The iGeneration:Symmetry

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A PC for the Masks game The iGeneration.

Symmetry, the Newborn[edit]

  • Real Name: (none)
  • Look: woman, South Asian, crystal skin, plain clothing, no costume

Abilities[edit]

  • super strength and durability
  • solid light projection

Labels[edit]

–2 –1 0 +1 +2 +3
Danger X
Freak X
Savior X
Superior X
Mundane X

Conditions[edit]

Afraid   –2 to directly engage a threat
Angry   –2 to comfort and 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

Influence[edit]

Given To[edit]

  • all adults
  • all teammates

Held Over[edit]

Moves[edit]

Newborn[edit]

  • A mind of their own: Your powers evolve and mutate. When you are facing an obstacle or threat that your powers would not be able to deal with, you can mark a condition to gain brand new abilities adapted to the situation. You lose these new powers once the danger is gone.
  • Regeneration: When you’re taken out, you can trigger an emergency regeneration process. If you do, your body undergoes an unpredictable transformation, and in mere moments, you’re back on your feet and ready to fight. Clear three conditions and choose three from the list below:
    • Change your gender identity or presentation
    • Change your physical appearance
    • Forget all your lessons
    • Lose an important memory of a teammate; they lose Influence over you
    • Swap an ability with another one from the Newborn playbook

Team[edit]

  • When you share a triumphant celebration with someone, ask them what makes them proud or happy about the actions they took and write a lesson based on it, either filling an empty slot or replacing an existing lesson.
  • When you share a vulnerability or weakness with someone, if their response helps you understand human feelings and problems, mark potential. If their response confuses or offends you, shift your Freak up and your Mundane down.

A Blank Slate[edit]

You were created with a basic understanding of the world. When you learn something that helps you make sense of the world, write it down as a lesson. Fill in two lessons when you create your character; fill in the other two when you’ve learned those lessons during play.

  • I am still evolving.
  • A superhero should embody the highest aspirations of humankind.
  • Always ?
  • Never ?

When you embody one of your lessons, shift one Label up and one Label down, your choice. If you cause a misunderstanding, collateral damage, or unintended consequences in the process, mark potential. When you reject one of your lessons, reject its Influence as if it were an NPC. If you choose to have it lose Influence over you, erase that lesson and write a new one in its stead.

When you approach your creator or caretakers with a problem, tell them what obstacle you face or what you need to achieve, and they will offer you something you need. The GM chooses one:

  • secret information
  • a way to temporarily boost or expand your powers
  • access to instruments, weapons, or resources
  • official and explicit backing

If you accept their help, they rewrite one of your lessons for you.

Moment of Truth[edit]

(locked)

Advancement[edit]

Potential
X        

Every time you roll a miss on a move, mark potential.

Taken[edit]

(none)

Available[edit]

  • Take another move from your playbook (×2)
  • Take a move from another playbook (×2)
  • 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
  • Get burn and three flares (from the Nova’s playbook)

Backstory[edit]

(to add later)