This started out as a reply to the discussion between Danielle Hohensee and co, but got crazy long and went on a bit of a tangent. But since the topic is one I’ve seen come up a few times amongst my own groups as well as here on G+ (including a bit in that discussion by Doyce Testerman that’s exploded into a jillion comments while I was sleepin’!) I figured I’d make it its own thing so as to not derail that thread.
The topic at hand: Unleash Your Powers as a blasting-bad-guys combat move, and its use compared & contrasted to Directly Engage. The when and how of inflicting Conditions is an adjacent topic, but also distinct from this one in its own ways, so I’m not touching on it (yet).
Open discussion! Agree, disagree, caveat, food for thought, personal experiences, all of the above; I spiel like I know what I’m talking about but mostly I’m just brainstorming out-loud about how the game works in the absence of a full rulebook, ’cause having to write it out helps me nail down what I actually think about stuff.
Unleash Your Powers, as I see it, is a creative problem-solver, and only used for fighting-type stuff as a last resort. It’s a toolbox, not a weapon. Primarily, it enacts change in the situation; the examples in the original thread of shutting down shields or knocking things around are spot-on. It creates barriers, melts stuff, moves things (including yourself), and lets you do lots of other creative stuff with your powers other than blasting dudes. The key to it (and most moves in Masks, I’ve found) is looking at what it straight-up says you’re doing coupled with the 7-9 results. Particularly in the case of Unleash, “you do it” and “miss” at either end of the spectrum don’t give much context to anything, so 7-9 is where you wanna focus. Then if you’re not doing one of the actions described, or you can’t think of how the result would be stressful (marking a Condition), unstable or temporary, it’s probably not a situation you should be Unleashing in to begin with. This move’s applications are quite vague — by design I’m pretty sure — and if you get creative with it you can make the rules apply to a lot of different situations, meaning it’ll often overlap with another move (when Daredevil does his thing, is he “extending his senses” or “assessing a situation”?). A lot of the time I tend to process-of-elimination it by looking at the other moves that might apply and seeing if they do, falling back to Unleash as a backup plan if other things don’t seem to fit.
On that note, with this combat-ruling discussion, the key points of Directly Engage are that it’s versus a threat and that you trade blows. So the only real criteria for it to come into play is that you’re trying to hit someone where it hurts — could be physically, or emotionally, or psychologically, or… spiritually? — and they’re willing and able to hit you back, too. Other considerations like range or the powers involved don’t really matter, as long as those two things are true. For example, having a fist fight can obviously be Directly Engaging, but so can having a bitter argument with someone over the phone; you’re just trading emotional or psychological blows instead of physical ones.
In a more superpowered Nova-type example, flying 500 feet above a group of evil henchmen and raining fireballs on them is still Directly Engaging (and potentially Reality Storming) as long as they’re aware of you and are shooting their evil laser rifles back up at you, or can otherwise threaten you. If they’re aware of you but can’t really do much about it, they’re not a threat to you, and so the situation doesn’t fit the Directly Engage criteria.
If that’s the case (or they’re not aware of you and you’re just raining hellfire on them out of the blue like a superpowered stealth bomber) it’s up to the GM to call it based on the situation. I think a lot of GMs would want a roll of some kind and rule it as an Unleash, though the broadness of that move makes the 7-9 results a bit awkward to play out without some creativity (feel Guilty for setting a bunch of people on fire? temporarily set them on fire/scatter/suppress them? interpret “unstable” as “uncontrolled” and have some collateral happen?). Personally, if you were completely blindsiding some guys like that, I probably wouldn’t even call a roll; I’d just let it happen and move on. Good job leveraging your strengths, hero, let’s play to find out what changes. 😉
On the flip side, let’s say your friend the Bull is on the ground with the mass of laser-rifle-toting goons, and he likes to get up close and personal. The faceless henchmen are aware of him, and they have numbers and laser rifles, but it doesn’t matter because this guy’s invulnerable skin eats lasers for breakfast and his immense super strength means they’d struggle to even restrain him — meaning, in the scenario I’ve presented, he’s not going to bat an eye at anything they can throw at him and so despite him punching them in their stupid evil faces, Directly Engage wouldn’t apply, because there’s no threat. If he does just want to start punching these jerks out, he probably either just can without a roll (again, GM call) or he could be reshaping his environment to have way less conscious laser henchmen in it, thus rolling an Unleash with similarly-awkward 7-9 results, as above.
(Note that if the goons could slow him down with their numbers and other objectives were at stake, he could be under threat of wasting time and Directly Engage would be back on the menu, but I’mma keep it simple).
The real question, however, both fictionally and mechanically isn’t what he’s doing but why he’s doing it. Punching dudes is fine, and if that’s all that matters in the situation, see above. But if his purpose for it is to cause a ruckus and distract them so that your flying Nova self doesn’t get shot out of the sky, he’s Defending you (with his fists!) despite you being 500 feet skyward. Or he could be making a big show of how laughably-easy thumping the goon squad is in order to Provoke their villainous leader into a rash course of action. Or if he’s just trying to punch a path through the henchmen in order to reach said villain, that’s a pretty clear Unleash with the Bull trying to overcome an obstacle. And when he gets there, maybe the big bad villain can physically harm him, or has enough presence to hit him where it hurts in his sentimental Bull heart, in which case when those two square off he’s finally, clearly Directly Engaging in the traditional facepunch sense.
So, basically, like everything else in Masks, I feel like it’s down to context. When my player says “I want to blast that dude with fireballs”, I ask to what end — to open the door for it being a variety of situationally-appropriate moves — and if it’s just in the vein of “because I want him to go down” then Directly Engage gets the first look. But if the criteria for it don’t fit, because there’s no threat one way or the other… unless I feel a pressing need to introduce the possibility of failure, maybe we don’t touch the dice at all, ’cause Unleash isn’t really built for straight-up fighting, at any range. And if the heroes do find themselves in a situation where they can engage bad guys without being threatened, getting what amounts to an auto-success shouldn’t be able to derail a scene anyway, because those 10+ results were on the cards already. And if that foils my villainous plans, well, there’s always next time (Gadget!).
I like this explanation, and it makes more sense than how I’ve been interpreting it.
Doyce Testerman The phrasing of Unleash Your Powers throwing people off is something I wanted to mention, actually! I just forgot. Because I’ve seen it trip up a lot of people exactly as you described.
The problem being, you’re a superhero with fire powers. You have a habit of jumping into a group of baddies and violently exploding flames out of your body. The phrase Unleash Your Powers clearly describes what’s happening when you do that, down to the uncontrolled explosive tone of the word “unleash”. So naturally, it seems like the right fit.
The problem is, the most important words in the move’s opening line aren’t the ones in bold. The fact that you’re using your powers is integral to the move, but it shouldn’t be the focus, because you’re using your powers all the time: as a superhero using your powers is basically your job description, and you’ll be using them in different situations to make all sorts of different moves. Telepathy will be Pierce The Mask and Provoke Someone more often than it’ll be Unleash Your Powers, but Unleash is the only one that says “POWERS” in it, which makes it a giant, misleading neon sign for players looking for the applicable roll.
It makes a big chunk of dark text, but really the move should read like “When you unleash your powers to overcome an obstacle, reshape your environment, or extend your senses, roll + Freak”. Because the move only applies when you’re doing one of those three things, and that needs to be flagged a lot more than the fact that powers are involved.
And I will just tag Brendan Conway Magpie Games, because what Matt Morton says about the wording (see his post above mine) is spot on. (Meanwhile, sub and Mario Bolzoni Fabio Succi Cimentini Nicola Urbinati Steve DeCarli.)
Just throwing my agreement on the fire here.
I am still not sure that verbally engaging people fits with the Engage move and the Danger label. I haven’t tested it out in play yet however. It just feels off to me.
Otherwise I fully agree.
I never tested Directly engage with verbal attacks, but I do can see how that can be linked to Danger; I too thought about using it with non-physical threat, but never had the chance to see it. If someone tested this I’m interested in knowing how it went.
SPOILERS from Superman: Red Son:
in that comics, Braniac says that Luthor could convince Superman to commit suicide by speaking with him for something like 15 minutes, and the whole story – going on for decades – is resolved with a letter from Luthor to Superman. I would see Luthor as Dangerous – still he just spoke.
Doyce Testerman , I think Spiderman is provoking rather than engaging in that context. Which makes perfect sense on a 10+, spidey provokes rhino into a fight-ending situation, while on a 7-9, he gets influence, +1 forward, or opportunities that he can use to set up a finisher.
My take on bull vs. goons: The move says “trade blows”, not “trade powerful blows”.
If the blow is never going to be enough to hurt the opponent, you still roll, but the result of the blow being dealt is no injury (but on a hit, they still get to choose options, and on a miss, you still make a hard move). Say the bull charges goons that can’t hurt them, and rolls a miss. That’s a golden opportunity for you to use “show the costs of collateral damage”.
This is also useful in reverse. In my game, the players faced a cosmically powered foe that was way past their pay grade. When they traded blows, he shrugged off their damage–but they could still do things like impress them or take something from them. And that invulnerability is an obstacle that they could have overcome by unleashing their powers. As it happened, the invincible space god ended up being the perfect target for the Legacy’s moment of truth.
Alan Scott that is another way to view things and I like it. You ARE trading blows, even if it won’t do actual damage (on one end or the other) but it’s a great opportunity to leverage other moves.
Alan Scott Totally on-board with the trading blows roll thing. The powerful vs non-powerful blow part doesn’t really factor into my thinking, ’cause my approach to powerful blows is basically “a hit is powerful if the person taking it says it is”, but I think we’re mostly on the same page — just that I spent a lot of that spiel addressing the pure “I just want to knock guys out” angle. In practice, if my player says they want to punch evil cosplayer Garth Vader and disarm him of his genuine imitation laser sword, then it’ll absolutely be Directly Engage to determine success, even if Garth can only really flail in retaliation, ’cause the “take something from them” option is too clear a solution to overlook.
If the player just wants to take bad guys down, lacking the ability to be hit back and without chasing any of the other Directly Engage effects, I think I’ve favoured handing them the no-roll freebie due to lingering AW looking through crosshairs habits, where I’m almost excited to see my NPCs get wrecked. But as you rightly say, rolls help drive new situations and story notes (and misses give potential!), which I think on reflection makes rolling it out the better way to handle it. Also helps encourage players to think in non-“just beating guys up” ways in the first place by having them pick (and benefit from) those extra effects in the result list, which is nice for opening their mind to new ideas of what’s doable.
The “reverse” situation I’d actually already used in play, for exactly the kind of situation & reasoning you described. Just minus a moment of truth, sadly: I’ve yet to see one of those go off, but they sound rad. 😛