| 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 |