| SuperGuys Powers Table |
| Power | Cost | Description | Range | Damage | Limits |
| Primary Powers | Each Hero can have, at most, 1 primary power. |
| Animal Control | 4, plus 1 per ability unit | Summon animals | Same as ability | Special | none |
| Cold Attack | 2 per ability unit | Attack/defense by coldness | Range + Damage must = ability | none |
| Earth Control | 15 | Control earth effects | 4 | Special | Time delay |
| Fire Attack | 2 per ability unit | Attack/defense by flames | Range + Damage must = ability | none |
| Gravity Control | 8 | Bring down fliers | 4 | none | none |
| Invisibility | 8 | Become invisible | - | - | Charged power |
| Mad Scientist | 12 | Attacks foe's weakness | Range + Damage = 4 | none |
| Martial Arts | 2 per ability unit | Extra direct attacks per turn | n/a | n/a | none |
| Mind Control | 15 | Control other heroes | 3 | Special | Charged power |
| Missile Attack | 2 per ability unit | Shoot or throw objects at distant targets | same as ability | 1-3 | none |
| Nullifier | 10 | Cancel other powers | 3 | n/a | none |
| Poison | 8 | Continuous damage | n/a | n/a | none |
| Ray Attack | 2 per ability unit, -1 if >4 | Pure energy attack | Range + Damage must = ability | none |
| Radiation | 2 per ability unit | Temporarily reduce Strength of adjacent units | 1, or 2 if ability = 4-6 | Same as ability, or (ability-3) if range=2 | none |
| Shape-Shifter | 8 | Change to animal forms | - | - | none |
| Shield | 7 | Protect self | 2 | Special | none |
| Shock Attack | 2 per ability unit | Attack/defense by electricity | Range + Damage must = ability | none |
| Solar Blast | 12 | Turn solar energy into ray attacks | Range + Damage must = ability | Charged power |
| Stretch | 7 | Launch direct attacks at extended range | 2 | normal | none |
| Super-Weapon | 12 | Powers while held or thrown | n/a | n/a | Must hold it |
| Swordsman | 9 | Special direct attack | 1 | 1-4 | Cannot knock out |
| Water Dweller | 6 | Powers in/near water | 2 | Special | none |
| Weather Control | 15 | Control weather effects | 4 | Special | Time delay |
| Will Force | 11 | Multiple powers | 3 | Special | Charged power |
| Lesser Powers | Each Hero can have, at most, 1 lesser power. |
| Charge | 3 | Extra damage | n/a | Special | Must have High Speed |
| Cursor | 4 | Foul up other heroes | n/a | n/a | none |
| Enhancer | 3 | Improve other heroes' powers | 3 | n/a | Passive |
| Giant | 3 | Become very big | n/a | n/a | none |
| Healing | 2 | Heal other heroes | n/a | n/a | none |
| Illusion | 4 | Create illusions | 2 | n/a | Semi-passive |
| Immobilize | 4 (3) | Keep a hero from moving | 2 | n/a | none |
| Leadership | 2 | Lead your team | 3 | n/a | Passive |
| Luck | 2 | Second chance to dodge | n/a | n/a | Passive |
| Mind Probe | 3 | Learn heroes' powers | any | n/a | none |
| Nudger | 3 | Move other heroes | 3 | n/a | none |
| Regeneration | 2 | Heal own damage | n/a | n/a | Passive |
| Shrink | 3 | Become very small | n/a | n/a | none |
| Super-Suit | 5 | Various abilties | n/a | n/a | none |
| Ultra-Vision | 3 | Special eye powers | 2 | Special | none |
| Utility Belt | 3 | Single-use powers | 2 | n/a | none |
| Special Movement | Each Hero can have, at most, 1 kind of special movement. |
| Flight | 1 per move unit | Fly | same as ability | n/a | none |
| Blink-Move | 3 | Instantly jump hexes | 3 | n/a | none |
| Climbing | 1 | Climb walls | n/a | n/a | none |
| Displacement | 2 | Move anywhere | ~ | n/a | Time delay |
| Dissipation | 2 | Turn amorphous | n/a | n/a | Time delay |
| Lummox | 3 | +1 Strength, +1 Toughness | n/a | n/a | Move every other turn |
| Mole Movement | 2 | Tunnel underground | n/a | n/a | none |
| Super-Jump | 2 | Leap 5 hexes | n/a | n/a | none |
| Swapper | 3 | Trade places w/ friend | 3 | n/a | none |
| Resistances | Each Hero can have, at most, 1 kind of resistance. |
| Cold Resistance | 2 | Immune to cold attacks | n/a | n/a | none |
| Defensive Skill | 2 | Thwarts multiple direct attacks | n/a | n/a | none |
| Fire Resistance | 2 | Immune to fire attacks | n/a | n/a | none |
| Force Field | 2 | Immune to missile attacks | n/a | n/a | none |
| Hardened Skin | 3 | Half damage from direct attacks | n/a | n/a | none |
| Mental Resistance | 2 | Immune to mind powers | n/a | n/a | none |
| Radiation Resistance | 2 | Immune to radiation | n/a | n/a | none |
| Ray Resistance | 2 | Immune to ray attacks | n/a | n/a | none |
| Shock Resistance | 2 | Immune to shock attacks | n/a | n/a | none |
| No Weakness | 2 | Keeps weakness from working | n/a | n/a | none |
| Weaknesses | Each Hero must have 1 weakness. |
| Acrophobia | 0 | Cannot leave the ground | n/a | n/a | none |
| Cold attacks | 0 | Double damage from cold attacks | n/a | n/a | none |
| Feeblemind | 0 | Double weakness to mind attacks | n/a | n/a | none |
| Fire attacks | 0 | Double damage from fire attacks | n/a | n/a | none |
| Glass jaw | 0 | Double damage from direct attacks | n/a | n/a | none |
| Hydrophobia | 0 | Cannot move within 1 hex of water | n/a | n/a | none |
| Pincushion | 0 | Double damage from missile attacks | n/a | n/a | none |
| Radiation | 0 | Double harm from radiation | n/a | n/a | none |
| Ray attacks | 0 | Double damage from ray attacks | n/a | n/a | none |
| Shock attacks | 0 | Double damage from shock attacks | n/a | n/a | none |
| Sitting duck | 0 | +2 on all dodging rolls | n/a | n/a | none |
| Wimp | 0 | Can take only 6 points of damage | n/a | n/a | none |
| Basic Abilities | Each Hero can improve any or all of his/her basic abilities. |
| Strength | 2 per unit of strength | Damage from direct attacks; males default = 2, females 1 | n/a | n/a | Max of 6 |
| Agility | 1 per unit of agility | Dodge ranged attacks; females default = 2, males 1 | n/a | n/a | Max of 5 |
| Toughness | 1st point costs 3; 2nd costs 4; 3rd costs 5 | Reduce damage; default = 0 | n/a | n/a | Max of 3 |
| Speed | 2 per unit of speed | How fast you can run; default = 1 | n/a | n/a | max of 6 |
| Health | 0 | How much damage you can take; normally 10 | n/a | n/a | none |