Dexter Johnson

The Beacon

//  LOOK 

  Man, White, Average face, Casual clothing, Amateur costume


  DANGER   -1
  FREAK    0
  SAVIOR   +2


  ❑   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)
  x   Insecure (-2 to defend someone or reject others’ influence)


  Bow and Trick Arrows


  ❑  Straight. Up. Creepin’.:   When you scope out a person or place,
        roll + Mundane. On a 10+, ask two. On a 7-9, ask one.
          - what’s my best way in/out?
          - what happened here recently?
          - what here is worth grabbing?
          - who or what here is not what they seem?
          - whose place is this?

        On a miss, you find yourself in over your head. The GM will tell you
        why this is a bad spot.

  ❑ No powers and not nearly enough training: You’re always picking up
       new gear to keep yourself in the game. Whenever you pick up a new piece
       of gear, you can write it in as a new ability if this line is empty.

       The first time you use each piece of gear to directly engage a threat,
       unleash your powers, or defend someone, you can roll + Mundane instead
       of the normal Label.



  Choose four drives to mark at the start of play. When you fulfill a marked
  drive, strike it out, and choose one:
  mark potential, clear a condition, take Influence over someone involved.

  When your four marked drives are all struck out, choose and mark four new
  drives. When all drives are struck out, change playbooks, retire from the
  life, or become a paragon of the city.

  ❑  lead the team successfully in battle
  ❑  kiss someone dangerous
  ❑  punch someone you probably shouldn’t
  ❑  help a teammate when they most need you
  ❑  take down a threat all on your own
  ❑  outperform an adult hero
  ❑  pull off a ridiculous stunt   
  ❑  save a teammate’s life
  ❑  get drunk or high with a teammate
  ❑  drive a fantastical vehicle   
  ❑  get a new costume
  ❑  get a new hero name
  ❑  earn the respect of a hero you admire
  ❑  make out with a teammate
  ❑  punch out a teammate
  ❑  break up with someone
  ❑  stop a fight with calm words
  ❑  tell someone your true feelings for them
  ❑  travel to an incredible place (or time)   
  ❑  reject someone who tells you “you shouldn’t be here”


  This is the moment when you show them exactly why you belong here. You do any
  one thing, take out any one enemy, no matter how insane, no matter how
  ridiculous, because that’s you. Their jaws are gonna drop when you’re done.
  of course, pulling off a stunt like this tends to bring unwanted attention
  and a dangerous reputation...


  When you share a triumphant celebration with someone, tell them how they’re
  awesome and add a Team to the pool. If they tell you how you’re awesome in
  return, add another Team to the pool.

  When you share a vulnerability or weakness with someone, ask them to confirm
  or deny that you should be here. If they confirm it, mark potential and give
  them Influence over you. If they deny it, mark Angry and shift one Label up
  and one Label down, your choice.


  1 Ricochet
  2 Citizen 0
  3 La Mente
  4 Citizen Alpha


  __xyzyx__ is awesome, and you take every chance you get to hang
  out with them.

  You’ve got to prove yourself to___Citizen 0___ before you feel like a
  real hero.


  • How did you gain your skills?
"Practice. I'm a learning by doing kind of guy. I'm more about the gadgets  though. I'm always on the lookout for new stuff. I found my shrink-belt and trick arrows in a super-villain base I found out in the woods."

  • When did you first put on your costume?
"After I'd practiced with my gear for a week or two, I put together my 'stume and headed into town to do some patrolling. I managed to stop a couple of punks from stealing a car!"

  • Who, outside of the team, thinks you shouldn’t be a superhero?
"Nobody. I mean, nobody who knows that I'm a super. My parents probably wouldn't approve, but they don't know. I guess there's that troll on my twitter feed too. Goes by @DoctorDiabolical. He's always mocking me."

  • Why do you try to be a hero?
"Why wouldn't I? It's such a rush! I've watched supers on TV my whole life, and now I get to do all that stuff too! I've got a whole list of things!"

  • Why do you care about the team?
"They're all pretty cool. Some of 'em are a little... intense, but they're cool. It's fun to hang out. They get it, you know? Plus, isn't a superteam part of what a super is supposed to do?"


  We found signs that this incident was just the start of something bigger.
  What were the signs?

There was a strange radiation left over from the creature that had spread much further than the confines of the solid light maze.

//  POTENTIAL    x x ❑ ❑ ❑   

  Every time you roll a miss on a move, mark potential.


  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
  ❑   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

  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
  ❑   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