You are on page 1of 2

Moment of Truth

Everyone else thinks of you as a punchline because that’s how you think of yourself. But
right now? This is no time for jokes. That feeling inside you that yearns for approval is
gone, as is the constant insecurity that comes with it. Accomplish something no one ever
dreamed you were capable of, not even you. Just know that things will never quite be
fun and games the way that they used to...

Team Moves
When you share a moment of triumph with someone, give them a set up and let them
hit the punchline. Take influence over them and anyone else who laughs.

When you share a vulnerability or weakness with someone, put yourself down with a
joke that reveals an insecurity. If they scorn your self-deprecation, mark potential. If they
laugh, mark a condition and shift your labels.

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

Advancements
When you fill your potential track, you advance. Choose from the list below.


Take another move from your playbook
Take another move from your playbook
❑ Someone permanently loses influence over you,
add +1 to a label
THE CLOWN
Stage Name:
❑ Take a move from another playbook ❑ Rearrange your Labels as you choose, and add
❑ Take a move from another playbook +1 to a Label Real Name:
❑ Unlock your Moment of Truth ❑ Take an Audience from the Star playbook
Look
• Ambiguous, man, shifting, transgressing, woman
When you’ve taken five advances from the top list, you can take advances from the list below. • Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
• sparkling eyes, cheerful eyes, dead eyes, piercing eyes, different colored eyes
❑ Unlock your Moment of Truth after it’s ❑ Lock a Label and add +1 a Label of your choice
• trendy clothing, cheeky clothing, ironic clothing, bright clothing, dull clothing
been used once
❑ Change playbooks • flashy costume, practical costume, hilarious costume, minimal costume, no costume
❑ Take an adult move
❑ Retire from the life or become a paragon of the city

Abilities
❑ Take an adult move

Other Moves
You’re highly mobile and hard to pin down. Choose two:

❑ Versatile Shapeshifting ❑ Unconventional Weaponry ❑ Immortality

❑ Dimensional Blinking ❑ Physics Immunity ❑ Precognition


Labels Clown Moves
(at character creation, add +1 wherever you choose) (You start with Make 'Em Laugh and two other moves of your choice)

DANGER -2 -1 0 +1 +2 +3 Make ‘em laugh: Laughter is a ❑ Social chameleon:When someone


FREAK -2 -1 0 +1 +2 +3 powerful tool. When you make wields their influence to shift your

SAVIOR -2 -1 0 +1 +2 +3
someone laugh, they choose labels, you must accept, and mark
something from the list below hold over who shifted them. Spend
SUPERIOR -2 -1 0 +1 +2 +3 - They clear the Hopeless condition hold to inflict a condition of your
MUNDANE -2 -1 0 +1 +2 +3 - You take Influence over them
- You gain an opportunity or
choice on them.

Conditions advantage over them ❑ Comic relief: When you make a joke
during a tense or uncomfortable
❑ Afraid (-2 to directly engage a threat) ❑ Improper improv: When you situation, anyone who laughs may
comedically use your abilities to
❑ Angry (-2 to comfort or support or pierce the mask) respond to an incoming threat, you
clear a condition. If no one but you
does, mark Insecure.
❑ Guilty (-2 to provoke someone or assess the situation) may roll+Mundane to unleash your
❑ Hopeless (-2 to unleash your powers) powers. On a hit, you make someone ❑ Font of wisdom: When a teammate
❑ Insecure (-2 to defend someone or reject others’ influence) of the GM’s choice laugh. On a 7-9, unwisely asks for your advice, share
mark a condition, then choose for with them what you would do if you
Backstory unleash your powers. were in their shoes. They take +1
● How did you get your powers?
forward to act on your advice and you
❑ Pawn of fate: At the start of each
● What else are you really good at? both mark potential if they succeed.
● Where did you get your sense of humor from? session hold one fortune and the GM
● Why do you make people laugh? holds one misfortune. When you roll a ❑ Quick read: When you pierce
● Why do you care about the team? miss, you may spend your fortune to someone's mask, you may use one of
Once you’ve finished your backstory, introduce your character to the other turn it into a 10+, at the cost of looking your questions to make ‘em laugh.
players, and then determine what happened when your team first came embarrassing. The GM may spend
together, the relationships between you and your teammates, and who has misfortune to cancel your move and
Influence over you. turn it back on you.

When our team first came together…


We made a serious blunder that we still haven’t quite recovered from. What was it?

Relationships
________________ was there for you when no one else was.
You’ve sworn to make ______________________ your biggest fan.

Influence
You require audience participation. Give each teammate influence over you.

You might also like