Empowered Overview: Use super powers to overcome the opposition. It really is that simple.
Build Difficulty: 1/5: You just pick a random assortment of powers. They don’t have to make sense: they’re awesome.
Starting Level Limitations: 3 Points for Powers and/or enhancement of a power
Level Up: +1 Point
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Flight: +4 MVT Speed. Cost: N/A: This is a Static skill.-Enhance: Increase your Movement Speed by 1 for each Enhancement Point.-
Super Speed: +2 to all Speeds. This is a Static skill.-Enhance: Increase all Speeds by 1 for each Enhancement Point.-
Super Strength: Whenever you make a Melee Attack, your RTH become 2+. This is a Static skill.-This is not an Enhanceable Power.-
Durability: +20 HP. This is a Static skill.-Enhance: Increase your HP by 5 for each Enhancement Point.-
Healing Factor: Regain 5 Lost HP at the end of the Round. This is a Static skill.-Enhance: Increase the amount of HP you regain by 1 for each Enhancement Point.-
Energy Beams: Make a R7, 4+RTH Attack. Usable 5 Times per Battle. Cost: 1 Attack Point.-Enhance: Increase the Range by 1 for each Enhancement Point.-
Super Energy Beam: Make a R12, 2+RTH Attack that deals X2 Damage per Hit. ULTIMATE
Teleportation: Move Anywhere. Usable Twice per Battle. Cost: 2 Movement Points.-Enhance: Increase the number of Uses by 1 for each Enhancement Point.-
Seismic Shift: Deal 5 Damage to every Enemy in R5-3 (it’s five squares long and 3 squares wide). Usable Twice per Battle. Cost: 3 Attack Points.-Enhance: Increase the Length Range by 1 for each Enhancement Point.-
Impervious: For 2 Rounds, all Enemies have 6 RTH when Attacking you. Usable Twice per Battle. Cost: 3 Movement Points.-This is not an Enhanceable Power.-
Meteoric Slam: Move 6 Squares in any direction and deal 10 Damage to anything adjacent to you when you land. ULTIMATE
Superhuman Reflexes: You may reroll 2 Failed Defense rolls per Round. This is a Static Power.-Enhance: Increase the number of Rerolls by 1 for each Enhancement Point.-
Send Flying: Deal 2 Damage to an Adjacent foe and move them backward 10 Squares. If they run out of map or hit an object, they take an additional 6 Damage. 2 Uses per Battle. Cost: 3 Attack Points.-Enhance: Increase the Damage you deal with the initial attack by 1 for each Enhancement Point.-
Impossibly Alive: When reduced to 0 or less HP, you have 1 HP left. ULTIMATE (of course, you really only have 1 Attempt on this one…)
Elemental Control: Fire: You may make a R3 3+RTH Attack on a Foe. If it Hits, they take the same amount of damage you rolled at the start of their next turn. Usable Twice per Battle. Cost: 2 Attack Points.-this is not an Enhanceable Power.-
Elemental Control: Ice: Deal 2 Damage to a Foe in R4. They cannot move for 1 Round. Usable Twice per Battle. Cost: 2 Attack Points.-This is not an Enhanceable Power.-
Ultimate Form: You AutoHit and gain +10 MVT for 3 Rounds. ULTIMATE (obviously)
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Empowered Weapons and Armor.
Blunt Melee Weapon: 5+RTH, +4 Damage per Hit (6s become 10s. FUN!)
Sharp Melee Weapon: 4+RTH, +2 Damage per Hit.
Energy Melee Weapon: 4+RTH, +2 Attack Speed.
Pistol of some Sort: Range 5, 5+RTH, +1 Attack Speed
Assault Rifle of some Sort: Range 7, 3+RTH, +1RTH for each consecutive attack (This is a bad thing. Make two attacks without moving in between, and your staring down the barrel of a 5+RTH.)
Laser Gun of some Sort: Range 5, 3+RTH, You deal 1/2 your Damage Roll on each Damage Dice., Rounded Down. (6 becomes 3, 5 and 4 become 2, and 3 and 2 become 1. And yes, 1 does half a damage.)
Assault Shield: 4+RTH, -2 RTD (minimum 3+ RTD. This is good: it makes light armor viable.)
Light Armor: 5+ RTD, +2 Movement Speed.
Medium Armor: 4+RTD.
Heavy Armor: 3+RTD, -2 Movement Speed.
Copyright Jacob Snow 2018