Man in Mask

Zyrian's page

23 posts. Alias of Thron.


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Potential: [X] [O] [O] [O] [O] | Conditions: Angry, Hopeless| Danger: +1 Freak: +2 Savior: 0 Superior: +1 Mundane: -1

About Zyrian

Advances:
None

History:
Little is known about Zyrian, and that is by his choosing. Ever since he developed his powers, he knew it was going to be in his best interest to keep a low profile. Sable City had been a villainous stronghold for his entire life. So, why attract their attention?

He made it through high school without anyone ever suspecting him of being a super-human. Sure, things got easier for him. His grades skyrocketed and he was able to get a scholarship into Sable University.
Once there, around so many other more intelligent people, he has been able to truly grow...

Personality:
When he DOES choose to undertake dialogue with someone, he is often seen as confident to the point of being pompous.
But it's hard not to when you know what everyone else is thinking in the room before they can even say it...

Abilities:
Zyrian is perhaps the strongest telepath and telekinetic on the planet. Fortunately for the world...he wasn't all that bright when he first got his powers. So he's got a lot of catching up to do. He is able to read minds around him with ease, and has been seen lifting a city bus with nothing but his mind without seeming to strain himself.

Look:
When suited up, he is clad in almost all black and silver, with a black cape with crimson liner. When he does remove his featureless helmet, everyone sees him as someone totally different.
Some see a woman, others a horribly scarred man, and others an alien.

Relationships:
You hang out all the time with The Crass Crown to blow off steam.

You once hurt Archa when you lost control of your powers

Influenced By:
Crass Crown

Influence On:
Acha, Daphne, XXX

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.
__________
Burn: When you 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.
__________
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?

::It was in High School. At first I thought I was going crazy. Hearing voices in my head. Then...I realized I was hearing others thoughts. And when I started manipulating things around me with but a thought...well...everything changed.::

Who was the first person you accidentally hurt with your powers?

::Rampage. An idiotic villain who decided to emulate some Spartan warrior. After watching the movie '300' of course. The brain scans claim there is still SOME brain activity there, but I would contest that there wasn't any there to begin with...::

Who, outside the team, helps you control your powers?

::Onslaught. As powerful of a telepath as they are, even they haven't been able to breach my mind. Granted, I haven't breached theirs either...yet. Not that I want to. But it's always fun to test yourself against another Master in the field, is it not?::

Why do you continue to use your powers?

::Why shouldn't I? I have a gift, and my potential with it is seemingly limitless. It would be a tragedy to let it go to waste. Who knows...perhaps one day I will manage to free this city from it's eternal darkness with them...::

Why do you care about the team?

::I would be a fool to think I was going to accomplish much alone.
At least until I have fully mastered my powers. For now, they will serve their purpose to protect my flanks and serve as a pleasant distraction...::