Warning: college thesis ahead
I’ve already finished making this character, so I don’t remember my exact die rolls, but here’s the gist of how I made my character.
His name is Gale Donner, aka Concussion.
It’s a retread of a character I made for another campaign that never happened. Basically, he’s what happens if an airbender studied drunken fist. He can manipulate air and primarily uses it to aid himself in his hand-to-hand combat, throwing himself out of harm’s way, pushing enemies off balance, and sometimes using air as a direct offensive tool.
At high enough speeds, air can cut rock or deafen people with sonic booms. He can create pockets of high or low pressure, messing with balance or even creating a vacuum. And, at just the right frequencies, it can encourage healing (google “why do cats purr”) or shatter items like glass or crystal. After all, what is sound but refined wind?
… So that’s my template. Now I just had to make it. Spoilers: it went pretty well, although I had to get creative, and I bent a COUPLE rules. But it’s all in the name of making an interesting character, and I don’t feel like I did anything that wasn’t WELL within the spirit of things.
– Step 0: Name –
Since I already had a concept in mind, I went ahead and named him. Since he uses air, and by extension, sound – specifically, sonic booms – I named him Concussion. This also works as a double entendre, as he is a front-lines melee combatant who uses a Bo staff. Not only does he use concussive bursts, he also gives people concussions.
His first name also came to me quickly: Gale.
His last name, however, took a while. I started with looking up wind, and its various synonyms, in several different languages. Funny story about that: in most languages, “wind” translates to either “wind,” “vent,” or some variation thereof.
After a LOT of duds, I found Donnern, the German word for “thunder, rumbling, or boom.” Perfect. Just knock off the n, and you get Donner, which is already a name for a normal human person. Plus, we can be sure he’s fun to hang out with; after all, there’s no party like a Donner Party!
– Step 1: Background –
I don’t remember most of my choices. I took the retcon, but decided that if the second set was bad I could fall back on the first, since one of them – Struggling – would have been ok. Fortunately, one of the second set was perfect: Tragic.
I put my first d10 into Self-Discipline, and a d8 to Banter. For reasons I fleshed out MUCH later, (read: as I was writing the section after this) he needs to be relatively stress-free in order to maintain control of his powers. While he has made great strides via meditation and such, his main form of stress mitigation is humor. Kind of like how Spider-Man uses taunts to mask his fear, he diffuses his stress by making himself laugh.
– Step 2: Power Source –
My rolls give me several choices, most of which don’t fit at ALL. Robot? Nah. Cosmic? Nuh-uh. Tech upgrades? Doesn’t make sense.
… Actually…
What if – stay with me here – this WASN’T his power source? He’s already tragic, so how about this: he has these powers innately, but can’t control them. He learns this the hard way when a moment of extreme stress causes them manifest. The resulting outburst kills his parents, bursts his eardrums, and rips his eyes out of their sockets.
He’s rushed to the hospital, and they figure out that stress activates his powers through some… MESSY trial and error. Unfortunately, since they can’t communicate with him or calm him down, their only hope is to keep him sedated until they can stabilize him. At that point, the newly-reformed RevoCorp, interested in his abilities, develops the tools necessary for him to control himself. It’s a risky procedure, but with no family to consult and no chance for him to have any sort of life otherwise, they do it.
His main upgrade consists of a device that allows him to “see” and “hear” by feeling the air currents directly. It’s kind of like how a fly can use its hairs to avoid flying into things or being swatted, but with a range of about 100 feet, and enough precision that he can make out detailed shapes and movement. So he has a new current-sense in place of his lost sight and has re-learned how to hear. He can’t read, and never bothered learning much Braille, but whatever.
In appearance, it is a silver halo-like accessory that attaches magnetically to his eyes/ears, and sits horizontally around his head at that level.
He also has some supplementary stuff: braces for his joints so he doesn’t hurt himself with all of his jumping around, nanites in his bloodstream to regulate oxygen levels even when he’s messing with the air pressure, a “killswitch” in his brain that can temporarily disable his powers if he loses control, some carbon fiber mesh designed to resonate with his “purring” and facilitate quick healing, and a grounding wire that protects the killswitch and primary sensor from being disabled or tampered with by all but the strongest electrical impulses.
But enough of my latest TED Talk. More importantly, this gives me some powers and abilities!
I assign a d10 to “Air Manipulation.” As you can see, I need to make my own power already. The thing is, it’s kind of halfway between Weather and Sonic. It has some abilities of each, but is more restricted than either, and both of them offer benefits he shouldn’t have access to.
For instance, he can create sonic booms and specific tones – such as are necessary to shatter something or for his montage healing – but auditory illusions? Not possible. Additionally, I’ve designed it so that his precision lessens with distance; he needs to be in physical contact for the shatter/healing, and at his maximum range the most he can manage is essentially brute force.
Moving air around is, in concept, also similar to weather, but it’s JUST wind. No storms, no lightning, nothing else. His range is also significantly more restrictive than Weather implies: his influence MIGHT be able to cover a football field on a good day, and only if he’s right in the exact center.
One d6 goes into Agility. It’s nothing special, but it’s worth mentioning.
Finally, I put a d10 into Awareness. Since he uses the air currents as a sort of intangible spiderweb, it fits.
I took the following abilities:
Yellow:
“Localized Pressure System” (Energy Burst) – Attack multiple targets using Air Manipulation. Use the Min die.
[This seems pretty self-explanatory to me. It might be a sonic boom, or a vortex of razor wind, or a vacuum pocket that pulls a bunch of minions into each other.]
Green:
“Current Events” (Techno-Absorb) – Reaction: When you take damage from an attack, boost yourself using the amount of damage you took as the number rolled.
[So, this one is supposed to be Yellow, I know. I will explain myself later, but I promise it is justified. Anyway, the idea is that Gale learns from watching how his enemies’ attacks change the air currents, and adapts to them to avoid attacks or get the drop on them in the future.]
“Literally Breathtaking” (Organi-Hack) – Attack one target using Air Manipulation. Hinder them using the Min die.
[Here, Gale might mess with someone’s balance like that guy from Naruto, or suck the air from someone’s lungs, or any number of sneaky tricks.]
– Step 3: Archetype –
Oh boy. This part. This was actually really annoying, as I couldn’t find any that adequately reflected what I was really going for. I briefly considered Flier, Physical Powerhouse, Blaster, Elemental Manipulator, and Close Quarters Combat, but none of them were right for me.
He explicitly CAN’T fly, for one, and Physical Powerhouse is too centered around brute strength. Elemental Manipulator SOUNDED good, but it was much more akin to someone like Absolute Zero or Empyreon than what I had in mind. Blaster or CQC would have been ok, but neither really fit very well or had abilities I wanted.
The only thing that was close – and the one I chose – was Shadow. The theme was all wrong, so it would require some HEAVY re-theming, but it would work.
So with the d10 and 2 d8 I got from the Tech Upgrades, I was ready.
First, I HAD to assign one to Stealth. I didn’t WANT to, but… Ok. Fine. Whatever. A d8, I guess.
Next, I put a d8 in Close Combat, naturally.
My d10 went into Acrobatics. Despite his relatively lackluster Agility, his control over the air itself allows for some impressive, if not downright impossible, feats of acrobatics.
Abilities:
Green:
“Feather in the Wind” (Shadowy Figure) – Attack using Acrobatics. Defend yourself against all attacks until the start of your next turn, using the Min die.
[This is Gale’s primary means of attack; his “defense” represents him dodging and weaving, using his Currentsense to foresee enemy attacks and dodging the brunt of them by pushing himself out of the way with gusts of wind.]
Yellow:
“Noise Cancelling” (Smoke Bombs) – Reaction: Defend yourself against an attack using JUST Air Manipulation.
[Also pretty self-explanatory; he uses a burst of air or sound to cushion a blow]
“Punch the Breeze” (Untouchable) – Reaction: Defend yourself against an attack with a d4/6/8 if you are in Green/Yellow/Red, respectively. Attack another target using the same number you rolled.
[Your classic Synaptic Interruption. This is why Current Events was moved to Green; this should be a Green ability, but I felt like it made more sense for them to be switched. Plus, this strikes me as being a bit more powerful, so I don’t feel like I am giving myself an advantage by doing so.]
– Step 4: Personality –
My primary choices were between Sarcastic and Mischievous; very similar, but I went with the latter. This gives me a d6 in Green, and a d8 in Yellow and Red. This pretty well reflects his reluctance to commit seriously at first, AND comes with a bonus +4 hp; a great side benefit for a front-line fighter like him.
In case you aren’t aware, the HP formula is as follows: you add 8 + the maximum value of your Red die + the maximum value of either a Physical Power or a Mental Quality of your choice (or a d4 if for some reason you don’t have any) + the roll of a d8 (or just a flat 4; your choice)
So, this makes his health: 8 (base) + 8 (Red die) + 10 (Self-Discipline) + 7 (my very lucky d8 roll) for a total of 33. Add in the extra 4 granted by Mischievous, and you get 37. Considering the highest the chart goes is 40, and the highest you can ACTUALLY go is 42 (d12 HP stat, roll an 8, pick Mischievous for the +4, and use your Retcon to increase your Red die to a d10) I think 37 hp is pretty good for a dodgy front-line fighter.
My Out ability is, “You wouldn’t hit a blind man, would you?!”: Hinder a target using JUST Banter. (I know it’s supposed to be a Power, but I don’t care. It’s a d8 instead of a 10; I’m taking flavor over optimization.)
For his custom Quality, I went with “Calm Before the Storm.” I think it fits on several levels. At this point, I don’t think I should need to explain how.
– Step 5: Red Abilities –
The two abilities I chose are:
“Resonant Frequency” (Powerful Strike) – Attack a target using Air Manipulation. Use the Max + Mid dice.
[This is the “shatter something with a particular frequency” ability I keep referring to. For flavor purposes, I am restricting this attack to melee range; Gale’s control is less precise the further away he is from whatever wind he is moving, so for something like this he needs to be basically in contact with the target.]
And finally, probably the single most important ability in my entire kit:
“Go With the Flow” (Push Your Limits) – Innate: You may use any number of reactions each round. For each one used beyond the first, take either one irreducible point of damage or a minor twist.
[This represents Gale falling into a fugue state; he sort of lets go of conscious thought for a minute and lets his instincts and the wind guide him.]
– Step 6: Principles –
Thanks to my choices, I need an Ideals Principle and an Expertise Principle.
Ideals came easy. He lives according to “work smarter, not harder.” At first I was calling this “Principle of Least Resistance,” but eventually it morphed when I figured out the second one.
Gameplay: You try to find the easiest way to do things. After all, more work means more stress, and you… don’t want that.
Ability: Overcome a challenge by taking a shortcut; use your Max die, everyone gets a hero point.
Minor twist: What stakes are forcing you to do things the hard way?
Major Twist: What went wrong because you cut a corner that you shouldn’t have?
For my Expertise Principle, I went with Mastery, keeping parts of it and modifying others.
Gameplay: There’s a reason stress is bad. Fortunately, your practiced control over yourself extends to your powers, too. Unless things get TOO out of hand, of course…
Ability: Overcome a challenge by exercising control over your powers in a new and creative way, use your Max die, etc.
Minor Twist: What is making it REALLY HARD to stay calm right now?
Major Twist: your focus lapsed, if only for a moment. But a moment is enough. What did you do?
Finally, I decided on the names. After MUCH deliberation, I decided. The Principles of Low and High Pressure. They also work as a pun, related to air pressure! Perfect!
– Step 7: Finishing Touches –
Finally, I just needed to apply some finishing touches.
I already have his name, so that’s easy. As for his “costume”… I don’t really have much of a mind for aesthetics – not to mention, he can’t see color – and it’s not like he really has much use for a costume with that face, but I have some ideas.
I’m picturing a long and flowy, sleeveless cloak. The back has his emblem on it – embossed, of course, so he can actually see it – which I haven’t really put much thought into, but probably has ripple/sound wave motifs.
It’s worn open, for maximum dramatic (and tactical) fluttering. Underneath he probably just has like jeans and a long sleeved white shirt.
Besides the cloak, the closet thing to a costume he wears is face paint: red lines running down from his eyes and ears, as a reminder of what he lost.
For my Retcon, I elected to increase Agility to a d8.
And, last but not least, I named his First Appearance issue and added it to his Collected Trades. I don’t remember if that’s still something we are supposed to do, but still. I had a few ideas, and I had a hard time deciding which should be the origin story issue and which should be his ongoing book. For now I’ve decided on Gathering Storm for his origin, and Eye of the Storm for his ongoing.
… And that’s it! For those of you who don’t want to read an entire manifesto, I’ll write up the character sheet in the next comment. For the rest of you: thanks for reading, I’m sorry, and hi, Jacob!