Index End of Issue ............................................................................................................................................. 12 Conditions .................................................................................................................................................. 12 Labels ......................................................................................................................................................... 12 Influence ................................................................................................................................................... 13 Moment of Triumph ................................................................................................................................ 13 Advancement ............................................................................................................................................ 13 Basic Moves .............................................................................................................................................. 13 Move: Exploit Weakness .................................................................................................................... 13 Move: Unleash Your Powers .............................................................................................................. 13 Move: Directly Engage........................................................................................................................ 14 Move: Abscond ..................................................................................................................................... 14 Move: Distract Someone.................................................................................................................... 14 Move: Take a Powerful Blow .............................................................................................................. 14 Move: Assess the Situation .............................................................................................................. 14 Move: Provoke Someone ..................................................................................................................... 14 Move: Cow or Rebuke .......................................................................................................................... 14 Move: Pierce the Mask ....................................................................................................................... 14 Adult Moves .............................................................................................................................................. 14 Villainous Conditions ............................................................................................................................... 15 The Caper .................................................................................................................................................. 16 Caper Move: Cook Up Scheme .......................................................................................................... 17 Caper Move: Meddle ........................................................................................................................... 17
Caper Move: Execute Plan ................................................................................................................. 17 Caper Move: Snatch Victory ............................................................................................................. 17 Plan Mechanics ......................................................................................................................................... 17 Heat Mechanics ....................................................................................................................................... 17 Infamy Mechanics ................................................................................................................................... 18 Asset Mechanics...................................................................................................................................... 18 The Bully .......................................................................................................................................................... 19 Abilities ..................................................................................................................................................... 19 Assets ........................................................................................................................................................ 19 Moment of Triumph ................................................................................................................................ 19 Plan Moves ................................................................................................................................................. 19 Curses! □ □ □ □ □ ................................................................................................................................... 19 Advancement ............................................................................................................................................ 19 Labels (add +1 to any) ............................................................................................................................. 20 Freak
-3 -2 -1 (0) +1 +2 +3.......................................................................................................... 20
Danger
-3 -2 -1 0 +1 (+2) +3 ..................................................................................................... 20
Trouble
-3 -2 -1 (0) +1 +2 +3...................................................................................................... 20
Superior
-3 -2 (-1) 0 +1 +2 +3 .................................................................................................. 20
Menace
-3 -2 -1 0 (+1) +2 +3 .................................................................................................... 20
Conditions:................................................................................................................................................. 20 Backstory .................................................................................................................................................. 20 During our first caper… ..................................................................................................................... 20 Relationships......................................................................................................................................... 20 Influence ............................................................................................................................................... 20 Bully Moves (start with 2) ..................................................................................................................... 20 □ Plays Well With Others ................................................................................................................. 21 □ Rhino’s Bargain ................................................................................................................................. 21 □ Immediate Peril ............................................................................................................................... 21 □ Sensitive Soul................................................................................................................................... 21 □ I’m the Juggernaut ......................................................................................................................... 21 □ Remember Me? ................................................................................................................................ 21
Pecking Order .......................................................................................................................................... 21 The Crook......................................................................................................................................................... 22 Look ............................................................................................................................................................ 22 Abilities ..................................................................................................................................................... 22 Assets ........................................................................................................................................................ 22 Moment of Triumph ................................................................................................................................ 22 Plan Moves ................................................................................................................................................. 22 Curses! □ □ □ □ □ ................................................................................................................................... 22 Advancement ............................................................................................................................................ 22 Labels (add +1 to any) ............................................................................................................................. 23 Freak
-3 -2 (-1) 0 +1 +2 +3 .......................................................................................................... 23
Danger
-3 -2 -1 (0) +1 +2 +3 ...................................................................................................... 23
Trouble
-3 -2 -1 0 +1 (+2) +3 ...................................................................................................... 23
Superior Menace
-3 -2 -1 (0) +1 +2 +3 ................................................................................................... 23 -3 -2 -1 0 (+1) +2 +3 ...................................................................................................... 23
Conditions:................................................................................................................................................. 23 Backstory .................................................................................................................................................. 23 During our first caper… ..................................................................................................................... 23 Relationships......................................................................................................................................... 23 Influence ............................................................................................................................................... 24 Crook Moves (choose 2) ......................................................................................................................... 24 □ Casing the Joint............................................................................................................................... 24 □ Bag of Tricks .................................................................................................................................... 24 □ We’re Only in it For the Money ................................................................................................... 24 □ Common Criminal .............................................................................................................................. 24 □ Watch the Birdie............................................................................................................................. 24 □ Eyes on the Prize............................................................................................................................. 24 Wants ......................................................................................................................................................... 24 The Hellion ....................................................................................................................................................... 26 Look ............................................................................................................................................................ 26 Abilities ..................................................................................................................................................... 26 Assets ........................................................................................................................................................ 26
Moment of Triumph ................................................................................................................................ 26 Plan Moves ................................................................................................................................................. 26 Curses! □ □ □ □ □ ................................................................................................................................... 26 Advancement ............................................................................................................................................ 26 Labels (add +1 to any) ............................................................................................................................. 27 Freak
-3 -2 -1 0 +1 (+2) +3 .......................................................................................................... 27
Danger
-3 -2 -1 (0) +1 +2 +3 ...................................................................................................... 27
Trouble
-3 -2 -1 (0) +1 +2 +3 ...................................................................................................... 27
Superior Menace
-3 -2 (-1) 0 +1 +2 +3 ................................................................................................... 27 -3 -2 -1 0 (+1) +2 +3 ...................................................................................................... 27
Conditions:................................................................................................................................................. 27 Backstory .................................................................................................................................................. 27 During our first caper… ..................................................................................................................... 27 Relationships......................................................................................................................................... 27 Influence ............................................................................................................................................... 28 Strings Attached .................................................................................................................................... 28 Strings Track □ □ □ □ □ .................................................................................................................... 28 Dark Power ................................................................................................................................................ 28 Lair .............................................................................................................................................................. 28 Bargains ..................................................................................................................................................... 28 The Hood ......................................................................................................................................................... 30 Look ............................................................................................................................................................ 30 Abilities ..................................................................................................................................................... 30 Assets ........................................................................................................................................................ 30 Moment of Triumph ................................................................................................................................ 30 Plan Moves ................................................................................................................................................. 30 Curses! □ □ □ □ □ ................................................................................................................................... 31 Advancement ............................................................................................................................................ 31 Labels (add +1 to any) ............................................................................................................................. 31 Freak Danger
-3 -2 -1 0 (+1) +2 +3 .......................................................................................................... 31 -3 -2 -1 (0) +1 +2 +3 ....................................................................................................... 31
Trouble Superior Menace
-3 -2 -1 (0) +1 +2 +3 ....................................................................................................... 31 -3 -2 (-1) 0 +1 +2 +3 ................................................................................................... 31 -3 -2 -1 0 +1 (+2) +3 ....................................................................................................... 31
Conditions:................................................................................................................................................. 31 Backstory .................................................................................................................................................. 32 During our first caper… ..................................................................................................................... 32 Relationships......................................................................................................................................... 32 Influence ............................................................................................................................................... 32 Hood Moves (choose 2) .......................................................................................................................... 32 □ Many Faces ....................................................................................................................................... 32 □ Phantom of the Opera .................................................................................................................... 32 □ What It Says on the Tin ............................................................................................................... 32 □ Danger, Diabolik!.............................................................................................................................. 33 □ Unusual Suspect .............................................................................................................................. 33 □ The Dramatic Reveal ...................................................................................................................... 33 Facets ........................................................................................................................................................ 33 The Other ................................................................................................................................................. 33 The Invader ...................................................................................................................................................... 35 Look ............................................................................................................................................................ 35 Abilities ..................................................................................................................................................... 35 Assets ........................................................................................................................................................ 35 Moment of Triumph ................................................................................................................................ 35 Plan Moves ................................................................................................................................................. 35 Curses! □ □ □ □ □ ................................................................................................................................... 35 Advancement ............................................................................................................................................ 36 Labels (add +1 to any) ............................................................................................................................. 36 Freak
-3 -2 -1 0 +1 (+2) +3 .......................................................................................................... 36
Danger
-3 -2 -1 (0) +1 +2 +3 ...................................................................................................... 36
Trouble
-3 -2 (-1) 0 +1 +2 +3 ...................................................................................................... 36
Superior Menace
-3 -2 -1 0 (+1) +2 +3 ................................................................................................... 36 -3 -2 -1 (0) +1 +2 +3 ...................................................................................................... 36
Conditions:................................................................................................................................................. 36 Backstory .................................................................................................................................................. 36 During our first caper… ..................................................................................................................... 37 Relationships......................................................................................................................................... 37 Influence ............................................................................................................................................... 37 Invader Moves (choose 2) ..................................................................................................................... 37 □ Far From Home ................................................................................................................................ 37 □ Cyrus the Virus ................................................................................................................................ 37 □ Prince of Space ................................................................................................................................ 37 □ Stranger in a Strange Land .......................................................................................................... 37 □ The Mind is a Terrible Thing to Taste ....................................................................................... 37 □ Puny, Pathetic Earthlings............................................................................................................... 37 Contagion ................................................................................................................................................... 37 The Maniac ...................................................................................................................................................... 39 Look ............................................................................................................................................................ 39 Abilities ..................................................................................................................................................... 39 Assets ........................................................................................................................................................ 39 Moment of Triumph ................................................................................................................................ 39 Plan Moves ................................................................................................................................................. 39 Curses! □ □ □ □ □ ................................................................................................................................... 39 Advancement ............................................................................................................................................ 39 Labels (add +1 to any) ............................................................................................................................. 40 Freak
-3 -2 -1 (0) +1 +2 +3 .......................................................................................................... 40
Danger
-3 -2 (-1) 0 +1 +2 +3 ...................................................................................................... 40
Trouble
-3 -2 -1 (0) +1 +2 +3 ...................................................................................................... 40
Superior Menace
-3 -2 -1 0 +1 (+2) +3 .................................................................................................. 40 -3 -2 -1 0 (+1) +2 +3 ...................................................................................................... 40
Conditions:................................................................................................................................................. 40 Backstory .................................................................................................................................................. 40 During our first caper… ..................................................................................................................... 40 Relationships......................................................................................................................................... 40
Influence ............................................................................................................................................... 40 The Deck ................................................................................................................................................... 40 The Monster .................................................................................................................................................... 42 Look ............................................................................................................................................................ 42 Abilities ..................................................................................................................................................... 42 Assets ........................................................................................................................................................ 42 Moment of Triumph ................................................................................................................................ 42 Plan Moves ................................................................................................................................................. 42 Curses! □ □ □ □ □ ................................................................................................................................... 42 Advancement ............................................................................................................................................ 42 Labels (add +1 to any) ............................................................................................................................. 43 Freak
-3 -2 -1 0 (+1) +2 +3 .......................................................................................................... 43
Danger
-3 -2 -1 0 +1 (+2) +3 ...................................................................................................... 43
Trouble
-3 -2 (-1) 0 +1 +2 +3 ...................................................................................................... 43
Superior Menace
-3 -2 -1 (0) +1 +2 +3 .................................................................................................. 43 -3 -2 -1 (0) +1 +2 +3 ...................................................................................................... 43
Conditions:................................................................................................................................................. 43 Backstory .................................................................................................................................................. 43 During our first caper… ..................................................................................................................... 43 Relationships......................................................................................................................................... 43 Influence ............................................................................................................................................... 43 Monster Moves (choose 3) .................................................................................................................... 43 □ New Face of Fear ............................................................................................................................ 43 □ Strange Appetites .......................................................................................................................... 44 □ Scared Straight .............................................................................................................................. 44 □ Dehumanize Yourself and Face to Bloodshed ........................................................................... 44 □ Bleeding Heart ................................................................................................................................. 44 □ This Isn’t Even My Final Form...................................................................................................... 44 The Radical ...................................................................................................................................................... 45 Look ............................................................................................................................................................ 45 Abilities ..................................................................................................................................................... 45 Assets ........................................................................................................................................................ 45
Moment of Triumph ................................................................................................................................ 45 Plan Moves ................................................................................................................................................. 45 Curses! □ □ □ □ □ ................................................................................................................................... 45 Advancement ............................................................................................................................................ 45 Labels (add +1 to any) ............................................................................................................................. 46 Freak
-3 -2 -1 0 (+1) +2 +3 .......................................................................................................... 46
Danger
-3 -2 -1 (0) +1 +2 +3 ...................................................................................................... 46
Trouble
-3 -2 -1 0 +1 (+2) +3 ...................................................................................................... 46
Superior Menace
-3 -2 (-1) 0 +1 +2 +3 ................................................................................................... 46 -3 -2 -1 (0) +1 +2 +3 ...................................................................................................... 46
Conditions:................................................................................................................................................. 46 Backstory .................................................................................................................................................. 46 During our first caper… ..................................................................................................................... 46 Relationships......................................................................................................................................... 47 Influence ............................................................................................................................................... 47 Radical Moves (choose 2)....................................................................................................................... 47 □ This Rose Has Thorns .................................................................................................................... 47 □ Won’t Someone Think of the Children? ..................................................................................... 47 □ Moral Flexibility .............................................................................................................................. 47 □ Not So Different After All .......................................................................................................... 47 □ The Following .................................................................................................................................... 47 □ Make Total Destroy ........................................................................................................................ 47 The Cause .................................................................................................................................................. 47 The Rogue ........................................................................................................................................................ 49 Look ............................................................................................................................................................ 49 Abilities ..................................................................................................................................................... 49 Assets ........................................................................................................................................................ 49 Moment of Triumph ................................................................................................................................ 49 Plan Moves ................................................................................................................................................. 49 Curses! □ □ □ □ □ ................................................................................................................................... 49 Advancement ............................................................................................................................................ 50
Labels (add +1 to any) ............................................................................................................................. 50 Freak
-3 -2 -1 (0) +1 +2 +3 .......................................................................................................... 50
Danger
-3 -2 (-1) 0 +1 +2 +3 ...................................................................................................... 50
Trouble
-3 -2 -1 0 (+1) +2 +3 ...................................................................................................... 50
Superior Menace
-3 -2 -1 (0) +1 +2 +3 ................................................................................................... 50 -3 -2 -1 0 +1 (+2) +3 ...................................................................................................... 50
Conditions:................................................................................................................................................. 50 Backstory .................................................................................................................................................. 50 During our first caper… ..................................................................................................................... 50 Relationships......................................................................................................................................... 51 Influence ............................................................................................................................................... 51 Rogue Moves (choose 2) ......................................................................................................................... 51 □ You’ve Activated My Trap Card ................................................................................................... 51 □ A Dame to Kill For ........................................................................................................................... 51 □ Smells Like a Rat ............................................................................................................................. 51 □ Heart of Glass.................................................................................................................................. 51 □ Known Unknown ................................................................................................................................ 51 □ Fate is a Fickle Mistress ............................................................................................................... 51 Agenda ....................................................................................................................................................... 51 The Scion ......................................................................................................................................................... 53 Look ............................................................................................................................................................ 53 Abilities ..................................................................................................................................................... 53 Assets ........................................................................................................................................................ 53 Moment of Triumph ................................................................................................................................ 53 Plan Moves ................................................................................................................................................. 53 Curses! □ □ □ □ □ ................................................................................................................................... 53 Advancement ............................................................................................................................................ 54 Labels (add +1 to any) ............................................................................................................................. 54 Freak
-3 -2 -1 0 (+1) +2 +3 .......................................................................................................... 54
Danger
-3 -2 -1 (0) +1 +2 +3 ...................................................................................................... 54
Trouble
-3 -2 (-1) 0 +1 +2 +3 ...................................................................................................... 54
Superior Menace
-3 -2 -1 0 +1 (+2) +3 ................................................................................................... 54 -3 -2 -1 (0) +1 +2 +3 ...................................................................................................... 54
Conditions:................................................................................................................................................. 54 Backstory .................................................................................................................................................. 54 During our first caper… ..................................................................................................................... 54 Relationships......................................................................................................................................... 55 Influence ............................................................................................................................................... 55 Scion Moves (choose 2).......................................................................................................................... 55 □ Born to Lead ..................................................................................................................................... 55 □ Inside Man ........................................................................................................................................ 55 □ Shadow Boxing ................................................................................................................................. 55 □ Freudian Excuses............................................................................................................................. 55 □ Cold and Cruel .................................................................................................................................. 55 □ Just Can’t Wait to Be King ............................................................................................................ 55 Birthright .................................................................................................................................................. 55 The Little Bastard............................................................................................................................................. 57 The Public Enemy ............................................................................................................................................ 61
End of Issue When an issue ends, choose one: Cling to your sense of self and strike out on a caper of your own, focusing on your own brand for the time being away from the alliance. Describe this solo caper and how it defines your evolving villainy. Shift one Label of your choice up and one Label of your choice down. Cling to the safety that others can bring when you are vulnerable, nursing your wounds and indignities until vengeance is yours. Describe to whom you seek succor from, and how they can give it to you. Give them Influence over you, and either clear a condition or mark Curses! Cling to the feeling of mistrust you felt when one of your own wronged you, as their sudden but inevitable betrayal hardens you to their machinations… for now. Describe why you feel they betrayed your trust, and how you intend to get back at them. Remove their Influence over you.
At the end of a caper, roll +Heat. On a hit, you made the headlines: Hold 1 Infamy. On a 10+, take +1 forward, because your name means something. On a 7-9, you also make some enemies. Choose one: A hero wants payback; a villain wants credit; someone you cared about turns away from you.
Conditions As Masks, but replace Guilty with Paranoid and Hopeless with Doubting. When you can’t trust your “allies” and see enemies around every corner, you’re Paranoid. When you aren’t sure about this whole villainy thing after all and are starting to question whether it’s worth it, you’re Doubting.
Due to the changes to basic moves as well, the penalties apply differently.
If you're Afraid, take -2 to directly engage or cow or rebuke. If you're Angry, take -2 to abscond or pierce the mask. If you're Doubting, take -2 to unleash your powers or exploit weakness. If you're Insecure, take -2 to provoke someone or reject what others say. If you're Paranoid, take -2 to distract someone or assess the situation.
To clear Paranoid, take pre-emptive action against one of your allies. To clear Doubting, be rebuffed when you try to make amends for your actions. In addition, the person you hurt to clear Angry needs to be important, just like the object. Can’t just be any Tom, Dick, or Larry.
Labels Danger: Seeing yourself as threatening, strong, bloody-knuckled, and risky. Other people see you as a danger when they think they should steer clear of you because you might bring them harm. You see yourself as a Danger when you believe you can take down other dangerous threats, and when you think you yourself are a threat to other people. Freak: Seeing yourself as strange, unusual, unique, and powerful. Other people see you as a freak when they think you’re odd, unlike them, something unnatural or outside of their understanding. You see yourself as a freak when you accept and own the things you can do that no one else can, and when you think you don’t belong with the people and the world around you. Trouble: Seeing yourself as deceptive, unpredictable, elusive, and cunning. Other people see you as trouble when they think of you as mysterious or slippery, someone who is capable of escaping
from any situation, someone who is probably a huge coward. You see yourself as trouble when you think nobody can ever catch you, someone who can puzzle even the most clever of minds, and someone who doesn't chain themselves to a sinking ship. Superior: Seeing yourself as smart, capable, crafty, and quick. Other people see you as superior when they think you’re the smartest person in the room, an arrogant and egotistical jerk. You see yourself as superior when you think you’re cleverer than everyone else, and when you know exactly what to say to make the people around you do what you want. Menace: Seeing yourself as nefarious, intimidating, compelling, and impressive. Other people see you as a menace when they think of you with unease and fear, but also when they think you are all talk. You see yourself as a menace when you think you're detached from those around you, not a person but something better, and focused on villainy for its own sake.
Influence As Masks.
Moment of Triumph As Moment of Truth in Masks, but the intent is a little different. Instead of finally being the person you always meant to be, you finally make the fantasy real for just a moment, before it’s rudely snatched away from you. Like most of the themes of failure and escapism explored in Capers!, it’s more likely to end badly, but until then you have narrative control.
Advancement As Masks with one note, as to become a threat to the world is equivalent in essence to becoming a paragon of the city. In contrast to heroic Potential, villains mark Curses! instead. Instead of learning from their mistakes, villains find someone to blame. Whenever you miss on a roll, you mark Curses!, and you can mark Curses! with other moves as well.
Whenever you mark Curses! you should in-character provide an exclamation as to who or what you blame for your failure, even swear vengeance upon them, though it need not always be grandiose.
Basic Moves Move: Exploit Weakness You may exploit weakness on a target that has been marked vulnerable by another move or explicitly by the MC. Villains have less compunctions about this than stand-up heroes. Roll +Conditions the target has marked. On a hit, the fight is over… for now. On a 10+, they choose 1. On a 7-9, they choose 2. You take a powerful blow in return. They escape your clutches at the last moment before you saw it through. They manage to keep you from getting something you wanted. They pull off one last gambit. They choose one: Hold 1 Heat, exhaust one of your Assets, or burn 1 Plan.
Move: Unleash Your Powers As Masks, using +Freak.
Move: Directly Engage As Masks, using +Danger.
Move: Abscond When you abscond from a situation or an immediate threat, roll +Trouble. On a hit, you get away from the present situation or threat, and choose one. On a 7-9+, you escalate the threat you absconded from, or stumble into a new one. Add Plan to the pool. Clear a condition. Reveal something you absconded with.
Move: Distract Someone When you distract someone from what’s really going on, roll +Trouble. On a hit, they are fooled, at least for a moment. On a 10+, choose 2. On a 7-9, choose 1. - You get an opportunity. - You redirect their attention to someone else. - You confuse them for some time. - You avoid immediate retaliation for this. In addition, if a PC is targeted with this move: on a 10+, both. On a 7-9, choose one. - If they play the dupe, add a Plan to the pool. - If they see through your distraction, they mark a Condition.
Move: Take a Powerful Blow As Masks.
Move: Assess the Situation As Masks, using +Superior.
Move: Provoke Someone As Masks, using +Superior.
Move: Cow or Rebuke When you cow or rebuke someone for their weakness, and express your disappointment or disdain, roll +Menace. On a hit, they hear you: They mark Curses!, clear a condition, or shift labels if they respond. On a 10+, you can add Plan to the pool, or clear a condition yourself.
Move: Pierce the Mask As Masks, except it uses +Menace, and flavor wise it should be more aggressive, pushing people to expose themselves with conversation and fear rather than worrying about self. The list of questions then is thus: What weakness are you hiding? What do you care about most right now? What do you intend to do? How could I get your character to ___? How could I gain Influence over you?
Adult Moves
Villains never really grow up, and never take Adult Moves. Rather, villains earn something else entirely. See Villainous Conditions, below.
Villainous Conditions Instead of adding to their repertoire, villains who continue their life of villainy through their rebellious youth into adulthood internalize their diabolical natures into everything that they do. They live for failure, and adversity empowers their delusions further. Thus, they have their own conditions, that empower them instead of merely hinder them. These conditions will still make them vulnerable in some ways, and eventually their downfall, but true villains only get stronger the more they are waylaid.
The villainous conditions are taken as advances, and when one becomes a threat to the world, or is a true “adult” villain, they use some or all of these instead. The villainous conditions are…
Alarmed replaces Afraid. That’s not fear you feel, it’s a keen understanding of the dangers of the situation you’re in! Take +1 to abscond or assess the situation. Take -2 to directly engage. Enraged replaces Angry. That’s not anger you feel, that’s righteous fury that you’ve been thwarted once more! Take +1 to directly engage or cow or rebuke. Take -2 to abscond. Obsessed replaces Doubting. You have no time for doubt, that is only weakness caused by any deviation from The Master Plan! Take +1 to reject what others say or cook up a scheme. Take -2 to exploit weakness. Arrogant replaces Insecure. That’s not insecurity, you are far too great and powerful to be insecure about anything! Take +1 to distract someone or unleash your powers. Take -2 to provoke someone. Treacherous replaces Paranoid. It’s not that you’re paranoid, it’s the others that should be paranoid of you! Take +1 to provoke someone or pierce the mask. Take -2 to assess the situation.
Thematically, you are still inside afraid, angry, doubting, insecure, or paranoid, but your delusions are so complete that it shields and empowers you from it into a mostly unbreakable shell. Villainy is after all a fantasy, and yours is pathological.
To clear a villainous condition, they are cleared the same way, because ultimately, the same impulse and source exists for all of them
The Caper Villains don’t go looking for heroes to beat up. They think far grander than that. They need plots, schemes, Capers to occupy their times with and earn notoriety from. An Issue usually revolves around a single Caper, though in some scenarios a single Caper may extend across more than one, or you might have more than one Caper going on at once if you’re feeling adventurous. Even if part of a larger organization, it’s really up to you, the villains, to come up with your acts of infamy. The current mastermind gets to make the first suggestion of a Caper, describing it in any terms they like, but ultimately stating the gist of it as “We must _____ !” e.g. “rob the nation of all its gold reserves” “ransom the presidency” “destroy Superman” Everyone else can either abstain, second, or counter in turn. Abstain means you don’t take a move, though you can contribute your thoughts and have a final vote. You can second a plan put forward by the mastermind or a counter-plan by another. Only one person can second a plan, which means they loudly and publicly support the plan, and locking their vote. If the proposed caper is chosen, then they take Influence over the mastermind.
Finally, you can counter with a Caper proposal of your own. Once everyone has had a chance to abstain, second, or counter, then everyone votes. These things aren’t always decided democratically, but eventually a consensus is reached in character. Whomever suggested the chosen Caper is designated as the new mastermind of the alliance.
Once the Caper has been decided, the MC will decide what Planks the plot must be built around to reach the stated objective, choosing one to five depending on how grand or difficult the objective in sight is.
First, you must _____ . You must seize _____ . You must break into _____ . You must take out _____ . You’ll need intel on _____ . You’ll need to keep _____ busy. You’ll risk the attention of _____ . You’ll need the compliance of _____ . You’ll have to set an escape via _____ . Don’t forget the _____ .
Once the Planks are decided, you go around, starting with the mastermind and then more freely, taking Caper moves to cook up schemes or execute the plan, or even meddle with each other, until all the Planks have been crossed off. Once you take an action, you have to wait until everyone has made a move before you can make another. After all Planks have been crossed off, you may
attempt to snatch victory, but even if you have been careful up until this point, the jig is up after someone tries to snatch victory and you’ll have to face a superpowered response. You can also make a non-Caper move, if appropriate, in lieu of these.
Caper Move: Cook Up Scheme When cooking up a scheme, roll +Label of your choice (once you roll that Label you cannot use it again for this purpose during this Caper). Describe in-character your scheme, and how it will be carried out. On a hit, add Plan to the pool. On a 7-9, choose one: mark a condition; exhaust an asset; mark Heat. A hard move may initiate an action scene.
Caper Move: Meddle When meddling in the plots and schemes of others, check your playbook and trigger the move detailed there, and likewise the person you are meddling with does the same. You can make an additional non caper move to represent the form of your meddling, if you so choose. You can only meddle once during a caper, and can only be meddled with once.
Caper Move: Execute Plan When executing a plan, spend up to 3 Plan (but at least 1). Roll +Plan spent. Describe in-character your plan, and how it will be carried out. On a hit, cross out a Plank. On a 10+, hold 1 Infamy. On a 7-9, choose one: mark a condition; exhaust an asset; mark Heat. A hard move may initiate an action scene.
Caper Move: Snatch Victory To snatch victory, roll. On a hit, hold 1 Infamy. On a 10+, successfully pull off the caper, and justice arrives in time only to give chase. On a 7-9, you’re caught in the act, and must work quickly. Everyone participates in the action scene that follows. You can only snatch victory if you have cleared the planks of the caper first. In any case, the jig is up.
Plan Mechanics The mastermind of the alliance can mark a condition to avoid removing Plan from the pool. If the mastermind starts a caper with Influence over every member of the alliance, start with an extra 2 Plan.
You may also spend Plan points during a scene like you would Team points, and likewise you can selfishly use Plan to betray your alliance, allowing you to shift your labels in the same way, so long as you describe how you are betraying their trust and the plan. While scheming or planning, you can meddle with someone else’s plans as a move, inserting yourself into their fiction unexpectedly. This triggers a move for both the meddler, and the one being meddled with. You can also gloat about your inevitable victory during an action scene to a hero, revealing your plans. Again, check your playbook for specifics here.
When a move asks you to roll +Plan, you roll using the current Plan pool, to a maximum of +4. Plan is not hard capped.
Heat Mechanics
The MC will set a Heat rating usually ranging from 1 to 5 for a particular Caper, representing how alert opposing forces are and how dangerous the intentions are. Once Heat reaches 5, the jig is up, and the caper is interrupted by the forces of justice, and it must be scuttled even if they are triumphant in the action scenes that follow as ultimately their plan is revealed, unless all the Planks have been crossed off, in which case they can continue to try and snatch victory so long as they are standing.
If by the time you attempt to snatch victory the forces of justice have yet to arrive, the alliance takes +1 forward for the action scene that follows as you catch them flat-footed.
Heat is not necessarily a bad thing. The higher the level of Heat at the end of a caper, the more likely it is that the villains will make the news and earn notoriety.
Infamy Mechanics Villains are encouraged to attempt and hog the glory for themselves. They want to be the one that successfully pulls off the stunts and snatching victory. This is represented by Infamy. Everyone starts with no Infamy, and can hold up to 3.
You can spend Infamy to take +1 on a roll, when you specifically refer to one of your exploits out loud and boast about your reputation. You can also spend your held Infamy at the end of an Issue to acquire a new Asset, shift a Label of your choice up and a Label of your choice down, or spend 2 Infamy to mark Curses! as you scuttle your reputation in favor of a fresh start.
Asset Mechanics Assets represent the ill-gotten and diabolical means by which villains can do their devilish deeds. Often its the assets that a villain can bring the table, in addition to their skills, that makes them a vital part of an alliance. Assets can be shared as you like, and provide narrative benefits to all you trust you use them.
You can wager and exhaust assets. You can wager an asset to take +1 on a roll for just that extra edge. However, if you miss, that asset is lost. You exhaust assets during schemes and plans in order to stave off Heat and conditions. An exhausted asset cannot be exhausted again, nor can it be wagered, but once time passes it is no longer exhausted.
The Bully You hurt people. That’s always been what you do. People think you’re simple, but in reality you’re pretty complex. It’s just that you know what you want and how to get it. You don’t just use your strength to do it, but it helps. Underneath that brutish exterior, you’re vulnerable and know it. As much as you grit your teeth about it, you rely on the words of others for your own sense of self. Look Ambiguous, Man, Shifting, Transgressing, Woman Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White Baggy clothing, expensive clothing, dirty clothing, casual clothing Simple costume, memorable costume, over the top costume, armoured costume Abilities You carry the scars and baggage of a past trauma, but what didn’t kill you made you stronger. You are terrifyingly strong or strongly terrifying, unbelievably hard to kill, and uniquely skilled at causing pain. Decide how each of these abilities manifests, and what physical or mental scars accompany them. Assets All villains can call upon Assets to use in their Capers, advantages and ill-gotten gains that they can wager or exhaust for temporal advantage. Choose one, or fill in a blank. a base, a vehicle, a supercomputer, communicators, surveillance equipment, false IDs, forged documents, a lab, a workshop, an island getaway, criminal lackeys, an armory of weapons, safehouses, a vault, a grimoire, a suitcase of cash, a death trap, mob connections, a doomsday device, a front company, a tiny nation, simple robots, a dangerous beast, a fixer, a fence, a mercenary, a mole, _________, _________, _________. Moment of Triumph Nobody can make you do anything anymore. Right now, the chains come off, as does any other limit you or anyone else put on you. They’re going to all pay for what they’ve done. Every single transgression, every single wrong, is paid back in full, with interest. Of course, there’s some collateral damage, and it might be that you’re the one leaving the traumatized in your wake, starting the cycle anew… Plan Moves When you meddle in the plots of others… mark Curses! if you immediately make them the boss or the meat. If they are already the boss or the meat, take Influence over them instead. When others meddle in your plots… give them Influence over you and hold 1. Spend that hold to show up when they least expect it. When you stop to gloat about your master plan… hold it over them like they are a child, make them jump for it, and roll +Plan. On a hit, they are vulnerable. On 7-9+, choose one: mark a condition; spend one Plan; they know where to find you after this. Curses! □ □ □ □ □ Every time you roll a miss on a move, mark Curses! Advancement When you fill your Curses! 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 __ Take two more Assets. __ 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 Triumph __ Take Wants from the Crook playbook, with 2 Wants to start __ Take an ability from any other playbook, along with the scar to match. __________________________________________________ __ Unlock your Moment of Triumph __ Create a second character as your Henchman __ Change playbooks __ Take a villainous condition __ Take a villainous condition __ Lock a Label, and add +1 to a Label of your choice __ Retire from the life or become a threat to the world.
Labels (add +1 to any) Freak
-3
-2
-1
(0)
+1
+2
+3
Danger
-3
-2
-1
0
+1
(+2)
+3
Trouble
-3
-2
-1
(0)
+1
+2
+3
Superior
-3
-2
(-1)
0
+1
+2
+3
Menace
-3
-2
-1
0
(+1)
+2
+3
Conditions: □ Afraid (-2 to directly engage or cow or rebuke) □ Angry (-2 to abscond or pierce the mask) □ Doubting (-2 to unleash your powers or exploit weakness) □ Insecure (-2 to provoke someone or reject what others say) □ Paranoid (-2 to distract someone or assess the situation) Backstory
What changed you? How did you overcome? Who, outside the team, do you blame the most? Why do you try to be a villain? Why do you suffer the others?
Once you've finished your backstory, introduce your character to the other players, and then determine what happened when your rogues gallery first allied for a caper, the relationships between you and your peers, and who has Influence over you. During our first caper… We upstaged a respected hero. Who or what was it? Relationships ___________________ is the boss. They’ve promised to help you get ahead if you follow orders. ___________________ is the meat. They remind you in a specific way about your weaker self. Influence You're hard to figure out. Give the boss and the meat influence over you, but that's it. Bully Moves (start with 2)
□ Plays Well With Others Whenever you provide the muscle or warm body that someone else’s scheme requires, you give +2 rather than +1 when helping an ally when spending Plan. □ Rhino’s Bargain Whenever you threaten someone or something your target cares about with physical force or violence, you may roll +Menace instead of +Superior to provoke someone. □ Immediate Peril When causing collateral damage and chaos to threaten the lives of bystanders and create a scene, you may roll +Danger instead of +Trouble to distract someone. □ Sensitive Soul Whenever you have Insecure marked, take +1 ongoing when unleashing your powers. □ I’m the Juggernaut When there’s something you want and someone, something, or someplace is in your way, roll +Danger. On a hit, you breeze past any obstacle and get what you want. On a 7-9, choose one: mark a condition; leave something behind; take something with you. □ Remember Me? When you mark a condition, hold 1 (only 1 per condition). Spend that hold to make the person you hold most responsible vulnerable. Pecking Order You’re a creature of hierarchy. You always recognize one big boss and one piece of meat. You can change the boss or the meat at any time; give the new subject of your loyalty or depredations Influence over you. Even your victim represents some insecurity about yourself. Take +1 ongoing to any action that supports the boss or frustrates the meat. Boss: __________________________ Meat: _________________________
The Crook You know how to have fun with it, but you also see the bottom line. It takes filthy lucre to live the kind of lifestyle you intend to live. School? College? Retirement? You’re still a teenager! Maybe you can think about that later, right now you’re going to live the high life. This supervillainy thing is a sitch! You just have to remain useful, because you know you’re at the bottom of the food chain. Maybe it’s not that easy after all. Look Ambiguous, Man, Shifting, Transgressing, Woman Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White Stylish clothing, expensive clothing, casual clothing, threadbare clothing. Flashy costume, stylish costume, gaudy costume, utilitarian costume. Abilities What you bring to the table is not so much powers as a particular set of skills, skills that make you very good at what you do. What is it that you do? Choose two. □ Infiltration and espionage □ Guns, guns, guns □ Martial arts □ Burglary and theft □ Hacking and cyberwarfare □ Gadgetry and traps Assets All villains can call upon Assets to use in their Capers, advantages and ill-gotten gains that they can wager or exhaust for temporal advantage. Choose two, or fill in a blank. a base, a vehicle, a supercomputer, communicators, surveillance equipment, false IDs, forged documents, a lab, a workshop, an island getaway, criminal lackeys, an armory of weapons, safehouses, a vault, a grimoire, a suitcase of cash, a death trap, mob connections, a doomsday device, a front company, a tiny nation, simple robots, a dangerous beast, a fixer, a fence, a mercenary, a mole, _________, _________, _________.
Moment of Triumph You’re about to make the score of your life. There is no obstacle that you can’t bypass, there’s no wall you can’t scale. You make out like a bandit. Everything is within your grasp, just take, take, take, and take some more. The more ridiculous the better here. You need to keep piling it on… because eventually that’s the point where the MC will call it, because it’s your being laden with all that stuff that will expose you once more. Plan Moves When you meddle in the plots of others… ask them if they can help you get what you want. If they say yes, give them Influence over you and clear a condition. If they say no, mark a condition and Curses! When others meddle in your plots… decide whether you slack off or focus. If you focus and get it done as a team, add Plan to the pool. If you slack off together and ease off, they can choose to give you Influence over them to clear one of their conditions. When you stop to gloat about your master plan… explain how after the score you’re going to fulfill one of your desires with your ill-gotten reward. Roll +Plan. On a hit, cross off the Want described as if fulfilled, as you flash forward to your fantasy. On 7-9, you are distracted; choose one: mark a condition; spend a Plan; the person you are gloating to escapes or gets an advantage. Curses! □ □ □ □ □ Every time you roll a miss on a move, mark Curses! Advancement When you fill your Curses! 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 __ Take two more Assets. __ 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 Triumph __ Take Pecking Order from the Bully playbook. __ Take another ability from your playbook as you expand your skillset. __________________________________________________ __ Unlock your Moment of Triumph __ Create a second character as your Henchman __ Change playbooks __ Take a villainous condition. __ Take a villainous condition. __ Lock a Label, and add +1 to a Label of your choice __ Retire from the life or become a threat to the world. Labels (add +1 to any) Freak
-3
-2
(-1)
0
+1
+2
+3
Danger
-3
-2
-1
(0)
+1
+2
+3
Trouble
-3
-2
-1
0
+1
(+2)
+3
Superior
-3
-2
-1
(0)
+1
+2
+3
Menace
-3
-2
-1
0
(+1)
+2
+3
Conditions: □ Afraid (-2 to directly engage or cow or rebuke) □ Angry (-2 to abscond or pierce the mask) □ Doubting (-2 to unleash your powers or exploit weakness) □ Insecure (-2 to provoke someone or reject what others say) □ Paranoid (-2 to distract someone or assess the situation) Backstory
What got you into your life of crime? How did you gain your particular set of skills? Who, outside your peers, thinks you just a two-bit thief? Why do you try to be a villain? Why do you suffer the others?
Once you've finished your backstory, introduce your character to the other players, and then determine what happened when your rogues gallery first allied for a caper, the relationships between you and your peers, and who has Influence over you. During our first caper… We didn’t get the goods in the end. What was the job, and who (or what) screwed it up before you got your mitts on the haul? Relationships ___________________ holds some kind of debt over your head you’re itching to pay off.
Both you and ___________________ share a side-venture together you haven’t shared with the others. Influence You're slippery, but you’ve a tendency to get wrapped up in other’s schemes. Give Influence to three of your peers. Crook Moves (choose 2) □ Casing the Joint When you’re scoping out a possible mark, whether a person or place, roll +Trouble. On a 10, ask 2. On a 7-9, ask 1. What here is useful/valuable to me? What is the best way in/way past? Who or what here is not what they seem? Who owns this place?/Whose payroll is this person on? When’s this last time this person/place has been hit? □ Bag of Tricks You’re never content to be predictable in your line of work, and constantly stealing new experimental technology and equipment that complement your particular skillset. Whenever you steal some new kit, you can write it down as a new ability if this line is empty. __________________________ □ □ □ Treat the new piece of kit as any other ability. Whenever you use the kit in a cunning and risky way, roll +Trouble instead of +Freak to unleash your powers with it. When the third box is checked, the kit is broken, lost, or recovered from those you stole it from, and you can erase it from the line. □ We’re Only in it For the Money Whenever you betray someone for fun and/or profit, the betrayed (your call) loses Influence on you and marks Curses! □ Common Criminal Whenever you bring up your villainous identity with someone important (your call), roll +Infamy. On 10+, say what they’ve heard that marks you as a threat and what Label applies. On a 7-9, the MC will decide what they’ve heard and what Label applies. On a miss, they will underestimate/ignore you over your peers (this is sometimes a good thing). □ Watch the Birdie When you distract someone, add make them vulnerable to one of your choices, and take +1 forward to exploit weakness on someone you have distracted this scene. □ Eyes on the Prize When executing a plan, hold 1 (up to 3). Spend your hold to take +1 for 1 when seizing victory, and/or to abscond from the final action scene. Wants Choose 4 Wants to mark at the start of play. When you fulfill a marked want, strike it out, and choose one: mark Curses!, clear a condition, take influence over someone involved. When your 4 marked Wants are all struck out, choose and mark 4 new Wants. When all Wants are struck out, change playbooks, retire from the life, or become a threat to the world □ Mastermind your own caper □ Get a new costume □ Kiss a superhero □ Get a new villain name □ Steal from someone you know you shouldn’t □ Earn the respect of a villain you admire □ Betray a peer when they most need you □ Make out with a peer □ Take down a hero all on your own □ Knock out a peer □ Pull off a ridiculous stunt □ Steal something impossible □ Save a peer’s life □ Start a fight between your peers □ Show up an adult villain □ Vacation in an incredible place (or time) □ Get drunk or high with a peer □ Try out being a superhero □ Hijack a fantastical vehicle □ Reject someone who underestimates you
The Hellion You screwed up, big time. Whatever your reasons, however powerless you felt before, what you’ve done is entirely your fault, and everything that follows will be as well. So… Why not live a little? You can put it off, keep pushing it away, and enjoy the power, while it lasts. Just remember, burn twice as brightly, burn twice as quick. Look Ambiguous, Man, Shifting, Transgressing, Woman Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White Adaptive costume, daemonic guise, flashy costume, grim vestments. Laughing eyes, devilish eyes, empty eyes, haunted eyes. Unassuming clothing, medical clothing, official clothing, adaptive clothing. Abilities Your powers are tied to your Dark Power and their favor. Choose 2 or 3, and describe how through them the Power’s will is done. Your Dark Power can always deny you access. □ Cosmic awareness □ Necromancy □ Hellfire & brimstone □ Dimensional warping □ Soul manipulation □ Manifestations of fear Assets All villains can call upon Assets to use in their Capers, advantages and ill-gotten gains that they can wager or exhaust for temporal advantage. Choose two, or fill in a blank. a base, a vehicle, a supercomputer, communicators, surveillance equipment, false IDs, forged documents, a lab, a workshop, an island getaway, criminal lackeys, an armory of weapons, safehouses, a vault, a grimoire, a suitcase of cash, a death trap, mob connections, a doomsday device, a front company, a tiny nation, simple robots, a dangerous beast, a fixer, a fence, a mercenary, a mole, _________, _________, _________. Moment of Triumph It’s only briefly, but for a little while, you’re truly able to feel like you’re completely free of all obligations. The powers that you have are your own, and they allow you to do anything. You find the loophole, the secret, and you exploit it, over and over again. You keep pushing and pushing, until finally you end up entangling yourself all over again, and the Dark Power is not amused. Plan Moves When you meddle in the plots of others… ask if they think you’re acting alone or at the behest of your Dark Power. If they that they think you’re acting alone, clear a condition and give them Influence over you. If they think you’re acting at the behest of your Dark Power, shift up Freak and shift down the label of your choice. When others meddle in your plots… they gain the notice of the Dark Power. You decide either to protect them or to do nothing. If you protect them, give the Dark Power influence over you and mark Curses! If you do nothing, the Dark Power gains Influence over them, and they can clear a condition. When you stop to gloat about your master plan… go on and on about what dark and terrible things will happen when your evil master is finally incarnate, and how this plan brings him EVER CLOSER to this world. Roll +Menace. On a hit, clear a String as you satiate it with your eeeevil. On a 7-9, mark a condition. Either way, give the Dark Power Influence over you. Curses! □ □ □ □ □ Every time you roll a miss on a move, mark Curses! Advancement When you fill your Curses! 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 a move from another playbook __ Take a move from another playbook __ Take a move from another playbook __ Take two more Assets. __ 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 Triumph __ Clear your Strings track without taking a Bargain. __ Clear your Strings track and take a Bargain. __ Take an ability from any playbook, which your Dark Power cannot deny you. __________________________________________________ __ Unlock your Moment of Triumph __ Create a second character as your Henchman __ Change playbooks __ Take an villainous condition __ Take an villainous condition __ Lock a Label, and add +1 to a Label of your choice __ Summon the Dark Power into being, and become a threat to the world! Labels (add +1 to any) Freak
-3
-2
-1
0
+1
(+2)
+3
Danger
-3
-2
-1
(0)
+1
+2
+3
Trouble
-3
-2
-1
(0)
+1
+2
+3
Superior
-3
-2
(-1)
0
+1
+2
+3
Menace
-3
-2
-1
0
(+1)
+2
+3
Conditions: □ Afraid (-2 to directly engage or cow or rebuke) □ Angry (-2 to abscond or pierce the mask) □ Doubting (-2 to unleash your powers or exploit weakness) □ Insecure (-2 to provoke someone or reject what others say) □ Paranoid (-2 to distract someone or assess the situation) Backstory
Why did you make your pact with the Dark Power? How did you find your Lair? Who, outside your peers, is tied to the Dark Power? What is it that your Dark Power wants from you, and from the world? Why do you suffer the others?
Once you've finished your backstory, introduce your character to the other players, and then determine what happened when your rogues gallery first allied for a caper, the relationships between you and your peers, and who has Influence over you. During our first caper… We made them pay. We made them all pay. Who received this payback, and what was it in return for? Relationships ___________________ is the only one that knows the truth about you and the Dark Power. You want something that ___________________ has before your short time here is up.
Influence You fall into bad crowds easily, even if you’re always the outsider. Give two of your peers Influence over you. Note as well that your Dark Power starts with Influence over you. Strings Attached You're a herald of a greater doom, and your pact came with strings attached. You are sworn to a Dark Power and every action you take can give it more power over you. You can ignore this fate, try to abate it, or embrace it, but one way or another, it comes. What summons the Dark Power forth and gives it more Strings over you? Choose two. □ Overexerting yourself □ Indulging in revenge □ Killing, accidental or not □ Temptation of a hero □ Showing mercy □ Talking about it openly Whenever you summon forth the Dark Power, mark one box on your Strings track. Strings Track □ □ □ □ □ When your Strings track fills, the terms of the deal are changed. Clear it and take one Bargain. Pray the terms are not changed again. Dark Power You made a bargain with a much more powerful being, that nevertheless needed you in order to act in this world. It could be a true blue demon, a sleeping dragon, an astral spirit, an ancient ghost, a sentient AI, a galactic devourer, or something of the like. It simply cannot be defeated by you, or even your allies. Only a true hero can defeat it, and that’s not you.
Give your Dark Power three sobriquets and one true name. ______________________________________ ______________________________________ ______________________________________ True Name:____________________________ Whenever someone learns and invokes the Dark Power by its True Name, mark your Strings track, even if it wasn’t you that invoked it. Whomever invoked the name takes Influence on the Dark Power, but it gets closer to becoming incarnate on this world. And unlike you, it’s truly evil, or at least completely terrifyingly amoral, not just eeeeeevil.
At the end of every issue, ask the question: Did you make any progress at paying off your debt to the Dark Power? If yes, mark a condition from the stress. If no, mark your Strings track. Lair You have a place where you can scheme, recover, and experiment with your powers. Choose and underline 3 features of your Lair: An aide or assistant; a full staff; command & control room; locks and traps; a library of valuable tomes; a scattering of ancient relics; a teleportal; a containment system; a sentient computer; useful tools; a meditation space; a power battery; a power enhancement system; torture chamber; lavish accoutrements and amenities; a labyrinth; wide open spaces; in another dimension; raw materials.
Choose and underline 2 downsides of your Lair: Difficult to access, draws dangerous attention, location known to many, easily damaged or tampered with, not safe from your Dark Power.
You can use the features of your Lair as Assets during a caper, either exhausting or wagering them for benefit. When you wager a Lair feature and miss, instead of losing that feature, the Dark Power’s influence over you grows. Mark your Strings track. Bargains These are moves that come to you with the advancement of your dark pact. Once you have taken all six Bargains above the line, you must take “Your payment is due” the next time your Strings track fills. Choose two Bargains you already hold at character creation.
□ Uncanny Voices: Mark your Strings track to reveal alarming secrets about those around you. Ask the GM a question; they will answer it honestly. □ Elsewise Power: Mark your Strings track to use a move from any playbook, just this once. □ Numb: Mark your Strings track to clear two conditions. □ Burning at Both Ends: Mark your Strings track to execute a plan as if you rolled 12+.. □ Apotheosis: Mark your Strings track to transform into a hybrid of yourself and the Dark Power. Roll +Freak to directly engage and take +1 ongoing to unleash your powers for the remainder of the scene. □ Make a Wish: Mark your Strings track to get anything that you really, really want. It can be anything, but always comes with a twist. __________________________________________________ □ Your payment is due: The Dark Power is incarnate. At the end of the issue, surrender your character to the MC, giving you time for either great defiance, or great villainy.
The Hood Wake up. Breakfast. School. Work at the grocer. Home to make dinner. Homework. Sleep. Repeat. It’s enough to drive you… mad. You’re just another sheeple, living a life that means nothing, or just living to someone else’s expectations. But when you put on the hood? You’re somebody, a symbol of fear and terror. Still… You can be anybody you want to, and this is what you choose?
Look Ambiguous, Man, Shifting, Transgressing, Woman Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White Boring clothing, superhero costume, upscale clothing, fraying clothing Gimmick costume, concealing costume, distracting costume, symbiotic costume. Featureless mask, helmet, disfigurement, domino mask, hood, full disguise
Abilities Your powers are easily hidden from others, and you have naturally heightened senses and awareness around you, and are tougher than a baseline human. In addition, choose 2: □ Energy absorption □ Substance mimicry □ Shadow transformation □ Strange symbiote □ Psychic projection □ Self multiplication
Assets All villains can call upon Assets to use in their Capers, advantages and ill-gotten gains that they can wager or exhaust for temporal advantage. Choose one, or fill in a blank. a base, a vehicle, a supercomputer, communicators, surveillance equipment, false IDs, forged documents, a lab, a workshop, an island getaway, criminal lackeys, an armory of weapons, safehouses, a vault, a grimoire, a suitcase of cash, a death trap, mob connections, a doomsday device, a front company, a tiny nation, simple robots, a dangerous beast, a fixer, a fence, a mercenary, a mole, _________, _________, _________.
Moment of Triumph It’s time to become the mask. Everything before this moment was just pretending. For a time, you know exactly what you are, what you’ve become. The Other for the time being is completely gone. It is irrelevant, and without it weighing you down, you can do the impossible… Until the reminder comes of what you once were, and perhaps still are, and everything comes crashing back down on you.
Plan Moves When you meddle in the plots of others… ask them if they think they can see past the hood. They can’t, but they may lie to you. If they lie and say they do, take Influence on them, and they may shift Labels. If they tell the truth and say they do not, shift Menace up and any other label down. When others meddle in your plots… decide whether they are shattered reflections or fog on the glass. If they are shattered reflections, change a Facet to their highest Label and clear a condition. If they are fog on the glass, mark Curses! and give them Influence over you.
When you stop to gloat about your master plan… tell them exactly who you think you are, right now. Roll a Facet Label. On a hit, choose one. On a 10+, hold Infamy. Give them Influence over you, clear a condition. Mark a condition, take Influence over them. Change the Facet Label you rolled.
Curses! □ □ □ □ □ Every time you roll a miss on a move, mark Curses!
Advancement When you fill your Curses! 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 __ Take two more Assets. __ 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 Triumph __ Choose a new Facet to define your identity by. __ Take an ability from any playbook as your identity develops. __________________________________________________ __ Unlock your Moment of Triumph __ Create a second character as your Henchman __ Change playbooks __ Take a villainous condition. __ Take a villainous condition. __ Lock a Label, and add +1 to a Label of your choice __ Retire from the life or become a threat to the world.
Labels (add +1 to any) Freak
-3
-2
-1
0
(+1) +2
+3
Danger
-3
-2
-1
(0)
+1
+2
+3
Trouble
-3
-2
-1
(0)
+1
+2
+3
Superior
-3
-2
(-1)
0
+1
+2
+3
Menace
-3
-2
-1
0
+1
(+2) +3
Conditions: □ Afraid (-2 to directly engage or cow or rebuke) □ Angry (-2 to abscond or pierce the mask)
□ Doubting (-2 to unleash your powers or exploit weakness) □ Insecure (-2 to provoke someone or reject what others say) □ Paranoid (-2 to distract someone or assess the situation)
Backstory
What did you first take on your villainous identity? What makes your Facets different from the Other? Who, outside your peers, knows your secret identity? Why do you try to be a villain? Why do you suffer the others?
Once you've finished your backstory, introduce your character to the other players, and then determine what happened when your rogues gallery first allied for a caper, the relationships between you and your peers, and who has Influence over you.
During our first caper… We kidnapped someone really important, who knows our name and helped spread the word, inadvertently or not. Who was it? Why were they important?
Relationships ___________________ knew you first as the Other, but hasn’t made the connection. You know that ___________________ has been snooping around trying to uncover your secret identity.
Influence You find yourself taking after others almost instinctively, considering the void where your identity is. Give Influence to three of your peers.
Hood Moves (choose 2) □ Many Faces Whenever you change outfit or identity, even if only in part, roll using a Facet Label. On a 10+, clear a condition. On a 7-9, you may change one marked condition for another.
□ Phantom of the Opera When you stalk a target over time, studying their every move and only revealing yourself occasionally and with purpose, roll +Menace. On a hit, take Influence over them. On a 7-9, mark a condition, their choice.
□ What It Says on the Tin Whenever you accept what someone says about yourself, even though you know it isn’t true, take +1 ongoing against the one who influenced you for the remainder of the scene, and either clear a condition or mark Curses!
□ Danger, Diabolik! Whenever you allow yourself to be captured, revealed, or caught on camera and your disguised visage given the center of attention, roll using a Facet Label. On a hit, hold 1 Infamy. On a 7-9, choose one. Someone from your secret life becomes suspicious. Something from your secret life becomes endangered. Somewhere from your secret life becomes exposed.
□ Unusual Suspect Whenever someone is looking into your secret identity, you can roll +Menace instead of Trouble to distract them from the truth by making your different selves seem as far away from each other as possible.
□ The Dramatic Reveal When your identity is under threat, you may reveal your secret identity to someone watching, or mark a condition and only pretend to, in order to either make someone vulnerable or abscond as if you had rolled a 12+.
Facets Your identity is wrapped up in the guises you wear. It is a nebulous thing, poorly defined, and constantly is changing to other’s whims and the legend of your exploits. Your Facet at any time is defined by a single Label. Choose the Label that your first Facet is defined by. □ Freak □ Danger □ Superior □ Trouble
Once per issue, you may switch the rating of your Menace and your Facet label, whenever you affirm the identity of your Facet identity. You may also change a Facet label by marking a condition at any time.
As an advance, you may select a second Facet and have both at once.
The Other Whether you legitimately have another personality, or simply live a double life, there is an Other you that you continually attempt to deny and avoid. You normally do not play the Other in the fiction, it is usually only referred to and interacted with indirectly. Whatever the case might be, decide who your Other is, and then choose at least three Complications from below, or create your own, that provide both problems to avoid and motivation to embrace villainy
□ Has a boring job. □ Has a heroic identity. □ Has a school to attend. □ Has a celebrity persona.
□ Has a sick relative. □ Has a needy relationship. □ Has a rent to pay. □ Has a superhero sibling. □ Has a nosy best friend. □ Has a terminal illness. □ Has a legit criminal record. □ ____________________
When time passes, roll your Facet’s Label (if you have two, choose one). On a hit, you have been spending too much time as a villain and suffer from the Complications of the Other. On a 10+, the
MC chooses two that will come back to bite you. On a 7-9, you choose one. On a miss, it’s still a miss, mark Curses! and the MC can make a hard move. Damned if you do, damned if you don’t!
The Invader You hate this place. You hate its people. The strangers here do not understand the grandeur and glory that you carry with you, of a place beyond the stars that is beyond their comprehension. So you must show them! You will force upon them the ways of your people. Surely it’s not because you’re homesick, but because of how inherently better you are, of course. Look Ambiguous, Man, Shifting, Transgressing, Woman Strange body, immaterial body, robotic chassis, godlike body Digital eyes, bizarre eyes, human-like eyes, spectral eyes Your people’s uniform, your station’s costume, practical costume, human disguise Abilities The Invader can fly by some means, and is tougher and stronger than baseline humans. They also choose one of the following power sets. Underline the first power (your Contagion, see below) and two others. □ Mind control, psychic blasts, telepathy, hallucinations, teleportation □ Vampiric bite, gaseous form, life drain, weather control, command of beasts □ Genetic mutation, matter manipulation, density control, radical shapeshifting, gamma rays □ Godlike presence, godlike strength, godlike speed, godlike intelligence, godlike stamina □ Technopathy, energy form, nanomachines son!, laser beams, electric speed Assets All villains can call upon Assets to use in their Capers, advantages and ill-gotten gains that they can wager or exhaust for temporal advantage. Choose two, or fill in a blank. a base, a vehicle, a supercomputer, communicators, surveillance equipment, false IDs, forged documents, a lab, a workshop, an island getaway, criminal lackeys, an armory of weapons, safehouses, a vault, a grimoire, a suitcase of cash, a death trap, mob connections, a doomsday device, a front company, a tiny nation, simple robots, a dangerous beast, a fixer, a fence, a mercenary, a mole, _________, _________, _________.
Moment of Triumph Everything you survey is for you to rule. There is nothing that can resist the corrupting touch of your Contagion. Armies rise underneath you, and carry you to wherever you wish to go. You could topple nations, and for a moment, the world treats you as the threat you so deserve to be seen as. For a moment, the world quakes in your name, and you are no longer a stranger. Plan Moves When you meddle in the plots of others… you learn quickly the hard way that you’ve got a lot to learn about keeping a low profile. Ask them what kind of complication you suffer due to this, and what you still have to learn. If you follow this lesson, take +1 forward to do so, and mark Curses! When others meddle in your plots… decide whether to show them disdain or remain ignorant of their presence. If you show them disdain, they mark a condition, but take +1 forward to prove you wrong. If you ignore their presence, you both lose Influence on each other. When you stop to gloat about your master plan… you stall in hopes of luring them closer in order to infect them with your Contagion. Roll +Superior. On a hit, take Influence over them. On a 7-9, they realize the trick, and you take a powerful blow. Curses! □ □ □ □ □ Every time you roll a miss on a move, mark Curses!
Advancement When you fill your Curses! 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 __ Take two more Assets. __ 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 Triumph __ Take the remaining two abilities in your power set as you come into your own. __ Take a Birthright from the Scion’s playbook, recently rediscovered. __________________________________________________
__ Unlock your Moment of Triumph __ Create a second character as your Henchman __ Change playbooks __ Take a villainous condition. __ Take a villainous condition. __ Lock a Label, and add +1 to a Label of your choice __ Return to your home or become a threat to the world. Labels (add +1 to any) Freak
-3
-2
-1
0
+1
(+2)
+3
Danger
-3
-2
-1
(0)
+1
+2
+3
Trouble
-3
-2
(-1)
0
+1
+2
+3
Superior
-3
-2
-1
0
(+1)
+2
+3
Menace
-3
-2
-1
(0)
+1
+2
+3
Conditions: □ Afraid (-2 to directly engage or cow or rebuke) □ Angry (-2 to abscond or pierce the mask) □ Doubting (-2 to unleash your powers or exploit weakness) □ Insecure (-2 to provoke someone or reject what others say) □ Paranoid (-2 to distract someone or assess the situation) Backstory
Where do you come from, and why are you here? How does your Contagion influence those around you? Who, outside your peers, also comes from the same homeland? Why do you still linger here on Earth? Why do you suffer the others?
Once you've finished your backstory, introduce your character to the other players, and then determine what happened when your rogues gallery first allied for a caper, the relationships between you and your peers, and who has Influence over you.
During our first caper… There used to be one more of us, but they betrayed us. How and why? And where are they now? Relationships You’ve been studying the Earthlings (and especially their weaknesses) with the aid, witting or not, of ___________________. You’d be loathe to admit it, but you admire the Earthling known as ___________________ and have strange feelings you do not understand for them. Influence You’re an alien. No one starts with Influence on you. Invader Moves (choose 2) □ Far From Home You’re an exile, willing or not, and unable to return for some reason (invented or real) to where you come from. You’re constantly on the search for clues and signals from where you came from. Whenever time passes, roll +Superior. On a 10, hold 2. On a 7-9, hold 1. Spend your hold 1 for 1 to: Have recovered a useful piece of alien kit: use any ability from another playbook once this session. Have recovered a clue of alien origins that allows you to ask a single question of the MC. Clear a condition by invoking memories or a lead that will get you home. □ Cyrus the Virus Whenever you attempt to inflict someone with your contagion, you can do so through anyone you currently have Influence on, without having to be physically present to do so, as your control becomes infectious. □ Prince of Space Whenever you deal with civilians and bystanders, your Contagion overwhelms, and people listen. Roll +Freak. On a hit, they choose one: Do what you say. Grovel and beg. Attack you. Freeze. On 10+, you also take +1 forward against them. □ Stranger in a Strange Land Whenever you are exposed for what you are to bystanders, their ostracism and reaction tells you who you are or how the world works. Mark Curses! if you accept what they say, or take +2 to reject what they say. □ The Mind is a Terrible Thing to Taste If you have Influence on a target, you may roll +Freak instead of Trouble or Superior to distract or provoke them, when you outwardly call upon the Contagion to control them rather than your social acumen. □ Puny, Pathetic Earthlings Whenever you engage against stacked odds because you underestimate or disdain your opponents, you may raise your Superior by one and any other Label down by one. Contagion Your Influence has a quality that goes beyond others, representing an insidious power that you can exert over people beyond simply your words. It can come in many different vectors. The first ability of your chosen powerset is the vector by which you spread Contagion, and in the fiction determines how your Influence is felt.
You can inflict someone with your contagion as a move. Roll +Freak. On a 10+, take Influence on them. On a 7-9, they choose one.
They mark a condition. They make themselves vulnerable. They give you Influence on them.
Influence earned by Contagion is definitely not mundane, but even normal Influence makes one open to the Invader’s powers. It is rejected in the same way.
If you are picking Contagion as an advance (like from the Radical playbook), choose one of the five vectors given in the powersets: Mind control, vampiric bite, genetic mutation, godlike presence or technopathy.
The Maniac If they could only see the bigger picture. The wheels within wheels that you are running. So many irons in the fire. Such a tangled web. It is a web wheel full of flaming irons and mixed metaphors. Actually you have no clue what you are doing, but you can’t let anyone know that. If they even knew for a second you weren’t on top of it, you’d be a goner. Look Ambiguous, Man, Shifting, Transgressing, Woman Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White Fashionable clothing, casual clothing, formal clothing, dark clothing. Formidable costume, uniform costume, simple costume, alluring costume. Abilities You call upon a pool of puissance outside of your own abilities for your plots, based on some means that you have over others in a grandiose (and surely exaggerated) way. Choose two: □ BRAINS! □ SORCERY! □ MONEY! □ BEAUTY! □ SCIENCE! □ MINIONS! Assets All villains can call upon Assets to use in their Capers, advantages and ill-gotten gains that they can wager or exhaust for temporal advantage. Choose two, or fill in a blank. a base, a vehicle, a supercomputer, communicators, surveillance equipment, false IDs, forged documents, a lab, a workshop, an island getaway, criminal lackeys, an armory of weapons, safehouses, a vault, a grimoire, a suitcase of cash, a death trap, mob connections, a doomsday device, a front company, a tiny nation, simple robots, a dangerous beast, a fixer, a fence, a mercenary, a mole, _________, _________, _________. Moment of Triumph You’re not just pretending anymore. Everything that happens next is exactly as you planned it. Every eventuality, every possibility, examined inside and out. You have a counter for every move, a solution for every problem, even if such prescience should be impossible. Describe the scope of your plan, and the MC will tell you when your plan reaches the limits of your control. Plan Moves When you meddle in the plots of others… provide them some backseat villainy. If they heed it, gain Influence over them, and they take +1 forward. If they reject it, lose Influence over them if you had it, and mark Curses! When others meddle in your plots… decide if they are a pawn or a problem. If they are a problem, give them +1 forward but they lose Influence over you, if they had it. If they are a pawn, shift your Superior up and Trouble down. When you stop to gloat about your master plan… reveal more than you want to about yourself in your eagerness to share the grandeur of your vision. Roll +Menace. On a hit, give them Influence over you. On a 10+, clear two conditions. On a 7-9, clear one. Curses! □ □ □ □ □ Every time you roll a miss on a move, mark Curses! Advancement When you fill your Curses! 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.
__ Unlock 3 new Gambits. __ Unlock 3 new Gambits. __ Take a move from another playbook __ Take a move from another playbook __ Take two more Assets. __ 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 Triumph
__ Take The Cause from the Radical’s playbook. __ Take another ability from your playbook as you expand your superlative prowess. __________________________________________________ __ Unlock your Moment of Triumph __ Create a second character as your Henchman __ 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 threat to the world. Labels (add +1 to any) Freak
-3
-2
-1
(0)
+1
+2
+3
Danger
-3
-2
(-1)
0
+1
+2
+3
Trouble
-3
-2
-1
(0)
+1
+2
+3
Superior
-3
-2
-1
0
+1
(+2)
+3
Menace
-3
-2
-1
0
(+1)
+2
+3
Conditions: □ Afraid (-2 to directly engage or cow or rebuke) □ Angry (-2 to abscond or pierce the mask) □ Paranoid (-2 to distract someone or assess the situation) □ Insecure (-2 to provoke someone or reject what others say) □ Doubting (-2 to unleash your powers or exploit weakness) Backstory
When did you first become a villain? Who was the first unwitting pawn you used in your schemes? Who, outside the team, can see through your facade? Why do you continue this charade? Why do you suffer the others?
Once you've finished your backstory, introduce your character to the other players, and then determine what happened when your rogues gallery first allied for a caper, the relationships between you and your peers, and who has Influence over you. During our first caper… Something did not go according to plan and threw everything into chaos, What was it? Relationships You feel that ___________________ is your only true equal among your peers. You once got ___________________ into big trouble with one of your schemes. Influence You rely on others to get what you need, because ultimately you can’t hack it on your own. Give three others Influence over you. The Deck When you show your hand, roll +Plan. On a hit, hold 3 Cards. On a 7-9, burn a Plan, or mark a condition if you have no Plan. On a miss, hold 2 Cards, and either burn three Plan, or mark two conditions. You can do this during an action scene, or in lieu of cooking a scheme or executing a plan. Spend your Cards on your Gambits. Note that you can use your Gambits even in a scene you are not physically present at. You start the game with 4 Gambits.
□ Ante: You have something that will even the odds here, tit for tat. Spend 1 Card to have a target mark a condition you yourself have marked. □ Bluff: You’ve got a distraction prepared to give you just the right amount of time. Spend 1 Card to distract someone, rolling +Superior instead of +Trouble. □ Bust: You cash in your chips to get the authorities off your back, providing a scapegoat or stool pigeon. Spend 1 Card to roll +Superior. On a hit, clear one Heat. On a 7-9, choose one: Spend 2 additional Cards; you owe somebody; somebody talks and spills something you didn’t want leaked. □ Call: Speak of Cao Cao, and he appears. Spend 1 Card to appear in a scene anywhere and whenever you are talked about or your name is invoked (your call). □ Discard: They have failed or foiled you for the last time. Spend 1 Card to engage using your resources, rolling +Superior instead of +Danger. If you do, you will expose some larger part of your plans unless you spend another Card. □ Draw: You make sure that what you need will be provided to you, no matter the cost. Spend 1 Card to create a temporary Asset you can use for the length of this caper, until it is lost or exhausted.. □ Flash: You are quick to gather intelligence, though sometimes knowing can be dangerous. Spend 1 Card and mark a condition to ask any one question about the caper and the situation around it of the MC, who must answer honestly. □ Fold: You have to know when to hold them, and when to walk away. Spend 1 Card to have another player character at the same scene take a powerful blow instead of you. □ Horse: You have just the right man (or monster) for the job. Spend up to 3 Cards to create a proxy that will obey your orders. Each card spent gives it an additional Condition it can mark. The proxy can take any action, but it counts as yours. When the proxy would trigger a move, roll +Cards spent, rather than the Label. At the end of the scene, the proxy remains, and may have their own agenda. □ Mark: You’ve got the right piece of blackmail or bribery that will give you an edge over your intended victim. Spend 1 Card to blackmail or bribe someone, rolling +Menace to do so. On a hit, take Influence over the target. On a 7-9, choose one: they take Influence over you, spend two more Cards, they will get their revenge later. □ Raise: You support someone else’s action when it suits the bigger picture. Spend 1 Card as if it were a Plan point to give someone else a +1 bonus to their roll. □ Shuffle: The situation has changed, because you made sure it would, and everything is in a different place than it was previously. Spend 1 Card to rearrange the location (within the current scene) of up to 3 unanchored people or important objects up to the size of a human, +1 Card for up to the size of a car, total of 3 Cards for the size of a big truck.
The Monster All that talk about ‘rising above hatred’, being accepting, and how everyone is worth respect… What a load of crap! You know the truth. People are all monsters, on the inside. You’re just more honest about it, and you would be even if you weren’t a twisted abomination on the outside. That’s what you say, anyway. For all your rejecting those who rejected you, aren’t you becoming exactly what they feared? Look Ambiguous, Man, Shifting, Transgressing, Woman Metallic flesh, scaled flesh, glowing flesh, untouchable flesh, mottled flesh, marked flesh Terrifying costume, strange costume, unnerving costume, containment suit Strange eyes, upsetting eyes, piercing eyes, human eyes Normal voice, thundering voice, synthesized voice, animalistic voice Abilities You appear obviously inhuman and terrifying, and your powers have obvious ties to your fearsome appearance. Choose two. □ Insane regeneration □ Inhuman senses □ Flight or extra limbs □ Radioactive aura □ Berserker strength □ Chameleon stealth Assets All villains can call upon Assets to use in their Capers, advantages and ill-gotten gains that they can wager or exhaust for temporal advantage. Choose two, or fill in a blank. a base, a vehicle, a supercomputer, communicators, surveillance equipment, false IDs, forged documents, a lab, a workshop, an island getaway, criminal lackeys, an armory of weapons, safehouses, a vault, a grimoire, a suitcase of cash, a death trap, mob connections, a doomsday device, a front company, a tiny nation, simple robots, a dangerous beast, a fixer, a fence, a mercenary, a mole, _________, _________, _________.
Moment of Triumph Everyone who tells you that you aren’t your body? Screw them! Embrace every dark urge represented in your flesh. Mutate further, and stronger than they could even imagine. Show them that they are monsters too on the inside. Indeed, at the end you’ll transform with your actions someone else, but what path they take is not for you to decide. Plan Moves When you meddle in the plots of others… ask if they see you as a person or see you as a thing. If they say person, mark a condition and Curses! If they say thing, they gain Influence on you. If they already have Influence on you, they can take advantage of it and spend it to clear a condition. When others meddle in your plots… show them that they are a monster too, and bring them into your dark world. If they come along willingly, take Influence on them, and they take +1 forward. If they come along kicking and screaming, they mark a condition, and so do you. When you stop to gloat about your master plan… describe in detail all the terrible things you have in mind for your target. Roll +Freak. On a hit, they mark the condition Afraid, if they have it. If they do not, or already have it marked, they are vulnerable. On a 10+, you clear a condition as well. Curses! □ □ □ □ □ Every time you roll a miss on a move, mark Curses! Advancement When you fill your Curses! 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 __ Take two more Assets. __ 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 Triumph __ Take a Lair from the Hellion playbook. __ Take another ability from any playbook as you mutate further. __________________________________________________ __ Unlock your Moment of Triumph __ Create a second character as your Henchman __ Change playbooks __ Take a villainous condition. __ Take a villainous condition. __ Lock a Label, and add +1 to a Label of your choice __ Retire from the life or become a threat to the world. Labels (add +1 to any) Freak
-3
-2
-1
0
(+1)
+2
+3
Danger
-3
-2
-1
0
+1
(+2)
+3
Trouble
-3
-2
(-1)
0
+1
+2
+3
Superior
-3
-2
-1
(0)
+1
+2
+3
Menace
-3
-2
-1
(0)
+1
+2
+3
Conditions: □ Afraid (-2 to directly engage or cow or rebuke) □ Angry (-2 to abscond or pierce the mask) □ Doubting (-2 to unleash your powers or exploit weakness) □ Insecure (-2 to provoke someone or reject what others say) □ Paranoid (-2 to distract someone or assess the situation) Backstory
Who were you before? Who, or what, made you this way? Who, outside your peers, thinks they can save you? Why don’t you just hide away from the world? Why do you suffer the others?
Once you've finished your backstory, introduce your character to the other players, and then determine what happened when your rogues gallery first allied for a caper, the relationships between you and your peers, and who has Influence over you. During our first caper… You attracted all the wrong sorts of attention from people. Not fear, but hate. Who absolutely hates your alliance, and will do anything to stop them? Relationships You looked in the eyes of ___________________ and saw something that made even you shiver. ___________________ knew who you were before you changed. Influence You’re unsubtle, and easily roused. Give everyone Influence on you.. Monster Moves (choose 3) □ New Face of Fear When you frighten, intimidate, or terrify others with your monstrous appearance and demeanor, roll +Danger. On a hit, they choose to make themselves vulnerable to you, or to flee. On a 10+, you choose one. On a 7-9, choose two.
You harden the resolve of someone else to stop you, and will pay for it later. You create a complication for your peers due to the terror. You mark a condition.
□ Strange Appetites Underline one: Raw meat, fear, pollution, nuclear waste, a certain special serum, gamma radiation, anger, precious stones and metals. Whenever you indulge your strange appetite, and it has to be by gross and terrible means, roll +Freak. On a hit, you clear a condition. On a 7-9, choose one. It’ll cost you time or resources. Exhaust an Asset or burn a Plan. You lose the respect of someone present. You lose Influence on them. It exposes a weakness to an enemy that they can exploit later. They take Influence on you. □ Scared Straight Whenever you act like a true monster in the presence of your peers, you may roll +Danger instead of Menace to cow and rebuke them via the negative example of your actions. □ Dehumanize Yourself and Face to Bloodshed Whenever you directly engage in an outwardly inhuman and monstrous way, you may mark a condition to choose an additional option, even on a miss. □ Bleeding Heart Whenever you act contrary to your monstrous appearance and reputation to show kindness and mercy to a true innocent, give Influence to any witness and hold 1. Spend that hold to take +2 to reject what others say and mark Curses! □ This Isn’t Even My Final Form Whenever you would be taken out from the fray, roll +Freak. On a 10+, hold 3. On a 7-9, hold 2. You come back even more powerful and monstrous than before. Temporarily clear all your conditions. Whenever you would make a move or mark a condition, spend your hold. Once you have spent all your hold, you are once again taken out, and mark all five conditions.
The Radical You’re not a joke, not anymore. You’ve actually got legitimate reasons for what you do. A higher calling. Fact is, nobody but you is willing to do what will actually make change happen. Can’t make an omelette without breaking any eggs. They call you fanatic, which you wear as a badge of pride… But they also call you hypocrite. And they are right. This is not a crusade. It’s an excuse.
Look Ambiguous, Man, Shifting, Transgressing, Woman Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White Comfortable clothing, school uniform, rebellious clothing, trendy clothing. Skimpy costume, showy costume, gimmick costume, political costume. Abilities Your powers are generally odd and gimmicky, either fitting into a larger theme with your pet cause, or apparently grabbed out of nowhere. Choose two. □ Plant control □ Emotion manipulation □ Tricks and toys □ Telekinesis □ Energy control (specify) □ Swarm summoning Assets All villains can call upon Assets to use in their Capers, advantages and ill-gotten gains that they can wager or exhaust for temporal advantage. Choose two, or fill in a blank. a base, a vehicle, a supercomputer, communicators, surveillance equipment, false IDs, forged documents, a lab, a workshop, an island getaway, criminal lackeys, an armory of weapons, safehouses, a vault, a grimoire, a suitcase of cash, a death trap, mob connections, a doomsday device, a front company, a tiny nation, simple robots, a dangerous beast, a fixer, a fence, a mercenary, a mole, _________, _________, _________.
Moment of Triumph It’s finally time for you to get the vindication you’ve always craved. You can rain hellfire and brimstone down on the hypocrites and heretics that laughed at you previously. For right now, they aren’t laughing, but rather see you in the fullness of your devotion and power. You will finally make a real difference in the world… but only for a moment, as it’s when everyone you’ve hurt and everything you’ve done to get to this point finally comes home to roost that ends this moment. Plan Moves When you meddle in the plots of others… ask if they take the Cause as serious as you do. (Spoilers: They don’t.) If they laugh in your face or deny your beliefs, you mark Curses!, and they lose Influence on you if they have it and clear one of their conditions. If they choose to lie and pretend to take you seriously, they take Influence on you, and you clear a condition. When others meddle in your plots… decide if they are a fellow traveler or onerous detractor. If they are a fellow traveler, shift Trouble up and any label of your choice down. If they are an onerous detractor, mark a condition, and you mark Curses! When you stop to gloat about your master plan… tie into the Cause with the ongoing caper for them, perhaps having to bend over backwards to make the justifications. You can spend a Plan point to hold Integrity, compromising the larger mission for your personal beliefs. Curses! □ □ □ □ □ Every time you roll a miss on a move, mark Curses! Advancement
When you fill your Curses! 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 __ Take two more Assets. __ 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 Triumph __ Take Contagion from the Invader’s playbook.
__ Take an ability from any playbook to your rebellious repertoire. __________________________________________________ __ Unlock your Moment of Triumph __ Create a second character as your Henchman __ Change playbooks __ Take a villainous condition __ Take a villainous condition __ Lock a Label, and add +1 to a Label of your choice __ Retire from the life or become a threat to the world. Labels (add +1 to any) Freak
-3
-2
-1
0
(+1)
+2
+3
Danger
-3
-2
-1
(0)
+1
+2
+3
Trouble
-3
-2
-1
0
+1
(+2)
+3
Superior
-3
-2
(-1)
0
+1
+2
+3
Menace
-3
-2
-1
(0)
+1
+2
+3
Conditions: □ Afraid (-2 to directly engage or cow or rebuke) □ Angry (-2 to abscond or pierce the mask) □ Doubting (-2 to unleash your powers or exploit weakness) □ Insecure (-2 to provoke someone or reject what others say) □ Paranoid (-2 to distract someone or assess the situation) Backstory
Who were you before you were a believer? How did you fall into your beliefs? Who, outside your peers, thinks you are a hypocrite? Why do you turn to villainy to further the cause? Why do you suffer the others?
Once you've finished your backstory, introduce your character to the other players, and then determine what happened when your rogues gallery first allied for a caper, the relationships between you and your peers, and who has Influence over you. During our first caper… There was a lot of collateral damage during the job. Where did the caper take place, and what was destroyed?
Relationships Despite everything, ___________________ once made you doubt your cause. You are convinced that ___________________ is a potential convert, if only they would listen. Influence You're devoted to what you believe, trying to pretend you’re above the others, but you aren’t completely. Give Influence to one peer. Radical Moves (choose 2) □ This Rose Has Thorns When you take a powerful blow, you may use this move instead of the base move. Roll +Trouble. On a hit, you have a diabolical counter and choose one. On a 7-9, you mark a condition. They are now vulnerable. They have played right into your scheme. Add Plan to the pool. They hurt someone or something they didn’t intend to. On a miss, you go down and hard but drag them and everything else with you. They both mark a condition and are vulnerable. □ Won’t Someone Think of the Children? Whenever you distract someone by exploiting or threatening their moral rectitude, add they mark a condition as one of your choices. □ Moral Flexibility Whenever someone uses your stated principles to influence or provoke you, choose one: Accept what they say and hold 1 Integrity, or take +2 to reject what they say. □ Not So Different After All When appealing to sincere principles, you can roll +Integrity instead of +Superior or +Menace to provoke someone or cow and rebuke, so long as your target is not a heartless villain like yourself. □ The Following You have sympathizers or fans among the public that you can take advantage of. Whenever you want to exploit your followers, roll +Infamy. On a 10, choose two. On a 7-9, choose one. They provide you material benefit. Gain a temporary Asset for this caper. They sell out one of the heroes that are protecting them, or some juicy intel. They provide you moral or restorative support. Clear a condition. □ Make Total Destroy When you completely abandon all pretense and directly engage while causing as much damage as possible to your target and surroundings, spend 1 Integrity hold to roll +Trouble instead of +Danger, and choose an additional option, even on a miss. The Cause You believe in something that is basically just, a Cause that many others believe in. What makes you different is what you are willing to do in order to see it down, and how you are willing to use it to abuse and excuse. How sincere you are perceived to be is measured by your Integrity.
First, choose your cause from the six below. □ World peace □ Scientific progress □ The environment □ Human evolution
□ Social justice □ Personal liberty
Secondly, you can hold up to 3 Integrity, much like Infamy. You may hold 1 Integrity whenever... You take the moral high road about an issue that matters to the Cause.
You follow through on what you say you’ll do for the Cause. You give up some advantage or gain in the name of the Cause.
Integrity can be spent in exactly the same way Infamy can, and whenever you spend Integrity in this way, describe how you are compromising your ideals for personal gain in the fiction. Integrity powers some of your moves, but generally you should follow an arc of gaining it, and then losing it.
At the start of an issue, the world judges you by your Integrity. Roll +Integrity. On a hit, a hero or villain sympathetic to your Cause judges you sincere and offers some sort of advice or aid. On a 7-9, you also gain the enmity of someone who is not sympathetic to your cause. On a miss, you are widely seen as the hypocrite you are, and likely will face many different adults looking to tell you such.
At the end of a caper, your team judges your sincerity. The other players answer these three questions, and a consensus of “yes” on each results in holding one Integrity, while a “no” means you lose one. The questions are… Did you stay true to the Cause in actions as well as word? Did you put the Cause above the Caper in more than intention? Did you spread the message of the Cause wherever you went?
The Rogue Trust is a mug’s game. This whole world is filled with betrayers and the betrayed, and you’re not going to let yourself be the latter if you can help it. Yeah, you’ve been hurt before, but now you’ve got your own thing going, and it’s nobody else’s, just yours. Can’t let anyone get to you, right? A real hedgehog’s dilemma. Who knows who you actually work for? Do you, even? Look Ambiguous, Man, Shifting, Transgressing, Woman Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White Sultry eyes, jaded eyes, untrusting eyes, bright eyes Skimpy costume, alluring costume, simple costume, garish costume Fashionable clothing, uniform clothing, cheap disguise, casual clothing Abilities Your powers are the kinds that make people tear their hair out over. Choose two. □ Luck manipulation □ Shapeshifting □ Power mimic □ Power negation □ Time control □ Spells & illusions Assets All villains can call upon Assets to use in their Capers, advantages and ill-gotten gains that they can wager or exhaust for temporal advantage. Choose two, or fill in a blank. a base, a vehicle, a supercomputer, communicators, surveillance equipment, false IDs, forged documents, a lab, a workshop, an island getaway, criminal lackeys, an armory of weapons, safehouses, a vault, a grimoire, a suitcase of cash, a death trap, mob connections, a doomsday device, a front company, a tiny nation, simple robots, a dangerous beast, a fixer, a fence, a mercenary, a mole, _________, _________, _________.
Moment of Triumph For just a moment, they trust you. For a moment, whatever you say, people take at face value. You can lie to anyone, you can sell ice to an Eskimo, you can sell real estate on Earth to Galactus. You are the master manipulator, and don’t have to bother with the whole worrying about gaining trust. Given this gift, of course, you squander it and abuse it, so when your deceit becomes obvious to all, it’s hard to say if anyone can trust you again. Plan Moves When you meddle in the plots of others… ask them if they’ll trust you, just this once. If they give you a chance, they take +1 forward and give you Influence on them. If they deny you this chance, mark a condition and Curses!
When others meddle in your plots… decide if they actually know something or if they are following smoke and mirrors. If they actually know something, add a Plan point to the pool. If they are following smoke and mirrors, shift Menace up and any other label down.
When you stop to gloat about your master plan… reveal and explain how your target was actually working with you all along. Roll +Trouble. On a 10+, this is actually true. They are now no longer a threat. On a 7-9, this is a bluff, and they choose one. They deny it ardently. They make themselves vulnerable in the process. They play along, but turn the tables with the story. They give you Influence on them, but also take Influence on you. They are confused. They mark a condition. Curses! □ □ □ □ □ Every time you roll a miss on a move, mark Curses!
Advancement When you fill your Curses! 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 __ Add two more Assets. __ 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 Triumph __ Take the Deck from the Maniac’s playbook. __ Take an additional ability stolen from any other playbook. __________________________________________________
__ Unlock your Moment of Triumph __ Create a second character as your Henchman __ Change playbooks __ Take a villainous condition. __ Take a villainous condition. __ Lock a Label, and add +1 to a Label of your choice __ Retire from the life or become a threat to the world. Labels (add +1 to any) Freak
-3
-2
-1
(0)
+1
+2
+3
Danger
-3
-2
(-1)
0
+1
+2
+3
Trouble
-3
-2
-1
0
(+1)
+2
+3
Superior
-3
-2
-1
(0)
+1
+2
+3
Menace
-3
-2
-1
0
+1
(+2)
+3
Conditions: □ Afraid (-2 to directly engage or cow or rebuke) □ Angry (-2 to abscond or pierce the mask) □ Doubting (-2 to unleash your powers or exploit weakness) □ Insecure (-2 to provoke someone or reject what others say) □ Paranoid (-2 to distract someone or assess the situation) Backstory
Where did you get your powers? When were you first betrayed? Who, outside your peers, do you actually trust? Why do think the others keep you around? Why do you suffer the others?
Once you've finished your backstory, introduce your character to the other players, and then determine what happened when your rogues gallery first allied for a caper, the relationships between you and your peers, and who has Influence over you. During our first caper…
Someone got some very dangerous information that they could use on us. Who holds this information, and what kind of information is it? Relationships You want to earn the genuine trust of ___________________ . You and ___________________ used to be an item. It didn’t end well. Influence You leave broken hearts and broken glass wherever you go, but you care more than you’d ever let on. Give three of your peers Influence on you. Rogue Moves (choose 2) □ You’ve Activated My Trap Card When you reveal a trap you’ve left for someone, roll +Menace. On a hit, your opponent trips into it, and you or your peers get an opening or opportunity against them, On a 10+, you take +1 forward to pursuing it. □ A Dame to Kill For When you manipulate the affections of someone, roll +Trouble. On a hit, they are smitten (or otherwise admiring) of you. On a 10+, take Influence on them. On a 7-9, they choose one. Give you Influence on them. Mark a condition. Give themselves to you and make themselves vulnerable. □ Smells Like a Rat Whenever you feed the authorities half-true intelligence about the caper, spend one Plan. You reduce the Heat rating for the Caper by one.. □ Heart of Glass Whenever you betray someone or take advantage of your Influence on them, they mark Curses! and you hold 1. Spend that hold when they betray you or take advantage of their influence on you to mark Curses! and clear a condition. □ Known Unknown Whenever someone tries to pierce your mask, provoke you or tell you who you are or how the world works, roll +Menace. On a hit, they take -2 to their roll, if applicable. On a 10+, choose two. On a 7-9, choose one, and you open yourself to retribution, suspicion, or judgment. take Influence over them clear a condition clear their Influence on you. □ Fate is a Fickle Mistress Whenever you roll a 6 or 9, you may mark a condition to take +1 on the roll. Whenever you roll a 7 or a 10, you may choose to take -1 on the roll. Agenda You’re always working towards some secret Agenda, that may not always be at odds with your peers, but certainly isn’t their focus. After a Caper has been decided on, write down a single line agenda, like “get the files to Home Office” or “give Statesman a kiss”. It can really be anything, but it’s best if it’s something that is sideways to what the alliance is getting at with the Caper. Once you’ve written it down, give it to the MC in secret. You may take +1 to any roll to pursue your Agenda (your call), though you want to be careful not to overplay your hand. At any time during a Caper, if one of your peers accuses you of having a secret agenda, ask them what they think it is. You can admit it, or deny it, your choice. The MC will not reveal the true Agenda until later.
At the end of a Caper, the truth eventually comes out, and the MC reveals your Agenda. Anyone who guessed correctly (MC’s call) gains Influence on you. If you went along with a spurious and incorrect accusation, instead you take Influence on them. If anyone guessed correctly at all, you mark Curses! If no one guesses at all, hold 1 Infamy. The first person to guess correctly holds 1 Infamy.
The Scion Once you were meant for greatness. All of that was taken away from you. Maybe you were legitimately overlooked for a while, but ultimately you know where the blame belongs. Maybe you overstepped, maybe you showed weakness, maybe you said “screw the rules” too many times. You were tossed out, but it isn’t over. You will claim what is “rightfully” yours. Look Ambiguous, Man, Shifting, Transgressing, Woman Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White School uniform, royal clothes, loose clothes, casual clothes. Imposing costume, mocking costume, protective wear, simple costume. Abilities You were once someone's successor. You share your powers with them, but you went too far with your own and were denied their greatest secret. Choose your shared ability and your unique one, as well as what you were denied, and describe how your unique ability acted as trespass. Shared ability: Sorcery, super-genius, superhuman physique, energy projections, super-speed Your own: Summoning, invisibility, intimidation & fear, telepathy/telekinesis, phasing Denied: Astral travel, wondrous invention, impossible combat skills, supreme willpower, time travel Assets All villains can call upon Assets to use in their Capers, advantages and ill-gotten gains that they can wager or exhaust for temporal advantage. Choose two, or fill in a blank. a base, a vehicle, a supercomputer, communicators, surveillance equipment, false IDs, forged documents, a lab, a workshop, an island getaway, criminal lackeys, an armory of weapons, safehouses, a vault, a grimoire, a suitcase of cash, a death trap, mob connections, a doomsday device, a front company, a tiny nation, simple robots, a dangerous beast, a fixer, a fence, a mercenary, a mole, _________, _________, _________.
Moment of Triumph For right now, it doesn’t matter that you don’t wear the crown. Your power speaks for itself, and you can do things that your predecessors could not even imagine. You’re going to make your own name! Your own dynasty! Your own legend! But first, you must do everything possible to get your revenge upon those that denied you of course. And this is where you get entangled once more, as even for all your power, you still cannot completely deny the power your Birthright has over you. Plan Moves When you meddle in the plots of others… ask if you’re expendable or valuable to them. If they say you’re expendable, mark Curses! as well as a condition. If they say you are valuable, clear a condition and give them Influence over you. When others meddle in your plots… it’s your turn to decide whether they are expendable or valuable, as everything is defined in those terms, are they not? If you decide they are valuable to you, add Plan to the pool. If they are expendable, clear any Influence they have over you. When you stop to gloat about your master plan… tell them to send a message back to your predecessor. Roll +Infamy. On a hit, your message will be delivered, and you can either clear a condition or shift any Label up and any Label down. On a 7-9, choose one. You take +1 on your next start of issue Birthright roll (see below). They know you care. Someone tied to your birthright takes Influence on you. You lose someone’s respect. Lose Influence on someone. Curses! □ □ □ □ □ Every time you roll a miss on a move, mark Curses!
Advancement When you fill your Curses! 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 __ Take two more Assets. __ 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 Triumph __ Add +2 to either Label your predecessor expects or represses. __ Take your denied ability, having wrested it from your predecessor. __________________________________________________ __ Unlock your Moment of Triumph __ Create a second character as your Henchman __ Change playbooks __ Take a villainous condition. __ Take a villainous condition. __ Lock a Label, and add +1 to a Label of your choice __ Claim your Birthright and become a threat to the world. Labels (add +1 to any) Freak
-3
-2
-1
0
(+1)
+2
+3
Danger
-3
-2
-1
(0)
+1
+2
+3
Trouble
-3
-2
(-1)
0
+1
+2
+3
Superior
-3
-2
-1
0
+1
(+2)
+3
Menace
-3
-2
-1
(0)
+1
+2
+3
Conditions: □ Afraid (-2 to directly engage or cow or rebuke) □ Angry (-2 to abscond or pierce the mask) □ Doubting (-2 to unleash your powers or exploit weakness) □ Insecure (-2 to provoke someone or reject what others say) □ Paranoid (-2 to distract someone or assess the situation) Backstory
How did you fall in, and fall out, of favor? Who is your predecessor? Are they a hero or villain? Who, outside your peers, is also tied to your Birthright? Why do think you deserve the Birthright? Why do you suffer the others?
Once you've finished your backstory, introduce your character to the other players, and then determine what happened when your rogues gallery first allied for a caper, the relationships between you and your peers, and who has Influence over you. During our first caper… For some reason we stuck around with each other even after the job was done. Why? And how did we stay in contact?
Relationships You and ___________________ were known as a villainous duo before this alliance got started. ___________________ knew you before you had your falling out your predecessor. Influence You pretend to be all business, but without your old support network, you rely on this lot more than you want to. Give two of your peers Influence over you. Scion Moves (choose 2) □ Born to Lead When you mastermind a caper, add one to the Plan pool. When you take charge during an action scene, ask if they’re with you. Everyone’s that with you takes +1 forward. Everyone’s that’s not takes Influence on you. □ Inside Man You have insider knowledge of the superpowered community, either from the perspective of a hero, or at the side of a diabolical archvillain. When you hear an important name in the superpowered community (your call), roll +Superior. On a hit, say the most important detail you remember from your studies. The MC will tell you what, if anything, seems different from what you learned. On a 10+, ask the GM a follow-up question; they will answer it honestly. □ Shadow Boxing Whenever you directly engage someone who shares a marked condition with you, you may roll +Superior instead of Danger. □ Freudian Excuses Whenever someone compares you to your predecessor, you may roll with the Label they Repress in order to reject what they say or directly engage. Whenever you cow and rebuke your peers or provoke someone in a way you think that your predecessor might, you may roll with the Label they Expect in order to do so. □ Cold and Cruel When you hit with provoke someone or cow or rebuke your peers, you may pick one: Shift your target’s labels (but only the two your predecessor Expects or Represses), each of you gives a condition to the other, each of you loses Influence on each other. □ Just Can’t Wait to Be King Whenever someone gives you a material offer or trustworthy promise (your call) to help you in your quest to claim your Birthright, you may accept their aid or deny their charity. If you accept their aid, give them Influence over you, and and take +1 ongoing for the remainder of the scene when working together with them. If you deny their aid, clear any Influence they have over you, and mark Curses! Birthright You have been denied a Birthright, something that represents supremacy in some way. It might be the title of the Power Penultimate, or the royal crown of Ussoria. It might be held by a hero or a villain. All that matters is that you think it’s yours. The Birthright comes in some symbolic form, something that can be stolen or taken, though not necessarily physical. It could be magical, technological, or mundane in nature. Choose a symbol for your birthright below. □ A ring □ A weapon □ A suit of armor □ A crown □ A name □ A mask □ A cloak □ A title □ ________
Your predecessor is the current one who holds the Birthright. Your predecessor once named you as their heir, but no longer. They expected much of you, and suppressed equally much. Choose a Label that your predecessor Expects, and a Label that your predecessor Represses. Expects: □ Freak □ Danger □ Trouble □ Superior □ Menace Represses: □ Freak □ Danger □ Trouble □ Superior □ Menace
At the start of an issue, roll +Infamy. On a hit, your predecessor has taken note of your actions, choose one: Shift the Label they Suppress up and the Label they Expect down, or shift the Label they Expect up and the Label they Suppress down. On a 10+, they will interfere directly in the events of the issue or make their influence known. On a 7-9, choose one. They will try to influence you through your peers. Someone gains Influence on you. They will damage your reputation. Lose one Infamy. They will send your replacement. Mark a condition when they appear. You can steal your Birthright given the right circumstances. While you possess it, take +1 ongoing. However, you will inevitably lose it once more, due to circumstance or your own mistakes. You may as an advance take permanent possession of the Birthright, and become a threat to the world, but you will be a PC no longer.
The Little Bastard Once you were little, tiny, puny … Now you have a big mind, a giant talent, a planetary army and cosmic assets. Now you can make the difference, now you’re great and ready to face a universal catastrophy. Look Ambiguous, Man , Shifting, Transgressing, Woman, Alien Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White, Alien School uniform, royal clothes, loose clothes, casual clothes, Alien. Imposing costume, mocking costume, protective wear, simple costume, Alien costume. Abilities You are tiny (more precisely you are Microscopic) but with a giantastick ego!!! So you have a form to appear and 2 abilities to select. You appear as a Human-Scale Gigantic Planetary Cosmic (choose one) Golem Robot Hologram Swarm Mask Energy Fluctuation (choose one) And have 2 powers associated Shrink/Grow Swarm Control Poison Ant-Strength Insectoid Shapeshift Cyberkinesis Assets All villains can call upon Assets to use in their Capers, advantages and ill-gotten gains that they can wager or exhaust for temporal advantage. Choose two, or fill in a blank. a base, a vehicle, a supercomputer, communicators, surveillance equipment, false IDs, forged documents, a lab, a workshop, an island getaway, criminal lackeys, an armory of weapons, safehouses, a vault, a grimoire, a suitcase of cash, a death trap, mob connections, a doomsday device, a front company, a tiny nation, simple robots, a dangerous beast, a fixer, a fence, a mercenary, a mole, _________, _________, _________. Moment of Triumph This is the moment, now they’re the insect and you’re the Boot! They’re entrapped, hopeless, ready to die, It’s your time to start your revenge soliloquy … and let them praise you to have a chance (and giving them one for your stupid-narrative ego). Plan Moves When you meddle in the plots of others… ask if you’re perceived as a Great Menace. If they answer “yes”: give them Influence and adjust your label (+1/-1) if they say “no” mark Curses and inflict them a Condition When others meddle in your plots… it’s your turn to decide whether they are expendable or valuable, as everything is defined in those terms, are they not? If you decide they are valuable to you, add Plan to the pool. If they are expendable, clear any Influence they have over you.
When you stop to gloat about your master plan… tell them how this will resolve your personal imminent catastrophy and Roll +Superior. With a Hit clear a condition 10+ add 1 Ongoing to face your personal Catastrophy, 7-9 Add 1 Plan if You’re the Mastermind and mark Curses!
Curses! □ □ □ □ □ Every time you roll a miss on a move, mark Curses! Advancement When you fill your Curses! 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 __ Take two more Assets. __ 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 Triumph __ Add +2 to either Label your predecessor expects or represses. __ Take your denied ability, having wrested it from your predecessor. __________________________________________________ __ Unlock your Moment of Triumph __ Create a second character as your Henchman __ Change playbooks __ Take a villainous condition. __ Take a villainous condition. __ Lock a Label, and add +1 to a Label of your choice __ Fullfill your revenge and became a Legacy of your Race/Planet/Whatever. Labels (add +1 to any) Freak
-3
-2
-1
(0)
+1
+2
+3
Danger
-3
-2
(-1)
0
+1
+2
+3
Trouble
-3
-2
-1
(0)
+1
+2
+3
Superior
-3
-2
-1
0
(+1)
+2
+3
Menace
-3
-2
-1
0
+1
(+2)
+3
Conditions: □ Afraid (-2 to directly engage or cow or rebuke) □ Angry (-2 to abscond or pierce the mask) □ Doubting (-2 to unleash your powers or exploit weakness) □ Insecure (-2 to provoke someone or reject what others say) □ Paranoid (-2 to distract someone or assess the situation) Backstory •
What’s your life before the rising of Catastrophy ?
•
Who are you for your People ?
•
Who, outside your peers, is also tied to the Catastrophy ?
•
How will be you to fight the Catastrophy ?
•
Why do you suffer the others?
Once you've finished your backstory, introduce your character to the other players, and then determine what happened when your rogues gallery first allied for a caper, the relationships between you and your peers, and who has Influence over you. During our first caper… The adversaries understimate _________________ and overestimate __________________ Relationships You think ___________________ will be a tool against the Catastrophy. ___________________ underestimate you, and will pay!!! Influence Give one influence to the Tool. Lil’Bastard Moves (choose 2) □ Bigger they are … When directly engage Roll +Menace. □ Ear Bug When you cow and rebuke or pierce the mask Add 1 to Roll. □ Cheeky Buzz When you Take a Powerfull Blow Roll+Freak On a hit another one will take a Blow instead of you 10+ Choose 1 7-9 Choose 2:
You too take Blow You clear a Condition
You mark Curse! The Other One mark Curse! The Other One hold +1 Against You
□ Miniaturized Science When you are quiet Roll +Superior : On a Hit make a new Asset, if you fail exhaust 2 Asset and make Yours □ Bite like a Bee When you Take a Powerfull Blow you strike back ! : If enemy is a PC it will Take a Powerfull Blow if enemy is a NPC choose: It’s Vulnerable now or You inflict a Condition □ With Hornet Speed Whenever you want you appear in a Scene with everyone connected to you by Influence and they mark Curse! Microcosmic Catastrophy: Your Microcosm/Dimension/Race or Whatever is about to be destroyed, annihilated, decimated and so on…Just matter of time. Every time you fill Curse! Cross one of this effect (you can’t re-choose the same). When you have crossed all FACE THE CONSEQUENCES Take a Condition Take an Adult Condition Adjust Label +1 Freak (-1 Any) Ask to your peers to Fight Against the Catastrophy: If they help you you add +2 Plan and give Influence them All, If they hindered you, you mark Curse! And take Influence on them All. When you FACE THE CONSEQUENCES the Catastrophy strike with no return point, you take REVENGE as CAUSE from the Radical Playbook INTEGRITY
The Public Enemy Once you were untalented, misunderstood, tortured and understimated. Now you’re a talented artist, you’re the Avant-Guarde, you escalate the Heat, you fill the Headlines … now it’s your moment ! Look Ambiguous, Man , Shifting, Transgressing, Woman, Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White, School uniform, royal clothes, loose clothes, casual clothes, Imposing costume, mocking costume, protective wear, simple costume. Abilities You are a talent and so your power reflect this You are (choose one):
a Performer, an Artist, a Genius, a Champion, a Model, an Influencer
So your Power is (choose one):
Sonic Mastery, Illusion, Mind Control, Emotional Attack, Spirit Control, Perfect Body Control, Fireworks and Blast, Animate Objects.
Assets All villains can call upon Assets to use in their Capers, advantages and ill-gotten gains that they can wager or exhaust for temporal advantage. Choose one, or fill in a blank. a base, a vehicle, a supercomputer, communicators, surveillance equipment, false IDs, forged documents, a lab, a workshop, an island getaway, criminal lackeys, an armory of weapons, safehouses, a vault, a grimoire, a suitcase of cash, a death trap, mob connections, a doomsday device, a front company, a tiny nation, simple robots, a dangerous beast, a fixer, a fence, a mercenary, a mole, _________. Moment of Triumph This is the moment, you’re THE ENEMY so they have to stop you, all media are IN, all public is for you and THE HERO... the powerfull, the better, the strongest, the brightest left all of his battle to have his Showdown with you! Plan Moves When you meddle in the plots of others… this will put the Crime ON SPOT, so raise the Heat by 1. When others meddle in your plots… give them a chance to be your sidekick, if they accept give them Influence, if they refuse SHOW YOUR TALENT and raise the Heat by 1. When you stop to gloat about your master plan… Show your Plan to everybody with BOLD sign that it’s yours! Roll+Heat 10+ Justice strike back and strike twice you clear a condition, all your peers take a condition 7-9 Justice strike back and strike trice all your peers take a condition and you mark Curses!. Curses! □ □ □ □ □ Every time you roll a miss on a move, mark Curses! Advancement When you fill your Curses! 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 __ Take two more Assets. __ 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 Triumph __ Add +2 to either Label your predecessor expects or represses. __ Take your denied ability, having wrested it from your predecessor. __________________________________________________ __ Unlock your Moment of Triumph __ Create a second character as your Henchman __ Change playbooks __ Take a villainous condition. __ Take a villainous condition. __ Lock a Label, and add +1 to a Label of your choice __ You became a Meister of Crime (and NPC too) Labels (add +1 to any) Freak
-3
-2
-1
(0)
+1
+2
+3
Danger
-3
-2
-1
(0)
+1
+2
+3
Trouble
-3
-2
-1
0
(+1)
+2
+3
Superior
-3
-2
-1
0
+1
(+2)
+3
Menace
-3
-2
(-1)
0
+1
+2
+3
Conditions: □ Afraid (-2 to directly engage or cow or rebuke) □ Angry (-2 to abscond or pierce the mask) □ Doubting (-2 to unleash your powers or exploit weakness) □ Insecure (-2 to provoke someone or reject what others say) □ Paranoid (-2 to distract someone or assess the situation) Backstory • What’s your life before your first failure ? •
What’s your life before your first success ?
•
What you have always with you linked to your talent ?
•
How will be you to fill the Headlines ?
•
Why do you suffer the others?
Once you've finished your backstory, introduce your character to the other players, and then determine what happened when your rogues gallery first allied for a caper, the relationships between you and your peers, and who has Influence over you. During our first caper… The journalists call you _________________________ and your team _____________________________ Relationships You think ___________________ will be your perfect Sidekick. And _______________________will be your rival. Influence Give one influence to the Rival and one to your Sidekick. Public Enemy Moves (choose 2) □ Raise the Stake … When you’re the Mastermind add 1 to Heat. □ Follow me, Now ! You can use your Audience/Supporter as Assets (so you have one more asset of course) □ Set the Stage When the Jig is Up you Hold +1 Against Heroes and Justice □ This is my Show When the Jig is Up you Hold +1 Against your Peers □ The Heat is On When you’re the Mastermind take 2 Infamy when Snatch Victory if you Miss take a Condition and Curse! □ Show must go On When you’re tacked Out create something in fiction that Gloat about the Plan instead of you (a Robot, a Wallscreen, a Recorded Lecture, a Haiku in a bottle and so on) □ Show your Talent When you feel (or when someone meddle with your plan) roll+Infamy On a Hit Raise Heat by 1. 10+ Your peers mark Curses! 7-9 Choose one: - Your peers give Influence to you and you give to them all – You and your peers take all a Condition – You take +1 Superior & shift 1 any label down. All your peers take -1 Superior & shift 1 any label up. The Audience Like Star (you’re so similar) you have your audience, Mayor Nelson feel fear about you, A.E.G.I.S. and M.A.D.D. take note of your capes and so on. Your follower perceive you as: Alarmed or Paranoid Enraged or Angry Obsessed or Doubting Arrogant or Insecure Treacherous or Paranoid At the End of the Issue if you have that Condition take +1 Infamy If No: Roll+Infamy on a Hit you have changed their perception about you, change Audience Perception accordingly (so you choose). 10+ Choose Two 7-9 Choose One and Mark Curse! On a Miss: Mark Curse! Mark Curse ! Clear a Condition ! You are an example for … take 1 Influence on one of your peer. Throw the Sequel : Add 1 Heat to the next Capes. Return of Image: Add 1 Asset.