superpowers

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superpowers

Post by kevinrolfe on Tue Jun 24, 2014 11:02 pm

I found this list online and was wondering how people thought about its usefulness.

Generic Physical Superpowers

Superstrength
Speed
Durability
Agility/reflexes
Healing/regeneration
Supersenses
Sight/hearing/smell/taste/touch
Sensing danger (spider-sense)
Sensing other types of events (dishonesty, murder, etc.)
The ability to remove senses (like inflicting blindness, etc.)
Longevity/immortality

 

Forms of Transportation

Climbing/wall-crawling
Swimming/water-breathing
Flight
Teleportation
Exceptional leaping (e.g. the Hulk)
Phasing/intangibility

 

Time-Based Abilities

Temporal manipulation (like The Matrix)
Time travel
Prophecy

 

Elemental Control/Manipulation

Basic elements (fire, water and/or ice, earth, wind)
Electricity
Light
Darkness and/or shadows
Gravity
Magnetic forces
Radiation
Energy
Sound
Nature

 

Generic Mental Abilities

Skills and/or knowledge
Popular categories: science, mechanical, computer/electronics, weapons-handling/military, driving, occult/magical.
Super-intelligence
Resourcefulness (“I’m never more than a carton of baking soda away from a doomsday device”)

 

Psychic Superpowers

Telekinesis (moving objects mentally)
Telepathy (reading minds)
Mind-to-mind communication
Mind-control
Possession (total mental control)
Memory manipulation (may include creation/alteration/deletion)
Mentally generated weaponry/objects
Mindblast
Ability to locate someone mentally
Forcefields
“Psychometry”–the ability to learn things about the past or future of an object by touching it

 

Biological Control

Acid/poison
Controlling plants and/or animals
Shapeshifting (animals).
Shapeshifting (people)–mainly useful for disguises/stealth.  

 

Miscellaneous Talents

Elasticity
Self-destruction
Self-liquification
Gaseous form
Growth/shrinking
Self-duplication
Invisibility
Absorbing someone else’s powers
Negating someone else’s powers
Luck manipulation (good luck for hero and/or bad luck for enemies)
Illusions
Pocket space–the ability to hold and remove objects so that only the user can retrieve them.  It could be used for carrying really heavy equipment, hiding valuable and/or stolen and/or highly explosive goods, concealing weapons, smuggling candy into movie theaters, removing a hostile explosive, etc.  
Ability to control density

kevinrolfe

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Re: superpowers

Post by Archaeus on Sat Feb 21, 2015 1:17 pm

I'm trying to work out which superpower can be replicated using the SQUK 2e rules. So far most of 'em can be. "Pocket space" looks like a strange one. Any ideas on how to get that into the game?
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Re: superpowers

Post by kevinrolfe on Mon Feb 23, 2015 2:13 pm

off the top of my head

Enhancement this gives you two superpowers
- Impossiable Events Transmutation (eather/Astral whatever your universe is made of)
- State Change (eather/Astral)

that sort of works ish....

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Re: superpowers

Post by Archaeus on Tue Feb 24, 2015 10:02 am

And how would you determine the size/mass of what you could put into the pocket space? Use the Psyche stat?
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Re: superpowers

Post by Archaeus on Wed Feb 25, 2015 9:42 am

"Temporal manipulation (like The Matrix)
Time travel
Prophecy" Well the prophecy power is replicated by the Information power. But how would you replicate temporal manipulation and time travel in SQUK, considering that such powers can be a massive headache for the SS/GM?
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Re: superpowers

Post by kevinrolfe on Wed Feb 25, 2015 7:53 pm

Yes the psyche star against the lift table.

I have time travel rules in book 1

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Re: superpowers

Post by Archaeus on Thu Feb 26, 2015 12:04 pm

Great. Now I must wait, unless I invent a machine that can travel through time! Smile
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