3 thoughts on “I was curious, how is it that more conditions makes a villain more dangerous?”

  1. PCs in Masks have 5 Conditions that can be marked; Afraid, Angry, Guilty, Hopeless, and Insecure. They work as a kind of HP system. As they get marked, the PC loses effectiveness in the form of penalties to certain moves, and if all 5 are marked, then that PC is defeated.

    NPCs/Villains, on the other hand, can have a variable number of Conditions. Instead of 5, they could only have 1-4. This makes NPCs easier to defeat because they ‘run out’ of Conditions a lot sooner than a PC.

    However, marking Conditions works a little differently between PCs and NPCs. Because while PCs take a lasting penalty upon marking a Condition, NPCs instead trigger a Condition Move, which allows them to act immediately after marking the Condition. This is what makes NPCs with more Conditions more “dangerous”.

    For example, Rex attacks Doctor Infinity, triggering Directly Engage, and he rolls a weak hit and chooses to resist/avoid Infinity’s blows. This keeps him safe during the trading of blows, and Doctor Infinity marks a Condition, but because of Condition Moves she might be able to hit Rex anyway or immediately use her Influence over him.

  2. OHHHH! Then I completely misunderstood it. I thought it was a case of Villains START with conditions.

    Thanks guys that makes a lot more sense now.

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