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POWER DESCRIPTIONS

or firing distance attacks. This power doesn't work on gases or liquids unless those particular stunts are chosen.

An object's properties are based on its form. Swords slash, boulders tumble, and ropes ensnare. All use the animator's power intensity as their Agility scores and their Strength (see Material Strengths on page 60). If the hero ceases concentration, the object collapses at teh end of the exchange.

Limit- One Object Only:
Your hero can animate only one type of object, such as ropes or juggling balls.
Stunt- Gas animation:
Your hero's powers work on the air and other gases.
Stunt-Limted Sentience:
Your hero imbues the animated objects with 1 Intellect and Willpower. The objects can remember sights and sounds, repeat messages, and fetch objects but otherwise are rock dumb.
Stunt- Liquid Animation:
Your hero's power works on liquids.
Stunt- Necromancy:
Your hero can animate dead bodies witha mockery of life. The skeletons and zombies so created have Strength and Agility scores equal to what they had in life, but 0 Intellect, Willpower and Edge. If an animated corpse ismissing parts such as legs or arms, it may not be able to do all actions. (This is not Raising theDead. For that, see Immortality.)
Stunt- Object Swarm:
Your hero animates many small objects, pummeling all cohosen targest as if the items were thrown. The hero makes on challenging Animation (Agility) action for all affected, or an average Animatino (Agility) action if focusing all the objects on one target.

   

Astral Projection

Trump Suit: Willpower
Exemplars: Professor X, Doctor Strange
Related Power: Detection (Astral)

Your hero may separate his or her astral form and travel thoughout this dimension and others. While the physical body lies dormant, the astral body, a construct of pure thought, travesl incredible distnaces at great speed.

The astral body has 0 Strenght and cannot affect objects in the real world. The hero in astral form may observe actions in the "normal" world, and own't be detected by means short of Astral Detection and Telepathy. An astral hero is not affected by nontelepathic objects or forms of attack, but may be affected by Willpower powers. The astral hero may phase; though solid objects without damanging either hero or object, but will be stopped by Force Fields.

While Astral, your hero can travel distances within a few miles without fear of getting lost. Going anywhere else on Earth requires a random draw from the deck; if the value of the card is hight than the hero's powerintensity, the hero gets lost in the astral plane. Getting home can require a daunting Astral Projection action, although most Narrators are more inventive than that. Heroes with 10+ intensity in Astral Projection don't have to worry about getting lost, and those with 15+ intensity can even project their astral form into space, crossing the universe.

While the astral form is separate, the body remains ina trance. the traveler will be aware of damage to the body, and it is possible for the body to perish while the astral form is away. Astral heroes whose bodies die are trapped int astral form. If the astral body is killed (such as though psychic battle), the player must succeed in a daunting Strength action or the hero's body will die.

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