: Targets can resist by using Strength agility or a travel power and the mage must make a agility FEAT to capture a moving target. He can only draw in targets smaller or equal than himself. The limbo functions as a +6CS emotion control. An example is Warlocks soul gem. Magic Control: manipulate, magnify/reduce or negate magic Magic Creation: invest beings with new magical powers. Magic Domination: a form of Mind Control to force other Mages to cast magic the way the holder of this power wants it. Magic Transferral: Transfer Magical Power to a person in contact (or at -1CS / 10feet distance) The mages own rank drops by the transfered amount. A Green Reason FEAT means the duration is 100* the combined reason of target and mage, yellow means 10000* and red means permanent. Magic Vampirism: Drain magical powers from objects or drain living Magic from a living being (see Vampirism) Power Simulation: Magical version of a normal power. (roll again) Reality Alteration: reshape time, choose one of the following: Alter Future: up to power rank in turn, the harder the higher the feat Alter Present: create some sort of pocket-dimension with a number of people equal to his rank. Green feat for small alterations, etc. Duration, green reason feat gives 2 hours * reason rank, yellow= 1 day*reason rank, red=10 days* reason rank (permanent at judge discretion) Spirit Vampirism: Drain Intuition and Psyche to increase Str, End, Psy and powers (see Vampirism) Sympathetic Magic: (Voodoo magic) Powers work through some sort of Effigy, sticking pins in it hurts the character. Warding: Create wards that have up to rank number of power rank intensity powers to go of when certain conditions are met. Matter Control:(41-47) Bonding: Bonding on molecular level, first turn Fe and +1cs each turn until power rank is reached Collection: Collect matter from your sorrounding for instance salt from the sea, this can also affect phasing or ethereal targets if the user remains concentrating. Crystallization: to affect a moving target agility FEAT, victims may resist as normal. Target (living or non-living) is transformed in gem-like substance with power-rank material strength for 1 min/power rank. If a living being is shattered he remains crystallized until he is somehow reassembled Diminution Disruption: Material strength determines FEAT, living targets may resist as enrgy attack Enlargement Geoforce: locate earth-related things, create vulcanous, earthquakes etc. Matter Animation: alter flow of raw material air, liquid or solid Machine Animation: vs. machines 'Psyche' which is zero when non-sentient, machine can move at rank -2cs Micro Environment: in a close sphere around the hero there's fresh air, normal temp. etc. this protects against acid rain, extreme temp. gasses etc. Molding: shape solid material Weather Control Zombie Animation: physical abilities at -3cs power rank, mental abilities are zero, health as power rank up to psyche rank zombies can be controled, they are immune to psionics or mental powers, disease, poisons, pheremones, hard radiation and sonics. Matter Conversion:(48-53) Coloration: change colors, this power can equal -2cs shadowcasting, shadowshaping, heat emission , force-field vs. heat Combustion: spontaneous combustion in 1-10 turns, power rank damage Disintegration: see disruption Elemental Conversion:convert matter into specific element, each pound created costs 1 health. converting a living being results in the being placed in stasis, if only part is conversed, use your imagination what happens further, probably a kill result Ionization: target emits electricity at -1cs power rank, effects are as -2cs disintegration, -2cs heat or become temporarily ethereal Molecular Conversion: same as elemental conversion but this power can be used to form compounds in stead of just 1 element. Matter Creation:(54-57) Artifact Creation: create desired objects out of nothing, each pound costs 1 health, the character must have detailed knowledge of the designs he wants to create. Elemental Creation: Same as Conversion except the elemant is created out of nothing. This gives nearly unlimited possibilities. Lifeform Creation: maximum number of ounces equal to power rank number. A green reason feat gives a lifetime of 100*reason, yellow gives 10.000*, red is permanent. The hero must have detailed knowledge of the organism to create. Mechanical Creation: create machines, duration as above Missile Creation: stunning of power rank or combined with other powers the player has like power begation/control or induced teleportation. Molecular Creation: same as conversion except agian out of nothing. Spray: Fb damage and visibility -2cs, combined with other powers for instance freeze cloud when the character also has cold emission. Webcasting: power rank strength upon hardening, can also be combined for instance with spirit storage to capture disembodied spirits. Mental Enhancement:(58-71) Clairaudience: hear distant sounds, -1cs resistance vs. sonics Clairvoyance: see distant sigths Communicate w.Animals Communicate w.Cybernetics Communicate w.Non-living Communicate w.Plants Cosmic Awareness: automatically detect CL1000 or better ability, +1cs attacks by detecting weak spots, discover information about things in the entire universe, when used more than 5 times make a secret reason feat vs. going insane temporarily Danger Sense: warn up to power rank second before attack, it can replace intuition, fighting for blocking, agility for dodging, strength for escaping. Minimun rank id intuition. Dreamtravel: the hero can enter the dreams of another person and observe or even interact with it. Physical Abilities and other powers are all on this power rank. Empathy: detect surface emotions or send empathic messages Free Spirit: the character can survive the death of his physical body and live outside of it, he can share bonds with another host body (or posses it with the possesion power), physical powers he posseses are then given to the bonded person. Hallucinations:Illusions directly inside a persons mind Hyper-Intelligence:add this power rank to Intuition or reason Hyper Invention: reason increased for invention purposes Incarnation Awareness: the hero can contact his previous incarnations and ask them to perform deeds that will help him later on. This requires a FEAT with a -1CS penalty for each generation of incarnation. Iron Will: this power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real. The hero can control when to release. Linguistics Mental Duplication: duplicate a targets brain inside a part of your own brain to for instance learn secrets. The captured brain can try to take over on a psyche -3cs roll Mental Invisibility Mental Probe Mind Blast: power rank damage and psyche feat vs. intesity or KO for 1-10 rounds. Mind Drain: reduce reason and intuition by power rank, if at sh-0 loss is permanent. Target may resist with Psyche FEAT, if succesfull the target is immune for 24 hours, but if a second feat fails the victims psyche is also reduced by 1cs for 24 hours, Postcognition: see in the past for a number of weeks equal to power rank number, a green FEAT gives impressions, yellow gives general information and red gives information that ven the subject may not have been aware of. Precognition: the functioning of this power is ebtirely up to the judge Psionic Vampirism: drain reason, intuition and mental powers, see vampirism. Remote Sensing: enhance the range of any sense Sensory Link: see/hear etc. through another being. Serial Immortality: when the character dies he is reborn either as baby, new complete body, premade clone, recently deceased other being or even a living being (psyche feat to resist). Speechthrowing Telekinesis: power rank is equivalent to strength Telelocation Telepathy: communicate on a mind-to-mind basis, unwilling targets require a power feat vs. psyche. Total Memory: total recall Physical Enhancement:(72-85) Armor Skin: permanently altered skin (plates, leather, inorganic) gives body armor Body Resistance: body armor without apparent changes Chemical Touch: -Hallucinogenic: Fighting and Int drop -3cs -Bioluminesence: light generation -Napalm Grip: create fire on contact -Boom Boxing: combustion on contact Digestive Adaption: the character can digest anything and has +4CS resistance to poisons Hyper-Speed: perform tasks at rank times as fast Hypnotic Voice Lung Adaptability: breathe gas or liquid even poisons Pheremones: aerosol version of hypnotic control, the target must be able to smell and taste Regeneration: the character heals power rank/10 points of health per combat round Self-Revival: a new body grows from the largest remaining piece when the character is dead Self-Sustenance: survive without air, water or food Stealth: substract rank from those tacking him (Mn tracking vs. Ex stealth is decreased to Ty tracking) Suspended Animation True Invulnerability: damage is reduced by the number of power ranks, so excellent damage on one with Gd True Invulnerability would do only Fe damage (since the difference is 1 rank) Vocal Control: duplicate any sound or voice Waterbreathing Water Freedom: no negative effects under water. When above water Strenght and End +2cs and agility -2cs Power Control:(86-88) Control: -Manipulation: change directions by a green feat, alter effects by a yellow feat, completely alter a power by a red feat. -Magnification/Reduction: increase or decrease by this power rank. -Negation: negate at a succesfull feat. Undesirect control can be dodged Power Creation: create up to power rank power at -3cs (not on himself) duration is 1 day times the creators reason on a green feat, yellow gives 10 days times reason and red gives permanently. Power Domination: some sort of domination the character can control the use of powers, it's a feat of power rank vs. psyche. Power Duplication: this is the only power a charcter can have, he duplicates any one power at a time at his own power rank, a green feat enables him to store the knowledge of the power for future use, otherwise he must be within 10 feet of the power used. The other powers rolled when the character was created are powers which he previously encountered. Energy Source: the hero draws his power from an outside source. (you may roll another power) Energy Source Creation: the character can create objects that can hold powers and that are released on special circumstances. The item for instance can act as another characters power source. Power Focus: channel all his power ranks and ability ranks in 1 ability or power burst. They are all totalled together in one massive outburst, afterwards all ranks drop to Feeble. This power rank number is the nuber of points the character can regain each turn. Power Gestalt: a power created when two characters touch Nemesis: replaces all other powers. In 2 round the characters can devellop a counter-power vs. his adversary or up to a +1cs version of the adversery's own power. The nemesis power can cope with only 1 person at a time Power Transferral: transfer a part of your powers to another Power Vampirism: drain powers as vampirism Residual Absorbtion: duplicate a power by absorbing left-over traces. green feat gives a duration of reason x 100 turns, yellow: reason x 10.000 turns, red: permanent Selection: only one of the characters powers can be used at a time (roll another power) Weakness Creation: bestow a character with a weakness with a duration of 10 turns x reason when a green feat is made, 1000 x when yellow, 10.000 x when red Self-Alteration:(89-92) Age Shift: alter apparent age Alter Ego Anatomical Separation: limbs, head etc. can operate independently Animal Transformation Animal Mimicry: duplicate natural abilities Blending Body Adaption: survive in hostile environment by changes ones body, for example higher gravity would increase someones strength. Body Transformation: change elemental nature of his own body, this includes changing into liquid or gas. Body Coating: this coating prohibits the use of any powers but also protects the hero vs. any harm until the coating is destroyed. Chemical Mimicry: only chamical alteration of his body, no visual changes Energy Body: body consists of one type of energy Energy Sheath: an energy sheath surrounds the characters body and as with body coating damage to the sheathdoes not result in damage to the body only when the sheath is destroyed, it takes a red feat to restore the sheath Evolution: evolve in a caveman (increase FASE, decrease RIP) or giant brain (decrease FASE increase RIP). Caveman has Ty tracking, brain has Ty telekinesis and True Flight Imitation: change form (gain outward powers) Invisibility Physical Gestalt: two normal person form into one superhuman Plant Mimicry: change into plantform (form does not change much). This can have varies effects: -Photosynthesis: no need of food, -Fragrance: summon insects, -Rooting: immovability, -Poison touch Prehensile Hair: no. of actions and strength and agil. of the hair are given in the following table: RANK # actions Str/Agil. adjustment Fe 1 -2cs Pr 1 -1cs Ty 1 none Gd 2 none Ex 2 +1cs Rm 3 +1cs In 3 +2cs Am 4 +2cs Mn 5 +3cs Un 6 +3cs X 8 +4cs Y 10 +4cs Z 12 +5cs CL1000 20 +5cs CL3000 30 +6cs CL5000 40 +7cs If the power is somehow nullified characters agility and movement -4cs Self Duplication: create exact duplicates of the character possibly with permanent duration or different powers at creation. Phasing Shapeshifting: change in any form, animate or not Spirit Gestalt: join with a spirit being to become a superhuman, ancestral spirits, demonic or divine etc. Travel:(93-00) Astral Body Carrier Wave: propel the characters body by use of energy (magnetism, sound, light etc.) Dimension Travel Energy Path: the hero is transformed into a specific type of energy and can travel at power rank speed along currents of that energy Floating Disc Gateway: travel to any point in space ,time or dimension. Location requires a green feat, time a yellow feat and dimensions a red feat. Gliding: Top speed is Sh-X Hyper-Digging Hyper-Leaping Hyper Running Hyper-Swimming Levitation Rocket: flight by means of a rocket-like exhaust. Skywalk: walk along an invisible path created by the hero only usable by him. Spider Climb Teleport Self Teleport Other Telereformation: disintegrates the characters body and transports the lifeforce to the new location where the body is build up from available material. At a limitation of -1cs the character can recreate his original body when he returns to the site where it was destroyed. Timetravel: up to power rank number times 1000 years in the past, times 10 years in the future. Troubleseeker: character is unwillingly transported to a site where a person is in need of help, he must remain within 10 areas of the spot where help is needed. The character can transport up to 1 pound per rank number in matter (including maybe unwilling persons). True Flight Water Walking Whirlwind: transport by creating small whirlwinds.