The_Universe said:
As I thought I made clear, I'd settle for just a better roadmap for *how* to put together a character, as beginners on the system are nearly overwhelmed by the options, even if they have a strong character concept to start with. There's nothing in the book explaining all the nuances of the system, or a good way to put the character together. Is it better to pick powers, then skills? Vice versa?
The short answer is "it depends." I know, big help.
Here's a brief outline of how I generally do it. I'll start with the assumption that there is already a concept to work from. Always keep a running total of your powerpoints.
1. Ballpark Abilities (STR-CHA) and Combat (Base attack and defense): Don't worry about being exact, just hit the highlights for your concept. See below for a note about combat ability.
2. Do the core: Of the four areas left (Powers, Skills, Feats, and Weaknesses), do the one that is the most essential to the concept. Examples: Superman - Powers, Batman - Skills, Wildcat - Feats, Hulk - Weaknesses. If you're stuck on this, write down your character concept in one sentence. Do what's in that sentence first.
3. Do what's required: Check to make sure you are fullfilling any prerequisites your core abilities may have in other areas, i.e. certain skills require equipment, feats may require certain ability scores, skill ranks, powers, and/or other feats.
4. Who is this guy?: Take care of that secret ID, account for that origin. Fine tune those ability scores ("yeah, we know Bruiser's strong, fast and tough, but how smart is he? How charismatic?") and combat.
5. Fill in the blanks/fine tune: What's left? Do you have points left? Lucky. Are you over? not so lucky. Step five takes the longest.
In a sense, work from the general to the specific. Concept is king. It all flows from there.
A word about base attack and defense. In the archetypes section, most of the characters are about half PL in these, with the Martial Artist the only one maxed (or near maxed). Having run a campaign of do-as-you-will and a campaign sticking to this example, my strong advice is to stick to the example. Otherwise you and your players will be spending extra points just to keep the probabilities even, and certain concepts suffer (the Martial Artist most notably, as his main ability
is combat training. Once every one is on par with that, he's just a guy with no powers).
Hope it helps,

J