Superpowers

From Gempunks
Jump to: navigation, search

Superpowers

Superpowers are unique abilities that only one creature in the universe gets. Each player other than the DM claims a power for their own, which is the only power they get.

Attacks and walls are standardized, so every attack and wall can get the same shape upgrades.

Superpower Classes

Super Origin
Elite Tier Expertise
Bonuses:
♦ You get access to a superpower nobody else has.
♦ You learn the Basic Ability of your superpower.


Animation

Bestow Sentience
Basic Utility Ability
Movements: Wave a limb
Use Time: Standard action
Target: One touched object weighing no more than 15 kilograms
Effect: You bestow temporary sentience to an object if you hit it with an attack against GD. It can feel, hear, see, and talk as though it were a 0.25 meter creature, and knows any language you know. It's somewhat friendly to you, but ignorant, so it can easily be convinced/tricked into telling anyone about the things it has seen. This sentience expires after 15 minutes.

Electronics

Noise
Basic Utility Ability
Movements: Wave a limb
Use Time: Standard action
Target: Any number of TVs, radios, cameras, microphones, or telephones you are aware of.
Effect: The chosen communication systems show and record only noise for the next minute.

Fire

Burn
Basic Attack Ability
[ Magic-Damage ]
Movements: Point
Use Time: Use as a weapon attack
Target: Touched creature or object
Effect: If you hit the target with an attack against AD, they take 1d6 Heat damage and are lit on fire.

Illusion

Global Upgrades:

  • Auditory Illusion: The illusions you create can also make sounds.
  • Smelly Illusion: The illusions you create can also have a smell.
Hologram
Basic Utility Ability
Movements: None
Use Time: Standard action
Target: An open space you can see within 60 meters
Effect: You create a stationary visual illusion up to 3 cubic meters in size at the targeted spot. It can't be brighter than a torch, and lasts until you use Hologram again.
Upgrades:
Moving Illusion: The illusion can move as you desire. It can't respond to things you're not aware of.


Disguise
Advanced Utility Ability
Movements: None
Use Time: Standard action
Target: You
Effect: You disguise yourself as something else of similar size and shape, as a Decent disguise. The disguise has visual components. This disguise lasts until you use Disguise again or take a standard action to cancel your disguise.
Upgrades:
Invisibility: You can make one of the senses you are making the disguise for unable to detect you. That is, if you disguise yourself visually, you can make yourself invisible, but if you disguise yourself auditorily, you could instead make yourself silent.
Grant Disguise: You can disguise a touched creature you hit with an attack against GD instead.
   Multiple Disguises: You can have an additional Disguise active simultaneously.

Mind Control

Mental Assault
Basic Attack Ability
Movements: Stare intently
Use Time: Standard action
Target: Touched creature
Effect: If the creature fails a Will Save, it takes 1d6+3 Mind damage, that stuns for 1 round per wound instead of wounding.

Object Creation

Create Object
Basic Utility Ability
Movements: Wave a limb
Use Time: Standard action
Target: An open space you can see within 20 meters
Effect: You create an item worth no more than 100 Credits and weighing no more than 5 kilograms in the targeted location. The maximum weight is doubled for every Magic Power you have. The item is temporary, decaying to nothing after 15 minutes.
Shackle
Advanced Attack Ability
Movements: Wave a limb
Use Time: Standard action
Target: A touched creature
Effect: If you hit the target with an attack against GD, you bind the target in restrictive material, making them effectively paralyzed. The shackles have 1 HP and Toughness equal to your Magic Power plus 4, and decay to nothing after 15 minutes.

Precognition

Passive that lets you anticipate any attack on your person before it happens

Power that lets you evaluate the objective truthfulness of a statement

Rewind, but one day, and not stackable.

Scale

Grow
Basic Utility Ability
Movements: Flex
Use Time: Standard action
Target: You
Effect: Your size is doubled, your reach increases by 50%, you get +2 to Muscle, and your weight is multiplied by 8. You get +1 Toughness, -1 to AD, and -2 to Agility. This lasts until you use a Standard action to end it. You can't stack this effect on itself.

Storm

Electrocute
Basic Attack Ability
[ Magic-Damage ]
Movements: Point
Use Time: Use as a weapon attack
Target: Touched creature or object
Effect: If you hit the target with an attack against AD, they take 1d6 Electricity damage. If this wounds, they are paralyzed for 1 round.

Teleportation

Teleport
Basic Passive Ability
Effect: You gain a 10 meter teleport speed.

Time

Go Fast
Basic Passive Ability
Effect: You get an extra move action on your turn.

Vibration Control

Quake
Basic Attack Ability
[ Magic-Damage ]
Movements: Point
Use Time: Use as a weapon attack
Target: Touched creature or object
Effect: If you hit the target with an attack against AD, they take 1d6 Noise damage and are disoriented for 1 round.