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?
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 |
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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.
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:
Name of the character and an alternative name if the player wishes
Place of birth or origin
Parents if any
Current residence
Occupation if applicable and salary
Friends and associates especially if known in the Marvel Universe
How well known, if at all, the hero currently is
Why they became a hero
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.
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.
DAM Rules | Role Playing | Marvel Superheroes
Last Updated: 12th February 2010
All
names of
characters and the distinctive likeness(es) thereof are Trademarks of Marvel
Character, Inc.
Copyright© 2000 Marvel Characters, Inc. All Rights Reserved.