About The Code | Hero Creation | Game Mechanics | Sample Heroes & Villains Character Creation
The first step is deciding what kind of character you'd like to play. Don't worry about "power levels" - just figure out what kind of person your character is and what he or she does for a living, stuff like that. During character generation, you'll define your character's traits. Some traits are quantifiable attributes rated on a scale of 1-10. Others are descriptive. Some traits use a numeric value and a descriptor.Characters are created using the following traits:
Traits
1. Code Name
2. Secret Identity
3. Appearance
4. Objective
5. Motivation
6. Profession
7. Advantage
8. Weakness
9. Modus Operandi (MO)
10. Exposure
11. PopularityWe'll now examine the traits in order and explain what each one does in the game. To do so, I'll create a sample character and underline the text whenever I define a trait.
1. Code Name
Most characters will assume an alternate identity. This can be as simple as an alias (like John Smith or Jane Doe) or as weird as a superhero tag (like Danger-Boy or The Lioness). You don't need to pick a Code Name but if you don't, there's a chance that the media will choose one for you!Well, I've already picked a cool-sounding name for my character. He's a private investigator by day so I want a name that corresponds with his ability to notice details. The Hawk!
2. Secret Identity
Not every character needs to have a secret identity. But you probably will start out with one. Secret Identities are useful for keeping your real life private and separate from your superhero life. Secret Identities are invaluable for superheroes who operate outside of the law or who are otherwise making enemies. Who are you when you're not wearing a mask and cape? Do you work at a convenience store or a forensics lab? Do you have a family or are you still in school?The Hawk operates outside the law, so he'll definitely have a Secret Identity. His real name is Mitch Drummond and he lives in a one-bedroom apartment above his office in a sketchy part of town. He's divorced and has a teenage daughter.
3. Appearance
This trait is an easy one. What do you look like? This trait is also used to describe your costume (if you wear one). Most costumes are attention-grabbers (like the aforementioned mask and cape). Others are purely functional (motorcycle leathers, a bulletproof vest and helmet). What is your costume like? Remember that if the public and the media identify you with a particular style of dress, that style might end up being your "costume." You can also detail any equipment you carry, but be warned that weapons or special gear might have to fall under the realm of your Profession or Advantage traits.If you wear a disguise and someone finds out your Appearance, it just means they recognize the disguise. If you're not wearing a mask or some form of disguise and your Appearance is discovered, then your Secret Identity is in jeopardy as well.
Mitch is forty-ish, with short brown hair, hazel eyes and a grim expression. The Hawk isn't all that creative. He wears a black leather jacket, black boots and jeans and a black "ninja" style hood. He also carries a pistol in a shoulder holster and a flashlight fastened to his belt (part of his Profession trait, see below).
4. Objective
What does your hero want to accomplish? The Objective trait determines your hero's Reward. Objectives should be fairly broad to cover a wide array of situations (i.e.: fight street crime) but not overly specific (put the Green Street Gang in prison) or overly general (i.e.: make the city safer).Pick a descriptor to define your Objective, then rate it as a number between 2 and 10. Low Objectives are easier to accomplish but result in fewer Reward Points and less Motivation. High Objectives are difficult to accomplish but the benefits are much greater because characters really cares about them.
The Hawk's daughter was kidnapped on the way home from school a few years ago. She managed to run away and she's fine now, but Mitch decided he had to do something about the mean streets where he lived. He can't be everywhere for his daughter so he'll try and make up for it by going where the cops can't (or won't) go.
I decide that this is a pretty hefty Objective and give it a rating of 6.
5. Motivation
The most important aspect of your character, Motivation defines the reason your character became a superhero. Motivations can be just about anything - altruism, joie de vivre, amusement, personal gain, boredom, mental illness, revenge, etc.Pick a descriptor to define your Motivation and assign it a rating of half your starting Objective score (rounded down).
Mitch's Motivation is simple. Keep the streets safe for his kid and the children of others. Half his Objective is 3 so his Motivation is 3.
6. Profession
Profession is what your character does when he or she isn't a superhero - their "second life." Your Profession should read like a job description - student, police officer, shoe salesman, vagrant, etc.Note: You may opt to play a character whose profession is "Superhero" - but when bidding during a challenge, you must bid twice the number of dice you actually get to roll.
Profession has no score and is defined simply as a descriptor.
The Hawk is a Private Investigator. He knows about criminal law, investigation techniques and self-defense. He doesn't have the police on his side, but they're not on his case about following "procedure" either.
7. Advantage
Advantage is that special talent, skill or area of excellence that your character brings to his or her role of superhero. Advantages can be almost anything but are usually focused on those things that a superhero would find beneficial - wealth, hi-tech knowledge, underworld or media contacts, marksmanship, martial arts ability, etc.Advantage has no score and is defined simply as a descriptor.
The Hawk is fiercely determined. He's got a fire in his eyes that won't be put out until his mission is done.
8. Weakness
Everyone has a Weakness, even superheroes. When faced with your Weakness, you're one considered to be step lower on the Ability Sequence. Weaknesses can be almost anything - blindness, alcoholism, poverty, clumsiness, an irrational fear or compulsion, etc.Weakness has no score and is defined simply as a descriptor.
The Hawk used to be a cop but had to retire after a chase with a felon resulted in a car crash. He's got a limp from the accident and although it doesn't bother him much, he's not as fast as he used to be.
9. Modus Operandi (MO)
Modus Operandi (or MO) is Latin for "a method of procedure." It's used to describe the way characters carry out their missions or something that the character does when living the life of a superhero. A Modus Operandi could be anything from "stalks the night as a gun-toting vigilante" to "always hands out balloon animals to kids." When a character follows their MO, they regain Motivation but they also run the risk of Exposure.MO has no score and is defined simply as a descriptor.
The Hawk likes to leave perps handcuffed to the pay phone from where he calls the police. He's done this enough times so that it has become his MO.
10. Exposure
Exposure is a measure of your character's visibility in the public eye. A low profile, secretive hero has a lower Exposure than a highly visible hero whose exploits are widely reported. The Exposure score is set by the player and can be anything from 0 (unknown and completely new at being a superhero) to 10 (everyone knows about the character including his or her secret identity). Certain traits may be known to the public, media or authorities depending on how high your Exposure is. See the section on Dealing with Exposure for more details.Set your Exposure score between 1 and 10. It has no descriptor other than what traits are known.
The Hawk's Exposure score is 4. He's been around for a couple years but somehow manages to keep out of the papers. The police know his code name and his MO. Judging from his actions, they've also figured out that he's an ex-cop or someone with background in law enforcement.
11. Popularity
Popularity is a measure of your character's relationship to the public. Low popularity heroes are hated or feared by the public. High popularity heroes are loved and admired. Popularity is rated 1-10 and starts at 5 for a new character. Characters who are violent or secretive (Exposure is less than 4) lose 2 points of Popularity (4 points if they're both violent and secretive). Characters who are friendly or well known (Exposure is greater than 7) gain 2 points of Popularity (4 points if they're both friendly and well known).Set your Popularity score to 5. Reduce or increase this score depending on your character's temperament and nature.
Mitch isn't what you'd call a sociable fellow. But he's not a violent or cruel man. His starting Popularity is 3.