LOOK: man, white, muscular, medium height, brown hair and eyes, battered hands, ragged clothing, no costume, elaborated silvery tattoos in the shape of magic circles
ABILITIES: >>A Signature Weapon: The angelic spirit of Matariel is bound to an ancient and dull sword, always moist as if kept underwater. The sword can't harm men, but it deadly against the creatures of Darkness. Whenever the sword is unsheathed, the weather changes and it starts to rain. Caio can control somewhat the intensity of the rain, even if he has no control over specific aspects of it. While the sword can be physically held by anyone, Caio can always draw it from water, causing the sword to turn into water and then appear in his hands.
>>Superstrength and Durability: Bound to Matariel, the Angel of Rain, Caio is empowered by rainwater, becoming as strong and resistant as an angel. He is even stronger now than the Wolf ever was.
>>Uniquely Skilled at Fighting Even with the Wolf gone, Caio still knows how to fight viciously, something that not always is helpful with his new training with the Corps.
BACKSTORY: >>Who changed you? A female werewolf called Lua. Caio was born with the "signs" so he was momentarily kidnapped when he was 5 and turned. Soon after he was returned to his family... so that when he turned, he'd kill them and then join the pack.
>>How did you escape from them? Caio's grandfather José, in an attempt to save him, researched everything, coming into contact with the esoteric. He inscribed binding runes/tattoos in Caio's body to imprison the wolf inside of him. Lua wasn't happy, so José sent Caio away to live with an uncle in the USA.
>>Who, outside the team, tries to take care of you now? Caio's uncle and aunt, Arthur and Isa. Caio misses his parents, but knows that he is not ready yet to return to Brazil and face Lua.
>>Why do you try to be a hero? He does not. His major concern is become stronger to defeat Lua. He does welcome the 'training' that helping others provide.
>>Why do you care about the team? They are friends and family. Mostly alone in a foreign country, Caio seizes any opportunity to feel more at home.
MOVES: >>Before We Get Started: When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and...:
• ...redirect their attack to another character or nowhere—into a wall or the sky.
• ...cross a distance between them and you.
• ...stun them, close up or from a distance.
• ...ignore all harm from one of their attacks.
• ...escape any bindings or impediments they attempt to place on you.
>>Game Face: 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.
>>It kinda feels personal: When you discover that someone has misled you or betrayed your cause, mark a condition to take +1 ongoing against them until they are brought to justice.
>>More Than a Shield: When you directly engage a threat by heading directly into danger without regard for your own safety, roll with Savior instead of Danger. On a miss, your focused attack leaves someone in grave danger; the GM will tell you what it takes to keep them safe.
>>No Good at Being a Kid: When you clear a condition, you can shift Labels, your choice.
>>There when it Matters: When you defend someone, on a hit you can hold 1 instead of choosing one from the list. Spend your hold when they are in danger later to arrive on the scene ready to help. >>Holds: Conflux (1), Devil Diva (1), Femtite (1)
ADULT MOVES: >>Stand Up for Something: When you stand up for something, roll + Savior. On a 10+, choose two. On a 7-9, choose one.
• listeners can’t keep doing what they’re doing
• listeners can’t flee without addressing you
• listeners can’t attack you without losing status or position
TEAM MOVES: When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add two Team to the pool. If they reject what you have to say, mark a condition.
When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add a Team to the pool. If they don’t have a cause (or you find it unworthy), mark a condition.
THE BULL'S HEART You always have exactly one love and one rival. You can change your love or rival at any time; give the new subject of your affections or disdain Influence over you. Take +1 ongoing to any action that impresses your love or frustrates your rival.
>>Friend: When you comfort or support your love or rival, mark potential on a hit. When your love or rival comforts or supports you, mark potential when they roll a hit.
>>Listener: When you pierce the mask of your love or rival, you can always let them ask you a question to ask them an additional question in turn, even on a miss. These additional questions do not have to be on the list.
>>Love: Conflux
A HIGHER CALLING...
You work for the Corps, a group that keeps the world safe from all manner of supernatural and extraterrestrial threats.
You have an additional Label, Soldier. You can only cancel the influence the Corps holds over you with the appropriate advancement. You cannot lock Soldier with a Moment of Truth.
When you’re acting on orders and relying on your training, give the Corps influence to use Soldier instead of any other Label when you make a basic or playbook move.
When you invoke your authority over civilians, Halcyon City personnel, or the Corps staff, roll + Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders... sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within the Corps to act against you.
When you ask the Corps for additional resources, equipment, or information during a mission, roll + Soldier. On a hit, they’ll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, the Corps sends what they think you need, regardless of what you actually requested.
INFLUENCE: Received from: Conflux, Cortex (NPC), Devil Diva (NPC), Feya (NPC), Horizon, Skyler (NPC), Terrier (NPC)
Given to: Conflux, Devil Diva (NPC), Horizon, Indarius, Skyler (NPC)
ADVANCEMENT: Choose another two roles for The Bull’s Heart: Defender and Listener Take another move from your playbook: You’ve got a head you don’t need Take another move from your playbook: There when it matters Take a move from another playbook: Game face Rearrange your Labels as you choose, and add +1 to a Label Unlock your Moment of Truth Someone permanently loses Influence over you (Lua); add +1 to a Label Change Playbooks (Bull -> Soldier) Take another move from your playbook: It kinda feels personal Take an adult move: Stand Up for Something Take a move from another playbook: No Good at Being a Kid Undergo enhancement: take two new abilities (augmented limbs, enhanced senses)
Change Log:
Lost Moves: Thick and This Skinned, Punch Everyone, You've Got a Head You Don't Need
Lost Abilities: Incredibly Strong, Superhumanly Tough, Wolf Senses, Change Shape, Weakness to Silver, the "Defender" role from "Bull's Heart", the ability to assign a Rival
Gained Moves: Before we get started, More than a shield