Oh boy. I’m making Epics for a D&D game, so here’s a chance to let a few of them loose. They are High Epics, admittedly.
1) Pyrojump.
Primary Power - jumping immense distances, as far as 500 feet and as high as 150 feet.
Secondary Power - when Pyrojump lands, he can explode the ground around him with a force similar in power to 5 pounds of C4.
Prime Invincibility - Pyrojump has danger sense tied to his jumping. If he is targeted by an attack, he automatically leaps out of harm’s way.
Weakness - badgers. Even photos of the cretins are enough to disrupt his powers.
2) Brightburn.
Primary Power - create and manipulate fire.
Primary Power - heat aura strong enough to evaporate water at 30 paces.
Secondary Power - flight.
Secondary Power - glow intensely and cause blindness.
Prime Invincibility - Become solid flames.
Weakness - Other Epics. Brightburn became an Epic at the end of Calamity, and only ever had near-death experiences at Epic hands. Any Epic who attacks him injures him easily.
3) Celestia.
Primary Power - Heal the injuries of others, even restoring to life those who passed away several minutes prior (as long as there’s still brain activity).
Primary Power - Light manipulation, creating and bending it as she pleases. She can make light solid if she chooses.
Secondary Power - See through time; past, present, and future. This isn’t always clear, but Celestia can at least partially understand what she sees.
Secondary Power - flight.
Secondary Power - Teleportation; she folds into light and reappears where she wants. It might seem instantaneous, but what she actually does is become light and travel at light speed.
Prime Invincibility - Rapidly heal from any injuries.
Weakness - Celestia’s weakness is those of devout holy nature. Fortunately for her, this requires true devotion, with not even the slightest shred of doubt, but her powers fade temporarily when harmed by those of a true holy nature.