Character Generation

With everything else explained, it's time for you to build your very own character(s) for use in the Universal Heroes Role Playing Game. Whether as a regular player (building PCs) or as the game Judge (building NPCs), there are two systems available for the creation of all new characters. These are the random (dice based) character creation process and the systematic (point based) character creation method.

The random method of character generation is designed to build characters that are different from one attempt to another. The likelihood of creating identical characters using the random method is incredibly slim. At the same time, it may be difficult for a player to get precisely what he wants out of a character. And while PCs may be of differing utility, the truth is that the dice don't lie - they roll what they roll.

The systematic method of character generation puts the entire responsibility for a character's capabilities in the hands of its creator. All PCs will begin play with a like amount of points, and may place them as they see fit on their character - within any limitations set by the game Judge in advance, such as power rank caps and so forth. While more balanced, systematic character creation allows for the creation of 'repeat' characters.

Rules for both are presented during character creation, no matter what form of character is generated. Usually the random method is explained in detail first, since it involves a plethora of tables to determine just what each character can do. Such lengthy rules are followed by a quick set of instructions on using the systematic method, since it is (generally) much more straight forward.

Character Origins

Before anything else, the type of character to be generated must be determined. This is typically the player's choice, and no die roll need be made (or points spent) to make this determination. A random chart is presented for the Judge's use however, in order to quickly produce a hero, villain or other character 'on the fly' as is necessary. Character types (or origins) are presented on table 34.

Table 34: Character Origins
01-12Normal13-25Textbook26-37Technological
38-50Sorcerous51-62Psionic63-75Immortal
76-87Combination88-00Alien

Normal characters lack super human abilities of any stripe. They wield no technology above and beyond that of their peers, they lack bizarre genetic quirks, and they have not studied with strange mentors to learn the arts arcane or psionic. They only have their own natural abilities, skills, resources and history to draw upon in order to achieve their goals, whatever they may be.

Textbook characters are those who have inherent powers for a host of different reasons. They may manifest due to a freak accident, a scientific experiment gone awry, a quirk of genetics, or some other mysterious process. This origin is all about ingrained abilities, and while a textbook character's powers may be temporarily neutralized by others somehow, they are not easily lost (or gained).

Technological characters are those who derive their powers from the application of knowledge. This application can come in the form of high tech devices, cybernetic implants, pharmaceutical modifications, and a whole lot more stuff that we ordinary humans can barely imagine. It's important to keep in mind that most technological capabilities and advantages can be easily countered, disabled or even stolen.

Sorcerous characters are those who, after intense study and training, have learned how to subtly alter probabilities. In doing so, a sorcerer can achieve feats that are seemingly impossible - but are in fact merely incredibly improbable. Sorcerers do not wield inherent powers, they simply access their fantastic abilities thanks to their considerable knowledge of the arcane and the obscure.

Psionic characters are they who have mastered the powers of the mind that are inherent to all sentient beings. Whether exerting control over himself or the outside world, a psi has learned how to wield the full power of his very self thanks to intense meditations. Psi powers are like talents, in that they are based upon what the psionic character knows, instead of alterations in his cellular makeup.

Immortal characters are those who are blessed with an evolved life force; while a physical evolution may give humans special abilities, a spiritual evolution grants them life eternal - or some form therein. Immortal characters may also include individuals who wield powers that persist while they do not, are simply blessed with an ageless existence, or even those imbued with powers by deific beings.

Combination characters do not readily fit into one of the neat categories above. They often possess characteristics of two (or more) of the above character origins, either where intentional blending occurs (such as a technomage or a deionicist), or some other merging. A combination character can be incredibly versatile, but care must be taken to make sure he does not step upon his own, proverbial toes.

Alien characters are non-human entities. Their species may have started out as a human or some variant therein, but has since wandered into different territory. Aliens may also be creatures that neither had their beginnings amongst human specimens nor on earth proper, and are truly extraterrestrial or extraplanar in origin. Aliens may be 'stock' examples of their kind ('normals') or possess a power path all their own.

Once a character origin has been determined, simply refer to that portion of the Universal Heroes rules in order to continue / complete the character generation process. Unless of course you've decided to create an unpowered, 'normal' adventurer. In that case, simply read on, for the rules necessary to create a normal character in the Universal Heroes system follow below.

Normal Characters

While the Universal Heroes is designed to cover all kinds of strange adventures in stranger locations, usually conducted by yet stranger characters, there's still room for completely normal people in the game. Normal characters are those who lack special powers of any variety. They do not fire heat beams from their eyes, control the weather, or destroy whole buildings with a mere thought.

But don't underestimate them. Normals in the Universal Heroes game are adventurers who can quite readily keep up with their powered brethren. While their teammates may have the ability to set anything they look at on fire, a normal has a staggering array of skills and resources with which to level the playing field. While a normal cannot fly, he can still run rings around his powered counterparts in a scrap.

Background and Style

Though normal human adventurers have many skills and weapons and whatnot, the most important part of such characters is their story. Why does such an individual do what he does? It takes an impressive person to throw down with costumed antagonists, whether or not he wears Spandex ™ himself. What's his motivation? Does he do his thing out of a sense of duty, or is it just a paycheck that he's looking forward to?

These are the things that define a normal human adventurer. Their abilities, quirks, skills, contacts, and equipment should be representative of what makes them tick. Mutants do what they do because of their freakish genes, while sorcerers can do what they do because of their occult background. But a non-powered adventurer? His background and style should explain why he has all the capabilities he does.

This origin story will define many of the abilities, skills, contacts, and items he has access to. It will (hopefully) also help to set a certain 'style' representative of the character, one that sets him apart from others of his ilk. Many characters may wield guns or swords or whatever, but their background and their flair is what makes them unique compared to other, similarly capable folks.

Random (Dice Roll) Method

When generating normal human adventurers, use table A to generate Strength, Endurance and one mental ability score, table B to generate Fighting, Agility and another mental ability score, and finally table D to generate the remaining mental ability score (whichever of one's Reason, Intuition or Psyche has yet to be determined). Normals do not have access to hyperexhaustive or hyperkinetic ability ranks.

Table 35: Rank Generation
Table ATable BTable CTable DTable ETable FTable GTable HTable IRank
--01-01-01-01Hyperexhaustive
010102-05--0102-05--Feeble (2)
02-2502-0506-10--02-0506-10--Poor (4)
26-5006-2511-25--06-1011-15--Typical (6)
51-7526-5026-500102-0511-2516-25--Good (10)
76-9951-7551-7502-2506-2526-5026-500102-05Excellent (20)
0076-9576-9026-5026-5051-7551-7502-2506-25Remarkable (30)
-96-9991-9551-7551-7576-9076-8526-5026-50Incredible (40)
-0096-9976-9976-9591-9586-9051-7551-75Amazing (50)
---0096-9976-9076-8596-9996-99Monstrous (70)
-----0096-990096-99Unearthly (100)
--00-00-00-00Hyperkinetic

At this point, a 'gamble' may be rolled on any two ability scores the player desires. This allows him to shore up any shortcomings he may perceive, or otherwise lets him bulk up a character if he would like. Keep in mind that the character's ability scores must remain within the normal human maximums (as detailed in the Ability Scores section); drop an ability score to that level if a gamble raises it too far.

Once physical and mental ability scores are set, calculate the character's Health, Karma, Negative Health and Mental Health scores. Normal Humans may determine their initial Resources rank on table B. Their Popularity score will initially be zero (0).

Table 36: Rank Modifiers (Gambling)
CrazyRiskyTraditionalLenientEasyColumn Shift
01-----4 CS
02-0501----3 CS
06-1502-05-01--2 CS
16-2506-2501-1502-2501-1 CS
26-7526-7516-5026-5002-250 CS
76-8576-9551-6551-7526-50+1 CS
86-9596-9966-8576-9951-75+2 CS
96-990086-950076-99+3 CS
00-96-00-00+4 CS
(Shift X max.)(Un 100 max.)(Mn 75 max.)(Am 50 max.)(In 40 max.)

Next up are Quirks. A normal human adventurer may begin play with four quirk points, which he may spend on beneficial quirks as he sees fit - either purchasing one level 3 quirk, two level 2 or 'double cost' quirks, four level 1 quirks, or any combination therein. If the character would like even more, he may take on deleterious quirks to cover any difference his choices creates.

While the quirks taken are entirely up to the player generating a character, random tables are presented for convenience, should the player not really know (or care) which quirks he begins play with - or for the Judge's use. Random quirks can be generated by rolling on table 37 to determine the type of quirk to be taken, while tables 38 through 42 showcase the individual quirks available.

Quirks with a (2) listed behind them count 'double', and cost (or grant) two quirk points. Quirks with a (*) notation may be taken in levels, costing (or granting) one point at level 1, two points at level 2, and four points at level 3.

Table 37: Quirks Categories
01-17Physical (beneficial)18-33Physical (deleterious)34-50Mental (beneficial)
51-67Mental (deleterious)68-83Role Play (beneficial)84-00Role Play (deleterious)

Table 38: Physical Quirks (beneficial)
01-07Acceleration Tolerance08-14Adrenal Surge15-21Ambidexterity
22-28Fast Healing29-35Fighting Logistics36-42Gravity Tolerance (*)
43-50Hardiness (2)51-57Heightened Sense58-64High Pain Threshold
65-71Learned Resistance (*)72-78Omnidexterity (2)79-85Rank Boost (2)
86-92Strong Bones (*)93-00Sturdiness

Table 39: Physical Quirks (deleterious)
01-06Abnormal Attribute07-11Acceleration Intolerance12-17Albinism
18-22Allergy (*)23-28Color Blind29-33Dulled Sense (*)
34-39Dwarfism40-44Epilepsy45-50Feebleness
51-56Gigantism57-61Gravity Intolerance (*)62-67Lameness
68-72Low Pain Threshold73-78Missing Parts (2)79-83Rank Loss (2)
84-89Slow Healing90-94Weak Bones (2)95-00Weakness (2)

Table 41: Mental Quirks (deleterious)
01-03Action Addict04-06Attitude (*)07-09Bluntness (*)
10-12Bully (*)13-15Combat Paralysis (*)16-18Compulsiveness (*)
19-20Cowardice (*)21-23Cyber-neurosis24-26Fanaticism (*)
27-29Frenzied30-32Greed (*)33-35Gullibility (*)
36-38Honesty (*)39-40Impulsiveness (*)41-43Inept (*)
44-46Insanity (2)47-49Insomnia50-52Jealousy (*)
53-55Karmic Dearth (2)56-58Laziness (*)59-60Learning Disorder
61-63Low Stress Threshold (*)64-66Mania (*)67-69Multiple Personality (*)
70-72Pacifism (*)73-75Paranoia (*)76-78Personal Code (*)
79-80Phobia (*)81-83Pushover84-86Rudeness (*)
87-89Short Attention Span90-92Shyness (*)93-95Stubborn (*)
96-98Temper (*) 99-00Vow (*)

Table 42: Role Play Quirks (beneficial)
01-09Ally10-18Assistant19-27Attractive (*)
38-36Benefactor (*)37-45Cash Flow46-54Charmed
55-63Fame (*)64-72Fan Club73-81Good Reputation
82-90Likability (2) 91-00Lucky (2)

Table 43: Role Play Quirks (deleterious)
01-06Alien Culture (*)07-12Bad Reputation13-18Bigotry (*)
19-24Dependent25-29Enemy (*)30-35Illiteracy
36-41Jinxed42-47Loner (*)48-53Nerd
54-59Poverty60-65Repugnant Personality (*)66-71Snob
72-77Social Dependent (*)78-82Unattractive (*)83-88Unlucky (2)
89-94Unpleasant Habits (*) 95-00Weirdness Magnet

Perhaps the greatest advantage a normal human adventurer has over their powered counterparts is their extensive roster of Talents. The whole idea of a skilled normal is that he or she is, well, highly skilled. In order to determine the number of skills such a character has, make a roll on table 44 for a random number of skills, and then add six (6) to the value generated.

To generate random talents (should the player so choose), roll on table 45 to determine a talent category, and then on tables 46 through 53 to determine specific talents. Talents with a number listed in parenthesis after them count as that many talents (Military costs two talent 'slots', for instance), while any with an asterisk in parenthesis have a special cost; see their individual descriptions for more.

Most talents may be taken at higher levels; a level 2 talent occupies two talent 'slots', while a level 3 talent occupies four. Of course it behooves the player to choose each talent they desire, as these will be the primary thing that gets them through a fight, whether with powered or unpowered opponents (aside from any gear they have, of course).

Table 44: Number of Talents
01-17One talent18-33Two talents34-50Three talents
51-67Four talents68-83Five talents84-00Six talents

Table 45: Talent Categories
01-12Background13-25Behavioral26-37Environmental
38-50Fighting51-62Miscellaneous63-75Professional
76-87Scientific88-00Weapon

Table 46: Background Talents
01-25Heir to Fortune (3)26-50Law Enforcement (2)51-75Military (2)
76-00Student *

Table 47: Behavioral Talents
01-14Hypnosis15-28Leadership29-43Manipulation
44-57Performer58-72Service73-86Sleight of Hand
87-00Tactics

Table 48: Environmental Talents
01-25Climbing26-50Stealth51-75Survival
76-00Tracking

Table 50: Miscellaneous Talents
01-17First Aid18-33Power Skill34-50Repair / Tinkering
51-67Resist Domination68-83Trance84-00Trivia

Table 51: Professional Talents
01-06Animal Handling07-12Artist13-18Astronaut
19-24Boating25-29Business / Finance30-35Crime
36-41Demolitions42-47Detective / Espionage48-53Driving
54-59Education60-65Engineering66-71Journalism
72-77Law78-82Piloting83-88Politics
89-94Salesmanship 95-00Sports

Table 52: Scientific Talents
01-07Archaeology08-13Biology14-20Chemistry
21-27Computers28-33Criminology34-40Electronics
41-47Genetics48-53Geology54-60Linguistics
61-67Lore68-73Mathematics74-80Medicine
81-87Physics88-93Psychology94-00Theology

Contacts are people that a character knows, above and beyond mere employees, employers or acquaintances. A contact may be relied upon to aid characters during the course of their adventures, whether with information, materials, or direct intervention. Of course, a contact is a human being (or a group of such), and does not exist in a vacuum; lean on a contact too much and she'll ask for favors in return.

To choose contacts, begin by rolling for the number of initial contacts on table 54, and add six (6) to this result as you do with talents. Even more so than is the case with talents, a character should choose contacts to help flesh out his background, as well as to give himself ready-built assistance during play - though some contact 'slots' may be held in reserve against future necessity if desired; these are known as 'floating contacts'.

However, a random rolling table for contact types is presented as well, that being table 55. This is mostly for the Judge's use when building random characters, but can offer good ideas if a player gets 'stuck'.

As is the case with most quirks and talents, a contact may be taken at multiple levels. Level 2 contacts occupy two contact 'slots', while level 3 contacts occupy four.

Table 54: Number of Starting Contacts
01-17One contacts18-33Two contacts34-50Three contacts
51-67Four contacts68-83Five contacts84-00Six contacts

Table 55: Contact Types
01-06Aide07-11Artist / Performer12-17Business
18-22Criminal23-28Doctor29-33Expert
34-39Foreign Power40-44Government45-50Hero / Villain
50-56Informant57-61Journalist62-67Lawyer
68-72Mentor73-78Military79-83Organization
84-89Police90-94Scientist95-00Trivia

Finally, the player must decide what kind of equipment the character will possess, whether he stores it in a lair or carries it on his person. A normal adventurer will not have any special gear, that of an advanced, sorcerous, psionic or deionic sort. As such, he can have any gear that is readily available in his campaign. Mundane vehicles, weaponry and electronics of any variety are that which the normal human adventurer wields.

This can be anything from a Desert Eagle ™ to a Jeep ™ to a Blackberry ™ - whatever materials the character ought to have as a function of his background and role. An adventurer who is known for his two-handed gun style and a predilection for playing music in the middle of a fight would presumably have the finest hand guns available, not to mention a few mp3 players in his pockets (since they get broken so often).

The equipment a character will possess depends on his Resources rank. A character may automatically have any gear with a Resources rating equal to his Resources rank or less, and may start out with materials of up to his Resources rank +2 CS with but a small explanation (the character has a Porsche ™ that he has paid off previously). Anything more exorbitant must be approved by the Judge first - but isn't necessarily out of the question.

It's mostly just a matter of feasibility and availability at that point.

Systematic (Point Based) Method

As is the case with all other player characters, a normal human may be built with fifty (50) points. These points may be allocated as the player wishes, within a few constraints. To begin with, determine how far above (or below) the norm the character will be in each ability; for our purposes, the 'norm' will be Typical (6) rank. For every +1 CS a player applies to each spend one point, and for each -1 CS applied to these values, add one point.

All of these values must remain within the limits of a normal human character (as detailed in the Ability Scores section). Once these are set, calculate the character's Health, Negative Health, Karma and Mental Health scores. Begin with Typical (6) Resources and a Popularity of zero (0). Resources may be raised (or lowered) for two points per CS, as opposed to the one point value for normal ability scores.

Popularity may also be raised at double the cost, but an opposed Popularity score (negative for heroes, positive for villains) is worth two points, no matter how great it is.

Next, the player must choose their character's quirks, talents and contacts. They may spend their remaining points on any number of each, as long as they can afford the price. It's important to note that level 2 and 3 versions of these qualities require increasingly detailed explanations for their presence in the character's back story; one can have several level 3 talents, for example, but that would take a whole lot of dedication.

Of course, these should all be dependent on the character's background to begin with. If the player isn't too sure about the precise origins of their normal human adventurer, perhaps their quirks, talents and contacts can help to expand on it somewhat. In fact, if the player has not completed their new character's background yet (assuming they didn't start with that step to begin with), they probably should do so at this point.

Finally, determine the equipment the character possesses. As is the case with randomly generated characters, normal humans built with the point based system may choose any standard gear that is readily available in the campaign, as long as it falls within a few CS of their Resources rank. If they want something more expensive, the player must give a good reason for such, though the Judge has veto power over improbable equipment.

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