Hi, all.

Hi, all.

Hi, all. New player here, gonna be in my first session this Saturday. Need something cleared up: s-harm. I understand how it works when a PC receives s-harm (just roll the harm move as normal), but how does it work when an NPC receives it?

I’ve looked through the book, and there’s doesn’t seem to be any guidance here. The Harm and NPCs section doesn’t make any reference to it, there’s nothing in the tag lists; if there’s any descriptor of how s-harm is supposed to behave, I’m not finding it. I mean, I can read it like any narrative tag and make assumptions, but considering how often ‘s-harm’ shows up in weapon statlines it would be really useful to know what the game’s baseline expectations for it are.

Edit: one more unrelated question, actually. If you grab one of the ‘take another piece of cyberware’ moves, particularly at character creation, are you restricted to your playbook’s list or can you take any piece you like?

Just a quick recommendation: if you’re looking for character inspiration, Samurai Flamenco is a pretty fantastic…

Just a quick recommendation: if you’re looking for character inspiration, Samurai Flamenco is a pretty fantastic…

Just a quick recommendation: if you’re looking for character inspiration, Samurai Flamenco is a pretty fantastic example of a show centered around a Beacon growing into his own–at least for the first seven episodes, after which the show hops on a rollercoaster and the character starts changing playbooks pretty frequently. So it’s a pretty good resource for what changing playbooks looks like, too.

http://www.crunchyroll.com/samurai-flamenco

My group had our final session of Masks last night.

My group had our final session of Masks last night.

My group had our final session of Masks last night. I didn’t plan anything and ran the whole session off of love letters, and I was pretty pleased with how it turned out. It turned out that the team’s personal nemeses had stolen a straitjacket golem which acts as a conduit to Hell from the Doomed’s sanctuary. Using that and some salvaged alien technology from the previous session which allowed living minds to be translated into digital form, they were going to upload the legions of hell directly into the world wide web (normally, we’d established, demons need mortal bodies to cross over into our plane; this was a way around that).

The team managed to track them down to the secret research hospital where Goth (the Doomed) had been unsuccessfully treated for cancer and made her deal with Mephisopheles (her nemesis, naturally) to save her life. The hospital, it turned out, was owned by Starsinger Industries, the same company which had been restoring the aforementioned alien technology and was currently working on a honey trap for The Collective, an alien armada which had made war on the Earth and ‘liberated’ all of its strong AIs several years prior. NB: that’s all the AIs aside from Command Line (the Beacon, a heroic robot) and Bluescreen (his nemesis, a robot supremacist), as they’d been developed after the invasion. Starsinger Industries is also run by Nightjar (the Protege)’s best friend’s father, and is the only major competitor for Cobb Consolidated, the company owned by Nightjar’s Protege, Owlman. With Mephistopheles and Bluescreen was Thrush, Owlman’s previous sidekick turned supervillain and Nightjar’s personal nemesis who was at the head of the organization the other two belonged to.

So, the team had their big throwdown with the three, stopping the ritual before a dozen young patients at the hospital could be sacrificed. By the end of things, Command Line had reversed the polarity and sucked Bluescreen into Hell, Goth had trapped Mephistopheles, binding him into her soul, and they’d locked up Thrush in Owlman’s secret flying supervillain prison. It was a pretty epic conclusion, and pretty much entirely player-driven. We had two Moments of Truth trigger, most of our dangling threads were tied up, and there were enough left over for a season 2 if we get the chance down the road.

One thing that didn’t come up? Thrush had been known to butt heads with Bluescreen in the past, and had a history of proactively turning on his associates. He had also been hacking into the team’s files, exploiting a secret deal he’d made with Nightjar. So while he helped arrange the ritual and the mass upload, he had an agenda; once it was done, he was going to trigger Starsinger’s honey trap and contact the Collective. The aliens would collect the demon AIs and Bluescreen, and he would permanently cripple two competing villains, while also sparking another invasion for the superheroes he hated so much to fight. Didn’t pan out, but since the team stopped Mephistopheles and Bluescreen he got most of what he wanted anyway, and now he’s back in the headquarters of his old boss, the hero he hates more than anyone. Like I said: plenty of threads for season 2.

All in all, I think it was a pretty great wrap-up. I’d recommend the love letter approach if you’re comfortable with that much improv, as it lead things in some pretty unexpected directions. If you’d like some inspiration, I’ll paste mine below; the structure for all three is pretty much identical, and I tried to present each hero with the choice of a resource, a relationship and some information. Enjoy.

~~~~~~~~~~~~

Dear Nightjar,

 

It’s been three weeks since your confrontation with Dr. Jones’s body in the sewers. In the intervening time, Owlman has been bringing you on investigative missions more than usual, attempting to learn as much as possible about what Thrush and his cronies are up to.

Roll +Superior. On a 10+, pick 2. On a 7-9, pick 1.

·          You managed to salvage some of the Titanian nanotech which worked its way in your armor. Tell us how the tech has improved your capabilities, and what the first thing you did with these new capabilities was.

·          Owlman sent you for training with another hero. Tell us who they were, what you learned from them, and the terms you left on.

·          You and Owlman managed to corner and interrogate a villain tied to Thrush’s organization. Who was the villain, and what worrisome secret did they reveal to you?

On a miss, pick 1 but you’ve endangered someone as a result of your investigations. Tell us who you’ve endangered, what the source of that danger is, and how long you think you have until the shoe drops.

 

 

 

Dear Goth,

 

It’s been three weeks since your confrontation with Dr. Jones’s body in the sewers. In the time since, Saint Anger has approached you to redouble your efforts at combating Mephistopheles’s incursion into the city.

Roll +Freak. On a 10+, pick 2. On a 7-9, pick 1.

·          Saint Anger has gifted you with an item from his supernatural arsenal. What is the item, what is he expecting you do to with it, and what are you actually going to do with it?

·          You’ve managed to repair your stained reputation with one particular person or group. Who was it, what did you have to do to get in their good graces, and what did they offer you in return?

·          Your investigations have found that Mephistopheles has attained a sizable foothold in the city, outside the view of the heroic world. What is the nature of this foothold, and what advantage did your investigations uncover that you can use?

On a miss, pick 1 but something dangerous has gone missing from your sanctuary. Tell us what that something is, why it’s dangerous, and who you suspect of the theft.

 

 

 

Dear Command Line,

 

It’s been three weeks since your confrontation with Dr. Jones’s body in the sewers. In the time since, Sonja has been cautiously supportive of your heroic efforts.

Roll +Mundane. On a 10+, pick 2. On a 7-9, pick 1.

·          While she was rebuilding you, Sonja installed an experimental upgrade to help keep you safer. What was the upgrade, and where did she have to go to get it?

·          Your heroic efforts have managed to attract the attention of a hero you admire. Who is this hero, and what specific deed did they find so impressive?

·          After talking with the uplifted Dr. Jones and helping to repair his code, he revealed another dangerous project that Starsingers Industries is working on. Tell us what the project is, and why it worries you.

On a miss, pick 1 but while you were reinforcing the team hideout’s digital defenses you found evidence that Thrush used his backdoor to make off with dangerous intel from your mission computer. Tell us what that intel was, and why it worries you.

So, the GM sheets thus far have made reference to paragon and generation moves, but we never got details on those…

So, the GM sheets thus far have made reference to paragon and generation moves, but we never got details on those…

So, the GM sheets thus far have made reference to paragon and generation moves, but we never got details on those and the prerelease book doesn’t include any references to them, as near as I can tell. Have those been officially deep-sixed, or will they be coming later? I was looking forward to generation moves, at least, as an easy and concrete reminder of what role each generation serves.

I know it’s a long shot, but is anyone running (or looking to run) an ongoing game in need of players?

I know it’s a long shot, but is anyone running (or looking to run) an ongoing game in need of players?

I know it’s a long shot, but is anyone running (or looking to run) an ongoing game in need of players? I’ve run the game plenty since the Kickstarter, but I’ve yet to actually play. I’d love to play hero, plus I’m sure seeing the game from the other side of the screen would help my GMing a lot.

Are there any good hacks out there that specifically cater to a Star Trek style of play?

Are there any good hacks out there that specifically cater to a Star Trek style of play?

Are there any good hacks out there that specifically cater to a Star Trek style of play? It seems like every space game I’ve seen is either geared towards playing Firefly, or sufficiently supports Firefly that that’s all people seem to do with it.

I mean, I like playing a constantly broke fringer as much as the next geek, but I’d like to play in a game where, by assumptions baked into the design, your crew has resources and legitimacy, the threats and complications are of a higher echelon, and there’s exploration to be done because you don’t need to worry about where your next meal is coming from.

Anything like that floating around?

Random thought: using Masks to run a dramatic Mecha game.

Random thought: using Masks to run a dramatic Mecha game.

Random thought: using Masks to run a dramatic Mecha game. The more physical and superpowered side of your playbook represents your mecha’s abilities, while you as the pilot take on the social role. Mecha shows (at least the ones I’m familiar with) tend to feature young protagonists with suitably volatile emotions, so I think it would be a good fit.

My Sunday evening is free this weekend; anybody want to test this out with a one-shot?

Can someone help me grok Adaptable Palate from The Vamp?

Can someone help me grok Adaptable Palate from The Vamp?

Can someone help me grok Adaptable Palate from The Vamp? I understand why it’s where it is from a mechanical perspective, but fictionally it seems backwards to me that you need to give in and become horribly corrupt before you can stop eating people. Got some good thoughts on the underlying fiction to help me wrap my head around it?