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Super Hero RPG

Powers

The powers that a character can obtain are determined by his power source. Mutants and enhanced characters can choose from any power but a technological hero may only choose the powers marked with a star like this*. Charge Object: The character is able to charge 1 pound of material in a round. This charged material explodes with 6D6 damage when it contacts something. The charge lasts for 5 rounds. This costs 5 PP every round it is used.

Quick Healing: The character heals at an accelerated rate. A character with quick healing heals two HP every round. This power requires 10 PP in reserve.

Rapid Healing: This Power requires the character to have quick healing. The character heals at an even faster rate. The character heals 5 HP every round. This power requires 20 PP in reserve.

Heat Object*: The character is able to heat up 1 pound of material in a round. This heated material does an additional 4D6 fire damage. Any flammable material catches on fire. The charge lasts for 5 rounds. This costs 5 PP every round it is used.

Cool Object*: The character is able to freeze 1 pound of material in a round. This frozen material does an additional 5D6 cold damage. The charge lasts for 5 rounds. This costs 5 PP every round it is used.

Teleport: The character is able to ‘jump’ a distance instantaneously. The character may jump any distance but the farther they jump the more PP it costs. It costs 1 PP for every 10’ the character jumps.

Laser: The character is able to emit a laser beam from a certain part of his body. The character chooses the body part that the laser beam is emitted from. The character may emit a laser beam that does 10D6 damage. Each beam costs 15 PP and is treated as a ranged weapon.

Control Weather: The character gains partial control over the weather and allows her to control the winds. The character may call a wind that affects people as normal wind does. The character is unaffected by this wind. This costs 5 PP for every five mph the wind is blowing.

Call Lightning: This power requires the character to have the control weather power. The character may summon a lightning bolt that does 10D6 damage. This requires 20 PP.

Greater Call Lightning: This power requires the character to have the call lightning power. The character may summon a lightning bolt that does 10D6 damage and targets as many opponents the character wants. This power requires 25 PP for every target.

Fire Creation: This power allows the character to create a flame of fire. The flame of fire can be held by the character without causing them harm. The fire can be small enough to fit in the characters palm or large enough to cover a house. The fire can be thrown as a ranged weapon. The fire does 4D6 fire damage and lights flammable objects on fire. The fire creation costs 5 PP for every square foot of fire created.

Fly*: This power allows the character to fly through the air like a bird. The PP cost is determined by the speed and the duration. This power costs 1 PP for every ten feet per round above 50, and 5 PP for every round.

Incredible Strength*: This power gives the character a huge boost to strength. The character temporarily gains a strength score of 2x normal. This power costs 5 PP a round.

Super Speed*: This power gives the character a boost to speed. The PP needed in reserve depends on the speed the character is moving at. For every 10 feet per round increase the character needs 5 PP in reserve.

Fire Resistance*: This power gives the character the ability to ignore the first 20 damage points from a fire source. This power requires 20 PP in reserve.

Ice Resistance*: This power gives the character the ability to ignore the first 20 damage points from an ice source. This power requires 20 PP in reserve.

Pain Resistance*: This power gives the character the ability to ignore the first 20 damage points from a physical source. This power requires 20 PP in reserve.

Read Mind: This power allows the character to see surface thoughts of the target. The character can determine only what the target is thinking about at that time. This power requires 10 PP.

Deep Mind: This power requires the character to have the power read mind. This power allows the character to see deep into the target’s mind. This power requires two rounds before the character can see the thoughts. Once the character has read the target’s thoughts the character may look through and see anything that the target knows about. This power costs 25 PP.

Detect Mutant: This power requires the character to have the power read mind. This power allows the character to detect any mutant within 10 miles. The character knows exactly where every mutant in that range is. This power requires 5 rounds before the character finds any mutants. This power costs 20 PP.

Danger Sense*: This power allows the character to know when any enemy comes within 50’. The character gains a +2 bonus to initiative checks and can’t be caught unaware. This power requires 30 PP in reserve.

Improved Sense*: This power gives the character a bonus to certain skill checks depending on the improved sense. This power requires 15 PP in reserve.
Smell: Gains a +4 bonus to all search checks and Wilderness Lore checks when tracking.
Sight: Can see in the dark for 60’ but only sees in black and white.
Hearing: Gains a +4 bonus to all search and listen checks.
Touch + Taste: No bonus

Enhanced Sense*: This power requires that the character has the Improved Sense for the sense. The Character gains a bonus to certain skill checks for a limited amount of time. This power requires 10 PP for every round it is used.
Smell: Gain a +8 bonus to search checks and wilderness lore checks when tracking.
Sight: Can see in the dark for 90’ and sees in color.
Hearing: Gains a +8 bonus to search and listen checks.
Touch: Gains a +6 bonus to sleight of hand and climb checks.
Taste: Can tell if food is poisoned before it affects the character.

Spider Walk*: The character is able to walk on walls and ceilings. The character gains a +8 bonus to climb and may walk upside down on the ceiling by making a climb check with DC of 15. This power costs 20 PP every round it is used.

Psionics: The character is able to use psionic abilities to attack enemies and defend himself. The power cost is determined by the psionic power used. The character starts out knowing 10 psionic powers.

Magic: The character is able to use magic spells to attack enemies and defend himself. The power cost is determined by the spell cast. The character starts out knowing 10 spells.

Power Drain: The character is able to drain PP and HP from other characters. When using this power the character gains the abilities of the target character for a duration equal to the time the character was in contact with the target. To use this power the character must touch the targets skin with a touch attack. The touch drains 5D10 PP and 4D6 HP every turn the character is touching the target. This power costs 30 PP every round it’s used.

Transformation: The character is able to take the shape of other living things. The character must know what the thing looks like to assume its shape. The thing can way no less than one hundred pounds than the character and no more than 200 pounds. The character gains a +8 bonus to disguise checks against sight. If a hero with improved or enhanced sense of smell see the character they gain a +8 bonus to any spot check to notice the character. The power can last for up to 8 hours and costs 100 PP to change.