The Joined

The Joined
You’d be nothing without each other- literally.
You’re two people whose powers combine into
more than the sum of it’s parts. Except the rest
of the world only ever sees you as halves of a
whole not — as two separate people. And the two
of you aren't sure if they're right.

Hero Names:
Real names:

Look:
Your two selves are identical, except in one or two respect. Choose as many as apply to both; on one or two lists, choose one option for each.
● ambiguous, man, shifting, transgressing, woman
● Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
● Brooding face, curious face, judging face, unreadable face
● Casual clothing, eccentric clothing, dark clothing, light clothing
● Subtle costume, flashy costume, traditional costume, no costume

Abilities:
Your powers complement each other’s; pick a single pairing, and say which body has
which power.
□ Precognition/retrocognition □ portal creation/forcefield control
□ telepathy/inorganic disintegration □ magnetism manipulation/electrokinesis

LABELS
(at character creation, add +1 wherever you choose)
Freak -2 -1 0 +1 +2 +3
Danger -2 -1 0 +1 +2 +3
Savior -2 -1 0 +1 +2 +3
Superior -2 -1 0 +1 +2 +3
Mundane -2 -1 0 +1 +2 +3

CONDITIONS:
□ Afraid (-2 to directly engage)
□ Angry (-2 to comfort or support or pierce the mask)
□ Guilty (-2 to provoke someone or assess the situation)
□ Insecure (-2 to defend or reject what others say)
□ Hopeless (-2 to unleash your powers)


Backstory
• Who were you to each other before you Joined?

• How did you Join?

• Apart from the powers, what keeps you together?

• Someone outside the team thinks you’d be better off separate. Who are they and
why do they think that?

• Why do you care about the team?

Once you've finished your backstory, introduce your character to the other players, and then determine what happened when your team first came together, the relationships
between you and your teammates, and who has influence over you.

When our team first came together…
Our bond was disrupted during the fight. How? By what?


Relationships
Both- You both have an intense crush on _ _ _ _ _ _ _ _.

Alpha- You think that _ _ _ _ _ _ _ _could really teach Beta a thing or two.

Beta- You are jealous of the relationship between Alpha and _ _ _ _ _ _ _ _.

Influence
Track influence as if Alpha & Beta were one person, because you basically are, right?
One of you is more trusting than the other would like, give three teammates influence.


Joined Moves: (choose one from the Alpha list, and one from the Beta list)

Alpha:
□ How it is: When you assess the situation, add this option to the list:
- how could we best end this permanently?

If you ask this question you must tell a teammate the answer the MC gives.

□ Trading places: When you reject someone's Influence by pretending their words better apply to your other self, mark a condition and
take a 10+ on the roll.

□ Good twin: When you comfort or support someone by praising their moral activities,, roll+Superior instead of +Mundane.

Beta:
□ Mirror, mirror: When you pierce someone’s mask, you can ask them “What are you really feeling right now?”, even on a
miss. If you do, they can ask you the same question.

□ The quiet one: When you direct attention towards someone else to go unnoticed, roll+Mundane. On a 10+ you’re good and
they don't feel any heat for it. On a 7-9 choose one:
● someone is still watching you
● you leave evidence behind
• they draw unwanted heat

On a miss, the attention you threw onto the other person puts them into a dangerous position.

□ We have a bond: When you provoke someone while explaining how they know you better than someone else, give them Influence over you to take a +2 on the roll.


Form of, Shape Of
You share a telepathic bond between your two selves. You are stronger together than you are apart, at least for the moment. You can speak and listen silently to each other in the same room. At character creation choose three bonds. When you lock labels, cross out one chosen option in bonds and take one distinction.

Bonds:
□ Dual-fighting: When you go into battle together, you get access to the move, ‘Overwhelm a vulnerable foe.’

□ Together: When you unleash your powers together, roll+Superior instead of +Freak.

□ Four eyes are better:When you assess the situation from two different vantage points, on a hit, you may clear a condition or ask an additional question.

□ In each other's heads: Your selves have a strong telepathic bond that stretches over distance. One self can spend a Team from the pool to help the other, even if they aren’t
together.

□ Inseparable: Your selves can never be separated from each other unless they allow it.

Distinctions:
□ Going solo: When you directly engage a threat without the help of your other self, roll+Superior instead of +Danger.

□ Two sides of the coin: When a teammate comes to Alpha for advice, tell them what you honestly think the best course is. When they go to Beta for advice, tell them what you want them
to do. In either case, they take +1 ongoing to follow your advice, and you mark potential if they do.

□ Shouldering the burden: When you push one of your selves to the limit without aid from the other, mark a condition to use the adult move ‘Wield your Powers’.

□ Internal strife: When you snipe about your other self behind their back, remove 1 Team from the pool and clear a condition.

□ Suspicious: When you pierce the mask, add the following question to the list:
- what are you hiding?


Moment of Truth
Sometimes your selves don’t get along—this is not that time. You move as if you are one, each of
you exactly where you need to be. One mind, two perfectly in sync bodies- your powers
harmonize. Of course, it’s going to be hard to go back to two separate selves when you’ve felt
this perfect wholeness, but that’s a problem for later, right?


Team Moves
When one of you shares moment of vulnerability or a triumphant celebration without the other self present, cross off a bond and mark a distinction.

POTENTIAL

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

Advancement
When you fill your potential track, you advance. Choose from the list below. When you've taken five advances from the top list, you can take advances from the list below the line.

__ 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
__ Unlock your remaining bonds.


__ Unlock your Moment of Truth
__ Pick one self to continue playing and 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

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