So, one other question, I guess.

So, one other question, I guess.

So, one other question, I guess. Hopefully I can get some help on this one. How do you guys handle the Villains needing 12 Conditions to take down? Like.. how do your heroes end up delivering 12 different things? Do you just track individual trauma points, or is there a more elegant way to handle it when you’re dealing with huge Condition Thresholds?

Here is a rough overview of the gameplay for my 4 session Worlds in Peril game!

Here is a rough overview of the gameplay for my 4 session Worlds in Peril game!

Here is a rough overview of the gameplay for my 4 session Worlds in Peril game!

http://www.noordinaryobsession.com/2015/03/18/worlds-peril-issue-1/

Hey all!

Hey all!

Hey all! So, I’m running a play-by-post of this currently, and I had a question. One of our heroes failed a roll to generate a forcefield with some tech, so I had it go on the fritz, giving her a Moderate Condition. But it made me think about how I should deal with Advantages in terms of Conditions in the future. Advantages can just be straight taken away if it makes sense, but if its permanent, should it be represented by a Critical Condition if its a major part of the heroes gear? So, if our heroine continues to fail rolls using the shield generator, and I decide to break it completely, should I just say that its broken and apply a Moderate Condition that effects the rest of her tech, or should I assign it as a Critical Condition that will bring her closer to possible death?

Thanks in advance! Loving the system so far!

More villains from my recent Worlds in Peril game! This time a secret government organization and a cyborg samurai.

More villains from my recent Worlds in Peril game! This time a secret government organization and a cyborg samurai.

More villains from my recent Worlds in Peril game! This time a secret government organization and a cyborg samurai.

http://www.noordinaryobsession.com/2015/03/16/super-villains-iii/

Hey people, i have some questions.

Hey people, i have some questions.

Hey people, i have some questions. 

First

What’s the difference between Take Down and Seize Control? 

Example:

I want to shoot an arrow against the supervillain Siberia, to make the ice gun fly away form her hand. From what I understand, it is a Take Down (’cause Siberia is an imminent threat) and a Seize Control (’cause i want something that is in the hand of Siberia), right? What is the correct interpretation? What am I missing?

Second

How does the move Serve and Protect works in the situation when I, playing Spider-Man, prevent a bus from falling off a bridge? The move seems designed for combat and not for these situations.

Or there’s a more pertinent move that i have triggered?