
Sam Chung is a young vigilante, genius inventor, and Daredevil protégé who built his own invisibility suit to protect people others ignore. He is clever, brave, and mobile, but still learning how dangerous the hero life can be. He shines at stealth, rescue, urban movement, and proving himself against threats far beyond his experience.

Samuel “Sam” Chung, Secret
Solo d8
Buddy d10
Team d6
Daredevil’s Protégé
Invisible Guardian of Chinatown
Genius in Over His Head
Adaptive Camouflage d10, Stealth Systems d8, Enhanced Mobility d8, Utility Tech d8
SFX: Fade from Sight: When using Adaptive Camouflage to avoid detection, step up or double it for one action. On a failed roll, shutdown Adaptive Camouflage until Blindspot activates an opportunity or succeeds in repairing the suit.
SFX: Blindside Strike: When attacking a target who cannot see or locate Blindspot, step up or double Stealth Systems. If the attack succeeds, create a Where Did He Come From? complication equal to the effect die.
SFX: Vanishing Rescue: When protecting or extracting a civilian, add Adaptive Camouflage to the roll and keep an extra effect die. Use the extra effect die to create an asset such as Hidden Civilian d8 or Clean Escape d8.
SFX: Field Modification: Spend 1 PP to create a tech-based asset using Utility Tech, such as Suit Overclock d8, Signal Jammer d8, Thermal Scramble d8, or Improvised Tracker d8.
Limit: Gear: Shutdown Experimental Invisibility Suit and gain 1 PP. Take an action against the doom pool to recover it.
Limit: Battery Drain: The suit needs a lot of power to function. When Blindspot uses Adaptive Camouflage for multiple actions in a scene, the Watcher may offer 1 PP to create Battery Running Low d8 as a complication. This complication will be stepped up each turn until the start of a transition scene.
Limit: Not Really Gone: Blindspot is invisible to normal sight, not untouchable. Gain 1 PP when scent, radar sense, magic, motion sensors, dust, rain, blood, smoke, paint, or sound reveals his position.
Acrobatic Movement d8, Martial Arts d8, Enhanced Reflexes d8, Quick Thinking d8
SFX: Rooftop Route: When moving through alleys, rooftops, fire escapes, scaffolding, subway platforms, or dense urban crowds, step up Acrobatic Movement.
SFX: Daredevil Training: When creating an asset based on observation, footwork, pressure points, or using the environment in a fight, add d6 and step up the effect die.
SFX: Hit and Fade: After making a successful physical attack using Martial Arts, spend 1 PP to immediately create Lost in the Crowd d8 or Back into Camouflage d8.
SFX: I Can Fix This: When repairing, bypassing, hacking, or modifying technology under pressure, step up Quick Thinking.
Limit: Still Learning: Gain 1 PP when Blindspot’s inexperience, uncertainty, or eagerness to prove himself causes him to walk into danger or ignore a mentor’s warning.
Limit: Only Human: Gain 1 PP to step up physical stress from superhuman attacks, explosions, heavy weapons, or overwhelming force.
Acrobatics Expert d8, Combat Expert d8, Covert Expert d8, Crime Expert d8, Science Expert d8, Tech Master d10
1 XP when you protect someone who never learns you were there.
3 XP when you put yourself at risk to defend immigrants, workers, family, Chinatown, or someone ignored by the justice system.
10 XP when you either step out of hiding and publicly claim your role as a hero, or remain unseen so someone else can have safety, credit, or peace.
1 XP when you invoke something Daredevil taught you, whether you follow it or reject it.
3 XP when your mentor’s methods, secrets, or expectations put you in conflict with another hero.
10 XP when you either prove you are ready to stand on your own, or admit you still need guidance and ask for help.
Interesting stuff you have been posting. Seems very different from the things from the past that had been put here. Seems a little more freeform. Is that on purpose? What is the logic behind it? Like isn’t Acrobatic Movement just Acrobatics Expert?
With the game being dead for so many years now, I wanted to start branching the rules out a little more. Acrobatic movement is in there to give you the ability to roll 2d8 when doing Acrobatic things. It would work well with his Enhanced Mobility to give you a handful of dice when using your acrobatics outside of combat.