Welcome Traveler,
In that which is known as the multiverse, multiple perspectives are given to a singular subject...but seldom at the same time. In this particular instance, I will be attempting to moderate a hero as well as villain campaign, concurrently, where player heroes and player villains can and do conflict across the Marvel universe. The players actions may have long lasting effects so choose your struggles wisely: foregoing the witness stand to stop a petty crime may very well allow a serial killer's pardon, a villain bent on world conquest may have sincere considerations - if they succeed, then what?
This is a Mature Rated game, so prior to acceptance - please read and follow the instructions provided in the RTJ link before seeking login permissions. This game will be based primarily upon the Cortex System, and MHRP specifically. Players are required to create their own character, a Random Datafile Generator and Datafile Template are provided in the RTJ link to assist with character concepts. The timeline will be roughly equivalent to the 'Bronze Age' of comics (circa 1970-1985), cannon related Marvel staple can and most likely will be encountered. Things can get gritty, not everything will be 'black or white'...
Does the hero ditch an important social arrangement they planned for months, or keep their promise hoping someone else can stop a crime in progress? Does the villain cease murderous acts so they can treat their comatose partner, or do they continue because twice the samples leaves more room for error? Can the heroes and villains put their differences aside to fight a blazing industrial inferno, or does a blazing inferno seem like an ideal place to settle old scores? Crossovers, team ups, group origins and epic events - you're the co-author of your part, your way, Marvel style. All this and more awaits when you crossover to Paragon City...
General Rules
1. Posting frequency of at least once per 48hrs during Transition Scenes. If you do not or can not keep up that rate, I will skip/post for you (see #2).
2. Real life will get in the way. In that event, please submit a message to the Watcher informing of your potential absence and expected return. If your absence will extend beyond 48 hours, please arrange for your character to be utilized by another active player. If such does not occur, the Watcher reserve's the right to have your character run as an NPC. Excessive absence without notice may result in the player being dropped from game.
3. Players need to post at about roughly the same rate as everyone else (3-4 times/wk optimal). While one or two players may dominate a scene momentarily, frequent occurrences such as this detracts from the other players and the overall game in general. If you're posting twice as much as other players, consider slowing your post rate. If such is due to lack of activity, please feel free to message the GM in order to resolve latency.
4. One-liner posts are discouraged, try to keep your posts interesting and entertaining. Consider each post as an extension to the story where your post provides your character's perspective and input. If you have nothing to contribute to the current narrative, feel free to linger for perhaps a better opportunity to contribute later. However, during Action Scenes - turn sequence and initiative order will be established (see #1).
5. Be respectful out of character. With that said, you can play whatever your character's personality is in game, just know that highly dysfunctional characters seldom work better than an already existing plethora of NPCs. Breathing life into your character is a lot more rewarding, not to mention the essential point behind playing a character in the first place, than just being a pain in everyone else's narrative.
6. While the majority of this game will be roughly PG13, this is a Mature rated game...not 'Adult' rated, so any smut (gratuitous intimacy) or splatter (explicitly gory) related posts are not permitted. Mature subject matter may be discussed or experienced in game, and strong language may occur, but when in doubt, if it's 'Adult' rated...just keep it out. A player's post should read like what can currently be found in existing comic book venues.
Dice Pool Summary
If you’re not sure if your action will succeed or fail; you want to try something that’s bold, challenging, or dangerous; or you want to oppose, challenge, or thwart another character's actions then follow the steps below regarding how to form a Dice Pool for the dice roller. Not all situations require the formation of a dice pool - a simple dialogue between characters is an example where a Dice Pool would be unnecessary. If the outcome wouldn't necessarily move the story forward; if there's no risk, challenge, or threat involved; if there’s nothing or nobody to stop your character from performing the action; or the situation is outside your character’s ability to change, then don't create a Dice Pool to roll. If the GM requires a Dice Pool for an action that your character's traits would allow for with ease, then you may opt to spend 1 PP to bypass the Dice Pool and simply narrate how you overcome the issue. For example, a character with Superhuman Strength D10 is required by the GM to form a Dice Pool in order to open a sealed wooden door. However, since the character can literally bend steel with their bare hands, the player lets the GM know they're spending a Plot Point to narrate how they casually backhand the pithy obstacle into a shower of tiny wooden slivers. When in doubt, feel free to ask the GM if creating a Dice Pool will be necessary.
1) DECLARE YOUR INTENT for your action in the scene. If a reaction, declare how you intend to avoid the effects of the action you are reacting to. Then, based upon that intent, and common sense...
2) PICK AN AFFILIATION that applies based upon the scene. Are you operating solo (one individual), with a partner (2 individuals) or as part of a team (3+ individuals).
3) PICK A DISTINCTION from the scene you are in, or from your character, that works to your advantage (D8) or descriptively hinders you or impedes your intent (D4 and gain 1 Plot Point).
4) PICK A TRAIT from your first power set that can help with your intent. If you can't think of how to describe it, don't add one. If you can think of more than one, spend 1 PP for each power after the first. Pick a power from the second power set, follow the same procedure as with the first power set.
5) PICK A SPECIALTY that applies. If none make sense, don't add one. If more than one makes sense, additional ones may be added for 1 PP each.
6) PICK AN ASSET that applies. Again, Plot Points can add more. If none make sense, don't add any.
7) PICK A RESOURCE that applies and add it, or pay 1 PP to include a Stunt die regarding the Specialty used in the intent, or a Push die to reflect general extra effort and focus.
8) PICK TARGET STRESS/TRAUMA, whichever is highest, and add it. You can even add your own stress die by paying 1 PP, but your stress is stepped up by +1 step after it is used.
9) PICK TARGET COMPLICATION that can logically help your intent and add it. Again, you can even use your own complication by paying 1 PP, stepping up the complication by +1 step after use.
10) PICK A SFX that applies to the action and post effects to dice pool. Multiple SFX may apply as long as the trigger requirements are met.
11) PICK A LIMITATION that applies and post the effects. Multiple Limitations may apply and are optional unless you roll one or more opportunities in an action or reaction.
Dice Pool Example
Cap needs to slow down an angry NPC Hulk before he pulverizes a car...with the driver still in it.
1) INTENT: Cap decides to use his shield to fend off Hulk's rage while verbally badgering Hulk long enough for a clerk to get out to her car. I'm hoping to inflict emotional stress in the form of calming him out of anger.
2) AFFILIATION: It's just Cap, so it's Solo for a D6. Cap's not so good by himself. I could use Buddy for a D8 if I wanted to consider the clerk a part of this action, but I want to draw the Hulk's attention away from the clerk, not put her in harm's way.
3) DISTINCTION: None of his distinctions are dead on, but "Man Out Of Time" is a good justification for his chivalry here so D8 there. It could easily be a hindrance for a D4 and a Plot Point but Cap knows what he's doing - he's courageous, not foolhardy.
4) TRAITS: First power set, Super Soldier, the only one that really fits the description is Enhanced Strength because while Cap's not trying to clobber the Hulk, he is physically attempting to impede his actions, so a D8. Second Power Set, Vibranium Alloy Shield. I'm using the shield as a form of psychological warfare - it's mere existence has inspired generations. The durability of the shield isn't as important as how effectively it can be used. So, D8 for Weapon.
5) SPECIALTIES: I'm trying to hold him off AND calm him down; I could justify either Combat Master (D10) or Psych Expert (D8) - but since I want a social outcome, the D8 is the appropriate choice.
6) ASSETS: Having set up no preexisting asset, Cap has nothing to pull from at this current time and moment.
7) PUSH/STUNT or RESOURCE: With such short notice, I'll say Cap didn't have time to gather any resources, and though I could spend 1 PP to add either a push die (D6) or Stunt off Cap's Psych Specialty (D8), I'll hold off for now...may need that PP later.
8) TARGET STRESS: Hulk may be angry, but he's not stressed or suffering trauma so Cap's out of luck there.
9) TARGET COMPLICATION: Hulk is the complication, but he's not suffering from one. A rough start for Cap as he has nothing to pull from here either.
10) SFX: With only 1 PP, it might be wiser for Cap to hold off on doing anything really fancy so I'll pass on using Cap's SFX for the time being.
11) LIM: Activating a Limitation right now for Plot Points might not be the best idea, already have one in case of emergencies so I won't activate any for now.
Cap's not trying to hurt Hulk, he's just trying to calm him down and appeal to his better sense and judgement. Mental/Emotional conflict isn't exactly the Hulk's strong point so he may not be able to resist Cap's sincere plea for civility. Then again, this may hurt because if I don't emotionally stress Hulk out enough that he leaves the scene to go off and sulk, on Hulk's panel - "Hulk Smash Cap!" is likely. Either way, Cap chooses the clerk to go next so at least she's got time to run. I could have simply chosen 'Next Active' but I want to specify who goes next in particular. If the GM wants the Hulk to go next, he will have to spend a die from the Doom Pool to interrupt the Action Scene. Since the Hulk will go last this action round, he gets to choose who goes first next round and unless the GM is feeling overwhelmingly generous...the Hulk will probably choose himself to go first next. It's probably a good thing I've got a Plot Point to spare. It is important to note that while building your dice pool, every aspect needs to have some kind or sort of relation to your post...from your affiliation die to activated limitations, your post must reflect these occurrences. An example of this is provided below...
Sample Post
There wasn't time to prepare when Steve Rogers heard the telltale signs of Bruce Banner on a bad day. Hurdling over parked vehicles and rushing past the fleeing crowd, Captain America rounds the corner of 5th and Jackson to find himself face-to-face with the 'not-so-jolly' green goliath as he turns a four-way intersection into a four-way junkyard.
Seeing the Hulk readying to demolish a nearby car...with the passenger still in it, Cap intercedes putting himself between the car and the Hulk as he tells the driver,
"Run, Girl, I'll keep him here!" Brandishing his shield, hoping it will spark some degree of recognition, Cap places a firm hand on the Hulk's chest and exclaims in a steady, calm voice,
"Hulk, it's me...Listen, this is no time to smash!"
Intent: Calm Raging Hulk (Emotional Attack - Stress)
Affiliation: Solo D6 (There wasn't time to prepare...)
Distinction: Man Out Of Time D8 (Cap intercedes...tells the driver, "Run, Girl, I'll keep him here!")
Super Soldier: Enhanced Strength D8 (Cap places a firm hand on the Hulk's chest)
Vibranium Alloy Shield: Weapon D8 (Brandishing his shield, hoping it will spark some degree of recognition...)
Specialty: Psych Expert D8 (Cap...exclaims in a steady, calm voice, "Hulk, it's me...Listen, this is no time to smash!")
Today: Captain America rolled 4,3,6,6,3 using d6,d8,d8,d8,d8.
Total: 12
Effect: D8
Opps: 0
PPs: 1 (+/- 0)
Reaction: Hulk
Next Action: Clerk
Random Datafile Generator
*Roll your Origin (or Origins), which determines the number of Power Sets you have, as well as additional benefits for that Origin.
*Roll your Affiliations.
*Roll to determine the makeup of your Power Sets; this gives you a spread of dice for your power traits within those Power Sets.
*For each Power Set, roll the theme of that Power Set.
*For each power trait in a Power Set, roll on that theme’s table. Repeat until all power traits are assigned.
*Assign SFX and Limits to your Power Set(s).
*Name your Power Sets.
*Assign and roll your Specialties.
*Roll and create your Distinctions and Milestones.
*Name your new character.
ORIGINS
Roll 1D12:
1-2: Mutant: One Power Set. Add an additional SFX. After rolling them all, step up one of the traits in your Power Set. You automatically have the Mutant Limit.
3: Mutant: Two Power Sets. After rolling them all, step up one of the traits in your primary Power Set. You automatically have the Mutant Limit on at least one Power Set.
4-5: Altered Human: One Power Set. Add an additional SFX. Add an additional power trait at d8 to your primary Power Set and an additional Expert Specialty.
6: Altered Human: Two Power Sets. Add an additional power trait at d8 to your primary Power Set and an additional Expert Specialty.
7: Non-Human: One Power Set. Add two additional SFX and an additional Limit.
8: Non-Human: Two Power Sets. Add an additional SFX and an additional Limit to the primary Power Set.
9-10: Trained Human: One Power Set. Gain two more Specialties, one at Expert, and one at Master.
11: Trained Human: Two Power Sets. At least one must represent equipment, and have the Gear or other Limit representing its status. Gain one more Specialty at Master.
12: Roll twice. Take the higher number of Power Sets offered, re-rolling any duplicate Origins. Take all other benefits or Limits.
AFFILIATIONS
Roll 1D6:
1: Solo D10, Buddy D8, Team D6
2: Solo D10, Team D8, Buddy D6
3: Buddy D10, Solo D8, Team D6
4: Buddy D10, Team D8, Solo D6
5: Team D10, Buddy D8, Solo D6
6: Team D10, Solo D8, Buddy D6
PRIMARY POWER SET
Roll 1D12:
1: One power trait at D10. Add an additional SFX.
2: Two power traits at D8.
3: One power trait at D10, another at D8.
4: Three power traits at D8.
5-6: One power trait at D10, two at D8.
7-8: Two power traits at D10, one at D8.
9: Two power traits at D10, and two at D8.
10: Two power traits at D10, and three at D8.
11: Three power traits at D10, and two at D8.
12: Roll twice, gaining the benefits of both.
SECONDARY POWER SET (IF TWO)
Roll 1D10:
1-3: Two power traits at D8.
4-5: One power trait at D10.
6-7: One power trait at D10, another at D8.
8-9: Two power traits at D10.
10: Roll twice, gaining the benefits of both.
Mutant
Roll 1D10:
1-4: Common Powers
5-6: Uncommon Powers
7-9: Psychic Powers
10: Mystic Powers
Altered Human
Roll 1D10:
1-4: Common Powers
5-7: Uncommon Powers
8: Technological Powers
9: Mystic Powers
10: Psychic Powers
Non-Human
Roll 1D10:
1-5: Common Powers
6-7: Uncommon Powers
8: Technological Powers
9: Mystic Powers
10: Psychic Powers
Trained Human
Roll 1D10:
1-4: Common Powers
5-7: Technological Powers
8-9: Mystic Powers
10: Uncommon Powers
POWER TRAITS
Then for each power trait (start with the largest die size first), roll on the corresponding table. If you roll a power trait you already possess within the same Power Set, and it’s not an option with multiple choices, roll again on that table.
COMMON POWERS TABLE
Roll 1D10:
1: Attack Power (Step back the power trait’s die. Choose between Weapon or type of Energy Blast. This option can be rolled multiple times.)
2: Durability
3: Movement-Based Power (Step back the power trait’s die. Choose between: Airwalking, Burrowing, Flight, Leaping, Speed, Swimming, or Swingline. This option can be rolled multiple times.)
4: Reflexes
5: Resistance (Choose an Energy type. If you have Elemental Control, you must choose that same Energy. This option can be rolled multiple times.)
6: Senses
7: Stamina
8: Strength
9: Roll on Uncommon Powers for this power trait only.
10: Re-roll on your Origin’s table, re-rolling any Common Powers result, for this power trait only.
UNCOMMON POWERS TABLE
Roll 1D10:
1: Elemental Control Power (Step back the power trait’s die. Choose from one of the following: Air, Cosmic, Darkforce, Earth, Electric, Fire/ Heat, Gravity, Ice/Cold, Kinetic, Light, Magnetic, Sonic, Technology, Weather, or Water. This option can be rolled multiple times.)
2: Intangibility
3: Invisibility
4: Mimic
5: Animal Control
6: Plant Control
7: Shapeshifting
8: Size-Changing
9: Stretching
10: Teleport
MYSTIC POWERS TABLE
Roll 1D10:
1-2: Sorcery
3: Blast (Choose Mystic or another specific elemental type. This option can be rolled multiple times.)
4: Elemental Control Power (Choose from one of the following: Air, Cosmic, Darkforce, Earth, Electric, Fire/Heat, Gravity, Ice/Cold, Kinetic, Light, Magnetic, Sonic, Weather, or Water. This option can be rolled multiple times.)
5: Movement-Based Power (Choose from one of the following: Airwalking, Flight, or Speed. This option can be rolled multiple times.)
6: Senses
7: Teleport
8: Transmutation
9-10: Roll on Uncommon Powers for this power trait only.
PSYCHIC POWERS TABLE
Roll 1D10:
1-2: Telepathy
3: Blast (Choose Psychic or another specific elemental type. This option can be rolled multiple times.)
4: Elemental Control Power (Choose from one of the following: Cosmic, Electric, Fire, Gravity, Ice, Kinetic, Light, Magnetic, or Water. This option can be rolled multiple times.)
5: Invisibility
6: Mind Control
7: Animal Control
8: Resistance (Choose Psychic or if you have Elemental Control, choose the same kind of Resistance as the type controlled.)
9: Senses
10: Teleport
TECHNOLOGICAL POWERS TABLE
Roll 1D10:
1: Attack Power (Choose between Weapon or Blast. If Blast, choose specific type. This option can be rolled multiple times.)
2: Durability
3: Invisibility
4: Movement-Based Power (Choose from Burrowing, Flight, Leaping, Speed, Swimming, or Swingline. This option can be rolled multiple times.)
5: Reflexes
6: Senses
7: Stamina
8: Strength
9-10: Roll on Uncommon Powers for this power trait only.
SFX AND LIMITS
Each Power Set automatically comes with one SFX and one Limit. These numbers might be modified by your Origin, Power Set, or other factors. These are not rolled, since various combinations of power traits may make certain SFX and Limits unworkable. The following are some suggested SFX by character type:
*Single Power Set: Unleashed, Versatile
*Many power traits: Focus, Multipower
*Few power traits: Affliction, Constructs, Counterattack
*Mutant: Dangerous, Unleashed
*Altered Human: Absorption, Counterattack
*Trained Human: Focus, Second Wind
*Technological Power Set: Afflict, Area Attack, Boost, Burst
*Psychic Power Set: Constructs, Unleashed
*Mystic Power Set: Constructs, Healing
Limits are also chosen similarly, though some Limits may be required (usually Mutant or Gear.)
Some good Limits by character type:
*Mutant: In addition to the required Mutant Limit, Conscious Activation is common.
*Altered Human: Exhausted.
*Technological Power Set: Gear, Exhausted (as Power Surge)
*Mystic Power Set: Growing Dread, Uncontrollable
*Psychic Power Set: Conscious Activation, Uncontrollable
*Two Power Sets: Mutually Exclusive
*Powerful characters: Growing Dread, Uncontrollable
Common SFX
*Absorption: On a successful reaction against a TYPE OF ATTACK action, convert your opponent's effect die into a POWER SET stunt or step up a POWER SET power by +1 for your next action. Spend 1 PP to use this stunt if your opponent's action succeeds.
*Afflict/Grapple: Add a D6 and step up your effect die by +1 when inflicting TYPE complication on a target.
*Area Attack: Add a D6 and keep an additional effect die for each additional target.
*Berserk: Add a die from the doom pool to one or more attack actions. Step up the doom pool by +1 for each action; return it to the doom pool when you're done.
*Boost: Shutdown your highest rated POWER SET power to step up another POWER SET power by +1. Recover power by activating an opportunity or during a Transition Scene.
*Burnout: Double or step up POWER TRAIT for one action, or spend 1 PP to do both. If that action fails, shutdown POWER TRAIT. Recover power by activating an opportunity or during a Transition Scene.
*Burst/Ricochet: Step up or double a POWER TRAIT die against a single target. Remove the highest rolling die and add 3 dice for your total.
*Collateral Damage: Instead of spending 1 PP, add D6 to the doom pool to create a POWER SET stunt.
*Constructs: Add a D6 and step up your effect die by +1 when using POWER SET to create ASSET TYPE assets.
*Conversion: When using POWER TRAIT in your dice pool, redirect STRESS TYPE ONE to STRESS TYPE TWO at no cost.
*Counterattack: On a reaction against a STRESS TYPE action attack, inflict STRESS TYPE with your effect die at no PP cost or spend a PP to step it up by +1.
*Danger Sense: Spend 1 PP to add POWER TRAIT (or step up by +1 if already in your pool) and reroll all dice on a reaction.
*Dangerous: Add a D6 to your dice pool for an attack action and step back highest die in pool by -1. Step up STRESS TYPE inflicted by +1.
*Extra Effective: When including POWER TRAIT as part of an attack against TARGET TYPE targets, add D6 and step up effect die by +1.
*Extra Effort: Step up or double POWER TRAIT for one action, then step back to 2D at -1. Recover power by activating an opportunity or during a Transition Scene.
*Focus: If a pool includes a POWER SET power, you may replace two dice of equal size with one die +1 step larger.
*Frenzy: At no cost, add existing STRESS TYPE to any dice pool including a POWER SET power, then step up STRESS TYPE by +1.
*Haymaker: Double POWER TRAIT for this action and add a die to the Doom Pool equal to the second highest rolling die.
*Healing: Add POWER TRAIT to your dice pool when helping others recover stress. Spend 1 PP to recover your own or another's STRESS TYPE or step back your own or another's TRAUMA TYPE by -1.
*Immunity: Spend 1 PP to ignore stress, trauma, or complications from SPECIFIC ATTACK TYPE(S).
*Invulnerable: Spend 1 PP to ignore STRESS TYPE or TRAUMA TYPE unless caused by SPECIFIC ATTACK TYPE.
*Multipower: Use two or more POWER SET powers in a single dice pool at -1 step for each additional power.
*Nova: Step up or double your POWER SET powers for that Scene, or spend 1 PP to do both. Take second-highest rolling die of each subsequent action as STRESS TYPE.
*Painful: Add D6 and step up effect die by +1 when using POWER SET powers to inflict STRESS TYPE stress.
*Power Surge: Use your current STRESS TYPE die as your effect die, then step up your STRESS TYPE by +1.
*Reactive Power: Spend 1 PP to add a POWER SET power to another character's dice pool before they roll a reaction. If that character takes STRESS TYPE ONE, take d6 STRESS TYPE ONE or STRESS TYPE TWO.
*Regeneration: Spend 1 PP to recover your STRESS TYPE stress and step back your TRAUMA TYPE trauma by -1.
*Second Chance: Spend 1 PP to reroll when using any POWER SET power.
*Second Wind: Before you make an action including a POWER SET power, you may move your STRESS TYPE die to the doom pool and step up the POWER SET power by +1 for this action.
*Stress Link: Add a die to the doom pool equal to your current STRESS TYPE stress to add that STRESS TYPE die to a pool including a POWER SET power.
*Take the Hit: Spend 1 PP to take STRESS TYPE intended for a nearby ally or friend.
*Tracer: Use an effect die to create a TRACER complication on a target during a Scene. You may track that target anywhere until the complication is removed or POWER TRAIT is shut down.
*Unleashed: Step up or double any POWER SET power for one action. If the action fails, add a die to the doom pool equal to the normal rating of your power die.
*Versatile: Split POWER TRAIT into 2D at -1 step, or 3D at -2 steps.
Common Limits
*Conditional: On a ATTACK TYPE attack, or while SITUATION is true, change any POWER SET power into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power.
*Conscious Activation: While stressed out, asleep, or unconscious, shutdown POWER SET. Recover POWER SET when you recover that stress or wake up. If you take TRAUMA TYPE trauma, shutdown POWER SET until you recover that trauma.
*Difficult Recovery: Add POWER TRAIT die to the opposing roll when others try to recover your STRESS TYPE.
*Exhausted/Overload: Shutdown any POWER SET power and gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.
*Extinguished: Shutdown all POWER SET powers vs. ATTACK TYPE attack and gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.
*Gear: Shutdown a POWER SET power and gain 1 PP. Take an action vs. the doom pool to recover.
*Growing Dread: Count 1s and 2s on dice as opportunities when using a POWER SET power.
*Huge: Earn 1 PP when your size becomes a complication for you.
*Mutant/Origin: Earn 1 PP when affected by mutant-specific complications and tech.
*Mutually Exclusive: Shutdown POWER SET ONE to activate POWER SET TWO. Shutdown POWER SET TWO to recover POWER SET ONE.
*Uncontrollable: Change any POWER SET power into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power.
*Vulnerability: Earn 1 PP to step up STRESS TYPE inflicted by ATTACK TYPE by +1.
After this, name each of your Power Sets.
SPECIALTIES
Roll 1D10:
1-2: Two Expert Specialties
3-4: One Expert Specialty and One Master Specialty
5-6: Two Expert Specialties and One Master Specialty
7-8: Three Expert Specialties
9-10: Three Expert Specialties and One Master Specialty Plus any bonuses granted for Origins.
Before rolling to determine what your Specialties are, you may assign some Specialties automatically:
*If you have Mystic Powers, you must take the Mystic, Cosmic, or both Specialties.
*If you have Psychic Powers, you must take the Psych, Menace, or both Specialties.
*If you have Technological Powers, you must take the Science, Tech, or both Specialties.
*If you have any Uncommon Powers, you may take the Cosmic Specialty.
*You may take the Combat Specialty regardless of Powers.
You choose if the above assigned Specialties are Expert or Master (if available.) Then for each other Specialty available, roll on the following table. Choose whether it’s going to be for your Expert or Master Specialty before rolling. Re-roll any duplicates.
Roll 1D10:
1: Acrobatic
2: Business
3: Covert
4: Crime
5: Medical
6: Menace
7: Psych
8: Science
9: Tech
10: Vehicle
DISTINCTIONS
Round out your character by choosing three Distinctions. Roll on the following table to get a category for each Distinction. It’s OK to have multiple of the same category.
Roll 1D6:
1: Personality Trait: Natural Leader, Quick to Anger, Uncompromising, etc.
2: Outlook or Reputation: Hardheaded Futurist, Misunderstood Menace, Never Grows Up, etc.
3: History/Backstory: Criminal Past, Mysterious Destiny, Texas Farmboy, etc.
4: Catchphrase or Title: Defender of Justice, “I Don’t Believe In No Win Scenarios”, “Smash!”, etc.
5: Notable Feature: Alluring, Cutting Edge Tech, World-Class Intellect, etc.
6: Profession: Ace Reporter, Billionaire Playboy, Russian Superspy, etc.
You’ll want to customize the Distinction to your hero.
MILESTONES
Your character starts with two Milestones. To determine what kind they are, roll on the table below. It’s OK to have multiple of the same category.
Roll 1D10:
1-2: Affiliation Milestone: Choose your highest or lowest Affiliation die and create a Milestone based on that. For example, someone with a Team D10 might take a Milestone about keeping his team together. Someone with a Team D6 might take a Milestone about resisting joining a team.
3-4: Origin Milestone: Create a Milestone based on your Origin. For example, a Mutant Origin could involve being a self-hating mutant. A Trained Human might make a Milestone based on keeping up with mutants and gods in a team.
5-6: Power Milestone: Create a Milestone that relates to one of your Power Sets. A hero with a Mystical Power Set might make a Milestone around mastering the arcane arts. A hero with Uncontrollable Powers might make a Milestone about keeping those powers under control.
7-8: Distinction Milestone: Create a Milestone that relates to one of your Distinctions. These include personal Milestones like succumbing to an addiction, or having the past come back to haunt your hero.
9-10: Specialty Milestone: Create a Milestone that relates to one of your Specialties, particularly if you have a Master-level Specialty. A dedicated doctor with Medical Master who is attempting to cure a dangerous disease might make this kind of Milestone.
Finally, decide if your character has a public or private identity, and give your character a name.
This message was last edited by the GM at 18:32, Fri 04 Aug 2017.