The post further down by Matteo Suppo about genderqueer characters makes me wonder: how many people have played, or…

The post further down by Matteo Suppo about genderqueer characters makes me wonder: how many people have played, or…

The post further down by Matteo Suppo about genderqueer characters makes me wonder: how many people have played, or seen played, a trans Janus whose masked identity presents as their true gender, but whose mundane identity does not?

I could see such a character concept working well, but also really poorly. I haven’t had anyone play the Janus in my own games, but I get the sense that the skin is maybe most successful when the mask and the mundane are both true identities, which isn’t the case in this scenario at least when it comes to gender.

An Adult telling her who she is, shifting Savior up and Danger down.

An Adult telling her who she is, shifting Savior up and Danger down.

An Adult telling her who she is, shifting Savior up and Danger down.

Originally shared by Rob Donoghue

http://superheroesincolor.tumblr.com/post/145280776827/ms-marvel-vol-4-last-days-2015-marvel

If there is still time to change the text, Defend

If there is still time to change the text, Defend

If there is still time to change the text, Defend

When you defend someone or something from an immediate threat, roll + Savior. For NPC threats: on a hit, you keep them safe and choose one. On a 7-9, it costs you: expose yourself to danger or escalate the situation.

• add a Team to the pool

• take Influence over someone you protect

• clear a condition

For PC threats: on a hit, give them -2 to their roll. On a 7-9, you expose yourself to cost, retribution, or judgment.

I’d add “GM’s choice”, like “you expose yourself to cost, retribution, or judgment (GM’s choice)”, since the wording is the same against PC and NPC (expose yourself), but in the former is player’s choice, in the latter GM’s.

Hi there, I was curious about something.

Hi there, I was curious about something.

Hi there, I was curious about something. When your villains mark a condition (from hero attacks, spent influence etc) do you tell the players you have marked a condition? And if so, which condition?

I’m not sure because the book says to cloak your moves, but if you tell them the villain is angry, they understand “oh that’s why he threw me through a wall”.

Also do you explicitly tell the players how many conditions the villain has in total? Or how many more they have left before they are defeated?

Any suggestions for how I can encourage my Bulls to switch their Love/Rival more often?

Any suggestions for how I can encourage my Bulls to switch their Love/Rival more often?

Any suggestions for how I can encourage my Bulls to switch their Love/Rival more often? I’ve run 3 seperate games and played in four more, and in not a single one of them did they ever switch their Love or Rival.

I’m curious if other people have done similar meta comic book ideas that my group are about to do in our game such…

I’m curious if other people have done similar meta comic book ideas that my group are about to do in our game such…

I’m curious if other people have done similar meta comic book ideas that my group are about to do in our game such as:

-Not really defining where the city is so that geography, city buildings, etc are where they need to be for the story. Sort of like how Gotham one day is under a fault line the next is beside a swamp.

-Have other GMs take over after a arc is complete. This is like other writers taking over and themes, moods, etc shift or even full on alternative universes but same characters.

-Give a comic book title for each arc that may be spoilery but in a comic book way, ie; “Death of Superman”

“At that first session, a fair amount of your time will be eaten up by character creation.

“At that first session, a fair amount of your time will be eaten up by character creation.

“At that first session, a fair amount of your time will be eaten up by character creation. Usually, it takes about one or two hours if you’re asking questions and exploring each character to get to your first scenes.

That is such a good tip to have in the game text. I am usually a bit worried if we need that much time before we get to “ingame” stuff but yeah – it takes that long and that is okay. Really for all the questions and stuff you will need that long.

I am very fond of Gotham Academy, and I have been idly wondering how a game of Masks would work in that setting.

I am very fond of Gotham Academy, and I have been idly wondering how a game of Masks would work in that setting.

I am very fond of Gotham Academy, and I have been idly wondering how a game of Masks would work in that setting. All the characters are a bit lower on the power scale, but have all the drawbacks of the playbooks you would use… maybe a bit more. Olive, for instance, is a Doomed who doesn’t even know she is one for a good long while. The relatively few times she has unleashed her powers they have been hellaciously effective and have threatened her sanity. Her best friend Maps is probably a Beacon, but generally the thing she collects and adapts for her own uses are… well… maps.

I think it is more a tone thing than anything else really. Having players who are willing to make alterations to play in such a game, where the characters feel like the powers and quirks they have are more like an intense hobby or interesting medical condition than a defining characteristic. Of course, the adults in the series do not always agree…

Could be fun.