The Captain
Description
Your thing: football (American or association), football (the other one), hockey, basketball, or another team sports
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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 ??? | 0 | -1 | +2 | +1 |
| The ??? |
Moves
Start with one of 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 less than that.
Distribute the hold freely among your teammates. They can spend it on a 1-for-1 basis to improve a roll when following your plan.
Anyone who didn't get a hold chooses one:
- Take offense that you were left out of the plan. The Jock loses a string on you.
- Lash out verbally. The Jock takes 1 harm.
- Make a self-deprecating quip. Mark insecure.
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When you...
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When you...
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.
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When you...
Social Circle: Star Athlete
Your friends are ... . Archetypes can include: team captain, future pro athlete, rising star freshman, dead weight, and cheerleader.
Recovery
Decompression - ... ! You can decompress through ... .
Lash Out - ... ! ... .
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.
- ???
- Take another Captain move
- Take another Captain move
- Take a move from any playbook
- Take a move from any playbook