TEXT: THE BEACON
  HERO NAME
  REAL NAME 
  Look
  • ambiguous, man, shifting, transgressing, woman
  • Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
  • smiling face, naive face, average face, pretty face
  • stylish clothing, comfortable clothing, simple clothing, casual clothing
  • flashy costume, stylish costume, gaudy costume, iconic costume
  Abilities
  If you have superpowers, they’re pretty minor or not noticeable. If you have skills, you carry the 
  necessary equipment. Choose two.
   
  ❑  bow and trick arrows 
   
  ❑  swords 
   
  ❑  camouflage and stealth
   
  ❑  martial arts 
   
  ❑  phasing 
   
  ❑  acrobatics
   
  Moment of Truth
  This is the moment when you show them exactly why you belong here. You do any one thing, take 
  out any one enemy, no matter how insane, no matter how ridiculous, because that’s you. Their jaws 
  are gonna drop when you’re done. Of course, pulling off a stunt like this tends to bring unwanted 
  attention and a dangerous reputation...
  Team Moves
  When you share a triumphant celebration with someone, tell them how they’re awesome and add 
  a Team to the pool. If they tell you how you’re awesome in return, add another Team to the pool.
  When you share a vulnerability or weakness with someone, ask them to confirm or deny that you 
  should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, 
  mark Angry and shift one Label up and one Label down, your choice.
  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
   
  ❑  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
  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
  • How did you gain your skills? 
  • When did you first put on your costume?
  • Who, outside of the team, thinks you shouldn’t be a superhero?
  • Why do you try to be a hero?
  • 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 found signs that this incident was just the start of something bigger. What were the signs?
  Relationships
  ____________________ is awesome, and you take every chance you get to hang out with them. 
  You’ve got to prove yourself to_____________________ before you feel like a real hero.
  Influence
  You are so excited to be here. Give Influence over you to three of your teammates.
  Beacon Moves
  (Choose two)
   
  ❑  Straight. Up. Creepin’.:  When you scope out a 
  person or place, roll + Mundane. On a 10+, ask 
  two. On a 7-9, ask one.
  - what’s my best way in/out?
  - what happened here recently?
  - what here is worth grabbing?
  - who or what here is not what they seem?
  - whose place is this?
  On a miss, you find yourself in over your head. 
  The GM will tell you why this is a bad spot.
   
  ❑  No powers and not nearly enough training:  
  You’re always picking up new gear to keep 
  yourself in the game. Whenever you pick up a 
  new piece of gear, you can write it in as a new 
  ability if this line is empty. 
  _______________________________  
  The first time you use each piece of gear to 
  directly engage a threat, unleash your powers, or 
  defend someone, you can roll + Mundane instead 
  of the normal Label. 
   
  ❑  Won’t let you down:  When you help a teammate, 
  you can spend 2 out of the Team pool to add +2 
  to their roll.
   
  ❑  Pretty much a superhero:  When you bring up 
  your superhero name to someone important (your 
  call) for the first time, roll + Savior. On a hit, 
  they’ve heard of you; say which of your exploits 
  they’ve heard about and which Label they think 
  applies. On a 7-9, the GM will tell you something 
  else they’ve heard, and pick a second Label they 
  assign to you. On a miss, they don’t take you 
  seriously or mistrust you moving forward.
   
  ❑  C’mon, Lucky:  You have a pet of some kind, a 
  smaller companion that helps you out. Detail it. 
  Choose three basic moves and tell the GM how it 
  helps you with those moves. Whenever your pet 
  could help you, take +1 to that move. If your pet 
  ever gets hurt, treat it as taking a powerful blow.
   
  ❑  Suck it, Domitian:  When you stand strong while 
  dramatically under fire, roll + Savior instead of  
  + Danger to directly engage a threat. 
  Drives
  Choose four drives to mark at the start of play. When you fulfill a marked drive, strike it out, and 
  choose one: mark potential, clear a condition, take Influence over someone involved. 
  When your four marked drives are all struck out, choose and mark four new drives. When all 
  drives are struck out, change playbooks, retire from the life, or become a paragon of the city.
   
  ❑  lead the team successfully in battle 
   
  ❑  kiss someone dangerous 
   
  ❑  punch someone you probably shouldn’t 
   
  ❑  help a teammate when they most need you 
   
  ❑  take down a threat all on your own 
   
  ❑  outperform an adult hero 
   
  ❑  pull off a ridiculous stunt 
   
  ❑  save a teammate’s life 
   
  ❑  get drunk or high with a teammate
   
  ❑  drive a fantastical vehicle 
   
  ❑  get a new costume
   
  ❑  get a new hero name 
   
  ❑  earn the respect of a hero you admire
   
  ❑  make out with a teammate 
   
  ❑  punch out a teammate 
   
  ❑  break up with someone 
   
  ❑  stop a fight with calm words 
   
  ❑  tell someone your true feelings for them
   
  ❑  travel to an incredible place (or time) 
   
  ❑  reject someone who tells you “you shouldn’t be 
  here”
  
  THE BULL
  HERO NAME
  REAL NAME (IF DIFFERENT) 
  Look
  • ambiguous, man, shifting, transgressing, woman
  • Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
  • calloused hands, dirty hands, inhuman hands, battered hands
  • baggy clothing, ragged clothing, dirty clothing, casual clothing
  • simple costume, memorable costume, over the top costume, no costume
  Abilities
  Someone or something changed you, made you into a perfect weapon: superhumanly tough, 
  incredibly strong, and uniquely skilled at fighting. Decide how each of those abilities manifests.
  Moment of Truth
  This is what you do best. You let loose, all the pent up strength and rage and glee, and you break 
  whatever stands in your way. You are a walking demolition crew. What can stand up to you? 
  Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who 
  changed you know exactly where to find you... 
  Team Moves
  When you share a triumphant celebration with someone, make them your love or rival 
  immediately to mark potential. If they are already your love or rival, take Influence over them and 
  mark potential.
  When you share a vulnerability or weakness with someone, give them Influence and hold 2. Spend 
  that hold to help them as if it were Team in the pool.
  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 another two roles for The Bull’s Heart
  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 changed you? 
  • How did you escape from them? 
  • Who, outside the team, tries to take care of you now?
  • Why do you try to be a hero?
  • 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 defeated a dangerous enemy. Who or what was it?
  Relationships
  _______________ is your love. You’ve opened up to them about the worst parts of your past.
  _______________ is your rival. They tried to control you at a crucial moment. 
  Influence
  You’re selective about who you let in. Give your love and rival Influence over you, but that’s it.
  Bull Moves
  (Choose two)
   
  ❑  Thick and thin skinned:  Whenever you have 
  Angry marked, take +1 ongoing to unleash your 
  powers. 
   
  ❑  You’ve got a head you don’t need:  When you 
  provoke someone with obvious threats and 
  shows of force, roll + Danger instead of  
  + Superior.
   
  ❑  Punch everyone:  Whenever you charge into a 
  fight without hedging your bets, you can shift 
  your Danger up and any other Label down.
   
  ❑  There when it matters:  When you defend 
  someone, on a hit you can hold 1 instead of 
  choosing one from the list. Spend your hold when 
  they are in danger later to arrive on the scene 
  ready to help.
   
  ❑  In a china shop:  When you directly engage 
  a threat, you can cause significant collateral 
  damage to your environment to choose an 
  additional option, even on a miss.
   
  ❑  Physics? What physics?:  When you unleash your 
  powers to barrel through an insurmountable 
  barrier, roll + Danger instead of + Freak.
  The Bull’s Heart
  You always have exactly one love and one rival. You can change your love or rival at any time; give 
  the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action 
  that impresses your love or frustrates your rival. 
  Love: 
  Rival: 
  Choose a role you commonly fulfill for your love or rival: 
   
  ❑  Defender:  When you leap to defend your love or 
  rival in battle, roll + Danger instead of + Savior 
  to defend them.
   
  ❑  Friend:  When you comfort or support your love 
  or rival, mark potential on a hit. When your love 
  or rival comforts or supports you, mark potential 
  when they roll a hit.
   
  ❑  Listener:  When you pierce the mask of your 
  love or rival, you can always let them ask you a 
  question to ask them an additional question in 
  turn, even on a miss. These additional questions 
  do not have to be on the list. 
   
  ❑  Enabler:  When you provoke your love or rival, 
  roll + Danger if you are trying to provoke them to 
  rash or poorly thought out action.
  
  THE DELINQUENT
  HERO NAME
  REAL NAME (IF DIFFERENT)  
  Look
  • ambiguous, man, shifting, transgressing, woman
  • Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
  • laughing eyes, jaded eyes, untrusting eyes, hateful eyes
  • casual clothing, ragged clothing, rebellious clothing, garish clothing
  • skimpy costume, showy costume, ridiculous costume, cheap costume, no costume
  Abilities
  Your powers are messy, deceiving, or frustrating. Choose two.
   
  ❑  teleportation 
   
  ❑  tricks illusions 
   
  ❑  gadgetry and hacking
   
  ❑  psychic weapons 
   
  ❑  emotion control
   
  ❑  power negation
  Moment of Truth
  This is when you show them what you really are. Whether you’re the hero underneath the rebel 
  facade...or the one who can make the hard choices heroes can’t make. You do whatever it takes 
  to show that truth, whether it’s saving the day from a terrible villain or stopping a bad guy once 
  and for all. Of course, once you’ve shown what you really are, there’s no going back to playing the 
  clown...
  Team Moves
  When you share a triumphant celebration with someone, ask them if they think you’re cool. If 
  they say yes, give them Influence and take Influence over them. If they say no, mark a condition or 
  spurn them immediately. If they’re a teammate, then either way, add a Team to the pool.
  When you share a vulnerability or weakness with someone, give them Influence over you, and 
  ask them who they’d like you to be. Mark potential if you show them that person. If they’re a 
  teammate, add a Team to the pool no matter what.
  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
   
  ❑  Add +1 to any two Labels 
  When you’ve taken five advances from the top list, you can take advances from the list below.
   
  ❑  Unlock your Moment of Truth after you’ve used it 
  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
  • How did you get your powers?
  • What do you do for fun?
  • Who, outside the team, thinks better of you than you do?
  • Why do you try to be a hero?
  • 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 totally broke some major rules to win the fight. What rules did we break? Whose rules were 
  they?
  Relationships
  You keep trying to impress _________________ with your antics.
  You and ________________ pulled an awesome (if illegal) stunt together.
  Influence
  You care way more than you let on. Give three teammates Influence over you.
  Delinquent Moves
  (Choose three)
   
  ❑  Mary Contrary:  When someone tries to pierce 
  your mask, comfort or support you, or provoke 
  you, you can interfere. Roll + Superior. On a hit, 
  they take a -2 on their roll. On a 10+, you also 
  take Influence over them or clear a condition. 
  On a miss, they get a 10+ no matter what they 
  rolled and you mark a condition of their choice. 
   
  ❑  I don’t care what you think!:  Whenever you 
  reject others’ Influence, add +2 to your roll. 
   
  ❑  Team? What team?:  When you use Team selfishly, 
  clear a condition or mark potential. The first 
  time in a session that you use Team to help a 
  teammate, take +1 forward.
   
  ❑  Criminal mind:  When you assess the situation, 
  you can always ask one of the following 
  questions, even on a miss: 
  - what here is useful or valuable to me?
  - how could I best infuriate or provoke
     ____________?
  - what’s the best way in/way past?
   
  ❑  Troublemaker:  When you help a teammate 
  through destructive, criminal, or rule-breaking 
  actions, you can give them a +2 instead of a +1 
  when you spend a Team from the pool.
   
  ❑  Are you watching closely?:  When you mislead, 
  distract, or trick someone, roll + Superior. On a 
  hit, they are fooled, at least for a moment. On a 
  10+, choose three. On a 7-9, choose two.
  - you get an opportunity
  - you expose a weakness or flaw
  - you confuse them for some time
  - you avoid further entanglement
  On a miss, you’re hopelessly embroiled in it and 
  under pressure; mark a condition.
  
  THE DOOMED
  HERO NAME
  REAL NAME (IF DIFFERENT)  
  Look
  • ambiguous, man, shifting, transgressing, woman
  • Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
  • haunted eyes, angry eyes, empty eyes, steely eyes
  • unassuming clothing, medical clothing, official clothing, adaptive clothing
  • no costume, adaptive costume, medical costume, grim costume, containment suit
  Abilities
  Your powers are tied into your doom; think about the nature of your doom when you choose 
  them. Choose up to three.
   
  ❑  telekinesis 
   
  ❑  body transmutation
   
  ❑  memory manipulation
   
  ❑  superhuman strength and 
  speed 
   
  ❑  psychic constructs 
   
  ❑  vitality absorption
  Nemesis
  You have a nemesis, an epic and powerful enemy representing and embodying your doom. It’s 
  going to take everything you have to take them down in the time you have left.
  Who is your nemesis? _______________________________________________________
  At the end of every session, answer the question: Did you make progress on defeating your 
  nemesis? If the answer is yes, mark potential. If the answer is no, mark your doom track.
  Moment of Truth
  The prickly tingling fear of your doom, always in your head—it holds you back most of the time. 
  But right here, right now? It gives you the confidence to do anything. After all, what’s the worst 
  that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a 
  doomsign after you’re finished. 
  Team Moves
  When you share a triumphant celebration with someone, give them Influence over you and spend 
  1 Team from the pool to clear one box on your doom track.
  When you share a vulnerability or weakness with someone, give them Influence over you and ask 
  if they honestly think there’s hope for you. If they say yes, mark potential or clear one box of your 
  doom track. If they say no, mark a condition or mark your doom track.
  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 a move from another 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
   
  ❑  Clear a doomsign; you lose access to that move 
  for now
   
  ❑  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 you’ve used it 
  once
   
  ❑  Confront your doom 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 
  
  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 learn of your doom?
  • Where did you get your sanctuary?
  • Why do you oppose your nemesis? 
  • Who, outside of the team, is crucial to defeating your nemesis?
  • Why does the team matter to you? 
  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 paid a high cost for victory. What was it? 
  Relationships
  You told _______________ all about your doom and the danger you’re in. 
  You’d love to kiss ________________ before your doom comes. 
  Influence
  These people matter for what you need to do. Give Influence to two of your teammates.
  Doom
  You’re doomed. Your powers may be killing you, or maybe you’re hunted ruthlessly, or maybe 
  you embody an apocalypse. But one way or another, your future is grim.What brings your doom 
  closer? Choose two.
   
  ❑  overexerting yourself 
   
  ❑  injuring innocents 
   
  ❑  facing danger alone 
   
  ❑  frightening loved ones 
   
  ❑  showing mercy 
   
  ❑  talking about it openly
  Whenever you bring your doom closer, mark one box on your doom track. 
  Doom Track:  >>>>❑    >>>>❑    >>>>❑    >>>>❑    >>>>❑  
  When your doom track fills, clear it and take one of your doomsigns.
  Doomsigns
  These are abilities that come to you with your approaching doom. Once you have taken all five 
  doomsigns above the line, you must take “Your doom arrives” the next time your doom track fills. 
  Choose one doomsign you already hold at character creation.
   
  ❑  Dark Visions:  Mark your doom track to have a 
  vision about the situation at hand. After the 
  vision, ask the GM a question; they will answer it 
  honestly.
   
  ❑  Infinite Powers:  Mark your doom track to use an 
  ability from any playbook, one time.
   
  ❑  Portal:  Mark your doom track to appear in a 
  scene with anyone you want.
   
  ❑  Burning Bright:  Mark your doom track to ignore 
  one of the GM’s stated requirements when you 
  call upon the resources of your sanctuary.
   
  ❑  Bolstered:  Mark your doom track to use an Adult 
  Move one time.
   
  ❑ Your doom arrives; confront it and perish.
  Sanctuary
  You have a place where you can rest, recover, and reflect upon your powers. Choose and underline 
  three features of your sanctuary: 
  An aide or assistant; locks and traps; a library of valuable tomes; a scattering of ancient relics; a 
  teleportal; a containment system; a powerful computer; useful tools; a meditation space; a power 
  battery; a power enhancement system; healing equipment; art, music, and food
  Choose and underline two downsides of your sanctuary: 
  Difficult to access, draws dangerous attention, location known to many, easily damaged or tampered 
  with, tied intricately to your doom 
  When you call upon the resources of your sanctuary to solve a problem, say what you want to do. 
  The GM will give you one to four conditions you must fulfill to complete your solution: 
   
  ❑  First, you must  _______________________
   
  ❑  You’ll need help from  ___________________
   
  ❑  You and your team will risk danger from  ______ 
   
   
  ❑  The best you can do is a lesser version, 
  unreliable and limited
   
  ❑  You’ll need to mark one box on your doom track
   
  ❑  You’ll have to obtain  ___________________
  
  THE JANUS
  HERO NAME
  REAL NAME 
  Look
  • ambiguous, man, shifting, transgressing, woman
  • Asian or South Asian, Black, Hispanic/Latino, 
  Indigenous, Middle Eastern, White
  • boring clothing, elegant clothing, formal 
  clothing, upscale clothing
  • iconic costume, concealing costume, 
  distracting costume, flashy costume
  • featureless mask, helmet, character mask, 
  small mask, hood, full disguise
  Abilities
  Your appearance is unchanged by your abilities, and you can keep your 
  powers hidden. You have heightened physical abilities (strength, agility, 
  toughness), and choose two unique abilities: 
   
  ❑  rodent/insect control 
   
  ❑  bone generation, venom, or 
  webs 
   
  ❑  energy absorption
   
  ❑  supernatural senses
   
  ❑  impossible mobility 
   
  ❑  substance mimicry
  Moment of Truth
  The mask is a lie, and some piece of you has always known that. Doesn’t matter if others can see 
  it. You’re the one that can do the impossible. Mask off. Costume on. And you’re going to save the 
  damn day. Of course, you better hope nobody nasty is watching…
  Team Moves
  When you share a triumphant celebration with someone, ask them if they see you as the person 
  wearing the mask or the person underneath. If the former, mark potential and clear a condition. If 
  the latter, take Influence over them if you reveal yourself.
  When you share a vulnerability or weakness with someone, tell them a secret about who you 
  really are. Give them Influence, and shift your Mundane up and your mask’s Label 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
   
  ❑  Change your mask’s Label; add +1 to your 
  mask’s new Label  
   
  ❑  Unlock your Moment of Truth
   
  ❑  Take drives 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 you’ve used it 
  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 put on the mask? Why?
  • Why do you keep a secret identity?
  • Who, outside of the team, knows about your dual identity?
  • Who thinks the worst of your masked identity?
  • 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 saved the life of someone important, either to the city or to us. Who was it? Why are they 
  important?
  Relationships
  _____________________ knew you from your civilian life first.
  You refused to tell ___________________ your secret identity when they asked.
  Influence
  You look up to your teammates; they seem to have this superhero thing figured out. Give two of 
  them Influence over you.
  Janus Moves
  (You start with The Mask and two others of your choice)
   
  ❑  The Mask:  You wear a mask and hide your real 
  identity. Choose what Label you try to embody 
  while wearing your mask: 
  ❑ Freak ❑ Danger 
  ❑ Savior ❑ Superior
  Once per session, you can affirm either your 
  heroic or secret identity to switch your Mundane 
  with your mask’s Label.
  When you reveal your secret identity to someone 
  who didn’t know it already, mark potential.
   
  ❑  Game face:  When you commit yourself to save 
  someone or defeat a terrible enemy, mark a 
  condition and take +1 ongoing to all rolls in 
  direct pursuit of that goal. At the end of any 
  scene in which you don’t make progress towards 
  that goal, mark a condition. When you fulfill your 
  goal, mark potential.
   
  ❑  I am what you see:  When you spend time talking 
  to someone about your identity, you can ask them 
  which Label they want to impose on you; their 
  player will tell you honestly. If you accept what 
  they tell you, take +1 forward and either mark 
  potential or clear a condition.
   
  ❑  Mild-mannered:  When you try to use your civilian 
  identity to deceive, trick, or slip past someone, 
  roll + Mundane. On a hit they buy your facade. 
  On a 7-9, choose one: 
  - you’re still under observation
  - you leave something incriminating behind
  - you’re forced to make a fool of yourself to 
  sell it
  On a miss, one of your civilian obligations rears 
  its ugly head.
   
  ❑  I’ll save you!:  You’re willing to pay high costs 
  to keep your loved ones safe. Reveal your secret 
  identity to someone watching or mark a condition 
  to defend a loved one as if you rolled a 12+.
   
  ❑  Dangerous web:  When you reveal a trap you’ve 
  left for someone using your powers, roll + your 
  mask’s Label. On a hit, your opponent trips into 
  it, and you get an opening or opportunity against 
  them. On a 10+, take +1 forward to pursuing 
  it. On a miss, the trap inadvertently leads to a 
  dangerous escalation.
  Secret Identity
  Your mundane life comes with a series of obligations. Choose a total of three obligations.
  Jobs: Barista, intern, host/ess, salesperson, delivery person, fast-food worker, babysitter, dishwasher, 
  tech support, waitress/er
  School: Schoolwork, athletic team, chess club, photography club, student government
  Home: Caring for someone, household chores, paying bills, surrogate parenting
  Social: Significant other, best friend, popularity, close relative, coach/teacher
  When time passes, roll + your Mundane to see how you’re managing your obligations. On a 
  hit, things are going pretty well—you have an opportunity or advantage thanks to one of your 
  obligations. On a 7-9, you’ve lapsed on one obligation, your choice. On a miss, you haven’t given 
  your normal life anywhere near the attention it deserves; the GM chooses two obligations that are 
  going to bite you in the butt.
  ✔
  
  THE LEGACY
  LEGACY NAME
  REAL NAME 
  Look
  • ambiguous, man, shifting, transgressing, woman
  • Asian or South Asian, Black, Hispanic/Latino, 
  Indigenous, Middle Eastern, White
  • comfortable clothing, school uniform, 
  traditional clothing, trendy clothing
  • modern costume, traditional costume, unique 
  costume, predecessor’s costume
  • animal insignia, letter insignia, simple 
  symbol insignia, no insignia
  Abilities 
  You have powers that match your general line. Choose one suite of powers, but pick two powers 
  that you don’t have from your suite: 
   
  ❑  super strength, invincibility, eye beams, flight, 
  super senses
   
  ❑  super speed, regeneration, phasing, speed-
  reading/learning, air manipulation
   
  ❑  athletic perfection, Holmesian deduction, 
  gadgetry, intimidation, fearsome reputation
   
  ❑  divine armor, magic weaponry, mythic might, 
  legendary speed, god-like beauty
   
  ❑  shadow control, shadow portals, mind-clouding, 
  shadow cloak stealth, shadow senses
  Moment of Truth
  This is the moment when you prove how much the mantle belongs to you. You seize control of all 
  your powers, and you defeat even impossible odds to prove you are worthy of the name you carry. 
  You accomplish feats even your predecessors couldn’t do. Of course, after you prove something 
  like that, you can expect still more responsibilities to be placed on your shoulders...
  Team Moves
  When you share a triumphant celebration with someone, tell them whether you see them as an 
  equal. If you do, give them Influence over you and mark potential. If you don’t, shift Superior up 
  and any other Label down.
  When you share a vulnerability or weakness with someone, tell them a secret about your legacy 
  (including your own true feelings about it) to clear a condition and give them Influence over you.
  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
   
  ❑  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 a Sanctuary from the Doomed playbook
   
  ❑  Unlock the remaining two powers of your suite 
  When you’ve taken five advances from the top list, you can take advances from the list below.
   
  ❑  Unlock your Moment of Truth after you’ve used it 
  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 officially become a part of your legacy?
  • What’s the greatest accomplishment of your legacy?
  • How does the public perceive your legacy?
  • How does your legacy tie into your reasons for being a hero?
  • 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...
  All things considered, we did well and impressed an established hero. Who was it?
  Relationships
  You once got caught doing something that shames your legacy with ______________. 
  You trust ______________ and told them an important secret of your legacy.
  Influence
  You’re a part of this team, for better or worse, and you care what they think. Give Influence to all 
  of your teammates.
  Legacy Moves
  (Choose two)
   
  ❑  Fight the good fight:  When you pull your punches 
  while directly engaging a threat, you can roll + 
  Savior instead of + Danger. If you do, you cannot 
  choose to impress, surprise, or frighten your foe.
   
  ❑  I know what I am:  Once per scene, when you 
  defend a teammate you can shift Savior up 
  and another Label down in addition to any other 
  benefits from the move, even on a miss. If you 
  do, add 1 Team to the pool.
   
  ❑  Words of the past:  When you seek the guidance 
  of one of your elders or a member of your legacy, 
  tell them a problem you face, and ask them a 
  question about the problem. They will answer 
  it honestly, and tell you what to do. Take +1 
  ongoing if you listen. If you go your own way, 
  mark potential.
   
  ❑  The legacy matters:  When you take Influence 
  over someone from your legacy (or give them 
  Influence over you), mark potential and take +1 
  forward. When someone from your legacy causes 
  your Labels to shift, mark potential and take +1 
  forward.
   
  ❑  Never give up, never surrender:  When you 
  take a powerful blow from someone with far 
  greater power than you, use this move instead 
  of the basic move. Roll + Savior. On a hit, you 
  stand strong and choose one. On a 7-9, mark a 
  condition. 
  - you get an opportunity or opening against 
  your attacker
  - you rally from the hit, and it inspires the 
  team; add 1 Team to the pool
  - you keep your attacker’s attention
  On a miss, you go down hard but leave your 
  opponent off balance and vulnerable.
   
  ❑  Symbol of authority:  When you give an NPC an 
  order based on authority they recognize, roll  
  + Savior. On a hit, they choose one: 
  - do what you say
  - get out of your way
  - attack you at a disadvantage
  - freeze
  On a 10+, you also take +1 forward against 
  them. On a miss, they do as they please and you 
  take -1 forward against them.
  Legacy
  Your legacy is an important part of Halcyon City. 
  Name the different members of your legacy (at least two): 
  ____________________ is still active and prominent in the city.
  ____________________ is retired and quite judgmental.
  ____________________ is the next possible member of your legacy. 
  ____________________ is the greatest opponent your legacy ever faced...and is still at large.
  Whenever time passes, roll + Savior to see how the members of your legacy feel or react to your 
  most recent exploits. Before rolling, ask the other players to answer these questions about your 
  performance. Take -1 to the roll for each “no” answer: 
  - have you been upholding the traditions of your legacy?
  - have you maintained the image of your legacy?
  - have you made the other members of your legacy proud?
  On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On 
  a 7-9, another is upset with your most recent actions, and will make their displeasure known. On 
  a miss, something you did stirred up the hornet’s nest—expect several members of your legacy to 
  meddle with your life.
  
  THE NOVA
  HERO NAME
  REAL NAME (IF DIFFERENT)  
  Look
  • ambiguous, man, shifting, 
  transgressing, woman
  • Asian or South Asian, Black, Hispanic/
  Latino, Indigenous, Middle Eastern, White
  • glowing skin, inorganic skin, 
  marked skin, normal skin
  • fashionable clothing, casual clothing, formal clothing, dark clothing 
  • colorful costume, uniform costume, mythological costume, fantastical costume, no costume
  Abilities
  You can fundamentally control the world around you. Choose one option from the list as the 
  broad base of your control.
   
  ❑  telekinesis and telepathy 
   
  ❑  sorcery 
   
  ❑  biokinesis
   
  ❑  elemental control 
   
  ❑  gravity manipulation 
   
  ❑  cosmic energies
  Moment of Truth
  Your mind’s eye opens, and you can see the world around you like never before. You can control it, 
  at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your 
  moment of godhood...how could you possibly be worried?
  Team Moves
  When you share a triumphant celebration with someone, ask them if there is any fear in their 
  eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, 
  immediately shift your Danger up and Savior down.
  When you share a vulnerability or weakness with someone, tell them how they could stop you, if 
  it came down to it. Give them Influence over you and clear 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 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
   
  ❑  Unlock three new flares
   
  ❑  Unlock three new flares
   
  ❑  Take The Bull’s Heart from the Bull 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 you’ve used it 
  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 use your powers? 
  • Who was the first person you accidentally hurt with your powers?
  • Who, outside the team, helps you control your powers?
  • Why do you continue to use your powers?
  • 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 destroyed our surroundings in the fight. Where was it? What did we destroy?
  Relationships
  You hang out all the time with __________________ to blow off steam.
  You once hurt ________________ when you lost control of your powers.
  Influence
  Choose your demeanor: happy facade or locked down. 
  If you choose happy facade, give Influence to three teammates. 
  If you choose locked down, give Influence to one teammate.
  Burn
  When you charge up your powers, roll + conditions you currently have marked. On a hit, hold 3 
  burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark three conditions.
  Spend your burn on your flares. You lose all burn at the end of the scene.
  Choose four flares.
   
  ❑  Reality storm:  You channel a destructive burst 
  with your powers. Spend 1 burn to directly 
  engage a threat using your powers, rolling + 
  Freak instead of + Danger. If you do, you will 
  cause unwanted collateral damage unless you 
  spend another burn.
   
  ❑  Shielding:  You call up a fast protective field to 
  stop a danger. Spend 1 burn to defend someone 
  else from an immediate threat, rolling + Freak 
  instead of + Savior. 
   
  ❑  Constructs:  Spend 1 burn to create any 
  object with your powers, up to the size of a 
  person. Spend an additional burn to animate 
  it independently of yourself. The construct 
  dissolves at the end of the scene.
   
  ❑  Moat:  Spend 1 burn to create a barrier that 
  will hold back threats as long as you keep your 
  attention on it. The GM may call for you to spend 
  another burn if the barrier is threatened by 
  particularly powerful enemies. 
   
  ❑  Worship:  You put out a tremendous display of 
  your might. Spend 1 burn to awe an audience 
  into silence, respect, and attention when you 
  unleash your powers. 
   
  ❑  Move:  Spend 1 burn to move to any place you 
  choose within the scene, breaking through or 
  slipping past any barriers or restraints in your 
  way. Spend a second burn to move to any place 
  you’ve previously been.
   
  ❑  Boost:  Spend 1 burn to supercharge a 
  teammate’s efforts with your powers, giving them 
  a +1 bonus to their roll as if you had spent Team 
  from the pool.
   
  ❑  Overcharge:  You channel the full capacity of 
  your incredible powers to overcome an obstacle, 
  reshape your environment, or extend your senses. 
  Spend 2 burn to take a 10+ when you unleash 
  your powers.
   
  ❑  Elemental awareness:  Spend 1 burn and mark 
  a condition to open your mind up to the world 
  around you with your powers. You can ask any 
  one question about the world around you, and 
  the GM will answer honestly. 
   
  ❑  Snatch:  Spend 1 burn to use your powers to seize 
  any one object up to the size of a person from 
  someone within view.
  
  THE OUTSIDER
  HERO NAME
  REAL NAME (IF DIFFERENT) 
  Look
  • ambiguous, man, shifting, transgressing, woman
  • strange body, animalistic body, neon body, human body
  • glowing eyes, animalistic eyes, metallic eyes, bizarre eyes
  • flashy clothing, mismatched clothing, average clothing, no human clothing
  • your people’s uniform, your station’s costume, practical costume, humanizing costume, no costume
  Abilities
  You can fly, and you’re pretty tough. Choose any two of the following: 
   
  ❑  density control 
   
  ❑  heliokinesis
   
  ❑  stunning beauty or 
  pheromones
   
  ❑  radical shapeshifting 
   
  ❑  alien weaponry 
   
  ❑  telepathy and mind blasts
  Moment of Truth
  You embrace your home and call them for aid. They will answer your call—in force!—arriving 
  exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of 
  course, when all is said and done...they’d probably like to take you home with them. You did, after 
  all, just prove yourself worthy.
  Team Moves
  When you share a triumphant celebration with someone, take Influence over them if you show 
  them meaningful affection, physical or emotional. They decide if it’s meaningful.
  When you share a vulnerability or weakness with someone, they tell you what you should do to fit 
  in more. Take +1 forward to do it, and mark potential if you do.
  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
   
  ❑  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 two new abilities from any playbook as 
  you come into your own
   
  ❑  You adopt a human life; take Secret Identity and 
  The Mask from the Janus 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 you’ve used it 
  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
  • Where do you come from?
  • Why did you come to Earth?
  • Why do you want to stay here (for now at least)?
  • Why do your people want you to come home?
  • 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 didn’t trust each other at first, but that changed. How? Why?
  Relationships
  You’ve been learning about Earth by spending time with _____________. 
  You have a crush on ________________ but you keep it under wraps.
  Influence
  Choose your demeanor: haughty or cheerful.
  If you’re haughty, you think you’re better than them. Give no one Influence.
  If you’re cheerful, you’re thrilled to be here. Give everyone Influence over you.
  Outsider Moves
  (Choose three)
   
  ❑  Belong in two worlds:  You have the resources 
  that come with your station. Whenever you 
  contact your people, roll + Superior. On a 10+, 
  hold 3. On a 7-9, hold 2. On a miss, hold 1, but 
  your people make an uncomfortable demand of 
  you. Spend your hold 1 for 1 to: 
  - receive a useful piece of alien technology 
  that will allow you to use any ability from 
  another playbook once (choose the ability 
  when you spend the hold)
  - consult your people’s knowledge to ask the 
  GM a question about the current situation
  -  clear a condition through the comfort of 
  contact with your home
   
  ❑  Alien tech:  When you alter a human device 
  with your alien technology, roll + Freak. On a 
  hit, you create a device that can do something 
  impossible once and then fizzle. When you roll a 
  10+, choose one: 
  - it works exceptionally well
  - you get an additional use out of it
  On a miss, the device works, but it has a 
  completely unintended side effect that the GM 
  will reveal when you use it.
   
  ❑  Alien ways:  Whenever you openly disregard or 
  undermine an important Earth custom in favor of 
  one of your own people’s customs, shift Superior 
  up and any other Label down.
   
  ❑  Kirby-craft:  You have a vehicle, something 
  from your home. Detail its look, and choose two 
  strengths and two weaknesses. When you are 
  flying your ship, you can use it to unleash your 
  powers, directly engage a threat, or defend 
  someone using Superior.
  Strengths: Fast & maneuverable, chameleon 
  plating, powerful weaponry, regenerating, 
  dimension-shifting, size-shifting, telepathic
  Weaknesses: Bizarre fuel source, susceptible to 
  _______, easily detectable, slow and clumsy, 
  unarmed, difficult to repair
   
  ❑  The best of them:  When you comfort or support 
  someone by telling them how they exemplify the 
  best parts of Earth, roll + Freak instead of  
  + Mundane.
   
  ❑  Not so different after all:  When you talk about 
  your home, roll + Freak. On a 10+, choose two. 
  On a 7-9, choose one. During the conversation, 
  you: 
  - confess a flaw of your home; add 1 Team to 
  the pool
  - mislead them about your home; take 
  Influence over them
  - describe the glories of your home; clear a 
  condition
  On a miss, you inadvertently reveal more about 
  yourself than you planned; tell them a secret or 
  vulnerability you haven’t shared with Earthlings 
  before now.
  
  THE PROTÉGÉ
  HERO NAME
  REAL NAME 
  Look
  • ambiguous, man, shifting, transgressing, woman
  • Asian or South Asian, Black, Hispanic/Latino, 
  Indigenous, Middle Eastern, White
  • athletic body, compact body, lean body, muscular body
  • school uniform, casual clothes, fashionable clothes, loose clothes
  • colorful costume, mentor’s garb, protective wear, simple costume
  Abilities
  You are someone’s protégé. Your powers largely mimic theirs, but each of you is in some way 
  unique. Pick one ability you both share and one ability for each of you that is uniquely yours.
  SHARED ABILITY:  
  YOUR OWN ABILITY: 
  YOUR MENTOR’S ABILITY:  
  Superhuman physique, weapons and gadgets, stealth, detective skills, hacking, power mimicry, body 
  elasticity, powerful armor, telepathy/telekinesis, intimidation and fear, impossible fighting skills, 
  elemental control
  Mentor
  You have a mentor, someone who’s taught you, trained you, given you aid, or raised you up. 
  Someone who might have confined you a bit too rigidly to a single path. Which Label do they 
  embody, and which do they deny? (circle one each)
  EMBODIES Savior 
  Danger 
  Freak 
  Superior 
  Mundane
  DENIES 
  Savior 
  Danger 
  Freak 
  Superior 
  Mundane
  Moment of Truth
  The moment that you show who you really are: your mentor, or something different. You can do 
  whatever your mentor could do and more. You can do the incredible, even the things they always 
  failed to accomplish. Of course, they’re not going to see you the same way, no matter which path 
  you choose…
  Team Moves
  When you share a triumphant celebration with someone, ask them if you’ve been a good leader or 
  effective teammate. If they say yes, your mentor loses Influence over you and you mark potential. 
  If they say no, your mentor gains Influence over you, and you take +1 forward on using the Label 
  your mentor embodies.
  When you share a vulnerability or weakness with someone, tell them a secret about your mentor 
  (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.
  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
   
  ❑  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
   
  ❑  Add +2 to the Label your mentor embodies or 
  denies
   
  ❑  Choose up to four more resources from your 
  mentor
  When you’ve taken five advances from the top list, you can take advances from the list below.
   
  ❑  Unlock your Moment of Truth after you’ve used it 
  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
  • How did you first meet your mentor?
  • When and why did you choose to train with them?
  • Why did they agree to train you?
  • Who else, outside of the team, knows about your training?
  • 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 stuck together after all was said and done. Why? How’d we keep in contact?
  Relationships
  You and ____________________ teamed up a few times before the rest of you came together.
  Your mentor is cautious; they asked you to keep an eye on __________________.
  Influence
  Choose your demeanor: playful or business.
  If you choose playful, give Influence to two teammates.
  If you choose business, give Influence to no teammates.
  Protégé Moves
  (Choose three)
   
  ❑  Been reading the files:  You’ve learned about 
  the superhuman world through your mentor’s 
  resources. When you first encounter an important 
  superpowered phenomenon (your call), roll  
  + Superior. On a hit, tell the team one important 
  detail you’ve learned from your studies. The GM 
  will tell you what, if anything, seems different 
  from what you remember. On a 10+, ask the GM 
  a follow-up question; they will answer it honestly. 
  On a miss, the situation is well outside your base 
  of knowledge; the GM will tell you why.
   
  ❑  Captain:  When you enter battle as a team, add 
  an extra Team to the pool and carry +1 forward if 
  you are the leader.
   
  ❑  Venting frustration:  When you directly engage 
  while you are Angry, you can roll + the Label your 
  mentor denies and clear Angry.
   
  ❑  Fireside chat:  When you seek advice from your 
  mentor, roll + the Label they embody. On a hit 
  they will tell you what to do. On a 10+, mark 
  potential if you follow their advice, and take +1 
  ongoing to follow through. On a 7-9, you get +1 
  forward to see it through if you do it their way. 
  On a miss, they don’t have time for you because 
  something big has gone down; mark a condition, 
  GM’s choice.
   
  ❑  Be mindful of your surroundings:  When you 
  assess the situation before entering into a fight, 
  you may ask one additional question, even on a 
  miss. 
   
  ❑  Heroic tradition:  When you give someone the 
  advice that you think your mentor would give, 
  you can roll + the Label your mentor embodies to 
  comfort or support someone, instead of rolling 
  + Mundane.
  Mentor’s Resources
  Choose up to three resources that your mentor gave you and the team: 
  A hidden base, a vehicle, a supercomputer, communicators, surveillance equipment, false identities, 
  badges of authority, a chem lab, a med lab, a teleportal, a weapon of last resort, security systems, 
  simple robots
  
  THE TRANSFORMED
  HERO NAME
  REAL NAME 
  Look
  • ambiguous, man, shifting, transgressing, woman
  • Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
  • strange eyes, upsetting eyes, piercing eyes, human eyes
  • metallic flesh, scaled flesh, alien flesh, plated flesh, untouchable flesh, mottled flesh
  • terrifying costume, strange costume, unnerving costume, no costume
  Abilities
  You appear obviously and clearly monstrous, and your powers are tied to your appearance. 
  Choose two, and describe how they make you grotesque.
   
  ❑  impenetrable armor 
   
  ❑  inhuman might 
   
  ❑  plant affinity
   
  ❑  superhuman senses 
   
  ❑  technopathy 
   
  ❑  transmuting flesh
  Moment of Truth
  It’s so easy to forget that you’re not your body, and you’re not the voice in your head—you’re both. 
  Be the monster, and save them anyway. Smash down walls, and speak softly. Because when you 
  embrace it, you can do anything. Of course, putting on a display like this is sure to rile up those 
  who see only the monster when they look at you…
  Team Moves
  When you share a triumphant celebration with someone, clear one condition if they treat you like 
  a perfectly normal person and mark potential if they praise your power or abilities. 
  When you share a vulnerability or weakness with someone, ask them if they think you’re losing 
  or gaining humanity. If they say losing, mark a condition and mark potential. If they say gaining, 
  clear a condition and shift Mundane up and any other Label 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 doom, doomtrack, and doomsigns from 
  the Doomed 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
   
  ❑  Mutate further and reveal another two new 
  abilities (chosen from any 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 you’ve used it 
  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 were you before?
  • When did you change? What caused it?
  • Who, outside of the team, is helping you understand your new body?
  • Why don’t you just try to hide yourself away? 
  • 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 drew attention and ire from plenty during the fight. One important person in particular now 
  hates and fears us. Who is it? 
  Relationships
  ___________________ comforted you when you were at your lowest.
  ___________________ knew you before you changed.
  Influence
  You try not to care what other people think, even if you can’t shut everyone out. Give Influence to 
  one teammate.
  Transformed Moves
  (Choose three)
   
  ❑  I am not my body:  When you take a powerful 
  physical blow, you may roll as if you had two 
  fewer conditions marked. If you do, on a 10+ 
  you must choose to lose control of yourself in a 
  terrible way. 
   
  ❑  Not human enough:  When you directly engage a 
  threat in a terrifying fashion, mark a condition to 
  choose an additional option, even on a miss.
   
  ❑  Unstoppable:  When you smash your way through 
  scenery to get to or away from something, roll 
  + Danger. On a hit, the world breaks before you, 
  and you get what you want. On a 7-9, choose 
  one: mark a condition, leave something behind, 
  or take something with you. On a miss, you 
  smash through, but leave devastation in your 
  wake or wind up somewhere worse, GM’s choice.
   
  ❑  Coming for you:  When you mark a condition, take 
  +1 forward against the person you most blame 
  for causing it.
   
  ❑  Wish I could be:  When you comfort or support 
  someone, if you tell them what you most envy 
  about them, you can roll + Freak instead of  
  + Mundane.
   
  ❑  Be the monster:  When you frighten, intimidate, 
  or cow others with your monstrous form, roll  
  + Freak. On a hit, they are thrown off and make 
  themselves vulnerable to you, or they flee. On a 
  10+, choose one. On a 7-9, choose two.
  -  you frighten others you had not intended to 
  scare
  -  you hurt someone or break something you 
  shouldn’t have
  -  you feel like more of a monster afterward; 
  mark a condition (GM’s choice)
  On a miss, they react with violence, hatred, and 
  paranoia, and you suffer the brunt of it.
  
SOURCE: textdata/thevault/Masks (PbtA)/Masks - A New Generation - Playbooks.pdf