ICONS GreatPower v1.3
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Transcript of 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
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Rae Ball
Kevin Bailey
Phillip Bailey
Rose Bailey
Tim Ballew
Joe BardalesJ Barnsley
Sterling Bates
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Gary Beason
Kevin Bender
Antoine Bertier
Jimmie Bise, Jr.
Brandon Blackmoor
Blacksteel
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Kevin Brennan
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Theron Bretz
Jonathan Brock
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Zach Brown
Tommy Brownell
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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
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DiamondSteve Dodge
Par Donner
Rob Donoghue
Kevin Donovan
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Sean M. Dunstan
Chris DurstGrant Erswell
Evil Hat Productions
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David C. Farcus
Declan Feeney
Michael Feldhusen
Robert Ferency-Viars
Bruce Ferrie
Ken Finlayson
Ian Christopher Finney
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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
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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
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Matthew McFarland
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Curt Meyer
Roberto (Sunglar)Micheri
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Owen Milton
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M. Sean Molley
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Steve Moore
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Angelo Pileggi
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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
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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
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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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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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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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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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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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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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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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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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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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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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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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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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DREAM CONTROL
MentAl. You have the ability to manipulate drea