From the example on page 65:

From the example on page 65:

From the example on page 65:

She asks, “Okay, how can I best end this quickly?”

“Observing them more closely, you recognize the technology and the aliens themselves. You’ve heard of them, if you haven’t seen them up close—Menagerists, they’re called. Tey’re probably here looking for metahumans for their zoo. If you can convince them that the metahumans here are too tough to be worth the trouble of capturing, or if you can convince them that there really aren’t any valuable specimens here, they’ll take off. But as you’re putting all this together, they start moving towards the treeline and into the city. What do you do?”

If the character choose to try and convince them, how would you manage that, with a Provoke and if it’s a 10+ they go away?

Hey!

Hey!

Hey! I am getting ready to run a Masks game, and i would like it to have a “Boku no hero academy” vibe, let me explain with the pitch:

“In halcyon city, there’s a highschool built to train the next generation of superheroes. This highschool is set on high standards, and not everyone can fit the requirements to go here. Here, they will learn how to work on team, use their powers and be a real hero. In teams of 3, they will be tested all days, in order to get ready for the real world out there.

Every team of heroes in the city is watching for this new generation. They don’t have a name yet. They are the new generation. This is their story.”

So, i was thinking about mixing this highschool thing with their personal stories coming out of their booklets, in order to bolster the identity issue without forgetting the battles and being a hero.

Could this work? How should i prepare for my first session then? Could i make a villain that is a teacher on this school testing them? Help me, please!

My plucky group of young heroes are about to confront Dr Moreau, the fiendish gene-splicing super villain.

My plucky group of young heroes are about to confront Dr Moreau, the fiendish gene-splicing super villain.

My plucky group of young heroes are about to confront Dr Moreau, the fiendish gene-splicing super villain.

Our Legacy has already asserted that the last time his family encountered the Dr they faced humans spliced with jellyfish dna, and our Doomed knows that energy signatures are propagating all over the peninsula where his secret lab is (yes its the Peninsula of Dr Moreau).

He’s known to have kidnapped a Electricity powered hero and a radiation powered villain.

What do you think is in store for them?

How will delivery for this physical copies of Halcyon City Heralds and the other supplements go, from the…

How will delivery for this physical copies of Halcyon City Heralds and the other supplements go, from the…

How will delivery for this physical copies of Halcyon City Heralds and the other supplements go, from the Kickstarter? Will they just magically show up at our door?

The Doomed: Doom vs Nemesis

The Doomed: Doom vs Nemesis

The Doomed: Doom vs Nemesis

Hello Masks!

I’m currently running a game that has a Doomed in it who stole powers from an old ancient power (The Great Old Trickster) who is planning on erasing him from history and all memory (and/or maybe kill him?) We’ve established pretty clearly that is his Doom which will happen when he takes the advance or finishes filling his doom track the requisite number of times.

We originally thought that his Nemesis was the Great Old Trickster, but are increasingly wondering if we’re doing this right. Should the Nemesis be tied in that tightly to the Doom? I know the Nemesis is meant to be a constant push that makes you do your powers, so does it not make sense for the creature that is hunting you to be the nemesis as well?

We were playing with an agent of the Great Old Trickster or a human-form of it or something, but are increasingly concerned we’re going the wrong direction!

I am running a learn to play session on Masks on Friday (in Athens, GA, if anyone is nearby and interested).

I am running a learn to play session on Masks on Friday (in Athens, GA, if anyone is nearby and interested).

I am running a learn to play session on Masks on Friday (in Athens, GA, if anyone is nearby and interested). Any advice for a first time Masks GM with likely first time players for a PbtA style game?

Can you “Take Advantage of your Influence” to reduce the roll of “Take a Powerful Blow” by -2 and thereby save them…

Can you “Take Advantage of your Influence” to reduce the roll of “Take a Powerful Blow” by -2 and thereby save them…

Can you “Take Advantage of your Influence” to reduce the roll of “Take a Powerful Blow” by -2 and thereby save them from the Powerful Blow? There has been a lot of disagreement about this at my table and some of the people (Including the GM) thinks the concept feels wonky, and it seems like the most mechanically powerful method of using the rules. To the point where I don’t see the point in giving up your influence in literally any other way. One of the worst ways that A villain can hurt your team is with this move so there is literally not a reason to do otherwise.

Also it seems like the situation causes both the Influencer and influencee to receive benefits. The one using their influence to take advantage gets what they want (You to not fail the Roll and keep fighting) and the Influencee gets the added benefit of passing the roll and not having to worry about influence from the original character anymore. In the other cases of this rule it seems like only the Influencer gains any benefit with the Influencee being high and dry or feeling pretty shitty about the whole thing.

Also, It seems like taking advantage of your influence over someone is generally speaking not very helpful otherwise. Inflicting a condition doesn’t guarantee a result on other PCs, taking +1 on one roll seems pretty useless when compared to just keeping the +1 roll all the time and risking not having the bonus at a critical point in the future.

So question: For the legacy extra, there’s been a bit of disagreement in my group, when it says the other players,…

So question: For the legacy extra, there’s been a bit of disagreement in my group, when it says the other players,…

So question: For the legacy extra, there’s been a bit of disagreement in my group, when it says the other players, does each player answer individually and from that each no gives a -1, or does the group, as a whole come to a collective answer for each question?

My read has been the former but others have disagreed with that.

I have a concept for a Transformed that I don’t know if it fits as Transformed, but it’s the first Playbook that…

I have a concept for a Transformed that I don’t know if it fits as Transformed, but it’s the first Playbook that…

I have a concept for a Transformed that I don’t know if it fits as Transformed, but it’s the first Playbook that jumped into my mind when I thought it:

A power nullifier. A very powerful power nullifier. Power is fueled by emotion–his girlfriend kisses his cheek, he’s on a roller coaster, his nemesis ticks him off, and every super within a city block’s radius starts falling from the sky.

He looks normal otherwise, but he would fit the Transformed concept because if he walks into the wanna-be-Doc-Strange district of town, he’ll be chased out with torches and pitchforks while people scream that he’s something that shouldn’t be.

Think the Pariah Gene carriers of “WH40K”.