0% found this document useful (0 votes)
403 views1 page

Marvel Superheroes Character Creation Guide

This document provides guidelines for creating fair character origins and starting attributes, powers, health, karma, resources, popularity, talents, and contacts for Marvel superheroes. Players can choose from altered human, mutant, hi-tech, or robot origins, each providing different attribute modifiers. Starting attributes are determined by distributing ranks across categories. Health is the total of attributes, and karma is the total of powers. Resources and popularity have baseline ranks that can be modified based on identity and affiliations. Characters begin with certain powerful ranks and can trade talents to increase other attributes.

Uploaded by

Vikshade
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
403 views1 page

Marvel Superheroes Character Creation Guide

This document provides guidelines for creating fair character origins and starting attributes, powers, health, karma, resources, popularity, talents, and contacts for Marvel superheroes. Players can choose from altered human, mutant, hi-tech, or robot origins, each providing different attribute modifiers. Starting attributes are determined by distributing ranks across categories. Health is the total of attributes, and karma is the total of powers. Resources and popularity have baseline ranks that can be modified based on identity and affiliations. Characters begin with certain powerful ranks and can trade talents to increase other attributes.

Uploaded by

Vikshade
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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.

You might also like