House Rules

Mar 30, 2024 2:01 pm
Harm
We're using the 'Harm' Spin-Off Rule from the core book (page 238).
Being willing to risk their own lives in defense of others is what makes our characters truly heroic. There can be no courage, fortitude, or nobility of character if our heroes, or the people they are trying to protect, are never at any risk of injury or death

https://i.imgur.com/iond1Rt.jpeg

Characters start play with varying numbers of boxes in their harm tracks. PCs always have six. NPCs have a number equal to their conditions. When you trade blows with an NPC, inflict one harm on them. As one of your choices for directly engaging a threat, you can choose to inflict an additional harm. If you use overwhelming force against a target, you should inflict an additional harm anyway; the GM tells you when that’s appropriate.

When you take a powerful blow, mark one box on your harm track. If half the boxes of your harm track are marked, you’re not doing so hot; what once may have been easy now requires you to unleash your powers. If all boxes on your harm track are marked, you’re in very bad shape; you’re likely to die without immediate help.

If an NPC ever fills their harm track, they go unconscious. Without help, they’ll die. The GM can inflict harm as a hard move.
Apr 3, 2024 1:49 pm
Swapping Playbooks

Swapping playbooks requires careful consideration of how to integrate the change to ensure the continuity and narrative structure of the game without it feeling forced or contrived. Aside questions about consistency and believability within the game world which have to be addressed, it also impacts the team's dynamic by shaking up already established roles and relationships.

This is not necessarily a bad thing; this game IS about young people finding themselves.

Only that this sort of change would have to be handled delicately; requiring us to collaborate to find a good narrative justification for the change, as well as consider all the implications to the character's arc.

https://i.imgur.com/IEcwlML.jpeg

Swapping playbook:

Swapping a playbook will essentially 'reset' your hero; you lose all your previous moves and must pick a label array fitting for your new playbook. Mark advances under the line that you already took - that part of your character remains unchanged, including any adult moves you might have picked up, and changes to your labels (apply those after picking your new array). Keep whatever potential you already have marked.

If you wish, you may replace the 'change a playbook' advancement with the following :
Choose a move from yours, or any other playbook in play, lock a label, AND add +1 to a label of your choice.

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