← CHARISMA  ·  PLAYBOOK 2 OF 2
The CIVILIAN
You have no powers. You have been kidnapped four times, held at gunpoint twice, and used as leverage on at least three separate occasions. You have a protocol f
PERSONNEL FILE
STAT: CHARISMA
PRIMARY: +2
ACCESS: OPEN
The Civilian  ·  FILE CHARISMA
The CIVILIAN
PRIMARY: CHARISMA
HERO / ANTI-HERO / VILLAIN
You have no powers. You have been kidnapped four times, held at gunpoint twice, and used as leverage on at least three separate occasions. You have a protocol for all of these now. Superhumans keep underestimating what a prepared, resourceful, stubborn human being can do. That's their mistake.
BLEND IN▼

When you need to pass as a random civilian in a crowd — a crowded street, a minion at a villain base, etc — roll +Charisma.

  • 10+: Nobody looks twice. You have full access and complete the scene without scrutiny.
  • 7–9: You pass initial screening but something's slightly off. The GM picks a complication.
JUST A CIVILIAN▼

When someone with powers underestimates you and you use that against them, roll +Charisma.

  • 10+: Your next roll against them is +2 forward as well as +2 harm if you are attacking them.
  • 7–9: Your next roll against them is +1 forward as well as +1 harm if you are attacking them.
SURVIVOR▼

When you take harm that would put you at Beaten or Dying, roll +Tough.

  • 10+: You stay functional. Take half harm instead.
  • 7–9: You stay on your feet this scene but the GM picks a complication.
HAVE YOU HEARD ABOUT:▼

When you meet someone new you can ask them, "have you heard about…" and fill in the blank. It can be a movie, a book, an animal fact, anything.

  • 10+: They have heard of it or if not are very interested. Take +1 ongoing with this individual through this scene.
  • 7–9: They haven't heard of it, but are interested in learning more. You will have to show them that you truly want them to watch/read/research this topic. Share your streaming login, give them a book, etc.
LITERALLY MY DAYJOB▼

(1/mission)

When you use your actual profession or civilian expertise to solve a problem — a teacher calming a panicked crowd, a nurse treating an injury, a mechanic fixing a broken vehicle, an accountant finding a financial crime, a chef rationing supplies — mark XP and the problem is solved. You know this. No roll needed. Once per mission, you can rely entirely on your profession to handle something.

STAY CALM▼

When panic or fear is spreading and you need to keep your head and steady those around you, roll +Tough.

  • 10+: You're rock solid. You and one ally clear panic/fear and both take +1 forward.
  • 7–9: You stay calm but those around you are still shaken. You take +1 forward.
JUST LOOK AROUND▼

When you use the basic move READ THE ROOM, add these questions to your list of options:

  • Who here is just an innocent person caught in the middle?
  • Is there someone I could talk to instead of fight?
  • What would a normal person do in this situation?
  • How do we keep innocent people from getting hurt?
  • What's the actual human motivation underneath all this?
PANIC AS A WEAPON▼

When you're in a tense situation and you want to buy time or create confusion, you start panicking visibly — screaming, crying, babbling about how scared you are. Roll +Charisma.

  • 10+: They're so focused on you freaking out they lose momentum. You and your team get +1 forward.
  • 7–9: They notice you but it only creates a small distraction.
KEEP THEM TALKING▼

When you need information from someone and you can't use powers or force — just ask and listen — roll +Charisma.

  • 10+: They tell you something true they didn't mean to. Ask the GM what.
  • 7–9: They tell you something, but it might not be the whole truth. Ask one clarifying question.
I KNOW SOMEBODY▼

When you need to reach a contact from your normal life — someone you actually know, not a stranger — to get information, a favor, or access, roll +Charisma.

  • 10+: They help you. No strings attached.
  • 7–9: They help but they want something in return, or they can only partially help.

You get one contact like this per mission.

NOTICE THE DETAIL▼

When you're in a scene and you want to spot something the powered people miss because you see like a normal person, roll +Intuition.

  • 10+: You spot something important. Ask the GM what you notice.
  • 7–9: You notice something but it's small. The GM tells you what it is.
ANCHOR THEM▼

When a powered teammate is losing themselves — rage, panic, powers spiraling out of control, about to do something they'll regret — you ground them with something real and human. Roll +Charisma.

  • 10+: They hear you. They clear panic/fear and take +1 forward.
  • 7–9: They hear you but they're still shaken. They clear panic/fear only.

Once per mission per teammate.

SUGGEST A PLAN▼

(1/mission — no roll)

When the team is stuck and you have a practical idea for what to do next, describe your suggestion clearly. The team decides whether to follow it. If your suggestion leads to a successful outcome this scene, mark XP.

MAKE IT WORK▼

When you need to use something creatively in a crisis — improvise a tool, use something for a purpose it wasn't made for, find a solution with what's at hand — roll +Smarts.

  • 10+: It works perfectly. You solve the immediate problem.
  • 7–9: It works but it's temporary or has a limitation.
PROTECT SOMEONE▼

When someone is in danger and you physically put yourself between them and harm, roll +Tough.

  • 10+: You take all the harm. They get clear and you take +1 forward on your next roll.
  • 7–9: You take all the harm. They get clear.
KNOW THE EXITS▼

(1/scene)

When you need to know how to get out of where you are — a building, a room, a location — roll +Intuition.

  • 10+: You know the fastest way out AND a backup escape route.
  • 7–9: You know a way out but it might be tight or complicated.
KNOW WHEN TO STEP BACK▼

When you realize you're genuinely outmatched and you need to get out of the way so the powered people can do their thing, roll +Intuition.

  • 10+: You get somewhere safe without being in the way. Take +1 forward when helping from safety — calling for help, directing attention, tending wounds.
  • 7–9: You get out of immediate danger but you're not in the best position to help.
CAPTURED BY A VILLAIN▼

(XP trigger — no roll)

When you get captured, held hostage, imprisoned, or used as leverage by a villain or enemy, mark XP immediately. It doesn't matter if you escape in the same scene — you were marked for capture. When you later prove you weren't helpless during captivity — you gathered intel, found a weakness, helped plan an escape, psychologically resisted — mark XP again.

FIGHT DIRTY▼

When using the BEAT THEM DOWN basic move in hand-to-hand combat, you may opt to fight dirty.

  • 10+: Explain how you fought dirty. Deal +1 harm AND stun, blind, or otherwise impair the enemy.
  • 7–9: Explain how you fought dirty. Deal +1 harm OR stun/blind/impair the enemy — not both.
ACCIDENTAL SAFEHOUSE▼

Since you are subletting your apartment, there is no paper trail connecting you to the residence. You can use your apartment as a base of operations. Choose two benefits and one drawback:

Benefits: Fully stocked kitchen / Fiber internet / An extra bedroom / A pet (+1 forward on morale rolls) / A garden / Basic first aid supplies (+1 forward on Patch Up rolls) / A garage / Roof access

Drawbacks: It is a studio apartment / It is over a club and loud all the time / It is on the 15th floor with no elevator

PERSONAL ASSESSMENT
  • FaceUnassuming. Disarming. The kind of face that makes people explain things they shouldn't.
  • BodyOrdinary. That's the point.
  • StyleBlends in wherever you need to be.
  • PresenceYou make people feel like you're on their side. You often are.
  • Personal ObjectName something you always carry that has saved your life or someone else's once. ---
ORIGIN
  • You got pulled into this world when someone you loved didn't come home. You went looking. You found more than you bargained for.
  • You're a journalist, investigator, or researcher. You followed the story. The story is a lot bigger than you expected.
  • You work adjacent to the powered world — fixer, coordinator, support. You've never had powers. You've never needed them.
  • Something happened to you that should have given you powers. It didn't. You survived anyway.
  • You chose this. Eyes open, no illusions. You know exactly what you are and what you're not, and you showed up anyway.
GEAR & EQUIPMENT

You don't have a utility belt. You have a life that prepared you for this.

You always have:

  • Your phone (charged, backed up, and with three numbers you shouldn't have)
  • The keys in your pocket (at least two open things that would surprise people)

Choose one weapon — or explain why you have it:

  • A legal concealed carry (2 harm — you got licensed after the third time)
  • A taser (1 harm, nonlethal — easier to explain than a gun)
  • A collapsible baton (1 harm — from the self-defense class you took seriously)
  • A kitchen knife in a bag you keep forgetting to take out (1 harm — it's just there)

Choose three items that tell us who you are:

  • A press badge that still works (gets you past police tape and into press briefings)
  • A key card from an old job (it opens something in this building — you're not sure what anymore)
  • A meagerly furnished studio sublet nobody knows about (the lease is in a different name)
  • A car that belongs to someone who owes you (ask no questions, use it when you need it)
  • A contact in every major institution (hospital, law, government, criminal — once each per mission)
  • A detailed file on the team's current enemy (ask GM two questions before the mission starts)
  • A bag of cash, a fake ID, and one exit route you've already mapped (go-bag, no frills)
  • A medical bag (from a past life — Patch Up without a roll once per scene)
  • A camera and credentials (journalist, documentarian, something like that — you record things)
  • A storage unit full of things that belonged to someone you lost (one of them is always useful)
KNOWN ASSOCIATES / CONNECTIONS
They protected you before you learned to. Ask them: do they still see you that way?
You have information about them you've chosen not to use. Tell them. Ask: how does that land?
You've kept the team together at least once through sheer stubbornness. Ask them: do they know that?
They're the one powered person you'd trust with your life, no protocol. Ask them: is that mutual?
You've lasted longer than anyone expected. Ask them: what did they think when you showed up again?
You've solved something for them that their powers couldn't. Ask them: how did that sit with them?
They've underestimated you exactly once. Ask them: what happened when they realized their mistake?
You understand this world in ways none of them do — the paper trail, who's really behind things. Ask them: have they asked?
They've been captured along with you. Ask them: who got out first, and how?
You've made a contingency that includes them. Ask them: do they know they're in your plans?

YOUR STATS

Your primary stat is CHARISMA: +2

Distribute the following among your remaining 9 stats:

+1+1 00 00 -1-1 -2

Improvements (every 5 XP)

  • Take a new Civilian move
  • Take a move from another playbook
  • Add +1 to Charisma (max +3)
  • Add +1 to Intuition (max +3)
  • Add +1 to Smarts (max +3)
  • Add 1 to your harm track maximum
  • Your contact network expands: add two more contacts in new worlds; each usable once per mission
  • Gain a second personal contingency: you now have two CONTINGENCY PROTOCOL declarations per mission

Advanced Improvements (every 5 level-ups)

  • The Source: You have access to something no one else does — a database, a person, an archive. Once per session you can ask the GM any one question about the world and get a true answer.
  • Unkillable: You have survived things that should have killed you three times over. When you reach Dying, you automatically stabilize once per mission without anyone's help.
  • Change playbook: You've grown into someone different.
  • Retire: You finally got out. Tell the table what you went back to, and whether it was still there.