Page 1 of 1

Super Power to Super Tech Conversions

Posted: Sun Nov 10, 2013 3:51 am
by zenethos
I have been thinking of ways to make it easier to construct super-armors and other 'stock' comic book super technologies. I have come up with several conversions from Power to Tech, which should work with minimal to no tweaking required. Does anyone else have any powers they have converted to a super invention, and what did you name it?

Here is a sample of my own list:

    Adhesion – Nano-Fiber Extrusion (or Electromagnetic Field Inducer) Gloves
    Bend Light – Photonic Displacement Field
    Flight: Glide – Integrated Sail-Wing System
    Flight: Wingless – Gravitonic Field Manipulator
    Healing Factor – Nano-Surgical Repair Array
    Horror Factor – Psychoactive Fear Induction Device
    Mental Stun – Neuromuscular Disruptor
    Underwater Abilities – Integrated Hydro-Motive Containment System

Re: Super Power to Super Tech Conversions

Posted: Sun Nov 10, 2013 8:00 pm
by Rimmerdal
Good list.
Adhesion – Nano-Fiber Extrusion (or Electromagnetic Field Inducer) Gloves

I'd go nano fibers so you can climb more than just metal

Bend Light – Photonic Displacement Field

would be high-tech and not government issue as they are relly cheap...but I can see fabricators whipping one up.

Flight: Glide – Integrated Sail-Wing System

Talk to the guys as Wayne Tech

Flight: Wingless – Gravitonic Field Manipulator

lex Luthor from "Injustice: gods among us" would have a similar system if he'd extended that artifical telekinesis to his flight system.

Healing Factor – Nano-Surgical Repair Array

RIFTS!!! and highly do able.. would add some sort power system or fuel though to balance it out. Could store the bots right in the skeleton.

Horror Factor – Psychoactive Fear Induction Device

One flaw I'd see is poison/drug immunity would render this less effective. Most NPC villians took the "Chemical resistance factor" Still would be effective for the most part.

Mental Stun – Neuromuscular Disruptor

Again...energy resistance, absorbtion or channeling will be a factor. Though you might get by them if you have surprise.

Underwater Abilities – Integrated Hydro-Motive Containment System

self sealing/self processing lungs? sure I could see you'd need to add the eyelids trick frogs have, reinforce skin to handle temp, pressure and the bends. Would be a near full power set just to get this. But on the Plus side the SDC bonuses, PS and PE would be through the roof and the visual and audio range would massive. People laugh at Aquaman...but if he hit a guy it would hurt..Aquaman walks around and moves on the bottom of the ocean...and that means he's one tough guy. Hell in a comic he lifted the equivalent of a city block.

I tried tried artifical Telekinetic fields using variable energy to lighten or move objects.

Re: Super Power to Super Tech Conversions

Posted: Sun Nov 10, 2013 9:13 pm
by drewkitty ~..~
zenethos wrote:I have been thinking of ways to make it easier to construct super-armors and other 'stock' comic book super technologies. I have come up with several conversions from Power to Tech, which should work with minimal to no tweaking required. Does anyone else have any powers they have converted to a super invention, and what did you name it?

Here is a sample of my own list:

    Adhesion – Nano-Fiber Extrusion (or Electromagnetic Field Inducer) Gloves
    Bend Light – Photonic Displacement Field
    Flight: Glide – Integrated Sail-Wing System
    Flight: Wingless – Gravitonic Field Manipulator
    Healing Factor – Nano-Surgical Repair Array
    Horror Factor – Psychoactive Fear Induction Device
    Mental Stun – Neuromuscular Disruptor
    Underwater Abilities – Integrated Hydro-Motive Containment System

These Gecko gloves are possible with today tech.
Sky diving wing suit. not quit the power but close as you are going to get w/o a hang glider.
Tasers
Water scooter with integrated air supply.

Re: Super Power to Super Tech Conversions

Posted: Mon Nov 11, 2013 9:55 am
by Regularguy
Extraordinary Physical Endurance already pretty much is the Bionic Implants supersoldier option, which stimulates glandular activity to raise PE and SDC; likewise, I'm pretty sure each of the Control Static Electricity effects -- the crackling static electrical field, the joy-buzzer shock, the 20'-range bolt that disrupts power tools, and so on -- could be extrapolated from the electrical discharge of the Bionic Weapon System.

Re: Super Power to Super Tech Conversions

Posted: Mon Nov 11, 2013 5:47 pm
by Mediapig71
I'd really like to see the upcoming Hardware Unlimited book to add rules for designing "Prometheus circuits", mentioned in the Gramcery Island book, to robot and bionic characters. Give each power (or groups of similar powers) a cost per level, and some tech examples as above, and let players design their own.

Re: Super Power to Super Tech Conversions

Posted: Tue Nov 12, 2013 1:19 am
by zenethos
I really like some of the ideas that have been presented here. I guess what I am really looking for is tech that is separate from the character, not implants or cybernetics. Sort of like those 'wonderful toys' of a certain anthropomorphized winged rodent in that neo-Gothic city... Please, don't mistake my narrow focus for lack of interest in the ideas of others, however. I am keenly interested in any tech which models/mimics powers, so feel free to add those into the mix as well!

Re: Super Power to Super Tech Conversions

Posted: Tue Nov 12, 2013 2:31 pm
by Regularguy
I can't help but think Cloaking is a natural for this.

Re: Super Power to Super Tech Conversions

Posted: Tue Nov 12, 2013 5:10 pm
by NMI
Mediapig71 wrote:I'd really like to see the upcoming Hardware Unlimited book to add rules for designing "Prometheus circuits", mentioned in the Gramcery Island book, to robot and bionic characters. Give each power (or groups of similar powers) a cost per level, and some tech examples as above, and let players design their own.

I had written up some rules about this before at some point. Made some notes for myself when I wanted to expand on the tech and potentially the in-game company that developed them. I'll see what I can whip up.

Re: Super Power to Super Tech Conversions

Posted: Wed Nov 13, 2013 11:31 am
by zenethos
I have an entire list, but I'd like to see if anyone has something different from mine. I have always been a tech-hero fan. My favorite comic was Iron Man.
Deific, I would love to see what you have on the subject. I have been a fan of your stuff since back when you had The Deific NMI's Megaversal Database. And I'm always looking for updates in the Black Vault. Sorry. Fan-boy gush over.

Re: Super Power to Super Tech Conversions

Posted: Tue Jan 14, 2014 12:25 am
by abe
what about my coke power? see under new powers for details)

Re: Super Power to Super Tech Conversions

Posted: Thu Jan 16, 2014 5:43 pm
by abe
how would comelion be used as tech?

Re: Super Power to Super Tech Conversions

Posted: Sun Jul 06, 2014 5:52 pm
by abe
hello?

Re: Super Power to Super Tech Conversions

Posted: Mon Jul 07, 2014 4:19 am
by Sir_Spirit
abe wrote:how would comelion be used as tech?


Chameleon would work as a variation of Animal Abilities. Basically, a type or variation of a Morphogenic Field Resonator. You have to make a very different and very specific one for each "genotype" of abilities(each version of Animal Abilities needs an almost completely different device).

Re: Super Power to Super Tech Conversions

Posted: Mon Jul 07, 2014 5:26 am
by Sir_Spirit
abe wrote:what about my coke power? see under new powers for details)

What coke power?
The search engine doesn't find any such power.
And you haven't linked to it.

Re: Super Power to Super Tech Conversions

Posted: Mon Jul 07, 2014 5:28 am
by Sir_Spirit
say652 wrote:.......

Don't get pouty. :roll:

Re: Super Power to Super Tech Conversions

Posted: Mon Jul 07, 2014 10:14 am
by abe
Sir_Spirit wrote:
abe wrote:what about my coke power? see under new powers for details)

What coke power?
The search engine doesn't find any such power.
And you haven't linked to it.

Sorry, I don't know how to link to the power, it's under new powers thread on this site, again sorry.

Re: Super Power to Super Tech Conversions

Posted: Mon Jul 07, 2014 6:38 pm
by NMI
abe wrote:how would comelion be used as tech?
I assume you mean "Chameleon"...

Let's break the power down as there are a few parts to it.

Chameleon: Either micro-camera's of some sort for smaller [human sized] objects or larger cameras for larger devices. These cameras would be mounted 360 all around the the device/clothing/person and record what is "behind" them. They would then transmit that same image onto the clothing/material on the other side of them, thereby blending the person/object/vehicle in to their background - You are looking at "Joe Schmoe", but the camera's mounted behind him are transmitting the image of the wall that is behind him to the clothing in front of him? or can be transmitting a few inches a way from, sort of like a holographic display.

Adhesion: See Aliens Unlimited: Galaxy Guide - pages 152-153 "Grip Gloves/Boots" and "Suction Gloves/Boots".

Hold Breath: Scuba gear: Mini-Air tanks, etc...

Feign Death: Meditation techniques, chemicals/drugs/etc...

Re: Super Power to Super Tech Conversions

Posted: Sun Jul 20, 2014 11:54 am
by abe
NMI wrote:
abe wrote:how would comelion be used as tech?
I assume you mean "Chameleon"...

Let's break the power down as there are a few parts to it.

Chameleon: Either micro-camera's of some sort for smaller [human sized] objects or larger cameras for larger devices. These cameras would be mounted 360 all around the the device/clothing/person and record what is "behind" them. They would then transmit that same image onto the clothing/material on the other side of them, thereby blending the person/object/vehicle in to their background - You are looking at "Joe Schmoe", but the camera's mounted behind him are transmitting the image of the wall that is behind him to the clothing in front of him? or can be transmitting a few inches a way from, sort of like a holographic display.

Adhesion: See Aliens Unlimited: Galaxy Guide - pages 152-153 "Grip Gloves/Boots" and "Suction Gloves/Boots".

Hold Breath: Scuba gear: Mini-Air tanks, etc...

Feign Death: Meditation techniques, chemicals/drugs/etc...

VERY nice!

Re: Super Power to Super Tech Conversions

Posted: Mon Jul 28, 2014 1:06 pm
by abe
any more power to tech convertions out there?

Re: Super Power to Super Tech Conversions

Posted: Mon Jul 28, 2014 3:21 pm
by The Artist Formerly
Well my "Grey Fox" Analit genius character used some of these techniques.

Flight: Glide was exactly as you put it. I used a modified Frag cape/vest armor and gave the cape that ability.

Adhesion, used a friction amplifier system that via handwavium processes amplified friction allowing one to overcome gravity.

Knock out attack. A lower grade tranquilizer (save DC 14+) set into small throwing knives ( 1d4+PS/DMG bump). As the character was a time traveler, killing was bad. So by eating a penalty on the non-lethal save DC, I added a defense against the odd allergic reaction killing some loser who might be important to the time stream later.

Swing line. Borrowing an idea from Mythbusters' Jamie Hyneman, I took my adhesion trick, added to a thin lightweight steel cable and a pneumatic thrower, and created swing line system.

Sticky bombs (globs). A liquid goo that when exposed to air (normal Oxygen/Nitrogen mix) expanded to several thousands of times it's area. It was porous so one could breath through it but a target who was caught was stuck to where he stood. Requires a strength of human 30 to break free from (or single displacement of 600 pounds, 30x20=600). Costume was built to negate the stick effect, and the bombs were less effective in different environments (significantly colder weather, increased air pressure, those sorts of things. Came in single throw 5ft AOE pellets (the size of a large pen cap) and 15ft AOE canisters (the size of a small bottle of pills, diminishing returns on that one).

Energy resistance. As a upgrade, the suit gained a outer coating that gave it energy resistance to the first 20 points of energy damage it took. Once that twenty point buffer was gone however, the coating had to be reapplied. A suit with continual energy resistance could have been built but would have been much heavier and required a more significant power source.

Heightened sense of Awareness. This was another upgrade to the suit, which through a sensor suite and relayed via physical stimulus to the wearer. Could be confused in "noisy" environments, with many moving objects. This ability consumed (replaced or expanded on depending on your view) the robotic system motion detector.

Re: Super Power to Super Tech Conversions

Posted: Sun Sep 21, 2014 8:01 pm
by abe
abe wrote:
Sir_Spirit wrote:
abe wrote:what about my coke power? see under new powers for details)

What coke power?
The search engine doesn't find any such power.
And you haven't linked to it.

Sorry, I don't know how to link to the power, it's under new powers thread on this site, again sorry.

sorry, just relized that it might be under soda, not neccarrally coke, again sorry.

Re: Super Power to Super Tech Conversions

Posted: Mon Sep 22, 2014 10:21 am
by Sir_Spirit
Link to abe's soda power.
Hope that works.
A nano-infusion that converts the soda into power and gives you the super abilities, or a juicer-esque 'power harness' that is powered by the soda directly....

Re: Super Power to Super Tech Conversions

Posted: Wed Jul 01, 2015 4:44 pm
by abe
how would you fine people techafy the undead superpower?

Re: Super Power to Super Tech Conversions

Posted: Wed Jul 01, 2015 6:30 pm
by Vincent Takeda
I like the idea of tech goggles/glasses that combine night vision, uv, ir, xray, living anatomy, telescopic, and impervious to control and posession.

I like the idea of a tech device like an arm bracer that combines venomous attack, disruptive touch and mental stun. A full tazer suite.

For 'power armors' I think the most useful ones are
Underwater abilities
Lifting field
Weightlessness, space native and perhaps space flight
Sidestep and defensive will (just silly)
Supernatural strength of course
But I could totally see supertech armors incorporating any of the the 'impervious to' powers...
Impervious to fire and heat suit for volcano workiers
Impervious to cold and freezing for arctic explorers
Impervious to energy and electricity for power plant workers

Perhaps a tech backpack with a flying force disk...

Anything that I dont really feel fits my brains biases towards what could or couldnt be done with tech I tend to go magical... I'm not sure why but there are just some mutations that I don't think fit properly into the realm of even 'super tech.' A tech device giving the 'feral' superpower doesnt seem to work in my head even when I think about it as if its a juicer chemical injection technology... I presume its possible but my mind doest like it at all...

'Shrink ray has been done a lot in movies, but I seem to have built some personal mental wall against that being 'within the realm of tech', while for some reason my brain doesnt balk at all at the idea of time travel or dimensional gate tech... My mind seems to draw a lot of wierd arbitrary lines...

The magical glasses variant I like is still impervious to control and posession, but instead uses the suite of sense death and destruction and paranormal vision.

A magic item with animal metamorphosis and polymorph...
A magic item with borrow power and regeneration ultima
A magic item with intangibility and invisibility
And my favorite funky magic item: speed tasking and rainmaker...

I know at least one player at my table that would love to get his hands on some supertech gloves with rocket fist...
Certainly all the expulsion powers can be built into pistols or rifles...
Catastrophic system failure would be a fun one to put into a device...

I have made a list of all what... 409 powers from the published books and notated them on whether I feel they are appropriate as a tech or fit more in my mind's view of a magic item instead... But again its all arbitrary and subjective.

The idea that someone out there is mass producing pistols with the disintegration superpower seems hillarious to me... natural 1 and the gun misfires, injuring or disintegrating its user... Finding these just lying around all over the place would be I'd think rather common all things considered. Such temptation!

Re: Super Power to Super Tech Conversions

Posted: Wed Jul 01, 2015 6:49 pm
by NMI
abe wrote:how would you fine people techafy the undead superpower?
See the movies:
Universal Soldier
Resident Evil 1-????

Simply, chemistry / radiation / voodoo science, nanobots and an implanted artificial intelligence.

Re: Super Power to Super Tech Conversions

Posted: Wed Jul 01, 2015 10:24 pm
by SpiritInterface
NMI wrote:
abe wrote:how would you fine people techafy the undead superpower?
See the movies:
Universal Soldier
Resident Evil 1-????

Simply, chemistry / radiation / voodoo science, nanobots and an implanted artificial intelligence.


Frankenstein, re-animator...

Re: Super Power to Super Tech Conversions

Posted: Thu Jul 02, 2015 11:25 pm
by abe
what about magic weapons as high or ultra-tech?

Re: Super Power to Super Tech Conversions

Posted: Thu Jul 02, 2015 11:37 pm
by taalismn
abe wrote:what about magic weapons as high or ultra-tech?


That's too broad; 'magic weapons'.

To a primitive, vibrolades, laser-swords, monomolecular-edged blades, and chainsaws are magic weapons. Or even steel weapons that don't break like woodm stone, or bone weapons. Heck, a steel GOLF CLUB could be seen a 'magic weapon' to somebody more used to flaked stone.
Then there are 'boomsticks' and 'fire arrows'.

Re: Super Power to Super Tech Conversions

Posted: Fri Jul 03, 2015 11:10 am
by abe
taalismn wrote:
abe wrote:what about magic weapons as high or ultra-tech?


That's too broad; 'magic weapons'.

To a primitive, vibrolades, laser-swords, monomolecular-edged blades, and chainsaws are magic weapons. Or even steel weapons that don't break like woodm stone, or bone weapons. Heck, a steel GOLF CLUB could be seen a 'magic weapon' to somebody more used to flaked stone.
Then there are 'boomsticks' and 'fire arrows'.

sorry I meant enchanted weapons/objects.
think a flameblades and such.

Re: Super Power to Super Tech Conversions

Posted: Fri Jul 03, 2015 7:31 pm
by say652
I have four nanopreprogrammed temporary genetic modifiers.

Bricks: 1D6+18 hour duration.
Superhuman Strength. Double existing strength.
Near invulnerablility. Double hp, times 10 sdc.
Jump ps times ten.
Lift and carry times three.
Only works on humans.no exceptions normal humans.

Blaster: 1D4+14 hour duration.
Aps Electricity.
Control Elemental Force:Air.
Spin at High Velocity.
Any sdc being Is able to benefit.

Sneak: 3D6 hour duration.
Nightstalking.
Concealment.
Intangibility.

Ultra: 1D4 hour duration.
FireBlast.
Invulnerablility.
Supernatural strength.
Quantum Teleport.
Regrow limbs.
Energy wings:Fire.

Re: Super Power to Super Tech Conversions

Posted: Fri Jul 03, 2015 8:04 pm
by NMI
say652 wrote:I have four nanopreprogrammed temporary genetic modifiers.

Bricks: 1D6+18 hour duration.
Superhuman Strength. Double existing strength.
Near invulnerablility. Double hp, times 10 sdc.
Jump ps times ten.
Lift and carry times three.
Only works on humans.no exceptions normal humans.

The way you described "Near Invulnerability", you would be better off just calling this "Extra-Ordinary Physical Endurance".
Jump PS times 10??? I assume you mean inches? yards? Feet?
Lift and Carry times three what?

say652 wrote:Sneak: 3D6 hour duration.
Nightstalking.
Concealment.
Intangibility.
What is "Concealment"?

say652 wrote:Ultra: 1D4 hour duration.
FireBlast.
Invulnerablility.
Supernatural strength.
Quantum Teleport.
Regrow limbs.
Energy wings:Fire.

You should denote where powers are coming from if not from the books. Linking to specific powers, would be polite.

Re: Super Power to Super Tech Conversions

Posted: Mon Sep 07, 2015 3:38 pm
by abe
Under my soda power there's the mighty burp, how would you duplicate that using super tech?

Re: Super Power to Super Tech Conversions

Posted: Mon Sep 07, 2015 3:49 pm
by say652
What about using the embued hero category?

Having up to 8 minor powers for a limited time would be super handy. Lol.

Re: Super Power to Super Tech Conversions

Posted: Fri Dec 30, 2022 11:45 am
by abe
Any new thoughts on this subject?

Re: Super Power to Super Tech Conversions

Posted: Sat Dec 31, 2022 12:23 pm
by 13eowulf
Locked due to Necro-Posting, more than 7 (Seven!) years between posts.