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CONDITIONS ADVANCEMENTS BASIC MOVES

When a move tells you to mark a condition, mark When someone permanently loses Influence DIRECTLY ENGAGE ASSESS THE SITUATION
any condition you choose. Sometimes the GM may over you, it means that character can never hold When you directly engage a threat, roll + When you assess the situation, roll + Superior.
tell you a specific condition to mark, especially Influence over you again. This is almost always Danger. On a hit, trade blows. On a 10+, pick On a 10+, ask two. On a 7-9, ask one. Take +1
after a hard move. best used on an NPC, to indicate that you have two. On a 7-9, pick one. while acting on the answers.
If you need to mark a condition and have no moved past them and won’t be affected by what  resist or avoid their blows  what here can I use to ________?
more conditions to mark, you are taken out. You you think of them again.  take something from them  what here is the biggest threat?
lose consciousness or flee. The GM will tell you When you retire from the life, it means  create an opportunity for your allies  what here is in the greatest danger?
when you come back into another scene. You may you’re not part of the superpowered world  impress, surprise, or frighten the opposition  who here is most vulnerable to me?
clear one anymore, and that character should be considered  how could we best end this quickly?
condition. safe and off-limits to the GM’s moves.
Once a condition is marked, take -2 to When you lock a Label, it means that
certain moves (max -3) Label can never shift up or down again—that part
UNLEASH YOUR POWERS COW OR REBUKE
When you unleash your powers to overcome When you cow or rebuke someone for their
 If you’re Afraid, take -2 to directly engage of yourself is set in stone.
an obstacle, reshape your environment, or extend weakness, and express your disappointment or
or cow or rebuke. When you become a threat to the world,
your senses, roll + Freak. On a hit, you do it. On disdain, roll + Menace. On a hit, they hear you:
 If you’re Angry, take -2 to abscond or it means you’re no longer a “young” villain—
a 7-9, mark a condition or the GM will tell you They mark Curses!, clear a condition, or shift
pierce the mask. you’re a peer of the biggest scoundrels in the
how the effect is unstable or temporary. labels if they respond. On a 10+, you can add a
 If you’re Doubting, take -2 to unleash your city, and you aren’t a Capers! character anymore.
Plan to the pool, or clear a condition yourself.
powers or exploit weakness. The GM should treat your character as one of the
 If you’re Insecure, take -2 to provoke biggest villains in the city, but play them as an PIERCE THE MASK
someone or reject what others say. NPC. When you pierce someone’s mask to see the ABSCOND
 If you’re Paranoid, take -2 to distract person beneath, roll + Menace. On a 10+, ask When you abscond from a situation or an
three. On a 7-9, ask one. immediate threat, roll + Trouble. On a hit, you
someone or assess the situation.
VILLANOUS CONDITIONS  What weakness are you hiding? get away from the present situation or threat, and
The villainous conditions are taken as advances,  What do you care about presently? choose one. On a 7-9, you escalate the threat you
CLEARING CONDITIONS and when one becomes a threat to the world, or  What do you intend to do? absconded from, or stumble into a new one.
You can always clear a condition by taking a is a true “adult” villain, they use some or all of  How could I get your character to__?  add a Plan to the pool
certain action. At the end of any scene in which these instead. Each villainous condition replaces  How could I gain Influence over you?  clear a condition
you take the corresponding action, clear that an original condition but thematically, you are still  reveal something you absconded with
condition. afraid, angry, doubting, insecure, or paranoid, but
 To clear Afraid, run from something EXPLOIT WEAKNESS
your delusions are so complete that it shields and When you exploit the weakness of a target PROVOKE SOMEONE
difficult. empowers you from it into a mostly unbreakable
 To clear Angry, hurt someone important that has been made vulnerable by some other When you provoke someone susceptible to
shell. Additionally, villanous conditions are cleared means, roll + Conditions the target has marked. your words, say what you’re trying to get them
or break something important. the same way, because ultimately, the same
 To clear Doubting, be rebuffed when you On a hit, the fight is over... for now. On a 10+, to do and roll + Superior. For NPCs: on a 10+,
impulse and source exists for all of them. The they choose 1. On a 7-9, they choose 2. On a they rise to the bait and do what you want. On a
try to make amends for your actions. villainous conditions are…
 To clear Insecure, take foolhardy action miss, they choose 3. 7-9, they can instead choose one.
 Alarmed which replaces Afraid. Take +1 to  you take a powerful blow in return.  they stumble: you take +1 forward against
without talking to your team. abscond or assess the situation. Take -2
 To clear Paranoid, take pre-emptive  they escape your clutches at the last moment them
to directly engage. before you saw it through.  they err: you gain a critical opportunity
action against one of your allies.  Enraged replaces Angry. Take +1 to
You can also clear a condition when someone else  they manage to keep you from getting  they overreact: you gain influence over them
directly engage or cow or rebuke. Take something you wanted. For PCs: on a 10+, both. On a 7-9, choose one.
cow or rebukes you, or when you abscond. -2 to abscond.  they pull off one last gambit. They choose  if they do it, add a Plan to the pool
 Obsessed replaces Doubting. Take +1 to one: Add 1 Heat, exhaust one of your  if they don’t do it, they mark a condition
SHIFTING LABELS reject what others say or to cook up a Assets, or burn 1 Plan.
When you shift a Label, it means that your view scheme. Take -2 to exploit weakness.
of yourself is changing. You see yourself more as  Arrogant replaces Insecure. Take +1 to
the Label you shift up, less as the Label you shift distract someone or unleash your DISTRACT SOMEONE TAKE A POWERFUL BLOW
down. If you ever need to shift a Label above powers. Take -2 to provoke someone. When you distract someone from what’s When you take a powerful blow, roll +
+3 or below -2 mark a condition instead, GM’s  Treacherous replaces Paranoid. Take +1 to really going on, roll + Trouble. On a hit, they conditions marked. On a 10+, choose one.
choice. provoke someone or pierce the mask. are fooled, at least for a moment. On a 10+,  you must remove yourself from the situation:
Take -2 to assess the situation. choose 2. On a 7-9, choose 1. flee, pass out, etc.
 you get an opportunity.  you lose control of yourself or your powers
 you redirect their attention to someone else. in a terrible way
MOMENT OF TRIUMPH  you confuse them for some time.  two options from the 7-9 list
When you unlock your Moment of Triumph,  you avoid immediate retaliation for this. On a 7-9, choose one.
you can activate it at any time: read your In addition, if a PC is targeted with this move: on  you lash out verbally: provoke a teammate
Moment of Triumph out loud from the back of a 10+, both. On a 7-9, choose one. to foolhardy action or take advantage of
your playbook and follow that script. In essence,  If they play the dupe, add a Plan to the pool. your Influence to inflict a condition
you (the player) take full control of the narrative  If they see through your distraction, they  you give ground; your opposition gets an
in this moment. The GM will let you know what mark a Condition. opportunity
consequences arise...  you struggle past the pain; mark two
After you use your Moment of conditions
Triumph, permanently lock one Label. You have On a miss, you stand strong. Mark potential as
changed, and some part of you has become set in normal, and say how you weather the blow.
stone. You can unlock your Moment of Triumph a
second time through advancements.
PERIPHERAL MOVES THE CAPER
START OF SESSION INFLUENCE A session usually revolves around a single Caper. EXECUTE PLAN
At the start of every session, the GM adds a Plan When someone has Influence over you, it means The current leader makes the first suggestion. When executing a plan, spend up to 3 (min.
to the pool. you care about what they do, say, or think. At any Everyone else can either abstain, second, or 1) Plan and roll + Plan spent. Describe your plan,
time you can give Influence to any character who counter. and how it’s carried out. On a hit, cross out a
doesn’t have Influence over you. All adults have Abstain means you don’t take a stand, but Plank. On a 10+, add 1 Infamy. On a 7-9, choose
END OF SESSION Influence over you when first introduced. can contribute thoughts and vote. one: mark a condition; exhaust an Asset; mark
At the end of every session, choose one: You can Second a plan put forward by the Heat.
 Cling to your sense of self and strike leader or a counter-plan by another. Only one
When you have Influence over someone,
out on a caper of your own. Describe this person can second a plan, publicly supporting the
solo caper and how it defines your evolving
take +1 to all moves targeting them, including SNATCH VICTORY
rejecting their Influence. plan and locking in their vote. If the caper you To snatch victory once all planks are
villainy. Shift one Label of your choice up seconded is chosen, take Influence over the cleared, gain 1 Infamy and roll. On a 10+,
and one Label of your choice down. leader.
When you take advantage of your Influence successfully pull off the caper, and justice arrives
 Cling to the safety that others can Finally, you can Counter with a Caper
over someone, surrender the Influence you hold in time only to give chase. On a 7-9, you’re
bring. Describe to whom you seek succour proposal of your own.
over them to choose one: caught in the act.
from, and how they can give it to you. Give Once everyone has had a chance to abstain,
 give them -2 on a move they just made Take +1 forward during your escape if
them Influence over you, and either clear a second, or counter, then everyone votes. These
(after the roll) you’re able to snatch victory before the forces of
condition or mark Curses! things aren’t always decided democratically, but
 inflict a condition on them justice arrive, surprising them.
 Cling to the feeling of mistrust. eventually a consensus is reached in character.
 take an additional +1 on a move targeting
Describe why you feel betrayed and by Whoever suggested the chosen Caper is
whom, and how you intend to get back at
them (after the roll) TEAM MECHANICS
then designated as the new leader. When you initiate a Caper as an alliance,
them. Remove their Influence over you.
When someone with Influence over you add two to the Plan pool.
tells you who you are or how the world PLANKS  If the leader has Influence over every ally,
INFAMY works, accept what they say or reject their Once the Caper has been decided, the GM add 2 Plan.
Villains are encouraged to attempt and hog the Influence. If you accept what they say, the GM will decide what Planks the players must face,  If everyone has the same purpose in the
glory for themselves. Infamy can have a minimum will adjust your Labels accordingly; if you want to choosing one to five depending on how grand or caper, add another Plan.
value of 0 and a maximum of 3. Everyone starts keep your Labels as they are, you must reject their difficult the objective is.  If any alliance member mistrusts the leader
with 0 Infamy. Influence.  First, you must _____ . or the alliance, remove a Plan.
You can spend Infamy to take +1 on  You must seize _____ .  If your alliance is ill-prepared or offbalance,
a roll, when you refer to an exploit out loud and When you reject someone’s Influence, roll.  You must break into _____ . remove a Plan.
boast about your reputation. On a hit, you successfully hold to yourself and  You must take out _____ .
If you have 0 Infamy and would lose tune them out. On a 10+, choose two. On a 7-9,  You’ll need intel on _____ . The leader can mark a condition to avoid
one, keep it at 0 and mark a condition. choose one.  You’ll need to keep _____ busy. removing a Plan from the pool.
If you have 3 Infamy and would add  clear a condition or mark potential by  You’ll risk the attention of _____ .
one, keep it at 3, instead some hero or law immediately acting to prove them wrong  You’ll need the compliance of _____ . Anyone working with the alliance can spend Plan
enforcement comes after you specifically.  shift one Label up and one Label down, your  You’ll have to set an escape via ____. one for one to help an ally; give them +1 to their
choice  Don’t forget the _____ . roll.
 cancel their Influence and take +1 forward
ASSET against them Afterwards, starting with the leader and then more Allies can also spend Plan to act selfishly. When
Assets represent the ill-gotten and diabolical On a miss, their words hit you hard. Mark a you act selfishly, say how your actions ignore or
freely, each player can act, until all the Planks
means by which villains can do their devilish condition, and the GM will adjust your Labels. insult your allies, remove one Plan from the pool,
have been crossed off. After all Planks have been
deeds. Assets can be shared as you like, and and shift one Label up and one Label down, your
crossed off, you may attempt to snatch victory.
provide narrative benefits to all you trust as you If you have Influence over a teammate and choice. You can use this option after rolling to
use them. you would gain Influence over them again, alter the Label you’re rolling with.
You can wager an Asset to take +1 on immediately shift one of their Labels up and one
a roll for just that extra edge. If you roll a hit, you HEAT
of their Labels down, your choice. Whenever time passes, the GM will empty the
keep the Asset. However, if you miss, the Asset is The GM will set Heat from 1 to 5, based how
alert opposing forces are and how dangerous Plan pool and restore it to one Plan.
lost. You may acquire new Assets or reacquire a If you have Influence over an NPC and you
lost Asset as per the GM’s discretion. the intentions are. If Heat reaches 5 the caper is
would gain Influence over them again, take
You can exhaust an Asset during interrupted by the forces of justice unless all the END OF CAPER
+1 forward against them.
schemes and plans in order to stave off Heat Planks have been crossed off, in which case the At the end of a caper, gain 1 Infamy and roll
and Conditions. An exhausted Asset becomes alliance can attempt to snatch victory. + Heat. On a 10+, take +1 forward, as your
temporarily unavailable. But when time passes, fame grows. On a 7-9, you also make some
the Asset is regained. MEDDLE enemies, choose one:
When meddling in the plots and schemes of  a hero wants payback;
others, check your playbook and trigger the move  a villain wants credit;
detailed there, and likewise the person you are  someone you cared about turns away from
meddling with does the same. You can only you.
meddle once during a caper, and can only You can also spend 1 Infamy to acquire a new
be meddled with once. Asset, shift a Label of your choice, or spend 2
Infamy to mark Curses!
COOK UP A SCHEME
When cooking up a scheme, roll + Label of
your choice (Label is then locked). Describe your
scheme, and how it’s carried out. On a hit, add a
Plan to the pool. On a 7-9, choose one: mark a
condition; exhaust an Asset; mark Heat.

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