Now for the really BIG one.
Step 1: Background
Our penultimate hero has very little to choose from. They will be a Naive Modular Genius. I have a lot of Esoteric and Ideals Principles left, so I’m going to pick a Background that gives me one of those. In fact, I’m going to go specifically for Ideals, which gives me Tragic, Military and Dynasty. Let’s go with Dynasty!
So our Genius may have grown up the only non-powered member of a super family or something similar, but she’s at least been trained to defend herself if need be. The d10’s will go to Close Combat and natural Insight into how other people tick. This is not your average social shut-in sort of genius.
For a Principle, we’ll take Equality. This kid knows what it’s like to be really different from everyone else around you. I may be accidentally making Sindrome.
Step 2: Power Source
Boy does this Background not work well with Genius. Two 8’s and a 6? Yeesh. Well, our Genius has some solid Intuition as well as a knack for Robotics, so there’s that. Just to up the braininess quotient, she’s also got a d6 Lightning Calculator.
Wow, Genius gets some amazing Yellow Abilities, I’m sad I never saw these before! The two coolest are A Plan for Everything and Overwhelming Vision, so we’ll assign Intuition and Robotics to those.
For our extra Quality, we’ll take a d10 Creativity.
Step 3: Archetype
All right, it’s pain time. I have decided this hero’s powers manifest as nanomachines she wears as kind of a grey goo body suit, which should lend itself toward modularity with no problem. She will be Modular (Armored).
First up is a d10 Power Suit because duh. For something different, we’ll say the suit can extend tendrils of grey goo so she can Swing from place to place. She’s also got a d6 Fitness, because training. Now we skip the Abilities of Armored and go back to Modular, so I hope there’s some damage reduction here!
We get three switching Abilities automatically. For the record, we’ll put Creativity on the Green Ability Switch, as she decides just what form the suit’s going to need to take in order to meet the challenges in front of her.
Boy, this part is really confusing. So Default Mode is just what’s written down at this point, I think? For Green, we get two modes. The first will be Debilitator Mode, assigned to Swinging. The tendrils can entangle nearby enemies, and then she can smack them together or swing into groups of them if she rolls doubles. The powers we’ll take over will be Swinging increased to a d8, Lightning Calculator, Robotics increased to a d10 and Power Suit reduced to a d8 as it stretches thin. I think this makes sense?
I also like Improvement Mode, that can use Robotics for boosting. We’ll take Power Suit and Robotics as-is, and increase Intuition to a d10 and Lightning Calculator to a d8 as she has more time to sit and think about what she’s doing to her suit.
Okay, two Yellow modes. Regeneration Mode sounds good! We will take Power Suit and increase Robotics to a whopping d12 so she can tinker better, and we’ll use that to defend with the associated Ability.
I also like the sound of Skirmish Mode, especially for the free Mode switch at end of turn. We’re going to take Swinging and reduce it to a d4, increase Robotics to a d10 and Power Suit to a d12, and keep her Intuition as normal. We’ll go Power Suit for this attack, just massive damage up front.
For Red, man, these are all neat. I like the sound of Shield, but I think we can go for cool Shmenom-style takedowns with Hunter/Killer Mode. This will be pure Swinging and Power Suit, at a d8 and d12, respectively. We’ll assign Swinging to the Ability again.
Lastly, we get an Armored Principle, which means good old Expertise again. Well, the good news is, the last one available is the Lab, which is perfect!
Step 4: Personality
I keep referring to her as a ‘kid’, and she is. 20 years old at most, she’s a kid genius who thinks that just because she invented a nano-suit that lets her be a superhero like her family, she’s actually going to be good at it. Not completely incompetent, mind, but she does have a ways to go. She’s gonna be nuts in the Red Zone with as many d12s as she can manifest.
With that in mind, I think her roleplaying Quality will be Something to Prove. And for the Out Ability, we’ll Hinder using Robotics, as she sends out little swarms of nanites to slow down whoever’s left on the field.
Step 5: Red Abilities
Full Defensive exists for Technological Red Abilities still, so we’ll take that and assign Power Suit to it.
I feel like an Innate Ability would be good as well, so we’ll take Inspiring Totem. That speaks to her ability to split the suit and do different things at once if necessary.
Step 6: Retcon
I’ve never been so torn on a Retcon before. We can’t increase her Red Zone die. I’d like to swap some Power dice, but that would require rewriting a lot of step 3, and I am very lazy. I suppose I could go with another Red Ability, but I have to be careful because I’ll only have the two Powers available. Don’t want to lock myself out of using an Ability! She can’t Defend or Overcome in Hunter/Killer mode either… How about Ultimate Weaponry using Power Suit? That should work well.
Step 7: Health
Creativity gives us a base 10, so I think I’ll go ahead and roll the d8.
A 3, see? That means she only has… 33 Health. Oh well!
Step 8: Alias
Dora Cassidy is the youngest child of speedster Tymeframe and water manipulator Tydepool, who served the city as the crimefighting duo Tyme & Tyde in the 90’s.
Life in a super household isn’t always easy and is never normal. Just ask her older sister Jessie, aka Wydeload, who can increase her size, mass and strength proportionately. Or her older brother Clarence, Jr. (aka Chuck), who inherited both their parents’ powers and fights crime as the speedy Ryptyde. And, of course, life is always hardest on the youngest sibling of three. But Dora persevered, undergoing physical training, studying hard at school and just waiting, waiting, waiting until the day her powers showed up.
They never did. Though her mother privately is of a mind that Dora’s genius intellect is her power, the girl is perhaps understandably miffed that she didn’t get anything as flashy as her siblings. All it meant was she had to work harder than either of them to be a hero like the rest of her family.
She got into college early, studied robotics, and finally put together a suit of nanite robots that would help her achieve her dream. Look out, world, here comes Sylver, and she’s gonna show you all that she’s the best hero around!
Character Sheet (Default Mode)
Sylver
Alias: Dora Cassidy
Background: Dynasty
Power Source: Genius
Archetype: Modular (Armored)
Personality: Naive
Principles: Principle of Equality, Principle of the Lab
Minor Twists: Who is in danger that you just spotted?; What did you make a detour to observe and sample for later experiments?
Major Twists: What will you sacrifice to protect the downtrodden?; Something’s gone very wrong at the lab; what was it?
Status Dice: Green d6, Yellow d6, Red d12
Health: 33-26, 25-13, 12-1
Qualities:
Close Combat d10
Insight d10
Creativity d10
Fitness d6
Something to Prove d8
Powers:
Power Suit d10
Robotics d8
Intuition d8
Lightning Calculator d6
Swinging d6
Green Abilities:
Switch: -A- Boost yourself using Creativity, then change modes.
Yellow Abilities:
Smooth Like Butter (A Plan for Everything): -R- When you are attacked, first roll your single Intuition die. Defend yourself with that roll. Then, Boost yourself using that roll.
Quick Switch: -A- Destroy one Bonus on you. Change modes, then take an action in the new mode.
Swarming Protocol (Overwhelming Vision): -A- Attack using Robotics. Then, if the target of the Attack survived, also Attack that target with your Max die. Otherwise, Recover an amount of Health equal to your Min die.
Red Abilities:
Shimmery and Stretchy (Inspiring Totem): -I- When you use an ability action, you may also perform any one basic action using your Mid die on the same roll.
Emergency Switch: -R- 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.
Shields Up! (Full Defensive): -A- Hinder yourself by rolling your single Power Suit die. You are immune to damage until the start of your next turn. You cannot use this ability again this scene.
Out Ability: Hinder an opponent by rolling your single Robotics die.
Auxiliary Sheet (Debilitator Mode)
Health: 33-26, 25-13, 12-1
Qualities:
Close Combat d10
Insight d10
Creativity d10
Fitness d6
Something to Prove d8
Powers:
Power Suit d8
Robotics d10
Lightning Calculator d6
Swinging d8
Green Abilities:
Switch: -A- Change modes.
Hook, Line & Sinker (Debilitator): -A- Hinder all nearby opponents using Swinging. If you roll doubles, take damage equal to your Max die and then you may also Attack all nearby opponents with your Min die.
Yellow Abilities:
Quick Switch: -A- Destroy one Bonus on you. Change modes, then take an action in the new mode.
Swarming Protocol (Overwhelming Vision): -A- Attack using Robotics. Then, if the target of the Attack survived, also Attack that target with your Max die. Otherwise, Recover an amount of Health equal to your Min die.
Red Abilities:
Shimmery and Stretchy (Inspiring Totem): -I- When you use an ability action, you may also perform any one basic action using your Mid die on the same roll. (Cannot Boost, Defend or Overcome.)
Emergency Switch: -R- 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.
Shields Up! (Full Defensive): -A- Hinder yourself by rolling your single Power Suit die. You are immune to damage until the start of your next turn. You cannot use this ability again this scene.
Out Ability: Hinder an opponent by rolling your single Robotics die.
Auxiliary Sheet (Improvement Mode)
Principles: Principle of Equality, Principle of the Lab
Minor Twists: Who is in danger that you just spotted?; What did you make a detour to observe and sample for later experiments?
Major Twists: What will you sacrifice to protect the downtrodden?; Something’s gone very wrong at the lab; what was it?
Status Dice: Green d6, Yellow d6, Red d12
Health: 33-26, 25-13, 12-1
Qualities:
Close Combat d10
Insight d10
Creativity d10
Fitness d6
Something to Prove d8
Powers:
Power Suit d10
Robotics d8
Intuition d10
Lightning Calculator d8
Green Abilities:
Switch: -A- Boost yourself using Creativity, then change modes.
Tinker on the Fly (Improvement): -A- Boost yourself using Robotics. Create one bonus using your Max die and one bonus using your Mid die. These bonuses are persistent and exclusive.
Yellow Abilities:
Smooth Like Butter (A Plan for Everything): -R- When you are attacked, first roll your single Intuition die. Defend yourself with that roll. Then, Boost yourself using that roll.
Quick Switch: -A- Destroy one Bonus on you. Change modes, then take an action in the new mode.
Red Abilities:
Shimmery and Stretchy (Inspiring Totem): -I- When you use an ability action, you may also perform any one basic action using your Mid die on the same roll. (Cannot Attack or Hinder.)
Emergency Switch: -R- 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.
Out Ability: Hinder an opponent by rolling your single Robotics die.
Auxiliary Sheet (Regeneration Mode)
Principles: Principle of Equality, Principle of the Lab
Minor Twists: Who is in danger that you just spotted?; What did you make a detour to observe and sample for later experiments?
Major Twists: What will you sacrifice to protect the downtrodden?; Something’s gone very wrong at the lab; what was it?
Status Dice: Green d6, Yellow d6, Red d12
Health: 33-26, 25-13, 12-1
Qualities:
Close Combat d10
Insight d10
Creativity d10
Fitness d6
Something to Prove d8
Powers:
Power Suit d10
Robotics d12
Green Abilities:
Switch: -A- Boost yourself using Creativity, then change modes.
Yellow Abilities:
Quick Switch: -A- Destroy one Bonus on you. Change modes, then take an action in the new mode.
Repair Protocol (Regeneration): -A- Defend using Robotics. Use your Max die. Recover Health equal to your Min die.
Red Abilities:
Shimmery and Stretchy (Inspiring Totem): -I- When you use an ability action, you may also perform any one basic action using your Mid die on the same roll. (Cannot Attack or Hinder.)
Emergency Switch: -R- 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.
Out Ability: Hinder an opponent by rolling your single Robotics die.
Auxiliary Sheet (Skirmish Mode)
Status Dice: Green d6, Yellow d6, Red d12
Health: 33-26, 25-13, 12-1
Qualities:
Close Combat d10
Insight d10
Creativity d10
Fitness d6
Something to Prove d8
Powers:
Power Suit d12
Robotics d10
Intuition d8
Swinging d4
Green Abilities:
Switch: -A- Change modes.
Yellow Abilities:
Quick Switch: -A- Destroy one Bonus on you. Change modes, then take an action in the new mode.
Swarming Protocol (Overwhelming Vision): -A- Attack using Robotics. Then, if the target of the Attack survived, also Attack that target with your Max die. Otherwise, Recover an amount of Health equal to your Min die.
I Learned This One from Dad (Skirmish): -A- Attack one target using Power Suit. Attack a different target with your Min die. At the end of your turn, you may change modes.
Red Abilities:
Shimmery and Stretchy (Inspiring Totem): -I- When you use an ability action, you may also perform any one basic action using your Mid die on the same roll. (Cannot Boost, Defend or Overcome.)
Emergency Switch: -R- 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.
Shields Up! (Full Defensive): -A- Hinder yourself by rolling your single Power Suit die. You are immune to damage until the start of your next turn. You cannot use this ability again this scene.
Out Ability: Hinder an opponent by rolling your single Robotics die.
Auxiliary Sheet (Hunter/Killer Mode)
Status Dice: Green d6, Yellow d6, Red d12
Health: 33-26, 25-13, 12-1
Qualities:
Close Combat d10
Insight d10
Creativity d10
Fitness d6
Something to Prove d8
Powers:
Power Suit d12
Swinging d8
Green Abilities:
Switch: -A- Boost yourself using Creativity, then change modes.
Yellow Abilities:
Quick Switch: -A- Destroy one Bonus on you. Change modes, then take an action in the new mode.
Swarming Protocol (Overwhelming Vision): -A- Attack using Robotics. Then, if the target of the Attack survived, also Attack that target with your Max die. Otherwise, Recover an amount of Health equal to your Min die.
Red Abilities:
Shimmery and Stretchy (Inspiring Totem): -I- When you use an ability action, you may also perform any one basic action using your Mid die on the same roll. (Cannot Defend or Overcome.)
Emergency Switch: -R- 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.
Shields Up! (Full Defensive): -A- Hinder yourself by rolling your single Power Suit die. You are immune to damage until the start of your next turn. You cannot use this ability again this scene.
The Classic Takedown (Hunter/Killer): -A- Move to any target in this scene and Hinder that target using Swinging. Then, Attack that target using your Max+Min die.
Out Ability: Hinder an opponent by rolling your single Robotics die.
Aftermath:
Wow! That was an absolute nightmare, but I really like the result! Despite being more difficult to construct, I think I like Modular better than Divided, though I expect I will be shying away from both in the future because, again, I am lazy.
I hope everyone appreciates the 90’s superhero names in this knockoff Incredibles family. Also, Wydeload is the worst name for a superhero ever, but I got stuck on it and couldn’t think of anything else. XD She gets bigger like Sky-Scraper, but also wider like Big Bertha from the Great Lakes Avengers, and becomes stronger and tougher proportionally.
Just one hero to go, and I already have a few ideas I want to try…