Razade
   Issue One: The Floodgates   
 The cover of Issue One of A New Generation is centered around a brilliant blue flame that divides the cover in half, casting both shadow and light on the figures in various action poses on either side. On the left is the team, a golden sticker in the top right reading "The debut of a new team of Minerva!", where each is illuminated by the light of the flame. On the right, figures clad in white, all but one lurk in the shadows, their faces obscured though their eyes glow with an uncanny green light. Thrush stands at the forefront of this group, their face contorted with rage as lightning bolts bristle around her. 


The scene opens on a rainy afternoon, not uncommon for this time of year in Minerva.

The city is a hustle and bustle of activity as the lunch hour stretches into mid-afternoon. Life among the tiers is a busy one, especially for those up to no good. The panels go from a birds eye view of Minerva as it stretches across and down the mountains of Arcadia, down and down into the lower middle tiers before finding four figures dashing through the rain with armed guards hot on their heels. One of the figures lags behind, overburdened by a large lantern where a blue flame blazes merrily in the chilly wet air.

 "Come on! If you get caught this whole plan was for nothing!"  the figure at the front shouts over their shoulder, dressed in heavy jacket and a scarf tied tightly around their lower face, a shock of red hair peeking from under the hood of their jacket that obscures them further.

The figure falling behind, a young woman, who strains with the weight of their clearly ill-gotten gains pants and the panels cover her deep brown eyes, filled with desperate terror.  "If you'd brought Iron Falcon like I told you we ought'ta have, I wouldn't be having to lug this thing along. It weighs a god damned ton!" 
 "How about we table the lunch time argument until we get away? I know a way down to the next tier, only a few bumps and bruises. This way! " A third figure, taller than the rest, willowy if not for the same baggy clothing and rain slicked jacket covering them. They suddenly dart to the left between a row of buildings, tight and stacked almost on top of the other. A frustrated squeal comes from the lantern carrier before the other three figures manage to follow.

The panels then move to the guards, finally having caught up to where the thieves absconded, flipping to show their view of an empty alleyway.

 In a crackly text box:   "All points bulletin, this is the Torch Bearer Guild. One of the Flames has been stolen. Repeat. A Flame has been stolen. Suspects seen last on the Central Pagoda Tier. Used accessways to get down to-".  The next page is black, a break.

It's a rainy afternoon in the lower tiers, not uncommon for this time of year in Minerva, creating winding rivers that run through the mountains and down even beneath the city.

Even this far down, life is a hustle and bustle of activity as the lunch hour stretches into mid-afternoon. Life among the tiers is a busy one, especially for those up to their daily routine. The panels open up upon our Team going about their regular mid-afternoon chores and lives when their phones start to buzz. Villains have absconded with one of the sacred Flames of the city and have somehow managed to make it down to a fairly low tier. The details are sketchy and changing as the situation evolves but it seems the villains have holed up in one of the many residence halls on the tier.

Reports are that there are hostages present. The city asks that collateral be kept to an absolute minimum but the retrieval of the Flame far outweighs the safety of the hostages and civilians as such a low tier priority.

 Mission Critical 
 - Get the Flame back.
- Avoid collateral damage.
- Protect the hostages if you can 
  What were you doing before you got the call, and how do you arrive on scene?  
Kirjath
    Harper Sturgeon, "Drudge"    
Conditions: None
Potential: O O O O O

  I don't know why I bothered,   Harper Sturgeon thought as he collided with a padded wall in one of the many training rooms of the Great Hall. His most recent attempt to land a blow on his opponent had the same result as his previous ones: landing in a heap on the far side of the room. Harper pushed himself up to a sitting position and reached a hand to brush the sweat out of his brow and tousle his ash-blonde hair in frustration.
 
"Good try, mijo, but too eager." 

His sparring partner chuckled and stretched her many shoulders for a moment. Mireia Duran stood a little over 188 centimeters in height with a warm olive complexion and long dark hair, but these were not her most striking features. "Aranya", as she was now called, was one of the Host members whose Monster Soul had changed her physically; she now sported three pairs of muscular arms and dark markings around her face that gave the appearance of beady eyes always watching. The woman strode confidently over to Harper and stooped to lift him bodily from the floor.

 "You cannot launch yourself at your opponent, unless you want to flatter their ego."  Aranya remarked with a wink.
 
"Thanks."  Harper mumbled as she placed him back on his feet. He was embarrassed more than anything else, but the self-assured attitude Aranya always displayed flustered him. It didn't help that the woman towered over him. Harper had been assured that he would grow beyond his current 175 centimeter height, but that was looking less likely every year. She was simply bigger, faster, and much stronger than he was. Even trying to pay attention to each arm to see where she would strike next was impossible; he had never managed to land a hit during their sparring matches. After a couple weeks of this, it seemed to Harper only that Aranya just liked hitting him.
 
"I don't know if I'm cut out for this,"  he sighed.

 "You did fine,"  Aranya consoled with just a hint of amusement in her voice.  "You are still learning!" 

Harper wasn't sure when the "learning" phase of his career was supposed to end. It had already been a couple years since he had been inducted into the Host, and only recently had he been allowed to go out for patrol on his own. After the Night Market fiasco, he considered himself lucky that they allowed that much.

 "But what if I'm not?" 

Aranya's bemused smile never faltered, but her eyebrows drew downwards in confusion.

 "How could this be?"  She said, one hand reaching up to flick his forehead.  "Do not be so  serious , mijo." 

The pain was less than one of her usual hits, but Harper felt the sting much more acutely. He rubbed his forehead sullenly when Aranya glanced down to her amulet; she was receiving a call. The small amulet bore the symbol of the Host, a downward stretching hand, and housed the small crystal image of a spider. Each member of the Host had their own Soul Gem, and from Aranya's the image of Typhos, leader of the Host, shimmered into existence.

 "Què passa?" 
 "One of the Flames was stolen, the Torch Bearer Guild was asking for assistance from the Host. I assured them we would answer." 

Aranya glanced at Harper before her ever-present grin turned decidedly mischievous. She reached out to grab him before he could sneak away and held him up for Typhos to see.
 
"Excellent news, boss! Consider their problem solved." 

Typhos quirked an eyebrow and Harper sighed again.
 
"Well, he  does  have his own team now..." 

------

The rain didn't concern Harper as much as the prospect of confronting villains holding hostages. He stepped off the gondola leading down to the lower levels and held his own amulet warily. A few girls in the gondola had giggled in his direction, but Harper knew whatever they were seeing wasn't what he really looked like. It was all thanks to this amulet he now wore.

His symbol was the same as the rest, a downward reaching hand, but his Soul Gem was that of a closed eye made of emerald. With a sigh, Harper activated his Gem. The sound of a rusty hinge could be heard from some unseen place, and the gemstone eye snapped open. With a burst of light, Harper emerged clad in a suit of rusty-looking armor. "Drudge" glanced down in disappointment and briefly wondered where the Mimic Soul had seen this particular getup. It had likely come from a previous Host of the Mimic, and Harper hoped it would hold up to the upcoming threat. It looked positively medieval.

If only the Mimic could remember something that gave him wings.

Holding his cellphone in a gauntleted hand was difficult now, but Harper raced towards the scene and tapped a quick message to the group.
 
"I'm almost there, is everyone coming?" 

He was dreading the looks of disappointment once the public realized no one  notable  from the Host was showing up, but there were lives in danger. Now was not the time to get self-conscious.
Comissar
    Sunburst    
  Conditions: 
 Potential:  o o o o o 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +3 
  Savior:   +0 
  Superior:   +0 
  Mundane:   -2 
 
 

 
 Spoiler: Moves and Vessel Mechanics 

 Nothing A Little Elbow Grease Won’t Fix:  When you try and help fix the collateral damage you’ve caused roll + Freak. On a miss you’ve made a bigger mess than what you started with. Mark a Condition and expect reprisal later. On a hit you’ve put in good work. Ask a favor of someone in the scene. On a 10+ take Influence over them.

 Like a Still Lake:  When you try to find a moment of calm roll + Freak. On a miss, your emotions surge in a dangerous way. Lose control of your powers or lash out against someone in the scene. On a 7-9, you are overwhelmed but you gain insight in the maelstrom. Mark a Condition and ask the GM a question about the scene. They must answer truthfully. On a 10+, ask two questions.

  Hold Back the Tide  

A Power dwells within you, always seeking to take control and unleash itself on the world around you. This Power may not be a separate entity, or even sentient, but it has wants and desires even if they are merely a lens of your own.

When you begin play, you have Influence over your Power and it has Influence over you. The GM acts as your Power’s Agent when shifting Labels or using its Influence over you.Your Power cannot lose Influence over you nor can it gain Influence over others.

 SLEEPING GIANTS:  As long as you have Influence over your Power you may gain 1 Hold per scene to a maximum of 2 and begin your first scene in the first session with 2 Hold. You may spend Hold 1 to 1 on the following.
Choose an additional option on a Directly Engage, even on a miss.
 
 Take +1 Forward when Unleashing your Powers in a destructive or dangerous manner. 
 Ignore the malus of a Condition you have marked until the end of the scene. 
 Lose access to one of your Abilities for a scene to choose another Ability from any Playbook. You may use this new Ability 
 for the duration of the scene. 
 Reroll any Move that uses the Danger Label, you must take the second roll even on a miss. Lower Danger and raise another Label, GM’s choice. 
 When someone would shift your Labels you may inflict a Condition on them. 
 

When your Hold would lower to 0 at any time, lose Influence over your Power. If you do not have Influence over your Power and roll a miss on any Move that uses your Danger or Freak Label, roll to take a Powerful Blow or hurt those around you more than you intended. For every scene you do not have Influence over your Power, mark a Condition. Take Influence over your Power if you could not mark a Condition. Gain 1 Hold the following scene. You may mark a Condition at any time to regain Influence over your Power.

 ASSUMING DIRECT CONTROL:  At the start of the session, choose one. You have access to your choice whenever you do not have Influence over your Power. Your Power takes more control, using strengths you’ve yet to tap into. For the duration of the scene when you use a Move that does not use your Danger or Freak Label, it will act to
use its Influence on you.

 Brightest Day:  You have 2 Burn and must pick one Flare at the start of the Session. You may change this Flare whenever you would regain Influence over your Power. When you run out of Burn, your Power immediately uses its Influence to shift your Labels. When you regain Influence over your Power, clear any remaining Burn.

 Darkest Night:  You have access to a Doom Sign. You must pick one Doom Sign at the start of the Session. You may change this Doom Sign once per Session when you would regain Influence over your Power. Your Power immediately uses its Influence to shift your Labels once you expend the Doom Sign.

 SUN’S GETTING REAL LOW:  Your teammates may attempt to grant you Influence back over your Power by rolling 2d6. On a miss, you lash out against them. Either shift their labels or they must mark a Condition. On a 7-9, you deal collateral damage all around you but regain Influence over your Power at the end of the scene. On a 10+ regain Influence over your Power and clear a Condition. Gain 1 Hold the following scene on a hit.
 


The panels track across from Psyren following the line of the Gondola upward to one of the middle levels. An unobtrusive text box labels the scene as occurring "a few minutes earlier". A scene shows a young Samoan girl, her hair slicked down and sticking to her skin and her shoulders wet. She clearly came out without a plan for what would happen if it rained. She's doing her best to hurry through the streets to the Gondola station, shielding a blue and white paper bag emblazoned with an anchor and the name 'Yacht Topic' on it from the rain as best she can.

" S-sorry, excuse me. "

She continues making her way through the street, the panels tracking her as she passes various storefronts. A grocers busy working to extend their awning to help protect their produce from the downpour, a quiet looking café with just a few patrons inside and a waitress hanging out near the door looking glumly outside at the poor weather, a news kiosk with a radio blaring out the breaking news that a flame was reported stolen and people had been taken hostage. The next panel holds on the kiosk, Lanuola continuing to hustle out of frame. A beat panel of just the kiosk, news continuing to play, and then Lanuola rushing back  into  frame as she realises what's going on, the man inside the kiosk giving her a surprised look. Mid-teen girls aren't usually the clientele looking to purchase newspapers.

Lanuola stands there for a few seconds, just listening to the news with a worried expression. The man behind the desk folds his arms and leans forward, looking over to the radio and comments "Yeah, doesn't sound good, but I wouldn't worry too much kid. It's close by, but there'll be heroes on scene soon."

" Y-yeah... I, uh, that's... It's close... I think I should- " A jagged sound effect bubble indicates an incoming message on Lanuola's phone, the buzz of it cutting into her last few words.

 
  I'm almost there, is everyone coming?  
  omw  
 

Lanuola stares at her phone for a moment, then taps in a quick message in response.

 
  Coming.  
  Have to get gonala  
  * Gondodla  
  *Gondola  
 

There's a series of panels of her trying to communicate her intent as she runs through the streets to the station, one showing her bumping into a business man as she goes, accidentally dropping her shopping bag and getting cursed out for not watching where she's going. There's the briefest hint of an embarrassed glow to her cheeks, her eyes going to her fallen shopping as she briefly hesitates. Then she's powering onward. If people got hurt because she turned back for some dropped clothing, she wasn't sure she could live with that.

The descent on the gondola is  agonisingly  slow, but it does at least give her a chance to message her teammates again.

 
  How bad is it, anyone there already?  
 
The_Specialist
   Hell Hound  
 Conditions: 
 Potential:  0/5  
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:    +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 
 [X] Friendship is the Real Power:  Whenever you follow the plans of a teammate and roll + Danger. Take +1 forward when working with their plan, after the roll. On a  miss  they couldn’t account for your general chaos and the plan is off rails. Give your opposition an opportunity. On a  hit , your antics were the backbone of the plan. Give the team an opportunity. On a  10+ , add a Team to the Pool.

 [X] Animal Instinct:  When you turn off your brain to notice details you might miss otherwise, roll + Freak. On a  miss , you zone out and miss an important detail. On a  hit , choose  one . On a  10+  choose  two .
 
 You catch the scent of someone who has been in the scene but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Liam and his prey had been evading each other for some time now. But he can feel it... He is wearing them down; he has the vigor of youth on his side, and an overflowing enthusiasm for the hunt! Maybe a little  too  overflowing. As he draws in quick breaths, he can feel his canines were starting to lengthen, his jaw aching to grow. A surge of adrenaline; his senses starting to heighten-

  "No,"   His target's voice warns, calmly though brokering no argument.   "None of that today-"   The words are punctuated by a sudden strike to Liam's face, with enough power behind it to send him reeling for a moment, the transformation halted as his thought process is interrupted. Then, gravity abruptly inverts as his prey gets a hold of him, as he has only a moment to recognize the floor now 'above' his head before he is thrown, landing aginst the far wall with a distinct  *crack*  that he can't immediately identify the source of.

  "You really  must  practice not broadcasting your every move, Liam... You're like an eager puppy sometimes, and not everyone out there is going to take pity on you,"   Maddox warns with a faint smirk, masking just a hint of disappointment.   "It was cute when you were a kid. But now you're putting yourself in danger with that..."  

The chiding earns a soft huff of annoyance from the crumpled Liam, followed by a grumbling of protest. He chooses not to respond directly to the line of wisdom.

  "Think you broke something..."   He mumbles instead, earning a look of both partial concern and doubt from his teacher.   "My spine feels... tingly..."   He continues, not moving from his spot half upside down, legs leaning up against the wall. Maddox approaches  and, clearly not buying the assessment, simply rolls Liam over with his foot like one might a piece of roadkill. Liam can hear an audible sigh of disappointment that lacks worry this time, and so lifts his head to peek upwards, finding Maddox has retrieved  his  phone out of his back pocket. Ah, the source of the 'tingling'! Or... buzzing, he supposes. Oh. And perhaps the source of the  crack. 
  "You're fine. Need a new screen protector, though. Why did you even have this on you still? You knew we were schedueld to spar-..."   Maddox's expression abruptly changes into one lacking amusement.   "...You didn't remember. Then why were you even here...?"  
  "-..Bored..."   Liam confesses, having the grace to display at least a modicum of shame.

  "Get out of here..."   Maddox sighs, though his tone isn't overly harsh as he tosses the phone back down to Liam.   "It looks like your friends need you."  
  "Don't read my texts!"   Liam whines in teenage frustration and mild horror, clutching the phone close as he sulks out of the room. His mood quickly lifts however at the prospect of actual action, upon reading the messages! He barely manages to text back as he scrambles out of the Praetorian facility to make his way down.

 
    OMW    
 

-------------------


  "LAN!  LAAAAN! "   a voice echoes after the gondola. Liam runs alongside the edge of the dock, waving an arm frantically, the other clutching her lost shopping bag. As he seems to realize he's running out of space to run, he looks around himself before oddly.. tucking the handles of the bag in between his teeth. The change from there happens quite quickly as he 'wolfs out', abruptly growing into a hulking shape of black fur and smoke, causing a bit of alarm from those closest to him.

The skull face and glowing green hellfire in his eye sockets would be more intimidating if not for the shopping back still delicately clasped in his teeth, and the fact that his tail is visibly wagging. Not seeming to wait for any response or protest from Sunny, he hunches down in an almost playful pose, before launching himself towards the gondola. Fortunately for everyone he misses, instead belly flopping just shy and sending a sudden gush of water spraying in all directions, including Sunny and gondola, but at least he's not capsizing it as he sometimes seems to forget his size in such a form.

His boney head pops up above the surface again as he does a quick paddle or two to get closer. As one large paw lifts towards the edge of the gondola, the taloned toes melt back into slender human fingers to grip hold. A now soaking but human Liam essentially lifts and pours himself over the edge, spilling into the boat with a sputter and a laugh.

  "Hey!!"   He greets her cheerfully, grinning triumphantly as though they were just casually catching up, and not on the way to a fight. And he hadn't just almost cannon-balled her boat. Setting the shopping bag down, it seems to immediately squish out of shape with a wet splat on contact, apparently having not come out unscathed from its short journey in the water.   "Ohhhh... sorry."   Liam winces slightly.
DreadPirateH
    Promethean    
  Conditions: 
 Potential:  0/5
 Hold:  0 
 
 Spoiler: Labels 
 
  Danger:   +1 
  Freak:   +1 
  Savior:   0 
  Superior:	   +2 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 
 I picked: 
 
  [X] Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your Hold to name a character you observed and:
	-redirect their attack to another character or nowhere—into a wall or the sky.
	-cross a distance between them and you.
	-stun them, close up or from a distance.
	-ignore all harm from one of their attacks.
	-escape any bindings or impediments they attempt to place on you.
 
  [X] Are You Watching Closely:  When you mislead, distract, or trick someone, roll + Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two:
	- you get an opportunity
	- you expose a weakness or flaw
	- you confuse them for some time
	- you avoid further entanglement
 
  [X] Aces High:  When you enter a dangerous situation with no plan or trick up your sleeve roll + Danger. On a miss you’re truly woefully unprepared. Expect the worst. On a hit, the tools of success are near to hand. Some assembly may be required, the GM will fill in the details. On a 10+, take +1 forward to see yourself through.
 
 
 
 Spoiler: The Best Laid Plans 
You’d like to think you’re smart, that you’ve got every answer to every question, that nothing can surprise you. You’d like other people to think that as well. Sadly that’s not the case, you aren’t as smart as you think, questions still trip you up, the universe always throws a curveball and people know it. But you’ve got a good handle on things, all told.

At the start of every Session, gain 3 Tokens and roll + Superior. On a miss, lower your Superior and raise another Label. The GM may spend half your Tokens (rounded up) on Playbook Moves. In addition, choose a Tell. On a 7-9, choose a Tell. On a 10+, Hold 1.

You may purchase any non-Flare, non-Doomsign Move that is not part of another Playbook’s Extra Mechanics at the cost of 1 Token each. You must spend every Token before the session starts. Your Moves reset at the start of every Session.

 Tell:  Your Plans are not always watertight, you either miss important details or haven’t accounted for everything. Whenever you are prompted to choose a Tell, choose one of the following.

 
  [] You did not account for a teammate's weakness  
  [] You did not account for your Teammate, they are a wild card  
  [] You overreached and became exposed  
  [] Your opponent anticipated your involvement  
  [] Your opponent had backup  
  [] Another opponent entered the scene  
  [X] Civilians are put directly at risk  
  [] You risk exposing someone's true identity  
 

When you or the GM would trigger your Tell, the GM may swap one of your purchased Moves. They may not swap more than half your purchased Moves at any time. If they cannot swap a Move, mark a Condition, give the opposition Influence over you, or shift your Labels, GM’s choice. You may not have more than three Tells marked at any one time. If you would select a fourth Tell, clear one and select a new one as usual. Tells clear once they have been triggered.

 The Deck Is Stacked:  You may spend any Hold you gain from your Moves to swap out any move you or another Player purchases. You may only swap out a Move once per scene. When you would clear a Condition you may, instead, gain 1 Hold. You may mark a Condition to swap out a GM’s purchased move. You may do this once per scene. In addition, when an opponent would use their Influence over you, the GM may choose one of your Moves to swap instead of shifting your Labels.

 Royal Flush:  When you reveal a carefully laid plan or trap made with your powers against an opponent, roll + Danger. On a miss mark a Condition and gain a Tell. On a hit, Hold 1 and expose a weakness or flaw in your opponent. On a 7-9, a teammate with Influence over you may spend that Hold to swap one of your purchased moves. On a 10+, mark Potential.

 I Fold:  You may spend all your current Hold at any time to clear all purchased Moves. You may purchase new Moves 1 to 1 from the Hold you clear and select as many Moves as you clear. If you do not have enough Hold to purchase additional Moves, the GM will select the remainder or you may give Influence to one of your Teammates and they may select a Move instead.
 

 

  You really got me into it this time, Salome.  

The panel shows a sodden Iggy languishing in a sparsely furnished room crammed with people. Some are sitting, some are standing, all are glum. One woman is wailing and blubbering incomprehensibly. She's making an awful din, enough to compete with the rain shedding off the roof of the building they were in, but it's just enough of a distraction to hold the attention of the sole guard. A guard who is becomingly increasingly agitated.

Iggy slides a hand surrpetitiously into his pocket and slips out his phone. He doesn't get any strong premonitions that his actions are going to lead to serious harm, which makes him feel more confident in his plan. As quickly and sneakily as he can, he drops a live location pin into the team group chat before stowing his phone away again. It's all he can do for now besides sit and wait for something more exciting to happen.

Slumping in a corner, he pulls his knees to his chest and wraps his arms around them, trying to watch the guard without drawing attention to himself.   So that's the plan, is it? I'm supposed to just sit here and wait for the cavalry. Play the helpless kidnapped hostage while somebody else gets to have all the fun. You ought to start being nicer to me, y'know. I wonder what d'you think would happen if I stopped letting you lead me around with these stupid premonitions? You wouldn't be having much fun then, I reckon.  
 
 Spoiler: OOC 
I rolled a   9   for  The Best Laid Plans . I will choose 3 Moves and a Tell. My Tell is   Civilians are put directly at risk  .
 
Razade
 Pool:  1

  Most of the Team: At the Root of the Problem  

By the time you all arrive the situation seems to have crystalized. A gaggle of local heroes from the Free Hero League, a cross tier Guild with a large network of allies and an even larger pool of unaffiliated heroes to draw from, have set up a parameter. Among them is one of the Torch Bearers, noted by their uniform, which confirms that a Flame has indeed been stolen. Torch Bearers rarely leave the top tiers unless something related to the Furnaces crop up.

The compound is a standard one for this Tier. A multi-family estate built around a central courtyard, a popular style brought in by the many Hakka refugees from the 1970s. The round walls and high ceilings aren’t hard to surmount but everyone seems on edge. It’s rare for a Flame to be removed from their holding receptacle but everyone knows the damage it can cause should it be breached. Three tiers on the lowest level were damaged extensively only six years ago from a similar theft incident, a shame to the Torch Bearers many still feel prickly about. Added on to this of course is the fact that there are hostages inside and there’s no telling how many, or where they might be. Good cause to be careful.

  
Promethean, Hostages: Inside  

The four villains came through the housing compound like a bunch of drowned rats. These weren't professionals at all, at least not in home invasions. They rounded you, and the families living in the compound up hastily, a lot of bickering between them, but not aggressively. If anything, they seemed eager not to hurt you or the other hostages at all. Alongside you are ten others, an eldery woman that seems to be the matriarch of the unit and then two families with two kids each. The final hostage seems unrelated, a renter in one of the side buildings who has elected to sit apart from the rest much like yourself.

From the chatter on your phone, it does seem like the cavalry have indeed arrived. You can at least keep in contact with them. One of the villains seems to have the ability to duplicate, two of these copies posted at the door though they don't seem to be paying too much attention on what's going on inside the room you're kept in. The room itself is sparse, some sort of storage space that's largely been left unused. The real question is, now that you're here, what's the plan?

 - - - - - -
 
We move inside the building now, where the villains are holed up though none of their hostages can be seen. The tall, willowy, man is pacing, checking out a window now and then as the scene unfolds.  “They brought a lot of heat, I thought you said this wasn’t going to be a hard job Kelly? Snatch, run, and down.”  The baggy wet weather clothing has been discarded at this point, down to a slim form hugging outfit. The rest have likewise abandoned their disguises, revealing their…well not hero outfits, but certainly not everyday wear.

Kelly glances up from a tablet they’ve pulled from a duffel bag at her feet, a scowl crossing her face.  “It was supposed to be. Our contact didn’t say anything about the Coterie being part of the pickup. How were we supposed to deal with that level of heat? But we got the damn thing. Give me a minute and I’ll think of something…go out and talk to them. Stall for time.” 

The tall teen gives a face, wrinkled and annoyed. Clearly not what he wanted to do in the situation but with a snap of his fingers, a copy of him pulls out of his body and marches out of the room.

 “Never will get used to that.”  Kelly mutters, glancing at her two companions as the boy goes back to checking the window. Both have posted up in a corner of the room with the lantern, the Flame casting its blue glow in the otherwise dim gloom. The one carrying it in the first panel is crouched, gazing into the flame while the second stands guard, slightly in front and seemingly spaced out though her hands hover over a pair of swords at her hips, clearly at the ready.

The panels hold on this scene for a moment but in the corner, a hand slowly hovers in front of the lantern, fingers brushing against the gate that separates the Flame from the world beyond.

 “Charlie!!”  the words are sharp, italic, and take up a panel.

Kelly is on her feet, the tablet clattering to the ground as the other two whirl on the crouched girl who gives a sudden start.

“Buh?! What?!” she manages before the guarding figure hauls her to her feet and shoves her into the middle of the room. Two more duplicates of the boy likewise dogpile the poor girl who only offers up a meek sounding defense. “I just…I just wanted to take a look at it.”

 “You’re going to get us all killed is what you’re going to do, and the hostages. None of us want blood on our hands, or blood on the ground.”  Kelly snaps, leaning down to pick up the discarded piece of tech.  “Ogre, stop spacing out and keep an eye on her. I don’t need more distractions than what we’ve got if I’m going to get us all out of this without a prison sentence.” 

Ogre only gives a nod as the clones disappear as she moves to stand a little closer to the Flame, her attention now focused on Charlie who slinks off.

 - - - - - -  
Outside, things are…well. Not less tense…especially as the clone steps out from the main door with his hands up.  “Parlay!”  he shouts.
Comissar
    Sunburst    
  Conditions: 
 Potential:  o o o o o 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +3 
  Savior:   +0 
  Superior:   +0 
  Mundane:   -2 
 
 

 
 Spoiler: Moves and Vessel Mechanics 

 Nothing A Little Elbow Grease Won’t Fix:  When you try and help fix the collateral damage you’ve caused roll + Freak. On a miss you’ve made a bigger mess than what you started with. Mark a Condition and expect reprisal later. On a hit you’ve put in good work. Ask a favor of someone in the scene. On a 10+ take Influence over them.

 Like a Still Lake:  When you try to find a moment of calm roll + Freak. On a miss, your emotions surge in a dangerous way. Lose control of your powers or lash out against someone in the scene. On a 7-9, you are overwhelmed but you gain insight in the maelstrom. Mark a Condition and ask the GM a question about the scene. They must answer truthfully. On a 10+, ask two questions.

  Hold Back the Tide  

A Power dwells within you, always seeking to take control and unleash itself on the world around you. This Power may not be a separate entity, or even sentient, but it has wants and desires even if they are merely a lens of your own.

When you begin play, you have Influence over your Power and it has Influence over you. The GM acts as your Power’s Agent when shifting Labels or using its Influence over you.Your Power cannot lose Influence over you nor can it gain Influence over others.

 SLEEPING GIANTS:  As long as you have Influence over your Power you may gain 1 Hold per scene to a maximum of 2 and begin your first scene in the first session with 2 Hold. You may spend Hold 1 to 1 on the following.
Choose an additional option on a Directly Engage, even on a miss.
 
 Take +1 Forward when Unleashing your Powers in a destructive or dangerous manner. 
 Ignore the malus of a Condition you have marked until the end of the scene. 
 Lose access to one of your Abilities for a scene to choose another Ability from any Playbook. You may use this new Ability 
 for the duration of the scene. 
 Reroll any Move that uses the Danger Label, you must take the second roll even on a miss. Lower Danger and raise another Label, GM’s choice. 
 When someone would shift your Labels you may inflict a Condition on them. 
 

When your Hold would lower to 0 at any time, lose Influence over your Power. If you do not have Influence over your Power and roll a miss on any Move that uses your Danger or Freak Label, roll to take a Powerful Blow or hurt those around you more than you intended. For every scene you do not have Influence over your Power, mark a Condition. Take Influence over your Power if you could not mark a Condition. Gain 1 Hold the following scene. You may mark a Condition at any time to regain Influence over your Power.

 ASSUMING DIRECT CONTROL:  At the start of the session, choose one. You have access to your choice whenever you do not have Influence over your Power. Your Power takes more control, using strengths you’ve yet to tap into. For the duration of the scene when you use a Move that does not use your Danger or Freak Label, it will act to
use its Influence on you.

 Brightest Day:  You have 2 Burn and must pick one Flare at the start of the Session. You may change this Flare whenever you would regain Influence over your Power. When you run out of Burn, your Power immediately uses its Influence to shift your Labels. When you regain Influence over your Power, clear any remaining Burn.

 Darkest Night:  You have access to a Doom Sign. You must pick one Doom Sign at the start of the Session. You may change this Doom Sign once per Session when you would regain Influence over your Power. Your Power immediately uses its Influence to shift your Labels once you expend the Doom Sign.

 SUN’S GETTING REAL LOW:  Your teammates may attempt to grant you Influence back over your Power by rolling 2d6. On a miss, you lash out against them. Either shift their labels or they must mark a Condition. On a 7-9, you deal collateral damage all around you but regain Influence over your Power at the end of the scene. On a 10+ regain Influence over your Power and clear a Condition. Gain 1 Hold the following scene on a hit.
 


" Mo le Atua, Liam! *  " Lanuola exclaims, shielding her face and fighting to maintain her balance as her friend brings her dropped purchase back to her... Along with far too much river water... Her eyes follow Liam's to the splatted shopping bag. " It's, uh, it's the thought that counts... " She gives him a small grin, stooping down to pick up the soggy shopping, " I, uh, guess I'll leave it to dry when we get to the action. "

She feels a pang of uncertainty at that. She hadn't done  much  hero work yet, and it hadn't always ended well. At least with Liam alongside her she could maybe focus on just being defensive and letting him handle taking down any villains...

Arriving on the scene, Lanuola looks around uncertainly. It looked like other heroes were already present, maybe she wasn't even needed at all..? She looks up to Liam, " H-hey, should we leave this to-... " A ping of her phone, and she glances down. A message from Iggy. Was he on his way..? Her chest tightens as she sees what he's sent. Oh... Showing her phone to Liam, she starts again " I, uh, Iggy's inside. " Her attention shifts to the building, biting at her bottom lip as she tries to work out what to do. At about this time the man comes out to call 'Parlay'.

Trying to remember advice given to her by her sister back when the two had talked about going into the hero world together, Lanuola tries to figure out her best way forward before jumping into action.

 
 Spoiler: Translator's Note 
 * " For God's sake, Liam! 
 

 
 Spoiler: OoC 
Rolled an 11 for an Assess the Situation!

Going to ask;

What here can I use to get into the building without being noticed?

and

What here is the biggest threat?
 
D.Credibility
Siobhan    "Bandrui"    Ó Dálaigh, the Relic
   Conditions:   
   Potential:   0/5 
 
 Spoiler: Labels 
  Labels:  
Danger +2
Freak +2
Savior 0
Superior -1
Mundane 0

Adaptability 0
 

 
 Spoiler: Influence 
  Influence:  
I have influence over: Drudge, Hellhound, Promethean, Sunburst
Has influence over me: Drudge, Hellhound, Promethean
 

 
 Spoiler: Moves 
  Moves:  
  Ancient Wisdom:   When you apply your old life to a modern situation, roll + Adaptability instead of the required label. On a miss shift Adaptability down and another Label up as you find yourself out of your depth. On a hit, everything you learned before coming to the modern age guides you but things aren’t exactly the same. On a 7-9, name something you didn’t expect or that’s changed and how it’s put a snag in your plans. On a 10+, you overcome the obstacle. Take +1 forward on finishing the situation

  Honor In Death:   When you fight a powerful opponent alone, you count as having two less Conditions marked for Take a Powerful Blow, even if you have no Conditions marked.

  Invoke the Old Rite:   When you invoke ancient laws or forgotten agreements when your back is against the wall, roll + Danger. On a miss they dismiss your invocation and demand you adapt to the current Age. On a hit, the opposition relents but requests minor changes. On a 10+, they meet you in full.
 

 
 Spoiler: Advances 
  Advances:  
 

 "Maybe the spell's not working." 
 "Oh, I think it's working just fine." 
 "But I don't understand a thing he's sayi--will you stop  laughing ?!" 

Siobhan glowers at the crotchety old druidess and professor beside her, who seems very much to be enjoying her young charge's confusion at the poor street vendor's continued attempts to describe what a hot dog is. The two had been on one of their daily “expeditions” as Winnie called them, long walks through the bustling market just outside the old lady's middle-tier apartment. She may be a druid herself, subscribing to the “old ways”, but she’s also a professor–a teacher in two regards.

Siobhan has been doing her best to learn everything she could about this new world. She'd never shied away from a challenge, not even an academic one, but Winnie’s translation spell could only do so much to help when even the vendor can't... really  explain why they're called hot dogs but don't have any dog in them. At first he thought the tall, sturdy-looking girl with the slightly untamed appearance and the gnarled walking stick was just being snarky - after all, when you sell hot dogs day in and day out, you get used to people asking some variation of "why are they called hot dogs if there's no dog in them?" But there was something weirdly genuine about the question coming from her...and moreso her frustration at his continued inability to answer.

"L-Look lady, I just sell 'em, ok? Do you want one or not--"

The vendor's words are cut off when a commotion down the street catches his attention, people gathering around a local bar with the radio blaring the local news inside.

Siobhan’s hand tightens around her staff as she divests herself from the infuriating impromptu lesson, heading over to the commotion as she senses anxiety, disconnect, fear...

She senses  battle !

Winnie watches her for a moment before sighing and handing the vendor a rolled up wad of cash.  “Lesson over, I suppose,”  the old druidess sighs.  “I'll take one.” 

Moments later, Siobhan is barging down the street, people parting for her almost instinctively. She's not a  large  girl - certainly tall, at almost two meters - but she's not especially bulky, more long, corded limbs than hulking muscle, made for running, hunting, jumping,  fighting . But she has a…presence that seems to come almost naturally to her, though whether it's simply her natural out-of-place-ness as a girl outside of time or her divine blood is hard to say.

She sees one of the large platform-like lifts ahead of her closing and beginning its descent…but she doesn't pause for even a second as she plants her staff and vaults over the safety rail, dropping down and landing hard on the over-full platform, causing it to rattle and shake dangerously, her fellow riders already crying out in panic and displeasure at her stunt.

But she's all grins as she rises, rushing to the edge of the platform and peering down at the lower tiers. In all honesty, she prefers the lower reaches of the city. More lively, more energy, more  wild .

In a lot of ways, closer to home.

She doesn’t even wait for the lift to stop. As soon as it’s near enough to the lower levels, she leaps over the edge just as she had before, rolling and immediately resuming her run towards the disturbance.

[...]

 “Iggy is within?” 

Bandrui comes jogging up, gnarled quarterstaff at hand and looking barely winded by her frenzied approach. Her expression holds no fear or anxiety, only anticipation as she approaches her companions, slowing and peering past them at the chaotic scene.

 “What  else  is within?”  she asks, tapping her quarterstaff on the ground in thought.  “I heard only that there was trouble. Something about a…flame?”  she quirks a brow and turns to Sunburst and Hell Hound.
Kirjath
    Harper Sturgeon, "Drudge"    
Conditions: None
Potential: o o o o o
Labels: D -1 F +0 Sa +2 Su +0 M +2

Drudge arrived to the scene only slightly out of breath. Running was not one of his favorite activities in the first place, and he deeply regretted not waiting until he had arrived  before  putting on the extra weight of armor. At least the helmet was keeping the rain out of his eyes; the sound of water bouncing off the metal was even acoustically pleasing. If it were any other day, Harper would've taken the time to enjoy some peace and quiet over a nice meal. Maybe a good pumpkin soup.

He briefly shook his head to focus his thoughts. The first instructions Typhos had given him were to survey the area.  "Examine the theater" , Typhos called it, though Harper disliked thinking of caping as a performance. He noted the clusters of other guild superheroes nearby and what looked to be a Torch Bearer. The other heroes would likely have dibs on the collar since they got there first, though they didn't seem ready to start anything. It took only a moment for Harper to notice his teammates. Hell-Hound, Sunburst, and Bandrui were standing together in the rain a little ways off from the others. He didn't see Promethean, but the location ping meant he must be nearby. Very nearby.

Drudge squinted at the screen before glancing back up towards the compound sitting behind the perimeter. The little dot on the map looked to be  in  the building with the hostages.

  "Well, that can't be good."   He thought glumly. Hopefully Iggy was ok, because having one of the team held hostage made a knot form in his stomach. It took a moment for Harper to take a few breaths and think through his options. Typhos would have suggested making nice with the other guilds by offering to take on a supporting role or speaking with the Torch Bearer. Meridian would chide him for not immediately setting a plan in motion to rescue the hostages. Aranya would've pushed him towards his team.

Harper briefly considered leaving the plan to the other guild heroes, but he could practically hear his mentors calling him a coward already. A Host was  not  supposed to sit on the sidelines. He straightened his shoulders and glanced towards his team.

Were they colleagues? Friends? Hell-Hound seemed nice, but had bitten him previously. Sunburst seemed nice, but he had seen her lose control before. Bandrui just intimidated him. All three looked to be in conversation already, likely coming up with a good plan to rescue Promethean. Was he even necessary?

Maybe it was just better to accomplish what Typhos had sent him there to do. Harper made his way over to the Torch Bearer as the man leaving the building called for a negotiation. Negotiation at least meant the possibility of a peaceful resolution, that was encouraging.

 "Drudge, of the Great Host."  Harper introduced himself to the Bearer. He still felt hollow saying those words.  "I'm here to help." 
The_Specialist
   Hell Hound  
 Conditions: 
 Potential:  0/5  
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:    +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 
 [X] Friendship is the Real Power:  Whenever you follow the plans of a teammate and roll + Danger. Take +1 forward when working with their plan, after the roll. On a  miss  they couldn’t account for your general chaos and the plan is off rails. Give your opposition an opportunity. On a  hit , your antics were the backbone of the plan. Give the team an opportunity. On a  10+ , add a Team to the Pool.

 [X] Animal Instinct:  When you turn off your brain to notice details you might miss otherwise, roll + Freak. On a  miss , you zone out and miss an important detail. On a  hit , choose  one . On a  10+  choose  two .
 
 You catch the scent of someone who has been in the scene but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


There certainly seems to be a decent amount of responders already on the scene when they arrive, and Liam appears similarly uncertain as he tries to get a grasp of the situation, keeping close by  Lan 's side. He peeks down at her phone when she offers it, frowning slightly at the location pin from  Iggy .

  "What, is he inside? He's already started without us or...?"   Liam trails off; that doesn't really  seem  like something Iggy would do, but not being the brightest, it takes a few extra moments for Hound to put two and two together.   "Wait... is he a hostage?"  

Standing up straight again as the stranger exits the building, his attention is then drawn by a familiar figure approaching, the blond offering a toothy grin in greeting despite the situation at hand.

  "Heyyy... Bandrui! Seen our rusty knight anywhere? And yeah... Iggy's inside. They might have taken him for a hostage I guess... but I'm sure he's planning something, he's always got something up his sleeve!"    He replies cheerfully.   "Yeah, one of  the  Flames, capital F... you know, that run the furnances, keep the city powered. Though uh... I'm not actually sure how many we got inside... wonder if there's somewhere we could sneak in while everyone's making noise out here..."  

Glancing around once again, Liam appears to be watching or listening for something more intently this time as he begins to tune out his companions and strangers alike. The green of his eyes becomes a bright, unnatural shade, visibly glowing faintly given the less than optimum lighting of their surrounding, while his pupils dialite.

 
 Spoiler: OOC 
 Rolled a  10  for   Animal Instinct , choosing:
 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 
Razade
  Drudge, Gaggle of Heroes  

The imposing figure of the Torch Bearer isn't hard to pick out of the crowd, even if you could miss him with his flashy outfit. He turns to you slowly, a smile creeping onto his face though never really reaching the eyes.   "The Councilor"   he offers with a small tip of his head before turning his attention back to the homes and the villain that just walked out the front door. He stands like that for a few minutes, like a statue, before turning back to you. No one else in the gaggle of heroes seems ready to really rush forward and start the negotiations. Hardly the sort of job that gets on the news.   "Are you standing on decorum, or are you hoping to maybe see if the action starts before jumping in like the rest? Why don't you go ahead, see what the thief wants hmm? See if you can get them moving again."
  
  Sunburst, Hell Hound, Brandui  

Drudge does appear to be on the scene when you take stock of the gaggle of heroes who have come to fill the street in front of the housing complex, Hell Hound, so at least the whole gang is here. You catch him in conversation with the imposing figure of the Torch Bearer, easily recognizable beyond just his height by the typical dress of someone of his station. Perhaps, Sunburst, it's just something in you but you get a sense just by scanning the crowd that something's off, a tingle at the back of your neck, like a storm is coming.

The Torch Bearer could easily end this...but he hasn't. That's the feeling, even for as far away as you are, it's like the force of his presence is boxing you in. No one else seems to notice, at least not for now, but it's obvious to you. The Torch Bearers have a reputation and you can see why.

An out's been given, at least if you're looking for one, as Hell Hound starts to move. You, and Brandui, can't see but as Hell Hound's powers activate a glowing series of feet move through the street. Four pairs to be exact, with a similar glowing trail racing off to the villain standing outside.

It's up to you, Sunburst and Brandui, if you follow, but the panels move with Hell Hound all the same until the trail of feet end at a small access door in the walls of the housing complex off one of the narrows allyways that crisscross the Tier. Most of the heroes present are from higher Tiers so even knowing these sorts of access doors into the many housing complexes proper wouldn't be common knowledge. The higher Tiers are designed around far better zoning concepts, allowing for more room between living spaces but the lower tiers were built to accommodate the surge of immigrants that Arcadia got once Minerva was built.

If you don't follow, Sunburst and Brandui, what do you do?

 
 Spoiler: Sunburst 
It looks like Hell Hound has caught the scent of something. Following him, and backing him up, would be the easiest way in.

The Torch Bearer is the greatest threat here currently.
 
Comissar
    Sunburst    
  Conditions: 
 Potential:  o o o o o
 Hold:  2/2
 Burn:  2/2 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +3 
  Savior:   +0 
  Superior:   +0 
  Mundane:   -2 
 
 

 
 Spoiler: Moves and Vessel Mechanics 

 Nothing A Little Elbow Grease Won’t Fix:  When you try and help fix the collateral damage you’ve caused roll + Freak. On a miss you’ve made a bigger mess than what you started with. Mark a Condition and expect reprisal later. On a hit you’ve put in good work. Ask a favor of someone in the scene. On a 10+ take Influence over them.

 Like a Still Lake:  When you try to find a moment of calm roll + Freak. On a miss, your emotions surge in a dangerous way. Lose control of your powers or lash out against someone in the scene. On a 7-9, you are overwhelmed but you gain insight in the maelstrom. Mark a Condition and ask the GM a question about the scene. They must answer truthfully. On a 10+, ask two questions.

  Hold Back the Tide  

A Power dwells within you, always seeking to take control and unleash itself on the world around you. This Power may not be a separate entity, or even sentient, but it has wants and desires even if they are merely a lens of your own.

When you begin play, you have Influence over your Power and it has Influence over you. The GM acts as your Power’s Agent when shifting Labels or using its Influence over you.Your Power cannot lose Influence over you nor can it gain Influence over others.

 SLEEPING GIANTS:  As long as you have Influence over your Power you may gain 1 Hold per scene to a maximum of 2 and begin your first scene in the first session with 2 Hold. You may spend Hold 1 to 1 on the following.
Choose an additional option on a Directly Engage, even on a miss.
 
 Take +1 Forward when Unleashing your Powers in a destructive or dangerous manner. 
 Ignore the malus of a Condition you have marked until the end of the scene. 
 Lose access to one of your Abilities for a scene to choose another Ability from any Playbook. You may use this new Ability for the duration of the scene. 
 Reroll any Move that uses the Danger Label, you must take the second roll even on a miss. Lower Danger and raise another Label, GM’s choice. 
 When someone would shift your Labels you may inflict a Condition on them. 
 

When your Hold would lower to 0 at any time, lose Influence over your Power. If you do not have Influence over your Power and roll a miss on any Move that uses your Danger or Freak Label, roll to take a Powerful Blow or hurt those around you more than you intended. For every scene you do not have Influence over your Power, mark a Condition. Take Influence over your Power if you could not mark a Condition. Gain 1 Hold the following scene. You may mark a Condition at any time to regain Influence over your Power.

 ASSUMING DIRECT CONTROL:  At the start of the session, choose one. You have access to your choice whenever you do not have Influence over your Power. Your Power takes more control, using strengths you’ve yet to tap into. For the duration of the scene when you use a Move that does not use your Danger or Freak Label, it will act to use its Influence on you.

  Brightest Day:   You have 2 Burn and must pick one Flare at the start of the Session. You may change this Flare whenever you would regain Influence over your Power. When you run out of Burn, your Power immediately uses its Influence to shift your Labels. When you regain Influence over your Power, clear any remaining Burn.

 
  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 
 
  Darkest Night:   You have access to a Doom Sign. You must pick one Doom Sign at the start of the Session. You may change this Doom Sign once per Session when you would regain Influence over your Power. Your Power immediately uses its Influence to shift your Labels once you expend the Doom Sign.

 SUN’S GETTING REAL LOW:  Your teammates may attempt to grant you Influence back over your Power by rolling 2d6. On a miss, you lash out against them. Either shift their labels or they must mark a Condition. On a 7-9, you deal collateral damage all around you but regain Influence over your Power at the end of the scene. On a 10+ regain Influence over your Power and clear a Condition. Gain 1 Hold the following scene on a hit.
 


Lanuola nods as Liam reaches the same conclusion she has, " Y-yeah, I think we should probably try and get in there. He might not, uh, might not be able to do anything on his own. "

She gives the entrance to the building a worried look. Something felt wrong about the scene in front of her, something about the Torchbearer setting her on edge, but she was struggling to express  what . Ripples of light chase each other across her skin as she tries to work out if her growing anxieties held any real merit, or if she was just anticipating a fight and worried about that. Her head whips around as Bandrui joins them, interrupting her train of thought. She gives the towering druid a nervous nod in greeting, " Uhh, hi... "

Liam speaks up before she can, giving the rundown of the situation. His summary it comprehensive enough that she simply nods along. And then Liam's on the move, apparently on the hunt for a way into the building. Lanuola hesitates, glancing back to the Torchbearer again. It looked like Drudge had arrived now, in conversation with the hero. Biting at her bottom lip, she comes to a decision. Glancing to Bandrui she says " I-I think I should stay out here..? I-I'm worried there's going to, uh, to be fighting here, a-and I might be needed..? Umm... Liam could, uh, could probably use back-up though... "

She kind've wished Liam hadn't just left her with the intimidating Irish hero of a forgotten time. She had  no  clue how to speak with her, just feeling like a child next to her. Stepping away a little apologetically, Lanuola makes her way toward Drudge and the Torchbearer. She can feel her anxiety continuing to climb as she draws closer, flecks of light flickering across her skin in sympathy with her worries. Her attention is very much on the Torchbearer as she draws close, eyes flicking up to him as she lets Drudge know she's arrived. She hoped she wasn't being too obvious.

" U-Uhh, hi Drudge. I, uh, I-I figured you might need some backup if things go bad out here. U-Umm, Hell Hound's working on getting inside. "

 
 Spoiler: OoC 
Rolled a 6 on a Pierce the Mask on the Torchbearer (The Councilor?). If someone wants to spend a team, I'll be asking "What are you really planning?"

If someone doesn't spend a team, I'll mark a potential with my next post.
 
D.Credibility
Siobhan    "Bandrui"    Ó Dálaigh, the Relic
   Conditions:   
   Potential:   0/5 
 
 Spoiler: Labels 
  Labels:  
Danger +2
Freak +2
Savior 0
Superior -1
Mundane 0

Adaptability 0
 

 
 Spoiler: Influence 
  Influence:  
I have influence over: Drudge, Hellhound, Promethean, Sunburst
Has influence over me: Drudge, Hellhound, Promethean
 

 
 Spoiler: Moves 
  Moves:  
  Ancient Wisdom:   When you apply your old life to a modern situation, roll + Adaptability instead of the required label. On a miss shift Adaptability down and another Label up as you find yourself out of your depth. On a hit, everything you learned before coming to the modern age guides you but things aren’t exactly the same. On a 7-9, name something you didn’t expect or that’s changed and how it’s put a snag in your plans. On a 10+, you overcome the obstacle. Take +1 forward on finishing the situation

  Honor In Death:   When you fight a powerful opponent alone, you count as having two less Conditions marked for Take a Powerful Blow, even if you have no Conditions marked.

  Invoke the Old Rite:   When you invoke ancient laws or forgotten agreements when your back is against the wall, roll + Danger. On a miss they dismiss your invocation and demand you adapt to the current Age. On a hit, the opposition relents but requests minor changes. On a 10+, they meet you in full.
 

 
 Spoiler: Advances 
  Advances:  
 


Bandrui listens impatiently to the briefing, twirling her staff and slinging it over her shoulders, arms draped over it almost casually.

' The  Flame. Capital F.'

She's no stranger to magic, particularly elemental magic. As much as she had loathed her druidic training at the time, she had still been good at it - a prodigy even, which is why it had been the path that had been chosen for her. Well, that and her parentage. Neither of which she could change.

 "If Iggy is in danger - whether part of his plan or not - then we should not linger,"  she says, her tone once again hinting at her impatience. If there's one thing she's learned since coming into this time, it's that there is much more...nuance to the battle. It hadn't been unheard of for her enemies to have hostages in the past...but it had always been the expectation, even amongst those that had been captured, that victory trumped everything. To that end, hostage taking had been rare and seen as cowardly, and it rises the bitter bile in her throat now as it had then. It marks their targets for cowards.

But it also necessitates a more measured hand than what she usually dealt. Which meant she was beholden to her friends.

Fortunately, it seems like her own path is obvious. Predictably, Lanuola stammers and mumbles and slinks away from her - which causes her to purse her lips and watch as their most potent weapon sidelines herself. She thinks to point this out, to give her some words of encouragement, and perhaps she would if lives were not on the line. But they are...so she just sighs, turning to follow Liam, her steps almost carelessly casual as she keeps her staff slung across her shoulders, humming softly to herself.

The Hell Hound always seemed to find the quickest path into battle, she thinks with a wry grin crossing her lips. So it's better to stick with him than linger about doing nothing but trying to appease the powerful...the powerful who seem none too impatient to help those in danger.
The_Specialist
   Hell Hound  
 Conditions: 
 Potential:  0/5  
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:    +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 
 [X] Friendship is the Real Power:  Whenever you follow the plans of a teammate and roll + Danger. Take +1 forward when working with their plan, after the roll. On a  miss  they couldn’t account for your general chaos and the plan is off rails. Give your opposition an opportunity. On a  hit , your antics were the backbone of the plan. Give the team an opportunity. On a  10+ , add a Team to the Pool.

 [X] Animal Instinct:  When you turn off your brain to notice details you might miss otherwise, roll + Freak. On a  miss , you zone out and miss an important detail. On a  hit , choose  one . On a  10+  choose  two .
 
 You catch the scent of someone who has been in the scene but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Liam makes his way to the small access door as if already familiar with the building, only pausing as he reaches it, where he finally seems to exit his tunnel vision. Glancing up at the building from this perspective, and then around, he almost seems momentarily surprised, although it is unclear what triggers it. Did he not notice  Sunburst  break away, or  Bandrui  follow him? He shakes it off quickly however, offering a grin at his team mate.

  "They got in through here... four of 'em."   He explains, quieter now, while reaching towards the door handle.   "Let's take a peek!"   He clearly assumes like him, Bandrui is ready for a fight if there happens to be someone immediately inside. Though he twists the handle quietly, should it be unlocked he readies to open the door abruptly so they can burst inside if needed.
Kirjath
    Harper Sturgeon, "Drudge"    
Conditions: None
Potential: o o o o o
Labels: D -1 F +0 Sa +2 Su +0 M +2

The minutes stretched on for an impossibly long time after the Torch Bearer introduced himself. Drudge kept glancing back and forth between him and the hapless villain asking for a parley. He was almost convinced the Councilor fellow hadn't heard the man speak up, because Harper couldn't figure out any other reason why someone would stand like that after someone asked for a truce. If nothing else, he wasn't living up to his name, though Drudge didn't have any room to speak in that regard. Maybe it was ironic.

At last, Councilor deigned to continue, but Drudge had the distinct feeling he was being mocked. Was he supposed to just barge in like he was better than the other heroes? Maybe Meridian was right, and the direct approach was the right call. Harper could almost feel himself deflating. Before he could answer, he felt the Mimic's eye on his Gem move away from the Torch Bearer. It liked looking at powerful things for reasons he couldn't fathom, and he instinctively turned to see Sunburst walking up behind him as she stuttered out a greeting. The eye was watching her almost greedily, but that wasn't new.

Ironically, her nervousness had a calming effect on Harper. At least, until she mentioned Hell Hound was already working on starting the party. Brief images of the building exploding inexplicably flashed through his mind before he decided it was time to use one of his trump cards. Harper hated this particular talent of his, but he couldn't deny it did come in handy sometimes. With a quick motion, he reached up to pull his helmet off and dropped it to the ground. The piece of metal disappeared into a puff of mist that quickly returned to his Soul Gem. Harper quickly brushed a gauntleted hand through his hair as the rain started to dampen everything.

Now that his face was no longer obscured, the Mimic's powers would be on full display. He always looked "presentable" to those around him, but the effect became much more pronounced when he had fully drawn out the power of his Soul Gem. Harper couldn't notice any difference, but hopefully the villain wouldn't be immune to his "charms".
 
"SunbUrst!"  Drudge called out, betrayed only by the slight crack in his voice.  "Great timing! I could use backup, and you have just the right stuff." 

That much was truthful, Harper had full confidence Sunburst could shield him with her powers quite well. If he could pass that confidence boost along to her as well, so much the better.

 "The Councilor gave us the go ahead, so I'll go see what that scoundrel wants. If things get rough, I know you can handle it. We'll just let our friends do what they do best."  He tried to flash a charming smile at her, but Harper couldn't tell if he had pulled it off. The thought of negotiations concluding successfully before Hell Hound found a way to start a fight seemed...unlikely. At least he had Sunburst backing him up for when the building inexplicably exploded.

With a quick pat to her shoulder, Drudge turned and approached the perimeter line with arms and hands open.

 "Hello, friend!"  Harper called out, and winced internally. Probably not the right way to start off hostage negotiations. He blinked a couple times to try and get the rain out of his eyes before continuing.  "As a show of good faith, maybe you could let the hostages go, and we can discuss more favorable terms?" 

It was a big ask, but Harper was relying more on his powers to aid him than the courses on "Deescalation and Rescue" he hadn't really paid attention to at the Hall.
DreadPirateH
Game thread:  https://forums.giantitp.com/showthre...ity-of-Minerva 
    Promethean    
  Conditions: 
 Potential:  0/5
 Hold:  0 
 
 Spoiler: Labels 
 
  Danger:   +1 
  Freak:   +1 
  Savior:   0 
  Superior:	   +2 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 
 I picked: 
 
  [X] Before We Get Started:  When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your Hold to name a character you observed and:
	-redirect their attack to another character or nowhere—into a wall or the sky.
	-cross a distance between them and you.
	-stun them, close up or from a distance.
	-ignore all harm from one of their attacks.
	-escape any bindings or impediments they attempt to place on you.
 
  [X] Are You Watching Closely:  When you mislead, distract, or trick someone, roll + Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two:
	- you get an opportunity
	- you expose a weakness or flaw
	- you confuse them for some time
	- you avoid further entanglement
 
  [X] Aces High:  When you enter a dangerous situation with no plan or trick up your sleeve roll + Danger. On a miss you’re truly woefully unprepared. Expect the worst. On a hit, the tools of success are near to hand. Some assembly may be required, the GM will fill in the details. On a 10+, take +1 forward to see yourself through. 
 
 GM picked: 
 
  [X] MOVE 1:   DESCRIPTION OF MOVE
 
 
 
 Spoiler: The Best Laid Plans 
You’d like to think you’re smart, that you’ve got every answer to every question, that nothing can surprise you. You’d like other people to think that as well. Sadly that’s not the case, you aren’t as smart as you think, questions still trip you up, the universe always throws a curveball and people know it. But you’ve got a good handle on things, all told.

At the start of every Session, gain 3 Tokens and roll + Superior. On a miss, lower your Superior and raise another Label. The GM may spend half your Tokens (rounded up) on Playbook Moves. In addition, choose a Tell. On a 7-9, choose a Tell. On a 10+, Hold 1.

You may purchase any non-Flare, non-Doomsign Move that is not part of another Playbook’s Extra Mechanics at the cost of 1 Token each. You must spend every Token before the session starts. Your Moves reset at the start of every Session.

 Tell:  Your Plans are not always watertight, you either miss important details or haven’t accounted for everything. Whenever you are prompted to choose a Tell, choose one of the following.

 
  [] You did not account for a teammate's weakness  
  [] You did not account for your Teammate, they are a wild card  
  [] You overreached and became exposed  
  [] Your opponent anticipated your involvement  
  [] Your opponent had backup  
  [] Another opponent entered the scene  
  [X] Civilians are put directly at risk  
  [] You risk exposing someone's true identity  
 

When you or the GM would trigger your Tell, the GM may swap one of your purchased Moves. They may not swap more than half your purchased Moves at any time. If they cannot swap a Move, mark a Condition, give the opposition Influence over you, or shift your Labels, GM’s choice. You may not have more than three Tells marked at any one time. If you would select a fourth Tell, clear one and select a new one as usual. Tells clear once they have been triggered.

 The Deck Is Stacked:  You may spend any Hold you gain from your Moves to swap out any move you or another Player purchases. You may only swap out a Move once per scene. When you would clear a Condition you may, instead, gain 1 Hold. You may mark a Condition to swap out a GM’s purchased move. You may do this once per scene. In addition, when an opponent would use their Influence over you, the GM may choose one of your Moves to swap instead of shifting your Labels.

 Royal Flush:  When you reveal a carefully laid plan or trap made with your powers against an opponent, roll + Danger. On a miss mark a Condition and gain a Tell. On a hit, Hold 1 and expose a weakness or flaw in your opponent. On a 7-9, a teammate with Influence over you may spend that Hold to swap one of your purchased moves. On a 10+, mark Potential.

 I Fold:  You may spend all your current Hold at any time to clear all purchased Moves. You may purchase new Moves 1 to 1 from the Hold you clear and select as many Moves as you clear. If you do not have enough Hold to purchase additional Moves, the GM will select the remainder or you may give Influence to one of your Teammates and they may select a Move instead.
 

 


As things begin heating up, Iggy allows himself to relax. Whoever these lot were, they seem disorganized and flustered. Even better, at least one of them has a useful power on display.   Never much liked RC cars, but maybe an RC body is more my style?   After studying the copies, Iggy turns to the nearest window, closes his eyes, and attempts to manifest a copy or clone of himself outside the walls of the compound.

 
 Spoiler: OOC 
I rolled a   9   to  Unleash My Powers  It doesn't seem to make sense to mark a condition here, so the GM will tell me how it's unstable or temporary.
 
D.Credibility
Siobhan    "Bandrui"    Ó Dálaigh, the Relic
   Conditions:   
   Potential:   0/5 
 
 Spoiler: Labels 
  Labels:  
Danger +2
Freak +2
Savior 0
Superior -1
Mundane 0

Adaptability 0
 

 
 Spoiler: Influence 
  Influence:  
I have influence over: Drudge, Hellhound, Promethean, Sunburst
Has influence over me: Drudge, Hellhound, Promethean
 

 
 Spoiler: Moves 
  Moves:  
  Ancient Wisdom:   When you apply your old life to a modern situation, roll + Adaptability instead of the required label. On a miss shift Adaptability down and another Label up as you find yourself out of your depth. On a hit, everything you learned before coming to the modern age guides you but things aren’t exactly the same. On a 7-9, name something you didn’t expect or that’s changed and how it’s put a snag in your plans. On a 10+, you overcome the obstacle. Take +1 forward on finishing the situation

  Honor In Death:   When you fight a powerful opponent alone, you count as having two less Conditions marked for Take a Powerful Blow, even if you have no Conditions marked.

  Invoke the Old Rite:   When you invoke ancient laws or forgotten agreements when your back is against the wall, roll + Danger. On a miss they dismiss your invocation and demand you adapt to the current Age. On a hit, the opposition relents but requests minor changes. On a 10+, they meet you in full.
 

 
 Spoiler: Advances 
  Advances:  
 

 "Four? Tch. We could be done with this before the others finish groveling for permission to enter,"  she says with a wry, almost fanged grin, twirling her staff again and holding it at the ready, but before he opens the door, Siobhan reaches out to put a hand on Liam's shoulder, a sudden dire look in her keen emerald-green eyes.

 "Before we go in. I must ask..."  she says in a serious tone...before her grin returns,  "four is a perfect number, and I am growing weary of Winnifred's chores, so what say you to a wager? If I defeat three of the four, you must tend to my chores for a week." 
Razade
 Pool:  0

  Sunburst, Drudge, The Councilor: Waiting for Negotiations  

You, Starburst, arrieve near enough to the conversation to hear the Torch Bearer's last words. "Get them moving again." It sticks with you, with the rest of the oddness that the Torch Bearer seems to exude. Was this hero, ostensibly a leading light of Minerva and a protector of the Flame, really just...following a couple villains around? Corraling them here, where they could actually cause some harm? That seems the likely answer, without directly engaging the towering figure.

For its part, the Counciler only regards you, Sunburst, with the same lazy and almost catlike attention its given Drudge. The Counciler doesn't even move when Drudge steps away, though you see its attentions follow after.

 
 Spoiler: OOC 
hopefully that gives you the answer: The Counciler's planning to just keep following after the Villains, for whatever reason. It doesn't seem all that interested in going after them in any meaningful way now that they've stopped.
 

  Drudge, Dupla-Kit: Negotiations  

Dupla-Kit is at attention as you step forward Drudge and you can feel the eyes of all the heroes behind you fall on your shoulders.

 "Yeah, that's a no can do right now."  the villain states, glancing over his shoulder at the compound.  "Not that I don't want to show you some good faith but you've got an army out here, and that Torch Bearer waiting in the wings. So if you can get them all to back off, I'll give you...three hostages and I'll even turn myself over. I think that's a rather fair deal, don't you...what did you say yoru name was?"
 
  Hell Hound, Brandui: Sneaking Inside  

Getting inside isn't the hard part, the would be villains don't seem to have locked the doors behind them though it's fairly immediate as to why. The soft thrum of motors can be hard in the spacious hallway you both find yourself in, and not too long after a pair of large drones hover down the hall and into one of the many rooms that line the interior of the hallway. Clearly on patrol, clelarly keeping an eye on all the possible entrances and exits.

With your keen hearing, Hell Hound, you can tell these aren't the only two in the entire building either. The whole place is actually rather loud with footsteps and the sounds of blades cutting through the air. Was your intel wrong? It sounds like there's a lot more than just four people here.

What do you do?


  Promethean: Already Inside  

It takes some doing but you can feel that usual stretch within you as you flex a power that isn't truly yours and in a few disorienting moments you can see yourself both outside and inside. You feel a tug in your head, as you often do when wielding the myraid of powers that the meta-humans of this city boast, urging you to focus on one or the other. An easy choice, the one outside is a lot more free to move around. As long as you can keep your focus on the one outside, you won't get sick or further disoriented, or at worst lose access to this new body altogether.

You're outside the housing complex, not too far away is the congregation of heroes, waiting to see what happens. You walking up would certainly be something attention grabbing.

What do you do?
Comissar
    Sunburst    
  Conditions: 
 Potential:  o o o o o
 Hold:  2/2
 Burn:  2/2 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +3 
  Savior:   +0 
  Superior:   +0 
  Mundane:   -2 
 
 

 
 Spoiler: Moves and Vessel Mechanics 

 Nothing A Little Elbow Grease Won’t Fix:  When you try and help fix the collateral damage you’ve caused roll + Freak. On a miss you’ve made a bigger mess than what you started with. Mark a Condition and expect reprisal later. On a hit you’ve put in good work. Ask a favor of someone in the scene. On a 10+ take Influence over them.

 Like a Still Lake:  When you try to find a moment of calm roll + Freak. On a miss, your emotions surge in a dangerous way. Lose control of your powers or lash out against someone in the scene. On a 7-9, you are overwhelmed but you gain insight in the maelstrom. Mark a Condition and ask the GM a question about the scene. They must answer truthfully. On a 10+, ask two questions.

  Hold Back the Tide  

A Power dwells within you, always seeking to take control and unleash itself on the world around you. This Power may not be a separate entity, or even sentient, but it has wants and desires even if they are merely a lens of your own.

When you begin play, you have Influence over your Power and it has Influence over you. The GM acts as your Power’s Agent when shifting Labels or using its Influence over you.Your Power cannot lose Influence over you nor can it gain Influence over others.

 SLEEPING GIANTS:  As long as you have Influence over your Power you may gain 1 Hold per scene to a maximum of 2 and begin your first scene in the first session with 2 Hold. You may spend Hold 1 to 1 on the following.
Choose an additional option on a Directly Engage, even on a miss.
 
 Take +1 Forward when Unleashing your Powers in a destructive or dangerous manner. 
 Ignore the malus of a Condition you have marked until the end of the scene. 
 Lose access to one of your Abilities for a scene to choose another Ability from any Playbook. You may use this new Ability for the duration of the scene. 
 Reroll any Move that uses the Danger Label, you must take the second roll even on a miss. Lower Danger and raise another Label, GM’s choice. 
 When someone would shift your Labels you may inflict a Condition on them. 
 

When your Hold would lower to 0 at any time, lose Influence over your Power. If you do not have Influence over your Power and roll a miss on any Move that uses your Danger or Freak Label, roll to take a Powerful Blow or hurt those around you more than you intended. For every scene you do not have Influence over your Power, mark a Condition. Take Influence over your Power if you could not mark a Condition. Gain 1 Hold the following scene. You may mark a Condition at any time to regain Influence over your Power.

 ASSUMING DIRECT CONTROL:  At the start of the session, choose one. You have access to your choice whenever you do not have Influence over your Power. Your Power takes more control, using strengths you’ve yet to tap into. For the duration of the scene when you use a Move that does not use your Danger or Freak Label, it will act to use its Influence on you.

  Brightest Day:   You have 2 Burn and must pick one Flare at the start of the Session. You may change this Flare whenever you would regain Influence over your Power. When you run out of Burn, your Power immediately uses its Influence to shift your Labels. When you regain Influence over your Power, clear any remaining Burn.

 
  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 
 
  Darkest Night:   You have access to a Doom Sign. You must pick one Doom Sign at the start of the Session. You may change this Doom Sign once per Session when you would regain Influence over your Power. Your Power immediately uses its Influence to shift your Labels once you expend the Doom Sign.

 SUN’S GETTING REAL LOW:  Your teammates may attempt to grant you Influence back over your Power by rolling 2d6. On a miss, you lash out against them. Either shift their labels or they must mark a Condition. On a 7-9, you deal collateral damage all around you but regain Influence over your Power at the end of the scene. On a 10+ regain Influence over your Power and clear a Condition. Gain 1 Hold the following scene on a hit.
 


Sunburst gives Drudge an uncertain grin as he dazzles her with an easy smile and expresses his gratitude that she was there. It was reassuring the he felt that much confidence in her. Steadying herself with a breath, she let him go forward. He was much better suited for hostage negotiation than she was, she was self-aware enough of that. So she hangs back, simply offering her teammate a " Good luck. " as he heads forward to try and get the hostages released.

Something continued to bother her, though. She hesitates, looking up at the Torch Bearer beside her. His presence was intimidating. Not just an adult hero, but one with some serious prestige. " W-Why haven't you stopped them..? " The question is out before she can consider if it's a good idea to ask it. Quiet enough that it's unlikely anyone  but  the Councillor heard her, but asked all the same. She feels her cheeks heat, and flickers of light race across her skin in sympathy with her anxiety at daring to question a senior hero. She hesitates, eyes on Drudge as he tries to negotiate with the villain, then finds herself shooting the Councillor a furtive look, " Y-You could've... I-I... U-Uhh... I-I can tell you're strong e-enough, so... U-uhh... Why..? "
Kirjath
    Harper Sturgeon, "Drudge"    
Conditions: None
Potential: o o o o o
Labels: D -1 F +0 Sa +2 Su +0 M +2

Drudge's smile widened at the sound of the villain faltering. It felt wrong, almost cheap to use his powers in such an underhanded manner, and Drudge felt a creeping heat on his face at the stares of the other heroes. He was suddenly grateful for the rain, if only to mask his embarrassment. Typhos would scold him for being so caught up in the "chaff". Hopefully Sunburst wasn't watching him too carefully.

 "Harper,"  he finally responded, taking another careful step towards the villain.  "You can call me Harper. I'm here to help." 

Drudge didn't really have a secret identity since joining the Host, as the very power he was currently using made his mundane form barely recognizable anyways. People only ever saw what they wanted to. Drudge briefly wondered what he looked like to the villain, only to finally register what they had said.
 
"You'd give yourself up? How generous you must be..."  He stepped closer again, each footfall bringing up another splash of rainwater.  "You must care deeply for your friends." 

The Mimic Eye on his Gem turned fully towards Dupla-Kit and fixed him with a hungry stare. Drudge had a feeling it sensed something he couldn't understand, but even he knew it was weird for a hostage taker to offer themselves as a hostage. Maybe he could press his luck.

 "I think we might be able to arrange something, but why go for such a risk? If you have such admirable character, there must be a better way to solve this situation peacefully. I can see you're smart enough to realize that." 

He was starting to feel some fatigue in his jaw from maintaining the smile. The rainwater dripping down into his armor was also growing increasingly uncomfortable.

 
 Spoiler: OOC 
Rolled a 5 to  Pierce the Mask . I'll mark potential.
 
The_Specialist
   Hell Hound  
 Conditions: 
 Potential:  0/5  
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:    +2 
  Savior:   -1 
  Superior:   +1 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 
 [X] Friendship is the Real Power:  Whenever you follow the plans of a teammate and roll + Danger. Take +1 forward when working with their plan, after the roll. On a  miss  they couldn’t account for your general chaos and the plan is off rails. Give your opposition an opportunity. On a  hit , your antics were the backbone of the plan. Give the team an opportunity. On a  10+ , add a Team to the Pool.

 [X] Animal Instinct:  When you turn off your brain to notice details you might miss otherwise, roll + Freak. On a  miss , you zone out and miss an important detail. On a  hit , choose  one . On a  10+  choose  two .
 
 You catch the scent of someone who has been in the scene but no longer is 
 You spot a detail everyone else has overlooked, the GM will explain what it is 
 Your body moves on its own, directing you to a secret passage or hidden object 
 
 


Liam's fingers have just curled around the door handle when he feels the strong hand on his shoulder. Despite his enthusiasm, he's able to pause and grow still, looking back to meet  Siobhan 's stern stare. His own grows inquisitive, surprised but intrigued by the sudden seriousness of her tone.

He's quick to bark a laugh when she reveals the wager however.   "Alright, deal..."   He agrees, fairly quick to take a bet or challenge whether or not it's in his best interest.   "And if I win-..."   He trails off, surprised to find the door open without resistance. Next, he is immediately distracted by the unexpected sounds.

  "Wait... something's wrong,"   He warns, lowering his his voice with the new sudden knowledge of more enemies at hand, and close. He presses in against the nearest wall, trying to make himself as inconspicuous as he can in a hallway.   "I hear more... and lots of-.."   Did Bandrui know 'drones' yet?   "...fliers..."   He chooses instead, pointing down the way.

  "...Not sure on  exact  numbers, so.... Majority wins...?"   He flashes a little grin again. Sure, they might have to be a little more careful now.
D.Credibility
Siobhan    "Bandrui"    Ó Dálaigh, the Relic
   Conditions:   
   Potential:   0/5 
 
 Spoiler: Labels 
  Labels:  
Danger +2
Freak +2
Savior 0
Superior -1
Mundane 0

Adaptability 0
 

 
 Spoiler: Influence 
  Influence:  
I have influence over: Drudge, Hellhound, Promethean, Sunburst
Has influence over me: Drudge, Hellhound, Promethean
 

 
 Spoiler: Moves 
  Moves:  
  Ancient Wisdom:   When you apply your old life to a modern situation, roll + Adaptability instead of the required label. On a miss shift Adaptability down and another Label up as you find yourself out of your depth. On a hit, everything you learned before coming to the modern age guides you but things aren’t exactly the same. On a 7-9, name something you didn’t expect or that’s changed and how it’s put a snag in your plans. On a 10+, you overcome the obstacle. Take +1 forward on finishing the situation

  Honor In Death:   When you fight a powerful opponent alone, you count as having two less Conditions marked for Take a Powerful Blow, even if you have no Conditions marked.

  Invoke the Old Rite:   When you invoke ancient laws or forgotten agreements when your back is against the wall, roll + Danger. On a miss they dismiss your invocation and demand you adapt to the current Age. On a hit, the opposition relents but requests minor changes. On a 10+, they meet you in full.
 

 
 Spoiler: Advances 
  Advances:  
 


She grins and nods, clutching her staff and hunkering down, now all-business. Her love of battle never came at the expense of the mission - particularly when the mission involved innocents at risk. And  especially  when one of those at risk was one of her allies.

The question about fliers causes her to pause however.  "Explain...'fliers',"  she says, knowing full well that the charm that allows her to communicate with the others, being based on her own comprehension,  can sometimes be befuddled if she's incapable of understanding a word. Since the word wasn't registered by the spell as 'bird' or 'hawk' or 'falcon', she can't help but wonder what Liam might have meant.

'Fliers' was a problem...but potentially not a large one. As much as she loathed her studies, they did certainly come in handy in moments like this.

 "Allow me,"  she whispers,  "I may be able to even the odds..." 

She begins humming a low, deep resonance before speaking in a language that was ancient even in her own time, beseeching the spirits of nature that existed - no,  thrived  even in the midst of the metal and pollution of the city.

  [Spirits of wind and dew, I speak to you with the authority of the children of the goddess Danu and beseech your aid in our task. Please obscure our entrance and allow our first strikes to go unnoticed...]  
 
 Spoiler: Actions 
Attempting to conjure fog to cover our entrance.

Unleash Your Powers (Freak) = 2d6 (4) + 2 = 6

Marking potential
 