Friv makes twenty superheroes!

Step 1: Background

For Hero #7, we roll a 7 and a 5, giving us Academic, Unremarkable, and Criminal. Two of those three are already taken, so we are creating an Academic. Anyone care to place bets on how far into this process I get before I have to do the “sum of the dice plus 1” trick?

We start with a d12 and a d8 for our dice. I’m going to go for the Ultimate Historian. History d12, and Self-Discipline d8 give us a solid start for our mysterious professor. This is someone who researches the past, in great detail.

Academic gives an Expertise Principle. If I’m going to be an ultra-historian, might as well double down and take the Principle of History. Eleanor (that’s her name now) lives in the past, and thinks it was pretty swell. But like, the really far past. She’s pretty sure that everything wrong in the world can be blamed on the Roman Empire.

Step 2: Power Source

Academic is one of the garbage Backgrounds for power source selection, giving only a d10 and a d8. Rolling them gives us 2 and 7, unlocking Training, Relic (no, unfortunately) and Radiation. I… kind of want Training. Of course, I need at least one new Power, and… hm.

Okay, here we go. In her historical studies, Eleanor learned how to construct an ancient form of mechanical servitor, long lost to the world. She now has Robotics (d10) and Deduction (d8) to represent her mind being finely-honed by these complex devices. The downside to these robots is that it takes genius intellect and years, maybe decades of study to build them; they can’t really be industrialized. But she is determined to prove their effectiveness.

Since we only have two powers, our Yellow Abilities need to use them both. A Robot-based Boost, and a Deduction-based attack that feeds on boosts, seems fun. And Training will give us even more dice in the next step as compensation for not getting as many Abilities right now.

Step 3: Archetype

Training is a strong Archetype! We get to roll d10, d8, d8 for selection, and then will have an extra d8 off the actual list. Results of 2, 7, and 1 give us Speedster, Shadow (no), Physical Powerhouse (no!), Armored, Flyer, and Elemental Manipulator (no!!) So three actual choices. Armored could work, but then I realized that Flyer allows for signature vehicles and I want this person in an ornithopter as often as possible.

So, Signature Vehicle d10. Ranged Combat d8 covers physical needs, and Technology d8 gives her a bit of real tech alongside her historical tech. For her training bonus, I’m going to hand her Magical Lore d8; you don’t learn that much history of the Sentinels universe without picking up a few things.

Abilities are a bit tricky, but let’s go for mass robot Hindering and a reaction to defend Eleanor using her Ornithopter. At Yellow, she adds an Attack that also gives her Defense to be harder to kill, also using her ornithopter.

Flyer gives you an Ideals Principle, and Eleanor is taking the Principle of Justice. There’s a reason that her first thought when gaining the ability to build ancient robots was “save lives!” There is also a reason that her students like her a lot more than the dean of the university does.

Step 4: Personality

For Personality, we roll 9 and 2, giving us Natural Leader, Inquisitive, and Stoic. I’m going to go with Stoic. I don’t think Eleanor is a leader by nature, and Inquisitive is taken.

For her roleplaying personality, Eleanor is going to take Mentor d8. She doesn’t just know things, she likes to teach and guide people. It is important to her, and she’s pretty good at it.

Step 5: Red Abilities

Sticking with our themes, we’re definitely going to go ahead and build on Ornithopter and Robotics. I sort of love the idea of just dropping an ornithopter on someone, so Sacrificial Ram will be our first pick. For Tech… no, they’re all attacks, let’s look at Info. We’re just going to use Specialized Info to make it so that Eleanor is extremely good at using her historical knowledge in the pinch.

Step 6: Retcon

This is an interesting one. I don’t think I want to boost Eleanor’s Red die, because she doesn’t want to be in Red as a rule and will be defending a lot in Yellow. I don’t think I want a third Red for the same reason. Instead, I’m going to give her Remote Viewing d6. It’s a nice power for Overcomes and opening options, and can reflect more robots under her control surveilling and exploring for her.

Step 7: Health

Eleanor is back at (8 + Red 10 + Self-Discipline 8 + 4) 30 Health, right in the middle of our common range.

Step 8: Alias

Eleanor wants an alias that feels a bit old-fashioned, but also reflects her ancient robots and ornithopter. I’m going to call her The Artificer.

Character Sheet

The Artificer

Alias: Eleanor Dulac

Background: Academic, Power Source: Training, Archetype: Flyer, Personality: Stoic

Principles: History (Expertise), Justice (Ideals)

  • Minor Twists: How did your old-timeyness cause an issue? How are you taking extra time to show yourself as a shining example of justice?
  • Major Twists: What ancient force is now making itself known in the present? How do you unnerve your allies in the single-minded pursuit of justice?

Status Dice: Green d6, Yellow d8, Red d10

Health: 30 (Green 30-23, Yellow 22-12, Red 11-1)

Qualities:

  • History (Info) d12
  • Self-Discipline (Mental) d8
  • Technology (Info) d8
  • Magical Lore (Info) d8
  • Ranged Combat (Physical) d8
  • Mentor (Roleplaying) d8

Powers:

  • Ornithopter (Hallmark) d10
  • Robotics (Technological) d10
  • Deduction (Intellectual) d8
  • Remote Viewing (Psychic) d6

Green Abilities:

  • Principle of History (A): Overcome a situation involving archaeology, history, or puzzle-solving and use your Max die. You and your allies gain a Hero Point.
  • Principle of Justice (A): Overcome to stop an act of injustice in progress and use your Max die. You and each of your allies gain a hero point.
  • Tiny Robots (A): Hinder multiple targets using Robotics. Use your Min die for each of them.
  • Moving Target ®: When you are attacked while flying, you may Defend yourself by rolling your single Ornithopter die.

Yellow Abilities:

  • Battle Robots (A): Boost yourself with Robotics. That boost is persistent and exclusive. Then, attack with your Min die. You may use the Boost you just created on the Attack.
  • Coordinated Assault (A): Attack using Deduction. Use your Mid die to Attack one extra target for each bonus you have. Apply a different bonus to each attack.
  • Swoop and Strike (A): Attack using Ornithopter. Defend against all attacks against you using your Min die until your next turn.

Red Abilities:

  • Sacrificial Drop (A): Attack up to three nearby targets using Ornithopter. Use your Max + Mid dice against each of them. You cannot use Ornithopter for the rest of the scene, and until it is recovered or repaired.
  • The Weight of History (A): Overcome using History. Use your Max + Min dice.

Out Ability: Defend an Ally by using your single Robotics die.

Aftermath

I was not very excited about Academic/Training until I ran face-first into the ability to create robots, and from there everything just developed beautifully. The Artificer is kind of amazing, and I love the idea of her. Just a serious, old-fashioned lady and her army of mechanical robots fashioned from the secrets of ancient civilizations, out to stand against injustice in all its forms.

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