Chapter one:
Origins
A character's Origin is the explanation of how and why they have
there powers. Each origin has advantages and disadvantages.
A player Generating a character must either choose an origin
or roll on the chart below. You may not choose All of the
above, it must be rolled. If you roll on the chart you MUST
take what you roll.(no second chances)
Origin
01-24 Altered Human
25-35 Normal Human
36-60 Mutant
61-85 High Technology
86-90 Robot
91-95 Alien
96-99 Wizard
00 All Of The Above
For a more detailed and exact origin chart go here
Altered Human:Altered humans are normal people with powers
derived of radiation, Cosmic rays, etc.
- Altered Humans may raise one primary ability by one rank
- Altered Humans Role on Column 1
Normal Humans: Normal People are just that normal people. They have no powers but still
roll for talents and contacts.
- Normal people gain an additional 3 talents and may choose a non(*) Weapon or Fighting skill
- Normal people can start with one normal weapon (no fusion Bazzokas)
- Normal people recieve a +3 cs to spend on primary abilities. you may not advance beyond what you could roll.
- Gain 1 additional contact
- Since it is quite an achievment if a normal person to compete with Spiderman,
normal people recieve the normal karma award + 1/2 of that.
If a normal person takes down Galactus he deserves the karma.
- Normal humans role on Column 2
Mutants:Mutants are members of the race homo Superior. The Mutant was invented because
the writers for comics ran out of ideas for origins. So as a cop out they
now just say they are born that way. In the last couple of years the mutant
population has grown considerably due to either radiation from atomic bombs
(marvels theory) or a lack of imagination.
- Mutants gain 1 aditional power, up to the maximum
- Resources are reduced 1 rank
- Starting popularity is always 0
- Mutants gain popularity at a slower rate than other character types
- The Majority of powers are inborn as opposed to equiptment based
- They may be affected by mutant detection and Mutant nullification devices
- Mutants role oncolumn 1
High Technology:Also called High-Tech Wonders,
these heroes derive their abilities soley from their equiptment,
and may not use any powers without the equiptment.
- Initial reason is raised 2 ranks
- Initial resources may be placed at good, or randomly rolled
- High Tech Heroes must have one contact declared before the game. This represents the orginization that
the hero works for or owns
- At least one talent must be scientific
or Professional in nature
- High-Tech characters may choose body armor as their first power.
This represents a battlesuit like Iron Man, and all powers are derived of this suit.
If a player chooses a battlesuit continue the generation process here
- High techs role on column 3
Robots: Robots are artificially created sentient
beings, incliuding organic constructs, clones, life-module decoys, and Mystically
powered Golems.
- Popularity starts at 0
- All PC Robots may heal normally, simulating internal repair function.
- There is no karma loss for killing a robot. A robot may potentially be reactivated
after it is dead. (since when is that just robots?)
- A robots first power is Robotic Construct. Its rank is the material strength of the Robot
and robots are immune to aging, disease, and mental attacks
- Robots role on column 4
Aliens:Alien is a term for anything not human (or Mutant). This includes Asgardians, Atlatnteans,
Kree etc.
- Aliens Powers may be natural or inborn to that race (must be determined at creation)
- Aliens get one less power(minimum of 2)
- Starting resources are set at poor
- An Alien gets one contact. If he doesn't choose his home planet, race, whatever
he is considered an outcast. This would make for good subplots.
- Aliens Role on column 5
Wizards:Wizards are a catagory I felt that the game needed. In the original set they considered
them altered humans, but nothing about them has really changed. Wizards
don't have any right being able to roll for Amazing Strength. These are
normal guys with powers, and in the original game not enough powers. What
really stinks is getting few powers and sorry stats. Spells are a little
easier to learn than gaining new powers. Now wizards can get lots of powers
and more realistic stats. See wizard rules
- Wizards get 2 extra powers, up to maximum
- Wizards gain a +2cs to Psyche, minimum of Good, max of Amazing
- All powers a Wizard gains are considered spells
- A wizard may choose Eldrich blast and/or Eldritch Shield as its first two powers
at Psyche Rank
- Spells are rolled off of Psyche for success and use the spell rank to determine effect.
- Wizards role on column 2
All of the Above:
Wow if you rollled this, its quite and achievement. You are a being from
another civilization, WHO was born with a mutant X factor in their genes,
WHO was exposed to radiation or something, WHO was part robot, WHO uses
lots of High tech Equipment, WHO has also learned Magic.
- This character rolls on column 5 of the random ranks table
- They may raise one primary ability by one rank
- They gain 3 extra powers (player must delegate at least one to be a mutant power, one to
be derived of radiation poisoning or something, one to be a spell and any
other powers may be placed at will.
- They start with a high-tech weapon or battlesuit.
- Starting Resources are set at poor
- Initial Reason is raised 1 Rank
- They gain one fighting or Weapon skill (Nothing over 1 *)
- Being mostly robot and if they are killed it Has to be their own fault.
(That's a joke. The only way to kill them is not to convince them to commit suicide)
There is no karma loss for killing
this character.
Random Ranks Table
Rank Initial Column 1 Column 2 Column 3 Column 4 Column 5
Name Rank #
FB 2 01-05 01-05 01-05 01-05 01-10
PR 4 06-10 06-25 06-10 06-10 11-20
TY 6 11-20 26-75 11-40 11-15 21-30
GD 10 21-40 76-85 41-80 16-40 31-40
EX 20 41-60 86-95 81-95 41-50 41-60
RM 30 61-80 96-00 96-00 51-70 61-70
IN 40 81-96 71-90 71-90
AM 50 97-00 91-98 91-95
MN 75 99-00 95-00
Ability Modifier Table
Table 6 (used for Sorcery spells, and resources ONLY)
Dice Modification
01-15 -1CS
16-50 unchanged
51-70 +1CS
71-85 +2CS
86-95 +3CS
96-00 +4CS
Generating Health: Total the Rank Numbers in Fighting,
Agility, Strength, and Endurance
Generating Karma: Total the Numbers in Reason, Intuition, Psyche
Generation Resources:Initial Resources begin at Typical
(poor for Aliens), modified on the Ability Modification Table.
Generating Popularity: Popularity is 10 for most Heroes,
for mutants and robots
- + 10 if identity is publicly known
- - 5 if identity is secret
- - 5 if hero hangs out with known mutants.
- - 5 if hero is just Ugly or relatively unpopular. Aliens
tend to have this problem.
Number of talents/powers/contacts
Die Roll Powers Talents Contacts
01-12 1/3 0/8 0/2
13-26 2/4 1/3 0/4
27-41 3/5 2/4 1/4
42-55 4/6 3/5 2/4
56-66 5/7 4/6 2/6
67-75 6/8 5/6 3/3
76-83 7/9 5/7 3/4
84-89 8/10 6/7 3/6
90-94 9/12 6/8 4/4
95-97 10/12 7/8 4/5
98-99 12/14 7/9 5/5
00 14/18 8/10 6/6
The number behind the slash is the maximum number. You may gain one power/talent/contact
up to the maximum by lowering your Reasources one Rank.
Reroll Option
Through adopting drawbacks or with initial Karma, a character may spend
Karma to reroll any starting rank. (note. If you choose to reroll a
physical stat you May adjust health, If you reroll a mental
ability you may not adjust Karma. You may only reroll at the
time of character creation and if you roll lower than the first roll you
may take the better of the two, but you still lose the 100
karma.
Chapter 2:Powers