
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 | Agility | Intellect | Willpower | |
| 0 | Insubstantial | Immobile | Mindless (0 IQ) | Unaware |
| 1 | Weakling | lump | Animal or severely disabled (25 IQ) | Mind slave |
| 2 | Low-strength human | Low-agility human | Low-IQ human (50 IQ) | Low-will human |
| 3-4 | Average-strength human | Average-agility human | Average-IQ human (75-100 IQ) | Average-will human |
| 5-6 | High-strength human | High-agaility human | High-IQ human (125-150 IQ) | High-will human |
| 7-8 | Pro-athlete-level human | Pro-athlete-level human | Genius-level human (175-200 IQ) | Dauntless human |
| 9-10 | Maximum unaltered human | Maximum unaltered human | Maximum human (225-250 IQ) | Maximum unaltered human |
| 11-12 | Enhanced or peerless strength | Enhanced or peerless agility | Enhanced or peerless intellect (275-300 IQ) | Enhanced or peerless will |
| 13-14 | Far stronger than human | Far faster than human | Far smarter than human (325-350 IQ) | Far toughter than human |
| 15-16 | Unbelievably strong | Unbelievably agile | Unbelievably smart (375-400 IQ) | Unbelievably strong-willed |
| 17-18 | Overwhelmingly strong | Overwhelmingly agile | Overwhelmingly smart (425-450 IQ) | Overwhelmingly strong-willed |
| 19-20 | Ultimate limit of mortals | Ultimate limit of mortals | Ultimate limit of mortals (475-500 IQ) | Ultimate limit of mortals |
| 21-25 | Otherworldly | Otherworldly | Otherworldly (500+ IQ) | Otherworldly |
| 26-30 | Cosmic | Cosmic | Cosmic (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).
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
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
| Rank | Description | Example |
| 1 | Reduced circumstances, unemployed, on Social Security or allowance | Aunt May, Power Pack |
| 2-3 | Freelance, poor credit risk, lower middle class, students | Spider-Man, Daredevil |
| 4-5 | Salaried employment, middle class | Iceman, Ben Urich |
| 6-7 | Professional employment, middle class | Doctor Strange |
| 8-9 | Small inheritance, small business, upper middle class, Avenger's stipend | Captain America, Tony Stark |
| 10-11 | Large business or chain of businesses, established trust fund, upper class | Angel, Wasp |
| 12-13 | Standard corporation, millionaire | Kingpin, Stark/Stane International |
| 14-15 | Large corporation, small country | Doctor Doom, A.I.M. |
| 16-17 | Multi-national corporation, government branch or military of major country, billionaire playboy | S.H.I.E.L.D., Great Britian |
| 18-23 | Major country, mega-corporation | United States, former Soviet Union |
| 24+ | Extra-dimensional realm, galactic empire or entity | Shi'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.
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