Post by Loki on Feb 4, 2009 16:40:44 GMT -6
Astral Body:
Travel through the astral plane.
Carrier Wave:
Ropel the character’s body by use of energy (magnetism, sound, light etc.)
Dimension Travel :
Travel between dimensions.
Displacement:
The hero has the power to avoid danger by automatically teleporting away when first encountering a hazard or suffering damage at the start of a round. The distance teleport is found on Column A. The judge decides where the hero teleport to. If there is no safe place, the automatic response won't work. The hero may intentionally teleport with a successful power rank feat roll, but the distance is halved, round fractions up. Failure indicates the hero is stunned for one round
Energy Path:
The hero is transformed into a specific type of energy and can travel at power rank speed along currents of that energy.
Floating Disc:
A disc which carries the character from one place to another.
Gateway Travel: to any point in space, time or dimension. Location requires a green feat, time a yellow FEAT and dimensions a red feat.
Gliding:
Ride air currents.
Hyper-Digging:
Dig tunnels underground.
Hyper-Leaping:
Leap from place to place.
Levitation:
Not the same as flight. Ability to elevate one's self.
Rocket Flight:
By means of a rocket-like exhaust.
Skywalk:
Walk along an invisible path created by the hero only usable by him.
Spiderclimb:
AKA Wallcrawling, climb on walls.
Super Flight:
With this power, the character has the ability to fly at speeds greater than light (or, FTL). To determine the exact multiple of lightspeed the character can move at, simply cube the power rank. For example, a character with Amazing (50) Super Flight can move at 50 X 50 X 50 = 125000 times lightspeed.
Now, this power doesn't allow for such things as atmospheric friction, or even breathable air. In other words, the character must bring his own air with him. Also, trying to use this power in an atmosphere is suicide, as the atmosphere would melt him like wax paper due to the enormous friction involved.
Teleport – Self:
Transport one's self from one place to another.
Telereformation:
Disintegrates the characters body and transports the life force to the new location where the body is build up from available material. At a limitation of -1cs the character can recreate his original body when he returns to the site where it was destroyed.
Time Travel:
Up to power rank number * 1000 years in the past, times 10 years in the future.
Troubleseeker:
Character is unwillingly transported to a site where a person is in need of help, he must remain within 10 areas of the spot where help is needed. The character can transport up to 1 pound per rank number in matter (including maybe unwilling persons).
True Flight:
Ability to fly without wings.
Water Walking:
walk on the surface of water.
Whirlwind Transport:
Transportation by creating small whirlwinds.
Travel through the astral plane.
Carrier Wave:
Ropel the character’s body by use of energy (magnetism, sound, light etc.)
Dimension Travel :
Travel between dimensions.
Displacement:
The hero has the power to avoid danger by automatically teleporting away when first encountering a hazard or suffering damage at the start of a round. The distance teleport is found on Column A. The judge decides where the hero teleport to. If there is no safe place, the automatic response won't work. The hero may intentionally teleport with a successful power rank feat roll, but the distance is halved, round fractions up. Failure indicates the hero is stunned for one round
Energy Path:
The hero is transformed into a specific type of energy and can travel at power rank speed along currents of that energy.
Floating Disc:
A disc which carries the character from one place to another.
Gateway Travel: to any point in space, time or dimension. Location requires a green feat, time a yellow FEAT and dimensions a red feat.
Gliding:
Ride air currents.
Hyper-Digging:
Dig tunnels underground.
Hyper-Leaping:
Leap from place to place.
Levitation:
Not the same as flight. Ability to elevate one's self.
Rocket Flight:
By means of a rocket-like exhaust.
Skywalk:
Walk along an invisible path created by the hero only usable by him.
Spiderclimb:
AKA Wallcrawling, climb on walls.
Super Flight:
With this power, the character has the ability to fly at speeds greater than light (or, FTL). To determine the exact multiple of lightspeed the character can move at, simply cube the power rank. For example, a character with Amazing (50) Super Flight can move at 50 X 50 X 50 = 125000 times lightspeed.
Now, this power doesn't allow for such things as atmospheric friction, or even breathable air. In other words, the character must bring his own air with him. Also, trying to use this power in an atmosphere is suicide, as the atmosphere would melt him like wax paper due to the enormous friction involved.
Teleport – Self:
Transport one's self from one place to another.
Telereformation:
Disintegrates the characters body and transports the life force to the new location where the body is build up from available material. At a limitation of -1cs the character can recreate his original body when he returns to the site where it was destroyed.
Time Travel:
Up to power rank number * 1000 years in the past, times 10 years in the future.
Troubleseeker:
Character is unwillingly transported to a site where a person is in need of help, he must remain within 10 areas of the spot where help is needed. The character can transport up to 1 pound per rank number in matter (including maybe unwilling persons).
True Flight:
Ability to fly without wings.
Water Walking:
walk on the surface of water.
Whirlwind Transport:
Transportation by creating small whirlwinds.