Power Templates

Source: Extraterrestrial/Extradimensional (5 Points)
You’re from another planet or dimension and your powers are derived from your alien nature.

What they can do: Permission: Inhuman Stats (1+ Points), Permission: Peak Performer (5 Points),Permission: Super (15 Points), Permission: Prime Specimen (5 Points)
What they cant do:
Source:
Alien Physiology

Intrinsic: Vulnerable (–2 Points per Extra Brain Box)
For each level of this Intrinsic you must designate one additional wound box somewhere on your body as a brain box (see Intrinsic: Globular, page 99 ), in addition to the basic four. If any four of your various brain boxes are filled with Shock damage, you’re rendered unconscious. If any four are filled with Killing, you’re dead. Be cautious with this Intrinsic—it makes you much more vulnerable to attack.

Intrinsic: Allergy (variable cost)
You’re allergic to a substance. Exposure to it is enough to drain Willpower, incapacitate or even kill you. To determine the cost reduction, consider the following:
Intrinsic: No Willpower No Way (–5 Points)
If your Willpower reaches zero, your powers all fail completely until you gain 1 or more.
Intrinsic: Inhuman (–8 Points)
You’re terrifyingly inhuman, or at least you look it, and have no way of disguising yourself to pass for normal. Whether you have wings, claws, or tentacles, the effect is the same—humans who don’t know you react to your presence with mindless fear. If surprised, or in combat, NPCs must make a Stability roll to not flee immediately or attack you.
Marked
Special Requirement
Foreigner
Source: Cyborg (5 Points)
You’re part human, part machine. Your machine components are housed in any hit locations on your body, and can be built as foci—see page 134 for details. Choose those locations at character creation. You still require a Permission Meta-Quality to determine what powers your cyborg components can possess.
What they can do: Permission: Inhuman Stats (1+ Points), Permission: Peak Performer (5 Points), Permission: Super (15 Points), Permission: Prime Specimen (5 Points)
What they can’t do:
Source:
Internal Power

Intrinsic: Vulnerable (–2 Points per Extra Brain Box)
For each level of this Intrinsic you must designate one additional wound box somewhere on your body as a brain box (see Intrinsic: Globular, page 99 ), in addition to the basic four. If any four of your various brain boxes are filled with Shock damage, you’re rendered unconscious. If any four are filled with Killing, you’re dead. Be cautious with this Intrinsic—it makes you much more vulnerable to attack.

Intrinsic: Inhuman (–8 Points)
You’re terrifyingly inhuman, or at least you look it, and have no way of disguising yourself to pass for normal. Whether you have wings, claws, or tentacles, the effect is the same—humans who don’t know you react to your presence with mindless fear. If surprised, or in combat, NPCs must make a Stability roll to not flee immediately or attack you.
Intrinsic: No Base Will (–10 Points)
You have no Base Will and no Willpower score. You are immune to damaging psychological stimuli and powers that directly interfere with perception and thought but character advancement is difficult (see page 57 ).
You can use powers that require you to bid 1 Willpower point without restriction; if you fail to activate the power, it costs you nothing. However, powers that cost Willpower (see page 116) must have an external Willpower source, such as the Willpower Battery Miracle with the Willpower donated by other characters (see page 159 ).

Intrinsic: No Willpower (–5 Points)
Like an ordinary human, your character has a Base Will score but no Willpower, and thus none of the advantages that go along with it (see page 50).

Intrinsic: Unhealing (-8 Points)
You do not heal naturally. You recover no Shock damage after combat, and get no benefit from first aid or medical care. The only way to repair damage is to spend 1 Willpower point outside of combat to restore 1 point of Killing or 2 points of Shock. How long this takes is up to the GM, but it should be a significant amount of time. To heal faster, buy the Regeneration power.
It’s possible to have this Intrinsic even if you have no Base Will or Willpower score—you rely solely on the kindness of other creatures with Base Will or Willpower to heal your damage. How this happens is up to the GM.

Intrinsic: Mutable (15 Points)
At the GM’s discretion, you may purchase entirely new powers during game play. (See Character Advancement on page 55 .)

Protocols: Personal Code, bonus to Mind Defense
Marked: +1 per appendage
Special Requirement:
No Willpower:

Modular Parts: May replace parts with new Powers. May cause malfunctions

Source: Paranormal (5 Points) Your powers are magical in nature.
What they can do: Permission: Inhuman Stats (1+ Points), Permission: Hypertrained (5 Points), Permission: Peak Performer (5 Points), Permission: Prime Specimen (5 Points)
What they can’t do:
Source:
Infernal Power

Intrinsic: Allergy (variable cost)
You’re allergic to a substance. Exposure to it is enough to drain Willpower, incapacitate or even kill you. To determine the cost reduction, consider the following:
Intrinsic: Mutable (15 Points)
At the GM’s discretion, you may purchase entirely new powers during game play. (See Character Advancement on page 55 .)
Intrinsic: Inhuman (–8 Points)
You’re terrifyingly inhuman, or at least you look it, and have no way of disguising yourself to pass for normal. Whether you have wings, claws, or tentacles, the effect is the same—humans who don’t know you react to your presence with mindless fear. If surprised, or in combat, NPCs must make a Stability roll to not flee immediately or attack you.

Source: Experiment (5 Points) Your powers are a result of a scientific process.

What they can do: Permission: Power Theme (5 Points), Permission: Inhuman Stats (1+ Points), Permission: Peak Performer (5 Points), Permission: Prime Specimen (5 Points)
What they can’t do:
Source:
Divine Power

Source: Divine (5 Points)
Your powers are derived from a deity or deities, or through your divine nature.
What they can do: Permission: Inhuman Stats (1+ Points), Permission: Hypertrained (5 Points), Permission: Peak Performer (5 Points), Permission: Prime Specimen (5 Points)
What they can’t do:
Source:
Divine Power

Intrinsic: Allergy (variable cost)
You’re allergic to a substance. Exposure to it is enough to drain Willpower, incapacitate or even kill you. To determine the cost reduction, consider the following:
Intrinsic: Inhuman (–8 Points)
You’re terrifyingly inhuman, or at least you look it, and have no way of disguising yourself to pass for normal. Whether you have wings, claws, or tentacles, the effect is the same—humans who don’t know you react to your presence with mindless fear. If surprised, or in combat, NPCs must make a Stability roll to not flee immediately or attack you.
Intrinsic: Mutable (15 Points)
At the GM’s discretion, you may purchase entirely new powers during game play. (See Character Advancement on page 55 .)
Intrinsic: No Willpower No Way (–5 Points)
If your Willpower reaches zero, your powers all fail completely until you gain 1 or more.

Source: Infernal (5 Points)
Your powers are derived from a deity or deities, or through your Infernal nature.
What they can do: Permission: Inhuman Stats (1+ Points), Permission: Hypertrained (5 Points), Permission: Peak Performer (5 Points), Permission: Prime Specimen (5 Points)
What they can’t do:
Source:
Divine Power

Intrinsic: Allergy (variable cost)
You’re allergic to a substance. Exposure to it is enough to drain Willpower, incapacitate or even kill you. To determine the cost reduction, consider the following:
Intrinsic: Inhuman (–8 Points)
You’re terrifyingly inhuman, or at least you look it, and have no way of disguising yourself to pass for normal. Whether you have wings, claws, or tentacles, the effect is the same—humans who don’t know you react to your presence with mindless fear. If surprised, or in combat, NPCs must make a Stability roll to not flee immediately or attack you.
Intrinsic: Mutable (15 Points)
At the GM’s discretion, you may purchase entirely new powers during game play. (See Character Advancement on page 55 .)
Intrinsic: No Willpower No Way (–5 Points)
If your Willpower reaches zero, your powers all fail completely until you gain 1 or more.

Genetic (15 points): Dormant Genes become active giving the host extraordinary Powers
What They Can Do: Pretty much any physical effect.
Limitations: No HD or WD in Mind, Charm or Command— but see “Variations,” to the left. No telepathy, no detection or control of really abstract principles (“danger,” “loyalty,” “madness”), no emotional control.

What they can do: Permission: Inhuman Stats (1+ Points), Permission: Peak Performer (5 Points), Permission: Super (15 Points), Permission: Prime Specimen (5 Points)
What they can’t do:
Source
Delta Genes

Intrinsic: Inhuman (–8 Points)
You’re terrifyingly inhuman, or at least you look it, and have no way of disguising yourself to pass for normal. Whether you have wings, claws, or tentacles, the effect is the same—humans who don’t know you react to your presence with mindless fear. If surprised, or in combat, NPCs must make a Stability roll to not flee immediately or attack you.
Intrinsic: Mutable (15 Points)
At the GM’s discretion, you may purchase entirely new powers during game play. (See Character Advancement on page 55 .)
Intrinsic: No Willpower No Way (–5 Points)
If your Willpower reaches zero, your powers all fail completely until you gain 1 or more.

Source: Psi (10 Points)
Your powers are psionic: You manipulate the world through the power of your mind.
What they can do:
What they can’t do: No Hyperstats, Hyperskills, Miracles or
intrinsics. Can only create Psychic effects using their brain.

Source:
Mind affecting Delta Genes

Intrinsic: Mutable (15 Points)
At the GM’s discretion, you may purchase entirely new powers during game play. (See Character Advancement on page 55 .)
Intrinsic: No Willpower No Way (–5 Points)
If your Willpower reaches zero, your powers all fail completely until you gain 1 or more.

Source: Driven (5 Points)
Your inhuman drive has pushed you past the bounds of human potential.

Engineer: (10 points): Engineers use Black Science in order to make wondrous creations.
What they can do: Permission: Inventor (5 Points)
What they can’t do: No Hyperstats, Hyperskills, Miracles or intrinsics, can only build (grow, culture, etc) things using Black Science (although the creations themselves may do these things).
Source:
Black Science

Intrinsic: No Willpower No Way (–5 Points)
If your Willpower reaches zero, your powers all fail completely until you gain 1 or more.

Mystic: (20 points)
What they can do: Permission: Hypertrained (5 Points),Permission: Spellcaster (10 Points)
What they can’t do: No Hyperstats or Powers, may only cast spells using Arcane Knowledge.

Source:
Access to the planes of Magic using Arcane Knowledge.

Intrinsic: No Willpower No Way (–5 Points)
If your Willpower reaches zero, your powers all fail completely until you gain 1 or more.

Conjurer
What They Can Do: Conjure daemons, generally negative
spirits with versatile powers. If they beat them at
spiritual combat, the daemon has to serve. If the daemon
wins, it can mean a dead conjurer. Or an enslaved one.
Limitations: No Hyperstats, Hyperskills, Miracles or
intrinsics. Can only compel daemons and must confront
them in a power struggle
Sources: None required.
Permissions: None required.

Invoker
What They Can Do: Invoke archons, generally positive spirits with versatile powers. Invokers know how to request their assistance. But archons can always say no.
Limitations: No Hyperstats, Hyperskills, Miracles or intrinsics. Can only invoke archons and have to persuade them to offer assistance.
Sources: None required.
Permissions: None required.

Disciple
What They Can Do: Practice the spells of their Tradition. Disciples cannot manipulate Magic as Mystics can but have mastery over their domain.
Limitations: No Hyperstats, Hyperskills, Miracles or intrinsics. Can only cast or create spells from their Tradition.
Sources: None required.
Permissions: None required.

Source: Technological (5 Points)
Your powers come from advanced technology. Either you wield high-tech gadgets or you’re the product of super-science.

What the Device can do: Permission: Super (15 Points), Permission: Prime Specimen (5 Points)
What the device can’t do: No Hyperstats, Hyperskills, Miracles or intrinsics. Can only wield their item(s) o Power.

Power Templates

Forever Crisis MasterUniverse