Difference between revisions of "Basic Moves"

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== Halcyon City ==
+
= Basic Moves =
There’s no place like it, anywhere else on earth. And to those who call it home, there’s no place better.
 
  
Halcyon City is a massive, bustling megalopolis. Gleaming silver skyscrapers adorn its [[:Category:Businesses|business districts]], and assorted streets, bridges, and rails crisscross its body. Countless people from countless cultures and walks of life populate this great city. It’s a contradictory and wonderful combination of darkness, crime, corruption, and flaws, built on the errors of the past alongside light, hope, and the promise of change and growth. It’s always been the city of tomorrow and yesterday, and that’s never been more true than today.
+
== 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.
  
Halcyon is the focal point of the super-powered, extra-normal world. Caped figures soar through its skies and break into fights against terrible monsters and gigantic robots. Villains scheme in nefarious lairs hidden in the clouds over the city, while heroes meet and contemplate their next course of action in their golden halls of justice. Paranormal adventurers walk Halcyon City’s streets, looking for distortions and portals to other realms, while time travelers and aliens make this city their home, for better or worse.
+
== Directly Engage ==
 +
When you directly engage a threat, roll +Danger. On a hit, trade blows. On a 10+, pick 2. On a 7-9, pick 1:
  
The city’s always had more than its share of strange heroes and goings-on, but since the late 1930’s, it’s played home to more superhumans and their kin than any other place on Earth, and the city has evolved to fit its population. Construction crews work at ridiculous speeds to repair the damage done in superhuman brawls. Law enforcement has adapted to the superhuman activity with a unique set of responses and equipment. Halcyon hosts the headquarters of [[The Advanced Expert Group for Intervention and Security|A.E.G.I.S.]], an elite government agency that arose specifically to deal with superhumans, among other weird, secret, and superhuman oriented organizations.
+
● resist or avoid their blows.
  
Over the course of 80 or so years of superheroes, Halcyon City has seen three relatively distinct generations of superheroes rise and fall. These three generations are known colloquially as [[the Gold Generation]], [[the Silver Generation]], and [[the Bronze Generation]]. And now...there’s a new generation rising. The children of other superheroes, or trainees of prior generations, or brand new superpowered individuals, all trying to figure out who they are in the midst of Halcyon City’s own special brand of wonder and insanity.
+
● take something from them.
  
That’s you. You’re the new generation, and soon enough, this city with its amazing miracles and impossible wonders will be yours. Who will you be when it’s time to inherit Halcyon’s reins? What will you make of the place? Whose butts will you kick on the way?
+
● create an opportunity for your allies.
  
== Halcyon History ==
+
● impress, surprise, or frighten the opposition.
Halcyon City! Shining beacon of heroism and progress! The city of tomorrow!
 
  
That’s the tagline, anyway. The truth is always a little more complex.
+
== 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
  
Halcyon City has been around for several centuries, but its real history begins in the 1930’s, with the appearance of Maggie MacIntyre, better known as Flying Freedom. Historians know now that there were superhumans before, scattered all throughout history. But Flying Freedom was the first public figure to whom the term “superhero” could reasonably be ascribed. She was cloaked in a pilot’s jacket, cap, and goggles, with the American flag emblazoned on her back, and she could fly. Newsreel footage of the era marveled at how she soared over Halcyon’s tallest towers.
+
one. On a 7-9, it costs you: expose yourself to danger or escalate the situation.
  
Maggie MacIntyre fought criminals and madmen with flair and heroism. But she wasn’t immortal, and she wasn’t invulnerable. She died saving Halcyon City from her mortal enemy, Captain Coldheart, and his aerial doomcraft, but she’d already inspired new heroes. Champion and the Haunt had taken up her struggle for heroism, and Halcyon City would never be the same.
+
● add a team to the pool
  
Superhumans gravitated toward the city, joining its ever-growing community of metahumans. Some immediately sought out criminal activity; others dove headfirst into heroics; still others just lived their lives. But with all of them together in one place, Halcyon became a hotbed of technological progress. Industries moved headquarters into Halcyon to be closer to the biggest developments in their fields. And with ever greater wealth and success came ever more superpowered insanity.
+
● take Influence over someone you protect
  
Halcyon has seen countless superheroes rise and fall. It’s seen super criminals and aliens, warlords and mythical monsters. It’s seen parallel dimensions overlaid on its own streets, and it’s seen time travelers from an endless panoply of possible futures. It’s been invaded, conquered, defended, and freed. And through it all the city perseveres, changing and adjusting and adapting to face whatever threats or challenges come before it.
+
● clear a condition
  
== Halcyon Today ==
+
For PC threats: on a hit, give them -2 to their roll. On a 7-9, you expose yourself to cost, retribution, or judgment.
The city is huge; over 10 million people live in its many neighborhoods and districts. It’s a city of tremendous variety, from the large island of silver and glass skyscrapers to the waterfront neighborhoods of dark alleys to the strange architecture transposed onto our Halcyon from other worlds. People from an endless panoply of cultures fill its streets, bringing their own beliefs, traditions, and practices into the city’s crucible. The city is far from perfect, with plenty of prejudice and bigotry even today, but there’s no other place on Earth quite as diverse as Halcyon.
 
  
And that’s not even getting into the superhuman stuff.
+
== Assess The Situation ==
 +
When you assess the situation, roll + Superior. On a 10+, ask 2. On a 7-9, ask 1. Take +1 while acting on the answers.
  
Halcyon is the single greatest confluence of superheroic, metahuman, supernatural, and impossible activity in the entire world. For years scientists and historians have tried to determine the causal relationship between the city and the superpowered madness that goes on there. There’s the obvious—new superheroes and supervillains come to Halcyon because it’s where the action is. But why is Halcyon always the target of alien invasions? Of paranormal transdimensional transpositions? Of apocalyptic events and eldritch monstrosities and whatever else you can think of?
+
● What here can I use to ?
  
No one’s ever found a definitive answer, and most people in the city don’t worry too much about the why. The city just is what it is. Some cities deal with constant cloud cover or terrible weather. Halcyon has superpeople, monsters, time travel, sorcerers, and whatever else. *Shrug* The city’s never ended so far, and the superheroes generally have a pretty good handle on things. Life goes on.
+
● 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?
 +
 
 +
== 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
 +
 
 +
== 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.
 +
 
 +
== Pierce the Mask ==
 +
When you pierce someone's mask to see the person beneath, roll + Mundane. On a 10+, ask 3. On a 7-9, ask 1.
 +
 
 +
● 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?
 +
 
 +
== Take a Powerful Blow ==
 +
When you take a powerful blow, roll+Conditions marked.
 +
 
 +
On a 10+, choose 1:
 +
 
 +
● 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 1:
 +
 
 +
● 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.
 +
 
 +
= Adult Moves =
 +
 
 +
== Wield your powers ==
 +
When you wield your powers, roll + freak. On a hit, choose 1. On a 10+, choose 2.
 +
 
 +
● Take hold of something vulnerable to you.
 +
 
 +
● Create something from your environment.
 +
 
 +
● Neutralize an opponent, at least for now.
 +
 
 +
== Persuade with Best Interests ==
 +
When you persuade someone with their best interests, roll + Superior. If they're an NPC, on a 10+, they buy it, and act accordingly. On a 7-
 +
 
 +
9, they need concrete assurance, right now. If they're a PC, then on a hit, they can mark potential or shift their own labels if they do what you want. On a 10+, take Influence over them.
 +
 
 +
== Empathize ==
 +
When you empathize with someone openly and visibly, roll + Mundane. On a hit, they must reveal a vulnerability, or mark a
 +
 
 +
condition. On a 10+, take Influence over them.
 +
 
 +
== Stand up for something ==
 +
When you stand up for something, roll +Savior. On a 10+, choose 2. On a 7-9, choose 1.
 +
 
 +
● Listeners can't keep doing what they're doing.
 +
 
 +
● Listeners can't flee without addressing you.
 +
 
 +
● Listeners can't attack you without losing status or position.
 +
 
 +
== Overwhelm a vulnerable foe ==
 +
When you overwhelm a vulnerable foe, roll +Danger. On a hit, the fight's over. They're done.
 +
 
 +
On a 10+, choose 1. On a 7-9, choose 2.
 +
 
 +
● You take a powerful blow in turn.
 +
 
 +
● You hurt your foe more than you intended.
 +
 
 +
● You cause serious collateral damage.
 +
 
 +
= Start of Session =
 +
At the start of every session, the GM adds 1 Team to the pool.
 +
 
 +
= End of Session =
 +
At the end of every session, choose one:
 +
 
 +
- Grow closer to the team. Explain who made you feel welcome; give Influence to that character and clear a condition or mark potential.
 +
 
 +
- Grow into your own image of yourself. Explain how you see yourself and why; shift one label up and another down.
 +
 
 +
- Grow away from the team. Explain how you feel detached. Take Influence over you away from another character.
 +
 
 +
= Team Mechanics =
 +
When you enter battle against a dangerous foe as a team, add two team to the pool.
 +
 
 +
● If the leader has Influence over every teammate, add another team.
 +
 
 +
● If everyone has the same purpose in the fight, add another team.
 +
 
 +
● If any team member mistrusts the leader or the team, remove a team.
 +
 
 +
● If your team is ill-prepared or off-balance, remove a team.
 +
 
 +
The leader of the team can mark a condition to avoid removing a team from the pool. Anyone working with the team can spend it one for one to help a teammate; give them +1 to their roll.
 +
 
 +
Team members can also spend team to act selfishly. When you act selfishly, say how your actions ignore or insult your teammates, remove 1 team from the pool, and shift 1 Label up and 1 Label down, your choice. You can use this option after rolling to alter the Label you’re rolling with.
 +
 
 +
Whenever time passes, the GM will empty the Team pool and restore it to 1 Team.
 +
<br />
 +
 
 +
= Moment of Truth =
 +
When you unlock your Moment of Truth, you can activate it at any time: read your Moment of Truth out loud from the back of your playbook and follow that script. In essence, you (the player) take full control of the narrative in this moment. The GM will let you know what consequences arise…
 +
 
 +
After you use your Moment of Truth, permanently lock 1 Label. You have changed, and some part of you has become set in stone.

Latest revision as of 11:43, 13 September 2020

Basic Moves

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.

Directly Engage

When you directly engage a threat, roll +Danger. On a hit, trade blows. On a 10+, pick 2. On a 7-9, pick 1:

● resist or avoid their blows.

● take something from them.

● create an opportunity for your allies.

● impress, surprise, or frighten the opposition.

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.

Assess The Situation

When you assess the situation, roll + Superior. On a 10+, ask 2. On a 7-9, ask 1. 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?

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

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.

Pierce the Mask

When you pierce someone's mask to see the person beneath, roll + Mundane. On a 10+, ask 3. On a 7-9, ask 1.

● 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?

Take a Powerful Blow

When you take a powerful blow, roll+Conditions marked.

On a 10+, choose 1:

● 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 1:

● 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.

Adult Moves

Wield your powers

When you wield your powers, roll + freak. On a hit, choose 1. On a 10+, choose 2.

● Take hold of something vulnerable to you.

● Create something from your environment.

● Neutralize an opponent, at least for now.

Persuade with Best Interests

When you persuade someone with their best interests, roll + Superior. If they're an NPC, on a 10+, they buy it, and act accordingly. On a 7-

9, they need concrete assurance, right now. If they're a PC, then on a hit, they can mark potential or shift their own labels if they do what you want. On a 10+, take Influence over them.

Empathize

When you empathize with someone openly and visibly, roll + Mundane. On a hit, they must reveal a vulnerability, or mark a

condition. On a 10+, take Influence over them.

Stand up for something

When you stand up for something, roll +Savior. On a 10+, choose 2. On a 7-9, choose 1.

● Listeners can't keep doing what they're doing.

● Listeners can't flee without addressing you.

● Listeners can't attack you without losing status or position.

Overwhelm a vulnerable foe

When you overwhelm a vulnerable foe, roll +Danger. On a hit, the fight's over. They're done.

On a 10+, choose 1. On a 7-9, choose 2.

● You take a powerful blow in turn.

● You hurt your foe more than you intended.

● You cause serious collateral damage.

Start of Session

At the start of every session, the GM adds 1 Team to the pool.

End of Session

At the end of every session, choose one:

- Grow closer to the team. Explain who made you feel welcome; give Influence to that character and clear a condition or mark potential.

- Grow into your own image of yourself. Explain how you see yourself and why; shift one label up and another down.

- Grow away from the team. Explain how you feel detached. Take Influence over you away from another character.

Team Mechanics

When you enter battle against a dangerous foe as a team, add two team to the pool.

● If the leader has Influence over every teammate, add another team.

● If everyone has the same purpose in the fight, add another team.

● If any team member mistrusts the leader or the team, remove a team.

● If your team is ill-prepared or off-balance, remove a team.

The leader of the team can mark a condition to avoid removing a team from the pool. Anyone working with the team can spend it one for one to help a teammate; give them +1 to their roll.

Team members can also spend team to act selfishly. When you act selfishly, say how your actions ignore or insult your teammates, remove 1 team from the pool, and shift 1 Label up and 1 Label down, your choice. You can use this option after rolling to alter the Label you’re rolling with.

Whenever time passes, the GM will empty the Team pool and restore it to 1 Team.

Moment of Truth

When you unlock your Moment of Truth, you can activate it at any time: read your Moment of Truth out loud from the back of your playbook and follow that script. In essence, you (the player) take full control of the narrative in this moment. The GM will let you know what consequences arise…

After you use your Moment of Truth, permanently lock 1 Label. You have changed, and some part of you has become set in stone.