Character Creation Rules

Character Creation Rules are different from the standard Marvel TSR Superhero RPG system in that the Dark Days Universe uses a point allocation system for players to purchase their various abilities and powers and such.

GENERAL INSTRUCTIONS
Character Points

Each character will receive 600 points with which to purchase Attributes, Powers, Resources, Popularity, Contacts, and Talents.

Note: Players do not need to spend the full amount, the amount is a little high to allow creativity and options, but players are suggested to create players they want to play. Unspent Points can be kept as Karma at a 2 Karma per 1 character point ratio.

 Game Resources 

 Step Instructions 
 * Enhanced Players Book
 * Enhanced Ultimate Powers Book
 * Ultimate Talents Book

Step One: Select Physical Form

- You need to start here because the choice of Form will impact Primary and Secondary Abilities.

- If your Form gives you a column shift to a Power or Ability, make note of that CS.

- See Below for List of Available Physical Forms.

Note: Each Form has a cost.

Step Two: Primary Abilities

These are Fighting, Agility, Strength, Endurance, Reason, Intuition, and Psyche (FASERIP).

Fighting:

• A measure of raw combat ability

• Used to determine if the character lands a blow in hand-to-hand (called Slugfest) combat.

• Used to determine if a character evades a blunt attack.

Agility:

• A measure of dexterity and nimbleness.

• Used to determine if the character hits with a thrown or aimed weapon at a distance.

• Used to determine if the character dodges a missile attack.

• Used to determine if the character catches an object, holds onto a ledge, or successfully performs actions that require quick action or co-ordination.

• Used to determine how well a character handles a vehicle.

Strength:

• A measure of physical muscle power

• Used to determine damage inflicted in slugfest combat

• Used to determine success and damage in wrestling combat and success in Grabbing, Escaping, and Blocking maneuvers

• Used to determine success in destroying materials

• Used to determine if a character can lift a heavy object or perform other acts that require physical power

Endurance:

• A measure of personal toughness and physical resistance

• Used to determine normal moving speed

• Used to determine success in charging attacks

• Used to determine success in avoiding the effects of disease, poison, and gas

• Used to determine success in matters that require the character to perform actions over a long period of time, such as holding one's breath

• Used to resist the effects of Slams, Stuns, and Kill results directed against the hero.

• Used to determine the amount of Health regained by a wounded individual.

Reason:

• A measure of intelligence and the capacity for logical thought

• Used to determine the character's success in building things

• Used to determine the character's success in understanding unknown technology and languages

Intuition:

• A measure of wisdom, wits, common sense, and battle reflexes

• Used to discover clues

• Used to determine who may act first in combat (Initiative)

• Used to detect hidden or potentially dangerous items, as well as in situations where the character plays a hunch

• Used to resist effects of emotion control powers, spells, and abilities

Psyche:

• A measure of mental strength and willpower

• Used to show resistance to mental and will-dominating attacks

• Used to determine resistance to magical attacks

• Used to determine initial Magical abilities for those characters who wield magic.

Primary Abilities are purchased on a point-for-point basis. If you want to have an Endurance of Excellent, at a Rank Number of 20, you'd spend 20 points.

You may not have any Primary Ability with a Rank less than Feeble (with a Rank of at least 1); You do not need to purchase up to the Standard Rank Number (See Standard Rank Number Rules). That is, if you want an Excellent Rank but only want a score of 16 to save on points for use elsewhere, you are permitted to do this.

Step Three: Secondary Abilities

These are Health, Karma, Resources & Popularity

Health:

• Health is determined the sum of the rank numbers of the character's Fighting, Agility, Strength, and Endurance (FASE)

• Used to determine the amount of physical damage the character can absorb before losing consciousness and potentially dying

• Lost through combat, accidents, attacks, and other potentially dangerous and life-threatening situations

• Recovered after damage is taken, 10 turns after damage is inflicted

• Regained through normal healing by the Endurance rank number of points per day.

• If reduced to 0, the character is unconscious and may begin to lose Endurance ranks.

Karma:

• Karma is determined the sum of the rank numbers of the character's Reason, Intuition and Psyche (RIP)

• Used by the hero as a measure of experience, allowing the hero to perform actions that may otherwise be impossible.

• Gained through performing heroic and basically "honorable" acts

• Lost through performing selfish, harmful, or "dishonorable" acts

• May be spent by the player-character to perform actions otherwise impossible or unlikely. These include modifying die rolls, staying alive, building things, using magical abilities, and raising the hero's ability rank numbers and ranks through advancement.

Resources:

• Initial Resource Generated when the character is created as a result of Physical Form.

• A measure of how wealthy a character is, and how the character may use that wealth.

• Presented as a rank with a rank number

• Used to determine if a character can afford a particular item or service

• When a character is first generated, Additional Ranks of Resource can be purchased during Character Generation at a 1 point for 2 Character Point ratio (ie: Increasing level by 10 points will cost 20 Character Points).

• When a character is first generated, the hero may "purchase" additional Character Points by reducing his starting Resources. Such Resource deductions are permanent. - 1 CS to Resources will provide 10 Additional Character Points.

• Resource reductions lower than the Feeble rank are not permitted

Popularity:

• Initial Popularity Generated when the character is created as a result of Physical Form.

• A measure of the character's reputation in that character's normal environment

• Represented as a rank and rank number. Heroes generally have positive Popularity. Villains generally have negative Popularity

• Used to determine reactions of large groups of people and neutral NPCs.

• Used to gain favors, information, and equipment from Contacts.

• Raise Popularity by 10 if identity is publicly known

• Lower Popularity by 5 if identity is secret (See Secret Identity Rules)

• Lower Popularity by 5 if hero hangs out with known mutants, but is not a mutant.

• Heroes may start with negative Popularity. Using this negative Popularity may result in loss of Karma.

Step Four: Advantages / Drawbacks

- Characters can purchase Advantages / Drawbacks

- see below for specific rules.

Step Five/Six/Seven: Purchase Powers, Talents & Contacts

- Players can now spend remaining character points on Powers, Talents & Contacts.

- See Below for specific rules on each subject.

Normal Human
The body is completely normal and possesses no detectable abnormalities. Any Powers the hero possesses are technology or magically based.

Physical Form Cost: FREE

Primary Abilities: (Column 2) - Abilities Max of Excellent - Ex25

Resources start at Gd10

Human - High-Technology
Also called Hi-Tech Wonders, these heroes derive their abilities solely through equipment, whether that equipment is mystical or technological in nature, such as Iron Man or Captain Britain. High technology heroes start with lower primary ability scores and in addition may not use their powers without their equipment; however. they receive many other benefits.

Physical Form Cost: 20 cp

Primary Abilities: (Column 3) - Abilities Max of Remarkable - Rm35

Resources start at Gd10

+2 CS to Primary Ability Reason

If, when selecting Powers, the high tech wonder chooses Body Armor (Artificial) as a Power, the high technology hero may choose to have all his Powers combined into a battlesuit (a la Iron Man). (See Special Armored Character rules)

Must purchase a Contact, typically the company/organization the character works for (or owns if high enough resources)

Must purchase a Talent, in the Scientific or Professional

Human - Magically Equipped
These heroes derives his power from a magical item or items.

(see Special Magic Item Rules).

Physical Form Cost: FREE

Primary Abilities: (Column 2) - Abilities Max of Excellent - Ex25

Resources start at Gd10

Human - Magically Enhanced
The hero started life as a Normal Human, but now derives his power from a permanent magical spell or effect placed on him by a powerful magical being or enchantment.

Physical Form Cost: 5 CP

Primary Abilities: (Column 1) - Abilities Max of Amazing - Am62

Resources start at Ty6

+1 CS to any one (1) Primary Attribute.

Human - Magic User
This type of magical character derives his powers from spells using personal, universal, or dimensional energy.

Physical Form Cost: 50 CP

Primary Abilities: (Column 2) - Abilities Max of Excellent - Ex25

Resources start at Ty6

Mystical Background (Free Talent)

Use Special Magic Users Character Creation Rules to create character

Induced Mutant
(Also known as Altered Human) - The hero started life as a Normal Human, "then something happened." As a result of a freak happenstance, the hero has been physically and genetically altered. The Fantastic Four are examples of this type. Induced.

Physical Form Cost: 5 CP

Primary Abilities: (Column 1) - Abilities Max of Amazing - Am62

Resources start at Ty6

+1 CS to any one (1) Primary Attribute.

Random Mutation
The hero was born to Normal Humans, but a freak twist of genetic fate made him a mutant from birth. Most of these are the Mutants found in the Marvel Universe, such as the X-Men.

Physical Form Cost: FREE

Primary Abilities: (Column 1) - Abilities Max of Amazing - Am62

Resources start at Pr4

+1 CS to Primary Ability Endurance.

+1 Power (+10cp towards One (1) Power)

Popularity start at -10

Breed Mutant
The hero's parents were Mutants, as were any number of preceding generations. Breed Mutants form tribes and have close-knit families; this is a defense mechanism born from generations spent hiding their true selves from normal society. Examples of Breed Mutants include the Inhumans.

Physical Form Cost: 10 CP

Primary Abilities: (Column 1) - Abilities Max of Amazing - Am62

Resources start at Ty6

+1 CS to Primary Ability Intuition

+1 CS to Primary Ability Endurance

Must purchase a Contact, their tribe.

Android
These are artificially created organic beings. An android is made of laboratory-created protoplasm and grows to maturity in an artificial womb. More intricately made Androids can actually interbreed with Normal Humans. One example is the Vision. Androids generally resemble the race that created them; alien androids can be any shape.

Physical Form Cost: 25 CP

Primary Abilities: (Column 4) - Abilities Max of Monstrous - Mn87

Resources start at Pr4

+1 CS to any one (1) Primary Attribute.

+1 Power (+10cp towards One (1) Power)

Popularity start at Ty6

Must purchase a Contact, Scientist or Lab/Organization that created the Android.

Humanoid Race
The hero is a normal member of a human-like race from "somewhere else." This may be another world, era, dimension, or lost land hidden somewhere on the Earth. Most can pass as Normal Humans with a little disguise or explanation. Some of the Humanoid Race's Powers don't exist in their home environment but develop as a result of the Humanoid's exposure to Earth's environment.

Physical Form Cost: 10 CP

Primary Abilities: (Column 5) - Abilities Max of Unearthly - Un125

Resources start at Pr4

+1 CS to any one (1) Primary Attribute

Must purchase a Contact, Their Race

Limited to only Race Contact.

GM Note: Players are required to provide detailed information on their character race.

Surgical Composites
The hero was created in an operating room. His body contains parts taken from several bodies. Close examination reveals the scars from his creation. The most famous example is Adam, the Frankenstein Monster. Because of the widespread knowledge of that story, Surgical Composites are feared more than Mutants. They also possess a morbid curiosity about the people whose parts now form their bodies.

Physical Form Cost: 25 CP

Primary Abilities: (Column 2) - Abilities Max of Excellent - Ex25

Resources start at Pr4

+1 CS to Primary Ability Fighting

+1 CS to Primary Ability Strength

+1 CS to Primary Ability Endurance

-1 CS to Resistance to Mental Domination

Healing x2 Rate

Popularity start at Shift-0

Must purchase a Contact, Hospital or Creator of the Composite

Modified Human - Organ
This is someone who started life as a Normal Human and was later altered by some means. The change affected his body on a physical level but did not alter his DNA. Genetically, the hero is still very much human and cannot pass on his Powers to his descendants. Organic Modification means the hero's internal organs and nervous system have been altered. Perhaps he now possesses new organs or glands that are the basis for what Powers he has.

Physical Form Cost: 10 CP

Primary Abilities: (Column 1) - Abilities Max of Amazing - Am62

Resources start at Ty6

Healing x2 Rate

Must purchase a Contact, Person or Organization responsible for Modification

Modified Human - Muscular
This is someone who started life as a Normal Human and was later altered by some means. The change affected his body on a physical level but did not alter his DNA. Genetically, the hero is still very much human and cannot pass on his Powers to his descendants. Muscular Modification is easy to detect; just look for a person with outrageous muscular development. Captain America is a good example of this.

Physical Form Cost: 30 CP

Primary Abilities: (Column 1) - Abilities Max of Amazing - Am62

Resources start at Ty6

+1 CS to Primary Ability Strength

+1 CS to Primary Ability Endurance

Must purchase a Contact, Person or Organization responsible for Modification

Modified Human - Skeletal
This is someone who started life as a Normal Human and was later altered by some means. The change affected his body on a physical level but did not alter his DNA. Genetically, the hero is still very much human and cannot pass on his Powers to his descendants. Skeletal Modification means the hero's original skeletal structure has been replaced or augmented by artificial means. Although he is also a Random Mutant, Wolverine is a good example of this type of character. The new skeleton can be crammed with various things that can give the hero his Powers.

Physical Form Cost: 20 CP

Primary Abilities: (Column 1) - Abilities Max of Amazing - Am62

Resources start at Ty6

Good (10) Resistance to Physical Attacks (can be increased)

Must purchase a Contact, Person or Organization responsible for Modification

Modified Human-Extra Parts
This type of body is harder to disguise than the other Modifications because the body now possesses extra pieces of anatomy. These may be duplicates of normal parts (arms are probably the most common example), or parts that are not found on a Normal Human. Such new parts include wings, tails, antennae, fins, or anything else that might create Powers for the hero.

Physical Form Cost: 10 CP (extra 10 CP per additional modification)

Primary Abilities: (Column 1) - Abilities Max of Amazing - Am62

Resources start at Ty6

Arms raise Fighting +1CS.

Duplicate organs doubles the Health point total.

Combat Tails give the hero an additional attack when engaged in blunt attacks (1 per tail).

Prehensile Tail give Climbing (Free Power), and hero may use the tail as a limb with normal (for the hero) Agility.

Wings give the hero Flight (Free Power)

Legs give the Hero Hyper-Running (Free Power)

Demihumans
This covers a range of human-like beings who combine the physical traits of humans and animals. Demihumans can be unique individuals or members of a race that inhabits a different place or time. Because of the wealth of legends surrounding demihumans, a new character of this type finds that his Popularity is influenced by people's preconceived notions and biases toward things with his shape.

Centaur
Centaurs have a human head, torso, and arms mated to the body of a horse. They are popularly thought of as scholars or drunken lechers.

Physical Form Cost: 20 CP

Primary Abilities: (Column 5) - Abilities Max of Unearthly - Un125

Resources start at Ty6

+1 CS to Primary Ability Strength

Movement 4 Areas/Turn

Limitation: Climbing restricted to Fe3 Max.

Equimen
Equimen possess horse legs in place of human ones. They have a horse's mane and tail as well. Such beings are often confused with fauns, although equimen lack horns. An equiman is born from two equimen, or from a centaur mating with a human. By hiding the legs and tail, an equiman can pass for human.

Physical Form Cost: FREE

Primary Abilities: (Column 3) - Abilities Max of Remarkable - Rm35

Resources start at Ty6

Kicking Damage +1 CS

Faun
Fauns possess the hairy legs, short tail, and horns of a goat. They are frequently confused with either equimen, who are taller, or with the traditional image of a devil.

Physical Form Cost: 10 CP

Primary Abilities: (Column 2) - Abilities Max of Excellent - Ex25

Resources start at Ty6

Popularity start at Shift-0

Mental Domination (Free Power) - Fe2

- Effective against females of any human(oid) race.

Felinoid
Felinoids are human-shaped, cat- like beings. The overall body shape is human, but the skin is covered in fur and the face is that of a cat. A felinoid has a tail, claws, fangs, pointed ears on top of the head, and slitted pupils in the eyes.

Physical Form Cost: 40 CP

Primary Abilities: (Column 1) - Abilities Max of Amazing - Am62

Resources start at Ty6

Night Vision (free Power) - Ex20

Climbing (Free Power)

Lupinoid
Lupinoids are human-shaped, caninelike beings. They are often mistaken for the cinematic conception of a werewolf. The body is covered in hair and the face is definitely canine. The body has a tail, harmless claws, big teeth, and long pointed ears atop the head.

Physical Form Cost: 35 CP

Primary Abilities: (Column 4) - Abilities Max of Monstrous - Mn87

Resources start at Ty6

Popularity at Ty6

Hyper-Olfactory (Free Power) - Ex20

Angelic Avian
Angelic avians resemble humans with wings sprouting from the shoulder blades. Angelic avians reproduce by normal human means.

Physical Form Cost: 50 CP

Primary Abilities: (Column 3) - Abilities Max of Remarkable - Rm35

Resources start at Ty6

Popularity at Ex20

Wings give the hero Flight (Free Power)

Harpie Avian
Harpies possess arms that are modified to also serve as wings and feather- covered legs that end in bird claws. Harpies lay eggs.

Physical Form Cost: 30 CP

Primary Abilities: (Column 2) - Abilities Max of Excellent - Ex25

Resources start at Ty6

+1 CS to Primary Ability Fighting

Wings give the hero Flight (Free Power)

Claws (Free Power)

Chiropteran
Are similar to angelic humans except that they combine the human parts with those of a bat. Their arms also serve as leathery wings, their feet have elongated toes that can serve as hands, and in addition they possess large ears.

Physical Form Cost: 30 CP

Primary Abilities: (Column 2) - Abilities Max of Excellent - Ex25

Resources start at Ty6

Popularity Start at Fe2

Wings give the hero Flight (Free Power)

Sonar (Free Power) - Gd10

Lamian
Lamians are snake people. The legs have been replaced by a serpentine body, although the arms are normal. The skin is covered in fine scales. Lamians have lidless eyes and retractable fangs.

Physical Form Cost: 35 CP

Primary Abilities: (Column 3) - Abilities Max of Remarkable - Rm35

Resources start at Ty6

Popularity at Shift-0

Fangs give the hero Poison Touch (Bite) (Free Power) - Ex20

Lamians are difficult to bind (+1CS to escape).

Merhuman
Merhumans are amphibious relatives of lamians. The body is human from the waist up; the rest is a flexible fish-tail. Merhumans possess both lungs and gills, but can only stay away from water a limited time because their bodies quickly dry out. Movement on dry land is limited to crawling or dependence on vehicles.

Physical Form Cost: 50 CP

Primary Abilities: (Column 2) - Abilities Max of Excellent - Ex25

Resources start at Ty6

Popularity start at Ex20

Water Freedom (Free Power)

Limitations: Dehydration: Character is in constant danger of dehydrating. If not immersed in water or kept in a damp environment, character suffers a -1CS to all FEAT rolls for each hour. If totally deprived of moisture, character loses 1 Health point per hour. Immersion in water restores any Health lost to Dehydration immediately.

GM Note: Player must choose a power that allows the character to operate for extended periods on dry-land in order to comply with campaign requirements - failure to do so will result in character rejection.

Angels
These are magical beings from other planes of existence. They are supernatural and corporeal in nature. "Angels" are benevolent. These beings resemble characters from various mythologies. This affects their Popularity.

Physical Form Cost: 100 CP

Primary Abilities: (Column 5) - Abilities Max of Unearthly - Un125

Resources start at Ty6

Popularity start at Rm30

+1 CS to Primary Ability Fighting

+1 CS to Primary Ability Agility

+1 CS to Primary Ability Strength

+1 CS to Primary Ability Endurance

+1 CS to Primary Ability Reason

+1 CS to Primary Ability Intuition

+1 CS to Primary Ability Psyche

Artifact Creation (Free Power) Ex20

- Summon Magical Sword (CL1000 Material, Ex Edge Damage, +1cs Blunt Damage)

No Contacts to Start

Possesses One Extra Weakness - Psychological - Negates Powers

Demons
These are magical beings from other planes of existence. They are supernatural and corporeal in nature. "Demons" are malevolent. These beings resemble characters from various mythologies. This affects their Popularity.

Physical Form Cost: 200 CP

Primary Abilities: (Column 5) - Abilities Max of Unearthly - Un125

Resources start at Ty6

Popularity start at -10

+1 CS to Primary Ability Fighting

+1 CS to Primary Ability Agility

+1 CS to Primary Ability Strength

+1 CS to Primary Ability Endurance

+1 CS to Primary Ability Reason

+1 CS to Primary Ability Intuition

+1 CS to Primary Ability Psyche

Fire Generation (Free Power) Gd10

Invulnerability to Fire & Heat - CL1000

No Contacts to Start

Possesses One Extra Weakness - Psychological - Negates Powers

Deity
This is an "Entity of Great Power" - or rather, was such a being. The deity was an actual god, demigod, or close relative who was actually worshiped at some point in the past. Now his powers have waned because the religion which was devoted to him is no longer practiced. His followers have disappeared into the annals of history.

Thor is an example of such a being. Now he is a god-on-Earth and locked into a mortal shell. He is still a formidable being, though. Deities have increased ranks in all their primary abilities and cannot really die in the Earth Dimension unless the slayer is another deity. Each deity has a home dimension; on that plane the deity loses his special protection from death.

Deities are usable as player characters. The Marvel Universe includes Asgardians (originally - before they became alter-dimension aliens), Olympians, and deities from a host of other pantheons. Both Thor and Hercules are members of the Avengers. Snowbird, daughter of an Inuit goddess, is a member of Alpha Flight. The thing that permits their playability is their diminished Power. Once Odin formed the Earth from the blood and bones of a slain Ice Giant, but he can't do things like that anymore.

There are three reasons a deity might be found on Earth. One is that his Powers have diminished to such a point that the Earth Dimension is the only place he can survive. The second is that he has been sent to the Earth Dimension by other, more powerful Deities. Both Thor and Snowbird are in this category. The third reason is that the deity is bored with timeless infinity and is slumming it on Earth as a way of generating excitement. Hercules fits this bill.

Physical Form Cost: 210 CP

Primary Abilities: (Column 5) - Abilities Max of Unearthly - Un125

Resources start at Ty6

Popularity start at Rm30 (Shift-0 with Earth's major organized religions).

+2 CS to Primary Ability Fighting

+2 CS to Primary Ability Agility

+2 CS to Primary Ability Strength

+2 CS to Primary Ability Endurance

+2 CS to Primary Ability Reason

+2 CS to Primary Ability Intuition

+2 CS to Primary Ability Psyche

Two (2) Additional Powers (+20 cp)

One (1) Travel Power (+10 cp - limited to Travel Power)

Deities are honor-bound not to actively promote a religion based on themselves. Deity PCs who try this lose -1CS from all their Abilities and Powers.

GM Note/Rule: Character MUST be based on a real-earth based character from mythology (regardless of Culture) that is not already an established character within the Marvel Universe. Players must do research on the Mythological being and establish powers based on that being.

Aliens
"Alien" is a blanket term representing those individuals from other space-faring civilizations/planets. Eternals, Kree, Skrulls, and Shi'ar, as well as races that have yet to be discovered in the Marvel Universe. Aliens have the potential of being incredibly powerful, but have limited secondary abilities. The following generation system is for super-powered aliens whose races have not been encountered before.

Physical Form Cost: 10 CP

Primary Abilities: (Column 5) - Abilities Max of Unearthly - Un125

Resources start at Pr4

Alien powers may be natural or the result of Equipment carried. The player must declare whether any Power is inborn to his race or external.

An alien character starts with one Contact (maximum). This is usually the alien's home race or people. Those characters who do not choose the race as one of their Contacts are considered outcasts of that race or planet. (note: Outcasts are usually hunted down by others of their race).

GM Note: Players are required to provide detailed information on their character's alien race if not from an established race.

Cyborg - Limb and Organ
The hero began as a Normal Human but has had parts of his body replaced by artificial devices. This may have been done to save the hero's life after a near-fatal accident or the hero may have voluntarily undergone the operation in order to gain Powers. While most cyborgs are High Tech creations, there are also Magical Cyborgs. The player should determine what parts are artificial, using the randomly generated Abilities and Powers as a guide.

Physical Form Cost: -10 CP

Primary Abilities: (Column 1) - Abilities Max of Amazing - Am62

Resources start at Ty6

-1 CS to Primary Ability Intuition

Must purchase a Contact, Hospital or Lab that performed Cybernetic replacement.

Cyborg - Exoskeleton
The hero's body is intact but is encased in a mechanical suit that provides him with life-support and Powers. The natural and artificial bodies exist in symbiosis. The most common Exoskeletons are roughly the same size and shape as the being within; that is, the Exoskeleton resembles a clunky suit of armor. Exoskeletons can come in any size of shape, however. The giant robots of Japanese cartoons are actually immense Cyborg Exoskeletons. While most cyborgs are High Tech creations, there are also Magical Cyborgs. All the Character Powers combined into a Exoskeleton (a la Iron Man). (See Special Armored Character rules)

Physical Form Cost: 20 CP

Primary Abilities: (Column 2) - Abilities Max of Excellent - Ex25

Resources start at Ty6

Body Armor (Artificial) (Free Power)

Life Support (Free Power)

Must purchase a Contact, Lab or Organization that provided the Exoskeleton

Cyborg - Mechanical Body
The only part of the hero's original body that remains is his brain and the nervous system. This is housed in a special life-support module that fills most of the brain's needs (oxygen, blood, nutrients). The lifesupport module is mated with a mechanical form that serves the brain as its new body. The nervous system is directly linked with the machine's control circuits, allowing both control and sensory feedback.

Mech bodied characters are often mistaken for Pure Robots. In fact, an internal examination is needed to clearly distinguish the two types. Of course, Pure Robots don't feel the urge to cry. Mech bodies are even more morose than Mech Limb cyborgs; at least the latter retain some of their bodies.

Physical Form Cost: 150 CP

Primary Abilities: (Column 4) - Abilities Max of Monstrous - Mn

Resources start at Ty6

-1 CS to Primary Ability Intuition

-1 CS to Primary Ability Psyche

Life Support (Free Power)

Resistance To Disease (Free Power) - Mn75

Resistance To Poison/Toxins (Free Power) - Mn75

Can be effected by Magnetic and Corrosive attacks

Must purchase a Contact, Hospital or Lab that performed Cybernetic replacement.

Cyborg - Mechanical Augmentation
This is a Cyborg who still has all his original (human) equipment but carries some options inside. Unused spaces in his body are now filled with various useful devices. These can be directly controlled through the nervous system. It is these devices that give the hero his Powers. They can be anything from a, tiny radio in the ear to a Disintegration gun concealed in the arm.

Augments chose their condition and do not suffer from the depression that affects most Cyborgs and Mech Bodies.

Physical Form Cost: 10 CP

Primary Abilities: (Column 3) - Abilities Max of Remarkable - Rm35

Resources start at Gd10

Must purchase a Contact, Hospital or Lab that performed Cybernetic Augmentation.

Pure Robot - Humanshape
This is a completely mechanical being that is patterned after the human body. The degree of similarity varies; specimens can include metallic skinned caricatures (Sentinels), metallic simulations (Jocasta), and pseudo-fleshed imitations (Delphine Courtney). Most are High Tech but rare specimens are Magical in nature, clockwork men given life by eccentric mages. While most Humanshapes are the size of Normal Humans, they are much heavier. The average specimen weighs 500 to 2,000 pounds.

Physical Form Cost: 50 CP

Primary Abilities: (Column 4) - Abilities Max of Monstrous - Mn

Resources start at Ty6

Immune To Disease/Poison/Toxins and other powers that effect strictly Biological - Organic life.

Self-Repair system - acts as normal healing.

Popularity starts at Shift-0

Sealed Systems (Free Power)

Can be effected by Magnetic and Corrosive attacks

Must purchase a Contact, Lab, Organization or Creator of Robot.

STEP TWO: PRIMARY ABILITIES
Default Primary Abilities

Fighting) Fe2

Agility) Fe2

Strength) Fe2

Endurance) Fe2

Reason) Fe2

Intuition) Fe2

Psyche) Fe2

Primary Abilities are purchased on a point-for-point (1 for 1) basis. If you want to have an Endurance of Excellent, at a Rank Number of 20, you'd spend 18 points. (Fe2 + 18pts = 20pts = Ex20)

You may not have any Primary Ability with a Rank less than Feeble.

You do not need to purchase up to the Standard Rank Number (See Standard Rank Number Rules). That is, if you want an Excellent Rank but only want a score of 16 to save on points for use elsewhere, you are permitted to do this.

Characters that receive a column shift (example: +1cs or -1cs) to a primary ability with have that ability shifted to the Standard Rank Number of the next level. (Example: Character with an Excellent (16-25) rating, that gets a +1cs will become Remarkable 30. - Likewise if the character gets a -1cs, he would become a Good 10).

STEP THREE: SECONDARY ABILTIIES
Health: Combination of physical primary attributes - Fighting, Agility, Strength & Endurance.

Karma: Combination of mental primary attributes - Reason, Intuition, Psyche

Resources: Default As Per Physical Form.

- When a character is first generated, Additional Ranks of Resource can be purchased during Character Generation at a 1 point for 2 Character Point ratio (ie: Increasing level by 10 points will cost 20 Character Points).

Popularity: Default as Per Physical Form.

- When a character is first generated, Additional Ranks of Popularity can be purchased during Character Generation at a 1 point for 2 Character Point ratio (ie: Increasing level by 10 points will cost 20 Character Points).

- A Public Identity will increase you Popularity by +10

- A Secret Identity will decrease your popularity by -5

- Note: due to the space/cosmic nature of this game, there is no mutant popularity modifier at this time.

STEP FOUR: ADVANTAGES/DRAWBACKS
NOTE: Advantages and Drawbacks are a house rule and not part of the standard marvel TSR Roleplayings game.

NOTE: Players should take serious consideration when selecting Drawbacks and should maintain a dialog with the GM regarding them and their approval.

ADVANTAGES
Area Knowledge +10CP to +200CP

Characters with this advantage of a thorough knowledge of the landmarks, terrain and features dominating a specific area. While operating in this area, the character finds it easier to hide, locate hidden characters, notice changes and locate specific landmarks. Characters are also presumed to be familiar with the areas customs, laws and inhabitants. They know a little something about all of the important residents and can give good advice on dining, nitelife, accommodations or any of the areas other amenities. The Area in question must be specified at the time of advantage purchase. This advantage can be purchased more than once if the character is familiar with more than one area.

- Neighborhood +10CP

- City +20CP

- State/Province +30CP

- Country +40CP

- Continent +50CP

- Planet +75CP

- Solar System +100CP

- Space Quadrant +125CP

- Galaxy +150CP

- Known Universe +200CP

- Dimension +75*


 * - Dimensional Travel - Characters with dimensional travel abilities can purchase Area Knowledge of an Entire Dimension for +75CP. This ability gives the character a general familiarity with the dimensions geography and inhabitants (a far move vague general familiarity than standard Area Knowledge). (example: Character could have Area Knowledge of the Realm of Asgard - but would know basic geography and know of Asgardians, Frost Giants ect - but wouldnt be able to navigate the City of Asgard without a more specific Area Knowledge).

Characters get a +1CS to Intuition rolls related to perception or locations within this Area.

Characters get a +2CS when attempting to Track a target in this area.

Characters get a +2CS when attempting to hide or use stealth in this area.

Note: The modifiers for this advantage are discretionary: For example a hero with Area Knowledge of Washington, D.C. - would aid him in tracking a criminal through the back streets of the city but probably wouldn't help him sneak through the inside of a villain's D.C. based evil lair. Like wise a Hero with Area Knowledge of the United States of America, Earth or the known universe - wouldnt know every alley or rooftop therein. The ultimate decision on the characters actual knowledge of the area is determined by the GM. Example: Silver Surfer may have a general area knowledge of the Known Universe able to find galaxies, could identify the location of the Kree, Skrull and Shi'ar Empires - but wouldnt have a clue how to navigate the streets of newyork city.

Attractive +15CP

Characters with this advantage are unusually physically attractive. In general, they can count on turning heads and attracting a great deal of attention where ever they go.

The Characters gain a +1CS to Popularity with interested parties (Heterosexuals of the opposite sex, homosexuals, and bisexuals).

Note: This covers physical attractiveness only - attraction using personality is done using Talents and character interaction.

Connoisseur +5CP

The character is considered a connoisseur of fine things and high society and able to blend in with the social elite. They can typically carry on a conversation about things like Art and Jewelry and other matters typically of high society. +2cs to such social interactions.

Credentials various

Credentials are a form of identification that give characters increased access to certain locations and to certain information. The value of the credential is determined by the GM at the time of character creation based on the credential the character is requesting. A simple local press pass would be fairly in-expensive, where as S.H.I.E.L.D. Clearance Level 10 would be very expensive.

Negotiate with the GM

Double Jointed +20CP

Characters is double jointed and as such gets a +2cs to attempt to escape bounds or being held.

Insta-Change +5CP

Character with this advantage can change his costume instantaneously. Requiring no action to change costume. The nature of the change should be determined at time of character creation (unstable molecules, dimensional shift, nanites.. ect).

Life Support +25 to +100

A character with this advantage begins his career lacking one or more physiological limitations possessed by normal humans. This includes nourishment, rest and breathing. See rules for effects on starvation, sleep deprivation or inability to breathe). The cost for purchasing the Life Support Advantage depends upon which limitation the Character does not have, as follows:

Life Support: No Need to Eat and/or Drink: +25CPs

Life Support: No need to Sleep: +50CPs

Life Support: No Need to Breathe: +100CPs

Life Support: No Need to Eat/Sleep/Breath: +175 CPs

Life Support: Space - No need to eat/sleep/breath and resist the cold of space: +250

Note: Characters with life support against needing to breathe, would have a natural immunity to breathing based attacks, like sleeping gas. But not against gas-based toxins that are delivered via contact (like Nerve Gas). The character can function underwater, but still suffers the effect of depth/water pressure. Characters with life support space like wise have breathing attack immunity and are able to function in cold temperatures without effect upto Mn75 level. - But are still subject to ice-based physical attacks (the cold doesnt bother them, but the pointy spikey ice bits do).

Lightning Reflexes +20CP

Character has naturally fast reflexes and gets a +2 to all his initiative rolls.

Luck +15CP

Character is naturally usually fortunate.

Once per Adventure, the character can invoke his luck which offers a one-time use of Probability Manipulation. This allows the player to choose which of the dice he rolls on that action to be the highest and which the lowest, for example: If the player rolls his two 10-sided dice and rolls a 6 and a 4 - the character can choose if the number rolled is 64 or 46 to determine the results of the roll. Once this advantage has been used, it will not be available again until the next adventure begins (after a period of down time).

Pet Various

Character with this advantage begins their career with an Animal Assistant - which will automatically follow the characters direction/instructions without error. The character can control the characters pets action during play as an automatic action. Pets who are sentient/intelligent (human equiv or higher), must be purchased as a Sidekick.

The Advantage has variable cost for purchase dependent on the complexity the pet in question. The Pet must be designed as a full character (primary abilities, secondary abilities, powers, talents, ect), but the character only pays 1/2 of the character point cost. (Example: If it cost 164 character points to build a Dog/Pet, the character would only pay 82 character points).

Note: The Pet point cost prior to reduction can not exceed the point total spent on the character. For example: If the Dog/Pet cost 164 points before being reduced to 82 points, the player character must have had at least 165 points spent on themselves.

Rich Family/Friend +25CP Character with this advantage has a wealthy/rich family/friend whom they can call upon every three (3) months to request financial assistance.

The character will need to make a successful persuasion roll - if successful the character can use his rich family/friends resource rating instead of his own for one weeks worth of transactions.

The advantage will appear as a contact for the character.

Note: The GM will create a NPC character statistics based on this advantage and introduced into campaign scenarios for roleplay/subplot interaction. The player is expect to help flesh out who this person is.

Note: Misuse of this advantage/NPC could result in losing the contact (ie: falls out of favor with the NPC) temporarily or permanently. Likewise, the NPC could also come to the character for favors as well, resulting in a sub-plot storyline.

Sharp Eye +15CP

Character has a keen eye for detail and is exceptionally perceptive.

Character can make a second perception roll if he fails his first.

Side Kick Various

Characters with this advantage start their career with a lesser-powered (and usually younger) character as his sidekick or assistant.

The Sidekicks abilities and methods roughly mirror those of the adult/main character.

Traditionally sidekicks go to school or have day jobs, some sidekicks work for their super-heroic counterparts (think Kato/Green Hornet).

The cost for the sidekick is variable as the sidekick must be created a complete character, but the player character then only pays 1/3 the cost for the sidekick.

The Sidekick must be designed as a full character (primary abilities, secondary abilities, powers, talents, ect), but the character only pays 1/3 of the character point cost. (Example: If it cost 162 character points to build a side, the character would only pay 54 character points).

Note: The sidekick point cost prior to reduction can not exceed the half the point total spent on the character. For example: If the sidekick cost 162 points before being reduced to 54 points, the player character must have had at least 324 points spent on themselves.

Note: The Sidekick is a NPC, though primarily controlled by the Player Character he is subject to GM control as well. If the sidekick is mistreated or constantly put in harms way they may rebel against or even betray the character. The player is also expected to roleplay the sidekick majority of the time as an extension to his main character - failure to do so will result in GM control of the character which could lead to various roleplaying/subplots of a negative sort.

DRAWBACKS
Drawbacks are typically bad things that effect the character directly or through subplot/roleplay. Characters selecting Drawbacks gain additional Character points they can spend on their characters during creation.

Note: All Drawbacks ultimately require GM approval and are subject to rejection or modification as required - if it is determined that a player is abusing the drawback system, the likely hood the character will be rejected is high.

Age -15CP

The Character is underage (13-16) and suffer the social restrictions associated to that age. An Underage character would be expected to attend school, no have a drivers licence and would not be able to go into bars or nightclub or other adult only locations. Character lacks the credibility of grown adult and can be patronized or ignored under many circumstances. Character suffers 1 to 2cs to certain interactions - particularly those in which being underage would be a factor for a negative response. Note: Characters with this drawback only need to pay 10CP for the Student Talent.

Attack Vulnerability -15CP to -65CP

- Character has a vulnerability to a certain type of attack (example: fire, magic, sonics, toxins). This type of attack will result in column shifts to resist such attacks.

- -1CS vs Attack Type -15CP

- -2CS vs Attack Type -25CP

- -3CS vs Attack Type -45CP

- -4CS vs Attack Type -65CP

Authority Figure -15 CP

- character is the leader of a group of people/city/country/planet and is responsible for their safety and will being. Character MUST act in support of this group of people/city/country/planet, failure to do so will result in grave costs. Whatever the Character is the Authority Figure of will also call upon the character regularly to perform duties associated with the characters position of authority. (Example: Black Panther and Wakanda)

Creepy/Distinct/Strange Appearance -5 to -30CP

Creepy Appearance -5CP

- A character with a Creepy Appearance has a strange, distinguishing and even frightening, yet easy to hide physical feature(s). The 'deformaty', be it strange eyes, small horns, scaled hands, pointy teeth, major scar or tattooo - causes others to be nervous around the character when viewed. To disguise a Creepy Appearance, the character must wear appropiate concealing clothing and or makeup. A Creepy Appearance is worth 5 CP.

If not disguised the character suffers a -1cs to persuasion attempts and +1cs to Intimidate. They also suffer a -1cs to initial reaction.

Distinct Appearance -10 to -15CPs

- Character with a Distrinct Appearance does not look like the average human or whatever consists of normal in the campaign. A Distinct character is obviously non-human in appearance but does not promote the fearful reation that a creepy or strange apperance elicits. Distint apperance covers abnormal skin colors/textures (such as metalic or purple skin), as well as additional appendages which cannot be easily hidden (a long tail, wings) - Partularly large or diminutive size, animalistic features or anything else causing the character to constantly stand out in a crowd. Distinct Appearance is worth 15 characters points, 10 if the character also has the Public Identity Drawback.

If not disguised the character suffers a -1cs to persuasion attempts and +1cs to Intimidate. They also suffer a -1cs to initial reaction.

Strange Appearance -30CPs

- Character with the Strange Appearance typically look extremely scary and horryifying to normal people and cannot hide their appearance easily at all. Typically Strange Appearance reflects something that most normal people would find terrifying - Aliens, Monsters, Demons and the things of nightmares. Characters would have to go to extra ordinary lengths to conceal this appearance. Some normal people might even attack the character because of the threat he appears to project. Strange Appearance is worth 30 CPs.

If not disguised the character suffers a -1cs to persuasion attempts and +1cs to Intimidate. They also suffer a -2cs to initial reaction.

Dark Secret -25 CPs

A character with this Drawback harbour some deep secret which must be protected at all costs. The character's secret must be specified when the drawback is adopted. This Drawback should be an important part of the character's background and may provide the GM with material for the Hero's Subplots. A Dark Secret is always of such a magnitude that its disclosue would effectively end the heroic career of the character with the Drawback. Meaning the character could go to prison for a long time, massive public backlash and even be hunted aggressively by law enforcement and other heroes.

Debt - Monetary -10 CPs

The Character owes a large sum of money to either the bank, government or someone. They suffer from reduced resources until the debt is paid off.

Debt - Personal Various

The character owes a significant personal debt to someone and as a result the character is indebted to that someone and must perform favors for that person until the Debt is some how repaid. The nature of the debt must be agreed upon by the player and GM, as well as who the debt is owed to. Once per Adventure the character can be called upon to perform a favor for the person they owe the debt to, failure to comply will result in major Karma hit, repeat failure to comply will result in a significant Karma hit and serious roleplaying ramifications. The nature of the favor might also be illegal and could cause the character more issues.

Note: The GM will create a NPC character based on this drawback and introduced into campaign scenarios for roleplay/subplot interaction.

Dependent -10CPs to -25CPs (variable)

A character with this drawback has a friend or relative for whom they are responsible. This responsibility is defined by the character when purchased. The dependent may be a relative such as a son or daughter, spouse, parent, grandparent or other relative. The dependent may be unrelated, such as a lover, a ward or even an ex-spouse. A Dependent may never be another player's character. Dependents are created based 50 CPs for which the character gets 25 CPs as a bonus. Reduce the bonus by 2 Points for every 5 points of extra character points the dependent gets to spend (so a dependent with 75 Character points would give the character only 15 Character point bonus). If the Dependent has any powers, the bonus for the 50 character point dependent is reduce to 10 CPs.

The Depedent will encounter the character in at least one subplot per adventure. Dependents can help the character with their skills but are mostly considered enemy bait. Enemies of the character who discover a dependent's relation to the character will always attempt to use the dependent against the character. Dependents will constantly, even unknowingly, put themselves in danger. Dependents have the uncanny abilitiy to enter hostage situations, walk into heavy traffic, get kidnapped, become activists against the characters actions (with or without knowledge of the powered identity of the character). Or otherwise hender the character.

A Dependent may even cause a financial drain during a Subplot due to needing an allowance, borrowing money or accidentally breaking things. Unless a character role-plays a discussion with the dependent, the dependent may even accidentally destroy a character secret identity drawback or popularity (if secret ID is lost, the character must pay the x5 karma cost).

Dependents need not know of the character's powered identity, and if they dont know, the character must purchase the secret id drawkback.

The Dependent Must be an active person in the character's life.

The character must also take actions to protect the dependent, the death of the dependent could result in a major karma loss as well as gaining additional drawbacks such as the guilt drawback.

Note: The GM will create a NPC character based on this drawback and introduced into campaign scenarios for roleplay/subplot interaction.

Enemy -1 to -100CPs

A character with this Drawback begins the game with an enemy who is already determined to destroy him at all costs. The GM must approve this Drawback and invent statistics for the enemy who should pop up with annoying frequeny in the character's subplots. The Enemy will not work with the character under any circumstances, unless the drawback is removed. This Drawback can only be removed if the enemy is somehow reformed, killed during the course of play, or otherwise dealt with in a permanent manner. In this case the Hero immediately loses x50 the CP cost he was awarded in taking this Drawback in the for form of Karma, whether or not he was responsible for the removal circumstances.

The Player and GM must decided why an Enemy is stalking the character, possibly even having to do with his origin or some part of his pre-campaign career. Player should use their imagination; the more creative the reason for having an Enemy, the more fun the game will be. The character must be included in the character's background. THe GM must apporve and write up a suitable Enemy for the character after consulting the Player.

Enemies can be Villians, Heroes, or Organiations like a cult or government agency. The Character Point Bonus received for this Drawkback is based on two factors: Frequency and Threat Level.

Frequency determines how often the Enemy appears to pester the Character.

Threat Level is the ammount of threat the Enemy poses to the character, and is based off the ammount of Character Points the character is created from. Example: a 3x Enemy for a 600 CP character is created from 1800 CPs. Threat level hero points may be used to create multiple enemies (like a villian team) by dividing the points among multiple characters. (In the example above, instead of one 1800 CP villian, the character may have to face six (6) 300 CP villians).

Note: Players must remember that the threat and frequency will have a significant impact on their campaign/adventures, especially if they have a significantly powerful enemy - a character who is x5 threat level is likely powerful enough to challenge an entire team of heroes.

Note: Subject to GM Approval.

Note: The GM will create a NPC character based on this drawback and introduced into campaign scenarios for roleplay/subplot interaction.

Enemy - Pre-Gen Various

The Character has an enemy - as mentioned above, however this enemy is a pre-generated one from the Marvel/DC/Image Universe. (IE: Juggernaut, Lex Luthor, Joker). The cost of the Pre-Gen character is determined and then applied to the formula in the above Enemy Drawback to determine the Threat Level, the player then selects the frequency to determine the CP benefit for having such an enemy.

Note: Subject to GM approval.

Exile (Voluntary) -5 CP

- character voluntarily exiled self from country/homeworld/people. Returning can and will lead to bad things. Typically the character left his homeland for the good the homeland and or people or the characters family/friends - his return could result in great harm. The nature of the exile needs to be agreed upon by the GM/Player.

Exile (Forced) - 10 CP

- character forced into exile from country/homeworld/people. Returning can and will lead to bad things. Typically the character was forced to leave, perhaps by the new ruling government - his return could lead to serious events including the characters execution.

Fatal Vulnerability - Common Various

- Character has a fatal vulnerability to a common substance that causes suffering and death. The character drops -1CS to Endurance per turn exposed to the substance (health drops accordingly as well). If the character reaches Shift-0 Endurance, they die. A Common Substance is something that is fairly easy/common to come by. The character Point penalty is based on the distance required to the substance be effective. Lost Endurance is recovered as normal.

Range Ten (10) Areas: -170 CPs

Range Five (5) Areas: -160 CPS

Range Two (2) Areas: -140 CPs

Range One (1) Area: -120 CPs

Range Zero (0) Areas/Touch: -100 CPs

Note: It is possible to have this vulnerability be situational/psychological in nature, would be considered Range zero.

Note: Subject to GM approval.

Fatal Vulnerability - Rare Various

- Character has a fatal vulnerability to a Rare/Unique substance that causes suffering and death. The character drops -1CS to Endurance per turn exposed to the substance (health drops accordingly as well). If the character reaches Shift-0 Endurance, they die. A rare/Unique substance exists, but is not easily acquired or frequently encountered. The character Point penalty is based on the distance required to the substance be effective. Lost Endurance is recovered as normal.

Range Ten (10) Areas: -95 CPs

Range Five (5) Areas: -85 CPS

Range Two (2) Areas: -65 CPs

Range One (1) Area: -45 CPs

Range Zero (0) Areas/Touch: - 25 CPs

Note: It is possible to have this vulnerability be situational/psychological in nature, would be considered Range zero.

Note: Subject to GM approval.

Guilt -50 CPs

The Character suffers from severe bouts of Guilt or Grief over some past action or series of actions in the characters heroic or personal life, that will haunt the character. The character must pay a 10 Karama Point - Guilt Fee - at the start of every week. Failure to pay this guilt fee will result in the character being overwhelmed by guilt and suffer -1CS to all his Actions and Rolls until the Guilt Fee is paid. The Reason for the guilt must appear in the characters background and also must be roleplayed.

Innocent -10 CPs

Character is young, naïve and innocent. Overly trusting and gives people the benefit of the doubt. They tend to be easily manipulated and suffer a -2cs to resist such attempts including persuasion, intimidation as well as mental manipulation powers such as emotion or mind control, pheromones, ect.

Irrational Attraction/Hatred/Fear Various

Limelight -20 CPs

A Character in the limelight is always hounded by the paparazzi and the media. Anything character says or does in the public eye could be in the papers the next morning. A character "in a fishbowl" is subject of intense public scrutiny and often (though not always) has a public ID.

The charater will be hounded by the media, mobbed by fans (if the character has positive popularity) and investigated by the government and law enforcement (especially if the character has mistruct or negative populatity) more than your average spandex-clad vigiliante does.

The GM and player should agree upon reason(s) that a character is in the limelight before the character is introduced. it is helpful if the players are made aware of the nature of the agreement as well. Why would the character be in the Limelight? The sheer magnitude of the characters power, the character confirms the existence of aliens or atlantis or mythological beings, the Daily Bugle publicizing him... Such characters are victims of their own fame and popularity and suffer double the negative popularity penalties for actions. A character with limelight who lets a villian escape would be harder hit in his popularity than a character not in the limelight would.

Loss Vulnerability - Physical Attributes

- Character has a loss vulnerability to a substance/situation that causes their physical attributes (Fighting, Agility, Strength and Endurance) to drop. The character drops -1CS to each physical attribute per turn exposed to the substance until they reach Feeble-2 (Fe2) in all Physical Attributes. Physical Attributes will recover at +1cs per turn until back to normal levels after no longer exposed. The character Point penalty is based on the distance required to the substance be effective.

Range Ten (10) Areas: -55 CPs

Range Five (5) Areas: -45 CPS

Range Two (2) Areas: -35 CPs

Range One (1) Area: -25 CPs

Range Zero (0) Areas/Touch: - 15 CPs

Note: It is possible to have this vulnerability be situational/psychological in nature, would be considered Range zero.

Loss Vulnerability - Powers

- Character has a loss vulnerability to a substance/situation that causes their powers to drop. The character drops -2CS to each Power per turn exposed to the substance until they reach Shift-0 (0) in all powers. Powers will recover at +1cs per turn until back to normal levels after no longer exposed. The character Point penalty is based on the distance required to the substance be effective.

Range Ten (10) Areas: -55 CPs

Range Five (5) Areas: -45 CPS

Range Two (2) Areas: -35 CPs

Range One (1) Area: -25 CPs

Range Zero (0) Areas/Touch: - 15 CPs

Note: It is possible to have this vulnerability be situational/psychological in nature, would be considered Range zero.

Loss Vulnerability - Mental Attributes - Character has a loss vulnerability to a substance/situation that causes their Mental attributes (Reason, Intuition, Psyche) to drop. The character drops -1CS to each physical attribute per turn exposed to the substance until they reach Feeble-2 (Fe2) in all Mental Attributes. Mental Attributes will recover at +1cs per turn until back to normal levels after no longer exposed. The character Point penalty is based on the distance required to the substance be effective.

Range Ten (10) Areas: -55 CPs

Range Five (5) Areas: -45 CPS

Range Two (2) Areas: -35 CPs

Range One (1) Area: -25 CPs

Range Zero (0) Areas/Touch: -15 CPs

Note: It is possible to have this vulnerability be situational/psychological in nature, would be considered Range zero.

Mistrust -50 CPs

Note: This drawback must be approved by the GM, requires extensive information as to why the character is mistrusted. Campaign Note: Due to the nature of the proposed campaign in which the player characters are expected to be operatives of the United Nations and public heros, this drawback will likely be disapproved unless a plausible significant reason why it should be included be given.

Physical Restriction Various

pending...

Public Identity -5 CPs

Characters hero identity and normal identity are publically known. This can lead to extra media attention - governments and local authorities holding the character responsible for the actions of his hero id. and villains targeting the characters public holdings and relations. (example: Tony Stark).

Rage Similar to the Berserker Power

Secret Identity -10 CPs

Character maintains a secret identity and effectively lives two lives - Hero Self and Normal Self. Character will go to great lengths to maintain secret identity.

Socially Inept -15 CPs

The character is socially awkward and suffers when put in social situations and always seems out of place. In addition to being roleplayed, this drawback also inflicts a -2cs to all social related rolls.

Traumatic Flashback - 15/30/60 CPs

pending...

Uncertainty -15 CPs

The Character is relatively new to adventuring and occasionally suffers from uncertainty and self-doubt. In addition to roleplaying this, at a critical point in the adventure, the character must make a -2cs psyche yellow feat check or become uncertain of his/her powers and abilities and suffer -2cs to all actions during that state of the adventure.

Unlucky -25 CPs

The character is un-naturally un-lucky. Bad things seem to happen to them on a regular basis, in addition to this being roleplayed by the player, the GM also secretly rolls dice to establish a number - that number equals the Action number that automatically fails as if they rolled a 01. (example: GM rolls a 10, the characters 10th action automatically fails). This could be disastrous at a critical moment. Every new Adventure, the number is re-rolled - and every adventure the character will suffer unlucky result whenever that number is reached.

STEP FIVE: POWERS
All non-starred powers cost 10 CPs up front to have the power, and then you purchase ranks on a point-for-point basis. As an example, if you wanted to purchase Resist Physical at Excellent (Standard Rank of 20), this would cost 10 points for the power, then 20 more for the Rank, for a total cost of 30 points.

All starred (*) powers cost 20 CPs up front to have the power, and then you purchase ranks at the rate of 2 points per rank. As an example, if you wanted to purchase Weapons Creation at Excellent Rank (Standard Rank of 20), this would cost 20 points for the power, then 40 more for the Rank, for a total cost of 60 points.

The Highest Rank that a Power can be Purchased at is Monstrous - Mn87.

However, Column Shifts and unique powers can elevate the power beyond this level.

Powers Without Ranks
Those powers that indicate they have no Rank - such as Water Freedom or Circular Vision - These powers will have a unique purchase cost based on the power.

List of Powers Without Rank

Immortality (PHB) - 100 cp

Probability Manipulation (PHB) - 50 cp

Alter Ego (PHB) - 5 CP

Abnormal Sensitivity - 5 CP

Circular Vision - 20 CP

Water Freedom - 20 CP

Self-Sustenance - 20 CP

(additional powers to be added when called upon)

Powers With Automatic Ranks
Those powers that indicate they have a pre-determined Rank Number - Such as Ultimate Skill. These powers will have a unique purchase cost.

List of Powers with Automatic Ranks

Ultimate Skill - Un100 Rank (cost: 100cp + Cost of Talent)

Mechanical intuition - Un100 Rank (Cost: 100 cp)

Energy Reflection - Un100 Rank (cost: 100 cp)

Invulnerability to Fire & Heat - CL1000 Rank (cost: 200cp)

Invulnerability to Cold - CL1000 Rank (cost: 200cp)

Invulnerability to Electricity - CL1000 Rank (cost: 200cp)

Invulnerability to Radiation - CL1000 Rank (cost: 200cp)

Invulnerability to Poison/Toxins - CL1000 Rank (cost: 200cp)

Invulnerability to Corrosives - CL1000 Rank (cost: 200cp)

Invulnerability to Disease - CL1000 Rank (cost: 200cp)

Invulnerability to Emotion Attacks - CL1000 Rank (cost: 200cp)

Invulnerability to Power Manipulation - CL1000 Rank (cost: 200cp)

Invulnerability to Vampirsm - CL1000 Rank (cost: 200cp)

Invulnerability to Energy - CL1000 Rank (cost: 500cp)

Invulnerability to Mental Attacks - CL1000 Rank (cost: 500cp)

Invulnerability to Magic - CL1000 Rank (cost: 500cp)

Invulnerability to Physical - CL1000 Rank (cost: 500cp)

Powers With Situational Ranks
Some powers, such as Resistance to Emotions or Resistance to Mental Attacks, indicate that they must be at least 1CS higher than a stated Ability. They also go on to state that if you roll a Rank for the power that is less than the stated Ability, you automatically raise the Power to 1CS above the Rank for that Ability. For example, if you take Resistance to Mental Attacks, the Rank of the Power has to be 1CS higher than your Psyche.

This game is not using random rolls for character generation, so the wording in the description of these Powers regarding rolling for Ranks is not applicable. Instead, if you purchase one of these Powers, you must pay for the initial power cost and then enough points to raise the power above to the next level. So for example, if you have a Psyche of RM (26) and you purchase Resistance to Mental Attacks, you would pay 10 for the initial power and then 10 to bring the power to IN(36), raising it to the +1cs level. The player has the option to purchase additional level of course.

Powers with Bonus Powers
Some powers, in their descriptions, state that there are "Bonus" powers that are part of the power you are purchasing.

The Player/Character must purchase the bonus power at its required cost in addition to the main power, ranks in the bonus power are not required and are considered the same as the originating power unless otherwise noted.

Note: If it is determined that players are abusing this system, then this rule could be subject to change.

Banned Powers
For a list of powers that are banned -

Limitations
Page 9 of the Players' Book gives a list of possible limitations for powers. Players can buy one limitation per hero to gain more CPs. Use the maximums listed at the top of each list of limitations on page 9. This determines the number of CPs gained from taking a limitation. For example, taking the limitation "Power can only be used three times/day" from the list "Maximum of Excellent" for your Flight power would gain you an additional 20 CPs, as it is an Excellent rank limitation.

Points gained through limitations are the normal rank numbers for that rank only. All normal rules regarding limitations apply. Subtract all CPs spent on powers and ranks, and add any CPs from limitations to figure your hero's new point total.

(This is best used for bonus powers as some power come with a bonus power as you must pay for the bonus power, it will help to place a limitation on it)

Note: If it is determined that players are abusing this system, then this rule could be subject to change.

Power Stunts
Historically, power stunts would be developed during game by the characters (or already exist with pre-existing marvel characters) - However, in the Dark Days universe, it is plausible for characters to start the game with power stunts at the cost of 10 Character Points (CP) per power stunt, though the stunt is subject to GM approval and review. The GM has final say regarding power stunts and can apply additional character point costs if the power stunt exceeds normal power expectations.

Power Stunts need to be acquired the traditional method if not acquired as part of character generation process.

Notes:
Note: The game uses the Advanced Rules, with Ultimate Powers. Where there are discrepancies, we will default to what is in Ultimate Powers Book unless otherwise noted on this wiki as something special.

STEP SIX: TALENTS
Most Talents cost 5 CP unless otherwise noted below.

Categories
Alternative Sciences (5 CP each)

Astronomy (5 CP each)

Biology (5 CP each)

Chemistry (5 CP each)

Crime and Law (5 CP each)

- Criminology (10 CP)

- Detective/Espionage (10 CP)

- Law Enforcement (15 CP)

- Street Smarts (10 CP)

Cognitive Sciences and Humanities (5 CP each)

Computer Sciences (5 CP each)

Earth Sciences (5 CP each)

Engineering (5 CP each)

Espionage (5 CP Each)

- Blending (10 CP)

- Disguise (10 CP)

- Intelligence (10 CP)

- Stealth (10 CP)

- Military (15 CP)

Fighting Skills (10 CP each)

Medicine (10 CP each)

- First Aid (5 CP)

Mystic and Mental Skills (10 CP each)

- Mesmerism and Hypnosis (20 CP)

- Mystic Background (50 CP)

Other (5 CP each)

- Animal Training (25 CP)

- Artist (10 CP)

- Business/Finance (15 CP)

- Heir to Fortune (40 CP)

- Journalism (15 CP)

- Leadership (20 CP)

- Student (20 CP)

Other II (5 CP each)

- Attractive (10 CP)

- Seduction (10 CP)

Physics (5 CP each)

- Quantum Physics (10 CP)

Piloting Skills (5 CP each)

Weapons Skills (10 CP each)

- Weapon Master (15 CP)

- Weapon Specialist (25cp)

Special Talent Rules

Heir to Fortune (40 CP) This is not a Talent, but a situation that brings the character into a lot of money. This "Talent" may not be gained by a character after the generation process is finished, and may only be chosen by characters being generated.

- Raises Resources by +25 pts

- Adds One (1) Contact in High Society.

Note: If the character has the Age Drawback, then the contact must be an NPC character that is trustee or holder of the estate until the character reaches an age of maturity.

Student (20 CP) This is not a Talent, but a situation that indicates the character is a student and learning. This "Talent" may only be chosen at the start of play, and may not be gained though experience. The Student character has NO other initial Talents at the start of the game, but may gain other Talents at a discounted price. New Talents cost 100 karma points if learned form another character (must be roleplayed) or 200 if learned from NPC character (again must be roleplayed).

The Student is expected to attend regular classes, failure to do so will result in expulsion and as a result revocation of Student Talent.

Mystic Background (50 CP)

In this Universe, all humankind has the potential for developing magical Powers. This "Talent" shows that the same character has some background with magical forces. Heroes may have derived their powers from these forces if they choose this Talent. A character with this Talent may have Magical Powers, with the approval of the GM. If Approved then the character can have a number of his initial powers under the mystical category (see Magic Characters section).