Halcyon Sheroes:Chains

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Chains[edit]

Hero Name: Chains

Real Name: Unknown

Look: Woman, South Asian, Gorgeous Eyes, Conservative Clothes/Tattered Costume

Abilities: Ferrokinesis


Moment of Truth[edit]

You’ve seen your greatest mistakes, and the rest of the world has, too. They’re all watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you’ll show them what you’re made of—that being a hero is a choice. An act of will. And you’ve got what it takes to save the day. Of course, afterward, you can expect both sides, hero and villain, to deeply question where your loyalties truly lie...


Labels[edit]

Danger +1

Freak +1

Savior -1

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 moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.

When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.


Reformed Moves[edit]

What the Hell, Hero: When you call out an injustice that a hero has perpetrated, roll +Danger. On a hit, take Influence over them. On a 7-9, choose one. On a 10+, choose two.

  • You get them to admit their wrongdoing
  • You win over an onlooker; take Influence over them
  • You don’t turn their attention and anger onto yourself

On a miss, they dismiss you; mark a condition (their choice), shift Danger up, Savior down.

Wrong Side of the Tracks: You always get to ask an additional question when you pierce the mask of a villain, even on a miss. When you pierce the mask of a hero (your call), add this question to the list:

  • What was your darkest moment?


Friends In Low Places[edit]

Lovelace (Weapons)

  • Obligation: [] [] [] []
  • Who do you think takes care of all those freeze-rays and exotic toys? That's right, it's Lovelace. She says it's all business, and to her, it is. One of those genius types, can't be inside the law, won't get a corporate job, but I guess buying and selling stuff is better than making death rays and attacking the city herself?

The Tegan Queen (Alien Tech)

  • Obligation: [X] [] [] []
  • The Tegan Queen is a genuine extraterrestrial swarm-mother. Shame she got stranded on Earth and after that first attempt, just can't create enough troops to conquer it or anything. She has enough Workers and Drones to keep in business, though, and since she knows her alien tech, she's someone you go to. I feel kind of bad for her-- she's younger than she likes to pretend, and she doesn't know another way to be.

Crowfeeder (Insider Info)

  • Obligation: [X] [X] [] []
  • Crowfeeder's the guy to know. He makes arrangements, acts as a go-between, and brokers deals. Crows tell him things. Do not piss him off, because every bird in the city will come after you, all the time, forever. Always keeps his word. Unfortunately, that's why I still owe him.

When you create your character, mark two obligations on one villain, and mark one obligation on another.

When you come to them for help with your problems, mark obligation on them and they’ll help out within their specialty. If all their boxes are full, then they won’t help you until you help them.

When time passes, roll +your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don’t come knocking yet, but mark obligation with them—the debts are getting heavier.

When you help one of these villains with their problems, erase two obligations on them.


Backstory[edit]

Who mentored you in supervillainy?

  • That was Black Claw. That was a messed up relationship, kind of half about control and power, half about passion, half about making money. Damn shame about the alien brain parasite, though. If BC still had her original brain, maybe things would have been different. Dunno.

Who first showed you that you could do good?

  • Crowfeeder. That crazy man knows his stuff, and plays absolutely fair, for all that he's on the bad side of the line.

What was your goal as a villain?

  • Make lots of money to have the stuff I can't have and live a comfortable life.

What caused you to switch sides?

  • Villains suck. Betrayal sucks. Guilt sucks. Heroes... I guess don't suck.

Why do you care about the team?

  • Because Panacea showed me that they stand by friends. Damned if I won't stand by them right back.


When Our Team First Came Together[edit]

We fought a terrible enemy from my old life. Who was it and what did they take from me?

  • Lady Melanchthon is a dangerous foe, an earth-controlling master criminal who organized a team of young villains, and tried, cult-like, to destroy their connections to their old lives to ensure their only loyalty was to her! She injured some of Chain's family, but she also exposed Chain's criminal actions to the whole family, causing her to lose any community connections she once had-- a painful blow indeed.


Relationships[edit]

I’ve earned the trust of Panacea, and I follow their example of what a hero should be.

I did something terrible to Faith once. I hope she can forgive me one day.


Influence[edit]

Do you talk openly about your days as a villain? If so, give each team member Influence over you. If not, just give Influence to the one teammate whose example you most closely follow.

I have Influence over...

  • N/A

Who has Influence over me...

  • Everyone


Potential[edit]

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

[x] [] [] [] []


Advancement[edit]

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

[] Take another move from your playbook

[] Take another move from your playbook

[] Take a move from another playbook

[] Take a move from another playbook

[] Someone permanently loses Influence over you; add +1 to a Label

[] Rearrange your Labels as you choose, and add +1 to a Label

[] Unlock your Moment of Truth

[] Take drives and mark four (from the Beacon’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

[] Change playbooks

[] Take an adult move

[] Take an adult move

[] Lock a Label, and add +1 to a Label of your choice

[] Retire from the life or become a paragon of the city