Does anyone know if they’re going to release the villain deck and other things from the kickstarter for noobs like…

Does anyone know if they’re going to release the villain deck and other things from the kickstarter for noobs like…

Does anyone know if they’re going to release the villain deck and other things from the kickstarter for noobs like myself who missed the chance to back this awesome game?

For a brief success story just know that the subtitle for my next session is “Getting the Band Back Together.”…

For a brief success story just know that the subtitle for my next session is “Getting the Band Back Together.”…

For a brief success story just know that the subtitle for my next session is “Getting the Band Back Together.” Recently the team has come up against each other. The Legacy is going solo because his team has a fairly poor reputation, the Protoge is taking the reigns of his mentor’s lab and scientific advancements, and the Delinquent has turned himself into AEGIS for bootcamp / agent training.

They were given a deadline of a supervillain attack for the team, the team that for all intents and purposes no longer existed. They’re coming together once again with new tools, be it allies, tech, or government backing. I never expected this to happen, and that’s what makes it the most fun.

So the Nova’s deal is that their abilities can go horribly wrong, but it’s incredible powerful and versatile, right?

So the Nova’s deal is that their abilities can go horribly wrong, but it’s incredible powerful and versatile, right?

So the Nova’s deal is that their abilities can go horribly wrong, but it’s incredible powerful and versatile, right? It even says in the Masks section that one of the benefits of being a Nova is that you can do just about anything with your powers, while other playbooks are more limited in what they can do. In exchange, you are far more dangerous to yourself and others.

But…some playbooks get access to their abilities and presumably none of the downsides.

For example, the Protege can pick elemental control or telekinesis/telepathy as a power either they have or both they and their mentor have. Earlier on, the powers were split into sections and those were “mentor only,” but it got switched to being part of a set of powers the Protoge picks from. The Outsider and the Transformed have an advance that lets them take any two abilities from other playbooks – fine for most, but what happens if the Transformed picks up Biokenesis or the Outsider comes from a fantasy land and has been learning sorcery?

If a Nova is in the group, it would feel like stepping on their toes. Here’s a character that can do what you can do, but they’re better and don’t have to worry about causing massive damage on a miss. If there isn’t a Nova it’s a bit better but then you have the issue of those abilities being really open ended and suddenly that character can probably do what the other PCs can, without needing to worry about it exploding in their faces if things go wrong. Should the GM take some of the GM moves for the Nova to be part of the character now? The outsider with Sorcery can use the powers they had before just fine, but channeling Sorcerery means the GM can take “Make their powers flare out of control” from the Nova’s moves, or start using GM moves like “Put Innocents in Danger” in ways you wouldn’t with normal misses? If you don’t, and there nothing in the rules to indicate you should do this, it gives the great power but at no worse cost then the powers the other playbooks deal in.

Am I missing something? Are Flares supposed to be super good to make up for this? Because they’re neat, but what I like about the Nova is how it lets you do whatever you want. You can effectivley have any superpower, but you have to pay a real big price for that privilitdge. The Flares are just a bonus. Am I looking at it the wrong way?

Hey guys, just giving a bit of a success story and a thanks for the great community.

Hey guys, just giving a bit of a success story and a thanks for the great community.

Hey guys, just giving a bit of a success story and a thanks for the great community.

So a week or so after the official pdf launch I posted a discussion about how my players were having trouble getting the setting and were essentially massacring bad guys who had already surrendered, stuff like that.

Well there were mixed ideas for how to handle it, but in the end I decided to confront the players directly, explain how it didn’t fit the setting and game, and then give them the option to either continue as is, or retcon back a session and try again. We ended up going with the second option.

Several months later we finished the game and everyone agreed it was the best rpg story and most enjoyable game we’ve been a part of.

We’re taking a break to play some Dresden Files RPG and Call of Cthulhu, but then we’re coming back for a sequel set a few years later. It’s a great setting and game system, and I’m very happy to be playing it.

I’m doing character creation for my first game of MASKS tonight and I’ve got some general newbie questions for…

I’m doing character creation for my first game of MASKS tonight and I’ve got some general newbie questions for…

I’m doing character creation for my first game of MASKS tonight and I’ve got some general newbie questions for experienced players. I’ve never played a Pbta game proper but I’ve played a lot of blades in the dark so I’m totally comfortable with fiction first and I know the purest answer to some of these questions is just going to be to follow the fiction but I figured I would ask for any insight anyone has.

I’m going to play a protégé and I know the rest of the group is going to consist of beacon, delinquent, doomed, and outsider I know some playbooks play off of each other better and some have some overlap so in an effort to be considerate of sharing spotlighting (in the event the gm isn’t proactive about it) are there any themes these books run into that I should worry about stepping on toes accidentally?

Conversely are there any “synergies” I should look for? I know one of my playbook prompt things (sorry forgetting what it’s called) is distrustful mentor who wants you to keep an eye on someone so the immediate thoughts are doomed or outsider for those maybe even delinquent depending on how things feel during proper creation but are there any other things I should keep my eye out to be able to play off of and support?

Our campaign is set to run probably about 6 sessions and no actual plays I’ve seen have gone on very long, I know apocalypse world is by nature usually a finite game, is MASKS similar? Does it have the potential to be a long term campaign or does it tend to be that the setting persists and the characters rotate out and are replaced by new teams?

Lastly, for influence I have the question of being a personable or a “business” protégé. My initial concept is to go business cause it played into the themes I’m interested in exploring a bit more but it does shaft the other players from having influence over me. Is this a “dick move” or is it fairly easy to get influence over someone? Am I going to be missing out on things by giving fewer (none) players influence over me at the start of my MASKS experience?

I think that’s all I have. Any other general insights are appreciated, thanks MASKS G+!



If a Bull can do 1 condition on a successful engage, a Beacon can do 1 condition on a success, and a Nova can do 1…

If a Bull can do 1 condition on a successful engage, a Beacon can do 1 condition on a success, and a Nova can do 1…

If a Bull can do 1 condition on a successful engage, a Beacon can do 1 condition on a success, and a Nova can do 1 condition..

What makes Nova’s so powerful? They do the same amount to ‘defeat’ an enemy, but inflict the same amount of ‘damage’ at a greater risk than the other players. The book describes them as being able to take down enemies the others can’t – that they can take down practically anything they put their minds to (as long as they accept the risks).

I’m not seeing it mechanically. Could someone help me understand? 🙁 How do you guys represent the Nova’s superior ‘fightiness’?

The favorite line of our masks sessions

The favorite line of our masks sessions

The favorite line of our masks sessions

“And _______ happens because of course it happens”

Ex. The lazer gets knocked out of your hand and slides all the way across the room because of course it does

The news decides to slander your delinquent as a Nazi because of course they do

When the transformed looks normal he is the most popular kid in school because of course he is (suck it other secret identities)

The ironic tropes are some of my favorite part of this game, so long as you have a table that appreciates them.

Hello everyone, I have a dumb question: Can Heros shift their Labels whenever they want?

Hello everyone, I have a dumb question: Can Heros shift their Labels whenever they want?

Hello everyone, I have a dumb question: Can Heros shift their Labels whenever they want?

At first, I thought they could (I think I saw it done like that in a demo game on youtube with the creator… of course, I may be misremembering).

Also, in the Basic Moves sheet, it says under Shifting Labels on the Peripheral Moves section: “When you shift a Label, it means that your view of yourself is changing.” If I read it as a move, it seems you can just shift labels, as per the “When you [etc etc]” move formula. I should have expected to read: “When something makes you shift a Label…”

So, that’s why in my 1st session I told the players they can shift Labels anytime. But then later after the session, I was like… well then what is the point of the Influence moves and all that.

And here I am, asking you all this question.

Starting a Masks game today, and 2 of my players can’t come.

Starting a Masks game today, and 2 of my players can’t come.

Starting a Masks game today, and 2 of my players can’t come. Any advice to add them later to the team? (At least I know what playbooks they’ll be playing).