
Monkeygod |

Can you gain new superpowers through gameplay/XP? Unsure if I wanna upgrade my current powers, since they're all pretty solid to start(plus, this gives me goals to work towards in game), so maybe I'll roll for two more.
And yes, I love backgrounds, as I originally started my TTRPG career as a World of Darkness player, and quickly learned how important/essential such stats can be to making a fun, well-rounded character.

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I'm finishing up my character but need to roll a few more dice first
HTC: 11d6 ⇒ (3, 4, 3, 3, 1, 4, 3, 6, 3, 4, 2) = 36
HTK: 11d6 ⇒ (4, 5, 3, 4, 3, 1, 3, 6, 5, 1, 4) = 39
Character details (still very much a work in progress)
are here

Black Dow |

Can you gain new superpowers through gameplay/XP? Unsure if I wanna upgrade my current powers, since they're all pretty solid to start(plus, this gives me goals to work towards in game), so maybe I'll roll for two more.
Yeah MG - you can gain powers through say an unfortunate encounter with a radioactive millipede, but mainly its about refining your current power set. If we were going to essentially change the character like say Doc Samson becoming Doc Sasquatch, then we'd flesh out the details "offscreen" and implement in-game if all good.
Your DUPs [Daily Utility Phases] are essentially your downtime from being a superhero - Peter Parker would use his for assignments on the Bugle, the X-men honing skills and powers in the Danger Room, Banner for researching a cure into his "condition", while Bruce Wayne could be creating new devices, doing investigations, running Wayne Enterprises and attending socialite balls etc. You can also use them in time honoured fashion to "patrol" your home city or location - looking for criminals or crimes in the act.
DUPs can be used to develop your Attributes - through training or enhancements or practice.
While no new powers can be earned you'll definitely Refine Powers - this can be effects but not upgrades. You can spend them on improving Energy Attack 1 to grade 2, but you can use them to improve the intensity (damaging effect) of your laser vision (so Damage Modifiers are reduced by -3 not the standard -2) for example.

Black Dow |
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On the front of background and flavour I'm prepping some material at the moment - more GM content that I'm pairing back for PC common knowledge.
Again was going to use it more (and add to it) when we settle on our final team, but I can share the WIP
Like I said its a draft, but hopefully gives you all a flavour of the game & setting...

Jubal Breakbottle |

Ego: 3d6 ⇒ (2, 4, 1) = 7
Strength: 3d6 ⇒ (6, 5, 3) = 14
Dexterity: 3d6 ⇒ (4, 5, 1) = 10
Vigour: 3d6 ⇒ (6, 6, 6) = 18
HTK: 18d6 ⇒ (4, 2, 6, 6, 2, 6, 2, 4, 3, 5, 3, 2, 1, 2, 5, 2, 6, 3) = 64
HTC: 18d6 ⇒ (6, 6, 3, 6, 4, 5, 2, 1, 1, 6, 5, 4, 2, 6, 6, 3, 1, 4) = 71
Powers: 2d6 ⇒ (6, 1) = 7 7/2 +4 = 8 Powers
Advantageous Background: 1d10 ⇒ 6 Position of Power
Superpower 1: 1d100 ⇒ 92 Weapon Skill
Superpower 1: 1d100 ⇒ 44 Martial Arts, Oriental
Superpower 1: 1d100 ⇒ 97 Choose one, wow!
Bulwark or Major Stalwart or Escutcheon, Rev A
Superstrength (Gr2) Strength = 34+2d10, HTK/2, HTC/2
Weapon Skill (Gr2) Shield (Defense & Missile)
Bulwark or Major Stalwart or Escutcheon, Rev B
Tough Skin: Defense Class 4, HTK/3, HTC/2
Weapon Skill (Gr2) Shield (Defense & Missile)
Martial Artist, Oriental (Gr2)
Shadowknight Rev A
Teleport (Gr2)
Weapon Skill (Gr2) Shield (Defense & Missile)
Shadowknight Rev B Nope. Too many Intangibilies already
Intangibility (Gr2)
Weapon Skill (Gr2) Shield (Defense & Missile)
Stormknight Rev A
Weather Control (Gr2)
Weapon Skill (Gr2) Shield (Defense & Missile)
I would love to play this game, but I want to play a character that doesn't overlap too much with another character shtick. I guess I'm a comic purist where superhero teams have very different powers. Not like the new Thunderbolts* that are mostly punch and shoot.
I think like BD, I went to high school in the 80's, so I know the era well, even the music.
Jubal 3.0
Although I really like 2.0, let's see what the character roulette spits out again, for one last character creation.
Ego: 3d6 ⇒ (2, 6, 5) = 13
Strength: 3d6 ⇒ (2, 6, 5) = 13
Dexterity: 3d6 ⇒ (2, 2, 4) = 8
Vigour: 3d6 ⇒ (6, 4, 6) = 16
Powers: 2d6 ⇒ (5, 3) = 8 3/2 +4 = 6 Powers
Superpower 1: 1d100 ⇒ 49 Chameleon Ability
Superpower 2: 1d100 ⇒ 1 Agility
Superpower 3: 1d100 ⇒ 60 Shapechange, Freeform even Specific: 1d6 ⇒ 3
Hmm. Interesting, a Mystique or Skrull character. Probably, Agility Gr2 and a Background. 2.0 is probably more my speed, but let's see what other applications are.
Excelsior!

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More or less final character ready (from pauljathome). If I've missed something or gotten something wrong please let me know.
Some questions
1) When I do a high speed dive I assume I do the listed damage plus the 5 for dive plus my strength but do NOT add my pugilism. Is this right?
2) This is comic book physics, right? So the fact that my Strength only comes from 1 arm rarely matters. I can still lift a car one handed?
@Jubal - I think there are 2 of us with intangible already. 3 might definitely be pushing it :-).

Black Dow |

@Nik: Sad to see you go my friend, but we'll share a virtual table soon enough if the fates allow!
@Jubal: Wow. Some very interesting options there also...
Of your (excellent) variations I'm drawn to these two most:
Bulwark or Major Stalwart or Escutcheon, Rev A
Superstrength (Gr2) Strength = 34+2d10, HTK/2, HTC/2
Weapon Skill (Gr2) Shield (Defense & Missile)
Above is purely as there has been a lack of Strength based concepts thusfar and having a heavy hitter in the team is always good. At 34 STR your not a brick (per say) but your tough, hit hard and can lift a truck. Plus the Shield will aid with defence and ranged attacks.
Stormknight Rev A
Weather Control (Gr2)
Weapon Skill (Gr2) Shield (Defense & Missile)
Intrigued by this combo. Weather controlling shield user...Some very combat conditional effects available there also which will help the team and hinder foes.
@Sysgofd: Love the concept. Very cool and fits into our vision of the UK.
Answers to Questions:
1. Its actually a combination of those. The Weapon Class of the High Speed Dive attack (presuming its a fist) would be DC3 (from your Pugilism). Damage would be the listed damage +5, +9 for your bionic arm and +0 for your normal arm (depending on the fist of choice). It you lead with your foot or head (high speed headbutt :) then it would be WC 2 attack and damage listed as per Flight power entry (High Speed Dive into Combat: 2d6+6HTC & 1D6HTK).
2. Correct - comic book physics apply. So he can lift that car. If for whatever reason he's unable to use his cybernetics, then drops down to normal strength.
@All: Sysgofd & Jubal both bring up a good point. Unless the concept of the team is Ghost Heroes, then its unlikely I'll look for too much overlap in the final selection. However you can roll a bunch of concepts up as you go, that i have no problem with.

Jubal Breakbottle |

@BD Yes, I like the Superstrength concept, too. It's more my speed. That's why he was listed first. It's more aligned with a Position of Power, too. Maybe, he's a new national (England, Scotland, Wales, or Northern Ireland, depending on your appetite for current politics) hero, super-soldier. Captain American is very much my speed.
But, let's see if another light brick is submitted. I also really like Weather Controllers, too

CucumberTree |
I really like Danu, but I should roll at least one more, Just for the fun of it.
Power rolls: 2d6 + 4 ⇒ (6, 3) + 4 = 13
Ego: 3d6 ⇒ (5, 4, 4) = 13
Str: 3d6 ⇒ (1, 3, 6) = 10
Dex: 3d6 ⇒ (2, 2, 1) = 5
Vig: 3d6 ⇒ (3, 2, 6) = 11
Nine power rolls:
I'll roll 4 Superpower rolls
Superpower roll 1: 1d100 ⇒ 13
Superpower roll 2: 1d100 ⇒ 9
Superpower roll 3: 1d100 ⇒ 89
Superpower roll 4: 1d100 ⇒ 21
Energy Attack
Claws
Energy Immunity
Weapon Skill
One advantage roll, and the remainder for upgrades
advantage roll: 1d10 ⇒ 6
Immortal Yet again. Seems like a theme

CucumberTree |
Number 3
Power rolls: 2d6 + 4 ⇒ (3, 6) + 4 = 13
Ego: 3d6 ⇒ (5, 1, 4) = 10
Str: 3d6 ⇒ (4, 2, 6) = 12
Dex: 3d6 ⇒ (4, 5, 4) = 13
Vig: 3d6 ⇒ (1, 3, 5) = 9
Nine power rolls:
I'll roll 4 Superpower rolls
Superpower roll 1: 1d100 ⇒ 11
Superpower roll 2: 1d100 ⇒ 27
Superpower roll 3: 1d100 ⇒ 26
Superpower roll 4: 1d100 ⇒ 36
Cybernetics upgrade 2
Cybernetics roll: 1d10 ⇒ 7
Cybernetics roll: 1d10 ⇒ 2
Cybernetics roll: 1d10 ⇒ 1
Cybernetics Power Emulator:
Superpower: 1d100 ⇒ 81
Tough Skin
Bionic Arm:
Bionic Arm roll: 1d10 + 10 ⇒ (2) + 10 = 12
Flightx2 upgrade 1
Intangibility
One advantage roll, and the remainder for upgrades
advantage roll: 1d10 ⇒ 3
Position of Power
Interesting

Black Dow |

Can you gain new superpowers through gameplay/XP? Unsure if I wanna upgrade my current powers, since they're all pretty solid to start(plus, this gives me goals to work towards in game), so maybe I'll roll for two more.
And yes, I love backgrounds, as I originally started my TTRPG career as a World of Darkness player, and quickly learned how important/essential such stats can be to making a fun, well-rounded character.
If you upgrade Energy Attack to 2 [which would cost 1 Power Roll] you also get the opportunity to select Energy Immunity vs Cold/Ice for a 2nd Power Roll. Worth considering? As you'll have 1d10 more Energy points to blast away with and be immune to same Energy type...
Would still keep you power portfolio tight - Food for thought?
I'd not convert to DUPs - as I'd rather you all earn and use those more during the campaign. Above suggestion would be a better solution in keeping the concept streamlined while having synergy in powers (and not losing Power Rolls).

Black Dow |

@Cucumber Tree: Of the two newer concepts, Concept 3 is very similar to Sysgofd (and as someone said there are already a bunch of Intangibility concepts kicking around). Concept 2 is interesting - but again Weapon Skills seem also to be popping up. Of the these 2 is more interesting - but are they better than Danu... Mmmm not sure.
Feel free to have a tilt or two more mate if you wish.

Black Dow |

@All: Based on what I've seen so far am starting to form an idea of who our newly minted team of Golden Heroes are.
Would still like everyone to check over maths and review their ideas. Will keep reviewing throughout this week coming and start making selections as I go so watch this space True Believers :)

Black Dow |

[dice=Power Roll]2d6
Halved +4 = 7
[dice=Ego]3d6
[dice=Strength]3d6
[dice=Dexterity]3d6
[dice=Vigour]3d6[dice=Superpower 1]d100 Energy Attack
[dice=Superpower 2]d100 Shapechange
[dice=Superpower 3]d100 Wall crawling
[dice=Superpower 4]d100 Vigour
[dice=Shapechange]d6 Specific Shapechange
[dice=Superpower 5]d100 Player Choice: Tough Skin
[dice=Superpower 6]d100 Energy Immunity
[dice=Superpower 7]d100 Energy Attack
Apologies ST - somehow missed giving feedback on your second concept.
So interesting one as no Advantageous Background...
Where to begin on this one - okay Energy Attack is upgraded to 2 with the dual rolls. Specific Shapechange - like we touched on with DQ above means you could tie in one (or all) of the powers into the form(s) you can change into. Guess alot on this one depends on Energy Attack type and Energy immunity type. Could be interlinked or totally different lol.
Could be multiple forms that exhibit different powers - if anyone is creative enough to make above work its you mate :)

CucumberTree |
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@Cucumber Tree: Of the two newer concepts, Concept 3 is very similar to Sysgofd (and as someone said there are already a bunch of Intangibility concepts kicking around). Concept 2 is interesting - but again Weapon Skills seem also to be popping up. Of the these 2 is more interesting - but are they better than Danu... Mmmm not sure.
Feel free to have a tilt or two more mate if you wish.
I was Thinking the same thing. Still was fun to roll though. It also looks like the advantage roll of #3 changed from a 7 to a 3 after all the edits. Weird.

Jubal Breakbottle |
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If you upgrade Energy Attack to 2 [which would cost 1 Power Roll] you also get the opportunity to select Energy Immunity vs Cold/Ice for a 2nd Power Roll. Worth considering? As you'll have 1d10 more Energy points to blast away with and be immune to same Energy type...
@BD I thought upgrading a rolled power to Grade 2 took 2 power rolls, as opposed to your suggestion above. Or, is it only 1 power roll for Energy Attack?
Edit Nevermind. I reread your post. Upgrading to Grade 2 takes 1 Power roll, and Grade 3 takes 2 power rolls. So, my characters will get more power rolls, because I thought Grade 2 took 2 rolls.
For my Superstrength concept, would it be better to upgrade:
1. Superstrength from 34+2d10 (expected value of 45 Strength) to Grade 3 44+3d10 (EV of 60 Strength),
or
2. Martial Arts to Grade 2 (with +6 damage and +1 Dodge Mod) and Judo Throw
The Weather Controller would just go to Grade 3 Weather Control
Cheers

GM SuperTumbler |

Power Roll: 2d6 ⇒ (1, 5) = 6
Halved +4 = 7
Ego: 3d6 ⇒ (4, 6, 6) = 16
Strength: 3d6 ⇒ (6, 5, 1) = 12
Dexterity: 3d6 ⇒ (6, 3, 2) = 11
Vigour: 3d6 ⇒ (4, 2, 3) = 9Superpower 1: 1d100 ⇒ 15 Energy Attack
Superpower 2: 1d100 ⇒ 61 Shapechange
Superpower 3: 1d100 ⇒ 88 Wall crawling
Superpower 4: 1d100 ⇒ 86 Vigour
Shapechange: 1d6 ⇒ 2 Specific Shapechange
Superpower 5: 1d100 ⇒ 100 Player Choice: Tough Skin
Superpower 6: 1d100 ⇒ 21 Energy Immunity
Superpower 7: 1d100 ⇒ 13 Energy Attack
Energy: 1d10 ⇒ 8 Light/Laser
Ok, I was thinking of changing Tough Skin to Armor and making the armor have the shapechanging ability, but things aren't coming together for this one. I may try another set of rolls, but I may not have time.

Black Dow |

Ok, I was thinking of changing Tough Skin to Armor and making the armor have the shapechanging ability, but things aren't coming together for this one. I may try another set of rolls, but I may not have time.
Hi ST - that would work, Tough Skin was your Player Choice so am happy for you to amend as Armour 1 and Tough Skin 1 are very similar.
On time - you have plenty chief. I'll be busy alot of this week as I have friends visiting from Seattle so post work inputs will be limited second half of the week.
I'm also happy to roll for you if you want another character array but are struggling for time. Let me know.

Jubal Breakbottle |
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Trying to summarize interested players and potential characters for BD. Apologize in advance if I make a mistake. Please feel free to post a phrase to describe your character concept.
Potential Player Characters
* Pauljathome - Sysgofd, Welshman with Speed 1, Intangibility 2, flight 1, Bionic Arm, and Martial Arts (Pugilism) 1
* JubalBreakbottle - Oriental MArtist and Shield with Superstrength or Weather Control
* SuperTumbler - Iterating
* Cucumbertree - Iterating, maybe Danu
* Monkeygod - A cross between Daredevil and Kingpin, without Fisk's super strength, which I make up for by having an ice attack
* Ridge - Unconscious Probability Control
* Malinor - feline themed speedster
* Ira kroll - Swift Scepter
* Crimson King - Interested
* Albion - Interested
* Oceanshieldwolf - Interested
* Nikolaus de'Shade - Interested
* Rdknight - Interested
* grimdog73 - Interested

CucumberTree |
1 person marked this as a favorite. |
Trying to summarize interested players and potential characters for BD. Apologize in advance if I make a mistake. Please feel free to post a phrase to describe your character concept.
Potential Player Characters
* Cucumbertree - Iterating, maybe Danu
"Hey don't call me iterate...And it's Goddess Danu. You iterate mortal." Says Danu in an unidentifiable accent.

Black Dow |

Think Nik dropped out, but am keen to allow some of the interested parties to pitch and roll.
@Jubal: On your concepts I think Strength 3 might be too overpowered for the game level we're aiming at. Grade 2 puts you in the heavy hitter bracket for sure. The Marital Arts focus makes perfect sense - Shield for distance and protection and hand-to-hand he's devastating...
Weather Control is damned cool - a la Storm, but first two "fit more"...
Lemme think on it further.
Strength 2
Marital Arts 2
Weapon Skill 2 (Shield)
Position of Power
You could always use your final power roll for something like Advantageous Background - Government Contacts (which you are allowed to pick) or Previous Training and push your Vigour up to 20...

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Ok, here is my backstory. I am going with a less academic Indian Jones type feel here.
Benjamin Farn was the son of an archeologist who worked for the New York Museum of Natural History. His father was fascinated by cultures of South America where Benjamin was more fascinated by the golden items that were brought north from Peru. Benjamin lacked the academic ways of his father and joined the marines out of high school. After four years, he decided that his time in the military was over, but that he could use some adventure still. He traveled to Peru and began looking for lost treasures that he could claim as his own. He was directed to head East and found himself at the mouth of the Amazon River, well outside of what the Incan's would have controlled. But there he found a temple to Kinich Ahau, the Jaguar god. Benjamin set up camp and ventured into the ancient temple. Inside he found three tests.
The first test was a logic test using Khipu. An ancient form of using knots to keep Incan records. When he solved it a counterweight was triggered that opened a door in a solid stone wall. He then had to traverse a hallway where the eyes of Kinich Ahau launched poison darts at him if he broke their gaze. He avoided all of the darts and found himself having to scale a wall. As he started to scale the floor fell away beneath him and a pit where he could see several skeletons impaled on stone spikes. This turned out to be even more dangerous when he reached up with his left hand and the handout he sought was pulled out of the wall. Luckily for Benjamin, he was able to hold onto a narrow handout with his right hand. After that he was much more careful about where he placed his weight as it seemed that every third option would come lose with the slightest pressure.
Upon reaching the top he expected to find gold and treasures worthy of such a trap. Instead there was a narrow landing that ran the length of the room and was short enough that Benjamin had to kneel to move around. The back wall of the building was made of what appeared to be obsidian and in the very center was a small cubby about 3 ft wide and a foot in height and depth. A statue that appeared to also be made of obsidian showed a cunningly carved jaguar. As Benjamin moved forward it seemed like the eyes of the creature were following him. As he looked at the statue he wondered if he was being tricked. He saw no chisel marks or other signs of how the statue was carved. It looked almost as if some modern machine had shaped it. For a moment, Benjamin was at a loss. He had taken a great many risks to just reach this place, but less pass through it. The sight of something that might not even be original almost made him turn to leave. But with a shrug he decided that he might as well at least take the statue he found with him. Considering all the other traps, Benjamin studied the area but saw nothing that worried him. So he reached out and picked up the statue.
As his hand touched the statue, the whole thing popped like a balloon filled with smoke. His whole world dissolved into blackness and suddenly a strange face with distinctive features, such as square eyes and a prominent nose, and a beard shaped like sun rays appeared before him. The face scowled at him and spoke in a language that sounded roughly like what his father had used to speak the Incan language. Although Benjamin did not understand the language, what was said made perfect sense to him. The face was that of Kinich Ahau. He told Benjamin that this temple was placed here so that a deserving champion of Kinich Ahau could be chosen and prove themselves to act as an agent and guardian of the Incan god. Kinich Ahau said that soon a time was coming that such a champion would be needed and that Benjamin must go and prepare. Benjamin was unable to speak through this and then the face was gone and darkness enveloped Benjamin.
When the darkness ended. Benjamin found himself several miles outside of Lima, Peru. His clothes were dirty and tattered and all of his supplies and paperwork were gone. He faintly remembered traveling somewhere far away and leaving them in a camp, but he had no memory of where that was. He stumbled into Lima to find the American Consulate and quickly started to learn his powers. As he traveled he heard faint whispers in the Incan tongue at times, warning him of danger. When he had to run from it, he found that he could do so. And once as he was ducking for cover, he found that he could phase through the wall. In time he reached the consulate and began the tedious process of proving who he was so that he could return to the US.
He has recently returned to the United States. He is unsure about what happened to him, but the warning whispers continue to come. Under the continued threat, Benjamin has put together a costume to handle whatever is coming.

Jubal Breakbottle |

Jubal Breakbottle wrote:"Hey don't call me iterate...And it's Goddess Danu. You iterate mortal." Says Danu in an unidentifiable accent.Trying to summarize interested players and potential characters for BD. Apologize in advance if I make a mistake. Please feel free to post a phrase to describe your character concept.
Potential Player Characters
* Cucumbertree - Iterating, maybe Danu
How would you describe Danu's power set?

Black Dow |

BD, should I roll my HTC/HTK now, or wait till if I'm selected?
Also, is Dex capped at 18? The charts for Str and Vig go way beyond, but the one for Dex only has up to 18.
One last question: Should I consider maybe boosting my Ego, or is 13 good enough for a character who lacks mental/magic powers?
Hey MG
Up to you mate - you can go ahead and roll or wait until the final roster. HTK/HTC numbers won't have much bearing on my selection, but it might help with power picks if you feel your lacking.
Yeah DEX is maxed @ 18 - but you can improve your Strike Mod to higher through power selections, DUP spend ect.
EGO 13 is very decent as its essentially your saving throw vs mental attacks etc. 13 is a good (non-specialist) value.

Black Dow |

Another one for you to consider... Health as your selected power?
Health 3 could net you some regenerative powers/fast healing/immunities... Just a thought.
Otherwise I'm still mulling both Strength 3 and Weather Control 3...
Or go Strength 2 and roll randomly (or Weather Control 2 and same)
Sorry not helping much lol

Black Dow |

@Malinor/Jaguar: Wow. Love the backstory - one small point though - this game will be UK based (as Golden Heroes was fundamentally a British game - created as a counterpoint to the US based superhero games on the market). As I'm in Scotland I'll be honouring that with the UK setting.
Good stuff though :)

CucumberTree |
CucumberTree wrote:How would you describe Danu's power set?Jubal Breakbottle wrote:"Hey don't call me iterate...And it's Goddess Danu. You iterate mortal." Says Danu in an unidentifiable accent.Trying to summarize interested players and potential characters for BD. Apologize in advance if I make a mistake. Please feel free to post a phrase to describe your character concept.
Potential Player Characters
* Cucumbertree - Iterating, maybe Danu
She has a garment of liquid metal that is a part of her. The dress is called Maelstrom. I think that the whip-like weapon will look better visually, if she uses her hand and arm to guide it. The shield will be both weapon and will parry autonomously, while aware. Maelstrom also reflects Danu's emotion in color. With mass adjustment, she can effectively swing like spiderman. Launching herself into the air, then gliding. She is very acrobatic, and actively taunts enemies.

CucumberTree |
@Malinor/Jaguar: Wow. Love the backstory - one small point though - this game will be UK based (as Golden Heroes was fundamentally a British game - created as a counterpoint to the US based superhero games on the market). As I'm in Scotland I'll be honouring that with the UK setting.
Good stuff though :)
I have an idea for my background. But I need to know the premise, you know, so that I can be prayed into my templar.

Crimson_King |
EGO [3d6] 4, 2, 5 = 11
STRENGTH 6, 4, 5 = 15 (33)
DEXTERITY 3, 5, 1 = 9
VIGOUR 6, 5, 1 = 12
Power roll = 3 + 4 = 7
Powers
38 = heightened senses (animal senses)
89 = weapon skill
93 = weapon skill (grade 2 weapon)
41 = Intuition
73 - strength (8 + 10) 18
24 = expert - gymnastics
Advantageous background: Rich - inherited
Definitely a melee type. Let's go with Britannia, powers are inherited and uses a shield

Black Dow |

@Jubal: No bother - let's see what pops across the group.
@Crimson_King: Hah... See ordinarily I'd have looked at that straight out of the box concept and thought - perfect, but its essentially a combination of quite a few other concepts kicking around, so taking her as is will rule out some other baseline concepts. Might be worth coming up with a couple more? Even better if you use the board's dice roller :)
@CucumberTree: Not sure what you mean by premise my friend? Game is set in 1985, UK. You'll be (relatively) new superheroes on the block... ready to face off against a new crop of villains that have risen... Once the group is finalised I'll put up a more detailed "lay of the land" as it were.

CucumberTree |
@CucumberTree: Not sure what you mean by premise my friend? Game is set in 1985, UK. You'll be (relatively) new superheroes on the block... ready to face off against a new crop of villains that have risen... Once the group is finalised I'll put up a more detailed "lay of the land" as it were.
Let me give a for instance:
Someone hacked into computer files and found out 'X'. That someone prays really, really hard for Danu to come save them from 'X'. What premise would 'X' be?

Jubal Breakbottle |

This is the first time using the Paizo board, so didn't know how to use the dice roller. I used the first one google came up with the roll.
Hi Crimson. Welcome to the Paizo Boards. You can find the codes for the Boards at the bottom of your page before the footer, behind a "SHOW" button after the phrase, "How to format your text"
Specifically the dice roller is [dice=Ego]3d6[/dice Which would roll and add 3x 6-sided dice together, if I put the last bracket to close the /dice code.
Cheers

Ridge |
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Sorry for long delay, RL hammered me for a bit. Here is how far I've gotten:
About Whiteface
Character:Whiteface aka Justice Jester Alias:
Sex: Male Height:Short Weight:Skinny Handed:Left
Ego: 16 Strength: 8* Dexterity: 14 Vigour: 9*
Movement: Defense Class: HTK: Divider:
Dodge Modifer: Damage Modifer:
Frames Per round: Strike Modifier:
Push Back Threshold: Energy/Psi/Magic Points
----
Usual Attacks: WC: Damage: Notes:
----
Super powers and Adv Backgrounds:
Growth (Level 1)- STILTS!
Weapon Skill (Level 2)- Juggling Pins
Psi Powers (Level 2)- Tele-empathy specialization
Tough Skin (Level 1)-
Probability Manipulation (Level 1)- Subconscious version
Adv. Background- Previous Training* (+1 to Str, +1 to Vigour)
Equipment:
Origin:
My name was Wyatt Pace. I changed it to Whiteface after my rather unlikely Origin. I tell anyone who gives me a look that it is pronounced 'Witt' Fasay' and add "It's French". That gets a few chuckles from those who don't have a stiff rod up their rear.
Some names are famous in their time, and out live that but only in their niche. And sometimes history and chance weave a connection so unlikely that one would almost think someone was BORN for a role. So it was for me. Not to boast, but my family tree has always had jester bells dangling from the Branches.
My relations include Nichola, originally of France, the Gallic gagster was also known as ‘La Jardinière’ (‘The Gardener’) and served Mary, Queen of Scots. Not necessarily the proudest connection to some historians minds, but bear with me, I'm establishing my bone-fides here. By seeming coincidence, I'm also akin to John Pace, "The Bitter Fool" whose bark had bite in the service of many including Queen Elizabeth I. Nor are my blood ties confined to Western Europe. Ask a Pole who Stańczyk was.
Of course, Jesters fell out of fashion in the 17th century, and when times are hard, you turn not to the nobles for a job, but to the common folk. Somewhere my family line shifted to Clowning around. Clowning is a more delicate profession than most realize, it has levels of hierarchy among the clowns. At the top of the heap: The Whiteface clown. The whiteface is the oldest of the clown archetypes. In modern times, when whitefaces perform with other clowns, they usually function as the leader of the group. Whiteface clowns use "clown white" makeup to cover their entire face and neck, with none of the underlying flesh colour showing. Features are then usually painted on in either red or black.The whiteface clown is traditionally costumed more extravagantly than the other two clown types. They often wear the ruffled collar and pointed hat which typify the average person's idea of a "clown suit".
In short, even in clowning, R.H.I.P.
While my family had and has quite a few serious bores in it, we still learned of our unique history and some of us embraced it. I grew up hearing tales and stories and wanted nothing more in my life than to be a clown. I didn't so much as run away to the circus as ambush it when it passed by! My sister was appalled. But, after I proved my talent, grew to love it! There was a kind of a justice in mockery. On the stage of three rings i could mock the corrupt and parody the upper class! I even began to get deliberate about it. One fellow with ties to the House of Lords also had some unhealthy connections to criminals. Everyone knew it, no one could prove it, and few wanted the trouble. I thrived on it. I imitated Lord Ramsbottom's fashion sense with clown flair. I acted out his crimes in parody with my fellow clowns. In short, I got under his skin.
That's why he arranged to have me killed. Dumped in a vat of chemicals. Should have killed me. Instead, it burned the hair off me, bleached the pigment out of my skin and left me very sick. I wasn't expected to live and recovery of my strength and vitality took a lot of medical care and exercise. I lost a lot, but I also gained abilities I still don't understand. I used those gifts (And some juggling clubs and a pair of stilts) to break down Ramsbottom's allies and stop their crimes, to cut him off of revenue. In short, I became a superhero!
Or a Joker ripoff from Batman comics if you ask some Yanks, but they act like you can claim copyright on man's life some days.
My superhero name is Whiteface, but there are others who call me Justice Jester! Well, why the not! Call me what you like, just don't call me before 8 in the morn: I sleep late.

Black Dow |

This is the first time using the Paizo board, so didn't know how to use the dice roller. I used the first one google came up with the roll.
@Crimson_King: No worries mate - think I did mention the format box at the foot of the page in a message, but fully appreciate its a learning curve and should've pointed it out better. Would be great to see what else you come up with :)
@Jubal: Thanks for the steer :)
@Ridge: No worries - RL gets to us all. Great historical tie in - very nice indeed.
@CucumberTree: Cool, guess at this point its up to you why Danu is back. Am thinking her "faithful" would be incredibly small in number - perhaps a niche New Age religion or splinter of druidism? Celtic Reconstructionist Paganism reveres Celtic gods, so could be an environmental disaster or perhaps a mass ritual at Stonehenge that has awakened her?

Black Dow |

@CucumberTree: Will be interested to see what you come up with. As long as it ties into 1980s UK in some capacity...
@All: Going to give everyone few more days to fine tune, roll up concepts (or reroll) as it may be - so all interested parties still have time. The group is coming together in my mind, but still have a few options to consider.
All in all though - the interest and creativity have surpassed my expectations - to kudos to all who've pitched thusfar, and are still going to.

Crimson_King |
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Ego 3d6 ⇒ (1, 1, 2) = 4
STRENGTH 3d6 ⇒ (4, 6, 4) = 14 (19 with growth)
DEXTERITY 3d6 ⇒ (2, 1, 4) = 7
VIGOUR 3d6 ⇒ (3, 6, 4) = 13 =+ 9 = 22 (27 with growth)
Power roll = 1d6 ⇒ 3 + 4 = 7
Powers
1d100 ⇒ 85 Vigour +1d6 + 6 ⇒ (3) + 6 = 9
1d100 ⇒ 19 Energy attack Type: 1d10 ⇒ 3 (electricity)
1d100 ⇒ 100 Player's choice = energy attack grade+1
1d100 ⇒ 35 Growth (Strength+1d6 ⇒ 5; vigour+1d6 ⇒ 5)
1d100 ⇒ 78 Teleportation
1d100 ⇒ 100 Player's choice = energy attack grade +1
1d100 ⇒ 51 Martial arts 1d6 ⇒ 1 (martial arts)
Proton
Dexter Davies was a lowly lab technician when he was 'accidentally' hit by a new cyclotron beam, giving him the ability to manipulate atomic structure - generate electrons and electrolytes, increase size of atoms and teleport (jump atoms not just electrons).
Little did Dexter know that the lab was trying to create their own villain and it was no accident
Dexter was learning martial arts as a way to improve his ego.