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Adult Moves Basic Moves

Wield your powers Persuade with DIRECTLY ENGAGE A THREAT ASSESS THE SITUATION
When you wield your powers with precision or grace, best interests When you directly engage a threat, roll + Danger. When you assess the situation, roll + Superior. On
roll + Freak. On a hit, choose one. On a 10+, choose When you persuade someone with their best On a hit, trade blows. On a 10+, pick two. On a 7-9, a 10+, ask two. On a 7-9, ask one. Take +1 while
two. interests, roll + Superior. If theyre an NPC, on a pick one. acting on the answers.
take hold of something vulnerable to you 10+, they buy it and act accordingly. On a 7-9, they resist or avoid their blows what here can I use to ________?
create something useful from need concrete assurance, right now. take something from them what here is the biggest threat?
your environment If theyre a PC, on a hit, they can mark potential create an opportunity for your allies what here is in the greatest danger?
neutralize an opponent or or shift their own Labels if they do what you want. impress, surprise, or frighten the opposition who here is most vulnerable to me?
threat, at least for now On a 10+, take Influence over them as well. how could we best end this quickly?
UNLEASH YOUR POWERS
Overwhelm a Empathize When you unleash your powers to overcome an PROVOKE SOMEONE
vulnerable foe When you openly empathize with someone, roll + obstacle, reshape your environment, or extend your When you provoke someone susceptible to your
When you overwhelm a vulnerable foe, roll + Mundane. On a hit, they must reveal a vulnerability senses, roll + Freak. On a hit, you do it. On a 7-9, words, say what youre trying to get them to do and
Danger. On a hit, the fights over. Theyre done. or mark a condition. On a 10+, take Influence over mark a condition or the GM will tell you how the roll + Superior. For NPCs: on a 10+, they rise to
On a 10+, choose one. On a 7-9, choose two. them as well. effect is unstable or temporary. the bait and do what you want. On a 7-9, they can
you take a powerful blow in turn instead choose one.
you hurt your foe more than you intended
Stand up for something COMFORT OR SUPPORT they stumble: you take +1
When you stand up for something, roll + Savior. On When you comfort or support someone, roll
you cause serious collateral damage forward against them
a 10+, choose two. On a 7-9, choose one. + Mundane. On a hit, they hear you: they mark they err: you gain a critical opportunity
listeners cant keep doing what theyre doing potential, clear a condition, or shift Labels if they
they overreact: you gain Influence over them
listeners cant flee without addressing you open up to you. On a 10+, you can also add a Team
For PCs: On a 10+, both. On a 7-9, choose one.
listeners cant attack you without to the pool or clear a condition yourself.
if they do it, add a Team to the pool
losing status or position
PIERCE THE MASK if they dont do it, they mark a condition
When you pierce someones mask to see the person
beneath, roll + Mundane. On a 10+, ask three. On a
TAKE A POWERFUL BLOW
When you take a powerful blow, roll + conditions
7-9, ask one.
marked. On a 10+, choose one.
what are you really planning?
you must remove yourself from the
what do you want me to do?
situation: flee, pass out, etc.
what do you intend to do?
you lose control of yourself or your
how could I get your character to ___?
powers in a terrible way
how could I gain Influence over you?
two options from the 7-9 list
DEFEND On a 7-9, choose one.
When you defend someone or something from an you lash out verbally: provoke a teammate
immediate threat, roll + Savior. For NPC threats: on to foolhardy action or take advantage
a hit, you keep them safe and choose one. On a 7-9, of your Influence to inflict a condition
it costs you: expose yourself to danger or escalate you give ground; your opposition
the situation. gets an opportunity
add a Team to the pool you struggle past the pain;
take Influence over someone you protect mark two conditions
clear a condition On a miss, you stand strong. Mark potential as
For PC threats: on a hit, give them -2 to their roll. normal, and say how you weather the blow.
On a 7-9, you expose yourself to cost, retribution, or
judgment.
Peripheral Moves
Start of Session Conditions Influence Moment of Truth
At the start of every session, the GM adds a Team to When a move tells you to mark a condition, mark any When someone has Influence over you, it means you When you unlock your Moment of Truth, you can
the pool. condition you choose. Sometimes the GM may tell care about what they do, say, or think. At any time activate it at any time: read your Moment of Truth
you a specific condition to mark, especially after a you can give Influence to any character who doesnt out loud from the back of your playbook and follow
End of Session hard move. have Influence over you. All adults have Influence that script. In essence, you (the player) take full
At the end of every session, choose one: If you need to mark a condition and have no over you when first introduced. control of the narrative in this moment. The GM will
Grow closer to the team. Explain more conditions to mark, you are taken out. You lose let you know what consequences arise...
who made you feel welcome; give consciousness or flee. The GM will tell you when you When you have Influence over someone, take +1 to After you use your Moment of Truth,
Influence to that character and clear come back into another scene. You may clear one all moves targeting them, including rejecting their permanently lock one Label. You have changed, and
a condition or mark potential. condition. Influence. some part of you has become set in stone. You can
Grow into your own image of yourself. Once a condition is marked, take -2 to certain unlock your Moment of Truth a second time through
When you take advantage of your Influence over
Explain how you see yourself and why; moves (max -3). advancements.
someone, surrender the Influence you hold over
shift one Label up and another down. If youre Angry, take -2 to comfort or
Grow away from the team. Explain why support someone or pierce the mask.
them to choose one: Advancements
give them -2 on a move they When someone permanently loses Influence over you,
you feel detached. Take Influence over If youre Afraid, take -2 to directly engage. just made (after the roll) it means that character can never hold Influence
you away from another character. If youre Guilty, take -2 to provoke inflict a condition on them over you again. This is almost always best used on
someone or assess the situation.
Team Mechanics take an additional +1 on a move an NPC, to indicate that you have moved past them
If youre Hopeless, take -2 to targeting them (after the roll)
When you enter battle against a dangerous foe as a and wont be affected by what you think of them
unleash your powers.
team, add two to the Team pool. again.
If youre Insecure, take -2 to stand When someone with Influence over you tells you
If the leader has Influence over every
in defense or reject what others who you are or how the world works, accept what When you retire from the life, it means youre not
teammate, add another Team.
say about you or the world. they say or reject their Influence. If you accept what part of the superpowered world anymore, and that
If everyone has the same purpose
they say, the GM will adjust your Labels accordingly; character should be considered safe and off-limits
in the fight, add another Team. Clearing Conditions if you want to keep your Labels as they are, you must to the GMs moves.
If any team member mistrusts the You can always clear a condition by taking a certain reject their Influence.
leader or the team, remove a Team. action. At the end of any scene in which you take the When you lock a Label, it means that Label can
If your team is ill-prepared or off- corresponding action, clear that condition. When you reject someones Influence, roll. On a hit, never shift up or down againthat part of yourself
balance, remove a Team. To clear Angry, hurt someone or you successfully hold to yourself and tune them out. is set in stone.
break something important. On a 10+, choose two. On a 7-9, choose one.
The leader of the team can mark a condition to avoid When you become a paragon of the city, it means
To clear Afraid, run from something difficult. clear a condition or mark potential by
removing a Team from the pool. youre no longer a young heroyoure a peer
To clear Guilty, make a sacrifice immediately acting to prove them wrong
to absolve your guilt. shift one Label up and one of the biggest heroes in the city, and you arent a
Anyone working with the team can spend Team one
To clear Hopeless, fling Label down, your choice Masks character anymore. The GM should treat your
for one to help a teammate; give them +1 to their
yourself into easy relief. cancel their Influence and take character as one of the biggest heroes in the city,
roll.
To clear Insecure, take foolhardy +1 forward against them but play them as an NPC.
Team members can also spend Team to act selfishly. action without talking to your team. On a miss, their words hit you hard. Mark a
When you act selfishly, say how your actions ignore You can also clear a condition when someone condition, and the GM will adjust your Labels.
or insult your teammates, remove one Team from the else comforts or supports you, or when you defend
pool, and shift one Label up and one Label down, someone. If you have Influence over a teammate and you
your choice. You can use this option after rolling to would gain Influence over them again, immediately
alter the Label youre rolling with. Shifting Labels shift one of their Labels up and one of their Labels
When you shift a Label, it means that your view of down, your choice.
Whenever time passes, the GM will empty the Team yourself is changing. You see yourself more as the
pool and restore it to one Team. Label you shift up, less as the Label you shift down. If you have Influence over an NPC and you would
If you ever need to shift a Label above +3 or below gain Influence over them again, take +1 forward
-2 mark a condition instead, GMs choice. against them.

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