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=Elementary=
 
=Elementary=

Revision as of 14:44, 18 May 2018

Return to the MasksPbP main page?

Elementary

MasksPbP-Frederica.jpg

Hero Name: Elementary

Real Name: Frederica Farnborough


Abilities: Preternatural intuition. Erica make leaps of logic that defy comprehension: seemingly innocuous background details become vital clues; disparate pieces of information combine to form a picture more complete than the sum of its parts; cursory study of a person can provide torrents of information, and their reaction to (even apparently mundane) questioning can grant insights that can appear to be mind-reading. Think Sherlock Holmes but triple-filtered and properly distilled.

But even if she seems to be a superhumanly competent know-it-all, Elementary is...entirely mundane. She might move with the grace and competence of someone who looks like she's been in every situation a thousand times before, but~ she can't outrun a speeding bullet, and she can't shrug off a bullet either. Elementary might act like she can do anything, but Erica is all too mortal.

Elementary shares her affinity for detective work with her mentor, the Spectre (though with a distinct difference in necessary leg-work). And while Elementary has impossible fighting skills, she hasn't created the aura of fear and menace that the Spectre embodies (and she isn't inclined to either).


Moment of Truth

The moment that you show who you really are: your mentor, or something different. You can do whatever your mentor could do and more. You can do the incredible, even the things they always failed to accomplish. Of course, they're not going to see you the same way, no matter which path you choose...


Lables Rating
Danger -1
Freak +0
Saviour +1
Superior +3
Mundane +0

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, ask them if you've bee na good leader or effective teammate. If they say yes, your mentor loses Influence over you, and you mark potential. If they say no, your mentor gains INfluence over you, and you take +1 forward on using the Label that your mentor embodies.

When you share a vulnerability or weakness with someone, tell them a secret about your mentor (including your feelings toward them). Given them Influence over you and add 1 Team to the pool


Moves

Been reading the files: you've learnt about the superhuman world through your mentor's resources. When you first encounter an important super-powered phenomenon(you call), roll +Superior. On a hit, tell the team one important detail you've learnt from your studies. The GM will tell you what, if anything, seems different from what you remember. On a 10+, ask the GM a follow-up question: they will answer it honestly. On a miss, the situation is well outside your base of knowledge; the GM will tell you why.


Captain: when you enter battle as a team, add an extra Team to the pool, and carry +1 forward if you are the leader.


Be mindful of your surroundings: when you assess the situation before entering into a fight, you may ask one additional question, even on a miss.


Backstory

How did you first meet your mentor?

When and why did you choose to train with them?

Why did they agree to train you?

Who else, outside of the team, knows about your training?

Why do you care about the team?


When Our Team First Came Together

Relationships

  • You and X teamed up a few times before the rest of you came together.
  • Your mentor is cautious; they asked you to keep an eye on X.


Influence

Demeanour: playful!

Who has Influence over me...

Mentor

The Spectre (II), and war veteran and vigilante who took the mantle of the first Spectre when he retired. Entirely mundane and operating outside the law, while he lacks Elementary's cavalier attitude, he has a lifetime of experience in not dying, and taking out crooks.

He embodies the Mundane label. And he denies the Superior one.


Mentor's Resources

Choose three...


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.
  • [] 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.
  • [] Add +2 to the Label your mentor embodies or denies.
  • [] Choose up to four more resources from your mentor.

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.