All My Best Friends Are Superheroes:Spelunker

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Spelunker

Hero Name: Spelunker

Former Super Name: Queen of the Land of the Blind

Real Name: Madeleine Cooper

Photo 2017-07-11, 12 19 06 AM.jpg

Abilities

Illusions

Madeleine has blown the doors of perception wide open. Her sight is swamped by the psychic impressions of what others see, not their raw sensory feed but a patchwork of perception—highly processed visual information. However, she can push right back out. And when she pushes it out, the signal swamps what sensory information the subject is receiving. Broad or narrow, any perception the brain can create, Spelunker can drop down into Plato's Cave and do the right (metaphysical) hand gestures to create the desired shadow on the wall.

Psychic Weapons

That part about overwhelming signals from actual sensory neurons? Yeah, it allows for inducing psychosomatic damage and sizzling nerves to a crisp. Oh and inflicting deep psychic trauma by setting up nightmare feedback loops, but honestly that's stuff she'd rather stay away from. Much nicer to induce permanent pain in the leg than to convince someone they killed their best friend and never let their mind move away from it.

Moment of Truth

This is when you show them what you really are. Whether you’re the hero underneath the rebel facade...or the one who can make the hard choices heroes can’t make. You do whatever it takes to show that truth, whether it’s saving the day from a terrible villain or stopping a bad guy once and for all. Of course, once you’ve shown what you really are, there’s no going back to playing the clown...

Labels

Danger Freak Savior Superior Mundane
Starting +0 +0 -1 +3 +1
Current +0 +0 -1 +3 +1


Conditions

[ ] 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

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

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: [ ] [ ] [ ] [ ] [ ]

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


Doomsigns

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.

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


[ ] Your doom arrives; confront it and perish.


Sanctuary

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

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.


Backstory

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?

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

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

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


Influence

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

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

Who I Have Influence Over... Howler Monkey


Potential

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

[] [] [] [] []


Advancement

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.
  • [] 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.