If your hero simply has an "ordinary" human identity with no powers, that is most likely a Challenge rather than an instance of this power. The GM may require certain traits, notably origin and mental abilities, to remain consistent between the two characters.
The new character automatically has one less power. Your hero can transform into an entirely different alternate character! Create a second character as your Alter-Ego. You can choose another Alteration Power as a bonus power. Select an ability or roll 1d6: 1 = Prowess, 2 = Coordination, 3 = Strength, 4 = Intellect, 5 = Awareness, 6 = Willpower.Ībility Increase only counts as a power for figuring your starting Determination if the final level of the ability is 7 or greater. When this power is selected, permanently increase the level of one of the character's abilities by +2, to a maximum of 10. When you determine the level for this power, any result equal to or less than your existing ability level should be re-rolled until you get a higher level. So, for example, Strength Boost 8 raises your Strength level to 8 for 8 pages, then your Strength drops to 1 less than its normal level for 8 pages while you recover. Then the affected ability's level is reduced to one lower than its normal level for the same amount of time while it recovers. Once each scene you can boost the chosen ability's level up to the power level, lasting for a number of pages equal to the newly boosted level. To determine the boosted ability randomly, roll 1d6: 1 = Prowess, 2 = Coordination, 3 = Strength, 4 = Intellect, 5 = Awareness, 6 = Willpower. Ability Boost is actually a power group of six powers, one for each ability: Prowess Boost, Coordination Boost, Strength Boost, and so forth. Unlike Ability Increase (see the following), this power is a temporary boost to any one ability (chosen when the power is acquired). These powers alter the character's body in some fashion.Īlteration devices can take many different forms, including, but not limited to: pills and "wonderdrugs " belts, suits, or harnesses magical talismans, or gloves or gauntlets for touch-range powers like Power Duplication or Theft. If you want to determine this randomly, roll 2d6: on a 4 or less, the power comes from a device, otherwise it is innate. Other characters may choose whether or not a power comes from a device or is innate when the power is acquired. Heroes with the Trained and Gimmick origins can only have powers from devices. Devices range from relatively mundane items like swords, guns, and armor to super-science gadgets and magical talismans.ĭevices have their own independent power-source, although they may need periodic recharging having a device suddenly run out of power, break down, get stolen, or otherwise pose a problem for its owner is a suitable challenge (see Challenges, p. XXX).Ī device is an item providing a power or powers, rather than the power residing in the character. You can make use of bonus powers you chose not to take initially as power stunts later on (see Power Stunts, p. So, for example, if you come up with Elemental Control for your hero, you can choose to replace one of the hero's other powers with a Blast power of the same element.īonus powers are optional, you don't have to take them, but if you choose not to do so, you can't go back and take one later. You can have a bonus power replace one of your rolled powers. Power descriptions refer to bonus powers these are choices when creating a character (see Character Creation, p. You don't take the Alternate Form or Elemental Control power you choose one of the powers from within that group, such as Energy Form, Gaseous Form, Fire Control, or Magnetic Control.Įach power within a group is considered separate, although some effects may include all powers in a group for ease of reference. XXX) for specific actions attempted by characters with their powers.Īs with specialties, some powers (such as Elemental Control or Resistance) are actually power groups of similar abilities, indicated by the group icon shown in the header. The Game Master sets the difficulty (see p.
Each description includes general ways in which the power can be used. The following are the descriptions of the various powers. Other powers don't require tests the power's level is just a measure of its effectiveness. Also like abilities, power levels are used for tests, although some powers require tests of other abilities as well such as a close combat power requiring a Prowess test to hit a target. Like abilities, powers have levels rated on the 1 to 10 scale. Powers put the "super" into superhero characters.