I’d love to use Constellation Cards to help plot stories. Let’s see if the cards work as written. We’ll start with the Zeta City Day team, and see how well they align as written.
Role
- Astralis is a secret space princess, from the “enemy” civilization. She has a clear, specific mission - get her father’s scepter back. She’s a Quester.
- Diesel Jenny is a front-line fighter type. She’s a Soldier.
- Guardian Ghost is a legacy crimefighter. His Role is Guardian - it’s right there in the name.
- Pelagos is an independently wealthy hydrokinetic. He wants to prove himself worthy of the title “hero”. He’s a Dreamer.
- Sabine is an independent, through and through. She’s a Rebel.
- Sprout is a curious, naïve explorer of the “giants’ world”. They’re a Synthesist, making new things out of what they find.
Focus
- Although Astralis has probably the most significant secret in the team, she doesn’t work with secrets on a regular basis - instead she uses Tech.
- Diesel Jenny uses Instinct, throwing herself into battle and helping people without overthinking it.
- Guardian Ghost’s powers and training mean Secrets are his forte.
- Pelagos gets by with his Wits, teaching himself how to be a hero as he goes.
- Sabine knows what she wants, knows how to do it, and won’t let anyone get in her way. Her focus is Courage.
- Sprout uses their powers and sense of wonder, for the most part. The Magic card doesn’t cover superpowers as such, but it’s thematically appropriate here.
Upbringing
- As a space princess, Astralis was already secluded from much of daily life. Now she’s on her own on an alien planet. She’s effectively Solitary.
- Diesel Jenny’s the daughter of an industrialist and helps her father with his business. She’s had a Mercantile upbringing.
- Guardian Ghost’s life has been Strict through and through.
- Pelagos’s money and secret power origin (illegal experimentation paid for by his parents) effectively make him Unfettered.
- Sabine does whatever she wants, defying others to stop her. She’s not technically from a lower class, but Underclass fits her.
- Sprout is the poster child for Insular.
My first reaction to assigning the cards is that some characters have some cards that jump out for them immediately, but not everyone had that, and not for the same kind of card. For example, Astralis, Ghost, and Sabine were obviously going to be the Roles they are. It took a little more thinking for Sprout. But what was Sabine’s Focus, for example? That took a bit to think about - I could have seen her using Wits, for example. Ghost, likewise, could have been either Secrets or Training.
My second reaction is that using the Magic card for Sprout is both appropriate and wacky. It fits their style - whimsical, weird, and so on - and while Magic is a specific fictional thing, I’m really not sure how I’d generalize that card without losing the impact it has.
I’m now very curious what it will feel like to assign cards to other teams. Will it feel like a given card is “taken” by a particular character?
Let’s take a look at the as-yet-unnamed Night team, the troubled adults of the setting.
Role
- Captain Kelvin is a heroic protector in both his identities, making him a Guardian.
- The Fractal is a Rebel, in that she uses fear and stands outside of society’s laws to achieve her ends.
- Breakthrough is the Soldier - a war veteran and fighter. His name has a double meaning: “breaking through” obstacles, and a technological breakthrough.
- Never-Miss
- Speakeasy is a Performer, bringing her peoples’ sacred stories and their power to a city in need of them.
- Starhawk is a Quester, dedicated to his mission to protect his charge and learn how to use the powers it granted him.
Focus
- Captain Kelvin talks and acts big, using Courage to inspire and overcome.
- The Fractal is all about Secrets - keeping and uncovering them.
- Breakthrough is the strongest user of Tech on his team.
- Never-Miss embodies grace and poise through Training.
- Speakeasy uses the psychic equivalent of Magic to bring about change.
- Starhawk isn’t sure what to do as a hero, and relies on Instinct - his bond with his extraterrestrial charge - to get through.
Upbringing
- Captain Kelvin is Cosmopolitan - seeing to the unique needs of his congregation
- The Fractal is Solitary by her own choice.
- Breakthrough must support his family, and his military background makes him Strict.
- Never-Miss does things her way and has the power to defy anyone else who would put rules on her, making her Unfettered.
- Speakeasy is a visitor to Earth, making her Insular.
- Starhawk is a practical country sort brought to the big city, making him Industrious.