To create your hero follow the steps below and detail the results on your character sheet. You may download a character sheet from here , a fillable PDF form character sheet from here, or create your own.
Concept
The Narrator will discuss the Scope of the game, the general setting (i.e. “1990 alternative past Vancouver”), and any general restrictions they might have (i.e. no Time Travellers).
Describe your hero in as detailed and succinct a manner as possible, with regard to the Scope, setting, and Narrator restrictions. It is fine to alter this description during the course of hero creation and over the course of the initial adventure, just keep your Narrator posted.
Origin
Choose a single Origin that best matches your Concept from the list below. Each Origin has a potential benefit that may be applicable to your Hero, if your concept matches specific tropes of that Origin. If you receive a benefit by matching the trope, note any benefits you receive.
An Origin may provide you with a Feature or Advantage. These are not included in the calculation of your Heroes Power Level. To indicate this, place a “*” beside any Feature or Advantage gained as a benefit from your Origin.
• Accident: Your powers come from a seemingly unrepeatable accident or series of events. If the accident caused your hero to have a disability in a manner that cannot be overcome by your powers OR your powers are dependent on circumstances generally outside of your control, then reduce your PL by two.
• Self Made: Your powers were gained through experimentation upon yourself or devices you use. If you are highly motivated to continue experimentation upon your powers you may have Expertise on your own powers and Expertise on powers similar to yours. You may change the nature of your powers. Describe to the Narrator what you are changing about your Super Abilities. The Narrator will tell you how long it will take and what resources are required to succeed. Once you’ve met the requirements, within the Narrative, you will have to Make Canonical to fully utilize the Super Abilities noted in this fashion.
• Meta-Human: Your powers are an innate part of your being that sets you apart from average humanity. If average humanity views you as inhuman and it is difficult to hide your meta-human nature from them, then reduce your PL by one.
• Prodigy: You happen to be a very talented superbly trained human being. Your powers are through extensive training and talent with the mystical, the mind, the sciences, or the physical. If you endeavor to keep the life and relationships of a “regular person” describe that life and take up to two features from the following list. (Secret Identity, Allies, Of Means, Hideout, Vehicles) and take the additional motivation of “Protect the integrity of my mundane life”.
• Gifted By the Ancient: Your powers are a gift to you by powerful beings. If these powerful beings can remove their gifts to you, describe their apparent motivation for empowering you to the Narrator and reduce your PL by one. If these powerful being’s motivations are also diametrically opposed to your Heroes motivations, reduce your PL by an additional one.
• Construct: You are a being constructed, not born. If damage done to you cannot be self-repaired, you may take the Allies or Hideout feature, and reduce your PL by two. The Allies feature represents a knowledgeable organization able to repair you. The Hideout feature provides you a place where automated repairs may take place.
• Unearthly: You are a being from another world, dimension, or mythic time/place. If you are Vulnerable in a way that belies your unearthly nature you may reduce your PL by one. If average humanity views you as inhuman and it is difficult to hide your unearthly nature from them, then you may reduce your PL by one.
• Possessed: You have a being within you that provides your powers and occasionally tries to influence your actions. If you are often vulnerable to influence of this possessing being, describe the being’s apparent motivation to the Narrator and reduce your PL by one. If the possessing being’s motivations are also diametrically opposed to your Heroes Motivation, reduce your PL by an additional one.
Motivation/Foible
Choose a Motivation. A Motivation is what drives your hero to be a heroic. It is described by a title or short phrase. Some example Motivations are:
Avenger, Patriot, Daredevil, Grand Stander, Mercenary, Explorer, Legacy, Exemplary
Optionally, choose a Foible. A Foible is what makes your hero flawed yet relatable. It is described by a title or short phrase. Some example Foibles are:
Naive, Impatient, Stubborn, Ruthless, Soft Hearted, Arrogant, An Addict, Jealous, Short Tempered
Displaying your Motivation and/or Foible through your characters action, over the course of a play session, gives your hero the chance to earn PP.
A hero might have many Motivations and Foibles, but you should only list one of each. Additional Motivations and Foibles, derived from the Hero’s Origin, may also be listed.
A Motivation and Foible may be very similar or the same, but you may still only earn one PP through the By being true to ones-self Meta-Move. You must act on two separate occasions within a Scene to demonstrate a Heroes Motivation and Foible, even if they are similar or the same.
Assign Attributes
Attributes represent the fundamental talents and failings of a Hero. Having a score of zero means a Hero has no talent of note in that area. Having a positive score in an Attribute means you have super-human talent in that area. Having a negative score in an Attribute means an extreme incompetence in that area. When directly comparing Heroes, the Hero with the higher Attribute is considered to be unquestionably superior in that area. Heroes have the following Attributes.
• Prowess: A measure of how a Hero can physically impact through strength & brutality.
• Agility: A measure of how a Hero can physically impact through precision, grace, and speed.
• Stamina: A measure of how a Hero can physically resist, endure, and stand against danger.
• Intelligence: A measure of a Hero’s knowledge, quick thinking, and problem solving
• Willpower: A measure of how a Hero can mentally resist, endure, and stand against danger.
• Charisma: A measure of how a Hero can socially charm, manipulate, impress, and be understood.
• Perception: A measure of how a Hero can discern details, hidden features, and truth.
An Attribute that is used with a Hero’s Power is known as a Key Attribute. A Key Attribute represents how effective a Hero is with that Power. The Key Attribute should reflect the style of the Power, but not necessarily the results. For example if your Power is Super Strength via a Power Suit of your own devising then the Key Attribute might be Intelligence (representing your technological knowledge). If your Super Strength was more natural and innate, perhaps through training or a monstrous nature, then Prowess would likely be a better Key Attribute.
Even if multiple Attributes might fit a Power, each Power may only have one Attribute as their Key Attribute.
• Prowess makes a good Key Attribute if your Power is effective due to your Hero’s athleticism & strength
• Agility makes a good Key Attribute if your Power is effective due to your Hero’s athleticism, speed, and precision
• Stamina makes a good Key Attribute if your Power is effective due to your Hero’s physical endurance or the power is produced biologically from within.
• Intelligence makes a good Key Attribute if your Power is effective due to your Hero’s quick thinking or superior knowledge.
• Willpower makes a good Key Attribute if your Power is effective due to your Hero’s forceful and powerful mind.
• Charisma makes a good Key Attribute if your Power is effective due to your Hero’s impressive social skills or attractiveness.
• Perception makes a good Key Attribute if your Power is effective due to your Hero’s keen observation skills and preciseness
All Attributes start with a score of zero.
You have 3 points that you can distribute among your Attributes in any combination you choose.
You may gain additional points to distribute by taking a negative value in an attribute for each additional point you wish to earn.
Attributes may only have a maximum value of 3 and a minimum value of -3
Consider the Powers section below before assigning your Attributes values. It is best to have your maximum values in your Power’s Key Attributes.
Powers
Powers are abilities that make you heroic compared to the average Joe . A Power most commonly describes super powers, like being able to turn Invisible. A Power may describe abilities that are not supernatural, such as Martial Arts or Master Thievery. A Power may describe technologies that your hero uses, such as a flying car or a belt full of useful gadgets.
For each Power your character has:
Title your Power. The title of your Power should be concise, but descriptive. A Power can be as specific as “Laser Eye Beam” or as general as “Sorcery”.
Provide a succinct Description, noting any pertinent details and Limits of the Power. If an aspect of your Power isn’t detailed it won’t work unless you expend 5 PP or utilize the Panacea Feature. Limits describe circumstances that would negate the full or partial use of the Power. Limits may be used to earn PP. Additional details and Limits can be added to your character sheet during play, by yourself or the Narrator, as long as it does not contradict what was already detailed or The Narrative. A Limit doesn’t have to be detailed on your character sheet to earn you PP. If you find it difficult to keep the details of your Power succinct, fitting the space on a character sheet, only list the defining details and take the Panacea Feature for the remainder.
Choose an Attribute to be the Key Attribute for your Power. A Key Attribute’s score represents how effective a Hero is with that Power. Higher is better.
List each of the following Features that applies to your power. If your power can…
… harm and/or impede a foe, without any continued action from the Hero, list
Continuous Effect: The harm & impede result of an attack that is usually instant in nature will continue to do harm or impede until you fail a Roll, ends as a complication on a Move, or is removed by actions in the Narrative. Continuous harm will be applied each time you Roll.
(i.e. Using a fire attack that sets someone aflame. A magic Glue Gun, able to pin foes in place with a barrage of glue)
… weaken or remove the mental/physical faculties or Powers of a foe, list
Debilitate Mental/Physical/Powers: You may Debilitate instead of doing damage. Roll 1D6, if the result is greater than their Threat value Debilitate the Target. List Debilitate for each area of ability you wish to Debilitate (either Mental, Physical, or Powers).
(i.e. A power that stupifies by showing enemies their worst fears. A power to take other creatures Powers as one’s own. A paralytic venom that doesn’t exist in nature)
… allow you to pass through solid objects and/or have them pass through you list
Insubstantial: You can make yourself insubstantial. While insubstantial you may not be physically harmed or impeded in any mundane manner, nor may you mundanely physically interact with the environment in any fashion. When a Hero would have received an Injury Point, if not for their Insubstantial power, the Hero must expend a Perseverance Point (PP), if one is available. You must also add the Insubstantial feature to any Power you wish to be able to use while being Insubstantial.
(i.e. A body composed of bees. An avenging spirit who exists as a ghost.)
… Harm, Delibitate, or Impede as a reaction to circumstances, list
Reflexive Effect: You Harm/Debilitate/Impede a target when specific conditions are met. The Power must already have the Debilitate Feature to Reflexively Debilitate. Triggering a Reflexive Effect may be considered a Success in Challenges. If you Harm through your actions and reflexively Harm at the same time, it is still only considered one Success in a Challenge.
(i.e. A Power that sheathes a Hero in electricity may shock someone when the hero is touched. Sorcery that creates barriers that teleport enemies away when crossed.)
… allow the Hero to recover from Harm or Debility fast, list
Speedy Recovery: With one minute of rest you lose all IP and may remove one debility. In the heat of battle you may act to remove one IP by taking a moment to recover. This will generally Trigger the Defy Danger Move. Combine this with the Share Feature to heal other Heroes or allow them to heal themselves.
(i.e. Alchemy that magically heals when consumed. A body that naturally regenerates from injury. A time traveler who swaps their body to a body that existed before they were harmed)
… protect you from death itself, list
Immortal: You may add your Key Attribute to any Deus Ex Machina roll.
(i.e. A Vampire turned anti-hero. An Olympian from myth who ascends to Olympus if killed)
…protect you from harm, list
Defensive: Prevents all damage that the Narrator deems your defenses would provide immunity to. When a Hero would have received an Injury Point, if not for their Defensive power, the Hero must expend a Perseverance Point (PP), if one is available.
(i.e. Medieval Armour, Bullet-Proof skin, Mental training resisting Psychic attack)
…be used in numerous ways only limited by imagination, list
Panacea: When utilizing your power in ways not detailed on your character sheet you must expend 1 PP (rather than the usual 5pp), if one is available, per scene. Do not add these aspects of your Power as details on your character sheet.
(i.e. The Power of Sorcery. A utility belt with seemingly limitless gadgets. An elastic man able to shift into different fully functional shapes)
…allow the Hero to act as if unharmed/unfatigued, where others would otherwise be, list
Staying Power: You receive no penalty from IP until the amount of IP is greater than your Power’s Key Attribute.
(i.e. Having a body composed of stone. Someone simply who is ‘action hero’ tough. A powerful mind, able to overcome physical discomfort)
…give its benefits to others, list
Share: You are able to give the benefit of your Power to others without having to Team Up with them. If you share your power with another Player’s Hero, they may utilize the Power as originally detailed, except they Roll with the attribute as listed under the unpowered version of a Move. (i.e. An alchemist who brews potions, imparting magical effects to themselves or others. Any Device that others could use. An ability to transform others into animal shapes)
If the Power operates Below Scope, place an “*” beside it’s name. A power is Below Scope if it cannot conceivably reach the maximum force, distance, area, or sensory limits established by the Scope. For example, a Hero who has the Power to climb walls like they were traversing flat ground in a setting with a Scope of City (Garbage Truck, City) would be Below Scope, as the range of the power is only as fast as their feet can take them and it has no destructive/creative force, and could never travel the length of an entire City in the heat of the moment. While the same Power in a Scope of City (Garbage Truck, One City Block) would not be Below Scope, as it is conceivable that a Hero could sprint (and therefore Super Climb) One City Block.
Advantages
Choose and describe any Advantages that your Hero may have, from the following list:
• Allies: Describes a network of people of influence who will help out in times of need. (I.e. The Police, The Media, A community of academics…etc.). You must take “Allies” for each set of allies you describe.
• Hideout: A personal secret and fortified facility where you can train, research, and recover. With an appropriately sized vehicle, your hideout can be mobile.
• Secret Identity: A Secret Identity (Real or Fake) that is distinct and separate from your super hero persona. Recognized as your “true” identity by most earthly authorities. You may choose a career, trade, or hobby. You are considered to have Expertise to knowledge related to that career, trade, or hobby.
• Quick Change: Through a speedy means, distinct from any powers you may have, you are able put on or remove your heroic costume/persona in the blink of an eye.
• Of Means: You are independently wealthy and may bring to bear your vast resources on a problem. This is never a subtle Move and will often bring the notice of others who have similar resources or those who covet yours. Describe the general nature of your wealth.
• Sidekick: You are considered to be the sidekick of one other Hero. The Team Up Move is treated as Powered, when assisting/disrupting that Hero’s efforts.
• Expert: You are a world class expert in a broad subject area of your choosing, either traditional (I.e. engineering, politics, history… etc) or fantastical (I.e. kaiju, alien dimensions, sorcery… etc). Note your subject area in parenthesis beside the Expert advantage. When making a Knowledge is Power move in the area of your expertise, you gain the bonuses for having related experience on a subject and having a reference. You can take Expert multiple times to be an expert in different subject areas.
Vulnerabilities
Describe any Vulnerabilities, if any, that your Hero has.
Vulnerabilities describe situations and objects that are particularly harmful or inhibiting to your Hero. Detail the situations or objects your Hero is vulnerable to. Whenever a Hero suffers from a vulnerability they earn a PP. If the hero suffers multiple ways they will receive multiple PP.
From the list below choose the specifics of how the heroes suffers from their Vulnerabilities.
• The vulnerability causes the Hero harm (or double the amount of harm, if the object/circumstances are already harmful).
• The vulnerability physically impedes or constrains/dictates the behavior of the Hero in ways that cannot be mitigated.
• An Attribute or Power is Debilitated due to the vulnerability. You can take this multiple times for each Attribute or Power Debilitated.
Vulnerabilities differ from Limits, as they trigger a specific otucome (as listed above). A Limit of a power may also be a Vulnerability. (i.e. A Vampire coud both be kept at bay (Vulnerability) by a crucifix and be unable to hypnotize someone wearing a crucifix))
Power Level (PL)
Tally and record your Power Level. Your Power Level is the total number of Powers + the total number of Features chosen for each Power + 1 per 2 Advantages – any reduction from Origin. A Hero’s minimum PL is zero.
Do not count any Power, Feature, or Advantage with an “*” beside it in the above calculation. Any Power, Feature, or Advantage derived from a Hero’s Origin or is Below Scope will have an “*” beside it to indicate it should not be part of this calculation.