Is there a FAQ for Masks that someone has collected from the threads here and shared on Google Drive?

Is there a FAQ for Masks that someone has collected from the threads here and shared on Google Drive?

Is there a FAQ for Masks that someone has collected from the threads here and shared on Google Drive? 

With all this villian talk in the kickstarter comment section, I thought I come up with some ideas for possible…

With all this villian talk in the kickstarter comment section, I thought I come up with some ideas for possible…

With all this villian talk in the kickstarter comment section, I thought I come up with some ideas for possible inclusion in the inevitable villian book. Lol Tell me what you think.

The Mercenary – Money talks and it has a sweet voice to it. There are many people out there that want heroes to be rid of and they’re willing to part with a lot of Benjamins not to get their hands dirty. That’s where you come in. You maybe young but you study these heroes powers and acquired the necessary tech to combat them. But perhaps it is more about your pride in your work than the money? Is the money really worth taking or ruining a life though? At least the paycheck is nice and pays the bills.

The Host- Something has taken residence inside you. Maybe it is a supernatrual entity or some alien parasite. Whatever this thing is it makes you do things you have no recollection of. All you feel is some sort of hunger or desire that swells up inside you and then you blackout. What happens next is the stuff of nightmares. Maybe you should stop fighting it and let go? Is fighting it worth the insanity you’re slowly slipping into?

The Madman – All the world is a stage worth burning to the ground. No one really understands you view of things. The screams of terror that excite you or the years in somebody’s eyes when you give them that signature smile of yours. But lately it hasn’t been as fun. Maye there is someone or something out there to give you your excitement back?

The Fallen – You used to play the hero game. Saving people was it’s own reward until they started to expect it. It seemed everybody started not to appreciate what you did. You didn’t have to save them but you did and now you wonder why you did in the first place. You’re out for yourself now and the masses will regret the day they didn’t appreciate your efforts. Perhaps as a villian you will get the respect you rightly deserve. But at what price will you pay for that recognition?

I have a few more ideas if you guys would like to see them. 🙂

I gotta say that I am really digging Michael Lee Lunsford’s art work!  Does anyone know if he does conventions?

I gotta say that I am really digging Michael Lee Lunsford’s art work!  Does anyone know if he does conventions?

I gotta say that I am really digging Michael Lee Lunsford’s art work!  Does anyone know if he does conventions? Or commissions?  I’m hoping to see more of his work!!

Super excited about how far this Kickstarter has come, even since when I joined.

Super excited about how far this Kickstarter has come, even since when I joined.

Super excited about how far this Kickstarter has come, even since when I joined.  As I get closer to actually running a game, I came across a question about Directly Engaging a Threat.  Now, the move says that on a hit, you trade blows.  Easy enough.  I understood this as the NPC and the PC both take a condition, unless the PC chooses to resist or avoid the blow.  And maybe if the NPC was super strong or ridiculously dangerous, the PC might take a Powerful Blow instead.  However, in every example that Brenden Conway has mentioned the move, the NPC always deals a Powerful Blow.  If the PC doesn’t resist or avoid the blow, should they always take a Powerful Blow?  Or does that depend upon how dangerous the Threat is?

Okay, so last question actually revealed that I may have been trading harm incorrectly, so I want to ask about that…

Okay, so last question actually revealed that I may have been trading harm incorrectly, so I want to ask about that…

Okay, so last question actually revealed that I may have been trading harm incorrectly, so I want to ask about that here. 

The heroes are all going against Scare Chord, the musical terror! With music that literally terrifies, he assaulted the heroes while they were partying at the Sidekicks Lounge, a local nightclub. 

Modern Villain

Drive: To perform and share his art with the world. 

Conditions: Angry, Afraid, and Insecure. Scare Chord doesn’t get Guilty or Hopeless. 

Moves: Cause mass panic with a strum of his guitar. 

Send a sonic wave of terrify and batter enemies. 

Push a bystander into a ‘fight or flight’ reaction. 

Here he is! Pretty straightforward, m y thought was he’d hand out afraid conditions like they were candy to help keep the heroes from engaging him directly. (5 on 1 is just not fair!)

So, first his big entrance, in which he inspired mass panic-making the crowd freak out and try to run. (Give the heroes a crowd to calm and save!) Mahina and Amalgam were on this-Mahina Unleashing her Powers to Temporarily calm the crowd and ease their stress, while Amalgam used Defend to protect them from harm and direct them outside. Amalgam had to expose himself to danger, so I just asked-does he let himself get put into a bad position while arranging this, separated and unsupported, or do they mark a condition to push themselves to try and get people out? They chose to put themselves in a  bad position (and I mentally noted to make sure they couldn’t help with Team that little phase) and moved on. 

Next we had Peekaboo and Triplepoint both charging in to take out our villain head on. Peekaboo opted to create an opportunity and to take something away with there 11 total (making Scare Chord lose their guitar). 

Now, trading harm, I decided that since Peekaboo hadn’t resisted harm, that meant Scare Chord got to hit them full on-so they strummed thier guitar as it was pulled away, and hit them with a powerful wave of fear-making them mark Afraid and then rolling to take a powerful blow. Which is second sort of question-do they do both? or are they supposed to ch oose one or the other?)

And w hile the team did struggle to take down Scare Chord, should he be doing more things actively instead of just when directly engaged? I don’t think he ever attacked anyone or inflicted any conditions except when heroes got a  miss-could I just have him decide he didn’t like TriplePoint knocking him through walls anymore and hit him with a sonic wave to make her quiver in her boots? 

Are the hero and villain decks going to be available after the kickstarter, or are they exclusives?

Are the hero and villain decks going to be available after the kickstarter, or are they exclusives?

Are the hero and villain decks going to be available after the kickstarter, or are they exclusives?

Hallo everybody.

Hallo everybody.

Hallo everybody. I’d like to ask something about the game and the system, before to make my mind and jump on the kickstarter bandwagon.

First of all. Are powers (and equip) equipped with tags, both narrative and mechanical? Ie. When I create/choose a power, is the power “Forceful” “Area” “+1Damage” “Very far” “Ice” etc.?

I ask this one because I didn’t like the Worlds in Peril rpg approach, so I’d like to grasp the differences between Mask and other PbtA games, specifically on this point.

Also, is there a way to interact with scenes, for example to “lock” a fight within specific “places” or “situations”, gaining the chances for fight a “difficult” enemy? Ie. I’m a ground-based fighter, but I’m against a dastardly flying enemy, that is shooting me from apart: there are specific game rules that I can use to “force the enemy in a room” or “to make me followed so we’ll fight in a small, low, alley”? Something that I can roll, and if I succeed, I have those kind of choices to gain that “narrative location/situation advantage”?

Is this true fro NPCs too? I know, PbtA games have master don’t following the same PCs rules, however, suppose to have a ground-bsed Villain, can I ask my flying-heroes PCs to roll a sort of “Defy Danger” move to “force” them to enter that low, cramped building, because “Ehi, the Villain is inside, we can’t stay around the building forever”?

Thanks in advance for the attention.

Okay, so played more Masks (you know, because yet again, I’m here posting silly questions).

Okay, so played more Masks (you know, because yet again, I’m here posting silly questions).

Okay, so played more Masks (you know, because yet again, I’m here posting silly questions). 

First thing came up with one of our teen heroes Swarm standing on a building, looking down at a bunch of superpowered boxers robbing a bank-and of course she uses her powers of bug control to summon a swarm to attack them from afar-and gets a 10+! Great for her, except when she picks ‘create an opportunity’ by distracting them for an ambush, and ‘Impress or Frighten the opposition’.  Just passed up on ‘resist or avoid their blows’ and so I felt the need to trade harm-but the villains are all melee style brawlers. They can’t retaliate in the first place!

So, I hedged. I told her that the bugs were killed long before they got to the boxers-thier short range powers actually killing and slaughtering them. Sure it was a distraction, but its obvious they’re not being ‘really’ hurt, and asked them to mark a condition against the seeming frustration of not doing much direct harm, even if it did distract them from the coming ambush. 

Thing is, I’m not sure how much I like that, and the player argued (perhaps rightfully) that they had no means of retaliation from their position. I figured that no matter what without a lined up shot they couldn’t make a powerful blow, but conditions were happening on trade harm if you didn’t resist or avoid damage. 

But, what say you gentlemen and ladies of cape and cowl? Whats the est solution?