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Old 31st January 2009, 07:28 AM   #1 (permalink)
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Superhero power origins

I started to rewrite my campaign set in a superhero post-apocalyptic or dystopian setting where the superheroes gain their powers through some form technology. So far this what I have for Superhero power origins:
  • Alien-tech
  • Biotech
  • Cybernetics
  • Mecha: Varies sized robots
  • Nanotech
  • Powersuit
  • Psi-tech

Am I missing something from the list that would fit?
Thanks

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Old 31st January 2009, 08:58 AM   #2 (permalink)
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Chemistry/Super-serum

Scientific/Industrial Accident (these are generally non-repeatable, but notable exceptions exist- the Flash, the Hulk)

Mutation (possibly induced)/Aberration

Super training + Equipment (while not tech based, its always fits in a supers game)

Gadgeteer (a super engineer/scientist who is always making gizmos)
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Old 31st January 2009, 09:38 AM   #3 (permalink)
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I was not sure on drugs or any chemicals that would fit under technology. I am thinking of staying away from radiation type origins.
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Old 31st January 2009, 10:02 AM   #4 (permalink)
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Chem/Super Serum is a classic, and it really does depend on being scientifically advanced. A classic example would be the Manhattan Project-esque US Super-Soldier program that produced Capt. America (many scientists, one serum) and a few others.

Also guys that either take pills or have machines that deliver triggered doses of chemical/drugs that get pumped into their system to let them do superhuman things- run faster, have a strength boost, etc. show up in Daredevil, Star Trek, RIFTS (the Juicers) and HERO. Big pharma that produces the former is clearly tech based, as is any company who can field an integrated chemical warrior system that doesn't kill the user due to stroke, heart attacks or the like.

Such programs also are often run in parallel with biotech or psi-research products, either to enhance or produce supers. In the TV series, John Doe, The Pheonix Group used pharmacology to enhance the powers of the clairvoyants they had gathered. The more drugs, the better the accuracy of the visions.

Larry Niven's psionics also did much the same- especially with the alien races. Nearly all Kzinti psions also used drugs- first to heighten their abilities, then to help them calm down.
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Old 31st January 2009, 09:01 PM   #5 (permalink)
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The lines between biotech, psitech, nanotech and chemical enhancers are definitely blurry. And different people percieve those lines to be in different places. This can definitely lead to plots/themes/subplots.

Becoming a super is becoming something other than a normal human. Lots of room for plot there.

Suppose a piece of implanted alien bio-tech alters the body chemisty such that an ordinarily horrid drug like crystal meth instead induces superpowers with no side-effects. Now your hero might have problems aquireing his 'hit' if his official source gets cut off. Worse, what if word gets out about the source of his powers and leads to a wave of addiction and drug death as people who don't know about the implant try to gain his powers through street drugs. Imagine the press.
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Old 31st January 2009, 10:05 PM   #6 (permalink)
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Genetic engineering. Or do you consider that biotech?
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Old 1st February 2009, 01:04 AM   #7 (permalink)
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Quote:
Originally Posted by Ed_Laprade View Post
Genetic engineering. Or do you consider that biotech?
I consider that biotech, I have been reading Gurps Biotech, Trinity, Alternity and a few others for Ideas and references.
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