Table of contents
The Basic Stats
Strength, Dexterity, Constitution, Wisdom, Intelligence, Charisma, you know the drill.
Roll 2d6 for your stats in order, and add a fixed value from the array: 1, 2, 3, 4, 5, 6. Once a number is used, it’s gone. Afterward, you can swap two stats.
Tip: Use the following command in the other-dice-rolls channel to easily roll your stats.
!roll 6 2d6! Stats
Mark one stat as your Primary Stat. You get to reroll your d20 when leveling up.
Hit Dice, Damage Dice, Protection Points
- Your hit die determines your HP at the start (HD+4) and on level up (+HD).
- Your damage die determines the damage you do when performing basic attacks.
- Protection Points represent your heroic luck, nimbleness, your 'plot armor', comic-book skill. When you fail to defend against a threat or attack and would take damage, you can use a Protection Point to ignore the attack (explain how you do it!). You regain your Protection Points at the end of the adventure.
A default hero has the following stats:
- Hit die: D8
- Damage die: d6
- Protection points: 2
You can modify this upon character creation. You can freely 'downgrade' or 'upgrade' these values, and 'allocate' the value somewhere else. For instance: Changing your hit die from D8 to D6 allows you to change your Protection Points from 2 to 3.
- Your hit die cannot be smaller than d6 or larger than d12.
- Your damage die cannot be smaller than d4 or larger than d10.
- Your Protection Points can range from 0 to 4.
Choosing Powers
Any Power has a Grade and Usage Die.
The Grade determines the potency of the power.
The Usage Die determines the amount you have left in the tank, supplies, focus, charge, energy, whatever. Roll it after using a Power. On a 1-2, downgrade the die. If you roll a 1-2 on a d4, you cannot use this power anymore today.
When creating a new character, you have 5 'Power Points' to allocate. For 1 point, you can
- Add a new power at Grade 1, UD6.
- Upgrade a power by 1 Grade.
- Upgrade a power's UD by 1 tier (D6>D8>D10>D12)
This means you can
- Choose 5 different powers
- Choose 1 power and be really good at it
- Everything in between
Powers are purposefully abstract. Use your creativity! A Hero with Grade 2 Flight, Grade 2 Blast, Grade 1 Superstrength could be an Iron Man-like character in a powered suit, a Human Torch, a Captain Marvel, etc. etc.
Blast alone can be interpreted as lightning powers, a repulsor beam, a high-powered rifle, a compound bow with explosive arrows and so forth.
Origin Story
Next, think of your origins. Where do you get your powers from, and how did you get them? Some examples:
- Artificial: You were not born, but created. Perhaps you are a robot, android, golem, or undead creature.
- Born with it: Your powers awakened at a certain age, or perhaps they were always there. You might be a mutant, psychic, or magician.
- Gimmick: Your powers come from items, either magical or technological.
- Trained: You just trained a lot; you might be a masked vigilante, martial artist, or magician.
- Transformed: You were normal once until you were cursed/experimented upon/caught up in that freak accident.
- Visitor: You're not from around here; perhaps from another dimension, planet, or plane of existence.
MOtivation
Finally, think of a Motivation for your character. This is used to gain extra XP and level up. Your first Motivation is generally assumed to be "to be a superhero"; acting like a hero and saving people. Your second Motivation could be something like:
- Knowledge - to gain a deeper understanding of the world
- Vengeance - to get even
- Fame - to become loved by the public
- Fortune - to become rich
- Justice - to stick to the letter of the law
- Freedom - to not be limited by anyone or anything
A Motivation gives you XP but can also be a hindrance, for instance when it pits you against other heroes' agendas.