Optimus Prime

Optimus Prime

Optimus Prime

Verbs: 

Smash +1

Influence +2

Maneuver -1

Protect +1

Investigate 0

HERO PROFILE 

Codename – Optimus Prime 

Playbook – My Alien Heritage, Lead

Former Codename and Aliases – Orion Pax, Optimus.

Alter Ego – A Big Red Truck

Greatest Foe – Megatron, leader of the Decepticons.

Current Costume – Giant  red and blue robot.

POWER PROFILE

Huge metal body, transform into a truck, big gun, leader of the Autobots.

Simple: Change to and from your alternate mode.

Difficult: Leverage your gigantic robot body.

Borderline: Use your arsenal to take out a Decepticon.

Possible: Adapt your alt mode to a new form.

Impossible: Combine with other Transformers into a super-robot.

LIMITATIONS:  

I’m not sure what weaknesses I’d give Optimus

ORIGIN PLAYBOOK: My Alien Heritage

 

One of a Kind: 

you are different from the people of Earth, answer the questions to set some guidelines about how different you are from humans. Whenever you get yourself into trouble owing to your differences with normal people (whether it by personality, appearance, genetic or base instincts), you may recover from one Condition when you consult a team member about the difficulties and differences you experienced. 

-Do you need to eat? No, but I need Energon to continue operating.

-Do you thrive in an environment that a human cannot survive in? Yes, I do not need to breathe.

-Do you dream? What is your purpose? Cybertronians do not need to sleep. My purpose is to protect the weak from the dangerous.

Take a moment to draw or write down what you look like on your character sheet. 

 

Alien Mind: 

whenever someone tries to invade your mind or harm you mentally, roll+Protect. On a 10+ you push them out but you must tell the invader a single, personal image they saw from your past before you do, but you may impose a Condition on the invader. On a 7-9, choose one: 

• You impose a Condition on the invader and you take a Moderate one as well or you may ask for an image from their mind instead and neither of you takes a Condition. 

• They pry a secret that will have serious repercussions in the future, offer your secret to the EiC. 

 

Weight of the World: 

whenever you treat yourself as an ambassador for your people, roll+Influence. On a 10+ hold 3, on a 7-9 hold 1. On a 6- the EiC will make a move and that has you Burn a Bond. 

• Use your words or presence to make an attacker hesitate and listen. 

• Unite a group in a common action. 

• Lead a group to safety. 

• Inspire a group. 

DRIVE PLAYBOOK: Lead 

Book available to open when: 

You find a cause to fight for. Write down your mission statement about what change you want to see 

realized in the world. 

 

Boy Scout: 

whenever you engage in reason or try to appeal to a villain, try to show them the error of his ways and roll+Influence. On a 10+, hold 3. On a 7-9, hold 1. Spend hold to ask the villain questions to which they must respond; asking a question will also force them to hesitate or pause mid-action until they finish responding. You might ask questions like: 

What set you down this path? 

What do you hope to accomplish with your plan? 

Who are you to judge humanity? 

 

Move available to open when: 

A Bond is reduced to zero because of your mission statement. 

 

Take Stock: 

When you read a charged situation, roll+Investigate. On a 6+, you can ask the EiC questions. Whenever you act on one of the EiC’s answers, take +1. On a 10+, ask 2. On a 7–9, ask 1: • Where’s my best escape route / way in / way past? 

• Which enemy is most vulnerable to me? 

• Which enemy is the biggest threat? 

• What should I be on the lookout for? 

• What’s my enemy’s true position? 

• Who’s in control here? 

• If I had to make a stand here, where would be best? 

• How could I gain the undivided attention of all those present? 

• Who or what is the source of the problem? 

 

Move available to open when: 

You lead a group of people you feel responsible for on a mission to accomplish a specific goal. Bonds

Anyone feel like a thread jam about cool game/adventure starters?

Anyone feel like a thread jam about cool game/adventure starters?

Anyone feel like a thread jam about cool game/adventure starters? Here’s a few in media res ideas that get me all excited to play:

Invasion

Aliens exist, and they’re here! The sky is blackened with great motherships and attack vessels, strange creatures are pouring out of portals all over the world, they’ve been here all along, and now they’ve put their plan in motion, taking control of the world’s governments. Only you brave heroes stand between innocent civilians and the Invaders.

Disaster

Something immense is destroying your city. A huge tidal wave, a meteor storm, an earthquake, a volcanic eruption, some otherworldly phenomenon, Whether it is natural or caused by a villain or external source, destruction of your city is imminent. You must hurry to save as many as you can.

Origin

A cataclysmic event, conspiracy, or experiment has given you powers, and you must learn to use them now to survive and help those you can.

Showdown

War has been brewing. Either between governments, secret organisations, or opposing ideologies within the super community, conflict has finally broken out, and it’s time to choose sides.

I’m not sure what the default starting Bonds are, and if I got the power definitions right, but this was fun!

I’m not sure what the default starting Bonds are, and if I got the power definitions right, but this was fun!

I’m not sure what the default starting Bonds are, and if I got the power definitions right, but this was fun!

Originally shared by Adrian Thoen

My attempt creating a Worlds in Peril hero.

Velocity is a young woman who gained powers when she was exposed to the blood of an alien being that crashed into her neighborhood and caused havoc. Now she protects her neighborhood and others exposed to the mutagenic blood from greedy corporations that want to weaponize and mass-produce them.

HERO PROFILE

Codename – Velocity

Playbooks –

I Became a Superhero Because of: 

It is My Goal and Drive to: Protect 

Former Codename and Aliases – Blueshift

Real Name – Erina Blake 

Greatest Foe – Corporate mogul/crime kingpin 

Current Costume – Dark bike leathers with blue lining, goggles with large reflective blue lenses 

VERBS

Smash +1

Influence 0

Maneuver +2

Protect +1

Investigate -1

POWERS

Flight, Super-Speed, Change her own weight/mass

Source: mutation caused by an Alien

Simple – Fly, Acrobatic movement. 

Difficult – Fly, move, or react at superhuman speeds, avoid an attack.

Borderline – Break the sound barrier.

Possible – outpace a bullet or missile.

Impossible – change the weight/mass of anythin other than her cells (other people, things, including her clothes), ignore the laws of aerodynamics and friction 

Lost – n/a

LIMITATIONS (3)

-My character’s power can only be used against one target at a time. (Herself only)

-My character can only use their power for a certain amount of time or until it runs out. 

 

-When my character pushes themselves and their power too hard, it affects them negatively in some way (Exhausted)-My character has something that weakens or negates their powers. 

(A type of radiation)

ORIGIN PLAYBOOK: What I Carry 

Wanted: 

whatever you’ve got, everybody else wants. Whether you did it to yourself or had it done to you, whatever gave you your powers is something that can, or at least could be theoretically, replicated 

again. There are a number of agencies, organizations or people after you so they can do just that. 

-The thing I’ve got that everybody else wants is the secret of my Powers 

-To the best of my knowledge, the people that want it are the evil Corporation 

 

Evade, Outwit, Outmaneuver: 

Whenever you are being hunted, or are cornered with no way out, describe how you evade capture. On 10+, you do it. On a 7-9, you do it but leave some sort of clue or connection that puts you or someone close to you in danger. 

 

Blend in: 

Whenever you try to look like you belong somewhere you don’t, roll+influence. On a 10+ you blend in and will fool anyone. Your actions can give you away but your appearance won’t. On a 7-9 you are challenged and need to prove you belong there. 

DRIVE PLAYBOOK: Protect 

Book available to open when: 

-You establish that you grew up, are accepted or know a particular area or community of the city very well. 

 

Back of my Hand: 

when you need to be somewhere, right now and in your city, say how you get there in an unorthodox or unknown way and roll+Maneuver, on a 10+, you get there just in time. On a 7-9 choose one: 

• You’re in trouble when you get there 

• Trouble finds you on the way 

 

Move available to open when: 

-Trying to help someone ends up getting you into even more trouble. 

 

Hold The Line!: 

whenever you draw a line in the sand, roll+Protect. On a 10+ hold 3, on a 7-9, hold 1. As long as you are keeping the enemy from advancing past your position, spend hold 1 for 1 to: 

• Attack any enemy who crosses the line. 

• When you assign a Condition, also assign it to another opponent if you can say how. 

• Push an enemy back so they cannot cross, explain how. 

 

Move available to open when: 

-You are the only one left standing or that can help and protect innocents from being harmed. 

 

Foxhole: 

whenever another character shares something private about themselves with you in the heat of battle that makes you want to fight for them, roll+Protect. On a 10+ hold 3. On a 7-9 hold 1. Spend hold 1 to 1. 

• Add your Bond score with that person to any roll involving them. 

• Prevent them from sustaining a Condition, say how. 

Here’s the basic moves for GO TIME

Here’s the basic moves for GO TIME

Here’s the basic moves for GO TIME

Originally shared by Adrian Thoen

Moves for GO TIME, my quick and dirty opposed conflict hack for escalating back and forth attacks between two opposing forces.

Attack

When you’re not in a tight spot and you go on the offensive and attack your opponent, roll+X. On a 10+, you pick two. On a 7-9, your opponent picks one. On a 6-, you’re in a tight spot, and your opponent immediately makes the counter move.

You gain (momentum) pressure.

You put your opponent into a tight spot, you describe how.

You cause collateral damage to someone or something nearby, describe what and how.

Defend

When you’re in a tight spot or under pressure and defend from attack, roll+X. On a 10+, choose two. On a 7-9, your opponent chooses one. On a 6-, you’re backed into a corner and your opponent can immediately attack.

You gain (momentum) pressure.

You get out of the tight spot, describe how.

You prevent collateral damage, describe how.

Parry

When you’re not in a tight spot, and you try to parry your opponent’s attack, roll+X before they roll. On a 10+, they take 2 to their roll. On a 7-9, they take -1 to their roll. On a 6, you leave yourself wide open, and they take +2 to their roll.

Counter

When your opponent has just rolled a 6- on an attack, and you respond with a counter attack, roll+X. On a 10+, choose two. On a 7-9, choose one. On a 6-, they choose one.

You get out of a tight spot, describe how.

You put them in a tight spot, describe how.

Increase the momentum by +2.

Desperate Action

When you’re backed into a corner, momentum is at 3 or higher, and your opponent has 3 or more pressure, you can unleash your Desperation Attack and roll+X. On a 10+, you nail a devastating manoeuvre, and take all 3. On a 7-9, most of your attack is effective, choose 2. On a 6-, you’re left wide open, and your opponent has a chance to End It now.

You reset Pressure to 0.

You get out of a tight spot and aren’t backed into a corner.

Momentum is at maximum, and you’ve caused massive collateral damage, describe how.

Quip

When you have your opponent in a tight spot, you may take a moment to deliver a brutal quip. They’ll get out of the tight spot, but you will gain 1 pressure and reduce the momentum by 2.

End It

When momentum is at max, your pressure is at max, and you have your opponent in a tight spot, roll+X to end the conflict now. On a 10+, you choose 1. On a 7-9, your opponent chooses 1. On a 6-, nothing’s really resolved and nobody goes home happy.

You leave them destroyed, ruined, or dead.

You offer them a chance to surrender or accede defeat peacefully.

You take something precious from them, describe what.

You win their respect, loyalty, or friendship.

They owe you big time.

While thinking about one of the entries in the SA TG Design August competition, a PBTA hack based on marvel vs…

While thinking about one of the entries in the SA TG Design August competition, a PBTA hack based on marvel vs…

Originally shared by Adrian Thoen

While thinking about one of the entries in the SA TG Design August competition, a PBTA hack based on marvel vs capcom, and Jonathan Walton ‘s musings on an Aang/Korra Benders PBTA hack, I got to thinking what defines a well choreographed, exiting fight.

I think it comes down to pressure and rhythm. The rhythm is the flow back and forth of attack, defend, counter. The pressure is about who has the advantage, who’s getting pushed back, the mounting tension as victory approaches.

The core moves for a fight between two players should represent this flow. Pressure is like a needle that swings between the two antagonists, until it settles firmly on the victor’s side. Rhythm dictates the swinging back and forth of the needle.

Working on the layout for the Player’s Handbook for Weird worlD. Critique encouraged!

Working on the layout for the Player’s Handbook for Weird worlD. Critique encouraged!

Working on the layout for the Player’s Handbook for Weird worlD. Critique encouraged!

Originally shared by Adrian Thoen

I’ve been working more of Freak World – now Tentatively called Weird worlD, and I’ve put together a preliminary Player’s Handbook to showcase the parts of a character and the Player Moves.

I’d love to hear feedback on the layout and legibility of the playbook – anything that doesn’t read properly, anything that seems too vague.

The current version of the game’s rules are here:

https://docs.google.com/document/d/1dK62F-kakCCLHhVwyjU2WVSxYELvdw-g16CgE8WkOMU/edit?usp=sharing