
Black Dow |
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Oh, Superman, where are you now
When everything's gone wrong somehow?
The men of steel, the men of power
Are losing control by the hour - Land of Confusion, Genesis
So this is a thread to gauge interest on playing a rather niche Superheroes game from my halcyon days of gaming: Golden Heroes.
Bit of background - Golden Heroes was published by Games Workshop back in 1984 in a time when the Warhammer juggernaut hadn’t crushed all before it. GW produced a bunch of roleplaying and board games and White Dwarf supported them admirably.
As a comics fan (2000AD and 70s/80s Marvel were my escapes pre-roleplaying) I was naturally drawn to Golden Heroes, and its kept a special place in my Grognard heart ever since.
Recently I’ve moved home and been dusting off long forgotten boxes of old roleplaying material, notes and games of yesteryear. Golden Heroes once again piqued my interest - given I’d barely scratched the creative surface in my storytelling some 4 decades (yikes) ago…
So here we are. I’m battle tested upon these boards - I’ve had the privilege to play under some amazing GMs and alongside numerous creators and players of the highest calibre. So thought I would test the superheroic waters with an interest gauge on a Golden Heroes game (could be I’m one of a dwindling few who played it and even rated it lol).
I’ve hyperlinked a copy of the Player's Rulebook in the spoiler below:
Right now I’m not looking for any character concepts (as much of the fun of GH was the randomness and creative jigsawery of building a hero). Plan would be if there’s enough interest for players to roll up a bunch of characters, see what piques the interest then take it from there.
The game would be set in the 1980s and in the UK. Hometown will either be London or Granite City (a comic book version of my hometown of Aberdeen, Scotland). Leaning toward the latter as Aberdeen is a oil city so attracted workers and families from across the globe. Americans and Commonwealth personnel were (and still are) a familiar sight in the city. Will give any prospective players plenty of rationale to why they are in the UK (homegrown or otherwise).
Am envisaging the game to have a real Bronze Age feel - we’re not in Dark Knight or Watchmen or Antiheroics (…yet…) but it’ll have some dark veins of storytelling as we will be playing in a Cold War world where civil and social unrest prevalent in British society (jeez could be 2025..! however I digress)
I have all the published scenarios - both GH and from White Dwarf and have earmarked some 80s Champions adventures to convert also. More than enough for a full blown campaign.
If I get enough interest I’ll either run a full blown recruitment or turn this thread into one.
Am curious to see if there’s any appetite for this at all to start with at all tho’ - could easily be a dud lol.
If you’re still with me then please indulge me in the following:
Have a read of the Wiki and Player’s Rulebook if your not familiar (or reacquaint yourself if its been a while)
Feel free to ask any questions regards the rules and aspects of the game.
Again GH isn’t a game where you can peg a archetype and build that character.
Your character will start with 2d6 (halved) +4 Power Rolls. You can use these power rolls in 1 of 4 ways:
- Roll for a Superpower (random, d100)
- Upgrade an already rolled Superpower
- Select (or Roll) an Advantageous Background (d10)
- Enhance a Superpower (a gimmick or improvement)
So depending on your first batch of rolls you will get an idea on who or what you might end up with. In the true spirit of the game, typically discarded concepts become supervillains for us to use :)
Like I said at the outset this is really an interest gauger - I’ve no set idea on number of players… (as I might get none!) - but if I have one it’ll be a solo game… any more it'll be a dynamic duo, terrific trio or fantastic foursome, 5+ will be simple Excelsior!
Cheers BD

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I'd kinda maybe be interested depending on what the rolls came up with. If memory serves, one can come up with some truly absurdly unplayable characters and some others that I would personally find not at all amusing (I may be conflating with some other random generation of super hero system).
So, if this was a recruitment thread I'd be rolling dice and then deciding at the end if I wanted to continue to apply.
Note, I'm NOT saying that I'd only play if I got some Uber powerful character. But I would need to come up with a character that felt fun AND that I thought could at least contribute to the group. I don't need to play Superboy but I wouldn't enjoy playing Bouncing Boy or Color Kid in a group that had superboy.
Edit: If I find time I'll probably actually create a character because that is probably fun :-)

CucumberTree |
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Your character will start with 2d6 (halved) +4 Power Rolls. You can use these power rolls in 1 of 4 ways:
- Roll for a Superpower (random, d100)
- Upgrade an already rolled Superpower
- Select (or Roll) an Advantageous Background (d10)
- Enhance a Superpower (a gimmick or improvement)
This whole random roll thing looks fun. I'd like to see what it produces
Power rolls: 2d6 + 4 ⇒ (6, 6) + 4 = 16
Ego: 3d6 ⇒ (5, 4, 4) = 13
Str: 3d6 ⇒ (5, 6, 4) = 15
Dex: 3d6 ⇒ (5, 1, 5) = 11
Vig: 3d6 ⇒ (3, 3, 6) = 12
I'll roll 3 Superpower rolls
Ten power rolls:
Superpower roll 1: 1d100 ⇒ 51
Superpower roll 1: 1d100 ⇒ 65
Superpower roll 1: 1d100 ⇒ 93
Mass Variation Self
Skills
Weapons
Interesting
One advantage roll, and the remainder for upgrades
advantage roll: 1d10 ⇒ 5
Immortal? Wow, sounds like a mythological god

Ira kroll |
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Power Roll: 2d6 ⇒ (5, 4) = 9
Halved +4 = 8
Ego: 3d6 ⇒ (2, 5, 2) = 9
Strength: 3d6 ⇒ (1, 2, 5) = 8
Dexterity: 3d6 ⇒ (4, 3, 5) = 12
Vigour: 3d6 ⇒ (4, 6, 6) = 16
Superpower 1: 1d100 ⇒ 87: Vigour Makes sense based upon ability score
8-1=7 Power rolls left
Superpower 2: 1d100 ⇒ 89: Weapon skill Perhaps something that doesn't require strength
6 Power rolls left
Superpower 3: 1d100 ⇒ 99: My choice Maybe armour or Tough Skin based upon Vigour or Precision based upon weapon skill
5 Power rolls left
Superpower 4: 1d100 ⇒ 70: Speed Makes sense with Dexterity
4 Power rolls left
Advantageous Background: 1d10 ⇒ 7: Previous Training Some kind of training to make my Vigour or Dexterity better? Or, +1 to each?
3 Power rolls left
I like Luke Cage and I like The Flash. Perhaps some kind of physically tough speedster?
I'll make Superpower 3 be Tough Skin, Grade 1. Defence Class 4 with HTK/3 and HTC/2
I'll use a Power roll to improve Tough Skin superpower to grade 2. Defence Class 3 with HTK/4 and HTC/3, cannot dodge and take no HTK damage from WC0 or WC1, bullet, and knife attacks.
2 Power rolls left.
I will use Previous training to increase Dexterity by 2, to 14 Eventually, this will increase my chance to strike bonus, just not yet.
Increase Speed to Grade 2.
1 Power Roll left.
I'm tough, and a little fast. But, I don't like to kill, so what weapon do I use? Hmmm, Daredevil uses batons. So, I will go with a concealable baton. This would be cosh/club/blackjack in the weapon list.
Will you be allowing using a Power Roll to add 10 DUPs? If not, then I will use the last Power Roll to improve Weapon Skill to Grade 2.

Black Dow |
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@All: Wow. Thanks for the interest - let's consider this one a go-er and see what we get as characters. Still undecided on numbers as I honestly thought 3 or 4 would be pushing it lol. Can't take you all, but will try and take most... meantime let's get to it:
@Pauljathome: You are correct sir - system can throw up a bunch of oddball and unworkable combos, but sometimes it created the gold in Golden. As touch on above I'd suggest everyone interested create a few of characters - perhaps 1-3 for starters and see what comes out of them. Might be you get struck with inspiration and decent combos early… opposite could be true also!
@MonkeyGod: Good to see you again mate - thanks for the interest :)
@Oceanshieldwolf: Yup - definitely a "capturing a sense halcyon days gone by(e)" for me mate. The musics will play a part with thematic lyrics and interludes* Thatcher's Britain was grim, wait until you encounter her I.R.O.N. Ladies :S
@Malinor.: Glad to hear your interested also mate.
@Ridge: Crave ye no more!
@DQ: Feeling is mutual - always good to see you in a thread and fascinated to see what you create with the randomness.
@Tumbler: Slow and steady will be the way of it most likely, so hopefully piques your interest.
@Cucumber & Ira: Thanks for the interest - jumped the gun a little with creation, but since we’re moving onto that anyways no harm and no foul. Interested to see what you both hammer those concepts into.
@Ira: Yeah you can trade a power roll for 10 DUPs - let me know what your thinking on how they’ll be utilised. Like what your thinking on beyond the initial rolls.
@Jubal: Also good to see you! By all means have a read and see what pops.
Regards the campaign setting I’ve actually settled on London as our default. Got the Kingdom of Champions setting guide which has a bunch of content on the city. Plus London in the 80s was a perfect storm of Thatcher’s Britain - the capital was a city of change, marked by economic changes, social unrest, and shifts in the cultural landscape. Political deregulation and business privatisation shook up industries like finance and the press. Locations like Docklands were targets for urban regeneration driven by the yuppies, while districts like Brixton and Tottenham had experienced riots and racial tension. Throw in IRA bombings, strikes, the Cold War and superhumans and it becomes quite the (molotov) cocktail…
Right - let me have a look at some house rules (there’s some new powers and skills that I want to include as options). I’ve got next couple of days off, so I’ll get some stuff up (and catch up with my games proper ST will be glad to hear ;)
I’ve a bunch of World Building materials that I’ve pre-prepped so can get that up and I’ll make a Campaign Tab to showcase - so bear with while I get all those in play.
Regards characters - like I said have a go at a few. Let's get a feel for the system and generation. Can't wait to see what you lot (and the system) come up with!

Ira kroll |
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The Swift Scepter (real name Monty Day) wants to Protect the Innocent. "Nothing's Better!" he says.
He will spend his DUPs on
* Public Status -- he wants to be liked and appreciated.
* Personal Status -- he wants to have a normal non-super life
* Improving his speed
* Improving his Weapon Skills
* Maintaining his Secret Identity
-- Monty is a professional Interpreter. He knows BSL, and is currently on call from a service that needs BSL interpreters on a per-job basis. They call, and, if he is available, he will take the job. This allows him the time to do 'other things' as the Swift Scepter.

DeathQuaker RPG Superstar 2015 Top 8 |
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Thanks for the compliments, BD. :) Let's at least see what the dice have for us:
Ego: 3d6 ⇒ (3, 2, 3) = 8
Strength: 3d6 ⇒ (1, 6, 5) = 12
Dexterity: 3d6 ⇒ (6, 6, 6) = 18
Vigor: 3d6 ⇒ (2, 4, 4) = 10
This is the only time in my whole life I've ever rolled three sixes on 3d6. So we're very dexterous, reasonably strong, averagely tough, and slightly weak-willed.
Your character will start with 2d6 (halved) +4 Power Rolls. You can use these power rolls in 1 of 4 ways:
- Roll for a Superpower (random, d100)
- Upgrade an already rolled Superpower
- Select (or Roll) an Advantageous Background (d10)
- Enhance a Superpower (a gimmick or improvement)
Power Roll: 2d6 ⇒ (5, 4) = 9
Halved and rounded up, that is 5, then adding 4, which is... back to 9. So I get 9 rolls.I'll start by rolling 1 power and 1 advantageous background.
Power: 1d100 ⇒ 60
Background: 1d10 ⇒ 6
So I'm a shapechanger and I'm in a Position of Power. F#*! yes.
I think I'm gonna roll 1 more power and 1 more background (I could use some brilliance or richness to go with my Position of Power), and use the other 5 for enhancements or upgrades.
Power: 1d100 ⇒ 43
Background: 1d10 ⇒ 10
So the other power is Magic, which isn't great because my Ego is so low.
THe other background is Player's Choice! I'mma go with Government Contacts to go with my Position of Power. It's probably because I just saw Thunderbolts, and also I like spies, but I'm thinking is a head of a major intelligence agency.
Looking further down, I need to determine what kind of shapechanger: odd is freeform, even is specific.
Odds or Evens: 1d6 ⇒ 2
That's specific. So maybe she has two alter egos, a spellcaster and an ordinary mortal.
This is less exciting than freeform, I'll admit, because I'm already playing in SuperT's game a spellcasting person who has an alternate form.
Can I try for one more power? I know I said the rest for upgrades but I didn't realize you can't upgrade Shapeshifter and magic can be upgraded only 3 times. I still can also Enhance which involves getting something called DUPs but I don't really understand that yet (could I used those to boost my Ego so I am not a crappy magic user?)
One more power: 1d100 ⇒ 65

CucumberTree |
Danu, whose name meant ‘liquid’ or ‘river’ and was the namesake of the River Danube.
Danu is an ancient Celtic goddess. She has slumbered in-between while not being fully human nor completely ethereal. She is immortal, but she is currently without worshippers. Her powers have waned without active worshippers, but even so, Danu has been woken. She is not sure why.
She is dressed in living metal that can form into a weapon. Like a stream of metal that can form into any shape that flows from from her. It can also be used for personal propulsion.
I'd like to use the liquid weapon as gliding wings in addition. With mass adjustment and a pseudopod, She should be able to glide using adjustments in her weight.
Spiritual Realms: The Celtic mother goddess, nature, fertility, wisdom, earth, art, and poetry

Ridge |

Okay. Let me see what this gets me, obviously some editing to do after the fact:
Power Roll 2d6 ⇒ (6, 4) = 10
Halved (Above) so 5+4 = 9
Ego: 3d6 ⇒ (6, 6, 4) = 16
Strength: 3d6 ⇒ (3, 1, 3) = 7
Dexterity: 3d6 ⇒ (4, 5, 5) = 14
Vigour: 3d6 ⇒ (5, 2, 1) = 8
Superpower 1: 1d100 ⇒ 31
Superpower 2: 1d100 ⇒ 94
Superpower 3: 1d100 ⇒ 55
Superpower 4: 1d100 ⇒ 83
Which would be-
Growth
Weapon Skill
Psi Powers *
Tough Skin
*Apparently Psi Powers automatically costs me one additional power roll so if I keep that my 5 Power rolls left become four.
Specialty Power for Psi Powers would be: 1d10 ⇒ 7
Which is tele-empathy. Mmm oh dear.
If I use one for an Advantageous background then...
that Advantageous Background would be:
1d10 ⇒ 9
Previous training. Huh, need to think about that.
EDIT: Too soon to say and my 'time' will expire to keep me edit again, but at this point I'm actually thinking of a super powered individual who is one of the rare 'good guy/gal' clowns. With those powers were talking someone who has tough skin (Maybe it is clown white all over naturally) can possibly make people laugh (Tele-empathy), and could be armed with a rubber chicken (the weapon skill). Which seem too silly for a superhero crew or might work great as an anti joker or some odd anti authoritarian statement in the turbulent 80s.
If I go with the above, I might drop the Growth to boost the Psi Powers if that is allowed.
And I'd still have 3 power rolls to either roll for more powers, use for skills, or what not.
Let me know if I'm doing this right.

DeathQuaker RPG Superstar 2015 Top 8 |
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I got distracted from my previous work and the edit window closed. So on we go.
65 would be Skills. Fine.
Okay, I've got 4 Power allocations left at this point. Let's use one to upgrade my Magic to Magic 2 and another to upgrade to Skills 2.
And let's roll for 2 Skills:
Skill 1: 1d10 ⇒ 7
Skill 2: 1d20 ⇒ 3
Pilot and Escapology. Interesting. But great for my magical shapeshifting security chief.
As for Magic, grade 2 I get 4 spells and so many magic points:
Magic Points: 1d10 + 15 ⇒ (10) + 15 = 25
Spell list:
Specialty Spell: 1d10 ⇒ 6
Spell 2: 1d10 ⇒ 1
Spell 3: 1d10 ⇒ 4
Spell 4: 1d10 ⇒ 9
Specialty Spell is Hypnosis. Awesome.
I also have Astral Projection, Enhancement, and Restraint. Very useful, versatile set of abilities.
There's two power slots left that I'll hold for Enhancement and wait until I better understand what those mean.
So I'mma say we have someone who perhaps originally worked for military intelligence who, during a mission, came upon a magic amulet which imbued her with the power of a long-dead witch. She can transform into the witch form, which looks different from her normal human spy form. She's used her abilities to climb her way up in the government, and is now in a position of power to control a great deal. It could be even that she is the leader--or at least employer--of a government sanctioned group of superheroes.
The only downside to the whole thing is again she has low Ego for actually using her magic, but perhaps this is reflective of the struggle between her and some sort of soul energy left in the witch's amulet?
If I find I am unable to play, feel free to use this as a villain. She could be sort of the heinous love child of Valentina Allegra de Fontaine and Agatha Harkness and wreak havoc.

Black Dow |

@All: Couple of things - one I'm slightly taken aback by the sheer interest from you all... might have to end up running two tables on this!
@DQ: Love it... knew you'd make something very interesting from something very left field lol. Low Ego is somewhat of a kicker against other superpowered opponentss, however against rank and file she'd still have the upper mental hand. Like the notion its a mental struggle - interesting one. The notion of her holding a high ranking post is very cool - in our GH world the equivalent of S.H.I.E.L.D. is D.I.C.E. [Department of Intelligence and Counter Espionage]...
On Magic remember that it is one of the powers that cost +1 Power Roll when first rolled. So might have to sacrifice one of your rolled powers or skills if I have my numbers right.
DUPs [Daily Utility Phase] can be traded at the rate of 10 DUP per roll. Depending on the ability you wanted to increase - she'd either spend time say with other members of her "coven" lets call them, learning focus - or perhaps just pushing her will power to the limit. Ultimately the time she devoted per day on this would bear fruit [and cost in DUPs].
To improve her Ego to 10 would be 90 learning points (9 x 10) which equates to an easy progression (in terms of ability score) @ 5 Learning Points per DUP. So improving to 10 would cost 18 DUPs. Hence why those are better spent in the "downtime" between adventures (essentially in the background as you can spend them on your alter ego getting a promotion, improving gear, adding a stunt to a power etc - their application are limitless but you typically only garner 7 DUP per non-adventuring week.

Black Dow |

@Cucumber Tree: Liking Danu also - interesting... I'll allow the Mass Variation (Self) Power Improvement at the cost of a Power Roll - essentially granting you the benefit similar to the Cybernetics (Glider Device) but only when her mass is reduced. The silver skin would equate to Defence Class 5, offer her a little more protection at the cost of her Dodge Modifier.
On the Weapon Skill - the forming of weapons works, but you'd need to decide what that looks like - does she form a Shield or Spear or Staff for instance.
Good stuff regardless

Black Dow |
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@Ridge: Am thinking you could somehow keep the Growth? thinking "Big Grin" or some such? But if you can't make it fit, don't keep it. Remember (Everyone) dropping a power isn't the end of the world - yes you lose the power, but also if it helps streamline your concept then so be it. Your characters will be be vastly powerful compared to most super-villains, and even mega-villains will be offset by your collective team.
Clowns hadn't gone all Pennywise in the 1980s... the creepy clown was starting to emerge but in the main they were still figures of fun in circuses and pantomime, so absolutely a good-guy clown works.
For the weapon - what about Juggling Clubs? - with Weapon Skill Grade 2 or 3 you could use them as melee or missile weapons... would be kinda cool no?
Yeah you're doing it right :) Psi-clown tough scrapper...
For your clown I'd potentially pour 1 or 2 power rolls into their Weapon Skill (as noted above) or improve Psi Power to the next level.

Black Dow |

Hey MG - Let's just run with things here mate.
You can wait til I get some stuff up on the morrow, but likewise you can begin the randomness without it being hugely effected.
@Ira: I've not forgotten about the Swift Scepter - will have a proper review and give some thoughts on the morrow as I'm spent (but happy lol)

CucumberTree |
@Cucumber Tree: Liking Danu also - interesting... I'll allow the Mass Variation (Self) Power Improvement at the cost of a Power Roll - essentially granting you the benefit similar to the Cybernetics (Glider Device) but only when her mass is reduced. The silver skin would equate to Defence Class 5, offer her a little more protection at the cost of her Dodge Modifier.
On the Weapon Skill - the forming of weapons works, but you'd need to decide what that looks like - does she form a Shield or Spear or Staff for instance.
Good stuff regardless
I think that weapon would be much like how the T-1000 used his metal body, But she often uses the weapon like a lightning fast long spear. The weapon shines in colors that associate with her current mood.
I would like her skill to be nature. Anything living, or at least was living, She'd have a detailed knowledge of. Especially if it helps with healing or fertility.
I'd also like her to be a master artist. She did create Stonehenge.
Edit: I'd also like to build up her Str during her slumber, While she fought in her ether-world adventures.

Ridge |

@Ridge: Am thinking you could somehow keep the Growth? thinking "Big Grin" or some such? But if you can't make it fit, don't keep it. Remember (Everyone) dropping a power isn't the end of the world - yes you lose the power, but also if it helps streamline your concept then so be it. Your characters will be be vastly powerful compared to most super-villains, and even mega-villains will be offset by your collective team.
If I am going Clown I suppose the growth could start with the shoes ;) I might keep it. As you point out, I have other power slots I haven't rolled yet that I can use. I'm still not sure though.
Clowns hadn't gone all Pennywise in the 1980s... the creepy clown was starting to emerge but in the main they were still figures of fun in circuses and pantomime, so absolutely a good-guy clown works.
Good point. And as this is England, perhaps our hero/heroine actually comes from a blood line of royal jesters and official fools to the crown! Comics have given weirder origins
For the weapon - what about Juggling Clubs? - with Weapon Skill Grade 2 or 3 you could use them as melee or missile weapons... would be kinda cool no?
I kind of love this idea. Rubber chicken worried me as TOO campy but this is both classic and still fun.
Yeah you're doing it right :) Psi-clown tough scrapper...For your clown I'd potentially pour 1 or 2 power rolls into their Weapon Skill (as noted above) or improve Psi Power to the next level.
I may do both. Thank you. I like the tele-empathy in a clown a lot.

GM SuperTumbler |

Power Roll: 2d6 ⇒ (4, 6) = 10
Halved +4 = 9
Ego: 3d6 ⇒ (4, 4, 6) = 14
Strength: 3d6 ⇒ (1, 4, 5) = 10
Dexterity: 3d6 ⇒ (6, 5, 5) = 16
Vigour: 3d6 ⇒ (4, 1, 5) = 10
Superpower 1: 1d100 ⇒ 24 Flight
Superpower 2: 1d100 ⇒ 48 Martial Arts
Superpower 3: 1d100 ⇒ 74 Strength
Superpower 4: 1d100 ⇒ 77 Stretching
Upgrade Martial Arts (1 power roll)
Upgrade Martial Arts (2 power rolls)
Superpower 5: 1d100 ⇒ 35 Heightened Senses
Martial Arts type: 1d6 ⇒ 4 Pugilism
Heightened Senses: 1d6 ⇒ 3 Enhanced Senses: 1d6 ⇒ 6 Hearing
This character would be a punk. Black leather, spiked mohawk. He is a bruiser with a set of magic chains that he can use to attack, defend (in the way the Stretching allows you better dodge).
Not sure how literal the powers are supposed to be. I'm imagining his chains give him reach attacks (stretching), and flight is more like swinging. Or maybe the chain can just fly and he lets it drag him around.

Jubal Breakbottle |

Ego: 3d6 ⇒ (2, 4, 2) = 8
Strength: 3d6 ⇒ (1, 5, 1) = 7
Dexterity: 3d6 ⇒ (5, 5, 1) = 11
Vigour: 3d6 ⇒ (1, 3, 3) = 7
Powers: 2d6 ⇒ (2, 3) = 5 5/2 +4 = 6 Powers
Superpower 1: 1d100 ⇒ 9 Claws
Superpower 1: 1d100 ⇒ 81 Tough Skin
Superpower 1: 1d100 ⇒ 45 Martial Arts
Type of Martial Arts: 1d6 ⇒ 1 Oriental
Advantageous Background: 1d10 ⇒ 8 Rich - Industrialist
With the abilities and number of powers below average and Claws overlapping Martial Arts, this character seems underwhelming.
Does he have 2 power rolls left (paying 1 power roll of the Background? Or is the Background free?
Any suggestions on how to spend the balance of the power rolls? Upgrading Tough Skin?
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) = 9
Superpower 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

Monkeygod |

Okay, lesse what I can come up with for a character:
Ego: 3d6 ⇒ (4, 3, 6) = 13
Strength: 3d6 ⇒ (5, 2, 3) = 10
Dexterity: 3d6 ⇒ (4, 6, 6) = 16
Vigour: 3d6 ⇒ (6, 2, 1) = 9 + 9 from super power = 18
Heh, interesting.
Power Roll: 2d6 ⇒ (6, 4) = 10
Halved+4 = 9
4 Superpowers:
1d100 ⇒ 87 = Vigour
1d100 ⇒ 18 = Energy Attack
1d100 ⇒ 83 = Tough Skin
1d100 ⇒ 3 = Agility
3 Backgrounds:
1d10 ⇒ 6 = Position of Power
1d10 ⇒ 7 = Previous Training
1d10 ⇒ 3 = Contacts, Criminal
Unsure about my final 2 Power rolls however. I'll sit on them till tomorrow and see how I wanna spend them. Of course, since I am brand heckin new to this system, if Black Dow(or anybody familiar with GH) would like to make suggestions, I would greatly appreciate that!
Edit: Oh, I guess I have to roll type of energy attack and how many extra points of Vigour I get.
1d10 ⇒ 1 Cold/ice
1d6 + 6 ⇒ (3) + 6 = 9 extra Vigour.
So, basically, I'm a cross between Daredevil and Kingpin, without Fisk's super strength, which I make up for by having an ice attack, LOL
Jeebus heck, that's perfect, as that's often the type of PC I play, LOL

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Ok, lets roll me some dice
Ego: 3d6 ⇒ (1, 6, 1) = 8
Strength: 3d6 ⇒ (2, 4, 2) = 8
Dexterity: 3d6 ⇒ (6, 5, 5) = 16
Vigor: 3d6 ⇒ (4, 5, 2) = 11
Power Roll: 2d6 ⇒ (1, 4) = 5 = 3+4 = 7
I think I'm going to have at least 1 advantageous background
Power 1: 1d100 ⇒ 49
49 Doesn't exist, rerolling :-(
Power 1: 1d100 ⇒ 69 Speed
Power 2: 1d100 ⇒ 100
Definitely getting a bit of a thought here. Going with
Insubstantial.
Power 3 - raise insubstantial to 2,
Movement is base 6. Speed brings it up to 12.
Ok, lets see what my background is
We start with one to get the character concept started
Advantageous background: 1d10 ⇒ 2
Brilliant mechanical scientist. Right, so we have a power suit or the like
Power 4: 1d100 ⇒ 12 Cybernetics
Cybernetics: 1d10 ⇒ 1 Bionic Arm
Strength of arm: 1d10 + 10 ⇒ (6) + 10 = 16
Power 5: 1d100 ⇒ 28 Flight
Power 6: 1d100 ⇒ 44 Martial Arts
Which Martial: 1d6 ⇒ 4 Pugilism
Ok, that sort of works. We have a research scientist who lost his arm in an accident while working on a suit that would let him control his atomic vibrations. Build himself a bionic arm.
While not particularly fast he is good enough that he can get in and out of places. Sometimes he'll just fight with his phasing power, sometimes he'll hit things.
Playable. Definitely a candidate.
But I like rolling characters so I'm going to at least see what a second one brings me

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And now, a second character. Just to see what I roll.
Ego: 3d6 ⇒ (5, 4, 2) = 11
Strength: 3d6 ⇒ (1, 4, 4) = 9
Dexterity: 3d6 ⇒ (2, 5, 3) = 10
Vigor: 3d6 ⇒ (6, 1, 6) = 13
Power Roll: 2d6 ⇒ (1, 4) = 5 = 3+4 = 7
Power 1: 1d100 ⇒ 16 Energy Attack
Energy type: 1d10 ⇒ 5 Plasma
Power 2: 1d100 ⇒ 18 Energy Attack
Ok, we're obviously a decent blaster.
I think I want my background now to help my concept gell
Advantageous Background: 1d10 ⇒ 8
Rich Industrialist. I can definitely live with that.
Power 3: 1d100 ⇒ 35 Heightened Senses
Sense: 1d6 ⇒ 5 Radar Sense
Power 4: 1d100 ⇒ 63 Sidekick
Lets at least see what stats he would have
Ego: 3d6 ⇒ (6, 2, 3) = 11
Strength: 3d6 ⇒ (2, 1, 1) = 4
Dexterity: 3d6 ⇒ (2, 6, 5) = 13
Vigor: 3d6 ⇒ (6, 1, 2) = 9
No, this character is definitely NOT talking to me. Dropping this one from consideration

Jubal Breakbottle |

Character 1.0
Might not be too bad, because the 7 & 8 Abilities don't have penalties. With 2 powers left, could increase Tough Skin 3.
So, I see a secret tech bro, with tough skin 3, claws and karate. Maybe a reprise of Badger, Ratel, Armadillo, or something tough with claws but physically weak.
Character 2.0
Ego: 3d6 ⇒ (2, 4, 1) = 7
Strength: 3d6 ⇒ (6, 5, 3) = 14
Dexterity: 3d6 ⇒ (4, 5, 1) = 10
Vigour: 3d6 ⇒ (6, 6, 6) = 18
Powers: 2d6 ⇒ (6, 1) = 7 7/2 +4 = 7 Powers
Advantageous Background: 1d10 ⇒ 6 Position of Power
Superpower 1: 1d100 ⇒ 92 Weapon Skill
Superpower 1: 1d100 ⇒ 44 Martial Arts
Superpower 1: 1d100 ⇒ 97 Choose one, wow!
Hmm. Let's see what I can do, here. Would take suggestions for that choice, which could be boosted to Grade 3

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Ego: 3d6 ⇒ (2, 5, 4) = 11
Strength: 3d6 ⇒ (3, 3, 4) = 10
Dexterity: 3d6 ⇒ (4, 2, 3) = 9
Vigor: 3d6 ⇒ (2, 1, 2) = 5
One 5, no 6's. Very super. :-/
Power Roll: 2d6 ⇒ (2, 4) = 6 3+4= 7 Powers
Super Power 1: 1d100 ⇒ 37 Intuition (no grades available)
Super Power 2: 1d100 ⇒ 70 Speed (3+ grades available) Raise to Rank 2.
Super Power 3: 1d100 ⇒ 100 Choose Any power. Vigor: 1d6 + 6 ⇒ (1) + 6 = 7
Bonus HTC: 7d6 ⇒ (2, 4, 1, 5, 2, 5, 1) = 20
Bonus HTK: 7d6 ⇒ (2, 3, 6, 1, 3, 3, 1) = 19
Super Power 4: 1d100 ⇒ 9 Claws
Super Power 5: 1d100 ⇒ 98 Choose Any Power Intangibility- Raise to Rank 2.
So I rolled for 5 powers and used my other two power points to upgrade two of the powers.
I am a speedster. I went with some added Vigor so I can run further, and Intangibility as I move quickly enough to vibrate through and avoid issues and I should be able to hit pretty hard I think. I am thinking I will go with a Cat theme

CucumberTree |
Black Dow wrote:@Cucumber Tree: Liking Danu also - interesting... I'll allow the Mass Variation (Self) Power Improvement at the cost of a Power Roll - essentially granting you the benefit similar to the Cybernetics (Glider Device) but only when her mass is reduced. The silver skin would equate to Defence Class 5, offer her a little more protection at the cost of her Dodge Modifier.
On the Weapon Skill - the forming of weapons works, but you'd need to decide what that looks like - does she form a Shield or Spear or Staff for instance.
Good stuff regardless
I think that weapon would be much like how the T-1000 used his metal body, But she often uses the weapon like a lightning fast long spear. The weapon shines in colors that associate with her current mood.
I would like her skill to be nature. Anything living, or at least was living, She'd have a detailed knowledge of. Especially if it helps with healing or fertility.
I'd also like her to be a master artist. She did create Stonehenge.
Edit: I'd also like to build up her Str during her slumber, While she fought in her ether-world adventures.
I think that the following will be the Mapped out version for Danu.
Ego: 13
Str: 15
Dex: 11
Vig: 12
Ten power rolls
Mass Variation Self (1 PR)
Skills (1 PR):
Nature
Weapons (7 PR) [Maelstrom]
Weapon 3rd Tier
Shield 2nd Tier
Cybernetics (Glider Device)
Defense Class 5
Advantage (1 PR):
Immortal

Black Dow |

Right - back at it. Unseasonably nice weather meant garden chores came first today, but I’m back at it now.
Couple of points on the free upgrading of powers that the rules mention but most folk seem to have missed:
The 1st unrolled upgrade of your chosen power costs 1 Power Roll, however should you choose to upgrade the same power again (without rolling) - this costs you 2 Power Rolls. Upgrading again to another grade level would be 3 Power Rolls and so on…
So I’ll factor above into everyone’s feedback (where relevant)
So you’ve an interesting trade off with Swift Sceptre. On the one hand he’ll be super-tough but cannot dodge (which is one of the boons Speed gives you) - however his movement will be excellent. Couple that with weapon skill and vigour and he’ll be in fights for the long haul - sticking and moving.
Regards the DUPs I don’t want characters improving campaign stats ahead of the campaign (if that makes sense) as part of the system is improving those.
So for ease let’s not run with DUP spend on the first run - so potentially that could be used to improve his Weapon Skill or roll for something else?
How you’ve listed your DUPs is great for campaign play though as it breaks down how Monty will be spending them.
I like Monty’s background- interesting one, and as a professional interpreter he may well be pulled into plenty of situations (both good & bad). Nice hook regardless.
Enhancement is essentially like a Swiss army knife spell that grants everything from Strength, Healing (Regeneration) to Flight etc. Costs 5 Magic Points to cast and 5 MP to maintain - so once enhancement would grant her 4 rounds worth of [insert chosen Enhancement]. Not bad at all.
With your Magic 1 costing essentially 2 Power Rolls, I have you down at 8 Power Slots filled and 1 left.
Upgrading Magic again would cost 2 Power Rolls so that’s out. Same with Skills. So probably worth your final random roll to see if it fits with either of her forms?
Okay so her weapon would be a 1H Melee weapon.
Skills will depend on what you roll. If you land Player’s choice (which is a 10) we could look at something relating to Naturalist or something?
Similarly Martial Arts is something you’d need to roll or roll for an open pick. To be honest think the Weapon Skill is more than enough, so being a martial artist would potentially be a wasted pick.
Strength is also as per above - need to roll it. Building up her STR is something she could be working on, communing with the earth and slowly recovering her full godlike powers, but perhaps in this industrial cityscape she struggles to connect to the earth?
A clown on stilts works though for Growth (you would just note that it would not cover a mass increase - only height).
Ultimately tho’ if it doesn’t fit/feel right then drop it. Do think stilts would work though and could be damn handy re: movement and reaching high shelves lol.
Royal court jester linage is awesome. Love it.
Yeah Stretch 1 would work as chains for sure. They essentially wrap around him to provide protection akin to the Dodging for HTC attacks. Would just note its the chains and not our scrapper punk that does the stretching. Likewise reach attack would just be as per fist/foot damage (until he starts become more skilled with them).
Yeah the chains would likely be the flight propulsion also and as long as he’s attached he can “fly” also.
Like it though - and given I have some home-brew punk villains, he may have some history there ;)
You round your Power Roll total up chief - so you’d have 7 Power Rolls available.
Background costs a Power Roll. So yeah 3 Power Rolls left after your Background.
You could upgrade Tough Skin - Grade 2 means you take no damage from WC0, WC1, bullet and knife attacks - so fear not the mook!
Upgrading Martial Arts to Grade 2 would net you more damage and a Dodge bonus of +1 (but Tough Skin 2 negates this as you cannot dodge).
Claws are a bit redundant with Martial Arts but they could be like Ninja Shuko Claws that will eventually allow him to Wallcrawl (if you want to work towards that).
Interesting one… Alot depends on how you (or if) you want to tie powers into specific form(s).
Okay Energy Attack rolled twice - means Grade 2 - which also opens up the option of taking Energy Immunity of the same Energy type as the attack for 1 power roll…
Have a couple of ideas - you could select Armour 1 instead of Tough Skin and have the Shapechange essentially be the Armour reconfiguring for Wall-crawling mode?
Would also work with bio Tough Skin I guess - just spitballing lol.
Rest upon the morrow!

CucumberTree |
"Black Dow": Okay so her weapon would be a 1H Melee weapon.
Skills will depend on what you roll. If you land Player’s choice (which is a 10) we could look at something relating to Naturalist or something?
She's ancient. She came out of her slumber still speaking Ancient Gaelic. I was going to write a background in-character referencing it. I was trying to ignore knowledge that she'd just not know. However, I will happily roll for you.
Skill: 1d10 ⇒ 4
Similarly Martial Arts is something you’d need to roll or roll for an open pick. To be honest think the Weapon Skill is more than enough, so being a martial artist would potentially be a wasted pick.
I did not mention Martial Arts. I think that you mixed me up with someone. Edit: Oh I was asking about Master Artist...like a sculpter/ painter/etc. LOL. Funny
Strength is also as per above - need to roll it. Building up her STR is something she could be working on, communing with the earth and slowly recovering her full godlike powers, but perhaps in this industrial cityscape she struggles to connect to the earth?
Yeah, after adding shield manifestation with a melee weapon manifestation, I ran out of power rolls.

Black Dow |

@MG: Haha. Made me laugh mate.
Btw gang - am spoilering to keep post size condensed - nothing in these that can't be reviewed enmasse.
Regards backstories - by all means have a basic one in your mind, but we'll flesh those out when we nail down the final crew (and tie into the campaign setting more).
So my initial take is a pretty decent character - the Tough Skin could be a layer of hardened ice - like hard rime or something similar.
Good in combat - Agility and Tough Skin 1 still combine to give you a dodge bonus. You could up your Agility to 2 and gain Dodge +3 and improve movement with leaps.
You are pretty Background heavy but that's cool (pardon the pun) will depend I guess on what your Position of Power is... Contracts Criminal means you're likely a reformed supervillain or have contacts within the underworld - perhaps an old friend or family from the wrong side of the tracks?
If you want to be more nice on Powers - then you could use your final pick (presuming you go Agility 2) to up your Energy Attack to Grade 2 or up your Previous Training to 2 and gain a further bonus to an Attribute or Attributes??
All in all a pretty interesting framework there mate.
Like it.
Perhaps he lost his arm when he was phasing for the first time? Solidified uncontrollably and it got "removed" :S
Builds himself a cybernetic arm and goes from there. The Speed, Flight, Insubstantial combo is a nasty one lol.
Remember you round up for Power Rolls - so 3.5 becomes 4+4 = 8 Power Rolls :)
Interesting base also. You could look at them primarily being a weapon wielder? Perhaps mystical or alien tech - and then tie another power to it.
Conversely you could go high on Weapon Skill - pick Shield and make their offense very adaptable. You decent abilities (bar low Ego) - sortof USAgentesque potential. Position of Power could be a Military or Official Rank? Or perhaps your a national hero of a smaller (Commonwealth?) nation??
Concept has loads of potential as its pretty streamlined.
A feline themed speedster.. interesting. You're right the powers compliment and like Jubal 2.0 above - they're relatively streamlined to allow you some nice crossovers.
Scalded Cat is a great expression for something very quick (just saying lol) - makes for a bizarre codename but believe me won't be the strangest you come across lol.
Master Artist - lol - that's what I get from reading on my phone.
Her Gymnastic's skills are likely innate rather than learned. Although the Celts had moves like the Salmon Leap so it does it.

Ridge |
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Right - back at it. Unseasonably nice weather meant garden chores came first today, but I’m back at it now.
Couple of points on the free upgrading of powers that the rules mention but most folk seem to have missed:
The 1st unrolled upgrade of your chosen power costs 1 Power Roll, however should you choose to upgrade the same power again (without rolling) - this costs you 2 Power Rolls. Upgrading again to another grade level would be 3 Power Rolls and so on…
AH, thank you I did miss that.
The idea of growth as stilts is interesting. I apologize for being indecisive. It's the one power that's kind of making go 'mmmph' (Which is odd as I LIKE Size changing as a power) I think since even if I spend some power slots for boosts I'll have at least one slot left over .. I'll roll that one now and see if a 'new power' inspires me further or if I'm very lucky, Doubles something up naturally.
1d100 ⇒ 96
OH I get to pick. OOo.. well. Let me see.

Jubal Breakbottle |

What do you think about me waiting for the other characters to be determined before I pick the Superpower? Because 2.0 could go almost anywhere from USAgent to Storm to Ghost to Rocketeer and many concepts in between. I like party variety and the randomness randomly overlaps.
I'm really looking forward to your game. Excelsior!

Black Dow |

@Crimson King: By all means roll up a character and see what pops. Great to see some olde school GH fans here (along with some of my usual sparring partners).
@All: Not decided on how many I'll run with ultimately - think two tables will be a stretch too far, but I'm currently thinking a group of between 5-7 heroes will be the sweet spot.
Also quick note on Advantageous Backgrounds: As written in the rules you can select rather than randomly roll - so I'll allow anyone whose rolled these to select them instead...
In Zenith terms this is Phase 1... whittling down suggests discounting folk based on quality and thusfar that would be an impossible task. So will come down to a bunch of X-Factors I guess... but plenty of time to roll up concepts (as previously stated happy for you all to try 1-3 heroes to get used to the system and critically get something you think you can work with.
@Jubal: Hold off developing Concept 1.0 as a villain at the moment - I've a bunch of my own homebrews being written up at the moment, but I might well come back to it depending on adventures we'll run*
*will be all published content + some old Champions material convered to GH.

Ridge |

I think I'll stick with previous training for my Advantageous background in part to boost up the strength and/or Vigor.
Rolled a 96 for any power of my choice went with probability manipulation . On an odd roll means the power is Conscious Probability Manipulation, even number it is Unconscious Probability Manipulation. 1d6 ⇒ 4
YES Unconscious was what I was hoping for as it seemed to fit the theme more!