Goth Superpowers

Here's the thing about Goth superpowers:

Rule 1: The characters can barely control them. Having a superpower does not qualify you to join the X-Men. None of them are overt and dramatic and all of them can pretty much be explained away as coincidences. In fact, the character might not even be aware of them.

Rule 2: They are always in effect. They never shut off and can be a burden as much as a bonus.

Rule 3: The powers are boosted by spending Goth points. A character can intensify their effect by spending Goth points (no more than 3 per turn). The effects can be suggested by the character, but the Ubergoth has the final decision. Power effects can never leave the realm of the possible, nor can they be over powerful. No lightning bolts blasting the enemy.

Rule 4: The Goth superpowers shut off if a character's Goth points drop to 5 or less. They can be reactivated by raising the points to 6 or more.

Rule 5: No more than ONE Goth superpower per character.

A character can purchase a Goth superpower by sacrificing 30 skill points during character creation stage.

Power list

The Ubergoth can come up with any others.

Dampen Light-The character is always shrouded in dim light and shadows.

Attract Storm-Dramatic wind and lightning follow the character around.

Animal Attraction-Spiders don't bite, cats curl in your lap, and dogs don't shit on your floor.

Uncanny Aura-Your very presence disturbs mundane folks and you occasionally weird Goths out.

Supernatural Connection-You get feeling as to which places are haunted. Players who are haunted can theoretically use this, but they would feel as if everywhere they went was haunted.

Clairvoyance-You can see the future. Usually it’s not clear, not your own, and absolutely unplanned. An example would be looking out the window of the bus your riding in and seeing the car next to you smashed into a wall and the driver’s brains oozing out of his head. Pretty picture, ain’t it? Ubergoths, have fun with this one.

Telepathy-You can read other’s minds. Typically you finish other people’s sentences, sometimes enough to piss them off and say "Get out of my head!" but not enough to know what they’re thinking on a regular basis.

Minor Witch-You’re the typical New Age pagan type, complete with candles galore, a few Enya and Celtic CD’s, and cats roaming around the house. You have a 1D8 chance at doing minor things like curing a minor headache (only on yourself by rolling a 2 or lower), making small plants flourish (rolling 4 or lower), finding lost keys, taking care of your cat’s hairball, etc.

Major Witch-You can do exactly what the Minor Witch can do with a 1D6. No more, no less. Also, because you are a "major" witch, you gain the Gothier Than Thou flaw with no bonus. Hah! <mutter>...candle-thumper...</mutter>

 

 


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