Hidden 4 yrs ago 4 yrs ago Post by Anarion
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Anarion School Fox

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Backstory



Hero name, role, and outfit



Anathet (Anat) of the Zhianku

The Nomad

Look

-Woman
-Middle Eastern, medium hair hanging just above the shoulders, usually loose
-Compact body, very very short
-Monk’s clothing (by day) bright dyed linens and lots of skin at night
-Eccentric jewelry

Abilities

Assortment of experiences and alien technology. The two most important toys (both taking the form of jewelry) are
-Rift Generators (which allow for teleporting myself and others)
-Modular Blaster (various energy settings, repeat fire or big charge explosive shots)

Labels

Danger +1
Freak +2
Savior -2
Superior +3
Mundane -1

Conditions

[ ]Afraid (-2 to directly engage a threat)
[X]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)

Relationships

Marianne knows plenty that I don’t about this world, its people, and how to deal with
them; I should follow their lead while I’m here.
Canada is...well...boring. But that’s okay! I’m going to make them more interesting.

Influence

I have influence over
Marianne
Canada

People who have influence over me
Marianne
Black-eyed Girl named Tia
Canada

Special influence rules (Putting down roots)


Moves

The littlest space bandit


Out of this world


Watched C-beams Glitter


Team moves
When you share a triumphant celebration with someone, ask them what they admire about you.
The GM will shift one of your Labels up and one down based on what they say.

When you share a vulnerability or weakness with someone, mark a condition, give them Influence over you, and mark potential

Potential

[X][ ][ ][ ][ ]

Moment of Truth

Locked

Advancement



Hidden 4 yrs ago 4 yrs ago Post by Phoe
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Phoe Idol Obsessive

Member Seen 2 hrs ago

A Happy Life




Reeducation




You’re Not Me!




One Girl, Many Faces




ÉTOILE RAVENELLE

MARIANNE

The Janus

ABILITIES
Heightened physical abilities (strength, agility, toughness)
Supernatural senses
Impossibile mobility

Étoile has seen into the world of the heart, and thereafter has been gifted with the power to see the worlds people keep locked inside themselves. At its most basic, she can extend her senses to hear the song a person’s heart is singing at that moment. If she opens her third eye, she can perceive the actual shape of that person’s heart world and learn more about them then maybe even they know about themselves. While wearing the mask of Marianne she can push it even further and see flashes of the heart of the universe itself. The further off the page she looks, the more she can see. The feelings and memories held inside of buildings or gardens, shining lights like foxfire dangling about in the air where mysteries abound, a twisting path forward that’s made only for her feet…

Additionally, her power is the freedom to go anywhere she pleases. She knows the ways that things are connected and can travel across these secret paths with ease. Diving into the corner of a wall and appearing out of a floor in another room is child’s play. Appearing on rooftops from the street, or inside the gears of a machine, or if she stretches herself enough, she might even put half of herself in the edges of one object while the rest of her leaks out of something seemingly not even touching. The world of angles and edges and chains is dangerous, but free running is about taking risks to go where nobody is supposed to be.

LABELS

DANGER +2
FREAK -1
SAVIOR +0
SUPERIOR -1
MUNDANE +3

POTENTIAL
[X] [ ] [ ] [ ] [ ]

CONDITIONS
[ ] Afraid
[ ] Angry
[X] Guilty
[ ] Hopeless
[ ] Insecure

RELATIONSHIPS
______ knew you from your civilian life first.
You refused to tell ______ your secret identity when they asked.

INFLUENCE
You look up to your team, they seem to have this superhero thing figured out. Give two of them Influence over you.

MOVES

The Mask
You wear a mask and hide your real identity. Choose what label you embody while wearing your mask: Freak

Once per session (ish?), you can affirm either your heroic identity or your secret identity to switch your Mundane with your Mask’s label.

When you reveal your secret identity to someone who didn’t know it already, mark Potential.

Mild-Mannered

When you use your civilian identity to deceive, trick, or slip past someone, roll +Mundane. On a hit they buy your facade. On a 7-9, choose one:

You’re still under observation
You leave something incriminating behind
You’re forced to make a fool of yourself to sell it

On a miss, one of your civilian obligations rears its ugly head.

Dangerous Web

When you reveal a trap you’ve left for someone using your powers, roll + your Mask’s label. On a hit, your opponent trips into it, and you get an opening or opportunity to act against them. On a 10+, take +1 forward to pursuing it. On a miss, the trap inadvertently leads to a dangerous escalation.

SECRET IDENTITY
Obligations:
Celestine Ravenelle - her little sister is still safely nestled in the Academy. For now. Étoile has to pop in from time to time to keep the brilliant but opinionated younger girl from getting into too much trouble and getting herself thrown out entirely. She knows Étoile’s identity, and is frustrated she doesn’t get to be a superhero, too

The Lady Tamytha - sickly, frail, sweet. Misguided. Her Lady has many needs and a gentle hand to ease her through the day and handle all the assorted tasks she’s not up for or that her household demands of her slave. Completely clueless, both with regards to her “widdle Star’s” activities and to the sheer depravity of the society she’s a part of.

The Resistance - Étoile’s connections to the mundane version of the fight. They’re paranoid, fidgety, and needy. They also complain a lot. Someone has to run the supply lines, someone has to be the go-between for various freedom fighters, secure safehouses, and so on and so on. They’re mundane and small scale compared to the work of the Phantom Thieves, but without them the people would suffer. And isn’t that what this is all about?

When time passes, roll +Mundane to see how you’re managing your obligations. On a hit, things are going pretty well - you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you’ve lapsed on one obligation, your choice. On a miss, you haven’t given your normal life anywhere near the attention it deserves; the GM chooses two obligations that are going to bite you in the butt.
Hidden 4 yrs ago 4 yrs ago Post by Thanqol
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Thanqol

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CANADA TALIV, The Light of Ra, The Betrayer
The Legacy

A fallen knight, dark and brooding and handsome. Raven hair and colours and heart; veils for mourning. A hollow in her hand where a sword should be. A fist around the grip of her shield so tight it will never let go. A fire in her eyes with nothing to burn but herself

ABILITIES
Godlike Beauty
Legendary Speed
Divine Armour

Moment of Truth unlocked

LABELS

DANGER +1
FREAK 0
SAVIOR +1
SUPERIOR -1
MUNDANE +1

POTENTIAL
[X][X][ ][ ][ ]

CONDITIONS
[X] Afraid 
[ ] Angry 
[X] Guilty 
[ ] Hopeless 
[X] Insecure 

INFLUENCE
You’re a part of this team, for better or worse, and you care what they think. Give Influence to all of your teammates. 


I have Influence over:
- Étolie
- Asterion

People who don't have influence over me:

MOVES
Never give up, never surrender: When you take a powerful blow from someone with far greater power than you, use this move instead of the basic move.

Roll + Savior. On a hit, you stand strong and choose one. On a 7-9, mark a condition.
- You get an opportunity or opening against your attacker
- You rally from the hit and it inspires the team; add 1-team to the pool
- You keep your attacker's attention

On a miss, you go down hard but leave your opponent off balance and vulnerable.

The legacy matters: When you take Influence over someone from your legacy (or give them Influence over you), mark potential and take +1 forward. When someone from your legacy causes your Labels to shift, mark potential and take +1 forward.

THE SANCTUARY

The Heart's Void

A strange, eerie realm in the hollow heart of TIAMAT, perceivable in any darkened mirror. Canada released a cosmic lion from its depths; the space it left is hers.

Features: A meditation space, a power enhancement system, a containment system
Downsides: Difficult to access, draws dangerous attention

THE LEGACY

We never set out for fame. I was just riding east. I picked up friends and fought evil along the way. Then Robbie Raver, superstar journalist (and secretly Omega Man), went off his vacation to start following in our footsteps, discovering our deeds and publishing them in the western media. Over months hype started to build for the Crusaders of Light, as he dubbed us. We didn't have any idea, we were living our lives, young and wild and free, just following the road and seeing how far we could get.

By the time Omega Man caught up to us we were already stars. When we came back home we were lauded as the future champions of the world - and indeed, we'd already saved it twice in the course of our adventures. We were going to have everything - training, fans, equipment - and inherit the duty of saving the world. We were blinded by the lights. We weren't ready.


Asterion is still active and prominent in the city.
Had temper issues even before the combat AI was hooked up to her brain. Doesn't hold a grudge even though she should.
Variance is retired and quite judgmental.
An aging blind assassin who hunts based on vibrations in the earth. Hasn't quite figured out yet if it's my fault or her fault that I fucked up. Tending towards mine.
Celestine is the next possible member of your legacy.
She has the same wanderlust I did... I do. She's not going to be stopped, nor should she be.
Tirzah is the greatest opponent your legacy ever faced...and is still at large.
I will never give up on a friend.

Whenever time passes, roll + Savior to see how the members of your legacy feel or react to your most recent exploits. Before rolling, ask the other players to answer these questions about your performance. Take -1 to the roll for each “no” answer:
-  have you been upholding the traditions of your legacy? 

-  have you maintained the image of your legacy? 

-  have you made the other members of your legacy proud? 

On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet’s nest—expect several members of your legacy to meddle with your life. 


The traditions: Travel wild, travel free. Look out for each other. Don't turn your back or look away. Go to sleep proud of what you did today.
The image: Destined to save the world. Didn't.


When did you officially become a part of your legacy? 


When I left home on my bicycle. I rode east, towards the rising sun.

It was never meant to be anything grand. I wanted to see the world. I wanted to see how far I could go. The friends and superpowers and fame all came later. At the beginning there was just the call to adventure. And so I went.

What’s the greatest accomplishment of your legacy?

The Onyx Hound was an ancient terror of the desert, buried beneath the sands of Aden. The company thought that they'd just tapped a slightly unusual vein of oil, and so they sucked it from the ground and burned it and gave it a body of smoke and nightmare so that it could at long last eat the sun. The world went dark for a week.

I caught it. It's in a bottle on my laundry shelf now. In retrospect I'm extremely glad I didn't turn it over to the League.

How does the public perceive your legacy? 


Traitors. Failures. The kind of razor sharp disappointment of someone who personally disappointed you. It's our fault that all of this happened, and nobody forgets that for a second.

How does your legacy tie into your reasons for being a hero? 


None of the others deserve the blame they get. It was my fault. It was my mistake. I didn't notice that Tirzah was in trouble, that she was being controlled or threatened or... whatever it was. People blame the others. People blame Tirzah. It wasn't her fault - I don't know much, but I trust my friends. I don't care what happens to me but I will clear their names.

Why do you care about the team? 


Just because they're newer friends doesn't mean I care about them any less. People always come and go from my life, but as long as they are here I will fight for them until the end.


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