The Reformed

The Reformed
Villainy used to be a way of life for you. Then,
you saw just what your selfishness and hate
created. The supervillain life is a hard one to
quit. But you know this best: sometimes the
villain needs saving too.

Hero Name:
Real name:

Look:
● ambiguous, man, shifting, transgressing, woman
● Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
● sad eyes, technicolor eyes, shadowy eyes, gorgeous eyes
● conservative clothes, school uniform, concealing fashion, expensive fashion
● tattered costume, normal clothes, sleek costume, regal costume

Abilities:
Choose one:
□ genius intellect □ weapons and martial expertise □ ferrokinesis
□ vitality absorption □ super-speed □ geokinesis


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 mentored you in supervillainy?

• Who first showed you that you could do good?

• What caused you to switch sides?

• What was your goal as a villain?

• 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…

When the team formed we fought a terrible evil and they lost something precious. Who was it and what did they lose?

Relationships
I follow _ _ _ _ _ _’s example of what a hero ought to be.

I did something terrible to _ _ _ _ _ _ once. I hope they can forgive me one day.

Influence
Do you talk openly about your days as a villain? If so, give each team member Influence over you. If not, just give Influence to the one teammate whose example you most closely follow.


Reformed Moves: (choose two)
□ What the hell, hero: Once per session, when you call out an injustice that a hero has perpetrated that counts as taking advantage of Influence over them, whether you have it or not.

□ Wrong side of the tracks: You always get to ask an additional questions when you pierce the mask of a villain, even on a miss.

□ Not so different: When you pierce the mask of a hero, add this question to the list:
- what was your darkest moment?

□ A mirror darkly: When you are faced with a mistake from your past, carry +1 forward to correct it. If you fail, mark potential.

□ Blowing off steam: When you commit a crime, clear a condition. Clear a second condition if you drag a teammate into it.

□ Do me a favor: When you go to an ordinary civilian you know for a favor, roll+Mundane. On a 10+, they'll do you the favor and ask for one in return. On a 7-9,
they need a favor up front. On a miss, you catch them up in your super-powered nonsense.


Friends in Low Places
You have ties to villains from your previous career. Name three. For each of them, choose a specialty.
_ _ _ _ _ _ _ _
Specialty: weapons, materials, cosmic artifacts, alien tech, insider info
Obligation: □ □ □ □

_ _ _ _ _ _ _ _
Specialty: weapons, materials, cosmic artifacts, alien tech, insider info
Obligation: □ □ □ □

_ _ _ _ _ _ _ _
Specialty: weapons, materials, cosmic artifacts, alien tech, insider info
Obligation: □ □ □ □

When you create your character, mark two obligation on one villain, and mark one obligation on another.

When you come to them for help with your problems, mark obligation on them, and they'll help out within their specialty. If all their boxes are full, then they will not help you until you help them.

At the beginning of each session, roll + your highest obligation. On a 10+, they come crashing into your life with a crisis. On a 7-9, they call for a favor. On a miss, they don’t come knocking yet, but mark obligation with them—the debts are getting heavier. When you help them with their problems, erase 2 obligation on them.


Moment of Truth
You’ve seen your greatest mistakes, and they have too. The whole world is watching you now, judging every move you make. When everything is on the line and your back is against the wall, though, you're going to show them what a hero really is. Of course, afterward, your old villainous contacts are liable to be pretty upset or mistrustful of you…


Team Moves
When you share a moment of triumph with someone, ask them what gives them hope for a brighter day and give them Influence.

When you share a vulnerability or weakness with someone, ask them what they would do something dark for and gain Influence over them.


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
__ Take Drives and mark four (from the Beacon's playbook)


__ Unlock your Moment of Truth
__ 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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