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Step 1: Background
Here we go again! Two d10s nets results of 9 and 10, which gives us access to Performer, Military, and Otherworldly. Who knows when I’m going to get access to Otherworldly again, so I’m taking it now.
Alertness d10 and Otherworldly Mythos d8 indicates someone who has been fully raised in a supernatural realm. Looking over Esoteric Principles gives me access to all sorts of weirdness. I’m going to take the Principle of the Sea, and say that our lady is a selkie! She lives in an oceanic fae realm, but has often come to Earth to explore. I’m going to make a note that if I can get shape-shifting, take shape-shifting. Her name is Siobhan.
Step 2: Power Source
Otherworldly gives us the slightly rough d10 and two d6s, because why would actual supernatural people have strong super-powers I guess? Anyway, ignoring my sarcasm I got 2, 4, and 6, which unlocks Training (no), Experimentation, Nature, Powered Suit (no), and Tech Upgrades (no). The obvious choice is Nature, but… I suddenly like the idea of a selkie who was captured and experimented on, before managing to escape. Her seal-skin is slightly damaged, but she can still change. Her primary power is Cold d10, empowered by magic-technical experiments, and she retains Shapeshifting d6 and Swimming d6.
For Powers, she’s going to grab a high-power Frost boost at Yellow, and also the ability to use her shape-shifting to distract and redirect damage (which ironically is more powerful with a weak power, so works really well here.) Even in Green, she just shakes off trouble, removing a penalty at the start of each turn.
Step 3: Archetype
We’re at three d8s for Archetype, which is hard combined with Otherworldly but could be worse. Results of 2, 5, and 6 access Shadow (no), Blaster, Close Quarters Combatant (noo), Armored, Flyer (nooo) and Sorcerer. With three actual choices, I’m actually going to take Armored. Siobhan’s cold-enhanced powers and shape-shifting combine to make her nigh-immortal and indestructible, far more so than her kin.
For dice, Siobhan is going to take Vitality d8, Close Combat d8, and Insight d8, which just meets my “one thing needs to be new” rule. She’s tough, she fights up close with claws and ice, and she’s got a supernaturally good eye for people’s hearts.
Siobhan gets Armored for free, plus three Green Abilities and no Yellow ones. She’s going to use Cold to power an Attack that defends allies, and an attack that hits multiple people. She also uses Shapeshifting for an Attack that heals herself; it’s not her best pool, but it’s neat.
Armored also gives an Expertise principle. Siobhan will pick the Principle of the Mentor. She is quite a bit older than most other heroes, and has lived her life helping and guiding, so there’s no reason to stop just because some people messed with her.
Step 4: Personality
For our two d10s, we get 6 and 7, opening up Distant (no), Stalwart (no), and Nurturing. So we have to take Nurturing, which fits very well thematically but actually sucks for Siobhan because of my self-inflicted rules. Her entire build is based around damage resistance and healing, slowing down how often she changes Zones, and now she’s bad at things until she reaches Red. Once she’s there, though, she will be unstoppable, so that’s something.
For her roleplaying die, she’s going to take Selkie d8, which just covers her supernatural nature, is probably what she uses for shape-shifting, and handles her knowledge of the coast and the sea.
Step 5: Red Abilities
Speaking of being unstoppable, let’s see what Red Abilities Siobhan has access to. A nice, straightforward Powerful Strike lets her use her Cold to blast harder, but our big winner is going to be Resurrection. Once per session, Siobhan just gets back up again.
Step 6: Retcon
Since Siobhan is great in the Red, let’s let her turn into a monstrous chimera that can do too many things at once. This uses her Shapeshifting die, unfortunately, but it also uses her Red so I think she’ll be fine.
Step 7: Health
Siobhan is officially our toughest hero yet, clocking in at (8 + Red 12 + Alertness 10 + 4) 34 Health!
Step 8: Alias
Siobhan has lost a lot, but not her sense of humour. She goes by the alias “Deep Freeze.”
Character Sheet
Deep Freeze
Alias: Siobhan (no last name)
Background: Otherworldly, Power Source: Experimentation, Archetype: Armoured, Personality: Nurturing
Principles: The Sea [Esoteric], Mentor [Expertise]
- Roleplaying: You can speak to aquatic creatures and breathe underwater. It is important to guide less-weathered heroes. Everyone grants you some measure of respect for your wisdom.
- Minor Twists: What challenge does the surface world pose? Which whippersnapper just showed you up?
- Major Twists: What disaster is incoming as the sea calls? What has just proven that you’re too behind the times?
Status Dice: Green d6, Yellow d6, Red d12
Health: 34 (Green 34-26, Yellow 25-13, Red 12-1)
Qualities:
- Alertness (Mental) d10
- Otherworldly Mythos (Info) d8
- Close Combat (Physical) d8
- Insight (Social) d8
- Selkie (RP) d8
Powers:
- Cold (Energy) d10
- Vitality (Athletic) d8
- Shapeshifting (Self-Control) d6
- Swimming (Mobility) d6
Green Abilities:
- Principle of the Sea (A): Overcome a situation while underwater and use your Max die. You and your allies gain a Hero Point.
- Principle of the Mentor (A): Overcome a challenge that someone else younger already tried and failed. Use your Max die. You and each of your allies gain a hero point.
- Frost Wall (A): Attack with Cold. Defend another target with your Min die.
- Chill Blast (A): Attack with Cold. Attack another target with your Min die.
- Shifting Strike (A): Attack with Shapeshifting. Recover using your Min die.
- Swim Free (I): At the start of your turn, remove a penalty on yourself.
- Armored (I): Reduce physical and energy damage by 1 in Green, 2 in Yellow, or 3 in Red.
Yellow Abilities:
- Cold Snap (A): Boost yourself using Cold. Use your Max die. That bonus is persistent and exclusive.
- Twisting Form ®: When a nearby hero in the Yellow or Red zone would take damage, Defend against that damage by rolling your single Shapeshifting die, then redirect any remaining damage to a nearby minion of your choice.
Red Abilities:
- Icy Blast (A): Attack with Cold. Use your Max + Mid dice.
- Chimeric Eruption (A): Choose three basic actions. Use Shapeshifting in your Pool and take one action with your Max die, one with your Mid die, and one with your Min die.
- Shed Skin (I): Once per issue, if you would reach 0 Health, roll Alertness + Shapeshifting + Red Die. Your Health becomes that number.
Out Ability: Boost an Ally by rolling your Alertness die.
Aftermath
Boy, oh boy, Deep Freeze is pretty much unstoppable.
I mean, she’s got 34 Health for a start. She removes penalties on herself every turn so it’s hard to stop her with Hinders. She has damage reduction. One of her Green Abilities lets her recover health, and if she somehow hits 0 she’ll heal an average of 15. She’s relying a lot on a d6, more than I would have liked, but she’s got a very potent Boost in Yellow to help with that. Mechanically, she is a beast.
I also like the roleplaying idea of being a sort-of fae who was hurt by humanity, but refuses to become hateful from the experience. She’s looking for the good in the world, and she will shut you down if you stand against that.