XP For Failing

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noofy

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Re: XP For Failing
« Reply #15 on: April 03, 2013, 07:48:37 AM »
Don't forget there is a whole wealth of custom moves potential in the 13+ result... Each new advance or 'level' could unlock say 1, 2 or 3? existing moves at this superheroic level.
Use the AW advanced fuckery chapter and knock yourself out. This could apply to both basic and playbook moves.
For instance:
Hack 'n Slash: When you attack an enemy in melee, roll+Str. On a 13+ you deal your damage +1D6 to the enemy and avoid their attack. On your option you can deliver your maximum possible damage to your opponent but expose yourself to the enemy's attack. On a 10-12 you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack. On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.