Thursday, December 17, 2015

X-Men...really?

I was listening to the Play On Target podcast, where Lowell Francis interviewed Eloy Lasanta, and Lasanta mentioned his love of the X-Men. I've heard of this love from others and I realized that the superhero RPGs I love (Supers! and ICONS) do a more four-colour setting by default.

I was never a big reader of the X-Men...the proliferation of X-titles in the 1990s was of the reasons I fled to DC (truthfully, I had been a DC child anyway) and then away from comics. But I recognize the basic characters and I see that the powers approach of my favourite games doesn't really reflect the X-Men as I understand them.

Caveats that I might be totally wrong in my understanding so that True Fans(TM) might object. However, this approach might be fruitful in figuring out how you do things to more accurately reflect the comics. It's mostly inspired by Marvel Heroic Roleplaying (it's not influenced by AMP except for what was in the podcast; I don't own AMP and haven't read it).

When I look at them, the characters in the core X-Men and the New Mutants (again, circa the late 1980s and the early 1990s, when I was occasionally looking at the books) are mostly human but with one or two powers that make them different. As humans, they're usually pretty good...Scott Summers is well-trained, Warren Worthington seems to be buff, Kitty Pryde manages well, and so on. (In story, the justification is the danger room and the training.) It's not until later (such as in Excalibur) that you see any disabled heroes. Anyway, the powers are applied differently: a character might freeze a lock or throw iceballs or make an ice wall, but it's one power. We'll call it a theme. This is like the power sets in Marvel Heroic Roleplaying.  (I don't have a list of themes handy, but I might edit one in later.)

Both Supers! and ICONS have mechanisms to handle this stunting: Competency dice and determination points.

First, we roll to see how many themes you have. We're going to use 2d6 because we want the bell curve.
RollNumber of themes
2-6One power theme (Colossus has the Strength theme; Angel can fly; Cyclops blasts things with his eyebeams)
7-10Two power themes (Kitty phases and is smart; Wolverine has the healing factor and an animal theme)
11-12Three power themes (I can't think of examples at this second, but I'm sure they exist. Maybe Cable, who has cybernetics, and the telekinesis, and being from the future and having that kind of knowledge might qualify as a third--I don't know enough about the character to be sure.)

Then we're going to figure out the width of your biggest theme. This is the number of standard expressions of your power. Iceman lucks out because he has three main expressions: ice armor, movement, and the ability to create things out of ice. Colossus has two expressions: strength and durability. (You might be able to call that one in ICONS with Alternate Form.) Cyclops and Angel have a single expression: optic blasts and flight, respectively. (Actually, you could make an argument that Angel's second theme is wealth but I'm not sure I want to go there. Worth considering that wealth might be a power, like any ICONS ability over 6.)

Again, we roll 2d6 for the bell curve:
RollWidth of theme
2-6One main expression
7-10Two main expressions
11-12Three main expressions

If you have multiple themes, the additional ones only get one main expression. (That's okay: you can stunt on any of these themes.) You get to pick which one might have multiple expressions, if any. You can run all of those main expressions at once. So Iceman, who has three main expressions, can have the armour, the movement, and the attack.

You pick (or roll, on the nonexistent table) your themes. Once you have themes, you can pick or roll main expressions. Those are the powers you normally use, but you can stunt others.

"Great," you say. "But what is the point?"

The point is that it's free to swap expressions or powers within your main theme. (In systems with a finer grain, such as Mutants & Masterminds, you might say that swapping within your theme takes a bit of time, maybe your movement action, but doesn't cost hero points.) To keep extra expressions up simultaneously costs a competency die or a determination point. To stunt in some other theme costs a competency die or a determination point. It costs two dice or points to bring a power into your theme, and you have to have a justification.

By defining the themes, we get to ones where it's difficult to use a power (it's from a different theme according to the homebrew rules we've just put down).  In fact, you can have character generation being constructing your theme, or players can add to the theme with experience. (That's certainly the only way to add powers or expressions to a secondary theme.)

Themes would include a particular animal or being animalistic; darkness; force; light; air; earth; water; fire; plants; movement; telekinesis; mental; decay or corruption; magic; strength; time; body alteration; and so on. A theme has one or more obvious main powers and the set of things that often go with it. A theme has, oh, five to ten powers in it--we're looking for comic book cliches here. Some of them will be contradictory...just don't take them both.

For instance:

ThemeExpressions (powers)
AirFlight or Gliding, control winds, shielding winds, alternate form (air), gentle fall, shielding
Animal themeDepends on the animal...Power mimicry specific to animals, Flight, Swimming, Burrowing, Leaping, Claws/fangs, Strength/toughness, Growth/Shrinking, Super-senses (smell, taste, hearing, eagle eyesight, 360 degree vision, sonar, infrared vision, electroception)
Body alterationGrowing, Shrinking, Phasing or Intangibility, Air walking, Density Increase, Duplication, Regeneration, Enhanced Senses, Stretching or Malleability
MentalMind reading, Mental link, Mind control, Mental blast, Mind find, Possession, Telekinesis, Precognition
PhasingIntangibility, Air walking, Enhanced senses, attack by phasing through things, disable electronics
StrengthStrength, Invulnerability, Leaping, Flight, Superbreath, Alternate form that gives strength, Density Increase, Immobility

A given power can show up in more than one theme. There are multiple ways of doing an energy blast: that was the whole point of going to effect-based powers. Here I'm trying to graft a cause back on to those.

Themes might possibly be the character types in the Mutants & Masterminds random character creation system. In Champions terms, everyone gets an elemental control and the ability to stunt within it for free.

This is totally untested, but I think it might work.

Wednesday, December 16, 2015

Pyramid Power!

SYSTEM: ICONS

I was thinking about pyramid tests in ICONS. I don't think they're a solution without a problem, but I think there isn't enough guidance about what they can be used for. Let me make my suggestions, and other things will naturally occur to you.

A pyramid test is a set of tests where you want to accumulate a massive success. Lesser successes add to larger successes. So you could roll once, or eight times barely successfully. That's the concept. How can you use it?

In combat, it could represent firing the photon torpedo down the narrow access shaft to destroy the Death Star, or managing to get sufficient damper rod material into the atomic monster's tiny mouth opening. (There might even be a way to replace actual combat with Stamina and such with pyramid tests, but I don't want to go there.) It's an interesting way to handle a crowd of minions or a swarm of bees: rather than treating the swarm as a single opponent, the PCs have to win a pyramid test where they can use any technique, from swatting with the wall of a shed to the quantities of honey they put out to attract the insects.

In tests, it's good for something that the skillmeister does while the combat bunnies fight. For instance, perhaps the combat bunnies keep the Killdroids busy while your tech-savvy character is defeating the firewall(s) around the computer that controls the Killdroids, or that supplies them power in a mad Nikola Tesla air-power scheme. The tech-savvy character may take three panels to break into the computer while the fighting goes on, but the combat bunnies would never be able to destroy the Killdroids unless TechGuy got through the firewall.

One place that I've had good luck is to use the pyramid test instead of detective work. In a scenario I had written, there was a certain amount of detective work, which was the jam for my first playtest group but tedious to the second. The first group just roleplayed it. (In game terms, I was mostly concerned with how fast they'd find the information, not that they'd find the information.) I replaced the roleplaying with a pyramid test, because the second group of players preferred--they were able to say, "Oh, I'll do this to test," roll to see if/how well they did it, and add that to the pyramid test. So long as players had reasonable ideas of how to approach the problem, I allowed it. The fact that you can spend an Advantage to get +2 to effort helped, too, because they were able to minimize the boring detective stuff and get on to what they wanted, which was to fight bad guys.

Your opponent can negate your character's successes, or you can run with a second pyramid test. They represent opposed and unopposed tasks: if what your opponent does subtracts from what you do, then you subtract their degree of success from the total you've achieved.

Uberfraulein (the cousin to Ubermensch) is having a tug of war with Wonderful Chick. Obviously they're working against each other. You have a single pyramid test.

Ubermensch and Flicker are running for charity. Unless they're actively working against each other, I'd run it as two separate pyramid tests, each rolling against the same target number. Ubermensch will probably lose to Flicker because he has flight 8 and Flicker has Superspeed 9, but maybe not. Maybe an earlier mistake by Flicker (that is, a bad roll) will allow Ubermensch to get to the finish line first. (You can even make it a sub-game by giving each player the choice of whether they want to make a roll to add to their own pyramid or subtract from the other's.)

You could certainly run a pyramid test when trying to convince someone that they are wrong about something--say, your character's secret identity. Your character needs to provide a certain number of points of proof, because the other person knows that shape changers exist, so just seeing the two of you in a room isn't going to convince them.

Basically, if one person has to succeed at a number of tasks in a row, a pyramid test might work.

Tuesday, December 15, 2015

One Tontine, No Waiting

Emily Dresner-Thornber reminded me of one of my favourite illegal financial mechanisms, the tontine.

In case you're not familiar with it, the tontine is a group ownership of some item. As each person dies, his or her shares pass to the other survivors. Whoever is left standing at the end, owns the whole thing. Very useful if you want an excuse for murders galore.

In a powered person context (because clearly this isn't going to be about superheroes, just supers), all powers derive from one power source. Originally, all of ten thousand people had powers. (In a supers game system with points, everyone had the same low number of points.) But if you kill someone, you get their points. When you have children (if you have children), they get your points. There's a trade-off: more kids means that someone is likely to survive, but they probably each get fewer points. And you're stuck with fewer points. Some powers, like immortality, let you avoid losing points under normal circumstances, but if you have kids, you're unlikely to be immortal....they've sucked up your points.

The contest to kill other super-powered people starts. I think it would start as overt, but as members got better, it would move to covert: some people would hide. Once individuals get past a certain point, they might be overt again. ("You killed that guy, and then your skin started glowing. Weird.")

There's an interesting situation where some very low-level supers had kids and essentially became invisible because everyone had so little power. And then the parents die, and the kids get stronger. So they get attacked. Maybe it's luck, maybe it's the fact that their parents took someone out with a rocket propelled grenade just before they died, but all of a sudden, the kids are in this decades or centuries-long game and they have to survive. And folks aren't going to leave them alone.

Saturday, December 12, 2015

A Request

Please produce the podcast "Shakespeare and Superheroes". Make it about bringing outside influences into your superhero adventures. 

I'd listen. 

Friday, December 11, 2015

Re-using a Villain (or other character)

SYSTEM: ANY

Following up on my notion of "cusp" versus "rise" characters, character re-use is central. So now I'm thinking about re-using a character. Obviously, if the character was intended to be re-used, it's easy. Or if the character got away, all you need is a motivation, either a diamond as big as the Ritz, or revenge if the character was an onion-skin away from capture.

Maybe character write-ups should come with a "re-use" category, indicating the ease of incorporating the character into your campaign over a long term. Well, relatively few characters are sold with the idea that they can't be reused (though there are situations that call for it: Dr. Immoral Dilemma, for instance, also known as SAW).

But let's say you have a character who was a one-off but the players are still talking about him or her. How do you bring that villain back? 

And, in fact, I'm going to challenge my earlier idea and say that there are some characters who are refreshing to see again but they aren't tied to any long-term goal. They're just wacky or inventive or fun. The Foxbat character from Champions was like this.

Anyway, in one sense, it's a silly question. In my youth, when we wanted to bring a character back, we said, "He broke out of jail and now he wants revenge. And he's bringing friends." And it can be that simple. If that's what you want to do, go for it.

On the other hand, that was hit and miss. Sometimes it was worth doing and sometimes the character just showed up and it was another ho-hum session.

Nowadays, with more time between sessions, I'd ask myself some questions before bringing a character back.

Why was the character popular? Was it the connection with one of the PCs? Was it the cool power? Was it the plan? Was it the hostage situation? The costume? The seasonal connection? The fact that the villain always brings candy canes? You don't want to destroy what made the character a success in the first place.  Presumably you're bringing the character back because the players talk about him or her. What do they say?

You don't have to do the exact same thing, of course: sometimes it's fine to riff off the previous adventure, presenting the villain and heroes in the opposite light. Maybe the villain is trying to shake off the depression after having tasted godhood. Maybe the villain wants to be arrested because he's hooked on prison food (The Emerald Epicurean has been promoted at the Superguy prison, and his breakfast souffles are to die for.)

What do you need to change, if anything? When you resolved the last adventure, what had changed for the PCs or the villain? If the villain had a great plan revolving around the worship of Samhain and it's early Easter, do you have to take that into account? If the villain professed her undying attention for one of the heroes who has since gotten publicly married, does that change things? If the villain wanted to get hold of the eighth star of the Pleiades that fell to earth in the fourth century AD, and it got destroyed, what's the villain's plan now?

In fact, that can be a large part of the adventure: a plan that would have been fine before the heroes got responsibility fails because the heroes just have too much to do nowadays (no, I'm not projecting; why do you ask?) so the villain falls on increasingly desperate attempts to get their attentions.

A special case of change is if the villain died. Coming back from the dead is almost as old as comics, dating to when they wanted to bring back the Joker, so there's no shame is revealing that the villain survived the terrible fate that apparently befell them. (Bonus points if someone said, "No one could have survived that!" when he or she died.) Heck, you can even have the villain actually be an imposter trying to duplicate the original's MO, or have the villain simply shrug it off. 
"But...I sent you to the pits of Tartarus!"
"I got better."
Why is the villain back? Let's face it, any sensible mercenary villain would go, "Hey, they beat me. I'll go work in the Congo, where there's only war and strife to worry about." So why did the villain come back here, to the campaign location? There are a couple of possibilities. Revenge, of course. Maybe what they want is only available here (there's a reason that the museum of supervillain trophies is in the town with superheroes), or they need the eclipse that's going to be visible locally. Maybe they are just too attracted to the hero or NPC to stay away.

Sometimes it's fun to beat up the bad guy who keeps trying to win (though my players are more likely to find out his inner problem and set him up with a job); sometimes there's a complex scheme that evolves from the return of a bad guy.

Thursday, December 10, 2015

Cusp versus Rise

SYSTEM: ANY

Because RPGs are hero-centric, I categorize the villains as cusp villains or rise villains in terms of how the heroes view them and how they interface with the heroes.

A cusp is a brief (usually one session) interaction. A villain group might plan its heist for weeks but if the heroes don't know about it until they enter the jewelry store, it's a cusp from the heroic viewpoint. This might be the villain-of-the-week, or the latest installment of being harried by some other villain.

A rise villain has lots of hero face time. This could be because it's a friend of the hero who has succumbed to a sudden-but-inevitable betrayal, or it's a returning villain, or a spider in the middle of a web who is pulling threads.

I thought of this while considering shows like Flash or Supergirl, where the villain of the week is usually forgettable, even if they are terribly powerful, like Weather Wizard on the Flash TV series or Jemm on Supergirl. (It might be just my viewing, but it seems to me that Alex was losing against Jemm despite all the badass weaponry until the intervention of J'onn J'onzz.)

The idea in a roleplaying sense--and I don't know if it's useful--is that villains your players respond to can become rise villains. Rise villains are usually more memorable, possibly just because they have more face time. They recur. Reverse Flash and Zoom and Astra are all rise villains because you have an ongoing sense of them, of dread and anticipation.

In general, we want our campaigns punctuated by rise villains because they're memorable. The next question is figuring out what makes them memorable.

Wednesday, December 9, 2015

Campaign Framework: Community Service

SYSTEM: ANY

Spinning off from some thoughts yesterday, a kind of sponsored hero team....

It started when organized crime in Orchard Valley brought in a supervillain. (Less hired, and more finally succumbed to the insistence of one of its higher-placed members, who said they should get with the times.) Their first action, a protection racket, worked quite well until it expanded to the small business neighborhood of Cherrystone, where the owner of the Bran New! bakery refused to pay them. (Cherrystone's motto is Cherrystone—It's not the pits!)

They came around that night to burn down the place and show everyone. They didn’t realize that the pastry chefs are often working late at night to make pastries for the next day. They also didn’t realize that the pastry chef—Gloria Desroches—was a pyrokinetic, so arson was just the wrong approach.

She stopped them. There was collateral damage, because she had never done this hero thing before (she uses her powers to brown crusts and sometimes to caramelize the top of a creme brulee).

They came back with a car to run in the side of the building, but she extinguished the explosions running the engine, and it sputtered to a stop twenty paces from the building. (They did throw rocks and manage to break the window.)

By then, the local chamber of commerce had come to Gloria and asked her to be on call for the neighborhood. She agreed.

The city already had a “superhero”—the city a suit of powered armor seized in a drug raid, and they had been using it sans weapons for community service. The city had a kill switch for it, so there was little risk of an offender going berserk. The powered armor was strong and bulletproof, so it was useful for disaster relief, search and rescue, getting cats out of trees, and so on. Orchard Valley added Cherrystone to its regular route.

The organized crime group added a second supervillain, and Gloria had to work with the suit of powered armor. It still wasn’t a full-time gig: she was a pastry chef and Andrew was a stockbroker working off his DUI. Then organized crime added two supervillains, and Andrew and Gloria were outclassed.

So the chamber of commerce temporarily hired two more heroes. These two were actual heroes: they had powers and chosen to put themselves in harm’s way. They actually made it a team: the Social Protection Agency, or SPA. They put into place protocols and schedules and training regimes.

The players are members of this team. Gloria has since retired (it was interfering with her cooking, and she wanted to set up her own shop), and Andrew’s sentence ended. The power armor suit sits unused, because the user has to fit it: it is a Procrustean deal for all that it can change size slightly.

The team is not a full-time job—there just isn’t enough crime in Cherrystone or even in all of Orchard Valley. But the work of the criminal organization means that there is some crime and the team is necessary.

Ongoing characters would include various business owners (Gloria Desroches might still be around), the organized crime group and their rivals, the team's manager, local civil rights groups and lawyers, and whatever dependents your PCs bring in. Golden Acres

The Corporate Superhero

I meant to post this yesterday, but didn't. C'est la vie. I want to point you to a resource that I've only just found: A list of superhero tropes and cliches. Yes, I will be referring to it occasionally.

Today I'm thinking about the trope of the corporate superhero: the hero who is paid by a corporation or organization to act as a superhero. This is closely related to the supervillain mercenary or employee, and a lot of the things here can be used there.

Let's consider the world-building. A corporation can sponsor or employ a superhero because it created the hero, so it can work in a world with very few heroes and villains. (That would actually work for a three-heroes-and-no-supervillains background, right up until the rise of, well, supervillains.) In that case, the superheroes are probably transformed humans, gadget-based humans, or artificial in some way, but aliens aren't impossible.

On the other hand, maybe there are so many superpowered people that the corporation sees an advantage in having one. Evil Faceless Corporation (henceforth EFC) looks much more caring if Captain Compassion is on the job. (They just have to keep him out of Houston, where they're doing something...and that's just a name I picked out of a hat, not a reference to any real world thing.)

If most of the superpowered people don't actually want to be heroes or villains  then the corporate sponsorship is opportunistic and possibly unhindered by a moral code.

So corporate sponsorship can work with almost any number of super-powered folks, but the fewer there are, the more you have to justify it.

There are a couple of variations on the corporate superhero:

  1. The hero has no powers or abilities at all, even in costume, but any acts of "heroism" are carefully stage-managed to look like such. In this case, the company gets the good will engendered by a "hero." It's probably cheaper to create a faux hero this way, but not cheaper to maintain this facade. Useful primarily as part of some other scheme (though a "keeping up with the Joneses" competitive matching scheme might work: if every other corporation in your market segment has a superhero and you don't, it might be worth it).
  2. The hero has abilities, but acts of heroism are stage-managed to get a better effect. I'm not sure where stage-management shades into support staff, and you might be able to play with that distinction, especially if your heroes have a support staff.
  3. The hero is meant for something else (such as advertisement or promotion) and stumbles into the heroism thing, to the delight or chagrin of his or her handlers. "We were fine when you got the cat out of the tree, but a guy who flies and is not bullet-proof should not be stopping bank robberies, he should just be tailing the criminals." This is a broader definition of the Tony Stark cover story that Iron Man is the bodyguard. It includes bodyguards but also the guy who makes supermarket appearances, or who acts as a superfast courier.
  4. The hero is actually a hero, paid for by the company. The hero gets to hero without money worries, while the company gets reflected glory and good will. Expect pushback if the hero investigates corruption in a corporation or conflicts with their market segment.
  5. The hero is actually a hero and is accepting sponsorship, which might lead to a conflict of interest when they tell the hero to look in one direction while they do something else.
  6. The hero is totally on board with this and is maximizing profit. In stories, this character and the character in the item before are probably bad, but it might be more interesting to have them simply choose to help in the areas that don't leave them open to a conflict of interest, and to emphasize the ways in which that makes them similar to the player characters.
  7. The corporation makes the heroes and funds them, but really makes its money on marketing their images (which is, I think, part of the background of Seana McGuire's Velveteen stories). The heroism thing is a loss-leader: it's necessary to keep the marketing going (you have to have something to market) but they aren't going to pour an infinite amount of money into it, either. It's possible that the corporate heroes are opposed by villains who are also funded by the corporation, that the stories (like professional wrestling) are planned out in advance but loosely, allowing for change depending on what happens.

A team of corporate heroes could be interesting rivals or opponents for the heroes without actually being bad.


Monday, December 7, 2015

Crisis on Christmas, ICONS style

SYSTEM: ICONS

Steve Kenson's Crisis on Christmas is a fine adventure that should be a Rankin/Bass production. But John Holmes asks for an ICONS version. So here's one minute of thought and twenty-nine minutes of typing. I assume you're read the adventure: no context provided here.

Early on, they can encounter Desparia's weather control powers. To create the "Cloud of Despair" (Affliction versus Will, ranged, burst, level 7) and the "Snow Blind" powers (Dazzle, burst, level 5), either stunt them using the "Ice Witch" quality or make them GM fiat: she can do them, but they require additional effort on her part and they won't happen during a fight. (Possibly before.) If you stunt them, it puts more determination points in the pockets of the heroes.

The wolves look something like this:

NameWolves
Prowess4Intellect1Specialties
Coordination4Awareness4None
Strength3Willpower3Powers
Determination-Stamina61Life Support (Cold)
Qualities1Damage Resistance (shaggy fur)
Unnatural3Magical claw and bite
Extra: Ignores non-innate Resistance
Pack hunters

Desparia's hobgoblins look something like this:

NameHobgoblins
Prowess5Intellect2Specialties
Coordination4Awareness4None
Strength4Willpower2Powers
Determination-Stamina71Life Support (Cold)
Qualities3Strike (cudgel) or Blast (crossbow, sling, iceballs)
Unnatural2Damage Resistance (armor)
Willing to die for Desparia

The extras for the wolves and hobgoblins might make them tough against your heroes. Feel free to treat them as minions. Shift things around a bit to suit your heroes: maybe the Blast is a bit higher; maybe the Strike is not a damage 5 bashing attack (Strength+1) but a damage 4 Slashing ice sword. If the hobgoblins are not tough enough for your heroes, then add the Quality "Small" to them, and treat them as if they had enough Shrinking for a +1 to hit and evade. (Hobgoblins: The smaller they are, the tougher they are!)

Here's a version of Desparia:

NameDesparia
Prowess4Intellect4Specialties
Coordination3Awareness6Elemental Control Mastery
Strength3Willpower4Powers
Determination-Stamina78Elemental Control (Cold weather) Damage Resistance
QualitiesExtra: Blast (wintry winds)
Ice WitchExtra: ESP (ice scrying) Limit: Extra time to cast
Scared and Angry Little GirlExtra: Binding
Gifted by Mr. Infamy3Flight
1Life Support (cold)

At the end, when they try to convince Desparia, do it as a balanced Pyramid test...with three failures, it "tips over" (Mr. Infamy has gained the upper hand) and they have to start again after changing something about the situation.

Friday, December 4, 2015

A look at Masks

Here's a brief look at Masks, a PbtA game which had a very successful Kickstarter, and which I expect will be published in 2016.

I've never played another Powered by the Apocalypse game, so I'm a virgin there. I've never even owned one before, so I have no idea how it goes.  But there's a call for playtests on Masks, so I had a look at the playtest materials.

Currently, there are three PDFs to the playtest materials: one of the ten basic playbooks, one of the basic moves, and one of GM moves. I and my gang have been playing RPGs since 1980, so there is clearly some unlearning that has to go on, and unfortunately the skeletal nature of the playtest material doesn't help. Fortunately, I can look at the DungeonWorld SRD for some of the connective tissue. Unfortunately, it's a bit different.

Part of it is the terminology (what is the difference between a soft move and a hard move?) and part of it is the formatting (the PDF they supply is clearly in format for booklets, but figuring out how to print it isn't in the remit, apparently). Still...

The playbook for a character is also the instructions for creating the character. It lists the various decisions you have to make and the moves that are unique to your character type.

Premise

The characters are teen superheroes in Halcyon City. They are a team: they all want to be superheroes and they all want to be together. Reasons might differ, of course.

Players define their characters' backstories and then the players together define how the team came together.

Mechanics

It turns out that saying "powered by the Apocalypse" goes a long way, but not far enough. It basically covers the resolution mechanic and the approach to storytelling. But there are a couple of other things that are involved.

Characters don't have hit points; they have emotional conditions. It might seem limiting to say that the character has only five hit points, but emotional conditions are more fluid than hit points typically are, and there are ways to relieve an emotional condition, either in the scene or for the next scene.

There's an influence mechanic that affects your rolls against a character, but you can trade your influence in for something more momentous.

There's a team mechanic that can provide benefits to the entire group or to an individual at the expense of the group.

The game works best with three or more players and a GM (whatever they call the GM in this system...referee?). You can make it work with two, but it stutters, and I can't imagine how it could be done with a single player without some heavy alteration of the rules.

Encouraging the Tropes

The game has a number of clever things that really encourage the tropes or cliches of teen team comics. (You'd probably have to make changes if you wanted to be the Teen Titans as written by Bob Haney, but frankly, I'm not sure that Bob Haney's mind could be contained in any game.) It would handle the Wolfman-Perez Titans brilliantly:

  • Robin/Nightwing: Protege.
  • Starfire: Outsider.
  • Raven: Doomed.
  • Cyborg: Transformed.
  • Changeling: Okay, Changeling I have trouble slotting into a playbook. I feel certain that he'd fit, but I don't remember all ten of the character types right now. Emotionally, he feels most like the Beacon playbook to me, but his powers don't match the description they give at all.
The biggest problem (as shown above) to me is that the playbooks are essentially classes, and sometimes you end up choosing a class because there's a power you feel is neat. In the full game, I hope there's some discussion of fitting powers to the playbook. I don't have enough experience with PbtA games to know where I can hack, yet