Random Super Agents Generation for Classic Marvel RPG
My SHIELD character generation rules:
1. Characters are Normal Humans.
9. Roll for number of siblings. (Optional)
01-20: Only child
21-60: One sibling
61-80: Two siblings
81-95: Three siblings
96-00: Four or more siblings
10. Roll for height. (Optional)
01-10: Short (roll on Short table below)
11-30: Below Average (Male: 5'9", Female: 5'4")
31-50: Average (Male: 5'10", Female: 5'5")
51-70: Above Average (Male: 5'11", Female: 5'6")
71-90: Tall (Male: 6', Female: 5'7")
91-00: Very Tall (roll on Tall table below)
Short table
01-10: Male: 5'2", Female: 4'9"
11-20: Male: 5'3", Female: 4'10"
21-30: Male: 5'4", Female: 4'11"
31-40: Male: 5'5", Female: 5'
41-60: Male: 5'6", Female: 5'1"
61-80: Male: 5'7", Female: 5'2"
81-00: Male: 5'8", Female: 5'3"
Tall table
01-30: Male: 6'1", Female: 5'8"
31-60: Male: 6'2", Female: 5'9"
61-80: Male: 6'3", Female: 5'10"
81-90: Male: 6'4", Female: 5'11"
91-00: Male: 6'5", Female: 6'
11. Roll for weight. (Optional)
01-03: Male: 125lbs, Female: 100lbs
04-09: Male: 132lbs, Female: 107lbs
10-17: Male: 139lbs, Female: 114lbs
18-28: Male: 146lbs, Female: 121lbs
29-42: Male: 153lbs, Female: 128lbs
43-58: Male: 160lbs, Female: 135lbs
59-72: Male: 170lbs, Female: 145lbs
73-83: Male: 180lbs, Female: 155lbs
84-91: Male: 190lbs, Female: 165lbs
92-97: Male: 200lbs, Female: 175lbs
98-00: Male: 210lbs, Female: 185lbs
ABILITIES
Fighting:
01-06 TY (6) *
07-63 GD (10) - Typical SHIELD Agent
64-78 EX (20)
79-93 RM (30)
94-00 IN (40) *
Agility:
01-15 TY (6) - Typical SHIELD Agent
16-70 GD (10)
71-85 EX (20)
86-99 RM (30)
00 IN (40) *
Strength:
01-70 TY (6) - Typical SHIELD Agent
71-97 GD (10)
98-00 EX (20) *
Endurance:
01-04 TY (6) *
05-47 GD (10) - Typical SHIELD Agent
48-86 EX (20)
87-00 RM (30)
Reason:
01-15 TY (6) - Typical SHIELD Agent
16-46 GD (10)
47-85 EX (20)
86-00 RM (30)
Intuition:
01-15 TY (6) - Typical SHIELD Agent
16-54 GD (10)
55-93 EX (20)
94-99 RM (30)
00 IN (40) *
Psyche:
01-08 TY (6) - Typical SHIELD Agent
09-48 GD (10)
49-71 EX (20)
72-86 RM (30)
87-93 IN (40)
94-00 AM (50) *
Resources: Set by GM based on setting.
Contacts:
01-35 3
36-85 4
86-00 5
Talents:
Add character's Health and Karma together.
75 and under : 7 talent slots
76-140: 6 talent slots
141-250: 5 talent slots
Asterisked ability scores:
TY Fighting and Endurance gives +1 talent slots for each
IN Fighting, Agility, Intuition, EX Strength, AM Psyche gives -1 talent slots for each, down to a minimum of 4 talent slots
First four talents selected must be Detective/Espionage, First Aid, Military and one Guns talent (now specialized, see next section for Guns talent).
Marksman can be selected instead of Guns, but it costs 2 additional talent slots.
Guns (can be selected up to three times, each for a different specialization)
01-40 Pistols
41-80 Rifles
81-00 Heavy Weapons
Additional talents selected below in this new Talents Chart (refer to Ultimate Talents List)
Other II
01-11 Any existing Talent chosen by the Player
12-22 Attractive
23-33 Cartography
34-44 Driver
45-55 Languages
56-66 New Talent devised by Player
67-77 Oratory
78-88 Seduction
89-00 Video Games
Other III
01 Ancient Languages *
02-05 Appraising
06-09 Area Knowledge (specified location, no larger than a city)
10-14 Bluff/Con
15 Bolas
16-19 Climbing
20-22 Clue Analysis
23-24 Counterfeit Recognition
25-27 Cryptology
28-29 Bullwhip
30-32 Diplomacy
33 Double Life *
34-35 Electronic Counter-Measures
36-38 Etiquette
39-40 Fencing
41-43 Forgery
44-47 Gambling
48 Garrote
49-50 Gunsmith
51-53 Hang Gliding/Skydiving
54-55 Horsemanship
56-57 ID Database Systems
58-59 Interpret Photo and Video
60-61 Lasso and Roping
62-64 Lockpicking/Safecracking
65 Mech Suit Engineering *
66-67 Mech Suit Operation
68 Mech Suit Repair
69-72 Military Background
73-74 Mountaineering
75 Quick Draw *
76-78 Persuasion
79 Photographic Memory *
80-81 Poisons
82-84 Research
85-86 Sharp Eye
87-90 Sports (specified sport)
91-92 Subterranean Vehicles
93-94 Tactics and Strategies
95-96 Trapping (includes spotting and disarming traps)
97-98 Underwater Apparatus
99-00 Underwater Combat
And last, but not least...
A Random Name Generator.
1. Characters are Normal Humans.
Roll once to see if they are genetically altered or modified, with 15% chance.
Roll once to see if they have any psionic abilities, with 10% chance.
Roll once to see if they have any magical ability, with 5% chance.
2. Roll for race. (Optional)
01-05: Amer-Indian
06-10: Asian
11-30: African-American
31-80: Caucasian
81-00: Hispanic
06-10: Asian
11-30: African-American
31-80: Caucasian
81-00: Hispanic
3. Roll for gender. (Optional)
01-50: Male
51-00: Female
4. Roll for sexual preference. (Optional)
01-80: Heterosexual
81-90: Bisexual
91-00: Homosexual
5. Roll for age. (Optional)
2d10 +20
6. Roll for max age. This is the age the character will die of natural causes, providing they survive that long.
01-10: 1D10+50
11-25: 1D10+60
26-60: 1D10+70
61-90: 1D10+80
91-99: 1D10+90
00: 1d10+100
7. Roll for marital status. (Optional)
01-20: Divorced
21-35: Married/Partnered with no children
36-65: Single
66-76: Married/Partnered with children (go to 8)
77-85: Single with children (go to 8)
86-92: Seperated
93-00: Widowed (50% chance of children)
8. Roll for number of children. Skip if no children. (Optional)
01-60: One child
61-85: Two children
86-95: Three children
96-00: Four children
9. Roll for number of siblings. (Optional)
01-20: Only child
21-60: One sibling
61-80: Two siblings
81-95: Three siblings
96-00: Four or more siblings
10. Roll for height. (Optional)
01-10: Short (roll on Short table below)
11-30: Below Average (Male: 5'9", Female: 5'4")
31-50: Average (Male: 5'10", Female: 5'5")
51-70: Above Average (Male: 5'11", Female: 5'6")
71-90: Tall (Male: 6', Female: 5'7")
91-00: Very Tall (roll on Tall table below)
Short table
01-10: Male: 5'2", Female: 4'9"
11-20: Male: 5'3", Female: 4'10"
21-30: Male: 5'4", Female: 4'11"
31-40: Male: 5'5", Female: 5'
41-60: Male: 5'6", Female: 5'1"
61-80: Male: 5'7", Female: 5'2"
81-00: Male: 5'8", Female: 5'3"
Tall table
01-30: Male: 6'1", Female: 5'8"
31-60: Male: 6'2", Female: 5'9"
61-80: Male: 6'3", Female: 5'10"
81-90: Male: 6'4", Female: 5'11"
91-00: Male: 6'5", Female: 6'
11. Roll for weight. (Optional)
01-03: Male: 125lbs, Female: 100lbs
04-09: Male: 132lbs, Female: 107lbs
10-17: Male: 139lbs, Female: 114lbs
18-28: Male: 146lbs, Female: 121lbs
29-42: Male: 153lbs, Female: 128lbs
43-58: Male: 160lbs, Female: 135lbs
59-72: Male: 170lbs, Female: 145lbs
73-83: Male: 180lbs, Female: 155lbs
84-91: Male: 190lbs, Female: 165lbs
92-97: Male: 200lbs, Female: 175lbs
98-00: Male: 210lbs, Female: 185lbs
ABILITIES
Asterisked ranks effect talent slots, see below.
01-06 TY (6) *
07-63 GD (10) - Typical SHIELD Agent
64-78 EX (20)
79-93 RM (30)
94-00 IN (40) *
Agility:
01-15 TY (6) - Typical SHIELD Agent
16-70 GD (10)
71-85 EX (20)
86-99 RM (30)
00 IN (40) *
Strength:
01-70 TY (6) - Typical SHIELD Agent
71-97 GD (10)
98-00 EX (20) *
Endurance:
01-04 TY (6) *
05-47 GD (10) - Typical SHIELD Agent
48-86 EX (20)
87-00 RM (30)
Reason:
01-15 TY (6) - Typical SHIELD Agent
16-46 GD (10)
47-85 EX (20)
86-00 RM (30)
Intuition:
01-15 TY (6) - Typical SHIELD Agent
16-54 GD (10)
55-93 EX (20)
94-99 RM (30)
00 IN (40) *
Psyche:
01-08 TY (6) - Typical SHIELD Agent
09-48 GD (10)
49-71 EX (20)
72-86 RM (30)
87-93 IN (40)
94-00 AM (50) *
Resources: Set by GM based on setting.
Contacts:
01-35 3
36-85 4
86-00 5
Talents:
Add character's Health and Karma together.
75 and under : 7 talent slots
76-140: 6 talent slots
141-250: 5 talent slots
Asterisked ability scores:
TY Fighting and Endurance gives +1 talent slots for each
IN Fighting, Agility, Intuition, EX Strength, AM Psyche gives -1 talent slots for each, down to a minimum of 4 talent slots
First four talents selected must be Detective/Espionage, First Aid, Military and one Guns talent (now specialized, see next section for Guns talent).
Marksman can be selected instead of Guns, but it costs 2 additional talent slots.
Guns (can be selected up to three times, each for a different specialization)
01-40 Pistols
41-80 Rifles
81-00 Heavy Weapons
Additional talents selected below in this new Talents Chart (refer to Ultimate Talents List)
01-05 Alternative Sciences
06-10 Astronomy
11-15 Biology
16-20 Chemistry
21-26 Crime and Law
27-31 Cognitive Sciences and Humanities
32-36 Computer Sciences
37-41 Earth Sciences
42-46 Engineering
47-52 Espionage
53-60 Fighting Skills
61-65 Medicine
66-68 Mystic and Mental Skills
69-73 Other
74-78 Other II (see below)
79-83 Other III (see below)
84-88 Physics
89-93 Piloting Skills
94-00 Weapons Skills
Changes to existing talents-
Guns (01-40 Pistols, 41-80 Rifles, 81-00 Heavy Weapons)
Marksman (counts as three talents instead of two)
Performer (01-15 Actor, 16-30 Musician, 31-45 Painter, 46-60 Photograher, 61-70 Sculptor, 71-85 Singer, 86-00 Writer)
Sharp Weapons (includes all but Fencing, now a separate talent in Other III)
Survival (01-20 Arctic, 21-40 Desert, 41-60 Forest, 61-80 Jungle, 81-00 Swamp)
Weapons Master (counts as three talents instead of two)
Also... some talents listed in the Ultimate Talents List would probably count as two, per GM discretion.
06-10 Astronomy
11-15 Biology
16-20 Chemistry
21-26 Crime and Law
27-31 Cognitive Sciences and Humanities
32-36 Computer Sciences
37-41 Earth Sciences
42-46 Engineering
47-52 Espionage
53-60 Fighting Skills
61-65 Medicine
66-68 Mystic and Mental Skills
69-73 Other
74-78 Other II (see below)
79-83 Other III (see below)
84-88 Physics
89-93 Piloting Skills
94-00 Weapons Skills
Changes to existing talents-
Guns (01-40 Pistols, 41-80 Rifles, 81-00 Heavy Weapons)
Marksman (counts as three talents instead of two)
Performer (01-15 Actor, 16-30 Musician, 31-45 Painter, 46-60 Photograher, 61-70 Sculptor, 71-85 Singer, 86-00 Writer)
Sharp Weapons (includes all but Fencing, now a separate talent in Other III)
Survival (01-20 Arctic, 21-40 Desert, 41-60 Forest, 61-80 Jungle, 81-00 Swamp)
Weapons Master (counts as three talents instead of two)
Also... some talents listed in the Ultimate Talents List would probably count as two, per GM discretion.
Other II
01-11 Any existing Talent chosen by the Player
12-22 Attractive
23-33 Cartography
34-44 Driver
45-55 Languages
56-66 New Talent devised by Player
67-77 Oratory
78-88 Seduction
89-00 Video Games
Other III
01 Ancient Languages *
02-05 Appraising
06-09 Area Knowledge (specified location, no larger than a city)
10-14 Bluff/Con
15 Bolas
16-19 Climbing
20-22 Clue Analysis
23-24 Counterfeit Recognition
25-27 Cryptology
28-29 Bullwhip
30-32 Diplomacy
33 Double Life *
34-35 Electronic Counter-Measures
36-38 Etiquette
39-40 Fencing
41-43 Forgery
44-47 Gambling
48 Garrote
49-50 Gunsmith
51-53 Hang Gliding/Skydiving
54-55 Horsemanship
56-57 ID Database Systems
58-59 Interpret Photo and Video
60-61 Lasso and Roping
62-64 Lockpicking/Safecracking
65 Mech Suit Engineering *
66-67 Mech Suit Operation
68 Mech Suit Repair
69-72 Military Background
73-74 Mountaineering
75 Quick Draw *
76-78 Persuasion
79 Photographic Memory *
80-81 Poisons
82-84 Research
85-86 Sharp Eye
87-90 Sports (specified sport)
91-92 Subterranean Vehicles
93-94 Tactics and Strategies
95-96 Trapping (includes spotting and disarming traps)
97-98 Underwater Apparatus
99-00 Underwater Combat
And last, but not least...
A Random Name Generator.
Bonus: Typical NPC Agent generation
Fighting: GD (10)
Agility:
01-50 TY (6)
51-00 GD (10)
Strength: TY (6)
Endurance:
01-50 GD (10)
51-00 EX (20)
Reason:
01-34 TY (6)
35-67 GD (10)
68-00 EX (20)
Intuition:
01-34 TY (6)
35-67 GD (10)
68-00 EX (20)
Psyche:
01-50 TY (6)
51-00 GD (10)
Talents: Detective/Espionage, First Aid, Military and Guns (randomly select specialization above), with a 10% chance of having Marksman instead of Guns.
Fighting: GD (10)
Agility:
01-50 TY (6)
51-00 GD (10)
Strength: TY (6)
Endurance:
01-50 GD (10)
51-00 EX (20)
Reason:
01-34 TY (6)
35-67 GD (10)
68-00 EX (20)
Intuition:
01-34 TY (6)
35-67 GD (10)
68-00 EX (20)
Psyche:
01-50 TY (6)
51-00 GD (10)
Talents: Detective/Espionage, First Aid, Military and Guns (randomly select specialization above), with a 10% chance of having Marksman instead of Guns.
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