Optimus Prime

Optimus Prime

Optimus Prime

Verbs: 

Smash +1

Influence +2

Maneuver -1

Protect +1

Investigate 0

HERO PROFILE 

Codename – Optimus Prime 

Playbook – My Alien Heritage, Lead

Former Codename and Aliases – Orion Pax, Optimus.

Alter Ego – A Big Red Truck

Greatest Foe – Megatron, leader of the Decepticons.

Current Costume – Giant  red and blue robot.

POWER PROFILE

Huge metal body, transform into a truck, big gun, leader of the Autobots.

Simple: Change to and from your alternate mode.

Difficult: Leverage your gigantic robot body.

Borderline: Use your arsenal to take out a Decepticon.

Possible: Adapt your alt mode to a new form.

Impossible: Combine with other Transformers into a super-robot.

LIMITATIONS:  

I’m not sure what weaknesses I’d give Optimus

ORIGIN PLAYBOOK: My Alien Heritage

 

One of a Kind: 

you are different from the people of Earth, answer the questions to set some guidelines about how different you are from humans. Whenever you get yourself into trouble owing to your differences with normal people (whether it by personality, appearance, genetic or base instincts), you may recover from one Condition when you consult a team member about the difficulties and differences you experienced. 

-Do you need to eat? No, but I need Energon to continue operating.

-Do you thrive in an environment that a human cannot survive in? Yes, I do not need to breathe.

-Do you dream? What is your purpose? Cybertronians do not need to sleep. My purpose is to protect the weak from the dangerous.

Take a moment to draw or write down what you look like on your character sheet. 

 

Alien Mind: 

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, but you may impose a Condition on the invader. On a 7-9, choose one: 

• You impose a Condition on the invader and you take a Moderate one as well or you may ask for an image from their mind instead and neither of you takes a Condition. 

• They pry a secret that will have serious repercussions in the future, offer your secret to the EiC. 

 

Weight of the World: 

whenever 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 or presence to make an attacker hesitate and listen. 

• Unite a group in a common action. 

• Lead a group to safety. 

• Inspire a group. 

DRIVE PLAYBOOK: Lead 

Book available to open when: 

You find a cause to fight for. Write down your mission statement about what change you want to see 

realized in the world. 

 

Boy Scout: 

whenever you engage in reason or try to appeal to a villain, try to show them the error of his ways and roll+Influence. On a 10+, hold 3. On a 7-9, hold 1. Spend hold to ask the villain questions to which they must respond; asking a question will also force them to hesitate or pause mid-action until they finish responding. You might ask questions like: 

What set you down this path? 

What do you hope to accomplish with your plan? 

Who are you to judge humanity? 

 

Move available to open when: 

A Bond is reduced to zero because of your mission statement. 

 

Take Stock: 

When you read a charged situation, roll+Investigate. On a 6+, you can ask the EiC questions. Whenever you act on one of the EiC’s answers, take +1. On a 10+, ask 2. On a 7–9, ask 1: • Where’s 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? 

• What’s my enemy’s true position? 

• Who’s in control here? 

• If I had to make a stand here, where would be best? 

• How could I gain the undivided attention of all those present? 

• Who or what is the source of the problem? 

 

Move available to open when: 

You lead a group of people you feel responsible for on a mission to accomplish a specific goal. Bonds

Moon Kitty

Moon Kitty

Moon Kitty

Moon Kitty is a red&white cat with the sign of the Moon on her forehead. She isn’t a regular cat though, she comes from the feline protected town of Ulthar and found her way to earth by accident. Still, as part of the feline guard it is her duty to protect those that are to weak to protect herself and she strolls the city as Moon Kitty a name she could care less for. 

Codename – Moon Kitty 

Former Codename and Aliases – Anadazar the blessed 

Real Name – Anadazar Di Ulthar 

Greatest Foe – every Origin book also has suggestions for a foe and enemy.

Current Costume – none, she is a cat but wears a mystical collar. 

Summary of Power: Guardian of Ulthar basic power set, coming from the Guard Collar: moon  energy blasts, shapechanging and the power to teleport to where she is needed. 

Verbs

Smash: +2

Influence: -1

Maneuver: +1

Protect: +1

Investigate: 0

Simple: fire a moon energy blast at those that are evil at heart

Difficult: transform into a tiger like battleform, teleport small distances to dodge attacks 

Borderline: teleport to where someone is crying for her help

Impossible: transform into non felines

Lost: weave moon based magic 

Limitations:

My character requires her collar to use her power, otherwise she is basically a talking, clever, cat. 

The moonblasts are limited and need to be recharged through bathing in moonlight. Usually enough for a day or moonless night. 

The moonblasts only cat hurt those that are evil at heart. 

Origin Book: My Alien Heritage

Drive Book: Adapt to a changing world (in that case not past related but different world related)

I’m not sure what the default starting Bonds are, and if I got the power definitions right, but this was fun!

I’m not sure what the default starting Bonds are, and if I got the power definitions right, but this was fun!

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. 

Teddy Fuller was asking how I’d go about doing someone like boomerang so here he is.

Teddy Fuller was asking how I’d go about doing someone like boomerang so here he is.

Teddy Fuller was asking how I’d go about doing someone like boomerang so here he is. He’s a villain though so I didn’t bother with Origin or Drive books. (You could make him reformed and do something similar to Black Widow though).

BOOMERANG

STEP 1: Choose Stats:

Verbs: Smash: 1 Influence: -1 Maneuver: +2 Protect: 0 Investigate: 1 

STEP 2: Write in your summary of powers (this should include anything and everything you’ll want to be able to do in the game that a normal person couldn’t do). It can totally be vague and broad – mastery over magnetism, superhuman strength, whatever. Powers that are advantages means they have the ability thanks to technology, an item, or something that is not an inherent ability (hence it can be taken away, messed with, etc.)

Summary of Powers: Unerring accuracy, physical conditioning of a professional athlete. Street fighting.

Powers that are Advantages: Arsenal of specialized boomerangs. Examples: shatterangs (explosive), gasarangs (disabling tear gas), razorangs, screamerangs, bladarangs. Jet pack.

STEP 3: Answer the questions in the book to limit your powers if you so desire. By limiting your powers you can define more things you can do without risk (re: rolling the dice and making the Push). You also get more Bonds that you can use later to guarantee success in doing something.

(Extra Bonds from limitations -> 1 for being purely offensive. 1 – for being able to run out of ammo.)

2 Simple – Knock out someone unsuspecting (gasarang), hit anything with pinpoint accuracy from 90 meters.

1 Difficult – Hit anything with pinpoint accuracy from 90 meters, leap across rooftops and other feats of athletics.

1 Borderline – Hit multiple targets in an open space with precision (cool ricochets, trick shots, etc.)

1 Possible – Turn any object into a deadly weapon using pinpoint accuracy.

1 Impossible – Hit someone over 250 meters away with obstructions in the way

http://i.imgur.com/YoHij1w.png

 

CAPTAIN MARVEL (CAROL DANVERS)

STEP 1: Choose Stats:

Verbs: Smash: +2 Influence: -1 Maneuver: 1 Protect: 1 Investigate: 0 

STEP 2: Write in your summary of powers (this should include anything and everything you’ll want to be able to do in the game that a normal person couldn’t do). It can totally be vague and broad – mastery over magnetism, superhuman strength, whatever. Powers that are advantages means they have the ability thanks to technology, an item, or something that is not an inherent ability (hence it can be taken away, messed with, etc.)

Summary of Powers: Superhuman strength, endurance, stamina, flight, durability (resistance to most toxins and poisons, can survive in space). Minor molecular control. Ability to absorb energy and project as photon blasts. Experienced spy, combatant and pilot.

Powers that are Advantages: none.

STEP 3: Answer the questions in the book to limit your powers if you so desire. By limiting your powers you can define more things you can do without risk (re: rolling the dice and making the Push). You also get more Bonds that you can use later to guarantee success in doing something.

(Extra Bonds from limitations -> 1 for weakness to magical energies)

2 Simple – Fly at half the speed of sound. Project explosive blasts of radiant energy.

1 Difficult – Absorb other forms of energy (like electricity) to magnify strength. 

1 Borderline – Bench press up to 90 tons. 

1 Possible – Predict the future.  

1 Impossible – To absorb magical energy without severe consequences.

STEP 4: Choose Origin Book.

Origin Book: The Accident

Out of Control: you got your powers as a result of a mistake, freak accident or experiment on yourself you hadn’t seen coming. It was a traumatic experience and your memories of it are confusing and disorienting. Your powers might change or your body itself might change overtime as a result of the incident. Write down how the experiment changed you and how it still might change you in the future and who else was affected by it. 

-The accident changed me by __making me a half-kree superwoman____

-The future effects on my body is still unknown but what could happen is _that I could lose my physical body and become pure energy____

-An enemy I made because of the accident is __my mortal enemy, Colonel Yon-Rogg and possibly the Kree___

Looking for Answers: when you look for answers to the questions you have about the experiment by opening your mind to another in order to learn more about what happened that day or your feelings about it, ask a question about that day 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 

Suggested Foes: 

The Grudge: Is there someone that was affected by the accident and who holds you accountable for it? What happened to them and what do you plan on doing about it? 

The Mastermind: Is there someone who was pulling the strings behind the scenes the whole time? What was your first clue that not all was it appeared to be?

STEP FIVE: choose Drive Book:

(Since I’m still working on the “Figure Out Who I am” Drive Book, let’s go with “Die Trying” as that would have been her drive just prior to her new book. She has a brain lesion that damages her brain if she flies and could kill her if she pushes it too hard. Thought it might be fun to make her vice be superheroing instead of what the book was original created for things like playboy billionaires and such.

Drive Book:  Die Trying 

Book available to open when: 

-You reveal and indulge in a serious, self-destructive vice. Write down what your self-destructive vice is.

 

Reputation: When you meet someone important (your call), roll+Influence. On a 7+, they’ve heard of you and you say what they’ve heard, the EiC will have them respond accordingly. On a 10+, take +1 forward on the next action involving them as well. On a 6-, they’ve heard of you, but the EiC will decide what they’ve heard. 

Move available to open when: 

-Your fame or vice put all those close to you in danger because of your neglect in those around you and your indulgence in your vice. 

The Price of Fame and Fortune: when you indulge in your self-destructive vice, you may Hold 1. There will be consequences, but spend Hold 1 for 1 to: 

• Spend a lavish amount of money to acquire or buy an asset 

• Use your money and reputation to gain access to someone or some place 

• Draw attention to yourself

• Take +1 forward.

Move available to open when: 

-You reveal the reason for your self-destructive nature and what it is you have to prove to someone to someone you have a negative bond with.

http://i.imgur.com/hFPOlyH.jpg

Okay, here’s my first pass at an original character for my Brine Bay setting.

Okay, here’s my first pass at an original character for my Brine Bay setting.

Okay, here’s my first pass at an original character for my Brine Bay setting. His name is Newton and he’s a member of a squad of scientists.

https://docs.google.com/document/d/1nUAoJ9VGQlaDJ38QOiP8sV-7pN6pBdqRu5Aku9CbGXI/edit?usp=sharing

GHOST RIDER

GHOST RIDER

GHOST RIDER

Verbs: Smash: +2 Influence: -1 Maneuver: 1 Protect: 1 Investigate: 0 

Summary of Powers: Composed of Bone and Hellfire when transformed. Super strength, stamina, durability and heightened reflexes. Healing factor and invulnerable to conventional weaponry. Use hellfire to create a new motorcycle or direct as blasts (or channel through other things – shotgun shells) that burn the soul and leave no physical injuries (unless trying to).

Powers that are Advantages: Motorcycle – ride on any surface. Mystical chain that responds to thought and can change shape and properties. 

(Extra Bond from limitations -> blood of the innocent to be spilled and can only protect the innocent so 1 more simple)

2 Simple – Pick up and hurl a truck. Control my chain with my thoughts.

1 Difficult – Penance Stare (make someone feel all the pain they’ve inflicted on others). 

1 Borderline – Bench press up to 25 tons. 

1 Possible – Unleash hellfire in omnidirectional explosions powerful enough to bring great pain to even someone like the Hulk.

1 Impossible – To wield limitless power for a time without being possessed and used as a vessel.

Origin Book: The Deal 

Deal with the Devil: You traded something extremely important away to someone who requires something from you for your powers. 

-I traded __my free will and part of my soul_ for ___my step father’s life (and what turned out to be a bond with the demonic force known as Zarathos___

-I can only get it back after __I get the demon’s soul out my body___ by __finding the Crystal of Souls_____

Need More, Give More: You can push your powers harder by giving up more. Explain what you are sacrificing and how in order to do something you haven’t done yet with your powers. The more powerful, the more you have to give up. Proposition the EiC.

Confession: Confide in someone by confessing your sins. Increase or form a Bond with them, but know that the knowledge you are imparting to them will put them in harm’s way. When you Burn this Bond double its effects. 

Suggested Foes: 

The Benefactor: Do you now fight against the one who gave you power? How powerful are they? Do they have minions? What do they want? Are you scared you might end up like them? 

The Demon Hunter: Is there a person or organization out there that seeks to kill people like you? Who are they? Why do they hunt you? Are they reasonable? Do you hope they succeed?

Drive Book: Do What Others Cannot 

Book available to open when: 

-When you hit rock bottom and compromise your morals. 

Not to be Trifled With: When you 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. 

Move available to open when: 

-Your actions get you in trouble with law enforcement, other superheroes or both. 

Marked: whenever you come off of a 12+ result on an attack, turn to your next opponent, let them know what’s coming and roll+Influence. On a 10+ choose two. On a 7-9, choose one: 

-The enemy sees you in a new light and makes all possible efforts to avoid you for as long as they can 

-The enemy does something to embarrass themselves (EiC’s call) 

-The enemy now sees you as the main threat 

If they run they will spread the word and tell others about what they saw you do, a reputation may begin to form. 

Move available to open when: 

-You bring up and discuss the idea of using lethal force or stepping outside the law with another character you have a strong bond with (your call).

http://i.imgur.com/lMy2ge1.png

DOCTOR STRANGE

DOCTOR STRANGE

DOCTOR STRANGE

Verbs: Smash: -1 Influence: 1 Maneuver: 0 Protect: 1 Investigate: +2 

Summary of Powers: 

-Mystical powers drawn from and bestowed upon by mystical entities. 

-Mightiest magician in the cosmos and Sorcerer supreme. 

Some Spells known to be in the book of the Vishanti (among a bazillion). Falls under: Conjuration, banishment, control over others, time (distortion and travel), space (teleportation, levitation, dimensional travel). For example:

-Page 567 – The Gorgerell Transportation Spell

-Page 4564 – The Vishanti spell of illusion

-Page 497 – Colodor’s Reversal Spell

-Page 453 – Colognerner’s Reversal Spell

-Page 10 – The Corelli’s Exorcism Reversal Battle Attack

Powers that are Advantages: 

-Cloak of Levitation – levitation and flight, resistance to damage from elements, disguise, can be called upon and act as an extra limb.

-Eye of Agamotto – see through disguises and illusions, past events, track beings via psychic or magicial emissions. Psychic probing, mystical shield, portals to other dimensions. Levitate objects, place beings into suspended animation, (group) teleportation.

-Book of the Vishanti – Book of spells (kept at home under lock and key). 

(Pretty powerful so only 2 extra Bonds from limitations and so one extra simple. He can do a lot but he’s going to be Pushing often to be able to do them.)

While Doctor Strange is crazy powerful and has access to many a spell, he starts play only being able to do a couple without having to Push:

2 Simple – Bolts of Balthakk (energy blasts), levitate myself or something else.

1 Difficult – Vapors of Valtorr (a radius of magical energy that unleashes a psychic storm

1 Borderline – Bonds of Cyttorak (Bind and keep something from being able to move)

1 Possible – The Winds of Watoomb (control over the weather of the entire Earth)

1 Impossible – To cast demonic spells that do not require barter of one’s soul.

Origin Book: My Knowledge 

A Dedicated Life: Through years of study and dedication you have acquired secret knowledge known only to a few. This knowledge grants you power but is also your responsibility as it means you are one of the few that can protect and guard the world against a specific threat known to you only through your knowledge. What do you know? How did you learn it? Who else knows and what is the threat you guard against? 

-The powers my knowledge grants me are: Conjuration, banishment, control over others, time (distortion and travel), space (teleportation, levitation, dimensional travel)

-The burden of my powers is to guard against: extra-dimensional or mystical beings.

Expert in the Field: When you first encounter an important creature, location, or item (your call) tied to your secret knowledge, roll+Investigate. On a 10+, tell the group what it is, the EiC will tell you something interesting about it. On a 7-9, the EiC will tell you something interesting about it, which may or may not be entirely true (EiC’s call). 

Do, Teach: When you impart your knowledge to another character, play out a scene of you teaching or training them. The next time they recall what you taught them, they may turn a 6- result into a 7-9 or a 7-9 result into a 10+. 

Suggested Foes: 

The Adversary: Are the threats you guard against living (or undead) beings? Do they have shape and form? Can they be killed? Do they have an avatar? How powerful are they? 

The Fallen: Is there one who used to possess your knowledge and position but has now fallen from grace? Who are they? How did they fall? Do they hate you? Do they want their position back?

Drive Book: Understand 

Book available to open when: 

-Your greatest failure and what allowed you to get past it comes up in play. 

Mumbo Jumbo: When you explain a process or concept that deals with the sciences or an area of your expertise in such a way that it goes way over heads’ of those around you (it doesn’t have to actually make sense), roll+Investigate. On a 10+, you may use a piece of technology to do something it would normally have no business doing. On a 7-9, you do it, but it will also produce an unintended result (the EiC will tell you what). 

If you can re-state your mumbo jumbo again so that it is very simple (metaphor recommended), take +1 forward on the roll. 

Move available to open when: 

-Doing something to a piece of technology recklessly results in an entire city, at the very least, being put in danger. 

Hypothesize: whenever you handle or examine an interesting object (your call), roll+Investigate. On a hit, you can ask the EiC questions. On a 10+, ask 3. On a 7–9, ask 1: 

• Who handled this last before me? 

• Who made this? 

• What has been done most recently with this, or to this? 

• How might I fix or break this? 

• What was this made to do? 

Move available to open when: 

-You regain your sanity after you snap and go mad learning of something no regular human has the capacity to understand.

http://i.imgur.com/pPjvgSP.png

So here’s my first stab at building a character.

So here’s my first stab at building a character.

So here’s my first stab at building a character. Not sure I have the system right, and the name is terribad. (I got it from a random Chinese name generator.) Comments & critique are appreciated!

Meng Hui-li, the Lightning Sorceress

Ma Hui-li was one of the subjects of a Chinese experiment to create a hyper-intelligent human. The others are either dead, or even more insane than she ever was. (The infamous Doctor Chimera is also rumored to be connected to the project, most likely as one of the researchers.) Unfortunately, in her case what was created was a being without any empathy, conscience, or ethics, only hate and rage towards those who had done this to her. After freeing herself and destroying the compound, Hui-li proceeded to sell the products of her intellect to anyone with the money to buy them and the will to use them.

Then one day, someone managed to reach the person underneath all that cold, uncaring intellect, hate, rage, and pain, and make her care again. Hui-li isn’t as smart as she once was, but the joy her work now brings is worth the loss.

Verbs: Smash: 1 Influence: 0 Maneuver: 1 Protect: -1 Investigate: 2

Summary of Powers:

Hyper-intelligence and scientific skills. Think Reed Richards plus Doctor Doom plus Tony Stark plus Lex Luthor. Now cube the resultant IQ.

Powers that are advantages: Usually has a halo of multi-function drones around her. Plus an array of gadgets.

Simple: Construct or improvise a device to solve a small-scale problem.

Difficult: Prevent an alien trans-dimensional portal from imploding and destroying the earth.

Borderline: Design, construct and deploy an array of shield drones to stop Hong Kong from being wiped out by a typhoon. In under thirty minutes.

Impossible: Time travel.

Origin: Not That Girl Anymore: You used to operate in a world that any do-gooder would not care to be associated with. State what your life was like and what turned you around.

I was previously involved in: Developing hyper-technology and selling it to the highest bidder, mostly supervillains or two-bit dictators, anyone that would pay and actually put my technology to use,

I changed my ways because: My neural conditioning started breaking down, and I started caring about other human beings. I even fell in love. (Sort of, it’s complicated.)

Courage Under Fire: when you receive hostility in return for trying to genuinely do what is right, say how you mitigate the hostility and roll+Influence. On a 10+, you sway those that witness your heroism, the EiC will offer you a chance to write in or increase a Bond. On a 7-9, as a 10+, but the EiC will first offer you an ugly choice or a hard bargain.

Double Take: when you Burn a Bond with a teammate in order to gain the trust of someone else, roll+Influence. On a 10+, you gain their trust and may write a Bond in with the new person. On a 7-9, you must offer assurances that you are on their side.

Drive: Create

Book available to open when:

-You work building, researching or studying is used against you and those you care about.

Workspace: Choose 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 unknown technology.

When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of some shit, decide what and tell the EiC. The EiC will tell you “sure, no problem, but…” and then 1 to 4 of the following:

• It’s going to take hours/days/weeks/months of work;

• First you’ll have to get/build/fix/figure out _;

• You’re going to need _ to help you with it;

• The best you’ll be able to do is a crap version, weak and unreliable;

• It’s going to mean exposing yourself (plus colleagues) to serious danger;

• You’re going to have to add _ to your workplace first;

• It’s going to take several/dozens/hundreds of tries;

• You’re 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 you’ve 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.

Move available to open when:

-You go for broke and sacrifice something important to you in order to get your workspace.

Deep Pockets: when you need an item or object that is not complex or too hi-tech (EiC’s call), 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 7–9, you happen to have something pretty close but there’s a catch, the EiC will tell you what it is. On a 6-, you used to have just the thing, but it looks like an enemy stole it from you, you lost it somewhere, the EiC will tell you where you last saw it.

Move available to open when:

-Your desire to learn about something endangers your physical or mental health or your identity.

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i.imgur.com/hkcGWPv.jpg

BLACK WIDOW

Verbs: Smash: 0 Influence: +2 Maneuver: 1 Protect: -1 Investigate: 1 

Summary of Powers: 

-As strong, agile, fast and durable as a human can be (without being superhuman) – including immune system, senses.

-Expert Martial artist, sharpshooter and acrobat.

-KGB training – surveillance, spying, psychological manipulation, espionage – become whoever I need to be. Expert tactician

Powers that are Advantages: Widow’s Bite (electro-static energy blasts). Widow’s Line (grappling hook, tear gas, knockout gas). Belt of discs (plastic explosive). Costume equipped with micro-suction cups, resistant to extreme temperatures. Disguise kit. Range of weapons.

2 Simple – Lie extremely convincingly. Pass unnoticed by all but the highest level of security. 

1 Difficult – Incapacitate someone with combat prowess.

1 Borderline – Hide in plain sight in front of someone with a high level of training.

1 Possible – Take down a building with a well-placed explosive disc. 

1 Impossible – Use brute force to punch through metal. 

Origin Book: The Wake-Up Call 

Not That Person Anymore: You used to operate in a world that any do-gooder would not care to be associated with. State what your life was like and what turned you around. 

I was previously involved in: spying for the KGB

I changed my ways because: I fell in love

Courage Under Fire: when you receive hostility in return for trying to genuinely do what is right, say how you mitigate the hostility and roll+Influence. On a 10+, you sway those that witness your heroism, the EiC will offer you a chance to write in or increase a Bond. On a 7-9, as a 10+, but the EiC will first offer you an ugly choice or a hard bargain. 

Double Take: when you Burn a Bond with a teammate in order to gain the trust of someone else, roll+Influence. On a 10+, you gain their trust and may write a Bond in with the new person. On a 7-9, you must offer assurances that you are on their side. 

Suggested Foes: 

The Owed: Is there a person or organization from your criminal past that feels you owe them something? Who are they? What do you owe them? How powerful are they? What do they know about you? 

The Betrayed: Did you have a partner in your criminal days? Do they feel you betrayed them? Do you feel you betrayed them? Who are they? What are their abilities? Are they still at large?

Drive Book: Redeem Myself 

Book available to open when: 

-Your actions, or an outside force destroys a Bond you hold dear. 

What happened to your reputation? What do people think of you and what do you think of yourself? If you do not have a negative Bond associated with your reputation, be sure to write one in to have it represented on your sheet. 

-I took it upon myself to go rogue and pull a triple agent play. It worked out ok in terms of results but now no one really trusts me. Now I’m stuck with a new team of rookies.

Rookie Mistake: when your desire to prove yourself puts you at odds with someone you care about, do what you gotta do and roll+Bond. On a 10+, strengthen your Bond with them by 1 if you can justify your actions or their results. On a 7-9, justify yourself, the EiC or PC will let you know if you how the Bond is affected. 

Move available to open when: 

-Your desire to prove yourself leads to taking a Critical Condition. 

Against the Current: when contradicting the popular opinion about you makes things more difficult for you (your call), say how you try to change that opinion and roll+Influence. On a 10+, you win them over and may increase the Bond by 1, say how you do it. On a 7-9, in order to do so, it’s going to cost you. The EiC will offer you an ugly choice, hard bargain or worse outcome.

 

Move available to open when:

-You stumble, hesitate or flinch in the face of hatred or fierce opposition to a course of action that would be welcomed by any other hero.

http://i.imgur.com/hkcGWPv.jpg