Skills: None
The hero has one or more enhanced or unique senses, granting her the ability to detect things, see things, and perhaps track things that normal people cannot.
Each time this power is purchased, it applied to a new form of Hyper-Sense.
Analytical Sense: The hero possesses a sense that can analyze the material an object or person is composed of, such as being able to sense each chemical that composes a steel girder.
Awareness: The hero is able to detect something, as determined when Hyper-Sense (Awareness) is purchased. The hero can attempt the detection by making a Notice roll against Mediocre (+0) opposition.
Danger Sense: The hero is able to sense impending danger. Situation aspects placed that represent an opponent ambushing, taking aim, or using stealth to attack the character do not receive free invocations.
Additionally, opponents cannot use Stealth to attack the character, regardless of Stunts.
Darkvision: The hero can see in darkness as though it was normal light. Darkness related aspects and Boosts cannot be invoked for bonuses against the character.
Directional Hearing: When making Notice rolls to pin-point the exact location of a sound, the hero gains a +4 bonus.
Full Vision: The hero is able to see in 360 degrees simultaneously. Situation aspects representing sneaking up on the character or attacking from behind do not receive any free invocations.
Additionally, groups do not receive a Teamwork bonus against the character.
Hyper-Hearing: The hero can hear sounds inaudible to the normal ear. When detecting heroes that can hide from normal senses (such as stealth, camouflage, invisible, and so forth) heroes with this power receive a +4 to their Notice roll.
Hyper-Olfactory: The hero is able to detect a target by scent. When placing a situation aspect to assist in detecting someone using Stealth, Invisibility, or some other sight impairing power, or tracking someone that the hero can normally get a scent from, he places a situation aspect with a free invocation instead of a Boost on a tie, and receives an additional free invocation for a for a success or success with style.
Hyper-Touch: The hero is able to sense tremors and acute details (such as fine grains of sand in an object, conversations through glass, sensing tremors along a surface, and so forth) through touch. Although a roll is not usually required, if the GM rules there is opposition, then the hero makes any necessary Notice check with a +4 bonus.
Microscopic Vision: The hero can see miniscule objects. The opposition to view objects of a certain size is shown on the chart below.
Opposition Size
Mediocre (+0) Dust
Average (+1) Microscopic Insects
Fair (+2) Cellular
Good (+3) Molecular
Great (+4) Atomic
Sonar: The hero can effectively see (without color) through the emission of high frequency sound pulses. The hero gains a +4 to Notice rolls to detect opponents using Stealth, Invisibility, Camouflage, and other powers that would otherwise hide their presence. Darkness, intense light, and other vision impairing situation aspects cannot be invoked on rolls that oppose the hero.
High frequency sounds on the same frequency as sonar can disrupt it. Make a Notice check (with no bonus from this power) against opposition determined by the GM. This is considered a normal Overcome action. If the hero fails instead of succeeding at a cost, then Sonar offers no benefit until the person, situation aspect, or device causing the high frequency interruption is removed.
Telescopic Vision: The hero can see fine details further away than normal people. The exact number of zones a character can see should be determined on a case by case basis. If using the Create an Advantage action to assist in being able to see far away, the hero places a situation aspect with a free invocation instead of a Boost on a tie, and receives an additional free invocation for a success or success with style.
Thermal Vision: The hero can automatically see into the infrared spectrum and detect the thermal patterns emitted by all things. To see thermal patterns through objects (such as the heat patterns of people on the other side of a wall), the hero makes a Notice check with opposition equal to half (round up) of the object’s Material Strength. Additionally, unless characters using Stealth, Invisibility, or other concealing abilities also have a means of masking their heat patterns, the hero can see them normally.
True Sight: The hero is able to see through illusions and other mentally-created visual effects. The hero gains a +4 bonus to Notice check against such opposition.
X-Ray Vision: The hero can automatically see through objects of any Material Strength as though the barrier was not there. If the hero places a situation aspect representing his ability to see through objects, the situation aspects involving things like Cover or Concealed cannot be invoked on rolls against the hero as long as he has free invocations of his own situation aspect available.
Illusion (3)
Skills: Magic, Mental, or Power
You can create illusionary objects and people that seem completely real to those viewing them. The illusions can fill any area that makes narrative sense, from the amount of space occupied by a single person up to a single zone.
To create an illusion, make a roll to create a situation aspect. On a tie, you create an aspect instead of a Boost, with one free invocation. On a success or success with style, you gain an additional free invocation. For each free invocation you sacrifice, you can expand the illusion by an additional zone.
The illusions are not real, physical constructs, so anyone stepping onto an illusionary floor that falls through it, steps through an illusionary wall, and so forth, automatically realizes the illusion is not real.
Otherwise, whenever someone has a reason to believe the illusion is not real, they must make a Will roll against passive opposition equal to your skill rating. You may invoke the illusion’s situation aspect to increase the opposition by +2.
As long as someone believes your illusions are real, you can attack them with it using your skill for the attack roll. Because the damage is illusionary, it causes Mental Stress (even if the damage appears physical).
Such damage heals normally, even after the illusion is discovered. While the body might not have actually been damaged, the mind still suffered injury.
Immoveable (2)
Skills: None
When it comes to being knocked around or shoved out of the way, you are able to stand your ground, sometimes even against the world’s most powerful opponents.
You can use Physique instead of Athletics and Fight for Defend actions against attacks.
When rolling to provide active opposition to Overcome actions, such as blocking movement
between zones, you gain a +2 bonus to the roll.
Depending upon the situation, this may or may not also involve any bonus from the Super-Strength power if you possess it, and stacks with Full Defense (i.e. bracing yourself against heavy attacks).
You do not suffer from knock back— ever— without there being very good narrative reason, such as your opponent sending the ground you are standing on with you.
Immunity (1,3,5)
Skills: None
The hero possesses immunity to a particular environmental effect, power, type of damage, and so forth. Choose from the list below when this power is purchased is taken. Each type of Immunity is purchased separately.
Situational Immunity (1)
Each level grants the character immunity to one type of environment based situation aspect. Such situation aspects cannot be invoked on actions against the character. The immunity does not prevent the character from taking damage from associated attacks (such as Fire Blast, Ice Blast, or a radiation based Affliction power), but stops them from being harmed by effects like those generated by the Cold Control special effect since such damage options are based upon placing situation aspects.
Some examples of situational immunities that have appeared in comic books are listed below, but your group is encouraged to create more as needed.
• Cold
• Drowning
• Emotion (or type of emotion, such as fear)
• Heat
• Hunger
• Lack of Sleep
• Poison
• Pressure (such as from the deep ocean)
• Radiation
• Stun (such as the stunned situation aspect)
• Suffocation
• Thirst
• Vacuum
Type Immunity (3)
The hero is immune to the effects of a specific power type, such as Ice, Fire, Radiation, Plasma and so forth. This means that the hero cannot be damaged by attacks from that specific power, and is also immune to any environmental aspects (such as heat, if immune to Fire Blast) associated with the power type.
Only one type of power immunity can be purchased, unless the GM approves additional purchases.
Source Immunity (5)
This immunity level is included because— well—
it exists within comic books, but could prove an issue in some campaigns. Before source immunity is available to the heroes, talk it over with the GM and rest of the group. After all, allowing the player-characters to have Source Immunity: Magical in a campaign based on the mystic community and supernatural threats might not be a good idea. If the source immunity makes the heroes completely immune to the common type of major threats in a campaign, it’s highly recommended that the particular source immunity option be excluded.
A special and uncommon type of immunity, the hero is immune to all effects (including damage) from a specific source of power. Examples of power sources include divine, magical, mental, mutant, and so forth.
Choosing a broad source that makes the character completely immune to everyday effects, such as physical or technological, is not allowed. While such powers might exist, they are purely within the realm of NPCs who represent a major enemy in the story, and typically a Major Milestone when defeated.
A character may never have more than one type of source immunity.
Intangible (1)
Skills: Magic, Mental, or Power
You have the ability to become insubstantial and pass through any object, allowing you to ignore ground based situation aspects or zone obstacles.
There is no roll to use the power, unless certain special effects are used.
Special Effects
Phase Attack (2): You can also solidify portions of yourself (such as an arm) inside of people and objects, using your phasing ability to damage them. To perform
the attack, you must first place a situation aspect on the target for the set-up as a free action. The target can defend against this as normal, which represents them getting out of the way. Since your character is still intangible, the Defend action should typically use Athletics, though any skill or power can be used if the narrative is justified. Once the aspect is placed, your character can then make an Overcome action against the target’s physique, causing 3-hits of damage on a success. Since the attack is literally through the character, Invulnerability doesn’t negate it.
Against objects, the attack is automatic.
Bio-electrical Discharge (Requires Phase Attack) (1): When you attack electrical targets (including Power Armor) using the Phase attack, you cause 6-hits worth of damage.
Phase Others (1): You can extend your phasing to anyone in contact with you, and even to those in contact with that person! To do so, make a roll against Opposition equal to the number of people who are going to phase (excluding yourself). If the people are unwilling, the roll instead becomes Active Opposition against their Will.
Interface (1)
Skills: Will or Technology
You can access computers from a distance. The exact distance is left to the narrative, since nearly any range could be explained thanks to satellites. When accessing or hacking into computer systems, make an Overcome action against a difficulty set by the GM. This power allows you to also use Will in place of Technology (if you so choose) for hacking into computer systems.
Invisibility (2,4,6)
Skills: None
You can make yourself difficult or nearly impossible to see, whether by bending light around you, a mystic spell, or some other origin.
Each level in this power gives you a +2 bonus to Stealth rolls, up to a +6 maximum. Additionally, you are able to use Stealth for attacks (including the bonus from this power) as long as your exact location has not been discovered. If you succeed with style on the attack, you can maintain invisibility and use Stealth (and the associated bonus) again on the next attack instead of placing a Boost— basically representing that you’ve attacked and moved well enough that
they still can’t pin-point you. Otherwise, once you attack, you’ve been discovered and lose all Stealth benefits granted by this power for the remainder of the conflict (unless the narrative dictates that it would make sense for you to regain the stealth benefits).
Anyone can attempt to discover your location even without you attacking (if they have a reason to know you are present) by making an Overcome action against passive opposition equal to your Stealth bonus from the power. The action cannot succeed at a cost.