TEXT: UNTIL: Superpowers Database
  Volume II
  Current as of
  1 July 2004
  Table of Contents
  Introduction..................................................... 2
  Mental and Psionic Powers (5)....................... 42
  Acid Powers (2)...............................................3
  Precognition Powers (2).................................. 45
  Air and Wind Powers (4)................................ 4
  Shape Alteration Powers (2)........................... 46
  Animal Powers (2).......................................... 6
  Size Alteration Powers (2).............................. 47
  Body Control Powers (13).............................. 7
  Sleep and Dream Powers (3)...........................48
  Cosmic Energy Powers (3)..............................12
  Solar and Celestial Powers (2)........................ 49
  Cyberkinesis Powers (6)................................. 14
  Sonic Powers (4)............................................. 50
  Darkness Powers (3)....................................... 17
  Speedster Powers (15).....................................52
  Density Alteration Powers (3).........................19
  Strength & Toughness Powers (2).................. 57
  Dimensional Manipulation Powers (1)........... 21
  Stretching Powers (2)...................................... 58
  Earth and Stone Powers (4).............................22
  Telekinetic Powers (4).................................... 59
  Electricity Powers (4)......................................24
  Teleportation Powers (5).................................61
  Emotion Control Powers (4)........................... 26
  Time Powers (4)..............................................64
  Fire and Heat Powers (4).................................28
  Vibration Powers (1)....................................... 66
  Force Powers (1)............................................. 30
  Water Powers (3).............................................67
  Hypersenses Powers (4).................................. 31
  Weather Powers (1).........................................69
  Ice and Cold Powers (3)..................................33
  Wood and Plant Powers (4).............................70
  Kinetic Energy Powers (1).............................. 35
  Miscellaneous Powers (4)............................... 72
  Light Powers (1)..............................................36
  How to Contribute...........................................74
  Luck Powers (7).............................................. 37
  Index................................................................75
  Matter Manipulation Powers (4)..................... 40
  HERO System
  TM ® is DOJ, Inc.’s trademark for its roleplaying system.
  HERO System and Champions Copyright © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  The UNTIL Superpowers Database Copyright © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  http://www.herogames.com
  
  2
  Hero System Fan Based E-Book
  Greetings Heroes!
  Welcome to the UNTIL Superpowers Database, Volume II.  This is a compilation of the Superpower submissions
  that many people have made to the Hero Database that is maintained by Hero Games at
  www.herogames.com/USPD/.  At first we compiled the database for personal use, but we figured that others could
  make good use of it, thus was born this project.
  We have made little change to the powers from the Superpower Database beyond checking spelling, organizing the
  powers into a standardized order (Offensive, Defensive, Movement, Sensory, and Miscellaneous), renumbering
  some of the Options and moving a few powers from differing headings.  Here is a list of the changes:
  1 July 04 Editon
  Format Update
  Changed format to be in line with the origional "UNTIL Superpowers Database".
  Power and Author Count
  So everything is accurate and to give credit where credit is due.
  Added Copyright Statement
  Because it needed to be done.
  20 June 04 Edition
  Speedster Powers
  Spinning Dodge was moved from Offensive Powers to Defensive Powers
  Whirlwind Arms was moved from Offensive Powers to Whirling Powers
  Weather Powers
  Ambient Weather Enhancements was moved from Offensive Powers to Miscellaneous Powers
  Ice/Cold Powers
  Under Freeze Flesh the Options were renumbered, with Tiring Freeze changing  from 5 to 4.
  Sound Powers
  Under Sonic Discomfiture, the options were renumbered, with Easy Discomfiture changing from 4 to 3.
  A special thanks to Hero Games and all of those who provided powers to the Database!
  Now, for the Powers!  Please enjoy!
  _____________________________________________________________________________________________
  Authors (Number of Powers): Bob Greenwade (+64), Levi Mote (+6), Lance Wroblewski (+3), Don Jensen (+2),
  Tom Lively (+2), James Arama (+1), Mike Basinger (+1), Dan Behlings (+1), Jack Butler (+1), Daniel
  Calhoun (+1), Greg Elkins (+1), Chris Longhurst (+1), Chad Riley (+1), Karl Rodriguez (+1), Allen Thomas
  (+1), as well as many Unknown or Anonymous authors (+52). Total Powers: 166.
  Editing & Development: Fred A. Clement & Erika Weber
  Layout & Design: Fred A. Clement & Erika Weber
  _____________________________________________________________________________________________
  Please e-mail any feedback to m_nadrakas@yahoo.com
  _____________________________________________________________________________________________
  Note:  We are willing to "take suggestions" from other individuals, but please submit your Superpower to the
  Database first at SteveL@herogames.com.  We only want to utilize the information that is contained there.
  
  UNTIL Superpowers Database, Volume II
  3
  ACID POWERS
  DEFENSIVE POWERS
  ACIDIC POINT DEFENSE
  Submitted By: Bob Greenwade
  Date Posted: 07/02/2003
  Effect: Missile Deflection (any physical
  missile)
  Target/Area Affected: Special
  Duration: Constant
  Range: Self
  END Cost: 3
  Description: The character can project acid to
  destroy incoming physical missiles at range. This
  only affects physical missiles with a DEF+BODY of
  6 or less.
  Game Information: Missile Deflection
  (any physical missile) (15 Active Points);
  Costs Endurance (-1/2), Does Not Work
  Against Large Missiles (-1/4). Total cost: 9
  points.
  OPTIONS:_________________________________
  1) Skilled Deflection: Character also buys +5 for
  Missile Deflection. Total cost of Levels 10 points;
  total cost of power 19 points.
  2) Very Skilled Deflection: Character also buys
  +10 for Missile Deflection. Total cost of Levels 20
  points; total cost of power 29 points.
  3) Powerful Acidic Point Defense: Remove
  Does Not Work Against Large Missiles (-1/4). Total
  cost: 10 points.
  4) Ranged Acidic Point Defense: The character
  can project acid a short distance to destroy missiles
  threatening other people. Add Range (+1) and
  Limited Range (15"; -1/4). 30 Active Points; total
  cost 15 points.
  5) Restricted Acid Supply: The character has a
  limited supply of acid for these purposes. Add
  Activation Roll 14-, Burnout (-1/4). Total cost: 15
  points.
  6) Unseen Acid: The character's acid is so clear, so
  powerful, and so subtle that onlookers cannot see it in
  action - it's as if the missile simply vanishes, or
  freezes in midair! Add Invisible Power Effects (Fully
  Invisible; +1). 30 Active Points; total cost 17 points.
  MOVEMENT POWERS
  ACID TUNNELING
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Tunneling 6" through 11 DEF material
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 4
  Description: The character applies his acid to the
  ground - be it earth, stone, ore, or some other
  substance - to create a tunnel he can move through.
  The tunnel remains open behind him, so his friends
  (or enemies) can follow.
  Game Information: Tunneling 6" through
  11 DEF material. Total cost: 45 points.
  OPTIONS:_________________________________
  1) Faster Tunneling: Increase to Tunneling 11"
  through 11 DEF material. Total cost: 55 points.
  2) Slower Tunneling: Decrease to Tunneling 3"
  through 11 DEF material. Total cost: 39 points.
  3) Stronger Tunneling: Increase to Tunneling 6"
  through 16 DEF material. Total cost: 60 points.
  4) Weaker Tunneling: Decrease to Tunneling 6"
  through 6 DEF material. Total cost: 30 points.
  5) Easy Tunneling: Add Reduced Endurance (1/2
  END; +1/4). Total cost: 56 points.
  6) Tiring Tunneling: Add Increased Endurance
  Cost (x2 END; -1/2). 45 Active Points; total cost 30
  points.
  
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  Hero System Fan Based E-Book
  AIR & WIND POWERS
  OFFENSIVE POWERS
  OXYGENATION
  Submitted By: Bob Greenwade
  Date Posted: 07/02/2003
  Effect: Aid Fire Powers 1d6
  Target/Area Affected: One character
  Duration: Constant
  Range: 150"
  END Cost: 3
  Description: The character can increase the oxygen
  content of the air around a character, thus increasing
  the power of any Fire powers he has.
  Game Information: Aid Fire Powers 1d6,
  all Fire Powers simultaneously (+2), Ranged
  (+1/2) (35 Active Points); Costs Endurance
  (-1/2). Total cost: 23 points.
  OPTIONS:_________________________________
  1) Strong Oxygenation: Increase to Aid Fire
  Powers 2d6. 70 Active Points; total cost 47 points.
  2) Area Oxygenation: Add Area Of Effect (4"
  Radius; +1). 45 Active Points; total cost 30 points.
  MOVEMENT POWERS
  FLOATING ON AIR
  Submitted By: Bob Greenwade
  Date Posted: 07/02/2003
  Effect: Gliding 15"
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 0
  Description: The character can effortlessly "ride
  the air." He may control the air beneath him,
  transform his body into gaseous form, "body-surf"
  the thermals, fill his body with light gases, or
  "become one with the air" in some other way.
  Game Information: Gliding 15". Total
  cost: 15 points.
  OPTIONS:_________________________________
  1) Fast Floating: Increase to Gliding 25". Total
  cost: 25 points.
  2) Slow Floating: Decrease to Gliding 10". Total
  cost: 10 points.
  3) Tiring Floating: The character must exert some
  energy to control his movement. Add Costs
  Endurance (-1/2). Total cost: 10 points.
  4) Skilled Float: The character can turn on a dime,
  as often as he wants. Add No Turn Mode (+1/4).
  Total cost: 22 points.
  SENSORY POWERS
  DETECT AIR PURITY
  Submitted By: (Unknown)
  Date Posted: (Unknown)
  Effect: Detect Air Purity
  Target/Area Affected: Self
  Duration: Persistent
  Range: Self
  END Cost: 0
  Description: The character can sense the purity of
  the air - how fresh it is, how contaminated (if at all),
  and the type and percentage of various contaminants.
  Game Information: Detect Air Purity
  (INT 
  Roll) 
  (Smell/Taste 
  Group),
  Discriminatory, Analyze. Total cost: 13
  points.
  OPTIONS:_________________________________
  1) Improved Detection: Increase to INT Roll +7.
  Total cost: 20points.
  2) Imprecise Detection: Remove Analyze. Total
  cost: 8points.
  
  UNTIL Superpowers Database, Volume II
  5
  MISC. POWERS
  A BREATH OF FRESH AIR
  (VARIANT)
  Submitted By: (Unknown)
  Date Posted: (Unknown)
  Effect: Change Environment (freshen air),
  Dispel Foul Air/Mist Powers 15d6
  Target/Area Affected: 8" radius/all Foul
  Air/Mist powers simultaneously
  Duration: Constant/Instant
  Range: 100"/675"
  END Cost: 2/13
  Description: This power expands on the basic A
  Breath Of Fresh Air power on page 20 of the
  Database. While that power notes that it's not a
  Dispel, this power combines that effect with a Dispel
  to give the character the best of both worlds.
  Game Information:
  Cost
  Power
  135
  A Breath Of Fresh Air: Multipower, 135-
  point reserve
  2u
  1) A Hint Of Springtime Freshness:
  Change Environment 8" radius (freshen
  air)
  13u
  2) Cleansing The Air: Dispel Mist/Foul
  Air Powers 15d6, all Mist/Foul Air powers
  simultaneously (+2)
  Total cost: 150 points.
  OPTIONS:_________________________________
  1) Fresher Air: Increase Multipower reserve to 162
  points and Dispel to 18d6. Total cost: 180 points.
  2) Not Quite So Fresh Air: Decrease Multipower
  reserve to 90 points and Dispel to 10d6. Total cost:
  101 points.
  
  6
  Hero System Fan Based E-Book
  ANIMAL POWERS
  OFFENSIVE POWERS
  BIOELECTRIC TOUCH
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: Energy Blast 6d6, NND
  Target/Area Affected: One character
  Duration: Instant
  Range: Touch
  END Cost: 8 Charges
  Description: The character's body has tissue that's
  able to store an intense electrical charge. He can use
  the stored electricity as a weapon by touching another
  character. It takes approximately 24 hours for him to
  recharge the tissue after depleting it.
  Game Information: Energy Blast 6d6,
  NND (defense is rPD not made of metal;
  +1) (60 Active Points); No Range (-1/2), 8
  Charges (-1/2). Total cost: 30 points.
  OPTIONS:_________________________________
  1) Strong Touch: Increase to Energy Blast 8d6. 80
  Active Points; total cost 40 points.
  2) Weak Touch: Decrease to Energy Blast 4d6. 40
  Active Points; total cost 20 points.
  3) Bioelectric Grab: By maintaining contact with
  the victim, the character can keep shocking him,
  though this drains his internal stores of electricity
  quickly. Add as a naked Advantage Continuous (+1)
  (30 Active Points); Only Works If Character Makes
  And Can Maintain Grab On Victim (-1/2) (total cost:
  20 points). 60 + 30 = 90 Active Points; total cost 30 +
  20 = 50 Active Points.
  DEFENSIVE POWERS
  ZOOTOXIC IMMUNITY
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Life Support (Immunity to zootoxins)
  Target/Area Affected: Self
  Duration: Persistent
  Range: Self
  END Cost: 0
  Description: The character is immune to all
  zootoxins - that is, all poisons derived from animals.
  Game 
  Information: 
  Life 
  Support
  (Immunity: zootoxins). Total cost: 5 points.
  
  UNTIL Superpowers Database, Volume II
  7
  BODY CONTROL POWERS
  OFFENSIVE POWERS
  BIOCHEMICAL ASSAULT
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: VPP for biochemical attacks
  Target/Area Affected: One character
  Duration: Varies
  Range: No Range
  END Cost: Varies
  Description: The character's body can generate a
  wide variety of drugs, poisons, and other harmful
  biochemicals. If he touches the victim's skin, he can
  "inject" the substance into him. Anything that
  prevents skin-to-skin contact, even a thin costume,
  keeps the power from affecting the victim.
  In game terms, most of the abilities a character can
  build with this Power Pool are defined as NND EBs
  or RKAs, various Drains, and the like. All powers
  have the Skin Contact Required (-1) Limitation. The
  GM determines whether a given power reasonably
  falls 
  within 
  the 
  special 
  effect 
  of 
  "harmful
  biochemicals."
  Game Information: Biochemical Assault
  Power Pool: 45 base + 22 control cost, Skin
  Contact Required (-1), Limited Class Of
  Powers (harmful biochemicals only; -1/2).
  Total cost: 54 points.
  OPTIONS:_________________________________
  1) Strong Assault: Increase to 60 base + 30
  control cost. Total cost: 72 points.
  2) Weak Assault: Decrease to 30 base + 15 control
  cost. Total cost: 36 points.
  BONE WRACKING
  Submitted By: Levi Mote
  Date Posted: 06/20/2003
  Effect: Energy Blast 5d6, NND
  Target/Area Affected: One character
  Duration: Instant
  Range: Touch
  END Cost: 5
  Description: With but a touch, the character can
  afflict another person with severe joint pain
  Game Information: Energy Blast 5d6,
  NND (defense is PD Force Field or not
  having a skeleton; +1) (50 Active Points);
  No Range (-1/2). Total cost: 33 points.
  OPTIONS:_________________________________
  1) Crippling Pain I: Increase to Energy Blast 7d6.
  70 Active Points; total cost 47 points.
  2) Crippling Pain II: The joint pain the victim
  experiences makes it difficult for him to move
  properly or agilely. Add Drain DEX 4d6 (40 Active
  Points); Linked (-1/2). 50 + 40 = 90 Active Points;
  total cost 33 + 27 = 60 points.
  3) Arthritis Attack: Decrease to Energy Blast 3d6.
  30 Active Points; total cost 20 points.
  4) Bone Blasting: The character can inflict pain at
  range. Remove No Range (-1/2). Total cost: 50
  points.
  BONE WARPING
  Submitted By: (Unknown)
  Date Posted: 06/04/2003
  Effect: RKA 1d6, NND Does BODY
  Target/Area Affected: One character
  Duration: Constant
  Range: 300"
  END Cost: 6
  Description: Similar to Fleshwarping (USPD 34-
  35) but far more insidious and deadly, this power
  allows a biomanipulator to warp, twist, and snap the
  bones within a person's body, inflicting horrific
  damage.
  Game 
  Information: 
  RKA 
  1d6,
  Continuous (+1), NND (defense is having
  no skeletal structure or Power Defense; +1),
  Does BODY (+1). Total cost: 60 points.
  OPTIONS:_________________________________
  1) Strong Bonewarping: Increase to RKA 2d6.
  Total cost: 120 points.
  2) Weak Bonewarping: Decrease to RKA 1/2d6.
  Total cost: 40 points.
  
  8
  Hero System Fan Based E-Book
  3) Bonewarping Touch: The character must touch
  his victim to warp his skeletal structure. Add No
  Range (-1/2). 60 Active Points; total cost 40 points.
  DESENSITIZATION
  Submitted By: Bob Greenwade
  Date Posted: 07/02/2003
  Effect: Sight, Hearing, Smell/Taste, Touch
  Flash 7d6
  Target/Area Affected: One character
  Duration: Instant
  Range: No Range
  END Cost: 6
  Description: The character can briefly shut down
  all of the character's senses. It only works on senses
  coming from a part of the targets own body; it has no
  effect on cybernetics, other technological senses, or
  magical senses.
  Game 
  Information: 
  Sight, 
  Hearing,
  Smell/Taste, and Touch Group Flash 9d6
  (60 Active Points); No Range (-1/2),
  Organic Senses Only (-1/4). Total cost: 34
  points.
  OPTIONS:_________________________________
  1) Greater Desensitization: Increase to Flash
  12d6. 75 Active Points; total cost 43 points.
  2) Lesser Desensitization: Decrease to Flash
  6d6. 45 Active Points; total cost 26 points.
  3) Ranged Desensitization: Remove No Range (-
  1/2). Total cost: 48 points.
  4) Desensitization On Sight: As Ranged
  Desensitization, but also add Line Of Sight (+1/2). 90
  Active Points; total cost 72 points.
  5) 
  Easy 
  Desensitization: 
  Add 
  Reduced
  Endurance (0 END; +1/2). 90 Active Points; total
  cost 51 points.
  NEUROKINESIS
  Submitted By: Allen Thomas
  Date Posted: 11/24/2003
  Effect: Drain/Aid DEX and SPD 3d6; Full-
  spectrum Flash 5d6; Ego Attack 7d6
  Target/Area Affected: Self or one character
  Duration: Instant
  Range: 25"
  END Cost: 9/8/10/7
  Description: The character can control his own
  nervous system, or that of another person within 25",
  allowing the subject to move faster (or slower) than
  normal. He can also temporarily shut down the
  nerves relating to senses, making the victim totally
  insensate, or cause a painful neural overload in the
  target's brain.
  Game Information:
  Cost
  Power
  110
  Neurokinesis: Multipower, 110-point
  reserve
  8u
  1) Neural Overload: Drain DEX and SPD
  3d6, two Characteristics simultaneously
  (+1/2), BOECV (Mental Defense applies;
  +1), Limited Range (25"; +1/4)
  7u
  2) Neural Streamlining: Aid DEX and SPD
  4d6, two Characteristics simultaneously
  (+1/2), BOECV (Mental Defense applies;
  +1), Limited Range (25"; +1/4); Costs
  Endurance (-1/2)
  9u
  3) Sensory Shutdown: Sight, Hearing,
  Smell/Taste, Touch, Radio, and Mental
  Sense Groups Flash 5d6, BOECV (Mental
  Defense applies; +1); Limited Range (25"; -
  1/4)
  6u
  4) Neural Surge: Ego Attack 7d6; Limited
  Range (25"; -1/4)
  Total cost: 140 points.
  STICKY BODY
  Submitted By: (Unknown)
  Date Posted: 11/24/2003
  Effect: Entangle 4d6 (standard effect: 4
  BODY), 4
  DEF, Damage Shield
  Target/Area Affected: One or more
  characters
  Duration: Constant
  Range: No Range
  END Cost: 0
  Description: Whether due to some chemical it
  exudes, its large size/excessive fat content, flexibility,
  or some other reason, the character's body can
  "catch" and trap objects that hit it - attackers' fists or
  weapons, for example. In game terms, this is
  represented as an Entangle Damage Shield that only
  works against attacks striking the character; the
  special effect of "breaking free" is usually not
  literally tearing the character's body apart, but having
  the strength to pull free. Blades, energy beams, or
  other attacks used by the target (and in some cases
  other persons) are even more likely to free him than
  STR, because they hurt the character and reflexively
  make him "let go." The character can voluntarily
  "relax" the effect to free all persons he currently has
  trapped.
  In many cases, ideally the Entangle should have
  Active Points equal to the character's STR.
  
  UNTIL Superpowers Database, Volume II
  9
  Game 
  Information: 
  Entangle 
  4d6
  (standard effect: 4 BODY), 4 DEF,
  Continuous (+1), Damage Shield (+1/2),
  Reduced Endurance (0 END; +1/2) (120
  Active Points); Does Not Work Against
  Persons Character Grabs (-1/4), Cannot
  Form Barriers (-1/4), Set Effect (only traps
  objects or limbs used to hit character; -1/2),
  Vulnerable (to any physical or energy attack
  other than STR which the victim uses to free
  himself; -1), Vulnerable (to RKAs used by
  other characters to free victim; -1). Total
  cost: 30 points.
  OPTIONS:_________________________________
  1) Strong Power: Increase to Entangle 6d6
  (standard effect: 6 BODY), 6 DEF. 180 Active
  Points; total cost 45 points.
  2) Weak Power: Decrease to Entangle 3d6
  (standard effect: 3 BODY), 3 DEF. 90 Active Points;
  total cost 22 points.
  3) Uncontrollable Sticky Body: The character's
  body always retains its "stickiness"; he can never turn
  it off. Once someone gets stuck to him, that person
  has to be pulled or cut free somehow. Add Persistent
  (+1/2) and Always On (-1/2). 140 Active Points; total
  cost 31 points.
  4) Variant Sticky Body: Change to Clinging
  (normal STR +30), Damage Shield (+1/2) (30 Active
  Points); Does Not Work Against Persons Character
  Grabs (-1/4), Limited Power (if victim uses any
  physical or energy attack other than STR to free
  himself, add the Active Points of that power to the
  victim's STR as "bonus STR" to determine if he can
  break free; -1), Limited Power (RKAs used by other
  characters to free victim add their Active Points to
  the victim's STR as "bonus STR" to determine if he
  can break free; -1). Total cost: 9 points.
  DEFENSIVE POWERS
  BODY HEAT CONTROL
  Submitted By: (Unknown)
  Date Posted: 06/20/2003
  Effect: Invisibility to Infrared Perception
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 2
  Description: By controlling his body temperature, a
  character can "blend in" with the ambient heat, thus
  rendering himself invisible to the ability to perceive
  thermal variations.
  This power uses a slight variant of the Invisibility
  Power. Instead of Invisibility to an entire Sense
  Group, it uses Invisibility to all forms of a specific
  Enhanced Sense, regardless of what Sense Group it's
  assigned to. It uses the cost for a Targeting Sense
  Group.
  Game 
  Information: 
  Invisibility 
  to
  Infrared Perception. Total cost: 20 points.
  OPTIONS:_________________________________
  1) Easy Body Heat Control: The character's
  control over his body heat is effortless. Add Reduced
  Endurance (0 END; +1/2). Total cost: 30 points.
  2) Automatic Body Heat Control: The character
  automatically blends in with the ambient heat at all
  times. Add Reduced Endurance (0 END; +1/2),
  Persistent (+1/2), and Always On (-1/2). 40 Active
  Points; total cost 27 points.
  3) Precise Body Heat Control: Even persons
  close to the character can't perceive his body heat.
  Add No Fringe. Total cost: 30 points.
  OXYGENATED SKIN
  Submitted By: Bob Greenwade
  Date Posted: 06/23/2003
  Effect: Life Support (Expanded Breathing:
  Cannot Be Choked)
  Target/Area Affected: Self
  Duration: Inherent
  Range: Self
  END Cost: 0
  Description: The character doesn't breathe just
  through his mouth and nose - he can take in enough
  oxygen to keep himself alive through his skin. This
  makes it difficult to choke, suffocate, or strangle him.
  Game Information: Life Support (Self-
  Contained Breathing), Inherent (+1/4) (12
  Active Points); Only To Protect Against
  Choking/Suffocation/Strang-ulation Attacks
  (-1). Total cost: 6 points.
  OPTIONS:_________________________________
  1) Tiring Skin Breathing: Remove Inherent and
  add Costs Endurance (-1/2). 10 Active Points; total
  cost 4 points.
  
  10
  Hero System Fan Based E-Book
  RESILIENCE
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Power Defense (20 points)
  Target/Area Affected: Self
  Duration: Persistent
  Range: Self
  END Cost: 0
  Description: The character's body is so resilient
  that it resists any attempts to alter it, whether by
  drugs, disease, or anything else - even magic.
  Game Information: Power Defense (20 points). Total
  cost: 20 points.
  OPTIONS:_________________________________
  1) Greater Resilience: Increase to Power Defense
  (30 points). Total cost: 30 points.
  2) Lesser Resilience: Decrease to Power Defense
  (10 points). Total cost: 10 points.
  3) Tiring Resilience: Add Costs END (-1/2). 20
  Active Points: total cost 13 points.
  SENSORY POWERS
  DNA PROFILE
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Detect DNA Profile
  Target/Area Affected: One character
  Duration: Constant
  Range: Touch
  END Cost: 0
  Description: The character can "read" a subject's
  DNA profile just by touching the subject's skin, or a
  tissue or fluid sample from the subject. The character
  can later recognize the subject using the same power.
  If the character has an appropriate Science Skill or
  Knowledge Skill, he can also recognize and diagnose
  genetic diseases that might otherwise go undetected.
  Game Information: Detect DNA Profile
  (INT 
  Roll) 
  (no 
  Sense 
  Group),
  Discriminatory, 
  Analyze, 
  Microscopic
  (x1000). Total cost: 22 points.
  OPTIONS:_________________________________
  1) Accurate Profiling: Add +6 PER. Total cost: 28
  points.
  2) Generalized Profiling: Remove Analyze. Total
  cost: 17 points.
  3) Tiring Profiling: Add Costs Endurance (-1/2).
  22 Active Points; total cost 15 points.
  MISC. POWERS
  BONE GROWTH
  Submitted By: Levi Mote
  Date Posted: 06/20/2003
  Effect: Varies
  Target/Area Affected: Varies
  Duration: Varies
  Range: Varies
  END Cost: Varies
  Description: The character can accelerate the
  growth of his own bones to create various effects -
  spikes that hurt anyone who touches him, osseous
  armor, longer arms and legs, and so forth.
  A character may buy as many of these abilities as he
  wishes, perhaps as slots in an Elemental Control.
  Game Information:
  Cost
  Power
  41
  Spiky Bones: HKA 1d6, Damage Shield
  (does damage in HTH combat; +3/4),
  Continuous (+1)
  49
  Stable Spiky Bones: As Spiky Bones, but
  add Reduced Endurance (0 END; +1/2)
  36
  Bone Missiles: Energy Blast 6d6 (physical),
  Armor Piercing (+1/2) (45 Active Points);
  10 Charges (-1/4)
  16
  Bone Armor: Armor (8 PD/8 ED) (24
  Active Points); Costs Endurance (-1/2)
  8
  Armbone Extensions: Stretching 2" (10
  Active Points); Limited Body Parts (-1/4)
  6
  Legbone Extensions: Running +3"
  HEALING
  Submitted By: Bob Greenwade
  Date Posted: 06/04/2003
  Effect: Simplified Healing 4d6
  Target/Area Affected: One character
  Duration: Instant
  Range: No Range
  END Cost: 4
  Description: Rather than disrupting or warping
  another person's flesh, the character can use his
  powers to heal and mend.
  
  UNTIL Superpowers Database, Volume II
  11
  Game Information: Simplified Healing
  4d6. Total cost: 40 points.
  OPTIONS:_________________________________
  1) Strong Healing: Increase to Simplified Healing
  6d6. Total cost: 60 points.
  2) Weak Healing: Decrease to Simplified Healing
  3d6. Total cost: 30 points.
  3) Tissue Regeneration: Add Can Heal Limbs.
  Total cost: 45 points.
  MIRACULOUS HEALING
  Submitted By: Bob Greenwade
  Date Posted: 06/04/2003
  Effect: 
  Major 
  Transform 
  3d6 
  (remove
  physical disabilities)
  Target/Area Affected: One character
  Duration: Instant
  Range: Touch
  END Cost: 4
  Description: The character can repair long-term
  damage to another person's body - anything from
  damage to the eyes, to loss of limbs, to removing
  scars and tattoos.
  In 
  game 
  terms, 
  this 
  Transform 
  removes
  Disadvantages with physical effects, such as Physical
  Limitations or Distinctive Features. The GM may
  also allow it to have related effects, such as removing
  some Limitations from powers when they derive
  from a physical malady of some sort. Obviously, this
  power could prove extremely unbalancing, so the
  GM should only allow it into the game after careful
  consideration. If he does allow it, he may also want
  to forbid characters to take certain Disadvantages or
  Limitations, on the grounds that a person with this
  power could easily "heal" those problems.
  Game Information: Major Transform 3d6
  (person 
  with 
  physical 
  disabilities 
  or
  deformities to otherwise identical person
  without those disabilities or deformities;
  heals back through another application of
  this power, Fleshwarping, or a like power)
  (45 Active Points); No Range (-1/2). Total
  cost: 30 points.
  OPTIONS:_________________________________
  1) Strong Miraculous Healing: Increase to Major
  Transform 4d6 (60 Active Points). Total cost: 40
  points.
  2) Weak Miraculous Healing: Decrease to Major
  Transform 2d6 (30 Active Points). Total cost: 20
  points.
  
  12
  Hero System Fan Based E-Book
  COSMIC ENERGY POWERS
  DEFENSIVE POWERS
  PLANETARY SHIELD
  Submitted By: Bob Greenwade
  Date Posted: 06/04/2003
  Effect: Force Wall (30 PD/30 ED), Hardened
  Target/Area Affected: One planet
  Duration: Constant
  Range: 2,625"
  END Cost: 0
  Description: The character can erect a force field
  large enough to protect an entire planet. The field
  keeps anyone from leaving or landing on the planet
  (except the character himself) unless they first break
  through the shield.
  Game Information: Force Wall (30 PD/30
  ED), Hardened (+1/4), MegaScale (1" =
  100,000 km; +1 1/2), Personal Immunity
  (+1/4), Reduced Endurance (0 END; +1/2)
  (525 Active Points); Restricted Shape
  (sphere; -1/4). Total cost: 420 points.
  OPTIONS:_________________________________
  1) Strong Planetary Shield: Increase to Force
  Wall (40 PD/40 ED). 700 Active Points; total cost
  560 points.
  2) Weak Planetary Shield: Decrease to Force
  Wall (20 PD/20 ED). 350 Active Points; total cost
  280 points.
  3) Personal Planetary Shield: The character can
  only use the Shield to protect a planet that he's on,
  and cannot leave the planet while the Shield remains
  in place. Remove Personal Immunity (+1/4) and add
  No Range (-1/2). 487 Active Points; total cost 278
  points.
  4) Tiring Planetary Shield: Decrease Reduced
  Endurance to 1/2 END (+1/4). 487 Active Points;
  total cost 390 points.
  5) Let This World Be Your Prison: The
  character can only use the Planetary Shield to trap
  one person on a planet. He must choose this person
  when he creates the Shield, and may not change it
  afterward. Remove Personal Immunity (+1/4) and
  add Persistent (+1/2) and Only Versus One Specific
  Individual (-2). 750 Active Points; total cost 333
  points.
  MOVEMENT POWERS
  COSMIC WORMHOLE
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Teleportation 10", MegaScale, Gate
  Target/Area Affected: One hex area
  Duration: Constant
  Range: No Range
  END Cost: 13
  Description: The character can open up a
  wormhole to any planet in the galaxy, or perhaps a
  little ways beyond. Because of the problems with
  using Teleportation at long range, the character's
  destinations are usually memorized locations he's
  visited in his travels as he's wandered the Galaxy via
  other means.
  Game Information: Teleportation 10", x8
  Increased Mass, Area Of Effect (One Hex;
  +1/2), Continuous (+1), MegaScale (1" =
  10,000 LY; +4 1/2), Usable Simultaneously
  (+1/2) (262 Active Points); Gate (-1/2).
  Total cost: 175 points.
  OPTIONS:_________________________________
  1) Strong Wormhole: Increase to x32 Increased
  Mass. 337 Active points; total cost 225 points.
  2) Weak Wormhole: Remove Increased Mass. 150
  Active Points; total cost 100 points.
  3) Intergalactic Wormhole: The character can
  create a gate that reaches other galaxies. Increase to
  MegaScale (1" = 1 million LY; +5). 280 Active
  Points; total cost 187 points.
  4) Sector Wormhole: The character's wormhole
  can only reach stars in the general vicinity. Decrease
  to MegaScale (1" = 100 LY; +4). 245 Active points;
  total cost 163 points.
  
  UNTIL Superpowers Database, Volume II
  13
  5) Larger Wormhole: Increase to Area Of Effect
  (24" Radius; +1). 280 Active Points; total cost 187
  points.
  6) Easy Wormhole: Add Reduced Endurance (0
  END; +1/2). 280 Active points; total cost 187 points.
  7) Tiring Wormhole: Add Increased Endurance Cost
  (x2 END; -1/2). Total cost: 131 points.
  SENSORY POWERS
  REALITY AWARENESS
  Submitted By: (Unknown)
  Date Posted: (Unknown)
  Effect: Detect Plot
  Target/Area Affected: Self
  Duration: Instant
  Range: Self
  END Cost: 0
  Description: When the character is puzzled by a
  turn of events or confused by what's going on during
  an investigation, he expands his consciousness to
  perceive all of reality for a split-second. That tells
  him exactly where to go to find who (or what) he's
  looking for or to stop a crime from occurring.
  Obviously, this power - Detect Plot - is grossly
  unbalancing for any campaign. In most cases, GMs
  should allow it only for NPCs who won't abuse it, or
  give it to a character as a temporary ability during a
  scenario where the character gains vastly increased
  powers for a short time.
  Game Information: Detect Plot (INT
  Roll) (no Sense Group), Discriminatory,
  Increased Arc Of Perception (360 Degrees),
  Range, Telescopic (+60 versus Range
  Modifier) (85 Active Points); Non-persistent
  (-1/4), Instant (-1/2). Total cost: 49 points.
  OPTIONS:_________________________________
  1) Far Out, Man: This version of the power works
  at even greater ranges. Increase to Telescopic (+80
  versus Range Modifier). 105 Active Points; total cost
  60 points.
  2) Accurate Reality Awareness: Increase to INT
  Roll +10. 95 Active Points; total cost 54 points.
  3) Tiring Reality Awareness: Using Reality
  Awareness tends to sap the character's energy. Add
  Costs Endurance (-1/2) and Increased Endurance
  Cost (x3 END; -1). Total cost: 26 points.
  4) Slow Reality Awareness: It takes the character
  time to scan all of reality to find what he's looking
  for. Add Extra Time (a minimum of 1 Minute, and
  sometimes more; -1 1/2). Total cost: 26 points.
  
  14
  Hero System Fan Based E-Book
  CYBERKINESIS POWERS
  OFFENSIVE POWERS
  POWER BOOST
  Submitted By: Bob Greenwade
  Date Posted: 06/23/2003
  Effect: Succor Machine Powers 6d6
  Target/Area Affected: One machine
  Duration: Constant
  Range: 260"
  END Cost: 5
  Description: The character can increase the power
  output of any single function of any single machine
  (even if that machine has multiple components
  working in tandem, such as jet-boots).
  Game Information: Succor Machine
  Powers 6d6, any Machine Power one at a
  time (+1/4), Ranged (+1/2). Total cost: 52
  points.
  OPTIONS:_________________________________
  1) Strong Power Boost: Increase to Succor 8d6.
  Total cost: 70 points.
  2) Weak Power Boost: Decrease to Succor 4d6.
  Total cost: 35 points.
  3) Power Boost Touch: The character has to
  touch a machine to enhance its power. Remove
  Ranged (+1/2). Total cost: 37 points.
  4) Lasting Power Boost: Change to Aid Machine
  Powers 3d6. Total cost: 52 points.
  5) Expanded Power Boost I: The character can
  increase the power of all functions of a single
  machine. Change to Succor Machine Powers 3d6,
  any two Machine Powers simultaneously (+1/2).
  Total cost: 60 points.
  6) Expanded Power Boost II: As Expanded
  Power Boost II, but change to any four Machine
  Powers simultaneously (+1). Total cost: 75 points.
  7) Expanded Power Boost III: As Expanded
  Power Boost II, but change to all Machine Powers
  simultaneously (+2). Total cost: 105 points.
  8) Multiple Machine Boost: The character can
  affect all machines in a given area, though only for
  one function at a time. Decrease to Succor Machine
  Power 4d6 and add Area Of Effect (4" Radius; +1).
  Total cost: 55 points.
  SENSORY POWERS
  INFRARED COMMUNICATION
  Submitted By: (Unknown)
  Date Posted: (Unknown)
  Effect: Infrared Perception (Sight Group),
  Transmit, Only To Communicate With
  Machines
  Target/Area Affected: Self
  Duration: Persistent
  Range: Self
  END Cost: 0
  Description: 
  Many 
  electronic 
  devices 
  can
  "communicate" with each other via beams of infrared
  light - such as a remote control turning a television
  on and off, or two computers exchanging data via an
  IR link. The cyberkinetic can perceive such
  communications, 
  and 
  even 
  communicate 
  with
  machines himself that way.
  Game Information: Infrared Perception
  (Sight Group), Transmit (7 Active Points);
  Only To Communicate With Machines (-1).
  Total cost: 3 points.
  MISC. POWERS
  COMPUTER BRAIN
  Submitted By: Bob Greenwade
  Date Posted: 06/23/2003
  Effect: +15 INT, Various Talents
  Target/Area Affected: Self
  Duration: Persistent
  Range: Self
  END Cost: 0
  Description: The character's mind functions with
  computer-like precision, giving him heightened
  intelligence, increased powers of perception, and
  
  UNTIL Superpowers Database, Volume II
  15
  various other abilities. A character can buy as many
  of the listed abilities as he wishes.
  Game Information:
  Cost
  Power
  3
  Calculator Brain: Lightning Calculator
  5
  Computer-Like Memory: Eidetic Memory
  15
  Computer-Like Thinking: +15 INT
  3
  Internal Clock: Absolute Time Sense
  4
  Text Scanning: Speed Reading
  OPTIONS:_________________________________
  1) Computer Access: The character's heightened
  intellect only functions when he consciously or
  subconsciously draws upon the power of nearby
  computers to enhance his brain. "Computers" in this
  instance refers to relatively powerful computing
  devices such as desktops and laptops; smaller
  computers (PDAs, computer chips in automobile
  engines) won't do the trick. Change to:
  Cost
  Power
  2
  Calculator Brain: Lightning Calculator;
  Only In Proximity to Computers (-1/2)
  3
  Computer-Like Memory: Eidetic Memory;
  Only In Proximity to Computers (-1/2)
  10
  Computer-Like Thinking: +15 INT; Only In
  Proximity to Computers (-1/2)
  2
  Internal Clock: Absolute Time Sense; Only
  In Proximity to Computers (-1/2)
  3
  Text Scanning: Speed Reading; Only In
  Proximity to Computers (-1/2)
  COPY MACHINE
  Submitted By: Bob Greenwade
  Date Posted: 07/02/2003
  Effect: Variable Power Pool to copy the
  abilities of any machine
  Target/Area Affected: Self
  Duration: Varies
  Range: Touch
  END Cost: Varies
  Description: The character has the ability to touch
  any machine, and "copy" its powers and other
  abilities (such as Talents). For example, the character
  could gain the ability to run as fast as a sportscar,
  smash a building like a wrecking ball, shoot bullets
  like a gun, and so forth just by touching the object in
  question. This power resembles Mimicking (USPD
  265-266), but mimics the powers of a machine
  instead of another character.
  The character's newfound powers have all of the
  same Advantages and Limitations as those of the
  copied device, except for the Focus Limitation (or
  other Limitation representing the technological nature
  of the device, such as Restrainable [at -1/4]). This
  includes any Advantages or Limitations that might
  apply to the Power because of the target's nature; for
  example, if the character touches a sportscar, he can
  run as fast as that sportscar, but would have to take
  the Advantage Reduced Endurance (0 END; +1/2)
  and the Limitation Turn Mode (-1/4) unless the
  sportscar's Ground Movement has the No Turn Mode
  Advantage or the Costs Endurance Limitation.
  The character may also copy the device's physical
  properties to gain its DEF in resistant defense. He
  should buy Damage Resistance first, until it equals
  either his natural DEF or the DEF of the targeted
  object, 
  and 
  buy 
  any 
  extra 
  using 
  Armor.
  The character retains the copied powers as long as he
  wants, until he has to "trade out" something to make
  room for more. When this happens, the rule is "first
  in, first out" - all of the properties of the earliest
  object he mimicked leave at once, and then the next
  object, until there's enough room in the pool for the
  new one. However, if even completely emptying out
  the pool won't enable the character to mimic a target's
  abilities (as might happen if the character should try
  to absorb the powers of, for example, a high-tech
  battlesuit or an extremely powerful vehicle), the
  power will not activate at all - the old powers don't
  even "drop out" of the pool.
  Game Information: Variable Power Pool
  (Mimic Pool), 200 base + 100 control cost;
  Requires Successful HTH Attack Roll (-
  1/2), VPP Mimics Target's Powers (-1/2),
  Only To Mimic Technological Devices (-
  1/2), Powers May Only Be As Powerful As
  Target's Powers (-1/2), No Conscious
  Control (VPP copies the largest power first,
  character can activate the VPP but has no
  control over the powers he gets; -1). Total
  cost: 200 + 25 = 225 points.
  OPTIONS:_________________________________
  1) Greater Copy Machine: Increase to 250 base +
  125 control cost. Total cost: 250 + 31 = 281 points.
  2) Lesser Copy Machine: Decrease to 150 base +
  75 control cost. Total cost: 150 + 19 = 169 points.
  3) Ranged Copying: Replace Requires Successful
  HTH Attack Roll with Can Only Copy Powers From
  Devices Within 10" And LOS (-1/4). Total cost: 200
  + 27 = 227 points.
  4) Copy Machine Singular: The character can
  only copy the powers of one machine at a time. Add
  Cannot Retain Copied Powers (when character copies
  powers, he immediately loses all previously-copied
  powers; -1/4). Total cost: 200 + 23 = 223 points.
  
  16
  Hero System Fan Based E-Book
  CYBERKINETIC CHAUFFEUR
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Summon one motor vehicle built on
  up to 300 total points, LOS Required
  Target/Area Affected: One motor vehicle
  Duration: Instant
  Range: No Range
  END Cost: 15
  Description: The character can remotely activate
  any motor vehicle he can see and cause it to come to
  him and then obey his commands as he rides in it.
  The car uses its own DEX and SPD, not the
  character's DEX and SPD. The vehicle is totally
  "loyal" to him, though someone else could physical
  take control of it away from him (by, for example,
  leaping into the driver's seat and grabbing the wheel).
  Game Information: Summon one motor
  vehicle built on up to 300 total points,
  Expanded Class (motor vehicles; +1/2),
  Slavishly Loyal (+1) (150 Active Points);
  Arrives 
  Under 
  Own 
  Power 
  (-1/2),
  Summoned Being Must Inhabit Locale (-
  1/2), Character Must Have LOS To Vehicle
  To Summon It (-1/2). Total cost: 60 points.
  OPTIONS:_________________________________
  1) Strong Chauffeur: Increase to one motor
  vehicle built on up to 500 total points. 250 Active
  Points; total cost 100 points.
  2) Weak Chauffeur: Decrease to one motor vehicle
  built on up to 200 total points. 100 Active Points;
  total cost 40 points.
  MACHINE REPAIR
  Submitted By: Bob Greenwade
  Date Posted: 06/23/2003
  Effect: Healing BODY 4d6, Machines Only
  Target/Area Affected: One machine
  Duration: Instant
  Range: No Range
  END Cost: 4
  Description: The character can instantly repair
  damage done to any machine or technological device.
  This power only works on mechanical or electronic
  devices; it wouldn't work on, for example, organic
  technology, or technology based entirely on crystals.
  Game Information: Healing BODY 4d6
  (40 Active Points); Only Versus Machines (-
  1). Total cost: 20 points.
  OPTIONS:_________________________________
  1) Strong Machine Repair: Increase to Healing
  BODY 6d6. 60 Active Points; total cost 30 points.
  2) Weak Machine Repair: Decrease to Healing
  BODY 3d6. 30 Active Points; total cost 15 points.
  3) Multiple Machine Repair: Decrease to Healing
  BODY 3d6 and add Area Of Effect (4" Radius; +1).
  60 Active Points; total cost 30 points.
  
  UNTIL Superpowers Database, Volume II
  17
  DARKNESS POWERS
  OFFENSIVE POWERS
  CONFRONT YOUR INNER SELF
  Submitted By: (Unknown)
  Date Posted: (Unknown)
  Effect: Major Transform 6d6 (bad person to
  good person), Only Versus Persons In
  Darkness
  Target/Area Affected: One character
  Duration: Instant
  Range: No Range
  END Cost: 9
  Description: The character's field of Darkness is so
  potent, so frightening, that the can force evil, mean-
  spirited, and just plain bad people trapped inside it to
  examine their inner selves. Thoroughly disgusted by
  what he sees, the victim immediately has a change of
  heart and becomes a better person. Some people,
  however, are too evil to change, and can resist the
  effect.
  In game terms, this effect is a Major Transform of the
  Spirit. It only affects persons inside the character's
  own Darkness field; it doesn't work against persons
  in other types of shadow, shade, or darkness.
  Game Information: Major Transform 6d6
  (bad person to good person) (90 Active
  Points); Limited Target (sentient beings; -
  1/4), All Or Nothing (-1/2), Only Versus
  Persons In Character's Darkness (-1/2), No
  Range (-1/2). Total cost: 33 points.
  OPTIONS:_________________________________
  1) Stronger Confrontation: Increase to Major
  Transform 8d6. 120 Active Points; total cost 44
  points.
  2) Weaker Confrontation: Decrease to Major
  Transform 4d6. 60 Active Points; total cost 22 points.
  3) Ranged Confrontation: The character doesn't have
  to touch the target to affect him. Remove No Range
  (-1/2). Total cost: 40 points.
  4) Dark Mirror: This variant power doesn't actually
  Transform anyone. It simply confronts the target with
  a vision of his own evil or selfish conduct in the hope
  of "scaring him straight." Change to Mental Illusions
  18d6 (90 Active Points); No Range (-1/2), Requires
  A DEX Roll (assumes DEX Roll of 13-; -3/4), Only
  Versus Persons In Character's Darkness (-1/2), No
  Conscious Control (only to force target to visualize
  his evil/selfish conduct; -1). Total cost: 24 points.
  5) Ongoing Confrontation: As long as the target
  remains within the character's Darkness, the
  Transform effect continues to work on him. Decrease
  to Major Transform 3d6, add Continuous (+1), and
  remove All Or Nothing (-1/2). 90 Active Points; total
  cost 40 points.
  6) Confrontation Field: This form of the power
  works in conjunction with the character's Darkness.
  Every evil or selfish person inside the Darkness field
  suffers the effects for as long as they remain within
  the field. The Confrontation effect can cover up to 6",
  but it's limited to the extent of the character's
  Darkness field. Change to Major Transform 2d6,
  Area Of Effect (up to 6" Radius; +1), Continuous
  (+1) (90 Active Points); Linked (to Darkness; -1/2),
  Limited Target (sentient beings; -1/4). Total cost: 51
  points.
  OBSCURING SHADOWS
  Submitted By: Bob Greenwade
  Date Posted: 07/02/2003
  Effect: Change Environment 32" radius, -4 to
  Normal Sight PER Rolls
  Target/Area Affected: 32" Radius
  Duration: Constant
  Range: 225"
  END Cost: 4
  Description: The character can create darkness
  over an area - not total darkness, but the kind of
  darkness one experiences on a moonless night.
  Game Information: Change Environment
  32" radius, -4 to Normal Sight PER Rolls,
  Personal Immunity (+1/4). Total cost: 45
  points.
  OPTIONS:_________________________________
  1) Larger Shadows: Increase to 125" radius. Total
  cost: 57 points.
  2) Really Large Shadows: Increase to 500"
  radius. Total cost: 70 points.
  
  18
  Hero System Fan Based E-Book
  3) Smaller Shadows: Decrease to 8" radius. Total
  cost: 35 points.
  4) Moonlit Shadows: Decrease to -2 to Normal
  Sight PER Rolls. Total cost: 42 points.
  5) Restrictive Shadows: The character is affected
  by his own power. Remove Personal Immunity
  (+1/4). Total cost: 36 points.
  6) Centered Shadows: Add No Range (-1/2). 45
  Active Points; total cost 30 points.
  7) Effortless Shadows: Add Reduced Endurance
  (0 END; +1/2). Total cost: 63 points.
  DEFENSIVE POWERS
  EYES OF DARKNESS
  Submitted By: Bob Greenwade
  Date Posted: 07/02/2003
  Effect: Sight Group Flash Defense (10 points)
  Target/Area Affected: Self
  Duration: Persistent
  Range: Self
  END Cost: 0
  Description: The character's eyes are either made
  of darkness, surrounded by darkness, or in some
  other way protected by darkness, so bright flashes of
  light don't bother him so much.
  Game Information: Sight Group Flash
  Defense (10 points) (10 Active Points); Only
  Versus Light-Based Effects (-1/4). Total
  cost: 8 points.
  OPTIONS:_________________________________
  1) Strong Eyes: Increase to Sight Group Flash
  Defense (15 points). 15 Active Points; total cost 12
  points.
  2) Lesser Eyes: Decrease to Sight Group Flash
  Defense (5 points). 5 Active Points; total cost 8
  points.
  3) Tiring Eyes: The power only works when the
  character puts some effort into it. Add Costs
  Endurance (-1/2). Total cost: 6 points.
  
  UNTIL Superpowers Database, Volume II
  19
  DENSITY ALTERATION POWERS
  OFFENSIVE POWERS
  ENCUMBRANCE FIELD
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Change Environment, -5 DCV, -5 to
  DEX Rolls, -8" Movement
  Target/Area Affected: 8" Radius
  Duration: Constant
  Range: 645"
  END Cost: 5
  Description: The character creates a field where
  everyone is denser than normal, and so suffer the
  penalties of carrying extra weight even though they
  have none.
  The effects of this power are built using the rules for
  encumbrance (HERO System 5th Edition, page 250)
  as guidelines. As it stands, the field affects everyone
  equally, regardless of STR. If you want to be more
  "realistic" and account for high STR, reduce each
  combat effect by 1 for every 5 points of STR a victim
  has above 10. At the GM's option, this might even
  qualify for a -1/4 or -1/2 Limitation on the power.
  Game Information: Change Environment
  8" radius, Multiple Combat Effects, -5 DCV,
  -5 to DEX Rolls, -8" Running, Personal
  Immunity (+1/4), Reduced Endurance (1/2
  END; +1/4). Total cost: 129 points.
  OPTIONS:_________________________________
  1) Larger Encumbrance Field: Increase to 32"
  radius. Total cost: 144 points.
  2) Smaller Encumbrance Field: Decrease to 2"
  radius. Total cost: 114 points.
  3) Easy Encumbrance Field: Increase to
  Reduced Endurance (0 END; +1/2). Total cost: 150
  points.
  4) Tiring Encumbrance Field: Remove Reduced
  Endurance (+1/4). Total cost: 107 points.
  DEFENSIVE POWERS
  BLINK DESOLIDIFICATION
  Submitted By: (Unknown)
  Date Posted: (Unknown)
  Effect: +6 DCV
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 3
  Description: The character can reflexively render
  himself intangible. This makes it much harder for an
  attacker to strike him successfully; many attacks that
  would otherwise hit him miss because he phases out
  of existence right before they hit him, then
  resolidifies a micro-second later.
  Game Information: +6 DCV (30 Active
  Points); Costs Endurance (-1/2). Total cost:
  20 points.
  OPTIONS:_________________________________
  1) Strong Blink Desolidification: Increase to +8
  DCV. 40 Active Points; total cost 27 points.
  2) Weak Blink Desolidification: Decrease to +4
  DCV. 20 Active Points; total cost 13 points.
  SENSORY POWERS
  MASS JUDGMENT
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Detect Exact Weight
  Target/Area Affected: One character
  Duration: Constant
  Range: Touch
  END Cost: 0
  Description: The character's sensitivity to mass and
  density is so great that he can judge the weight of an
  object or person, just by touching it.
  Game Information: Detect Exact Weight
  (No Sense Group). Total cost: 3 points.
  
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  Hero System Fan Based E-Book
  OPTIONS:_________________________________
  1) Improved Mass Judgment: Add +5 to PER.
  Total cost: 8 points.
  2) Analytical Mass Judgment: The character not
  only can tell how much the object weighs, but can
  gather information about why it weighs what it does -
  where its center of gravity is, what parts (if any) are
  hollow or have extra-dense fillers, and so on. Add
  Discriminatory and Analyze. Total cost: 13 points.
  3) Ranged Mass Judgment: Add Range. Total
  cost: 8 points.
  4) Automatic Mass Judgment: Add Sense. Total
  cost: 5 points.
  5) Tiring Mass Judgment: Add Costs Endurance
  (-1/2). Total cost: 2 points.
  
  UNTIL Superpowers Database, Volume II
  21
  DIMENSIONAL MANIPULATION
  POWERS
  OFFENSIVE POWERS
  DISTANCE DISTORTION ZONE
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: Change Environment (increase the
  seeming scale of distance within the defined
  area), additional -6 to Range Modifier
  Target/Area Affected: 8" radius
  Duration: Constant
  Range: 100"
  END Cost: 0
  Description: The character can manipulate the
  fabric of reality to create a zone 8" across that seems
  like it's actually 80" across to those within it. This
  affects how long it takes people to cross the area, the
  Range Modifier they suffer for making Ranged
  attacks into or through the distance distortion zone,
  and the like.
  This power requires the GM's permission to buy,
  since its built using Change Environment in a
  somewhat unorthodox way. The primary combat
  effect is to increase the Range Modifier, which costs
  4 Character Points for each additional -1 added to the
  standard Range Modifier. The normal Range
  Modifier for 8" is -2; that for 80" is -8, so the power
  adds -6 to the Range Modifier. Of course, the exact
  modifier suffered by a character firing into, out of, or
  through the field depends on the relative distance
  between him and his target; it's not necessarily
  always going to be -8.
  The effect on movement is somewhat more difficult,
  since the power's supposed to have an absolute effect
  regardless of the number of inches of movement a
  character has - the zone basically reduces anyone's
  ability to move through it to one-tenth of normal. To
  simulate this, the power imposes -5" on all physical
  modes of movement (Flight, Gliding, Leaping,
  Running, Swimming, Swinging, Teleportation, and
  Tunneling). Following Rule #6 on page 337 of the
  HERO System 5th Edition core rulebook, the GM
  should apply this combat effect not as a strict
  reduction in the inches of movement of anyone in the
  zone, but as a requirement to cross 80" rather than 8"
  to get across the zone.
  Game Information: Change Environment
  (create distance distortion zone making it
  seem as if 8" is 80") 8" radius, Multiple
  Combat Effects, additional -6 to Range
  Modifier, -5" of Flight, Gliding, Leaping,
  Running, 
  Swimming, 
  Swinging,
  Teleportation, and Tunneling, Reduced
  Endurance (0 END; +1/2) (253 Active
  Points); Limited Range (100"; -1/4). Total
  cost: 202 points.
  OPTIONS:_________________________________
  1) Strong Zone: Increase to 16" radius. 261 Active
  Points; total cost 209 points.
  2) Weak Zone: Decrease to 4" radius. 246 Active
  Points; total cost 197 points.
  3) Safe Zone: The character doesn't suffer the
  distortion effect due to his ability to warp the
  dimensional fabric. Add Personal Immunity (+1/4).
  296 Active Points; total cost 237 points.
  
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  Hero System Fan Based E-Book
  EARTH & STONE POWERS
  OFFENSIVE POWERS
  PITFALL
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Tunneling 5", Usable As Attack
  Target/Area Affected: One hex
  Duration: Instant
  Range: 310"
  END Cost: 6
  Description: The character can cause the earth to
  open up and form a 1" x 1" pit beneath a target's feet.
  Unless the target has Flight or Gliding, he falls in; the
  GM may allow other characters to make DEX Rolls
  to grab the edge of the pit.
  Game Information: Tunneling 5" through
  DEF 5 materials, Usable As Attack (does
  not affect characters with Flight or Gliding;
  +1), Ranged (+1/2) (62 Active Points); Only
  To Form Pits Beneath Targets (-1). Total
  cost: 31 points.
  OPTIONS:_________________________________
  1) Deep Pit: Increase to Tunneling 8" through DEF
  8 materials. 100 Active Points; total cost 50 points.
  2) Shallow Pit: Decrease to Tunneling 3" through
  DEF 5 materials. 90 Active Points; total cost 45
  points.
  3) Suffocating Pit: The character can close the pit
  above his target(s), cutting off the air supply. Add
  Fill In. 87 Active Points; total cost 43 points.
  4) Easy Pit: Add Reduced Endurance (0 END;
  +1/2). 75 Active Points; total cost 37 points.
  DEFENSIVE POWERS
  THE HEALING EARTH
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Healing BODY 3d6 (Regeneration)
  Target/Area Affected: Self
  Duration: Persistent
  Range: Self
  END Cost: 0
  Description: The character's body heals any
  physical damage done to it as long as he remains in
  contact with the ground.
  Game Information: Healing BODY 3d6
  (Regeneration; 3 BODY per Minute),
  Reduced 
  Endurance 
  (0 
  END; 
  +1/2),
  Persistent (+1/2) (60 Active Points); Extra
  Time + Increased Time Increment (3
  BODY/Minute; -1 1/2), Self Only (-1/2),
  Only In Contact With The Ground (-1/4).
  Total cost: 18 points.
  OPTIONS:_________________________________
  1) Strong Healing: Increase to Healing BODY
  4d6. 80 Active Points; total cost 25 points.
  2) Weak Healing: Decrease to Healing BODY 2d6.
  40 Active Points; total cost 12 points.
  3) Faster Healing: Remove Increased Time
  Increment. Total cost: 20 points.
  4) Slower Healing: Increase Increased Time
  Increment to (3 BODY/Hour; -1 3/4). Total cost: 17
  points.
  5) Full Healing: Add Can Heal Limbs. 70 Active
  Points; total cost 21 points.
  
  UNTIL Superpowers Database, Volume II
  23
  MOVEMENT POWERS
  BOULDER RIDING
  Submitted By: Jack Butler
  Date Posted: 06/09/2003
  Effect: Flight 10"
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 2
  Description: Using his control over the stuff of the
  earth, the character can create a "platform" on which
  he can ride through the air.
  Game Information: Flight 10" (20 Active
  Points); Physical Manifestation (-1/4). Total
  cost 16 points.
  OPTIONS:_________________________________
  1) Faster Boulder-riding: Increase to Flight 15".
  30 Active Points; total cost 24 points.
  2) Slower Boulder-riding: Decrease to Flight 8".
  16 Active Points; total cost 13 points.
  3) Tiring Boulder-riding: Moving a boulder with
  himself on it tires the character out quickly. Add
  Increased Endurance Cost (x3 END; -1). Total cost: 9
  points.
  4) Effortless Boulder-riding: The character's
  control over earth and stone allows him to move his
  boulder effortlessly. Add Reduced Endurance (0
  END; +1/2). 30 Active Points; total cost 14 points.
  5) Large Boulder I: The character can move a
  boulder large enough to carry up to three other
  human-sized 
  persons 
  with 
  him. 
  Add 
  Usable
  Simultaneously (up to 4 people at once; +3/4) and
  Persons Affected Must Remain Within 4" Of
  Character Or Power Stops Working For Them (-1/2).
  35 Active Points; total cost 20 points.
  6) Large Boulder II: As Large Boulder I, but
  change to Usable Simultaneously (up to 8 people at
  once; +1). 40 Active Points; total cost 23 points.
  SAND POWERS
  SANDSTORM
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: Change Environment, -3 to Sight
  Group PER Rolls
  Target/Area Affected: 16" Radius
  Duration: Constant
  Range: 155"
  END Cost: 3
  Description: The character can create a small but
  intense sandstorm. While it's not powerful enough to
  hurt anyone, all the sand in the air makes it difficult
  to see.
  Game Information: Change Environment
  16" radius, -3 to Sight Group PER Rolls.
  Total cost: 31 points.
  OPTIONS:_________________________________
  1) Strong Sandstorm: Increase to -5 to Sight
  Group PER Rolls. Total cost: 37 points.
  2) Weak Sandstorm: Decrease to -2 to Sight
  Group PER Rolls. Total cost: 28 points.
  3) Large Sandstorm: Increase to 64" radius. Total
  cost: 41 points.
  
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  Hero System Fan Based E-Book
  ELECTRICITY POWERS
  OFFENSIVE POWERS
  ARC WELDING
  Submitted By: Bob Greenwade
  Date Posted: 06/04/2003
  Effect: Major Transform 1d6 (fuse two metal
  objects together)
  Target/Area Affected: One object
  Duration: Constant
  Range: Touch
  END Cost: 1
  Description: The character can focus his control of
  electricity to generate a super-hot arc that welds two
  metal objects together. He has to know how to do it,
  though; the power takes the place of equipment, but
  doesn't provide the necessary skill.
  Game Information: Major Transform 1d6
  (two pieces of metal into one, heals back by
  being broken or separated by force),
  Continuous (+1), Reduced Endurance (1/2
  END; +1/4) (34 Active Points); No Range (-
  1/2), Requires A PS: Arc Welder Roll (-1/4).
  Total cost: 19 points.
  OPTIONS:_________________________________
  1) Stronger Arc Welding: Increase to Major
  Transform 2d6. 82 Active Points; total cost 47 points.
  2) Weaker Arc Welding: Decrease to Major
  Transform 1/2d6. 27 Active Points; total cost 15
  points.
  3) Ranged Arc Welding: Remove No Range (-
  1/2). Total cost: 27 points.
  4) Tiring Arc Welding: Remove Reduced
  Endurance (+1/4). 30 Active Points; total cost 17
  points.
  CONTROLLABLE CHAIN
  LIGHTNING
  Submitted By: Greg Elkins
  Date Posted: 06/09/2003
  Effect: Energy Blast 8d6
  Target/Area Affected: 4", Any Area
  Duration: Instant
  Range: 450"
  END Cost: 9
  Description: The character can project a bolt of
  lightning that hits multiple targets in a given area of
  effect one after the other. The bolt hits the first target,
  then the second, and so on, and in the process it
  travels over or around any obstacles or targets the
  character wishes it to ignore.
  Game Information: Energy Blast 8d6,
  Area Of Effect (4" Any Area; +1), Selective
  (+1/4). Total cost: 90 points.
  OPTIONS:_________________________________
  1) Strong Chain Lightning: Increase to Energy
  Blast 10d6 and any 5". Total cost: 112 points.
  2) Weak Chain Lightning: Decrease to Energy
  Blast 6d6 and any 3". Total cost: 67 points.
  3) Larger Chain Lightning I: Increase to Area Of
  Effect (8" Any Area; +1 1/4). Total cost: 100 points.
  4) Larger Chain Lightning II: Increase to Area Of
  Effect (16" Any Area; +1 1/2). Total cost: 110 points.
  5) Short-Range Chain Lightning I: The
  character can only project his bolt of chain lightning
  at targets up to 20" away. Add Limited Range (-1/4).
  90 Active Points; total cost 72 points.
  6) Short-Range Chain Lightning II: As Short-
  Range Chain Lightning I, but change to Reduced By
  Range (-1/4). 90 Active Points; total cost 72 points.
  7) Tiring Chain Lightning: Using this power
  exhausts the character. Add Increased Endurance
  Cost (x2 END; -1/2). Total cost: 60 points.
  8) Ongoing Chain Lightning: The field of chain
  lightning lasts as long as the character wants to keep
  it up and pays END to do so. Add Continuous (+1).
  Total cost: 130 points.
  
  UNTIL Superpowers Database, Volume II
  25
  IONIZE
  Submitted By: Bob Greenwade
  Date Posted: 06/04/2003
  Effect: -5 DCV
  Target/Area Affected: One character
  Duration: Constant
  Range: 185"
  END Cost: 4
  Description: The character can electrically charge
  an opponent's body, making him easier to hit with
  electrical, 
  magnetic, 
  or 
  metal-based 
  attacks.
  This power requires the GM's permission, since it
  uses the optional rules for Negative Combat Skill
  Levels.
  Game Information: Negative Combat
  Skill Levels (-5 to opponent's DCV),
  Ranged (+1/2) (37 Active Points); Only
  Applies Versus Electricity, Magnetism, And
  Metal Attacks (-1/2). Total cost: 25 points.
  OPTIONS:_________________________________
  1) Heavy Ionization: Increase to -8 DCV. 60
  Active Points; total cost 40 points.
  2) Light Ionization: Decrease to -3 DCV. 22
  Active Points; total cost 15 points.
  3) Accurate Ionization: The character can ionize
  any target within view, regardless of distance. Add
  Line Of Sight (+1/2). 50 Active Points; total cost 33
  points.
  4) Ionize Variant: This version of Ionize uses
  Change Environment instead of the optional rule for
  Negative Combat Skill Levels. Change Environment
  8" radius, -5 DCV (40 Active Points); Only Applies
  Versus Electricity, Magnetism, And Metal Attacks (-
  1/2). Total cost: 27 points.
  TOUCH OFF
  Submitted By: (Unknown)
  Date Posted: (Unknown)
  Effect: RKA 3d6, Requires Explosives
  Target/Area Affected: 1" Radius
  Duration: Instant
  Range: 335"
  END Cost: 7
  Description: The character sends a mild pulse of
  electricity coursing over a person's body. Anything
  explosive on his person - grenades, gunpowder in
  bullets, plastic explosives, dynamite - detonates from
  the heat and the charge. The explosion may hurt other
  people nearby.
  The GM should consider scaling the damage of this
  power based on the amount of explosive substances
  present on the target's body. For example, if the target
  just has a clip full of bullets, maybe he takes a
  maximum of 1 BODY per bullet or the total rolled on
  the 
  damage 
  roll, 
  whichever 
  is 
  less.
  Technically this power should include a Linked Drain
  to deprive the target of his Charges (bullets,
  explosives, and the like). If desired, the GM can build
  that effect similar to the Legion Of Attackers ability
  on page 154 of The UNTIL Superpower Database
  and add it to this power.
  Game Information: RKA 3d6, Area Of
  Effect (One Hex; +1/2) (67 Active Points);
  Requires Explosive Substances (-1). Total
  cost: 33 points.
  OPTIONS:_________________________________
  1) Bigger Ka-boom: Increase to RKA 5d6. 112
  Active Points; total cost 56 points.
  2) Smaller Ka-boom: Decrease to RKA 2d6. 45
  Active Points; total cost 22 points.
  
  26
  Hero System Fan Based E-Book
  EMOTION CONTROL POWERS
  OFFENSIVE POWERS
  CRIPPLING DEPRESSION
  Submitted By: Levi Mote
  Date Posted: 06/20/2003
  Effect: Entangle 3d6, 3 DEF, BOECV
  Target/Area Affected: One character
  Duration: Instant
  Range: Line of Sight (LOS)
  END Cost: 7
  Description: This power allows a character to
  inflict on another character a depression so profound
  that it causes quasi-catatonic inability to get up the
  willpower to do anything. Only strong-willed
  characters can overcome the effect and break free.
  Game Information: Entangle 3d6, 3 DEF,
  Based On ECV (Mental Defense applies;
  +1), Takes No Damage From Physical
  Attacks (+1/4), Works Against EGO, Not
  STR (+1/4) (75 Active Points); Mental
  Defense Adds To EGO (-1/2), Cannot Form
  Barriers (-1/4). Total cost: 43 points.
  OPTIONS:_________________________________
  1) Strong Depression I: Increase to Entangle 5d6,
  5 DEF. 125 Active Points; total cost 71 points.
  2) Strong Depression II: Increase to Entangle
  3d6, 6 DEF. 112 Active Points; total cost 64 points.
  3) Weak Depression: Decrease to Entangle 2d6, 2
  DEF. 55 Active Points; total cost 31 points.
  EMPATHIC PROJECTION FIELD
  Submitted By: Chris Longhurst
  Date Posted: 06/23/2003
  Effect: Mind Control 12d6
  Target/Area Affected: 30" radius around user
  Duration: Constant
  Range: No Range
  END Cost: None
  Description: A character with this power can
  broadcast his current emotional state to everyone
  around him, causing them to feel the same way he
  does.
  Game Information: Mind Control 12d6,
  Telepathic (+1/4), Explosion (lose 1d6 of
  effect per 2"; +3/4), Personal Immunity
  (+1/4), Reduced Endurance (0 END; +1/2)
  (165 Active Points); No Range (-1/2),
  Limited Set Of Commands (only whatever
  emotion the user feels at the time, -1/2).
  Total cost: 82 points.
  OPTIONS:_________________________________
  1) Strong Field: Increase to Mind Control 16d6.
  220 Active Points; total cost 110 points.
  2) Weak Field: Decrease to Mind Control 10d6.
  137 Active Points; total cost 68 points.
  3) Larger Field: Increase Explosion to -1d6 per 3"
  (+1). 180 Active Points; total cost 90 points.
  4) 
  Perpetual 
  Uncontrollable 
  Field: 
  The
  character always broadcasts his emotions; he can't
  control himself. Change to Mind Control 14d6
  (standard effect: 42 points), Telepathic (+1/4),
  Explosion (lose 1d6 of effect per 2"; +3/4), Mobile
  (+1), Personal Immunity (+1/4), Reduced Endurance
  (0 END; +1/2), Persistent (+1/2) (297 Active Points);
  Always On (-1/2), No Range (-1/2), Limited Set Of
  Commands (only whatever emotion the user feels at
  the time, -1/2). Total cost: 118 points.
  DEFENSIVE POWERS
  CALM DEMEANOR
  Submitted By: Bob Greenwade
  Date Posted: 06/04/2003
  Effect: Succor PRE 6d6
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 3
  Description: A character with this power can
  enhance his courage and strengthen his will so he can
  resist the effects of fear and intimidation.
  
  UNTIL Superpowers Database, Volume II
  27
  Game Information: Succor PRE 6d6 (30
  Active Points); Only To Resist Presence
  Attacks And Other Attacks Based On Fear (-
  1), Self Only (-1/2). Total cost: 12 points.
  OPTIONS:_________________________________
  1) Great Calm: Increase to Succor PRE 9d6. 45
  Active Points; total cost 18 points.
  2) Lesser Calm: Decrease to Succor PRE 3d6. 22
  Active Points; total cost 9 points.
  3) Share The Calm I: The character can instill the
  sense of calm in someone else, usually an ally.
  Remove Self Only (-1/2). Total cost: 15 points.
  MISC. POWERS
  SOCIAL CHAMELEON
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: +6 with Interaction Skills
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 0
  Description: 
  The 
  character 
  possesses 
  innate
  empathic powers that allow him to "attune" himself
  to anyone he's interacting with. As a result, he always
  seems friendly, fascinating, sympathetic, interesting,
  intimidating, sexy, or whatever else the other person
  is looking for or is most in need of at the moment.
  Game Information: +6 with Interaction Skills. Total
  cost: 30 points.
  OPTIONS:_________________________________
  1) Strong Chameleon: Increase to +8 with
  Interaction Skills. Total cost: 40 points.
  2) Weak Chameleon: Decrease to +4 with
  Interaction Skills. Total cost: 20 points.
  3) Active Chameleon: The character has to
  actively invoke this power; it's not a subconscious
  thing. Add Costs Endurance (-1/2). 30 Active Points;
  total cost 20 points.
  
  28
  Hero System Fan Based E-Book
  FIRE & HEAT POWERS
  OFFENSIVE POWERS
  FLY IN THE AMBER
  Submitted By: Mike Basinger
  Date Posted: 06/05/2003
  Effect: Entangle 4d6, 6 DEF
  Target/Area Affected: One Hex
  Duration: Instant
  Range: 375"
  END Cost: 7
  Description: The character uses heat to melt the
  ground underneath his target. After the target sink in
  the molten area, the heat is quickly withdrawn
  causing the target to be trapped in the now hardened
  ground (but without suffering any significant burns).
  Game Information: Entangle 4d6, 6 DEF,
  Area Of Effect (One Hex; +1/2) (75 Active
  Points); Only Affects Targets On The
  Ground (-1/4), Cannot Form Barriers (-1/4).
  Total cost: 50 points.
  OPTIONS:_________________________________
  1) Heavy Amber: Increase to Entangle 6d6, 6 DEF.
  Total cost: 60 points
  2) Slow Cooling: The character does not
  completely cool the molten area. Add RKA 1d6,
  Continuous (+1), Uncontrolled (lasts for 2d6
  Segments or until character is freed from Entangle;
  +1/2) (37 Active Points); Linked (-1/2). Total cost:
  25 points.
  TOUCH OFF
  Submitted By: (Unknown)
  Date Posted: (Unknown)
  Effect: RKA 3d6, Requires Explosives
  Target/Area Affected: 1" Radius
  Duration: Instant
  Range: 335"
  END Cost: 7
  Description: The character sends a mild flash of
  fire coursing over a person's body. Anything
  explosive on his person - grenades, gunpowder in
  bullets, firecrackers, dynamite - detonates from the
  heat and flame. The explosion may hurt other people
  nearby.
  The GM should consider scaling the damage of this
  power based on the amount of explosive substances
  present on the target's body. For example, if the target
  just has a clip full of bullets, maybe he takes a
  maximum of 1 BODY per bullet or the total rolled on
  the 
  damage 
  roll, 
  whichever 
  is 
  less.
  Technically this power should include a Linked Drain
  to deprive the target of his Charges (bullets,
  explosives, and the like). If desired, the GM can build
  that effect similar to the Legion Of Attackers ability
  on page 154 of The UNTIL Superpower Database
  and add it to this power.
  Game Information: RKA 3d6, Area Of
  Effect (One Hex; +1/2) (67 Active Points);
  Requires Explosive Substances (-1). Total
  cost: 33 points.
  OPTIONS:_________________________________
  1) Bigger Ka-boom: Increase to RKA 5d6. 112
  Active Points; total cost 56 points.
  2) Smaller Ka-boom: Decrease to RKA 2d6. 45
  Active Points; total cost 22 points.
   WELDING
  Submitted By: Bob Greenwade
  Date Posted: 06/04/2003
  Effect: Major Transform 1d6 (fuse two metal
  objects together)
  Target/Area Affected: One object
  Duration: Constant
  Range: Touch
  END Cost: 1
  Description: The character can focus his control of
  fire to generate a super-hot flame that welds two
  metal objects together. He has to know how to do it,
  though; the power takes the place of equipment, but
  doesn't provide the necessary skill.
  Game Information: Major Transform 1d6
  (two pieces of metal into one, heals back by
  being broken or separated by force),
  Continuous (+1), Reduced Endurance (1/2
  END; +1/4) (34 Active Points); No Range (-
  1/2), Requires A PS: Arc Welder Roll (-1/4).
  Total cost: 19 points.
  
  UNTIL Superpowers Database, Volume II
  29
  OPTIONS:_________________________________
  1) Stronger Arc Welding: Increase to Major
  Transform 2d6. 82 Active Points; total cost 47 points.
  2) Weaker Arc Welding: Decrease to Major
  Transform 1/2d6. 27 Active Points; total cost 15
  points.
  3) Ranged Arc Welding: Remove No Range (-
  1/2). Total cost: 27 points.
  4) Tiring Arc Welding: Remove Reduced
  Endurance (+1/4). 30 Active Points; total cost 17
  points.
  MOVEMENT POWERS
  FIRE WALKING
  Submitted By: (Unknown)
  Date Posted: (Unknown)
  Effect: Teleportation 20", Only Through Fires
  Target/Area Affected: Self
  Duration: Instant
  Range: Self
  END Cost: 4
  Description: The character can travel instantly
  from one place to another - provided that there's a fire
  in both places. If he has no fire available, he cannot
  Teleport; and even when he does have a fire to use at
  his departure point, he can only designate as arrival
  points other places where fire exists. Both areas of
  fire must be at least 1" big (big enough to cover an
  adult human).
  Game Information: Teleportation 20" (40
  Active Points), Only Through Fire (-1).
  Total cost: 20 points.
  OPTIONS:_________________________________
  1) Big Steps I: Increase to Teleportation 30". 60
  Active Points; total cost 30 points.
  2) Big Steps II: Add x8 Noncombat. 50 Active
  Points; total cost 25 points.
  3) Big Steps III: The character can step to fires
  many miles away, provided he can perceive them.
  Add MegaScale (1" = 100 km, can scale down to 1"
  = 1 km; +1). 80 Active Points; total cost 40 points.
  4) Short Steps: Decrease to Teleportation 10". 20
  Active Points; total cost 10 points.
  5) Fiery Road: The character's comrades can
  accompany him on his journey, but the departure and
  arrival points must have fires large enough to contain
  the entire group (1" of fire per person). Add Usable
  Simultaneously (up to four people at once; +3/4) and
  Entire Group Must Travel Together (-1/4). 70 Active
  Points; total cost 35 points.
  6) Fiery Portal I: The character can open a "portal"
  from one area of fire to another. People can travel
  either way through the portal, or fire attacks through
  them. Change to Teleportation 15", Area Of Effect
  (One Hex; +1/2), Continuous (+1), Usable On Others
  (+1/4) (82 Active Points); Gate (-1/2), Only Through
  Fire (-1). Total cost: 33 points.
  7) Fiery Portal II: Like Fiery Portal I, but add
  MegaScale (1" = 1 km; +1/4). 90 Active Points; total
  cost 36 points.
  8) Smokewalking: Like Firewalking, but the
  character can use 1" of smoke or fire to travel
  through. He can start in fire and end up in smoke, or
  vice-versa; he's not restricted to fire-fire or smoke-
  smoke. Change Only Through Fire to Only Through
  Fire Or Smoke (-1/2). Total cost: 27 points.
  
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  FORCE POWERS
  OFFENSIVE POWERS
  DISRUPT FORCE FIELDS
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: Suppress Force Field 8d6
  Target/Area Affected: One character
  Duration: Constant
  Range: 200"
  END Cost: 4
  Description: The character's control over fields and
  planes of force is so great that he can disrupt
  protective force-fields around other characters and
  objects.
  Because this power derives from a character's ability
  to manipulate "force energy," the GM may rule that
  some special effects of the Force Field Power
  wouldn't be susceptible to it (for example, a Force
  Field bought with a Limitation to simulate a
  character's heightened resistance to a particular type
  of damage, rather than a "force field" in the literal
  sense). Alternately, the power may affect such Force
  Fields at half strength (4d6). If these types of Force
  Fields occur commonly in the campaign, the GM
  might even grant the character a Limitation on this
  power.
  Game Information: Suppress Force Field
  8d6. Total cost: 40 points.
  OPTIONS:_________________________________
  1) Strong Disruption: Increase to Suppress Force
  Field 12d6. Total cost: 60 points.
  2) Weak Disruption: Decrease to Suppress Force
  Field 6d6. Total cost: 30 points.
  3) Easy Disruption: Add Reduced Endurance (1/2
  END; +1/4). Total cost: 50 points.
  4) Expanded Disruption I: The character can
  disrupt both Force Fields and Force Walls, but not
  simultaneously. This power requires the GM's
  approval, since it uses the Varying Effect Advantage
  in a slightly different way to allow the character to
  effect either of two Powers, rather than any one
  power within a given special effect. Add Varying
  Effect (any one Force Field or Force Wall, one at a
  time; +1/4). Total cost: 50 points.
  5) Expanded Disruption II: As Expanded
  Disruption I, but the character can affect Force Fields
  and Force Walls simultaneously. Change to Add
  Varying Effect (both Force Field and Force Wall
  simultaneously; +1/2). Total cost: 60 points.
  
  UNTIL Superpowers Database, Volume II
  31
  HYPERSENSES POWERS
  OFFENSIVE POWERS
  ANTICIPATION
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Lightning Reflexes (+10 to act first
  with All Attacks)
  Target/Area Affected: Self
  Duration: Persistent
  Range: Self
  END Cost: 0
  Description: The character's senses are so acute
  that he can perceive what's about to happen and
  respond to it more quickly than others.
  Game Information: Lightning Reflexes:
  +10 to act first with All Attacks (15 Active
  Points); Requires A PER Roll (assumes PER
  Roll of 12- or 13-; -3/4). Total cost: 9 points.
  OPTIONS:_________________________________
  1) Strong Anticipation: Increase to +14 DEX. 21
  Active Points; total cost 12 points.
  2) Weak Anticipation: Decrease to +6 DEX. 9
  Active Points; total cost 5 points.
  3) Tiring Anticipation: Add Costs Endurance (-
  1/2). 15 Active Points; total cost 7 points.
  DEFENSIVE POWERS
  DANGER SENSE DODGING
  Submitted By: (Unknown)
  Date Posted: 06/20/2003
  Effect: Armor (20 PD/20 ED), Hardened
  Target/Area Affected: Self
  Duration: Instant
  Range: Self
  END Cost: 0
  Description: The character uses his ability to sense
  danger to track and avoid incoming attacks (though
  he has to be prepared to do so). If he makes an Acting
  roll, he can time events so precisely that it looks like
  the attack hit him, even though at best it only grazed
  him.
  Game Information: Armor (20 PD/20
  ED), Hardened (+1/4) (75 Active Points);
  Requires A Danger Sense Roll (-1/2), Costs
  Endurance (-1/2), Instant (-1/2). Total cost:
  30 points.
  RESILIENT SENSES
  Submitted By: Bob Greenwade
  Date Posted: 06/04/2003
  Effect: Flash Defense (various types)
  Target/Area Affected: Self
  Duration: Persistent
  Range: Self
  END Cost: 0
  Description: The character's senses are so strong,
  or so acute, that it's much harder to "blind" or block
  them. The character may buy some or all of the
  abilities listed below.
  Game Information:
  Cost
  Power
  10
  Resilient Vision: Sight Group Flash Defense
  (10 points)
  10
  Resilient Hearing: Hearing Group Flash
  Defense (10 points)
  10
  Resilient Smell: Smell/Taste Group Flash
  Defense (10 points)
  10
  Resilient Feel: Touch Group Flash Defense
  (10 points)
  
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  SENSORY POWERS
  I CAN HEAR YOU BREATHING
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: Detect Respiration
  Target/Area Affected: Self
  Duration: Persistent
  Range: Self
  END Cost: 0
  Description: The character's hearing is so acute that
  he can perceive the sounds made by living beings
  when they breathe. Even the sneakiest thief with the
  highest Stealth roll has to breathe, after all!
  Game Information: Detect Respiration
  (INT Roll) (Hearing Group). Total cost: 3
  points.
  OPTIONS:_________________________________
  1) Strong Hearing: Increase to +3 to PER Rolls.
  Total cost: 6 points.
  2) Discriminatory Hearing: The character's ability
  to differentiate between different types of respiration
  tells him whether the being breathing is a man or a
  woman, a human or some other sentient species, a
  humanoid or an animal, and so forth. Add
  Discriminatory. Total cost: 8 points.
  3) Analytical Hearing: The character's ability to
  differentiate between different types of respiration
  tells him exactly what sort of species is doing the
  breathing, and may provide other sorts of information
  (such as a rough estimate of the being's CON or lung
  capacity). Add Discriminatory, Analyze. Total cost:
  13 points.
  
  UNTIL Superpowers Database, Volume II
  33
  ICE & COLD POWERS
  OFFENSIVE POWERS
  FREEZE FLESH
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: RKA 1d6, AVLD (Power Defense),
  Does BODY
  Target/Area Affected: One character
  Duration: Instant
  Range: 260"
  END Cost: 5
  Description: The character freezes a target's flesh
  so quickly that the cells instantly crystallize and
  burst. This only works on targets with normal organic
  chemistry; inorganic targets such as robots or
  vehicles, 
  characters 
  with 
  Life 
  Support 
  (Safe
  Environment: Extreme Cold), or certain others with
  unusual biochemistry are immune.
  Game Information: RKA 1d6, AVLD
  (Power Defense; +1 1/2), Does BODY (+1)
  (52 Active Points); Only Versus Targets
  With Normal Organic Body Chemistry (-
  1/2). Total cost: 35 points.
  OPTIONS:_________________________________
  1) Deeper Freeze: Increase to RKA 2d6. 105
  Active Points; total cost 70 points.
  2) Not So Deep Freeze: Decrease to RKA 1/2d6.
  35 Active Points; total cost 23 points.
  3) Easy Freeze: Add Reduced Endurance (0 END;
  +1/2). 60 Active Points; total cost 40 points.
  4) Tiring Freeze: Add Increased Endurance Cost
  (x2 END; -1/2). Total cost 26 points.
  SUPERCONDUCTIVITY FIELD
  Submitted By: Lance Wroblewski
  Date Posted: (Unknown)
  Effect: Change Environment (create
  superconductive field)
  Target/Area Affected: 32" radius
  Duration: Constant
  Range: 250"
  END Cost: 5
  Description: This power allows a character to
  reduce the temperature in an area to such an extreme
  low that the air in the area has a superconductive
  effect. This in turn makes anyone in the area more
  vulnerable to electrical attacks.
  Game Information: Change Environment
  (create superconductive area) 32" radius, -5
  DCV (50 Active Points); DCV Loss Only
  Applies Against Electrical Attacks (-1/2).
  Total cost: 33 points.
  OPTIONS:_________________________________
  1) Extreme Superconductivity: Increase to -7
  DCV. 60 Active Points; total cost 40 points.
  2) Minor Superconductivity: Decrease to -3
  DCV. 40 Active Points; total cost 27 points.
  3) Realistic Superconductivity: This version
  takes into account the extreme temperatures needed
  for superconductivity. Add Multiple Combat Effects
  and -5 Temperature Levels. 70 Active Points; total
  cost 47 points.
  4) Superconductivity Field Variant: This
  version of the Superconductivity Field enhances
  electrical powers instead of making characters easier
  to hit with them. Change to Aid Electrical Powers
  4d6, all Electrical Powers simultaneously (+2), Area
  Of Effect (18" Radius; +1), Constant (+1), Ranged
  (+1/2). Total cost: 220 points.
  
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  DEFENSIVE POWERS
  ICE SLIDE RESCUE
  Submitted By: (Unknown)
  Date Posted: 11/24/2003
  Effect: Gliding 12", Usable As Attack
  Target/Area Affected: 20" long and 4" wide
  Line
  Duration: Constant
  Range: 20"
  END Cost: 5
  Description: The character can use his ice powers
  to create a slide-like construct that catches people
  who are falling and lets them slide safely down to the
  ground. The construct is 20" long and 4" wide, so it
  can catch multiple people at once.
  This power requires the GM's permission because it
  uses some unusual constructs. Instead of applying a
  form of Usable On Others and increasing the number
  of people the power can affect, it uses a combination
  of Usable As Attack (so the character controls the
  creation and location of the slide, and pays the END
  for it) plus Area Of Effect to define the size of the
  slide and thus how many people it can catch.
  Game Information: Gliding 12", Area Of
  Effect (20" long and 4" wide Line; +1 3/4),
  Usable As Attack (+1), Limited Range (20";
  +1/4) (48 Active Points); Costs Endurance (-
  1/2), Physical Manifestation (-1/4), Only To
  Slide People To The Ground (-1/4). Total
  cost: 24 points.
  
  UNTIL Superpowers Database, Volume II
  35
  KINETIC ENERGY POWERS
  OFFENSIVE POWERS
  TURNABOUT
  Submitted By: Bob Greenwade
  Date Posted: 06/23/03
  Effect: Change Environment (impose Turn
  Mode)
  Target/Area Affected: One character
  Duration: Constant
  Range: 140"
  END Cost: 3
  Description: A character with this power can use
  his control over inertia to make it difficult for persons
  or vehicles to turn or maneuver while moving. If the
  target (be it a person or vehicle) tries to turn more
  frequently or sharply than allowed by the Turn Mode
  rules (HERO System 5th Edition, page 240), he must
  make a DEX Roll at -4. If he fails, either he cannot
  turn, he doesn't turn far enough, or some other result
  applies (he slips and falls, he skids out of control, or
  the like). This applies regardless of the mode of
  movement used, and even if the mode of movement
  has the No Turn Mode Advantage.
  Game Information: Change Environment
  1" radius (impose Turn Mode), -4 to DEX
  Rolls, Usable As Attack (+1) (28 Active
  Points); Only Applies If Target Tries To
  Turn 
  More 
  Frequently/Sharply 
  Than
  Allowed By Turn Mode Rules (-1), Only
  Affects One Person (-1/2). Total cost: 11
  points.
  OPTIONS:_________________________________
  1) Strong Turnabout: Increase to -6 to DEX Rolls.
  40 Active Points; total cost 16 points.
  2) Weak Turnabout: Decrease to -2 to DEX Rolls.
  16 Active Points; total cost 6 points.
  
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  Hero System Fan Based E-Book
  LIGHT POWERS
  DEFENSIVE POWERS
  LASER POINT DEFENSE
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Missile Deflection (all physical
  attacks)
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 1
  Description: The character uses laser beams to
  destroy incoming projectiles.
  Game Information: Missile Deflection
  (all physical attacks) (15 Active Points);
  Costs Endurance (-1/2). Total cost: 10
  points.
  OPTIONS:_________________________________
  1) Improved Laser Point Defense: Add +5 with
  Missile Deflection (total cost: 10 points). Total cost:
  20 points.
  2) Ranged Laser Point Defense: Add Ranged
  (+1). 30 Active Points; total cost 20 points.
  
  UNTIL Superpowers Database, Volume II
  37
  LUCK POWERS
  OFFENSIVE POWERS
  UNFORTUNATE IMPRISONMENT
  Submitted By: Levi Mote
  Date Posted: 06/20/2003
  Effect: Entangle 7d6, no DEF, Indirect
  Target/Area Affected: One character
  Duration: Instant
  Range: 350"
  END Cost: 7
  Description: Structures just inexplicably collapse
  near the character, burying his enemies in rubble.
  However, the collapse causes no injury, and anyone
  can wriggle free of the debris given time. (To cause
  injury at the same time, use this power as part of a
  multiple-Power attack with Environmental Mayhem,
  USPD 130.)
  Game 
  Information: 
  Entangle 
  6d6,
  Indirect (always from above; +1/4) (75
  Active Points); OIF (environmental objects
  of opportunity; -1/2), No Defense (-1 1/2),
  Side Effects (miscellaneous minor damage
  to the environment, always occurs; -0). Total
  cost: 25 points.
  OPTIONS:_________________________________
  1) Uncontrollable Unfortunate Imprisonment:
  The standard power as written assumes the character
  has some control over his luck powers and can cause
  this effect to occur at will. If that's not the case - if
  the character's luck is an unconscious thing - add
  Trigger (+1/4), Only Works Once Per Scene (-1/2),
  and No Conscious Control (-2). 90 Active Points;
  total cost 16 points.
  DEFENSIVE POWERS
  AGAINST ALL ODDS
  Submitted By: Bob Greenwade
  Date Posted: 06/23/2003
  Effect: Desolidification, Only To Protect
  Against Limited Type Of Attack
  Target/Area Affected: Self
  Duration: Instant
  Range: Self
  END Cost: 4
  Description: Even in situations where it seems
  virtually impossible that the character could avoid
  harm or escape from a dangerous situation, he gets an
  incredibly lucky break that saves him. For example,
  if stuck in a collapsing building or an avalanche zone,
  he just happens to stand where no debris falls; or
  multiple enemies could target him with Autofire
  weapons at point-blank range but miss with every
  shot.
  Unfortunately, the character's luck is not perfect. It
  will not protect him against attacks or other effects
  that "saturate" an area, such as fireballs, gas clouds,
  or anything else the GM believes the character cannot
  avoid. Furthermore, the character can only use this
  power to save himself from one dangerous situation
  per Phase; once he activates it, it won't work again
  until the character's next Phase.
  Game 
  Information: 
  Desolidification
  (affected by "saturated" attacks) (40 Active
  Points); Only To Protect Against Limited
  Type Of Attack (see text; -1), Instant (-1/2).
  Total cost: 16 points.
  OPTIONS:_________________________________
  1) Continuing Lucky Break: The power works
  for as long as the character pays END. Remove
  Instant. Total cost: 20 points.
  2) Persistent Lucky Break: The power remain in
  effect all the time, even when the character sleeps.
  This requires the GM's permission, or the character
  has to buy Affects Physical World for all of his other
  abilities. 
  Remove 
  Instant 
  and 
  add 
  Reduced
  Endurance (0 END; +1/2) and Persistent (+1/2). 80
  Active Points; total cost 40 points.
  
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  Hero System Fan Based E-Book
  3) Uncontrollable Lucky Break: The standard
  power as written assumes the character has some
  control over his luck powers and can cause this effect
  to occur at will. If that's not the case - if the
  character's luck is an unconscious thing - add Trigger
  (+1/4), Only Works Once Per Scene (-1/2), and No
  Conscious Control (-2). 50 Active Points; total cost
  10 points.
  SENSORY POWERS
  I JUST HAPPENED TO NOTICE...
  Submitted By: Bob Greenwade
  Date Posted: 06/23/2003
  Effect: +10 PER Rolls with all Sense Groups
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 0
  Description: The character notices things more
  readily than other people because he "just happens"
  to look at the right spot, pay attention to the right
  voice, or think about the right things to check on.
  Game Information: +10 to PER Rolls
  with all Sense Groups. Total cost: 30 points.
  OPTIONS:_________________________________
  1) Better Noticing: Increase to +15 PER. Total
  cost: 45 points.
  2) Lesser Noticing: Decrease to +5 PER. Total
  cost: 15 points.
  3) Uncontrollable Noticing: The standard power
  as written assumes the character has some control
  over his luck powers and can cause this effect to
  occur at will. If that's not the case - if the character's
  luck is an unconscious thing - add Trigger (+1/4),
  Only Works Once Per Scene (-1/2), and No
  Conscious Control (-2). 37 Active Points; total cost
  11 points.
  MISC. POWERS
  AGAINST ALL ODDS (VARIANT)
  Submitted By: Dan Behlings
  Date Posted: 06/04/2003
  Effect: Luck 10d6, No Conscious Control
  Target/Area Affected: Self
  Duration: Persistent
  Range: Self
  END Cost: 0
  Description: Some characters have the ability to
  survive against seemingly impossible odds. When a
  character with Against All Odds finds himself in a
  situation the GM deems hopeless, the power takes
  effect to give him a fighting chance to succeed (or at
  least escape!).
  This power uses the second option for Luck
  described on page 129 of the HERO System 5
  Edition: when the GM tells the player the power has
  activated, the player rolls ten dice of Luck. The total
  on the dice represents points the character can add to
  or subtract from his rolls for the rest of "the scene"
  (as defined by the GM) and/or until events reach a
  dramatically satisfying conclusion for Our Hero (note
  that this doesn't necessarily mean total triumph, or
  even triumph at all; sometimes living to fight another
  day is a dramatically satisfying thing).
  Game Information: Luck 10d6 (50 Active
  Points); No Conscious Control (only GM
  can activate power, but once it's activated
  the character controls the use of the "Luck
  points"; -1), Effect Only Remains For One
  Scene Or Until Dramatically Satisfying
  Conclusion Is Reached (-0). Total Cost: 25
  points.
  OPTIONS:_________________________________
  1) The Will To Succeed: The character's ability to
  come out ahead depends less on sheer luck than on
  his overwhelming will to succeed when the chips are
  down. Add Requires An EGO Roll (assuming an
  EGO of 13-22; -3/4). Total cost: 18 points.
  2) Fate Is Fickle: The character's Luck doesn't
  always kick in to help him. Even when the GM
  activates the power, it might not work! Add
  Activation Roll 11- (-1). Total cost: 17 points.
  
  UNTIL Superpowers Database, Volume II
  39
  LUCKY GUESS
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Detect Correct Answer
  Target/Area Affected: Self
  Duration: Instant
  Range: Self
  END Cost: 0
  Description: When faced with a question he doesn't
  know the answer to, the character can, after just a
  little thought, take a guess that's usually the correct
  answer. He doesn't know why the answer is correct,
  and he may not know it's correct until it's confirmed,
  but his answers are usually the right ones.
  Obviously, this power has the potential to unbalance
  many games, particularly ones that focus on
  investigation and character interaction, so characters
  should get the GM's approval before buying it.
  Game 
  Information: 
  Detect 
  Correct
  Answer (INT Roll) (no Sense Group),
  Discriminatory. Total cost: 15 points.
  OPTIONS:_________________________________
  1) Accurate Guess: Increase to INT +5. Total
  cost: 20 points.
  2) Incredible Guess: Increase to INT +10. Total
  cost: 25 points.
  3) That's My Contribution For The Day: Add 1
  Charge (-2). 15 Active Points; total cost 5 points.
  PUSHING YOUR LUCK
  Submitted By: Bob Greenwade
  Date Posted: 06/04/2003
  Effect: Luck +2d6
  Target/Area Affected: Self
  Duration: Instant
  Range: Self
  END Cost: 10
  Description: In a particularly difficult situation, the
  character may attempt to put extra effort into
  manipulating probability in his favor. He must
  already have at least one die of Luck to buy this
  power. As usual with Luck, he has no control over
  the exact results of his effort, or even any assurance it
  will work.
  Game Information: Luck +2d6 (10
  Active Points); Costs Endurance (-1/2),
  Increased Endurance Cost (x10 END; -4).
  Total cost: 2 points.
  RESCUER
  Submitted By: Bob Greenwade
  Date Posted: 06/04/2003
  Effect: Summon 350-point superbeing
  Target/Area Affected: One character
  Duration: Instant
  Range: No Range
  END Cost: 10
  Description: In genre fiction, when things go badly
  for the hero, rescuers tend to show up at just the right
  moment. Typically the person who arrives is the
  character's ally or colleague, but could simply be an
  enemy of the person the character is fighting. The
  end result - the person who arrives helps the character
  - remains the same.
  As a default, this power assumes the character's
  rescuer is built on a total of 350 Character Points.
  You can easily adjust the point total up or down by
  changing the cost of the power.
  Game Information: Summon one 350-
  point character (70 Active Points), Arrives
  Under Own Power (-1/2). Total cost: 47
  points.
  OPTIONS:_________________________________
  1) Guess Who's In The Neighborhood: The
  power only works if the Summoned character is close
  enough to arrive in time, and/or if he can hear the
  "cry for help." Add Summoned Being Must Inhabit
  Locale (-1/2). Total cost: 35 points.
  2) It's The Bloomin' Cavalry!: Increase to eight
  350-point characters. 85 Active Points; total cost 57
  points.
  
  40
  Hero System Fan Based E-Book
  MATTER MANIPULATION
  POWERS
  OFFENSIVE POWERS
  MATTER CREATION ATTACK
  Submitted By: (Unknown)
  Date Posted: 11/24/2003
  Effect: Entangle 6d6, 6 DEF/Energy Blast
  9d6, Indirect
  Target/Area Affected: One character
  Duration: Instant
  Range: 300"/280"
  END Cost: 6/6
  Description: The character can use his power to
  create matter in offensive ways. First, he can create
  rock, metal, or similar materials around a target,
  imprisoning him. Second, he can create chunks of
  similar material above the target to drop on him and
  cause injury.
  Game Information:
  Cost
  Power
  60
  Matter Creation Attack: Multipower, 60-
  point reserve
  6u
  1) Matter Envelope: Entangle 6d6, 6 DEF
  6u
  2) Matter Dropping: Energy Blast 9d6,
  Indirect (always from above; +1/4)
  Total cost: 72 points
  OPTIONS:_________________________________
  1) Strong Power: Increase reserve to 75 points,
  Slot One to Entangle 8d6, 7 DEF and Slot Two to
  Energy Blast 12d6. Total cost: 89 points.
  2) Weak Power: Decrease reserve to 50 points, Slot
  One to Entangle 5d6, 5 DEF and Slot Two to Energy
  Blast 8d6. Total cost: 60 points.
  3) Sharp Matter Dropping: The character can also
  create sharp or pointed chunks of matter to drop on
  his foes. Add a third slot, RKA 3d6, Indirect (always
  from above; +1/4). Total cost: 78 points.
  MOLECULAR INCOHESION
  Submitted By: Bob Greenwade
  Date Posted: 07/02/2003
  Effect: RKA 2d6, Armor Piercing, Penetrating
  (x2)
  Target/Area Affected: One character
  Duration: Instant
  Range: Touch
  END Cost: 7
  Description: The character can remove the
  cohesion between molecules, thus allowing him to
  rip, tear, or pull apart an object with ease. Even the
  toughest materials have little chance against this
  power.
  Game Information: RKA 2d6, Armor
  Piercing (+1/2), Penetrating (x2; +1) (75
  Active Points); No Range (-1/2), Reduced
  STUN 
  Multiplier 
  (1d6-3; 
  -1/2), 
  No
  Knockback (-1/4). Total cost: 33 points.
  OPTIONS:_________________________________
  1) Strong Incohesion: Increase to RKA 3d6. 112
  Active Points; total cost 50 points.
  2) Weak Incohesion: Decrease to RKA 1d6. 37
  Active Points; total cost 16 points.
  3) Easy Incohesion: Add Reduced Endurance (0
  END; +1/2). 90 Active Points; total cost 40 points.
  4) Painful Incohesion: Remove Reduced STUN
  Multiplier (-1/2). Total cost: 43 points.
  5) Really Painful Incohesion: As Painful
  Incohesion, but also add Increased STUN Multiplier
  (1d6+1; +1/2). 90 Active Points; total cost 51 points.
  
  UNTIL Superpowers Database, Volume II
  41
  MISC. POWERS
  CLOTH CONTROL
  Submitted By: (Unknown)
  Date Posted: 06/04/2003
  Effect: Various (see text)
  Target/Area Affected: Varies
  Duration: Varies
  Range: Varies
  END Cost: Varies
  Description: The character has broad powers of
  control over cloth, thread, and textile fibers in
  general. He can change one type or color of cloth to
  another, "stitch" clothes together to prevent the
  person wearing them from moving, or shred clothes.
  Note that this power only works against cloth
  (including artificial fibers like polyester) and objects
  made from it. It would not work against leather, the
  rubber soles of shoes, metal buckles, ivory buttons, or
  the like.
  Game Information:
  Cost
  Power
  20
  Cloth 
  Control: 
  Multipower, 
  20-point
  reserve
  1u
  1) Alter Clothing: Cosmetic Transform 4d6
  (one set of clothes into another; heals back
  through another application of this power);
  Limited Target (clothes; -1/2)
  1u
  2) Confining Stitching: Entangle 2d6, 2
  DEF; Only Works Against Persons Wearing
  Appropriate Clothing (-1/2)
  1u
  3) Unstitch: RKA 1d6+1; Only Works
  Against Cloth (-2)
  Total cost: 23 points
  MOLECULAR ADHESION
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Clinging (STR +30)
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 0
  Description: The character uses his control of
  molecular properties to "stick" to any surface - he can
  even walk up walls!
  Game Information: Clinging (STR +30).
  Total cost: 20 points.
  OPTIONS:_________________________________
  1) Strong Adhesion: Increase to Clinging (STR
  +60). Total cost: 30 points.
  2) Weak Adhesion: Decrease to Clinging (normal
  STR). Total cost: 10 points.
  
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  Hero System Fan Based E-Book
  MENTAL & PSIONIC POWERS
  OFFENSIVE POWERS
  PSI-BLADE
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: Ego Attack 4d6, Requires An Attack
  Roll
  Target/Area Affected: One character
  Duration: Instant
  Range: No Range
  END Cost: 4
  Description: The character can form a blade of
  pure psychic energy and use it to attack as he would a
  sword or dagger - except that it doesn't cut the victim,
  it inflicts psionic damage that stuns him. In addition
  to the standard Ego Attack Roll, the character must
  also make an OCV-based Attack Roll to hit the
  target. (The GM may, at his option, dispense with the
  Ego Attack Roll, but this may cause game balance
  problems.)
  Game Information: Ego Attack 4d6 (40
  Active Points); No Range (-1/2), Requires
  An Attack Roll (-1/2). Total cost: 20 points.
  OPTIONS:_________________________________
  1) Strong Psi-blade: Increase to Ego Attack 6d6.
  60 Active Points; total cost 30 points.
  2) Weak Psi-blade: Decrease to Ego Attack 3d6.
  30 Active Points; total cost 15 points.
  3) Deadly Psi-blade I: Add Does BODY (+1). 80
  Active Points; total cost 40 points.
  4) Deadly Psi-blade II: Change to RKA 2d6,
  BOECV (Mental Defense applies; +1), Does BODY
  (+1). 90 Active Points; total cost 45 points.
  PSI-DARTS
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: Ego Attack 4d6, Requires An Attack
  Roll
  Target/Area Affected: One character
  Duration: Instant
  Range: Range Based on Strength
  END Cost: 4
  Description: The character can form a "dart" of
  pure psychic energy and throw it at targets (for these
  purposes the dart is assumed to have a "weight" of
  .25 kg). The dart doesn't cut the victim, it inflicts
  psionic damage that stuns him. In addition to the
  standard Ego Attack Roll, the character must also
  make an OCV-based Attack Roll to hit the target.
  (The GM may, at his option, dispense with the Ego
  Attack Roll, but this may cause game balance
  problems.)
  Game Information: Ego Attack 4d6 (40
  Active Points); Normal Range Based On
  STR (-1/2), Requires An Attack Roll (-1/2).
  Total cost: 20 points.
  OPTIONS:_________________________________
  1) Strong Psi-dart: Increase to Ego Attack 6d6. 60
  Active Points; total cost 30 points.
  2) Weak Psi-dart: Decrease to Ego Attack 3d6. 30
  Active Points; total cost 15 points.
  3) Deadly Psi-dart I: Add Does BODY (+1). 80
  Active Points; total cost 40 points.
  4) Deadly Psi-dart II: Change to RKA 2d6,
  BOECV (Mental Defense applies; +1), Does BODY
  (+1). 90 Active Points; total cost 45 points.
  5) Multiple Psi-darts: Add Autofire (3 shots;
  +1/4). 50 Active Points; total cost 25 points.
  6) Seeking Psi-darts: The character can throw the
  darts so that they arc around corners and other
  obstacles. Add Indirect (always originates from the
  character, but can strike target from any angle; +1/2).
  60 Active Points; total cost 30 points.
  TELEPATHIC TIME STOP
  Submitted By: Karl Rodriguez
  Date Posted: 10/06/2003
  Effect: Entangle 4d6, 4 DEF, BOECV
  Target/Area Affected: 23" Radius
  Duration: Instant
  Range: Line of Sight (LOS)
  END Cost: 0
  Description: A character with this power can
  telepathically "freeze" everyone in a 23" radius area.
  While frozen, the victims cannot use their senses, or
  
  UNTIL Superpowers Database, Volume II
  43
  even sense the passage of time; they "wake up"
  thinking nothing unusual has happened (though they
  may experience odd physical sensations, such as a
  funny taste in the mouth, for a few moments). The
  user of the ability can selectively chose to leave some
  people "unfrozen" so he can interact with them.
  Game Information: Entangle 4d6, 4 DEF,
  Stops A Given Sense Group (Sight Group,
  Hearing Group, Smell/Taste Group, Passage
  Of Time), Takes No Damage From Physical
  Attacks (+1/4), BOECV (Mental Defense
  applies; +1), Works Against EGO, Not STR
  (+1/4), Area Of Effect (20" Radius; +1),
  Selective (+1/4), Reduced Endurance (0
  END; +1/2) (319 Active Points); Mental
  Defense Adds To EGO (-1/2), Cannot Form
  Barriers (-1/4), Susceptible (to Mental
  Powers, Uncommon; -1/4). Total cost: 159
  points.
  OPTIONS:_________________________________
  1) Strong Time Stop: Increase to Entangle 5d6, 5
  DEF. 361 Active Points; total cost 180 points.
  2) Weak Telepathic Time Stop: Decrease to
  Entangle 3d6, 3 DEF. 276 Active Points; total cost
  138 points.
  3) Larger Area: Increase to Area Of Effect (46"
  Radius; +1 1/4). 337 Active Points; total cost 168
  points.
  4) Smaller Area: Decrease to Area Of Effect (4"
  Radius; +1). 319 Active Points; total cost 159 points.
  5) Escape Time Stop: The character uses this
  power solely to foil pursuit. Remove Selective (+1/4).
  300 Active Points; total cost 150 points.
  DEFENSIVE POWERS
  MISDIRECTED AIM
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: +4 DCV, Usable As Attack
  Target/Area Affected: One character
  Duration: Constant
  Range: Self/200"
  END Cost: 2/5
  Description: The character has the ability to contact
  attackers' minds telepathically and "nudge" them so
  their attacks are more likely to miss. He can use this
  ability for himself, or for another person (in the latter
  case it's bought Usable As Attack so the character
  controls how long it remains active, pays the END
  for it, and can grant the ability to someone without
  their needing to take any action).
  Game Information:
  Cost
  Power
  33
  Misdirected Aim: Multipower, 50-point
  powers; all Costs Endurance (-1/2)
  1u
  1) 
  Self-Protection: 
  +4 
  DCV; 
  Costs
  Endurance (-1/2)
  3u
  2) Protection Of Another: +4 DCV, Usable
  As Attack (+1), Ranged (+1/2); Costs
  Endurance (-1/2)
  Total cost: 37 points
  OPTIONS:_________________________________
  1) Strong Misdirection: Increase reserve to 75
  points and both slots to +6 DCV. Total cost: 57
  points.
  2) Weak Misdirection: Decrease reserve to 25
  points and both slots to +2 DCV. Total cost: 20
  points.
  SENSORY POWERS
  PERCEIVE PSIONIC TRACES
  Submitted By: (Unknown)
  Date Posted: 11/24/2003
  Effect: Retrocognition
  Target/Area Affected: Self
  Duration: Constant
  Range: No Range
  END Cost: 4
  Description: When beings with minds inhabit or
  pass through an area, or handle an object, they leave
  psionic traces. A skilled mentalist can read these
  traces and know that someone was present - and if
  he's mentally encountered the person before, he'll
  recognize who it is by that person's "mental
  signature." (Similarly, after reading psionic traces, he
  can later recognize the same trace in the person's
  mind if he has mental contact with it.) The longer it's
  been since the subject was in the area (or handled the
  object), the harder it is to perceive his psionic trace.
  Game 
  Information: 
  Clairsentience
  (Mental Sense Group), Retrocognition (40
  Active Points); Retrocognition Only (-1), No
  Range (-1/2), Time Modifiers (-1/2).   Total
  cost: 13 points.
  OPTIONS:_________________________________
  1) Strong Power: Remove Time Modifiers (-1/2).
  Total cost: 16 points.
  
  44
  Hero System Fan Based E-Book
  2) Psychometric Psi-Reading: This form of the
  power only works to perceive psionic traces in
  objects that a person has handled. Add Psychometry
  (-1/2) (see USPD, page 168). Total cost: 11 points.
  
  UNTIL Superpowers Database, Volume II
  45
  PRECOGNITION POWERS
  OFFENSIVE POWERS
  PRECOGNITIVE ANTICIPATION
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Lightning Reflexes (+10 to act first
  with All Attacks)
  Target/Area Affected: Self
  Duration: Persistent
  Range: Self
  END Cost: 0
  Description: When he's in combat, the character
  reflexively perceives a microsecond forward in time,
  allowing him to act and react to the other combatants
  more swiftly.
  Game Information: Lightning Reflexes:
  +10 to act first with All Attacks. Total cost:
  15 points.
  OPTIONS:_________________________________
  1) Strong Anticipation: Increase to +14 DEX.
  Total cost: 21 points.
  2) Weak Anticipation: Decrease to +6 DEX. Total
  cost: 9 points.
  3) Tiring Anticipation: Add Costs Endurance (-
  1/2). 15 Active Points; total cost 10 points.
  DEFENSIVE POWERS
  BEEN THERE, DONE THAT
  Submitted By: Daniel Calhoun
  Date Posted: 06/05/2003
  Effect: +20 PRE, Only To Protect Against
  Presence Attacks
  Target/Area Affected: Self
  Duration: Persistent
  Range: Self
  END Cost: 0
  Description: The character sometimes foresees
  future events. Since he knows what's going to happen
  (at least vaguely), it's difficult to shock, impress,
  frighten, 
  or 
  intimidate 
  him.
  The player should roll this power's Activation Roll
  whenever the character is subjected to a Presence
  Attack. If the roll succeeds, the character has
  foreseen this event and reacts appropriately; if it fails,
  he hasn't foreseen this and doesn't get the benefit of
  his "defensive PRE."
  Game Information: +20 PRE (20 Active
  Points); Activation Roll 11- (-1), Only To
  Protect Against Presence Attacks (-1).  Total
  cost: 7 points.
  OPTIONS:_________________________________
  1) Been There, Done Everything: Increase to
  +30 PRE. Total cost: 10 points.
  2) Incomplete Visions: The character's foresight
  isn't quite as reliable as he'd like. Change to
  Activation Roll 9- (-1 1/2). Total cost: 6 points.
  
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  Hero System Fan Based E-Book
  SHAPE ALTERATION POWERS
  DEFENSIVE POWERS
  MUTATING EXTERIOR
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Lack Of Weakness (-10) for Normal
  and Resistant Defenses
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 1
  Description: The character constantly shifts his
  exterior form and appearance, making it virtually
  impossible for attackers to detect any weaknesses in
  his body. This only applies to innate defenses, such
  as the character's own PD, ED, and Damage
  Resistance; it has no effect on worn armors, force
  fields the character generates, or the like (the
  Limitation that reflects this should be removed if the
  character has no non-innate defenses).
  Game Information: Lack Of Weakness (-
  10) for Normal and Resistant Defenses (20
  Active Points); Costs Endurance (-1/2),
  Only 
  Applies 
  To 
  Character's 
  Innate
  Defenses (-1/4). Total cost: 11 points.
  OPTIONS:_________________________________
  1) Greater Mutating: Increase to Lack Of
  Weakness (-15). 30 Active Points; total cost 17
  points.
  2) Lesser Mutating: Decrease to Lack of
  Weakness (-5). 10 Active Points; total cost 6 points.
  MISC. POWERS
  HUMAN LOCKPICK
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Lockpicking (DEX Roll +5)
  Target/Area Affected: One lock
  Duration: Instant
  Range: Touch
  END Cost: 1
  Description: The character can extend tiny portions
  of his finger into a mechanical lock, adjusting the
  tumblers by feel until it opens.
  Game Information: Lockpicking (DEX
  Roll 
  +5) 
  (13 
  Active 
  Points); 
  Costs
  Endurance (-1/2), Only Versus Mechanical
  Key Locks (-1). Total cost: 5 points.
  OPTIONS:_________________________________
  1) Precise Lockpick: Increase to Lockpicking
  (DEX Roll +10). 23 Active Points; total cost 9 points.
  2) Simple Lockpick: Decrease to Lockpicking
  (DEX Roll). 3 Active Points; total cost 1 point.
  
  UNTIL Superpowers Database, Volume II
  47
  SIZE ALTERATION POWERS
  DEFENSIVE POWERS
  MINIATURIZATION POINT
  DEFENSE
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Missile Deflection (all physical
  missiles)
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 2
  Description: The character can make incoming
  missiles shrink to such a small size that they can't
  harm him.
  Game Information: Missile Deflection
  (all physical attacks) (15 Active Points);
  Costs Endurance (-1/2). Total cost: 10
  points.
  OPTIONS:_________________________________
  1) Skilled Defense: Character also buys +5 OCV
  (total cost: 10 points). Total cost: 20 points.
  2) Slower Defense: Reduce to Missile Deflection
  (arrows/projectiles). 20 Active Points; total cost 17
  points.
  3) Effortless Defense: Remove Costs Endurance
  (-1/2). Total cost: 15 points.
  4) Tiring Defense: Add Increased Endurance Cost
  (x4 END; -1 1/2). Total cost: 5 points.
  5) Ranged Defense: Add Ranged (+1). 30 Active
  Points; total cost 20 points.
  NICE TRY, LITTLE MAN
  Submitted By: Chad Riley
  Date Posted: 06/09/2003
  Effect: +15 PD and ED versus smaller
  attackers
  Target/Area Affected: Self
  Duration: Persistent
  Range: Self
  END Cost: 0
  Description: Smaller beings just don't cause as
  much harm as those of the character's size.
  Game Information: +15 PD (15 Active
  Points); Only Applies Versus Attackers At
  Least One Size "Class" Smaller (-1/4) (total
  cost: 12 points) plus +15 PD (15 Active
  Points); Only Applies Versus Attackers At
  Least One Size "Class" Smaller (-1/4) (total
  cost: 12 points). Total cost: 24 points.
  OPTIONS:_________________________________
  1) Even Tougher: Increase both Characteristics to
  +20. 20 + 20 = 40 Active Points; total cost 16 + 16 =
  32 points.
  2) 
  Weaker 
  Defenses: 
  Decrease 
  both
  Characteristics to +10. 10 + 10 = 20 Active Points;
  total cost 8 + 8 = 16 points.
  3) What Was That, A Mosquito?: The base
  power assumes the character's toughness due to size
  doesn't work as well against Killing Attacks. Some
  characters don't suffer from that problem. Change to
  Armor (15 PD/15 ED) (45 Active Points); Only
  Applies Versus Attackers At Least One Size "Class"
  Smaller (-1/4). Total cost: 36 points.
  
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  Hero System Fan Based E-Book
  SLEEP & DREAM POWERS
  OFFENSIVE POWERS
  MORPHEAN ASSAULT
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: Ego Attack 4d6, NND
  Target/Area Affected: One character
  Duration: Instant
  Range: Line of Sight (LOS)
  END Cost: 8
  Description: This power is a variant on Sleep
  Infliction (USPD pages 185-86). It makes anyone
  who has to sleep so sleepy they may pass out right
  then and there.
  Game Information: Ego Attack 4d6,
  NND (defense is Life Support [Diminished
  Sleep] or the Dreamshield power; +1). Total
  cost: 80 points.
  OPTIONS:_________________________________
  1) Strong Assault: Increase to Ego Attack 5d6.
  Total cost: 100 points.
  2) Weak Assault: Decrease to Ego Attack 3d6.
  Total cost: 60 points.
  3) Attack Of The Sleepies: The sleepiness
  continues to afflict the target until he falls asleep.
  Decrease to Ego Attack 2d6 and add Continuous
  (+1). Total cost: 60 points.
  4) Easy Assault: Add Reduced Endurance (0
  END; +1/2). Total cost: 100 points.
  WAKING NIGHTMARES
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: Drain PRE 4d6
  Target/Area Affected: One character
  Duration: Instant
  Range: 200"
  END Cost: 6
  Description: This power is similar to Waking
  Dreams (USPD page 186), but it only allows the
  character to make the victim experience terrifying
  nightmares.
  Game Information: Drain PRE 4d6,
  Ranged (+1/2). Total cost: 60 points.
  OPTIONS:_________________________________
  1) Strong Nightmares: Increase to Drain PRE
  6d6. Total cost: 90 points.
  2) Weak Nightmares: Decrease to Drain PRE 3d6.
  Total cost: 45 points
  YOU'RE FEELING VEEEERRRRY
  SLEEPY...
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: Drain END 4d6
  Target/Area Affected: One character
  Duration: Instant
  Range: 200"
  END Cost: 6
  Description: When a character uses this power on
  another character, the victim becomes so fatigued he
  may have trouble moving, much less performing
  more strenuous actions. Fortunately, the feeling is
  only temporary.
  Game Information: Drain END 4d6,
  Ranged (+1/2). Total cost: 60 points.
  OPTIONS:_________________________________
  1) Strong Sleepy: Increase to Drain END 6d6.
  Total cost: 90 points.
  2) Weak Sleepy: Decrease to Drain END 3d6.
  Total cost: 45 points.
  
  UNTIL Superpowers Database, Volume II
  49
  SOLAR & CELESTIAL POWERS
  OFFENSIVE POWERS
  BLACK HOLE BODY
  Submitted By: (Unknown)
  Date Posted: 06/05/2003
  Effect: Telekinesis (100 STR) plus RKA 10d6
  NND Does BODY
  Target/Area Affected: 38" Radius/Self
  Duration: Constant
  Range: No Range
  END Cost: 0
  Description: The character's body can become a
  "living black hole," or is surrounded by a skintight
  "black hole field." As a result, any object within 38"
  is inexorably pulled toward him; when any object
  contacts him, it's crushed into a singularity by the
  force of his gravity and killed.
  Because the character's Area Of Effect Telekinesis is
  No Range, and is likely to cause him problems as
  much as it is to help him, it should move with him as
  he moves (even though area-affecting powers
  normally don't do that).
  Game Information: Telekinesis (100
  STR), Area Of Effect (38" Radius; +1),
  Continuous (+1), Reduced Endurance (0
  END; +1/2) (525 Active Points); No Range
  (-1/2), Linked (-1/2), Affects Whole Object
  (-1/4), Only To Pull Objects Directly To
  Character (-1/2) (total cost: 191 points) plus
  RKA 10d6, NND (defense is ED Force
  Wall; +1), Does BODY (+1), Continuous
  (+1), Damage Shield (+1/2), Reduced
  Endurance (0 END; +1/2) (750 Active
  Points); No Knockback (-1/4) (total cost:
  600 points). Total cost: 791 points.
  OPTIONS:_________________________________
  1) Perpetual Black Hole Body: The character's
  body is always in black hole form; he can never turn
  the effect off. Change to: Telekinesis (100 STR),
  Area Of Effect (30" Radius; +1), Reduced Endurance
  (0 END; +1/2), Persistent (+1/2) (450 Active Points);
  Always On (-1/2), No Range (-1/2), Linked (-1/2),
  Affects Whole Object (-1/4), Only To Pull Objects
  Directly To Character (-1/2) (total cost: 138 points)
  plus RKA 10d6, NND (defense is ED Force Wall;
  +1), Does BODY (+1), Continuous (+1), Damage
  Shield (+1/2), Reduced Endurance (0 END; +1/2),
  Persistent (+1/2) (825 Active Points); Always On (-
  1/2), No Knockback (-1/4) (total cost: 471 points).
  Total cost: 609 points.
  PLASMA BLAST
  Submitted By: Bob Greenwade
  Date Posted: 06/04/2003
  Effect: Energy Blast 8d6, Explosion
  Target/Area Affected: Explosion
  Duration: Instant
  Range: 300"
  END Cost: 6
  Description: The character generates a tiny fusion
  reaction which releases superhot solar plasma. Then
  he directs the plasma toward a target. The plasma
  spreads quickly over a wide area, which makes it
  possible to affect lots of people with it, but
  diminishes its effect over range.
  Game Information: Energy Blast 8d6,
  Explosion 
  (+1/2) 
  (60 
  Active 
  Points);
  Reduced By Range (-1/4), Can Be Missile
  Deflected (-1/4). Total cost: 40 points.
  OPTIONS:_________________________________
  1) Strong Plasma Blast: Increase to Energy Blast
  10d6. 75 Active Points; total cost 50 points.
  2) Weak Plasma Blast: Decrease to Energy Blast
  6d6. 45 Active Points; total cost: 30 points.
  3) Coherent Plasma Blast: The character has
  enough control over the plasma he creates to keep it
  from spreading out too much. Remove Reduced By
  Range (-1/4). Total cost: 48 points.
  
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  Hero System Fan Based E-Book
  SONIC POWERS
  OFFENSIVE POWERS
  SIREN SONG
  Submitted By: Lance Wroblewski
  Date Posted: 11/24/2003
  Effect: Mind Control 8d6
  Target/Area Affected: One character
  Duration: Constant
  Range: 200"
  END Cost: 4
  Description: The character can create sounds so
  haunting, they are hypnotic. He delivers his orders to
  the victim by words in the sounds (singing or the
  like).
  Game Information: Mind Control 8d6 (40
  Active Points); Does Not Provide Mental
  Awareness (-1/4), Limited Normal Range
  (20"; -1/2). Total cost: 23 points.
  OPTIONS:_________________________________
  1) Strong Song: Increase to Mind Control 9d6. 45
  Active Points; total cost 26 points.
  2) Weak Song: Decrease to Mind Control 7d6. 35
  Active Points; total cost 20 points.
  3) Loud Song: The character's Song is so loud
  everyone in the vicinity can hear the noise. Add
  Noisy (-1/4). Total cost: 20 points.
  4) Group Song: The song affects everyone who
  hears it. Add Area Of Effect (16" Radius; +1 1/2) and
  change Limited Normal Range (-1/2) to No Range (-
  1/2). 100 Active Points; total cost 57 points.
  SOLID SOUND
  Submitted By: (Unknown)
  Date Posted: 11/24/2003
  Effect: Various Attack Powers
  Target/Area Affected: Varies
  Duration: Varies
  Range: Varies
  END Cost: Varies
  Description: The character has the ability to create
  constructs out of soundwaves so densely packed that
  they're effectively solid. If he creates chains or a wall
  of sound, it can stop people from moving; if he
  creates a sound-tiger, it can hurt people with its
  sound-claws. The only restriction on the power is that
  the character cannot create sound-constructs in areas
  where sound cannot propagate (such as vacuums), or
  have them move through such areas.
  Game Information:
  Cost
  Power
  192
  Solid 
  Sound: 
  Multipower, 
  240-point
  reserve; all Not Into/Through Areas Where
  Soundwaves Cannot Propagate (-1/4)
  4u
  1) Sound Shackles: Entangle 5d6, 5 DEF;
  Not Into/Through Areas Where Soundwaves
  Cannot Propagate (-1/4)
  19u
  2) Sound Creations: Summon any being or
  object built on up to 400 Character Points,
  Expanded Class (anything; +1), Slavishly
  Loyal (+1); Not Into/Through Areas Where
  Soundwaves Cannot Propagate (-1/4)
  Total Cost: 215 points
  SONIC DISCOMFITURE
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Drain CON 2d6
  Target/Area Affected: 10" Radius
  Duration: Constant
  Range: 375"
  END Cost: 7
  Description: The character emits a combination of
  infrasound and ultrasound that induces feelings of
  nausea and sickness. After sufficient exposure,
  targets may vomit, lose control of their bowels, or
  suffer similarly unpleasant physical effects.
  Game Information: Drain CON 2d6, Area
  Of Effect (10" Radius; +1 1/4), Continuous
  (+1), Ranged (+1/2) (75 Active Points);
  Does Not Work In A Vacuum (-1/4). Total
  cost: 60 points.
  OPTIONS:_________________________________
  1) Strong Discomfiture: Increase to Drain CON
  3d6. 112 Active Points; total cost 90 points.
  2) Weak Discomfiture: Decrease to Drain CON
  1d6. 37 Active Points; total cost 30 points.
  
  UNTIL Superpowers Database, Volume II
  51
  3) Easy Discomfiture: Add Reduced Endurance
  (1/2 END; +1/4). 80 Active Points; total cost 64
  points.
  MOVEMENT POWERS
  SOUNDWAVE TRAVEL
  Submitted By: (Unknown)
  Date Posted: 11/24/2003
  Effect: Teleportation 20"
  Target/Area Affected: Self
  Duration: Instant
  Range: Self
  END Cost: 4
  Description: The character can transform himself
  into pure sound and travel nigh-instantaneously to a
  location within 20" before reverting to his physical
  form. He cannot travel to or through areas where
  soundwaves cannot propagate, such as vacuums.
  Game Information: Teleportation 20" (40
  Active Points); Not Into/Through Areas
  Where Soundwaves Cannot Propagate (-
  1/4). Total cost: 32 points.
  Cost
  Power
  32
  Soundwave Travel: Multipower, 40-point
  reserve; all Not Into/Through Areas Where
  Soundwaves Cannot Propagate (-1/4)
  3u
  1) Short-Range Travel: Teleportation 20";
  Not Into/Through Areas Where Soundwaves
  Cannot Propagate (-1/4)
  1u
  2) Long-Range Travel: Teleportation 1",
  MegaScale 
  (1" 
  = 
  168"; 
  +1/4); 
  Not
  Into/Through Areas Where Soundwaves
  Cannot Propagate (-1/4)
  Total cost: 36 points.
  OPTIONS:_________________________________
  1) Strong Power: Increase to Teleportation 25". 50
  Active Points; total cost 40 points.
  2) Weak Power: Decrease to Teleportation 15". 30
  Active Points; total cost 24 points.
  3) Speed Of Sound: The character can remain in
  soundwave form for up to a second, allowing him to
  travel at the speed of sound (assumed to be 750 miles
  per hour for these purposes, though it actually varies
  based on the temperature, the medium traveled
  through, the elevation, and so forth). Change to:
  
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  SPEEDSTER POWERS
  OFFENSIVE POWERS
  GRAB-AND-DROP
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: HA +8d6
  Target/Area Affected: One character
  Duration: Instant
  Range: Touch
  END Cost: 4
  Description: A speedster uses this attack against a
  character or object he's Grabbed. He carries the target
  has he runs toward or past some large, durable object
  (typically a wall). At the right moment he lets the
  victim go so that the victim smashes into the wall,
  taking damage based not only on the character's STR
  but the character's velocity. The HA dice simulate the
  velocity damage; the GM may, if desired, require (or
  limit) the character to buying a number of HA dice
  equal to his Combat Movement velocity divided by 3
  (similar to Move Through damage).
  Game Information: HA +8d6 (40 Active
  Points); Extra Time (character must spend a
  Full Phase and make at least a Half Move; -
  1/2), Hand-To-Hand Attack (-1/2), Must
  Follow Grab (-1/2). Total cost: 16 points.
  OPTIONS:_________________________________
  1) Strong Drop: Increase to HA +10d6. 50 Active
  Points; total cost 20 points.
  2) Weak Drop: Decrease to HA +6d6. 30 Active
  Points; total cost 12 points.
  RUBBLE BLAST
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: Energy Blast 8d6, OIF (rubble of
  opportunity)
  Target/Area Affected: One Hex
  Duration: Instant
  Range: No Range (see text)
  END Cost: 6
  Description: This power uses the turbulence
  created by the character's ultra-fast movement to
  attack an opponent. The character makes a Full Move
  past or through a pile of rubble or like material. As he
  continues his move, the turbulence of his passage
  "picks up" a large section of rubble and carries it
  along in his wake. Then he moves past the target,
  stopping or turning at just the right moment so that
  the pile of rubble smashes into the target.
  Game Information: Energy Blast 8d6,
  Area Of Effect (One Hex; +1/2) (60 Active
  Points); OIF (rubble of opportunity; -1/2),
  Extra Time (character must spend a Full
  Phase to make a Full Move that takes him
  past both the rubble and the target; -1/2), No
  Range (-1/2). Total cost: 24 points.
  OPTIONS:_________________________________
  1) Strong Blast: Increase to Energy Blast 10d6. 75
  Active Points; total cost 30 points.
  2) Weak Blast: Decrease to Energy Blast 6d6. 45
  Active Points; total cost 18 points.
  SWEEPING UP
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Sweep Skill Levels: +10 vs. Sweep
  Modifiers with All Attacks
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 3
  Description: By applying his super-speed, the
  character can easily hit several targets, or hit one
  target with multiple attacks.
  Game Information: Sweep Skill Levels:
  +10 versus the Sweep OCV Penalties with
  All Attacks (30 Active Points); Costs
  Endurance (-1/2). Total cost: 20 points.
  OPTIONS:_________________________________
  1) Improved Multi-Targeting: Increase to +16
  versus Sweep OCV Penalties. 48 Active Points; total
  cost 32 points.
  2) Lesser Multi-Targeting: Decrease to +4 versus
  Sweep OCV Penalties. 12 Active Points; total cost 8
  points.
  
  UNTIL Superpowers Database, Volume II
  53
  3) Ranged Multi-Targeting: The power applies to
  ranged attacks instead of hand-to-hand attacks.
  Change to Rapid Fire Levels: +10 versus Rapid Fire
  Penalties with All Attacks. 30 Active Points; total
  cost 20 points.
  WHIRLING POWERS
  The following powers are all appropriate for a
  character whose abilities derive from his ability to
  spin his body at tremendous speeds, as if he were a
  "human top" or "human cyclone." Many of the
  Speedster Powers in the USPD would also be logical
  purchases for this sort of character.  (Note: Spinning
  Dodge, under the Speedster Defensive Powers would
  work nicely with the Whirling Powers)
  WHIRLWIND ARMS
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: Energy Blast 8d6, Double Knockback
  Target/Area Affected: One character
  Duration: Instant
  Range: 5"
  END Cost: 7
  Description: The character spins his arms (or one
  arm) so fast that it creates a blast of air powerful
  enough to knock a nearby target head over heels.
  Game Information: Energy Blast 8d6,
  Double Knockback (+3/4) (70 Active
  Points); Limited Range (5"; -1/4). Total
  cost: 56 points.
  OPTIONS:_________________________________
  1) Strong Arms: Increase to Energy Blast 10d6. 87
  Active Points; total cost 70 points.
  2) Weak Arms: Decrease to Energy Blast 6d6. 52
  Active Points; total cost 42 points.
  3) Ongoing Whirlwind: The character can keep up
  the whirlwind effect as long as he needs to. Decrease
  to Energy Blast 6d6 and add Continuous (+1). 82
  Active Points; total cost 66 points.
  4) Cone Whirlwind: The whirlwind can affect
  everyone near the character. Add Area Of Effect (9"
  Cone; +1) and change Limited Range (-1/4) to No
  Range (-1/2). 110 Active Points; total cost 73 points.
  WHIRLWIND DRILL
  Submitted By: (Unknown)
  Date Posted: 07/02/2003
  Effect: Tunneling 4" through DEF 10 material,
  Only
  Straight Down
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 4
  Description: The character spins himself at high
  velocity while pointing his feet downward. This turns
  him into a "human drill," able to create a hole
  downward through earth and rock. He can only drill
  straight down, though - and after digging the hole has
  to climb out it normally.
  Game Information: Tunneling 4" through
  DEF 10 material (38 Active Points); Only
  Straight Down (-1/2). Total cost: 25 points.
  OPTIONS:_________________________________
  1) Faster Drill: Increase to Tunneling 6". 42 Active
  Points; total cost 28 points.
  2) Slower Drill: Decrease to Tunneling 2". 34
  Active Points; total cost 23 points.
  3) Tougher Drill: Increase to DEF 15 material. 53
  Active Points; total cost 35 points.
  WHIRLWIND PUNCH
  Submitted By: (Unknown)
  Date Posted: 07/02/2003
  Effect: HA +6d6
  Target/Area Affected: 2" (One Hex Doubled)
  Duration: Instant
  Range: Touch
  END Cost: 6
  Description: As the character spins, he holds out
  his fists so that he "punches" anyone standing in his
  hex or the "ring" of hexes surrounding it. In the
  interest of common sense and dramatic sense, the
  GM may forbid a character from using this attack on
  targets standing beyond arm's reach (ex: such as
  people on the outer edge of the ring of hexes).
  Game Information: HA +6d6, Area Of
  Effect (One Hex Doubled; +3/4), Personal
  Immunity (+1/4) (60 Active Points); Hand-
  To-Hand Attack (-1/2). Total cost: 40 points.
  OPTIONS:_________________________________
  1) Strong Punch: Increase to HA +8d6. 80 Active
  Points; total cost 53 points.
  
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  Hero System Fan Based E-Book
  2) Weak Punch: Decrease to HA +4d6. 40 Active
  Points; total cost 27 points.
  3) Round And Round He Goes…: The character
  spins so quickly he can hit each of the targets
  surrounding him multiple times. Decrease to HA
  +4d6 and add Autofire (3 shots; +1 1/4). 65 Active
  Points; total cost 43 points.
  WHIRLWIND THROW
  Submitted By: (Unknown)
  Date Posted: 07/02/2003
  Effect: +30 STR, Only For Throwing
  Target/Area Affected: One character
  Duration: Instant
  Range: Touch
  END Cost: 3
  Description: After he grabs a person or object, the
  character can whirl around at great speed and then let
  go of the character, throwing him much farther and
  harder than he otherwise could thanks to momentum.
  Game Information: +30 STR (30 Active
  Points); Extra Time (Full Phase; -1/2), Only
  For Throwing (-1/2), Must Follow Grab (-
  1/2). Total cost: 12 points.
  OPTIONS:_________________________________
  1) Strong Throw: Increase to +40 STR. 40 Active
  Points; total cost 16 points.
  2) Weak Throw: Decrease to +20 STR. 20 Active
  Points; total cost 8 points.
  WHIRLWIND TRAVEL
  Submitted By: (Unknown)
  Date Posted: 07/02/2003
  Effect: Running +12"
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 2
  Description: By slight changes of body orientation,
  the character can move across the ground at high
  speed when spinning.
  Game Information: Running +12". Total
  cost: 24 points.
  OPTIONS:_________________________________
  1) Faster Travel: Increase to Running +16". Total
  cost: 32 points.
  2) Slower Travel: Decrease to Running +8". Total
  cost: 16 points.
  WHIRLWIND VISION
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Increased Arc of Perception (360
  Degrees) for Sight Group
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 0
  Description: When spinning, the character is able
  to easily see around himself in all directions.
  Game Information: Increased Arc of
  Perception (360 Degrees) for Sight Group
  (10 Active Points); Only When Using
  Another Whirling Power (-1/4). Total cost: 8
  points.
  DEFENSIVE POWERS
  CAN'T HIT ME
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: Desolidification, Only To Protect
  Against Damage, Character Must Move At
  Noncombat Velocities
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 4
  Description: The character moves so fast that,
  when he's at his maximum rate of movement, it's
  simply impossible to hit him with most attacks. But
  area-affecting 
  attacks, 
  even 
  ones 
  that 
  don't
  necessarily hit him dead-on, can still hurt him.
  Game 
  Information: 
  Desolidification
  (affected by any area-affecting attack that
  hits the character or that misses him by less
  than the radius in inches of the area) (40
  Active Points); Only To Protect Against
  Damage (-1/2), Only Works If Character
  Moves At Noncombat Velocities (-1/2).
  Total cost: 20 points.
  
  UNTIL Superpowers Database, Volume II
  55
  QUICKER THAN THE EYE
  Submitted By: Tom Lively
  Date Posted: 06/20/03
  Effect: Invisibility to Sight Group, Linked To
  Movement
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 0
  Description: The character moves so quickly that
  it's extremely difficult to see him (though If he moves
  very close to a potential observer it becomes easier to
  catch a glimpse of him). The character must stay in
  rapid motion to keep the power active.
  Game Information: Invisibility to Sight
  Group, Reduced Endurance (0 END; +1/2)
  (30 Active Points); Linked to Movement (-
  1/2). Total cost: 20 points.
  OPTIONS:_________________________________
  1) But I Keep Kicking Up Dust: The character
  leaves a trail of dust and debris that makes him easier
  to spot at short ranges. Apply Bright Fringe (-1/4). 30
  Active Points; total cost 17 points.
  2) And Machines Too: The character moves so
  fast it's also difficult to pick him up on Radar. Add
  Invisibility to Radar. 37 Active Points; total cost 25
  points.
  3) But It Takes A Lot Out Of Me: Remove
  Reduced Endurance. 20 Active Points; total cost 13
  points.
  SPEED TRAP
  Submitted By: Tom Lively
  Date Posted: 06/20/03
  Effect: Telekinesis (40 STR), Only To Stop
  Falling Items
  Target/Area Affected: One character
  Duration: Instant
  Range: No Range
  END Cost: 6
  Description: The character runs around in a tight
  circle which creates a cushion of air beneath a falling
  object.
  Game Information: Telekinesis (40 STR)
  (60 Active Points); No Range (-1/2), Only
  To Catch Falling Items/Persons (-1). Total
  cost: 24 points.
  OPTIONS:_________________________________
  1) Strong Trap: Increase To Telekinesis (50 STR).
  75 Active Points; Total cost 30 points.
  2) Weak Trap: Decrease To Telekinesis (30 STR).
  45 Active Points; Total cost 18 points.
  3) I Can Catch 'Em All: The character can create a
  much larger air cushion. Add Area Of Effect (6"
  Radius; +1). 120 Active Points; total cost 48 points.
  SPINNING DODGE
  Submitted By: (Unknown)
  Date Posted: 07/02/2003
  Effect: +6 DCV, Only While Moving
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 3
  Description: As long as the character keeps
  moving, it's very difficult for attackers to draw a bead
  on him or clearly discern the outlines of his body.
  Game Information: +6 DCV (30 Active
  Points); Costs Endurance (-1/2), Only
  Works If Character Moved At Least 1"
  Using Whirlwind Travel In His Most Recent
  Phase (-1/2). Total cost: 15 points.
  OPTIONS:_________________________________
  1) Strong Dodge: Increase to +8 DCV. 40 Active
  Points; total cost 20 points.
  2) Weak Dodge: Decrease to +4 DCV. 20 Active
  Points; total cost 10 points.
  MOVEMENT POWERS
  MOVING THROUGH DIMENSIONS
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: Extra-Dimensional Movement
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 4
  Description: The character can move so fast that he
  can attune the "dimensional frequency" of his body to
  another dimension, thus crossing from this dimension
  into that one. The GM may require the character to
  have Navigation (Dimensional) or some other Skill or
  source of knowledge to set the dimensional frequency
  to travel to a specific dimension.
  
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  Hero System Fan Based E-Book
  Game Information: Extra-Dimensional
  Movement (any location in any dimension)
  (40 Active Points); Extra Time (1 Turn; -1
  1/4). Total cost: 18 points.
  OPTIONS:_________________________________
  1) Group Moving I: Instead of crossing the
  dimensional barriers by himself, the character can
  also move at great speed around a group of his
  friends, changing the dimensional frequency of the
  area he's running around so everything in it shifts into
  another dimension with him. Add x8 Increased
  Weight. 55 Active Points; total cost 24 points.
  2) Group Moving II: Like Group Moving I, but the
  character can send other people into another
  dimension without going himself. Change to Extra-
  Dimensional Movement (any location in any
  dimension), x8 Increased Weight, Usable As Attack
  (+1) (110 Active Points); Extra Time (1 Turn; -1
  1/4). Total cost: 49 points.
  MISC. POWERS
  QUICK CHANGE
  Submitted By: Bob Greenwade
  Date Posted: 06/23/03
  Effect: Cosmetic Transform 2d6 (clothing
  into costume)
  Target/Area Affected: One set of clothes
  Duration: Instant
  Range: Touch
  END Cost: 1
  Description: The character uses his ability to move
  at super-speed to change between his street clothes
  and his costume in the blink of an eye. He must have
  his costume with him, though it may be worn beneath
  his street clothing or packed in a container of some
  sort; he also needs a way to conceal his street clothes
  after he's changed.
  Game Information: Cosmetic Transform
  2d6 (clothing into costume, heals back
  through another application of this power)
  (10 
  Active 
  Points); 
  Limited 
  Target
  (character's own clothes; -1/2). Total cost: 7
  points.
  
  UNTIL Superpowers Database, Volume II
  57
  STRENGTH & TOUGHNESS
  POWERS
  OFFENSIVE POWERS
  DISTANCE THROW
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: +40 STR, Only To Determine Throwing
  Distance
  Target/Area Affected: Self
  Duration: Instant
  Range: Touch
  END Cost: 4
  Description: While most super-strong characters
  can throw things long distances, this character can
  hurl objects (or other characters!) much farther.
  Game Information: +40 STR (40 Active
  Points); To Determine Throwing Distance (-
  2). Total cost: 13 points.
  OPTIONS:_________________________________
  1) Longer Distance: Increase to +60 STR. 60
  Active Points; total cost 20 points.
  2) Shorter Distance: Decrease to +20 STR. 20
  Active Points; total cost 7 points.
  3) Effortless Distance: Add Reduced Endurance
  (0 END; +1/2). 60 Active Points; total cost 20 points.
  4) Tiring Distance: Add Increased Endurance Cost
  (x2 END; -1/2). Total cost 11 points.
  5) Stratospheric Distance: The character can
  throw things clear into orbit. Change to MegaScale
  (1" = 10 km; +1/2) for up to 60 STR (30 Active
  Points); Only Affects Throwing Distance (-2),
  Requires A STR Tricks Roll (-1/2). Total cost: 9
  points.
  DEFENSIVE POWERS
  THUD
  Submitted By: Bob Greenwade
  Date Posted: 06/04/2003
  Effect: +20 PD, Only For Falls
  Target/Area Affected: Self
  Duration: Persistent
  Range: Self
  END Cost: 0
  Description: Thanks to the character's innate
  toughness, or the fact that he's become accustomed to
  falling for some reason, he suffers far less damage
  from falls than other people.
  Game Information: +20 PD (20 Active
  Points); Only Protects Against Damage
  From Falls (-1). Total cost: 10 points.
  OPTIONS:_________________________________
  1) Big Thud: Increase to +30 PD. 30 Active Points;
  total cost 15 points.
  2) Little Thud: Decrease to +10 PD. 10 Active
  Points; total cost 5 points.
  3) Thud Variant: Change to Physical Damage
  Reduction, Normal, 50%. 20 Active Points, total cost
  10 points.
  
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  STRETCHING POWERS
  DEFENSIVE POWERS
  MISSILE GRABBING
  Submitted By: (Unknown)
  Date Posted: 06/20/2003
  Effect: Missile Deflection
  Target/Area Affected: One character
  Duration: Constant
  Range: 8"
  END Cost: 2
  Description: The character can reach out and grab
  relatively slow-moving physical missiles to keep
  them 
  from 
  hitting 
  himself, 
  or 
  his 
  friends.
  The range for this power depends on the character's
  inches of Stretching. As built, it assumes Stretching
  8".
  Game Information: Missile Deflection
  (non-gunpowder projectiles), Range (+1)
  (20 Active Points); Costs Endurance (-1/2),
  Limited Range (8"; -1/4). Total cost: 11
  points.
  MOVEMENT POWERS
  PERSONAL BRACHIATION
  Submitted By: Bob Greenwade
  Date Posted: 06/04/2003
  Effect: Swinging 10"
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 1
  Description: The character uses his stretchable,
  malleable limbs as swinglines. He reaches out, grabs
  a branch, cornice, overhang, flagpole, or the like and
  swings swiftly to wherever he wants to go. The big
  difference between this type of Swinging and a
  version involving a external swingline that it uses the
  character's own body - if someone attacks the
  "swingline," the character takes the damage.
  Game Information: Swinging 10". Total
  cost: 10 points.
  OPTIONS:_________________________________
  1) Faster Brachiation: Increase to Swinging 15".
  Total cost: 15 points.
  2) Slower Brachiation: Decrease to Swinging 5".
  Total cost: 5 points.
  
  UNTIL Superpowers Database, Volume II
  59
  TELEKINETIC POWERS
  OFFENSIVE POWERS
  BULLET MANIPULATION
  Submitted By: (Unknown)
  Date Posted: (Unknown)
  Effect: Missile Reflection
  Target/Area Affected: One character
  Duration: Constant
  Range: 225"
  END Cost: 9
  Description: The character exerts such powerful
  telekinetic control that he can alter the trajectory of
  physical missiles in flight, causing them to strike
  someone other than himself. He can do this both for
  physical Ranged attacks aimed at him, and attacks
  aimed at other people.
  This power requires the GM's permission because it
  directly violates the rule that characters cannot use
  Missile Reflection at Range.
  Game Information: Missile Deflection
  (all physical missiles) and Reflection (any
  target), Range (+1) (90 Active Points); Costs
  Endurance (-1/2). Total cost: 60 points.
  OPTIONS:_________________________________
  1) Accurate Manipulation: The character is
  highly accurate, not just with his ability to deflect
  attacks, but his ability to target other people with
  them. Character also buys +10 with Missile
  Deflection and Reflection (30 Active Points); Costs
  Endurance (-1/2). Total cost: 20 points.
  DEFENSIVE POWERS
  MISDIRECTED AIM
  Submitted By: (Unknown)
  Date Posted: 10/06/2003
  Effect: +4 DCV, Usable As Attack
  Target/Area Affected: One character
  Duration: Constant
  Range: Self/200"
  END Cost: 2/5
  Description: The character uses his telekinetic
  powers to "nudge" attackers so their attacks are more
  likely to miss. He can use this ability for himself, or
  for another person (in the latter case it's bought
  Usable As Attack so the character controls how long
  it remains active, pays the END for it, and can grant
  the ability to someone without their needing to take
  any action).
  Game Information:
  Cost
  Power
  33
  Misdirected Aim: Multipower, 50-point
  powers; all Costs Endurance (-1/2)
  1u
  1) 
  Self-Protection: 
  +4 
  DCV; 
  Costs
  Endurance (-1/2)
  3u
  2) Protection Of Another: +4 DCV, Usable
  As Attack (+1), Ranged (+1/2); Costs
  Endurance (-1/2)
  Total cost: 37 points
  OPTIONS:_________________________________
  1) Strong Misdirection: Increase reserve to 75
  points and both slots to +6 DCV. Total cost: 57
  points.
  2) Weak Misdirection: Decrease reserve to 25
  points and both slots to +2 DCV. Total cost: 20
  points.
  MISC. POWERS
  PSYCHOKINETIC LIMBS
  Submitted By: Levi Mote
  Date Posted: 06/04/2003
  Effect: Extra Limbs
  Target/Area Affected: Self
  Duration: Constant
  Range: 25"
  END Cost: 1
  Description: The character uses his psychokinetic
  power to manifest multiple "telekinetic limbs" with
  which to grab or manipulate objects. The limbs
  typically resemble arms or tentacles of glowing
  golden light, but the character can change that if he
  prefers. Typically the character can create no more
  than his EGO/5 limbs, but the GM may allow more
  
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  Hero System Fan Based E-Book
  (perhaps +1 limb per point by which the character
  makes an EGO Roll).
  Game Information: Extra Limbs (5
  Active 
  Points); 
  Costs 
  Endurance 
  (to
  activate; -1/4). Total cost: 4 points.
  OPTIONS:_________________________________
  1) Long Limbs Of The Law: The character's
  Psychokinetic Limbs can reach objects much further
  away than his ordinary limbs. Add Stretching 5" (25
  Active Points); Limited Body Parts (Extra Limbs
  only; -1/4) (total cost: 20 points). Total cost: 24
  points.
  2) Effortless Psychokinetic Limbs: Remove
  Costs Endurance. Total cost: 5 points.
  TELEKINETIC TOUCH
  Submitted By: Bob Greenwade
  Date Posted: 06/03/2003
  Effect: Range (Touch Sense Group)
  Target/Area Affected: Varies
  Duration: Constant
  Range: Self
  END Cost: 0
  Description: Some telekinetic characters can "reach
  out" with their powers and actually feel the
  environment around them.
  Game Information: Range for Touch
  Sense 
  Group 
  (10 
  Active 
  Points);
  Nonpersistent (-1/4). Total cost: 8 points.
  OPTIONS:_________________________________
  1) Tiring Touch: The character must exert energy
  to use this ability. Add Costs Endurance (-1/2). Total
  cost: 6 points.
  2) Targeting Touch: The character can literally
  feel where his opponents are at range, and target
  them with his powers, weapons, or the like. Add
  Discriminatory and Targeting for Touch Sense
  Group. 40 Active Points; total cost 32 points.
  3) Feeling Around The Corner: With just a little
  effort, the character can extend his sense of touch
  around corners and along winding routes. Change to
  Clairsentience (Touch Group), Mobile Perception
  Point (25 Active Points); Perception Point Must Start
  In Line Of Sight And Can Only Travel Through
  Open Spaces (-1). Total cost: 12 points.
  
  UNTIL Superpowers Database, Volume II
  61
  TELEPORTATION POWERS
  OFFENSIVE POWERS
  FLOAT LIKE A TELEPORTER,
  STING LIKE A BEE
  Submitted By: Don Jensen
  Date Posted: June 13, 2003
  Effect: Stretching 8"
  Target/Area Affected: Self
  Duration: Instant
  Range: Self
  END Cost: 5
  Description: The character has mastered the ability
  to teleport to a target within 8", strike, and teleport
  right back to where he was before the target has a
  chance to respond. Alternately, the character could
  teleport to some object within 8", pick it up, and
  teleport back to where he was standing.
  Game Information: Stretching 8", Does
  Not Cross Intervening Space (+1/4) (50
  Active Points); No Noncombat Stretching (-
  1/4), No Velocity Damage (-1/4), Instant (-
  1/2). Total cost: 25 points
  OPTIONS:_________________________________
  1) Long Combat Teleport: Increase to 12"
  Stretching. 75 Active Points; total cost 37 points.
  2) Short Combat Teleport: Decrease to 4"
  Stretching. 25 Active Points; total cost 12 points.
  3) Easy Combat Teleport: Add Reduced
  Endurance (0 END; +1/2). 70 Active Points; total
  cost 35 points.
  TELEPORTATION BOXING
  Submitted By: (Unknown)
  Date Posted: (Unknown)
  Effect: Energy Blast 6d6
  Target/Area Affected: 6" Radius
  Duration: Instant
  Range: See text
  END Cost: 7
  Description: The character teleports in and around
  a group of people, briefly appearing next to each one
  he's fighting to punch, kick, or otherwise smash him,
  never staying in one place long enough for anyone to
  block his attack or strike back. When it's all done, the
  character teleports right back to where he was when
  he began the attack.
  Game Information: Energy Blast 6d6,
  Area Of Effect (6" Radius; +1 1/4),
  Selective (+1/4) (75 Active Points); Extra
  Time (Full Phase; -1/2), Limited Range
  (center of Area must be within the
  character's Half Move using Teleportation at
  Combat velocity; -1/4). Total cost: 43
  points.
  OPTIONS:_________________________________
  1) Tougher Punches, Stronger Kicks: Increase
  to Energy Blast 8d6 and Area Of Effect (8" Radius).
  100 Active Points; total cost 57 points.
  2) Punier Punches, Weaker Kicks: Decrease to
  Energy Blast 5d6. Total cost: 62 Active Points; total
  cost 35 points.
  3) I'll Just Be Going Now…: Instead of having to
  Teleport back to where he was standing when he
  started the attack, the character can Teleport himself
  somewhere else within 12" of the center of the Area,
  provided that location is within the range of his
  Combat move with Teleportation of the point where
  he began the attack. Add Teleportation 12", Trigger
  (ending of the Teleportation Boxing attack; +1/4) (30
  Active Points); Linked (-1/2), Can Only Teleport To
  Points Within 12" Of Area's Center And Within A
  Teleportation Combat Move Of Starting Position (-
  1/2) (total cost: 15 points). 75 + 30 = 105 Active
  Points; total cost 43 + 15 = 58 points.
  4) Wide-Area Boxing: Increase to Area Of Effect
  (12" Radius; +1 1/2). 82 Active Points; total cost 47
  points.
  5) Close-In Boxing: Decrease to Area Of Effect
  (3" Radius; +1). 67 Active Points; total cost 38
  points.
  
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  TRADING SPACES
  Submitted By: Bob Greenwade
  Date Posted: 07/02/2003
  Effect: Teleportation 15", Usable As Attack
  plus Teleportation 15", both Only To Trade
  Places
  Target/Area Affected: Self and one other
  character
  Duration: Instant
  Range: 15"
  END Cost: 8
  Description: The character teleports a target to his
  own location, and himself to the target's location.
  While this "translocation" power has a wide variety
  of uses, in combat it's most often used when
  something bad is about to happen to the character -
  he "trades places" with the target right before the
  "something" occurs, thus escaping harm by putting
  his enemy in harm's way. This is generally done to
  switch places with an enemy when something bad is
  about to happen to the character, or sometimes when
  something good is about to happen to the target.
  Though the attack portion of this Power works at
  range, it can only work if the target is within range of
  the Teleportation; thus, it's only worth a +1/4
  Advantage.
  With the GM's permission, this power may be used to
  switch the places of two targets at range, using the
  Rapid Fire optional maneuver.
  Game Information: Teleportation 15",
  Usable As Attack (does not affect characters
  with teleportation or dimensional powers;
  +1), Ranged (+1/2) (75 Active Points); Only
  To Trade Places (-1), Limited Range (15"; -
  1/4) (total cost: 33 points) plus Teleportation
  15" (30 Active Points); Only To Trade
  Places (-1), Linked (-1/2) (total cost: 12
  points). 75 + 30 = 105 Active Points; total
  cost 33 + 12 = 45 points.
  OPTIONS:_________________________________
  1) Long Trade I: Increase both powers to
  Teleportation 30" and Limited Range to (30"; -1/4).
  150 + 60 = 210 Active Points; total cost 67 + 24 = 91
  points.
  2) Long Trade II: The character can trade position
  with virtually anyone he can see. Add MegaScale (1"
  = 1 km; +1/4) to both the inches and the Range of the
  first power and the inches of the second power. 90 +
  37 = 127 Active Points; total cost 40 + 16 = 56
  points.
  3) Position Trading: The character and target not
  only exchange places, but also physical poses and
  even velocity. Add No Relative Velocity and Position
  Shift to both powers. 112 + 45 = 157 Active Points;
  total cost 50 + 18 = 68 points.
  4) Easy Trade: The switch takes relatively little
  energy. Add Reduced Endurance (1/2 END; +1/4) to
  both powers. 82 + 37 = 119 Active Points; total cost
  36 + 16 = 52 points.
  TRANSLOCATING PUNCH
  Submitted By: Don Jensen
  Date Posted: June 13, 2003
  Effect: Teleport 10", Usable As Attack
  Target/Area Affected: One character
  Duration: Instant
  Range: Touch
  END Cost: 4
  Description: The character has mastered the ability
  to teleport a target away immediately after striking
  him. When the target hits someone with a HTH
  attack (such as a punch or kick) he may, if he wishes,
  aport that person up to 10" away in any direction. The
  aportation occurs before the determination and
  occurrence of Knockback (if any), and so may
  enhance the Knockback effect in some way.
  Game Information: Teleport 10", Usable
  As Attack (+1), Trigger (when character
  succeeds with a HTH Combat attack and
  chooses to Teleport target; +1/4) (45 Active
  Points); No Noncombat Teleport (-1/4).
  Total cost: 36 points.
  OPTIONS:_________________________________
  1) Longer Translocating Punch: Increase to
  Teleportation 15". 67 Active Points; total cost 54
  points.
  2) Shorter Translocating Punch: Decrease to
  Teleportation 5". 22 Active Points; total cost 18
  points.
  3) Easy Translocating Punch: Add Reduced
  Endurance (0 END; +1/2). 55 Active Points; total
  cost 44 points.
  
  UNTIL Superpowers Database, Volume II
  63
  DEFENSIVE POWERS
  RETURN TO SENDER
  Submitted By: (Unknown)
  Date Posted: (Unknown)
  Effect: Teleportation 10", Trigger (when
  Thrown or Knocked Back)
  Target/Area Affected: Self
  Duration: Instant
  Range: Self
  END Cost: 3
  Description: This form of defensive teleportation
  activates automatically whenever another person
  Throws the character or does Knockback to him. It
  Teleports him to any place of his choice with 10" of
  the hex into which he was Thrown or Knocked Back;
  this may even put him in a tactically advantageous
  position (such as right behind his attacker). In doing
  so it instantly re-orients him, allowing him to get
  back to his feet without wasting any time.
  Game Information: Teleportation 10",
  Position Shift, Trigger (when Thrown or
  Knocked Back; +1/4). Total cost: 31 points.
  OPTIONS:_________________________________
  1) Farther Return: Increase to Teleportation 20".
  Total cost: 56 points.
  2) Shorter Return: Decrease to Teleportation 5".
  Total cost: 19 points.
  3) Easy Return: Add Reduced Endurance (0 END;
  +1/2). Total cost: 44 points.
  4) Restricted Return: This form of Return To
  Sender only compensates for the Throw or
  Knockback - it returns him to the hex he was in when
  attacked. Add Only To Return Character To Starting
  Hex (-1/2). 31 Active Points; total cost 21 points.
  
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  TIME POWERS
  DEFENSIVE POWERS
  TEMPORAL POINT DEFENSE
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Missile Deflection (physical missiles)
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 2
  Description: The character intercepts incoming
  physical missiles and instantly ages them until they
  disintegrate.
  Game Information: Missile Deflection
  (all physical missiles) (15 Active Points);
  Costs Endurance (-1/2). Total cost: 10
  points.
  OPTIONS:_________________________________
  1) Strong Defense: Character also buys +5 with
  Missile Deflection (total cost: 10 points). Total cost:
  20 points.
  2) Ranged Defense: Add Ranged (+1). 30 Active
  Points; total cost 20 points.
  MOVEMENT POWERS
  TIMEGATE
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Extra-Dimensional Movement, Gate
  Target/Area Affected: One Hex
  Duration: Constant
  Range: No Range
  END Cost: 8
  Description: The character opens up a portal
  through the time-stream that anyone can move
  through. People can travel either way through the
  portal, or fire attacks through it.
  Game Information: Extra-Dimensional
  Movement (any point in the past or the
  future, cannot physically travel between
  locations), Area Of Effect (One Hex; +1/2),
  Continuous (+1), Usable On Others (+1/4),
  Reduced Endurance (1/2 END; +1/4) (180
  Active Points); Gate (-1/2). Total cost: 120
  points.
  OPTIONS:_________________________________
  1) Increased Capacity: The timegate can handle
  loads of up to 1,600 kg. Add x16 Increased Mass.
  240 Active Points; total cost 160 points.
  2) Increased Size: Like Increased Capacity, but
  the timegate can also handle extra-large objects or
  persons. Increase to x16 Increased Mass, and Area Of
  Effect (24" Radius; +1). 320 Active Points; total cost
  213 points.
  3) Effortless Gate: Increase to Reduced Endurance
  (0 END; +1/2). 195 Active points; total cost 130
  points.
  4) Tiring Gate: Remove Reduced Endurance
  (+1/4). 165 Active Points; total cost 110 points.
  5) Restricted Gate: The character's timegate only
  leads to a specific time period. Change to Extra-
  Dimensional Movement (any single point in time,
  cannot physically travel between locations). 120
  Active Points; total cost 80 points.
  SENSORY POWERS
  LOOK AROUND
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Increased Arc Of Perception (360
  Degrees)
  for Sight Group
  Target/Area Affected: Self
  Duration: Instant
  Range: Self
  END Cost: 1
  Description: The character stops time around
  himself just long enough to look around in all
  directions and see what's going on.
  
  UNTIL Superpowers Database, Volume II
  65
  Game Information: Increased Arc Of
  Perception (360 Degrees) for Sight Group
  (10 points); Costs Endurance (-1/2), Instant
  (-1). Total cost: 4 points.
  MISC. POWERS
  BEST POSSIBLE FUTURE
  Submitted By: (Unknown)
  Date Posted: (Unknown)
  Effect: +2 Overall Skill Levels
  Target/Area Affected: Self
  Duration: Persistent
  Range: Self
  END Cost: 4
  Description: A character with this power can,
  whenever he chooses, stop time for half a second,
  scan forward into the timestream to evaluate the
  possible futures branching out from his current point
  in time, and choose the best one for him - thus
  making it more likely he'll succeed at tasks and
  actions he undertakes.
  Game Information: +2 Overall Skill
  Levels (20 Active Points); Extra Time (Half
  Phase; -1/2), Costs Endurance (-1/2),
  Increased Endurance Cost (x2 END; -1/2).
  Total cost: 8 points.
  OPTIONS:_________________________________
  1) Accurate Futurescanning: Increase to +4
  Overall Levels. 40 Active Points; total cost 16 points.
  2) Vague Futurescanning: Decrease to +1
  Overall Level. 10 Active Points; total cost 4 points.
  3) Future Imperfect: As one thing improves,
  another must worsen for chronal balance to be
  maintained. While the timeline the character chooses
  is of greatest benefit to him, its not quite so good for
  someone else. One of the character's friends in the
  vicinity (or, if there's no friend, a random person
  other than someone opposing the character) suffers
  problems at the same time the character's chances for
  success improve. Add Side Effect (someone in the
  environment other than the character or his enemies
  suffers -3 to one roll, chosen by the GM, always
  occurs; -1/2). Total cost: 7 points.
  
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  VIBRATION POWERS
  DEFENSIVE POWERS
  BLURRED DEFENSES
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Lack Of Weakness (-10) for Normal
  and Resistant Defenses
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 2
  Description: The character's vibrations cause his
  body to blur enough that opponents have a hard time
  getting a clear enough view of his defenses to find
  weaknesses in them.
  Game Information: Lack Of Weakness (-
  10) for Normal and Resistant Defenses (20
  Active Points); Costs Endurance (-1/2).
  Total cost: 13 points.
  OPTIONS:_________________________________
  1) Greater Blurring: Increase to Lack Of
  Weakness (-15). 30 Active Points; total cost 20
  points.
  2) Lesser Blurring: Decrease to Lack Of
  Weakness (-5). 10 Active Points; total cost 7 points.
  3) Easy Blurring: Replace Costs Endurance (-1/2)
  with Nonpersistent (-1/4). Total cost: 16 points.
  4) 
  Unstoppable 
  Blurring: 
  Remove 
  Costs
  Endurance (-1/2) and add Inherent (+1/4). Total cost:
  25 points.
  5) Tiring Blurring: Add Increased Endurance Cost
  (x2 END; -1/2). Total cost: 10 points.
  
  UNTIL Superpowers Database, Volume II
  67
  WATER POWERS
  OFFENSIVE POWERS
  CRASHING WAVE
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Energy Blast 7d6
  Target/Area Affected: 14" Line
  Duration: Instant
  Range: 50"
  END Cost: 7
  Description: The character creates a huge wave of
  water that washes over a long area, smashing into
  everyone in it. Unlike most Area Of Effect (Line)
  powers, the Line in this case shouldn't point away
  from the character, it should strike perpendicular to
  him.
  Game Information: Energy Blast 7d6,
  Area Of Effect (14" Line; +1) (70 Active
  Points); Limited Range (50"; -1/4). Total
  cost: 56 points.
  OPTIONS:_________________________________
  1) Strong Wave: Increase to Energy Blast 10d6.
  100 Active Points; total cost 80 points.
  2) Weak Wave: Decrease to Energy Blast 5d6. 50
  Active Points; total cost 40 points.
  3) Big Wave: Increase to Area Of Effect (56" Line;
  +1 1/2). 87 Active Points; total cost 70 points.
  4) Easy Wave: Add Reduced Endurance (0 END;
  +1/2). 87 Active Points; total cost 70 points.
  5) Powerful Wave: Add Double Knockback (+3/4).
  96 Active Points; total cost 77 points.
  JUMP IN THE LAKE
  Submitted By: Lance Wroblewski
  Date Posted: 11/24/2003
  Effect: Growth
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 4
  Description: The character can absorb an existing
  body of water into his own form, adding to his mass
  and height. He must exert END to maintain the extra
  mass.
  Game Information: Growth (+45 STR, +9
  BODY, +9 STUN, -9" KB, 50,000 kg, -6
  DCV, +6 PER Rolls to perceive character,
  16 m [about 52 feet] tall, 8 m wide) (45
  Active Points); Requires A Large Body of
  Water (-1). Total cost: 22 points.
  OPTIONS:_________________________________
  1) Jump In The Ocean: Increase to Growth (+60
  STR, +12 BODY, +12 STUN, -12" KB, 400,000 kg,
  -8 DCV, +8 PER Rolls to perceive character, 32 [105
  feet] m tall, 16 m wide). 60 Active Points; total cost
  30 points.
  2) Jump In The Pond: Decrease to Growth (+30
  STR, +6 BODY, +6 STUN, -6" KB, 6,400 kg, -4
  DCV, +4 PER Rolls to perceive character, 8 m tall, 4
  m wide). 30 Active Points; total cost 15 points.
  3) Easy Jump In The Lake: Once a character has
  absorbed the water, he doesn't have to spend END to
  maintain the extra mass. Add Costs Endurance Only
  To Activate (+1/4). 56 Active Points; total cost 28
  points.
  MOVEMENT POWERS
  PIPELINE TRAVEL
  Submitted By: James Arama
  Date Posted: 11/24/2003
  Effect: Teleportation 10"
  Target/Area Affected: Self
  Duration: Instant
  Range: Self
  END Cost: 2
  Description: The character can transform himself
  into water, travel through pipes or easily-porous
  substances, and then reform his body up to 10" away.
  Unless he has some other power that allows him to
  remain as a mass of water (such as Water Form,
  USPD 246, or Body Of Water, USPD 248), he
  reverts to normal form at the end of the
  Teleportation, which may have deadly consequences
  
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  Hero System Fan Based E-Book
  (if necessary, the GM can use the Teleportation
  Damage Table on page 240 of the HERO System 5th
  Edition rulebook to represent what happens when the
  character becomes flesh and blood inside a tiny pipe
  or the like).
  Game Information: Teleportation 10" (20
  Active Points); Only Through Water,
  Objects Meant To Carry Water, Or Easily-
  Porous Substances (-1/2). Total cost: 13
  points.
  OPTIONS:_________________________________
  1) Strong Power: Increase to Teleportation 20". 40
  Active Points; total cost 27 points.
  2) Weak Power: Decrease to Teleportation 5". 10
  Active Points; total cost 7 points.
  
  UNTIL Superpowers Database, Volume II
  69
  WEATHER POWERS
  MISC. POWERS
  AMBIENT WEATHER
  ENHANCEMENT
  Submitted By: Bob Greenwade
  Date Posted: 06/23/03
  Effect: Succor Weather Powers 6d6
  Target/Area Affected: Self
  Duration: Constant
  Range: Self
  END Cost: 3
  Description: The character can enhance his weather
  manipulation powers when he creates an effect that's
  already present - he can increase his wind powers if
  it's already windy, his lightning powers become
  stronger during a thunderstorm, and so forth. The
  GM may, in his discretion, limit the number of
  Succor dice the character can apply based on the
  severity of the ambient weather (e.g., a light breeze
  would only allow the character to add 1d6 to his wind
  powers).
  Game 
  Information: 
  Succor 
  Weather
  Powers 6d6, any four Weather Powers at a
  time (+1), Reduced Endurance (1/2 END;
  +1/4) (67 Active Points); Only Works On
  Weather Effects Similar To The Ambient
  Weather (-1), Self Only (-1/2). Total cost:
  27 points.
  OPTIONS:_________________________________
  1) Strong Enhancement: Increase to Succor
  Weather Powers 8d6. 90 Active Points; total cost 36
  points.
  2) Weak Enhancement: Decrease to Succor
  Weather Powers 4d6. 45 Active Points; total cost 18
  points.
  3) Tiring Enhancement: Remove Reduced
  Endurance. 60 Active Points; total cost 24 points.
  4) Tireless Enhancement: Increase Reduced
  Endurance to (0 END; +1/2). 75 Active Points; total
  cost 30 points.
  5) 
  Automatic 
  Enhancement: 
  As 
  Tireless
  Enhancement, but also add Persistent (+1/2). 90
  Active Points; total cost 36 points.
  
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  WOOD & PLANT POWERS
  DEFENSIVE POWERS
  PHYTOTOXIC IMMUNITY
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Life Support (Immunity to
  phytotoxins)
  Target/Area Affected: Self
  Duration: Persistent
  Range: Self
  END Cost: 0
  Description: The character is immune to all
  phytotoxins - that is, all poisons derived from plants.
  Game 
  Information: 
  Life 
  Support
  (Immunity: phytotoxins). Total cost: 5
  points.
  MOVEMENT POWERS
  THE WORLDROOT PATH
  Submitted By: Levi Mote
  Date Posted: 06/04/2003
  Effect: Teleportation 20", Only Through
  Plants
  Target/Area Affected: Self
  Duration: Instant
  Range: Self
  END Cost: 4
  Description: This power, suitable for characters
  whose bodies are made of or formed from vegetation,
  allows the character to travel instantly from one place
  to another - provided his target location has enough
  plants or plant matter to allow him to re-create his
  body at the target location. Visually, the character's
  existing plant body collapses or returns to its normal
  vegetative state, and he reforms using the plants at
  his target location.
  To use this power safely, the character needs a way to
  perceive whether the target location has enough
  plants for him to use it safely. If he can't see the
  target location, and lacks an appropriate Enhanced
  Sense (such as Detect Plant Life), he can try to
  Teleport anyway - but if the target location lacks
  sufficient plant material, he could hurt himself (roll
  on the Teleportation Damage Table on page 240 of
  the HERO System 5th Edition). This makes it fairly
  easy for him to Teleport to most outdoor locations,
  but much harder to Teleport inside buildings.
  Game Information: Teleportation 20" (40
  Active Points); Only Through Plants (-1).
  Total cost: 20 points.
  OPTIONS:_________________________________
  1) Big Steps I: Increase to Teleportation 30". 60
  Active Points; total cost 30 points.
  2) Big Steps II: Add x8 Noncombat. 50 Active
  Points; total cost 25 points.
  3) Big Steps III: The character can travel the
  Worldroot Path for many miles, though he still needs
  a way to perceive his target location. Add MegaScale
  (1" = 100 km, can scale down to 1" = 1 km; +1). 80
  Active Points; total cost 40 points.
  4) Short Steps: Decrease to Teleportation 10". 20
  Active Points; total cost 10 points.
  MISC. POWERS
  NATURE'S BOUNTY
  Submitted By: Bob Greenwade
  Date Posted: 10/06/2003
  Effect: Life Support (Diminished Eating:
  character only has to eat once per week)
  Target/Area Affected: Up to eight people
  Duration: Constant
  Range: No Range
  END Cost: 1 to activate
  Description: The character can cause a small feast
  of vegetables and fruits to spring forth - enough to
  feed eight people for a week (assuming the food is
  kept fresh), or a larger/smaller group for a
  proportionately shorter/longer time.
  
  UNTIL Superpowers Database, Volume II
  71
  Game 
  Information: 
  Life 
  Support
  (Diminished Eating: character only has to
  eat once per week); Usable Simultaneously
  (up to eight people at once; +1) (2 Active
  Points); Costs Endurance (to activate; -1/4).
  Total cost: 2 points.
  PHOTOSYNTHESIS
  Submitted By: Bob Greenwade
  Effect: Life Support (Self-Contained
  Breathing, Diminished Eating)
  Target/Area Affected: Self
  Duration: Inherent
  Range: Self
  END Cost: 0
  Description: The character is a plant himself, and
  so survives by photosynthesis. He breathes through
  all parts of his body, and requires relatively little
  food.
  Game 
  Information: 
  Life 
  Support
  (Diminished Eating: only has to eat once per
  week), Inherent (+1/4) (total cost: 1 point)
  plus 
  Life 
  Support 
  (Self-Contained
  Breathing), Inherent (+1/4) (12 Active
  Points); 
  Only 
  To 
  Protect 
  Against
  Choking/Suffocation/Strangulation Attacks
  (-1) (total cost: 6 points). Total cost: 7
  points.
  
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  MISCELLANEOUS POWERS
  IMBUE POWER
  Submitted By: (Unknown)
  Date Posted: (Unknown)
  Effect: Energy Blast 8d6 or RKA 2 1/2d6, OIF
  (small objects of opportunity)
  Date Posted: 10/06/2003
  Target/Area Affected: One character
  Duration: Instant
  Range: Range by Strength
  END Cost: 4
  Description: A character with this power can imbue
  small objects - pebbles, playing cards, figurines, and
  the like - with deadly energy. After he fills them with
  energy, he throws them at the target. At high power,
  an imbued object can kill; at lower levels of power
  it's potentially deadly, but far more likely to simply
  stun the victim.
  Game Information:
  Cost
  Power
  23
  Imbue 
  Power: 
  Multipower, 
  40-point
  reserve; all OIF (miscellaneous small
  objects of opportunity; -1/2), Range Based
  On STR (-1/4)
  2u
  1) Low Power: Energy Blast 8d6; OIF (-
  1/2), Range Based On STR (-1/4)
  2u
  2) High Power: RKA 2 1/2d6; OIF (-1/2),
  Range Based On STR (-1/4)
  Total cost: 27 points.
  OPTIONS:_________________________________
  1) Strong Imbuing: Increase reserve to 45 points,
  Slot One to Energy Blast 9d6, and Slot Two to RKA
  3d6. Total cost: 32 points.
  2) Weak Imbuing: Increase reserve to 30 points,
  Slot One to Energy Blast 6d6, and Slot Two to RKA
  2d6. Total cost: 21 points.
  MATTER EATER
  Submitted By: Bob Greenwade
  Date Posted: 06/04/2003
  Effect: Life Support
  Target/Area Affected: Self
  Duration: Inherent
  Range: Self
  END Cost: 0
  Description: The character can eat anything he
  wants to without feeling sick, getting poisoned, or
  suffering any other ill effects.
  In game terms, the ability to eat anything is bought as
  Diminished Eating, since it frees the character from
  the need to find normal food and drink. The character
  can still starve if somehow deprived of all access to
  any physical matter.
  Game 
  Information: 
  Life 
  Support
  (Diminished Eating: no need to eat;
  Immunity: all ingested poisons, diseases,
  and drugs). Total cost: 13 points.
  REPLICATIVE CLONING
  Submitted By: (Unknown)
  Date Posted: (Unknown)
  Effect: Major Transform 20d6 (other person
  into duplicate of self)
  Date Posted: Unknown
  Target/Area Affected: One character
  Duration: Instant
  Range: Touch
  END Cost: 0
  Description: A character with this power can touch
  another person and transform that person into an
  exact duplicate of himself. The duplicate looks
  exactly like him, thinks exactly like him, has the
  same spirit and personality as he does, and has the
  same powers he has. To effect the change, he must
  maintain contact with the victim for an Extra Phase;
  if the victim breaks contact during that time, the
  power fails to work. The Transform heals back
  through another application of this power.
  Game Information: Major Transform
  (person into exact physical duplicate of
  character), Reduced Endurance (0 END;
  +1/2) (450 Active Points); No Range (-1/2),
  Extra 
  Time 
  (Extra 
  Phase; 
  -3/4),
  Concentration (0 DCV throughout; -1), All
  Or Nothing (-1/2), Limited Target (humans;
  -1/2), Linked (to Mental Transform; -1/2)
  (total cost: 95 points) plus Major Transform
  (person into exact mental duplicate of
  character), Based On Ego Combat Value
  (Power Defense applies; +1), Works Against
  EGO, 
  Not 
  BODY 
  (+1/4), 
  Reduced
  Endurance (0 END; +1/2) (825 Active
  Points); No Range (-1/2), Extra Time (Extra
  
  UNTIL Superpowers Database, Volume II
  73
  Phase; 
  -3/4), 
  Concentration 
  (0 
  DCV
  throughout; -1), All Or Nothing (-1/2),
  Limited Target (humans; -1/2) (total cost:
  194 points) plus Major Transform (person
  into exact spiritual duplicate of character),
  Reduced Endurance (0 END; +1/2) (450
  Active Points); No Range (-1/2), Extra Time
  (Extra Phase; -3/4), Concentration (0 DCV
  throughout; -1), All Or Nothing (-1/2),
  Limited Target (humans; -1/2), Linked (to
  Mental Transform; -1/2) (total cost: 95
  points). Total cost: 384 points.
  TRUE UNIVERSAL TRANSLATOR
  Submitted By: (Unknown)
  Date Posted: (Unknown)
  Effect: Universal Translator and related
  Detects
  Target/Area Affected: Self
  Duration: Persistent
  Range: Self
  END Cost: 0
  Description: 
  While 
  Psychic 
  Translator 
  and
  Linguistic Savant (UNTIL Superpowers Database,
  page 165) are potent abilities, they suffer from the
  standard restrictions on the Universal Translator
  Talent. Not so this ability, which allows a character
  to discern the communicative meaning or intent in
  virtually anything.
  Game Information:
  Cost
  Power
  20
  Universal Translator
  5u
  Lie Detector: Detect Spoken Falsehood
  (INT Roll) (Hearing Group), Range
  10u
  Body Language I: Detect Body Language
  Falsehood (INT Roll) (Sight Group),
  Range
  10u
  Body 
  Language 
  II: 
  Detect 
  Subject's
  Current Emotional State (INT Roll) (Sight
  Group), Range
  15u
  Read 
  Symbolism: 
  Detect 
  Symbolic
  Meaning (INT Roll) (Sight Group), Range
  19u
  Decipherment: Cryptography INT +8
  11u
  Math: SS: Mathematics INT +8
  Total cost: 90 points.
  
  74
  Hero System Fan Based E-Book
  HOW TO CONTRIBUTE
  Modified from what was originally posted on the Hero Games Website
  Do you have a superpower you'd like to contribute to the online supplement for The UNTIL Superpowers Database,
  our book of pre-generated superpowers for Champions? If so, we'd love to have it! We'll post it here on the Database
  webpage and give you credit for it.
  To keep the process as simple and safe as possible for you and for us, here are the rules:
  1. You have to use the standard Database form for writing up your power.  Copy and paste the below format. Take
  a look at any power in either of  The UNTIL Superpower Databases for an example.
  (Name of Power)
  Submitted By:
  Date Posted:
  Effect:
  Target/Area Affected:
  Duration:
  Range:
  END Cost:
  Description:
  2. Before you submit a power, please review The UNTIL Superpowers Database and this Database to make sure
  they don't already have the same power, or a substantially similar one. We won't publish duplicates of powers,
  or powers we don't feel are sufficiently distinct from existing ones.
  3. You must include your real name (not a screen name) and an e-mail address with your power. We will not
  publish your e-mail address, but we may need it to confirm your submission. We will publish your name along
  with the power to give credit where credit is due, unless you tell us you would prefer that we didn't do that.
  4. All powers submitted to Hero Games become the property of Hero Games, whether we choose to publish them
  or not. In the event we ever collect these powers into a book and publish it, you will not be entitled to any
  payment, free copies of the book, or other compensation. However, we will acknowledge you as a contributor to
  the book on the Credits page of that book.
  All clear? OK, great! Here's how you submit a power:
  1. Copy the above format.
  2. Write up your power using the form. Don't forget to include some options for the power, if that's appropriate.
  Typical options include a stronger version of the power, a weaker version of the power, and versions of the
  power with various Advantages added or Limitations removed.
  3. E-mail your superpower to Line Developer Steven S. Long at SteveL@herogames.com. Write "Superpowers
  Database Submission" as the subject of your e-mail.
  So, what are you waiting for? We're looking forward to seeing your submissions!
  
  UNTIL Superpowers Database, Volume II
  75
  INDEX
  A Breath of Fresh Air (Variant) 5
  Acidic Point Defense 
  3
  Acid Tunneling 
  3
  Against All Odds 
  37
  Against All Odds (Variant) 
  38
  Ambient Weather Enhancement 69
  Anticipation 
  31
  Arc Welding 
  24
  Been There, Done That 
  45
  Best Possible Future 
  65
  Biochemical Assault 
  7
  Bioelectic Touch 
  6
  Black Hole Body 
  49
  Blink Desolidification 
  19
  Blurred Defenses 
  66
  Body Heat Control 
  9
  Bone Growth 
  10
  Bone Warping 
  7
  Bone Wracking 
  7
  Boulder Riding 
  23
  Bullet Manipulation 
  59
  Calm Demeanor 
  26
  Can't Hit Me 
  54
  Cloth Control 
  41
  Computer Brain 
  14
  Confront Your Inner Self 
  17
  Controllable Chain Lightning 
  24
  Copy Machine 
  15
  Cosmic Wormhole 
  12
  Crashing Wave 
  67
  Crippling Depression 
  26
  Cyberkinetic Chauffeur 
  16
  Danger Sense Dodging 
  31
  Desesitization 
  8
  Detect Air Purity 
  4
  Disrupt Force Fields 
  30
  Distance Throw 
  57
  Distance Distortion Zone 
  21
  DNA Profile 
  10
  Empathic Projection Field 
  26
  Encumbrance Field 
  19
  Eyes of Darkness 
  18
  Fire Walking 
  29
  Floating on Air 
  4
  Float Like a Teleporter,
           Sting Like a Bee 
  61
  Fly in the Amber 
  28
  Freeze Flesh 
  33
  Grab-and-Drop 
  52
  Healing 
  10
  Healing Earth 
  22
  Human Lockpick 
  46
  I Can Hear You Breathing 
  32
  Ice Slide Rescue 
  34
  I Just Happened to Notice... 
  38
  Imbue Power 
  72
  Infrared Communication 
  14
  Ionize 
  25
  Jump in the Lake 
  67
  Laser Point Defense 
  36
  Look Around 
  64
  Lucky Guess 
  39
  Machine Repair 
  16
  Mass Judgement 
  19
  Matter Creation Attack 
  40
  Matter Eater 
  72
  Miniaturization Point Defense 
  47
  Miraculous Healing 
  11
  Misdirected Aim 
  43, 59
  Missile Grabbing 
  58
  Molecular Adhesion 
  41
  Molecular Incohesion 
  40
  Morphean Assault 
  48
  Moving Through Dimensions 
  55
  Mutating Exterior 
  46
  Nature's Bounty 
  70
  Neurokinesis 
  8
  Nice Try, Little Man 
  47
  Obscuring Shadows 
  17
  Oxygenated Skin 
  9
  Oxygenation 
  4
  Perceive Psionic Traces 
  43
  Personal Brachiation 
  58
  Photosynthesis 
  71
  Phytotoxic Immunity 
  70
  Pipeline Travel 
  67
  Pitfall 
  22
  Planetary Shield 
  12
  Plasma Blast 
  49
  Power Boost 
  14
  Precognitive Anticipation 
  45
  Psi-Blade 
  42
  Psi-Darts 
  42
  Psychokinetic Limbs 
  59
  Pushing Your Luck 
  39
  Quick Change 
  56
  Quicker Than the Eye 
  55
  Reality Awareness 
  13
  Replicative Cloning 
  72
  Rescuer 
  39
  Resilience 
  10
  Resilient Senses 
  31
  Return to Sender 
  63
  Rubble Blast 
  52
  Sandstorm 
  23
  Siren Song 
  50
  Social Chameleon 
  27
  Solid Sound 
  50
  Sonic Discomfiture 
  50
  Soundwave Travel 
  51
  Speed Trap 
  55
  Spinning Dodge 
  55
  Sticky Body 
  8
  Super Conductivity Field 
  33
  Sweeping Up 
  52
  Telekinetic Touch 
  60
  Telepathic Time Stop 
  42
  Teleportation Boxing 
  61
  Temporal Point Defense 
  64
  Thud 
  57
  Timegate 
  64
  Touch Off 
  25, 28
  Trading Spaces 
  62
  Translocating Punch 
  62
  True Universal Translator 
  73
  Turnabout 
  35
  Unfortunate Imprisonment 
  37
  Waking Nightmares 
  48
  Welding
  28
  Whirlwind Arms 
  53
  Whirlwind Drill 
  53
  Whirlwind Punch 
  53
  Whirlwind Throw
  54
  Whirlwind Travel 
  54
  Whirlwind Vision 
  54
  Worldroot Path, The 
  70
  You're Feeling
             Veeeerrrry Sleepy... 
  48
  Zootoxic Immunity 
  6
  
SOURCE: textdata/thevault/Hero Games/UNTIL Superpowers Database Online Addendum.pdf