TEXT: Introduction
  Chapter 0
  Introduction
  Chapter 0
  1
  Random Character Creation
  Optional Rule
  When All Else Fails, 
  Roll Dice!
  Pretend you’re a member of the 
  writing staff for a comic book 
  company and one of your fellow 
  writers needs an idea for a new 
  hero. What do you do?
  Roll dice of course.
  Well, likely not, but for CC&VF, 
  that is what you can do if you 
  want to throw some Gygaxian 
  craziness into your game, or 
  maybe if you are a ﬁ rm believer in 
  the Gods of Random, or perhaps 
  you have a BIOGENETICIST 
  background and think that what 
  you are born with is what you 
  get, so no more buffet-style 
  superpowers. No picking and 
  choosing optimal solutions. Let 
  the d12s be your guide!
  Roll up a random character.
  How?
  Included in this supplement are 
  twelve tables of Traits. Roll one 
  d12 to determine which chart to 
  roll on (top left), and roll a second 
  d12 to get a Trait:
  Trait names are relatively 
  generic, and players (and 
  Editors if they choose to add 
  some random Villains to the 
  mix) are encouraged to rename 
  and personalize them, maybe 
  HEIGHTENED SENSES becomes 
  EXTRASENSORY PERCEPTION 
  or SONAR or FERAL SENSES or 
  CHI-AWARENESS. If you roll the 
  same TRAIT twice, you can either 
  re-roll or think of a different 
  application for the same Trait. 
  For example, FLIGHT rolled twice 
  becomes FLIGHT and AERIAL 
  COMBAT. Some Traits are vaguely 
  named and their interpretation 
  is very much up to the players. 
  DUPLICATION could be the ability 
  to create multiple selves, the 
  ability to duplicate any material 
  touched or the ability to mimic 
  any physical action… or even 
  power! BODY ALTERATION might 
  be the ability to transform into a 
  9 feet tall plaid gorilla, the ability 
  to grow new limbs or the ability to 
  turn oneself into stone.
  Also included are twelve more 
  plug-and-play templates; four of 
  them for each suggested Design 
  Point total (100, 150, 200 points). 
  Grab a plug-and-play template 
  from here or from the core book 
  and roll up some Traits. Do you 
  have to put the Traits on your 
  sheet in order? No. But you can 
  certainly do so in order to get the 
  whole “old-school” roll-your-stats-
  in-order vibe.
  Come up with a catchy name 
  and design a colorful costume 
  (contrasting colors are 
  encouraged, as are colors that 
  have nothing to do with your 
  theme -- and while you’re at it, 
  throw some random Jack Kirby-
  style circles on your costume too).
  Now you are ready to be super 
  and heroic!
  
  2
  Random Traits
  1st 
  D12:
  2nd 
  D12:
  Trait:
  1
  1
  ACROBATIC
  2
  ADAPTABLE
  3
  ADAPTATION
  4
  ADRENALINE
  5
  AGILE
  6
  ALIEN RACE
  7
  ALTERNATE FORM
  8
  ALTERNATE MOVEMENT
  9
  ALWAYS HAS A PLAN
  10
  ANCIENT TRAINING
  11
  ANIMAL COMPANION
  12
  ANIMAL POWERS
  2
  1
  AQUATIC POWERS
  2
  ARCANE POWERS
  3
  ARSENAL
  4
  ASTRAL FORM
  5
  ASTRONAUT/PILOT
  6
  AURA OF FEAR
  7
  BATTLE ARMOR
  8
  BATTLE FURY
  9
  BIG GUN or BLASTER
  10
  BLAST
  11
  BODY ALTERATION
  12
  BODY ARMOR
  Random Traits
  1st 
  D12:
  2nd 
  D12:
  Trait:
  3
  1
  BODYMORPH
  2
  BRAWLER
  3
  BREAK THE 4TH WALL
  4
  BRUTAL
  5
  CATCHPHRASE
  6
  CLAWS
  7
  COSTUME
  8
  CRIMEFIGHTER
  9
  CROSS-DIMENSIONAL 
  and/or TEMPORAL 
  TRAVEL
  10
  DANGER SENSE
  11
  DANGEROUS
  12
  DAREDEVIL
  4
  1
  DEDICATED
  2
  DENSITY CONTROL
  3
  DETECTIVE
  4
  DETERMINED
  5
  DEXTERITY
  6
  DIGGING
  7
  DOCTOR
  8
  DUPLICATION
  9
  EAGER
  10
  EDUCATED
  11
  EFFECTIVE FIGHTER
  12
  ELEMENTAL CONTROL
  Random Trait Tables
  
  3
  Random Traits
  1st 
  D12:
  2nd 
  D12:
  Trait:
  5
  1
  ELEMENTAL AURA
  2
  ELEMENTAL POWERS
  3
  EMOTION CONTROL
  4
  ENDURANCE
  5
  ENERGY CONTROL
  6
  ESP
  7
  EXTRA BODY PARTS
  8
  EXTREME
  9
  FANBOY/FANGIRL
  10
  FAST
  11
  FEARLESS
  12
  FINISHING MOVE
  6
  1
  FLIGHT
  2
  FORCE CONSTRUCTS
  3
  FORCE FIELD
  4
  FROM ANOTHER TIME
  5
  GADGETEER/INVENTOR
  6
  HACKER
  7
  HANDSOME/BEAUTIFUL
  8
  HEIGHTENED SENSES
  9
  ICON
  10
  ILLUSIONS
  11
  IMMUNITY
  12
  IMPROVISER
  Random Traits
  1st 
  D12:
  2nd 
  D12:
  Trait:
  7
  1
  INDOMITABLE SPIRIT
  2
  INFLUENTIAL
  3
  INTELLIGENT
  4
  INVISIBILITY
  5
  INVULNERABILITY
  6
  KUNG-FU
  7
  LEADERSHIP
  8
  LEAPING
  9
  MAGIC SPELLS
  10
  MAGIC WEAPON
  11
  MARTIAL ARTS
  12
  MEDIA STAR
  8
  1
  METHODICAL
  2
  MYSTICALLY EMPOW-
  ERED
  3
  MYTHICAL ARTIFACT
  4
  NATURAL ARMOR
  5
  NERDY
  6
  NINJA
  7
  NON-CORPOREALNESS
  8
  NOT TAKEN SERIOUSLY
  9
  OLYMPIC ATHLETE
  10
  OPTIMISTIC
  11
  PERCEPTIVE
  12
  PLANT POWERS
  
  4
  Random Traits
  1st 
  D12:
  2nd 
  D12:
  Trait:
  9
  1
  PLASTICITY
  2
  POPULAR
  3
  PRECOGNITION
  4
  PREHENSILE TAIL
  5
  PROBABILITY CONTROL
  6
  PROFESSOR/STUDENT
  7
  PSYCHIC
  8
  PSYCHIC SHIELD
  9
  QUICK LEARNER
  10
  READS THE SITUATION 
  WELL
  11
  RECKLESS
  12
  REGENERATION
  10
  1
  RESISTANCE
  2
  RESPECTED
  3
  RHODES SCHOLAR
  4
  ROBOTIC/CYBERNETIC 
  OR ENHANCEMENTS 
  5
  SARCASTIC
  6
  SCIENTIST
  7
  SECRET FIGHTING 
  STYLE
  8
  SECRET LAIR/HQ
  9
  SHAPECHANGE
  10
  SHIELD
  11
  SIDEKICK
  12
  SIGNATURE MOVE
  Random Traits
  1st 
  D12:
  2nd 
  D12:
  Trait:
  11
  1
  SIZE CHANGE
  2
  SOLDIER
  3
  SONIC POWERS
  4
  SORCERY
  5
  STEALTHY
  6
  STRONG
  7
  SUPERSPEED
  8
  SWINGING
  9
  TECHNOKINESIS
  10
  TELEPORTATION
  11
  THE CHOSEN ONE
  12
  TOOL KIT
  12
  1
  TOUGH
  2
  TRAINED BY MONKS
  3
  TRANSFORMATION
  4
  TRANSPORTATION 
  (skateboard, motor-
  cycle, jetpack, etc.)
  5
  UNIVERSALLY DEADLY
  6
  UTILITY BELT
  7
  VETERAN
  8
  VISION
  9
  WALL-CRAWLING
  10
  WELL-RESPECTED
  11
  WINGS
  12
  WITTY QUIPS
  D12:
  Energy Source:
  D12:
  Energy Source:
  1
  ACID
  7
  MAGNETIC
  2
  DEATH
  8
  NEGATIVE ENERGY
  3
  EARTH/ROCK
  9
  NUCLEAR
  4
  FIRE
  10
  SHADOW
  5
  GAS
  11
  SOLAR
  6
  ICE
  12
  WATER
  
  5
  100 PoinT TEmPlaTE
  • Allocate Auto-Defend to any Trait (3 
  points)
  • Add 1 Situational Boost to any Trait (2 
  points)
  TRAIT _____ 9 (3/2/1)
  • Link +5
  • Fickle  
  (32 points)
  TRAIT _____ 7 (1/1/1)
  • Link +3 
  (22 points)
  TRAIT _____ 5 (1/2/3)
  • Link +3 
  (22 points)
  TRAIT _____ 4 (1/1/1)
   
   
  (8 points)
  TRAIT _____ 3 (1/2/3)
  • Link +1 
  (11 points)
  More Plug-And-Play Templates
  100 PoinT TEmPlaTE
  • Allocate Auto-Defend to any Trait (3 
  points)
  TRAIT _____ 15 (1/2/3)
  • Fickle
  • Only When the Chips Are Down
   
   
  (45 points)
  TRAIT _____ 5 (1/1/1)
  • Link +3 
  (18 points)
  TRAIT _____ 4 (1/1/1)
  • Link +1 
  (10 points)
  TRAIT _____ 4 (1/2/3)
  • Link +1 
  (12 points)
  TRAIT _____ 4 (3/2/1)
  • Link +1 
  (12 points)
  100 PoinT TEmPlaTE
  • Allocate Auto-Defend to any Trait (3 
  points)
  • Allocate 1 Versatile slot to any Trait (3 
  points)
  TRAIT _____ 5 (1/1/1)
  • Link +3 
  (18 points)
  TRAIT _____ 5 (1/1/1)
  • Link +3 
  (18 points)
  TRAIT _____ 5 (1/2/3)
  • Link +3 
  (22 points)
  TRAIT _____ 5 (3/2/1)
  • Link +3 
  (22 points)
  TRAIT _____ 2 (1/2)
  • Link +1 
  (7 points)
  TRAIT _____ 2 (2/1)
  • Link +1 
  (7 points)
  100 PoinT TEmPlaTE
  • Allocate Auto-Defend to any Trait (3 
  points)
  TRAIT _____ 7 (1/2)
  • Link +3 
  (20 points)
  TRAIT _____ 7 (2/1)
  • Link +3 
  (20 points)
  TRAIT _____ 5 (1/2)
  • Link +3 
  (16 points)
  TRAIT _____ 5 (2/1)
  • Link +3 
  (16 points)
  TRAIT _____ 5 (1/1/1)
  • Link +3 
  (18 points)
  TRAIT _____ 3 (1/1)
  • Link +1 
  (7 points)
  
  6
  150 PoinT TEmPlaTE
  • Allocate Auto-Defend to any Trait (3 
  points)
  • Allocate 2 Versatile slots (6 points)
  TRAIT _____ 15 (1)
  • Only When the Chips Are Down
   
   
  (35 points)
  TRAIT _____ 9 (1/2/3)
  • Link +5 
  (40 points)
  TRAIT _____ 7 (3/2/1)
  • Link +3 
  (26 points)
  TRAIT _____ 5 (1/2/3)
  • Link +3 
  (22 points)
  TRAIT _____ 5 (1/1/1)
  • Link +3 
  (18 points)
  150 PoinT TEmPlaTE
  • Allocate Auto-Defend to any Trait (3 
  points)
  TRAIT _____ 9 (2/1)
  • Only When the Chips Are Down
  • Situational Boost +2
  • Link +5  
  (25 points)
  TRAIT _____ 9 (1/1/1)
  • Link +5 
  (34 points)
  TRAIT _____ 7 (1/2/3)
  • Link +3 
  (26 points)
  TRAIT _____ 7 (1/1/1)
  • Link +3 
  (22 points)
  TRAIT _____ 5 (3/2/1)
  • Link +3 
  (22 points)
  TRAIT _____ 4 (1/2/3)
  • Link +1 
  (12 points)
  TRAIT _____ 1 (2/1)
  • Link +1 
  (6 points)
  150 PoinT TEmPlaTE
  • Allocate Auto-Defend to any Trait (3 
  points)
  TRAIT _____ 18 (2/1)
  • Only When the Chips Are Down
  • Situational Boost +2 
   
   
  (61 points)
  TRAIT _____ 9 (1/2/3)
  • Link +3 
  (40 points)
  TRAIT _____ 8 (1/1/1)
  • Link +3 
  (24 points)
  TRAIT _____ 5 (3/2/1)
  • Link +3 
  (22 points)
  150 PoinT TEmPlaTE
  • Allocate Auto-Defend to any Trait (3 
  points)
  • Allocate a Situational Boost to any Trait 
  (2 points)
  TRAIT _____ 12 (1/1/1)
   
   
  (40 points)
  TRAIT _____ 9 (1/1/1)
  • Link +5 
  (34 points)
  TRAIT _____ 9 (1/2)
  • Link +5 
  (31 points)
  TRAIT _____ 5 (3/2/1)
  • Link +3 
  (22 points)
  TRAIT _____ 3 (1/1/1)
  • Link +1 
  (9 points)
  TRAIT _____ 1 (1/2/3)
  • Link +1 
  (9 points)
  
  7
  200 PoinT TEmPlaTE
  • Allocate Auto-Defend to any Trait (3 
  points)
  TRAIT _____ 12 (1/2/3)
  • Link +5 
  (52 points)
  TRAIT _____ 12 (1/1/1)
   
   
  (40 points)
  TRAIT _____ 9 (1/1/1)
  • Link +5 
  (34 points)
  TRAIT _____ 9 (2/1)
  • Link +5 
  (31 points)
  TRAIT _____ 7 (1/1/1)
  • Link +3 
  (22 points)
  TRAIT _____ 5 (1/1/1)
  • Link +3 
  (18 points)
  200 PoinT TEmPlaTE
  • Allocate Auto-Defend to any Trait (3 
  points)
  • Allocate 3 Versatile slots (9 points)
  • Allocation one Situational Boost (2 
  points)
  TRAIT _____ 17 (1/1/1)
   
   
  (65 points)
  TRAIT _____ 9 (3/2/1)
  • Link +5 
  (40 points)
  TRAIT _____ 9 (1/1/1)
  • Link +5 
  (34 points)
  TRAIT _____ 5 (1/1/1)
  • Link +3 
  (18 points)
  TRAIT _____ 5 (1/1/1)
  • Link +3 
  (18 points)
  TRAIT _____ 3 (1/2/3)
  • Link +1 
  (11 points)
  200 PoinT TEmPlaTE
  • Allocate Auto-Defend to any Trait (3 
  points)
  • Allocate 4 Versatile slots, but only up to 
  3 to any one Trait (12 points)
  • Allocate Incapacitate to any Trait (2 
  points)
  TRAIT _____ 9 (1/2/3)
  • Link +5 
  (40 points)
  TRAIT _____ 9 (1/1/1)
  • Link +5 
  (34 points)
  TRAIT _____ 7 (3/2/1)
  • Link +3 
  (26 points)
  TRAIT _____ 7 (1/1/1)
  • Link +3 
  (22 points)
  TRAIT _____ 6 (1)
   
   
  (8 points)
  TRAIT _____ 5 (1/2/3)
  • Link +3 
  (22 points)
  TRAIT _____ 5 (3/2/1)
  • Link +3 
  (22 points)
  TRAIT _____ 1 (1/2/3)
  • Link +1 
  (9 points)
  200 PoinT TEmPlaTE
  • Allocate Auto-Defend to any Trait (3 
  points)
  • Allocate Incapacitate to any Trait (2 
  points)
  TRAIT _____ 20 (1/2/3)
  • Only When the Chips Are Down
   
   
  (78 points)
  TRAIT _____ 9 (3/2/1)
  • Link +5 
  (40 points)
  TRAIT _____ 9 (1/1/1)
  • Link +5 
  (34 points)
  TRAIT _____ 5 (1/2/3)
  • Link +3 
  (22 points)
  TRAIT _____ 5 (1/1/1)
  • Link +3 
  (18 points)
  TRAIT _____ 5 (1)
  • One-Shot 
  (3 points)
  
SOURCE: textdata/thevault/Capes Cowls and Villains Foul/CCVF Option - Random Character Creation.pdf