Superpowers encompass what isn't considered natural OR magical, such as lifting weights that are beyond plausible, moving at inhuman speeds, moving objects without touching them, or creating fire in a snowstorm. An individual with superpowers may be called a “Super” or “Supers”.
Superpowers are created when the node network of an individual is changed...somehow, allowing them to tamper into energies - not dimensional magic like sorcery, but something much more unique. This source of power is called “Energy” - a wisp-like, smokey constant across the universe that is typically invisible and intangible, until a superpowered individual arrives to manipulate it.
Superpowers are divided into 3 categories:
Kinetic: powers that influence movement against others, ie super strength, super speed
Neuro: powers that influence the mind, ie mind control, telepathy
Neuro-kinetic: powers that influence movement via the mind, ie telekinesis, heat manipulation
Superpowers are divided into 2 general types, Active and Passive. Active powers require concentration and awareness to ‘activate’. Active powers tend to be the most lethal. Passive powers do not require concentration and are generally considered weaker but this isn’t always the case. For example, super strength can be either active or passive.
Energy is an incredibly unknown and misunderstood strange force of nature. It is everywhere - yet invisible and untouchable to nearly everyone in an inert state, which is when it is not being manipulated by a Super. It does nothing by itself to the normal person and can be safely ignored by the ignorant.
But to a Super, it is everything. Energy is what allows a Super to perform marvelous feats and abilities. When a Super is using a superpower, they will 'manifest' Energy at their body, depending on their ability at the time. Using neuro powers will manifest Energy to their head and making their eyes, and the eyes of their target/s, glow; using neuro-kinetic powers will manifest Energy at their hands and usually at the object of their manipulation; using kinetic powers will manifest Energy at the Super's body.
A Super's specific mutated node network designates how they interact with Energy, not the other way around, which is why each Super is different from each other. Energy is versatile and seems to be capable of nearly anything. Like a sorcerer harnessing magic, the only true limitation lies with the superpowered individual themself.
Such as, if a Super has a telekinetic power, they will use their hands to manifest Energy and move objects with Energy. If a Super has a passive power, then Energy will manifest accordingly, such as passive super strength will result in Energy appearing around the body of that individual.
The physical body of Supers will not change when they acquire or use Superpowers, typically. Having superstrength does not automatically make one's body incredibly strong - it is Energy itself supplanting their increased strength. Imagine a lean person with an active superstrength superpower - they may use their superpower to lift heavy weights, but once it is turned off, they cannot lift those same weights with the same zeal.
That being said, certain superpowers may quicken signals within the nervous system, allowing one to move faster or react to movement without realising, improve one's own perception or allow them to perceive stimuli at exceptional radii.
To anyone, Energy that has manifested will feel slightly warm and will feel like ‘solid’ smoke or mist. Energy in large amounts will glow bright and will be hotter.
Energy cannot travel instantaneously and has difficulty moving through solid matter effectively. This means that teleportational or ‘phasing’ powers are impossible to manifest.
Energy will manifest as a certain colour depending on the individual Super. Supers may have similar colours but the colour is merely aesthetic and doesn’t indicate any similarity between superpowers and has no connection to the colour of magical dimensions.
Superpowers may arise through specific events that mutate an individual's node network. Like sorcery, node networks are a vital part of a Super's life - the majority of people have a complete node network with branches in every limb; however some may lack branches in their arms or legs. It seems nature can have a twisted sense of humour.
A Super without branches in their legs will be unable to use superpowers in their legs.
The most common, and troubling source of modern Supers, are via electrical shocks and tamperings. Anything from being shocked by a small exposed wire, to being struck by lightning has a chance of mutating one's own node network to possess random superpowers. The source of the electricity, the circumstances and the individual themself has no leaning on the superpowers they may gain - it is purely a luck of the draw. Nothing can influence what superpowers are mutated.
Modern times has seen an unprecedented rise in Supers, as well as the capability to exploit them because of the widespread and downright vital use of electricity everywhere. It seems every home is fitted with transformers, voltage arrays and electrical devices that, at any point, could become the source of an ignorant future-Super...
It's useful to note that mutating superpowers is extremely rare, even in the modern world. You're more likely to be bit by a shark or struck by lightning, than mutate superpowers.
Magical tamperings are a rarer source of superpowers and are typically a bit rarer but more malicious than electrical tamperings. A carefully curated flesh magic spell can be a lot more reliable for mutating superpowers, but sorcerers able or even willing to perform such magic can be difficult to happen upon, not to mention as flesh magic, it has a harsh spell stress toll on the sorcerers that perform these spells.
Individuals with superpowers are also usually unable to access magic, since their node network has changed beyond what's natural and cannot interact with magical dimensions anymore. There may be extremely rare exceptions, such as Elevated individuals, or those that are Fleshwarped.
Superpowers are not genetic. Node network mutations are considered somatic and cannot be passed down to children.
And rarest of all, are mutations via classic mutagens or random chance. Radiation, certain chemicals or straight up luck from random mutations in DNA replication may mutate a node network. This is usually the only way one may be born with superpowers.
Supers can have a variety of active and passive powers of any of the 3 categories. For balancing, the more powers a character has, the less powerful each individual power is and is either made active or passive depending on the power. And vice versa.
Your character may have up to 4 powers. Only certain characters with Gifts may have more.
Here is a list of general powers but other ideas are still on the table! If you have other superpower ideas/concepts please ask in #staff-questions!
Power level:
Power level is how experienced your character is in their superpower/s. You may only select Beginner and Trained at character creation. Higher power levels may be achieved with levelling up your character, winning Gifts or sometimes in events…
Beginner: 13 power points
Trained: 19 power points
Capable: 26 power points
Skilled: 33 power points
Maestro: 38 power points
Power points can be spent on Stability, Focus and Burnout, and Skill points.
Stability points:
Stability determines how likely the superpower will do as the character wanted and is important for both active and passive powers. Higher stability means powers can be consistently used without failing.
1 - 5: Low stability
6 - 10: Neutral stability
11 - 15: High stability; powers will almost always do as intended
16+ : Greater stability; powers will be additionally powerful
Stability can be referred to as accuracy for superpowers. The higher the stability, the higher the chance to ‘hit’. Stability is useful to invest in if your character has a high amount of superpowers.
Focus and Burnout points:
Focus determines how long and precise an active or passive power can be held before Burnout sets in. Generally 1 turn of action = 1 point of Burnout spent. Resting will reset Burnout to 0.
Burnout only applies in combat and powers used prior to combat. For characters with both active and passive powers, they use one of both per turn of combat.
Passive powers may be labelled with (combat) or (non-combat). Powers with (combat) will contribute to rolls to and against the character, and will accrue 1 Burnout every turn, regardless of the amount of passive powers a character has or if they aren't used. For example, one character may have 3 passive powers that contribute to rolls, but they will only use 1 burnout per turn.
Powers with (non-combat) will not contribute to rolls and will not contribute to burnout.
*Mechanically, characters with superpowers can still use their power if maximum burnout is reached but with a major negative modifier to their rolls.
Skill points:
Skill points are distributed across powers and determine how ‘skilled’ a Super is in their power. A Super will need to hone their skills along with stability, and focus and burnout.
1 - 5: You character is still learning their powers
6 - 10: Your character is quite aware of their capabilities
11 - 15: Your character is skilled in their power/s. They cannot receive an automatic failure when using this power/s
16+ : They know what they’re doing
This applies to points assigned to the respective power. For example, one power may have 12 points and gain the relevant benefits, but another may have 2 and is significantly weaker. Skill points may be more useful to invest in if your character has few superpowers.