+1 if everyone has the same purpose in the fight

+1 if everyone has the same purpose in the fight

+1 if everyone has the same purpose in the fight

When PCs enter battle, how much specific should we be about this option. Basically, they’re the good ones fighting the vilains, so it should always apply, no ?

How much of a tank is your Legacy ?

How much of a tank is your Legacy ?

How much of a tank is your Legacy ?

Hi, I got a wonder woman style Legacy in my sessions, with the move Never give up, never surrender. Basically, with Savior+3, and frequently defending,  she can clear Condition quickly without making hard choices to clear them, and you can’t really get her out of fight with Never give up, never surrender.

Even on a 6- , you get some advantage, and I find this move too powerful and positive for the moment when you should suffer and fear the dice result. Basically, if she defends a teammate from a powerful blow, she gets 4 advantages, 2 from Defending and 2 from getting hit…

Maybe having only one option at 10+, staying in the fight with a vulnerable opponent at 7-9 and simply going down at 6-. Or reverting to the normal powerful blow move, but deducing your Savior value from the roll, as this move is full of opportunity that the Legacy doesn’t have access to when he selects Never give up

“> □ Never give up, never surrender: When you

take a powerful blow, use this move instead of

the base move. Roll + Savior. On a hit, you stand

strong and choose one. On a 10+, choose another.

– You get an opportunity or opening against your

attacker.

– You rally from the hit, and it inspires the team.

Add a team to the pool.

– You don’t have to mark a condition.

On a miss, you go down hard but leave your

opponent off balance and vulnerable.

Opinions ? Experiences ? 🙂

Final

Final

Final

Where were you ?

When you take off your mask and must face the obligations of your secret identity, roll +Mundane. On a 10+:  you pass for the teen you should be. On a 7-9: pick 1:

-You raise suspicion and an eye will be kept on you in a near future

-You must make some efforts now if you don’t want to loose someone or something

-You need to make a fool of yourself, losing Influence on a witness or someone involved

On a 6-: they don’t believe you and jump to the worst conclusion

Previous

Where were you ?

When you take off your mask and must face the obligations of your secret identity (parents, exams, boyfriend,..), roll +Mundane. On a 10+:  you pass for the teen you should be. On a 7-9: pick 1:

-You raise suspicion and an eye will be kept on you in a near future

-You must make some efforts now if you don’t want to loose someone or something

-You must reject the influence of someone who’s holding you accountable (not sure that’s the right translation/phrasing)

On a 6-: they don’t believe you and jump to the worst conclusion

#Masksrpg #Halcyonjailbreak 

Speed up

Speed up

Speed up

When you need to reach quickly an accessible spot, roll +Mundane if you try to reach it normally or +Freak if you use your powers to do so. On a hit, you reach it. On a 10+: pick 1. On a 7-9: pick 2

-You draw attention to you on the way

-It’s longer than you thought

-Your final spot is unstable and your opposition gets an opportunity

-You exhausts yourself and mark a condition

When players had to get to the fight scene while they were somewhere else, or pursue an fleeing vilain, unleashing powers didn’t do the work totally well (7-9 options resulting automaticaly in marking condition or “your move create danger… so you must stop it to manage the danger”), so I propose this custom move ^^

#Masksrpg #Halcyonjailbreak

I made a video review of the game. In french, sorry, but it may still be of interest for some people :)

I made a video review of the game. In french, sorry, but it may still be of interest for some people 🙂

I made a video review of the game. In french, sorry, but it may still be of interest for some people 🙂

https://youtu.be/BtnsA3TRoXo

https://youtu.be/BtnsA3TRoXo

First I’d like to say I’ve never been so enthusiastic about an AW hack since Monsterhearts.

First I’d like to say I’ve never been so enthusiastic about an AW hack since Monsterhearts.

First I’d like to say I’ve never been so enthusiastic about an AW hack since Monsterhearts. So I’m translating documents in french to play it tomorrow and I have some questions:

1/What technical differences do you make between vulnerable/opportunity/critical opportunity/opportunity for the opposition ?

2/If I directly engage a threat, does the option “impress, surprise, or frighten the opposition.” has a particular use regarding the Condition the opponent will have to mark ? Could it even be mandatory  or will the Conditions still be marked one after another by hitting a vilain even if there is no particular reason in the fiction ? Should the hero have to search what Conditions a vilain can have so they can see how they can affect him ?

3/My Hero is threatened by a crumbling building over is head or a death ray from from a vilain. How can he defend : unleashing his powers / directly engaging a threat with a 7+ choosing “resist avoid blows” ?

Thanks in advance for your reply.

Kal