{
 "Undertow": {
  "name": "Undertow",
  "realName": "Marisol Vance",
  "playbook": "Nova",
  "look": "she/her; normal skin that beads with seawater; casual clothing; a sea-green fantastical costume",
  "dan": "0",
  "fre": "2",
  "sav": "2",
  "sup": "0",
  "mun": "-1",
  "pot1": true,
  "pot2": true,
  "team": "2",
  "abilities": "Abilities: elemental control.\nWater: she pulls waves, currents and spray out of anything wet, and the harbor answers when she is angry.",
  "motText": "For one moment you see the world clearly and bend it as you like. Reshaping reality will have consequences later, but right now you are a god.",
  "mv1on": true,
  "mv1n": "Reality storm",
  "mv1t": "Flare, 1 burn: directly engage with your powers rolling + Freak; unwanted collateral damage unless you spend 1 more.",
  "mv2on": true,
  "mv2n": "Shielding",
  "mv2t": "Flare, 1 burn: a quick force field; defend another person against an immediate danger with Freak in place of Savior.",
  "mv3on": true,
  "mv3n": "Moat",
  "mv3t": "Flare, 1 burn: a barrier holds threats back while you focus on it (the GM may ask for more burn).",
  "mv4on": true,
  "mv4n": "Snatch",
  "mv4t": "Flare, 1 burn: yank one object up to person-size from anyone in sight.",
  "mv5on": true,
  "mv5n": "Constructs",
  "mv5t": "Flare, 1 burn: make any object up to person-size (1 more to animate it); it fades at the end of the scene.",
  "mv6on": true,
  "mv6n": "Boost",
  "mv6t": "Flare, 1 burn: give a teammate +1 as if you spent Team.",
  "mv7on": true,
  "mv7n": "Elemental awareness",
  "mv7t": "Flare, 1 burn and mark a condition: ask the GM one question about your surroundings; they answer honestly.",
  "featName": "Burn & flares",
  "trackName": "Burn",
  "featText": "Demeanor: happy facade. Charge up: roll + conditions marked; hit, hold 3 burn (7-9: mark a condition); miss, hold 2 burn and mark three conditions. Spend burn on your flares (moves); unspent burn is lost at the end of the scene.",
  "inflOn1": "Kitewire",
  "inflOn2": "Copperhawk",
  "inflOn3": "Loophole",
  "inflOn4": "Captain Galloway (adult)",
  "inflBy1": "Kitewire",
  "inflBy2": "Copperhawk",
  "inflBy3": "Loophole",
  "inflBy4": "Lumenwake",
  "backstory": "When our team first came together: The old ferry terminal on Pier 9. We dropped its loading crane into the harbor.\nYou hang out all the time with Kitewire to blow off steam.\nYou once hurt Loophole when you lost control of your powers.\nInfluence: you gave Influence over you to Kitewire, Copperhawk, Loophole.\nWhen did you first use your powers? At eleven, when a burst water main flooded her school gym and the water did what she told it.\nWho was the first person you accidentally hurt with your powers? Her brother Rafa: a wave she lost hold of knocked him off the pier, and he still limps.\nWho, outside the team, helps you control your powers? Captain Galloway, a retired Silver-generation hero, drills her on the breakwater every Sunday.\nWhy do you continue to use your powers? The waterfront is her neighborhood, and Rustbelt's people are squeezing it dry.\nWhy do you care about the team? They are the first people who don't flinch when the water rises.",
  "at7": true,
  "at7x": "Unlock three new flares",
  "teamCelebrate": "Ask if they fear you. No: +1 forward and mark potential. Yes: shift Danger up and Savior down at once.",
  "teamVulnerable": "Explain how they could take you down if it ever came to that; give them Influence and clear a condition.",
  "notes": "Team: The Lighthouse Watch (start of session 5). Roster: Undertow (Nova); Kitewire (Beacon); Copperhawk (Legacy); Loophole (Delinquent); Lumenwake (Outsider).\nTeam pool: 2 (time passed at the end of session 4, so the pool reset to 1; the GM adds 1 at the start of session 5).\nCreation: playbook start Danger +1, Freak +2, Savior 0, Superior 0, Mundane −1; +1 to Savior.\nFlares: Reality storm; Shielding; Moat; Snatch.\nInfluence at creation: gave Influence to Kitewire, Copperhawk, Loophole (happy facade). Adults holding Influence: Captain Galloway.\nSession 2: shift Savior up, Danger down (Captain Galloway told her a hero protects people before she hits anyone; she accepted).\nSession 3: advance: unlock three new flares: Constructs, Boost, Elemental awareness.\nNow: potential 2 of 5; no conditions marked.\nGM choice: made a member of a team (the guide plays her solo); demeanor, flares, backstory and relationship answers; the session-2 shift that explains her printed Labels; team origin written for the sample; session events, Team pool and potential after four sessions.\nFrom the guide: solo Example of Play: Marisol Vance, called Undertow, commands water; Labels Freak +2, Savior +2, Danger 0, Superior 0, Mundane −1; her mentor Captain Galloway, a retired Silver-generation hero, holds Influence over her; the villain Rustbelt's drive is \"To own the waterfront\".",
  "npcs": "Captain Galloway: retired Silver-generation hero, her mentor; holds Influence over her.\nRustbelt: crew boss whose drive is \"To own the waterfront\".\nRafa Vance: her older brother, still wary of the water."
 },
 "Kitewire": {
  "name": "Kitewire",
  "realName": "Tobiah \"Toby\" Mensah-Hart",
  "playbook": "Beacon",
  "look": "he/him; naive face; comfortable clothing; an iconic costume (kite-red hood and climbing harness)",
  "dan": "0",
  "fre": "-1",
  "sav": "2",
  "sup": "1",
  "mun": "1",
  "pot1": true,
  "team": "2",
  "motUnlocked": true,
  "abilities": "Abilities: bow and trick arrows, acrobatics.\nA collapsible bow with grapnel and tangle-line arrows he machines himself, and a parkour kid's balance.",
  "motText": "The moment you prove you belong: one impossible stunt, one enemy down, however absurd. Jaws drop. Then comes the attention, and a reputation you did not ask for.",
  "mv1on": true,
  "mv1n": "Won't let you down",
  "mv1t": "Helping a teammate, you may spend 2 Team from the pool to give them +2.",
  "mv2on": true,
  "mv2n": "Straight. Up. Creepin'.",
  "mv2t": "Case a person or place: roll + Mundane; 10+ ask two, 7-9 ask one (ways in or out, recent events, loot, who is lying, whose turf). Miss: you are in too deep.",
  "mv3on": true,
  "mv3n": "Suck it, Domitian",
  "mv3t": "Standing firm under heavy fire, directly engage with Savior in place of Danger.",
  "featName": "Drives",
  "trackName": "Drives struck",
  "trk1": true,
  "featText": "Fulfill a drive: strike it, then mark potential, clear a condition or take Influence over someone involved. All four struck: pick four more.\n- lead the team to a win in a fight\n- do better than a grown-up hero\n- save a teammate's life\n- get a new costume (struck)",
  "inflOn1": "Undertow",
  "inflOn2": "Copperhawk",
  "inflOn3": "Lumenwake",
  "inflBy1": "Undertow",
  "inflBy2": "Copperhawk",
  "inflBy3": "Lumenwake",
  "backstory": "When our team first came together: Rustbelt's goons carried Department of Metahuman Affairs power dampeners with the serial numbers filed off.\nUndertow is awesome, and you take every chance you get to hang out with them.\nYou've got to prove yourself to Copperhawk before you feel like a real hero.\nInfluence: you gave Influence over you to Undertow, Copperhawk, Lumenwake.\nHow did you gain your skills? Archery-camp scholarships, a lot of rooftops, and arrows he machines in his uncle's bike shop.\nWhen did you first put on your costume? The night Rustbelt's crew torched the bike shop's delivery van.\nWho, outside of the team, thinks you shouldn't be a superhero? His uncle Kwabena, who wants him in college, not on rooftops.\nWhy do you try to be a hero? Because nobody else showed up when the van burned.\nWhy do you care about the team? He has never belonged anywhere this good, and he wants to deserve it.",
  "at0": true,
  "at6": true,
  "teamCelebrate": "Tell them what makes them awesome and add 1 Team; if they say what makes you awesome too, add 1 more.",
  "teamVulnerable": "Ask them whether you belong here. Yes: mark potential and give them Influence. No: mark Angry and shift one Label up, one down.",
  "notes": "Team: The Lighthouse Watch (start of session 5). Roster: Undertow (Nova); Kitewire (Beacon); Copperhawk (Legacy); Loophole (Delinquent); Lumenwake (Outsider).\nTeam pool: 2 (time passed at the end of session 4, so the pool reset to 1; the GM adds 1 at the start of session 5).\nCreation: playbook start Danger −1, Freak −1, Savior +2, Superior 0, Mundane +2; +1 to Superior.\nMoves: Won't let you down; Straight. Up. Creepin'..\nInfluence at creation: gave Influence to Undertow, Copperhawk, Lumenwake.\nSession 2: drive struck: get a new costume (chose: mark potential).\nSession 2: advance: another move from your playbook: Suck it, Domitian.\nSession 3: shift Danger up, Mundane down (spent Team selfishly to grandstand for a news drone).\nSession 4: advance: unlock your Moment of Truth.\nNow: potential 1 of 5; no conditions marked.\nGM choice: abilities, moves, drives, backstory and relationship answers; team origin written for the sample; session events, Team pool and potential after four sessions.",
  "npcs": "Kwabena Mensah: his uncle; runs the bike shop and wants him out of the life.\nRustbelt: his crew burned the shop's van."
 },
 "Copperhawk": {
  "name": "Copperhawk",
  "realName": "Imani Adeyemi-Clarke",
  "playbook": "Legacy",
  "look": "she/her; school uniform; her predecessor's costume (copper and black, re-cut to fit); a hawk insignia",
  "dan": "-1",
  "fre": "0",
  "sav": "2",
  "sup": "1",
  "mun": "2",
  "pot1": true,
  "pot2": true,
  "pot3": true,
  "team": "2",
  "abilities": "Suite: athletic perfection, Holmesian deduction, gadgetry, intimidation, fearsome reputation. Yours: athletic perfection, gadgetry, fearsome reputation (the other two unlock with an advance).\nCopper gauntlets full of gadgets, an athlete's body, and a name crooks still drop things for.",
  "motText": "You take full command of your powers and beat impossible odds, doing what no one before you managed. The name is yours now, and so is the weight that comes with it.",
  "mv1on": true,
  "mv1n": "Symbol of authority",
  "mv1t": "Order an NPC who respects your authority: roll + Savior; hit, they obey, move aside, attack at a disadvantage or freeze (their pick); 10+ +1 forward. Miss: -1 forward and they do as they like.",
  "mv2on": true,
  "mv2n": "Never give up, never surrender",
  "mv2t": "Hit by someone far stronger, roll + Savior in place of the blow move; hit, stay up and pick one (opening, +1 Team, keep their focus); 7-9 mark a condition. Miss: down hard, but they are left exposed.",
  "mv3on": true,
  "mv3n": "I know what I am",
  "mv3t": "Once a scene, when you defend a teammate you may also shift Savior up and another Label down (even on a miss); doing so adds 1 Team.",
  "featName": "Legacy",
  "featText": "Renata Adeyemi (her aunt, the second Copperhawk) is still active and prominent in the city.\nEzekiel Clarke (her grandfather, the first Copperhawk (Silver generation)) is retired and quite judgmental.\nTunde Adeyemi (her twelve-year-old cousin) is the next possible member of your legacy.\nOmnimax, Devourer of Stars (the Silver-generation conqueror Ezekiel drove off-world) is the greatest opponent your legacy ever faced, and is still at large.\nWhen time passes, roll + Savior (−1 for each \"no\": traditions, image, pride).",
  "inflOn1": "Undertow",
  "inflOn2": "Kitewire",
  "inflOn3": "Loophole",
  "inflOn4": "Lumenwake",
  "inflOn5": "Renata Adeyemi (adult)",
  "inflBy1": "Undertow",
  "inflBy2": "Kitewire",
  "inflBy3": "Loophole",
  "inflBy4": "Lumenwake",
  "backstory": "When our team first came together: Major Meridian. He landed after the fight, looked around and said \"not bad, kids.\"\nYou once got caught doing something that shames your legacy with Loophole.\nYou trust Kitewire and told them an important secret of your legacy.\nInfluence: you gave Influence over you to Undertow, Kitewire, Loophole, Lumenwake.\nWhen did you officially become a part of your legacy? At fourteen, when Aunt Renata handed her the second-best gauntlets.\nWhat's the greatest accomplishment of your legacy? Ezekiel drove Omnimax, Devourer of Stars, off the planet in the Silver days.\nHow does the public perceive your legacy? Old-fashioned, reliable and a little scary: the hawk on the badge still makes crooks drop things.\nHow does your legacy tie into your reasons for being a hero? She wants the name to mean something new, not just Grandpa's war stories.\nWhy do you care about the team? They see Imani, not the third Copperhawk.",
  "at0": true,
  "at4": true,
  "teamCelebrate": "Say whether they are your equal. Yes: give them Influence and mark potential. No: shift Superior up and another Label down.",
  "teamVulnerable": "Share a legacy secret and how you really feel about it; clear a condition and give them Influence.",
  "notes": "Team: The Lighthouse Watch (start of session 5). Roster: Undertow (Nova); Kitewire (Beacon); Copperhawk (Legacy); Loophole (Delinquent); Lumenwake (Outsider).\nTeam pool: 2 (time passed at the end of session 4, so the pool reset to 1; the GM adds 1 at the start of session 5).\nCreation: playbook start Danger −1, Freak 0, Savior +2, Superior 0, Mundane +1; +1 to Mundane.\nMoves: Symbol of authority; Never give up, never surrender.\nInfluence at creation: gave Influence to Undertow, Kitewire, Loophole, Lumenwake. Adults holding Influence: Renata Adeyemi; Ezekiel Clarke.\nSession 2: advance: another move from your playbook: I know what I am.\nSession 4: advance: someone permanently loses Influence over you, +1 to a Label: Ezekiel Clarke; +1 Superior.\nNow: potential 3 of 5; no conditions marked.\nGM choice: suite and powers, moves, legacy members, backstory and relationship answers; team origin written for the sample; session events, Team pool and potential after four sessions.",
  "npcs": "Renata Adeyemi: her aunt, the active Copperhawk.\nEzekiel Clarke: her grandfather, retired and judgmental.\nTunde Adeyemi: her cousin, next in line.\nOmnimax, Devourer of Stars: the legacy's greatest foe, still at large.\nMajor Meridian: the Old Guard hero the team impressed."
 },
 "Loophole": {
  "name": "Loophole",
  "realName": "Dario Kovač",
  "playbook": "Delinquent",
  "look": "he/him; laughing eyes; rebellious clothing; a cheap costume (a thrift-store luchador mask)",
  "dan": "2",
  "fre": "1",
  "sav": "0",
  "sup": "1",
  "mun": "1",
  "c_ang": true,
  "team": "2",
  "motUnlocked": true,
  "abilities": "Abilities: teleportation, illusions.\nBlinks up to a block away; paints illusions that look perfect and don't survive a touch.",
  "motText": "You show who you really are, the hero under the act or the one who makes the hard call, whatever it takes to save the day. After that, nobody buys the clown again.",
  "mv1on": true,
  "mv1n": "Mary Contrary",
  "mv1t": "When someone pierces your mask, comforts you or provokes you, interfere: roll + Superior; hit, they take -2; 10+ also take Influence or clear a condition. Miss: they get a 10+ and you mark a condition they pick.",
  "mv2on": true,
  "mv2n": "Are you watching closely?",
  "mv2t": "Fool, distract or misdirect someone: roll + Superior; hit, they are fooled for a moment; 10+ pick three, 7-9 two (an opening, a weakness, lasting confusion, a clean exit). Miss: tangled up, mark a condition.",
  "mv3on": true,
  "mv3n": "Troublemaker",
  "mv3t": "Help a teammate through wrecking, crime or rule-breaking and one Team gives them +2 in place of +1.",
  "mv4on": true,
  "mv4n": "I don't care what you think!",
  "mv4t": "+2 whenever you reject Influence.",
  "featName": "No playbook extra",
  "featText": "The Delinquent's edge is in its moves.",
  "inflOn1": "Undertow",
  "inflOn2": "Copperhawk",
  "inflOn3": "Lumenwake",
  "inflBy1": "Undertow",
  "inflBy2": "Copperhawk",
  "backstory": "When our team first came together: We crossed a Department of Metahuman Affairs quarantine line on Pier 9 with no Junior Hero Permits. The Department's rules.\nYou keep trying to impress Lumenwake with your antics.\nYou and Undertow pulled an awesome (if illegal) stunt together.\nInfluence: you gave Influence over you to Undertow, Copperhawk, Lumenwake.\nHow did you get your powers? A field trip to a Department of Metahuman Affairs lab; he was the only kid who woke up glowing.\nWhat do you do for fun? Street magic for tourists on the boardwalk; the wallets go back, mostly.\nWho, outside the team, thinks better of you than you do? Petra Lindqvist, who owns the boardwalk arcade and keeps giving him shifts.\nWhy do you try to be a hero? The Department wants him registered, and nobody tells him what to be.\nWhy do you care about the team? They let him be annoying and still save him a seat.",
  "at0": true,
  "at7": true,
  "at7x": "Add +1 to any two Labels",
  "at6": true,
  "teamCelebrate": "Ask if they think you are cool. Yes: give and take Influence. No: mark a condition or snub them. A teammate adds 1 Team either way.",
  "teamVulnerable": "Give them Influence and ask what kind of person they hope you are; mark potential if you become it. A teammate adds 1 Team regardless.",
  "notes": "Team: The Lighthouse Watch (start of session 5). Roster: Undertow (Nova); Kitewire (Beacon); Copperhawk (Legacy); Loophole (Delinquent); Lumenwake (Outsider).\nTeam pool: 2 (time passed at the end of session 4, so the pool reset to 1; the GM adds 1 at the start of session 5).\nCreation: playbook start Danger 0, Freak 0, Savior −1, Superior +2, Mundane +1; +1 to Danger.\nMoves: Mary Contrary; Are you watching closely?; Troublemaker.\nInfluence at creation: gave Influence to Undertow, Copperhawk, Lumenwake.\nSession 2: advance: another move from your playbook: I don't care what you think!\nSession 3: advance: +1 to any two Labels: Danger, Savior.\nSession 4: shift Freak up, Superior down (Copperhawk told him he is better than his act; he accepted).\nSession 4: marked Angry (Rustbelt got away with the ferry money).\nSession 4: advance: unlock your Moment of Truth.\nNow: potential 0 of 5; conditions marked: Angry.\nGM choice: abilities, moves, backstory and relationship answers; the Angry condition he carries into session 5; team origin written for the sample; session events, Team pool and potential after four sessions.",
  "npcs": "Petra Lindqvist: boardwalk arcade owner who believes in him.\nThe Department of Metahuman Affairs: wants him registered."
 },
 "Lumenwake": {
  "name": "Lumenwake",
  "realName": "Ixari Tel-Vonn (\"Iris Vaughn\" on Earth)",
  "playbook": "Outsider",
  "look": "she/her; neon body with a warm glow; bizarre gold-ringed eyes; mismatched clothing; her station's costume (a ceremonial tide-sash)",
  "dan": "-1",
  "fre": "2",
  "sav": "0",
  "sup": "2",
  "mun": "0",
  "pot1": true,
  "pot2": true,
  "pot3": true,
  "pot4": true,
  "team": "2",
  "abilities": "Abilities: flight, and pretty tough; heliokinesis, telepathy and mind blasts.\nFlies and shrugs off hits; drinks sunlight and throws it back as light-lances; hears loud thoughts.",
  "motText": "You call your people and they come in force, right on time, fighting for you to the end of the battle. Afterwards they may want to bring you home.",
  "mv1on": true,
  "mv1n": "Belong in two worlds",
  "mv1t": "Call your people: roll + Superior; hold 3 on 10+, 2 on 7-9, 1 plus an awkward demand on a miss. Spend for one-use alien tech that copies any ability, a question about the scene, or clearing a condition.",
  "mv2on": true,
  "mv2n": "Not so different after all",
  "mv2t": "Talk about home: roll + Freak; 10+ pick two, 7-9 one (admit a flaw: +1 Team; mislead: take Influence; boast: clear a condition). Miss: share a secret you have kept from humans.",
  "mv3on": true,
  "mv3n": "The best of them",
  "mv3t": "Comfort or support someone by naming how they show Earth at its best, rolling + Freak in place of Mundane.",
  "mv4on": true,
  "mv4n": "Fight the good fight (Legacy)",
  "mv4t": "Holding back while directly engaging, roll + Savior in place of Danger, but you cannot impress, surprise or frighten them.",
  "featName": "Home",
  "featText": "Home: Saelith, a tidal city on a distant ocean moon, ruled by her mother the Tide-Regent.\nDemeanor: cheerful.",
  "inflOn1": "Undertow",
  "inflOn2": "Kitewire",
  "inflOn3": "Copperhawk",
  "inflBy1": "Kitewire",
  "inflBy2": "Copperhawk",
  "inflBy3": "Loophole",
  "backstory": "When our team first came together: We didn't trust each other at first: Loophole was sure she was a Department plant. That changed when she took a crane hook meant for him.\nYou've been learning about Earth by spending time with Copperhawk.\nYou have a crush on Kitewire but you keep it under wraps.\nInfluence: you gave Influence over you to Undertow, Kitewire, Copperhawk, Loophole.\nWhere do you come from? Saelith, a city that rides the tides of a distant ocean moon.\nWhy did you come to Earth? Sent as a junior envoy to study Earth's oceans, and Earth.\nWhy do you want to stay here (for now at least)? Earth music, and the people on Pier 9 who taught her to eat fries.\nWhy do your people want you to come home? Her mother, the Tide-Regent, wants an heir, not an envoy.\nWhy do you care about the team? They argue like family on Saelith, and she missed that.",
  "at2": true,
  "teamCelebrate": "Show them real affection, physical or emotional, and take Influence over them if they agree it was meaningful.",
  "teamVulnerable": "They say how you could fit in better; +1 forward to try it, and mark potential if you do.",
  "notes": "Team: The Lighthouse Watch (start of session 5). Roster: Undertow (Nova); Kitewire (Beacon); Copperhawk (Legacy); Loophole (Delinquent); Lumenwake (Outsider).\nTeam pool: 2 (time passed at the end of session 4, so the pool reset to 1; the GM adds 1 at the start of session 5).\nCreation: playbook start Danger −1, Freak +1, Savior 0, Superior +2, Mundane 0; +1 to Freak.\nMoves: Belong in two worlds; Not so different after all; The best of them.\nInfluence at creation: gave Influence to Undertow, Kitewire, Copperhawk, Loophole (cheerful).\nSession 2: Loophole no longer holds Influence over you (end of session: grew away from the team after he mocked her people's customs).\nSession 3: advance: a move from another playbook: Fight the good fight (Legacy).\nNow: potential 4 of 5; no conditions marked.\nGM choice: abilities, moves, home, backstory and relationship answers; the move from another playbook (learned from Copperhawk); team origin written for the sample; session events, Team pool and potential after four sessions.",
  "npcs": "Tide-Regent Ysolde Tel-Vonn: her mother, who wants her home."
 },
 "Knucklebone": {
  "name": "Knucklebone",
  "realName": "Mateo \"Teo\" Salgado",
  "playbook": "Bull",
  "look": "he/him; battered hands; baggy clothing; a simple costume (hoodie, taped knuckles, hockey mask)",
  "dan": "2",
  "fre": "1",
  "sav": "0",
  "sup": "1",
  "mun": "-1",
  "team": "1",
  "abilities": "Abilities: superhumanly tough, incredibly strong, uniquely skilled at fighting.\nSkin like a tire that bullets only sting; strong enough to flip a car; fight reflexes he cannot switch off.",
  "motText": "You let it all out, rage and joy together, and nothing stands: walls, machines, enemies. And now the people who made you know where you are.",
  "mv1on": true,
  "mv1n": "Punch everyone",
  "mv1t": "Charge into a fight with no hedging to shift Danger up and another Label down.",
  "mv2on": true,
  "mv2n": "There when it matters",
  "mv2t": "Defending someone, on a hit you may hold 1 in place of a list pick; spend it later to arrive ready when they are in trouble.",
  "featName": "The Bull's Heart",
  "featText": "Love: Night Heron. Rival: Inkling. +1 ongoing to impress your love or frustrate your rival; a new love or rival gets Influence over you.\nRole: Defender: when your love or rival is attacked and you jump in, defend them with Danger in place of Savior.",
  "inflOn1": "Night Heron",
  "inflOn2": "Inkling",
  "inflOn3": "Dr. Miriam Kessler (adult)",
  "inflBy1": "Night Heron",
  "backstory": "When our team first came together: A node of the Collective: a whole bus of commuters wearing one smile.\nNight Heron is your love. You've opened up to them about the worst parts of your past.\nInkling is your rival. They tried to control you at a crucial moment.\nInfluence: your love and rival, Night Heron and Inkling, hold Influence over you.\nWho changed you? Dr. Miranda Anderson, \"the Perfectionist\", who ran his \"calibration\" for two summers.\nHow did you escape from them? He tore the lab door off when she tried to take his fear away. He kept the fear.\nWho, outside the team, tries to take care of you now? Dr. Miriam Kessler, who signs his transfer forms and his late slips.\nWhy do you try to be a hero? To prove the \"perfect weapon\" can choose who to protect.\nWhy do you care about the team? They're the first people who ask how he is, not what he can lift.",
  "teamCelebrate": "Make them your love or rival on the spot and mark potential; if they already are, take Influence over them and mark potential.",
  "teamVulnerable": "Give them Influence and hold 2, spendable like Team to help them.",
  "notes": "Team: The Back Row (fresh from creation). Roster: Knucklebone (Bull); Graveglass (Doomed); Night Heron (Janus); Inkling (Protégé); Thornwall (Transformed).\nTeam pool: 1 (the GM adds a Team at the start of the session).\nCreation: playbook start Danger +2, Freak +1, Savior −1, Superior +1, Mundane −1; +1 to Savior.\nMoves: Punch everyone; There when it matters.\nInfluence at creation: gave Influence to Night Heron, Inkling (love and rival). Adults holding Influence: Dr. Miriam Kessler.\nGM choice: how his abilities manifest, moves, role, backstory and relationship answers; team origin written for the sample.",
  "npcs": "Dr. Miranda Anderson (\"The Perfectionist\"): the villain who made him.\nDr. Miriam Kessler: Academy counselor who looks out for him."
 },
 "Graveglass": {
  "name": "Graveglass",
  "realName": "Noor Haddad",
  "playbook": "Doomed",
  "look": "she/her; haunted eyes; unassuming clothing; a grim costume (shards of black glass stitched to a hoodie)",
  "dan": "1",
  "fre": "1",
  "sav": "1",
  "sup": "-1",
  "mun": "1",
  "team": "1",
  "abilities": "Abilities: vitality absorption, psychic constructs, telekinesis.\nDrinks a little life from whatever she touches and spends it on hovering constructs of black glass.",
  "motText": "Your doom stops holding you back and starts pushing: what could be worse than what is coming? Do the impossible, then mark a doomsign.",
  "mv1on": true,
  "mv1n": "Dark Visions",
  "mv1t": "Doomsign: mark doom for a vision of the situation, then ask the GM a question they answer honestly.",
  "featName": "Doom",
  "trackName": "Doom track",
  "featText": "Doom: every life she borrows is a debt the Pale Tithe will collect. It comes closer when: overexerting yourself; frightening loved ones. Mark the doom track each time; when it fills, clear it and take a doomsign.\nNemesis: the Pale Tithe, the thing in the dark that lent her this power and wants it back with interest. End of session: progress against them marks potential; none marks doom.\nSanctuary: a meditation space; healing equipment; art, music, and food. Downsides: easily damaged or tampered with; tied intricately to your doom.",
  "inflOn1": "Thornwall",
  "inflOn2": "Night Heron",
  "inflBy1": "Thornwall",
  "backstory": "When our team first came together: We let the Collective keep three of the commuters so we could free the other forty.\nYou told Thornwall all about your doom and the danger you're in.\nYou'd love to kiss Night Heron before your doom comes.\nInfluence: you gave Influence over you to Thornwall, Night Heron.\nWhen did you first learn of your doom? She woke from a fever holding her grandmother's last breath, and the Pale Tithe spoke to her.\nWhere did you get your sanctuary? Her late grandmother's rooftop greenhouse, which Dr. Kessler quietly lets her keep.\nWhy do you oppose your nemesis? If she stops fighting it, the Tithe collects from everyone she loves.\nWho, outside of the team, is crucial to defeating your nemesis? Jamie Park, the teen blogger who has been mapping the Tithe's sightings.\nWhy does the team matter to you? They make the time she has left feel like a life.",
  "teamCelebrate": "Give them Influence and spend 1 Team to clear a box of doom.",
  "teamVulnerable": "Give them Influence and ask if there is hope for you. Yes: mark potential or clear a doom box. No: mark a condition or a doom box.",
  "notes": "Team: The Back Row (fresh from creation). Roster: Knucklebone (Bull); Graveglass (Doomed); Night Heron (Janus); Inkling (Protégé); Thornwall (Transformed).\nTeam pool: 1 (the GM adds a Team at the start of the session).\nCreation: playbook start Danger +1, Freak +1, Savior +1, Superior −1, Mundane 0; +1 to Mundane.\nDoomsign: Dark Visions.\nInfluence at creation: gave Influence to Thornwall, Night Heron.\nGM choice: abilities, doom, doomsign, nemesis, sanctuary, backstory and relationship answers; team origin written for the sample.",
  "npcs": "The Pale Tithe: her nemesis.\nJamie Park: teen blogger tracking the Tithe's sightings.\nDr. Miriam Kessler: lets her keep the greenhouse."
 },
 "Night Heron": {
  "name": "Night Heron",
  "realName": "Kenji Arroyo",
  "playbook": "Janus",
  "look": "he/him; boring clothing; a concealing grey-blue costume; a beaked helmet",
  "dan": "0",
  "fre": "-1",
  "sav": "1",
  "sup": "0",
  "mun": "3",
  "team": "1",
  "abilities": "Abilities: heightened physical abilities (strength, agility, toughness); impossible mobility, supernatural senses.\nHeightened strength, agility and toughness; runs up walls and rides the wind off rooftops; hears heartbeats through brick.",
  "motText": "Mask off, costume on. You do the impossible and save the day as the real you, and you had better hope no villain is watching.",
  "mv1on": true,
  "mv1n": "The Mask",
  "mv1t": "Your mask embodies one Label (Danger, Freak, Savior or Superior). Once a session, affirm one identity to swap Mundane with that Label. Reveal your identity to someone new: mark potential.",
  "mv2on": true,
  "mv2n": "Mild-mannered",
  "mv2t": "Use your everyday self to fool or slip past someone: roll + Mundane; hit, they buy it; 7-9 pick a cost (still watched, evidence left, look foolish). Miss: an obligation bites.",
  "mv3on": true,
  "mv3n": "I'll save you!",
  "mv3t": "To protect someone you love, either unmask in front of a witness or mark a condition, and your defense counts as a 12+.",
  "featName": "The Mask & Secret Identity",
  "featText": "Mask Label: Savior (once a session, affirm an identity to swap it with Mundane).\nObligations: Jobs: fast-food worker; Home: caring for someone; School: schoolwork (the Lucky Noodle counter; his little sister Aiko after school; grades good enough to keep the scholarship). When time passes, roll + Mundane.",
  "inflOn1": "Knucklebone",
  "inflOn2": "Inkling",
  "inflBy1": "Knucklebone",
  "inflBy2": "Graveglass",
  "backstory": "When our team first came together: Jamie Park, the teen hero blogger: the Collective had her phone, and her readers would have followed her in.\nKnucklebone knew you from your civilian life first.\nYou refused to tell Inkling your secret identity when they asked.\nInfluence: you gave Influence over you to Knucklebone, Inkling.\nWhen did you first put on the mask? Why? The night a mugger cornered his sister Aiko outside the Lucky Noodle and nobody else moved.\nWhy do you keep a secret identity? If the Department knows Kenji, it knows Aiko.\nWho, outside of the team, knows about your dual identity? Dr. Miriam Kessler, who recognized his head-tilt when he listens to heartbeats.\nWho thinks the worst of your masked identity? Mr. Darrow, his manager, who calls Night Heron \"a vigilante menace\" at the shop TV.\nWhy do you care about the team? With them he doesn't have to be two people.",
  "teamCelebrate": "Ask whether they see the mask or the person under it. The mask: mark potential and clear a condition. The person: take Influence if you unmask.",
  "teamVulnerable": "Tell them a secret about the real you, give them Influence, shift Mundane up and your mask's Label down.",
  "notes": "Team: The Back Row (fresh from creation). Roster: Knucklebone (Bull); Graveglass (Doomed); Night Heron (Janus); Inkling (Protégé); Thornwall (Transformed).\nTeam pool: 1 (the GM adds a Team at the start of the session).\nCreation: playbook start Danger 0, Freak −1, Savior 0, Superior 0, Mundane +3; +1 to Savior.\nMoves: The Mask; Mild-mannered; I'll save you!.\nInfluence at creation: gave Influence to Knucklebone, Inkling.\nGM choice: abilities, mask Label, obligations, moves, backstory and relationship answers; team origin written for the sample.",
  "npcs": "Aiko Arroyo: his little sister.\nMr. Darrow: his manager at the Lucky Noodle.\nJamie Park: the blogger they saved."
 },
 "Inkling": {
  "name": "Inkling",
  "realName": "Priya Raman-Ellis",
  "playbook": "Protégé",
  "look": "she/her; lean body; school uniform; her mentor's garb (Kessler's old Bronze-era jacket, re-patched)",
  "dan": "-1",
  "fre": "0",
  "sav": "1",
  "sup": "2",
  "mun": "1",
  "team": "1",
  "abilities": "Shared with your mentor: telepathy/telekinesis. Yours alone: detective skills. Your mentor's alone: impossible fighting skills.\nReads surface thoughts and nudges small objects, notices everything, and is learning the fighting style Kessler never lost.",
  "motText": "You show who you are, your mentor or someone new, and do everything they could and more, even what they never managed. They will never see you the same way.",
  "mv1on": true,
  "mv1n": "Fireside chat",
  "mv1t": "Ask your mentor for advice: roll + the Label they embody; hit, they tell you what to do (10+: mark potential if you do it, +1 ongoing; 7-9: +1 forward their way). Miss: they are busy with a crisis; mark a condition (GM's pick).",
  "mv2on": true,
  "mv2n": "Heroic tradition",
  "mv2t": "Giving the advice your mentor would give, comfort or support with your mentor's Label in place of Mundane.",
  "mv3on": true,
  "mv3n": "Been reading the files",
  "mv3t": "First meeting an important super phenomenon: roll + Superior; hit, share a fact from your mentor's files (the GM says what has changed); 10+ ask a follow-up. Miss: it is beyond your studies.",
  "featName": "Mentor",
  "featText": "Mentor: Dr. Miriam Kessler. Embodies Mundane, denies Danger.\nResources: a hidden base, communicators, a med lab (her old team's safehouse under the Academy chapel).\nDemeanor: business.",
  "inflOn1": "Dr. Miriam Kessler (adult)",
  "inflBy1": "Knucklebone",
  "inflBy2": "Night Heron",
  "backstory": "When our team first came together: Kessler gave us her old team's safehouse key and one rule: nobody goes alone. We keep in touch on a group chat called \"Detention\".\nYou and Night Heron teamed up a few times before the rest of you came together.\nYour mentor is cautious; they asked you to keep an eye on Knucklebone.\nInfluence: you gave no teammate Influence over you (business).\nHow did you first meet your mentor? In Kessler's office, after Priya read a whole room's panic during a fire drill.\nWhen and why did you choose to train with them? Last spring, after she found the file on Kessler's dead teammate and asked to learn the right way.\nWhy did they agree to train you? She'd rather train her than bury her.\nWho else, outside of the team, knows about your training? Her older brother Arjun, who covers for her late nights.\nWhy do you care about the team? Kessler asked her to watch them; somewhere along the way she started caring.",
  "teamCelebrate": "Ask if you led or helped well. Yes: your mentor loses Influence and you mark potential. No: your mentor gains it and you get +1 forward with their Label.",
  "teamVulnerable": "Tell them a secret about your mentor and how you feel; give them Influence and add 1 Team.",
  "notes": "Team: The Back Row (fresh from creation). Roster: Knucklebone (Bull); Graveglass (Doomed); Night Heron (Janus); Inkling (Protégé); Thornwall (Transformed).\nTeam pool: 1 (the GM adds a Team at the start of the session).\nCreation: playbook start Danger −1, Freak 0, Savior +1, Superior +2, Mundane 0; +1 to Mundane.\nMoves: Fireside chat; Heroic tradition; Been reading the files.\nInfluence at creation: gave no one Influence (business). Adults holding Influence: Dr. Miriam Kessler.\nGM choice: abilities, mentor Labels and resources, moves, backstory and relationship answers; the guide's Dr. Miriam Kessler as her mentor; team origin written for the sample.",
  "npcs": "Dr. Miriam Kessler: her mentor; former Bronze-generation teen hero, now the Academy counselor.\nArjun Raman-Ellis: her brother."
 },
 "Thornwall": {
  "name": "Thornwall",
  "realName": "Gideon Osei",
  "playbook": "Transformed",
  "look": "he/him; human eyes; plated flesh (bark plates with moss in the seams); no costume",
  "dan": "1",
  "fre": "3",
  "sav": "0",
  "sup": "-1",
  "mun": "0",
  "team": "1",
  "abilities": "Abilities: plant affinity, impenetrable armor.\nBark plates turn bullets, vines answer his moods and flowers open where he sleeps; strangers see a walking tree.",
  "motText": "You stop fighting your body and use all of it: monster and person both, tearing down walls and speaking gently. The people who only see a monster will not forget it.",
  "mv1on": true,
  "mv1n": "I am not my body",
  "mv1t": "Taking a powerful physical blow, you may count two fewer conditions; if you do and get a 10+, you must lose control terribly.",
  "mv2on": true,
  "mv2n": "Unstoppable",
  "mv2t": "Smash through scenery toward or away from something: roll + Danger; hit, you get there; 7-9 pick one (mark a condition, leave something, bring something). Miss: wreckage or somewhere worse.",
  "mv3on": true,
  "mv3n": "Wish I could be",
  "mv3t": "Comfort or support someone by naming what you most envy about them, rolling + Freak in place of Mundane.",
  "featName": "Transformation",
  "featText": "What changed you: a spill at the Docks greenhouse took root in him eight months ago. Your powers are part of your monstrous body.",
  "inflOn1": "Graveglass",
  "inflBy1": "Graveglass",
  "backstory": "When our team first came together: Commander Sarah Benson. She saw what Thornwall did to the bus depot and now wants all of us registered.\nGraveglass comforted you when you were at your lowest.\nNight Heron knew you before you changed.\nInfluence: you gave Influence over you to Graveglass.\nWho were you before? A shy cross-country runner with a botany notebook.\nWhen did you change? What caused it? Eight months ago, on a trail run past the Docks greenhouse spill. It took root.\nWho, outside of the team, is helping you understand your new body? Ms. Ines Calderón, the Academy's botany teacher, who measures his growth rings every Monday.\nWhy don't you just try to hide yourself away? His little brothers would only come looking for him.\nWhy do you care about the team? They talk to him like a person, and Graveglass still holds his hand.",
  "teamCelebrate": "Clear a condition if they treat you as perfectly normal; mark potential if they praise your powers.",
  "teamVulnerable": "Ask if you are losing or gaining humanity. Losing: mark a condition and potential. Gaining: clear a condition, shift Mundane up and another Label down.",
  "notes": "Team: The Back Row (fresh from creation). Roster: Knucklebone (Bull); Graveglass (Doomed); Night Heron (Janus); Inkling (Protégé); Thornwall (Transformed).\nTeam pool: 1 (the GM adds a Team at the start of the session).\nCreation: playbook start Danger +1, Freak +3, Savior 0, Superior −1, Mundane −1; +1 to Mundane.\nMoves: I am not my body; Unstoppable; Wish I could be.\nInfluence at creation: gave Influence to Graveglass.\nGM choice: abilities, moves, backstory and relationship answers; team origin written for the sample.",
  "npcs": "Ms. Ines Calderón: the Academy's botany teacher.\nCommander Sarah Benson: the military liaison who now hates and fears the team."
 },
 "Hopscotch": {
  "name": "Hopscotch",
  "realName": "Lucía Ferreyra",
  "playbook": "Beacon",
  "look": "she/her; smiling face; casual clothing; a gaudy costume (hopscotch-grid leggings, a bike helmet with ears)",
  "dan": "0",
  "fre": "-1",
  "sav": "2",
  "sup": "0",
  "mun": "2",
  "team": "1",
  "abilities": "Abilities: acrobatics, martial arts.\nCapoeira from her abuela's community-center class and roof-to-roof parkour.\nPet (C'mon, Lucky): Admiral, a one-eyed harbor pigeon; helps with assess the situation, provoke someone, comfort or support.",
  "motText": "The moment you prove you belong: one impossible stunt, one enemy down, however absurd. Jaws drop. Then comes the attention, and a reputation you did not ask for.",
  "mv1on": true,
  "mv1n": "Pretty much a superhero",
  "mv1t": "First time you drop your hero name to someone who matters, roll + Savior: on a hit they know an exploit and pin a Label on you (7-9: GM adds a rumor and a second Label).",
  "mv2on": true,
  "mv2n": "C'mon, Lucky",
  "mv2t": "A small pet sidekick helps with three basic moves you pick (+1 when it can help). If it gets hurt, take a powerful blow.",
  "featName": "Drives",
  "trackName": "Drives struck",
  "featText": "Fulfill a drive: strike it, then mark potential, clear a condition or take Influence over someone involved. All four struck: pick four more.\n- win the respect of a hero you look up to\n- talk a fight down\n- tell somebody how you really feel about them\n- visit an incredible place (or time)",
  "inflOn1": "Rumblestrip",
  "inflOn2": "Ninth Bell",
  "inflOn3": "Mothlight",
  "inflBy1": "Rumblestrip",
  "inflBy2": "Ninth Bell",
  "inflBy3": "Mothlight",
  "backstory": "When our team first came together: Breakdown's rigged \"rescue\" had a Harbor Academy security badge wired into it. Someone inside is helping him.\nBallast is awesome, and you take every chance you get to hang out with them.\nYou've got to prove yourself to Ninth Bell before you feel like a real hero.\nInfluence: you gave Influence over you to Rumblestrip, Ninth Bell, Mothlight.\nHow did you gain your skills? Her abuela's capoeira class and three years of dodging the market's security guard.\nWhen did you first put on your costume? The first night Breakdown's crew came to the market.\nWho, outside of the team, thinks you shouldn't be a superhero? Her sister Valeria, a paramedic who has seen what heroes leave behind.\nWhy do you try to be a hero? The market is everybody's, and somebody has to stand in front of it.\nWhy do you care about the team? They're the market's kids too, and she has decided they are hers.",
  "teamCelebrate": "Tell them what makes them awesome and add 1 Team; if they say what makes you awesome too, add 1 more.",
  "teamVulnerable": "Ask them whether you belong here. Yes: mark potential and give them Influence. No: mark Angry and shift one Label up, one down.",
  "notes": "Team: The Night Market Five (fresh from creation). Roster: Hopscotch (Beacon); Rumblestrip (Bull); Ninth Bell (Doomed); Mothlight (Janus); Ballast (Nova).\nTeam pool: 1 (the GM adds a Team at the start of the session).\nCreation: playbook start Danger −1, Freak −1, Savior +2, Superior 0, Mundane +2; +1 to Danger.\nMoves: Pretty much a superhero; C'mon, Lucky.\nInfluence at creation: gave Influence to Rumblestrip, Ninth Bell, Mothlight.\nGM choice: abilities, moves, pet, drives, backstory and relationship answers; team origin written for the sample.",
  "npcs": "Valeria Ferreyra: her sister, a paramedic.\nAbuela Rosario: teaches capoeira at the community center.\nBenjamin \"Breakdown\" Torres: the villain who staged the market \"rescue\"."
 },
 "Rumblestrip": {
  "name": "Rumblestrip",
  "realName": "Augustin \"Augie\" Thibodeaux",
  "playbook": "Bull",
  "look": "he/him; calloused hands; dirty clothing; no costume (a mechanic's coverall)",
  "dan": "2",
  "fre": "2",
  "sav": "-1",
  "sup": "1",
  "mun": "-1",
  "team": "1",
  "abilities": "Abilities: superhumanly tough, incredibly strong, uniquely skilled at fighting.\nHide like a truck tire; rips doors off their hinges; knows every dirty trick a backroom fight ring could teach.",
  "motText": "You let it all out, rage and joy together, and nothing stands: walls, machines, enemies. And now the people who made you know where you are.",
  "mv1on": true,
  "mv1n": "You've got a head you don't need",
  "mv1t": "Provoke with open threats and displays of force using Danger in place of Superior.",
  "mv2on": true,
  "mv2n": "In a china shop",
  "mv2t": "Directly engaging, wreck your surroundings badly to pick one more option, even on a miss.",
  "featName": "The Bull's Heart",
  "featText": "Love: Hopscotch. Rival: Ballast. +1 ongoing to impress your love or frustrate your rival; a new love or rival gets Influence over you.\nRole: Enabler: provoke your love or rival with Danger when you want them to do something rash.",
  "inflOn1": "Hopscotch",
  "inflOn2": "Ballast",
  "inflBy1": "Hopscotch",
  "backstory": "When our team first came together: Breakdown's crew. We broke up his rigged rescue at the night market and he ran.\nHopscotch is your love. You've opened up to them about the worst parts of your past.\nBallast is your rival. They tried to control you at a crucial moment.\nInfluence: your love and rival, Hopscotch and Ballast, hold Influence over you.\nWho changed you? Mr. Vossberg's backroom fight ring under the fish auction, and its vials of \"Torque\".\nHow did you escape from them? He walked out when the lights failed during a police raid and never went back.\nWho, outside the team, tries to take care of you now? Mama Odile Thibodeaux, his great-aunt, who feeds him like he is three people.\nWhy do you try to be a hero? Every punch he throws now is one Vossberg doesn't get paid for.\nWhy do you care about the team? Hopscotch looked at him like a person the first night.",
  "teamCelebrate": "Make them your love or rival on the spot and mark potential; if they already are, take Influence over them and mark potential.",
  "teamVulnerable": "Give them Influence and hold 2, spendable like Team to help them.",
  "notes": "Team: The Night Market Five (fresh from creation). Roster: Hopscotch (Beacon); Rumblestrip (Bull); Ninth Bell (Doomed); Mothlight (Janus); Ballast (Nova).\nTeam pool: 1 (the GM adds a Team at the start of the session).\nCreation: playbook start Danger +2, Freak +1, Savior −1, Superior +1, Mundane −1; +1 to Freak.\nMoves: You've got a head you don't need; In a china shop.\nInfluence at creation: gave Influence to Hopscotch, Ballast (love and rival).\nGM choice: how his abilities manifest, moves, role, backstory and relationship answers; team origin written for the sample.",
  "npcs": "Mr. Vossberg: ran the fight ring that changed him.\nMama Odile Thibodeaux: his great-aunt."
 },
 "Ninth Bell": {
  "name": "Ninth Bell",
  "realName": "Ozias \"Oz\" Mbeki",
  "playbook": "Doomed",
  "look": "he/him; steely eyes; unassuming clothing; a containment suit of bell-bronze plates that ring when he moves",
  "dan": "2",
  "fre": "1",
  "sav": "1",
  "sup": "-1",
  "mun": "0",
  "team": "1",
  "abilities": "Abilities: superhuman strength and speed, body transmutation.\nTurns to ringing bronze, strong and fast; every time he does, the bells in his chest sound a little closer to nine.",
  "motText": "Your doom stops holding you back and starts pushing: what could be worse than what is coming? Do the impossible, then mark a doomsign.",
  "mv1on": true,
  "mv1n": "Portal",
  "mv1t": "Doomsign: mark doom to show up in a scene with anyone you choose.",
  "featName": "Doom",
  "trackName": "Doom track",
  "featText": "Doom: when the ninth bell tolls, the thing sealed inside him wakes. It comes closer when: facing danger alone; talking about it openly. Mark the doom track each time; when it fills, clear it and take a doomsign.\nNemesis: the Bellwright, the cultist who forged the seal inside him and wants to ring the ninth bell himself. End of session: progress against them marks potential; none marks doom.\nSanctuary: locks and traps; a scattering of ancient relics; a library of valuable tomes. Downsides: difficult to access; draws dangerous attention.",
  "inflOn1": "Hopscotch",
  "inflOn2": "Mothlight",
  "inflBy1": "Hopscotch",
  "inflBy2": "Mothlight",
  "inflBy3": "Ballast",
  "backstory": "When our team first came together: The fish-auction roof came down, and the market lost a month of Saturdays.\nYou told Hopscotch all about your doom and the danger you're in.\nYou'd love to kiss Mothlight before your doom comes.\nInfluence: you gave Influence over you to Hopscotch, Mothlight.\nWhen did you first learn of your doom? On his fourteenth birthday the first bell rang, and the Bellwright sent a card.\nWhere did you get your sanctuary? His late uncle's bell tower in the drowned church, left to him with a warning.\nWhy do you oppose your nemesis? The Bellwright wants to wake what is sealed in him, and it eats cities.\nWho, outside of the team, is crucial to defeating your nemesis? Sister Agnieszka, the drowned church's last caretaker, who can read the seal.\nWhy does the team matter to you? If the bell rings, they're who he wants beside him.",
  "teamCelebrate": "Give them Influence and spend 1 Team to clear a box of doom.",
  "teamVulnerable": "Give them Influence and ask if there is hope for you. Yes: mark potential or clear a doom box. No: mark a condition or a doom box.",
  "notes": "Team: The Night Market Five (fresh from creation). Roster: Hopscotch (Beacon); Rumblestrip (Bull); Ninth Bell (Doomed); Mothlight (Janus); Ballast (Nova).\nTeam pool: 1 (the GM adds a Team at the start of the session).\nCreation: playbook start Danger +1, Freak +1, Savior +1, Superior −1, Mundane 0; +1 to Danger.\nDoomsign: Portal.\nInfluence at creation: gave Influence to Hopscotch, Mothlight.\nGM choice: abilities, doom, doomsign, nemesis, sanctuary, backstory and relationship answers; team origin written for the sample.",
  "npcs": "The Bellwright: his nemesis.\nSister Agnieszka: caretaker of the drowned church."
 },
 "Mothlight": {
  "name": "Mothlight",
  "realName": "Hana Kobayashi-Reed",
  "playbook": "Janus",
  "look": "she/her; elegant clothing; a distracting costume (a dusty-winged cloak); a character mask (a moth's face)",
  "dan": "0",
  "fre": "0",
  "sav": "0",
  "sup": "0",
  "mun": "3",
  "team": "1",
  "abilities": "Abilities: heightened physical abilities (strength, agility, toughness); rodent/insect control, supernatural senses.\nHeightened strength, agility and toughness; calls clouds of moths; tastes the air like a moth and finds anyone by scent.",
  "motText": "Mask off, costume on. You do the impossible and save the day as the real you, and you had better hope no villain is watching.",
  "mv1on": true,
  "mv1n": "The Mask",
  "mv1t": "Your mask embodies one Label (Danger, Freak, Savior or Superior). Once a session, affirm one identity to swap Mundane with that Label. Reveal your identity to someone new: mark potential.",
  "mv2on": true,
  "mv2n": "Dangerous web",
  "mv2t": "Spring a trap you laid with your powers: roll + your mask's Label; hit, they fall in and you get an opening (10+: +1 forward on it). Miss: the trap makes things worse.",
  "mv3on": true,
  "mv3n": "Game face",
  "mv3t": "Swear to save someone or beat a terrible foe: mark a condition, +1 ongoing toward it; mark a condition after any scene without progress; mark potential when you succeed.",
  "featName": "The Mask & Secret Identity",
  "featText": "Mask Label: Freak (once a session, affirm an identity to swap it with Mundane).\nObligations: Jobs: barista; School: photography club; Social: best friend (weekend shifts at the Tidewater Café; the photography club exhibition; her best friend Mina). When time passes, roll + Mundane.",
  "inflOn1": "Hopscotch",
  "inflOn2": "Ninth Bell",
  "inflBy1": "Hopscotch",
  "inflBy2": "Ninth Bell",
  "backstory": "When our team first came together: Mrs. Dao Thi Lan, who founded the night market. She was in Breakdown's rigged cage, and without her there is no market.\nHopscotch knew you from your civilian life first.\nYou refused to tell Rumblestrip your secret identity when they asked.\nInfluence: you gave Influence over you to Hopscotch, Ninth Bell.\nWhen did you first put on the mask? Why? Last summer, when a swarm followed her home from the night market and drove off a mugger.\nWhy do you keep a secret identity? Her mother is a city councillor who wants every teen hero registered.\nWho, outside of the team, knows about your dual identity? Her best friend Mina Sato, who sews the cloak.\nWho thinks the worst of your masked identity? Her mother, Councillor Elaine Kobayashi-Reed, who calls Mothlight \"a public-health hazard\".\nWhy do you care about the team? Behind the mask she finally has friends who like the weird parts.",
  "teamCelebrate": "Ask whether they see the mask or the person under it. The mask: mark potential and clear a condition. The person: take Influence if you unmask.",
  "teamVulnerable": "Tell them a secret about the real you, give them Influence, shift Mundane up and your mask's Label down.",
  "notes": "Team: The Night Market Five (fresh from creation). Roster: Hopscotch (Beacon); Rumblestrip (Bull); Ninth Bell (Doomed); Mothlight (Janus); Ballast (Nova).\nTeam pool: 1 (the GM adds a Team at the start of the session).\nCreation: playbook start Danger 0, Freak −1, Savior 0, Superior 0, Mundane +3; +1 to Freak.\nMoves: The Mask; Dangerous web; Game face.\nInfluence at creation: gave Influence to Hopscotch, Ninth Bell.\nGM choice: abilities, mask Label, obligations, moves, backstory and relationship answers; team origin written for the sample.",
  "npcs": "Councillor Elaine Kobayashi-Reed: her mother.\nMina Sato: her best friend.\nMrs. Dao Thi Lan: founder of the night market."
 },
 "Ballast": {
  "name": "Ballast",
  "realName": "Tomasz Wiśniewski",
  "playbook": "Nova",
  "look": "he/him; marked skin (dark rings like contour lines); dark clothing; a uniform costume (a salvage diver's suit)",
  "dan": "1",
  "fre": "2",
  "sav": "0",
  "sup": "1",
  "mun": "-1",
  "team": "1",
  "abilities": "Abilities: gravity manipulation.\nMakes things heavy or light; when he's upset, the floor creaks under everyone.",
  "motText": "For one moment you see the world clearly and bend it as you like. Reshaping reality will have consequences later, but right now you are a god.",
  "mv1on": true,
  "mv1n": "Moat",
  "mv1t": "Flare, 1 burn: a barrier holds threats back while you focus on it (the GM may ask for more burn).",
  "mv2on": true,
  "mv2n": "Overcharge",
  "mv2t": "Flare, 2 burn: your next unleash your powers counts as a 10+.",
  "mv3on": true,
  "mv3n": "Snatch",
  "mv3t": "Flare, 1 burn: yank one object up to person-size from anyone in sight.",
  "mv4on": true,
  "mv4n": "Reality storm",
  "mv4t": "Flare, 1 burn: directly engage with your powers rolling + Freak; unwanted collateral damage unless you spend 1 more.",
  "featName": "Burn & flares",
  "trackName": "Burn",
  "featText": "Demeanor: locked down. Charge up: roll + conditions marked; hit, hold 3 burn (7-9: mark a condition); miss, hold 2 burn and mark three conditions. Spend burn on your flares (moves); unspent burn is lost at the end of the scene.",
  "inflOn1": "Ninth Bell",
  "inflBy1": "Rumblestrip",
  "backstory": "When our team first came together: The old fish-auction hall. We dropped its roof and three stalls into the harbor mud.\nYou hang out all the time with Rumblestrip to blow off steam.\nYou once hurt Mothlight when you lost control of your powers.\nInfluence: you gave Influence over you to Ninth Bell.\nWhen did you first use your powers? On his dad's salvage boat, when a storm wave went stone-heavy and then light as feathers.\nWho was the first person you accidentally hurt with your powers? His father, pinned under a hull plate Tomasz made weigh a ton.\nWho, outside the team, helps you control your powers? Dr. Ilse Brandt, the Academy physics teacher who measures his output with a bathroom scale.\nWhy do you continue to use your powers? If he stops using it, it uses itself.\nWhy do you care about the team? Augie can't be crushed, Hana isn't scared of him, and the rest pretend not to be.",
  "teamCelebrate": "Ask if they fear you. No: +1 forward and mark potential. Yes: shift Danger up and Savior down at once.",
  "teamVulnerable": "Explain how they could take you down if it ever came to that; give them Influence and clear a condition.",
  "notes": "Team: The Night Market Five (fresh from creation). Roster: Hopscotch (Beacon); Rumblestrip (Bull); Ninth Bell (Doomed); Mothlight (Janus); Ballast (Nova).\nTeam pool: 1 (the GM adds a Team at the start of the session).\nCreation: playbook start Danger +1, Freak +2, Savior 0, Superior 0, Mundane −1; +1 to Superior.\nFlares: Moat; Overcharge; Snatch; Reality storm.\nInfluence at creation: gave Influence to Ninth Bell (locked down).\nGM choice: ability, demeanor, flares, backstory and relationship answers; team origin written for the sample.",
  "npcs": "Piotr Wiśniewski: his father, a salvage diver.\nDr. Ilse Brandt: physics teacher who helps him control his powers."
 },
 "Nullsong": {
  "name": "Nullsong",
  "realName": "Rosalind \"Roz\" Achterberg",
  "playbook": "Delinquent",
  "look": "she/her; jaded eyes; garish clothing; no costume (just her band hoodie)",
  "dan": "0",
  "fre": "0",
  "sav": "-1",
  "sup": "2",
  "mun": "2",
  "team": "1",
  "abilities": "Abilities: power negation, emotion control.\nWhen she hums, powers switch off and tempers turn down (or up, if she is annoyed).",
  "motText": "You show who you really are, the hero under the act or the one who makes the hard call, whatever it takes to save the day. After that, nobody buys the clown again.",
  "mv1on": true,
  "mv1n": "Team? What team?",
  "mv1t": "Using Team selfishly clears a condition or marks potential; the first time a session you spend Team on a teammate, +1 forward.",
  "mv2on": true,
  "mv2n": "Criminal mind",
  "mv2t": "Assessing, always get one of these even on a miss: what is useful to me, how to best wind up a named person, the best way in or past.",
  "mv3on": true,
  "mv3n": "I don't care what you think!",
  "mv3t": "+2 whenever you reject Influence.",
  "featName": "No playbook extra",
  "featText": "The Delinquent's edge is in its moves.",
  "inflOn1": "Tailwind",
  "inflOn2": "Understudy",
  "inflOn3": "Clatter",
  "inflBy1": "Tailwind",
  "backstory": "When our team first came together: We ignored a direct stand-down order and our Junior Hero Permit limits. The Initiative's rules.\nYou keep trying to impress Highvault with your antics.\nYou and Tailwind pulled an awesome (if illegal) stunt together.\nInfluence: you gave Influence over you to Tailwind, Understudy, Clatter.\nHow did you get your powers? Born with them: the hospital lights went out every time she cried.\nWhat do you do for fun? Plays bass in a garage band called Paper Cuts and gets them thrown out of venues.\nWho, outside the team, thinks better of you than you do? Mr. Faulkner, the Initiative's night janitor, who leaves her the good vending-machine snacks.\nWhy do you try to be a hero? It was the Initiative or juvenile hall, and she'd rather annoy them from inside.\nWhy do you care about the team? They're the only people who don't flinch when the room goes quiet.",
  "teamCelebrate": "Ask if they think you are cool. Yes: give and take Influence. No: mark a condition or snub them. A teammate adds 1 Team either way.",
  "teamVulnerable": "Give them Influence and ask what kind of person they hope you are; mark potential if you become it. A teammate adds 1 Team regardless.",
  "notes": "Team: Section Nine (fresh from creation). Roster: Nullsong (Delinquent); Tailwind (Legacy); Highvault (Outsider); Understudy (Protégé); Clatter (Transformed).\nTeam pool: 1 (the GM adds a Team at the start of the session).\nCreation: playbook start Danger 0, Freak 0, Savior −1, Superior +2, Mundane +1; +1 to Mundane.\nMoves: Team? What team?; Criminal mind; I don't care what you think!.\nInfluence at creation: gave Influence to Tailwind, Understudy, Clatter.\nGM choice: abilities, moves, backstory and relationship answers; team origin written for the sample.",
  "npcs": "Mr. Faulkner: the Initiative's night janitor.\nDirector Tristan Johnson: runs the Young Heroes Initiative."
 },
 "Tailwind": {
  "name": "Tailwind",
  "realName": "Daniel Okonkwo-Price",
  "playbook": "Legacy",
  "look": "he/him; trendy clothing; a modern costume (the Tailwind streak in carbon fiber); a letter insignia (a T trailing wind)",
  "dan": "-1",
  "fre": "0",
  "sav": "2",
  "sup": "1",
  "mun": "1",
  "team": "1",
  "abilities": "Suite: super speed, regeneration, phasing, speed-reading/learning, air manipulation. Yours: super speed, regeneration, air manipulation (the other two unlock with an advance).\nFast enough to read a street before he runs it; heals while he moves; pushes the air around him into gusts and cushions.",
  "motText": "You take full command of your powers and beat impossible odds, doing what no one before you managed. The name is yours now, and so is the weight that comes with it.",
  "mv1on": true,
  "mv1n": "Fight the good fight",
  "mv1t": "Holding back while directly engaging, roll + Savior in place of Danger, but you cannot impress, surprise or frighten them.",
  "mv2on": true,
  "mv2n": "Words of the past",
  "mv2t": "Ask an elder of your legacy about a problem: they answer one question honestly and say what to do; +1 ongoing if you listen, mark potential if you go your own way.",
  "featName": "Legacy",
  "featText": "Adaeze Okonkwo (his mother, the second Tailwind) is still active and prominent in the city.\nSilas Price (his great-uncle, the first Tailwind (Gold generation)) is retired and quite judgmental.\nChioma Okonkwo-Price (his nine-year-old sister, already fast) is the next possible member of your legacy.\nthe Pickpocket Pelican (the Gold-generation crook who has stolen from Tailwinds for sixty years) is the greatest opponent your legacy ever faced, and is still at large.\nWhen time passes, roll + Savior (−1 for each \"no\": traditions, image, pride).",
  "inflOn1": "Nullsong",
  "inflOn2": "Highvault",
  "inflOn3": "Understudy",
  "inflOn4": "Clatter",
  "inflOn5": "Adaeze Okonkwo (adult)",
  "inflOn6": "Silas Price (adult)",
  "inflBy1": "Nullsong",
  "inflBy2": "Understudy",
  "backstory": "When our team first came together: Salvatore \"Granitewall\" Torres, the last Gold-generation hero, who came out of retirement just to watch us clear the Harbor Bridge pile-up.\nYou once got caught doing something that shames your legacy with Nullsong.\nYou trust Understudy and told them an important secret of your legacy.\nInfluence: you gave Influence over you to Nullsong, Highvault, Understudy, Clatter.\nWhen did you officially become a part of your legacy? At fifteen, when his mother let him wear the streak at the Founders' Day parade.\nWhat's the greatest accomplishment of your legacy? Silas outran a falling satellite and carried it out to sea in the Gold days.\nHow does the public perceive your legacy? Beloved and a bit corny: the family face is on a cereal box.\nHow does your legacy tie into your reasons for being a hero? He wants the name to be about rescues, not race records.\nWhy do you care about the team? They don't care that his mom is on a cereal box.",
  "teamCelebrate": "Say whether they are your equal. Yes: give them Influence and mark potential. No: shift Superior up and another Label down.",
  "teamVulnerable": "Share a legacy secret and how you really feel about it; clear a condition and give them Influence.",
  "notes": "Team: Section Nine (fresh from creation). Roster: Nullsong (Delinquent); Tailwind (Legacy); Highvault (Outsider); Understudy (Protégé); Clatter (Transformed).\nTeam pool: 1 (the GM adds a Team at the start of the session).\nCreation: playbook start Danger −1, Freak 0, Savior +2, Superior 0, Mundane +1; +1 to Superior.\nMoves: Fight the good fight; Words of the past.\nInfluence at creation: gave Influence to Nullsong, Highvault, Understudy, Clatter. Adults holding Influence: Adaeze Okonkwo; Silas Price.\nGM choice: suite and powers, moves, legacy members, backstory and relationship answers; team origin written for the sample.",
  "npcs": "Adaeze Okonkwo: his mother, the active Tailwind.\nSilas Price: his great-uncle, retired and judgmental.\nChioma Okonkwo-Price: his sister, next in line.\nThe Pickpocket Pelican: the legacy's oldest foe, still at large.\nSalvatore \"Granitewall\" Torres: the Gold-generation hero the team impressed."
 },
 "Highvault": {
  "name": "Highvault",
  "realName": "Vey'sha Oru of House Tenebrae (\"Vasha Orr\" on Earth)",
  "playbook": "Outsider",
  "look": "they/them; strange violet body with too many joints; metallic eyes; no human clothing; their people's uniform (House Tenebrae armor)",
  "dan": "-1",
  "fre": "1",
  "sav": "0",
  "sup": "3",
  "mun": "0",
  "team": "1",
  "abilities": "Abilities: flight, and pretty tough; density control, alien weaponry.\nFlies and shrugs off hits; turns heavy as a bank vault or light as smoke; carries a spear that is also the key to their ship.",
  "motText": "You call your people and they come in force, right on time, fighting for you to the end of the battle. Afterwards they may want to bring you home.",
  "mv1on": true,
  "mv1n": "Alien ways",
  "mv1t": "Openly flout an Earth custom for one of your own: shift Superior up and another Label down.",
  "mv2on": true,
  "mv2n": "Kirby-craft",
  "mv2t": "A ship from home with two strengths and two weaknesses; flying it, unleash, engage or defend with Superior.",
  "mv3on": true,
  "mv3n": "Alien tech",
  "mv3t": "Rebuild a human device with alien tech: roll + Freak; hit, it does one impossible thing and fizzles (10+: works great or one more use). Miss: it works with a surprise side effect.",
  "featName": "Home",
  "featText": "Home: Tenebrae Reach, nine noble Houses in nine hollowed moons.\nDemeanor: haughty.\nKirby-craft: the Ninefold Lance. Strengths: fast & maneuverable, chameleon plating. Weaknesses: bizarre fuel source, difficult to repair (it runs on old songs).",
  "inflBy1": "Tailwind",
  "inflBy2": "Understudy",
  "inflBy3": "Clatter",
  "backstory": "When our team first came together: We didn't trust each other: Highvault called us \"the Initiative's pets\". That changed when Clatter fixed the Lance's drive with his bare hands and asked nothing.\nYou've been learning about Earth by spending time with Clatter.\nYou have a crush on Understudy but you keep it under wraps.\nInfluence: you gave no teammate Influence over you (haughty).\nWhere do you come from? Tenebrae Reach, nine noble Houses in nine hollowed moons.\nWhy did you come to Earth? Exiled for a duel they won too well; Earth was the farthest dock the Lance could reach.\nWhy do you want to stay here (for now at least)? No House rules here, and Earth's arcades are magnificent.\nWhy do your people want you to come home? House Tenebrae needs a champion for the next succession duel.\nWhy do you care about the team? They are a House without a seal, and Vey'sha has decided to lead it, whether it likes that or not.",
  "teamCelebrate": "Show them real affection, physical or emotional, and take Influence over them if they agree it was meaningful.",
  "teamVulnerable": "They say how you could fit in better; +1 forward to try it, and mark potential if you do.",
  "notes": "Team: Section Nine (fresh from creation). Roster: Nullsong (Delinquent); Tailwind (Legacy); Highvault (Outsider); Understudy (Protégé); Clatter (Transformed).\nTeam pool: 1 (the GM adds a Team at the start of the session).\nCreation: playbook start Danger −1, Freak +1, Savior 0, Superior +2, Mundane 0; +1 to Superior.\nMoves: Alien ways; Kirby-craft; Alien tech.\nInfluence at creation: gave no one Influence (haughty).\nGM choice: abilities, moves, ship, home, backstory and relationship answers; team origin written for the sample.",
  "npcs": "House Tenebrae: wants its champion home for the succession duel."
 },
 "Understudy": {
  "name": "Understudy",
  "realName": "Beatriz \"Bea\" Coelho",
  "playbook": "Protégé",
  "look": "she/her; athletic body; fashionable clothes; a colorful costume (Meridian's gold and blue, cut for her)",
  "dan": "-1",
  "fre": "0",
  "sav": "2",
  "sup": "2",
  "mun": "0",
  "team": "1",
  "abilities": "Shared with your mentor: superhuman physique. Yours alone: power mimicry. Your mentor's alone: intimidation and fear.\nShares Major Meridian's strength and toughness; copies other people's powers for a while; is still learning his famous glare.",
  "motText": "You show who you are, your mentor or someone new, and do everything they could and more, even what they never managed. They will never see you the same way.",
  "mv1on": true,
  "mv1n": "Captain",
  "mv1t": "Going into battle as a team, add 1 more Team; if you lead, carry +1 forward.",
  "mv2on": true,
  "mv2n": "Fireside chat",
  "mv2t": "Ask your mentor for advice: roll + the Label they embody; hit, they tell you what to do (10+: mark potential if you do it, +1 ongoing; 7-9: +1 forward their way). Miss: they are busy with a crisis; mark a condition (GM's pick).",
  "mv3on": true,
  "mv3n": "Venting frustration",
  "mv3t": "Directly engaging while Angry, you may roll with your mentor's denied Label; Angry clears.",
  "featName": "Mentor",
  "featText": "Mentor: Major Meridian. Embodies Savior, denies Mundane.\nResources: communicators, badges of authority, a vehicle (his old jet, the Daybreak).\nDemeanor: playful.",
  "inflOn1": "Tailwind",
  "inflOn2": "Highvault",
  "inflOn3": "Major Meridian (adult)",
  "inflBy1": "Nullsong",
  "inflBy2": "Tailwind",
  "backstory": "When our team first came together: The Initiative tried to split us across three districts and we refused. We keep in touch on Meridian's old communicators.\nYou and Tailwind teamed up a few times before the rest of you came together.\nYour mentor is cautious; they asked you to keep an eye on Nullsong.\nInfluence: you gave Influence over you to Tailwind, Highvault.\nHow did you first meet your mentor? Meridian pulled her out of a collapsed parking garage when she was ten, and she copied his strength without meaning to.\nWhen and why did you choose to train with them? At fourteen, when the copied powers started lasting, and she asked him to teach her to be him.\nWhy did they agree to train you? The Initiative asked him to keep an eye on \"the mimic\"; he chose to train her instead.\nWho else, outside of the team, knows about your training? Director Tristan Johnson, who signs off on every training log.\nWhy do you care about the team? Being Meridian's understudy is lonely; Section Nine is the first stage she shares.",
  "teamCelebrate": "Ask if you led or helped well. Yes: your mentor loses Influence and you mark potential. No: your mentor gains it and you get +1 forward with their Label.",
  "teamVulnerable": "Tell them a secret about your mentor and how you feel; give them Influence and add 1 Team.",
  "notes": "Team: Section Nine (fresh from creation). Roster: Nullsong (Delinquent); Tailwind (Legacy); Highvault (Outsider); Understudy (Protégé); Clatter (Transformed).\nTeam pool: 1 (the GM adds a Team at the start of the session).\nCreation: playbook start Danger −1, Freak 0, Savior +1, Superior +2, Mundane 0; +1 to Savior.\nMoves: Captain; Fireside chat; Venting frustration.\nInfluence at creation: gave Influence to Tailwind, Highvault (playful). Adults holding Influence: Major Meridian.\nGM choice: abilities, mentor Labels and resources, moves, backstory and relationship answers; the guide's Major Meridian as her mentor; team origin written for the sample.",
  "npcs": "Major Meridian: her mentor, one of the city's Old Guard.\nDirector Tristan Johnson: reads every training log."
 },
 "Clatter": {
  "name": "Clatter",
  "realName": "Isaiah Weatherby",
  "playbook": "Transformed",
  "look": "he/him; camera-shutter eyes; metallic flesh made of scrap that rearranges itself; no costume",
  "dan": "1",
  "fre": "3",
  "sav": "1",
  "sup": "-1",
  "mun": "-1",
  "team": "1",
  "abilities": "Abilities: technopathy, transmuting flesh.\nHis body is junk that rebuilds itself from any metal nearby, and machines talk to him; he rattles when he walks.",
  "motText": "You stop fighting your body and use all of it: monster and person both, tearing down walls and speaking gently. The people who only see a monster will not forget it.",
  "mv1on": true,
  "mv1n": "Be the monster",
  "mv1t": "Frighten or cow people with your monstrous form: roll + Freak; hit, they falter and open up or flee; pick one cost on 10+, two on 7-9 (scare the wrong people, break something, feel worse: mark a condition). Miss: they lash out.",
  "mv2on": true,
  "mv2n": "Coming for you",
  "mv2t": "When you mark a condition, +1 forward against whoever you most blame for it.",
  "mv3on": true,
  "mv3n": "Not human enough",
  "mv3t": "Directly engaging in a terrifying way, mark a condition to pick one more option, even on a miss.",
  "featName": "Transformation",
  "featText": "What changed you: the Collective tried to absorb him through a cracked phone and his body fought back with every gadget in the room. Your powers are part of your monstrous body.",
  "inflOn1": "Highvault",
  "inflBy1": "Nullsong",
  "inflBy2": "Tailwind",
  "backstory": "When our team first came together: Gordon Pryce, the evening-news anchor, who now calls us \"the Initiative's freak show\".\nHighvault comforted you when you were at your lowest.\nNullsong knew you before you changed.\nInfluence: you gave Influence over you to Highvault.\nWho were you before? A quiet kid who fixed everyone's phones for free.\nWhen did you change? What caused it? When the Collective tried to absorb him through a cracked phone, and his body fought back with every gadget in the room.\nWho, outside of the team, is helping you understand your new body? Dr. Kalani Mahoe, the Initiative's medical engineer, who keeps a manual for him.\nWhy don't you just try to hide yourself away? Hiding is what the Collective wanted: everyone the same.\nWhy do you care about the team? Highvault calls him \"craftsman\", and nobody has ever made him feel that useful.",
  "teamCelebrate": "Clear a condition if they treat you as perfectly normal; mark potential if they praise your powers.",
  "teamVulnerable": "Ask if you are losing or gaining humanity. Losing: mark a condition and potential. Gaining: clear a condition, shift Mundane up and another Label down.",
  "notes": "Team: Section Nine (fresh from creation). Roster: Nullsong (Delinquent); Tailwind (Legacy); Highvault (Outsider); Understudy (Protégé); Clatter (Transformed).\nTeam pool: 1 (the GM adds a Team at the start of the session).\nCreation: playbook start Danger +1, Freak +3, Savior 0, Superior −1, Mundane −1; +1 to Savior.\nMoves: Be the monster; Coming for you; Not human enough.\nInfluence at creation: gave Influence to Highvault.\nGM choice: abilities, moves, backstory and relationship answers; team origin written for the sample.",
  "npcs": "Dr. Kalani Mahoe: the Initiative's medical engineer.\nGordon Pryce: news anchor who hates and fears the team.\nThe Collective: the hive mind that changed him."
 }
}
