Until a few months ago, Tim had lived his life as a completely normal young man. A high school student with an impoverished family and several other younger siblings, getting by on a limited budget was everyday life for him. He saved money whenever he could, and worked a part-time job as a waiter so he could save for university and hopefully give his family a better life. Then one night, walking home from work, he was bitten by a former lab rat that had escaped its testing facility. Over the next few days, he found himself with strange and unusual abilities, like enhanced strength, speed, and reflexes. However, the most extraordinary power he possessed was the ability to control rats by producing sound waves. Exhilarated by these newfound powers, Tim finally had control of something for the first time in his life. He bought a discount Pied Piper costume at a nearby store and picked up his old flute from his days in Grade 9 Band Class, and the alias of The Piper was born.
Welcome to another episode of the Green Hill Gamer Guild Podcast.
Welcome to another episode of the Green Hill Gamer Guild Podcast. Joshua is joined by Kollin, Mel, Adam, and Chris as they play Masks: A New Generation, the popular tabletop role-playing game by Magpie Games.
In part 2 of issue #5 the Punks learn about an active prison break as they continue their search to figure out just what the heck has attached itself to Jax’s wrist. Will they be able to contain the prisoners or will this chaos play right into the hands of the Shadow Man? Join us and find out!
Special Note: Episodes marked mature for use of foul language only.
The Super Punks are:
The Protege Hawk, real name Marshal, played by Kollin.
The Beacon Jax, real name Jasper, played by Mel.
The Innocent Wheels, real name Russ, played by Adam.
The Delinquent Deke, real name Memo, played by Chris.
‘Gravity Waves’ performed by Elliot Middleton, used under license from Shutterstock
A wild session of our campaign. The team hosted a press conference, fought zombies, picked a fight way above their weight class, and worked on unraveling some mysteries. And new art for Sonia (The Soldier) and Torq (The Nova) debuted!
The plot turned on Panic (The Doomed) trying to help her brother regain his lost powers. The plan involved calling a press conference to convince people he hadn’t lost his powers at all. Of course, zombies attacked, led by General Decay on a WAR SKELEPHANT.
Sonia burned through the zombies, and Torq decapitated General Decay (the head was still alive/undead). So the horde was defeated. But then the Lady of Lauds (patroness behind Panic’s brother’s powers) showed up. She was unimpressed. Halfpenny (The Transformed) decided to fight her.
Oh, and did I mention that Halfpenny also has a deal with Mr. Hunt, the sinister entity in his head, to let Hunt control his body for exactly a hundredth of each day, in exchange for Hunt training him to shift between his normal and monstrous forms? He totally made that deal.
Anyway, the Lady vanishes after a few dramatic blows and tantalizing hints. The Salvatores pick up the pieces (and set up a cliffhanger with some accidental teleportation). What awaits our fearless team next time? (Pictured: the whole team, illustrated.)
Welcome to another episode of the Green Hill Gamer Guild Podcast.
Welcome to another episode of the Green Hill Gamer Guild Podcast. Joshua is joined by Kollin, Mel, Adam, and Chris as they play Masks: A New Generation, the popular tabletop role-playing game by Magpie Games.
Part 1 of issue #5 sees the Punks return to their own timeline and finally learn the identity of the Shadow Man. Can they stop him before he causes any more havoc, or will new complications distract them from their goal? Join us and find out!
Special Note: Episodes marked mature for use of foul language only.
The Super Punks are:
The Protege Hawk, real name Marshal, played by Kollin.
The Beacon Jax, real name Jasper, played by Mel.
The Innocent Wheels, real name Russ, played by Adam.
The Delinquent Deke, real name Memo, played by Chris.
‘Gravity Waves’ performed by Elliot Middleton, used under license from Shutterstock
Here is the first of the bios from our Masks campaign:
Here is the first of the bios from our Masks campaign:
Born quadriplegic, Valerie discovered her abilities after a life threatening incident and has since kept them a secret from her overbearing parents. She didn’t find a use for these powers until a Superhero accidentally sabotaged her friend’s first chance to walk again. She was approached by the super villain Dr. Eternal and given a chance to exact her revenge on the hero that wronged her. Despite aiding in the capture of said hero, he was murdered in front of her before she could get the closure she so desperately desired. After her “employer” congratulated her on defeating his rival he revealed his plan, something so horrendous that Valerie was forced to take action. Handing in her resignation with a literal knife to the back, Valerie was publicly shown executing Dr. Eternal on the broadcast where he intended to announce his victory. Ostracized from the villain community and not exactly in the Heroes’ good books due to her murderous actions, Valerie adopted the name Orchid and now seeks to atone for her past mistakes.
Our latest Masks session was a MUSICAL EPISODE. The team attends a meeting of Parents Against Invictus to scope out the mayor. But who’s that, bent on kidnapping the mayor? None other than…The Conductor!
The Conductor had the power to compel people to sing (and by doing so, exert control over them). General Bowmaster (The Beacon—w/ new art!) was hesitant to fight him because his persona strongly resembled that of Bowmaster’s grandfather in the film The Phantasm of the Orchestra.
GB sang an Italian opera number about his conflicted feelings. Halfpenny (The Transformed) sang a Sinatra-esque duet with the Bad Penny he swallowed about the struggle for his soul. Sonia (The Soldier) sang—to the tune of West Side Story’s “America”—of her worries about her powers.
All those songs were essentially improvised by my wonderful players! I had a couple songs prepped for the NPCs, including a Red Cent song to the Tetris theme. Ultimately, The Conductor was defeated, but the Salvatores remain suspicious of the mayor—and, now, vice versa.
Our most recent session was a musical episode, and I wrote the following custom move for when the villainous…
Our most recent session was a musical episode, and I wrote the following custom move for when the villainous Conductor caused PCs to burst into song. (Of course, you could always voluntarily burst into song if you so desired).
When you burst into song, roll 2d6. (You get +1 for Influence over The Conductor or +1 forwards on him) Tell us what genre and style you sing in.
On a hit you use the song to your advantage. Take Influence over an onlooker, clear a Condition, or add 1 Team.
On a 10+, you control what you sing—and get to freely Provoke another character to sing a duet with you. On a 7-9, you bare your soul and sing about feelings or facts you’d rather keep secret. Tell us what they are (the GM will add more for you if needed).
On a 6-, you spill your guts in song, and it’s ugly. Tell us what you reveal and mark a Condition. Other characters present can cancel your influence if they judge it appropriate.
Extra credit: sing a stanza of the song for us to mark Potential (or an additional Potential on a miss)