
Classes/Levels |
Afraid, Hopeless |
Gender |
Doom Track: ▣▣▣❑❑ Burn: 0 |
About Arcana.
Advancements
1st Advancement: Burn and three flares.
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.
Moat: Spend 1 burn to create a barrier that will hold back threats as long as you keep your attention on it. The GM may call for you to spend another burn if the barrier is threatened by particularly powerful enemies.
Overcharge: You channel the full capacity of your incredible powers to overcome an obstacle, reshape your environment, or extend your senses. Spend 2 burn to take a 10+ when you unleash your powers.
2nd Advancement: Move from another playbook.
❑❑ Changed sides: When you mislead or trick an
enemy by pretending to be on their side, roll
+ Danger. On a hit, they buy your charade for
now. On a 7-9, choose 1. On a 10+, choose 2.
• You avoid having to provide concrete evidence
• You create an opportunity
• You expose a weakness or flaw
On a miss, someone else watching comes to the
worst possible conclusion and acts on it.
3rd Advancement: Rearrange Labels and add +1
4th Advancement: Move from another playbook.
Are you watching closely? 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.
- 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.
Doomsigns
❑ Infinite Powers: Mark your doom track to use an ability from any playbook, one time.
❑ Portal: Mark your doom track to appear in a scene with anyone you want.
▣ Bolstered: Mark your doom track to use an Adult
Move one time.