Advanced SetTSR 6871 · 1986

Character Generation

Players + Judges Books + Ultimate Powers Book (TSR6876)

Three Types of Character

The Advanced Set recognizes three character types:

Once play begins, the type label has no mechanical effect. This page covers generated character creation.

Step 1: Determine Origin

Either choose an origin or roll d% on the table below. If you roll, you must take what comes up — no second thoughts.

d%OriginExamples
01–30Altered HumanSpider-Man, FF, Hulk, Nick Fury, Doctor Strange
31–60MutantX-Men, Magneto, Quicksilver, Scarlet Witch
61–90Hi-Tech HeroIron Man, Captain Britain, Punisher
91–95RobotMachine Man, Vision, Jocasta, Ultron, robotic Deathlok
96–00AlienAtlanteans, Asgardians, Olympians, Eternals, Kree, Skrulls, Shi'ar

Per-Origin Rules

Altered Humans

Everyday people accidentally or purposefully exposed to weird radiation, secret formulas, or chose to be instructed in strange and powerful talents.

Mutants

Homo Superior — abilities the result of mutation rather than incident.

High-Tech Heroes

Powers derive from equipment — mystical or technological.

Robots

Artificially-created sentient beings — organic constructs, clones, life-module decoys, mystically-powered golems, synthezoids, androids, and robots.

Aliens

Beings from other planets, dimensions, or unknown races of man — including Homo Mermanus (not Homo Superior), Asgardians, Atlanteans, etc.

Step 2: Generate Primary Abilities (Random Ranks Table)

Roll d% for each of F/A/S/E/R/I/P, using the column for your origin.

RankInitial #Col 1 (Mutants / Altered)Col 2 (Normal)Col 3 (Hi-Tech)Col 4 (Robots)Col 5 (Aliens)
Feeble101-0501-0501-0501-0501-10
Poor306-1006-2506-1006-1011-20
Typical511-2026-7511-4011-1521-30
Good821-4076-9541-8016-4031-40
Excellent1641-6096-0081-9541-5041-60
Remarkable2661-8096-0051-7061-70
Incredible3681-9671-9071-80
Amazing4697-0091-9881-95
Monstrous6399-0096-00

"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.

Ability Modifier Table (Applied After Origin Roll)

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
01-15Reduce by one rank
16-50Remain unchanged
51-70Increase by one rank
71-85Increase by two ranks
86-95Increase by three ranks
96-00Increase by four ranks

Unless noted otherwise, no ability may be modified below Feeble or above Monstrous at character creation.

Step 3: Generate Secondary Abilities

Secret IDs

The player chooses whether the character has a Secret ID. Secret IDs are optional — the Fantastic Four have long survived without them.

Step 4: Generate Powers, Talents, Contacts

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%PowersTalentsContacts
01-202/41/60/4
21-603/42/51/4
61-904/43/42/4
91-005/54/43/4

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).

Buying Up Powers, Talents, Contacts (Resource Trade)

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.

Step 5: Choose Specific Powers (Roll on Ultimate Powers Table)

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.

Step 6: Choose Talents & Contacts

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.

Step 7: Personal Details

Fill in the narrative:

Example: Altered Human Generation (from the Players Book)

Player rolls primary abilities on Column 1:

Health = 16 + 5 + 3 + 8 = 32 · Karma = 16 + 26 + 26 = 68 · Resources Typical(5) · Popularity 20.

Advancement

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.).