Hello guys!

Hello guys!

Hello guys! I just ran the first session for my group and since it was my first time with WiP, I was left with a couple questions.

One of my players made a character that is supposed to be the embodiment of magic itself, codenamed Mana. She’s still young and can’t do much, but her main power is magic. OK, magic is probably one of the most complex of powers in every supers system I’ve played. On her power summary she wrote that she could fly, cast magic and whatnot. On the power profile, she wrote the following:

Simple:

– Telekinesis

– Telepathy

– Regenerate myself

Difficult:

– Open portals from one point to another

– Healing

– Create magic shields

Borderline:

– Astral Projection

Possible:

– Banish to another dimension

Impossible:

– Regenerate back from the dead

I know that the uses seem too broad in spectrum with no real measure of how much she can do, but it is a player, as she put it herself, that has a hard time “creating phrases” (that’s why she hates creating characters in Fate)

Q1) Mana used her healing magic mid-combat to help the wounds of one of her comrades. What would you call for a move to do that?

Q2) How do you usually handle regeneration in your games? What about regeneration outside combat? Do you still make them need to Fit In to regen physical damage (I’m ruling psychological/emotional damage as out of the equation)

Cronos is a guy who can control time to some extent. He’s mostly using it to age objects and break them, “teleport” from blows and that kind of stuff. It’s working fine, but since he’s a scientist, he also got a armored suit, sort of iron-man-esque. I’ve been dealing some Conditions to him that are specific to his suit and some that are specific to the person inside, depending on the blow. Since the suit is described as protective, it helps lessening the blows, that is working well. What I wondered is if, in that case, the suit and the person inside would use the same condition track. I judged that yes, and that would account for his “hero self”, not his “human guise”. Meaning that, as a hero, he can take a total punishment of 4 Criticals.

Q3) Cronos tried to stop time so that he could repair his armor. I’m guessing it would work just like Mana’s healing ability. Is that right?

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Q4) On Drives… can Drives be changed from one session to another at the will of the player (obvously grounded on fiction)? Let’s say that something happens and a player who has the Protect drive now wants to Become an Icon. Is the player free to pursuit that and change his Drive accordingly? What happens to the previous Drive(s) and their Move(s)?

I think for the time being, that’s it.

Hi

Hi

Hi,

I’m starting a game soon and have a question regarding advancement – we aren’t really happy with the “achievement based” character advancement and will thus use an alternative system – but having not played the game before, it is hard for me to judge how fast characters would usually advance in Worlds in Peril. So my question is – from your experience, how many advancement points per session does one usually gain?

I have a few questions regarding take down.

I have a few questions regarding take down.

I have a few questions regarding take down.

If I’m an energy controller (fire bender and stuff like that), attacking with fire blasts and other energy attacks would roll with Smash? The way the book puts it is like if smash could only be used as a physical strenght-based action.

If I’m a psychic, a mind blast would roll with Strength? Maneuvre? Or even Influence? I don’t know exactly how to deal with Psychics and their psyonic attacks.

And about Investigate – how should I use it to seize control or take down? Every time someone narrates as if they are planning carefully an attack, it just seems to me that they should roll with Meaneuvre, and not Investigate.

Could someone answer me?

Round 2.

Round 2.

Round 2.

5) How do you decide that a character doesn’t need to roll for an action? I have a sharpshooter that wanted to shoot an enemy near him. It is a simple action for him. I made him roll, because I wouldn’t know what conditions to apply without a Take Down move. He rolled a 4, I made him apply a minor Condition (arrow to the arm), but this made the punchbag lose control of his gatling and shoot all the heroes. I made him apply the condition because the shot was really simple for him, but that 4 made me narrate a sudden movement of the train that made him miss.

On other occasions I just gave the player the action as done, because it is simple for him and he’s not under danger/endangering someone else.

6) How do you decide when a Difficult/Borderline/Possible move is not possible?

7) Can you open the same Drive Book more than once? Upgrades seem to take a lot of points to unlock and there seems to be few Drive Books.

8) Are the other ways to get points for upgrade (can’t remember the name)? Take down a villain, do something spectacular, ecc

1) How would you handle mind control?

1) How would you handle mind control?

1) How would you handle mind control? One of my players tried to mind control a punchbag that was shooting them. He wanted to make him turn and shot his allies. I did it with Take Down, using all 3 for imposing a mind controlled Critical Condition. Is it correct? What should I use if he’s trying to control an enemy that is not attacking the heroes?

2) how would you handle hacking? One of my players tried to hack the train to stop it. I made him roll Seize Control, but I’m not sure it is correct and how I would handle other hacking situations.

3) the scene was on a speeding train, using Take Down, he used 2 to move him out of the train, effectively neutralizing him. Isn’t this overpowered relative to the 4 actions needed to neutralize him with Conditions?

4) “Reduce the size of a mob by 1” means that with a mob of 3 units of 10 npc you take out 10? 1? How big do you usually make your mobs?

Downscaling powers in the Powers Profile and understanding when you have to Push

Downscaling powers in the Powers Profile and understanding when you have to Push

Downscaling powers in the Powers Profile and understanding when you have to Push

It’s something that happened to me and my group a few times in the last sessions: we have heroes who have a general power in the Power Summary (note: here I’m talking about the Power Summary, not of the Power Profile) and a declination of that power in the Power Profile.

For example, I’m playing Mighty Max (not that Mighty Max from the line of toys from the Nineties) and I have dumb and simple powers in my Power Summary: I’m super strong and super resistant. Nothing more, nothing less.

I have this power at Difficult in my Power Profile, “Tear down a wall made of bricks”, whereas my other powers at Simple level concern my super resistance, and not my super strenght.

During the game, I come across a wooden door, which has been blocked by the criminal I was following. I go straight for it and I say: “I punch it down with my super strenght!”

Then, the EIC asks me: “Have you that power in your Power Profile?”

And I answer: “No, actually not, but I can ‘Tear down a wall made of bricks’ at Simple.”

EIC: “Well, this is for sure a Simple power, compared to what you have written at the Difficult level, but you haven’t this power in you Power Profile, so you have to push, in order to do it.”

The EIC was I and his answer is what I’ve answered to my players every time they asked me to do something that was not written in their Power Profile, even if they can do that for sure, having a far more difficult power at a higher level in their Power Profile.

The question of my players is: “Why cannot we simply assume that we can do that action and write the power at Simple in our Power Profile, instead of pushing?”

Therefore, my first question is: is my understanding correct? The second one is: what would you answer to them?

Hi, mates:

Hi, mates:

Hi, mates:

Another couple of questions from this newcomer (and we have not yet begun to play)

1. How many Drive Playbooks can you unlock at the same time? I think it’s possible for a hero to follow more than one at one point, but I desagree with the idea of a hero changing motivations, even a totally opposite to the previous one, only in order to unlock new drive playbooks and benefits from new movements, and thus get achievement points to improve his or her character. I think it would be hard to explain in the fiction such a bipolar disorder 😛

2. If you change your Drive Playbook for a new one, do you “forget” the movements associated with the old one? Because IMHO, it makes no sense to benefit from the special movements of a drive playbook not activated.

Thanks in advance.

Hey guys!

Hey guys!

Hey guys! Im recently starting a game with Worlds in Peril with Shonen-Like heroes, “Schools of battle”, dragoons, light and evil and that stuff..

So, the question is: How would you handle regeneration power? one of my players took it at a simple level in the power profile. How would you handle that power? Cause with the other powers i can figure something, its just about narrative positioning, i get that. For example, flying, or things like that. But.. ¿Regeneration? Should i just, simply make her reduced physical damage? (On game, reducing the severity of condition?) I am really clueless, could you help me, please? Thank you.