Difference between revisions of "Nihil"

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Revision as of 21:17, 8 May 2020

The Nova

You’re a font of power.

Will it hard enough,

and you can remake

the world into exactly

what you want it to be.

It's wonderful, to have all

that power. And it’s terrifying.

Lose control for even a second,

and other people will get hurt.

Hero Name: Nihil

Real name (if it matters): Katerina (Kara) Fiore

Look:

Looks: Mediterranean descent, Italian father and Greek mother. When using her powers a lot skin seems to glow different colours from the inside.

Usually wearing: Comfy sweater in pastel colours. Generally nothing too trendy, dresses to be comfy and unremarkable.

Costume: A mask, manifested from her power.

Abilities:

Cosmic Energy - As far as she understands, she gained the ability to tap in to aspects of other worlds. She's not quite sure if this is other planets, paralell worlds or something even further, something to discover but far from her most pressing concern.

LABELS(at character creation, add +1 wherever you choose)

Freak -2 -1 0 +1 +2 +3
Danger -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

Backstory

- When did you first use your powers? I was 14, my kid brother was complaining about having hurt his leg in a football game, he was so noisy I just lost my temper.

- Who was the first person you accidentally hurt with your powers? My little brother. It was like I glared at him in my mind, the next instant his leg had been burned off, not like I burned the skin, like it was just... gone. I try not to go home any more, every time I see him I feel guilty.

- Who, outside the team, can help you control your powers? I had a councillor, but once I opened up to them I lost control, they agreed not to sue, but that was the end of those sessions. Now I mostly confide in my friend and room-mate Rayne, she doesn't have so much experience, but she helps me stay calm, you know. I don't know what I'd do if something happened to her.

- Why do you continue to use your powers? I can't not. The power is inside of me, I think if I don't use it it will come out when I don't want and hurt someone else.

- Why do you care about the team? They are the first people other than Rayne who accept me. I'm maybe a bit useful and not a liability, yet.

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 Pandora, to blow off steam.

You once hurt Flare when you lost control of your powers.

Influence

Choose your demeanor: Happy facade or locked down.

If you choose happy facade, give influence to 3 teammates.

If you choose locked down, give influence to 1 teammate.

CONDITIONS:

□ Afraid (-2 to directly engage)

□ Angry (-2 to comfort or support or pierce the mask)

□ Guilty (-2 to provoke someone or assess the situation)

□ Insecure (-2 to stand in defense or reject what others say)

□ Hopeless (-2 to unleash your powers)


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 3

conditions.

Spend your Burn on your Flares.

Choose 4 Flares at the start of the game.

□ 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 up to 3 Burn to create a construct that will obey your orders. Each Burn you spend gives the construct an additional condition it can mark, choose: Broken, Stunned, Confused, Fragile, Weakened. The construct is only good for physical actions. When the construct would trigger a move, roll + the Burn spent in its creation (max +3) instead of the normal Label. At the end of any scene, the construct dissipates.

□ Juggling: Spend 1 Burn to rearrange the location of up to three unanchored people or important objects (not yourself) in the area, each one up to the size of a normal human being. Spend 1 more Burn (total of 2 Burn) to rearrange objects up to the size of a car. Spend a total of 3 Burn to rearrange objects up to the size of a truck.

□ Moat: Spend 1 Burn to create a barrier that will hold back weak or mundane threats as long as you keep your attention on it.

□ 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.

□ 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 let loose with the full torrent of your powers without restraint.

Spend 1 Burn and mark a condition to take a 10+ on unleashing 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 worldaround you, and the GM will answer honestly.

□ Snatch: Spend 1 Burn to seize any one object from someone within view using your powers


Moment of Truth

It’s like your mind’s eye opens up, 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 you see fear in their eyes. 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 you think they can stop you. Give them Influence over you, and clear a Condition.


POTENTIAL

Every time you roll a miss on a a move, mark potential.

Advancement

When your 5 Potential boxes are marked, you advance. Choose 1 from the list below: When

you've taken 5 advances from the top list, you can take advances from the list below the line.

__ 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 3 new Flares

__ Unlock 3 new Flares

__ Take The Bull's Heart from the Bull Playbook


__ Unlock your Moment of Truth

__ Create a second character

__ 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


Influence

Has

Regula, Flair

Owes

Regula