Character Creation

Step 1: Concept

Pick a single concept, theme or special effect and run with it. Simple is good - describe your character in one sentence and talk with me about it. Are you a teen-age telekinetic with the morals of Captain America? A janitor who turns into a fire elemental and fights crime while secretly laughing at his corporate bosses? An extremely honorable martial artist villain tricked into fighting crime by a hero? Please keep in mind that you're a street-level, beginning hero with little to no previous experience in the superhero business - no experienced, world-famous crimefighters allowed. Write down a few more sentences that outline your powers, special effect and motivation to fight crime.

After we're both clear on what the character is like and how he fits into the world, you can start putting some numbers onto paper. Concentrate on your theme and don't worry about what you can't do - you'll be on a team and don't need to be able to do everything. Jot down the powers and abilities you'd like to have and come up with a few disadvantages, some background and a personality. Then come talk with me again.

I'll probably have some comments and a lot of questions, so be prepared to explain your concept and justify your abilities and disadvantages. You should also have at least some idea how to answer questions like:

This is a fairly realistic campaign and you should have good answers, especially to that last one. Ask yourself 'Why?' when you read through your disadvantages. Come up with a reason that the KGB is after you, or I'll come up with one myself and turn it into a plotline you probably won't like.

This step is probably the hardest part of creating a character - you need something you're excited about and I need something that fits into my campaign world. Don't worry about balancing points until we get this far as we'll have to talk anyway and probably change your initial concept anyway. Read over the descriptions of the major special effects to get an idea of how powers work in my world.


The Metagene In 1995 a regressive gene was identified in common among all known superhumans, commonly called the "metagene." It gives the potential to manipulate the planetary energy field in many different ways, and all superhuman abilities have been traced back to the metagene. One person in a thousand carries the metagene, but of those only one in ten can manifest any trace of superhuman ability. See How Common is the Metagene? for more information.
Radiation Accident I use this term as a catch-all phrase for a strange (and usually deadly) series of events that activate a metagene or significantly change a character's powers. Examples of a radiation accident include getting hit by lightning, being trapped in an experimental particle accelerator, falling into a vat of chemicals then being struck by lightning and being bitten by a radioactive snail. If a player wants to change a character's powers I'll probably call it a "radiation accident" even though there's no actual radiation involved.
Mutants A mutant power is an ability generated by or modifying the body (metal body, wings, etc), though the term 'mutant' is applicable to anyone with an active supergene. A mutant's metagene doesn't need some horrific near-death experience to activate, though powers usually don't begin to manifest until puberty.

A person who builds a machine that exceeds the limits of modern technology is a mutant, using the device as a focus for their innate mutant power. The machines work because the person believes they work and has the ability to make it work - such devices are generally inert for anyone else. This effect has been termed psycho-science, and characters must have an active metagene to ignore technological limits.

Psionics Psi is any power generated by the mind. ESP, Telekinesis, and Telepathy have all been demonstrated in court and modern security takes them all into consideration. Psionic powers may be a bit limited in what they can do, but they are generally the most subtle of all powers.
Magic Magic is a power generated by the soul. Mystical power has been growing ever since its low in the early 1700's, though fantastic creatures (spirits, werewolves, fey, etc.) are still extremely rare. Characters may be wizards, magically enhanced, or own talismans that date back to the Age of Legends. The major problem with magic is it's extremely poor reputation.
High Technology Modern technology is only a few years ahead of the real world, with the notable exceptions of force fields & blasters. Technological-based powers have a 45 active point limit - devices that exceed this are advanced cutting-edge technology, restricted heavy weapons or psycho-science. Power armor is expensive, difficult to maintain, and for the most part illegal for private citizens to operate. True AI personalities don't exist, neither does DNI (direct neural interface) technology, so android, Netrunner, and "Ghost in the Shell" characters aren't possible.
Special Training These are normal humans who don't have any superpowers and don't depend on high technology. They're just very, very good at what they do. James Bond, Bruce Lee and Batman are all examples of a normal man in a larger-than-life world. It's possible to have a normal compete quite successfully in the superhero scene, though very rare.
Unique Event Characters may gain their powers through finding an ancient piece of alien technology, being a survivor from an interdimensional mad scientists lab, accidentally stumbling across a temporal portal from the distant past, or otherwise having a unique and once-in-a-lifetime adventure. I will be very careful about what your character's origin implies, however.
Forbidden Players may not be aliens, possessed individuals, demons, angels, deities sentenced to the mortal realm, or indeed any blood relation to a supreme being. Cross-dimensional refugees, ancient survivors from the distant past and accidents concerning time and/or dimensional travel will be consitered, but will be examined so as not to introduce or imply any campaign-altering forces (like an active alien civilization in the next star system). And remember, just because I don't want something in my world doesn't mean you can't talk me into it - you're just going to have to work at it.

Step 2: Archtype

Now that you're starting to buy powers, it's time to choose an archtype. Read over the descriptions and decide which one best represents what you want your character to do. If you can't decide on a specialty, choose Energy Projector and come back if the character changes during the creation process.

Keep in mind that just because you choose an archtype, you don't have to be that archtype. For example, the Energy Projector archtype can contain a mentalist, but he can't put as many points into mental powers as the Mentalist archtype. I will also be much more lenient in when you buy powers within your archtype - a brick will have a difficult time justifying mental powers. I will also be more lenient when interpreting rules and making judgement calls if you're acting within your concept.

If you have a concept that needs to exceed these restrictions, talk to me and we'll work something out. If you really want to play Hammer-of-Thor-Guy with 100 points in Change Environment, I'll probably let you. Also remember that the limits below are maximums; you don't need to max out everything in order to have an effective character.


Archtype Active Point Limit Speed Defenses Advantage Disadvantage Examples
The maximum active points of effect that you may generate or put into a characteristic. The maximum Speed you may have. The maximum sum of your PD and ED. Why it's good to be this archtype Why it's not Characters I wouldn't mind having you show me
Energy Projector 50 5 40 no disadvantages no advantages Fire Dude!
Earth Guy!
The Energy Projector is the default archtype and can contain any type of character. Other archtypes have an area of expertise along with some restrictions in other areas.
Brick 50 4 50 +10 Defenses, +10 active points in STR (maximum 60) -1 Speed, -20 active point limit in DEX (maximum 20)  
Strong, tough, slow and steriotypically less intelligent, bricks are perhaps the most combat efficient characters in the game.
Mentalist 50 5 40 +15 active points in Mental Powers allowed (maximum 65) must take 'Normal Char Maxima' and 'Distinctive Features: metagene'  
Concentrates on mental abilities instead of physical. The 'Normal Char Maxima' does not apply to INT, EGO or SPD (only for mental actions).
Martial Artist 50 6 30 may buy martial arts maneuvers, +1 Speed, +10 active points in DEX allowed (maximum 30) -10 Defenses, -20 active point limit in STR (maximum 30), may not buy ranged attacks Mind Lady!
Lion Man!
This archtype emphasises skill over brute strength and evasion over damage absorbtion.
Speedster 45 8 30 +3 Speed -5 active points, -10 Defenses Really Fast Guy!
The number of actions available makes up for the limited hitting power of each action, here. Fast, hard to hit, highly annoying and fragile are common speedster descriptions.
Gadgeteer 45 5 35 may buy a 22-point VPP, may put Special Powers into the VPP (with GM permission) -5 active points possible, -5 Defenses Mister Incredible!
Versatility is the key word here, right next to imagination. No other archtype can touch you in terms of different abilities available.

Step 3: Finishing Up

Once you've got a concept and an archtype picked out, it's time to sit down and balance points. Look at the changes to the rules to see my comments on and changes to various abilities, and some sample characters to get an idea of what I want in my campaign.

Rulebook I have a copy of the Hero System Rulebook, Fourth Edition Editing, Item Stock #500. That's all I have, and while you're free to take ideas from books like Cyber Hero, Dark Champions and The Ultimate Martial Artist, I'll look at new skills and abilities in the context of the restrictions I've posted here. Just because it's been printed doesn't mean I'll allow it.
Points You have a 100 point base, 25 points in assigned disadvantages and may take up to 100 more points in disadvantages with 50 points from any one catagory. You get:
+5 points if you give me a 8.5" x 11" color picture of your character.
+5 points if you give me a page of background and short descriptions of three NPCs that you have regular contact with.
+5 points if your origin and powers are linked to another PC (think Fantactic Four - the X-Men and Avengers don't qualify).
+5 points if you consistantly bring props that enhance the mood and your character (a hat, cape, theme music, plastic weapon, etc.).
Disadvantages Characters must have the following disadvantages:
  • 10 points: Distinctive Features - metagene (requires specialized equipment to detect)
  • 10 points: Hunted by villain of the week
  • 5 points: Susceptability that depends on your special effect.

If you want a skilled normal you may take 'Normal Characteristic Maxima' instead of the metagene.

Everyone is assumed to have the disadvantage 'Reluctance to Kill' worth no points.

The heroes are new, inexperienced and relatively unknown. That means no DNPCs, Hunteds or Reputations greater than an 8- roll, and no Public IDs.

Lastly, take at least one Vulnerability at x2 STUN or effect.

Offense You need to be able to put the smack on the bad guys. Your best attack should do at least 8d6 or have some other way of affecting the enemy (Armor Piercing, Entangle, Drain, etc.). If you can only do 6d6 Normal, you'll have a hard time hurting the enemy.
Defense You also need to keep the bad guys from putting the hurt on you. You should have 12/12 defenses in order to not take BODY from a standard attack, and 12 points of resistant PD will make you effectively bulletproof (not a bad idea, but not required). There is a trade-off between defenses and DCV, and certain abilities make you harder to damage (Martial Arts, Invisibility, Desolidification, etc.), but ultimately it's up to you to create a character that can survive.
Movement Most taxi drivers are reluctant to chase after fleeing supervillains. Pick a movement power that fits your theme or special effect and go with it. If you're looking for a number, 10" is probably the minimum you should have. Intercontinental and planetary movement powers should wait until the campaign has expanded to need them.
Everything Else Once you've got the basics covered, get a few abilities that make your character special; an Enhanced Sense or two, a really high skill level (18+), a special attack or the like.

Being intelligent is good; 3 points gets you a 12- base roll for Perception and all INT-based skills. It also gives me a justification when I want to give your characters a hint or clue you're missing.

Presence is your friend. It lets you impress people and resist being scared at the same time. You're a superhuman; you should spend a few points here and look like it.

Buy a profession and a hobby or two, and perhaps a few languages. There will be a substantial amount of role-playing in the campaign and you'll need to know how to do more than fight.

If you've got high skills or characteristics you should read about what people are likely to notice about you.

Yes, you get the Modern Everyman Skills. If these aren't appropriate for your character, make up an equivalent list and let me look it over.

Mystery Abilities You can designate any number of character points as 'mystery powers' or 'mystery disadvantages' that you don't initially know about. I will come up with abilities and disadvantages that are sticking with your concept, but move it in directions that you might not have thought about. For example: a teleporter who learns that when he teleports into something he destroys it, not himself (HKA linked to Teleport). Or a fire-based character who discovers that he can be healed by absorbing flames (Aid linked to Absorbtion). Please note that the powers you discover have a better chance of surpassing the campaign restrictions than any power you suggest.
Warning! Things will happen in my game that will appear to break the rules - you will encounter powers and abilities that you are not allowed to have, don't understand and can't figure out how to deal with.

Life is not fair, and a game that simulates life need not be either. As superheroes you have access to powers that ordinary people do not. Likewise, you are likely to meet people and/or devices with powers such as extra-dimensional travel or future seeing. Sometimes you'll see things that are not even buildable by the Hero rules or break the character-building guidelines I've set. If I think it will make a good story and is appropriate to the genre then I consider it legitimate, especially if it requires the players to use means other than brute force.

Trust me a little, here. It's a fine line between maintaining game balance by keeping the heroes less than all-powerful, and being arbitrarily unfair. I'll do my best to let the characters develop and become more influential, but I'll need feedback. Let me know how I'm doing, what you'd like and how you think the campaign is going. Don't expect to enjoy everything that happens, but I'd like you to at least think I'm being equally unfair.


Step 4: Fitting In

Now that you've got your character put together, let me have a look. I'll probably have some comments and we''ll need to change a few things, but at this point I'll develop a tendency to nitpick. There'll come time when you need to tell me to shove it and accept the character as-is, and the earlier you realize I won't take offense, the better.

Then we need to add your character to the campaign and get started on intertwining plotlines. That's mostly my problem, but I'd like to know how you see your character growing over the next year? Five years? More to the point in game terms, what would you do with 50 experience points? 100? What powers do you want to develop?

And lastly, what kind of adventures do you think you'd have the most fun with? You'll run into a wide variety of situations anyway, but what would you as a player like to see? Remember: the more background you come up with, the more plot harpoons I can sink into your character, and the more involved you'll be in the campaign.

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