Random Superpower Generator Where Every Power Has a Catch: how it works
This random superpower generator deals three powers at a time from an original list of 269, from telekinesis to toast control. Every card has a catch written in, because a power with no cost makes a dull hero. Narrow the draw to body, mind, elements, movement, shape, nature, time and reality, or small and silly powers. Lock one, swap the others, save favorites and share the set.
Draw, lock and swap
Three powers are on the page when it opens. Press New superpowers or the space bar for three more, or change the size to 1, 5 or 10. The padlock holds a power while the others change, and the swap arrows replace just that one. No power comes back until you have seen every power that passes your chip, and a counter shows how far through you are. The heart keeps a power on your saved list for your next visit.
Why every power has a catch
A hero who can do anything has no story. So each card has two parts: what the power does, then a catch that starts with the word 'Catch'. Invisibility leaves your clothes showing. Teleportation leaves your luggage behind. Some catches are a real weakness a villain could use and some are only a daily bother. Both give a writer or a game master something to play with. Deal three, and choosing between them becomes the game.
Eight kinds of power
The chips sort the list by where a power comes from: body and strength, mind and senses, elements and energy, movement and travel, shape and form, animals and nature, and time, space and reality. The eighth chip, small and silly powers, holds the ones that would never save a city, such as always finding a parking space. The whole list is our own work and names no character, team or publisher, so anything you draw is free to use in your own story or game.
Tips
- Play it as a choice. Draw three, give everyone ten seconds to choose one and make them say why. The catches start more arguments than the powers do.
- Building a character? Lock one big power, then pick the small and silly chip and draw a second. The mix of grand and useless makes a hero people remember.
- Game masters can give each player a secret draw at size 1. Nothing repeats, so a table of six gets six different powers.
- For a villain, read the catch first. Draw the hero's power, then choose a villain power that turns that catch against them.
- The superpower of the day is the same for every visitor and changes at midnight. Post it in a group chat and ask who would take it, catch and all.
Questions and answers
How many superpowers are in the list?
There are 269: 40 body and strength powers, 39 mind and senses, 37 elements and energy, 27 movement and travel, 30 shape and form, 30 animals and nature, 32 time, space and reality and 34 small and silly powers. Every one comes with its own catch, and no two cards share the same one.
Can I turn the catches off?
Not with a switch yet. If you only want the names, press Copy all and the powers in the current draw are copied one per line without the catches, ready to paste into a character sheet or a chat. You can also ignore the catch and write your own. The list is a starting point for your story.
Are these powers from comics or films?
No. The list was written for this site from the kinds of powers that turn up again and again in myths, stories and games, such as flight, strength and shapeshifting, plus plenty we made up. It uses no character, team or publisher names, and every catch is our own. You are free to use any result in your own writing or game.
Is every power equally likely?
Yes. Every power that passes your chip has the same chance on every press, and the page remembers what it has dealt, so nothing repeats until you have seen the whole chip or the whole list. With no chip chosen, that means all 269 before any power returns.
Can I use it for a school writing lesson?
Yes. The list is clean and written in plain words. A quick prompt: each student draws one power at size 1 and writes a day in the life of someone who has it, with the catch causing the main problem. The full list sits below the tool, so you can read every card before class.