Superpower Picker

Superpower Picker

What comes through?

Powers in play

Tap powers to add or remove their glyph (up to 12).

The oldest question there is, settled by a portal. Choose which powers are on the table, press Summon, and an energy tendril lashes out and drags one glyph into the mouth — then it rises back out and the power goes off. Every power has its own reveal: fire erupts, ice spikes outward, time runs backwards, invisibility flickers out entirely.

  • Icebreakers
  • Character building
  • Playground games
Random Superpower Picker

Fourteen powers, fourteen different endings

Most pickers land on an answer and stop. This one discharges it. Summon Ice Powers and crystals spike out across the portal; summon Time Travel and ghost copies of the glyph spin backwards; summon Invisibility and it flickers out and only half comes back. The pick is the same fair coin every time — the reveal is where the power actually shows up.

How the portal works

1
Set the field

Tap powers on and off. Their glyphs float around the portal mouth.

2
Reach and grab

A tendril lashes out, snaps glyph to glyph, slows, and locks onto one.

3
The power goes off

It is dragged in, rises back out on a beam, and discharges in its own way.

What each power does when it lands

Worth running a few times just to see them. The reveal is chosen by the power itself, so the same page never looks the same twice in a row.

PowerHow it revealsThe catch nobody mentions
FlightSoars up and out of frameCold, loud, and no way to carry anything
Super StrengthShockwave rings, and the scene shakesEverything you own becomes breakable
InvisibilityFlickers out, half returnsYour clothes do not come with you
TelepathyRipples spread outwardYou cannot switch it off
Time TravelGhost copies spin backwardsThe one power where mistakes stay made
Super SpeedStreaks away, leaving motion linesEveryone else is now unbearably slow
Healing FactorGreen motes converge inwardSurviving is not the same as not hurting
TelekinesisDebris orbits the glyphHonestly? No catch. Take this one
Fire ControlFlame erupts upwardWonderful outdoors, catastrophic indoors
Ice PowersCrystals spike outwardNever a warm drink again
LightningForks strike the centreRain becomes a serious problem
ShapeshiftingSquashes and stretches between formsSlowly losing track of your own face
Underwater BreathingBubbles stream upwardTwo-thirds of the planet, nought per cent of your commute
X-Ray VisionScan lines sweep a washed-out glyphUseful about twice a year

Custom powers. Anything you type in joins the portal with exactly the same odds, and gets the generic energy burst — there is no bespoke animation mapped to a power the page has never heard of.

Ways people use it

  • Icebreakers. The oldest question at any table, with the choosing taken out of your hands.
  • Character building. Roll a power, then build a hero around it — the catch column is the interesting half.
  • Playground games. Everyone summons one and has to play it for the round.
  • Writing prompts. Give the power to someone who absolutely should not have it.
  • Arguments. Settle the flight-versus-invisibility debate the only honest way.

Why nobody ever picks the sensible one

Ask a room and you will get flight, invisibility or time travel almost every time. Ask which one would actually improve a normal week and the answer is telekinesis — never getting up again, never dropping anything, never losing your keys down the back of anything. It does not win because it is not cinematic, and that is exactly the tension this picker is good at exposing.

The catch column above is deliberately not a joke list. Every power in fiction is interesting because of what it costs, and if you are using this for a character or a story, that column is the more useful half of the table.

A fair pick, every time

No glyph is luckier than another. The winner is drawn uniformly over positions using your browser's cryptographic random generator before the tendril moves, the powers are shuffled into fresh positions on every run, and the tendril is sent to each glyph's exact centre with nothing clamping how far it can reach — so the far side of the portal comes up exactly as often as the near side.

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Frequently asked questions

The winner is chosen with your browser’s cryptographic random generator before the tendril moves at all, and the reach is then choreographed to finish on it. Every glyph around the portal has exactly the same chance.

Yes — that is the point of this page. Each power has its own reveal animation: Flight soars up out of frame, Super Strength sets off shockwaves and shakes the scene, Invisibility flickers out, Time Travel spins ghosts backwards, Ice Powers grows crystals, Fire erupts, and so on. Fourteen powers, fourteen different endings.

Fourteen: Flight, Super Strength, Invisibility, Telepathy, Time Travel, Super Speed, Healing Factor, Telekinesis, Fire Control, Ice Powers, Lightning, Shapeshifting, Underwater Breathing and X-Ray Vision.

Yes. Type any power into the “Add your own power” box and it joins the portal with the same odds as everything else. Custom powers get the generic energy burst, since there is no bespoke animation mapped to them.

The Superhero Picker gives you a hero archetype to build a character from. This one gives you the raw ability on its own — better for icebreakers, arguments and “what would you pick” questions.

Yes. The winner is drawn uniformly over positions, the powers are shuffled into new positions on every run, and the tendril can physically reach every glyph — so no spot around the portal is luckier than another.

Completely free, with no signup. It runs entirely in your browser and works on phones, tablets and laptops.

Yes. Use the Summon speed slider to slow everything down, and untick Sound or Confetti. The page also respects your system’s reduced-motion setting, which stops the floating and spinning animations.