When you Push and succeed such that you can add the new power capability to your Powers Profile, do you have to…

When you Push and succeed such that you can add the new power capability to your Powers Profile, do you have to…

When you Push and succeed such that you can add the new power capability to your Powers Profile, do you have to spend an Achievement point to do that, or is Pushing a separate way to expand your Powers profile without spending Achievements?

Powers Profile – powers are broken down into Simple, Difficult, Borderline, etc.

Powers Profile – powers are broken down into Simple, Difficult, Borderline, etc.

Powers Profile – powers are broken down into Simple, Difficult, Borderline, etc.  At what point do you have to Push or Burnout in order to accomplish something on your powers profile?  My instinct says “Borderline”, but I don’t see it spelled out.

What’s the mechanical difference between “Simple”, “Difficult”, “Borderline”, etc.?  I would assume that doing something “Difficult” would be harder than doing something “Simple”, but I don’t see anything under Powers Profile that describes these differences.  Is it spelled out elsewhere?  If so, may I suggest a reference to page XX and possibly a brief synopsis under the Powers Profile section?

I have a question, how will we know how much a hero can lift or how fast they run, is that just text in a power?

I have a question, how will we know how much a hero can lift or how fast they run, is that just text in a power?

I have a question, how will we know how much a hero can lift or how fast they run, is that just text in a power? How does that workout in game play? So if the Hulk has +3 Smash and so does Luke Cage, who is stronger for example, clearly it should be the Hulk. Or what if say Wolverine had +3 Smash due to his claws, how is that separated from lifting power? To further clarify, could an attribute have some trait for it like, Protect 0 might have at trait of (Psychic +2), meaning that it is only +2 vs. psychic attack, is that part of advantages and powers?

Also, I noticed the attributes range maxes at +3 apparently, how are cosmic level heroes handled? So if I was playing Silver Surfer and another person was playing Black Panther how would their abilities and attributes scale. Is that also in power description, if so how exactly?

Based on the beta, the game looks great! Nice to see a non-complex hero game that is closer to the comics. I have been thinking of a game system pretty much like this for years. Glad someone is working on it.

Thanks

Sorry guys, this is my third attempt at putting up a link to the new 1.2 draft.

Sorry guys, this is my third attempt at putting up a link to the new 1.2 draft.

Sorry guys, this is my third attempt at putting up a link to the new 1.2 draft. Some people were saying that it didn’t work at all for them, some were saying it pointed to version 1.1. I can honestly say I have no idea what the issue is. I deleted the file and link and started fresh with it, so hopefully it works now.

Regardless, this is the last update until we get the moves tweaked from Jonathan and that’ll wrap up dev editing. After that, it’ll go off to copy editing so if you can’t download from here don’t worry too much about it. If you really want it though, message me and I’ll email the file to you directly or we’ll make sure you get a copy somehow.

Sorry for the hassle, no idea what’s up with dropbox these days!

https://www.dropbox.com/s/pkveehux12lveyk/WorldsInPerilbeta%201.2.pdf

On page 8, under  <<…Say “take +1 forward.” and …Say “take +1 ongoing.”>> there is still a couple of references to…

On page 8, under  <<…Say “take +1 forward.” and …Say “take +1 ongoing.”>> there is still a couple of references to…

On page 8, under  <<…Say “take +1 forward.” and …Say “take +1 ongoing.”>> there is still a couple of references to damage rolls.

Chang log:

Chang log:

Chang log:

-common tropes and stories added to help with story creation

-common tropes for heroes and villains added to help with either playing to or going against common conventions

-more guidance for villains and their plans

-even more guidance for masterminds

-tweaks to some moves.

-editing to remove some tricky last vestiges concerning damage.

Edit: For some reason the link got disabled? So try this one:

https://www.dropbox.com/s/4h7c977evdmit33/WorldsInPerilbeta%201.1.pdf

https://www.dropbox.com/s/0xua6dumlqnox0s/WorldsInPerilbeta%201.1.pdf

I have trouble with this limitation: My character’s power does not help with gaining access to places they normally…

I have trouble with this limitation: My character’s power does not help with gaining access to places they normally…

I have trouble with this limitation: My character’s power does not help with gaining access to places they normally couldn’t. (or does it grant them some mode of transportation like teleportation, flight, wall-crawling, super-speed, etc.) 

My character has claws that let him pass through walls by tearing it up. Does this means it “heps” my character to gain access to places he normally couldn’t?

And yet, if a power just give the character a mean of transportation does it’s also considered a limitation?

Ok everyone, here’s the new outline with all kinds of edits in place!

Ok everyone, here’s the new outline with all kinds of edits in place!

Ok everyone, here’s the new outline with all kinds of edits in place! Still needs examples and proofing. Our editor, Jonathan, has yet to go over the actual moves in detail as well so there’ll probably be some changes there too. Despite the lack of examples, I think it should be clear and strong enough to stand on its own (as any text should) with examples being there to cement understanding.

We’re going to get some proofing in and I’ll update it with any of those errors getting fixed. More changes to moves specifically and an extended play example to come at the end to tie everything together. Check it out!

change log: tweaks to a ton of moves, both Basic and in Origins and Drive books. overhauled structure and outline, about 20 extra pages for explanations and supplemental understanding in pretty much all sections. (Basically: SO MANY THINGS)

Also, numbers don’t matter, just put it at 1 instead 0.1 so people didn’t get confused between the alpha and the beta. There will be updates here too and I’ll probably go 1.1, 1.2, etc.

https://www.dropbox.com/s/umzc9ssrqnycghr/WorldsInPerilbeta%201.0.pdf

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].”