My original proposal probably isn't going to work the way that I had hoped so I think that I'm going to run a teenaged She-Hulk.
Much like her counterpart on Earth-616, the crime boss Nicholas Trask was attempting to get revenge upon her father Sheriff Morris Walters and his teenaged daughter Jennifer was caught in the crossfire. Seriously wounded by the attack, her life was saved by a timely blood transfusion from her older cousin, Bruce Banner, who fortunately happened to be visiting at the time. She would soon discover her cousin's secret while in the hospital where she would first transform into the She-Hulk when Trask's men returned to finish her off.
I'm thinking that the Nova playbook is applicable but I could be talked into a different one.
Hero Name: She-Hulk
Real name (if it matters): Jennifer Walters
Look:
Jennifer Walters: A tall young woman, green eyes, brown hair, favors modest clothing.
She-Hulk: A Jade Giantess. An Emerald Amazon. Green skin, muscular physique, simple costume.
Abilities:
Extraordinarily strong and durable. Extremely agile. Great endurance.
Freak | -2 | -1 | 0 | +1 | +2 | +3 |
Danger | -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 |
| | | | | | |
Backstory
- When did you first use your powers?
It was in the hospital after I had been shot by a mobster who was after my father. He sent a crew to finish the job but they didn't stand a chance after I changed into the She-Hulk
- Who was the first person you accidentally hurt with your powers?
(I'll have to check the references for accuracy.) It was innocent bystanders. The She-Hulk can be single-minded at times and may not always do things with safety in mind.
- Who, outside the team, can help you control your powers?
My cousin Bruce Banner has first hand knowledge. There was also this psychiatrist that I spoke with, a Dr. Samson, I think that he might help too.
- Why do you continue to use your powers?
I don't always have a choice. Also, maybe getting experience with them will help to keep things under control so that I don't become some kind of Savage.
- Why do you care about the team?
Because they're going something like I am. They can help me understand my power and keep me from accidentally hurting someone and maybe I can help them out somehow too.
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 destroyed our surroundings in the fight. Where was it? What did we destroy?
When you face a gang of criminals that call themselves the Wrecking Crew, it is almost guaranteed that there will be damage left behind in the wake. The destruction included one wall of a museum, a row of automobiles parked along the street, a very popular food truck, and a good portion of a local animal shelter (fortunately we managed to roundup most of the escapees and the news report attracted enough people that some of those animals got their forever homes). But who got all of the blame? You guessed it -- the big, green, hulking monster-girl.
Relationships
You hang out all the time with
Mania, to blow off steam.
You once hurt
Steel Ninja when you lost control of your powers.
Influence
Locked Down Demeanor:
Resonance has influence over me.
CONDITIONS:
□ Afraid (-2 to directly engage)
□ Angry (-2 to comfort or support or pierce the mask)
□ Guilty (-2 to provoke someone or assess the situation)
□ Insecure (-2 to stand in defense or reject what others say)
□ Hopeless (-2 to unleash your powers)
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 3
conditions.
Spend your Burn on your Flares.
Choose 4 Flares at the start of the game.
□ 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 up to 3 Burn to create a construct that will obey your orders. Each Burn you spend gives the construct an additional condition it can mark, choose: Broken, Stunned, Confused, Fragile, Weakened. The construct is only good for physical actions. When the construct would trigger a move, roll + the Burn spent in its creation (max +3) instead of the normal Label. At the end of any scene, the construct dissipates.
□ Juggling: Spend 1 Burn to rearrange the location of up to three unanchored people or important objects (not yourself) in the area, each one up to the size of a normal human being. Spend 1 more Burn (total of 2 Burn) to rearrange objects up to the size of a car. Spend a total of 3 Burn to rearrange objects up to the size of a truck.
□ Moat: Spend 1 Burn to create a barrier that will hold back weak or mundane threats as long as you keep your attention on it.
□ 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.
□ 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 let loose with the full torrent of your powers without restraint.
Spend 1 Burn and mark a condition to take a 10+ on unleashing 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 worldaround you, and the GM will answer honestly.
□ Snatch: Spend 1 Burn to seize any one object from someone within view using your powers
Moment of Truth
It’s like your mind’s eye opens up, 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 you see fear in their eyes. 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 you think they can stop you. Give them Influence over you, and clear a Condition.
POTENTIAL
Every time you roll a miss on a a move, mark potential.
Advancement
When your 5 Potential boxes are marked, you advance. Choose 1 from the list below: When
you've taken 5 advances from the top list, you can take advances from the list below the line.
__ 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 3 new Flares
__ Unlock 3 new Flares
__ Take The Bull's Heart from the Bull Playbook
__ Unlock your Moment of Truth
__ Create a second character
__ 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 13:21, Sun 27 June 2021.