Normal Human Hero Generation

Punisher, Shang-Chi, Silver Sable, and the original Union Jack are all examples of normal-human heroes.

-Normal humans add one rank to any three primary abilities (or three ranks to any one, or two ranks to one and one rank to another ability), provided their abilities do not exceed maximum human limits.

-Normal humans automatically gain three additional talents (these do not count toward the maximum rolled on the Secondary Abilities table below).

-Normal humans gain one additional contact. Again, this does not count against the number of initial contacts rolled on Secondary Abilities table.

-Normal humans have no innate powers; any powers rolled must be incorporated into their equipment and have a maximum rank of Incredible for whatever power effect they have.

Abilities

As we've altered the Origins, we also have to adjust the numbers for the Generating Primary Abilities table on page 6 and the Generating Secondary Abilities table on page 7 of the Player's Book to allow for the greater levels of ability that compensate for the lack of powers. Remember to roll for powers (equipment), talents, and contacts separately on the Secondary Abilities table. The Secondary Abilities table below is for Normal-human heroes only.

Power Generation

The number before the slash is the number of powers the hero currently possesses, and the number after the slash is the maximum number possible for the hero. Remember most vigilante heroes are nonpowered personally, and hence, all power slots represent specialized equipment. Just about any power in the MARVEL UNIVERSE has been artificially duplicated by some scientist or other. Even the rare mental powers have been recently created by Spider-Man (Emotion-control gun used against carnage and crew) and the Black Knight (psi-screen armor that protects vs. mental and psionic attacks). Determine powers as you normally would in your campaign. Power ranks are rolled on the Random Ranks table above.

Talent Generation

The character's number of initial talents are rolled on the new Secondary Abilities table. The number before the slash is the initial number the hero possesses, while the second number is the maximum potential number of talents; this maximum can be exceeded only by bonus talents from the character's Origin. Determine talents as vou would normally. Talent ranks are rolled on Column 1 of the Generating Primary Abilities table in the Player's Book. If the player rolls less than the corresponding Primary ability, the hero gains the talent with the ability's standard rank number i.e., Good (10), not Good (8).

Contact Generation

Each hero gets a number of initial contacts as rolled on the new Secondary Abilities table. Normal-human heroes get an additional contact due to their origin.

A hero does not have to establish all his contacts at the start of the campaign-the others can appear as need be or as the result of role-playing. For each established contact, the hero must provide a name. Characters with secret IDs can assign contacts to his heroic ID, his secret ID, or both. The secret ID has less risk to the hero, because if your contacts don't know you are a superhero, you cannot be called upon by them to perform heroic acts.


Example character
Now that we've got the mechanics in place, let's try them out and create a new heroine for the MARVEL UNIVERSE.

Origin & Abilities
I've already determined that the character's origin is a Normal-human hero. Therefore, using the new table, I generate the following ability scores:

Roll Ability Initial Rank & Number
97 Fighting Incredible (36)
22 Agility Typical (5)/Excellent (16)
64 Strength Good (8)
53 Endurance Good (8)/Excellent (16)
76 Reason Excellent (16)
88 Intuition Remarkable (26)
32 Psyche Typical (6)

Our new character's Health is 76 (total of Fighting, Agility, Strength, and Endurance), and her Karma is 48 (total of Reason, Intuition, and Psyche).

Normal-human ranks table (Column 6)

Rank Initial Rank Normal Human Human Max. (If result exceeds max., reroll.)
Feeble 1 01-05 -
Poor 3 06-15 -
Typical 5 16-50 -
Good 8 51-75 -
Excellent 16 76-85 Max. human Strengtb
Remarkable 26 86-95 Max. Endurance
Incredible 36 96-00 Max. Agility
Amazing 46 - Max. Fighting, Reason,Intuition
Monstrous 63 - -

Normal-human Secondary abilities table

D1OO Powers Talents Contacts
01-10 0,1 3/6 2/4
11-35 0/2 4/6 2/5
36-65 1/2 3/5 3/4
66-85 1/3 4/5 3/5
86-95 2/3 2/4 4/4
96-00 3/3 3/8 4/5

Powers, Talents, & Contacts

I roll three times on the Secondary Abilities table. A 30 for powers grants her no powers, but leaves the potential for two (of technological origin) later. A 38 for her talents gives her three talents as well as the three from her Origin for a total of six. She has two more talents pending, to be gained through game play Finally, a 59 on the contacts column allows her three contacts in addition to the one from her Origin gives her four contacts right now.

She has no powers now, so I don't need to worry about them yet.

Before choosing her talents, I need to think about her background. I think I'll give this heroine an espionage background, so I'll give her the following talents: Detective/ Espionage, Law enforcement, Martial arts A and C, Guns, and First aid.

In keeping with her background, three of her contacts will be with the FBI, her college criminology professor, and SHIELD. This leaves one contact left to be determined through role-playing.

Background
I've decided this is a female hero with no secret identity. Given the good physical and mental abilities, the character's a fighter and a scholar-I choose to make her a young college graduate and neophyte SHIELD agent.

The rest of her origin, including her motivation and codename, are up to each Judge and whatever she wishes to do with the character. We've quickly generated a character on par the Black Widow.


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