Advancement?

Advancement?

Advancement?

So how do Advancements work? I don’t quite understand. 

You get 1 Archvivement point (called XP for now on in this post) when you unlock 1 of your drive playbooks moves. So when you meet the trigger for that you get 1 XP and you automatically get the move? 

And you open up Drive playbooks also by just hitting the trigger? 

So at any one point i could have a number of drive playbooks activated? 

When i have taken all the moves of one drive playbook and go on to the next, can i “discard” an old drive playbook because it is no longer fitting the character or would i have 4 open drives in a longer campaign? 

Will there be guidance for creating your own drive playbooks? 

How fast will i be able to buy advancements? Once per session? Once every 3 sessions? 

Why does removing one limitation from my powers require me to lower my threeshold as well? 

BATMAN

BATMAN

BATMAN

Verbs:

Smash: -1

Influence: 1

Maneuver: 0

Protect: 1

Investigate: +2

Summary of Powers: Athletic Prowess, World’s Greatest Detective.

Powers that are advantages: Utility belt – something for everything. 

Powers Profile: 

(So essentially since Batman has no inherent powers, but I’m going to treat his utility belt as a power, and since it can do a lot and is probably in semi-constant use, he’s not quite so limited. He’s going to have a bunch more Bonds than say, Superman though, that he can Burn to ensure success and he’s going to be able to do a lot. By treating the belt as a power he has a bunch of stuff he can do with it, and whenever he wants to introduce something new from it he can use Push, like a power, so that he isn’t limited by it and allows for screw-ups. Also, since it’s an Advantage, it’s something the EiC can play with or limit use of for Hard Moves which could be fun.)

3 Simple – Get past simple security measures without detection, scare the crap out of an enemy (have leverage over those scared or surprised), feats of Olympic ability – jump across rooftops.

2 Difficult – Disappear into the night when someone is aware of my presence (especially when they turn their back in monologue), Take out far away targets via bolas, grapple gun or goo globules.

1 Borderline – Get through walls or other obstacles – pellet grenades, laser, explosive gel, or thermite.

1 Possible – Equipment to survive in any environment – rebreather, special costume.

1 Impossible – Pull out anything bigger than the belt itself.

Origin Book: A Death in the Family

Haunted: In your past you were heavily influenced by the loss of a person that defines the core of why you became the hero you are today. You now live by a set tenets and ideals that can be almost impossible to live by at times, write down a sentence or two describing these ideals you live by. When you are pushed to your limit and are faced with a difficult decision, think of the person you lost. Have a one-sided conversation with them (or they can talk back if you are a little nuts) and ignore the effects of all Conditions until you succeed at a single action. 

Evil Never Sleeps: When you feel like you can’t stop or someone might die, Look for Trouble instead of trying to Fit In and recover from one condition after the trouble is resolved.

Cracks in the Same Places: When someone shares an experience with you that reminds you of your own tragedy, increase your bond with that person by one. 

Suggested Foes: 

The Killer: Is there a person or organization behind the death of your love one? Who are they? What are their abilities? Are they still at large or have they been brought to justice?

The Other Side of the Coin: Is there someone out there that represents everything you fight against? Who are they? What are their abilities? Why do they do the things they do?

Drive Book: Create

Book available to open when:

-Your work building, researching or studying is used against you and those you care about.

Workspace: Choose which of the following your workspace includes. Choose 3: portal to another dimension, biology lab, a junkyard of raw materials, hi-tech vehicles, weird-ass electronics, machining tools, transmitters & receivers, a proving range, relics of the golden age, booby traps, hi-tech machinery and parts, cosmic artifacts, unknown relics or unknown technology.

When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of some shit, decide what and tell the EiC. The EiC will tell you “sure, no problem, but…” and then 1 to 4 of the following:

It’s going to take hours/days/weeks/months of work;

• First you’ll have to get/build/fix/figure out _;

• You’re going to need _ to help you with it;

• The best you’ll be able to do is a crap version, weak and unreliable;

• It’s going to mean exposing yourself (plus colleagues) to serious danger;

• You’re going to have to add _ to your workplace first;

• It’s going to take several/dozens/hundreds of tries;

• You’re going to have to take _ apart to do it.

The EiC might connect them all with “and,” or might throw in a merciful “or.” Once you’ve accomplished the necessaries, you can go ahead and accomplish the thing itself. Work together with the EiC to come up with what it does and how it works.

Move available to open when:

-You go for broke and permanently sacrifice someone important to you in order to get your workspace.

Deep Pockets: when you need an item or object that is not complex or too hi-tech (EiC’s call), roll+Investigate. It has to be something small enough to be on your person. On a 10+, you happen to have just the thing, or close enough. On a 7–9, you happen to have something pretty close but there’s a catch, the EiC will tell you what it is. On a 6-, you used to have just the thing, but it looks like an enemy stole it from you, you lost it somewhere, the EiC will tell you where you last saw it.

Move available to open when:

-Your desire to learn about something endangers your personal physical or mental health or identity.

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

SPIDER-MAN

SPIDER-MAN

 SPIDER-MAN

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

Summary of Powers: Enhanced agility, reflexes, strength, durability, senses, spider-sense, wall-crawling. 

Powers that are Advantages: web shooters (spider-bots, spider-tracers)

Powers Profile: (Spidey takes more limitations so starts with an extra simple thing he can do) 

2 Simple – Sense danger, stick to almost any surface.

1 Difficult – Swing from webs. 

1 Borderline – Use my webbing as a material to fashion almost anything. 

1 Possible – Generate organic webbing. 

1 Impossible – Mutate and cocoon. 

Origin Book: A Death in the Family

Haunted: In your past you were heavily influenced by the loss of a person that defines the core of why you became the hero you are today. You now live by a set tenets and ideals that can be almost impossible to live by at times, write down a sentence or two describing these ideals you live by. When you are pushed to your limit and are faced with a difficult decision, think of the person you lost. Have a one-sided conversation with them or narrate it out and ignore the effects of all Conditions until you succeed on a single action. My Ideals: With great power comes great responsibility. 

Evil Never Sleeps: When you feel like you can’t stop or someone might die, Look for Trouble instead of trying to Fit In and recover from one Condition after the trouble is resolved. Cracks in the Same Places: When someone shares an experience with you that reminds you of your own tragedy, increase your Bond with that person by one if you narrate it and share it with the table. 

Suggested Foes: The Killer: Is there a person or organization behind the death of your love one? Who are they? What are their abilities? Are they still at large or have they been brought to justice? The Other Side of the Coin: Is there someone out there that represents everything you fight against? Who are they? What are their abilities? Why do they do the things they do? 

Drive Book: Reconcile My PastBook available to open when: -When you feel you fail as a hero and it changes who you are, how you act. 

Coping Mechanism: whenever you berate or heckle your opponent to hide your true feelings, roll+Influence. On a 10+, choose one. On a 7-9, the EiC chooses one. -They stumble, hesitate or flinch. -They reveal something about their backstory. -They reveal a portion of their diabolical plan. -You earn their full attention and ire; they take +2 forward to all attacks against you, everyone else takes +2 forward on all attacks against them. Move available to open when: -You give your teammates a glimpse of the vulnerability you cover up with violence, wise cracks or both. 

Painful Catharsis: when a memory in your past is triggered and you lose control over yourself, roll+Smash. On a 10+, hold 3. On a 7-9, hold 1. Spend hold 1 for 1 on the enemy who’s been messing you up to: -Ignore your Conditions for a single move -Grapple with them so that you are locked together (neither of you can move until the grapple is broken) -Avoid an attack Move available to open when: -You do something to place yourself or the group in danger by acting irrationally because of something that happened in your past. 

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

SUPERBOY

SUPERBOY

SUPERBOY

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

Summary of Powers: Powered by the Sun. Super speed, strength, heat vision, hearing, smell and mental faculties. Superhuman breath, invulnerability. Powers Profile: (lots of powers that can do lots of things so less Bonds, less he can do with them to start. 

No extra powers for the profile since he only took one drawback – kryptonite) 

1 Simple – Hit people so hard I usually have to hold back. 

1 Difficult – Fly faster than a speeding bullet.

1 Borderline – Focus in and listen for something specific anywhere in a city-wide radius. 

1 Possible – Lifting something the size of an island. 

1 Impossible – Fly so fast so as to reverse time. 

Origin Book: Alien Heritage

One of a Kind: you are different from the people of Earth, answer the questions below to set some guidelines about how different you are from humans. Whenever you get yourself into trouble owing to your differences with normal people (whether it by personality, appearance, genetic or base instincts), you may recover from one Condition when you seek help from a team member about the difficulties and differences you experience. -Do you need to eat? -Do you thrive in an environment that humans cannot? -Do you dream, have a purpose? 

Alien Mind: whenever someone tries to invade your mind or harm you mentally, roll+Protect. On a 10+ you push them out but you must tell the invader a single, personal image they saw from your past before you do if they accept a Condition in return for the image. On a 7-9, choose one: • You impose a Condition on the invader or may ask for an image you see in their mind but you can take a Condition of the EiC’s choosing as well. • They pry a secret from you that will have serious repercussions in the future, offer your secret to the EiC and come up with something serious enough together. 

Weight of the World: whenever you treat yourself as an ambassador for your people, roll+Influence. On a 10+ hold 3, on a 7-9 hold 1. On a 6- the EiC will make a move that has you Burn a Bond. • Use your words or presence to make an attacker hesitate and listen. • Unite a group in a common action. • Lead a group to safety. • Inspire a group. 

Suggested Foes: The Xenophobe: Is there a person or organization that feels you or your people should stay out of human affairs and off the planet? Who are they? How powerful are they? Why do they hate you? Do your people deserve to be feared? The Purist: Is there someone from your home that doesn’t think you should be associating with the people of Earth? Who are they? What are their abilities? What do they have against Earth? 

Drive Book: Observe and Learn Book available to open when: You become a part of at least two different worlds, with one of them being Earth, and you can’t help yourself but to compare and cast judgment on humanity. Take a Bond with Humanity. Whenever you judge the merits and flaws of the human race, consult your Bond score. If an act shine a positive light on the human race, raise the Bond by 1. If a moment makes you doubt, question or showcases its flaws, lower the Bond by 1. Bond Points with Humanity can only be Burned if the Bond is raised above 10, in which case you may shrug off a Moderate Condition safeguarding humanity for every point above 10 you have. If it drops below -5, take a permanent Moderate Condition where you take a -1 forward anytime you wish to protect or save humanity despite your better judgment. If it falls below -10 you must spend time in your fortress of solitude or go back to your people until you can be convinced to come back or until you witness something to renew your faith in humanity. 

Fortress of Solitude: You have one. Tell the EiC where it is – it must be far away and hidden from civilization. Whoever remains in the fortress for a reasonable time (EiC’s call) can rid themselves of up to two Conditions. Move available to open when: -You establish your Fortress of Solitude – where it is, how it was made, what it looks like and why you need it. You may only discover your fortress for the first time once you no Bond Points left to be able to spend. Role Model: when you learn or are inspired by watching and learning about how someone or a group of people conduct themselves, write down one quality you wish to emulate. Once per session you may Burn a Bond for free on a roll when you strive to be better and emulate your role model in the doing.

http://i.imgur.com/8JUbbHs.jpg

The latest draft currently being worked on.

The latest draft currently being worked on.

The latest draft currently being worked on. This is still pre-editing but taking into account a lot of initial feedback. (mostly concerning basic moves). The idea is to take into account as much feedback as possible and get the best game we can out there. Once Jonathan comes back with his edits they’ll be taken into account as well and I’ll change it out of an alpha stage.

https://www.dropbox.com/s/igs1ephifyoa1j5/WorldsInPerilalpha%200.2.pdf