TEXT:     
  Presents:
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  META-POWERS UNLIMITED  
  Super Powers creation and rules for Interlock Unlimited.    
   
  Written by Deric Bernier  (droc@mc2k.com), Cameron Jacobs, and Brandon Fleming 
   
  This is just one of many articles for the  
  Interlock Unlimited System you can find on 
  Datafortress 2020, the largest, most comprehensive 
  Cyberpunk 2020 site in the world. 
  Visit it at: 
  http://datafortress2020.110mb.com/ 
  UPDATED 1-1-09 
   
  
   
  1
  - META-POWERS -  
  SUPER HERO RULES FOR INTERLOCK UNLIMITED 
   
  Superpowers are figured from the Luck Stat.  The GM has control 
  over the amount of Power Points the characters Luck Stat will 
  generate, depending on the type of Supers game he wants to run: 
   
  GAME LEVEL 
  POWER POINT DISTRIBUTION 
  1. GUTTER 
  LUCK = POWER POINT (PP) TOTAL 
  2. STREET 
  LUCK + LUCK = POWER POINT TOTAL 
  3. HIGH 
  LUCK + LUCK x 5 = POWER POINT TOTAL 
  4. DEMI-GOD 
  LUCK + LUCK x 10 = POWER POINT TOTAL 
  5. CELESTIAL 
  LUCK + LUCK x 20 = POWER POINT TOTAL 
   
  GUTTER LEVEL: The lowest level, powers are minor 
  (Rocketeer and Doc Samson Levels) 
  STREET LEVEL:Powers are still low in nature, but are a bit 
  more effective (Daredevil and Black Condor Levels)  
  HIGH LEVEL: This is the mid range of super power levels, 
  (Wolverine and Most of the X-men, most of the Teen Titans) 
  DEMI-GOD: The Heavy hitting super powers levels (Justice 
  League, Avengers, Thor, Superman, The Hulk, Apollo) 
  CELESTIAL: Those at this level are at the true God-like levels 
  (Beyonder, Galactus) 
   
  Suggested Optional Rule: To keep things a bit more balanced, 
  for every game level after Gutter, roll 1D6 to determine max 
  number of individual powers a character can have. 
   
  If the player chooses, he may always opt to take a lesser level of 
  power.  However the GM should be very careful regardless of the 
  level of characters, not to oppose them with Antagonists of greater 
  level than the character can possibly hope to overcome. 
   
  Additionally, the character can use Power Points at a rate of 2 for 
  one from the other Stats. Unlike Luck the points used from these 
  Stats are lost permanently so be careful, anytime a Stat drops 
  below 3 the character is considered disabled in that aspect (i.e. if 
  the characters INT drops below 3 they are considered to be 
  mentally handicapped, the characters ATTR they are considered to 
  be disfigured or heavily scarred, their MA they require a 
  cane/walker/wheelchair, etc...  If the characters Stat drops to zero, 
  they are dead).  If they use their power to overcome their disability, 
  it has to be considered an activated power, and their civilian 
  identity will suffer the disability to full effect (such as the Donald 
  Blake with the crippled leg identity of Thor, or the onearmed Dr. 
  Curt Connors who regain his arm when he becomes the Lizard. 
   
  PSIONIC POWERS: Characters may choose to take Psionic 
  Powers, which treat every Psionic ability differently, or they may 
  choose to use Psionics as presented in the Interlock Unlimited 
  Psionic Rules Add-On (Available free at Datafortress 2020).  
  When taking Psionics as individual powers no Psion Special 
  Ability is created, and each Level of the Psionic Skill costs 1 PP, 
  and can be used a number of times per day equal to half the Psionic 
  Skill unless the power lists it’s own number uses or duration..  
  Additional uses can be bought for 2 PP per use a day  
   
  MAGIC: If the character is Magical in Nature, he may choose to 
  use the Interlock Unlimited Magic Rules Add-on (coming soon) or 
  instead of spending Power Points, the character may choose to 
  convert Power Points into Spell Points.  If this option is chosen the 
  Magic User may use the Spell Points to cast any Power as a spell 
  merely by spending the Power Points on it.  If the Power does not 
  list a duration, then it’s duration becomes 1 round per point of 
  COOL.  The Time for Casting a power as a Spell will either be 
  identical to what is listed, or take a full minute for every 20 points 
  the Power requires.  Magic cannot create a permanent effect. 
   
  CYBERNETICS: Using the Cyberpunk 2020 rules for Cybernetic 
  Enhancement (see the Interlock Unlimited Cyberpunk 2020 
  Conversion Manual ) is allowable, so long as the setting supports 
  it.  However, effect from cybernetics such as Stat bonuses, or 
  armor values, do NOT stack with those given by Meta-Powers.  
  Only the higher level of either counts.  And if the Powers are 
  somehow lost, through Power Negation or other situation, then the 
  cybernetics will revert to their original values.   
   
  BONUSES AND PENALTIES: In a supers campaign, use the 
  standard chart from Interlock Unlimited.  However if the player 
  decides to create a character that has no powers at all (including 
  psionics and magic, possibly cybernetics depending on setting), 
  then allow the character to use Luck to purchase bonuses without 
  the usual necessary purchase of Penalties.  And allow the character 
  1 Bonus (per Game Level) which doubles the effect of the highest 
  maximum outcome.  Purely human characters should also receive a 
  10-point Starting Skill Point Bonus multiplied by Game Level. 
   
  Players have complete control over how their character acquired 
  their power and at what age it manifested, be it through radioactive 
  exposure, technological device, mystic imbuement, genetic 
  mutation, cosmic ray bombardment or whatever else they desire.   
   
  Players may choose when their characters power manifested itself, 
  and what it looks like when being used or activated. The 
  manifestation /origin of their powers should be discussed before 
  Lifepath is rolled, so that Player and Gm may most effectively 
  work it into their Lifepath. 
   
   It is advisable, though not required, that players choose powers for 
  their character that tie in to a common theme or source, or for 
  powers with variable descriptions (like energy emission) describe 
  the appearance and effect of those powers in relation to their other 
  powers.  For instance, if a character has Chosen the Altered Form: 
  Electricity power, then the obvious choice for an Energy Emission 
  power would be based off electricity.  Tying their powers together 
  under a common theme gives the character an extra 10% Power 
  Points at character Generation. 
   
  Some characters will have a Prime Stat.  This is a Stat that is tied 
  directly to what the player considers his characters Primary power.  
  Some powers will function off a specific Stat, but have allowance 
  to function off the Prime Stat.   
   
  If characters decide to Lock their powers, then they may not take 
  new powers later, though they can use earned PP to raise powers 
  they already possess.  Choosing this option gives the character an 
  extra 10% Power Points at game Start. 
   
  IMPROVING POWERS: Whenever the GM awards IP, he 
  should also award Power Points (PP) so characters may improve 
  their powers, or take new ones.  For a Gutter level campaign, 1-
  point per session is probably in order, 5 points per session for a 
  Street Level, 10 points for High, 20 points for Demi-God, or 30 
  points for a Celestial Level game.  Of course this distribution is 
  merely a standardized suggestion, the GM for you game will best 
  be able to determine a fair amount of PP for each session.  
   
  Every fumble involving the use of a super power that results in 
  property damage or damage to anyone other than the target results 
  in the character losing 1d6 Humanity, if the fumble results in a 
  death this increases to 1d10
  
   
  2
  META-POWERS: 
   
  STANDARD POWERS 
   
  ADHESION: 
  This power allows a character to stick to walls, crawl across 
  ceilings, etc.  The power comes in two forms, sticky on hands and 
  feet (or other appendages) which costs 5 points, or sticky all over 
  the body, which costs 10 points.  At the base level for either 
  version, the adhesive will support a weight equal to 1/4th the 
  character STR, by spending an additional 3 points the weight 
  allowance becomes ½ the characters STR, 6 points allows for full 
  STR, 12 points is double the characters STR, and 24 points is 
  double that again.  This power can function any way the user 
  desires, perhaps the adhesive surfaces are covered in suction cups, 
  or tiny bristles, or maybe he seeps a glue like substance. 
   
  Optional Weakness – Genetic Residue: Whenever the character 
  use their power to adhere to something, they leave behind some 
  type of visible genetic residue, not only can their trail be seen, but 
  it will hold their DNA as well, making it possible to identify them. 
   
  Optional Weakness – Surface Specific: This power only works 
  on either friction or frictionless surfaces (must be chosen at 
  character generation). Taking this weakness drops the PP cost by 
  half. 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Spiderman and Nightcrawler) 
   
  AFFINITY (Animals, Languages, Plants, Minerals, 
  Technology) 
  Spending 5 points on this power will allow a character to either 
  Speak to animals, or understand any language.  The 10-point 
  version lets them choose between Plants, Minerals, or Technology.  
  The character may Choose more than one thing to communicate 
  with, but they must spend the points on each.  The power can work 
  off the characters EMP or INT (must be chosen at character 
  generation).  The standard time it takes to learn to communicate 
  any new language, species, mineral type, or type of technology, is 
  10 hours listening to the target.  For every point of INT or EMP 
  (depending on which was chosen) the character removes one hour 
  from the time it takes to learn how to communicate (If the 
  character has higher than a 10, the time it takes to learn how to 
  communicate becomes lessened by 5 minute increments).  Once 
  the character has spent the required time learning to communicate, 
  he will be able to do so perfectly, as if he had a 10 in the necessary 
  Language Skill.  (For the purposes of this power, manufacturer 
  defines different technologies). 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Cypher 
  from Marvel’s New Mutants, Marvels Swamp Thing, and Dr. 
  Doolittle) 
   
   
   
   
   
   
   
   
   
   
   
   
  ALTERED FORMS: 
  Altered Form is a power that transforms the character into a no-
  flesh-and-blood being.  However unless specifically notated or as a 
  weakness, the character is assumed to have complete control of his 
  body, and may make physical melee attacks by solidifying r 
  condensing.  GM’s should be open to interpretation as to how the 
  power actually functions and what form the character with it takes, 
  but at the same time the power must be consistent in its use and 
  description for the individual.  Character in Gaseous, Electric, 
  Light, Liquid and Non-corporeal forms do not take damage from 
  normal attacks, however anything which causes them to dissipate, 
  or separates parts of their bodies will damage them (though for an 
  extra 10 points they gain the skill to re-absorb any lost parts, for 20 
  additional points they can reform their body from any nearby 
  source of the same material at a rate of 1 part per 3).  Changing 
  from a flesh body to an altered form takes 1 Full Combat Action.  
  A character may change into an altered form for a number of 
  rounds equal to their COOL (or Prime Stat) And may do this a 
  number of times per day equal to their BOD).  For an additional 20 
  points this changes to minutes, and for 50 points the character can 
  remain in their altered form for so long as they are conscious. 
   
  ANIMAL: 
  This Power allows the character to temporarily take the 
  form of a beast (type of beast chosen at character 
  generation).  The 2-point version allows for a hybrid 
  version, humanoid with beast like features.  The 5-point 
  version allows the character to actually take the form of a 
  beast of roughly the same size or weight as the character.  
  Spending an additional 15 points on this power will allow 
  the character to take on the form of a number of beasts 
  equal to his INT or EMP (chosen at character generation).  
  Spending an additional 40 points on this power will allow 
  the character to become any beast he has personally 
  observed. 
   
  Optional Weakness – Bestial Side:  When transformed, 
  the beast traits overcome their personality. The characters 
  Mental as well as physical traits are altered as well.  A 
  character may make a will save to regain control suffering 
  a negative modifier equal to the amount of points he has 
  spent on this power.  If the save is failed, the beast will 
  remain in control until the character sleeps or loses 
  consciousness, though at GM discrepancy.  The character 
  will retain familiarity with his teammates, friends, and 
  lovers; though will have to make an EMP save to stop 
  from seeing them as potential food or enemies.  Taking 
  this weakness reduces the power cost by 5 points. 
   
  HINT: Taking this power with Affinity: Animal and 
  Animal Mimicry will allow the character to completely 
  become the animal he is transforming into, offering all 
  traits, natural abilities, and physical stats (REF, BOD, 
  MA).  If taken at the 30 point level in addition to these 
  powers, and adding the SHRINK/ENLARGE power will 
  allow the character to become any animal of any size, from 
  housefly to great whale. 
   
  (Popular examples of Characters with this Power include 
  Changeling from DC’s Teen Titans and Wolfsbane from 
  Marvel’s New Mutants.) 
   
   
   
   
  
   
  3
  ELASTIC: 
  With this power the characters body becomes elastic, and 
  they are able to stretch parts or the whole of their body.  
  The 1-point buy for this power allows a character to 
  stretch a specific part of his body (Fingers, toes, hair, 
  neck, forearms, lower legs…) out to a range of one meter.  
  Every additional 2-points spent on this power increases 
  that range by one meter to a maximum of 6 meters.  The 
  5-point buy of this power allows the entire body to stretch 
  out.  The maximum stretch range is x3 the height of the 
  character, with a meter thrown on for every point spent.  
  The character can stretch one part or his entire body to 
  this distance, even flattening himself out like a blanket, 
  sail, or a net to engulf someone.  At the 25-point buy the 
  character can not only stretch and flatten himself, but he 
  can also assume any shape (using the Sculpture Skill).  A 
  gain for every point spent the character can stretch 
  himself an additional meter to a maximum of 100 meters 
  (a human body does not have enough mass to retain 
  control any further than that.  The character he retains 
  control over his body no matter what shape or the length 
  he has stretched it, however for every meter he stretched 
  his ability to lift is reduced by 5 kilograms.  For every 1-
  point spent the character receives a +1 to any checks 
  Athletics or Strength Feat regarding his ability to retain 
  his grip.  For every 5 points spent on this power the 
  character gains a +1 to all Grapple and Hold checks.  
   
  Optional Weakness – Temperature Susceptibility: 
  Because of the way the power works, temperature 
  extremes have an extremely adverse effect on the 
  character.  If the character chooses Cold, then for every 5 
  points below 60 the character takes a –1 to all physical 
  actions, and a –2 to all actions involving the use of this 
  power.  If the character is exposed to temperatures below 
  freezing without adequate clothing, he will freeze solid in 
  a number of rounds equal to his BOD.  If the character 
  chooses heat, then for every 5 degrees above 100 the 
  character will suffer a negative 2 to all physical actions, 
  and at 120 degrees Fahrenheit he will begin melting into a 
  liquid goo in a number of rounds equal to his BOD.  A 
  character may choose either weakness for –5 to his PP 
  total for the power, or both for a negative 15. 
   
  (Popular examples of Characters with this Power include 
  DC’s Elongated man, or Marvel’s Mr. Fantastic) 
   
  ELECTRIC: 
  This power transforms the characters body into pure 
  electricity (or some other type of energy including fire).  
  The character may choose whether that body is a ball or 
  mass of electricity, maintains a humanoid shape, or even 
  the shape of animal or mythical beast.  The standard 
  power costs 5 points, and anyone who comes into 
  physical contact with this form will describe the sensation 
  as a tingling, like licking a nine volt battery.  For every 
  additional 5 points the character spends on this ability, he 
  can generate a powerful electric charge in his body doing 
  1d6 damage to anyone he touches or who touches him.  If 
  the character spends an additional 25 points on this power 
  not only can he become pure energy, but he can travel on 
  any electrical current, such as through power lines merely 
  by jumping into any power source at a rate of 100 miles 
  per round, the limit he can travel is determined only by 
  the size of the grid, so by jumping into a modern 
  household electrical outlet he can travel virtually world 
  wide.   If he jumps into a cars cigarette lighter however, 
  he could go no further than the cars own electric system. 
   
  Optional Weakness – None: 
   
  GASEOUS: 
  This power allows a character to dissipate his physical 
  form into that of a gas.  The 5-point version of this power 
  merely is a harmless gas, like a cloud, allowing the 
  character to travel at a rate equal to ½ his movement 
  (though if moving in the direction of  a breeze he may 
  move at that speed.  The character may also disperse 
  themselves to cover an area equal to his BOD in square 
  meters.  If bought at the 25-point level this gas may be 
  poisonous or have other properties (chosen at character 
  generation.  With this power, unless the character is in an 
  air-tight environment they are never trapped. 
   
  Optional Weakness – Vulnerable to Dispersion:  With 
  this weakness, every meter beyond that allowed by his 
  body the character is dispersed (such as by a strong wind) 
  will cause him 1d6 damage, and take him 1 round per 
  meter to pull himself back together.  Until the character 
  recombined, he will not heal the damage, and if he 
  attempts to solidify himself he will be missing an 
  appropriate amount of body mass. (Without this power a 
  character simply cannot disperse himself beyond his 
  limit). Taking this weakness reduces the PP cost of the 
  power by half. 
   
  HINT: Take this power with the Powers Altered Forms: 
  Liquid, and Solid and take ranks in Chemistry, each at the 
  25-Level and may automatically gain the power to alter 
  their physical chemistry (requires Chemistry Skill) use 
  their body replicate any gas, solid, or poison.   
   
  (Popular examples of Characters with this Power include 
  DC’s Mist and Metamorpho of the Justice League) 
   
  LIGHT/SHADOW: 
  With this power the characters body transforms into pure 
  light, the character may choose as per Altered Form 
  Electricity what form this light actually takes.  This is a 3-
  point power.  By spending 5 points on this power the 
  character can “pulse” their body like a strobe light, 
  causing anyone looking at them to roll a REF save or go 
  blind, for every additional 2 points spent the REF save 
  difficulty gains  a -1 modifier.  Taking this power for 100 
  points allows the character to travel along light rays at the 
  speed of light, but it requires a full round to enter or exit 
  this mode of travel. 
   
  Optional Weakness - None: 
   
  Alternatively, this power can turn the characters body into 
  living shadow, allowing the character to travel through 
  darkness at the same rate of movement and for the same 
  costs.  This power also gives the character a +10 to all 
  stealth checks. 
   
  Optional Weakness – Light Vulnerability: Light 
  Damages the character.  Candle light merely causes 
  discomfort, soft ambient or torch light causes them to 
  operate at –1 to all actions. Standard room light causes a –
  3 to all actions, shining a flashlight on them does 1d6 
  damage per round, the sun does 1d10. Taking this 
  weakness removes half of the total PP cost for this power. 
   
  (Popular examples of Characters with this Power include 
  Marvel’s Cloak from Cloak and Dagger) 
   
  
   
  4
  LIQUID: 
  In liquid form the character can travel at a rate equal to 
  his MA per round, or spread himself over a number of 
  meters equal to twice his BOD.  The character can use his 
  liquid form to travel with other liquids at the rate other 
  liquids are moving, such as traveling downstream in a 
  river.  The character may also disperse themselves to 
  cover an area equal to his BOD in square meters 
  Normally a character with this power must choose one 
  liquid to turn into (usually water) however by spending a 
  total of 25 points the liquid may be poisonous or have 
  other values (Regardless the type of liquid must be chosen 
  at character generation).  With this power, unless the 
  character is in a watertight environment they are never 
  trapped. 
   
  Optional Weakness – Vulnerable to Dispersion:  With 
  this weakness, every meter beyond that allowed by his 
  body the character is dispersed (such as by a strong wind) 
  will cause him 1d6 damage, and take him 1 round per 
  meter to pull himself back together.  Until the character 
  recombined, he will not heal the damage, and if he 
  attempts to solidify himself he will be missing an 
  appropriate amount of body mass. (Without this power a 
  character simply cannot disperse himself beyond his 
  limit). Taking this weakness reduces the PP cost of the 
  power by half. 
   
  HINT: Take this power with the Powers Altered Forms: 
  Liquid, and Solid and take ranks in Chemistry, each at the 
  25-Level and may automatically gain the power to alter the 
  characters physical chemistry (requires Chemistry Skill) 
  use their body replicate any gas, solid, or poison.  
   
  HINT: Alternatively, for 5 points this power could be used 
  to turn the character into a semi liquid or semi solid form 
  such as loose sand, loose dirt, mud, pudding, etc… 
   
  (Popular examples of Characters with this Power include 
  Marvel’s Sandman and DC’s Clayface) 
   
  NONCORPOREAL: 
  With this power the character has no physical body, 
  appearing as a ghost.  This is a 5-point power, and while 
  in this form the character cannot touch or be touched by 
  anything in the physical realm, though he can be heard 
  and seen.  By spending 20 points on the power he may 
  solidify just enough for brief contact as a quick action, 
  with another quick action required to de-solidify.  The 
  character can pass through matter, such as soft earth, 
  wood and water, and for an additional 10 points can pass 
  through metal, ceramic and all natural (ie non-magical, 
  non-psionic, and non-meta enhanced) substances for as 
  long as the character can hold his or her breath.  
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include 
  Marvel’s Shadowcat and DC’s Gentleman Ghost) 
   
  SOLID (METAL, STONE): 
  With this 10-point power the characters body becomes a 
  mass of living metal or stone (or other solid substance).  
  The substance must be chosen at character generation, 
  and it will increase his weight by 1d10x10 kilograms.  He 
  gains an immediate +5 Natural Armor which counts as 
  Hard (he can add this to either Minor or Major Natural 
  armor, if he chooses minor he can Spend an additional 10  
  points to change the armor gained from the Natural 
  Armor (Minor) power to Hard instead of Soft.)  The 
  character will be able to ignore 20 points worth of heat or 
  cold damage, and for every additional 2 points spent he 
  can ignore 1 more point of heat or cold damage, though 
  his surface may absorb the heat and burn anything or 
  anyone he comes in contact with.  In armored form, he no 
  longer tracks Wounds, and instead has an SDP equal to 
  his wounds, ignoring Stun and Death saves while he is in 
  armored form.  This can be very dangerous however, as 
  SDP loss will transfer back to wounds when he reverts to 
  human form causing immediate Stun and Death saves 
  with modifiers appropriate to damage.   
   
  Optional Weakness – Tactile Negation:  A character 
  with this weakness cannot feel tactile Sensation while in 
  this form.  He cannot tell hot, cold, pleasure, pain, rough, 
  smooth, or pressure.  He is at a –5 to all actions involving 
  these senses, and may not know the extenet of his own 
  damage or even if he is being attacked physically.  Taking 
  this weakness reduces the total PP cost for this power by 
  half. 
   
  HINT: If a character with a solid form takes Regeneration 
  (Minor) he may attempt to re-attach pieces of himself that 
  have been removed before reverting to human again, healing 
  him for 50% the SDP damage he took.  However he must be 
  exact (Sculpture or First Aid roll) or the piece will be either 
  re-attached improperly (causing broken bones, misaligned 
  arteries, or damaged organs when he reverts to flesh on a 
  failed roll, resulting in and additional 50% to the wound)  
   
  HINT: Take this power with the Powers Altered Forms: 
  Liquid, and Solid and take ranks in Chemistry, each at the 
  25-Level and may automatically gain the power to alter their 
  physical chemistry (requires Chemistry Skill) use their body 
  replicate any gas, solid, or poison. 
   
  (Popular examples of Characters with this Power include 
  Marvel’s Colossus DC’s Stone Boy) 
   
  VEGETABLE: 
  A 10-point power that transforms the characters body into 
  a humanoid mass of vegetation.  As vegetation the 
  character does not suffer penalties from damage, nor does 
  he take bleeding damage.  For every additional 5 points 
  spent on this version of the power he may grow fruit, 
  vegetables, flowers, etc… at a rate of 1 per day equal to 
  his COOL, or he may grow a vine at a rate equal to his 
  COOL per round in meters, maximum length per day 
  equal to his COOL x 5, able to hold a weight equal to the 
  characters Max Lift (for every ten kilograms he weakens 
  the vine by, it may grow an extra meter).  The character 
  can grow any fruit he has personally eaten, and has 
  control over the vines direction as they grow.  A character 
  with this power is vulnerable to any condition that effects 
  plants, such as herbicide, lack of water, lack of sunlight, 
  and extreme temperatures. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include 
  Marvel’s Man Thing and DC’s Swamp Thing) 
   
   
   
   
   
   
  
   
  5
  ANCESTRAL MEMORY: 
  With this power the character is somehow aware and has access to 
  knowledge of one or more ancestors.  It does not have to be a 
  blood relative, but instead could be a former mentor, or member(s) 
  of a lineage of Metas with the name same name, fraternity, or duty, 
  this is up to the player to decide.  For 2 points, the character is in 
  psychic or astral contact with one person, who can share 
  knowledge advice and opinions with the character.  For every 
  additional 5 points spent the character gains another spectral ally.  
  Alternatively, if the character decides to spend 10 points on 1 
  mentor, he may create a full character sheet (devoid of equipment) 
  that he may give to the GM or with GM approval run as a 
  secondary character.  This mentor will not be able to accomplish 
  any physical actions or communicate with anyone else (unless the 
  character acts as a psychic anchor) but will be able to roll his own 
  INT, EMP, and COOL based skills in order to advise the character. 
   
  Optional Weakness – Mental Fragmentation:  With this 
  weakness, the characters not only shares memories with his 
  ancestors, but they also fight for domination over his will.  Any 
  situation that causes the character to roll a Stun Save at a negative 
  modifier, has a 50% chance of allowing one of the personalities 
  trapped within a characters ancestral memories to gain dominance 
  of the characters body if he failes an additional Cool save.  The 
  new personality will retain control of the characters body until the 
  body is forced to make another Stun Save, at which point the 
  character may attempt to regain control.  Taking this weakness 
  reduces the PP cost of this power to by 75%. 
   
  (Popular examples of Characters with this Power include 
  Wildstorm’s Doctor from The Authority) 
   
  ASTRAL PROJECTION: 
  With this 5-point Power, a character may Astrally Project himself, 
  leaving his body behind and becoming an embodiment of his own 
  ego.  The astral projection will be either invisible or translucent 
  with a glowing outline the same color as the users Aura. The Astral 
  Projection itself cannot move or manipulate physical objects, or 
  make any physical attack.  However it can speak and be heard. The 
  Astral Projection can travel through solid objects, and has no need 
  for air, even allowing it to travel into space.  Projecting requires 
  total concentration, and any thing that touches the physical body 
  stronger than a gust of wind will cause the user to make an 
  immediate INT save at –2, or the projection is immediately broken 
  and the character will be dazed and disoriented for 1d6/2 rounds, 
  unable to perform anything but a move action. A character can 
  Astrally Project himself instantly anywhere he has first hand 
  knowledge of, or he may move about in his astral form at a rate 
  equal to his MA.  An Astral Projection will last for a number of 
  rounds equal to the Characters INT, after which the character must 
  make a COOL Save, success renews his concentration, failure 
  immediately pulls him back to his physical body.  While a 
  character is Astrally Projecting, they are unaware of what is 
  happening around their physical body, and leave it relatively 
  defenseless.  Psionic Powers can be used during Astral Projection, 
  and the Astral projection itself is susceptible to any Psionic powers 
  or powers that effect the INT, EMP, or COOL. 
   
  Optional Weakness – Lost In The Ether:  With this weakness, 
  every time a character Astrally Projects himself, he has a 10% 
  chance of not being able to return to his physical body.  His ability 
  to Project has somehow weakened his bodies ability to maintain 
  it’s “spirit line”, and occasionally that line gets severed.  An 
  Astrally Projected Character who is “lost” will have one of two 
  choices, he may try to find his way home from wherever his Spirit 
  is currently, and he may try to rejoin his body once per 14 hour 
  time period, -1 hour for every point of INT.  Taking this weakness  
  reduces the PP cost for this power to 1. 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Doctor Strange and DC’s Doctor Fate) 
   
  ASTRAL/SPIRITUAL CONFINEMENT: 
  With this 20-point power, anytime the character engages in an 
  astral or spiritual battle, they may attempt to confine their 
  Consciousness or Soul.  To do this, the character makes a 
  Teledominance check against the target, who resists with a Mental 
  Defense.  Success means the target is trapped for a number of days 
  equal to the characters INT.  Spending 50-points on this power 
  lengthens the duration to weeks, spending 100 points lengthens the 
  duration of confinement to years and spending 200 points on this 
  power lengthens the duration to Centuries.   The nature of the 
  confinement can be chosen from 1 of 2 options.  Option 1. Traps 
  the character on the astral plane, separating them from their body.  
  They may attempt to break free and either return to their body or 
  find a host (see Body Snatch power) if their body is dead once 
  every 20 days –1 day per point of COOL (if the confinement lasts 
  longer than days, the character may attempt this in terms of the 
  entrapment).  Option 2 traps the Soul and body of the target in an 
  object (weapon, bottle, gem, etc..)   If this option is chosen the 
  Character may wield the object as though the object were bestowed 
  with the Targets powers.  The downside to this is, if the object is 
  destroyed, the confined target(s) is instantly freed and appears on 
  the spot.   
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Mephisto) 
   
  BESTOW POWER (Minor): 
  With this 5-point power a character may bestow a non-living 
  object with power.  To infuse an object with power the character 
  must expend his own PP at a rate of 1 for 1.  The character can 
  spend as many points as he wishes, on as many powers as he is 
  capable of using.  The powers bestowed are permanent (unless the 
  object is destroyed or rendered powerless by some outside force).  
  PP spent to infuse an object with power will be regenerated at a 
  rate of 2 per day of rest (one point per day if the character 
  undergoes strenuous activity).  A character may only infuse an 
  object with one power at a time, though he may infuse an object 
  with multiple powers separately.  A character with diminished PP 
  will suffer appropriate weakness to their own powers as it 
  regenerates.  An object infused with powers will either bestow the 
  powers on anyone using it, or will radiate from the object itself 
  (chosen at infusion).  Using this power requires a Full Combat 
  action per 5 PP bestowed on an object. 
   
  Possible Weakness - Lifeline:  With this weakness, any object the 
  character bestows with power is so attuned to the character through 
  his life force, that if the object is destroyed, it will cause the 
  character to take damage equal to half the PP he spent on it.  
   
  (Popular examples of Characters with this Power include The 
  Guardians from DC’s Green Lantern Corp) 
   
   
   
   
   
   
   
   
   
   
  
   
  6
  BODY SNATCH: 
  With this power, a character is able to enter and control the body of 
  another sentient creature.  Using this power to enter or exit a host 
  body is a Full Combat action.  While the character is in the host 
  body, he has full control over the body and all its natural weapons 
  and powers that enhance physical actions, including anything 
  Governed by ATTR, BOD, REF, and MA.  He does not control or 
  have access to the characters memories however, so he has none of 
  the host bodies skills.  The character retains his own INT, TECH, 
  COOL, LUCK, and EMP (though if the host body has any 
  cybernetics or bioware which have reduced his Humanity, the 
  character will suffer the same Humanity loss for the duration of the 
  time he is in the host body).  Any Non-Natural or Stat-enhancing 
  powers of the host body will not be known to the character unless 
  he has knowledge of them beforehand or learns of them, in which 
  case he has a 50/50 chance (possibly modified by character 
  familiarity with similar powers) to use them.  Psionic and Magical 
  powers of the host cannot be used by the character.  However the 
  character can use his own Psionic or Magic based powers, or any 
  of his own INT, EMP, or COOL based powers, but any of the 
  characters natural powers or powers derived from REF, BOD, MA, 
  or ATTR are unusable while in the Host body.  To enter a host 
  body, the character must first make a successful attack (chosen by 
  the character at generation from either grapple, punch, kick, or 
  ram) if the attack is successful the process starts.  The Character 
  and the Host immediately make opposed Will checks (As per 
  Stability table of core rulebook) using COOL (or INT or EMP if 
  they are Prime Stats),  If the Host wins the “Body Snatch” is 
  unsuccessful and the character is dazed at -3 to all actions for 1d6 
  rounds.  If the host loses the Body Snatch is successful.   The 
  power costs 10 points, and a character can inhabit a host for a 
  number of rounds equal to his COOL (or INT or EMP if they are 
  Prime Stats) before the Host can renew the Will opposition in 
  attempt to regain control of his body (host failure indicates once 
  again the body is controlled for the power duration, host success 
  ejects the character and leaves him dazed for 1d6 rounds+the 
  amount of points he failed his roll by).  For every additional 10 
  points spent the character gains a +1 to his Will save for the 
  purposes of taking over and maintaining a host body.  When 30 
  points have been spent on the power, the duration becomes 
  minutes instead of rounds, at 60 it becomes hours, at 80 it becomes 
  days, and at 100 it becomes weeks.  At character generation, it 
  must be decided whether the Host remains conscious or dormant 
  while his body is being controlled.  If the host remains dormant he 
  cannot be communicated with at all, if he remains conscious the 
  character can communicate with him telepathically and probe him 
  if he has his own psychic powers.   Any situation that causes the 
  character to make a Will save (such as taking damage) will 
  automatically provoke an attempt by the host to eject the character. 
   
  Optional Weakness – Shared Vulnerability: With this weakness, 
  the character takes any damage the host does, and if the host dies, 
  so does the character.  This weakness reduces the PP cost of the 
  power by half. 
   
  HINT: If the character has the psychic power Psychic Invasion, he 
  may use it to discover how to use the hosts powers before he 
  attempts to take control, or if the character elected to allow the 
  character to remain conscious and aware during a Body Snatching 
  he may even use it while he is in control of the body. 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Shadowking from The X-men and DC’s Deadman) 
   
   
   
   
  BOUNCING: 
  This power allows a character to generate a kinetic field around 
  themselves that amplifies and redirects kinetic force, in other 
  words the character can bounce as if they were a rubber ball.  At 
  standard level this is a 5-point power, and every impact upon a 
  character will move them a number of meters equal to half the dice 
  value of damage they would have taken and/or at half 
  speed/velocity.  This power makes the character immune to impact 
  damage, both from others and from its own use (though firearms 
  and arrows will do half damage).  Buying the power at 10 points 
  will move the character a number of meters equal to the dice value 
  of damage they take.  Buying it for 20 powers multiplies the 
  distance by 1.5, and buying it for 30 points multiplies it by 2.  The 
  character will move at the same speed of the object that impacted 
  him for half the distance, then drop in speed.  A character cannot 
  control his direction mid-bounce, but can affect the direction at 
  each impact.  It is possible, if the character is in a confined space, 
  or has enough objects near by to generate massive speed and 
  momentum.  Every object or person the character bounces off will 
  take a damage equal to the weight and Speed of the character as 
  per the Interlock Unlimited Impact Damage rules. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Speedball from The New Warriors and Bouncing Boy From DC’s 
  Legion Of Superheroes) 
   
  BREAKING POINT STRIKE: 
  This power allows a character to strike at the weakest point of any 
  object, the damage from the strike ignore SP and goes straight to 
  SP.  For every 5 points spent on this power the character can 
  ignore 5 points of SP.  Every 10 SP a target possesses adds a +1 to 
  the difficulty to hit.  This power cannot be used on living organic 
  objects or creatures. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Rumiko 
  Takehashi’s Ryoga Hibiki from Ranma ½) 
   
  BURROWING: 
  A 5-point power, this allows the character to move through earth at 
  ½ their run speed.  However they will not be able to move through 
  solid stone metal or other dense objects will cause the character to 
  have to either find a different route, or stop him cold.  Spending 10 
  points on this power allows the character to move at their full Run 
  speed. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Warner 
  Bros Bugs Bunny) 
   
  COLOR CHANGE: 
  With this 1-point power the character can change the color of any 
  non-living thing they touch for as long as they are touching it and a 
  number of rounds equal to their Luck afterwards.  For 5 points the 
  character can make the color change permanent, with the 
  Paint/Draw skill they can use their fingertips as a paintbrush. 
   
  Optional Weakness – None: 
   
  COMBAT ACTION SAVANT: 
  For every 2 Power Points spent a character can add 1 point to his 
  Reaction Total for the purposes of determining Combat Actions. 
   
  Optional Weakness – None: 
   
   
   
   
  
   
  7
  CONSUME: 
  For every 3 points spent on this power the character can consume 
  2kg of matter per day.  A character can consume a maximum of 
  1kg every 5 minutes. Every additional 3 points spent adds another 
  1kg to the amount that can be eaten in 5 minutes.  While the 
  character doesn’t actually have to eat the matter, that is the most 
  common method.  Regardless the character creates special 
  enzymes that allow the character to break down matter.  As an 
  added bonus every point spent on this power, weather increasing 
  the total amount a character is able to consume, or in decreasing 
  the time it takes him to consume it, allows him to bypass 1 SP 
  worth of hardness.  So a character who has spent 12 points on the 
  power can eat something with a hardness or armor rating of 12 
  points.   It is advisable that a character that takes this power also 
  takes as many immunity powers as possible. 
   
  Optional Weakness – Weight Gain: This weakness causes the 
  character to gain an approximate amount of weight equal to that 
  ingested.  For every 20 lbs ingested his MA drops and he suffers a 
  negative –1 to all Reflex based rolls.  Taking this weakness 
  reduces the PP cost of the power by 50%. 
   
  (Popular examples of Characters with this Power include DC’s 
  Matter Eater Lad from Legion Of Superheroes and Chunk from 
  The Flash.) 
   
  CROSS-DIMENSIONAL AWARENESS: 
  With this 5-point power the character is aware of another 
  dimension, that of the real world.  He understands only that he is 
  being watched and occasionally may hear something the other 
  players or the GM say.  For ten points the character may even 
  believe that another is controlling his every moment, every action, 
  and every thought.  The character is aware of the Fourth Wall, and 
  may sometimes even attempt to direct commentary or performance 
  at it. 
   
  DANGER SENSE: 
  This power bestows a +1 to Awareness/Notice for every 3 Power 
  Points spent for the purposing of noticing and identifying 
  dangerous situations and threats.   
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Spiderman and DC’s Blue Beetle III) 
   
  DOPPLEGANGER: 
  With this power a character is able to change his shape to mimic 
  that of another person.  At the 5-point level this power allows the 
  character to turn into mimic one person of roughly the same size 
  and weight and provides a +3 to disguise.  For every additional 
  point spent the character can modify their height by an inch and 
  their apparent weight by 25lbs, and they gain an additional +1 to 
  Disguise (maximum of +20).   Characters only get the full value if 
  they know the person they are imitating. If they are a casual 
  acquaintance they lose 1 point of their bonus, if they only have 
  video recording, they lose 2 points, if all they have are 
  photographs, they lose 3 points.  However if they know the person 
  intimately, such as a very close friend, family member, or lover, 
  they get a plus +3.   
   
  Optional Weakness – None: 
   
  HINT: Use this power with Vocal Mimicry to create a perfect 
  disguise. 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Mystique from The X-Men and Martian Manhunter From DC’s 
  Justice League) 
   
   
  ELECTRICAL DISRUPTION: 
  This power allows the character to generate a field of electro-
  magnetic energy around themselves that disrupts all electronics 
  around them.  The range of the field is equal in Meters to the 
  characters COOL, however the character can instead choose to 
  make this a “burst” effect (must be chosen at character generation) 
  which doubles the range and requires a Normal Combat action.  
  The 1 point version of this power effects all unshielded electronic 
  devices within range for 1d6 hours.  The 2 point version of this 
  power doubles the range, the first half of the range disrupts 
  electronics even through shielding for 1d6 hours, does 1d6 damage 
  to any living thing, and permanently disables activated electronics, 
  the second half of the range functions as the 1 point power.  For 
  the 3-point version the range triples, the first third of the range 
  disrupts electronics even through heavy shielding for 1d6 hours, 
  has a 50% chance of destroying lightly shielded electronics (those 
  that survive are disabled for 1d6 hours), destroys all unshielded 
  electronics, and causes 3d6 damage to anyone in range.  The 
  second range increment acts as the 2-point version of the power, 
  and the third range increment acts as the 1-point version.  This 
  power has a duration equal to the characters EMP in rounds, and 
  can be used an equal amount of times per day. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Polaris from the X-Men) 
   
   
   
   
   
   
   
  
   
  8
  EMOTIONAL DOMINATION:  
  With this 10-point Power, a character may influence the emotions 
  of others causing rage, fear, sadness, arousal, nervousness, sadness, 
  happiness, or any other emotion.  The power comes in one of two 
  forms (chosen at character generation).   Heroes should take 
  extreme caution using this power, as it can be considered evil, and 
  some cases the equivalent of mental rape. 
   
  1. TOUCH: 
  The Touch version of Emotional Dominance is more 
  limited, but also more powerful.  With this version of the 
  power the character may cause anyone in direct physical 
  contact with them to feel one emotion of theirr choice per 
  round.  Also, for every 2 points of INT the power gives a 
  –1 modifier to the targets COOL save (or Psychic 
  Defense), failure indicates they feel the emotion so 
  strongly that it provides a +5 bonus to the character 
  Perusasion/Fast Talk when dealing with the target.  Using 
  the touch version of this power is a Normal Combat 
  Action.  Spending 40 additional points on this power 
  doubles the modifiers. 
   
  (Popular examples of Characters with this Power include 
  Wish from Wilsdstorm’s Stormwatch) 
   
  2. AURA 
  Like the Touch version, except it affects anyone within 
  range.  The range of this power is equal to the characters 
  INT in meters and grants its Modifiers to the targets 
  COOL save at –1 for every 4 points of INT and provides a 
  +3 bonus to the characters Persuasion.  Spending an 
  additional 10 points doubles the range of this power, 
  Spending and additional 25 points increases the range by 
  x10. 
   
  (Popular examples of Characters with this Power include 
  DC’s Psycho Pirate) 
   
  EMPATHIC READING: 
  This 5-point power lets the character instantly know the emotions 
  of any sentient creature they touch.  Spending a 10 points on this 
  power lets them know the emotions of anyone with a radius = to 
  their EMP stat in meters.  This bestows +2 to Human Perception. 
   
  Optional Weakness – Mirror Susceptibility: With this weakness, 
  not only does the character knows the emotions, but their own 
  emotions are overwhelmed to mimic those detected.  In the case of 
  an aura effect, this will lead to the character feeling the strongest 
  emotion in the area of power effect.  This reduces the PP cost 50%. 
   
  (Popular examples of Characters with this Power include Megan 
  from Marvel’s Excalibur.) 
   
  ENERGY/KINETIC ABSORPTION: 
  This power allows a character to absorb either (chosen at character 
  generation) Energy (lasers, electricity, plasma, fire, cold, etc…) or 
  Kinetic (bullets, arrows, melee attacks, etc..) attacks and rechannel 
  them, either into a ranged energy attack that deals half the amount 
  of  die damage or into a physical attack that adds the full amount of 
  Die damage (this also must be chosen at character generation) to 
  his melee attack..  Die damage as discussed is the amount of Die, 
  and die type of the weapon used to attack the Character.  For 
  instance if someone shot a character who had chosen Kinetic 
  absorption and Physical Attack with a .44  magnum handgun, (4d6 
  damage) the character could then add 4d6 damage to his punch 
  attack.  If Ranged Energy Attack is chosen the power 
  automatically generates a skill for use with the attack based on 
  either REF or his Prime Stat.  The 5 point version of this power 
  requires that the user takes full damage from the attack, buying 
  the power for 10 points lets the character ignore half of the chosen 
  type of damage, and buying it for 25 points lets him ignore 90% of 
  the damage, absorbing it all but 10%.  Power from an attack can be 
  stored for a number of rounds equal to the characters Cool, and 
  releasing the energy is a Normal Combat Action. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Sebastian Shaw and Bishop, and Wildstorms Winter) 
   
  ENVIRONMENTAL ADAPTATION: 
  With this power, bought at 5 points, a character is able to adapt to 
  most any environment.  With this power, in any environment the 
  character finds himself in that provides a negative modifier 
  (extreme heat, cold, etc…) the modifier will lesson at 1 point per 
  day.  The 20 point version drops any negative modifiers by 1 point 
  per hour, the 30 point version by 1 point per minute, and the 40 
  point version by 1 point per round.  Provided the character can 
  survive long enough to adapt to the environment, this will even 
  protect the character against the most extreme environments, such 
  as the crushing depths of the ocean floor, the vacuum of space, or 
  even the heat of the sun, though the character will have to find 
  some other way to provide air, food, and water. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Darwin from the X-men) 
   
  EXTRA-DIMENSIONAL COMMUNICATION: 
  This power allows characters to speak with beings from another 
  dimension or plane.  The standard version is that this power allows 
  a character to speak with the dead, though other targets could be 
  chosen, such as an extra-dimensional Guru, a demon, or the like.  
  This is a 10-Point Power, and has a daily duration equal to the 
  characters INT or EMP (chosen at Character Generation) in 
  minutes.  Every additional 10 points spent on this power doubles 
  the duration.  Beware, when speaking with a dead being, or being 
  from another dimension, the character will be susceptible to any 
  Mental powers they may possess. 
   
  Optional Weakness – None: 
   
  EXTRA LIMBS: 
  For every 10 points spent on this power, the character gains an 
  extra appendage, usually an arm.  Every extra appendage grants 
  and extra 5 points to the characters Reaction Total for purposes of 
  determining combat actions.  If the character is ambidextrous, he 
  can use additional limbs with the same skill as his natural ones. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this power include Forearm 
  of Marvel’s X-Force) 
   
  EXTRA SENSORY ACUITY: 
  This 5-Point power allows the character to perceive things a 
  normal human would be unable to detect, such as radiation, 
  magnetism, magical residue, and the like. The character must 
  choose what type of anomaly he is able to detect, though he may 
  also choose what sense he uses to detect it, including senses the 
  character has raised through Power Points.  Range is equal to INT 
  or EMP x2 in meters. 
   
  Optional Weakness – None: 
    
   
   
   
   
   
   
   
   
   
  
   
  9
  FLIGHT: 
  This power allows the character to fly, and can be bought at 3 
  levels.  The 10-point version allows the character to fly as a bird, 
  or a plane.  The character may move forward, up, down and left 
  right, but may not move backwards or hover for more than one 
  round, and requires its own skill based off REF.  The 20-point 
  version allows for flight like an insect or helicopter, allowing the 
  character to hover and move backwards, but still requiring its own 
  REF based skill.  The 40-point version allows for perfect flight, 
  moving in all directions and hovering, it does not require it’s own 
  skill, but an Athletics check may be needed for difficult 
  maneuvers, such checks may be made off the character Prime Stat.  
  This version also allows for flight in space, and allows the 
  character to “fly” underwater.  Regardless of version, the character 
  can fly at the same Speed they run.  For an additional point they 
  can double their speed while flying.  
   
  Optional Weakness – Flight Requires Motive Source: With this 
  weakness the character is only able to fly through use of wings, jet 
  pack, or other motive means.  Any damage taken to the motive 
  source may hamper or end the characters ability to stay aloft.  The 
  motive source can be Organic, Technological, or Mystical in 
  nature.  Organic wings can either be membranes expanding from 
  the arms for a 50% PP reduction, or separate wings sprouting from 
  the shoulders that will be treated as 2 separate limbs for a 25% PP 
  reduction.  A technical motive source, such as a jet pack or rocket 
  boots will have an SP of 10 and an SDP of 20 (for every five 
  additional points spent both will raise by 10) and offers 10% PP 
  reduction.  Mystic sources such as flying carpets or broomsticks 
  will an SDP of 20 and confer the same PP reduction.   
   
  (Popular examples of Characters with this Power include Marvel’s 
  Angel, DC’s Dawnstar, and Adam Strange) 
   
  FORCE FIELD MINOR: 
  This power works in one of two ways, it either envelops the users 
  body, providing an SP of 5 for a number of rounds equal to the 
  character Prime Stat, or it creates a 1 meter by 1 meter “Shield” of 
  Energy equal to SP:10 for an equal amount of time.  In both cases 
  the armor is treated as hard.  This power costs 2 points.  Does not 
  stack with Energy Field or Energy Bubble. 
   
  Optional Weakness – None: 
   
  GLIDING: 
  Somehow, the character is able to float gently to the ground from 
  any height, so long as they can catch a breeze (requires the Pilot: 
  Hangliding skill). 
   
  Optional Weakness – None: 
   
  GLOW: 
  This 1-point power causes the characters body, or a specific part 
  (characters choice at Generation) to radiate a glow.  The color of 
  the glow will be any the character chooses, including rainbow 
  effects.  For 3 points the glow will vacillate between different 
  colors, like a mood ring or a disco light. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Dazzler and Dagger 
   
   
   
   
   
   
   
   
  GO WITHOUT AIR: 
  With this 5-point power a character can go without air a number of 
  minutes equal to the BOD x3. By spending 10 points on this skill 
  the amount of time increases to an hour.  25 points spent allows the 
  character to go indefinitely without breathing. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Silver Surfer and DC’s Superman) 
   
  GO WITHOUT FOOD OR WATER: 
  At the 5-point level of this power, a character can go a number of 
  days equal to his BOD without eating or drinking before suffering 
  the effects of starvation.  10 points lets the character go double this 
  time. At 25 points the character no longer needs to eat or drink. 
   
  Optional Weakness – None: 
   
  IMMORTALITY: 
  This power slows or halts the aging process, depending on how 
  many points are spent.  Spending 5 Power Points on this power 
  allows the character to age 1 year for every ten years spent living 
  after the power manifests itself. Spending 10 points allows the 
  character to age 1 year for every 50.  Spending 25 points on this 
  power makes the character Immortal, from the moment this power 
  manifests itself, they will never age again, nor will they be effected 
  by any further bonuses or penalties for aging.  It is important that 
  regardless of level bought, it is stated clearly during character 
  generation the age of the character when this power manifested. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include DC’s 
  Vandal Savage) 
   
  IMMUNITY: 
  This power makes the character immune to one type of threat 
  (Disease, Poison, Radiation, Heat, Cold).  The type of threat 
  immunity must be chosen at character generation.  Buying the 
  power for 5 points bestows a +5 to the characters Resist 
  Torture/Drug skill.  Buying it for 10 points makes the character 
  completely immune to the chosen threat.  The power can be bought 
  multiple times for different threats.  The down side is that a 
  character immune to the threat also never receives its benefit, a 
  character immune to poison can’t get drunk, a character immune to 
  radiation can’t receive chemotherapy for cancer. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Iceman from the X-men, and DC’s Infectia) 
   
  INVISIBILITY: 
  This 10-point power bestows the user with invisibility, making 
  them unable to be seen by the human eye save for a slight glimmer 
  (+6 to users stealth), The power requires the user to spend a full 
  action to use, and lasts for a number of rounds equal to their Cool, 
  or until they or any weapon they are using comes into contact with 
  a sentient being. The power can be used a number of times equal to 
  their stealth skill per day. Anything that allows a person to see into 
  other spectrums (such as thermograph, infrared, or ultraviolet) will 
  not be affected by this power. And if the user is in water or 
  precipitation the modifier to stealth drops to +3. Only the person 
  and the items he is holding or wearing when he becomes invisible 
  are affected. Anything he picks up afterwards will be visible and 
  be seen to float in the air. Spending 20 points doubles the Modifier. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Invisible Woman and DC’s Martian Manhunter) 
  
   
  10
  JUMP: 
  The 5-point version of this power allows the character to jump 
  twice his normal distance.  The 10-point version of this power 
  raises the distance to x5.  The 20-point version of this power raises 
  it to x10.  Spending a straight 50 points on this power allows the 
  character to figure his distance in kilometers rather than meters. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Batroc Ze Leaper and The Incredible Hulk) 
   
  LEVITATION: 
  A 5-point power that allows a character to levitate up or down a 
  number of meters per round equal to their INT or MA (chosen at 
  character generation.  This power does not allow for forward 
  motion, though an inventive character could equip himself with a 
  means of propulsion and steering, or possible use another power 
  for the same effect.  In such a case, the Hang Gliding skill would 
  be used at a –3 modifier (though the GM may take this as a 
  suggestion and should be open to consideration of player 
  solutions).  
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Moondragon) 
   
  LIMB REPLACEMENT: 
  This power replaces a characters arm with a tentacle, giving the 
  character a +3 to all Grapple and Hold checks.  The tentacle will be 
  as long as the users arm, but for every additional 5 points spent on 
  this power the tentacle will increase in length 1 meter and provide 
  an additional +3 to Grapple and Hold checks.  If both arms are 
  chosen the bonuses stack if the limbs are used simultaneously.  The 
  user will still be able to use most simple tools and melee weapons, 
  but more complex items such as firearms would not be able to be 
  used unless they were specifically made for such a task.   If 
  someone chooses legs instead of an arm, they must choose both 
  legs.  Doing so will give them 6 tentacles that will allow them to 
  have equal MA on land and in the sea, in addition to providing 
  them with +6 on all grapple hold, and sweep checks. Alternatively, 
  one could go the Snake or Merperson routes.  The Snakeperson 
  option replaces their legs with a snake tail equal to x3 the standard 
  height of the character, giving them the same bonuses to Grab, 
  Hold, and Sweep as the tentacles but also allowing the character to 
  constrict on a successful hold, doing 1d10+Str modifier in damage, 
  or a tail swipe dealing the same amount of damage.  If the 
  Merperson option is chosen, the characters legs are replaced with 
  the tail of a shark, dolphin, or fish and his swim speed in times 3 
  his normal MA, but his land speed is reduced to 1. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include DC’s 
  Lori Lemaris) 
   
  LUCK MANIPULATION: 
  With this power, a character is able to use his own Luck to affect 
  any roll, not just his own, including rolls made by the GM, NPC’s 
  and other Characters.  This power costs 10 points. 
   
  Optional Weakness – Divine Providence: With this weakness, 
  the character will only be able to use luck if the characters motives 
  are altruistic.  This weakness reduces the PP cost for this power by 
  2 points. 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Longshot from The X-Men and DC’s Calamity King) 
   
   
   
  MEMORY MANIPULATION: 
  With this power a character is able to manipulate the memories of 
  another.  First a successful Teledominance check must be made 
  against the targets Mental Defense (Or the target may make a Cool 
  Save).  10-points spent on this power allows them to erase or alter 
  the memories a number of rounds into the past equal to their INT.  
  Spending 25 points changes this to minutes, 50 points changes this 
  to hours, 100 points changes this to years, and 150 points changes 
  this to decades.  Using this power takes a full round during which 
  time the character may do nothing else.  For every advanced level 
  this power is bought at, the time it requires is x10 cumulative.  It is 
  possible for a target to regain their memories, but it requires that 
  something happens which makes them seriously question their own 
  memories or a related traumatic event. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include DC’s 
  Zatanna 
   
  MENTAL DEFENSE: 
  For every 2 points spent on this power a character is able to set up 
  defenses and strengthen their mind against mental or emotional 
  attacks, giving them a +1 any saves to resist attacks that effect 
  INT, EMP, or COOL. 
   
  Optional Weakness – None: 
   
  META-HEARING: 
  Spending 10 points on this power gives a range of kilometer and 
  extends the audio spectrum into the subsonic range, like a dog.  
  Spending 25 points on the power allows the character to have a 
  hearing range equal to the characters Awareness skill x their 
  Intelligence in Kilometers. 
   
  Optional Weakness – Sonic Overload:  With this weakness the 
  character is extremely vulnerable to sonic based attacks, causing 
  him either double damage, or double any modifiers. 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Daredevil, Wildstorms Apollo, and of course, DC’s Superman) 
   
  META-VISION: 
   
  IMPECCABLE SIGHT: 
  This 50 point power allows the character to see 
  everything as it truly is, it sees the Aura (see Psychic 
  Aura) of everyone and everything, it cannot be fooled by 
  visual illusion, and it sees through all physical disguise. 
   
  INFRARED/INFRAGREEN: 
  For 5 points this power gives the user vision power into 
  the infrared or infragreen spectrum. 
   
  LOW-LIGHT: 
  A 5-point power that enhances even the smallest amount 
  of ambient light.  When active vision is black and white. 
   
   
  MICROSCOPIC: 
  The 5-point version of this power allows characters to see 
  microscopic details as though they were looking through a 
  home microscope.  The 20-point version allows character 
  to see microscopic details as though looking through a 
  college microscope, the 50-point version as if through a 
  well funded hospital microscope, and the 100 point 
  version will allow characters to zoom in to atomic level as 
  through an electron microscope. 
   
   
   
   
   
   
  
   
  11
  TELESCOPIC: 
  A 5-point power that allows characters to see into the 
  distance as though looking through a pair of binoculars.  
  A 20-point version of this power allows characters to see 
  as though looking through a telescope.  50 points allows 
  the character to see as if through a powerful telescope. 
  Spending 100 points on this power allows them to see as 
  if looking through an observatory telescope. This power 
  works with all vision enhancements except Microscopic. 
   
  THERMOPTIC: 
  This power costs 5 points and allows characters to view 
  the world in therm-optic vision.   
   
  X-RAY:  
  This 20-point power allows the character to see through 
  walls, clothing and skin like an x-ray machine revealing 
  only extremely dense matter such as metal and bones.  
  Spending 50 points on this power allows a character to 
  fine to it in such a way as to see layer by layer, such as 
  seeing through clothes to a body underneath, or seeing 
  through the sides of a briefcase to read the papers inside.  
  This power works with Telescopic vision. 
   
  Optional Weakness – Lack Of Normal Vision:  With this 
  weakness, this power, or powers, become the characters only 
  means of visual sense.  Taking this weakness reduces PP cost for 
  any vision based powers (except Telescopic/Microscopic) by half. 
   
  (Popular examples of Characters with this Power include Malibu’s 
  Night Man and DC’s Hitman) 
   
  META-VOICE: 
   
  SUPER VOLUME: 
  This power costs 5 points and lets the character raise his 
  voice as though speaking through a loudspeaker.  For 20 
  points the characters vocal volume will be as loud as 
  through a concert speaker.  For 50 points the character 
  can speak so loud that he does 2d10 to anyone within ten 
  meters (If the character takes enough from this to render a 
  limb useless or destroyed they are permanently deaf), 
  anyone within 30 meters will have to make a save as 
  though a flashbang grenade has gone off or be deafened 
  for 1d6 minutes.  shatters all glass within 50 meters and 
  he can be heard for a mile.  For 100 points, his voice will 
  be as loud as a nuclear explosion, able to be heard for 10 
  miles and will shatter all glass for 5 miles, Do 5d10 to 
  anyone within 50 meters do 2D10 damage to anyone 
  within ½ mile.  Anyone within 1 mile will have to make a 
  save as though a flashbang grenade has gone off or be 
  deafened for 1d6 minutes.  
   
  SUBSONIC: 
  A 5-point power that will allow the character to vocalize 
  at subsonic and ultra-high range.  
   
  VOCAL MIMICRY: 
  With this power a character is able to mimic the voice of 
  another person perfectly.  The power costs 3 points and 
  provides a +2  bonus to Disguise.  Every additional 2 
  points spent provides a further +1 to disguise, maximum 
  of 10 (Bonus triples if on the phone or through other non 
  visual means of contact.) 
   
  Optional Weakness – None: 
   
   
   
   
  MINOR ALTERATION: 
  This 1-point power changes the characters physical form in some 
  small way.  Perhaps their hair turns green, perhaps they develop 
  scales.  The character looks abnormal but does not provides any 
  advantage or disadvantage. The alteration can be hidden, and the 
  character will still pass for human under normal observation. 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Doctor Samson , and DC’s Fire of Checkmate) 
   
  NATURAL ARMOR (MINOR): 
  Every 2 points spent on this power bestows a natural Armor equal 
  to SP:1, this armor is considered Soft (power does not stack with 
  Natural Armor Major).  The maximum SP this will provide is 25. 
   
  Optional Weakness – Pain: With this weakness, the character 
  will still be just as protected, however they will feel pain as 
  normal.  Every attack that hits will force a stun save for an amount 
  of damage equal to that of half the total rolled on the attack.  Such 
  damage is purely stun, and can cause a character to lose 
  consciousness.  This weakness reduces the PP cost of this power 
  by half.  This weakness can be taken for any power that provides  
  Armor value. A lesser version is available that causes the character 
  to take the damage save at 25%, and reduces the PP cost by 25%. 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Luke Cage) 
   
  NATURAL WEAPONS (DEFENSIVE): 
  This power gives the character a natural defensive weapon, such as 
  spikes covering their body like a hedgehog or sharp scales like on a 
  shark.  For every 5 points spent on this power the character 
  receives a +1 to all Grapple and Hold checks, and Grapple and 
  Hold checks also deal 1D6/2 Damage and an additional 1D6/2 to 
  all Ram attacks (maximum of 3d6 damage and +6 to skill rolls).  
  Anyone attempting to physically attack or restrain the character 
  must first make a REF save with a negative modifier equal to –1 
  for every 5 points a character has spent on the power, or suffer the 
  damage.  For an additional 10 points (does not count towards 
  negative modifier) these spikes can be extendable/retractable.  If 
  the character has also taken the Venom power, then he may choose 
  it to affect this power, coating the natural defense with venom.  
   
  Optional Weakness – None: 
   
  NATURAL WEAPONS (MELEEE): 
  This power grants the user a natural weapon with a length of 1inch, 
  usually fangs or claws, though other options such as protruding 
  bones,  horns, natural spurs, or if the character has a tail, a stinger 
  are also viable choices.  For a type of attack (Strike/Punch/Kick) 
  this power will bestow 1d6/2 damage (bladed or bludgeoning, must 
  be chosen at Character generation) damage to their attack roll.  The 
  power costs 2 Power Points, and for every additional 4 points spent 
  the natural weapon will increase 1d6/2 in damage and increases the 
  length of the natural weapon by one inch.  The maximum a natural 
  weapon can achieve is 5d6.  Providing there is realistically room in 
  the appendage, by spending 5 additional points, the weapon can 
  become retractable; extending/retracting is considered a quick 
  action.  If the character has taken the Venom power, he may use it 
  to affect this power, coating his natural weapons in a toxin. 
   
  Optional Weakness – Extension Damage: This weakness gives 
  back 3 PP, and only works on Natural weapons that can be 
  extended/retracted.  Every time the character extends their natural 
  weapons, they do themselves 1d6/2 points of damage. 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Wolverine, and Wildstorm’s Swift of The Authority) 
   
   
  
   
  12
  NATURAL WEAPONS (RANGED): 
  This 5-point power grants the user a natural weapon with a length 
  of 1inch that the character can “launch” from their body, like a 
  porcupines quills.  The power has a range of 5 meters and one 
  natural ranged attack weapon at 1D6/2.  For every additional 5 
  points spent, the range increases by 5 meters and the damage by 
  1d6/2 to a maximum of 4d6 and 50 meters.  A character can also 
  spend an additional 10 points, allowing him to launch a barrage of 
  Ranged natural weapons, the number of projectiles equal to the 
  characters BOD per round, each at the current range and damage.  
  This power uses the characters Cast from either Brawl/Melee or 
  Martial arts.  The character will regenerate his natural weapon after 
  using it every 10 rounds.  For every additional 10 points spent on 
  this power, this time is reduced by 1 round.  Alternatively, if the 
  Venom power is also taken this power can give the character a gas 
  or poison attack, such a skunks spray or a Cobras Spit. 
   
  Optional Weakness – None: 
   
  OBJECT CONTROL: 
  This 5-point power is a lesser, and specific form of telekinesis.  
  With this power the user can control one specific object, directing 
  its path at will, up to his max throw distance.  The object must be 
  less than 20 kilograms, and be no larger than a manhole cover.  
  Use of this power is considered a Full Combat Action.  The power 
  automatically generates its own skill (if a weapon is chosen the 
  character can choose to use the appropriate skill), based off the 
  characters Prime Stat ((INT or COOL) to control the object and 
  attack.  The character must be able to see the object he controls.   
   
  Optional Weakness – None: 
   
  OBSCURE:  
  With this power a character can cause blindness or deafness to a 
  target.  The 5-point version is a touch that causes blindness or 
  deafness (chosen at character generation) for a number of rounds 
  equal to their COOL stat (or Prime Stat).  The 10-point version 
  creates a field around the character equal to their COOL (Or Prime 
  Stat) in meters and affects anyone in range.   
   
  Optional Weakness – None: 
   
  MATTER MANIPULATION (Minor): 
  This 5-point power allows the character to choose one type of 
  material and temporarily infuse it with the properties of another 
  The alteration of an objects properties will only last for as long as 
  the character is in direct contact with it, or one of many pieces of 
  identical material used to make up a larger object, and one round 
  after.  The following example is mean to be taken as a guide:: 
   
  Paper to Steel: This variation uses paper and temporarily 
  gives it the hardness of steel, allowing the character to create 
  melee weapons, including blades, out of pieces of paper.  This 
  power requires the use of the Origami skill to craft the desired 
  item out of cloth.  Layered sheets of paper can be used to 
  create armor, or to give SDP to objects created from it.  Every 
  sheet of standard paper equals 1 SP and 2 SDP.  Paper used to 
  create armor will count as hard, and for every SP:5 it provides 
  there will be a –1encumbrance penalty.  Through the use of 
  origami, melee weapons and the like can be created from 
  multiple pieces of paper. Even more difficult items are 
  possible, like paper airplanes large and strong enough to carry 
  a person (using Hang Gliding skill).  The easiest use of this 
  power is to use a sheet of paper as a makeshift knife. 
   
  Optional Weakness – None:  
   
  (Popular examples of Characters with this Power include Paper 
  from R.O.D. and Ryoga Hibiki from Ranma 1/2) 
   
  PRECOGNITION: 
  This 10-point power allows a character to get glimpses into the 
  future. The information gleaned from these Glimpses into the 
  future is often very vague, but sometimes quite clear.  The 
  character may act to change the possible outcome.  For every 
  additional 10 points spent on this power the Glimpse into the 
  Future becomes stronger and more defined.  The closer in time a 
  Glimpse shows, the clearer the image.  For instance a character 
  may get a Glimpse one round in the future that tells them another 
  character will be killed when they open the door by a masked 
  gunmen who will shoot them with small caliber weapon.  But a 
  glimpse into a year from now may only reveal that a great disaster 
  is going to happen somewhere.  In such cases it would not become 
  uncommon for a character to revisit a Glimpse, as they get nearer 
  to the moment it happens, more and more details will emerge.  
  Usually a character has no control over when a Glimpse is going to 
  occur, it may be while they are asleep, or it may come upon them 
  out of nowhere (in other words at GM discretion, though Psionic 
  Skill level should have a bearing on frequency of glimpses).  
  However if the character enters a deep meditation he may try to 
  force a Glimpse.  Attempts to receive a Glimpse are given a +1 per 
  every 10 points spent on the power to a character check, with a 
  GM determining Difficulty based on time from event, and scale of 
  the event (in relation to how it will effect either the character).  
  Getting a glimpse of the future takes a full round or more 
  (depending on the length of the events in the glimpse) 
   
  Optional Weakness – Damned Destiny: With this weakness the 
  character knows when they are going to die, and they know 
  absolutely nothing will prevent it.  This weakness comes in three  
  versions.  For a 5-point reduction, the character just has visions of 
  their own death but no specifics.  For a 25% reduction in PP cost 
  for the power, Roll 1d6, this is how many years from the characters 
  age at generation the character has to live.   For a 50% reduction in 
  PP cost, roll 1d6, the character has months, not years. 
   
  (Popular examples of Characters with this Power include Destiny 
  from Marvel Comics) 
   
  PSYCHIC INVASION: 
  This 10-point power lets a character read minds, forcing their way 
  into their targets memories and extracting information.  The 
  Character makes an Interrogation at +1 opposed by the target 
  making a Resist Torture (or Mental Defense).  Character success 
  means he gleans an answer of one word per point of INT.  Success 
  by more than 10 points means he is able to discern the exact details 
  of the information he seeks.  Heroes should take extreme caution 
  using this power, as it can be considered evil, and some cases the 
  equivalent of mental rape.  Every additional 10-points grant a +1 to 
  the Interrogation check (Max 20) and a +1 to the word limit per 
  point of INT. 
   
  Optional Weakness – Specific Thought:  With this weakness no 
  questions are asked, instead the power works the same for every 
  target.  The character chooses one question the power asks at 
  character generation, such as “What are you most afraid of”.  
  Taking this weakness drops PP cost of the power to 1-point, as 
  well as additional PP cost for purpose of gaining the +1 to 
  Interrogation.  Answer is revealed by mental image. 
   
  (Popular examples of Characters with this Power include Mirage 
  from the New Mutants by Marvel Comics) 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  13
  PSYCHIC LINK: 
  This 2-point power creates a Psychic link between the character 
  and one other chosen person or animal (chosen at character 
  generation).  It allows the character to communicate telepathically.  
  If one person with a psychic link dies or undergoes immense pain, 
  it forces a Stun save on the other person sharing the link.  Failure 
  results in unconsciousness for 1d6 rounds.  Characters can be 
  psychically linked to more than one person, each new link must be 
  purchased separately. 
   
  Optional Weakness – Corsican Link:  With this weakness, 
  characters not only share communications, but also physical 
  sensation including intense pleasure and pain.  What effects one 
  person will equally affect whomever he is bonded too, both 
  characters take damage equally and if one dies the other must 
  make a death save as well. 
   
  (Popular examples of Characters with this Power include members 
  of Marvels New Mutants and DC’s Justice League) 
   
  PSYCHOMETRY: 
  This 20-point power allows the character to read the past of an 
  object.  It will allow the character to automatically see the faces of 
  the last 2 people to own the item.  By making a Awareness/Notice 
  skill check it will allow other information to be gleaned, such as 
  the persons name and any major events that occurred while holding 
  the item.  Traumatic events will always resonate the strongest, 
  though details may be hazy.  The skill check modifier is +1 
  difficulty for every owner previous to the target the character 
  wants information on, so if the character wants to find out more 
  information about the 6th owner of an item, the difficulty would be 
  +5.  A modifier may be given in the characters favor if the event 
  was traumatic, or the owner had such a strong bond with the item, 
  such as the Spear Of Longinus, or Anastasia’s Teddy Bear, in 
  which case a character would instantly gain +5 to the check. 
   
  Optional Weakness – None:  
   
  POWER NEGATION: 
  This power allows a character to completely negate the Meta-
  Powers (including Magic and psionically based powers, but not 
  technologically granted ones) of others.  The 5-point version of 
  this is a touch that negates the powers of the target for a number of 
  rounds equal to the characters COOL (or Prime Stat).  Activating 
  the power in a touch requires only that there is skin-to-skin contact.  
  The 10-point version generates a field around the character equal 
  to their COOL (or prime stat) in meters and the effect ends when 
  targets pass beyond the range.  Spending an additional point on the 
  Touch version doubles the duration of the effect, while spending 
  an extra point the Field version doubles the range. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Leech 
  from Marvel’s X-Men) 
   
  POWER THEFT: 
  This power allows a character to temporarily take Meta-Powers 
  from someone else (Magic and Technology based powers do not 
  apply) Merely by touching them (Normal Combat Action).  At the 
  10-point buy of this power a character can steal one power from 
  someone else at a time, for a duration equal to his Cool (or Prime 
  Stat).  By spending 20 points the character can take a number of 
  powers equal to 1/3rd of his COOL (or Prime Stat) for the same 
  duration.  By spending 30 points the character can take a number 
  of powers equal to his COOL (or Prime Stat) for a duration equal 
  to his COOL.  Spending 50 Points allows the character to take all 
  the powers of an individual opponent, or a number of Powers equal 
  to twice his Cool for double the duration.  By spending an 
  additional 20 points on this power at any level, the powers stolen 
  will remain with the character indefinitely, or until new ones are 
  chosen.  Additionally, Spending another 20 points on this power 
  allows a character to steal powers from more than one target.  If 
  the Point Value of powers being stolen are roughly equal to or 
  under the Current Power Point Value the Power Thief controls then 
  the transfer is easy and painless.  However if the Power Point 
  Value of the Target is significantly higher (more than 50 Power 
  Points) then the character and the target must make opposed Will 
  checks with the character suffering a -1 modifier for every 50 
  Power Points has less than the target.   If he fails he must make an 
  immediate Stun save with a negative modifier equal to the amount 
  of points he lost the opposed roll by or be rendered unconscious 
  from the unbearable agony of trying to absorb more power than he 
  could contain for 2d6 minutes. 
   
  Optional Weakness – Inherit Weakness: By taking this 
  weakness, in addition to stealing another’s powers, the character 
  also steals any Weaknesses the target has.  Taking this weakness 
  reduces the power cost by half. 
   
  HINT: By spending 5 points on the Power Negation power as 
  well, when a power is “Stolen”, for the duration of the Powers 
  effect the target the power came from will no longer have access to 
  the stolen powers, and must make a –5 Stun Save (per 10 points 
  spent) or be unconscious for 1d6 rounds, however if the target 
  makes the save no powers are stolen 
    
  (Popular examples of Characters with this Power include Marvel’s 
  Rogue from the X-Men) 
   
  REINCARNATION: 
  This 20-point power allows the character to be Reincarnated every 
  time they die, with all their memories intact.  The Reincarnated  
  character will appear as if by magic, 24 hours after the character 
  dies,  somewhere in the world at random.  The new characters 
  body will be 5d10+5 years of age and be naked (consult Interlock 
  Unlimited Age rules for possible effects).  The character has a 50 
  percent chance of returning as the opposite sex.  Chosen at 
  character generation, the character will have to re-roll one random 
  stat (chosen on a D10 a roll of ten means stats say the same) or 
  switch one of his powers for a new one.  A 40-point version of this 
  power allows the character to fore-go one of the effects (age 
  difference, gender change, Stat/Power change).  A 60-point version 
  allows the character to come back exactly the same.  Spending an 
  additional 20-points at any level allows the character to choose 
  exactly where he-reappears after death.  
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include DC’s 
  Shade the Changing Man and Solomon Grundy) 
   
  REGENERATION: 
  This 5-point power allows the character to Regenerate Damage at a 
  rate equal to their BTM per day.  The 10-point version of this skill 
  raises the rate of healing to an hourly basis, and the 30-point 
  version of the power improves the rate to every minute. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Wolverine and Deadpool, and DC’s Deathstroke the Terminator) 
   
   
   
   
   
   
   
  
   
  14
  SENSE POWER: 
  This 5-point power lets the character sense Metapowers in others.  
  It has a radius range equal to the characters EMP+INT. Every 
  additional 10 points spent on this power doubles the range. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Caliban of the Morlocks) 
   
  SILENCE: 
  This 6-point power generates a field of silence around a character, 
  completely silencing anything within range. The fields range is 
  equal to the characters COOL (or prime stat) in meters. 
   
  Optional Weakness – White Noise: By taking this weakness, the 
  silence is actually white noise, and though no one inside the area of 
  effect can hear anything, anyone outside the area of effect can hear 
  everything that would carry that far.  Taking this weakness reduces 
  the power cost by half. 
   
  SONAR/RADAR SENSE: 
  With this power the character develops a built in sonar or radar 
  sense, allowing him to see the shape of things and the speed and 
  direction that any objects are traveling.  With this power, the 
  character sees 3 dimensional shapes, but cannot see color at all.  
  The images will also give a hint as to relative density allowing the 
  character to guesstimate between hard and sturdy objects as 
  opposed to weak or flimsy or hollow spaces.  This is a 5-point 
  power with a conic range equal to the characters INT in meters.  
  For every additional 10 points spent on this power the range 
  doubles. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Daredevil and DC’s Aquaman) 
   
  STAT ENHANCEMENT: 
  This power allows the character to increase a Stat point.  Every 
  Power Point spent on this power allows for a 1-point increase to a 
  maximum of 20.  Multiple Stats can be raised, each must be paid 
  for separately.   Every Stat point increase also grants 1 Skill Point. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Captain America and DC’s Deathstroke the Terminator) 
   
  SUPER SENSES: 
  This power increases the ability of one type of sensory perception 
  (Sights, Smell, Taste, Touch, Hearing).  In effect every 4 points 
  spent on this power bestows a +1 (Maximum of 20) to any 
  Awareness/Notice checks made using that sense.  Multiple senses 
  can be enhanced, but each must be paid for separately. 
   
  Optional Weakness – Super Sensitivity: With this weakness, the 
  chosen Sense becomes overly acute, anything relating to that sense 
  a normal person would find uncomfortable, is twice as bad for the 
  character.  Any attacks or situations that target that sense such as 
  Flash attacks on someone with enhanced vision, or a Sonic attack 
  against a character with enhanced hearing, doubles all effects.  
  Taking this weakness reduces the total PP cost of power by half. 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Daredevil and DC’s Wolfwood from Justice League Elite) 
   
   
   
   
   
   
  SUPER SKILLS: 
  For every 4 points spent, a character may raise the limit of a skill 
  by 1.  He must still use IP to raise the skill, but it will no longer 
  cap at 10. (Max 20) 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Bullseye and DC’s Mr. Fantastic) 
   
  SUPER SWIMMING:  
  By spending 1 Power Point on this power, the character can swim 
  at a speed equal to his Run.  Spending 2 Power Points allows the 
  character move double his Run speed in the water.  With this 
  power, the character can not only propel himself through the water, 
  but also “jump” 1 meter for every 10 meters per round of speed he 
  can travel provided he has at least a distance equal to the distance 
  he wishes to leap to build up speed.   
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include DC’s 
  Orca) 
   
  TAIL: 
  This power gives the character a useable tail.  Each type of tail 
  costs 5 points, and types can be mixed to include one, all or any 
  mix of the variations.  The tail will reach the characters knees, but 
  can be extended at a rate of 1 increment for 1 point. 
   
  1. Prehensile (like a possum or some reptiles and monkeys, 
  this tail can be used to grip objects, hold up the character, 
  etc… it has a Lift rating equal to ½ that of the character. 
   
  2. Muscled (like a lizard or large reptile) this tail is thick and 
  muscled; it has a STR equal to the character and does as 
  much damage as a kick.  It can be used to make tail 
  swipes and sweeps (Using the characters Sweep attack) . 
   
  3. Swimming Tail, this tail is fined to aid in swimming, it 
  adds 10% to the characters Swim speed and gives him a 
  +2 to all water based maneuver checks. 
   
  Optional Weakness – None: 
   
  TELEDOMINANCE: 
  This power lets the character psionically implant commands into 
  their target.  The more specific command the easier it will be for 
  the character to follow. Taking this power will automatically 
  generate its own skill at 1 level per 10 points spent on this power.  
  Implanting a Psionic command is done by making an opposed roll 
  using the characters Teledominance Skill against the targets Resist 
  Torture  (or Psychic Defense).  If successful the character may 
  implant one command for every 20 points spent on the power..  
  However if the target is ordered to do something that would cause 
  him pain or hurt someone else, he may, at the moment he is 
  attempting to perform said task, make a COOL save at a –1 for 
  every point he lost the roll to resist by.  After a number of days 
  equal to the characters skill level, or under extreme circumstances 
  such as a loved one pleading with him, he may also make the save 
  with the same negative modifier in effect.  Heroes should take 
  extreme caution using this power, as it can be considered evil, and 
  some cases the equivalent of mental rape. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include DC’s 
  Hector Hammond and Marvels Jason Wyngarde) 
   
   
   
   
  
   
  15
  TELEKINESIS: 
  This power allows the character to use his mind to move and 
  manipulate objects.  Taking this power will automatically generate 
  its own skill at 1 level per 10 points spent on this power.  For every 
  level of skill the character may move or manipulate and object 
  equal to his INT multiplied by his Skill level in Kilograms.  
  Moving, manipulating, or positioning an object requires the 
  character to make a Telekinesis skill check.  The character can 
  move an object a number of meters per round equal to his INT+ his 
  Skill Level.  A character can also make attacks with these objects, 
  by simply hurling them or by using the appropriate weapon skill 
  and adding his Intelligence instead of his Reflex.  Telekinesis will 
  also allow a character to assemble parts of an object or machine 
  faster, a character can assemble or disassemble a number of parts 
  equal to their Skill + Intelligence per round. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Marvel Girl of the X-Men and Grifter of Wildstorm’s Wildcats) 
   
  TELELOCATION: 
  This power allows the character to know the general direction of 
  any person or object he has had physical contact with.  Every 10 
  points spent on this power increases the range by 1 Kilometer.  Use 
  of this power requires the character to spend a full round (no other 
  actions allowed) to focus on their target.   
   
  Optional Weakness – None: 
   
  TELEPATHY: 
  This Power allows a character to communicate mentally with 
  others.  For every 10 points spent on this power a character may 
  mentally communicate with 1 person regardless of physical 
  distance.  
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Charles Xavier of the X-men and Saturn Girl of DC’s Legion Of 
  Superheroes) 
   
  TELEPORTATION (MINOR): 
  This 5-point power that allows the character to Teleport anywhere 
  within line of sight.  He may take his COOL x 200 in kilograms 
  and may Teleport a number of times per day equal to his INTx2. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Nightcrawler and DC’s Ambush Bug) 
   
  TROLL BLOOD:   
  This power is a mix of Multiplicity and Major Regeneration and 
  cost 25 Power Points.  With it, any piece of a character that is 
  severed grows a self aware and independent duplicate of the 
  Character at a rate of 1lb per day per point of BOD.  Buying this 
  power for 40 points allows that rate to increase to per hour.   These 
  duplicates will have the same memories and natural abilities as the 
  character, and will be naked.  They may or may not be friendly to 
  the character (50% chance) and are to be treated as NPC’s and not 
  under the characters control. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include DC’s 
  Lobo *before he was neutered by Vril Dox*) 
   
   
   
   
   
  TRUTH: 
  This power compels a target to tell the truth.  For every 5 points 
  spent on this power the character receives a +2 to all Human 
  Perception, Interview, and Interrogation rolls.  For a straight 50 
  points, anyone targeted by the power MUST answer honestly any 
  questions asked of them. The target does not have to volunteer 
  information, but he cannot willingly lie. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include DC’s 
  Wonder Woman *though use of her Magic Lasso*) 
   
  VENOM: 
  This power gives the character one bodily fluid (such as blood, 
  saliva, etc…) a poisonous effect.  For 5 points the poison is 
  considered mild, for 15 points the poison is considered strong and 
  for 30 points the poison is considered powerful.  Multiple bodily 
  fluids may be affected, however each must be bought separately.  
  Acid May also be chosen instead of poison. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include DC’s 
  Poison Ivy and Marvels New Universe character Scuzz from DP7) 
   
  VERTIGO: 
  This 15-point power generates a field around a character.  Anyone 
  within range of the field will immediately begin to suffer dizziness 
  and be at a –5 to all REF and TECH based rolls and movement 
  attempts, must make a –2 resist torture drugs check or become 
  violently nauseas (can take no action but movement) for 1d6 
  rounds after they have cleared the field, and will in general not be 
  having a good time. The field’s range is equal to the characters 
  COOL (or prime stat) in meters. Spending 40 points on this power 
  doubles the range and all modifiers. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include DC’s 
  Count Vertigo) 
   
  WEB: 
  With this power a character can create a very sticky organic 
  webbing, used to set traps, ensnare opponents, as a swing line, or 
  even as a bungee.  For 5 points the web will be somewhat elastic 
  and be able to support 400 kilograms and have a range equal to 
  1/4th the characters throw.  For 10 points the web will hold 800 
  kilograms and have a range equal to half the characters throw.  For 
  20 points the webbing will hold 1600 kilograms and have a range 
  equal to the characters throw distance.  For every 10 points spent 
  after this, add 500kg and ½ the characters base distance.  The 
  webbing will dissolve completely or turn into hair thin cobwebs 
  1d6 hours after use.  Shooting the web as a swing line is a Quick 
  Combat Action, setting up a snare, creating a web, or doing 
  something more complex takes 1Full Combat Action per square 
  foot.   
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Spiderman) 
   
   
   
   
   
   
   
   
  
   
  16
   
  TIERED POWERS:  
  Tiered powers are bought in levels at a cost of the current level similar to how Skills are purchased through IP.  In other words, raising a Tiered 
  Power from Level 3 to Level 4 would cost 3 points.  Unlike skills however this cost is present at character generation as well as through earned 
  Power Points. 
   
  Tier Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  PP Cost 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Total PP Cost 
  1 
  2 
  4 
  7 
  11 
  16 
  22 
  29 
  37 
  46 
   
  ADVANCED REGENERATION: 
  This power heals the character of all damage, including limb loss.  
  It heals a number of points per day equal to the characters BTMx2 
  up to the 3rd Tier, starting at the 4th Tier the healing rate becomes 
  per hour, at the 7th level the healing rate becomes per minute, at 
  Tier 10 the healing rate becomes per round.  During Tiers 1-4, 
  severed limbs will re-grow at a rate of one inch per day, at Tiers 5-
  9 this rate increase to per hour and includes vital organs and 
  even the head.  At Tier 9 the regrowth levels increase to per 
  minute, and at Tier 10 the character will completely regenerate 
  themselves so long as one drop of blood remains.   
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Lizard) 
   
   
   
  
   
  17
  ANIMAL MIMICRY: 
  This power allows the character to mimic the natural ability of any 
  animal he is within proximity of.  It will give them the base ability 
  only, and not be taken from specific animals.  For every Tier level 
  the range of the power increases at a rate equal to the characters 
  EMP x Tier level in meters.  At level 5 the range increases to 
  increments of kilometers.  For every point of EMP the character 
  can mimic one animal ability, though the abilities do not have to 
  come from the same animal.  The duration will last so long as the 
  character is in proximity to the animal plus a number of rounds 
  equal to Tier level plus COOL.  At the 5th Tier this durations 
  changes to hours, and At 10th Tier the Animal Mimicry has no 
  duration limit, though the limit of powers is still in place.  With 
  this power the character could give himself the strength of an Bear, 
  the borrowing ability of a worm, the swimming capability of a 
  dolphin. The animal must be natural for the character to mimic its 
  abilities, in other words the character will receive no abilities from 
  Meta enhanced animals, Magical Beasts, or Mechanical constructs. 
   
  Optional Weakness – Animalistic Mind: This weakness imposes 
  a penalty to INT, Cool or EMP based actions on the type of 
  creature the character is mimicking.  –1 for Simian Creatures, -2 
  for Higher Mammals such as bears, dogs, and cats, -3 for Lower 
  Mammals such as rodents (birds fall into this category as well), -4 
  for Reptilian and other cold blooded creatures, -5 for most insects 
  and arachnids, -6 for hive mind insects such as bees and ants.  For 
  a 25% reduction in cost for the power the character may choose 
  which Stat this Weakness effects.  The character may choose to 
  take the weakness for two or even all three stats, for each of the 
  three stats chosen the PP cost for the power is reduced by 25% for 
  a max of a 75% decrease in PP cost. 
   
  (Popular examples of Characters with this Power include DC’s 
  Animal Man) 
   
  BESTOW POWER (Major): 
  Every Tier of this power allows the character to bestow part of 
  their own power to a number of individuals or objects equal to 
  their Prime Stat + Tier level.  By sacrificing their own PP from 
  their total, thus weakening themselves, they are able to infuse 
  others with their own meta power at an equal rate.  They can 
  sacrifice as many PP as they like, and give it all to one target or 
  multiple targets.  Unlike the minor version of this which only 
  effects objects, this version does not regenerate the points, though 
  the character may choose to take them back at any time.  The 
  standard version of this only allows the target to receive PP and 
  apply them to powers the Character possesses, however spending 
  any additional 25 points will allow the bestowed PP to be spent on 
  any power the target wishes to put it in. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Galactus and DC’s Shazam) 
    
  EXTRA-DIMENSIONAL ACCESS: 
   With this Power characters can access another dimension, this 
  power is manifested in one of three ways which must be chosen at 
  creation.  All three varieties can be chosen for the same character, 
  but they must pay separately for each.  If the character does choose 
  more than one manifestation of this power, it should be assumed 
  that they are somehow connected and come from the same source. 
   
  1. MAJOR TELEPORTATION: 
  For each Tier of this power bought, the character is able 
  to teleport by stepping through dimensional rifts, folding 
  space around themselves.  At the first tier of purchase the 
  Character can teleport a number of meters equal to their 
  Intelligence.  At the 2nd,, 3rd, and 4th Tiers the distances 
  Double, Triple and Quadruple.  At the 5th Tier the 
  distance increments change to Kilometers with the 6th, 7th, 
  8,th and 9th Tiers again Doubling, Tripling, and 
  Quadrupling the distance.  At the 10th tier, the character 
  can Teleport anywhere.  When teleporting, the character 
  can bring up to 10 times his COOL stat in kilograms 
  multiplied by the Tier Level.  The character can only 
  teleport to places he knows, or has a clear image of (such 
  as live video feed).  Teleporting blind is possible, but very 
  dangerous.  Anytime a character Teleports with out 
  knowing the exact spot he is traveling to (which must be 
  free of any solid object) he takes the chance of teleporting 
  into an object and instantly fusing with it.  If a character 
  does fuze with an object he immediately gets to make a 
  REF saving throw, success means the teleport fails and 
  the character remains in his original location, a failure 
  means his is permanently fuzed with the object.  If the 
  object is small roll a location, as normal, the limb rolled is 
  permanently fuzed to the object and useless, if head or 
  torso are rolled, the character dies instantly.  Teleportation 
  is considered a Full-Action and can be used a number of 
  times equal to the characters INT + Power Tier Level x 2 
  per day.   
   
  2. EXTRA DIMENSIONAL TRAVEL: 
  This use of the power allows a character to travel to 
  another dimension or world. For every tier level they 
  purchase of this power, they may remain in the other 
  world or Dimension for an equal period in days, at Tier 3 
  this becomes Weeks, at Tier 5 it becomes Months, at Tier 
  8 it becomes Years, and at Tier 10 it becomes Indefinite.  
  This power require a full round to activate, and will open 
  a portal for a number of rounds equal to the characters 
  Tier level.  The amount of weight a character can take 
  with him is the same as that listed for Major 
  Teleportation.  The character must know the Dimension 
  or World he is traveling too, and this power will put at a 
  random location on the surface of the planet or dimension.  
  If the Character also has Major Teleportation he or she 
  may choose their exact destination on the planet or 
  dimension, providing of course they are familiar with it.  
  The character can use this power once per week for every 
  Tier he has purchased. 
   
  3. DIMENSIONAL STORAGE: 
  With this power a character has access to a small extra 
  dimensional space he can use for storage.   The amount of 
  weight the space can contain is equal to the characters 
  LUCK x100 in kilograms multiplied by the Power Tier 
  Level x 100.  At Tier 10 the space becomes infinite.  The 
  opening of this space can be any size the character 
  chooses, but once chosen it will remain that size for good.  
  The opening can also be on any object that has enough 
  surface space for the opening.  Popular choices include 
  bags, chests, walls, cloaks, even on the characters body. 
   
  Optional Weakness – Hostile Territory: The dimension the 
  character has access is inhabited with hostile creatures, every time 
  they travel to this dimension there is a 10% chance per round they 
  will be present and attack.  This weakness reduces the power cost 
  by 25%. 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Magick of the New Mutants and Cloak of Cloak and Dagger) 
   
   
   
   
   
   
  
   
  18
  ELEMENTAL DOMINATION: 
  With this power a character can control the elements of Fire Earth 
  Wind, and Water.  A character may choose more than one, but 
  must pay separately for each.   Elemental Domination requires a 
  Prime Stat of INT, COOL, or EMP. 
   
  EARTH CONTROL: 
  This power allows the character to control the earth and 
  rock around him.  He can create earthquakes, open 
  fissures, change the density of the ground turning it harder 
  or softer, even creating a “wave” of dirt and rock.  For 
  every Tier of this power purchased, the character can 
  control 2 square meters of earth and stone with a range of 
  5 meters away from himself.  All uses of this power are a 
  Full Combat Action.  If the character uses the power to 
  cause an earthquake, the quake will cause 1d6 damage per 
  level to any structures, and cause any living thing in that 
  spot to make an Athletics roll with a negative modifier 
  equal to the Users power tier to remain standing.  If the 
  character decides to use the power to open up a fissure, he 
  must do so in a line, and choose how deep and long the 
  fissure is to the maximum allowable depth (determined by 
  Tier Level), The fissure will open at a rate of one meter 
  per Tier per round, and will close at the same rate.  If the 
  character creates a “wave” of earth, the wave height and 
  length will be determined by the Tier level of the power, 
  it will move equal to the Characters MA, and it will do 
  1d10 damage per Tier level to whatever it crashes into.  If 
  the character desires, he may use ride this wave as though 
  her were surfing by making a Cool check by using the 
  Skate/Surf skill, with a modifier of +1 for every Tier. 
   
  FIRE: 
  This power allows the character to control the elemental 
  force of Fire.  He can shape it, increase or decrease it’s 
  size, and direct its path.  For every Tier the character 
  control 2 square meters of fire with a range of 5 meters 
  away from himself.  The character can increase the size of 
  the fire to it’s maximum, or decrease it to the point of 
  extinguishing it.  The character may shape the fire into 
  any form her desires up to its size limit, though more 
  complex shapes require the Sculpture skill.  He may 
  attack with the fire, doing 1d6 burning damage per TIER 
  by sending a gout of flame to cover the target, or by 
  gathering the fire into a ball and launching it at a target at 
  a range equal to his Tier x 10 in meters.  He may also 
  spread the fire out, decreasing the damage for more 
  coverage.  The character may keep the fire burning 
  without fuel, however once the character has left the 
  range of effect, any fires will burn themselves out 
  normally.  Having this power automatically makes one 
  immune to Fire and Heat while it is active, even as far as 
  allowing it to cover the characters own body, coating him 
  in a heath of flame providing him limited armor form 
  bullets and melee weapons (the fire surrounding a 
  characters body will stop 5 points of damage per Tier 
  from a fired projectile, if the damage does not get 
  through, the object melts or burns up before hitting) and 
  allow the character to add the flame damage (ID10 per 
  Tier) to his melee attacks.   
   
   
   
   
   
   
   
  WATER: 
  This power allows the character to control the water 
  around him.  He can create whirlpools, waterspouts, 
  waves, part the sea, and even direct the flow of water into 
  an attack.  For every Tier of this power purchased, the 
  character can control 2 square meters of water with a 
  range of 5 meters away from himself.  All uses of this 
  power are a Full Combat Action.  If the character uses the 
  power to cause a waterspout, it will cause 1d6/2 damage 
  per Tier to anyone it hits, and anyone sucked into a water 
  spout or whirlpool will be subject to submersion and 
  drowning rules and suffer a –1 penalty per Tier to all 
  actions due to the violent spinning and low visibility.  The 
  character can part deep water with this power, he must do 
  so in a line, and choose how deep and long the part is to 
  the maximum allowable depth (determined by Tier 
  Level), The water will part at a rate of one meter per Tier 
  per round, and will close at the same rate.  If the character 
  creates a wave, the wave height and length will be 
  determined by the Tier level of the power, it will move 
  equal to the Characters MA, and it will do 1d6 damage 
  per Tier level to whatever it crashes into.  If the character 
  desires, he may ride this wave as though her were surfing 
  by making a Cool check or by using the Skate/Surf skill, 
  with a modifier of +1 for every Tier.  With this power the 
  character may also direct a gout of water, increasing or 
  decreasing its pressure to make a 1d10 Pier Tier attack, 
  like the spray from a fire hose.  The character cannot 
  create water, though if a source of water, such as a faucet 
  or fire hydrant is near, he can cause it to burst by building 
  up pressure.  This Power does not have to effect water, it 
  may effect any liquid, though the liquid must be chosen at 
  character generation.  For an additional 30 points, the 
  power can be adjusted to control ALL liquid.   
   
  WIND: 
  With this power the character holds dominion over the 
  levels of wind.  They can make Stronger or Weaker, and 
  can make it blow from any direction, even creating 
  whirlwinds and tornadoes.  For every Tier of this power 
  the range of their powers effect increases by their COOL 
  + Tier Level x 10 in meters.  With in this range, the 
  character can move the level of wind one category in 
  either direction equal to their COOL per round.  Using 
  this power requires a Normal Combat Action, and the 
  duration will last for 1d6+ Tier Level in rounds from the 
  last wind shift before the wind begins returning to normal 
  at a rate equal to the Cool + Tier level in minutes.  This 
  power can be used to fly by basically lifting and guiding 
  the character and/or anyone the character targets within 
  range, the Speed will be equal to the Tier Level plus the 
  Prime Skill. 
   
  WIND INCREMENT CHART 
  Still 
  Breeze 
  Light 
  Wind 
  Medium 
  Wind 
  Strong 
  Wind 
  F1 
   
  F2 
   
  F3 
   
  F4 
   
  F5 
   
   
  HINT: Use this power with Elemental Domination: Wind, 
  Temperature Manipulation, and Energy Emission to gain complete 
  mastery over the weather. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Storm of the X-Men, DC’s Red Tornado of the Justice League, and 
  Eclipse Comics Elementals) 
   
   
   
  
   
  19
  ENERGY EMISSION: 
  With this power, the character can release a powerful blast of 
  energy. The Type of Energy must be chosen at Character 
  Generation.  Typical energy types include heat, cold, wind, psychic 
  energy, laser, sonic, radiation, plasma, water, , etc.  The type of 
  power may or may not have secondary effects or applications that 
  can be purchased via Power Points as separate powers.  The 
  character must also state at character generation how this Energy 
  Emission is applied, either in a directed blast, a cone, or an 
  explosion.   Depending on the Energy Emission Effect (see table 
  below), it may require a To-Hit roll, in this event, the Power will 
  automatically generate a new skill on the players sheet that starts 
  out equal to the characters Power Tier.  However this new skill can 
  be raised normally via earned IP during the game, and no further 
  infusion of Power Points into the Power will effect the new skill.  
  This new skill will be tied to whatever the Character has chosen as 
  his Prime Stat, and will act off that in the same way that a Weapon 
  Skill works with REF.  Regardless of effect chosen, a character 
  may always choose to do minimum damage.  A character may also 
  choose to do less damage in die increments in order to save on 
  Damage Points.  The number of uses this power has is equal to the 
  character Tier Level x Prime Stat.  Once a character has used these 
  points he must wait until the points regenerate at a rate of Tier 
  Level + Stat per hour.  What the power looks like is completely up 
  to the player. 
   
  ENERGY 
  EFFECT  
  DAMAGE 
  INCREASE 
  PER TIER 
  RANGE 
  INCREASE PER 
  TIER 
  EFFECT 
  DURATION 
  Large Blast 
  (Single burst) * 
  1D10 
  5 Meters 
  Instant 
  Ray (continuous 
  beam)* 
  1D6 
  10 Meters Full 
  Round + @ 
  Full Round  
  Cone (or spray) 
  1D10+5 
  1 Meter 
  Full Round 
  Burst (explosion)# 
  2D10  
  or 1d6 
  Radius 1 Meter 
  or ½ Meter  
  Instant 
  Aura (continuous 
  emission)% 
  1D6/2 
  1 Meter 
  5 Rounds 
  Per Tier 
  * If this Effect is chosen the Character Automatically gets the skill to 
  use this power at a level equal to his Power Level at Generation. 
  # This effect works in one of two ways, which must be chosen at 
  Character Generation.  1. is an Explosion centered on the character 
  and emanating out in a 360 degree radius (if option 1 is chosen the 
  character is immune from his own explosion), or 2. The character uses 
  his power to “Charge” an item and can use it as either a thrown 
  weapon that detonates on impact or as a time bomb with a fuse equal 
  to his Power level x3 in  seconds (Skill in Brawl/Melee or a Martial 
  Art is required and works off REF as normal. 
  % This Effect requires no skill to use and is a field that emanates 
  continuously from the Character in a 36 degree radius, it may be 
  turned on or off as a Quick Action and can operate up to 5 rounds per 
  tier level before a Cool Save must be made to maintain the effect each 
  round.  (If they take this power and take the Dangerous Exposure feat 
  they receive 1 extra Power Point) 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Cyclops the X-Men and DC’s Black Canary of the Birds Of Prey) 
   
  ENERGY FIELD: 
  This power creates a Force Field around the characters body, the 
  field has an SP equal to the users Prime Stat x the Tier level of the 
  power.  By spending 2 extra points at the first Tier, the field will 
  also provide the character with air and protect them from pressure 
  and vacuum.  Generating an energy field is a full combat action. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include DC’s 
  Green Lantern) 
  ENERGY BUBBLE: 
  Similar to Energy Field, this power creates a protective bubble of 
  energy.  The bubble protects against pressure and vacuum, and 
  provides an SP of 5 for every Tier level.  The bubble measure 2 
  square meters for every Tier level and can hold a weight in 
  kilograms equal to the character Prime Stat x Tier Level x 100 and 
  will last for a number of hours equal to the Prime Stat plus Tier 
  Level.  Generating the bubble is a Full Combat Action.  The 
  character does have options.  The character can modify the size, 
  shape, and SP of the bubble.  A character can decrease the SP and 
  weight limit to make a platform disc for carrying something, or 
  increase the SP and create a shield by decreasing size and weight 
  limit.  The formula is: 2 Square Meters = 5 SP = 100kg 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Invisible Girl and DC’s Green Lantern) 
   
  HEALING: 
  With this power a character can heal damage for a number of 
  points equal to their PRIME stat. They can use this power on 
  themselves or any other living creature, and spread the points from 
  a heal out as needed. They can do this a number of times per day 
  equal to their Power Tier Level x 3. Using the power is a full 
  action, during which time the character can do nothing else in the 
  round except a move at half MA. However once "charged" the 
  character can hold the "charge” of healing energy for a number of 
  rounds equal to his Cool, and release it as a Quick Combat action, 
  or direct it as a blast to hit someone a distance away equal to their 
  Tier level x 2 in meters. Using the healing charge in such a manner 
  only bestows half the number of points healed. If the character is 
  forced to make a stun save for any reason (such as taking damage) 
  and fails, the stored healing charge is lost and wasted. They can 
  exceed or boost their healing limit by actually spending their own 
  health at a ratio of 1 point of personal health for 5 points of healing 
  (a character cannot use this aspect of the power on themselves). 
   
  Upon reaching the 10th Tier of this power level, a character may 
  attempt to raise someone from death. Doing so requires that the 
  user has performed no healing that day, to bring someone back 
  expends all uses of a power per day for a number of days equal to 
  the amount of days the target has been dead. This use of the power 
  can be used in concert with other characters with the same power, 
  allowing them to add their powers together, expending them 
  equally for a target who has been dead longer than the spell would 
  allow. If more than ten users of this power work together, the ratio 
  changes to weeks instead of days.  Use of the power in this fashion 
  instantly costs the character using it and the target it effects 1d6 
  points of humanity.  Target must agree to come back. 
   
   
  Optional Weakness – Life Trade: With this weakness, a 
  character takes half the damage he heals in others, literally 
  taking the pain himself.  This weakness drops the power cost 
  by 75%. 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Healer of the Morlocks) 
   
   
   
   
   
   
   
   
   
   
  
   
  20
  ILLUSION: 
  This power allows the character to create an illusion.  For every 
  Tier the illusion becomes harder to differentiate from reality, 
  providing a –2 per Tier to a visual check by anyone attempting to 
  interact with the illusion, at Tier 2 the illusion can also create 
  sound, at Tier 4 it can create smell, at level 6 it can create touch at 
  Tier 8 it creates taste.  Each Tier also increases the illusions 
  maximum size at a rate equal to the characters Prime Stat + their 
  Skill (Paint/draw/ Disguise/ perform, or Persuasion, chosen at 
  character Generation) x their Tier level in centimeters, changing to 
  Meters at Tier 3, and Kilometers at Tier 8.  By sacrificing one or 
  more aspects of the illusion (sight, sound, touch, smell, taste), the 
  size of the illusion will change by a ratio of x5. 
   
  Optional Weakness – One Theme Power: With this weakness, 
  the character may only cast an illusion adhering to a theme. Such 
  as targets worst fear, or their most sought after prize, or their 
  greatest love, or buildings, or something as simple as themselves.  
  Taking this weakness drops the PP cost of this power by half. 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Mirage of the New Mutants) 
   
  MASS MANIPULATION: 
  With this power a character may increase or decrease their own 
  weight.  For every Tier of this power purchased, the character may 
  increase or decrease their weight a number of kilograms equal to 
  their Prime Stat (or BOD) multiplied by the tier level per round. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Harry Leland of the Hellfire Club) 
   
  MAGNETIC CONTROL: 
  With this power the character can move and shape ferrous metals.  
  For every Tier of this power the character can control a number of 
  kilograms of ferrous metal equal to the characters Prime Stat (INT, 
  EMP, or COOL only) multiplied by his current Tier Level.  Items 
  under his control can be lifted or thrown (at a rate per round equal 
  to his Tier + Prime Stat in meters) or shaped.  Shaping metal into 
  anything other than basic shapes requires the Sculpture skill.  
  Throwing a metallic object as an attack is done as a Brawl/Melee 
  attack, however the character uses his Prime Stat instead of his 
  REF.  If the metallic object is embedded in another substance, then 
  the character can attempt to rip it free, for every Tier of power the 
  character can ignore 10 points of SP or SDP to do so.  For an extra 
  50 points, this power will even allow the character to target metal 
  through shielding, such as the iron in a characters blood, doing so 
  requires a Full Combat Action and is an attack mae with the Prime 
  Stat and a new skill that automatically generates called Magnetic 
  Surgery (which can also be used for first aid rolls), the character 
  may choose to do 1d6 damage per Tier of internal organ damage, 
  this ignores any armor the character may be wearing (unless it 
  specifically protects against the effects of magnetism, such as 
  being shielded against EMP).  The power has a range equal to the 
  Prime Stat multiplied by the Tier in meters.  At 4th Tier the amount 
  in Kilograms a character may manipulate Is doubled, and at 8th 
  Tier, it is Tripled. 
   
  Optional Weakness – Interference: The character interferes with 
  any electronic device they touch.  No electronic device will work 
  for the character.  Digital watches, computers, video games, radios, 
  phones, cybernetics, any electronics the character touches will 
  become useless for as long as the character remains in physical 
  contact.  This weakness reduces the cost of this power 10%. 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Magneto, and DC’s Doctor Polaris) 
   
  MULTIPLICITY: 
  This power allows the user to make duplicates of themselves.  For 
  every Tier of this power bought the character can have 1 duplicate 
  active.  The duplicate is exact to the character at the time of 
  duplication, including their clothing and gear (Non-meta or magic 
  items only).  Any wounds the duplicate suffers will not effect the 
  Character until he reabsorbs the duplicate, at which point the 
  characters suffers 1 point of damage for every 10 points the 
  duplicate took.  If the Duplicate dies, the character immediately 
  takes 1d10 damage and must make a stun save at –1 for every 
  Duplicate that has been killed within 24 hours.  Bringing forth (and 
  reabsorbing) a duplicate is a Full Combat Action.  Duplicates 
  themselves can bring forth more Duplicates, though these would 
  still count against the Characters max limit of duplicates..  There is 
  no time limit for the duplicate, and they can be re-absorbed 
  immediately no matter where they are.  Only with GM approval 
  can this power be upgraded in the following ways.  1. By spending 
  3 Power Points, upon re-absorption, the user will gain the 
  memories of the duplicates last 24 hours.  2. By spending 2 Power 
  Points, the amount of duplicates a character can have active at a 
  time doubles. 
   
  Optional Weakness – Unique Duplicates: With this weakness, 
  the duplicates have their own personalities, distinct from the 
  character.  The personalities will be exactly the same at the time of 
  duplication, but the longer the duplicate exists, the more 
  independent he will come, possibly even refusing to rejoin with the 
  character.  For every day the duplicate exists, he gains a +1 to a 
  Resist Torture roll that he can use to oppose a characters 
  Intimidation or Persuasion to rejoin (the duplicate cannot use Luck 
  on this roll).  If this weakness is taken then the character must 
  Touch a duplicate to re-absorb him.  This weakness gives a 25% 
  power cost reduction. 
   
  Optional Weakness – Temporal Duplicates: By taking this 
  weakness, the duplicates a character manifests are actually the 
  character themselves, from moments in there own future.  If one of 
  these duplicates dies, then the player rolls 2d6.  The result is how 
  many months the character has left to live.  Roll 3D10 to determine 
  exact day of the month.  Taking this weakness reduces the power 
  cost by 50% 
   
  (Popular examples of Characters with this Power include DC’s 
  Triplicate Girl of the Legion OF Superheroes) 
   
  NATURAL ARMOR (Major): 
  For every Tier of this power a character purchases, they gain 10 SP 
  of Natural Hard Armor. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Juggernaut and DC’s Etrigan) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  21
  PRECIPITATION MANIPULATION: 
  With this power a character holds dominion over the levels of 
  precipitation in the air.  Depending on the temperature, theyan 
  make it rain, snow, sleet, hail or end any of the aforementioned 
  precipitation effects.  Unless they are in an area absolutely devoid 
  of humidity (such as space) they may increase or decrease the level 
  of precipitation.  For every Tier of this power the range of their 
  powers effect increases by their COOL + Tier Level x 10 in 
  meters.  With in this range, a character can move the level of 
  precipitation one category in either direction equal to their COOL 
  per round.  Using this power requires a Normal Combat Action, 
  and the duration will last for 1d6+ Tier Level in rounds from the 
  last precipitation shift before the weather begins returning to 
  normal at a rate equal to the Cool+Tier level in minutes. 
  PRECIPITATION INCREMENT CHART 
  Clear 
  Drizzle 
  / Flurry 
  Light 
  Precip. 
  Medium 
  Precip. 
  Heavy 
  Precip. 
  Downpour/ 
  Blizzard 
  Deluge/ 
  Whiteout 
   
  Optional Weakness – None: 
   
  (Tip: Use this power with Elemental Domination: Wind, 
  Temperature Manipulation, and Energy Emission to gain 
  complete mastery over the weather.) 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Storm of the X-men and Rainmaker of Wildstorms Gen-13) 
   
  ROT: 
  This power allows the character to instantly decay any matter they 
  comes in contact with.  The character must choose to be able to 
  effect organic or inorganic matter at character creation.  For every 
  Tier of this power the character can effect 5lbs. of matter every 
  round.  Metal rusts, Stone crumbles, wood rots, flesh decays.  For 
  double the cost, this power disintegrates anything, organic or 
  inorganic. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Wither of the New X-Men) 
  SIZE ALTERATION: 
  Every Tier of this power bought allows the character to grow or 
  shrink (must be chosen at character generation) 1 increment size 
  (according to Interlock Unlimited core rules size chart), however 
  this power extends into the micro- and macro-scopic ranges 
  beyond what is listed in the chart, though following the same 
  progression.  Spending an additional 20 points will allow the 
  character to choose both, but growing and shrinking must be 
  bought separately, although if the character decides beforehand the 
  10 increment or less limits, he may move up and down that scale 
  for the price of one (such as if he chose to limit his growth/shrink 
  from tiny to giant).  Shrinking and growing bestow the effects 
  listed on the chart, however for 25 points, when shrinking they 
  may retain their normal strength down to Tiny size, reducing it by 
  10% for every increment after that.  It takes one round per 
  increment to increase or decrease in size, though spending an 
  additional 20 points will change the time limit to a Normal Combat 
  Action per Increment. 
   
  Optional Weakness – Set Size: With this weakness a character 
  may only grow or shrink to one certain size chosen at character 
  generation.  The size may be any size the character could achieve 
  in one round, but he may not deviate from that.  Taking this 
  weakness reduces the cost of this power by half. 
   
  (Popular examples of Characters with this Power include Giant 
  Man and Wasp of Marvel’s Avengers and DC’s Atom of the 
  Justice League) 
   
   
  SUPER BEAUTY: 
  This power increases the physical Beauty of the character as 
  though the ATTR was increased, affecting all bonuses to 
  interpersonal skills.  However the actual ATTR Stat does not 
  increase for the purposes of skill resolution and saves.  
  Additionally, each Tier grants a +1 bonus to all interpersonal 
  resolution checks, and forces a Cool save at a –1 per Tier for any 
  creature with EMP Stat who wishes to attack or do them harm. 
   
  Tier Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Beauty Multiplier 
  1.5 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include the Greek 
  Goddess Aphrodite and Marvel’s Starfox) 
   
  SUPER CHARISMA: 
  This power increases the Humanity of the character as though the 
  EMP was increased, affecting the characters total Humanity 
  Score..   However the actual EMP Stat does not increase for the 
  purposes of skill resolution and saves.  Additionally, each Tier 
  grants a +1 bonus to all interpersonal resolution checks, and forces 
  a Cool save at a –1 per Tier for any creature with EMP Stat who 
  wishes to attack or do them harm. 
   
  Tier Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Charisma Multiplier 
  1.5 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Jenny 
  Sparks of Wildstorms Authority) 
   
  SUPER COORDINATION:  
  This power increases the Hand Eye Coordination of the character 
  as though the REF was increased, affecting the number of skills 
  points (ala character generation with one caveat, REF based skills 
  cost normal amount, non-REF based skill cost 3 points for every 
  level below ten on the requisite stat) a character receives.  
  However the actual REF stat does not increase for the purposes of 
  skill resolution and saves.   
   
  Tier Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Coordination 
  Multiplier 
  1.5 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
   
  Optional Weakness – none: 
   
  (Popular examples of Characters with this Power include DC’s 
  Deathstroke and Midnighter of Wildstorms Authority) 
   
  SUPER DEXTERITY: 
  This power increases the Manual Dexterity and Technical Ability 
  of the character as though the TECH was increased, affecting the 
  number of skills points (ala character generation with one caveat, 
  TECH based skills cost normal amount, non-Tech based skill cost 
  3 points for every level below ten on the requisite stat) a character 
  receives.  However the actual TECH stat does not increase for the 
  purposes of skill resolution and saves.  Additionally, for every Tier 
  of this power taken the character can perform one extra non-
  combat action per round. 
   
  Tier Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Dexterity Multiplier 
  1.5 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include DC’s 
  Max Mercury) 
   
   
   
  
   
  22
  SUPER HEALTH: 
  Every Tier of this power adds one box to each wound category.  
  This also has the effect of raising the number of points of damage 
  able to be taken in a single attack before a limb is considered 
  disabled or destroyed/severed by 3 points each every Tier. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include EC 
  Comic’s The Tick and Majestic of Wildstorm) 
   
  SUPER IQ: 
  This power increases the IQ of the character as though the INT was 
  increased, effecting the number of skills points (ala character 
  generation with one caveat, INT based skills cost normal amount, 
  none intelligence based skill cost 3 points for every level below 10 
  on the requisite Stat) a character receives.  However the actual INT 
  stat does not increase for the purposes of skill resolution and saves. 
   
  Tier Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  IQ Multiplier 
  1.5 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Thinker and DC’s Braniac 5 of the Legion of Superheroes) 
   
  SUPER LUCK: 
  This power increases the amount of Luck points a character has to 
  spend as though the LUCK was increased..  However the actual 
  LUCK Stat does not increase for the purposes of skill resolution 
  and saves or the amount of Power Points a character receives. A 
  maximum of the character actual Luck stat + the Tier Level of the 
  power can be spent on each use.  Exception: If character chooses to 
  expend all his luck points for the day on a single action, the result 
  is not only successful, but results in the best possible outcome.  
   
  Tier Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Luck Multiplier 
  1.5 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Domino of X-Force) 
   
  SUPER SPEED: 
  This power increases the Speed of the character as though the MA 
  was increased, effecting their Run, Leap, and Swimming Speeds.  
  However the actual MA Stat does not increase for the purposes of 
  skill resolution and saves. 
   
  Tier Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Speed Multiplier 
  1.5 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
   
  Optional Weakness – Super Metabolism: Character must 
  consume a number of kg of food equal to their tier level per hour 
  or immediately begin suffering starvation effects at an advanced 
  rate changing stagees by hour instead of by day. 
   
  (Popular examples of Characters with this Power include DC’s 
  Flash and Impulse and Marvel’s Quicksilver) 
   
   
   
   
   
   
   
   
   
   
   
  SUPER STRENGTH: 
  This power increases the STR of the character as though the BOD 
  was increased, effecting Lifting Capacity, STR bonus to damage, 
  and BTM.  However the actual BOD Stat does not increase for the 
  purposes of skill resolution and saves. 
   
  Tier Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  Strength Multiplier 
  1.5 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include DC’s 
  Superman and Marvels Incredible Hulk) 
   
  SUPER WILL: 
  This power increases the Willpower of the character as though the 
  COOL was increased, for the purposes of all Saves (except Death) 
  regardless of Stat.  However the actual COOL Stat does not 
  increase for the purposes of skill resolution. 
   
  Tier Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  WILL Multiplier 
  1.5 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include DC’s 
  Lobo) 
   
  TEMPERATURE MANIPULATION: 
  Every Tier of this power allows the character to change the 
  temperature in an area equal to the characters Tier Level + Prime 
  Stat at a range of 10 degrees per round per tier level.  Using this 
  power is a Normal Combat Action. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Pyro and DC’s Killer Frost) 
   
  VEGETATION MANIPULATION: 
  With this power a character may control any vegetation in the area, 
  even seeds and spores. For every tier of this power bought a 
  character can make any plant within range grow (or move in the 
  case of vines and branches) at a rate of 1 meter x tier level per 
  round.  The range of this power begins with touch, and becomes 
  field around the character equal to Tier Level + Prime Stat (usually 
  Empathy) per round till the 5th Tier, at which point the range 
  doubles every tier.  Providing the plant is strong enough a 
  character can have it use its branches to lift objects and make 
  attacks.   A plants STR bonus will be equal to its SDP.  A plant can 
  only make Brawl/Melee attacks and will do so at the level of the 
  Charcter (If the character has a Martial Art the plant will have a 
  Brawl/Melee equal).  Commanding a plant to take any action  
  including grow requires a Normal Combat Ation, however if they 
  have this power AND Plant Affinity at equal levels, the plant will 
  follow commands but act on its own whereby it can attack or 
  move.  Any action a plant takes on its own takes up the full round 
  and if the plant is removed form the characters effective range, all 
  effects cease.)   
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include DC’s 
  Swamp Thing and Poison Ivy) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  23
  DEMI-GOD TIERS 
  Its possible for powers to increase after Tier Ten, at this point the powers take on Demi-God Status, and each tier level past 10 ads a decimal 
  point to the effect of the power.  In other words, a power like Super Speed becomes multiplied by 100 instead of 10.   Die effects become 
  increase as normal, but gain 2 die increments each level.  Touch attacks become Range attacks as under the energy emission rule.  
   
  Some powers are only available at the Demi-God Level.  The Tiers for Demi-God Level Powers are: 
  Tier Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  PP Cost 
  10 
  20 
  30 
  40 
  50 
  60 
  70 
  80 
  90 
  100 
  Total PP Cost  (DemiGod Tier) 
  10 
  20 
  40 
  70 
  110 
  160 
  220 
  290 
  370 
  460 
  Total PP (Standard Tier) 
  56 
  67 
  79 
  92 
  106 
  121 
  137 
  154 
  172 
  191 
   
   MATTER DOMINATION: 
  For every Tier of his power, a character may transmute the matter 
  of one object with a weight equal to the characters Prime Stat 
  (INT, EMP, or COOL only) x the Tier level divided by 2.  At 4rth 
  Tier they no longer divide by 2, and at 8TH tier they double.  By re-
  arranging the molecules of an object they may turn it into anything 
  else, such as turning water into wine, wood into gold, cement into 
  jelly.  A character cannot transmute non-organic material into 
  living matter.  Not can they create mechanical objects, though they 
  can create the individual pieces of a mechanical object and later 
  assemble them. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s 
  Molecule Man and DC’s Firestorm) 
  TIME MANIPULATION: 
  At the 1st tier of this power a character can move forwards or 
  backwards in time 1 round per level of Prime Stat or INT.  At the 
  2nd tier this becomes minutes.  At the 3rd tier it becomes hours, at 
  the 4th tier it becomes days, at the 5th Tier it becomes an weeks, at 
  the 6th tier it becomes months, at the 7th Tier it becomes a months, 
  8th Tier years, 9th Tier a decades, and at 10th tier it becomes 
  centuries.   
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include DC’s 
  Metron and Waverider) 
   
   
  CELESTIAL TIERS 
  Beyond Demigod Levels there are the Celestial Levels, where yet another decimal is added.  Die effects such as for damage become multiplied 
  by 100.  Some powers are only available at the Celestial Level.  The Tiers for Celesitial Level Powers are” 
  Tier Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  PP Cost 
  100 
  200 
  300 
  400 
  500 
  600 
  700 
  800 
  900 
  1000 
  Total PP Cost (Celestial Tier) 
  100 
  200 
  400 
  700 
  1100 
  1600 
  2200 
  2900 
  3700 
  4600 
  Total PP Cost  (DemiGod Tier) 
  560 
  670 
  790 
  920 
  1060 
  1210 
  1370 
  1540 
  1720 
  1910 
  Total PP (Standard Tier) 
  211 
  232 
  254 
  277 
  301 
  326 
  354 
  381 
  409 
  438 
   
  REALITY MANIPULATION: 
  This Celestial level power allows a character to literally manipulate the laws of space and time.  For every Tier of this power, the character can 
  alter reality to his will at a range equal to the total PP cost in meters.  Range doubles at 4th Tier, and Triples at 7th.  At 10th Tier the character can 
  manipulate reality across the entire solar system. 
   
  Optional Weakness – None: 
   
  (Popular examples of Characters with this Power include Marvel’s Beyonder and Franklin Richards ) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  24
  WEAKNESSES 
   
  WEAKNESSES. These are side effects of a characters powers, some are merely superficial, other scan be quite vicious. Weaknesses 
  reduce the cost of power points, or may grant extra power points.  In some cases a character may choose at character generation how 
  many powers a specific standard weakness apply too, in this circumstance the weakness only reduces the Power Cost to that specific 
  power.  If the character chooses to have a Standard Weakness affect all his powers, he may reduce the listed cost of his PP total, 
  however some Standard powers only effect powers of a certain type.  There is no limit to the number of weaknesses a character may 
  take.   Regardless of how low the Power Point cost is taken due to Weaknesses, Every power must cost a minimum of 1-point. 
   
  ACTIVATED POWERS HAVE TIME LIMITS: Once 
  activated a characters ability to use their powers is limited to a 
  specific amount of time.  For a 5-point reduction to the characters 
  total power cost the time limit is equal to their BOD or Prime Stat 
  in hours. Dropping the time limit to minutes ups the PP cost 
  reduction to 25%.  Dropping the time limit to rounds reduces the 
  total PP cost by 50%. 
   
  ACTIVATION OF POWERS IS REQUIRED: The characters 
  power is not on all the time, some magic word, device, piece of 
  technology, or circumstance, must be activated before their powers 
  manifest. Their powers are not inherent, and can be stripped away 
  by removing them from the item or situation that grants them. 
   
  The 1st level of this power is the broadest, like Juggernaut 
  touching the ruby of Cyttorak, or Superman gaining his 
  powers from our Yellow sun. The powers may be 
  removed by eliminating exposure to the item or situation, 
  but doing so is very difficult.  This reduces the cost of any 
  or all powers that have this weakness by 5% 
   
  The 2nd level of this Weakness means the power is simple 
  to activate, or comes from a situation, chemical or device 
  that is common or a character can replicate themselves , 
  Like Donald Blake striking his cane on the ground to 
  become Thor, Bruce Banner getting angry, Werewolf By 
  Night only being able to use his powers at night, Billy 
  Batson saying Shazam, Elongated Man having to drink 
  Gingold, or Jesse Quick visualizing the speed-formula: 
  3x2(9YZ)4A. This reduces the cost of any or all powers 
  that have this weakness by 10%. 
   
  The 3rd level of this Weakness means the power comes 
  directly from an item, such a green lanterns ring, or Iron 
  Mans armor. Separate the item from the user and they are 
  powerless, furthermore, anyone else who gains control of 
  the item now possesses that power.  This reduces the cost 
  of any or all powers that have this weakness by 25%. 
   
  ACTIVATION OF POWERS REDUCES A STAT – With this 
  Weakness the activation of the characters power reduces one of his 
  stats.  The stat must be chosen at Character Generation from INT, 
  REF, COOL, BOD, MA, or EMP.  The character may choose more 
  than 1 stat, each additional stat chosen adds 10% to the total Power 
  Cost Reduction.  This weakness only works with powers that must 
  be activated and that raise a different Stat (or Stat-like effects such 
  as Super Strength or Super Speed). 
   
  At the 1st level of this Weakness the Stat drops to 8, The 
  Power Point cost reduction is 10% 
  At the 2nd level of this Weakness the Stat drops to 5.  The 
  PP cost reduction is 25% 
  At the 3rd level of this Weakness the Stat drops to 2, much 
  like the classic HULK SMASH. The PP cost reduction 
  becomes 50% 
   
   
   
   
  CHARACTER IS DISABLED – By taking this weakness the 
  character becomes permanently disabled, they may choose to 
  either lose a sense (Vision, Hearing, Speaking) or a Stat drops to 
  1D2 (chosen from MA, BOD, REF, or INT).  This Weakness 
  reduces the total Power Point cost by 50%.  
   
  CHARACTER MAY ONLY ACTIVATE ONE POWER AT A 
  TIME – This weakness only effects characters with 3 or more 
  separate powers, and reduces the total PP cost by 25%. 
   
  DANGEROUS EXPOSURE - The characters power makes them 
  dangerous to be around.  Maybe they give off radiation, or their 
  touch burns, or possibly they breath a poison gas. Regardless they 
  are denied physical or intimate contact, as it might hurt or even kill 
  those they care about. This weakness Should be in some way 
  related to the characters power, and will not only prevent him from 
  touching people, but he will take a -1 penalty to any empathy 
  based saves due to his feelings of isolation.  
   
  For a 5 point power cost reduction the danger could be 
  controlled or contained, such as Cyclops and his ruby 
  quartz glasses, 
   
  For a power point reduction of 20% the danger is harder 
  to control, but by wearing a special bodysuit the character 
  can at least know basic human contact, like Rogues 
  powers, 
   
  For a PP reduction of 50% points there is no means to 
  control the danger, anyone getting within 5 feet of the 
  character will suffer ill effects (usually 1d6 damage from 
  some manifestation of their power) anyone touching them 
  may die (x3 damage) 
   
  DISFIGUREMENT - The characters power has altered them 
  physically.   If their powers must be activated, then they must 
  choose whether this Weakness effects them while their powers are 
  either activated or deactivated.  If they choose both, add +5% 
  reduction to their power cost. 
   
  Taking the 1st level of this Weakness means they are 
  slightly scarred or have suffered a minor physical 
  mutation, and take a -2 to their ATTR.  This reduces the 
  total power costs by 3 points 
   
  At the 2nd level of this Weakness the disfigurement is 
  much more severe, they look like a freak, they loose -5 
  points to ATTR (to a min of ATTR 1) and are at an 
  additional - 2 to all social skills when meeting or 
  addressing new people. This reduces the total cost of 
  powers by 10 points 
   
  At the third level of this power the character is hideously 
  deformed, like a mutant burn victim with skeletal 
  elephantitus, or a Brundlefly... ATTR drops to 1, and they 
  are at a -5 to all social skills, the character makes babies 
  cry, and anyone with a cool below 5 stomach who looks 
  at the character for the first time has a 25% chance of 
  vomiting. This reduces the total power cost by 20 points 
   
  
   
  25
  POWER CANNOT BE TURNED OFF – This weakness only 
  applies to touch or ranged powers that have a detrimental effect to 
  others.  Taking this weakness gives an automatic 50% PP cost 
  reduction to the specific power.  A power that cannot be shut off 
  cannot be controlled, and will harm friend, foe, and innocent 
  bystander alike. 
   
  POWER IS HARD TO CONTROL- Every time the character 
  uses or manifests their power, they must make a -1 cool save, 
  failure indicates a roll on the fumble chart. The standard level of 
  this Weakness reduces the PP cost of the power by 5 points.  This 
  Weakness only effects powers that require a skill to use.  For a 
  10% reduction to power cost the save becomes –3, and for 25% 
  power cost reduction the save becomes negative –5.  
   
  POWER REQUIRES OUTSIDE SOURCE TO RECHARGE: 
  With this weakness a character must manually recharge their 
  powers from an outside source.  For a power cost reduction of 5 
  points this outside source is readily available (such as the sun, 
  water, electricity, sound, or kinetic energy).  For a 50% reduction it 
  is something rarer, such as a mystic power battery, or immersion 
  into a sacred pool.  Taking this weakness replaces any natural 
  regeneration of Power Use or Duration effects that center on the 
  character. 
   
  SECRET IDENTITY IS NOT SO SECRET - The characters 
  true identity is public knowledge, this weakness simply reduces the 
  total point cost for all powers by 5 points, but can have detrimental 
  effects.  Their REP instantly goes to 10, people everywhere 
  recognize them, they have a wikipedia page with their full name, 
  address, and the names of their friends and relatives listed, and 
  they are plastered all over tabloids. On the other hand, they may 
  get free stuff out of it, like endorsement deals, and have women 
  waiting in line for them. 
   
   
   
   
   
   
   
   
   
   
   
   
  SPECIFIC VULNERABILITY - The character has a specific 
  vulnerability to something, Characters can take multiple 
  weaknesses, at different point values. The base weakness is merely 
  that anything made of, or coated with that vulnerability, can bypass 
  any Meta-Defenses,  
   
  At the 1st Level of this weakness it is something rare, like 
  magic to Superman, This reduces the cost of any or all 
  powers that have this weakness by 5 points. 
   
  At the 2nd level of this weakness it is something common, 
  like Mon-El to lead.  This reduces the cost of any or all 
  powers that have this weakness by 10%  
   
  At the 3rd level it is something everywhere, like Sentinel 
  to wood or the Green Lantern Corps to the color Yellow. 
  This reduces the cost of any or all powers that have this 
  weakness by 25% 
   
  For an additional 5% reduction to the PP cost the 
  vulnerability itself is detrimental to the character, like 
  Kryptonite to Superman.  Removing their powers or 
  making them sick (BOD, COOL, MA and REF Stats drop 
  50%).  
   
  Increasing the cost reduction to 50% makes the 
  vulnerability fatal to the character  doing an automatic 1 
  point of damage to the character per round of exposure. 
   
  The character may also determine the level of exposure 
  required to affect their character.  
   
  For a 10-point reduction in power cost it has to 
  be in physical contact with the character or the 
  manifestation of their power,  
   
  For a 25-point reduction in PP cost the 
  vulnerability must be with a number of meters 
  equal to their BOD.  Direct Physical contact 
  causes 2 points of damage per round. 
   
   For a 50-point reduction in PP cost, the 
  vulnerability must be within a number of meters 
  equal to x2 BOD.  At half this distance the 
  character takes 2 points of damage per round, 
  and direct physical contact causes 3 points of 
  damage per round.  
   
   
   
   
   
  AFTERTHOUGHTS 
   
  A bit of last minute advice:  A superhero RPG should be all about creativity, particularly when it comes to powers.  If players want to 
  modify a power to better suit their needs, the GM should always consider this.  If the players wishes to modify a power in a way that 
  makes it more powerful feel free to set limiters, either by a higher point cost, or narrowing the powers scope or imposing an 
  appropriate weakness.  If the player wants to limit and specify the scope of a power, by all means work with them, and perhaps allow 
  them to get a discount on the PP cost, or give them a few Extra PP for limiting themselves in the name of creativity.  Not a single one of 
  these powers are etched in stone, nor are we foolish enough to think we could have covered any and every possibility with superpowers.  
  What we HAVE done is provide a guide by example of how to define and balance any power you do think up. 
   
   
   
   
   
   
   
   
  
   
  26
  (Created and written by Deric Bernier, Cameron Jacobs, and Brandon Fleming, all images by Deric Bernier,) 
   
  For more of the best Interlock Unlimited goodness available, go to 
   
   
  http://datafortress2020.110mb.com/ 
  To e-mail the author: 
  droc@mc2k.com 
   
  
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