As this game is using the Advanced Marvel Super Heroes rules, two main books will be required for creating characters. The Advanced Players Book (APB), and the Ultimate Powers Book (UPB). This thread will go step by step through the creation process and define what options are available during creation to design your character. This thread will assume that you are at least passably familiar with the terms and the way the game works. If you have questions, feel free to PM the Judge for clarification.
Please read this thread carefully before beginning to create your hero. There are options and differences between the options that are important.
Physical Form
There are two options in this step that may have a profound impact on your character.
The first is that you may choose your Physical Form, whether that be "Android", "Angel/Demon", "Energy" or whatever. If you do so, then you may roll two sets of Abilities (FASERIP), following the rules in the UPB. You must then choose
one set of rolls to keep, applying them in order to the Abilities (first roll for Fighting, second for Agility, etc).
The second is that you roll for your Physical Form randomly according to the table on page 2 of the UPB. If you do that, you must roll two sets of Abilities as above and choose one to keep, but you may apply the rolls as you see fit to the Abilities.
Origin
Origin can be considered optional. The characters in the beginning of this game are new heroes and unless otherwise specified will be considered to have newly come into their heroic persona and/or powers. Rolling a random Origin can, however, add some spice and variety to the character and may add interesting bits to the background and story elements. The Judge will work with you to work a random Origin into the character's background, but this is not mandatory.
Primary and Secondary Abilities
This step is strictly according to the table on p 11 of the UPB and according to the choices (or rolls) made in the Physical Form step above.
Weakness Generation
Weakness Generation is optional. However, if a random Weakness is rolled according to pages 11-13 of the UPB, the player can choose one of five bonuses to represent the additional drawbacks of having a specific Weakness. The options are one of the following:
- +2CS (Max of Amazing) to any one Ability score.
- +1CS (Max of Monstrous) to any one Power Rank.
- +2CS to Resources
- +1 Talent (of available Talent slots. Does not increase available slots.)
- +1 Contact (of available Contact slots. Does not increase available slots.)
The choice of which benefit to take may be made later in the process, as powers, talents, etc are determined. However, the decision to take a Weakness must be made at this point in the process. You cannot decide whether or not to take a weakness after determining Powers, Talents and Contacts in order to decide if you need "a little boost" in some area.
Secondary Abilities
Health and Karma are determined as normal per RAW, as is Resources. Remember that Resources can be affected by the choices above. Frex, a Normal Human Physical Form gains a +1CS to Resources, while a Random Mutation takes a hit of -1CS. Rolling on the Ability Modifier Table (p 6 APB) to affect Resources is
optional.
Power Generation
This step is perhaps the biggest diversion from the "Rules As Written" (RAW) in the creation process. The biggest, perhaps only real, issue I have with the MSH character creation process is the completely random generation of powers. While this can sometimes turn out very good characters with interesting power combinations that work together well, it can sometimes turn into a complete ball of silliness that makes no sense whatsoever.
Number of powers/potential powers is rolled completely per RAW via the table on p 14 of the UPB. The selection of individual powers, however, has two distinct options:
- The player may roll individual powers completely randomly, following the rules laid out on p 14-16 of the UPB. If doing so, then the player will be able to apply a free +1CS to any single power they roll randomly. This can possibly result in some really bizarre combinations of powers. If the power rolled makes absolutely no sense with the Physical Form of the character (frex, a Magical Power rolled with a Physical Form of Android), the player may reroll that power. Alternately, the player may keep the Power if they can work it into the background somehow. (i.e. An Android that was blessed by a Divine Priest to have a Force Field vs. Magic.)
- The player will roll the Category of a power randomly, but is free to assign the individual power within that category according to choice. While this option can still produce some random, seemingly unrelated powers, it does make it easier to control the theme of the character and make sure the Powers make a little more sense for the individual hero.
In either case, after rolling all powers, a player may chose to sacrifice one or more Powers to add their ranks to another Power(s) in order to increase that Power(s) rank. If doing so, this
permanently uses up the potential for that power among the available power slots in a character. Frex, a player that rolls 4/6 for powers and chooses to sacrifice a Power to increase the rank of another, is still considered to use 4 slots of the available 6.
As per RAW, a player may sacrifice -2CS of Resources to gain an additional Power, up to the maximum slots rolled on the table on p 14 of the UPB. The +2CS bonus to Resources from Weakness Generation above
may be used for this purpose.
If you wish, you may apply Limitations to one or more Powers as described on p 9-10 APB. Any such limitations require approval by the Judge.
Talents
Number of Talents is rolled on the table on p 14 UPB. Talents can be chosen from the list on p 10 APB. If there is a Talent in another source that you would like to use, run it by the Judge. I have used fan-based resources in the past and I'm not adverse to using them now. But by default, the list in APB is standard for the game, and should suffice unless you are looking for a little more tailored flavor. You can roll Talents randomly if you like, but I prefer to allow players to chose them so that the choices make sense for the character.
Contacts
Contacts are rolled on the table on p 14 UPB and determined as per the RAW on p 10-11 APB. You should work with the Judge to determine a little flavor in the Contacts. It can help add story elements and background information that will flesh out your character. I prefer to have all contacts at least classified and/or named as the game begins, but I won't require it.
Reputation
Determine Reputations as per RAW. Remember that if you have a Secret Identity, there will be two stats for Popularity. Also remember that some Physical Forms, Talents, and Powers may affect your Popularity.
Characters with a high enough Resources may possibly gain a bonus to Popularity in their "normal" (what is usually considered Secret) identity. Talk to the Judge about this. It's not required. There are plenty of people in the world with Remarkable or higher Resources that are completely unknown to the world at large.
This message was last edited by the GM at 07:37, Sat 05 June 2021.