Professional Documents
Culture Documents
Moment of Truth
Sometimes it can be hard to tell where the show stops and where you beginbut not today. Not
now. Because right now, there is no show. Right now, you are the thing you pretend to bebold
and bright and beautiful and amazing and powerful and confident. Right now, you draw strength
from your audience, comfort from their belief in you, and you can do anything they think you
can. Of course, after such an impassioned performance, your audience is just going to have even
more demands... Being a hero isnt just about doing right. Its
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Team Moves about being seen doing right. Let them think
When you share a triumphant celebration with someone, say whether it's part of the show or not.
If it is, then you can shift your Labels as you choose. If it is not, then they shift your Labels, and youre shallow for loving the spotlight and the
you can clear a condition or mark potential. cameras, for making speeches, for smiling so
When you share a vulnerability or weakness with someone, ask them if they will tell anyone the much.
truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don't
agree, then they shift your Labels according to how they see you now.
Youre going to be a hero in all the ways that
matter.
POTENTIAL:
Every time you roll a miss on a a move, mark potential. Hero Name:
tells you about yourself, on a hit mark potential Make them lose Influence over you
and expect retribution. Take Influence over them
DANGER -2 -1 0 +1 +2 +3
Time for the show: When you put on a On a 7-9, choose one:
flamboyant display of your powers, You each inflict a condition on the other
Savior -2 -1 0 +1 +2 +3 roll+Superior. On a 10+, hold 3. On a 7-9, hold You both lose Influence over each other.
1. Spend your hold 1-for-1 to name an NPC
present and choose one: On a miss, they gain Influence over you.
This person must meet me
SUPERIOR -2 -1 0 +1 +2 +3
On a miss, your display catches someone Voice of the masses: When you rally your
CONDITIONS: watching in exactly the wrong way; brace audience to a cause, roll+Superior. On a
Afraid (-2 to directly engage) yourself. 10+, they follow your lead as long as your
Angry (-2 to comfort or support or pierce the mask) performance doesn't falter. On a 7-9, they
Take it from me: When you comfort or take it too far or make stressful demands on
Guilty (-2 to provoke someone or assess the situation) you, GM's choice. On a miss, they take
support someone who openly admires your
Insecure (-2 to defend or reject what others say) celebrity persona, roll+Superior instead of exactly the wrong message from your words.
Hopeless (-2 to unleash your powers) Mundane.
Backstory
When did you first appear onscreen? Audience
What do you tell people about how you got your powers?
Who, outside of the team, supports your burgeoning star in every way possible? You are a celebrity in the cityalthough being a celebrity doesnt always mean youre liked. By
default, your audience is a limited group of interested fans, and you speak to them through after-
Who, outside of the team, loathes what you represent?
action interviews and infrequent press conferences.
Why do you care about the team?
Why does your audience love you? Mark all that apply.
Once you've finished your backstory, introduce your character to the other players, and Youre just like them Youre a dangerous person, a bad boy
then determine what happened when your team first came together, the relationships Youre noble warrior for justice You're stunning, unique, and beautiful
between you and your teammates, and who has influence over you. You're charming, well-spoken, and smart You're a firebrand, a rabblerouser
Influence When you seek help from your audience, roll+Superior. On a hit, someone in your audience can
Choose how you see the team: as a means to an end, or as something worthwhile on its hook you up. On a 10+, they'll only make a small demand. On a 7-9, their demands are a lot
own. higher. On a miss, you've made a mistake, and your audience won't help you until you've
redeemed yourself in their eyes.
If you see the team as a means to an end, give no one Influence.
If you see the team as something worthwhile, give three teammates Influence.