The character adds +1 to their Agility damage multiplier, and they gain a +1 bonus to Agility checks other than attacks.
The character adds +2 to their Agility damage multiplier, and they gain a +2 bonus to Agility checks other than attacks.
The character adds +3 to their Agility damage multiplier, and they gain a +3 bonus to Agility checks other than attacks.
The character adds +4 to their Agility damage multiplier, and they gain a +4 bonus to Agility checks other than attacks.
The character has an additional prehensile appendage (like a tail) or a symmetrical pair of them (like arms) that can be used to lift objects, use tools or otherwise take actions that normally require the use of a hand. This grants them an edge in Melee and Agility checks. A character can have as many additional limbs as they like-within reason-but they get no additional advantages for them.
Any allies in earshot can be affected, up to a number equal to the character's Ego defense. Each affected ally can immediately use a free movement action to move toward the enemy that triggered the reaction.
The character gains one additional reaction per round, which can be used only to activate a Martial Arts power.
The character becomes angry and uses that anger to increase their strength. For every 10 points of Focus they spend, they add +15 to their Melee damage bonus and lose - 2 from their Logic-and subsequently their Logic defense. While using this power, they cannot use any other powers that require concentration.
The character can communicate telepathically with one animal of their choice, and they must have befriended the animal before. They cannot switch to another animal unless the animal dies, but they can select this power multiple times if desired. The communication can be verbal, visual or even more complex, such as imparting location information. There is no limit to the distance of the communication, as long as the character and the animal are in the same dimension. Animals with a telepathic bond are generally willing to communicate, even if they aren't friendly. Bonded animals often do whatever the character asks, even if it might put them in danger.
The character can communicate telepathically with one taxonomic order of animals, such as birds, mammals, fish, amphibians and so on. They can call out to them as a group up to 500 spaces per rank away, and they can communicate specifically with ones they have met or at least seen. They cannot switch to another taxonomic order, but they can select this power multiple times if desired. The communication with the animals can be verbal, visual or even more complex, such as imparting location information. There is no limit to the distance of the communication, as long as the character and the animals are in the same dimension. Friendly animals often dowhatever the character asks, as long as it doesn't put them in danger—and they may be willingto risk even that for one they consider a friend. Hostile animals simply ignore all such requests-which make them a poor choice for communication.
The character creates a visual-only illusion anywhere in line of sight, within 50 spaces. The illusion can be anything up to four sizes larger than the character, and it can move freely within its limits. The character breaks concentration if they move beyond 50 spaces from the illusion or lose line of sight to it.
The character can project an avatar into the Astral Plane, leaving their physical body in a deep trance in the real world, where it is vulnerable to attack. While in the Astral Plane, they can interact with other characters in the Astral Plane, but they are intangible, invisible and generally undetectable in the real world. However, they can sense things in the real world. If the character is Rank 4 or higher, they can also take on a transparent form that can be seen in the real world. While in the Astral Plane, the character can fly, and in combat, their Flight Speed is equal to their rank times their Run Speed. Outside of combat, they can move 10 times as fast.
The character doubles their Melee ability bonus to damage.
The character makes one Melee check against the Melee defense scores of two enemies within reach. If the attack fails against either foe, it fails entirely. If the attack is a success against both foes, each enemy takes full damage. On a Fantastic success, each enemy is also knocked prone.
The character inspires one or more allies of their choice in earshot, up to the character's Vigilance. Inspired allies gain an edge on all action checks until the start of the character's next turn.
The character has an edge on all Melee attacks.
The character teleports into a clear space they can see or have been to, up to their rank in spaces away. If someone was about to attack them and they are now out of reach or line of sight, the attack automatically fails. If they are still within reach or line of sight, the attack has trouble instead.
The character teleports several times in quick succession and winds up in aclear space they can see or have been to, up to their rank in spaces away. Any attacks have trouble against them for one round.
The character pops away just as the attack reaches them and then pops back into the same space, leaving the projectile behind. The character makes an Ego check with an edge against the attacker's Agility check result. On a success, the projectile from the attack is teleported away. someplace safe. On a Fantasticsuccess, the attack is turned against the attacker, using the Ego check the character just made as the attack check.
Any attacks against the character have trouble.
The character gains Health Damage Reduction 3, but they cannot make attacks. They gain a glide Speed equal to double their run speed
The character forms their body into a sphere, protecting up to one ally per rank, squeezed into the same space. Those inside the sphere gain Health Damage Reduction 3 against outside attacks, but they cannot move on their own until the character releases them. Alternatively, if the attacker is within the character's reach, the character can make an Agility check against the target's Agilitydefense. On a success, the character envelops the attacker, grabbing them. On a Fantastic success, the character closes the sphere enough to pin the attacker too.
The character makes an Ego check with an edge against the Agility defense of a target in their line of sight. For this attack, add +1 to the character's Agility damage bonus for every 2 points of Focus they spend. On a success, an affected target takes that total damage. On a Fantastic success, an affected target takes double that total damage and is stunned for one round.
The character picks one character within 5 spaces and boosts all of their powers. If the powers have ranges or effective areas or durations, these are doubled. If the powers affect a damage multiplier, add 1 to the effects. Any effects that normally happen with a Fantastic successes automatically happen on any success, not just a Fantastic one. If the target's powers havecosts, the character must pay the highest of them or a minimum of 15 Focus.
The character can use the full senses of someone or something with whom they have established a telepathic link or bond. While they do, they retain the use of their own senses too.
The fall doesn't damage the character. If they are prone, they stand up. If they'd like, they can also jump a number of spaces, up to their Run Speed.
For every point of Focus spent, the character can ignore 1 point of Health damage dealt by the attack.
The character makes an Ego attack against the target's Vigilance. If it succeeds, the target takes regular Focus damage, and the character heals halfthat much Focus for themselves. On a Fantastic success, the character heals their full Focus damage instead.
The character can use their Melee defense score against Agility attacks too.
The character adds +1 to their Logic damage multiplier, and they gain a +1 bonus to Logic checks other than attacks.
The character adds +2 to their Logic damage multiplier, and they gain a +2 bonus to Logic checks other than attacks.
The character adds +3 to their Logic damage multiplier, and they gain a +3 bonus to Logic checks other than attacks.
The character adds +4 to their Logic damage multiplier, and they gain a +4 bonus to Logic checks other than attacks.
The character picks one power from another character within 5 spaces and boosts it. If the power has ranges or effective areas or durations, these are doubled. If the power affects a damage multiplier, add 1 to the effect. Any effects that normally happen with a Fantastic success automatically happen on any success, not just a Fantastic one. If the power has a cost, the character must pay it as well, with a minimum of 5 Focus.
The character makes an Agility check, using the attacker's attack result as the target number. If the character's check succeeds, the attack is nullified. On a Fantastic success, the character gets their reaction back.
The character makes a close attack with an edge. If the attack is a success, the enemy takes regular damage. On a Fantastic success, the character can also make an additional Chain Strike.
The ally gains an edge on that action check.
The character uses a mirage to block their presence from the minds of people within 20 spaces per rank. Cameras (tor instance) can still record them, but when people look in the character's direction, they see nothing there. The target number for anyone trying to detect the character isthe character's Logic defense.
Using a mirare the character blocks theirpresence-and the presence orup to one omer person per rank within 0 spaces-trom the minds orpeople within 20 spaces per rank. Cameras (tor instance can still record taem, our waen people look in te characters alrecaon, they see nothine there The target number for anyone trying to detect the character or the others protected is the character's Logic derense
The character makes a close attack avainst an enemy. If the attack is a success, the enemy takes regular damage. Un a rantastic success, the enemy takes double damage and is knocked prone.
The character picks another character within 10 spaces and in their line of sight and duplicates all their powers that could be selected with the Special Training origin. They can now use those powers as if they were always theirs. If the copied powers have costs, the character must pay the highest of them, or a minimum of 5 Focus. When the character uses a copied power, they must pay any cost normally as well.
The character picks another character within 10 spaces and duplicates all of their powers. They can now use those powers as if they were always theirs. If the target's powers have costs, the character must pay the highest of them, or a minimum of 15 Focus. When the character uses a copied power, they must pay any cost normally as well
The character makes a Melee attack. On a success, the enemy is paralyzed. On a Fantastic success, the enemy also takes regular damage. During the character's subsequent turns, they can spend their movement action to make a Melee check against the enemy's Resilience. If this succeeds, they inflict regular Health damage. On a Fantastic success, they do double damage instead. During the paralyzed enemy's turn, they canmake a Melee check against the character's Melee defense to break free.
Once per battle, the character chooses an ally in earshot. If the ally makes an action check before the start of the character's next turn, the ally automatically rolls a 1 on their Marvel die, and that die cannot be affected by trouble.
Once per battle, when the character is attacking targets of equal or higher rank, the character automatically rolls a 1 on their Marvel die, and that die cannot be affected by trouble. If the character is attacking multiple targets, all the targets must be of equal or higher rank.
The character gives an order to a target with whom they've established a Telepathic Link. The character makes a Logic checkagainst the target's Logic defense. On a success, the target complies with the order. On a Fantastic success, the character gains an edge the next time they use this power against this same target. The command mustbe something thatcan be completed in asingieaction Iativolves narmine someone the caaracter hastrouble on the check. If it would cause the target to harm themselves, the character has double trouble on the check.
The character creates a thick fog for up to 50 spaces per rank around them that blocks all line of sight beyond 10 spaces. They can also dispel any fog in a similar area.
It starts to rain in an area up to 5 miles across times the character's rank. centered on the character. All ranges are cut in half. Movement is not affected.
It starts to storm in an area up to 5 miles across times the character's rank. centered on the character. All ranges and all speeds are cut in half.
It starts to storm in an area up to 5 miles across times the character's rank, centered on the character. All ranges and all speeds are cut in half. If the character also has the Elemental Blast (Electricity) rowco e san e 0858 racon 88 this power is active.
It starts to storm in an area up to 5 miles across times the character's rank, centered on the character. All ranges and all speeds are cut to one quarter normal and flying is impossible. Ifthecharacteralsohasthe Elemental Barrage (Electricity) power, they can use it as a reaction when attacked while this power is active
The character picks one ability score of another character within 10 spaces and duplicates it. They now use
The character picks onepower a target within 10 spaces has and duplicates it. They can now use it as if it was always theirs. When the character uses such a power, they must pay any cost normally as well.
The character picks one trait another character within 10 spaces has and duplicates it. They can now use it as if it was always theirs.
The character deals half the attacker's regular damage to the attacker.
The character makes an Agility attack against a target's Vigilance defense. If the attack is a success, apply Health Damage Reduction normally. The target takes any damage to their Focus. If it's a Fantastic success, the damage is doubled, and if the target takes any Focus damage, they are stunned for one round.
The character makes an Ego check with an edge against the Melee defense of a target in their line of sight. If the attack is a success, the crimson bands paralyze the target. On a Fantastic success, the targetcan be pinned too Breaking out of the crimson bands requires a Melee check with target number 20.
The character makes a Melee attack against the grabbed target's Resilience defense If it's a success, the target takes regular damage. On a Fantastic success, the target takes double damage instead and is pinned.
The character picks one power from another character within 20 spaces and makes an Ego attack against them. On a success, they tamp the power down. If the power has ranges or etfective areas or durations. these are halved. If the power affects a damage multiplier, subtract 1 from the effect. The power can no longer enjoy Fantastic successes Ifthe power has a Focus cost, the character must also pay that cost to dampen it.
The character makes an Agility check and compares that against the Agility defense of every enemy within 10 spaces and in their line of sight. Each success does half the regular damage. On a Fantastic success, each enemy takes full damage instead and is bleeding.
An area up to 5 spaces wide per the character's rank-centered on anything the character wishes, within 50 spaces—is filled with inky darkness. Those inside it cannotseeanything, and no lights work within it except those generated by powers. The character must remain within 50 spaces of the affected area to avoid breaking
The character makes an Ego check against an enemy in their line of sight and compares that against the target's Vigilance defense. If the attackis a success, the enemy is blinded for 1 turn. On a Fantastic success, it also inflicts regular damage. Alternatively, the character can blind the victim with darkness.
The character makes an Ego check against an enemy in their line of sight and compares that against the target's Vigilance defense. If the attack is a success, the enemy is deafened for one turn. On a Fantastic success, it also inflicts regular damage.
Any close attacks made against the character have trouble until they are successfully attacked in this combat.
The character opens a glowing portal in a space next to them that moves anything that enters it between that space and its destination, which forms a matched glowing portal in the other place. The other end of the portal must be in a clear space in another dimension that the character has been to. Anything can move through the portal in either direction until it is closed, which the character can do at will.
The character Instantly moves from their current dimension to another dimension within the same universe. For instance: from Earth to Asgard, Limbo or K'un-Lun When they move to the other dimension, they can arrive in any place they've been to before Otherwise. they arrive at the most common entrance to that
The character makes an Ego check against the Vigilance defense of a target they have grabbed. If the checkis successful, the character can send the target to another dimension. The target can be sent to any location in that dimension that the character has been to before. Otherwise, the target arrives at the most common entrance to that dimension
The character moves to a different dimension, taking any person they are touching with them. If the target does not wish to come along the character must grab them first. Whenthey move to the otherdimension, they can arrive in any place they've been to before. Otherwise, they arrive at the most common entrance to that dimension
The character adds +1 to their Ego damage multiplier, and they gain a +1 bonus to Ego checks other than attacks
The character adds +2 to their Ego damage multiplier, and they gain a +2 bonus to Ego checks other than attacks.
The character adds +3 to their Ego damage multiplier, and they gain a +3 bonus to Ego checks other than attacks
The character adds +4 to their Ego damage multiplier, and they gain a +4 bonus to Ego checks other than attacks.
The character instantly alters their appearance so that they appear to be someone else. The target number for anyone trying to see through the disguise is the character's Ego detense it the character is impersonating someone known to the other person, that person has an edge.
The character makes an Ero check amainst the Ego defense of a target usinga magi power that requires concentraton. un a success, tae tarsets concentration on that power is broken. On a Fantastic success, the target's concentration is broken entire v.
When phasine through electronics the character can scramble them, causing them to elther shut down or crash In the case of powers that are Tech Reliant and teature electronks, they are unusable for oneturn while they rebool
When phasing through a person, the character can attempt to scramble their nervous system, The character makes an exo check asainst the tarkets restence detense On a success, the target is stunnedforone round Un a rantasac success, the target aiso tals prone
Tne caaracter decomes the sugatest bit sondwalle onasing themselves or a pnased weapon through someone. They make a close attack. On a success, the attack does normal damage, ignoring any Health Damage Reduction, On arantasticsuccess, the attack does double damase instead, inoris any Health Damare reduction and the target is stunned tor one round
The character heals 2 pointsof Healthfor every point or rocus they spend.
The character dominates a tarker with whom they've established a Telepath Link and who has no Focus left. The character makes a Logic check with trouble against the target's Logic detense. On a success, the target is completely dominated and will ronow the character's orders On a Fantastic success the character gains an eare the nexttime they use this power against tais Ine resuit or tae character s check is the target number for any attempts by the target to end the domination it any order involves harming someone the target gets to make a Loric check to end the dominaton. I tne target nas the Herotctar, they get an edre on the check It the order wowd cause the tarper to narm taemselves thetarget gets an ecge on thechecs thev havethe Herot tag, they get a double edge.
The character makes a ranged attack against an enemy within 2 spaces. If the attack is a success, the enemy takes regular damage. On a Fantastic success, the enemy takes double damage and is bleeding
The character can reach out with their mind to sense the presence of others within 100 spaces per rank. This tells them the person's location and general status. It can also identify if they have super-powers or not. If a target or targets wish to remain undetected, the character must make a Logic check and compare it against each target's Vigilance defense. If they succeed, they sense the target. On a Fantastic success, they can also identify the source of any powers the target has.
The character alters the memory of a target with whom they've established a Telepathic Link. This can be as simple as erasing e chunk or the target's memory or as complicated as implanting entirely new memories. The Narrator sets the target number based on how complex the new memory is and how hard it would be to integrate such memories into the character's other memories. The character makes a Logic check against the target's Logic defense. On a success, the memories are altered. On a Fantastic success, the target has trouble on checks to refute such memories in the tuture Any time the target is given good reason to doubt the edited memory, they can make a Logic check to refute the new version of their memories and recover their original memories. If they succeed, they remember both the original memory and the edited one On a Fantestic success, they know for sure who did this to them.
The character designates a space within their line of sight. The attack can affect every enemy within 10 spaces of that. The character makes a single Ego check and compares it to each target's Resilience defense. Affected enemies take half regular damage. On a Fantastic success, they take full regular damage and the elemental type's specialeffect.
The character forms a wall of their element within their line of sight and up to 10 spaces away per rank. This covers up to 2 spaces across (vertically/horizontally) per their rank. The charactermakes an Agility check and compares the results against the Agility defense of any target in the affected spaces. On a success, the character chooses which side of the barrier the target winds up on. On a failure, the target chooses. On a Fantastic success, the target suffers the element's special effect too. Attacksagainst the barrier are against the character's Ego defense. Any attacks against it that do 10 points of damage or less are instantly absorbed, and the barrier continues. If an attack does more than 10 points of damage, it destroys the barrier. Either way, the attack leaves those behind the barrier unharmed.
The character makes a ranged attack with an edge at an enemy in line of sight. For this attack, add +1 to the character's Agility damage bonus for every 2 points of Focus they spend. On a success, an affected target takes that tote. damare. On a Fantastic success an affected target takes double that total damage and suffers the elemental type's special elect
The character makes a ranged attack against an enemy in line of sight. If the attack is a success, it inflicts regular damage. On a Fantastic success, the enemy takes double damage instead and the elemental type's special effect
The character's body is made entirely of their element, which gives them a steady supply of their element to use and makes them essentially unkillable. When they lose all their Health, their form loses its cohesion and falls apart When they have at least 1 Health-which they can gain back overtime, normally-they can re-form. If the character wishes to use their elemental body in unusual ways, they should pick Plasticity powers. If they wish to be able to be fully human at times, they should take the Shape-Shift power.
Thecharactermakes an Ego attackagainst a target's Melee defense within 5 spaces times the character's rank. If the attack is a success, the character grabs the target with their element. On a Fantastic success, the target can also be pinned and suffers the element's special effect. Breaking free requires a successful Melee check against target number 20.
Thecharacterinfuses their energy into a handheld weapon in their grasp. When the character gets a Fantastic success attacking with the weapon, add the energy's special effect.
The character picks a point within their line of sight and traps any chosen targets within up to 5 spaces times their rank—in a prison comprised of their element. When the Elemental Prison is formed, the character makes an Ego check and compares the results against the Agility defense of targets inside the enclosed spaces. On each success, the character traps the target within the prison's perimeter.On a Fantastic success, such imprisoned people suffer full damage and the element's special effect too. Attacks against the prison are against the character's Ego defense.Any attacks against the prison are absorbed as if made against the character's Elemental Protection power, and the prison continues. If an attack does more damage than the character's Elemental Protection power can sustain, it destroys the prison, but no one inside is harmed.
The character protects themselves with their element. Any attacks against them that do 10 points of damage or less are instantly absorbed, and the protection continues. If an attack does more than 10 points of damage, it destroys the protection. Either way, the character remains unharmed.
The character protects themselves with their element. Any attacks against them that do 20 points of damage or less are instantly absorbed, and the protection continues. If an attack does more than 20 points of damage, it destroys the protection. Either way, the character remains unharmed.
The character protects themselves with their element. Any attacks against them that do 30 points of damage or less are instantly absorbed, and the protection continues. If an attack does more than 30 points of damage, it destroys the protection. Either way, the character remains unharmed.
The character protects themselves with their element. Any attacks against them that do 40 points of damage or less are instantly absorbed, and the protection continues. If an attack does more than 40 points of damage, it destroys the protection. Either way, the character remains unharmed.
The character makes an Ego attack against the target's Agility defense. If the attack succeeds, the character can move the target in any direction, up to 1 space times the character's rank. On a Fantastic success, the target also takes regular damage, is knocked prone and suffers the element's special effect.
The character can transfer any Health damage that gets through an elemental power that grants damage protection to their Focus instead, leaving the protection intact.
The character makes a ranged attack against a target in line of sight. If the attack is a success, it inflicts regular damage. On a Fantastic success, energy also bounces off the first target to another in line of sight, and the character can make a new attack against that target, adding the new range to the previous attack's range. This can be repeated until an attack is not fantastic.
The character envelops themselves-and any chosen people within up to 5 spaces times their rank—in a protective sphere comprised of their element. When the sphere is formed, the character makes an Ego check and compares the results against the Agility defense of unwanted characters in the enclosed spaces. On a success, the character can move any unwanted people within the sphere's perimeter to spaces outside of the sphere. On a Fantastic success,such moved people suffer full damage and the element's special effect. Attacks against the sphere are against the character's Ego defense. Any attacks against the sphere are absorbed as if made against the character's Elemental Protection power, and the sphere continues. If an attack does more damage than the character's Elemental Protection power can sustain, it destroys the sphere, but no one inside is harmed.
The character makes an Ego attack against the grabbed target's Resilience defense. If the attack is a success, the target takes regular damage. On a Fantastic success, the target can also be pinned and suffers the element's special effect. With elements that aren't suited to suffocation, this power chokes the target instead.
The character can take any Health damage done to them after applying any damage reduction), ignore it and add that number to their Focus instead. In this way, they can increase their Focus up to double their regular maximum Focus. Once the combat is over, any extra Focus over the character's regular maximum Focus score fades away.
The character is not harmed by intense cold or heat, the pressure of the deep seas or the intense radiation and vacuum of space. The player can choose any or all of these protections, as best fits with the character concept.
The character can use their Agility defense score against Melee attacks too.
The character attempts to remove the possessor from a possessed target. The character makes an Ego check against the possessor's Ego defense. On a success, the possessor's concentration is broken, ending the possession. On a Fantastic success, all of the possessor's concentrations are broken, and the possessor is stunned for one round too.
The character makes a Melee attack against the target's Resilience defense score. If the attack is a success, the damage it does ignores Health Damage Reduction. On a Fantastic success, the target suffers double damage and the weapon's special effect.
The character makes something—a single person or object-within reach invisible. This can be one size bigger than them forevery rank they have.
The character's reach quadruples.
The character's reach is 10 times normal.
The character splits their attack to make two close attacks against separate targets within reach (ortheycan focus a single attack on a single target). Make a single Melee check and compare it to the targets' Melee defenses. On a success, the affected target takes half regular damage. On a Fantastic success, the affected targettakes full damage, and the character can make a bonus attack with this power against any target within reach, with the same effect.
The character gains one additional reaction per round. This reaction can be used only to trigger a Ranged Weapons power.
Thecharacter splits their attack to make two close attacks against separatetargets within reach (orthey can ocus a single attack on a single target. Makea single Melee heck and compare it to the targets Melee defenses. On a success, the affected target takes half regular damage. On a Fantastic success, the affected target takes full damage.
The character makes an Ego check against the Agility defense of a target in their line of sight. If the attack is a success, it inflicts regular damage. On a Fantastic success, the target takes double damage and then suffers 5 points ofdamage at the end of every round until someone uses an action to put out the flames.
The character makes an Ego check and compares that against the Vigilance defense of every enemy within 5 spaces. Each beaten enemy is blinded for one turn. On a Fantastic success, the flare inflicts regular damage too.
The character gains Health Damage Reduction 1. They also have an edge on Agility checks for contortion and escape.
The character gains Health Damage Reduction 2. They also have a double edge on Agility checks for contortion and escape.
With a standard action, the character can automatically pick any lock that requires a physical key. They can also shape their hands to form almost any other kind of simple tool.
The character can fly. Their combat Flight Speed is equal to their rank times their Run Speed. Outside of combat, they can move three times their Flight Speed.
Outside of combat, the character can fly up to 50 times their Flight Speed.
The character makes a close attack against two enemies within reach. If an attack is a success, the enemy takes regular damage. If an attack is a Fantastic success, the enemy takes double damage and is knocked prone.
The character calls out an enemy in line of sight and inspires one or more allies of their choice in earshot, up to the character's Vigilance. They gain an edge on all action checks against that enemy.
The character makes a close attack with an edge. For this attack, add +1 to the character's Melee damage bonus for every 2 points of Focus they spend. On a success, an affected target takes that total damage. On a Fantastic success, an affected target takes double that total damage and suffers the weapon's special effect.
The character makes a close attack. Add +1 to the character's Melee damage bonus for every 2 points of Focus they spend. On a success, an affected target takes that total damage. On a Fantastic success, an affected target takes double that total damage and is stunned for one round.
The character uses a mirage to alter their appearance in the minds of anyone within 20 spaces per rank. Cameras (for instance) can still record them normally, but when people look in the character's direction, they see someone else. The target number foranyone trying to see through the mirage is the character's Logic defense. If the character is impersonating someone known to the other person, that person has an edge.
The character splits their attack to make two close attacks against separate targets within reach (or they can focus a single attack on a single target. Make a single Melee check and compare it to the targets' Melee defenses. For these attacks, add +1 to the character's Melee damage bonus for every 2 points of Focus they spend. On a success, an affected target takes half that total damage. On a Fantastic success, an affected target takes full damage and suffers the weapon's special effect.
The character uses a mirage to alter their appearance-and the appearance of up to one other person per rank, within 10 spaces—in the minds of people within 20 spaces per rank. Cameras (for instance) can still record them, but when people look in the characters' direction, they see other people. The target number for anyone trying to see through the mirage is the character's Logic defense. If the affected characters are impersonating people known to the other person, that person has an edge.
The character creates a sound and sight illusion anywhere in line of sight, within 50 spaces. The illusion can be of anything up to five sizes larger than the character, and it can move freely within its limits. The character breaks concentration if they move beyond 50 spaces from the illusion or lose line of sight of it.
The character creates a full-sensory mirage that affects everyone in a Telepathic Network they set up who is also in the same locale. The mirage can be of anything the character desires, and it can move freely.
The character makes a close attack. If the attack is a success, the enemy takes regular damage and is grabbed. On a Fantastic success, the target takes double damage instead and is pinned too.
The character makes a Melee check and compares that against the Agility defense of every target within the character's reach plus their rank in spaces. Any targets the attack succeeds against take half regular damage. On a Fantastic success, the targets take full damage and are knocked prone.
For every point of Ego the character has, they can hoist one ally into the air with them. The Flight Speed of the group is half the character's, and all affected allies must remain within 5 spaces times the character's rank. The character controls each ally's speed and position during the character's turn, but they can release any or all allies at any time.
Forevery point of Ego defense the character has, they can make one person or thing invisible, including themselves. Each of these can be one size bigger than them for every rank they have.
The character can move up to one person per rank through the air in any direction at the character's Run Speed. The levitated targets) must remain within 5 spaces times the character's rank. If any target does not wish to be moved like this, they must be telekinetically grabbed first.
The character can grow up to huge size. They can return to their normal size at will.
The character can grow up to gigantic size. They can return to their normal size at will.
The character can grow up to titanic size. They can return to their normal size at will.
The character can grow up to gargantuan size. They can return to their normal size at will.
The character makes a close attack with an edge. If the attack succeeds, they do regular damage forthe size they are growingto. On a Fantastic success, they do double damage and stun the target.
The character makes a ranged attack with trouble on an enemy within the weapon's range. If the attack is a success, the enemy takes double normal damage. On a Fantastic success, the enemy takes triple damage. Either way, if the enemy suffers any actual damage, they are also stunned for one round.
At the end of the character's turn, they regain Health equal to their Resilience. (This works outside of combat too, quickly bringing them back to full Health.)
The character can sense things roughly twice as far away as normal. They also have an edge on Vigilance checks to perceive things, and enemies have trouble on checks they make to sneak past the character.
The character can sense things roughly four times as far away as normal. Their senses are so sharp that they can use some of them to compensate for the loss of others (say, if blinded or deafened). They can even listen to the heartbeat of a person in the same room to see if they are lying-although this is as reliable as a traditional lie detector: far from 100% and not admissible in court. They also have a double edge on Vigilance checks to perceivethings, and enemies have double trouble on checks they make to sneak past the character.
The character summons chains covered in hellfire and can use them to bind or smash targets. They can attack anyone within 10 spaces per rank and line of sight. Make an Ego attack. On a success, the target takes regular Health damage. On a Fantastic success, the target is grabbed and paralyzed too. If a target is grabbed by the hellfire chains, on each subsequent round, the character can make an Ego check against the target's Resilience Resilience defense to inflict regular Health damage and regular Focus damage. Breaking free from the hellfire chains requires a Melee check with a target number of 20.
The character fires a hex bolt at a foe. Make an Ego check against the target's Agility defense. On a success, the attack does regular damage. On a Fantastic success, it does double damage and causes the target trouble for one round
The character makes a close attack with an edge on an enemy. If the attack is a success, the enemy takes regular damage, and the character can make an additional movement up to half their Run Speed for free. On a Fantastic success, the enemy takes double damage and suffers the weapon's special effect.
All allies within earshot can fall prone if they wish and are able to. If falling prone makes the ally an ineligible target for the initial attack, the attack automatically fails.
The character makes a ranged attack on an enemy. If the attack is a success, the enemy takes regular damage. On a Fantastic success, the enemy takes double damage and is knocked prone. The shield then bounces back to the character.
The ally gains Health Damage Reduction equal to the character's Shield power against that attack. The shield then bounces back to the character.
The enemy has trouble on the attack. The shield then bounces back to the character.
The character is known for owning and using a unique and powerful weapon, like Mjolnir (Thor's hammer) or Captain America's shield. The Narrator must approve the details of this weapon. This power can be taken more than once, but each time must be with a different weapon.
The character makes an Ego check against the Agility defense of a target in their line of sight. If the attack is a success, it inflicts regular damage. On a Fantastic success, the enemy takes double that total damage and is paralyzed by the ice.
The character illuminates one object or point in line of sight, within 50 spaces, with bright light. The character can maintain concentration on the effect even if they move out of range or line of sight.
The character creates one sound and sight illusory duplicate per rank of one person they've met (including themselves). The duplicates look and sound exactly like the original and are under the character's complete control. They start in the same space as the character and instantly move into any open space around them, up to 2 spaces away, during which time the character can swap places with any of the duplicates. If the character is duplicating themselves, the character's player should secretly record which one is the actual character. The duplicates can move up to 10 spaces away from the character, and they can pretend to attack (and miss) opponents. Any attack that hits a duplicate instantly removes it. If the character successfully attacks someone or does something else to makethe truth evident, the illusion ends. This spell can also be used to see through someone else's illusion. When used in this way, it gives the character a double edge on their Ego check.
For every point of Melee defense the character has, they can reduce knockback by 1 space.
The character transmits a knowledge-based label (a trait or tag) of their own to a target with whom they have established a telepathic link —willing or not. The label lasts until the target sleeps. The character can also impart any other kind of knowledge they have to a target this way. The process is almost instantaneous.
The character inspires an ally in earshot. The ally gains an edge on all action checks until the start of the character's next turn.
Once per battle, the character can make a second attempt at a check that they just failed, erasing and replacing the first attempt entirely.
The character can use their Logic defense score against Ego attacks too.
The character becomes invisible. They have an edge on Agility checks to sneak past people, and enemies have trouble on Vigilance checks to perceive them. It's even harder to spot things that are invisiblebut aren't moving Characters must be actively trying to do so to be able to make a Vigilance check.
The character makes an Ego check against the target's Ego defense. If it succeeds, the target has trouble on all actions. On a Fantastic success, the target loses their next standard action.
The character gains the Jump movement mode with a Jump Speed equal to their Run Speed. They can jump this distance in any direction, vertically as well as horizontally.
The character's Jump Speed is equal to their rank times their Run Speed. Outside of combat, they can move three times as fast.
Outside of combat, the character can jump up to 50 times their Jump Speed.
The demoralized or stunned condition ends.
The character makes a ranged attack on the enemy. If the attack is a success, the enemy takes normal damage. On a Fantastic success, the enemy takes double damage. Either way, the character regains their reaction. Each target can be affected by this attack by this character only once per round.
The character makes a close attack against an enemy. If the attack is a success, the enemy is grabbed and dealt regular damage. On a Fantastic success, the enemy takes double damage and is grabbed and stunned for one round. Either way, both the character and the enemy are knocked prone.
The character makes an Ego attack against the target's Resilience defense. If it succeeds, the target takes regular Health damage, and the character heals half that much Health for themselves. On a Fantastic success, the character heals the full Health damage instead.
The character makes a close attack. If it succeeds, the enemy takes regular damage and is knocked prone. If it's a Fantastic success, the enemy is stunned for one round too.
The character can move through the air in any direction at their Run Speed.
The character has one extra standard action and one extra reaction each turn. Additionally, they can turn their Marvel die to a Fantastic success when making an initiative check.
The character can communicate telepathically with one machine at a time, and they must have met or seen the machine before. The communication can be verbal, visual or even more complex, such as imparting location information. There is no limit to the distance of the communication, as long as the character and the machine are in the same dimension. Simple machines do not have much to offer in the way ofconversation, but they are also generally compliant with requests. Complex machines-like computers, smartphones and other electronics-are also often compliant, but if they are secured in any way, they usually refuse to communicate with strangers. A Logic check can get the character past such security, and the Narrator should set the target number according to the strength of the security.
The character can grow enough to travel into the Macroverse, the Overspace or other dimensions of enlarged space. They can return to their normal size at will. Note that this is something that most characters would rarely want to do, as it removes them entirely from their regular universe and places them in a dimension in which the rules of time and space work differently. An hour in the Macroverse, for example, is roughly equivalent to a month in a regular universe. A trip to the Overspace is too overwhelming for most minds to handle.
The character causes a target with whom they've established a Telepathic Link to forget something that's happened in the past hour. This gap can be up to an hour in length. The character makes a Logic check against the target's Logic defense. On a success, the memories are forgotten. On a Fantastic success, the target has trouble on checksto recover such memories in the future. Any timethe target is given good reason to question the blank in their memory, they can make a Logic check to recover their memory. If they succeed, the original memory floods back. On a Fantastic success, they know for sure who did this to them.
The character makes a Melee attack against a target. If the attack is a success, it inflicts regular Focus damage (instead of Health damage). On a Fantastic success, the target takes double damage instead and is stunned for one round
The character extends their mental defenses to protect any chosen people within up to 5 spaces times their rank. The protected targets are granted Focus Damage Reduction equal to the character's Uncanny power.
The character can shrink enough to travel into subatomic realms. They can return to their normal size at will. Note that this is something that most characters would rarely want to do, as it removes them entirely from their regular universe and places them in a dimension in which the rules of time and space work differently. The Underspace, for example, might make a fine place to hide, but there's little else of interest there.
Treat the character as one size bigger for lifting, carrying, swinging and throwing things. They also add +1 to their Melee damage multiplier, and they gain a +1 bonus to Melee checks other than attacks.
Treat the character as two sizes bigger for lifting. carrying, swinging and throwing things. They also add +2 to their Melee damage multiplier, and they gain a +2 bonus to Melee checks other than attacks.
Treat the character as three sizes bigger for lifting. carrying, swinging and throwing things. They also add +3 to their Melee damage multiplier, and they gain a +3 bonus to Melee checks other than attacks.
Treat the character as four sizes bigger lifting, carrying, swinging and throwing things. They also add +4 to their Melee damage multiplier, and they gain a +4 bonus to Melee checks other than attacks.
The character can delve into the mind of a single person with whom they have established a telepathic link. This requires a Logic check against the target's Logic defense. On a success, the character can ask a single simple question and get the answer from the target's mind. On a Fantastic success, the character can get more complex information.
The character can read the thoughts of a single person with whom they have established a Telepathic Link. This requires a Logic check against the target's Logic defense. On a success, the character can read the target's surface thoughts. On a Fantastic success, the character can ask a single simple question and get the answer from the target's mind
The character creates a full-sensory mirage that affects any target with whom they have established a link. The mirage can be of anything the character desires, and it can move freely.
The character creates one sound and sight illusory duplicate of themselves per rank. The duplicates look and sound exactly like them and are under their complete control. They start in the same space as the character and instantly move into any open space around them, up to 2 spaces away, during which time the character can swap places with any ofthe duplicates. The character's player should secretly record which one is the actual character. The duplicates can move up to 10 spaces away from the character, and they can pretend to attack (and miss) opponents. Any attack that hits a duplicate instantly removes it. If the character successfully attacks someone or does something else to make the truth evident, the illusion ends.
The character makes an Ego check against the target's Vigilance defense. On a success, the target is stunned and remains that way whilethe character concentrates. On a Fantastic success, the target falls asleep instead
The character creates a thick fog for up to 100 spaces per rank around them that blocks all line of sight beyond 10 spaces and keeps people or creatures inside it from flying, gliding or webslinging
The character makes a close attack against an object their size or smaller. If the attack is a success, the object explodes. All targets within 2 spaces of the object— other than the character-take regular damage. On a Fantastic success, doublethe damage and ignore any Health Damage Reduction.
The character opens a glowing portal in a space next to them that moves anythingthat enters it between that space and its destination, which forms a matched glowing portal in the other place. The other end of the portal must be in a clear space in another universe that the character has been to. Anything can move through the portalin either direction until it is closed, which the character can do at will.
The character instantly moves from their current universe to another universe. For instance: from Earth-616 to Earth-65. When they move to the other universe, they can arrive in any place they've been to before. Otherwise, they arrive at the closest available corresponding space in the other universe.
The character makes an Ego check against the Vigilance of a target they have grabbed. If the check is successful, the character can send the target to another universe. The target can be sent to any location in that universe that the character has been to before. Otherwise, the target arrives at the closest available corresponding space in the other universe.
The character moves to a different universe, taking any person they are touching with them. If the target does not wish to come along, the character must grab them first. When they move to the other universe, they can arrive in any place they ve been to before. Otherwise, they arrive at the closest available corresponding space in the other universe.
All prone allies within earshot, who are able to, can immediately stand up for free. Allies currently unable to stand up for any reason are not affected.
The character inspires one or more allies of their choice in earshot, up to the character's Vigilance defense. Affected allies gain an edge on all action checks until the start of the character's next turn. The character breaks concentration on this power if they use a movement action.
The character makes an Agility check and compares that against the Agility defense of every enemy within 10 spaces and in their line of sight. Each success does half regular damage. On a Fantastic success, each enemy takes full damage instead and is bleeding.
The character gives an order to a target with whom they ve established a Telepathic Link and who has no Focus left. The character makes a Logic check against the target's Logic defense. On a success, the target complies with the orders. On a Fantastic success, the character gains an edge the next time they use this power against this same target. The command must be to do something that can be completed in an hour or less. Ifit involves harming someone, the character has trouble on the check. If it would cause the targetto harm themselves, the character has double trouble on the check.
The character has greater control over their phasing ability. They can make any portion of their body and clothing tangible or intangible, as they like.
The character makes an Ego attack against a target character within 3 spaces per rank. If it's a success, the target takes Focus damage. On a Fantastic success, the target takes double damage and is paralyzed for one round. Characters with the Heroic tag take half the listed damage from this power in either case. If a target is shattered by this power, they can recover, but they come back in oneof two ways. Either they are cleansed of their sins and ready to make a new start with a clean slate, or their emotions are drained from them permanently. How this works in each case is up to the Narrator.
The character can make any object they are touching intangible. The object (and things attached to or inside of it) can be up to their rank in sizes bigger than them. For example, if they are Rank 5, the object can be 5 sizes bigger than them. For an average person, this would be Gargantuan.
The character can make any person (and their clothing) they are touching intangible. The character can also phase any people the initial person is touching or grabbing. People the character has phased remain tangible to each other. If the target does not wish to be phased, the character must grab them first. When contact is broken, the phasing for those no longer in contact with the character (even indirectly) ends. If a person is inside something when they stop phasing. they are automatically pushed out of it but take damage from the disruption equal to a standard action check. The damage multiplier is 1 for every space they must move to reach a clear area. If this kills them, their body is trapped inside the material they were phased into.
The character (and their clothing) becomes intangible and can move through anything as if it wasn't there. Nothing can physically affect them, nor can they affect anything else that is not phasing along with them.
When phasing, the character can move freely in any direction through anything-not just air, but also water, buildings and so on—at their Run Speed. The character can take anything or anyone they are phasing along with them.
The character makes a ranged attack against the enemy who missed them. If the attack is a success, the enemy takes regular damage. On a Fantastic success, the enemy takes double damage and is bleeding.
The character takes magical control of a vehicle they are inside of or touching. Hellfire engulfs the outside of the vehicle, but it does no damage to it. Anyone that comes into contact with it, though, takes regular damage with a damage multiplier equal to the character's rank. On a Fantastic success, it inflicts regular Health damage and regular Focus damage instead. The character controls the vehicle by will, as longas it is within 20 spaces times the character's rank. They use their Ego for all checks to operate it, and they get an edge on all such checks. The vehicle's speed doubles. It can climb walls at this speed and can even make jumps at that same speed.
The character makes an Ego check with trouble against the Ego defense of a character who has no Focus left. On a success, the character takes over the target's body completely. The character's Ego defense is the target number for any checks to end the possession. If the character attempts to harm someone with the possessed body, the target gets to make an Ego check to end the possession. If the target hasthe Heroic tag, they get an edge on the check. If thecharacter attempts to harm the possessed body, the targetgets an edge on the check. If they havethe Heroictag, they get a double edge.
The character casts a hex that allows them to use any other power that they have the rank to use, even if they would not normally meet the power's other prerequisites. They must pay whatever the regular Focus cost is for that power, plus 5 Focus. If the duration of the used power is permanent, it is concentration for the character instead. If the power is a numbered permanentpower (like Mighty 3), the Focus costis 5 timesthat number instead. (Mighty 3 would cost 15 Focus.)
When an ally within 5 spaces times the character's rank attempts a check on which they have trouble, this hex eliminates all trouble and gives them an edge instead.
The character produces a hex to help protect themselves. Make an Ego check. The result is now the character's defense against any attack. If the result isn'tas high as the character would like, they can end the hex and try again later. On a Fantastic success, the hex also grants Health Damage Reduction 1 for its duration.
The character and their clothing can instantly become intangible.
The character throws the grabbed person at another target. The range is determined by the level of the character's Mighty power and the grabbed person's size. The character makes a ranged attack against the target. A failure inflicts regular damage on the thrown person, who falls prone within 1 space of the target. If the attack is a success, the target takes regular damage too. On a Fantastic success, the target is knocked prone as well.
Any allies in earshot can be affected, up to a number equal to the character's Vigilance. Each affected ally can move toward the character at half speed. If they are within the character's reach at the end of this move, they recover lost Focus equal to 5 times the character's rank. The character can use this power once per battle.
The character recovers Focus equal to their Vigilance.
The character gains Health Damage Reduction 1.
The character can make an object within reach grow or shrink. The character can resize the object as much as their own Grow or Shrink power would allow them to.
The character can resize any person (and their clothing) they are touching. The character can resize the object as much as their own Grow or Shrink power would allow them to. If the target does not wish to be resized, the character must grab them first.
The character makes an Agility attack against a target's Vigilance defense. If the attack is a success, apply Health Damage Reduction normally. Any damage taken is then applied to the target's Focus insteac. If it's a Fantastic success, the damage is doubled and. if the target takes any Focus damage, they are stunned for 1 round.
The character makes a close attack with an edge on an enemy. If the attack is a success, the enemy takes regular damage. On a Fantastic success, the enemy takes double damage and is stunned for one round.
The attacker is knocked prone and takes half the damage their attack would have inf.icted if it had succeeded.
The character makes a ranged attack on a target. If the attack is a success, the target takes regular damage. On a Fantastic success, the target is also knocked prone, and the character can make an extra attack on another target, adding the extra range between the twotargets to the new attack roll. This can be repeated until an attack is not a Fantastic success. When the attacks are over, the shield then bounces back to the character.
The character makes a close attack on the enemy who just missed them. If the attack is a success, the enemy takes regular damage. On a Fantastic success, the enemy takes double damage and suffers the weapon's special effect.
The character can move their head away from their body, up to their reach, to establish a line of sight to a target.
The character can run so that their feet skip across the surface of water. As long as they keep running even in place), they do not sink.
Any allies in earshot can be affected, up to a number equalto the character's rank. Each affected ally can move away from you at half Speed and then fall prone. If this makes the ally an ineligible target for the initial attack, that attack automatically fails.
The character looks into a target's eyes and makes an Ego check against the target's Ego defense. On a success, the character can sense what sorts of horrible things the target has done. On a Fantastic success, they can sense what sorts of horrible things the target intends to do in the immediate future.
The character can reach out with their mind to sense the presence of supernatural people, places or things within 100 spaces per rank. This tells them the location of the supernatural thing and its general status. If a target or targets wish to remain undetected, the character must make an Ego check and compare it against each target's Vigilance defense. If they succeed, they sense the target. On a Fantastic success, they can also identify if the target is cursed or demonic.
The character can change into another form no more than one size bigger or smaller than their regular form. When in any form, the character has access to the natural abilities of that form. For instance, if they transformed into a bird, they could fly. When transformed into a fish, they can breathe water.
The character gains Health Damage Reduction 1.
The character gains Health Damage Reduction 2.
The character gains Health Damage Reduction 3.
The character gains Health Damage Reduction 4.
The character makes a close attack on an enemy within their reach. If the attack is a success, the enemy takes regular damage. On a Fantastic success, the enemy takes double damage and is knocked prone.
The attack has trouble.
Attacks against the character have trouble. The character breaks concentration on this power if they use a movement action.
The character produces a magical shield that protects them from physical damage. Any attacks against them that do 20 points of damage or less are instantly absorbed, and the protection continues. If an attack does more than 20 points of damage, it destroys the protection. Either way, the character remains unharmed.
The character can shrink down to little size. They can return to their normal size at will.
The character can shrink down to tiny size. They can return to their normal size at will.
The character can shrink down to miniature size. They can return to their normal size at will.
The character can shrink down to microscopic size. They can return to their normal size at will.
The attacker has trouble on the attack.
The character picks another character within 20 spaces and makes an Ego attack against them. On a success, they remove all of a target's powers. If the target's powers have costs, the character must pay the highest of them, or a minimum of 15 Focus.
An area up to 5 spaces wide per the character's rank-centered on anything the character wishes, within 50 spaces—is filled with silence. Those inside the area cannot hear anything, and no one outside of it can hear any noises made inside it. The character must remain within 50 spaces of the area to avoid breaking concentration.
The character makes no noise at all-unless they wish to. They have an edge on Agility checks to sneak past people, and enemies have trouble on Vigilance checks to perceive them.
The character is not grabbed or pinned.
The enemy has trouble on the attack.
The character splits their attack to make two ranged attacks against separate targets (or they can focus a single attack on a single target. Make a single Agility check and compare it to the targets' Agility defenses. On a success, an affected target takes half regular damage. On a Fantastic success, an affected target takes full damage, and the character can make a bonus attack with this power against any available target, with the same effect. When the character moves, is moved, or starts their next turn, they instantly fall prone. Until that happens, all attacks against their Agility defense have trouble.
The character makes a close attack with an edge. For this attack, add +1 to the character's Melee damage bonus for every 2 points of Focus they spend. On a success, an affected target takes that total damage. On a Fantastic success, an affected target takes double that total damage and is stunned for one round.
The character splits their attack to make two ranged attacks against separate targets (or they can focus a single attack on a single target). Make a single Agility check and compare it to the targets' Agility defenses. On a success, an affected target takes halfregular damage. On a Fantastic success, an affected target takes full damage and is bleeding.
The character makes a ranged attack against an enemy at least 20 spaces away. If the attack is a success, the enemy takes regular damage. On a Fantastic success, the enemy takes triple damage instead
The character makes a ranged attack. If it succeeds, the target is stunned for one round. On a Fantastic success, the characteris knocked pronetoo.
Multiply the character's regular Run Speed by their rank to get their new Run Speed. Outside of combat, they can move three times as fast.
Outside of combat, the character can move up to 50 times as fast as their increased Run Speed.
Multiply the character's regular Swim Speed by their rank to get their new Swim Speed. Outside of combat, they can move three times as fast.
The attacker has trouble on the attack. If the attack misses, the character can leap in any direction at their Jump Speed.
The character has an edge on Ego (intimidation) checks against people who are not attracted to their gender. They also have an edge on Ego (persuasion) checks against people who are attracted to their gender.
The character has an edge on initiative checks and on Vigilance checks to perceivedanger. Enemies have trouble on Agility checks against the character's Vigilance defense. The character also gains a permanent +2 bonus to their Agility defense.
The character splits their attack to make two close attacks against separate targets within reach (or they can focus a single attack on a single target. Make a single Melee check and compare it to the targets' Melee defenses. On a success, the affected target takes half regular damage. On a Fantastic success, the affected target takes full damage and is paralyzed by webbing. Breaking free From webbing requires a Melee check (target number 20). After the attacks, the character may run, jump or climbat half speed for free.
The character makes a Melee attack against the grabbed foe. If the attack is a success, the enemy takes regular damage and is knocked prone. On a Fantastic success, the enemy takes double damage and is knocked prone, pinned and stunned for one round. Either way, the character can move the enemy to any open space within reach.
The character creates a visual-only illusion anywhere in line of sight, within 50 spaces. The illusion can be of anything up to three sizes larger than the character, but it must be static. The character breaks concentration if they move beyond 50 spaces from the illusion or lose line of sight of it.
The character makes an Ego attack against the grabbed target. On a success, they remove all of the target's powers and take them for theirown. They can now use those powers as if they were always theirs. If the target's powers have costs, the character must pay the highest of them, or a minimum of 15 Focus. When the character uses a power, they must pay any cost normally as well.
The character's Run Speed doubles, as does their Climb Speed.
The character makes a ranged attack on an enemy. If the attack is a success, the enemy takes regular damage. On a Fantastic success, the enemy takes double damage, and the character can make another regular ranged attack on the same target.
The character's body is so sturdy that they have Health Damage Reduction 1. If this power stems from armor or anything else removable—like Iron Man's armor-the character should apply the Tech Reliance trait to it.
The character gains Health Damage Reduction 2.
The character gains Health Damage Reduction 3.
The character gains Health Damage Reduction 4.
The character opens a glowing portal in a space next to them that teleports anything that enters it between that space and its destination, which forms a matched glowing portal in the other place. This can be between any two points in the Multiverse, as long as the character has seen the destination. Anything can move through the portal in either direction until it is closed, which the character can do at will.
The character makes an Ego check and compares that against the Resilience defense of every enemy within 10 spaces. For these attacks, add +1 to the character's Melee damage bonus for every 2 points of Focus they spend. On a success, an affected target takes half that total damage. On a Fantastic success, an affected target takes full damage and suffers the elemental type's special effect.
The character makes an Agility attack against a target's Vigilance defense. If the attack is a success, apply Health Damage Reduction normally. Any damage taken is then applied to the target's Focus instead. If it's a Fantastic success, the damage is doubled, and if the target takes any Focus damage, they are stunned for one round.
The character makes an Ego attack against the grabbed target. On a success, they remove one of the target's powers and take it for their own. They can now use that power as if it was always theirs. If the power has a cost, the character must pay it or a minimum of 10 Focus.
The character makes a Logic attack against the Melee defense of a target within 5 spaces times the character's rank. If the attack is a success, it inflicts regular damage. On a Fantastic success, the damage is doubled instead, and the target is stunned for one round.
The character forms an invisible barrier in their line of sight and up to 10 spaces away per rank. This covers up to 2 spaces across (vertically/horizontally) per their rank. The character makes a Logic check and compares the results against the Agility defense of any target in the affected spaces. On a success, the character chooses which side of the barrier the target winds up on. On a failure, the target chooses. On a Fantastic success, the target is paralyzed for one round too. Attacks on the barrier are against the character's Logic defense. Any attacks on it that do 10 points of damage or less are instantly absorbed, and the barrier continues. If an attack does more than 10 points of damage, it destroys the barrier. Either way, the attack leaves those behind the barrier unharmed.
The character makes a Logic attack against the grabbed target's Resilience defense. Ifit's a success, the targettakes regular damage. On a Fantastic success, the target takes double damage and is pinned.
The character makes a Logic attack against the Melee defense of a target within 5 spaces times the character's rank. If the attack is a success, the character grabs the target with their mind. On a Fantastic success, the target can also be pinned. Breaking free requires a successful Melee check against target number 20.
The character can manipulate objects in their line of sight with their mind. The maximum rangefor this is 5 spaces times the character's rank. If someone tries to prevent the character from taking control of an object, the character makes a Logic check against the opponent's Agility defense.
The character's personal telekinetic field protects them. Any attacks against them that do 10 points of damage or less are instantly absorbed, and the protection continues. If an attack does more than 10 points of damage, it destroys the protection. Either way, the character remains unharmed.
The character's personal telekinetic field protects them. Any attacks against them that do 20 points of damage or less are instantly absorbed, and the protection continues. If an attack does more than 20 points of damage, it destroys the protection. Either way, the character remains unharmed.
The character's personal telekinetic field protects them. Any attacks against them that do 30 points of damage or less are instantly absorbed, and the protection continues. If an attack does more than 30 points of damage, it destroys the protection. Either way, the character remains unharmed.
The character's personal telekinetic field grants them protection. Any attacks against them that do 40 points of damage or less are instantly absorbed, and the protection continues. If an attack does more than 40 points of damage, it destroys the protection. Either way, the character remains unharmed.
The character can transfer any Health damage that gets through a telekinetic power that grants damage protection to their Focus instead, leaving the protection intact.
The character envelops themselves-and any chosen people within up to 5 spaces times their rank—in a protective telekinetic sphere. When the sphere is formed, the character makes a Logic check and compares the results against the Agility defense of unwanted characters in the enclosed spaces. On a success, the character can move any unwanted people within the sphere's perimeter to spaces outside of the sphere. On a Fantastic success, such moved people suffer full damage. Attacks on the sphere are against the character's Logic defense. Any attacks on the sphere are absorbed as if made against the character's Telekinetic Protection power, and the sphere continues. If an attack does more damage than the character's Telekinetic Protection power can sustain, it destroys the sphere, but no one inside is harmed
The character can telekinetically throw a person that they've telekinetically grabbed at another target. The range for the throw is 5 spaces times the character's rank. The character makes a Logic check against the target's Agility defense. A failure inflicts regular damage on the thrown person, who falls prone within 1 space of the target. If the attack is a success, the target takes regular damage too. On a Fantastic success, the targetis knocked prone as well.
The character makes a Logic attack against a target in line of sight. If the attack is a success, it inflicts regular Focus damage. On a Fantastic success, the target takes double damage instead and is stunned for one round.
The character can communicate telepathically with one person at a time, and they must have met or seen the other person before. The communication can be verbal, visual or even more complex, such as imparting location information. There is no limit to the distance of the communication, as long as the character and the target are in the same dimension. If the other person does not wish to speak with the character, thetarget can automatically tune them out. To force a telepathic link, the character can make a Logic check against the target's Vigilance defense. On a failure, the character cannot attempt to communicate with the target in this way for the rest of the day. On a success, the character can communicate with the target for oneround. On a Fantastic success, the target cannot shut the character out for the rest of the day.
The character can communicate telepathically with a group of willing, linked people, each of whom they have met or seen before. The communication can be verbal, visual or even more complex, such as imparting location information. The group can number up to five people per rank. There is no limit to the distance of the communication, as long as everyone involved is in the same dimension.
The character possesses a target with whom they've established a Telepathic Link and who has no Focus left. The character makes a Logic check with trouble against the target's Logic defense. On a success, the character takes over the target's body completely. The result of the character's check is the target number for any attempts by the target to end the possession. If the character attempts to harm someone with the possessed body, the target gets to make a Logic check to end the possession. If the target has the Heroic tag, they get an edge on the check. If thecharacter attempts to harm the possessed body, the target gets an edge on the check. If the target has the Heroic tag, they get a double edge. This power can also be used to transfer the character's mind into an empty-minded target-like a fresh clone or android-permanently. This requires no check, as there is no one in the body to challenge the character's action.
The character teleports into a clear space they can see or have been to, up to 10 times their rank in spaces away. Outside of combat, they can teleport up to 100 times their rank in spaces away.
Outside of combat, the character can teleport up to 1,000 times their rank in spaces away.
The character teleports to someplace they've never been and never seen, up to 10 times their rank in spaces away. Outside of combat, they can teleport up to 100 times their rank in spaces away. If the character teleports into something solid, they are automatically pushed out of it but take damage from the disruption equal to a standard action check. The damage multiplier is 1 for every space they must move to reach a clear area. If this kills them, their body is trapped inside the material they teleported into.
The character can teleport along with them an object within reach as far away as their Teleport power normally allows them. The object (and thingsattached to or inside of it) can be up to their rank in sizes bigger than them. For example, if they are Rank 4, the object can be up to four sizes bigger than them.
The character makes an Egocheck against the Vigilance defense of a target they have grabbed. If the check is successful, the character can teleport the target as far away as their Teleport power normally allows them in combat. If the target winds up in something solid, they are automatically pushed out of it but take damage from the disruption equal to a standard action check. The damage multiplier is 1 for every space they must move to reach a clear area. If this kills them, their body is trapped inside the material they teleported into.
The character teleports, taking any person they are touching with them, into clear spaces they can see or have been to, up to 10 times their rank in spaces away. Outside of combat, they can teleport up to 100 times their rank in spaces away. If the target does not wish to be teleported, the character must grab them first.
The character opens a glowing portal in a space next to them that teleports anything that enters it between that space and its destination, which forms a matched glowing portal in the other place. The other end of the portal must be in a clear space the character can see or has been to, up to 10 times their rank in spaces away. Outside of combat, they can teleport up to 1,000 times their rank in spaces away. Anything can move through the portal in either direction until it is closed, which the character can do at will.
The character makes an Ego check and compares that against the Resilience defense of every character within 10 spaces. Any character the attack succeeds against is deafened. On a Fantastic success, the character is also stunned for one round.
The character opens a glowing portal in a space next to them that moves anything that enters it between that space and its destination, which forms a matched glowing portal in the other place. The other end of the portal must be in a clear space in another period of time, in roughly the same place. Anything can move through the portal in either direction until it is closed, which the character can do at will.
The character instantly moves from their current time to another time-for instance, from the present to 1962. When they move to the other time, they can arrive in any place they've been to before. Otherwise, they arrive at the closest available corresponding space in the other time.
The character makes an Ego check against the Vigilance defense of a target they have grabbed. If the check is successful, the character can send the target to another time. The target can be sent to any location in that time that the character has been to before. Otherwise, the target arrives at the closest available corresponding space in the other time.
The character moves to a different time, taking any person they are touching with them. If the target does not wish to come along, the character must grab them first. When they move to the other time, they can arrive in any place they've been to before. Otherwise, they arrive at the closest available corresponding space in the other time.
The character freezes time for everyone but themselves. During this period, they can act normally while everyone else seems to be frozen in place.
The character creates a time bubble that affects themselves and any chosen allies within 1 space per rank. Within the bubble, the character and those allies can act normally while everyone else seems to be frozen in place.
The character freezes time for one person or thing within their reach. Everything and everyone else can act normally. If the target does not wish to be frozen, the character must grab them first.
Any damage multiplier for attacks against the character's Focus is reduced by 1. Ifthis power is part of a battle suit, the power is integrated into a removable helmet. Otherwise, it's a part of the character. f this power stems from armor or anything else movable-like Magneto's helmet-the character should apply the Tech Reliance trait to it.
Any damage multiplier for attacks against the character's Focus is reduced by 2.
Any damage multiplier for attacks against the character's Focus is reduced by 3.
Any damage multiplier for attacks against the character's Focus is reduced by 4.
Any close attacks against the character have trouble. While they use Defense Stance, such attacks have double trouble.
The character makes a Melee check and compares it against the Melee defense of every enemy within their reach. Any enemy the attack succeeds against takes half regular damage. On a Fantastic success, those enemies take full regular damage and are knocked prone instead. The character may then pay 15 more Focus to do the same thing again-before which they can move up to half their speed with anything left from their normal movement action. They can keep doing this until they run out of speed or Focus. Each target can be affected by this attack by this character only once per round.
The character makes a Melee check and compares that against the Melee defense of every enemy within their reach. Any enemy the attack succeeds against takes half regular damage. On a Fantastic success, those enemies take full regulardamage instead and suffer the weapon's special effect. The character may then pay 15 more Focus to do the same thing again-before which they can move up to half their Speed with whatever is left from their normal movement action. They can keep doing this until they run out of Speed or Focus. Each target can only be affected by this attack by this character once per round.
If the character is attacked, all other close attacks against them have trouble until the start of their next turn.
The character creates an inky mist for up to 25 spaces per rank around them that blocks all line of sight beyond 5 spaces. On later turns, the character can have the mist attacks one target at a time. Make an Ego check against the target's Vigilance defense. On a success, the attack does regular damage. On a Fantastic success, it does double damage and blinds the target for one turn.
The character makes a ranged attack. If the attack is a success, it does regular damage. On a Fantastic success, the attack does double damage, and if the target suffers any actual damage, they are also stunned for one round.
The character makes a close attack. If the attack is a success, the enemy takes regular damage. On a Fantastic success, the enemy takes double damage and suffers the weapon's special effect.
The character can climb at a speed equal to their regular speed. Under normal conditions, they never lose their grip, no matter the angle of the surface.
The character splits their attack to make two ranged attacks against separate targets for they can focus a single attack ona single target). Make a single Agility check and compare it to the targets' Agility defenses. On a success, the affected target takes half regular damage. On a Fantastic success, the affected target takes full damage. and the character can make a bonus attack with this power against any available target, with the same effect.
The temperature in an area roughly a mile across falls as low as 0°F.
The temperature in an area roughly a mile across climbs as high as 100°F.
The character makes a ranged attack on an enemy-If the attack is a success, the web paralyzes theenemy. On a Fantastic success, the enemy is also pinned. Breaking free from webbing requires a Melee check (target number 20).
The character gains the Glide movement mode, with a speed equal to double their Run Speed.
The character makes a ranged attackon an enemy. If the attack is a success, the character grabs the target with a web. On a Fantastic success, the target can also be pinned. Breaking free from webbing requires a Melee check (target number 20).
The character gains the swingline movement mode, with a Speed equal to triple their Run Speed. The reach of their swingline is equal to their Swingline Speed
The character fils up to 5 spaces with sticky webs, and the affected spaces are considered difficult terrain. Any creature that starts its turn in or moves into an affected space must make an Agility check (target number 20) or be paralyzed by the webbing. Breaking free from webbing requires a Melee check (target number 20).
The character makes an Agility check and compares it against the Agility defense of every enemy within their reach. If an attack is a success, the enemy takes half regular damage. On a Fantastic success, the enemy takes full damage and suffers the weapon's special effect.
The character conjures swirling winds that they control. All movement by a foe within 10 spaces per the character's rank is cut in half. The character can also use this spell to push away smoke, mist or fog. If such a thing was created by a power, the character makes an Egocheck with an edge against the Ego defense of the opposing controller. On a success, the controller's power ends. On a Fantastic success. the controller is knocked prone. Additionally, the Winds of Watoomb can be used to reinforce the Shield of the Seraphim. The character can transfer any Health damage that gets through the Shield of the Seraphim's protection to their Focus instead, leaving the Shield of the Seraphim intact.
The character can use their Ego defense score against Logic attacks too.
The character cracks a joke at the enemy's expense. Make an Ego attack. On a success, it doesregular Focus damage. On a Fantastic success, the damage is doubled. and the target is stunned for one round.