#1
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The Superhero Code (Game Rules)
Now, some terminology and general rules:
This game does not use an initiative system or any sort of turn order. Instead the game works in a free form way, focussing the spotlight on wherever the drama is. This may just make things that much easier in PbP. In general, you just post when you want to, so long as you leave enough room for others to get meaningful actions in. Feel free to use short posts if your character would interrupt anything going on (for example, I may say that someone is about to take damage from an incoming attack unless anyone defends them). Since this method means that no one needs to take a turn at regular intervals we will just continue if people start lagging in posting, assuming their characters got distracted or something.
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"Space is big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space." - Douglas Adams, The Hitchhiker's Guide to the Galaxy Also, take the oath.
Last edited by summerdruid; Jan 27th, 2017 at 07:26 PM. |
#2
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Labels
The five stats used in this game are your Labels - Danger, Freak, Saviour, Superior and Mundane. These do not represent any physical attribute, instead they all reflect how you view yourself. As such they will change very frequently throughout the game.
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"Space is big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space." - Douglas Adams, The Hitchhiker's Guide to the Galaxy Also, take the oath.
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#3
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Conditions
The five conditions are negative emotional states that you will inevitably enter as you suffer emotional stress or just get beat up during your superhero career. Each condition gives you a -2 penalty to a basic move while you have it but also has something you can do to clear it without someone else using the comfort or support move. When you mark a condition you normally choose which one to mark, but occasionally I will say which one you take if the situation calls for it.
If you need to mark a condition but you already have all five marked you are taken out of the scene. You either flee or pass out – death isn’t really on the table for this game.
__________________
"Space is big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space." - Douglas Adams, The Hitchhiker's Guide to the Galaxy Also, take the oath.
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#4
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Influence
Influence represents if someone’s words, opinions and actions have meaning to you. If someone has influence over you then you care about what they think and say. This applies both for PCs and NPCs. By default, all adults have Influence over you. At the start of the game your young heroes care about what adults tell them, but as the game goes on you will be able take influence away from those you don’t want to listen to.
__________________
"Space is big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space." - Douglas Adams, The Hitchhiker's Guide to the Galaxy Also, take the oath.
Last edited by summerdruid; Jan 29th, 2017 at 08:46 AM. |
#5
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This section covers two parts: the Team points and how you use them, and the Team Moves in your Playbooks.
__________________
"Space is big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space." - Douglas Adams, The Hitchhiker's Guide to the Galaxy Also, take the oath.
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#6
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There are many ways in which your character can change mechanically throughout the game. Labels and Influence are the most common ways for things to change, whether from a move or it just making sense. Sometimes you can gain something like a gadget, vehicle or power or lose something similar. For example: an Outsider with the Kirby-craft move might have to ram it into the giant extra-dimensional monster as a last-ditch attempt to stop it. The monster goes down but the ship gets destroyed in the process, so the Outsider removes the Kirby-craft move from their sheet.
Unlike with these prior examples where the fiction influences the mechanics, you’ll have to work out how the mechanical advancements that are gained from potential (as listed in your Playbook) affect the fiction. Whenever you roll a miss on a move (i.e a 6 or lower) you mark potential. There are other ways to gain potential, but this is the most common. If we were using physical sheets this would mean ticking one of the potential boxes, but we’ll just note how much potential you have at the moment. Once you fill out the potential track (or reach 5 potential) you clear it back to zero and take one of the advancements listed.
__________________
"Space is big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space." - Douglas Adams, The Hitchhiker's Guide to the Galaxy Also, take the oath.
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#7
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Your Moment of Truth effectively allows you to take control of the narrative. Take a look at what you Moment of Truth says – this gives you a rough indication of what you can do with it. As mentioned in the advancements section, you need to unlock your Moment. When you do you can then use it at any time it’s appropriate. This should be a moment of significant drama where the themes and conflicts of your character have some relevance. For example: if the situation at hand would not show a Legacy accomplishing something that even their predecessors have never done, the it’s probably not the right time.
When you do use your Moment, you gain almost complete control over the story at this point, so long as what you say does not conflict with the established fiction. You also can’t declare other character’s actions (unless you’re a psychic), but can describe pretty much anything else. For example: a Beacon can’t suddenly gain the strength to topple buildings or break apart giant robots, but they can find the skill, determination and perhaps luck to perform other almost impossible feats. Maybe they shoot an arrow while falling through the air, sending it streaming into the one open gap of the alien mothership, striking a vital component causing a chain reaction that blows up the whole thing! Of course, any action of such magnitude that you perform will have consequences. Every Moment of Truth also includes a line mentioning what repercussions may happen so be prepared for things to change drastically. In addition, once you have used your Moment of Truth you permanently lock one Label of your choice. This works in the same way as in the advancements - your Label can no longer move up or down for any reason. Any shifts that would involve that Label have no effect at all.
__________________
"Space is big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space." - Douglas Adams, The Hitchhiker's Guide to the Galaxy Also, take the oath.
Last edited by summerdruid; Feb 5th, 2017 at 07:52 AM. |
#8
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These are the basic moves as presented in the pdf that everyone can use from the beginning. Here, I’ll go over the rules of each move, including those of the specific options you get to choose.
Unlike most games, you do not deliberately declare “I want to use this move.” Instead you should just describe what you want to do and then we see if that fits a move. Instead of saying “I directly engage the giant robot,” you should say “I run forwards and jump up to the giant robot’s face to punch it.” Normally, the GM would then say if you should use a move, but in a PbP setting we need to make things more efficient. So if you think what you are doing fits a move then just roll it and carry out your chosen options, fitting into the fiction. I’ll narrate anything the GM needs to decide afterwards.
__________________
"Space is big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space." - Douglas Adams, The Hitchhiker's Guide to the Galaxy Also, take the oath.
Last edited by summerdruid; Apr 10th, 2017 at 02:32 PM. |
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