The GM sheets have great core playbooks moves, is there a list of moves for the Halcyon City Herald playbooks?

The GM sheets have great core playbooks moves, is there a list of moves for the Halcyon City Herald playbooks?

The GM sheets have great core playbooks moves, is there a list of moves for the Halcyon City Herald playbooks?

So I’m starting a game, we haven’t actually created characters yet, right now we’re just bouncing around ideas.

So I’m starting a game, we haven’t actually created characters yet, right now we’re just bouncing around ideas.

So I’m starting a game, we haven’t actually created characters yet, right now we’re just bouncing around ideas. One player really wants to be a cyborg, but in our version of Halcyon the kind of tech needed to turn a normal person a super-powered cyborg doesn’t exist (we want to focus more on supernatural powers and keep the science to modern-day levels). We agreed on a work-around, that her supernatural power is what makes her cybernetics possible, now we just need to decide what her power actually is. Any suggestions?

Ideas we’re currently toying with include metal assimilation (to make the implants bond to her body), electricity generation (to power them) or superhuman resilience (to withstand surgery that would kill a normal person).

Someone just asked a question to which I don’t have an answer. It’s to do with the Beacon Move:

Someone just asked a question to which I don’t have an answer. It’s to do with the Beacon Move:

Someone just asked a question to which I don’t have an answer. It’s to do with the Beacon Move:

Pretty much a superhero: When you bring up

your superhero name to someone important (your

call) for the first time, roll + Savior. On a hit,

they’ve heard of you; say which of your exploits

they’ve heard about and which Label they think

applies. On a 7-9, the GM will tell you something

else they’ve heard, and pick a second Label they

assign to you. On a miss, they don’t take you

seriously or mistrust you moving forward.

What does the selection of these Labels (1 or 2) mean?

I’m running a game with a Star, and they’ve missed the last two sessions due to computer issues.

I’m running a game with a Star, and they’ve missed the last two sessions due to computer issues.

I’m running a game with a Star, and they’ve missed the last two sessions due to computer issues. In these two sessions, the team managed to take out a notorious supervillain (who, like the Star, is a popular new-media sensation), something which nobody (especially not me, the GM) would have ever expected them to do.

Obviously, this would make waves in the media, and it feels like the logical response of the press would be “well, where was the Star during all this?” This is also apropos due to the in-character explanation being that they’re in the hospital after picking a fight with a much-more-powerful supervillain to appease their needy audience.

However, I feel like directly giving them consequences for missing out (even if it’s something like marking a condition) is somewhat mean, since they had no control over the computer issues. What do you think is a good balance between not punishing the player for things out of their control, and getting affected by the fallout of missing a major triumph of the team?

Any ETA on when the print version of the Halcyon City Herald Collection will be shipping?

Any ETA on when the print version of the Halcyon City Herald Collection will be shipping?

Any ETA on when the print version of the Halcyon City Herald Collection will be shipping? It’s been a couple of months since the PDF came out and the Kickstarter’s been quiet since then.

So I’m new and trying first game next Friday.

So I’m new and trying first game next Friday.

So I’m new and trying first game next Friday. I only have the core book. I also haven’t read through all of this yet so if these were answered already I apologise.

1. Are there supplements or extra characters? If so are they good?

2. The Beacon power won’t let you down. I don’t get it. 2 from the team pool to give someone+2 to a roll. Isn’t that just what team is? How is this a power?

I started a campaign, and one PC, a Nova, has sorcery as ability, which rekindled a doubt I had for a while:…

I started a campaign, and one PC, a Nova, has sorcery as ability, which rekindled a doubt I had for a while:…

I started a campaign, and one PC, a Nova, has sorcery as ability, which rekindled a doubt I had for a while: usually, how do you manage general powers like that?

With “general powers” I mean that powers like sorcery, contrary to others, don’t have a defined scope, but could be anything: superstrenght gives you superstrenght, if you want to teleport you can’t, while sorcercy potentially could do anything: “I use my sorcery to teleport myself”, or “to increase my strenght” or whatever.

If you happened to have similar powers in your games, how did you manage them? (If you limited them somehow, or if you let them free to do whatever came to mind, etc.)

I don’t mean just as MC, also as player is interesting.

I’ve got a notion for a hook for a one-shot:

I’ve got a notion for a hook for a one-shot:

I’ve got a notion for a hook for a one-shot:

During teamgen, the GM actually creates an NPC as a teammate as if the NPC were another PC. Then the inciting incident is simply: the NPC has gone missing.

(The NPC, once found, will be in suspended animation or some such — no PCs will be de-protagonized on my watch.)