OUTLIER
Conditions: Angry, Guilty, Insecure
Potential: 2/5
Spoiler: Labels
Show
  • Freak: +1
  • Danger: +1
  • Savior: +2
  • Superior: +0
  • Mundane: -1

Spoiler: Moves
Show
  • Breaking Out: Whenever you break through an impediment placed upon you or subvert a Hero’s expectations of your Heroic Tradition, you may roll + Danger. On a miss, you escape but you leave something behind and mark a Condition. On a hit, choose one. On a 10+ choose two.
    • You may ask one question as if you’d rolled a hit on Pierce the Mask
    • Clear a Condition or Mark Potential.
    • Place your captor in chains
    • Create an opportunity for your teammates

  • Like the Good Old Days: When you Directly Engage an opponent alongside a teammate, you may mark a Condition to provide them an additional option, even on a miss. If they are a member of a Heroic Tradition, add 1 Team to the Pool.


Outlier just nods; there really isn't much they can do right now, certainly not without filling in the rest of the team first. And while it would have been nice not to have been left alone with his dark thoughts, he can't begrudge his teammate the need to collect his things.

Conscious of the eyes upon him, he shifts probabilities to place himself up near a parking lot, preparing for a series of jumps to get him to a conveyance to take him back down to the lower levels. He can certainly travel faster this way; but it takes not a whit less energy, and he's prepared to be more than a little worn by the time he joins the others.

Only fitting that his body's state matches that of his worn-out thoughts, if one is to ask him.