How to make a super character: You can choose your primary powers, but your secondary abilities also have their own specialties and abilities.
Some specialties, like flight or teleportation, can be unlocked with points you earn in the game, while others, like strength and speed, require specific materials to unlock.
Here are the core powers that make up your superhero and their unique powers: Charge: Once you gain your first level of charge, you can charge into combat with one of your two abilities, which are called a charge ability and a charge-out ability.
These abilities each cost a charge, but each has a duration.
If your charge ability is canceled, you will take damage equal to your maximum health bar, and you will lose one charge.
You can cancel your charge abilities during a charge phase, but it costs a charge and you cannot re-charge it for a few seconds.
You also cannot charge while in combat, so if you are in a dangerous situation, you might want to keep it on hold until you can recover your health.
Super Jump: Your second ability is a super jump ability, which lets you hover in the air and perform a powerful leap in an instant.
You gain an extra action for each super jump you make.
If you miss your jump, you fall to the ground in a few short seconds.
If an enemy catches up to you, you take damage, and the enemy takes damage as well.
Super Sprint: Your third ability is called a super sprint ability, and it lets you dash at extremely high speeds.
This ability can only be used while in the super jump state.
While in super sprint, you gain a shield equal to half your maximum Health bar, but the shield cannot be broken, and only the first enemy you encounter in the dash phase does damage.
You cannot be knocked off the ground.
Super Dive: Your fourth ability is known as a super dive ability, but you gain an additional action for every 10% of your maximum Stamina bar, which is 1/8th of your max Health.
This action costs 1 charge.
If this action misses, you instead take 1/4th of the normal amount of damage from your next super jump, and take 1% more damage when you jump.
You are also slowed by 40% for a turn.
The Super Dive ability only works while in super jump.
When you are dived, you lose 1 charge and take damage from every enemy hit.
You must be at least 5 feet away from an enemy in order to perform this ability.
If the enemy is hit by your super jump or super dive, the enemy’s attack will be delayed for 1 turn, up to a maximum of 30.
Super Speed: Your fifth ability is an ability called a superspeed ability, allowing you to move faster than normal for a limited time.
You do not gain any additional actions, but gain 1/6 of your normal maximum Health.
The maximum speed is 5 feet per turn.
This speed can be used for only one action per round, and can be cancelled at any time to perform a superspace ability, giving you an extra turn for free.
The superspeed abilities cost 1 charge each, and cancels can be done while you are moving.
Super Strength: Your sixth ability is named super strength, and allows you to perform more powerful abilities.
You regain 1/3 of your health bar every time you use an ability while in a superspice, and each ability costs 1 extra charge.
Super Agility: Your seventh ability is not known as an ability, instead it is known simply as agility.
It lets you perform a special kind of jump that makes it impossible for an enemy to catch up to and knock you off the edge of the map.
This agility cannot be cancelled during a superspendent jump.
Super Stealth: Your eighth ability is another ability called stealth.
This is a power that allows you move through the air as a single target, without a visible enemy, for a certain period of time.
The longer you stay in this ability, the more time you have to perform the ability, up and down, before being able to return to your normal state.
Super Parry: Your ninth ability is also called super parry.
This power lets you deflect an attack before it hits you.
This allows you take a few more steps before your next attack, but this time the attack deals extra damage to your target.
Super Dodge: Your tenth ability is the only known ability in the Super Heroes game that lets you dodge a non-critical attack.
This dodge deals damage equal for each enemy hit by this ability plus 1% of the damage dealt to the target.
You have to be in line of sight of your target, and your target must be in range of your shield.
You take a number of damage equal as your armor rating (for example, 50 damage per armor rating of 40.
You recover health