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Hinder one or more targets
Something goes wrong that interferes with one
or more hero’s capacity to act in the scene. The
source of that impediment should be related to
the action that called the twist into play. Sprained
joints, equipment going on the fritz, sensors going
awry, billowing smoke; it’s usually easy to come up
with a source for a penalty. Remember to use the
character’s dice pool for Hinder actions.
Minor Twists
• Inflict a penalty on a hero based on the Max die.
• Inflict a persistent and exclusive penalty on a
hero based on the Min die.
• A hero temporarily loses access to one of their
Green abilities.
• One of the hero’s powers or qualities is
temporarily reduced in die size.
Major Twists
• Inflict a penalty on a hero based on the Max+Min
dice, and that penalty is persistent and exclusive.
• Inflict a penalty on all heroes in the same location
based on the hero’s Max die.
• A hero temporarily loses access to a number of
their abilities.
• The hero temporarily loses access to one or
more of their powers or qualities.
Boost one or more targets
(usually enemies)
In some cases you may want the twist to benefit the
hero’s enemies. This is especially interesting when
the heroes are having an easy time dealing with
the opposition. A bonus for the bad guys stands
a good chance of evening the odds. Examples of
bonuses could be Tracked, Bugged, Coordinated
Assault, Adaptive Battle Plans, etc.
Minor Twists
• Grant a bonus to a villain or group of minions/
lieutenants based on the Max die.
• Grant a persistent and exclusive bonus to a
villain or group of minions or lieutenants based
on the Min die.
• Upgrade a villain’s power or quality die temporarily.
Major Twist
• Grant a bonus to a villain or group of minions
or lieutenants based on the Max+Min dice, and
that bonus is persistent and exclusive.
• Grant a bonus to all villains or minions or
lieutenants based on the hero’s Max die.
• Upgrade all of a villain’s power or quality dice
temporarily.
Damage one or more targets
(usually allies)
Something from the environment, location, or
hostile forces causes a certain amount of damage
as the hero Overcomes a particular challenge. This
can even be as a result of a hero losing control of
their powers or firing wildly with a weapon. You
can decide what type of damage is dealt based
on the situation, but it’s fine to keep it untyped.
Damage types are only important when there is
context and consequence or reaction for the type.
Minor Twists
• Deal damage to a hero based on the Mid die.
• Deal damage to all heroes in the same location
based on the Min die.
Major Twist
• Deal damage to a hero based on the Max+Min dice.
• Deal damage to all heroes in the same location
based on the Mid die.
• Deal damage to all characters (heroes, minions,
bystanders, etc.) in the scene based on the Mid die.
Defend one or more targets
(usually enemies)
In some cases, a hero’s actions could protect one
or more enemies from damage. For example, if
Muse used some form of psychokinetic protection
field to resolve a challenge, she could find herself
overextended, accidentally providing a transient
force field for the nearest villain. Or if Bunker
brought down a structure with his RIOT Cannon,
the resulting smoke and rubble could provide
impromptu cover for enterprising villains.
Minor Twists
• Defend a nearby villain or single minion or
lieutenant with the Max die.
Major Twists
• Defend a nearby villain or single minion or
lieutenant with the Mid+Max dice.
• Defend all nearby enemies with the Max die.
Add Threats (Hostile or Neutral)
You can use twists to add pre-made or created on the
fly threats to a scene. This is another mechanism useful
for bumping up a scene’s difficulty or complexity if
heroes are breezing through it, or if some players
are aching for more action. Don’t feel the need to
artificially extend a scene, though. Sometimes, it’s
better to let them have an easy win and then move
on to a tougher challenge in a later scene.
202
Creating Twists