Apperance: man, White (American-Scottish), smiling face, comfortable clothing, iconic costume
Abilities: martial arts, swords (and knives)
Backstory:
How did you gain your skills?
"Hard work, practice, and access to my grandpa's collection. 'Course the collection's out back west now, so...eh, I've got enough for now."
When did you first put on your costume?
"When I went to Endinburgh for my grandpa's funeral, he left the kilt to me. I first tried it on when we got back to the states. My old man thought I had lost my mind!"
Who, outside of the team, thinks you shouldn't be a superhero?
"My dad, Jack MacGregor. He didn't think I'd actually follow through on my dream, but here we are. Now he wants me to be a boring office worker like him. Like I'd ever stoop to that!"
Why do you try to be a hero?
"Because it's what I've always wanted to do. Grandpa got that and made sure I was ready for it. The training, the weapons, it's all thanks to him...or, it was..."
Why do you care about the team?
"Because a soldier is only as good as the brothers beside him. Besides, all the best heroes are part of some team or another, and I'm aiming for that top spot!"
When Our Team First Came Together...: We found signs that this incident was just the start of something bigger. What were the signs?
Relationships:
Hex is awesome, and you take every chance you get to hang out with them.
You've got to prove yourself to Wingblade before you feel like a real hero.
Influence: Influenced By: Bronwyn/Bran the Blessed, Hex, Wingblade --- Jack MacGregor, Mrs. Paltrow
Influence Over: Hex, Wingblade --- Mrs. Paltrow
Beacon Moves: Suck it, Domitian When you stand strong while dramatically under fire, roll + Savior instead of + Danger to directly engage a threat. Won't let you down When you help a teammate, you can spend 2 out of the Team pool to add +2 to their roll.
Other Moves: Always prepared When you have a chance to restock your supplies, hold up to 2-gadgets. When you unleash your powers by producing a brand new minor invention or gadget from your supply, spend 1-gadget and roll + Superior. When you reach 0-gadget, mark a condition. Never give up, never surrender When you take a powerful blow from someone with far greater power than you, use this move instead of the basic move. Roll + Savior. On a hit, you stand strong and choose one. On a 7-9, mark a condition.
- You get an opportunity or opening against your attacker
- You rally from the hit, and it inspires the team; add 1 Team to the pool
- You keep your attacker’s attention
On a miss, you go down hard but leave your opponent off balance and vulnerable. I don't care what you think! Whenever you reject others' influence, add +2 to your roll.
Drives: 0 of 20 completed
get drunk or high with a teammate
lead the team successfully in battle
punch someone you probably shouldn't
take down a threat all on your own
Advancements: 3 of 13 used
take a move from another playbook (Brain, "Always prepared")
take a move from another playbook (Legacy, "Never give up, never surrender")
take a move from another playbook (Delinquent, "I don't care what you think!")