Difference between revisions of "Masks Grim"

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(The Bull)
(The Bull)
Line 15: Line 15:
  
 
Labels<br>
 
Labels<br>
DANGER +3<br>
+
DANGER +2<br>
FREAK +1<br>
+
FREAK +3<br>
 
SAVIOR -1<br>
 
SAVIOR -1<br>
 
SUPERIOR 0<br>
 
SUPERIOR 0<br>
MUNDANE -1<br>
+
MUNDANE -2<br>
  
 
Conditions<br>
 
Conditions<br>

Revision as of 20:35, 21 May 2020

The Bull

GRIM
REAL NAME: Unknown

Look
• ambiguous
• unclear
• calloused hands
• baggy clothing
• no costume

Abilities
Someone or something changed you, made you into a perfect weapon: superhumanly tough, incredibly strong, and uniquely skilled at fighting.

Labels
DANGER +2
FREAK +3
SAVIOR -1
SUPERIOR 0
MUNDANE -2

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)

Backstory
• Who changed you? I don't know. I only heard the word "Winter" in English once.
• How did you escape from them? I don't know. I just started punching.
• Who, outside the team, tries to take care of you now? There's a woman. Her name is Mary, I think? She says she's my mother. I don't know...
• Why do you try to be a hero? I mean if you're going to punch people and things for a living it might as well be for a good cause.
• Why do you care about the team? Everyone feels like family. Yes, even the weird alien monster doll. I don't know why.

When our team first came together...
We defeated a dangerous enemy. Who or what was it?

Relationships
Ingenue is your love. You’ve opened up to them about the worst parts of your past.
Flechette is your rival. They tried to control you at a crucial moment.

Influence
Ingenue 1
Flechette 1

Bull Moves
❑ Punch everyone: Whenever you charge into a fight without hedging your bets, you can shift your Danger up and any other Label down.
❑ There when it matters: When you defend someone, on a hit you can hold 1 instead of choosing one from the list. Spend your hold when they are in danger later to arrive on the scene ready to help.

The Bull’s Heart
You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.
Love: Ingenue
Rival: Flechette

❑ Defender: When you leap to defend your love or rival in battle, roll + Danger instead of + Savior to defend them.

Moment of Truth
This is what you do best. You let loose, all the pent up strength and rage and glee, and you break whatever stands in your way. You are a walking demolition crew. What can stand up to you?
Nothing. Not buildings. Not structures. Not enemies. Nothing. Of course, now the people who changed you know exactly where to find you...

Team Moves
When you share a triumphant celebration with someone, make them your love or rival immediately to mark potential. If they are already your love or rival, take Influence over them and mark potential.

When you share a vulnerability or weakness with someone, give them Influence and hold 2.

Spend that hold to help them as if it were Team in the pool.

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 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
❑ Choose another two roles for The Bull’s Heart
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