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The Protege
The Protege is defined by apprenticeship and the tension between following a mentor's teaching and discovering its flaws. Starts with Danger +1, Savior +1, Superior +1; gains three...
- Playbook
- Core
- Danger
- +1
- Freak
- +0
- Mundane
- +0
- Savior
- +1
- Superior
- +1
Advanced Moves
Push YourselfSelf TalkDrag DownBrace YourselfOut from Their ShadowWalk in Their FootstepsWhat I Was Made For
The apprentice. The Protege has a mentor — capital-M Mentor — and that mentor saved them, trained them, and will not let them grow up. Every move the Protege makes is filtered through what the mentor would do, what the mentor would say, and the slowly dawning suspicion that the mentor was wrong about a few important things.
Identity questions:
- Who is your mentor, and what did they pull you out of?
- What is the lesson they taught you that you are starting to suspect was a lie?
- What does your mentor expect you to be in five years that you do not want to be?
Starting label biases: Danger +1, Freak 0, Savior +1, Superior +1, Mundane 0
Starting moves (all required): I Have Studied This, The Mentor, Headstrong
Advanced moves
- Push Yourself
- Self Talk
- Drag Down
- Brace Yourself
- Out from Their Shadow
- Walk in Their Footsteps
- What I Was Made For
Advancements
- Advancement: Pick a Protege advanced move — Choose from Push Yourself, Self Talk, Drag Down, Brace Yourself, Out from Their Shadow, Walk in Their Footsteps, or What I Was Made For.
- Advancement: Take a move from another playbook
- Advancement: +1 label (max +3)
- Advancement: Lock a label
- Moment of Truth: outgrow the mentor — The Protege's Moment of Truth is the scene where the apprentice finally fights with everything the mentor taught them — and breaks the rule the mentor never broke. After, the relationship is changed.