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HERO NAME Impulse
REAL NAME (IF DIFFERENT) Jeff Reynolds
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 Bubbles with your antics.
You and Apollo 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.

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