You are on page 1of 8

Powers and Skills List

Original Powers and Skills list from the old DC Heroes Role-Playing Game, modified for
use with the d6 format. Power and Skill names are non-exclusive, and may be changed to
suit the Player or the GM. For example, Energy Blast used to be Starbolt in the original
DC Heroes RPG, named for what Starfire called her energy powers. Heat Vision could
also be called Laser Vision (or Lazer Vision), etc.

PHYSICAL (Strength = Str, Dexterity = Dex, and Stamina = Sta)


Acid: Sta +2 Dice. Shoots/secretes corrosive substance.
Bomb: Str +2 Dice. Character may cause an explosion from the point at which he/she
touches the ground. Character is unaffected by the explosion.
Claws: Dex +2 Dice. Character possesses claws, talons, or some other sharpened attack
method.
Cling: Str +1 Die. The character can cling to walls and other surfaces. This includes
suction cups or some sort of sticky substance on feet, hands, etc.
Cold Immunity: Sta + 2 Dice. Character’s resistance to cold.
Darkness: Str + 2 Dice. Character can create a field of Darkness that normal light can
not pass. Vision powers requiring light are completely blocked. Ultra Vision may be
used normally in Darkness.
Digging: Str +2 Dice. Character may tunnel through substances.

Substance Difficulty Number


Sand 2
Dirt 4
Rocky Soil 6
Soft Rock (Limestone) 8
Hard Rock (Granite) 10
Steel 11
Diamond 15

Disintegration: Str +2 Dice. Can dissolve any object into atoms. Can not be used on
living creatures.
Energy Absorption: Sta +2 Dice. Absorb and neutralize damage from Physical Attacks,
except hand-to-hand combat.
Energy Blast: Sta +3 Dice. Character can fire a bold of energy from his/her body.
Define type (light, radiation, cosmic, etc.)
Extra Limb: Str +2 Dice. Character possesses one or more extra limbs (legs, arms, a
prehensile tail, etc.)
Flame Being: Str +3 Dice. Character can cover him/herself with a sheet of fire without
taking any damage.
Flame Immunity: Sta +2 Dice. Character’s resistance to flame or head.
Flame Project: Str + 2 Dice. Character can shoot fire from his/her body like a flame
thrower.
Flash: Str +2 Dice. Character can create a burst of bright light.
Flight: Dex +5 Dice. Character may move freely through air or space.
Fog: Str +2 Dice. Character can create a mist. Effect on vision is the same as Darkness,
but light may penetrate it.
Force Field: Str +4 Dice. Character can create an energy field to protect his/her body.
May be projected around others.
Force Shield: Str +4 Dice. Like the Force Field, but takes the form of a shield.
Gliding: Dex +2 Dice. Character may glide through the air (not fly). Distance glided
equals Dex +2 Dice.
Glue: Str +2 Dice. Character can create a sticky substance that can hold things to the
ground or other surface. Character is unaffected by Glue Power.
Growth: Str +5 Dice. Character can increase his/her size.
Hypersensitive Touch: Dex +3 Dice. Character can “see” with their fingers.
Ice Production: Str +5 Dice. Character can create ice from thin air.
Icing: Str. +3 Dice. Like Flame Being, but Character covers him/herself with ice.
Invisibility: Dex +3 Dice. Invisible Characters cannot be detected with normal vision.
Invulnerability: Sta +5 Dice. Character is very difficult to damage.
Jumping: Str +2 Dice. Character can leap great distances.
Lighting: Str +3 Dice. Character can create bolts of lighting.
Mimic: Dex +5 Dice. Character can use the Str Attribute or Powers of any other
Character in range.
Mutation: Str +5 Dice. Character can evolve or devolve a target into a new life form.
Omni-Arm: Str +3 Dice. Character can transform his/her limbs into anything. Material
and mass remain the same.
Poison Touch: Str +3 Dice. Character generates a substance that irritates the skin and
causes damage. After contact, the poison continues to attack the target.
Projectile Weapons: Str +2 Dice. Character fires projectiles from his/her body.
Running: Dex +2 Dice. Character can move across level ground/surfaces at extreme
speeds.
Sealed Systems: Sta +5 Dice. Character can survive any atmosphere or environment.
Self-Manipulation: Dex +3 Dice. Character can shape his/her body into any shape
desired.
Shrinking: Str +5 Dice. Character can decrease his/her size.
Skin Armor: Sta +3 Dice. Increases the Character’s Sta against Physical damage.
Solar Sustenance: Sta +5 Dice. Character may derive nourishment from the sun.
Sonic Beam: Str +3 Dice. Like Energy Blast, but the energy is sound. Can not work in
a vacuum.
Split: Dex +2 Dice. Character may split into two or more separate beings. Each Split
possesses the same Attributes and Powers of the original, but cannot Split him/herself.
Stretching: Dex +2 Dice. Character can elongate his/her body.
Super Breath: Str +4 Dice. Character can exhale a powerful stream of air.
Superspeed: Dex +5 Dice. Character can move much faster than a normal person.
Unlike Running, which only works for the legs and feet, Superspeed works for the entire
body.
Swimming: Str +2 Dice. Character can move through water and other liquids. Does not
include the ability to breathe such liquids.
Systemic Antidote: Sta +3 Dice. Character has limited immunity to Physical damage
caused by chemicals, poisons, drugs, etc.
Two-Dimensional: Dex +2 Dice. Character can move along the surface of an object like
a shadow. Can only be damaged by attacks made by another Character using the Two-
Dimensional Power.
Water Freedom: Dex +2 Dice. Character can move through water and other liquids as
if they were air. Character can breathe in these liquids and does not suffer underwater
combat penalties.

MENTAL (Smarts = Smts)


Adaptation: Smts +4 Dice. Character can duplicate any existing Power or Skill from
any other Character.
Air Control: Smts +3 Dice. Character can control the movement of a volume of air.
Air Walking: Smts +2 Dice. Character can move on air as if it were solid ground.
Analytical Smell/Tracking Scent: Smts +3 Dice. Character can identify an item or
person by scent alone.
Animal Mimicry: Smts +4 Dice. Character may mimic the Powers, Skills, and Physical
Attributes of any animal, but not the animal’s shape or gain natural weaponry.
Attraction/Repulsion: Smts +5 Dice. Characters may attract or repel creatures and
objects toward or away from her.
Broadcast Empath: Smts +3 Dice. Character can make another Character feel any
emotion the user wishes.
Cell Rot: Smts +5 Dice. Character can cause any formally-living material to
decompose. Will not work on living material.
Chameleon: Smts +2 Dice. Character can alter his/her appearance to resemble any
other Character.
Comprehend Languages: Smts +4 Dice. Character may communicate with another
intelligent being.

Language Difficulty Number


Same Group (e.g. Spanish and French) 2
Same World (e.g. English and Japanese) 8
Alien Language 12

Continuum Control: Smts +5 Dice. Mimics the effects of Damage Transference,


Energy Blast, Matter Manipulation, Regeneration, Teleportation, and Time Travel.
Control: Smts +5 Dice. Character can control the actions of another Character.
Damage Transference: Smts +4 Dice. Character can heal physical wounds by take the
damage him/herself.
Danger Sense: Smts +3 Dice. Character can sense imminent danger.

Danger Intensity Difficulty Number


Critical Threat 2
Major Threat 4
Minor Threat 8

Density Increase: Smts +4 Dice. Character can increase his/her mass at will.
Detect: Smts +2 Dice. Detect any one specific item, presence or quality. The IPQ must
be specified at Character creation.
Directional Hearing: Smts +2 Dice. Character can pinpoint the exact location of a
sound.
Dispersal: Smts +3 Dice. Character may become intangible (but not invisible) to pass
through solid objects.
Earth Control: Smts +2 Dice. Character can move and control a volume of earth, rock,
or soil.
Empathy: Smts +2 Dice. Character can feel the emotions of others and determine the
person’s exact emotional quality.
Extended Hearing: Smts +3 Dice. Character can increase the range of his/her normal
hearing.
Flame Control: Smts +4 Dice. Character can control the intensity and spread of flames.
Character can create flames (see Flame Project).
Force Manipulation: Smts +5 Dice. Can create solid objects out of energy.
Full Vision: Smts +3 Dice. Character can see anything within a full 350-degrees of
him/herself. Such a character is impossible to blindside.
Gravity Decrease: Smts +3 Dice. Character can make any object or person lighter.
Gravity Increase: Smts +3 Dice. Character can make any object or person heavier.
Heat Vision: Smts +3 Dice. Character can generate heat with his/her eyes.
Hypnotism: Smts +5 Dice. Character can mesmerize a victim and control him/her as
per the Control Power.
Ice Control: Smts +2 Dice. Character can move and control volumes of ice. Character
can not create ice (see Ice Production).
Illusion: Smts +5 Dice. Character can make others see what he/she wants them to see.
Can not create matter, but may alter the appearance of existing matter.
Iron Will: Smts +3 Dice. Character can resist all forms of Mental Control Powers.
Life Sense: Smts +3 Dice. Character can detect the exact locations of any being.
Magnetic Control: Smts +3 Dice. Character can create and then control the flow of
magnetic fields around him/herself. Like Attraction/Repulsion, but for metal objects
only.
Matter Manipulation: Smts. +5 Dice. Character can alter the shape and material of
non-living matter.
Microscopic Vision: Smts +3 Dice. Character can see extremely small objects.
Mind Blank: Smts. +3 Dice. Character can block any and all mind-scanning attempts.
Mind Blast: Smts. +3 Dice. Like Mental Blast, but Mind Blast causes mental damage.
Mind Drain: Smts +4 Dice. Character can drain the Smarts points from his/her
opponent and temporarily add them to his/her own Smarts.
Mind Field: Smts +4 Dice. Force Field for the mind against mental attacks.
Mind Probe: Smts +5 Dice. Character can read the thoughts and memories of others.
Mind Over Matter: Smts +3 Dice. Character may temporarily neutralize damage from
Physical Attacks.
Mind Shield: Smts +4 Dice. Force Shield for the mind against mental attacks.
Molecular Chameleon: Smts +3 Dice. Character may become any material he/she
touches, whether gas, liquid, or solid.
Neutralize: Smts +4 Dice. Character can negate one of his/her opponents’ powers.
Object Awareness: Smts +4 Dice Character can tune into any familiar object and
become aware of its location and surroundings provided the object was in physical
contact with the Character within 24 hours of Power use.
Personality Transfer: Smts +5 Dice. Character may take possession of an opponent’s
body. Physical Attributes and Powers are not transferred into the opponent.
Phobia: Smts +4 Dice. Character can create a great irrational fear in the mind of his/her
opponent.
Postcognition: Smts +4 Dice. Character can touch an object or person and see that
object’s or person’s past.
Power Drain: Smts +4 Dice. Character can absorb the Powers of an opponent.
Power Reserve: Smts +5 Dice. Character can establish a pool of Dice which he/she can
temporarily add to all Attributes and Powers. Dice added can never go above 3 Dice.
Precognition: Smts +4 Dice. Character can see into an object’s or person’s future. Does
not need to touch the object or person.
Radar Sense: Smts +2 Dice. Character can emit radar waves and see persons and
objects as outlines. Use of Radar Sense will automatically be detected by Characters
with Super Hearing.
Recall: Smts +3 Dice. Character can mentally retain huge amounts of information.
Reflection/Deflection: Smts +3 Dice. Character may deflect incoming Physical attacks.
Regeneration: Smts +3 Dice. Character can heal wounds very quickly. Hit Points total
returns to normal. Can be usable on others.
Remote Sensing: Smts +3 Dice. Character may use sight, hearing, touch, taste, and
smell to observe an area far away.
Sensory Block: Smts +4 Dice. Character can block the senses of an opponent.
Shape Change: Smts +3 Dice. Character can alter his/her shape to any animal he/she
chooses.
Sonar: Smts +2 Dice. Like Radar Sense, but Character uses sound pulses instead of
radar waves. (Like a bat or a dolphin.)
Speak with Animals: Smts +3 Dice. Character can speak with animals in their native
tongues.
Super Hearing: Smts +3 Dice. Character can hear sounds of extremely high or low
frequency.
Super Ventriloquism: Smts +1 Die. Character can throw his/her voice over long
distances.
Suspension: Smts +2 Dice. The Character can enter into a deep, trance-like state. Must
state amount of time he/she wants to remain in Suspension or what event will trigger
his/her revival. Characters in Suspension will not age.
Telekinesis: Smts +3 Dice. Character can move objects with his/her mind.
Telepathy: Smts +3 Dice. Character may talk mentally with another sentient being.
Teleportation: Smts +4 Dice. Character may travel from one point to another without
physically moving.
Telescopic Vision: Smts +3 Dice. Character can see objects at a great distance.
Thermal Vision: Smts +2 Dice. Also called Infrared Vision (IR). Character can see in
the dark by the heat which an object or person gives off. Warm areas are in red, while
cool areas are in blue.
Time Travel: Smts +5 Dice. Character may travel backward or forward in time.
Truesight: Smts +3 Dice. Character may see through illusions or Invisibility.
Ultra Vision: Smts +2 Dice. Character may see in the dark.
Warp: Smts +4 Dice. Character may create an extra-dimensional gateway between two
points of real space. A form of Teleportation.
Water Control: Smts +2 Dice. Character can control the movement and flow of water.
Can not create water.
X-Ray Vision: Smts +3 Dice. Character can see through things. Character must choose
a material that X-Ray Vision will not see through.

MYSTICAL (Magic = Mag)


Mystic Link: Not a power in itself, but allows any Physical or Mental power to be used
as if it were Mystical. In such a case, Magic will replace Str, Sta, Dex, and Smts.
Air Animation: Mag +4 Dice. Character can create a whirlwind creature who will obey
the Character’s commands.
Animal Control: Mag +3 Dice. Character may take control over any animal.
Animal Summoning: Mag +2 Dice. Character may summon any animal.
Animate Dead: Mag +4 Dice. Character may animate and control the bodies of dead
creatures.
Animate Image: Mag +4 Dice. Character may turn any two-dimensional picture into a
three-dimensional object or person, and control it.
Animate Objects: Mag +4 Dice. Character may cause inanimate objects to behave as if
they were alive.
Aura of Fear: Mag +4 Dice. Character generates an aura that functions like the Phobia
Power.
Awareness: Mag +2 Dice. Character is in tune with the cosmos, allowing him/her to
anticipate events on a cosmic scale.
Dimension Travel: Mag +5 Dice. Character can travel to different dimensions.
Dumb Luck: Mag +4 Dice. Character can cause good luck to happen to him/her or
others. If the power fails, bad luck will happen instead.
Earth Animation: Mag +3 Dice. Character can create a creature of living earth that will
obey him/her.
Enchantment: Mag +4 Dice. Character can give another a temporary but dramatic
increase in Powers. Characters that have Enchantment used on them gets a +4 for all
Powers, Skills, and Attributes.
Exorcism: Mag +2 Dice. Character may remove the effects of mind control or
possession from another character.
Eye of the Cat: Mag +3 Dice. Character can see through the eyes of an animal.
Flame Animation: Mag +3 Dice. Character can create and control a creature of fire.
Ice Animation: Mag +3 Dice. Character can create and control a creature of ice.
Joined: Mag +2 Dice. Character can join him/herself to the Earth. Character can not be
moved easily.
Magic Blast: Mag +2 Dice. Character emits a bolt of energy capable of doing Mystical
damage.
Magic Field: Mag +4 Dice. Force Field for Charisma/Magic.
Magic Sense: Mag +2 Dice. Character can detect all magic and magic-using creatures.
Magic Shield: Mag +4 Dice. Force Shield for Charisma/Magic
Mystic Freeze: Mag +3 Dice. Character can magically restrain an opponent.
Plant Control: Mag +4 Dice. Character can control plants. Can not create plants.
Plant Growth: Mag +4 Dice. Character can control plant growth.
Sorcery: Mag +5 Dice. Character can use any listed Power.
Speak with Plants: Mag +3 Dice. Character can understand the language of plants.
Spirit Travel: Mag +1 Die. Character can send his spirit (temporarily leaving the body
behind) to other places.
Spiritual Drain: Mag +3 Dice. Character absorb another Character’s spirit (or Magic),
temporarily adding the Magic to his/her own.
Transmutation: Mag +3 Dice. Character can turn any element of compound into
another element or compound.
Vampirism: Mag +2 Dice. Character can drain Sta from opponent and add it to his/her
own Sta and repair damage, never going above their original Sta. Fully-healed
Characters may still use Vampirism as an attack to damage opponents.
VooDoo: Mag +4 Dice. Character can inflict Physical damage upon an opponent by
inflicting similar damage on a magical doll. The doll requires something that belongs to
the victim (a lock of hair, a piece of clothing, etc.) in order to work.
Water Animation: Mag +3 Dice. Character can create a living creature that obeys
his/her commands out of water.
Weather Control: Mag +5 Dice. Character can control local weather.

SPECIAL POWEERS

Omni-Power: Operates like Sorcery Power, but is non-mystical in origin.


Self-Link: Links the following powers to the Character in such a way that the Character
becomes the power.

PHYSICAL: Acid Bomb, Darkness, Energy Blast, Flash, Fog, Lightning and Projectile
Weapons.
MENTAL: Warp
MYSTICAL: Plant Growth and Spirit Travel

Examples: A Character Self-Linked to the Flash Power is a ball of light. One Self-
Linked to Spirit Travel is a ghost, etc.

SKILLS AND SUBSKILLS (Str, Sta, Dex, Smts, Chr, and Mag. Charisma = Chr)
Unless specified, skills and subskills may be attempted even if the Character does not
have that skill of subskill, called Unskilled Use. Unskilled Use is with the Attributes
only, without the extra dice.
Acrobatics: Dex +2 Dice. Subskills: Climbing, Dodging, and Gymnastics.
Animal Handling: Chr +2 Dice. Subskills: Animal Training and Animal Riding.
Artist: Chr +2 Dice. Subskills: Actor, Musician, Painter, Photographer, Sculptor, and
Writer.
Detective: Smts +2 Dice. Subskills: Clue Analysis, Counterfeit Recognition,
Identification Systems, Law, and Police Procedure.
Gadgetry: Smts +2 Dice. Subskills: Build Gadget and Identify Gadget.
Martial Artist: Dex +2 Dice. No Subskills.
Medicine: Smts +2 Dice. Subskills: First Aid, Forensics, Medical Treatment, and
Surgery. Only First Aid may be attempted through Unskilled Use.
Military Science: Smts +2 Dice. Subskills: Camouflage, Cartography, Demolition,
Electronic Countermeasures, and Tracking. Only Tracking can be attempted through
Unskilled Use.
Occultist: Mag +2 Dice. Subskills: Create Object, Identify Object, Occult Knowledge
and Ritual Magic. Only Identify Object and Occult Knowledge can be use through
Unskilled Use, and Smts must be substituted for Mag.
Scientist: Smts +2 Dice. Subskills: Analysis and Drawing Plans.
Thief: Dex +2 Dice. Subskills: Escape Artist, Forgery, Locks and Safes, Pickpocketing,
Security Systems, and Stealth. Note: Characters who have the Thief skills and subskills
are not necessarily criminals.
Vehicles: Dex +2 Dice. Subskills: Air Vehicles, Land Vehicles, Water Vehicles, and
Space Craft.
Weaponry: Dex +2 Dice. Subskills: Firearms, Exotic Weapons, Melee Weapons,
Missile Weapons, and Heavy Weapons. Unskilled Characters may not use the Exotic
Weapons Subskill.

You might also like