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We have a thread for random characters so how about one for constructed characters?

 

 

FROM THE PAGES OF DAYBREAK - SALAMANDER

first appearing as a reoccuring character in the background of Daybreak in both dynamic trainging scenes and mundane class rooms.

Aaron Thomas Zimerman was all ways top in his school- captain of the swim team, accademic decathalon, class president. On a family vacaion on the Medetaranian coast Aaron ( never Ron ) stumbled on what appeared to be a sunken rock. It was in truth an ancient clay pot and the vessel of an ancient power. The Promethian Flame a sentient self perpetuating plasmic energy source. The Flame however must be housed in a proper vessel or risk it's own fadeing and great damage to the world. Arron's mind, body, and soul became the new host for the Promethian Flame.

The Flame is a benevolent conscisness and Aaron is learning to use the powers of fire it gives him to make the world a better place. Comming to Freedom Plaza has been a boon the Aarons mental health, he is no longer first, best, or top with incredible expectations in a world of super heroes he is now simple above average and feels relaxed despite delivering the same effort and skill that he always has.

PERSONALITY-  DECISIVE                   BACKGROUND- ACADEMIC

POWER SOURCE- MYSTICAL              ARCHETYPE- FLIER

POWERS                                                                                QUALITIES

Fire D10                                                                                   Self Disciplin D12

Flight D10                                                                                History d10

Awareness D8                                                                         Acrobatics D8

Swimming D8                                                                          Big Man on Campus D8

                                                                                                 Leadership D8

Principle of Great Power                Principle of Mastery

Green D8               Yellow D8             Red D10

Green abilities

Attack pattern Delta-   action - Attack with Fire/Acrobatics deffend with Min die

Fusilade-   action - Attack up to 3 targets with Fire/Self Disciplin apply Min die to each

Yellow abilities

Intercepter-  reaction - when an ally in Y or R zone would be damaged redirect to self Defend with Fight

Obstacle courser-  action - Overcome an environmental challenge with Fight/acrobatics use Max die, Remove any penalty, or Boost with Min die

Tactical Overveiw-  action - Boost with Flight/Leadership apply that bonus to all hero attack and overcome actions until next turn

Red abilities

After Burners -  action - Boost with Flight/Self Disciplin use Max+Mid die, end up anywhere in the scene avoiding danger

Flame Blast -  action - Attack with Fire/Self Disciplin use Max+Mid die

 

This character is from my own writing which is completely noncanon. But hey, I like him, so why not?

FROM THE PAGES OF COLLIDING WORLDS - AVALON, THE LIVING SHEATHE

First appearance: Janitor in background panels of various comics.

Thashe Scheide was not what one would call exceptionally gifted. Through his childhood, teen years, and even college, his life was always changing in some way. Whether it was parental figures moving on, or having to leave the house, or just school being difficult, there was always problems. A particular one that had plagued him throughout it all though, was his talent for Magecraft. Most who call themselves Mages have fine control over their Magecraft, able to use it with relatively ease for the costs it came with.

Instead, Thashe had the ability to replace parts of his body with oversized ferrous prosthetics. These prosthetics both enhanced his physical capabilities and ability to perform Magecraft. Despite his best efforts, Thashe always had his right arm replaced with the prosthetic, choosing to cover it up with oversized jackets. The scale of what could call his heroics was at best local, until he was done with college. 

With his newly earned (and dearly paid for) degree in magical theory, Thashe dove deep into Magecraft, training himself to master more fully the ability that plagued him for his entire life. There later came stories of places ravaged by war or monsters where a man in a brown cloak seeks out the figurative weapons that caused such devastation; His goal to seal them away such that they may never be used again.

That man is called Avalon, The Living Sheathe.

PERSONALITY-  NURTURING               BACKGROUND- UNREMARKABLE

 

POWER SOURCE- TRAINING               ARCHETYPE- SHADOW

 

POWERS                                                                                QUALITIES

 

Summoned Sheathes D10                                                 Alertness D10

 

Awareness D8                                                                      Fitness D10

 

Vitality D8                                                                             Close Combat D8

 

Intuition D8                                                                          Living Sheathe D8

 

Shapeshifting D6                                                                 Survivor d6

 

Principle of The Nomad                Principle of The Powerless

 

Green D6               Yellow D6             Red D12

 

Green abilities

 

Arm-Sheathe Deflection - reaction - When you would be dealt damage, you may roll a d4 while in the green, a d6 while in the yellow, and d8 while in the red. Reduce the damage you take by the value rolled, and Attack another target with that roll.

Sheathe and Sprint - action -  Attack using Alertness. Remove one physical bous or penalty, Hinder a target with your Min die, or maneuver to a new location in your environment. 

Yellow abilities

Summon Sheathe - action - Boost yourself using Summoned Sheathes. Use your Max die. That bonus is persistent and exclusive. Attack using your Min die. You may apply that bonus to this Attack.

Sheathe Space - action - Attack using Awareness. Use your Mid die. You may Attack an additional target for each bonus you have. Apply a different bonus to each Attack. Survivor in a Body of Iron R When you would take damage, Defend against that damage by rolling your single Vitality die.

Survivor in a Body of Iron R - reaction - When you would take damage, Defend against that damage by rolling your single Vitality die.

Red abilities

Possibility Unsheathed - action - Boost using Summoned Sheathes. Use your Max die. That bonus is persistent and exclusive. Then, Attack using your Mid die plus that bonus.

Possibility Collapse - action - Attack using Summoned Sheathes and at least one bonus. Use your Max+Mid+Min dice. Destroy each of your bonuses, adding them to this Attack first, even if they are exclusive.

Full disclaimer I missed the chapter 2 download so I'm missing how many powers I get and what dice I have.

FROM THE SAME DUO THAT BROUGHT YOU "PARSE - A POINT OF VIEW" WE BRING YOU, FLATLEYER, THE ALTHETE AND RELIC TEAM!

Now this character didn't even have a name when she first showed up in comics.  She was just a background NPC the artist didn't even know he was drawing whenever he needed someone to run away from chaos or a face in the crowd.  It was only when the editor brought it up did he and the writer notice this was a thing.  Rather than changing it they decided to make sure she was in every issue, going as far as to put her on TV when they couldn't otherwise squeeze her in.  Eventually they got attached to her and when the higher ups told them that they needed Parse for a big thing they asked if they could ascend their extra.  It took one hell of an elevator pitch, using a ley line character because the artisted wanted to draw more cool linestuff when going for a POV shot, but they got the greenlight for it and made one comic for Parse - A Point of View that would lead into Flatleyer's own book...which I still don't know the full title of.

 

Winrey Stewart is a very troubled lass.  Now one wouldn't expect that from looking at her.  After all, she comes from a very rich family, has good grades, and has an extremely promicing carrier in tennis ahead of her with one of the best coaches on the sport at her side.  The problem is that her parents don't expect nearly the best from her, they expect only the best.  The wanted only the best long before she was born, and spent as much as possible on genetically modifying their unborn daughter to have the perfect body, the perfect mind, and the perfect personality.  Unfortunatly for Winrey, she was not as perfect as her parents hoped for and they would often take it out on her verbally.

With excuses always landing her in deeper trouble with her parents and talking to people other than those they approved of getting her grounded, Winrey learned fast to just keep her mouth shut and just nod or shake her head through life.  When demanded to pick a sport to excell in, she chose tennis, a sport where she wouldn't have to interact with anyone but her coach and training started as soon as it could be arraged.  Thankfully the girl had natural talent on her side and learned the sport extremely quickly, and even as young as 17 her coach is trying to get her out of school and into professional tournaments instead of ones aimed at youths.

Things went from bad to worse after Deadline attacked.  During the attack Winrey was in the wrong place at the wrong time, with her heart lined up exactly with a leyline when it was broken.  The shock nearly killed her, and being buried didn't help.  She was supposed to be hospitalized for a month but she recovered in less than a week.  See it turns out that the shattering of the ley line would give her powers to draw energy from ley lines to perform magic, but it would be years before the girl would realize this.  Before then the ley lines would lead her into trouble, constantly leading her to shootouts or superpowered battles where she would have to figure out how to escape with her life, only to be berated for showing up late to practice or home.

One of these times would be while the hero Parse was in town.   Parse was investigating the amount of strange happenings in Winrey's town and had noticed that the girl was always there whenever she was in a fight.  It was not a coincidence and she knew it, but the girl would always run away from the fight before she got a chance to confront her, at least not until the girl was on a school trip to a museum.  Parse had calculated an attack would happen there based on the movement pattern of previous attacks and concluded she was right when she saw Winrey, and went right up to her to ask why she was always there when trouble happened.  While Winrey was too terrified to speak, Parse was at least able to confirm that a trembling high school girl that couldn't even make eye contact wasn't being a ringleader.  She tried to get more out of her but that's when the attack started.

The attacker made his way to the Scandinavian exibit, where the story of Beowulf was being told and a sword they claimed was the real Hrunting was on display.  It was just in the man's reach when Parse shot it away.  It flew in a direction that should have been impossible and landed at Winrey's feet.  Normally the girl would have just ran as fast as she could, but for reasons she didn't know she grabbed the sword before finding a spot to hide.  She figured she would just lay low and let Parse solve the problem like she always did, but then the sword started to crackle and there was a blinding flash of light.  When her vision returned to her, she was sitting there holding a tennis racket with the same runes as Hrunting, who then spoke into her mind.

Hrunting explains that rather than just a weapon it was actually a conduit of power for someone that could use leyline magic that changes its shape to the weapon the weilder is most suited towards, and tells the true story of Beowulf and how he used leyline magic to accomplish the seemingly impossible tasks in his story like sinking into a lake for days, and how that it was now bound to the girl until she died or it was broken once more.  It then quickly taught her how to absorb and unleash energy from leylines with his aid and ordered her to get back in there and help with the fight.  Winrey, not wanting to anger the relic tied to her lifeforce, did as told, causing immense damage to the museum in the process and running away when confronted about it.

So now a teenager afraid of speaking to others is lost with nothing but ley line powers and a magical tennis racket that wants her to fight.  Will she find the support she needs or is she doomed to a path of despair?  Only time will tell.

...uh, yeah, sorry for the wall of text but yeah, haven't even gotten the full details on her backstory just yet.

 

Possible Personalities: Nieve, Lone Wolf, or Distant
Background: Upper Class
Power Source: Mystic
Possible Archetypes: Shadow or Marksman

Confirmed Powers: Signature Weapon and Absorbtion
Unconfirmed Powers: Radiant, Transmutation, Agility, Awareness
Confirmed Qualities: Fitness, Ranged Combat, Magical Lore (retconed from Persuasion because that does not fit her character)
Unconfirmed Qualities: Creativity, Alertness

I'll need to see the full CRB before I can finalize anything, but that's what I have for her so far.

Here is a link to a . . . Few constructed characters I made.

 

https://docs.google.com/document/d/14YMRi3sGADh6-9WRjzPJsvFGd_L9gTqDnXNzqsJv4ww

That's quite a few. I applaud your devotion to making characters.

I've made not close to that many.

I made my first post before going to bed after work

missed somethings for Salamander

Out ability Boost with Fire

costume/equipment

red scuba wet suit, red racing bicycle helmet, mirrored ski goggles, red ski resperator

clunky and mundane costume hidden by flame aura

Salamander named In Editors note 35, now canon character in my mind

Only been able to make time to create one character, so far, but looking forward to messing around with it more: https://drive.google.com/open?id=1Dm5Ji26TZWtB4j3ERW-z69Cml-LS67Rm (Character Gen details are on page 4.)

Well, that's a lot more creativity in the names than I've been able to muster. Nice!

Sure, here was my first attempt at a Modular character...

In his home reality, Haruto Mamoto was a hero chosen by the light to face the darkness that pervaded his realm. This light, which shined the greatest from within himself, gave birth to a power only he could wield, the Light Blade, a mystical weapon he could summon at will, and whose blade of light allowed the weapon to take on many different styles of blades, and even other weapons entirely for short periods of time. Haruto wasn't alone in his endevours, as he found a group of people with similar weapons, each drawing upon a different element to form their blades, and together they banded to fight back against the darkness. However, in what was to be their final battle with the darkness, an unexpected enemy appeared in their reality. OblivAeon, sensing the similarities between this reality and another, prepared to erase Haruto's reality from existence. Try as they might, Haruto and his companions failed to stop OblivAeon, and as their reality ceased to exist, the darkness washed over them, pulling them towards the mists that were rapidly fading, just barely pulling them through in time.

Awash in the darkness, Haruto clung to what little hope he had left, but the darkness is not charitable, and as payment for saving Haruto and his companions, stole their memories and scattered them across our reality, hoping to buy the time it needed to recover and wage its final battle the way it wanted to. Haruto was unconscious for the final hours of the battle against OblivAeon, but when he came to he found himself in a strange world. He could remember who he was, how he fought, and how to use the Light Blade, but everything else about his life was missing. Over time, small snippets of memory would come to him, only to be lost the next moment, but he could sense he needed to find someone, and he steeled himself to recover his memories and uncover the truth about what happened to him. Fighting alongside the heroes of Earth, hoping they may be the key to awakening his lost memories, Haruto took on the name Luster, and with the Light Blade by his side, he searches for what he lost as the darkness watches, curious as to how strong his light may be.

 

Luster

Background – Blank Slate

Power Source – Supernatural

Archetype – Modular/Sorcerer

Personality – Impulsive

 

Powers

Radiant – d10 (Default) (d8 Valorous) (d12 Final)

Fire – d8 (Default) (d10 Wisest) (d10 Masterful)

Cold – d8 (Default) (d10 Wisest) (d10 Masterful)

Light Blade – d10 (Default) (d12 Valorous) (d8 Masterful) (d12 Final)

Flight – d6 (Default) (d4 Wisest) (d10 Valorous) (d6 Masterful)

Electricity – d10 (Default) (d10 Wisest) (d8 Valorous)

 

Qualities

Conviction – d12   Acrobatics – d8

Magical Lore – d10  Chosen By The Light – d8

 

Principles

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?

Principle of Light – You have an affinity to or a love of light. You can interact with light with ease.

Minor Twist – What other energy/element is currently causing your powers to go on the fritz?

Major Twist – What source of energy/element is currently dampening all your powers?

 

Status Dice

Green – d6

Yellow – d6

Red – d10

 

Health Range

Green – 36-28

Yellow – 27-14

Red – 13-1

 

Modes

Default Form – Can take all basic actions, all power dice available.

Wisest Form – Cannot Boost, Defend or Overcome, Can only use Fire, Cold, Electricity and Flight powers

Valorous Form – Cannot Hinder or Overcome. Can only use Radiant, Light Blade, Flight and Electricity powers.

Masterful Form – Cannot Boost, Defend or Overcome. Can only use Fire, Cold, Flight and Light Blade powers.

The Final Form – Cannot Defend or Overcome. Can only use Radiant and Light Blade powers.

 

Abilities

Green

Form Change – Action, Boost yourself using Light Blade. Then change modes.

Wisest Form: Magic Missile – Action, Hinder all nearby opponents using Electricity. If you roll doubles, take damage equal to your Max die, and then you may also Attack all nearby opponents with your Min die.

Principle of Light - Action, Overcome a challenge involving light and use your Max die. You and each of your allies gain a Hero Point.

Principle of Amnesia - Action, 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.

 

Yellow

Quick Change – Action, Destroy one bonus you made. Change modes, then take an action in the new mode.

Valorous Form: Grand Shield – Action, Defend yourself and all nearby allies using Light Blade against each Attack until the beginning of your next turn.

Masterful Form: Deep Freeze – Action, Attack one target using Cold. Attack a different target with your Min die. At the end of your turn, you may change modes.

Healing Light – Action, Boost an ally using Radiant. You and nearby heroes in the Yellow and Red zones Recover Health equal to your Min die.

Heat Wave – Action, Boost or Hinder using Fire, and apply that mod to multiple close targets.

 

Red

Auto Change – Reaction, When you are hit with an Attack, you may change to any mode. If you do, take extra damage equal to the Min die or take a minor twist.

The Final Form: Ragnarok – Action, Move to any target in this scene and Hinder that target using Radiant. Then, Attack that target using your Max+Min die.

Trinity Blade – Action, Boost using Light Blade. Use your Max die. That bonus is persistent and exclusive. Then, Attack using your Mid die plus that bonus.

Magical Mastery Mark – Inherent, When taking any action using Magical Lore, you may reroll your Min die before determining effects.

 

Out

The hero who goes directly after you may take 1 damage to reroll their dice pool.

NOW HIS OWN MAN, LOST IN A WORLD NOT HIS OWN

Musketeer X

Durring the OblivAeon Event many strange and new figures showed up to fight for all existance. Some were know from Disperation, some were new but easy to understand in relation to existing characters and some were truely unique. Our hero today is one of the second. A masked man wearing a costume version of a classic musketeer uniform only with a large X in place of the traditional cross. In the next pannel of fighting there were now four musketeer heroes their tabards marked I, II, III, and X. A duplicator not themed by national philosophy like Proletariot (Soviet) or Every Man (American) but French national history/liturature.

Something went wrong. With the origional Musketeer X's withdawl through a mist portal and the Rook City Time Rewind a dup was left behind. A dup cut off from the progenitor that has now become a unique and permenant being but in a new world and knowing that it in many ways it is not even really who it thinks it is. The life known but never expirienced is that of Martin Terrier a French soldier exposed to a mysterious glowing space crystal as part of a program to create a super soldier. It was quickly decided to use the now empowered Terrier to defend France, Europe, and the world from supervillian threats rather than for exclusivly military actions. Martin had a normal civillian life and was allowed to pursue lesser crimes, perform community suport and act as a standard super hero, any political or military coruption in his world never directly effected him. Other than his own life (and no Proliteriet) Martin dose not really know how his world is different from Earth 1. As a French national who only leaves his home country for major events he did not know the American based heroes of his world very well. He worked with his world's Prime Wardens the most and while Tempest might have been another Marrinian then Mik he did not act that different. And the time traveler was not a cowboy

PERSONALITY-         NATURAL LEADER        ORIGIN-    MILITARY

POWER SOURCE-     COSMIC          ARCHTYPE-     MINION MAKER

POWERS                                         QUALITIES

Dupication D12                                 Range Combat D10

Nuclear D10                                      Leadership D8

Teleportation D8                               History D8

Telepathy D6                                    Conviction D8

                                                         Mist Lost Super soldier D8

 

Principal of the Hero                        Principal of the Tactician    

G-D6                 Y-D8                 R-D10

<little tired now so i am not renameing or writing out the abilities>

green

Make Minnion - Duplication

Power up - Nuclear

Yellow

Cosmic ray absorption - Nuclear

Mass Adjust - Duplication < it had to be a different power than cosmic ray absorption and boosts&hinders can be done by normal people so he creates a swarm of temperary dupes assisting/supporting or distracting/unbalancing people >

Minion Formaton

Red

Ressuraction - Duplication + Conviction

Summoned Allies - Duplication

Mutable form - Duplication 

Out

Boost with Conviction

 

Costume as described in the intro

Role Play notes

the backstory and DRAMATIC INTRODUCTION SPLASH make his story one of identity not supported by his principals. In actual game play i would change Tactician to another principal as soon as i completed a collection, sooner with GM permission

 

Okay so now that I've been able to look at the rules I have Flatlayer stated out.

 

HP: 32
Personality: Timid (Naive)
Background: Upperclass
Power: Mystic
Archetype: Shadow
Principles: Tactition/Everyman

Qualities
Alertness d8
Fitness d10
Magical Lore d10
Ranged Combat d8
Stealth d10
Tennis Champion d8

Powers
Absorbtion d10
Agility d8
Hrunting (Signature Weapon) d8
Transmutation d8

GREEN Abilities
Sabotoge (Stealth)

Scampering Target (Untouchable)


YELLOW Abilities
Ley Line Surge (Modification Wave) [absorbtion]

Alter Landscape (Sever Link) [transmutation]

Fog Cloud (Smoke Bomb) [transmutation]

 

RED Abilities
Major Regeneration (absorbtion)

Charged Up Blast (Hrunting)

Critical Eye(Magical Lore)


OUT Ability
Hinder one opponent using a single Transmutation die

 

I still might use a different personality for her, but right now Naive is the closest thing for her (and it fits a bit)  She'll eventually change from Shadow archetype to Marksman but she has to gain enough confidence to not hide every fight first.  Retcon used to get an extra red here.  As a note Magical Lore is less Flatlayer's knowledge and more Hrunting's knowledge.

One of the characters I adapted for my writing from an anime I enjoy, and I'm quite pleased with they turned out. I might edit this to add in the backstory this version of the character has.

 

Name: Candeloro

Principle Of The Split, Principle Of Mastery

Background: Retired

Power Source: Accident

Archetype: Robot/Cyborg

Personality: Nurturing

Powers:               Qualities:

Ribbons d12        Persuasion d10

Presence d12      History d10

Vitality d6             Self Discipline d12

Swinging d6         Mahou Shoujo Paragon d8

Robotics d10

 

Abilities:

Green:

Bindings Of Life => Change In Circumstances using Ribbons

Improving Designs => Self Improvement using Ribbons

Tiro Convergence => Living Arsenal using Presence

Yellow:

Instant Restrains => Area Alteration using Ribbons

Stand Still => Inflict using Presence

Tiro Revolution => Something For Everyone using Ribbons

Red:

Tiro Finale => Final Wrath using Self Discipline

I Said: Stand Still => Field Of Hazards using Ribbons

 

Retcon was used to swap dice in the powers. I don't remember what it was swapped with, but that's how Presence got a d12.

As I'm the GM the characters I made are NPCs - currently using the character creation rules for Villain-level NPCs.

 

Here's all of them: Order of creation was Sonic Boom, The Telepath, Wildling, Chrono, Frostblade

https://drive.google.com/drive/folders/1kvFa-hltdIBLiyTFJHQtLzPQfkh4TM6g?usp=sharing

I'm particularly excited about Wildling and Frostblade for story purposes.

Sonic Boom was already used when I ran a test session with a couple players - Sonic Boom is an established hero that had attacked a building, the heroes knocked some sense into him after rescuing innocents and putting out fires. He informed them of a mysterious powered individual he was tracking that he refers to as the Telepath that had manipulated him into causing this destruction distraction.

 

 

Here's a constructed hero I made based on a custom Sentinels of the Multiverse deck I designed.

THE FALCONER
Alias: Arslan Caine

Physical attributes:  Male, aged 47, slim and athletic, with jet black hair, and forest green eyes.  Wears the traditional arcanist's operational garb - a buckled leather doublet over a deep crimson shirt, a dark green cloak, and black leather gloves, boots, and hood. On his left arm is an arcane vambrace, which acts as a falconer's glove for handling the Black Falcon.

Background: Tragic.  Arslan is the last of a proud family of sorcerers who protect the "Mother World" from the Tenebrae, other-worldly forces which seek to return to this Earth and corrupt it once again.  When he was a child, the Tenebrae attacked the sanctum of the Caine, and he barely escaped alive with his Uncle, Marcus Caine.  Though wounded, his Uncle managed to teach Arslan the clan's legacy of sorcery before finally succumbing to the poisonous wounds he had suffered fighting in that battle.  When Arslan finally gained adulthood and his powers came into their fullest, he returned to the sanctum to find it being methodically despoiled by tenebrous tendrils.  Enraged, he summoned arcane powers to immolate the sanctum.  Only after doing so did he realize that his family had been kept alive there to power the corruption.  By destroying the tendrils in a rage, he had also killed the last of his family.

Power Source: Mystical.  Arslan has studied the forbidden tomes, walked the secret routes between worlds, and invoked the ancient syllables.  As is his birthright, he has formed a bond with one of the "Totem Spirits" from beyond, which manifests in the Material Plane as an enormous black falcon with eyes that burn like embers.  The true power of the Falcon remains to be seen, but it has already proven to be far more powerful – and dangerous – than all the previous totem spirits combined.

Archetype: Sorcerer.  Arslan spends his days poring over the grimoires of his family, seeking the whispers, hints, and oblique references that will help him fight against the incursion of the Tenebrae and all else that would threaten humanity.

Personality: Stalwart.  Arlsan knows the stakes, and has steeled his mind to stand against the legions of darkness that hunger to devour the waking world.  He knows the enemy does not sleep, and so he must remain vigilant, even in times of peace.  But moreso, he now knows the terrible cost of allowing his emotions to rule his actions, and ensures that his mind is steadfast and disciplined at all times, so that he does not blind himself to the dangers of his own passions.


PRINCIPLES

The Principle of Arcana
You have an affinity for Arcane mysticism.  You can interact with the arcane world with ease.
Minor Twist:  What other energy/element is currently causing your powers to go on the fritz?
Major Twist:  What source of energy/element is currently dampening all of your powers?

The Principle of Order
You believe in organization and concordance.  You always keep your head in the face of chaos.
Minor Twist: What element of disorder causes your plan to fall apart?
Major Twist: How is your ordered existence ruined by chaos?

POWERS
    - The Black Falcon (d10)
    - Ancestral Arcana (d10)
    - Awareness (d6)
    - Postcognition (d8)

QUALITIES
    - Close combat (d10)
    - Conviction (d8)
    - Magical Lore (d10)
    - Alertness (d10)
    - Self-discipline (d8)
    - Legacy of Caine (d8)

STATUS DICE
    Green (30-23 health) (d8)
    Yellow (22-12 health) (d8)
    Red (11-1 health) (d8)

ABILITIES
Harry the Enemy (Green, A) - You send the Black Falcon to attack an enemy, clawing at its eyes and keeping it from acting effectively.  Hinder using the Black Falcon.  Use your Max die.  If you roll doubles, also attack with your mid die.

Arcane Blast (Green, A) - You focus infernal energies into a blast against an enemy.  Attack using Ancestral Arcana and use your Max die.

Principle of Arcana (Green, A) - Overcome a challenge involving arcana or mysticism and use your Max die.  You and each of your allies gain a hero point.

Principle of Order (Green, A) - Overcome a challenge where you can organize other people.  Use your Max die.  You and each of your allies gain a hero point.

Shadow Phasing (Yellow, A) - You send the Black Falcon to spread its wings over a group of allies or enemies, which causes the area to flicker in and out of the shadow realm, causing reality to stutter and break down.  Boost or hinder using Black Falcon and apply that mod against multiple nearby targets.

Ancestral Shield (Yellow, R) - You interpose yourself – and your mystical shield - between your ally and the enemy.  Whenever a hero in the Red or Yellow zone would take damage, you may redirect that damage to yourself and Defend against it using your Ancestral Arcana die.

Arcane Tethers (Yellow, A) - You cause the very fabric of reality to weave into mystical tethers and wrap around an enemy, holding it fast.  Destroy any bonuses and penalties on a target.  Then, hinder the target using Ancestral Arcana using your Max die.

Falcon Force (Red, A) - You unleash the full, terrifying power of the Black Falcon upon an enemy.  Attack using the Black Falcon and at least one bonus.  Use your Max+Mid+Min dice.  Destroy all your bonuses, adding each of them to this attack, even if they are exclusive.

Summon the Flock (Red, A) - You call upon your ancestors to lend their own falcons to the cause at hand.  The ancestral flock phases in from their realm of shadow and come to your aid as best they can.  Use Legacy of Caine to create a number of d6 minions equal to your Mid die.  They all act at the start of your turn.

Twist Reality (Red, A) - In desperation, you summon the Falcon's Eye itself from the depths of your ancestral line, warping reality and balancing the odds when the outlook is bleak; this breaks down the fabric between our world and that of the Tenebrae, however, so it may not be done lightly!  Remove all bonuses and penalties from the scene.  You cannot use this ability again this scene.

Vigilant Companion (Out) - The Black Falcon, loyal to the end, stands vigil over its fallen master, and holds true to the Falconer's terminal edict: Should Arslan fall in battle, the Black Falcon is charged with defending those whom Arslan held dear.  Defend an ally using your single Black Falcon die.

In another world, the stories of Avalon did not fade with time. Rather, the wandering mage was replaced in stories with a towering figure of metal. This figure would not listen to reason, only charging mindlessly into whatever danger they encountered, following senses of their own to seek out weapons that could threaten the world. In the end, after sealing off a great number of weapons, what remained of the mage Avalon was sealed off within a labrynth. Till the time of Oblivaeon, generations of mages and scientists maintained the labrynth, the name Avalon eventually replaced with Berserker. During the events of Oblivaeon, the seal was undone in hopes that Berserker would defend humanity against the forces assailing them.

After the events of Oblivaeon, there was no sign of Berserker, save a path of destruction ending where a mist portal had been. Surely this mindless 'Hero' will once more fight at the side of humanity?

 

Physical Attributes: Berserker resembles a black iron statue, ranging from seven to eight feet tall, with strange lumps and cracks where it seems that the metal was damaged and more was just put on top of it. The vast majority of all identifying attributes have been blunted and concealed by time.

Background: Tragic. While Avalon originally gained his powers from awakening to his Origin, the experience haunted Berkserker until he lost control of his powers, and then himself. His insanity is arguably a mercy, shielding the tiny remaining fragments of his mind from the trauma.

Power Source: Genetic. At this point, Avalon is no more of a human than a cobbled together mess of metal immitating genetic code. While he is still human, in the barest sense of the words, what passes for his genetic code is decidedly unnatural.

Archetype: Wild Card. To anyone who does not possess Berserker's innate awareness of the presence of weapons, Berkserker's behaviour is unpredictable and illogical. Whether Berserker is even capable of planning is debatable at this point.

Personality; Apathetic. Berkserker does not care about humanity, the world, or even itself to any great degree. It's fervor in seeking out and sealing weapons is only intensified by a weapon approaching use, or it's ability to seal such a weapon being threatened.

 

Principles:

Principle Of Great Power: Berserker's powers are so strong that (if it had a mind) it could be intimidated by them. It often intimidates others with those same powers.

Minor Twist: What keeps Berserker from unleashing it's full power?

Major Twist: What major damage does Berserker inflict on it's rampage?

Principle Of The Defender: Berserker puts itself in harms way without any thought.

Minor Twist: How does Berkserker put itself in greater danger of failure than before?

Major Twist: What does Berkserker sacrifice to succeed?

 

Powers

Vitality (d10)

Intuition (d10)

Telekinesis (d6)

Part Detachment (d10)

 

Qualities:

Close Combat (d10)

Imposing (d8)

Ranged Combat (d8)

Fitness (d8)

Bearer Of Sheathed Swords (d8)

 

Status Dice:

Green: d6, 34-26

Yellow: d8, 25-13

Red: d10, 12-1

 

Abilities:

Green:

Sheathed Sword (A): Berserker powers of Sheathing have made it akin to a living sheathed sword. Boost using Close Combat. That bonus is persistent and exclusive.

Eye Of The Mind(False) (A): Berserker might not have much of a mind, but it's awareness of the presence of weapons seems to guide it through almost planned surges of action. Take any two basic actions using Intuition, using your Min die for each.

Eye Of The Mind(True) (A): Berserker's body is incredibly durable, and with it's awareness of weapons, it will leverage the durability of it's body through reinforcement or striking at weapons to weaken them. Boost or Hinder using Vitality, and use your Max die. If you roll doubles, you may also Attack using your Mid die.

 

Yellow:

Battle Continuation (A): Berserker is willing to tear apart it's own body and resheathe itself to negate damage or shrug off penalties on itself, even in the middle of combat. Boost using Vitality. Then, either remove a penalty from yourself or Recover using your Min die.

Survival Instinct (R): Berkserker might not seem aware of mundane things, but sometimes displays a unusual awareness of his surroundings. When dealt damage by an environmental target or a surprise attack, Defend by rolling your single Intuition die.

Storm Of Sheathes (A): When Berserker tears out parts of itself into metal shards, it doesn't always leave them there on the ground. With it's strange telekinetic abilities, it can and will fling random objects around itself to clear a path of obstacles, and sometimes an unwitting ally. Attack multiple targets using Telekinesis. If you roll doubles, one nearby Ally is also hit with the Attack.

 

Red:

Survivor At World's End (I): Berserker was sealed due to it's seemingly indestructible and unstoppable form, but the stories always highlight one aspect of it. When in great danger of failure or beaten down severly, Berserker's awareness of it's surroundings and ability to react to damage seemed massive amplified. You have no limit on the number of Reactions you may take. Whenever you use a Reaction beyond the first each turn, take 1 irreducible damage or take a minor twist.

Sheathe Of Promised Victory (R): True to it's former name, Berkserker seems to promise some form of victory for itself upon entering the battle. No matter how it is attacked, Berserker is only slowed down temporarily. Whenever you are Attacked and dealt damage, you may completely ignore that damage. If you do, treat it as a Hinder against you instead.

Mad Enhancement (I): One event that convinced other heroes that Berserker no longer had a mind was a time when the Fanatic of it's world drove Absolution through it's torso, blasting a massive hole through it in an attempt to stop it's rampage. Instead, Berserker grabbed the handle of Absolution, and tore it back out of itself to continue fighting. While Fanatic recovered Absolution, the event did not lie: Berkserker's madness only assisted in it's rampage. At the start of your turn, change any penalty into a bonus.

 

Out

Within the labyrnth that Berserker was sealed, there was an initial minor anti-magic field employed to surpress it's access to mana, seeming to slow down it's regeneration. That field seemed to strengthen around Berserker over time, as if it still tried to surpress threats to itself while dormant. Remove a bonus or penalty of your choice.

The random character thread came back so why not this one

Nicodemus Grey, the Twilight Detective

"When you are caught in a mystery and the law can't help you find a private investigator, when you are caught between this world and the next the Twilight detective finds you"

Nickodemus Grey was born to a family blessed with the gift of seeing things not of this world. Wise men and Witch women back in the old country now average if a bit more lucky (untroubled with problems around the home). Tredgedy struck away from home in his 2nd year at college, his twin sister Natasha died an a car accident that was the result of gang violence. An innocent man lost control of his car when hit by a stray bullet. Unjust but with no direct murderer Natasha's spirit could not rest. Inspired and supported by Natasha's ghost Nicodemus changed his studies learning law, and investigation. He tried to track down and fight the crime with in his city to find justice if not for his sister than for others. He learned that dark spirits manipulated the criminals in the worst parts the city and needed to relearn the ancient craft of his famliy as well as arts of other lands. Now with his spectral twin to guide him and empower him by mergeing their souls he fights common crimes and sinister forces 

Looks- Dirty blonde hair average height and build white male. normal cloths, trench coat, and "tools of the trade" a mix of detective sureilance gear and excorsist's wards. Translucent spirit whisp floating aroud him 

Powers- expert detective and excorsist. ghost of his sister can perform poltergeist tricks and scout/spy for him. can merge with ghost to unlock diffrent powers

BACKGROUND- LAW ENFORCEMENT PERSONALITY- ANALYTICAL                                                                                                                                   

ORIGIN- SUPERNATURAL ARHCHTYPE- FORM CHANGER

PRINCIPAL OF THE DETECTIVE                  PRINCIPAL OF EXCORSISM

APSORPTION D10                                                                                                                         

INTUITION D10                                                                                                                                                                                              

TELEKINESIS D8                                                                                                                                                                                           

GADGETS D6                                                                                                                                                                                                     

REMOTE VEIWING D6      

CRIMINAL UNDERWORLD INFO D10

INVESTIGATION D10       

MAGICAL LORE D10       

INTUITION D8                              

TWILIGHT DETECTIVE D8

GREEN D10                                                                                                                                                                                                                                     

Change forms - absorption

Form recovery - absorption

Yellow D8

Area Healing - absorption

Mass Modification - Intuition

Red D8                                                                                                                                                                                                                                     

Emergency Change

Considered planning - Investigation

Inspiring totem

Out- remove a bonus or penalty of your choice

Green Forms                                                                                                                                                                                                                                     Spiritual Submersion

INTANGIBILITY D10       INVISIBILITY D10      INTUITION D8      ABSORPTION D6     FLIGHT D6

Tough form

Possesed Powerhouse

STRENGTH D10              INTUITION D10    ABSORPTION D8       LEAPING D6       VITALITY D6                                       

Strong Form - Strength

Yellow form

Ansectral Ascencion                                                                                                                                                                                                                                     INTUITION D12     TELEKINESIS D 12    ABSORPTION D8   GADGETS D6    FLIGHT D6                                                                                            

Clever Form - Telekineis

Role play notes- in play i woud want to use the alternate reward- favor from a contact optional rules from chapter 5 to give me floating dice pools that i could use to preform extra actions and further the illusion that his ghost partner is a character and not just a few power effects

 

 

 

Oh boy, do I have some characters for this thread.
When I'm better rested.

Comrade Winter: Freezing Tundra Thaws

In the deep of winter, it can be easy to forget that there are other seasons. The snow piling up in all directions makes one forget that there is a sun, that the trees have leaves, or even that there exist trees. However, like all things in nature, there is more than one aspect to winter. Bonded with a nature spirit of freezing and thaw, Comrade Winter has worked both with and against heroes in the past. With the increase in public villainy, his loyalties have frozen solidly with heroes. Let villains threaten the citizens under his care; the winter welcomes all into it's embrace.

Background: Former Villain

Power Source: Supernatural

Archetype: Psychic

Personality: Stoic

Powers
- Cold: d10
- Postcognition: d8
- Vitality: d8
- Precognition: d8
- Toxic: d8

Qualities
- Imposing: d10
- Conviction: d8
- Self Discipline: d10
- Freezing Tundra Thaws: d8

Status:
- Green: d6: 31-24
- Yellow: d8: 23-12
- Red: d10: 11-1

Principles:
- The Powerless
- Immortality

Abilities
- Green
-- The Glorius Task Is Unhalted(I): At the start of your turn, remove any -1 penalties on you.
-- Let The Future Thaw(A): Boost using Precognition. Apply that bonus to all hero Attack and Overcome actions until your next turn.
-- Cabin-Fever(R): After rolling during your turn, you may take 1 damage to reroll your entire dice pool.
- Yellow
-- The Winter Ravages All(A): Attack multiple targets using Cold. Use your Mid die. Hinder all targets damaged by this ability with your Min die. Hinder yourself with your Max die.
-- We Continue, As Always(A): Boost yourself using Vitality, then remove a penalty on yourself or Recover using your Min die
-- Embraced By Winter(R): After an enemy rolls dice to take an action for their turn bu before using the result, Hinder that enemy's roll using your single Postcognition die.
-- Released By Spring(R): After an ally rolls dice to take an action for their turn but before using the result, Boost that ally's roll using your single Precognition die.
- Red
-- You Stand In Endless Tundra: You have no limit on 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.
-- Blinded By Snow: Make a basic action using Imposing. Use your Max die. All other heroes who take the same basic action on their turn against the same target receive a Boost from your Mid+Min dice.
-- Encased In Frost: When you use an ability action, you may also perform any one basic action using your Mid die on the same roll.

- Out: Defend an ally by rolling your single Conviction die.