So, the GM sheets thus far have made reference to paragon and generation moves, but we never got details on those…

So, the GM sheets thus far have made reference to paragon and generation moves, but we never got details on those…

So, the GM sheets thus far have made reference to paragon and generation moves, but we never got details on those and the prerelease book doesn’t include any references to them, as near as I can tell. Have those been officially deep-sixed, or will they be coming later? I was looking forward to generation moves, at least, as an easy and concrete reminder of what role each generation serves.

Has anyone made a GM sheet with all the principles, moves etc. based on the new material?

Has anyone made a GM sheet with all the principles, moves etc. based on the new material?

Has anyone made a GM sheet with all the principles, moves etc. based on the new material?

I haven’t counterchecked if the old beta sheet has 100% the same stuff.

Also a Basic Moves sheet would be awesome.

Anyone made something yet?

Looking to startup another weekly game through Skype or Hangouts on Mondays at 7pm CST.

Looking to startup another weekly game through Skype or Hangouts on Mondays at 7pm CST.

Looking to startup another weekly game through Skype or Hangouts on Mondays at 7pm CST. Hit me up if you’re interested!

I GM’ed my first session of Masks last night, and found that even a five-condition supervillain didn’t present much…

I GM’ed my first session of Masks last night, and found that even a five-condition supervillain didn’t present much…

I GM’ed my first session of Masks last night, and found that even a five-condition supervillain didn’t present much of a threat to the PCs. If your Danger isn’t negative, your “directly engage a threat” roll will come up with a hit better than half the time, which means you can often choose the option to avoid the enemy’s blows. My players took down their supervillain with only two of the PCs taking one blow each. Not an impressive showing for the supervillain.

Can anyone suggest something I might have missed? Or is this in line with everyone else’s experiences?

So one of my big complaints with the Nova playbook is that it never actually becomes better at Flares – due to it…

So one of my big complaints with the Nova playbook is that it never actually becomes better at Flares – due to it…

So one of my big complaints with the Nova playbook is that it never actually becomes better at Flares – due to it running stat agnostic and instead based on Conditions, it always has the same chance of failure, whether they’re fresh out of creation, or they’ve gone through a lot of hardship and been around the block.

To alleviate this, in my own personal game I am running I’ve added on to the Moment of Truth for the Nova – after unlocking and using it, they now roll their charging up move at +1 base, and then after the second Moment of Truth at +2. 

I felt this made both mechanical sense and fit with the story of it – after taking full control of their powers in a way that lets them warp reality, they gain a little more control, even if it’s not as complete. It means they’re less likely to blow themselves up, which is nice. And lets them get more use out of their flares, which is more fun for the player too.

So, what are everyone’s favorite playbooks, and why?

So, what are everyone’s favorite playbooks, and why?

So, what are everyone’s favorite playbooks, and why?

I love Transformed and Outsider. The feeling of not being comfortable with yourself, as well as the feeling of not belonging that the two have respectively is really powerful for good pathos.