Random Superpower Generator Where Every Power Has a Catch

One press deals three powers from a list of 269, and each card says what the power does and what it costs you.

  1. Space foldingMake any trip one step long. Catch: the trip back is twice as long.
  2. Reality editingChange one small fact about the world. Catch: you never know what else shifts.
  3. Super gripNothing can be pulled from your hands. Catch: letting go takes real effort.
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Superpower of the day

 

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.

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All 269 superpowers

Body and strength 40

  • Acid spit Your saliva melts through metal. Catch: you drool when you sleep.
  • Adrenaline power You grow stronger the more scared you are. Catch: you have to be truly scared.
  • Bioluminescence Your skin glows on command. Catch: it also glows when you are embarrassed.
  • Cold resistance Ice, snow and deep space cannot chill you. Catch: warm rooms feel unbearable.
  • Density control Become light as a feather or heavy as a truck. Catch: floors do not always hold.
  • Diamond skin Your body becomes hard crystal. Catch: you sparkle, so hiding is impossible.
  • Disease immunity You never catch anything. Catch: you can still carry a cold to everyone else.
  • Energy absorption You soak up any hit and store the energy. Catch: you must release it within the hour.
  • Extra arms You grow two more working arms at will. Catch: shirts never fit.
  • Heat resistance You can walk through fire unharmed. Catch: your clothes cannot.
  • Immortality You cannot die of age, illness or injury. Catch: everyone you know still can.
  • Invulnerability Nothing can cut, burn or bruise you. Catch: you cannot feel a hug either.
  • Kinetic charge Things you touch store energy and burst. Catch: it works on your own shoes too.
  • No need to breathe You can live underwater, in smoke or in space. Catch: you cannot smell anything.
  • No need to eat Your body runs on nothing at all. Catch: food no longer has any taste.
  • No need to sleep You never get tired and never need a bed. Catch: nights are very long.
  • Pain immunity You feel no pain at all. Catch: you do not notice when you are badly hurt.
  • Perfect aim Anything you throw hits the target. Catch: only when you are not showing off.
  • Perfect balance You never trip, slip or fall. Catch: you get dizzy watching other people wobble.
  • Poison immunity No venom, toxin or spoiled food can harm you. Catch: medicine does nothing either.
  • Prehensile hair Your hair moves and grips like extra hands. Catch: it does what it wants when you are angry.
  • Pressure resistance You can walk on the deepest sea floor. Catch: it is pitch dark down there.
  • Quills Sharp spines rise from your back when threatened. Catch: so do they when you sneeze.
  • Radiation immunity Radiation passes through you harmlessly. Catch: you glow a little afterwards.
  • Rapid healing Wounds close in seconds. Catch: healing burns through a day of food each time.
  • Regrowing limbs A lost arm grows back in a week. Catch: the new one itches for a month.
  • Retractable claws Sharp claws slide out from your fingers. Catch: gloves last about an hour.
  • Slow aging You age one year for every ten. Catch: you were a teenager for fifty years.
  • Sonic scream Your shout shatters glass and stone. Catch: you lose your voice for a day after.
  • Steel skin Your skin turns to living metal. Catch: you sink like a stone in water.
  • Stone skin You turn into solid rock at will. Catch: you move at a slow walk while stone.
  • Super digestion You can eat anything, from glass to gravel. Catch: you are always hungry.
  • Super grip Nothing can be pulled from your hands. Catch: letting go takes real effort.
  • Super leap You can jump over a ten-storey building. Catch: landing is your problem.
  • Super lungs One breath can knock down a wall. Catch: a sneeze does the same thing.
  • Super reflexes You react before anyone else has blinked. Catch: the world feels slow and dull.
  • Super stamina You can work or run for days without tiring. Catch: you still get bored.
  • Super strength Lift cars and bend steel bars. Catch: you break every door handle you touch.
  • Unbreakable bones Your skeleton cannot crack or snap. Catch: you weigh three times what you look.
  • Venomous bite One bite knocks out any opponent. Catch: you have to bite them.

Mind and senses 39

  • Astral projection Your mind leaves your body to explore. Catch: your body is helpless while you are out.
  • Aura reading See a glow that shows a person's mood and health. Catch: it clashes with their clothes.
  • Danger sense A tingle warns you just before trouble. Catch: it also goes off for pop quizzes.
  • Dream walking Step into other people's dreams. Catch: you get no rest of your own that night.
  • Echolocation Map a dark room with a click of your tongue. Catch: you click all the time now.
  • Emotion control Calm a riot or cheer up a room. Catch: your own mood swings the other way.
  • Empathy sense You feel what the people around you feel. Catch: crowded trains are exhausting.
  • Fact check ear You hear a sour note whenever a fact is wrong. Catch: the news gives you a headache.
  • Illusion casting Make people see things that are not there. Catch: cameras are never fooled.
  • Instant learning Watch a skill once and you can do it. Catch: you forget it after a week.
  • Lie detection You always know when someone is lying. Catch: even kind little lies.
  • Machine talking You understand and speak with computers. Catch: most of them are rude.
  • Memory erasing Wipe the last ten minutes from a mind. Catch: you lose the same ten minutes.
  • Memory reading Touch someone and see their memories. Catch: you cannot choose which ones.
  • Mental shield No one can read or control your mind. Catch: you are also very hard to persuade.
  • Microscopic vision See germs and single cells. Catch: you will never enjoy a buffet again.
  • Mind control Make anyone follow one command. Catch: they remember everything afterwards.
  • Mind link Share thoughts with a group in silence. Catch: everyone hears everything.
  • Night vision See perfectly in total darkness. Catch: sunlight makes you squint all day.
  • Object reading Touch an object and see its past. Catch: you have to wear gloves everywhere.
  • Photographic memory You remember everything you have ever seen. Catch: including every awkward moment.
  • Possession Take over another person's body. Catch: yours falls asleep on the spot.
  • Power cancelling Powers stop working near you. Catch: that includes your friends' powers.
  • Power copying Copy the power of any hero nearby. Catch: and their weakness with it.
  • Power sensing You can tell who has powers and what they are. Catch: you have none of your own to fight with.
  • Precognition See moments of the future. Catch: never the moments you most want to see.
  • Probability sense You know the odds of anything at a glance. Catch: surprises are gone for good.
  • Remote viewing See any place you can name. Catch: only in black and white.
  • Skill copying Borrow the talents of anyone you touch. Catch: they lose them while you have them.
  • Speak every language You understand and speak any language. Catch: you have a strong accent in all of them.
  • Super hearing Hear a whisper across a city. Catch: also every alarm clock in it.
  • Super intelligence You can solve any problem in minutes. Catch: explaining it to others takes hours.
  • Super smell Track anyone by scent alone. Catch: gym lockers become a real danger.
  • Telekinesis Move objects with your mind. Catch: only things you could lift by hand.
  • Telepathy Hear the thoughts of anyone nearby. Catch: you cannot switch it off in a crowd.
  • Telescopic vision Read a sign from five miles away. Catch: close-up things go blurry.
  • Thermal vision See warmth through walls, like a thermal camera. Catch: summer is just one big glow.
  • Wild instinct You always know which way is north and when a storm is due. Catch: you howl at full moons.
  • X-ray vision See through walls and doors. Catch: not through lead, and not selectively.

Elements and energy 37

  • Acid rain calling Summon a small cloud of burning rain. Catch: it follows you home.
  • Air control Command the wind. Catch: every hairstyle near you is ruined.
  • Cold breath Freeze a pond with one puff. Catch: your tea is never hot.
  • Crystal growing Grow crystal walls and spikes from the ground. Catch: they take a week to melt away.
  • Earth control Raise walls of rock and open the ground. Catch: you must be barefoot.
  • Electric touch Shock anything you touch. Catch: handshakes are out.
  • Energy blasts Fire bolts of energy from your hands. Catch: the recoil knocks you over.
  • Fire breath Breathe a jet of flame. Catch: spicy food sets it off.
  • Fire control Shape and throw flames. Catch: you cannot make fire, only move it.
  • Fog calling Fill a whole street with thick fog. Catch: you cannot see through it either.
  • Force fields Throw up a wall nothing can cross. Catch: it lasts only while you hold your breath.
  • Glass control Shape and mend glass with a gesture. Catch: you cut yourself a lot.
  • Gravity control Make things heavier, lighter or float. Catch: your stomach never gets used to it.
  • Heat draining Pull the warmth out of anything. Catch: it all goes into you.
  • Ice control Freeze anything you touch. Catch: your drinks are always slush.
  • Laser eyes Fire cutting beams from your eyes. Catch: you cannot see while they fire.
  • Lava control Pull molten rock from deep underground. Catch: the hole stays there.
  • Light control Bend light into beams and blinding flashes. Catch: useless after sunset.
  • Lightning control Call down and throw lightning. Catch: every phone you own is fried.
  • Magnetism Pull and push anything magnetic. Catch: bank cards die in your pocket.
  • Metal control Bend and move metal with a thought. Catch: coins and keys stick to you.
  • Plasma control Handle matter as hot as the sun. Catch: everything nearby melts.
  • Power cell Charge any device by holding it. Catch: it makes you very sleepy.
  • Radio wave sense Hear and send radio signals in your head. Catch: adverts play all day.
  • Rust touch Metal crumbles to rust in your hands. Catch: you can never ride a bike.
  • Sand control Shape sand into anything. Catch: it gets everywhere, always.
  • Shadow control Shape shadows into solid forms. Catch: useless at noon.
  • Smoke form Turn into a cloud of smoke. Catch: ceiling fans are your enemy.
  • Sound control Turn any sound up, down or off. Catch: you cannot mute yourself.
  • Spark snapping Snap your fingers to throw sparks. Catch: it only lights candles.
  • Steam blast Fire jets of scalding steam. Catch: your glasses fog up every time.
  • Tidal pull Raise and lower the tide by hand. Catch: it takes six hours to work.
  • Vacuum breath Breathe in hard enough to pull in a car. Catch: you swallow a lot of bugs.
  • Vibration control Shake things apart with a touch. Catch: your hands never quite stop.
  • Volcano sense Feel earthquakes and eruptions a day early. Catch: you feel every small one too.
  • Water control Shape water into waves, whips and walls. Catch: you need water nearby.
  • Weather control Summon sun, rain or snow. Catch: it follows your mood.

Movement and travel 27

  • Bounce You rebound from any fall or hit. Catch: you keep bouncing for a while.
  • Dimension hopping Step into parallel worlds. Catch: finding your own again is mostly luck.
  • Flight Fly as fast as a jet. Catch: you feel every bug at that speed.
  • Friction control Make any surface slick or sticky. Catch: it lasts until it rains.
  • Gliding Glide for miles from any high place. Catch: you cannot gain height.
  • Homing You can always get back home in one jump. Catch: only home, nowhere else.
  • Inertia dodge Change direction instantly at any speed. Catch: your lunch does not.
  • Levitation Float a few feet off the ground. Catch: walking speed only.
  • Lightning riding Travel along power lines as electricity. Catch: you arrive wherever the power goes.
  • Mirror travel Walk into one mirror and out of any other. Catch: you come out reversed for an hour.
  • Momentum theft Stop any moving thing dead with a touch. Catch: you shoot off at its speed.
  • Phasing Walk through solid walls. Catch: you have to hold your breath the whole way.
  • Portal making Open a doorway between two places. Catch: it stays open for anyone to use.
  • Shadow stepping Step into one shadow and out of another. Catch: both shadows must be big enough to fit you.
  • Short-range blink Vanish and reappear ten steps away. Catch: you cannot pass through walls.
  • Slipstream Anyone running behind you matches your speed. Catch: so can whoever is chasing you.
  • Space flight Fly between planets without a ship. Catch: the trips take years.
  • Super speed Run faster than sound. Catch: you go through a pair of shoes a day.
  • Super swimming Swim as fast as a speedboat. Catch: only in salt water.
  • Sure footing Run on ice, mud or a tightrope without slipping. Catch: escalators still confuse you.
  • Swap places Trade positions with anyone you can see. Catch: they are as surprised as you are.
  • Teleportation Jump to any place you have seen. Catch: you arrive without your luggage.
  • Tunnelling Dig through earth as fast as you can walk. Catch: you have no idea where you will come up.
  • Wall crawling Climb any wall or ceiling. Catch: barefoot only.
  • Water breathing Breathe underwater for as long as you like. Catch: air feels dry and scratchy after.
  • Water walking Walk across any lake or sea. Catch: you can no longer swim.
  • Wind riding The wind carries you wherever it blows. Catch: wherever it blows, not where you want.

Shape and form 30

  • Age shifting Be any age you like for a day. Catch: you get that age's aches too.
  • Animal shifting Turn into any animal. Catch: you keep its instincts for an hour after.
  • Camouflage Your skin matches whatever is behind you. Catch: you have to stand very still.
  • Colour changing Change the colour of your skin, hair and eyes. Catch: you blush in neon.
  • Detachable limbs Send a hand off to work on its own. Catch: it gets lost.
  • Duplication Split into five copies of yourself. Catch: they all have their own opinions.
  • Elastic skin Puff up like a balloon to float or cushion a fall. Catch: you squeak.
  • Electric form Become living electricity. Catch: a rubber mat stops you cold.
  • Face changing Reshape your face in seconds. Catch: it snaps back when you laugh.
  • Gills Grow gills whenever you are underwater. Catch: they tickle.
  • Hollow body Store anything inside yourself like a bag. Catch: you rattle when you walk.
  • Inanimate disguise Turn into any piece of furniture. Catch: people sit on you.
  • Invisibility No one can see you. Catch: your clothes stay visible.
  • Light form Become pure light. Catch: mirrors send you the wrong way.
  • Liquid form Turn into living water. Catch: drains are a real risk.
  • Living shadow Flatten into a shadow on the wall. Catch: bright lights pin you in place.
  • Matter mimicry Become whatever material you touch. Catch: touch jelly and you are jelly.
  • Mist form Fade into a cool mist. Catch: a strong breeze spreads you across town.
  • Paper form Go flat as a sheet of paper and slip under doors. Catch: wind is a serious problem.
  • Plant form Turn into a tree or a vine. Catch: turning back takes a full day of sun.
  • Sand form Turn your body into flowing sand. Catch: you lose a little every time.
  • Shapeshifting Look like any person you have met. Catch: your voice stays the same.
  • Shrinking Shrink to the size of an ant. Catch: your voice shrinks too.
  • Size growing Grow as tall as a tower. Catch: you get slower the bigger you get.
  • Stretching Stretch your body like rubber. Catch: it takes a minute to spring back.
  • Swarm form Break apart into a swarm of bees. Catch: a few always wander off.
  • Tail Grow a strong tail that grips like a hand. Catch: chairs are never comfortable again.
  • Two places at once Be in two places at the same time. Catch: both of you are half as strong.
  • Voice mimicry Copy any voice or sound you have heard. Catch: you forget what yours sounded like.
  • Wings Grow a pair of feathered wings. Catch: they do not fold away.

Animals and nature 30

  • Animal speech Talk with any animal. Catch: most of them only want to talk about food.
  • Animal summoning Call the nearest animal to help. Catch: you do not get to pick which one.
  • Bear strength You have the power of a grizzly. Catch: and its need to sleep all winter.
  • Beast taming Any wild animal calms down when you sing. Catch: you have to keep singing.
  • Bird calling Any bird nearby comes when you whistle. Catch: all of them, every time.
  • Cat landing You always land on your feet. Catch: you also knock things off tables.
  • Chameleon tongue Snatch things from across the room with your tongue. Catch: think about what you grab.
  • Cheetah sprint Hit seventy miles an hour on foot. Catch: for thirty seconds, then you need a nap.
  • Eagle sight Spot a mouse from a mile up. Catch: shiny things distract you.
  • Electric eel charge Stun with a shock, but only in water. Catch: bath time is risky for everyone.
  • Fish calling Summon every fish in the bay. Catch: you smell of fish for days.
  • Flower touch Flowers bloom wherever you walk. Catch: you are very easy to follow.
  • Gecko hands Your palms stick to glass. Catch: also to paper, plastic wrap and cats.
  • Healing touch Heal any wound with your hands. Catch: you feel the injury yourself for an hour.
  • Hibernation Sleep through anything for months and wake up healed. Catch: months.
  • Insect control Command ants, bees and beetles. Catch: they follow you home.
  • Mole senses Find your way underground by touch alone. Catch: daylight hurts.
  • Mushroom network Hear news through the roots of a forest. Catch: it arrives a week late.
  • Octopus ink Vanish behind a cloud of ink. Catch: the stains never wash out.
  • Pack bond One loyal animal shares your senses. Catch: you share its fleas.
  • Plant control Make vines grab and roots rise. Catch: only plants that are already there.
  • Plant growth Grow a seed into a full tree in seconds. Catch: the tree stays there.
  • Pollen cloud Put a whole crowd into a sneezing fit. Catch: you have hay fever.
  • Season touch Change the season in one garden. Catch: the plants get very confused.
  • Skunk spray Clear any room in three seconds. Catch: you are in the room too.
  • Spider silk Spin strong, sticky thread from your wrists. Catch: it takes a big lunch to make.
  • Storm sense Your knees tell you the weather three days ahead. Catch: they ache the whole time.
  • Thorn skin Grow thorns along your arms. Catch: sleeves never survive.
  • Tree walking Step into one tree and out of another. Catch: they must be the same kind of tree.
  • Whale song Your voice carries for hundreds of miles underwater. Catch: only whales answer.

Time, space and reality 32

  • Dream shaping Build anything you like in your dreams. Catch: waking up is a letdown.
  • Entropy touch Things you touch age a hundred years. Catch: sandwiches included.
  • Future glimpse See five seconds ahead at all times. Catch: every conversation feels like a rerun.
  • Ghost form Become a ghost for an hour. Catch: you cannot pick anything up.
  • Ghost sight See and speak with ghosts. Catch: they never stop talking.
  • Gravity flipping Choose which way is down for you. Catch: your pockets empty every time.
  • Life sensing Feel every living thing within a mile. Catch: including all the spiders.
  • Luck control Make yourself lucky for an hour. Catch: the next hour is unlucky.
  • Magic sense Feel spells and enchantments nearby. Catch: they make you sneeze.
  • Matter creation Make simple objects out of nothing. Catch: they vanish after an hour.
  • Mending Fix any broken object by holding the pieces. Catch: it takes as long as it took to make.
  • Object animation Bring toys and statues to life. Catch: they do not always like you.
  • Parallel self Ask another version of you for advice. Catch: they are usually busy.
  • Pocket dimension Keep a room-sized space in your pocket. Catch: you lose things in there.
  • Probability storm Unlikely things happen around you. Catch: good and bad, you cannot steer it.
  • Reality editing Change one small fact about the world. Catch: you never know what else shifts.
  • Resurrection You come back to life each time you die. Catch: a little shorter each time.
  • Sealing Lock any door, box or jar so no one can open it. Catch: including you.
  • Seeing through time Watch the past of any place you stand. Catch: no sound, and no pausing.
  • Silence field No sound can exist within ten steps of you. Catch: no one hears you call for help.
  • Size changing touch Shrink or grow anything you touch. Catch: you cannot choose which.
  • Space folding Make any trip one step long. Catch: the trip back is twice as long.
  • Stasis touch Freeze an object in time with a tap. Catch: it stays frozen until you sneeze.
  • Summoning Call any object you own to your hand. Catch: it flies in a straight line.
  • Time rewind Undo the last sixty seconds. Catch: once a day, and only you remember.
  • Time slowing Slow the world to a crawl. Catch: your voice sounds like a squeak to everyone else.
  • Time stop Freeze time for everyone but you. Catch: you keep aging while it is stopped.
  • Time travel Visit any year you choose. Catch: you can watch but never touch.
  • Transmutation Turn one material into another. Catch: never into gold.
  • Truth field No one near you can tell a lie. Catch: you cannot either.
  • Unlocking Any lock opens at your touch. Catch: so your own doors never stay locked.
  • Wish granting Grant any wish. Catch: never your own.

Small and silly powers 34

  • Always know the time You know the exact time, to the second. Catch: you cannot stop counting.
  • Battery sight You can see how much charge anything has left. Catch: including tired people.
  • Bubble blowing Blow bubbles with no soap, as big as a car. Catch: they pop loudly.
  • Finding lost things You can find anything that someone else has lost. Catch: never your own things.
  • Flavour swap Make any food taste like any other. Catch: the smell stays the same.
  • Green lights Traffic lights turn green as you arrive. Catch: only when you are walking.
  • Hiccup giving Give anyone the hiccups with a look. Catch: you get them too.
  • Instant hot drinks Warm any cup by holding it. Catch: ice cream melts in your hands.
  • Instant nap Fall asleep in one second, anywhere. Catch: sometimes it is not your choice.
  • Instant tidy Clap and one room tidies itself. Catch: you can never find anything after.
  • Name recall You remember the name of everyone you meet. Catch: they never remember yours.
  • Never lose socks Every pair stays together for ever. Catch: you lose your keys twice as often.
  • Pen summoning A pen appears whenever you need one. Catch: it is always out of ink.
  • Perfect hair Your hair looks great in any weather. Catch: hats will not stay on.
  • Perfect parking A space always opens up right in front. Catch: only when you are not in a hurry.
  • Perfect wrapping Every gift you wrap looks shop bought. Catch: no one can get them open.
  • Pet whisperer Every dog and cat loves you on sight. Catch: they all follow you home.
  • Pigeon friendship City pigeons bring you small gifts. Catch: mostly bottle caps.
  • Pillow cool side Both sides of your pillow are always cool. Catch: so are your feet.
  • Plant naming Plants grow better once you give them a name. Catch: they sulk if you forget it.
  • Popcorn touch Pop corn kernels by pointing at them. Catch: all of them in the building.
  • Queue picking You always choose the fastest line. Catch: only when you have plenty of time.
  • Remote control Change any channel by blinking. Catch: you blink a lot.
  • Ripe fruit sense You know the exact hour a fruit is ripe. Catch: it is usually three in the morning.
  • Shoelace command Laces tie and untie when you tell them to. Catch: everyone's laces hear you.
  • Snack sense You always know where the nearest snack is. Catch: and you cannot ignore it.
  • Song finishing You know the next line of any song. Catch: you have to sing it out loud.
  • Stain dodge Nothing ever stains your clothes. Catch: your hands are always sticky.
  • Toast control Your toast always lands butter side up. Catch: it is always a bit burnt.
  • Umbrella hands Your hands can grow as wide as umbrellas. Catch: clapping is dangerous.
  • Unspillable You can never spill a drink. Catch: people near you spill twice as much.
  • Volume knob Turn your own voice up to stadium level. Catch: there is no setting in between.
  • Weather-proof Rain never lands on you. Catch: it lands on whoever is next to you.
  • Wi-Fi sense You can feel the strongest signal in any room. Catch: weak signal gives you a headache.

How this list was compiled: Original list written for this site from general knowledge of the kinds of powers found in stories, games and myths. Every catch is our own invention. No character, team, publisher or trademarked power names are used. Reviewed 2026-09-18. Licence: own work