Group Toolbar Menu

Forums » Characters » Apollo Swan

Hero Name: Horizon
Real Name: Apollo Swan
Look:
•man
•white
•glowing skin
•casual clothing
•fantastical costume

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)

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

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.
Choose four flares.
❑ 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.
❑ Constructs: Spend 1 burn to create any object with your powers, up to the size of a person. Spend an additional burn to animate it independently of yourself. The construct dissolves at the end of the scene.
❑ Moat: Spend 1 burn to create a barrier that will hold back threats as long as you keep your attention on it. The GM may call for you to spend
another burn if the barrier is threatened by particularly powerful enemies.
❑ Worship: You put out a tremendous display of your might. Spend 1 burn to awe an audience into silence, respect, and attention when you unleash your powers.
❑ 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.
❑ Boost: Spend 1 burn to supercharge a teammate’s efforts with your powers, giving them a +1 bonus to their roll as if you had spent Team
from the pool.
❑ 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.
❑ Elemental awareness: Spend 1 burn and mark a condition to open your mind up to the world around you with your powers. You can ask any one question about the world around you, and the GM will answer honestly.
❑ Snatch: Spend 1 burn to use your powers to seize any one object up to the size of a person from someone within view.

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.
Miru-Miru 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

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 the city

Moderators: PaperKirin cyranax TheTwon hungkokyan