You are on page 1of 2

ADult Moves THE MOVES

Wield your powers Persuade with Best UNLEASH YOUR POWERS ASSESS THE SITUATION
When you wield your powers, roll + freak. On Interests When you unleash your powers to overcome When you assess the situation, roll + Superior.
a hit, choose 1. On a 10+, choose 2. When you persuade someone with their best an obstacle, reshape your environment, or On a 10+, ask 2. On a 7-9, ask 1. Take +1 while
Take hold of something vulnerable to you. interests, roll + Superior. If they're an NPC, on extend your senses, roll + Freak. On a hit, you acting on the answers.
Create something from your environment. a 10+, they buy it, and act accordingly. On a 7- do it. On a 7-9, mark a condition or the GM What here can I use to ________?
Neutralize an opponent, at least for now. 9, they need concrete assurance, right now. will tell you how the effect is unstable or What here is the biggest threat?
___________________________________ temporary. What here is in the greatest danger?
Overwhelm a vulnerable If they're a PC, then on a hit, they can mark ___________________________________ Who here is most vulnerable to me?
foe
potential or shift their own labels if they do Directly Engage How could we best end this quickly?
what you want. On a 10+, take Influence over When you directly engage a threat, roll + _____________________________________
When you overwhelm a vulnerable foe, roll + them.
Danger. On a hit, the fight's over. They're done. Danger. On a hit, trade blows. On a 10+, pick
______________________________________ 2. On a 7-9, pick 1: PROVOKE SOMEONE
On a 10+, choose 1. On a 7-9, choose 2. When you provoke someone susceptible to
You take a powerful blow in turn. Empathize resist or avoid their blows.
your words, say what youre trying to get them
You hurt your foe more than you When you empathize with someone openly take something from them.
and visibly, roll + Mundane. On a hit, they create an opportunity for your allies. to do and roll + Superior. For NPCs: on a 10+,
intended. they rise to the bait and do what you want. On a
You cause serious collateral damage. must reveal a vulnerability, or mark a impress, surprise, or frighten the
condition. On a 10+, take Influence over them. opposition. 7-9, they can instead choose one:
___________________________________ They stumble: you take +1 forward against
_____________________________________ ___________________________________
them.
Stand up for something Defend They err: you gain a critical opportunity.
When you stand up for something, roll + When you defend someone or something from
They overreact: you gain influence over
Savior. On a 10+, choose 2. On a 7-9, choose 1. an immediate threat, roll + Savior. For NPC
them.
Listeners can't keep doing what they're threats: on a hit, you keep them safe and choose
doing. one. On a 7-9, it costs you: expose yourself to
For PCs: On a 10+, both. On a 7-9, choose one.
Listeners can't flee without addressing you. danger or escalate the situation.
if they do it, add a team to the pool.
Listeners can't attack you without losing
add a team to the pool
if they dont do it, they mark a condition
status or position.
take Influence over someone you protect ______________________________________
___________________________________
clear a condition
Comfort or Support
For PC threats: on a hit, give them -2 to their When you comfort or support someone, roll +
roll. On a 7-9, you expose yourself to cost, Mundane. On a hit, they hear you: they mark
retribution, or judgment. potential, clear a condition, or shift labels if
___________________________________ they open up to you. On a 10+, you can also
Take a Powerful Blow add a team to the pool or clear a condition
When you take a powerful blow, yourself.
roll+Conditions marked. On a 10+, choose 1: _____________________________________
You must remove yourself from the situation. Pierce the Mask

Flee, pass out, etc.


You lose control of yourself or your powers in a
When you pierce someone's mask to see the
terrible way. person beneath, roll + Mundane. On a 10+, ask

Two options from the 7-9 list. 3. On a 7-9, ask 1.
What are you really planning?
On a 7-9, choose 1:
What do you want me to do?
You lash out verbally: provoke a teammate to
What do you intend to do?
foolhardy action or take advantage of your How could I get your character to ___?
Influence to inflict a condition. How could I gain Influence over you?
You give ground; your opposition gets an ______________________________________
opportunity.
You struggle past the pain; mark two
conditions.

On a miss, you stand strong. Mark potential as


normal, and say how you weather the blow.
Start of Session Conditions Influence Moment of Truth
At the start of every session, the GM adds 1 When a move tells you to mark a condition, mark When someone has Influence over you, it When you unlock your Moment of Truth,
Team to the pool. any condition you choose. Sometimes the GM means you care about what they do, say, or you can activate it at any time: read your
______________________________ may tell you a specific condition to mark, think. You can give Influence to any character Moment of Truth out loud from the back of
especially after a hard move. who doesn't have Influence over you any time. your playbook and follow that script. In
End of Session essence, you (the player) take full control of the
At the end of every session, choose one: If you need to mark a condition and have no more All adults have Influence over you when first narrative in this moment. The GM will let you
- Grow closer to the team. Explain who made conditions to mark, you are taken out. You lose introduced. They can lose that Influence when know what consequences arise...
you feel welcome; give Influence to that consciousness or flee. you reject what they say or through other
character and clear a condition or mark means, but they can regain it during the story. After you use your Moment of Truth,
potential. Once a Condition is marked, take -2 to certain _____________________________________ permanently lock 1 Label. You have changed,
- Grow into your own image of yourself. moves (Max -2). When you have Influence over someone, take and some part of you has become set in stone.
Explain how you see yourself and why; shift +1 to all moves targeting them, including ____________________________
one label up and another down. If you're Angry, take -2 to comfort or rejecting their Influence.
- Grow away from the team. Explain how you support someone or pierce the mask. _____________________________________ Advancements
feel detached. Take Influence over you away If you're Afraid, take -2 to directly engage. When you take advantage of your Influence When someone permanently loses Influence
from another character. If you're Guilty, take -2 to provoke someone over someone, surrender the Influence you over you, it means that character can never
____________________________ or assess the situation. hold over them to choose one: hold Influence over you again. This is almost
If you're Hopeless, take -2 to unleash your Give them -2 on a move they just made always best used on an NPC, to indicate that
Team Mechanics powers. (after the roll). you have moved past them, and won't be
When you enter battle against a dangerous If you're Insecure, take -2 to stand in Inflict a condition on them. affected by what you think of them again.
foe as a team, add two team to the pool. defense or reject what others say about Take an additional +1 on a move targeting
If the leader has Influence over every you or the world. them (after the roll). When you retire from the life, it means you're
teammate, add another team. ____________________________ _____________________________________ not part of the superpowered world anymore,
If everyone has the same purpose in the When someone with Influence over you tells and that character should be considered safe
fight, add another team. you who you are or how the world works, and off-limits to the GM's moves.
If any team member mistrusts the leader Clearing Conditions accept what they say or reject their influence.
or the team, remove a team. You can always clear a Condition by taking a When you lock a Label, it means that Label
If your team is ill-prepared or off- certain action. At the end of any scene in which If you accept what they say, the GM will adjust can never shift up or down again---that part of
balance, remove a team. you take the corresponding action, clear that your labels accordingly; if you want to keep yourself is set in stone.
condition. your labels as they are, you must reject their
The leader of the team can mark a condition - To clear Angry, hurt someone or break Influence. When you become a paragon of the city, it
to avoid removing a team from the pool. something important. _____________________________________ means you're no longer a "young" hero
- To clear Afraid, run from something difficult. When you reject someone's Influence, roll. anymore---you're a peer of the biggest heroes in
Anyone working with the team can spend it - To clear Guilty, make a sacrifice to absolve On a 10+, choose 2. On a 7-9, choose 1. the city, and you aren't a Masks character
one for one to help a teammate; give them +1 your guilt. Clear a condition or mark potential by anymore. The GM should treat your character
to their roll. - To clear Hopeless, fling yourself into easy immediately acting to prove them wrong. as one of the biggest heroes in the city, but play
relief. Shift 1 label up and 1 label down, your them as an NPC.
Team members can also spend team to act - To clear Insecure, take foolhardy action choice.
selfishly. When you act selfishly, say how without talking to your team. Cancel their influence and take +1 forward
your actions ignore or insult your teammates, against them.
remove 1 team from the pool, and shift 1 You can also clear a condition when someone
Label up and 1 Label down, your choice. You else comforts or supports you, or when you On a miss, their words hit you hard. Mark a
can use this option after rolling to alter the defend someone. condition, and the GM will adjust your labels.
Label youre rolling with. ____________________________
_____________________________________
Whenever time passes, the GM will empty Shifting Labels If you have Influence over a teammate and
the Team pool and restore it to 1 Team. When you shift a label, it means that your view you would gain Influence over them again,
of yourself is changing. You see yourself more as immediately shift 1 of their Labels up, and 1 of
the label you shift up, less as the label you shift their Labels down, your choice.
down.
If you have Influence over an NPC and you
If you ever need to shift a Label and cant, would gain Influence over them again, take
instead you must mark a Condition, GM's choice. +1 forward against them.

You might also like