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. Shortlist the powers you would actually want, press Make the Splash, and an action burst goes flying from panel to panel across the comic page. It settles on one, the rest of the page greys out, and your panel bursts open into a full splash page.

  • 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 the comic page works

1
Lay out the page

Tap powers on and off, or type your own. The page relays itself around whatever is left.

2
Send the burst

A BAM travels panel to panel, slowing as it goes. Every panel it crosses jolts.

3
One gets the splash

The page greys out and your panel bursts open to fill it, action lines and all.

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.

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.

A fair pick, every time

No panel on the page is luckier than another. The winner is drawn uniformly over positions using your browser's cryptographic random generator before the burst moves, the heroes are shuffled into fresh panels on every run, and the burst is sent to each panel's exact centre with nothing clamping how far it can travel — so a corner panel comes up exactly as often as a middle one.

More hero and character pickers

After specific characters instead of powers? Try these:

Frequently asked questions

The winner is chosen with your browser’s cryptographic random generator before the action burst moves at all, and the sweep is then choreographed to finish on it. Every panel on the page has exactly the same 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.

Yes. Type any name into the “Add your own hero” box and it gets its own panel with the same odds as everything else — useful for a character you have already invented.

Up to twelve. The page relays itself around whatever you switch on, so a three-panel page and a twelve-panel page both look deliberate.

Yes. The winner is drawn uniformly over positions, the heroes are shuffled into new panels on every run, and the burst can physically reach every panel — so no position on the page is luckier than another.

Completely free, with no signup. It runs entirely in your browser.

Yes. The comic page scales to your screen and the hero chooser opens in a side panel, so it works on a phone, tablet or laptop.