
Superpowers
From Missoula Roleplayer's Club - Wiki
The superpowers system in Heroes: St. Louis is set up in a tier format. Before you can purchase superpowers, you must purchase the pre-requisite Super Attribute. Characters endowed with a Super Attribute can spend essence to increase one of their Attributes. Players must spend 1 essence for each point the attribute is increased, to a maximum of their Super Attribute level. The increase lasts for 1 hour or until it is deactivated.
| ||||||||||||||||||||||||||||||||||||||||||||
Armor Penetration
Each level of Armor Penetration decreases your target’s armor by 1 versus melee damage. (back to top)
Clairvoyance
Each level of Clairvoyance allows the user to spend an essence in order to see through or around one obstruction. For each additional level activated, the user may choose to add an additional sense or see past further obstructions. (back to top)
Density Control
Density control can drop a target's density, reducing natural armor by 1 per essence spent. If used on yourself, it adds 3 points of damage to your corporeal attacks for each essence spent. (back to top)
Empathy
See Empathy. (back to top)
Enhanced Senses
Each level of Enhanced Senses permanently adds either +3 to Perception rolls using one sense, or +1 to all senses. This is a passive power. The bonuses are added when the power is purchased. Enhanced senses cost no essence to activate and are always on. (back to top)
Force Manipulation
Force Manipulation is a combination of three different aspects. When the user activates the power they must choose to attribute the points into one of these aspects. The aspects are: direct damage, defense, and surrounding manipulation. Force types must be discussed with the ST.
Defense
Defense grants the user 3 points of armor for every point applied to this aspect.
Direct Damage
The Direct Damage aspect allows the user to manipulate their force to deal damage equal to Willpower x the number of points put into this aspect.
Surrounding manipulation
Surrounding manipulation makes the user complete master of the force type in an area with a radius of 1 foot per essence spent. Actions taken in this manner cannot be used to attack or defend. (back to top)
Weapon Enhancement
Weapon Enhancement charges the user's weapon with their force. The next time the weapon is used, it will deal bonus damage equal to the user's Direct Damage points.
Healing
For each level of Healing, the target regains 5 Life Points per essence spent. (back to top)
Mind Control
The only combo power currently in the game. It requires 3 levels in both Telepathy and Super Attribute: Willpower. the user issue simple mental commands a number of times per round equal to essence spent. These commands may not be directly harmful to the target. (back to top)
Morph
See ST for more information. (back to top)
Physical Flight
Physical flight allows the user to fly at a speed of 1\2 base speed x the Physical Flight level. Your flight speed cannot be modified by Super Speed or Blur. (back to top)
Regeneration
As per book. Additional level 12 version that is activated by spending all remaining essence (requires at least 12), and character stabilizes and begins healing unless their body is completely destroyed. 200 points of acid or fire damage destroys a normal human body. (back to top)
Super Armor
Super Armor adds 3 points of natural armor for each level activated. (back to top)
Super Jump
Each level of Super Jump multiplies your base jump distance by the amount essence spent. (back to top)
Super Speed
Each level of Super Speed increases your ground speed by 1\2 of the user's base speed. (back to top)
Blur
Blur allows the user to instantly move a number of steps up to their normal maximum (modified by super speed). The user may blur a number of times per round equal to their Blur level. (back to top)
Teleport
Using Teleport allows the user to travel 3 yards per Essence spent. At level 5, the user has the ability to travel through solid objects. (back to top)
Portals
Portals allow the user connect two destinations. The maximum distance from origin to destination is 10 yards per essence spent. User may bring up to 1\2 their weight in items or people per essence spent. (back to top)
The Sight
The Sight allows a character to detect magic and traces of supernatural power. (back to top)
Sorcery
As per the book. (back to top)
Telekinesis
Telekinesis allow the user to manipulate up to 10 pounds of material per essence spent. Any combat actions taken with this power use normal skill rolls. (back to top)
Mental Flight
Mental Flight allows the user to fly at a speed of 1\2 base speed x the user's Mental Flight level. Further people may be effected for each additional 2 essence spent. (back to top)
Telepathy
Freeform Power. Consult ST For uses. Telepathy is a pre-requisite to the Mind Control power. (back to top)
Visions
Visions come to the user at random times. The visions show the future as it relates to the user's current thoughts or worries (back to top)
| ||||||||||||||||||||||||||||||






