One of my players is playing the Deliquescent and wants to take the move Dangerous Web from The Janus playbook with…

One of my players is playing the Deliquescent and wants to take the move Dangerous Web from The Janus playbook with…

One of my players is playing the Deliquescent and wants to take the move Dangerous Web from The Janus playbook with an advancement. The move mentions the Mask Label. Would that mean they need to take the Mask move first or otherwise it’s off limits? Or would they pick what Stat their character’s mask would be if they had it?

After a few false starts, I finally get a session 2 in one of my Masks games!

After a few false starts, I finally get a session 2 in one of my Masks games!

After a few false starts, I finally get a session 2 in one of my Masks games!

Making custom moves is something I have yet to try my hand at, and notice that this group seems to be a good place to vet them.

I am planning on the players getting involved in the Rook Academy, which is Rook Industries’ bid to take over the development of young supers. It’s sort of an “evil Hogwarts.” One thing about Rook Industries in my game is that they have a marquee super-team and I want to give the players a chance to glimpse into the danger that Rook represents.

So, I considered that Rook might run a contest in the academy to recruit members into the “junior edition” of the Superior Six, loosely inspired by the Potterverse’s tri-wizard cup:

When you compete in the Superior Six Standoff:

Roll + Your weakest Label (choose on a tie).

On a hit, the ordeals of the competition taught you something. Shift the used label up and one other label down (your choice).

On a 10+, you are on the team, and choose 2.

On a 7-9, choose one:

• Learn a disturbing truth about Rook Academy

• Learn a disturbing truth about the Superior Six

• Describe one of the competitors you faced during the competition who you came to an accord with. Take influence over them.

On a miss, describe how your weak label cost you the competition, and what you learned from it. The GM shifts the used label up and one other label down.

First off, any suggestions for the move?

Second off, I need some juicy “disturbing truths” to feed the players here, and need ideas.

Yesterday I’ve looked through the Deck of Villainy.

Yesterday I’ve looked through the Deck of Villainy.

Yesterday I’ve looked through the Deck of Villainy. I enjoyed it a lot, especially the various drives. But one thing surprised me: When I made the villains for my campaign, I always made villain teams. That only occurred to me, when I found the villains from the Deck being all loners. They may team up if course, but they are created separately.

How do you do it? Can you see a difference between these approaches?

Masks question…

Masks question…

Masks question…

I’m the nova in a game and I’m not sure if Burn/charging up takes TIME as a move or not? Like it doesn’t make sense if I’m using moat and then I run out of burn to have to stop the moat and do a powerup and take time meanwhile the barrier goes down… so someone help? Like if it’s the first thing in the scene and someone is falling out of the sky can I go to roll burn and FOLLOW UP with an actual action or no? Like it makes no sense for me to be able to roll burn and but not be able to actually do a thing immediately after that to spend that burn until my next turn..

Can someone help me with what the official ruling is on this?

Universe-wide Crossover Events are a thing that happens in comic books.

Universe-wide Crossover Events are a thing that happens in comic books.

Universe-wide Crossover Events are a thing that happens in comic books. The modern format seems to be a main limited series with all the big actions scenes and major plot points, a few more limited series that focus on an integral-to-the-event character or team, and then tie-ins in all the ongoing books. Some books end and others begin.

In actual practice, it’s often terrible, because the centerpiece is an eight issue hero-vs-hero slugfest, and those are usually the least entertaining sorts of superhero comics. But if played as a genre trope, you can get some wonderful results. There was the great episode of Justice League Unlimited that followed Booster Gold as every superhero except him was battling a cosmic evil.

Is this a trope you’ve integrated into your games? My own answers in the comments.

Hello folks.

Hello folks.

Hello folks.

Next week I’m going to run an introductory game of Masks at a convention. This game will include character and team creation process followed by an action scene or two. This is not intended to be a full one-shot adventure.

I’d love to hear if you have any tips for introducing new people to Masks, and general Masks GMing advice.

Cheers.

Hey all, I need a quick rules clarification.

Hey all, I need a quick rules clarification.

Hey all, I need a quick rules clarification.

When “Taking a Powerful Blow”, one of the choices on a 7-9 roll is to “provoke” a teammate into foolhardy action.

How do you all play this? Is it purely narrative? Do you follow up with the Provoke move?