Character creation in Superworld is a strange mix of die rolls (yes, you begin by rolling up a part of your character) and choices. I expect characters to be thought through and themed. Your character does not have to be perfect on all fronts -- weaknesses are not only allowed, they are expected.
From the historical standpoint -- your character has known it is a Super for a bit over three years (So You're a Super). It probably came on unexpectedly, and it is unlikely that you have shared that information with anyone else.
Begin with creating your persona. Create a person -- someone who could live and breathe in the world of today -- that existed in 2005. I want this person to have a complete life as of that time. Where were you born? Where did you grow up? When is your birthday? Tell me about your parents, siblings, cousins? Who is still alive and who is not? Who do you still speak to and who are you estranged from? Were you married? Involved? Do you have any children?
Then something happened. Some even that told you what you were. How did that change your life? Did you change how you did things in response? Or did you simply continue on and hope no one noticed at all?
And now it is 2008, a little over three years later. Revisit the questions above and think about them again. Have any of them changed? Where are you now?
And perhaps most importantly, why would your character respond to the invitation to take a week in NYC, sent by someone they do not know and cannot identify, and who may well know your secret?
Next comes the mechanics of character creation. Below is a summary of how it works, but the details will be done during the first session. At that time we will go over the specifics of the powers and the mechanics of putting your theme into points. But the below steps are the basic outline of how that will happen.
You will begin by rolling for your statistics: STR, CON, SIZ, INT, POW, DEX, & APP. You will roll 3d6, drop the lowest, and then add 6. Standard rolling for Superworld is 2d6+6 but I prefer to add that last element to raise the scores.
Yes, I like high-powered games. No, I am not a munchkin. If you have gamed with me before, you already understand this difference. If you haven't, well, you'll learn. *grins* Basically, I like the players to have the tools and abilities to do things. To be creative with their powers. This gives you the ability to amuse me, and I will happily entertain you in return. I don't want you to have to struggle against the physical rules. I'll be giving you enough to chew on during the game.
Once you have all of your stats, look at them carefully. You may then swap exactly two stats (not including APP). This way you may ensure that your primary stat is as high as you can manage before you buy it up.
Your stats are now set, and you can record your bonuses, etc. Of course, you may also increase your stats during the power purchase.
Add up the total of all of your statistics. Note this total -- this is how many points you have to spend on your powers, skills, and buying up stats. Average this total as well (divide by 7). These are the number of points you may spend on the skills your character has as a part of their occupation. These points should be spent to reflect your character's life up to 2005, or any specific background skills from the past 3 years.
The final step will be powers, skills, and advantages/disadvantages. The points spent on these, and gained by disadvantages, must equal out to the total of your statistics.
Experience will be gained, of course, as the game goes along. This will be covered under a separate topic. The specifics of powers, etc, will be covered at the first session. Now all we need are more copies of the rules to go around!!