Razade
    Masks: The Supernova   
   
   Issue One

You're Going To Carry That Weight     
The cover of Issue One of The Supernova shows the team on an island of asphalt, a street sign with the word Stop spray painted over in black with the word Go. Beneath the, on street level, is a faceless mask of people, a sea of shadowy arms and legs clawing up into the sky above where storm clouds part, the rain coming down in sheets.
 
 Pool:  1

The rains have been more common in San Fransapporo as of late. Perhaps it's the dry season for this part of the globe, the weather related heroes of the Weather Report reaching out and helping drought striken lands far and wide along the West Coast. Perhaps it's the advent of The Storm Court, exerting their influence to once again bless the city with the storms that once blew unabated off the vast Pacific onto the shores of San Fransapporo in days past. Perhaps it's just the lingering effects of the civil strife among the Report, unable to control the weather as they once did with a band of fresh faces. Regardless, the evening was dark and stormy and the news made no mention of it. A rarity in San Fransapporo.

The city is a living thing, vast and ever changing. Karakuri Town has returned, The Kusanagi have proclaimed it their turf, and new faces are popping up to replace the old guard in more than just The Weather Report. The New Warrior has asserted her control and the Jingu District runs with fresh blood. The River District is being squeezed for more money to pay off the debts made by the civil war between The Warrior's Blood. The Rogue has returned and there is even talk that The Cleric has been seen in her long abandoned halls. The city is a living thing, vast and ever changing.

The Guardians West through it all have remained vigilant. They haven't escaped the strife of the new Age either. It was only two years ago that Lightbringer and her Authority split from the Guardians and plunged the entire city into fear and chaos, the Great Device: Amaterasu rained blinding light upon innocent and villain alike and the super prison, The Chill, was filled to bursting. Trust within the civilian population in the Three Pillars is at an all time low, and the powers that be are all too aware that the sands they stand upon are liable to shift, to suck them down and erase their very presence. They know that the latest crop of Supernova, the five on Karakuri Town and the five on the mainland are a bigger threat then ever. But that matters little tonight. The rain is upsetting more than just commuter's plans for a nice evening out. Villainy never sleeps and even in the neon glow of the Eastern Wards, a quieter, quainter part of town, things are afoot.

It starts slow, as rain waters rise to flood the streets but sure enough as the water rises, threatening to spill into homes and izakaya, the dull glow of city lights are overshadows by the verdant green glow of the Ley Lines. An hour past the first flooding, the streets themselves have grown into an above ground Ley Line, magical energy pouring throughout the city, the storm growing in intensity as the cause finally manifests. Normally, Hierophants are dealt with by The Weather Report, and only rarely as the powerful Elementals do not often venture into the physical realm. By two hours, the city blocks have begun to sink and overgrow, the very presence of the creature warping the city, altering it. Buildings have slowly been replaced with sweeping aquaducts of arcane angles, floating motes of air are suspended, chunks of buildings hovering in the sky. The creature itself seems to be a part of these changes, towering at least three stories high, seemingly of carved stone and overgrown plantlife. Every now and then, the sound of a bell, high pitched and piercing, rings out over the city, calling forth lesser Elementals from the Ley Line tainted waters.

This is where you come in, as no one else seems poised to help though it's likely some of The Weather Report's people are on scene by now. Where have you all been this evening, what have you ben getting up to and how did you hear about this latest attack on the city? How do you get to the Eastern Wards.

 Mission Start 

- Protect anyone caught up in the strange and slow transformation of the city
- Get rid of any Elementals that you can.
- Find the source of the Ley Line contamination
- Banish the Hierophant back to whence it came
D.Credibility
   Figment    the Liminal
   Conditions :  
   Potential:   0/5 
 
 Spoiler: Labels 
  Labels:  
Freak +1
Danger +1
Savior +1
Superior +1
Mundane -1
 

 
 Spoiler: Influence 
  Influence:  
I have influence over: Jackal, Kintsugi, Sunbeam, Zephyr
Has influence over me: Jackal, Kintsugi, Sunbeam, Zephyr
 

 
 Spoiler: Moves 
  Moves:  
  Coin Toss   When you assess the situation, you may always ask (one of) the following question(s) even on a miss:
 
 What in the scene could I use to tip the odds in my favor? 
 
  Neutral Gear:   (setting the charge to villain:  Throw It In Reverse ) When you take the time to observe the scene without taking direct action, roll 2d6. On a miss, you’re either caught flat footed or give the opposition an Opportunity. On a hit, gain Hold. On a 7-9 Hold 1 and take -1 Forward on your next roll. On a 10+, Hold 2. You may spend Hold 1 to 1 as if it were Team.

Add your Danger to the roll when you take immediate action to Unleash your powers to cover an escape or Provoke a Hero into dangerous action. In addition, you may spend Hold to escape any bindings or impediments the opposition puts upon you.
 

 
 Spoiler: Advances 
  Advances:  
 


The frame shows a footfall splashing into a puddle, disrupting the reflection of what looked like a soggy Hispanic boy in a raincoat and galoshes...but by the next frame, the ripples had subsided, showing the clear image of   Figment   in her flashy magician's costume, adjusting her hat.

The next frame shows a full body view of the Maven of Magic, completely unaffected by the rain, with a stylized word bubble saying,    "It's showtime."   On her shoulder is perched a smoky dove, only for it to take flight in the next frame as she takes off down the sodden alleyway.

The Pride had a heist planned for tomorrow... had . Lucas had spent so many hours over so many days pouring over the blueprints of the mansion, charting each point of ingress, each possible egress, and the exact time and nature of their appearance. It wasn't a simple break and entry - oh no, the Pride was never so mundane. So  vulgar . This was a politician's fundraiser in his own personal home...except this politician had been charting a plan that would gentrify whole swaths of the city, taking away affordable housing from the people who needed it, increasing the homelessness in San Fransopporo - in particular, the city center itself - in a misguided attempt to "clean up the city".

He even had a whole campaign of ads of him in a ridiculous janitor's outfit with the slogan "I'll Clean Up Our City!".

Lucas hated him with a burning passion he felt very infrequently these days. It was just hard to feel much of a way about anything as Lucas.

But as Figment? She felt like she was  alive  again. And she was  pissed off  that the torrential rain was going to throw a soggy monkey wrench into the Pride's heist. Because this guy  needed  to be humiliated. He  needed  to be taken down a peg.

In order to do that however, the torrential rain needed to stop, or the entire fundraiser would be called off.

She couldn't allow that to happen.

So she's moving through the city, draped in a raincoat and galoshes, but  appearing  to be in her flashy costume as always, moving towards the epicenter of the disaster, the leyline itself, while trying to coordinate a place for her team to meet and discuss their plan of attack.

Figment is smart. Sometimes  too  smart. As much as she acts like the star of the show, she knows that she is woefully underequipped to handle a massive elemental. She might be able to scout it out, to distract it, but the actual act of dismantling it, of saving people from the downpour - both of torrential rain and of surging elementals - would have to fall on someone with powers that were more...substantial.

Not that she was about to admit that to any of the team. She was an illusionist - but part of the illusion was of unyielding competency and her own omnipresent confidence.

Even while she is trying to pinpoint a spot to gather the team, her mind's eye is following her "trusty assistant", the illusionary smoky dove,  Smoke , circling high above her, gathering information of the scene to try and figure out the best point of attack.

 Action: Neutral Gear = 7 (hold 1, take -1 forward)
When you take the time to observe the scene without taking direct action, roll 2d6. On a miss, you’re either caught flat footed or give the opposition an Opportunity. On a hit, gain Hold. On a 7-9 Hold 1 and take -1 Forward on your next roll. On a 10+, Hold 2. You may spend Hold 1 to 1 as if it were Team. 
Comissar
    Zephyr    
  Conditions: 
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +1 
  Savior:   -1 
  Superior:   +2 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 One's Old Tricks  - When you’d fall back on old ways to tackle a problem, roll + Superior. On a miss things go wrong. The opposition confirms a long-held suspicion, you damage your reputation or something in the scene. On a hit your old ways pay off. On a 7-9, choose one and attract unwanted attention. On a 10+, choose two.
 
 Take something important from the scene 
 Break In/Out of somewhere 
 Uncover a secret, ask the GM a question, they must answer honestly 
 Escape any bindings or impediments placed on you 
 Stun an Opponent either up close or at a distance 
 
 Two Way Street  - When someone tries to Pierce your Mask or discover your true motives you can interfere. Roll + Danger. On a miss you either overshare or must include them in your plot, their choice. On a 7-9 they take -2 to the roll or you can ask them a question in return, your choice. On a 10+ you may either tell a lie to one of their questions or take +2 forward to Pierce their Mask, GM’s choice.

 Company Man  - When you’re confronted by someone from your past, roll + Danger. On a miss, their presence is upsetting and you must either flee the scene or fall back to your training and comply with their wishes. On a 7-9, you’re shaken. Take -1 against them for the duration of the scene but clear their Influence over you if they have it. On a 10+, clear their Influence and mark Potential or clear a Condition.
 


The panels switch to a low shot of the city, the rising water stretching out low through the panel, the buildings rising out of the water like towering pillars, their lights creating a glittering starscape in the waters surrounding their foundations. With the stormclouds in the sky and the rain heavy enough to obscure visibility and turn the water's surface into a tumultuous body of water, the water below almost looks like the view of some far off galaxy. With a splash, a grey trainered foot enters into the panel, breaking the illusion of the reflection. The panels pan back out, showing Zephyr arriving at the edge of the emerging leyline, the glow of the city and the eerie green of the leyline casting her in strange colours as she looks in at the strange sight ahead of her.

Switching to a close up, she can be seen to be squinting into the storm, her hair plastered to her face by the rain and her clothes heavy and wet as they cling to her, her broad hat doing little to provide shelter against such vicious weather. This hadn't been how she'd wanted to spend her evening. A quiet night in with a movie and a hot chocolate had been her plan, a cosy way to wait out a storm, but the reports of the rising waters and the slow warping of her city forced her hand. If the Weather Report weren't going to do their jobs, she'd have to get involved. Admittedly, though, she wasn't entirely sure what she could do to return things to normal. Hopefully defeating whoever, or whatever, was causing this disturbance would suffice.

With the weather as it was, Zephyr had opted to leave her phone back in her flat. Water resistance was one thing, but she wasn't convinced she'd be able to keep it functional out in this storm. She had seen Figment's call to action, and responded with a   I'll be there  , but that'd suffice. Co-ordinating more than that would be tough, easy to lose a phone, better to play it by ear.

Heading deeper toward the disturbance, Zephyr pulls a face as she steps through the sodden streets, her trainers failing to keep out the water entirely. Probably better to just accept she'd be soaked through by the end of the night. Looking up toward some of the floating structures, Zephyr crouches, then springs upward. Her arc through the air is graceful, her polearm held behind her back so as not to interfere with her landing as she alights gently on a street lamp, then jumping up to a nearby balcony of a block of flats, and a final time to what appeared to be part of an air conditioning unit simply floating in the sky. With her new vantage point, she tries to scan the scene before her, looking for some sort of cause or threat she could act on to try and restore things to order.

 
 Spoiler: OoC 
Rolled a 9 for an Assess the Situation, going to ask "How could we best end this quickly?"
 
The_Specialist
   Jackal  
 Conditions: 
 Potential:  0/5  
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:    0 
  Savior:   -1 
  Superior:   +2 
  Mundane:   0 
 
 

 
 Spoiler: Moves 
 [X] Phoenix’s Flame:  When you answer a compromising question honestly, you may clear a Condition as if you’d made a Condition move or take Influence over the person asking the question. You may do this once per scene.

 [X] Serpent’s Tongue:  When you Pierce someone’s Mask, you may ask one of the following even on a miss.
 
 What is one of your darkest secrets? 
 Would you keep a secret for me? 
 
 

  "Is this just how the Storm Court parties, or...?"   A speech bubble floats above as the monochromatic frame peers down on a pair of shadowed figures leaning against the wall of a dim alleyway, rain pouring down all around them. The next panel closes in on one of the figure's faces from a profile view, Jackal, wearing a scowl and a soggy hoodie that obscures the upper portion of his face. Slender fingers with chipped black nail polish hold a waning cigarette near his mouth. The other figure appears to be a little taller, but blurred out in the background, offering no answer.   "...Vibes f*cking suck."  

The next frame shows a 'Bzzt!' and vibration coming from Jackal's pocket. Quickly fishing his phone out, it casts a dim blue glow across his face, which quickly turns to a scowl.   "Sh*t. I gotta go,"   He states plainly, passing the cigarette off to his shadowed 'friend' before the next panel returns to a bird's eye view, showing the hooded youth trotting quickly off into the main street and out of frame.

*     *     *

  "Well... I'm going to just call this job...  done  I guess...."   Jackal muses, the close up on his masked face showing the reflection of odd floating shapes in his 'eyes'. The next shot flips to show the scene from over Jackal's shoulder instead, the youth standing with his hands on his hips, clad in a form fitting jumpsuit partially covered in sleek armored panels and straps. A pair of short sheathed blades are strapped to either thigh. In front of him stands what was once most likely a series of buildings. Now, chunks of unidentifiable construction float in the air, lazily tumbling in place as they defy gravity. Taking out his phone from a hidden pocket, he carefully snaps a picture of the scene, sending to a contact simply labelled ' A ' before quickly shoving the device back into the safety of his suit. Time for his other job!

*     *     *

  "This is the  worst ..."   Kris' voice suddenly drones out next to  Figment , the familiar canine grin appearing first from the nearby shadows as the masked youth seems to literally step out of one.   "Isn't this like...  literally  their job...?"   He sighs dramatically, shaking his hands to send some water flying off his gloves in a futile effort. Placing his hands on his hips with a disgrunted huff, he leans back slightly to look up towards the towering elemental in the distance, and his tone finally changes to one more quintessentially playful and conspiratorial.

  "Heh... Bet you've ever seen one  that big  before...?"   He tilts his head towards  Figment  again, glowing grin prominent in the dim light.
Coax
   Kintsugi 
Conditions:
Potential: 0/5 
 
 
 Spoiler: Labels 
 Danger:  0
 Freak:  +1
 Savior:  0
 Superior:  +1
 Mundane:  +1
 

 
 Spoiler: Moves 
 Quality Control:  When you Pierce someone’s Mask, you may ask one of the following, even on a miss.
 What inspires you to do what you do? 
 What would you sacrifice for perfection? 
 Every Moment a Painting:  When you take in your surroundings and notice details, roll + Mundane. On a miss, your critical eye is blind and you miss something obvious. On a hit, something is out of place or something out of the ordinary catches your eye. You may ask the GM one question about your surroundings, they must answer honestly. On a 10+, shift Superior up and another Label down.
 

As the rain pours, the glowing grin melts down into another series of panels.

It was supposed to have been the third night spent brainstorming (well, really more almost agonizing) over Anri's latest commission request, a ceramic inlay meant to take up a whole wall. Something truly captivating was necessary, then, for something of that scale. But Anri had nothing captivating in them this night, or the nights prior, and after about three and a half pots of tea in they were more than pleased to see their phone light up with a summons from the team.

Here, though...Braving a storm, as it turns out, is excellent for brainstorming. Kintsugi, clad in their typical white-and-gold and a little caffeinated at this point, is immediately struck by the sheer composition. The glow, the unique shadow shapes, the carved twists and whorls of the creature present...Kintsugi's fingers twitch, Kintsugi longing to return to their atelier, but they suppress the urge to create for now. Besides, there is surely a better vantage point to be had higher up, and perhaps better ideas to be found in due time.

They scan the area, and locate Zephyr, elegantly perched on some kind of unit. Oh, wonderful; Kintsugi sets their mind to ascent.

  "Good night! The view's even better up here, I see,"   they greet Zephyr, jumping from the floating ceramic plate of their Masterwork to perch on another section of building. As they talk, the Masterwork floats overhead, shielding Kintsugi from the rain pelting down.
D.Credibility
   Figment    the Liminal
   Conditions :  
   Potential:   0/5 
 
 Spoiler: Labels 
  Labels:  
Freak +1
Danger +1
Savior +1
Superior +1
Mundane -1
 

 
 Spoiler: Influence 
  Influence:  
I have influence over: Jackal, Kintsugi, Sunbeam, Zephyr
Has influence over me: Jackal, Kintsugi, Sunbeam, Zephyr
 

 
 Spoiler: Moves 
  Moves:  
  Coin Toss   When you assess the situation, you may always ask (one of) the following question(s) even on a miss:
 
 What in the scene could I use to tip the odds in my favor? 
 
  Neutral Gear:   (setting the charge to villain:  Throw It In Reverse ) When you take the time to observe the scene without taking direct action, roll 2d6. On a miss, you’re either caught flat footed or give the opposition an Opportunity. On a hit, gain Hold. On a 7-9 Hold 1 and take -1 Forward on your next roll. On a 10+, Hold 2. You may spend Hold 1 to 1 as if it were Team.

Add your Danger to the roll when you take immediate action to Unleash your powers to cover an escape or Provoke a Hero into dangerous action. In addition, you may spend Hold to escape any bindings or impediments the opposition puts upon you.
 

 
 Spoiler: Advances 
  Advances:  
 


Perhaps disappointingly for Jackal, his teammate seems completely unsurprised by his appearance. It's alarmingly difficult to sneak up on her...at least when she's working with Smoke.

The frame, cast over Figment's shoulder from the front, shows the grinning Jackal approaching, and only Figment's grin is visible of her as she says,  "If only I had a nickel for every time I heard that." 

The next frame shows her gazing up into the sky, holding her top hat on her head as she peers up into the clouds...as well as down through the eyes of Smoke.

 "Also wish I had a nickel for every time a so-called 'professional' in this city didn't do their job,"  she goes on, her grin turning sour.  "Anyways, can't sit here and wait for Weather Report to get off their butts and handle this...I got things to do and this rain is in the way." 

For the first time, a chink appears in her confident facade as she finally turns to him, none of the sogginess she's feeling beneath her illusionary disguise showing even now.  "Pleeease tell me you know how to shut down a 20-story tall water elemental. I would never admit to being out of my depth - partially because I have an image to maintain and partially because puns are the lowest form of humor and a girl's gotta have standards - but I skipped the day in Superhero 101 that taught us how to handle these things..." 
 Hold 1, -1 Forward 
SkipperChips
   Sunbeam    
Conditions:
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : -1
 Freak : 1
 Savior : 2
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 I Know What I Am:  Once per scene, when you  defend  a teammate, you can shift Savior up and another Label down in addition to any other benefits from the move, even on a miss. If you do, add 1 Team to the pool.

 Words Of The Past:  When you seek the guidance of one of your elders or a member of your legacy, tell them a problem you face, and ask them a question about the problem. They will answer it honestly, and tell you what to do. Take +1 ongoing if you listen. If you go your own way, mark potential.
 

 "If it's any consolation, so did I." 

A flash of sunlight, strangely out of place in the downpour's dour atmosphere, illuminates Jackal and Figment as a  THUMP  echoes around the street. When the light clears from their eyes, Sunbeam is standing on the sidewalk next to Figment. Her tattoos pulse and glow in rhythm with the rain, the water rolling off of her skin and clothes as if it were made of glass. She's currently dressed in a pair of black combat boots, denim jeans with tears at the knees, and a sleeveless t-shirt with a paint-splatter pattern on it.

 "Sorry I got here so late. Do you guys know where this thing came from? I  think  the Weather Report usually deals with them by pushing them back through wherever they came in from. Not sure how we're gonna push this thing anywhere, though. I can't exactly shove water around." 
Razade
 Pool:  1

  Zephyr, Kintsugi: Somewhere It's Raining  

From your vantage point, and as you're joined by Kintsugi, Zephyr you see plenty of activity. Most of the civilians have managed to get out and away though stragglers are still present, all of them being funneled, herded almost, by the water elementals that seem infused with the Ley Line waters below. The source of the waters isn't clear though any reasonable guess would land on the towering Hierophant in the distance, the bell peeling out over the city blocks as buildings shake and crumble, sinking further into the flood waters below. The Hierophant also seems to be the direction the remaining civilians are being pushed towards, the strange being the single point of gravity in these strange events.


  Figment, Jackal, Sunbeam: Somewhere It's Also Raining.  

Your illusory dove does spot some things in this awful rain. The aforementioned, and now brought up by Sunbeam, Weather Report is on scene though things don't look so good Figment. None of them look familiar though that's hardly surprising, the Weather Report isn't just the heads of the Court after all. It seems that the pair of them are stranded on one of the many sky motes, a floating bit of rubble that looks wholly out of place in the city. How they got up there is anyone's guess, but up there they are. Certainly doesn't mean you need to assist them, you could easily get this done on your own right? You've got two teammates alongside you to figure things out.

Your teammates however also don't know that the Weather Report is not only on site but stranded. A bit of information you could easily withhold in the moment. That's up to you. Given who you're with, Jackal may elect not to help though it's always a crap-shoot.

The others, and yourself, however do see the same thing your other teammates see as the bell rings out loud and clear over the wet environs. Water Elementals of various sides are corralling the remaining civilians towards the looming Hierophant, each toll of the bell seeming to make them a little more aggressive in this herding tactic. It's public knowledge that Elementals of all stripes feed off the emotions of other beings, could this just be one big cattle drive? That's up for you to find out. What do the three of you do?
Comissar
    Zephyr    
  Conditions: 
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +1 
  Savior:   -1 
  Superior:   +2 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 One's Old Tricks  - When you’d fall back on old ways to tackle a problem, roll + Superior. On a miss things go wrong. The opposition confirms a long-held suspicion, you damage your reputation or something in the scene. On a hit your old ways pay off. On a 7-9, choose one and attract unwanted attention. On a 10+, choose two.
 
 Take something important from the scene 
 Break In/Out of somewhere 
 Uncover a secret, ask the GM a question, they must answer honestly 
 Escape any bindings or impediments placed on you 
 Stun an Opponent either up close or at a distance 
 
 Two Way Street  - When someone tries to Pierce your Mask or discover your true motives you can interfere. Roll + Danger. On a miss you either overshare or must include them in your plot, their choice. On a 7-9 they take -2 to the roll or you can ask them a question in return, your choice. On a 10+ you may either tell a lie to one of their questions or take +2 forward to Pierce their Mask, GM’s choice.

 Company Man  - When you’re confronted by someone from your past, roll + Danger. On a miss, their presence is upsetting and you must either flee the scene or fall back to your training and comply with their wishes. On a 7-9, you’re shaken. Take -1 against them for the duration of the scene but clear their Influence over you if they have it. On a 10+, clear their Influence and mark Potential or clear a Condition.
 


Zephyr turns to give Kintsugi a nod in greeting as they float up to join her. She spares a moment to give her teammates masterwork an envious glance, she wouldn't say no to a more solid answer to the weather right now, " Hey. Glad you made it. " Turning her attention back down to the flooded streets below, she gestures to the people being swept to the center, " That's probably something we should stop, right? Think you could set up some kind've break-water? Keep folks from being pulled to the middle? " She gives Kintsugi a questioning look, " Open to other ideas, too. "
D.Credibility
   Figment    the Liminal
   Conditions :  
   Potential:   0/5 
 
 Spoiler: Labels 
  Labels:  
Freak +1
Danger +1
Savior +1
Superior +1
Mundane -1
 

 
 Spoiler: Influence 
  Influence:  
I have influence over: Jackal, Kintsugi, Sunbeam, Zephyr
Has influence over me: Jackal, Kintsugi, Sunbeam, Zephyr
 

 
 Spoiler: Moves 
  Moves:  
  Coin Toss   When you assess the situation, you may always ask (one of) the following question(s) even on a miss:
 
 What in the scene could I use to tip the odds in my favor? 
 
  Neutral Gear:   (setting the charge to villain:  Throw It In Reverse ) When you take the time to observe the scene without taking direct action, roll 2d6. On a miss, you’re either caught flat footed or give the opposition an Opportunity. On a hit, gain Hold. On a 7-9 Hold 1 and take -1 Forward on your next roll. On a 10+, Hold 2. You may spend Hold 1 to 1 as if it were Team.

Add your Danger to the roll when you take immediate action to Unleash your powers to cover an escape or Provoke a Hero into dangerous action. In addition, you may spend Hold to escape any bindings or impediments the opposition puts upon you.
 

 
 Spoiler: Advances 
  Advances:  
 

 "Welcome to the party, Nightlight,"  Figment says with a playful smile, turning her gaze up to the sky.  "No idea where it came from, but I know who might know..." 

Smoke seeks out Zephyr and Kintsugi and lands nearby, letting out a caw to get their attention as they dissolve into a swirl of smoke and, from it, steps Figment herself!

It's an illusion, of course, as she's still standing in the alleyway with Jackal and Sunbeam, but the mirage mirrors her movements and her words...a convenient way to get everyone on the same page. Meanwhile, flickering images of her teammates appear - Zephyr and Kintsugi before Sunbeam and Jackal, and the latter two before the former.

It's an illusionary conference call!

 "Look alive, extras,"  she says,  "My hair's a mess and my boots are worse, so I wanna get out of here as soon as possible. But possibly of equal importance: we got elemental droplets nabbing civilians and herding them towards the living tsunami there, buildings falling apart, some kind of weird bell that I haven't found yet...oh, and it looks like Weather Report  is  on the scene...but they're adding to our work." 

She points skyward - as does her illusionary double, though it compensates and points in the correct direction rather than mirroring exactly Figment's position (she's a  professional !).

 "Got a pair of interns stranded on one of those floating rocks,"  she reports.  "Guessing it's their first gig and they're botching it...who's up for earning a bit of brownie points by saving their butts?" 
 Hold 1, -1 Forward 
Coax
   Kintsugi 
Conditions:
Potential: 0/5 
 
 
 Spoiler: Labels 
 Danger:  0
 Freak:  +1
 Savior:  0
 Superior:  +1
 Mundane:  +1
 

 
 Spoiler: Moves 
 Quality Control:  When you Pierce someone’s Mask, you may ask one of the following, even on a miss.
 What inspires you to do what you do? 
 What would you sacrifice for perfection? 
 Every Moment a Painting:  When you take in your surroundings and notice details, roll + Mundane. On a miss, your critical eye is blind and you miss something obvious. On a hit, something is out of place or something out of the ordinary catches your eye. You may ask the GM one question about your surroundings, they must answer honestly. On a 10+, shift Superior up and another Label down.
 

  "Well, the more the merrier, they say. Besides, I think I'd have regretted not showing up. This is certainly the experience."   Kintsugi follows Zephyr's gesture down to the civilians being pushed along, and takes a second to push the aesthetic considerations to the back of their brain before nodding.   "Mm, I think you're right. That's hardly the sort of suffering for art we should condone. As for what to do, though..." 
 
They trail off as Smoke's caw interrupts, their train of thought quick to shift.   "Oh—Perhaps we can discuss that with Figment."  

Kintsugi is ever appreciative of Figment's artistic flair, and pleased to see she's located the rest of the team. However, seeing the illusory figures and hearing Figment's complaint about her hair does remind Kintsugi they ought to shield Zephyr from the rain as well. It's only proper, after all; Zephyr's aesthetic deserves what protection Kintsugi can afford, especially when it takes a mere thought to extend.

With that settled, Kintsugi follows Figment's gesture upwards. Another perspective to follow...And interns at the end of it.

  "Hmm...I don't mind expanding their artistic horizons if need be, but perhaps one of the others would like those brownie points? Zephyr and I had only just started discussing what to do about the civilians down below, so nothing's quite fixed in stone, but I could readily create a structure to interrupt that." 
 
Kintsugi gestures down towards the waters. Either way, they'll have a chance to show off their art, so they're not too bothered about where they go; it's just a matter of clarifying with the others.
SkipperChips
   Sunbeam    
Conditions:
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : -1
 Freak : 1
 Savior : 2
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 I Know What I Am:  Once per scene, when you  defend  a teammate, you can shift Savior up and another Label down in addition to any other benefits from the move, even on a miss. If you do, add 1 Team to the pool.

 Words Of The Past:  When you seek the guidance of one of your elders or a member of your legacy, tell them a problem you face, and ask them a question about the problem. They will answer it honestly, and tell you what to do. Take +1 ongoing if you listen. If you go your own way, mark potential.
 

 "Not exactly my idea of a party,"  Sunbeam smirks and shoots back.  "Though it sure looks like ya dressed for one." 

Following Figment's finger up to the stranded Weather Report agents, she sighs and sticks her hands in her pockets.  "Anyone else know how to fly?"  The glow from her tattoos grows stronger as her feet leave the ground.  "Looks like that's a no, so I'll do it. 'Sides, 'f anyone needs the brownie points, 'sprobably me." 

Sunbeam grunts, stretching her legs and rolling her shoulders.  "I'll check in with the Weather Report guys, see if they need help, and meet back up with ya when I'm done. Get the people to safety and try t' figure out where in this 'r the other world that thing came from."  With the same flash of light that marked her entrance, Sunbeam vanishes, a bright streak following her passage as she shoots towards the rock that Figment indicated.

Her feet touch down with a  THMP  as she hurries over to the stranded Weather Report agents.  "Hey! How're you doing? Any idea what's going on here?" 
The_Specialist
   Jackal  
 Conditions: 
 Potential:  0/5  
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:    0 
  Savior:   -1 
  Superior:   +2 
  Mundane:   0 
 
 

 
 Spoiler: Moves 
 [X] Phoenix’s Flame:  When you answer a compromising question honestly, you may clear a Condition as if you’d made a Condition move or take Influence over the person asking the question. You may do this once per scene.

 [X] Serpent’s Tongue:  When you Pierce someone’s Mask, you may ask one of the following even on a miss.
 
 What is one of your darkest secrets? 
 Would you keep a secret for me? 
 
 


Jackal offers  Figment  a soggy shrug, seeming to stare off at the towering water elemental as well.   "I confess, giant wet monstrosities are not my usual sort of prey..."   He jokes,   "...but if we don't figure it out soon, we're all gonna be  in  some kinda depth!"   He huffs, pausing when a beam of sunlight seems to cut through. If his mask could move, one might imagine the ears would have perked up further right there.

  "Oh, it's Sunshine!"   He muses as  Sunbeam  arrives in proper heroic fashion, though he makes a quiet whine of frustration when he seems to notice the way the rain simply rolls off of her.   "Ugh. Not fair."   Jackal grunts, before his head cants to the side when  Bridget  jokes along about missing  Superhero 101 .   "Wait... that's not actually a thing is it...?"   Jackal mumbles a little softer.

Jackal doesn't seem to mind being addressed as an 'extra', not that his face can be seen, but he's not particularly reserved about letting people know what he thinks and feels most of the time. Unless they try to get  real  serious with him, then it's all jokes. Glancing up to where the  Weather Report  interns are stranded, he lifts his arms in an 'ah ha!' sort of gesture before the flop back to his sides in disappointment.

  "I could  try ... they better be  cute  butts though..."   Jackal jokingly 'warns', though shakes his head when  Sunbeam  asks if anyone else can fly.   "Nope!"   He offers helpfully.   "This does seem like more your speed. Or... height."   he agrees with a gesture upwards, turning into a wave when she takes off.

  "Maybe they'll have an idea for how to tackle Big Guy. I'll go see if I can deal with some of this f*ckery going on..."   He waves a hand towards some of the nearby smaller elementals that seem to be herding civilians.   "Call or- bird? -if you need me. Kisses!"   He calls out in a sing song tone before seeming to disappear into the nearby shadows.

Reappearing further down the street, Jackal bolts towards the nearest gaggle of would-be watery kidnappers. Following his course, the shadows of the buildings on either side of the street ripple and deepen before starting to grow as if they were giant vines, thick dark tendrils lifting from the street and jutting forward abruptly, weaving together to forming inky 'walls' that cut in between the elementals and civilians to separate them.

  "Run! That way!"   Jackal calls out, pointing generally away from the center mass of it all, and generally in the direction of his team.

 
 Spoiler: OOC 
 Rolled a  9  to  Unleash , choosing to let it be unstable/temporary, GM's choice!
 
Razade
 Pool:  1


  Sunbeam, Weather Report  

The pair of Weather Report people seem more shocked to see you than anything, the questions rather than any saving attempt seeming to confuse them further.  "We don't have a lot of answers, less stranded."  the first offers, a young looking woman, not much older than you.  "We got a report of some elementals so we came to investigate and by the time we got here the place was flooded."  The second, a young man, nods in agreement.  "It's like you see. We radio'd for The Crow but the Hierophant seems to be distorting the planar fabric. No way to get any sort of dispatch out. Any way you could get a message to them? I doubt anyone else can put a stop to this." 
  Jackal, Water Elementals  

The walls look to work at first, Jackal though given their shadowy nature and the non-solid nature of your enemies it's not likely to last too long. The civilians make a break for it though the terrain is hardly perfect for a quick escape. As the waters continue to rise, the civilians aren't going to get out of harm's way in an expediante manner on their own.


  Figment, Kintsugi, Zephyr: On the Sidelines  

The rest of the team can likely see the rescue efforts and see both that Jackal's walls are unlikely to work long-term as well as the fact that as the rain continues to fall, the less land there is for the civilians to get out and away from the widening area of disaster. Certainly some hands on deck there would expedite the process. There's other issues arising however, from the three of your vantage. With another peel of the bell the waters tremble and from the ripples rise a powerful wave. The largest wave's trajectory seems to place it directly bearing down on Jackal and his rescue effort but the ripple's expanding nature means that the glowing waters are likely to wash out into other city streets that have yet to be flooded. That means more Elementals, and a worsening of the situation if what you're currently seeing holds.
D.Credibility
   Figment    the Liminal
   Conditions :  
   Potential:   0/5 
 
 Spoiler: Labels 
  Labels:  
Freak +1
Danger +1
Savior +1
Superior +1
Mundane -1
 

 
 Spoiler: Influence 
  Influence:  
I have influence over: Jackal, Kintsugi, Sunbeam, Zephyr
Has influence over me: Jackal, Kintsugi, Sunbeam, Zephyr
 

 
 Spoiler: Moves 
  Moves:  
  Coin Toss   When you assess the situation, you may always ask (one of) the following question(s) even on a miss:
 
 What in the scene could I use to tip the odds in my favor? 
 
  Neutral Gear:   (setting the charge to villain:  Throw It In Reverse ) When you take the time to observe the scene without taking direct action, roll 2d6. On a miss, you’re either caught flat footed or give the opposition an Opportunity. On a hit, gain Hold. On a 7-9 Hold 1 and take -1 Forward on your next roll. On a 10+, Hold 2. You may spend Hold 1 to 1 as if it were Team.

Add your Danger to the roll when you take immediate action to Unleash your powers to cover an escape or Provoke a Hero into dangerous action. In addition, you may spend Hold to escape any bindings or impediments the opposition puts upon you.
 

 
 Spoiler: Advances 
  Advances:  
 

 "Have fun kids!"  Figment calls from both spots...only for both of the "hers" to disappear.

The real her was standing on a rooftop nearby, holding an umbrella, thoroughly miserable and drenched through and through. She sniffles and coughs a bit, grumbling.

 "...someone needs to fix this fast, I'm drowning on my feet here,"  she mutters bitterly, peering down the street...then blinking at the new peal and the new wave that starts towards her teammates.

 "Well that's worse than no good,"  she mutters, Smoke appearing again and swooping off into the city.

She needed to find this bell. It was clearly the cause of all this, and if she could take that out...

Well, it wasn't nothing that the others were saving the civilians, but they were just treating the symptoms of the problem. It wasn't going to  stop  until she found where the source of it was.

 Hold 1, -1 Forward 
Comissar
    Zephyr    
  Conditions: 
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +1 
  Savior:   -1 
  Superior:   +2 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 One's Old Tricks  - When you’d fall back on old ways to tackle a problem, roll + Superior. On a miss things go wrong. The opposition confirms a long-held suspicion, you damage your reputation or something in the scene. On a hit your old ways pay off. On a 7-9, choose one and attract unwanted attention. On a 10+, choose two.
 
 Take something important from the scene 
 Break In/Out of somewhere 
 Uncover a secret, ask the GM a question, they must answer honestly 
 Escape any bindings or impediments placed on you 
 Stun an Opponent either up close or at a distance 
 
 Two Way Street  - When someone tries to Pierce your Mask or discover your true motives you can interfere. Roll + Danger. On a miss you either overshare or must include them in your plot, their choice. On a 7-9 they take -2 to the roll or you can ask them a question in return, your choice. On a 10+ you may either tell a lie to one of their questions or take +2 forward to Pierce their Mask, GM’s choice.

 Company Man  - When you’re confronted by someone from your past, roll + Danger. On a miss, their presence is upsetting and you must either flee the scene or fall back to your training and comply with their wishes. On a 7-9, you’re shaken. Take -1 against them for the duration of the scene but clear their Influence over you if they have it. On a 10+, clear their Influence and mark Potential or clear a Condition.
 


Despite herself, a smile quirks at the corner of Zephyr's mouth as Figment conducts her show-boaty conference call. She glances briefly up as the rain ceases its assault on her, seeing that Kintsugi had extended their makeshift shelter to include her, then offers them a quick " Thanks. " as she turns her attention back to the street below. She gestures to the flooding streets and the waves set to sweep away more civilians.

" I'm going to see if I can get some barricades set up, try and dam the water back somewhat. Give the others time to get the civilians out. " She turns to Kintsugi, tilting her head, " See if you can get some kind've rescue platform set up? High above the water line, if you can? "

Without really waiting for more than a quick response, Zephyr clutches her hat to her head and leaps down from her perch, a panel showing her silhouetted against the sky, falling at the same angle as the rain as she alights on a lamppost that was managing to hold firm against the raging waters. With a flash and a sweep of her blade, she cut through overhanging signs and awnings of the buildings around her, sending them crashing down into the waters around her. Without waiting for them to settle, Zephyr starts to leap forward from post to post ahead of the torrent, elegant strikes of her blade sending yet more debris into the waters below her until she reaches a funnel point. A final leap and strike and Zephyr sends a collection of traffic lights and street lamps collapsing down to cross the bottleneck, aiming to create a makeshift net to catch the rest of the debris she'd sent into the waterstream.

Alighting on a sloped awning over the entrance to a hotel, she looks back to examine her handiwork. Hopefully her hastily constructed dam would buy time for the others to pull the civilians in the water's path to safety.

 
 Spoiler: OoC 
Rolled a 9 for an Unleash, going to be choosing Unstable/Temporary as Zephyr tries to block the water's flow by creating obstacles in its path using rubble and street poles.
 
SkipperChips
   Sunbeam    
Conditions:
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : -1
 Freak : 1
 Savior : 2
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 I Know What I Am:  Once per scene, when you  defend  a teammate, you can shift Savior up and another Label down in addition to any other benefits from the move, even on a miss. If you do, add 1 Team to the pool.

 Words Of The Past:  When you seek the guidance of one of your elders or a member of your legacy, tell them a problem you face, and ask them a question about the problem. They will answer it honestly, and tell you what to do. Take +1 ongoing if you listen. If you go your own way, mark potential.
 


Sunbeam frowns and shakes her head.  "Fat chance o' that. I mean, I technically could, but the city'd be takin' a bath by the time I got back." 

She drums her fingers on her legs as she paces back and forth.  "Hang on. Y'said that that ... Hierophant thing was messing with your radio, right? How far away d'you think you need to be in order for it t' start working again?"  She grabs one of the Weather Report agents under each arm and hoists them up into the air, slowly hovering as she does.  "Y'know what, how's this - I'm gonna start flyin' away from that thing fast as I can, and you guys shout when you've got a signal. Deal? Deal!"  Without waiting for confirmation, Sunbeam takes off flying away from the Hierophant at top speed, leaving a glowing orange streak in the sky as buildings flash by underneath them.
Coax
   Kintsugi 
Conditions:
Potential: 0/5 
 
 
 Spoiler: Labels 
 Danger:  0
 Freak:  +1
 Savior:  0
 Superior:  +1
 Mundane:  +1
 

 
 Spoiler: Moves 
 Quality Control:  When you Pierce someone’s Mask, you may ask one of the following, even on a miss.
 What inspires you to do what you do? 
 What would you sacrifice for perfection? 
 Every Moment a Painting:  When you take in your surroundings and notice details, roll + Mundane. On a miss, your critical eye is blind and you miss something obvious. On a hit, something is out of place or something out of the ordinary catches your eye. You may ask the GM one question about your surroundings, they must answer honestly. On a 10+, shift Superior up and another Label down.
 

Kintsugi trades Zephyr nods as the conference call ends. It looks like the situation is on the brink of worsening, and with everyone else taking off, Kintsugi is eager to pull their own weight and showcase some of their own flair. (They try not to watch for too long as Zephyr ascends, carving elegant slashes into everything in her way.)

Maybe they're a little bit out of their depth when it comes to dealing with this specific situation, but a platform? Surely that's well within their wheelhouse, and there's a particularly appealingly-shaped piece of debris down below that could make an excellent base for a platform.

So Kintsugi adjusts their suit, then leaps off the debris they've perched on to descend in one straight drop. The Masterwork weaves around them, Kintsugi brainstorming in the meantime. They go through a couple themes before settling on reflecting their environment: If they're able to pull it off, their Masterwork will take root, blooming into a shelter decorated with the rhythmic patterns of the waves and rough-hewn stone around them. Then, just for good measure (and potentially to brighten the mood of the civilians), they mentally add a few strategic ceramic branches and vines stocked with blooms to reinforce the whole thing. That ought to be enough.

 
 Spoiler: OOC 
Rolled a 10 to Unleash
 
Razade
 Pool:  1


  Figment, Zephyr, Kintsugi, Jackal: Helping Civilians   

As Zephyr gets to work setting up walls in a flashy style the wave strikes, the walls erected holding but barely. Another wave like that is for sure going to take them out and with the Elementals still around it's likely they'll be a target. However for the moment, they're doing the trick for helping the civilians offload onto the platform Kintsugi sets up for them. None seem to really appreciate the aesthetic details though a life or death situation leaves little time for art appreciation. For now, what matters is the civilians are safe though something's going to have to be done about the Elementals and waves and soon as another peel of the bell sounds out across the stormy skies though this time, at a different pitch.

The panels cut to Sunbeam and her cargo a few moments before.

  Sunbeam, Weather Report: Flying High  

The Weather Report members exchange a look and then give a nod as Sunbeam lifts them and rockets off, the panels catch up to the new and sudden peel from the bell. The rain stops for a moment though the skies are still gray and dark, the air grows still. One of the Weather Report members gets a close up as their eyes go wide, glancing back at the Hierophant that looms in the distance as the silence is broken. The vast thing moves, almost as if standing up from a long time spent on its knees and then the rain begins to fall once more, harder and in near horizontal sheets

 "Hey kid!!"  the Weather Report member shouts out at Sunbeam  "Look out!!" 
  Everyone  

The bell peels out once more, now visibile on the Hierophant as it turns about and looms larger, the massive bell where one would expect the eyes of a person to be, the head of the massive Elemental looking more like an open air cathedral than anything humanoid. A third peel of the bell sounds out as suddenly the waters flooding the streets start to go in the opposite direction, suddenly retreating like a tide towards the source of the sound. Anyone on the water is drawn along with it and at speed, drawn to the Hierophant.

The water itself seems to flow up the structure of the extraplanar being, drawn up through its legs, carving canals through its body before a point of light appears near the bell. The air grows silent and still once more only to be replaced by a high pitched whine as a massive blast of glowing water slices through the sky directly at Sunbeam.
Comissar
    Zephyr    
  Conditions: 
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +1 
  Savior:   -1 
  Superior:   +2 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 One's Old Tricks  - When you’d fall back on old ways to tackle a problem, roll + Superior. On a miss things go wrong. The opposition confirms a long-held suspicion, you damage your reputation or something in the scene. On a hit your old ways pay off. On a 7-9, choose one and attract unwanted attention. On a 10+, choose two.
 
 Take something important from the scene 
 Break In/Out of somewhere 
 Uncover a secret, ask the GM a question, they must answer honestly 
 Escape any bindings or impediments placed on you 
 Stun an Opponent either up close or at a distance 
 
 Two Way Street  - When someone tries to Pierce your Mask or discover your true motives you can interfere. Roll + Danger. On a miss you either overshare or must include them in your plot, their choice. On a 7-9 they take -2 to the roll or you can ask them a question in return, your choice. On a 10+ you may either tell a lie to one of their questions or take +2 forward to Pierce their Mask, GM’s choice.

 Company Man  - When you’re confronted by someone from your past, roll + Danger. On a miss, their presence is upsetting and you must either flee the scene or fall back to your training and comply with their wishes. On a 7-9, you’re shaken. Take -1 against them for the duration of the scene but clear their Influence over you if they have it. On a 10+, clear their Influence and mark Potential or clear a Condition.
 


With the rain continuing to lash down, and bell tolling, the scene surrounding the mobilising Heirophant and its swarm of elementals was taking on a mythical quality. A panel captures this mood, Zephyr crouched and holding her hat close in the low foreground barely above the surging waters. Towering above her, hazy with the rain between her and it, looms the Heirophant. A bright spark of light picking out Sunbeam leading it on a chase high above.

She turns her attention back to the streets. Her makeshift barricades would only hold for so long, and directed strikes by the Elementals would drastically shorten that time. Decision made, she rises to a crouch, then leaps forward in a low arc. Mid-way across the street, there's a flash of her polearm as she cuts through one of the water elementals. She angles the blade after her strike, giving a grunt of exertion as she uses the flat of the blade and pushes against the rushing water. The force is enough to propel her to her next target, and a second strike, and a second launch. In this way, she criss-crosses the streets, landing strikes on elementals as she propels herself above the turbulent waters.

 
 Spoiler: OoC 
Rolled an 11 for a Direct Engage, choosing 'Resist/Avoid" and "Create an Opportunity"
 
Coax
   Kintsugi 
Conditions:
Potential: 0/5 
 
 
 Spoiler: Labels 
 Danger:  0
 Freak:  +1
 Savior:  0
 Superior:  +1
 Mundane:  +1
 

 
 Spoiler: Moves 
 Quality Control:  When you Pierce someone’s Mask, you may ask one of the following, even on a miss.
 What inspires you to do what you do? 
 What would you sacrifice for perfection? 
 Every Moment a Painting:  When you take in your surroundings and notice details, roll + Mundane. On a miss, your critical eye is blind and you miss something obvious. On a hit, something is out of place or something out of the ordinary catches your eye. You may ask the GM one question about your surroundings, they must answer honestly. On a 10+, shift Superior up and another Label down.
 

Kintsugi's elation at having produced such a practical and lovely (practically lovely, certainly) piece true to their hasty vision is admittedly somewhat dampened by the lack of interest the civilians take refuge in it. Not even a brief awestruck glance at their safe haven...

Well, perhaps the blossoms are a bit excessive. Or even—perish the thought—a cliché contrast for this desolate landscape. Whatever the case is, Kintsugi quickly brushes a few away in a smooth motion as they continue welcoming the civilians onto the platform with their best charming smile and words of comfort. They won't get demotivated this easily. After all, they've succeeded in their initial purpose (saving the civilians), and besides, they are but part of a larger performance art that encompasses the whole team. (Which, yes, includes Jackal.)

They know to stand guard and maintain their corner of the scene, but as Sunbeam threads the sky with orange and Zephyr soars above the rapids, they can't help but want to contribute further, to ensure the others' success.

Perhaps there is something their artisan's eye may catch that will prove useful against the Hierophant? With that in mind, once the last civilian is secure Kintsugi turns a critical eye to the overall composition.

 
 Spoiler: OOC 
Rolled a 6 on an Assess; marking Potential in next post.
 
D.Credibility
   Figment    the Liminal
   Conditions :  
   Potential:   0/5 
 
 Spoiler: Labels 
  Labels:  
Freak +1
Danger +1
Savior +1
Superior +1
Mundane -1
 

 
 Spoiler: Influence 
  Influence:  
I have influence over: Jackal, Kintsugi, Sunbeam, Zephyr
Has influence over me: Jackal, Kintsugi, Sunbeam, Zephyr
 

 
 Spoiler: Moves 
  Moves:  
  Coin Toss   When you assess the situation, you may always ask (one of) the following question(s) even on a miss:
 
 What in the scene could I use to tip the odds in my favor? 
 
  Neutral Gear:   (setting the charge to villain:  Throw It In Reverse ) When you take the time to observe the scene without taking direct action, roll 2d6. On a miss, you’re either caught flat footed or give the opposition an Opportunity. On a hit, gain Hold. On a 7-9 Hold 1 and take -1 Forward on your next roll. On a 10+, Hold 2. You may spend Hold 1 to 1 as if it were Team.

Add your Danger to the roll when you take immediate action to Unleash your powers to cover an escape or Provoke a Hero into dangerous action. In addition, you may spend Hold to escape any bindings or impediments the opposition puts upon you.
 

 
 Spoiler: Advances 
  Advances:  
 


Figment is nearly blown off the rooftop she's on as she struggles to maintain Smoke in the torrential downpour, actually slipping and stumbling on the wet surface, itself practically a sheet of sheer water.

She clenches her eyes, dropping down next to an antenna and trying to use to to steady herself while she keeps as much of her attention on the situation as possible.

She sees the attack streaming (pun intended) towards Sunbeam, but there's nothing to be done there. Hell, by the time she's noticed, the interns have already called out. She could manifest nearby and call out, but it would be too late by then.

Besides. Sunbeam is doing her job. As are Zephyr and Kintsugi.

Actually ending this fiasco is going to take a bit of finesse. And there's really only one option when a situation calls for a deft touch.

As Jackal watches the civilians disperse, the frantic and sopping wet bodies filling one frame, the very next frame, they are parting around a suddenly there Figment, as usual looking unaffected by the rain.

No flourish this time, which is how you know things are dire.

 "How's your doggy paddle, Puppy Dog?" 

Ok, but there's still time for banter. There's   always  time for banter.

 "There's a bell in the Jolly Wet Giant there's head,"  she points towards the thing's head, now far above street level as it rides higher.  "I'd bet my favorite boots that if we find a way to take it out, that thing turns into an overgrown puddle…and, y'know, a couple thousand insurance claims. But that's for more boring people than us to handle once this is over and done with." 
 "Think you can help a girl out?" 
 Hold 1, -1 Forward 
SkipperChips
   Sunbeam    
Conditions:
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : -1
 Freak : 1
 Savior : 2
 Superior : 0
 Mundane : 1
 

 
 Spoiler: Moves 
 I Know What I Am:  Once per scene, when you  defend  a teammate, you can shift Savior up and another Label down in addition to any other benefits from the move, even on a miss. If you do, add 1 Team to the pool.

 Words Of The Past:  When you seek the guidance of one of your elders or a member of your legacy, tell them a problem you face, and ask them a question about the problem. They will answer it honestly, and tell you what to do. Take +1 ongoing if you listen. If you go your own way, mark potential.
 

 "Eh?" 

Bridget barely has time to react before the watery beam crashes into her. She'd been so focused on navigating the three of them through the sea of airborne rubble that she had practically stopped paying attention to the Hierophant altogether, and now that was coming back to bite her. She just manages to interpose herself between the Weather Report agents and the blast. Her tattoos flare to life with a pulse of orange light, a bright pinpoint in the sky even through the beam of water flowing around her and the agents.

 
 Spoiler: OOC 
Aiming for a  Defend  to protect the Weather Report agents from the blast of water.
 
The_Specialist
   Jackal  
 Conditions: 
 Potential:  1/5  
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:    0 
  Savior:   -1 
  Superior:   +2 
  Mundane:   0 
 
 

 
 Spoiler: Moves 
 [X] Phoenix’s Flame:  When you answer a compromising question honestly, you may clear a Condition as if you’d made a Condition move or take Influence over the person asking the question. You may do this once per scene.

 [X] Serpent’s Tongue:  When you Pierce someone’s Mask, you may ask one of the following even on a miss.
 
 What is one of your darkest secrets? 
 Would you keep a secret for me? 
 
 

  "Oh no... who friggin' fell in?"   The questioning on his 'doggy paddle' seems to immediately fill the masked 'hero' with apprehension, already soggy enough as it is without the prospect of having to jump directly in. His glowing canine features tilt to the side in an appropriately questioning manner as  Figment  explains about the bell, before his head swings towards the Jolly Wet Giant to take a look himself.

  "Ick... that's weird..."   He mumbles, not enough of a creative spirit to truly appreciate the intriguingly alien nature of the Hierophant.   "That's what's been ringing this whole time?? It's  face ?"   Jackal huffs, letting out a more prolonged sigh when he seems to realize he might have to help with that, the sound trailing into a bit of a whine.

  "Well, I'd hate to leave a pretty girl hanging... But I expect to be treated to hot chocolate after this!"   He pouts a touch, only partially in jest. He might have joked earlier about this not being his usual kind of target, but that wasn't really a joke either. The towering Hierophant is definitely questionably above his paygrade. That's part of the whole Hero TM  business though, isn't it?

Watching the blast sent  Subeam's  way does cause him to flinch a little, before he realizes he might as well take the opportunity while it's focused on his friend to act. Easily scaling the closest building to get a better  vantage point, he keeps himself hunched low, flipping off the neon lights on his mask for the time being. He'd still rather avoid getting in the Hierophant's face (literally) himself just yet, holding that as a last effort.

The shadows begin to deepen and thicken around him again, drawing inward to form a more 'solid' shape. He does his best to form it into something distinct, an oval body, six spindly legs, like an oversized water bug. Something he can send off in his stead to try and climb the elemental and get at those bells.



 
 Spoiler: OOC 
 Rolled a  6  to  Unleash , uh oh!
 
Razade
 Pool:  1


  Zephyr, Elementals: Wet  

Elementals of this nature aren’t the most worrisome of beings, at least not one on one. Getting you when you’re distracted, or in large numbers, they’re a threat sure but as you zip between them there’s not much of a defense against your blade. However, while they’re not dangerous on their lonesome they are sturdy creatures so long as they’re in their element. It’s hard to truly put down an Elemental when they’re on their home territory and considering all the water around each one you cut down is really only cut down in the moment. Given time, they will reform and be a menace all over again. With the water fleeing the streets however and being blasted out over the city in wide arcs by the Hierophant however, it might take them some time to do that just with the rain water.


  Kintsugi: Also Wet   

The large blast of water and the confusion of combat make it pretty difficult, on top of the turbulent waters and everything else, to really get a handle on anything going on around you. It seems that Jackal and Figmant are preparing something but with how spread out you are and the dangerous the distance is, getting to them will be hard. Given how fast the water is flowing, standing around is likely to be just as dangerous if not more. At the very least, Zephyr is keeping the Elementals occupied. What do you do?

  Sunbeam, Weather Report: Under Fire  

The water hits you like a wall though it does little more than push you with it. Your cargo are wetter for the experience but unharmed. By the sound of the bells chiming in the distance it doesn’t appear you’re out of the woods as a second beam of water lances out across the sky this time in a wide arc, seeming to try and keep you within range as a second though less violent blast follows close behind. These two are different as well in another way. The first blast of water was clear, pure even, untainted by the Ley Line energies. These two blasts however are not, they glow brightly in the evening dark and where they lance, a cloud of misty green hovers.

  Figment, Jackal: Up, Away  

Weaving shadows while your friends keep everything distracted isn’t a hard job, Jackal, nor waiting to get the hel of your teammate Figment however no sooner has the strange water strider touched the rapids does Jackal feel a tug before the shadows they were weaving drags them up and away with their water strider creation. Considering how far the water has to travel, Jackal isn’t at the top yet but it looks like you might have someone to save after all Figment. At least it’s all going the direction you want to go?
Comissar
    Zephyr    
  Conditions: 
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +1 
  Savior:   -1 
  Superior:   +2 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 One's Old Tricks  - When you’d fall back on old ways to tackle a problem, roll + Superior. On a miss things go wrong. The opposition confirms a long-held suspicion, you damage your reputation or something in the scene. On a hit your old ways pay off. On a 7-9, choose one and attract unwanted attention. On a 10+, choose two.
 
 Take something important from the scene 
 Break In/Out of somewhere 
 Uncover a secret, ask the GM a question, they must answer honestly 
 Escape any bindings or impediments placed on you 
 Stun an Opponent either up close or at a distance 
 
 Two Way Street  - When someone tries to Pierce your Mask or discover your true motives you can interfere. Roll + Danger. On a miss you either overshare or must include them in your plot, their choice. On a 7-9 they take -2 to the roll or you can ask them a question in return, your choice. On a 10+ you may either tell a lie to one of their questions or take +2 forward to Pierce their Mask, GM’s choice.

 Company Man  - When you’re confronted by someone from your past, roll + Danger. On a miss, their presence is upsetting and you must either flee the scene or fall back to your training and comply with their wishes. On a 7-9, you’re shaken. Take -1 against them for the duration of the scene but clear their Influence over you if they have it. On a 10+, clear their Influence and mark Potential or clear a Condition.
 


Zephyr comes to a pause as the last of the water elementals falls to her polearm. She's panting lightly from the exertion, but a satisfied smirk brightens her expression. So far, so good. Idly, she wondered if she'd have the favour of the Weather Report after this. This was normally their mess to clean up, after all. The tolling of the Heirophant's bell draws her eyes skyward. Sunbeam looked to be drawing most of the creature's ire, and she had passengers too. Time to go help.

Zephyr leaps upward, kicking off against buildings as she ascends to the height Sunbeam was flying at. With a final leap, she passes close enough by her teammate to yell out to her over the din of the rain, " I've got you! Drop them off, give the Heirophant hell! "

There's no time to yell more. Hopefully Sunbeam saw the safe platform Kintsugi has set up below. Bringing her blade around in a wide arc, Zephyr braced herself as she prepared to try and deflect the Heirophant's latest attack. A panoramic panel shows her small in the sky as she leaps toward the glowing jet of water blade first.

 
 Spoiler: OoC 
Rolled a 7 to Defend Sunbeam from the Heirophant's latest assault by using her Kinetic Absorption to try and negate the attack with her polearm. Going to choose to Take Influence over Sunbeam (which Zephyr already has, so moving her Saviour up and Mundane down), and going to choose for Zephyr to expose herself to danger.
 
D.Credibility
   Figment    the Liminal
   Conditions :  
   Potential:   0/5 
 
 Spoiler: Labels 
  Labels:  
Freak +1
Danger +1
Savior +1
Superior +1
Mundane -1
 

 
 Spoiler: Influence 
  Influence:  
I have influence over: Jackal, Kintsugi, Sunbeam, Zephyr
Has influence over me: Jackal, Kintsugi, Sunbeam, Zephyr
 

 
 Spoiler: Moves 
  Moves:  
  Coin Toss   When you assess the situation, you may always ask (one of) the following question(s) even on a miss:
 
 What in the scene could I use to tip the odds in my favor? 
 
  Neutral Gear:   (setting the charge to villain:  Throw It In Reverse ) When you take the time to observe the scene without taking direct action, roll 2d6. On a miss, you’re either caught flat footed or give the opposition an Opportunity. On a hit, gain Hold. On a 7-9 Hold 1 and take -1 Forward on your next roll. On a 10+, Hold 2. You may spend Hold 1 to 1 as if it were Team.

Add your Danger to the roll when you take immediate action to Unleash your powers to cover an escape or Provoke a Hero into dangerous action. In addition, you may spend Hold to escape any bindings or impediments the opposition puts upon you.
 

 
 Spoiler: Advances 
  Advances:  
 


Figment watches through the eyes of her illusion, expecting everything to go--

Oh.

 Oh. 
  OH NO.  
 "JACKAL!"  she shouts, her illusion sprouting dove wings and slapping after him, straight into the elemental.  "J-Jackal! Hold on! Uh...I'll, uh...I'll...I..." 
 "%(*&amp;@#!" 

The Pride knows. When Figment swears, things really have gone sour.

 "Help...I-I'll just...I'll get help!"  her fleshy bloody self says on the rooftop, shifting perspectives to Smoke, still circling the scene and trying to find someone who can help.

Again, Sunbeam is her first choice, but she's taking the brunt of the attack--and honestly, that's helpful. It keeps the worst of the attention off of the rest of them. Zephyr's...being awesome. Keep up the awesome, Zephyr.

Kintsugi? That masterpiece of theirs would be helpful...but they're too far away!

Smoke swoops towards Kintsugi as Figment herself looks for a way to get to the Heirophant herself, just in case she needs to...

...needs to...

...what? What the hell would  she  do?!

 "Kintsugi!"  Smoke bursts into...smoke...and "Figment" emerges from the smoke, landing in a flourish beside them. She looks haggard, harrassed...scared for the first time since the team had met the usually unflappable performer.

 "Kinstugi! Jackal is--I-I mean...he needs help! Someone needs to help him!"  she points in...a weird direction, not directly at the heirophant, but that's because in her nervousness, she points from her actual body and forgets to compensate for the different positions.

Meanwhile, the "Figment" that had conscripted Jackal watches in abject horror...before Figment takes a deep breath.

She has to try  something .

The illusionary Figment rushes for Jackal, flying through the water like it's air, moving to tackle her teammate, even though everything she knows tells her this is impossible...

 Defend: 8 -1 (forward) +1 (influence) = 8
 
 Add a team to the pool 
 
 
...and it works.

Somehow.

 Impossibly. 

The Figment standing beside Kintsugi just stares blankly forward, blinking - mirroring the actual Figment in that moment before just saying  "...huh..."  and disappearing in a burst of smoke as she focuses instead on the fact that her illusion was actually  holding  her teammate and soaring out of the Heirophant towards a nearby rooftop.

...well, soaring is probably generous. It's more like a controlled fall. The amount of concentration it takes is excruciating.

 Take a Powerful Blow: 9 
 Hold 1 
Coax
   Kintsugi 
Conditions:
Potential: 1/5 
 
 
 Spoiler: Labels 
 Danger:  0
 Freak:  +1
 Savior:  0
 Superior:  +1
 Mundane:  +1
 

 
 Spoiler: Moves 
 Quality Control:  When you Pierce someone’s Mask, you may ask one of the following, even on a miss.
 What inspires you to do what you do? 
 What would you sacrifice for perfection? 
 Every Moment a Painting:  When you take in your surroundings and notice details, roll + Mundane. On a miss, your critical eye is blind and you miss something obvious. On a hit, something is out of place or something out of the ordinary catches your eye. You may ask the GM one question about your surroundings, they must answer honestly. On a 10+, shift Superior up and another Label down.
 

The flow of combat is too confusing. There's no artistic rhythm that Kintsugi can discern; only chaos. A faint crease develops in their forehead, and then Figment drops by. Kintsugi's apprehension moves into concern.

  "Jackal?" 
 
They try and follow Figment's directions, but there's nothing there, and when they look back Kintsugi is just in time to see the Figment with them disappearing, and Figment and Jackal falling together.

 Oh no. 

If there wasn't a call to action already, it's just become more urgent. They cast a look at the Masterwork, housing the civilians, and then up where the rest of their team is.

Kintsugi can't move their Masterwork closer without risking the civilians. That much is clear. The ascent, then, is solely up to them. But if the others are capable, then surely they are too.

So Kintsugi ventures out into the watery chaos by themselves, sparing their Masterwork a light pat on their way to Figment and Jackal.
The_Specialist
   Jackal  
 Conditions: 
 Potential:  1/5  
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:    0 
  Savior:   -1 
  Superior:   +2 
  Mundane:   0 
 
 

 
 Spoiler: Moves 
 [X] Phoenix’s Flame:  When you answer a compromising question honestly, you may clear a Condition as if you’d made a Condition move or take Influence over the person asking the question. You may do this once per scene.

 [X] Serpent’s Tongue:  When you Pierce someone’s Mask, you may ask one of the following even on a miss.
 
 What is one of your darkest secrets? 
 Would you keep a secret for me? 
 
 


So much for being the hero and impressing a pretty girl... Not even a chance to save it with a witty quip! Instead...

   "Hrk-!"    Is all that escapes Jackal as he's unexpectedly dragged after his own creation, the cursing that follows not carrying terribly far through the cacophany of rain and storm. So this is what it felt like to get caught in his shadows.  Sucky . Not to mention getting whipped around and partially water-boarded as he tries to free himself. He really hopes  Arbiter  doesn't see this somehow.   "Uuurgghh!! Let go you idiot!!"   Jackal snarls as he manages to turn away from the water for a moment.

And then his trajectory abruptly changes, leaving him flailing for a moment before he's able to wrap his arms around something... solid?   "Figgy..?!"   He splutters in alarm and confusion, before realizing he's been... saved? Jackal didn't think  Figment  could fly! Though they sure seem to be moving awfully fast still. I mean, he has  Figment  to break his fall, but  Figment  has... uhhh...

  "Slow down, Fig!! Slow down!"   Jackal shouts, words probably rarely spoken by the youth.
Razade
 Pool:  1


  Jackal, Kintsugi, Figment: Up and Away  

The Figment illusion dashes in in the nick of time, pushing Jackal off their makeshift shadow creation and onto a very hard landing. The water drug you, and the illusion by proxy, a fair ways up the structure of the imposing hierophant. Considering its fairly humanoid shape, you're roughly at where the hips would be if this thing was 1 to 1. Halfway there, all things considered. The place is oddly silent compared to the outside warzone, the sound of rushing water dull even as you see it thundering up the body through pipes. What's more, the Ley Line energies here are tangible, like the moment before a lightning strike and the only place for it to go is through more magic. Like a major static shock, you can feel the currents of the Ley Lines zap across the space between you and your illusion Figment, the space around your physical body erupting in vivid green energy.

It's going to be a bit of a climb by the time you reach the Hierophant Kintsugi though at least your friends seem safe for the time being. Reaching them shouldn't be too hard considering the giant creature is built out of stairwells and platforms though the water rushing up the massive thing is certainly a concern. Plenty of Water Elementals got sucked up inside as well and there's no telling where they're lurking. They might even be near your allies? What do you do?


  Zephyr, Sunbeam, Weather Report Folks: In the Sky  

Zephyr's heroic leap towards the water does not end so dramatically. The wall of water slams into the erstwhile hero with a resounding crash before the second beam slams into Zephyr. Unlike the first beam which simply dissapated, the twin bursts of water leave a hazy cloud of glowing green energy behind, rumbling with powerful thunder. The storm seed starts to grow quickly, erratic lightning arching out and seeking to fill the skies above the fight. The lightning almost acts as a cage, freezing after it strikes. Certainly time to weave between the quickly growing cage however, for any brave enough to face the living storm.

 
 Spoiler: OOC 
You took a powerful blow, hopefully this helps you decide the resolution.
 
Comissar
    Zephyr    
  Conditions:  Afraid, Insecure
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +1 
  Savior:   -1 
  Superior:   +2 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 One's Old Tricks  - When you’d fall back on old ways to tackle a problem, roll + Superior. On a miss things go wrong. The opposition confirms a long-held suspicion, you damage your reputation or something in the scene. On a hit your old ways pay off. On a 7-9, choose one and attract unwanted attention. On a 10+, choose two.
 
 Take something important from the scene 
 Break In/Out of somewhere 
 Uncover a secret, ask the GM a question, they must answer honestly 
 Escape any bindings or impediments placed on you 
 Stun an Opponent either up close or at a distance 
 
 Two Way Street  - When someone tries to Pierce your Mask or discover your true motives you can interfere. Roll + Danger. On a miss you either overshare or must include them in your plot, their choice. On a 7-9 they take -2 to the roll or you can ask them a question in return, your choice. On a 10+ you may either tell a lie to one of their questions or take +2 forward to Pierce their Mask, GM’s choice.

 Company Man  - When you’re confronted by someone from your past, roll + Danger. On a miss, their presence is upsetting and you must either flee the scene or fall back to your training and comply with their wishes. On a 7-9, you’re shaken. Take -1 against them for the duration of the scene but clear their Influence over you if they have it. On a 10+, clear their Influence and mark Potential or clear a Condition.
 


With nothing solid to push off of, Zephyr takes the full brunt of the blast meant for Sunbeam. Her attempt at deflecting or absorbing the energy with her blade prove fruitless. Instead, Zephyr hangs gracefully in the sky silhouetted against the lightning for a moment, absorbing as much of the blow as she can to allow her teammate to get to safety. Then she is sent tumbling back through the air in the jet of water, a thunderclap echoing around her as she slams through the window of a building and is left sprawling on the ground.

With a groan, she pushes herself unsteadily to her feet, using her polearm as a support to help her up. A quick check over confirmed she'd suffered several cuts and bruises from the assault. Looked like she couldn't take the Heirophant head on, then.

" At least it's dry in here... " Zephyr mutters to herself as she hobbles over to the window to try and plan out her next move.

 
 Spoiler: OoC 
Rolled a 10 to take a powerful blow, so Zephyr's going to be marking Afraid and Insecure, and will be giving ground to her opponent.
 
D.Credibility
   Figment    the Liminal
   Conditions :  
   Potential:   0/5 
 
 Spoiler: Labels 
  Labels:  
Freak +1
Danger +1
Savior +1
Superior +1
Mundane -1
 

 
 Spoiler: Influence 
  Influence:  
I have influence over: Jackal, Kintsugi, Sunbeam, Zephyr
Has influence over me: Jackal, Kintsugi, Sunbeam, Zephyr
 

 
 Spoiler: Moves 
  Moves:  
  Coin Toss   When you assess the situation, you may always ask (one of) the following question(s) even on a miss:
 
 What in the scene could I use to tip the odds in my favor? 
 
  Neutral Gear:   (setting the charge to villain:  Throw It In Reverse ) When you take the time to observe the scene without taking direct action, roll 2d6. On a miss, you’re either caught flat footed or give the opposition an Opportunity. On a hit, gain Hold. On a 7-9 Hold 1 and take -1 Forward on your next roll. On a 10+, Hold 2. You may spend Hold 1 to 1 as if it were Team.

Add your Danger to the roll when you take immediate action to Unleash your powers to cover an escape or Provoke a Hero into dangerous action. In addition, you may spend Hold to escape any bindings or impediments the opposition puts upon you.
 

 
 Spoiler: Advances 
  Advances:  
 


Figment was about to address the very unusual circumstances, maybe even bask in a bit of well-deserved praise from Jackal, before the shock reached her, causing each of her active illusions across the disaster scene to fade into a weird sort of ephemeral shifting distortion...and causing her to shriek and collapse onto the water-saturated rooftop she had been watching the whole affair from, pain washing over her and, worse, causing her to be unable to focus for long enough to summon up even an illusionary drone to continue scoping out the scene.

 "O-Oh no...n-no no no no no..."  she whimpers, avoiding looking down at herself without the illusionary veil obscuring her natural form as she scrambles, sopping wet and miserable, to her feet.

Oddly, her worry is less that she'll be "found out" (or "outed" as it were) as it is the fact that her team is now without her abilities to keep them in touch and updated with intelligence.

 Take a powerful blow = 9
 
 You give ground; your opposition gets an opportunity (unable to summon illusions) 
 

Hold 1 
SkipperChips
   Sunbeam    
Conditions:
Potential: 0/5 
 
 Spoiler: Labels 
 Danger : -1
 Freak : 1
 Savior : 3
 Superior : 0
 Mundane : 0
 

 
 Spoiler: Moves 
 I Know What I Am:  Once per scene, when you  defend  a teammate, you can shift Savior up and another Label down in addition to any other benefits from the move, even on a miss. If you do, add 1 Team to the pool.

 Words Of The Past:  When you seek the guidance of one of your elders or a member of your legacy, tell them a problem you face, and ask them a question about the problem. They will answer it honestly, and tell you what to do. Take +1 ongoing if you listen. If you go your own way, mark potential.
 

  "Zephyr!"  

Sunbeam skids to a halt in midair, a shocked yell escaping her as her teammate is blasted into a skyscraper. She'd hoped they could solve this the smart way - by calling in the people who had more experience with this sort of thing. But from the looks of it, they didn't have that kind of time. Someone was going to get more than just soaked if they didn't take this thing out  now.  And there was no way she was letting that happen.

The golden trail that signals Sunbeam's approach seems to catch fire as she pushes herself towards the Hierophant faster and faster. Preferably there would have been at least some kind of plan, but plans were more Figment's thing, and she wasn't sure  where  Figment was at this point. Then again, she never really was. Keeping track of her illusionist teammate was like keeping track of an air molecule - downright impossible. Still, there were times for plans, and there were times for punches. This seemed more like a punches time. And it wasn't like she  didn't  have a plan! It was just a simple one. Whenever it blasted water, that bell rang. Therefore, if she got rid of the bell, it wouldn't be able to blast water anymore! Hopefully that made sense, but even if it didn't, the bell and its guardians were about the only thing she could punch anyways, so she didn't really have a better option. She was just going to have to go for it.

Sunbeam descends upon the floating shrine with a furious roar. Fists bursting with light lash out in all directions, and she rips up chunks of the ground the shrine sits on with which to smash apart the forms of the bell's elemental guardians. If she didn't take down this bell, the Hierophant would tear her team to shreds, piece by piece.

 
 Spoiler: OOC 
Rolled a 10 for  Directly Engage , assuming that roll is still applicable here.
 
Coax
   Kintsugi 
Conditions:
Potential: 1/5 
 
 
 Spoiler: Labels 
 Danger:  0
 Freak:  +1
 Savior:  0
 Superior:  +1
 Mundane:  +1
 

 
 Spoiler: Moves 
 Quality Control:  When you Pierce someone’s Mask, you may ask one of the following, even on a miss.
 What inspires you to do what you do? 
 What would you sacrifice for perfection? 
 Every Moment a Painting:  When you take in your surroundings and notice details, roll + Mundane. On a miss, your critical eye is blind and you miss something obvious. On a hit, something is out of place or something out of the ordinary catches your eye. You may ask the GM one question about your surroundings, they must answer honestly. On a 10+, shift Superior up and another Label down.
 

Kintsugi takes a moment to draw a breath, steadying themselves as they reach the Hierophant. They're accustomed to a wide range of physical labor, so the climb isn't hard, but it has been longer than they'd like. There's a little nagging thought that the ascent would have been faster and lovelier with the Masterwork, but Kintsugi clears it away.

They're still armed anyways, in a sense. Even if the thought of using their omni-tool on any lurking Water Elementals is...more than a little distasteful, and the small ceramic fragments they've brought for emergencies will hardly do much here. Still, their friends' safety is important...Maybe Kintsugi should look into forging themselves a ceramic knife or two to keep on hand for later. They had thought the Masterwork was enough, but it's clear they ought to showcase some of their other pieces as well.

For now, they reach for where the omni-tool is knotted securely to their costume with silk cord, considering. Ultimately, they release it for now, though. They should be fine if they move carefully...?

Kintsugi isn't sure, but they prepare themselves for any lurking Elementals as they touch down on the Hierophant, trying not to get too distracted by the patterns all the staircases create.

  "Jackal? Figment?"   they call out, softly.
Razade
 Team:  1


  Zephyr   

You find yourself in what was, at least a few moments ago, a flooded apartment building. Parts of the roof and wall have disappeared, not so much blasted out as simply replaced with flowing unearthly architecture. It gives you a view of the situation as it stands and it seems you're not the only one that's been knocked down. Jackal seems to have taken a similarly rough hit though it's placed them on the Hierophant, Sunbeam going for the creature now that you've protected them. Small wins. Figment is nowhere to be seen and Kintsugi seems to be making a beeline for where Jackal fell.

The waters have, mostly, receded though considering the water was used for the blast that knocked you out of the air they're probably set to return. Which means where you are now is going to be underwater again. The fight seems to be making its way to the Hierophant at this rate, so what do you do?

  Sunbeam  

A few, smaller, bursts lag about you as you approach the top of the Heirophant, Sunbeam, though they don't seem entirely aimed to hit you. You've seen how accurate they can be, after all. The head of the massive creature..or what you've all assumed, was a massive creature is more complex and alien than one might have assumed. A vast, sprawling temple complex sits on the shoulders of the Hierophant, the large temple bell supported between massive pillars of animated water. Smaller elementals, vaguely humanoid and dressed in robes of foam and seaweed, strike the bell with hammers carved from coral.

At the center of the complex is a throne seemingly shaped from pure ley line energy, spitting and spilling out waves of energy. From it, another elemental seems to direct the creature, moving her arms  as the Hierophant does, shifting and moving in time with the building sized thing. Your appearance seems to shock her and with another toll of the bell, a blast of powerful water emits from her. She has been the source of the blasts all along.


  Figment  

Being on your own, and the team being on their own, isn't a great feeling but what is probably worse is getting beaten up by a giant scary elemental. The question now is, do you flee to preserve your identity or figure a way out to help the team now, as they all seem to converge on the threat that brought you all together in the first place?


  Kintsugi  

The climb isn't hard, as you say, and is aided by the many textures of the monster as well as entire sections of stairs and ramps that make up the Hierophant. Getting to Jackal isn't the hard part but it seems finding him might be. The inner workings of the Hierophant are, as you'd expect from an extraplanar being, not easy to read or parse. Elementals don't seem to have found your location though even if they had, you might not know it. The rush of water as it roars up the Hierophant is deafening, the sound of the bell now that you're in close proximity likewise obscuring to other noises about. That's to your advantage as well mind you, though it might make finding your downed teammate more difficult to uncover as well.
D.Credibility
   Figment    the Liminal
   Conditions :  
   Potential:   0/5 
 
 Spoiler: Labels 
  Labels:  
Freak +1
Danger +1
Savior +1
Superior +1
Mundane -1
 

 
 Spoiler: Influence 
  Influence:  
I have influence over: Jackal, Kintsugi, Sunbeam, Zephyr
Has influence over me: Jackal, Kintsugi, Sunbeam, Zephyr
 

 
 Spoiler: Moves 
  Moves:  
  Coin Toss   When you assess the situation, you may always ask (one of) the following question(s) even on a miss:
 
 What in the scene could I use to tip the odds in my favor? 
 
  Neutral Gear:   (setting the charge to villain:  Throw It In Reverse ) When you take the time to observe the scene without taking direct action, roll 2d6. On a miss, you’re either caught flat footed or give the opposition an Opportunity. On a hit, gain Hold. On a 7-9 Hold 1 and take -1 Forward on your next roll. On a 10+, Hold 2. You may spend Hold 1 to 1 as if it were Team.

Add your Danger to the roll when you take immediate action to Unleash your powers to cover an escape or Provoke a Hero into dangerous action. In addition, you may spend Hold to escape any bindings or impediments the opposition puts upon you.
 

 
 Spoiler: Advances 
  Advances:  
 


The thought... does  occur to Figment to flee. In fact, it's an incredibly appealing notion. She'd done everything she could, and with her powers somehow...blocked? Strained? It's hard to tell...she really can't imagine what more she can do.

But strangely...she finds herself  not  doing that. She runs to the edge of the roof and peers down, squinting into the rain and chaos to try and find some sign of them, to make sure her frien--her  teammates  are ok. There's not much she can do right now, of course, but...she'll sleep better knowing they're alright.

She tells herself it's just so she can track down Jackal later and bask in his praises.
Comissar
    Zephyr    
  Conditions:  Afraid, Insecure
 Potential:  0/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +1 
  Savior:   -1 
  Superior:   +2 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 One's Old Tricks  - When you’d fall back on old ways to tackle a problem, roll + Superior. On a miss things go wrong. The opposition confirms a long-held suspicion, you damage your reputation or something in the scene. On a hit your old ways pay off. On a 7-9, choose one and attract unwanted attention. On a 10+, choose two.
 
 Take something important from the scene 
 Break In/Out of somewhere 
 Uncover a secret, ask the GM a question, they must answer honestly 
 Escape any bindings or impediments placed on you 
 Stun an Opponent either up close or at a distance 
 
 Two Way Street  - When someone tries to Pierce your Mask or discover your true motives you can interfere. Roll + Danger. On a miss you either overshare or must include them in your plot, their choice. On a 7-9 they take -2 to the roll or you can ask them a question in return, your choice. On a 10+ you may either tell a lie to one of their questions or take +2 forward to Pierce their Mask, GM’s choice.

 Company Man  - When you’re confronted by someone from your past, roll + Danger. On a miss, their presence is upsetting and you must either flee the scene or fall back to your training and comply with their wishes. On a 7-9, you’re shaken. Take -1 against them for the duration of the scene but clear their Influence over you if they have it. On a 10+, clear their Influence and mark Potential or clear a Condition.
 


With Sunbeam taking the fight to the Heirophant, Zephyr pushes herself to her feet. She wouldn't have long before the building flooded again. Time to try and get back in the fight. Running forward again, she leaps up, springing off of the window she'd just been blasted through and back out into the rain. She then springs off the elemental itself, her figure dwarfed by the gigantic creature as she makes her way up its body, eventually arriving at the head.

The scene there gave her pause, finding Sunbeam facing down... A temple full of people..?

" ... I'll follow your lead..? " They glance to Sunbeam, " What's the play here? "
The_Specialist
   Jackal  
 Conditions: 
 Potential:  1/5  
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:    0 
  Savior:   -1 
  Superior:   +2 
  Mundane:   0 
 
 

 
 Spoiler: Moves 
 [X] Phoenix’s Flame:  When you answer a compromising question honestly, you may clear a Condition as if you’d made a Condition move or take Influence over the person asking the question. You may do this once per scene.

 [X] Serpent’s Tongue:  When you Pierce someone’s Mask, you may ask one of the following even on a miss.
 
 What is one of your darkest secrets? 
 Would you keep a secret for me? 
 
 

  "OOF!!"   Jackal grunts as he hits the 'ground' and rolls across the watery surface, pushing himself up to a knee as quickly as he's able.  Figment  is nowhere to be found, and he could have sworn she just sort of...  poofed  as they hit. An illusion? He didn't even know she could do that with one! He'd like to flatter himself and think she pulled out the stops for him, but one criminal to another, it's also just always a good idea never to let everyone know all your tricks either.

He lifts his mask briefly as he glances around, but it doesn't help orient himself much. All he can hear is the rush of water. Lowering the canine features back over his own, he starts to creep upwards as best he can. Making it to the bell is still the mission as far as he's aware. Considering their only good 'flyer' is otherwise occupied as far as he knows, he tries to assume he's the only one that's made it this high so far, and doesn't bother calling out, instead working on climbing as quickly as he can without alerting any elementals.
Coax
   Kintsugi 
Conditions:
Potential: 1/5 
 
 
 Spoiler: Labels 
 Danger:  0
 Freak:  +1
 Savior:  0
 Superior:  +1
 Mundane:  +1
 

 
 Spoiler: Moves 
 Quality Control:  When you Pierce someone’s Mask, you may ask one of the following, even on a miss.
 What inspires you to do what you do? 
 What would you sacrifice for perfection? 
 Every Moment a Painting:  When you take in your surroundings and notice details, roll + Mundane. On a miss, your critical eye is blind and you miss something obvious. On a hit, something is out of place or something out of the ordinary catches your eye. You may ask the GM one question about your surroundings, they must answer honestly. On a 10+, shift Superior up and another Label down.
 

With no response, there's probably nothing better to do than climb, right? The thought is there to simply shout out for their teammates, but there's hardly anything artistic about that...or the prospect of getting locked into combat without Kintsugi's Masterwork.

And speaking of their Masterwork, Kintsugi can't help but peer out towards it as they continue their ascent. It's a little harder to see with the pelting rain, but it is decidedly weathering the elements just fine, and as an added bonus as Kintsugi's eyes sweep around the area they manage to locate what might be a teammate. At least, they think that's Figment. They stick their head out a little further, pale costume a speck in the rain, and then a thought crosses their mind: With no one else in sight but Figment, maybe the others have already reached the summit?

Somehow, the thought prickles a little bit, and so Kintsugi retrieves their head and opts to quicken their pace further.
Razade
 Team:  1


  Zephyr, Sunbeam: The Actual Hierophant  
  "The play is you leave."   the elemental creatures on the throne offers, the bell rings as the robed figures strike it with hammers made of coral and another beam of powerful water jets off into Sunbeam, launching them off into the distance. Now that you're up close, Zephyr, you can see that this does put some serious strain on the enthroned as the water seems to actually come from their form. The throne itself seems to replenish this water, torrents swelling about the vaugely feminine form and resupplying their body with much needed hydration.

  "We have a right to be here, what business do you and your people have attempting to thwart our relocation? Little sandflies, sniping at glory."   The tone of the hierophant grows cold as she slowly stands from her throne, staring you down. It's probably not long before another of those water beams heads your way so you best think fast Zephyr. What do you do?

  Figment, Jackal, Kintsugi: Moving Up In the World  

Figment, with your vantage you see not only Jackal but Kintsugi start the slow climb up the Hierophant. Without powers it's going to be a tough bit of travel but given the entire creature seems made out of building....there's gotta be some stairs right? And there are! With some poking and pushing and probably a lot of upper body work you find yourself climbing alongside your companions. Kintsugi's masterwork makes short work getting alongside Jackal and in no time the three of you crest the mighty creature to...

See Sunbeam sent sailing off into the distance via a massive blast of water, and to hear the true Hierophant give their declaration. Only Zephyr seems to have their attention, so always good to have the element of surprise. What do the three of you do?
Comissar
    Zephyr    
  Conditions:  Afraid, Insecure
 Potential:  1/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +1 
  Savior:   -1 
  Superior:   +2 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 One's Old Tricks  - When you’d fall back on old ways to tackle a problem, roll + Superior. On a miss things go wrong. The opposition confirms a long-held suspicion, you damage your reputation or something in the scene. On a hit your old ways pay off. On a 7-9, choose one and attract unwanted attention. On a 10+, choose two.
 
 Take something important from the scene 
 Break In/Out of somewhere 
 Uncover a secret, ask the GM a question, they must answer honestly 
 Escape any bindings or impediments placed on you 
 Stun an Opponent either up close or at a distance 
 
 Two Way Street  - When someone tries to Pierce your Mask or discover your true motives you can interfere. Roll + Danger. On a miss you either overshare or must include them in your plot, their choice. On a 7-9 they take -2 to the roll or you can ask them a question in return, your choice. On a 10+ you may either tell a lie to one of their questions or take +2 forward to Pierce their Mask, GM’s choice.

 Company Man  - When you’re confronted by someone from your past, roll + Danger. On a miss, their presence is upsetting and you must either flee the scene or fall back to your training and comply with their wishes. On a 7-9, you’re shaken. Take -1 against them for the duration of the scene but clear their Influence over you if they have it. On a 10+, clear their Influence and mark Potential or clear a Condition.
 


Zephyr ducks and rolls as the Heirophant launches her blast of water forward. Unnecessarily, as it turns out. The Heirophants first assault was not intended for her, but instead for Sunbeam. Grimacing, she glances back to see her teammate simply removed from the equation. Rising from her crouch, Zephyr twirls her polearm and points toward the Heirophant, " You're attempting to displace the people of this city. Your place here is as encroaching outsiders. I'm not going to stand by and let you invade like this. "

Leaping into motion, Zephyr kicks off of the pillars of the temple complex, trying to move fast enough that the Heirophant would be unable to track her movements. Diving forward, she prepares to swing at the elemental, looking to sever its connection to the throne.

 
 Spoiler: OoC 
Rolled a 4 for a Direct Engage, expecting repercussions.
 
D.Credibility
   Figment    the Liminal
   Conditions :  
   Potential:   0/5 
 
 Spoiler: Labels 
  Labels:  
Freak +1
Danger +1
Savior +1
Superior +1
Mundane -1
 

 
 Spoiler: Influence 
  Influence:  
I have influence over: Jackal, Kintsugi, Sunbeam, Zephyr
Has influence over me: Jackal, Kintsugi, Sunbeam, Zephyr
 

 
 Spoiler: Moves 
  Moves:  
  Coin Toss   When you assess the situation, you may always ask (one of) the following question(s) even on a miss:
 
 What in the scene could I use to tip the odds in my favor? 
 
  Neutral Gear:   (setting the charge to villain:  Throw It In Reverse ) When you take the time to observe the scene without taking direct action, roll 2d6. On a miss, you’re either caught flat footed or give the opposition an Opportunity. On a hit, gain Hold. On a 7-9 Hold 1 and take -1 Forward on your next roll. On a 10+, Hold 2. You may spend Hold 1 to 1 as if it were Team.

Add your Danger to the roll when you take immediate action to Unleash your powers to cover an escape or Provoke a Hero into dangerous action. In addition, you may spend Hold to escape any bindings or impediments the opposition puts upon you.
 

 
 Spoiler: Advances 
  Advances:  
 


She doesn't know  why  she's climbing the building, putting herself in danger...and without her powers at that, to say nothing of the fact that she's running the risk of outing herself to her teammates, but Figment finds herself unable to sit back and just watch from a distance. Maybe her powers will come back, or maybe she can just...watch...

...watch and see what?

She shakes off the indecision. Her strength had always been her determination and her ability to just keep plodding forward - her force of will, in a way. She trusts her instincts, her gut. No reason to doubt that now. But that doesn't mean she had to throw all of her baggage out in front of the team, so she keeps her distance from the others, trusting them to be too busy to notice a random guy (or what looks like a guy) climbing awkwardly alongside them in a rain poncho.

...though knowing her luck they'd think she was a civilian in danger and try and swoop in to "save" her...
The_Specialist
   Jackal  
 Conditions: 
 Potential:  1/5  
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:    0 
  Savior:   -1 
  Superior:   +2 
  Mundane:   0 
 
 

 
 Spoiler: Moves 
 [X] Phoenix’s Flame:  When you answer a compromising question honestly, you may clear a Condition as if you’d made a Condition move or take Influence over the person asking the question. You may do this once per scene.

 [X] Serpent’s Tongue:  When you Pierce someone’s Mask, you may ask one of the following even on a miss.
 
 What is one of your darkest secrets? 
 Would you keep a secret for me? 
 
 

  "Oh, hey there Kinny..."   Jackal chirps when his team mate catches up, though it seems like he might have jumped just a little, caught by surprise? Either way, he tries to mask it with relief, which does feel genuine, to have contact again with at least one of the team.   "Are the rest good?"   He asks without pausing, continuing to creep further up and up, no time to stand around while they chat.

A touch on edge, he does eventually catch sight of  someone  following, someone he doesn't recognize. He pauses long enough in his ascent to address them.   " Hey..! "   Jackal hisses, not wanting to full on shout still, in case there are any patrols near by.   "If you're a civvie, get out of here!!"   He waves a hand sharply as if to 'shoo' them.   "..Otherwise, hope you're ready to storm the castle..."    No time to divert and rescue any more randos... especially if they're dumb enough to be climbing the Hierophant without any powers. Hopefully they're someone useful. 

Jackal gets a partial answer to his original question when they reach what appears to be the main platform... in time to see  Sunbeam  sent sailing out of view. Having the heavy hitter so easily tossed aside doesn't exactly bode well... but  Zephyr  is in the line of fire next it seems, if they don't act.   "Let's flank this soggy tart..."    He whispers to  Kintsugi , seeming to welcome the 'stranger' to join in if they choose.   "I'll go left."  
Coax
   Kintsugi 
Conditions:
Potential: 1/5 
 
 
 Spoiler: Labels 
 Danger:  0
 Freak:  +1
 Savior:  0
 Superior:  +1
 Mundane:  +1
 

 
 Spoiler: Moves 
 Quality Control:  When you Pierce someone’s Mask, you may ask one of the following, even on a miss.
 What inspires you to do what you do? 
 What would you sacrifice for perfection? 
 Every Moment a Painting:  When you take in your surroundings and notice details, roll + Mundane. On a miss, your critical eye is blind and you miss something obvious. On a hit, something is out of place or something out of the ordinary catches your eye. You may ask the GM one question about your surroundings, they must answer honestly. On a 10+, shift Superior up and another Label down.
 

Oh; they've found Jackal. Surprised Jackal, to be precise? That seems rare...

But Kintsugi files that thought away for later consideration (and potential later satisfaction), automatically wrinkling their nose a hair at the chirp. The familiar gesture does come with a sense of relief at having located their teammate, of course, but that's no one's business but their own.

  "Zephyr and Sunbeam went ahead,"   they say, furtively assessing Jackal's state of being as they smooth down their own costume.   "I thought Figment..."  

They trail off as another joins the pair. It's the same figure that Kintsugi saw earlier, but it's clear that it's not Figment. Still, there's something vaguely familiar about them. Why else would Kintsugi have made that mistake?

Kintsugi angles their head to the side, thinking, but Jackal has already moved on. And Kintsugi may be many things, but they don't want to be left behind. It must have been all this water affecting their judgment. Which is why they need this situation resolved, sooner than later, and Kintsugi retracts their gaze.

  "Hm...Well, be careful, either way."   It's somewhere between polite and slightly unsure, and then Kintsugi lays eyes on Sunbeam and Zephyr.

  "I'll be right, then,"   they inform Jackal immediately, their Masterwork conforming to the contours of their costume. They're glad to have made the decision to have it assist them (after unloading the civilians elsewhere, naturally), because it's certainly needed here.

Little ceramic fragments ripple together into a smooth, tight pattern of waves, Kintsugi narrowing their eyes. There can be beauty in chaos, of course, but this elemental's producing just a little too much chaos.
Razade
 Pool:  1


  Everyone, all together  
  "Enough!"   the Heirophant shouts even as more seem to join the party. Zephyr's leap into the air doesn't seem to distract long enough to give the rest of you room to position as the watery Elemental snatches her out of the air with a long tendril of water and encloses them inside a bubble of water.   "The ancient pacts decree that this land is ours, no matter who squats upon it now. If the rest of you brave warriors wish for your friend to be let go in peace, drop your arms and surrender."  
 
 Spoiler: Zephyr 
Mark a Condition, you're still free to break out of the bubble.
 
Comissar
    Zephyr    
  Conditions:  Afraid, Insecure, Hopeless
 Potential:  1/5 
 
 Spoiler: Labels 
 
  Danger:   +2 
  Freak:   +1 
  Savior:   -1 
  Superior:   +2 
  Mundane:   -1 
 
 

 
 Spoiler: Moves 

  Moves  
 One's Old Tricks  - When you’d fall back on old ways to tackle a problem, roll + Superior. On a miss things go wrong. The opposition confirms a long-held suspicion, you damage your reputation or something in the scene. On a hit your old ways pay off. On a 7-9, choose one and attract unwanted attention. On a 10+, choose two.
 
 Take something important from the scene 
 Break In/Out of somewhere 
 Uncover a secret, ask the GM a question, they must answer honestly 
 Escape any bindings or impediments placed on you 
 Stun an Opponent either up close or at a distance 
 
 Two Way Street  - When someone tries to Pierce your Mask or discover your true motives you can interfere. Roll + Danger. On a miss you either overshare or must include them in your plot, their choice. On a 7-9 they take -2 to the roll or you can ask them a question in return, your choice. On a 10+ you may either tell a lie to one of their questions or take +2 forward to Pierce their Mask, GM’s choice.

 Company Man  - When you’re confronted by someone from your past, roll + Danger. On a miss, their presence is upsetting and you must either flee the scene or fall back to your training and comply with their wishes. On a 7-9, you’re shaken. Take -1 against them for the duration of the scene but clear their Influence over you if they have it. On a 10+, clear their Influence and mark Potential or clear a Condition.
 


Zephyr gasps out as she's caught mid-air by the tendril of water. A mistake, as it turns out, given she near immediately finds herself encapsulated by water. Fighting against the urge to breath, Zephyr swings her polearm in an arc, breaking the bubble of water and sending her tumbling gracelessly to the ground, her weapon clattering to the floor beside her as she hacks and coughs to try and breath cleanly again. She pushes herself up into a crouch, the effort of it visible in her face, as she calls out " What... What ancient pact..? You think you can just... Just displace the people here because of some forgotten promise..? "

 
 Spoiler: OoC 
Not sure if this'd qualify for a pierce or not, but Zephyr's wanting to figure out the Hierophant's motives here

Also, marked Hopeless as Zephyr's feeling outgunned here.
 
D.Credibility
   Figment    the Liminal
   Conditions :  
   Potential:   0/5 
 
 Spoiler: Labels 
  Labels:  
Freak +1
Danger +1
Savior +1
Superior +1
Mundane -1
 

 
 Spoiler: Influence 
  Influence:  
I have influence over: Jackal, Kintsugi, Sunbeam, Zephyr
Has influence over me: Jackal, Kintsugi, Sunbeam, Zephyr
 

 
 Spoiler: Moves 
  Moves:  
  Coin Toss   When you assess the situation, you may always ask (one of) the following question(s) even on a miss:
 
 What in the scene could I use to tip the odds in my favor? 
 
  Neutral Gear:   (setting the charge to villain:  Throw It In Reverse ) When you take the time to observe the scene without taking direct action, roll 2d6. On a miss, you’re either caught flat footed or give the opposition an Opportunity. On a hit, gain Hold. On a 7-9 Hold 1 and take -1 Forward on your next roll. On a 10+, Hold 2. You may spend Hold 1 to 1 as if it were Team.

Add your Danger to the roll when you take immediate action to Unleash your powers to cover an escape or Provoke a Hero into dangerous action. In addition, you may spend Hold to escape any bindings or impediments the opposition puts upon you.
 

 
 Spoiler: Advances 
  Advances:  
 


She freezes when she's noticed. Logically, she knew this was a possibility, but even if they don't know it's her, she suddenly feels...

...exposed...

 "J-Just...here to see if you want any help,"  the drowned-looking young (seemingly) man mutters in a very un-Figment-like tone, further obfuscating his true identity. Well, it's unlikely they'd ever see through this lack-of-disguise. Despite being Hispanic like Figment, there's very little similar between them. In fact, the soggy boy seems about as un-Figment-ish as he can get.

They wince as they see Sunbeam flying off in the  distance. "Sunbeam!" he cries, scrambling to the edge of the roof in the same direction, blinking and furrowing his brow.

This was...not going well...and they're all out of communication without Figment's illusionary delivery service keeping them in touch.

What a disaster...

 
 Spoiler 

Still Hold 1
 