Defensive Powers

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Superpowers and Abilities

Absorption; 24; Self
The superhero can absorb up to 15 points per turn of physical or energy attacks into himself without taking damage. The absorbed energy may not be used against another target.

Advanced Forcefield; 36; Small Area
The superhero can generate a powerful forcefield equal to a heavy vehicle forcefield.

Energy Deflection; 24; Self
The superhero can deflect up to 10 points of energy attacks harmlessly away from himself each turn. Energy bounces off randomly (roll 1 die: 1-2=straight back; 3-4=to right of hero; 5-6=to left of hero).

Energy Reflection; 36; Self
The superhero can bounce up to 8 points of energy attacks back at his attacker.

Forcefield; 24; Small Area
The superhero can generate a powerful forcefield equal to a light vehicle forcefield.

Highly Resistant; 18; Self
The superhero has physical protection equal very heavy armor (stops 9 wounds).

Missile Deflection; 24; Self
The superhero can deflect all types of material attacks (bullets, arrows, rocks, missiles, etc.) harmlessly away from himself. The attack bounces off randomly (roll 1 die: 1-2=straight back; 3-4=to right of hero; 5-6=to left of hero).

Near Invulnerable; 36; Self
The superhero has physical protection equal to cosmic armor (stops 20 wounds).

Resistant; 12; Self
The superhero has physical protection equal to heavy personal armor (stops 7 wounds).

Super Resistant; 24; Self
The superhero has physical protection equal to mega heavy armor (stops 15 wounds).

Tough; 6; Self
The superhero has physical protection equal to light personal armor (stops 3 wounds).

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Superpowers and Abilities

Defensive Powers

Dream Park Belwin