OOC: Character Creation

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Nov 5, 2020 1:47 pm
The system calls itself the GYRO system. GYRO stands for Green, Yellow, Red and Out. These are used to indicate the severity of a situation. At the start of a scene when you are fully healed you are in Green status, while at the end of the scene or when badly damaged you are in Red status. Characters will have more options as well as more powerful abilities while in the red Status.

Each character consist of 4 elements. A Background, a Power Source, an Archetype and a Personality.

You start by choosing one or rolling 2d10 to see which one you get. You can use one or both dice result. So if you get a 2 and a 3. You could choose between Blank Slate, Struggling or Academic. Not wanting to type out all the rules, nor share all the text I will simply type out the choices in each section.
[ +- ] Background
[ +- ] Power Sources
[ +- ] Archetypes
[ +- ] Personality
Nov 5, 2020 6:26 pm
Anyone of you familiar with the game?
Nov 5, 2020 7:58 pm
I am not familiar with the game, but I am taking a crack at the system as you describe it.

Rolls

Background - (2d10)

(43) = 7

Power Sources - (2d10)

(210) = 12

Archetypes - (2d10)

(35) = 8

Personality - (2d10)

(48) = 12

Nov 5, 2020 7:59 pm
Background: 7 (Academic)
Power Sources: 12 (Artifical Being)
Archetypes: 8 (Elemental Manipulator)
Personality: 12 (Nurturing)

Just a rough character concept now, but thought this could be fun.
[ +- ] Character Concept: Veteran
Last edited November 6, 2020 9:06 am

KCC

Nov 6, 2020 4:13 am
I’ll roll first and see how I like it. Might swap out some stuff if a creative idea hits me.
OOC:
Ill definitely swap any rolls that double up on someone else’s character.
Last edited November 6, 2020 4:13 am

Rolls

2d10, 2d10, 2d10, 2d10

2d10 : (23) = 5

2d10 : (82) = 10

2d10 : (59) = 14

2d10 : (93) = 12

Nov 6, 2020 5:24 am
I will follow KCC69's lead

Edit: after the role here is what I came up with: I'm thinking a reformed avatar villain.

Background; Former Villain

Power Source: Relic

Archetype: Elemental Manipulator

Personality; Fast Talker
Last edited November 6, 2020 5:43 am

Rolls

1 - (2d10)

(106) = 16

2 - (2d10)

(78) = 15

3 - (2d10)

(98) = 17

4 - (2d10)

(85) = 13

KCC

Nov 6, 2020 5:53 am
Two elemental manipulators so far. Funny how the dice go. Though the ideas are starting to go in my head. So my rolls may be forgotten about if I get the right idea.
Nov 6, 2020 6:48 am
I did not even look at Hero Among Men's rolls. I'll have to reasses
Last edited November 6, 2020 6:48 am

KCC

Nov 6, 2020 7:00 am
I quite like the idea of minion maker or form changer right now.
Nov 6, 2020 12:16 pm
Sorry. I should have clarified. This is what I get for writing it between my duties at work. I forgot to mention that you roll 2d10 for the first category, and you get other dice to roll based on the result. Some have fewer bigger dice and other have lower dice. The dice you get for your background is the dice that will be used for your powers and qualities. This shouldn't be a problem for those that want to keep their rolls. Since you can choose in any case.

@HeroAmongMen, here is Academic:
[ +- ] HeroAmonMen
@optimumsquare. here is Former Villain:
[ +- ] optimumsquare
@KCC69, let me know what Background you choose :)
Nov 6, 2020 12:17 pm
And as I said, if you don't want to reroll just let me know that you chose another power source.

KCC

Nov 6, 2020 1:10 pm
I’ll go with Created.
Nov 6, 2020 1:52 pm
[ +- ] Created

KCC

Nov 6, 2020 2:12 pm
I’ll roll for fun and see how I feel. Can always choose after!

Can you show us an example of a power source paragraph? Like the ones you posted for backgrounds.
OOC:
Relic sounds interesting.
Last edited November 6, 2020 2:40 pm

Rolls

1d10, 1d10, 1d6

1d10 : (1) = 1

1d10 : (7) = 7

1d6 : (1) = 1

Nov 6, 2020 2:20 pm
Quote:
@HeroAmongMen, here is Academic:
[ +- ] HeroAmongMen
Last edited November 6, 2020 2:20 pm

Rolls

Power Source Selection - (1d10, 1d8)

1d10 : (2) = 2

1d8 : (3) = 3

Nov 7, 2020 5:34 am
Not quite sure I understand what I'm rolling for but I'll roll. Do I pick a power based on this combination?. Also, is other worldly mythos Cthullu and stuff? That sounds neat.
Last edited November 7, 2020 5:38 am

Rolls

Rolls - (1d10, 1d8, 1d8)

1d10 : (1) = 1

1d8 : (5) = 5

1d8 : (5) = 5

Nov 7, 2020 12:16 pm
optimumsquare says:
Not quite sure I understand what I'm rolling for but I'll roll. Do I pick a power based on this combination?. Also, is other worldly mythos Cthullu and stuff? That sounds neat.
Yes, these dice that you get at the end of Background are the ones you get to use on power source. With a roll of 1, 5, and 5 you could choose the 1 for Accident, one of the 5s for Mystical, the 1 and 5 for a 6s which would be Nature. Or add both 5s for a 10 Tech Upgrades. Or you could simply add all 3 for an 11 and Supernatural. Or you could simply choose.

Here's an example of relic for @KCC69:
[ +- ] Relic
Now there's a lot of new words in the abilities and I'll try to explain here. All actions can be fit 5 easy categories:
Attack: Dealing damage to a villain or a minion.
Overcome: Most other actions. Like saving civilians, hacking the villain's supercomputer and sneaking past a death trap.
Boost/Hinder: When you Boost or Hinder someone someone you give them a bonus or penalty (called mods) they can use on a future roll. The bonus disappears once it's been used, but they don't have to be used on your next roll. You can save them as long as it makes narrative sense. If you get a Mystical Force Field +2 it makes no sense using it on an overcome to hack a computer. Some mods are Exclusive or Persistent. An Exclusive mod cannot be used along with another exclusive mod and a persistent mod stays as long as it makes sense.
Defend: Defend works as damage reduction. You reduce all incoming damage by the value of your defend. Unless otherwise noted Defend only affects your next source of damage.
Recover: You or another character gets to regain health. The only one of the actions that can't be used as a basic action. Abilities are the only way to use this action.

The rest of the abilities can be used as basic action. That means rolling 3 dice and take the middle one. Ususally however, there will be an ability to modify or change this.

KCC

Nov 7, 2020 1:25 pm
OOC:
Thanks! I’m watching a YouTube video to greater understand the char gen!

KCC

Nov 8, 2020 7:46 am
Created
Artificial Being
Robot/Cyborg
Jaded
Nov 8, 2020 1:13 pm
I think this might be the easiest way. Choose all 4 segments, and I will type out the selected ones.
[ +- ] Created
[ +- ] Artificial Being
[ +- ] Robot/Cyborg
[ +- ] Jaded
All characters also have 2 principles based on their choices. These have a few suggestions, but can be changed to fit better. Basically they give you a green ability to use your Max dice to Overcome actions in certain circumstances. Based on your choices, you can choose the following:
[ +- ] Principles:
There's also a Retcon after the final step. It is the same to all characters:

• Swap any two dice within your powers
• Swap any two dice within your qualities
• Choose a different power or quality used in one of your abilities
• Add any power or quality from any category
• Increase your Red status die by one size (maximum d12)
• Change either of your principles to any other principle.
• Gain an extra Red ability, as described in Step 5

KCC

Nov 9, 2020 5:17 am
Created
Close Combat d12
Alertness d6
Artificial Being
Signature Weapon d10
Lightning Calculator d10
Leaping d6
Created Immunity Y
Recalculating Y
Created Form G
Cyborg Robot
Strength d10
Speed d8
Duplication d8
Gadgets d10
Something For Everyone G
Adaptive Programming G
Living Arsenal Y
OOC:
Does this make sense so far?
Nov 9, 2020 5:33 am
Okay! This character creation process is pretty fun!

So, I first got Academic, and I selected my d8 to go to "self-discipline" and my d12 to go towards "medicine".

I rolled my d10 and d8 for my power source, and I am choosing "Training" as my power source.

What’s next?
Nov 9, 2020 10:03 am
KCC69 says:
Created
Close Combat d12
Alertness d6
Artificial Being
Signature Weapon d10
Lightning Calculator d10
Leaping d6
Created Immunity Y
Recalculating Y
Created Form G
Cyborg Robot
Strength d10
Speed d8
Duplication d8
Gadgets d10
Something For Everyone G
Adaptive Programming G
Living Arsenal Y
OOC:
Does this make sense so far?
Looks good. May be a bit heavy on the power side, as you only ever get to use one at a time along with a Quality. You so far only have 2 qualities, so I may have chosen one of the powers from Robot/Cyborg and spend it on a Quality instead. But nothing you have to do if you have a clear concept with the powers.

You still need to make a choice for which powers to power the abilities. And a form of energy for Created Immunity. The brackets signify choices. Also need to know which powers you want to choose an ability from.
Nov 9, 2020 10:20 am
HeroAmongMen says:
Okay! This character creation process is pretty fun!

So, I first got Academic, and I selected my d8 to go to "self-discipline" and my d12 to go towards "medicine".

I rolled my d10 and d8 for my power source, and I am choosing "Training" as my power source.

What’s next?
[ +- ] Training
Nov 9, 2020 10:52 am
[ +- ] Training
I’m choosing the Marksman archetype.
Last edited November 9, 2020 10:57 am

Rolls

Archetype Selection (d10, d8, d8) - (1d10, 1d8, 1d8)

1d10 : (4) = 4

1d8 : (1) = 1

1d8 : (7) = 7

KCC

Nov 9, 2020 11:50 am
Furmyr says:
KCC69 says:
Created
Close Combat d12
Alertness d6
Artificial Being
Signature Weapon d10
Lightning Calculator d10
Leaping d6
Created Immunity Y
Recalculating Y
Created Form G
Cyborg Robot
Strength d10
Speed d8
Duplication d8
Gadgets d10
Something For Everyone G
Adaptive Programming G
Living Arsenal Y
OOC:
Does this make sense so far?
Looks good. May be a bit heavy on the power side, as you only ever get to use one at a time along with a Quality. You so far only have 2 qualities, so I may have chosen one of the powers from Robot/Cyborg and spend it on a Quality instead. But nothing you have to do if you have a clear concept with the powers.

You still need to make a choice for which powers to power the abilities. And a form of energy for Created Immunity. The brackets signify choices. Also need to know which powers you want to choose an ability from.
Ahhh... I think I better wait until some else has a character made so I can follow along exactly. Thought I had it figured out! Sorry!
Nov 9, 2020 12:19 pm
HeroAmongMen says:
[ +- ] Training
I’m choosing the Marksman archetype.
[ +- ] Marksman
Nov 9, 2020 2:34 pm
KCC69 says:

Ahhh... I think I better wait until some else has a character made so I can follow along exactly. Thought I had it figured out! Sorry!
Sorry if I confused you. Anything special that you felt was confusing?
Nov 9, 2020 5:09 pm
Furmyr says:
[ +- ] Marksman
For Personality, I choose "Inquisitive".
Last edited November 9, 2020 5:33 pm

Rolls

Personality - (1d10, 1d10)

1d10 : (9) = 9

1d10 : (1) = 1

Nov 9, 2020 7:46 pm
Ok! Here goes. I see from what has been done already that we want to do the background first then go from there.

--Ok, based on this I will choose Adventurer (with my 4). Where do we go from here?
Last edited November 9, 2020 7:49 pm

Rolls

Background - (2d10)

(94) = 13

Nov 10, 2020 9:55 am
HeroAmongMen says:
Furmyr says:
[ +- ] Marksman
For Personality, I choose "Inquisitive".
[ +- ] Inquisitive
Nov 10, 2020 9:58 am
zatatmando says:
Ok! Here goes. I see from what has been done already that we want to do the background first then go from there.

--Ok, based on this I will choose Adventurer (with my 4). Where do we go from here?
[ +- ] Adventurer
Nov 10, 2020 10:27 am
RED ABILITIES:
[ +- ] Athletic Powers
[ +- ] Elemental/Energy Powers
[ +- ] Hallmark Powers (Signature Weapon or Vehicle)
[ +- ] Intellectual Powers
[ +- ] Materials Powers
[ +- ] Mobility Powers
[ +- ] Psychic Powers
[ +- ] Self Control Powers
[ +- ] Technological Powers
Will follow up with the Red Abilities tied to Qualities later today.
Nov 10, 2020 11:05 am
RED ABILITIES:
[ +- ] Information Qualities
[ +- ] Mental Qualities
[ +- ] Physical Qualities
[ +- ] Social Qualities
Nov 10, 2020 2:16 pm
Ok, the d8 will be for history and the d10 will be for fitness. Power source rolls below:

Rolls

Power source - (1d8)

(2) = 2

Power source - (1d8)

(6) = 6

Power source - (1d8)

(5) = 5

Nov 10, 2020 2:24 pm
That gives you access to either Training, Mystical, Nature, Relic, Powered Suit, Supernatural or Cursed.
Nov 10, 2020 3:07 pm
Excellent. I am going to go with Powered Suit, and for the rest I will go with Inquisitive Gadgeteer.
Nov 10, 2020 3:29 pm
I'm choosing as my Red abilities:

Ultimate Weaponry: Boost yourself using [Signature Weapon]. Use your Max die. That bonus is persistent and exclusive. Attack using your Mid die plus that bonus

Specialized Info: Overcome using [Self-Discipline]. Use your Max+Min dice.
Nov 10, 2020 4:49 pm
zatatmando says:
Excellent. I am going to go with Powered Suit, and for the rest I will go with Inquisitive Gadgeteer.
[ +- ] Powered Suit
[ +- ] Gadgeteer
[ +- ] Inquisitive
Nov 10, 2020 4:52 pm
HeroAmongMen says:
I'm choosing as my Red abilities:

Ultimate Weaponry: Boost yourself using [Signature Weapon]. Use your Max die. That bonus is persistent and exclusive. Attack using your Mid die plus that bonus

Specialized Info: Overcome using [Self-Discipline]. Use your Max+Min dice.
Then all you have left is to choose a principle. You gain an Expertise and a Responsibility principle. These are mostly RPG ques and a green ability to use Max die when rolling in certain circumstances. If their not a perfect fit, they are easy to tailor. I will post the Principles in their own post.

You also get to choose a retcon.
• Swap any two dice within your powers
• Swap any two dice within your qualities
• Choose a different power or quality used in one of your abilities
• Add any power or quality from any category
• Increase your Red status die by one size (maximum d12)
• Change either of your principles to any other principle.
• Gain an extra Red ability, as described in Step 5
Nov 10, 2020 5:01 pm
PRINCIPLES:
[ +- ] Esoteric Principles
[ +- ] Expertise Principles
[ +- ] Ideals Principles
[ +- ] Identity Principles
[ +- ] Responsibility Principles
Nov 10, 2020 5:53 pm
Furmyr says:
HeroAmongMen says:
I'm choosing as my Red abilities:

Ultimate Weaponry: Boost yourself using [Signature Weapon]. Use your Max die. That bonus is persistent and exclusive. Attack using your Mid die plus that bonus

Specialized Info: Overcome using [Self-Discipline]. Use your Max+Min dice.
Then all you have left is to choose a principle. You gain an Expertise and a Responsibility principle. These are mostly RPG ques and a green ability to use Max die when rolling in certain circumstances. If their not a perfect fit, they are easy to tailor. I will post the Principles in their own post.

You also get to choose a retcon.
• Swap any two dice within your powers
• Swap any two dice within your qualities
• Choose a different power or quality used in one of your abilities
• Add any power or quality from any category
• Increase your Red status die by one size (maximum d12)
• Change either of your principles to any other principle.
• Gain an extra Red ability, as described in Step 5
I'm choosing "Principle of the Detective".

For the retcon, I am going to increase my Red status die from a d10 to a d12.
Nov 10, 2020 7:09 pm
Sorry, meant to write two principles. One Expertise and one Responsibility.
Nov 10, 2020 7:14 pm
Alright, second principle is "Principle of the Powerless".
Nov 11, 2020 1:33 am
I have a day off tomorrow so i'm going to try to get a character posted by then.
Nov 11, 2020 10:39 am
HeroAmongMen says:
Alright, second principle is "Principle of the Powerless".
[ +- ] Principle of the Detective
[ +- ] Principle of the Powerless
Nov 12, 2020 12:39 am
Okay i think my character looks like this now

Powers: Supernatural

1d10: Criminal Underworld info

1d8: otherworldy Mythos

1d8: Imposing

What does conviction do?
Nov 12, 2020 10:35 am
Conviction: You believe in a cause or a faith so strongly that it drives you to great heights
Nov 12, 2020 10:43 am
optimumsquare says:
Okay i think my character looks like this now

Powers: Supernatural

1d10: Criminal Underworld info

1d8: otherworldy Mythos

1d8: Imposing

What does conviction do?
You only get two dice from your Background to place on qualities. A d10 and a d8. You do get 1d10 and 2d8 to place on the powers from Supernatural.
[ +- ] Supernatural:
Nov 15, 2020 4:32 am
Hi I wonder if i may take one of the pre generated booklets and modify them , im just beginning to understand this system
Nov 15, 2020 9:44 am
Sure, which one were you thinking of?
Nov 16, 2020 12:29 am
Sorry for the delay, by looking at the other players characters i think i would like to make a male version of wraith, the shadow archetype if im correct
Nov 16, 2020 1:17 pm
Sure. That would be fine. Let me know if you need help with anything.

How are the rest of you doing.
Nov 17, 2020 4:31 am
Got a little side tracked by stressful real life stuff. Also, i thought i posted here earlier, but looking back, it doesn't seem like it went through. Anyways, here is what i've decided based on what you've told me.

1d0 Criminal Underworld

1d8 Imposing

1d8 teleportation

1d8 invisibility

1d8 transmutation

Mass modification

Reach through the veil

again, sorry for the delay
Nov 17, 2020 11:25 am
No problem. You gain one of your powers at d10 and not d8.

You also need to roll 2d10 + 1d6 for archetype selection. Or just choose one :)
Nov 18, 2020 5:51 pm
Furmyr says:
No problem. You gain one of your powers at d10 and not d8.

You also need to roll 2d10 + 1d6 for archetype selection. Or just choose one :)
I'll make transmutation a d10 then. That didn't roll correctly but all the dice are there.
Last edited November 18, 2020 5:51 pm

Rolls

archetype - (2d10+1, 1d6)

2d10+1 : (32) + 1 = 6

1d6 : (2) = 2

Nov 18, 2020 7:55 pm
Veteran is ready to roll!
Nov 19, 2020 8:35 am
optimumsquare says:
Furmyr says:
No problem. You gain one of your powers at d10 and not d8.

You also need to roll 2d10 + 1d6 for archetype selection. Or just choose one :)
I'll make transmutation a d10 then. That didn't roll correctly but all the dice are there.
Then you can choose between the following:

Shadow
Physical Powerhouse
Marksman
Blaster
Armored
Nov 20, 2020 4:59 am
What does shadow do?
Nov 20, 2020 11:15 am
You operate in the shadows via subtlety and guile.
[ +- ] Shadow
Nov 21, 2020 4:50 am
I wonder in case i can still use the shadow if should post the sheet info here or somewhere else, also, is it okay for my character to use a scythe ? im picturing him to look like this hourman, adding goggles to him and taking the name "Timeout"

https://media.comicbook.com/2016/10/hourman-207784.jpg
Nov 21, 2020 10:59 am
You can submit the character through the game home page. Signature Weapon can be modeled however you'd like :)
Nov 22, 2020 12:29 am
I'll definately take shadow

I'll put 1d10 into stealth, 1d10 into specialized weapon (a black pistol if that's allowed), and 1d6 into Marksman.

Green abilities, Shadowy Figure and untouchable.

yellow ability overcome from the darkness

What's a skill expertise?
As I go through this process, I think i'm getting a character concept into place. A gumshoe/private eye with a dark past.

Rolls

personality - (2d10)

(310) = 13

Nov 22, 2020 5:34 am
Then i would like to take the legacy booklet and make him some changes to make his power of flyng based on a winged suit and rocket bagpack, in the sheet states he is considered a physical paragon, if there is not to much armored / powersuit based pcs i might want to give him superstrenght based on exoesquelon
Last edited November 22, 2020 5:35 am
Nov 22, 2020 12:57 pm
optimumsquare says:
I'll definately take shadow

I'll put 1d10 into stealth, 1d10 into specialized weapon (a black pistol if that's allowed), and 1d6 into Marksman.

Green abilities, Shadowy Figure and untouchable.

yellow ability overcome from the darkness

What's a skill expertise?
As I go through this process, I think i'm getting a character concept into place. A gumshoe/private eye with a dark past.
It's not a skill expertise. You get to choose principle, which is the guiding ideas that makes your hero truly heroic. Mostly they are roleplaying ques, but each one also gives a bonus to Overcome in certain circumstances. I listed them all in this post.

For your Personality you can choose the following based on your roll:
Impulsive
Alluring
Analytical

EDIT: You also get an Expertise Principle from the Former Villain Background.
Nov 22, 2020 1:03 pm
lightwielder says:
Then i would like to take the legacy booklet and make him some changes to make his power of flyng based on a winged suit and rocket bagpack, in the sheet states he is considered a physical paragon, if there is not to much armored / powersuit based pcs i might want to give him superstrenght based on exoesquelon
Sure, just post your finished character here or submit it to the game :)
Nov 22, 2020 8:25 pm
HERO NAME: Totem ALIAS:Lars Mooneagle
PHYSICAL ATTRIBUTES
GENDER: Male AGE: Middle HEIGHT: 5,8
EYES: Brown HAIR: Shaved dark SKIN: Light Brown

COSTUME / EQUIPMENT: Metalic silver with golden eagle like helmet, logo, belt and wings, black shoulders, boots and gloves plus black paint around eyes

CHARACTERISTICS

BACKGROUND: Military POWER SOURCE:
ARCHETYPE: Armored PERSONALITY: Natural Leader

PRINCIPLE OF THE HERO
DURING ROLEPLAY: Because of your abilities, yo have a calling to protect others or the environment
MINOR TWIST: Your immediate need to help someone else caused him to drop the ball in his marriage
MAJOR TWIST: Given an ultimatum between kufe as hero and something else he would give that something up

PRINCIPLE OF THE HERO
DURING ROLEPLAY:It's important to you to share your knowledge and experience with less-weathered heroe
MINOR TWIST: Which whippersnapper just showed you up? The young militar engineering prodigy who created the suit
MAJOR TWIST: What has just proven that you’re too behind the times? His moral conservatism in his family life

UNSPENT HERO POINTS: HERO POINTS THIS ISSUE [ ][ ][ ][ ][ ][ ]
HERO POINT REWARDS
+1 [ ][ ][ ][ ][ ]
+2 [ ][ ][ ][ ][ ]
+3 [ ][ ][ ][ ][ ]
+4 [ ][ ][ ][ ][ ]

BACK ISSUES:
COLLECTIONS:

POWERS A (DIE): Awareness (6) Flight (8) Strenght (10) Vitality (8)
QUALITIES B (DIE): America's finest (8) Close Combat (8) History (8) History (8) Imposing (8) Leadership (10)

STATUS DICE: HEALTH RANGE:
Green (6) Green [32-25]
Yellow (8) Yellow [24-12]
Red (12) Red [11- 1]
CURRENT [ ]

ABILTIES
https://i.postimg.cc/0jncphQ7/eaglestats.jpg
Nov 29, 2020 3:55 am
Sorry for the delay. Holidays and what not. I went Principle of ambition and detachment. Is there anything else or is my character ready?

Here's the backstory I went with:

Mr. E. had a different name once. Back when he was a kid and all. Before the Event. Things got hard after that and he had to grow up. He grew up fast because he had no choice and when you do things fast you tend to make mistakes. Things you'd rather forget. Things that cost you. Then the event happened.

He started to change. Not physically. Not even mentally. It was like there was this tension all the time. Like a rubber-band. Then it all released. Since then he's gone by Mr. E.

Mr. E. has done his best to get away from his old life since the event, but its hard. He does his best to get by using his knowlege of his past life and his new found skills. But his hold life is tough life to quit, because the people Mr. E. worked with, don't like to let things go.
Nov 30, 2020 9:21 am
There's not much left. You need to pick two red abilities. As found here and the post following that one.

And you also get a retco. So you can choose one of these.
• Swap any two dice within your powers
• Swap any two dice within your qualities
• Choose a different power or quality used in one of your abilities
• Add any power or quality from any category
• Increase your Red status die by one size (maximum d12)
• Change either of your principles to any other principle.
• Gain an extra Red ability, as described in Step 5

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