Okay, so Ray is continuing on from step 3, which I think is mostly done (I’m supposed to pick Physical and Social qualities, but I’d like to think a bit more before I do that, given how generic they all are). I have the Armored inherent ability, which I’ll put into Energy damage, and I’ll take the Green abilities of Repair (Absorption), the rather weak Deflect reaction, and a weird version of Unstoppable Charge which uses his Banter quality, where he can deal unavoidable Sonic damage just by talking at someone. I also choose another Principle, from Expertise, most of which annoy me so I’ll pick Clockwork as the least obtrusive. My new hero-point ability is “overcome a complex problem with a simple tool”, which fits his very common-sense attitude, and I’ll finish by rolling those same pair of d10s I started with, getting a 3 and a 7. So now I guess I’ve really done step 3, and it’s step 4 for sure.
Step 4: My choices for Personality are Impulsive, Stalwart or Alluring; that’s definitely reroll territory. But I get the same roll again, so I suppose I’m Stalwart, it’s the only one that’s not grossly inappropriate. “Make up a d8 Quality based on your hero’s backstory.” Well, great, that’s helpful. I don’t have a backstory yet, to any great extent. My annoyance with Dave Chalker ticks upward one more step. So my Status Die is a d8 and never changes, which is boring but at least sort of appropriate for a guy who’s all about being level-headed; my Out ability is “defend an ally with my Self-Discipline die”, and I have two red abilities to pick, but that’s another step. I’d really love to revise this system just so that the steps flow more naturally and I’m not constantly rolling dice in one step just so I can save them for another.
Step 5: For my first Red ability I’m definitely taking Eruption with Sonic; as much as his shtick is always being reasonable, if things get bad he may well just yell “Shut up!” at whatever idiot has ruined everything today. I find an appealing ability in the Intellectual category which lets me stop shopping: Give Time, a Boost action which unfortunately uses my d6 Deduction, but allows me to target a hero who’s already acted for the turn, using my Max die for the boost and making them “lose health” (presumably intentionally not using the word “damage”) equal to my Min, in order to also give them the next turn. As much as the die size kinda sucks, that could be an advantage given the ability’s drawback.
So here’s my complete set of abilities:
Green Inherent: Armored - In G/Y/R status, reduce Energy damage taken by 1/2/3.
Green Reaction: Deflect - When reducing damage with Armored, a nearby Minion takes the damage prevented to you.
Green Action: Repair - Attack using d8 Absorption; recover health equal to your min die.
Green Action: Inescapable Cutting Truths - Attack using d8 Banter; the damage cannot be reduced by penalties or defend actions and is not affected by reactions.
Green Inherent: Overpower - Whenever Boosted, increase that boost by 1, but if it goes over +4, lose that bonus and take 5 or more damage.
Yellow Action: Personal Upgrade - Boost yourself using d8 Absorption and use your max die to gain a persistent exclusive bonus.
Yellow Reaction: Misdirection - When a nearby Hero in Red or Yellow would take damage, Defend with your single Sonic d10, then redirect any remaining damage to a nearby minion of your choice.
Red Action: Eruption - Attack three targets using d10 Sonic, one of which must be yourself. Divide your Min, Mid and Max as damage among the three targets.
Red Action: Give Time - Boost using d6 Deduction, but allows me to target a hero who’s already acted for the turn, using my Max die for the boost and making them “lose health” (presumably intentionally not using the word “damage”) equal to my Min, in order to also give them the next turn.
Out - Defend an ally with my d10 Self-Discipline die.
Step 6 - Retcon. I’ll come back to this when I’m actually at the end.
Step 7 - Health. 8 plus 8 plus my Mental Quality of Self-Discipline, which is 10, plus a d8 that I can roll twice, but I’m tired of rolling dice and they’ve been unkind to me today, so for this character it’s appropriate that I just take the below-average but reliable 4. I have 30 health.
Step 8 - Finishing Touches. I’m not going to rename abilities much since it would complicate looking them up later; Unstoppable Charge becomes Inescapable Cutting Truths, that’s about it. So to do that retcon I skipped…I’m tempted to change out Principle of Clockwork, but that would require shopping the entire Principle list, or to improve my Deduction die, but that seems dubious given the drawback. So maybe I’ll tinker with the dice, but that would make it helpful for me to actually have a quick list of what they are:
d10 Self-Discipline
d8 Banter
d8 Absorption
d10 Sonic
d6 Deduction
Looking over the list, I found I had accidentally already done a retcon just by losing my place; I thought I had Sonic at d8 and Absorption at d10, but that was dumb and I’m not wanting to make it so. The one thing I am tempted to do is reduce the die associated with my Eruption attack, but that doesn’t necessarily help me. I’m unclear about the line “choose a different power or quality used in one of your abilities”, as to whether that would allow you to replace a power with a quality or vice versa. Probably I should just bump up my red status die and gain 2 extra hit points, but I was considering that the final fallback option, so to avoid it I’ll instead say that my favorite of these abilities, ICT, now uses Sonic instead of Banter, making it a d10 instead of a d8. Banter was extremely appropriate, but Sonic works too. If I find a ruling somewhere that I can’t switch a quality for a power, then I’ll accept the higher status die instead.
As a reminder, I have Principle of Sensibility and Principle of A Rationally Ordered Universe. To grant a hero point and use your max die, overcome using a simple tool to solve a complex problem, or overcome a challenge related to duress or fear.
Minor Twists: Which ally have you alienated with your borderline smug assuredness? What tool, possibly a human one, just “broke” in some sense?
Major Twists: How have you shut down to process the severity of your current problems? What faraway location are your “tools” now occupying?
Okay, I have a better name for him. Ray Chalcelerr is an embarrassing name his great-grandpa got stuck with by some jerks at Ellis Island when the family first emigrated, and his parents were preoccupied with keeping their son from discovering too much about his grandpa’s dad, so they named him Raymond Hall, having long since legally changed their family name to that. But he was determined to honor the old man, stupid name and all, and so he lives in his day to day civilian identity as Ray Chalcelerr…but when he needs to defend his neighbors against a rude shouty person, he dons the costume of Lecture Hall, and goes and gives the malcontent a stern talking to! He’s resistant to all sorts of energy attacks, which tend to do more damage to annoying individuals around him than to himself, and when he manages to get royally ticked off, the tongue-lashing he can give someone is almost literally blistering. He may not be an academic, but by gum he’s going to have some peace, order, and quiet in his surroundings!
Name: Lecture Hall
Alias: Ray Chalcelerr
Gender: Male
Age: 44
Height: 5’11 (huh, same as Jim Brooks, though a hell of a lot heavier)
Eyes: Green (I didn’t realize I was just making a Citizen Anvil of myself, but here we are)
Hair: Slightly Reddish Brown
Build: Sedentary (not quite The Scholar level physique, but definitely not superhero typical - more like a dwarf’s build in D&D).
Costume/Equipment: I’m resisting the urge to say “tweed jacket”, but in general I figure his heroic apparel is just sturdy high-quality clothing that’s less cheap than he wears when going to the grocery store etc. I don’t see him ever wearing a mask, though some sort of badge or hat might be fitting.