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Dice Masks RPG Playbooks

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Wondertainment

Senior Member
This is where we're going to put our playbooks. I'm putting a template here, but you can list the info however way you want. Let's try and keep this thread clean, so all questions should go to OoC.

Characters Ready for Phase 2:
Seraph Darkfire Seraph Darkfire as Veil, the Reformed
SP3CT3R SP3CT3R as Moonbow, the Outsider
Manant Manant as Gecko, the Janus
EbonChevalier EbonChevalier as El Aguila, the Beacon
RisenFromAshes RisenFromAshes as the Squire, the Prodigy

NAME:
ALIAS (if you have one):
PLAYBOOK:
GENDER:
AGE:
APPEARANCE:
ABILITIES:

POTENTIAL:
[ ] [ ] [ ] [ ] [ ]
Every time you roll a miss on a move, mark potential.

LABELS:
Danger ( ) Freak ( ) Savior ( ) Superior ( ) Mundane ( )

CONDITIONS:
[ ] Afraid (-2 to engage a threat)
[ ] Angry (-2 to comfort or support of pierce the mask)
[ ] Guilty (-2 to provoke someone or assess the situation)
[ ] Hopeless (-2 to unleash your powers)
[ ] Insecure (-2 to defend someone or reject others' influence)

INFLUENCE (who YOU have influence over):

MOVES:

CHARACTER-UNIQUE SECTION (ex. Protege's "Mentor" or Janus' "Secret Identity")

RELATIONSHIPS:

TEAM MOVES:

BACKSTORY:
 
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NAME: Alexander Ferric
ALIAS: Veil
PLAYBOOK: The Reformed
GENDER: Male
AGE: 19
APPEARANCE:
870090e349df5301cf5ee7d5b69cad63.png

latest
ABILITIES: Ferrokinesis

POTENTIAL:
[X] [ ] [ ] [ ] [ ]
Every time you roll a miss on a move, mark potential.

LABELS:
Danger (+2) Freak (+1) Savior (-1) Superior (+1) Mundane (0)

CONDITIONS:
[ ] Afraid (-2 to engage a threat)
[ ] Angry (-2 to comfort or support of pierce the mask)
[X] Guilty (-2 to provoke someone or assess the situation)
[ ] Hopeless (-2 to unleash your powers)
[ ] Insecure (-2 to defend someone or reject others' influence)

INFLUENCE:
TBD

MOVES:
What the hell, hero:

When you call out an injustice that a hero has perpetrated, roll + Danger. On a hit, take Influence over them. On a 7-9, choose one. On a 10+, choose two.
- You get them to admit their wrongdoing

- You win over an onlooker; take Influence
over them

- You don’t turn their attention and anger
onto yourself

On a miss, they dismiss you; mark a condition (their choice), shift Danger up, Savior down.

Blowing off steam: When you commit a misdemeanor or small “victimless” crime, you may clear a condition of your choice.

CHARACTER-UNIQUE SECTION
Friends in Low Places

You have ties to villains from your previous career.
Ellen "Devil" Drummond Specialty: weapons, materials, cosmic artifacts, alien tech, insider info
Obligation: ■ ❏ ❏ ❏
Mr. Cane. Specialty: weapons, materials, cosmic artifacts, alien tech, insider info
Obligation: ❏ ❏ ❏ ❏
Armorer Specialty: weapons, materials, cosmic artifacts, alien tech, insider info
Obligation: ■ ■ ❏ ❏

When you come to them for help with your problems, mark obligation on them and they’ll help
out within their specialty. If all their boxes are full, then they won’t help you until you help them.

When time passes, roll + your highest obligation. On a 10+, they come crashing into your life
with a crisis. On a 7-9, they call for a favor. On a miss, they don’t come knocking yet, but mark
obligation with them—the debts are getting heavier.

When you help one of these villains with their problems, erase two obligations on them.

RELATIONSHIPS:
TBD

I’ve earned the trust of _________________, and I follow their example of what a hero should be.
I did something terrible to __________________ once. I hope they can forgive me one day.

TEAM MOVES:
When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.

When you share a vulnerability or weakness with someone, ask them what they would do
something dark for and gain Influence over them.
BACKSTORY:
Alex was mentored in the ways of villainy by his grandfather Matias Herre, a well known villain, better known for his ability to get other people to do bad things, keeping his hands relatively clean in the eyes of the law. The man was a manipulator and raised Alex to be at least somewhat similar to him in personality. He was always fond of saying "If you aren't doing the beating, you're the one getting beat"

Alex developed Ferrokinesis fairly soon after this, a surprise to his grandfather who possessed Telekinesis. With this new addition to his repertoire, Alex's training took on a more vicious and intense tone. He was forced to fight against other superpowered children, the children of other villains who weren't impressed with their own offspring's abilities. He made a few enemies during those days, even more when the children didn't improve, leading him to face off against adults.

As he got older, Matias revealed the reason why he was pushed harder than other children his age. He was to help out in missions working against the city government. People responsible for the death of his parents. He started off small, getting a taste for the life. Thefts, muggings, and the like. Afterwards he was apprenticed to other Villains, to work as their minion, or to just provide a decent distraction for them to get away. It was an angry time for Alex.

Another Villain he mentored under, named Imp, was the one who started his steps towards a better life, even if he wasn't ready. Imp didn't have strong powers or even a large physique. The man fit his moniker, small and not really good or bad looking. Average in all but his powers. He had the power of Empathy and understood the ways of people's minds. He showed Alex that not everyone was worthy of anger or being attacked. There were plenty of people just trying to get by in life, who didn't have powers or powerful families, or even a lot of money. Why trouble those who already had enough problems?

People had lives outside of him. He didn't have to hurt them just because he could.

As a show of good faith and friendship, Imp used his abilities and knowledge to get Alex some information for free, something the information broker rarely did.

This information was one of the many reasons he decided to overthrow his grandfather. His parents were still alive, missing, but alive. Using his own connections, Alex gathered lower rung villains and minions, people who worked for Matias but were unhappy with their stations and willing to risk it to get a little bit more under Alex.

He'd beat Matias and take his place, using the man's wealth and connections to find his parents. When the time came, things went well, Alex was able to reach and subdue Matias with little struggle...but it wasn't right. Matias was pleased with the actions Alex had taken, shown almost glee at the man he was becoming. Alex knew he was becoming just like his grandfather. Using people to further his own goals...and even worse, he was still not as good at it. Even if he took his place, Alex didn't have the allies that his grandfather had, he'd lose the power almost as quickly as he'd achieved it, and if he'd given the power back, he would have been under that thumb forever.

So he left. Not to become his own villain, as Matias probably wanted. To spite the man, he became a "Hero". At first, he'd just attacked and subdued his grandfather's men, and those connected to him. Over time, he started to help completely unrelated people, started making his own connections in a more honest way. He kept a business arrangement with Imp, becoming connected to people who could help him...in exchange for occasionally looking the other way when it came to lesser crimes, or favors owed at a later date.

But this had a secondary effect. While he was doing good, most Heroes didn't trust his motivations or didn't approve of those he associated with. Villains didn't give him much either as he was actively opposing them. He was effectively on his own. With his connections however, he was able to find some information on his parents and had gained a step towards finding them...until it was taken away from him. In a strange twist of fate, he did find something else though...people willing to at least give him the benefit of the doubt, even aid him in his search. It was hard for him to put his trust in other people, but he had to be open with them if he wanted them to trust him.

Alex kept his Villain suit and Alias as a reminder and as a goal. If he as a person could improve, then he could also improve the image of his other persona. He did have some modifications made to the suit to make it easier to use with his powers.

When our team first came together....

It was to fight against an enemy from Alex's past, a young man by the name of Johnathan Derrings, who had modified himself and was fueled by a hate towards Alex. Johnathan was strong enough that Alex couldn't beat him on his own, even to the point where he was able to kill someone in front of him. It was only through the intervention of the Team that they defeated Derrings, though just enough to make him retreat. It was later revealed that the man Derrings killed originally held information that would have allowed Alex to find his missing parents.
 
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Very much WIP.

NAME: Tom Beckett.
ALIAS (if you have one): Gecko.
PLAYBOOK: The Janus.
GENDER: Male.
AGE: 16
APPEARANCE: Man, white, boring clothing, flashy costume, small mask.
ABILITIES: Supernatural senses, impossible mobility.

POTENTIAL: [ ] [ ] [ ] [ ] [ ]
Every time you roll a miss on a move, mark potential.

LABELS:
Danger (1) Freak (-1) Savior (0) Superior (0) Mundane (3)

CONDITIONS:
[ ] Afraid (-2 to engage a threat)
[ ] Angry (-2 to comfort or support of pierce the mask)
[ ] Guilty (-2 to provoke someone or assess the situation)
[ ] Hopeless (-2 to unleash your powers)
[ ] Insecure (-2 to defend someone or reject others' influence)

INFLUENCE (who YOU have influence over):

MOVES:

The Mask
: You wear a mask and hide your real identity. Choose what Label you try to embody while wearing your mask:

Savior.

Once per session, you can affirm either your heroic or secret identity to switch your Mundane with your mask’s Label. When you reveal your secret identity to someone who didn’t know it already, mark potential.

Game face: When you commit yourself to save someone or defeat a terrible enemy, mark a condition and take +1 ongoing to all rolls in direct pursuit of that goal. At the end of any scene in which you don’t make progress towards that goal, mark a condition. When you fulfill your goal, mark potential

Mild-mannered: When you try to use your civilian identity to deceive, trick, or slip past someone, roll + Mundane. On a hit they buy your facade. On a 7-9, choose one:
- you’re still under observation
- you leave something incriminating behind
- you’re forced to make a fool of yourself to sell it
On a miss, one of your civilian obligations rears its ugly head.

CHARACTER-UNIQUE SECTION (ex. Protege's "Mentor" or Janus' "Secret Identity")

Secret Identity

Your mundane life comes with a series of obligations. Choose a total of three obligations.
School: Schoolwork.
Home: Surrogate parenting, household chores.

When time passes, roll + your Mundane to see how you’re managing your obligations. On a hit, things are going pretty well—you have an opportunity or advantage thanks to one of your obligations. On a 7-9, you’ve lapsed on one obligation, your choice. On a miss, you haven’t given your normal life anywhere near the attention it deserves; the GM chooses two obligations that are going to bite you in the butt.

RELATIONSHIPS:

_____________________ knew you from your civilian life first.
You refused to tell ___________________ your secret identity when they asked.

TEAM MOVES:

When you share a triumphant celebration with someone, ask them if they see you as the person wearing the mask or the person underneath. If the former, mark potential and clear a condition. If the latter, take Influence over them if you reveal yourself. When you share a vulnerability or weakness with someone, tell them a secret about who you really are. Give them Influence, and shift your Mundane up and your mask’s Label down.

BACKSTORY:

Tom's always had to take care of himself. His parents are brilliant microbiologists, seemingly under the employ of the US government and apparently working together in a lab that researches the very nastiest bio-agents around - stuff a BSL-4 installation wouldn't touch with a ten foot pole. He only guesses that much by mistake and extrapolation; the pattern started to be a bit obvious by the fifth time some nutcase showed up in the news giving a monologue about the weakness of human flesh, a previously unknown virus was thawed from Arctic ice, or there was some unexplained impact event in a country whose name he could barely pronounce, and his parents immediately waved him goodbye before being spirited away by a military convoy.

When they're home, they're usually too tired from saving everyone from becoming a new species of genetically-engineered molemen or whatever it is they did that week to give him much attention. That is, unless his grades begin to slip. The Becketts expect nothing short of academic excellence from their children. Only one time did they bring him up to speed on their exploits at work, and it was because it was apparently possible that they could have been infected with The Terrapin's newest retroviral toy and unwittingly brought it home. It an attempt to create henchmen that combined the best from both reptile and man. Whatever. Nothing came from it, or so he thought.

•When did you first put on the mask? Why?
Months later, Tom found out that maybe there was something up after all when he woke up and his arms felt like they had been superglued into his bed. Mom and dad were, of course, away. He missed school that day and got quite an earful afterward. And if they weren't willing to listen to his explanation, why should he go out of his way to tell them? The first time he slapped on a pair of goofy yellow goggles and went out to climb the tallest buildings he could find, it was purely to have fun. Which got interrupted when he felt obliged to stop a mugging. Things kind of snowballed from there.

• Why do you keep a secret identity?
Inertia. And it's come to his attention that he's technically a wanted criminal now - for aggravated assault, vigilantism, criminal vandalism, property damage, jaywalking, the list goes on. And as he's the only role model his little brother Finn really has, getting arrested just wouldn't do.

• Who, outside of the team, knows about your dual identity?
Edward "Eddie" Appleby, once the editorial cartoonist for the Herald. Eddie doesn't particularly care for Tom's "heroics"; he used to be friends with some big-shot super or another back in their early days, but they had a falling out and the topic is still touchy.

Eddie first met Tom as he laid barely conscious within a dumpster, after getting a beating from some superstrong mafia thug. He'd needed to beg the man not to take him to the hospital. Eddie agreed and patched Tom up somewhat (having had practice in the past) but demanded to hear the story in full later. Tom's come to see the presence of at least one sane and relatively-normal adult in his life as a blessing.

• Who thinks the worst of your masked identity?
John Gallagher, a renowed police captain, really has it in for that wall-crawling freak who keeps interfering with his division's investigations.

• Why do you care about the team
Depends on Tom's mood about the superhero thing, any given day. Sometimes they're the only people among which he can really be Gecko, without it feeling like a farce; sometimes, when he's feeling like a freak, it is comforting to be among people even weirder than he is. Although he would never tell them as much. Plus, Moonbow and Traveler seem to be involved in pretty serious business...
 
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Ik.jpg
NAME: Harrison Sergio Reinmann
ALIAS: Bigshot
PLAYBOOK: Soldier
GENDER: Male
AGE: 20
ABILITIES:
  • A signature weapon
  • Mechanical limbs

POTENTIAL: [ ] [ ] [ ] [ ] [ ]
Every time you roll a miss on a move, mark potential.

LABELS:
Danger (-1) Freak (0) Savior (+2) Superior (+1) Mundane (0)

CONDITIONS:
[ ] Afraid (-2 to engage a threat)
[ ] Angry (-2 to comfort or support of pierce the mask)
[ ] Guilty (-2 to provoke someone or assess the situation)
[ ] Hopeless (-2 to unleash your powers)
[ ] Insecure (-2 to defend someone or reject others' influence)

INFLUENCE (who YOU have influence over):

MOVES:

CHARACTER-UNIQUE SECTION (ex. Protege's "Mentor" or Janus' "Secret Identity")

RELATIONSHIPS:

TEAM MOVES:

BACKSTORY:
 
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NAME: Moonbow Starsprinkle
ALIAS: N/A
PLAYBOOK: Outsider
GENDER: Male
AGE: 19
APPEARANCE: (Man, Human body, Glowing eyes, Flashy clothing, No costume) Moonbow is around six feet tall, with light brown skin, long, bubblegum-pink hair reaching the middle of his back, and a chin curtain. His eyes are gold with pupils shaped like four-pointed stars and an unnatural sparkle. As a denizen of Sparkletonia, Moonbow sports a pair of pure-white wings growing out of his back and a short silver horn in the middle of his forehead. He's always accompanied by a sweet scent usually described as the favorite dessert of those who notice.
ABILITIES: (Flight, Enhanced Strength, Heliokinesis, Stunning Beauty) Moonbow is capable of flight thanks to his wings, although his lack of conformity to aerodynamics suggests some magic might be involved. He's also moderately stronger than a human in peak condition, enough to push a car uphill with ease but not throw one or carry it for long.
Moonbow's horn collects sunlight and converts it into magic power, but due to being laughably bad at magic under pressure, he can't do much with it in a fight other than fire multicolored rays out of his horn and create some barriers.
Lastly, a variety of subtle biological features make Moonbow seem incredibly charming to outsiders when he wants to be; this seems to be an entirely accidental evolutionary trait, as he's considered a solid 4/10 in Sparkletonia.

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

LABELS:
Danger +0
Freak +1
Savior +1
Superior +1
Mundane +0

CONDITIONS:
□ Afraid (-2 to engage a threat)
□ Angry (-2 to comfort or support of pierce the mask)
□ Guilty (-2 to provoke someone or assess the situation)
□ Hopeless (-2 to unleash your powers)
■ Insecure (-2 to defend someone or reject others' influence)

INFLUENCE OVER:

MOVES

Belong in two worlds:
You have the resources that come with your station. Whenever you contact your people, roll + Superior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1, but your people make an uncomfortable demand of you. Spend your hold 1 for 1 to:
  • Receive a useful piece of alien technology that will allow you to use any ability from another playbook once (choose the ability when you spend the hold)
  • Consult your people’s knowledge to ask the GM a question about the current situation
  • Clear a condition through the comfort of contact with your home

Not so different after all: When you talk about your home, roll + Freak. On a 10+, choose two. On a 7-9, choose one. During the conversation, you:
  • Confess a flaw of your home; add 1 Team to the pool
  • Mislead them about your home; take Influence over them
  • Describe the glories of your home; clear a condition
On a miss, you inadvertently reveal more about yourself than you planned; tell them a secret or vulnerability you haven’t shared with Earthlings before now.

Alien tech: When you alter a human device with your alien technology, roll + Freak. On a hit, you create a device that can do something impossible once and then fizzle. When you roll a 10+, choose one:
  • It works exceptionally well
  • You get an additional use out of it
On a miss, the device works, but it has a completely unintended side effect that the GM will reveal when you use it.

RELATIONSHIPS
You’ve been learning about Earth by spending time with _____________.

You have a crush on ________________ but you keep it under wraps.

TEAM MOVES
When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it’s meaningful.

When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.

BACKSTORY
Where do you come from?

Moonbow hails from Sparkletonia, a kingdom made out of clouds where everyone is happy. Sparkletonia exists in a magical world accessible to Earth by a magic rainbow path whose location is top-secret.
Why did you come to Earth?
Everyone is happy in Sparkletonia because it's an authoritarian hellscape and the royal family silences anyone who raises concerns about anything. Such as the monsters in the Shadow Forest below, the kingdom being an authoritarian hellscape, or the growing threat of the Darkness, something foretold about in a prophecy that would tear the kingdom to the ground if not stopped by a relic hidden on Planet Sadness (A.K.A. Earth). Moonbow, being a bit of a lone wolf, discovered proof of the Darkness' existence, and left to find it and save his people.
Why do you want to stay here (for now at least)?
If he can't find the relic, his whole kingdom is fucked.
Why do your people want you to come home?
Moonbow, being male, exists to be married off as leverage for a deal of some sort his parents want to make. And people will start asking questions once they notice the prince is missing.
Why do you care about the team?
Because they can help him save Sparkletonia. And they're the only people he knows who he can use his powers in front of without comparing him to his much cooler twin sister.
 
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NAME: Charles "Charlie" Fletcher
ALIAS: The Squire
PLAYBOOK: The Protege
GENDER: Male
AGE: 16
APPEARANCE: Man, Ambiguously Biracial, Athletic Body, School Uniform, Protective Gear
ABILITIES: Weapons and Gadgets, Detective Skills

POTENTIAL: [ x ] [ x ] [ x ] [ ] [ ]
Every time you roll a miss on a move, mark potential.

LABELS:
Danger ( 0 ) Freak ( 0 ) Savior ( +1 ) Superior ( +2 ) Mundane ( 0 )

CONDITIONS:
[ ] Afraid (-2 to engage a threat)
[ ] Angry (-2 to comfort or support of pierce the mask)
[ ] Guilty (-2 to provoke someone or assess the situation)
[ ] Hopeless (-2 to unleash your powers)
[ ] Insecure (-2 to defend someone or reject others' influence)

INFLUENCE:

MOVES:

❑ Been reading the files:
You’ve learned about the superhuman world through your mentor’s resources. When you first encounter an important superpowered phenomenon (your call), roll + Superior. On a hit, tell the team one important detail you’ve learned from your studies. The GM will tell you what, if anything, seems different from what you remember. On a 10+, ask the GM a follow-up question; they will answer it honestly. On a miss, the situation is well outside your base of knowledge; the GM will tell you why.

❑ Fireside chat:
When you seek advice from your mentor, roll + the Label they embody. On a hit they will tell you what to do. On a 10+, mark potential if you follow their advice, and take +1 ongoing to follow through. On a 7-9, you get +1 forward to see it through if you do it their way. On a miss, they don’t have time for you because something big has gone down; mark a condition, GM’s choice.

❑ Captain:
When you enter battle as a team, add an extra Team to the pool and carry +1 forward if you are the leader.

MENTOR:
Arthur Troyes is well-known as the curator of Halcyon City Museum, but he is better known in his secret identity as The Halcyon Knight. Beloved and immediately recognizable, The Halcyon Knight has been one of the icons of Bronze Generation superheroism. Though he lacks “true” superpowers outside of his arcane expertise, his magi-tech armor and gadgets make him more than a match for any villain.

His sanctum is The 13th Floor, the hidden basement level of the Halcyon City Museum’s archives, where he stores various dangerous and anomalous objects and administrates his day to day superhero activities. Recently, he has devoted a section of it for his sidekick’s purposes. This was made much simpler by the fact it is bigger on the inside than it could conceivably be on the outside.

Embodies: Savior
Rejects: Mundane
Abilities: Powerful Armor, Weapons and Gadgets
Resources: Teleportal, Surveillance System, Hidden Base

RELATIONSHIPS:
You and Alex teamed up a few times before the rest of you came together.
Your mentor is cautious; they asked you to keep an eye on __________________

TEAM MOVES:
When you share a triumphant celebration with someone, ask them if you’ve been a good leader or effective teammate. If they say yes, your mentor loses Influence over you and you mark potential. If they say no, your mentor gains Influence over you, and you take +1 forward on using the Label your mentor embodies.

When you share a vulnerability or weakness with someone, tell them a secret about your mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.

BACKSTORY:
How did you first meet your mentor?
"Whew. Now that's a hell of a question. Back in the day, I used to be the kind of kid people would call 'too clever for their own good', and more than a decade getting tossed around by Halcyon's foster care system kinda left me with a bit of a rough edge. I was capable, rebellious, and most of all, bored. It's not really a good combination; you can probably see where this is going. I'm surprised it ended up as well as it did.

"So my big hobby at the time was breaking into the Halcyon City Museum to peek at their archives. (And to see the Forbidden Dinosaurs (tm). I was 13, okay?) I doubt you've seen the archives since they keep that place under tight security, but there's a lot going on down there--and that's just the stuff people tell you about. If you think the museum is big, the network of basement floors will absolutely floor you."

"...No? Nothing? Okay."

"Anyway, I hit the bottom floor of the archives, except it's not actually the bottom floor. I did some looking around, and it turns out there's a whole 'nother floor below 12B. And the stuff there was... Weird. Like, paranormal-metahuman-secret history-weird. Other than the weird displays, I didn't really get what was going on until I saw the desk with the photos and the notes. And that's when I realized A) I just broke into the sanctum of a superhero and B) I just discovered his secret identity."

"Obviously, I noped the hell out of there ASAP, and when I got home, he was making smalltalk with my case worker."

"...Yeah. It was just a little bit awkward."

When and why did you choose to train with them?
"So, I figure they're talking about how I screwed up, how they're going to punish me, and blah blah blah. Y'know, standard juvenile delinquent stuff. Except no, that wasn't the case. Instead, it turned out they'd been discussing the terms of my adoption."

"Now, you'd think someone like me would be more pleased with going from pauper to prince overnight, but considering the circumstances, I had plenty reason to be weirded out by the whole thing. (I've gotten over the 'unorthodox approach', but I still like to give him shit for it every now and then.) Fortunately, instead of burying me six feet under or sending me to Siberia or wiping my mind or anything like that, he told me he wanted me to become his successor. Of course, I had (Hell, I still have) opinions, but it's not as like I was in any place to refuse. On both accounts."

"The moral of the story here is: be careful what you wish for."

Why did they agree to train you?
"Depends on the day and the hour. I've heard stuff like "you remind me of myself at your age" (doubtful), "to keep you off the streets" (probably true), "to make use of your potential" (technically true), "you've got moxie, kid" (a very old movie reference). I've heard some other stuff, but those are his defaults. Maybe there's truth in them; I wouldn't know. Personally, I think it's insurance; I know his identity, and if I'm his son and his protege, he has leverage over me. Very clever. Very in-character."

"Besides, I'm sure he's always meeting rambunctious youngsters with the will and the way to break into a superhero's secret hideout."

Who else, outside of the team, knows about your training?
"A lot of folks know The Halcyon Knight is The Squire's mentor, but a lot less folks know Charlie Fletcher is The Squire. Off the top of my head, everyone who knows my mentor's secret identity knows mine. So that's at least the four other members of his superhero team and his two most trusted confidants: Jennifer Morgan, his secretary, and his best friend, Martin Ambrose of Ambrose Enterprises fame."

"As for me? I haven't told anyone, and I haven't been outed like some amateur. It's not that I don't have anyone to tell, I just like to keep my two lives separate if I can. It keeps me grounded, and it's not like I have any real parents to inform anyway."

Why do you care about the team?
"As a wise man once said: 'Never leave your day ones in the gutter.' Besides, these guys are gonna get themselves killed without someone like me watching their backs."
 
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NAME: Jose Guerra
ALIAS (if you have one): El Aguila
PLAYBOOK: THE BEACON
GENDER: Male
AGE: 18
APPEARANCE: Man, Black, Smiling face, casual clothing ,flashy costume
ABILITIES:
Martial Arts (Lucha Libre Wrestling)
Acrobatics

POTENTIAL:
[X] [ ] [ ] [ ] [ ]
Every time you roll a miss on a move, mark potential.

LABELS:
Danger (-1 )
Freak (-1 )
Savior ( +2)
Superior (+1)
Mundane (+2 )

CONDITIONS:
[ ] Afraid (-2 to engage a threat)
[X] Angry (-2 to comfort or support of pierce the mask)
[ ] Guilty (-2 to provoke someone or assess the situation)
[X] Hopeless (-2 to unleash your powers)
[ ] Insecure (-2 to defend someone or reject others' influence)

INFLUENCE (who YOU have influence over):

MOVES:
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 which of your exploits they’ve heard about 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 assign to you. On a miss, they don’t take you seriously or mistrust you moving forward.



RELATIONSHIPS:


____________________ 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 hero.

TEAM MOVES:
When you share a triumphant celebration with someone, tell them how they’re awesome and add a 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 one Label up and one Label down, your choice.

DRIVES:
[ ] pull off a ridiculous stunt
[ ] save a teammate’s life
[ ] take down a threat all on your own
[ ] travel to an incredible place (or time)




BACKSTORY:

How did you gain your skills?
Well, when I was a kid I got picked on alot first for being a nerd and later for being gay. The one time I got the chance to swing back I missed and they gave me a harder beating because I fought back. It was so bad that I black out from the pain and woke up hours later with my shoes and wallet gone. I limped home that day wondering how I was going to explain the missing shoes, money and bruises to my mom. She worked two jobs just to keep a roof over our heads I didn't want her to worry about me and my bullshit. Anyway, as I'm limping home I pass by the old St. Jerome church with a bulky old man closing it down for the night. The old guy see's me limping drops what he's doing and comes to my side ask who did this me. Through busted and swollen lips a tell him the whole story of my ass kicking while he's leading me inside. Now, I know where you mind is going a catholic priest, a injured teen and a empty church. But I assure you it aint like that hell the old man almost killed another priest when he found out he was abusing kids. He was nearly excommunicated for blowing the whistle on pedo priest. He wasn't even a hundred percent catholic anyway he was apart of some old Mexica(Aztec) - Catholic fusion sect. He even spoke Nahuatl and used it in his prayers.

But, once again I'm going on a tangent gotta get back to the story. So the old man introduces himself as father Miguel, then takes me in to the church and starts treating my cuts and bruises like he's done it a thousand time before. The whole time I'm spilling my guts to this compete stranger and he just listens. When he's done he asks me if I want to learn how to fight. I scream yes and the old man smiles and says to meet him here after school in workout clothing. Four the next four years that old man put me through hell. It was either weight training or practice every other day of the week. It got worse when I get good enough at fighting to spare with him. Father Miguel might have been a big old guy but he moved like guy's half his age. He taught me Lucha Libre style Pro Wrestling. I always thought that shit was fake but taking a clothes line to the throat made me a believer.

By the time I was 17 I was almost a completely different guy I put on like 40lbs of muscle and grew like half a foot. My old bullies tried to gang up on me and I easily kicked their asses. I finally got the courage to ask out nick and we've been together for a few months now. Life was good but by then I felt it could be greater.

When did you first put on your costume?
It was about a month after finishing my training when Father Miguel called me to St. Jerome for a talk. He told me that he was the remaining member of an ancient sect of warrior priests that had been fighting evil since the days of Cortez. It's name roughly translated to the Guardians of the Fifth Sun. Founded by two eagle and jaguar warriors, this sect found and trained people worthy of learning their sacred fighting techniques. The first wrestling leagues were created for these warriors to maintain their skill in combat and make a living. Over time the non initiated mimicked their techniques but they lacked the proper training needed to use them to their full effect. Seeing these half ass techniques on display has lead to pro wrestling being labeled fake.

The march of time has lead to a decline in the membership of the guardians and Father Miguel is among the few surviving members. He said he originally taught me because he wanted to teach how fight. But as I absorbed all of his teachings over the years he felt that I was worthy successor. He asked me if I would fight those who seek to extinguish the Fifth Sun and bring an end to all things. I Immediately accepted and we spent the entire night working on my costume. About a week later I stopped the robbery of a corner store by some no name villain as El Aguila.

Who, outside of the team, thinks you shouldn’t be a superhero? My boyfriend. He figured out I was El Aguila when he saw the huge bruise on my chest that I got in fight with a villain named Tetsu-ken. He nearly had a panic attack and almost broke up with me but I managed to calm him down. He's been telling me I should be more careful when fighting.

Why do you try to be a hero? I always wanted to help save the world now that I can I'm not gonna pass up the chance.

Why do you care about the team? Because I know for a fact that I wouldn't be able to help as many people working on my own. Beside with more eyes and ears on my side I might find a led on the extinguishers.
 
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EbonChevalier EbonChevalier

I was going to have exact character like that as an adult hero in a game I ran a while ago. Literally the same name too hahaha reading my mind.

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Of course image is from a pre-existing series and the clothes would be different but color scheme, happy facade and physical build are all there.

NAME: Michael Blackmore
ALIAS: The Wave
PLAYBOOK: The Nova
GENDER: Male
AGE: 16
APPEARANCE: Man, White, Normal Skin, formal clothing, fantastical costume
ABILITIES: Elemental Control: Water

POTENTIAL: [ ] [ ] [ ] [ ] [ ]
Every time you roll a miss on a move, mark potential.

LABELS:
Danger ( +1 ) Freak ( +3) Savior (0 ) Superior ( 0 ) Mundane ( -1)

CONDITIONS:
[ ] Afraid (-2 to engage a threat)
[ ] Angry (-2 to comfort or support of pierce the mask)
[ ] Guilty (-2 to provoke someone or assess the situation)
[ ] Hopeless (-2 to unleash your powers)
[ ] Insecure (-2 to defend someone or reject others' influence)

INFLUENCE:
Happy Facade: Give influence to 3 team mates

MOVES:
When you charge up your powers, roll + conditions you currently have marked. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark three conditions. Spend your burn on your flares. You lose all burn at the end of the scene

❑ Shielding: You call up a fast protective field to stop a danger. Spend 1 burn to defend someone else from an immediate threat, rolling + Freak instead of + Savior.

❑ Elemental awareness: Spend 1 burn and mark a condition to open your mind up to the world around you with your powers. You can ask any one question about the world around you, and the GM will answer honestly.

❑ Moat: Spend 1 burn to create a barrier that will hold back threats as long as you keep your attention on it. The GM may call for you to spend another burn if the barrier is threatened by particularly powerful enemies.

❑ Reality storm: You channel a destructive burst with your powers. Spend 1 burn to directly engage a threat using your powers, rolling + Freak instead of + Danger. If you do, you will cause unwanted collateral damage unless you spend another burn.


RELATIONSHIPS:
You hang out all the time with __________________ to blow off steam.
You once hurt ________________ when you lost control of your powers.

TEAM MOVES:
When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.

When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.

BACKSTORY:
When did you first use your powers?

"When I was born as a matter of fact. Yeah it was pouring down for a good few days afterward. But it was only until I was 4 that they started to realize that it was me doing it. In general I could control water but it would uncontrollably rain when I got really hurt. Emotionally speaking.
Who was the first person you accidentally hurt with your powers?
"I was 4 when it happened and it was caused my parents to know about my powers. I was in preschool and some other kid thought it would be a good idea to bite me on the arm. Looking back it was just kids being kids but me back then couldn't take it. Rain clouds were gathering but the worst part is the kids arm was going blue. In my panic I had stop the blood in the boys arm. My parents understandably couldn't let something like that harm the families reputation they were a wealthy and powerful name in Halcyon of course. So they sent me to live just outside the city to be home school and looked after. I know they still love me even if they don't visit. I have been working on my powers so I can impress them someday I can say that I don't control blood anymore and I having caused a rain in ages, as long as I'm never sad I can keep people safe." (his parents basically abandoned him, they do not care)
Who, outside the team, helps you control your powers?
"The caretaker keeps me in check, Madison Roberts. She did a paper on psychology back in her day so shes often someone I can talk to in order to keep my emotions in check. She believes I can eventually learn to deal with the negatives without bringing harm around me. Personally I think its best I just ignore the negatives its best for the people around me. Besides what hero saves people with a frown?"
Why do you continue to use your powers?
"I have the chance to do great things with my powers. Plus if I show my parents I'm a hero maybe I'll be worthy of my family name again. Even though I still get looks as if I'm a freak or something."
Why do you care about the team?
"I need to join a hero team of course, I can't be a great hero by myself."

(The character really plays up the happy facade thing)
 
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