Powers Chart

POWER NAME DESCRIPTION
Adaptation Adapt quickly to any environment or situation
Beam (of Something) Offense; cannot be parried; pay 1 HP to do super-scale damage to a living target
Bolt (of Something) Offense; cannot be reflected; pay 1 HP to do super-scale damage to a living target
Control (Something) Communicate/command
Duplication TN = max number of duplicates; rank indicates duration
Flight Requires Super-Speed to achieve orbit
FTL Travel Effective speed depends on GM fiat
Healing Restore MOD ranks per action; at Near Range
Immortality Never die per se; rank may indicates speed of healing or number of extra lives
Intense Training Gain 2+2xMOD (min 4) points of Qualities
Invisibility MOD downshifts to attackers; MOD Upshifts to own attacks; TN for detections
Invulnerability Defense
Luck Control Invoke up to MOD upshifts or downshifts per scene
Mind Control Successful complicated roll vs NPC to command for Rank duration; successful conflict vs PC to command for MOD actions
Minions TN "named lieutenants" and large number of faceless drones; controlled by GM; roll 2d6+MOD to control
Phasing Pass thru matter; must determine flicker and dropped object rules
Power-Armor A form of Super-Armor; note 3 routine Spin-off stunts
Power Neutralization Upon successful attack, target must beat TN to use any Power; ties downshift Neutralization; Duration based on rank
Power Theft Steal MOD ranks (min 1) per target; return at end of scene
Precognition GM-controlled passive use; combat sense grants MOD upshifts per scene
Quality Theft Steal MOD ranks (min 1) per target; return at end of scene
Regeneration Heal MOD ranks per turn if no offensive action is taken
Shapeshifting Gain one equal rank Quality, Quasi-Power, or Power
Sizeshifting Add MOD (min 1) upshifts when large/small size is useful; MOD (min 1) upshifts against when detrimental
Sorcery
Super-Armor Defense; ignore up to TN normal scale damage or MOD super-scale damage; downshift 1 to avoid all damage done by a single attack
Super-Gadgets
Super-Gadgeteering Pay 2 HP + stunt cost + 2xMOD of Power Rank; start with two gadgets
Super-Intelligence
Super-Quality
Super-Senses
Super-Sidekick (TN-1) Quality points; MOD (min 1) Power points; GM can control only as a Revoltin' Development
Super-Speed MOD extra actions per turn
Super-Strength Offense; lift Weight based on Rank
Super-Vehicle 2xMOD (min 1) Quality points; MOD (min 1) Power points; one Revoltin' Development per session
Telepathy Complicated for normal NPCs or Conflict for strong-willed NPCs; Range based on Rank
Teleportation Range based on Rank; affect MOD (min 1) targets
Time Control See Duplication and Super-speed
Transformation Difficulty based on degree of change; Duration based on rank

QUALITY NAME DESCRIPTION
Armor Defend; downshift 1 to block all damage in one attack up to TN
Battlesuit
Gadgets
Gadgeteering Pay 1 HP + Quality MOD + number of alterations; start with four gadgets of up to 6 HP cost
Minions TN minions; controlled by GM; roll 2d6+MOD to control
Quasi-Power
Sidekick (TN-1) Quality points; GM can control only as a Revoltin' Development
Vehicle 2xMOD Quality Points; one Revoltin' Development per session