Superhero Picker

Superhero Picker

Who gets the splash page?

Who is on the page?

Tap heroes to add or remove their panel (up to 12).

Not which hero already exists — which one you are about to be. Keep the powers you would secretly love to have, press Make the Splash, and a BAM! star streaks across the issue before landing a hit on one panel. That hero takes over the cover — and that is who you are this issue.

  • Drawing prompts
  • Playground roles
  • Story building
Random Superhero Picker

Not which hero exists — which one you are about to invent

Most superhero pickers hand you a name off a list you already know. This one hands you a power, because that is the part you can actually build on. Land on Shapeshifter and you have a character to draw, a role to play and a problem to solve. Land on Tech Genius and you have a hero with no powers at all and a much harder job.

How a hero gets the splash

1
Pick your powers

Switch archetypes and named heroes on or off, or add your own. The panels re-draw themselves to fit.

2
Throw the punch

A BAM! star streaks across the page and loses speed, shaking each panel it crosses.

3
Take the cover

The rest of the issue fades and your hero explodes across the full page under a banner.

The twelve archetypes, and what each one costs

Almost every hero ever written is a variation on a small set of powers. What makes them interesting is never the power itself — it is the thing the power cannot fix. Use the right-hand column as the seed for your character.

ArchetypeThe powerThe built-in problem
SpeedsterOutruns everythingCannot slow down for the people who need them to
PowerhouseStrength without limitEvery solution is a blunt one
TelepathReads mindsKnows exactly what everyone really thinks of them
Tech GeniusBuilds the answerNo powers — if the gear fails, so do they
ShapeshifterBecomes anyoneSlowly loses track of who they started as
Master ArcherNever missesBrings a bow to a superpower fight
Mystic SorcererBends the rulesEvery spell has a price, and it always comes due
Winged FlyerFreedom of the skyUseless indoors, and a target outdoors
Shadow StalkerNever seen comingTrusted by nobody, including the other heroes
ElementalistCommands natureCannot use it anywhere near bystanders
GadgeteerRight tool, every timeOnly as good as what they packed this morning
Anti-HeroGets resultsNobody wants them at the celebration afterwards

A note on the artwork. Every icon here is an original, generic power symbol — a bolt, a bow, a pair of wings, a wrist device, a toolbox. Nothing depicts or imitates any licensed character design or logo. Character names are shown for identification only and remain the property of their respective owners; this is an unofficial fan tool, not affiliated with or endorsed by them.

Ways people use it

  • Invent an original hero. Take the power and the problem next to it, and you already have a character with a conflict.
  • Drawing challenges. Draw the power rather than a copy of someone else's character.
  • Playground and party roles. Settles the "I want to be the strong one" argument before it starts.
  • Tabletop and improv. Roll a hero type and play the whole scene as them.
  • Writing prompts. Give the power to someone who absolutely should not have it.

The six heroes from outside the big two

Not every famous hero comes from Marvel or DC. The six named heroes on this page come from manga, TV and film, and each one is built around an idea the archetypes above can borrow:

  • Astro Boy — a robot boy with rocket boots, created by Osamu Tezuka for manga in the early 1950s and one of the first anime TV stars in 1963. The idea: a hero who is more human than the humans.
  • Power Rangers — a team of teenagers who first morphed on American TV in 1993. The idea: no one wins alone.
  • Kim Possible — a high-school student who saves the world between classes, from 2002. The idea: skill and nerve instead of powers.
  • Danny Phantom — a teenager turned half-ghost by an accident in his parents’ lab, from 2004. The idea: a secret identity that is also a secret from your family.
  • The Incredibles — a whole family of supers, first seen in the 2004 film. The idea: powers are easy; family life is hard.
  • Ben 10 — a ten-year-old whose alien watch turns him into different creatures, from 2005. The idea: one hero, many power sets.

Why the power matters more than the costume

Ask a room of children what superpower they want and nobody hesitates. Ask which hero they want to be and they will name whoever they saw most recently. The power is the part people genuinely have an opinion about, and it is the part that makes a story move — a character who can fly has different problems from one who can read minds, before either of them has a name or a cape.

It is also the part you are allowed to own. Nobody invented flight or super strength; they are shared furniture that every generation rearranges. Starting from an archetype means whatever you build next is yours.

Every hero gets an equal shot

The Speedster is not faster to the splash page than the Gadgeteer. Your hero is drawn by a crypto random pick over the panel positions before the BAM! star moves, the line-up is dealt into new panels each run, and the star flies all the way to whichever panel won — edge, corner or centre. Tap the shield under the comic page to read the receipt for any draw.

More hero and character pickers

After specific characters instead of powers? Try these:

Frequently asked questions

Your browser’s crypto random generator picks the winning panel as soon as you press Make the Splash; the BAM! star is then flown to it. Every hero on the page has an identical chance.

Because a power is something you can build a character from. Twelve reusable archetypes — speedster, powerhouse, telepath and so on — let you invent an original hero, pick a role in a game, or set a drawing prompt. If you want specific characters, the Marvel and DC pickers list those instead.

Twelve power archetypes plus six heroes from outside the two big publishers: Astro Boy, Ben 10, Danny Phantom, Kim Possible, Power Rangers and The Incredibles. Marvel and DC characters live on their own pages so the lists never overlap.

Type a name of up to 22 characters into “Add your own hero”. It gets a panel of its own, marked with a 💥, and the same odds as the archetypes — a quick way to test a character you have already invented.

Two at the very least and twelve at most. The page opens with eight archetypes switched on: Speedster, Powerhouse, Telepath, Tech Genius, Shapeshifter, Winged Flyer, Elementalist and Anti-Hero.

No. The heroes are reshuffled into new panels on every run, the draw is uniform over positions, and the BAM! star can reach the far corners — the middle has no advantage.

Find its row in the archetype table: the power is what your hero can do, and the built-in problem is what their first story is about. For a second ability try the Superpower Picker; for someone to fight, the Villain Picker.

It is free with no signup, and the comic page resizes for phones, tablets and laptops — on small screens the hero list slides in from the side.