Henry "Lancer" Arden


● Ambiguous, Man, Shifting, Transgressing, Woman
● Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
● Stylish clothing, comfortable clothing, simple clothing, casual clothing
● Flashy costume, stylish costume, gaudy costume, iconic costume

If you have powers, they’re pretty minor, not noticeable. If you have skills, you carry the necessary equipment. Choose 2.
□ Swords □ Acrobatics

Freak -1, Danger -1, Savior 0, Superior +2, Mundane +2

- When did you first put on your costume?
- How did you gain your skills?
- Who, outside of the team, thinks you shouldn’t be a superhero?
- Why do you try to be a hero?
- Why do you care about the team?

Once you’ve finished your backstory, introduce your character to the other players,
and then determine what happened when your team first came together, the
relationships between you and your teammates, and who has influence over you.

When our team first came together…
We found signs that this incident was just the start of something bigger. What were the signs?

_ _ _ _ _ _ _ _ is awesome, and you take every chance you get to hang out
with them.
You’ve got to prove yourself to _ _ _ _ _ _ _ _ before you feel like a real

You are so excited to be here. Give influence over you to three of your teammates.

Beacon Moves: (Choose two)
□ Straight. Up. Creepin’.:
When you scope out a person or place, roll + Mundane. On a 10+, ask 2. On a 7-9, ask 1.
- What happened here recently?
- What is being concealed here?
- Who or what here is not what they seem?
- Whose place is this?
- What’s my best way in/out?
On a miss, you find yourself in over your head. The GM will tell you why this is a bad spot.

□ No powers and not nearly enough training:
You’re always picking up new gear to keep yourself in the game. Whenever you pick up a new piece of gear, you can write it in as a new ability if this line is empty.
_ _ _ _ _ _ _

□ □ □

Treat the new piece of gear as if it were any other ability. When you use the gear in a novel and risky way, mark a box to roll + Mundane instead of + Freak to unleash powers with it. When you mark the third box, the gear is used up, lost, or recovered from you in the process.

□ Won’t Let You Down:
When you help a teammate, you can spend 2 out of the team pool to add +2 to their roll.

□ Pretty Much a Superhero:
When you bring up your superhero name to someone important (your call) for the first time, roll + Savior. On a hit, they’ve heard of you; say what they’ve heard and which label they think applies. On a 7-9, the GM will tell you something else they’ve heard, and pick a second label they might see you as. On a miss, they don’t take you seriously or mistrust you moving forward.

□ C’mon, Lucky:
You have a pet of some kind, a smaller companion that supports you and helps you out. Detail it. Choose 3 basic moves. Tell the GM how it helps you with them. Whenever your pet could help you, take +1 to that move. If your pet ever gets hurt, treat it as taking a powerful blow.

□ Suck it, Domitian:
When you stand strong while dramatically under fire, roll + Savior instead of + Danger to directly engage.

Choose 4 drives to mark at the start of play. When you fulfill a marked drive, strike it out, and choose one: mark potential, clear a condition, take influence over someone involved.

When your 4 marked drives are all struck out, choose and mark 4 new drives. When all drives are struck out, change playbooks, retire from the life, or become a paragon.

□ Lead the team successfully in battle
□ Kiss someone dangerous
□ Punch someone you probably shouldn’t
□ Help a teammate when they most need you
□ Take down a threat all on your own
□ Show up an adult hero
□ Pull off a ridiculous stunt
□ Save a teammate’s life
□ Get drunk or high with a teammate
□ Drive a fantastical vehicle
□ Get a new costume
□ Get a new hero name
□ Earn the respect of a hero you admire
□ Make out with a teammate
□ Punch out a teammate
□ Break up with someone
□ Stop a fight with sense and rationality
□ Tell someone your true feelings for them
□ Travel to an incredible place (or time)
□ Reject someone who tells you “you shouldn’t be here”

Moment of Truth
This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that’s you. You burn bright and you burn hot, and their jaws are gonna drop when you’re done. Of course, folks are gonna expect a lot more from you from this point out…

Team Moves
When you share a triumphant celebration with someone, tell them how they’re awesome and add 1 Team to the pool. If they tell you how you’re awesome in return, add another Team to the pool.
When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift 1 Label up and 1 Label down, your choice.

Every time you roll a miss on a move, mark potential.

When your 5 Potential boxes are marked, you advance. Choose 1 from the list below: When you’ve taken 5 advances from the top list, you can take advances from the list below the line.
__ Take another move from your playbook
__ Take another move from your playbook
__ Take a move from another playbook
__ Take a move from another playbook
__ Take a move from another playbook
__ Someone permanently loses Influence over you; add +1 to a Label
__ Rearrange your Labels as you choose, and add +1 to a Label
__ Unlock your Moment of Truth

__ Unlock your Moment of Truth
__ Create a second character
__ Change playbooks
__ Take an adult move
__ Take an adult move
__ Lock a Label, and add +1 to a Label of your choice
__ Retire from the life or become a paragon of the city


Henry "Lancer" Arden

Freitagsrunde Robert_Greifenau