I’m not sure what the default starting Bonds are, and if I got the power definitions right, but this was fun!
Originally shared by Adrian Thoen
My attempt creating a Worlds in Peril hero.
Velocity is a young woman who gained powers when she was exposed to the blood of an alien being that crashed into her neighborhood and caused havoc. Now she protects her neighborhood and others exposed to the mutagenic blood from greedy corporations that want to weaponize and mass-produce them.
HERO PROFILE
Codename – Velocity
Playbooks –
I Became a Superhero Because of:
It is My Goal and Drive to: Protect
Former Codename and Aliases – Blueshift
Real Name – Erina Blake
Greatest Foe – Corporate mogul/crime kingpin
Current Costume – Dark bike leathers with blue lining, goggles with large reflective blue lenses
VERBS
Smash +1
Influence 0
Maneuver +2
Protect +1
Investigate -1
POWERS
Flight, Super-Speed, Change her own weight/mass
Source: mutation caused by an Alien
Simple – Fly, Acrobatic movement.
Difficult – Fly, move, or react at superhuman speeds, avoid an attack.
Borderline – Break the sound barrier.
Possible – outpace a bullet or missile.
Impossible – change the weight/mass of anythin other than her cells (other people, things, including her clothes), ignore the laws of aerodynamics and friction
Lost – n/a
LIMITATIONS (3)
-My character’s power can only be used against one target at a time. (Herself only)
-My character can only use their power for a certain amount of time or until it runs out.
-When my character pushes themselves and their power too hard, it affects them negatively in some way (Exhausted)-My character has something that weakens or negates their powers.
(A type of radiation)
ORIGIN PLAYBOOK: What I Carry
Wanted:
whatever you’ve got, everybody else wants. Whether you did it to yourself or had it done to you, whatever gave you your powers is something that can, or at least could be theoretically, replicated
again. There are a number of agencies, organizations or people after you so they can do just that.
-The thing I’ve got that everybody else wants is the secret of my Powers
-To the best of my knowledge, the people that want it are the evil Corporation
Evade, Outwit, Outmaneuver:
Whenever you are being hunted, or are cornered with no way out, describe how you evade capture. On 10+, you do it. On a 7-9, you do it but leave some sort of clue or connection that puts you or someone close to you in danger.
Blend in:
Whenever you try to look like you belong somewhere you don’t, roll+influence. On a 10+ you blend in and will fool anyone. Your actions can give you away but your appearance won’t. On a 7-9 you are challenged and need to prove you belong there.
DRIVE PLAYBOOK: Protect
Book available to open when:
-You establish that you grew up, are accepted or know a particular area or community of the city very well.
Back of my Hand:
when you need to be somewhere, right now and in your city, say how you get there in an unorthodox or unknown way and roll+Maneuver, on a 10+, you get there just in time. On a 7-9 choose one:
• You’re in trouble when you get there
• Trouble finds you on the way
Move available to open when:
-Trying to help someone ends up getting you into even more trouble.
Hold The Line!:
whenever 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 to:
• Attack any enemy who crosses the line.
• When you assign a Condition, also assign it to another opponent if you can say how.
• Push an enemy back so they cannot cross, explain how.
Move available to open when:
-You are the only one left standing or that can help and protect innocents from being harmed.
Foxhole:
whenever 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 any roll involving them.
• Prevent them from sustaining a Condition, say how.