Sep 5, 2026 10:25 am

Our heroes have only just recently gotten their powers. They do not necessarily have to be teenagers, however. Any age can work, as long as the character is new at being a hero. The starting power level would be pretty low, but we will be using the fast advancement rules for a stretch at the beginning. The intent is not to live at the bottom of the scale for a considerable length of time, but rather to use the opportunity to tell the stories of coming into your own before moving forward to greater challenges.
There are a few steps for creating a heroic character, but because attribute points/powers/talents can be traded against each other, you can always go back and look and adjust the numbers
Step 1: Concept
Before you spend points, come up with a simple picture of the hero: what kind of hero 'Archetype' are they (bruiser, flyer, gadgeteer, blaster, and so on) and where the powers came from. Are they an alien? A robot? A lab experiment? Think about your character's background as well. Their civilian life, or day job (if they have any). This only serves as a guide - it has no mechanical effect and is not a 'rules' choice.
Step 2: Attributes
Divide 20 points among the six attributes below.
- FIGHTING: Hand-to-hand combat, technique, and prowess
- AGILITY: Coordination, speed, mobility, and fine motor skills
- STRENGTH: Muscle power, physical force, toughness, and stamina
- REASON: Intelligence, comprehension, knowledge, and mental stability
- INTUITION:Instinct, sensory perception, wisdom, and empathy
- PRESENCE: Charisma, amiability, and force of personality
Limits
- Current maximum in any one attribute: 6
- Nothing below 1
For reference, the human average is 2, with a max of about '4' for exceptional humans.
Step 3: Powers
Pick two powers from the book. Both start at Basic unless you spend to raise them.
You may spend 2 attribute points (out of your starting 20) to do one of the following:
- Take an additional power (also starting at Basic)
- Raise one power one rank (Ranks, in order: Basic → Major → Massive → Monstrous)
- Take a special 'Boost' for your power, from the options listed under that power in the book.
You may also put a Limit on a power. A Limit restricts the ways in which you can use your power, but lets you either raise that power one additional rank or take a Boost. Alternatively, you can select only one power instead of two, and receive 2 more attribute points to spend.
Don't stress if you don't have enough points to select all the powers you want, or raise them to the level you desire. You can spend Karma you earn during play to raise the level of your powers later, or take new ones.
Step 4: Talents
Talents are tricks, moves, and minor abilities that give you an edge. They are more specialized than attributes or powers. You receive two talents from the talents list. You can buy one additional talent in exchange for 1 attribute point from your starting 20.
(Note: in the core book, talents are tied to Heroic Archetypes and civilian Occupation, but these are more like suggestions. Pick any two from the entire list best suited for your concept)
Step 5: Drawbacks (optional)
Drawbacks are weaknesses or limits that complicate things for a hero. They are there to make the story more interesting. A Drawback has to be a real hindrance, when they come up. Many of them attach to a specific power or power source. If you want them, choose one or two from the options listed in the core book. Each Drawback gives you +1 attribute point to spend.
Drawbacks can be removed later in play using Karma.
Step 6: Key Relationships
Establish your key relationships: one from your civilian life, and one with another hero in the group. Your key NPC relationship can be family, friends, partners, boss, or even a rival. Playing a social scene with a key relationship (PC or NPC) lets you recover Resolve, and can earn extra Karma. They can also introduce complications and stories later on.
Step 7: Finishing Touches
Write a few lines on personality, enough that you know how to act when you're not punching someone.
Pick or invent:
- Drive: what pushes you to put the costume on?
- Personality Flaw: the habit or blind spot that gets them in trouble
Playing to those during an issue can earn extra Karma at the end of it.
Then finish the sheet:
- Civilian name and heroic name
- Appearance
- Any special gear. Keep it mundane for now: phone, car, a tool from work. No prototype armor unless a power or talent already covers it.
Assume a middle-class life, unless you picked the 'Hard Times' Drawback. If you're still a teen, it is assumed your parents or legal guardians pay for your expenses and afford you a comfortable life. Choose a Resources Score from 4 to 6, or '2', if you picked the 'Hard Times' Drawback.
Step 8: Put the numbers on the page
Always round up:
- Slugfest damage = Strength ÷ 2, plus anything your powers or talents add
- Health = (Strength + Fighting + Agility) ÷ 2, then apply any modifiers from powers or talents
- Resolve = (Reason + Intuition + Presence) ÷ 2, then apply any modifiers from powers or talents
- If a power gives you an Armor rating, write that down too
That’s it. You’re ready to go!


