Shortly I'll be starting a new roleplay game at my local club centred around a group of supervillains working together to commit a large-scale crime and am currently trying to think up a good model for how to incorporate unusual super powers and abilities into the game. What I mean by 'unusual' is things which aren't the usual super-strength, flight, enhanced senses abilities most superheroes and villains tend to have, but other more intricate abilities.
What I'm looking for is a few ideas of what people would be considered more extreme abilities, as well as ideas for how to balance them as part of the gameplay and narrative.
Examples I've already thought of include Slice, a girl with a cyborg arm which can adapt itself to the situation at hand; Zeitgeist, a psychic who gains more power when large groups of people are thinking or feeling the same thing; Nightshade, a scientist with the ability to manipulate shadows and darkness; Tempus, a time-walker with the ability to transport himself back and forth in time.
With Slice I've decided the player will have to give a list of the components in the arm (for instance a power cell, charging coil, emitter lens, etc) and then would have to come up with an explanation for how those elements interact in order to generate4 the effect they want. For instance, if she wanted to fire a plasma bolt from her hand she'd use the power cell to energise the charging coil and then fire it through the emitter lens. If the player can't come up with a reasonable explanation on the spot then they can't use the ability, since Slice wouldn't know how to ge4t the job done under pressure either.
With Zeitgeist, his ability would be based on how many PCs and NPCs are in the current area and how many of them are focusing their attention on a single target. This wouldn't necessarily have to be Zeitgeist himself, as any focus of attention would activate his power, so if he was teamed up with someone like the Hulk (or She-Hulk, if she was wearing a bikini) then he'd be able to feed of their ability to distract large groups. Again the player would have to come up with scenarios Zeitgeist could use to his advantage in order to get people to focus.
Nightshade's ability depends solely on the light levels in the surrounding area. The whole argument as to what counts as a shadow and what's just darkness may cause problems, so I've decided to simply class the ability as darkness manipulation. This would make Nightshade extremely powerful in a pitch black cave, but helpless against someone waving a flare around.
Tempus gave me the biggest headache, as a character who can basically retcon entire scenes would make things difficult during gameplay. What I've come up with is a couple of limits to the character's powers. The first is scope, in that Tempus can only transport himself in time and when he arrives in the past he immediately replaces the previous version of himself. There would never be a time where there would be two of himself, and he wouldn't be able to double-team an opponent with a temporal doppelganger. The second limit is range, in that during adventures Tempus would only be able to travel a few seconds at a time, and wouldn't be able to 'chain-jump' further distances without preparation. This means he could basically reroll his last action or defense against another character's action, but wouldn't be able to jump all the way back to the start of an encounter and replay the entire thing.
Do these limit sound fair to you? Are there any changes you'd make or additions which could be added? What other strange powers can you come up with and what limits would you put on them?
What I'm looking for is a few ideas of what people would be considered more extreme abilities, as well as ideas for how to balance them as part of the gameplay and narrative.
Examples I've already thought of include Slice, a girl with a cyborg arm which can adapt itself to the situation at hand; Zeitgeist, a psychic who gains more power when large groups of people are thinking or feeling the same thing; Nightshade, a scientist with the ability to manipulate shadows and darkness; Tempus, a time-walker with the ability to transport himself back and forth in time.
With Slice I've decided the player will have to give a list of the components in the arm (for instance a power cell, charging coil, emitter lens, etc) and then would have to come up with an explanation for how those elements interact in order to generate4 the effect they want. For instance, if she wanted to fire a plasma bolt from her hand she'd use the power cell to energise the charging coil and then fire it through the emitter lens. If the player can't come up with a reasonable explanation on the spot then they can't use the ability, since Slice wouldn't know how to ge4t the job done under pressure either.
With Zeitgeist, his ability would be based on how many PCs and NPCs are in the current area and how many of them are focusing their attention on a single target. This wouldn't necessarily have to be Zeitgeist himself, as any focus of attention would activate his power, so if he was teamed up with someone like the Hulk (or She-Hulk, if she was wearing a bikini) then he'd be able to feed of their ability to distract large groups. Again the player would have to come up with scenarios Zeitgeist could use to his advantage in order to get people to focus.
Nightshade's ability depends solely on the light levels in the surrounding area. The whole argument as to what counts as a shadow and what's just darkness may cause problems, so I've decided to simply class the ability as darkness manipulation. This would make Nightshade extremely powerful in a pitch black cave, but helpless against someone waving a flare around.
Tempus gave me the biggest headache, as a character who can basically retcon entire scenes would make things difficult during gameplay. What I've come up with is a couple of limits to the character's powers. The first is scope, in that Tempus can only transport himself in time and when he arrives in the past he immediately replaces the previous version of himself. There would never be a time where there would be two of himself, and he wouldn't be able to double-team an opponent with a temporal doppelganger. The second limit is range, in that during adventures Tempus would only be able to travel a few seconds at a time, and wouldn't be able to 'chain-jump' further distances without preparation. This means he could basically reroll his last action or defense against another character's action, but wouldn't be able to jump all the way back to the start of an encounter and replay the entire thing.
Do these limit sound fair to you? Are there any changes you'd make or additions which could be added? What other strange powers can you come up with and what limits would you put on them?