Ilquis

Mithras 'Myth' Invictus's page

54 posts. Alias of Nikolaus de'Shade.


Race

D +0, F +3, Sa +0, Su +1, M -1. Po 1/5.

Classes/Levels

Conditions:

About Mithras 'Myth' Invictus

OUTSIDER
You’re not from here. Your home is an amazing place, full of beauty and wonder. But there’s something to this place, something that you’re missing back home. Something… human. So yeah, you’ll be hanging around. At least for now.

(Starting)LABELS
Danger -1
Freak +2
Saviour +0
Superior +2
Mundane +0

ABILITIES
+ Fly
+ ‘Pretty Tough’
+ Heliokinesis
+ Radical Shapeshifting
+ Inhuman Might
+ Plant Affinity

MOMENT OF TRUTH
You embrace your home and call them for aid. They will answer your call—in force!—arriving exactly when you need them to turn the tide. They fight and serve you for the rest of the battle. Of course, when all is said and done...they’d probably like to take you home with them. You did, after all, just prove yourself worthy.

TEAM MOVES
When you share a triumphant celebration with someone, take Influence over them if you show them meaningful affection, physical or emotional. They decide if it’s meaningful. When you share a vulnerability or weakness with someone, they tell you what you should do to fit in more. Take +1 forward to do it, and mark potential if you do.

Potential: 1/5

ADVANCEMENT
- Take another move from your playbook
- Take another move from your 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
+ Choose two new abilities from any playbook as you come into your own
- You adopt a human life; take Secret Identity and The Mask from the Janus 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
- Lock a Label, and add +1 to a Label of your choice
- Retire from the life or become a paragon of the city

OUTSIDER MOVES
Belong in two worlds: You have the resources that come with your station. Whenever you contact your people, roll + Superior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1, but your people make an uncomfortable demand of you. Spend your hold 1 for 1 to:
- receive a useful piece of alien technology that will allow you to use any ability from another playbook once (choose the ability when you spend the hold)
- consult your people’s knowledge to ask the GM a question about the current situation
- clear a condition through the comfort of contact with your home

Alien tech: When you alter a human device with your alien technology, roll + Freak. On a hit, you create a device that can do something impossible once and then fizzle. When you roll a 10+, choose one:
- it works exceptionally well
- you get an additional use out of it

On a miss, the device works, but it has a completely unintended side effect that the GM will reveal when you use it.

Alien ways: Whenever you openly disregard or undermine an important Earth custom in favor of one of your own people’s customs, shift Superior up and any other Label down.
Kirby-craft: You have a vehicle, something from your home. Detail its look, and choose two strengths and two weaknesses. When you are flying your ship, you can use it to unleash your powers, directly engage a threat, or defend someone using Superior. Strengths: Fast & maneuverable, chameleon plating, powerful weaponry, regenerating, dimension-shifting, size-shifting, telepathic Weaknesses: Bizarre fuel source, susceptible to _______, easily detectable, slow and clumsy, unarmed, difficult to repair
The best of them: When you comfort or support someone by telling them how they exemplify the best parts of Earth, roll + Freak instead of + Mundane.
Not so different after all: When you talk about your home, roll + Freak. On a 10+, choose two. On a 7-9, choose one. During the conversation, you:
- confess a flaw of your home; add 1 Team to the pool
- mislead them about your home; take Influence over them
- describe the glories of your home; clear a condition

On a miss, you inadvertently reveal more about yourself than you planned; tell them a secret or vulnerability you haven’t shared with Earthlings before now.

OTHER MOVES

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)

BACKSTORY
• Where do you come from?
A dimension beyond this one, connected by portals at the heart of this universes suns.
• Why did you come to Earth?
A Darkstart incursion into my solar system demanded a response! And no-one else was willing to come with me.
• Why do you want to stay here (for now at least)?
It’s so interesting! People are different and the threat of further attacks from the Darkstar Collective makes it my duty to remain.
• Why do your people want you to come home?
The Collective have managed to extinguish too many young suns recently, so the Light are trying to keep their presence in the universe minimal in order to avoid more casualties.
• Why do you care about the team?
They’re so alive, and different. Their world is brighter and more vibrant somehow than anything I’ve experienced before. And there are so many possibilities with a physical body!

WHEN OUR TEAM FIRST CAME TOGETHER...
We didn’t trust each other at first, but that changed. How? Why?

RELATIONSHIPS
You’ve been learning about Earth by spending time with Payload.
You have a crush on Gypsy but you keep it under wraps.

INFLUENCE
Choose your demeanor: haughty or cheerful.
If you’re haughty, you think you’re better than them. Give no one Influence.
If you’re cheerful, you’re thrilled to be here. Give everyone Influence over you.