Here's the list. FWIW, there are 83 total powers (including weaknesses).
Experience Point Bonuses for Powers Absorption: A) Experience – 3 bonus xp per 10 xp drained; B) Superpowers – the total bonus xp value of the powers drained plus 30; C) Hit Points – 10 bonus xp per Hit Point absorbed plus 20; D) Carrying Capacity – 4 bonus xp per 100 lbs. Carrying Capacity absorbed; E) Power – 2 bonus xp per point of Power drained; F) Damage – 3 bonus xp per point of damage absorbed plus 30; G) substance – the GM should assign a value based on how the power is used against an opponent; H) knowledge/memories – 30 plus any extra points as determined by the GM; I) appearance – 30 plus any extra points as determined by the GM. Adaptation: 50 Android Body: 60 plus points for Body Power. Animal/Plant Control: 30 plus 5 per Hit Point of animal or plant that can be controlled (granted even if the character does not use all of the control points available). The GM might consider points for powers possessed by those controlled. Animal/Plant Powers: All powers are listed elsewhere. Value for “Special” to be determined by the GM. Animated Servant: Normal xp plus bonuses for any powers. Armor: 1 bonus xp per ADR point. Built in devices in type B Armor earn points as per the individual powers. Astral Projection: 60 Bionics: Bonus xp should be determined with consideration to the number, type, and effectiveness of bionic parts. Body Power: Due to the unlimited nature of this power, the GM should determine the bonus. Chemical Power: Due to the unlimited nature of this power, the GM should determine the bonus. Advantageous powers should start at about 25 bonus xp. Cosmic Awareness: When effectively used against a hero, this power can be worth 70 or more. A false answer which endangers a villain may cost the hero 10 to 40 xp. Darkness Control: 70 Death Touch: 500 Disintegration Ray: 120 Devitalization Ray: 90 Dimensional Travel: This power can be used to escape from the hero or teleport an unwilling hero and his friends (portal variation). In the first case, 50 xp is awarded if the hero can track the villain down and capture him within the scenario. 100 xp are awarded in the second case if the hero is able to recover his friends and find his way back to (presumably) Earth. Diminished Senses: The hero loses xp when defeating an opponent with this weakness. The exact amount depends on the severity of the disability, but it will usually be 25 to 50 points. Emotion Control: About 60 points, though the exact figure depends on how the power is used and what emotion is controlled. Flame Power: “Flame thrower” = 70. “Flame on” = 90 plus points for Flight. Flight: A grounded hero who defeats a flying opponent gains 40 xp. If both can fly but the hero’s maximum speed is ½ or less than the villain’s, 30 xp is gained. 15 xp are earned if the hero can fly ½ to all of the villain’s speed. No extra xp are awarded if the hero can fly faster than the villain. Force Field: The Force Screen variety earns bonus xp equal to twice the villain’s Power score. The Pummeling Attack type is worth 50 points. Gravity Control: Initial score of 30 due to versatility plus 5 per point of Strength of the wielder. Heightened Agility: No bonus. Heightened Attack: 10 xp per point of extra damage. Heightened Charisma: If usable against the hero, this power is worth 1 xp per point gained. Heightened Defense: 50 xp per -4. Heightened Endurance: No bonus. Heightened Expertise: Type A is base 10 xp, type B base 20, and type C base 30. For each +4 an additional 20 points are earned (this includes “to hit” training bonuses). Heightened Intelligence: No bonus. Heightened Senses: Usually 50 xp for very effective senses and 25 for less powerful abilities. Heightened Speed: The bonus movement gained divided by five is the bonus xp value awarded to the hero who moves ½ or less than the villain’s total speed. A hero moving greater than ½ the villain’s speed gains the bonus movement gained divided by ten. If the hero moves faster than the villain, then no bonus is gained. For every extra point of initiative the villain gains, the hero receives 5 xp, even if the hero moves faster than the villain. Heightened Strength: No bonus. Ice Powers: 80 plus points for Ice Armor as per Armor (1 bonus xp per ADR point). Illusions: Type A Holograms = 20 bonus xp per sense (visual, audible, etc.) that the villain can manipulate. Type B Solid Energy = grant an xp bonus equal to twice the Power score of the villain. Animated solid illusions have an experience value of their own. Invisibility: 120 Invulnerability: 8 xp per point. Life Support: 60 Light Control: 120 Lightning Control: 100 Lowered Intelligence: No deduction. Low Self-Control: 30; although it’s a weakness, it often makes the battle more difficult for a hero. Magic Spells: Due to the unlimited nature of this power, the GM should determine the bonus. Magnetic Powers: 30 plus 1 xp per 50 pounds of ‘magnetic capacity’ of the villain. Mind Control: 90 Mutant Power: Due to the unlimited nature of this power, the GM should determine the bonus. Mute: Deduction of 30 points if the hero uses this weakness against the villain. Natural Weaponry: Type A = 25; Type B = 40; Type C = 60. Extra abilities connected with this power must have their values determined by the GM. Non-Corporealness: 90 Paralysis Ray: 70 Pet: Normal xp value, though powers may alter the value. Phobia/Psychosis: Costs the hero an amount determined by the GM if the weakness can be used against the villain. Physical Handicap: Costs the hero an amount determined by the GM if the weakness can be used against the villain. Poison/Venom: Bonus xp must be determined according to the potency of the venom. Power Blast: 100 Prejudice: It is unlikely that this weakness can be used against a villain, but the hero who is able to would earn 20-70 bonus xp (depending on the Charisma of the villain and the situation). Psionics: Bonus xp should be determined with consideration to the number, type, and effectiveness of bionic parts. Reduced Agility: No deduction. Reduced Charisma: If used to defeat the villain, the hero must pay 2 xp per point the villain lost. Reduced Endurance: No deduction. Reduced Strength: No deduction. Regeneration: Since this power can be used indirectly against a hero by increasing a villain’s Hit Points, a bonus xp of 30 per healing rate point (or fraction thereof) is earned. Revivication: It is virtually impossible to use this power against a hero, but if it is done the GM should determine the appropriate bonus. Robotic Body: 70 plus points for any device powers. Size Change: 100 per level on the height chart. A villain with a permanent height change is worth 100 times the die roll needed to achieve their height. A minimum of 100 is awarded. Sonic Abilities: 60. Speed Bonus: The movement gained divided by two is the xp bonus. Special Requirement: The xp cost to the hero should be determined by the GM based on the requirement. Special Weapon: Due to the unlimited nature of this power, the GM should determine the bonus. Stretching Powers: 40 plus the total of the stretching distance divided by three. Telekinesis: 40 plus 1 per five points of ‘telekinetic capacity’. Telepathy: 50 Teleportation: This power can be used to escape from the hero or teleport an unwilling hero and his friends (portal variation). In the first case, 50 xp is awarded if the hero can track the villain down and capture him within the scenario. 100 xp are awarded in the second case if the hero is able to recover his friends and find his way back to (presumably) Earth. Transformation: Type A Power Activation = no bonus; Type B Weaker Form = Bonus to be determined by the GM; Type C Shapeshifter = (1) Disguise and (2) Inanimate Objects– 40 plus points for powers gained as a result of the new form, (3) Creatures - 70 plus points for powers gained as a result of the new form. Transmutation: 100 Vehicle: The bonus should reflect the effectiveness of the vehicle. Vulnerability: If exploited by the hero, the deduction should be an amount determined by the GM. Vibratory Powers: 80 Weakness Detection: 40 plus 5 per bonus to hit. Extra points may be awarded if the villain discovers a weakness. Water Breathing: Type A = 60 if fighting in water when the hero cannot breathe underwater; otherwise, no bonus is earned. Type B = An air-breathing hero defeating the villain underwater gains 90 xp. A hero with Water Breathing A gains 40 after an underwater fight. If both have type B then no bonus is gained. A villain with this power who is defeated on land will cost the hero 70 xp. Weather Control: 200. Willpower: Type A = 40; Type B = As determined by the GM. Wings: A grounded hero who defeats a flying opponent gains 40 xp. If both can fly but the hero’s maximum speed is ½ or less than the villain’s, 30 xp is gained. 15 xp are earned if the hero can fly ½ to all of the villain’s speed. No extra xp are awarded if the hero can fly faster than the villain.
|