The Advanced Set recognizes three character types:
Once play begins, the type label has no mechanical effect. This page covers generated character creation.
Either choose an origin or roll d% on the table below. If you roll, you must take what comes up — no second thoughts.
| d% | Origin | Examples |
|---|---|---|
| 01–30 | Altered Human | Spider-Man, FF, Hulk, Nick Fury, Doctor Strange |
| 31–60 | Mutant | X-Men, Magneto, Quicksilver, Scarlet Witch |
| 61–90 | Hi-Tech Hero | Iron Man, Captain Britain, Punisher |
| 91–95 | Robot | Machine Man, Vision, Jocasta, Ultron, robotic Deathlok |
| 96–00 | Alien | Atlanteans, Asgardians, Olympians, Eternals, Kree, Skrulls, Shi'ar |
Everyday people accidentally or purposefully exposed to weird radiation, secret formulas, or chose to be instructed in strange and powerful talents.
Homo Superior — abilities the result of mutation rather than incident.
Powers derive from equipment — mystical or technological.
Artificially-created sentient beings — organic constructs, clones, life-module decoys, mystically-powered golems, synthezoids, androids, and robots.
Beings from other planets, dimensions, or unknown races of man — including Homo Mermanus (not Homo Superior), Asgardians, Atlanteans, etc.
Roll d% for each of F/A/S/E/R/I/P, using the column for your origin.
| Rank | Initial # | Col 1 (Mutants / Altered) | Col 2 (Normal) | Col 3 (Hi-Tech) | Col 4 (Robots) | Col 5 (Aliens) |
|---|---|---|---|---|---|---|
| Feeble | 1 | 01-05 | 01-05 | 01-05 | 01-05 | 01-10 |
| Poor | 3 | 06-10 | 06-25 | 06-10 | 06-10 | 11-20 |
| Typical | 5 | 11-20 | 26-75 | 11-40 | 11-15 | 21-30 |
| Good | 8 | 21-40 | 76-95 | 41-80 | 16-40 | 31-40 |
| Excellent | 16 | 41-60 | 96-00 | 81-95 | 41-50 | 41-60 |
| Remarkable | 26 | 61-80 | — | 96-00 | 51-70 | 61-70 |
| Incredible | 36 | 81-96 | — | — | 71-90 | 71-80 |
| Amazing | 46 | 97-00 | — | — | 91-98 | 81-95 |
| Monstrous | 63 | — | — | — | 99-00 | 96-00 |
"Initial #" is the minimum rank number for that rank (used by generated characters). Pregenerated characters in the Marvel Universe have higher rank numbers within each rank because they've been improving over time — Spider-Man has Remarkable Fighting (30), a new Remarkable hero would start at 26.
Used for the one allowed bonus modification per origin (Altered Humans pick one; Hi-Tech raises Reason +2; Mutants raise Endurance +1; Robots roll once). The bonus is rolled on this table:
| d% | Modification |
|---|---|
| 01-15 | Reduce by one rank |
| 16-50 | Remain unchanged |
| 51-70 | Increase by one rank |
| 71-85 | Increase by two ranks |
| 86-95 | Increase by three ranks |
| 96-00 | Increase by four ranks |
Unless noted otherwise, no ability may be modified below Feeble or above Monstrous at character creation.
The player chooses whether the character has a Secret ID. Secret IDs are optional — the Fantastic Four have long survived without them.
Roll d% three times (once each) on the table below. Each row lists Powers/Talents/Contacts in the form X/Y — base number / maximum number.
| d% | Powers | Talents | Contacts |
|---|---|---|---|
| 01-20 | 2/4 | 1/6 | 0/4 |
| 21-60 | 3/4 | 2/5 | 1/4 |
| 61-90 | 4/4 | 3/4 | 2/4 |
| 91-00 | 5/5 | 4/4 | 3/4 |
The number BEFORE the slash = the base number. The number AFTER the slash = the maximum. A character may "purchase" up to the max by reducing starting Resources (see below).
After determining base numbers (and BEFORE choosing specific Powers/Talents/Contacts), a character may purchase additional ones by reducing initial Resources. These reductions are permanent.
For each Power, roll d% on the Ultimate Powers Table to determine which CATEGORY the power falls in, then roll within that category for the specific power. See Powers for the full 461-entry list.
Each chosen power gets a power rank — roll on the Random Ranks Table column appropriate to the origin.
Some powers marked with an asterisk are SPECIAL — they count as TWO Powers from the character's allotment.
Talents may be chosen or rolled from the Ultimate Talents List. Each Talent gives a +1CS bonus on FEAT rolls within its area.
Contacts are chosen narratively — they are people, organizations, or groups the hero has standing relationships with. Each Contact has an associated rank that determines the level of resources/influence available through them.
Fill in the narrative:
Player rolls primary abilities on Column 1:
Health = 16 + 5 + 3 + 8 = 32 · Karma = 16 + 26 + 26 = 68 · Resources Typical(5) · Popularity 20.
Once play begins, Karma is the mechanism by which the character grows. See Karma → Advancement for the full canonical cost table (Ability rank up = 10× current rank number, +400 Cresting; New Power = 3,000 + 40× starting rank number; new Talent 1,000-2,000; etc.).