Will the next book (I forget the name) have GM moves for each of the new playbooks?

Will the next book (I forget the name) have GM moves for each of the new playbooks?

Will the next book (I forget the name) have GM moves for each of the new playbooks? I’ve got a Reformed and I think I can manage with tweaking the Delinquent ones, but that’s not going to work with all of the new playbooks.

I am quite puzzled by the Hook Record Sheet (last page of the GM Sheets).

I am quite puzzled by the Hook Record Sheet (last page of the GM Sheets).

I am quite puzzled by the Hook Record Sheet (last page of the GM Sheets).

It seems it lacks a field to write down the name of the character involved in the hook pair ?

Also, from this sheet, I assume hook pairs are supposed to be symmetrical in term of which labels are modified: say, if NPC1 is +Freak and NPC2 is +Mundane, it means NPC1 should always be -Mundane and NPC2 should always be -Freak ?

When I read and re-read the chapter about hooks I can’t find where it is explicitly explained. It seems it is implied that a pair of hooks push/pull the same labels.

Any experience on using hook pairs ? There is mechanically a back-and-forth between two labels, and from the experience I had it feels like we are going in circles (and I have heard that from other people).

If only one label is common, it seems it will help move the character somewhere: for example a Legacy unsure of his ego could have NPC1 +Superior/-Savior and NPC2 +Mundane/-Superior and then have an incentive (mechanical and fictional) to find a NPC who will help keep his Savior up and/or Mundane down ?

Most of the times I have GMed, I haven’t planned specific labels to be push/pulled by specific NPC: I have just let the fiction speak for itself and I went with the wind as far as choosing which label to pull. I feel like I am missing something great. I would greatly appreciate any input on the use of hooks from experienced GMs of Masks 🙂

Has anyone had experience with characters that are absent for a longer time than just a few sessions?

Has anyone had experience with characters that are absent for a longer time than just a few sessions?

Has anyone had experience with characters that are absent for a longer time than just a few sessions?

Our group wasn’t that big to start with (2 players at first, then 3 now back to 2 plus me) and rather than not playing for a few months till the third player is available again, I’m wondering if I can do some sort of “off-camera gaming” by weekly love letters that are posted in the thread we are using to coordinate our sessions.

I’m thinking of letting our Nova wander off to some part of the current campaign arc (which one will probably be his decision in the first letter) that the other pc probably won’t explore anyway by weeky love letters.

Any comments/hints/…?

Best part about running a game about teenage superheroes?

Best part about running a game about teenage superheroes?

Best part about running a game about teenage superheroes? If you need them to do something, simply have an adult tell them that they shouldn’t do that thing because they can’t handle it. They will then attempt to do that thing.

I am not saying this game knows I love it but a playset of playbooks and moves literally fell on my head while…

I am not saying this game knows I love it but a playset of playbooks and moves literally fell on my head while…

I am not saying this game knows I love it but a playset of playbooks and moves literally fell on my head while staying with a friend…

How do dangerous Web and some of the protege moves work when taking those moves as an advancement from another…

How do dangerous Web and some of the protege moves work when taking those moves as an advancement from another…

How do dangerous Web and some of the protege moves work when taking those moves as an advancement from another playbook. For example, would an Outsider be able to take those moves without a secret identity/mentor and if they could what would they roll with?

So I’m planning to run a Masks game with my nieces, a Reformed archer and a Legacy phaser.

So I’m planning to run a Masks game with my nieces, a Reformed archer and a Legacy phaser.

So I’m planning to run a Masks game with my nieces, a Reformed archer and a Legacy phaser. Any suggestions for using just two players?

I was thinking that maybe I could add a few other teammates, but only use the basic abilities, descriptions, and backgrounds; but not the moves and stuff. My main concern is making sure I don’t pull the spotlight from my nieces.

I have a question. The books says: “To clear Hopeless, fling yourself into easy relief.” What does easy relief mean?

I have a question. The books says: “To clear Hopeless, fling yourself into easy relief.” What does easy relief mean?

I have a question. The books says: “To clear Hopeless, fling yourself into easy relief.” What does easy relief mean?

In Doyce Testerman’s game, we have an Outsider who’s a Civil War-era ghost.

In Doyce Testerman’s game, we have an Outsider who’s a Civil War-era ghost.

In Doyce Testerman’s game, we have an Outsider who’s a Civil War-era ghost. The Outsider moves imply an alien origin, so we reskinned them to be more appropriate. Here they are, for anyone who’s interested.

The unseen world: You can commune with other departed ghosts. Whenever you contact the unseen realm, roll +Superior. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1, but those beyond make an uncomfortable demand. Spend your hold 1 for 1 to:

– receive a cursed or spiritually potent item that will allow you to use any ability from another playbook once (choose the ability when you spend the hold)

– consult the memories of the departed to ask the GM a question about the current situation

– clear a condition through the comfort of contact with your home

Possession: When you touch a mortal object and empower it, roll +Freak. On a hit, you can use this object as a focus to do something impossible. When you roll a 10+, choose one:

– it works exceptionally well

– you get an additional use out of it

On a miss, the focus is effective, but it has a completely unintended side effect that the GM will reveal when you use it.

The past is a foreign country: Whenever you openly disregard or undermine an modern era custom in favor of one of your own era’s customs, shift Superior up and any other Label down.

Fetters: You have a set of physical fetters, some otherwise mundane items with special emotional significance to you such as a pocket watch or painting. Detail their history, and choose two strengths and weaknesses. When your fetters are present in the scene, you can use them to unleash your powers, directly engage a threat, or defend someone using Superior.

Strengths: Very portable, very concealable, usable as weapon, easily fixable, can shift between mundane and spirit world, can be used at a distance

Weaknesses: Requires ritual to empower, susceptible to ______, easily detectable, big and clumsy, difficult to repair

In good spirits: When you comfort or support someone by telling them how they exemplify the best parts of the modern world, roll +Freak instead of +Mundane.

History lesson: When you talk about your home time and place, roll +Freak. On a 10+, choose two. On a 7-9, choose one. During the conversation, you:

– confess a flaw of your home; add 1 Team to the pool

– mislead them about your home; take Influence over them

– describe the glories of your home; clear a condition

On a miss, you inadvertently reveal more about yourself than you planned; tell them a secret or vulnerability you haven’t shared with the living before now.