Plasma Control Superpower Guide
Plasma Control Superpower Guide
This is a list with powers and a short description from the Ultimate Powers Book,
I decided not to explain powers that speak for themselves because otherwise I could
just as well copy the entire book. Any questions that remain can by e-mailed to me.
E-Mail adress: [email protected]
The numbers behind the power catagory is the number thrown when creating a new
character(1d100). (The other numbers are in another tabel, I know it's not the
easiest but
it saved me a lot of time.)
Illusory powers:(30-31)
Animate Image: generate a 3-dimensional image from a flat image
he must see the image to make it react real to its surroundings
Illusion-Casting: The real thing. Illusions that appear solid and can
even be recorded and detected by machinery, still he must be
able to see the target area. The illusions can immitate any power.
The illusion-caster also gains ligth emmision and generation
at -2CS and can duplicate other visual powers at -2CS
(hypnotism for instance)
Illusory Invisibility
Illusory Duplication: perfect duplicates of the caster.
Magic:(36-40)
Enchantment: imbue an item with spells which then releases it at a specific
moment
Energy Source: not a real power, the character can perform magic while in
contact
with his energy source
Internal Limbo: Targets can resist by using Strength agility or a travel
power and the mage
must make a agility FEAT to capture a moving target. He can only draw
in targets
smaller or equal than himself. The limbo functions as a +6CS emotion
control.
An example is Warlocks soul gem.
Magic Control: manipulate, magnify/reduce or negate magic
Magic Creation: invest beings with new magical powers.
Magic Domination: a form of Mind Control to force other Mages to cast magic
the way
the holder of this power wants it.
Magic Transferral: Transfer Magical Power to a person in contact (or at -
1CS / 10feet distance)
The mages own rank drops by the transfered amount. A Green Reason FEAT
means the duration is 100* the combined reason of target and mage,
yellow means
10000* and red means permanent.
Magic Vampirism: Drain magical powers from objects or drain living Magic
from a living being
(see Vampirism)
Power Simulation: Magical version of a normal power. (roll again)
Reality Alteration: reshape time, choose one of the following:
Alter Future: up to power rank in turn, the harder the higher the
feat
Alter Present: create some sort of pocket-dimension with a number
of
people equal to his rank. Green feat for small alterations,
etc.
Duration, green reason feat gives 2 hours * reason rank,
yellow=
1 day*reason rank, red=10 days* reason rank (permanent at
judge
discretion)
Spirit Vampirism: Drain Intuition and Psyche to increase Str, End, Psy and
powers (see Vampirism)
Sympathetic Magic: (Voodoo magic) Powers work through some sort of Effigy,
sticking pins
in it hurts the character.
Warding: Create wards that have up to rank number of power rank intensity
powers to go
of when certain conditions are met.
Matter Control:(41-47)
Bonding: Bonding on molecular level, first turn Fe and +1cs each turn until
power rank is reached
Collection: Collect matter from your sorrounding for instance salt from the
sea, this can also
affect phasing or ethereal targets if the user remains concentrating.
Crystallization: to affect a moving target agility FEAT, victims may resist
as normal. Target
(living or non-living) is transformed in gem-like substance with power-
rank material
strength for 1 min/power rank. If a living being is shattered he
remains crystallized
until he is somehow reassembled
Diminution
Disruption: Material strength determines FEAT, living targets may resist as
enrgy attack
Enlargement
Geoforce: locate earth-related things, create vulcanous, earthquakes etc.
Matter Animation: alter flow of raw material air, liquid or solid
Machine Animation: vs. machines 'Psyche' which is zero when non-sentient,
machine can move
at rank -2cs
Micro Environment: in a close sphere around the hero there's fresh air,
normal temp. etc.
this protects against acid rain, extreme temp. gasses etc.
Molding: shape solid material
Weather Control
Zombie Animation: physical abilities at -3cs power rank, mental abilities
are zero, health as power rank
up to psyche rank zombies can be controled, they are immune to psionics
or mental
powers, disease, poisons, pheremones, hard radiation and sonics.
Matter Conversion:(48-53)
Coloration: change colors, this power can equal -2cs shadowcasting,
shadowshaping, heat emission
, force-field vs. heat
Combustion: spontaneous combustion in 1-10 turns, power rank damage
Disintegration: see disruption
Elemental Conversion:convert matter into specific element, each pound
created costs 1 health.
converting a living being results in the being placed in stasis, if
only
part is conversed, use your imagination what happens further, probably
a kill result
Ionization: target emits electricity at -1cs power rank, effects are as -
2cs disintegration, -2cs heat
or become temporarily ethereal
Molecular Conversion: same as elemental conversion but this power can be
used to form compounds
in stead of just 1 element.
Matter Creation:(54-57)
Artifact Creation: create desired objects out of nothing, each pound costs
1 health, the character
must have detailed knowledge of the designs he wants to create.
Elemental Creation: Same as Conversion except the elemant is created out of
nothing.
This gives nearly unlimited possibilities.
Lifeform Creation: maximum number of ounces equal to power rank number. A
green reason feat
gives a lifetime of 100*reason, yellow gives 10.000*, red is permanent.
The hero
must have detailed knowledge of the organism to create.
Mechanical Creation: create machines, duration as above
Missile Creation: stunning of power rank or combined with other powers the
player has like
power begation/control or induced teleportation.
Molecular Creation: same as conversion except agian out of nothing.
Spray: Fb damage and visibility -2cs, combined with other powers for
instance freeze cloud
when the character also has cold emission.
Webcasting: power rank strength upon hardening, can also be combined for
instance with spirit
storage to capture disembodied spirits.
Mental Enhancement:(58-71)
Clairaudience: hear distant sounds, -1cs resistance vs. sonics
Clairvoyance: see distant sigths
Communicate w.Animals
Communicate w.Cybernetics
Communicate w.Non-living
Communicate w.Plants
Cosmic Awareness: automatically detect CL1000 or better ability, +1cs
attacks by detecting weak
spots, discover information about things in the entire universe, when
used more than
5 times make a secret reason feat vs. going insane temporarily
Danger Sense: warn up to power rank second before attack, it can replace
intuition, fighting for
blocking, agility for dodging, strength for escaping. Minimun rank id
intuition.
Dreamtravel: the hero can enter the dreams of another person and observe or
even interact
with it. Physical Abilities and other powers are all on this
power rank.
Empathy: detect surface emotions or send empathic messages
Free Spirit: the character can survive the death of his physical body and
live outside of it,
he can share bonds with another host body (or posses it with the
possesion power),
physical powers he posseses are then given to the bonded person.
Hallucinations:Illusions directly inside a persons mind
Hyper-Intelligence:add this power rank to Intuition or reason
Hyper Invention: reason increased for invention purposes
Incarnation Awareness: the hero can contact his previous incarnations and
ask
them to perform deeds that will help him later on. This requires a FEAT
with
a -1CS penalty for each generation of incarnation.
Iron Will: this power absorbs up to a total of power rank damage, if it is
released half of the
damage is suffered for real. The hero can control when to release.
Linguistics
Mental Duplication: duplicate a targets brain inside a part of your own
brain to for instance
learn secrets. The captured brain can try to take over on a psyche -3cs
roll
Mental Invisibility
Mental Probe
Mind Blast: power rank damage and psyche feat vs. intesity or KO for 1-10
rounds.
Mind Drain: reduce reason and intuition by power rank, if at sh-0 loss is
permanent. Target
may resist with Psyche FEAT, if succesfull the target is immune for 24
hours, but
if a second feat fails the victims psyche is also reduced by 1cs for 24
hours,
Postcognition: see in the past for a number of weeks equal to power rank
number, a green FEAT
gives impressions, yellow gives general information and red gives
information that ven
the subject may not have been aware of.
Precognition: the functioning of this power is ebtirely up to the judge
Psionic Vampirism: drain reason, intuition and mental powers, see
vampirism.
Remote Sensing: enhance the range of any sense
Sensory Link: see/hear etc. through another being.
Serial Immortality: when the character dies he is reborn either as baby,
new complete body, premade
clone, recently deceased other being or even a living being (psyche
feat to resist).
Speechthrowing
Telekinesis: power rank is equivalent to strength
Telelocation
Telepathy: communicate on a mind-to-mind basis, unwilling targets require a
power feat vs. psyche.
Total Memory: total recall
Physical Enhancement:(72-85)
Armor Skin: permanently altered skin (plates, leather, inorganic) gives
body armor
Body Resistance: body armor without apparent changes
Chemical Touch: -Hallucinogenic: Fighting and Int drop -3cs
-Bioluminesence: light generation
-Napalm Grip: create fire on contact
-Boom Boxing: combustion on contact
Digestive Adaption: the character can digest anything and has +4CS
resistance to poisons
Hyper-Speed: perform tasks at rank times as fast
Hypnotic Voice
Lung Adaptability: breathe gas or liquid even poisons
Pheremones: aerosol version of hypnotic control, the target must be able to
smell and taste
Regeneration: the character heals power rank/10 points of health per combat
round
Self-Revival: a new body grows from the largest remaining piece when the
character is dead
Self-Sustenance: survive without air, water or food
Stealth: substract rank from those tacking him (Mn tracking vs. Ex stealth
is decreased to Ty tracking)
Suspended Animation
True Invulnerability: damage is reduced by the number of power ranks, so
excellent damage on
one with Gd True Invulnerability would do only Fe damage (since the
difference is 1 rank)
Vocal Control: duplicate any sound or voice
Waterbreathing
Water Freedom: no negative effects under water. When above water Strenght
and End +2cs and
agility -2cs
Power Control:(86-88)
Control: -Manipulation: change directions by a green feat, alter effects by
a yellow feat, completely
alter a power by a red feat. -Magnification/Reduction: increase or
decrease by this power
rank. -Negation: negate at a succesfull feat. Undesirect control can be
dodged
Power Creation: create up to power rank power at -3cs (not on himself)
duration is 1 day times the
creators reason on a green feat, yellow gives 10 days times reason and
red gives permanently.
Power Domination: some sort of domination the character can control the use
of powers, it's a feat
of power rank vs. psyche.
Power Duplication: this is the only power a charcter can have, he
duplicates any one power at a time
at his own power rank, a green feat enables him to store the knowledge
of the power
for future use, otherwise he must be within 10 feet of the power used.
The other powers
rolled when the character was created are powers which he previously
encountered.
Energy Source: the hero draws his power from an outside source. (you may
roll another power)
Energy Source Creation: the character can create objects that can hold
powers and that are released
on special circumstances. The item for instance can act as another
characters power source.
Power Focus: channel all his power ranks and ability ranks in 1 ability or
power burst. They are all
totalled together in one massive outburst, afterwards all ranks drop to
Feeble. This
power rank number is the nuber of points the character can regain each
turn.
Power Gestalt: a power created when two characters touch
Nemesis: replaces all other powers. In 2 round the characters can devellop
a counter-power
vs. his adversary or up to a +1cs version of the adversery's own power.
The nemesis
power can cope with only 1 person at a time
Power Transferral: transfer a part of your powers to another
Power Vampirism: drain powers as vampirism
Residual Absorbtion: duplicate a power by absorbing left-over traces. green
feat gives a duration of
reason x 100 turns, yellow: reason x 10.000 turns, red: permanent
Selection: only one of the characters powers can be used at a time (roll
another power)
Weakness Creation: bestow a character with a weakness with a duration of 10
turns x reason when
a green feat is made, 1000 x when yellow, 10.000 x when red
Self-Alteration:(89-92)
Age Shift: alter apparent age
Alter Ego
Anatomical Separation: limbs, head etc. can operate independently
Animal Transformation
Animal Mimicry: duplicate natural abilities
Blending
Body Adaption: survive in hostile environment by changes ones body, for
example higher gravity
would increase someones strength.
Body Transformation: change elemental nature of his own body, this includes
changing into liquid
or gas.
Body Coating: this coating prohibits the use of any powers but also
protects the hero vs. any harm
until the coating is destroyed.
Chemical Mimicry: only chamical alteration of his body, no visual changes
Energy Body: body consists of one type of energy
Energy Sheath: an energy sheath surrounds the characters body and as with
body coating
damage to the sheathdoes not result in damage to the body only when the
sheath
is destroyed, it takes a red feat to restore the sheath
Evolution: evolve in a caveman (increase FASE, decrease RIP) or giant brain
(decrease FASE increase
RIP). Caveman has Ty tracking, brain has Ty telekinesis and True Flight
Imitation: change form (gain outward powers)
Invisibility
Physical Gestalt: two normal person form into one superhuman
Plant Mimicry: change into plantform (form does not change much). This can
have varies effects:
-Photosynthesis: no need of food, -Fragrance: summon insects, -Rooting:
immovability,
-Poison touch
Prehensile Hair: no. of actions and strength and agil. of the hair are
given in the following table:
RANK # actions Str/Agil. adjustment
Fe 1 -2cs
Pr 1 -1cs
Ty 1 none
Gd 2 none
Ex 2 +1cs
Rm 3 +1cs
In 3 +2cs
Am 4 +2cs
Mn 5 +3cs
Un 6 +3cs
X 8 +4cs
Y 10 +4cs
Z 12 +5cs
CL1000 20 +5cs
CL3000 30 +6cs
CL5000 40 +7cs
If the power is somehow nullified characters agility and movement -4cs
Self Duplication: create exact duplicates of the character possibly with
permanent duration
or different powers at creation.
Phasing
Shapeshifting: change in any form, animate or not
Spirit Gestalt: join with a spirit being to become a superhuman, ancestral
spirits, demonic or divine etc.
Travel:(93-00)
Astral Body
Carrier Wave: propel the characters body by use of energy (magnetism,
sound, light etc.)
Dimension Travel
Energy Path: the hero is transformed into a specific type of energy and can
travel at
power rank speed along currents of that energy
Floating Disc
Gateway: travel to any point in space ,time or dimension. Location requires
a green feat, time a yellow
feat and dimensions a red feat.
Gliding: Top speed is Sh-X
Hyper-Digging
Hyper-Leaping
Hyper Running
Hyper-Swimming
Levitation
Rocket: flight by means of a rocket-like exhaust.
Skywalk: walk along an invisible path created by the hero only usable by
him.
Spider Climb
Teleport Self
Teleport Other
Telereformation: disintegrates the characters body and transports the
lifeforce to the new location
where the body is build up from available material. At a limitation of
-1cs the
character can recreate his original body when he returns to the site
where it was
destroyed.
Timetravel: up to power rank number times 1000 years in the past, times 10
years in the future.
Troubleseeker: character is unwillingly transported to a site where a
person is in need of help, he must
remain within 10 areas of the spot where help is needed. The character
can transport
up to 1 pound per rank number in matter (including maybe unwilling
persons).
True Flight
Water Walking
Whirlwind: transport by creating small whirlwinds.