Character Creation

See also Character Archetypes
See also Character Power Sources
See also Character Races
See also Character Creation, Beginning Questions
See also Character Creation, Skills
See also Character Creation, Powers
See also Character Creation, Advantages
See also Character Creation, Limitations
See also Character Creation, Complications and Reverse Powers

Who are you playing?

You are playing a character who has a vested interest in the Frankenstein crisis. Either the presence of zombie robots is threatening you, your livelihood, or your belief in a better society. Or maybe you think that the zombie robots are a good sign of everything you fear from artificial intelligence. The major factor to all of this is that the characters are not just random people walking around the Prometheus system—they should have common goals related to what they’re hoping to do and how they interact with the Frankensteins.

Moreover, you are playing powerful characters—not normal people. Most normal people living in the utopia of Prometheus are indolent and soft. They are absolutely incapable of the kind of fight that’s happening around them, and if they find themselves without their robotic safety net, they don’t always bounce back. Your characters, for whatever reason, are part of the act of the drama surrounding the Frankenstein crisis. They resist it, they run from it, they help others resist it, they survive it, etc..

Basic Rules of character compilation

  • Only one character in any group can be constructed without beginning from an archetype. The archetypes guarantee that the character is embedded in the campaign’s genre.
  • The same is true for the character’s power source. Characters should be aligned with the campaign. Yes, they are super heroes, but X-Men should have mutant powers, and characters in Frankenstein Crisis should have powers stemming from technology or their alien background.
  • All characters start with basic stuff for free based on their race. Including their starting languages (not everybody starts off speaking Promethean).
  • Robot characters have a few extra concerns than other characters.
  • Characters are rated based on their Offensive, Defensive, Non-combat, Combat effectiveness, Skills, and Characteristics. Player Characters are Very Good in one category, Good in another, Average in two, and Poor in two.

Standard Active Points and Categories

Category Max. Pts. Matching Comps Example Categories
Solo Supervillain 400 150 Magneto 1 Very Good, 3 Good, 1 Average, 1 Poor
Solo Villain 375 125 Darth Vader 1 Very Good, 3 Good, 1 Average, 1 Poor
True Superhero 350 125 Spiderman 1 Very Good, 2 Good, 2 Average, 1 Poor
Matching Supervillain 325 125 Green Goblin 1 Very Good, 2 Good, 2 Average, 1 Poor
High End Hero 325 125 Daredevil 1 Very Good, 1 Good, 2 Average, 2 Poor
Worthy Adversary 300 125 Bullseye 1 Very Good, 1 Good, 2 Average, 2 Poor
Special Agent 275 100 Heavy Weapons Stormtrooper 1 Very Good, 2 Average, 1 Poor, 1 Very Poor
Well trained agents 250 100 Agents of Shield 1 Good, 2 Average, 2 Poor, 1 Very Poor
Military Agent 225 75 Marine Sergeant 1 Good, 2 Average, 2 Poor, 1 Very Poor
Paramilitary (police) agent 200 75 Police Officer 1 Good, 2 Average, 2 Poor, 1 Very Poor

Each character’s abilities can be divided into 6 catgories:

  • Offensive: DCs. This includes mental powers. The DC count includes maneuvers (including move through and haymaker)
  • Defensive: points invested in defensive powers including PD and ED, basically anything with pips.
  • Non-combat: points devoted to non-combat capabilities. These include senses.
  • Combat Effectiveness: Powers that help you hit or get missed.
  • Skills: expertise outside of powers
  • Characteristics: sort of self explanatory. Doesn’t take into account strength.

Each character can be Very good in one of these categories, good in another category, poor in two categories, and average in two categories

Agent level characters are good in one category, average in two categories, Poor in two categories, and Very Poor in 1 category.

Maximum Points indicates a campaign cap. Nothing goes beyond it.

  • Offensive: Total DCs that the character can do, including maneuvers (including Move Through, Move By, and Haymaker) with their best attack (without pushing). DCs that cannot be done in combat count against the Non-Combat category instead. Remember, this is DC, not Active Points. The following advantages affect DC: Area Of Effect, Armor Piercing, AVAD, Autofire, Boostable Charges, Constant, Cumulative, Damage Over Time, Does BODY, Does Knockback, Double Knockback, Increased STUN Multiplier, MegaScale in some instances, Penetrating, Sticky, Time Limit, Transdimensional, Trigger, Uncontrolled, Usable As Attack, Variable Advantage, and Variable Special Effects. Thus, advantages like Indirect or Reduced Endurance do not count against this total.
Very Good Good Average Poor Very Poor Maximum
18 16 14 12 10 20

Powers that Count as Offensive

  • Defensive: Active Points across all defensive powers with pips
Very Good Good Average Poor Very Poor Maximum
150 135 120 100 80 90 points in any one

Powers that Count as Defensive

  • Non-Combat: Active Points in highest non-combat power and real across all non-combat powers added (including senses)
Very Good Good Average Poor Very Poor Maximum
80 60 30 15 0 100

Powers that Count as Non-Combat

  • Combat Effectiveness: total active spent between OCV, DCV, OMCV, DMCV, and any powers that help hit or help to keep you from being hit (including things like invisibility, darkness, reflection, and combat skill levels).
Very Good Good Average Poor Very Poor Maximum
138 118 98 78 63 24 CV

Powers that Count as Combat Effectiveness

  • Skills: Highest possible success from all skills, including levels
Very Good Good Average Poor Very Poor Maximum
7 5 3 2 1 19 or less

Powers that Count as Skills

  • Characteristics: Highest points added to any ability, not counting strength, OCV, DCV, MOCV, MDCV, PD, and ED (including points attributed to skill levels for that characteristic).
Very Good Good Average Poor Very Poor Maximum
70 60 50 40 30 90

Powers that Count as Characteristics


  • Movement powers are counted against offensive capabilities, or against Non-Combat if Move Through is impossible or unlikely (Tunneling and Teleport).
  • Some powers may lie outside this framework. For instance, Life Support.
  • Power pools: Count as non-combat powers. The total active for reserve and control is based on that number. Control cannot exceed 50 points with a campaign cap at 60.
  • Multipowers: reserve is contingent upon the power criteria above.

Character Points

Hero level characters are built on 325 points with 125 points worth of complications.
Experienced Agents are built around 250-275 points with 125-150 points worth of complications.
Regular people are built around 150-225 points with 25-100 points worth of complications.

Character Creation

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