The Classic Marvel Super Heroes RPG utilized a random character generation system as its core method of creating characters. While random character generation is a time-honored and popular method of generating characters in TTRPGs that, it can lead to some bizarre characters. In this article, I hope to provide some hints and tips for making the most of wild random results.
While other methods of character generation were proposed, such as modelling and and the point build system in Polyhedron Magazine, issue #72, random generation was the primary method and one that was most often used, in my experience. There is something enjoyable about discovering who and what your character is through a series of random rolls. Sometimes these are completely random with little or no choices to be made along the way and sometimes they are more guided, with each roll leading to another. MSHRPG's method is very much the latter, with each roll determining a chart or column that you will roll on for the next part of your character.
Early versions of this method found in the original boxed set and then the Player's Book of the advanced set, kept these options pretty tightly confined, but as the game grew and supplements such as the Ultimate Powers book were released, the random options, while still guided through charts and tables, became much more sprawling, complex and often convoluted. This made for a seemingly endless number of combinations and options but the results could often be very strange and hard to reconcile, especially for newer players. Usually, the powers and origins generated are perfectly fine and can be meshed together with little problem, however it was quite possible to end up rolling something wild like a plant/robot or a character with fish communication and fire powers. It is these strange cases which I seek to address.
1. Substitution
2. Interpretation
The more complicated way to do this is also the more interesting way. Instead of changing out oddball powers, a creative GM and player can choose, instead, to spend some time getting creative with how to interpret powers to bring them into a usable consistency. This may require some mental gymnastics but comics have proven that no combination of powers is truly impossible. Mixing magic and science are well-established in comics, often in some interesting combinations. In addition to powers, sometimes origins can seem a bit disjointed with players having to reconcile how they might be a mutant robot or an alien deity, etc.
In these cases I find it is best for a GM to really listen to the creative vibes that the player brings to the discussion, keeping an open mind and listening from a position of wanting to make it work. Marvel comics has given us alien mutants whose mutation is the ability to feel compassion or a mutant character whose powers allow him to speak with and channel the dead. Classic characters, such as Scarlet Witch, blended magic and mutant abilities and we have seen magical robots like the Asgardian Destroyer or alien, psychic, cyborgs like ROM and the Space Knights. Anything can be done if you simply apply some creativity. Now, I realize that not everyone is as well-versed in comics tropes and lore and so that may not be such an easy undertaking, so allow me to give you some tips on how you might accomplish this.
One great method for making these disjointed powers work together is to recontextualize them. Consider changing their nature or the exact effect and how that produces the final power. Control powers can always be reframed based on the type of energy they are using. In addition the source of the manipulation can change to accommodate the theme of the character. A classic version of this is the force field or elemental control powers. Force fields can be expressed in any number of ways. While one character might generate an energy field of force from a technological device, another might simply generate telekinetic force with the power of their mind, while at the same time another, insect themed character, might create a wall of insects that provides some defense in a similar manner. Elemental control characters might use technology, a magic item or the power of their mind e.g. pyrokinesis.
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