TEXT: A DEATH IN THE FAMILY
  Haunted:    In your past you were heavily influenced by the loss of a person that defines 
  the core of why you became the hero you are today. You now live by a set of tenets and 
  ideals that can be almost impossible to live by at times. Write down a sentence or two 
  describing these ideals you live by. When you are pushed to your limit and are faced with 
  a difficult decision, think of the person you lost. Have a conversation with them (what 
  form or background it takes place in is up to you) and ignore the effects of all Conditions 
  until you succeed at a single action. 
  Evil Never Sleeps:    When you feel like you can’t stop and go back to your normal, mundane 
  life because of the weight of the burden you feel, Gather Intel instead of trying to Fit In 
  and recover from one Condition after any trouble is resolved.
  Cracks in the Same Places:    When someone shares their own tragedy or deeply personal 
  experience with you, or you share yours with them, you may increase your Bond with that 
  person by one if you so choose and they may do the same.
  SUGGESTED FOES 
  The Killer:    Is there a person or organization behind the death of your loved one? Who are 
  they? What are their abilities? Are they still at large or have they been brought to justice?
  The Other Side of the Coin:    Is there someone out there that represents everything you fight 
  against? Who are they? What are their abilities? Why do they do the things they do?
  THE ACCIDENT
  Changes:    You got your powers as a result of a mistake, freak accident or experiment on 
  yourself you hadn’t seen coming. It was a traumatic experience and your memories of 
  it are confusing and disorienting. Your powers might change or your body itself might 
  change over time as a result of the incident. Write down how the experiment changed you, 
  how it still might change you in the future and who else was affected by it.
   ✎
  The accident changed me by...
   ✎
  The future effects on my body is still unknown but what could happen is...
   ✎
  An enemy I made because of the accident is...
  Looking for Answers:    When you look for answers to the questions you have about that 
  fateful day in order to learn more about what happened or your feelings about it, ask a 
  question about it and roll+Investigate. On a 10+, the EIC will give you a clear and detailed 
  answer to your question and you take +1 forward to acting on the information. On a 7-9, 
  the EIC will answer your question but the information may be confusing, alarming or 
  suggest a hard choice.
  SUGGESTED FOES
  The Grudge:    Is there someone that was affected by the accident and who holds you  
  accountable for it? What happened to them and what do they plan on doing about it?
  The Mastermind:    Is there someone who was pulling the strings behind the scenes the 
  whole time? What was your first clue that not all was as it appeared to be?
  94
  
  I’M A FREAK
  Feared:    People hate and fear that which they don’t understand and, unfortunately for you, 
  you fall into that category. People know you are different just by looking at you, write 
  down what makes you noticeably different from others such that it produces a negative 
  reaction most places you go.
   ✎
  I am feared and feel like I don’t belong because...
   ✎
  My everyday, mundane life consists of...
  That’s right, I’m a Monster:    When you use their fear and hatred of you to intimidate and 
  get something you want from someone, use your differences to strike fear in their hearts 
  and roll+Influence. On a 10+, you scare them and get what you want, if they have it. On a 
  7-9, you scare them and get what you want but there’s fallout (that maybe justifies their 
  fear of you), the EIC will tell you what it is.
  Takes One to Know One:    When you engage in conversation with someone who is like you, 
  you may ask them a question from the list below. If you want them to answer it truthfully, 
  then they get to ask you a question as well in return. If they suspect you or catch you in a 
  lie, you cannot use this move on them ever again.
   
  A How are you most vulnerable?
   
  A What are your present intentions?
   
  A What do you want me to know?
   
  A What do you want from me?
   
  A What secret pain do you carry with you?
  SUGGESTED FOES
  The Haters:    Is there a person, group or organization that hates and fears you and  your 
  kind? What is their agenda and how do you view and deal with them? What have been 
  your experiences with them so far?
  The Obsessed:    Is there a person, group or organization that can’t get enough of you? What 
  do they think they can get from you and how will it better them? 
  95
  
  I’M BACK FROM THE DEAD
  You died. You’ve been to the Other Side, and you didn’t come back whole. Or maybe you 
  never quite came back at all. You’ve always got at least one foot in the grave. Your special 
  relationship with Death gives you insights and capabilities beyond those of normal 
  women and men but when you came back you left a part of yourself behind. It could be 
  something like a memory or a hole in your mind you crave to fill. It could be an emotion or 
  a piece of what you think made you human. It could be that something you had or used to 
  strive for that is now unattainable. 
   ✎
  I lost ... after coming back from the other side so I to cope with it. If I can’t cope with it, I 
  lose control of myself by....
  Been There, Done That:    Whenever you head straight into danger without hedging your 
  bets and end up having to make the Last Chance move as a result, roll 3d6 instead of 2d6 
  and discard the lowest die result.
  From Beyond The Grave:    Whenever your loss hinders or prevents you from accomplishing 
  a task that brings you closer to getting back what you lost, cope with it right away. If you 
  cannot, roll+Protect. On a 10+, you control the manner in which you lose control, say what 
  happens. On a 7-9, you control the manner in which you lose control but the EiC will give 
  you a complication to deal with as a result of it. 
  Seeing a ghost:    Whenever you use your experience with death and the beyond to learn 
  more about or intimidate someone for the first time, roll+Influence. On a 10+, ask 1. On a 
  7-9, ask 1, but you must tell them your answer to the question first to make them tell you 
  theirs.
   
  A What is your greatest fear?
   
  A What is your greatest regret?
   
  A What is your weakness?
   
  A What is a secret you would never tell anyone else?
  SUGGESTED FOES
  The Believer:    Someone out there knows that you’ve cheated Death, and it has shaken them. 
  They need to restore the natural order—an order that doesn’t include a thing like you.
  The Desperate One:    Someone wants you to help them reach beyond life and death to get 
  something from the other side. They can’t do it themselves—Death’s a one-way trip for 
  everyone else, after all—but you might just be the Orpheus they need to send into Hell. 
  And they’ll do anything to you, and to those you care about, to get you to cooperate.
  96
  
  THE BEAST INSIDE ME
   
  You have a beast living inside of you that takes over whenever an emotional state is 
  triggered. Define what triggers your beast taking over and how you change when it does. 
  Your beast also has goals that do not match your own and when your beast is unleashed, 
  they pursue those goals until the conditions or state that unleashed your beast are done 
  away with.
   ✎
  My beast takes over when...
   ✎
  The goals or instincts of my beast are to...
  I Am Not a Monster:    Whenever you struggle to prevent the beast from taking over, 
  roll+Influence. On a 10+, you wrest control away from the beast and your fate is in your 
  own hands. On a 7-9, you gain control, but only after sating the beast by acting on or 
  advancing one of its goals in some way.
  Soft on the Inside:    When you open up and share a secret about your past about your beast 
  and the burden it is in order to ask for help and the listener is receptive, roll+Influence. On 
  a 10+, choose two. On a 7-9, choose one:   
   ✎
  Remove a Condition (from yourself or the listener).
   ✎
  Take +1 forward to helping yourself.
   ✎
  The listener takes +1 forward to helping you.
  SUGGESTED FOES
  The Reflection:    Is there one like you that has completely given in to their beast? Who 
  are they? How close were you? Do they hunt you? Do you hunt them? Are you scared of 
  becoming like them?
  The Wronged:    Is there someone or some organization that thinks you don’t deserve to live? 
  Who are they? How powerful are they? Why do they want to kill you? Do you deserve it?
  THE DEAL
  Deal with the Devil:    You traded something extremely important away to someone who 
  requires something from you for your powers. 
   ✎
  I traded...  for...
   ✎
  I can only get it back by...
  Need More, Give More:    You can push your powers harder by giving up more. Explain what 
  you are sacrificing and how in order to do something you haven’t done yet with your 
  powers. How much you have to give up depends on if it’s Simple, Difficult or Borderline to 
  do; the more powerful or difficult to do, the more you have to give up. Proposition the EIC.
  Confession:    Confide in someone by confessing your sins to someone. Increase a Bond with 
  them by 1, but know that the knowledge you are imparting to them will put them in harm’s 
  way. When you Burn this Bond double its effects.
  SUGGESTED FOES
  The Benefactor:    Do you now fight against the one who gave you power? How powerful are 
  they? Do they have minions? What do they want? Are you scared you might end up like 
  them?
  The Demon Hunter:    Is there a person or organization out there that seeks to kill people 
  like you? Who are they? Why do they hunt you? Are they reasonable? Do you hope they 
  succeed?
  97
  
  THE FUTURE
  You’re back from the future, but why? What does the future you come from look like and 
  how was it that you were able to come back? 
   ✎
  I came back from the future to...
   ✎
  The future I come from is...
  Grim Portents:    When you tell someone what the future is like take 1 Hold. When you see 
  something that reminds you of events in the future that you’ve already spoken about, 
  spend your Hold to take +1 forward to either resisting or bringing about said future 
  events.
  Call It:    Once per session you may claim an event or item to be of relevance to the future. 
  State what that element foreshadows about the future and the EIC will do their best to 
  incorporate your foreshadowing into the game, at a point of their choosing. When it does 
  come up, roll+Influence. On a 10+, choose one. On a 7-9, choose one, but predicting and 
  affecting the future has consequences, the EIC will tell you what they are at a time of their 
  choosing.
   ✎
  Impose -2 on another.
   ✎
  Burn a Bond for free on a relevant action
   ✎
  Increase a Bond with someone you shared your foreshadowing with.
  SUGGESTED FOES
  The Terminator:    Is there someone that followed you back in time to try and stop you? How 
  much do they know about you and what is their mission?
  The Successor:    Is there someone who has everything to gain in the future and knows it? 
  What is it they stand to gain? How did they learn of their future and how far will they go to 
  protect the vision of the future they believe to be real?
  THE WAKE-UP CALL
  Not That Person Anymore: You used to operate in a world that any do-gooder would not care 
  to be associated with. State what your life was like and what turned you around. 
   ✎
  I was previously involved in...
   ✎
  I changed my ways because...
  Courage Under Fire:    When you receive hostility in return for trying to genuinely do what 
  you think is right, and you mitigate it without the use of force, roll+Influence. On a 10+, 
  both. On a 7-9, choose one.
   ✎
  You sway those that witness your heroism, the EIC will offer you a chance to write in or 
  increase a Bond.
   ✎
  You receive aid, the EIC will tell you in what form it arrives.
  Double Take:    When you try to gain someone’s trust, you may choose to Burn a Bond with 
  a teammate and roll+Influence. On a 10+, you gain their trust and confidence, you may 
  write a Bond in with the new person. On a 7-9, they still have suspicions or doubt and will 
  require assurances at some time or another, the EIC will tell you when.
  SUGGESTED FOES 
  The Owed:    Is there a person or organization from your criminal past that feels you owe 
  them something? Who are they? What do you owe them? How powerful are they? What 
  do they know about you?
  The Betrayed:    Did you have a partner in your criminal days? Do they feel you betrayed 
  them? Do you feel you betrayed them? Who are they? What are their abilities? Are they 
  still at large? 
  98
  
  MY ALIEN HERITAGE
  One of a Kind:    You are different from the people of Earth, answer the questions to set 
  some guidelines about how different you are from humans. Whenever you get yourself 
  into trouble owing to your differences with normal people (whether it be personality, 
  appearance, genetic or base instincts), you may recover from one Condition when you 
  consult a team member about the difficulties and differences you experienced.
   
  A Do you thrive in an environment that a human cannot survive in?
   
  A Do you dream? 
   
  A What is your purpose?
   
  A What do you need in order to survive?
  Take a moment to draw or write down what you look like on your character sheet.
  Alien Mind:    Whenever someone tries to invade your mind or harm you mentally, 
  roll+Protect. On a 10+, you push them out and their attempted invasion disorients them. 
  On a 7-9, choose one; you push them out and:   
   ✎
  You Impose any Condition on the invader you wish, but you take the same severity as well. 
   ✎
  You glean something useful from them, but they learn something personal about you as well. 
  Weight of the World:    Whenever you use your alien heritage or appearance to influence 
  someone who is not familiar with you, roll+Influence. On a 10+, Hold 2. On a 7-9, Hold 1. 
  Spend 1 Hold to:   
   ✎
  Use your words or presence to make someone hesitate and listen.
   ✎
  Unite a group in a common action.
  SUGGESTED FOES
  The Xenophobe:    Is there a person or organization that feels you or your people should stay 
  out of human affairs and off the planet? Who are they? How powerful are they? Why do 
  they hate you? Do your people deserve to be feared? 
  The Purist:    Is there someone from your home that doesn’t think you should be associating 
  with the people of Earth? Who are they? What are their abilities? What do they have 
  against Earth? 
  99
  
  MY LEGACY
  You’re not the first hero to use this name. Perhaps you’re the inheritor of a sacred cause, 
  or the best available candidate to receive a powerful artifact after the previous owner 
  died. Or maybe you’re the previous heroine’s sidekick, ready to bust out on her own now 
  that the old gal is ready to retire the cape. No matter the story, one thing remains true: 
  your name, your powers, your mission...they come with a history. Take a Bond with “The 
  Past” and define what your history and legacy is and what symbol that past represents. 
  You may spend time establishing and fleshing the Bond out if you so choose but your 
  Bond with “The Past” may never go above 4, which is what it starts out at, and will lower 
  every time you use the move “Like No Other”. Since it’s a public persona, the Bond can 
  also be affected by what you do and what takes place in the fiction.
   ✎
  I took up the mantle of...
   ✎
  Because they...
  Roots Run Deep:    Whenever a person, place or thing comes up in play for the first time 
  and it feels familiar to you, tell the EIC the connection you think it has to your legacy and 
  roll+Investigate. On a 10+, the EIC will tell you something useful about the subject, and 
  may ask for more detail about how you learned of said connection. On a 7-9, the EIC will 
  tell you something interesting about the subject, it’s on you to make it useful. The EIC may 
  ask for more detail about it and what role you think it plays in your past.
  Sins of the Father:    Whenever you face a foe or challenge your predecessor had to deal 
  with before, roll+Influence. On a 10+, Hold 2. On a 7-9, Hold 1. Spend 1 Hold to recount 
  something from your past or predecessors in order to:     
   ✎
  Take away an Advantage or find a weak point.
   ✎
  Recover from a Minor or Moderate Condition.
   ✎
  Take +1 forward.
  Like No Other:    When you do something to distinguish yourself from your predecessor that 
  no one saw coming, say what you do and how it’s different. Then, choose one:    
   ✎
  Gain the benefit of surprise, throw them off guard, or draw attention to yourself to take 
  +2 forward
   ✎
  Burn a Bond with the past to place 2 Bond Points elsewhere
   ✎
  Burn a Bond with the past in order to initiate an immediate effect from the Dead for Now 
  move to retcon your character, and be born anew.
  SUGGESTED FOES
  Dark Legacy:    Heroes aren’t the only ones to inherit their powers from those who came 
  before. An old enemy resurfaces with an upgrade and a new agenda. And you’re the 
  number one hero on his blacklist.
  The Pretender:    Someone else was in line to be the next hero, and it wasn't you. Far as 
  they’re concerned, you stole their birthright, and they aim to get it back.
  100
  
  MY MISSION
  Directive:    Write down at least one mission directive assigned to you along with who or 
  what is doing the directing (or don’t and leave it open) and answer the following:   
   ✎
  My current mission directive is...
   ✎
  If I try to disobey my directive...
   ✎
  The agency I believe to be behind the directive is...
   ✎
  I can get out from under them by...
  Benefactor:    When you invoke the agency setting your directives in order to gain access to 
  a specific piece of information, item or location, roll+Influence. On a 10+, you gain both 
  access and authority. On a 7-9, you gain a degree of access, but there is an obstacle that 
  presents itself before you can acquire your target, the EIC will tell you what it is.
  Rage Against the Machine:    When you go against your directive and lie, misdirect or 
  otherwise cover up your indiscretions, roll+Influence. On a 10+, you cover it up and are 
  believed or deflect attention for now. If you risked going against your directive to help 
  someone else, you may raise your Bond with them by 1. On a 7-9, you cover it up, but have 
  to confide in or end up beholden to someone you don’t know you can trust in order to do 
  so. Say who it is, and write a Bond in with them at zero.
  SUGGESTED FOES
  The Rival:    Do you have a rival from inside your organization or from another organization? 
  Why do they hate you? Do you hate them back? How far will they go to make you look 
  bad? How powerful are they?
  The Defector:    Is there someone who used to be part of your organization that has defected? 
  Who are they? Were you close to them? Why did they defect? Do you worry that they were 
  right?
  WHAT I CARRY
  Wanted:    Whatever you’ve got, everybody else wants it. Whether you did it to yourself or 
  had it done to you, whatever gave you your powers is something that can, or at least could 
  be theoretically, replicated again. There are a number of agencies, organizations or people 
  after you so they can do just that.
   ✎
  The thing I’ve got that everybody else wants is...
   ✎
  To the best of my knowledge, the people that want it are...
  Evade, Outwit, Outmaneuver:    Whenever you are hunted, or are cornered with no way out 
  and are alone, describe how you evade capture. On 10+, you slip out of their clutches, 
  say how. On a 7-9, you do it but leave some sort of clue or connection that puts you or 
  someone close to you in danger. Tell the EIC what you leave behind.
  Don’t Kid a Kidder:    Whenever you think someone is trying to pull something over on you 
  say how you judge their honesty and roll+Influence. On a 10+, The EiC will tell you if you 
  are right. If you are, you see through their deception; if you aren’t, you’re slick enough that 
  there is no fallout. On 7-9, the EIC will tell you if you’re right. However, if you’re right, they 
  know you know; if you are wrong, there is fallout; the EIC will tell you what it is.
  SUGGESTED FOES
  The Hunter:    Is there a specific person or organization hunting you? Do they work for 
  themselves or have they been hired by someone else? Who are they? How powerful are 
  they? What do they know about you?
  The Twin:    Is there another with your abilities? Who are they? Do you know them? Do they 
  know you well? 
  101
  
  WHAT I KNOW
  A Dedicated Life:    Through years of study and dedication you have acquired secret 
  knowledge known only to a few. This knowledge grants you power but is also your 
  responsibility as it means you are one of the few that can protect and guard the world 
  against a specific threat known to you only through your knowledge. What do you know? 
  How did you learn it? Who else knows and what is the threat you guard against?
   ✎
  The powers my knowledge grants me are...
   ✎
  The burden of my powers is to guard against...
  Expert in the Field:    When you first encounter an important creature, location, or item (your 
  call) tied to your secret knowledge, roll+Investigate. On a 10+, tell the group what it is, the 
  EIC will tell you something interesting and relevant about it. On a 7-9, the EIC will tell you 
  something interesting about it, but it’s up to you to make it relevant. 
  Do, Teach:    When you impart your knowledge to another character, play out a scene of 
  you teaching or training a specific technique to them. The next time they recall what you 
  taught them and put it into practice for the first time, they may turn a 6- result into a 7-9.
  SUGGESTED FOES
  The Adversary:    Are the threats you guard against living (or undead) beings? Do they have 
  shape and form? Can they be killed? Do they have an avatar? How powerful are they?
  The Fallen:    Is there one who used to possess your knowledge and position but has now 
  fallen from grace? Who are they? How did they fall? Do they hate you? Do they want their 
  position back?
  102
  
SOURCE: textdata/thevault/Worlds In Peril [multi] (PbtA)/Sheets/Worlds in Peril - Origin Books.pdf