Kickstarter is Live: The Archive of Magic Items!

It's finally here! The project I've been working on for literally years, the Archive of Magic Items!

I've put together a book of over 350 unique, interesting magic items for D&D 5e (it's closer to 400, but I'm keeping it conservative).

I've also included some new features in the book, such as:

  • Unique ways to attune to items
  • Suggestions for using an item at a higher or lower level
  • Magitech!

Check it out! There's a ton of really cool stuff in here, and I'll be releasing previews throughout the month. Tell your friends about it!

But really, please tell them. I need your help with the word of mouth!

Check out the Kickstarter here, and stay tuned for more updates!

 

Tell me about your favorite magic items that aren't in 5e!

Domain of Smash Bros

YOU HAVE BEEN CHOSEN

Did you hear the good news? Smash Bros is coming to the Nintendo Switch, and I can't wait to play it.

The announcement trailer was surprisingly intense. The squid kids from Splatoon find themselves in a dark landscape illuminated only by the fiery light of the Smash Bros symbol, and the silhouettes of the fighters.

The Smash Bros symbol had an almost supernatural feel to it. It seemed like a holy symbol of sorts.

The idea of a supernatural being that selects the best fighters across the universe fits right into D&D. I created a brand new domain for Clerics, the Domain of Smash Battles, with that in mind. Check it out!

Homebrewery Link: https://homebrewery.naturalcrit.com/share/HyWF3UH4tz

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Johto Pokedex 5E

Johto Pokedex

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The Johto pokedex for 5E will be coming soon!

Ages ago I created the Kanto pokedex, a book containing the stats of the original 151 pokemon for D&D 5e.

After the success of the Kanto pokedex, I’d received inquiries about doing a johto pokedex. At the time, I wasn’t able to do a new pokedex. The time commitment was too large, and I wanted to work on some other projects first (cough cough, Archive of Magic Items).

Well, it has now been long enough, and the Johto pokedex is almost ready to debut!

I’m excited about this version, because I’ve learned a lot about monster creation since the original Kanto pokedex. Many of the pokemon I stated were very powerful or imbalanced. I’ve applied what I’ve learned since then, and you should see a more balanced array of pokemon. Don’t get me wrong, there are still going to be some outliers, but since I’m not going to playtest each pokemon, we’ll have to live with that. Feel free to let me know if you see anything significant though!

Here are some previews from the pokedex! If you’re interested in when the full pokedex releases, follow me for updates!

Click here if you want to see the Kanto pokedex.

Gotta Catch ‘Em All!

My Hero Academia- Masks

Plus Extra!

Plus Extra!

My Hero Academia is an excellent anime, featuring a group of classmates going to the number 1 high school for aspiring super heroes. An ensemble of interesting characters makes it seem like a living, breathing world.

In this setting, the majority of people are born with “quirks”, or super powers. Some are minor mutations, and others are big, flashy and powerful. Because of this change, being a professional super hero is a valid career, with a salary and everything.

Young kids with quirks that want to be superheroes apply to U.A, the number one high school for super heroes. Aside from their normal classes, they also receive training on using and developing their quirks, and becoming stellar super heroes.

I’ve been playing a lot of the Masks Role Playing Game lately, and the show captures a lot of the important elements from the game. Big emotions, dramatic scenes, and developing powers are all important in Masks, and the show has them in spades.

I’ve listed some of the main characters from My Hero Academia, and assigned them a corresponding playbook in Masks. If you want to play a character from My Hero Academia, this might help you get the right feel!

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Izuku Midoriya- Midoriya is the main character of the show, and fits within a few possible playbooks. The Legacy is the immediate fit, as Midoriya literally has All Might’s legacy. The Doomed could also work, if you consider All Might’s impending death and the overall villain of the story as the possible ‘Doom’. The Protégé models Midoriya’s leadership and analytical skills, and keeps All Might directly connected to the playbook.

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Katsuki Bakugo. He’s The Bull, absolutely. Bakugo’s personality aligns perfectly with the Bull; you even get to pick a rival!

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Ochako Uraraka- The Nova is the closest fit, especially since it has gravity control. Her quirk is more support focused, so you can pick moves and abilities that allow you to support others and manipulate the environment.

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Tenya Iida- The Legacy. His family are superheroes, and he is following in their footsteps. Give him a super speed power and you're good to go.

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Shoto Todoroki- The Nova. His powers are big, flashy, and easy to lose control. Elemental control is also one of the standard options with the Nova as well.

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Yuga Aoyama- The Star. Rather, he wants to be The Star.

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Tsuyu Asui- This one is tough. Asui is a strong, stable influence. She’s almost handled better as an NPC, as she seems unlikely to get into arguments or fights like other characters. She could be a modified Janus or The Joined.

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Momo Yaoyorozu- Her family is wealthy, so the Protégé would be a good fit. Because all of the kids in the anime have powers, The Beacon will almost never be used. However, because she creates mundane objects, an argument for the Beacon can be made.

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Mezo Shoji- The Transformed. His body is obviously weird, and his associated powers align with the Transformed.

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Eijiro Kirishima- He’s a good candidate for the Bull. He tries to overcome obstacles with brute force.

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Mina Ashido- The Outsider! I know she’s not really an alien, but she looks just like the default picture. She even references how alien she looks!

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Toru Hagakure- Because her only quirk is invisibility, the closest I can think of is the Beacon.

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Kyoka Jiro- Another hard one, possibly handled better as a NPC or support. Perhaps the Janus?

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Minoru Mineta- I hate him. The Delinquent? I’m not going to spend more time on this creep.

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Denki Kaminari- The Nova, because his powers are elemental in nature and have a very bad drawback.

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Fumikage Tokoyami- I want to go with the Doomed, but I’m not sure what his ‘Doom’ would be. Overall, the Doomed is the gloomiest of the playbooks, and he seems like the gloomiest person! But, somehow in a cool way.

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Mashirao Ojiro- The Beacon might be a good fit here. His quirk is a tail, but it’s not a power in and of itself, so the Beacon could still work.

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Hanta Sero- Yikes, this one is hard. His tape is definitely a power, but could be seen as a type of equipment, so the Beacon might apply. Additionally, the Janus has some similar powers.

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Koji Koda- We don’t know much about Koda, so it’s hard to pick a playbook for him.

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Rikido Sato- The Bull would fit his style, especially with the declining brain function.

 

Masks Beacon Playbook- Character Drives

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Masks is a great game, and one of the playbooks, the Beacon, has one of the best design features for a character that I have ever seen.

For those that don’t know, the Beacon is the normal person on the team. They don’t have superpowers. They might have gadgets and skills, but they’re just a normal person trying to do good in a team of super powered friends.

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The Beacon has a feature called Drives. The Beacon has a list of tasks or goals to accomplish. Because Masks is a teenage superhero game, these include things like “get a new hero name”, “punch someone you probably shouldn’t”, and “pull off a ridiculous stunt”.

Each session, the Beacon chooses four drives to work on. If they accomplish it, they get to mark it off and get a reward. Once a drive has been marked off, it’s permanently done. If you mark off all four in a session, you pick four more.

The beauty of this feature is that drives give you things to strive for. They’re almost a kind of role playing prompt. Regardless of whatever mission or story you’re participating in, drives are the motivations for your character.

With drives, you are never caught at a time where you don’t know what to do. If there is nothing else happening in the game, you can push to complete one of your drives.

The limit of four drives at a time is a great decision. It gives focus to your drives and goals. Having a list of 20 drives that you could accomplish would be overwhelming and feel chaotic. Instead, the act of picking four means that you are aware of what you want to do, and can do it with a focused approach.

The last beauty of drives is specific to Masks. In the game, if you are able to complete all of the drives, you have a choice to make. You either pick a new playbook and use that going forward, retire from the superhero life, or become a paragon of the city.

This highlights what Drives are to a Beacon. They’re a measure of accomplishment. A Beacon is defined by having drives that they want to achieve. Once they’re all done, they have nothing else they need to do in the game. If they want to keep playing with their team, they have to pick a new playbook, because they’re no longer driven by their drives; they’re a different type of person. If they retire, it’s because they’ve accomplished everything they want to from the superhero lifestyle. If they want to keep going down the same path, then they become a paragon of the city, an NPC.

Drives are an amazing feature that should be included in as many games as possible. I love this mechanic, and will be looking for ways to implement it into other systems.

What is Masks? An awesome game.

What is Masks? An awesome game.

Have you played a Masks game? If so, what do you think about the Beacon’s drives? Let me know!

Masks Recap: Improvised Time Travel

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Masks is a wonderful game, capturing the essence and joy of running a drama filled, teenage superhero game. A staple of super hero stories is time travel, which is also one of the most complicated stories you can tackle.

In my Monday Masks game, we’ve had a time travel thread going for the last few weeks. Friction, the Janus kinetic controller, has been replaced by her future self, although none of her teammates know. This week, we finally follow the story of the present-day friction exploring the future.

When we switched future and present Friction, her player came up with a few facts about the future on her own.

1.      The death of her younger brother, Jack, was the perceived turning point in the timeline for when it became a bleak future.

2.      The Calvary, the international group of superheroes, split up into individual cells. Some are good, some are bad.

3.      Firefly, the Outsider alien princess, was usurped by a sibling and is in hiding on Earth.

4.      Jishaku, the Reformed electromagnetic controller, is in control of a Calvary cell, and it is unknown whether she is good or bad.

5.      Friction is the leader of a vigilante group, fighting against both the good and bad.

6.      Finally, the bleakest fact: Nexus, the Transformed nanite lifeform, has been cut into pieces to be incorporated into other people. Integrating Nexus body parts grants incredible power, so organizations hunt down body parts and steal them from each other.

Overall, the future Halcyon city has a very Sin City feel, but with a higher level of technology.

A little bit of this, a little bit of Batman Beyond.

A little bit of this, a little bit of Batman Beyond.

The facts we have are very invocative, but leave a lot open. For our session, we decided to dive into this further, and did it completely improvised.

The players of Firefly, Jishaku, and Nexus were allowed complete freedom to decide facts and features of the future, and push the story as they liked. My job was to introduce Friction to the future, and set her on the path to meeting her teammates.

I introduced a few features to the future: Hoverbikes, futuristic police blimps, unregistered metahumans, and the Manhunters.

Probably not these Manhunters. Probably.

Probably not these Manhunters. Probably.

Friction met with her vigilante group, and went to meet Jason Bellamy, the best friend of Nexus.

Nexus’ player was controlling Jason, as Nexus was unable to be played, being in many pieces and all. Jason fleshed out some information on what happened to Nexus, and put them on the path to meeting Jishaku.

The player of Jishaku fleshed out the role of the Calvary cells. They have a warlord feeling to them; they’re officially a part of the government, but can do whatever they want. The group decides to try and find a way to send a message back in time, and change the future. They go to look for Firefly and reunite the group.

The player of Firefly decided that after being usurped by a sibling, she made herself completely undetectable. She cut her psychic powers off, hid all of her alien tech, and tried living as a completely normal, boring person.

A fate worse than death, being boring- (teenagers everywhere)

A fate worse than death, being boring- (teenagers everywhere)

The group restored Firefly’s memories, and went about finding a way to either send a message back, or even better, send Friction back to her normal time. Eventually, they sent Friction back to her timeline, where she can save her friends from their current predicament.

Throughout the whole story, Friction acted as a beacon of hope in a dark, bleak future. The players of the other characters did an amazing job at portraying a dark future, and because they were the ones deciding facts about it, they added things that were personal that I would have missed. Friction found a group of people who had grown apart, and brought them back together again. She brought the future the one thing it needed most- hope.

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Time travel stories are complicated, confusing, and full of paradoxes. For a tabletop game, you don’t need to worry about keeping an internal consistency the entire time. You’re creating the game as you go, so you can always add things later. Go crazy. Let your players come up with facts and features about the future. It’s their characters, so it’s a great opportunity to preview what their plans are for their character, or delve into the mindset of them.

Have you ever run a time traveling adventure or story? Let me know how it went!

 

Villain's Handbook Series

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In case you weren’t aware, I’ve been slowly creating a product line on the DMs Guild, the Villain’s Handbook series. These FREE books take an iconic villain, like a dragon or werewolf, and goes over some ways you can use them as an effective villain.

Each handbook has some story ideas and plot hooks you can use with these villains, every one includes at least one new monster/NPC stat block.

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The latest entry is The Tyrant, and we also have handbooks for Dragons, Orc Warlords, Barbarian Chiefs, Slavemasters, and Werewolves. Go check it out, they’re already free but are also part of the New Year, New Campaign sale at DMs Guild.

Let me know what villain you want in the next handbook!

Simplified Spells: Evocation

The Challenge

I’ve always wanted a better magic system for D&D. I understand that they’re tied to using Vancian magic, but it’s always kept me from playing a magic user. 5th edition has made it a lot better, in my opinion, but I still find it lacking.

One of my issues is that there are so many spells with very minor differences. Part of this is because, in the core rules, there isn’t a way to customize spells (GM can always change things, of course). We have the firebolt cantrip, which does 1d10 fire damage, but what if you want to do cold or lightning? Sure, you could take shocking grasp, but that’s a melee spell. Why can’t we just have arcane bolt, and then pick an element?

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Many RPGs have been moving toward a more narrative, free-form style lately. The new Genesys system, for example, has a very open spellcasting system. I want to see if we can incorporate something like that into D&D.

Let’s try focusing all of the spells from a D&D arcane school into a single spell, starting with evocation. Evocation is generally pure damage, which is the easiest type of spell to balance. Let’s make the damage spell, our catch-all spell for damage.

Taking a look at all of the spells that deal damage, and the spell creation rules in the DMG, we can plot out the amount of damage a spell should do at certain spell levels. Our goal here is to:

  1. Use damage similar to that of existing spells
  2. Make something easily scalable
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Certain spells like fireball break the mold, so it’s not going to be an exact match. Some normal spells are going to be stronger or weaker than our damage spell. We can eventually go back and start working on refining the process, but for now we’ll have to accept those discrepancies. Here’s the first pass at the numbers:

Spell Level

Damage

Cantrip

1d10 at 1st level

2d10 at 5th level

3d10 at 11th level

4d10 at 17th level

1

3d8

2

5d8

3

7d8

4

9d8

5

11d8

6

13d8

7

15d8

8

17d8

9

19d8

Spells that target one creature should deal more damage than those that deal damage to multiple creatures. Taking a look at other spells, some have additional effects or abilities that happen as well. All of these spells should deal less damage overall than a spell that deals pure damage.

An easy way to model this would to reduce the size of the dice used.

Let’s take a level 1 spell that hits one creature. By our rules, it would deal 3d8 damage. If we want to hit multiple creatures, then reduce the d8s to d6s. Now, our spell deals 3d6 damage. Let’s update the chart to show what it looks like with lower damage dice.

Spell Level

Damage

Additional Effect Damage

Cantrip

1d10 at 1st level

2d10 at 5th level

3d10 at 11th level

4d10 at 17th level

1d8 at 1st level

2d8 at 5th level

3d8 at 11th level

4d8 at 17th level

1

3d8

3d6

2

5d8

5d6

3

7d8

7d6

4

9d8

9d6

5

11d8

11d6

6

13d8

13d6

7

15d8

15d6

8

17d8

17d6

9

19d8

19d6

You can choose to stack this multiple times as well. If someone wants to affect an even larger area, or have two extra effects, reduce damage die size by another step, from d8 to d4, for example.

A benefit of this system would be flexibility and ease of use. However, does require the GM to decide what kind of effects are acceptable. Instead of specifying exactly what kind of effects are allowable, let’s list some suggestions. This way, each group can decide what works best for them. Some may allow a wider range of effects, while others may require a more focused approach. Both work, but here are some suggestions.

Effect Examples

·         Area of effect: (cone, burst, etc) Hits multiple creatures, allowing a saving throw for half damage.

·         Target can’t take reactions

·         Target can’t regain hit points

·         Reduce target’s speed

·         Divide the attack between multiple targets

·         Force target to make a saving throw instead of attack roll, taking no damage on a successful save

·         Inflict a condition

·         Impose disadvantage on next attack (2)

·         Grant advantage on next attack against it

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Using the Spells

I can think of two ways of using this system.

1.       Customized Spells. Whenever you learn/prepare a spell, you decide which extras or flaws to apply at that time. This lowers on-the-fly spellcasting flexibility, but allows you to pick and create the spells you want to use. This would be the easiest to introduce, since it fits in to the current spellcasting system easily.

2.       Ad Hoc casting. With this method, you just prepare the Destruction spell once. Whenever you cast it, you can choose to add extras or flaws as needed. This grants the most amount of flexibility, since you can tailor your spells to do what you need. However, it only counts as one spell, which means that spellcasters have an infinite amount of damaging spells with one prepared/learned spell. Once we have a full spellcasting system overhaul, we can have a resolution to this, but as of right now I don’t have a good solution for this problem.

The Spell

Anyway, here is what our new destruction spell looks like!

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This is my first attempt at simplifying the spellcasting system in D&D 5th edition. If you find this interesting, let me know if you have any other ideas or suggestions!

Masks: Overwatch NPCs

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REAPER

Real Name: Gabriel Reyes

Drive: Kill overwatch operatives

Moves:

  • Turn into mist, avoiding all damage.
  • Disappear and reappear somewhere else
  • Fill an area with bullets

Conditions:

  • Angry
  • Insecure
  • Hopeless

Powers: mist form, endless bullets, unkillable.

 

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SOMBRA

Real Name: ??? (Olivia Colomar)

Drive: Unravel the global conspiracy

Moves:

  • Disable a device
  • Hack any system
  • Maneuver into an advantageous position through invisibility or teleportation

Conditions:

  • Afraid
  • Angry
  • hopeless

Powers: Invisibility, teleportation device, hacking

 

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DOOMFIST

Real Name: Akande Ogundimu

Drive: Only through conflict do we evolve

Moves:

  • Destroy with the doomfist
  • Evaluate a target’s weaknesses
  • Knock enemies far away

Conditions:

  • Angry
  • Afraid
  • Hopeless
  • Insecure

Powers: Doomfist gauntlet, cybernetic implants

 

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WIDOWMAKER

Real Name:  Amélie Lacroix

Drive: At the moment of the kill, I am alive

Moves:

  • Hit a target from a far distance
  • An enemy triggers a Venom Mine
  • Grapple to a better position

Conditions:

  • Angry
  • Guilty
  • Hopeless

Powers: Near zero heartrate, enhanced abilities

 

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TRACER

Real Name:  Lena Oxton

Drive: The world could always use more heroes

Moves:

  • Blink a short distance
  • Recall self through time
  • Detonate a pulse bomb

Conditions:

  • Afraid
  • Guilty
  • Hopeless

Powers: Personal time control, pulse pistols

 

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GENJI

Real Name:  Genji Shimada

Drive: Even if I sacrifice my body, I will never sacrifice my honor

Moves:

  • Dash through enemies
  • Reflect attacks
  • Strike multiple foes with the Dragonblade

Conditions:

  • Angry
  • Guilty
  • Insecure

Powers: Cyborg ninja, shuriken, dragonblade

 

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MCCREE

Real Name:  Jesse McCree

Drive: justice ain’t gonna dispense itself

Moves:

  • Hit a precise shot with his Peacekeeper revolver
  • Stun with a flashbang
  • Take your time a line up a shot. If not stopped, you hit what you want.

Conditions:

  • Angry
  • Afraid
  • insecure

Powers: Sharpshooter, Peacekeeper revolver

 

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PHARAH

Real Name:  Fareeha Amari

Drive: I will protect the innocent

Moves:

  • Knock back with a concussive blast
  • Stay out of reach with jump jets
  • Unleash a barrage of rockets

Conditions:

  • Afraid
  • Guilty
  • Insecure

Powers: Raptora combat suit, flight, rockets

 

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SOLDIER 76

Real Name:  Jack Morrison

Drive: We’re all soldiers now

Moves:

  • Pinpoint targets with tactical visor
  • Heal with biotic field
  • Rally troops

Conditions:

  • Angry
  • Guilty
  • hopeless

Powers: Enhanced abilities, heavy pulse rifle with rocket launcher

 

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BASTION

Real Name:  SST Laboratories Siege Automaton E54

Drive: I love Ganymede

Moves:

  • Transform to recon mode, sentry mode, or tank mode
  • Heal self from damage
  • Break barriers and lay suppressing fire

Conditions:

  • Afraid
  • Guilty
  • Insecure

Powers: Self repair, multiple configurations

 

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HANZO

Real Name:  Hanzo Shimada

Drive: With every death comes honor. With honor, redemption

Moves:

  • Hit a target at an impossible angle with scatter arrows
  • Detect enemies with a sonar arrow
  • Clear an area with Dragonstrike, that only damages creatures

Conditions:

  • Angry
  • Guilty
  • Insecure

Powers: Storm bow, dragonstrike

 

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JUNKRAT

Real Name: Jamison Fawkes

Drive: It’s a perfect day for some mayhem

Moves:

  • Launch a target through the air with a concussion mine
  • Trap an enemy in place with a steel trap
  • Cause a large explosion with the RIP-tire

Conditions:

  • Angry
  • Afraid
  • Hopeless

Powers: Frag launcher, mind for explosives

 

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MEI

Real Name:  Mei-Ling Zhou

Drive: Our world is worth fighting for.

Moves:

  • Freeze something with endothermic blaster
  • Summon a wall of ice
  • Have Snowball create blizzard-like conditions

Conditions:

  • Afraid
  • Guilty
  • Hopeless

Powers: Endothermic blaster

 

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TORBJÖRN

Real Name:  Torbjörn Lindholm

Drive: Build ‘em up, break ‘em down.

Moves:

  • Repair a device or item
  • Create an item with personal forge
  • Shoot with entrenched turret

Conditions:

  • Angry
  • Guilty
  • Insecure

Powers: personal forge, rivet gun,

 

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D.VA

Real Name:  Hana Song

Drive: I play to win

Moves:

  • Absorb projectiles with defense matrix
  • Trigger massive self-destruct explosion
  • Master a game

Conditions:

  • Afraid
  • Angry
  • Insecure

Powers: MEKA suit, gaming skills

 

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ROADHOG

Real Name:  Mako Rutledge

Drive: I’m a one-man apocalypse

Moves:

  • Hook a target and drag them close
  • Push enemies back with a flurry of scrap with Whole Hog
  • Get a surge of healing and energy with Take a Breather

Conditions:

  • Angry
  • Afraid
  • Hopeless

Powers: Scrap gun, enhanced strength and endurance, chain hook

 

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WINSTON

Real Name:  Winston

Drive: Imagination is the essence of discovery

Moves:

  • Protect from attacks by placing a barrier projector on the ground
  • Cover a large distance with jump jets
  • Invent a new device
  • When angry, enter a Primal Rage

Conditions:

  • Guilty
  • Angry
  • Insecure

Powers: Genetically engineered gorilla, tesla cannon.

 

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ORISA

Real Name:  Orisa

Drive: Your safety is my primary concern

Moves:

  • Forcibly move enemies with Halt!
  • Place a protective barrier that absorbs damage
  • Resist movement and damage with Fortify
  • Place a supercharger that amplifies the attacks and damage of allies nearby.

Conditions:

  • Afraid
  • Guilty
  • Insecure

Powers: fusion driver, barrier creation

 

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REINHARDT

Real Name:  Reinhardt Wilhelm

Drive: Justice will be done

Moves:

  • Block attacks with a barrier field
  • Move quickly and crush enemies with Charge
  • Strike the ground and knock enemies down with Earthshatter

Conditions:

  • Afraid
  • Guilty
  • Insecure

Powers: Crusader armor, rocket hammer, barrier field

 

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ZARYA

Real Name:  Aleksandra Zaryanova

Drive: Together we are strong

Moves:

  • Block damage with particle barrier
  • Grow stronger by absorbing damage
  • Trap enemies in a graviton surge

Conditions:

  • Angry
  • Afraid
  • Hopeless

Powers: Strongest non-superhero woman, particle cannon

 

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Ana

Real Name:  Ana Amari

Drive: Never stop fighting for what you believe in

Moves:

  • Put someone to sleep with a sleep dart
  • Heal damage with biotic rifle
  • Boost an ally with nanites

Conditions:

  • Guilty
  • Insecure
  • Hopeless

Powers: Biotic rifle

 

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Lucio

Real Name:  Lúcio Correia dos Santos

Drive: Come on, let’s bring it together!

Moves:

  • Speed up the movement of nearby allies
  • Amp up a crowd with music
  • Drop the beat and put a sound barrier on allies

Conditions:

  • Afraid
  • Angry
  • Guilty

Powers: Sonic amplifier, wall riding,

 

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Mercy

Real Name:  Angela Ziegler

Drive: I’ll be watching over you.

Moves:

  • Heal injuries or boost damage dealt
  • Revive an unconscious or dying ally
  • Discover a cure or administer long term aid.

Conditions:

  • Guilty
  • Afraid
  • Insecure

Powers: Valkyrie suit, Caduceus Staff

 

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Moira

Real Name:  Moira O’Deorain

Drive: science will reveal the truth

Moves:

  • Heal allies and damage enemies with biotic orbs and coalescence.
  • Reveal an unexpected side-effect of treatment
  • Fade into the shadows and teleport a short distance

Conditions:

  • Angry
  • Afraid
  • Hopeless

Powers: Genetic tampering, biotic grasp and orbs

 

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Symmetra

Real Name:  Satya Vaswani

Drive: The true enemy of humanity is disorder

Moves:

  • Teleport allies with a stationary teleporter
  • Injure and slow enemies with places turrets
  • Create a hard light object

Conditions:

  • Guilty
  • Insecure
  • Hopeless

Powers: Hard light constructs

 

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Zenyatta

Real Name:  Tekhartha Zenyatta

Drive: True self is without form

Moves:

  • Spout wisdom and enlightenment
  • Follow a creature with an orb that weakens or heals
  • Enter a transcendent stance with pulsing, healing energy

Conditions:

  • Afraid
  • Guilty
  • Insecure

Powers: Telekinetic control of orbs