Powers

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When you create your own hero, your character’s rank tells you how many power sets and powers you can pick.

For example, a 5th-rank character can access up to 5 powers from up to 2 different power sets.

If a character doesn’t use a power set, they can pick an extra power instead.

For example, if a 5th-rank character only picks powers from one power set instead of two, they can pick 6 powers instead of 5.

### This Is Just the Start

We don’t have enough space in this book to include every available power set, much less every one of the thousands of Marvel characters. Because of that, we chose to focus on the powers and power sets of the characters whose profiles are listed in the back of this book. We plan to include many more power sets and character profiles in the *Core Rulebook.*

In the meantime, please make the best use you can out of the powers and power sets in this chapter. If you can’t find the kinds of powers you want for the characters you want to make, rest assured that we’re working on developing as many of them as we can.

## POWER SETS

Powers come grouped in related sets. The number of power sets a character can use depends on their rank.

The powers described in this chapter are listed alphabetically to make them easy to reference. However, when creating a character, you probably want to look at them by what power sets they fall under. To make that simple for you, the power sets are listed here, before the descriptions of the powers.

Note that some powers appear in more than one power set.

Each power set has two things listed with it. They are:

* Origins: If the character has this power set, we recommend they use one of these origins. You can still use any power set with any other origin, but you should come up with an explanation for how such a rare thing happened.
* Effects: The basic bonuses that come with this power set.

### Battlesuit

*The character has a special suit of powered armor.*

**Origins:** High Tech, Magic

**Effect:** The character’s Agility, Might, Resilience, and Logic score caps increase by 3. They add the greater of their Agility or Logic to their Ranged Damage with the battlesuit.

Powers selected through the Battlesuit power set only function while the character is wearing a functional battlesuit. Because of this, the character gains an additional trait for free.

### Blades

*The character is an expert with bladed weapons.*

**Origins:** Mutant, Special Training

**Effect:** The character’s Might and Agility score caps increase by 6. They also gain a blade or a set of claws, as they prefer. They can add the greater of their Might or Agility to their Fight Damage with blades.

If the character does not select the Extreme Appearance trait, their claws (if they have them) are assumed to be retractable or otherwise hidden.

### Cybernetics

*The character has been made stronger, faster, better by bionic augmentation.*

**Origin:** Alien, High Tech

**Effect:** The character’s Resilience and Logic score caps increase by 6. They can add the greater of their Agility or Logic to their Ranged Damage with Cybernetics powers.

If the character does not select the Extreme Appearance trait, their cybernetics are assumed to be unnoticeable without a medical examination.

### Firearms

*The character turns shooting guns into an art.*

**Origins:** High Tech, Magic, Special Training

**Effect:** The character’s Agility and Vigilance score caps increase by 6, and they add the greater of their Agility or Vigilance to their Ranged Damage with Firearms powers.

They also gain a pair of handguns.

**Note:** Few Marvel heroes use guns, as they generally don’t want to kill anyone. However, many of their enemies may have this power set.

### Energy Control

*The character can manipulate visual light to blind, conceal, and damage.*

**Origins:** Alien, High Tech, Magic, Mutant, Weird Science

**Effect:** The character’s Agility and Ego score caps increase by 6, and they add the greater of their Agility or Ego to their Ranged Damage with Energy Control powers.

### Martial Arts

*The character is a master of the martial arts.*

**Origins:** Special Training, Weird Science

**Effect:** The character’s Might, Agility, Vigilance, and Ego score caps increase by 3, and they add the greater of their Might or Agility to their Fight Damage with martial arts powers.

### Plasticity

*The character’s body can be stretched, shaped, and twisted in impossible ways.*

**Origins:** Alien, Mutant, Weird Science

**Effect:** The character’s Agility and Resilience score caps increase by 6, and they add the greater of their Might or Agility to their Fight Damage with Plasticity powers.

### Shield Bearer

*The character uses a shield in combat.*

**Origins:** High Tech, Special Training

**Effect:** The character’s Might score cap increases by 6, and their Agility and Resilience score caps increase by 3. They also add their Might to their Fight Damage with Shield Bearer powers.

### Spider-Powers

*The character has powers associated with spiders.*

**Origins:** Weird Science: Spiders

**Effect:** The character’s Agility and Vigilance score caps increase by 6. If the character selects the Extreme Appearance trait, they take on a monstrous spider-like form.

Many powers in this set feature webbing that can paralyze a target. To break free from webbing, the target (or someone helping them) must succeed at a Might check vs. TN 22. A target can also use its reaction to attempt this immediately after being paralyzed.

### Super-Strength

*The character has phenomenal strength.*

**Origins:** Alien, God, High Tech, Magic, Mutant, Weird Science

**Effect:** The character’s Might cap increases by 12. Treat them as one Size bigger for picking up, carrying, and throwing things.

### Tactical Mastery

*The character is a battlefield mastermind.*

**Origins:** High Tech, Magic, Special Training

**Effect:** The character’s Ego and Logic score caps increase by 6, and they add their Logic to their Ranged Damage with Tactical Mastery powers.

### Weather Control

*The character can control the weather itself.*

**Origins:** God, High Tech, Magic, Mutant, Weird Science

**Effect:** The character’s Resilience and Ego score caps increase by 6, and they add their Ego to their Ranged Damage with Weather Control powers. Also, they are immune to weather effects that are not direct attacks.

## UTILITY POWERS

Powers that don’t have a listed power set are called utility powers. These don’t count against the number of power sets a character can pick from. Any character with powers can select and use them freely. They include:

* Additional Limb
* Camouflage
* Environmental Protection
* Fastball Special
* Flight 1*(Rank 10)*
* Flight 2 *(Flight 1, Rank 15)*
* Healing Factor
* Heightened Senses
* Inspiration
* Ram
* Sturdy
* Thermal Vision
* Tough
* Wisecracker

## POWERS

Powers are described with the following facts:

* **Power Set:** The power set the power belongs to.
* **Prerequisites:** A list of any powers, traits, rank, or anything else (beyond the power set) the character must have to be able to use this power.
* **Action:** The kind of action the character must spend to use this power.
* **Trigger:** If this power uses a reaction, this describes what could trigger the reaction.
* **Duration:** How long the power lasts.
* **Cost:** If there’s a cost to the power (often in Focus), it’s listed here.
* **Range:** If there’s a range to the power, it’s listed here.
* **Effect:** What the power does.

Power durations come in five standard types:

* **1 round:** The power’s effects last for one full round (until the character’s next turn begins).
* **Instant:** The power takes effect immediately. The effects it causes are permanent.
* **Maintained:** Once activated, the power remains active for as long as the character maintains it. Maintaining a power requires the character to expend an action at the start of their turn. Unless otherwise stated, this is done with an easy action, but some powers require a movement or standard action instead. A character cannot maintain multiple uses of the same power—unless the power explicitly permits it.
* **Permanent:** The power is always active. Permanent powers often have indirect effects, like enabling the character to take actions they otherwise could not take or improving their ability scores or other powers.
* **Sustained:** Once activated, the power remains active until deactivated. A sustained power automatically deactivates if the character becomes unconscious or stunned. The character can also voluntarily deactivate the power with an easy action. A character cannot sustain multiple uses of the same power at the same time—unless the power explicitly permits it.

Note that powers inherently break the rules. They’re exceptions to the normal state of things. If the regular rules and the rules for a power contradict each other, follow the rules for the power.

**Note:** The powers listed here are only a sampling of what will be available in the *Core Rulebook*.

### Picking Powers

A character with more than 1 power set can gain 1 extra power by reducing the number of power sets they have access to by 1.

For example, if the character has 3 power sets, they can gain 2 extra powers by choosing only 1 power set to focus on.

A character who wants to take a power from a power set they don’t have can do so with the Surprising Power trait. They still have to fulfill any other prerequisites.

### Spending Focus

Some powers require or permit a character to voluntarily spend Focus. A character cannot spend more Focus at once than twice their rank. Also they cannot voluntarily spend an amount of Focus that would bring them to 0 Focus or less.

### Numbered Powers

Some powers are followed by a number, like Mighty 1. That’s because you can upgrade that power to Mighty 2, Mighty 3, and so on.

Higher-numbered powers replace the lower-numbered versions entirely. In other words, they and their effects do not stack.

## THE POWERS LIST

This list shows the powers grouped by power set, and it includes their prerequisites (if any) in parentheses.

### Blades

 **Vicious Slash** | **Slice and Dice**(Vicious Slash, Rank 5)

### Energy Control

 **Illumination** | **Flare**(Illumination, Rank 5)
 **Holographic Illusion**(Illumination, Rank 5)

### Firearms

 **Double Tap** | **Stopping Power**(Double Tap, Rank 5)

### Plasticity

 **Flexible Bones 1** | **Reverse Punch**(Flexible Bones 1, Rank 5)
 **Slip Free** | **Bounce Back**(Flexible Bones 1, Slip Free, Rank 5)

### Shield Bearer

 **Hurled Shield Block**(Sheild 1, Rank 5)
 **Shield Deflection** | **Hurled Shield Deflection**(Shield Deflection, Rank 5)

### Tactical Mastery

 **Keep Moving** | **Hit the Dirt**(Keep Moving, Rank 5)
 **On Your Feet**(Keep Moving, Rank 5)

### Weather Control

 **Group Flight**(Flight 1 (Utility), Rank 5)

## POWER DESCRIPTIONS

### Additional Limb

*The character has an extra limb that can grab objects and strike foes.*

**Power Set:** None

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** The character has an additional prehensile appendage (like a tail) or a symmetrical pair of them (like arms) that can be used to lift objects, use tools, or otherwise take actions that normally require the use of a hand. This grants them an edge in Fight checks and can be taken multiple times.

### Advance

*The character can advance their allies on the battlefield.*

**Power Set:** Tactical Mastery

**Prerequisites:** Rally on Me, Scatter, Rank 15

**Action:** Reaction

**Trigger:** The character (or an ally in line of sight) stuns or defeats an enemy.

**Duration:** 1 round

**Cost:** 10 Focus

**Effect:** Any allies in earshot can be affected, up to a number equal to the character’s Ego defense. Each affected ally stands up (if prone), moves up to full Speed toward the enemy that triggered the reaction, and then falls prone.

### Always Ready

*The character is prepared to fight.*

**Power Set:** Martial Arts

**Prerequisites:** Do This All Day, Rank 10

**Action:** None

**Duration:** Permanent

**Effect:** The character gains one additional reaction per round, only to activate a Martial Arts power. The character cannot use their regular reaction in response to the same trigger.

### Anti-Dazzle Optics

*When confronted by flashbangs and flares, the character’s eyes or lenses polarize.*

**Power Set:** Battlesuit, Cybernetics

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** The character cannot be blinded/dazzled by excessive light.

### Armor 1

*The character has some protection.*

**Power Set:** Battlesuit, Cybernetics

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** The character has 10 Damage Reduction vs Health damage. For a battlesuit, this reflects the suit’s armor. For cybernetics, the protection can be layered over the skin or laced underneath.

### Armor 2

*The character is protected as if by steel.*

**Power Set:** Battlesuit, Cybernetics

**Prerequisites:** Armor 1, Rank 10

**Action:** None

**Duration:** Permanent

**Effect:** The character has 20 Damage Reduction vs. Health damage.

### Armor 3

*The character’s skin is protected like a tank.*

**Power Set:** Battlesuit, Cybernetics

**Prerequisites:** Armor 2, Rank 15

**Action:** None

**Duration:** Permanent

**Effect:** The character has 30 Damage Reduction vs. Health damage.

### Armor 4

*The character’s skin is protected like a battleship.*

**Power Set:** Battlesuit, Cybernetics

**Prerequisites:** Armor 3, Rank 20

**Action:** None

**Duration:** Permanent

**Effect:** The character has 40 Damage Reduction vs. Health damage.

### Attack Stance

*The character enters an aggressive attack stance, ready to strike in any direction.*

**Power Set:** Martial Arts

**Prerequisites:** None

**Action:** Easy

**Duration:** Maintained

**Effect:** The character adds +1 physical (bashing) damage per rank to successful Fight attacks.

### Augmented Intelligence

*The character’s mind is cybernetically enhanced.*

**Power Set:** Cybernetics

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** The character’s Logic score cap increases by 6. They also have edge on Logic checks not used for combat, and they gain a permanent +2 bonus to their Logic defense.

### Augmented Reflexes

*The character’s reaction time is cybernetically enhanced.*

**Power Set:** Cybernetics

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** The character’s Agility score cap increases by 6. They also have an edge on initiative rolls, and they gain a permanent +2 bonus to their Agility defense.

### Banging Heads

*The character takes two nearby enemies and slams them into each other.*

**Power Set:** Martial Arts, Super-Strength

**Prerequisites:** None

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character makes one Fight attack and compares it to the Agility defenses of two enemies within reach. If the attack fails against either foe, it fails entirely. If the attack is a success against both foes, each enemy takes Fight Health (bashing) damage. If the attack is a fantastic success, each enemy is also knocked prone.

### Battle Plan

*The character always has a plan.*

**Power Set:** Tactical Mastery

**Prerequisites:** Inspiration, Rank 5

**Action:** Standard

**Duration:** 1 round

**Effect:** The character inspires one or more allies of their choice in earshot, up to the character’s rank. Inspired allies gain an edge on all action checks until the start of the character’s next turn.

### Blow Away

*The character can pluck a foe into the air with a blast of wind.*

**Power Set:** Weather Control

**Prerequisites:** Blow Back, Rank 20

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character makes an Ego vs. Agility/Might attack against a target. If the attack succeeds, the target is knocked in any direction—including straight up into the sky—up to 5 feet times the character’s rank. If the attack is a fantastic success, the target also takes Ranged Damage (bashing) from flying debris.

### Blow Back

*The character can knock back a foe with a blast of wind.*

**Power Set:** Weather Control

**Prerequisites:** Blow Down, Rank 10

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character makes an Ego vs. Agility/Might attack against a target. If the attack succeeds, the target is knocked back up to 5 feet times the character’s rank. If the attack is a fantastic success, the target also takes Ranged Damage (bashing) from flying debris.

### Blow Down

*The character can knock down a foe with a blast of wind.*

**Power Set:** Weather Control

**Prerequisites:** None

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character makes an Ego vs. Agility/Might attack against a target. If the attack succeeds, the target is knocked prone. If the attack is a fantastic success, the target also takes Ranged Damage (bashing) from flying debris.

### Body Sheet

*The character can flatten themselves like a sheet.*

**Power Set:** Plasticity

**Prerequisites:** Flexible Bones 2, Extended Reach 2, Rank 15

**Action:** Standard or reaction

**Trigger:** The character falls or is the target of an attack.

**Duration:** Sustained

**Effect:** The character gains 40 Damage Reduction vs. bashing and piercing damage, but they cannot make attacks. They gain a glide Speed equal to double their running Speed.

### Body Sphere

*The character can form their body into a protective sphere.*

**Power Set:** Plasticity

**Prerequisites:** Body Sheet, Rank 15

**Action:** Standard or reaction

**Trigger:** The character or an ally is the target of an attack.

**Duration:** Sustained

**Effect:** The character forms their body into a sphere, protecting the ally (or allies). Those inside the sphere effectively gain 40 Damage Reduction vs. piercing and bashing damage but cannot move until the character releases them.

Alternatively, if the attacker is within the character’s reach, the character can make an Agility vs. Agility action check against the attacker. On a success, the character envelops the attacker, grabbing them. On a fantastic success, the character closes the sphere enough to pin the attacker too.

### Both Guns Blazing

*With a gun in each hand, the character blazes away at their foes.*

**Power Set:** Firearms

**Prerequisites:** None

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character splits their attack to make two ranged attacks at an enemy, or one ranged attack each at two different enemies. If an attack is a success, the enemy takes ½ Ranged Health (piercing) Damage. If an attack is a fantastic success, the character can make a bonus attack with the same effect at the same target or any other target. This can be repeated until one of the attacks fails.

### Bounce Back

*The character bounces back from even the hardest falls.*

**Power Set:** Plasticity

**Prerequisites:** Flexible Bones, Slip Free, Rank 5

**Action:** Reaction

**Trigger:** The character takes damage from a fall or is knocked prone.

**Duration:** Instant

**Effect:** The fall doesn’t damage the character. If they are prone, they stand up. If they like, they can jump with a Jump Speed of 25.

### Brace for Impact

*The character mentally toughens themselves for a fight.*

**Power Set:** Martial Arts, Shield Bearer

**Prerequisites:** Do This All Day, Rank 5

**Action:** Reaction

**Trigger:** An enemy deals physical damage to the character.

**Duration:** Instant

**Cost:** 1 or more Focus

**Effect:** For every point of Focus spent, the character can ignore one point of Health damage dealt by the attack.

### Bullet Time

*Time seems to slow down for the character, making it easy to dodge enemy attacks.*

**Power Set:** Firearms

**Prerequisites:** None

**Action:** Reaction

**Trigger:** An enemy makes an attack against the character’s Agility defense.

**Duration:** Instant

**Effect:** The enemy has trouble on the attack.

### Camouflage

*The character can blend into the background to avoid detection.*

**Power Set:** None

**Prerequisites:** None

**Action:** Easy

**Duration:** Sustained

**Effect:** The character has an edge on Agility (stealth) checks and enemies have trouble on Vigilance (perception) checks against them.

### Chain Strikes

*The character unleashes a hail of strikes.*

**Power Set:** Martial Arts

**Prerequisites:** Fast Strikes, Rank 5

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character makes a Fight attack with an edge. If the attack is a success, the enemy takes Fight physical (bashing) damage. If the attack is a fantastic success, the character can also make an additional Chain Strike.

### Change of Plans

*The character thinks of a better way.*

**Power Set:** Tactical Mastery

**Prerequisites:** Inspiration, Rank 5

**Action:** Reaction

**Trigger:** An ally has trouble on an action check.

**Duration:** 1 round

**Effect:** The ally gains an edge on that action check.

### Clobber

*The character pummels their foe with enough force to knock them flat.*

**Power Set:** Super-Strength

**Prerequisites:** None

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character makes a Fight attack against an enemy. If the attack is a success, the enemy takes Fight physical (bashing) damage. If the attack is a fantastic success, the enemy takes double damage and is knocked prone.

### Coiling Crush

*The character wraps around a target and crushes it.*

**Power Set:** Plasticity

**Prerequisites:** Extended Reach 1, Reverse Punch, Rank 10

**Action:** Reaction

**Trigger:** The character grabs an enemy.

**Duration:** Maintained

**Effect:** The character makes an Agility (contortion) vs. Agility attack. On a success, the enemy is paralyzed. On a fantastic success, the enemy also takes Fight physical (bashing) damage. During the character’s subsequent turns, they can spend their movement action to continue the effect and deal Fight physical (bashing) damage to the enemy.

During its turn, the paralyzed enemy can make a Might check against the character’s Might. If they succeed, they break free.

### Combat Support

*The character gives a friend a hand.*

**Power Set:** Tactical Mastery

**Prerequisites:** Change of Plans, Rank 10

**Action:** Standard

**Duration:** 1 round

**Effect:** The character chooses an ally in earshot. If the ally makes an action check before the start of the character’s next turn, the ally automatically rolls a 1 on its Marvel die, and that die cannot be affected by trouble.

### Control Fog

*The character can create or dispel a thick fog.*

**Power Set:** Weather Control

**Prerequisites:** None

**Action:** Standard

**Duration:** Sustained

**Effect:** The character creates a thick fog for up to 100 yards per rank around them that blocks all line of sight beyond 50 feet. They can also dispel any fog in a similar area.

### Control Weather 1

*The character can make it rain.*

**Power Set:** Weather Control

**Prerequisites:** None

**Action:** Standard

**Duration:** Maintained

**Effect:** It starts to rain in an area up a mile across per the character’s rank, centered on the character. All ranges are cut in half. Movement is not affected.

### Control Weather 2

*The character can make it storm.*

**Power Set:** Weather Control

**Prerequisites:** Control Weather 1, Rank 10

**Action:** Standard

**Duration:** Maintained

**Effect:** It starts to storm in an area roughly two miles across, centered on the character. All ranges and all Speeds are cut in half.

### Control Weather 3

*The character creates a thunderstorm.*

**Power Set:** Weather Control

**Prerequisites:** Control Weather 2, Rank 15

**Action:** Standard

**Duration:** Sustained

**Effect:** It starts to thunderstorm in an area roughly three miles across, centered on the character. All ranges and all Speeds are cut in half.

If the character also has the Lightning Strike power, they can use it as an easy action while this power is active.

### Control Weather 4

*The character generates a hurricane.*

**Power Set:** Weather Control

**Prerequisites:** Control Weather 3, Rank 20

**Action:** Standard

**Duration:** Sustained

**Effect:** It starts to storm in an area up to five miles across per the character’s rank, centered on the character. All ranges and all Speeds are cut to one quarter normal, and flying is impossible.

If the character also has the Lightning Barrage power, they can use it as an easy action while this power is active.

### Counterstrike Technique

*The character counters an enemy’s strike with one of their own.*

**Power Set:** Martial Arts

**Prerequisites:** Attack Stance, Rank 5

**Action:** Reaction

**Trigger:** While Attack Stance is active, a Fight attack against the character does damage.

**Duration:** Instant

**Effect:** Deal half the character’s Fight physical (bashing) damage to the attacker.

### Covering Fire

*The character covers an ally’s attack—with lead.*

**Power Set:** Firearms

**Prerequisites:** Return Fire, Rank 10

**Action:** Reaction

**Trigger:** An ally within the character’s line of sight begins its turn.

**Duration:** Instant

**Effect:** The character makes an Agility (ranged) vs. Ego attack at an enemy. If the attack is a success, the enemy takes ½ Ranged Focus (piercing) damage. If it’s a fantastic success, the enemy takes full Ranged Focus (piercing damage).

Apply any damage reduction normally. If the enemy suffers any actual Focus damage, it is stunned. If the attack is a fantastic success, it also drops prone.

### Crushing Grip

*The character seizes an enemy and squeezes hard.*

**Power Set:** Martial Arts, Super-Strength

**Prerequisites:** Rank 5

**Action:** Reaction

**Trigger:** The character grabs (or is grabbing) an enemy.

**Duration:** Maintained

**Effect:** The character makes a Might vs. Resilience attack. If it’s a success, the enemy takes Fight physical (bashing) damage and is pinned. This power can be maintained with a standard action, automatically inflicting the same amount of damage.

### Dance of Death

*The character spins about, shooting every enemy around them.*

**Power Set:** Firearms

**Prerequisites:** Slow-Motion Shoot Dodge, Rank 10

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character makes an Agility check and compares that against the Agility defense of every enemy within 50 feet (and line of sight). Any enemy the attack succeeds against takes ½ Ranged Health (piercing) damage. If the attack is a fantastic success, the enemy takes full damage instead and is stunned for 1 round.

### Dazzle

*The character blasts a blinding light into the face of their foe.*

**Power Set:** Energy Control

**Prerequisites:** Illumination, Energy Beam, Rank 5

**Action:** Standard (attack)

**Duration:** Instant

**Range:** 100

**Effect:** The character makes a Ranged attack against an enemy in line of sight. If the attack is a success, the enemy is blinded/dazzled until the start of the character’s next turn. If the attack is a fantastic success, it also inflicts Ranged physical (energy) damage.

### Defense Stance

*The character enters a fluid defensive stance, hands poised to parry and counterattack.*

**Power Set:** Martial Arts

**Prerequisites:** None

**Action:** Easy

**Duration:** Maintained

**Effect:** Any fight attacks made against the character have trouble until they are successfully attacked in this combat.

### Do This All Day

*The character draws on their inner strength to heal themselves.*

**Power Set:** Martial Arts, Shield Bearer

**Prerequisites:** None

**Action:** Easy

**Duration:** Instant

**Cost:** 1 or more Focus

**Effect:** The character heals 2 points of Health for every point of Focus they spend.

### Double Tap

*To be twice as sure.*

**Power Set:** Firearms

**Prerequisites:** None

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character makes a Ranged attack against an enemy within 10 feet. If the attack is a success, the enemy takes Ranged physical (piercing) damage. If the attack is a fantastic success, the enemy takes double damage.

### Effect Resistance

*The character is resistant to a particular subtype of damage.*

**Power Set:** Battlesuit

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** When picking this power, pick one subtype of damage. Anytime the character suffers damage of that subtype, reduce the damage by half after applying any damage resistance.

**Note:** This power can be chosen multiple times to affect different damage subtypes.

### Energy Absorption

**Power Set:** Energy Control

**Prerequisites:** Rank 10

**Action:** None

**Duration:** Instant

**Effect:** The character can take any energy damage done to them (before applying any Damage Resistance), ignore it, and add that number to their Focus. In this way, they can increase their Focus past their maximum Focus. When spending this absorbed energy Focus, there are no limits. They can spend all of it at once and can even add their own Focus, subject to the regular limits.

Once the combat is over, any extra Focus over the character’s standard Focus score fades away.

### Energy Beam

*A beam of concentrated energy shoots from the character’s eyes or hands.*

**Power Set:** Energy Control

**Prerequisites:** None

**Action:** Standard (attack)

**Duration:** Instant

**Range:** 100

**Effect:** The character makes a ranged attack against an enemy in line of sight. If the attack is a success, it inflicts Ranged physical (energy) damage. If the attack is a fantastic success, the enemy is also blinded/dazzled until the end of the attacker’s next turn.

### Energy Blast

*The character blasts a foe with concentrated energy.*

**Power Set:** Energy Control

**Prerequisites:** Energy Wave, Rank 10

**Action:** Standard (attack)

**Duration:** Instant

**Range:** 100

**Cost:** 10 or more Focus

**Effect:** The character makes a ranged attack with an edge at an enemy in line of sight. If the attack is a success, it inflicts Ranged (physical energy) Damage, plus 1 point for every point of Focus spent. If the attack is a fantastic success, the enemy takes double that total damage and is blinded/dazzled until the start of the attacker’s next turn.

### Energy Wave

*A wave of energy blasts into the character’s foe.*

**Power Set:** Energy Control

**Prerequisites:** Energy Beam, Rank 5

**Action:** Standard (attack)

**Duration:** Instant

**Range:** 100

**Effect:** The character makes a ranged attack with an edge at an enemy in line of sight. If the attack is a success, it inflicts Ranged (physical energy) Damage. If the attack is a fantastic success, the enemy takes double that total damage and is blinded/dazzled until the start of the attacker’s next turn.

### Environmental Protection

*Environmental effects don’t bother the character.*

**Power Set:** None

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** The character is not harmed by intense cold or heat, the pressure of the deep seas, or the intense radiation and vacuum of space. (The player can choose any or all of these protections, as best fits with the character concept.)

### Extended Reach 1

*The character’s reach grows.*

**Power Set:** Battlesuit, Cybernetics, Plasticity

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** The character’s reach quadruples.

### Extended Reach 2

*The character can reach a looong way.*

**Power Set:** Battlesuit, Cybernetics, Plasticity

**Prerequisites:** Extended Reach 1, Rank 5

**Action:** None

**Duration:** Permanent

**Effect:** The character’s reach is 10 times normal.

### Fast Hands

*The character can pull the trigger faster than the eye can blink.*

**Power Set:** Firearms

**Prerequisites:** Point-Blank Parry, Rank 10

**Action:** None

**Duration:** Permanent

**Effect:** The character gains one additional reaction per round. This reaction can only be used to trigger a Firearms power. The character cannot use more than one reaction in response to the same trigger.

### Fast Slashes

*The character’s blades lash out!*

**Power Set:** Blades

**Prerequisites:** None

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character splits their attack to make two Fight attacks at an enemy, or one Fight attack at two different enemies within reach. If an attack is a success, the enemy takes ½ Fight Health (slashing) damage. If an attack is a fantastic success, the character can also make a bonus attack with the same effect at the same target or another target within reach.

### Fast Strikes

*The character unleashes a flurry of strikes.*

**Power Set:** Martial Arts

**Prerequisites:** None

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character splits their attack to make two Fight attacks against a single foe. If an attack is a success, the enemy takes ½ Fight Health (bashing) damage. If an attack is a fantastic success, the enemy takes double damage.

### Fastball Special

*Your ally tosses you straight into the heart of the battle!*

**Power Set:** None

**Prerequisites:** None

**Action:** Reaction

**Trigger:** An ally throws you.

**Duration:** Instant

**Effect:** The character makes a Fight attack at the enemy they are thrown at. If the attack is a success, the enemy takes double damage. If the attack is a fantastic success, the enemy takes triple damage.

### Flare

*The character generates a dazzling flare of light.*

**Power Set:** Energy Control

**Prerequisites:** Illumination, Rank 5

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character makes an Agility check and compares that against the Vigilance defense of every enemy within 25 feet. Each beaten enemy is blinded/dazzled until the end of the attacker’s next turn. If the attack is a fantastic success, it inflicts Ranged (physical energy) damage too.

### Flexible Bones 1

*The character’s skeleton is rubbery.*

**Power Set:** Plasticity

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** The character gains 10 Damage Reduction vs. bashing and piercing damage. They also have an edge on Agility (contortion) checks and Agility (escape) checks.

### Flexible Bones 2

*The character’s skeleton is flexible and pliable.*

**Power Set:** Plasticity

**Prerequisites:** Flexible Bones, Rank 5

**Action:** None

**Duration:** Permanent

**Effect:** The character gains 20 Damage Reduction vs. bashing and piercing damage. They also have double edge on Agility (contortion) checks and Agility (escape) checks.

### Flexible Fingers

*The character can turn their fingers and hands into whatever tool they need.*

**Power Set:** Plasticity

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** With an easy action, the character can automatically pick any lock that requires a physical key. They can shape their hands to form almost any other kind of simple tool.

### Flight 1

*The character can soar into the sky.*

**Power Set:** None

**Prerequisites:** Rank 10

**Action:** None

**Duration:** Permanent

**Effect:** The character can fly. Their combat Flight Speed is equal to their rank times their Running Speed.

### Flight 2

*The character can zoom across the sky.*

**Power Set:** None

**Prerequisites:** Flight 1, Rank 15

**Action:** None

**Duration:** Permanent

**Effect:** Outside of combat, the character can fly up to 10 times their Flight Speed.

### Flying Double Kick

*The character leaps into the air and snap kicks two enemies at once.*

**Power Set:** Martial Arts

**Prerequisites:** Leg Sweep, Rank 10

**Action:** Standard (attack)

**Duration:** Instant

**Cost:** 10 Focus

**Effect:** The character makes a Fight attack against two enemies within reach. If an attack is a success, the enemy takes Fight physical (bashing) damage. If an attack is a fantastic success, the enemy takes double damage and is knocked prone.

### Focus Fire

*The character calls out a target.*

**Power Set:** Tactical Mastery

**Prerequisites:** Battle Plan, Rank 10

**Action:** Standard

**Duration:** Maintained

**Effect:** The character calls out an enemy in line of sight and inspires one or more allies of their choice in earshot, up to the character’s rank. They gain an edge on all action checks against that enemy.

### Focused Fury

*The character channels their rage into a devastating blow.*

**Power Set:** Blades

**Prerequisites:** Slice and Dice, Rank 10

**Action:** Standard (attack)

**Duration:** Instant

**Cost:** 5 or more Focus

**Effect:** The character makes a Fight attack with an edge. If the attack succeeds, the enemy takes Fight physical (slashing) damage, plus additional damage equal to the amount paid in Focus. If the attack is a fantastic success, it does double that total damage.

### Focused Strike

*The character finds the right spot and strikes.*

**Power Set:** Martial Arts

**Prerequisites:** Chain Strikes, Rank 10

**Action:** Standard (attack)

**Duration:** Instant

**Cost:** 5 or more Focus

**Effect:** The character makes a Fight attack. If the attack is a success, the enemy takes Fight physical (bashing) damage plus physical (psychic) damage equal to Focus paid. If the attack is a fantastic success, the enemy takes double that total damage.

### Furious Slashes

*The character’s claws rip into the foe.*

**Power Set:** Blades

**Prerequisites:** Whirling Frenzy, Rank 10

**Action:** Standard (attack)

**Duration:** Instant

**Cost:** 10 or more Focus

**Effect:** The character splits their attack to make two Fight attacks at an enemy, or one Fight attack at two different enemies. If an attack is a success, the enemy takes ½ Fight Health (slashing) damage, plus half the Focus spent. If an attack is a fantastic success, the enemy takes full damage plus the full Focus spent.

### Grappling Technique

*The character snags an enemy.*

**Power Set:** Martial Arts

**Prerequisites:** None

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character makes a Fight attack. If the attack is a success, the enemy takes Fight Health (bashing) damage and is grabbed. If the attack is a fantastic success, the target is pinned too.

### Ground-Shaking Stomp

*The character smashes the ground so hard the earth trembles.*

**Power Set:** Super Strength

**Prerequisites:** Smash, Rank 10

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character makes a Might check and compares that against the Agility defense of every enemy within their reach + their rank in feet. Any character the attack succeeds against takes physical (bashing) damage equal to the character’s Might + rank and is knocked prone. If the attack is a fantastic success, the damage is doubled.

### Group Flight

*The character summons winds to carry others into the sky.*

**Power Set:** Weather Control

**Prerequisites:** Flight 1, Rank 5

**Action:** Standard

**Duration:** Maintained

**Effect:** For every rank the character has, they can hoist one ally into the air and make them fly on the wind. The combined Flight Speed of the group is half the character’s, and all affected allies must remain within 10 feet times the character’s rank. The character controls each ally’s speed and position during the character’s turn, but they can release any or all allies at any time.

### Headshot

*Ouch!*

**Power Set:** Firearms

**Prerequisites:** Stopping Power, Rank 10

**Action:** Standard (attack)

**Duration:** Instant

**Cost:** 20 Focus

**Effect:** The character makes a Ranged attack with trouble at an enemy within the weapon’s range. If the attack is a success, the enemy takes double normal damage. If the attack is a fantastic success, the enemy takes triple damage. If the enemy suffers any actual damage, they are also stunned for 1 round.

### Healing Factor

*The character heals amazingly fast.*

**Power Set:** None

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** At the end the character’s turn, they regain Health equal to their Rank. (This works outside of combat too, quickly bringing them back to full Health.)

### Heightened Senses

*The character has superior senses.*

**Power Set:** None

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** The character can sense things twice as far away as normal. They also have edge on Vigilance (perception) checks, and enemies have trouble on Agility (stealth) checks against them.

### Hit the Dirt

*The character gets their allies to take cover.*

**Power Set:** Tactical Mastery

**Prerequisites:** Keep Moving, Rank 5

**Action:** Reaction

**Trigger:** An enemy in line of sight makes an attack on an ally within earshot.

**Duration:** Instant

**Effect:** All allies within earshot can fall prone if they wish and are able to. If falling prone makes the ally an ineligible target for the initial attack, the attack automatically fails.

### Holographic Illusion

*By manipulating visual light, the character creates a realistic hologram.*

**Power Set:** Energy Control

**Prerequisites:** Illumination, Rank 5

**Action:** Standard

**Duration:** Maintained

**Effect:** The character creates a visual-only illusion anywhere in line of sight, within 100 yards. The illusion can be of anything up to three sizes larger than the character, and it can be animated to move as the character likes. They can maintain the effect as long as they remain in range and line of sight of the illusion.

If the illusion is meant to fool anyone, the character should make an Ego check. The result of that check is the TN for any character trying to disbelieve it.

### Hurled Shield Bash

*The character hurls their mighty shield at an enemy.*

**Power Set:** Shield Bearer

**Prerequisites:** Shield Bash, Rank 5

**Action:** Standard (attack)

**Duration:** Instant

**Range:** 10 times the character’s Rank

**Effect:** The character makes a Ranged attack at an enemy. If the attack is a success, the enemy takes Health (bashing) damage. If the attack is a fantastic success, the enemy takes double damage and is knocked prone. The shield then bounces back to the character.

### Hurled Shield Block

*The character hurls their mighty shield to protect an ally from an attack.*

**Power Set:** Shield Bearer

**Prerequisites:** Shield 1, Rank 5

**Action:** Reaction

**Trigger:** An enemy makes an attack against an ally’s Agility.

**Duration:** Instant

**Range:** 5 times the character’s rank

**Effect:** The ally gains Damage Reduction equal to the character’s Shield power against that attack. The shield then bounces back to the character.

### Hurled Shield Deflection

*The character hurls their mighty shield to save an ally from an attack.*

**Power Set:** Shield Bearer

**Prerequisites:** Shield Deflection, Rank 5

**Action:** Reaction

**Duration:** Instant

**Trigger:** An enemy makes an attack against an ally’s Agility.

**Range:** 5 times the character’s rank

**Effect:** The enemy has trouble on the attack. The shield then bounces back to the character.

### Illumination

*The character creates a bright light.*

**Power Set:** Energy Control

**Prerequisites:** None

**Action:** Easy

**Duration:** Maintained

**Effect:** The character illuminates one object or point in line of sight, within 100 yards, with bright light. The illumination lasts 1 round. The character can maintain the effect even if they move out of range or line of sight.

### Immovable

*Nobody pushes the character around.*

**Power Set:** Shield Bearer, Super-Strength

**Prerequisites:** None

**Action:** Reaction

**Trigger:** The character is knocked back or knocked prone.

**Duration:** Instant

**Effect:** For every point of Might Defense the character has, they can reduce knockback by 5 feet.

### Inspiration

*The character’s words inspire their allies.*

**Power Set:** None

**Prerequisites:** None

**Action:** Easy

**Duration:** 1 round

**Effect:** The character inspires an ally in earshot. The ally gains an edge on all action checks until the start of the character’s next turn.

### Jump 1

*The character can leap about like a frog.*

**Power Set:** Spider-Powers, Super-Strength

**Prerequisites:** Rank 5

**Action:** None

**Duration:** Permanent

**Effect:** The character gains the Jump movement mode with a Jump Speed equal to their Running Speed.

### Jump 2

*The character can leap around with dazzling speed.*

**Power Set:** Spider-Powers, Super-Strength

**Prerequisites:** Jump 1, Rank 10

**Action:** None

**Duration:** Permanent

**Effect:** The character’s Jump Speed is equal to their rank times their Running Speed.

### Jump 3

*The character can leap into the sky with a single bound.*

**Power Set:** Spider-Powers, Super-Strength

**Prerequisites:** Jump 2, Rank 15

**Action:** None

**Duration:** Permanent

**Effect:** Outside of combat, the character can jump up to 10 times their Jump Speed.

### Keep Moving

*The character can keep allies moving under fire.*

**Power Set:** Tactical Mastery

**Prerequisites:** None

**Action:** Reaction

**Trigger:** An ally in line of sight and earshot is demoralized or stunned.

**Duration:** Instant

**Effect:** The demoralized or stunned condition ends.

### Kill Zone

*The character guns down every target that moves through their kill zone.*

**Power Set:** Firearms

**Prerequisites:** Covering Fire, Headshot, Rank 15

**Action:** Reaction

**Trigger:** An enemy in the character’s line of sight takes its turn.

**Duration:** Instant

**Effect:** The character makes a Ranged attack at the enemy. If the attack is a success, the enemy takes normal damage. If the attack is a fantastic success, the enemy takes double damage. Either way, the character regains their reaction. Each target can only be affected by this attack by this character once per round.

### Leaping Leglock

*The character leaps into the air and snaps their legs around an enemy.*

**Power Set:** Martial Arts

**Prerequisites:** Flying Double Kick, Crushing Grip, Rank 15

**Action:** Standard (attack)

**Duration:** Instant

**Cost:** 20 Focus

**Effect:** The character makes a Fight attack against an enemy. If the attack is a success, the enemy is grabbed and dealt Fight physical (bashing) damage. If the attack is a fantastic success, the enemy takes double damage and is grabbed and stunned. Either way, both the character and the enemy are knocked prone.

### Leg Sweep

*The character knocks the enemy’s legs from under them.*

**Power Set:** Martial Arts

**Prerequisites:** Fast Strikes, Rank 5

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character makes a Fight attack. If it succeeds, the enemy takes Fight physical (bashing) damage and is knocked prone. If it’s a fantastic success, the enemy is stunned too.

### Lightning Barrage

*The character calls down a series of lightning bolts.*

**Power Set:** Weather Control

**Prerequisites:** Lightning Strike, Rank 15

**Action:** Standard

**Duration:** Instant

**Effect:** The character picks a spot within line of sight, then makes an Ego check and compares that against the Resilience defense of every enemy within 50 feet of that spot who is exposed to the elements. Any enemy the attack succeeds against takes Ranged physical (energy) damage. If the attack is a fantastic success, the enemy takes double damage.

This power also triggers the Thunder power automatically.

### Lightning Strike

*The character hauls down a bolt of lightning.*

**Power Set:** Weather Control

**Prerequisites:** Thunder, Rank 5

**Action:** Standard

**Duration:** Instant

**Effect:** The character makes a Ranged attack against a target in line of sight that is exposed to the elements. If the attack is a success, it deals Ranged physical (energy) damage to the target. If it is a fantastic success, it deals double damage.

This power also triggers the Thunder power automatically.

### Lock-On

*The character locks on to a single target.*

**Power Set:** Battlesuit, Cybernetics

**Prerequisites:** None

**Action:** Easy

**Duration:** Maintained

**Effect:** The character picks an enemy in their line of sight. They have an edge on attacks against that enemy.

### Mighty 1

*The character is superhumanly strong .*

**Power Sets:** Battlesuit, Cybernetics, Super-Strength, Spider-Powers

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** Treat the character as two Sizes bigger for picking up, carrying, and throwing things. They also gain a +5 bonus to Might ability checks other than attacks. Add +4 to their Fight Damage.

### Mighty 2

*The character could lift a bus.*

**Power Sets:** Battlesuit, Cybernetics, Super-Strength, Spider-Powers

**Prerequisites:** Mighty 1, Rank 5

**Action:** None

**Duration:** Permanent

**Effect:** Treat the character as three Sizes bigger for picking up, carrying, and throwing things. They also gain a +10 bonus to Might ability checks other than attacks. Increase their Fight Damage bonus to +7.

### Mighty 3

*The character could lift a house.*

**Power Sets:** Battlesuit, Cybernetics, Super-Strength, Spider-Powers

**Prerequisites:** Mighty 2, Rank 10

**Action:** None

**Duration:** Permanent

**Effect:** Treat the character as four Sizes bigger for picking up, carrying, and throwing things. They also gain a +15 bonus to Might ability checks other than attacks. Increase their Fight Damage bonus to +11.

### Mighty 4

*The character is among the strongest there are.*

**Power Sets:** Battlesuit, Cybernetics, Super Strength, Spider-Powers

**Prerequisites:** Mighty 3, Rank 15

**Action:** None

**Duration:** Permanent

**Effect:** Treat the character as five Sizes bigger for picking up, carrying, and throwing things. They also gain a +20 bonus to Might ability checks other than attacks. Increase their Fight Damage bonus to +14.

### Nature Sense

*The character is in tune with nature.*

**Power Set:** Weather Control

**Prerequisites:** None

**Action:** Standard

**Duration:** Instant

**Effect:** The character instantly knows the state of nature within 100 yards per rank. This includes the time and weather, the level of pollution, and the location of any substantial disruptions to the natural state of things. It also allows them to accurately predict the weather for one day per rank—assuming there are no disruptions.

### On Your Feet

*The character stands their friends on their feet.*

**Power Set:** Tactical Mastery

**Prerequisites:** Keep Moving, Rank 5

**Action:** Reaction

**Trigger:** An ally in line of sight and earshot is knocked prone.

**Duration:** Instant

**Effect:** All prone allies within earshot, who are able to, can immediately stand up for free. Allies currently unable to stand up for any reason are not affected.

### Operations Center

*The character directs their allies in combat.*

**Power Set:** Tactical Mastery

**Prerequisites:** Combat Support, Focus Fire, Rank 15

**Action:** Standard

**Duration:** Maintained

**Effect:** The character inspires one or more allies of their choice in earshot, up to the character’s rank. Affected allies gain an edge on all action checks until the start of the character’s next turn. The character can maintain this power with a movement action.

### Orchestra of Overkill

*The character conducts a symphony of shooting.*

**Power Set:** Firearms

**Prerequisites:** Dance of Death, Fast Hands, Rank 15

**Action:** Standard (attack)

**Duration:** Instant

**Cost:** 30 Focus

**Effect:** The character makes an Agility check and compares that against the Agility defense of every enemy within 50 feet. Any enemy the attack succeeds against takes Ranged physical (piercing) damage. If the attack is a fantastic success, the enemy takes double damage instead and is stunned for 1 round.

### Point-Blank Parry

*When the enemy steps in, the character lets loose.*

**Power Set:** Firearms

**Prerequisites:** Rank 5

**Action:** Reaction

**Trigger:** An enemy within 10 feet misses an attack against the character.

**Duration:** Instant

**Effect:** The character makes a ranged attack against the enemy who missed them. If the attack is a success, the enemy takes Ranged physical (piercing) damage. If the attack is a fantastic success, the enemy takes double damage.

### Quick Toss

*The character tosses a person like a toy.*

**Power Set:** Super-Strength

**Prerequisites:** Crushing Grip, Mighty 1, Rank 10

**Action:** Reaction

**Trigger:** The character grabs—or begins their turn already grabbing—a character they can throw.

**Duration:** Instant

**Effect:** The character throws the grabbed character at another target. The range is determined by the level of the character’s Mighty power and the grabbed character’s size. The character makes a ranged attack against the target. This inflicts Fight physical (bashing) damage on the thrown character, who falls prone within 5 feet of the target. If the attack is a success, the target takes Fight physical (bashing) damage too. If the attack is a fantastic success, the target is knocked prone as well.

### Rally on Me

*The character rallies their friends around them.*

**Power Set:** Tactical Mastery

**Prerequisites:** On Your Feet, Rank 10

**Action:** Standard

**Duration:** Instant

**Cost:** 10 Focus

**Effect:** Any allies in earshot can be affected, up to a number equal to the character’s rank. Each affected ally can move toward you at half Speed. If they are in the character’s line of sight at the end of this move, they regain lost Focus equal to the character’s rank.

### Ram

*The character charges into an enemy, hard.*

**Power Set:** None

**Prerequisites:** None

**Action:** Standard (attack)

##### Ramming Attacks

 **50 to 100** | None
 **100 to 150** | Trouble
 **150 to 200** | Double Trouble
 **200 or more** | Triple Trouble

**Duration:** Instant

**Effect:** The character makes a Fight attack with edge at a target that was at least 10 feet away at the start of the character’s turn. For every part of a 50-foot increment the character moved to get to the target, the attack does their Fight physical (bashing) damage (plus their Might score) and the attack becomes more challenging, as seen on the table below.

If the attack is a success, both the character and the target take the listed damage and are knocked prone. If the attack is a fantastic success, only the target is knocked prone. If the attack is a miss, no one takes damage, but the character is knocked prone. If the attack is a botch, the character sustains the damage and is knocked prone. The maximum amount of damage that can be done is twice the maximum Health of the combatant with the lowest maximum Health.

### Regain Focus

*The character takes a moment to find their center.*

**Power Set:** Martial Arts

**Prerequisites:** Unflappable Poise, Untouchable Position, Rank 15

**Action:** Standard

**Duration:** Instant

**Effect:** The character recovers Focus equal to their Ego defense.

### Reinforced Skeleton

*The character’s bones have been reinforced or replaced with a super-strong alloy or metal.*

**Power Set:** Cybernetics

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** The character has 15 Damage Reduction vs. bashing damage.

### Return Fire

*The character responds to an assault with a hail of lead.*

**Power Set:** Firearms

**Prerequisites:** Suppressive Fire, Rank 5

**Action:** Reaction

**Trigger:** An enemy declares an attack against the character.

**Duration:** Instant

**Effect:** The character makes an Agility (ranged) vs. Ego attack against the enemy. If the attack is a success, the enemy takes ½ Ranged Focus (piercing) damage. If it’s a fantastic success, the enemy takes full Ranged Focus (piercing) damage.

Apply damage reduction normally. If the enemy suffers any actual Focus damage, they are stunned, and the triggering attack automatically fails. If the Return Fire attack was a fantastic success, the enemy also drops prone.

### Reverse-Momentum Throw

*The character uses the momentum of their attacker to hurl them to the ground.*

**Power Set:** Martial Arts

**Prerequisites:** Defense Stance, Rank 5

**Action:** Reaction

**Trigger:** While Defense Stance is active, a Fight attack against the character misses.

**Duration:** Instant

**Effect:** The attacker is knocked prone and takes Fight Health (bashing) damage.

### Reverse Punch

*The character can reach past an enemy and punch them from behind.*

**Power Set:** Plasticity

**Prerequisites:** Flexible Bones 1, Rank 5

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character makes a Fight attack with an edge at an enemy. If the attack is a success, the enemy takes Fight physical (bashing) damage. If the attack is a fantastic success, the enemy takes double damage.

### Rico-Shield

*The character ricochets their shield from target to target.*

**Power Set:** Shield Bearer

**Prerequisites:** Hurled Shield Bash, Rank 10

**Action:** Standard (attack)

**Duration:** Instant

**Range:** 10 times the character’s Rank

**Effect:** The character makes a Ranged attack at a target. If the attack is a success, the target takes Fight physical (bashing) damage. If the attack is a fantastic success, the target is also knocked prone, and the character can make an extra attack against another target, adding the extra range between the two targets to the new attack roll. This can go on until an attack fails.

When the attacks are over, the shield then bounces back to the character.

### Rubberneck

*The character can lengthen and twist their neck.*

**Power Set:** Plasticity

**Prerequisites:** Flexible Bones, Extended Reach, Rank 5

**Action:** Easy

**Duration:** 1 round

**Effect:** The character can move their head away from their body, up to their reach, to establish a line of sight to a target.

### Scatter

*The character warns allies to take evasive action.*

**Power Set:** Tactical Mastery

**Prerequisites:** Hit the Dirt, Rank 10

**Action:** Reaction

**Trigger:** An enemy in line of sight declares an attack on an ally within earshot.

**Duration:** Instant

**Cost:** 10 Focus

**Effect:** Any allies in earshot can be affected, up to a number equal to the character’s rank. Each affected ally can move away from you at half Speed and then fall prone. If this makes the ally an ineligible target for the initial attack, that attack automatically fails.

### Shield 1

*The character wields a personal shield.*

**Power Set:** Shield Bearer

**Prerequisites:** None

**Action:** Easy

**Duration:** Maintained

**Effect:** The character has 10 Damage Reduction vs. Health damage dealt by any attacks against the character’s Agility defense.

### Shield 2

*The character’s shield protects them like a wall.*

**Power Set:** Shield Bearer

**Prerequisites:** Shield 1, Rank 10

**Action:** Easy

**Duration:** Maintained

**Effect:** The character has 20 Damage Reduction vs. Health damage dealt by any attacks against the character’s Agility defense.

### Shield 3

*The character’s shield protects better than a tank.*

**Power Set:** Shield Bearer

**Prerequisites:** Shield 2, Rank 15

**Action:** Easy

**Duration:** Maintained

**Effect:** The character has 30 Damage Reduction vs. Health damage dealt by any attacks against the character’s Agility defense.

### Shield 4

*The character’s shield protects like a concrete barrier.*

**Power Set:** Shield Bearer

**Prerequisites:** Shield 3, Rank 20

**Action:** Easy

**Duration:** Maintained

**Effect:** The character has 40 Damage Reduction vs. Health damage dealt by any attacks against the character’s Agility defense.

### Shield Bash

*The character bashes a foe with their shield.*

**Power Set:** Shield Bearer

**Prerequisites:** None

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character makes a Fight attack at an enemy within their reach. If the attack is a success, the enemy takes Fight physical (bashing) damage. If the attack is a fantastic success, the enemy takes double damage and is knocked prone.

### Shield Deflection

*The character uses their shield to deflect attacks.*

**Power Set:** Shield Bearer

**Prerequisites:** None

**Action:** Reaction

**Trigger:** The character is the target of an attack against their Agility defense.

**Duration:** Instant

**Effect:** The attack has trouble.

### Shield Wall

*The character stands like an impenetrable wall.*

**Power Set:** Shield Bearer

**Prerequisites:** Brace for Impact, Rank 10

**Action:** Movement

**Duration:** Maintained

**Effect:** Attacks against the character have trouble. They can maintain the effect with a movement action.

### Slashback

*Seeing the enemy off balance, the character strikes back.*

**Power Set:** Blades

**Prerequisites:** None

**Action:** Reaction

**Trigger:** An enemy makes a Fight attack against the character that fails.

**Duration:** Instant

**Effect:** The character makes a Fightt attack at the enemy who just missed them. If the attack is a success, the enemy takes Fight physical (slashing) damage. If the attack is a fantastic success, the enemy takes double damage.

### Slash and Dash

*The character charges ahead, blades out!*

**Power Set:** Blades

**Prerequisites:** None

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character makes a Fight (melee) attack with an edge at an enemy. If the attack is a success, the enemy takes Fight physical (slashing) damage, and the character can make an additional movement up to half their Speed, for free. If the attack is a fantastic success, the enemy takes double damage and is knocked prone too. If the attack is a botch, the character falls prone.

### Slice and Dice

*The character tears into the enemy with their blades.*

**Power Set:** Blades

**Prerequisites:** Vicious Slash, Rank 5

**Action:** Reaction

**Trigger:** A fantastic success on an attack using the character’s blades that deals at least 1 point of damage.

**Duration:** Instant

**Effect:** The character makes a Might (melee) vs. Resilience attack against the enemy. If the attack is a success, the enemy takes Fight physical (slashing) damage, ignoring Damage Reduction. If the attack is a fantastic success, the enemy takes double damage, ignoring Damage Reduction.

### Slip Free

*The character is impossible to restrain.*

**Power Set:** Plasticity

**Prerequisites:** None

**Action:** Reaction

**Trigger:** The character is grabbed or pinned.

**Duration:** Instant

**Effect:** The character is not grabbed or pinned.

### Slow-Motion Shoot Dodge

*The character dives sideways, guns blazing, hanging in midair for a split second.*

**Power Set:** Firearms

**Prerequisites:** Both Guns Blazing, Rank 5

**Action:** Standard (attack)

**Duration:** Instant + 1 round

**Cost:** 5 Focus.

**Effect:** The character splits their attack to make two ranged attacks at an enemy, or one ranged attack each at two different enemies. If an attack is a success, the enemy takes ½ Ranged Health (piercing) damage. If an attack is a fantastic success, the enemy takes Ranged Health (piercing) damage.

Until the character moves, is moved, or starts their next turn, all attacks against their Agility defense have trouble. When the character moves, is moved, or starts their next turn, they instantly fall prone.

### Smash

*SMASH!*

**Power Set:** Super-Strength

**Prerequisites:** Clobber, Rank 5

**Action:** Standard (attack)

**Duration:** Instant

**Cost:** 5 or more Focus

**Effect:** The character makes a Fight attack with an edge. If the attack succeeds, the enemy takes Fight physical (bashing) damage, plus additional physical (bashing) damage equal to the amount the character paid in Focus. If the attack is a fantastic success, the enemy takes double that total damage.

### Snap Shooting

*The character shoots from the hip with deadly speed.*

**Power Set:** Firearms

**Prerequisites:** None

**Action:** Standard

**Duration:** Instant

**Effect:** The character can make two Ranged attacks at one enemy, or one Ranged attack at each of two enemies. If an attack is a success, the enemy takes ½ Ranged Health (piercing) damage. If an attack is a fantastic success, the enemy takes Ranged Health (piercing) damage.

### Sniping

*The character takes aim and fires with deadly accuracy.*

**Power Set:** Firearms

**Prerequisites:** None

**Action:** Standard

**Duration:** Instant

**Effect:** The character makes a ranged attack against an enemy. If the attack is a success, the enemy takes regular damage. If the attack is a fantastic success, the enemy takes double damage.

### Spider-Dodge

*The character dodges attacks with a spider-like scuttle.*

**Power Set:** Spider-Powers

**Prerequisites:** None

**Action:** Reaction

**Trigger:** An enemy rolls to attack vs. the character’s Agility defense.

**Duration:** Instant

**Effect:** The enemy has trouble on their attack. If the attack misses, the character can leap in any direction at their Jump Speed.

### Spider-Pheromones

*The character exudes pheromones that affect those nearby.*

**Power Set:** Spider-Powers

**Prerequisites:** None

**Action:** Easy

**Duration:** Sustained

**Range:** 20 feet

**Effect:** The character has an edge on Ego (intimidation) checks against people who are not attracted to their gender. They also have an edge on Ego (persuasion) checks against people who are attracted to their gender.

### Spider-Sense

*The character has a sense of danger that tingles when threats are near.*

**Power Set:** Spider-Powers

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** The character has an edge on initiative rolls and Vigilance (perception) checks. Enemies have trouble on Agility (stealth) checks against the character’s Vigilance defense. The character also gains a permanent +2 bonus to their Agility defense.

### Spider-Strike

*The character strikes in a blur of punches, kicks, and webbing.*

**Power Set:** Spider-Powers

**Prerequisites:** None

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character splits their attack to make two Fight attacks at one enemy, or one Fight attack at two enemies. If an attack is a success, the enemy takes ½ Fight Health (bashing) damage. If an attack is a fantastic success, the enemy takes ½ Fight Health (bashing) damage and is paralyzed by webbing.

After the attacks, the character may run, jump, or climb at half Speed for free.

### Spin and Throw

*The character throws a grabbed foe to the ground.*

**Power Set:** Martial Arts

**Prerequisites:** Grappling Technique, Rank 5

**Action:** Reaction

**Trigger:** The character grabs (or is grabbing) an enemy they can pick up.

**Duration:** Instant

**Effect:** The character makes a Might vs. Might attack against the grabbed foe. If the attack is a success, the enemy takes Fight physical (bashing) damage and is knocked prone. If the attack is a fantastic success, the enemy takes double damage and is knocked prone, pinned, and stunned. Either way, the character can move the enemy to any other spot within their reach.

### Stilt Steps

*The character can stretch their legs like extendable stilts.*

**Power Set:** Battlesuit, Cybernetics, Plasticity

**Prerequisites:** Extended Reach 1, Rank 5

**Action:** Movement

**Duration:** Instant

**Effect:** The character’s Running Speed doubles, as does their Climb Speed.

### Stopping Power

*The character pumps lead into the target.*

**Power Set:** Firearms

**Prerequisites:** Double Tap, Rank 5

**Action:** Standard (attack)

**Duration:** Instant

**Cost:** Possibly 10 Focus

**Effect:** The character makes a Ranged attack at an enemy. If the attack is a success, the enemy takes Ranged physical (piercing) damage. If the attack is a fantastic success, the enemy takes double damage. If the attack dealt at least 1 damage to the enemy, the character can pay 10 Focus to make another Ranged attack against the same target.

### Sturdy

*The character is built tougher than most.*

**Power Set:** None

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** The character’s Health is increased by their Might defense.

### Supernova

*The character explosively radiates energy like a sun going supernova.*

**Power Set:** Energy Control

**Prerequisites:** Energy Blast, Rank 15

**Action:** Standard (attack)

**Duration:** Instant

**Cost:** 30 Focus

**Effect:** The character makes an Agility check and compares that against the Agility defense of every enemy within 25 feet. Any enemy the attack succeeds against takes Ranged physical (energy) damage and if they have a line of sight to the character they are blinded/dazzled for 1 turn.

Then compare the attack against the Agility defense of every enemy within 25–50 feet. Any such enemy the attack succeeds against takes ½ Ranged Health (energy) damage and if they have a line of sight to the character they are blinded/dazzled for 1 turn.

In all cases, if the attack is a fantastic success, double the damage on top of any other effects.

### Suppressive Fire

*The character forces their foes to keep their heads down.*

**Power Set:** Firearms

**Prerequisites:** None

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character makes an Agility vs. Ego attack at an enemy. If the attack is a success, the enemy takes ½ Ranged Focus (piercing) damage. If it’s a fantastic success, the enemy takes Ranged Focus (piercing damage).

Apply any damage reduction normally. If the enemy suffers any actual Focus damage, it is stunned. If the attack is a fantastic success, it also drops prone.

### Titanic Frame

*The character stands between 8' and 12' tall and weighs between 500 pounds and 1,000 pounds.*

**Power Set:** Battlesuit

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** The character’s size is Big. They suffer a permanent –2 to their Agility defense but gain a permanent +2 bonus to their Might defense. They gain a +5 bonus to all Might checks other than attacks. Their Fight damage increases by +4.

### Thermal Vision

*The character can see thermal radiation.*

**Power Set:** None

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** The character’s Vigilance score cap increases by 3. They ignore any penalties from darkness or invisibility. They gain a permanent +2 bonus to their Vigilance defense.

### Thunder

*The character causes a deafening crack of thunder.*

**Power Set:** Weather Control

**Prerequisites:** None

**Action:** Standard

**Duration:** Instant

**Effect:** The character makes an Ego check and compares that against the Resilience defense of every other character within 50 feet and earshot. Any character the attack succeeds against is deafened. If the attack is a fantastic success, the character is also stunned.

### Tough

*The character has grit.*

**Power Set:** None

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** The character’s Focus is increased by their Ego defense.

### Unflappable Poise

*The character can dodge most fighting attacks.*

**Power Set:** Martial Arts

**Prerequisites:** Defense Stance, Rank 10

**Action:** None

**Duration:** Permanent

**Effect:** Any fight attacks against the character have trouble. While they use Defense Stance, such attacks have double trouble.

### Unrelenting Smash

*The character smashes everything in reach.*

**Power Set:** Super-Strength

**Prerequisites:** Ground-Shaking Stomp, Mighty 2, Rank 15

**Action:** Standard (attack)

**Duration:** Instant

**Cost:** 10 Focus.

**Effect:** The character makes a Might check and compares that against the Might defense of every enemy within their reach. Any enemy the attack succeeds against takes ½ Fight Health (bashing) damage and is knocked prone. If the attack is a fantastic success, those enemies are still knocked prone but take full Fight damage. The character may then pay 10 more Focus to do the same thing again—before which they can move up to half their Speed with whatever is left from their normal movement action. They can keep doing this until they run out of Speed or Focus. Each target can only be affected by this attack by this character once per round.

### Unstoppable Assault

*The character hews a path through their foes.*

**Power Set:** Blades

**Prerequisites:** Furious Slashes, Focused Fury, Rank 15

**Action:** Standard (attack)

**Duration:** Instant

**Cost:** 10 Focus

**Effect:** The character makes an Agility check and compares that against the Agility defense of every enemy within their reach. Any enemy the attack succeeds against takes Fight physical (slashing) damage. If the attack is a fantastic success, the enemy is also knocked prone. The character may then pay 10 more Focus to do the same thing again—before which they can move up to half their Speed with whatever is left from their normal movement action. They can keep doing this until they run out of Speed or Focus. Each target can only be affected by this attack by this character once per round.

### Untouchable Position

*The character’s enemies struggle to gang up on them.*

**Power Set:** Martial Arts

**Prerequisites:** Counterstrike Technique, Rank 10

**Action:** None

**Duration:** Permanent

**Effect:** If the character is attacked, all other Fight attacks against them have trouble until the start of their next turn.

### Venom Blast

*The character unleashes a bioelectric shock.*

**Power Set:** Spider-Powers

**Prerequisites:** None

**Action:** Standard (attack)

**Duration:** Instant

**Range:** 20 feet

**Effect:** The character makes an Agility (ranged) attack. If the attack is a success, the enemy is dealt Ranged physical (energy) damage. If the attack is a fantastic success and the enemy suffers at least 1 point of damage, the enemy is also stunned.

### Vicious Slash

*The character strikes a felling blow.*

**Power Set:** Blades

**Prerequisites:** None

**Action:** Standard

**Duration:** Instant

**Effect:** The character makes a Fight attack. If the attack is a success, the enemy takes Fight physical (slashing) damage. If the attack is a fantastic success, the enemy takes double damage and is knocked prone.

### Wallcrawling

*The character can climb like a spider.*

**Power Set:** Spider-Powers

**Prerequisites:** None

**Action:** None

**Duration:** Permanent

**Effect:** The character gains the Climb movement mode with a Climb Speed equal to their regular Speed. Under normal conditions, they never lose their grip, no matter the angle of the surface.

### Weather Chill

*The character cools things down.*

**Power Set:** Weather Control

**Prerequisites:** None

**Action:** Standard

**Duration:** Maintained

**Effect:** The temperature in an area roughly a mile across falls as low as 0°F.

### Weather Warm

*The character heats things up.*

**Power Set:** Weather Control

**Prerequisites:** None

**Action:** Standard

**Duration:** Maintained

**Effect:** The temperature in an area roughly a mile across climbs as high as 100°F.

### Webcasting

*The character can snare a target in a web.*

**Power Set:** Spider-Powers

**Prerequisites:** None

**Action:** Standard (attack)

**Duration:** Instant

**Range:** 50 feet

**Effect:** The character makes a ranged attack against an enemy. If the attack is a success, the web paralyzes the enemy.

### Webgliding

*The character can glide through the air on their webbing.*

**Power Set:** Spider-Powers

**Prerequisites:** Webcasting, Rank 5

**Action:** None

**Duration:** Permanent

**Effect:** The character gains the Glide movement mode, with a Speed equal to double their Running speed.

### Webgrabbing

*The character snares a foe in a web.*

**Power Set:** Spider-Powers

**Prerequisites:** Webcasting, Rank 5

**Action:** Standard (attack)

**Duration:** Instant

**Range:** 50 feet

**Effect:** The character makes a ranged attack against an enemy. If the attack is a success, the character grabs the target with a web. If the attack is a fantastic success, the target can also be pinned.

### Webslinging

*The character can swing through the city on their webs.*

**Power Set:** Spider-Powers

**Prerequisites:** Webcasting, Rank 5

**Action:** None

**Duration:** Permanent

**Effect:** The character gains the swingline movement mode, with a Speed equal to triple their Running Speed. The reach of their swingline is equal to their Swingline Speed.

### Webtrapping

*The character creates a giant web to trap those within it.*

**Power Set:** Spider-Powers

**Prerequisites:** Webgrabbing, Rank 10

**Action:** Standard (attack)

**Duration:** The character’s rank in minutes

**Effect:** The character fills up to 100 cubic feet with sticky webs, and the affected region is considered difficult terrain. Any creature that starts its turn in or moves into the webs is paralyzed unless it makes an Agility vs. TN 25 check or a Might check vs. TN 22.

### Whirling Frenzy

*The character assaults a foe with a tornado of whirling attacks.*

**Power Set:** Blades

**Prerequisites:** Fast Slashes, Rank 5

**Action:** Standard (attack)

**Duration:** Instant

**Effect:** The character makes an Agility check and compares that against the Agility defense of every enemy within their reach. If an attack is a success, the enemy takes ½ Fight Health (slashing) damage. If the attack is a fantastic success, the enemy takes full damage and is knocked prone.

### Wisecracker

*The character irritates a foe with their sharp wit.*

**Power Set:** None

**Prerequisites:** None

**Action:** Reaction

**Trigger:** The character succeeds in an attack on an enemy in earshot, or an enemy in earshot fails an attack on them.

**Duration:** Instant

**Effect:** The character cracks a joke at the enemy’s expense. The enemy takes psychic damage to their Focus equal to the character’s Ego defense.