Ideas for superhero abilities, characters of Level 17 or higher…
* ABSORPTION: Draw one nearby energy blast, flame, shock, spell, or harmful surge into yourself for 1 round per your Level; reduce its harm and store its force for your next attack or feat of strength.
* ACCELERATE: Speed the growth, decay, movement, or recovery of one nearby creature, plant, machine, or ongoing process for 1 round per your Level.
* ADAPTATION: Alter your body to survive one nearby environment or hazard for 1 hour per your Level; breathe smoke, resist pressure, endure toxins, ignore extreme heat or cold, or move safely through alien terrain.
* ADHESION: Make yourself, one nearby creature, or one touched object cling firmly to walls, ceilings, vehicles, weapons, or other surfaces for 10 minutes per your Level.
* AFTERIMAGE: Leave a trail of false positions as you move for 1 minute per your Level; attacks, grabs, and pursuit may target where you were instead of where you are.
* AGILITY: Twist, tumble, vault, dodge, and keep perfect balance for 10 minutes per your Level; gain Advantage to evade traps, falls, and close attacks.
* ALTER EGO: Instantly change into or out of a prepared identity, costume, or heroic persona; for 1 hour per your Level, casual observers fail to connect the two appearances.
* ANIMATION: Bring one nearby statue, vehicle, tool, toy, suit of armor, or other unattended object to temporary life for 1 minute per your Level; it follows simple commands.
* ANTIMATTER: Touch or strike one nearby unattended object, barrier, or structure with annihilating force, destroying a small portion of it or dealing damage equal to 1d6 per your Level to a creature.
* ARCING SHOT: Fire, throw, or project an attack that bends around cover, corners, allies, or obstacles to strike one nearby target you can sense.
* ARMOR: Sheathe yourself in metal, stone, energy, or hardened skin for 1 minute per your Level; reduce harm from attacks and environmental dangers.
* ASTRAL FORM: Send your awareness out of your body for 10 minutes per your Level; drift unseen, pass through ordinary barriers, and observe distant nearby places while your body lies vulnerable.
* ASTRAL TETHER: Bind your spirit, mind, or projected form to your body or one nearby ally for 1 hour per your Level; hostile banishment, possession, or soul displacement becomes much harder.
* AURA: Radiate a visible field of force, flame, frost, light, darkness, or psychic pressure for 1 minute per your Level; creatures that come too near are hindered, harmed, or unsettled.
* AUTOPILOT: Let instinct or implanted reflex take over for 1 minute per your Level; keep fighting, fleeing, driving, climbing, or performing one practiced routine even while distracted or impaired.
* AVATAR: Enlarge your presence into a towering symbolic form for 1 minute per your Level; allies see you as inspiring, foes see you as terrifying, and your gestures carry supernatural weight.
* BARRIER: Raise a wall, dome, shield, or platform of force nearby for 1 minute per your Level; block attacks, seal passages, catch falling allies, or create temporary cover.
* BATTLEFIELD COMMAND: Direct a number of nearby allies equal to your Level with flawless split-second coordination for 1 minute per your Level; they may reposition, cover one another, or exploit openings more effectively.
* BERSERK: Enter a furious battle-state for 1 minute per your Level; gain Advantage on feats of aggression, intimidation, and resistance to pain, but subtle tasks become difficult.
* BIOELECTRICITY: Charge your body with living current for 1 minute per your Level; stun by touch, power small devices, or shock creatures that grab you.
* BLAST: Fire a bolt, beam, pulse, or projectile of energy at one nearby target, dealing damage equal to 1d6 per your Level.
* BLINK: Teleport yourself to one nearby place you can see, bypassing obstacles, gaps, and enemies in between.
* BOUNCE: Turn your body, limbs, shield, or force field elastic for 1 minute per your Level; rebound from impacts, ricochet between surfaces, and redirect falls into leaps.
* BRANCHING TIMELINE: Glimpse two immediate outcomes of one nearby decision before choosing; once during the next minute, gain Advantage by acting on that foreknowledge.
* BRAWN: Lift, shove, break, leap, or strike with superhuman strength for 1 minute per your Level.
* BREATH WEAPON: Exhale one chosen element-fire, frost, poison gas, lightning, sonic force, acid, or radiant light-in a nearby cone, dealing damage equal to 1d6 per your Level.
* BULLETPROOF: Ignore small projectiles, shrapnel, splinters, and mundane ranged attacks for 1 minute per your Level unless they are unusually powerful or strike a vulnerable point.
* BURROW: Drill, dig, melt, or claw through earth, stone, metal, or rubble for 10 minutes per your Level, leaving a tunnel large enough for you to pass.
* BURST FORM: Transform into a cloud of insects, flock of birds, swarm of nanites, scattering sparks, or cloud of motes for 1 round per your Level; pass through openings and resist single-target attacks.
* CALM: Soothe one nearby creature or crowd for 10 minutes per your Level; rage, panic, riotous impulse, and reckless hostility subside unless provoked anew.
* CAMOUFLAGE: Blend your body, clothing, or outline into nearby surroundings for 10 minutes per your Level; while still or moving carefully, you are extremely difficult to notice.
* CHAIN STRIKE: Let one attack leap from its first target to another nearby target for each 3 Levels you possess, dividing damage or effects as you choose.
* CHARGE: Store motion, kinetic impact, heat, light, electricity, or emotion in yourself for 10 minutes per your Level; release it later as power, speed, damage, or a dramatic burst.
* CHRONOLOCK: Freeze one nearby unattended object, projectile, door, machine part, or simple environmental process in time for 1 round per your Level.
* CLAIRVOYANCE: See and hear from one nearby point you know, can name, or can clearly imagine for 10 minutes per your Level.
* CLOAK: Wrap yourself or one nearby willing creature in shadow, light-bending distortion, psychic disregard, or digital interference for 10 minutes per your Level.
* CLONE: Create one temporary duplicate of yourself nearby for 1 minute per your Level; it can move, speak, distract, and perform simple actions, but vanishes if seriously harmed.
* COHESION: Hold one nearby breaking structure, collapsing vehicle, shattered object, or wounded construct together for 10 minutes per your Level, delaying failure.
* COMBUSTION: Ignite one nearby flammable object, fuel source, patch of vegetation, or creature marked by an earlier effect; flames spread naturally afterward.
* COMPREHENSION: Understand and be understood through any nearby spoken language, sign system, animal call, machine code, or alien communication for 10 minutes per your Level.
* CONCUSS: Release a focused kinetic pulse against one nearby creature, object, door, or wall, dealing damage equal to 1d6 per your Level and potentially knocking it backward.
* CONTROL: Command one nearby machine, swarm, flame, plant, shadow, or other defined medium for 1 minute per your Level; move, shape, still, or redirect it.
* CONVERSION: Turn one nearby mundane material into another roughly similar substance-sand to glass, wood to ash, water to ice, smoke to sludge-for 10 minutes per your Level.
* COUNTERFORCE: Meet one nearby incoming charge, leap, blast, falling object, or magical push with equal opposition, halting or diverting it for 1 round per your Level.
* CRYOKINESIS: Freeze nearby moisture into ice, frost, barriers, weapons, or binding sheets for 1 minute per your Level.
* DATA SENSE: Perceive nearby signals, cameras, transmissions, code activity, wireless connections, and electronic surveillance for 10 minutes per your Level.
* DECOY: Create one convincing false version of yourself nearby for 1 minute per your Level; it can move, speak, flee, threaten, or draw attacks.
* DEFLAGRATION: Erupt in a controlled ring of flame, force, or energy around yourself, damaging or driving back nearby creatures for 1 round per your Level.
* DENSIFY: Make one nearby object, creature, projectile, or patch of air substantially heavier for 1 round per your Level; slow, pin, or increase its impact.
* DENSITY: Become weightless and drifting, or impossibly dense and immovable, for 1 minute per your Level; float, fall slowly, anchor yourself, or hit with crushing momentum.
* DESYNCHRONIZE: Shift one nearby creature or object slightly out of phase with time for 1 round per your Level; it becomes harder to touch, coordinate with, or affect precisely.
* DETECT: Sense one chosen category nearby-danger, lies, magic, minds, machines, disease, hidden creatures, or dimensional disturbances-for 10 minutes per your Level.
* DETONATE: Cause one nearby charged, fragile, volatile, or previously marked object to explode, dealing damage equal to 1d6 per your Level in a small area.
* DIMENSIONAL POCKET: Store one nearby small object, tool, weapon, costume, or parcel in an impossible hidden space for 1 day per your Level; retrieve it instantly.
* DISARMING FIELD: Cause nearby weapons, devices, locks, triggers, and mechanical tools to misalign or slip from grasp for 1 round per your Level.
* DISGUISE: Alter your face, voice, height, build, clothing appearance, and superficial traits for 1 hour per your Level.
* DISPLACEMENT: Appear a few feet away from your true position for 1 minute per your Level; enemies misjudge where to strike or grab you.
* DISSOLVE: Liquefy one nearby small unattended object, lock, restraint, patch of wall, or weapon edge for 1 minute per your Level.
* DIVIDE ATTENTION: Track, converse with, aim at, or mentally process a number of nearby separate tasks equal to your Level for 10 minutes per your Level.
* DREAD: Project a crushing sense of doom into one nearby creature or small crowd for 1 minute per your Level; they hesitate, retreat, or assume defeat is near.
* DREAMWALK: Enter the dream of one sleeping nearby creature for 10 minutes per your Level; observe its imagery, speak within it, or gently influence the dream’s mood.
* DUPLICATION: Split one nearby small object, tool, projectile, or portion of nonliving material into several temporary copies for 10 minutes per your Level.
* ECHOLOCATION: Send out sonic pulses for 10 minutes per your Level; perceive room shape, moving bodies, openings, and hidden obstacles without sight.
* EIDOLON: Manifest a symbolic spirit-form beside you for 1 minute per your Level; it may speak, gesture, threaten, comfort, or perform one simple supernatural task.
* ELASTICITY: Stretch, bend, flatten, rebound, or twist your body impossibly for 10 minutes per your Level; reach distant objects, slip through gaps, and resist blunt impacts.
* ELECTROMAGNETIC PULSE: Disable, scramble, or disrupt nearby simple electronics, sensors, drones, lights, locks, or communications for 1 round per your Level.
* ELEMENTAL BODY: Turn yourself into living fire, water, stone, air, lightning, shadow, or light for 1 minute per your Level; gain movement and resistances suited to that form.
* EMOTIONAL AURA: Intensify one chosen feeling-hope, dread, rage, trust, guilt, wonder, or grief-within nearby creatures for 1 minute per your Level.
* EMPATHY: Feel the strongest emotions of nearby creatures for 10 minutes per your Level; you know who is afraid, angry, grieving, joyful, or hiding intense feelings.
* EMPOWER: Pour energy into one nearby ally, weapon, machine, construct, or ongoing effect for 1 minute per your Level; it strikes harder, works longer, or resists suppression.
* ENERGY WINGS: Spread wings of light, flame, shadow, metal, electricity, or psychic force for 10 minutes per your Level; fly and leave a dramatic trail.
* ENLARGE: Increase your size dramatically for 1 minute per your Level; gain reach, carrying power, and imposing presence while becoming harder to move.
* ENTANGLE: Project cables, webs, bands of force, living vines, or sticky resin onto one nearby target; restrain or slow it for 1 round per your Level.
* ENTROPY: Accelerate wear and breakdown in one nearby unattended machine, wall, lock, vehicle part, or mundane object; it jams, cracks, rusts, or fails.
* EVOLUTION: Develop one temporary adaptation in response to an immediate threat for 10 minutes per your Level, such as claws, gills, hardened skin, heat tolerance, or night vision.
* EXOFRAME: Wrap yourself in a temporary suit of projected armor, living metal, force scaffolding, or powered skeletal support for 10 minutes per your Level; carry more, strike harder, and ignore minor physical strain.
* EXPAND SENSE: Extend one of your senses through a nearby wire, reflection, shadow, plant root, gust of air, or electronic system for 10 minutes per your Level.
* FAST FORWARD: Complete one nearby mundane task that normally takes minutes in a single round, provided it could plausibly be done by hand, thought, or repeated practice.
* FEEDBACK: Reflect a portion of one nearby psychic attack, sonic blast, electrical strike, magical probe, or emotional intrusion back toward its source.
* FIELD REPAIR: Restore function to one nearby damaged machine, vehicle, weapon, tool, or device for 1 hour per your Level; it works despite visible damage.
* FIREWALL: Ward yourself, one nearby ally, or one device against telepathy, hacking, scrying, possession, or remote control for 10 minutes per your Level.
* FLASH STEP: Move to one nearby point faster than ordinary sight can follow, leaving a blur, flicker, or thunderclap behind.
* FLESHCRAFT: Reshape one superficial bodily feature on yourself or a willing nearby creature for 1 hour per your Level; alter fingerprints, voice, hair, scars, build, or apparent age.
* FLIGHT: Rise into the air and fly freely for 10 minutes per your Level.
* FLOCK: Summon or direct a cloud of birds, bats, insects, drones, paper scraps, or small animated objects nearby for 1 minute per your Level; scout, distract, conceal, or harry.
* FORCEFIELD: Surround yourself or one nearby creature with an invisible protective shell for 1 minute per your Level; reduce incoming harm and block weak projectiles.
* FORESIGHT: Glimpse one immediate danger, ambush, trap, or bad outcome seconds before it occurs; for 1 round per your Level, gain Advantage to avoid such threats.
* FORTUNE SWING: Tilt probability around one nearby roll, gamble, accident, or uncertain outcome; once within the next minute, force a reroll and keep the result you prefer.
* FREEZE FRAME: Halt your own motion precisely for up to 1 minute per your Level; cling in mid-leap, hold a pose, brace against impact, or stop before triggering a trap.
* FRICTION: Remove or intensify friction on one nearby surface, object, or creature for 10 minutes per your Level; make it slippery, sticky, impossible to hold, or hard to move.
* G-FORCE: Increase or reduce the weight felt by one nearby creature, object, or vehicle for 1 round per your Level; pin, float, soften falls, or strengthen impacts.
* GADGETEER: Assemble one simple but improbable device from nearby junk, tools, or components in 10 minutes per your Level; it performs one narrow useful function.
* GHOST TOUCH: Let your hands, weapons, or powers affect intangible, spectral, phased, or shadowy beings for 1 minute per your Level.
* GLIDE: Descend, drift, or ride air currents safely for 10 minutes per your Level; cross chasms, descend from heights, or silently approach from above.
* GRAVITY WELL: Pull nearby loose objects and creatures toward one chosen point for 1 round per your Level; movement away becomes difficult.
* GROWTH: Cause plants, hair, crystal, bone, muscle, or another chosen substance to rapidly expand nearby for 1 minute per your Level.
* HARDLIGHT: Shape radiant force into one nearby platform, bridge, blade, handhold, cage, sign, or geometric object for 10 minutes per your Level.
* HARMONICS: Tune your voice, music, vibration, or energy to resonate with one nearby material or creature for 1 minute per your Level; soothe, shatter, synchronize, or destabilize it.
* HAZARD SENSE: Instantly notice one nearby ambush, trap, poisoned object, unstable structure, hostile intent, or imminent accident before it fully unfolds.
* HEALING: Restore hit points equal to 1d6 per your Level to one nearby creature, or end one minor bodily condition such as bleeding, dizziness, or shock.
* HEAT VISION: Project searing eye-beams onto one nearby target, dealing damage equal to 1d6 per your Level or melting a small unattended object.
* HIVE MIND: Link the perceptions and simple thoughts of a number of willing nearby allies equal to your Level for 10 minutes per your Level.
* HOLOGRAM: Project a realistic three-dimensional image, message, map, disguise, or decoy nearby for 10 minutes per your Level.
* HUNTER’S MARK: Fix on one nearby target for 1 hour per your Level; attacks, chases, and attempts to predict its movement gain Advantage.
* HYPERFOCUS: Devote your full mind to one puzzle, fight, conversation, repair, investigation, or performance for 10 minutes per your Level; distractions fade and details become sharper.
* HYPERSENSES: Sharpen sight, hearing, scent, touch, or spatial awareness for 10 minutes per your Level; perceive fine details, distant movement, and hidden disturbances.
* ILLUSION: Create a convincing image, sound, scent, or sensory scene nearby for 10 minutes per your Level; it may conceal, misdirect, entertain, or frighten.
* IMMORTALITY: Refuse death once per day; when you would be slain, fall inert instead and recover with 1 hit point per your Level after 1 hour.
* IMPACT CUSHION: Surround yourself or one nearby creature with a soft field of force for 1 minute per your Level; reduce harm from falls, collisions, crashes, and blunt blows.
* IMPRINT: Leave one supernatural mark, symbol, scent, energetic tag, or psychic impression on a nearby creature, object, or place for 1 day per your Level; you can recognize it later at a glance.
* INERTIA: Increase or decrease one nearby creature’s or object’s resistance to movement for 1 round per your Level; make it hard to start, impossible to stop, or easy to redirect.
* INFILTRATE: Pass through security, patrols, checkpoints, or ordinary social scrutiny for 10 minutes per your Level; you appear unremarkable unless directly challenged.
* INK CLOUD: Release thick darkness, smoke, digital static, spores, or visual noise in a nearby area for 1 minute per your Level; sight and targeting suffer.
* INSPIRATION: Ignite heroic resolve in a number of nearby allies equal to your Level for 10 minutes per your Level; they gain Advantage to resist fear, despair, and surrender.
* INTANGIBILITY: Become ghostlike for 1 round per your Level; pass through barriers, ignore mundane restraints, and resist ordinary physical attacks.
* INTERCEPT: Instantly move between one nearby ally and an incoming attack, projectile, hazard, or charging enemy, redirecting the threat toward yourself or aside.
* INVISIBILITY: Turn yourself or one nearby willing creature unseen for 10 minutes per your Level, ending early if the target attacks or creates a major disturbance.
* JETSTREAM: Propel yourself or one nearby willing creature with air, flame, water, force, or rocket-like thrust for 1 round per your Level.
* KINETIC REDIRECTION: Catch one nearby push, fall, strike, charge, or projectile and send its momentum elsewhere; redirect it into a wall, the ground, or another open path.
* LASER FOCUS: Narrow one beam, sense, search, or attack into perfect precision for 1 round per your Level; ignore clutter, partial cover, and minor distractions.
* LEAP: Spring an extraordinary distance or height in a single bound; land safely and strike, escape, or cross a gap as part of the movement.
* LEVITATION: Lift yourself, one nearby creature, or one nearby object gently into the air for 10 minutes per your Level.
* LIE DETECTOR: Know when one nearby creature intentionally speaks a falsehood for 10 minutes per your Level; this does not reveal omissions or mistakes.
* LIGHTFORM: Become a streak, body, or silhouette of living light for 1 round per your Level; move through clear paths almost instantly and brighten whatever you pass.
* LIGHTNING REFLEXES: Move and react with impossible speed for 1 minute per your Level; gain Advantage to dodge, catch falling objects, draw first, or act before slower foes.
* LOCKDOWN: Seal one nearby doorway, machine, weapon, device, container, or control panel against ordinary opening, activation, or tampering for 10 minutes per your Level.
* LONGSHOT: Extend the effective range of one nearby thrown object, projectile, beam, gaze, or targeted power by 100 feet per your Level.
* LUCK SHIELD: Misfortune slides away from one nearby creature for 1 minute per your Level; once during that time, turn a hit, fall, or mishap into a near miss.
* MAGNETISM: Pull, push, suspend, or pin nearby metal objects for 1 round per your Level; disarm foes, bend trajectories, or cling to metal surfaces.
* MASS SHIFT: Change your own size-category of practical impact without fully changing shape for 1 minute per your Level; strike like something heavier, slip like something lighter, or leap farther than your body should allow.
* MECHANICAL EMPATHY: Sense the condition, purpose, and immediate needs of one nearby machine, vehicle, robot, or device by touch for 10 minutes per your Level.
* MELTDOWN: Overload one nearby machine, energy source, weapon, or unstable superhuman effect for 1 round per your Level; it sputters, shorts, vents heat, or shuts down.
* MEMORY EDIT: Blur, sharpen, or rearrange one minor recent impression in a nearby creature’s memory from the past 10 minutes per your Level.
* MEMORY: Perfectly recall anything you personally saw, heard, read, or experienced; for 10 minutes per your Level, replay details in your mind with flawless clarity.
* MERGE: Fuse briefly with one nearby willing creature, machine, vehicle, wall, or natural feature for 1 minute per your Level; share shelter, movement, or selected senses.
* MIMICRY: Copy one nearby voice, sound, movement style, or simple physical knack for 1 hour per your Level.
* MIND SHIELD: Guard yourself or one nearby ally against telepathy, emotional intrusion, fear, possession, or mental command for 10 minutes per your Level.
* MIRROR IMAGE: Create a number of shifting illusory duplicates around yourself equal to half your Level for 1 minute per your Level; attacks may strike the wrong one.
* MOLECULAR SLIP: Loosen the bonds of your body or one nearby object for 1 round per your Level; pass through bars, squeeze flat, or let harmless matter flow around it.
* MOMENTUM: Build speed and force with every consecutive movement or attack for 1 minute per your Level; the longer you keep going, the harder you are to stop.
* MOTION SENSE: Detect nearby movement through vibrations in air, ground, water, or structures for 10 minutes per your Level.
* MULTIARM: Manifest extra arms, telekinetic limbs, tendrils, or projected hands for 1 minute per your Level; hold, climb, grapple, reload, or manipulate several things at once.
* NEURAL SPIKE: Assault one nearby mind with pain, static, false sensation, or sensory overload, dealing psychic harm equal to 1d6 per your Level or forcing hesitation.
* NEXUS: Create a temporary meeting point among one nearby ally per Level for 10 minutes per your Level; they may coordinate locations, intent, and timing across modest distance.
* NIGHTVISION: See clearly through ordinary darkness, smoke, murk, or dim underwater gloom for 1 hour per your Level.
* NOISE CANCELLATION: Silence one nearby room, engine, weapon, creature, or patch of space for 10 minutes per your Level.
* NOVA: Release all stored strength, heat, light, emotion, or energy in one explosive burst around yourself, dealing damage equal to 1d6 per your Level to nearby foes and exhausting the stored power.
* NULLIFY: Suppress one nearby superpower, spell, mutation, device, or ongoing unnatural effect for 1 round per your Level if your casting overcomes its source.
* OBJECT RECALL: Summon one personally owned or previously handled small object to your hand from within 100 feet per your Level.
* ORBIT: Set one or more nearby small objects circling yourself or another target for 1 minute per your Level; use them as shields, distractions, tools, or hovering ammunition.
* OVERCLOCK: Push one nearby machine, ally, construct, or bodily system beyond safe limits for 1 minute per your Level; it acts faster or stronger, then risks fatigue or malfunction.
* OVERGROWTH: Rapidly expand one nearby plant, root, hair, crystal, fungus, or organic mass to fill space, obstruct passage, or create temporary structure for 10 minutes per your Level.
* PAIN SUPPRESSION: Numb one nearby creature’s pain for 10 minutes per your Level; it may act despite injuries, though the wounds remain.
* PANORAMIC AWARENESS: Perceive all directions around you at once for 10 minutes per your Level; you cannot be easily flanked, surrounded unnoticed, or surprised from behind.
* PARASITE: Attach an invisible draining link to one nearby creature for 1 minute per your Level; siphon small amounts of strength, warmth, attention, or supernatural power.
* PERFECT AIM: For 1 minute per your Level, ignore mundane penalties from movement, distance, poor footing, or chaotic surroundings when targeting what you can perceive.
* PHASING: Shift partly out of sync with matter for 1 minute per your Level; slip through narrow barriers, ignore rough terrain, and make direct attacks harder to land.
* PHEROMONES: Release subtle chemical or psychic cues in a nearby area for 10 minutes per your Level; encourage calm, attraction, caution, avoidance, or mild trust.
* PHOTON BURST: Detonate a sphere of brilliant light nearby for 1 round per your Level; blind, dazzle, reveal, or scatter shadowy creatures.
* PLASMA: Form a blazing arc, blade, bolt, whip, or shield of superheated energy for 1 minute per your Level.
* POLARITY: Reverse attraction and repulsion between one nearby pair of creatures, objects, surfaces, or forces for 1 round per your Level.
* PORTAL STEP: Open two linked doorways, windows, shadows, mirrors, or glowing apertures within 100 feet per your Level for 1 round per your Level.
* POSSESSION: Enter one nearby unattended machine, construct, drone, or empty shell with your awareness for 10 minutes per your Level and act through it.
* POWER THEFT: Copy one minor nearby supernatural trait, mutation, or active power for 1 round per your Level; the original user keeps theirs unless your setting says otherwise.
* PRECOGNITION: Ask the cosmos one brief question about an immediate choice, route, or danger; receive a symbolic warning, favorable sign, or ominous impression.
* PRESSURE: Increase air, water, sonic, psychic, or gravitational pressure on one nearby target for 1 round per your Level; slow, pin, disorient, or crush it.
* PROJECTILE: Launch claws, spikes, discs, quills, cards, blades, or condensed force at one or more nearby targets, dealing damage equal to 1d6 per your Level divided as you choose.
* PROJECTION: Cast a visible image of your face, symbol, warning, or message onto a nearby wall, sky, screen, cloud, or open space for 10 minutes per your Level.
* PROTOTYPE: Invent one improvised single-use serum, gadget, tool, trap, or device from available materials in 10 minutes per your Level.
* PULSE: Send one wave of force, healing, fear, light, darkness, or sensory disruption outward from yourself through a nearby area.
* QUANTUM DOUBT: Make your exact position, identity, or next action uncertain for 1 minute per your Level; observers cannot confidently predict which of two plausible options is true.
* QUICKCHANGE: Instantly swap outfits, disguises, gear arrangement, or visible identity details on yourself for 10 minutes per your Level.
* RADIANCE: Shine with focused heroic energy for 10 minutes per your Level; dispel minor darkness, steady allies, and make hidden enemies easier to spot.
* RAGE BATTERY: Store anger, attacks endured, or insults suffered for 10 minutes per your Level; convert the accumulated pressure into strength, speed, or one devastating strike.
* REBOUND: Cause one nearby attack, projectile, beam, or charging creature that misses its mark to ricochet toward a second plausible target.
* RECONSTRUCT: Reassemble one nearby broken object, shattered device, destroyed door, or torn document if most of its pieces remain.
* REDLINE: Push your body to impossible performance for 1 minute per your Level; speed, strength, and reflexes surge, but you suffer fatigue afterward.
* REFRACT: Bend nearby light, lasers, gaze attacks, and visual impressions for 1 minute per your Level; create distortion, dazzle, or redirect beams.
* REGENERATION: Regrow damaged flesh, close wounds, and purge ordinary injuries for 1 minute per your Level; recover hit points equal to 1 per Level each round.
* RELAY: Pass one touch-range power, healing effect, message, or shock through a chain of nearby willing creatures or conductive objects.
* REMOTE VIEW: See through one nearby camera, drone, familiar, reflective surface, marked object, or personally worn item for 10 minutes per your Level.
* RESILIENCE: Ignore pain, fatigue, hunger, pressure, drowning, or blunt trauma beyond mortal limits for 10 minutes per your Level.
* RESONANCE: Match the frequency of one nearby emotion, sound, power, structure, or machine for 1 minute per your Level; amplify, calm, weaken, or synchronize it.
* RESTORE: Return one nearby creature, object, or environment to a more intact recent state within the past 1 minute per your Level, healing damage or undoing minor breakage without reversing major events.
* RETCON: Alter one small incidental detail of the immediate scene as though it had always been true-a loose rope was present, a window was left open, a guard looked away-provided it does not contradict established facts.
* REVERB: Cause one spoken phrase, command, sonic attack, or magical word to repeat and echo through a nearby area for 1 round per your Level.
* RICOCHET: Bounce your own body, thrown weapon, or projectile between nearby hard surfaces before reaching its target.
* RIFT SENSE: Detect portals, teleports, time tears, dimensional anomalies, or reality distortions nearby for 10 minutes per your Level.
* ROCKET FIST: Launch one punch, kick, limb, gauntlet, or force-projected strike at a nearby target, dealing damage equal to 1d6 per your Level before snapping back.
* SAFEHOUSE: Conceal one nearby room, alley, vehicle, rooftop, or improvised shelter from casual notice and routine searches for 1 hour per your Level.
* SATURATION: Flood one nearby medium-air, water, soil, radio spectrum, psychic space, or local network-with your chosen influence for 10 minutes per your Level.
* SCAN: Analyze one nearby creature, object, substance, device, power, or environment for 10 minutes per your Level; learn its most obvious strengths, weaknesses, and anomalies.
* SCRAMBLE: Confuse one nearby machine, group formation, flock, signal, spell pattern, or creature’s sense of direction for 1 minute per your Level.
* SECOND WIND: Rally yourself or one nearby ally when near collapse; regain hit points equal to 1d6 per your Level and shake off immediate fatigue or fear once per day.
* SEISMIC PUNCH: Strike the ground, wall, or nearby structure to send a tremor through it, knocking creatures off balance or cracking fragile surfaces.
* SELF-DESTRUCT: Rig yourself, one nearby device, or one summoned construct with a delayed burst of force, light, smoke, or energy that detonates within 1 minute per your Level.
* SENSE MINDS: Detect nearby thinking beings for 10 minutes per your Level, even through darkness, concealment, or thin barriers.
* SENTINEL: Keep watch over one nearby doorway, rooftop, alley, camp, or perimeter for 1 hour per your Level; you instantly notice intrusion, sudden danger, or hostile approach.
* SHAPESHIFT: Transform yourself into another humanoid, animalistic, monstrous, or elemental form for 1 hour per your Level.
* SHOCKWAVE: Slam air, force, water, or ground outward from one nearby point, pushing creatures and loose objects back for 1 round per your Level.
* SHORTCUT: Fold space along one nearby route for 10 minutes per your Level; a journey through hallways, streets, rooftops, or tunnels takes only a fraction as long.
* SHRINK: Reduce yourself to tiny size for 10 minutes per your Level; slip through gaps, hide easily, ride unnoticed, or treat small spaces as open terrain.
* SIGNAL BOOST: Amplify one nearby call, broadcast, warning flare, psychic message, beacon, or electronic transmission to reach much farther than normal.
* SILHOUETTE: Reduce yourself to a flat shadow, outline, poster-like image, or two-dimensional shape for 1 round per your Level; slip under doors, along walls, or across lit surfaces.
* SKILL DOWNLOAD: Gain temporary competence in one narrow trained task-piloting, surgery, lockpicking, language use, musical performance, or martial form-for 10 minutes per your Level.
* SKYHOOK: Anchor yourself or one nearby willing creature to an unseen point above for 1 minute per your Level; swing, hang, halt a fall, or rise along the tether.
* SLINGSHOT: Stretch space, limbs, cables, or stored force and release yourself or one nearby object in a sudden launch across a great distance.
* SNAPBACK: Return instantly to the spot where you stood 1 round ago, provided the space is open; leave behind minor carried objects or conditions only if the rules permit.
* SOLAR CHARGE: Draw strength from bright light for 10 minutes per your Level; gain warmth, vigor, and an energy reserve that powers one blast, leap, or burst of healing.
* SONIC CRY: Unleash a focused scream, chord, roar, or vibration through a nearby area, dealing damage equal to 1d6 per your Level or shattering fragile objects.
* SPARK OF LIFE: Restart one nearby stalled heart, inactive construct, powered-down machine, or fading magical effect with a jolt of vitality.
* SPECTRAL CHAINS: Conjure luminous, shadowy, psychic, or metallic bindings around one nearby creature or object for 1 round per your Level.
* SPEED: Move, climb, swim, or run at incredible velocity for 1 minute per your Level; cross a nearby distance instantly or perform rapid mundane tasks.
* SPIN: Rotate yourself, a limb, shield, weapon, or nearby object at impossible speed for 1 minute per your Level; drill, deflect, strike repeatedly, or disperse gas and smoke.
* SPLINTER: Divide one solid nearby object, attack, beam, or barrier into multiple lesser fragments or paths for 1 round per your Level.
* STASIS: Hold one nearby creature, object, wound, falling structure, or unstable substance in suspended change for 1 round per your Level.
* STEALTH FIELD: Dampen nearby sound, heat, scent, electronic signature, and visual notice around yourself for 10 minutes per your Level.
* STORMCHARGE: Gather wind, rain, thunder, static, and pressure around yourself for 1 minute per your Level; move dramatically, strike with lightning, or terrify onlookers.
* STRETCH SIGHT: See around corners, over walls, through small gaps, or across unusually long distances for 10 minutes per your Level.
* STRUCTURAL INSIGHT: Instantly know the load-bearing point, hidden weakness, access route, and likely failure path of one nearby building, vehicle, barrier, or machine.
* SUMMON GEAR: Call one signature tool, weapon, costume, vehicle, or compact device into your hands from a nearby hidden cache or impossible storage.
* SUPERBREATH: Exhale a forceful gust, vacuum pull, freezing breath, or dispersing blast through a nearby area for 1 round per your Level.
* SUPERHEARING: Hear whispers, heartbeats, gun mechanisms, hidden footsteps, distant cries, and subtle changes in machinery for 10 minutes per your Level.
* SUPERSPEED TASKING: Perform a flurry of simple nearby actions in one round-draw tools, gather objects, untie knots, search surfaces, or clear clutter-up to your Level in number.
* SWARM BODY: Break apart into many smaller versions, motes, insects, shards, or fragments of yourself for 1 round per your Level; reform nearby afterward.
* SYNTHESIZE: Produce one useful mundane chemical, biological secretion, gas, antidote, adhesive, solvent, or fuel from your body or apparatus in 10 minutes per your Level.
* TACTICAL PAUSE: Take a heartbeat of impossible clarity in the middle of chaos; immediately ask the GM for the most dangerous visible threat or strongest available opening nearby.
* TANGLEFIELD: Make nearby cords, vines, cables, shadows, roots, or loose debris lunge and snarl around creatures for 1 round per your Level.
* TECHNOPATHY: Speak silently with nearby machines, computers, vehicles, locks, sensors, or robots for 10 minutes per your Level; ask simple questions or issue basic commands.
* TELEKINESIS: Move one nearby creature, object, barrier, or loose cluster of items with your mind for 1 round per your Level.
* TELEPATHY: Speak mind-to-mind with one nearby willing creature for 10 minutes per your Level, sharing words, impressions, or images silently.
* TELEPORT: Instantly move yourself and a number of willing nearby creatures equal to half your Level to a place you can see or clearly remember within 100 feet per your Level.
* TEMPEST FORM: Become living wind, storm cloud, rain, or charged mist for 1 round per your Level; move through gaps and buffet whatever surrounds you.
* TERRAFORM: Reshape one nearby patch of ground, street, roof, floor, or rubble for 10 minutes per your Level; raise cover, flatten footing, form ramps, or open shallow trenches.
* TERRIFY: Reveal your overwhelming presence to nearby foes for 1 round per your Level; weaker creatures may freeze, retreat, surrender, or lose the nerve to attack.
* THOUGHTFORM: Create one temporary object, creature-like construct, or environmental feature from focused psychic imagination for 1 minute per your Level.
* THREAT DISPLAY: Manifest horns, aura, cape-like shadow, blazing eyes, towering silhouette, or thunderous presence for 10 minutes per your Level; intimidation becomes supernaturally compelling.
* TIDAL FORCE: Push, pull, lift, or roll nearby water, liquid, crowds, or swarms in a coordinated surge for 1 round per your Level.
* TIME DILATION: Accelerate or slow your personal sense of time for 1 round per your Level; gain Advantage to react, aim, analyze, or complete delicate actions under pressure.
* TIME SKIP: Vanish from the present and reappear in the same or nearby spot 1 round per your Level later, untouched by events in between.
* TRACKER: Lock onto one nearby creature, object, signal, scent, or energy signature for 1 hour per your Level; know its direction while it remains within range.
* TRANSFER: Take one nearby creature’s pain, poison, fatigue, or minor condition into yourself, or give one of your own temporary boons or resistances to an ally.
* TREMORSENSE: Feel nearby movement through ground, floors, metal frameworks, or walls for 10 minutes per your Level.
* TRIGGERWORD: Place one psychic or magical instruction in a willing nearby creature for 1 day per your Level; it activates when it hears a chosen phrase.
* TUNED DEFENSE: Adapt your protection to one specific nearby threat-bullets, fire, claws, psychic intrusion, falls, or energy blasts-for 10 minutes per your Level.
* TUNNEL VISION: Focus on one nearby target, goal, or threat for 1 minute per your Level; ignore distractions, resist intimidation, and gain Advantage to pursue or confront it.
* ULTRAVISION: See ultraviolet traces, heat stains, invisible inks, electrical arcs, bodily residue, or hidden markings for 10 minutes per your Level.
* UNBOUND: Escape one nearby restraint, prison, grapple, lockup, magical binding, or sticky hazard as though no barrier could quite hold you.
* UNDERTOW: Pull one nearby creature or object toward you, downward, or into a chosen hazard with a sudden invisible drag for 1 round per your Level.
* UPGRADE: Improve one nearby tool, weapon, machine, suit, or vehicle for 10 minutes per your Level; choose greater speed, durability, precision, output, or stealth.
* VAPORIZE: Turn yourself or one nearby small object into gas, steam, smoke, sparks, or drifting particles for 1 round per your Level.
* VECTOR: Redirect the path of one nearby leap, fall, charge, thrown weapon, projectile, beam, or moving vehicle by a plausible angle.
* VENOM: Deliver a toxin through bite, claw, touch, quill, dart, or energy sting; one nearby target becomes weak, numb, confused, or slowed for 1 round per your Level.
* VERTIGO: Distort one nearby creature’s sense of balance and orientation for 1 minute per your Level; it stumbles, misjudges distance, and struggles with heights or movement.
* VIBRATION: Shake, hum, loosen, shatter, massage, or disrupt one nearby target or material for 1 round per your Level.
* VIGOR TRANSFER: Give one nearby ally part of your strength, stamina, speed, or resistance for 10 minutes per your Level; you lose the shared measure while it lasts.
* VIRAL MESSAGE: Spread one short spoken phrase, image, feeling, or signal rapidly through nearby minds, devices, crowds, or reflective surfaces for 10 minutes per your Level.
* VOID: Snuff light, sound, heat, signal, or supernatural presence in one nearby small area for 1 round per your Level.
* VOLTAGE: Heighten the power moving through one nearby electrical device, conductive object, energy weapon, or charged body for 1 minute per your Level.
* WALL-CRAWL: Cling to walls, ceilings, glass, rough stone, or moving vehicles for 10 minutes per your Level.
* WARP FIELD: Distort distance and angle in one nearby area for 1 minute per your Level; straight paths seem longer, cover shifts strangely, and attacks travel unpredictably.
* WATERFORM: Become flowing liquid, living mist, or a flexible watery body for 1 minute per your Level; pour through gaps, cushion impacts, and resist grabs.
* WAVELENGTH: Tune yourself to one nearby form of communication or energy-radio, emotion, magic, thought, light, vibration-for 10 minutes per your Level.
* WEAPON SUMMON: Instantly call one signature weapon or combat tool you own into your hands from within 1 mile per your Level.
* WEAPONIZE: Turn one nearby mundane object, body part, or burst of environmental material into an effective weapon for 1 minute per your Level.
* WEATHER CONTROL: Shift nearby wind, rain, temperature, cloud, or atmospheric pressure for 10 minutes per your Level; create a localized useful or dramatic weather change.
* WEATHERPROOF: Ignore ordinary rain, wind, cold, heat, lightning risk, slippery footing, and air pressure discomfort for 1 hour per your Level.
* WEB OF CONTACTS: Reach out through favors, comms, psychic links, or reputation to locate one useful nearby ally, witness, technician, informant, or safe place within 1 hour per your Level.
* WEIGHTLESS: Make yourself or one nearby willing creature nearly weightless for 10 minutes per your Level; leap farther, fall slowly, and stand on fragile surfaces.
* WHITE NOISE: Flood one nearby area with psychic static, radio hiss, mundane sound, or sensory clutter for 1 minute per your Level; concentration and clear communication suffer.
* WILDFIRE: Let one flame, rumor, emotion, panic, or energetic effect spread rapidly through nearby valid targets for 1 round per your Level.
* WISHFUL THINKING: Create one small, plausible, immediately useful coincidence nearby-an overlooked tool, a loose brick, a ringing phone, a delayed guard, a rolling battery.
* X-RAY SIGHT: See through one nearby nonliving barrier, container, wall, or layer of concealment for 10 minutes per your Level, unless blocked by especially dense material.
* ZERO POINT: Cancel one nearby instance of movement, heat, sound, momentum, or energy release for 1 round per your Level.
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