TEXT: i
   
  Kenson • Houser
  
  Credits
  Writing and Design: Steve Kenson
  Editing: Chris Heard
  Proofing: Glenn Hall, Jadasc, Ptyx
  Art: Dan Houser
  Layout and Production: Daniel Solis
  Power Icons: Sourced or adapted from LORC/Game-Icons.net (CC-BY 3.0)
  Playtesters: Joe Bardales, Jason Childs, David Farcus, Chris Heard, Greg 
  Kerner, Jon Leitheusser, Cameron Mount, John Post, David Rego, Stephen 
  Rubio, Chris Tavares
  Project Backers
  Thanks to everyone who backed Great Power on Kickstarter and helped 
  to make the book a reality. You’re—literally—all heroes in my book!
  Mackenzie Sotelo
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  Davis
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  hero!
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  Bloodaxe, Starslayer)
  
  Max Kaehn
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  (You Dang Baby!) 
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  Studios)
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  Sidekick
  Dave Skogstad
  Chris Slazinski
  Matthew M. Slepin
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  Mike Spagnola
  Samuel Spatt
  Star Eagle
  Robert Stehwien
  RJ Stewart
  Josh Street
  Keith Strickland
  Reg Stuart
  Aaron E. Sullivan
  Patrick Sullivan
  Jason Sunday
  Can Sungur
  Armin Sykes
  Neal Tanner
  Chris Tavares
  Tavernbman
  Dan Taylor
  Scott Taylor
  David Terhune
  Joe Thater
  Theo
  Howard M Thompson
  John W. Thompson
  Rodney Thompson
  Pierre Toulouze
  Robert Towell
  Sean Trader
  Maxwell C. Traver
  Michael Tree
  Jacob Trewe
  Clark Valentine
  Bill Valera
  James Van Horn
  Patrick Vaughan
  Sean A. Veira
  M.W. II
  Ralph Wagner
  David Walker
  Patrick J. Walsh
  Lester Ward
  Daniel Watkins
  Jason Watson
  Steven D Warble
  Morgan Weeks
  Donald Wheeler
  Mark Widner
  Rob Wieland
  Paul Wilcox
  Stew Wilson
  Tony Winkler
  David Wolf
  Pete “Union Labor” 
  Woodworth
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  wraith808
  Camdon Wright
  Randall Wright
  Owen “ferret” Wylde
  Wyldstar
  Jeff Xilon
  Jeff Zitomer
  Mike Zwick
  
  CONTENTS
  INTRODUCTION ..................IX
  ABOUT POWERS ............... 10
  Power Types ........................................... 11
  Power Groups ....................................... 12
  Power Sources ...................................... 12
  Using Powers ........................................14
  Extras .......................................................19
  Stunts ...................................................... 22
  Limits ......................................................24
  Adding & Modifying Powers ..........28
  ACQUIRING POWERS .......29
  Determination ......................................34
  POWER DESCRIPTIONS ...36
  Ability Boost ........................................38
  Ability Increase ...................................39
  Absorption ........................................... 40
  Acid ........................................................ 40
  Adaptation .............................................41
  Affliction ................................................42
  Air Control ............................................43
  Alteration Ray ......................................44
  Alter Ego ...............................................45
  Alternate Form ....................................46
  Anatomic Separation ........................48
  Android Body ......................................48
  Animal Companion ............................48
  Animal Control ....................................48
  Animal Form ........................................48
  Animal Mimicry ...................................49
  Animation ..............................................49
  Aquatic ...................................................50
  Armor .....................................................50
  Artificial Body .......................................51
  Astral Projection ..................................51
  Aura ......................................................... 52
  Binding ................................................... 52
  Blast.........................................................53
  Body of... ................................................53
  Bouncing ...............................................53
  Burrowing..............................................54
  Chi Power ..............................................54
  Claws .......................................................54
  Cold Control .........................................55
  Computer Control ..............................55
  Constructs .............................................55
  Continuum Control ............................56
  Corrosion ...............................................56
  Cosmic Awareness ............................. 57
  Cosmic Power ...................................... 57
  Cyberkinesis ......................................... 57
  Damage Resistance ...........................58
  Danger Sense ......................................58
  Darkness Control ................................58
  Dazzle .....................................................59
  Death Touch .........................................59
  Density ...................................................59
  Detection ...............................................60
  Dimension Control ..............................61
  Dimensional Travel .............................62
  Disease ...................................................62
  Disintegration ......................................62
  Dream Control .....................................63
  Duplication ...........................................63
  Earth Control .......................................65
  Elasticity ................................................65
  Electrical Control ................................66
  Element Control ..................................66
  Emotion Control .................................67
  Empathy ................................................68
  Empowerment .....................................68
  Energy Control ....................................69
  
  Energy Conversion ............................69
  Energy Drain ........................................70
  Environmental Awareness ..............70
  Evolution ................................................ 71
  Extra Body Parts ................................ 72
  Extrasensory Perception  ................ 73
  Fast Attack ........................................... 73
  Faster-Than-Light (FTL) Travel ..... 74
  Fire Control........................................... 74
  Flight ....................................................... 75
  Force Control ....................................... 75
  Force Field ............................................76
  Friction Control ...................................76
  Gadgets ................................................. 77
  Gateway .................................................78
  Gestalt ....................................................78
  Ghost Form...........................................79
  Gravity Control ....................................79
  Growth ....................................................80
  Healing ....................................................81
  Hyperspace Travel .............................82
  Illusion ....................................................82
  Images ....................................................82
  Immortality ...........................................83
  Immunity ...............................................83
  Incorporeal............................................83
  Interface .................................................84
  Invisibility ..............................................85
  Invulnerability ......................................85
  Leaping ..................................................86
  Life Support .........................................86
  Light Control ........................................87
  Luck Control .........................................87
  Machine Control..................................88
  Magic.......................................................89
  Magnetic Control ................................90
  Material Mimicry .................................90
  Matter Control ......................................91
  Mental Blast ...........................................91
  Mimicry ...................................................92
  Mind Control ........................................92
  Mind Shield ...........................................94
  Mind Switch ..........................................94
  Nemesis .................................................94
  Paralysis .................................................95
  Petrification ..........................................95
  Phasing ...................................................95
  Plant Control ........................................96
  Plant Mimicry .......................................97
  Poison .....................................................97
  Possession.............................................97
  Postcognition.......................................98
  Power Boost .........................................98
  Power Control ......................................99
  Power Mimicry .....................................99
  Power Nullification............................ 101
  Power Theft ........................................ 102
  Precognition ....................................... 102
  Prehensile Hair .................................. 103
  Probability Control .......................... 103
  Radiation Control ............................. 105
  Reflection ............................................ 105
  Regeneration .....................................106
  Resistance ...........................................106
  Robot Body ........................................106
  Servant ................................................. 107
  Shadow Form .................................... 108
  Shapeshift ........................................... 108
  Shield .................................................... 108
  Shrinking ..............................................109
  Sonic Control ...................................... 110
  Spatial Control ................................... 110
  Spinning ..................................................111
  Spirit Control........................................112
  Stretching ............................................. 114
  Strike .......................................................115
  Stunning ................................................115
  Summoning ..........................................115
  
  Super-Senses .......................................116
  Super-Skill .............................................117
  Super-Speed ........................................118
  Super-Strength ...................................118
  Suspended Animation ......................118
  Swimming .............................................118
  Swinging ................................................119
  Telekinesis .............................................119
  Telepathy ...............................................119
  Teleportation ...................................... 120
  Time Control .......................................122
  Time Travel ...........................................122
  Transformation ...................................123
  Transmit ................................................124
  Transmutation.....................................125
  Vehicle ...................................................125
  Vibration Control ...............................126
  Wall-Crawling .....................................127
  Water-Breathing ................................127
  Water Control .....................................127
  Weapon .................................................128
  Weather Control ................................128
  Wings .....................................................128
  Wizardry ...............................................129
  DEVICES ............................ 130
  Alteration Devices ..............................131
  Control Devices ...................................131
  Defensive Devices .............................133
  Mental Devices ...................................135
  Movement Devices ...........................136
  Offensive Devices .............................139
  Sensory Devices .................................141
  APPENDIX:
  USING GREAT POWER WITH 
  FATE CORE ....................... 142
  LICENSE ............................ 144
  With great power comes 
  great responsibility.
  Spider-Man, 
  Amazing Fantasy #15
  
  INTRODUCTION
  In many ways, comic book superheroes are all about power—with “powers 
  and abilities far beyond mortal men” making them capable of amazing feats. 
  However, as the famous Spider-Man quote shows, in other ways superheroes 
  are all about what you choose to do with power: do you have an obligation 
  to use your amazing abilities for the benefit of all, or do you choose to use 
  them selfishly? That is often the sole dividing line between heroes and villains: 
  not the powers, but how they are used.
  Great Power looks at powers in Icons Superpowered Roleplaying in 
  greater depth. While more is not always better, Great Power tries to expand, 
  refine, and organize the game’s treatment of powers, giving Icons players 
  and Game Masters additional tools in creating and playing their characters 
  and adventures. It offers more options, more examples, and more ideas.
  Superhero roleplaying games, perhaps more than most, are “high-trust” 
  environments, where agreement between the players and the Game Master 
  as to exactly what is possible in the context of the game is important to 
  a fun and successful experience. As with all RPGs, the real “power” in the 
  game lies in your hands, and with your group of friends. Take the tools and 
  options in this book for what they are and apply them to your game as you 
  see fit, following the superhero maxim that great power is best used for the 
  benefit of all. Have fun!
  
  This chapter looks at powers in Icons in general: what they are, and how 
  they are acquired, organized, modified, and used. It expands the hero creation 
  material from the Icons Superpowered Roleplaying rulebook with additional 
  power selections and options, including Extras and Limits.
  changes from Icons
  In cases where the rules or descriptions in Great Power differ or conflict 
  with those in the Assembled Edition of Icons Superpowered Roleplaying, 
  assume the text in this book is the most correct and current. All efforts 
  have been made to minimize such conflicts while at the same time 
  providing the maximum utility from this book and its contents.
  ABOUT 
  POWERS
  
  11
  About Powers
  POWER TYPES
   
   
  Powers fall into one of seven types, based on what the power does:
  Alteration Powers change or transform the character in some 
  fashion, from improving abilities to altering the character’s size, 
  density, or composition, or allowing the character to stretch, 
  become invisible, or walk through walls.
  Control Powers exert influence over something: an 
  element, energy, or matter. They allow characters to 
  control forces like fire, lightning, or darkness, transmute 
  elements, or transform others with alteration-type effects.
  Defensive Powers protect against harm, provide resistance 
  to certain effects, and allow characters to recover quickly from 
  injury or even death itself.
  Mental Powers expand the capabilities of the mind, allowing 
  their user to read or influence other minds—from projecting 
  realistic illusions to outright mind control or possession.
  Movement Powers help characters get around in various ways, 
  from leaping great distances to flying through the air under their 
  own power. They include exotic forms of movement like super-
  speed, teleportation, wall-crawling, and even dimensional travel.
  Offensive Powers provide different types of attacks, 
  from damaging blasts to bindings to trap opponents, 
  or more unusual effects like energy drain, stunning, or 
  blinding.
  Sensory Powers extend the scope of a character’s senses, 
  from enhancing the five senses to adding entirely new sensory 
  abilities like radar, infravision, or extrasensory perception.
  
  Artificial Power Source
  12
  GREAT POWER
  POWER GROUPS
   
  Some powers are actually groups of powers with similar effects. You don’t 
  have the “Alternate Form” or “Element Control” power, for example; you 
  choose one of the powers from within that power group, such as Energy 
  Form, Gaseous Form, Fire Control, or Magnetic Control. Even “Energy Form” 
  is a group-within-a-group, with the actual powers being things like Fire Form 
  or Light Form.
  Each power within a group is considered separate and distinct, although 
  some effects include all powers in a group for ease of reference.
  For especially powerful villains and Game Master characters, the GM may 
  find it simpler to assign the character a level in an entire power group. For 
  example, an energy-controlling character with vast influence over the entire 
  energy spectrum might simply have an overall level in “Energy Control” 
  rather than listing all the separate control powers. This is useful shorthand 
  for Game Master characters and generally unsuitable for player-run heroes.
  POWER SOURCES
   
  A character’s powers can come from a diverse range of sources. In the 
  comics, demon sorcerers rub shoulders with futuristic cyborgs, alien scientists, 
  martial arts masters, and psychic mutants, to name a few. Power source is 
  often tied to a character’s origin.
  
  biological Power Source
  13
  About Powers
  The following are some of the most common power sources; feel free to 
  come up with your own that suit your particular concept of the character’s 
  powers. You are also by no means limited to one power source; a character 
  may have several, such as a mutant trained in esoteric martial arts, or an 
  alien shape-shifter who is a disciple of magic, for example.
  Artificial: The character’s powers were designed, typical for heroes and 
  villains who are artificial life-forms or constructs like robots or androids, or 
  magical creations of alchemy or conjuring.
  Biological: The character’s powers come from biology, either the unusual 
  biology of a non-human species (from aliens to godlike beings from other 
  dimensions) to the genetic quirks of mutations, which can take place any 
  time from conception to later exposure to mutagens like radiation.
  Device: Many characters gain some or all of their powers from various 
  devices. See the Devices section for details and additional ideas. Devices 
  can have different power sources themselves, from technology to magic or 
  cosmic energy.
  Magic: Heroes and villains may be imbued with powers from a magical 
  source (an ancient sorcerer, spell, or artifact) or a magical creature, or may 
  simply have the power to wield magic themselves.
  Mental: The character’s powers are fueled by mental or psionic energies, 
  the unleashed potential of the mind.
  
  Device Power Source
  14
  GREAT POWER
  Skill: Some gain their powers not by accident, but through hard work and 
  practice. This can include the knowledge and skill to create different devices, 
  mastery of arcane secrets like magic or various psychic powers, or exotic 
  martial arts disciplines controlling one’s own chi or life-force, to name a few. 
  Note that the skill power source is related to the training origin, but is not 
  the same thing: a character might gain mental or magical powers through 
  training, for example.
  Transfer: Some are born to power, others have it thrust upon them; many 
  beings and devices can imbue people with powers. Of course, sometimes 
  those same beings can also take away the powers they’ve granted, and such 
  power often comes with a price attached.
  USING POWERS
   
  Using some powers requires an action, and possibly a test of some sort, 
  detailed in the power’s description. This is usually the case for powers that 
  affect others, such as offensive and control powers. Other powers require 
  only a reaction, or no action at all.
  
  Magic Power Source
  15
  About Powers
  PREPARATION
  Some powers require preparation, meaning one or more panels where 
  you do nothing except focus on activating the power. This is typically just 
  one panel, allowing you to use the power in your next panel on the following 
  page. You can usually move and react while preparing a power. Extras and 
  limits may adjust a power’s preparation time.
  CONCENTRATION
  Some powers require concentration to use or maintain. To concentrate, 
  you must be able to take action: not stunned, unconscious, or maintaining 
  an exclusive power (following). Concentration is not an action, however, and 
  you can do other things while maintaining it.
  If your concentration is disrupted, you can make a Willpower test to keep 
  a power going so long as you’re still conscious: your effort on the test is 
  
  MENTAL Power Source
  16
  GREAT POWER
  the power level you can maintain. So, for example, if you have Force Field 7 
  and are stunned (disrupting your concentration), you roll a Willpower test, 
  generating an effort of 5. This allows you maintain Force Field 5 while you 
  recover from the stun.
  EXCLUSIVE
  Some powers are defined as exclusive, meaning you cannot use other 
  powers while using or maintaining the exclusive power, including preparing 
  or concentrating on other powers. Extras or limits may modify a power’s 
  exclusivity.
  RANGE
  Powers in Icons work at one of five ranges: personal, close, extended, 
  visual, or beyond. Personal range powers only affect the user. Close range 
  
  SKILL Power Source
  17
  About Powers
  powers generally require the user to touch the target of the power, making 
  a successful Prowess vs. Coordination or Prowess test to touch an unwilling 
  target. Extended range powers require a Coordination vs. Coordination test 
  to affect an unwilling target.
  DURATION
  Powers last for one of five durations: instant, concentration, level, 
  continuous, or permanent.
  Instant powers have their effect immediately and, while the results of the 
  power (like Stamina loss) may linger, the power’s effect is over in an instant.
  Concentration powers last as long as the user concentrates to maintain 
  them (see Concentration, previously).
  Level duration powers last for one page per level the power has, without 
  any effort from the power user, then expire.
  Continuous powers last until the power user chooses to turn them off.
  Permanent powers are “always on,” requiring no maintenance or attention 
  from the user and cannot be turned off, although they might still be negated 
  or worked around in other ways.
  
  TRANSFER Power Source
  18
  GREAT POWER
  TEST
  Many powers require a test to use. Some require more than one, such as 
  an ability test to target the power and another test for its effect. Many powers 
  also offer a test to avoid or resist their effects. Tests in this book are written 
  in the usual Icons format of either “a difficulty N test of (ability)” where N is 
  the difficulty number and (ability) the ability level used, or (acting ability) 
  vs. (opposing ability) in the case of an opposed test, such as “power level 
  vs. Willpower”.
  See Tests in The Basics chapter of Icons for details on making tests.
  RETRIES
  Unless the description specifies otherwise, you can retry a failed test 
  with a power so long as you are still capable of using it. For example, if you 
  miss with an offensive power like Blast, you can try again on your next panel, 
  making a new attack.
  Some powers require determined effort in order to try again after a failed 
  attempt. This is specified in the power’s description. This means you must 
  spend a Determination Point to retry a use of the power within the same 
  chapter. See Trying Again in The Basics chapter of Icons for details.
  
  19
  About Powers
  Players make all rolls
  The standard die rolling approach in Icons has the player roll one die and 
  the GM roll another, effectively creating a curve of probabilities between 
  the two results. Optionally, if you prefer, you can have the players make 
  both rolls, rolling an “effort” die and a “difficulty” die, then subtracting 
  the diffiulty from the effort to get a result from –5 to +5, which is then 
  applied to the character’s appropriate ability level to get the outcome. 
  This is mathematically the same, but allows the players to make all of 
  the rolls during play, leaving the Game Master free to concentrate on 
  other aspects of running the game. 
  EXTRAS
   
  In addition to base powers, you can have one or more extras for a power. 
  These are extra things you can do with that power, from extending the base 
  effect to entirely new effects. Each power is listed with the main extras 
  associated with it. You can also create your own with the Game Master’s 
  permission.
  Some extras allow you to duplicate the effects of other powers, such as 
  a hero using Fire Control to gain Flight by projecting a stream of fire like a 
  rocket. You use the extra as if you had the power at the same level as the 
  power it’s based on unless the extra’s description says otherwise. Thus, you 
  would gain the Flight extra at the same level as your Fire Control. The extra 
  normally only duplicates the base power, not any of its other extras. If it does, 
  or can do so, it will also be listed in the description.
  Other extras improve the existing effects of your power: greater range, more 
  targets affected, and so forth. These are specified in the extra description.
  SUBSTITUTING EXTRAS
  During hero creation, the player has the option of substituting extras for 
  rolled powers on a one-for-one basis: one extra takes the place of one rolled 
  power of the player’s choice.
  Example: A player has rolled the following powers: Aquatic, Fire Control, 
  Precognition, and Duplication—an odd mix, to be sure. Looking things 
  over, the player decides to replace Aquatic and Precognition with two 
  Fire Control extras—Force Field and Flight. The player could also replace 
  Duplication with a power extra as well, but decides a duplicating fire-
  controller has some interesting potential and leaves that power as rolled.
  
  20
  GREAT POWER
  STANDARD EXTRAS
  Standard extras and their effects are listed here. These apply to a broad 
  range of powers. Powers also have unique extras, listed with the power’s 
  description.
  Affects Others: You can affect other people with the power, not just yourself.
  Affects X: Your power works on a type of target normally immune to 
  it, such as a Blast which Affects Insubstantial targets normally Immune to 
  Physical Damage or Mind Control that Affects Undead, which are often 
  mindless, and so forth.
  Broadcast: Your power can affect anyone who sees or hears you (in 
  person or on a television or radio broadcast), giving you a much wider range.
  Burst: Your power can affect everyone within close distance simultaneously. 
  Roll one test for the power; the different opposing abilities of the targets 
  provide different difficulties (and outcomes).
  Contagious: The effect of your power is “contagious” and may affect 
  someone else who comes into contact with a target while the power is still 
  in effect. Examples include “contagious” Afflictions, “sticky” Bindings, or 
  “spreading” acid or fire Blasts. The new victim resists the power’s effect 
  normally and also becomes contagious while affected.
  Defensive: You can use your power to defend against attacks as a reaction, 
  rolling the power’s level to set the difficulty of the attack.
  Effect: Your power can duplicate the effect of another power at its level. 
  This extra is normally listed as the name of a duplicated power, such as 
  “Flight” or “Blast.” If it can also duplicate extras of that power, they can be 
  listed along with it. Each requires another extra; essentially, extras of the 
  duplicated power become potential extras of the base power.
  Homing: A ranged power requiring a test to hit the target gets two additional 
  attempts to hit if it initially misses, like a homing missile. Each attempt occurs 
  at the start of your panel. If they both fail, then there is no effect.
  Level Duration: The effects of your power last for a level duration (see 
  Duration).
  Passengers: Your movement power can carry a number of people along 
  with you equal to its level.
  
  21
  About Powers
  Ranged: You can use a normally close range power out to extended range.
  Rangeless: You can use your power out to any distance, provided you 
  know the location of the target.
  Reversible: You can reverse the effects of your power, ending them at 
  will, at the same range for using it.
  Secondary Effect: Your power has an additional effect when used, 
  equivalent to that of another power. For example, your Strike power might 
  also be a “carrier” for a secondary Affliction effect, representing a toxin 
  delivered by the Strike. You can only use the Secondary Effect in conjunction 
  with the first power. A Secondary Effect of the same power adds +1 to the 
  higher power level, like a combined effect (see Combined Effect in The 
  Basics chapter of Icons).
  Slow Recovery: Targets of your power take ten times longer to recover.
  
  Binding Stunt
  burst Stunt
  22
  GREAT POWER
  STUNTS
   
  A stunt allow heroes to temporarily use extras they do not normally possess, 
  such as a Fire Control hero performing a stunt to temporarily gain the Flight 
  extra—very useful if the hero is suddenly thrown out of a high building or 
  aircraft!
  To perform a stunt, specify an extra or describe what you want the stunt to 
  accomplish, with the GM deciding whether or not it suits your hero’s quality 
  and traits, and what extra would best serve. Activate one of your hero’s 
  qualities related to what you want to accomplish. This is usually something 
  like a catchphrase or epithet, although other qualities (particularly motivation) 
  can serve in some instances. You can then use the advantage provided by 
  the activation to perform your stunt. It lasts for the duration of the conflict 
  or chapter (whichever comes first).
  A player can use a minor achievement to master a stunt, reducing the 
  hero’s Determination level by 1 and adding the stunt as a regular extra of 
  the associated power.
  For additional details on stunts, see The Basics and Powers chapters of 
  Icons Superpowered Roleplaying.
  
  Movement Stunt
  OVERCOMING IMMUNITY STUNT
  RANGELESS STUNT
  23
  About Powers
  maneuverIng for stunts
  Game Masters wanting to encourage the use of stunts even when 
  Determination Points are scarce should encourage maneuvers:
  A hero can take an action and the player makes a test using a hero’s 
  appropriate trait (typically power level, but possibly a related ability 
  or specialty) with a difficulty equal to the desired level of the stunt. If 
  the test succeeds, the maneuver provides the advantage necessary for 
  the stunt and the hero can use the stunt on the following page. If the 
  test fails, either the stunt doesn’t work, or the GM can “charge” for the 
  necessary advantage by creating suitable trouble for the hero as a side-
  effect of the attempt.
  Example: Volcano’s player wants to use his heat Aura for a stunt to Dazzle 
  Count Malocchio and his Evil Eye, but Volcano is out of DP. So his player 
  offers to make a maneuver test: Volcano concentrates and the player 
  rolls an Aura test against a chosen stunt level of 6. He succeeds, so on 
  his next page, Volcano can use the Dazzle power. If the test failed, the 
  GM might have let Volcano use the power anyway, but added the trouble 
  that the sudden flare of heat set the Count’s chateau ablaze, endangering 
  his other prisoners!
  
  ANIMAL ONLY LIMIT
  Burnout Limit
  24
  GREAT POWER
  Alternately, rather than allowing all heroes to perform stunt tests, 
  the GM may make the ability to do so a standard extra, applicable to 
  any appropriate power, giving that power additional flexibility in terms 
  of performing stunts.
  attrIbute stunts
  Keep in mind that characters can also perform stunts with their 
  superhuman (level 7+) attributes and Master level specialties in addition 
  to their powers! Among other things, this means players can spend DP 
  or use maneuvers to duplicate powers using just their heroes’ attributes 
  and specialties! In particular, this is how some “non-powered” heroes do 
  many power-related things over the course of an adventure.
  LIMITS
   
  Limits provide a means of narrowing the base effect of a power in exchange 
  for greater level, more Determination, or more extras. When you apply a limit 
  to a power, you gain one of the following:
  • 
  Subtract one from the power’s value for reducing Determination 
  level. This can reduce the power’s Determination “cost” to 0 (but 
  not less than 0).
  • 
  Add an extra to the power without increasing its starting 
  Determination cost.
  • 
  Increase the power’s level by 2, to a maximum of 10.
  
  Constant Limit
  Max Only Limit
  Unstable Limit
  25
  About Powers
  the golden rule of lImIts
  A “limit” that is not limiting is not actually a limit! Game Masters 
  should carefully consider proposed limits and ensure they truly limit a 
  power’s scope or effect. “Limits” that are highly situational or only occur 
  rarely are better handled as trouble, awarding players Determination 
  when they occur. Also note that regular limits are not considered trouble 
  and do not award Determination when they come up in play; the player 
  is already “rewarded” with the benefits of the limit.
  Multiple limits may have multiple benefits, including the same benefit 
  applied more than once. Limits generally halve the circumstances in which 
  the power can be used, or halve its effectiveness. New limits should be at 
  least as restrictive as the ones described here and in the power descriptions. 
  The Game Master has final say on whether or not a limit is acceptable.
  
  26
  GREAT POWER
  STANDARD LIMITS
  The major limits are listed here. Powers also may have unique limits, which 
  are listed with the power’s description.
  Animals Only: Your power only affects animals.
  Blocked by X: Your power does not affect some common type of object 
  or substance, such as wood, aluminum, or things colored blue, for example.
  Burnout: After you use your power, roll a die: on a roll of 1 or 2, the power 
  stops working for the rest of the chapter.
  Close Range: Your power only works at close range, requiring you to 
  touch the target.
  Concentration: You must concentrate to maintain the power. This limit 
  applies only to permanent, continuous, or level-duration powers that do not 
  already require concentration.
  Constant: The power is always active. For damaging powers, this means 
  you may damage people and things around you. Other powers may make 
  you appear freakish or just make life difficult for you.
  Degrades: Your power loses one level every page of use. It recovers its 
  lost levels in between chapters.
  Exclusive: You cannot use or maintain other powers while using the 
  exclusive power.
  Extra Only: You can only perform one extra of the power and not the base 
  effect. You cannot gain any of the power’s other extras or use them as stunts.
  Line of Sight: You must be able to see the targets of your power (or they 
  must be able to see you).
  Max Only: You must use your power at full effect and cannot vary its level 
  or exert any fine control.
  No Stunts: You cannot perform stunts with the power. You can only ever 
  use its base effect.
  Only X: Your power works only in a given situation or against a particular 
  subject, such as only at night, or only when you’re angry, only against men 
  (or women) and so forth.
  Others Only: The power only affects others; you cannot use it on yourself. 
  This cancels out the cost of the Affects Others extra, if the power only affects 
  others.
  Performance: You need to perform in some fashion to use the power, from 
  a little song and dance to mystic gestures and reciting arcane incantations. 
  
  27
  About Powers
  If you cannot perform, you cannot use the power. The performance occurs 
  as part of the action of using the power unless it also requires Preparation 
  (following).
  Preparation: You have to prepare—taking no other actions—for at least 
  one page to activate the power.
  Source: You cannot generate the energy or material for your power, but 
  must rely on an outside source. The GM may limit your power level to the 
  effective level of the available source.
  Temporary: Your power’s effects only last for pages equal to its level.
  Tiring: Using the power causes you to lose 2 Stamina.
  Uncontrolled: Your power activates sometimes whether you want it to 
  or not, under the control of the GM.
  Unpredictable: When you try using your power, roll a die: on a 1 or 2, the 
  power doesn’t work.
  Unstable: If you use your power in a fight or other tense situation, roll a 
  die: on a 1 or 2, your power goes off at random.
  lImIts & trouble
  In many regards, you can think of power limits as “pre-bought” trouble 
  for characters (see Trouble in The Basics chapter of Icons). Limits are 
  things that can go wrong with a power, or areas where the power is 
  not as effective—or not effective at all. In exchange for this, the limit 
  grants a benefit, whether reducing the power’s Determination impact, 
  providing a “free” extra, or a boost to the power’s level. These benefits, 
  not coincidentally, are the same as those provided by advantage: a stunt, 
  improved effort, or a Determiation Point (which is itself equivalent in 
  value to an advantage).
  Therefore, Game Masters should keep in mind that while limits are 
  often like trouble, they do not count as trouble when it comes to gaining 
  Determination Points. So, for example, if a hero has an Only at Night 
  limit on her Strength Increase, then she does not experience disability 
  trouble—or earn Determination—when her increased Strength goes away 
  during the day. The limit already provided a benefit. Having it also count 
  as trouble would be “double-dipping” in terms of its value!
  
  28
  GREAT POWER
  ADDING & MODIFYING POWERS
   
  The following chapter provides details on acquiring powers during the 
  hero creation process, and applying extras and limits to those powers. Once 
  heroes have entered play, the Game Master may want to allow some “fluidity” 
  to the players’ hero creation decisions (much like the Qualities-on-the-Fly 
  option from the Hero Creation chapter of Icons), should initial game-play 
  reveal some better choices. Ultimately, after a few game sessions, the heroes’ 
  powers and abilities should be fairly fixed.
  At that point, players add powers, or modify their heroes’ existing powers, 
  using the guidelines for Changes outlined in the Gamemastering chapter 
  of Icons:
  Minor changes include adding a new extra to a power (reducing 
  Determination level by 1 or adding a new limit to the power to compensate), 
  removing a limit of a power (reducing Determination level by 1), mastering 
  a stunt (reducing Determination level by 1), or swapping an existing extra 
  for a new extra, or an existing limit for a new limit. At the GM’s option, it can 
  also include adding a new limit to a power, with the usual choice of benefits.
  Moderate changes include raising one power level by 1, or swapping the 
  levels of any two powers.
  Major changes include gaining an all-new power, its level rolled on the Level 
  Determination table, and completely re-rolling all of the hero’s powers from 
  scratch. Major changes also include raising the hero’s Determination level by 
  1, which can compensate for Determination “spending” for lesser changes.
  ON-THE-FLY MODIFICATIONS
  In addition to permanent changes, players can modify their heroes’ powers 
  during play using advantage. Stunts allow players to temporarily swap a new 
  power effect for an existing effect (using a Force Field for Flight, for example), 
  to grant a power an extra it doesn’t normally have (such as “spreading” a 
  Blast to become a Burst), or overcoming one of the power’s limits, such as 
  using a Preparation power immediately without any preparation or ensuring 
  an Unpredictable power works when it really has to.
  The general rule of thumb concerning power modifications is: if the player 
  is willing to use advantage to do it, it should be possible as a stunt.
  
  ACQU
  POWERS
  Assigning powers to characters is covered in the Hero Creation chapter of 
  Icons Superpowered Roleplaying. This chapter supplements those rules to 
  account for the additional powers and options found in Great Power.
  As in the Icons rules, roll to determine the base number of powers the 
  hero has (adjusted for origin) and then roll on the following tables for each 
  power to determine the specific power. Roll on the Level Determination table 
  to set the power’s level. The following guidelines apply while determining 
  a hero’s powers:
  • 
  If you roll more than one power of the same type you can choose to 
  re-roll the second power until you get a different type.
  • 
  If you roll the same power more than once (getting the offensive 
  power Blast twice, for example), you may either select to increase 
  the first instance’s rolled level by 2 (to a maximum of 10) or roll again 
  until you get a different power.
  • 
  You may choose to discard a rolled power and replace it with an 
  extra for one of the hero’s other powers. So, for example, if you have 
  rolled Air Control 6, Swimming 5, and Telepathy 5, you could choose 
  to discard Swimming or Telepathy, replacing either power with one 
  of the extras listed for Air Control in that power’s description at Air 
  Control’s level of 6.
  • 
  You may choose to limit a power, applying one or more of the limits 
  listed in its description. See Limits in the previous chapter for details.
  
  30
  GREAT POWER
  30
  POWER TYPE TABLE
   2d6 Roll
  Power Type
  Next Step
  2–3
  Mental
  Roll on the Mental Powers table
  4–5
  Control
  Roll on the Control Powers table
  6
  Defensive
  Roll on the Defensive Powers table
  7
  Offensive
  Roll on the Offensive Powers table
  8
  Movement
  Roll on the Movement Powers table
  9–10
  Alteration
  Roll on the Alteration Powers table
  11–12
  Sensory
  Roll on the Sensory Powers table
  ALTERATION POWERS TABLE
  First d6
  Second d6
  Power
  1–2
  1
  Ability Boost (group)
  2
  Ability Increase (group)
  3
  Alter Ego
  4
  Alternate Form (group)
  5
  Aquatic
  6
  Density
  3–4
  1
  Dimension Control
  2
  Duplication
  3
  Evolution
  4
  Extra Body Parts (group)
  5
  Gestalt
  6
  Growth
  5–6
  1
  Invisibility
  2
  Mimicry (group)
  3
  Phasing
  4
  Shrinking
  5
  Stretching
  6
  Transformation
  
  31
  Acquiring Powers
  CONTROL POWERS TABLE
  First d6
  Second d6 Power
  1–2
  1–2
  Alteration Ray (group)
  3–4
  Continuum Control (group)
  5–6
  Element Control (group)
  3–4
  1–2
  Energy Control (group)
  3
  Healing
  4
  Machine Control
  5–6
  Matter Control (group)
  4–6
  1–2
  Power Control (group)
  3
  Servant
  4
  Spirit Control
  5-6
  Wizardry (group)
  DEFENSIVE POWERS
  First d6
  Second d6
  Power
  1–2
  1–2
  Absorption
  3
  Adaptation
  4–6
  Force Field
  3–4
  1
  Immortality
  2–4
  Life Support
  5–6
  Reflection
  5–6
  1–2
  Regeneration
  3-6
  Resistance (group)
  MENTAL POWERS
  First d6
  Second d6 Power
  1–3
  1
  Astral Projection
  2
  Dream Control
  3–4
  Emotion Control
  5–6
  Illusion or Images
  4–6
  1–2
  Mental Blast
  3
  Mind Control
  4
  Mind Shield
  5-6
  Telepathy
  
  32
  GREAT POWER
  32
  MOVEMENT POWERS
  First d6
  Second d6 Power
  1–3
  1
  Burrowing
  2
  Dimensional Travel
  3–4
  Flight
  5–6
  Leaping
  4–6
  1
  Spinning
  2–3
  Super-Speed
  4
  Swinging
  5
  Teleportation
  6
  Wall-Crawling
  OFFENSIVE POWERS
  First d6
  Second d6 Offensive Power
  1–3
  1
  Affliction
  2
  Aura
  3
  Binding
  4–5
  Blast
  6
  Corrosion
  4–6
  1
  Dazzle
  2
  Energy Drain
  3
  Fast Attack
  4–5
  Strike
  6
  Stunning
  SENSORY POWERS
  First d6
  Second d6 Sensory Power
  1–3
  1–2
  Danger Sense
  3–4
  Detection (group)
  5
  Environmental Awareness
  6
  ESP
  4–6
  1
  Interface
  2
  Postcognition
  3
  Precognition
  4-6
  Super-Senses (group)
  
  33
  Acquiring Powers
  creatIng your own Power tables
  The power acquisition tables in this chapter provide a fair distribution 
  of powers, given the die rolls and probabilities involved, weighted slightly 
  towards some of the more commonly-found powers in the superhero 
  comics (for example, there’s a better chance for a hero to get Damage 
  Resistance than Immortality, or Blast rather than Energy Drain).
  If you want to retain the creative kickstarter of randomly rolled powers, 
  but better suited to a particular type or style of Icons game, feel free to 
  modify the tables found here (and elsewhere in this book) to suit your 
  intentions. The simplest modification is to restrict certain powers, telling 
  players who get that result to roll again until they get an available power. 
  You can even ban certain power types, such as no Alteration powers, 
  or only Mental and Sensory powers, for example. You can also come 
  up with completely new tables that redistribute the powers as you like.
  Redesigning the power assignment tables is left as an exercise for 
  the Game Master who wishes to do so. Weight the available options 
  according to how you want them to come up in your game, assigning 
  appropriate die roll ranges to them.
  
  34
  GREAT POWER
  34
  DETERMINATION
  Once you have generated your hero’s powers (and modified the rolled 
  powers as desired) you can figure the hero’s Determination level, as described 
  in Icons: subtract the hero’s total number of powers from 6. The result is the 
  hero’s starting Determination level, with a minimum of 1. Each ability above 
  level 6 also counts as a power, as does each extra of a power, not specifically 
  balanced by the addition of a limit. Some power limits may reduce a power’s 
  starting Determination “cost” but cannot reduced it below 0.
  Examples: The Mighty Saguaro has three powers: Aura, Leaping, and Life 
  Support. He also has Strength 9, but all his other abilities are level 6 or 
  less. That gives him a total of four powers, which his player subtracts from 
  a starting value of 6 to give Saguaro a starting Determination value of 2.
  Hangman has only one power (his Binding Device, the Noose of 
  Judgment) and no abilities above 6. (Although he has plenty of specialties, 
  they don’t count.) However, his Device does have one extra: it also gives 
  him the Swinging power. That’s a total of two, subtracted from 6 for 
  starting Determination 4.
  Miss Tikal has Magic and Willpower 7 but her Magic power has three 
  extras: Mastery of Blast, Force Field, and Teleportation. That makes for a 
  total of five, subtracted from 6 for starting Determination 1. If this really 
  concerned Miss Tikal’s player, she could potentially add a limit or two to 
  her Magic in order to counterbalance the effect of those extras, but she 
  decides Miss Tikal will use her Determination wisely and come up with 
  ways to earn more during play. Note that the inherent Performance and 
  Preparation requirements of Magic don’t count as regular limits; they’re 
  just a part of the power, and removing them requires the addition of extras.
  
  35
  Acquiring Powers
  DETERMINATION BY POWER LEVEL
  Alternately, rather than calculating Determination level by number of 
  powers and extras, you can use the following formula to take overall power 
  level into account: add up the levels of all of the hero’s powers, plus the 
  level of each ability above 6. Each extra on a power adds that power’s level 
  again. Divide the total by 6 and round to the nearest whole number, using the 
  result as the amount you subtract from the base value of 6 to figure starting 
  Determination level, again with a minimum value of 1.
  To use the prior examples, Saguaro’s powers and Strength sum to 20, which 
  is 3.33, rounded down to 3, for 3 starting Determination. Hangman doubles 
  the level of his Device (since it has one extra) for a sum of 14, which is 2.33, 
  rounded down to 2, for 4 starting Determination. Miss Tikal has a significant 
  sum on 7 (her Willpower) + 21 (her Magic 7 with three extras) or 28, which 
  is 4.66, rounded up to 5. Saguaro gets a slight bump due to some of his low 
  power levels, while the other heroes remain the same. This approach generally 
  benefits heroes with a larger number of low-level powers.
  SPENDING DETERMINATION
  At the Game Master’s option, a player can choose to “spend” some 
  starting Determination (permanently reducing its level) in order to add 
  extras to a hero’s existing powers, essentially “pre-buying” one or more 
  changes. For example, if Hangman (as a Trained hero) only rolled one power 
  (the Binding Device) but his player wanted to spend a level of Hangman’s 
  starting Determination, the GM might allow him to add the Swinging extra 
  to the Device during hero creation, rather than waiting to add it as a change 
  with achievements earned during play.
  
  This chapter contains descriptions of various powers, listed in alphabetical 
  order by power name.
  Each description starts with the power’s name, type, and whether it is a 
  power group. The main text discusses what the power does in game terms, 
  and any additional choices or die rolls made for the power during selection. 
  The description concludes with extras and limits associated with the power, 
  including standard extras, the ability to duplicate the effects of other powers, 
  standard limits, and unique extras or limits of the power.
  Note that the listing of standard extras and limits does not necessarily 
  exclude others from the About Powers chapter, just that those not listed 
  are either uncommon or not applicable, and may require some special 
  consideration from the Game Master.
  In addition to all the powers listed on the Acquiring Powers tables, this 
  chapter contains separate listings for common power names and where that 
  type of power effect may be found for players and Game Masters flipping 
  through the listings looking for a specific power effect. For example, while 
  there is no specific “Animal Control” power, there is an Animal Control listing 
  with a reference to the Animal Control limit of the Mind Control power, which 
  has the same effect. This increases the number of available power concepts 
  without needlessly repeating their descriptions or game mechanics.
  POWER 
  DESCRIPTIONS
  
  37
  Power Descriptions
  SPECIAL EFFECTS
  Speaking of power names, while the powers in this book have specific 
  names, players and Game Masters are free to call their characters’ powers 
  whatever they like, so long as everyone understands what they mean in game 
  terms. If it’s more fun and atmospheric to call your hero’s Close Range Mind 
  Blast a “Psi-Blade,” by all means, do so!
  Likewise, players are free to come up with whatever “special effects” they 
  want for their powers: whether their Blast is a particular color, for example, 
  or a smooth beam or jagged bolt, whether it emits from the hero’s hands, 
  eyes, or forehead, what their Force Field looks like, or the sound associated 
  with their Teleportation, to name a few. These added details can add a lot of 
  flavor to heroes without any additional mechanical “overhead.”
  With powers and abilities far 
  beyond those of mortal men!
  The Adventures 
  of Superman 
  Introduction
  
  38
  GREAT POWER
  38
  ABILITY BOOST
   
  alteratIon. Ability Boost temporarily increases 
  one ability, chosen when the power is acquired, 
  making it a power group of six powers, one for 
  each ability: Prowess Boost, Coordination Boost, 
  Strength Boost, and so forth. Choose an ability 
  or roll on the following table.
  d6 Roll
  Ability
  1
  Prowess
  2
  Coordination
  3
  Strength
  4
  Intellect
  5
  Awareness
  6
  Willpower
  You can boost the chosen ability’s level up to the power level for a level 
  duration. Then the ability’s level is reduced to one lower than its normal level 
  for the same duration while it “recovers.”
  Example: Strength Boost 8 raises your Strength level to 8 for 8 pages, 
  then your Strength drops to 1 less than its normal level for 8 pages while 
  you recover.
  If you boost a level 0 ability, such as a power you don’t normally have, then 
  it drops back to level 0 while it recovers, making it unusable during that time.
  When you determine the level for this power, any rolled result equal to or 
  less than your existing ability level should be re-rolled until you get a higher 
  level. Level 10 abilities cannot be boosted; choose or roll a different ability. 
  Ability Boost only counts as a power for figuring Determination if its level 
  is 7 or greater.
  EXTRAS
  Standard: Affects Others, Ranged
  Boost Two: You can boost two abilities at once, using the same guidelines 
  for boosting one. For each additional extra, you can boost an additional ability.
  Extended: Your boost lasts for as long as you concentrate but, as soon 
  
  39
  Power Descriptions
  as your concentration lapses, the boost ends and you cannot use it again 
  for a level duration.
  Power Boost: You can boost powers of a particular type or source, such 
  as mutant or magical powers, rather than abilities. This works the same way 
  as boosting abilities.
  LIMITS
  Standard: Degrades, Exclusive, Extra Only, Others Only, Preparation, 
  Situational, Source, Tiring
  Situational (Emotion-Linked): You have to feel a particular emotion 
  (love, hate, fear, etc.), often connected to one of your qualities, to use your 
  Ability Boost.
  ABILITY INCREASE
   
  alteratIon. This power permanently increases one 
  of the character’s abilities (an attribute or power) 
  to the rolled level or by +2 (to a maximum of 10), 
  whichever is greater. It does not count towards 
  Determination, but an increased attribute may do 
  so, if it is 7 or greater. Select an ability or roll on 
  the following table:
  d6 Roll
  Ability
  1
  Prowess
  2
  Coordination
  3
  Strength
  4
  Intellect
  5
  Awareness
  6
  Willpower
  LIMITS
  Specialty Increase: Your power only increases a specialty of the ability 
  rather than the entire ability.
  
  40
  GREAT POWER
  40
  ABSORPTION
   
  defensIve. You can absorb a particular type of 
  attack, such as kinetic impact or a type of energy 
  (see Energy Control for examples). So you might 
  have Impact Absorption (blunt damage), Fire 
  Absorption, Radiation Absorption, and so forth. 
  Subtract your Absorption power level from the 
  attack’s level. If this reduces the attack’s level to 0 or less, it has no effect 
  on you. Any remaining levels of the attack affect you normally; apply any 
  Resistance to the remaining level (see Resistance, p. 106).
  Choose one of Ability Boost, Blast, or Healing you can power with your 
  absorbed energy. You can acquire the others as regular extras.
  EXTRAS
  Ability Boost: On your next panel after absorbing damage, you can use 
  the absorbed energy as an Ability Boost reaction with a level equal to the 
  level absorbed. The affected ability is chosen when you take this option, and 
  each other ability counts as a separate extra.
  Blast: On your next panel after absorbing damage, you can unleash the 
  absorbed energy as a Blast with a level equal to the level absorbed.
  Broad: Your Absorption protects against all physical or all energy damage, 
  rather than a specific type.
  Healing: As a reaction you recover Stamina equal to the level absorbed, 
  up to your maximum Stamina level. For an additional extra, you can gain 
  Stamina over your normal maximum, up twice your normal maximum Stamina.
  ACID
   
  You can exude or project a corrosive substance 
  that inflicts damage. See the Corrosion power (p. 
  56). The acid might exude from your hands or you 
  could have acidic spit. If you exude acid from your 
  pores (or entire body), affecting anything touching 
  you, see the Aura power (p. 52).
  
  41
  Power Descriptions
  ADAPTATION
   
  defensIve. Adaptation allows you to transform to 
  adapt to hostile environments. After a page of 
  preparation, physical aspects such as appearance, 
  skin, lung capacity, and resistance to natural 
  damage sources change. You can adapt higher 
  Strength to handle an alien planet’s gravity or Life 
  Support to breathe methane, for example. The power adapts to conditions, 
  not threats; you can’t grow wings if you’re pushed off a cliff, but you can 
  grow gills and become Aquatic when plunged into water. Similarly, you gain 
  no resistance to attacks, but can gain Heat Resistance in the domain of the 
  Lava Men. Maximum benefits are at your Adaptation power level and last as 
  long as you are exposed to the condition.
  The Game Master may rule on exactly what powers your adapt to overcome 
  a condition, and what conditions or threats are affected by your power.
  EXTRAS
  Powers: Danger Sense, Regeneration, Resistance
  Standard: Affects Others
  Defensive: An Adaptation test against a threat’s level allows you to adapt 
  to a threat (such as an attack), rather than just a condition. It still takes a full 
  page to adapt (unless you also have the Instant extra). Such willed adaptations 
  last for the chapter, until you adapt to a different danger, or until you are 
  unable to concentrate on them.
  Instant: Your body adapts as a reaction, without any preparation, meaning 
  you can even adapt to multiple successive conditions in a single page.
  LIMITS
  Standard: Exclusive, Temporary
  Only X Environments: Your Adaptation only works in certain particular 
  hostile environments, rather than all of them. Examples include, Aquatic, 
  Extraterrestrial (other planets), Outer Space, Subterranean (underground),  and 
  Terrestrial (environments found on the surface of the Earth), to name a few.
  
  42
  GREAT POWER
  42
  AFFLICTION
   
  offensIve. You cause a fast-acting affliction—like 
  a disease or toxin—by touching a target. Make a 
  Prowess test to touch your target, then an Affliction 
  test against the higher of the target’s Strength or 
  Regeneration level: Massive or major failure means 
  no effect and ends any ongoing Affliction effect. 
  Moderate failure means no effect on this page, but the Affliction continues 
  and another test is required on the following page, at the start of your panel. 
  Marginal success inflicts half the Affliction’s level as Stamina damage, ignoring 
  Damage Resistance, and the Affliction continues, as above. Moderate success 
  or better inflicts the Affliction’s level as Stamina damage, ignoring Damage 
  Resistance, and the Affliction, continues, as above.
  Choose whether your Affliction causes a target reduced to 0 Stamina to 
  remain unconscious (like a major stunning outcome) or begin losing Strength 
  levels (like a major killing outcome).
  EXTRAS
  Powers: Energy Drain
  Standard: Burst, Contagious, Ranged, Reversible, Slow Recovery
  Aging: You accelerate or reverse the aging process. This adds or subtracts 
  a number of years from the victim’s age equal to the power’s level per degree 
  of success. With two extras, you can both accelerate and reverse aging.
  Aura: You can afflict anyone who touches you as a reaction in addition 
  to afflicting those you touch.
  Influence: Rather than inflicting Stamina damage, your Affliction can exert 
  Mind Control over the target at its level.
  Transformation: Upon reducing a target to 0 Stamina, your Affliction 
  affects them like the Transformation power.
  LIMITS
  Standard: Constant, Degrades
  Slow Effect: Your Affliction does not take effect immediately. Instead it 
  affects the target later in the same chapter and then once each following 
  chapter rather than each page, making it more like a slow poison or natural 
  disease.
  
  43
  Power Descriptions
  AIR CONTROL
   
  control. You manipulate air and wind, creating 
  winds of power level Strength for purposes of 
  moving objects (see the Benchmark Table for 
  guidelines of how much weight you can move).
  EXTRAS
  Standard: Burst
  Powers: Blast (air, Burst), Flight (Passengers), Force Field, Resistance 
  (Cold, Gases, Pressure, Suffocation), Super-Senses (Spatial Sense, air currents), 
  Servant (air elemental), Weather Control
  Air Bubble: As a reaction, you can create and maintain a sphere of 
  breathable air that keeps out water, gases, and similar effects with a level 
  less than your power. The sphere fits a number of people equal to your level.
  Suffocation: You can prevent air from reaching the lungs of a target 
  of your choice within extended range with a successful Coordination vs. 
  Coordination test. If the test succeeds, make a test of your Air Control vs. the 
  target’s Strength and treat the result as an Affliction attack: success results 
  in power level Stamina damage, ignoring Damage Resistance, and the target 
  must make an additional test at the start of each of your panels, so long as 
  you concentrate to maintain the effect.
  Vacuum: You can remove the air in a close range area within extended 
  range, creating a vacuum. The surrounding air normally rushes in like a 
  thunderclap. Make an Air Control test against the Strength of each character 
  in the area; success causes them to lose one panel of action and deafens 
  them for pages equal to your power level. If you choose not to allow the air 
  to fill the vacuum (keeping it out as an exclusive action) those in the area 
  also suffer the effects of suffocation (previously).
  
  44
  GREAT POWER
  44
  ALTERATION RAY
   
  control. This power group is made up of Alteration 
  Powers you can use on others at extended range 
  rather than on yourself. Choose one of the options 
  from the following list or roll 1d6:
  d6 Roll
  Type
  Effect
  1
  Density Ray
  You increase the target’s density.
  2
  Growth Ray
  You enlarge the target.
  3
  Invisibility Ray
  You make the target invisible.
  4
  Phasing Ray
  You make the target intangible.
  5
  Shrinking Ray
  You shrink the target.
  6
  Transforming Ray
  You transform the target into a 
  different shape or substance.
  Make a Coordination vs. Coordination test to hit the target. A successful 
  hit subjects the target to the effect of the Alteration Power. See the individual 
  power descriptions for details.
  EXTRAS
  Offensive: Your Alteration Ray has an effect that is more detrimental 
  than beneficial. For Density Ray and Growth Ray, the target does not gain 
  Strength, but still loses Coordination. For Shrinking Ray, the target loses 
  Strength, rather than retaining normal Strength. For a Transforming Ray, the 
  target may lose mental abilities, or only turn into a detrimental form.
  LIMITS
  Standard: Close Range
  Offensive Only: Your Alteration Ray is only a detrimental effect (previously) 
  and cannot provide a beneficial one. You must have the Offensive extra, but 
  this limit can cancel out its cost.
  
  45
  Power Descriptions
  ALTER EGO
   
  alteratIon. You can transform into an entirely 
  different alternate character! Create a second 
  character as your Alter Ego. The new character 
  automatically has one fewer power to account 
  for this one. The GM may require certain traits, 
  notably origin and mental abilities, to remain 
  consistent between the two characters, but this does not have to be the 
  case. Transforming between your Alter Egos takes a page of perparation, 
  during which you can do nothing else.
  NORMAL IDENTITY
  If your hero simply has an “ordinary” human identity with no powers, 
  that is an example of disability trouble rather than an instance of this power: 
  occasionally you have to deal with being in a form that doesn’t have access 
  to your usual powers. Alter Egos have powers of their own.
  SERIAL ALTER EGOS
  If you roll this power, you can take the following option: stop rolling and 
  discard all other powers. In their place, you can assume a series of superhuman 
  Alter Egos! You either have a set number of Alter Egos equal to your number 
  of initially rolled powers (minimum of three) or an unlimited series of random 
  superhuman forms (randomly generate a new character for each identity 
  assumed). In both cases, you can assume an Alter Ego form with one panel 
  of preparation to transform, but must revert to your normal form afterward 
  for an amount of time equal to the time spent in your superhuman form(s).
  EXTRAS
  • Instant: It does not take a page of preparation to assume your Alter 
  Ego, you can do so instantly during your panel.
  • No Interval: You do not have to revert to your normal form for any time 
  between assuming different serial Alter Egos.
  
  46
  GREAT POWER
  46
  ALTERNATE FORM
   
  alteratIon. You can transform into a form other 
  than flesh and blood. Choose from the following 
  list or roll:
  d6 Roll
  Alternate Form
  1
  Energy Form
  2
  Explosive Form
  3
  Fluid Form
  4
  Gaseous Form
  5
  Shadow Form
  6
  Solid Form
  It takes a page of preparation for you to change into your Alternate Form, 
  but you can change back to normal instantly. Depending on the form and Game 
  Master approval, you can use the level of this power to determine damage 
  when attacking in close combat (punching with fists of steel, igniting things 
  while made of fire, suffocating with gas or water, burning with acid, etc.).
  Each kind of Alternate Form is itself a power group, so you have Electrical 
  Form, Fire Form, Gaseous Form, Metal Form, Water Form, and so forth, as 
  the individual powers.
  ENERGY FORM
  You become a coherent field of energy (see Energy Control for some 
  possibilities). You gain Flight at your power level and Immunity to Physical 
  Attacks but you have no Strength and automatically fail Strength tests to 
  touch or affect physical objects. Attacks affecting your type of energy still 
  affect you. You can acquire Energy Control of the same type as your form 
  as an extra.
  EXPLOSIVE FORM
  You can make your body explode! Make a power level test against the 
  Coordination of everyone within close distance, reading the results as a 
  
  47
  Power Descriptions
  blasting or shooting test (choose one when you take this power). You then 
  reform at the start of the next page. Until then you are Immune to Damage 
  but unable to affect the physical world. You can delay reforming for up to 
  your power level in pages and reform anywhere within extended range of 
  where you exploded. As an extra, you can teleport after exploding, reforming 
  some distance further away (see Teleportation, p. 120).
  FLUID FORM
  You transform into a fluid form, able to flow like water through cracks and 
  other small spaces. You might be a liquid like water or a mass of fine particles 
  like dust or sand, or tiny insects or robots. You gain Damage Resistance and 
  Stretching equal to your power level.
  GASEOUS FORM
  You transform into a cloud of gas or fine airborne particles, possibly even 
  a swarm of flying insects or nanites. You gain Flight 1 and can flow through 
  any opening that’s not airtight. You gain Immunity to Physical Attacks except 
  for those that would disrupt or affect a cloud.
  SHADOW FORM
  You transform into a flat black silhouette of your normal appearance. You 
  have no Strength and automatically fail Strength tests to touch or affect 
  physical objects. You gain Immunity to Physical Attacks, except for light-
  based attacks, which have a Stunning effect on you in addition to their normal 
  effect. You have Wall-Crawling, the 2D capability of Dimension Control and 
  the Invisibility power, limited to while you are surrounded by shadows or dim 
  lighting, all at your Shadow Form level (see the individual power descriptions).
  SOLID FORM
  You transform into a dense solid material like metal or stone. You gain 
  Strength equal to the greater of your power level or your normal Strength +1 
  while in solid form along with Damage Resistance equal to your power level.
  EXTRAS
  Broad: You can transform into any form within your Alternate Form group, 
  rather than a specific form—any Energy Form or Gaseous Form rather than 
  just one, for example.
  Instant: You can assume your alternate form without any preparation.
  
  48
  GREAT POWER
  48
  ANATOMIC SEPARATION
   
  You can split off parts of your body harmlessly and control them while 
  separated. See the Anatomic Separation limit of the Duplication power (p. 63).
  ANDROID BODY
   
  The Artificial origin means you are a construct rather than regular living 
  being. You can discard a rolled power and replace it with Life Support (p. 86).
  ANIMAL COMPANION
   
  See the Servant power (p. 107). An animal 
  companion may also be handled as a quality: 
  tagged to provide the character with bonuses 
  under the right circumstances, compelled when 
  the companion is threatened or otherwise causes 
  problems for the character, but having no other 
  game traits of its own.
  ANIMAL CONTROL
   
  See the Animal Control limit of the Mind Control 
  power (p. 92). Animal controllers often have the 
  Burst or Mindlink extras to compensate for the 
  Animal Control limit, or also have the One Type 
  limit in addition, limiting them to a specific type 
  of animal.
  ANIMAL FORM
   
  See Animals under the Transformation power (p. 
  123). Were-creatures typically have the One Type 
  limit as well, transforming into a single animal-
  human hybrid form.
  
  49
  Power Descriptions
  ANIMAL MIMICRY
   
  alteratIon. You can mimic the traits of animals, 
  gaining the Strength of an elephant, the Super-
  Speed of a cheetah, the Coordination of a monkey, 
  or the Extended Vision and Flight of an eagle, to 
  name a few.
  Each page, you can choose an animal to mimic, 
  gaining its trait levels up to a maximum of your Animal Mimicry power level. 
  An animal must be within visual range in order for you to mimic it. The Game 
  Master determines what animals are nearby (possibly modified by Retconning).
  You can only mimic one animal at a time and lose any other animal abilities 
  when you switch from one animal to another. You either retain your normal 
  appearance or gain some of the physical appearance of the animal you mimic 
  (your choice when you acquire this power).
  EXTRAS
  Extra Animal: You can mimic two animals at once, mixing and matching 
  their traits, and duplicating the best of each. If you take this extra more than 
  once, you can mimic an extra animal for each one.
  Rangeless: You can mimic any animal you can think of rather than just 
  those nearby.
  LIMITS
  Standard: Close Range, Exclusive, Preparation
  One Type: You can only mimic one type of animals, such as jungle creatures, 
  avians, sea creatures, or insects, for example.
  ANIMATION
   
  You can bring non-living objects or images to 
  life. See the Servant power description (p. 107), 
  possibly with the Source limit, if you are limited to 
  animating the objects that are available around you.
  
  50
  GREAT POWER
  50
  AQUATIC
   
  alteratIon. You are equally suited to functioning 
  underwater and on land. You can breathe water and 
  your Coordination and Awareness while submerged 
  equal the higher of their normal levels +1 or this 
  power’s level, whichever is greater. You can swim 
  at a speed based on your half your power level 
  (rounded up). See the Benchmarks Table to get an idea of your speed: 3 is 
  a swift swimmer like a dolphin, 5 is as fast as a submersible, 7 like a torpedo, 
  while higher levels are faster than any known sea creature or vessel.
  EXTRAS
  Powers: Leaping (only out of water), Resistance (Gases, Pressure, Water), 
  Servant (Limited to Aquatic Creatures)
  Enhanced: Your Aquatic power also enhances your Prowess and Strength 
  while you are submerged, raising them to the higher of their normal levels 
  +1 or your Aquatic power level, whichever is greater.
  LIMITS
  One Type: You either have aquatic adaptation (the ability to breathe 
  underwater and use your Aquatic level in place of Coordination and Awareness 
  while submerged) or swimming speed, but not both.
  Water-bound: You cannot breathe air, and experience exhaustion when 
  you are out of water (see Exhaustion in the Taking Action chapter of Icons).
  ARMOR
   
  See the Resistance power, specifically Damage 
  Resistance (p. 106). For worn armor, including 
  battlesuits, see Defensive Devices in the Devices 
  chapter. Your armor can look like whatever you 
  want, from a rocky, leathery, or scaly hide or a suit 
  of medieval or high-tech armor or what looks like 
  ordinary skin or clothing.
  
  51
  Power Descriptions
  ARTIFICIAL BODY
   
  The Artificial origin means you are a construct 
  rather than regular living being. You have Life 
  Support in addition to your other powers, and 
  can discard a rolled power to increase your Life 
  Support level to 10.
  ASTRAL PROJECTION
   
  mental. You can project your astral form (the 
  vessel of the mind and spirit) out from your 
  physical body, allowing it to travel elsewhere. Your 
  body remains in a coma-like state, although you 
  are aware of any harm befalling it. Should your 
  body perish while your astral form is away, you 
  remain trapped in astral form. You are not, however, automatically aware if 
  someone or something moves your physical body while your astral form is 
  away, which may force you to search for it.
  Your astral form has Flight and Phasing at your power level. It can observe, 
  but not affect, the physical world and cannot be detected by physical means, 
  although Astral Detection and Telepathy reveal it. You can use mental powers 
  against non-astral beings, but with a +2 difficulty modifier. Your powers work 
  normally against other astral beings.
  EXTRAS
  Powers: Astral Detection, Dimensional Travel (while in astral form), Dream 
  Control
  Mental Mastery: You can use mental powers on non-astral beings while 
  in your astral form without a difficulty modifier.
  
  52
  GREAT POWER
  52
  AURA
   
  offensIve. You can surround yourself with a 
  damaging effect like fire, raw energy, sharp spines, 
  or acid, chosen when you gain this power. Anything 
  touching you suffers damage equal to your power 
  level; this includes anyone attacking you unarmed 
  (or their weapon if they attack with one). If you 
  deliberately touch an opponent (including grabbing them), they suffer your 
  Aura’s damage. If you strike an opponent, they suffer your aura’s damage 
  as a Secondary Effect of your Strength damage.
  EXTRAS
  Powers: Blast, Energy Control (of the Aura’s type), Life Support, Resistance 
  (to Aura’s effect)
  Standard: Contagious
  Partial: You can control which parts of your body your Aura covers, 
  allowing you to, for example, uncover your hands to handle objects safely 
  while keeping your Aura active.
  Variable: Your Aura can shift between different forms of energy. See the 
  Energy Control power for examples.
  LIMITS
  Standard: Constant
  BINDING
   
  offensIve. You can project an attack out to extended 
  range that binds or traps the target with glue, 
  ice, mud, webbing, or the like, with Material equal 
  to your power level. Make a Coordination vs. 
  Coordination test to hit: A failure has no effect. 
  A marginal success is like a moderate success 
  (following) but the binding’s Material level is halved. A moderate success 
  applies a –2 penalty to the target’s actions and sticks them to the spot, while 
  a major or better success renders the target incapable of physical action 
  until they escape.
  EXTRAS
  Standard: Burst, Contagious, Secondary Effect
  
  53
  Power Descriptions
  BLAST
   
  offensIve. You can project a damaging blast at 
  extended range. Choose the effect of your Blast—
  from pure force to an element or energy—and 
  whether it is a blasting or shooting attack when 
  you get this power. Your Blast inflicts damage 
  equal to its level.
  EXTRAS
  Standard: Affects X, Burst, Contagious, Secondary Effect
  Disintegration: If your Blast destroys a target, it is completely vaporized 
  (transformed into energy, etc.), leaving no trace behind.
  Extra Type: Your Blast can be either a blasting or shooting attack, chosen 
  when you make the attack.
  LIMITS
  Standard: Blocked
  BODY OF...
   
  For powers where you turn into another material 
  or energy, see the Alternate Form power (p. 46). 
  For some characters, an alternate body type is a 
  permanent condition, applying the Constant limit 
  to the power, or a suitable quality that causes 
  trouble related to their unusual body type.
  BOUNCING
   
  You can ricochet off the ground or other surfaces. See the Bouncing extra 
  of the Stretching power (p. 114), possibly with the Inflating limit, if you are only 
  capable of bouncing. Some characters have bouncing as an extra on a kinetic 
  Force Field (p. 76): their field protects them from damage by redirecting the 
  impact, causing them to bounce or ricochet away from it. 
  
  54
  GREAT POWER
  54
  BURROWING
   
  movement. You have the ability to tunnel beneath 
  the ground at your normal speed, moving through 
  any Material equal to or less than your Burrowing 
  level. Tougher Materials roughly halve your speed 
  per level of difference: halved for one level, one-
  quarter for two levels, and so forth. You can leave 
  a tunnel behind you as you burrow, allowing others to follow, or to have it fill 
  in behind you, preventing others from following, as you choose.
  LIMITS
  One Type: You can only burrow through a particular type of material, 
  like sand or ice.
  CHI POWER
   
  You can focus your chi or life force (also known 
  as ki or prana) to improve one or more of your 
  abilities. See the Ability Boost power (p. 38), 
  possibly with the Preparation and Tiring limits. Chi 
  power may also include extras like Blast, Healing, 
  Resistance, and Strike.
  CLAWS
   
  See the Extra Body Parts power (p. 72) and the 
  Strike power (p. 115). Claws typically inflict slashing 
  damage and include things like sharp teeth, talons, 
  fangs, spines, bone spurs, and so forth. For sharp 
  natural weapons that can inflict damage on anyone 
  attacking you, see the Aura power (p. 52).
  
  55
  Power Descriptions
  COLD CONTROL
   
  control. You can reduce temperatures to create 
  cold. Choose one of the following extras you can 
  perform, adding others as regular extras.
  Powers: Absorption (cold, heat), Affliction 
  (freezing), Aura (cold), Binding (ice), Blast (ice), 
  Damage Resistance (ice armor), Fire Control (“cold 
  fire”), Resistance (Cold, Heat)
  Ice Constructs: You can create columns, walls, and other large geometric 
  constructs of ice with power level Material.
  Ice Patch: You create slick patches of ice. Moving across the ice requires 
  a Coordination vs. Cold Control test to avoid falling and losing an action.
  Ice Ramps: You can skate on ramps of ice that give you Flight 1 while 
  within extended range of the ground.
  Ice Shield: You can create a shield or barrier with Material equal to your 
  power level and use it to block attacks.
  LIMITS
  Standard: Source
  COMPUTER CONTROL
   
  For the ability to control computers and machines, 
  see the Interface power (p. 84) and the Machine 
  Control power (p. 88).
  CONSTRUCTS
   
  You can form solid objects—constructs—out of 
  a type of energy (or matter). See the Force 
  Constructs extra of Force Control (p. 75), along 
  with similar Energy Control and Element Control 
  extras (with “Construct” in the name), depending 
  on the type of energy or matter used.
  
  56
  GREAT POWER
  56
  CONTINUUM CONTROL
   
  control. You control one of the fundamental 
  forces of reality. See the descriptions of the Friction 
  Control, Gravity Control, Probability Control, 
  Spatial Control, and Time Control powers. Choose 
  one or roll on the following table:
  d6 Roll
  Power
  1
  Friction Control
  2
  Gravity Control
  3
  Probability Control
  4
  Spatial Control
  5
  Time Control
  6
  Choose or re-roll, ignoring this result
  CORROSION
   
  offensIve. You have a corrosive, acidic, burning, 
  or rotting attack that causes damage equal to your 
  power level by touch with a successful attack. The 
  target takes half your Corrosion level in damage 
  on each of the following two pages at the start of 
  your panel unless some action is taken to neutralize 
  the attack’s effects.
  Corrosion damages objects by eating away at their Material. Subtract the 
  power’s level from the object’s Material. Objects reduced to Material 0 are 
  destroyed. So if level 7 acid strikes steel (Material 8), it reduces the steel’s 
  Material to 1 (about that of paper) and a second such attack will destroy the 
  metal completely.
  EXTRAS
  Standard: Burst, Contagious, Ranged
  Powers: Resistance (Corrosion)
  Consumption: Your Corrosion resides in your mouth and digestive tract, 
  allowing you to consume virtually anything, limited only by the size of your 
  mouth. So you can use Corrosion to bite off the ends of guns, chew through 
  
  57
  Power Descriptions
  rope or cable, and so forth. As a side benefit, you’re Immune to anything you 
  swallow—mainly toxins, but also things like grenades!
  Extended: Your half Corrosion damage lasts for an additional two pages, 
  unless neutralized.
  LIMITS
  Blocked (Material-Sensitive): Damage is delivered only to a particular 
  type of material, such as wood or flesh.
  Situational (Emotion-Sensitive): Damage is delivered only to creatures 
  harboring a particular emotion, such as fear or greed.
  COSMIC AWARENESS
   
  See Cosmic Detection under the Detection power (p. 60).
  COSMIC POWER
   
  control. You wield a cosmic or primal power, 
  tapping into the fundamental fabric of the universe 
  itself.
  Choose one power effect you can duplicate. 
  Additional powers are available as extras. Essentially, 
  virtually any power is a potential Cosmic Power 
  stunt, with the Game Master’s permission. At its most basic, Cosmic Power 
  is often like an Energy Control power; see the various Energy Control power 
  descriptions for examples.
  EXTRAS
  Powers: Any
  LIMITS
  Standard: Blocked, Exclusive, Preparation
  Ability-Linked: Your Cosmic Power level is linked to one of your ability 
  levels and cannot exceed that level. Reduce any rolled level for the power 
  to your ability level. Level modifications due to limits (including this one) 
  cannot raise the power above the linked ability level.
  CYBERKINESIS
   
  See the Interface power (p. 84) and the Machine Control power (p. 88).
  
  58
  GREAT POWER
  58
  DAMAGE RESISTANCE
   
  For this and other types of Resistance, see the Resistance power (p. 106).
  DANGER SENSE
   
  sensory. You have a special sense for danger, 
  moments before it strikes. You can use your Danger 
  Sense level as the ability for reactions to defend 
  against attacks or other sudden dangers and for 
  Awareness tests to notice those dangers. If your 
  Danger Sense level is lower than the associated 
  ability, level, you get a +1 bonus to tests using the ability instead.
  DARKNESS CONTROL
   
  control. You can generate darkness, blacking 
  out the area within extended range. The effects 
  last with concentration, with lighting returning to 
  normal the page after your concentration lapses. 
  The affected area has a “Dark” quality you can 
  activate for free to impose a Disbility on those in it, 
  rendering them unable to see, and Increased Difficulty for sight-based actions.
  EXTRAS
  Powers: Absorption (Light), Blast, Dazzle, Emotion Control (Fear Only), 
  Energy Drain (Life Drain), Flight, Force Field, Resistance (Darkness, Light), 
  Servant (animated shadows), Super-Senses (Infravision), Teleportation 
  (Transmit, darkness and shadows)
  Shadow Constructs: You can project a black force, essentially “solid 
  darkness,” forming different constructs with Material equal to your power level.
  Shadow Shaping: You can change the shape and size of shadows and 
  generate three-dimensional objects and creatures. These shadow images 
  are immaterial (0 Strength and Immune to all forms of attack except Light 
  Control and other light-generating effects).
  
  59
  Power Descriptions
  DAZZLE
   
  offensIve. You can project a attack that temporarily 
  overwhelms one of the target’s senses; it could be 
  dazzling light, a deafening sound, a chemical spray, 
  a gob of mud, or anything similar. Chooses a sense 
  your Dazzle affects when you acquire this power. 
  In addition to the normal senses, you could dazzle 
  a sensory power like Danger Sense or Detection.
  Make a Coordination vs. Coordination test to hit. With a moderate success, 
  you affect the target for one page, with a major success, the target is affected 
  for one page per Dazzle level, and with a massive success, the target is 
  dazzled for the entire chapter. Dazzled characters suffer a +2 difficulty on 
  tests relying on the dazzled sense and automatically fail Awareness checks 
  using it. Using an advantage to Recover ends the Dazzle immediately.
  EXTRAS
  Standard: Burst, Contagious
  Powers: Resistance (Dazzling)
  Extra Sense: Your power affects two senses at once rather than one, 
  simultaneously blinding and deafening, for example.
  DEATH TOUCH
   
  See the Energy Drain power—specifically the Life Drain extra (p. 70).
  DENSITY
   
  alteratIon. You can increase your density, becoming 
  heavier, stronger, and tougher, but also slower.
  When your power is active, your Strength 
  equals your Density level or your normal Strength 
  +1, whichever is greater, and you gain Damage 
  Resistance equal to your Density level.
  EXTRAS
  Phasing: You can also lower your density, giving you Phasing at your 
  Density power level.
  
  60
  GREAT POWER
  60
  LIMITS
  Slow: Your mass while dense slows you down. Your Coordination equals 
  the lower of your normal level or 10 minus your Density level and, at Density 
  10, you are unable to move at all without making a difficulty 10 Willpower 
  test, which allows you to move a few steps.
  DETECTION
   
  sensory. You have the ability to detect a specific 
  form of energy, power, or presence with Awareness 
  equal to your Detection level. Select one type of 
  Detection from the following list or roll 2d6:
  2d6 Roll
  Type
  Effect
  2
  Cosmic
  You can detect cosmic-level beings, cosmic 
  energy, and universe-affecting events.
  3–4
  Emotion
  You can detect emotional states or particular 
  emotions like fear or love.
  5
  Energy
  You can detect different types of energy and 
  follow energy trails. You can identify different 
  energy types with a power test.
  6
  Magic
  You can detect magical energy – spells, artifacts, 
  those with the ability to use magic, etc.
  7
  Magnetic
  You can detect magnetic fields, including uses of 
  Magnetic Control.
  8–9
  Power
  You can detect the use of certain powers – when 
  a power is used or someone possesses a power, 
  such as mutant or mental powers.
  10–11
  Radiation
  You can detect radioactive energy and sources of 
  radiation, including uses of Radiation Control.
  12
  Spirit
  You can detect spiritual activity such as ghosts or 
  astral forms.
  The table is by no means a definitive listing of available detection powers. 
  
  61
  Power Descriptions
  Players wanting a form of detection not listed here are encouraged to discuss 
  the idea with their Game Masters.
  In some cases, the GM may use an opposing ability, like Coordination or 
  Willpower, as the difficulty for a power test to detect a subject deliberately 
  hiding from you.
  DIMENSION CONTROL
   
  alteratIon. You can change the number of physical 
  dimensions your body occupies, altering your 
  abilities accordingly. You can shift from 3D to 
  two other dimensional states and back. Shifting 
  to other dimensions is an extra for each two 
  additional dimensions. Your abilities are based 
  on the number of dimensions you occupy:
  0D: You exist as nothing more than a mathematical point in space. You 
  can’t move or take any actions, but the good news is you’re Invisible and 
  Immune to everything except powers that act directly on your mind or spirit.
  1D: You’re a nearly invisible line (Invisibility equal to your level). You have 
  no Strength, but you can fit through any opening, no matter how small.
  2D: You’re a flat image of yourself. You can slip through any crack or 
  opening that accommodates your width, and you have Invisibility when 
  viewed from the side. As an extra you can develop a slashing Strike equal to 
  your level, letting you slice through things.
  3D: You have your normal physical abilities.
  4D: Your Strength increases to your power level and you can “sidestep” 
  physical objects as if you had Phasing. You gain the Super-Sense of Penetration 
  Vision by being able to see “around” physical barriers (viewing them from 
  higher dimensional space).
  5D: You gain Time Control at your power level.
  6D: You gain Dimensional Travel at your power level by “rotating” into 
  different dimensions.
  LIMITS
  One Direction: You can only add or subtract dimensions, not both.
  
  62
  GREAT POWER
  62
  DIMENSIONAL TRAVEL
   
  movement. You can move at will between dimensions. 
  You may freely travel to any dimension you have 
  previously visited but visiting a new dimension 
  requires a difficulty 3 Dimensional Travel test. A 
  failure means you don’t go anywhere, and trying to 
  reach that dimension requires determined effort, 
  or you have some trouble reaching the destination 
  dimension (usually losing one page of action upon arrival, but the GM gets to 
  choose). A success means you reach the dimension with no trouble. Dimension 
  Travel 8 or greater does not require a test (you automatically succeed). You 
  generally return to a dimension at the place where you left it, unless you 
  have the Teleportation extra or the GM says otherwise as a story element.
  EXTRAS
  Powers: Teleportation
  Dimensional Pocket: You can access a “pocket” dimension where you 
  can stash items and retrieve them later. You can store a total mass in your 
  Dimensional Pocket based your power level on the Weight column of the 
  Benchmark Table.
  Reliable: You never have to make Dimension Travel tests to reach new 
  dimensions.
  LIMITS:
  One Dimension: You can only travel between your home dimension and 
  one other, chosen when you acquire the power.
  DISEASE
   
  For the power to inflict illnesses—or various disease-like effects—on targets, 
  see the Affliction power (p. 42).
  DISINTEGRATION
   
  For powers that disintegrate or destroy matter, see the Disintegration extra 
  of the Blast power (p. 53) as well as the Corrosion power (p. 56).
  
  63
  Power Descriptions
  DREAM CONTROL
   
  mental. You have the ability to manipulate dreams. You can control your 
  own dreams, choosing what you dream. More importantly, you can implant 
  images into the mind of a sleeping individual, similar to using the Illusion 
  power (p. 82).
  EXTRAS
  Powers: Astral Projection, Illusion, Telepathy
  Dream Travel: You can enter the short-lived pocket dimension created 
  by a person’s dreams or nightmares. These dream-worlds are outside the 
  boundaries of normal reality and exist solely as a reflection of the dreamer’s 
  imagination. You can interact with things in it much as you would in the real 
  world. Use Willpower in place of Strength when operating in the dream world.
  Sleep: You can put someone into a deep sleep with a successful Dream 
  Control vs. Willpower test.
  LIMITS
  Sleeping: You can only use this power when you are asleep. If you are 
  awakened, your dream body returns to your physical body immediately.
  DUPLICATION
   
  alteratIon. You can produce duplicates of yourself, 
  up to your power level in number, so one duplicate 
  with Duplication 1, two with Duplication 2, and 
  so forth. (The power to create virtually unlimited 
  duplicates is off the scale and best reserved for 
  villains and Game Master characters.) It takes a 
  page of preparation to create a duplicate.
  Duplicates have the same abilities as you, except they lack this power 
  (duplicates cannot themselves create duplicates). Duplicates performing the 
  same action together use the rules for combined effort. Duplicates do not 
  have Determination Points, but you can share yours with your duplicates.
  A dead or unconscious duplicate disappears. If you are knocked out or 
  killed, all your duplicates disappear.
  
  64
  GREAT POWER
  64
  EXTRAS
  Instant: Your Duplication does not require preparation; you can do it 
  instantly, although you still do so on your panel and can still only create one 
  duplicate per page unless you have the Multiple extra as well.
  Mental Link: You and your duplicates share a mental link, allowing you to 
  communicate silently and instantly with each other.
  Multiple: You can produce your maximum number of duplicates all at 
  once, rather than one at a time.
  Reabsorption Healing: When you merge with a duplicate, you gain the 
  benefit of Healing equal to half the duplicate’s current Stamina (round down).
  Reaction: You can duplicate in response to a circumstance, such as being 
  struck or exposed to a loud noise. This happens instantly as a reaction.
  Real Duplicates: All of your duplicates are the “real” you: dead or unconscious 
  duplicates still disappear, but there is no “weak link” that causes them all to 
  vanish. As long as one duplicate survives, you survive.
  LIMITS
  Anatomic Separation: Rather than duplicating, you harmlessly split 
  your body into smaller segments, detaching a hand or a limb, for example. 
  Separated body parts act independently. You can produce a number of splits 
  equal to your power level.
  Feedback: You suffer the same stun results (but not other effects) as 
  your duplicates.
  Future Duplicates: All your duplicates are the “real” you from different 
  points in your future. This means if any duplicate is killed, you will also die 
  sometime soon!
  Illusory Duplicates: Your duplicates aren’t real, just intangible illusions. 
  They’re good for distraction and appearance, but nothing else. On the upside, 
  you have the benefits of the Instant and Multiple extras along with this limit 
  at no cost.
  Living Duplicates: Your killed duplicates never reappear. When a duplicate 
  is lost, reduce your power level by 1 permanently.
  
  65
  Power Descriptions
  EARTH CONTROL
   
  control. You can manipulate earth and rock. This 
  ability is limited to naturally-occurring materials 
  like stone and dirt, and consistent semi-natural 
  material such as asphalt and glass. Things like 
  refined metals, artificially constructed mechanisms 
  (including computers, guns, and vehicles), and 
  living or once-living things (such as rubber, wood, and flesh) are beyond 
  the scope of this power.
  EXTRAS
  Powers: Binding, Burrowing, Force Field (earth and rock armor), Gravity 
  Control, Resistance (Earth, Earthquakes), Servant (earth elemental)
  Earthwave: You gain Flight 1 by raising pillars or waves of earth with power 
  level Material under your feet and riding them.
  Earthquake: Every individual and major structure touching the ground 
  within extended range suffers damage equal to your power level.
  Lava Control: You can turn any stone within extended range to molten 
  rock. The lava cools in one page, unless you concentrate on keeping it molten. 
  You can shoot Blasts of lava that do damage equal to your power level. If 
  you attack a sentient stone creature with this power, treat it as a ranged 
  Affliction (p. 42).
  Metal Control: You can exert control over refined metals as well as natural 
  earth.
  Tremors: You can send tremors through the ground for an Earth Control 
  vs. Coordination or Strength test to slam targets.
  LIMITS
  Grounded: Your Earth Control level is halved if you aren’t touching the 
  ground. If you’re further than extended range from the ground, your level 
  is reduced to 0.
  ELASTICITY
   
  You have a stretchy, elastic form. See the Stretching power (p. 114).
  
  66
  GREAT POWER
  66
  ELECTRICAL CONTROL
   
  control. You can generate and control electricity, 
  shooting bolts of lighting out to extended range 
  for damage equal to your power level.
  You can also recharge electrical devices and 
  conduct voltage through water and metals like 
  copper, iron, and steel. While you touch a conductive 
  surface, everyone else touching it is vulnerable to the attack.
  EXTRAS
  Powers: Ability Boost (Strength only), Absorption (Electricity), Aura 
  (Electricity), Flight, Machine Control, Resistance (Electricity), Super-Speed, 
  Teleportation (Transmit, power lines)
  Brownout: You can shut down all electricity in extended range for a level 
  duration. This stops robots, powered armor, and computers from functioning 
  unless they have backup power.
  LIMITS
  Standard: Close Range, No Stunts, Source
  Non-Conductive: You cannot act as a conductor for electricity from a 
  power source. You can only generate power internally.
  ELEMENT CONTROL
   
  control. You control one of the essential elements of the natural world. 
  See the descriptions of the Air Control, Earth Control, Fire Control, Plant 
  Control, Water Control, and Weather Control powers. Choose one or roll 
  on the following table:
  d6 Roll
  Power
  1
  Air Control
  2
  Earth Control
  3
  Fire Control
  4
  Plant Control
  5
  Water Control
  6
  Weather Control
  
  67
  Power Descriptions
  EMOTION CONTROL
   
  mental. You can exert control over how a target feels, placing a temporary 
  emotional quality of your choice on the target, such as “Terrified” or “Enamoured,” 
  that you may activate for free so long as it lasts. Choose a target in visual 
  range and make an Emotion Control vs. Awareness test. Failure means no 
  effect, and you must make a determined effort to attempt to control the same 
  target again in that chapter. Marginal success has no effect, but you can try 
  again without determined effort. Moderate success places the emotional 
  quality on the target. Concentrate and make a new test at the start of each 
  of your pages to maintain it. Major success requires a new test after a level 
  duration. Massive success can be maintained for the entire chapter.
  You can instill a single emotional quality in the target at a time. One of 
  the target’s other qualities may be activated to recover, at which point you 
  must roll a new test to maintain the effect.
  2d6 Roll
  Emotion
  Effect
  2–3
  Doubt
  Beset with doubt, the target always 
  acts last and may not make determined 
  efforts.
  4–5
  Fear
  Filled with terror, the target either flees 
  or, if unable to flee, cowers.
  6
  Hate
  The target is filled with hatred for a 
  subject, and seeks to attack it.
  7
  Love
  The target loves a subject and will help 
  and defend it as much as possible.
  8
  Pleasure
  So filled with good and pleasurable 
  feelings, the target just sits around doing 
  nothing.
  9–10
  Respect
  Instilled with great regard for a subject, 
  the target will do anything possible to 
  assist it.
  11-12
  Sadness
  Overwhelmed with sadness and despair, 
  the subject can’t do anything.
  
  68
  GREAT POWER
  68
  EXTRAS
  Powers: Ability Boost (Affects Others)
  LIMITS
  One Emotion: You can only instill one emotion, chosen when you acquire 
  this power. Pick one or roll on the table.
  Pheromones: Your power works through scents secreted by your body. 
  Anything that blocks scent (like an environment suit or filter mask) prevents 
  the power from working.
  Random: You don’t control the emotions you inflict; roll randomly on the 
  emotion table when you use your power to learn what emotion you impose.
  EMPATHY
   
  See the Emotion Detection power under Detection (p. 60).
  EMPOWERMENT
   
  control. You can give other people powers by touching them and taking 
  your action to empower them. You can grant any powers with total levels 
  less than your Empowerment level. The granted powers last as long as you 
  concentrate, and for pages equal to your Empowerment level afterward. You 
  can revoke the granted powers at any time during your panel.
  Some Game Master characters have Empowerment that is off the scale, 
  capable of granting various powers with virtually unlimited levels for as long 
  as they wish.
  EXTRAS
  Standard: Burst, Ranged
  Extended: The empowerment lasts for as long as you wish, or until you 
  revoke it.
  LIMITS
  One Type: You can only grant one type of powers, like only Energy Control 
  powers or only Mental Powers.
  Transferral: The only powers you can grant are other powers you have, 
  and you lose levels equal to the amount you grant someone else.
  Unstable: Any powers you grant automatically have the Unstable limit 
  and may go out of control (see Limits, p. 24).
  
  69
  Power Descriptions
  ENERGY CONTROL
   
  control. You exert control over one of the spectrum of energies and forces 
  (or the lack thereof): Cold Control, Darkness Control, Electrical Control, 
  Force Control, Light Control, Magnetic Control, Radiation Control, Sonic 
  Control, and Vibration Control. See the individual power descriptions for 
  details. Choose one or roll on the following table:
  First d6
  Second d6
  Power
  1–3
  1
  Cold Control
  2
  Darkness Control
  3
  Electrical Control
  4–5
  Force Control
  6
  Light Control
  4–6
  1–2
  Magnetic Control
  3
  Radiation Control
  4–5
  Sonic Control
  6
  Vibration Control
  ENERGY CONVERSION
   
  You transform one type of energy into another. This is a type of Energy 
  Control with the Source limit for working with ambient energy, such as 
  Light Control (Source, sound) for converting available sound into light; your 
  Energy Control power level is limited by the level of available Source energy. 
  If you are also resistant to the type of energy you convert or generate, take 
  (Energy Type) Resistance or Energy Absorption as an extra of your Energy 
  Control power.
  
  70
  GREAT POWER
  70
  ENERGY DRAIN
   
  offensIve. You can sap a target’s vital energy by touch. Make a Prowess test 
  to touch the target. If successful, test Energy Drain vs. Strength or Willpower 
  (choose one when you acquire this power). The target loses Stamina equal 
  to the outcome, while you gain Stamina equal to the outcome (if you have 
  lost any) with a maximum outcome equal to your power level.
  EXTRAS
  Standard: Contagious, Ranged, Slow Recovery
  Ability Drain: Your power drains an ability instead of Stamina. After a level 
  duration, the drained ability regains 1 point per page until fully recovered. 
  Each ability is a separate extra. If you can drain an ability and Stamina at the 
  same time, that is an additional extra.
  Infection: A victim drained to death via Life Drain (following) comes 
  back from the dead as a energy drainer like you, under your mental control.
  Influence: Until your victims fully recover, you can speak telepathically to 
  them and attempt to control them with Mind Control at your Energy Drain level.
  Life Drain: Targets drained to 0 Stamina must make a Strength test 
  against your power level, with failure meaning they begin losing Strength 
  levels and dying.
  Storage: You can gain Stamina from Energy Drain over your usual maximum 
  Stamina equal to your Energy Drain level. This extra Stamina fades at a rate 
  of 1 point per minute.
  ENVIRONMENTAL AWARENESS
   
  sensory. You are “in tune” with the environment, allowing you to sense 
  things like weather, movement, the presence (or absence) of life, chemical 
  contamination, and so forth, out to visual range. With a successful difficulty 
  5 Environmental Awareness test you can ask the Game Master a single yes-
  or-no question about the environment each game session, in addition to 
  using advantage for insight into the environment.
  EXTRAS
  Powers: Mind Control (Animal Control only), Plant Control, Postcognition 
  (environment only), Precognition (environment only), Weather Control
  
  71
  Power Descriptions
  LIMITS
  Location Specific: Your environmental awareness only works in a particular 
  place or kind of terrain (a particular nation, only forests, only cities, etc.).
  Symbiosis: Your health and well-being are linked to the environment 
  around you. Damage to the environment causes you pain, as if you were 
  subjected to a stun result of equal level.
  EVOLUTION
   
  alteratIon. You have the ability to shift along the 
  envolutionary scale “backwards” or “forwards” at 
  will, transforming yourself into either a primitive 
  caveman or a scrawny humanoid with an enlarged 
  head. (Yes, this is comic-book “evolution,” not hard 
  science.) The exact appearance of both evolutionary 
  selves is left up to the player and the Game Master.
  PRIMITIVE
  If you shift “backwards,” you become a primitive hominid or ape-man with 
  Intellect 1 and Strength equal to your Evolution level (or normal Strength +1). 
  In addition, the primitive gains one of the following features: two appropriate 
  specialties such as Athletics, Martial Arts (brawling), Mental Resistance, 
  Stealth, or Wrestling; a Strike attack at a bonus equal to the Evolution level; 
  or Prehensile Feet, usable as hands, like the Extra Arms power (see Extra 
  Body Parts, p. 72). You can choose additional features as extras.
  FUTURISTIC
  If you shift “forwards,” you become a futuristic being with an enlarged head, 
  Strength 1, and Intellect equal to your Evolution level (or your normal Intellect 
  +1). In addition, the future-being gains either two appropriate specialties 
  based around advanced knowledge or one Mental or Sensory Power equal 
  to the Evolution level (chosen when the Evolution power is taken). You can 
  gain additional Mental or Sensory powers as extras.
  EXTRAS
  Standard: Affects Others
  Evolutionary Modification: You can transform into different evolutionary 
  forms, varying the abilities of each. You can select the optional abilities of 
  the form each time you transform.
  
  72
  GREAT POWER
  72
  Evolutionary Summoning: Instead of transforming into an evolutionary 
  form, you summon some or all of them to your side as separate beings as if 
  you had Duplication at your power level.
  Primordial: You gain a third evolutionary form: a primordial protoplasmic 
  blob like a human-sized amoeba. This protoplasmic form has Intellect and 
  Willpower 1 but Corrosion, Damage Resistance, and Stretching equal to your 
  Evolution level.
  LIMITS
  One Direction: You can evolve backward or forward, but not both.
  EXTRA BODY PARTS
   
  alteratIon. You have additional body parts, either 
  a completely new part (such as a tail) or more of 
  an existing part (like four arms instead of two). 
  Choose one of the following options or roll 2d6:
  2d6 Roll
  Body Part
  Benefit
  2–3
  Carapace
  You have a hard shell, granting Damage 
  Resistance equal to your power level.
  4–5
  Claws
  You have the Strike power at your power 
  level.
  6
  Extra Arms
  You have Strength or Fast Attack at your 
  power level.
  7
  Extra Legs
  You can move faster, using your power level 
  for your speed like the Leaping power.
  8
  Tail
  You can use your tail as if it were an extra 
  arm. You gain the Fast Attack power at 
  your power level.
  9–10
  Tentacles
  You have powerful tentacles growing out 
  of your shoulders, back, or sides, or even 
  made up of long, prehensile hair. They have 
  Strength or Elongation at your power level.
  11–12
  Wings
  You have wings (bird-, bat-, or insect-like) 
  giving you Flight at your power level.
  EXTRAS
  Detachable: Your extra limbs can detach and function at extended range 
  under your control.
  
  73
  Power Descriptions
  Elongation: Your extra limbs (and only those limbs) have Stretching at 
  your power level.
  EXTRASENSORY PERCEPTION 
   
  sensory. You have Extrasensory Perception (ESP) allowing you to perceive 
  things in distant locations as if you were actually present. See the Benchmarks 
  Table for an idea of the distance you can perceive. Use the lower of your 
  power level or Awareness for tests to notice and search for things while using 
  ESP. If a location is shielded against your ESP, make a power test against the 
  level of the shielding. The GM may also require ESP tests for areas completely 
  unknown to you, determining what you sense based on the result.
  EXTRAS
  Dimensional: You can extend your ESP into other dimensions, like a use 
  of the Dimension Travel power (p. 62).
  LIMITS
  One Sense: Your ESP is limited to only seeing or only hearing (clairvoyance 
  or clairaudience).
  Proxy: You can only perceive through the senses of other people (or 
  animals).
  FAST ATTACK
   
  offensIve. You can attack more than once per 
  panel, dividing your Fast Attack level into additional 
  attack tests, up to your normal level with that 
  attack. If you use your extra attacks against the 
  same opponent on the same page, treat them as 
  a combined effort.
  Example: A hero has Prowess 4 and Fast Attack 8, so he can make three 
  level 4 attacks: one with normal Prowess and two more with Fast Attack, 
  dividing level 8 into two level 4 attacks (at the hero’s normal Prowess). 
  If the hero had Fast Attack 6, he would make two extra attacks: one at 
  level 4 and one at level 2. With Fast Attack 10, he could make three extra 
  attacks: two at level 4 and one at level 2.
  
  74
  GREAT POWER
  74
  FASTER-THAN-LIGHT (FTL) TRAVEL
   
  See the Space Flight extra of the Flight power, 
  (p. 75). The Game Master may determine interstellar 
  travel times based on Flight level, depending on 
  the setting and the story.
  FIRE CONTROL
   
  control. You can manipulate fire sources, raising 
  them to your power’s level or subtracting your 
  level from them (down to level 0, which puts them 
  out). You can control a fire by concentrating, but 
  once your concentration lapses, the fire rages 
  on its own.
  EXTRAS
  Powers: Absorption (fire), Affliction (heat, Burst), Aura (fire), Blast (fire, 
  Burst), Dazzle (Burst, Ranged), Flight, Servant (fire elemental), Strike (flame 
  weapons)
  Fire Shapes: You can shape fire into objects, from skywriting to flaming 
  cages, domes, spheres, and so forth, which last as long as you concentrate. 
  The objects aren’t solid, but they inflict damage equal to your power level 
  on anything touching them. Entrapping a target inside a fire shape (like a 
  cage) is a Fire Control vs. Coordination test.
  Hellfire: You control a mystical “hellfire” rather than normal flames. Your 
  fire can “burn” a target’s spirit, inflicting damage like the Mental Blast power 
  (p. 91) and you may be able to develop other mystical extras, like hellfire 
  weapons or summoning demons with the Servant power, for example.
  Loyal Fire: You have Resistance 10 to any fire under your control, but 
  not other flames.
  Smokescreen: You can blanket an area with smoke. Visibility is reduced 
  to close distance, with a +2 difficulty for sight-based actions beyond that. 
  Anyone in the smoke cloud is subject to exhaustion (see Exhaustion in the 
  Taking Action chapter of Icons).
  LIMITS
  Standard: Max Only, No Stunts, Source
  
  75
  Power Descriptions
  FLIGHT
   
  movement. You can fly through the air, possibly 
  at great speeds. See the Benchmarks Table for 
  speeds at different levels. Flight 5 is the speed of 
  a fast helicopter. Flight 7 is roughly the speed of 
  sound. Flight 10 is sufficient to go anywhere in 
  the world in a single panel.
  EXTRAS
  Space Flight: In space, you can fly faster than the speed of light to cross 
  the distances between planets and stars.
  FORCE CONTROL
   
  control. You can generate and control a force that provides Damage 
  Resistance equal to its power level as long as your concentrate.
  EXTRAS
  Powers: Affliction (suffocation, Ranged), Blast (force), Strike (force)
  Energy Containment: If you successfully defend against an energy attack, 
  you can capture and hold the energy in a force bubble and release it on the 
  next page (or later, if you continue concentrating) in the direction it was 
  going before.
  Expanded Field: You can project your force field out to extended range. 
  Anyone within the field gains the benefit of its protection, but neither you 
  nor those protected can dodge attacks from outside of it.
  Extended Field: You can project your force field out around anyone or 
  anything within extended range, like an Expanded Field, even if you aren’t 
  inside the field.
  Filter: You can “tune” your force field to allow certain things to pass 
  through it while stopping others.
  Force Bubble: With a page of preparation, you can create a bubble of 
  force inside a small opening and expand it to inflict damage equal to your 
  power level that ignores armor.
  Force Constructs: You can create constructs of force: geometric shapes 
  (spheres, cubes, etc.), hammers, hands, spiked balls, and so forth. Objects have 
  a Material level (and other abilities, where appropriate) equal to your level.
  
  76
  GREAT POWER
  76
  Force Cushion: You can form force cushions resilient enough to absorb 
  damage equal to your power level from a fall or crash for all involved.
  Force Flight: You gain Flight 1 by forming a bridge or column of force.
  Unseen: The force you control is invisible, although the effects of its use 
  can be seen.
  FORCE FIELD
   
  defensIve. You have the ability to generate a 
  personal energy barrier, providing you Damage 
  Resistance equal to its power level as long as you 
  concentrate. 
  Additionally, whenever an attacker must touch 
  you for a power to take effect, you can resist the 
  effect with your Force Field level, if it is higher than the normal opposing 
  ability for the effect. So, for example, a hero with Strength 3 and Force Field 
  6 resists a touch range Affliction at level 6 (the Force Field) rather than level 
  3 (Strength).
  FRICTION CONTROL
   
  control. You can control the friction between objects, making them sticky 
  or slippery with relation to each other. You can change the friction of any area 
  within extended range, increasing or decreasing the difficulty of climbing by 
  the power level. You can also create a slippery area that forces everyone in 
  it to make a Coordination vs. Friction Control test to avoid falling down like 
  a moderate slam outcome.
  EXTRAS
  Powers: Binding (only to stick people to surfaces), Dazzle (Ranged, by 
  sticking a person’s eyelids together), Fire Control (Heat Control only, by 
  controlling friction heat), Resistance (Binding, Friction), Wall-Crawling
  Seizing: You can disable any machine with moving parts within extended 
  range with a Friction Control test, seizing up its moving parts. The difficulty 
  is 3 or higher, chosen by the GM based on visualizing the interior of the 
  machine. This works like a Ranged Affliction against intelligent machines.
  
  77
  Power Descriptions
  GADGETS
   
  control. You can produce a wide range of devices, giving you various 
  powers at your Gadgets level.
  Take a page or preparation and choose a power 
  effect you wish to duplicate. Make an Intellect 
  test—including any appropriate specialty—against 
  the desired power level as the difficulty. Success 
  gives you a gadget able to duplicate that power 
  for the chapter. Failure means you must make a 
  determined effort to try again. You can also spend 
  a point of Determination to produce a gadget 
  automatically, rather tham making a test. See the Devices chapter for some 
  gadget ideas.
  You rely on various equipment—technological or otherwise—to provide 
  your Gadgets’ powers. If you are deprived of all your equipment, your ability 
  to use your Gadgets may be limited or removed altogether until you regain 
  access to it.
  EXTRAS
  Arsenal: You have a particular gadget that is always available and does 
  not require a test to configure. Each time you apply this extra, add a new 
  permanent device to your arsenal.
  Instant: You can configure gadgets instantly without a page of preparation.
  LIMITS
  Ability-Linked: Your Gadgets level is linked to your Intellect level, perhaps 
  modified by an appropriate specialty, and cannot exceed that level. Reduce 
  any rolled level for the power to your Intellect or specialty level. Level 
  modifications due to limits (including this one) cannot raise the power above 
  the linked ability level.
  One Type: You can only create one type of gadget, such as only weapons 
  or only ninja-related items, for example.
  
  78
  GREAT POWER
  78
  GATEWAY
   
  You can open a gate or portal through space. See the Portal extra of the 
  Teleportation power (p. 121).
  GESTALT
   
  alteratIon. a gestalt is the merging of two or 
  more beings to form another being. The component 
  beings generally have different personalities and 
  traits and combine to make a greater whole. The 
  powers of the united form may be derived from 
  the separate bodies, or manifest only in the united 
  form. All the components must come together to generate the united form, 
  be in close range, and take a page of preparation to make the change.
  Statistics should be created for the individuals (a number up to the power’s 
  level) and the united form. It is up to the player and Game Master to decide 
  whether the united form has one persona or many, and whether the united 
  personality derives from the individuals or not. Generally, each ability and 
  power is at the highest of any of the individual components or the Gestalt 
  level, to a maximum of 10.
  Example: The five members of the Hand of the Dragon Queen can combine 
  to form the dreaded Fivefold Dragon: a five-headed monster with each 
  of their individual Energy Control powers as a breath weapon (one for 
  each of its five heads) and Strength and Damage Resistance equal to 
  their Gestalt level of 8.
  Damage to the separate forms doesn’t transfer into the united form, but 
  damage from the united form does transfer to the individuals, divided equally 
  among them when they separate.
  EXTRAS
  Disguised Gestalt: You can change your appearance to that of any one 
  of the individuals that make up your form while maintaining the traits of 
  your united form.
  Instant: The components of the gestalt can combine instantly without 
  
  79
  Power Descriptions
  taking a page of preparation to do so.
  Mental Resistance: Due to the multiple minds, your united form gains 
  Mental Resistance equal to your Gestalt power level (see Resistance, p. 106).
  Mind Link: The separate component minds of the gestalt can communicate 
  telepathically regardless of distance. If your united form has an independent 
  mind, its components can communicate with it while in gestalt form as well.
  Mind Shift: Control of the united form can shift from one individual’s mind 
  to another. If the controlling mind doesn’t want to relinquish control, another 
  can try to take over with an opposed Willpower test.
  Rangeless: The components of the gestalt can unite regardless of the 
  distance between them.
  GHOST FORM
   
  You are incorporeal, like a ghost. See the Phasing power (p. 95). Undead 
  ghosts typically have the Floating and Life Support extras of Phasing as well.
  GRAVITY CONTROL
   
  control. You control the force of gravity within 
  extended range, increasing or decreasing it by your 
  power level. Normal Earth gravity (1G) is level 0. 
  If you reduce the gravity level to –5, all affected 
  individuals gain Leaping 1. If you reduce it below 
  –5, everyone in extended range gains Flight 1.
  If you increase the force of gravity, either one person or all within 
  extended range must add the gravity level to the difficulty of any Strength or 
  Coordination tests; powers that depend on gravity suffer the same increase.
  EXTRAS
  Powers: Blast, Flight, Force Field, Super-Senses (Spatial Sense, gravimetrics), 
  Telekinesis
  Strength Boost: You can effectively boost your Strength to your Gravity 
  Control level or Strength +1 (whichever is greater) for purposes of lifting 
  and throwing things.
  
  80
  GREAT POWER
  80
  GROWTH
   
  alteratIon. You can grow larger at will, increasing 
  your strength and toughness, but also becoming 
  easier to notice and hit.
  While enlarged, you acquire the “Large” quality, 
  which can be activated normally for advantage or 
  trouble. Your Strength becomes the greater of your 
  Growth level or your normal Strength +1 and you gain Damage Resistance 
  equal to your current Growth level.
  Your height is based on your Growth level, as shown on the table, and 
  you have a penalty to defense and tests to hide based on your increased 
  size, since it’s easier for opponents to see and hit you.
  Level
  Height
  Defense
  1
  9 feet
  0
  2
  12 feet
  -1
  3
  15 feet
  -1
  4
  18 feet
  -1
  5
  21 feet
  -1
  6
  24 feet
  -2
  7
  27 feet
  -2
  8
  30 feet
  -2
  9
  60 feet
  -3
  10
  120 feet
  -3
  
  81
  Power Descriptions
  HEALING
   
  control. You can restore lost Stamina and Strength to others. Touch your 
  subject and take an action to restore your power level in Stamina. Healing 
  cannot increase a subject’s Stamina over its normal level. You can restore up 
  to twice your power level in Stamina to any given subject in an issue. More 
  than this in the same issue requires determined effort for each additional 
  power level in Stamina you heal for that subject.
  Healing can also restore lost Strength. Make a difficulty 2 Healing test to 
  restore a lost Strength level. If the test fails, you restore the Strength, but 
  lose a level of Strength yourself! You must recover this normally through rest. 
  If your Healing level is 7 or greater, you automatically succeed at this test.
  EXTRAS
  Powers: Adaptation (Affects Others), Affliction, Energy Drain, Power 
  Nullification (biological powers), Resistance (Biological Attacks), Transforming 
  Ray
  Cure: Your Healing can eliminate the effects of diseases and toxins. This 
  requires a power test, with the difficulty based on the level of the disease 
  or toxin, and at least a moderate success, although major success may be 
  required in some cases, with moderate success holding the malady at bay 
  temporarily, rather than curing it. You can substitute your Healing level for 
  tests against appropriate Afflictions.
  Grafting: You can graft new biological parts onto subjects, from replacing 
  a lost or damaged organ to adding entirely new ones (see Extra Body Parts, 
  p. 72).
  Restorative: You do not need to make a Healing test to avoid Strength 
  loss when using Healing, regardless of power level.
  Resurrection: You can restore life to the dead! Make a Healing test with 
  a difficulty equal to the number of minutes the subject has been dead. If the 
  test fails, you cannot restore the subject. If it succeeds, the subject returns 
  to life with 1 Strength level and must recover normally. Either way, make a 
  difficulty 2 Healing test to avoid losing a Strength level yourself.
  Self: You can use Healing on yourself as well as on others, although you 
  must be conscious and able to act in order to do so.
  LIMITS
  Empathic: You take on any damage you heal. You can use Self-Healing 
  or Regeneration to recover from it.
  
  82
  GREAT POWER
  82
  HYPERSPACE TRAVEL
   
  See the Space Flight extra of the Flight power (p. 75).
  ILLUSION
   
  mental. You can project false sensory impressions 
  into other minds, creating very realistic hallucinations. 
  Your power has no effect on non-intelligent machines 
  like cameras, microphones, or other sensors.
  Targets treat illusions as real unless they have 
  some reason to disbelieve them, in which case roll 
  an Awareness vs. Illusion test. If the target wins, they overcome the illusion 
  and know it to be false. Otherwise, they react normally to the illusion, even 
  suffering imaginary “damage” from illusory attacks, although “death” only 
  results in unconsciousness (like a failed test to avoid being stunned).
  Although illusions can fool others, they still have no effect on the physical 
  world. An illusory wall might block people who think it’s real, but an illusory 
  floor won’t support any weight and things fall right through it, illusory fire 
  doesn’t actually burn things, and so forth.
  EXTRAS
  Powers: Dazzle, Duplication (Illusory Duplicates only), Invisibility, Mental 
  Blast, Mind Control (Hypnosis)
  Programmed: You can create an illusion that operates on pre-programmed 
  parameters without input or effort on your part, such as an illusory wall or 
  a “message” that plays back when someone enters a locale.
  IMAGES
   
  sensory. Images are like illusions, but sensory projections rather than mental 
  hallucinations. They affect machines like cameras and ignore mental resistance, 
  but lack the ability to choose who perceives your illusions, as they don’t exist 
  solely in the subject’s mind. Otherwise, this power works just like Illusion, 
  and you can acquire the Illusion power as an extra. You can also acquire any 
  of the Illusion extras for Images, except Mental Blast.
  
  83
  Power Descriptions
  IMMORTALITY
   
  defensIve. You do not age and cannot die. You 
  still suffer damage, even to the point of death, but 
  can recover from death. Subtract your power level 
  from 10 for the number of hours it takes for you 
  to return to life. At Immortality 10, you recover 
  on the next page! Your body slowly regenerates 
  lost parts as well so, short of atomizing you or exposing you to a constant 
  source of damage (in a volcano or the heart of a star, for example), you’ll 
  always come back eventually. Any time you are reduced to Strength 0 and 
  “die,” your Determination Points go to 0 (although you can accumulate and 
  renew your DP normally).
  EXTRAS
  Powers: Regeneration, Resistance
  Suspension: You can go into a state of suspended animation at will, with 
  your body functions slowed to a virtual stop so you appear dead and are 
  unaffected by biological concerns while you remain suspended, although 
  you continue to recover normally.
  LIMITS
  Blocked: Define an effect or attack that can kill you permanently.
  IMMUNITY
   
  A level 10 Resistance is essentially immunity to 
  that effect, always reducing it to 0, unless the 
  Game Master chooses to apply an effect that’s 
  off the scale (higher than level 10) as trouble for 
  that character. See the Resistance power (p. 106).
  INCORPOREAL
   
  For the ability to assume an incorporeal or intangible form, see the Phasing 
  power (p. 95).
  
  84
  GREAT POWER
  84
  INTERFACE
   
  sensory. You can access information from and 
  interface with computers at visual range. Use 
  the higher of your Interface or Intellect levels 
  (including appropriate specialties) when operating 
  computers. Against intelligent computer systems, 
  including self-aware robots, this power works like 
  Telepathy (p. 119).
  EXTRAS
  Powers: Machine Control
  Standard: Broadcast
  Cyberspace: You can project your mind into a virtual reality “inside” a 
  computer or network. In cyberspace you interact with computer programs as 
  if they were physical beings and objects and can use your Interface power to 
  influence computers normally, potentially substituting Interface or Intellect 
  level for other abilities, at the GM’s discretion.
  Download: You can leave your body and “possess” a machine, animating 
  and controlling it. Your body remains unconscious. If something happens to 
  it, you remain trapped in the machine.
  Haywire: You can make large numbers of electronic objects within extended 
  range do crazy things for pages equal to your level, but can’t control the 
  objects’ actions when doing so.
  Multiple Machines: You can extend this power to a number of machines 
  equal to your power level at the same time.
  LIMITS
  Standard: Close Range, Exclusive
  One Type: You can only interface with one type of computer or machine, 
  possibly a type with a specific purpose, such as only military computers.
  
  85
  Power Descriptions
  INVISIBILITY
   
  alteratIon. You can become invisible, along with anything you are wearing 
  or carrying. Sound, scent, heavy rain, and similar phenomena can still give 
  away your presence and location. When something might detect you, use 
  your Invisibility level for the test to avoid notice.
  As long as your location remains unknown, opponents cannot target you 
  with direct attacks (since they do not know where to aim). Indirect attacks 
  like Bursts affect you normally. Even if your location is given away, attacks 
  against you have +2 difficulty.
  EXTRAS
  Invisibility Ray: You can make others invisible as well, like the Invisibility 
  Ray version of the Alteration Ray power.
  LIMITS
  Chameleon: Rather than becoming truly invisible, you blend into your 
  background, becoming difficult but not impossible to see. A successful visual 
  Awareness test against your Invisibility level reveals your location.
  Displacement: Rather than becoming completely invisible, you appear to 
  be elsewhere, displacing your image up to extended range.
  Machines Only: You become invisible only to machines, including cameras 
  and similar sensors, but creatures can still see you.
  Minds Only: You become invisible by “clouding” the minds of others, 
  but are still visible to machines. It’s up to the GM whether or not intelligent 
  machines can see you, depending on how your power works.
  INVULNERABILITY
   
  See the Resistance power, specifically Damage Resistance (p. 106). Level 
  10 Damage Resistance is essentially invulnerability to any damage, unless 
  the GM chooses to apply a damage effect that’s off the scale as trouble.
  
  86
  GREAT POWER
  86
  LEAPING
   
  movement. You can jump across great distances 
  from about a city block at Leaping 1 to miles at 
  Leaping 10! Leaping 1–2 covers distance level 3 on 
  the Benchmarks Table and every two additional 
  Leaping levels increases the distance by one level. 
  For example, Leaping 5 lets you cover about ten 
  city blocks (or a tall building) in a single bound!
  You suffer no falling damage from a deliberate leap, but are affected 
  normally by other falls. At the GM’s discretion, a successful Strength 
  (Athletics) test against the falling distance allows you to avoid damage up 
  to your Leaping level.
  LIFE SUPPORT
   
  defensIve. You can ignore certain physical needs like breathing, eating, or 
  sleeping. For each level of Life Support, choose one of the following needs 
  to ignore. At Life Support 10, you have Total Life Support and ignore them all:
  • 
  Breathing (you don’t need to breathe at all)
  • 
  Cold (atmospheric or environmental low temperatures)
  • 
  Eating (including thirst and the need to eliminate waste)
  • 
  Heat (atmospheric or environmental high temperatures)
  • 
  Pathogens (atmospheric or environmental diseases)
  • 
  Pressure (you can survive extremely high pressures)
  • 
  Radiation (atmospheric or environmental radiation levels)
  • 
  Sleeping (you do not need to sleep, although you may need rest)
  • 
  Toxins (atmospheric or environmental toxins)
  • 
  Vacuum (you can survive extremely low pressures)
  Surviving unprotected in deep space requires Life Support 4 to deal with 
  the cold, airlessness, radiation, and vacuum.
  When you gain this power, you can choose to discard another rolled 
  power to increase Life Support’s level to 10. Life Support does not provide 
  protection against damaging attacks; for that see Adaptation or Resistance.
  
  87
  Power Descriptions
  LIGHT CONTROL
   
  control. You can generate and control light. This 
  power allows you to illuminate an extended range 
  area and project a dazzling ray of light out to 
  extended range (see Dazzle, p. 59).
  EXTRAS
  Standard: Burst
  Powers: Absorption (light), Alternate Form (Energy Form), Blast (laser 
  or photon beam), Darkness Control, Flight, Force Field, Healing (Cure only), 
  Illusion (Images, visual only), Invisibility, Resistance (Dazzling, Darkness, 
  Light), Strike (light weapons)
  Light Constructs: You can form constructs of “hard light” with Material 
  level equal to your power level.
  LIMITS
  Standard: No Stunts, Source
  Color Control: You can only control the color of light, including the 
  apparent color (and transparency) of objects. This is not quite as useless 
  an ability as it may seem, since you can still use your power for Dazzling, 
  and extras like Illusion, Invisibility, Mind Control (Hypnosis) and Resistance 
  (Light) by altering colors.
  LUCK CONTROL
   
  For the power to influence luck, either your own or someone else’s, see 
  the Probability Control power (p. 103).
  
  88
  GREAT POWER
  88
  MACHINE CONTROL
   
  control. You can mentally animate and control machines and mechanical 
  devices out to extended range. Machines move and act as you command, 
  with Strength equal to their Material (or functional Strength for machines 
  like robots and battlesuits) and Coordination equal to your power level or 
  the machine’s normal Coordination (if it has one). Your power provides any 
  necessary energy or fuel for the machine to function as it normally does, even 
  if it lacks a regular source of power, such as not being plugged-in or having 
  any fuel. Sentient machines can resist your control with Willpower, as can 
  machines cybernetically linked to a sentient operator (like many battlesuits). 
  Treat this power like Mind Control in these instances.
  EXTRAS
  Standard: Broadcast, Prolonged
  Powers: Gadgets, Interface
  Machine Assembly: You can assemble working machines out of scrap and 
  spare parts within extended range with a difficulty 3 Machine Control test.
  Machine Shaping: You can transform one type of machine into another 
  with a difficulty 3 Machine Control test, like turning a car into a humanoid 
  robot. The machine retains its Material level, but you can change its other 
  abilities as you like, so long as no ability is greater than your level.
  LIMITS
  Standard: Close Range
  Feedback: Your mental link with machines you control is so strong that 
  you suffer any stun results they do, as if subjected to the stun result yourself.
  One Type: You can only control one type of machine, like cars or household 
  appliances.
  Self-Powered: Machines you control have to have their own power 
  source(s) in order to function. You can’t animate a non-functioning machine.
  
  89
  Power Descriptions
  MAGIC
   
  control. You can cast spells, duplicating the 
  effects of other powers. Magic has the Performance 
  Limit (see Limits): if you are held, gagged, or 
  otherwise unable to gesture or speak to perform 
  magic, you cannot cast spells.
  It takes a page of preparation to cast a spell: 
  choose the power effect you wish to duplicate and make a test with a difficulty 
  equal to the desired level, up to your Magic power level. Choose the ability 
  you use to make spellcasting tests when you acquire this power: either 
  your Magic power level or a specialty (most often Occult). Success on the 
  spellcasting test grants you the power at that level; failure mean you must 
  make a determined effort to try again. You can also cast a spell automatically 
  by spending a Determination Point (no test required).
  EXTRAS
  Instant: It does not take you a page of preparation to cast spells; you can 
  do so and use the power the spell grants in the same action.
  Mastery: You have mastered a particular spell: choose a power you can 
  duplicate using Magic without any preparation or test required. You duplicate 
  the power at your Magic power level.
  Psychic: You have mastered the psychic aspects of magic. You may 
  duplicate Mental and Sensory Powers without the Performance limit. They 
  still require preparation unless you have the Instant extra, and a spellcasting 
  test unless you have Mastery of that particular power.
  LIMITS
  Standard: Blocked, Source
  Ability-Linked: Your Magic is linked to a mental ability (Intellect, Awareness, 
  or Willpower) and its level cannot exceed the ability’s level, modified by 
  any applicable specialty. Reduce a rolled level higher than the ability to the 
  ability’s level. Level modifications due to limits (including this one) cannot 
  raise the power above the linked ability level.
  Ritualistic: Your Magic requires lengthy rituals and preparation. It takes 
  a minimum of a minute per power level to cast a spell, possibly longer. You 
  cannot have the Instant extra.
  
  90
  GREAT POWER
  90
  MAGNETIC CONTROL
   
  control. You can generate and control magnetic fields. You can move and 
  control ferrous metal objects as if using the Telekinesis power at your power 
  level (see Telekinesis, p. 119).
  EXTRAS
  Powers: Binding, Blast (magnetic force) Energy Detection, Flight, Force 
  Field, Machine Control (Machine Assembly), Power Nullification (electronics 
  only), Super-Senses (Direction Sense), Telekinesis
  MATERIAL MIMICRY
   
  alteratIon. By touching a non-living substance or energy you can take on 
  its properties, as the Alternate Form power (p. 46), with your form determined 
  by the material or energy you’re touching. It takes a page of preparation to 
  assume a new form.
  If you choose to do nothing in your panel except mimic the properties 
  of an incoming attack, you become immune to that attack and take on its 
  form. So, for example, if you choose to mimic and are hit by a blast from a 
  flamethrower, you assume fire form and the flamethrower attack has no effect. 
  If you’re hit with multiple attacks in a page, you choose which (if any) you 
  mimic. Attacks with no material or energy qualities—such as Energy Drain 
  or Mental Blast—are impossible to mimic.
  EXTRAS
  Powers: Adaptation, Growth, Power Mimicry, Shrinking, Transformation 
  (Objects)
  Instant: It doesn’t take you a page of preparation to change form; it 
  happens instantly upon touching a new material. You can still only mimic a 
  single incoming attack per page, however.
  Unlimited: You can mimic an unlimited number of attacks per page, 
  remaining in the form of the last attack you mimicked until you use your 
  power again.
  LIMITS
  One Type: You can only take on the characteristics of material substances 
  or energy, not both.
  
  91
  Power Descriptions
  MATTER CONTROL
   
  control. You exert control over matter. See the 
  descriptions of the Telekinesis and Transmutation 
  powers. Choose one or roll d6:
  d6 Roll
  Power
  1–4
  Telekinesis
  5–6
  Transmutation
  MENTAL BLAST
   
  mental. You can strike other minds with blasts of mental “force.” Make a 
  Willpower vs. Willpower test for the attack and use your power level for the 
  damage, ignoring Damage Resistance, but not Mental Resistance, When 
  you acquire this power, choose if your Mental Blast is a blasting or shooting 
  attack; if it is blasting, it can achieve no more than a moderate success on a 
  slam (knocking the target down).
  EXTRAS
  Standard: Broadcast, Burst
  Both Types: You can use your Mental Blast as either a blasting or shooting 
  attack; you choose when you use it.
  Sedation: You can use your power to keep unconscious characters from 
  waking up: When the subject would normally regain consciousness, roll a 
  test of Willpower vs. your Mental Blast level. If it succeeds, the target regains 
  consciousness normally but, if it fails, the target remains unconscious for 
  another 2d6 pages, with a mimimum of a level duration. On a major failure 
  or more, the subject remains unconscious for the rest of the chapter.
  Vertigo: Your mental blast causes no damage but instead inflicts a combined 
  slam and stun effect: a moderate success leaves the target prone, a major 
  success stuns the target for one page, and a massive success reduces the 
  target to 0 Stamina and unconsciousness. If you can only cause this effect, 
  apply the Extra Only limit as well.
  LIMITS
  Standard: Extra Only
  
  92
  GREAT POWER
  92
  MIMICRY
   
  alteratIon. You can copy or imitate some of the 
  traits of other characters, creatures, or objects. See 
  the Animal Mimicry, Material Mimicry, Nemesis, 
  Plant Mimicry, or Power Mimicry powers. Choose 
  one or roll on the following table:
  d6 Roll
  Power
  1
  Animal Mimicry
  2
  Material Mimicry
  3
  Nemesis
  4
  Plant Mimicry
  5–6
  Power Mimicry
  MIND CONTROL
   
  mental. You can take over the mind of a target 
  in visual range, placing a temporary “Controlled” 
  quality on the target that you can activate for 
  free, so long as it lasts, primarily for compels. Roll 
  a Mind Control vs. Willpower test: Failure means 
  no effect, and you must make a determined effort 
  to try again in that chapter. Marginal Success has no effect, but you can try 
  again without determined effort. Moderate Success places the Controlled 
  quality on the target. Concentrate and make a new Mind Control vs. Willpower 
  test at the start of each of your panels to maintain it. Major success places 
  the Controlled quality and requires a new test after a level duration. Massive 
  success requires only concentration to maintain for the entire chapter.
  One of the target’s qualities can be activated to recover, at which point 
  you must roll a new Mind Control test to maintain the effect.
  EXTRAS
  Standard: Broadcast, Burst
  Powers: Ability Boost (yourself or your targets), Invisibility (Minds Only)
  Addiction: If you use Mind Control on a target each day for a week, make 
  a Mind Control vs. Willpower test to give the target the quality “Addicted 
  
  93
  Power Descriptions
  to Mind Control.”
  Merge: Your own body disappears while controlling a target, merging with 
  theirs. You reappear within close range of the target when the control ends.
  Mindlink: You gain Telepathy, but only with your target. You can communicate 
  orders telepathically and perceive using your target’s senses.
  Mindwipe: You can alter the target’s memory. This requires a page of 
  preparation, followed by a Mind Control vs. Willpower test. With a major or 
  better success, the subject’s memory is altered; this doesn’t change abilities, 
  specialties, or powers, but may change or limit access to some of the target’s 
  qualities or knowledge of abilities.
  Possession: Your mind is “inside” the target’s body, controlling it from 
  within. You can spend your own Determination Points on the target’s actions 
  and you are aware of everything from the target’s point of view.
  LIMITS
  Standard: Blocked, Close Range, Concentration, Extra Only, Situational, 
  Trance
  Animal Control: You can only control the minds of animals.
  Eye Contact: You must look into the eyes of your target, limiting your 
  range to extended at most, and possibly requiring a Coordination test in 
  addition to your Mind Control test.
  Hypnosis: You can issue one command or implant a single suggestion, 
  but cannot continually control a target.
  Marked Thralls: Your targets suffer some form of appearance change, 
  such as glowing eyes or strangely-colored skin.
  Mind Switch: You “switch minds” with a target, putting your mind into 
  their body and theirs into yours. You each retain your own mental abilities, 
  specialties, and powers and gain the other’s physical abilities, specialties, 
  and powers. Otherwise, this works like the Possession extra (which you must 
  have to take this limit).
  One Type: You can only control one type of target, such as only men (or 
  women), only mutants, and so forth.
  Pheromones: Your power works through scents secreted by your body. 
  Anything that blocks scent (like an environment suit or filter mask) prevents 
  the power from working.
  Undead Control: You can only control undead creatures. On the upside, 
  your power affects even undead normally immune to mental powers (like 
  mindless zombies).
  
  94
  GREAT POWER
  94
  MIND SHIELD
   
  mental. Mind Shield is a version of Mental Resistance as a mental power. 
  See the Resistance power (p. 106) for details.
  EXTRAS
  Standard: Affects Others, Burst
  Mind Trap: Anyone “touching” your mind with a mental power is attacked 
  by a Mental Blast equal to your Mind Shield level.
  MIND SWITCH
   
  You can swap minds with a target. See the Mind Switch limit and Possession 
  extra of the Mind Control power (p. 93).
  NEMESIS
   
  alteratIon. You have the power to analyze any single opponent’s traits and 
  generate a power or powers (and appropriate extras) that can counter or 
  overcome that opponent.
  Choose an opponent in visual range and take a page of preparation. At 
  the start of your next page, you gain the power or powers (as determined 
  by the Game Master) best able to defeat that opponent. No power gained 
  in this fashion can exceed the Nemesis power’s level, though it may be of a 
  lesser level.
  Changing opponents takes a new page of preparation, during which time 
  you cannot use other powers, as your power adapts to your new opponent. 
  In addition, powers gained via Nemesis fade immediately following combat 
  or the removal of the threat, at the determination of the GM.
  EXTRAS
  Powers: Danger Sense, Detection (Power Detection)
  Instant: Your Nemesis power adapts instantly to a new opponent as a 
  reaction. It does not take any preparation to use or change opponents.
  LIMITS
  Standard: Blocked, Close Range
  Overload: If you fight more than one opponent concurrently, your Nemesis 
  power overloads and doesn’t work against any of them until you face only 
  one foe.
  
  95
  Power Descriptions
  PARALYSIS
   
  For the ability to render targets unable to move, see the Stunning power 
  (p. 115).
  PETRIFICATION
   
  For the power to turn targets into stone (or similar non-living materials), 
  see the Transforming Ray version of the Alteration Ray power (p. 44).
  PHASING
   
  alteratIon. You can become less substantial, 
  transforming into ectoplasm, altering your density 
  or atomic valence, or perhaps phasing out of the 
  physical world ltogether. While phasing, you are 
  immune to physical attacks and can pass harmlessly 
  through solid objects. Make a power test to pass 
  through energy fields (like a force field) with a Difficulty equal to the field’s 
  level. You’re also unable to physically affect the world while phasing, although 
  you can still use—and be affected by—mental powers. Your mental power 
  use is limited by your Phasing power level: use the lower of the two levels.
  EXTRAS
  Standard: Affects Others
  Affects Physical: Apply this extra to another power or to your Strength, 
  allowing you to use it to affect the physical world while phased. That power 
  or ability is limited by your Phasing level.
  Floating: While phased, you have Flight 1 and can move freely in any 
  direction, unaffected by gravity.
  Life Support: You have the benefits of Total Life Support while phased.
  Partial Phasing: You can solidify part of your body while the rest of you 
  remains phased.
  Phase Disruption: By reaching into a target and partially solidifying, you 
  can inflict a Stunning effect at your power level (see p. 115).
  Phase Inversion: You can phase entire sections of matter so other things 
  pass through. You can affect only nonliving matter, and only what you are 
  touching. For example, you could phase out some of the floor, allowing an 
  opponent to fall through it.
  
  96
  GREAT POWER
  96
  Phase Shift: You can phase in, strike, and shift out of phase all in one panel. 
  This allows you to use the higher of your Phasing level or your Coordination 
  when dodging attacks.
  Scrambling: Your phasing can disrupt electrical impulses. Phasing through 
  electronic devices causes them to malfunction with a difficulty 3 Phasing 
  test. Shielded electronics may have a higher difficulty. Sentient machines 
  suffer a Stunning effect like the Phase Disruption extra.
  PLANT CONTROL
   
  control. You control plants, granting them 
  animation and rudimentary awareness for as long 
  as you concentrate. You cannot control plants 
  with a higher Material level than your power’s 
  level. Make a Plant Control vs. Willpower test to 
  control a sentient plant, like a use of the Mind 
  Control power.
  EXTRAS
  Powers: Affliction (allergens or control over internal flora), Binding, Life 
  Support (ignore sleeping, or eating through photosynthesis), Servant (plant 
  elemental or animated plant), Plant Mimicry, Teleportation (Transmit, plant life)
  Fungus Control: You can command the actions of molds and fungi as 
  well as green plants.
  Plant Growth: You can accelerate the growth of plants, creating giant 
  specimens. If you have even a seed, a full-grown plant can spring to life in 
  one page.
  Plant Recall: A controlled plant can relate information to you about 
  anything that has touched or come close to it, like the Postcognition power.
  LIMITS
  Feedback: Your mental link with plants you control is so strong that you 
  suffer any stun effects they do, resisting with the higher of your Strength 
  or Willpower.
  One Type: You can affect only one plant type, like trees or flowers.
  
  97
  Power Descriptions
  PLANT MIMICRY
   
  alteratIon. You can mimic the abilities of any plant with a page of preparation. 
  Your body does not significantly change, although you may (at the Game 
  Master’s discretion) acquire plant-like qualities, like green skin, leaves in place 
  of hair, or a bark-like covering. Potential powers include Affliction (poisons 
  and pollens), Life Support (via photosynthesis), and Mind Control (limited 
  to insects, via various pollens). You either retain your normal appearance or 
  gain some of the physical appearance of the plants you mimic (your choice 
  when you acquire this power).
  EXTRAS
  Powers: Plant Control (all extras)
  POISON
   
  See the Affliction power (p. 42) for effects suitable to various kinds of 
  poisons or venoms a character may be able to inflict upon a target. Other 
  specialized toxins may have different power effects including (but not limited 
  to) Illusion (hallucinations), Mind Control, or Stunning. See Alteration Devices 
  and the Chemical Weapons section of Offensive Devices in the Devices 
  chapter for additional ideas.
  POSSESSION
   
  Your mind can possess a target’s body, controlling their actions from within. 
  See the Possession extra of the Mind Control power (p. 93), possibly with the 
  addition of the Merge extra, allowing your body to merge into the target’s 
  while you are in possession. This power works in conjunction with Phasing 
  (for possession by incorporeal ghosts, spirits, and demons, for example) 
  but note that the Mind Control effect is limited to the rank of the Phasing 
  power in that case.
  
  98
  GREAT POWER
  98
  POSTCOGNITION
   
  sensory. You can perceive things that happened in the past. You must touch 
  a place or object and make a power test, with the difficulty based on how 
  long ago you want to perceive:
  Difficulty
  Time
  1
  A day
  2
  A few days
  3
  A week
  4
  A few weeks
  5
  A month
  6
  A few months
  7
  A season (four months)
  8
  Half a year
  9
  A year
  10
  More than a year
  Major failure or worse may give you false or misleading information, at the 
  GM’s discretion. Failure gets you no information, and you need determined 
  effort to try again with the same subject. Marginal success gets you no 
  information, but you can try again freely. Moderate success gets you some 
  cryptic clues and visions open to interpretation. Major success gets you 
  clearer information, perhaps a name or face. Massive success gets you very 
  clear information, although not necessarily all the information about events.
  You can also use Postcognition for maneuvers to learn and create qualities 
  and gain advantage from what you perceive.
  POWER BOOST
   
  control. You can raise the level of others’ powers by touch. The subject 
  gains a number of levels to one power, and you lose that same number of 
  Power Boost levels. When you stop concentrating, the boosted level shifts back.
  Powers cannot be raised above level 10, and you cannot reduce your 
  Power Boost below level 0. If the levels transferred exceed the subject’s 
  Willpower, have the subject make a Willpower test against the transferred 
  level. On a failure, the affected power suffers a limit chosen by the Game 
  Master. Unstable is a common one.
  
  99
  Power Descriptions
  EXTRAS
  Standard: Burst, Ranged
  Powers: Empowerment
  Extended: Your boost lasts for as long as you wish. The transferred levels 
  don’t return to normal until you will it, or the time allotted for the boost ends.
  LIMITS
  One Type: You can boost only one type of power, like mutant or mental 
  powers.
  Unstable: Powers you boost always acquire the Unstable limit as long as 
  they are increased, regardless of the subject’s Willpower.
  POWER CONTROL
   
  control. You can control an aspect of others’ powers. See the descriptions 
  of the Empowerment, Power Boost, and Power Nullification powers. Choose 
  one or roll on the following table:
  d6 Roll
  Power
  1–2
  Empowerment
  3–4
  Power Boost
  5–6
  Power Nullification
  POWER MIMICRY
   
  alteratIon. By touching another character and taking a panel of preparation, 
  you can mimic their powers and use them yourself.
  You gain all the target’s powers at their existing level or your Power 
  Mimicry level, whichever is less. So if you have Power Mimicry 4, any powers 
  you mimic are limited to a level no greater than 4.
  You retain any mimicked powers until you choose to mimic another set 
  or you are rendered unconscious, in which case you lose any previously 
  mimicked powers.
  EXTRAS
  Powers: Detection (Power Detection), Nemesis, Transformation (limited 
  to the form of whomever you mimic)
  
  100 GREAT POWER
  100
  Mechanical Duplication: You can gain artificial traits in addition to innate 
  ones. This can mimic the powers of devices, robots, computers, and powered 
  armor, among other items.
  Mental Duplication: You acquire the target’s memories and knowledge, 
  allowing you to easily impersonate them.
  Power Theft: You don’t mimic powers, you steal them! Subtract your 
  power level from all the target’s power levels. You gain the powers at that 
  level (the lesser of your level and the target’s original level). The target 
  retains any remaining power level. So if you have Power Theft 4 and touch 
  a target with Fire Control 7, you gain Fire Control 4 and your target retains 
  Fire Control 3. If your power level exceeds the subject’s power, you gain it 
  at the target’s level and the target loses it entirely. Multiple touches have a 
  cumulative effect, until all of the target’s power levels are gone (at which 
  point there is no more left for you to steal). You retain the stolen powers for 
  ten times your Power Theft level in pages. Then you lose 1 level from each 
  stolen power per page, and your target regains 1 level per page, until the 
  stolen powers are completely gone.
  Rangeless: You can mimic anyone you know of, whether they are in your 
  presence or not. You must have the Visual extra (following) to take this one.
  Residual Absorption: You don’t have to touch a target to mimic their 
  powers, you can simply be somewhere they have used their powers recently, 
  touching something belonging to them, or something similar.
  Specialty Duplication: You mimic a target’s specialties as well as powers, 
  gaining them at the level of the target’s ability, modified by specialty, or your 
  power level, whichever is less. So if you have Power Mimicry 6, you can mimic 
  specialties up to an effective total level of 6.
  Visual: You can mimic any target you can see (at visual range) rather 
  than having to touch them.
  LIMITS
  Standard: Blocked
  Attributes Only: You can mimic only attributes, not specialties or powers. 
  This limit may be further limited by reducing it to one attribute, such as 
  Strength Duplication or Intellect Duplication.
  One Target: You can only mimic the abilities of one target at a time.
  One Type: You can only mimic the powers of a certain type of target, like 
  aliens, mutants, and so forth.
  
  101
  Power Descriptions
  Override: Your own abilities (including Power Mimicry) are overridden by 
  those copied from the target. None of the overridden abilities can be used 
  until the mimicked ones fade.
  Personality Absorption: When you mimic a target, make a Willpower vs. 
  Willpower test to avoid having the target’s personality override your own 
  like the Mind Control power.
  Specialties Only: You can mimic only specialties, not attributes or powers. 
  You must have Specialty Duplication to take ths limit.
  Weakness Absorption: Some of the target’s qualities may be activated 
  to cause trouble for you while are you mimicking their abilities.
  POWER NULLIFICATION
   
  control. You have the power to nullify (completely negate) the powers of 
  another within extended range. Roll a Coordination vs. Coordination test to 
  hit the target. If successful, subtract your Power Nullification level from the 
  target’s power levels. A power reduced to 0 or less remains negated for level 
  duration. Otherwise, powers recover 1 level per page until back to normal.
  EXTRAS
  Standard: Burst, Slow Recovery
  Disruption: Rather than nullifying a power, you can cause it to go out of 
  control, as if it had the Unstable limit (see Limits, p. 24).
  Suppression: Power levels you have nullified do not recover, so long as 
  you concentrate.
  LIMITS
  Standard: Close Range
  Feedback: If you do not completely nullify a target’s power, you must 
  resist a Stunning effect equal to the original power level using Willpower. 
  For example, if you pit your Power Nullification 5 against a target’s level 8 
  power, you must resist a Stunning 8 effect.
  One Type: You can only nullify powers from a particular source or type, 
  such as mental powers, mutations, or magic. See Power Sources (p. 12) for 
  some ideas.
  
  102 GREAT POWER
  102
  POWER THEFT
   
  You can steal others’ powers and use them yourself. See the Power Theft 
  extra of Power Mimicry (p. 100).
  PRECOGNITION
   
  sensory. You receive visions of what may happen in the future. A deliberate 
  attempt at Precognition requires a power test, rolled secretly by the GM 
  against a difficulty based on how obscure or distant the future events are 
  you are trying to see (see Postcognition, p. 98). Major failure or worse may 
  give you false or misleading information, at the GM’s discretion. Failure 
  gets you no information, and you need determined effort to try again with 
  the same subject. Marginal success gets you no information, but you can 
  try again freely. Moderate success gets you some cryptic clues and visions 
  open to interpretation. Major success gets you clearer information, perhaps 
  a name or face. Massive success gets you very clear information, although 
  not necessarily all the information about events.
  The GM can also choose to give you a precognitive vision at any time, 
  having you pick up on particularly strong premonitions as a plot hook to 
  further the story.
  You can use Precognition for maneuvers to learn and create qualities and 
  gain advantage. You can also avoid certain hazards: with a major or better 
  success on a Precognition test and a use of advantage, you can retcon an 
  event that just happened so it wasn’t real at all, but a precognitive warning!
  Example: Prometheus (”foresight”) has Precognition 7. He and his 
  teammates are dealing with a stolen nuclear weapon that’s counting down 
  to detonation. Prometheus’ teammate clips the wrong wire and the bomb 
  goes off! Prometheus’ player declares an immediate use of Precognition, a 
  determined effort to get a major success. He gets it, spends Determination 
  Point, and retcons the scene that just happened as a visionary warning. 
  To the other characters, Prometheus comes out of a fugue just as his 
  teammate is about to cut the wire. “Don’t!” he warns. “You’ll set it off!” 
  Disaster is averted, for the moment.
  You can do this a maximum number of times per issue equal to your 
  Precognition level.
  
  103
  Power Descriptions
  EXTRAS
  Powers: Danger Sense, Probability Control, Time Travel (only to the time 
  of your vision)
  LIMITS
  One Type: The power works only for one type of event (natural disasters, 
  imminent death, etc.).
  Only Objects: The power works only on objects. You must touch the 
  object to read its future.
  Only People: The power works only for divining the futures of other 
  people. You must touch the subject to read their future.
  Sleeping: Your precognitive visions only manifest in dreams while you 
  are sleeping.
  Uncontrolled: The GM chooses when you receive precognitive visions. 
  They are not under your control.
  PREHENSILE HAIR
   
  You have long hair you can animate and control. See the Extra Body Parts 
  power (p. 72), specifically Tentacles.
  PROBABILITY CONTROL
   
  control. You can exert influence over random chance. This power gives 
  you extra Determination Points equal to its level, which renew the same as 
  your regular DP, but are usable only for activating the “Luck” quality of your 
  power.
  When you acquire this power, choose whether your Probability Control 
  is good or bad luck (or roll: 1–3 = good luck, 4–6 = bad luck).
  Good Luck: Your Probability Control is good for improved effort and 
  retcons explainable as “lucky breaks” that benefit you.
  Bad Luck: Your Probability Control works in reverse, causing increased 
  difficulty and challenges for others.
  Unlike normal uses of Determination Points, the points from your Probability 
  Control do not require activating a quality to use them. In effect, your power 
  itself is the associated “quality” for the points: you’re “activating” your “good 
  
  104 GREAT POWER
  104
  luck” or “bad luck” to use them.
  In some cases, the GM may require you to make a power test against an 
  appropriate ability of a target (such as Willpower) to inflict bad luck on them.
  EXTRAS
  Both Types: You can use your Probability Control for both good and 
  bad luck.
  LIMITS
  Jinx: A randomly chosen ally within extended range has trouble for that 
  page whenever you use Probability Control (and does not earn Determination 
  for it, if the ally is another player’s hero).
  ProbabIlIty control  
  & game master characters
  Since Game Master characters do not have or use Determination Points, 
  treat uses of Probability Control by them as trouble for the heroes, much 
  like any other “bad luck” the GM chooses to impose on the heroes by 
  way of the story. This makes Probability Control more of a player-focused 
  power, since GM characters can effectively cause unlimited trouble (so 
  long as the GM awards the players Determination).
  If you wish, this power can give a GM character “free” trouble equal to 
  the power level, instances where trouble caused by Probability Control 
  does not award the players any DP, but this is not recommended, since 
  it interferes with the intended free flow of Determination in game play. 
  Game Masters may want to limit any “free” uses to retcons, allowing 
  probability controlling GM characters more freedom to control the 
  environment without directly affecting the heroes.
  
  105
  Power Descriptions
  RADIATION CONTROL
   
  control. You can generate and control radiation, such as microwaves or 
  gamma rays. You can project a blast of concentrated radiation out to extended 
  range, doing damage equal to your power level.
  EXTRAS
  Standard: Burst
  Powers: Absorption (radiation), Affliction (radiation sickness), Aura, Dazzle, 
  Flight, Fire Control (Heat Control only), Force Field, Power Nullification 
  (mutagenic or radiation powers)
  Radiowave Control: You can control radio waves, increasing or decreasing 
  their strength by your power level, altering their frequency and direction, and 
  jamming transmissions. You can also transmit like a living radio.
  LIMITS
  Standard: Constant, No Stunts, Unstable
  REFLECTION
   
  defensIve. You can reflect the effects of an attack back at the attacker. You 
  test your Reflection power as a reaction, with the attacking effect’s level as the 
  difficulty. On a failure the reflection fails and you suffer the normal effects of 
  the attack. With a marginal or moderate success, you are unaffected by the 
  attack, but neither is the attacker. On a major success or better, the attack 
  is reflected back and the attacker suffers its effect.
  EXTRAS
  Mental Reflection: You can reflect mental as well as physical attacks.
  LIMITS
  Standard: Extra Only
  Deflection Only: A major success with your power is equivalent to a 
  moderate success; you can deflect attacks, but not reflect them back at the 
  attacker.
  One Type: You can only reflect a particular type of attack, such as kinetic 
  impacts or electromagnetic energy.
  
  106 GREAT POWER
  106
  REGENERATION
   
  defensIve. You recover Stamina equal to your power level every 10 pages, 
  spread out evenly over that time, such as 1 point every 5 pages for Regeneration 
  2, and 1 point on pages 3, 6, and 9 for Regeneration 3, and so forth. If you 
  have Regeneration 10, you recover 1 point of Stamina per page.
  Additionally, if you use an advantage to recover, you regain the higher of 
  your Strength, Willpower, or Regeneration level in Stamina. You recover lost 
  Strength levels equal to your Regeneration level per week. So if you have 
  Regeneration 7, for example, you recover one lost Strength level per day.
  EXTRAS
  Regrowth: You can regrow lost body parts (or reattach them, if they’re 
  still available).
  RESISTANCE
   
  defensIve. You can resist a particular type of effect. Choose one of the 
  following: Ability (Affliction, Energy Drain, and related effects), Alteration, 
  Binding, Damage, Detection, Mental, Sensory, or develop your own resistance 
  with the Game Master’s permission. Subtract your Resistance level from the 
  level of any such effect used on you. If the effect’s level is reduced to 0 or 
  less, it doesn’t work on you. If you have level 10 Resistance, you are essentially 
  immune to that effect, although level 10 attacks can still potentially achieve 
  slam, stun, or kill outcomes against you. You can ignore even those at this 
  level by spending a Determination Point.
  LIMITS
  One Type: Your Resistance only covers a particular type of effect, such as 
  Bashing, Cold, Corrosive, Electricity, Heat, Radiation, or Slashing, for example.
  Stamina Only: Your Damage Resistance only protects against Stamina 
  damage from attacks. Attacks ignore your Resistance when determining 
  whether they can slam or stun you.
  ROBOT BODY
   
  The Artificial origin means you are a construct rather than regular living 
  being. You can discard a rolled power and replace it with Total Life Support.
  
  107
  Power Descriptions
  SERVANT
   
  control. You can create or summon a servant or minion. It takes a page of 
  preparation to summon your servant, which appears within close range. You 
  must concentrate to command your servant.
  You have a “pool” of points equal to four times your power level with 
  which to “buy” the Servant’s traits: Prowess, Strength, Coordination, and 
  powers each cost 1 point per level. Offensive, defensive, and movement 
  powers are common for servants, although they can have any powers allowed 
  by the GM. Servants have no mental abilities and only act to carry out your 
  commands. Servants have no Determination Points, nor can they be given 
  any by Leadership.
  The GM approves all servants and can veto any inappropriate concepts. 
  Villains often have this power at a level off the scale, able to call upon legions 
  of powerful servants or minions in a way unsuitable for heroes.
  Example: Tesla has her “teslabots” she can summon through a dimensional 
  wormhole. Her Summon level of 6 gives her 24 points to divide, so a 
  teslabot has Prowess 3, Strength 6, Coordination 3, and Damage Resistance 
  3, Flight 4, and Stunning 5.
  MULTIPLE SERVANTS
  You can spend a point from your Servant pool to add an additional servant 
  with the same traits as the first (reducing the number of points you have 
  to spend on traits). You can still only summon one servant per page unless 
  you have the Multiple extra. Multiple servants performing the same action 
  together use the rules for combined efforts.
  Example: Wanting to have multiple teslabots, Tesla applies the Enhanced 
  extra to her Servant and puts those additional 6 points into having a total 
  of six ‘bots she can summon. If she wants to summon them all at once, 
  she also needs the Multiple extra, otherwise she can only summon one 
  ‘bot per page.
  
  108 GREAT POWER
  108
  EXTRAS
  Enhanced: Each application of this extra gives you additional points equal 
  to your power level to create your servant.
  Group: If you have multiple servants (previously) you can summon them 
  all at once as a group, rather than one at a time.
  Instant: Summoning your servant does not require preparation, you can 
  do it instantly, although you still do so on your turn and can still only summon 
  one servant per page unless you have the Multiple extra as well.
  Sensory Link: You can perceive through the senses of your servants, 
  seeing and hearing everything they do.
  Variable: You can summon different kinds of servants, essentially re-
  allocating points to design a new servant every time you use this power. The 
  GM may set guidelines and limits for what types of servants you can summon.
  LIMITS
  Standard: Exclusive, Performance, Source
  Feedback: You suffer the same stun results (but not other effects) as 
  your servants.
  SHADOW FORM
   
  You can turn into a living shadow. See Shadow Form under the Alternate 
  Form power (p. 46).
  SHAPESHIFT
   
  You can transform into different shapes or forms. See the Transformation 
  power (p. 123). Full shapeshifting is Transformation with Extra Type twice, 
  to encompass all three types of forms (Animals, Humanoids, and Objects).
  SHIELD
   
  A shield is a defensive device for the Damage Resistance power; see the 
  Defensive Devices section of the Devices chapter for details.
  
  109
  Power Descriptions
  SHRINKING
   
   
  alteratIon. You can become smaller at will, down to a minimum height as 
  shown on the table:
  Level
  Size
  Modifier
  1
  4 feet
  +0
  2
  3 feet
  +0
  3
  2 feet
  +1
  4
  1 foot
  +1
  5
  6 inches
  +2
  6
  3 inches
  +2
  7
  1 inch
  +3
  8
  insect
  +3
  9
  microscopic
  —
  10
  atomic
  —
  You gain the “small” quality, which can be activated normally for advantage 
  or trouble. You also gain the modifier listed on the table as a bonus to attack 
  and defense tests against normal-sized opponents. When using Shrinking 
  your ability levels (including Strength) are unaffected.
    
  At Shrinking 9+ you can reduce down to the microscopic or even atomic 
  levels. You are “off the scale” and no longer interact directly with the larger 
  world and are limited to interacting with things at the same scale. On the 
  other hand, at microscopic and smaller sizes you can do things like slip 
  through tiny openings or even the space between molecules!
  EXTRAS
  Powers: Teleportation (Transmit via phone lines)
  Growth Momentum: You enlarge rapidly under a target, using the 
  momentum of your growth to enhance an attack; add the modifier for your 
  Shrinking level table as a bonus to your unarmed damage.
  Micro-World: You can reduce “below” the atomic to enter a “micro-world” 
  or similar alternate reality. In that world you may (at the GM’s option) have 
  Growth at a power level equal to your Shrinking in the normal-sized world.
  LIMITS
  Strength Reduction: The more you shrink, the weaker you become; 
  subtract your Shrinking level from your Strength until it reaches 0, dropping 
  off the scale.
  
  110
  GREAT POWER
  110
  SONIC CONTROL
   
   
  control. You can generate and control sound. This power at its basic form 
  allows you to project a deafening beam of sound (see Dazzle, p. 59).
  EXTRAS
  Standard: Burst
  Powers: Absorption (sound), Alternate Form (Energy Form), Blast (sound), 
  Corrosion (Ranged, crystalline objects only, sonic vibrations), Flight, Force 
  Field (Force Constructs), Illusion (sound only), Mind Control (Hypnosis only), 
  Resistance (Sonic), Spatial Sense (sonar)
  Echo: You can duplicate any sound, allowing you to mimic voices or 
  other noises.
  Ventriloquism: You can “throw” your voice up to visual range, making it 
  seem to originate from elsewhere.
  LIMITS
  Standard: Max Only, Extra Only, No Stunts, Source
  SPATIAL CONTROL
   
   
  control. Spatial Control allows you to twist the dimensions of space within 
  extended range. You can lengthen or compress distances, and warp topography. 
  Effects last as long as you concentrate. Choose one of the following effects; 
  you can acquire the others as extras:
  Compress Distances: You and others move through the area as if you had 
  Super-Speed equal to your Spatial Control level.
  Stretch Distances: You reduce speed of movement through the area by 
  your power level.
  Twist Space: You distort space; anyone within the area must make a 
  Coordination vs. Spatial Control test to avoid losing an action while they get 
  their bearings. You can cause anyone moving through the affected area to 
  fall (or otherwise collide with a surface while moving) with an action and a 
  Spatial Control vs. Coordination test.
  EXTRAS
  Standard: Defensive
  Powers: Blast (spatial shock, Burst), Duplication, Stretching (changing 
  spatial topography), Teleportation (Passengers, Portal)
  Shaping: You can alter the topography of objects or even people, stretching 
  
  111
  Power Descriptions
  or shaping them like clay. Affected objects return to normal when you stop 
  concentrating.
  Spatial Anchor: You “harden” local space against disruptions, making 
  your power level the difficulty for any use of Dimension Control, Dimensional 
  Travel, Spatial Control, or Teleportation within visual range.
  Spatial Disruption: You can tear a target apart by scattering it through 
  space, gaining Corrosion at your Spatial Control level, usable at extended range.
  SPINNING
   
  movement. You can spin at superhuman speed along your axis, and still 
  speak, hear, and see normally while doing so. This power provides three 
  benefits. First, your rapid spinning gives you Binding Resistance (including 
  Wrestling attacks). Second, the spinning generates a wind screen of the 
  power’s level that substitutes for your Coordination to defend against physical 
  and air-based attacks. Third, you can use your power’s level instead of your 
  Strength for damage and grabbing in close combat.
  EXTRAS
  Powers: Air Control, Fast Attack, Flight, Super-Senses (Circular Vision), 
  Super-Speed
  Air Ram: You can generate a focused blast of air capable of knocking 
  people over. Make a Spinning vs. Strength test and read the result like a 
  possible slam.
  Blade Storm: Flinging a number of small blades, shuriken, spikes, or debris 
  you can do damage equal to the power’s level to all targets in close range.
  Blade Whirl: Wielding a small edged weapon, such as a dagger or sword 
  of some type, you can use the power’s level to attack and do the power’s level 
  or weapon’s level (whichever is greater) in damage against a single target.
  Spinning Drill: You can drill into surfaces of Material up to your level, as 
  if using the Burrowing power.
  Tornado: You can generate a tornado that inflicts damage equal to your 
  power level on anyone within extended range. However, you must roll a 
  Spinning test against your own power level to control the tornado each page; 
  if you fail, the tornado goes out of control before dissipating in 1d6 pages.
  LIMITS
  Standard: Temporary
  
  112
  GREAT POWER
  112
  SPIRIT CONTROL
   
  control. You can control spirits, ghosts, and similar entities. Make a Spirit 
  Control vs. Willpower test to control a spirit within visual range. If the spirit’s 
  Willpower is higher than the greater of your power level or Willpower, you 
  cannot dominate it without determined effort. A dominated spirit’s personality 
  and goals remain, but it is unable to resist your commands.
  The spirit obeys your verbal or telepathic orders. Each time you order a 
  spirit to do something it is strongly opposed to doing—such as a command 
  that runs counter to the spirit’s qualities—you must make a new Spirit Control 
  vs. Willpower test to reinforce your control. Failure frees the spirit from your 
  influence and you cannot control it again in that issue without determined 
  effort.
  EXTRAS
  Powers: Astral Projection, Energy Drain, Power Nullification (Mind Control 
  and Spirit Control only), Servant (reanimating dead bodies), Super-Senses 
  (Spirit Detection)
  Deny Death: You can trap a spirit within a fatally damaged body until 
  there is time to heal the body enough to contain the spirit again on its own. 
  You can keep the spirit trapped only as long as you concentrate.
  Forced Possession: You can place disembodied spirits into new bodies. 
  Roll a Spirit Control vs. Willpower test. If the test fails, the spirit suffers 
  damage equal to the power level. If it succeeds, the spirit takes control of 
  the body, dominating any other consciousness within the body. The spirit 
  retains its own mental abilities and powers and gains the physical abilities 
  and powers of the host body.
  Incarnation Awareness: You can remember the events of your past lives. 
  Moreover, you can send messages to your prior incarnations when they were 
  actually living and receive them from future incarnations (though not vice 
  versa). These are excellent opportunities for focused effort, retcons, and 
  stunts (substituting Spirit Control level for another trait).
  Spirit Affliction: With a representative link to a target (such as a lock of 
  hair or the classic “voodoo doll”) you can inflict a Rangeless Affliction at 
  your Spirit Control level on a target, who gains a +2 bonus to resist the effect 
  unless they are within extended range of you.
  
  113
  Power Descriptions
  Spirit Storage: You can capture and contain disembodied spirits with a 
  major success on a Spirit Control vs. Willpower test. The spirits are trapped 
  within a pocket dimension connected to you. Moreover, you can communicate 
  with the trapped spirits. You are immune to any attempts by the trapped 
  spirits to possess or dominate you.
  Spirit Summoning: You can summon and control the nearest spirit or 
  ghost with a Spirit Control vs. Willpower test.
  Spirit Ward: You can create a close area around you that spirits cannot 
  enter without a moderate or better success on a Willpower test against your 
  Spirit Control power level.
  LIMITS
  Standard: Extra Only, Performance
  Exorcism: Your control only extends to compelling 
  spirits to depart bodies they have possessed and 
  to banishing them from the physical plane.
  One Type: Your Spirit Control only affects 
  a particular type of spirits like ghosts, faeries, 
  or nature spirits.
  Ritualistic: Your Spirit Control requires lengthy 
  rituals and preparation. It takes a minimum of a 
  minute per power level to use, possibly longer.
  Sleeping: You can use this power only while 
  asleep. If you are awakened, any use of Spirit 
  Control ends immediately.
  
  114
  GREAT POWER
  114
  STRETCHING
   
  alteratIon. Your body and limbs can stretch, allowing you to reach or attack 
  someone out to extended range. Your Stretching level limits your abilities 
  when you extend your reach, so abilities greater than your Stretching level are 
  reduced to that level, to reflect the difficulty of doing things at an extended 
  distance. The GM may require a Stretching test for extreme distances or 
  difficult uses of your ability. You can use your Stretching level for tests to 
  escape (see Escape in the Taking Action chapter of Icons).
  EXTRAS
  Powers: Alternate Form (Fluid Form only), Dimension Control (2D only), 
  Flight (Gliding only), Resistance (Binding, Damage), Transformation (any 
  form, Disguise, Tell)
  Bouncing: Your elastic form gives you Leaping at your power level by 
  “bouncing” along; this also gives you Falling Damage Resistance at your 
  power level.
  Hardening: You can enlarge and harden your fists to give you a bashing 
  Strike attack equal to your Stretching level.
  Net: You can substitute your Stretching level for Coordination for catching 
  falling items or people. You suffer no damage from falling objects that your 
  Strength can lift.
  LIMIT
  Elongation: You can elongate only your limbs, extending your reach and 
  ability to strike at a distance, and to step over barriers, but you cannot gain 
  any of the extras associated with the power (the same as the No Extras limit).
  Inflating: You can only inflate your body like a beach ball. You get the 
  Damage Resistance and Bouncing extras included in this limit, but not the 
  base Stretching ability or access to any other extras.
  Slow Retraction: It takes you a page of preparation to return any stretched 
  out or modified body parts to their normal shape.
  
  115
  Power Descriptions
  STRIKE
   
  offensIve. You have a close combat attack like 
  claws, spines, or a weapon of some sort. Choose 
  the effect of your strike and whether or not it is 
  a bashing or slashing attack when you get this 
  power. A slashing Strike inflicts damage equal to 
  its level. A bashing Strike does damage equal to 
  its level or your Strength +1, whichever is greater.
  EXTRAS
  Standard: Affects X, Contagious, Secondary Attack
  Both Types: You can use your Strike as either a bashing or slashing attack. 
  You decide which when you make the attack.
  STUNNING
   
  offensIve. You can render an opponent unable to act. Roll a Coordination 
  vs. Coordination test against a target in extended range. If the attack 
  succeeds, roll a power level test against your target’s Strength or Willpower 
  (choose which ability resists your Stunning when you take the power). With 
  a moderate success, the target can take no actions for one page. A major 
  success stuns the target for a level duration, while a massive success leaves 
  the target stunned for the duration of the chapter (or until you release them).
  One of the target’s qualities may be activated to recover, ending the 
  effect. You choose the details of how your Stunning power works: it may 
  leave targets dazed or unconscious, confused, paralyzed, or incapacitated 
  by pain, pleasure, fear, or other sensations.
  EXTRAS
  Standard: Burst, Contagious, Rangeless
  Both Types: You can target your Stunning attack at either Strength or 
  Willpower, chosen when you make the attack.
  SUMMONING
   
  For summoning other creatures or characters to serve you, see the Servant 
  power (p. 107). If you can summon objects or creatures from elsewhere into 
  your presence, see the Summoning extra of the Teleportation power (p. 121).
  
  116
  GREAT POWER
  116
  SUPER-SENSES
   
  sensory. You have additional, enhanced, or 
  extended sensory abilities. Each level in Super-
  Senses grants you one of the following options. 
  Choose one or roll 1d6 per level. You can choose 
  some options more than once, in which case their 
  benefits are cumulative.
  d6 Roll
  Type
  Effect
  1–2
  Additional
  You have more than just the five normal senses; 
  each level gives you a new sensory ability from 
  the Additional Senses list.
  3–4
  Enhanced
  Each level adds a +1 bonus to Awareness tests 
  using a particular sense, much like a specialty; 
  e.g. Enhanced Vision, Enhanced Hearing, etc.
  5–6
  Extended
  Each level reduces the effective range to sense 
  something by one. For example, with one level 
  of Extended Vision, you can see things at visual 
  range as if they were only at extended range.
  ADDITIONAL SENSES
  For each level you have in Additional Senses, choose one of the following 
  options or create your own additional sensory ability with the Game Master’s 
  permission. An Awareness test may be required for some uses of Additional 
  Senses at the GM’s discretion.
  Circular Vision: You can see in a 360-degree radius around you, making 
  it difficult to sneak up on or surprise you.
  Communication: You can communicate via some medium other than just 
  speaking, like radio waves, “super-ventriloquism,” or telepathic transmission.
  Comprehend Languages: You can understand and communicate in any 
  language. The GM may require an Intellect test to comprehend especially 
  obscure or alien languages.
  Dimensional Sense: You can detect the energy or vibrational signature 
  of each dimension, and know when you are on an unfamiliar plane.
  Direction Sense: You never get lost and can find your way back to 
  anywhere you’ve been.
  
  117
  Power Descriptions
  Infrared Vision: You can see heat sources, allowing you to see in the dark 
  by detecting temperature differences.
  Microscopic Vision: You can see objects too small for normal vision to 
  perceive. You can read microfilm without a mechanical reader or peer into the 
  microscopic world of cells and molecules, perhaps even subatomic worlds.
  Penetration Vision: This power allows you to see through solid objects like 
  an X-ray. Choose at least one substance or barrier you cannot see through.
  Spatial Sense: You gain a three-dimensional outline of the environment 
  around you out to visual range through the use of radar, sonar, mystical 
  awareness or some similar ability.
  Telelocation: You can locate one or more known individuals, wherever 
  they are, with a successful Awareness test. The GM chooses the difficulty 
  based on the distance and how well you know the subject, from 3–4 for a 
  fairly well known subject to 6 or more for a subject you know only casually.
  Time Sense: You always know what time it is at any moment, and how 
  much time has passed, like a very accurate clock.
  Tracking Sense: You can follow a subject’s trail or tracks. The GM may 
  require power level or Awareness tests to track in difficult terrain or conditions.
  True Sight: You can see the true appearance of any object or person, 
  bypassing disguises or concealment. This power penetrates any means of 
  hiding something’s true nature, whether physical, psychic, illusionary, or 
  magical. In some cases, an Awareness test against a concealing effect’s level 
  may be required.
  Ultraviolet Vision: You can see ultraviolet radiation, allowing you to see 
  in the dark as long as there is some UV light present (such as from the stars 
  at night).
  LIMITS
  Reduced Sense: In compensation for greater awareness in one sense, 
  another is reduced dramatically. Tests involving the reduced sense are 
  increased in difficulty by 2.
  SUPER-SKILL
   
  You have considerable innate ability with a particular specialty, without 
  the usual training or experience. See the Specialty Increase limit of the 
  Ability Increase power (p. 39).
  
  118
  GREAT POWER
  118
  SUPER-SPEED
   
  movement. You can move at superhuman speeds. See the Benchmarks Table 
  to get an idea of your speed. Super-Speed 5 is sufficient to cross to visual 
  range in one panel. Super-Speed 7 is roughly the speed of sound, with higher 
  levels orders of magnitude faster. Super-Speed 10 is sufficient to go anywhere 
  in the world in a single panel! You can also accomplish tasks like reading or 
  assembing (or disassembling) something faster.
  EXTRAS
  Powers: Air Control, Fast Attack, Phasing (by vibrating your molecules), 
  Regeneration, Spinning, Vibration Control
  Standard: Affects Others
  Defending: You can substitute your Super-Speed level for your Coordination 
  and Prowess to avoid attacks.
  Surface Speed: You can use your extreme speed to do things like run up 
  walls (momentum defying gravity) or across the surface of liquids (moving 
  fast enough not to break the surface tension).
  SUPER-STRENGTH
   
  Superhuman strength in Icons is simply a Strength level greater than 6, 
  which is the level of the strongest weight-lifters and athletes. See Ability 
  Boost and Ability Increase for powers which can raise rolled Strength level.
  SUSPENDED ANIMATION
   
  See the Suspension extra of Time Control (p. 122), possibly limited to Self 
  Only and Extra Only.
  SWIMMING
   
  See the Aquatic power (p. 50), possibly with the One Type limit. See the 
  Swimming section of Taking Action in Icons for details on the effects of 
  swimming, partiularly for characters who cannot breathe underwater.
  
  119
  Power Descriptions
  SWINGING
   
  movement. You can swing along on a line or cable; 
  this might be self-generated webbing, lines of 
  force, or a device like a grappling gun or lasso. 
  Your swing lines are made of Material equal to your 
  power level. Use the higher of your Swinging and 
  Coordination levels for maneuvers while swinging 
  (including avoiding attacks).
  You can also use your swing line to catch onto things and pull them to you 
  (rather than you to them) with a successful Coordination test. You may need 
  an opposed Strength vs. Strength test to pull something away from someone.
  TELEKINESIS
   
  control. You have the ability to move objects in visual range without 
  touching them. The power’s level is treated as its Strength for lifting and 
  moving things (see the Benchmarks Table for an idea of how much weight 
  you can move). Use your Willpower as your telekinetic “Coordination.”
  EXTRAS
  Powers: Blast, Flight, Force Control, Force Field
  TELEPATHY
   
  mental. You can read minds and transmit your thoughts to them. Roll a 
  Telepathy vs. Willpower test to read a subject’s thoughts. Willing subjects 
  do not require a test; you succeed automatically. A failed test means you 
  cannot read that subject’s mind without determined effort for the chapter. 
  Reading particularly deep, forgotten, or long-ago memories might require 
  higher degrees of success, at the GM’s option. You can link up to a number of 
  minds equal to your power level in a mental “switchboard” to communicate.
  Make an Awareness or Telepathy test against an intruder’s Telepathy level 
  to sense when someone else attempts to read your mind. Use the higher of 
  your Telepathy or Willpower levels when determining the difficulty to read 
  your mind.
  
  120 GREAT POWER
  120
  EXTRAS
  Powers: Emotion Detection, ESP (Proxy), Illusion, Invisibility (Minds Only), 
  Mental Blast, Mind Control (all extras), Mind Shield, Power Detection (Mental 
  Powers only), Super-Senses (Telelocation)
  Standard: Rangeless
  Mind Probe: You can search for specific information in a subject’s mind. 
  You must state what you are looking for before beginning the scan. Roll a 
  Telepathy vs. Willpower test. A successful Mind Probe reveals the information, 
  limited to the subject’s knowledge.
  Psychic Surgery: You can enter the mind of a willing subject and repair 
  psychic damage. This works like Healing, but only on damage inflicted by 
  Mental Blast and other mental powers.
  Psychic Weapon: By focusing your mental powers, you create a weapon 
  of psychic energy. You wield this weapon with Prowess, but it bypasses 
  Damage Resistance like a Mental Blast.
  LIMITS
  Animals Only: You can only use Telepathy on animals, not people.
  Empathy: You can only sense and affect a target’s emotions, not thoughts.
  TELEPORTATION
   
  movement. You can disappear from one spot and reappear in another some 
  distance away without crossing the space in between. See the Benchmarks 
  Table for an idea of the distance you can travel: Teleportation 5 is sufficient 
  to go anywhere in visual range, while higher levels have ranges measured 
  in tens, hundred, and thousands of miles. Teleportation 10 is enough to go 
  virtually anywhere. You must be able to either see your destination or clearly 
  visualize it (such as being familiar with it).
  Make a difficulty 2 Teleportation test. Failure means you arrive at the 
  destination stunned and spend the next panel recovering (taking no actions 
  that page). Teleportation 7 or greater does not require a test (you automatically 
  succeed).
  If you accidentally teleport into a solid object—which can include the 
  ground—you are automatically bounced back to your starting point. Roll 
  a Teleportation test against a Stunning level equal to the object’s Material 
  (see Stunning, p. 115).
  
  121
  Power Descriptions
  EXTRAS
  Standard: Affects Others, Passengers
  Accurate: You can teleport to destinations without having to see or 
  visualize them, so long as you can accurately describe where you want to 
  go, such as “inside the subterranean vault below the building.”
  Defensive: You can use your Teleportation level in place of your Coordination 
  for dodging.
  Displacement: You can teleport into a solid object, displacing the target 
  mass to where you started. This is a Teleportation vs. Material test. Success 
  displaces the object while failure bounces you back to your starting point 
  and may stun you, as previously described.
  Flurry: You can teleport quickly from place to place, striking at multiple 
  targets as if using Fast Attack. The targets must all be within visual range 
  and your Teleportation distance of each other.
  Portal: You can open a rift in space, allowing other people to step through. 
  Each page after the first needs a new Teleportation test (unless you have 
  Teleportation 7+) and you have to concentrate to keep the portal open.
  Reliable: You do not have to make a Teleportation test to avoid being 
  stunned when you teleport, regardless of your power level.
  Summoning: You can teleport other people or objects from remote locations 
  within your power level range to you with with a successful Teleportation 
  test, opposed by the target’s Coordination.
  LIMITS
  Location-Specific: You can only teleport to specific locations, decided 
  with the Game Master.
  Transmit: You teleport via a specific medium such as electrical wiring, 
  communications networks, root systems, shadows, or waterways. You must 
  enter and exit through your medium.
  Troubleseeker: You subconsciously sense dangerous situations and 
  automatically teleport to them, whether you want to or not. You usually have 
  one page of warning as your power begins to activate. You don’t necessarily 
  know what the problem is at your destination until it shows itself.
  
  122
  GREAT POWER
  122
  TIME CONTROL
   
  control. You can control the flow of time, allowing you to perform a number 
  of effects. Choose one Time Control extra you can do when you get this 
  power. The rest you can acquire as regular extras:
  EXTRAS
  Powers: Duplication, Fast Attack, Precognition, Postcognition, Stunning 
  (Burst), Super-Speed (all extras, Affects Others)
  Suspension: Place someone (including yourself) in a state of suspended 
  animation, with time slowed to a virtual stop to suspend the effects of aging 
  or an ongoing condition like an Affliction or the loss of Strength levels while 
  dying. Suspended characters effectively have Total Life Support while their 
  bodily functions are suspended.
  Time Travel: Travel in time, going into the past or future or alternate 
  timelines. It’s up to the GM whether or not you can actually change history 
  by traveling into the past; by default, assume you create a divergent or 
  parallel universe if you “change history.” Likewise, any future you visit is only 
  a “possible future,” and not necessarily set in stone.
  LIMITS
  Extra Only: You’re limited to a single Time Control effect and cannot 
  acquire the others as extras or stunts.
  TIME TRAVEL
   
  You can travel through time. See the Time Travel extra of the Time Control 
  power (previously), possibly with the Extra Only limit.
  As specified under Time Control, the mechanics and rules of time travel 
  in an Icons game are left largely up to the Game Master, who may decide 
  to make this an “off the scale” ability available only to certain Game Master 
  characters, either villains or allies of the heroes, to keep the players from 
  jaunting back-and-forth through time, madly changing history.
  As a general rule of thumb, any use of time travel or a similar ability that 
  impacts the present can be considered a retcon (see Advantage in The Basics 
  chapter of Icons) and requires a similar use of advantage to bring into play, 
  perhaps using the time travel power or ability level as a maneuver.
  
  123
  Power Descriptions
  TRANSFORMATION
   
  alteratIon. You can transform into other things 
  (animals, objects, or people). Roll 1d6 or choose 
  one of the following options you can transform 
  into when you acquire this power. You can gain 
  the other options as extras.
  d6 Roll
  Transform into...
  1–2
  Animals
  3–4
  Humanoids
  5–6
  Objects
  It takes a page of preparation to assume a new form, although you can 
  revert to your normal form instantly. You gain the physical properties of your 
  assumed form, up to your power level. If convincingly imitating a particular 
  form is an issue, your power level is the difficulty for an Awareness test to 
  notice something amiss.
  ANIMALS
  You can transform into any normal animal, or an human-animal hybrid. You 
  retain your normal mental abilities in animal form as well as your ability to 
  speak, unless specific limits or challenges prevent you. Your physical abilities 
  in animal form are equal to your power level or the animal’s normal abilities, 
  whichever is lower. See Creatures in the Game Mastering chapter of Icons.
  In human-animal hybrid form either your Strength, Coordination, or both 
  may be raised to your Transformation level, as appropriate for the animal 
  type. Hybrid forms are humanoid in all but cosmetic features (fur, snout, tail, 
  and so forth), though you gain the animal’s physical attacks, senses, and 
  movement capabilities as well.
  HUMANOIDS
  You can transform into convincing copies of other humanoids, including 
  copying their voice and whatever clothing they are wearing. Your imitation 
  is exact enough to fool tests like fingerprinting, retinal scans, or even DNA 
  tests. You do not gain your subject’s traits other than appearance (for that 
  see Power Mimicry).
  
  124
  GREAT POWER
  124
  OBJECTS
  You can transform into non-living objects, from a rock to a machine like 
  a car. You retain your normal mental abilities as well as your ability to speak, 
  unless specific limits or trouble prevents you. You gain the physical properties 
  of the object, including its Material level, up to your power level.
  EXTRAS
  Powers: Alternate Form, Growth, Power Mimicry, Shrinking, Stretching
  Extra Type: You can assume an additional category of forms. If you have 
  this extra twice, you can assume all three types of forms (Animals, Humanoids, 
  and Objects).
  Instant: It does not require any preparation for you to transform; you do 
  so instantly.
  LIMITS
  Disguise: You do not gain the physical properties of the forms you assume, 
  just their appearance; you can look like a brick wall, but you’re not as strong 
  or tough as one. When applied to Humanoid Transformation, you lose the 
  “exact” capability, gaining only your subject’s appearance.
  Mute: You cannot speak in non-humanoid forms and can only make sounds 
  normally associated with that form.
  One Type: You can only assume one type of form from your category, 
  such as only canines or avians (animal), or only men (people). Even more 
  narrow limits may count as two limits, if the GM approves. You cannot have 
  the Extra Type extra.
  Tell: You have a “tell” that’s always apparent, such as an inability to change 
  your color or texture, or having a version of your normal face always visible, 
  making your power less useful for disguising yourself without using other 
  measures, such as make-up, to cover up your tell.
  TRANSMIT
   
  You teleport via a specific medium such as electrical wiring, communications 
  networks, root systems, or waterways. See the Teleportation limit Transmit 
  (p. 121) for details.
  
  125
  Power Descriptions
  TRANSMUTATION
   
  control. You can transform chemical elements and compounds by touch, 
  turning non-living materials into different non-living materials. Transmutation 
  doesn’t affect living beings and can’t create animate beings out of inanimate 
  matter (see the Transforming Ray and Servant powers to do those things).
  You can only affect objects as a whole and only as much mass as Strength 
  of your power level could lift (see the Benchmarks Table). You may need to 
  make a Coordination test to touch a moving or held object (opposed by the 
  object’s speed or the holder’s Coordination level).
  EXTRAS
  Standard: Ranged, Visual
  Powers: Servant, Transforming Ray
  Catalytic Control: You can speed up, slow down, or stop chemical reactions. 
  You can do things like make metal stop dissolving in acid, cause ferrous 
  metal to rapidly oxidize (rust), nullify bio-chemical powers and compounds, 
  and so forth.
  Choking: You can blanket an area with choking gas, affecting targets like 
  the Suffocation extra of Air Control (a ranged Affliction).
  Explosion: By creating explosive elements, you can create a Blast that 
  does damage equal to your power level to everyone within close distance.
  LIMITS
  Standard: Concentration, Performance, Temporary, Tiring
  Limited Mass: You affect a very limited mass, less than the amount for 
  level 1 Strength, as little as a few pounds at a time.
  One State: You can only affect a particular state of matter (solid, liquid, 
  or gas) and can’t transmute other matter. (Transmutation normally affects 
  all states of matter.)
  VEHICLE
   
  You have a specialized vehicle of some sort. See Movement Devices in the 
  Devices chapter.
  
  126
  GREAT POWER
  126
  VIBRATION CONTROL
   
  control. You can generate and control vibrations at different frequencies. 
  You can fire a Blast of vibratory energy out to extended range, doing damage 
  equal to your power level.
  EXTRAS
  Standard: Burst
  Powers: Absorption (vibrations), Burrowing, Corrosion (Ranged, crystalline 
  objects only), Dimensional Travel (vibratory dimensions), Earth Control 
  (Earthquake only), Flight, Force Field, Phasing, Power Nullification (Sonic 
  and Vibration Control only), Resistance (Binding, Pressure), Sonic Control, 
  Super-Senses (Spatial Sense)
  Safecracking: You can open mechanical locks and safes by causing the 
  sensitive mechanisms inside to vibrate by making a Vibration Control test 
  against the difficulty of the lock.
  Scrambling: You can throw machinery out of kilter by vibrating delicate 
  components. Against animate machines, this works like an Affliction attack.
  Tremors: You can send tremors through the air or ground. These don’t 
  cause quakes, but require everyone within extended range to make a 
  Coordination vs. Vibration Control test to avoid falling prone and losing an 
  action. Unsecured objects can fall and break.
  Vertigo: By upsetting the target’s inner ear, you can perform the Vertigo 
  extra of Mental Blast (see p. 91).
  Vibro-Blade: You can cause blades of various sorts to vibrate at high 
  speeds, increasing the blade’s damage to your power level or its normal 
  damage +1, whichever is greater.
  Vibro-Strike: By generating high level vibrations around your hands, you 
  can strike with a slashing attack that does damage equal to your level or 
  your Strength level +1, whichever is greater.
  LIMITS
  Standard: Extra Only, Max Only, No Stunts, Source
  
  127
  Power Descriptions
  WALL-CRAWLING
   
  movement. You can move normally across vertical and upside-down surfaces 
  (walls and ceilings, for example). The Game Master may require a power test 
  when attempting to move across a particularly slick or slippery surface, with 
  the difficulty based on the surface.
  WATER-BREATHING
   
  See the Aquatic power (p. 50), possibly including the One Type limit.
  WATER CONTROL
   
  control. Water Control allows you to create and control water. You can 
  move a mass of water based on your power level on the Weight column of 
  the Benchmark Table.
  EXTRAS
  Powers: Aquatic (Passengers), Cold Control (ice only), Servant (water 
  elemental), Weather Control
  Dehydration: You can destroy water. You can lower water or use this 
  extra as an Affliction attack against humans and other creatures composed 
  mainly of water.
  Drowning: You can suffocate a victim with water with a Water Control 
  vs. Strength attack, like a ranged Affliction attack (p. 42).
  Melting: You can turn ice into water, up to the usual mass you can affect 
  per page.
  Propulsion: You can use water to speed water vehicles as if they had an 
  Aquatic level equal to your Water Control level.
  Tsunami: With a page of preparation, you can form a giant wave from a 
  body of water and bring it crashing down on all within extended range of 
  shore, doing damage equal to your power level.
  Water Walking: You can cross the surface of water as if it were solid ground.
  LIMITS
  Standard: Source (you need a source of water, as you can’t create it)
  Submerged: You must be at least half submerged in water to use this power.
  
  128
  GREAT POWER
  128
  WEAPON
   
  You have a special weapon. See the Blast or 
  Strike power descriptions as well as Offensive 
  Devices in the Devices chapter. If you can create 
  or summon multiple different weapons, see the 
  Gadgets power (p. 77) possibly with the Limit of 
  Only Weapons.
  WEATHER CONTROL
   
  control. You can manipulate the weather, including winds, temperature, 
  precipitation. With a page of preparation, you can create any weather 
  condition in a visual area around you, although using the weather as a direct 
  attack requires an appropriate extra or stunt. You can predict the weather 
  with a Weather Control test against a difficulty equal to the number of days.
  EXTRAS
  Powers: Affliction (cold or heat), Air Control, Blast (hail, Burst), Cold 
  Control, Fire Control (Heat Control only), Flight (Passengers), Life Support 
  (Cold and Heat only), Resistance (Weather)
  Fog: You can summon up a thick fog bank, reducing line of sight to close 
  range within a visual range area.
  Instant: You can change the weather instantly, without a page of preparation.
  Lightning: You can fire Blasts of lightning from your hands or draw them 
  down from the sky, inflicting power level shooting damage out to extended 
  range.
  LIMITS
  Standard: Unstable
  WINGS
   
  You have a functional set of wings, allowing you to fly. See the Extra Body 
  Parts power (p. 72) and the Flight power (p. 75) for details.
  
  129
  Power Descriptions
  WIZARDRY
   
  control. You are capable of duplicating a wide range of powers using a 
  power source like magic, technology, or cosmic power. See the Cosmic 
  Power, Gadgets, and Magic powers. Choose one Wizardry power or roll d6:
  d6 Roll
  Power
  1–2
  Cosmic Power
  3–4
  Gadgets
  5–6
  Magic
  
  Where does he get 
  those wonderful toys?
  The Joker, Batman
  A device is an item providing a power or powers, rather than the power 
  residing in the character. Devices range from relatively mundane real-world 
  items like swords, guns, and armor to super-science gadgets and magical 
  talismans.
  Devices have their own independent power sources (where necessary), 
  although they may need periodic recharging or reloading; having a device 
  suddenly run out of power or ammo, break down, get stolen, or otherwise 
  pose a problem can be considered trouble for its owner.
  who Pays for all of thIs?
  Comic books don’t tend to worry about how much all the high-tech 
  devices cost; heroes are either independently wealthy or have backers 
  with deep pockets willing to cover their expenses in the name of the 
  greater good and saving the world. The inability to afford or acquire a 
  needed device is handled as trouble rather than a lesson in free market 
  economics. Icons takes the same approach: don’t worry about the 
  monetary cost of devices unless you want to make it a specific form of 
  trouble for the heroes.
  Heroes with the Trained and Gimmick origins can only have powers from 
  devices. Other characters may choose whether or not a power comes from a 
  device when the power is acquired. If you want to determine this randomly, 
  roll 2d6: on a 4 or less, the power comes from a device, otherwise it is innate.
  D
  
  131
  Devices
  ALTERATION DEVICES
   
  Alteration devices can take many different forms, including but not limited 
  to pills and other “wonder drugs”; belts, suits, or harnesses; magical talismans; 
  and gloves or gauntlets. Examples include:
  • 
  Aqua-Pills provide the Aquatic power for one chapter. Water-breathers 
  use a similar formula to allow them to temporarily breathe air.
  • 
  The Hyde Formula gives the user the Alter Ego (p. 45) of a super-
  strong, often savage, brute.
  • 
  Invisibility Serum gives the drinker the Invisibility power although it 
  may not grant the ability to become visible again!
  • 
  Vitamin X is a temporary Strength Boost drug (see Ability Boost, p. 38).
  CYBERNETICS
  Cybernetics or bionics involve the addition of artificial parts to the body, 
  such as bionic legs, a computer implant, or even a magical prosthesis, like 
  an enchanted replacement arm made of animated metal.
  Cybernetics create different trouble from other devices; they cannot be 
  easily taken away (although some—like artificial limbs—can be detached), 
  but may suffer technical problems or breakdowns, especially if damaged. 
  Cybernetics are also potentially vulnerable to powers like Machine Control 
  (p. 88).
  Cybernetic powers include (but are not limited to): Ability Boost, Ability 
  Increase, Extra Body Parts, Fast Attack, Gadgets, Interface, Life Support, 
  Machine Control, Resistance, Super-Senses, and various Offensive Powers 
  as built-in weapons.
  Example: Psi-Borg, the Hunter From the Future, has a cybernetic arm 
  (Strength Increase, Limited to One Arm), a cybernetic eye (Super-Senses 
  for Infravision and Enhanced Vision), a cybernetic ear (Super-Senses 
  for Enhanced Hearing and Ultrasonic Hearing), and a brain implant for 
  Interface and Telepathy.
  CONTROL DEVICES
   
  Control Devices often take the form of directed items: guns, wands, and 
  other sorts of things you can point at a target. They can also be items of 
  clothing or jewelry such as crowns, circlets, helms, rings, amulets, or gloves. 
  
  132
  GREAT POWER
  132
  Examples include:
  • 
  The Cosmic Crown is an ancient artifact of unknown origin, granting 
  the wearer Cosmic Power equal to his or her Willpower level.
  • 
  Healing Rays can instantly heal most injuries, like a use of the Healing 
  power.
  • 
  Mystic Tomes sometimes grant access to the Magic power for those 
  able to read spells from their pages, often with the Ritualistic limit.
  • 
  Power Nullifiers are built into manacles, collars, and headbands as 
  well as ray or field projectors, used by police and prison authorities 
  to restrain super-powered criminals and by villains to do the same to 
  heroic prisoners using Power Nullification (p. 101).
  • 
  Shrink Rays impose the Shrinking power on their targets, commonly 
  used by villains to “cut their foes down to size.”
  • 
  Weather Wands grant their wielder the Weather Control power, often 
  including the Lightning extra. Mystic wands may do the same for the 
  Magic power.
  ROBOTS
  Robots are a type of Servant device, unliving automatons programmed 
  to carry out their controller’s wishes. Robots typically have physical abilities 
  (Prowess, Coordination, and Strength) but no mental abilities unless they are 
  artificially intelligent, in which case you can treat them more as characters with 
  the Artificial origin than devices. Magical versions of robots include golems, 
  animated statues or suits of armor, and similar animated—but lifeless—objects.
  Robots typically have Damage Resistance based on their construction 
  and Total Life Support, ignoring the various needs of living creatures.
  UTILITY BELTS
  A common Gadgets device is the utility belt (which may also take the 
  form of a bag, bandolier, or other container): a collection of useful gadgets 
  for every occasion. The Intellect test to produce a particular gadget may be 
  considered a test of whether or not the character came prepared for the 
  occasion, rather than actually reconfiguring available parts and equipment; 
  if the test fails, the character simply does not have that gadget on hand in 
  the utility belt. As usual, spending a Determination Point ensures success in 
  coming up with a particular gadget.
  Under fairly routine circumstances, the GM may waive the Intellect test to 
  produce a gadget, just assuming the character has whatever is appropriate 
  on hand.
  
  133
  Devices
  DEFENSIVE DEVICES
   
  The most common defensive devices are suits of armor and shields, although 
  they may include various belts, bracers, or other items with defensive powers.
  ARMOR
  Armor is a Damage Resistance device, ranging from level 1 for heavy leathers 
  to 4 for most metallic or modern ballistic armor. Game Masters looking for 
  added realism may allow shooting attacks to ignore non-ballistic armor and 
  for slashing attacks to ignore (or halve) modern ballistic armor, but the game 
  generalizes armor’s Damage Resistance for simplicity. Higher level armor is 
  often made of alien or super-science materials or is magical in nature.
  SHIELDS
  Shields are Damage Resistance devices as well, except using a shield 
  requires a reaction. A character armed with a shield can also block with it 
  (see Blocking in the Taking Action chapter of Icons) or wield it as a bashing 
  weapon—although not both on the same page. A shield typically provides 
  Damage Resistance 3 or 4, although magical or super-science shields may 
  offer greater levels of Resistance. You can apply the Ranged extra to use a 
  shield as a throwing weapon as well as in close combat. The GM may wish to 
  permit Shields as a specialty under the Weapon group, usable as a bonus to 
  Prowess and Coordination for attacking and blocking with a shield.
  BATTLESUITS
  Why have a tank or a fighter jet when you can wear one? Comic book 
  heroes and villains often have battlesuits—also known as power armor or 
  power suits—devices granting their wearer a range of powers.
  A battlesuit-wearer has a Gimmick origin, with all powers coming from 
  the device. A player who rolls the Gimmick origin may choose for the hero’s 
  gimmick to be a battlesuit. The hero automatically gains either Damage 
  Resistance or Force Field (choose one or roll a die for it: 1–4 = Resistance, 
  5–6 = Force Field) and may choose to apply the Gimmick’s usual +2 mental 
  ability bonus to that power’s level instead.
  All of the hero’s other powers are incorporated into the armor. If a generated 
  power does not work as an armor system, the player may choose a movement, 
  offensive, or sensory power to replace it with the GM’s permission.
  Battlesuits tend to provide powers in five main areas: Protection, Mobility, 
  Strength, Weapons, and Sensors.
  
  134
  GREAT POWER
  134
  Protection: A battlesuit’s first and often main function is to protect the 
  wearer from harm with various defensive powers. Most are Damage Resistance 
  devices, although some battlesuits rely on Force Field instead.
  Some battlesuits provide other Resistances. A suit designed for fighting 
  fires, for example, might offer Fire Resistance whereas a suit for arctic 
  exploration might provide Cold Resistance.
  Lastly, a battlesuit may offer its wearer Life Support. A space-capable 
  suit, for example, has at least Life Support 4 to deal with the vacuum, cold, 
  radiation, and airlessness of space.
  Mobility: A battlesuit often provides its wearer some means of getting 
  around using movement powers. In some cases, it is as simple as enhanced 
  Strength, allowing the wearer to jump further and climb more easily. More 
  often, the suit has some sort of mobility system.
  Like heroic movement powers, the most common is Flight, using rockets, 
  anti-gravity, glider wings, or some other means of propulsion. An underwater 
  suit provides the Aquatic power, while one designed for underground 
  exploration might have Burrowing. More exotic battlesuits can have other 
  movement powers, like a “stealth suit” with Swinging and Wall-Crawling, or 
  a “boom suit” with Teleportation.
  Strength: A battlesuit often enhances its wearer’s Strength, using motors 
  or force fields that mimic and magnify the wearer’s movements. This is simply 
  a device for a hero’s superhuman Strength level, typically 7 or higher, but it 
  could apply to a lower level of Strength; the battlesuit magnifies it, just not 
  as much. So, for example, a hero might have Strength 6 while wearing the 
  suit, but only Strength 3 (or even less!) out of it. Some characters even have 
  Strength-related challenges or disabilities without their armor.
  Weapons: Weapon systems put the “battle” into the “suit” with different 
  offensive powers. By far the most common is Blast, ranging from bashing 
  force beams to shooting lasers or machine guns. Explosive Blasts for missiles 
  or energy bombs are not unusual.
  Binding weapons may shoot steams of fast-hardening glue or resin, 
  or masses of sticky fibers. Dazzle weapons might be strobes, flash bombs, 
  sonic “screamers” or similar devices. An Aura may electrify or super-heat the 
  surface of the suit, damaging anyone touching it, or represent a suit covered 
  in spikes or sharp edges. Stunning can be a taser-like weapon, while Strike 
  might be gauntlets with spikes (slashing) or kinetic strikers (bashing).
  
  135
  Devices
  Sensors: Lastly, a battlesuit may have various built-in sensor devices, 
  typically as part of the mask or helmet with a heads-up display, although the 
  sensors themselves could be embedded in other parts of the suit.
  Various Super-Senses are the most common: from infrared and ultraviolet 
  vision to sonar, radar, or other electromagnetic scanners. A built-in radio or 
  communications system is a common feature; so are various enhanced or 
  extended senses.
  An Interface power can represent the suit’s ability to connect to other 
  computer systems, and Detection provides more exotic sensors calibrated 
  to specific phenomena. Other sensory powers tend to be more unusual and 
  not included in technological battlesuits (although they can and do show 
  up in magical suits).
  MENTAL DEVICES
   
  Mental power devices are often worn on the head, in the form of helmets, 
  headbands, skullcaps, hats, and so forth, although they can also be amulets, 
  necklaces, or rings. Mental devices are often magical, but may be technological, 
  particularly for Telepathy or controlling powers.
  MIND CONTROLLERS
  Villains often use small devices (collars, headbands, or implants) capable 
  of exerting Mind Control over their subjects. Placing the device requires a 
  successful close attack and neutralizing the mind control often involves 
  removing or disabling the device. Similar devices are “brain taps” providing 
  artificial Telepathy (particularly the Mind Probe extra).
  MIND SHIELDS
  A common type of mental device is an artificial mind shield, granting the 
  user Mental Resistance. Depending on how common mental powers are in the 
  setting, these devices may be standard-issue for high-ranking government 
  officials, judges, and corporate executives, not to mention powerful crime 
  lords and their immediate underlings. The presence of a mind shield device 
  can be considered trouble for mental power users, since they often exist for 
  the convenience of the plot. A similar device is a mental dampening field, a 
  Mental Power Nullifier.
  
  136
  GREAT POWER
  136
  MOVEMENT DEVICES
   
  A movement device may be a special vehicle of some sort, from a souped-
  up car to a plane or dimension-travel capsule. Movement devices also include 
  personal items from jet-packs to anti-gravity harnesses, wall-walking boots 
  and gloves, and teleport belts.
  • 
  Grapple Guns fire cables ending in an automatic grapple, sticky pad, 
  or some similar grabber, giving the user the Swinging power.
  • 
  Jet Packs and similar devices (like rocket boots or anti-gravity 
  harnesses) provide their wearer with Flight.
  • 
  Spring Boots use powerful coiled springs to give the wearer levels 
  in Leaping, whereas Stilt Boots provide Stretching (limited to the 
  legs) instead.
  VEHICLES
  Vehicles are special movement devices, having abilities of their own:
  Handling: How responsive the vehicle is to its driver or pilot. Tests for 
  maneuvering the vehicle use the lesser of its Handling or the character’s 
  appropriate ability (usually Coordination). Then apply any specialty modifier.
  Speed: How fast the vehicle travels. Some vehicles have different speed 
  levels for different environments, but must have at least one: ground, water, 
  air, or space.
  Structure: The vehicle’s Material in terms of damage. It takes into account 
  that vehicles are complex machines with vulnerable moving parts rather 
  than just solid blocks of material. Some vehicles also have armor (Damage 
  Resistance) protecting the vehicle, its passengers, or both.
  Handling Tests: When making a difficult or risky maneuver with the vehicle, 
  its pilot must make a test of the lesser of its Handling or the character’s 
  appropriate ability (usually Coordination), modified by any specialty. Especially 
  difficult maneuvers may require a major or better success. Failure on the 
  handling test means the pilot loses control of the vehicle.
  
  137
  Devices
  Losing Control: When a character loses control, the vehicle generally 
  continues in a straight line on its current course and speed until it crashes 
  into something. The character can make a new Handling test each page to 
  regain control.
  Crashes: When a vehicle crashes, make a test using the lesser of the 
  vehicle’s Speed or Structure against the obstacle’s Material level; if the vehicle 
  succeeds, it breaks through the obstacle, its Speed reduced by the obstacle’s 
  Material level (Speed 0 or less brings the vehicle to a halt). If the vehicle fails 
  the test, it comes to a stop and the passengers may suffer damage.
  Crash Damage: Use the higher of the vehicle’s Speed when it crashes 
  or the obstacle’s Material as the crash damage. Reduce the damage by 
  whatever armor the vehicle provides its passengers (if any) and roll an 
  attack test against each passenger using the base damage: this is a bashing 
  attack if the passengers are strapped in or otherwise protected by safety 
  harnesses, airbags, and such, or a slashing attack if they are not. Passengers 
  individually resist any slam, stun, or kill results that may arise. Also reduce 
  the vehicle’s Structure by the crash damage; if it is reduced to 0 or less, the 
  vehicle is destroyed.
  Chases: Cases of characters and vehicles chasing each other can generally 
  be handled with pyramid tests using Handling or Speed, or other abilities 
  as appropriate for the situation. The winner of the test either catches up or 
  escapes, depending on their goals.
  Vehicles in Combat: Vehicles can generally be treated like characters 
  in combat situations. Attackers target either the vehicle or its passengers; 
  hitting a passenger requires at least a major success and you cannot target 
  a passenger completely concealed within a vehicle. Passengers gain the 
  benefit of the vehicle’s armor while inside. A vehicle can be used for a rushing 
  attack. Treat this as the vehicle crashing into the target, using the target’s 
  Damage Resistance as Material level—this can result in some vehicles being 
  destroyed by crashing into very tough targets!
  
  138
  GREAT POWER
  138
  SAMPLE VEHICLES
  Vehicle
  Handling
  Speed
  Structure
  Armor
  Notes
  Car
  3
  3
  4
  —
  +1 Handling for 
  sports models
  Bus
  2
  3
  4
  1
  Motorcycle
  3
  4
  3
  —
  +1 Handling for 
  sports models
  Bulldozer
  3
  2
  5
  —
  Strength 6 plow
  Tank
  3
  2
  7
  5
  Blast 7 cannon
  Train
  1
  4
  4
  1
  Airliner
  4
  6
  4
  —
  Private Plane
  3
  5
  4
  —
  Fighter Jet
  5
  7
  4
  2
  Blast 5 guns, 
  missiles 7
  WWII plane
  4
  4
  3
  1
  Blast 5 guns
  Flying car
  4
  5
  3
  —
  Speedboat
  4
  4
  3
  —
  Yacht
  3
  4
  3
  —
  Destroyer
  3
  3
  5
  5
  Blast 7 cannons
  Submarine
  4
  3
  5
  5
  Missiles 7 
  (torpedoes)
  Spaceship
  5
  10
  5
  5
  Blast 8 lasers
  
  139
  Devices
  OFFENSIVE DEVICES
   
  An offensive device is, by definition, a weapon, although it may or may not 
  take the form of a conventional weapon. A Blast device, for example, may 
  be a blaster pistol or goggles that shoot energy beams, while a Strike could 
  be a hand-held weapon like a sword or hammer or a ring or gauntlet that 
  provides a powerful kinetic impact, or energy claws.
  BASHING WEAPONS
  Bashing weapons are blunt, hand-held devices like clubs, hammers, and 
  makeshift weapons like baseball bats. The typical bashing weapon does up 
  to Strength level + 1 damage, with a maximum of its Material level; if used 
  to inflict more damage than its Material level, or if it hits Resistance greater 
  than its Material, the weapon breaks. Most bashing weapons are Material 4 
  (primarily wood) or 5 (primarily metal).
  SLASHING WEAPONS
  Slashing weapons are edged or pointed (or both) like knives, swords, 
  spears, and so forth. A hand-held slashing weapon typically does damage 
  level 4 and has the same Material limitations as a bashing weapon.
  BLASTING WEAPONS
  Blasting weapons shoot force beams or similar impact attacks. They tend 
  to be high-tech devices available only to government agents, multinational 
  corporations, or criminal syndicates. They range in level from 4 for pistol-
  sized blasters to 6 for heavy blaster rifles.
  SHOOTING WEAPONS
  Most shooting weapons are guns, ranging from damage 3–4 handguns to 
  damage 4–5 rifles. Fully automatic weapons (machine guns) have the Burst 
  extra, allowing them to spray enough fire to affect multiple targets in a close 
  area. Bows and crossbows fire damage 4 arrows or bolts, and are often used 
  for various trick arrows with other effects. Rubber bullets, “stun” arrows, or 
  other “mercy” ammo can allow shooting weapons to do blasting damage 
  instead, reducing the chance of lethal damage.
  HEAVY WEAPONS
  Military-grade, and often vehicle-mounted, weapons range from damage 
  5–6 heavy machine guns to damage 7 bazookas and anti-tank rockets.
  
  140 GREAT POWER
  140
  CHEMICAL WEAPONS
  These weapons are various gases and compounds:
  • Smoke blankets an area, creating limited visibility for +2 difficulty to 
  sight-based actions beyond close range. Characters in a smoke area 
  experience exhaustion from the difficulty breathing (see Exhaustion in 
  the Taking Action chapter of Icons).
  • Tear Gas causes choking and severe eye irritation, a type of Stunning 
  effect.
  • Knockout Gas likewise creates a Stunning effect, which can potentially 
  render targets unconscious.
  The delivery system for a chemical weapon determines its level (how 
  much of the chemical can be delivered to the target).
  • Pellets are the smallest delivery system, about the size of marbles, easily 
  carried and concealed: Level 4 or less, although a handful of pellets can 
  equal the effect of a grenade.
  • Grenades are fist-sized, usually with a simple pin or trigger to activate: 
  Level 4–6.
  • Bombs range in size from a thick paperback book to a large briefcase 
  or more: Level 6 or higher.
  • Sprays focus a chemical attack into a directed stream, usable against a 
  single target at close range: Level 5 or less, single target.
  GRENADES
  Grenades are compact single-use weapons thrown by hand or shot from 
  a launcher and able to deliver a variety of area effects on target.
  • Flash Grenades release an intense burst of light, a Dazzle Burst attack 
  at the grenade’s level. A “flash-bang” grenade is similar but also adds 
  a deafening noise to its effect.
  • Fragmentation Grenades explode and throw sharp fragments in all 
  directions, inflicting slashing damage 6 on all targets in close range.
  • Concussion Grenades explode with concussive force, inflicting bashing 
  damage 6 on all targets in close range.
  
  141
  Devices
  BOMBS & MISSILES
  Bombs are placed or dropped from vehicles onto their targets. Missiles 
  are essentially one-shot vehicles carrying a payload, typically an explosive 
  or chemical warhead. Missiles have Structure and Speed like vehicles (see 
  Vehicles, previously) but a Targeting ability in place of handling. Targeting 
  is the missile’s ability to “lock on” to and track a target. Attempts to evade 
  a missile use its Targeting as the difficulty.
  Bombs and missiles can carry one of several types of payloads:
  • 
  Explosive payloads inflict shooting damage 7 to targets close to the 
  missile’s point of impact.
  • 
  Incendiary payloads inflict shooting damage 7 to targets close to the 
  missile’s point of impact, followed by shooting damage 4 each page 
  thereafter, until extinguished.
  • 
  Nuclear fission or fusion bombs are capable of massive damage. You 
  can generally consider a nuke off the scale, assuming anything in the 
  blast radius is annihilated. A target with a combination of at least level 
  9+ Damage, Heat, and Radiation Resistance may survive a nuclear 
  blast: make a Strength test against a difficulty 10 killing outcome.
  SENSORY DEVICES
   
  Sensory devices are typically scanners or sense enhancers like helmets 
  with heads-up displays, amulets, goggles, or the like. They might also be 
  magic items that grant various sensory powers. Examples include:
  • 
  Crystal Balls are magical devices with ESP, often with the Dimensional 
  extra.
  • 
  Night Vision Goggles grant the Super-Senses Additional Sense of 
  being able to see in the dark, ignoring penalties for limited visibility.
  • 
  Power Scanners are small hand-held devices with a level of Power 
  Detection (p. 60), allowing them to pick up on the use (and users) 
  of certain powers nearby.
  • 
  Universal Translators are compact computers with linguistic software 
  that grants the benefits of the Comprehend Languages of Super-
  Senses (p. 116).
  
  Icons drew a lot of mechanical inspiration from the Fudge RPG by Stefan 
  O’Sullivan and its descendant, Fate, by Evil Hat Games. After the initial 
  publication of Icons, the Fate system appeared in its own core rulebook. 
  This essay looks at the idea of using the material in Great Power as a super-
  powers supplement for Fate, as presented in the Fate Core book from Evil 
  Hat Productions.
  KEY DIFFERENCES
  There are some key differences between Icons and Fate to be aware of 
  for purposes of using Great Power in conjunction with Fate Core:
  Stamina vs. Stress: Icons uses Stamina to measure damage taken in 
  conflicts while Fate uses stress (similar to the accumulating outcomes of a 
  Pyramid Test). Generally, rather than having a power effect inflict Stamina 
  damage, you’ll want to compare the power effect (a total of the power’s 
  level and the effect of the test to use the power) against a target’s resistance 
  ability (typically the Physique or Willpower skills) to determine the stress 
  the power causes.
  Example: You hurl a Blast at your opponent, getting an outcome of 2 
  on the attack test (meaning your effort exceeds the difficulty by 2). You 
  have a level 6 Blast and your opponent has Strength 5, giving you a base 
  outcome of 1 on the damage, plus the outcome of 2 from your attack, 
  for a total of 3 stress. Your opponent can either mark off stress or take 
  consequences to reduce it.
  Note this approach is slightly different from Fate Core in that it adds a 
  step involving the effect level versus the acting level of ability (core Fate 
  APPENDIX: 
  USING GREAT POWER 
  WITH FATE CORE
  
  uses just one ability to determine the outcome of an attack, such as Shooting 
  vs. Athletics). It allows the Icons approach of powers having their own levels 
  to integrate better. See “N” is for “Narrative Damage” in the Icons A to Z 
  sourcebook for additional notes on using a stress system in Icons.
  The physical and mental stress tracks used in Fate are based off Strength 
  and Willpower in Icons, the analogs of Physique and Will from Fate.
  Abilities vs. Skills: Icons uses a combination of abilities and specialties to 
  measure characters’ capabilities. Fate uses skills, which are like a summation 
  of abilities and specialties, arranged in a pyramid from the character’s highest 
  level skill to lowest level skills. Generally, when it refers to an Icons ability or 
  specialty, use the closest equivalent Fate skill, as follows:
  Icons Ability
  Fate Skill
  Strength
  Physique
  Prowess
  Fighting
  Coordination
  Athletics
  Intellect
  Lore
  Awareness
  Notice
  Willpower
  Will
  Coordination may also translate into other Fate skills like Burglary, Drive, 
  Shooting, or Stealth, depending on usage. Likewise, Awareness might translate 
  into Empathy or Investigation, depending on the situation. Use your best 
  judgment.
  Determination Points vs. Fate Points: Both Icons and Fate use systems 
  of points players can spend to influence the game in different ways. For the 
  most part, Determination Points in Icons can be considered the equivalent 
  of Fate Points in Fate. Use the Fate Point guidelines in any cases of conflict.
  Determination level in Icons is similar to refresh rate in Fate, and the 
  reduction in Determination level for powers is also much like reduction 
  in refresh for having additional stunts. Use the Great Power approach for 
  figuring starting Determination and use that value for refresh rate in Fate. 
  If a hero’s starting Determination is above 3, consider giving that character 
  some Fate stunts, as appropriate.
  
  LICENSE
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Fudge System Reference Document Copyright 2005, Grey Ghost Press, Inc.; Authors Stef-
  fan O’Sullivan and Ann Dupuis, with additional material by Peter Bonney, Deird’Re Brooks, 
  Reimer Behrends, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, Sedge Lewis, 
  Gordon McCormick, Kent Matthewson, Peter Mikelsons, Anthony Roberson, Andy Skinner, 
  Stephan Szabo, John Ughrin, Dmitri Zagidulin
  FATE (Fantastic Adventures in Tabletop Entertainment), Copyright 2003 by Evil Hat Pro-
  ductions LLC; Authors Robert Donoghue and Fred Hicks.
  Spirit of the Century, Copyright 2006, Evil Hat Productions LLC. Authors Robert Donoghue, 
  Fred Hicks, and Leonard Balsera.
  Icons, Copyright 2010, Steve Kenson, Author Steve Kenson.
  The Villainomicon, Copyright 2010, Adamant Entertainment, Authors Steve Kenson, G.M. 
  Skarka, Walt Ciechanowski, Morgan Davie, and Theron Bretz.
  Great Power, Copyright 2013, Ad Infinitum Adventures, Author: Steve Kenson.
  
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