Rate My Build (Heroes)

Dumped on the steps of an abbey as an infant, Angela never truly knew her parents. She grew up in an environment of faith alongside her fellow acolytes, every day filled with fervent prayer that they be found worthy in the eyes of an uncaring world. Years passed, and with the others her age, the time would come for that worthiness to be tested. The Ritual Of Flame was a test of physical and mental endurance in equal measure, the journey through a chamber filled to the brim with divine flame. To persist through the devastating heat and shield themself and garments from ignition were the signs of worth.
Angela stood outside the chamber, the heat from within radiating through the door. A snow-white habit and sandals specifically prepared for the ceremony were her garments, even as the abbot and head sister silently retreated to await the outcome. With a final prayer, she ventured inwards.
Five minutes passed, after the door to the chamber slammed shut for all to hear.
Ten minutes beyond that, when those lacking in faith would be reduced to a burned corpse.
A final fifteen minutes passed after those ten, and the Abbot turned to being arranging funerary rights. The door out of the chamber opened with a burst of heat.
Half of a face smiled outwards at them, for the other half had been reduced to slag. Some form of shadowy oil dripped from the charred and fused skin, smoking even as it sizzled on the scorched habit. And as the Abbot stepped forward to congratulate her, Angela collapsed forward onto the stone floor.

There was no sound to be heard in the altar room as she prayed, dust motes dancing in the air lit by the morning sun. Eyes watched as the young woman rose from her knees, affixing a mask of red and gold over her face. Sparks burned in the air as she passed through a dust cloud, and was gone to help prepare the morning meal in the homeless shelter.
A pool of black oil welled before the altar where Uro had prayed, glistening in the morning sun as it slowly evaporated,

 

This is the fourth build of the Uro, and I'm still not sure if I've properly grasped what makes her tick. But she is an interesting character, and feels close enough to share an initial sheet for.

Link to Sheet: https://drive.google.com/file/d/16g-4MpFQMYSLhWUF5fM2Sdt_NpihQNSY/view?usp=sharing

A nice all-purpose setup for an allrounder type hero. Certainly an asset in any situation!

The only thing I can't quite figure out from the story, how does a Powered Suit, as something you dress up in, give you your Powers? I can see you engulfing yourself in fire, but that seems rather an effect than a source of power?

It's true that her Powered Suit makes the barest of appearances in the story. Uro's Powered Suit is usually only the mask she wears to conceal the scarring on her face. When she's engaging in active use of her powers, it manifests over her in parts to protect her from the flames that she creates, at least in part. It's hidden purpose is to help contain the weird shadowy oil represented by her Infernal die; In fact, the Suit is powered by combusting that oil.

TLDR: The suit isn't so much to grant her powers as to let her make use of them, and her powers are directly involved in making sure the suit can actually do that. And it is rarely manifested in it's entirety save for brief moments of full body combustion.

Hi all. Here is a build for an upcoming game set in Britain. Troy Townsend is a retired royal marine officer who now, under the guise of Commander Britain, leads Britain’s premiere super team, The Knight Watch, their HQ situated under the Tower of London.

Commander Britain

Alias: Troy Townsend
Health: 32
Background: Military
Power Source: Training
Archetype: Close Quarters Combatant
Personality: Decisive

Powers
Vitality d10
Strength d8
Hope & Glory (Signature Weapon) d8
Intuition d8

Qualities
Close Combat d10
Fitness d8
Ranged Combat d8
Leadership d8
Self-Discipline d10
Britain’s Finest d8

Principles
Principle of the Hero
Principle of the Veteran

Green Abilities
Offensive Strike (Close Combat)
Precise Strike (Intuition)
Defensive Strike (Close Combat)
Principle of the Hero
Principle of the Veteran

Yellow Abilities
Flowing Fight (Vitality)
Always be Prepared (Intuition)
Dual Strike (Hope & Glory)

Red Qualities
Finishing Blow (Close Combat)
Lead by Example (Close Combat)

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So, before I do a proper analysis, I figure I should point out a few things on the sheet that need correcting. If you used the Third Method, feel free to ignore these notes and simply inform me. Then I will move onto a proper analysis.
First: Flowing Fight and Always Be Prepared say to assign them Powers, and have been assigned Qualities instead. While a single ability can be swapped using your Retcon, that is obviously not the case here.
Third: When you take a Red Zone Ability, you must assign to it a Power or Quality from the category that qualified you for it. Lead By Example comes from the Social Qualities Red Zone list, and as such needs to have a Social Quality assigned to it. While a retcon could be used to change it to Close Combat, your retcon is otherwise accounted for by simply have three Red Zone Abilities already.

Overall, the mistakes made are quite simple to fix, and are also understandable if you aren’t terribly experienced with the creation system yet. I am certain that once the discrepancies are fixed (or not, between you and GM), Commander Britain will be quite effective leading the charge!

Thanks for that! New to creating characters so I missed that. Lead by Example is great but less useful for social rolls, so I thought it worth using the Retcon to properly represent his command of the battlefield. Actually these will actually be npcs for the campaign I intend to run.

Once again, I will provide my thoughts on one of your heroes, @catDreaming, whether you like it or not! ; )

(If anyone is wondering why I’m only ever rating catDreaming’s stuff, it’s because he/she/they rates pretty much everything that anyone else posts in this thread, so I’m just returning the favour!)

Uro

First Impression: Uro can dish out more and more Attacks as the Scene progresses, but at the cost of her own well-being (which, seeing as she has more Health than Haka, shouldn’t be much of a problem).

In the Green Zone, Uro starts out defensively. Kneel In The Darkness is useful for stalling an enemy while also whittling down its Health. While The Flames Of Faith helps to protect her from any Energy-based Damage.
(Digression: However, TFOF 's effect differs depending on a rule interpretation; does Fire Damage count as Energy Damage? It is in the “Energy/Element” Power Category, and in Real Life™ Physics and Chemistry, fire is a chemical reaction that releases heat and light energy and is not an element. Ultimately, though, it’s up to the Player and the GM.)
Anywho, Burn In The Light is a fair Attack but (unless Fire counts as Energy) Uro might want to save it for later, seeing as it is essentialy the same net Damage as a Basic Attack, unless she desperately needs to Damage two targets.

In the Yellow Zone, Uro really starts to bring the heat. Pilot Light Corruption makes Uro a nice, big Bonus that lasts the whole battle (unless someone destroys it, of course). Stoke The Flames is what really brings Uro’s kit together, however. It lets her dish out as much Fire Damage as she takes, effectively cancelling out Ashes To Ashes’ (which is already quite a potent Attack) and Burn In The Light’s self-Damage. This is also where the Fire-Energy ruling come in; if Fire Damage does count as Energy Damage, then The Flames Of Faith reduces both Uro’s self-Damage and STF ’ Damage.

In the Red Zone, Uro uses her reactions to Attack (and Defend) even more. The Midnight Oil gives Uro multiple Reactions per round, but at a cost.* Sacrificial Prayer allows Uro to take a hit for one of her teammates, while also lessening its power. All Sparks Burn Out lets Uro retaliate against an opponent. Combining all three, Uro can redirect Attacks intended for her allies to herself, Defend against that Attack, and Attack the Attacker, perhaps multiple time per round!

Overall, Uro has moderate defensive capabilities, but really shines by attacking her enemies (and herself) multiple times in a round with holy fire.

Teammate-wise, Uro might appreciate someone who has better Green and Yellow Status Dice than herself. Additionally, an ally that can heal or Defend her could stop her from burning herself out too early.

*Let’s see, so this makes five. Five catDreaming heroes who Push The Limits. Well, no one can blame you for being inconsistent. : )

Some backstory to my backstory: I remember an old LP Ra question asking about the other old mythologies in Sentinel Comics which got me intrigued. Now I am from Sweden, and even if I like Shmarvel’s Thor it really butchered Norse Mythology, and as a religion teacher I felt it could’ve been done with more accuracy to the source material.

I recently started working on a Nordic Super Hero team, inspired by the existance of GLOBAL, but put that on hold since I want to collaborate with other people from the Nordic countries.

I also recently started playing Valheim, like so many others.

All this combine led me to start creating this elaborate world building of the Norse Mythology in SCRPG. Several days later and several pages of notes I figured I could make a modern hero out of it all (while continuing working on the world building, I have literally not been this inspired in years).

Sorry for the ramblings but let me present:

Baldr

Background:

Baldr, a mighty viking warrior from ages past.

After being the sole survivor after the fabled Ragnarök, defeating the wicked Sorceress Hel and her broken father Loki and ensuring the Jotunn would not rule the North for all time, Baldr found himself unable to die. Being brought back to life once already barred him from returning to the land of the dead.

Humbled by the events that wiped out his entire family, the Aesir, Baldr vowed to guide the surviving humans not as a mighty king, but as a careful guide from the shadows. A promise he kept for thousands of years.

Now in the age of superheroes, where people with fantastical powers openly fight back against the darkness of the world, Baldr decided to be passive no longer, carrying his father’s spear, Gungnir, and his faithful familiars, Huginn & Muninn, and Gere & Freke, he sets out to protect the world from the growing threats amassing against it.

Is that another Ragnarök he is sensing? Or something bigger…?

Sheet:

Note: precog is actually not allowed and I cheated by choosing two red abilities outside of his powers/qualities. The rest should be legit.

Wow, that’s some great art!

No offense, but this seems more like a poem/philosophical musings/eloquent nonsense to me than a backstory.

This is somewhat a rebuild of the last hero I posted, now with actual backstory. The theoretical infinite combo is still present on their sheet, but after discussion in the ‘Realm Of Discord’ GTG Discord Server, has simple ways to render it non-functional.

As a child, Caleb had never truly stood out in public. They learned to walk, read, write, do math, all of the things that one would expect of a child in school. It was in their room, asleep at night, that one would have cause to wonder. Not that they were believed; Children always have overactive imaginations. The dream of a lighthouse upon a cliff in a stormy night, recurring for years, was passed by for such a reason.
The mechanical tools, and small automata that would occasionally accompany Caleb discreetly from no particular source were what brought him to prominence. Though it was the rays of light, piercing and illuminating to the eye, that led others to name the new hero: Lightkeeper.

Lightkeeper, in the company of heroes, does not act lightly. After all, the lighthouse in their dreams that their powers seem to manifest from has never been identified. Who knows what horrors may wait in the darkness where it’s beacon does not shine?

Alright, so I might have partially hijacked the thread for a while now as places to put various heroes that I have been making without much backstory. So instead, here’s a group of five heroes who I made a while back, with backstory, and have rebuilt so that the powers and qualities they have actually match their mechanics. They are intended to work as a team, but are certainly effective in their roles regardless of what group they are in. Note that some of them have been posted earlier in this thread, albeit under different forms. Salt-Steel and Bunker-Buster are different mechanically, while Scabbard and Retrospect are different in regards to backstory.

Thashe Schiede was born in a realm that many might recognize as medieval europe, particularly Britain. Under rule of a King Arthur, the realm had thrived for many years. Though his family was not wealthy, Thashe was fortunate enough to begin training in the ways of Magecraft under the auspices of the village’s hedge mage. The kingdom’s dark times came with Mordred’s rebellion, only for a brighter still era of prosperity to begin as King Arthur had reclaimed the throne in earnest, empowering their subjects and maintaining the greatness of Camelot and surrounding lands with their intellect, in addition to their sword.
In the end though, it was the same people who would not heed the warnings of the Crown when the land turned fickle and blighted, corruption from distant lands encroaching and turning the peasantry upon their ruler. The shadows became sharpened knives, the heavenly light of the stars baleful lances, and the swords in the hands of the knights knives to sever the throats of those who would not follow the words of their King. In the end, even the stone walls of Camelot were lit ablaze by the corruption, and the World was erased from the annals of history.
Thashe Scheide was not ensconced in flame as he came to his senses in the World, tattered garments and journal the only things on him when the disaster had reached him. And yet, as he felt within, the weapons collected from the battlefields his former home remained absorbed. The Swords, the Knife, and the Lance formed a core, stabilizing what Magecraft he had mastered. Though this World was not his own, and he had much to learn of it, one thing was clear.
Scabbard had survived the End Of The World once. He would not permit such a fate to arrive upon this one he had found his way into.

Mark was always that stereotypical friendly jock. Big guy, nice to be around, and sometimes gave hints that he acted a bit dumber than he actually was. When an accident on an archeological expedition ended with ancient clockwork technology merged to his muscular, skeletal, and nervous system, Mark just took it in stride. Stronger, a bit faster, and with the ability to store kinetic energy and release it from his implants, he took the new name Bunker-Buster. With a booming voice and keen mind, and a bit more finesse than in his youth, Bunker-Buster is ready to protect the innocent.
In the years since then, Mark had learned the ways of the world, and what the limits of his own body are. While he hasn’t changed in what he can do, Bunker-Buster has turned his focus to the instruction and leading of others in the ways of heroics. After all, one gear on it’s own does not a system make.

Samantha was discovered as a child, stolen at birth by the Fair Folk and raised working at the forge with metals that were too dangerous for her ‘owners’ to work themselves. Particularly cold iron. When a group of exorcist’s broke up the camp she was raised in, she was brought back to human society as a ward of the church. In time, her powers would manifest in the form of manipulation of water, salt, and iron. Rumors would tell you that Salt-Steel had made a deal with a higher power, granting her a measure of precognition. But surely they can’t be right; No same woman can sell their soul to the collective will of mankind?
Over the years, Salt-Steel had tempered herself in service. Whether with blessed water, cold iron, consecrated salt, or her own mind, she has served as a way for people to move forward beyond the grip of the supernatural on their lives. Though her methods have grown more violent, it is attributable in part to her coming closer to her patron. Her personal tendency towards Sacrifice has manifested through it’s objective of Improvement Of Humanity. There is no fraction of her power that Salt-Steel will hold back, to improve the lives of those who suffer the blight of Villainy.

Deep in the mountains lay a monastery, isolated from the outside world. What visitors came there left with less than they came, for the monastery had a very particular purpose: To guard and contain artifacts or relics that are not of this world. Sadly, the monastery was at one point assaulted by forces unknown, penetrating it’s defenses both technological and magical with incredible ease. What remained of the monastery weeks later when an investigation by local authorities was conducted was a single boy with silver chains winding up one of his arms and something that could only be sensed by the absence of any sensory input from wherever it was, regardless of what examined it.
Barrier Of Faith would remain a presence in the boys life for years to come, the shield almost seeming to possess a life of it’s own with the manipulation of the chains binding it. When the destruction of boy only resulted in a bloody, battered husk of him emerging from the depths of the shield, Samuel returned to the world of the living. With his Postcognitive powers (and some life saving medical attention) keeping his body from degrading further, he took upon the mantle that the ‘puppet’ made by Barrier Of Faith for all those years had left him. Retrospect is a steadfast shield, and where people need defending, his guardianship will not cease until they are safe once more.

Sari Besch never especially enjoyed being alive. Her presence was unwanted, her personality leading her to more arguments than friendships, and her thrice cursed eyes that bled whenever opened allowed her no peace from observing the always lit world around her. So she had set out into the wilderness, living off the land, and fashioning various implements for herself. What magical talents she had blossomed in the untamed wilderness, and in time, she came to make certain items. Those who came to request her aid were more than willing to leave her alone, so she simply made what they needed. Even if the up and coming young hero from the town pestered her, surely his request wouldn’t be too daunting?
Days became weeks as she turned her talents upon the task, diving into the workings of even her own eyes and magic to create something that would satisfy this mere boy and his desire for aid. When it was done, he went on his way. For the first time in perhaps years, her gaze shifted of her own will to observe the town. Smoking craters, windshorn walls, and even ice encrusted destruction of villains were the result. Then came others from the town, desperate for ways to survive the hero. He was a tyrant now, they would say. Taking what he wanted without payment, the threat of retribution tying down any who would stand in his way. And so she returned, stepping through a portal, into his home. Her eyes bled as they opened, and when the dust settled, the house was left a crater that the citizenry recognize all too well. The hero’s own powers turned against him, and no sign of the bow.
Harrow’s powers lay in the disruption of things, twisting space and the flow of energy that she can perceive. Though some would tell you that she is but a vessel for an entity ancient beyond comprehension, spitefully gazing down from on high, all agree on one thing. This self proclaimed murderer acting in the role of a hero utilizes the same bow she killed to reclaim, and it’s name is not Ley Of The Land.


So, all of these five are heroes who come from very different backgrounds. People are free to make use of them as they wish. If nothing else, I hope that they inspire ideas of your own.