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Playbooks

The Beacon

The normal one: no powers, no tragic origin, just a homemade costume and absolute conviction that being a hero is the best thing anyone could ever do. Starting label biases Danger...

Playbook
Core
Danger
+1
Freak
-1
Mundane
+1
Savior
+1
Superior
+0
Advanced Moves
Always Get Back UpRefuse to LoseCrowd PleaserWonderSolace InsiderRight Place Right TimeYou Are Real to Me

The normal one. The Beacon has no powers, no destiny, no tragic origin — just a homemade costume, a head full of comics, and the absolute conviction that being a hero is the best thing anyone could ever do. They are out here to live the dream the rest of the team is trying to survive, and their joy is contagious enough to be dangerous.

The Beacon is the playbook that asks whether the team's whole genre is worth wanting. Every other playbook came to this somehow. The Beacon chose it.

Identity questions:

  • What do the rest of the team have that you would do anything to share?
  • Whose ordinary life are you secretly fighting to protect?
  • What is the hero comic you read until it fell apart?

Starting label biases: Danger +1, Freak -1, Savior +1, Superior 0, Mundane +1

Advanced moves

  • Always Get Back Up
  • Refuse to Lose
  • Crowd Pleaser
  • Wonder
  • Solace Insider
  • Right Place Right Time
  • You Are Real to Me

Advancements

  1. Advancement: Pick a Beacon advanced moveChoose from Always Get Back Up, Refuse to Lose, Crowd Pleaser, Wonder, Solace Insider, Right Place Right Time, or You Are Real to Me.
  2. Advancement: Take a move from another playbookPick a starting move from any other playbook.
  3. Advancement: +1 label (max +3)Add 1 to any one label, to a maximum of +3.
  4. Advancement: Lock a labelLock one label so it cannot be shifted by anyone.
  5. Moment of TruthOnce per playbook, narrate a Moment of Truth where the Beacon proves the dream was real all along.