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|-  
 
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| Danger
 
| Danger
| 1
+
| 2
 
|-  
 
|-  
 
| Freak
 
| Freak
| 2
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| 1
 
|-  
 
|-  
 
| Saviour
 
| Saviour
| 2
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| 1
 
|-  
 
|-  
 
| Superior
 
| Superior
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| Mundane
 
| Mundane
| -1
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| 0
 
|}
 
|}
  
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Whenever you bring your doom closer, mark one box on your doom track.
 
Whenever you bring your doom closer, mark one box on your doom track.
  
'''Doom Track:''' [X] [] [] [] []
+
'''Doom Track:''' [X] [ ] [ ] [ ] [ ]
  
 
When your doom track fills, clear it and take one of your doomsigns.
 
When your doom track fills, clear it and take one of your doomsigns.
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[ ] '''Burning Bright:''' Mark your doom track to ignore one of the GM’s stated requirements when you call upon the resources of your sanctuary.
 
[ ] '''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.
+
[ ] '''Bolstered:''' Mark your doom track to use an Adult Move one time.
  
 
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''Draws dangerous attention'' and ''tied intricately to your Doom''
 
''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.
+
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.
  
  
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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.
 
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=
 
 
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.
 
  
  
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You told '''Howler Monkey''' all about your Doom and the danger you're in.
 
You told '''Howler Monkey''' all about your Doom and the danger you're in.
  
You'd love to kiss '''Damascus''' before your Doom comes.
+
You'd love to kiss '''Sarissa''' before your Doom comes.
  
  
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These people matter for what you need to do. Give Influence to two of your teammates.
 
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 Has Influence Over Me...''' Howler Monkey, Sarissa
  
'''Who I Have Influence Over...''' Howler Monkey, Sarissa, Spelunker, Reverie
+
'''Who I Have Influence Over...''' Howler Monkey
  
  
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* [] Unlock your Moment of Truth.
 
* [] Unlock your Moment of Truth.
 
* [] Clear a doomsign; you lose access to that move for now.
 
* [] Clear a doomsign; you lose access to that move for now.
* [X] Get burn and three flares (from the Nova’s playbook)
+
* [] 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.'''
 
'''When you’ve taken five advances from the top list, you can take advances from the list below.'''

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