Powers

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: vlemming@telebyte.nl
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.