Powers, Super Powers and Magic. To the right is the cost of the power, individuals can only support so much power without breaking. All powers start weak and can be improved, in power and control, with practice.
>Powers: The stuff of poor and unimportant supers, like spiderman or assassins.
Psionics 1 Basic telekinesis. Grants Mental Resist 1. Allows casting of magic.
Telepath 1 Allows reading of surface thoughts and mentally communicate with other telepaths. Grants Mental Resist. Allows casting of magic.
Dexterity 1 Super reflex, more speed, and a lot of jumping power.
Blink 1 Short range teleport. Requires sight lest you end up teleporting in an object (a gory way to go).
Precision 1 Gives high accuracy, good for both ranged and melee fighting. Small increase to intelligence and dodging.
Detection 1 AKA Spider-sense.
Intelligence 1 boost the old noggin’ by 30 points, can’t increase beyond 160
Web 1 Wow what an useless power.
Eletric 2 Becomes immune and produces electricity.
Torch 2 Guess.
Toad 1 Leg strength and endurance, strong 5 meters tongue, stickyer salive, skin gets a bit greenish andrequires more hydratation.
Regenration 1 Also makes your bones tougher so that they don’t mend wrong. If you lost your eye, for instance, it would regrow in a day.
Magnetism 2
Strength 1 Lift a car with some effort.
Endurance 1 Knifes have a hard time piercing your skin, (pistol) bullets a hard time piercing your organs.
Empath 1 Increases strength when angry, speed when sad or fearfull, regeneration on joy, and intellect on panic.
Immunity 1 gives immunity to disease, toxin, poison and whatnot. Also gives Mental Resist.
Wall Climbing 1 And ceiling too, makes the body generate a bio-magnetic field to adhere on surfaces.
>Super powers: The stuff of the Goodest Goyim. Fly on space and destroPost too long. Click here to view the full text.