Insecure
While marked, you take –2 to Defend and –2 to Reject Influence, leaving you flinching from allies and vulnerable to influence. Clear it by pulling off something unexpected that sur...
- Penalty
- -2
- Move
- Defend
- Move
- Reject Influence
- Pull off something nobody else on the team would have tried.
- Let an ally tell you who you are, and believe them.
Insecure opens when somebody's words found the soft part of who you think you are — a dismissal, a comparison, a label you cannot unhear.
Mechanical effect: While Insecure is marked, take -2 to Defend and -2 to Reject Influence. The doubt makes you flinch from the people you would normally throw yourself in front of, and it leaves the door wide open for anyone trying to define you.
Clearing it:
- Pull off something nobody else on the team would have tried, and have it stick. Surprise yourself.
- Let an ally tell you who you are and accept it as true, in the moment, in front of them.
Tone: Insecure is Masks's quiet condition. It is the condition that makes you the easiest to influence, and it is the one that grows when nobody notices you carry it. The Janus's Insecure looks different from the Outsider's — the Janus is afraid of being a fraud, the Outsider is afraid of disappearing.
Common triggers: Reject Influence on a 7-9. An adult delivers a comparison to a previous generation that hits home. A teammate steps into your specialty and outshines you. A villain frames you in a way the press picked up.