Professional Documents
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Masks PhonePDF 20190924
Masks PhonePDF 20190924
Masks PhonePDF 20190924
Brendan
Conway
PHONE PDF EDITION
BY TOPIC
0 THE PREFACE
1 THE CITY
2 THE BASICS
3 THE HEROES
4 THE MOVES
5 THE MASKS
6 THE FUTURE
7 THE GM
8 THE FIRST SESSION
9 HOOKS AND ARCS
10 CUSTOM MOVES
RUNNING MOVES
MASKS
INFLUENCE CONDITIONS
EXPERIENCED PLAYBOOKS
HEROES
PLAYBOOKS
CHOOSING PLAYBOOK
A PLAYBOOK ANATOMY
ADVANCEMENT
ADULTS
BEACON
BULL DELINQUENT
DOOMED
JANUS LEGACY
NOVA
OUTSIDER PROTÉGÉ
TRANSFORMED
SILVER BRONZE
GENERATION GENERATION
NPCS
RUNNING A AGENDAS
SESSION
PRINCIPLES MOVES
OVERVIEW HOOKS
HERO VS HERO VS
VILLAIN HERO
OVERVIEW PORTRAYING
HERO VS
VILLAIN
CREATING FRAMING
ARCS SCENES
SESSION CREATING
MOVES MOVES
BEACON
BULL DELINQUENT
DOOMED
JANUS LEGACY
NOVA
OUTSIDER PROTÉGÉ
TRANSFORMED
THE PREFACE
WHERE THIS
CAME FROM
MASKS borrows its rules framework, and
many ideas about stories and story-
telling, from the game APOCALYPSE WORLD
by D. Vincent Baker. APOCALYPSE WORLD is
a mature game (think R rating) about
the post-apocalyptic wasteland. MASKS
is pretty different in terms of subject
matter and style, but the basic spine of
both games is the same.
You don’t need APOCALYPSE WORLD to
play MASKS; everything you need to play
this game is included in this book. But
if you want to take a look at APOCALYPSE
WORLD (and you’re comfortable with its
mature content level), then it’s well
worth your time.
MASKS also comes from a long tradi-
THE CITY
THE BASICS
“Ah, crud!”
GROWING UP IN A
SUPERHEROIC WORLD
In MASKS, all the characters are resi-
dents of Halcyon City. They may not
have lived there for their whole lives,
but they’ve been there long enough
to get a gist of the place. That means
they know about the long tradition of
THE HEROES
THE MOVES
OPTIONS FOR
DEFEND SOMEONE
On a hit when defending against an
NPC threat, you always get to choose
one option from the list. Adding a Team
to the pool means your actions now are
building up a sense of team cohesion
and focus that you can call on later.
Taking Influence over someone
you protect means they care about
how you’ve helped them, and they’re
more inclined to listen to you moving
forward. If you already had Influence
over an NPC, there’s little reason to
take Influence over them again—you’ll
get +1 forward on your next move
aimed at them, but that’s it.
OPTIONS FOR
PROVOKE SOMEONE
If the NPC stumbles, it means they
were tripped up, caught on something,
knocked off balance by your words.
They’re ill-prepared to deal with your
next move; hence, you get +1 forward
against them. Stumbling is essentially
non-action, allowing you to follow-up
with a more straightforward move
against them, at an advantage.
EXAMPLES FOR
PROVOKE SOMEONE
The Dread Queen is flying in her
quantum skyship, chasing Skysong over
the skies of Halcyon City. Huma sees
the fight and flies up into the skies to
join them.
EXAMPLES OF
PIERCE THE MASK
Skysong is talking to Agent Coriolis of
A.E.G.I.S. Coriolis wants Skysong to hand
over her crystalline ship, but Skysong
doesn’t trust the agent.
THE MASKS
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LABELS
(at character creation, add +1 wherever
you choose)
DANGER -2 -1 0 +1 +2 +3
FREAK -2 -1 0 +1 +2 +3
SAVIOR -2 -1 0 +1 +2 +3
SUPERIOR -2 -1 0 +1 +2 +3
MUNDANE -2 -1 0 +1 +2 +3
BACKSTORY
How did you gain your skills?
When did you first put on your costume?
Who, outside of the team, thinks you
shouldn’t be a superhero?
Why do you try to be a hero?
Why do you care about the team?
RELATIONSHIPS
_______________ is awesome, and you
take every chance you get to hang out
with them.
You’ve got to prove yourself
to_____________________ before
you feel like a real hero.
INFLUENCE
You are so excited to be here. Give Influ-
ence over you to three of your team-
mates.
MOMENT OF TRUTH
This is the moment when you show
them exactly why you belong here.
You do any one thing, take out any
one enemy, no matter how insane, no
matter how ridiculous, because that’s
you. Their jaws are gonna drop when
you’re done. Of course, pulling off a
stunt like this tends to bring unwanted
attention and a dangerous reputation...
ADVANCEMENT
When you fill all five spaces on your
potential track, you advance. Choose
from the list below.
• Take another move from your play-
book (you can take this twice)
• Take a move from another playbook
(you can take this three times)
• Someone permanently loses Influ-
ence over you; add +1 to a Label
• Rearrange your Labels as you
choose, and add +1 to a Label
• Unlock your Moment of Truth
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LABELS
(at character creation, add +1 wherever
you choose)
DANGER -2 -1 0 +1 +2 +3
FREAK -2 -1 0 +1 +2 +3
SAVIOR -2 -1 0 +1 +2 +3
SUPERIOR -2 -1 0 +1 +2 +3
MUNDANE -2 -1 0 +1 +2 +3
BACKSTORY
Who changed you?
How did you escape from them?
Who, outside the team, tries to take
care of you now?
Why do you try to be a hero?
Why do you care about the team?
RELATIONSHIPS
_______________ is your love. You’ve
opened up to them about the worst
parts of your past.
_______________ is your rival. They
tried to control you at a crucial moment.
INFLUENCE
You’re selective about who you let in.
Give your love and rival Influence over
you, but that’s it.
TEAM MOVES
When you share a triumphant celebra-
tion with someone, make them your
love or rival immediately to mark
potential. If they are already your love
or rival, take Influence over them and
mark potential.
When you share a vulnerability or
weakness with someone, give them
Influence and hold 2. Spend that hold
to help them as if it were Team in
the pool.
ADVANCEMENT
When you fill all five spaces on your
potential track, you advance. Choose
from the list below.
• Take another move from your play-
book (you can take this twice)
• Take a move from another playbook
(you can take this twice)
• Someone permanently loses Influ-
ence over you; add +1 to a Label
• Rearrange your Labels as you
choose, and add +1 to a Label
• Unlock your Moment of Truth
• Choose another two roles for The
Bull’s Heart
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LABELS
(at character creation, add +1 wherever
you choose)
DANGER -2 -1 0 +1 +2 +3
FREAK -2 -1 0 +1 +2 +3
SAVIOR -2 -1 0 +1 +2 +3
SUPERIOR -2 -1 0 +1 +2 +3
MUNDANE -2 -1 0 +1 +2 +3
BACKSTORY
How did you get your powers?
What do you do for fun?
Who, outside the team, thinks better of
you than you do?
Why do you try to be a hero?
Why do you care about the team?
RELATIONSHIPS
You keep trying to impress
_________________ with your antics.
You and ________________ pulled an
awesome (if illegal) stunt together.
INFLUENCE
You care way more than you let on. Give
three teammates Influence over you.
ADVANCEMENT
When you fill all five spaces on your
potential track, you advance. Choose
from the list below.
• Take another move from your play-
book (you can take this twice)
• Take a move from another playbook
(you can take this twice)
• Someone permanently loses Influ-
ence over you; add +1 to a Label
• Rearrange your Labels as you
choose, and add +1 to a Label
• Unlock your Moment of Truth
• Add +1 to any two Labels
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LABELS
(at character creation, add +1 wherever
you choose)
DANGER -2 -1 0 +1 +2 +3
FREAK -2 -1 0 +1 +2 +3
SAVIOR -2 -1 0 +1 +2 +3
SUPERIOR -2 -1 0 +1 +2 +3
MUNDANE -2 -1 0 +1 +2 +3
NEMESIS
You have a nemesis, an epic and power-
ful enemy representing and embodying
your doom. It’s going to take everything
you have to take them down in the time
you have left.
Who is your nemesis?
At the end of every session, answer
the question:Did you make progress on
defeating your nemesis? If the answer is
yes, mark potential. If the answer is no,
mark your doom track.
RELATIONSHIPS
You told _______________ all about
your doom and the danger you’re in.
You’d love to kiss ________________
before your doom comes.
INFLUENCE
These people matter for what you
need to do. Give Influence to two of
your teammates.
TEAM MOVES
When you share a triumphant celebration
with someone, give them Influence over
you and spend a Team from the pool to
clear one box on your doom track.
When you share a vulnerability or
weakness with someone, give them
Influence over you and ask if they hon-
estly think there’s hope for you. If they
say yes, mark potential or clear one box
of your doom track. If they say no, mark
a condition or mark your doom track.
ADVANCEMENT
When you fill all five spaces on your
potential track, you advance. Choose
from the list below.
• Take a move from another playbook
(you can take this three times)
• Someone permanently loses Influ-
ence over you; add +1 to a Label
• Rearrange your Labels as you
choose, and add +1 to a Label
• Unlock your Moment of Truth
• Clear a doomsign; you lose access to
that move for now
• Get burn and three flares (from the
Nova’s playbook)
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LABELS
(at character creation, add +1 wherever
you choose)
DANGER -2 -1 0 +1 +2 +3
FREAK -2 -1 0 +1 +2 +3
SAVIOR -2 -1 0 +1 +2 +3
SUPERIOR -2 -1 0 +1 +2 +3
MUNDANE -2 -1 0 +1 +2 +3
BACKSTORY
When did you first put on the
mask? Why?
Why do you keep a secret identity?
Who, outside of the team, knows about
your dual identity?
Who thinks the worst of your
masked identity?
Why do you care about the team?
RELATIONSHIPS
_____________________ knew you
from your civilian life first.
You refused to tell _________________
your secret identity when they asked.
INFLUENCE
You look up to your teammates; they
seem to have this superhero thing
figured out. Give two of them Influence
over you.
TEAM MOVES
When you share a triumphant celebra-
tion with someone, ask them if they see
you as the person wearing the mask or
the person underneath. If the former,
mark potential and clear a condition.
If the latter, take Influence over them if
you reveal yourself.
When you share a vulnerabil-
ity or weakness with someone, tell
them a secret about who you really
are. Give them Influence, and shift
your Mundane up and your mask’s
Label down.
ADVANCEMENT
When you fill all five spaces on your
potential track, you advance. Choose
from the list below.
• Take another move from your play-
book (you can take this twice)
• Take a move from another playbook
(you can take this twice)
• Someone permanently loses Influ-
ence over you; add +1 to a Label
• Change your mask’s Label; add +1
to your mask’s new Label
• Unlock your Moment of Truth
• Take drives from the Beacon’s play-
book
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CONDITIONS
Afraid · Angry · Guilty
Hopeless · Insecure
RELATIONSHIPS
You once got caught doing some-
thing that shames your legacy
with ______________.
You trust ______________ and told
them an important secret of your legacy.
INFLUENCE
You’re a part of this team, for better or
worse, and you care what they think.
Give Influence to all of your teammates.
ADVANCEMENT
When you fill all five spaces on your
potential track, you advance. Choose
from the list below.
• Take another move from your play-
book (you can take this twice)
• Take a move from another playbook
• Someone permanently loses Influ-
ence over you; add +1 to a Label
• Rearrange your Labels as you
choose, and add +1 to a Label
• Unlock your Moment of Truth
• Take a Sanctuary from the
Doomed playbook
• Unlock the remaining two powers
of your suite
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LABELS
(at character creation, add +1 wherever
you choose)
DANGER -2 -1 0 +1 +2 +3
FREAK -2 -1 0 +1 +2 +3
SAVIOR -2 -1 0 +1 +2 +3
SUPERIOR -2 -1 0 +1 +2 +3
MUNDANE -2 -1 0 +1 +2 +3
BACKSTORY
When did you first use your powers?
Who was the first person you acciden-
tally hurt with your powers?
Who, outside the team, helps you
control your powers?
Why do you continue to use
your powers?
Why do you care about the team?
RELATIONSHIPS
You hang out all the time with
__________________ to blow off steam.
You once hurt ________________
when you lost control of your powers.
INFLUENCE
Choose your demeanor:happy facade
or locked down.
If you choose happy facade, give Influ-
ence to three teammates.
If you choose locked down, give Influ-
ence to one teammate.
TEAM MOVES
When you share a triumphant celebra-
tion with someone, ask them if there is
any fear in their eyes when they look
at you. If they say no, take +1 forward
and mark potential. If they say yes,
immediately shift your Danger up and
Savior down.
When you share a vulnerability or
weakness with someone, tell them how
they could stop you, if it came down to
it. Give them Influence over you and
clear a condition.
ADVANCEMENT
When you fill all five spaces on your
potential track, you advance. Choose
from the list below.
• Take a move from another playbook
(you can take this twice)
• Someone permanently loses Influ-
ence over you; add +1 to a Label
• Rearrange your Labels as you
choose, and add +1 to a Label
• Unlock your Moment of Truth
• Unlock three new flares (you may
take this twice)
• Take The Bull’s Heart from the
Bull playbook
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LABELS
(at character creation, add +1 wherever
you choose)
DANGER -2 -1 0 +1 +2 +3
FREAK -2 -1 0 +1 +2 +3
SAVIOR -2 -1 0 +1 +2 +3
SUPERIOR -2 -1 0 +1 +2 +3
MUNDANE -2 -1 0 +1 +2 +3
BACKSTORY
Where do you come from?
Why did you come to Earth?
Why do you want to stay here (for now
at least)?
Why do your people want you to
come home?
Why do you care about the team?
RELATIONSHIPS
You’ve been learning about Earth by
spending time with _____________.
You have a crush on ________________
but you keep it under wraps.
INFLUENCE
Choose your demeanor:haughty
or cheerful.
If you’re haughty, you think you’re
better than them. Give no one Influ-
ence.
If you’re cheerful, you’re thrilled to be
here. Give everyone Influence over you.
TEAM MOVES
When you share a triumphant celebra-
tion with someone, take Influence over
them if you show them meaningful
affection, physical or emotional. They
decide if it’s meaningful.
When you share a vulnerability or
weakness with someone, they tell you
what you should do to fit in more. Take
+1 forward to do it, and mark potential
if you do.
ADVANCEMENT
When you fill all five spaces on your
potential track, you advance. Choose
from the list below.
• Take another move from your play-
book (you can take this twice)
• Take a move from another playbook
• Someone permanently loses Influ-
ence over you; add +1 to a Label
• Rearrange your Labels as you
choose, and add +1 to a Label
• Unlock your Moment of Truth
• Choose two new abilities from any
playbook as you come into your own
• You adopt a human life; take Secret
Identity and The Mask from the
Janus playbook
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Shared ability:
Your own ability:
Your mentor’s ability:
MENTOR’S RESOURCES
Choose up to three resources that your
mentor gave you and the team:
A hidden base, a vehicle, a super-
computer, communicators, surveillance
equipment, false identities, badges of
authority, a chem lab, a med lab, a tele-
portal, a weapon of last resort, security
systems, simple robots
CONDITIONS
Afraid · Angry · Guilty
Hopeless · Insecure
RELATIONSHIPS
You and ________________ teamed
up a few times before the rest of you
came together.
Your mentor is cautious; they asked you
to keep an eye on _______________.
INFLUENCE
Choose your demeanor:playful or busi-
ness.
If you choose playful, give Influence to
two teammates.
If you choose business, give Influence
to no teammates.
MOMENT OF TRUTH
The moment that you show who you
really are:your mentor, or something
different. You can do whatever your
mentor could do and more. You can
do the incredible, even the things they
always failed to accomplish. Of course,
they’re not going to see you the same
way, no matter which path you choose…
ADVANCEMENT
When you fill all five spaces on your
potential track, you advance. Choose
from the list below.
• Take another move from your play-
book (you can take this twice)
• Take a move from another playbook
• Someone permanently loses Influ-
ence over you; add +1 to a Label
• Rearrange your Labels as you
choose, and add +1 to a Label
• Unlock your Moment of Truth
• Add +2 to the Label your mentor
embodies or denies
• Choose up to four more resources
from your mentor
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LABELS
(at character creation, add +1 wherever
you choose)
DANGER -2 -1 0 +1 +2 +3
FREAK -2 -1 0 +1 +2 +3
SAVIOR -2 -1 0 +1 +2 +3
SUPERIOR -2 -1 0 +1 +2 +3
MUNDANE -2 -1 0 +1 +2 +3
BACKSTORY
Who were you before?
When did you change? What caused it?
Who, outside of the team, is helping
you understand your new body?
Why don’t you just try to hide your-
self away?
Why do you care about the team?
RELATIONSHIPS
______________ comforted you when
you were at your lowest.
_______________ knew you before
you changed.
INFLUENCE
You try not to care what other people
think, even if you can’t shut everyone
out. Give Influence to one teammate.
MOMENT OF TRUTH
It’s so easy to forget that you’re not your
body, and you’re not the voice in your
head—you’re both. Be the monster, and
save them anyway. Smash down walls,
and speak softly. Because when you
embrace it, you can do anything. Of
course, putting on a display like this is
sure to rile up those who see only the
monster when they look at you…
ADVANCEMENT
When you fill all five spaces on your
potential track, you advance. Choose
from the list below.
• Take another move from your play-
book (you can take this twice)
• Take a move from another playbook
• Take a doom, doomtrack, and
doomsigns from the Doomed play-
book
• Someone permanently loses Influ-
ence over you; add +1 to a Label
• Rearrange your Labels as you
choose, and add +1 to a Label
• Unlock your Moment of Truth
• Mutate further and reveal another
two new abilities (chosen from
any playbook)
THE FUTURE
OPTIONS FOR
OVERWHELM A
VULNERABLE FOE
Choosing to take a powerful blow in
turn is exactly what it says—you have
to roll to take a powerful blow. Your
enemy, though they’re vulnerable to
you, gets a shot at you before they
go down.
Choosing you hurt your foe more
than you intended means your danger-
ous nature overcomes your restraint.
This is when it turns out you acciden-
tally left your psychic opponent a veg-
OPTIONS FOR
PERSUADE WITH
BEST INTERESTS
When an NPC needs concrete assur-
ance, they need clearer proof that the
path you’re offering to them really is in
their best interests. You need to provide
some evidence or support, or make
some kind of meaningful promise to
back up your words, for them to believe
what you’re telling them.
OPTIONS FOR
EMPATHIZE
When you get a hit on empathizing
with someone, they choose whether
they reveal a vulnerability or mark a
condition. If they choose to mark a
condition, they’re keeping themselves
closed down, refusing to connect, and
doing so hurts them emotionally. They
choose which condition they mark.
If they choose to reveal a vulnerabil-
ity and they’re a PC, it almost certainly
triggers the appropriate team move on
their playbook.
OPTIONS FOR
STAND UP FOR
SOMETHING
Choosing that listeners can’t keep doing
what they’re doing means you can
ensure someone who hears you has to
stop what they’re doing to listen to your
words. What they do next isn’t in your
control, however.
Choosing that listeners can’t flee
without addressing you means that you
guarantee they face you directly instead
of running away. They have to directly
respond to what you’ve said before
they can leave, and that means you get
another chance to come at them with
THE GM
ACTIVATE THE
DOWNSIDES OF
THEIR ABILITIES AND
RELATIONSHIPS
Every ability has a downside; every
relationship comes with responsibility.
Bring those into play to increase the
pressure on the PCs. Make the prob-
lems and difficulties of each PC’s abili-
ties and relationships come up to coun-
terbalance the benefits.
START OF SESSION
At the start of every session, the GM
adds one Team to the pool.
MANAGING THE
SPOTLIGHT
If you have a fight scene involving every
member of the team and at least one
villain, that’s a lot of characters for you
to bounce between. You’re in charge
of the spotlight, i.e., which character
is featured in any given panel of your
comic. In game terms, that means
you’re in charge of who’s acting, who
has the chance to make a move.
PORTRAYING VILLAINS
You should still portray your villains as
people, with their own character traits
and contradictions. But during fights,
you need to take some steps to make
them fit the role of primary opposition.
First, every time a villain marks a
condition during a fight, they imme-
diately make a condition move. They
can make condition moves at other
times throughout the fight, whenever
you’d make a move—but they always
make one immediately after they take
the condition. These should almost
always be softer moves, setting up
future action and results.
SHARING SPOTLIGHT
These situations ultimately follow many
of the guidelines for fights. Share the
spotlight between the characters and
be a fan of everyone involved. You may
flip to one PC first, as the instigator, to
directly engage a threat, but you need
to keep shifting the focus of your panels
so all the PCs involved get the spotlight.
No PC should ever completely thrash
any other just because of spotlight.
DEFENDING AND
BOOSTING
The only means PCs have to directly
intervene when another PC comes after
them is to defend against a PC threat.
On a 7+, the defender gives the opposi-
tion a -2 to their roll. Defend needs to
be against an immediate threat, though,
and with PCs against PCs, that should
VILLAIN NAMES
Choose a name that’s fun and exciting
to you, and that signals the generation
of the villain. When it’s appropriate,
pick a real name for the villain, too.
• Gold: Goofy, fun, light names
• Silver: Grandiose, cosmic, epic, big
flashy names
• Bronze: Down-to-earth, simple,
catchy names
• Modern: Viral, pun, “clever” names
AFRAID
• Hide out of harm’s way
• Flee from danger or difficulty
• Lash out without thought at
a threat
• Plead for mercy
• Throw up blocks and walls
The Afraid condition moves are
about blocking, fleeing, and escaping
from danger, with the exception of lash
out. Afraid does not imply the PCs
have won—only that the villain is likely
trying to get free of the conflict. Mark
Afraid for a villain if you want them to
try to escape or protect their interests.
THE FIRST
SESSION
“Excellent!”
HOOKS AND
ARCS
Corruption Moves:
• Pontificate about the true nature
of things
• Present enticing gifts with strings
• Offer a temporary alliance
• Twist the narrative publicly
• Make threats, subtle or not
Destruction Moves:
• Leave a trail of rubble and fires
• Endanger innocents with collat-
eral damage
• Break the bindings on a danger
• Destroy a public landmark
• Explain the necessity for destruction
CAST
• Future versions of Grasshopper,
Huma, Toro, and Dusk, known
respectively as Antlion, Huma,
Crush, and Penumbra
• Ilijah Intrepid, interdimensional
traveler trapped in Halcyon City and
looking for a means to escape
• Doctor Infinity, time traveling
android trying to keep the whole
length and breadth of time safe from
causal wounds
• Dominus, time traveling apotheosis
of metahumanity, seeking to ensure
their own creation by controlling
the past
10
CUSTOM MOVES
Character Action
Moves can trigger when a character
takes action. To make a strong move,
always tie that action to specifics—
action in a particular place, against a
particular character, with a particular
item, and so on.
Direct Effects
Moves can directly affect the fiction,
making changes, causing events,
without touching on any mechanical
pieces in between.
Your GM
Dear Toro,
Your GM