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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.
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.
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.
SPECIAL POWEERS
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.