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Candy Grrl's page

22 posts. Alias of Black Dow.


Classes/Levels

Newborn | Danger +1 | Freak +2 | Saviour 0 | Superior +2 | Mundane -2 | Condition: Insecure | Potential: ✴️▶️▶️▶️▶️ | Heroforge Candy Grrl

About Candy Grrl

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LOOK:

ambiguous, man, shifting, transgressing, woman
Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
crystal skin, metal (candy shell) skin, green skin, human skin
• mismatched clothing, concealing clothing, immaculate clothing, plain clothing
prototype uniform, over the top costume, your own skin, unnerving costume, no costume

ABILITIES:

Your powers are based on your unique physical configuration. Choose two and describe how they are part of your body:

elemental form

solid light projection

sonic bursts

fantastic elasticity: Candy Grrl’s joints and muscle tendons are made of a highly pliable, almost liquorice-like substance. This allows her to extend her limbs, torso, or neck to great distances.

super durability and strength: Her musculature and dermis is made up of the tough (but saccharine sweet) element: Candium™, which was discovered by her villainous creator - The Confectionist. This substance mimicked all the functions of human tissue, but was several times as strong, durable, and resilient (protected by a hard candied shell).

thermal control

LABELS:

(at character creation, add +1 wherever you choose)

Freak; which is all about being strange, unusual, unknown, different, unique, powerful, weird, and special.
Danger; which is all about being strong, threatening, violent, destructive, badass, frightening, reckless, and mighty.
Savior, which is all about being defensive, protective, overbearing, moralistic, guarding, patronising, and classically heroic.
Superior; which is all about being clever, faster, better, arrogant, dismissive, commanding, egotistical, and smart
Mundane; which is all about being normal, empathetic, understanding, kind, boring, simple, uninteresting, and human.

DANGER [-2] [-1] [0] [+1] [+2] [+3]

FREAK [-2] [-1] [0] [+1] [+2] [+3]

SAVIOUR [-2] [-1] [0] [+1] [+2] [+3]

SUPERIOR [-2] [-1] [0] [+1] [+2] [+3] (+1)

MUNDANE [-2] [-1] [0] [+1] [+2] [+3]

CONDITIONS:

Conditions are negative emotional states that afflict your character.

Afraid (-2 to directly engage a threat)
Angry (-2 to comfort or support or pierce the mask)
Damaged (+1 to take a powerful blow)
Guilty (-2 to provoke someone or assess the situation)
Hopeless (-2 to unleash your powers)
Insecure (-2 to defend someone or reject others’ influence)

Conditions negatively impact your moves depending on which ones you've got marked, even if you're roleplaying your character as holding your emotions in with a tight reign. Try as you might, if you're Angry, it'll still bleed through if you're trying to Comfort someone.

BACKSTORY:

Who created you, and why? - I was created by Mr Dulcis aka The Confectionist. He normally uses his synthetic sweets and candies to make kids commit his crimes. Then he made me; I was to be the first of his candroid army: Artificial servants to carry out his nefarious plans.
How are you different from humans? - Better Ingredients! My musculature and dermis are made of Candium™ a saccharine based alloy invented by Mr Dulcis. Makes me tougher and stronger than most humans. I can also stretch my limbs as my ligaments and tendons are made of LiquoricΣ. So I can step over fences, tap someone on the shoulder in another room, put a star on-top of the tallest Xmas tree.
Who, outside of the team, is your caretaker? -
What about humanity fascinates you the most? - Humans are strange. They can be so sweet and yet so sour to each other. I need to know why…
Why do you care about the team? - They saved me, and more importantly saw past the hard shell and into my soft central processing unit.

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:

The team discovered you during the incident; thanks to them, you reached the outside world and helped in the fight. Where and how did they find you? Who gave you your first nickname?

Candy Grrl's head tilts slightly as she mulls her answer. Light glints off her pink polished Candium™ form.

<I had been aktivated by my Creator when they found me. The Hyperion High basement was my home... I hadd learned so much there: All the slogans and jingles to all candy adverrtising! Punk musik! Even assisted Creator pakking gift boxes for lucky children he wanted to help.>

Staring ahead her white pupils stark against pink iris' she continues;

<Then everything changed. My frriends [then strangers] arrived at the school. They wanted to stop Creator. They called him The Confectionist and told how he lied and used children at school as exxperiments and slaves to commit his crimes. Creator got all sourpuss and threatened to blow up all the gift boxes, full of his Bon-Bombs, but my new ffriends, they got sweet moves! Horizon stunning all the kontrolled kids, Femtite melted all the chemical candies! Indarius just majicked that detonator away! Then Caio howled loud and him and Devil Diva just wrecked The Confectionist. Even when some Bon-Bombs went off. Steel G took the boom! ALLLLLL the flavours in one TASTY team!>

The jingly slogan seems at odds with Candy Grrl’s deadpan expression;

<Conflux is superduper smart. She hacked Crea...Confectionist's komputer. Revealed his so-so sour plans: I was prototype for his candroid army. The ffirst. Instead of kidz he would use us to fight the heroes, carry his bon-bombs. No more. Now I’m one of them. A hero. Even got a cool nickname: Candy Grrl. Conflux saw I have a glitch. Creator didn’t make me perrfect. Some words I spell wrong. “Just a positronik glitch” Conflux said… Grrl was one I can’t get right but it stuck like taffy. So Candy Grrl it is. Candy Grrl I am.>

RELATIONSHIPS:

________________ is an exemplary human; they show you around and tell you how things work.

The behaviour of ________________ confuses you again and again; you’re determined to understand humanity better by studying them.

INFLUENCE:

You’re receptive to how people think and behave around you. Give Influence to all of your teammates.

NEWBORN MOVES:

(Choose two)

Not from around here: When you act clueless, goofy, or confused to get out of a sticky mundane situation, roll + Freak. On a hit, you create an opportunity, a distraction, or a plausible excuse. On a 7-9, you also feel all the weight of playing the clown and of the people staring at you. The GM shifts one of your Labels up and one down. On a miss, no one is fooled, and you’ve put yourself in their crosshairs.

Thermodynamic miracle: When you comfort or support someone by telling them what makes them unique, roll + Freak instead of Mundane. If they open up to you, shift Freak up and Mundane down. If they don’t, mark a condition.

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.

Damage: You get an additional condition called Damaged. While marked, take +1 to take a powerful blow.

To clear the Damaged condition, you need time, external help, or special equipment or abilities.

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

A BLANK SLATE:

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... an artificial being made of Candium™
A superhero should... save the innocent and punish the wrongdoer.
Always...
Never...

MOMENT OF TRUTH:

Something snaps into focus, and suddenly you’re a full thing, true and complete. You’d never have known how fragmented you were before, if not for here, this moment. You’re not a series of individual lessons. You’re not a series of subroutines and programs. You’re...a person. This must be what it’s like to be...human. And this fullness? It gives you a control over yourself, a unity of purpose you’ve never experienced before. Of course, now that you’re showing off all your potential, it’s only a matter of time before someone comes forward to reduce you to a machine again...

TEAM MOVES:

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.

POTENTIAL :

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

ADVANCEMENT:

When you fill your potential track, you advance. Choose from the list below:

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
Get burn and three flares (from the Nova’s playbook)

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When you’ve taken five advances from the top list, you can take advances from the list below:

Unlock your Moment of Truth after it’s been used once
Lock down your lessons 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

PLAYING THE NEWBORN:

Curious, strange, quixotic, dogmatic. The Newborn is a kid trying to figure out how the world works, and clinging to principles in an attempt to impose order on their understanding of it. They don’t quite know for sure what their ideals are or should be, but they’re testing them out with every action and idea. The rest of the world has a vested interested in reshaping the Newborn, thanks to all of their potential power. Unlike other Masks PCs, the Newborn can be reshaped not just in terms of Labels, but in terms of hard-coded pieces of morality.

If you’re playing the Newborn, you are in charge of tracking your lessons. They are critical to your character, but they’re very internally focused. You need to pay attention to them more than any other player in the game. You are in charge of making them matter at every turn. Remind the other players, GM included, about them and how they’re influencing your decisions. Since you’re the final arbiter of how you act with regard to the lessons, you are in charge of calling it out and making the other players notice.

That said, be prepared for the flip side situation—when other characters take direct interest in what you believe, the lessons you’ve internalised. That leads to brilliant drama, which is exactly what you want, but it’s a natural tendency to resist such influence and manipulation. Don’t—at least not outright. Part of the fun of the Newborn is changing those beliefs in light of others’ attentions, and it only benefits you to go through the process of rejecting an existing belief, experimenting with the new one, causing some damage, and then starting all over.

That’s an important piece of the Newborn to keep in mind—push your new beliefs to the point where they create fallout and consequences. The Newborn is like a dogmatic philosophy freshman, playing with new forms of morality, pushing them to their extremes...except the Newborn has superpowers, and when they push it to extremes, things get broken. Don’t hesitate to go there.

NOTES ON YOUR MOVES AND EXTRAS:

• For A mind of their own, you gain new abilities, meaning superpowers like telekinesis, elemental control, or whatever else you can come up with.

• For Damage, the new condition Damaged functions like any other condition, adding to the take a powerful blow move, giving you another possible condition to check off before being taken out, and so on. The only way to clear Damaged, however, is through repair. A teammate cannot, for example, comfort or support you and help you clear the Damaged condition...unless that comfort or support is explicitly helping you to repair yourself.

• For Blank slate, the GM is the final arbiter of whether or not you embody one of your lessons. Never shift Labels for embodying a lesson without calling it out and making sure the GM agrees. The GM is also the final arbiter of whether or not you cause misunderstanding, collateral damage, or unintended consequences.

BACKGROUND NOTES:

One of Candy Grrl's most obvious idiosyncrasies will be to quote or comment on situations using slogans from confectionary adverts:

We Give You Delicious Memories.
A Better Alternative Than Doing Nothing.
You’re Never Alone With A Chewing Gum.
Double The Pleasure, Double The Gum.
We Don’t Make Candy Bar. We Make Candy Bar Better.
Simply The Best One On Earth.
Better Ingredients, Better Candy.
Just The Sweetness You Ordered.
Sweet Terrific and Tasty.
Sweet Treat Beat.
Sour Balls!
Gummy Bear!

HER CREATOR - THE CONFECTIONIST:

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