ABCDEFGHIJKLMNOPQRSTU
1
2
3
These are the rules for all new created characters entering the Marvel RP
4
5
6
7
8
9
1If you have a canon character, you may pick 4 of the below powers. If you only have a created, you may pick 2.
10
2Please look at the list of powers not allowed for created characters. If you wish to play a character with those abilities, it must be a canon character.
11
3If there is a power you want that is not listed, see a GM. We will create a benchmark for it provided it would be considered playable.
12
4Please note that the benchmarks are the upper limits. If you are a student, you should play below the max and RP development. If you enter the role play at the max, your character cannot progress power wise.
13
5Please be sensible and combine abilities that make sense together. Don't just power shop. Put some thought into it. Combine active and passive. Read the notes for required additional powers.
14
6Be TRULY creative. If you think having your characters parents killed and your character being an emo loner is creative, we have about 20 of such characters already. Be original!!
15
7Please Note that in most cases a user is immune to their OWN power, but by no means immune to the same 'element' from other sources / enemies. Human Torch CAN be burned! Taking 'Forcefields' along with your Active Ability will add this extra level of protection in addition to shielding others.
16
17
18
NON PLAYABLE POWERS:NON PLAYABLE CONCEPTS:
19
20
21
Created Asgardians / Olympians / Any Marvel Godlike Race
22
Spell Casting (except allowed in Magic Guide)Created Builders (Race, not occupation) & Their Affiliates (Alephs, Caretakers, Curators, Gardners, Abyss, etc)
23
Illusion based powersCreated Celestials
24
Created Eternals
25
Death TouchCreated Hell Lords
26

Innate Capability
Able to learn any non-superhuman skill without practice or prior experience. Can only have /one/ skill at a time, which fades within 24 hours of learning. CANNOT learn another skill until your previous one fades. Skill must be physically demonstrated to the character to learn it. No reading books, people.
27
Power MimicryCreated Symbiotes
28
Reality Warping/AlteringSuper Genius
29
Extreme Wealth (No Multi-millionaire family history)
30
ClairvoyanceSuper-Genius Tech (Tech 'flavour' variants of powers allowed - see below)
31
Cosmic AwarenessDirect Ties (familal relations) to canon characters eg. Uncle, Brother, child, clone, lover, etc
32
Power CosmicCanon Knock offs (Spider-kid, Wolver-girl etc)
33
Power Negation (Like Leech)Created Werewolves ( there are canon ones to chose from)
34
Time AlteringCreated Time Traveler
35
Matter absorptionNO PHOENIX FORCE
36
Weather ControlAccess to adamatium or similarly rare materials (such as Vibranium, Uru etc)
37
38
39
POWERS & ABILITIES:
40
POWER:BENCHMARK:NOTES:
41
Active Abilities:
42
AerokinesisCategory 5 Hurricane force winds. 157 mph - 200 mph. Grants basic levitating on wind, but NOT flight. See Notes.Combine with Flight to ride the wind expertly, otherwise merely hover like a bad-ass.
43
AquakinesisShoot water from hands. Create 3 mile water spout from ocean / lake. Make water contructs and control them (max: size of a truck)
44
AudiokinesisCreate inner ear vertigo, generate a sonic blast equal to 40 tons of force. Absorb other sonic attacks. Create solid constructs up to the size of a humvee truck as hard as steel, and maintain them for as long as you can concentrate on them up to 100 feet away. Up to 4 constructs can be made at a time. Combine with flight to fly using sound waves.
45
Bone manipulationAble to alter one's own skeleton, projecting their bones outward and create bone constructs up to the size of a motorcycleRequires a healing Ability
46
ChlorokinesisControl or grow plant life, capable of toppling a 3 story building.Combine with Forcefields for nigh instant / super-durable Earth Shielding.
47
Cryokinesis/Thermokinesis Lower or raise temperature from (-100 degrees F) to (500 degrees F)Must be combined with Aquakinesis to make ice or Pyrokinesis to make fire.
48
Cyberpathy / TechnopathyCan interface and control tech except for Stark, Richards, Pym, Wakandan, Shi'ar or Alien, Sentinels or Future tech.
49
Dark ForceDark Force blasts and constructs with a maximum of 40 tons of force. Constructs up to size of a truck.Combine with teleportation to move through the darkforce dimension. Combine with flight to move through the air by propulsion of dark force energy.
50
Empathic Read emotions /and vaguely understand the reasonings behind them
51
Energy absorption and re-directionChoice of kinetic,sonic, mechanical, electrical or concussive (cannot absorb cosmics, magic, nuclear, light base(lazer) & thermal)
52

Energy Constructs
Able to produce objects of pure hard-light energy. Cannot produce complex machinery, and constructs are assumed to be as durable (or sharp) as steel.
53
Enhanced SensesSight, Smell and Hearing within a mile. Need to be actively using this ability
54
ElectrokinesisAbsorb and channel electricity up to the level of lightning. Transform into pure electricity.Combine with teleportation to move through wires. Only move yourself. Cannot carry others.
55
Force BlastsConcussive energy discharge up to 40 tons of force.
56
Gas StateAble to become a single gaseous substance whilst maintaining organic properties. While gas, you cannot interact physically with any solid object (such as punch them)Combine with phasing to seep through solid objects. Combine with toxicity to become a poisonous gas
57
GeokinesisAble to create localized earthquakes (up to 5 mile radius). Can manipulate earth crust up to 40 tonsCombine with pyrokenisis for Lava Blasts. Combine with force fields for earth shields. Combine with flight to ride chunks of earth.
58
GravitikinesisApply additional gravity to up to a 40 ton object to restrict movement, crush object etc. Can reduce gravity to make objects float (40 ton limit). Can hover multiple, but NOT Flight.
59
InorganisismAble to become a single /solid/ substance completely while maintaining organic properties. While inorganic, you're assumed to be equally as durable as your chosen substance. Gain any physical properties of your chosen substance (I.E. Conduct electricity as cooper, or twist, bend, and bounce as rubber). CANNOT be adamantium, vibranium, or any other material exclusive to canons.Combine with Bone Manipulation to shape your inorganic body as you please
60
Liquidification Able to become a single liquid substance whilst maintaining organic propertiesCombine with stretching to contort and extend your body whilst liquid. Combine with toxicity to become a corrosive substance.
61
Matter IngestionAble to eat and fully digest any type of matter or chemical substance. Gives the user a powerful jaw and teeth that can bite with 40 tons of force.
62
MagnetokinesisControl Magnetic fields. Affect metal objects up to 40 tons. Lifting, throwing etc. Can only hover, but NOT flight. See Notes,Combine with Flight to ride magnetic waves. Combine with Forcefields for Magnetic Shields
63
Molecular Acceleration (like Gambit)Speed up molecules in an inorganic object up to the size of a large truck to blow it up.
64
Pheromone ManipulationAble to produce pheromones, which can have a variety of effects. (Altering a person's emotions, or put them to sleep).
65
PhotokinesisProject light emisions that will blind people in a 100 meter radius. Project light blasts up to 40 tons force. Dazzle opponent with colorful light show for one post.
66
Portal GenerationGlobal transport up to 3000 poundsCombine with Teleportation to move people
67
Prehensile Hair/TailGain a biological extension of yourself (Hair or tail) which acts as an additional limb. This extension can touch, and is equally as sensitive as skin.
68
PyrokinesisCreate and control fire up to 3000 degrees F (melting poing of Carbon Steel). Fire blasts. Fire Contructs up to truck sizeCombine with Forcefields for Fire Shields. Combine with Flight to fly like fire.
69
Size AlterationShrink to half an inch or grow to 100 feet tall. When small, maintain normal stregth. When giant, 40 ton strength.
70
StretchingAble to stretch body / limbs up to 100 feet.Combine with Durability to get malleable flesh to withstand additional damage.
71
Superhuman AgilityAble to maintain balance in any scenario. Can flex and contort body in superhuman ways. Can move across any solid terrain using physical prowess alone.
72
Superhuman Sight Able to see beyond the human light spectrum. (Night vision, X-ray Vision, Thermal Vision. Can only choose ONE).
73
Super SpeedCan run at speeds of up to 7,500 miles per hour on land.Must have Super reflexes
74
Super Strength (Requires Durability)Can lift, press, punch with up to 80 tons force. Depending on tons used, can jump / throw yourself great distances. NOT flight.MUST choose Durability with Strength.
75
TelekinesisAble to move objects with your mind up to 40 tons. Can have teke blasts up to 40 tons force. Can hover multiple people, but NOT flight.Must choose Forcefields to have telekinetic shields. Combine with Flight to ride telecurrents.
76
Telepathy Communication & read surface thoughts (approval from other player, else metagaming)
77
TeleportationMove self and up to 20 people globally. Can teleport an object the size of a UPS truck up to 2 miles
78
ToxicityCan injure or possibly kill an opponent by releasing toxic chemicals. Must be curable by scientific means. Effect everyone up to1 mile.
79
80
Passive Abilities:
81
DurabilityCan withstand up to 80 tons of blunt force, OR up to 40 tons of blunt force and bulletproof (choose one or the other, NOT both).If you roleplay as bulletproof you are automatically set at 40 tons force
82
DuplicationMake up to 50 copies of yourself
83
Flight Fly in atmosphere up to speeds of 240 mph (speed of a peregrine falcon).Combine with Superspeed to get additional flight speed.
84
ForcefieldsShield against up to 40 tons of force as well as energy attacks, bullets etc. Combine with an Active Ability for resistance to all forms of your own Element (Fire for Pyro)
85
Healing Touch Able to heal others. Instantly heal small wounds. Can stabilize more damaging injuries or illness. Cannot regenerate limbs or raise the dead. In the Marvel Universe, inoperable Cancer is not curable beyond divine intervention or extremely rare circumstances.Combine with Healing Factor to heal self.
86
Healing FactorInstantly heal small wounds (Cuts and Bruises). Can heal from bigger injury within a day. Can regenerate a limb but not a whole body.
87
Illusion CastingAllows for the casting of /visual, auditory, and olfactory/ illusions on players within visual range. /Illusions cannot fool machinery or those with enhanced senses/.
88
IntangibilityCan make yourself and up to 2200 additional pounds intangible. Combine with flight to walk on air.
89
InvisibilityCan make yourself and up to 2200 additional pounds invisible. Combine with force fields for invisble force fields. Combine with Force blasts to get constructs. Combine with Flight to ride an invisble disc through the air.
90
Natural WeaponsBiological extensions like Claws, Fangs, Wings, Tail etc. Includes realistic animal scent, sight and hearing based on actual stats of your chosen creature. Wings grant the same flying capability of the creature chosen.Animal senses are realistic, for anything unrealistic you MUST take Enhanced Senses.
91
Shape ShiftingCan assume the shape of another person / animal. Do not get any of the abilities / powers of the form by default.Combine with Natural weapons to get animal abilities when changing. No Superhuman powers if you copy a super human.
92
Super Agility / ReflexesMovements and reactions better than peak human level. Dodge anything up to handgun bullets, but NOT automatic fire.Note, this is not like Super Speed for travelling, it's a superhuman combat proficiency. Combine with Superhuman Speed to react as fast as you're currently moving.
93
Wall CrawlingAdhere to any surface until you willingly un-adhere to it. Allowing to traverse any surface as though it were lateral, and grip any object without release
94
Water BreathingAbility to breathe underwaterNeed to add durability to survive in the deep ocean depths.
95
VampirismBase vampire powers: 2 Tons superstrength, Superspeed/Agility 100 mph, Claws and Fangs. Regeneration through blood consumption. See below Vampire Rules NC for all weaknesses. Additional Vampire powers must be chosen seperately.Please see Vampire History Notecard in the Rules handout for weaknesses and limitations.
96
97
98
TECHNOLOGY 'Flavour'You MAY decide that any of the above Active or Passive power options work via your character's technology or lab experimentation etc, so long as they obey the same limits and 'Must Combine' rules, where applicable. If in doubt, ask a GM! Please note, since nobody can be Super-Genius, your character cannot have invented Super-Tech, but they can have received it in their origin story.Please Note: Tech-based powers must be 'bonded' to your character in such a way that you cannot lend your super-tech to any other player's character. You decide the how and why.
99
100