Character Generation Origins: Dice roll Origin 01-20 Human Hero 21-40 Altered Human 41-60 Mutant 61-90 Hi-Tech 91-95 Robot 96-00 Alien Human Hero -raise fighting +1 CS Altered Human: -raise any 1 primary ability by 1 rank Mutant: -gain 1 power -resources -1CS -Pop = 0 -End +1CS High-Tech: -Reason +1CS All other Attributes rolled as Human Hero -Resources +1 CS (max = Amazing) -Character with a reason of 30+ rolling a ANY DEFENSIVE power may choose Body Armor (reroll Strength and Endurance on Table 4 for when wearing the armor - minimum is +1 CS from when in human/unarmored form) Robots: -Pop = 0 Aliens: -1 less power -Fighting & Endurance +1 CS -Resources -3 CS (on earth) -no contacts initially (on earth) Attributes Rank 1 2 3 4 5 Name Reason & Human Mutants, Robots, Aliens & all Number Resources Hero Altered High Tech POWERS Feeble 01-05 01-05 01-05 01-05 01-10 Poor 06-10 06-10 06-10 06-10 11-20 Typical 11-40 11-30 11-20 11-15 21-30 Good 41-65 31-60 21-40 16-40 31-40 Excellent 66-80 61-90 * 41-70 41-50 41-60 Remarkable 81-95 91-98 * 71-89 51-70 61-70 lncredible 96-98 99-100 * 90-96 71-90 71-80 Amazing 99-100 98-00 91-98 81-95 Monstrous 99-00 96-00 * Attribute Rolls for Humans Die Roll Strength Endurance 61-90 Good (15) Good (15) 91-98 Excellent (17) Excellent (18) 99-100 Excellent (20-24) Remarkable (30) !!! Power Ranks are rolled on table 5 !!! * Resources use Table 1 unless otherwise specified Powers : 1d6 If only 1 power is rolled, it is +2 CS : if only 2-3 powers are rolled, they are +1 CS
Talents and Skills Contacts : 1d6 Talents : 1d6 TALENTS: Talent Categories Dice Talent Roll Category 01-20 Weapon Skills 21-45 Fighting Skills 46-65 Professional Skills 66-85 Scientific Skills 86-90 Mystic and Mental Skills 91-00 Other Skills Choose (or roll, Judge's choice) in the thrown catagory Weapon Skills* Fighting Skills Professional Skills 1 Guns 1. Martial Arts A 1. Law/Law-Enforcement 2-3 Thrown Weapon 2. Martial Arts B 2. Pilot 4 Bows 3 Martial Arts C 3. Military 5-6 Blunt Weapon 4. Martial Arts D 4. Business/Finance 7-8 Bladed Weapon 5. Martial Arts E 5. Journalism 9 Exotic Weapon 6. Wrestling 6. Engineering (whip etc) 7. Thrown Objects 7. Crime 10 Martial Arts Weapons 8. Tumbling 8. Psychiatry (not bladed) 10. Acrobatics (Dodging) 9. Medicine 10. Detective / Espionage * Rolling the same weapon class twice is Master level Rolling the same weapon class three times is Ultimate Skill Scientific Skills Mystical and Mental Skills Other Skills 1-2. Chemistry 1-2. Trance 1 Artist or Musical 3-4. Biology 3-5. Mesmerism and Hypnosis 2. Languages or 5-6. Geology 6-7. Sleight of Hand 3. First Aid or Trivia 7 Genetics 8-9. Resist Domination 4. Repair & Tinkering 8. Archeology 10. Occult Lore 5. Automobiles 9. Physics 6. Performer (Dance etc) 10. Computers 7. Student or Teacher 8. Animal Trainer or Riding 9. Leadership 10. Heir to Fortune ( +1 CS to Resources : Maximum=Amazing )
POWERS: Roll 1d20 (go by the number in parenthesis) Then roll 1d20 or 1d10 as appropriate Defensive (1-2) Detection: (3) 1-5 Body Armor 1-2 Energy Detection 6-7 Force Field 3 Environmental Awareness 8-9 Force Field vs Physical 4 Extradimensional Detect. 10 Force Field vs.Energy 5 Hyper-Hearing 11 Force Field vs.Magic or Emotion 6 Hyper-Olfactory 12 Force Field vs.Mental 7 Hyper-Touch 13 Force Field vs.Power Man./Vampirism 8 Life Detection 14 Reflection 9 Magic Detection 15 Resist:Energy 10 Microscopic Vision 16 Resist:Magic 11 Penetration Vision 17 Resist:Mental 12 Power Detection 18 Resist:Physical 13 Psionic Detection 19 Resist:Power Man. /Vampirism 14 Radar Sense 20 CHOICE 15 Telescopic Vision 16 Thermal Vision 17 Tracking 18 True Sight 19 Weakness Detection 20 CHOICE Energy Control (4) 1 Absorbtion Power 2 Catalytic Control Energy Emission (5-6) 3 Cold Shaping 1-2 Cold Generation 4 Darkforce Manipulation 3-4 Electrical Generation 5 Electrical Control 5 Energy Doppelganger 6 Energy Conversion 6-7 Fire Generation 7 Energy Solidification 8 Hard Radiation 8 Energy Sponge 9 Heat 9 Energy Vampirism 10-11 Kinetic Bolt 10 Fire Control 12 Light Emission 11 Gravity Manipulation 14 Plasma Generation 13 Kinetic Control 15 Radiowave Generation 14 Light Control 16 Shadowcasting 15 Magnetic Manipulation 17 Sonic Generation 16 Plasma Control 18 Vibration 17 Radiowave Control 19-20 CHOICE 18 Shadowshaping 19 Sound Manipulation 20 Thermal Control /Vibration Control
Fighting (7) Illusionary (8) 1-2 Berserker 1-2 Animate Image 3-4 Martial Supremacy 3-5 Illusion-Casting 5-7 Natural Weaponry 6-8 Illusory Invisibility 8 Weapon Creation 9-10 Illusory Duplication 9-10 Weapons Tinkering 11-20 Unique Weapon Lifeform Control (9) Magic (10) 1 Biophysical Control 1 Enchantment 2 Bio-Vampirism 2 Energy Source 3 Body Transformation-others 3 Internal Limbo 4-5 Emotion Control 4 Magic Control 6 Exorcism 5 Magic Creation 7 Forced Reincarnation 6 Magic Domination 8 Grafting 7 Magic Transferral 9 Hypnotic Control 8 Magic Vampirism 10-12 Mind Control 9-16 Power Simulation 13 Mind Transferal 17 Reality Alteration 14 Neural Manipulation 18 Spirit Vamp 15 Plague Carrier 19 Sympathetic Magic 16 Plant Control 20 Warding 17 Plant Growth / Sense Alteration 18 Shapechange Others 19 Sleep-Induced 20 Spirit Storage / Summoning / Undead Control Matter Control (11) Matter Conversion (12) 1 Bonding 1-2 Coloration 2 Collection / Crystallization 3-4 Combustion 3 Diminution 5-6 Disintegration 4 Disruption 7-8 Elemental Conversion 5 Enlargement 9 Ionization 6 Geoforce / Matter Animation 10 Molecular Conversion 7 Machine / Molding 8-9 Weather Control 10 Zombie Animation Matter Creation (13) 1 Artifact Creation 2 Elemental Creation 3 Lifeform Creation 4 Mechanical Creation 5 Missile Creation 6 Molecular Creation 7-8 Spray 9-10 Webcasting
Mental Enhancement (14) Physical Enhancement (16-17) 1 Clairaudience 1-3 Armor Skin 2 Clairvoyance 4 Body Resistance 3 Communicate w.Animals 5 Chemical Touch 4 Communicate w.Cybernetics / OR 6 Digestive Adaption Non-living / OR Plants 7-8 Hyper-Speed 5 Cosmic Awareness 9 Hypnotic Voice 6 Danger Sense 10 Lung Adaptability 7 Dream travel / Empathy 11 Pheromones 8 Free Spirit 12 Regeneration 9 Hallucinations 13 Self-Revival 10 Incarnation Awareness 14 Self-Sustenance 11 Iron Will 15 Stealth 12 Linguistics 16 Suspended Animation 13 Mental Duplication 17 True Invulnerability 14 Mind Drain 18 Vocal Control 15 Post cognition 19 Water breathing 16 Precognition 20 Water Freedom 17 Psionic Vampirism 18 Remote Sensing 19 Sensory Link 20 Speech throwing Mental Enhancement (15) Power Control (18) 1 Hyper-Intelligence 1 Control 2 Hyper Invention 2 Power Creation 3 Mental Invisibility 3 Power Domination 4 Mental Probe 4 Power Duplication 5 Mind Blast 5 Energy Source 6 Serial Immortality 6 Energy Source Creation 7 Telekinesis 7 Power Focus 8 Telelocation 8 Power Gestalt 9 Telepathy 9 Nemesis 10 Total Memory 10 Power Transferral 11 Power Source Creation 12 Power Vampirism 13 Residual Absorbtion 14 Selection 15 Weakness Creation 16-20 Sorcerous Adept
Self-Alteration (19) 1 Age Shift 2 Alter Ego 3 Anatomical Separation 4 Animal Transformation / Animal Mimicry 5 Blending 6 Body Adaptation 7 Body Transformation 8 Body Coating / Chemical Mimicry 9 Energy Body 10 Energy Sheath 11 Evolution 12 Imitation 13 Invisibility 14 Physical Gestalt 15 Plant Mimicry 16 Prehensile Hair 17 Self Duplication 18 Phasing 19 Shapeshifting 20 Spirit Gestalt Travel (20) 1 Astral Body 2 Carrier Wave 3 Dimension Travel /Energy Path 4 Floating Disc 5 Gateway 6 Gliding / Hyper-Digging 7 Hyper-Leaping 8-9 Hyper Running 10 Hyper-Swimming 11 Levitation 12 Rocket / Skywalk 13 Spider Climb 14 Teleport Self 15 Teleport Other 16 Telereformation 17 Timetravel /Troubleseeker 18-19 True Flight 20 Water Walking /Whirlwind