Editing Capers!: Gloom the Scion

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'''Assets:''' A Base and A Suitcase of Cash
 
'''Assets:''' A Base and A Suitcase of Cash
 +
 +
'''Labels & Conditions'''
  
 
=== Labels & Conditions ===
 
=== Labels & Conditions ===
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| || '''-2''' || '''-1''' || '''0''' || '''+1''' || '''+2''' || '''+3''' || rowspan="3" style="text-align:center;"| '''Curses!''' </br> OOO || colspan="2"| '''Conditions'''
 
| || '''-2''' || '''-1''' || '''0''' || '''+1''' || '''+2''' || '''+3''' || rowspan="3" style="text-align:center;"| '''Curses!''' </br> OOO || colspan="2"| '''Conditions'''
 
|-
 
|-
|'''Danger:''' || || ⬤ || || || || || || Afraid; (-2 to Directly Engage or to Cow or Rebuke)
+
|'''Danger:''' || || ⬤ || || || || || O || Afraid; (-2 to Directly Engage or to Cow or Rebuke)
 
|-
 
|-
 
|'''Freak:''' || || || ||  || ⬤ || || O || Angry; (-2 to Abscond or Pierce the Mask)
 
|'''Freak:''' || || || ||  || ⬤ || || O || Angry; (-2 to Abscond or Pierce the Mask)
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|'''Trouble:''' || ⬤ || || ||  || || || rowspan="3" style="text-align:center;"| '''Infamy''' </br> OOO || O || Doubting; (-2 to Unleash Your Powers or Exploit Weakness)
 
|'''Trouble:''' || ⬤ || || ||  || || || rowspan="3" style="text-align:center;"| '''Infamy''' </br> OOO || O || Doubting; (-2 to Unleash Your Powers or Exploit Weakness)
 
|-
 
|-
|'''Superior:''' || || ||  || || || ⬤ || || Insecure; (-2 to Provoke Someone or Reject Other's Influence)
+
|'''Superior:''' || || ||  || || || ⬤ || O || Insecure; (-2 to Provoke Someone or Reject Other's Influence)
 
|-
 
|-
|'''Menace:''' || || || || ⬤ ||  || || || Paranoid; (-2 to Distract Someone or Assess the Situation)
+
|'''Menace:''' || || || || ⬤ ||  || || O || Paranoid; (-2 to Distract Someone or Assess the Situation)
 
|-
 
|-
 
| colspan="10"|
 
| colspan="10"|
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Superior: +2
 
Superior: +2
 
Menace: +1
 
Menace: +1
 +
 +
'''Moves'''
  
 
=== Moves ===
 
=== Moves ===
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'''Inside Man:''' You have insider knowledge of the superpowered community, either from the perspective of a superhero, or at the side of a diabolical archvillain. When you first 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 GM 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.  
 
'''Inside Man:''' You have insider knowledge of the superpowered community, either from the perspective of a superhero, or at the side of a diabolical archvillain. When you first 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 GM 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.  
  
'''Birthright'''
 
You have been denied a Birthright, something that represents supremacy in some way. 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 taken or stolen, though not necessarily physical. It could be magical, technological, or mundane in nature. Choose the symbol for your Birthright:
 
 
* The Brainjewel
 
 
Your predecessor is the current one who holds the Birthright. They once named you as their heir, but no longer. They expected much of you, and suppressed equally much. Which Label do they expect, and which do they repress?
 
 
* Expects: Freak
 
* Represses: Superior
 
 
When time passes, roll + Infamy. On a hit, your predecessor has taken note of your actions. Choose one: shift up the Label they repress and down the Label they expect, or the exact opposite shift. On a 10+, they will interfere directly very soon or make their opinions known. On a 7-9, choose one.
 
 
* They will try to manipulate you through your peers; someone involved gains Influence over you.
 
* They will damage your reputation; lose 1 Infamy.
 
* They will send your replacement; mark a condition when they appear.
 
 
You can steal you Birthright given the right circumstances. While you possess it, take +1 ongoing, except on taking a powerful blow. However, you will inevitably lose it once more, due to circumstance or your own mistakes. The only way you can take permanent possession of the Birthright is by the relevant advancement.
 
 
=== 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 a condition and Curses! If they say you’re 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’re expendable, clear their Influence over you. If they’re valuable, add 1 Plan to the pool.
 
 
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 when time passes Birthright roll
 
* they know you care; someone tied to your Birthright takes Influence over you
 
* you lose the respect of someone related to you or your Birthright; you lose Influence over them
 
 
=== Backstory ===
 
  
 +
'''Backstory'''
  
 
''Who were you before?''
 
''Who were you before?''

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