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Rules Explanations.

Posted by GMFor group 0
GM
GM, 2 posts
Sat 18 Sep 2021
at 02:39
  • msg #1

Rules Explanations

The Core of the System is rolling 2d6 + the appropriate stat.  In general on a 6- thingsgo poorly, 7-9 is a mixed success and a 10+ is a full success.

A 6- doesn't always mean failure though.  It can be success with a hard choice or success with an unexpected complication.  Whenever there is a roll the story will move forward in some way or another

You are free to take any actions you want but certain narrative events will trigger a move.  For example

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?

The bolded session is the narrative trigger.  If you want to trigger this move you have to describe how you are assessing the situation, and likewise if you describe yourself assessing a situation you trigger the move.


There are basic Moves that everyone can use and Each playbook has moves specific to just them
This message was last edited by the GM at 14:37, Sat 18 Sept 2021.
GM
GM, 3 posts
Sat 18 Sep 2021
at 02:46
  • msg #2

Rules Explanations

Instead of tracking HP characters have conditions, which represent your emotional state The Conditions are

Afraid, Angry, Guilty, Insecure, Hopeless.  Each condition gives a penalty to certain basic moves while it is marked,  Each Condition also has it's own way of clearing it,  they can also be cleared during downtime or with the help of a teammate.  If all your conditions are marked you are taken out of a scene.  You might be knocked out, or run away, or hide.

Even though conditions are the mechanical thing that is tracked characters can still get battered, bruised, have a broken arm, etc. Those injuries more affect your fictional positioning meaning if something needs two hands to do and you have a broken arm you probably won't be able to do it.
GM
GM, 4 posts
Sat 18 Sep 2021
at 13:33
  • msg #3

Rules Explanations

Playbooks

Playbooks are a collection of powers, moves, and other game mechanics.  More importantly they are a message about what you want your characters story to be about.  Of you pick the Legacy you are saying you want your story to be about living up to your families history and expectations, the Beacon is a story about trying to be a hero in the big leagues without a big flashy power.
GM
GM, 10 posts
Wed 6 Oct 2021
at 14:45
  • msg #4

Basic Moves

The following are the basic moves

DIRECTLY ENGAGE A THREAT
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


Directly engaging a threat is the move for straightforwardly duking it out with
something—a monster, a villain, whatever. If you’re playing a bit of the ropea-dope, hoping to tire an enemy out, you’re not directly engaging, so the move
isn’t triggered. If you’re up against someone or something that isn’t actually all
that dangerous to you, then they’re not a threat, and the move isn’t triggered.


UNLEASH YOUR POWERS
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.


Unleashing your powers is the move for doing something complicated,
dangerous, and difficult with your powers. It is definitely not the “use your
powers” move—you’re probably using your abilities on nearly all of the basic
moves. This move is for those situations when you do something intense with
your powers, and we’re not sure how it’ll go, or if you can even pull it off.



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

Comforting or supporting someone is the move for helping others get over
their conditions and take control of their own destinies. It might appear to be
a nonessential move at first glance—which is more important, comforting or
supporting someone, or being able to punch superhuman monsters in the face?


DEFEND
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.
• add a Team to the pool
• take Influence over someone you protect
• clear a condition
For PC threats: on a hit, give them -2 to their roll.
On a 7-9, you expose yourself to cost, retribution, or
judgment

Defending someone is the move you use to stop something bad from
happening. It’s not about preemptively preparing a defense, or setting up a
shield—it’s about preventing the worst in the moment. The threat must be
immediate for this move to trigger.


ASSESS THE SITUATION
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?

Assess the situation is the move for when you want to get specific and
useful information about your situation and surroundings. In the fiction, this
is you taking a moment to survey what’s going on around you, looking for
important details. You can always ask the GM clarifying questions about your
environment and what your character would know—assessing the situation is
for highly specific and pointed information.


PROVOKE SOMEONE
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

Provoking someone is one of the main ways to make other characters do what
you want. This isn’t just straight up manipulation, though—provoking someone
isn’t about trying to convince them to do it, or offering them something they
want. It’s about pushing the right buttons to get them to do what you want.
Your words don’t have to match your intent, so long as you’re pressing the
right buttons.


PIERCE THE MASK
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?

Pierce the mask is for seeing who someone really is, beneath whatever facade
they present. It’s not just about literally seeing beneath someone’s mask; it’s
about understanding another person. It requires you to watch someone,
observe them, pick up on their body language and their emotions, to get a
read on who they really are. You don’t have to be talking with them to trigger
this move, but it’s easy to say you’re trying to pierce someone’s mask when
you’re talking to them.


TAKE A POWERFUL BLOW
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.

Taking a powerful blow is a move for when you get hit—hard. You’ll never
trigger this one intentionally. The GM always tells you when you need to
roll it. Most likely, you’ll get smacked during a fight—often as a result of a
directly engage—and the GM will tell you to take a powerful blow to see what
happens. You can take a powerful blow on an emotional level, too—getting
punched with a deep and terrible truth, maybe, or hearing someone you care
about utterly rip your heart to shreds.
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