All My Best Friends Are Superheroes:Omen

From RPGnet
Jump to: navigation, search

Omen[edit]

Hero Name: Omen

Real Name: Marius Pentaghast

Omen the Doomed.jpg

Abilities: Body Transmutation, Superhuman Speed and Strength, Vitality Absorption


Moment of Truth[edit]

The prickly tingling fear of your doom, always in your head—it holds you back most of the time. But right here, right now? It gives you the confidence to do anything. After all, what’s the worst that could happen? Is it worse than your doom? Do impossible things. Do anything. But mark a doomsign after you’re finished.


Labels Rating
Danger 1
Freak 2
Saviour 2
Superior -1
Mundane -1


Conditions[edit]

[ ] Afraid (-2 to Directly Engage a Threat)

[ ] Angry (-2 to Comfort or Support or Pierce the Mask)

[ ] Guilty (-2 to Provoke Someone or Assess the Situation)

[ ] Hopeless (-2 to Unleash Your Powers)

[ ] Insecure (-2 to Defend Someone or Reject Others' Influence)


Team Moves[edit]

When you share a triumphant celebration with someone, give them Influence over you and spend 1 Team from the pool to clear one box on your doom track.

When you share a vulnerability or weakness with someone, give them Influence over you and ask if they honestly think there’s hope for you. If they say yes, mark potential or clear one box of your doom track. If they say no, mark a condition or mark your doom track.


Doom[edit]

You’re doomed. Your powers may be killing you, or maybe you’re hunted ruthlessly, or maybe you embody an apocalypse. But one way or another, your future is grim.What brings your doom closer? Choose two.

Overexerting Yourself and Facing Danger Alone

Whenever you bring your doom closer, mark one box on your doom track.

Doom Track: [X] [] [] [] []

When your doom track fills, clear it and take one of your doomsigns.


Doomsigns[edit]

These are abilities that come to you with your approaching doom. Once you have taken all five doomsigns above the line, you must take “Your doom arrives” the next time your doom track fills. Choose one doomsign you already hold at character creation.

[ ] Dark Visions: Mark your doom track to have a vision about the situation at hand. After the vision, ask the GM a question; they will answer it honestly.

[X] Infinite Powers: Mark your doom track to use an ability from any playbook, one time.

[ ] Portal: Mark your doom track to appear in a scene with anyone you want.

[ ] Burning Bright: Mark your doom track to ignore one of the GM’s stated requirements when you call upon the resources of your sanctuary.

[X] Bolstered: Mark your doom track to use an Adult Move one time.


[ ] Your doom arrives; confront it and perish.


Sanctuary[edit]

You have a place where you can rest, recover, and reflect upon your powers. Choose and underline three features of your sanctuary.

Teleportal, a scattering of ancient relics, and power enhancement system

Choose and underline two downsides of your sanctuary.

Draws dangerous attention and tied intricately to your Doom

When you call upon the resources of your sanctuary to solve a problem, say what you want to do. The GM will give you one to four conditions you must fulfill to complete your solution.


Nemesis[edit]

You have a nemesis, an epic and powerful enemy representing and embodying your doom. It’s going to take everything you have to take them down in the time you have left.

Who is your nemesis? Dr. Morpheus

At the end of every session, answer the question: Did you make progress on defeating your nemesis? If the answer is yes, mark potential. If the answer is no, mark your doom track.


Burn[edit]

When you charge up your powers, roll + conditions you currently have marked. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark three conditions. Spend your burn on your flares. You lose all burn at the end of the scene.

Moat: Spend 1 burn to create a barrier that will hold back threats as long as you keep your attention on it. The GM may call for you to spend another burn if the barrier is threatened by particularly powerful enemies.

Overcharge: You channel the full capacity of your incredible powers to overcome an obstacle, reshape your environment, or extend your senses. Spend 2 burn to take a 10+ when you unleash your powers.

Shielding: You call up a fast protective field to stop a danger. Spend 1 burn to defend someone else from an immediate threat, rolling +Freak instead of +Savior.


Backstory[edit]

When did your first learn of your doom?

  • It was a simple shortcut through an abandoned, under construction part of Halcyon City. When I tripped and fell into a hole, I woke up deep underground inside of an ancient temple long buried by rubble and progress. I somehow found my way to the temple's relic containment room, and that unleashed the long dormant temple guardian on me. In desperation, I reached out for a weapon - a sword that was glowing with energy, as if enticing me to it. When I took hold I became imbued with immense power and destroyed the guardian in a tough battle. But it was only later after the exhaustion set in that I was to discover my curse: that I was doomed to die slowly, the weapon that was now permanently bonded to me devouring my life force bit by bit until it consumed it all.

Where did you get your Sanctuary?

  • Azoth - the sword - bequeathed the mysterious temple and its secrets to me as its wielder, granting me access to its myriad resources. Accessing it is simple - I need only use the blade to draw a door to order to enter.

Why do you oppose your nemesis?

  • Dr. Morpheus is a madman! He knows the truth of the weapon I hold and the entity contained within it, and yet would seek to acquire both my weapon and a number of other eldritch artifacts for some insane plan to end everything!

Who outside of the team, is crucial to defeating your nemesis?

  • Wisconsin Johnson, a retired archeologist and dabbler in the occult. We've put our heads together numerous times in order to try and banish the sword, or find another means of containment, or... something. Anything. But so far, nothing.

Why does the team matter to you?

  • I... I need help. Someone to talk to, people who can understand, is nice. And I absolutely must have the backup - if I face any threats on my own I die even quicker.


When Our Team First Came Together... We Paid a High Cost for Victory, What Was It?[edit]

In order for us to win, I shattered reality at the seams, and in doing so ended up accidentally killing the Silver Savior's only granddaughter. I... I didn't mean to. I swear! I didn't! I'm so sorry...


Relationships[edit]

You told Howler Monkey all about your Doom and the danger you're in.

You'd love to kiss Damascus before your Doom comes.


Influence[edit]

These people matter for what you need to do. Give Influence to two of your teammates.

Who Has Influence Over Me... Howler Monkey, Sarissa, Damascus

Who I Have Influence Over... Howler Monkey, Sarissa, Spelunker, Reverie


Potential[edit]

Every time you roll a Miss on a move, mark Potential.

[] [] [] [] []


Advancement[edit]

When you fill your potential track, you advance. Choose from the list below.

  • [] Take a move from another playbook.
  • [] Take a move from another playbook.
  • [] Take a move from another playbook.
  • [] Someone permanently loses Influence over you; add +1 to a Label.
  • [] Rearrange your Labels as you choose, and add +1 to a Label.
  • [] Unlock your Moment of Truth.
  • [] Clear a doomsign; you lose access to that move for now.
  • [X] Get burn and three flares (from the Nova’s playbook)

When you’ve taken five advances from the top list, you can take advances from the list below.

  • [] Unlock your Moment of Truth after it’s been used once.
  • [] Confront your doom on your terms; if you survive, change playbooks.
  • [] Take an adult move.
  • [] Take an adult move.
  • [] Lock a Label, and add +1 to a Label of your choice.
  • [] Become a paragon of the city for however long you have left.