The Randomizers:
Background 10, 5, 3 [Options: Performer, Academic, Struggling, Unremarkable, Medical, Retired]
Power Source 3, 3, 5 [Options: Genetic, Mystical, Nature, Powered Suit, Cursed]
Archetype 7, 4, 4 [Options: Marksman, Armored, Flyer, Sorcerer, Minion-Maker]
Personality 3, 6, 8 [Options: Impulsive, Distant, Fast Talking, Inquisitive, Stoic, Decisive]
Harbinger
Real Name: Glenn Hawthorne, First Appearance: Veilwalkers #1, March 2019
Background: Unremarkable, Power Source: Cursed, Archetype: Minion-Maker
Personality: Decisive, Principles: Peace, Destiny
Status Dice: Green d8, Yellow d8, Red d8. Health: 30 [Green 30-23, Yellow 22-12, Red 11-1]
Qualities: Self-Discipline d10, Finesse d8, Otherworldly Lore d6, Alertness d6, Homespun Wisdom d8
Powers: Infernal d12, Stone d10, Vitality d10, Intuition d8, Intangibility d6
Green Abilities:
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Curse-Born (I): Whenever you roll a die’s max value, treat that value as 1 higher. When you roll a 1 on a die, treat that die as if it had rolled a 0.
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Living Gate [A]: Create a minion using Infernal. Reference the minion chart to see what size of minion it is. Choose whether it can Attack, Defend, Boost, Hinder, or Overcome. It acts on the start of your turn. You can only use this ability in a situation conducive to how you create minions.
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Bones of the Earth [A]: Boost another hero or one of your minions using Stone. Either use your Max die, or use your Mid die and make that bonus persistent.
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Principle of Peace [A]: Overcome a situation with serenity instead of violence and use your Max die. You and each of your allies gain a hero point.
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Principle of Destiny [A]: Overcome a situation directly connected to your destiny and use your Max die. You and each of your allies gain a hero point.
Yellow Abilities:
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Dark Resonance [A]: Boost all nearby allies using Vitality. Use your Max+Mid dice. Hinder yourself with your Min die.
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Guard the Gate [R]: Reduce any damage you take by the number of minions you have. Whenever damage is reduced this way, reduce the size of one of your minions.
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Demonic Power (I): When you would take Infernal damage, you may Recover that amount of Health instead.
Red Abilities
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Break The Portal Wide [A]: Use Infernal to create a number of d6 minions equal to your Mid die. Choose the one same basic action that they each perform. They all act at the start of your turn.
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Calm and Collected [A]: Overcome using Self-Discipline. Use your Max+Min dice. Hinder all nearby opponents with your Mid die.
Out
- Boost an ally by rolling your single Infernal die.
The final initial member of the Veilwalkers was at once the team’s most easygoing and dangerous member. Glenn Hawthorne was a man in his mid-forties, a father of two children who were off at university and whose wife had died a few years earlier. He did woodworking in his spare time, volunteered at a local charity that helped renovate homes for the poor, and went on occasional fishing trips with his buddies. He’d had his share of sorrows, but his life was pretty good. Until, during one of his fishing trips, he happened to be in the proximity of Adam Clay’s attempt to tear open the fabric of magic, and the backlash shattered one of the seven seals that bound Glenn Hawthorne together, causing demons to spill out of his flesh.
It was thus a surprise to Karita when a man in a fishing vest and a small swarm of shockingly helpful earth-demons showed up to help close the magical rift that Adam had opened. Glenn wasn’t sure what was going on, but these strange little critters were tearing their way out of his flesh (it tickled a bit, he told the team later) and seemed to need a serious talking-to to keep them in line. The demons drew Glenn to the rift, which he knew right away didn’t seem right, and he did what he always did - he pitched in.
Once the rift was closed, Glenn was able to corral the demons and order them back to their home realm, and he agreed to come with Karita and learn what was up. As it transpired, Glenn was a living gateway to a demonic realm, destined to one day open a permanent path for that realm to exist. If he died, the portal would be reborn in someone else, so Glenn figured his best bet was to stay with the Veilwalkers, figure some things out, and maybe teach these demons not to be so ornery all the time.
Over the course of Veilwalkers, Glenn became both a student and a romantic interest for Karita, the two of them keeping an eye on their younger teammates and trying to figure things out. Glenn hated fighting, and tried his best to keep the demons he could summon into the rocks and dirt of the world from causing trouble; it remained to be seen if he could change the nature of a monstrous realm, but he was certainly going to try.
Behind the Scenes
I wasn’t planning on another minion-maker, but almost every option was closed off by being a different hero, so it was this or bring back the Drifter. It was close, but I think this is more interesting.
Because he’s ridiculous and I love him. He’s like Red Green, if Red Green was a living demonic gateway for a realm of unimaginable horrors who were almost totally beholden to him when summoned. He’s determined to find ways for these horrors to be nice folks, and who knows, he might actually succeed. Also, in a pinch, he can summon one to attack and have it Infernal-blast him over and over to heal up.
Harbinger adds Unremarkable to the list of things that aren’t available for my final three heroes.