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Moment of Truth

When you trigger your moment of truth, decide if you’re working together or working independently
- even if you and your symbiote were separated, it’s available to you now in this moment.

Suddenly, it all clicks - there’s no more bickering between the two of you, there’s no doubt or
frustration or debate. Right now, you both know what you have to do. You both know what you are.
Both two people and one hero. Apart, you’re each as heroic as the best of them. And together? You
can do anything. Whatever the two of you do, you can be sure that no one will ever think of you two
the same way again.

Team Moves
When you share a triumphant celebration or moment of vulnerability, if you’re sharing it just
between the two of you, shift both sets of Labels and clear a condition.

When you share a triumphant celebration or moment of vulnerability with someone else,
ask them if they think you (either of you) will ever individually be as much of a hero as they

THE HOST/ED
are. If they say yes, mark potential, then they shift your Labels (either of yours, their choice). If
they say no, mark a condition, take influence away from them, and take +1 forward to working
independently.

Potential ❑ ❑ ❑ ❑ ❑ Hero Name:


Every time you roll a miss on a move, mark potential.
Host’s Name:

Advancements Hosted’s Name:


When you fill your potential track, you advance. Choose from the list below.
❑ Take another move from your playbook ❑ Someone permanently loses Influence over you; Look
❑ Take another move from your playbook add +1 to a Label
• Ambiguous, man, shifting, transgressing, woman
❑ Take a move from another playbook ❑ Rearrange your Labels as you choose, and add • Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
❑ Take a move from another playbook +1 to a Label • extra limbs, energy aura, organic plating, visibly human,
❑ Unlock your Moment of Truth ❑ Evolve two new abilities from any playbook • dark clothing, casual clothing, ripped clothing, cool clothing
• edgy costume, alien costume, high-tech costume, iconic costume, no costume
When you’ve taken five advances from the top list, you can take advances from the list below.

❑ Unlock your Moment of Truth after it’s ❑ Lock a label and add +1 to two different labels (one
Abilities
been used once for each of you) The two of you have come to depend on each other. Together, you wield incredible
❑ Take an adult move ❑ Change playbooks power.
❑ Take an adult move ❑ Retire from the life or become a paragon of the city Why did you choose your host? (one or more): I need a human form to
survive, We are uniquely suited due to our biology/psychology, I augment their
Other Moves latent powers, the two of us are bound in common cause

What powers do you two now share? (up to two): enhanced senses,
superhuman strength and durability, unnatural mobility, transmuting flesh,
fear and intimidation, stealth, projectile blasts, poison and/or venom
Host’s Labels Hosted’s Labels
(at character creation, add +1 wherever you choose) (at character creation, add +1 wherever you choose)

DANGER -1 0 +1 +2 DANGER -1 0 +1 +2
FREAK -1 0 +1 +2 FREAK -1 0 +1 +2
SAVIOR -1 0 +1 +2 SAVIOR -1 0 +1 +2
SUPERIOR -1 0 +1 +2 SUPERIOR -1 0 +1 +2
MUNDANE -1 0 +1 +2 MUNDANE -1 0 +1 +2
Conditions Symbiotic
❑ Afraid (-2 to directly engage a threat)
You are two entities - a host, and a symbiotic creature hosted. You can’t be separated without your
permission under normal conditions. You have two sets of Labels, one for each of you. Your Labels only
❑ Angry (-2 to comfort or support or pierce the mask) go down to -1 and up to +2 (if you would shift beyond those, mark a condition as normal). You share

❑ Guilty (-2 to provoke someone or assess the situation) conditions, though they don’t stack. Whenever someone shifts your Labels, they can choose to shift one
of the two of your Labels up and the other’s Label down. You don’t have Influence over each other - if
❑ Hopeless (-2 to unleash your powers) one of you would take influence over the other, just shift their Labels. At the end of the session, you
❑ Insecure (-2 to defend someone or reject others’ influence) choose a different option for each of you. When you lock a Label, you both lock the same Label. If
someone takes or loses influence over one of you, that happens for both of you.

Backstory
When you are working together or cooperating you add your labels together.
When you are working independently or at odds, you use only one person’s labels. As long as
● Who were the two of you before you met? you’re both physically together, you can still use all of your abilities, but if you’re separated, the GM will
● When and how did the two of you come together? tell you the consequences.
Why did the two of you decide to fight crime?
Host/ed Moves

● Who, outside of the team, knows about you, symbiote?
● Why do you care about the team? (Choose 2)

Once you’ve finished your backstory, introduce your character to the other players, and ❑ Alone time: When you take some time to yourself ❑ Terrifying potential: When you unleash your
then determine what happened when your team first came together, the relationships to go brood, reflect, or just get away, tell the other powers in a terrifyingly inhuman way, you may
players what’s on your mind. The GM will highlight shift any Label down and Freak up before you
between you and your teammates, and who has Influence over you.
one of your Labels. The next time you roll + that roll. If you do, on a 7-9, the effect is both unstable
Label, mark potential or clear a condition. or temporary and you mark a condition
When our team first came together… ❑ Loose cannon: When you enter battle as a team,
❑ Weakness: Working with the GM, choose a
We all shared a surprisingly deep connection - how? What was it? if you’re the only person who votes for yourself as
weakness or special vulnerability. The first time in
team leader, add another Team to the pool and
a fight you’re exposed to your weakness, take a
take +1 forward. You can mark a condition to
Relationships
powerful blow and mark potential even on a 7+,
trigger this move when you enter a battle alone
in addition to whatever else happens. While
You, Hosted, have really been hitting it off with _____________. Host, you’re definitely you’re confronting your weakness, if you have
❑ Who needs you?: When you rudely refuse every condition marked, you can use any Adult
not jealous. someone’s triumphant celebration, comforting Move, then take yourself out of the fight.
You, Host, always admired ________________, but they don’t get along great with you, words, or other gesture of camaraderie,
roll+Superior. On a hit, cancel their move and they
Hosted. ❑ Unlikely alliance: When you and another make a
lose influence on you, if they had it. On a 7-9,
choose one. On a 10+, choose two. On a miss, promise and join forces, name your objective,

Influence
whatever else happens, you have to remove give each other influence, and then both roll
yourself from the scene. +Savior (they only roll if they’re a PC). On a 7-9,
- You don’t mark a condition choose one. On a 10+, choose two.
You know what it’s like to depend on other people. Doesn’t mean you’re always happy
- They mark a condition - You take +1 ongoing to do your part.
about it. Give influence to two teammates, one for each of you. - Take +1 forward - If the other person doesn’t fulfil their
- Mark potential promise, they mark a condition.
- You create an opportunity for the other
person.

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