Alteration

Absorb Life
Adapt
Alter Metabolism
Anatomic Separation
Animal Mimicry
Armour
Attribute Leech
Chemical Secretion
Costume Change
Density Manipulation
Diminutive
Elongation
Enlarge
Friction Control
Graft Others
Graft Self
Harm
Increase/Decrease
Infectious
Insect Mimicry 
Manipulate Attributes
Manipulate Writing
Metamorph Air
Metamorph Animal
Metamorph Cartoon
Metamorph Copper
Metamorph Diamond
Metamorph Dinosaur
Metamorph Dragon
Metamorph Earth
Metamorph Electrical
Metamorph Electromagnetic
Metamorph Fire
Metamorph Ice
Metamorph Insect
Metamorph Iron
Metamorph Lead
Metamorph Light
Metamorph Liquid Metal
Metamorph Magma
Metamorph Magnetic
Metamorph Others
Metamorph Plant
Metamorph Radiation
Metamorph Shadow
Metamorph Silver
Metamorph Sound
Metamorph Tar
Metamorph Tin
Metamorph Titanium
Metamorph Undead
Metamorph Void
Metamorph Wood
Necroscopic Touch
Object Mimicry
Phase
Power Absorption I
Power Absorption II
Power Absorption III
Putrefy
Regenerate Others
Self Duplication I
Self Duplication II
Self Duplication III
Shapeshift
Shapeshift Others
Solar Sustenace
Spontaneous Mutation Other
Spontaneous Mutation Self
Spectrum Control
Swarm
Two D
Wall Crawl
Webbing


ABSORB LIFE

The character can absorb the life force of any organism that he touches and add it to his own at a rate of 1 day of life per INT per round that he touches the victim, +1 day per level. This is permanent unless the stealer gives it back or dies.

10 points to buy this at 1 day of life per INT. +1 day each time rebought.

 

ADAPT

There are two seperate components to this power;

1) Can adapt to any atmosphere within 1 hour, –1 minute per CON. Thereafter can switch between environment types at will (but must first adapt to each individual environment).

2) Can adapt to any temperature within 1 hour, –1 minute per CON. Thereafter can switch between temperature types at will (but must first adapt to each individual environment). +4 CON, +3 on all saves.

5 points to buy Atmosphere Adaptation. 5 points to buy Temperature Adaptation. 

 

ALTER METABOLISM

The character can manipulate his metabolism in several ways;

1) Once per melee per level the character can initiate a surge of adrenalin which gives +1 Initiative, +1 on thaco, and +1 attack. +1 to all of these bonuses every 3 levels.

2) He can go without food or water for an additional day per level longer than normal.

3) He can also manage without sleep for an additional 2 days, +8 hours per level.

5 points to buy this power. It cannot be rebought.

 

ANATOMIC SEPARATION
With this power the hero can spontaneously and harmlessly separate his body into independently functioning segments. Physiological functions like blood flow and neural activity continue in the same manner as if the body were whole. He can detach one part of his body per 4 INT, +1 per level.

Detached parts cannot regenerate if the body is destroyed unless the hero has a regenerative power. If any detached part is damaged or destroyed, the hero suffers the normal damage. His body also reassembles immediately, if possible.

The practical basis for this is the power of Gateway/Spacewarp targeted on the hero's own body. In "game reality" the hero forms two parallel Spacewarps at the desired point of detachment, then shifts the location of the outer warp. The perceived result is that part of the hero's body detaches and flies off on its own.

Normally the majority of the hero's body acts as an anchor and cannot be moved by shifting the Spacewarps. The hero can develop power stunts with which he can transport himself. (Example: the hero sends out a hand to grab onto a distant object and then pulls himself to it).

Detached segments can travel at normal MR while involuntary reattachment due to injury is instantaneous. The maximum range is INT x 1 metre +1 metre per level. Each additional detachment decreases the range by -1 metre for a cumulative effect.

If a single detached segment is prevented from returning to the body once he wills it or is unconscious, the rest of the hero's body is instantly drawn to the missing piece. Any intervening barrier is destroyed, doing damage to the hero appropriate to the barrier. If there are two or more missing parts, the rest of the hero's body is instantly drawn to a point midway between them. From there he can move freely in order to recover himself. 

Separating the legs from the torso does not cause the hero to fall. Rather the torso can move freely about on its own at normal MR.

This power lends itself to several useful stunts. A self-propelled swordarm is handy in a fight. A hero facing a toxic cloud could leave his nose behind. A blade cannot sever something already detached. 

10 points to buy this. It cannot be rebought.

 

ANIMAL MIMICRY
The power to totemically draw on certain abilities from animals for a temporary duration. Each animal ability lasts only so long as an animal remains within his line of sight or a 1 metre radius per INT, +2 metres per level. Can copy the abilities of 1 different animal per 5 INT at the same time, +1 animal per level. If there are more different animals present than can copy then may choose which abilities he copies. 

Some examples of abilities follow below;

Alligator The character's skin AC drops by 5, and HPs increases by 10 per CON. Swim at 100% and reach a depth of CON x1 metres. Swim rate is MR x2. Hold breath for x2 the normal rate.
Bat Sense objects in total darkness including shape, distance, direction and speed with a range of 2 metres per INT + half this per level. 
Bear CON is doubled, HPs increases by x4, STR increases by 50% and can carry and lift double the normal amount.
Bird

Sight increases by x1 normal range per 5 INT with an additional x1 per level (eg. INT 15 = x3 range), can also see small objects clearer. Can glide at INT x2kph speed, +2kph per level with sufficient wind.

Camel

If drink sufficiently can internalise enough water to last for 1 day per 2 CON, +1 day per level.

Canine

Hearing increases by x1 normal range per 5 INT with an additional x1 per level (eg. INT 15 = x4 range). At 25% of radius hear as low as 1 decibel, at 50% of radius 10 decibels, at 75% 20 decibels, and at 100% cant hear below 39 decibels. 

Smell increases to x1 normal range per 6 INT with an additional x1 per level (eg. INT 15 = x3 range). Can identify the specific odour or scent of anyone that have previously met, and track by smell so long as know the scent.

Dolphin

Can see clearly in the dark, and heat images and traces equal to normal vision range.

Swim at 100% and reach a depth of CON x10 metres. Swim rate is MR x2. Hold breath for x2 the normal rate.

Echidna

The hero can sprout quills over any part of his body or even up to his entire body if desired. When the entire body is covered the quills offer an AC 10 and an HPs of x10. The quills are not retractable and instead must be shed. New ones can be grown once every hour. Alternatively the hero may forcefully expel the quills from his body with a range of STR x1 metre and do D6 +STR damage each. 

His tongue can stretch out to x1 normal range per 5 INT with an additional (eg. INT 15 = x4 range). It has an adhesive quality to it equal to his STR.

Elephant STR increases by 50% and can carry and lift double the normal amount. The character's skin AC drops by 5, and HPs increases by 10 per CON. 
Emu

The hero has an extremely flexible neck, allowing him to turn it completely around and see behind him.

He can run at up to double his normal MR. 

Feline DEX and MR increase by 50%, +10% on dexterity skills. Gain night vision equal to normal range.
Fish Can swim at 100% normally and can reach a depth of CON x10 metres. Swim rate is MR x2. Can breathe underwater.
Frog Can leap at double the normal range. Also swim at 100% normally and can reach a depth of CON x1 metre. Swim rate is MR x2. 
Gecko Lizard The character can climb any surface at 5% per of his normal running MR (but can never exceed 75%). This doesnt include loose rocks, ice or any other slippery surface. Can also blend into the surroundings and become 100% undetectable if stand still.
Horse Can leap at double the normal range. He can run at up to double his normal MR. 
Kangaroo Can leap at double the normal range and hop at x2 normal running MR. Kick does triple normal damage. 
Koala Gain one claw per finger which do D4 damage each. Can climb at 100% normally but use DEX roll instead of percentage for extreme rolls. Not bothered by heights. Climb rate is MR x2. 
Kookaburra Can glide at INT x2kph speed, +2kph per level with sufficient wind. Voice is x3 normal range.
Mustelid The hero can travel swiftly through the earth by burrowing a tunnel at his normal land movement rate. Normally the tunnel the hero makes collapses within 10 minutes of the hero's passage at a specific spot. The exception is the tunnel within 3 metres of the hero's current location. This allows the hero to occasionally stop. A tunnel never collapses on the hero, unless a higher intensity force is applied. Examples include explosives, Vibration, etc. If the hero wants to build a relatively permanent tunnel, his movement rate is cut in half as he takes the time to make reinforced walls. The hero may burrow through materials with lower material strength than his damage ability. Materials with equal or greater material strength are obstacles to be detoured around. If the hero also possesses Super Strength he can burrow through harder materials, like granite intrusions or bank vaults, at half speed.

Can also see clearly in the dark and heat images and traces equal to half normal vision range.

Platypus The hero can travel swiftly through the earth by burrowing a tunnel at his normal land movement rate. 

Can also swim at 100% normally and can reach a depth of CON x2 metres. Swim rate is MR x2. Hold breath for x2 the normal rate.

Rabbit

Hearing increases by x1 normal range per 5 INT with an additional x1 per level (eg. INT 15 = x4 range). At 25% of radius hear as low as 1 decibel, at 50% of radius 10 decibels, at 75% 20 decibels, and at 100% cant hear below 39 decibels. 

Can leap at double the normal range.

Shark

Swim at 100% normally and can reach a depth of CON x10 metres. Swim rate is MR x2. Can breathe underwater.

The hero's teeth gain a STR equal to five times his hand's STR allowing him to bite through some materials. His teeth also have HPs equal to twice his own.

Skunk

Special glands within the throat/lungs allows the character to spit out a toxin up to 1 metre per 2 CON. Causes major skin irritation and burns flesh. Causes 2D6 damage per melee for 3D6 melees. Save for half damage and effects.

Snake

The hero can make his body elastic and malleable enabling distortion and elongation. +40 HPs, +3 CON, +2 thaco. The body can extend by 1 metre per 2 INT, +1 metre per level. Flatten to –1 centimetre thickness per level. Kinetic attacks do half damage.

Special fangs within the jaw allows the character to bite a victim and inject a deadly toxin which will kill the victim on a failed save. If the save is successful then the victim suffers 4D6 damage.

Squid

Swim at 100% normally and can reach a depth of CON x10 metres. Swim rate is MR x2. Can breathe underwater.

Special glands within the throat/lungs allows the character to release a dark mist up to 1 metre per 2 CON, double this in the water. Nothing can see through the mist, not even night vision.

Tasmanian Devil Can leap at double the normal range. Gain one claw per finger which do D4 damage each.
Turtle

The character can create a complete body covering of a super hardened bone substance which can be extended and retracted as desired. It reduces the character's AC by -1 per 2 CON and HPs equal to the character's x20. The character has enough air to last CON x1 minute, +1 minute per level. It can withstand the vacuum of space, deep water up to CON x20 fathoms, CON x20 rads, CON x -20C degrees cold, CON x 20C heat, and CON x2 gravity.

Swim at 100% normally and can reach a depth of CON x1 metres. Swim rate is MR x2. Hold breath for x2 the normal rate.

Whale Swim at 100% normally and can reach a depth of CON x10 metres. Swim rate is MR x2. Hold breath for x2 the normal rate. The character's skin AC drops by 5, and increases by 10 per CON. 
Wombat The hero can travel swiftly through the earth by burrowing a tunnel at his normal land movement rate. The hero's teeth have a STR equal to five times his hand's STR allowing him to bite through some materials. His teeth also have an HPs equal to twice his own.
5 points to buy this power. +1 more animal the character can mimic each time rebought.

 

ARMOUR

The character can create a complete body covering of a super hardened bone substance which can be extended and retracted as desired. It has an AC of 5 -1 per character's CON, and an HPs equal to the character's CON x100. The character has enough air to last his CON x1 minute, +1 minute per level. It can withstand the vacuum of space, deep water up to CON x100 fathoms, CON x100 rads, CON x -100C degrees cold, CON x 100C heat, and CON x10 gravity.

10 points to buy this at with the base rates. +100 HPs, +100 fathoms, +100 rads, -100C cold, +100C heat, and +10 gravity each time rebought.

 

ATTRIBUTE LEECH

You can temporarily drain attribute points from any one person within INT x1 metre radius and add them to your own (this does include HPs). However the points can only be transferred between the same attributes. 

eg. The hero has 18 STR, victim has 15 STR and 10 CHA. The hero could drain up to 17 STR and add it to his own giving him 35 STR. However he cant add the CHA points to his STR, although he can add the victim's CHA to his CHA.
You can drain up to 1 attribute point per INT, + half your INT per level. If he can drain 20 points he can either drain all 20 from 1 attribute or 10 from 2, etc. Attributes can never be reduced to 0, 1 point must always remain. 

10 points to buy this and leech 1 victim. +1 victim each time rebought.

 

CHEMICAL SECRETION

The character's body is capable of synthesizing drugs of any kind from simple aspirins to heroin and secreting it from his body. The sweat can be licked directly or collected and put into a jar. Each level the character gains victims are an additional -1 to save against the drugs he secretes (eg. at 3rd level victims are -3 to save). The character can secrete up to 1 litre per INT per day per level.

5 points to buy this power. +1 litre each time rebought.

 

COSTUME CHANGE

This character has the ability to summon any clothing he wants and exchange it with whatever he is currently wearing. The garments must either come from a predetermined location or from somewhere within his line of sight. He can summon 1 garment per 5 INT.

5 points to buy this power. +1 garment each time rebought.

 

DENSITY MANIPULATION

The ability to increase or reduce the mass of organic and inorganic matter. The character can affect himself or anything within his line of sight lasting until his concentration is broken. He can increase or decrease weight by 45kgs per melee, +5kgs per level up to a max of 1 ton per level. Every additional 45kgs adds +20 HPs and +D4 damage, but organisms are unable to move once they reach 360kgs. At less than 1kg weight he can glide at 30kph.

10 points to buy this power. +5kgs affected each time rebought.

 

DIMINUTIVE

This is the ability to get a lot smaller. When reducing size mass is not compressed into the reduced stature. Rather the mass is somehow extended into an extraphysical dimension from which the mass is later reclaimed automatically once size is increased. Size can be reduced by 10% per INT. This can then be reduced by a further 10% per level. 

MR changes from metres per minute to centimetres per minute. If the character retains his mass then only MR reduced as above (all else remains same). If taken twice then gain Atomic Shrinkage which allows you to reduce the size of your atoms, thus reducing overall size and mass. Strength and HPs remains proportional to the hero’s current size. This is the only form that enables the hero to reach a microverse. While this is the most popular form of Shrinking, it has a potentially deadly disadvantage. As the hero’s atoms shrink they can no longer interact with other, normal size atoms. As a result the hero cannot breathe, drink, or eat normal-size matter. Fortunately the power envelops the hero with an aura that temporarily reduces all atoms to be consumed. 

10 points to buy this power. +10 to buy atomic shrinkage. It cannot be rebought beyond this.

 

ELONGATION

The ability to make your body elastic and malleable enabling distortion and elongation.

Neck and fingers can extend by 20 centimetres per INT, +20 centimetres per level. 
Arms can extend by 30 centimetres per INT, +30 centimetres per level. Legs can extend by 50 centimetres per INT, +50 centimetres per level. The body can extend by 1 metre per INT, +1 metre per level. Or flatten to –1 centimetre thickness per level, may glide (see Animal Mimicry Bird entry). 
Can condense his entire body into a ball of 50 centimetre radius and then bounce.

Kinetic attacks, collisions, explosions and falls only do half damage.

10 points to buy this power. Can increase each elongation by +50% each time rebought.

 

ENLARGE

The ability to increase one's size and mass. This process requires the rapid acquisition of bodily mass from an extra-dimensional source. This extra dimensional mass fortifies all the cellular tissue, including bones and muscles enabling him to support his increased weight and giving additional strength. +4 CON. Can grow +10% per INT. Increase HPs +20, STR +1, MR +1, and weight +22.5kgs for every extra 10% of height.

10 point to buy this at +10% per INT. +10 points for each additional +10% per INT. Thus bought twice = +20% per INT.

 

FRICTION CONTROL

This is the ability to eliminate traction on any part of the character's  body. On his feet he can slide over almost any surface at a speed of 30kph, +5kph per level. He is also very difficult to catch or hold on to due to his slippery aura. +4 to any evasion rolls.

5 points to buy this at 30kph speed. +5kph each time rebought, with a maximum speed of 100kph.

 

GRAFT OTHERS

The hero can psionically operate on, dissect, rearrange, and perform transplants without the need for normal medical techniques to ensure success. No matter how crude the conditions in which the operation is performed or how messy it proves to be, the subject's life force is preserved. There is no major blood loss nor will the body reject any transplants. This power even permits the character to perform acts beyond current medical science, like brain transplants. 

10 points to buy this power. It cannot not be rebought.

 

GRAFT SELF

The hero has the grotesque power to rearrange and perform transplants on his own organs and limbs. As before the hero's own life force is preserved. There is no major blood loss nor is there any need for recuperation. He can replace his hands, feet, arms, legs, eyes, ears, nose, etc with those of other life forms (even aliens) and take on the skills, abilities and powers of the being to whom the parts belonged. The hero can also add additional parts which normally he normally wouldn't possess such as wings, prehensile tail, etc. 

10 points to buy this power. It cannot not be rebought.

 

HARM

With this power either one super ability or hand strikes used by the character do damage to beings considered to be normally invulnerable to such, even supernatural creatures or cosmic beings. 

10 points to buy this power. It cannot not be rebought.

 

INCREASE/DECREASE

For 1 minute per 3 INT(+1 minute per level) the character can double or halve either the range or damage of his own powers or anyone that he can touch or see.

5 points to buy this power. +1 minute each time rebought.

 

INFECTIOUS

The character can carry and transmit any existing non lethal disease via skin contact. As a side effect he is also completely immune to all diseases.

10 points to buy this power. Can also carry lethal viruses if rebought.

 

INSECT MIMICRY
The power to totemically draw on certain abilities from insects for a temporary duration. Each animal ability lasts only so long as an insect remains within his line of sight or a 1 metre radius per INT, +2 metres per level. Can copy the abilities of 1 different insect per 5 INT at the same time, +1 insect per level. If there are more different insects present than can copy then may choose which abilities he copies. 

Some examples of abilities follow below;

Ant

Can climb any surface at one third the normal running MR (except loose rocks, ice or any other slippery surface). 

The hero's teeth have a STR equal to five times his hand's STR allowing him to bite through some materials. His teeth also have an HPs equal to twice his own.
Beetle

The character can create a complete body covering of a super hardened chitinous substance which can be extended and retracted as desired. It has an AR of 10 and HPs equal to the character's CON x20. The character has enough air to last his CON x1 minute. It can withstand the vacuum of space, deep water up to x20 fathoms, CON x20 rads, CON x -20C degrees cold, CON x 20C heat, and CON x2 gravity. STR +8, carry and lift x2 normal.

Fly Can glide at INT x2kph speed, +2kph per level with sufficient wind.

Also he can literally see what's behind him. +5 Initiative. Can also see small objects clearer. 

Mantis The character's hands and arms are razor sharp. When performing a chopping or slicing motion he does 3D6 + STR damage per hand/arm, +1 per level. He can also leap at double normal range.
Moth

The character can manipulate any fabric material within sight. He can physically rearrange it, stretch it, unravel it or constrict it around the wearer. He can also glide at  INT x2kph speed, +2kph per level with sufficient wind.

Scorpion Can climb any surface at one third the normal running MR (except loose rocks, ice or any other slippery surface). 

The character's fingernails allows him to scratch a victim and inject a deadly toxin which will kill the victim on a failed save. If the save is successful then the victim suffers 4D6 damage.

Wasp Can glide at INT x2kph speed, +2kph per level with sufficient wind.

The character's fingernails allows him to scratch a victim and inject a mild toxin which will paralyse the victim on a failed save. If the save is successful then the victim suffers D6 damage. Victims will be paralyse for 1 melee per INT, and induce shock/coma unless save. 

5 points to buy this power. +1 more insect the character can mimic each time rebought.

 

MANIPULATE ATTRIBUTES

This is the startling ability to temporarily rearrange the points between any of your attributes. For example you may have a STR 15 and INT 10. You are under mental attack and so in order to increase your Psi save you decrease your STR to 10 and increase your INT to 15. In effect you shifted 5 points from your STR to INT. Or using the same example you could reduce your INT to 5 to increase your STR to 20 for one blow. You may do this once per turn per level.

5 points to buy this power. It cannot be rebought. 

 

MANIPULATE WRITING

This power allows the character to alter the script of a magical, electronic or mundane nature from any surface it is inscribed on that he can touch or see. He can even add his own material. Finally he can simply erase the script altogether.

5 points to buy this power. It cannot be rebought.

 

METAMORPH AIR

The ability to turn into a being of gas. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his gas and replacing it with a corresponding amount of gas. His mind remains in this dimension to control the gas parcel which has taken the place of his body.

He can change into 1 of the gas forms below per 2 INT. 

While in any of these forms;

1) He has no HPs, and gives no heat signature. He can move through the tiniest crack or space, and is immune to all gases.

2) He can move at MR x3kph, rotate at MR x5kph and spread out over an area of INT x2 metre radius.
At 80kph spin any within cant attack, cast spells, speak, etc are hurled 2 metres in air for every 10kph MR.
At 90kph also do D6 per round to anything within +D6 per 10kph over 90.

Type Effect
Ammonia Sterilize area of any bacteria.

Argon 

Coats and renders inert any volatile substances but also gives off a blinding glow.
Carbon Dioxide Removes all Oxygen from the area.
Carbon Monoxide Lower temperature by 10C per 2 INT per round, +10C per level.
Chlorine Purifies water.
Helium Allows balloons to float but will not ignite. Can alter a person's voice but in too large a quantity can asphyxiate.
Hydrogen Can be ignited for use in welding.
Nitrogen Raise temperature by 10C per 2 INT per round, +10C per level.
Oxygen  Required by most organics.
Radon Inflict 1 rad per INT per round, +1 per level.
Sulphur Dioxide Death within 6 rounds unless get  hospital treatment.
10 points to buy this power. +5 points for each additional form. Aerialkinesis, Emission Aerokinetic and Aerokinetic Deflection may be bought at half price.

 

METAMORPH ANIMAL

This is the ability to transform into 1 animal type per 2 INT while retaining one's own memories, powers and attributes. Requires 1 action to transform. 

10 points to buy 1 animal form per 2 INT. +5 points for each additional form. Animal Mimicry may be bought at half price.

 

METAMORPH CARTOON

This power turns the character into a cartoon. 

While in this form;

1) The character can make his body elastic and malleable enabling distortion and elongation. +80 HPs, AR 10, +6 CON and DEX. Neck and fingers can extend by 2 centimetres per INT, +2 per level. Arms can extend by 3 centimetres per INT, +3 per level. Legs can extend by 5 centimetres per INT, +5 per level. The body can extend by 10 centimetres per INT, +10 per level. Flatten to –1 Take no damage from HTH attacks, collisions, explosions and falls. Kinetic attacks do half damage.

2) The character can alter distance and perspective at will. For instance he can step down from the top of a building just like stepping off of the street and on to a curb. If someone falls off a building, he can reach out and catch the victim as if he was standing right next to him. He can step over a mile wide chasm as if it were only an inch wide. 

3) Finally he can buy joke items from a novelty trick store and have them really work. For instance a joybuzzer will actually shock someone for D4 damage, X-Ray Glasses will work like the minor power, etc.

10 points to buy this power. +5 points to buy each additional ability. None of these abilities may be rebought.

 

METAMORPH COPPER

The ability to turn into a being of living copper. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of inorganic matter. His mind remains in this dimension to control the energy parcel which has taken the place of his body.

While in this form; 

AC 4, +100 HPs per INT, and STR +4 for every additional 100 HPs. Immune to all electrical attacks. Susceptible to rust. Radiates no heat, is immune to hold, cold, heat and normal fires. Armour piercing projectiles do one third damage. Explosions, energy, and solar powers do half damage. Physical attacks must do STR 20+ in damage, otherwise have no effect.

10 points to buy this. It cannot be rebought. 

 

METAMORPH DIAMOND

The ability to transform all or part of one's body into a being of living Diamond. The mind continues to function in an astral form even when the head is converted.

While in this form; 

+150 HPs per INT, AC 2, STR +6 for every additional 100 HPs. Radiate no heat. Are immune to hold, cold, heat and normal fires. Armour piercing projectiles, explosions, electrical, energy, fire and solar powers do half damage. Physical attacks must do STR 19+ in damage otherwise have no effect. Energy attacks bounce off and strike another target.

10 points to buy this power. This cannot be rebought. 

 

METAMORPH DINOSAUR

This is the ability to transform into 1 dinosaur type per 2 INT while retaining one's own memories, powers and attributes. Requires 1 action to transform. Form refers to what the character gains when transformed.

Examples follow below;

Anklyosaur Herbivore. Armoured body with club like tail, and spiky horns decorating its entire body. It lived during the Upper Cretaceous.

Form: 4.5 metre length, AC 0, +450 HPs, tail does D20 x2.

Apatosaur Herbivore. Formerly known as Brontosaurus, it was originally believed to be sluggish, slow, and not very bright. Now it is believed they travelled long distances in packs like elephants, keeping the younger ones in the centre of the herd for protection. When attacked they may have raised up on hind legs, slashing with their tail and using their massive forelimbs as weapons. Long necked, long tailed body with a long low skull. Their hind limbs were longer and more powerful than their fore limbs. It lived during the Late Jurassic.

Form: 21 metres length x4.5 metres height, AC 5, +250 HPs, tail does D20.

Brachiosaur

Herbivore. One of the largest dinosaurs. It had longer fore limbs than hind limbs, much like a modern giraffe. It used its incredibly long neck to feed on the tops of trees. Its nostrils were located on a high bump on its head above the eyes. It lived during the late Jurassic. 

Form: 12 metre height x27 metre length, AC 4, +350 HPs, 70kph, tail does D20.

Compsognathus Carnivore. These tiny hunters were bipedal, with a very long tail, and a long, flexible neck. It lived during the Late Jurassic.

Form: 60 centimetres height, AC 9, +10 HPs, 30kph, claws do D6.

Deinonychus Carnivore. Large brained, light weight hunter designed for speed and agility. It ran upright and hunted both alone and in packs. It had strong forelimbs ending with grasping hands tipped with curved claws. Its muscular hind limbs ended with a nasty 5" long scythe like claw on each foot. Its tail was stiffened with bony rods to use as a counterweight for balance. It lived during the Early Cretaceous. 

Form: 3.9 metre length, AC 4, +90 HPs, 200kph, teeth do 3D10, claws do 5D10.

Gallimimus Carnivore? A fast Ostrich-like runner. Exactly what they ate remains unknown, but most likely consisted of small lizards and insects. It lived during the Late Cretaceous.

Form: 3.9 metre height, AC 9, +30 HPs, 240kph.

Icthyosaur Carnivore. Ichthyosaurs swam in the Mesozoic ocean when dinosaurs walked on land. To be precise, they appeared slightly earlier than dinosaurs and disappeared again earlier. 

Form: 1 metre height x12 metre length, AC 4, +120 HPs, 300 knots, teeth do D100.

Pterodactyl Carnivore. This flying predator fed mainly on fish and lived during the Upper Cretaceous. 

Form: 8 metre length, AC 7, +80 HPs, 350kph flight, beak does 5D4.

Stegosaurus Herbivore. A quadruped with a huge body and tiny sloping head. It is known mainly for its row of plates that grew along its spine from head to tail. Its only defence was the row of sharp spikes on its tail. It lived during the Late Jurassic period. 

Form: 10 metre length, AC 0, +200 HPs, 30kph, tail spikes do D12 x10 each.

Triceratops Herbivore. The largest and heaviest horned dinosaur. Its horns reached 4' or more in length. Two horns grew from above the eyes, with a third shorter horn on the nose. It also had a large, solid bone frill on its head. It lived during the Late Cretaceous. 

Form: 11 metres length, AC 2, +120 HPs, 40kph, three 1 metre horns doing D20 x10 each.

Tyrannosaur Carnivore. The most famous of all carnivorous dinosaurs. It had a 4' skull with massively powerful jaws. It may have hunted in packs, though some scientists speculate it may have moved too slowly to be an effective hunter, eating carrion instead. It lived during the Late Cretaceous. 

Form: 15 metre height, AC 5, +150 HPs, 60kph, teeth do D10 x100.

Velociraptor Carnivore. A small, but powerful, bipedal hunter like its larger cousin Deinonychus. It had a large brain, and its muscular hind limbs were each tipped with a large sickle-like claw, making it an extremely dangerous predator. It lived during the Late Cretaceous.

Form: 2.1 metre height, AC 9, +75 HPs, 250kph, teeth do 2D10, claws do 4D10 each.

10 points to buy this power. +5 points for each additional form. 

 

METAMORPH DRAGON

This is the ability to transform into 1 dragon type per 2 INT while retaining one's own memories, powers and attributes. Requires 1 action to transform. Form refers to what the character gains when transformed.
Black Carnivore. Armoured body with club like tail. Can expel acid from his mouth (same as Acid Emission power). Are immune to acid.

Form: 15 metre length, AC 3, +300 HPs, 40 kph, tail does D20, teeth do D8 x100.

Blue Carnivore. Armoured body with club like tail. Can expel bio-energy from his mouth drawing on his own HPs to do damage directly to the HPs of any victim in the line of sight. These recover at 3D4 per hour but only when used in this manner. Damage of 2 per HP, +1 per level. Are immune to bio-energy attacks. 

Form: 12 metre length, AC 2, +250 HPs, 40 kph, tail does D20, teeth do D6 x100.

Brass Carnivore. Armoured body with club like tail. Can fire cryogenic liquid from his mouth (the liquid will hang on a target for D4 melees and cause 1 damage per CON +50% per level each melee unless the victim takes two attacks to shake it off with no dodges or any other actions during that time). Are immune to cold attacks.

Form: 10 metre length, AC 0, +200 HPs, 40 kph, tail does D20 x2, teeth do D4 x100.

Bronze Carnivore. Armoured bronze body with club like tail. Can expel electrical bolts from its mouth (same as Electrical Emission power). Are immune to electrical attacks.

Form: 15 metre length, AC 0, +300 HPs, 40 kph, tail does D20 x2, teeth do D8 x100.

Copper Carnivore. Armoured body with club like tail. Can expel explosive spheres from his mouth (same as Bomb Emission power). Are immune to explosions.

Form: 12 metre length, AC 1, +250 HPs, 40 kph, tail does D20 x2, teeth do D6 x100.

Gold Herbivore. Armoured gold body with club like tail. Can expel fireballs from his mouth (same as Fire Emission power). Immune to fire and heat attacks.

Form: 20 metre length, AC 2, +450 HPs, 40 kph, tail does D20, teeth do D20 x100.

Green Carnivore. Armoured body with club like tail. Can expel toxic gas from his mouth (same as Poison Breath power). Are immune to poisons and toxins.

Form: 17 metre length, AC 0, +350 HPs, 40 kph, tail does D20, teeth do D10 x100.

Platinum Carnivore. Armoured platinum body with club like tail, and spiky horns on the end. Can emit sonic blasts from his mouth (same as Sonic Emission power). Are immune to sonic attacks.

Form: 18 metre length, AC 0, +400 HPs, 40 kph, tail does D20 x2 and spikes do D12 x10 each, teeth do D12 x100.

Red Carnivore. Armoured body with club like tail, and spiky horns on the end. Can expel radiation from his mouth (same as Solar Emission power). Are immune to radiation and heat.

Form: 20 metre length, AC 0, +450 HPs, 40 kph, tail does D20 and spikes do D12 x10 each, teeth do D20 x100.

Silver Carnivore. Armoured silver body with club like tail. Can expel ice shards from his mouth (same as Ice Emission power). Are immune to ice and cold attacks.

Form: 17 metre length, AC 0, +350 HPs, 40 kph, tail does D20, teeth do D10 x100.

White Carnivore. Armoured body with club like tail, and spiky horns decorating its entire body. Can radiate light (same as Glow power). Are immune to flare attacks.

Form: 10 metre length, AC 3, +400 HPs, 40 kph, tail does D20, teeth do D4 x100.

10 points to buy one dragon form. +15 points for each additional form. 

 

METAMORPH EARTH

The ability to transform all or part of one's body into a being of living stone. Through conscious effort can affect the degrees of molecular cohesion between the numerous adjoining surfaces of his particles right down to the individual grains. The mind continues to function in an astral form even when the head is converted or the brain dispersed.

While in this form gain;

1) +60 HPs per INT. STR +2 for every additional 100 HPs. Immune to paralysis/stun, cold, heat, fire, gas and radiation. Armour piercing projectiles do one third damage. Explosions, energy, fire, solar and electrical powers do half damage. Radiates no heat.

2) Can draw on any body of sand, dirt or mud to increase size and mass.
For every 1 cubic metre added gain +45kgs, +8 STR, and +600 HPs.
Can maintain for 8 melees per level –1 melee per cubic metre. Alternatively he can his disperse limbs and body into sand/dirt particles and flow at one quarter MR. Can also flow through any opening.

3) Can cast off 1 mud ball per 4 INT once per round which does 1 point of damage.

4) Can also cast off dirt to encase an object in a 2 metre radius per INT (+3 metres per level), with up to 10 HPs per INT (+10 HPs per level). May be used to encase objects, limbs or the entire body.

10 points to buy the Earth Form. +5 points to buy each additional ability. None of these abilities may be rebought. 

Terrakinesis, Deflection Terrakinetic, and Field Matter may be bought at half price.

 

METAMORPH ELECTRICAL

The ability to turn into living electricity. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of energy. His mind remains in this dimension to control the energy parcel which has taken the place of his body.

While in this charged form gain;

1) +20 HPs per INT. Anyone touching him or that he touches takes up to 1000 volts per level. Take half damage from fire and lasers but x2 damage from water attacks. He is immune to any electrical attacks, including magical.

2) Can travel along any conductible material that touch as an electrical bolt at a rate of 1 metre per INT per second, +1 metre per level.

10 points to buy the Electrical Form. +5 points to buy Transmission. None of these may be rebought. 

Electrokinesis, Electrical Emission and Electrical Field may all be bought at half price.

 

METAMORPH ELECTROMAGNETISM

The ability to turn into living electromagnetic energy. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of energy. His mind remains in this dimension to control the energy parcel which has taken the place of his body.

While in this charged form gain;

1) +20 HPs per INT. Anyone touching him or that he touches takes up to 100 volts per level. Take half damage from fire and lasers but x2 damage from water attacks. Is immune to any electrical or magnetic attacks, including magical.

2) Can travel along any radio or microwaves at a rate of 1 metre per INT per second, +1 metre per level. The hero can carry an additional weight of +10kgs per INT.

3) The character has the ability to interrupt or stimulate the flow of electrical energy. Any appliance, switch, weapon, computer, vehicle or robot that he touches can be affected. The duration of this effect lasts as long as the character concentrates, (-2 on initiative and the loss of one melee action while in use). The flow of energy can be completely interrupted or boosted by up to 5% per INT.

4) It is possible to distort all or selected radio frequencies within 1 metre per INT of the character. The affected targets are unable to send or receive recognizable radio signals. On the flip side, the character can also boost the range of a single radio transmitter by 5% per INT. He can 'hear' and potentially 'see' any transmitted information that passes through his sphere of effect, and if either the transmitter or a receiver is nearby, he can transmit his own images and sounds. With this he can blank out all communication devices except those of his allies, and speak through any radio device within range. He also can sense the general location of any transmitters.

5) With a range of line of sight the character has the ability to see most of the EM spectrum. This includes standard visible light, infrared, ultraviolet, power waves (can see if machines are turned on/have an energy flow), radio waves (can actually see radio signals, transmissions, and receptions), and higher forms of EM energy like X-rays and gamma rays (so he can see areas and beings of radiation). Through a simple wall or door the character can also see living creatures - he can pick them out by their body heat and neuroelectric activity. Any obstacle thicker than about 12 inches, made out of metal, or that has a large number of wires carrying electricity within it will be impossible to see through. 

10 points to buy the Electromagnetic Form. +5 points to buy each additional ability. None of these may be rebought. 

+3 metres to Radio Frequency Manipulation each time rebought. Thus bought twice = <INT x1> +3kph.

Electrical Emission, Electrical Field and Electrokinesis may be bought at half price.

 

METAMORPH FIRE

The ability to turn into a being of fiery plasma. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of energy. His mind remains in this dimension to control the plasma parcel which has taken the place of his body.

While in this plasma form;

1) +20 HPs per INT. Anyone touching him or that he touches takes up to D4 per level. Take half damage from solar attacks but intense cold, chemicals or water have a 50% chance of dowsing his flame for 2D4 melees. Are immune to any heat or fire based attacks (including magical).

2) Can radiate heat from his form over one metre per 2 INT radius (+2 metres per level), at a rate of 10C per INT per round, +10 per level. See table below for effects.

3) Can perform a supernova discharge of fiery energy much like a dying sun;
Damage is 10,000 points x (character's INT + level) over a 30 metre radius x (character's INT + level).
5000 points x INT + (character's INT + level) over the next 30 metre radius x (character's INT + level).
2500 points x INT + (character's INT + level) over the next 45 metre radius x (character's INT + level).
1250 points x INT + (character's INT + level) over the next 60 metre radius x (character's INT + level).
625 points x INT + (character's INT + level) over the next 75 metre radius x (character's INT + level).
310 points x INT + (character's INT + level) over the next 100 metre radius x (character's INT + level).
150 points x INT + (character's INT + level) over the next 125 metre radius x (character's INT + level).

The character requires one day per 1000 points of damage expended to recover any of his fire powers.

10 points to buy the Flame Form. +5 points to buy each additional ability. None of these may be rebought. 

Flame Emission, Field Fire and Pyrokinesis may be bought at half price.

Temp Effect
310C Discomfort. Shortness of breath. Sweating.
400C Blurry vision. Breathing is difficult. 50% chance of fainting every 8 minutes. -1 thaco.
500C Can’t open eyes. 80% chance of fainting every minute. D6 damage every 2 rounds. -3 thaco.
1100C Blind while in the area. 80% chance of fainting every 30 seconds. 2D6 damage per round. Can’t do anything.
1500C Unbearable pain. Can’t breathe. 90% chance of fainting per round. 3D6 damage per round. Anything combustible ignites in 4 rounds.
Humidity Game Effects
The body attempts to maintain a constant temperature of 37°C at all times. In hot weather, the body produces sweat, which cools the body as it evaporates. As the humidity or the moisture content in the air increases, sweat does not evaporate as readily. Sweat evaporation stops entirely when the relative humidity reaches about 90 percent. Under these circumstances, the body temperature rises and may cause illness.
Humidity Effect
50-59% 30°C to 36°C; Heat rash, or prickly heat, occurs when blocked sweat glands become inflamed. This painful rash reduces the body's ability to sweat and to tolerate heat. -1 on thaco and skill rolls.
60-69% 37°C to 39°C; Heat cramps are painful spasms of the muscles. The muscles used in doing the work are most susceptible. The spasms are caused by the failure of the body to replace its lost body salts and usually occur after heavy sweating usually in the leg or abdomen muscles. -2 on thaco and skill rolls.
70-89% 40°C to 45°C; Heat exhaustion results when the body loses large amounts of fluid by sweating during work in hot environments. The skin becomes cool and clammy. Symptoms include profuse sweating, weakness, dizziness, nausea, and headaches. The pulse becomes weak. Fainting and vomiting accompanies heat exhaustion. -5 on thaco and skill rolls.
Over 90% Over 45°C; Heatstroke is the most serious condition and requires immediate medical attention. The body stops sweating, and its temperature becomes very high (even exceeding 41°C). Symptoms include hot and dry skin, and can progress to delirium, convulsions, coma and death. Unconsciousness is possible. No bonuses maybe used with combat rolls, -10 on skill rolls.
Other Heat Effects
Extreme heat reduces INT thinking ability by -1 point per 10C over 400C when in direct exposure. 
Thermal and Infravision are useless once the temperature reaches over 50°C due to all the thermal drafts in the air and over 80% humidity due to all the moisture in the air.
Water boils at 1000C causing steam within the immediate area and reducing visibility to 15 metres or less.

 

METAMORPH ICE

This is the ability to lower one's external and internal body temperature, projecting intense coldness from the body. The character can mentally override his hypothalamus to allow his body temperature to be lowered by an unknown internal mechanism. This ability converts the latent thermal energies in and around his body into an unknown form of energy that is efficiently dissipated. His body tissues are unaffected by subzero temperatures. He in effect can transform all or part his body into a being of living ice. The mind continues to function in an astral form even when the head is converted.

While in this form;

1) +40 HPs per INT. STR +1 for every additional 100 HPs. Anyone touching him or that he touches takes up to D4 per level in frostbite damage. He gives no heat signature and is totally immune to cold. Explosives, fire and heat do half damage while energy attacks bouncing off.

2) Can radiate cold from his form over one metre per 2 INT radius (+2 metres per level), at a rate of 10C per INT per round, -10 per level. See table below for effects.

3) Can encase an object in ice by touching it. He can affect a 2 metre radius per INT (+3 metres per level), with up to 10 HPs per INT (+10 HPs per level). May be used to encase objects, limbs or the entire body.

10 points to buy the Ice Form. +5 points to buy each additional ability. None of these may be rebought. 

Temp Effect
00C Shivering. Uncomfortable.
-100C Rasped breathing. D4 damage per minute. 50% chance of fainting every 8 minutes. -1 strike, dodge, etc.
-300C Eyes half shut. 70% chance of fainting every minute. D6 damage every 2 rounds. -3 to strike, dodge, etc.
-500C Can’t open eyes. 80% chance of fainting every minute. D10 damage every 2 rounds. -5 and –50% to do anything.
-750C Breathing slow. Can’t move. 90% chance of fainting per round. 2D6 damage per round. cant do anything.
For every 10C below -300C reduce DEX and INT by 1. 
Reduce temperature by an additional -200C if wet, and -10C for every 1kph of wind speed.
Treat normal clothes as reducing the effects of cold by +10C, heavy clothes +20C, a parka +30C, winter garments +40C, military winter garments +60C, and eskimo clothing +100C.

 

METAMORPH INSECT
This is the ability to transform into any 1 insect form per 2 WIS while retaining one's own memories, powers and attributes (eg. WIS 11 = 5 forms). +1 form per level.

5 points to buy 1 insect form per 2 WIS. +5 points for an additional equal amount of forms.

 

METAMORPH IRON

The ability to turn into a being of living iron. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of inorganic matter. His mind remains in this dimension to control the energy parcel which has taken the place of his body.

While in this form;

AC 3. +80 HPs per INT. STR +3 for every additional 100 HPs. Susceptible to rust. Radiates no heat. Is immune to all fire attacks,  paralysis/stun, cold, and heat. Armour piercing projectiles do one third damage. Explosions, thermonuclear, energy, and solar powers do half damage. Electrical and magnetic effects are doubled. Physical attacks must do STR 20+ in damage, otherwise have no effect.

Iron is also lethal against certain supernatural beings and can be disruptive to magic.

10 points to buy this. It cannot be rebought. 

 

METAMORPH LEAD

The ability to turn into a being of living lead. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of inorganic matter. His mind remains in this dimension to control the energy parcel which has taken the place of his body.

While in this form;

AC 6. +120 HPs per INT. STR +4 for every additional 100 HPs. Immune to magnetic attacks and forces. Physical attacks must do STR 17+ in damage, otherwise have no effect. X-rays and radiation wont penetrate lead. Radiates no heat, is immune to paralysis/stun, cold, heat and normal fires. Armour piercing projectiles do one third damage. Explosions, thermonuclear, energy, and solar powers do half damage. 

10 points to buy this. It cannot be rebought. 

 

METAMORPH LIGHT

The ability to turn into a being of pure light. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of energy. His mind remains in this dimension to control the energy parcel which has taken the place of his body.

While in this light form;

1) +10 HPs per INT. Immune to radiation, gases, toxins, laser beams and ion blasts. Explosions do half damage. Physical attacks (arrows, bullets, people, swords, etc) pass right through him. Nuclear explosions will dissipate the character killing him. Heat (including plasma), cold and water based attacks (tech, magical, psi, etc) all do half damage. He must touch or pass through a victim to do damage.

2) In any of his energy forms he can fly at 2.997925 x 108metres per second. The different forms include cosmic rays, electromagnetism, gamma rays, infrared, microwaves, photons, protons, solar particles, ultraviolet and xrays.

3) While transformed the character has negligible weight, so gravity or weight manipulation powers are useless against him. Photons (particles of light) are pretty much the only massless structure in the universe. 

4) When transformed he can see and distinguish all the different energy types, equal to normal sight range. 

10 points to buy this power. It cannot be rebought. 

Light Emission and Field may be bought at half price.

 

METAMORPH LIQUID

The ability to bodily transform whole or in part into a watery liquid substance of unknown composition. While in this state his consciousness can control every droplet that comprises his body. The mind continues to function in an astral form even when the head is converted into liquid or dispersed.

While in this form;

1) He radiates no heat. Physical attacks, gases and explosions do no damage but electricity does double. He is immune to any liquid attacks including corrosive, toxic and magical.

2) Can draw on other water and add it to his own mass increasing in size. Punch does +D6 per square metre and he gains +10 HPs per square metre. Can merge with any liquid and become undetectable (except for psi scan). Can also slip through cracks, keyholes, etc.

10 points to buy this power. It cannot be rebought. 

Hydrokinesis, Emission and Field Hydrokinetic may be bought at half price.

 

METAMORPH LIQUID METAL

This allows the character to turn part or all of his body into a semi-thick shiny molten metal liquid. The mind continues to function in an astral form even when the head is converted or dispersed.

While in this form gain;

1) +40 HPs per INT, +2 STR for each additional 100 HPs. Radiate no heat. Physical attacks, gases and explosions do no damage. Immune to paralysis/stun, cold, heat and normal fires. Explosions do ˝ damage scattering the character. Electrical and magnetic effects are doubled.
Physical attacks must do STR 20+ in damage otherwise have no effect.

2) Can draw on other metal and add it to own mass increasing in size. Punches do +D6 per square metre and +10 HPs per square metre. Can merge with any metal and become undetectable (except for psi scan). Can also slip through cracks, keyholes, etc.

3) Finally he can fire a jet stream of liquid metal doing STR damage +2D4, +D4 per level. Range of 9 metres +1 per level, pushing victim back 1 metre per STR point greater than the victim’s.

10 points to buy the Liquid Form. +
5 points to buy each additional ability. Neither of these may be rebought. 

 

METAMORPH MAGMA

The ability to transform all or part of one's body into a being of living, molten rock. Through conscious effort can affect the degrees of molecular cohesion between the numerous adjoining surfaces of his particles right down to the individual grains. The mind continues to function in an astral form even when the head is converted into magma or the brain dispersed. Along with increased strength and protection, the form also grants the character the ability to manipulate stone and fire to a limited degree. The character transforms into a glowing orange and red being with the following abilities:

While in this form;

1) +450 HPs, STR and CON +8. Physical attacks must do STR 19+ in damage, otherwise have no effect. Normal projectiles melt before striking the character and do no damage. Electricity, energy and explosions do half damage. Immune to fire, heat, magma and all gases.
Anyone touching the character (including punching him) takes D6 damage per level. 

2) Can sense the presence of nearby geothermal events or intrusions, and pinpoint them in space and time. 

3) The character can make himself unstable allowing any physical attack to ooze through. He can then harden around it if desired trapping an attacker's limb. Can also melt into an existing pocket of lava or magma, merging with the substance and travelling through it or hiding within it. As a mode of travel, it is slow and difficult, and consists of following the lava down the tubes into the mantle, and back up again through the crust and onto the surface. A 5 km run becomes an epic 70 km journey. However it is not expected and if given time can enable a character to reach places no one would suspect. As a means of hiding or evading, it is unparalleled. Few people draw close enough to a magma intrusion to get a good look anyway, and the character is virtually invisible within the mix. Characters can move through magma at one third of their MR.

3) Can generate 30C per INT per melee in both hands doing 10D10 damage to anything held onto for 1 round. This will melt most objects, boil water, etc.

4) The character can summon up anywhere within sight a cylinder of magma to erupt from the earth, cooling and spreading to form a volcano. The size depends on the level of the character: height is 1 metre per 5 INT +3 metres per level, width is 1 metre per 7 INT +1.5 metres per level. The magma jetting forth from the cone typically does D6 damage per metre per round. It melts rock and plastics, sets fire to trees, boils water away, etc. The volcano will last until the character dispels it and drives it back underground. Careless magma characters will leave these things lying around almost as a signature. Rather than a volcano, the character can elect to make a lava tube erupt, crack in the earth break open and leak magma, or whatever the character wishes, as long as it falls within the dimensions and effects of the power. 

5) Can radiate heat from his form over one metre per 2 INT radius (+2 metres per level), at a rate of 10C per INT per round, +10 per level. See table below for effects. Use heat table under the Metamorph Fire power for the effects of heat.

10 points to buy the Magma Form. +5 points to buy each additional ability. None of these may be rebought. 

 

METAMORPH MAGNETIC

The ability to turn into a being of pure magnetism. The mind is unaffected by the electro magnetic forces.

While in this form;

1) The character's aura deflects up to INT x10 HPs damage (+1 per level. Second level = INT x11) per round on anything that has at least 20% iron/steel composition. Further this aura has a physical HPs of 10 per INT (+10 per level. Second level = INT x10 +10). Explosions do half damage. Immune to any electrical or magnetic attacks.

2) He can attract and repel metal of up to up to 45kgs per INT (+5kgs per level. Second level = 50kgs per INT) on anything that has at least 20% iron/steel composition, up to a 50 metre radius +5 metres per level. Can be used to parry metal projectiles.

Damage from hurled objects
Tiny items weighing less than 1 kg do 1 damage per 4
INT each. 
Items weighing 2 to 5 kgs do 1 damage per 3 INT. 
Items weighing 6 to 12 kgs do 1 damage per 2 INT. 
Items weighing 13 to 26 kgs do 1 damage per INT. 
Items weighing 27 to 54 kgs do 2 damage per INT. 
Items weighing 55 to 110 kgs do 3 damage per INT.
Items weighing 111 to 222 kgs do 4 damage per INT. At this point large objects may also do crushing damage.
Items weighing 223 to 446 kgs do 5 damage per INT.
Items weighing 447 to 894 kgs do 6 damage per INT
.
Damage is not greater with large objects than presented as more effort is required to move them. 

3) Can sense the presence of iron/steel within a 10 metre radius per INT, +6 metres per level. 

4) It is possible to distort all or selected radio frequencies within a radius of INT x1 metre radius, +3 per level. Or boost the range of a single radio transmitter by 25%.

5) Within his normal sight range the character has the ability to see most of the EM spectrum. This includes standard visible light, infrared, ultraviolet, power waves (can see if machines are turned on/have an energy flow), radio waves (can actually see radio signals, transmissions, and receptions), and higher forms of EM energy like X-rays and gamma rays (so he can see areas and beings of radiation).

6) Can magnetize objects for 1 day per level requiring 1 round per kilogram.

10 points to buy the Magnetic Form. +1 aura and +10 field each time rebought. Thus bought twice would give aura INT x11 and field INT x10 +10.

+5 points to buy Attract/Repel Metal with 45kgs per INT. +5kgs each time rebought.

+5 points to buy Magnetize Objects for 1 day. +1 day each time rebought.

+5 points to buy Radio Frequency Manipulation at INT x1 metre radius. +3 metres each time rebought. Thus bought twice = <INT x1> +3kph.

+5 points to buy See Electromagnetic Energy. This may not be rebought. 

 

METAMORPH OTHERS

The ability to turn one person per level into one other Metamorph type. Must choose which type when first select this power, it cannot be altered later. The person is totally paralysed while in this form though he remains alive. The effect lasts for one hour per INT, +1 hour per level.

10 points to buy this power. +1 person each time rebought.

 

METAMORPH PLANT

This power allows the character to take on the genetic structure and general abilities of a plant. The mind continues to function in an astral form.

While in plant form;

1) The character breathes through his entire body and is nearly impossible to smother. He heals x2 faster and can regrow any lost limbs within 24 hours, –1 hour per level. The character can absorb sunlight and minerals from the ground, allowing him to survive indefinitely without food as long as enough water is available. 

2) AC 6. +10 HPs per INT. STR +1 for every additional 100 HPs. Physical attacks must do STR 17+ in damage, otherwise have no effect. Radiates no heat, is immune to paralysis/stun, and cold. Armour piercing projectiles do one third damage. Immune to paralysis/stun, cold, heat and normal fires. Heat and normal fires, explosions, thermonuclear, energy, and solar powers do double damage. 

3) Can also absorb enough water in D4 hours to allow him to survive for 1 day per INT, + 1 day per level without so much as a sip. He automatically alters salt water into fresh water in his body. By concentrating he can release water through his hands for others' use. All stored water will be released when the he reverts back to human form.

4) He can secrete a resin which causes a severe reaction on skin, causing a rash, severe itching, and watering eyes. Scratching the rash will only make it worse and will remain even after the goo is washed off, but will wear off in about 3 days, although there are several creams available that will neutralize the itching. While scratching, the hero loses 2 attacks per melee and is -3 to all combat rolls.

5) Finally when in a rural area he can blend into the surroundings and become 100% undetectable if stand still, 75% if move up to 1 metre per round, 50% if 2 metres per round, 25% if 4 metre per rounds and 0% if move any faster.

10 points to buy the Plant Form. +5 points to buy each additional ability. None of these can be rebought.

 

METAMORPH RADIATION

The ability to turn into a humanoid form of living radiation. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of energy. His mind remains in this dimension to control the energy parcel which has taken the place of his body.

While in this form;

1) Gain +20 HPs per INT. Anyone touching or that touch takes up to D6 damage per 3 INT (+D6 per level) and D10 rads per INT (+D10 rads per level). He is immune to radiation, heat and lava.

2) He can absorb 10 rads per INT (+100 rads per level). If have Solar Emission the absorbed energy can then be added to the next attack.

3) He can detect radiation 5 metres per INT, +5 metres per level.

4) Finally he can radiate 10 rads per INT (+ 100 rads per level). 1 metre per 2 INT, +5 metres per level.

10 points to buy the Radiation Form. +5 points to buy each additional ability. Melt Object +1000C damage and +10 centimetres each time rebought. 
Rads Effects
1-100 Discomfort.
101-149 Nausea and vomiting for 1 hour. 50% chance of gaining anemia. 30% chance of gaining leukaemia after 3 months.
150-599 Nausea and vomiting for 1 day. 75% chance of gaining anemia. 50% chance of gaining leukaemia after 3 weeks.
600-1000 Nausea, vomiting, bloody diarrhoea and fever. Loss of hair in D10 days and loss of immune system in 12 +3D6 days. Gain anemia and leukaemia after 3 days. After 4 weeks go into coma for D10 days before dieing.
4000-4999 Physically crippled and die within D4 days.
5000+ Instant death.
Anemia Loss of red cells.
Leukaemia Loss of white cells (antibodies).
Maximum Rad Exposure 8 rads per 13 weeks or 30 rads per year. No more than 25 rads in one dose.

 

METAMORPH SHADOW

The ability to transform all or part of one's body into a living shadow. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his form and replacing it with a corresponding amount of D'arqueness. His mind remains in this dimension to control the form which has taken the place of his body.

Characters with this power have a connection to D'arque Lords but it is up to the GM to determine the nature of it.

While in this form;

1) The character is invisible to heat, motion, and many other kinds of sensors. He weighs a mere 1/16th of his normal mass (or 1/4 of the shadow form mass) and can travel under doors, through cracks, etc. Gases and fumes do half damage, plus the character is immune to drugs that must be ingested or injected. In the 2-D form the character has 100% Stealth, but his speed is limited to half. The character can take himself and up to 100lbs of matter into the 2-D realm. Can merge with any size shadow becoming a part of it. However strong light (300 watts) will force him out of the shadow. 

2) Has nightvision equal to normal vision.

3) Can create an area of darkness of 1 metre radius per INT (+5 metres per level) anywhere within his line of sight. If desired the player can focus this darkness around a single person and exert his will creating an unexplainable fear of the dark on the victim. He must make a saving throw vs. insanity or else he will be permanently afflicted with the phobia. Thereafter the victim will always suffer a  -4 or -20% penalty (whichever applies) on all rolls whenever attempting to do anything in darkened conditions.

10 points to buy the Shadow Form. +5 points to buy each additional ability. Neither of these may be rebought. 

 

METAMORPH SILVER

The ability to turn into a being of living silver. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of inorganic matter. His mind remains in this dimension to control the energy parcel which has taken the place of his body.

While in this form;

AC 5. +60 HPs per INT. STR +2 for every additional 100 HPs. Immune to magnetic attacks and forces. Lasers attacks reflect off. Physical attacks must do STR 17+ in damage, otherwise have no effect. Take normal damage from fire. Radiates no heat, is immune to paralysis/stun, cold, heat and normal fires. Armour piercing projectiles do one third damage. Explosions, thermonuclear, energy, and solar powers do half damage. Physical attacks must do STR 20+ in damage, otherwise have no effect.

Silver is also lethal against certain supernatural beings particularly were-creatures.

10 points to buy this. It cannot be rebought. 

 

METAMORPH SOUND

The ability to turn into a humanoid form of living sound. This unique power allows the character to actually adjust the aspects of everyday sound, so that they function in the character’s favour. 

While in this form;

1) The character is invisible to heat and sound sensors. He is immune to any sound based attacks and can even parry such attacks, deflecting the at his attacker or at another person. Against a character with the same major power, both will find their sound powers effectively negated. He can alternatively choose to alter his soundwave body's vibrations to a point where physical attacks pass through him. Gain +10 HPs per INT.

2) He can choose a particular sound, such as person’s footsteps, a voice, or even breathing, and increase its volume (to his ears only) so that it can be heard and located with ease. It takes a melee action to active this aspect of the power, but it does not require any concentration to maintain. Part of this power allows the character to increase his own hearing range by a factor of one per INT.

3) The character can actually put his hands or fingers to windows and some walls and hear any sounds or conversations on the other side. The sound waves are absorbed by the wall, channelled into the hands and translated within the brain. Further he can replay the sounds for anyone near him to hear.

4) He can absorb and dissipate all sound from within a one metre per INT radius surrounding the character. This means that no one (except the character) can hear anything. This makes sneak attacks a much easier reality. 

5) Finally the character can alter the sound input for anyone in the radius of his influence, or for those he specifically targets. In essence, those who fall victim to this power will hear the sounds of the current area at varying pitches, lengths, tones, volumes, and rhythms. The effect is so disorienting, that all victims suffer a combat penalty of –6 to thaco for the before mentioned duration. 

10 points to buy the Sonic Form. +5 points to buy each of the other abilities. None of these individual abilities may be rebought. 

Sonic Emission and Sonic Field may be bought at half price.

 

METAMORPH TAR

The ability to turn all or part of one's body into living...um...tar. Through conscious effort can affect the degrees of molecular cohesion between the numerous adjoining surfaces of his particles right down to the individual grains. The mind continues to function in an astral form even when the head is converted or the brain dispersed.

While in this form; 

1) AC 5, 30 HPs per INT, STR +2 for every additional 100 HPs.
Weight in the tar form increases by 50%, and speed is cut by 25%. 
Cutting weapons, vibration attacks, electricity, and sonic attacks do no damage at all. 
Kinetic and cold attacks do half damage. Explosions and falls do no damage, but will disperse the character into a puddle of tar and the character must take 2D4 minutes to pull himself back into his normal shape. Extreme amounts of fire and heat damage the character, but also liquefy him some (see below). If exposed to high temperatures long enough, the character will totally liquefy and have to take 2D4 minutes to reform, as stated. Energy weapons, psionics, magic, and fire are the only things the character is truly vulnerable to.

2) The character's body can temporarily become more liquid in nature. This state takes two melee actions to achieve and can last for one minute per level of experience. During this time, all physical attacks do no damage. The character can also draw objects and people into his body and trap them. Consider this an entangle attack with a +4 bonus. If trapped, victims are cut down to one attack and no combat bonuses.

3) The character can expunge a bolt of hot, sticky tar, with about double the impact of a punch. If targeted at a limb or the face, that particular part of the body is entangled (or blinded, in the case of eyes). The tar can also be used to stick doors shut and bond feet to floors. It has an effective STR of the INT attribute plus the character's level with a range of 20 metres +5 per level.

10 points to buy the Tar Form. +5 points to buy each additional ability. None of these may be rebought.

 

METAMORPH TIN

The ability to turn into a being of living tin. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of inorganic matter. His mind remains in this dimension to control the energy parcel which has taken the place of his body.

While in this form;

AC 6. +50 HPs per INT. STR +2 for every additional 100 HPs. Immune to corrosion and rust. Radiates no heat, is immune to paralysis/stun, cold, heat and normal fires. Armour piercing projectiles do one third damage. Explosions, thermonuclear, energy, and solar powers do half damage. Physical attacks must do STR 20+ in damage, otherwise have no effect. Double the effects from electrical and magnetic attacks.

10 points to buy this. It cannot be rebought. 

 

METAMORPH TITANIUM

The ability to turn into a being of living titanium. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of inorganic matter. His mind remains in this dimension to control the energy parcel which has taken the place of his body.

While in this form;

AC 3. +70 HPs per INT. STR +3 for every additional 100 HPs. Immune to magnetic attacks and forces, corrosion, rust and infrared radiation. Suffers double damage from vibration attacks. Radiates no heat, is immune to paralysis/stun, cold, heat and normal fires. Armour piercing projectiles do one third damage. Explosions, thermonuclear, energy, and solar powers do half damage. Physical attacks must do STR 20+ in damage, otherwise have no effect.

10 points to buy this. It cannot be rebought. 

 

METAMORPH UNDEAD

Can become 1 pre-existing undead per 3 INT type at will (gaining all abilities and weaknesses while in this form), +1 per level. If the character is exposed to something which is a weakness for his undead form (i.e. sunlight, garlic, etc.), then he will revert back to his original form and take the appropriate damage for 1 melee. Note that upon death the character will become whatever undead he was last imitating permanently. This also has the side effect of granting immunity to all illnesses.

10 points to buy this power. It cannot be rebought. 

 

METAMORPH VOID

The ability to turn into a being of pure nothingness. The transformation is accomplished by mentally shunting the matter of his body into the dimension from which he draws his energy and replacing it with a corresponding amount of non matter. His mind remains in this dimension to control the form which has taken the place of his body.

The character has the ability to instantaneously alter atmospheric density by creating vacuum type voids. This can be used in several radically different ways.

While in this form;

1) Are Intangible and have no HPs. Immune to radiation, gases, toxins, heat and cold attacks. Physical attacks (arrows, bullets, people, swords, etc.), explosions, and energy blasts pass right through him. Nuclear explosions will dissipate the character, killing him. This form allows the character to survive not only in any airless environment, but also in both a pressure-less and high pressure area. He does not have to breathe. This could allow an alien from a toxic environment to survive without an air supply. 

2) The character can create a 1 metre per 4 INT diametre (+1 metre per level) sphere of vacuum anywhere within line of sight. It bursts the blood vessels within a victim's lungs when air is forcefully drawn out. It also induces unconsciousness for D6 minutes. When the opponent finally awakes, he will be weak, and unable to fight (only ONE attack per melee) until he receives 4 hours on an oxygen tank. Further it does 2D4 hit points damage.

3) By touching an object can create a vacuum within it, causing it to violently collapse inward on itself. Each time it is used, the object is crushed into itself a little more. Can affect a 5 cm radius per INT area, plus the same amount per level. Any caught in it take 3D6 x10 damage per round from the vacuum until crushed.

4) Finally the character can create a vacuum directly in front of him which serves to pull him forward. The maximum speed possible when using this is 1kph per INT, +2kph per level.

10 points to buy the Void Form. +5 points to buy each additional ability. Void Bubble gains +1 metre each time rebought. Thus bought twice = (1 metre per 4 INT) +1 metre. Void Implosion gains +5 cms radius per INT area each time rebought

 

METAMORPH WOOD

This power allows the character to take on the genetic structure and general abilities of wood. The mind continues to function in an astral form.

While in wooden form;

1) The character breathes through his entire body and is nearly impossible to smother. The character can absorb sunlight and minerals from the ground, allowing him to survive indefinitely without food as long as enough water is available.  He can also absorb enough water in D4 hours to allow him to survive for 1 day per INT, + 1 day per level without so much as a sip. All stored water will be released when the he reverts back to human form.

2) AC 4, +30 HPs per INT. STR +1 for every additional 50 HPs. Physical attacks must do STR 17+ in damage, otherwise have no effect. Radiates no heat, is immune to paralysis/stun, and cold. Armour piercing projectiles do one third damage. Heat and normal fires, explosions, thermonuclear, energy, and solar powers do double damage. 

3) The character can fire splinters from his body which do 1 point of damage each with an effective range of 3 metres +1 metre per level. Once per hour (plus once more per level) can shoot 1 splinter per CON (plus half this per level).

4) When in a rural area he can blend into the surroundings and become 100% undetectable if stand still, 75% if move up to 1 metre per round, 50% if 2 metres per round, 25% if 4 metre per rounds and 0% if move any faster. He is easily mistaken for a tree.

5) In this form the character's blood is replaced with an extremely strong adhesive that can be used to glue broken items back together or sticking enemies in one spot. It is strong enough to seal down someone with a STR of up to 20 for 1 round per INT. Characters with a STR above 20 can break free in half the normal time. A thorough coating of the sap (entire body) can even hold a character up to STR 30.

6) Damage can be healed by replacing damaged tissue with any other bits of wood. He simply touches a tree or other wooden object and absorbs its material until healed.

10 points to buy the Wood Form. +5 points to buy each additional ability. None of these may be rebought.

 

NECROSCOPIC TOUCH

This is the ability to exacerbate any wound causing it to become putrid, fester and seethe. This prevents any cuts from healing in a proper manner. The wounds grow fetid and do not recover for many months, considerably weakening the victim. The victim takes an additional 1 HP damage per INT of the character (+1 per level) and -1 CON per 5 INT (-1 per 2 levels) per touch. Already severely wounded victims are immediately rendered comatose. Their condition becomes critical and they will die without medical attention.

Damage and duration of drugs, toxins and poisons doubled and the victim is -4 on any further saves. 

Double all pain for 15 minutes per level. 

10 points to buy this power. It cannot be rebought.

 

OBJECT MIMICRY

By touching an object for 1 melee the character can turn into a living version of that form (identical to the Metamorph powers) for as long as desired or until knocked out. At first level it affects the entire body. At second level he can change one limb to another form, +1 limb at level 4, 6, 8 and 10. Listed below are some materials;

Ceramic, Kevlar +200 HPs
Crystal

The limb takes no damage from cold, laser, or radiation attacks. Fire does half damage. Attacks from beings with a STR of 17 or less do half damage (unless supernatural). Sonic and vibration attacks do double damage to the limb however. Add +D6 +2 damage to all hand to hand attacks. +30 HPs.

Fabric +60 HPs
Rubber, Plastic +150 HPs
10 points to buy this power (can convert individual limbs or entire body). It cannot be rebought.

 

PHASE

The character can render his body intangible to normal matter. This enables him to pass harmlessly through any object. Can render himself + an additional 3kgs per INT, +3kgs per level unsolid. The character is only vulnerable to mind attacks. Once he lets go of an object it turns solid again. Further the character has to concentrate to prevent himself sinking into the ground. Otherwise he could wind up at he centre of the earth.

10 points to buy this power. It cannot be rebought.

 

POWER ABSORPTION I

This ability lasts so long as the victim remains within his line of sight or a 1 metre radius per INT, +2 metres per level. Can copy the power/s from 1 person per 4 INT, +1 person per level. The character can copy up to 1 power per 5 INT, +1 power per 3 levels. If taken twice then the character gains the ability to recopy any power that he previously held at any time even if the victim is no longer around.

A character would not know who in a crowd he was copying powers from unless they were actively doing something with their powers. As to knowing what powers he has manifested they may reflexively activate. That is, he knows he just got something, but not what, and spontaneously triggers it and then figures out what it is. If he is in very close proximity to his (unknown) target, he may be able to get a feel for where his new power was coming from, but not necessarily. In any event, the sudden triggering of the power, if it's at all visible or spectacular, will most likely draw out the original owner of the power.

10 points to buy this power. Can recopy any previous power if rebought.

 

POWER ABSORPTION II

The hero can duplicate a power by absorbing the traces left behind whenever a power is used. The residue may be in anything that was near, or the target of a power's emission. The duration of the borrowed powers is determined by the hero's INT x1 minute. The average amount of residue bearing material is about the size of a bread loaf. It is completely drained after a single use. As with Power Absorption I if taken twice then gain the ability to recopy any power that previously held at any time.

10 points to buy this power. Can recopy any previous power if rebought.

 

POWER ABSORPTION III

This ability works a little differently in that by touching someone instead of copying a power the character can instead absorb one power per 5 INT, +1 power per 3 levels from the victim for one minute per INT, +1 minute per level. The power returns to its owner after the time is up unless he is dead in which case its lost.

10 points to buy this power. +1 minute each time rebought.

 

PUTREFY

This power makes clean food and water spoil, turn rotten, poisonous, or become otherwise contaminated. Up to 10 cubic centimetres of food and drink per INT per level can be thus made unsuitable for consumption.

5 points to buy this power. It cannot be rebought.

 

REGENERATE OTHERS

The ability to heal another life form at phenomenal rates. Must touch the organism for 1 minute uninterrupted to perform the following healing;

1) Restore 1 HP per INT, +1 per level per 10 minutes. 

2) Reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT. 

3) Negate all pain for 1 minute per INT, +1 minute per level. 

4) Immediately bring a comatose patient up to 1 HP per INT and stabilize their condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.

10 points to buy this power. It cannot not be rebought.

 

SELF DUPLICATION I

The character can create one double of himself per 2 INT, +1 per level (but not any equipment he is carrying). Only the original can duplicate himself. Even if killed the duplicate can be recreated at any time. At the time of character creation the player chooses whether the duplicates copy his powers or if they each individually randomly roll new powers.

10 points to buy this at one double per 2 INT. +1 double per INT each time rebought.

 

SELF DUPLICATION II

This is the bizarre ability to reach into alternate realities and pull over copies of yourself (this is similar to the movie The One). This gives you a potentially unlimited army of doppelgangers. The doppelgangers are distinctively different from the original, either by dress, haircut, colour, etc. This power requires a full melee of concentration to summon one double who appears anywhere within his line of sight. The character can summon one double per 2 INT, +1 per level.
The main problem with this power is if the original witnesses the death of one of his doppelgangers then he must roll vs trauma or be greatly upset by the event. The double must be worked out ahead of time by the GM.

10 points to buy this at one double per 2 INT. +1 double per INT each time rebought.

  

SELF DUPLICATION III

The character can create one double of himself per INT, +1 per level (but not any equipment he is carrying). However with each new duplicate, the doubles (but not the character) reduce their height, weight and HPs by half. This is because they are spreading their collective mass out between each person. Only the original can duplicate himself. Even if killed the duplicate can be recreated at any time. At the time of character creation the player chooses whether the duplicates copy his powers or if they each individually randomly roll new powers.

10 points to buy this at one double per 2 INT. +1 double per INT each time rebought.

 

SHAPE SHIFT

At its base level this power allows the character to alter or imitate his face shape, hairline, eye colour, hair length and skin colour pigmentation, hands and fingerprints and add and remove 30 centimetres to his height, age and dimensions. Internally he can rearrange own internal organs so they are better protected or not where an attacker expects them to be, and alter or imitate his voice.

If taken again then he can alter any part of his body to resemble anything from imagination. His structure may be no less than half, or more than double his original size. He can alter any limb into any melee weapon doing damage according to the weapon type + STR damage. HPs of weapons = 10 per STR +1 per level with length not exceeding 50% greater than that area of body.

10 points to buy this power. It can only be rebought once.

 

SHAPE SHIFT OTHERS

This ability is identical to Shape Shift but only affect others that the character can touch.

10 points to buy this power. It can only be rebought once to reshape the victim into anything from imagination.

 

SOLAR SUSTENANCE

Instead of needing to breathe, eat or drink the character can absorb stellar energy via photosynthesis. Further he can absorb any kind of solar or radiation attack directed against him up to a max of 1 megawatt per INT, +1 per level.

5 points to buy this power. It cannot be rebought.

 

SPONTANEOUS MUTATION OTHERS

The ability to cause other people's powers to randomly mutate into totally new ones by touching them. Can only affect one power per attack. The victim then rolls on the table for his new power/s. 

10 points to buy this power. It cannot be rebought.

 

SPONTANEOUS MUTATION SELF

Every 3 hours per INT the character develops a completely new set of random powers. Only this one power remains permanently, all other powers must be rerolled each time. 

10 points to buy this power. It cannot be rebought.

 

SPECTRUM CONTROL

The hero has total control over the colouration and colour transmitting abilities of any target substance whether solid, liquid, or gaseous. This power enables the hero to alter basic physics and the chemical properties of any target. The power operates in either of these two modes.

First Mode;
In the first mode the hero can consciously alter the frequency and intensity of light itself. He can change any frequency to any other frequency including infrared, the visible spectrum, and ultraviolet. Like a prism the power can split apart white light into a rainbow or re-combine back into white. He can lower the intensity of light to create normal darkness, even in the midst of brilliant fight, though these shadows lack the opacity of those created by the shadow power.

Different frequencies of light have different properties. By altering the frequency of light, the hero can alter these properties. Infrared light causes objects to heat up. Ultraviolet light causes changes in pigmentation; effects can vary from the tanning of normal human skin to the rapid fading of printed material. It is also the key to photosynthesis. If the light is in a coherent form like a laser beam, the effects of colour become more dramatic. Red lasers carry more heat and do greater damage for the Intensity. Blue-green lasers can pass unhindered through water. Again change the frequency of light and you change its effects.

Second mode;
The second operating mode for the power is altering the physical colouration of the target material. The colour of an object can have great importance both to the fickle aesthetic tastes of humans and to the impartiality of Moms Nature. Colouration determines the type and amount of energy that is either reflected or absorbed by the material in question. White and silvery surfaces reflect all light. Dark colours and black absorb all light. There is the matter of transparency. A perfectly clear substance lets light pass through. Examples include air, glass, and the lens in a human eye. Change the degree of transparency and you stop light from travelling though. 

A character with this power can stop anything in its tracks if the target depends on vision to find its way around. Conversely, the Power can make an opaque target transparent. Uses for this vary from humane through mischievous to outright criminal. A humane use is curing those types of blindness that result from the loss of the eye's natural transparency. A mischievous use is turning someone's clothing transparent. A criminal use is turning concealing barriers transparent if the character is seeking information behind that barrier; this can be anything from reading the contents of an envelope or locked file cabinet to studying a lock's mechanism while cracking the combination.

Colour conveys information. Change the colour and you alter or even destroy the message. Consider the effect changing colour has on things as varied as comic books, paintings, photographic film, traffic lights, feathers, furs, and human skin. On a more prosaic level, the ability to change the colour of printed or written material can be have immense consequences in an Information Age society such as our own. The possibilities include both vandalism and creation. Colourizing a closed book would not harm the printed pages; Colourizing a cow purple wouldn't change the colour of a steak later on. As for the question of affecting the eyes of a living target, the GM and players should assume that the Power only affects the layer of tears that protect the eye. In effect, the target is momentarily blinded by coloured water that quickly washes away. 

This power does not actually change the physical nature of a target. Elemental, molecular, and genetic structures remain unchanged except where light is concerned. A steel safe made glass-like is still as strong as ever. A pane of glass given a steel-like surface shatters just as before. The duration of the power varies. The normal limit is 1-100 hours after the colouration occurs. The hero can immediately reverse any colouration if he chooses. 

10 points to buy this power. It cannot be rebought.

 

SWARM

The body of this character is a collection of individual bodies held tightly together by either a single consciousness or a hive mind and functioning as a single unit. One helpful side effect of this power is that the individual bodies do not physically suffer while they are joined together; breathing is assumed to occur without difficulty. However, the collective mass will probably have to break apart in order to allow the individual units to eat. 

Because of its peculiar dual nature, the collective mass has two sets of attributes. The first set represents the abilities possessed by the individual component entities; the second set is that of the combined entities. The majority of powers can only be manifested when the mass is combined. Individual entities can at best exhibit the powers at their lowest setting. The combined form's abilities may be affected by the loss or addition of more individual entities to its form.

The combined form's unique physical structure allows it to simply create holes in its body to avoid making contact with the attacking force. However, such beings have a peculiar weakness: a successful grappling attack breaks the body into two masses. The body can automatically rejoin in D4 rounds unless something prevents this, like teleporting half the body into a parallel dimension.

The combined form can be any size, depending on the size and number of the individuals entities that compose it. Most are human-size and composed of smaller creatures generally less than 3" long (between the size of a mouse and a dragonfly). 

10 points to buy this power. It cannot be rebought.

 

TWO DIMENSIONAL

The hero can harmlessly reduce his body (and any nonliving matter he carries) to a flat, two-dimensional version. To an onlooker, the hero appears to have transformed himself into a life-size photograph. The hero’s body functions and abilities are unaffected. Because the hero is now extremely thin, gaining leverage on three-dimensional objects is extremely difficult. 

He is also extremely hard to hit if he can turn his flat side toward his opponents, -10 to enemys' thacos. While in a flattened state, the hero takes only half damage from blunt physical attacks. On the other hand, a flat hero can suffer all sorts of abuse that he would normally ignore, such as being folded like a map and locked in a glove compartment. The hero can pass through the cracks around a door or adhere to a wall and pretend to be a poster. 

The hero can choose to flatten himself in any direction. He can appear to be a front-back, left profile-right profile, top-view-bottom view, or similar shaped two-dimensional image. Note: that while the one dimension is drastically altered, the remaining measurements remain the same.

5 points to buy this power. It cannot be rebought.

 

WALL CRAWL

The character can climb and move along any surface at 5% per INT of his normal running MR, +1% per level (but can never exceed 100%). This doesnt include loose rocks, ice or any other slippery surface, but does allow him to run upside down.

5 points to buy this at 5% per INT. +1% per INT each time rebought up to a max of 100%.

 

WEBBING

With this power the character can fire one stream of webbing per round. The webbing causes D6 impact damage to anything hit by it. The webbing can be fired in the form of a strand or a cone, both able to hold up to twice the body weight of the character. 

If the webbing is fired in strand form it is up to 1 centimetre per INT wide in a circular radius and up to 2 metres per INT long. The character can decide how long and wide to make the webbing before firing it. 

The character can create a webbed shield of similar diametre. The shield has a sticky side and a non-sticky side. The shield is permeable to all gases and liquids. Weapons, items, people, etc. all stick to the sticky side of the shield. The stickiness of the web is equal to 1 STR per INT. After 1 minute per INT, +1 minute per level the webbing will degenerate. 

5 points to buy Webbing with 1 STR per INT stickiness, and dissolves after 1 minute per INT. +1 STR per INT stickiness, and + 1 minute per INT each time rebought.

 

Powers Alteration Defensive Mental Manipulation
Offensive Physical Enhancement Travel