The Reformed
Reformed character begins with Danger +2, Freak +1, and zero starting Savior/Superior/Mundane. Picks 3 from 5 moves including I'm Done (personal line grants +1 ongoing to Directly...
- Playbook
- Adult
- Danger
- +2
- Freak
- +1
- Mundane
- +0
- Savior
- +0
- Superior
- +0
The Reformed (Adult)
The redeemed villain. The Reformed used to be on the cover of the bad-news segment, and is now, by their own swearing, done. They walk into the team's life with paperwork from their handler, a long list of ex-friends in jail, and an army of cops, capes, and old enemies who do not believe in second chances.
The Reformed's whole engine is whether they earn it before somebody who never trusted them blows it back open.
Identity questions:
- Who did you used to be, and what was your worst day?
- Who in the city refuses to let you walk away from it?
- What is the line you swore you would never cross again?
Starting label biases: Danger +2, Freak +1, Savior 0, Superior 0, Mundane 0
Starting moves (pick 3, plus required): I'm Done, Old Connections, Watching the Watchers, Don't Push Me, Penitence
Advanced moves
Advancements
- Advancement: Pick a Reformed advanced move
- Advancement: Take a move from another playbook
- Advancement: +1 label (max +3)
- Advancement: Lock a label