Character Creation

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