Generation Hero
Character Creation Guide

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Here is the Character Creation Guide to Generation Hero.  You will need a copy of the Champions 4th. ed book and Golden Age of Champions to get started.  Some knowledge of the GURPS IST history might also help.

How to Create a Golden Age Super Hero in 6 Easy Steps

Step 1-  Think of a Concept
Step 2-  Think of a Character for your Concept
Step 3-  Think of What Powers and Skills you would like your Character to have
Step 4-  Assign points to all of that stuff you picked out from step 3 and figure out what you can keep to make this guy a 250-300 pts. character.
Step 5-  Now you have him at 250-300 pts., now cut him down to 200 pts. so you can play him
Step 6-   Show Finished Character to GM for final analysis
Legal Stuff

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Step 1-  Think of a Concept

One of the hardest things to do for some people is think up a character to play.  Think of what you would like to be able to do as a Super Hero.  It sometimes helps to think of a super hero from a comic book, movie, television show, or else-where that interests you.  Heck, why stop at just one comic book hero, take several and try mixing them up and seeing if there is anything there you would like or the concept of one Comic book hero and changing it to suit your wishes.  Say maybe a Batman with a mystical nature type character or mixing the Flash and the Punisher for some really twisted type character.  Once you have an idea of what you would like to play, move on to the next step.

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Step 2-  Think of a Character for your Concept

Now that you have some ideas of what powers you would like to have, now you have to think up your characters personality and personal history.  Don't think of this guy as just a 2 dimensional cut out, he's got to have some kind of feelings and emotions.  He can't live in a vacuum, think of all the people he comes in contact with, family, friends, co-workers, heck, even people on the street he might come into contact with regularly.  Here are some questions that might help you flesh out your characters and his background.

What is your characters name in secret ID?
Does your character smoke?  This was a popular pastime in the 40's although everybody didn't indulge in it.
Where did he come from?
How old is he?
What does he look like?
How did he get super powers?
How is he dealing with these strange new super powers?
Why is he a super hero?
Why would he join the military if the US suddenly went to war?
Where does your character work?
Does he drive a car?
Does your character have parents?
Where does he live, does he still live with his parents?
Does he have brothers and sisters?  How many?
Does your character have any friends?  How many and what do they do?

Once you have answered these questions (and sent me a copy of your answers)  then you have enough to go to the next step.

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Step 3-  Think of What Powers, Skills, and Disadvantages you would like your Character to have

This is the fun part, now that you have all of the theoretical stuff behind you, you can now go through the champions book and pick out what skills, perks, abilities, powers, disadvantages, etc. you wish you could have.  You might to want to write this down on a pad of paper as a list so you can go through it later and mark off the stuff you can't afford or won't need until later.  Don't worry about having to many, once you figure out how many points you are going to be putting into these things you'll eventually figure out which ones are most important to you.

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Step 4-  Assign points to all of that stuff you picked out from step 3 and figure out what you can keep to make this guy a 250-300 pts. character.

Assign points to all of that stuff you picked out from step 3 and figure out what you can keep to make this guy a 250-300 pts. character.  This should narrow your list just a little, especially once you've put points on all your characteristics and stuff.
 
 

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Step 5-  Now you have him at 250-300 pts., now cut him down to 200 pts. so you can play him

Step 4 was to get your character down to a level that your character might be at after adventuring and hardship.  250 to 300 pts is a lot of mileage for a character to pick up in a campaign so you kind of have an idea of where you would like your character's development to go.  Step 5 is where you determine where your character will start.  You'll have to do a lot of cutting to make him fit under 200 pts. and should only keep what powers, skill, abilities will define the main points of your characters concept.  You're mantra through this entire ordeal should be "I'll pick it up later, I'll pick it up later, I'll pick it up later".

Doing this will give you an idea of how you would like your character to progress.  It's kind of like setting a goal to get to that 300 pt. character some day.

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Step 6-  Show Finished Character to GM for final analysis

Once you have your character fleshed out and you have you're brand new character sheet in hand with completed 200 pt. character neatly point balanced, give him to the evil clutches of the Mad GM from HELL ( a week before game play).  I will then go through and tell you all of your character's deficiencies and inadequacies and change him completely to fit into "MY CAMPAIGN".

Actually, if given enough time I'll go through the character and figure out if he fits or not.  I might even let you play him in an adventure or two to see how he works out.  After that I tell you where to make changes to bring him into the current power level of the other characters.  By then you should be pretty much done with the creation process.

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Legal Stuff
The GURPS IST material is the sole property of Robert M. Schroeck , Steve Jackson Games.  The Golden Age Champions stuff is the sole property of Hero Games and Chris Cloutier.  Any R. Talsorian Games Fiendish Agents of Falkenberg stuff that may have crept in here belongs to them.  If you see any Ben Dunn material lying around please remember that he owns is, not anybody else.  Any material belonging to the previously mentioned parties belongs to those people and will be removed from the internet if they ever request it.

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