Daystar
Playbook | Nova |
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Hero Name | Daystar |
Real Name (if different) | Kalinda Dewan |
Look | A young woman of Indian descent, with thick dark hair and large brown eyes. Her costume is a white wrapped crop top and palazzo pants with a gold sash around her waist, displaying a glowing amber stone at her midriff. |
Abilities | Cosmic Energies- the power of the Sun |
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Moment of Truth | Your minds eye opens, 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 there is any fear in their eyes when they look at you. 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 they could stop you, if it came down to it. Give them Influence over you and clear a condition. |
Potential | ||||
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Advancement | |
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Other Moves |
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Labels | ||||
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Danger | Freak | Savior | Superior | Mundane |
+1 | +2 | +1 | 0 | -1 |
Conditions | |
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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 | |
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When our team first came together... |
Relationships |
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You hang out all the time with _Belinay_ to blow off steam. |
You once hurt _Pockets_ when you lost control of your powers |
Influence |
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If you choose happy facade, give Influence to three teammates |
Influence over Belinay and Pockets |
Flares | Description |
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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 world around you, and the GM will answer honestly |
Moat | Spend 1 burn to create a barrier that will hold back threats as long as you keep your attention on it. The GM may call for you to spend another burn if the barrier is threatened by particularly powerful enemies |
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. Spend a second burn to move to any place youve previously been. |
Overcharge | You channel the full capacity of your incredible powers to overcome an obstacle, reshape your environment, or extend your senses. Spend 2 burn to take a 10+ when you unleash your powers. |
Other Abilities |
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