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Moment of Truth

Moment of Truth: Nobody expects it out of you. But now, when the chips are down,
when your friends are in danger, and it all hangs on you, you step up and show the world
exactly what you can do, and how strong you really are. You let everyone know how
strong the bonds between you and your friends can be, and what that strength can do.
You rally your allies, and you lead the charge. Whatever you do, one thing’s for certain -
whatever happens, everybody is gonna think something different of you. When your
moment of truth is over, everyone changes their True Feelings with you.

Team Moves
When you share a triumphant celebration, say who’s invited. Everyone who joins in clears a
condition (including you). Ask everyone who’s there if they think you’re important to the team. If
anyone says no, you mark a condition and they take influence over you.

When you share a weakness or vulnerability with someone, tell them what you hope or fear for
the team, and what that means for the both of you on it. You mark potential, and they take influence
over you. They mark potential if they follow through on your words.

Potential
THE HEART
❑ ❑ ❑ ❑ ❑
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. Hero Name:

❑ Take another move from your playbook ❑ Choose a character who writes a new True Real Name:

Look
❑ Take another move from your playbook Feelings relationship and add +1 to a Label
❑ Take a move from another playbook ❑ Rearrange your Labels as you choose, and add
+1 to a Label • Ambiguous, man, shifting, transgressing, woman
❑ Take a move from another playbook
• Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
❑ Unlock your Moment of Truth ❑ Take Your Other Half and become Joined to
another player character • bright eyes, easy smile, organic plating, visibly human,
• pastel clothing, comfy clothing, simple clothing, stylish clothing
• iconic costume, armored costume, childish costume, modern 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 a Label of your choice Abilities
been used once
❑ Change playbooks Your powers aren’t going to knock too many people down, but that doesn’t mean you’re
❑ Take an adult move not powerful - you know real strength is being there for each other. Pick two.
❑ Retire from the life or become a paragon of the city
❑ Take an adult move
❑ Healing touch ❑ Telepathy ❑ Augmentive tech/gear ❑ Animal friendship

Other Moves ❑ Shield generation ❑ Invisibility ❑ Superhuman durability ❑ Power sharing /


augmentation
Labels Heart Moves
(at character creation, add +1 wherever you choose) (Choose 2)

DANGER -2 -1 0 +1 +2 +3 ❑ Support class main: When you enter


battle as a team, if the leader has
❑ Eager to please: Whenever you have
Insecure marked, take +1 ongoing to
FREAK -2 -1 0 +1 +2 +3 Influence over you, add 1 Team to the pool.
If one or more teammates voted for you as
unleash your powers and you can’t resist
anyone’s influence.
SAVIOR -2 -1 0 +1 +2 +3 the leader, mark a condition and potential.

SUPERIOR -2 -1 0 +1 +2 +3
❑ Diplomat: When you put yourself between
two arguing sides, roll +Mundane. On a hit,

MUNDANE -2 -1 0 +1 +2 +3
❑ The talking cure: when you comfort or you find an opportunity for them to come
support a teammate, if you have Influence together, but it’s on them to take it. On a
over them, on a hit they can clear a 7-9, choose if the opportunity is
Conditions condition even without opening up to you.
If they don’t open up to you, you take
compromised somehow or take a
condition. On a 6-, their anger turns on
❑ Afraid (-2 to directly engage a threat) Influence over them. you.

❑ Angry (-2 to comfort or support or pierce the mask) ❑ How can I help?: When you accept ❑ We can do this!: When someone else rolls
❑ Guilty (-2 to provoke someone or assess the situation) someone’s Influence when they try to shift
your Labels, ask them what they think you
a 12+ (including after spending Team) and
you yell words of encouragement, they
❑ Hopeless (-2 to unleash your powers) should do. Clear a condition or mark can immediately clear a condition.
❑ Insecure (-2 to defend someone or reject others’ influence) potential when you do it.

Backstory
● When did you first help someone with your powers?
True Feelings
● Why do you care so much about other people? Write everyone on the team’s name in this space. For each one of them that writes a
● Who outside the team is your closest friend? relationship with you, put a tally next to their name. In addition, each other player writes
● Why do you try to be a hero?
down their secret true feelings about you (they can still choose you for their playbook’s
● Why do you care about the team?
relationships). They write this relationship secretly on their playbook. They can reveal the
Once you’ve finished your backstory, introduce your character to the other players,
relationship whenever they’d like, or to resist your influence as though they’d rolled a 10+.
and then determine what happened when your team first came together, the
When you act in a way that totally affirms one of your relationships, either secret or
relationships between you and your teammates, and who has Influence over you.
revealed, mark another tally next to that character’s name. If it’s a secret relationship, that
character can tell you if you should mark a tally. Don’t write more than 3 tallies next to any

When our team first came together…


character’s name.
When you defy someone’s expectations of you, you can have them erase one of their
We were nearly driven apart. How did we recover? revealed relationships with you to take influence away from them, mark potential, and shift
your labels. They choose if they want to write a new secret relationship with you.
Whenever a character written below takes Influence over you, you clear a condition,
Relationships then roll+tallies next to their name. On a 10+, all three. On a 7-9, pick one. On a 6-, the GM
________________ and I always talk to each other about our problems. Always. picks one and will tell you what happens.
It’s been hard to trust ________________ after they hurt me that one time... - They write a new secret relationship with you (then erase two tallies)
- You both take +1 forward

Influence
- Add 1 Team to the pool

You care. Give influence to everyone. _________________________________❑ ❑ ❑ _________________________________❑ ❑ ❑

_________________________________❑ ❑ ❑ _________________________________❑ ❑ ❑

_________________________________❑ ❑ ❑ _________________________________❑ ❑ ❑

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