ICONS GreatPower v1.3

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    iWritten bySteve Kenson with Art byDan Houser

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    Credits

    Writing and Design: Steve Kenson

    Editing: Chris Heard

    Art: Dan Houser

    Layout and Production: Daniel Solis

    Power Icons: Sourced or adapted rom LORC/Game-Icons.net (CC-BY 3.0)

    Playtesters: Joe Bardales, Jason Childs, David Farcus, Chris Heard, Greg

    Kerner, Jon Leitheusser, Cameron Mount, John Post, David Rego, Stephen

    Rubio, Chris Tavares

    Project BackersThanks to everyone who backed Great Power on Kickstarter and helped

    to make the book a reality. Youreliterallyall heroes in my book!

    Mackenzie Sotelo

    Jamie Albrecht

    Jeremy Alexander

    Lee Glacier Alley

    Chris Allison

    Brian Allred

    Ul McWoleAndersson

    David Andrews

    Andy Antolick

    Garrick Archer

    Vince digicondaArebalo

    Kirby Arinder

    Rae Ball

    Kevin Bailey

    Phillip Bailey

    Rose Bailey

    Tim Ballew

    Joe BardalesJ Barnsley

    Sterling Bates

    Bruce Baugh

    Gary Beason

    Kevin Bender

    Antoine Bertier

    Jimmie Bise, Jr.

    Brandon Blackmoor

    Blacksteel

    Michael D. Blanchard

    Joseph Blomquist

    Sylvain Boucher

    Trent Ax_kidsonBoyd

    Andrew Branstad

    Eric Brenders

    Kevin Brennan

    Bob Bretz

    Theron Bretz

    Jonathan Brock

    John Brown

    Tymm Brown

    Zach Brown

    Tommy Brownell

    Darren MancerBearBulmer

    Eric Brouillet

    Capricia Bruns

    Andrew Byers

    John M. Campbell

    Nicholas D. Cardwell

    Chandler

    Andrew Chang

    Stephen Cheney

    Jerome Chenu

    Colin Cherry

    Ray Chiang

    Peter, Kristin, and

    Jason Childs

    Cyrus Chow

    Mitchell Christov

    Adam Chute

    Jim Clayson

    Keith E. Clendenen

    Remy Cliton

    Jonathan T. Combs

    Andrew V. Cook

    Monte Cook

    John W Corey

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    Jason Corley

    Matthew Couch

    The Magnicent andWise Jerey Craig

    Tony Craneld-Rose

    Brian K. Curley

    Eric Daniels

    Mike Davey

    Michael David Jr.

    John Dead ParrotDavis

    Mike Carlson Davis

    Morgan Davie

    Jesse R. Davis

    Jonathan BuddhaDavis

    Justin S. Davis

    James Dawsey

    Peter PJDanger

    DeanChris DeCarolis

    Ren Decena

    Jyan Craig Delamotte

    Eugene Demaitre

    Aaron de Orive

    Mike DeZarn

    DiamondSteve Dodge

    Par Donner

    Rob Donoghue

    Kevin Donovan

    Sean Dunlap

    Sean M. Dunstan

    Chris DurstGrant Erswell

    Evil Hat Productions

    Scooter Ewing

    Sean Patrick Fannon

    David C. Farcus

    Declan Feeney

    Michael Feldhusen

    Robert Ferency-Viars

    Bruce Ferrie

    Ken Finlayson

    Ian Christopher Finney

    Cris Folley, Jr.

    Mike Fontana

    Stacy Forsythe

    Frank Foulis

    Andrew Frades

    Lowell Francis

    Mark Signet Francis

    Eric & Steph Franklin

    Aaron Funk

    G&T

    Charles W. Galberth

    Daniel Gallant

    Michael Garcia

    Topher Gerkey

    Dan Gerold

    Ryan Gigliotti

    Chuck Glisson

    Jason Goethals

    Gaston R. Gosselin

    James Tadashi Graham

    greatkithain

    Matt Greenelder

    Alana C. Groshong

    Daryl Gubler

    Jack Gulick

    Christopher Gunning

    Craig Hamby

    Kairam AhmedHamdan

    Remy Handler

    Chad Damn Harding

    Matt Harrop

    Chris Hartwich

    Chris Heard

    Jim Heath

    Phillip Heaton

    Matt Helms

    Shane Lacy Hensley

    Team HensonTom Hise

    Nolan J. Hitchcock

    Gareth Hodges

    James Hollywood

    M D Holtz

    Z. Houghton

    Dan HouserMike Hughey

    Alex Hunter

    Pete Hurley

    Bob Huss

    The Hypnopharaoh

    Jorge SimaehlIdarraga

    Christopher Jackson

    Chris Michael Jahn

    Jason, a true Americanhero!

    Boman Allan Jeries

    Bobby Jennings

    Matt Jett

    Rev. Keith Johnson

    Seth Johnson

    JD Johnston

    Rick Jones

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    Aaron Azure Julian

    M Alexander Jurkat

    Chad K. (akaBloodaxe, Starslayer)

    Max Kaehn

    Nathan H. Kahler

    Gregg Kern

    Jack Kessler

    Troy J Kidder

    R. C. Kim

    Jason King

    Tim Silverlion KirkKrister Kjellin

    Jani Koskinen

    Javier Koslow

    Eric Kramp

    Brian Kreuzinger

    Kevin Kulp

    Andy KwongMike Laerty

    Justin Lance

    William Ellis Lange

    Douglas Leert

    Jon Leitheusser

    Gilberto Leon

    Patrick LeyPaul Arden Lidberg

    Thelonious (CandyKid), Ellington (AquaNinja), Gillespie (BabyAlien), and Coltrane(You Dang Baby!)Linord

    Robert Loper

    Zed Lopez

    David Lucardie

    T.S. Luikart

    Jason Lund

    H. M. Dain Lybarger

    Malistyr

    Paul Manseld

    Michael W. Mattei

    Mike McCormack

    Jeremiah McCoy

    Charlie McElvy (XionStudios)

    Matthew McFarland

    Casey W. McKenzie

    Craig McRoberts

    Mike MearlsLuiz Medeiros

    Michael Mendoza

    John Mehrholz

    Patrice Mermoud

    Meshbox.com

    Curt Meyer

    Roberto (Sunglar)Micheri

    Tracey Michienzi

    William Miller

    Owen Milton

    Robert H. Mitchell Jr.

    M. Sean Molley

    Ignatius Montenegro

    Stacey Montgomery

    Steve Moore

    Max Morell

    C.M. Morgado

    Josh Morris

    Randy Mosiondz

    Cameron Mount

    Marc Mundet

    Jack Murphy III

    Ilan Muskat

    Nerdron

    Roberto Nieves

    Novakwoski

    Ted Novy

    Fumiki Nuss

    Bill Olander

    Mike Olson

    Weird Dave Olson

    Jakub Osiejewski

    Uriah Otting

    Blitz Overwatch

    Je Painter

    Sean D. Parker

    Pattern Ghost

    Kyle Payne

    Antoine Pempie

    Ryan The BastardPercival

    Richard PercySteve Perrin

    Daniel Philippe

    Angelo Pileggi

    John M. Portley

    John C. Post

    Nick Poulimas

    John PowellChris Pramas

    Adam Rajski

    Joshua Ramsey

    Lloyd Rasmussen

    David Rego

    Clayton Wise KoboldRennie

    Josh Rensch

    David C. Ridout

    Sakamichi Rie

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    Kyle Rivest

    Anthony Roberson

    Steven Robert

    Brandon Robertson

    Walt Robillard

    Brian Rock

    John Rogers

    Jason & Kat Romero

    Ron

    Andrew Ross

    James W. Rouse III

    Thom Rowe

    Roxolid

    Steve Hedgehog39Rubio

    Shane Ruman

    Bob Runnicles

    Dale Russell

    Arthur SantosGerry Saracco

    Kevin Schantz

    Jason JadascSchneiderman

    Thorsten Schubert

    JT Scott

    Rich Scrase

    Mark Scutt

    Doug Seipel

    Jim Sensenbrenner

    Bango Shank

    Brendan Sheehan

    Sidekick

    Dave Skogstad

    Chris Slazinski

    Matthew M. Slepin

    Je Smith

    Mike Spagnola

    Samuel Spatt

    Star Eagle

    Robert Stehwien

    RJ Stewart

    Josh Street

    Keith Strickland

    Reg Stuart

    Aaron E. Sullivan

    Patrick Sullivan

    Jason Sunday

    Can Sungur

    Armin Sykes

    Neal Tanner

    Chris Tavares

    Tavernbman

    Dan Taylor

    Scott Taylor

    David Terhune

    Joe Thater

    Theo

    Howard M Thompson

    John W. Thompson

    Rodney Thompson

    Pierre Toulouze

    Robert Towell

    Sean Trader

    Maxwell C. Traver

    Michael Tree

    Jacob Trewe

    Clark Valentine

    Bill Valera

    James Van Horn

    Patrick Vaughan

    Sean A. Veira

    M.W. II

    Ralph Wagner

    David Walker

    Patrick J. Walsh

    Lester Ward

    Daniel Watkins

    Jason Watson

    Steven D Warble

    Morgan Weeks

    Donald Wheeler

    Mark Widner

    Rob Wieland

    Paul Wilcox

    Stew Wilson

    Tony Winkler

    David Wol

    Pete Union LaborWoodworth

    Wookiee Daddieewraith808

    Camdon Wright

    Randall Wright

    Owen erret Wylde

    Wyldstar

    Je Xilon

    Je ZitomerMike Zwick

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    CONTENTS

    INTRODUCTION ..................IX

    ABOUT POWERS ............... 10Power Types ........................................... 11

    Power Groups....................................... 12

    Power Sources...................................... 12

    Using Powers ........................................ 14

    Extras.......................................................19

    Stunts...................................................... 22

    Limits ......................................................24

    Benchmarks.......................................... 27

    ACQUIRING POWERS .......29

    Starting Determination ....................34

    POWER DESCRIPTIONS ...36

    Ability Boost ........................................38

    Ability Increase ...................................39

    Absorption........................................... 40

    Acid ........................................................ 40

    Adaptation.............................................41

    Aiction................................................42

    Air Control ............................................43

    Alteration Ray......................................44

    Alter Ego ...............................................45

    Alternate Form....................................46Anatomic Separation........................48

    Android Body ......................................48

    Animal Companion............................48

    Animal Control....................................48

    Animal Form ........................................48

    Animal Mimicry ...................................49

    Animation..............................................49

    Aquatic...................................................50

    Armor .....................................................50

    Articial Body....................................... 51

    Astral Projection .................................. 51

    Aura ......................................................... 52

    Binding ................................................... 52

    Blast.........................................................53

    Body o... ................................................ 53

    Bouncing ...............................................53

    Burrowing..............................................54

    Chi Power..............................................54

    Claws.......................................................54

    Cold Control......................................... 55

    Computer Control.............................. 55

    Constructs.............................................55

    Continuum Control............................56

    Corrosion...............................................56

    Cosmic Awareness............................. 57

    Cosmic Power...................................... 57

    Cyberkinesis......................................... 57

    Damage Resistance........................... 58

    Danger Sense ......................................58

    Darkness Control................................ 58

    Dazzle.....................................................59

    Death Touch.........................................59

    Density ...................................................59

    Detection...............................................60

    Dimension Control.............................. 61

    Dimensional Travel............................. 62

    Disease...................................................62Disintegration ......................................62

    Dream Control.....................................63

    Duplication ...........................................63

    Earth Control .......................................65

    Elasticity ................................................65

    Electrical Control................................66

    Element Control..................................66

    Emotion Control................................. 67

    Empathy ................................................68

    Empowerment.....................................68

    Energy Control ....................................69

    http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-
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    Energy Conversion ............................69

    Energy Drain ........................................70

    Environmental Awareness ..............70

    Evolution ................................................71

    Extra Body Parts ................................ 72

    Extrasensory Perception ................ 73

    Fast Attack ........................................... 73

    Faster-Than-Light (FTL) Travel..... 74

    Fire Control........................................... 74

    Flight....................................................... 75

    Force Control....................................... 75

    Force Field............................................ 76

    Friction Control...................................76

    Gadgets .................................................77

    Gateway................................................. 78

    Gestalt .................................................... 78

    Ghost Form...........................................79

    Gravity Control....................................79

    Growth....................................................80

    Healing .................................................... 81

    Hyperspace Travel ............................. 82

    Illusion ....................................................82

    Images.................................................... 82

    Immortality...........................................83

    Immunity ...............................................83

    Incorporeal............................................83

    Interace.................................................84

    Invisibility ..............................................85Invulnerability ......................................85

    Leaping ..................................................86

    Lie Support .........................................86

    Light Control........................................ 87

    Luck Control.........................................87

    Machine Control..................................88

    Magic.......................................................89

    Magnetic Control................................90

    Material Mimicry .................................90

    Matter Control ......................................91

    Mental Blast ...........................................91

    Mimicry................................................... 92

    Mind Control ........................................92

    Mind Shield...........................................94

    Mind Switch..........................................94

    Nemesis .................................................94

    Paralysis.................................................95

    Petrication..........................................95

    Phasing...................................................95

    Plant Control........................................96

    Plant Mimicry....................................... 97

    Poison..................................................... 97

    Possession.............................................97

    Postcognition.......................................98

    Power Boost.........................................98

    Power Control......................................99

    Power Mimicry.....................................99

    Power Nullication............................ 101

    Power Thet........................................ 102

    Precognition....................................... 102

    Prehensile Hair .................................. 103Probability Control .......................... 103

    Radiation Control............................. 105

    Reection............................................ 105

    Regeneration ..................................... 106

    Resistance........................................... 106

    Robot Body........................................ 106

    Servant................................................. 107

    Shadow Form .................................... 108Shapeshit ........................................... 108

    Shield .................................................... 108

    Shrinking.............................................. 109

    Microscopic Size............................... 109

    Sonic Control...................................... 110

    Spatial Control ................................... 110

    Spinning..................................................111

    Spirit Control........................................112

    Stretching ............................................. 114

    Strike .......................................................115

    Stunning ................................................115

    http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-
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    Summoning ..........................................115

    Super-Senses .......................................116

    Super-Skill.............................................117

    Super-Speed........................................118

    Super-Strength ...................................118

    Suspended Animation......................118

    Swimming .............................................118

    Swinging................................................119

    Telekinesis.............................................119

    Telepathy...............................................119

    Teleport................................................ 120

    Time Control .......................................122

    Time Travel...........................................122

    Transormation...................................123

    Transmit ................................................124

    Transmutation.....................................125

    Vehicle...................................................125

    Vibration Control...............................126

    Wall-Crawling .....................................127

    Water-Breathing................................127

    Water Control.....................................127

    Weapon.................................................128

    Weather Control................................128

    Wings.....................................................128

    Wizardry...............................................129

    DEVICES ............................ 130

    Alteration Devices..............................131

    Control Devices...................................131

    Deensive Devices.............................133

    Mental Devices ...................................135

    Movement Devices ...........................136

    Oensive Devices .............................139

    Sensory Devices .................................141

    APPENDIX:

    USING GREAT POWER WITH

    FATE CORE....................... 142

    LICENSE............................ 144

    With great power comes

    great responsibility.

    Spider-Man,Amazing Fantasy #15

    http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-http://-/?-
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    INTRODUCTIONIn many ways, comic book superheroes are all about powerwith powers

    and abilities ar beyond mortal men making them capable o amazing eats.

    However, as the amousSpider-Man quote shows, in other ways superheroes

    are all about what you choose to do with power: Do you have an obligation

    to use your amazing abilities or the benet o all, or do you choose to use

    them selshly? That is oten the sole dividing line between heroes and villains:

    not the powers, but how they are used.

    Great Powerlooks at powers in IconsSuperpowered Roleplayingin greater depth.

    While more is not always better, Great Powertries to expand, rene, and

    reorganize the games treatment o powers, giving Icons players and Game

    Masters a better experience in creating and playing their characters and

    adventures. It oers more options, more examples, and more ideas.

    Superhero roleplaying games, perhaps more than most, are high-trust

    environments, where agreement between the players and the Game Master

    as to exactly what is possible in the context o the game is important to

    a un and successul experience. As with all RPGs, the real power in thegame lies in your hands, and with your group o riends. Take the tools and

    options in this book or what they are and apply them to your game as you

    see t, ollowing the superhero maxim that great power is best used or the

    benet o all. Have un!

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    This chapter looks at powers in Icons in general: what they are, and how

    they are acquired, organized, modied, and used. It expands the hero creationmaterial rom the IconsSuperpowered Roleplayingrulebook with additional power

    selections and options rom this book.

    Changes from IConsIn cases where the rules or descriptions in Great Powerdier or conict

    with those in IconsSuperpowered Roleplaying, assume the text in this book is

    the most correct and current. For example, the mechanics o the Fast

    Attack power have been updated in this book and should replace those

    in the Icons rules. All eorts have been made to minimize such conicts

    while at the same time providing the maximum utility rom this book

    and its content.

    ABOUTPOWERS

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    11About Powers

    POWER TYPES

    Powers all into one o seven types, based on what the power does:

    Alteration Powers change or transorm the character in some

    ashion, rom improving abilities to altering the characters size,

    density, or composition, or allowing the character to stretch,

    become invisible, or walk through walls.

    Control Powers exert inuence over something:

    element, energy, or matter. They allow characters to

    control orces like re, lightning, or darkness, transmute

    elements, or transorm others with alteration-type eects.

    Deensive Powers protect against harm, provide resistance

    to certain eects, and allow characters to recover quickly rom

    injury or even death itsel.

    Mental Powers expand the capabilities o the mind, allowing

    their user to read or inuence other mindsrom projecting

    realistic illusions to outright mind control or possession.

    Movement Powers help characters get around in various ways,

    rom leaping great distances to ying through the air under their

    own power. They include exotic orms o movement like super-

    speed, teleportation, wall-crawling, and even dimensional travel.

    Oensive Powers provide dierent types o attacks,

    rom damaging blasts to bindings to trap opponents, or

    more unusual eects like lie drains, stunning, or blinding.

    Sensory Powers extend the scope o a characters senses,

    rom enhancing the ve senses to adding entirely new sensory

    abilities like radar, inravision, or extrasensory perception.

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    Artificial Power Source

    12 GREAT POWER

    POWER GROUPS

    Some powers are actually groups o powers with similar eects. You dont

    have the Alternate Form or Element Control power, or example; you

    choose one o the powers rom within that power group, such as Energy

    Form, Gaseous Form, Fire Control, or Magnetic Control. Even Energy Form

    is a group-within-a-group, with the actual powers being things like Fire Form

    or Light Form.

    Each power within a group is considered separate and distinct, although

    some eects include all powers in a group or ease o reerence.

    For some especially powerul villains and Game Master characters, the GM

    may nd it simpler to assign the character a level in an entire power group.

    For example, an energy-controlling character with vast inuence over theentire energy spectrum might simply have an overall level in Energy Control

    rather than listing all the separate control powers. This is useul shorthand

    or Game Master characters and generally unsuitable or player-run heroes.

    POWER SOURCES

    A characters powers can come rom a diverse range o sources. In the

    comics, demon sorcerers rub shoulders with uturistic cyborgs, alien scientists,

    martial arts masters, and psychic mutants, to name a ew. Power source is

    oten tied to a characters origin (Icons, p. 10).

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    biological Power Source

    13About Powers

    The ollowing are some o the most common power sources; eel ree to

    come up with your own that suit your particular concept o the characters

    powers. You are also by no means limited to one power source; a character

    may have several, such as a mutant trained in esoteric martial arts, or an

    alien shape-shiter who is a disciple o magic, or example.

    Articial: The characters powers were designed, typical or heroes and

    villains who are articial lie-orms or constructs like robots or androids, or

    magical creations o alchemy or conjuring.

    Biological: The characters powers come rom biology, either the unusual

    biology o a non-human species (rom aliens to godlike beings rom other

    dimensions) to the genetic quirks o mutations, which can take place any

    time rom conception to later exposure to mutagens like radiation.

    Device: Many characters gain some or all o their powers rom variousdevices. See the Devices section or details and additional ideas. Devices

    can have dierent power sources themselves, rom technology to magic or

    cosmic energy.

    Magic: Heroes and villains may be imbued with powers rom a magical

    source (an ancient sorcerer, spell, or artiact) or a magical creature, or may

    simply have the power to wield magic themselves.

    Mental: The characters powers are ueled by mental or psionic energies,

    the unleashed potential o the mind.

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    Device Power Source

    14 GREAT POWER

    Skill: Some gain their powers not by accident, but through hard work and

    practice. This can include the knowledge and skill to create dierent devices,

    mastery o arcane secrets like magic or various psychic powers, or exotic

    martial arts disciplines controlling ones own chi or lie-orce, to name a ew.

    Note that the skill power source is related to the training origin, but is not

    the same thing: a character might gain mental or magical powers through

    training, or example.

    Transer: Some are born to power, others have it thrust upon them; many

    beings and devices can imbue people with powers. O course, sometimes

    those same beings can also take away the powers theyve granted, and such

    power oten comes with a price attached.

    USING POWERSUsing some powers requires an action, and possibly a test o some sort,

    detailed in the powers description. This is usually the case or powers that

    aect others, such as oensive and control powers. Other powers require

    only a supplemental action (Icons, p. 54), a reaction, or no action at all.

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    Magic Power Source

    15About Powers

    PREPARATIONSome powers requirepreparation, meaning one or more panels where you

    do nothing except ocus on activating the power. This is typically just one

    panel, allowing you to use the power in your next panel on the ollowing page.

    You can usually take supplemental actions and reactions while preparing a

    power. Extras and limits may adjust a powers preparation time.

    CONCENTRATION

    Some powers require concentration to use or maintain. To concentrate,

    you must be able to take action: not stunned, unconscious, or maintaining

    an exclusive power (ollowing). Concentration is not an action, however, and

    you can do other things while maintaining it.I your concentration is disrupted, you can make a Willpower test to keep

    a power going so long as youre still conscious: your eort on the test is

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    MENTAL Power Source

    16 GREAT POWER

    the power level you can maintain. So, or example, i you have Force Field 7

    and are stunned (disrupting your concentration), you roll a Willpower test,

    generating an eort o 5. This allows you maintain Force Field 5 while you

    recover rom the stun.

    EXCLUSIVE

    Some powers are dened as exclusive, meaning you cannot use other

    powers while using or maintaining the exclusive power, including preparing

    or concentrating on other powers. Extras or limits may modiy a powersexclusivity.

    RANGEPowers work at one o the ve distances dened in Icons (p. 55): personal,

    close, extended, visual, or beyond. Personal range powers only aect the

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    SKILL Power Source

    17About Powers

    user. Close range powers generally require the user to touch the target o

    the power, making a successul Prowess vs. Coordination or Prowess test to

    touch an unwilling target. Extended range powers require a Coordination

    vs. Coordination test to aect an unwilling target.

    DURATION

    Powers last or one o ve durations: instant, concentration, level,

    continuous, or permanent.

    Instant powers have their eect immediately and, while the results o thepower (like Stamina loss) may linger, the powers eect is over in an instant.

    Concentration powers last as long as the user concentrates to maintain

    them (see Concentration, previously).

    Level duration powers last or one page per level the power has, without

    any eort rom the power user, then expire.

    Continuous powers last until the power user chooses to turn them o.

    Permanent powers are always on, requiring no maintenance or attention

    rom the user and cannot be turned o, although they might still be negated

    or worked around in other ways.

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    TRANSFER Power Source

    18 GREAT POWER

    TEST

    Many powers require a test to use (see Tests, Icons, p. 6). Some require

    more than one, such as an ability test to target the power and another test

    or its eect. Tests in this book are written as either a difculty N test o

    (trait) where N is the difculty number and (trait) the trait level used, or

    (acting trait) vs. (opposing trait) in the case o an opposed test, such as

    power level vs. Willpower.

    The active ability in an opposed test depends on who is acting, since

    players make all o the die rolls. In the previous example, i a hero is acting,

    apply the roll to power level and compare to the targets Willpower as the

    difculty. I a hero is resisting, apply the roll to Willpower and compare against

    the attackers power level as the difculty.

    RETRIES

    Unless the description species otherwise, you can retry a ailed test with

    a power so long as you are capable o using it. For example, i you miss with

    an oensive power like Blast, you can try again on your next panel, making

    a new attack. A ailed attempt can also qualiy you to use determined eort

    on the retry (Icons, p 79).

    Some powers require determined eort in order to try again ater a ailed

    attempt. This is specied in the powers description. The determined eortworks normally, but i you are unable or unwilling to make a determined

    eort, you cannot attempt to use that power again or that test or situation

    within the same chapter.

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    19About Powers

    Both sIdesrollThe only players roll approach in Icons trips some game groups up.

    I this is the case, an alternative die-rolling method is or the player to

    roll one die and add the result to the heros trait level and the GM to roll

    the other die and add the result to the base difculty o the test (which

    may be an opposing characters trait level). This still results in the same

    mathematical probabilities as the standard Icons die-roll, but balances

    both sides o the equation so two parties are always rolling and minimizes

    the issue o who rolls what against what when it is a player-controlled

    hero versus a GM-controlled character.

    EXTRAS

    In addition to base powers, you can have one or more extras or a power.

    These are extra things you can do with that power, rom extending the base

    eect to entirely new eects. Each power is listed with the main extras

    associated with it. You can also create your own with the Game Masters

    permission.

    Some extras allow you to duplicate the eects o other powers, such as

    a hero using Fire Control to gain Flight by projecting a stream o re like a

    rocket. You use the extra as i you had the power at the same level as the

    power its based on unless the extras description says otherwise. Thus, you

    would gain the Flight extra at the same level as your Fire Control. The extra

    normally only duplicates the base power, not any o its other extras. I it does,

    or can do so, it will also be listed in the description.

    Other extras improve the existing eects o your power: greater range, more

    targets aected, and so orth. These are specied in the extra description.

    SUBSTITUTING EXTRAS

    During hero creation, the player has the option o substituting extras or

    rolled powers on a one-or-one basis: one extra takes the place o one rolled

    power o the players choice.

    Example: A player has rolled the ollowing powers: Aquatic, Fire Control,

    Precognition, and Duplicationan odd mix, to be sure. Looking things

    over, the player decides to replace Aquatic and Precognition with two

    Fire Control extrasForce Field and Flight. The player could also replace

    Duplication with a power extra as well, but decides a duplicating re-

    controller has some interesting potential and leaves that power as rolled.

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    20 GREAT POWER

    STANDARD EXTRAS

    Standard extras and their eects are listed here. These apply to a broad

    range o powers. Powers also have unique extras, listed with the powers

    description.

    Aects Others: You can aect other people with the power, not just yoursel.

    Aects X: Your power works on a type o target normally immune to it,

    such as a Blast which Aects Insubstantial targets normally Immune to Physical

    Damage or Mind Control that Aects Undead, which are oten mindless, and

    so orth. (Note that this extra includesand replacesthe Aects Incorporeal

    stunt rom Villainomicon, which is just one example o this extra).

    Broadcast: Your power can aect anyone who sees or hears you (in

    person or on a television or radio broadcast), giving you a much wider range.

    Burst: Your power can aect everyone within close distance simultaneously.

    Roll one test or the power; the dierent opposing abilities o the targets

    provide dierent diculties (and outcomes).

    Contagious: The eect o your power is contagious and may aect

    someone else who comes into contact with a target while the power is still

    in eect. Examples include contagious Afictions, sticky Bindings, or

    spreading acid or re Blasts. The new victim resists the powers eect

    normally and also becomes contagious while aected.

    Passengers: Your movement power can carry a number o people along

    with you equal to its level.

    Power: Your power can duplicate the eects o another power at its level.

    This extra is normally listed with the name o the duplicated power, such as

    Flight i the extra duplicates the Flight power, or example. I it can also

    duplicate extras o that power, they will be listed in parenthesis ater the

    power name. Doing so requires an additional extra; essentially, listed extras

    o the duplicated power become extras o the base power.

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    21About Powers

    Prolonged: The eects o your power last or a level duration (see

    Duration, p. 17).

    Ranged: You can use a normally close range power out to extended range.

    Rangeless: You can use your power out to any distance, provided you

    know the location o the target.

    Reversible: You can reverse the eects o your power, ending them at

    will, at the same range or using it.

    Secondary Eect: Your power has an additional eect when used,

    equivalent to that o another power. For example, your Strike power might

    also be a carrier or a secondary Afiction eect, representing a toxin

    delivered by the Strike. You can only use the Secondary Eect in conjunction

    with the rst power.

    Slow Recovery: Targets o your power take ten times longer to recover.

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    Binding Stunt

    burst Stunt

    22 GREAT POWER

    STUNTS

    A stunt allow heroes to temporarily use extras they do not normally possess,

    such as a Fire Control hero perorming a stunt to temporarily gain the Flight

    extravery useul i the hero is suddenly thrown out o a high building or

    aircrat!

    To perorm a stunt, speciy an extra or describe what you want the stunt to

    accomplish, with the GM deciding whether or not it suits your heros quality

    and traits, and what extra would best serve. Tag one o your heros qualities

    related to what you want to accomplish and spend a point o Determination

    (see Qualities, Icons, p. 74). This is usually something like a catchphrase or

    epithet, although other qualities (particularly motivation) can serve in some

    instances. You can then use extra specied by your stunt. It lasts or theduration o the conict or chapter (whichever comes rst).

    At the Game Masters discretion, a player can spend starting Determination

    to turn a successul stunt into a permanent extra or a power (see Hero

    Improvement, Icons, p. 93).

    Note that these stunt guidelines replace the rules or perorming stunts

    ound on page 80 o Icons Superpowered Roleplaying.

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    Movement Stunt

    OVERCOMING IMMUNITY STUNT

    RANGELESS STUNT

    23About Powers

    stunttestsGame Masters wanting to encourage the use o stunts even when

    Determination is scarce may wish to apply the ollowing option:

    A player can take an action and make a test using a heros appropriate

    trait (typically power level, but possibly a related ability or specialty) with

    a difculty equal to the desired level o an extra. I the test succeeds, the

    success substitutes or the Determination normally spent on the stunt

    and the hero can use the stunt on the ollowing page. I the test ails,

    either the stunt doesnt work, or the GM can charge or the missingDetermination by applying an appropriate challenge as a side-eect o

    the attempt.

    Example: Volcanos player wants to use his heat Aura or a stunt to Dazzle

    Count Malochio and his Evil Eye, but Volcano is out o Determination. So

    his player oers to make a stunt test: Volcano concentrates and the player

    rolls an Aura test against a chosen stunt level o 6. He gets a success,

    so on his next page, Volcano can use the Dazzle power. I the test ailed,

    the GM might have let Volcano use the power anyway, but added the

    challenge that the sudden are o heat set the Counts chateau ablaze,

    endangering his other prisoners!

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    ANIMAL ONLY LIMIT

    Burnout Limit

    24 GREAT POWER

    Alternately, rather than allowing all heroes to perorm stunt tests,

    the GM may make the ability to do so a standard extra, applicable to

    any appropriate power, giving that power additional exibility in terms

    o perorming stunts.

    aBIlItystuntsI you want to expand stunt options, allow heroes to perorm stunts

    using their abilities as well as powers: this should be limited to abilities

    over level 6 (counted as powers) and master level specialties that raise an

    abilitys eective level above 6 (such as Coordination 4 and Martial Arts

    Master). The stunt eectively allows a one-time application o an extra

    to the ability or use o the abilitys level as a power o the same level.

    LIMITS

    Limits provide a means o narrowing the base eect o a power in exchange

    or greater level, more Determination, or more extras. When you apply a limit

    to a power, you gain one o the ollowing:

    Subtract one rom the powers value or reducing starting Determination

    (see Acquiring Powers, p. 29). This can reduce the powers starting

    Determination value to 0 (but not less than 0).

    Add an extra to the power without increasing its starting

    Determination value.

    Increase the powers level by 2, to a maximum o 10.

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    Constant Limit

    Max Only Limit

    Unstable Limit

    25About Powers

    thegolden rule oflImItsA limit that is not limiting is notworth anything! Game Masters should

    careully consider proposed limits and ensure they truly limita powers

    scope or eect. Limits that are highly situational or only occur rarely are

    better handled as challenges (Icons, p. 76), awarding players Determination

    when they occur. Also note that regular limits are notconsidered challenges

    and do not award Determination when they come up in play; the player

    is already rewarded with the benets o the limit.

    Multiple limits may have multiple benets, including the same benet

    applied more than once. Limits generally halve the circumstances in which

    the power can be used, or halve its eectiveness. New limits should be at

    least as restrictive as the ones described here and in the power descriptions.

    The Game Master has nal say on whether or not a limit is acceptable.

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    27About Powers

    Preparation: You have to preparetaking no other actionsor at least

    one page to activate the power (see Preparation, p. 15).

    Situational: Your power works only in certain situations, such as only at

    night, or only when youre angry.

    Source: You cannot generate the energy or material or your power, but

    must rely on an outside source. The GM may limit your power level to the

    eective level o the available source.

    Temporary: Your powers eects only last or pages equal to its level.

    Tiring: Using the power causes you to lose 2 Stamina.

    Uncontrolled: Your power activates sometimes whether you want it to

    or not, under the control o the GM.

    Unpredictable: When you try using your power, roll a die: on a 1 or 2, the

    power doesnt work.

    Unstable: I you use your power in a ght or other tense situation, roll a

    die: on a 1 or 2, your power goes o at random.

    BENCHMARKS

    How ast do I go? How much can I lit? How long does it last? While Icons

    quanties traits in distinct levels along a scale, there is a lot o abstraction

    that goes into it, and it can be useul or both players and Game Masters to

    have a sense o a powers capabilities in real-world terms. Thats where the

    Benchmarks Table comes it. When dealing with the eect o a power that

    involves mass, distance, speed, or strength, you can index the powers level

    on this table to get a general idea. Note that the values given on the table are

    still in broad general terms and not precise measurements; instances o barely

    succeeding or ailing by inches (seconds, etc.) are more o a matter o a

    dramatic test outcome than they are o a simple measurement o trait levels.

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    28 GREAT POWER

    BENCHMARKS TABLE

    Level Weight Material Distance Speed

    1 Brick Leather A couple o yards Running

    2 Child Plastic Across a street Horse

    3 Heavy sack Brick A city blockcar, dolphin,

    alcon

    4 Person Aluminum Extended Range Fast race car

    5 Motorcycle Concrete Visual Range Fast helicopter

    6 Car Stone A ew miles Passenger jet

    7 Tank or bus Iron Tens o miles Speed o sound

    8 Jet or train Steel Hundreds o mies Supersonic

    9 Building DiamondThousands o

    milesEscape velocity

    10 Mountain UnobtainiumVirtually

    anywhereNear light-speed

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    Assigning powers to characters is covered in the Hero Creation section o

    Icons Superpowered Roleplaying (pp. 917) and on pages 2023 o The

    Villainomicon. This chapter supplements those rules to account or the

    additional powers and options ound in Great Power.

    As in the Icons rules, roll to determine the base number o powers the

    hero has (adjusted or origin) and then roll on the ollowing tables or each

    power to determine the specic power. Roll on the Level Determination table

    (Icons, p. 11) to set the powers level. The ollowing guidelines apply while

    determining a heros powers:

    I you roll more than one power o the same type you can choose to

    re-roll the second power until you get a dierent type.

    I you roll the same power more than once (getting the oensive

    power Blast twice, or example), you may either select to increase

    the rst instances rolled level by 2 (to a maximum o 10) or roll again

    until you get a dierent power.

    You may choose to discard a rolled power and replace it with an

    extra or one o the heros other powers. So, or example, i you have

    rolled Air Control 6, Swimming 5, and Telepathy 5, you could choose

    to discard Swimming or Telepathy, replacing either power with oneo the extras listed or Air Control in that powers description at Air

    Controls level o 6.

    You may choose to limit a power, applying one or more o the limits

    listed in its description. See Limits in the previous chapter or details.

    ACQUIRING

    POWERS

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    30 GREAT POWER30

    POWER TYPE

    2d6 Roll Power Type Next Step23 Alteration Roll on the Alteration Powers table

    45 Control Roll on the Control Powers table

    6 Deensive Roll on the Deensive Powers table

    7 Mental Roll on the Mental Powers table

    8 Movement Roll on the Movement Powers table

    910 Oensive Roll on the Oensive Powers table

    1112 Sensory Roll on the Sensory Powers table

    ALTERATION POWERS

    First d6 Second d6 Power

    12 1 Ability Boost (group)

    2 Ability Increase (group)

    3 Alter Ego4 Alternate Form (group)

    5 Aquatic

    6 Density

    34 1 Dimension Control

    2 Duplication

    3 Evolution

    4 Extra Body Parts (group)

    5 Gestalt6 Growth

    56 1 Invisibility

    2 Mimicry (group)

    3 Phasing

    4 Shrinking

    5 Stretching

    6 Transormation

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    32 GREAT POWER32

    MOVEMENT POWERS

    First d6 Second d6 Power

    13 1 Burrowing

    2 Dimensional Travel

    34 Flight

    56 Leaping

    46 1 Spinning

    23 Super-Speed

    4 Swinging

    5 Teleportation

    6 Wall-Crawling

    OFFENSIVE POWERSFirst d6 Second d6 Oensive Power

    13 1 Aiction

    2 Aura

    3 Binding

    45 Blast

    6 Corrosion

    46 1 Dazzle

    2 Energy Drain

    3 Fast Attack

    45 Strike

    6 Stunning

    SENSORY POWERS

    First d6 Second d6 Sensory Power

    13 12 Danger Sense

    34 Detection (group)

    5 Environmental Awareness

    6 ESP

    46 1 Interace

    2 Postcognition

    3 Precognition

    4-6 Super-Senses (Group)

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    33Acquiring Powers

    CreatIng yourown PowertaBlesThe power acquisition tables given in this chapter provide a air

    distribution o powers, given the die rolls and probabilities involved,

    weighted slightly towards some o the more commonly ound powersin the superhero comics (or example, theres a better chance or a

    hero to get Damage Resistance than Immortality, or Blast rather than

    Energy Drain).

    I you want to retain the creative kickstarter o randomly rolled powers,

    but better suited to a particular type or style o Icons game, eel ree to

    modiy the tables ound here (and elsewhere in this book) to suit your

    intentions. The simplest modication is to ban certain powers, telling

    players who get that result to roll again until they get an available power.

    You can even ban certain power types, such as no Alteration powers, or

    only Mental and Sensory powers, or example.

    Redesigning the power assignment tables is let as an exercise or

    the Game Master who wishes to do so. Weight the available options

    according to how you want them to come up in your game, assigning

    appropriate die roll ranges to them.

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    34 GREAT POWER34

    STARTING DETERMINATION

    Once you have generated your heros powers (and modied the rolled

    powers as desired) you can gure the heros starting Determination, as

    described on p. 14 o Icons: subtract the heros number o powers rom 6.

    The result is the heros starting Determination, with a minimum o 1. Each

    ability above level 6 also counts as a power, as does each extra o a power.

    Some power limits may reduce a powers starting Determination value but

    cannot reduced it below 0.

    Examples: The Mighty Saguaro has three powers: Aura, Leaping, and Lie

    Support. He also has Strength 9, but all his other abilities are level 6 or

    less. That gives him a total o our powers, which his player subtracts rom

    a starting value o 6 to give Saguaro a starting Determination value o 2.

    Hangman has only one power (his Binding Device, the Noose o

    Judgment) and no abilities above 6 (although he has plenty o specialties,

    they dont count). However, his Device does have one extra: it also gives

    him the Swinging power. Thats a total o two, subtracted rom 6 or

    starting Determination 4.

    Miss Tikal has Magic and Willpower 7 but her Magic power has

    three extras: Mastery o Blast, Force Field, and Teleport. That makes or

    a total o ve, subtracted rom 6 or starting Determination 1. I this really

    concerned Miss Tikals player, she could potentially add a limit or two to

    her Magic in order to counterbalance the eect o those extras, but she

    decides Miss Tikal will use her Determination wisely and come up with

    ways to earn more during play.

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    35Acquiring Powers

    STARTING DETERMINATION BY POWER LEVEL

    Alternately, rather than calculating starting Determination solely by number

    o powers and extras, you can use the ollowing ormula to take overall

    power level into account: add up the levels o all o the heros powers, plus

    the level o each ability above 6. Each extra on a power adds that powers

    level again. Divide the total by 6 and round to the nearest whole number,using the result as the amount you subtract rom the base value o 6 to gure

    starting Determination.

    To use the prior examples, Saguaros powers and Strength sum to 20, which

    is 3.33, rounded down to 3, or 3 starting Determination. Hangman doubles

    the level o his Device (since it has one extra) or a sum o 14, which is 2.33,

    rounded down to 2, or 4 starting Determination. Miss Tikal has a signicant

    sum on 7 (her Willpower) + 21 (her Magic 7 with three extras) or 28, which

    is 4.66, rounded up to 5. Saguaro gets a slight bump due to some o his low

    power levels, while the other heroes remain the same.

    SPENDING STARTING DETERMINATION

    At the Game Masters option, a player can choose to spend some starting

    Determination (permanently reducing its value) in order to add extras to a

    heros existing powers, essentially pre-buying one or more mastered stunts

    (see Stunts, p. 22). For example, i Hangman (as a Trained hero) only rolled

    one power (the Binding Device) but his player wanted to spend a pointo Hangmans starting Determination, the GM might allow him to add the

    Swinging extra to the Device.

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    This chapter contains descriptions o various powers, listed in alphabetical

    order by power name.

    Each description starts with the powers name, type, and whether it is a

    power group. The main text discusses what the power does in game terms,

    and any additional choices or die rolls made or the power during selection.

    The description concludes with extras and limits associated with the power,

    including standard extras, the ability to duplicate the eects o other powers,

    standard limits, and unique extras or limits o the power.

    Note that the listing o standard extras and limits does not necessarily

    exclude others rom the About Powers chapter, just that those not listed

    are either uncommon or not applicable, and may require some special

    consideration rom the Game Master.

    In addition to all the powers listed on the Acquiring Powers tables, this

    chapter contains separate listings or common power names and where that

    type o power eect may be ound or players and Game Masters ipping

    through the listings looking or a specic power eect. For example, while

    there is no specic Animal Control power, there is an Animal Control listing

    with a reerence to the Animal Control limit o the Mind Control power, whichhas the same eect. This increases the number o available power concepts

    without needlessly repeating their descriptions or game mechanics.

    POWER

    DESCRIPTION

    S

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    37Power Descriptions

    Speaking o power names, while the powers in this book have specic

    names, players and Game Masters are ree to call their characters powers

    whatever they like, so long as everyone understands what they mean in game

    terms. I its more un and atmospheric to call your heros Close Range Mind

    Blast a Psi-Blade, by all means, do so!

    Likewise, players are ree to come up with whatever special eects they

    want or their powers: whether their Blast is a particular color, or example,

    or a smooth beam or jagged bolt, whether it emits rom the heros hands,

    eyes, or orehead, what their Force Field looks like, or the sound associated

    with their Teleportation, to name a ew.

    With powers and abilities far

    beyond those of mortal men!

    The Adventures

    of SupermanIntroduction

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    39Power Descriptions

    Power Boost: You can boost powers o a particular type or source, such

    as mutant or magical powers, rather than abilities. This works the same way

    as boosting abilities.

    LIMITS

    Standard: Degrades, Exclusive, Extra Only, Others Only, Preparation,

    Situational, Source, Tiring

    Situational (Emotion-Linked): You have to eel a particular emotion

    (love, hate, ear, etc.), oten connected to one o your aspects, in order to

    use your Ability Boost.

    ABILITY INCREASE

    AlterAtion. This power permanently increases one

    o the characters abilities to the rolled level or by

    +2 (to a maximum o 10), whichever is greater.

    Select an ability or roll on the ollowing table:

    d6 Roll Ability

    1 Prowess

    2 Coordination

    3 Strength

    4 Intellect

    5 Awareness

    6 Willpower

    Ability Increase only counts as a power or guring starting Determination

    i the nal level o the ability is 7 or greater.

    LIMITS

    Specialty Increase: Your power only increases a specialty o the ability

    rather than the entire ability, possibly including the level increase rom the limit.

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    40 GREAT POWER40

    ABSORPTION

    Defensive. You can absorb a particular type o

    attack, such as kinetic impact or a type o energy

    (see Energy Control or examples). So you mighthave Impact Absorption (blunt damage), Fire

    Absorption, Radiation Absorption, and so orth.

    Subtract your Absorption power level rom the

    attacks level. I this reduces the attacks level to 0 or less, it has no eect

    on you. Any remaining levels o the attack aect you normally; apply any

    Resistance (p. 106) to the remaining level.

    Choose one o the ollowing extras you can power with your absorbed

    energy. You can acquire the others as regular extras.

    EXTRAS

    Ability Boost: On your next panel ater absorbing damage, you can use

    the absorbed energy as an Ability Boost reaction with a level equal to the

    level absorbed. The aected ability is chosen when you take this option, and

    each ability counts as a separate extra.

    Blast: On your next panel ater absorbing damage, you can unleash the

    absorbed energy as a Blast with a level equal to the level absorbed.

    Healing: As a reaction you recover Stamina equal to the level absorbed,

    up to your maximum Stamina level. For an additional extra, you can gain

    Stamina over your normal maximum, up twice your normal maximum Stamina.

    You can also broaden your Absorption as an extra:

    Broad: Your Absorption protects against all physical or all energy damage.

    ACIDYou can exude or project a corrosive substance

    that inicts damage. See the Corrosion power

    (p. 56).

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    41Power Descriptions

    ADAPTATION

    Defensive. Adaptation allows you to transorm to

    adapt to hostile environments. Ater a page o

    preparation, physical aspects such as appearance,

    skin, lung capacity, and resistance to natural

    damage sources change. You can adapt higher

    Strength to handle an alien planets gravity or Lie

    Support to breathe methane, or example. The power adapts to environments,

    not situations; you cant grow wings i youre pushed o a cli, but you can

    grow gills and become Aquatic when plunged into water. Similarly, you gain

    no resistance to attacks, but can gain Heat Resistance amongst the Lava

    Men. Maximum benets are at the powers level and last as long as you are

    exposed to the environment.

    EXTRAS

    Powers: Regeneration

    Standard: Aects Others

    Deensive: An Adaptation test against a threats level allows you to adapt

    to a danger (such as an attack), rather than just an environment. It still takes a

    ull page to adapt (unless you have the Instant extra). Such willed adaptations

    last or the chapter, until you adapt to a dierent danger, or until you are

    unable to concentrate on them.

    Instant: Your body adapts to new conditions as a reaction, without any

    preparation.

    LIMITS

    Standard: Exclusive, Temporary

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    42 GREAT POWER42

    AFFLICTION

    offensive. You cause a ast-acting aictionlike

    a disease or toxinby touching a target. I your

    Prowess test to hit the target succeeds, make

    an Aiction vs. Strength test: success results in

    power level Stamina damage, ignoring Damage

    Resistance (but not Resistance to Aictions).

    Failure means no damage, but the Aiction continues and another test is

    required on the ollowing page. Failure by 3 or more ends the Aiction and

    prevents any urther damage. Anyone with Regeneration can substitute its

    level or Strength when resisting Aictions.

    A victim reduced to 0 Stamina begins losing Strength levels, although

    medical attention can arrest this loss, substituting an Intellect test (with

    Medicine specialty bonus) or Strength in the Aiction test.

    EXTRAS

    Powers: Energy Drain

    Standard: Burst, Contagious, Ranged, Reversible, Secondary Eect, Slow

    Recovery

    Aging: You accelerate the aging process. This disease advances the victim

    orward a number o years equal to the powers level per degree o success.

    You cannot kill the subject with this power, but can make them old and eeble.

    Aging Reversal: You reverse a targets aging process. This subtracts a

    number o years equal to the powers level per degree o success. You cannot

    kill the subject with this power, but you can regress him back to inancy.

    Aura: You can afict anyone who touches you as a reaction in addition

    to aficting those you touch.

    Implant: You implant a type o parasite with a successul Afiction test.

    On the page ater implantation, it can inict the powers level in damage or

    take over the victims mind (like Mind Control at its level).

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    44 GREAT POWER44

    ALTERATION RAY

    Control. This power group is made up o Alteration

    Powers you can use on others at extended range

    rather than on yoursel. Choose an option rom

    the ollowing list or roll 1d6:

    d6 Roll Type Eect

    1 Density Ray You increase the targets density.

    2 Growth Ray You enlarge the target.

    3 Invisibility Ray You make the target invisible.

    4 Phasing Ray You make the target intangible.

    5 Shrinking Ray You shrink the target.

    6 Transorming RayYou transorm the target into a

    dierent shape or substance.

    Make a Coordination vs. Coordination test to hit the target. A successul

    hit subjects the target to the eect o the Alteration Power. See the individual

    power descriptions or details.

    EXTRAS

    Oensive: Your Alteration Ray can have an eect that is more detrimental

    than benecial. For Density Ray and Growth Ray, the target does not gain

    Strength, but still loses Coordination. For Shrinking Ray, the target losesStrength, rather than retaining normal Strength. For a Transorming Ray, the

    target may lose mental abilities, or only turn into a detrimental orm.

    LIMITS

    Standard: Close Range

    Oensive Only: Your Alteration Ray is only a detrimental eect (previously)

    and cannot provide a benecial one. You must have the Oensive extra, but

    this limit can cancel out its cost.

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    46 GREAT POWER46

    ALTERNATE FORM

    AlterAtion. You can transorm into a orm other

    than esh and blood. Choose rom the ollowing

    list or roll:

    d6 Roll Alternate Form

    1 Energy Form

    2 Explosive Form

    3 Fluid Form

    4 Gaseous Form

    5 Shadow Form

    6 Solid Form

    It takes a page o preparation or you to change into your Alternate Form,

    but you can change back to normal instantly. Depending on the orm and Game

    Master approval, you can use the level o this power to determine damage

    when attacking in close combat (punching with sts o steel, igniting things

    while made o re, suocating with gas or water, burning with acid, etc.).

    Each kind o Alternate Form is itsel a power group, so you have Electrical

    Form, Fire Form, Gaseous Form, Metal Form, Water Form, and so orth, as

    the individual powers.

    ENERGY FORM

    You become a coherent eld o energy (see Energy Control or some

    possibilities). You gain Flight at your power level and Immunity to Physical

    Attacks but you have no Strength and automatically ail Strength tests to

    touch or aect physical objects. Attacks aecting your type o energy still

    aect you. You can acquire Energy Control o the same type as your orm

    as an extra.

    EXPLOSIVE FORM

    You can make your body explode! Make a power level test against the

    Coordination o everyone within close distance, reading the results as a

    blasting or shooting test (choose one when you take this power). You then

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    47Power Descriptions

    reorm at the start o the next page. Until then you are Immune to Damage

    but unable to aect the physical world. You can delay reorming or up to

    your power level in pages and reorm anywhere within extended range o

    where you exploded. As an extra, you can Teleport ater exploding, reorming

    much urther away (see Teleport, p. 120).

    FLUID FORM

    You transorm into a uid orm, able to ow like water through cracks

    and other small spaces. You might be a liquid like water or a mass o ne

    particles like dust or sand. You gain Damage Resistance and Stretching equal

    to your power level.

    GASEOUS FORM

    You transorm into a cloud o gas or ne airborne particles, possibly even

    a swarm o ying insects or nanites. You gain Flight 1 and can ow through

    any opening thats not airtight. You gain Immunity to Physical Attacks except

    or those that would disrupt or aect a cloud.

    SHADOW FORM

    You transorm into a at silhouette o your normal appearance. You have

    no Strength and automatically ail Strength tests to touch or aect physical

    objects. You gain Immunity to Physical Attacks, except or light-based attacks,

    which have a Stunning eect on you in addition to their normal eect. You

    have Wall-Crawling, the 2D capability o Dimension Control and the Invisibility

    power, limited to while you are surrounded by shadows or dim lighting, all

    at your Shadow Form level.

    SOLID FORM

    You transorm into a dense solid material like metal or stone. You gain

    Strength equal to the greater o your power level or your normal Strength +1while in solid orm along with Damage Resistance equal to your power level.

    EXTRAS

    Broad: You can transorm into any orm within your Alternate Form group,

    rather than a specic ormany Energy Form or Gaseous Form rather than

    just one, or example.

    Instant: You can assume your alternate orm without any preparation.

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    48 GREAT POWER48

    ANATOMIC SEPARATION

    You can split o parts o your body harmlessly and control them while

    separated. See the Anatomic Separation limit o the Duplication power (p. 63).

    ANDROID BODY

    The Articial origin (Icons, p. 10) means you are a construct rather than

    regular living being. You can discard a rolled power and replace it with Lie

    Support (p. 86).

    ANIMAL COMPANIONSee the Servant power (p. 107). An animal

    companion may also be handled as a quality:

    tagged to provide the character with bonuses

    under the right circumstances, compelled when

    the companion is threatened or otherwise causes

    problems or the character, but having no other

    game traits o its own.

    ANIMAL CONTROL

    See the Animal Control limit o the Mind Control

    power (p. 92).

    ANIMAL FORM

    See Animals under the Transormation power (p.

    122).

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    49Power Descriptions

    ANIMAL MIMICRY

    AlterAtion. You can mimic the traits o animals,

    gaining the Strength o an elephant, the Super-

    Speed o a cheetah, the Coordination o a monkey,

    or the Extended Vision and Flight o an eagle, to

    name a ew.

    Each page, you can choose an animal to mimic,

    gaining its trait levels up to a maximum o your Animal Mimicry power level.

    An animal must be within visual range in order or you to mimic it. The

    Game Master determines what animals are nearby (possibly modied by

    Retconning; see Icons, p. 80).

    You can only mimic one animal at a time and lose any other animal abilities

    when you switch rom one animal to another. You either retain your normal

    appearance or gain some o the physical appearance o the animal you mimic

    (your choice when you acquire this power).

    EXTRAS

    Extra Animal: You can mimic two animals at once, mixing and matching

    their traits, and duplicating the best o each. I you take this extra more than

    once, you can mimic an extra animal or each one.

    Rangeless: You can mimic any animal you can think o rather than just

    those nearby.

    LIMITS

    Standard: Close Range, Exclusive, Preparation

    One Type: You can only mimic one type o animals, such as jungle creatures,

    avians, sea creatures, or insects, or example.

    ANIMATION

    You can bring non-living objects or images to

    lie. See the Servant power description (p. 107),

    possibly with the Source limit, i you are limited

    by what is available around you to animate.

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    50 GREAT POWER50

    AQUATIC

    AlterAtion. You are equally suited to unctioning

    underwater and on land. You can breathe water

    and your Coordination and Awareness while

    submerged equal the higher o their normal levels

    or this powers level. You can swim at a speed

    based on your hal your power level (rounded up).

    See the Benchmarks Table (p. 27) to get an idea o your speed: 3 is a swit

    swimmer like a dolphin, 5 is as ast as a submersible, 7 like a torpedo, while

    higher levels are aster than any known sea creature or vessel.

    EXTRASPowers: Leaping (only out o water), Resistance (Gases, Pressure, Water)

    LIMITS

    One Type: You either have aquatic adaptation (the ability to breathe

    underwater and use your Aquatic level in place o Coordination and Awareness

    while submerged) or swimming speed, but not both.

    Water-bound: You cannot breathe air, and begin to suocate when you

    are out o water.

    ARMOR

    See the Resistance power, specically Damage

    Resistance (p. 106). For worn armor, including

    battlesuits, see Deensive Devices in the Devices

    chapter.

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    51Power Descriptions

    ARTIFICIAL BODY

    The Articial origin (Icons, p. 10) means you are

    a construct rather than regular living being. You

    can discard a rolled power and replace it with Lie

    Support (p. 86).

    ASTRAL PROJECTION

    MentAl. You can project your astral orm (the

    vessel o the mind and spirit) out rom your physical

    body, allowing it to travel elsewhere. Your body

    remains in a coma-like state, although you are

    aware o any harm bealling it. Should your body

    perish while your astral orm is away, you remain

    trapped in astral orm.

    Your astral orm has Flight and Phasing at your power level. It can observe,

    but not aect, the physical world and cannot be detected by physical means,

    although Astral Detection and Telepathy reveal it. You can use mental powers

    against non-astral beings, but with a +2 difculty modier. Your powers work

    normally against other astral beings.

    EXTRAS

    Powers: Astral Detection, Dimensional Travel (while in astral orm), Dream

    Control

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    53Power Descriptions

    BLAST

    offensive. You can project a damaging blast at

    extended range. Choose the eect o your Blast

    rom pure orce to an element or energyand

    whether it is a blasting or shooting attack (see

    Coordination under Taking Action, Icons, p. 58)

    when you get this power. Your Blast inicts damage

    equal to its level.

    EXTRAS

    Standard: Aects X, Burst, Contagious, Secondary Eect

    Disintegration: I your Blast destroys a target, it is completely vaporized(transormed into energy, etc.), leaving no trace behind.

    Extra Type: Your Blast can be either a blasting or shooting attack, chosen

    when you make the attack.

    LIMITS

    Standard: Blocked

    BODY OF...For powers where you turn into another material

    or energy, see the Alternate Form power (p. 46).

    BOUNCING

    You can ricochet o the ground or other suraces. See the Leaping power

    (p. 86) or the Infation limit o the Stretching power (p. 114), depending on

    how your ability to bounce works.

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    54 GREAT POWER54

    BURROWING

    MoveMent. You have the ability to tunnel beneath

    the ground at your normal speed, moving through

    any substance with a Material Strength equal to or

    less than your Burrowing level. Tougher materials

    roughly halve your speed per level o dierence. You

    can choose to leave a tunnel behind you as your

    burrow, allowing others to ollow, or to have it ll in behind you, preventing

    others rom ollowing.

    LIMITS

    One Type: You can only burrow through a particular type o material,like sand or ice.

    CHI POWER

    You can ocus your chi or lie orce (also known

    as ki or prana) to improve one or more o your

    abilities. See the Ability Boost power (p. 38),

    possibly with the Preparation and Tiring limits.

    CLAWS

    See the Extra Body Parts power (p. 72) and the

    Strike power (p. 115).

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    55Power Descriptions

    COLD CONTROL

    Control. You can reduce temperatures to create

    cold. Choose one o the ollowing extras you can

    perorm, adding others as regular extras.

    Powers: Absorption (cold, heat), Afiction

    (reezing), Aura (cold), Binding (ice), Blast (ice),

    Damage Resistance (ice armor), Fire Control (cold

    re), Resistance (Cold, Heat)

    Ice Constructs: You can create columns, walls, and other large geometric

    Constructs o ice with power level Material Strength.

    Ice Patch: You create slick patches o ice. Walking over the area requires

    a Coordination vs. Cold Control test to avoid alling and losing an action.

    Ice Ramps: You can skate on ramps o ice that give you Flight 1 while

    within extended range o the ground.

    Ice Shield: You can create a shield or barrier with Material Strength equal

    to your power level and use it to block attacks.

    LIMITS

    Standard: Source

    COMPUTER CONTROL

    For the ability to control computers and machines,

    see the Interace power (p. 84) and the Machine

    Control power (p. 88).

    CONSTRUCTS

    You can orm solid objectsconstructsout o

    a type o energy (or matter). See the Force

    Constructs extra o Force Control (p. 75), along

    with similar Energy Control and Element Control

    extras, depending on the type o energy or matterused.

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    56 GREAT POWER56

    CONTINUUM CONTROL

    Control. You control one o the undamental

    orces o reality. See the descriptions o the Friction

    Control, Gravity Control, Probability Control,

    Spatial Control, and Time Control powers. Choose

    one or roll on the ollowing table:

    d6 Roll Power

    1 Friction Control

    2 Gravity Control

    3 Probability Control

    4 Spatial Control

    5 Time Control

    6 Choose or re-roll, ignoring this result

    CORROSION

    offensive. You have a corrosive, acidic, burning,

    or rotting attack that causes damage equal to your

    power level by touch with a successul attack. The

    target takes hal the Corrosion level in damage on

    each o the ollowing two pages at the start o

    the attackers panel unless some action is taken

    to neutralize the attacks eects.

    Corrosion damages objects by eating away at their Material Strength.

    Subtract the powers level rom the objects Material Strength. Objects reducedto Strength 0 are destroyed. So i level 7 acid strikes steel (Material Strength

    8), it reduces the steels Material Strength to 1 (about that o paper) and a

    second such attack will destroy the metal completely.

    EXTRAS

    Standard: Burst, Contagious, Ranged

    Powers: Resistance (Corrosion)

    Consumption: Your Corrosion resides in your mouth and digestive tract,allowing you to consume virtually anything, limited only by the size o your

    mouth. So you can use Corrosion to bite o the ends o guns, chew through

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    57Power Descriptions

    rope or cable, and so orth. As a side benet, youre Immune to anything you

    swallowmainly toxins, but also things like grenades!

    Extended: Your Corrosion damages lasts or an additional two pages,

    unless neutralized.

    LIMITS

    Blocked (Material-Sensitive): Damage is delivered only to a particular

    type o material, such as wood or esh.

    Situational (Emotion-Sensitive): Damage is delivered only to creatures

    harboring a particular emotion, such as ear or greed.

    COSMIC AWARENESS

    See Cosmic Detection under the Detection power (p. 60).

    COSMIC POWER

    Control. You wield a cosmic or primal power,

    tapping into the undamental abric o the universe

    itsel.

    Choose one power eect you can duplicate.

    Additional powers are available as extras; essentially,

    anypower is a potential Cosmic Power stunt, with

    the Game Masters permission. At its most basic, Cosmic Power is oten like

    an Energy Control power; see the various Energy Control power descriptions

    or examples.

    EXTRAS

    Powers: Any

    LIMITS

    Standard: Blocked, Exclusive, Preparation

    Ability-Linked: Your Cosmic Power level is linked to one o your ability

    levels and cannot exceed that level. Reduce any rolled level or the power

    to your ability level. Level modications due to limits (including this one)

    cannot raise the power above the linked ability level.

    CYBERKINESIS

    See the Interace power (p. 84) and the Machine Control power (p. 88).

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    58 GREAT POWER58

    DAMAGE RESISTANCE

    For this and other types o Resistance, see the Resistance power (p. 106).

    DANGER SENSEsensory. You have a special sense or danger,

    moments beore it strikes. You can substitute your

    Danger Sense level or your Awareness to avoid

    surprise attacks, or your Prowess to evade, and

    or your Coordination to dodge, essentially making

    your Danger Sense level the difculty to hit you.

    I you generate a Danger Sense level equal to or lower than your Awareness

    level, re-roll until you generate a higher level.

    DARKNESS CONTROL

    Control. You can generate darkness, blacking

    out the area within extended range (see Limited

    Visibility, Icons, p. 68). The eects last with

    concentration, with lighting returning to normal

    the page ater your concentration lapses.

    EXTRAS

    Powers: Absorption (Light), Blast, Dazzle, Energy Drain (Lie Drain), Flight,

    Force Field, Resistance (Darkness, Light), Servant (animated shadows), Super-

    Senses (Inravision), Teleport (Transmit, darkness and shadows)

    Shadow Constructs: You can project a black orce, essentially solid

    darkness, orming dierent Constructs with Material Strength equal to your

    power level.

    Shadow Shaping: You can change the shape and size o shadows and

    generate three-dimensional objects and creatures. These shadow images

    are immaterial (0 Strength and Immune to all orms o attack except Light

    Control and other light-generating eects).

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    60 GREAT POWER60

    However, your Coordination equals the lowero your normal level or 10

    minus your Density level and, at Density 10, you are unable to move without

    making a difculty 10 Willpower test, which allows you to move a ew steps.

    EXTRAS

    Phasing: You can also lower your density, giving you Phasing at your

    Density power level.

    DETECTION

    sensory. You have the ability to detect a specic

    orm o energy, power, or presence with Awareness

    equal to your Detection level. Select one type oDetection rom the ollowing list or roll 2d6:

    2d6 Roll Type Eect

    2 Cosmic You can detect cosmic-level beings, cosmic

    energy, and universe-aecting events.

    34 Emotion You can detect emotional states or particular

    emotions like ear or love.

    5 Energy You can detect dierent types o energy and

    ollow energy trails. You can identiy dierent

    energy types with a power test.

    6 Magic You can detect magical energy spells, artiacts,

    those with the ability to use magic, etc.

    7 Magnetic You can detect magnetic elds, including uses o

    Magnetic Control.

    89 Power You can detect the use o certain powers when

    a power is used or someone possesses a power,

    such as mutant or mental powers.

    1011 Radiation You can detect radioactive energy and sources o

    radiation, including uses o Radiation Control.

    12 Spirit You can detect spiritual activity such as ghosts or

    astral orms.

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    61Power Descriptions

    The above is by no means a denitive listing o available detection powers.

    Players wanting a orm o detection not listed here are encouraged to discuss

    the idea with their Game Masters.

    In some cases, the GM may use an opposing ability, like Coordination or

    Willpower, as the difculty or a power test to detect a subject deliberately

    trying to hide rom you.

    DIMENSION CONTROL

    AlterAtion. You can change the number o physical

    dimensions you occupy, altering your abilities

    accordingly. You can shit rom 3D to two other

    dimensional states and back. Shiting to other

    dimensions is an extra or each two additional

    dimensions. Your abilities are based on the number

    o dimensions you occupy:

    0D: You exist as nothing more than a mathematical point in space. You

    cant move or take any actions, but the good news is youre Invisible and

    Immune to everything except powers that act directly on your mind or spirit.

    1D: Youre a nearly invisible line (Invisibility equal to your level). You have

    no Strength, but you can t through any opening, no matter how small.

    2D: Youre a at image o yoursel. You can slip through any crack or

    opening that accommodates your width, and you have Invisibility when

    viewed rom the side. As an extra you can develop a slashing Strike equal to

    your level, letting you slice through things.

    3D: You have your normal physical abilities.

    4D: Your Strength increases to your power level and you can sidestep

    physical objects as i you had Phasing. You gain the Super-Sense o PenetrationVision by being able to see around physical barriers (viewing them rom

    higher dimensional space).

    5D: You gain Time Control at your power level.

    6D: You gain Dimensional Travel at your power level by rotating into

    dierent dimensions.

    LIMITS:

    One Direction: You can only add or subtract dimensions, not both.

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    62 GREAT POWER62

    DIMENSIONAL TRAVEL

    MoveMent. You can move at will between dimensions.

    You may reely travel to any dimension you have

    previously visited but visiting a new dimension

    requires a difculty 3 Dimensional Travel test. A

    ailure means you dont go anywhere, and trying

    to reach that dimension requires determined

    eort. A moderate success means you arrive at

    the destination dimension stunned and must spend the next panel recovering

    (taking no actions that page). A major or better success means you reach

    the dimension with no problems. Dimension Travel 8 or greater does not

    require a test (you automatically succeed). You generally return to a previous

    dimension at the place where you let it, unless you have the Teleport extra

    (allowing you to shit location in the previous dimension) or the GM says

    otherwise as a story element.

    EXTRAS

    Powers: Teleport

    Dimensional Pocket: You can access a pocket dimension where you

    can stash items and retrieve them later. You can store a total mass in your

    Dimensional Pocket based your power level on the Liting table on p. 62 o

    Icons.

    LIMITS:

    One Dimension: You can only travel between your home dimension and

    one other, chosen when you acquire the power.

    DISEASEFor the power to infict illnessesor various disease-like eectson targets,

    see the Aiction power (p. 42).

    DISINTEGRATION

    For powers that disintegrate or destroy matter, see the Disintegration extra

    o the Blast power (p. 53) as well as the Corrosion power (p. 56).

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    63Power Descriptions

    DREAM CONTROL

    MentAl. You have the ability to manipulate drea