Step 1: Background
As we round the second half, our 2d10 gives us the choices of Adventurer, Performer, and Medical. That technically also gives me access to Anachronistic, but I do need to give someone Medicine so let’s do it!
We get extra Qualities for our Medical professional, so let’s make them a first responder in disaster situations. We’ll give them Medical d10, Conviction d8, and Finesse d6 to cover their general skills. Medical also gives… another Expertise Principle, huh? Huh. Well, let’s take the Principle of Speed. Juanita works in a field where time is of the essence, and that leaks into his civilian life as well.
Step 2: Power Source
Medical inexplicably gives d10, d8, d8 for Power Source in addition to having the extra Quality, so let’s roll it. 6, 5, and 8 gives us Mystical, Nature, Power Suit, Supernatural, Cursed, and Alien.
An alien doctor, you say? Played by Alan Tudyk, perhaps?
Just kidding, but I do want an alien. Sorry, Juanita, you are being renamed. J’nyta is a Maerynian disaster responder now! She has seen devastation firsthand, and wants to bring peace to the world that sheltered her people when they were nearly wiped out by Grand Warlord Voss.
J’nyta is a natural weather-worker, as are many Maerynians, so Weather d10. She’s also a bit of a genius with a lot of medical Inventions (d8) that she makes significant use of, and she has tremendous personal Presence (d8) to direct people in emergencies.
For Abilities, she can use her Inventions to give people boosts, but doing so distracts and Hinders her. She can also use her Weather for a wide array of effects, which also heal people who are running low on energy. Finally, her Finesse upgrades to d8.
Step 3: Archetype
Alien only gives three d8s for Archetype, but J’nyta has enough dice that I’m not too worried about that. Rolling, we come up with 3, 4, and 8 – finally getting those higher numbers! This gives us access to Physical Powerhouse, Marksman, Armored, Flyer, Sorcerer, and Psychic. Which means Sorcerer and Transporter. We’ve got a high-speed dispatch healer, so let’s go with Transporter.
One or two of our dice needs to go to a new Power, and I’m going to go with Precognition and Flight. J’nyta can harness the winds to fly through the air as needed, and she is a rare Maerynian psychic who gets flashes of where the best place to be is when there’s trouble. Her precognitive intuition is almost subconscious; she doesn’t get proper visions so much as a strong feeling that she’s needed. Finally, we will give her Fitness; she’s good at keeping going for a while without burning out.
Transporters don’t have a lot of Ability choices. At Green, we’ll let her attack targets and then either hinder or move them, using her Weather, and a Reaction to force attackers to reroll their pools. At Yellow, she gets the ability to attack with Flight, and then Defend herself for the turn.
And… Expertise Principle? Are you kidding me? We might actually run out of these. I’m going to give her the Principle of Clockwork, so that she understands how all the pieces fit together.
Step 4: Personality
Two d10s gives me 6 and 10 – J’nyta really likes rolling high! That unlocks Distant, Alluring, and Cheerful, which means Cheerful and Naïve. I’m going to take Cheerful. Naïve doesn’t seem right for someone who has seen this much tragedy, but I like the idea that she believes in keeping a pleasant face up.
For roleplaying, I’m just going to give her the Maerynian Quality, to cover her alien background.
Step 5: Red Abilities
I’m running low on Elemental choices, so I’m going to attach my Red Abilities to Medicine and Inventions. In emergencies, J’nyta’s Medicine is very Reliable, and… oh, right, all of the Tech powers are attacks. Instead, let’s use Flight to protect groups of people from danger.
Step 6: Retcon
Screw it, Red to d8.
Step 7: Health
Back into the general range, with (8 + Conviction 8 + Red 8 + 4) 28 Health.
Step 8: Alias
Well, she’s primary a rescue worker, even when she’s fighting evil, and a lot of her background is about being safe, and wanting others to feel the same, so let’s go with Refuge.
Character Sheet
Refuge
Alias: J’nyta Gnz’l
Background: Medical, Power Source: Alien, Archetype: Transporter, Personality: Cheerful
Principles: Speed [Expertise], Clockwork [Expertise].
- Roleplaying: You’re fast, and you don’t like to waste time. You are good at understanding how pieces fit together and spotting flaws in orderly systems.
- Minor Twists: What physical drawback did you suffer from going too fast?
- Major Twists: What crucial detail did you speed by earlier that’s coming back to haunt you?
Status Dice: Green d10, Yellow d8, Red d8
Health: 28 (Green 28-22, Yellow 21-11, Red 10-1)
Qualities:
- Medical (Info) d10
- Conviction (Mental) d8
- Finesse (Physical) d8
- Fitness (Physical) d8
- Maerynian (RP) d8
Powers:
- Weather (Element) d10
- Inventions (Tech) d8
- Presence (Intellectual) d8
- Precognition (Psychic) d8
- Flight (Mobility) d8
Green Abilities:
- Principle of Speed (A): When you successfully Overcome, you may end up anywhere in the current environment. You and your allies gain a Hero Point.
- Principle of Clockwork (A): Overcome a complex problem with a simple tool and use your Max die. You and each of your allies gain a hero point.
- Gust of Wind (A): Attack an opponent using Weather. Either Hinder them with your Min die, or move them somewhere else in the scene.
- Evasive ®: When you are hit with an Attack, you may take 1 irreducible damage to force your opponent to reroll their entire die pool.
Yellow Abilities:
- Weather-Worker (A): Boost, Hinder, Attack, or Defend with Weather. You and all nearby heroes in the Yellow or Red Zone recover with your Min die.
- Fine-Tuning (A): Boost all nearby allies using Inventions. Hinder yourself with your Min die.
- Fly-By (A): Attack with Flight. Defend against all attacks with your Min die until the start of your turn.
Red Abilities:
- Take the Hits ®: When multiple nearby heroes are Attacked, you may take all of the damage instead. If you do, roll your Flight die + Red Zone die, and Defend against the Attack with the total.
- Reliable Medic (I): When you take any action with Medicine, you may reroll your Min die before determining effects.
Out Ability: Boost an Ally by rolling your single Weather die.
Aftermath: I like her!
It’s interesting that I didn’t end up having anything to do with the Precognition and Presence dice that I gave her, but they’re still valuable for general Overcomes and social interactions. J’nyta has a pretty wide range of abilities, leaning towards Boosts and Hinders but able to fight if she needs to. She’s probably going to have a lot of stories dealing with trying to help people in danger while her teammates focus on the big bad, but also about believing in the best in people and being alternately rewarded and disappointed.
Probably also some issues with people not trusting her, as an alien living shortly after a giant cosmic attack, but hopefully that won’t go too dark.