Considerado que no cumple con la formación mínima, no se evalúa la experiencia general y específica
EXPERIENCIA 9 Empresa de Servicios Sanitarios de Valparaíso (ESVAL S.A.)
Exemplars: Spider-Man, Taskmaster
Related Powers: Cosmic Awareness, Enhanced Senses, Radar Sense
Power Skill: None
This inherent warning of danger is also called Combat Sense- or in the case of its most famous possessor, Spider-Sense. This power's intensity can be used in place of Agility for the purpose of dodging attacks. A hero with a Danger Sense of intensity 5 or more cannot be surprised- that is; you get to declare an action in any exchange where anyone declares a surprise attack on you. This doesn't reveal the type of the attack, just that one is coming. A Narrator might tell you that there's something bad behind the door before you goes in, but not exactly what it is.
Stunt—Danger Sense Tracking: You can use a tracer of some sort that keys into Danger Sense. This imbues the skill of Tracking an individual who bears such a tracer.
Stunt—Instinctive Escape: When under attack, you subconsciously know the most efficient way to escape from the danger. You must relinquish control of your body to instincts and as a con- tingent action he or she automatically escapes from the immediate danger. The actual way in which you escapes varies, but if you have any powers that would help, they are automatically
activated to aid escape. Otherwise this stunt can generate a wide array of effects from a display of strength or agility that you do not usually possess, to temporarily gaining a power, such as Phasing or Elongation. However, you cannot control how this power manifests and may still end up in very awkward situations. DENSITY CONTROL
Trump Suit: Agility
Exemplars: Vision, Will o' the Wisp Related Powers: Phasing
Power Skill: None
You can alter your density at will. As density rises, a hero automatically gains 1 point of Strength per point of density changed. However, a high density will slow down you, lowering your Agility in the same proportion. Additionally, if your Strength increases beyond 10, then he or she gains a defense bonus of +1 for every point above 10, to a maximum of +10. This stacks with other defense bonuses from other powers (although this cannot exceed the character limit). If you reduce density to less than normal, he or she gains Agility, but loses Strength and defense. At 0 Strength, he or she is insubstantial. At 0 density, you cannot pass through solid objects, but is immune to physical attacks (though not energy or force attacks.) No ability score can drop below 0, however. Neither ability score can be raised above 20 with this power, but reaching 20 in one ability doesn't stop the other ability score from going lower. As an example, a hero with Strength 6 and Agility 10 has Density Control 10. If he drops his Strength to 0, he can raise his Agility to 20. If he reduces his Agility to 0, he can only attain Strength of 16.
Limit—Higher Density Only: You cannot lower Strength below your base Strength, nor raise Agility above your base Agility.
Limit—Lower Density Only: You cannot lower Agility below your base Agility, nor raise Strength above your base Strength.
Stunt—Floating: You gain Flight 1 if at density 0. Stunt—Phasing: You gain Phasing at the power's in-
tensity if at density 0.
Stunt—Remote Density Control: You can use your power on another individual by making an aver- age Density Control (Willpower) action. The tar- get of the power can choose not to oppose this action.
Stunt—Object Density Control: You can alter the density of an object, either making it lighter and more insubstantial or making it denser and tougher. If object density is increased, it be-
comes more effective as a weapon and its dam- age bonus is raised by +1 for every point of Density Control in effect. If reduced in dens- ity, the object is as light as air and if you also has the Phasing stunt, then it too can pass through obstacles. Typically, objects do not have damage bonuses higher than +7. Stunt—Phase Disruption: You can phase your hand
inside an opponent or an object, and as a contin- gent action, make a Disruption attack at an in- tensity equal to this power. You also suffer damage equal to the target’s Strength or the material strength of the object.
DETECTION
Trump Suit: Willpower
Exemplars: Cerebro, Dr. Strange, Quasar, Sentinels Related Powers: Enhanced Senses, Telepathy Power Skill: None
You can detect certain kinds of energies. You must have at least one stunt to use this power. This power is limited to line of sight, unless you also has ESP. Typically, you must trigger the Detection to learn if something is present; the Narrator isn't required to tell you if something shows up unless you ask. Stunt—Astral Detection: You can see the forms of
creatures operating in the astral plane, includ- ing ectoplasm of those adepts who can astrally project. This is an automatic ability; the indi- vidual can always recognize that an astral form is nearby. An average Detection action determ- ines whether you can recognize an astral indi- vidual that you knows.
Stunt—Chronometric Detection: You can know the peculiar energy signature of each time period, with an average Detection action. You knows what day it is at any moment.
Stunt—Dimensional Detection: You can detect the energy signature of each dimension, and with an average Detection action will know when he or she is on an unfamiliar plane.
Stunt—Direction Sense: You cannot lose your sense of direction and can instantly gain a sense of where he or she is in relation to the magnetic poles or some other marker(s).
Stunt—Energy Detection: You can detect waves of energy. You can identify the general type of en- ergy (X-rays, light, nuclear exhaust, etc.) and can track the energy trail of that specific type. Faint trails or confusing patterns of energy may require challenging or even daunting success. Stunt—Evil Detection: You can detect evil in persons
and objects. If the target's calling is villainous, you will know. Evil is a complex concept, so
sometimes a person with such a calling won't be evil, while sometimes a person with another call- ing will. The Narrator gets the final say over whether a person manifests as evil.
Stunt—Lie Detection: You can detect lies by making an average Detection (Willpower) action. If this power is used against a hero, the player may be reluctant to tell another player or the Narrator if he or she is lying. If the Narrator thinks the player isn't telling the truth, he or she may im- pose a negative response bonus.
Stunt—Life Detection: You can tell when living creatures are nearby with an average Detection action. You can declare an action in any ex- change where a surprise attack is launched. Stunt—Identity Detection: You can somehow (usually
either psionically or magically) detect the true identity or alter ego of a person. The target is allowed to resist this using Willpower as an op- posing action.
Stunt—Illusion Detection: You can ignore illusions with an average Detection action.
Stunt—Invisibility Detection: You can see anything invisible.
Stunt—Magic Detection: You can detect magic. When magic is in force around you, he or she makes a Detection action. An average result in- dicates you knows that there is magic in the im- mediate area. A challenging result means that you knows who is using the magic. A daunting or higher result gives the player the type of spell of magic involved.
Stunt—Mutant Detection: You are attuned to the specific mental radiation given out by mutants. A challenging Detection action can find a par- ticular mutant.
Stunt—Psychic Detection: You are attuned to the exceptional mental radiation in general, and as such can make an average Detection action to detect the use of non-magical paranormal abilit- ies including mind-reading, thought-casting, mental control, and psychic attacks. Stunt—Telelocation: You can locate one or more
known individuals wherever they are, simply by making an average Detection action. Any Mind Control or Telepathy powers can affect the in- dividual at the extended distance.
Stunt—Weakness Detection: You can look at any be- ing, and by performing an average Detection ac- tion can learn any of the being’s limits or hindrances, including diseases and curses. You can even use this power on his or yourself. DIGGING
Exemplars: Armadillo, Vindicator, the Moloids Related Powers: Claws, Corrosion
Power Skill: Geology
You can move below the ground by digging a tunnel. He or she moves through earth as if on the surface, slower if digging a tunnel well-supported enough to allow others to follow (otherwise the tunnel collapses behind you). You may dig through materials of a lower material strength than the power's intensity, but not those of a higher material strength.
Stunt—Direction Sense: You cannot lose your sense of direction underground.
Stunt—Earth Consumption: You actually consume and disintegrate the earth as he or she goes along. Stunt—Lightning Speed: You gain Lightning Speed
when digging through the earth. DIMENSION CONTROL
Trump Suit: Agility
Exemplars: Armadillo, Vindicator, the Moloids Related Powers: Claws, Corrosion
Power Skill: Physics
You can change the number of physical dimensions you occupy, altering your physical abilities. You can shift from 3D to one other dimensional state and back. Shifting to other dimensions is a stunt for each different dimension. Your abilities are based on the number of dimensions you occupy:
Limit—One Dimension: You can only ever assume the 2D, 3D and 4D forms.
Limit—One Direction: You can only add or subtract dimensions, not both.
Stunt—0D: You exist as nothing more than a math- ematical point in space. You can't move or take any actions, but the good news is you're Invis- ible and Invulnerable to everything except powers that act directly on your mind or spirit. Stunt—1D: You're a nearly invisible line (Invisibility equal to your intensity). You have 0 Strength, but you can fit through any opening, no matter how small.
Stunt—2D: You're a flat image of yourself. You can slip through any crack or opening that accom- modates your width, and you have Invisibility when viewed from the side. As a stunt you can develop a Natural Weapon equal to your intens- ity, letting you slice through almost anything. Stunt—3D: You have your normal physical abilities. Stunt—4D: Your Strength increases by your intens-
ity (to a maximum of 20) and you can "sidestep"
physical objects as if you had Phasing. You gain the Enhanced Sense of Penetration Vision. Stunt—5D: You gain Time Control and Time Travel at
your power intensity.
Stunt—6D: You gain Dimensional Travel at your power intensity.
DIMENSIONAL TRAVEL