| Race |
Female Nova | DA +1, FR +3, SA +0, SU +0, MU -1 | Potential: ▣❑❑❑❑ | Appearance |
About Gypsy Abermann
NOVA
You're a font of power. Channel it, and you can remake the world into exactly what you want. Unleash it, and you can do miracles. It's wonderful ... and terrifying. Lose control for even a second, and other people get hurt.
MOMENT OF TRUTH
Your mind’s eye opens, and you can see the world around you like never before. You can control it, at will, with ease. Of course, warping reality tends to have ramifications down the line, but in your moment of godhood...how could you possibly be worried?
TEAM MOVES
When you share a triumphant celebration with someone, ask them if there is any fear in their eyes when they look at you. If they say no, take +1 forward and mark potential. If they say yes, immediately shift your Danger up and Savior down.
When you share a vulnerability or weakness with someone, tell them how they could stop you, if it came down to it. Give them Influence over you and clear a condition.
Potential: ▣❑❑❑❑
ADVANCEMENT
When you fill your potential track, you advance. Choose from the list below.
❑ 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 three new flares
❑ Unlock three new flares
❑ Take The Bull’s Heart from the Bull playbook
When you’ve taken five advances from the top list, you can take advances from the list below.
❑ Unlock your Moment of Truth after you’ve used it once
❑ Change playbooks
❑ Take an adult move
❑ Take an adult move
LOOK
From a family of casual-practicing jews, Gypsy typically dresses in sensible clothes with no attempt to set fashion trends. While peasant-type dresses are common, conservative shorts and shirts at times make appearances. Her auburn hair is normally kept in a rough bob with an errant streak of color in her occasional forays into self-expression. Hazel eyes gaze at the world in perpetual optimism and a pale splash of freckles across her cheeks are brought to prominance if she spends any time in the sun.
ABILITIES
Sorcery
LABELS
DANGER +1
FREAK +3
SAVIOR 0
SUPERIOR +0
MUNDANE -1
CONDITIONS
❑ Afraid (-2 to directly engage a threat)
❑ Angry (-2 to comfort or support or pierce the mask)
❑ Guilty (-2 to provoke someone or assess the situation)
❑ Hopeless (-2 to unleash your powers)
▣ Insecure (-2 to defend someone or reject others’ influence)
BASIC MOVES
DIRECTLY ENGAGE A THREAT
When you directly engage a threat, roll + Danger. On a hit, trade blows. On a 10+, pick two. On a 7-9, pick one.
• resist or avoid their blows
• take something from them
• create an opportunity for your allies
• impress, surprise, or frighten the opposition
UNLEASH YOUR POWERS
When you unleash your powers to overcome an obstacle, reshape your environment, or extend your senses, roll + Freak. On a hit, you do it. On a 7-9, mark a condition or the GM will tell you how the effect is unstable or temporary.
COMFORT OR SUPPORT
When you comfort or support someone, roll + Mundane. On a hit, they hear you: they mark potential, clear a condition, or shift Labels if they open up to you. On a 10+, you can also add a Team to the pool or clear a condition yourself.
PIERCE THE MASK
When you pierce someone’s mask to see the person beneath, roll + Mundane. On a 10+, ask three. On a 7-9, ask one.
• what are you really planning?
• what do you want me to do?
• what do you intend to do?
• how could I get your character to ___?
• how could I gain Influence over you?
DEFEND
When you defend someone or something from an immediate threat, roll + Savior. For NPC threats: on a hit, you keep them safe and choose one. On a 7-9, it costs you: expose yourself to danger or escalate the situation.
• add a Team to the pool
• take Influence over someone you protect
• clear a condition
For PC threats: on a hit, give them -2 to their roll. On a 7-9, you expose yourself to cost, retribution, or judgment.
ASSESS THE SITUATION
When you assess the situation, roll + Superior. On a 10+, ask two. On a 7-9, ask one. Take +1 while acting on the answers.
• what here can I use to ________?
• what here is the biggest threat?
• what here is in the greatest danger?
• who here is most vulnerable to me?
• how could we best end this quickly?
PROVOKE SOMEONE
When you provoke someone susceptible to your words, say what you’re trying to get them to do and roll + Superior. For NPCs: on a 10+, they rise to the bait and do what you want. On a 7-9, they can instead choose one.
• they stumble: you take +1 forward against them
• they err: you gain a critical opportunity
• they overreact: you gain Influence over them
For PCs: On a 10+, both. On a 7-9, choose one.
• if they do it, add a Team to the pool
• if they don’t do it, they mark a condition
TAKE A POWERFUL BLOW
When you take a powerful blow, roll + conditions marked. On a 10+, choose one.
• you must remove yourself from the situation: flee, pass out, etc.
• you lose control of yourself or your powers in a terrible way
• two options from the 7-9 list
On a 7-9, choose one.
• you lash out verbally: provoke a teammate to foolhardy action or take advantage of your Influence to inflict a condition
• you give ground; your opposition gets an opportunity
• you struggle past the pain; mark two conditions
On a miss, you stand strong. Mark potential as normal, and say how you weather the blow.
PLAYBOOK MOVES
BURN
Charge up your powers, roll + conditions you currently have marked. On a hit, hold 3 burn. On a 7-9, mark a condition. On a miss, hold 2 burn and mark three conditions.
Spend your burn on your flares. You lose all burn at the end of the scene.
▣ Reality storm: You channel a destructive burst with your powers. Spend 1 burn to DIRECTLY ENGAGE A THREAT using your powers, rolling + Freak instead of + Danger. If you do, you will cause unwanted collateral damage unless you spend another burn.
▣ 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.
▣ Constructs: Spend 1 burn to create any object with your powers, up to the size of a person. Spend an additional burn to animate it independently of yourself. The construct dissolves at the end of the scene.
▣ 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.
❑ Worship: You put out a tremendous display of your might. Spend 1 burn to awe an audience into silence, respect, and attention when you UNLEASH YOUR POWERS.
▣ Move: Spend 1 burn to move to any place you choose within the scene, breaking through or slipping past any barriers or restraints in your way. Spend a second burn to move to any place you’ve previously been.
❑ Boost: Spend 1 burn to supercharge a teammate’s efforts with your powers, giving them a +1 bonus to their roll as if you had spent Team from the pool.
▣ 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.
▣ Elemental awareness: Spend 1 burn and mark a condition to open your mind up to the world around you with your powers. You can ask any one question about the world around you, and the GM will answer honestly.
❑ Snatch: Spend 1 burn to use your powers to seize any one object up to the size of a person from someone within view.
BACKSTORY
• When did you first use your powers?
Gypsy cast her first spell at the age of fifteen, from a book she bought because the cover looked old and 'mystical'. She was looking for a prop to use for a role-playing session with her friends and came across a legitimate primer on tapping into extra-planer energy. To her friends amazement, the words she spoke caused the dice at the table to hover in the air, spinning wildly, before all dropping to land on their maximum values.
• Who was the first person you accidentally hurt with your powers?
While trying to summon fire to pop some popcorn for movie-night, Gypsy accidentally gave her little sister second-degree burns on her arm.
• Who, outside the team, helps you control your powers?
Gypsy's conscience always speaks in the voice of her little sister, Moon. Three years younger than Gypsy, she is always questioning whether Gypsy should quest further in her knowledge and what the future cost may be.
• Why do you continue to use your powers?
Gypsy believes that she's tapped into power that must/needs be directed. Others have used it for horrible things, but she feels that the world needs to see that good can come from it as well.
• Why do you care about the team?
WHEN OUR TEAM FIRST CAME TOGETHER
We destroyed our surroundings in the fight. Where was it? What did we destroy?
RELATIONSHIPS
You hang out all the time with Sierra to blow off steam.
You once hurt Payload when you lost control of your powers.
INFLUENCE
Happy Facade: Give Influence to three teammates.
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