You are on page 1of 10

AGILE

Youre quick and nimble, able to move your body effortlessly like a dancer or gymnast. Roll the
Distinctions die when youre doing something for which your graceful and agile moves would help
you.

d4: Reroll a die in an Ague roll when you Choose to drop everything youre carrying.

d8: Spend a Plot Point to Decrease your opponents Injured or Exhausted Stress pool.

d12: Add a d10 to the Trouble pool to escapewithout Giving Ina Contest or Test in which you have
used your Agile die.

ATHLETIC

Through bodybuilding and years of team sports, your body has become a well-oiled machine, eager
to take on any challenge. Roll the Distinctions die when your athletic training, experience, and
regimen would help you.

d4: Spend a Plot Point to Reroll a die in any Athletic roll.

d8: Earn a Plot Point when you Choose to use brute force instead of finesse.

d12: Add a d6 to Trouble to Increase your Afraid or Insecure Stress pool.

ATTRACTIVE

Youre the complete package: face, eyes, hair, skin. When people look in your direction, they rarely
want to turn awaya fact youve long since learned to use to your advantage. Roll the Distinctions die
when your good looks would influence the outcome in your favor. Compare this Distinction to
Likeable, which is about natural appeal, or Shameless Flirt, which is about pick-up lines and
seduction.

d4: Earn a Plot Point when your looks draw you unwanted attention.

d8: Spend a Plot Point to Reroll a die in an Attractive roll. d12: Add a d6 to Trouble to Reroll a second
die in an Attractive roll.

BACKHANDED

You always have a witty comeback. When someone annoys you, you usually have two or three
righteous barbs ready to unleash. Roll the Distinctions die when your razor-sharp wit might give you
the upper hand or when youre responding in kind to someone elses attempts to cut you down.

d4: Earn a Plot Point for another Lead and Increase your Angry or Insecure Stress pool against him.

d8: Spend a Plot Point to Decrease another Lead or Features Angry or Insecure Stress pool against
you or another character.

d12: Add a d6 to Trouble to Reroll a die in your Angry or Insecure Stress pool.

BIG BROTHER/BIG SISTER

You like to keep tabs on other peoplejust in case they do something that requires your help or
intervention. This kind of behavior can easily snowball into paranoia or suspicion, and often ends
badly. P>ut information like this frequently comes in handy and its for their own good, right? Roll the
Distinctions die when your constant awareness of your friends and enemies, your network of spies
and cameras, or your voyeur nature would help you achieve a goal.

d4: Add a d6 to Trouble to Reveal that you have video or audio surveillance of a Lead or Feature.

d8: Add a d10 to Trouble to Reroll a die whenever secrets you know come into play.

d12: Earn a Plot Point when you Choose to disable or dismantle your existing surveillance of or file's
on a Lead or Feature.

BIG-HEARTED

Youre a good soulhonorable and kind. Compassionate almost to a fault, you often go far out of your
way to help someone in need. Roll the Distinctions die when your warm and consoling nature might
help, or when the motivation for your brave actions is someone other than yourself.

d4: Earn a Plot Point when you Choose to buy somebodys sob story.

d8: Earn a Plot Point and Add a d6 to the Trouble pool when you risk yourself to help somebody in
need.

d12: Give your opposition a d6 to roll against you and Increase your Insecure or Afraid Stress pool
against them when they try to talk you out of helping somebody.

CLEVER

Youre quick-witted and cunning, usually coming up with the solution before the question has even
been asked. Roll the Distinction when your intelligence would be a factor in influencing the outcome
of an action. Compare this Distinction to Genius, which is more about the strength of your intellect
and ability to process information, or Not Porn Yesterday, which covers common sense.

d4: Earn a Plot Point when you Choose to show off your smarts in some annoying or frustrating
manner.

d8: Spend a Plot Point to Reveal that you know a piece of useful trivia.

d12: Earn a Plot Point and Add a d6 to Trouble when your clever plan goes off the tracks.

CONNECTED

You know people from all walks of life who are willing to help you out in some way. Some may owe
you a favor; some may expect something in return. Either way, the connection is there. Roll the
Distinctions die when your network of contacts or the threat of using them would positively
influence your outcome.

d4: Spend a Plot Point to Gain a d8 Relationship with a Feature for the rest of the scene.

d8: Spend a Plot Point to Reveal you know a guy who can provide you with information or material
goods.

d12: Spend a Plot Point to Gain a 2d8 Location that youd normally not have access to.

COSMOPOLITAN

Youve been outside of Kansas or know enough about other culture's to not seem like a tourist when
leaving Smallville, Metropolis, or her surroundings. In fact, you can even strike up conversations in
other languages when traveling abroad. Roll the Distinctions die when your broad experience of
other cultures and locations is useful to you.

d4: Give your opposition a d6 to Reroll a die when dealing with other cultures.

d8: Give your opposition a d10 to Reroll two dice when dealing with other culture's.

d12: Spend a Plot Point to Reveal that you have spent time in a foreign (but terrestrial) culture.

DARING

You sometimes cross the line between brave and foolish, but theres almost nothing you won't try.
Roll this Distinctions die when your bravery and confidence would help you achieve what you want
to do. Compare this Distinction to Impulsive, which describes acting without thinking, and In Over
My Head, which is about blundering yourself into bad situations unintentionally.

d4: Add a d6 to Trouble to Reroll a die in a Daring roll.

d8: Add a d10 to Trouble to Reroll two dice in a Daring roll.

d12: Spend a Plot Point to Decrease your opponents Injured or Insecure Stress pool.

FAMILY REPUTATION

Your family name holds its own demons and vices, as well as the pride and glory that make it
recognizable. This is both a boon and a curse to you, for its made as much trouble for you as it has
solved. Roll the Distinctions die when youre bringing in your familys reputation, history, or actual
involvement into what youre doing.

d4: Earn a Plot Point and Give your opposition a d6 when your family reputation precedes you.

d8: Add a d6 to Trouble to Reveal you have access to someone who owes your family a favor,
allowing you to buy your way out of a situation.

d12: Add a d10 to Trouble to Reroll a die in any social interaction connected to your family.

FAST TALKER

Youve lost track of the problems your mouth has caused over the years. But youve learned to use it
to your advantage, and its now your first line of defense. Roll the Distinctions die when bluffing or
browbeating somebody, giving evasive answers, or otherwise using your rapid-fire communication
skills to your benefit.

d4: Earn a Plot Point and Give your opposition a d6 when youre caught in a lie or exaggeration.

d8: Add a d6 to Trouble to Reroll a die in a Fast Talker roll.

d12: Spend a Plot Point to Gain a 2d8 Extra that you have already fast-talked into giving you
assistance.

FIXER

Youre called in to fix a problem when no other solution can be found. Through a mix of know-how
and contacts you have the ability to make things happen in just the right way. Roll the Distinctions
die when trying to leverage an opportunity in the black market, secure an illicit transaction, or deal
with the sorts of people who hire people like you.
d4: Add a d6 to Trouble to Reveal that you have access to small, non-unique items youre not
supposed to have.

d8: Spend a Plot Point to Reveal you know a guy

d12: Add a d6 to the Trouble pool to Reroll a die in any social interaction with your former clients.

GENIUS

Youre an intellectual giant. Either youve already established yourself in the scientific or academic
community, or you demonstrate a great deal of promise. Roll the Distinctions die when your
analytical and logical skills would be of use in achieving a positive outcome, or when squaring oft
against somebody in a battle of the brains. Compare this Distinction to CLEVER, which is more about
cunning and swift thinking, or Not Born Yesterday, which covers common sense.

d4: Spend a Plot Point to Reveal that youve studied a subject and know its basics.

d8: Earn a Plot Point and Add a d6 to Trouble when you assume others cant follow your complicated
thinking.

d12: Spend a Plot Point to Reroll any academic or intellectual roll.

GUILTY

Youve done something terrible that you cant reconcile in your life. You might not even have been at
fault, but you blame yourself anyway. Its so overwhelming that youre constantly seeking to make
amends for your misdeedsoften putting yourself in harms way in the process. Roll the Distinctions
die when your desire to address these mistake's, regardless of the cost, helps you achieve your
goals.

d4: Earn a Plot Point and Give your opposition a d6 when your guilt stymies or confuses you.

d8: Spend a Plot Point to Reroll a die on any roll when trying to make amends.

d12: Earn a Plot Point to Increase your oppositions Injured or Insecure Stress pool against you.

HEROIC REPUTATION

As a hero, your name is right up there with comic book legends like Warrior Angel. Those who know
of you want to be like you or be saved by you. Roll the Distinctions die when youre exploiting your
reputation or using it to get things done.

d4: Earn a Plot Point when you Choose to protect your secret identity at the cost of lying to your
friends or not using your reputation toward your goals.

d8: Add a d6 to Trouble to Reroll a die when you intimidate or awe someone as a hero.

d12: Spend a Plot Point to Gain a 2d8 Extra for the rest of the scene (a devoted fan!).

IMPULSIVE

You seem to lack what some people call better judgment. That means you tend to leap before
bothering to look. This works out for you...some of the time. Roll the Distinctions die when youre
taking immediate action, especially if youre doing it without knowing all the facts or the lay of the
land. Compare this Distinction to In Over My Head, which is about blundering yourself into bad
situations rather than acting impulsively, or Daring, which covers bravely or foolishly pushing on
even when you know its a bad idea.

d4: Earn a Plot Point and Add a d6 to Trouble when you act rashly.

d8: Earn a Plot Point when you Choose to Interfere in a Contest.

d12: Spend a Plot Point to Reroll a die when acting first would work to your advantage.

IN OVER MY HEAD

You frequently jump into situations past your depth, but you either fail to recognize it or dont really
care about the risks; in fact you seem to thrive on the challenge. Roll the Distinctions die when
pursuing a goal that gets you further into hot water, goes against common sense, or flies in the face
of reason. Compare this Distinction to Impulsive, which describes acting without thinking, and
Daring, which is knowing youre facing trouble but going in anyway.

d4: Earn a Plot Point and Add d6 to Trouble when you get into trouble over your head.

d8: Add a d6 to Trouble to Increase your Insecure or Angry Stress pool against opponents who
outclass or capture you.

d12: Add a d6 to Trouble to Reroll a die when trying to gain important information when youre in
over your head.

INVESTIGATOR

Youre adept at finding clues and putting the pieces together to find a criminal or solve a case. Often
this technique is learned in place's like the' Metropolis Police Academy, but sometimes its the gift of
an inquisitive mind. Roll the Distinctions die when youre snooping about, trying to uncover clues, or
getting the scoop on something thats unknown or hidden.

d4: Earn a Plot Point when you Choose to spend a scene investigating instead of taking immediate
action.

d8: Spend a Plot Point to Reroll an Investigator Investigation roll.

d12: Spend a Plot Point and Add a d6 to Trouble to Reveal a clue from a prior scene in which you
Chose to investigate.

LIKEABLE

Whether its your looks, your personality, or your lovely smile, people seem to like and trust you. It
doesnt seem to take much for you to win them overa wink and a smile and a few well-placed words
and you can avoid most unsavory confrontations. Roll this Distinctions die when your appealing
nature would be a factor in getting what you want.

d4: Give your opposition a d6 to Reroll a die in a Likeable roll.

d8: Earn a Plot Point when you Decrease your own Afraid or Insecure Stress poolyou dont really
mean to upset anyone!

d12: Spend a Plot Point to Reroll a die in an argument with someone that likes you.

MANIPULATIVE
You thrive on twisting others to do your bidding or concede your point of view. You have a tendency
to get others to do what you want them to do, even when they know full well youre pulling their
strings. Roll the Distinctions die in situations that hinge upon your persuasive or convincing nature.

d4: Earn a Plot Point and Give your opposition a d6 when you ask them to trust you, even if you dont
mean it.

d8: Spend a Plot Point to Gain a d8 Relationship for one scene with a Feature with whom you dont
already have a Relationship.

d12: Spend a Plot Point to Reroll a die in a Contest with someone youve been manipulating.

MARKSMAN

With a ranged weaponbow, gun, or whateveryou can hit nearly any target you can see, provided its
within the weapons range. Hit a penny at three hundred yards? You dont even need a scope for that.
Roll the Distinctions die when making attacks from a distance, sniping at a target, or getting a bead
on an opponents position.

d4: Earn a Plot Point when you Choose to run out of ammunition.

d8: Spend a Plot Point to Reroll a die in a Marksman roll. d12: Add a d6 to Trouble to Reroll a die in a
Marksman roll.

MARTIAL ARTIST

Youve been trained in one or more melee combat disciplines. Youve studied techniques to deflect or
negate an opponents attacks, to focus discipline, and to deliver stunning blows. Roll this Distinctions
die when your combat training is an essential part of your ability to overcome or defend against an
opponent, or when the esoteric disciplines might grant you focus.

Note: Your triggers may vary depending on the focus ofyour martial arts tradition and you should
rename the Distinction to suit; the triggers below represent Aikido. See Making New Distinctions on
page 101 for some other examples.

d4: Spend a Plot Point to Reroll a die when you redirect an opponents momentum.

d8: Spend a Plot Point to Decrease your opponents Injured or Exhausted Stress pool.

d12: Spend a Plot Point to Increase your Injured or Exhausted Stress pool.

MASTERMIND

Your talents run to the strategic rather than the tactical. Most of the time, you can come up with
flawless plans. 'The only problem is getting others to execute those plans as flawlessly. Roll the
Distinctions die when formulating a plot and getting others to go along with it successfully, or when
trying to puzzle out the plots of others.

d4: Add a d6 to Trouble to Reroll a die when dealing with characters you have a history of
manipulating.

d8: Spend a Plot Point to Reveal that youve planned for this eventuality and have the resources
necessary for your plan.

d12: Spend a Plot Point to Reroll a die when your plan comes to fruition.
MILITARY BRAT

You grew up in the military, and you still have connections deep in the' green ranks, be' it family,
friends, or even people who owe' you from old gambling debts. These people are' willing to help you
out from time' to time' with information, supplies, even pulling a few strings now and then. Roll the
Distinctions die when your connections with the armed services might help you achieve what you
want, even if its just remembering how to salute a three star general or reload a sidearm. Compare
this Distinction to SOLDIER, which best fits someone who has been enlisted or involved in a military
organization.

d4: Earn a Plot Point when you Choose to have your military knowledge get you in trouble.

d8: Spend a Plot Point to Reroll a die when you call in a favor to get you out of trouble.

d12: Add a d6 to Trouble to Reveal that you have military hardware or secrets you shouldnt have.

NOT BORN YESTERDAY

Youve managed to avoid the failings of other intelligent people. Youre not naive and dont walk
through life with the blinders that intellect can sometimes subject you to. Roll the Distinctions die
when you rely more on your intuition and down-to-earth judgment to reach a positive outcome, or
when youre cutting through somebodys line of bull. Compare this Distinction to CLEVER, which is
more about cunning and swift thinking, or Genius, which is the strength of your intellect and ability
to process information.

d4: Earn a Plot Point when you Choose to buy a reasonable lie.

d8: Earn a Plot Point and Give your opposition a d6 when confronted with a problem that defies
normal common sense or logic.

d12: Spend a Plot Point to Reroll a die in a Contest or Test when youre convinced youre being lied to,
swindled, or distracted.

OBSERVANT

You keep yourself very aware of your surroundings and are prepared for any eventuality- Its not
paranoia, but youre not above keeping one eye open when you sleep. Roll the Distinctions die when
being alert, aware, or constantly on the lookout would be helpful. Compare this Distinction to
Investigator, which is more about snooping about for clues or secrets.

d4: Add a d6 to Trouble to Reroll your first roll in any Contest or Test where you have been
surprised, ambushed, or caught off guard.

d8: Spend a Plot Point and Reroll a die in an Observant roll when youre sure theres more than meets
the eye.

d12: Spend a Plot Point to Decrease your oppositions Insecure or Angry Stress pool against you as a
result of your damning evidence.

ON A MISSION

You have a rather one-track mind and have dedicated your life to one specific task that is all-
encompassing. You go out of your way for your mission and put nearly anything at risk to complete
it. Everything else takes a back seat. Roll the Distinctions die when carrying out actions that directly
forward your mission, or when your resolve to stay on task is being tested. Compare this Distinction
to Daring, which is less about being driven and focused and more about bravery or recklessness.

d4: Earn a Plot Point and Add a d6 to Trouble when you foolishly pursue your mission despite the
risk.

d8: Spend a Plot Point to Reroll a die in a roll that directly contributes to your mission.

d12: Earn a Plot Point and Increase your opponents Insecure or Angry Stress pool against you when
you try to recruit others to your cause.

RIGHT PLACE, RIGHT TIME

You have the uncanny knack of being where you need to be. It doesnt always work out the best for
you, but it does seem as if the stars keep aligning the way you need them to in order to get the
scoop or save the day. Roll this Distinctions die when youre trying to get into a situation others dont
want you to be in, trust to the fates, or get others to believe that youre where you need to be.
Compare this Distinction to In Over Your Head, which is really more about being in trouble, or
Daring, which is about having the courage or recklessness needed to push forward.

d4: Earn a Plot Point and Give your opposition a d6 when somebody confronts you about your
presence somewhere off- limits, secret, or prohibited.

d8: Add a d6 to Trouble to join a scene you werent in.

d12: Add a d10 to the Trouble pool to add both yourself and another Lead or Feature to a scene
youre not in.

SAVAGE

Youre a monster that should be feared by your foes for the things youre capable of, someone with a
feral side that comes out when youre threatened, angry, or betrayed. Roll the Distinctions die when
your brutal nature would help you strike back against somebody who opposes you, let you get what
you want by force, or terrify others. Compare this Distinction to Vicious, which is more about
knowing the way to hurt someone the most.

d4: Earn a Plot Point and Add a d6 to Trouble whenever you act upon your base instincts.

d8: Add a d6 to Trouble to Increase your Injured or Afraid Stress pool.

d12: Spend a Plot Point when you draw on your primal rage to Recover your own Injured or Afraid
Stress.

SHAMELESS FLIRT

You just cant help yourself. Youre always chatting up others, dropping pick-up line's, and getting tied
up with the ones that bring you the most trouble. Roll the Distinctions die when working your angle,
flashing your smile, or bringing on the charm. Compare this Distinction with Likeable, which is less
seduction and more appeal, or Attractive, which is more about good looks than good pick-up lines.

d4: Earn a Plot Point and Add a d6 to Trouble when you flirt with someone you know you shouldnt.

d8: Spend a Plot Point to Reveal a new facet of your worldly and cosmopolitan life as a d8 Useful
Detail..

d12: Spend a Plot Point to Reroll any die in a Shameless Flirt roll.
SMARTASS

You inevitably end up shooting your mouth off with sarcastic comments. Roll the Distinctions die
when cracking wise, goading others, or stirring up trouble in social situations. Compare this
Distinction to Backhanded, which is more about insulting or turning anothers words against them,
and Vicious, which covers knowing how to wound your target.

d4: Earn a Plot Point and Give your opposition a d6 when youre being a Smartass in a dangerous
situation.

d8: When you Give a die for this Distinction, its now a d10; however, if you inflict Angry or Insecure
Stress in that Contest, Increase your Stress pool.

d12: Spend a Plot Point to Reroll any die involving your verbal taunts and insults.

SNEAKY

Youre fantastic at getting in and out without being seen, with equal parts hiding in shadows, moving
without making a sound, and natural agility. You have it all in spadees. Roll the Distinctions die when
youre trying to remain hidden, quiet, or off the radar. Compare this Distinction to Agile, which is
about acrobatics and graceful moves, or Right Place, Right Time, which is more luck and good timing
than stealthy behavior.

d4: Spend a Plot Point to Reroll any die in a Sneaky roll.

d8: Add a d6 to Trouble to Reroll a second die on a Sneaky roll.

d12: Spend a Plot Point to Reveal that youve palmed a small object from a previous scene.

SOLDIER

Maybe youre an enlisted member of the armed forces and have the skill and experience to show for
it. Maybe youre warrior- born, ready to fight side-by-side with your fellow veterans. Or maybe youre
a former gang member, used to an organized approach to violence and combat. Whatever your
background, you may roll this die when drawing on your military or combat training, either to help
you in a pitched firefight or to manage a small tactical unit. Compare this Distinction to MILITARY
Brat, which represents growing up Army, not so much signing up for and being part of one.

d4: Earn a Plot Point when you Choose to follow orders, stick to protocol, or maintain strict discipline
when it would benefit you more to do otherwise.

d8: Spend a Plot Point to Reroll any die in a SOLDIER roll because of your discipline and training.

d12: Add a d6 to Trouble when you draw upon your military expertise to Increase your Injured or
Afraid Stress pool.

VICIOUS

When you take oft the kid gloves, the claws come out. You know exactly what to do or say to cause
the greatest possible pain and anguish. Whether you elect to deal in threats, intimidation, cutting
remarks, or dark secrets, you know how to hurt other people in every possible way. Roll the
Distinctions die when you bring a violent, deadly, or ice-cold approach to a situation
that could otherwise have been handled differently. Compare this Distinction to Savage, which is
more about having a brutal nature, or Backhanded, which relies more on wit and taunting than
twisting the knife.

d4: Add a d6 to the Trouble pool to Increase your Angry or Afraid Stress pool.

d8: Add a d6 to the Trouble pool to Increase your Insecure or Exhausted Stress pool.

d12: Spend a Plot Point to Increase your Injured or Afraid Stress pool. You can combine this with the
d4 trigger to Increase two dice in your Afraid Stress pool.

WEALTHY

You have enough money to buy your way out of nearly any trouble you inevitably get into. But it also
makes you a target. Roll the Distinctions die when pulling out your wallet, signing a check, or
drawing on your vast fortunes would improve your odds at success.

d4: Spend a Plot Point to Reroll one die in a Contest or Test swayable by money.

d8: Spend a Plot Point to Reveal that you own a large nonunique item such as a car, call center, or
evil corporation as a d8 Useful Detail.

d12: Add a d6 to the Trouble pool to Increase your Insecure or Afraid Stress pool when bringing up
your vast fortune in a Contest or Test.

WEAPONS MASTER

Youve spent years honing your ability to swing an axe, drive home a sword, or brandish a spear. Your
training encompasses the use of melee weapons of all kinds, but lets face iteveryone has a favorite.
Roll the Distinctions die when youre getting medieval on somebody, identifying specific archaic
weapons, or trying to impress someone with your mastery of the blade.

d4: Spend a Plot Point to Decrease your opponents Injured or Afraid Stress pool against you when
youre armed.

d8: Spend a Plot Point to Increase your Injured or Afraid Stress pool when youre armed.

d12: Spend a Plot Point to make a wild, sweeping attack with your weapon. Roll your own dice
instead of Trouble in a Test that each affected character must beat to avoid taking Exhausted or
Injured Stress.

WILLFUL

Youre probably too stubborn and proud for your own good; youll act the way you choose despite the
better judgment or advice of others. Roll the Distinctions die when not doing what others tell you
would work in your favorat least in the short term.

d4: Earn a Plot Point and Add a d6 to Trouble when you put your foot down.

d8: Add a d10 to Trouble to put your foot down and Reroll a die in a Wiiifui roll.

d12: Spend a Plot Point to Decrease your opponents Insecure or Afraid Stress pool against you.
Youre a hard nut to crack.

You might also like