Playbook reference.   Posted by Editor-In -Chief.Group: 0
Editor-In -Chief
 GM, 15 posts
Fri 5 Jun 2020
at 19:14
Playbook reference
For ease of reference in case myself or others need a reminder of each of your characters information that are not in your respective character sheets, post your complete playbook here. This way the info is archived in one easy to scroll thread and not get buried in the character building thread.
Kick
 player, 10 posts
Fri 5 Jun 2020
at 20:52
Playbook reference


  BASIC INFORMATION 

 Character Name  : Diana Pitts              Height : 5'5"
 Power           : Mystical Martial Arts    Weight : 127 lbs
 Playbook        : The Protege              Hair   : Long red
 Alias           : Kick                     Eyes   : Blue

  LABELS 

 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

  MOMENT OF TRUTH 

The moment that you show who you really are: your mentor, or something different. You can do
whatever your mentor could do and more. You can do the incredible, even the things they always
failed to accomplish. Of course, they're not going to see you the same way, no matter which path
you choose...

  TEAM MOVES

When you share a triumphant celebration with someone, ask them if you've been a good leader or
effective teammate. If they say yes, your mentor loses Influence over you and you mark potential.
If they say no, your mentor gains Influence over you, and you take +1 forward on using the Label
your mentor embodies.

When you share a vulnerability or weakness with someone, tell them a secret about your mentor
(including your feelings towards them). Give them Influence over you and add 1 Team to the pool.

PLAYBOOK MOVES

[X] Been reading the files: You've learned about the superhuman world through your mentor's resources. When you first encounter an important superpowered phenomenon (your call), roll + Superior. On a hit, tell the team one important detail you've learned from your studies. The GM will tell you what, if anything, seems different from what you remember. On a 10+, ask the GM a follow-up question; they will answer it honestly. On a miss, the situation is well outside your base of knowledge; the GM will tell you why.

[ ] Captain: When you enter battle as a team, add an extra Team to the pool and carry +1 forward if you are the leader.

[ ] Venting frustration: When you directly engage while you are Angry, you can roll + the Label your mentor denies and clear Angry.

[ ] Fireside chat: When you seek advice from your mentor, roll + the Label they embody. On a hit they will tell you what to do. On a 10+, mark potential if you follow their advice, and take +1 ongoing to follow through. On a 7-9, you get +1 forward to see it through if you do it their way. On a miss, they don't have time for you because something big has gone down; mark a condition, GM's choice.

[X] Be mindful of your surroundings: When you assess the situation before entering into a fight, you may ask one additional question, even on a miss.

[X] Heroic tradition: When you give someone the advice that you think your mentor would give, you can roll + the Label your mentor embodies to comfort or support someone, instead of rolling + Mundane.

  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)

  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
[ ] Add +2 to the Label your mentor embodies or denies
[ ] Choose up to four more resources from your mentor



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

  ABILITIES

You are someone's protege. Your powers largely mimic theirs, but each of you is in some way unique. Pick one ability you both share and one ability for each of you that is uniquely yours
SHARED ABILITY: impossible fighting skills
YOUR OWN ABILITY: hacking
YOUR MENTOR'S ABILITY: detective skills

  MENTOR

You have a mentor, someone who's taught you, trained you, given you aid, or raised you up.
Someone who might have confined you a bit too rigidly to a single path. Which Label do they
embody, and which do they deny?

EMBODIES Savior
DENIES Superior

  RELATIONSHIPS 

You and Ripple teamed up a few times before the rest of you came together.
Your mentor is cautious; they asked you to keep an eye on Vangaurd.

  INFLUENCE 

Is influenced by:
Pyschephage
Vanguard

Has influence over:
Ripple
Vanguard


This message was last edited by the player at 20:53, Fri 05 June.

Karma
 player, 11 posts
Fri 5 Jun 2020
at 20:57
Playbook reference
  BASIC INFORMATION 

 Character Name  : Aaron Black               Height : 5'11
 Power           : superhumanly tough,       Weight : 159 lbs
                   incredibly strong,
                   uniquely skilled fighting
 Playbook        : The Bull                 Hair   : Brown
 Alias           : Karma                    Eyes   : Green


  LABELS 

 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

  MOMENT OF TRUTH 

This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you? Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...

  TEAM MOVES

When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential. When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend that hold to help them as if it were Team in the pool.


  PLAYBOOK MOVES 


[X] Thick and thin skinned:  Whenever you have Angry marked, take +1 ongoing to unleash your powers.

❑ You’ve got a head you don’t need:  When you provoke someone with obvious threats and shows of force, roll + Danger instead of  + Superior.

❑ Punch everyone:  Whenever you charge into a fight without hedging your bets, you can shift your Danger up and any other Label down.

❑ There when it matters:  When you defend someone, on a hit you can hold 1 instead of choosing one from the list. Spend your hold when they are in danger later to arrive on the scene ready to help.

[X] In a china shop:  When you directly engage a threat, you can cause significant collateral damage to your environment to choose an additional option, even on a miss.

❑ Physics? What physics?:  When you unleash your powers to barrel through an insurmountable barrier, roll + Danger instead of + Freak.


  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)


  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   ❑ Someone permanently loses Influence over you; add +1 to a Label
❑ Take another move from your playbook   ❑ Rearrange your Labels as you choose, and add +1 to a Label
❑ Take a move from another playbook      ❑ Unlock your Moment of Truth
❑ Take a move from another playbook      ❑ Choose another two roles for The Bull’s Heart



When you've taken five advances from the top list, you can take advances from the list below.

❑ Unlock your Moment of Truth after it’s been used once   ❑ Lock a Label, and add +1 to a Label of your choice
❑ Change playbooks                                        ❑ Retire from the life or become a paragon of the city
❑ Take an adult move
❑ Take an adult move

  THE BULL'S HEART 

You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.

Choose a role you commonly fulfill for your love or rival:
❑ Defender:  When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.

❑ Friend:  When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.

❑ Listener:  When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.

[X] Enabler:  When you provoke your love or rival, roll + Danger if you are trying to provoke them to rash or poorly thought out action.

  RELATIONSHIPS 

Psychephage is your love. You’ve opened up to them about the worst parts of your past.

Ripple is your rival. They tried to control you at a crucial moment.

  INFLUENCE 

Is influenced by:
  • Ripple
  • Psychephage


Has influence over:
  • Vanguard
  • Psychephage




Ripple
 player, 16 posts
Sat 6 Jun 2020
at 04:50
Playbook reference


  BASIC INFORMATION 

 Character Name  : Dex Harper               Height : 5'11
 Alias           : Ripple                   Weight : 165 lbs.
 Playbook        : The Janus                Hair   : Brown
 Powers          : Portals                  Eyes   : Green
                   Supernatural senses
                   Heightened strength,
                   agility and toughness

  LABELS 

 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

  MOMENT OF TRUTH [LOCKED]

The mask is a lie, and some piece of you has always known that. Doesn’t matter if others can see it. You’re the one that can do the impossible. Mask off. Costume on. And you’re going to save the damn day. Of course, you better hope nobody nasty is watching…

  TEAM MOVES

When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself.

When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your mask’s Label down.

PLAYBOOK MOVES

[X]The Mask: You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:

[ ] Freak [ ] Danger [ ] Savior [X] Superior

Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask’s Label.

When you reveal your secret identity to someone who didn’t know it already, mark potential.

[ ]Game face: When you commit yourself to save someone or defeat a terrible enemy, mark a condition and take +1 ongoing to all rolls in direct pursuit of that goal. At the end of any scene in which you don’t make progress towards that goal, mark a condition. When you fulfill your goal, mark potential.

[ ]I am what you see: When you spend time talking to someone about your identity, you can ask them which Label they want to impose on you; their player will tell you honestly. If you accept what they tell you, take +1 forward and either mark potential or clear a condition.

[X]Mild-mannered: When you try to use your civilian identity to deceive, trick, or slip past someone, roll + Mundane. On a hit they buy your facade.

On a 7-9, choose one:
- you’re still under observation
- you leave something incriminating behind
- you’re forced to make a fool of yourself to sell it

On a miss, one of your civilian obligations rears its ugly head.

[ ]I’ll save you!: You’re willing to pay high costs to keep your loved ones safe. Reveal your secret identity to someone watching or mark a condition to defend a loved one as if you rolled a 12+.

[X]Dangerous web: When you reveal a trap you’ve left for someone using your powers, roll + your mask’s Label. On a hit, your opponent trips into it, and you get an opening or opportunity against them. On a 10+, take +1 forward to pursuing it. On a miss, the trap inadvertently leads to a dangerous escalation.

  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)


  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
[ ] Change your mask’s Label; add +1 to your mask’s new Label
[ ] Unlock your Moment of Truth
[ ] Take drives from the Beacon’s 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

  SECRET IDENTITY 

Your mundane life comes with a series of obligations. Choose a total of three obligations.

Job (intern): Dex works as an intern for Dr. Linden, a well known figure in the science world.

School (homework): Dex has to be at or near the top of his class. Not only because he wants to be accepted into a good college but also to earn some academic scholarships.

Home (surrogate parent): Dex helps out Rue with the kids and is the one in charge when she is not around. He has become something of an older brother to the kids.

When time passes, roll + your Mundane to see how you’re managing your obligations. On a hit, things are going pretty well—you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you’ve lapsed on one obligation, your choice. On a miss, you haven’t given your normal life anywhere near the attention it deserves; the GM chooses two obligations that are going to bite you in the butt.

  RELATIONSHIPS 

Vanguard knew you from your civilian life first

You refused to tell Karma your secret identity when they asked.

  INFLUENCE 

Is influenced by:
Kick
Vanguard

Has influence over:
Karma
Psychephage
Vanguard


Psychephage
 player, 13 posts
Sat 6 Jun 2020
at 16:03
Playbook reference
THE DOOMED
HERO NAMEPsychephage
REAL NAME (IF DIFFERENT)Sarah Graves
Look•ambiguousmanshiftingtransgressingwoman 
Asian or South AsianBlackHispanic/LatinoIndigenousMiddle EasternWhite
haunted eyesangry eyesempty eyessteely eyes 
unassuming clothingmedical clothingofficial clothingadaptive clothing 
no costumeadaptive costumemedical costumegrim costumecontainment suit  

    Abilities
    Your powers are tied into your doom; think about the nature of your doom when you choose them. Choose up to three.
  • telekinesis
  • body transmutation
  • memory manipulation
  • superhuman strength and speed
  • psychic constructs
  • vitality absorption


Nemesis
You have a nemesis, an epic and powerful enemy representing and embodying your doom. It's going to take everything you have to take them down in the time you have left.
    Who is your nemesis?
    REDACTED

At the end of every session, answer the question:
    Did you make progress on defeating your nemesis?
  • If the answer is yes, mark potential.
  • If the answer is no, mark your doom track.


Moment of Truth
The prickly tingling fear of your doom, always in your head—it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what's the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a doomsign after you're finished.

Team Moves
When you share a triumphant celebration with someone, give them Influence over you and spend a Team from the pool to clear one box on your doom track.
When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there's hope for you. If they say yes, mark potential or clear one box of your doom track. If they say no, mark a condition or mark your doom track.

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
  • 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
  • Clear a doomsign; you lose access to that move for now
  • Get burn and three flares (from the Nova’s 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
  • Confront your doom on your terms; if you survive, change playbooks
  • Take an adult move
  • Take an adult move
  • Lock a Label, and add +1 to a Label of your choice
  • Become a paragon of the city for however long you have left


Labels (at character creation, add +1 wherever you choose)
Danger-2-10+1+2+3
Freak-2-10+1+2+3
Savior-2-10+1+2+3
Superior-2-10+1+2+3
Mundane-2-10+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 learn of your doom?
    REDACTED

    Where did you get your sanctuary?
    The wellness center was part of the government program. With the programs dissolution it is now owned by a retired former researcher.

    Why do you oppose your nemesis?
    REDACTED

    Who, outside of the team, is crucial to defeating your nemesis?
    REDACTED

    Why does the team matter to you?
    REDACTED


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 paid a high cost for victory. What was it?
    It seemed like a harmless request. We weren't fools. The Cordwainer was a known henchman to the Gentleman, cement shoes were his MO. He'd been cut loose, burned out of the organization. He was willing to talk. The intelligence he provided was good. Still it's hard not to blame ourselves when that sociopath escaped using the privileges he was granted for helping us out. I think this was too complex for the Cordwainer, someone else is pulling the strings, there's a bigger picture here that we're still missing somehow.

Relationships
You told Karma all about your doom and the danger you’re in. You'd love to kiss Dex before your doom comes.
Influence
These people matter for what you need to do. Give Influence to two of your teammates.
  • Karma
  • Dex

Doom
You're doomed. Your powers may be killing you, or maybe you're hunted ruthlessly, or maybe you embody an apocalypse. But one way or another, your future is grim.
    What brings your doom closer? Choose two.
  • overexerting yourself
  • injuring innocents
  • facing danger alone
  • frightening loved ones
  • showing mercy
  • talking about it openly


Whenever you bring your doom closer, mark one box on your doom track.
Doom Track     
When your doom track fills, clear it and take one of your doomsigns.
    Doomsigns These are abilities that come to you with your approaching doom. Once you have taken all five doomsigns above the line, you must take “Your doom arrives” the next time your doom track fills. Choose one doomsign you already hold at character creation.
  • Dark Visions:  Mark your doom track to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.
  • Infinite Powers:  Mark your doom track to use an ability from any playbook, one time.
  • Portal: Mark your doom track to appear in a scene with anyone you want.
  • Burning Bright: Mark your doom track to ignore one of the GM’s stated requirements when you call upon the resources of your sanctuary.
  • Bolstered: Mark your doom track to use an Adult Move one time.
  • Your doom arrives; confront it and perish.

Sanctuary
It's currently operating as a health and wellness center
    You have a place where you can rest, recover, and reflect upon your powers. Choose and underline three features of your sanctuary:
  • An aide or assistant
  • locks and traps
  • a library of valuable tomes
  • a scattering of ancient relics
  • a teleportal
  • a containment system
  • a powerful computer
  • useful tools
  • a meditation space
  • a power battery
  • a power enhancement system
  • healing equipment
  • art, music, and food

    Choose and underline two downsides of your sanctuary:
  • Difficult to access
  • draws dangerous attention
  • location known to many
  • easily damaged or tampered with
  • tied intricately to your doom

    When you call upon the resources of your sanctuary to solve a problem, say what you want to do. The GM will give you one to four conditions you must fulfill to complete your solution:
  • First, you must  _______________________
  • You'll need help from  ___________________
  • You and your team will risk danger from  ______
  • The best you can do is a lesser version, unreliable and limited
  • You'll need to mark one box on your doom track
  • You'll have to obtain  ___________________

This message was last edited by the player at 16:05, Sat 06 June.

Vanguard
 player, 26 posts
Thu 11 Jun 2020
at 01:21
Playbook reference


Note: For up to date infomation on Labels, Potential, Influence: https://r.rpol.net/gameinfo.php?gi=75287&action=viewdescription&ci=345006

Name: Irina Orlov
Age: 17 (Highschool)
Hero Identity: Vanguard
Playbook: Legacy

Abilities: super strength, invincibility, eye beams, flight, super senses


Moves
(Choose two)

[x] Fight the good fight: When you pull your punches while directly engaging a threat, you can roll + Savior instead of + Danger. If you do, you cannot choose to impress, surprise, or frighten your foe.

[ ] I know what I am: Once per scene, when you defend a teammate you can shift Savior up and another Label down in addition to any other benefits from the move, even on a miss. If you do, add 1 Team to the pool.

[x] Words of the past: When you seek the guidance of one of your elders or a member of your legacy, tell them a problem you face, and ask them a question about the problem. They will answer it honestly, and tell you what to do. Take +1 ongoing if you listen. If you go your own way, mark potential.


[ ] The legacy matters: When you take Influence over someone from your legacy (or give them Influence over you), mark potential and take +1
forward. When someone from your legacy causes your Labels to shift, mark potential and take +1 forward.

[ ] Never give up, never surrender: When you take a powerful blow from someone with far greater power than you, use this move instead of the basic move. Roll + Savior. On a hit, you stand strong and choose one. On a 7-9, mark a condition.
- you get an opportunity or opening against your attacker
- you rally from the hit, and it inspires the team; add 1 Team to the pool
- you keep your attacker’s attention
On a miss, you go down hard but leave your opponent off balance and vulnerable.

[ ] Symbol of authority: When you give an NPC an order based on authority they recognize, roll + Savior. On a hit, they choose one:
- do what you say
- get out of your way
- attack you at a disadvantage
- freeze

On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward against them.



Legacy

Your legacy is an important part of Halcyon City. Name the different members of your legacy (at least two):

___ is still active and prominent in the city.
Konstantin Orvlov (Irina's father) is retired and quite judgmental.
Katrina Asanova (Irina's younger cousin) is the next possible member of your legacy.
___ is the greatest opponent your legacy ever faced... and is still at large.

Whenever time passes, roll + Savior to see how the members of your legacy feel or react to your most recent exploits. Before rolling, ask the other players to answer these questions about your performance. Take -1 to the roll for each “no” answer:
- have you been upholding the traditions of your legacy?
- have you maintained the image of your legacy?
- have you made the other members of your legacy proud?

On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet’s nest—expect several members of your legacy to meddle with your life.


Moment of Truth
This is the moment when you prove how much the mantle belongs to you. You seize control of all your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. You accomplish feats even your predecessors couldn't do. Of course, after you prove something like that, you can expect still more responsibilities to be placed on your shoulders...


Team Moves
When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don't, shift Superior up and any other Label down.

When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.


Backstory
When did you officially become a part of your legacy? It has always been assumed that Irina would take over her father's mantle. She took on the name of Vanguard when her father retired a few months ago after his battle with the fiendish Doctor Diabolus (see below)

What's the greatest accomplishment of your legacy? Her father and his sister defeated Doctor Diabolus, an international super-villain. Her father was weakened (permanently?) during the final battle, prompting his retirement.

How does the public perceive your legacy? The Orlov family have a fairly good reputation. However, their origin and links to Soviet-era USSR make some people (especially in the government suspicious or wary of them.

How does your legacy tie into your reasons for being a hero? The Orlov family have always been heroes. First for the USSR, and then everyone. Irina has never really had a choice.

Why do you care about the team? Irina really needs a team around her. She's hoping that they will help her meet the terrible weight of expectations on her.


When our team first came together...
All things considered, we did well and impressed an established hero. Who was it?


The Silver Sentry, a veteran guardian of the city, was impressed by the young heroes. When it came down to a choice between protecting innocents or recapturing The Cordwainer, he impressed that we made the right choice.


Relationships

You once got caught doing something that shames your legacy with Pyschephage.
    In a recent celebration they got a bit carried away wand Irina had to be returned to her father by the authorities in a rather poorly state.

You trust Ripple and told them an important secret of your legacy.
    Irina felt that she had to tell someone. She trusts Ripple and clearly he knows how to keep secrets: the Orlovs and Irina's father fought Doctor Diabolus while she terrorized the world for decades, but it was only at the end that she was revealed to be ... her father's twin sister! Of course, she died in a fiery explosion and nobody could have survived that!



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
[ ] Take a Sanctuary from the Doomed playbook
[ ] Unlock the remaining two powers of your suite

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

This message was last edited by the player at 01:26, Thu 11 June.