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 destroy building with a punch! You can only have 2 DNA in each individual, so for instance you and your henchmen can only get 1 more as you already have your own.
Amazon DNA 2 (females only) Strength, Endurance, and Regeneration.
Kriptonian DNA 6 Gives Flying, Eye Laser, Super Strength and Super Endurance, but makes one vulnerable to the crystals.
Asgardian DNA 3 Super Strength and Super Endurance, also doubles subject weigh unlike the standalone powers.
Radioactive Spider 6 DNA Strenght, Endurance, Regeneration, Dexterity, Wall Climbing, Awareness and Web, but also gives bad luck.
Flying 1 Pick Super Speed if you want to rival Jets.
Super Strength 2 Throw cars with 1 hand. Also Endurance for free.
Eye Laser 2 Also makes you immune to blindness.
Super Endurance 2 Take bullets to the eye feeling little pain. Also gives Strength for free. Needed if you want to survive vacuum for long.
Invisibilty 1 includes clothing.
Super Speed 1 does NOT include require sense and strength to not die at full speed. You can still use it safetly, however, if you don’t go too fast and have a healthy body.
Plastic 2 Ever heard of Plastic Man? Also gives Endurance.
Super Regeneration 2 regrow that eye in an hour now.
>Magic: Magic can only be adquired by learning it, and it requires psyonics. Pay twice to increase mastery in that school (max 2, but you can increase more with time and training).
Normal: HOmancy(Water, ice and air), Geomancy(includes sand), Ferromancy(required for technomancy), Arcane(mana), luxomancy(light), Biomancy(Jesus Christ how horrifying, includes druidism and requires touch), Heat(add or remove), anti-magic(counter the rest).
1 point/mastery = simple projectiles, curses and wards.
2 points/mastery = stronger stuff, create temporary minions(permanent with arcane+other) and enchantments such as traps and buffs.
3 or more mastery = use your imagination
Forbidden:
Unholy, Eldritch, Darkness, Raw Evil, Void, Gravity(includes Time)
What does “raw evil” and “void” even means? Hell do I know! But it’s forbidden and expensive so it must be powerful.