Power Forge — Ten superhero classes, one permanent choice per player, and a deep skill tree built for SMP combat.
One choice, forever
On first login you're shown a fullscreen carousel of ten heroes. You cycle through them with < and > arrows, read each hero's signature starter and final power on a black info panel, then click SELECT on the one you want to live with. The choice is permanent and cannot be changed without admin intervention.
The ten heroes
Pyrokinesis · Speedster · Telekinesis · Electrokinesis · Cryokinesis · Gravitokinesis · Shadow · Terrakinesis · Aerokinesis · Regeneration
Each hero has 12 abilities — a starter, 8 path abilities behind a 2-of-4 path choice you make in the skill tree, a convergence ult, a second ult, and a final power that defines the hero (Nuclear Shock, Temporal Shatter, Singularity, Void Collapse, Ice Age, Storm Sovereign, Continental Split, Electromagnetic Collapse, Psychic Detonation, and Undying — the only power that survives Nuclear Shock).
Powers that feel like powers
Every starter has a signature particle volume that matches what it actually does — Fire Cone projects a real conical volume of layered flame and smoke, Mind Grab projects an enchant tractor beam from your eye to the target, Lightning Bolt pre-charges with sparks before the strike comes down, Shadow Step puffs squid ink at both ends of the teleport, Stone Fist erupts block-shrapnel and a dust shockwave. Universal hit feedback adds an impact burst and sound to every successful hit, with an END_ROD + level-up sting on kills.
Nuclear Shock is a 5-second cinematic charge — your caster floats into the sky surrounded by a red dust-and-lava vortex with ramping warning sounds — then detonates with a 3× larger blast (18-block crater, 45-block damage radius) and a 36-block mushroom cloud column of red dust, lava, fire, and smoke crowned by a hemispherical cap of 800 particles.
Every player carries a passive themed aura of particles around them at all times so heroes are identifiable on sight in SMP.
Built around conflict
A polished-blackstone Altar at world (0, 0) is indestructible and has a no-build radius — making world spawn a permanently contested point on every SMP server. The Altar Guardian mini-boss spawns on a respawn timer and drops the killer's matching Power Gem — a single-use consumable that clears all negatives (including Radiation), refills your energy bar, and grants a major temporary buff. The God Gem is a rare drop granting permanent buffs until death — the strongest individual state in the mod, intended to be countered by a coordinated team.
Persistent Radiation zones are left behind by Nuclear Shock — 30% reduced damage out, 40% increased damage in. Pyrokinesis is immune. Only the matching Power Gem cures it. Milk doesn't.
Mob-farm-resistant XP
Skill points come from power-dealt damage (not vanilla swings), one-time first-kill bonuses per unique mob type, heavily-weighted player kills, massive boss kills, and a passive trickle while in active combat. You can't grind a mob farm for points.
Configurable for any server
SMP-safe defaults: Speedster Time Freeze and Slow World only affect mobs in multiplayer. Server owners can flip this per-server. Energy cap, mini-boss respawn timer, Radiation duration, and Altar no-build radius are all in config/superpowermod-server.toml.
Admin tools
/power info|set|reset|addxp|addsp|help covers player management for resetting power choices and granting testing points.
Tech
NeoForge 26.1.2 · Java 25 · MIT licensed · Single-file install (~180 KB)