the CHAOS POWERS chart

When Dr.Chaos activates his power pool, no-one can tell what will happen. All Dr.Chaos can do is nominate a target person or hex and point his hands. First one rolls a d12 for special effects, and that is the type of the power for this shot. If a 12 is rolled, the GM looks at the character sheet of the target and chooses SFX based on some weakness there. So if the victim were susceptible to Illusions, for example, and the player rolled a 12 on sfx, Dr.Chaos's power would be illusory, and do more damage therefore.

Special Effects:

1 - Mutagenic Radiation
2 - Cosmic force
3 - Soft Radiation
4 - Magnetic Force
5 - Elemental Water
6 - Chaos Magic
7 - Elemental Earth
8 - Black Magic
9 - Elemental Fire
10 - Elemental Air or Sonic
11 - Hard Radiation
12 - The Whammy!

Then one rolls a d100 and checks for the exact manifestation. then if Dr.Chaos makes his OCV roll, the effects are worked out on the target. If he misses the OCV, the GM must determine what or who gets splattered with the effects. Powers numbered 25 or less can be devastating to both sides. Powers marked continuable may be re-shot next phase, otherwise Dr.Chaos must re-roll.

CHAOS CHART

01   Re-Roll: Power will Continue & Cannot be Shut Off Until Unconscious!!!
02   Invisibility, All Senses, No Fringe, 0 END    CONTINUABLE
03   Ego Blast Area Effect Cone 5 Dice       
04   Ego Blast Auto-Fire x10 5 Dice
05   Ego Blast Auto-Fire x5 5 Dice                    
06   Ego Blast Explosion 5 Dice
07   Force Field, 13 DEF, w/BackLash, +1 pip STUN & END Drain    CONTINUABLE
08   Energy Blast Area Effect Cone 10 Dice
09   Energy Blast Auto-Fire x10 10 Dice
10   Energy Blast Auto-Fire x5 10 Dice
11   Re-roll: Automatic hit, 3x Effectiveness, But Power Burns Out Rest of Day
12   Force Wall, 0 END, 10 Hex Radius Circle, 13 PD 13 ED, Persistent
13   Energy Blast Explosion 10 Dice
14   Flash, Sight & Sound, 5 Dice, Area Effect Radius 10 Hexes
15   Killing Blast vs Energy Defense Area Effect Cone 4 Dice
16   Killing Blast vs Energy Defense Auto-Fire x10 4 Dice
17   Killing Blast vs Energy Defense Auto-Fire x5 4 Dice
18   Killing Blast vs Energy Defense Explosion 4 Dice
19   Extra-Dimensional Teleport of Target   (Side Effects)
20   Desolid on Victim, (their Mental Powers still work)    CONTINUABLE
21   Telekinesis, 35 STR, Area Effect 3 Hex Radius
22   Re-Roll: Power Cannot be Changed Rest of the Day
23   Transfer: Swap Random Personal Disadvantage, 5 Dice Stun on Target
24   Transfer: Swap Random Personal Disadvantages, 11 Hex Radius (Many to One)
25   Mind Control 15 Dice (Fear, Rage, Fury, Love, Peace, Treason)   CONTINUABLE
=-=-=-=-=-=-==-=-=-=-=-=-==-=-=-=-=-=-==-=-=-=-=-=-== RAD LINE -==-=-=-=-=-=-=
26   Dispel All Defensive Powers, 9 Dice
27   Dispel All Mental Characteristics, 9 Dice 
28   Dispel All Movement Powers, 9 Dice        
29   Dispel All Offensive Powers, 9 Dice      
30   Dispel All Physical Characteristics, 9 Dice
31   Dispel Largest Power/Characteristic 12 Dice
32   Dispel Largest Power/Characteristic 12 Dice
33   Drain All Defensive Powers, 3 Dice    CONTINUABLE
34   Darkness Field on Victim, All Senses, One-Hex    CONTINUABLE
35   Ego Blast Versus Power Defense 3 Dice
36   Ego Blast versus No Normal Defense 4 Dice
37   Energy Blast, Armor Piercing 5 Dice
38   Energy Blast, Penetrating 4 Dice
39   Drain Largest Power/Characteristic 5 Dice 
40   Drain Largest Power/Characteristic 5 Dice 
41   Ego Blast Versus Power Defense 3 Dice
42   Ego Blast versus No Normal Defense 4 Dice
43   Ego Blast, Armor Piercing 5 Dice       
44   Ego Blast, Penetrating 4 Dice
45   Ego Blast, Armor Piercing 4 Dice    CONTINUABLE
46   Ego Blast, Regular 8 Dice
47   Ego Blast, Sticky 5 Dice
48   Energy Blast Versus Power Defense 6 Dice
49   Energy Blast Versus Power Defense 6 Dice
50   Energy Blast versus No Normal Defense 7 Dice
51   Energy Blast, Armor Piercing 10 Dice
52   Energy Blast, Penetrating 10 Dice
53   Energy Blast, Regular 15 Dice
54   Energy Blast, Sticky 10 Dice
55   Flight Versus Target, 12 to 72 hexes (3 Dice x4) + Knockback Dmg!
56   Flash, Versus ALL Sense Groups, 3 Dice, Area Effect One Hex
57   Flash, Versus ALL Sense Groups, 3 Dice, Area Effect One Hex
58   Entangle, 5 Dice, takes no Dmg, Backlash
59   Entangle, 5 Dice, takes no Dmg, Backlash
60   Entangle, 7 Dice, takes no Dmg, Backlash, 1 Body
61   Images, 3 Hex Radius, All Senses, -4 to Per Roll
62   Killing Blast Versus Flash Def Sound 2 Dice
63   Killing Blast Versus Power Defense 2 Dice
64   Killing Blast Versus Power Defense 2 Dice
65   Killing Blast vs Energy Defense Armor Piercing 4 Dice
66  SING HELL-A-LOO-YA: DOOR IS WIDE SLAM OPEN TONIGHT, BABY!  (GM chooses)
67   Killing Blast vs Energy Defense Penetrating 4 Dice
68   Killing Blast vs Energy Defense Penetrating 4 Dice
69   Killing Blast vs Physical Defense Penetrating 4 Dice
70   Killing Blast vs Energy Defense Regular 5 Dice
71   Killing Blast vs Energy Defense Sticky 4 Dice
72   Killing Blast vs No Normal Defense 3 Dice
73   Killing Blast vs Physical Defense Armor Piercing 4 Dice
74   Killing Blast vs Physical Defense Armor Piercing 4 Dice
75   Mental Illusions, 15 Dice (Chaos Torments)    CONTINUABLE
76   Shrinking on target, 8 Levels, also 2 Dice STR & Movement Drain
77   Summon, Many Creatures worth up to 225 points (anything)
78   Summon, 1 Creature worth 225 points (Chaos Daemon)
79   Suppress All Defensive Powers, 3 Dice          CONTINUABLE
80   Suppress All Mental Characteristics, 3 Dice    CONTINUABLE
81   Suppress All Miscellaneous Powers, 3 Dice      CONTINUABLE
82   Suppress All Offensive Powers, 3 Dice          CONTINUABLE
83   Suppress All Physical Characteristics, 3 Dice  CONTINUABLE
84   Suppress Largest Power/Characteristic 4 Dice   CONTINUABLE
85   Telekinesis, 50 STR    CONTINUABLE
86   Telepathy: 8 Dice, 9 Hex Radius, (Victim Broadcast)    CONTINUABLE
87   Teleport Versus Others, 12 to 72 hexes (3 Dice x4)
88   Transfer Largest Power/Characteristic 3 Dice   CONTINUABLE
89   Transfer Random Defensive Power 4 Dice
90   Killing Blast Versus Power Defense 3 Dice
91   Killing Blast versus No Normal Defense 4 Dice
92   Energy Blast, Armor Piercing 5 Dice
93   Energy Blast, Penetrating 4 Dice
94   Transform, Cosmetic, 10 Dice Sticky (Into Chaos Follower)
95   Transform, Cosmetic, 10 Dice Sticky (Into Chaos Follower)
96   Transform, Major, 5 Dice Cumulative, (Into Chaos Follower)    CONTINUABLE
97   Transform, Major, 5 Dice Cumulative, (Into Chaos Follower)    CONTINUABLE
98   Tunneling, Versus Others, through 12 DEF, 8 Hexes    CONTINUABLE
99   Re-Roll: Two Effects Together Linked into One Attack
00   Dr. Chaos Chooses Result, Automatic Hit !