Argo


  BASIC INFORMATION 

 Character Name  : Chasin Hess
 Superhero Name  : Argo
 Playbook        : The Bull
 Powers          : Superhumanly tough, strong and incredibly skilled at fighting
 Look            : Man, white, calloused hands, baggy clothing, no costume (for now)



  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]

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

hen 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

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.

Youíve got a head you donít need: When you provoke someone with obvious threats and shows of force, roll + Danger instead of + Superior.

  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
[ ]Rearrange your Labels as you choose, and add +1 to a Label
[ ]Unlock your Moment of Truth
[ ]Choose another two roles for The Bullís 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 itís 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

  THE BULL'S HEART 

ou 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.

Love:  Reverie

Rival: Harbinger

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.

  RELATIONSHIPS 

Reverie is your love. Youíve opened up to them about the worst parts of your past

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

  INFLUENCE 

Is influenced by:
Harbinger
Reverie

Has influence over:
Leech
Harbinger