TEXT: Austin Wells, AKA Dr. Dusk 
  A Londoner to your very bones, you were expected to 
  take up your father’s mantle as owner of the family 
  mechanics business, but the death of a friend in a 
  faulty vehicle that you had overhauled shook your 
  confidence and you retreated from the world, ending 
  up living on the streets. 
   
  Taken in by the secretive Order of Harkeners, 
  you learned about their devotion to finding an inner 
  peace, a state in which they hoped to hear the Vox 
  Dei, or Voice of God.  Unprepared to take the final 
  step of devotion, however, you left their care to 
  return to the urban sprawl, hoping to find peace 
  through good works and perhaps finally silence the 
  ghosts in your sub-conscious. The guilt you feel 
  manifests itself as an urge for self-destruction, 
  causing you to take ever greater risks in the service 
  of others and leading you to conflict where the 
  Order teaches that you should seek peace. 
   
  In your prolonged absence, your younger 
  sister May has taken over the family business, but she 
  resents this and is only carrying on out of a sense of 
  duty and obligation that she despises you for not 
  having. Unable to find regular work that suits your 
  erratic schedule, you live from day to day by 
  performing odd jobs and whatever handouts you can 
  beg from family and old friends. The only person who 
  knows your secret is Dodie, an older woman who has 
  lived on the streets for years: she has shown you how 
  to survive and you have taken her under your 
  protection. 
   
  You patrol the side-streets and lonely places 
  at night, protecting the vulnerable from predatory 
  criminals and defending the life & liberty of the 
  homeless.
   
   Take +1 Speed.  
   Take +1 Genius. 
   
   Advance a basic move.  Advance a basic move. 
   Take a style move. 
   Take a style move. 
   Advance a style move.  Advance a style move. 
   
  Basic Moves: fill in the circle when you advance one of 
  these. 
   Strike: to attack a target. 
   Steel yourself: to recover from harm. 
   Press on: to move into danger. 
   Rescue: to save yourself or others. 
   Stand firm: to hold your ground. 
   Persuade: to get another to do as you say. 
   Investigate: to seek information. 
   Improvise: to get an inspired solution. 
  Trait 
  You are Studious and learn all about your foes in 
  order to meet them with the appropriate counter-
  measures in your next encounter; when any foe 
  escapes from you in a scene, take +1 ongoing against 
  them in your next encounter with them. 
   
  Special 
  When you entrust your secret identity with another, 
  you start the next scene you are in prepared; you may 
  erase this tag at any time during that scene to have 
  the exact tool or knowledge you need in order to 
  achieve a specific goal. 
   
  Status 
  Circle ‘like’ or ‘dislike’ for each other hero: you can 
  support those you like and taunt those you dislike. 
   
   
   
  Steel Spring keeps turning to me for guidance.  
   
   
   
  The Snowdrop takes great pleasure in satisfying his 
  base urges. 
   
   
   
  Lady Smoke has an unshakeable confidence in 
  herself. 
   
  Might+1 
  Strike, Steel Yourself 
  Will=0 
  Stand Firm, Persuade 
  Speed+2 
  Press On, Rescue 
  Genius+1 
  Investigate, Improvise 
  Pain 
  When you have filled in all your pain shields, you 
  must face death; you can remove pain during any 
  scene if you steel yourself. 
  Experience 
  When you have filled in all your experience shields, 
  take an advance from the list below and reset your 
  experience to zero. Mark 3 experience to start. 
  
  Fill in the circle by a style move when you take it; fill in the 
  target when you advance that move. You begin with the 
  move marked. 
   
   Surprise Attack: take +1 and ace now if you are the first 
  to strike in any scene. 
   Making this move does not stop you from being 
  hidden. 
   
   Shadow Walk when you press on, on 10+ you may 
  become hidden. 
   When you press on, on a hit you may become 
  hidden. 
   
   Stealthy: you start every scene hidden. 
   You may push forward when you cease to be 
  hidden. 
   
   Discreet: when you investigate, on a hit you leave no 
  evidence of your investigation. 
   When you investigate but walk into a trap, you may 
  become hidden. 
   
   Never Show Weakness: take +1 now and ace to steel 
  yourself if you are hidden.  
   Take -1 pain each time you become hidden. 
  Basic Rules & Terminology 
  Most moves require you to roll 2d6, adding the 
  results together and modifying the total by a stat to 
  get your result. 
  o 6 or less is a miss: there will be consequences for 
  this. 
  o 7-9 is a hit, but not a perfect one: the outcome 
  won’t be the best. 
  o 10 or more is a hit and it’s usually the best 
  success you can hope for. 
  o If you have advanced a move, you get a 
  spectacular success on 12 or more. 
   
  Forward: an effect that applies to the next move you 
  make, e.g. ‘take +1 forward’ means you add +1 to 
  your next die roll. 
   
  Ongoing: an effect that persists for some time, e.g 
  ‘take -1 Speed ongoing’ means you roll with -1 each 
  time you use Speed, until the condition affecting you 
  wears off. 
   
  Push: any basic move can be pushed, if you have a 
  style move or other advantage that enables you to 
  do so. When you push a basic move, you have more 
  chance of success, but a miss means that you fall 
  prey to hubris and go too far. 
   
  Ace: all basic and style moves can be advanced, 
  making them more effective; when you ace a move, 
  you act as if it were advanced the next time you use 
  it.  
   
   
   
   
  Character art made with Superhero Creator 2.0 ©JTmovie 
  Being hidden means having concealment from all 
  senses and therefore being immune to moves or 
  actions that specifically target you; you cease to 
  be hidden when you engage in a direct 
  confrontation with anyone else. 
  
SOURCE: textdata/thevault/Just Heroes (PbtA)/Dr_Dusk.pdf