I don't quite have free characters in every subtier, but I've got a reasonable amount of wiggle room nonetheless :-)
If we're angling towards some lower level shenanigans (as Michael's character list suggests), then my three early preferences would be to drop in with a Wintry Oracle (Blasting/Control), an Icy Kinetic Knight (frontline, tankiness, some utility), or a self sacrificing Life Oracle whose life might've been better if she'd actually been called as a Paladin (frontline, tankiness, healing)
For example: in Young Justice (the cartoon), Ms. Martian is definitely an Outsider in Season One. A lot of her arcs are about fitting into this exciting new world, while trying to hide the extent of her alienness from those close to her.
In Season Two though, I'd say she's switched to the Nova playbook since a lot of her story centers around the effects of her constantly unleashing her powers in destructive ways, and relying on them to fix problems that they really aren't suited to.
Janus doesn't automatically go too well with the Phoenix Academy/My Hero Academia super-school setting, but it really depends how often you leave campus.
A setup like... that Ultimate Spider-Man cartoon could work pretty well. Teen-Spidey's enrolled in a SHIELD Academy alongside other trainees. But since he's already an established hero he's got a lot more of the Secret Identity thing still going on, and he makes much more of a deal of his life outside of superheroing.
So people who didn't know that your Janus was a cape might just think they go to 'Private School' depending on how secretive Phoenix Academy ended up being.
Soldier I actually think works really well :-)
One of the go-to examples in the book is actually Cyclops back in 60's X-Men - someone who is entirely focused on the organization as a whole and has a very mission-focused, tactical way of looking at things. An AEGIS operative could be sent to Phoenix Academy for additional training, (or even to serve as a spy on the organization...)
Also hi! I'm definitely going to munch popcorn and watch, and we'll see if I get inspired :-p
I will say that the idea of a super-school appeals since it's a very unique kind of setting.
I was curious how the different styles were shaking out, so I did a thing:
Provocator, Scizore, Thraex still have no representatives if someone's looking to stand out ;-)
She swears her name will be chanted as Brevka Brightsmile, Brevka Bloodfire, Brevka the Beauty, but before the pits she was more often known as Brevka the Befuddled.
As a child she'd been expected to rise high in her clan; despite the weakness of her human blood, she'd grown strong and fierce. She was never more at home than when she'd had a blade in her hands and a foe sprawling on the dirt.
But then just before the Feast of Ashes, on the day she and her other worthy broodmates were supposed to complete the brutal rituals that would mark them out as true warriors of the Gutspears, she disappeared.
For a year and a day it was assumed that she had died. That some beast, or the fleshwarping slavers of the Mangled Limb had taken her. A few jealous hearts whispered that she had simply fled, the cowardice of her human blood finally winning out.
When she reappeared it was with eyes filled with stars, and the skin that had stayed clear for her warrior's scars, was now threaded with intricate spiraling scars that shone a delicate silver in the moonlight. At first she was thought to be some sort of ill spirit, but Old Khraznar had said she was still Brevka, so that was that.
Still, she had missed the Feast of Ashes once more, so it would be another year before she would be permitted to join the warriors of her clan. And as the year went by, it became less and less clear that she would ever be made one of them. Where before she had found joy in battle, now she seemed to go through it by rote, eyes always gazing up at the sky. Where before she had had a brutal camaraderie with her fellows that was direct, even if not always kind, now she seemed to suspect a hidden motive behind every gesture of kindness or cruelty.
Old Khraznar had taken her under his wing as the warriors shunned her, but even his teachings, and potions, and beatings hadn't been able to bring back the Brevka they'd known, or do more than barely awaken the power that he sensed now slumbering inside her.
The Gutspears aren't sentimental. They gave up.
Brevka was still strong and trained enough to be used as a skirmisher in the unending clashes that made up life in the Hold of Belkzen, but none in her clan made any effort to see that she would return alongside them.
And one day she didn't.
This time it was the Mangled Limb that took her, beating her into unconsciousness as was their way so that she could be changed for their amusement, or, if she was interesting enough, sold...
Okay, Brevka's pretty much finished up mechanically speaking.
Anything else I should whip up for the application?
Half Orc Arcane Bloodrager (Primalist, Spell-Eater)
Fort +7 (+2 Base, +3 Con, +2 Luck)
Falchion +6 2d4+7 18-20/x2
Darkvision: Brevka can see in the dark up to 60'
Bloodrage 7 rounds/day
Bloodline Familiar: Brevka has a Hedgehog protector familiar in lieu of her 1st level bloodline power
She gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold her breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
Brevka may sleep in light or medium armor without becoming fatigued.
Diehard: Brevka is especially hard to kill. Not only do her wounds automatically stabilize when grievously injured, but she can remain conscious and continue to act even at death's door.
When her hit point total is below 0, but Brevka is not dead, she automatically stabilizes. She may choose to act as if she were disabled, rather than dying. She must make this decision as soon as she is reduced to negative hit points.
Peregrinus: Brevka fights as ’a paragon of her race’, as seen through the eyes of the drow. Her armour is designed to reflect stereotypes of her people (fur, uneven craftsmanship, studs and spikes), and she fights with weapons familiar to her people. Brevka fights with a falchion, and it is treated as if it has the Performance quality.
Fate's Favored: The fates watch over Brevka. Whenever she is under the effect of a luck bonus of any kind, that bonus increases by 1.
The Newlyweds: Brevka's astrological sign is of two lovers, intertwined as one. She gains a +2 bonus on Diplomacy checks to influence those who might be romantically attracted to her, and Diplomacy becomes a class skill for her.
Fey-Taken: As a child, Brevka was whisked away to the First World by mischievous fey for a time. When she returned, she was ever after considered odd and distant. She longs to return there, and finds the mortal world dull and at times revolting, so she does not eat as she should and does not question strange visions. She takes a –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.
Equipment: Falchion, Balteus, greaves, manica and helmet [chain shirt], kukri.
Okay, so I'm zeroing in on Brevka the Beauty, oiled up martial and arcane powerhouse.
I can whip up what she was doing before the pits, but, I imagine that's more likely to be revealed as she gets to know the other new gladiators. More immediately, I see her role in the ring as being the 'Barbaric Princess of the North' - aside from the shtick of her costuming and billing, her refusal to quit, or to lie down and die gives her real comeback potential, and good comebacks make for good Faces. :-)
Arcane Bloodrager (Primalist, Spell-Eater)
Campaign and Style Traits:
I'll finish up a statblock and toss her into this alias's profile soon
...okay as a tremendous sucker for Sword and Sandals campaigns I've just got to roll something up!
4d6 ⇒ (6, 2, 5, 6) = 19 17
Looks like my rolls agree that I should do this :-p
Years: 2d6 ⇒ (5, 2) = 7
I'll go for Deception and Brawling and I'll take Prison Tough.
This weekend's going to be a little slow for me since I'm marrying off my younger brother in a couple days, and am very much in the circle of last minute craziness, but I'll get Dagmar postable at least (even if I might not have eeeeverything finalized)
Sorry! Very busy weekend :-/
Last two careers:
Years: 1d6 ⇒ 6
Dagmar's apprenticeship came to an abrupt end one day when the Inquisitors came for her master. Ever since then she's returned to the streets, hoping to stay one step ahead of them with the help of hard fists and wary eyes.
I'll be a Rinthungi Orc
So you started out your life as one of the many unwashed street urchins found in any of the city-states. Your parents, if you ever knew them, were taken away to fight in one of the many battles that are constantly forming between the various cities. Left to fend your yourself you survived by being smart, quick and vicious when needed.
Urchin: 13 years
One day, when you should have been out scrounging food, you decided to follow an old man you had seen several times wandering your neighbourhood. He seemed extremely fragile and it surprised you that none of the local thugs had cracked his skull and robbed him. You follow him back to his home...a small shack leaning up against a squalid tenement.
Dagmar spends a while watching the shack. There didn't seem to be anything special about it, but there wasn't anything special about the old man either, except that he'd survived for now reason. She knows all too well not to go alone into enclosed places. At least not unless she knew it was safe, or worth it.
Instead, she resolves to sleep nearby. She'd take a closer look once he left.
Ah, I was just going off the SRD :-)
Not a problem, happy to angle away from a minotaur... Though that may tweak other things to since I was definitely just building towards the aesthetic of a priestly minotaur in a cotton kilt with a long braided uraeus...
Okay - Next pitch!
Instead going for a Rinthungi swordswoman who secretly possesses magic, but plays it off as unusually good fortune to avoid the inquisitors
How integrated are Orc and Human society up in the North? Like - Orcs are on the playable list, but are they essentially Kill on Sight in polite society?
I'd certainly be interested :-)
If High Tier I'd go with
If Low Tier, I've got some more options depending on party needs:
Not at all worried about rails I almost always run pre-written for my first outing with a system :-).
I'll just angle to have a character interested in a wide variety of hooks then.
Species: 1d100 ⇒ 40 Human, +20XP
Weapon Skill: 2d10 + 20 ⇒ (4, 5) + 20 = 29
Weapon Skill: 39
Motivation: Shining Star
Melee (Basic): 5 Advances
Random Talents: 1d100 ⇒ 991d100 ⇒ 251d100 ⇒ 84
Okay, I've got some choices to finish up, but this certainly gives me some fun stuff to work with!
I get that lots of characters would work, but (for example) should we assume that money/subistence adventuring will be a main motivation? Should we make characters that if presented with the foul taint of chaos will stand against it because if they don't no one will?
I'm less worried about the mechanics than making sure I create a character who's personality and drives mesh (or clash interestingly) with what's ahead. :-)
The skeleton manages to interpose its shield, once more warding off Rocky's mighty strike!
Undergrowth spaces are difficult terrain. Standing Stones are 10' tall
So an update on all of this:
DM Stalwart wrote:
We've decided to keep the other campaign going with what we hope will be a fun experiment. We're going to run it without any single person as the GM. While for any given issue/scene there will be someone in the driver's seat, everyone will be encouraged to suggest curveballs and developments in the scene, or even just the resolution of moves.
If you're interested, the recruitment thread is here.
If Shion's an oracle, then I'll go ahead and press on with Jaya Velorryan. I'll freely admit that I tend to be rather vague about alignments, but she'll be Good(ish), though not particularly nice. Probably she'll wind up somewhere in the Chaotic end of the spectrum, but more out of personal entitlement than any sort of revolutionary urges.