Question: Has anyone used the playbooks as villains instead of heroes?

Question: Has anyone used the playbooks as villains instead of heroes?

Question: Has anyone used the playbooks as villains instead of heroes?

The reason I’m asking is that tonight we got together to play a session of masks and the group thought it would be fun to be villains for a change, so I allowed them to do it.

The game went really well and they had a blast and want to keep playing the villains (teens of course).

In our group we have a Protege (weapons and gadgets and impossible fighting skills) his mentor has power mimicry (with skills) and weapons and gadgets, we have a Doomed (with body transformation (electric), psychic constructs (electric) and vitality drain that works in unison with transformation), and last but not least, our bad ass Beacon (with phasing and martial arts, a fun character with the personality of Deadpool).

So any suggestions or thoughts on a villain game

How often do you let people do offensive actions…without provoking a move?

How often do you let people do offensive actions…without provoking a move?

How often do you let people do offensive actions…without provoking a move?

Directly engage is specifically for trading blows with opponents.

If Seismic in Rock form is trading punches with Haymaker, and Bedazzle shoots Haymaker with her gem blasts from afar, would you rules, HM just simply takes a condition (Making a condition move of course), because hes otherwise not paying attention/engaged/being grappled by Seismic and also probably doesnt have a way to reach/attack Bedazzle?

What are your thoughts on parts of fictional combat that dont provoke moves, and do you find this makes “ranged” characters a bit too fictionally strong?

I have a question regarding Unleash vs Directly Engage.

I have a question regarding Unleash vs Directly Engage.

I have a question regarding Unleash vs Directly Engage.

Directly engage is stated when you exchange blows with a powerful foe, however one of the options on Directly engage is to “take something from them.”

In creating effects that hamper foes, im not certain if its unleash or directly engage, especially when the effect isnt supposed to harm the person.

Examples:

Arachnid Lad shoots webbing to blind the thugs. Is that unleash or directly engage (to “take away their eyesight”)?

Stunlock creates a gravity well around the BBEG to render him too heavy to move. Is that unleash to change the environment or directly engage to “take away his movement”?

Popsicle is freezing Starbursts legs together in blocks of ice. Again is that unleash or is that DE to remove use of legs?

I’m toying with the idea of a character who’s trying to be a hero despite being the apprentice/heir/child (haven’t…

I’m toying with the idea of a character who’s trying to be a hero despite being the apprentice/heir/child (haven’t…

I’m toying with the idea of a character who’s trying to be a hero despite being the apprentice/heir/child (haven’t decided yet) of a super villain. If I want their villainous predecessor to be a big part of their story, what’s the right playbook for that? Can the Legacy’s lineage or Protege’s mentor be villainous?

I had a question.

I had a question.

I had a question… Say I want my Delinquent to grab one of the Janus’ moves (Dangerous web in particular). The move requires rolling with “your mask’s label” so without being forced into spending two advancements to get the Mask and Dangerous Web, how would I determine what label roll with? In a similar vein, I could see a Legacy wanting the Protege’s Heroic Tradition move, but that one references “the Label your mentor embodies.”

My current thought is to just pick whichever label seems most important to that playbook but I’m not sure if that really feels right since the Janus and Protege have more conflict with the labels the moves reference. I’m curious to see if this has come up for anyone else and how you’d handle it.

Hypothetical: Superkid has used an advancement to lock his mundane label at -1.

Hypothetical: Superkid has used an advancement to lock his mundane label at -1.

Hypothetical: Superkid has used an advancement to lock his mundane label at -1.

Superkid’s mom is telling him not to worry about the weight of the world yadda yadda, essentially things that would trigger shifting his savior down and mundane up.

What happens?

Does the move not trigger because mundane can no longer be shifted? Savior is still able to be shifted.

Does his mom end up inflicting a condition on him since one of the labels can’t be shifted?

Still reading though all this.

Still reading though all this.

Still reading though all this. My main question is scaling powers, if someone “Unleashes their power” is there any difference mechanically if they were doing something small “Use my telekinetic to bring a tugboat to the docks” vs something large “Use my telekinetic to bring a cruise liner to the docks” Is the system designed to ignore that? or as GM do I switch the scale so rather then 7-9 it is 9-11 for marking a condition.