Hero Name: Squid Girl
Real Name: Miru-Miru (also known as Bubbles)
Look
• woman
• animalistic body
• bizarre eyes
• no human clothing
• your station’s costume
Abilities
You can fly, and you’re pretty tough. Choose any two of the following:
❑ radical shapeshifting
❑ alien weaponry
Moment of Truth
You embrace your home and call them for aid. They will answer your call—in force!—arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done...they’d probably like to take you home with them. You did, after all, just prove yourself worthy.
Team Moves
When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it’s meaningful.
When you share a vulnerability or weakness with someone, they tell you what you should do to fitin more. Take +1 forward to do it, and mark potential if you do.
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
❑ 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
❑ Choose two new abilities from any playbook as you come into your own
❑ You adopt a human life; take Secret Identity and The Mask from the Janus 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
Other Moves
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
• Where do you come from?
Nāianei ki te Tonga Hiriwa, gem of Hauauru, what humans call the Pacific Ocean and capital of our people. It is much like Halcyon City, large with many of the people living in it.
• Why did you come to Earth?
Traditionally those coming of age partake in the Kote Ngarue Whā, or journey of the four waves. Most travel to at least one of the other great villages to learn from their people there but with the discovery of life above the water I chose the direction of ake to join my grandfather as emissary of our people.
• Why do you want to stay here (for now at least)?
Human culture is fascinating if not a little strange. Here I feel as if I can make a difference, rather than just following the footsteps of my family.
• Why do your people want you to come home?
As the youngest member of my family, I am the kainga and expected to take over leadership of our family when I complete my journey to adulthood.
• Why do you care about the team?
I came up here to help, but Gra-- Tecton is close to retiring and not in the saving game as much these days. They are my key to staying up here in the air.
Once you’ve finished your backstory, introduce your character to the other players, and then determine what happened when your team first came together, the relationships between you and your teammates, and who has Influence over you.
When our team first came together...
We didn’t trust each other at first, but that changed. How? Why?
Relationships
You've been learning about Earth by spending time with Grey Fox.
You have a crush on Kristoph but you keep it under wraps.
_____ makes me homesick; they looks like my old friend, and I just want to take care of them.
When Apollo defeated the villain, they released more power than anything my people have ever known; I haven’t reported that back.
Influence
Choose your demeanor: cheerful.
If you’re cheerful, you’re thrilled to be here. Give everyone Influence over you.
Outsider Moves
(Choose three)
❑ Belong in two worlds: You have the resources that come with your station. Whenever you
contact your people, roll + Superior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1, but
your people make an uncomfortable demand of you.
Spend your hold 1 for 1 to:
- receive a useful piece of alien technology that will allow you to use any ability from another playbook once (choose the ability when you spend the hold)
- consult your people’s knowledge to ask the GM a question about the current situation
- clear a condition through the comfort of contact with your home
❑ Alien tech: When you alter a human device with your alien technology, roll + Freak. On a hit, you create a device that can do something impossible once and then fizzle. When you roll a
10+, choose one:
- it works exceptionally well
- you get an additional use out of it
On a miss, the device works, but it has a completely unintended side effect that the GM will reveal when you use it.
❑ Kirby-craft: You have a vehicle, something from your home. Detail its look, and choose two strengths and two weaknesses. When you are flying your ship, you can use it to unleash your powers, directly engage a threat, or defend someone using Superior.
Strengths: Fast & maneuverable, chameleon plating
Weaknesses: Susceptible to extreme weather, difficult to repair
Real Name: Miru-Miru (also known as Bubbles)
Look
• woman
• animalistic body
• bizarre eyes
• no human clothing
• your station’s costume
Abilities
You can fly, and you’re pretty tough. Choose any two of the following:
❑ radical shapeshifting
❑ alien weaponry
Moment of Truth
You embrace your home and call them for aid. They will answer your call—in force!—arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done...they’d probably like to take you home with them. You did, after all, just prove yourself worthy.
Team Moves
When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it’s meaningful.
When you share a vulnerability or weakness with someone, they tell you what you should do to fitin more. Take +1 forward to do it, and mark potential if you do.
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
❑ 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
❑ Choose two new abilities from any playbook as you come into your own
❑ You adopt a human life; take Secret Identity and The Mask from the Janus 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
Other Moves
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
• Where do you come from?
Nāianei ki te Tonga Hiriwa, gem of Hauauru, what humans call the Pacific Ocean and capital of our people. It is much like Halcyon City, large with many of the people living in it.
• Why did you come to Earth?
Traditionally those coming of age partake in the Kote Ngarue Whā, or journey of the four waves. Most travel to at least one of the other great villages to learn from their people there but with the discovery of life above the water I chose the direction of ake to join my grandfather as emissary of our people.
• Why do you want to stay here (for now at least)?
Human culture is fascinating if not a little strange. Here I feel as if I can make a difference, rather than just following the footsteps of my family.
• Why do your people want you to come home?
As the youngest member of my family, I am the kainga and expected to take over leadership of our family when I complete my journey to adulthood.
• Why do you care about the team?
I came up here to help, but Gra-- Tecton is close to retiring and not in the saving game as much these days. They are my key to staying up here in the air.
Once you’ve finished your backstory, introduce your character to the other players, and then determine what happened when your team first came together, the relationships between you and your teammates, and who has Influence over you.
When our team first came together...
We didn’t trust each other at first, but that changed. How? Why?
Relationships
You've been learning about Earth by spending time with Grey Fox.
You have a crush on Kristoph but you keep it under wraps.
_____ makes me homesick; they looks like my old friend, and I just want to take care of them.
When Apollo defeated the villain, they released more power than anything my people have ever known; I haven’t reported that back.
Influence
Choose your demeanor: cheerful.
If you’re cheerful, you’re thrilled to be here. Give everyone Influence over you.
Outsider Moves
(Choose three)
❑ Belong in two worlds: You have the resources that come with your station. Whenever you
contact your people, roll + Superior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1, but
your people make an uncomfortable demand of you.
Spend your hold 1 for 1 to:
- receive a useful piece of alien technology that will allow you to use any ability from another playbook once (choose the ability when you spend the hold)
- consult your people’s knowledge to ask the GM a question about the current situation
- clear a condition through the comfort of contact with your home
❑ Alien tech: When you alter a human device with your alien technology, roll + Freak. On a hit, you create a device that can do something impossible once and then fizzle. When you roll a
10+, choose one:
- it works exceptionally well
- you get an additional use out of it
On a miss, the device works, but it has a completely unintended side effect that the GM will reveal when you use it.
❑ Kirby-craft: You have a vehicle, something from your home. Detail its look, and choose two strengths and two weaknesses. When you are flying your ship, you can use it to unleash your powers, directly engage a threat, or defend someone using Superior.
Strengths: Fast & maneuverable, chameleon plating
Weaknesses: Susceptible to extreme weather, difficult to repair
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