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==Abilities==
 
==Abilities==
  
Telekinesis and Telepathy
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ABILITIES: Telekinesis and Telepathy
  
'''Telekinesis''' accurate down to microscopic scale (with familiarity and concentration) and able to manipulate many objects at once, but limited raw strength (able to lift herself + 1 other person with focused effort).
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Telekinesis accurate down to microscopic scale (with familiarity and concentration) and able to manipulate many objects at once, but limited raw strength (able to lift herself + 1 other person with focused effort)
  
'''Telepathy''' limited to short-range emotional reception without 'touch', which can be established through telekinesis but requires noticeable pressure. Limited clairvoyance via telekinetic projection through walls and such.
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Telepathy limited to short-range emotional reception without 'touch', which can be established through telekinesis but requires noticeable pressure
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Limited clairvoyance via telekinetic projection through walls and such.
  
 
==Labels==
 
==Labels==
'''Danger''' -2 (Locked)
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'''Danger''' +1
  
'''Freak''' +2
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'''Freak''' +2  
  
'''Savior''' +2
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'''Savior''' +0
  
'''Superior''' +3
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'''Superior''' +0
  
'''Mundane''' +0
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'''Mundane''' -1
  
 
==Moves==
 
==Moves==
 
===Character Moves===
 
===Character Moves===
'''FIGHT THE GOOD FIGHT''' (Legacy): When you pull your punches while '''directly engaging a threat''', you can roll +Savior instead of + Danger. If you do, you cannot choose to impress, surprise, or frighten your foe.
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'''Assess the Situation''' = When you assess the situation before entering into a fight, you may ask one additional question, even on a miss.
  
'''ARE YOU WATCHING CLOSELY?''' (Delinquent) : When you mislead, distract, or trick someone, roll + Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.
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'''Fireside Chat''' = When you seek advice from your mentor, roll + the Label they embody. On a hit they will tell you what to do. On a 10+, mark potential if you follow their advice, and take +1 ongoing to follow through. On a 7-9, you get +1 forward to see it through if you do it their way. On a miss, they don’t have time for you because something big has gone down; mark a condition, GM’s choice.
*you get an opportunity
 
*you expose a weakness or flaw
 
*you confuse them for some time
 
*you avoid further entanglement
 
  
On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition
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'''Heroic Tradition''' = When you give someone the advice that you think your mentor would give, you can roll + the Label your mentor embodies to comfort or support someone, instead of rolling + Mundane.
  
'''BURN''': When you charge up your powers, roll + conditions you have currently marked.  On a hit, hold 3 burn.  On a 7-9, mark a condition.  On a miss, hold 2 burn and mark 3 conditions.
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'''Game Face''' ''(from Janus)'' = When you commit yourself to save someone or defeat a terrible enemy, mark a condition and take +1 ongoing to all rolls in direct pursuit of that goal. At the end of any scene in which you don’t make progress towards that goal, mark a condition. When you fulfill your goal, mark potential.
 
 
'''Flares:'''
 
Boost: Spend 1 burn to supercharge a teammate’s efforts with your powers, giving them a +1 bonus to their roll as if you had spent Team from the pool.
 
 
 
Elemental Awareness: Spend 1 burn and mark a condition to open your mind up to the world around you with your powers. You can ask any one question about the world around you, and the GM will answer honestly.
 
 
 
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.
 
 
 
Snatch: Spend 1 burn to use your powers to seize any one object up to the size of a person from someone within view.
 
  
 
===Team Moves===
 
===Team Moves===
When you '''share a triumphant celebration with someone''', ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and your Savior down.
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When you '''share a triumphant celebration with someone''', ask them if you’ve been a 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 your mentor embodies.
  
When you '''share a vulnerability or weakness with someone''', tell them how they could stop you, if it came down to it. Give them Influence over you and clear a Condition.
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When you '''share a vulnerability or weakness with someone''', tell them a secret about your mentor (including your feelings towards them). Give them Influence over you and add 1 Team to the pool.
  
===Moment of Truth - Used===
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===Moment of Truth===
Your mind’s eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood...how could you possibly be worried?
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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…
  
 
==Backstory==
 
==Backstory==
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''What do you get up to when you're not super-ing? School? Job? Fun?''
 
''What do you get up to when you're not super-ing? School? Job? Fun?''
  
Kelly is a high school senior planning to study pre-med biology at the prestigious (and expensive) Hull University*. She also volunteers - when she has the time - with LGBT support groups, and has made several appearances in costume (without revealing her identity). While she doesn't have time to properly be in the band anymore, she's keeping up with the flute as her arts elective.
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Kelly is a pre-med biology student at the prestigious (and expensive) Hull University*, though she's taking the minimum full-time course load to leave time for her 'outside activities'. She also volunteers on campus - when she has the time - with their LGBT support group, and has made at least one appearance in costume (without revealing her identity). While she doesn't have time to properly be in the band anymore, she's keeping up with the flute as her arts elective.
 
*No relation to the real Hull University, but I went through several words and couldn't find one without a real one associated with it so I'm keeping this one.
 
*No relation to the real Hull University, but I went through several words and couldn't find one without a real one associated with it so I'm keeping this one.
  
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==Inspirations==
 
==Inspirations==
Jean Grey, Dr. Strange, Elfen Lied
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Mostly '''Retrogirl''' (both Janis and Callista) and '''Diamond''' from Brian Michael Bendis' '''Powers''' comic book and '''84''' from the '''P. S. 238''' webcomic, with a splash of '''America Chavez''' (from Marvel Comics) and '''Jessica Jones''' (also from Marvel Comics). And '''Superman''' from DC Comics, in terms of moral stance (can't believe that I forgot that one).
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Advances purchased: 5
 
 
 
[[https://wiki.rpg.net/index.php/Masks:_Sanguine_Squad Back To Sanguine Squad Main Page]]
 
[[https://wiki.rpg.net/index.php/Masks:_Sanguine_Squad Back To Sanguine Squad Main Page]]

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