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Core GM Reference Moves The Delinquent The Transformed have them answer those questions one

Inflict a condition Put them in chains Reject them at a time. The recommended order of
Agendas Take Influence over someone Give or take an audience Show how they are feared or hated questions is: Bull * Nova * Outsider *
Make Halcyon City feel like a comic Janus * Delinquent * Doomed * Legacy
Bring them together Give them conditional love Attack them with unthinking hordes
book * Transformed * Protg * Beacon
Capture someone Show them the line Remind them of what theyve lost
Make the player characters lives Ask questions of them the whole time.
Put innocents in danger Offer a helping hand See their true self
superheroic Weave together their answers to paint a
Show the costs of collateral damage
Play to find out what changes The Doomed 1st Session Goals
Reveal the future, subtly or directly picture of the incident.
___________________________ Mark their doom track Help your players create their
Announce between-panel threats Afterward, do relationships and
Offer a chance to further their cause characters
Always say... Make them pay a price for victory Remind them of what they could lose Prime Halcyon City with plenty of cool
Influence.
What the principles demand Turn their move back on them When Our Team First
Push them to the brink material and events to build on
What the rules demand Tell them the possible consequences Came Together
Offer temporary relief with a cost Show off who these characters are
What honesty demands and ask Questions
Go through most of the mechanics of
What your prep demands Tell them who they are or who they The Janus
the game (and definitely all the basic Bull: We defeated a dangerous enemy. Who
____________________________ should be Bring their obligations to bear
moves) or what was it?
Bring an NPC to rash decisions and Endanger someone from either life
Principles Make their lives cross over Create an awesome first issue of your
Describe like a comic book hard conclusions Nova: We destroyed our surroundings
comic
Activate the downsides of their abilities Put more obligations on them in the fight. Where was it? What did we
Address yourself to the heroes, not the
and relationships Take away their mask Do these destroy?
players
Bring on the action
Make your move, but misdirect Make a playbook move The Legacy Outsider: We didnt trust each other at
Make a villain move Build on character creation
Make threats real Remind them of their traditions first, but that changed. How? Why?
After every move: What do you do? Ask questions constantly
Give up to fight another day Compare them to the past
___________________________ Call out moves when they happen Janus: We saved the life of someone
Treat human life as meaningful Make them answer their familys
Offer moves when the players flinch important, either to the city, or to us. Who
Make supers seem outlandish, creative, When youre not busy concerns
Frame scenes with multiple characters was it? Why are they important?
and cool Use splash panels Raise expectations on them
Shift their Labels Delinquent: We totally broke some major
Give villains drives to feature their Draw maps Honor them
Display the adaptations to the rules to win the fight. What rules did we
humanity Fill in the backstory The Nova superhuman
Make adults seem childish and short- Use time jumps break? Whose rules were they?
Remind them of past collateral damage Give them a chance to talk
sighted Share the spotlight Reveal a terrible truth of their powers Doomed: We paid a high cost for victory.
Support people, but only conditionally Take breaks Make their powers flare out of control Character Creation What was it?
Ask provocative questions and build on Hand out the playbooks. Have
the answers
Playbook Moves Stoke their conditions
Introduce threats only they can tackle each player take turns reading the Legacy: All things considered, we did well
and impressed an established hero. Who
Be a fan of the PCs The Beacon description of each.
Treat your NPCs like hammers: square Draw attention to their inadequacies
The Outsider Have each player pick a playbook. was it?
Draw attention to their differences Ask questions during the process. Transformed: We drew attention and
peg, round hole Praise their best traits
Make a request from home Keep the players talking about their ire from plenty during the fight. One
Remind them of the generations that Make them pay for their audacity
Introduce a monitor from home characters and their decisions. important person in particular now hates
came before Compare them to the others
Accept and support them in their After they have chosen names, looks, and fears us. Who is it?
Think in the gutters between panels Play to their drives
moments of weakness abilities, starting labels, answers to
Sometimes, disclaim decision-making The Bull Protg: We stuck together after all was
Provoke their beliefs and practices in backstory questions, moves, and any
____________________________ Endanger their love said and done. Why? Howd we keep in
tense situations special pieces of their playbooks, go
Bolster their rival contact?
Reveal dark secrets of their past
The Protg around and ask them to introduce
Convey their mistakes their characters, one at a time. Ask Beacon: We found signs that this incident
Attack with someone just like them was just the start of something bigger.
Bestow wisdom, wanted or unwanted questions all the while.
Swarm with mundane forces What were the signs?
Hold up a mirror to them Once all characters are introduced, ask
Give them exactly what they need at them to read out loud their When our
a cost team first came together... section,
Endanger their mentor without answering the questions. Then
Villains
How to Make a Villain Conditions Condition Moves Super Names Sample Drives
To bring justice to the guilty
Follow these steps to set up a villain, Choose one to five conditions for the These are GM moves for villains to make Anarch, The Antediluvian, The August, The
To create and enforce order
whether making one from scratch or villain. You choose from the PCs regular immediately after theyve marked a Duke of Bone, Captain Shadow, Cygnus,
To defend those like them
writing up an existing character as a conditions list: Afraid, Angry, Guilty, condition, and any time youd make a GM Doctor Infinity, Dread Queen, Dream Tiger,
villain: Hopeless, and Insecure. The more move after that. Emerald Lance, Gehenna, Ghostheart, To defeat a hated archenemy
To demand attention and focus
conditions you give a villain, the greater Glacier, Gravestone, Handyman, Hashtag,
Choose a name and generation AFRAID To destroy threats to peace
their capacity to stay in the fight, and the Hourglass, Kingfisher, Knuckleduster,
Hide out of harms way To free those in chains
Choose a drive more dangerous theyll be. The Lawman, Mirror Beast, Mr.
Flee from danger or difficulty To obtain massive wealth
Choose one to five villain moves Everywhere, Myrmidon, Mystic Mistress,
Lash out without thought at a threat To overturn an unjust system
1 condition: Barely a threat Panthalassa the Sea-Sovereign, Quill,
Choose one to five conditions Plead for mercy To protect their home and loved ones
2 conditions: A bit of a fight Superbia, Photovore, Rime, Rockhammer,
Throw up blocks and walls To prove the failures of corrupt heroes
Villain Names 3 conditions: A threatening villain Scarlet Songbird, Silent Storm, The
4 conditions: A dangerous villain ANGRY To rally and inspire others to action
Choose a name thats fun and exciting to Spider, Starlyte, Steel Mask, Vixxis the
5 conditions: A true arch-villain Vent through unthinking violence To seize control of threats and dangers
you, and that signals the generation of Timebreaker, Warpstar, Vortex, Zero Hour
Break the environment To take vengeance for past wrongs
the villain. You can always adjust a villains danger _____________________________
Shut down conversation To uncover the secrets of the world
and longevity by giving them more
Gold: Goofy, fun, light-hearted names
conditions or taking away conditions. Lash out at any vulnerability Real Names _____________________________
Silver: Grandiose, cosmic, epic names Escalate the situation dangerously Alexander, Amrit, Betty, Brandon, Sample Villain Moves
Villains in a Fight
Bronze: Down-to-earth, simple, catchy GUILTY Chadwick, Chun, Damon, Dipali, Dustin, Summon robotic minions
Here are the core guidelines that villains Seek forgiveness Faith, Hayley, Ida, Imran, Ismael, Josefina,
names Open a gate to another dimension/the
follow in fights: Sacrifice anything or everything for Joy, Juanita, Julius, Jun, King, Kyo, Leticia, future
Modern: Meme-worthy, unique, clever When a villain gets hit hard, by trading redemption Lina, Luz, Marcos, Nadine, Orlando, Create a weapon or bomb
names blows or in other situations, they mark Turn to the unthinkable Patricia, Paul, Prasad, Ren, Rochelle, Hide behind a lieutenant
When its appropriate, pick a real name for a condition as appropriate. Implicate others in guilt Salman, Salvador, Sita, Sushila, Santiago, Threaten innocents
the villain, too. When a villain marks a condition, they Reveal the nature of their drive Tyler, Vicky, Yi, Yuki Explain their true purpose
make a move from the condition moves
Villain Drives list immediately, before the PCs act HOPELESS Amjad, Ash, Bass, Benitez, El-Amin, Implicate or tarnish heroes
Give up without a fight Fernandez, Chan, Corbitt, Dumas, Steal away something valuable
Give your villain a drive, a purpose or goal again.
Burn down the world around them Gallagher, Hartwell, Espinoza, Kane, Li, Transform into a more dangerous form
that leads them to action, in the form of a When you need to say what the villain
Seek any light in the dark Locklear, McCloud, Mireles, Murray, Parr, Reveal the nature of a trap
statement: does next, look to your GM moves, their
Undermine others beliefs Pasternak, Rayburn, Reaves, Serrano, _____________________________
villain moves, and the condition moves.
To __________________. Make your Veer toward drastic and terrible action Starling, Treadwell, Trujillo, Tyson, Wong,
When a villain needs to mark a
drives point at the villains underlying Woodcomb, Zheng
condition but cant, they are definitively INSECURE
humanity. Make the drives comprehensible
defeated. Double down on broken plans or ideas _____________________________
and empathetic whenever possible.
Villains can flee or give up long before Follow the lead of someone else
Villain Moves all their conditions are filleddont Doubt and question their own allies
Create three or so villain moves, things think they have to fight to the bitter and plans
the villain does, both in and out of fights. end. Admit wrongful action
Make them descriptive and interesting, Villains, and NPCs in general, always Recede into the background
active and direct. try to clear conditionsthey always
choose to open up after a PCs
successful comfort or support move.
Villain Record Sheet
Name Name Name Name

Drive Drive Drive Drive

Conditions Conditions Conditions Conditions


Afraid Afraid Afraid Afraid
Angry Angry Angry Angry
Guilty Guilty Guilty Guilty
Insecure Insecure Insecure Insecure
Hopeless Hopeless Hopeless Hopeless

Moves Moves Moves Moves






Description Description Description Description


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Hooks Arcs
Pairing: Danger vs Freak Pairing: Freak vs Savior To build an arc, follow these steps: Invasion Destruction
Choose an arc type
Hook Impulse - Danger: To remind them of Hook Impulse - Freak: To praise immense INVASION SUBTYPES: DESTRUCTION SUBTYPES:
Build out the cast
collateral damage power and abilities Aliens (impulse: to subvert or eliminate Defenders of the City (impulse: to draw
Fill in the phases those in power) out defenders with danger)
Hook Impulse - Freak: To play up their Hook Impulse - Savior: To place Create custom moves (optional) Criminals (impulse: to seize territory at Item of Power (impulse: to smash and
strangeness and capabilities responsibility Give it a name and description any cost) grab)
Pairing: Danger Pairing: Freak Arc Types Outsiders (impulse: to subvert or Prison (impulse: to free the restrained)
vs Mundane vs Superior eliminate those without power) Authorities of the City (impulse: to break
There are 5 kinds of arc you could make:
Hook Impulse - Danger: To mistrust and Hook Impulse - Freak: To call out the flaws Time travelers (impulse: to control the tradition)
Corruption - something good, positive,
provoke of strangeness actions of predecessors) Dangers to the City (impulse: to hunt and
or helpful is made dangerous and
Spies (impulse: to take control of pursue doggedly)
Hook Impulse - Mundane: To interrupt Hook Impulse - Superior: To praise the power threatening
valuable resources)
dangerous situations and ability of strangeness Invasion - threats and enemies fight their DESTRUCTION MOVES:
way into control INVASION MOVES: Leave a trail of rubble and fires
Pairing: Danger vs Savior Pairing: Mundane
Restriction - those with power place Pour forth a horde of soldiers Endanger innocents with collateral
Hook Impulse - Danger: To push towards a vs Savior
constraints on those without Directly assault a stronghold damage
fight Hook Impulse - Mundane: To ask for Destruction - threats and enemies break Secretly infiltrate a stronghold Break the bindings on a danger
empathy and mercy and destroy what stands in their way Demand submission Destroy a public landmark
Hook Impulse - Savior: To push away from a
straight fight, towards saving lives Hook Impulse - Savior: To demand defense Restoration - the heroes push to repair Capture innocents Explain the necessity for destruction
and protection for innocents what damage has been done Restriction Restoration
Pairing: Danger
vs Superior Pairing: Mundane Corruption RESTRICTION SUBTYPES: RESTORATION SUBTYPES:
Hook Impulse - Danger: To infuriate and vs Superior CORRUPTION SUBTYPES: Law (impulse: to outlaw and restrict) Redemption (impulse: to draw into the
provoke Hook Impulse - Mundane: To require Falling Hero (impulse: to commit to a Military (impulse: to crack down on light)
compromise for connection rigid code of ethics) rampant elements) Reclamation (impulse: to repel through
Hook Impulse - Superior: To point out
Greedy Power (impulse: to wield power Agents (impulse: to control how others force and battle)
failures of control and planning Hook Impulse - Superior: To detach and
selfishly) use power) Rebellion (impulse: to subvert through
distance from others
Pairing: Freak Stolen Innocence (impulse: to make Heroes (impulse: to uphold tradition) chaos and mayhem)
vs Mundane Pairing: Savior terrible decisions) Corporations (impulse: to protect their Reconstruction (impulse: to rebuild
Hook Impulse - Freak: To isolate and drive vs Superior Twisted Truth (impulse: to spin lies) interests from any threat) despite danger)
away Hook Impulse - Savior: To highlight Traitorous Ally (impulse: to betray) RESTRICTION MOVES: RESTORATION MOVES:
impending threats CORRUPTION MOVES: Deploy surprising strength and force Reveal a rebuilt threat
Hook Impulse - Mundane: To make normal
Pontificate about the true nature of Offer a warning Uncover an old secret
Hook Impulse - Superior: To present
things Interfere in heroic situations Rally the people to a cause
opportunities for action
Present enticing gifts with strings Create new rules and restrictions Destroy the forces in power
Offer a temporary alliance Reward obedience Share a vision of the future
Twist the narrative publicly
Make threats, subtle or not
Hook Record Sheet Arc Record Sheet
Label:_____________________________ Label: ________________________ Arc Type:  _______________________________________________________________________
Hook: ____________________________
vs Hook: ________________________
Cast: _______________________________________________________________________
Label:_____________________________ Label: ________________________
Hook: ____________________________
vs Hook: ________________________ Phase 1: _______________________________________________________________________

Label:_____________________________ Label: ________________________ Phase 2: _______________________________________________________________________


Hook: ____________________________
vs Hook: ________________________
Phase 3: _______________________________________________________________________
Label:_____________________________ Label: ________________________
Hook: ____________________________
vs Hook: ________________________ Description: _______________________________________________________________________
________________________________________________________________________________
Label:_____________________________ Label: ________________________ ________________________________________________________________________________
Hook: ____________________________
vs Hook: ________________________ Custom Moves: _____________________________________________________________________
________________________________________________________________________________
Label:_____________________________ Label: ________________________
Hook: ____________________________
vs Hook: ________________________

Label:_____________________________ Label: ________________________ Arc Type:  _______________________________________________________________________


Hook: ____________________________
vs Hook: ________________________
Cast: _______________________________________________________________________
Label:_____________________________ Label: ________________________
Hook: ____________________________
vs Hook: ________________________ Phase 1: _______________________________________________________________________

Label:_____________________________ Label: ________________________ Phase 2: _______________________________________________________________________


Hook: ____________________________
vs Hook: ________________________
Phase 3: _______________________________________________________________________
Label:_____________________________ Label: ________________________
Hook: ____________________________
vs Hook: ________________________ Description: _______________________________________________________________________
________________________________________________________________________________
Label:_____________________________ Label: ________________________ ________________________________________________________________________________
Hook: ____________________________
vs Hook: ________________________ Custom Moves: _____________________________________________________________________
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