LOCKED LABELS AND MOVES REDUX

LOCKED LABELS AND MOVES REDUX

LOCKED LABELS AND MOVES REDUX

In a separate thread, I asked a question about locked labels, and there was a lot of interesting talk. However, on reflection it occurred to me that there can’t be that many moves that specify a label, and therefore just itemizing them and saying what happens if the label is locked might actually be easier than coming up with some kind of consistent rule. So, here they all are, with my take on what happens if the label is locked.

Bull – Punch everyone – if Danger is locked, nothing happens.

Janus – 2nd Team Move – if either Mundane or the Mask label is locked, nothing shifts, but the Influence gain happens.

Janus – the Mask – once either the Mundane or Mask Label are locked, affirming or denying your secret identity generates no effect.

Legacy – 1st Team Move – if you tell someone they are not your equal, and Superior is locked, nothing happens.

Legacy – I know what I am – if Savior is locked, then ignore the shift, you still add team to the pool the first time you defend a teammate.

Nova – 1st Team Move – If they say yes and either Danger or Superior is locked, nothing happens.

Outsider – Alien Ways – if Superior is locked, nothing happens.

Transformed – 2nd Team Move – If they say gaining, and Mundane is locked, no shift happens but you still clear the condition.

Reformed – What the hell, hero – on a miss, if Danger or Savior are locked the shift does not happen, but you still mark a condition of their choice.

Reformed – Dark Past – if Danger is locked, no shift happens, but you still choose one from the list.

Newborn – 2nd Team Move – if their response confuses/offends you and either Freak or Mundane is locked, nothing happens.

Newborn – Thermodynamic Miracle – if they open up to you and either Freak or Mundane is locked, nothing happens.

Innocent – What’s this thing? – if you act the way they tell you and Mundane is locked, no shift happens but you still clear a condition.

Martyr – if Savior is locked, nothing happens.

Joined – Powers Activate! – if the assistants Superior or Mundane are locked, nothing happens to the assistant. The leader still unleashes their powers with combined Freak.

Brain – Mission Debrief – if Superior is locked, you no longer can mark potential by downplaying your role in the mission.

Brain – Whenever you are confronted with your shame – if Superior or Danger are locked, you must mark a condition.

Soldier – I can do this all day – if Savior is locked, you cannot stop yourself from leaving the fight.

Soldier – Mission First – if Savior is locked, no shift happens, but if you avoided causing collateral damage you still clear a condition.

Two comments –

1) The only move that seems to me to simply be broken by locking the label is the Soldier’s I can do this all day. By broken I mean the move just makes no sense anymore, by locking Savior I can’t do it all day anymore? That just seems weird. Its the only one where I think considering a change in wording after the player locks Savior is worth talking about.

2) I disagreed with Brendan Conway on the Brain’s Mission Debrief.

One thought on “LOCKED LABELS AND MOVES REDUX”

  1. Also, looking at this list it seems clear why this question came to me recently. The newer playbooks have more moves that shift specific labels compared to the original playbooks.

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