I know that the power choices for the playbooks is largely a suggestion and optional.

I know that the power choices for the playbooks is largely a suggestion and optional.

I know that the power choices for the playbooks is largely a suggestion and optional. When I look at each playbook and see how the powers fit in the playbook I can immediately recognize archetypal characters or my favorite characters from my favorite superhero media. With all that being said, I’m having a bit of trouble figuring out how someone with Multiple Man’s (Jaime Maddrox) power could fit into a playbook.

I’m thinking the Delinquent is the best fit and it would also be easy to fit the Legacy and the Beacon. What else do you guys think?

I’ll be running Masks for the first time next week. Any suggestions or common pitfalls I should ve looking out for?

I’ll be running Masks for the first time next week. Any suggestions or common pitfalls I should ve looking out for?

I’ll be running Masks for the first time next week. Any suggestions or common pitfalls I should ve looking out for?

Coincidentally, the Wednesday Night Game Podcast will be airing an actual play of Masks in a few weeks, GM’d by yours truly. I’ll post links here when they start airing.

Question that came up tonight: under the Influence rules, we have “*When you take advantage of your influence over…

Question that came up tonight: under the Influence rules, we have “*When you take advantage of your influence over…

Question that came up tonight: under the Influence rules, we have “*When you take advantage of your influence over someone,* surrender your influence and… .” Cool. But if you do that to a fellow PC, do they get to reject your influence?

My stop-gap ruling was yes, since I feel like you should always get the chance to reject influence when it comes up, but the way that the rejecting influence move works behaves a bit weirdly when it comes up against the  above stuff instead of “being told who you are or how the world works.” You could choose to clear a condition that they just spent their influence to give you, or cancel influence that they don’t actually have since they just gave it up, or on a miss have your labels shifted, which wouldn’t necessarily be on the table if you hadn’t resisted their influence in the first place.

It worked out in the fiction this time, but I think that may have been because the inciting player was basically telling the receiving player who they were, in addition to what they were mechanically trying to do by surrendering influence. Goth lashed out and an innocent got hurt during a mission, so Command Line called her out on it and spent influence to have her mark Guilty. Goth tried to reject it and failed, so Command Line shifted her Danger up and her Savior down; she had a “crap, maybe I am out of control” moment. We discussed this briefly afterwards, and I figured that Goth would have marked the condition regardless, since C.L. spent the influence for it. But if you can reject influence, I could see ruling that a successful rejection cancels the attempted ‘cashing in’ of influence both in effect and in cost.

So, clarity: do you only get to reject when someone is telling you who you are or how the world works, or any time they exert their influence over you? Is it perhaps intended that any time someone exerts their influence, they are also de facto telling you who you are or how the world works? How have you ruled on this, when it’s come up?

Hi. New around here. Great looking game. Can’t wait to get the books.

Hi. New around here. Great looking game. Can’t wait to get the books.

Hi. New around here. Great looking game. Can’t wait to get the books.

A few questions about combat. Specifically the Directly Engage move, inflicting conditions on villains, and villain moves. 

Directly Engage includes “trade blows” and “create an opportunity” and “impress/frighten”. Is it just a simple matter of “trading blows” to inflict a condition on a villain? Seems villains are quite weak then with a max of only five conditions. With a decent-sized group even the biggest-bad could be down in a single round.

My reading is that you need to “create an opportunity” to set up another PC for that “gets hit hard” that’s mentioned in the Villains in a Fight section, and only then will they take a condition. Is that right?

That frighten bit from Directly Engage, does that mean inflicting the condition Afraid?

Lastly, Villain condition moves. PC clear conditions when they make their condition moves, do the villains also clear conditions when they make their condition moves?

Sorry if these are answered to death. A link to prior discussion would be greatly appreciated if they were.

Thanks.

EDIT: Also, a question about Influence. Every adult automatically gets Influence over the PCs… including the villains (if they’re adults)?

Thought: Masks shines when it highlights the PCs’ inner struggles.

Thought: Masks shines when it highlights the PCs’ inner struggles.

Thought: Masks shines when it highlights the PCs’ inner struggles. Questions of identity and ethics, as driven by their playbook’s theme, general growing pains and heartbreak, and so on.

Problem: while the GM has a plethora of tools to proactively push those buttons, particularly playbook-specific GM moves, the tools on the player side are comparatively limited. Influence is fairly generic (not inherently a bad thing, but it does lack the character-specific flavor of some other games’ relationship mechanics), and Team Moves require the character getting highlighted to initiate the highlighting.

Proposal: Add in Flags, as described here: http://walkingmind.evilhat.com/2015/09/07/from-bonds-to-flags/

This puts character-specific issues on the table in a clear, mechanically supported way, and rewards players who put their fellow heroes in the spotlight. It also addresses the recently-broached topic of Masks not having a reliable income of Potential, in a way that fits with the general theme of earning Potential by growing closer to people.

I don’t think it’s a strictly necessary addition, but I think it would be a good one. I’m going to propose it to my play group and see how it goes.

Sorry if someone ask previously or if ud a dumb question but.

Sorry if someone ask previously or if ud a dumb question but.

Sorry if someone ask previously or if ud a dumb question but.

“Directly Engage

When you directly engage a threat, roll + Danger. On a hit, trade blows. On a 10+, pick 2. On a 7-9, pick 1:”

What about trade blows? You take condition and deliver? Or is like nothing happen just punch the air?

A hit is always a 10, right? Or I’m wrong?

My player say why if he rolled good roll then nothing good happen?”

Thanks advance

I may or may not have a face-to-face game starting in three weeks.

I may or may not have a face-to-face game starting in three weeks.

I may or may not have a face-to-face game starting in three weeks. It’d be super awesome if the updated playbooks and/or cheat sheets were available by then. 🙏

Pretty please. 😊

Hi Guys, have the kickstarter rewards been released yet? I’m still running beta v3 content :/

Hi Guys, have the kickstarter rewards been released yet? I’m still running beta v3 content :/

Hi Guys, have the kickstarter rewards been released yet? I’m still running beta v3 content :/

How do I claim the rewards?