Abilities and Attributes
Copy the following box onto some scrap paper, or use the Character Creation Worksheet:
| 1 | 2 | 3 | |
| Strength (3d6) | |||
| Agility (3d6) | |||
| Constitution (3d6) | |||
| Active Charisma (3d6) | |||
| Normal Charisma (3d6) | |||
| Learning (3d6) | |||
| Newoen (4d6) | |||
| Hearing (4d6) | |||
| Sight (4d6) |
Now, roll three sets of these. Roll 3d6 for the first 6 (abilities), and 4d6 for the last 3 (attributes). You do not have to choose which of the three sets you will use until later. When you do so choose, you are allowed to switch active and normal charisma.

Determining Abilities: Powers
Decide what Hero Type you want. For information on creating heroes of each type, read the appropriate description under Hero Types.
Hero Types:
Class Powers and Special Powers have no ability requirements. Package Heroes do have ability requirements.
I. Class Powers
1. Animalistic Powers
1. Bear
2. Bird
3. Cat
4. Dog
5. Huge Animal
6. Snake
7. Spider
8. Sting
9. Water Animal
10. Rodent
2. Cosmic Powers
3. Psychic Powers
4. Superhuman Powers
II. Special Powers
III. Package Heroes
1. Civilian
2. Intelligent Robot
3. Combat Skills
1. Archer
2. Boxer
3. Marksman
4. Martial Artist
5. Weaponmaster
4. Mad Scientist/Eccentric Professor (for this package all listed attributes except learning are maximums)
5. Magician
6. Special Agent
7. Wizard
Package Hero Ability Requirements
| strength | agility | constitution | learning | newoen | hearing | sight | |
| Civilian | 3 | 3 | 3 | 3 | 3 | 4 | 4 |
| Intelligent Robot | 3 | 3 | 3 | 3 | 3 | 4 | 4 |
| Archer | 12 | 15 | 9 | 9 | 11 | 12 | 18 |
| Boxer | 14 | 14 | 10 | 8 | 12 | 15 | 15 |
| Marksman | 8 | 13 | 7 | 12 | 10 | 11 | 17 |
| Martial Artist | 14 | 16 | 12 | 10 | 15 | 14 | 14 |
| Weaponmaster | 15 | 10 | 12 | 8 | 8 | 14 | 14 |
| Mad Scientist/Eccentric Professor | 9 | 13 | 10 | 16 | 12 | 16 | 11 |
| Magician | 7 | 14 | 3 | 13 | 4 | 12 | 13 |
| Special Agent | 9 | 9 | 10 | 10 | 11 | 11 | 11 |
| Wizard | 3 | 10 | 3 | 13 | 14 | 7 | 8 |
Extra Powers
There is a chance that you will be able to roll on another Hero Type table. The chance of doing so depends on what you chose as your first Hero Type and by what extra Hero Type you want. You must choose which of the following chances you wish to take before you roll the dice:
| First hero type | Extra Special Power chance | Extra Class Powers chance |
| Class Power | 35% | 15% |
| Intelligent Robot | 30% | 10% |
| Special Power (See below) | 35% | 15% |
| Mad Scientists, Civilian | 5% | 1% |
| Everybody Else | 10% | 4% |
The first time that a player whose first Hero Type was a Special Power rolls for an extra Special Power, this chance is increased to to 45%. Any later rolls for an extra Special Power are at 35%.
Roll for extra powers until the chance is missed.
Choose Your Ability/Attribute Set
Now you must choose which set—I, II, or III—you wish to use for your character. Then, decide whether or not you want to switch your active and normal charismas in this set. If your character is going to be female, add 1 to her Constitution.
Power Rolls and %Control
Roll Power Rolls for each power you have. Normally, Power Rolls are found by rolling 3d6.
Roll %Control for each applicable power. %Control is found by rolling 4d6 and adding the result to 76. %Control does not apply to skills, attributes, abilities, or certain totally automatic powers such as Luck and Magic Resistance. Intelligent Robots do not require %Control for any of their powers. Whenever a power with %Control is used, a roll must be made on d100 less than or equal to the %Control for that power. For power uses that last a period of time (such as flying) the roll must be made once per Panel (once per round in combat). If the roll is missed, the power in question failed to operate. EP is not used for the power the round or Panel it failed. %Control can be increased later, by training in it. One Training Point increases %Control by 10 points.
Remaining Attributes
The remaining attributes are height, beauty, and build.
Height: Roll d100 and consult the following chart to determine your character’s base height. To this, add 2d100 millimeters (2d100 divided by 1000 meters).
| d100 Roll | Male Base Height | Female Base Height |
| 01 | 1.217 meters | 1.166 meters |
| 02-03 | 1.336 meters | 1.290 meters |
| 04-06 | 1.455 meters | 1.414 meters |
| 07-10 | 1.574 meters | 1.539 meters |
| 11-90 | 1.693 meters | 1.663 meters |
| 91-94 | 1.829 meters | 1.794 meters |
| 95-97 | 1.965 meters | 1.925 meters |
| 98-99 | 2.102 meters | 2.057 meters |
| 00 | 2.239 meters | 2.188 meters |
Build and Beauty: These are determined by rolling 4d6. Female humans add 10 to build. Males add 11.