FAIR CHARACTER CREATION FOR MARVEL SUPERHEROES (2008)
Origin:
Choose any one.
Altered Human - May raise any one Attribute by +1 rank.
Mutant - Gain +1 power at Remarkable (30), +1 rank to Endurance, 1 rank from Resources.
Hi-Tech Must use 2 attribute ranks to increase Reason, +2 ranks to Resources.
Robot Add +3 ranks to Attributes, dead robots may be reactivated at zero Karma.
Alien Add +4 ranks to Attributes and lose 1 Power Choice OR choose an alien starting
package from page 60 of the Judges Book, beginning contacts must be from home
world/dimension unless the alien is a renegade with enemies on his home world.
F.A.S.E.R.I.P.:
You get 2 Attributes at Typical (6), 3 at Good (10) and 2 at Remarkable (30).
Add 3 ranks anywhere after modifying for Origin. Maximum starting rank is Unearthly (100)
in any attribute, Power, Resources or Popularity after all modifiers are accounted for.
Health:
Total sum of F.A.S.E
Karma:
Total sum of R.I.P.
Resources:
Begin at Good (10). Ranks may be traded off to increase number of Talents or Contacts.
Popularity:
Begin at Good (10). +10 if identity is public, -5 if identity is secret, -5 if you hang with
Mutants, 10 if youre a Mutant or Robot, -5 if Alien or frightening (like Ghost Rider). All
modifiers are cumulative (so a frightening mutant who hangs out with mutants and goes by a
secret identity of Skull Head has a starting Popularity of 15).
Powers:
Begin with 4 Powers at Remarkable (30). You may drop 1 power choice to raise another
power to Amazing (50). Choose 2 Power Stunts (at 2 CS) plus any granted by the rules.
Remember that some powers cost 2 choices (Invulnerability, Cosmic Awareness, Combat
Sense, Teleportation, Dimensional Travel, Probability Manipulation, Nullifying Power, Time
Control, Body Transformation, Image Generation, Mind Control, Emotion Control, Possession,
Transferal, Precognition, Health-Drain Touch, Immortality).
Talents:
Choose any 6. Talents may be traded for Contacts or ranks in Resources, Popularity or
increase a Power Stunt (not to exceed the Powers Rank). Powers Stunts may be purchased
with 2 Talent choices. Powers may be increased by spending 2 Talent choices per Power
Rank (Increasing a Power also increases related Power Stunts). New Powers may be
purchased with 3 Talent choices (6 if power counts as two) and begin at Remarkable (30).
Remember that some talents cost 2 choices (Marksman, Weapons Master, Weapons
Specialist, Medicine, Mystic Origin, Animal Training, Heir to Fortune, Student, Leadership).
Contacts:
Choose any 2. You must choose at least 2 be they patrons, allies, confidants, friends, or
family. List each contact along with their home location and type of aid that they may grant.