Kurt Wagner

Affiliations Solo d6 Buddy d10 Team d8

Lighthearted Prankster
Demonic Appearance
Amazing Grace

Power Sets
Enhanced Senses d8 Invisibility d6
Leaping d8 Superhuman Reflexes d10
Teleport d8 Wallcrawling d6
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep
an additional effect die.
SFX: Flurry of Teleportation. Against a single target, step up or double Teleport. Remove
the highest rolling die and use three dice for your total.
SFX: Prehensile Tail. Step back the highest die in your attack action pool to add a d6
and keep an extra effect die for a complication.
Limit: Exhausted. Shutdown any Bamf! power to gain 1 pp. Activate an opportunity or
participate in a Transition Scene to recover that power.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.

Enhanced Durability d8 Weapon d8
SFX: Focus. If your pool includes a Rapier power, you may replace two dice
of equal size with one stepped-up die.
SFX: Master Swordsman. On a successful reaction against a close combat-based attack action, convert your opponent’s effect die into a Rapier stunt or step up Weapon until used in an action. If your opponent’s action succeeds, spend 1 PP to use this SFX.
Limit: Gear. Shutdown Rapier to gain 1 PP. Take an action vs. the doom pool
to recover Rapier.
Acrobatics Master d10 Psych Expert d8
Covert Expert d8 Medical Expert d8, Combat Expert d8


1 XP when you discuss the strength to be found in a higher power.
3 XP when you exhibit guilt over your resentment of your Demonic Appearance.
10 XP when you either reconcile your religious upbringing with your mutant gene, or lose your faith and find something to fill that spiritual hole.

1 XP when you teleport an ally into or out of trouble.
3 XP when you teleport an ally or innocent bystander out of danger.
10 XP when you either teleport everyone on your side of the conflict into a major battle or take a large contingent from your team into safety when they are in terrible danger.

1 XP when you make reference to your spirituality for the first time.
3 XP when you have a theological discussion with another teammate,
or attempt to convert a nonbeliever.
10 XP when you either change your spiritual views or you change the
views of a teammate.

1 XP when you woo an ally or enemy.
3 XP when you spend a Transition Scene with a romantic entanglement.
10 XP when you either break off a romantic relationship, or seek to enter into a more permanent partnership and ask your love to marry you.

Dangerous Love
1 XP when you choose to flirt with a non-heroic Watcher character.
3 XP when your heroic activities put your chosen character in danger, or your commitment to your chosen character puts your team in danger.
10 XP when your involvement with your chosen character changes them irreversibly, or you break off your relationship in order to protect your chosen character.

Heart of a Prince
1 XP when you first use your powers to give a support asset to an ally.
3 XP when you either take trauma to save a non-combatant or convince an opponent
to attack you rather than a non-combatant.
10 XP when you either sacrifice yourself for your allies or fight until you’re the last hero to fall.