I’d be curious about different groups’ use of the team moves.

I’d be curious about different groups’ use of the team moves.

I’d be curious about different groups’ use of the team moves. In our adventure, these tend (as far as I can tell) to be the least used moves for all of us—partially because a number of us players don’t feel that much of a yen for the effects of the move.

We wind up sharing celebrations/revealing weaknesses and deliberately not triggering the moves a lot of the time, so I’d like to head from folks who really enjoy them.

Do people have good stories about times a team move was awesome?

Do GMs have ways they’ve sharpened their players’ need for them?

Wrote my first custom move (and got my GM’s signoff) for my Bull, Sonia, who recently discovered, to her horror,…

Wrote my first custom move (and got my GM’s signoff) for my Bull, Sonia, who recently discovered, to her horror,…

Wrote my first custom move (and got my GM’s signoff) for my Bull, Sonia, who recently discovered, to her horror, that the people who gave her her powers (The Forge) also installed some mind control triggers.

I modeled it on take a powerful blow, which is what she had to do the first time they tried it on her, before she had any specialized defences.

When you resist mind control using your mantra, roll + Conditions. If you have influence over the person trying to control you, take -1.

On a 10+, choose one from the

* You do exactly what the command entails, and there’s a momentum to the mind control, you do the next thing they ask, too. No roll allowed.

* The only way to avoid letting them use your powers is to use them first! Lose control of your powers in a terrible way and mark an appropriate condition.

* Choose two options from the 7-9 list.

On a 7-9, choose one:

* You successfully resist the command, but it takes constant effort. Take -1 ongoing to all rolls, until the end of the scene or until the command is released

* You meditate, hard, and hold on until the command dissipates. But your enemy isn’t waiting for you to clear your head. You give ground, your opposition gets an opportunity.

* You resist the command, but you’re emotionally staggered. Mark a condition, and your opponent gets to ask you a question you must answer honestly.

On a miss, you hold strong and the command doesn’t seem to affect you, for now. Mark potential and the GM will tell you what the command appeared to be trying to do. Maybe take influence over the person who tried to control you, GM’s call.

I love that Masks uses conditions instead of hit points, to give everyone the ability to stay in a fight, regardless…

I love that Masks uses conditions instead of hit points, to give everyone the ability to stay in a fight, regardless…

I love that Masks uses conditions instead of hit points, to give everyone the ability to stay in a fight, regardless of their relative strength. But I’m so amused by how our team has such different rates of acquiring conditions.

Beacon: .4 conditions per session

Outsider: .5 conditions per session

Protege: .75 conditions per session

Delinquent: 1.6 conditions per session

Bull (Me): 1.8 conditions per session