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Playbook Moves

GM Reference Sheet The Bull The Legacy


Remind them of their traditions
Agendas Moves Endanger their love ●

Bolster their rival ● Compare them to the past


Make Halcyon City feel like a comic book. Inflict a condition.

● ●

Reveal their origins to someone ● Make them answer their family's concerns
Make the players' characters' lives Take influence over someone. ●
● ●

Attack with someone just like them ● Raise expectations on them


superheroic. Bring them together. ●

Swarm with mundane forces ● Honor them


Play to find out what changes. Capture someone.

● ●

___________________________________ ___________________________________
_____________________________________ ● Put innocents in danger.
Always Say
● Show the costs of collateral damage. The Outsider The Beacon
● Reveal the future, subtly or directly. Point out their inadequacies
● What the principles demand. ● Make them feel like they don't belong ●
● Announce between-panel threats. Point out their best traits
● What the rules demand. ● Make a request from home ●
● Make them pay a price for victory. Make them pay for their audacity
● What honesty demands. ● Introduce a monitor from home ●
● Turn their move back on them. Compare them to the others
● What your prep demands. ● Show them the best of earth ●
● Tell them the possible consequences and Play to their drives
___________________________________ ● Show them the worst of earth ●

ask. ___________________________________ ___________________________________


Tell them who they are or who they
Principles The Nova

● Describe like a comic-book. should be. The Doomed


● Bring an NPC to rash decisions and hard ● Remind them of past collateral damage ● Remind them of their doom
● Address yourself to the heroes, not the
conclusions. ● Reveal a terrible truth of their powers ● Offer a chance to further their cause
players. ● Activate the downsides of their abilities ● Make their powers flare out of control ● Remind them of what they could lose
● Make your move, but misdirect. Stoke their conditions
● Make your move, but never speak its and relationships. ● ● Push them to the brink
● Make a playbook move. ● Introduce threats only they can tackle ● Offer temporary relief with a cost
name. ___________________________________
● Give up to fight another day.
● Make a paragon, villain, or generation ___________________________________
move.
● Treat human life as meaningful. ● After every move: “what do you do?”
The Delinquent The Transformed
● Make supers seem outlandish, creative, and ● Put them in chains ● Reject them
_____________________________________
cool. ● Give or take an audience ● Show how they are feared or hated
● Give villains drives to feature their Character Creation ● Give them conditional love ● Attack them with unthinking hordes
humanity. ● Hand out the playbooks. Have each player ● Show them the line ● Remind them of what they've lost
● Make adults seem childish and short- take turns reading the description of each. ● Offer a helping hand ● See their true self
sighted. ● Have each player pick a playbook. ___________________________________ ___________________________________
Accept people, but only conditionally. Ask questions during the process. Keep
The Janus

The Protege

● Ask provocative questions and build on the the players talking about their characters
answers. and their decisions. ● Convey their mistakes ● Remind them of their obligations
● Be a fan of the PCs. ● After they have chosen names, looks, ● Bestow wisdom, wanted or unwanted ● Endanger someone from either life
● Treat your NPCs like hammers. Square abilities, starting labels, moves, answers ● Hold up a mirror to them ● Make their lives cross over
peg, round hole. to backstory questions, and any special ● Give them exactly what they need at a cost ● Put more demands on them
● Remind them of the generations that came pieces of their playbooks, go around and ● Endanger their mentor ● Take away their mask
before. ask them to introduce their characters, one ___________________________________ ___________________________________
● Think in the gutters between panels. at a time. Ask questions all the while.
● Sometimes, disclaim decision-making. ● Once all characters are introduced, ask First Session
______________________________________ them to read out loud their “When our ● Remind them, during character ● Start everything off with a fight against a
team first came together...” section, creation, that they are a team---they supervillain. Let the heroes show what
without answering the questions. Then don't have to be great friends, but they they can do!
have them answer those questions one at a chose to stick together. ● Then transition into the aftermath, where
time. The recommended order of ● Remind them that they are heroes--- they deal with the consequences of the
questions is: Bull * Nova * Outsider * they may not always make the right fight. Use NPCs to drive those
Janus * Delinquent * Doomed * Legacy * choices, but they want to. consequences home.
Transformed * Protege * Beacon ● Ask questions like crazy.
● Ask questions of them the whole time. ● Springboard off character creation.
Weave together their answers to paint a ● Leave yourself things to wonder about.
picture of the incident. ● Nudge the players to have their characters
● Afterward, do relationships and influence. make moves.
Setting Labels and what they mean
Freak: Freak is about being strange, different,
“When our team first came
together” Questions
Masks takes place in Halcyon City. Halcyon is a The third generation, the Bronze Generation,
great big metropolis, full of gleaming towers and grew up with its parents in power, and said, unusual. It's about being abnormal, weird, 1. Bull
statues. It's Marvel's NYC, or DC's Metropolis. "Well, what is there for us?" When they were uncanny, odd, disturbing, upsetting. It's about We defeated a dangerous enemy. Who or what
being unique, powerful, special, individual, was it?
It's Astro City, and it's Gotham. gaining their own powers, they were coming
interesting. Being beautiful, extraordinary, and
into a world already dominated by the Silver
Halcyon has seen three generations of supers Generation. So they became the first cynical, a good kind of different. Freak is used to 2. Nova
before today. self-reflective generation of superheroes. The unleash your powers. We destroyed our surroundings in the fight.
first ones to truly question what it meant to be a Where was it? What did we destroy?
Danger: Danger is about being scary,
The first generation, the Golden Generation, hero. The first to laugh at their parents' ideas.
frightening, intimidating, threatening. It's about 3. Outsider
were heroes in gaudy colorful costumes, with Some became dark vigilantes in the shadows of
names like The American Flag and The Human the streets. Some became social justice being destructive, deadly, fearsome, explosive, We didn't trust each other at first, but that
Lightning Bolt. If they had powers, they weren't advocates, preaching for real meaningful and dangerous. It's about being strong, changed. How? Why?
powerful, dangerous, a weapon, a soldier, a
great or cosmic. They were the heroes who went change. Some became government agents,
thug. Danger is used to directly engage a 4. Janus
off to fight in World War II. They fought the working for organizations and agencies secret
good fight, against Hitler, against crime bosses, and powerful. Some became explorers, leaving threat. We saved the life of someone important, either
against corporate fat cats. They paved the path this world to find others in whatever directions to the city, or to us. Who was it? Why are they
Savior: Savior is about being a martyr, a boy important?
for everyone who came after them. And of were available. They were a darker generation,
scout, a goody two shoes. It's about being
course, since then, the people of Halcyon have one capable of seeing the false simplicity of its
responsible, noble, hopeful, helpful, naïve, 5. Delinquent
realized that, sure, the Golden Generation was parents, capable of seeing the world in ample
pretty sexist. And racist. It had plenty of issues. shades of grey. And they allowed that grey to obedient. It's about being protective and heroic; We totally broke some major rules to win the
But their statues are still erected all over the city. define them. They're still around, still active to a guardian and a rescuer. Savior is used to fight. What rules did we break? Whose rules
defend. were they?
Most of them are now retired, or dead. this day, and still working in what daylight was
afforded to them, in the shadows, and in the
The second generation, the Silver Generation, cracks left to them by the Silvers. Superior: Superior is about being better than 6. Doomed
was the first generation of true superheroes. them, smarter than them. It's about being right, We paid a high cost for victory. What was it?
correct, intelligent, clever, stubborn, type A. It's
They were powerful, extremely powerful, And then, there's today's generation. The fourth
about being a leader, someone who's going 7. Legacy
cosmically powerful. They were the first generation. Unnamed, unproved, untested.
places, most likely to succeed, and annoying. All things considered, we did well and
generation to truly fight against supervillains, That's you. That's the Masks. What will your
too—people possessed of superhuman power generation be? Superior is used to assess the situation and impressed an established hero. Who was it?
and diabolical plans, no longer representatives provoke someone.
of nations or normal parts of society. The Silver 8.Transformed
Mundane: Mundane is about being human, We drew attention and ire from plenty during
Generation fought the good fight, and did it
nobly. Thanks to them, the world was saved empathetic, sympathetic, kind, understanding. the fight. One important person in particular
countless times. But still, their struggles were It's about being unremarkable, average, now hates and fears us. Who is it?
unidentifiable, normal, regular, invisible, plain,
defined by a black and white perspective. The
standard issue. It's about being emotionally 9. Protégé
villains were villains, and the heroes were
healthy, capable of connecting, capable of We stuck together after all was said and done.
heroes, and rarely did the heroes see a need to
intervene in real issues—they were too busy supporting others. Mundane is used to comfort Why? How'd we keep in contact?
stopping supervillains and aliens. And the way or support and pierce someone's mask.
_________________________________ 10. Beacon
those heroes did things was right. Members of
the Silver Generation are still around, and are We found signs that this incident was just the
currently in the most prominent positions of start of something bigger. What were the signs?
power. They're the ones who are still in charge, ___________________________________
across the board. No matter what playbooks are present, you'll
always need to know what opposition or
enemy the team defeated, and where it
happened. If the Bull or the Nova
(respectively) aren't present, choose one:
- Ask any PC to answer
- Ask the table to answer
- Answer yourself
Villains Super Names Condition Moves
Anarch, The Antediluvian, The August, The Angry
How to Make a Villain: Example villain: Duke of Bone, Captain Shadow, Cygnus, ● Vent through unthinking violence
● Choose a name and generation. Doctor Infinity, Dread Queen, Dream Tiger, ● Break the environment
● Choose a drive. First, I choose the villain's name and generation. Emerald Lance, Gehenna, Ghostheart, Glacier, ● Shut down conversation
● Choose one to five villain moves. In this case, I want a powerful villain, one who's Gravestone, Handyman, Hashtag, Hourglass, ● Lash out at any vulnerability
● Choose one to five conditions. been around for a while, so I pick the Silver Kingfisher, Knuckleduster, The Lawman, ● Escalate the situation dangerously
generation. For a name, I want something that Mirror Beast, Mr. Everywhere, Myrmidon,
Villain Names: sounds menacing and over-the-top: I settle on Mystic Mistress, Panthalassa the Sea- Afraid
Choose a name that's fun and exciting to you, the Dread Queen. Sovereign, Quill, Superbia, Photovore, Rime, ● Hide out of harm's way
and that signals the generation of the villain. Rockhammer, Scarlet Songbird, Silent Storm, ● Flee from danger or difficulty
Then I give the villain a drive. The Dread Queen Starlyte, Steel Mask, The Spider, Vixxis the ● Lash out without thought at a threat
Gold: Goofy, fun, light-hearted names is forming in my head as one of those regal Timebreaker, Warpstar, Vortex, Zero Hour ● Plead for mercy
villains, arrogant and in charge of some nation. I ___________________________________ ● Throw up blocks and walls
Silver: Grandiose, cosmic, epic names. think that she enacts grandiose plans, but
ultimately, she's driven by a relatable urge: “To Names Hopeless
Bronze: Down-to-earth, simple, catchy names. serve the best interests of her homeland.” Alexander, Amrit, Betty, Brandon, Chadwick, ● Give up without a fight
Chun, Damon, Dipali, Dustin, Faith, Hayley, ● Burn down the world around them
Modern: Meme-worthy, “unique,” clever Next, I give the Dread Queen some villain Ida, Imran, Ismael, Josefina, Joy, Juanita, ● Seek any light in the dark
names. moves. I think she's a real danger, so I give her Julius, Jun, King, Kyo, Leticia, Lina, Luz, ● Undermine others' beliefs
four moves. Marcos, Nadine, Orlando, Patricia, Paul, ● Veer toward drastic and terrible action
When it's appropriate, pick a real name for the ● Call in hordes of royal troopers Prasad, Ren, Rochelle, Salman, Salvador, Sita,
villain, too. ● Reveal the perfect technological counter Sushila, Santiago, Tyler, Vicky, Yi, Yuki Insecure
● Taunt and pontificate ● Double down on broken plans or ideas
Drives: ● Attack with precise energy blasts Amjad, Ash, Bass, Benitez, El-Amin, ● Follow the lead of someone else
Give your villain a drive, a purpose or goal that Fernandez, Chan, Corbitt, Dumas, Gallagher, ● Doubt and question their own allies and
leads them to action, in the form of a statement: Finally, I give the Dread Queen some Hartwell, Espinoza, Kane, Li, Locklear, plans
“To __________________” conditions. I give her four, the same number as Mccloud, Mireles, Murray, Parr, Pasternak, ● Admit wrongful action
her moves, to show how dangerous she is: Rayburn, Reaves, Serrano, Starling, Treadwell, ● Recede into the background
Make your drives point at the villain's Angry, Afraid, Hopeless, and Guilty. The Dread Trujillo, Tyson, Wong, Woodcomb. Zheng
underlying humanity. Not “To travel through Queen does not become Insecure. ___________________________________ Guilty
time,” but “To correct past mistakes.”
And then she's all set and ready to go! Sample Drives ● Seek forgiveness
● To bring justice to the guilty ● Sacrifice anything or everything for
Villain Moves: redemption
Choose one to five villain moves. Villain moves Villains in a Fight
● To create and enforce order
● To defend those like them ● Turn to the unthinkable
are things the villain does, both in and out of ● When a villain gets hit hard, make them Implicate others in guilt
fights. Make them specific and focused. Not mark a condition as appropriate.
● To defeat a hated archenemy ●

● To demand attention and focus ● Reveal the nature of their drive


“Punch hard,” but “Fire a cosmic punch at the ● When a villain marks a condition, have ___________________________________
most dangerous target”. them make a move from the Condition
● To destroy threats to peace
To free those in chains
Sample Villain Moves

Moves list immediately---including right
Conditions: after a roll to directly engage.
● To obtain massive wealth
● To overturn an unjust system
● Summon robotic minions
Choose one to five conditions for the villain to ● When you need to say what the villain does Open a gate to another dimension/the
To protect their home and loved ones


be able to mark. Possible conditions are Angry, next, look to your GM moves and their future
Afraid, Hopeless, Insecure, and Guilty. The villain moves.
● To prove the failures of corrupt heroes
● To rally and inspire others to action
● Create a weapon or bomb
more conditions you give to a villain, the greater ● When a villain needs to mark a condition Hide behind a lieutenant
To seize control of threats and dangers


their capacity to stay in the fight, and the more but can't, they are definitively defeated. Threaten innocents
To take vengeance for past wrongs


dangerous they'll be. ● Villains can flee or give up long before all Explain their true purpose
To uncover the secrets of the world


their conditions are filled---don't think they Implicate or tarnish heroes
1 condition: Barely a threat. have to fight to the bitter end. ___________________________________ ●

● Steal away something valuable


2 conditions: A bit of a fight. ● Villains, and NPCs in general, will always ● Transform into a more dangerous form
3 conditions: A threatening villain. try to clear conditions---meaning that they ● Reveal the nature of a trap
4 conditions: A dangerous villain. will always choose to open up and clear a _________________________________
5 conditions: A true arch-villain. condition after a PC's successful comfort or
support move.
NPCs Descriptions Lacks Influence Other Information
(Moves, Drives, Conditions) over...

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