The Beacon

You don’t have to do this. You could probably have a safe, decent, simple life. It’d be nice, but… come on. Superpowers! Aliens! Wizards! Time travel! You’re out of your depth, but who cares? This is awesome. Everybody should try it.

Playing a Beacon
Hopeful, excited, understanding, human. The Beacon is the most directly mortal and least strange of all the playbooks. They haven’t been shaped by anything else—they could choose to leave this life behind, if they wanted. Which is exactly the point. They’re here because they want to be here. They want to do this. And that gives them a purity compared to the other characters.

You can expect NPCs to tell you that you don’t really belong here. After all, you don’t have those extras that most people associate with superheroes. A central conﬂict for the Beacon is proving yourself and making the case for why you actually belong.

Ultimately, your character is all about their drives. Those give you objectives, things to aim towards and try to do, so make sure you pick drives that really interest you. Trying to accomplish your drives might lead you into trouble just as much as it might lead you to triumph, but they’ll always push you toward that key conﬂict—do you actually deserve to be here? And that’s exactly what you want.

Inspiration

 * Kate Bishop, YOUNG AVENGERS and HAWKEYE
 * Artemis and Arrowette, YOUNG JUSTICE cartoon and comic (respectively)
 * Doug Ramsey, THE NEW MUTANTS
 * Kamala Khan, MS. MARVEL
 * Gertrude Yorkes, RUNAWAYS
 * Felicity Smoak, ARROW (TV show)
 * Stephanie Brown (Spoiler), DETECTIVE COMICS