The complete 461-power catalog from the 1986 Ultimate Powers Book (TSR6876), transcribed from classicmarvelforever.com. Organized into 16 thematic categories. For random character generation, roll d% and consult the category roll ranges on the Rules Index.
Each power lists its sub-roll range (used when randomly rolling within a category), name, and full mechanics.
The power rank of the power is subtracted from the attack’s intensity. The rest is reflected back. A Typical FEAT is required to reflect the attack in a random direction, and Amazing FEAT is required to direct the attack -3CS back to the attacker. A Unearthly FEAT to completely turn the attack. When the power is breached once the user has to make a green FEAT to use the power again, when breached for the 2nd time he has to make a yellow FEAT, for each following breach he must make a red FEAT. If a Player wants a specific attack reflected by this Power, then he/she can raise it to a +1CS. Note: Reflection can be any Energy Emission or attack. Possible power stunts include:
Increase or decrease cold intensity or redirect Cold powers, Cold Generation is a bonus power. Some possible powers stunts include:
The PC automatically gains a bonus power; Cosmic Energy Force Bolts with the intensity of the power's rank number. Furthermore, the PC also can develop his/her Primary Abilities and Powers at 1/2 the cost of Karma, and can automatically raise a single ability +1CS. Finally, only one single power or Ability can be developed each overtime.
Note: This is a Cosmic Power, so player must work with the Judge.
Increase or decrease kinetic energy. Typical intensity FEAT allows him to change the direction of any moving object or he can 'push' a target with power rank strength. He can also control a targets telekinesis or kinetic bolts power with a FEAT vs. opponents power intensity. Possible power stunts include:
Control existing magnetic forces and shape the field in certain forms to for instance create force fields. Some addtional power stunts are:
| Rank | Richtor Scale Intensity |
| Feeble and Poor | 1 |
| Typical and Good | 2 |
| Excellent and Remarkable | 3 |
| Incredible and Amazing | 4 |
| Monstrous and Unearthly | 5 |
| Shift-X an Shift-Y | 6 |
| Shift-Z and Class 1000 | 7 |
| Class 3000 and Class 5000 | 8 |
Someone with Medicine talent and appropriate field equipment can slow down the Affliction with a Reason FEAT roll against power rank intensity. If successful, an Endurance FEAT is needed only every hour. If the victim is under the care of a medical doctor in a hospital setting, the doctor can increase the time between Endurance FEATs to one day. Furthermore, in a hospital setting, the doctor is allowed one Reason FEAT per day against Affliction intensity in order to cure the disease. No Affliction power stunts are acquired for free. Power stunts and special limitations include:
Disease Remission. The character can automatically cure her own Affliction. She can make an Affliction power rank FEAT against the appropriate intensity to cure other diseases.
Mind Rot. Instead of having physical effects, the Affliction attacks the mind and spirit. Damage is applied to Mental Health, and Psyche is used to resist. Medicine-based Reason FEATs are -4CS to affect mind rot, but a character with psychiatric training incurs no such penalty.
Targets can resist by using Strength agility or a travel power and the mage must make a Agility FEAT to capture a moving target. He can only draw in targets smaller or equal than himself.
What it does is allow the Hero to literally have a world of their own. The Pocket Reality is attached to the Hero in some way (unless taken as a piece of Equipment); and the hero can control who or what enters the Pocket Reality. The size of the Pocket Reality is dependent on the Intensity of the power; see the Range Table for more details. Also, the Pocket Reality can generally only support life for a number of people equal to its intensity (not including the hero who has it). The pocket Reality is not necessarily an actual separate dimension, it could be a dimensionally collapsed part of the Hero’s own body or it could actually disintegrate the targets and put them into cyberspace.
Unless the Hero’s stunts say otherwise, the actual world of the pocket reality is a void, but one which sustains all life within it as though they had Life Support of an intensity equal to the Pocket Reality’s intensity.
Generally, objects of any size can be transported to the Pocket reality itself, but they must be able to fit first. To voluntarily move from where the Hero is to the Pocket Reality, the person or thing must be touching the hero. If the hero wishes to force someone to enter the Pocket Reality, they have to touch the target, which is an easy Agility feat. Then they must make an action to draw them in. To leave the Pocket Reality, the victim should make an Endurance feat. The Hero can remove anyone from the Pocket Reality if they choose.
Locate earth-related things, create volcanoes, earthquakes etc.
Alter flow of raw material air, liquid or solid
Power rank strength upon hardening, can also be combined for instance with spirit storage to capture disembodied spirits. Power Stunts possible include:
This power is basically the same as described on pp. 84-85, Player’s Book, with two exceptions. First, range is always based on the power rank as determined on p. 16, Player’s Book. Increased range can be bought as a bonus. Second, Dimension travel is not an automatic ability; it must be acquired as a power stunt. Character’s with Astral Projection of Remarkable or greater rank do not have to worry about their astral forms not being to find the ways back to their bodies. This permits some power stunts:
If the Danger Sense FEAT is successful, the character becomes aware of the threat and will not be surprised the turn it actually occurs. In combat, Danger Sense power rank can substitute for
Power rank is equivalent to strength As a power stunts the character can:
Each time the Hero deliberately detaches a Homunculus, they must add an H point. If the total value of cards in the Hero's hand is ever equal to or less than the H-points, than the Hero falls unconscious. In addition, there can never be more Homunculi than the Hero's Homunculus Intensity, unless the Swarm stunt is taken.
Homunculi usually have 1/2 the Strength of the Hero, twice the Agility (max 20) of the Hero, and the same amount of Endurance. All Homunculi are aware of their surroundings even if they lack sensory organs.
If a Homunculus is "lost" from the Hero for more days than the Intensity of Homunculus, then the Homunculus dies and the Hero can regenerate that part of their body or otherwise grow a new Homunculus. Loosing a Homunculus is always distressing for the Hero.
For example, Adaptrix prepares to charge into a burning building. She has Adaptation of Amazing power. The Judge has ruled that the fire has Remarkable intensity. Adaptrix acquires Resistance to Fire of Remarkable power, protecting her from the flame. If the Judge had decided on a smoke hazard as well, Adaptrix’s lungs would have altered to protect against smoke inhalation. While searching for people trapped in the building, Adaptrix is attacked by Pyron the Evil Flame Lord. If Pyron attacks Adaptrix with a flame blast, Adaptrix still has Resistance to Fire, but her Adaptation power will not allow her to boost the defense against Pyron specifically. If Pyron should choose to whomp her with a chair, Adaptation provides no defense at all.
Of course, the character can also decrease her density, with normal effects as described on pp. 77-78, Player’s Book.
| Rank | Number of Actions | Strength/Agility |
| Feeble | 1 | -2CS |
| Poor | 1 | -1CS |
| Typical | 1 | No changes |
| Good | 2 | No changes |
| Excellent | 2 | +1CS |
| Remarkable | 3 | +1CS |
| Incredible | 3 | +2CS |
| Amazing | 4 | +2CS |
| Monstrous | 5 | +3CS |
| Unearthly | 6 | +3CS |
| Shift-X | 8 | +4CS |
| Shift-Y | 10 | +4CS |
| Shift-Z | 12 | +4CS |
| CL1000 | 20 | +5CS |
| CL3000 | 30 | +6CS |
| CL5000 | 40 | +7CS |
| Power Rank | Number of Dupes |
| Shift-0 - Poor | 0 |
| Typical - Excellent | 1 |
| Remarkable - Amazing | 2 |
| Monstrous to Unearthly | 5 |
| Shift-X or more | 10 upwards |
Each dupe is capable of independent action. There is no special telepathic link between dupes and the original character, though this could perhaps be developed as a power stunt. If a dupe is rendered unconscious or killed, it vanishes. Furthermore, dupes must remain within power rank range of the original; those that move farther away also vanish. Dupes appear within arm’s reach of the original when first formed. They can be absorbed only by touch. Damage to a dupe does not affect the original. The original acquires the memories of her dupes when they are reabsorbed.
| Rank | Size | Bonus to hit |
| Feeble | X 1.5 | +1CS |
| Poor | X 2 | +1CS |
| Typical | X 3 | +1CS |
| Good | X 4 | +1CS |
| Excellent | X 6 | +1CS |
| Remarkable | X 8 | +2CS |
| Incredible | X 10 | +2CS |
| Amazing | X 12 | +2CS |
| Monstrous | X 15 | +3CS |
| Unearthly | X 20 | +3CS |
| Shift-X | X 50 | +3CS |
| Shift-Y | X 100 | +3CS |
| Shift-Z | X 200 | +3CS |
| CL1000 | X 500 | +4CS |
| CL3000 | X 1000 | +5CS |
| CL5000 | X 10,000 | +6CS |
| Rank | Reduced Size | Chance to hit |
| Feeble | 50% | +0CS |
| Poor | 25% | +0CS |
| Typical | 12.5% | +0CS |
| Good | 6.25% | +1CS |
| Excellent | 3% | +1CS |
| Remarkable | 1% | +2CS |
| Incredible | 0.5% | +2CS |
| Amazing | 0.25% | +2CS |
| Monstrous | 0.1% | +3CS |
| Unearthly | 0.01% | +3CS |
| Shift-X | 0.001% | +4CS |
| Shift-Y | 0.0001% | +5CS |
| Shift-Z | 0.0000001% | +6CS |
| CL1000 | 10 E-12 | +8CS |
| CL3000 | 10 E-18 | +10CS |
| CL5000 | 10 E-33 | +12CS |
Power Stunts: