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

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

i.imgur.com/hkcGWPv.jpg

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

Change log:

Change log:

Change log:

-Clarification for rolling added – if there’s no plus, don’t add anything (just roll 2d6).

-Tweak to enemy location format

-Bit more guidance for character generation for characters that don’t have inherent super powers.

-Tweak to Negotiate.

https://www.dropbox.com/s/b9iijmjbjcaeqh5/WorldsInPerilalpha%200.4.pdf

Change log:

Change log:

Change log:

-Slight tweak to Take Down.

-More efficient villain template.

-Clearer character generation direction for powers.

(fluff is more going to come later with explanations and examples once I get back dev editing but I know character generation is a big thing so wanted to address it right away!

https://www.dropbox.com/s/q0dwzzwnehqaxgz/WorldsInPerilalpha%200.3.pdf

BATMAN

BATMAN

BATMAN

Verbs:

Smash: -1

Influence: 1

Maneuver: 0

Protect: 1

Investigate: +2

Summary of Powers: Athletic Prowess, World’s Greatest Detective.

Powers that are advantages: Utility belt – something for everything. 

Powers Profile: 

(So essentially since Batman has no inherent powers, but I’m going to treat his utility belt as a power, and since it can do a lot and is probably in semi-constant use, he’s not quite so limited. He’s going to have a bunch more Bonds than say, Superman though, that he can Burn to ensure success and he’s going to be able to do a lot. By treating the belt as a power he has a bunch of stuff he can do with it, and whenever he wants to introduce something new from it he can use Push, like a power, so that he isn’t limited by it and allows for screw-ups. Also, since it’s an Advantage, it’s something the EiC can play with or limit use of for Hard Moves which could be fun.)

3 Simple – Get past simple security measures without detection, scare the crap out of an enemy (have leverage over those scared or surprised), feats of Olympic ability – jump across rooftops.

2 Difficult – Disappear into the night when someone is aware of my presence (especially when they turn their back in monologue), Take out far away targets via bolas, grapple gun or goo globules.

1 Borderline – Get through walls or other obstacles – pellet grenades, laser, explosive gel, or thermite.

1 Possible – Equipment to survive in any environment – rebreather, special costume.

1 Impossible – Pull out anything bigger than the belt itself.

Origin Book: A Death in the Family

Haunted: In your past you were heavily influenced by the loss of a person that defines the core of why you became the hero you are today. You now live by a set tenets and ideals that can be almost impossible to live by at times, write down a sentence or two describing these ideals you live by. When you are pushed to your limit and are faced with a difficult decision, think of the person you lost. Have a one-sided conversation with them (or they can talk back if you are a little nuts) and ignore the effects of all Conditions until you succeed at a single action. 

Evil Never Sleeps: When you feel like you can’t stop or someone might die, Look for Trouble instead of trying to Fit In and recover from one condition after the trouble is resolved.

Cracks in the Same Places: When someone shares an experience with you that reminds you of your own tragedy, increase your bond with that person by one. 

Suggested Foes: 

The Killer: Is there a person or organization behind the death of your love one? Who are they? What are their abilities? Are they still at large or have they been brought to justice?

The Other Side of the Coin: Is there someone out there that represents everything you fight against? Who are they? What are their abilities? Why do they do the things they do?

Drive Book: Create

Book available to open when:

-Your 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 permanently sacrifice someone 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 personal physical or mental health or identity.

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

SPIDER-MAN

SPIDER-MAN

 SPIDER-MAN

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

Summary of Powers: Enhanced agility, reflexes, strength, durability, senses, spider-sense, wall-crawling. 

Powers that are Advantages: web shooters (spider-bots, spider-tracers)

Powers Profile: (Spidey takes more limitations so starts with an extra simple thing he can do) 

2 Simple – Sense danger, stick to almost any surface.

1 Difficult – Swing from webs. 

1 Borderline – Use my webbing as a material to fashion almost anything. 

1 Possible – Generate organic webbing. 

1 Impossible – Mutate and cocoon. 

Origin Book: A Death in the Family

Haunted: In your past you were heavily influenced by the loss of a person that defines the core of why you became the hero you are today. You now live by a set tenets and ideals that can be almost impossible to live by at times, write down a sentence or two describing these ideals you live by. When you are pushed to your limit and are faced with a difficult decision, think of the person you lost. Have a one-sided conversation with them or narrate it out and ignore the effects of all Conditions until you succeed on a single action. My Ideals: With great power comes great responsibility. 

Evil Never Sleeps: When you feel like you can’t stop or someone might die, Look for Trouble instead of trying to Fit In and recover from one Condition after the trouble is resolved. Cracks in the Same Places: When someone shares an experience with you that reminds you of your own tragedy, increase your Bond with that person by one if you narrate it and share it with the table. 

Suggested Foes: The Killer: Is there a person or organization behind the death of your love one? Who are they? What are their abilities? Are they still at large or have they been brought to justice? The Other Side of the Coin: Is there someone out there that represents everything you fight against? Who are they? What are their abilities? Why do they do the things they do? 

Drive Book: Reconcile My PastBook available to open when: -When you feel you fail as a hero and it changes who you are, how you act. 

Coping Mechanism: whenever you berate or heckle your opponent to hide your true feelings, roll+Influence. On a 10+, choose one. On a 7-9, the EiC chooses one. -They stumble, hesitate or flinch. -They reveal something about their backstory. -They reveal a portion of their diabolical plan. -You earn their full attention and ire; they take +2 forward to all attacks against you, everyone else takes +2 forward on all attacks against them. Move available to open when: -You give your teammates a glimpse of the vulnerability you cover up with violence, wise cracks or both. 

Painful Catharsis: when a memory in your past is triggered and you lose control over yourself, roll+Smash. On a 10+, hold 3. On a 7-9, hold 1. Spend hold 1 for 1 on the enemy who’s been messing you up to: -Ignore your Conditions for a single move -Grapple with them so that you are locked together (neither of you can move until the grapple is broken) -Avoid an attack Move available to open when: -You do something to place yourself or the group in danger by acting irrationally because of something that happened in your past. 

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

SUPERBOY

SUPERBOY

SUPERBOY

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

Summary of Powers: Powered by the Sun. Super speed, strength, heat vision, hearing, smell and mental faculties. Superhuman breath, invulnerability. Powers Profile: (lots of powers that can do lots of things so less Bonds, less he can do with them to start. 

No extra powers for the profile since he only took one drawback – kryptonite) 

1 Simple – Hit people so hard I usually have to hold back. 

1 Difficult – Fly faster than a speeding bullet.

1 Borderline – Focus in and listen for something specific anywhere in a city-wide radius. 

1 Possible – Lifting something the size of an island. 

1 Impossible – Fly so fast so as to reverse time. 

Origin Book: Alien Heritage

One of a Kind: you are different from the people of Earth, answer the questions below 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 seek help from a team member about the difficulties and differences you experience. -Do you need to eat? -Do you thrive in an environment that humans cannot? -Do you dream, have a purpose? 

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 if they accept a Condition in return for the image. On a 7-9, choose one: • You impose a Condition on the invader or may ask for an image you see in their mind but you can take a Condition of the EiC’s choosing as well. • They pry a secret from you that will have serious repercussions in the future, offer your secret to the EiC and come up with something serious enough together. 

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 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. 

Suggested Foes: The Xenophobe: Is there a person or organization that feels you or your people should stay out of human affairs and off the planet? Who are they? How powerful are they? Why do they hate you? Do your people deserve to be feared? The Purist: Is there someone from your home that doesn’t think you should be associating with the people of Earth? Who are they? What are their abilities? What do they have against Earth? 

Drive Book: Observe and Learn Book available to open when: You become a part of at least two different worlds, with one of them being Earth, and you can’t help yourself but to compare and cast judgment on humanity. Take a Bond with Humanity. Whenever you judge the merits and flaws of the human race, consult your Bond score. If an act shine a positive light on the human race, raise the Bond by 1. If a moment makes you doubt, question or showcases its flaws, lower the Bond by 1. Bond Points with Humanity can only be Burned if the Bond is raised above 10, in which case you may shrug off a Moderate Condition safeguarding humanity for every point above 10 you have. If it drops below -5, take a permanent Moderate Condition where you take a -1 forward anytime you wish to protect or save humanity despite your better judgment. 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. 

Fortress of Solitude: You 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 (EiC’s call) can rid themselves of up to two Conditions. Move available to open when: -You establish your Fortress of Solitude – where it is, how it was made, what it looks like and why you need it. You may only discover your fortress for the first time once you no Bond Points left to be able to spend. Role Model: when you learn or are inspired by watching and learning about how someone or a group of people conduct themselves, write down one quality you wish to emulate. Once per session you may Burn a Bond for free on a roll when you strive to be better and emulate your role model in the doing.

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