DC Heroes RPG System Reference Tables

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DC Heroes RPG System Reference Tables

Post by Seretis on November 6th 2017, 21:20

Attributes Block|Acting/Opposing Attributes|Effect Attributes|Resistance Attributes
Physical Attributes|Dexterity (DEX)|Strength (STR)|Body (BODY)
Mental Attributes|Intelligence (INT)|Will (WILL)|Mind (MIND)
Mystical Attributes|Influence (INFL)|Aura (AURA)|Spirit (SPIRIT)

Last edited by Seretis on November 8th 2017, 12:46; edited 1 time in total

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AP Benchmark Values Chart

Post by Seretis on November 7th 2017, 19:04

0|4 sec.|10 feet|50 lbs.|1 cu. ft.|Paragraph|$25
1|8 sec.|20 feet|100 lbs.|2 cu. ft.|Typed Page|$50
2|16 sec.|40 feet|200 lbs|4 cu. ft.|2 Typed Pages|$100
3|32 sec.|80 feet|400 lbs|35 gl.|1000 Words|$200
4|1 min.|150 feet|800 lbs|Doghouse|Book Chapter|$400
5|2 min.|100 yards|1/2 ton|Closet|Term Paper|$800
6|4 min.|200 yards|1 1/2 tons|Pantry|Short Story|$1,500
7|8 min.|1/8 mile|3 tons|5-Man Tent|64k Comp|$3,000
8|15 min.|1/4 mile|6 tons|Bathroom|Novella|$6,000
9|30 min.|1/2 mile|12 tons|Bedroom|Paperback Bk.|$12,000
10|1 hour|1 mile|25 tons|Living Room|Elem. Textbook|$25,000
11|2 hours|2 miles|50 tons|Store Front|1 Meg. of Mem.|$50,000
12|4 hours|4 miles|100 tons|Studio Apt.|War & Peace|$100,000
13|8 hours|8 miles|200 tons|1 Bed. Apt.|1 Yr./Comics|$200,000
14|16 hours|16 miles|400 tons|Cottage|Ox. Eng. Dict.|$400,000
15|1 day|32 miles|800 tons|3 Bed. House|Set of Encycl.|$800,000

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Wealth Score Chart

Post by Seretis on November 7th 2017, 21:20

APs|Approx. Annual Income

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Skills Chart

Post by Seretis on November 7th 2017, 21:39

Skill|Unskilled Use|Base Cost|Subskills
Actor|INFL|5|Disguise, Impersonation
Charisma|Special|20|Interrogation, Intimidation, Persuasion
Detective|INT|10|Clue Analysis, Counterfeit Recognition, Identification Systems, Police Procedure
Gadgetry|None|25|Design, Build, Identify
Martial Artist|None|25|Attack Advantage, Dodging
Military Science|INT|10|Camouflage, Demolitions, Tracking
Thief|DEX|10|Escape Artist, Forgery, Locks and Safes, Pickpocketing, Stealth
Vehicles|DEX|5|Air, Land, Water
Weaponry|DEX|5|Firearms, Melee, Missile, Heavy, Exotic
Subskills may be purchased instead of main skill, at a rate of 1 AP less (Minimum 1 AP cost). Full Base Cost must be paid regardless. Subskills only allow "trained" use within their purview. If a skill is purchased as a whole, all subskills are included.

Actor: Used for disguise and imitations or impersonations. The Disguise subskill covers the application of make-up, costuming, and other physical aspects, while the Impersonation subskill cover mimicry of voice and mannerisms.

Charisma: Used as an optional substitute for INFL/AURA as AV/EV for social interaction rolls. Each subskill covers a different interaction type.

Detective: Used for crime-fighting purposes. The Clue Analysis subskill covers the ability to glean usable information from physical clues or crime scenes. The Counterfeit Recognition subskill enables the detection of fraudulent copies, such as forged signatures and faked money. The Identification Systems subskill covers the ability to operate systems designed to ID criminals via fingerprints, vocal recordings, and so forth. If the criminal is unknown by the authorities, they can not be ID'ed through this subskill. The Police Procedure subskill allows the character to understand how to avoid conflict with police and security personnel, such as knowing how to gain access to crime scenes without getting arrested for interfering or knowing how to apprehend felons.

Gadgetry: This skill covers the design and creation of various technological devices. The Design subskill covers the actual design process. The Build subskill covers the construction process. The Identification subskill covers figuring out what an unfamiliar device does, hopefully without activating it.

Martial Arts: This skill may be used during combat. The Attack Advantage subskill allows the substitution of the skill APs for one of AV, EV, OV, or RV against melee attacks for the round. The Dodging subskill enables dodging attempts, which use the character's Dice Action for that phase of combat. When dodging, the APs of the Skill are added to the OV for the roll. Dodging may be done versus all attacks.

Military Science: This skill covers knowledge of various military concepts. The Camouflage subskill covers blending objects, equipment, and people in with their surroundings. The Demolitions subskill covers safe handling of explosives. The Tracking subskill covers finding and following trails.

Thief: This skill covers a range of abilities often used by criminals and cat burglars. It is not restricted to them, though. The Escape Artist subskill covers attempts to get out of restraints, such as having one's hands tied behind their back. The Forgery subskill covers the ability to create convincing fakeries, such as of art or signatures. The Locks and Safes subskill allows the picking of locks and cracking of safes. The Pickpocketing subskill covers secretly taking of items from another character. The Stealth subskill covers silent movement and hiding.

Vehicles: This skill allows safe operation of vehicles. Each subskill covers a separate type of craft. The three subskills (Air, Land, Water) grant skill with that type of vehicle. (Aircraft, Ground Vehicles, Watercraft)

Weaponry: This skill covers the usage of various weapons. It acts as the AV for all attacks made using weapons, and also allows automatic repairs of jams or malfunctions, which require 4 APs of time (One minute). The Firearms subskill covers rifles and pistols, as well as hand-held beam weapons. The Melee subskill covers non-firing weapons such as knives and clubs. The use of a rifle to club someone, or a similar move, is covered by the Melee subskill, as well. The Missile Weapons subskill covers all manually-propelled objects, such as grenades, thrown rocks, or bows. The Heavy Weapon subskill covers the violently explosive weapons such as rockets, grenade launchers, and artillery cannons. The Exotic Weapons subskill covers those designed with special abilities, such as armor-integrated weapons and those with special Powers.

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Powers Chart

Post by Seretis on November 8th 2017, 10:26

Power|Range|Type|Base Cost
Air Blast|Normal|Dice|10
Air Control|Normal|Dice|20
Analytical Smell/Tracking Scent|Normal|Dice|10
Animal Control|Normal|Dice|25
Animal Summoning|Normal|Auto.|35
Cell Rot|Touch|Dice|20
Earth Control|Normal|Dice|20
Energy Blast|Normal|Dice|15
Extended Hearing|Normal|Auto.|5
Flame Control|Normal|Dice|10
Flame Project|Normal|Dice|15
Force Field|Self|Auto.|30
Hypersensitive Touch|Touch|Dice|5
Ice Control|Normal|Dice|5
Ice Production|Normal|Dice/Auto.|20
Magic Blast|Normal|Dice|20
Magic Field|Self|Auto.|20
Magnetic Control|Normal|Dice|15
Mental Blast|Normal|Dice|15
Microscopic Vision|0 APs|Auto.|5
Mind Field|Self|Auto.|20
Mind Probe|Normal|Dice|20
Plant Control|Normal|Dice|20
Plant Growth|Normal|Dice|20
Poison Touch|Touch|Dice|30
Radar Sense|Normal|Auto.|5
Sealed Systems|Self|Auto.|5
Shape Change|Self|Auto.|75
Skin Armor|Self|Auto.|50
Super Hearing|Normal+3 APs|Auto.|10
Systemic Antidote|Self|Auto.|5
Teleportation|Normal+7 APs|Dice/Auto|50
Telescopic Vision|Special|Auto.|5
Thermal Vision|Normal|Auto.|5
Water Blast|Normal|Dice|15
Water Control|Normal|Dice|35
X-Ray Vision|Normal|Dice|15

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Advantages & Drawbacks Purchase Chart

Post by Seretis on November 8th 2017, 10:51

City Knowledge|20|Age|15
Connection|10/15|Dark Secret|25
Headquarters|10/15|Irrational Attraction|25
Iron Nerves|20|Mistrust|50
Leadership|25|Power Limitation|35
Lightning Reflexes|20|Psychological Instability|25
Power Bonus|35|Rage|25
Rich Family/Friends|15|Secret Identity|10
Scholar|10 each|Traumatic Flashbacks|50
Sharp Eye|15|Uncertainty|15
Miscellaneous Advantage|50|Miscellaneous Drawback|50

City Knowledge: Represents a high degree of familiarity with the layout and environs of Ashport. Gives +2 OV/RV Column Shifts versus being tracked, and -2 AV/EV Column Shifts when tracking. Bonus may not apply in all situations, such as while inside a villain's hideout.

Connection: Represents a friendly contact, or link to an organization. Comes in two versions: Low (costing 10 Hero Points) and High (costing 15 Hero Points). Must be purchased multiple times for multiple connections. Low Connections (such as a friendly sergeant within the police force) provide limited details when asked, and may need to be persuaded to help. High Connections (such as having the police commissioner friendly with your hero) provide a much greater amount of information and may even provide other forms of support on occasion.

Connoisseur: Represents ability to appreciate and appraise the fancy things. Appraisal attempts may be made as Perception Checks versus a OV/RV of 2/2. Attempts to persuade another Character, if made after a suitable demonstration of this advantage, receive a -1 Column Shift bonus to the OV.

Gadget: Variable Price. Cost calculated via Gadgetry rules, rather than main rules.

Genius: Represents having specialized skill, allowing a gadgeteer to create things beyond what is suitable for "the real world", such as teleportation devices and ray guns.

Headquarters: Represents the secret hideout. Comes in two versions: Confined or Expansive. A Confined Headquarters, costing 10 Hero Points, is typically a hidden room in a house, or a small store front office. An Expansive Headquarters, costing 15 Hero Points, is a much larger complex, such as one of the iconic comic book hero hideouts, the Batcave.

Iron Nerves: Provides a +2 Column Shift bonus to RV versus Intimidation interactions and the Phobia Power.

Leadership: Allows the character to grant Hero Points to team members while in a leadership position over a team. Once the points are given over, they act in all ways as if they were the receiving character's. They may not be returned, except in a reversed situation. Should multiple characters in the group have this advantage, the group must decide a single leader among those with it.

Lightning Reflexes: This advantage increases the character's Initiative Rating by 2 APs.

Power Bonus: {Requires GM Approval} Allows a Power to be used in a way not normally allowed, such as allowing the Invisibility Power to affect others.

Rich Family/Friends: Allows a character to, once per three months, request financial help from a contact through a normal Persuasion Check. The contact must have at least 3 more APs of Wealth than the character, and most of the contact's details should be GM determined, as they will occasionally appear in-game as an NPC. Success on the Persuasion allows the character to use the contact's Wealth for one week of purchases.

Scholar: Represents a high degree of knowledge in a particular field. Grants a -2 Column Shift bonus to the OV/RV of Checks involving the field. Each field may only be purchased once, however multiple fields may be purchased. Only one field may apply per Check.

Sharp Eye: Provides a -1 Column Shift bonus to the OV of all Perception Checks the character makes.

Misc. Advantage: {Requires GM Approval} Represents those advantages not covered by others. Each Misc. Advantage must be separately approved by the GM.

Age: Represents a character of unusual crime-fighting age. Choice of being Young or Old. Old characters, those over 50, suffer a -2 to their Initiative Rating, while Young characters, those under 18, have to maintain school attendance and may not enter certain locations.

Dark Secret: Represents a deep secret that, if revealed, would effectively end the career of the character. Villains never have this Drawback.

Fear: Represents an unreasoning terror of a particular object, condition, or situation. Characters with this drawback must select a single choice. Every phase that the character is encountering the source of the Fear requires a Fear Check before any action may be taken. No Hero Points may be spent on this roll, and a result of 11 or higher is required to be able to act normally. Failure of the check results in fleeing or paralysis.

Guilt: Represents remorse over a particular failing. 5 Hero Points must be forfeited each in-game week, or else a +1 Column Shift penalty to OV/RV on all checks will be enforced until all "overdue" Points are paid up.

Innocent: Represents a naivety in the character. Receives a -1 Column Shift penalty to character's OV versus Persuasion and Interrogation checks, as well as Mental powers such as Control, Mind Probe, and Illusion.

Irrational Attraction: Represents an unusually interest in a particular object, concept, or behavior. Under the influence of this attraction, the character will go out of their way to satisfy the desire for the object or concept, or will be forced to undertake the behavior. When exposed to the source of the attraction, the character must make an Attraction Check, requiring an 11 or higher to avoid the compulsion. Should the check fail, and the compulsion be a behavior, the character must act in line with the behavior, such as using a gimmick to attack a foe, rather than outright attacking.

Mistrust: This Drawback causes a character to be mistaken for a villain by law enforcement and other heroes. Police will not cooperate, and will likely attempt to arrest the character when encountered. Obviously, villains may not have this drawback.

Power Limitation: {Requires GM Approval} Causes a Power to not be able to operate in all of its usual ways. Examples include a Power that only operates at full power, or one that "burns out" if used for too long at one time.

Psychological Instability: Causes the character to periodically suffer the effects of a mental disorder. Choose one effect, such as memory loss, catatonia, or severe depression. Whenever a 2d10 roll comes up double 1s, your character suffers an hour-long mental breakdown, and the chosen effect. No Recovery Check or Hero Point expenditure may shorten the effects of the instability.

Rage: Causes outbursts of extreme violence. The effects of the Rage Drawback occur whenever double 1s are rolled on a 2d10 roll. During a Rage, the character automatically enters Killing Combat, which continues until snapped out of it or subdued. The second phase after entering the Rage, the character may attempt to regain control. The Control check requires an 11 or higher on a 2d10 roll to succeed, and Hero Points may not be spent on it. The penalty for entering Killing Combat still applies to Rages.

Secret Identity: Most Heroes have this Drawback, as it represents the dual-life facet. Should the Identity ever be revealed, the character immediately loses 50 Hero Points.

Traumatic Flashbacks: When choosing this drawback, the character must select a single event or situation for their past that was particularly distressing. A set of conditions must also be specified for flashbacks to occur. When the condition is met, the player must roll 2d10, and the result must be 11 or higher to act normally for that phase of exposure. Otherwise, they are unable to act due to reliving the flashback. All attacks made against a character caught up in a flashback automatically receive the Blindside Attack bonus.

Uncertainty: Represents a character being unsure of their abilities, or questioning their convictions. Once per Adventure, during a climactic moment, the Character automatically loses all Initiative, going last during the phase.

Misc. Drawback: {Requires GM Approval} Represents those drawbacks not covered by others. Each Misc. Drawback must be separately approved by the GM.

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AP Purchase Chart

Post by Seretis on November 8th 2017, 12:13

APs|Acting/Opposing Attributes|Effect/Resistance Attributes|Powers|Skills|Wealth
Per AP over 20|+50|+30|+60|+25|+10

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AP Cost-to-Increase Chart

Post by Seretis on November 8th 2017, 12:30

APs|Acting/Opposing Attributes|Effect/Resistance Attributes|Powers|Skill|Wealth

New Powers require 10 times the Base Cost to add after character creation. New Skills require 5 times the Base Cost to add after character creation. New Advantages require 5 times the Hero Point cost to add after character creation. Buying off Drawbacks requires 5 times the bonus to be paid. New Drawbacks added during play do not give the player any Hero Points.

Each AP must be purchased individually when improving characters. (After Character Creation)

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Gadgetry Build Rules

Post by Seretis on November 11th 2017, 15:59

Step 1: Design.

Players must determine the Powers, Skills, and Attributes as well as assigning APs. BODY is the only required Attribute. Should one of the Gadget's Attributes be intended to act instead of the user's own, such as an armored suit's BODY stat, the Stat should be indicated by italics. Italicized stats replace with the user's normal stats, they do not stack. In addition, Gadgets may have a generic AV or EV stat. Miscellaneous Drawbacks may be added, such as a limited number of uses.

Step 2: Calculate the Gadget's Hero Points cost.

Players must then determine the required number of Hero Points. This is done normally, however any italicized stats must be calculated and purchases as if 2 APs higher. The Gadget's Reliability Number must also be determined, with a cost as shown on the following table. AVs have a Base Cost of 10 Hero Points and are purchased as if Acting/Opposing Attributes. EVs have a Base Cost of 5 Hero Points and are purchased as if Effect/Resistance Attributes. Drawbacks added subtract 10 Hero Points each from the cost. A Gadget can never have its cost reduced this way by more than half. (Fractions rounded down) Once all other calculations are done, divide the Hero Point cost by two in order to find the final cost.

The first time a character uses a Gadget with a Reliability Number (R#) each day, a Reliability Roll is made. 2d10, and if the result is equal to or less than the R#, the device breaks down and must be repaired. This roll must be made separately for each ability, and failed abilities are reduced to 0 APs until repaired. Gadgets designed with an R# of zero never breakdown, and the R# is not listed.

Reliability Number (R#)|Hero Points

Step 3: Gain GM approval.

This step serves two purposes. First, it allows the GM to see what you want to do, so they can plan for it, or veto it if it seems too bizarre. Also, the GM can then serve as a double-check on your math.

Step 4: Building the Gadget (NOT REQUIRED FOR CHARACTER GEN)

At this point, the rolling begins. Each ability must be "installed" separately, by individual Gadgetry Skill rolls. The Gadget's BODY is always the first check, however the rest may be installed in any order after that. The APs of the Gadgetry Skill serves as the AV/EV for the test, and the APs of the Ability serve as the OV/RV. If the test fails, a 10 Hero Point "failure fee" is invoked before a retry can be made.

Normally, the each Gadgetry test takes 16 APs of time. For each additional AP added to that, the AV/EV for the test is increased by 1. For each AP of time removed from that amount, the AV/EV is decreased by 1 to a minimum of 0 APs. Any excesses on the result of the roll are deduced from the amount of time required to actually install the ability from the planned time needed.

Should an additional ability be added in for an existing Gadget, the OV/RV for the attempt to add the new feature is awarded 2 Column Shifts to the right.

Step 5: Repairing or Replacing a Gadget (SPECIAL OPTIONAL STEP)

Should an existing Gadget need to be repaired, no cost is needed. A roll is made as if installing a new ability during construction. The OV/RV is equal to the starting, not current, value of the Attribute. However many RAPs are earned on the repair roll is how many APs are restored, up to the normal maximum value.

In order to replace a destroyed Gadget, all that is needed is the Gadget's final Hero Points cost, and two days (16 APs) of time. No rolls are needed. However, only a character with at least as many APs as the Gadget's original creator may recreate the device.

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Power Summaries

Post by Seretis on November 14th 2017, 17:07

Acid: Ranged Physical Attack. Against metallic objects, causes -1 Column Shift to RV on later attacks.

Air Blast: Ranged Physical Attack. Affects all in attack path. No damage from Power, targets pushed along path. Obstructions cause falling damage on impact, with distance traveled for fall distance. Damage caused is Killing Combat, however the character is not penalized unless fatalities occur.

Air Control: May be used for physical attacks, used in a similar fashion as Air Burst, used to create a vacuum (generally considered entering Killing Combat if used on foes.), used for movement assistance, or used to move quantities of air.

Analytical Smell/Tracking Scent: Characters with this Power may use it to attempt to identify smells (Analytical Smell) or to follow trails (Tracking Scent).

Animal Control: User may establish control over animals, requires means of communication for animal to understand commands. Control limited to following classifications: Amphibians, Birds, Fish, Insects, Mammals (Humans not included), Reptiles. Each classification not covered reduces Base Cost by 5 Hero Points.

Animal Summoning: Calls animals of a specified type (such as sharks, falcons, bats, rabbits, etc.) to the user. Does not call any animals of greater BODY than power's APs, does not call beings of human-level or higher intelligence.

Bomb: Creates a detonation around the user at a set distance, may chose between Normal or Killing Combat. Gadget version always is Killing.

Cell Rot: Disintegrates organic material-based items, such as paper, leather, wood, and cloth. May be used as a physical attack.

Chameleon: Allows mimicry of another's appearance. Perception Check to detect the mimicry receives a -2 Column Shift bonus to OV if the mimcry is of a different gender or build of the user. The Base Cost of the power may be reduced by 5 Hero Points if the power does not cover clothes.

Claws: Acts as EV for attacks with natural weapons or may be substituted as EV for attempts to rend or tear materials.

Cling: Allows attempts to traverse vertical or inverted surfaces unaided. APs of skill effectively limited by user's STR.

Control: Allows mind control of another human. Characters being controlled may attempt to break free.

Darkness: Blocks most forms of sight. Reduces AVs of Physical actions. User of power immune to own usage.

Dispersal: Has multiple effects. Adds to OV/RV versus Physical Attacks, decreases user's STR while in use (Min 0 APs), and allows bypassing of objects with fewer BODY APs than active Power APs.

Earth Control: May use as a Physical Attack, may attempt to blind, or may move a quantity of earth.

Empathy: Allows detection of a target's true emotional state.

Energy Blast: Grants user the ability to launch a blast of energy of a stated type, counts as a Physical Attack.

Extended Hearing: Reduces the apparent distance between character and a sound.

Flame Control: Allows user to adjust the size of an existing fire, with characters inside the flames suffering Physical Attacks, or the user may attempt to move flames.

Flame Project: Allows user to generate a stream of flame, usable as a Physical Attack.

Flash: Allows the user to attempt to blind others around them. A blinded character may not be affected again until the effect wears off. May also generate a glow for normal lighting.

Flight: Classic Superhero travelling power. May also use as OV/RV, if no Dice Action that phase.

Fog: Creates a sight-obscuring fog around the user. Can travel with the user. May be dispersed through outside means.

Force Field: Creates a Physical Attack blocking field. Prevents outgoing Physical Attacks.

Gliding: Allows user to glide through the air. APs of Power and APs of Height are added to determine max distance glidable.

Hypersensitive Touch: Grants user ability to "read" or "see" via touch.

Hypnotism: Allows attempting of suggestions against a target. Some commands might fail. Each suggestion is resisted independently.

Ice Control: Allows hurling of ice for a Physical Attack, shaping of ice for a Physical Barrier, or movement of ice.

Ice Production: Generates ice for constructs, defense, or attack.

Illusion: Creates illusions to attempt to fool a target. There must be something present for the illusion to form. Most damage cause by illusions is Mental, although the target may believe there to be physical wounds.

Invisibility: Turns the user invisible, with the inherent difficulties that creates. Any opponent who can locate the invisible character knows where they are until the invisible character can manage hide again.

Invulnerability: Allows user to attempt to remain alive and suddenly recover when subjected to fatal injuries. Attempt may fail if damage is severe enough.

Jumping: Increases jumping height.

Lightning: Allows user to generate a lightning-based Physical Attack. Insulated characters are more resilient (+2 Column Shift bonus to RV) and conductive characters are more vulnerable (-2 Column Shift penalty to RV).

Magic Blast: Generates a blast of mystical energy as a Mystical Attack.

Magic Field: Creates a Mystical Attack and Mystical effect blocking field. Prevents outgoing Mystical Attacks and effects.

Magnetic Control: Allows user to hurl metal objects as a Physical Attack, manipulate metal objects for Physical Defense, or simply move metal objects.

Mental Blast: Generates a blast of mental energy as a Mental Attack.

Microscopic Vision: Allows user to see smaller objects than normal.

Mind Field: Creates a Mental Attack and Mental effect blocking field. Prevents outgoing Mental Attacks and effects.

Mind Probe: Allows user to attempt to read another person's thoughts.

Phobia: Inflicts panic-inducing terror on targets. May be shaken off.

Plant Control: Allows user to use plants for making a Physical Attack, attempt to restrain targets, or simply move the plants.

Plant Growth: Allows user to force plants to rapidly grow. With high enough APs, users may attempt to cause plants to grow inside a target. That use is automatically considered entering Killing Combat.

Poison Touch: Creates an irritant attack deliverable via touch. May be non-lethal or lethal, with the latter being considered Killing Combat. Targets may not be attacked again with the Power until the first attack runs out.

Radar Sense: Acts as a forward-facing radar for the user. May be jammed electronically.

Recall: Allows photographic recall of information. Limited amount available at any given time.

Regeneration: Reduces the amount of time required before a Recovery Check is made. User does not have to be conscious.

Running: Increases the character's running speed. High enough APs allow water-running.

Sealed Systems: Allows survival in hostile atmospheres or environments for a set period of time. APs of this power also add to RV versus gas-based or radiation-based attacks.

Shape Change: Allows limited shape-shifting abilities.

Shrinking: User may reduce size to avoid notice or become harder to hit.

Skin Armor: Increases resistance to impact and force-based Physical Attacks, adding to the user's RV in those cases.

Sonar: Grants 360-degree sonar-based detection. Attack attempts originating within the power's range can not receive the Blindside Bonus. Power may be interfered with through use of carefully tuned sound-producing devices.

Stretching: User may elongate limbs or body parts. Power can be used to increase RV versus impact-based Physical Attacks, but only when announced prior and no Dice Action taken.

Super Hearing: Allows user to hear sounds outside of normal human range.

Superspeed: Grants user a number of effects including increased Initiative Rating, single phase distance travel, decrease needed time for some actions, or substituting Superspeed for the AV/OV or EV of Physical Attacks.

Swimming: Increases Swimming speed. Does not grant water-breathing abilities.

Systemic Antidote: Improves RV against chemical, poison, or gas-based attacks.

Telekinesis: Allows user to attempt to move things, resistible through certain Powers. Can also be used to hurl objects as a Physical Attack. Usable on self for travel purposes.

Telepathy: Grants user ability to attempt to mentally communicate with others. Does not allow mind reading. Target can attempt to break the communication link.

Teleportation: Grants ability to travel distances via teleportation. Must teleport whole objects, may be resisted.

Telescopic Vision: Reduces the apparent distance between character and a sight.

Thermal Vision: Allows user to see residual heat sources (such as footprints or hand-prints), have better sight at night, or attempt to locate invisible objects (Positive ID of the objects is difficult).

Ventriloquism: Grants user the ability to make their voice seem to be coming from somewhere else.

Water Blast: Ranged Physical Attack. Affects all in attack path. Targets may not end up damage, but will be quite soaked.

Water Control: Grants user ability to manipulate water. May be used as a Physical Attack, may attempt to sweep over and drown a target (Drowning attempt counts as Killing Combat), may generate wave for propulsion, or may simply move a quantity of water.

X-Ray Vision: Allows user to attempt to see through objects. Must select one common substance, such as lead or granite, that the power will never work against.

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Re: DC Heroes RPG System Reference Tables

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