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 |