Powers

Definitions:

Mover – Enhanced movement ability. Flight, superspeed, and teleportation are some examples of mover abilities.
Shaker – Wide area of effect powers that can change the environment or affect large numbers of people at the same time.
Breaker – Alters or breaks natural laws, almost always accompanied by immunity to the dangerous effects of their ability.
Brute – Super durability most often along with super strength. Powers focused on melee combat poweress.
Master – Control of others or creation of minions.
Tinker – Creation of super science and technology.
Blaster – Ranged, offensive attack powers.
Thinker – Enhanced knowledge, skills, or perceptions.
Striker – Applies effects, often breaker type effects, to others objects with though. Also includes super strength without durability.
Changer – Alteration of form, appearance, and/or natural abilities.
Trump – Can manipulate powers, either own or others. Often the ability to shutdown powers.
Stranger – Ability to mislead, avoid notice, or bypass defenses.

The numbers that accompany these descriptions are a rating system used by authorities to direct how law enforcement agencies deal with supers.

  1. Abilities just above a normal human. An individual may be able to cope with the ability. Ability should be assumed to be a non-threat.
  2. A well trained and equipped individual should be able to address the ability in question. Engagement with teams aware of abilities prefered.
  3. Civilians will be unable to cope with ability. Teams of trained and specially equipped members will first ensure safety of civilians before engaging.
  4. A full squad of specialist should be able to deal with ability. Evacuating civilians takes priority.
  5. Non-powered specialist should avoid contact and evacuate civilians. A single super or a super with non-super backup should be to handle the ability.
  6. A well trained super with backup should be able to handle this ability. Evacuating civilians and gathering intel on the ability should take place before engaging.
  7. Supers should handle this threat in teams of at least two to three. Delay and de escalate until civilians are evacuated.
  8. Evacuation of civilians will be the sole responsibility of non-powered responders. Supers should engage in well trained and coordinated teams.
  9. Both supers and non-supers should focus on evacuation of civilians. Engagement by supers should be avoided except for achieving specific missions and tasks.
    10+. Multiple teams of supers will be needed to minimize collateral damage. May require evacuation of all personnel from a wide area.

Rules:

  1. Each super has one power. That power manifests itself in a variety of ways.
    • All powers are governed by a single power skill. This skill represents the hero’s level of control and ingenuity in using their powers.
    • All of a hero’s powers fit into, or are derived from a specific theme. A hero’s theme dictates not only what type of powers a hero has but how those powers function and appear.

  2. The Power Classifications gives us a blueprint of how powers manifest and how they are perceived and categorized by non-supers. Power classifications from wildbow the writer of Worm himself.

  3. Powers can be used without limits excepting the normal human reactions to stress and exhaustion. Sanity points and Magic points will be used to represent these forces respectively.

  4. Most supers gain their powers from some sort of trigger event. A high stress situation, either physical or mental, that taxes the individual to the utmost and causes a breakthrough.

  5. A few supers are given superpowers. Either built (such as robots & cyborgs) or made through highly secret processes (there are two organizations that are known to produce supers, both highly clandestine and extremely powerful. Exalt a paramilitary group that creates super powered mercenaries and the Initiative a secretive organization that sells powers to the rich)

h2. Archive – Old Notes



h3. A few more ideas:

  1. Each hero has a power limit equal to his power stat. Each power has a cost dependent on its strength and my take vulnerabilities to offset high cost powers.
  2. Limited use powers deplete Power Exhaustion Points with use as detailed in House Rules.
  3. Constant or maintained powers instead reduce the maximum amount of Power Exhaustion Points a hero can ever have, similar to Cthulhu mythos and sanity.
  4. There is a small chance that a hero will have a breakthrough moment and develop new or increased powers. This only happens when heroes are place under incredibly extreme stress.
[andy] – I think heroes that are suffering from insanities lasting rounds or hours would either lose all access to their powers or lose most control of their powers and suffer unintended side effects of attempting to use the power. That seems to me to fit into the insanities that are already in the book.
Of course a hero that exhausts their magic points would be too tired to manifest their powers effectively, excepting those powers which are constant.

A couple ideas:

  1. Each hero has a major power, and a minor power
  2. Each power has a cost. Heroes can buy powers. Some may have one really cool power, while others may have a collection of minor powers
  3. Each hero starts off with a minor power. As they level, the minor power becomes stronger and turns into a major power. At some time (maybe at transition) heroes gain an additional minor power. This could go on indefinitely, which would be a form of leveling up: gaining additional powers to eventually become Superman.
  4. Heroes should also have vulnerabilities. Some vulnerabilities are worse than others. Perhaps, if “point buying” powers vulnerabilities also have a “negative cost”.
[andy] – Not sure if I like the leveling up idea. Doesn’t really seem to fit into the CoC rules set and the stories that have inspired me.
[jm] – From all the discussion on the House Rules and this page, we have all focused on “Sanity Points” driving the super powers. However, perhaps we should be thinking of super powers more like spells. Players use “Magic Points” to activate their super powers. Then, if the character is stressed (like in D’Art’s examples) there is a possibility of losing “Sanity Points” whereupon the super powers begin to run amok or mutate into less than desirable effects."
[andy] – That might fit in better with what I’m thinking. I was thinking characters should start with their magic points placed into the power categories listed below, you could spread them out to be good at several things or focus them to be really powerful in one thing. However all your powers have to fit into a theme for the character. The link to the explanation of the power classifications gives many good examples of how the various types of powers fit into just one theme for each character.

Brainstorming list of powers

Physical
Stretchiness
Skin turns to rock
Body turns to fire
Body can turn to liquid and reform
Chameleon
shrink/grow
squeeze through small gaps

Sensory
X-Ray vision
Telekinesis
Telepathy
Super-sensitive hearing
Supersonic hearing
Olfactory
Dark/night vision

Ability
Invisibility
Flying
Climb walls
Very dexterous flippy-flippy
Gadgets
Control Animals/vermin/insects
Super-fast runner
communicate with an animal/insect/vermin type

Defense
Impervious to physical damage (but not elemental)
Impervious to elemental damage (but not physical)

Brainstorming list of vulnerabilities

Physical
Water/fire/ice
Element of some sort (e.g., Kryptonite)
Loud noises
Physical disability (blind, deaf, missing hand, etc.)
Physical impairment (hard of hearing, bad eye-sight, walk with a limp and can’t run, etc.)
Sunlight
Moonlight

Social
Unsuspecting girlfriend/boyfriend
Debilitated grandparent
Showboat
Flamboyant
Loud/abrasive/rude
Knows very little English – speaks in 1-3 word simple sentences

Behavioral
Voracious appetite
Bad body odor
Bad breath
Uncontrollably inquisitive
Deliberately destructive

Powers

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