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Name

Powers

Conditions

Pain
Cuts and bruises Loose footing Rip costume Miss something important

Heavy Conditions

Assign these scores to your stats +2, +1, +1, +0, -1


Smash Influence Protect Maneuver Investigate

ARC

Damage
1d6+mod

Hit points
( Max 10)

+1 Traits (once per session)


Max

Bonds

Starting MOves
Checkered Past:
When you encounter an enemy for the first time and they attack you or you attack them without warning, take +2 forward when you detail the last time you saw them and the grudge between you.

Not to be trifled with: When try to intimidate someone by doing something scary
or shocking, roll+Smash. On a 10+ choose 1. On a 7-9, choose one and the EiC might have you Burn a Bond. They spill their guts to you. Ask them a question and they will answer truthfully. They live in terror of you. Take +1 forward against them, permanently. They carry out a single task you send them on, within reason.

Whiskey and Cigarettes: When you try to deal with the injuries another

character sustains in the heat of battle, roll+ Protect to gather and use the materials you need to use on yourself or another. On a 10+ wipe away all Pain and remove one Condition or 1d6 of heavy damage. On a 7-9 remove all Pain and one Condition: Theyre in bad shape. Any strenuous movement and theyll take 1d3 Heavy Damage. Theyre out of it and hurt you when you try to help, take a Condition. Theyll be okay but theyll have a Heavy Condition for the rest of the fight

other

Did you see that?!:

When you roll a 12+ on an attack, take +1 forward when you

roll against anyone who saw what you just did.

Icons by Lorc Available at game-icons.net Fonts available at http://www.blambot.com/

Advanced moves
I Am Not a Monster:

(5 XP)
Shoulda Killed Me: When

XP
you are knocked unconscious but not killed, make one Subdue move and roll one extra d6 if and when you roll damage.

whenever you choose not to be the aggressor, roll+Investigate. On a 10+ take +2 forward for defensive actions only. On a 7-9, take +1 forward but the struggle to control the beast inside is so great that you take a Condition.

But he deserved it: Whenever

See Red: When

you take out an enemy in combat and fly into a rage, roll+Smash. On a 7+ attack another enemy and add the damage you did on your last damage roll to your new one. On a 6- use the 7+ outcome but attack a teammate.

another character is trying to talk or be civil with an EiC character and you interrupt them with an attack, take +2 forward.

Stare Death in The Face: Whenever The best there is: Whenever Momentum: Every

In the thick of it: whenever

you take Heavy Damage from multiple opponents and launch a devastating area attack with no regard for your own safety instead of splitting damage between multiple opponents, you deal the full amount. The number of opponents that you can do this to is equal to your Smash verb modifier and you take one Pain for each opponent.

you go up against overwhelming odds, say your last words and take +2 forward to all attacks for the duration of the fight. you attack an opponent, on a 12+ you deal your damage, avoid their attack, and impress, dismay, or frighten your enemy. time you exchange blows with an opponent

No Rest for the Wicked:

whenever you act in spite of more than 2 Heavy Conditions, roll+Smash. On a 10+ Hold 2. On a 7-9 Hold 1. Spend Hold to ignore all penalties for one roll.

when rolling a Subdue move and you take Heavy Damage, take an additional +1 damage until you knock them out.

Unique bond move


THE beast within*: Take

Beast Bond
Lose control:
+Beast bond to Move or Damage; increase Beast bond by 1

Looks

a Bond with the beast inside of you starting at 1.

You can choose to unleash the beast inside of you to gain a bonus to any roll (move or damage) equal to your current beast bond and, when you do, the Bond with your beast increases by 1. The maximum Bond you can have with your Beast is 6. However, before you start your first game the EiC will roll 1d6. The number he rolls signifies the number at which you will lose control over your beast when you go berserk. He will keep the number a secret. When you lose control the EiC will wield you as they see fit until you are either knocked out or someone calms you down by rolling a 7+ on a Impede roll against you (the 7-9 result still comes with a worse outcome, hard bargain, or ugly choice.) Once you lose control of the beast and recover, your Bond starts resets and the EiC rolls another d6.

*More Explanation in Core Rule Book Character template by Sean Tourangeau stourangeau.deviantart.com

Name
Powers

Conditions

Pain
Cuts and bruises Loose footing Rip costume Miss something important

Heavy Conditions

Assign these scores to your stats +2, +1, +1, +0, -1


Smash Influence Protect Maneuver Investigate

ARC

Damage
1d6+mod

Hit points
( Max 10)

+1 Traits (once per session)


Max

Bonds

Starting MOves
Things speak: whenever you handle or examine something interesting, roll+Investigate. On a hit, you can ask the EiC questions. On a 10+, ask 3. On a 79, ask 1: Who handled this last before me? /Who made this? /What strong emotions have been most recently nearby this? /What words have been said most recently nearby this?/ What has been done most recently with this, or to this? /Whats wrong with this, and how might I fix it? Deep Pockets: when
you need an item or object, roll+Investigate. It has to be something small enough to be on your person. On a 10+, you happen to have just the thing, or close enough. On a 79, you happen to have something pretty close, unless what youre looking for is super hi-tech, in which case no dice. On a 6-, you used to have just the thing, but it looks like an enemy stole it from you, you lost it somewhere, or the EiC will tell you where you last saw it.

WORKSPACE: Choose

other

which of the following your workspace includes. Choose 3: portal to another dimension, biology lab, a junkyard of raw materials, hi-tech vehicles, weird-ass electronics, machining tools, transmitters & receivers, a proving range, relics of the golden age, booby traps, hi-tech machinery and parts, cosmic artifacts, unknown relics or technology. When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of some it, decide what and tell the EiC. The EiC will tell you sure, no problem, but and then 1 to 4 of the following: Its going to take hours/days/weeks/months of work; / First youll have to get/build/fix/figure out ___; /Youre going to need ___ to help you with it; /The best youll be able to do is a crap version, weak and unreliable; /Its going to mean exposing yourself (plus colleagues) to serious danger; /Youre going to have to add ___ to your workplace first; /Its going to take several/dozens/hundreds of tries; /Youre going to have to take ___ apart to do it. The EiC might connect them all with and, or might throw in a merciful or. Once youve accomplished the necessaries, you can go ahead and accomplish the thing itself. Work together with the EiC to come up with what it does and how it works.

Icons by Lorc Available at game-icons.net Fonts available at http://www.blambot.com/

Advanced moves
Mumbo Jumbo: When

(5 XP)
Overload:

XP
when you use an item you have at your disposal to go beyond its limits and use it to perform a forceful attack, roll+Investigate. On a 10+, add your Investigate modifier to your damage roll. On a 7-9, choose one. Add your Investigate modifier to your damage roll but it is rendered useless /Add half your modifier but the item can be used again (for an overload move or otherwise) /Deal +1d6 damage but take a Condition /Everyone in the area takes 1d6 Heavy Damage

you talk about or use the Put it Together move and

no one else knows what youre talking about, take +1 forward on a roll when you put that info to good use.

Not on My Watch: Whenever

someone suffers an injury and you throw together a crazy scheme of science to deal with it, roll+Investigate. On a 10+ you pull it off and your patient may remove one Condition or one Heavy Condition. On a 7-9, they may wipe away all Pain.

Smartest guy in the room: Choose

Duel of Wits:

an area of expertise in addition to the sciences: Spells and Magic, The Cosmos, Alternate Realities, Unusual Creatures, The Planes, Gods and Their Servants. When you first encounter an important creature, location, or item (your call) covered by your expertise, you can ask the EiC any one question about it; the EiC will answer truthfully. The EiC may then ask you what youve heard about it.

Last Year's Model: When Fascinating: whenever

whenever you lock minds intellectually with an opponent, roll+Investigate. On a 10+, take hold equal to your Investigate modifier, on a 7-9, hold 1 and your enemy will also hold 1. Your strategy is tactically flawless; take +1 forward for the remainder of the conflict /You see it coming, re-roll a Defy Danger move /You spot a weakness to exploit, assign a Condition to your opponent /You make a final gambit, add your Investigate modifier to your damage. If you do not Subdue your enemy, you also take the damage you deal to your opponent in retaliation.

you encounter new or advanced tech (non-alien in nature), roll+Investigate. On a 10+, you have encountered this tech before and can ask the EiC 2 questions. On a 7-9, ask 1. -What does it do? /Who created it? /How can I fix it? /How can I break it? you pick an opponent apart or prattle on incessantly about your fascination with them (from a scientific viewpoint), roll+Investigate. On a 10+ you thorough analysis helps your realize a weakness, everyone exploiting the weakness takes +1 forward until the opponent deals with it, on a 7-9 you thoroughly anger your opponent, they take a -2 to their rolls but will nopt stop until they to end you

Survival of the Fittest: Shrewd: whenever


even on a 6-.

whenever an enemy uses an Advantage more than once, roll+Investigate. On a 10+ tell the EiC how it works and how you can take it apart, take +2 forward to all rolls to taking the Advantage away. On a 7-9, take +1. you Discern Realities, you may ask an additional question,

Teachers Pet

whenever you explain something complicated to someone and they recall it later, gain +1 bond with that person.

UNIQUE BOND MOVE

Science Bond Project:

Looks

For Science!: Write down a project you are working on that will
change the world as we know it. Discuss it with the EiC. For every Bond you Burn due to being lost in its creation, playing the mad scientist type on a pet project, raise your Bond with science by 2. If your Bond with science exceeds all of your other Bonds combined, your machine or technology is completed. The EiC has the option of incorporating it into the next Front.

Project Details:

Character template by Sean Tourangeau stourangeau.deviantart.com

Name
Powers

Conditions

Pain
Cuts and bruises Loose footing Rip costume Miss something important

Heavy Conditions

Assign these scores to your stats +2, +1, +1, +0, -1


Smash Influence Protect Maneuver Investigate

ARC

Damage
1d6+mod

Hit points
( Max 10)

+1 Traits (once per session)


Max

Bonds

Starting MOves
The Hero They Need: whenever
you rush to protect a stranger in danger, roll+Protect. On a 10+ neither of you take damage, you may take a Bond with them if you wish. On a 7-9, same as 10+ but you take a Condition.

Eye For Danger: when you feel

like something is not right, roll+Investigate. On a 10+ ask the EiC 2 questions, on a 7-9 the EiC will tell you one. -Where is the danger coming from -Who is in the most danger -How long before the danger manifests, take +2 forward if the answer is RIGHT NOW.

Never Unprepared : when you and

others are in danger and need to escape

other

to somewhere safe, tell the EiC your plan to get everyone out and where your nearest safe house is and roll+Protect. On a 10+ tell the EiC how you get you and your teammates out of the situation, on a 7-9 choose one. -It works but you are forced to stay behind to buy time -You have to leave behind someone to guarantee the safety of the rest (you choose who, the EiC will tell you why)

Icons by Lorc Available at game-icons.net Fonts available at http://www.blambot.com/

Advanced moves

(5 XP)
They Have Us Surrounded: Whenever

XP
you and your teammates are surrounded by a group of foes roll+Protect. On a 10+ deal damage to all enemies surrounding and ganging up on you, up to the number of your Protect modifier and take one Pain for each opponent you strike. On a 7-9, as the 10+ result, but instead of taking Pain choose one: -A teammate takes a Condition, explain why and Burn a Bond with them./ Take 1d6 Heavy Damage.

Leave No One Behind: Whenever The Best Defense: Whenever Hold The Line!: whenever

someone falls in combat and you pull them out of the fray to safety instead of pressing the attack, take +1 forward and remove a Condition. you fail to protect someone, gain +1 forward on your next attack against their attacker. you draw a line in the sand, roll+Protect. On a 10+ hold 3, on a 7-9, hold 1. As long as you are keeping the enemy from advancing past your position, spend hold 1 for 1. -Attack an enemy who crosses the line./ Do an extra 1d6 of damage./ Push an enemy back so they cannot cross.

Foxhole: Whenever

Phalanx: When

you go up against overwhelming odds and organize your comrades into a defensive formation you and all those who stay around you take +2 forward to all Serve and Protect rolls for the remainder of the combat as you watch each others backs.

another character shares something private about themselves with you in the heat of battle that makes you want to fight for them, roll+Protect. On a 10+ hold 3. On a 7-9 hold 1. Spend hold 1 to 1. -Add your Bond score with that person to a roll./ Deal an extra 1d6 of damage to anyone

Super Heroic: In a Corner:

Precious Little: Whenever

you protect the character you have the lowest Bond with, add that Bond as a bonus to you roll.

whenever you take down an enemy without anyone getting injured and no heavy destruction (EiCs call) to the environment, remove all Pain and one Condition. whenever you take more than 4 Heavy Damage at one time, erase all Pain and take +2 forward.

Knight in Shining Armor : when

you use the Serve and Protect move, write a Bond with the person you protect when you choose to pursue them romantically later in the fiction.

Unique bond Move


Gates of Hell:

Bonded to: Bond:

Looks

Select one person you share a bond with (PC or NPC).

Anytime that person is in danger you may take a +2 to any move

roll. In addition, whenever you Burn a Bond you may do so to: ---Ignore heavy damage up to your current bond with that person
-Burn a bond to locate that person no matter where they are Add another +1d6 to a damage roll against anyone who threats them When your special person is in trouble, you are at -1 to any move that is not directly related to getting them out of trouble. If your Bond with that person ever reaches zero, you are at -2 to all actions until that Bond is restored. In addition to your special person, this move applies whenever your home city entire is put in peril

Character template by Sean Tourangeau stourangeau.deviantart.com

Name
Powers

Conditions

Pain
Cuts and bruises Loose footing Rip costume Miss something important

Heavy Conditions

Assign these scores to your stats +2, +1, +1, +0, -1


Smash Influence Protect Maneuver Investigate

ARC

Damage
1d6+mod

Hit points ( Max 10) +1 Traits (once per session)


Max

Bonds

Starting MOves
I am the Law: when you give
an EiC character an order, roll+Influence. On a 7+ they choose one. Do what you say/ Back away cautiously/ Flee/ Attack you On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward against them.

Read a Sitch: When you read

a charged situation, roll+Investigate. On a

6+, you can ask the EiC questions. Whenever you act on one of the EiCs answers, take +1. On a 10+, ask 2. On a 79, ask 1: Wheres my best escape route / way in / way past?/ Which enemy is most vulnerable to me?/ Which enemy is the biggest threat?/ What should I be on the lookout for?/ Whats my enemys true position?/ Whos in control here?

Read a Person: When you read

a person in a charged interaction,

other

roll+Influence. On a 10+, hold 3. On a 79, hold 1. While youre interacting with them, spend your hold to ask the EiC questions, 1 for 1: Is your character telling the truth? Whats your character really feeling? What does your character intend to do What does your character wish Id do? How could I get your character to __?

Icons by Lorc Available at game-icons.net Fonts available at http://www.blambot.com/

Advanced moves
Voice of Reason: When

(5 XP)
Down to Earth: when

XP
you speak frankly to someone you have proven your worth to (EiCs call), you may ask the character a question from the list below and they must answer truthfully. Whom do you serve?/What do you wish I would do? /How can I get you to __?/ What do you most desire?

It's My Responsibility: When

you take the blame for another teammate, take one Bond with that person you speak the truth to a mob, roll+Influence. On a 10+, hold 3. On a 79, hold 1. Spend your hold 1 for 1 to make the mob: carry out a single action according to your wishes, within reason /unite and fight for you / go quietly back to their lives On a miss, the mob turns on you

Leading Strike: when

Often right: when

a character comes to you for advice, tell them what you honestly think the best course is. If they do it, they take +1 to any rolls they make in the doing.

you are the first to hit a fresh enemy at the beginning of an encounter, roll+Smash. On a 10+ choose two, on a 7-9 choose one. The next person to attack the same target takes +2 forward/ You take away an Advantage they have until they can get it back /You are not engaged in melee with them/ You deal an extra 1d6 damage

The Hard Way: Whenever

you roll your max damage on an attack, make a case for your opponent surrendering and roll+Influence. On a 10+ they will either surrender or they take a -2 forward. On a 79, they take a -1 forward.

Leadership: when

Friends like These: when Tunnel Vision:

surrounded by two or more allies, shrug off

one Condition once per session. whenever you fight for and many are put in danger

your team needs to be organized and get somewhere in the heat of battle, roll+Maneuver. On a 10+, hold 3. On a 79, hold 1. Over the course of the fight, spend your hold 1 for 1 to make your team: make an advance on a position /stand strong against an advance /make an organized retreat On a miss you orders put someone in danger.

We Will Hold: When

because of your beliefs and ideals, take 2 Damage Reduction for the rest of the fight.

you face overwhelming odds, motivate your team and lead the charge. Anyone that charges with you gains +1 for the duration of the fight.

Unique bond move


Vision: Write
down your mission statement- your fight and cause. What change you want to see realized in the world. Whenever you fight against an entity that is keeping vision from being realized you may Burn one Bond with each of your teammates once per game for free. However, whenever a teammate or someone speaks out against your Vision, teammate or not, you must Burn a Bond with them (and narrate a scene to show the Bond being Burned).

Looks

Mission statement:

Character template by Sean Tourangeau stourangeau.deviantart.com

Name
Powers

Conditions

Pain
Cuts and bruises Loose footing Rip costume Miss something important

Heavy Conditions

Assign these scores to your stats +2, +1, +1, +0, -1


Smash Influence Protect Maneuver Investigate

ARC

Damage
1d6+mod

Hit points
( Max 10)

+1 Traits (once per session)


Max

Bonds

Starting MOves
World Walker: Choose
one environment: underwater, space, extreme heat or toxic gases. Describe how and why your people have adapted in this environment. You function normally in that environment just as if you were walking around in conditions for a regular human. Any time you engage in combat while in your environment, gain +1 to all rolls.

One of a Kind: whenever you

use your strange personality, heritage, appearance or powers to get something you want from someone, roll+Influence. On a 10+ choose two, on a 7-9 choose one and the EiC chooses one. -They are strangely drawn to you, write a bond with them or increase your existing bond by one. -They are stupefied, as if in a trace, they answer a question you ask them truthfully. -They listen to what you have to say. -They grow hysterical and run away. -They attack you

Fortress of Solitude: You


other

have one. Tell the EiC where it is - it must be far away and hidden from civilization. Whoever remains in the fortress for a reasonable time (EiCs call) can rid themselves of all Pain, up to two Conditions or 2d6 Heavy Damage. Whenever you need to get to it roll+Maneuver. On a 10+ both, on a 7-9, choose one: Its location remains secret OR You bring everyone with you ]

Icons by Lorc Available at game-icons.net Fonts available at http://www.blambot.com/

Advanced moves

(5 XP)
dealing with an alien or alien technology

XP
Student Turned Master: whenever
you do battle with an opponent that represents or epitomizes the flaws of inherent in humanity, deal any extra 1d6 damage. Whenever you do battle with an opponent that represents the merits of humanity, take a penalty of -1d6 damage.

In Your Element: whenever

associated with your heritage, roll+Investigate. On a 10+ tell everyone at the table what it is and where it is from. On a 7-9, as a 10+ - you definitely know what it is, where its from but you may or may not be right (EiCs discretion).

Another Place, Another time: whenever

a strange feeling takes ahold of you and a dangerous countdown is imminent, roll+Investigate. On a 10+ choose two, name one person who will die and one person who will live. On a 7-9 name one person who will live OR one person who die. Dont name any player characters, name EiC characters only. The EiC will make your vision come true if at all possible. On a miss, you feel such dread that you believe it is you who will die, take -1 forward the entire battle.

Powered by Ideals: Once Open: whenever

per session when you take a Heavy Condition you may

deal with all other Conditions you may have in the fiction and then wipe them off your character sheet, along with any Pain . you consult the knowledge of your people seeking

Alien: whenever

someone tries to invade your mind or harm you mentally, roll+Protect. On a 10+ you push them out but you must tell the invader a single, personal image they saw from your past before you do, the invader also takes 1d6 Heavy Damage. On a 7-9, choose one: -you take 1d6 Heavy Damage but so do they (roll separately) -you tell them a secret that can be used to hurt you or a team member

information or purpose, ask a question and roll+Investigate. On a 10+, choose two and the EiC will answer your question. On a 7-9, the EiC will answer your question but the information may be confusing, alarming or suggest a hard choice. -The information is clear and detailed /You take +1 forward to acting on the information /The connection renews you, remove a Condition

Weight of the World: whenever

The Small Things: When Cold Hard Logic: When

you are introduced to something you have never

experienced before and you enjoy it, add 1 bond with the person who introduced it to you. you are faced with a hard choice and choose the most logical decision, take +1 forward on the next roll related to your choice.

you treat yourself as an ambassador for your people, roll+Influence. On a 10+ hold 3, on a 7-9 hold 1. On a 6- the EiC will make a move and that has you Burn a Bond. -Use your words and presence to make an attacker hesitate and listen./ Unite a group in a common action./ Lead a group to safety./ Inspire a group to better things.

Back to the Source: Anytime

you reenter your native environment, heal 1d6 worth of damage.

Unique BOND Move


Judgement: Take

Humanity Bond
+10= +2 HP and -1 dam -5= -2 hp and +1 dam -10= Withdraw from Humanity

Looks

a Bond with the human race, it starts at 1. Whenever you judge the merits and flaws of the human race, consult your Bond score. If an act of selflessness, beauty shows you the merits of the human race, raise the Bond by 1. If a moment that makes you doubt or question humanity and shows you its flaws, lower the Bond by 1. Bond Points with the human race cannot be spent, but if the Bond is raised above 10, take 2 extra HP and -1 damage against humans until it drops below 10. If it drops below -5, lower your HP by 2 and take +1 damage against humans until it is raised. If it falls below -10 you must spend time in your fortress of solitude or go back to your people until you can be convinced to come back or until you witness something to renew your faith in humanity.

Character template by Sean Tourangeau stourangeau.deviantart.com

Name
Powers

Conditions

Pain
Cuts and bruises Loose footing Rip costume Miss something important

Heavy Conditions

Assign these scores to your stats +2, +1, +1, +0, -1


Smash Influence Protect Maneuver Investigate

ARC

Damage
1d6+mod

Hit points
( Max 10)

+1 Traits (once per session)


Max

Bonds

Starting MOves
Flexible: when you improvise your plan of attack, roll+Maneuver, On a 10+, hold 3. On a 79 hold 2. - lead an enemy through a series of obstacles /create an obstacle or distraction /divert attention to another character or from another character to yourself Outta nowhere: When
you attack a surprised or defenseless enemy, you can choose to deal your damage or roll+Maneuver. On a 10+ choose two. On a 79 choose one. -The next person to hit the same target takes +2 forward on their roll /You take away an advantage they have until they can get it back again /You are not engaged in melee with them /You deal your damage + 1d6 /You place a Condition on your enemy

Awareness: whenever

you enter a new location you may ask the EiC for assets equal to

your Maneuver modifier or they may tell you to make your own after the scene is set. These assets may be anything from technology or cars, to precarious construction work being done or other rough stretches of terrain, to dangerous obstacles you can avoid or use to your advantage like traps. You can use the them or use them to your advantage in the fiction.

Old Habits

move to disable

I Know a guy: When

you need something hard to find or illegal quickly, roll+Influence. *On a 10+ you know a guy you can get it from. * On a 7-9 you know a guy but -Your relationship with them is not on good terms (explain why)/You owe them a favor (explain what) /Talking to them could put them in danger (explain how) This move can be used in lieu of or in chain with the Gather Intel move.

other

Icons by Lorc Available at game-icons.net Fonts available at http://www.blambot.com/

Advanced moves

(5 XP)
Opportunistic: when

XP
you are close enough to interfere with someone who is about to do something, roll+Maneuver. On a 10+ you either act first or they take -2 forward (EiCs call). On a 7-9, they take -2 forward and you take -1 forward.

In Less Than 12 Parsecs: when

you need to be somewhere, right now, roll+Maneuver, on a 10+ you are there, now (explain how) and you can bring people along, on a 7-9 choose one: -Youre in trouble with you get there / Someone doesnt make it all the way there, help them explain why / Trouble finds you before you can leave

Disguise: Whenever

Eye on the door: name

your escape route and roll+Maneuver. On a 10+, youre gone. On a 79, you can go or stay, but if you go it costs you: leave something behind, or take something with you, the EiC will tell you what. On 6 or less, youre caught vulnerable, half in and half out.

you try to look like you belong somewhere you dont, roll+influence. On a 10+ you blend in and will fool anyone. Your actions can give you away but your appearance wont. On a 7-9 you are challenged and need to prove you belong there.

Old habits: When

you pick locks or pockets, hotwire vehicles, or

Coping Mechanism: Whenever

you share an embarrassing or disgusting story about your past or crack a joke to lighten the mood for the first time that session, choose a character to advance a Bond with.

disable alarms or traps, roll+Maneuver. -On a 10+, you do it, no problem. -On a 79, you still do it, but the GM will offer you two options between suspicion, danger, or cost.

Dissent:

whenever you go against, deviate or improvise off a plan or path expected of you, take +2 forward.

Reputation: when

Deja Vu: When

you feel like youve been somewhere, have seen someone, or done this before, roll+Investigate. On a 10+ tell the EiC why. On a 7-9, you get a bad feeling about this...the EiC will tell you why.

you meet someone important (your call), roll+Influence. On a 7+, theyve heard of you, and you say what; the EiC will have them respond accordingly. On a 10+, take +1 forward for dealing with them as well. On a 6-, theyve heard of you, but the EiC will decide what theyve heard.

Unique bond move


Creed: Write down the
belief and doctrine that distinguishes and makes you a rebel. Whenever you do something in keeping with your creed that goes against popular opinion, you get a +4 for every Bond you Burn in the doing. If your way ultimately works out for the better in the end say "I told you so" and recover from any and all injuries.

Looks

Creed:

Character template by Sean Tourangeau stourangeau.deviantart.com

Basic Moves
Basic moves are the moves that will most often be triggered in the fiction. They are available for everyone, unlike your archetype moves listed on your character sheet those moves only you can trigger in the fiction. These basic moves make up and encapsulate all the things that superheroes do. When superheroes need to fight, chase, call one another, protect innocent bystanders or negotiate with villains and other enemies, basic moves get triggered in the fiction, tell us where to lead the fiction, and then we continue our story and conversation with one another until another move gets triggered. There is a section for special moves as well, because these moves are used a bit less often in play than others. Basic and special moves are used by everyone though and they detail the most common things that superheroes do. Special moves are mostly about recovering or dying from the things but there is one about character advancement and spending XP as well. Remember that any move that deals damage can also be used to either impose a Condition (EiCs approval on what the condition is) or to take away an Advantage. Subdue When you attack an enemy, roll+Smash. On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemys attack. On a 79, you deal your damage to the enemy and the enemy makes an attack against you. If you are trying to hit multiple targets as per the fiction, you may split the total damage rolled among your targets. Take Down When you take aim and shoot at an enemy from range, roll+Smash. On a 10+, you have a clear shot deal your damage. On a 79, choose one (whichever you choose you still deal your damage): You have to move to get the shot placing you in danger as described by the EiC You have to take what you can get: -1d6 damage You have to take several shots, either reduce your ammo or take -1 forward If you are trying to hit multiple targets as per the fiction, you may split the total damage rolled among your targets. Called Shot When you attack a defenseless or surprised enemy from range, you can choose to deal your damage or roll your target and roll+Smash. Head10+: As 7-9, plus your damage 7-9: they are stunned for a few moments Arms10+: As 7-9, plus your damage 7-9: they drop anything theyre holding Legs10+: As 7-9, plus your damage 7-9: theyre hobbled and slow moving

Use Environment Whenever you describe and involve a piece of the environment as part of your move, roll the stat that most closely follows the intent youre using it for. On a 10+ hold 3. On a 7-9 hold 1. As long as the piece of the environment is involved in the fiction spend hold to... soak damage, up to one Condition add 1d6 to your damage add +2 to an attack roll use it to create an Obstacle the enemy must overcome, with a temporary HP equal to the number of hold you spend. Negotiate When you want to talk down or change the opinion of an EiC Character, roll+Influence. On a 10+, they do what you ask if you first promise what they ask of you. On a 79, they will do what you ask, but need some concrete assurance of your promise, right now. Face Off Whenever you are forced into a contested action, say how you deal with it and roll. If you do it by using physical strength or direct force, +Smash by acting fast, +Maneuver by enduring, +Protect with quick thinking or mental fortitude, +Investigate using charm and social grace, +Influence On a 10+, choose two On a 79, choose one. you prevent your opponent from moving you seize control over the thing you were both after or contesting you deal your damage you embarrass your opponent you sway public opinion Defy Danger When you act despite an imminent threat or dig in to endure a danger that has befallen you, say how you deal with it and roll. If you do it by powering through, +Smash by getting out of the way or acting fast, +Maneuver by enduring, +Protect with quick thinking or mental fortitude, +Investigate using charm and social grace, +Influence On a 10+, you do what you set out to, the threat doesnt come to bear or you endure it. On a 79, you stumble, hesitate, or flinch: the EiC will offer you a worse outcome, hard bargain, or ugly choice. Serve and Protect When you stand in defense of a person, place or thing, roll+Protect. On a 10+, hold 3. On a 79, hold 1. As long as you stand in defense, spend hold, 1 for 1 to Redirect an attack to yourself Halve the attacks effect or damage

Open up the attacker to an ally, giving that ally +1 forward against the attacker Deal damage to the attacker equal to your Protect modifier Create or advance a Bond with the person you are protecting by one Teamwork Whenever you try to create an opportunity for someone to follow through on, roll+Bond. On a 10+, choose one; the person who follows up on your move... inflicts +1d6 of damage makes an untenable position or course secure avoids all attacks On a 79, you create an opportunity, but theres an obstacle to following through on it that needs to be cleared first. The EiC will tell you what it is. Aide or Interfere When you help or hinder someone, roll+Bond. On a 10+, they take +1 or -2 to their roll, your choice. On a 79, they still get the modifier, but you also expose yourself to danger, retribution, or the EiC will offer you an ugly choice. Impede When you try to impose a Condition on an enemy, say how you do it and roll. If you do it by using physical strength or direct force, +Smash by acting fast or being in the right place and the right time, or maneuvering them into a certain position +Maneuver by enduring or by putting up something to withstand direct force, +Protect with quick, tactical thinking, mental fortitude, or analysis +Investigate using your words, charm or presence, +Influence On a 10+, you do what you set out to do and impose your Condition, name and declare it to the tableOn a 79, you stumble, hesitate, or flinch: the EiC will offer you a worse outcome, hard bargain, or ugly choice. Recollect When you consult your accumulated knowledge and experience about something and make a statement, roll+Investigate. On a 10+, the EiC will add something interesting and useful about the subject relevant to your situation. On a 79, the EiC will only tell you something interestingits on you to make it useful. The EiC might ask you How do you know this? Tell them the truth, now. Analyze When you closely study a person or situation, roll+Investigate. On a 10+, ask the EiC 3 questions from the list below. On a 79, ask 1. Either way, take +1 forward when acting on the answers. What happened here recently? What is about to happen? What should I be on the lookout for? What here is useful or valuable to me?

Whos really in control here? What here is not what it appears to be? Retreat! When you try to extricate yourself from a situation or from danger, roll+Maneuver. On a 10+ you get away cleanly On a 79, you see the before you but there is an obstacle you must clear first, the EiC will tell you what it is. Give Chase When you chase after someone, roll+Maneuver. On a 10+ you are able to catch up and perform a single attack or action On a 79, you are able to take a single non-violent action from a distance as the target escapes (like throw a tracer on him, try to reason or call out to them, etc.) Gather Intel When your leads dry up, take to whatever avenues are open to you and roll. If you do it by shaking people down, roughing people up or with direct force, roll+Smash by going places you shouldnt be, gaining access or being stealthy, roll+Maneuver by doing research, gathering your thoughts, debate or analysis, roll+Investigate by using your charm and social grace, roll+Influence by calling in favors and relying on Bonds, roll+Bond On a 10+, you do what you set out to, and the EiC will give you a clue or two, a hint or a suggestion to set you down a path. On a 79, you didnt get enough on your own, another teammate must tell the table how they coordinate or add to your Gather Intel move by making their own. This continues until either a 10+ is rolled, until everyone makes the Gather Intel move (in which case the last person to make the move always gleans enough to move on - the EiC will fill in the missing details and progress the fiction) or until any and all 6- moves the EiC makes are resolved, after which the EiC will fill in the missing details and progress the fiction. Special Moves Assemble When you are in trouble and you call your fellow heroes for help. Roll+Bond. On a 10+, they are immediately available and show up right away On a 79, youre on your own for a turn. Fit In When you need to recover by taking some time off to get back to your normal life, roll. On a 10+ wipe away all Pain, Conditions, Heavy Condition and 1d6 Heavy Damage, on a 7-9, wipe away all Pain, one Condition, one Heavy Condition and 1d6 Heavy Damage, but you have to deal with a danger threatening your mundane life (EiCs call). Seek out Danger When you go on patrol or go looking for trouble to stop roll+Maneuver. On a 10+, ask the GM what kind of trouble you find, you get the drop on it and get to observe before acting. On a 79, you

stumble onto more trouble than you can handle but have a second to catch your breath before things get crazy. Last Chance When you try to get up and not succumb to the damage you've taken, roll. On a 10+, youre in a bad spot but youre still alive and conscious at 0 HP. On a 79, you can only get up if you can keep your enemy talking and in monologue for X amount of time (run an hourglass/egg timer) or someone close to you is in peril. On 6-, your fate is sealed and you have no control over what your enemies do to you and those you failed to protect. The EiC will tell you what happens as the darkness takes you...this is The Death of The Death of When you die...you should be dead but hey, no one really dies in comic books right? Roll. On a 10+, you spectacularly return next issue (be ready to explain to the group how you escaped death). On a 7-9, you will return, but with complications of the EiCs choosing. On a 6- you are truly dead. Forever. Or until your EiC chooses to bring you back as an NPC to increase sales. Spend XP When you have downtime and enough XP, you can reflect on your experiences, hone your skills, or narrate a brief scene of building a relationship. Every time you rolled a 6- you will have marked 1 XP. Every time you completed an Arc for your character, you will have marked 15 XP. You can spend XP to: Buy a Bond Point (2 XP) Unlock a new class move (5 XP) Unlock a move from another classes playbook (10 XP) Remove a limitation on one of your powers (15 XP) Write in another option in your List of Pain (15 XP) Raise your maximum Heavy Damage threshold by 1 (20 XP) Raise your total number of allowed Bonds by 1 (20 XP)

Raise a verb modifier by 1, to a maximum of +3 (25 XP)

Condition: -1 to that action Advantage: grant ability normally not capable of Special Power: inherent special abilities Damage Reduction: constant, never changing, reduces damage Onstacles: temporary damage reduction with HP 1. Make desciption, motivation and instinct 2. Choose what kind of enemy

HEAVY HITTER
If the enemy is a Heavy Hitter then they are a major player with substantial powers. Heavy Hitters usually have unique powers that should challenge and be made for opposing the heroes or doling out heavy destruction to keep them on their toes. They are tough to put down and maybe even have immunity or two. A Heavy Hitter should pose a major threat to the heroes and be able to hold their own against a group; they should be memorable and recurring. HP: 10 x [number of players] Damage Level: Pain, Conditions, 1d6 Heavy Damage, 1d6+2 Heavy Damage when lucky Advantages: Definitely. Obstacles: Definitely. Special Powers: Either significant powers that can challenge all players like power negation or energy absorption and redirection, or powers suited to challenging the heroes.

GOONS
If the enemy is a Goon then they usually serve as cannon fodder for the heroes and appear in large groups. They should be used to impede the heroes progress and threaten innocent bystanders - not as a physical threat to the heroes. Of course, nothings stopping them from getting lucky once in a while! HP: Collective HP, 2 x [number of players] Damage Dealing: Pain, a Condition if they overwhelm the heroes Advantages: maybe one, collectively (they all have jet packs, etc.) Obstacles: none Special Powers: none

ARCH VILLAIN
If the enemy is an Arch Villain they are usually going to be the driving character behind a Front. They should have unique or undefined set of powers and the ability to level heroes or cities with ease. Beating an Arch Villain should be difficult to near impossible and require cunning, ingenuity, and teamwork. Direct confrontations with Arch Villains should be epic and world shattering and should be something to avoid if on their home turf. HP: 15 x [number of heroes] Damage Level: Conditions, 1d6+2 Heavy Damage, 1d6+4 Heavy Damage when lucky. Advantages: Whatever they need, probably something for speed and movement at least. Special Powers: Broad, sweeping, versatile, extremely powerful powers. Pick one verb and give them powers that would make them absolute amazing and doing that. Their weakness can either be inherent with their power, their plan or the battlefield. 3. Assign HP, Damage, Advantages, Special Powers, Damag redution, Obstacles and moves

PUNCHING BAG
If the enemy is a Punching Bag then they are usually a minor player with average powers. They should have a generic power or two or some special abilities. A Punching bags purpose is exactly what the name implies: to give the players something to hit and a little bit of a workout. Punching bags should be tough and able to dish out a little damage, but not too much of challenge for a hero. Punching bags work well in teams, especially a team commanded by a Heavy Hitter. HP: 5 each or 5 x [number of players] for one enemy. Damage Level: Pain, Condition, 1d3 Heavy Damage when lucky. Advantages: One Advantage. Probably something about movement if there are a lot of heroes. Obstacles: Maybe one. Special Powers: One Super Power. Probably something for strength and endurance.

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