Powers

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The levitate, superyell and water-walking powers are released under CC BY. Attribute to Bill Browne.
The titles of game products are all rights reserved.

This page contains errata. The missing Mind Shield power is present.

Powers are what make the character a superhero.

Power Determination

To determine the number of powers a character possesses roll d% on the following table:

Roll Number of Powers
00-19 2
20-59 3
60-89 4
90-98 5
99 Magic*

(* Magic is a unique power able to replicate all other powers (see p.00) )

Once you’ve determined the number of powers for a character roll d% once for each power on the following table to determine the character’s specific powers:

Roll Power
00-03 Animal Command
04-07 Body Armor
08-11 Claws
12-15 Contaminant Resistance
16-19 Elasticity
20-23 Elemental/Energy Control
24-27 Extra Body Parts
28-31 Fast Attack
32-35 Flight
36-39 Force Field
40-43 Growth/Shrinking
44-47 Invisibility
48-51 Mind Control
52-55 One-of-a-Kind Weapon
56-59 Phasing
60-63 Physical Metamorphosis
64-67 Regeneration
68-71 Shapeshift
72-75 Super Leap
76-79 Supersense
80-83 Superspeed
84-87 Telekinesis
88-91 Telepathy
92-95 Teleportation
96-99 Wall Crawling

If you roll the same power twice you may elect to either increase the power’s Rank Value by +20 or roll again on the table.

Advanced Power Selection

If playing under the Advanced options, characters have a larger number of powers available. Roll d% once for each power on the following table to determine the character’s specific powers:

Random Power Selection

Roll Power
00-01 Absorption
02-03 Alter-Ego
04-05 Animal Command
06-07 Astoundingly Wealthy
08-09 Body Armor
10-11 Burrowing
12-13 Celebrity
14-15 Chameleon
16-17 Claws
18-19 Contaminant Resistance
20-21 Combat Awareness
22-23 Detection
24-25 Dimension Jump
26-27 Elasticity
28-29 Elemental/Energy Control
30-31 Elemental/Energy Generation
32-33 Extra Body Parts
34-35 Fast Attack
36-37 Flight
38-39 Force Field
40-41 Growth/Shrinking
42-43 Headquarters
44-45 Improved Skills
46-47 Invisibility
48-49 Mind Control
50-51 Mind Shield
52-53 Nine Lives
54-55 Nullification
56-57 One-of-a-Kind Weapon
58-59 Paralyzing Touch
60-61 Phasing
62-63 Physical Metamorphosis
64-65 Plant Control
66-67 Protected Sense
68-69 Reflection
70-71 Regeneration
72-73 Shapeshift
74-75 Sidekick
76-77 Super Leap
78-79 Supersense
80-81 Superspeed
82-83 Telekinesis
84-85 Telepathy
86-87 Teleportation
88-89 Trait Boost
90-91 Trait Increase
92-93 Vehicle
94-95 Wall Crawling
96-97 Water Native
98-99 Weapon

If you roll the same power twice you may elect to either increase the power’s Rank Value by +20 or roll again on the table.

Determining Power Rank Values

Roll d% once on the following table for each Power to determine its Rank Value:

Dice Roll Rank Value
00-04 1
05-09 3
10-19 6
20-39 10
40-59 20
60-79 30
80-95 40
96-99 50

Power Descriptions

The following are the descriptions of the various powers. Each description includes general ways in which the power can be used during a game session. The Gamemaster sets the difficulty (see p. 00) for specific actions attempted by characters with their powers.

Absorption

The character is immune to damage inflicted by a specific elemental or energy type (select one, see p. 00) up to the Rank Value of this power. Any damage inflicted over the Rank Value of this power is suffered normally.
The character may use the absorbed energy in one of two ways:
1. Healing. The character instantly recovers a number of damage points equal to the damage absorbed, up to his maximum value.
2. Attack. The character, on his next turn, may unleash the absorbed energy as an attack. Treat as an appropriate elemental or energy control attack with a Rank Value equal to the number of damage points absorbed.

Alter-Ego

The character possesses another form, a different persona he can willingly change into. Create a second character to use as this character’s Alter-Ego. The second character automatically has no powers and is a skilled human (do not roll for powers or origin). Additionally, the second character cannot possess any primary trait with a Rank Value greater than 30; any result rolled over 30 is automatically reduced to 30.

Amplified Elemental/Energy Control

The Rank Value of the character’s Elemental/Energy Control power (select one element or energy type, as detailed in the 4C System rules) is increased by one-half the Rank Value of this power. In addition to the power boost, when using his Elemental/Energy Control power the character rolls three dice, designating two of the dice as the tens die and then discarding one of the two after the roll.
A character that possesses Elemental/Energy Generation – but not Elemental/Energy Control – can also control the chosen element or energy as per the Elemental/Energy Control power (see the 4C System rules), but that control is at an effective Rank Value equal to one-half the Rank Value of this power +10.

Animal Command

The character can communicate with and control animals. To successfully communicate with an animal the character must roll d% on the Master Table using the Rank Value of this power or the character’s Willpower +10, whichever is greater. A result of red or greater indicates successful communication. To control an animal, the character must achieve a yellow result.
The character can control one type of animal (such as birds, reptiles, mammals, sea creatures, etc.), which must be determined at the time of the character’s creation.

Astoundingly Wealthy

Not a “power,” this result increases the character’s Lifestyle (see p. 00) by +50 and Repute (see p. 00) by +20.

Body Armor

The character has armor of some kind, perhaps thick hide or a protective bodysuit, which reduces damage by an amount equal to the Rank Value of this power. For more about armor see p. 00.

Burrowing

The character possesses the ability to tunnel beneath the earth, moving at a rate equal to his normal running speed (see Movement, p. 00) through any subterranean terrain with a material rank equal to or less than the Rank Value of this power. The character cannot burrow through other characters.

Celebrity

Not a “power,” this result increases the character’s Repute (see p. 00) by +30. The character is so famous that whenever he would gain or lose Repute (see p. 00) the values are doubled. The character cannot possess a secret identity.

Chameleon

The character’s body, as well as worn or carried items, can be changed at will allowing the character to blend into the surroundings. This is similar to Invisibility (see p. 00), except it is easier to detect the character; anyone searching for the character rolls d% and adds the Rank Value of their Awareness trait to the roll and compares it against the character’s d% roll plus the Rank Value of this power. If the character rolls higher than the searcher the character remains hidden.

Claws

The character has some form of claws, either a natural part of the character’s body or a worn item. The character uses the Rank Value of either the character’s Melee or this power to make slashing attacks. Claws are treated as a one-handed weapon for purposes of damage (see p. 00).
Optional: Instead of claws the character possesses another type of weapon of the player’s choosing which may be used for bashing or slashing attacks (choose one).

Combat Awareness

The character has a special sense that alerts the character to danger seconds before it strikes. In all instances in which the Awareness trait is used the character uses the Rank Value of this power or the character’s Awareness +10, whichever is greater.

Contaminant Resistance

The character possesses a strong resistance to toxins, diseases, and the like. Any time the character must roll to resist the effects of poison, disease, or similar environmental hazards the character may use the Rank Value of this power or the Rank Value of Fortitude +10, whichever is greater.

Darkness

This power was introduced in Heroic Moments 1. Buy the product to see it.

Detection

The character has the ability to detect a specific form of energy, power, or supernatural presence. Select one type from the following list:

Magic The character can detect magical energy – spells, artifacts, those with the ability to use magic, etc. – within a number of sectors equal to the Rank Value of this power.
Magnetic The character can detect magnetic fields – usually powers of those possessing magnetic control – within a number of sectors equal to the Rank Value of this power.
Psionic The character can detect psionic activity or ability –when a power is used or someone possesses a power – within a number of sectors equal to the Rank Value of this power.
Radioactive The character can detect radioactive energy within a number of sectors equal to the Rank Value of this power.
Spirit The character can detect spiritual activity – such as ghosts – within a number of sectors equal to the Rank Value of this power.

The above is by no means a complete listing of available detection powers. Players that wish to possess a form of detection not listed here are encouraged to discuss the idea with their Gamemaster.

Digging

This power was introduced in Heroic Moments 2. Buy the product to see it.

Dimension Jump

The character can move at will between dimensions. The character may freely jump to another dimension he has previously visited but visiting a new dimension requires the character to roll d% on the Master Table using the Rank Value of this power. A result of black means that the character arrives dazed at the destination dimension and must spend the next turn recovering (the character may take no actions that turn).

Elasticity

The character’s body can stretch, allowing the character to attack someone in a different sector. A character with this power can stretch a number of sectors equal to this power’s Rank Value divided by 10 (round up).

Elemental/Energy Control

The character has the ability to control a single element or type of energy chosen from the list below. The character can only manipulate an existing source of the element or energy; the character does not possess the ability to spontaneously create the element or energy.

Elemental Control

Air The character can manipulate winds to attack, create force fields, lift objects, etc.
Earth The character can manipulate the ground to attack, create walls of earth that act as armor, lift objects, etc.
Fire The character can manipulate fire to attack, increase or decrease the temperate of a flame, create a wall of fire like a force field, etc.
Water The character can manipulate water to attack, create walls of water that act as armor, lift objects, etc.

Energy Control

Electrical The character can manipulate electricity to attack, create force fields, lift objects, etc.
Light The character can manipulate light to attack, blind opponents, create force fields, etc.
Magnetic The character can manipulate ferrous metals to attack, create walls of metal that act as armor, lift metallic objects, etc.
Sound The character can manipulate sound to attack, lift objects, create force fields, etc.

Note that the above are guidelines only. The exact extent of what these powers can do is up to the Gamemaster.
Weather Control: A subset of elemental/energy control, a character may choose to manipulate the weather. This power can be especially powerful since it allows a character to manipulate air, lightning, rain, and any other aspect associated with storms/weather so the Gamemaster may choose to have Weather Control count as two of a character’s powers.
Attacking: A character using Elemental/Energy Control to attack may use either the power’s Rank Value or the character’s Melee Rank Value +10, whichever is greater, for melee attacks. For ranged attacks use the power’s Rank Value or the character’s Coordination Rank Value +10. Damage inflicted in either case is equal to the power’s Rank Value.
Force Field/Armor: See the respective powers.
Lifting Objects: The upper weight limit of an object the character may lift is based on the power’s Rank Value:

Rank Value Weight
1-2 50 lb.
3-5 100 lbs.
6-9 200 lbs.
10-19 400 lbs.
20-29 800 lbs.
30-39 1 ton
40-49 10 tons
50-74 50 tons
75-99 80 tons
100-149 100 tons
150-999 200 tons
1000+ 400 tons

Elemental/Energy Generation

The character has the ability to spontaneously generate a single element or type of energy chosen from the the Elemental/Energy Control power (see p. 00) list. The character can also control the chosen element or energy as per the Elemental/Energy Control power (see p. 00) but that control is at an effective Rank Value equal to one-half the Rank Value of this power.
A character that possesses matching Elemental/Energy Control and Elemental/Energy Generation gains a permanent +10 Rank Value bonus to both powers.

Extra Body Parts

The character additional body parts beyond two arms and two legs, either a completely new part (such as a tail) or extras of an existing part (four arms instead of two). Extra parts do not grant a character bonus attacks.

Advanced Extra Body Parts

In the Advanced game, the character selects a single extra body part. Extra body parts function as follows:

  • Claws: The character gains the Claws power (see p. 00). If the character already possesses the Claws power the power’s Rank Value is increased by +20.
  • Extra Arms: The character gains one bonus attack each turn.
  • Extra Legs: The character moves faster; increase movement by 1 sector each turn.
  • Shell: The character gains the Body Armor power (see p. 00). If the character already possesses the Body Armor power the power’s Rank Value is increased by +20.
  • Tail: The character gains one bonus attack each turn and may use the tail as if it were an extra arm.
  • Wings: The character gains the Flight power (see p. 00) with the speed determined by the Rank Value of this power. If the character already possesses the Flight power the power’s Rank Value is increased by +20.

Fast Attack

A character with this power can attack a number of times each turn based on the power’s Rank Value:

Rank Value Attacks/Turn
1-29 2
30-49 3
50+ 4

Fear

This power was introduced in Heroic Moments 1. Buy the product to see it.

Flight

The character can fly either through the use of an item or by innate means. When flying the character can move a number of sectors per turn depending on the Rank Value of the power:

Rank Value Sectors/Turn
1-2 1
3-5 2
6-9 3
10-19 4
20-29 5
30-39 6
40-49 7
50-74 8
75-99 9
100-149 10
150-999 15
1000 *

( * The character can circle the world in a single turn.)

Force Field

The character has the ability to generate a force field, either through mental powers or a device.
Device: The force field acts as armor (see p.00) with a Rank Value equal to the power’s Rank Value. If an attack deals damage in excess of this force field’s Rank Value the device is shorted out for 1-10 turns (during which time it cannot be used).
Mental: The force field acts as armor with a Rank Value equal to the power’s Rank Value or the character’s Willpower +10, whichever is greater. If an attack deals damage in excess of the force field’s Rank Value or the character’s Willpower +10, whichever is greater, the character must roll d% on the Master Table using the Rank Value of the character’s Fortitude. A result of black leaves the character dazed and the character must spend 1-10 turns recovering (the character may take no actions during that time). On any other result the character is dazed for one turn.

Gadgets

This power was introduced in Heroic Moments 4. Buy the product to see it.

Growth/Shrinking

The character can grow larger or smaller (select one), to a maximum/minimum height as shown on the table below:

Rank Value Maximum Height Minimum Height
1-2 9 feet 4 feet
3-5 12 feet 3 feet
6-9 15 feet 2 feet
10-19 18 feet 1 foot
20-29 21 feet 6 inches
30-39 24 feet 3 inches
40-49 27 feet 2 inches
50-74 30 feet 1 inch
75-99 60 feet ½ inch
100-149 120 feet ¼ inch
150-999 240 feet 1/8 inch
1000 480 feet 1/16 inch

When using Growth, the Rank Value of the character’s Brawn is changed to the Rank Value of this power or the character’s Brawn Rank Value +10 whichever is greater. Opponents attacking the bigger character gain a +1 RS bonus on their attacks.
When using Shrinking the Rank Value of the character’s Brawn is unaffected. Anyone attacking the character when using this power suffers a -1 RS penalty and the character gains a +2 RS bonus to attacks.

Headquarters

The character possesses a secret headquarters. The headquarters size and location must be approved by the Gamemaster. The exact makeup of the headquarters – weapons locker, garage, communications center, prison, etc. – must also be approved by the Gamemaster. The Rank Value of the headquarters should be used as a rough guide.

Rank Value Possible Size and Contents
1-5 A secret room in an apartment. May include a computer and basic lab. Nothing sophisticated.
6-9 An apartment. A home gym would be appropriate. Maybe one piece of advanced technology.
10-19 A house. A few dedicated rooms serve as an armory, a brig, or other specialized duty. May include a garage.
20-29 A mansion. Sprawling, spacious, and loaded with extras.
30-39 A compound. Multiple buildings behind a sturdy fence or wall. A character with a headquarters of this size most likely does not have a secret identity.
40-49 A skyscraper. Some floors may be rented out as offices or apartments but most of the building is dedicated to the character’s pursuit against crime.
50+ An orbital complex, subterranean city, inter-dimensional residence, or other highly unusual and/or massive complex.

A headquarters can be of a smaller size than suggested. A Rank Value 50 headquarters, for example, could be a single well-outfitted mansion.

Immortality

This power was introduced in Heroic Moments 3. Buy the product to see it.

Improved Skills

Not exactly a “power,” this result grants the character two bonus skills and increases the Row Step bonus of one skill to +3.

Invisibility

The character can become invisible and remain so for as long as desired. Sound, scent, heavy rain, and other methods can still give an invisible character away. The character may also attempt to turn objects or other characters invisible by touching them. Roll d% on the Master Table using the Rank Value of this power, on a result or red or greater the item or character touched is invisible and remains so as long as the character touches it.

Levitate

You can fall safely to earth no matter how high you fall from. You can rise or fall by a number of sectors each turn, determined by your rank in this power. Instead of or as well as levitating yourself, you can levitate any or all other creatures in your sector. Once levitated, these creatures can use their own movement to move across or to descend, although they cannot ascend under their own power.

Rank Value Sectors/Turn Maximum Height in Sectors
1-2 1 2
3-5 2 4
6-9 3 6
10-19 4 8
20-29 5 10
30-39 6 12
40-49 7 14
50-74 8 16
75-99 9 18
100-149 10 20
150-999 15 30
1000 * *

( * The character can rise out of the Earth's atmosphere in a single turn.)

Luck

This power was introduced in Heroic Moments 3. Buy the product to see it.

Magic

The character possesses knowledge of, and ability to use, magic. Magic allows the character to cast “spells” that duplicate any other power in the game; as a result Magic is the sole power the character may have. A character may use only one spell per turn.
Duplicated powers function as described in the individual power sections and at a Rank Value equal to the character’s Magic Rank Value.

Mind Control

The character can take over the minds of others. A target of Mind Control must be within visual range of the character and must possess a Willpower Rank Value less than the Rank Value of this power or the character’s Willpower, whichever is greater.
To take control of another the character must roll d% on the Master Table using the Rank Value of this power or the character’s Willpower +10, whichever is greater. If the result is black the mind control attempt fails. If the result is red or greater the target is controlled until the character releases the targeted character or the target is ordered to do something out of the ordinary (such as injure a companion) at which point the target rolls d% on the Master Table using the Rank Value of the target character’s Willpower. A result of red or greater is needed to break free of the mind control.

Mind Shield

A character with the Mind Shield power possesses a special resistance to Mind Control attempts. For purposes of resisting Mind Control (see the 4C System rules) the character’s Willpower Rank Value is increased by the Rank Value of his Mind Shield power.
Additionally, the character gains a mental Force Field at a Rank Value equal to one-half the Rank Value of this power. A character who possesses Force Field (Mental) who also has this power gains a bonus equal to one-half the Rank Value of this power.

Nine Lives

The character is exceptionally lucky. At the start of each game session the character gains a pool of Fortune points (see p. 00) equal to twice the Rank Value of this power. These points must be used during that game session to affect die rolls and cannot be saved or used for character improvement. Additionally, once each game session the character may roll the dice without declaring the tens die until after the roll.

Nullification

The character possesses the ability to nullify – completely negate – the powers of others within a number of sectors equal to one-tenth the Rank Value of this power (round up). To use this power the character must roll d% on the Master Table using the Rank Value of this power. If the result is black the nullification attempt fails and the character suffers damage equal to one-half (round up) the Rank Value of the power the character attempted to nullify. If the result is red the targeted power works at half its effectiveness (round up). On any other result the power is negated for this turn.

One-of-a-Kind Weapon

The character owns a unique weapon of the player’s choice which deals damage equal to its Rank Value.
Melee Weapon: The character makes melee attacks with the weapon using the weapon’s Rank Value or the character’s Melee +10, whichever is greater.
Ranged Weapon: The character uses the weapon’s Rank Value or the character’s Coordination +10, whichever is greater, when attacking.
Incorporated Power: At the player’s discretion one of the character’s other powers may be incorporated into the weapon increasing the Rank Value of the incorporated power by +10 but losing the use of the incorporated power if the weapon is lost or stolen.

Paralyzing Touch

The character’s touch can render opponents unable to move. To paralyze an opponent the character must first hit with a melee attack (see p. 00) which deals no damage. The target must then roll d% on the Master Table using the target’s Fortitude Rank Value to resist. If the result is black the target is paralyzed – knocked down and unconscious – for a number of rounds equal to one-tenth the Rank Value of this power (round up).

Phasing

The character‘s body can change into an insubstantial form allowing the character to “phase” through objects. The power grants the character armor (see p. 00) at the Rank Value of this power.

Physical Metamorphosis

The character’s body can change into an unusual material, selected from the list below, at will. When metamorphosed the character possesses the traits of the material and gains armor (see p. 00) equal to the Rank Value of this power.

Energy The character transforms into a being of pure energy (choose electricity, light, radiation, etc.). When in energy form the character may do such things as: Jump into power lines and travel through them. (Electricity); Move at the speed of light. (Light); Cause radiation burns and sickness. (Radiation)
Fire The character transforms into a being of pure fire. When in fire form the character is capable of setting things on fire.
Metal The character transforms into a being of pure metal (player’s choice as to the kind of metal). The Rank Value of the character’s Brawn is changed to the Rank Value of this power or the Brawn Rank Value +10, whichever is greater.
Water The character transforms into a being of pure water. When in water form the character may choose to flow like water, running through cracks and other small spaces.

Damage: Depending on the form and Gamemaster approval the character may make use of the Rank Value of this power to determine damage when attacking (punching with fists of steel, igniting things if made of fire, etc.).

Plant Control

The character can control plants, forcing them to twist and turn and using them to wrestle, attack opponents, or block attacks (see p. 00). The character performs all of these actions, through a chosen plant, using the Rank Value of this power or the character’s Combat +10, whichever is greater. The character can control a number of plants each turn equal to the number of times he can attack in a turn (controlling counts as an attack). The character can only control plants within a number of sectors equal to one-tenth the Rank Value of this power (round up).

Poison Touch

This power was introduced in Heroic Moments 2. Buy the product to see it.

Protected Sense

One of the character’s senses – either a normal sense (sight, hearing, etc.) or a supersense (see p. 00) – is completely immune to damage or attacks of a Rank Value equal to or less than the Rank Value of this power. Touch, though a sense, cannot be protected.

Reflection

The character possesses the ability to reflect the effects of another character’s power back at the originating character. To use this power the character must roll d% on the Master Table using the Rank Value of this power. If the result is black the reflection attempt fails and the character suffers the normal effects of the power. If the result is red both the character and the originator of the affected power suffer the normal effects of the reflected power. On any other result the power is reflected back and the originator suffers the power’s full effect.

Regeneration

The character heals quickly. Once per turn, instead of taking another action, the character may recover a number of Damage points equal to the Rank Value of this power.

Robots

This power was introduced in Heroic Moments 4 and World Metahuman Factbook: Germany. Buy the products to see it.

Shapeshift

The character can turn into any shape desired (animals, other characters, objects) though the character retains the character’s original size (unless the character also has the Growth or Shrinking powers). The change is automatically successful unless the character attempts to impersonate a specific thing (such as another character) at which point roll d% on the Master Table using the Rank Value of this power. A result of black means the character fails to adequately copy the character or object and can be easily identified.

Sidekick

The character possesses a sidekick that assists him on adventures (and is the perfect tool when the Gamemaster wants to cause trouble). Create a second character. This new character may possess no primary trait greater than the main character’s and cannot possess more than one-half the number of powers (round up) of the main character. Any results that would break these two rules are automatically reduced. The sidekick is under the Gamemaster’s control.

Superleap

The character can jump across great distances. The character may leap up to a number of sectors each turn depending on the Rank Value of the power:

Rank Value Sectors/Turn
1-2 1
3-5 2
6-9 3
10-19 4
20-29 5
30-39 6
40-49 7
50-74 8
75-99 9
100-149 10
150-999 15
1000+ *

( * The character can circle the world in a single turn.)

Supersense

The character possesses a single extraordinary sense such as superhearing or supersight. Rolls made to use the heightened sense use this power’s Rank Value or the character’s Awareness +10, whichever is greater.
A player may, with Gamemaster approval, have an entirely new sense. For example, a character may be blind but possess echolocation (“seeing” like a bat) or infravision in addition to normal sight allowing the character to see in darkness without penalty.

Superspeed

The character can run at superhuman speeds. The character can move up to a number of sectors per turn based on the Rank Value of this power or the character’s Coordination +10, whichever is greater:

Rank Value Sectors/Turn
1-2 1
3-5 2
6-9 3
10-19 4
20-29 5
30-39 6
40-49 7
50-74 8
75-99 9
100-149 10
150-999 15
1000+ *

( * The character can circle the world in a single turn.)

When attempting an unusual maneuver, such as running across water or up walls, the player must roll d% on the Master Table using the Rank Value of this power or the character’s Coordination +10, whichever is greater. A result of black indicates failure.

Superyell

The character can be heard from a great distance. The character decides whether the yell is heard by all, or only a single target.

Rank Value Distance Heard
1-2 5 sectors.
3-5 10 sectors.
6-9 1 kilometre.
10-19 10 kilometres.
20-29 Anywhere in the neighbourhood.
30-39 Anywhere in the city.
40-49 Anywhere in the state.
50-74 Anywhere in the nation.
75-99 Anywhere on the planet.
100-149 Anwhere in the galaxy.
150-999 Anywhere in the universe.
1000 Anywhere in the multiverse.

Telekinesis

The character possesses the mental ability to move objects without touching them. The upper limit of weight the character may lift with this power is the greater of the power’s Rank Value or the character’s Willpower Rank Value +10.

Rank Value Weight
1-2 50 lb.
3-5 100 lbs.
6-9 200 lbs.
10-19 400 lbs.
20-29 800 lbs.
30-39 1 ton
40-49 10 tons
50-74 50 tons
75-99 80 tons
100-149 100 tons
150-999 200 tons
1000+ 400 tons

Ranged Attacks: The character may also use this power to perform ranged attacks – by throwing an object or simply using telekinetic “force” – using the character’s Willpower in place of Coordination. A successful attack deals damage equal to the Rank Value of this power.

Telepathy

The character can read the minds of others and transmit mental messages. For all actions involving this power the character uses the greater of the power’s Rank Value or the character’s Willpower +10.
A character with this power may read the mind of any character with a Willpower Rank Value lower than the character’s Rank Value in this power or the character’s Willpower +10, whichever is greater.
A character with this power is automatically aware when someone attempts to read the character’s mind. The character may attempt to block the other telepath; both characters roll d% and add the Rank Value of this power or the character’s Willpower +10, whichever is greater.

Teleportation

The character may teleport a number of sectors equal to the Rank Value of this power in a single turn. Teleporting requires the player to roll d% on the Master Table using the Rank Value of this power. A result of black means the character arrives dazed at the destination sector and must spend the next turn recovering (the character may take no actions that turn).
If the character is unfamiliar with – or cannot see – the destination sector and teleports into a solid object – which can include the ground – the player must roll d% on the Master Table using the Rank Value of the character’s Fortitude. A result of black immediately bounces the character back to the starting sector where the character is dazed and must spend 1-10 turns recovering (taking no actions during that time). Any other result immediately bounces the character back to the starting sector where the character is dazed for one turn.

Trait Boost

Unlike Trait Increase (see p. 00), this power is a temporary boost to any one primary trait of the character’s choice (chosen at the time this power is acquired). Once each hour of game time the character can automatically boost the chosen trait’s Rank Value by an amount equal to the Rank Value of this power. For a number of turns equal to one-tenth the newly boosted value (round up), the affected primary trait operates at this new value. At the end of this time the affected primary trait’s Rank Value is reduced to one-half (round up) its normal value for 1d10 turns.

Trait Increase

Not exactly a “power”, the character increases the rank value of any two primary traits by +15 each. If this “power” is rolled twice the bonus to each primary trait chosen is increased to +20 each.

Vehicle

The character possesses a unique and exceptional vehicle. The character selects an existing vehicle (see p. 00) and then increases the Durability, Handling, and Velocity of the vehicle by one-half this power’s Rank Value (round up). In addition to this increase the vehicle possesses two special systems – weapons, unusual abilities that mimic a power, or any other equipment the Gamemaster will approve – with each system at a Rank Value equal to one-half this power’s Rank Value (round up).

Wall-Crawling

The character can move normally, either by using a specialized device or innate means, across surfaces from which most people would fall (walls and ceilings, for example). Gamemasters should inflict a row step penalty when attempting to move across a slippery surface.

Water Native (how about Amphibian?)

The character is from a watery civilization and may breathe underwater or on land. When swimming, the character moves a number of Sectors determined by the Rank Value of this power.

Rank Value Sectors Moved in One Turn When Swimming
01-02 1 sector
03-29 2 sectors
30+ 3 sectors

Water-Walking

The character can move normally, either by using a specialized device or innate means, across water and the surface of other liquids. Gamemasters should inflict a row step penalty when attempting to move across hot, sticky or uncomfortable liquids.

Weapon

The character possesses a weapon, or weapons, with a combined total damage equal to the Rank Value of this power.

Example: A character with a Rank Value of 30 in this power could own two rifles, three pistols, or a bow, crossbow, and pistol (see p. 00).

The character may possess weapons that do not appear within these rules or in existing Four Color games or supplements. Such new weapons must be approved by the Gamemaster.