Powers
RPG :: Game Mechanics :: Powers
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Powers
Powers
Powers are basically anything that is typically beyond the capabilities of a normal human. These will be statted individually by a GM. This section will be revised in the near future.
It is important to state how the powers are there in the first place. Some ways these Powers are granted are:
- Mutant - The person is a Mutant. Mutants are born with their Powers and commonly they manifest about the time one is a teenager or if something particularly arduous happens to the character.
** Examples: Storm, Nightcrawler, Beast, Magneto, Professor X, Beast Boy.
- Altered Human - Somehow altered in life to gain super abilities, the person was normal at the beginning but some accident or willful thing was done to the character to awaken new Powers.
**Examples: Human Torch, Invisible Woman, Reed Richards, Thing, Captain America.
- Altered Human Transmutation - The character has a normal form and one that he/she transforms into which grants super human abilities.
**Examples: The Hulk, Werewolves, Ant Man
- Super Human - The person is not a Human at all and has abilities because of it.
**Examples: Wonder Woman, Superman, Power Girl, Silver Surfer
- Power Suit - The character has some sort of powerful attire or robotic suit that enhances them, granting them abilities normal people dream of.
** Examples: Iron Man, Batman Beyond.
- Gadgetry - Some other item or way the character changes.
** Examples: Batman, Nightwing
Powers operate separately from Statistics unless a GM requests you to do a special roll. In most cases, what the powers are ranked at is what you roll. These are ranked similar to Statistics with the following standards.
Feeble
Poor
Typical
Good
Excellent
Remarkable
Incredible
Amazing
Monstrous
Unearthly
Shift X
Shift Y
Shift Z
Class 1000
Class 3000
Class 5000
There are very few powers that will exceed Amazing in most cases and only Speed will go in the Class 1000 + area.
Those without the Powers at times may roll at negatives to Statistics depending on the attacks used.
Power Categories
Below is a list of some powers in the game that can be selected. This list is far from complete but gives good examples.
Resistances and Senses
Resistance to Fire
Resistance to Cold
Resistance to Electricity
Resistance to Poison
Resistance to Corrosives
Protected Sense
Extraordinary Sense
Infravision
Movement
Gliding
Flight
Leaping
Wall-crawling
Portal movement
Teleport
Lightning Speed
Nature Control
Earth Control
Air Control
Water Control
Fire Control
Weather Control
Plant Control
Energy Control
Magnetic Control
Electricity Control
Light Control
Sound Control
Darkforce Generation/Control
Gravity Control
Body Control
Shrinking
Growth
Density Control
Phasing
Invisibility
Plasticity
Shape-shifting
Body transformation
Distance Attacks
Hi-tech Missile weapon
Ensnaring missile weapon
Mental force
Cold missile weapon
Energy missile weapon
Fire missile weapon
Sound missile weapon
Darkforce missile weapon
Mental Powers
Telekinesis
Cryokinesis
Pyrokinesis
Telepathy
Image Generation
Force Field Generation
Animal communicaitons/control
Body Alterations Offensive
Extra body part
Extra attack
Energy touch
Poisonous Touch
Paralyzing Touch
Claws
Fangs
Body Alterations Defensive
Body Armor
Regeneration
Weapons and Miscellaneous
Unique Weapon
Intelligent Weapon
Unique Vehicle
AI Computer
Sidekick
Alter-ego
Powers are basically anything that is typically beyond the capabilities of a normal human. These will be statted individually by a GM. This section will be revised in the near future.
It is important to state how the powers are there in the first place. Some ways these Powers are granted are:
- Mutant - The person is a Mutant. Mutants are born with their Powers and commonly they manifest about the time one is a teenager or if something particularly arduous happens to the character.
** Examples: Storm, Nightcrawler, Beast, Magneto, Professor X, Beast Boy.
- Altered Human - Somehow altered in life to gain super abilities, the person was normal at the beginning but some accident or willful thing was done to the character to awaken new Powers.
**Examples: Human Torch, Invisible Woman, Reed Richards, Thing, Captain America.
- Altered Human Transmutation - The character has a normal form and one that he/she transforms into which grants super human abilities.
**Examples: The Hulk, Werewolves, Ant Man
- Super Human - The person is not a Human at all and has abilities because of it.
**Examples: Wonder Woman, Superman, Power Girl, Silver Surfer
- Power Suit - The character has some sort of powerful attire or robotic suit that enhances them, granting them abilities normal people dream of.
** Examples: Iron Man, Batman Beyond.
- Gadgetry - Some other item or way the character changes.
** Examples: Batman, Nightwing
Powers operate separately from Statistics unless a GM requests you to do a special roll. In most cases, what the powers are ranked at is what you roll. These are ranked similar to Statistics with the following standards.
Feeble
Poor
Typical
Good
Excellent
Remarkable
Incredible
Amazing
Monstrous
Unearthly
Shift X
Shift Y
Shift Z
Class 1000
Class 3000
Class 5000
There are very few powers that will exceed Amazing in most cases and only Speed will go in the Class 1000 + area.
Those without the Powers at times may roll at negatives to Statistics depending on the attacks used.
Power Categories
Below is a list of some powers in the game that can be selected. This list is far from complete but gives good examples.
Resistances and Senses
Resistance to Fire
Resistance to Cold
Resistance to Electricity
Resistance to Poison
Resistance to Corrosives
Protected Sense
Extraordinary Sense
Infravision
Movement
Gliding
Flight
Leaping
Wall-crawling
Portal movement
Teleport
Lightning Speed
Nature Control
Earth Control
Air Control
Water Control
Fire Control
Weather Control
Plant Control
Energy Control
Magnetic Control
Electricity Control
Light Control
Sound Control
Darkforce Generation/Control
Gravity Control
Body Control
Shrinking
Growth
Density Control
Phasing
Invisibility
Plasticity
Shape-shifting
Body transformation
Distance Attacks
Hi-tech Missile weapon
Ensnaring missile weapon
Mental force
Cold missile weapon
Energy missile weapon
Fire missile weapon
Sound missile weapon
Darkforce missile weapon
Mental Powers
Telekinesis
Cryokinesis
Pyrokinesis
Telepathy
Image Generation
Force Field Generation
Animal communicaitons/control
Body Alterations Offensive
Extra body part
Extra attack
Energy touch
Poisonous Touch
Paralyzing Touch
Claws
Fangs
Body Alterations Defensive
Body Armor
Regeneration
Weapons and Miscellaneous
Unique Weapon
Intelligent Weapon
Unique Vehicle
AI Computer
Sidekick
Alter-ego
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Join date: 2011-06-24

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RPG :: Game Mechanics :: Powers
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