TEXT: THE REFORMED
  HERO NAME
  REAL NAME 
  Look
  • ambiguous, man, shifting, transgressing, woman
  • Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
  • sad eyes, technicolor eyes, shadowy eyes, gorgeous eyes
  • conservative clothes, school uniform, concealing fashion, expensive fashion
  • tattered costume, normal clothes, sleek costume, regal costume
  Abilities
  You’re young, but you’ve been around for a few years before switching teams. You know how to 
  fight, but you’re known for one ability more than any other. Choose one.
   
  ❑  poison, venom, or acid control  
   
  ❑  weapons and martial expertise  
   
  ❑  ferrokinesis
   
  ❑  vitality absorption 
   
  ❑  fear manipulation 
   
  ❑  geokinesis
   
  Moment of Truth
  You’ve seen your greatest mistakes, and the rest of the world has, too. They’re all watching you 
  now, judging every move you make. When everything is on the line and your back is against the 
  wall, though, you’ll show them what you’re made of—that being a hero is a choice. An act of will. 
  And you’ve got what it takes to save the day. Of course, afterward, you can expect both sides, hero 
  and villain, to deeply question where your loyalties truly lie...
  Team Moves
  When you share a moment of triumph with someone, ask them what gives them hope for a 
  brighter day and give them Influence.
  When you share a vulnerability or weakness with someone, ask them what they would do 
  something dark for and gain Influence over them.
  POTENTIAL  >>>>❑    >>>>❑    >>>>❑    >>>>❑    >>>>❑   
  Every time you roll a miss on a move, mark potential. 
  Advancement 
  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
   
  ❑  Take a move from another playbook
   
  ❑  Take a move from another playbook
   
  ❑  Someone permanently loses Influence over you; 
  add +1 to a Label
   
  ❑  Rearrange your Labels as you choose, and add 
  +1 to a Label
   
  ❑  Unlock your Moment of Truth
   
  ❑  Take drives and mark four (from the Beacon’s 
  playbook)
  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 been  
  used once
   
  ❑  Change playbooks
   
  ❑  Take an adult move
   
  ❑  Take an adult move
   
  ❑  Lock a Label, and add +1 to a Label of your 
  choice
   
  ❑  Retire from the life or become a paragon of  
  the city
  Other Moves 
  
  Labels
  (at character creation, add +1 wherever you choose)
  DANGER 
   -2  
   -1  
    0   
   +1  
   +2  
   +3
  FREAK 
   -2  
   -1  
    0   
   +1  
   +2  
   +3 
  SAVIOR 
   -2  
   -1  
    0   
   +1  
   +2  
   +3 
  SUPERIOR 
   -2  
   -1  
    0   
   +1  
   +2  
   +3 
  MUNDANE 
   -2  
   -1  
    0   
   +1  
   +2  
   +3 
  Conditions
   
  ❑ Afraid 
  (-2 to directly engage a threat)
   
  ❑ Angry 
  (-2 to comfort or support or pierce the mask) 
   
  ❑ Guilty 
  (-2 to provoke someone or assess the situation)
   
  ❑ Hopeless (-2 to unleash your powers)
   
  ❑ Insecure (-2 to defend someone or reject others’ influence) 
  Backstory
  • Who mentored you in supervillainy?
  • Who first showed you that you could do good?
  • What was your goal as a villain?
  • What caused you to switch sides?
  • Why do you care about the team?
  Once you’ve finished your backstory, introduce your character to the other players, and then 
  determine what happened when your team first came together, the relationships between you and 
  your teammates, and who has Influence over you.
  When our team first came together...
  We fought a terrible enemy from my old life. Who was it and what did they take from me?
  Relationships
  I’ve earned the trust of _________________, and I follow their example of what a hero should be.
  I did something terrible to __________________ once. I hope they can forgive me one day.
  Influence
  Do you talk openly about your days as a villain? If so, give each team member Influence over you. 
  If not, just give Influence to the one teammate whose example you most closely follow.
  Reformed Moves
  (Choose two)
   
  ❑  What the hell, hero: When you call out an 
  injustice that a hero has perpetrated, roll + 
  Danger. On a hit, take Influence over them. On a 
  7-9, choose one. On a 10+, choose two.
  - You get them to admit their wrongdoing
  -  You win over an onlooker; take Influence 
  over them
  - You don’t turn their attention and anger 
  onto yourself
  On a miss, they dismiss you; mark a condition 
  (their choice), shift Danger up, Savior down.
   
  ❑  Wrong side of the tracks: You always get to 
  ask an additional question when you pierce 
  the mask of a villain, even on a miss. When you 
  pierce the mask of a hero (your call), add this 
  question to the list:
  - what was your darkest moment?
   
  ❑  Not so different: When you provoke someone to 
  criminal or villainous action, you can use Danger 
  instead of Superior.
   
  ❑  Dark past: When you confess to a serious crime 
  you committed as a villain while in the presence of 
  someone involved, shift Danger up and any other 
  Label down, say what you did, and choose one.
  - No one was hurt badly by the crime
  - You aren’t in legal danger from the crime
  - You aren’t being actively pursued for 
  extralegal retribution
   
  ❑  Blowing off steam: When you commit a 
  misdemeanor or small “victimless” crime, you 
  may clear a condition of your choice.
   
  ❑  Do me a favor: When you go to an ordinary civilian 
  you know for a favor, roll + Mundane. On a 10+, 
  they’ll lend you a hand. On a 7-9, they need a 
  promise up front. On a miss, you catch them up in 
  your superpowered nonsense, and they suffer for it.
  Friends in Low Places
  You have ties to villains from your previous career. Choose three names to fill in:
  Finch, Ellen “Devil” Drummond, Mr. Cane, The Mad Magpie, Dr. Cutler, Armorer, Tegan Queen, Lovelace 
  For each of them, choose a specialty.
  _______________ Specialty: weapons, materials, cosmic artifacts, alien tech, insider info 
   
  Obligation: ❏ ❏ ❏ ❏
  _______________ Specialty: weapons, materials, cosmic artifacts, alien tech, insider info
   
  Obligation: ❏ ❏ ❏ ❏
  _______________ Specialty: weapons, materials, cosmic artifacts, alien tech, insider info
   
  Obligation: ❏ ❏ ❏ ❏
  When you create your character, mark two obligations on one villain, and mark one obligation on 
  another.
  When you come to them for help with your problems, mark obligation on them and they’ll help 
  out within their specialty. If all their boxes are full, then they won’t help you until you help them.
  When time passes, roll + your highest obligation. On a 10+, they come crashing into your life 
  with a crisis. On a 7-9, they call for a favor. On a miss, they don’t come knocking yet, but mark 
  obligation with them—the debts are getting heavier. 
  When you help one of these villains with their problems, erase two obligations on them.
  
  THE NEWBORN
  HERO NAME
  REAL NAME 
  Look
  • ambiguous, man, shifting, transgressing, woman
  • Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
  • crystal skin, metal skin, green skin, human skin
  • mismatched clothing, concealing clothing, immaculate clothing, plain clothing
  • prototype uniform, over the top costume, your own skin, unnerving costume, no costume
  Abilities
  Your powers are based on your unique physical configuration. Choose two and describe how they 
  are part of your body.
   
  ❑  elemental form 
   
  ❑  solid light projection 
   
  ❑  sonic bursts
   
  ❑  fantastic elasticity
   
  ❑  super durability and strength 
   
  ❑  thermal control
   
  Moment of Truth
  Something snaps into focus, and suddenly you’re a full thing, true and complete. You’d never 
  have known how fragmented you were before, if not for here, this moment. You’re not a series of 
  individual lessons. You’re not a series of subroutines and programs. You’re...a person. This must be 
  what it’s like to be...human. And this fullness? It gives you a control over yourself, a unity of purpose 
  you’ve never experienced before. Of course, now that you’re showing off all your potential, it’s only a 
  matter of time before someone comes forward to reduce you to a machine again...
  Team Moves
  When you share a triumphant celebration with someone, ask them what makes them proud or 
  happy about the actions they took and write a lesson based on it, either filling an empty slot or 
  replacing an existing lesson.
  When you share a vulnerability or weakness with someone, if their response helps you 
  understand human feelings and problems, mark potential. If their response confuses or offends 
  you, shift your Freak up and your Mundane down.
  POTENTIAL  >>>>❑    >>>>❑    >>>>❑    >>>>❑    >>>>❑   
  Every time you roll a miss on a move, mark potential. 
  Advancement 
  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
   
  ❑  Take a move from another playbook
   
  ❑  Take a move from another playbook
   
  ❑  Someone permanently loses Influence over you; 
  add +1 to a Label
   
  ❑  Rearrange your Labels as you choose, and add 
  +1 to a Label
   
  ❑   Unlock your Moment of Truth
   
  ❑  Get burn and three flares (from the Nova’s 
  playbook)
  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 been  
  used once
   
  ❑  Lock down your lessons and change playbooks
   
  ❑  Take an adult move
   
  ❑  Take an adult move
   
  ❑  Lock a Label, and add +1 to a Label of your 
  choice
   
  ❑  Retire from the life or become a paragon  
  of the city
  Other Moves 
  
  Labels
  (at character creation, add +1 wherever you choose)
  DANGER 
   -2  
   -1  
    0   
   +1  
   +2  
   +3
  FREAK 
   -2  
   -1  
    0   
   +1  
   +2  
   +3 
  SAVIOR 
   -2  
   -1  
    0   
   +1  
   +2  
   +3 
  SUPERIOR 
   -2  
   -1  
    0   
   +1  
   +2  
   +3 
  MUNDANE 
   -2  
   -1  
    0   
   +1  
   +2  
   +3 
  Conditions
   
  ❑ Afraid 
  (-2 to directly engage a threat)
   
  ❑ Angry 
  (-2 to comfort or support or pierce the mask) 
   
  ❑ Guilty 
  (-2 to provoke someone or assess the situation)
   
  ❑ Hopeless (-2 to unleash your powers)
   
  ❑ Insecure (-2 to defend someone or reject others’ influence) 
  Backstory
  •  Who created you, and why? 
  •  How are you different from humans?
  •  Who, outside of the team, is your caretaker?
  •  What about humanity fascinates you the most?
  •  Why do you care about the team?
  Once you’ve finished your backstory, introduce your character to the other players, and then 
  determine what happened when your team first came together, the relationships between you and 
  your teammates, and who has Influence over you.
  When our team first came together...
  The team discovered you during the incident; thanks to them, you reached the outside world and 
  helped in the fight. Where and how did they find you? Who gave you your first nickname?
  Relationships
  ________________ is an exemplary human; they show you around and tell you how things work.
  The behavior of ________________ confuses you again and again; you’re determined to 
  understand humanity better by studying them.
  Influence
  You’re receptive to how people think and behave around you. Give Influence to all of your teammates.
  Newborn Moves
  (Choose two)
   
  ❑ □ Not from around here: When you act clueless, goofy, 
  or confused to get out of a sticky mundane situation, 
  roll + Freak. On a hit, you create an opportunity, 
  a distraction, or a plausible excuse. On a 7-9, you 
  also feel all the weight of playing the clown and of 
  the people staring at you. The GM shifts one of your 
  Labels up and one down. On a miss, no one is fooled, 
  and you’ve put yourself in their crosshairs.
   
  ❑ □ Thermodynamic miracle: When you comfort or 
  support someone by telling them what makes them 
  unique, roll + Freak instead of Mundane. If they 
  open up to you, shift Freak up and Mundane down. 
  If they don’t, mark a condition.
   
  ❑ □ A mind of their own: Your powers evolve and 
  mutate. When you are facing an obstacle or threat 
  that your powers would not be able to deal with, you 
  can mark a condition to gain brand new abilities 
  adapted to the situation. You lose these new powers 
  once the danger is gone.
   
  ❑ □ Damage: You get an additional condition called 
  Damaged. While marked, take +1 to take a 
  powerful blow. 
  To clear the Damaged condition, you need time, 
  external help, or special equipment or abilities.
   
  ❑  Regeneration: When you’re taken out, you can 
  trigger an emergency regeneration process. If 
  you do, your body undergoes an unpredictable 
  transformation, and in mere moments, you’re 
  back on your feet and ready to fight. Clear three 
  conditions and choose three from the list below:
  - Change your gender identity or presentation
  - Change your physical appearance
  - Forget all your lessons
  - Lose an important memory of a teammate; 
  they lose Influence over you
  - Swap an ability with another one from the 
  Newborn playbook
  A Blank Slate
  You were created with a basic understanding of the world. When you learn something that helps 
  you make sense of the world, write it down as a lesson. Fill in two lessons when you create your 
  character; fill in the other two when you’ve learned those lessons during play.
   
  ❑  I am _____________________________________________________________________ 
   
  ❑  A superhero should ___________________________________________________________ 
   
  ❑  Always ___________________________________________________________________  
   
  ❑  Never ____________________________________________________________________
  When you embody one of your lessons, shift one Label up and one Label down, your choice. If 
  you cause a misunderstanding, collateral damage, or unintended consequences in the process, 
  mark potential. When you reject one of your lessons, reject its Influence as if it were an NPC. If 
  you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.
  When you approach your creator or caretakers with a problem, tell them what obstacle you face 
  or what you need to achieve, and they will offer you something you need. The GM chooses one:
  • secret information
  • a way to temporarily boost or expand your powers
  • access to instruments, weapons, or resources
  • official and explicit backing
  If you accept their help, they rewrite one of your lessons for you.
  
  Moment of Truth
  You’ve fought, struggled, and worked so hard to figure out who you are, whether you’re just the 
  same as your future self or whether you’re different...but right now, that’s all out the window. The 
  distinction between your future self and your present self vanishes in the face of the trial before 
  you, and you become exactly the powerful, adamant figure that everyone fears or hopes you will 
  one day become. You can do exactly what your future self could do, and everyone around you sees 
  them in you more clearly than ever. Of course, after this it’s going to be hard to treat you as two 
  different people...
  Team Moves
  When you share a triumphant celebration with someone, ask whether they think your future 
  self could’ve won this victory. If they do, mark potential and the GM shifts your Labels. If they do 
  not, clear a condition and they shift your Labels. 
  When you share a vulnerability or weakness with someone, ask them if they think you could 
  turn into your future self. If they do, mark potential and the GM shifts your Labels. If they do not, 
  clear a condition and they shift your Labels.
  POTENTIAL  >>>>❑    >>>>❑    >>>>❑    >>>>❑    >>>>❑   
  Every time you roll a miss on a move, mark potential. 
  Advancement 
  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
   
  ❑  Take a move from another playbook
   
  ❑  Take a move from another playbook
   
  ❑  Someone permanently loses Influence over you; 
  add +1 to a Label
   
  ❑  Rearrange your Labels as you choose, and add 
  +1 to a Label
   
  ❑  Unlock your Moment of Truth
   
  ❑  Choose a mentor for yourself (from the Protégé’s 
  playbook)
  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 been used 
  once
   
  ❑  Change playbooks
   
  ❑  Take an adult move
   
  ❑  Take an adult move
   
  ❑  Lock a Label, and add +1 to a Label of your 
  choice
   
  ❑  Go back to your own time or become a paragon of 
  the city
  Other Moves 
  Time Period
  You traveled from the past to the 
  present. Choose the era you’re from:
   
  ❑  the ‘40’s–’50’s: the Gold Generation
   
  ❑  the ‘60’s–’70’s: the Silver Generation
   
  ❑  the ‘80’s–’90’s: the Bronze Generation
  Abilities
  You and your future self have the same core ability, 
  though your future self is better with it. Choose one:
   
  ❑   energy projection 
   
  ❑   shapeshifting 
   
  ❑   telepathy
   
  ❑   elemental control 
   
  ❑   super-speed 
   
  ❑   sound control
  THE INNOCENT
  HERO NAME
  REAL NAME 
  Look
  • ambiguous, man, shifting, transgressing, woman
  • Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
  • smooth-skinned face, chipper face, hopeful face, bright face, handsome face
  • old-fashioned clothing, haphazard clothing, well-tailored clothing, safe clothing
  • outdated costume, reflective costume, simplistic costume, gaudy costume, unique costume
  
  Labels
  (at character creation, add +1 wherever you choose)
  DANGER 
   -2  
   -1  
    0   
   +1  
   +2  
   +3
  FREAK 
   -2  
   -1  
    0   
   +1  
   +2  
   +3 
  SAVIOR 
   -2  
   -1  
    0   
   +1  
   +2  
   +3 
  SUPERIOR 
   -2  
   -1  
    0   
   +1  
   +2  
   +3 
  MUNDANE 
   -2  
   -1  
    0   
   +1  
   +2  
   +3 
  Conditions
   
  ❑ Afraid 
  (-2 to directly engage a threat)
   
  ❑ Angry 
  (-2 to comfort or support or pierce the mask) 
   
  ❑ Guilty 
  (-2 to provoke someone or assess the situation)
   
  ❑ Hopeless (-2 to unleash your powers)
   
  ❑ Insecure (-2 to defend someone or reject others’ influence) 
  Backstory
  • Who or what brought you to the present?
  • When did you first meet your future self?
  • How is your future self the embodiment of a future you never wanted?
  • What is your favorite part of life in the future? Your least favorite part?
  • Why are you determined to stay in the present with this team?
  Once you’ve finished your backstory, introduce your character to the other players, and then 
  determine what happened when your team first came together, the relationships between you and 
  your teammates, and who has Influence over you.
  When our team first came together...
  My future self was involved, and I tried to stop them. It took the rest of the team to help me 
  succeed. How did we stymie my future self’s plans?
  Relationships
  __________________ is helping me understand this weirdo future. I follow their lead.
  I saved someone important to __________________; they’re now my biggest defender.
  Influence
  These people are your guides, your friends, and the ones helping you find a better way. But you 
  are careful about whose guidance you follow. Give Influence over you to two teammates.
  Innocent Moves
  (Choose two)
   
  ❑   Making amends: When you make yourself 
  vulnerable while comforting or supporting 
  someone you (or your future self) has fought or hurt, 
  take +2 to the roll. If you miss or they refuse to open 
  up, mark a condition and take a powerful blow.
   
  ❑  Growing into power: When you unleash your 
  powers to do something your future self can do, 
  mark a condition to roll + Savior instead of + Freak.
   
  ❑  See it their way: When you reject someone’s 
  Influence when they equate you with your future 
  self, roll + Savior instead of + nothing. When you 
  accept someone’s Influence when they equate you 
  with your future self, mark potential.
   
  ❑  What’s this thing?: When you ask for someone else’s 
  guidance on the modern world, they must tell you 
  what they think you should do or how you should 
  act. If you act that way, clear a condition and shift 
  Mundane up and any other Label down. If you act 
  that way and it goes poorly, mark potential.
   
  ❑  White knight: When you give a speech on morality 
  and heroism, you can provoke someone with 
  Savior instead of Superior.
   
  ❑  Martyr: When you take a powerful blow while 
  defending someone or something, you may shift 
  Savior up and any other Label down.
  Your Future Self
  Your future self is out there, an important figure in Halcyon City and the world beyond—and 
  everything you’d hoped you’d never be. But finding out how they became who they are may be all 
  it takes to push you along a similar path. Pick one step of your future self’s path that you already 
  know about, and circle it.
  • They lost someone they cared about deeply
  • They failed horrifically in a noble pursuit or cause
  • They committed a major crime
  • They betrayed a close friend or ally
  • They won a victory at enormous cost 
  to the world around them
  • They killed someone
  • They publicly battled another hero
  • They injured an innocent
  When you learn of another step of your 
  future self’s path, circle it. You can have at 
  most 5 steps circled.  When you undergo an 
  experience that echoes one of the above (your 
  call), strike it out.
  When you strike out a circled step, or circle a 
  struck out step, choose one of the following:
   
  ❑  Replace comfort or support with the following: 
  When you coldly dismiss someone, roll + 
  Mundane. On a hit, they mark a condition or 
  leave you alone, their choice. On a 7-9, they can 
  also choose to inflict a condition on you. 
   
  ❑  Replace defend someone with the following: 
  When you aggressively defend a large group 
  or area, roll + Savior. On a hit, you create an 
  opportunity for yourself to press the attack, and 
  take +1 forward to pursue it. On a 10+, the 
  collateral damage is minimal.
   
  ❑  Replace provoke someone with the following: 
  When you threaten someone, say what you want 
  them to do and roll + Superior. On a hit, they either 
  do it or they are put at a significant disadvantage 
  against you, their choice. On a 10+, either way 
  they mark a condition, your choice.
   
  ❑  Replace reject someone’s Influence with the 
  following: When you spit in the face of guidance 
  or Influence, roll + 2. On a hit, take away their 
  Influence over you or clear a condition, your 
  choice. On a 7-9, you both take a powerful blow 
  from the intensity of your words.
   
  ❑  Become an NPC antagonist—your path is 
  irreconcilably set along the same course that 
  your future self followed.
  
  THE STAR
  HERO NAME
  REAL NAME 
  Look
  • ambiguous, man, shifting, transgressing, woman
  • Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
  • charming smile, coy smile, broad smile, warm smile, teasing smile
  • designer clothing, formal wear, beautiful outfits, preppy clothing, casual clothing
  • branded costume, flashy costume, focus-tested costume, stylish costume, ridiculous costume
  Abilities
  Your powers are flashy and impressive. Choose one.
   
  ❑ □ sonic control 
   
  ❑ □ electrodynamic control 
   
  ❑ □ light control
   
  ❑ □ strange wings 
   
  ❑ □ body plasticity and stretching 
   
  ❑ □ flame control
   
  Moment of Truth
  Sometimes it can be hard to tell where the show stops and where you begin—but not today. Not 
  now. Because right now, there is no show. Right now, you are the thing you pretend to be—bold 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 will just have even more demands...
  Team Moves
  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 you can clear a condition or mark potential. 
  When you share a vulnerability or weakness with someone, ask them if they will tell anyone the 
  truth about you. If they agree to keep it a secret, clear a condition or mark potential. If they don’t 
  agree, the GM shifts your Labels.
  POTENTIAL  >>>>❑    >>>>❑    >>>>❑    >>>>❑    >>>>❑   
  Every time you roll a miss on a move, mark potential. 
  Advancement 
  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
   
  ❑  Take a move from another playbook
   
  ❑  Take a move from another playbook
   
  ❑  Someone permanently loses influence over you; 
  add +1 to a Label
   
  ❑  Rearrange your Labels as you choose, and add 
  +1 to a Label
   
  ❑  Unlock your Moment of Truth
   
  ❑  Become part of a larger superhero tradition and 
  take a legacy (from the Legacy playbook)
  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 been  
  used once
   
  ❑  Change playbooks
   
  ❑  Take an adult move
   
  ❑  Take an adult move
   
  ❑  Lock a Label, and add +1 to a Label of your choice
   
  ❑  Retire from the life or become a paragon of the city
  Other Moves 
  
  Labels
  (at character creation, add +1 wherever you choose)
  DANGER 
   -2  
   -1  
    0   
   +1  
   +2  
   +3
  FREAK 
   -2  
   -1  
    0   
   +1  
   +2  
   +3 
  SAVIOR 
   -2  
   -1  
    0   
   +1  
   +2  
   +3 
  SUPERIOR 
   -2  
   -1  
    0   
   +1  
   +2  
   +3 
  MUNDANE 
   -2  
   -1  
    0   
   +1  
   +2  
   +3 
  Conditions
   
  ❑ Afraid 
  (-2 to directly engage a threat)
   
  ❑ Angry 
  (-2 to comfort or support or pierce the mask) 
   
  ❑ Guilty 
  (-2 to provoke someone or assess the situation)
   
  ❑ Hopeless (-2 to unleash your powers)
   
  ❑ Insecure (-2 to defend someone or reject others’ influence) 
  Backstory
  • When did you first appear onscreen?
  • What do you tell people about how you got your powers?
  • Who, outside of the team, supports your burgeoning star in every way possible?
  • Who, outside of the team, loathes what you represent?
  • Why do you care about the team?
  Once you’ve finished your backstory, introduce your character to the other players, and then 
  determine what happened when your team first came together, the relationships between you and 
  your teammates, and who has Influence over you.
  When our team first came together...
  We, as a team, attracted the attention of a major media outlet within the city, thanks to our efforts. 
  Who are they? Why do they support us?
  Relationships
  __________________ might wind up being more of a star than me some day.
  __________________ would be a great sidekick; I try to keep them around.
  Influence
  Choose how you see the team: as a means to an end, or as something worthwhile on its own.
  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.
  Star Moves
  (Choose two)
   
  ❑  The gossip mags: When you tap into the gossip and 
  rumor of the celebrity industry for information on an 
  important city figure, roll + Superior. On a hit, you 
  can ask the GM questions. On a 10+, ask three. On 
  a 7-9, ask one: 
  - What are they up to? 
  - What or who do they most care about? 
  - What allies do they have? Enemies? 
  - Where and when can I find them? 
  - How could I make them vulnerable to me? 
  On a miss, ask one anyway, but they hear about 
  your interest in them. 
   
  ❑  Stage-fighting: When you directly engage a threat 
  with an audience watching, mark a condition to roll 
  + Superior instead of Danger. lah lah lah lah lah 
  lah lah lah lah lah
   
  ❑  Time for the show: When you put on a flamboyant 
  display of your powers, roll + Superior. On a 7-9, 
  name one NPC present. On a 10+, name two NPCs 
  present. The named NPCs must either volunteer 
  help or information, express admiration, or ask 
  for your help, GM’s choice. On a miss, your display 
  catches someone watching in the wrong way.
   
  ❑  Take it from me: When you comfort or support 
  someone who openly admires your celebrity persona, 
  roll + Superior instead of Mundane.
   
  ❑  Cold and Cruel: When you shut someone down, roll 
  + Superior. On a 10+, you either inflict a condition 
  on them, make them lose Influence over you, or 
  take Influence over them, your choice. On a 7-9, you 
  either each inflict a condition on the other, or both 
  lose Influence over each other, your choice. On a 
  miss, they gain Influence over you.
  Audience
  You are a celebrity in the city. By default, your audience is a limited group of interested fans, and 
  you speak to them through after-action interviews and infrequent press conferences. Why does 
  your audience love you? Mark all that apply.
   
  ❑  You’re just like them 
   
  ❑  You’re a dangerous person, a bad seed
   
  ❑  You’re noble warrior for justice 
   
  ❑  You’re stunning, unique, and beautiful
   
  ❑  You’re charming, well-spoken, and smart 
   
  ❑  You’re a firebrand, a rabble rouser
  Choose two advantages:
   
  ❑  Your audience is utterly devoted to you
   
  ❑  You can easily speak to them at any time
   
  ❑  You have a PR agent to handle your audience
   
  ❑  You earn a lot of money from their interest
   
  ❑  You have a major hero’s endorsement
   
  ❑  You have a much wider audience
  Choose two demands your audience makes on you:
   
  ❑  They require constant stimulation
   
  ❑  They require perfection—no mistakes
   
  ❑  They require frequent bouts of drama
   
  ❑  They require major acts of heroism
   
  ❑  They require novelty and brand new action
   
  ❑  They require chemistry with your allies
  When you accept what your audience tells you about yourself, clear a condition. When you reject 
  what your audience tells you about yourself, on a hit mark potential and expect retribution.
  When you seek help from your audience, roll + Superior. On a hit, someone in your audience 
  can hook you up. On a 10+, they only make a small demand. On a 7-9, their demands are a 
  lot higher. On a miss, you’ve made a mistake, and your audience won’t help you until you’ve 
  redeemed yourself in their eyes.
  
  THE JOINED
  YOUR OTHER HALF  
  (CHOOSE ANOTHER PC TO BE YOUR OTHER HALF; CREATE YOUR CHARACTER WITH THEM)
  HERO NAME  
  (CHOOSE YOUR HERO NAME AFTER YOU KNOW THE HERO NAME OF YOUR OTHER HALF)
  REAL NAME 
  Look
  You look similar to your other half, and your costume choice is always the same as theirs. Choose 
  two other options they have selected that you share; then, choose two options from the lists below.
  • ambiguous, man, shifting, transgressing, woman
  • Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
  • brooding face, curious face, judging face, unreadable face
  • casual clothing, eccentric clothing, dark clothing, light clothing
  Abilities
  Your powers complement your other half’s. You have the same abilities they have. At least for now. 
  Moment of Truth
  When you trigger your Moment of Truth, choose—are you working with your other half, or are 
  you on your own?
  If you’re working with your other half, use the text of their Moment of Truth and treat it as if it 
  applies to both of you. Remember to lock your Label and switch a bond to a distinction because 
  you’ll probably never reach these heights of perfect connection, of being one, ever again…
  If you’re on your own, use the following text:
  You’re on your own. It’s like missing an arm. Like fighting naked. Like holding your breath. You’re 
  missing something vital...but you’re moving faster than ever, thinking faster than ever, doing 
  things you couldn’t even do while relying on both of your strength combined. And it’s hitting you, 
  hard—you can do this. Without them. And you can win. It’s going to be hard to come down off 
  this high and rejoin with them afterwards, isn’t it?
  Remember to lock a Label and switch a bond to a distinction, afterward.
  Team Moves
  When one of you shares moment of vulnerability or shares a triumphant celebration without 
  the other one present, mark a condition to mark a potential.
  POTENTIAL  >>>>❑    >>>>❑    >>>>❑    >>>>❑    >>>>❑   
  Every time you roll a miss on a move, mark potential. 
  Advancement 
  When you fill your potential track, you advance. Choose from the list below. 
   
  ❑ Take one new bond
   
  ❑ Take one new distinction
   
  ❑ Take a move from another playbook
   
  ❑ Gain two new abilities from any playbook
   
  ❑ Take an advancement from your other half’s playbook
   
  ❑ Someone permanently loses Influence over you; 
  add +1 to a Label
   
  ❑ Rearrange your Labels as you choose, and add +1 
  to a Label 
   
  ❑ Unlock your Moment of Truth
  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 been  
  used once
   
  ❑  Change playbooks
   
  ❑  Take an adult move
   
  ❑  Take an adult move
   
  ❑  Lock a Label, and add +1 to a Label of your 
  choice
   
  ❑  Retire from the life or become a paragon of  
  the city
  Other Moves 
  
  Labels
  Your Labels start off the same as  
  your other half’s, but you may  
  shift up any one Label, and shift  
  down any one Label.
   
   
  Conditions
   
  ❑ Afraid 
  (-2 to directly engage a threat)
   
  ❑ Angry 
  (-2 to comfort or support or pierce the mask) 
   
  ❑ Guilty 
  (-2 to provoke someone or assess the situation)
   
  ❑ Hopeless (-2 to unleash your powers)
   
  ❑ Insecure (-2 to defend someone or reject others’ influence) 
  Backstory
  • How did you and your other half become connected?
  • Who or what did you have to give up because of your connection?
  • Apart from your powers, what keeps you together?
  • Someone outside the team thinks you’d be better off on your own. Who are they and why do they think that?
  • Why do you care about the team?
  Once you’ve finished your backstory, introduce your character to the other players, and then 
  determine what happened when your team first came together, the relationships between you and 
  your teammates, and who has Influence over you.
  When our team first came together...
  The connection between our two halves was threatened by the crisis. How? By what?
  Relationships
  When you have problems with your other half, you talk to _________________. 
  You are jealous of the relationship between your other half and _________________, and you 
  keep trying to interject yourself.
  Influence
  Are you more or less trusting than your other half? If more trusting, give out one more Influence 
  than they did. If less, then give out one less Influence than they did. 
  If you didn’t get Influence over your other half, then take it now. If you didn’t give Influence to your 
  other half, then give it now.
  Your Other Half
  You share a deep bond with your other half. You are stronger together than you are apart, for 
  now. If your other half is a Delinquent, Outsider, or Transformed, take two moves from their  
  playbook: one they have and one they don’t. Remember that you share much beyond your moves; 
  i.e., if your other half is an Outsider, you both hail from the same dimension/planet/etc. For all 
  other playbooks, you share in the core extras of your other half. 
  • 
  Beacon: Take drives and mark four of your 
  choice. When your other half strikes out a drive, 
  strike it out as well.
  • 
  Bull: Take The Bull’s Heart with the same love 
  and rival as your other half. Choose a different 
  role that you commonly fulfill. 
  • 
  Janus: Take The Mask and a secret identity. 
  Choose a different Label for your Mask. Take two 
  obligations: one shared, one unique to you. 
  • 
  Legacy: Take a legacy. Your other half fills in as 
  many names in the initial list as they choose; 
  you fill in the rest. You can never answer the 
  questions for your other half’s Legacy move.
  • 
  Protégé: You share a mentor with your other 
  half. When they finish defining your mentor and 
  resources, choose an additional resource.
  • 
  Doomed: Take a sanctuary, a doom, and a 
  doom track: You and your other half share the 
  conditions that bring your doom closer and a 
  doom track; when it fills, you both choose a 
  new doomsign. You start with the doomsign 
  your other half chose. Your other half picks the 
  initial features and downsides of your shared 
  sanctuary. You choose one more of each.
  • 
  Nova: Take burn and four flares, two shared and 
  two unique to you.
  Bonds and Distinctions
  At character creation you start with Two of a kind, and choose one other bond. When either you or 
  your other half locks a Label, cross off one of your chosen bonds and choose a distinction.
  BONDS:
   
  ❑  Two of a kind: When time passes, you and your 
  other half gain Influence over each other. When 
  you or your other half pierces the other’s mask, 
  mark a condition to take a 10+.
   
  ❑  Fastball special: When you perform a coordinated 
  fighting maneuver with your other half, say who 
  takes the lead and who assists. The leader rolls 
  the adult move overwhelm a vulnerable foe. The 
  assistant marks a condition.
   
  ❑  Powers, activate!: When you and your other half 
  pool your powers, say who takes the lead and who 
  assists. The leader unleashes their powers with 
  your combined Freak (max+4). The assistant shifts 
  Savior down, Mundane up.
   
  ❑  Four eyes are better: When you and your other half 
  assess the situation from two different vantage points, 
  one of you makes the move, and the other may either 
  clear a condition or ask an additional question. You 
  both get +1 when following the answers.
  DISTINCTIONS:
   
  ❑  Mirror, mirror: When you pierce someone’s mask, 
  you can ask them “What are you really feeling right 
  now?”, even on a miss. If you do, they can ask you 
  the same question.
   
  ❑  Shouldering the burden: When you push yourself 
  to do something your other half failed at or can’t 
  do, mark a condition to use the adult move wield 
  your powers.
   
  ❑  Going solo: When you directly engage a threat 
  entirely on your own, you can roll + Superior 
  instead of + Danger.
   
  ❑  Internal strife: When you snipe about your other 
  half behind their back, remove one Team from the 
  pool and clear a condition.
  ✔
  DANGER 
   -2  
   -1  
    0    +1  
   +2   +3
  FREAK 
   -2  
   -1  
    0    +1  
   +2   +3 
  SAVIOR 
   -2  
   -1  
    0    +1  
   +2   +3 
  SUPERIOR 
   -2  
   -1  
    0    +1  
   +2   +3 
  MUNDANE 
   -2  
   -1  
    0    +1  
   +2   +3 
  
SOURCE: textdata/thevault/Masks (PbtA)/Supplements/Halcyon City Herald Collection/Masks - A New Generation - Halcyon City Herald Collection - Playbooks (Updated).pdf