Being a Superhero: Class Powers

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  2. Being a Superhero
  3. Package Heroes

A player who takes a Class Power rolls up a group of powers which are related. The character gains 3, 4, or 5 powers. To determine how many, roll 3d4 and consult the following chart:

3d4 Roll Number of Powers
3-4 3
5-10 4
11-12 5

There are four basic types of ‘Class’ powers: Animalistic, Cosmic, Psychic, and Superhuman.

Animalistic Powers

These are powers based on the abilities of animals.

Players rolling here can choose to take their last roll on either the main table or the table dedicated to their animal type. The last table reinforces the ‘feel’ of that animal type for the collection of powers.

There is an Animalistic class of powers for large two-legged animals (bears, apes, gorillas), large four-legged animals (elephants, rhinoceri, bulls), avians (birds), felines (cats, small and large), canines (dogs and wolves), water (fish), lizards (snakes), rodents (rats, squirrels), arachnids (spiders), and stinging flying insects (bees, hornets).

Power Bear Avian Feline Canine Rhino Snake Arachnid Sting Water Rodent
Burrowing -- -- -- -- -- 01-03 -- -- -- 01-10
Perception +d20+10 01 01-02 01-02 01 -- 04 01 01 01 11-13
Wings -- 03-21 -- -- -- -- -- 02-17 02 --
Sting -- -- -- -- -- 05-25 02-16 18-32 03 --
Stun -- -- -- -- -- 26-31 17-18 33-36 -- 14
Agility +2d8 02-09 22-33 03-18 02-12 01-03 32-42 19-30 37-47 04-13 15-20
Infectiousness -- -- -- 13 -- -- -- -- -- 21-23
Web -- -- -- -- -- -- 42-51 48-51 -- 24-31
Vertical Crawl -- -- -- -- -- -- 42-51 48-51 -- 24-31
Strength +2d10 10-30 34-38 19-32 14-29 04-29 43-46 52-63 52-55 14-31 32-39
Hear More Frequencies 31-33 39-44 33-36 30-32 30 47-48 64-66 56-59 32 40-43
Smell 34-42 45 37-38 33-44 31 -- 67 -- 33 44-49
Increased Speed 43 46-50 39-47 45-49 32-34 49-56 68-70 60-61 34-40 50-51
Tracking Skill 44-49 -- 48-51 50-59 35 -- -- -- -- --
Natural Weaponry 50-61 51-59 52-64 60-68 36-46 -- -- -- 41-42 52-59
Breath Water -- -- -- -- -- -- -- -- 43-62 --
Skin Temper +d4 (or Ignore Damage 2d5) 62-66 60 -- 69 47-60 57-62 71 62-71 63-71 60-61
Supersensitive Touch 67 61-62 65-67 70 61 63-66 72-75 72=75 72 62-64
Control Similar Animals 68-78 63-74 68-76 71-79 62-68 67-74 76-81 76-82 73-76 65-72
Lifting 79 -- -- -- 69 -- 82 83 -- --
Gliding -- 75-76 77 -- -- 75 83-84 84-86 77 73-77
Chameleon Power -- -- -- -- -- 76-77 85-87 87 78-79 --
Radar 80 77 78 80 70 78 88 88 80 78
Sonar 81 78-79 79-80 81-82 71-72 79-80 89-90 89-90 81-82 79-83
Increased Healing Rate 82-85 80-81 81-86 83-85 73-81 81-84 91 91 83-84 84-85
Build +4d12 86-90 -- 87 86-88 82-92 -- -- -- 85-87 --
Constitution +2d8+2 91 -- 88 -- -- 85-86 92 92 88 86-90
Sight power: d3 •10 92-93 82-89 89-91 89-91 93-94 87-92 93 93 89-91 91-92
Hearing power: d4 •10 94-96 90-95 92-96 92-96 95-96 93 94 94 92-95 93-94
Normal Equipment Table 97 96 97 97 97 94-95 95 95-96 96 95-96
Psychic Power Table 98 97-98 98 98 98 96-98 96-98 97-98 97-98 97-98
Special Power Table 99 99 99 99 99 99 99 99 99 99
Roll twice more 00 00 00 00 00 00 00 00 00 00

Bear, Ape, and Huge Two-Legger

01-50 Strength +6+2d6
51-75 Build +3d20
76-00 Get Tall, PR 3d2+1

Animalistic Powers: Avian

01-50 Wings
51-74 Glide
75-00 Flight, Slow

Animalistic Powers: Feline

01-80 Agility +7+d10
81-00 Natural Weaponry
61-00 Vertical Crawl

Animalistic Powers: Rodents

01-40 Burrowing
41-60 Get Small, PR 3d2+10

Animalistic Powers: Canine

01-40 Smell, roll twice, take best Power Roll
41-70 Tracking Skill, roll twice, take best PR
71-85 Strength +3+2d4
86-00 Constitution +3+3d6

Elephant, Rhino, and Huge Four-Legger

01-40 ST +d6
41-70 Build + 5d20
71-83 Strength +8+d12
84-00 Get Tall, PR 3d2+3

Animalistic Powers: Snake

01-50 Sting
51-00 Agility +6+d8

Animalistic Powers: Arachnid

01-30 Web
31-60 Sting
61-85 Vertical Crawl
86-00 Strength +4+2d6

Animalistic Powers: Sting

01-40 Get Small, PR 2d8+13
41-71 Wings
72-00 Sting

Animalistic Powers: Water

01-40 Increased Speed (in water)
41-80 Breathe Water
81-00 ST +d6

Cosmic Powers

Cosmic powers are those derived from the unknown universe. These powers link with the energies of the space/time continuum, sub-atomic energies, and dimensional shifts.

01-07 Strength + 3d4
08-12 Agility + d10 + 2
13-17 Constitution + 2d12
18 Hearing Power of (d4+1) times 10
19 Explosive Touch
20 Perception + 2d20+2
21 Increased Speed
22-27 Sight Power of (2d3+1) times 10
28 Injury Resistance
29 Cosmic Awareness
30 Time-Line Travel
31-39 Skin Temper + d5 or Ignore 3d5 points damage
40 Lifting
41 Immortality
42 Anti-Matter Production
43 Radiation
44-45 Special Immunity
46-50 Dimension Travel
51 Map Sense
52 Time Travel
53-65 Cosmic Rays
66-73 Withstand Temperature Extremes
74-75 Life Support
76-84 Flight, Fast
85-88 Sixth Sense
89-90 Luck
91-96 Power Beam
97-98 Roll once on Psychic Powers Table
99 Roll once on Special Powers Table
00 Roll twice more

Psychic Powers

These are the powers of the mind. They are often called psionic powers, psi-powers, and ESPer ability.

01-05 Learning + 3d8+1
06-08 Agility + d10 + 1
09-10 Charisma + 3d6
11-18 Telekinesis
19-25 Telepathy
26-30 Clairvoyance
31-32 Sixth Sense
33 Psionic Blast
34 Empathy
35-38 Mind Control
39 Screw-Up Magic
40 Cosmic Awareness
41 Emotion Control
42 Roll on the Wizard Equipment Table
43 Time-Line Travel
44-48 Illusion, Psychic
49 Immortality
50-54 Sensitive
55 Magic Resistance
56-60 Teleportation
61 Mind Travel
62 Time Travel
63 Willpower
64 Reincarnation
65-67 Astral Planes Travel
68 Stun
69 Open Locks
70 Perception + 3d10 + 3
71-75 Telepathic Operator
76-81 Psychic Blast
82 Pyrokinesis
83-84 Luck
85-86 Control Chance
87-88 Hypnotic Power
89-91 Empathic Healing
92-93 Vertigo
94-95 Invisibility, Psychic
96-97 Healing
98 Magic Spell
99 Roll Once on Special Powers Table
00 Roll twice more

Superhuman Powers

Superhuman powers usually enhance normal abilities. Often, they can be explained as the result of extended training, and other times as genetic or body alteration.

01-17 Strength + 3d8
18-31 Agility + 3d8
32-44 Constitution + 3d8
45 Beauty + 3d6
46-49 Increased Healing Rate
50 Light Illusions
51 Lifting
52-59 Normal Equipment Table
60-64 Sight Power of (d3) times 10
65-68 Build + 3d20
69 Sonar
70 Ultraviolet Vision
71-77 Hearing Power of (d4+1) times 10
78 Hold Breath
79-80 Radar
81 Infrared Vision
82-84 Learning + 2d6
85-87 Skin Temper + d4 or Ignore 2d6 points damage
88 Gliding
89 Supersensitive Touch
90 Perception + 3d10 + 3
91 Jump
92-94 Sixth Sense
95-97 Increased Speed
98 Willpower
99 Roll once on Special Powers Table
00 Roll twice more

Special Powers

Special Powers are single powers which can stand on their own, as powerful as one of the collection of Class powers. The player can also roll the PR four times, and choose the best roll.

Players who choose Special Power as their Type of Hero roll on the Type of Hero column to find their character’s power.

Characters who roll a Special Power in the Intelligent Robot rules use the Robot column here to find which Special Power is gained. Robots who simply gain a Special Power as an extra power, roll on the Extra Power column.

Any character who gets Special Power for an extra power or who rolls up Special Power on another Type of Hero table uses the Extra Power column to determine which power is gained.

Type of Hero Power Extra Power Robots
01-06 Absorption 01 01
07-08 Acid Production 02-03 02-03
09-14 Air Control 04-06 04
15-16 Alchemy 07 05
17 Chameleon Power 08 06
18 Control Chance 09 07-08
19-21 Control Plants 10-11 09
22-25 Convert to Energy 12 10-11
26 Darkness 13-14 12-17
27 Death Touch 15 18
28 Duplication 16 19
29 Duplicate Person 17
30-31 Density Control 18 20-21
32-36 Electricity 19-20 22-23
37-39 Fire Coat 21-25 24-25
40 Flight, Slow 26-33 26-32
41 Force Field 34-35 33-37
42 Generate Self 36
43-45 Get Small 37-40 38
46-50 Get Tall 41-44 39
51-54 Gravity Control 45 40-42
55 Healing 46-47
56-58 Ice Coat 48-51 43-45
59 Illusions, Psychic 52-53 46
60 Invisibility, Light 54 47-53
61 Light Control 55-58 54-56
62 Light Illusions 59 57
63 Magic Spell 60
64-69 Magnetism 61 58-59
70-71 Molecule Control 62 60-61
72 Phobia 63 62
Power Enhancement 64-65
73-77 Sand Control 66-68 63-64
78-80 Shape Changer 69-71 65
81 Slide Molecules 72-74 66-67
82 Sound Control 75-77 68-74
Special Immunity 78-80 75-77
83-84 Speed 81-83 78-80
85 Stretch 84-86 81
86 Stun 87-88 82
87 Teleportation 89-90 83-88
88 Time Travel
89-90 Transducer 91 89-90
91 Vacuum 92 91-93
92 Vibratory Powers 93 94-95
93 Water Control 94-95 96
94-95 Weather Control 96 97
96 Willpower 97 98
97 Wings 98 99
98 Withering 99
99 Special Subtable below 00 00
00 Roll three times and choose two of them

Special Power Subtable (d10)

1 Animalistic subtable
2-3 Cosmic
4-5 Psychic
6-7 Superhuman
8 Special Powers; Type of Hero column
9 A Skill (Roll twice, take best; for weapons, add 2d4 to present level;
10 Intelligent Robot subtable

Animalistic Power Subtable (d10)

1) Bear/Ape
2) Birds
3) Feline
4) Canine
5) Huge
6) Snake
7) Spider
8) Sting
9) Water
10) Rodents

Intelligent Robot Subtable (d4)

1) Audio Table
2) Visual Table
3) Power Table
4) Miscellaneous Equipment Table
  1. Equipment
  2. Being a Superhero
  3. Package Heroes