The Soldier

You're an agent of something greater than you — a real force fighting to make the world a better place. Through them, you stand for something important. You just hope that, when push comes to shove, you stand for the right thing.

Hero Name:
Real Name:

Look
• Ambiguous, Man, Shifting, Transgressing, Woman
• Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
• Average body, bulky body, lean body, trained body, surprising body
• Stylish clothing, comfortable clothing, simple clothing, casual clothing
• Modern costume, iconic costume, military uniform, no costume

Abilities
A.E.G.I.S. found you before you got full control of your abilities. They helped you master your gifts, maybe even augmented them with some new tech. Now you have an opportunity to do some good, using your powers to protect and serve humanity. Choose any two of the following.
❑ Superstrength and durability
❑ Energy blasts
❑ Enhanced senses
❑ A signature weapon
❑ Augmented/mechanical limbs
❑ An alternate/monstrous form

LABELS
(at character creation, add +1 wherever you choose)
Danger -2 -1 0 +1 +2 +3
Freak -2 -1 0 +1 +2 +3
Savior -2 -1 0 +1 +2 +3
Superior -2 -1 0 +1 +2 +3
Mundane -2 -1 0 +1 +2 +3

Backstory
• What tragedy or disaster led to you gaining your abilities?
• What inspired you to officially join A.E.G.I.S.?
• What does A.E.G.I.S. do for the world that no one else can?
• Who, outside of A.E.G.I.S. and the team, connects you to the civilian world?
• Why do you care about the team?

Once you've finished your backstory, introduce your character to the other players, and then determine what happened when your team first came together, the relationships between you and your teammates, and who has influence over you.

When our team first came together…
Our victory secured an important resource for A.E.G.I.S. What was it?

Relationships
_ _ _ _ _ _ _ is crucial to the long-term success of A.E.G.I.S. I must protect them.
_ _ _ _ _ _ _ isn’t always thrilled with the way A.E.G.I.S. handles things. I’ve come to value their critiques, even if I don’t agree with them.

Influence
Respect is earned, soldier. Tell two of your teammates what they did to earn your esteem and give them Influence. Everyone else will have to match their efforts.


Soldier Moves
(You start with Before we get started and one more)

❑ Before we get started:
When you have time to closely observe your opposition before a fight, roll + Savior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 and mark a condition. During the fight, you can spend your hold to name a character you observed and…:
• …redirect their attack to another character or nowhere—into a wall or the sky.
• …cross a distance between them and you.
• …stun them, close up or from a distance.
• …ignore all harm from one of their attacks.
• …escape any bindings or impediments they attempt to place on you.

❑ No, you move:
When you demand that an NPC live up to a higher moral code, roll + Savior. On a hit, they have to meet your standard or mark a Condition. On a 10+, take Influence over them as well. On a miss, they reveal that the conflict in question is more complicated than it seems; give them Influence over you.

❑ I can do this all day:
When something causes you to remove yourself from a fight, you can shift Savior down (and another Label up) instead. If shifting Savior down would move it below -2, you have to leave the fight instead of shifting Labels.

❑ It kinda feels personal:
When you discover that someone has misled you or betrayed your cause, mark a condition to take +1 ongoing against them until they are brought to justice.

❑ Mission first:
When you secure a valuable resource by defeating a powerful foe, you can shift your Savior up and any other Label down. If you (and your team) managed to avoid causing any collateral damage, clear a condition as well.

❑ More than a shield:
When you directly engage a threat by heading directly into danger withour regard for your own safety, roll with Savior instead of Danger. On a miss, your focused attack leaves someone in grave danger; the GM will tell you what it takes to keep them safe.

A Higher Calling…
You work for a metahuman law enforcement agency (A.E.G.I.S.) that keeps the world safe from all
manner of superhuman, supernatural, and extraterrestrial threats. You volunteered to work with a
team of young superheroes as part of a new A.E.G.I.S. program designed to keep Halcyon City safe.
You have an additional Label:
Soldier -2 -1 0 +1 +2 +3

Soldier functions like any other Label. Characters with Influence over you can shift it, and you mark a condition if it would ever shift above +3 or below -2. You can only cancel the influence A.E.G.I.S. holds over you with the appropriate advancement. You cannot lock Soldier with a Moment of Truth.

When you’re acting on orders and relying on your training, give A.E.G.I.S. influence to use Soldier instead of any other Label when you make a basic or playbook move.

When you invoke your authority over civilians, Halcyon City personnel, or A.E.G.I.S. staff, roll + Soldier. On a hit, your words carry weight. On a 7-9, someone will push back against your instructions or orders…sooner rather than later. On a miss, your attempts to control the situation create an opportunity for your enemies within A.E.G.I.S. to act against you.

When you ask A.E.G.I.S. for additional resources, equipment, or information during a mission, roll + Soldier. On a hit, they’ll resupply you as best they can. On a 10+, the resources are highly classified or experimental; take +1 ongoing to deploying them throughout the mission. On a miss, A.E.G.I.S. sends what they think you need, regardless of what you actually requested.


Moment of Truth
Freedom isn’t free. But not every mission ends in tragedy. When things look bleakest, when your back is against the wall, when it seems like the dawn will never come…you find a way forward without violence. Your enemies lay down their arms and surrender; your allies step back from the brink of chaos. Of course, the people you’ve saved aren’t going to forget what you’ve done here today; they may even come to see you as a symbol of the higher cause you claim to serve…


Team Moves
When you share a triumphant celebration with someone, tell them what they need to do to achieve their full potential. If they accept your advice, take Influence over them and add two Team to the pool. If they reject what you have to say, mark a condition.

When you share a vulnerability or weakness with someone, ask them what cause they serve. If you find it to be a worthy cause, tell them how you will fight for it, clear a condition, and add a Team to the pool. If they don’t have a cause (or you find it unworthy), mark a condition.


POTENTIAL ❑ ❑ ❑ ❑ ❑
Every time you roll a miss on a move, mark potential.

Advancement
When you fill your potential track, you advance. Choose from the list below.

❑ Take another move from your playbook
❑ Take another move from your playbook
❑ Take another move from your playbook
❑ Take a move from another playbook
❑ Unlock your Moment of Truth
❑ Someone permanently loses influence over you, add +1 to a Label
❑ Rearrange your Labels as you choose, and add +1 to a Label
❑ Undergo enhancement: take two new abilities


When you've taken five advances from the top list, you can take advances from the list below.

❑ Lock Soldier, and add +1 to a Label of your choice
❑ Take a Mentor and any move from the Protege playbook
❑ A.E.G.I.S. permanently loses Influence over you; change playbooks
❑ Take an adult move
❑ Take an adult move
❑ Retire from A.E.G.I.S. to a civilian life or join the upper echelons of A.E.G.I.S. as a Senior Director

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