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This page is a guide to creating your hero.


Before you begin spending your Character Points, you need to define your character. To do so, we follow a few simple steps.

Step 1: Origin

Give your character a hero or villian name, given name, gender, costume, and a rough idea of strengths and weaknesses. Detail his or her history and personality.

Your character's personality helps you gauge his or her outlook on the world. Everyone reacts differently to being poked in the chest, or vilified on the front page of the local newspaper. A few notes on your character page can help explore the hopes, fears, ethics, and quirks of the individual, plus catchphrases and fighting styles he or she is known to use.

Your character's history tells you the major events in his or her life. While one cannot hope to include every facet of his or her character's history, do try to be as complete as possible. Having a detailed history helps others to flesh out the character behind the text. Include such things as important people whose paths he or she has crossed, teams for which your character has risked its life for (if any), and any relationships he or she might have, as well as any other information you believe is important enough to include.

Step 1 should take the majority of the time required to create a character. Simply writing a one-sentence history will not result in an acceptable character. Take your time and do it right.


Step 2: Calling

Anyone in the business of fighting supervillians or superheroes had better have a very good reason. After all, this choice of career can get a person killed, or at least ruin his or her social life. These reasons are summarized in a hero's or villian's calling, the main motivation he or she has for leading this life. A hero that's a Protector is motivated to protect the weak, while an Outcast might just want to be left alone.

As far as roleplaying goes, a calling is a very important piece of data. It gives you an idea of what matters most to the character, what is likely to make him or her mad, and what situations the character will avoid at all cost. Callings marked with an asterisk (*) are for villians only. They give a powerful "freedom" to your character; the freedom from moral responsibility. Note that a villian can take a "normal" calling; they are not restricted only to the asterisked ones.

The available callings are: Adventurer, Animal Nature, Demolisher*, Exemplar, Explorer, Gloryhound, Greed*,
Guardian, Idealist, Investigator, Majesty, Mentor, Outcast, Peace of Mind, Protector, Repentant, Responsibility of Power,
Soldier, Thrill-Seeker, Uncontrolled Power, Vengeance*, Vestige of Humanity, World Domination*, Youthful Exuberance


Step 3: Stats

Following the creation of your character's history and the determination of his or her calling, we move on to the purchasing of Stats, Skills, and Powers. The first step of this....step is to buy your character's Stats. You have 25 Stat Points (SP) to distribute amongst your character's Strength, Agility, Intellect, and Willpower. A table follows of what the intensity of each Stat represents. A character can only have 1 Stat with intensity 10, but no Stat with intensity greater than 10 at this point.

Strength AgilityIntellectWillpower
0InsubstantialImmobileMindless (0 IQ)Unaware
1WeaklinglumpAnimal or severely disabled (25 IQ)Mind slave
2Low-strength humanLow-agility humanLow-IQ human (50 IQ)Low-will human
3-4Average-strength humanAverage-agility humanAverage-IQ human (75-100 IQ)Average-will human
5-6High-strength humanHigh-agaility humanHigh-IQ human (125-150 IQ)High-will human
7-8Pro-athlete-level humanPro-athlete-level humanGenius-level human (175-200 IQ)Dauntless human
9-10Maximum unaltered humanMaximum unaltered humanMaximum human (225-250 IQ)Maximum unaltered human
11-12Enhanced or peerless strengthEnhanced or peerless agilityEnhanced or peerless intellect (275-300 IQ)Enhanced or peerless will
13-14Far stronger than humanFar faster than humanFar smarter than human (325-350 IQ)Far toughter than human
15-16Unbelievably strongUnbelievably agileUnbelievably smart (375-400 IQ)Unbelievably strong-willed
17-18Overwhelmingly strongOverwhelmingly agileOverwhelmingly smart (425-450 IQ)Overwhelmingly strong-willed
19-20Ultimate limit of mortalsUltimate limit of mortalsUltimate limit of mortals (475-500 IQ)Ultimate limit of mortals
21-25OtherworldlyOtherworldlyOtherworldly (500+ IQ)Otherworldly
26-30CosmicCosmicCosmic (off the charts)Cosmic


Step 4: Skills

In order to function in the world, a character has to have Skills. Whether they are combat related or not, Skills define what your character is truely capable of doing. Sure, anyone knows how to shoot a gun, but a person trained in Marksmanship might be able to hit a fly on a wall at 100 feet. Skills are good, very good. You may choose 4 Skills for your character. A character cannot have more Skills in a category than the category's related Stat intensity (for example, The Ram has an Intellect of 2; he cannot have more than two Intellect-based Skills).

StrengthAgilityIntellectWillpower
Axes
Boxing
Brawling
Climbing
Clubs
Garrotes
Hammers
Hyper-Breath
Knives
Martial Arts Weapons
Natural Weapons
Shields
Sonic Slam
Spears
Swimming
Swords
Whips
Wrestling
Acrobatics
Aerial Combat
Archery
Artillery
Boating
Boomerangs
Construction
Contingent Attack
Cooking
Demolitions
Disguise
Driving
Equestrian
Escape Artistry
Fast-Draw
Fast Exit
Flinging
Forgery
Gadgetry
Legerdemain
Marksmanship
Martial Arts
Navigating
Piloting
Repair
Ricochet
Skating
Skiing
Slings
Surfing
Thievery
Trapping
Aeronautics
Archaeology
Architecture
Assessment
Astronomy
Biochemistry
Biology
Bionics
Chemistry
Computers
Cosmology
Criminology
Cryptography
Dimensional Geography
Electronics
Energy Control
Espionage
Genetics
Geology
History
Journalism
Law
Linguistics
Lore
Mechanics
Medicine
Mythology
Occult
Oceanography
Photographic Memory
Physics
Psychiatry
Radiology
Read Lips
Robotics
Sociology
Spacecraft
Speak Language
Super-Physiology
Temporal Mechanics
Theology
Trivia
Weapon Systems
Animal Handling
Art
Bureaucracy
Concentration
Etiquette
Finance
Gambling
Intimidation
Law Enforcement
Leadership
Manipulation
Meditation
Mental Control
Mesmerism
Military
Mimicry
Observation
Performing
Photography
Politics
Rapport
Streetwise
Subterfuge
Survival
Taunting
Teaching
Tracking
Trance
Ventriloquism
Writing


Step 5a: Powers - Sources

Power, it's what every hero has and every villian wants. A hero's or villan's Powers can come from any one of a hundred different sources, but a few recur with amazing regularity. Individual powers are not linked to specific sources; any power can come from any source. For each Power you give your character, you must select a source. You have 40 Power Points (PP) in which to spend on your character's Powers. Each point of intensity in a Power costs 1 PP, a Stunt costs 5 PPs, and a Limit provides you with 2 additional PPs. A character cannot have more than one Power with intensity 20, and no character may have a Power with intensity higher than 20.

Common Sources: Learning, Heredity, Racial, Mutation, Radiation, Power Transfer, Possession, Equipment


Step 5b: Powers - List

Ability Boost
Absorption
Adaptation
Additional Limb(s)
Additional Sensor(s)
Affliction
Air Control
Alchemy
Animal Control
Animal Form
Animation
Astral Projection
Blending
Blinding
Body Armor
Body Transformation
Chi
Claws
Cold Control
Computer Link
Corrosion
Cosmic Awareness
Cosmic Energy Control
Danger Sense
Darkforce Control
Density Control
Detection
Digging
Dimensional Travel
Disintegration
Duplication
Earth Control
Earthquake
Electrical Control
Elongation
Emotion Control
Empathy
Energy Blast
Energy Conversion
Energy Reflection
Energy Sheath
Enhanced Senses
Ensnarement
ESP
Fire Control
Flight
Force Field
Gestalt
Gravity Control
Horn(s)
Hyperlinguistics
Hypnosis
Illusion
Image Summoning
Imitation
Immortality
Invisibility
Invulnerability
Kinetic Control
Leaping
Life Drain
Life Support
Light Control
Lightning Speed
Luck Control
Magic
Magnetic Control
Mind Control
Nullification
Object Duplication
Paralysis
Phasing
Pheromones
Plant Control
Plasticity
Poison
Postcognition
Power Amplification
Power Duplication
Power Theft
Precognition
Prehinsile Hair
Protected Senses
Psi-Screen
Psychic Blast
Quills
Radar Sense
Radiation Control
Reality Warping
Regeneration
Resistance
Shadow Control
Shapeshifting
Size Alteration
Sonar
Sonic Control
Space Flight
Stun Blast
Teeth
Telekinesis
Telepathy
Teleportation
Time Control
Time Travel
Transmutation
Wall-Crawling
Water Control
Waterbreathing
Weather Control
Web-Slinging
Wings


Step 6a: Freebie Points - Stats, Skills, Powers, RR, and Health

The final step in the creation process involves the expenditure of 30 Freebie Points (FP). These FPs can be used to raise Stats above 10 intensity or to purchase additional Skills and/or Powers. FPs can also be used to raise your character's Resource Rank and Health. Finally, you can also buy little quirks called Bonuses with FPs. The FP costs are as follows:

Costs

Resource Rank: Your character's available equipment, income, and pocket change are determined by this factor. All characters start with a Resource Rank of 1 and can increase it by 1 Rank per FP spent. The following table gives a crude estimate of what your character's social status/class is, depending on his or her Resource Rank. Some examples from the Marvel universe are also given for each Rank.

RankDescriptionExample
1Reduced circumstances, unemployed, on Social Security or allowanceAunt May, Power Pack
2-3Freelance, poor credit risk, lower middle class, studentsSpider-Man, Daredevil
4-5Salaried employment, middle classIceman, Ben Urich
6-7Professional employment, middle classDoctor Strange
8-9Small inheritance, small business, upper middle class, Avenger's stipendCaptain America, Tony Stark
10-11Large business or chain of businesses, established trust fund, upper classAngel, Wasp
12-13Standard corporation, millionaireKingpin, Stark/Stane International
14-15Large corporation, small countryDoctor Doom, A.I.M.
16-17Multi-national corporation, government branch or military of major country, billionaire playboyS.H.I.E.L.D., Great Britian
18-23Major country, mega-corporationUnited States, former Soviet Union
24+Extra-dimensional realm, galactic empire or entityShi'ar, Asgard, Galactus

Health: All characters start with a Health of 10 and may acquire a higher Health statistic at 1 Health per FP spent. The maximum Health a normal human body can attain is 30, but there are a very few special individuals with higher. No mortal character can possess a Health higher than 40; Cosmic Beings top out at 50.


Step 6b: Freebie Points - Bonuses and Hindrances

Bonuses and Hindrances allow a player to flesh out his or her character easier. Hindrances provide you with additional FPs, while Bonuses are purchased with your character's remaining FPs. A character can have no more than 10 points worth of Hindrances, but can have as many Bonuses as he or she has points to spend on them.

Bonuses
NameFP Cost
Ambidextrous1
Black Market Ties1-5
Catlike Balance1
Code of Honour1
Debt2
Destiny4
Devotion2
Double-Jointed1
Enchanting Voice2
Entertainment Ties3
High Pain Tolerance3
Huge Size4
NameFP Cost
Internal Compass1
Judicial Ties2
License to Kill6
Light Sleeper1
Lightning Calculator2
Luck3
Media Ties2
Park Department Ties1
Perfect Balance3
Pitiable1
Police Ties3
Political Ties3
NameFP Cost
Prodigy2
Refined2
Reputation2
Self-Confident5
Sexy1
Soothing Voice3
Speed Reading2
Time Sense1
Top Secret Access5
True Faith7
True Love1
Well-Traveled2

Hindrances
NameFP Bonus
Aberrant Eyes1
Absent-Minded3
Addiction1-3
Air-Head1
Albinism1
Allergy1-3
Amnesia3
Androgynous2
Anima Banner1
Bad Luck3
Bad Sight2
Bad Temper1
Blind6
Bulging Muscles1
Can't Cross Running Water3
Cast No Reflection2
Child3
Colour Blindness1
Coloured Skin2
Compulsive Behaviour1
Confused2
Curiosity2
Cursed1-5
Death Wish1-5
Dark Fate5
Deaf4
Deep Sleeper1
Deformity3
Delusions3
Demon Plagued2
Derangement - Compulsion1
Derangement - Intolerance1
Derangement - Lunacy2
Derangement - Obsession2
Derangement - Overconfident1
NameFP Bonus
Derangement - Paranoia (Extreme)3
Derangement - Phobia (Mild)1
Derangement - Phobia (Severe)3
Disfigured2
Disturbing Voice1
Dumbo Syndrome3
Eerie Presence2
Feeding Requirement2
Flashbacks3
Fragile3
Fur/Feathers2
Hairless1
Hard of Hearing1
Hardened Skin5
Hatred3
Haunted3
Hermaphrodite3
Hero Worship1
Hormonal Imbalance (Lust)3
Hormonal Imbalance (Rage)3
Hunted4
Hyde Syndrome5
Illiterate1
Inept5
Inferiority Complex1
Innocent1
Jinx5
Light Sensitive5
Low Self-Image2
Mad Visions3
Magic Susceptibility2
Megalomania5
Multiple Personality Disorder3
Mute4
NameFP Bonus
Nightmares1
Notoriety2
Oozing Skin5
One Arm3
One Eye2
Paranoia (Limited)2
Paraplegic6
Permanent Power5
Polar/Bipolar Disorder3
Poverty2
Repelled By Crosses3
Repelled By Garlic1
Sadism/Masochism2
Seizures3
Sexless3
Sexual Aberrations3
Scales1-3
Schizophrenia5
Short1
Shy1
Slow Healing3
Soft-Hearted1
Speech Impediment1
Stench1
Superstitious2
Twisted Upbringing1
Uncontrollable Power3
Uncontrolled Transformation3
Unearthly Beauty1
Uneducated5
Vestigial Limbs5
Vindictive3
Vulgar1
Vulnerability3
Weakness3

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