TEXT: Adede Okafor, AKA Steel Spring 
  As a child, you suffered from poor health that 
  resulted in a lot of physical frailty, so your father 
  Sithembile (“Sith” for short) created the prototype of 
  your first suit in order for you to live a normal life; 
  unfortunately, Pastor Unathi, your family’s spiritual 
  guide, sees the suit as the work of the Devil and 
  preaches that Steel Spring must be freed from the 
  Devil that has possessed her, without knowing that it 
  is you in the suit. 
   
  The suit is tailored to your biometric imprint 
  and only functions when you are wearing it; the only 
  problem with wearing it is that it’s not fully 
  waterproof, so you have to stay out of very wet or 
  humid conditions, otherwise it could malfunction. 
   
  In your day job, you are a freelance 
  commercial artist, producing package & product 
  designs for small businesses in London and further 
  afield. Your mother has passed away and you try to 
  keep your father separate from your life as Steel 
  Spring, so the only person you can trust to ever look 
  after the suit is your boyfriend Kofi , who you decided 
  to take into your confidence several months ago and 
  who hasn’t let you down once since. 
   
  You monitor the news for emergencies 
  rather than patrolling the streets, donning the suit 
  whenever you find a situation that Steel Spring can 
  help with. You’re known for rescuing people from 
  impossible situations, where the mundane 
  emergency services can’t go.
   
   Take +1 Speed.  
   Take +1 Genius. 
   
   Advance a basic move.  Advance a basic move. 
   Take a style move. 
   Take a style move. 
   Advance a style move.  Advance a style move. 
   
  Basic Moves: fill in the circle when you advance one of 
  these. 
   Strike: to attack a target. 
   Steel yourself: to recover from harm. 
   Press on: to move into danger. 
   Rescue: to save yourself or others. 
   Stand firm: to hold your ground. 
   Persuade: to get another to do as you say. 
   Investigate: to seek information. 
   Improvise: to get an inspired solution. 
  Trait 
  As long as you are wearing your Power Suit, it provides you 
  with some additional protection; whenever you take pain, 
  you may choose to have your suit take that pain instead. 
  The suit has two pain shields and when those are full, it is 
  out of commission: you cannot make style moves until you 
  have repaired it. To repair your suit, roll+genius and take 
  +1 now if you have access to all the tools and materials you 
  need for this repair; on a hit, reset the suit's pain to zero; 
  on a 7-9, you must work all day or all night continuously to 
  repair it. On a miss, the suit requires a replacement part 
  that is difficult to acquire; when you have acquired that 
  part, reset the suit’s pain to zero. 
   
  Special 
  When you entrust your secret identity with another, you 
  may roll+genius to modify your suit; on a hit, take any style 
  move or advance a style move you already have and retain 
  it for the rest of this session; on a 7-9, that style move or 
  advance is lost as soon as the suit takes any pain. 
   
  Status 
  Circle ‘like’ or ‘dislike’ for each other hero: you can 
  support those you like and taunt those you dislike. 
   
   
   
  Dr. Dusk has saved my life when my suit failed me.  
   
   
   
  The Snowdrop relies on force over intellect. 
   
   
   
  Lady Smoke is content to take orders without 
  question.  
  Might-1 
  Strike, Steel Yourself 
  Will=0 
  Stand Firm, Persuade 
  Speed+1 
  Press On, Rescue 
  Genius+1 
  Investigate, Improvise 
  Pain 
  When you have filled in all your pain shields, you 
  must face death; you can remove pain during any 
  scene if you steel yourself. 
  Experience 
  When you have filled in all your experience shields, 
  take an advance from the list below and reset your 
  experience to zero. Mark 3 experience to start. 
  
  Fill in the circle by a style move when you take it; fill in the 
  target when you advance that move. You begin with the 
  moves marked. 
   
   Acrobatics: you may push to press on; on a hit, take +1 
  forward. 
   As above, but you take an ace forward. 
   
   Martial Arts: when you strike, roll+speed instead of 
  roll+might. 
   On a 7-9 when you strike, you may veto one of your 
  target’s options. 
   
   Wall Crawler: you can climb on any surface unaided at 
  a walking pace.  
   You can climb on any surface unaided at a running 
  pace. 
   
   Rebound: when you roll+speed and miss, take +1 
  forward to roll+speed.  
   As above and act again immediately after that 
  move. 
   
   Rush: you may push to rescue when saving yourself; on a 
  hit, take an ace forward. 
   You may push to rescue when saving others. 
   
   Tumble: when falling any distance, choose your landing 
  spot and take no pain from the fall.  
   You can hold onto one other person when falling; 
  they also take no pain from the fall. 
   
   Sure Footed: you may push to stand firm; on a 10+, 
  you may choose one and defeat the target instead of 
  halting them. 
   As above and on a 10+, you may choose one to 
  capture the target instead of halting them. 
  Basic Rules & Terminology 
  Most moves require you to roll 2d6, adding the 
  results together and modifying the total by a stat to 
  get your result. 
  o 6 or less is a miss: there will be consequences for 
  this. 
  o 7-9 is a hit, but not a perfect one: the outcome 
  won’t be the best. 
  o 10 or more is a hit and it’s usually the best 
  success you can hope for. 
  o If you have advanced a move, you get a 
  spectacular success on 12 or more. 
   
  Forward: an effect that applies to the next move you 
  make, e.g. ‘take +1 forward’ means you add +1 to 
  your next die roll. 
   
  Ongoing: an effect that persists for some time, e.g. 
  ‘take -1 Speed ongoing’ means you roll with -1 each 
  time you use Speed, until the condition affecting you 
  wears off. 
   
  Push: any basic move can be pushed, if you have a 
  style move or other advantage that enables you to 
  do so. When you push a basic move, you have more 
  chance of success, but a miss means that you fall 
  prey to hubris and go too far. 
   
  Ace: all basic and style moves can be advanced, 
  making them more effective; when you ace a move, 
  you act as if it were advanced the next time you use 
  it.  
   
   
   
   
  Character art made with Superhero Creator 2.0 ©JTmovie 
   
  
SOURCE: textdata/thevault/Just Heroes (PbtA)/Steel Spring.pdf