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D20 Superhero! Handbook

D20 Superhero! Handbook

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Chapter 1: Character Creation and Advancement<br />

Creating a superhero is fun and easy. Just following these steps, with guidance from your<br />

GM about what is and is not appropriate in the campaign.<br />

STEP 1: DEVELOP A CONCEPT<br />

What kind of superhero is your character? What is the nature of his powers? How do they work? These<br />

are important questions to decide upfront, because they shape how you will make your character. Make sure you get<br />

the GM’s approval for your concept first.<br />

STEP 2: DETERMINE ABILITY SCORES<br />

Assign scores to your character’s Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.<br />

There are two methods for determining superhero ability scores. Use whichever method your GM specifies.<br />

High-Powered <strong>Superhero</strong>es: Roll 5d6 six times, discarding the two lowest dice each time. Arrange among the six<br />

abilities as desired. The player may reroll all abilities if his ability modifiers don’t total at least +4 or if he doesn’t<br />

have at least one score of 16 or better.<br />

Point Buy: All abilities start at 8. Take a number of points (assigned by the GM) to spread out among all abilities.<br />

For ability scores up to 14, you buy them on a 1-for-1 basis. For ability scores above 14, it costs more. This method<br />

allows for maximum customization.<br />

Table: Ability Score Point Costs<br />

Score Cost Score Cost<br />

9 1 14 6<br />

10 2 15 8<br />

11 3 16 10<br />

12 4 17 13<br />

13 5 18 16<br />

Table: Ability Score Points<br />

Type of Campaign Example Buy Points Allowed<br />

Semi-realistic superheroes X-Men 32 points (e.g., 16/14/14/12/12/10)<br />

Semi-fantasy superheroes Spider-Man 40 points (e.g., 18/16/14/12/10/10)<br />

High fantasy superheroes Superman 48 points (e.g., 18/18/14/12/12/10)<br />

STEP 3: CHOOSE A STARTING CLASS<br />

Choose Mighty, Swift, Vital, Mental, Alert, or Charismatic Hero as your starting class at 1st level. The<br />

class you start out in greatly affects your starting hit points and skill points. Most importantly, your starting class<br />

determines the powers to which you have access initially.<br />

STEP 4: CHOOSE A POWER<br />

Choose one starting power from the five available to your starting class. This power normally starts out at<br />

Rank 1. However, if you choose a limitation for that power (see Chapter 6), it starts out at Rank 2.<br />

STEP 5: DECIDE ON ANY DRAWBACKS<br />

<strong>Superhero</strong>es are not always perfect. Sometimes they have personality failings, real-life conflicts, or serious<br />

problems. These are represented by drawbacks. Your superhero may have up to 3 drawbacks, and you must pick<br />

them during character generation. You cannot add them later, and these problems will always be with your<br />

character through his or her life. Each drawback you choose gives your character one bonus feat (the character still<br />

must meet any prerequisites) from the following list:<br />

4

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