The Solution

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The Delinquent

You've got these powers. They're pretty cool.

But there's a whole shit ton of people trying to tell you what to do with 'em.

You know what they need?

More than just someone to say no to them.

They need someone to give them as much shit as they give you.

And hey! You're the perfect hero to do it.

Hero Name:

Real name (if it matters):

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

● Skimpy costume, showy costume, ridiculous costume, cheap costume, no costume

● Casual clothing, ragged clothing, rebellious clothing, garish clothing

Abilities:

Your powers are messy, deceiving, or frustrating. Choose 2.

□ Teleportation □ Tricks/Illusions □ Gadgetry and hacking

□ Psychic weapons □ Emotion control □ Power negation

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

- 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.

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)

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+, take Influence over them or clear a condition. On a 7- 9, you expose yourself to retribution, cost, or judgment. On a miss, they get a 10+ no matter what they rolled and you mark a condition, their choice.

□ I don't give a damn 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 action, 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 3. On a 7- 9, choose 2.

- 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.

Other Moves:


Moment of Truth

Flaunt the rules. Break them. When push comes to shove, in the moment that it really matters, you show them what it means to do the right thing, and ignore whatever restrictions, boundaries, orders, or rules they throw in your way. Of course, those rules were in place for a reason…


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. 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. Add a team to the pool no matter what. POTENTIAL

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

Advancement

When you fill your potential track, you advance. Choose from the list below. When you've taken five advances from the top list, you can take advances from the list below the line.

__ 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


__ 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