Internal Powers

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Superpowers and Abilities

Advanced Regeneration; 30; Self
The superhero can regenerate one wound every 10 turns until fully healed. He may not regenerate from being killed.

Advanced Shapechange; 40; Self
The superhero has the ability to change shape into any living thing of the same mass and size of himself, also gaining the abilities of whatever he has changed into at this time.

Advanced X-Ray Vision; 16; Large Area
The superhero can see clearly through all solid materials including lead and radioactive materials.

Animal Ability; 28; Self
The superhero gains the powers and abilities (not shape) of one totem animal of his choice. The animal must be a non-mythical based creature, with natural weapons that causes no greater than critical level damage.

Animal Affinity; 14; Small Area
The superhero has the ability to empathize with all types of animals within his range; to understand their needs and desires, and to be like them. Successful use of this skill imparts a +3 advantage to any subsequent animal riding, zoology, xenology, animal control, or animal handling skills.

Chameleon; 16; Self
The superhero can blend into any type of background, making it a hard task to spot him.

Cling To Walls; 14; Self
The superhero is able to cling to any vertical surface, moving along it at a running speed.

Danger Sense; 21; Small Area
The superhero is able to sense the safety of a particular area or object by concentrating on it. The answer will be either “safe” or “not safe”; the actual threat will not be described.

Drain Power; 35; Touch
The superhero can “turn off” any one power of another character for 1 to 6 turns (roll 1 die). The superhero may not use the superpower himself; he merely denies its use to his victim.

Duplication; 20; Small Area
The superhero is able to create a multitude of shifting, realistic images of himself in a small area, each doing the same exact thing. Anyone attacking the superhero will be at a -4 skill point penalty.

Elasticity; 14; Self
The superhero is able to stretch any part of his body out to 72 feet. He may also flatten his body into a thin sheet, completely covering a small area.

Gaseous Form; 20; Self
The superhero’s body can dissolve to the consistency of mist, capable of going through air permeable surface. He may not move through forcefields, walls of force, or walls of invulnerability.

Gills; 14; Self
The superhero is able to breathe in water indefinitely, as long as the water is relatively clean and unpolluted. If a toxin is present, treat it as a poison.

Grow or Shrink; 21; Self
Allows the superhero to enlarge or reduce his size up to 100 times his normal size or 100th of normal. His weight and mass, are unchanged by this action; he will still have the same number of wounds and do the same amount of damage in combat.

Invisibility; 24; Self
The superhero can become invisible, making him very hard to detect. He can attack in this form; however, this will render him merely hard to spot.

Life Support; 16; Self
The superhero can maintain a bubble on constant temperature, atmosphere, and pressure around himself indefinitely, excluding any harmful gasses, toxins, radiation, or microorganisms. He can thus travel through any environment without any type of protection.

Machine Affinity; 20; Small Area
The superhero has the ability to empathize with machines within his area of effect; to diagnose malfunctions and know the best way to fix, modify, or repair things. Successful use of this superpower imparts a +3 advantage to any subsequent technical skill use (with the exception of chemistry and bioengineering).

Mass and Shape Change; 50; Self
The superhero has the ability to change shape into any living thing he desires, up to 10 times (or 1/10th) his normal mass and size. Hand to hand and melee damage can be increased to the maximum of deadly. The superhero does not, however, gain the abilities of whatever he has changed into.

Microscopic Vision; 14; Self
The superhero can see with the power of a strong microscope, allowing him to see microorganisms, fingerprints, small scratches and imperfections, and microfiche type. Adds +2 to any awareness roll where small size is a factor.

Pass Through Walls; 28; Self
The superhero can walk through any solid matter without harm. He may not move through forcefields, walls of force, or walls of invulnerability.

Radio Hearing; 12; Self
The superhero can hear radio transmissions as easily as he can hear spoken conversations. Range for overhearing a specific radio transmission is one mile.

Regeneration; 21; Self
The superhero can regenerate one wound per hour until he is fully healed. He may not regenerate from being killed.

Shapechange; 30; Self
The superhero has the ability to change his form to any living thing of the same mass or size. He does not, however, gain the abilities of whatever form that he has changed into at this time (for example, as a bird, he cannot fly).

Slow Time; 24; Self
The superhero can speed himself up relative to the external world. This allows him to perform up to 2 actions without any of the normal penalties for combined actions.

Solid Energy Creation; 48; Small Area
The superhero is able to create material objects out of an energy field around himself. One object is created at a time, up to a maximum of 5 objects existing at any one time. The objects last 3 turns before dissipating. Creating a simple object without moving or complex parts is an easy willpower task; creating an object with simple moving parts is hard; creating complex objects with many parts (such as electronic hardware or advanced weapons) is an extremely hard task.

Steal Power; 42; Touch
The superhero can “borrow” any one superpower from another character for up to 1 to 6 turns (roll 1 die). The victim loses the use of the superpower during this time. The target of this ability can resist the superhero’s attempt to steal the power by making a willpower roll equal to or greater to the willpower roll made by the attacker.

Super Agility; 20; Self
The superhero has incredible agility and balance, adding an automatic +3 bonus to any athletic, mobility, or fighting skills that he may use.

Super Charisma; 20; Self
The superhero is far more charismatic than mere mortal men, adding an automatic +3 bonus to any of the following skills: acting, persuasion, seduction, and sing.

Super Hearing; 12; Self
The superhero’s hearing is so acute, he can hear even the faintest sounds at all frequencies. Adds +2 to any awareness roll where sound is a factor.

Super Intelligence; 20; Self
The superhero is smarter than mere mortals, adding an automatic +3 bonus to any general knowledge skill that he uses.

Sonar and Radar Sense; 12; Self
The superhero can clearly navigate through pitch darkness using an enhanced spatial and radar sense. Colors cannot be perceived; however, shapes and textures are easily discerned.

Telescopic Vision; 12; Self
The superhero can see with the abilities of a powerful telescope, allowing him to observe things up to 10 miles distant. Adds +2 to any awareness roll where the subject is far away from the superhero.

Transfer Power; 35; Touch
The superhero can “loan” any one other superpower he or she has to another character for 4 turns. While the power is loaned out, the superhero cannot use it himself.

X-Ray Vision; 12; Large Area
The superhero can see clearly through all solid materials except lead and radioactive materials.

Please select the link below to return to the Superpowers and Abilities page.
Superpowers and Abilities

Internal Powers

Dream Park Belwin