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Example of Play
“Great session, everyone!” says Jennifer, the GM. “You
foiled the Myriad’s plans, but he got away because you
took time to rescue the hostages in the stadium! That
wraps up this issue. Let’s talk about twists. Headlong,
you lost your voice, which affected your social abilities.
Your voice is healing, so that limitation will go away,
but how much does that impact you long term?”
“I guess Headlong learned something about the
value of nonverbal communication,” Adam says, “but
really I think he’s going to be so glad to be able to talk
above a raspy whisper again that he’ll be super chatty
and maybe more than a little annoying. I’ll play that
up next time.”
“Ha! I look forward to it,” Jennifer laughs. “Who do
you think is going to have a harder time with Headlong
being so chipper and chatty, your fellow heroes, or you
yourself, Adam?”
“Good point,” Adam groans. “I may regret this...”
Jennifer turns to Rae. “Muse, you had that throwdown
with Rockstar. Your twist was that everyone looks at
you a little differently now. And maybe from a little
further away.”
“Yeah, you were more than a little scary there,
Muse,” says Christopher as Aeon Girl.
“I was,” says Rae in a dangerous monotone. “You
don’t know what I’m capable of. You don’t know what
I’ve done... and maybe I’ve said a little too much.”
“Wait a minute...” Paul interjects, speaking as
Muerto. “Uh, Muse, what have you done? Is there
something we should know about?”
“Do you all want a social scene here?” asks Jennifer.
“Yeah, just an informal one,” says Rae, breaking
character for a moment. “I think we’re sitting around
at the Freedom Academy talking about this. Muse is
acting like she doesn’t want to talk about it, but clearly
some small part of her needs to open up about it and
get something off her chest.”
The players roleplay a short conversation among the
heroes. No dice are rolled, but it comes out that Muse,
in the past, did some sinister and terrible things. Rae
plays Muse as being cagey about it, and doesn’t reveal
what it is just yet.
“So...” Maggie says as Rockstar. “Maybe we need to
keep at least one eye on Muse.”
“But first and foremost she’s our teammate,”
Christopher says as Aeon Girl. “She’s our friend and
I’m not going to turn on her, ever.”
“Yeah, of course,” says Maggie. “But...”
“And thus some seeds of doubt are sown!” says
Jennifer. “That’s great! Everyone OK with that? Rae,
you’re OK with some of the other heroes having some
doubts about Muse?”
“Oh, definitely,” says Rae. “This is perfect comic
book drama and I want to run with it.”
“Cool,” says Jennifer. “Next, how many hero points
did we get?”
“Four by my count,” says Paul.
Jennifer nods, “Convert those into bonuses for next
session.”
“I’m taking a +2, and two +1s,” says Rae.
“Four +1s for me!” says Christopher.
Maggie says, “One +4. Go big or go home, right?”
“Right,” says Adam, giving Maggie a high five. “Same
with me, a +4.”
“A pair of +2s,” says Paul.
“Great!” says Jennifer. “Write those on your
hero sheets so you don’t forget. Finally: This issue is
Daybreak #4, by my count. What’s the title?”
“Dangerous Muse?” offers Maggie.
“Yes!” yells Rae.
“That even kind of fits with Headlong losing his
voice,” says Paul.
“Everyone?” Jennifer asks the table, to nods and
thumbs-up all around. “OK, ‘Daybreak #4: Dangerous
Muse’ it is. Write that down in your Back Issues on
your character sheet. What’s the cover art?”
“I’m thinking the Daybreak team, leaping into action
over the stadium,” says Adam, “But with Muse’s face
with a twisted dark expression superimposed behind
the whole scene.”
The group voices their approval.
“OK! If you wanted to sketch that out, that’d be
fantastic, but no worries if you don’t have time,” says
Jennifer. “And that’s another issue in the books! Next
time, tracking down Myriad! Good job, everyone!”
Example of Play
Intro
Playing
the Game
Creating
Heroes
M oderating
the G ame
The
Bullpen
Adventure
Issues
The
Archives
Appendices
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