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RUNNER CHARACTER CREATION

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PART 2

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Right well we have done up to stage 10. Now comes the long bit! Purchasing those powers you wanted your character to have. Get an idea of what type of character you wish to have first, then proceed, have you got enough points? Lucky there is experience advancement eh?

  1. Purchase Powers with Power Points.
  2. Modify any statistics accordingly.
  3. Create a Name and background for your Hero with the DM.
  4. If possible draw Hero.
  5. Role play!

10.    Purchase Powers. Roll randomly and then pay the price or look through for just the ones you want. Remember you must also pay the cost to enter the category as well as the powers individual cost. Once a category price has been paid you can choose as many powers as you can afford. Unless the DM states otherwise you may choose and pay for as many different categories and powers as you wish or can afford. Once the player has satisfied themselves with the Powers they have purchased unused or remaining Power Points may then be used to increase or purchase additional General or combat skills or if DM allows be converted into monies/credits.

COMPLETE POWER CATEGORY LIST

ROLL

POWER CATEGORY

COST
1-5 Defensive 20
6-13 Detection 20
14-18 Energy Control 30
19-26 Energy Emission 30
27-31 Fighting 20
32-33 Illusionary 70
34-35 Lifeform Control 70
36 Magic 100
37-46 Matter Control 50
47-54 Matter Conversion 40
55-58 Matter Creation 60
59-72 Mental Enhancement 20
73-89 Physical Enhancement 10
90 Power Control 80
91-97 Self-Alteration 50
98-100 Travel 80

 


POWER CATEGORIES

DEFENSIVE POWERS
Roll

POWER

1-15

Body Armour
16-20 Force Field
21-23 Force Field Vs Emotion
24-30 Force Field Vs Energy
31-35 Force Field Vs Magic
36-40 Force Field Vs Mental
41-48 Force Field Vs Physical
49-50 Force Field Vs Power Manipulation
51-53 Force Field Vs Vampirism
54-65 Reflection
66-70 Resist Emotion
71-77 Resist Energy
78-82 Resist Magic
83-87 Resist Mental
88-94 Resist Physical
95-97 Resist Power Manipulation
98-100 Resist Vampirism

DETECTION POWERS

Roll POWER

1-2

Abnormal Sensitivity
3-4 Circular Vision
5-10 Energy Detection
11-14 Environmental Awareness
15-20 Extra-Dimensional Detection
21-28 Hyper-Hearing
29-34 Hyper-Olfactory
35-40 Hyper-Touch
41-42 Life Detection
43-44 Magic Detection
45-50 Microscopic Vision
51-54 Penetration Vision
55-56 Power Detection
57-58 Psionic Detection

59

Radarsense
60-62 Sonar
63-69 Telescopic Vision
70-79 Thermal Vision
80-90 Tracking
91-94 True Sight
95-98 Ultra-Violet Vision
99-100 Weakness Detection

ENERGY CONTROL POWERS

Roll POWER

1-7

Absorption
8-9 Catalytic Control
10-14 Coldshaping
15-17 Darkforce Manipulation
18-25 Electrical Control
26-28 Energy Conversion
29-31 Energy Solidification
32-36 Energy Sponge
37-38 Energy Vampirism
39-45 Fire Control
46-47 Gravity Manipulation
48-50 Probability Control
51-53 Hard Radiation Control
54-59 Kinetic Control
60-66 Light Control
67-73 Magnetic Manipulation
74-77 Plasma Control
78-80 Radiowave Control
81-84 Shadowshaping
85-90 Sound Manipulation
91-97 Thermal Control
98-100 Vibration Control

ENERGY EMISSION POWERS

Roll POWER

1-10

Cold Generation
11-20 Electrical Generation
21-22 Energy Doppelganger
23-34 Fire Generation
35-37 Hard Radiation
38-42 Heat
43-52 Kinetic Bolt
53-62 Light Emission
63-72 Magnetism
73-75 Plasma Generation
76-78 Radiowave Generation
79-83 Shadowcasting
84-93 Sonic Generation
94-100 Vibration

ILLUSIONARY POWERS

Roll POWER

1-20

Animate Image
21-65 Illusion Casting
66-85 Illusory Invisibility
86-100 Illusory Duplication

FIGHTING POWERS

Roll POWER

1-27

Berserker
28-76 Martial Supremacy
77-91 Natural Weaponry
92-94 Weapons Creation
95-100 Weapons Tinkering

MATTER CONVERSION POWERS

Roll POWER

1-10

Colouration
11-25 Combustion
26-45 Disintegration
46-70 Elemental Conversion
71-80 Ionization
81-100 Molecular Conversion

LIFEFORM POWERS

Roll POWER

1-14

Bio-Physical Control

15

Bio-Vampirism
16-18 Body Transformation Others
19-27 Emotion Control
28-32 Exorcism
33-34 Force Field Vs Hostiles
35 Forced Reincarnation
36 Grafting
37-40 Hypnotic Control
41-48 Mind Control
49-50 Mind Transferal
51-54 Neural Manipulation
55 Plague Carrier
56-60 Plant Control
61-64 Plant Growth
65-73 Sense Alteration
74-77 Shapechange Others
78-89 Sleep Induced
90 Spirit Storage
91-95 Summoning
96-100 Undead Control

MAGICAL POWERS

Roll POWER

1-4

Enchantment
5-13 Energy Source
14 Internal Limbo
15-19 Magic Control
20-23 Magic Creation
24-26 Magic Domination
27-29 Magic Transferal
30 Magic Vampirism
31-55 Power Simulation
56 Reality Alteration
57-58 Spirit Vampirism
59-62 Sympathetic Magic
63-70 Warding
71-85 Mystic Increase
86-100 Spirit Increase

MATTER CONTROL POWERS

Roll POWER

1-5

Bonding
6-17 Collection
18-22 Crystallisation
23-29 Diminution
30-39 Disruption
40-46 Enlargement
47-51 Geoforce
52-61 Matter Animation
62-68 Machine Animation
69-73 Micro-Environment
74-82 Molding
83 Pocket Dimension
84-93 Weather
94-100 Zombie Animation

MATTER CREATION  POWERS

Roll POWER

1-8

Artifact Creation
9-20 Elemental Creation
21-23 Lifeform Creation
24-29 Mechanical Creation
30-53 Missile Creation
54-60 Molecular Conversion
61-86 Spray
87-100 Webcasting

MENTAL ENHANCEMENT POWERS

Roll POWER

1-3

Animal Communication
4-5 Clairaudience
6-9 Clairvoyance
10 Communicate with Cybernetics
11 Communicate with Non-Living
12-13 Communicate with Plants
14 Cosmic Awareness
15-19 Danger Sense
20 Dreamtravel
21-23 Empathy
24 Free Spirit
25-27 Hallucinations
28 Hyper-Intelligence
29-33 Hyper-Invention
34 Incarnation Awareness
35-39 Iron Will
40-45 Linguistics
46 Mental Duplication
47 Mental Invisibility
48-49 Mental Probe
50-52 Mind blast
53 Mind Drain
54 Postcognition
55 Precognition
56 Psionic Vampire
57-58 Remote Sensing
59 Sensory Link
60 Serial Immortality
61-63 Speech-Throwing
64-70 Telekinesis
71 Telelocation
72-76 Telepathy
77-80 Total Memory
81-100 MIND Increase

PHYSICAL ENHANCEMENT POWERS

Roll POWER

1-12

Armour Skin
13-19 Body Resistance Physical
20-24 Body Resistance Energy
25 Chemical touch
26 Digestive Adaption
27-29 Extra Body Parts
30-36 Hyper-Speed
37-38 Hypnotic Voice
39 Lung Adaption
40 Pheromones
41-52 Regeneration
53-54 Self-Revival
55-57 Self-Sustenance
58-61 Stealth
62-63 Suspended Animation
64 True Invulnerability
65-67 Vocal Control
68-75 Water Breathing
76-80 Water Freedom
81-100 DEX/STA/STR Increase

POWER CONTROL POWERS

Roll POWER

1-5

Control
6-7 Creation
8-13 Domination
19-36 Energy Source
37-38 Energy Source Creation
39-48 Focus
49-55 Gestalt
56-60 Nemesis
61-64 Power Transferal
65-69 Power Vampirism
70-78 Residual Absorption
79-96 Selection
97-100 Weakness Creation

SELF ALTERATION POWERS

Roll POWER

1-2

Age-Shift
3-15 Alter Ego
16-17 Anatomical Separation
18-19 Animal Transformation
21-26 Animal Mimicry
27-30 Blending
31-34 Body Adaption
35-42 Body Transformation
43-46 Body Coating
47-50 Chemical Mimicry
51-52 Energy Body
53-59 Energy Sheath
60-61 Evolution
62-68 Imitation
69-75 Invisibility
76 Physical-Gestalt
77-78 Plant Mimicry
79 Prehensile Hair
80 Self Duplication
81 Self-Vegetation
82-88 Shapeshifting
89 Spirit-Gestalt
90-100 CHA Increase

TRAVEL POWERS

Roll POWER

1-2

Astral Body
3-6 Carrier Wave
7-10 Dimension Travel
11-12 Energy Path
13-14 Floating Disk
15-20 Gateway
21-26 Gliding
27-28 Hyper-Digging
29-34 Hyper-Leaping
35-42 Hyper-Running
43-46 Hyper-Swimming
47-52 Levitation
53-56 Rocket
57-58 Skywalk
59-64 Spiderclimb
65-72 Teleport-Self
73-76 Teleport-Others
77-78 Telereformation
79-80 Time Travel
81-82 Troubleseeker
83-93 True Flight
94-97 Water Walking
98-100 Whirlwind



  1. Modify any statistics accordingly.
    Collate all modifiers from Powers and any other elements concerning the character and apply them to the character as necessary. A Static and Current Rating should be recorded. Also some origins indicate the hero did not always have these powers or changes to produce them, it may be useful to keep a copy of the character's 'un-super' statistics, in case a time should come when the character loses them or the adventure takes place beforehand. Some Powers effect Attributes and Senses or Saving Throws, these may need to be amended or noted on the character sheet as well as on the Power description.


  1. Create a Name and background for your Hero with the DM.
    Both the player and the DM should now discuss the finer points of the character, including:


  1. If possible draw Hero.
    A picture can convey a thousand words. If possible draw the hero or at least design any costume they wear. The use of templates is a good place to start, drawing over an outline of a suitable figure for the character both in normal form and in hero form.


  1. Role play!
    If your DM has not yet designed an adventure kick their butt until they do! Then if you do not know how to role play then join or watch a group until you get the vaguest of ideas and then try it. Try out a voice for your character, think of some common phrases they might say, how they might act in certain situations and try to use them when talking to other characters or when describing what actions your hero takes.
    Go here for an idea of what role playing is all about.


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Last Updated: 12th February 2010

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