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16:55, 23rd April 2024 (GMT+0)

Character Creation:-

Posted by The Head MasterFor group 0
The Head Master
GM, 1 post
Sun 26 Dec 2021
at 22:07
  • msg #1

Character Creation:-

As follows.
The Head Master
GM, 2 posts
Sun 26 Dec 2021
at 22:23
  • msg #2

Character Creation:-


*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 (Twice and Pick one you like):
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 (Twice and Pick the one you like):
1: Solo D6, Buddy D4, Team --
2: Solo D6, Team D4, Buddy --
3: Buddy D6, Solo D4, Team --
4: Buddy D6, Team D4, Solo --
5: Team D6, Buddy D4, Solo --
6: Team D6, Solo D4, Buddy --

PRIMARY POWER SET
Roll 1D12:
1: One power trait at D6. Add a SFX.
2: Two power traits at D4.
3: One power trait at D6, another at D6.
4: Three power traits at D4.
5-6: One power trait at D6, two at D4.
7-8: Two power traits at D6, one at D4.
9: Two power traits at D6, and two at D4.
10: Two power traits at D6, and three at D4.
11-12: Three power traits at D6, and two at D4.


SECONDARY POWER SET (IF TWO)
Roll 1D10:
1-3: Two power traits at D4.
4-5: One power trait at D6.
6-7: One power trait at D6, another at D4.
8-9: Two power traits at D6.
10: Two power traits at D6. Add a SFX.

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 (all are D4)
Roll 1D10:
1-2: Two Basic Subject
3-4: One Basic Subject and One Specialty
5-6: Two Basic Subject and One Specialty
7-8: Three Basic Subject
9-10: Three Expert Specialties and One Master Specialty Plus any bonuses granted for Origins.

The Basic Subjects are:-
English(*), Geography, History(*), Maths(**), Physical Education, Science(**).

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 (You may roll 4 times and pick) :
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
Exp is awavrd a little different in this game.
This message was last edited by the GM at 23:12, Sun 26 Dec 2021.
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