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Team Profiles

  • Paper Kirin

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    Outsider
  • Cyranax

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    Hero Name: Horizon
    REAL NAME: Apollo Swan


    Sheet
    Look:
    •man
    •white
    •glowing skin
    •casual clothing
    •fantastical costume

    Abilities
    You can fundamentally control the world around you. Gravity manipulation is the broad base of your control.

    Moment of Truth
    Your mind’s eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood...how could you possibly be worried?

    Team Moves
    When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down. When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.
    POTENTIAL >>>>❑ >>>>❑ >>>>❑ >>>>❑ >>>>❑
    Every time you roll a miss on a move, mark potential.

    Advancement
    When you fill your potential track, you advance. Choose from the list below.
    ❑ Take a move from another playbook
    ❑ Take a move from another playbook
    ❑ Someone permanently loses Influence over you;add +1 to a Label
    ❑ Rearrange your Labels as you choose, and add +1 to a Label
    ❑ Unlock your Moment of Truth
    ❑ Unlock three new flares
    ❑ Unlock three new flares
    ❑ Take The Bull’s Heart from the Bull playbook

    When you’ve taken five advances from the top list, you can take advances from the list below.
    ❑ Unlock your Moment of Truth after you’ve used it once
    ❑ Change playbooks
    ❑ Take an adult move
    ❑ Take an adult move
    ❑ Lock a Label, and add +1 to a Label of your choice
    ❑ Retire from the life or become a paragon of thecity

    Other Moves

    Labels
    (at character creation, add +1 wherever you choose)
    +1 DANGER -2 -1 0 +1 +2 +3
    +2 FREAK -2 -1 0 +1 +2 +3
    +0 SAVIOR -2 -1 0 +1 +2 +3
    +1 SUPERIOR -2 -1 0 +1 +2 +3
    -1 MUNDANE -2 -1 0 +1 +2 +3
    Conditions
    ❑ Afraid (-2 to directly engage a threat)
    ❑ Angry (-2 to comfort or support or pierce the mask)
    ❑ Guilty (-2 to provoke someone or assess the situation)
    ❑ Hopeless (-2 to unleash your powers)
    ❑ Insecure (-2 to defend someone or reject others’ influence)

    Backstory
    • When did you first use your powers?
    That I remember doing purposely? Probably around eight or so. Foster home number...four? Maybe it was five...Sub-dad was a drunk construction man taking things out on sub-mom. She ran and locked herself in her car to protect herself. I don't blame her, the guy lifted beams every day, I would too, if I saw it coming. The backhand staggered me halfway across the kitchen. I've always known in the back of my mind that the weird shit that happens near me and sis were our fault, but I was done. Bleary eyed, he stepped to Artemis, and I wasn't going to let something happen to her just because I'm a wimpy big brother. It tickled. Like a dam the flood came. His feet left the ground, and then his entire frame was on the ground. Tile cracked under him, cracks spidered across the walls and they groaned under a new weight. The ceiling collapsed in drywall and dust, knocking me out. We were picked up by Marshal that night.

    • Who was the first person you accidentally hurt with your powers?


    • Who, outside the team, helps you control your powers?
    Marshall knows a guy, called himself Sigmund. Whatever. Creepy guy emulating old world psychology tricks. A bit of a hypnotist. He helps me feel more in control of myself. "It's not always the power that's the trouble," he says, "sometimes the guy with it just doesn't know the right answer."

    • Why do you continue to use your powers?
    It is who I am. I was brought down for some reason. Everything in the universe is part of something, right? I'm not going to deny what I have just because other people say it's trouble. I just have to be better than they think.

    • Why do you care about the team?
    A sense of belonging to something bigger. I can feel it calling deep within myself. To have others near me, feeding off of my energy as I pull from them, creating something. The core of me won't let me forget.

    Relationships
    You hang out all the time with Jeff Reynolds to blow off steam.
    You once hurt ________________ when you lost control of your powers.
    _____ and I once hooked up, and now they won’t give me the time of day.
    For someone less powerful, The Grey Fox stepped up against the villain; they’ve earned their place on this team.

    Influence
    Choose your demeanor: happy facade or locked down.
    happy facade, give Influence to three teammates.
    Artemis Swan
    Jeff Reynolds
    Max Fogg

    Burn
    When you charge up your powers, roll + conditions you currently have marked. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark three conditions. Spend your burn on your flares. You lose all burn at the end of the scene.

    ❑ Reality storm: You channel a destructive burst with your powers. Spend 1 burn to directly engage a threat using your powers, rolling +Freak instead of + Danger. If you do, you will cause unwanted collateral damage unless you spend another burn.
    ❑ Shielding: You call up a fast protective field to stop a danger. Spend 1 burn to defend someone else from an immediate threat, rolling + Freak instead of + Savior.
    ❑ Move: Spend 1 burn to move to any place you choose within the scene, breaking through or slipping past any barriers or restraints in your way. Spend a second burn to move to any place you’ve previously been.
    ❑ Overcharge: You channel the full capacity of your incredible powers to overcome an obstacle, reshape your environment, or extend your senses.
    Spend 2 burn to take a 10+ when you unleash your powers.
  • The Twon

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    HERO NAME Impulse
    REAL NAME (IF DIFFERENT) Jeff Reynolds


    sheet
    Look
    • Man
    • White
    • Jaded eyes
    • Stylish clothing
    • Showy costume

    Abilities
    Your powers are messy, deceiving, or frustrating. Choose two.
    ❑ teleportation
    ❑ illusions

    Moment of Truth
    This is when you show them what you really are. Whether you’re the hero underneath the rebel facade...or the one who can make the hard choices heroes can’t make. You do whatever it takes to show that truth, whether it’s saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you’ve shown what you really are, there’s no going back to playing the clown...

    Team Moves
    When you share a triumphant celebration with someone, ask them if they think you’re cool. If they say yes, give them Influence and take Influence over them. If they say no, mark a condition or spurn them immediately. If they’re a teammate, then either way, add a Team to the pool. When you share a vulnerability or weakness with someone, give them Influence over you, and ask them who they’d like you to be. Mark potential if you show them that person. If they’re a teammate, add a Team to the pool no matter what.


    POTENTIAL >>>>❑ >>>>❑ >>>>❑ >>>>❑ >>>>❑
    Every time you roll a miss on a move, mark potential.

    Advancement
    When you fill your potential track, you advance. Choose from the list below.
    ❑ Take another move from your playbook
    ❑ Take another move from your playbook
    ❑ Take a move from another playbook
    ❑ Take a move from another playbook
    ❑ Someone permanently loses Influence over you; add +1 to a Label
    ❑ Rearrange your Labels as you choose, and add +1 to a Label
    ❑ Unlock your Moment of Truth
    ❑ Add +1 to any two Labels

    When you’ve taken five advances from the top list, you can take advances from the list below.
    ❑ Unlock your Moment of Truth after you’ve used it once
    ❑ Change playbooks
    ❑ Take an adult move
    ❑ Take an adult move
    ❑ Lock a Label, and add +1 to a Label of your choice
    ❑ Retire from the life or become a paragon of the city

    Labels
    (at character creation, add +1 wherever you choose)
    DANGER -2 -1 0 +1 +2 +3
    FREAK -2 -1 0 +1 +2 +3
    SAVIOR -2 -1 0 +1 +2 +3
    SUPERIOR -2 -1 0 +1 +2 +3
    MUNDANE -2 -1 0 +1 +2 +3
    Conditions
    ❑ Afraid (-2 to directly engage a threat)
    ❑ Angry (-2 to comfort or support or pierce the mask)
    ❑ Guilty (-2 to provoke someone or assess the situation)
    ❑ Hopeless (-2 to unleash your powers)
    ❑ Insecure (-2 to defend someone or reject others’ influence)

    Backstory
    • How did you get your powers? "Wouldn't you like to know?" takes a deep breath puffing out his chest. "isn't it enough that i am using them for good?"
    • What do you do for fun? "Fast cars. fast women. pretty much anything that would get a normal person in trouble."
    • Who, outside the team, thinks better of you than you do? "There is this guy, he is sort of like a super powers probation officer. He is always goin' on and on about how 'you can do better!' and 'if only you spent time working with people instead of just trying to get a rise outta them.' It's so annoying."
    • Why do you try to be a hero? "I always been ridin' out life in my dads shadow, I guess this is the one thing I can't use my name and money to be good at."
    • Why do you care about the team? "I don't like talking about feelings and all that mushy stuff, but with them i feel sorta like i belong without having to say it."

    When our team first came together...
    We totally broke some major rules to win the fight. What rules did we break?
    Whose rules were they?

    Relationships
    You keep trying to impress _________________ with your antics.
    You and ________________ pulled an awesome (if illegal) stunt together.

    Influence
    You care way more than you let on. Give three teammates Influence over you.

    Delinquent Moves
    (Choose three)

    Mary Contrary: When someone tries to pierce your mask, comfort or support you, or provoke you, you can interfere. Roll + Superior. On a hit, they take a -2 on their roll. On a 10+, you also take Influence over them or clear a condition. On a miss, they get a 10+ no matter what they
    rolled and you mark a condition of their choice.
    ❑ I don’t care what you think!: Whenever you reject others’ Influence, add +2 to your roll.
    Team? What team?: When you use Team selfishly, clear a condition or mark potential. The first time in a session that you use Team to help a teammate, take +1 forward.
    ❑ Criminal mind: When you assess the situation, you can always ask one of the following questions, even on a miss:
    - what here is useful or valuable to me?
    - how could I best infuriate or provoke ____________?
    - what’s the best way in/way past?
    ❑Troublemaker: When you help a teammate through destructive, criminal, or rule-breaking actions, you can give them a +2 instead of a +1
    when you spend a Team from the pool.
    Are you watching closely?: When you mislead, distract, or trick someone, roll + Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.
    - you get an opportunity
    - you expose a weakness or flaw
    - you confuse them for some time
    - you avoid further entanglement
    On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.
  • Hungkokyan

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