The Captain
Description
Your thing: football (American or association), football (the other one), hockey, basketball, or another team sports
???:
Your weapon: martial arts, a finely-crafted sword, or an elegant laser sword
Stats
At character creation, choose one spread:
| Charm | Cool | Brains | Brawn | |
| The General | 0 | +1 | +2 | -1 |
| The Vanguard | -1 | 0 | +2 | +1 |
Moves
Start with Team Tactics and choose one more:
Team Tactics
When you come up with a game plan before engaging a dangerous foe, roll +Brains. On a 10+ gain hold equal to the number of teammates (other than yourself). On a 7-9 hold one fewer. On a miss, hold one.
Distribute the hold freely among your teammates. They can spend it on a 1-for-1 basis to add +1 to a roll when executing your plan.
Anyone who didn't get a hold chooses one:
- Take offense: the Captain loses a string on you.
- Lash out verbally: the Captain takes 1 harm.
- Sulk or make a quip: mark insecure.
Flanking Maneuver
When you and an ally double team a single enemy, you can Directly Engage a Threat using that's Brawn score instead of your own. On a 10+, the ally takes +1 forward against that enemy.
Strategic Awareness
When you Assess the Situation before entering a fight, you may always ask an additional question, even on a miss.
Knight in Shining Armour
Increase your maximum Stress from 2 to 3.
When one of your companions takes harm from an attack, whether physical or otherwise, you can take the hit for them.
Captain's Beast
You have a small, nimble animal that helps you survey the battlefield. When your animal gets hurt, you take the harm instead. Choose what it looks like: _____.
Choose two special abilities: prehensile limbs, flight, human speech, a supernatural sense (describe what), you can see through its eyes, you can speak through its mouth, it's large enough to ride, there are two of them.
Gain +1 to a roll when your companion's special ability directly helps you.
Social Circle: Shining Leader
As captain of your sports team, you are usually surrounded by your teammates or other sporty or sports-adjacent types. Archetypes can include: rival captain, future pro athlete, rising star freshman, dead weight, and cheerleader.
When you try to win favour with an NPC or faction, if they aren't currently hostile to you, they will tell you of a major problem they're currently struggling with. If you help resolve it, you earn their loyalty, and they will follow your lead and heed your advice advice.Additionally, once per session, when you remind someone why they follow you, gain a string on them.
Recovery
Decompression - You can decompress through strategizing alone or with the team, training hard, or leading someone to an easy victory.
Lash Out - I'm the captain! Someone is undermining your authority, trying to usurp your lead. Clear all your conditions and challenge another player character to a contest.
- If they concede, get a string on them, and they mark experience and mark a condition.
- Otherwise, you both roll +Nothing and whoever rolled higher wins. The winner gets a string on the loser and the loser marks a condition. On a tie, you each mark a condition as you draw or otherwise make fools of yourselves.
Advancement
Whenever you get to 5 experience, clear your experience and choose one. When you mark your 2nd and 4th advancements, increase one stat by +1.
- Choose a faction in the inner world that is loyal to you or you're a member of. You are now it's leader. The previous leader might not like your new authority.
- Take another Captain move
- Take another Captain move
- Take a move from any playbook
- Take a move from any playbook