Basic Moves

A teenage superhero drama about a group of 4th generation heroes discovering who they want to be while trying to do some good in the world.
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Name: Joshua
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Basic Moves

Postby Chrono » Sun Jul 09, 2017 5:53 pm

When you directly engage a threat, roll + Danger. On a hit, trade blows. On a 10+, pick two. On a 7-9, pick one.
• resist or avoid their blows
• take something from them
• create an opportunity for your allies
• impress, surprise, or frighten the opposition

When you unleash your powers to overcome an obstacle, reshape your environment, or extend your senses, roll + Freak. On a hit, you do it. On a 7-9, mark a condition or the GM will tell you how the effect is unstable or temporary.

When you comfort or support someone, roll + Mundane. On a hit, they hear you: they mark potential, clear a condition, or shift Labels if the open up to you. On a 10+, you can also add a Team to the pool or clear a condition yourself.

When you pierce someone’s mask to see the person beneath, roll + Mundane. On a 10+, ask three. On a 7-9, ask one.
• what are you really planning?
• what do you want me to do?
• what do you intend to do?
• how could I get your character to ___?
• how could I gain Influence over you?

When you defend someone or something from an immediate threat, roll + Savior. For NPC threats: on a hit, you keep them safe and choose one. On a 7-9, it costs you: expose yourself to danger or escalate
the situation. For PC threats: on a hit, give them -2 to their roll. On a 7-9, you expose yourself to cost, retribution, or judgment.
• add a Team to the pool
• take Influence over someone you protect
• clear a condition

When you assess the situation, roll + Superior. On a 10+, ask two. On a 7-9, ask one. Take +1 while acting on the answers.
• what here can I use to ________?
• what here is the biggest threat?
• what here is in the greatest danger?
• who here is most vulnerable to me?
• how could we best end this quickly?

When you provoke someone susceptible to your words, say what you’re trying to get them to do and roll + Superior. For NPCs: on a 10+, they rise to the bait and do what you want. On a 7-9, they can instead choose one.
• they stumble: you take +1 forward against them
• they err: you gain a critical opportunity
• they overreact: you gain Influence over them

For PCs: On a 10+, both. On a 7-9, choose one.
• if they do it, add a Team to the pool
• if they don’t do it, they mark a condition

When you take a powerful blow, roll + conditions marked. On a 10+, choose one.
• you must remove yourself from the situation: flee, pass out, etc.
• you lose control of yourself or your powers in a terrible way
• two options from the 7-9 list

On a 7-9, choose one.
• you lash out verbally: provoke a teammate to foolhardy action or take advantage of your Influence to inflict a condition
• you give ground; your opposition gets an opportunity
• you struggle past the pain; mark two conditions
On a miss, you stand strong. Mark potential as normal, and say how you weather the blow.

User avatar
Posts: 133
Joined: Sun May 31, 2015 5:24 am
Name: Joshua
Location: Springdale


Postby Chrono » Sun Jul 09, 2017 5:55 pm

• If you’re Angry, take -2 to comfort or support someone or pierce the mask.
• To clear Angry, hurt someone or break something important

• If you’re Afraid, take -2 to directly engage.
• To clear Afraid, run from something difficult.

• If you’re Guilty, take -2 to provoke someone or assess the situation.
• To clear Guilty, make a sacrifice to absolve your guilt.

• If you’re Hopeless, take -2 to unleash your powers.
• To clear Hopeless, fling yourself into easy relief.

• If you’re Insecure, take -2 to stand in defense or reject what others say about you or the world.
• To clear Insecure, take foolhardy action without talking to your team.

You can also clear a condition when someone else comforts or supports you, or when you defend someone.

Conditions always clear at the END of the scene in which you take the corresponding action or are comforted/supported.

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