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Get random superpowers from 134 powers, each with a power level and a weakness. Build a full hero or villain with a codename, origin and motivation, or play superpower would you rather to find out what your power would be.
Also try the Superhero Name Generator, Villain Name Generator, and Magic System Generator.
Last updated: October 3, 2026 · Published: 2026-04-04 · Updated: 2026-10-03
For writers, comic artists, tabletop games, OCs and parties. Browse all Randomizer tools.
134 powers match these filters.
Choose your filters and press Generate to get your superpowers.
Lock any field you like, then create again to reroll the rest.
Pick a character type and press Create to get a codename, two powers, a limitation, an origin and a motivation.
10 rounds. Each round, pick one of two superpowers, catch included. At the end you'll see which kinds of powers you prefer.
A superpower generator picks random superpowers for you to use in stories, comics, games and art, or just for fun. A superpower is an ability beyond normal human limits, like flight, telepathy or super strength.
This one draws from 134 hand-written powers in 11 categories. Every power comes with a short description, a power level from Street to Cosmic, a role (attack, defense, movement, utility, and support) and a weakness written for that power.
It can also build a complete hero, antihero or villain with a codename, two powers, a limitation, an origin story and a motivation, and run a 10-round would you rather game that shows which kinds of powers you prefer.
Three steps from nothing to a superpowered character.
Random superpowers draws up to 12 powers. Build a hero or villain makes a full character. Would you rather is a 10-round game.
Narrow powers by category, power level and role, or choose a hero, antihero or villain. Leave everything on All for the full set of 134 powers.
Press the button. Swap any power you don't like, lock or reroll parts of your character, then copy the result.
11 groups, from elemental, psychic, and physical powers to funny & useless ones.
How big the power is, from Street to Cosmic. Grounded keeps things small; Godlike goes all out.
What the power does in a fight or a team: attack, defense, movement, utility, and support.
Every power has its own weakness. Add one of 32 random limitations or 20 origin stories for more story hooks.
Replaces one power with another that matches your filters, without touching the rest.
Hero, Antihero, and Villain. It changes the codename style and the motivation.
Lock the parts of your character you like, then create again to reroll the rest, or reroll one field at a time.
10 rounds of two powers, each with a catch. At the end you get a profile of the powers you lean toward.
Copies your powers, character sheet or game results as plain text for notes, chats or documents.
Powers you've already seen are held back until you've worked through the rest of the matching list.
The generator sorts its 134 powers into 11 categories. Pick one in the Category filter to stay on theme.
| Category | What it covers | Powers | Examples |
|---|---|---|---|
| Elemental | Control over fire, ice, water, air, earth, lightning and weather. | 12 | Pyrokinesis, Cryokinesis, Hydrokinesis, Aerokinesis |
| Psychic | Powers of the mind, like telepathy, telekinesis and seeing the future. | 12 | Telepathy, Telekinesis, Mind control, Empathy |
| Physical | A body pushed past human limits: strength, toughness, healing and agility. | 12 | Super strength, Invulnerability, Healing factor, Super agility |
| Movement | New ways to get around, from flight and super speed to teleportation. | 12 | Flight, Super speed, Teleportation, Phasing |
| Energy & light | Beams, shields, invisibility and control of light, sound and radiation. | 12 | Energy blasts, Force fields, Light manipulation, Invisibility |
| Transformation | Changing your shape, size, substance or the matter around you. | 12 | Shapeshifting, Size shifting, Elasticity, Density control |
| Time & cosmic | Time, gravity, space, luck and reality itself. | 12 | Time stop, Time travel, Time rewind, Gravity control |
| Life & power | Healing, death, the body's chemistry and other people's powers. | 12 | Healing touch, Necromancy, Life drain, Disease control |
| Tech & gadgets | Powers from machines, inventions, implants and code. | 12 | Technopathy, Power armor, Super intelligence, Gadget building |
| Nature & animals | Talking to animals, controlling plants and borrowing animal senses. | 12 | Animal communication, Plant control, Insect swarm, Animal mimicry |
| Funny & useless | Tiny, oddly specific powers that are more silly than super. | 14 | Always finding parking, Perfect pancake flips, Houseplant whispering, Rubber duck summoning |
All 134 powers in the generator, with what each one does, its power level, its role and its weakness. Open a category to see its powers.
| Power | Level | Role | What it does | Weakness |
|---|---|---|---|---|
| Pyrokinesis | National | Attack | Create and control fire, from a candle flame to a wall of heat. | Rain, water and airless rooms snuff it out. |
| Cryokinesis | National | Defense | Freeze moisture into ice walls, slides and blades. | Needs moisture in the air, and heat melts your work fast. |
| Hydrokinesis | National | Utility | Shape and move water, from a glass to a river current. | Useless in dry places unless you carry water with you. |
| Aerokinesis | National | Movement | Control the wind to push enemies, deflect objects or glide. | Weak indoors and in small, closed spaces. |
| Geokinesis | National | Defense | Move earth and stone to raise walls, open pits and throw boulders. | You must touch bare ground, so it fails in the air or on steel floors. |
| Electrokinesis | National | Attack | Make and direct electricity, short out machines or throw lightning. | Water around you makes it backfire, and rubber blocks it. |
| Weather control | Global | Utility | Summon rain, fog, wind, snow or lightning over a wide area. | Storms take minutes to build and leave you exhausted. |
| Magnetism | Global | Attack | Move metal objects and bend steel with magnetic fields. | Does nothing to wood, plastic, glass or most people. |
| Lava generation | Global | Attack | Melt rock into lava you can shape and throw. | The heat drains you and damages everything nearby, including allies. |
| Sand manipulation | City | Defense | Turn sand and dust into shields, storms and shapes. | Wet sand won't move, and you need a supply nearby. |
| Steam control | City | Utility | Turn water into scalding steam or thick cover fog. | Needs water and heat together, and it burns your hands. |
| Crystal growth | City | Defense | Grow quartz-hard crystals from any surface. | The right musical note shatters every crystal you make. |
| Power | Level | Role | What it does | Weakness |
|---|---|---|---|---|
| Telepathy | National | Utility | Read thoughts and send your own to people nearby. | Crowds drown you in noise, and strong-willed minds push back. |
| Telekinesis | Global | Attack | Move objects with your mind, from a coin to a car. | How much you can lift drops when you're tired, scared or distracted. |
| Mind control | Cosmic | Attack | Take over another person's actions. | Lasts only while you concentrate, and victims remember everything. |
| Empathy | City | Support | Sense and soothe the feelings of people around you. | You feel everything they feel, including their pain and fear. |
| Precognition | Global | Utility | See flashes of the future, from seconds to days ahead. | Visions are vague and arrive when they want, not when you need them. |
| Psychometry | City | Utility | Touch an object to see the memories attached to it. | You can't switch it off, and crime scenes overwhelm you. |
| Illusion casting | National | Defense | Make people see and hear things that aren't there. | Cameras aren't fooled, and complex scenes are hard to hold. |
| Memory manipulation | Global | Utility | Erase, edit or restore memories. | Edits leave gaps people notice, and you start losing your own memories. |
| Astral projection | National | Utility | Leave your body as an invisible spirit to scout ahead. | Your body lies helpless while you're away. |
| Psychic blast | National | Attack | Strike minds directly with a wave of pain or confusion. | Leaves you with a crushing headache, and robots are immune. |
| Dream walking | City | Utility | Enter and shape other people's dreams. | Only works on sleepers near you, and nightmares can trap you inside. |
| Danger sense | City | Defense | Feel a warning tingle just before something threatens you. | It tells you something is wrong, not what or where. |
| Power | Level | Role | What it does | Weakness |
|---|---|---|---|---|
| Super strength | Global | Attack | Lift cars, punch through walls and leap huge distances. | Fine control is hard, so you break doorknobs, phones and handshakes. |
| Invulnerability | Global | Defense | Shrug off bullets, blades, fire and falls. | One rare material or kind of attack can still hurt you. |
| Healing factor | National | Defense | Recover from wounds in minutes and from almost anything in days. | Healing burns huge amounts of energy, so you have to eat constantly. |
| Super agility | City | Movement | Flip, dodge and balance with acrobatic perfection. | It doesn't make you any tougher when a hit lands. |
| Enhanced reflexes | City | Defense | React so fast the world seems to move in slow motion. | Your body can't always keep up with what your mind sees. |
| Super stamina | City | Support | Run, fight or work for days without getting tired. | When it finally runs out, you sleep for a full day. |
| Sonic scream | National | Attack | Let out a shout that shatters glass and knocks people over. | It hurts your own throat, and you can't speak for hours afterward. |
| Super leap | City | Movement | Jump over buildings in a single bound. | You can't change direction once you're in the air. |
| Wall crawling | City | Movement | Stick to and climb walls and ceilings. | Oil, ice and very smooth glass make you slip. |
| Bone armor | National | Defense | Grow hard bone plates and spikes from your body. | Every plate takes days and a lot of calcium to regrow. |
| Adaptive body | Global | Defense | Your body adapts to survive anywhere: deep sea, desert or space. | Adapting takes minutes, so a sudden change can catch you out. |
| Peak human | Street | Support | Every physical ability at the very top of human potential. | You're still human, and one bullet can end it. |
| Power | Level | Role | What it does | Weakness |
|---|---|---|---|---|
| Flight | National | Movement | Fly freely at the speed of a small plane. | Storms, thin air and exhaustion ground you. |
| Super speed | Global | Movement | Run faster than sound, and think fast enough to keep up. | You need enormous amounts of food, and friction shreds your clothes. |
| Teleportation | Global | Movement | Vanish and reappear anywhere you can see or clearly picture. | It leaves you dizzy, and you can't take more than you can carry. |
| Phasing | Global | Defense | Become intangible and walk through walls. | You can't touch anything while phased, including people you're trying to save. |
| Portal creation | Cosmic | Utility | Open doorways between any two places you've been. | Portals stay open only while you concentrate, and anything can come through. |
| Gliding | Street | Movement | Spread skin flaps or a cape to glide long distances. | You can only glide down, never climb. |
| Super swimming | City | Movement | Swim like a dolphin and hold your breath for an hour. | You're slow and clumsy on land after long swims. |
| Shadow travel | National | Movement | Step into one shadow and out of another nearby. | Needs shadows at both ends, so bright noon light traps you. |
| Wall running | Street | Movement | Run along walls and across water as long as you keep moving. | Stop moving and you fall. |
| Burrowing | City | Movement | Dig through soil and rock as fast as you can walk. | Steel, thick concrete and water stop you. |
| Levitation | City | Movement | Float off the ground and hover in place. | It's slower than walking, and strong wind blows you around. |
| Lightning travel | Global | Movement | Turn into electricity and travel through wires and power lines. | Places without power leave you stranded. |
| Power | Level | Role | What it does | Weakness |
|---|---|---|---|---|
| Energy blasts | National | Attack | Fire beams of raw energy from your hands or eyes. | Each blast drains you, and your aim is only as good as your training. |
| Force fields | National | Defense | Project glowing shields that block attacks. | Big shields are thin, and a hard enough hit breaks them and your focus. |
| Light manipulation | National | Utility | Bend light to blind enemies, make holograms or hide in plain sight. | Total darkness leaves you with nothing to work with. |
| Invisibility | National | Defense | Make yourself unseen. | You still make noise, leave footprints and show up on heat cameras. |
| Energy absorption | Global | Defense | Soak up energy attacks and fire them back as your own. | Absorb too much and you burn out, or worse. |
| Radiation control | Global | Attack | Give off and absorb radiation. | You have to shield everyone around you, all the time. |
| Sound manipulation | National | Utility | Control sound to silence a room, amplify a whisper or hit with sonic waves. | Vacuum cancels it, and loud noise you didn't make overwhelms you. |
| Kinetic absorption | National | Defense | Store the force of every hit and release it in one punch. | You still feel the hits, and you can't absorb one you didn't see coming. |
| Heat vision | National | Attack | Fire searing beams of heat from your eyes. | When you're startled, you can't close your eyes fast enough to stop a misfire. |
| Darkness generation | City | Defense | Fill an area with darkness only you can see through. | Your allies are blind in it too. |
| Plasma control | Global | Attack | Shape superheated plasma into blades and bolts. | It burns through your own gear and is hard to hold steady. |
| Energy constructs | Global | Utility | Build solid shapes out of glowing energy, from walls to bridges. | They vanish the moment your focus breaks. |
| Power | Level | Role | What it does | Weakness |
|---|---|---|---|---|
| Shapeshifting | Global | Utility | Change your body into any person or animal. | You can't copy what you don't know well, and you can get lost in a shape. |
| Size shifting | National | Utility | Shrink to the size of an ant or grow as tall as a building. | Growing makes you slow, and shrinking makes you fragile. |
| Elasticity | National | Utility | Stretch, bend and bounce your body like rubber. | Extreme cold makes you brittle, and fire can melt you. |
| Density control | National | Defense | Make your body as heavy as steel or as light as a feather. | Heavy, you sink and crack floors. Light, you blow away. |
| Duplication | Global | Utility | Split into several copies of yourself. | Every copy shares your pain, and they don't always agree with you. |
| Animal transformation | City | Utility | Turn into one specific animal and back again. | The longer you stay changed, the more you think like the animal. |
| Mist form | National | Defense | Turn into smoke or mist that slips through cracks. | Wind scatters you, and you can't hold anything in mist form. |
| Metal skin | National | Defense | Turn your skin into living steel. | You become heavy, slow and an excellent conductor of electricity. |
| Camouflage | City | Defense | Change your skin to blend into any background. | Only works while you hold still. |
| Petrification | Global | Attack | Turn people or things to stone with a touch or a look. | Mirrors turn it back on you. |
| Matter transmutation | Cosmic | Utility | Change one material into another, like lead into gold. | You must understand what you're making, and big changes take hours. |
| Liquid form | National | Defense | Turn your body to water to slip through gaps and shrug off blows. | Being frozen or boiled could kill you. |
| Power | Level | Role | What it does | Weakness |
|---|---|---|---|---|
| Time stop | Cosmic | Utility | Freeze time for everyone but you for a few seconds. | Each stop ages you by the time you spend inside it. |
| Time travel | Cosmic | Utility | Travel into the past or the future. | Every change creates new problems you have to fix later. |
| Time rewind | Global | Utility | Turn back the last few seconds and try again. | Only you remember the rewind, and you can't rewind a rewind. |
| Gravity control | Global | Attack | Make things heavier, lighter or fall sideways. | Fine control is hard, so you can crush what you meant to lift. |
| Probability manipulation | National | Utility | Make unlikely things happen: lucky breaks for you, bad luck for others. | Luck you borrow comes back as bad luck later. |
| Reality warping | Cosmic | Utility | Change reality to match your imagination. | Only works on what you can picture clearly, and reality pushes back. |
| Cosmic awareness | Cosmic | Utility | Know what's happening anywhere in the universe. | The flood of knowledge makes it hard to focus on anything right here. |
| Space warping | Global | Utility | Fold space so a mile becomes a step or a room becomes a maze. | Fold it wrong and things end up inside other things. |
| Star power | Cosmic | Attack | Draw power from the sun to fly, heal and blast. | At night or underground, your power slowly drains away. |
| Pocket dimension | City | Utility | Store items in a pocket dimension and pull them out anywhere. | It holds about a backpack's worth, and food goes stale in there. |
| Black hole creation | Cosmic | Attack | Create tiny black holes that pull in everything nearby. | One slip and it could swallow you too. |
| Immortality | Global | Defense | You don't age and can't die of natural causes. | You outlive everyone you love. |
| Power | Level | Role | What it does | Weakness |
|---|---|---|---|---|
| Healing touch | National | Support | Heal other people's wounds and illnesses by touch. | You take on some of their pain, or their injury. |
| Necromancy | Cosmic | Attack | Raise and command the dead. | The dead resent you, and your control slips when you sleep. |
| Life drain | Global | Attack | Absorb life energy by touch to heal yourself. | You crave it, and stopping gets harder every time. |
| Disease control | Global | Attack | Create, spread or cure sickness. | You're always a carrier, and you can't fully control who catches what. |
| Poison generation | National | Attack | Produce toxins through your skin, breath or nails. | Anyone you touch is at risk, so you can't hug anyone. |
| Resurrection | Cosmic | Defense | Come back to life after dying. | Each return takes something away: a memory, a sense or a year. |
| Blood control | Global | Attack | Control the blood in your own body or someone else's. | You need to see the person, and it's horrifying to use. |
| Pain transfer | National | Support | Move pain from one person to another. | Someone always has to take it, and it's often you. |
| Power granting | Cosmic | Support | Lend other people powers for a while. | You lose your own power while it's on loan. |
| Power negation | Global | Defense | Switch off other people's powers when they're near you. | It switches off your allies' powers too. |
| Power mimicry | Global | Utility | Copy the power of anyone you touch for an hour. | You get a weaker version, and their weakness comes with it. |
| Pheromone control | City | Utility | Release scents that make people calm, scared or friendly. | Blocked noses, gas masks and machines are immune. |
| Power | Level | Role | What it does | Weakness |
|---|---|---|---|---|
| Technopathy | Global | Utility | Talk to and control machines and computers with your mind. | Old analog machines don't listen, and computer viruses can infect you. |
| Power armor | Global | Defense | Wear a suit of armor with flight, weapons and sensors. | Without the suit you're an ordinary person, and it needs charging. |
| Super intelligence | National | Utility | Think faster than a computer and invent the impossible. | You get bored easily and struggle to explain your ideas. |
| Gadget building | City | Utility | Build working gadgets from scrap in minutes. | Your gadgets break after a few uses. |
| Cybernetic implants | National | Attack | Built-in weapons, sensors and boosted limbs. | EMPs and strong magnets can shut you down. |
| Nanotech swarm | Global | Utility | Command a cloud of tiny robots to build, repair or attack. | An EMP or a big magnet wipes out the swarm. |
| Drone control | City | Utility | Pilot a flock of drones as if they were your own hands. | Signal jammers cut you off. |
| Hacking instinct | City | Utility | Break into any network just by looking at it. | You leave a trace that skilled people can follow back to you. |
| Holograms | City | Defense | Project realistic 3D holograms anywhere nearby. | You can't touch them, and they flicker in bright light. |
| Weapon summoning | National | Attack | Call your signature weapon to your hand from anywhere. | If someone else is holding it when you call, they come with it. |
| Robot sidekick | City | Support | A loyal robot companion that helps you in a fight. | It can be hacked, and it has a mind of its own. |
| Machine merging | Global | Utility | Merge with any vehicle or machine and move it like your own body. | Damage to the machine hurts you. |
| Power | Level | Role | What it does | Weakness |
|---|---|---|---|---|
| Animal communication | City | Utility | Talk with animals and ask them for help. | Animals have their own opinions and don't always cooperate. |
| Plant control | Global | Utility | Grow and command plants, from a single vine to a whole forest. | You need living plants or seeds nearby, and frost and fire hurt you. |
| Insect swarm | National | Attack | Summon and direct swarms of insects. | Bug spray, cold and wind scatter them. |
| Animal mimicry | City | Utility | Borrow one ability from a nearby animal, like a cat's night vision or a cheetah's speed. | Only works while the animal is in sight. |
| Spore release | National | Attack | Release spores that put people to sleep or make them see things. | Wind can carry them back to you and your allies. |
| Seismic sense | City | Utility | Feel footsteps and movement through the ground. | Useless when you're off the ground, like on a boat or a high floor. |
| Photosynthesis | Street | Support | Get your energy from sunlight instead of food. | You're sluggish on cloudy days and weak at night. |
| Echolocation | City | Utility | See in total darkness by listening to echoes. | Loud noise leaves you blind. |
| Tree form | National | Defense | Turn your skin to bark and root yourself to the ground, impossible to move. | You can't move while rooted, and fire is deadly. |
| Venomous bite | City | Attack | A bite or sting that paralyzes for a few minutes. | You have to get close enough to bite. |
| Bioluminescence | Street | Utility | Glow in any color, from a soft light to a dazzling flash. | You can never fully hide in the dark. |
| Gills | Street | Movement | Breathe underwater as easily as air. | Dry air cracks your skin, and you need to soak every day. |
| Power | Level | Role | What it does | Weakness |
|---|---|---|---|---|
| Always finding parking | Street | Utility | There's always a free parking spot right where you need it. | Only works when you're not in a hurry. |
| Perfect pancake flips | Street | Utility | Every pancake you flip lands perfectly. | Only pancakes. Not omelets, not burgers. |
| Houseplant whispering | Street | Utility | Houseplants tell you exactly what they need. | They complain constantly and gossip about you. |
| Rubber duck summoning | Street | Utility | Summon one rubber duck per day. | It squeaks at the worst possible moment. |
| Finding lost things | Street | Utility | Always know where lost keys, remotes and socks are. | Only other people's lost things, never your own. |
| Elevator timing | Street | Utility | Elevators arrive the moment you press the button. | Only when you were about to take the stairs anyway. |
| Perfect toast | Street | Utility | Toast comes out exactly how you like it, every time. | You can no longer stand toast anyone else makes. |
| Cat approval | Street | Support | Every cat likes you instantly. | Dogs are deeply suspicious of you. |
| Instant untangling | Street | Utility | Untangle cables, necklaces and headphones in seconds. | Your own hair is still a mess. |
| Knowing the Wi-Fi password | Street | Utility | Instantly know the Wi-Fi password anywhere you go. | The connection is always slow. |
| Never stubbing a toe | Street | Defense | You never stub your toe or step on a toy brick. | You trip on flat ground instead. |
| Opening any jar | Street | Utility | Open any jar on the first try. | Only jars. Bottles still beat you. |
| Glitter sneezing | Street | Utility | You sneeze glitter when you're excited. | The glitter gets everywhere, forever. |
| Picking the fastest line | Street | Utility | Always know which checkout line will move fastest. | You only know after you've picked the wrong one. |
Each power has one of 5 levels, so you can keep a hero grounded or go godlike. The Power level filter groups them as Grounded (Street–City), Strong (National), and Godlike (Global–Cosmic).
| Level | What it means | Powers | Examples |
|---|---|---|---|
| 1. Street | Small, personal powers that help in a scuffle or everyday life. | 20 | Peak human, Gliding, Wall running, Photosynthesis |
| 2. City | Strong enough to stop crimes and protect a neighborhood. | 30 | Sand manipulation, Steam control, Crystal growth, Empathy |
| 3. National | Powers that can turn a battle or save thousands of people. | 38 | Pyrokinesis, Cryokinesis, Hydrokinesis, Aerokinesis |
| 4. Global | Powers that could change the course of a war or a whole planet. | 34 | Weather control, Magnetism, Lava generation, Telekinesis |
| 5. Cosmic | Powers over time, reality, life and death, on a universal scale. | 12 | Mind control, Portal creation, Matter transmutation, Time stop |
Most well-known heroes are built on a handful of classic powers. Here's where some of the powers in this generator appear in comics, films, TV and games.
| Power | Famous examples | Its weakness in this generator |
|---|---|---|
| Super strength | Superman, Wonder Woman, the Hulk, She-Hulk | Fine control is hard, so you break doorknobs, phones and handshakes. |
| Flight | Superman, Storm, Captain Marvel (Carol Danvers) | Storms, thin air and exhaustion ground you. |
| Super speed | The Flash, Quicksilver, Dash Parr (The Incredibles) | You need enormous amounts of food, and friction shreds your clothes. |
| Telepathy | Professor X, Jean Grey, Martian Manhunter | Crowds drown you in noise, and strong-willed minds push back. |
| Telekinesis | Jean Grey, Eleven (Stranger Things), Matilda | How much you can lift drops when you're tired, scared or distracted. |
| Invisibility | Invisible Woman (Sue Storm), Violet Parr (The Incredibles) | You still make noise, leave footprints and show up on heat cameras. |
| Healing factor | Wolverine, Deadpool | Healing burns huge amounts of energy, so you have to eat constantly. |
| Shapeshifting | Mystique, Beast Boy, Martian Manhunter | You can't copy what you don't know well, and you can get lost in a shape. |
| Elasticity | Mister Fantastic, Elastigirl, Plastic Man | Extreme cold makes you brittle, and fire can melt you. |
| Size shifting | Ant-Man, the Wasp | Growing makes you slow, and shrinking makes you fragile. |
| Phasing | Kitty Pryde (Shadowcat), Vision | You can't touch anything while phased, including people you're trying to save. |
| Teleportation | Nightcrawler, Blink | It leaves you dizzy, and you can't take more than you can carry. |
| Magnetism | Magneto | Does nothing to wood, plastic, glass or most people. |
| Weather control | Storm | Storms take minutes to build and leave you exhausted. |
| Cryokinesis | Iceman, Frozone, Killer Frost | Needs moisture in the air, and heat melts your work fast. |
| Pyrokinesis | The Human Torch, Pyro | Rain, water and airless rooms snuff it out. |
| Danger sense | Spider-Man's spider-sense | It tells you something is wrong, not what or where. |
| Power armor | Iron Man, War Machine | Without the suit you're an ordinary person, and it needs charging. |
| Power mimicry | Rogue (who absorbs powers by touch) | You get a weaker version, and their weakness comes with it. |
| Plant control | Poison Ivy | You need living plants or seeds nearby, and frost and fire hurt you. |
| Duplication | Multiple Man, Naruto's shadow clones | Every copy shares your pain, and they don't always agree with you. |
| Time rewind | Max Caulfield (Life Is Strange) | Only you remember the rewind, and you can't rewind a rewind. |
Character names are trademarks of their owners and are listed only as examples of each type of power.
A power with no limits makes for a boring story: if the hero can fix anything, nothing is at stake. Fantasy author Brandon Sanderson sums this up in his second law of magic, limitations are greater than powers. What a character can't do is what forces them to be clever.
That's why every power here has its own weakness, and why you can add one of 32 general limitations in 4 types:
| Type | What it means | Examples from the generator |
|---|---|---|
| Cost | Using the power takes something from you. | Each use costs you a small memory. Using it gives you a nosebleed. You have to eat a full meal after every use. |
| Trigger | The power only works under certain conditions. | Only works while you hold your breath. Only works when you feel a strong emotion. Only works at night. |
| Limit | Caps on how long, how often, how far or on whom it works. | Lasts 60 seconds at a time. Works three times a day. Range is only as far as you can throw a ball. |
| Side effect | Strange things happen when you use it. | Clocks near you run wrong for an hour. Animals get nervous around you. Your hair turns whiter with every use. |
Fire that fails in the rain makes more sense than fire that fails on Tuesdays. Logical weaknesses feel fair to readers.
If every use takes a memory or a day of life, each choice to use it becomes a moment of drama.
A weakness the villain can learn about creates tension and planning on both sides.
If it never comes up in the story, it isn't really a weakness.
Pair a power limit with a character flaw, like pride, fear or a temper, for a hero who's tested from two directions.
The more powerful the ability, the bigger the limit needs to be to keep the story interesting.
How a character got their powers shapes who they are. The generator picks from these 20 origins. Most fit one of a few classic types: born with it, accident, science, technology, magic, training or a gift from someone else.
Six steps to go from a single power to a character people remember. Build a hero or villain covers the first five in one click.
Pick one main power. Make sure you can explain what it does in one sentence.
Choose what stops it working or what it costs. Good weaknesses create problems your hero has to solve in clever ways.
How did they get it? Accident, birth, training, technology or a deal? The origin often tells you who their enemies are.
Why do they use the power? The same power can make a hero, an antihero or a villain depending on what they want.
A name that hints at the power: a single word, “The” plus a word, or a title like Captain or Doctor.
A job, friends, a secret identity and something they're bad at. That's where most of the story happens.
Second powers that cover a gap, or create an interesting risk. In the character builder, the second power always comes from a different category.
Movement + Physical
The classic “flying brick”: get anywhere fast and hit hard when you arrive.
Psychic + Energy & light
The perfect spy. Walk in unseen and hear what everyone is thinking.
Movement + Physical
Speedsters crash a lot. Healing lets them take risks, though both powers make you hungry.
Movement + Psychic
Feel the attack coming and let it pass straight through you.
Psychic + Time & cosmic
See trouble coming, and get a second try if you still get it wrong.
Energy & light + Life & power
A team medic who shields the injured while patching them up.
Transformation + Psychic
A master infiltrator, and a great villain: become anyone, then make people forget.
Elemental + Elemental
Electrified water is devastating, but water around you makes electricity backfire. That's a built-in risk.
The 14 powers in the Funny & useless category. Turn them on in the hero builder or the game for a laugh, or use them for comedy characters and sidekicks.
There's always a free parking spot right where you need it.
The catch: Only works when you're not in a hurry.
Every pancake you flip lands perfectly.
The catch: Only pancakes. Not omelets, not burgers.
Houseplants tell you exactly what they need.
The catch: They complain constantly and gossip about you.
Summon one rubber duck per day.
The catch: It squeaks at the worst possible moment.
Always know where lost keys, remotes and socks are.
The catch: Only other people's lost things, never your own.
Elevators arrive the moment you press the button.
The catch: Only when you were about to take the stairs anyway.
Toast comes out exactly how you like it, every time.
The catch: You can no longer stand toast anyone else makes.
Every cat likes you instantly.
The catch: Dogs are deeply suspicious of you.
Untangle cables, necklaces and headphones in seconds.
The catch: Your own hair is still a mess.
Instantly know the Wi-Fi password anywhere you go.
The catch: The connection is always slow.
You never stub your toe or step on a toy brick.
The catch: You trip on flat ground instead.
Open any jar on the first try.
The catch: Only jars. Bottles still beat you.
You sneeze glitter when you're excited.
The catch: The glitter gets everywhere, forever.
Always know which checkout line will move fastest.
The catch: You only know after you've picked the wrong one.
Classic debates to argue about with friends or in class. Each power comes with its catch from the generator. The Would you rather mode above deals 10 new random pairs every game.
1. Would you rather have flight or invisibility?
Flight: Storms, thin air and exhaustion ground you.
Invisibility: You still make noise, leave footprints and show up on heat cameras.
2. Would you rather have telepathy or precognition?
Telepathy: Crowds drown you in noise, and strong-willed minds push back.
Precognition: Visions are vague and arrive when they want, not when you need them.
3. Would you rather have super speed or teleportation?
Super speed: You need enormous amounts of food, and friction shreds your clothes.
Teleportation: It leaves you dizzy, and you can't take more than you can carry.
4. Would you rather have time stop or time rewind?
Time stop: Each stop ages you by the time you spend inside it.
Time rewind: Only you remember the rewind, and you can't rewind a rewind.
5. Would you rather have super strength or invulnerability?
Super strength: Fine control is hard, so you break doorknobs, phones and handshakes.
Invulnerability: One rare material or kind of attack can still hurt you.
6. Would you rather have shapeshifting or duplication?
Shapeshifting: You can't copy what you don't know well, and you can get lost in a shape.
Duplication: Every copy shares your pain, and they don't always agree with you.
7. Would you rather have healing factor or healing touch?
Healing factor: Healing burns huge amounts of energy, so you have to eat constantly.
Healing touch: You take on some of their pain, or their injury.
8. Would you rather have animal communication or technopathy?
Animal communication: Animals have their own opinions and don't always cooperate.
Technopathy: Old analog machines don't listen, and computer viruses can infect you.
9. Would you rather have immortality or resurrection?
Immortality: You outlive everyone you love.
Resurrection: Each return takes something away: a memory, a sense or a year.
10. Would you rather have phasing or force fields?
Phasing: You can't touch anything while phased, including people you're trying to save.
Force fields: Big shields are thin, and a hard enough hit breaks them and your focus.
11. Would you rather have mind control or probability manipulation?
Mind control: Lasts only while you concentrate, and victims remember everything.
Probability manipulation: Luck you borrow comes back as bad luck later.
12. Would you rather have always finding parking or knowing the Wi-Fi password?
Always finding parking: Only works when you're not in a hurry.
Knowing the Wi-Fi password: The connection is always slow.
Everything in this superpower generator, free in your browser.
120 serious powers plus 14 funny ones, each with a clear description.
Written for that specific power, so it makes sense and gives you a story hook.
Filter down to exactly the kind of power you need.
Codename, two powers, limitation, origin and motivation, with lock and reroll on every field.
10 rounds of tough choices and a profile at the end, for parties and classrooms.
Replace single powers, copy results as text, and use it free in any browser.
Ways people use random superpowers.
Find a power and a weakness for a protagonist, sidekick or villain, then build the plot around the limits.
Fill out a team roster with powers that complement each other, plus codenames to start from.
Ideas for superhero games and homebrew campaigns. Use the power level filter to keep a party balanced.
Create OCs for fan fiction, role-play servers and art challenges in seconds.
Use a random power as a drawing prompt, or the character sheet as a full character design brief.
Creative writing prompts: “Write a story where your hero's weakness saves the day.”
Play Would you rather as a group and compare power profiles.
Brainstorm abilities, counters and costs for characters, classes or upgrades.
Find out what your superpower would be, and how it would go wrong.
When to use this tool, and when another one fits better.
Gives you the name. This tool gives you the powers, weakness and backstory. Use them together for a complete hero.
Names for bad guys. The villain mode here adds a codename, powers and a motive.
Builds the rules of magic for a whole world. This tool focuses on one character's powers.
Makes everyday characters with traits and jobs. This one is for superpowered characters.
Lists are long and give no context. Here every power comes with a level, a role and a weakness, and you can filter.
Chatbots tend to suggest the same popular powers. This tool picks from a fixed, curated list at random, with no repeats until you've seen the rest.
Where the powers come from and how they're picked.
A secure random number generator in your browser (crypto.getRandomValues) picks from the powers that match your filters.
Every power, weakness, limitation and origin was written by hand for this tool. Nothing is generated by AI on the fly.
The powers are general abilities found across myths, comics and games. The descriptions and weaknesses on this page are original.
Character names belong to their owners and are mentioned only to show where a type of power appears.
Use the powers and character sheets in stories, games and art. Just don't copy a specific trademarked character.
Results stay on your screen until you leave the page. Nothing is uploaded or saved on a server.
Superpower and character terms used on this page.
An ability beyond what a normal human can do, like flight, telepathy or super strength.
All the powers one character has, often a main power plus related abilities.
How strong or far-reaching a power is, from street level to cosmic.
Something that stops a power from working or hurts its user, like kryptonite for Superman.
A rule on how a power works: a cost, a trigger, a time or range limit, or a side effect.
How a character got their powers and why they started using them.
The name a hero or villain uses in costume, often hinting at their power.
A character's everyday life and real name, hidden from the public.
A word ending meaning “movement”, used for control powers like telekinesis, pyrokinesis and cryokinesis.
A main character who does good things for selfish reasons or by questionable methods.
When powers keep getting stronger over a story or game until the old challenges stop mattering.
A character you create yourself, often for fan fiction, role-play or art.
Explore more tools in the directory.
A hero name to match your powers.
Names for supervillains and bad guys.
Rules, sources and costs for magic.
A past for your hero or villain.
Personal weaknesses to go with the power.
Full random characters for stories.
Twists for your superhero story.
Drawing prompts, including heroes.