If you need to mark a condition and have no more conditions to mark, you are taken out. You lose consciousness or flee. The GM will tell you when you come back into another scene. You may clear one condition.
Condition | Effect | Clear condition |
---|---|---|
Angry | -2 to comfort or support someone or pierce the mask | hurt someone or break something important |
Afraid | -2 to directly engage | run from something difficult |
Guilty | -2 to provoke someone or assess the situation | make a sacrifice to absolve your guilt |
Hopeless | -2 to unleash your powers | fling yourself into easy relief |
Insecure | -2 to defend or reject what others say about you or the world | take foolhardy action without talking to your team |
A condition is cleared at the end of a scene in which you take the corresponding action. You can also clear a condition when someone else comforts or supports you, or when you defend someone.
At the start of session, add 1 to the team pool
When you enter battle against a dangerous foe as a team, add 2 to the team pool.
Add a team if ... | Remove a team if ... |
---|---|
the leader has Influence over every teammate | any team member distrusts the leader or the team |
everyone has the same purpose in the fight | your team is ill-prepared or off-balance |
The leader of the team can mark a condition to avoid removing a Team from the pool.
Anyone working with the team can spend Team one for one to help a teammate; give them +1 to their roll.
Team members can also spend Team to act selfishly. When you act selfishly, say how your actions ignore or insult your teammates, remove one Team from the pool, and shift one Label up and one Label down, your choice. You can use this option after rolling to alter the Label you’re rolling with.
Whenever time passes, the GM will empty the Team pool and restore it to one Team.
When someone has Influence over you, it means you care about what they do, say, or think. At any time you can give Influence to any character who doesn't have Influence over you. All adults have Influence over you when first introduced.
you have influence over someone | take +1 to all moves targeting them, including rejecting their influence |
you take advantage of your influence over someone |
surrender the influence you hold over them to choose one:
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someone with influence over you tells you who you are or how the world works | accept what they say (GM changes Labels) or reject their influence |
you reject someone's influence |
roll. On a hit, you successfully hold to yourself and tune them out. On a 10+, choose two. On a 7-9, choose one.
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you gain influence over a teammate you already have influence over | immediately shift one of their Labels up and one of their Labels down, your choice |
you gain influence over an NPC you already have influence over them | take +1 forward against them |
Agendas
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Always say ...
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Principles
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Moves
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The Beacon
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The Bull
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The Delinquent
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The Doomed
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The Janus
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The Legacy
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The Nova
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The Outsider
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The Protege
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The Transformed
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