Let's Make Some Random Characters!

I've made quite a few of these, unfortunately, I haven't saved the actual rolls in most cases, but I will share at least one.

Eileen was fast from the day she was born, but it didn't start becoming obvious until she started entering her teen-years. By that time she had become a performing violinist and as her inhuman speed began to develop, she started destroying her violins. The introduction of superspeed re-invigorated her love for the music, a practice which she had long relegated to something her parents demanded of her. It became possible to do all sorts of wonderful things with her music, up to and including using sound waves to manipulate light and produce beautiful flashes. Usually just before her current violin was destroyed. Eventually, her mentor and parents had designed a very special violin made of genetically engineered wood and using high-tech monofilament wires. Everything about the violin was designed to allow for Eileen to play on it without destroying it.

Much to her dismay, her parents insisted that she practice playing her music just barely too fast so that she would not be outed as superhuman. This gave her music a completely unique sound, sometimes reaching notes that people could feel even if they couldn't particularly hear. On her own time, she honed her superspeed and violin abilities to greater and greater degrees until her powers were pushed beyond the limit of just parlor tricks. Her illusions were more versatile and realistic, her mind worked faster, her speed was greater, and she was able to use the ntoes of her violin to clear or befuddle thoughts or crack walls.

She wasn't sure what to make of some of these growing uses of her powers until one day she stumbled onto a crime in process and had to use the powers to defend herself and several other witnesses. Fortunately, she had been dressed in a costume for a recent show and so got away without being recognized. The use of her powers and artistry to protect others felt supremely invigorating and she worked to build herself a less haphazard costume.

Of course, her parents would never understand the idea of her acting as a superhero, so it is incredibly important that she never be revealed.

However, The Prodigy was now ready to fight evil.

The Prodigy, Eileen Markaios

Female, Age 17, 5'2"

Brown eyes, Black hair, Mediterrenean skin

Backgroud: Performer
Power Source: Genetic
Archetype: Speedster
Personality: Naive

Principle of the Mask
Principle of Mastery

Green d6, Yellow d6, Red d12

Green 34-26, Yellow 25-13, Red 12-1

Powers: Intuition d10, Illusions d6, Ruby-Wood Violin d8, Speed d10, Lightning Calculator d8

Qualities: Creativity d10, Fitness d8, Self-Discipline d8, Empowered Violinist d8

Green Abilities:

Fighting Chords - A - Attack with Ruby-Wood violin. Other heroes nearby in Yellow or Red zone recover equal to your Min die.
Up the Rhythm - A - Boost or Hinder using your Speed. Use your Max die. If your roll doubles also attack using your Mid die.
Stabbing Notes - A - Attack multiple targets using Self-Discipline. Use your Min die. Hinder each target equal to your Mid die.
Principle of the Mask - A - Overcome with knowledge from your civilian life and use your Max die. You and each of your allies gain a Hero Point.
Principle of Mastery - A - Overcome in a situation that uses your powers in a new way and use your Max die. You and each of your allies gain a Hero Point.

Yellow Abilities:

Sight Reading - R - When damaged by an Environment target or a Surprise Attack Defend by rolling your single Intuition die.
Rapid Crescendo - A - Boost yourself with Ruby-Wood Violin then remove a penalty or recover equal to your Min die.
A Little Dance Music - A - Boost multiple targets with Ruby-Wood Violin. Use your Max die.

Red Abilities:

Emerging Genius - I - When taking any action using Lightning Calculator you may reroll your Min die before determining effects.
Improvised Composition - I - As long as you have a bonus created from Creativity treat Ruby-Wood Violin as a d10.
Sharp Tones - I - When you Attack a target with an action, also Hinder that target with your Min die.

Out Ability: Hinder an Opponent by rolling your single Intuition die.

 

Here's a character I made just rolling randomly on the tables in the game.  It turned out pretty well!  I am particularly satisfied with the name I came up with for a split-personality character that uses nuclear power.  (If you are familiar with the Cauldron fan expansion, you'll recognize the reference to the nuclear-powered villain Gray; I'm planning on including Cauldron characters in my campaign in addition to the usual Sentinel Comics characters, mainly so I can throw The Ram at them.  If you use this character in your own campaign but don't want to use Cauldron content, then an easy fix would be to have her be created by trying to contain the damage at a nuclear reactor during the Oblivaeon event.  There's also a convenient place to introduce her in the starter kit campaign.)

HALF-LIFE

Alias: Curie Geiger

Background: Unremarkable.  Curie was a young lab tech who had just gotten her first job at the Rook City Nuclear Authority.  Fresh out of college and eager to learn, she was tasked with several maintenance duties after the company downsized the senior technical staff to increase profits.  She was assured that the scheduled safety training would be given before she had to report for work, but the company had no one to cover the shifts that day, so they put her in charge of maintenance without any training.

Power Source: Accident.  She was there the day the supervillain Gray was born.  The meltdown he caused was running out of control, and Curie only had the basics of nuclear theory to draw upon to stop it.  While the superheroes fought Gray, Curie stayed in the irradiated bunker while all the other personnel fled.  She managed to fire all the coolant rods and save Rook City, but not before receiving a massive dose of Gray's mutated radiation waves.

The technicians were sure she was dead, but when they went to retrieve her body, they were shocked to find their hands passing through her body!  Somehow, the radiation had made her cells intangible.  She sat up with a start, eyes glowing, and lashed out at her would-be rescuers.

Thinking they had another Gray on their hands, Tachyon and Absolute Zero, who were on hand for the cleanup, fought with her.  She was in an enraged form, unable to control herself, but soon Tachyon was able to talk her down.  Together, they created a containment suit similar to what Absolute Zero has, which dampens her nuclear fire and allows her to lead a somewhat normal life again.

Archetype: Divided (Blaster).  Half-life can switch between her civilian form - the cheerful, youthful lab assistant - and her heroic form - the savage radiation ghost Half-life.  In her lab assistant form, she is a gifted scientific thinker, who uses her power suit for good whenever she can.  But when the going gets tough, she can shut down the "control rods" in her suit and unleash the beast of nuclear fire within.

Personality: Stalwart (Civilian), Impulsive (Heroic).  Curie is a cheerful but steadfast young woman, but when she allows her nuclear-fired psyche out, she is impulsive and has much difficulty in constraining its savage rampage.

STATUS DICE
    Green            31-24    Civilian d8        Heroic d6
    Yellow            23-12    Civilian d8        Heroic d6
    Red                11-01    Civilian d8        Heroic d8
        
QUALITIES
    Imposing (d10)
    Insight (d8)
    Humble Heroism (d8)
    Science (d6, Civilian form only)

POWERS    
    Power Suit (d10, Civilian form only)
    Flight (d6, Civilian form only)
    Nuclear (d12)
    Strength (d8, d10 in Heroic form)
    Intangibility (d6, Heroic form only)


PRINCIPLES

Principle of the Split
You have two entirely separate facets of your personality.  As a result, you can look at a situation from many different angles.
Minor twist: What perspective ended up being the wrong one for the situation?
Major twist: What inner conflict has thrown you completely off?

Principle of Youth (Civilian form)
You have an innocent and cheerful outlook on most things, based on your upbeat personality and general lack of experience.  You can slip into many situations that adults would have trouble with.
Minor twist: Who has been put out by your overconfidence?
Major twist: Who is now very, very disappointed in you, young lady?

Principle of Savagery (Heroic form)
Your wild instincts stay with you and guide your actions.  You can survive in the wild and resist the trappings of civilization.
Minor twist: Who did you harm with your rampage?
Major twist: What major act of collateral damage are you responsible for?

ABILITIES
Principle of Savagery (Green A, Heroic Form) - Overcome a situation that taps into your primal nature and use your Max die.  You and each of your allies gain a hero point.
    
Principle of Youth (Green A, Civilian Form) - Overcome a situation where your age or size is an asset and use your Max die.  You and each of your allies gain a hero point.
    
Principle of the Split (Green A) - Overcome a situation that benefits from having a completely new outlook and use your Max die.  You and each of your allies gain a hero point.

Split form (Green I) - Some powers and qualities are only available in certain forms.

Transform (Green A) - You unleash (or contain) the nuclear "ghost".  Change from civilian form to heroic form, and vice versa.
    
Focused Aperture Ray (Green A) - You use your power suit to open a focused beam of the radioactive fire you have brewing inside.  Attack using Power Suit, Hinder using your Min die.

Meltdown (Green A) - You unleash waves of your nuclear fire to burn your enemies.  Attack multiple targets with Nuclear.  Use your Min die against each.

Excited State (Green R) - As things get more intense, the half-life of the radioactive materials within you excites and gallops faster, spitting out more and more energy as your powers need it.  When you change personal zones, you may Boost by rolling your single [Nuclear] ability.
    
Yellowcake Burst (Yellow A) - Using the matter around you as nuclear fuel, you send out waves of choking, billowing yellow dust that enervates those you cover with it.  Hinder any number of nearby targets using Nuclear.  Use your Max die.

Irradiated Slam (Yellow A) - You plow headlong into the enemy, fueled by your nuclear fire.  The clash does its damage, but so, too, does the blast of nuclear fallout that erupts on the hit.  Attack using Strength.  Hinder that same target with your Min die.

Imbue with Element (Yellow A) - You hammer the enemy with a massive, nuclear-fueled attack.  In doing so, you set up your companion for a follow-up action.  Attack using Nuclear.  Use your Max die.  If you choose another hero to go next, Boost that hero using your Mid die.

Nuclear Furnace (Yellow R) - Curie is a living nuclear reaction; she even needs to feed it matter to stay alive.  A consequence of this is that any attack that deals nuclear damage actually heals her.  If you would take damage from Nuclear, instead reduce that damage to zero and Recover that amount of Health instead.

Charged Ion Wave (Red A) - With a shout, you release a superheated wave of charged ion particles that rocks the ground and knocks everyone off-guard.  Remove all bonuses and penalties from the scene.  You cannot use this ability again this scene.

Out of Phase (Red A) - Your intangibility comes and goes, but sometimes, you can fade into almost nothingness.  It's a strain, but you can even pass through walls and doors and even enemies in this manner.  Boost yourself using Intangibility.  Use your Max+Min dice.  Then, you may end up anywhere else in the scene, avoiding any dangers between your starting and ending locations.

Out (Heroic Form) - Lingering radioactive reactions make way for the hero closest to Curie, as if the latent reactions still have a mind of their own.  The hero who goes directly after me may take 1 damage to reroll their dice pool.

Out (Civilian) - Nuclear wisps still seem to defend Curie's friends, preventing enemies from bringing the full weight of their attacks.  Defend an ally by rolling your single [Nuclear] die.
 

Here's another character, also made with random rolls.  Really happy with how naturally the hero's story emerges from the random rolls.  I wasn't planning on making an older character in a power suit, but the rolls really started suggesting it, and provided fertile ground for ideas.  (This is the original build.  After I made it, I realized that I should replace Flight with Leaping considering the nature of the character and where the inspiration for the techology came from for her.)

CRICKET
Alias: Madison Chance

Physical Characteristics: Female, 52, petite and slim, with short-cropped gray hair and striking blue eyes that sparkle with intelligence.  When not in her business suit, she wears her Cricket suit, a sleek, robotic design in white, light gray, and blue.

Background: Retired.  Madison was an early innovator in drone technology, and she used her skills to create operational drones to deploy against career criminals and the emerging threat of powered villains.  When a civilian child was killed by a flaw in her programming, Madison withdrew from the program, and retired, vowing to never code drones again.  But her genius-level mind could not stop thinking and theorizing about improvements to drone technology.  One day, while gardening, she was watching a cricket chirping by rubbing its legs together, and she had an epiphany that led to an entirely new field of study called "vibration resonance topology" which could solve the power problem for miniaturized agents like nanodrones.  The idea is that instead of having a heavy battery for power, an external source could create wave fields of string vibrations, and the drone's molecular construction would "fall into" the behavior valleys between vibration peaks and troughs, allowing drones to act using very little power.  Slowly, she began tinkering, and soon had a working prototype of her new "nanodrone" technology – drones so small they could barely be seen by the naked eye.  She called them her "crickets".  When a busload of school children went missing (thanks to the villain Mandragora), she deployed her crickets to successfully find and save them.  She reluctantly decided that though she may do harm with her actions and technology, there is also harm in doing nothing.  And so, she has left her garden behind and has begun using her crickets for making the world a better place as best she can.

Power Source: Genius. Madison has always been brilliant.  Her experiments and theories on vibration resonance topology have proved uncommonly robust, and her work ethic and insight accelerates her development process tenfold.  From her contract work and patents on early drone technology, she was already a self-made billionaire, and has for years maintained a comfortable home with a well-stocked drone garage.  But now, her technology is not up for sale.

Archetype: Flyer.  Her Cricket power suit has two large panels on the back that fold away and reveal large, silver wings that can beat so fast they become invisible to the naked eye, like a hummingbird's wings.  Paired with her drone technology, she has incredible mobility and reach.

Personality: Natural Leader.  Madison's role on the original drone development team was team lead, and she ran the group with an impressive force of will.  The harsh lessons of leadership have made her somewhat detached over the years, but she still knows how to command respect and get the best out of those who follow her.

PRINCIPLES
Principle of Detachment
You are detached from emotional situations and always keep your cool.
Minor Twist: Which hero or supporting character have you just alienated with your distant behavior?
Major Twist: How have you withdrawn from the current situation to cope?

Principle of Compassion
You are an empathetic person.  You feel the suffering of others around you.
Minor Twist: What overwhelming injustice causes you extra pain?
Major Twist: How will you handle disconnecting from humanity?

QUALITIES
    - Technology (d10)
    - Leadership (d10)
    - Science (d10)
    - Tough Choices (d8)

POWERS
    - Robotics (d12)
    - Strength (d10)
    - Inventions (d6)
    - Lightning Calculator (d6)
    - Flight (d6)
    - Power Suit (d6)
    
STATUS DICE
    Green    d6    32-25
    Yellow    d8    24-12
    Red        d12    11-1

ABILITIES
Principle of Compassion - Green A - Overcome to connection with a person on a personal level and use your Max die.  You and each of your allies gain a hero point.

Principle of Detachment - Green A - Overcome a challenge related to duress or fear and use your Max die. You and each of your allies gain a hero point.

Nanodrone Surveillance Cloud - Green A - You release a cloud of crickets that buzz all around, pinging back to you with sensor data, giving you total information awareness of your current situation, which you can then relay to your allies.  Boost using Robotics. Apply that bonus to all hero Attack and Overcome actions until your next turn.

Cricket Suit Sweepslash - Green A - Opening your wing panels, you push your wings into extreme speed, which drives you forward at an incredible acceleration, allowing you to both strike an enemy unexpectedly and avoid incoming dangers.  Attack using Flight.  Defend against all Attacks against you using your Min die until your next turn.

Nanodrone Operational Cloud - Yellow A - You release a cloud of crickets that float around you, helping you deal damage or overcome obstacles as you go.  Boost yourself using Robotics.  Use your Max die. That bonus is persistent and exclusive. Then Attack with your Min die.

Reactive Nanoparticle Skein - Yellow R - You wear a nanoparticle skein that applies counter-forces to acceleration, temperature, and other influences.  Mainly, it protects her from sudden acceleration and deceleration of her cricket suit, but it also has the side effect of "hitting back" when someone tries to injure her.  When you are attacked by a nearby enemy, the attacker also takes an equal amount of damage.

Nanodrone Aerial Bombardment - Yellow A - You direct your crickets to cloud around your enemies and discharge shock needles into them.  Attack up to three targets using Robotics.  Apply your Min die to each of them.

Cricket Suit Hydraulics - Red A - Your Cricket suit, despite its small size and slim frame, has been reinforced with powerful vibration-reactive materials, allowing for incredible feats of strength.  Overcome using Strength in a situation that requires you to be more than humanly capable, like an extreme feat of strength or speed.  Use your Max+Min dice.  Boost all nearby allies with your Mid die.

Nanodrone Infestation - Red A - You direct a cloud of crickets to attach themselves to a target and clog their senses.  Remove a bonus on a target.  Hinder that target using Robotics. Use your Max die, and that penalty is persistent and exclusive.

Contingency Programming - Out - You may be down and out, but your suit's programming still directs the nanobots, and you have had the forethought to program some AI for this contingency.  Boost an ally by rolling your single Robotics die.

Another randomly-generated hero.  This guy is more "street level" than the others I've created, but the cool thing about this RPG is that you can easily mix the different types of heroes and it will all work mechanically.  This hero build (and the one for Cricket) refer to Mandragora, who was a Ra's al Ghul-like villain, a shadowy leader of a Yakuza clan.  Even though he was slain by the Order of Rain long ago, somehow his machinations still seem to reach out from the shadows and threaten the heroes...

KENDŌ
Alias: Leto Nakahama

Physical attributes:  Male, age 42, muscular and athletic, with black hair in a topknot.  He typically wears a cobalt blue gi with a white sash and white boots.  If he is going into battle, he also has a Kendō fencing garb, also a deep cobalt blue, that hides his face.  He carries a beautiful, well-cared-for sword that gleams in even the dimmest light.  Even the most casual observer will note the impressive grace, speed, and fluidity of his movements, especially in battle, where his movements mimic the flow of water.

Background: Tragic.  Leto's father, the Yakuza villain known as Mandragora, was finally killed after a long, bloody battle with the Order of Rain, a monastic order of monks who watch over the world and protect it from practitioners of the dark martial arts.  Only after the battle was over did the Order discover that Mandragora had a young son, only five years of age.  The Order took him in, but soon realized that their life was too dangerous to raise a child in.  So, the Sensei of the Order, a man named Sensei Akara, retired, and took Leto far away from the temple, where he opened a Kendō dojo and raised Leto as his own son.  Leto's training progressed quickly, and he soon became the master of the art of Kendō fencing, surpassing even his sensei in skill and discipline.

As Leto grew and trained, he would remember flashes of memories from the attack of that night, and was tormented by them.  Sensei Akara would tell Leto of the boy's father, but he left out the truth about his killers.  Little did Sensei Akara know, but a charm that Leto kept as a memento of his family held a small shard of Mandragora's spirit, and it was twisting Leto against his adopted father.

Then, one night, the charm directed Leto to a robe that Sensei Akara had kept hidden.  Memories of the bloody attack all came rushing back, and Leto knew that this man was the one who had killed his real father, and in a rage, he challenged him to fight.  Leto expected his "father" to put up an overwhelming fight, testing him to his extremes, and so Leto launched at him with the strongest attack he could muster.  To his shock, the man stood entirely still and did not defend himself, and Leto had delivered the fatal blow before he knew what was happening.  His adopted father died in his arms, apologizing for the way their lives had turned out and begging Leto to not follow in the footsteps of his evil father.  Leto realized the powerful effect the charm had been having on him and crushed it, destroying the last vestige of Mandragora.  After that, Leto devoted himself to ensuring that the terrible scourge of the Yakuza - and people like them - would not ruin any more lives of innocent people.

Power Source: Training.  Leto studied the secret martial arts of the Order of Rain.  The style is about observation, speed, and especially momentum.  The wise fighter knows his enemy, prepares his enemy, and defeats his enemy.  As a Kendō practitioner, he learned to use a Kendō sword as his primary weapon, and he carries one of twelve Kendō blades with him at all times, swords given to him as ancestral weapons by Sensei Akana.

Archetype: Speedster.  Leto's fighting style is impressive to watch.  He can dodge, weave, slide, and sprint around the battlefield in ways that almost no other individual can, even among powered fighters.  The principle of momentum, learned from the Order of Rain, has given him impressive mobility, speed, and agility, but has also required him to hone his senses.  Few can best him in battle as a result.

Personality: Inquisitive.  Leto is not one to rush headlong into conflict.  He is thoughtful, inquisitive, and curious, often to a fault.  He seldom wants to dive into battle, but when he does, he has learned about his enemy and the stakes of the battle, giving him a distinct edge on most fights he finds himself in.

POWERS
    -    Speed (d10)
    -    Ancestral Sword (d10)
    -    Agility (d6)
    -    Momentum (d10)

QUALITIES
    -    Close Combat (d10)
    -    Alertness (d8)
    -    Investigation (d8)
    -    Acrobatics (d8)
    -    Stealth (d8)
    -    Kendō Training (d8)

STATUS DICE
    Green (36-28 health) (d6)
    Yellow (27-14 health) (d8)
    Red (13-1 health) (d12)

PRINCIPLES
Principle of the Defender
You will put yourself in harm's way to defend another without a second thought.
Minor twist: How do your actions put you in more danger than before?
Major twist: What great sacrifice did you just make to succeed?

Principle of the Powerless
You value training and hard work over enhanced abilities.  You understand how to get things done without powers and how to exploit flaws in powered individuals.
Minor twist: What temporary injury did you just suffer?
Major twist: What more serious injury did you just suffer?

ABILITIES
Principle of the Defender (Green, A) - Overcome a situation that requires you to hold the line and use your Max die OR use your Mid die and Defend with your Min die.  You and each of your allies gain a hero point.

Principle of the Powerless (Green, A) - Use your knowledge of the limitations of super powers in an Overcome action and use your Max die.  You and each of your allies gain a hero point.

Enter the Fray (Green, A) - Your weapon slashes all around as you hit foe after foe, keeping them off-balance and unable to fight back effectively.  Attack multiple targets with Close Combat.  Use your Min die.  Hinder each target equal to your Mid die.

Wave Stroke (Green, A) - You make a flowing, wavy stroke against your enemy that not only deals damage, but also makes it difficult for the enemy to strike back.  Attack using Speed.  Defend yourself using the Min die.

River Kata (Yellow, A) - With your speed and momentum, you prepare the way for those who follow behind you in your wake.  Boost multiple targets using Speed.  Use your Max die.

Still Pond Stance (Yellow, R) - Your stance is like the still surface of the pond.  You cannot be approached without causing ripples that bounce off of you and return to those who made them.  When you are attacked by a nearby enemy, the attacker also takes an equal amount of damage.

Waterfall Stroke (Yellow, A) - You advance on your enemy, using all you have learned and your own personal momentum against them.  Boost yourself using Momentum.  Use your Max die.  That bonus is persistent and exclusive.  Then, Attack using your Min die.  You may use the bonus you just created on that Attack.

Tsunami Stroke (Red, A) - You know your enemy.  You have prepared your enemy.  Now, you defeat your enemy.  Attack using Kendō and at least one bonus.  Use your Max+Mid+Min dice.  Destroy all of your bonuses, adding each of them to the Attack first, even if they are exclusive.

Pressure Points (Red, I) - Your keen observation on the battlefield allows you to know exactly where to strike your enemy to make them stagger.  Whenever you Attack a target with an action, also Hinder that target with your Min die.

Flow Like Water (Red, I) - You can fight many enemies as easily as you can fight one, because you flow like water over the battlefield, able to adapt to the situation as necessary.  You have no limit to the amount of Reactions you can take.  Each time you use a reaction after the first one each turn, take 1 irreducible damage or take a minor twist.

Bestowed Wisdom (Out) - Though you have fallen, the wisdom you have conferred upon your companions give them the insight they need to be victorious.  Choose an ally.  Until your next turn, that ally may reroll one of their dice by using a Reaction.

Here's a brawler tank I made with some random rolls.  This one is just straight-up smashing and brawling fun.

LILITH
Alias: Unknown

Physical attributes:  Female, unknown age, slim and athletic, with long black hair, purplish-black curving horns, and eyes that glow like burning embers.  Her skin is a dark violet color with mottled blue dots at her scalp, back, and joints.  She wears a slate-gray dress with a crimson and gold sigil on it.  When her ire is aroused or she is angered, her infernal nature blazes forth, her hands contorting to end in long, black talons, and massive wings of black iron sprouting from her back to carry her aloft.

Background: Blank Slate.  Lilith knows she had a life, before.  She cannot remember it - just painful flashes of important moments that emerge briefly from the fog of amnesia and then retreat.  She remembers touching the blood seeping from the eyes of the statue of the demoness Lilith, and the intense, wracking pain that followed, but beyond that, she remembers little, as if she were born into the form of the demoness Lilith, and her previous existence were but a fever dream.  But she also has flashes from previous avatars, the lives of women who also took the form of Lilith, and their trials and anguishes that followed their own transformations – being stoned to death by superstitious townsfolk, being burned alive at the pyre by overzealous inquisitors.  The memories conspire to make her uncertain of her past, her legacy, and even her identity.  She is Lilith, but this has been many things to many women over time.  Now she must forge her own path as best she can.

Power Source: Relic.  When she touched it, the relic of Lilith imbued her with her new form and then crumbled to dust in some ancient, forgotten grotto deep in the deserts of the Middle East.  Was it a prison that had held Lilith?  A bedchamber to while away the decades?  A cocoon to heal?  A portal to re-emerge in the world of humans?  She does not know, but it matters little.  Now, she is Lilith incarnate, the creature many called a demon, a witch, a horror.  But she is none of those things.  She is a creature that draws strength from the outer planes, but she is her own master and serves no demon lord nor cowers from any shaman or exorcist.  She forges friendships, bonds, and loves as she pleases, and consumes the infernal power to impose her will upon the mortal plane.  Many expect her to maim, to kill, to torment, and to destroy, but these are their fears speaking whispers to their mind, a product of weakness.  Her form, with the batlike wings of black iron, her terrifying talons, and her ember-glowing eyes, strikes terror into those without the courage to stand before her.  But those who can see past her frightening visage find a stalwart and loyal companion, whose mettle was forged by the very fires of Hell.

Archetype: Armored.  Lilith's skin is obsidian-hard, and her wings are massive, batlike constructs of tarnished iron.  She can wrap her wings around herself or others to protect against all but the most devastating attacks.

Personality: Decisive.  Lilith is not one to hold back and consider alternatives. Her infernal heritage drives her forward (and her impregnability makes that approach seldom fail).  When her ire is raised, especially, she is unlikely to hold back.

PRINCIPLES
Principle of the Indestructible
You ignore damage from unpowered close-combat weapons and attacks, such as clubs and non-powered fists, or basic ranged attacks, such as slings and arrows.
Minor twist: What goes wrong with your defenses?
Major twist: Who gets hurt other than you as a result of you not being able to take damage?

Principle of Amnesia
Your past is lost to you or otherwise obscured.  Others have immense difficulty in keeping track of you.
Minor twist: You have a flash of your former life that momentarily distracted you – what was it?
Major twist: A shocking detail of your past changes the current situation – how does it affect the scene?

POWERS
    -    Awareness (d6)
    -    Flight (d8)
    -    Demonic Vitality (d8)
    -    Infernal Link (d10)
    -    Demonic Strength (d10)

QUALITIES
    -    Alertness (d8)
    -    Close Combat (d10)
    -    Fitness (d10)
    -    Avatar of the Abyss (d8)

STATUS DICE
    Green (32-25 health) (d8)
    Yellow (24-12 health) (d8)
    Red (11-1 health) (d10)

ABILITIES
Principle of Amnesia (Green, A) - Sometimes, bits and pieces of previous lives come through and bring insight.  Overcome a situation where a completely fresh perspective is useful and use your Max die.  You and each of your allies gain a Hero Point.

Principle of the Indestructible (Green, A)- Lilith's form is nearly indestructible.  Overcome a situation where you charge headlong into danger and use your Max die.  You and each of your allies gain a Hero Point.

Obsidian Flesh (Green, I) - Lilith's skin is as hard as obsidian.  Reduce any physical or energy damage you take by 1 while you are in the Green Zone, 2 while in the Yellow Zone, and 3 while in the Red Zone.

Ebon Claws (Green, A)- You cause long, sharp talons of black obsidian to extend from your fingers, and you slash with them.  They can cut through metal as easily as flesh, and leave smoking, sparking trails of destruction behind them.  Attack using Close Combat.  Ignore all penalties on this attack, ignore and Defend actions, and it cannot be affected by a Reaction.

Infernal Censure (Green, A) - You stand between your foe and your ally, wings apart.  Your eyes, normally just burning embers, blaze forth with waves of heat that wash over your enemy.  With a thundering, angry voice, you rebuke them, revealing the terror in store for them should they continue with the folly of menacing your companions.  Attack using Infernal Link.  Defend another target with the Min die.

Iron Wing Shield (Green, R) - Your iron wings curl around you, deflecting damage and causing it to harm your enemies instead.  When you would be dealt damage, you may deal damage to a nearby target equal to the amount reduced by your Armored ability.

Draw upon Darkness (Green, A) - By speaking the arcane ritual of Lilith, a purple arcane sigil surrounds you and fills you with power.  The smell of sulphur fills the air, and you are infused with the blood rage of the Abyss.  Boost yourself using Infernal Link.  That bonus is persistent and exclusive.

Enervating grasp (Yellow, A) – Reaching out at your enemy, you make a gripping gesture, and their strength is drawn from them in black, smoky wisps that surround you, causing your wounds to heal.  Hinder using Demonic Vitality.  Also recover Health equal to your Min die.

Iron Wing Shield (Yellow, R) - You lift up your wings to shield an ally from attack.  When another hero in the Yellow or Red zone would take damage, you may Defend them by rolling your single Flight die.

Demonic Intercession (Red, R) - You spread your wings wide and raise an arcane wall of hellfire between your allies and your enemies, forming a living shield.  When multiple nearby targets are Attacked, you may take all the damage instead.  If you do, roll your Infernal Link die + Red Zone die and Defend against the attack with the total.

Hellfire Quake (Red, A) - You fly up, and then slam down with both fists, causing a shockwave of infernal energy to ripple through the entire location, knocking everyone off-balance and leveling the playing field.  Remove all penalties and bonuses from the scene.  You cannot use this ability again this scene.

Lingering Scent of Sulphur (Out) – The pungent scent of sulphur lets an ally remember their unlikely bond with the winged demon Lilith, and gain resolve from her memory.  Boost an ally by rolling your single Infernal Link die.

I cast the dreaded thread necromancy because . . . I got a wild hair to do another random hero so I thought I would do one.  Um . . . that's it.  Let's do this.

 

So, backgound, I get a one and a six.  That gives me the choices of upper class, law enforcement, and Academic.  Lessie, I've done upper class with Girl Epic, and academics and scientists are a dime a dozen in superhero storeis, so let's do law enforcement.  The only law enforcement heroes I can actually think of are Barry Allen (Flash), Renee Montoya (2nd Question) and Dan Garett (1st Blue Beetle) so that's actually a pretty rare one for superheroes.  Law enforcement nets me a big ol' list of stuff, so let's get a little of the cerebral stuff with investigation d10, and a little of the physical stuff with ranged combat d8.  Responsability principle, but we'll save that for later.  D10 d8 d6 for power source

Three, seven, and five.  That nets me 3, 5, 7, 8, 10, or 12 as options. Genetic, Mystical, Relic, Power suit, Tech Upgrades, and artificial being.  Well, looking through those, a few stand out as options for a law-enforcement person.  This hero could have touched a relic on a case that gave them powers, gotten injured and had replacement parts made to keep him going a-la robocop, or could have been part of a government program designed to create an artifical supercop.  Y'know what?  That last one sounds fun, I'll do Artifical being with the idea that this hero was created to be a 'super cop' as part of a secret government project.

Robots and Inventions don't work, as I envision this person as being the 'pinnacle of human capability,' not a robot.  I think I'll assign the d10 to Strength and the d8 to vitality to show that he's super strong and super tough.  Lastly I'll put his speed as a d6, as he's capable of out-sprinting Husain Bolt.  I have to choose two of the three yellow powers, and the energy immunity one doesn't make sense, so I'll run with the other two (Recalculating and multiple assault).  As for the green ability, I already have recalculating, so I don't need more dice rerolling with intentionality, so I'll take created form.  That leaves d10 d8 d8 for archetype.

One, Two, five.  That nets me 1, 2, 3, 5, 6, and 7.  Speedster, shadow, physical powerhouse, Blaster, Close Quarters Combatant, and armored.  Lessie, despite speed at a d6, I don't think the speedster archetype fits him.  He's certainly not a shadow, but I also don't see him as a physical Powerhouse, punching his way through brick walls.  He doesn't have energy powers, so blaster is out, that just leaves close quarters combat and armored.  While he may wear some police-issued kevlar, I think this guy is more Captain America than Iron Man, I'll go with close quarters.

Lessie, I MUST assign one of my dice to Close Quarters combat, so I'll do the D10 there.  For the others, let's see, Gadgets seems to cover conventional firearms, but also things like tasers, tear gas, and the like.  I'll take Gadgets out of the Techological powers section, and then, I guess.  Lastly, I'll take persuasion from the social qualities group, as this person will need to talk down criminals and such.  

Well, moving on to abilities.  I get a total of four, three in green and one in red.  I like Flexible Stance, and that can represent his field orders.  I also like Throw minion, and as one of these NEEDS to use the Close combat ability, I can rename it as a judo throw.  His shotgun can represent a big hit with offensive strike.  Lastly, we can take defensive strike as a sort of covering fire situation.  We also get our second responsibility Principle. 

Let's see, 8, and 10 for personality.  Hmmmm, leaves us with Fast talking, Alluring, and Apathetic.  Well, none of those really fit the hero we've built here.  He's not a fast-talking trickster, and he definatly cares about superheroing so he's not apathetic.  I guess that just leaves alluring, which I'm not super happy about, but what else you gonna do?  We'll add in a unique quality, such as 'Supercop' and move on. 

Okay, home stretch, red abilities.  Well, he's super strong, so let's do something with that using Paragon feat.  We also haven't used his speed at all yet, so I'll use that in the ability Takedown.  Then we can calculate health (8 base+4 (average roll)+10 Strength+10 red zone=32).  Now we just need two responsability principles. 

Detective seems like a no-brainer . . .As does principle of the Veteran.  Wow, that was easy.  We'll retcon him the power of intuition so he can use his persuasion and investigation, and . . . we're done.

I envision this guy as a secret government project to create a supercop.  He's good with a gun, he's good with bare-nuckle brawling, and he's good at talking people down.  It's late and I don't really have a great backstory for him other than what I've come up with, so let me just sleep on it.  As always, you can find his character sheet at the bottom of the page. 

 

Well y'know what?  I'm in the mood for another random hero!  Let's DO THIS!

BACKGROUND: Okay, 2d10 for background.  Well, let's see, we've got a 3 and a 9, for struggling, performer, or criminal.  Well, I've done struggling a lot, and former criminals are pretty common in comics, but performer, you don't see that too often.  Performer it is.  That nets a d10 and a d8 and a few options, Acrobatics, Finesse, Creativity, or any social quality.  Hmmm.  Y'know, I don't think I've made a super acrobatic hero yet, so let's do Acrobatics as an option with our d10.  And this early on, I'm thinking a kinda spider-man vibe, so Banter from social at a d8.  Responsibility Principle but I always save that until I have a better idea of the character.

  POWER SOURCE: Okay, so d10, d8, d6 for Power source.  We Get 1, 2, and 4.  That's Accident, Training, Genetic, Experimentation, Mystical, and Nature.  Well, we've got a ton of good options.  If I wanted to stick to the spider-man route, I could go with Accident or Genetic.  Training could also get me a crazy martial arts performer.  Well, we've already gone with Experiment, Nature, and Mystical above, so let's do something else.  I've also made a lot of Genetic and Training heroes in other sessions, but not Accident, so let's run with that.

Athletics powers, Elemental/Energy, Intellectual, Materials, Psychic, and Self-Control.  Well, since we are leaning into our acrobatic combatant, let's pick up the Athletics Power Agility at d10.  Additionally, I like to pick up the Presence power from Intellectual just so we can make use of our banter quality, and we can put that at a d6.  Lastly, I guess our graceful acrobatic guy is going to have to be doing a lot of acrobatics over a long span of time, so Vitality at d8 makes sense.

He gets two yellow powers.  Area alteration makes sense using Presence, as this hero can boost their friends or hinder their enemies through cutting remarks.  And we can also choose inflict as some sort of acrobatic attack using Agility.  We also get a green ability.  Since this guy isn't shooting laser beams or whatever from his ears, I don't like the immunity power, and he doesn't have precognition or ESP, so Ambush awareness doesn't make sense, but change in circumstances seems to work just fine.

I'm starting to get an idea for this guy.  The combination of acrobatic combat and a performer background makes me think of a Capoeria player.  Not sure what kind of accident they had, but they came out of it with superhuman agility and durability.  We move on to d12 d6 for Archetype.

ARCHETYPE:

Well, for archetype we get a 3 and 4.  Physical Powerhouse, Marksman, or Armored.  Well, Marksman is right out.  As for the other two, well both of them involve fighting, so that's okay.  I feel like I want this character to be agile, not super strong though, so I'm going to go with Armored here. 

Well, I only have two dice to assign.  As a Capoeria player, I think it behooves this guy to have a jumping power, so I'll take Leaping at d6.  Also, I get access to any physical quality, so I'll choose fitness at d12 which, when combined with his vitality power, means he can keep Capoeria-ing for days.

He automatically gets the armored ability, which we can attribute to the accident.  I like Deflect, as Capoeria has a lot of attacks that you can pull off while also being hit.  Also, the Repair ability seems like it teams well with our increased vitality and zone change power (as we get boosts going both up AND down now.)  Also, many Capoeria attacks are pretty unpredictable, so unstoppable charge seems about right.  We can choose a technological or materials power to determine our health, but we don't have one of those, so we are just going to jot down that we have an expertise principle for later and move on to Personality.

With the introduction of the armored archetype, I think I know what has happened to our guy.  Our Capoeria player was getting old, and so he opted for a new treatment that could help him put a little pep back in his step.  Instead, something went wrong, some part of the chemical wasn't dosed right or something messed with it, and instead of just reducing joint pain, this treatment essentially made him a superhero.  Increased his lifespan, made him heal quicker, and gave him super agility. 

PERSONALITY : our 2d10 nets us 1 and 6.  That nets us Lone Wolf, Distant, and Stalwart.  Hmmm, Capoeria is meant to be played in a group, so Lone Wolf and distant don't make too much sense, and neither does stalwart for our banter-slinging capoeria player, so I'm going to have to reroll . . . 4 and 8.  Mischevious, Fast-Talking, and Nurturing.  Y'know, Fast-Talking seems about right.  Status dice go d6 d8 d10, We right down our out ability, and make up a quality.  Since this guy is super good at Capoeria, he probably teaches it, so I'm thinking the quality of Capoeria Instructor is probably about right. 

RED ABILITIES: Well, since part of his powers are a healing factor, I think Major Regeneration is a no-brainer.    Also, I we just kinda got into this guy being a teacher, so I want to use the power Give Time off of presence, and name it something involving him doing some teaching. 

HP: 8 starting +4 (Average Roll)+10 (Red Status)+10 (Athletic Power)=32, not bad

PRINCIPLES: well, We have an expertise Principle, and since we just talked about him being a teacher, Mentor seems to fit.  For our Responsibility principle, debtor is interesting, but I like Buisness, as he has his own Academia. 

RETCON: Well, I'm of two minds with Retcon.  Given our last minute switch to a more instructor-centered roll, giving him leadership might be prudent.  Then again, I'd also like a massive red attack to show him going all out.  Well, if we go back to background and say we chose leadership instead of banter, we get to have both.  We loose banter, but that's fine, we went from a wisecracking spiderman-type to a wizend old Mr. Fixer type anyway.  Let's Retcon in Finishing blow.

His superhero name can be Mestre (Portugese for 'master') and then all that's left is naming the powers after Capoeira moves (which takes a little bit of research.)

Bam, we go ourselves a Capoeira instructor who as getting old and so went in for an experimental treatment to help reduce joint pain and maybe get a few more years out of his knees.  However, something went wrong during the process and his body was greatly enhanced.  He found he suddenly had increadable agility, as well as increased toughness and a healing factor.  As such, while he continued working at his academia, he also began to help out in the neighborhood as Mestre!

Find him here at the bottom of the document: https://docs.google.com/document/d/1-LR5BIWNVbdAW0dlLD9q3-6L_2WRUb_bsn2PRq2G7nA/edit?usp=sharing

 

 

I decided I wanted to give this a try. I haven't really looked over the materials before tonight, so I'm still a little shakey on how everything works. I'm hoping going through the process like this will help me keep everything straight.

I roll 2d10 for Background and get 9 and 5, meaning I can take Unremarkable, Performer, or Anachronistic. Anachronistic sounds cool, and I'm going to go with someone from the past, so I'll forgo any tech abilities. Similarly, I don't think I want them to be too clued in with the supernatural. I take:

Fitness: 1d10
History: 1d8
I save the Esoteric Principle until later.
I get 1d10+1d8+1d6 to roll for Power Source Selection.

I get 9, 2, and 3, meaning I can take Training, Genetic, Radiation, Supernatural, or Artificial Being. The first three make the least sense to me, so those are out. Much as I like the latter, I think the former works better here. Working back through historic concepts I enjoy, I think I'll go with a Balearic slinger. A mercenary who toured the Mediteranean until eventually, withered by age, he managed to win the favor of a god. Heeding the tale of Tithonus, he asked for eternal good health. As such, I'll take:

Vitality: 1d10
Awareness: 1d8
Strength: 1d6
Mass Modification (Practiced Paranoia): Uses Awareness
Personal Upgrade (Stamina of the Gods):  Uses Vitality
Signature Weapon (Sling & Shield): 1d10
I get 2d10+1d6 for archetype selection.

I got a 2, a 5, and a 5. That means I can take Shadow, Blaster, Armored, or Robot/Cyborg. Shadow's the only one here that makes sense. Shame I didn't get Marksman, but oh well.

Stealth: 1d10
Agility: 1d6
Ranged Combat: 1d10
Sabotage (Skirmish Tactics): Uses Ranged Combat
Shadowy Figure (Shielded Fire): Uses Signature Weapon (Sling & Shield)
Overcome From The Darkness (Centuries of Practice): Uses Signature Weapon (Sling & Shield)
Expertise Principle
2d10 for Personality selection.

I got a 2 and a 3. That means I can go with Natural Leader, Impulsive, or Sarcastic. I feel like the only one of these that survives for that long without losing their mind is the Sarcastic one, so that's what I'm going with. Besides, that lines up super well with some of the snarky nonsense people used to inscribe on their sling bullets.

I've Seen Better: 1d8
Major Regeneration (Still Tickin'):
Calculated Dodge (I Know This Dance):


Realize I never picked my Principles!
Esoteric: Immortality
Expertise: Mentor

Retcon time! Since there's nothing I really want to change, I choose to add a d6 quality.

Alertness: 1d6

Health: 8+8+10+4=30

Well. Seems like a fun character, at least to me. Slings don't tend to see anywhere near so much use in the superhero genre as bows, but I'm a fan. I would bother with a name and the like, but it's 5:30am right now. 

Legend: 
Qualities are in bold.
Powers are in bold and italicized.

Abilities are just in italics.