The Superpowered

:cc0: Licensed as CC0.

This is a shtick that was thrown together as a “proof of concept” for a lower power-level superhero game run by a friend. It may or may not be expanded upon in the future.


You are a person of extraordinary ability, though you might not know it yet. You possess powers that most would find to be supernatural, though they might simply be beyond our current understanding. Every boon comes with a bane, however, as any superhero has their weakness.

Levels

  1. Your first weakness

  2. Power Points: 1

  3. Power Points: 2

  4. Power Points: 3

  5. Your second weakness

  6. Power Points: 4

  7. Power Points: 5

Weaknesses

At the 1st shtick level, you gain a weakness of your choice from this list. You must choose an additional weakness at 5th level.

Choose from the list below and expand upon it.

  • Dependence. You have an excessive dependence on something compared to most people. Your need for this comes 3x faster than a normal human.

  • Vulnerability. You are more vulnerable to a material, type of injury, person, or other circumstance. Any rolls against it require +2 hits.

  • Allergy. You cannot be around a certain type of object, material, person, or circumstance. You gain +1 light stress for every hour you spend near this thing.

Powers

You gain power points as you level this shtick. When you gain a power point, you may choose to either put it into a new power, or to put it into an existing power to gain mastery over it.

Extrasensory Perception

You have a 6th sense that allows you to sense things that could not otherwise be noticed with the normal senses. Whenever you succeed on an observation action, this counts as one of your senses.

Additionally, your hits for passive observation checks are doubled.

Mastery: All observation actions automatically have one successful hit.

Supernatural Strength

You can lift, push, and pull 2x that of a normal person your size. All actions requiring brute force gain +1 successful hit.

Mastery: All resources for actions this applies to hit on a 4, 5, and 6.

Supernatural Speed

You can move 2x as fast as a normal human. Movement actions do not use your turn action in a conflict.

Mastery: All resources for actions this applies to hit on a 4, 5, and 6.

Supernatural Balance

You can stay upright and in motion through astonishing circumstances, equal and above those most skilled. You gain +2 resources on all actions requiring percarious motor control.

Mastery: All resources for actions this applies to hit on a 4, 5, and 6.

Supernatural Mobility

You are more flexible and mobile than most, equal and above the most skilled contortionists. You can take a special movement action to squeeze into or through spaces too small for other people, requiring extra hits as listed below.

  • Several inches of wiggle room: +1 hit

  • A few inches of wiggle room: +2 hits

  • An inch of wiggle room: +3 hits

  • Just big enough to fit: +4 hits

  • Smaller than your shoulders: +5 hits

Mastery: All resources for such movement actions hit on a 4, 5, and 6.

Supernatural Stamina

You are have a superior ability to push through exhausting circumstances. You only need to spend 5 vitality to bump a die, and 2 vitality to reroll.

Mastery: You can spend 5 vitality to add a resource to your pool.

Supernatural Resilience

You are heartier than almost anyone else. Your maximum vitality is now 120.

Mastery: Your maximum vitality is now 150.

Supernatural Agility

Whenever you would get hit by an attack or get caught by something, make a luck check. On a success, you evade it.

Mastery: Your luck check has advantage.

Supernatural Leap

You can jump onto a surface raised by 4 feet, and can jump across a gap of 30 feet with no roll. For every foot higher, or every 5 feet further, you will need to roll +1 hits.

Mastery: All resources for jumps actions hit on a 4, 5, and 6.

Supernatural Resistance

You are immune to the Intoxicated and Impaired effects.

Mastery: You are also immune to the Stunned and Bleeding effects.

Supernatural Climbing

You can climb vertically on any surface tilted less than 90 degrees without the need of handholds. You can climb onto any surface tilted at or more than 90 degrees with handholds.

Mastery: You can climb any surface with or without handholds.

Genius-level Intelligence

Your maximum focus is doubled. This applies after all other modifiers to it.

Mastery: You gain +1 focus at the start of every rolled action.

Charisma

NPCs see you as an inherently trustworthy and likable person. All resources for social actions hit on a 4, 5, and 6.

Mastery: You gain +1 resource on all social actions.

Perfect Memory

You can perfectly recall anything you have seen, read, or heard in the past 30 days. Recalling things in perfect detail further back in time requires a roll with +1 resource for every additional month back.

Mastery: You can perfectly recall anything within a year with no roll, and require +1 hit for each year into the past instead of each month.

Master of Manipulation

You can spend 2 points of focus to control the focus of an NPC. This can be used to draw attention away from something, or towards something.

Mastery: You can also spend 2 points of focus to convince an NPC of one sentence with no further evidence. They will believe you, though they may not act on it inherently.

Healing Factor

You heal at double the normal rate.

Mastery: You mechanically heal 3 times per day.

Innate Combat Mastery

You gain 2 levels of the Martial shtick. This does not count against your normal shtick limit, and is separate from any other levels you might have in it.

Mastery: You gain another 2 levels in the shtick.

Superior Immune System

You are resistance to all infections, and gain +2 successful hits towards actions to resist them.

Mastery: You are immune to all infections.

Superior Temperature Resistance

All wounds from being burned (hot or cold) are reduced in severity by 1 level. You do not suffer adverse effects from hot or cold weather.

Mastery: You are immune to all temperature related wounds.

Slow Regeneration

You can regrow any body part over an extended period of time, but cannot regrow your brain, heart, or spine. Each day, roll 1d6. On a 6, you regrow a little of your missing body. After 5 successful rolls, you are completely healed.

Mastery: Your regrowth rolls succeed on a 5 and 6.

Superior Lung Capacity

You can hold your breath for 20 minutes.

Mastery: You can hold your breath for 45 minutes.