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.


Worn, drawn, and clearly not in high spirits, Outlier sits at the table with the others. Or rather – Aaron sits there, his hood pulled back to reveal the aforementioned continence. Food is nearby, but his appetite isn’t anything approaching sufficient at the moment.

"The Girl was all right when we found her, but wasn’t at all interested in helping out – she ‘didn’t want to get caught up between any more gangs’," he reports. "She wouldn’t say what it was that made Lash so interested in keeping hold of her, but she did give us one potential lead. Just...not a great one," he added, glancing at Ember.

"It takes us to the Deeptide. And we’ve been warned we’re way out of our depth here," he adds with a little bite to his voice. At the moment, that’s all too easy to believe, at least for him.