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INFORMATION.

Posted by The GrandmasterFor group 0
The Grandmaster
GM, 2 posts
Fri 29 Jun 2018
at 16:17
  • msg #1

INFORMATION



I'm already tired of going to those documents every time I want to look at some aspect of the rules, so here's the link, but I'm also gonna cut and paste most of it:

https://docs.google.com/docume...QFX-dH4WznDgyQ/edit#

Oh and here's the playbooks:


https://docs.google.com/docume...7bnK1qnpR-xIgR4/edit



Character Rules

Moves



When you act you make a move, with the non-generic ones being known as Powers. Each of the standard moves is based on one of your five stats, selected when you created your playbook.



It’s Clobberin’ Time!
When you action up your foes, roll + Forceful.  On a 10+ choose 2, on a 7-9 choose 1
--You hit hard (+1 Stun)
--You avoid most of their retaliation (-1 Stun)
--There isn’t much collateral damage and no bystanders are left in danger

This is your generic fighting move.  Because most attacks do 2 stun, bricks who avoid most of the retaliation don’t take any damage even if they create collateral damage




Hold them off
When you slow down or get in the way of enemies, roll +Forceful.  On a 10+ pick 2, on a 7-9 pick 1.  Their retaliation will always be limited (-1 Stun) but you don’t stun them.
--They can’t act as effectively (-1 Stun ongoing until your actions are countered)
--You take away useful items from them
--They can’t attack anyone they weren’t already attacking
--You draw them away from people you choose
--Give them a choice between backing off or be stunned



Romantic Idiot!
When you rescue people from imminent danger, roll + Agile.  On a 10+ you succeed, on a 7-9 pick 2.
--You leave them somewhere precarious (if out of immediate danger)
--You take significant time to rescue them
--Someone misunderstands or blames you

Misunderstanding or blaming you normally means your reputation goes down a point.  In the immediate term this isn’t a problem.  In the long term?


Run Away
When you flee the scene roll +agile.  On a 10+ you get somewhere safe.  On a 7-9 pick 2.
--You don’t leave anything important behind
--You don’t run into something worse
--You don’t get made a laughing-stock

Talk things out
When you talk things out, roll +Charming
The GM will decide what happens based on your roll.

Play to the Crowd
When you ask bystanders for help, understanding, sympathy, or to be impressed, roll +Charming.  On a 10+ pick 3, on a 7-9 pick 1
--They don’t think you are either whiny or showing off
--They think better of you as a group
--They provide assistance
--You are buoyed by their cheers and take +1 Ongoing until they are seriously threatened or the scene ends

It helps.  It’s also the only direct way of improving your reputation.






Remain Undaunted
When you would act in a particularly perilous situation, roll + Confident.  On a 10+ you do what you intended, and the opposition doesn’t come to pass.  On a 7-9 you flinch, hesitate, or stall and may be offered a hard bargain, an ugly choice, or a worse outcome.

When you would aid an ally who is under threat use this move... the GM may give you a bonus if you already have a strong history of engaging in teamwork with that ally...



Inspire the Team
When you inspire the team with leadership or tactics roll +Confident.  On a 10+ take both, on a 7-9 take 1.
--No one got distracted and missed something important
--Everyone else on your team takes +1 Forward

Look before you leap
When you take time to look around roll +Insightful.  On a 10+ you may ask 3 questions, on a 7-9 you may ask 1.  Take 1 forward when you act on the answers given.
--What should I be on the lookout for?
--Who is in danger?
--What is the biggest threat here?
--Where is something I can use to help?

Figure things out
When you take the time to understand someone, to investigate, or to figure things out, roll +Insightful.  On a 10+ hold 3, on a 7-9 hold 1.  You may spend hold 1:1 to ask questions from the following list during the scene:
--Why does this person want to help me?
--Why does this person want to get in my way?
--What is at risk if the plan as I understand it goes ahead?
--What pieces of the plan am I missing?
--How can I protect other people?
--How can I protect myself
--What haven’t they taken account of?  (If the GM/Editor can’t answer this you are allowed to make anything up you like)

Remember that heroes and villains alike are conflicted individuals and even Dr. Doom will have reasons to want to help Reed Richards, or the Joker to help (or at least not kill) Batman.  This doesn’t mean those reasons are dominant, although they can normally be used.





Getting Hurt

Even the strongest heroes get hurt sometimes - or at least stunned.  Few villains will keep going after they put heroes in hospital (even if they get that far).  Each time you get stunned, cross off the number of lines of stun damage you’ve taken (in pencil).  The line you are on tells you what you need to do to recover (unless you’re either fine or have only time for last words).

I’m fine
I need a second to catch my breath
I need a minute to catch my breath
I need five minutes and probably cosmetic bandaging
I need a few hours rest
I need a good night’s rest
I need several nights rest
I need medical attention
I need a few nights in hospital
I need a week in critical care
I have time for last words






Reputation

The characters are hated and feared by the world - although the world is sometimes grateful.  The Editor keeps track of what people think about the PCs on the track below.

Reputation is kept secret from the PCs, although you may wish to show them this list in advance.  It applies to the entire group together.  If it happens with no bystanders it doesn’t count towards your reputation.  Note the four additional circles at saving the city level and six at the world level.  By this point people think you are villains anyway so it’s hard to... even.

Well-respected
--Crowds show up to cheer you

You need to go a day without getting into a fight
--People already there cheer you

You need to save an innocent bystander
--The only people cheering are those you’ve saved personally

You need to foil a high profile crime
--A few people start booing

You need to save an innocent bystander in full view of a member of the media
--Newspapers start running headlines like “Threat or Menace”, people start getting scared even when you are trying to save them

You need to save at least half a dozen bystanders in one event
--Fringe Pickets start to show up

You need to save a member of the media
--Organised protests starts

You need to save an occupied building from destruction or pull everyone out
--Welcome to the land of rotten fruit

You need to save the city OOOO
--Registration acts are put on the table

You need to save the world OOOOOO
--Registration acts get passed

You might as well have been found guilty at Nuremberg
--Game over?  Or you have to go entirely underground?



The Editor

The editor is responsible for running the game, the world and for making sure that everyone has fun.  This isn’t the same as making them always win - a hard fought defeat is far more compelling than an easy victory.  And keep track of the way the world faces the PCs using the chart under Reputation.  The following Agendas help keep the Editor thinking about the themes of such a game.

Agendas for the Editor:
--Blanket the world in prejudice and confusion
--The story is named for the PCs, not the NPCs
--Encourage action
--NPCs are extras.  PCs save the day - or don’t.
--Think big and four colour
--Think real life
--Allow the PCs their victories ... and defeats
--Everyone has a reason for what they do.
--When in doubt... ask
--Embellish everything
--Show them their reputation, don’t tell them



NPCs

As a rule NPCs do not make moves - instead the PCs are protagonists, and when NPCs attack PCs react to that attack - and damage happens if the move allows it.  The only exception are

NPCs come in five categories
--Normal People
--Mooks
--Threats
--Rivals
--Large Scale Threats

Normal People
Most people are normal people.  Innocent bystanders, newspaper editors and reporters, girlfriends and boyfriends, firefighters, politicians.  Unarmed and they’ve got no place in a Superhero fight other than to be rescued.

Mooks
Mooks are groups of people with guns or training.  Bands of Ninjas are every bit as much mooks as hired goons.  Unlike normal people you seldom give mooks names.  It doesn’t matter how many mooks there are - between them they do 2 points of stun damage under normal circumstances, and take 1 stress to take out.  People with an Area Effect can take out one mook per point of stun they inflict with the attack.

Threats
Threats as a rule have powers or training, but aren’t that good.  Give each of them a name and a gimmick, and a power or two from the PC playbooks.  Threats inflict 2 points of stun damage whenever they inflict damage and take stun on the following table.  Most foes will be threats.

--I’m fine
--I’m lightly bruised and need a few minutes
--I’m hurt and need a few hours
--I’m unconscious and need a night to fully recover
--I need the hospital

Rivals
Rivals use the same basic playbooks and creation guidelines as PCs, and generally have all their stats a point higher.  More to the point, unlike mooks and threats, Rivals get to use PC moves.  This means that whenever the MC reaches for the dice the players should be afraid.  They should be very afraid - and there should never be more than one per fight.  Rivals get hurt on the following only slightly abbreviated table.

I’m fine
I need a second to catch my breath
I need a minute to catch my breath
I need five minutes and probably cosmetic bandaging
I need a few hours rest
I need medical attention
I need a few nights in hospital
I have time for last words

Large Scale Threats
Large scale threats are huge things designed to challenge everyone and that can take out buildings or even cities.  They always have one point of armour and frequently two, do major (three) stun per hit at a minimum, and shrug off most attempts to Hold them Off.  They don’t roll basic moves - they don’t need to.  They just are forces of nature and only occasionally have allies.

Their stun track needs playtesting.


Hard Moves

Whenever the PCs fail (roll a 6 or less) or give you a Golden Opportunity, make a Hard Move against them.  This is something they can’t avert - they’ve already had their chance and blown it, whether through bad luck, stupidity, or simply through trying to do too many things at once.  Whichever way the consequences are bad for them.  Suggested hard moves are below:
Hard Moves
--Take things in the worst possible way
--Follow the logical consequences
--Cut to the explanation
--Split the PCs up
--Bring someone in
--Announce future trouble
--Show them the consequences.  Ask.
--Hurt them
--Hurt an innocent bystander
--Drag their reputation through the mud
--Bad publicity - editorials, crowds, protests
--Have someone act without thinking
--Turn the PCs moves around on them
This message was last edited by the GM at 19:17, Fri 12 Oct 2018.
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