Distinctions

Distinctions

Your Leads are unique. You may start out with a generic, cookie cutter cop, librarian, or court wizard, depending on setting, but they don’t stay that way. They shouldn’t stay that way. They should stand out, they should be exceptional, they should be fascinating and interesting. Most of all, they should be distinct. And that’s where Distinctions come in.

A Distinction is a Trait that sets you apart from the crowd. Something that makes your Lead special. They may manifest as a personality Trait or quirk, a specialized professional training, a reputation no one but you carries, or a special natural aptitude.

Your Leads will have varying numbers of Distinctions, depending on how you advance through character creation. Distinctions are rated, like other Traits, with step dice from d4 to d12. As you’ll see later, a d4 Trait is one that tends to get you into a lot of trouble, so keep that in mind as you create your Distinctions. If you have LADIES MAN at a d6, generally it works out just fine for you. If you have LADIES MAN at a d4, think about how often being smooth gets you into trouble. And have fun with it! Getting into trouble is a wonderful source for drama.

Additionally, your Distinctions can have up to three triggers, attached to your step die value. So you get your first trigger when your Distinction is a d4, a second trigger when your Distinction is a d8, and your third trigger when the Distinction has reached a d12.

Triggers

A Distinction trigger always has two parts: a drawback and a benefit. You suffer the drawback in order to get the benefit. Embrace your drawbacks and play them up—your flaws are as much a part of your Lead as your strengths are. Drawbacks get your Lead into trouble. They can up the ante and twist the story.

Benefits and Drawbacks

There are a handful of benefits and drawbacks, as follows:

Benefits

  • Decrease allows you to step back the largest die in your opponent’s Complication pool before it’s rolled to determine the Complication your opponent inflicts in a Contest or Test. This Decrease is typically limited to a broad type of Complication. If you step back a d4, you remove it completely from the pool.
  • Earn gives a player a Plot Point from the general pool. Usually this player is you; however, you might have a Distinction that gives Plot Points to other players. If this happens, the Plot Point comes from the general pool, not your own.
  • Gain gives you a temporary Relationship or Resource. These work like any other Relationship or Resource but are only in place for a limited time (the rest of the scene, or the rest of the episode at a reduced die rating.)
  • Increase allows you to step up the smallest die in your Complication pool before you roll to determine the Complication you inflict in a Contest. As with Decrease, this is limited to a broad type of Complication. If your smallest die is a d12, add a d6 to the pool instead.
  • Recover helps you remove Complication Traits and reduce Trauma you already have based on your Distinction’s die rating.
  • Reroll allows you to roll one die again for certain kinds of tasks. Rerolls can’t be used on dice that rolled 1, and you may never reroll a die more than once.
  • Reveal allows you to dictate a fact about the story. However, what you can add into the story needs to be very strictly defined, such as “I own one of those” or “Expert on speed dial.”
  • Grant allows you to give another character a trait from your sheet, usually the same Distinction that includes the Grant.
  • Shift allows the character to move die steps from one Complication to another.
  • Boost allows the character to step up a certain Trait. If the trait is a d12, add a d6 to the pool instead.

Drawbacks

  • Add throws a die into the Trouble pool after the current roll is resolved.
  • Choose requires your character to do something unfortunate or unhelpful.
  • Give directs you to give a die to your opposition, whether it’s another player, NPC or Trouble.
  • Shutdown makes a certain set of Attributes\Affiliations\Skills unusable.
  • Spend costs a Plot Point to use.
  • Exacerbate steps up a Complication Trait.
  • Reduce requires the character to step back a certain Trait.

Earn and Spend involve Plot Points. Normally, any Plot Points that are Earned come from the general pool and go to you, and Plot Points that are Spent go back to it, though some triggers may specify twists on this. Backhanded, for instance, grants an Earned Plot Point to another character; while this Distinction is technically a benefit for that player, it may also be a drawback depending on the outcome of that Complication roll you make against them.

Increase and Decrease change the size of dice by stepping up or stepping back a die. When this happens, you physically remove a die from a pool and replace it with a larger or smaller one. Some Distinctions have multiple Increase or Decrease triggers, in which case the die is stepped up or stepped back by more than one step. Increase refers to the Complication pool you roll to determine the Complication you inflict, while Decrease refers to Complication pools rolled against you. You can switch this, so you’re stepping back dice in your own Complication pool or stepping up those against you. If that’s the case, the Increase or Decrease becomes a drawback instead of a benefit, balanced out by an Earn, Reroll, or other benefit. If you step up a die that’s already a d12, step up the next largest die. If you step back a die that’s already a d4, remove that die altogether.

Give and Add use dice. By default, these are d6s, equivalent to Minor Assets. However, some Distinctions may have two triggers with the same benefit or drawback. The second trigger upgrades the die to a d10.

Recover steps back Complication die ratings or eliminates them completely. If your Asset’s die rating is greater than the Complication die rating, the Complication is eliminated; erase it from your sheet. If your Complication die rating is equal to or greater than your Assets’s die rating, this benefit steps back your Complication by one. Recover can also step back Trauma once if the Asset’s die rating is greater than the Trauma’s die rating.

Choose and Reveal are the only triggers that don’t require any dice or mechanical component, but they’re just as important. Don’t neglect them. When they’re used, they dictate facts about the story—such as “I have a BMW parked out back just for this occasion!” or “I miss my date!”—and this can be just as useful as getting a really high roll on your dice.

Gain gives you a temporary Relationship or a short-term Resource. These usually only last for one scene at a specific die rating (like d8) and drop to d4 afterward. In other words, they’re like stepped up Minor Assets. Resources gained through the use of Distinctions do not recover their dice once they’re used, so they’re effectively around until they get used up.

Grant allows you to give another character a Trait from your sheet, usually the same Distinction that includes the Grant. This Trait is temporary and will be removed from the target character’s sheet at the end of the episode. It’s basically the same as the Gain benefit; it just works on others instead of the character who has it.

Shift allows the character to move die steps from one Complication Trait to another. The trigger must state which kinds of Complication the steps can be shifted away from and which type of Complication the steps can be shifted into. This trigger is an all-or-nothing proposition, moving all die steps in the first Complication into the second Complication. If this would put the second Complication higher than d12, the character takes Trauma as normal. Example: The Fanatic Distinction (which is really all about moving Complications around) has a d8 trigger that lets you Shift Physical Complications to Mental Complications when you blame someone for setbacks to your cause (and Add a d6 to Trouble).

Exacerbate steps up a Complication Trait. This drawback works on a broad type of Complication, which must be listed in the trigger. It only affects the character who has the Distinction; for harming others, see Increase. Each use of the trigger steps up the Complication Trait by one. If you don’t currently have any of the appropriate Complication, you pick up a d4 Complication Trait of that type. This is basically the “affects self ” version of Increase.

The Boost benefit and Reduce drawback are two sides of the same coin. Boost allows the character to step up a certain Trait while Reduce requires the character to step back a certain Trait. Each use of the trigger modifies the Trait by one step. Both Boost and Reduce only apply to a handful of Traits or a Heritage’s connected Abilities; the affected Traits are listed in the trigger. This modification lasts through the end of the episode, although Leads and Features can attempt to reverse the effects with a Test or Contest. Leads never begin an episode with a Boosted or Reduced Trait.

There are some special cases where benefits don’t fit the above descriptions. Agile’s d12 trigger, for example, lets you get out of a Contest or Test in which you’ve used your Agile die already, at the cost of adding a d10 to the Trouble pool. These special cases add to the flavor of the game and are best suited for d12 triggers.

Most importantly, the player always invokes a Distinction no one else can do it. If you’re playing a Smartass, he’s only a Smartass when you say he is, so you have him be a Smartass when you want to pick up a Plot Point at the cost of giving your opposition a die. The GM doesn’t invoke Distinctions to penalize players for doing things their characters “aren’t supposed to do.” Those decisions are always the player’s choice to make.

Distinct Distinctions

Distinctions need to be unique; If everyone has the same Distinction then it’s not a very distinct trait anymore. As a rule of thumb, no more than two people have have the same Distinction.

The Big List

This is in no way a complete list; it’s simply a starting point. All of the characters in this book use Distinctions from this list, but none of them are set in stone. You’re encouraged to make your own Distinctions to create unique Distinctions and make your character truly stand out. If you like the triggers of an existing Distinction, you can also rename it to better fit your character’s personality or background. For instance, Martial Artist is easily renamed Aikido, Escrima, or any of a number of combat styles.

All Distinctions in this section use the following format:

DISTINCTION NAME
When to add the Distinction’s die to a Test or Contest.
d4: The first trigger.
d8: The second trigger.
d12: The third trigger.

Agile

You’re quick and nimble, able to move your body effortlessly like a dancer or gymnast. Roll the Distinction’s die when you’re doing something for which your graceful and agile moves would help you.
d4: Reroll a die in an Agile roll when you Choose to drop everything you’re carrying.
d8: Spend a Plot Point to Decrease your opponent’s Physical Complication Pool.
d12: Add a d10 to the Trouble pool to escape—without Giving In—a Contest or Test in which you have used your Agile die.

Athletic

Through bodybuilding and years of team sports, your body has become a well-oiled machine, eager to take on any challenge. Roll the Distinction’s die when your athletic training, experience, and regimen would help you.
d4: Spend a Plot Point to Reroll a die in any Athletic roll.
d8: Earn a Plot Point when you Choose to use brute force instead of finesse.
d12: Add a d6 to Trouble to Increase your Physical Complication Pool.

Attractive

You’re the complete package: face, eyes, hair, skin. When people look in your direction, they rarely want to turn away—a fact you’ve long since learned to use to your advantage. Roll the Distinction’s die when your good looks would influence the outcome in your favor. Compare this Distinction to Likeable, which is about natural appeal, or Shameless Flirt, which is about pick-up lines and seduction.
d4: Earn a Plot Point when your looks draw you unwanted attention.
d8: Spend a Plot Point to Reroll a die in an Attractive roll.
d12: Add a d6 to Trouble to Reroll a second die in an Attractive roll.

Backhanded

You always have a witty comeback. When someone annoys you, you usually have two or three righteous barbs ready to unleash. Roll the Distinction’s die when your razor-sharp wit might give you the upper hand or when you’re responding in kind to someone else’s attempts to cut you down.
d4: Earn a Plot Point for another Lead and Increase your Social Complication Pool against him.
d8: Spend a Plot Point to Decrease another Lead or Feature’s Social Complication Pool against you or another character.
d12: Add a d6 to Trouble to Reroll a die in your Social Complication Pool.

Big Brother

You like to keep tabs on other people—just in case they do something that requires your help or intervention. This kind of behavior can easily snowball into paranoia or suspicion, and often ends badly. But information like this frequently comes in handy and it’s for their own good, right? Roll the Distinction’s die when your constant awareness of your friends and enemies, your network of spies and cameras, or your voyeur nature would help you achieve a goal.
d4: Add a d6 to Trouble to Reveal that you have video or audio surveillance of a Lead or Feature.
d8: Add a d10 to Trouble to Reroll a die whenever secrets you know come into play.
d12: Earn a Plot Point when you Choose to disable or dismantle your existing surveillance of or files on a Lead or Feature.

Big-Hearted

You’re a good soul—honorable and kind. Compassionate almost to a fault, you often go far out of your way to help someone in need. Roll the Distinction’s die when your warm and consoling nature might help, or when the motivation for your brave actions is someone other than yourself.
d4: Earn a Plot Point when you Choose to buy somebody’s sob story.
d8: Earn a Plot Point and Add a d6 to the Trouble pool when you risk yourself to help somebody in need.
d12: Earn a Plot Point for another Lead or Feature and Increase your Social Complication Pool against them when they try to talk you out of helping somebody.

Book Worm

Reading is more than a hobby or a passion; it’s a lifestyle choice. You never go anywhere without your favorite paperback or a fully loaded eReader. Friends know they can nearly always find you in the library and you’re also their go-to guy or gal for information. Roll Book Worm when your “book smarts” point the way or give you an edge.
d4: Earn a Plot Point and Add a d6 to Trouble when you leave a social scene you’re in to indulge in a book.
d8: Spend a Plot Point to Reveal useful information you read about in a book.
d12: Spend a Plot Point when you understand something more about a situation to Recover your own Mental Complication. Knowledge is power.

Clever

You’re quick-witted and cunning, usually coming up with the solution before the question has even been asked. Roll the Distinction when your intelligence would be a factor in influencing the outcome of an action. Compare this Distinction to Genius, which is more about the strength of your intellect and ability to process information, or Not Born Yesterday, which covers common sense.
d4: Earn a Plot Point when you Choose to show off your smarts in some annoying or frustrating manner.
d8: Spend a Plot Point to Reveal that you know a piece of useful trivia.
d12: Earn a Plot Point and Add a d6 to Trouble when your clever plan goes off the tracks.

Confident

When speaking in front of a crowd, meeting new people, or even just walking down the hallway, you naturally hold your head high, secure and self-assured. It’s not that you can’t get fazed, but generally speaking, “you got this.” While some take confidence over the top and become caustic and annoying, others are less overt about it and step up to the plate whenever it’s necessary. Roll your Confident die in situations when you are certain you can handle it.
d4: Earn a Plot Point when you Choose to act first in a situation.
d8: Earn a Plot Point and Add a d6 to Trouble when you Give In in a social Contest.
d12: Spend a Plot Point to Reroll a die in a social situation.

Connected

You know people from all walks of life who are willing to help you out in some way. Some may owe you a favor; some may expect something in return. Either way, the connection is there. Roll the Distinction’s die when your network of contacts or the threat of using them would positively influence your outcome.
d4: Spend a Plot Point to Gain a d8 Relationship with a Feature for the rest of the scene.
d8: Spend a Plot Point to Reveal you “know a guy” who can provide you with information or material goods.
d12: Spend a Plot Point to Gain a 2d8 Location that you’d normally not have access to.

Cosmopolitan

You’ve been outside of Kansas or know enough about other cultures to not seem like a tourist when leaving Smallville, Metropolis, or her surroundings. In fact, you can even strike up conversations in other languages when traveling abroad. Roll the Distinction’s die when your broad experience of other cultures and locations is useful to you.
d4: Give your opposition a d6 to Reroll a die when dealing with other cultures.
d8: Give your opposition a d10 to Reroll two dice when dealing with other cultures.
d12: Spend a Plot Point to Reveal that you have spent time in a foreign culture.

Cover Story

Whether you’re an undercover agent, a fugitive from the law, or fleeing from your former life, you’re posing as someone you’re not. You’ve acquired false documents and established a reliable paper trail that will stand up to casual scrutiny. Now all you have to do is sit and wait, living your new life while trying not to worry too much about blowing your cover. Roll this Distinction’s die when you convince another character that you are who you say you are, when you bluff on expertise your cover ought to have but you don’t, or when you take action only possible because of the access your cover gives you.
d4: Exacerbate your Mental Complications to Reroll a die while maintaining your cover.
d8: Add a d6 to Trouble to Boost a Minor Asset connected to your former life.
d12: Add a d10 to Trouble and Gain a 2d8 Extra when you make contact with a connection from your former life.

Criminal

You break the law on a regular basis, and you’re pretty good at it. You’ve no small measure of experience with the seedier side of life and have grown accustomed to living on the other side of the tracks. Roll this Distinction’s die when you break the law, when you deal with law enforcement, or when you call on your larcenous background.
d4: Earn a Plot Point and Add a d6 to Trouble when you avoid or interfere with law enforcement.
d8: Add a d10 to Trouble to Boost your Guilty, Savage, or Vicious die rating when you display the scars of your criminal past.
d12: Spend a Plot Point to Gain a 2d8 Extra when you call on a criminal contact.

Daring

You sometimes cross the line between brave and foolish, but there’s almost nothing you won’t try. Roll this Distinction’s die when your bravery and confidence would help you achieve what you want to do. Compare this Distinction to Impulsive, which describes acting without thinking, and In Over My Head, which is about blundering yourself into bad situations unintentionally,
d4: Add a d6 to Trouble to Reroll a die in a Daring roll.
d8: Add a d10 to Trouble to Reroll two dice in a Daring roll.
d12: Spend a Plot Point to Decrease your opponent’s Physical Complication Pool.

Distraught

You don’t need tattoos, piercings, black hair dye and lipstick to dwell in the dark places of the mind—but that doesn’t mean you haven’t taken to defining your dominant mood through your physical appearance. Not quite depression, not quite grief, just pure, unadulterated anguish and angst. Roll Distraught when your dark mood would have an influence on the outcome of an action.
d4: Earn a Plot Point when your behavior or appearance attracts negative attention.
d8: Earn a Plot Point for another Lead and Increase your Social Complication Pool against them when you project your own dark mood through words or actions. Misery loves company.
d12: Spend a Plot Point to Recover your own Social Complication. You’re used to it.

Driver

You have a license to drive and full access to your own vehicle. Roll your Driver die when you need transportation, now.
d4: Spend a Plot Point to Reveal that you have access to a vehicle that is big enough to fit everyone in your group and is located nearby. Use it as a d8 Minor Asset for the rest of the scene.
d8: Add a d8 to the Trouble pool to arrive at a scene you weren’t in.
d12: Spend a Plot Point to Reroll a die when you’re the guy or gal at the wheel.

Family Reputation

Your family name holds its own demons and vices, as well as the pride and glory that make it recognizable. This is both a boon and a curse to you, for it’s made as much trouble for you as it has solved. Roll the Distinction’s die when you’re bringing in your family’s reputation, history, or actual involvement into what you’re doing.
d4: Earn a Plot Point and Give your opposition a d6 when your family reputation precedes you.
d8: Add a d6 to Trouble to Reveal you have access to someone who owes your family a favor, allowing you to buy your way out of a situation.
d12: Add a d10 to Trouble to Reroll a die in any social interaction connected to your family.

Famous

You’re known as “that guy” (or gal). The one that juggles, or the rapper. You’re the guitarist in the school’s most recognized band, or you’ve been training to be an opera singer since the third grade. You could be that guy who has done commercials or the city’s best dancer. Whatever your source of fame, people are more likely to know you for it than to know your name. Roll your Famous die when trying to use your status for influence.
d4: Earn a Plot Point and Give your opposition a d6 when your reputation precedes you.
d8: Spend a Plot Point to Reroll a die when your opposition is part of your own peer group.
d12: Spend a Plot Point to Gain a 2d8 Extra (a lucky fan) for the rest of the scene.

Fanatic

You’re not on a mission; you have a cause. It might be saving the rainforests, it might be returning your country to its “traditional” values, or it might be proving that costumed vigilantes are a dangerous criminal conspiracy. Whatever your cause, you are devoted to it utterly—even to the detriment of your own well-being. Roll this Distinction’s die when you pursue your cause, when you sacrifice yourself, or when you defend your beliefs.
d4: Exacerbate your own Physical Complication to Reroll a die for your cause.
d8: Add a d6 to Trouble and Shift a Social Complication to a Mental Complication when you blame someone for setbacks to your cause.
d12: Add a d10 to Trouble to Increase your Mental Complication Pool when confronting enemies to your cause.

Fast Talker

You’ve lost track of the problems your mouth has caused over the years. But you’ve learned to use it to your advantage, and it’s now your first line of defense. Roll the Distinction’s die when bluffing or browbeating somebody, giving evasive answers, or otherwise using your rapid-fire communication skills to your benefit.
d4: Earn a Plot Point and Give your opposition a d6 when you’re caught in a lie or exaggeration.
d8: Add a d6 to Trouble to Reroll a die in a Fast Talker roll.
d12: Spend a Plot Point to Gain a 2d8 Extra that you have already fast-talked into giving you assistance.

Fifth Wheel

Surrounded by people of great skill and powerful abilities, you feel the need to prove your own worth. You may or may not be less effective in an objective sense (and generally won’t have fewer die steps), but you worry that you aren’t contributing as much as others. This leads you to bold, risky, even foolhardy action, all in the pursuit of living up to your friends. Roll this Distinction’s die when you act from the sidelines, when you support others in mundane ways, or when you stand up for yourself.
d4: Earn a Plot Point and Exacerbate your Mental Complications when you are outshone by those around you.
d8: Reduce your Fifth Wheel die rating to Reroll any die when others are relying on you.
d12: Earn a Plot Point and Increase your opponent’s Mental Complication Pool when they confirm your feelings of inadequacy.

Fixer

You’re called in to “fix” a problem when no other solution can be found. Through a mix of know-how and contacts you have the ability to make things happen in just the right way. Roll the Distinction’s die when trying to leverage an opportunity in the black market, secure an illicit transaction, or deal with the sorts of people who hire people like you.
d4: Add a d6 to Trouble to Reveal that you have access to small, non-unique items you’re not supposed to have.
d8: Spend a Plot Point to Reveal you “know a guy.”
d12: Add a d6 to the Trouble pool to Reroll a die in any social interaction with your former clients.

Gearhead

You bleed motor oil and your heart beats like a mechanical piston. Okay, not really. But you do have a healthy appreciation for all things mechanical, which is dwarfed only by your knowledge. Roll the Distinction’s die when applying your mechanical expertise to repairs, retrofitting, or reconstruction, or when it would otherwise be of use to know a ratchet from a rocket.
d4: Earn a Plot Point when you inconveniently Choose to stop and admire fine technology.
d8: Spend a Plot Point to Reveal information about a car or other non-unique tech.
d12: Spend a Plot Point to Reroll a die when using or repairing anything mechanical.

Genius

You’re an intellectual giant. Either you’ve already established yourself in the scientific or academic community, or you demonstrate a great deal of promise. Roll the Distinction’s die when your analytical and logical skills would be of use in achieving a positive outcome, or when squaring off against somebody in a battle of the brains. Compare this Distinction to Clever, which is more about cunning and swift thinking, or Not Born Yesterday, which covers common sense.
d4: Spend a Plot Point to Reveal that you’ve studied a subject and know its basics.
d8: Earn a Plot Point and Add a d6 to Trouble when you assume others can’t follow your complicated thinking.
d12: Spend a Plot Point to Reroll any academic or intellectual roll.

Guilty

You’ve done something terrible that you can’t reconcile in your life. You might not even have been at fault, but you blame yourself anyway. It’s so overwhelming that you’re constantly seeking to make amends for your misdeeds—often putting yourself in harm’s way in the process. Roll the Distinction’s die when your desire to address these mistakes, regardless of the cost, helps you achieve your goals.
d4: Earn a Plot Point and Give your opposition a d6 when your guilt stymies or confuses you.
d8: Spend a Plot Point to Reroll a die on any roll when trying to make amends.
d12: Earn a Plot Point to Increase your opposition’s Mental Complication Pool against you.

Hacker

Computer specialists are all well and good, but you can make the technology behind the keyboard dance at your command. You break through government security protocols for fun. Roll the Distinction’s die when your talent or experience at getting past firewalls, overriding programming routines, and getting computers to do what you want would bring you a step closer to success.
d4: Add a d6 to the Trouble pool to Reroll a die in a Hacker roll.
d8: Spend a Plot Point to Reveal a fact about security holes or other exploitable weaknesses in the target of your hacking.
d12: Add a d10 to the Trouble pool to Gain a 2d8 Extra or d8 Relationship for an ally you’re working with.

Heroic Reputation

As a hero, your name is right up there with comic book legends like Warrior Angel. Those who know of you want to be like you or be saved by you. Roll the Distinction’s die when you’re exploiting your reputation or using it to get things done.
d4: Earn a Plot Point when you Choose to protect your secret identity at the cost of lying to your friends or not using your reputation toward your goals.
d8: Add a d6 to Trouble to Reroll a die when you intimidate or awe someone as a hero.
d12: Spend a Plot Point to Gain a 2d8 Extra for the rest of the scene (a devoted fan!).

Hot Shot Pilot

A genius in the cockpit or at the wheel, you know how to squeeze every ounce of maneuverability and advantage out of your vehicle. Your expertise extends to benefit your passengers by expediting their getaway or giving them the opening they need. Roll this Distinction’s die whenever you’re at the wheel or in the cockpit, performing feats of vehicular prowess.
d4: Earn a Plot Point when you Choose to take control of a vehicle when you’re not suposed to.
d8: Spend a Plot Point to Reroll a die in a Hot Shot Pilot roll when you make use of expert manuevering.
d12: Spend a Plot Point when you’re piloting a vehicle to Increase your passengers’ Physical Complication Pools against their opposition.

Impulsive

You seem to lack what some people call “better judgment.” That means you tend to leap before bothering to look. This works out for you…some of the time. Roll the Distinction’s die when you’re taking immediate action, especially if you’re doing it without knowing all the facts or the lay of the land. Compare this Distinction to In Over My Head, which is about blundering yourself into bad situations rather than acting impulsively, or Daring, which covers bravely or foolishly pushing on even when you know it’s a bad idea.
d4: Earn a Plot Point and Add a d6 to Trouble when you act rashly.
d8: Earn a Plot Point when you Choose to Interfere in a Contest.
d12: Spend a Plot Point to Reroll a die when acting first would work to your advantage.

In over my Head

You frequently jump into situations past your depth, but you either fail to recognize it or don’t really care about the risks; in fact you seem to thrive on the challenge. Roll the Distinction’s die when pursuing a goal that gets you further into hot water, goes against common sense, or flies in the face of reason. Compare this Distinction to Impulsive, which describes acting without thinking, and Daring, which is knowing you’re facing trouble but going in anyway.
d4: Earn a Plot Point and Add d6 to Trouble when you get into trouble over your head.
d8: Add a d6 to Trouble to Increase your Mental Complication Pool against opponents who outclass or capture you.
d12: Add a d6 to Trouble to Reroll a die when trying to Gain important information when you’re in over your head.

Investigator

You’re adept at finding clues and putting the pieces together to find a criminal or solve a case. Often this technique is learned in places like the Metropolis Police Academy, but sometimes it’s the gift of an inquisitive mind. Roll the Distinction’s die when you’re snooping about, trying to uncover clues, or getting the scoop on something that’s unknown or hidden.
d4: Earn a Plot Point when you Choose to spend a scene investigating instead of taking immediate action.
d8: Spend a Plot Point to Reroll an Investigator Investigation roll.
d12: Spend a Plot Point and Add a d6 to Trouble to Reveal a clue from a prior scene in which you Chose to investigate.

Last of my Kind

Your people are distinct from the masses of humanity; like a member of an obscure ethnic group. Your people had secret knowledge and dabbled in the hidden corners of history, perhaps leaving behind powerful artifacts or mysterious prophecies. You and a few others are the last bearers of this legacy—and that legacy is about to become a prominent force in the world. Roll this Distinction’s die when you call on your people’s legacy, act on your grief or loss, or when you defend your people’s memory.
d4: Earn a Plot Point and Add a d6 to Trouble when you conceal or hide your origins.
d8: Add a d10 to Trouble to Grant another Lead or Feature appropriate Knowledge at d4 when you share information about your people.
d12: Spend a Plot Point to Gain a previously-hidden Location at 2d8 that’s connected to your people.

Likeable

Whether it’s your looks, your personality, or your lovely smile, people seem to like and trust you. It doesn’t seem to take much for you to win them over—a wink and a smile and a few well-placed words and you can avoid most unsavory confrontations. Roll this Distinction’s die when your appealing nature would be a factor in getting what you want.
d4: Give your opposition a d6 to Reroll a die in a Likeable roll.
d8: Earn a Plot Point when you Decrease your own Social Complication Pool—you don’t really mean to upset anyone!
d12: Spend a Plot Point to Reroll a die in an argument with someone that likes you.

Manipulative

You thrive on twisting others to do your bidding or concede your point of view. You have a tendency to get others to do what you want them to do, even when they know full well you’re pulling their strings. Roll the Distinction’s die in situations that hinge upon your persuasive or convincing nature.
d4: Earn a Plot Point and Give your opposition a d6 when you ask them to trust you, even if you don’t mean it.
d8: Spend a Plot Point to Gain a d8 Relationship for one scene with a Feature with whom you don’t already have a Relationship.
d12: Spend a Plot Point to Reroll a die in a Contest with someone you’ve been manipulating.

Marksman

With a ranged weapon—bow, gun, or whatever—you can hit nearly any target you can see, provided it’s within the weapon’s range. Hit a penny at three hundred yards? You don’t even need a scope for that. Roll the Distinction’s die when making attacks from a distance, sniping at a target, or getting a bead on an opponent’s position.
d4: Earn a Plot Point when you Choose to run out of ammunition.
d8: Spend a Plot Point to Reroll a die in a Marksman roll.
d12: Add a d6 to Trouble to Reroll a die in a Marksman roll.

Martial Artist

You’ve been trained in one or more melee combat disciplines. You’ve studied techniques to deflect or negate an opponent’s attacks, to focus discipline, and to deliver stunning blows. Roll this Distinction’s die when your combat training is an essential part of your ability to overcome or defend against an opponent, or when the esoteric disciplines might Grant you focus.Note: Your triggers may vary depending on the focus of your martial arts tradition and you should rename the Distinction to suit; the triggers below represent Aikido. See Making New Distinctionson page 101 for some other examples.
d4: Spend a Plot Point to Reroll a die when you redirect an opponent’s momentum.
d8: Spend a Plot Point to Decrease your opponent’s Physical Complication Pool.
d12: Spend a Plot Point to Increase your Physical Complication Pool.

Mastermind

Your talents run to the strategic rather than the tactical. Most of the time, you can come up with flawless plans. The only problem is getting others to execute those plans as flawlessly. Roll the Distinction’s die when formulating a plot and getting others to go along with it successfully, or when trying to puzzle out the plots of others.
d4: Add a d6 to Trouble to Reroll a die when dealing with characters you have a history of manipulating.
d8: Spend a Plot Point to Reveal that you’ve planned for this eventuality and have the resources necessary for your plan.
d12: Spend a Plot Point to Reroll a die when your plan comes to fruition.

Military Brat

You grew up in the military, and you still have connections deep in the green ranks, be it family, friends, or even people who owe you from old gambling debts. These people are willing to help you out from time to time with information, supplies, even pulling a few strings now and then. Roll the Distinction’s die when your connections with the armed services might help you achieve what you want, even if it’s just remembering how to salute a three star general or reload a sidearm. Compare this Distinction to Soldier, which best fits someone who has been enlisted or involved in a military organization.
d4: Earn a Plot Point when you Choose to have your military knowledge get you in trouble.
d8: Spend a Plot Point to Reroll a die when you call in a favor to get you out of trouble.
d12: Add a d6 to Trouble to Reveal that you have military hardware or secrets you shouldn’t have.

Not Born Yesterday

You’ve managed to avoid the failings of other intelligent people. You’re not naïve and don’t walk through life with the blinders that intellect can sometimes subject you to. Roll the Distinction’s die when you rely more on your intuition and down-to-earth judgment to reach a positive outcome, or when you’re cutting through somebody’s line of bull. Compare this Distinction to Clever, which is more about cunning and swift thinking, or Genius, which is the strength of your intellect and ability to process information.
d4: Earn a Plot Point when you Choose to buy a reasonable  lie.
d8: Earn a Plot Point and Give your opposition a d6 when confronted with a problem that defies normal common sense or logic.
d12: Spend a Plot Point to Reroll a die in a Contest or Test when you’re convinced you’re being lied to, swindled, or distracted.

Observant

You keep yourself very aware of your surroundings and are prepared for any eventuality. It’s not paranoia, but you’re not above keeping one eye open when you sleep. Roll the Distinction’s die when being alert, aware, or constantly on the lookout would be helpful. Compare this Distinction to Investigator, which is more about snooping about for clues or secrets.
d4: Add a d6 to Trouble to Reroll your first roll in any Contest or Test where you have been surprised, ambushed, or caught off guard.
d8: Spend a Plot Point and Reroll a die in an Observant roll when you’re sure there’s more than meets the eye.
d12: Spend a Plot Point to Decrease your opposition’s Mental Complication Pool against you as a result of your damning evidence.

On a Mission

You have a rather one-track mind and have dedicated your life to one specific task that is all-encompassing. You go out of your way for your mission and put nearly anything at risk to complete it. Everything else takes a back seat. Roll the Distinction’s die when carrying out actions that directly forward your mission, or when your resolve to stay on task is being tested. Compare this Distinction to Daring, which is less about being driven and focused and more about bravery or recklessness.
d4: Earn a Plot Point and Add a d6 to Trouble when you foolishly pursue your mission despite the risk.
d8: Spend a Plot Point to Reroll a die in a roll that directly contributes to your mission.
d12: Earn a Plot Point and Increase your opponent’s Social Complication Pool against you when you try to recruit others to your cause.

Pariah

You’ve been disgraced and disowned by the people you once—and perhaps still do—cared for. Alone in the world, you’ve had to make your way on your own power. Perhaps you blame the people who turned you out, or perhaps you’ve stolidly pushed on without their help. Roll this Distinction’s die when you deal with the people who turned their backs on you, when you prove them wrong, or when you express your sense of loss and abandonment to others.
d4: Earn a Plot Point and Give your opposition a d6 when your disgraced status stymies you.
d8: Add a d6 to Trouble and Shift Mental Complication to Social Complication when you are shunned, abandoned, or alone.
d12: Exacerbate your Social Complication and Gain a 2d8 Extra when you call on the assistance of someone else disgraced or disowned.

Persistent

If at first you don’t succeed, try, try again. You don’t relent. With tireless devotion you eventually wear the situation down and get what you want—whether that be a date, an interview with a local celebrity, or another cookie before dinner. Roll your Persistent die when you won’t take no for an answer.
d4: Earn a Plot Point and Add a d6 to Trouble when you get too pushy with someone you know you shouldn’t.
d8: Spend a Plot Point to Reroll any die when you repeat a Test or Contest you’ve taken a Complication from previously in the scene.
d12: Spend a Plot Point to Decrease your opposition’s Mental pool against you as a result of your persistence.

Popular

You’re fashionable, trendy, admired, and hated. You’re in with the In Crowd, which puts you on the top of the food chain. If you try a new clothing style or sport a new hairdo, it’s only a matter of time before copies percolate down through the masses. In this small pond, you’re the big fish. Roll your Popular die when using your social influence on the local crowd.
d4: Earn a Plot Point when you Choose to be distracted by your own fame.
d8: Spend a Plot Point to Reroll a die in a Test or Contest involving people who aren’t already your fans.
d12: Spend a Plot Point to Gain a d8 Relationship for one scene with a Feature with whom you don’t already have a Relationship.

Right Place, Right Time

You have the uncanny knack of being where you need to be. It doesn’t always work out the best for you, but it does seem as if the stars keep aligning the way you need them to in order to get the scoop or save the day. Roll this Distinction’s die when you’re trying to get into a situation others don’t want you to be in, trust to the fates, or get others to believe that you’re where you need to be. Compare this Distinction to In Over Your Head, which is really more about being in trouble, or Daring, which is about having the courage or recklessness needed to push forward.
d4: Earn a Plot Point and Give your opposition a d6 when somebody confronts you about your presence somewhere off-limits, secret, or prohibited.
d8: Add a d6 to Trouble to join a scene you weren’t in.
d12: Add a d10 to the Trouble pool to Add both yourself and another Lead or Feature to a scene you’re not in.

Savage

You’re a monster that should be feared by your foes for the things you’re capable of, someone with a feral side that comes out when you’re threatened, angry, or betrayed. Roll the Distinction’s die when your brutal nature would help you strike back against somebody who opposes you, let you get what you want by force, or terrify others. Compare this Distinction to Vicious, which is more about knowing the way to hurt someone the most.
d4: Earn a Plot Point and Add a d6 to Trouble whenever you act upon your base instincts.
d8: Add a d6 to Trouble to Increase your Physical Complication Pool.
d12: Spend a Plot Point when you draw on your primal rage to Recover your own Mental Complication.

Scoundrel

You have a certain ethical flexibility that allows you to act and speak in ways that other people might find…what’s the word…reprehensible. While they may disdain your ethics, they always come back to you when they need something only you can provide. Roll this Distinction’s die when you disparage loyalty or doing what others expect, when you call on your shady experience, or when you can play on your ambiguous reputation.
d4: Earn a Plot Point and Add a d6 to Trouble when you act for purely selfish purposes.
d8: Add a d10 to Trouble and Gain a 2d8 Extra when you have a shady contact in the area.
d12: Earn a Plot Point when you Choose to betray a Lead or Feature with whom you have an existing Relationship.

Shameless Flirt

You just can’t help yourself. You’re always chatting up others, dropping pick-up lines, and getting tied up with the ones that bring you the most trouble. Roll the Distinction’s die when working your angle, flashing your smile, or bringing on the charm. Compare this Distinction with Likeable, which is less seduction and more appeal, or Attractive, which is more about good looks than good pick-up lines.
d4: Earn a Plot Point and Add a d6 to Trouble when you flirt with someone you know you shouldn’t.
d8: Spend a Plot Point to Reveal a new facet of your “worldly and cosmopolitan life” as a d8 Minor Asset..”
d12: Spend a Plot Point to Reroll any die in a Shameless Flirt roll.

Shirker

You have a job, a duty, a destiny—and you want no part of it. You’ve abandoned your higher calling in favor of base pleasure, freedom, or doing good deeds in simpler and more immediate terms. Roll this Distinction’s die when you refuse to live up to your obligations, when you counsel others in similar situations, or when you find ways to escape your destiny.
d4: Earn a Plot Point and Exacerbate your Mental Complication when you’re confronted with your destiny and refuse it.
d8: Add a d6 to Trouble and Reroll a die in any roll attempting to escape your destiny.
d12: Boost an Asset any number of steps and Reduce Shirker by the same when you take up your destiny, however temporarily.

Shoulder to Cry On

Your friends have troubles, anxieties, and worries—and they know that you’re the one they can talk to. You offer them an ear and the occasional word of advice, and they always seem to walk away a little bit lighter on their feet. Roll this Distinction’s die when you have a heart-to-heart with another character and when you counsel someone to follow his heart. Of course, you can also roll this when you use their confidences againtst them.
d4: Exacerbate your own Complication to Decrease your opponent’s Complication Pool when you perform Complication Relief for someone else.
d8: Earn a Plot Point and Give your opposition a d6 when you share someone else’s troubles with a third party.
d12: Spend a Plot Point and Boost a Relationship die when you’re using that Relationship die for Complication Relief.

Smartass

You inevitably end up shooting your mouth off with sarcastic comments. Roll the Distinction’s die when cracking wise, goading others, or stirring up trouble in social situations. Compare this Distinction to Backhanded, which is more about insulting or turning another’s words against them, and Vicious, which covers knowing how to wound your target.
d4: Earn a Plot Point and Give your opposition a d6 when you’re being a Smartass in a dangerous situation.
d8: Add a d6 to the Trouble pool to Decrease another Lead or Feature’s Social Complication Pool against you.
d12: Spend a Plot Point to Reroll any die involving your verbal taunts and insults.

Sneaky

You’re fantastic at getting in and out without being seen, with equal parts hiding in shadows, moving without making a sound, and natural agility. You have it all in spades. Roll the Distinction’s die when you’re trying to remain hidden, quiet, or off the radar. Compare this Distinction to Agile, which is about acrobatics and graceful moves, or Right Place, Right Time, which is more luck and good timing than stealthy behavior.
d4: Spend a Plot Point to Reroll any die in a Sneaky roll.
d8: Add a d6 to Trouble to Reroll a second die on a Sneaky roll.
d12: Spend a Plot Point to Reveal that you’ve palmed a small object from a previous scene.

Socially Invisible

Socially speaking, you’re off the grid. Below the radar of the masses, you’re not hot, cool, or even lukewarm. To the outside world, there’s nothing noteworthy about you. Some rage against this part-of-the-background existence, searching for ways to make a name for themselves. Others revel in it; being beyond praise also keeps teasing, taunting, and bulling at bay. Roll your Socially Invisible die when you don’t want to be noticed.
d4: Earn a Plot Point when you Choose to make yourself the subject of public attention.
d8: Spend a Plot Point to Reveal that you were there, in a scene, all along.
d12: Add a d6 to Trouble to Gain a 2d8 Location for the remainder of the scene.

Soldier

Maybe you’re an enlisted member of the armed forces and have the skill and experience to show for it. Maybe you’re warrior-born, ready to fight side-by-side with your fellow veterans. Or maybe you’re a former gang member, used to an organized approach to violence and combat. Whatever your background, you may roll this die when drawing on your military or combat training, either to help you in a pitched firefight or to manage a small tactical unit. Compare this Distinction to Military Brat, which represents growing up Army, not so much signing up for and being part of one.
d4: Earn a Plot Point when you Choose to follow orders, stick to protocol, or maintain strict discipline when it would benefit you more to do otherwise.
d8: Spend a Plot Point to Reroll any die in a Soldier roll because of your discipline and training.
d12: Add a d6 to Trouble when you draw upon your military expertise to Increase your Physical Complication Pool.

Team Player

Whether you’re part of an athletic team, a club, or a social group, you know that it’s not all about you. You work well with others, know your place on the team, and how to support your teammates. Maybe you don’t like to stick your head up above the crowd, or maybe you have enough confidence in yourself that you don’t need the spotlight to prove how great you are. Either way, roll this die when you’re Aiding your buddies, carrying your share of the weight, or figuring out what’s best for your group.
d4: Earn a Plot Point when you Choose to follow instructions, stick to the game plan, or maintain strict discipline when it would benefit you more to do otherwise.
d8: Spend a Plot Point to allow another Lead or Feature to Reroll a die in a Test or Contest that you have Aided.
d12: Spend a Plot Point to Recover another Lead or Feature’s Complication with your support.

Tyrant

You have a tremendous amount of power and you wield it with an iron fist. Perhaps you came into this power legitimately, but you maintain it with a ruthlessness that cares little for the law or right and wrong. Roll this Distinction’s die when you exercise your power, when you threaten or intimidate, and when you square off against challenges to your authority.
d4: Add a d6 to Trouble to Reroll any die when you intimidate, coerce, or threaten others.
d8: Spend a Plot Point to Gain a 2d8 Extra when you call on a useful minion.
d12: Add a d10 to Trouble to Grant another Lead or Feature the Tyrant Distinction at d4 when you make him your lieutenant.

Underage

You are either literally underage—and look it—or you appear younger than you are. No matter how mature you dress or act, you look juvenile. The good news is you’re likely to look younger than you are for decades to come. One day you’ll be thankful for it. Roll your Underage die when seeming younger is beneficial.
d4: Spend a Plot Point to Reroll any die in situations where your apparent age is the deciding factor.
d8: Earn a Plot Point and Add a d6 to Trouble when your apparent youth makes a situation worse.
d12: Spend a Plot Point to Decrease your opponent’s Social Complication Pool. How could they be so mean to a kid?

Vicious

When you take off the kid gloves, the claws come out. You know exactly what to do or say to cause the greatest possible pain and anguish. Whether you elect to deal in threats, intimidation, cutting remarks, or dark secrets, you know how to hurt other people in every possible way. Roll the Distinction’s die when you bring a violent, deadly, or ice-cold approach to a situation hat could otherwise have been handled differently. Compare this Distinction to Savage, which is more about having a brutal nature, or Backhanded, which relies more on wit and taunting than twisting the knife.
d4: Add a d6 to the Trouble pool to Increase your Mental Complication Pool.
d8: Add a d6 to the Trouble pool to Increase your Social Complication Pool.
d12: Spend a Plot Point to Increase your Physical Complication Pool.

Wealthy

You have enough money to buy your way out of nearly any trouble you inevitably get into. But it also makes you a target. Roll the Distinction’s die when pulling out your wallet, signing a check, or drawing on your vast fortunes would improve your odds at success.
d4: Spend a Plot Point to Reroll one die in a Contest or Test swayable by money.
d8: Spend a Plot Point to Reveal that you own a large non-unique item such as a car, call center, or evil corporation as a d8 Minor Asset.
d12: Add a d6 to the Trouble pool to Increase your Social Complication Pool when bringing up your vast fortune in a Contest or Test.

Weapons Master

You’ve spent years honing your ability to swing an axe, drive home a sword, or brandish a spear. Your training encompasses the use of melee weapons of all kinds, but let’s face it—everyone has a favorite. Roll the Distinction’s die when you’re getting medieval on somebody, identifying specific archaic weapons, or trying to impress someone with your mastery of the blade.
d4: Spend a Plot Point to Decrease your opponent’s Physical Complication Pool against you when you’re armed.
d8: Spend a Plot Point to Increase your Physical Complication Pool when you’re armed.
d12: Spend a Plot Point to make a wild, sweeping attack with your weapon. Roll your own dice instead of Trouble in a Test that each affected character must beat to avoid taking a complication.

Weirdar

You have an inherent attraction to all things odd. When left to your own internal compass, you will naturally guide yourself to the unexplained, the mysterious, and the downright strange. You can tell by looking at a situation when it’s more than a coincidence. Roll your Weirdar die when investigating an unusual situation.
d4: Earn a Plot Point when you Choose to ignore any logical explanation.
d8: Add a d6 to Trouble to Reroll any die in a Weirdar roll.
d12: Add a d10 to Trouble to Reroll a second die in Weirdar roll.

Willful

You’re probably too stubborn and proud for your own good; you’ll act the way you choose despite the better judgment or advice of others. Roll the Distinction’s die when not doing what others tell you would work in your favor—at least in the short term.
d4: Earn a Plot Point and Add a d6 to Trouble when you put your foot down.
d8: Add a d10 to Trouble to put your foot down and Reroll a die in a Willful roll.
d12: Spend a Plot Point to Decrease your opponent’s Mental Complication Pool against you. You’re a hard nut to crack.

Fighting Distinctions

Unlike the more generic Martial Artist Distinction, these special Fighting Distinctions really set your character apart. If you pick up a Fighting Distinction you lose your Martial Artist Distinction. You can also only have one Fighting Distinction at a time. If you pick up a new Fighting Distinction you lose your old Fighting Distinction.

Fighting Distinctions also need to be more unique than normal Distinctions. If no one else has the style you can pick it up. If not, there has to be at least two people with different styles for ever one person with the same Distinction. [Example: Mike has Krav Maga and Bryan wants to learn it too, there need to be at least two other players with different Fighting Distinctions for Bryan to learn Krav Maga.]

Ba Gua Zhang

Dizzying and whirling, the martial art of Ba Gua Zhang is an energetic exercise in not being where your opponent expects you to be. While it may be mistaken as overemphasizing defense, the form teaches its practitioners to unbalance their opponents before striking the final blow.
d4: Reroll a die when avoiding blows and Give your opponent a d6 for the opening you may give him in the process.
d8: Earn a Plot Point when you Increase your opponent’s Mental Complication Pool when you tire during or after an energetic fight.
d12: Spend a Plot Point to Decrease your opponent’s Physical Complication Pool by misdirecting the force of your opponent’s blows.

Fencing

With a rapier in hand, a fencer can be a formidable opponent. The body is turned to present the smallest target possible, the blade is extended, every muscle is tuned to snap into thrust and parry in the well-worn lines of attack.
d4: Spend a Plot Point to Reroll a die when parrying with your blade.
d8: Earn a Plot Point when you Choose to merely disarm your opponent instead of giving him a Complication.
d12: Add a d6 to Trouble to Reroll a die when you incorporate an impressive acrobatic stunt into your attack.

Hung Gar

With feet planted and the whole body set, the martial art of Hung Gar gives its practitioners a steady vantage against combatants. The solid stances provide strong defense against attack; punches are envisioned as going through their targets, with the full force and weight of the body behind them. This visualization aids in delivering devastating attacks.
d4: Reroll a die when you are in the deep, low “horse stance” and Give your opponent a d6 for your reduced mobility.
d8: Spend a Plot Point to Increase your Physical Complication Pool by planting a solid blow on your opponent.
d12: Add a d10 to Trouble and Recover your own Mental Complication when you indulge in a fight you don’t have to take part in.

Krav Maga

A martial art created for the Israeli Defense Forces, Krav Maga is an aggressive form that focuses on neutralizing threats quickly and efficiently. All defensive maneuvers are immediately followed by a counter attack.
d4: Spend a Plot Point to Reroll a die when you target a vulnerable part of the body, such as the eyes, throat, or back of the knee.
d8: Give your opponent a d6 in a Contest and Increase your Physical Complication Pool when you attack aggressively.
d12: Earn a Plot Point when you Choose to roll your opponent’s Social Complication against him.

Northern Shaolin Kung Fu

An agressive martial art focusing on strong open-palm strikes and sweeping kicks, Northern Shaolin Kung Fu is one of the most visually distinctive fighting styles in the world. While its style can stray into the excessive and risky, its relentlessness often beats back opponents so they never have an opportunity to take advantage of the openings offered them.
d4: Earn a Plot Point and Give your opponent a d6 when you execute an extravagant attack, risking giving them an opening.
d8: Spend a Plot Point to Increase your Physical Complication Pool when you press an aggressive strike on your opponent.
d12: Spend a Plot Point to take an acrobatic fall and Decrease your opponent’s Physical Complication Pool.

Tai Chi Chuan

Graceful and elegant, Tai Chi Chuan is not just a fighting style but also a means of meditation and physical therapy. Tai Chi focuses on wide, round movements that redirect rather than stop the force of incoming blows.
d4: Earn a Plot Point and Decrease your Complication Pool for Physical Complication Pool when you use soft force instead of hard.
d8: Spend a Plot Point to Reroll a die by deflecting the force of a blow around and away from you.
d12: Spend a Plot Point when you do meditative katas to Recover your own Mental Complications.

Award Distinctions

- d4 d6 d8 d10 d12
2 Players 2 2 2 2 2
3 Players 2 2 2 3 3
4 Players 2 2 3 3 4
5 Players 2 2 3 4 5
6+ Players 2 3 4 5 6

Award Distinctions are never chosen, but given to you. A character can only have one at a time. At the begnining or end of any game session a player my put up another player for an Award Distinction nomination. Another player must second the nomination, and they all the players vote on it. The more players who vote for the Distinction the larger it is.

Dependable

When your friends need you, you’re there. It’s that simple. When someone needs a ride, you’re going their way. When someone needs help moving, you’ll bring your truck. When someone needs a person to talk to, your door is open. Roll this Distinction’s die when acting on behalf of someone, and not for yourself.
d4: Spend a Plot Point to let another Lead or Feature Reroll a die when you’re Aiding their Test or Contest.
d8: Earn a Plot Point when you Choose to help someone at your own expense.
d12: Add a d6 to Trouble to arrive in a scene just in time to help.

Honorbound

You take Honor to whole new level: never getting upset when a crossed, respecting your leaders, encouraging your allies, etc. Life is about Honor for you. Roll this Distinction’s die when it would be to your advantage to do something underhanded in a Contest but you act with integrity instead.
d4: Earn a Plot Point when you Choose to confront a situation head on and honorably rather than sneaking behind someone’s back.
d8: Earn a Plot Point and Give your opponent a d6 when your Honor gives them an advantage against you.
d12: Spend a Plot Point to Decrease your opponent’s Social Complication Pool.distinction, the larger it is.

Iron Body

Pilates? Crunches? Fad diets? Whatever you’re doing, it’s working. Those chiseled abs and toned biceps are drawing everyone’s attention. Not to mention how good you look in jeans. Roll this Distinction’s die when you’re doing something that requires physical fitness or distracting someone with your alluring bod.
d4: Add a d6 to Trouble to Reroll a die in a Iron Body roll.
d8: Earn a Plot Point when you Choose to use brawn or beauty over brains.
d12: Spend a Plot Point to Decrease your opponent’s Physical Complication Pool

Jokester

That scrunched-up, furious look on your enemy’s face? It’s because he’s trying not to laugh himself. Life just gets a little too serious sometimes, and everyone’s a little better off when you lighten the mood. From quippy one-liners to extravagant practical jokes, you get your friends rolling on the floor. Roll this Distinction’s die when you’re taunting or distracting people with jokes, trying to avoid real work, or winning over the new guy with your laughs.
d4: Add a d6 to Trouble to Decrease your opponent’s Social Complication Pool.
d8: Add a d10 to Trouble to Reveal a prank that you had planned all this time.
d12: Earn a Plot Point and Give your opponent a d6 when your antics get you in trouble.

Outlaw

It’s not just that you can’t seem to do anything right, it’s that you always get caught when you do wrong. You’re fairly sure you’ve spent more nights in jail than not and you would be on a first name basis with your local police officers… If calling him “Chuck” to his face wouldn’t land you in more trouble. Roll this Distinction’s die when you’re doing something against the rules and you know you’ll get snagged and be punished for it.
d4: Earn a Plot Point when you Choose to do something to upset an authority figure.
d8: Add a d6 to Trouble to Reroll a die in a Contest against an authority figure.
d12: Add a d10 to Trouble to Reveal some illicit item you had stashed somewhere.

Respected Leader

Perhpas you’re light on the discipline or you simply respect your subordiants and treat them like peers. Whatever it is, your team adores and trusts you. Roll this Distinction’s die when acting on behalf of one or more of your subordiants.
d4: Earn a Plot Point when you Choose to step in and act for a person who isn’t in your faction.
d8: Add a d6 to Trouble and Gain a d8 Relationship with a Feature or a 2d8 Extra when you challenge the status quo in front of your peers.
d12: Earn a Plot Point and Decrease your own Social Complication Pool when dressing down a subordiant.

Spirit of the City

You’ve memorized the town song. The banner everyone sees as they walk down the street, you did that. The homemade muffins that always sell out at the bakesale, well, you’re multitalented. This is the best city in the world, right? Roll this Distinction’s die when acting in the interest of your fellow citizens.
d4: Spend a Plot Point to Gain a d8 Relationship with a local Feature for the scene.
d8: Earn a Plot Point when you Choose to start trouble with another town.
d12: Add a d6 to Trouble to when you Reveal that you have access to a restricted or unorthodox area of the city.

Strict

Spare the rod, spoil the child. Oh for the days when you could use a rod! Detention centers will have to do. Roll this Distinction when using your authority in Contests or Tests.
d4: Spend a Plot Point to Reveal evidence of a person’s wrongdoing.
d8: Add a d6 to Trouble to Increase your Social Complication Pool.
d12: Earn a Plot Point when you Choose to employ cruel and unusual disciplinary methods.

Team Leader

You’ve led the team eight times, and this year… yeah, this year you can go even further. You love these guys, but you won’t tolerate anything less than 110% from them. Practice leads to dedication and dedication leads to winning. That’s your formula for success. Roll this Distinction’s die when your team is around to work toward your goals.
d4: Spend a Plot Point to Gain a 2d8 Extra from your team for the rest of the scene.
d8: Add a d6 to Trouble to Decrease your opponent’s Mental Complication Pool.
d12: Earn a Plot Point when you come to the aid of a teammate in trouble.

Toughest Leader

“Drop and give me twenty!” is your default response to any problem. But, hey, if it works. People crave discipline and where else are they going to get it? Part drill-instructor and part strategist, you know that tough love is the key to winning even if some of your techniques aren’t exactly condoned. Roll this Distinction’s die when you use your authority to intimidate others into doing what you tell them.
d4: Add a d6 to Trouble to Increase your Social Complication Pool.
d8: Spend a Plot Point to allow another Lead or Feature to Reroll any die in a Test or Contest you’re Aiding them in. Discipline gets results when you’re there to enforce it.
d12: Earn a Plot Point when you Choose to allow your team undermine your authority.

True Love

You two are so adorable that you make your friends want to puke. Seriously, get a room already. You’re in love. And nobody has seen the two of you apart since you started dating. Plus now you have this whole secret language. This is the only Award Distinction that can be awarded to two Leads. In which case, the two of you are the couple—assuming you’re each other’s type! Otherwise, choose a Feature you have a Relationship with to share this honor. Roll this Distinction’s die when acting to defend or help your significant other.
d4: Spend a Plot Point to let your significant other join a scene you’re in.
d8: Earn a Plot Point when you Choose to stand up for your significant other.
d12: Add a d6 to Trouble to Reroll a die when acting in a way that benefits your significant other.

Up-and-Coming

You’re not necessarily smarter than anyone else, you’ve just learned how to play the game. There’s a simple formula to it all and you’ve got it figured out. And no sharing—that would just upset the curve. Everyone thinks you’re going to go far. Maybe you will, but secretly you’re very worried that the real world isn’t anything like you think. Roll this Distinction’s die when in a Contest or Test involving academics, internships, and the World of School.
d4: Spend a Plot Point to Reroll a die against an opponent with more dice in their pool (including Trouble).
d8: Add a d6 to Trouble to Reroll a second die against an opponent with more dice in their pool (including Trouble).
d12: Give your opposition a d6 to roll against you to Reroll a third die when they have more dice in their pool (including Trouble).

Winning Smile

Flash those pearly whites and light up the room. All those years of braces and head-gear in elementary school were so worth it; now it’s easy to make friends, melt hearts, and distract everyone. Roll this Distinction’s die when attempting to get your way with a friendly demeanor.
d4: Add a d6 to Trouble to Reveal that a Feature has or had a crush on you.
d8: Spend a Plot Point to Gain a d8 Relationship with a Feature for the rest of the scene.
d12: Add a d10 to Trouble to Reroll a die in a Contest with someone who is attracted to you.

Distinctions

Gotham Reborn RobJustice RobJustice