Yet Another Superpower Generation Tool
So basically, I kept finding that whenever I tried to create supervillains, I'd end up with either sorcerers or roboticists, and my random superpower generator was often too cut-and-dried for what I wanted. So I created this, quick-and-dirty dice-using tool I could use to roll out less concrete ideas that would be more open to personal interpretation and tweaking.
- Roll 1d4 (one four-sided die). This is the number of powers your character has.
- Roll 3d10s (three ten-sided dice) for each power your character has. The power is a combination of the functions corresponding with the numbers. EG, if you roll up Psi and Tool, your character may have the ability to create a psychically-generated tool, or psychically disable tools. Morphic/Motion could imply the ability to change into a form that could fly, pass through walls, etc. If two numbers are the same, treat the duplicate as a zero. If all three are the same, re-roll one duplicate.
- Roll 1d6 for each power to determine its source, if you don't have something in mind already.
- If you don't have access to the types of dice mentioned, you can use this virtual roller.
- For further fine-tuning via randomization, you can try this method.
- There are no "right" or "wrong" ways to interpret your results.
POWER FUNCTION TYPE
Null result. Nothing, nada, zilch.
These powers involve changing the form of something, whether that of the user, or an object outside of the user, or some combination thereof. Shapeshifting, instant healing, and earthbending are examples of morphic powers.
The ability to produce and manipulate anything from fire to lightning to vaguely defined "force blasts" or "life energy." Also explosions.
The state of being really strong. That's it. Of course, there are any number of sources to the character's strength - it might be sheer muscle, or a magic spell, or a mutation.
Whether through agility, indestructability, shields, or quite possibly the ability to become intangible, the character does not take damage easily.
All things psychic and telekinetic.
Think Spider-Man's webbing, Hawkeye's arrows, and Batman's Bat-arsenal.
Teleporting, flying, etc.
Everything from super-hearing to being able to taste what sort of powers someone else has.
Some kind of actual, physical substance, possibly a gas or a goo or even a solid.
POWER SOURCE (REGULAR FLAVOR)
Learned magic and the like.
Inherent, rather than learned magical abilities.
High-tech or even simple devices and the like.
Cybernetics, nanites, organic computers, and anything else that blurs the line between living beings and machines.
Mutations, abilities inherent to species, etc.
Hang on - don't want one of these types available for rolling? Try one of the following instead...
POWER SOURCE (NONMAGICAL FLAVOR)
POWER SOURCE (NONMECHANIC FLAVOR)
POWER SOURCE (NONBIOLOGICAL FLAVOR)
- Spider-Man's spider powers would be Motion/Tool - Biological (wallclimbing), Sense/Defense - Biological (spider-sense), and Strength/Defense - Biological (agility/strength). His webbing would be Motion/Tool - Mechanical.
- Captain America would have Defense/Sense/Strength - Biological (peak human abilities) and Defense/Tool - Mechanical (the shield).
- Wolverine has Defense/Morphic - Biological (healing factor) and Tool/Strength - Biotech (adamantium bones and claws).
- Hawkeye's arrows all count as Tool, but may have different secondary and tertiary attributes. An exploding arrow would be Tool/Energetic - Mechanical. An arrow that released popcorn would be Tool/Substance - Mechanical. An arrow containing a magic potion that would transform the target into a frog would be Tool/Substance/Morphic - Mechanical - but if said arrow were enchanted to hone in on a target, it would be Tool/Substance/Morphic - Magitek.
Phlebotinum-Development Questions (To help you define your character's powers better)
Tips & Ideas To Make Better & More Interesting Powers
Tricks & Tips For Naming Superheroes & Supervillains
Superhero & Supervillain Name Origin Generator
How You Got Your Superpowers