Anyone else have story prompts they can add?  I’m always looking for good jumping off points for adventures :)

Anyone else have story prompts they can add?  I’m always looking for good jumping off points for adventures 🙂

Anyone else have story prompts they can add?  I’m always looking for good jumping off points for adventures 🙂

Story Style:

Typically, each style is going to want to have a Beginning (Set-Up), Middle (Area of Exploration/Growth), and End (Conclusion).  Remember that those that have power want to keep it and those that don’t want to get it. 🙂

– 1 & Done

– Graphic Novel: A longer one and done story.

– Event: 2+ Episodes of a fairly stand alone story possibly bringing together outside help to stop a cataclysmic event or major villain and usually self contained.

– Arc: 5-6 Episodes Building to a Conclusion and with hooks beginning in the last episode or 2 that lead to the start of the next Arc.

– Season: 12-24 Episodes Building to a Conclusion and with hooks throughout that can lead to the stories of the following Seasons.

Tropes (You can always start off with one and twist the story in a new direction with another):

– Enemy of the Week

– Time Travel-Fix the Past

– Time Travel-From the Future to fix the Present

– End of the World Battle

– Doomsday Plague/Event (Zombies, Disease, etc.)

– Unstoppable Force

– Immovable Object

– Heroes as Villains

– Villains as Heroes

– Epic Journey-Someone Comes to Town (New Sheriff in Town)

– Epic Journey-Someone Leaves Town (Road Trip)

– Origin Story/Explore the Past (Bourne Identity)

– Pass the Torch/End of an Era

– New Powers Threats Responsibilities

– Vengeance, Pay-Back or Justice

– Redemption (Making up for the Past)

– Any of the Deadly Sins (Envy, Pride, Gluttony, Lust, Anger, Greed, or Sloth)

– Terror Attack

– Conspiracy Theories (Aliens, Illuminate, Big Brother, etc)

– Heist (ala Oceans 11)

– Chase

– Mystery

– Enemy of My Enemy/Strange Bedfellows

– Survival on a ‘Desert Island’

– Battle Royal/Fight Club

– Time to Train

– Mind-Control/Pod People/Taken Over

– Love Triangle

– Someone Cashes in a Chip

– Hostage Negotiations

– Lost Powers

– Swapped Powers

– Framed for Something You Didn’t Do

– Secret Identity Crisis

– Running the Gauntlet

– Caught in a Trap/Prisoner

– Moral Conundrum/Impossible Choice

– Easter Egg Hunt (ala National Treasure, Da Vinci Code)

I have a rules question.

I have a rules question.

I have a rules question. In the basic moves, Take Down and Serve and Protect seem to have a triggering conflict. If I confront an immediate threat and thereby stand in defense of a person place or thing, which trigger takes precedence? If neither, is it up to the MC or the player? I would look to the spirit of the stats for assistance, but you can Take Down with Protect, so that doesn’t clarify for me. Thanks!

Edit: I hadn’t noticed this before but Negoitate has a similar oddity since you can Take Down with “words charm or presence.” How do you decide whether that is a Take Down or an attempt to reach agreement or compromise through argument? Negotiate can presumably trigger during a charged or dangerous situation and in response to a threat; is the difference one of immediacy or what? How is that distinction found in play?

Similarly, Defy Danger and Take Down seem to have trigger conflicts when using Influence, sort of when using investigate and very much when using protect. While I can make a case for the first two, I’m having a lot of trouble distinguishing between “confronting an immediate threat by enduring or withstanding force” and “acting despite an imminent threat and/or digging in to endure a danger by enduring [or withstanding force].”

 

CAPTAIN MARVEL (CAROL DANVERS)

STEP 1: Choose Stats:

Verbs: Smash: +2 Influence: -1 Maneuver: 1 Protect: 1 Investigate: 0 

STEP 2: Write in your summary of powers (this should include anything and everything you’ll want to be able to do in the game that a normal person couldn’t do). It can totally be vague and broad – mastery over magnetism, superhuman strength, whatever. Powers that are advantages means they have the ability thanks to technology, an item, or something that is not an inherent ability (hence it can be taken away, messed with, etc.)

Summary of Powers: Superhuman strength, endurance, stamina, flight, durability (resistance to most toxins and poisons, can survive in space). Minor molecular control. Ability to absorb energy and project as photon blasts. Experienced spy, combatant and pilot.

Powers that are Advantages: none.

STEP 3: Answer the questions in the book to limit your powers if you so desire. By limiting your powers you can define more things you can do without risk (re: rolling the dice and making the Push). You also get more Bonds that you can use later to guarantee success in doing something.

(Extra Bonds from limitations -> 1 for weakness to magical energies)

2 Simple – Fly at half the speed of sound. Project explosive blasts of radiant energy.

1 Difficult – Absorb other forms of energy (like electricity) to magnify strength. 

1 Borderline – Bench press up to 90 tons. 

1 Possible – Predict the future.  

1 Impossible – To absorb magical energy without severe consequences.

STEP 4: Choose Origin Book.

Origin Book: The Accident

Out of Control: you got your powers as a result of a mistake, freak accident or experiment on yourself you hadn’t seen coming. It was a traumatic experience and your memories of it are confusing and disorienting. Your powers might change or your body itself might change overtime as a result of the incident. Write down how the experiment changed you and how it still might change you in the future and who else was affected by it. 

-The accident changed me by __making me a half-kree superwoman____

-The future effects on my body is still unknown but what could happen is _that I could lose my physical body and become pure energy____

-An enemy I made because of the accident is __my mortal enemy, Colonel Yon-Rogg and possibly the Kree___

Looking for Answers: when you look for answers to the questions you have about the experiment by opening your mind to another in order to learn more about what happened that day or your feelings about it, ask a question about that day and roll+Investigate. On a 10+, choose two and the EiC will answer your question. On a 7-9, the EiC will answer your question but the information may be confusing, alarming or suggest a hard choice. 

• The information is clear and detailed 

• You take +1 forward to acting on the information 

• The connection renews you, remove a Condition 

Suggested Foes: 

The Grudge: Is there someone that was affected by the accident and who holds you accountable for it? What happened to them and what do you plan on doing about it? 

The Mastermind: Is there someone who was pulling the strings behind the scenes the whole time? What was your first clue that not all was it appeared to be?

STEP FIVE: choose Drive Book:

(Since I’m still working on the “Figure Out Who I am” Drive Book, let’s go with “Die Trying” as that would have been her drive just prior to her new book. She has a brain lesion that damages her brain if she flies and could kill her if she pushes it too hard. Thought it might be fun to make her vice be superheroing instead of what the book was original created for things like playboy billionaires and such.

Drive Book:  Die Trying 

Book available to open when: 

-You reveal and indulge in a serious, self-destructive vice. Write down what your self-destructive vice is.

 

Reputation: When you meet someone important (your call), roll+Influence. On a 7+, they’ve heard of you and you say what they’ve heard, the EiC will have them respond accordingly. On a 10+, take +1 forward on the next action involving them as well. On a 6-, they’ve heard of you, but the EiC will decide what they’ve heard. 

Move available to open when: 

-Your fame or vice put all those close to you in danger because of your neglect in those around you and your indulgence in your vice. 

The Price of Fame and Fortune: when you indulge in your self-destructive vice, you may Hold 1. There will be consequences, but spend Hold 1 for 1 to: 

• Spend a lavish amount of money to acquire or buy an asset 

• Use your money and reputation to gain access to someone or some place 

• Draw attention to yourself

• Take +1 forward.

Move available to open when: 

-You reveal the reason for your self-destructive nature and what it is you have to prove to someone to someone you have a negative bond with.

http://i.imgur.com/hFPOlyH.jpg

Fred Hicks, It’s awesome that you’re jumping in on Worlds in Peril.  I’m really looking forward to the game.  Thanks.

Fred Hicks, It’s awesome that you’re jumping in on Worlds in Peril.  I’m really looking forward to the game.  Thanks.

Fred Hicks, It’s awesome that you’re jumping in on Worlds in Peril.  I’m really looking forward to the game.  Thanks.  

It would be great to see Adam Koebel , Sage LaTorra, and Vincent Baker  jump in as well.  Just sayin’.

Okay, here’s my first pass at an original character for my Brine Bay setting.

Okay, here’s my first pass at an original character for my Brine Bay setting.

Okay, here’s my first pass at an original character for my Brine Bay setting. His name is Newton and he’s a member of a squad of scientists.

https://docs.google.com/document/d/1nUAoJ9VGQlaDJ38QOiP8sV-7pN6pBdqRu5Aku9CbGXI/edit?usp=sharing

I’m far from proficient in this system but it seems to me that a player might want to make custom “power” moves.

I’m far from proficient in this system but it seems to me that a player might want to make custom “power” moves.

I’m far from proficient in this system but it seems to me that a player might want to make custom “power” moves. Is that in here?

GHOST RIDER

GHOST RIDER

GHOST RIDER

Verbs: Smash: +2 Influence: -1 Maneuver: 1 Protect: 1 Investigate: 0 

Summary of Powers: Composed of Bone and Hellfire when transformed. Super strength, stamina, durability and heightened reflexes. Healing factor and invulnerable to conventional weaponry. Use hellfire to create a new motorcycle or direct as blasts (or channel through other things – shotgun shells) that burn the soul and leave no physical injuries (unless trying to).

Powers that are Advantages: Motorcycle – ride on any surface. Mystical chain that responds to thought and can change shape and properties. 

(Extra Bond from limitations -> blood of the innocent to be spilled and can only protect the innocent so 1 more simple)

2 Simple – Pick up and hurl a truck. Control my chain with my thoughts.

1 Difficult – Penance Stare (make someone feel all the pain they’ve inflicted on others). 

1 Borderline – Bench press up to 25 tons. 

1 Possible – Unleash hellfire in omnidirectional explosions powerful enough to bring great pain to even someone like the Hulk.

1 Impossible – To wield limitless power for a time without being possessed and used as a vessel.

Origin Book: The Deal 

Deal with the Devil: You traded something extremely important away to someone who requires something from you for your powers. 

-I traded __my free will and part of my soul_ for ___my step father’s life (and what turned out to be a bond with the demonic force known as Zarathos___

-I can only get it back after __I get the demon’s soul out my body___ by __finding the Crystal of Souls_____

Need More, Give More: You can push your powers harder by giving up more. Explain what you are sacrificing and how in order to do something you haven’t done yet with your powers. The more powerful, the more you have to give up. Proposition the EiC.

Confession: Confide in someone by confessing your sins. Increase or form a Bond with them, but know that the knowledge you are imparting to them will put them in harm’s way. When you Burn this Bond double its effects. 

Suggested Foes: 

The Benefactor: Do you now fight against the one who gave you power? How powerful are they? Do they have minions? What do they want? Are you scared you might end up like them? 

The Demon Hunter: Is there a person or organization out there that seeks to kill people like you? Who are they? Why do they hunt you? Are they reasonable? Do you hope they succeed?

Drive Book: Do What Others Cannot 

Book available to open when: 

-When you hit rock bottom and compromise your morals. 

Not to be Trifled With: When you try to intimidate someone by doing something scary or shocking, roll+Smash. On a 10+ choose 1. On a 7-9, choose one and the EiC might have you Burn a Bond. 

• They spill their guts to you. Ask them a question and they will answer truthfully. 

• They live in terror of you. Take +1 forward against them, permanently. 

• They carry out a single task you send them on, within reason. 

Move available to open when: 

-Your actions get you in trouble with law enforcement, other superheroes or both. 

Marked: whenever you come off of a 12+ result on an attack, turn to your next opponent, let them know what’s coming and roll+Influence. On a 10+ choose two. On a 7-9, choose one: 

-The enemy sees you in a new light and makes all possible efforts to avoid you for as long as they can 

-The enemy does something to embarrass themselves (EiC’s call) 

-The enemy now sees you as the main threat 

If they run they will spread the word and tell others about what they saw you do, a reputation may begin to form. 

Move available to open when: 

-You bring up and discuss the idea of using lethal force or stepping outside the law with another character you have a strong bond with (your call).

http://i.imgur.com/lMy2ge1.png

Does anyone else here read the Wild Cards books?

Does anyone else here read the Wild Cards books?

Does anyone else here read the Wild Cards books? It would be a great source for odd character ideas. Basically an alien war unleashed a chemical that powered folks. Some people got cool super powers (aces) while others were deformed if they even got a power at all (jokers). It’s an anthology series put together by George R.R. Martin and friends who started out this setting as an RPG campaign. So far, I’ve loved the entries I’ve read.

SPOILERS

My favorites so far are the Great Turtle and the Sleeper.  The Turtle is an omega-level telekinetic, but he’s so agoraphobic that he fights crime while encased in an armored ‘turtle-mobile’ of sorts. The Sleeper is a guy who changes forms/powers every time he sleeps which usually resembles more of a hibernation/chrysalis. This means he might be a high flying, handsome Ace one day (think ) and five months later he might wake up with a body made of jell-o and no other powers. He even goes so far as to take drugs to postpone sleep when possible.  I’ve found the series pretty neat and fresh simply because several of the contributing aren’t traditional writers of super heroes. 

http://www.wildcardsonline.com/index.html

DOCTOR STRANGE

DOCTOR STRANGE

DOCTOR STRANGE

Verbs: Smash: -1 Influence: 1 Maneuver: 0 Protect: 1 Investigate: +2 

Summary of Powers: 

-Mystical powers drawn from and bestowed upon by mystical entities. 

-Mightiest magician in the cosmos and Sorcerer supreme. 

Some Spells known to be in the book of the Vishanti (among a bazillion). Falls under: Conjuration, banishment, control over others, time (distortion and travel), space (teleportation, levitation, dimensional travel). For example:

-Page 567 – The Gorgerell Transportation Spell

-Page 4564 – The Vishanti spell of illusion

-Page 497 – Colodor’s Reversal Spell

-Page 453 – Colognerner’s Reversal Spell

-Page 10 – The Corelli’s Exorcism Reversal Battle Attack

Powers that are Advantages: 

-Cloak of Levitation – levitation and flight, resistance to damage from elements, disguise, can be called upon and act as an extra limb.

-Eye of Agamotto – see through disguises and illusions, past events, track beings via psychic or magicial emissions. Psychic probing, mystical shield, portals to other dimensions. Levitate objects, place beings into suspended animation, (group) teleportation.

-Book of the Vishanti – Book of spells (kept at home under lock and key). 

(Pretty powerful so only 2 extra Bonds from limitations and so one extra simple. He can do a lot but he’s going to be Pushing often to be able to do them.)

While Doctor Strange is crazy powerful and has access to many a spell, he starts play only being able to do a couple without having to Push:

2 Simple – Bolts of Balthakk (energy blasts), levitate myself or something else.

1 Difficult – Vapors of Valtorr (a radius of magical energy that unleashes a psychic storm

1 Borderline – Bonds of Cyttorak (Bind and keep something from being able to move)

1 Possible – The Winds of Watoomb (control over the weather of the entire Earth)

1 Impossible – To cast demonic spells that do not require barter of one’s soul.

Origin Book: My Knowledge 

A Dedicated Life: Through years of study and dedication you have acquired secret knowledge known only to a few. This knowledge grants you power but is also your responsibility as it means you are one of the few that can protect and guard the world against a specific threat known to you only through your knowledge. What do you know? How did you learn it? Who else knows and what is the threat you guard against? 

-The powers my knowledge grants me are: Conjuration, banishment, control over others, time (distortion and travel), space (teleportation, levitation, dimensional travel)

-The burden of my powers is to guard against: extra-dimensional or mystical beings.

Expert in the Field: When you first encounter an important creature, location, or item (your call) tied to your secret knowledge, roll+Investigate. On a 10+, tell the group what it is, the EiC will tell you something interesting about it. On a 7-9, the EiC will tell you something interesting about it, which may or may not be entirely true (EiC’s call). 

Do, Teach: When you impart your knowledge to another character, play out a scene of you teaching or training them. The next time they recall what you taught them, they may turn a 6- result into a 7-9 or a 7-9 result into a 10+. 

Suggested Foes: 

The Adversary: Are the threats you guard against living (or undead) beings? Do they have shape and form? Can they be killed? Do they have an avatar? How powerful are they? 

The Fallen: Is there one who used to possess your knowledge and position but has now fallen from grace? Who are they? How did they fall? Do they hate you? Do they want their position back?

Drive Book: Understand 

Book available to open when: 

-Your greatest failure and what allowed you to get past it comes up in play. 

Mumbo Jumbo: When you explain a process or concept that deals with the sciences or an area of your expertise in such a way that it goes way over heads’ of those around you (it doesn’t have to actually make sense), roll+Investigate. On a 10+, you may use a piece of technology to do something it would normally have no business doing. On a 7-9, you do it, but it will also produce an unintended result (the EiC will tell you what). 

If you can re-state your mumbo jumbo again so that it is very simple (metaphor recommended), take +1 forward on the roll. 

Move available to open when: 

-Doing something to a piece of technology recklessly results in an entire city, at the very least, being put in danger. 

Hypothesize: whenever you handle or examine an interesting object (your call), roll+Investigate. On a hit, you can ask the EiC questions. On a 10+, ask 3. On a 7–9, ask 1: 

• Who handled this last before me? 

• Who made this? 

• What has been done most recently with this, or to this? 

• How might I fix or break this? 

• What was this made to do? 

Move available to open when: 

-You regain your sanity after you snap and go mad learning of something no regular human has the capacity to understand.

http://i.imgur.com/pPjvgSP.png