TEXT: THE BRAIN
  HERO NAME
  REAL NAME  (IF DIFFERENT)
  Look
  • ambiguous, man, shifting, transgressing, woman
  • Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
  • tall and skinny body, short and round body, tight and trim body, artificial body
  • vintage clothing, scientific clothing, geeky clothing, futuristic clothing
  • no costume, colorful costume, adaptive costume, robotic exo-suit, sleek costume
  Abilities
  You don’t have any powers of your own, besides your incredible intellect. All of your amazing 
  abilities come from inventions that you have created.  You’re best known for one particular 
  invention that you use regularly; choose one.
   
  ❑  prosthetic self-altering limbs
   
  ❑  power armor or cyborg body
   
  ❑  size-change device
   
  ❑  robotic sidekick
   
  ❑  force field belt 
   
  ❑  hi-tech vehicle
   
  Moment of Truth
  Sooner or later, all the super powers, elite training, and experience are helpless in the face of evil 
  or disaster. That’s when somebody like you, gifted as you are with a peerless intellect, can rise to 
  the occasion. Your plan, your invention, or your lightning-fast thought processes save the day, in 
  a way no one else could have foreseen. Of course, after you’ve shown how different you are from 
  them, that distance between you and the others is now that much greater. And the world is only 
  going to pull you farther apart...
  Team Moves
  When you share a triumphant celebration with someone, ask them if they felt they could have 
  done it without you. If they say yes, give Influence to them and mark a condition. If they say no, 
  they give Influence to you.
  When you share a vulnerability or weakness with someone, hold 2. Spend the hold 1-for-1 to clear 
  a condition or add 1 Team to the pool when you are with 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 another move from your playbook
   
  ❑  Take a Sanctuary from the Doomed playbook
   
  ❑  Take Drives from the Beacon 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
   
  ❑  Confront your Shame on your terms; if you 
  survive, change playbooks
   
  ❑  Take an adult move
   
  ❑  Take an adult move
   
  ❑  Lock a Label, and add +1 to a Label of your 
  choice
   
  ❑  Become a paragon of the city for however long 
  you have left
  Other Moves 
  T
  
  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
  • How did you first reveal your genius to your friends or family?
  • Why did you decide to use your intellect for the benefit of others?
  • What accident or misfire taught you some sense of humility or responsibility?
  • Who helped you realize you need other people?
  • 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...
  I created something lasting and beneficial for the whole team. What was it?
  Relationships
  You told ____________________ about your shame and asked them for their confidence.
  You wish you could be a better hero, more like _____________________.
  Influence
  You need these people as much as they need you. Give Influence to two of your teammates.
  BRAIN Moves
  (Choose three)
   
  ❑  Above the fray: When you enter battle as a Team 
  against a dangerous foe, if you have Influence 
  over the leader and provide tactical input, add 1 
  Team to the pool. When you contradict the leader 
  during the battle, you may return Influence over 
  the leader to add an additional 1 Team to the pool. 
   
  ❑  Mission debrief: During a debrief, when you 
  downplay your role in helping a teammate 
  during the mission, mark potential and shift 
  Superior down and any other Label up. When you 
  exaggerate your role in helping a teammate 
  during the mission, clear a condition and either 
  give them Influence or lose Influence over them.
   
  ❑  Logical angle:  When you comfort or support 
  someone by rationally pointing out their mistakes 
  so they can do better next time, roll + Superior 
  instead of + Mundane. If they do not open up to 
  you, mark a condition.
   
  ❑  Scientific insight: You have achieved mastery over 
  a field of science and technology. Name it:  
  __________________________________ 
  Whenever you assess the situation and your field 
  of study is directly relevant, you may ask a single 
  follow-up question.
   
  ❑  Always prepared: When you have a chance to 
  restock your supplies, hold up to 2-gadgets. 
  When you unleash your powers by producing a 
  brand new minor invention or gadget from your 
  supply, spend 1-gadget and roll + Superior. 
  When you reach 0-gadgets, mark a condition.
   
  ❑  Tactical genius: When you point out the obvious 
  flaw in a known foe’s plan, roll + Savior. On a hit, 
  you’re right, and another teammate (your choice) 
  can take advantage; they get +1 ongoing to act 
  on your information. On a 7-9, pick one:
  - You missed something important. The GM will 
  tell you what.
  - You look like a showoff. Your chosen teammate 
  takes Influence over you, and you lose 
  Influence over them.
  - You make your teammates feel like little more 
  than pawns. Your chosen teammate marks a 
  condition.
  On a miss, you’ve played into your enemy’s hands; 
  watch the trap spring.
  Your Shame
  You have a deep and abiding sense of guilt for something you have created or had a hand in creating. 
  It could have been something you invented when you first came into your genius, or something you 
  set into motion that you no longer have the power to stop. It may even be something beyond your 
  ability to achieve again, this once-in-a-lifetime creation. Just as you are a world-class intellect, your 
  shame is a world-class problem. Whatever the case may be, your role in its creation is not publicly 
  known...yet.
  What is your shame?
   
  ❑  A prototype AI
   
  ❑  A cosmic phenomenon
   
  ❑  A catastrophic weapon
   
  ❑  A dangerous chemical
   
  ❑  A living monstrosity
   
  ❑  An altered former ally
  Whenever you are confronted with your shame, either mark a condition or shift Superior down and 
  Danger up. If your shame is an NPC, they can never lose Influence over you.
  At the end of every session, answer the question:
  • Did you take steps to make amends for your shame?
  If the answer is yes, mark potential. If the answer is no, give Influence to one of your teammates.
  
  THE SOLDIER
  CALL SIGN
  REAL NAME 
  Look
  • ambiguous, man, shifting, transgressing, woman
  • Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
  • average body, bulky body, lean body, trained body, surprising body
  • stylish clothing, comfortable clothing, simple clothing, casual clothing
  • modern costume, iconic costume, military uniform, no costume
  Abilities
  A.E.G.I.S. found you before you got full control of your abilities. They helped you master your 
  gifts, maybe even augmented them with some new tech. Now you have an opportunity to do 
  some good, using your powers to protect and serve humanity. Choose any two of the following.
   
  ❑  superstrength and durability
   
  ❑  energy blasts
   
  ❑  enhanced senses
   
  ❑  a signature weapon 
   
  ❑  augmented/mechanical limbs 
   
  ❑  an alternate/monstrous form
   
  Moment of Truth
  Freedom isn’t free. But not every mission ends in tragedy. When things look bleakest, when your 
  back is against the wall, when it seems like the dawn will never come...you find a way forward 
  without violence. Your enemies lay down their arms and surrender; your allies step back from the 
  brink of chaos. Of course, the people you’ve saved aren’t going to forget what you’ve done here 
  today; they may even come to see you as a symbol of the higher cause you claim to serve...
  Team Moves
  When you share a triumphant celebration with someone, tell them what they need to do to 
  achieve their full potential. If they accept your advice, take Influence over them and add two 
  Team to the pool. If they reject what you have to say, mark a condition.
  When you share a vulnerability or weakness with someone, ask them what cause they serve. If 
  you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add a 
  Team to the pool. If they don’t have a cause (or you find it unworthy), mark a condition.
  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 another move from your playbook
   
  ❑  Take a move from another playbook
   
  ❑  Unlock your Moment of Truth
   
  ❑  Someone permanently loses Influence over you; 
  add +1 to a Label
   
  ❑  Rearrange your Labels as you choose, and add 
  +1 to a Label 
   
  ❑  Undergo enhancement: take two new abilities
  When you’ve taken five advances from the top list, you can take advances from the list below.
   
  ❑  Lock Soldier, and add +1 to a Label of your choice
   
  ❑  Take a Mentor and any move from the Protégé 
  playbook
   
  ❑  A.E.G.I.S. permanently loses Influence over you; 
  change playbooks
   
  ❑  Take an adult move
   
  ❑  Take an adult move
   
  ❑  Retire from A.E.G.I.S. to a civilian life or join the 
  upper echelons of A.E.G.I.S. as a Senior Director
  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
  • What tragedy or disaster led to you gaining your abilities?
  • What inspired you to officially join A.E.G.I.S.?
  • What does A.E.G.I.S. do for the world that no one else can?
  • Who, outside of A.E.G.I.S. and the team, connects you to the civilian world?
  • 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...
  Our victory secured an important resource for A.E.G.I.S. What was it?
  Relationships
  ____________________ is crucial to the long-term success of A.E.G.I.S. I must protect them.
  _____________________ isn’t always thrilled with the way A.E.G.I.S. handles things. I’ve come 
  to value their critiques, even if I don’t agree with them.
  Influence
  Respect is earned, soldier. Tell two of your teammates what they did to earn your esteem and give 
  them Influence. Everyone else will have to match their efforts.
  Soldier Moves
  (You start with Before we get started and one more)
   
  ❑  Before we get started: When you have time to 
  closely observe your opposition before a fight, 
  roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. 
  On a miss, hold 1 and mark a condition. During 
  the fight, you can spend your hold to name a 
  character you observed and...:●
  • ...redirect their attack to another character 
  or nowhere—into a wall or the sky.●
  • ...cross a distance between them and you.●
  • ...stun them, close up or from a distance.●
  • ...ignore all harm from one of their attacks.●
  • ...escape any bindings or impediments they 
  attempt to place on you.
   
  ❑  No, you move: When you demand that an NPC 
  live up to a higher moral code, roll + Savior. 
  On a hit, they have to meet your standard or 
  mark a Condition. On a 10+, take Influence 
  over them as well. On a miss, they reveal that 
  the conflict in question is more complicated 
  than it seems; give them Influence over you.
   
  ❑  I can do this all day: When something causes 
  you to remove yourself from  a fight, you can shift 
  Savior down (and another Label up) instead. If 
  shifting Savior down would move it below -2, you 
  have to leave the fight instead of shifting Labels.
   
  ❑  It kinda feels personal: When you discover that 
  someone has misled you or betrayed your cause, 
  mark a condition to take +1 ongoing against 
  them until they are brought to justice. 
   
  ❑  Mission first: When you secure a valuable 
  resource by defeating a powerful foe, you can 
  shift your Savior up and any other Label down. If 
  you (and your team) managed to avoid causing 
  any collateral damage, clear a condition as well.
   
  ❑  More than a shield:  When you directly engage 
  a threat by heading directly into danger withour 
  regard for your own safety, roll with Savior instead 
  of Danger. On a miss, your focused attack leaves 
  someone in grave danger; the GM will tell you 
  what it takes to keep them safe.
  A Higher Calling...
  You work for a metahuman law enforcement agency (A.E.G.I.S.) that keeps the world safe from all 
  manner of superhuman, supernatural, and extraterrestrial threats. You volunteered to work with a 
  team of young superheroes as part of a new A.E.G.I.S. program designed to keep Halcyon City safe. 
  You have an additional Label:
  SOLDIER 
   -2  
   -1  
    0   
   +1  
   +2  
   +3
  Soldier functions like any other Label. Characters with Influence over you can shift it, and you mark 
  a condition if it would ever shift above +3 or below -2. You can only cancel the influence A.E.G.I.S. 
  holds over you with the appropriate advancement. You cannot lock Soldier with a Moment of Truth.
  When you’re acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier 
  instead of any other Label when you make a basic or playbook move.
  When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll + Soldier. 
  On a hit, your words carry weight. On a 7-9, someone will push back against your instructions 
  or orders...sooner rather than later. On a miss, your attempts to control the situation create an 
  opportunity for your enemies within A.E.G.I.S. to act against you.
  When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll 
  + Soldier. On a hit, they’ll resupply you as best they can. On a 10+, the resources are highly 
  classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, 
  A.E.G.I.S. sends what they think you need, regardless of what you actually requested.
  ✔
  
SOURCE: textdata/thevault/Masks (PbtA)/Secrets Of AEGIS/Masks - A New Generation - Secrets Of AEGIS - Playbooks.pdf