I’d like to share a playbook idea I’ve been mulling over for the last year or so.

I’d like to share a playbook idea I’ve been mulling over for the last year or so.

I’d like to share a playbook idea I’ve been mulling over for the last year or so. Maybe there’s already something like it in Masks Unbound or Secrets of AEGIS. Discuss, comment, and help me flesh it out~

= THE WOUNDED or THE SCARRED =

// Concept

Once upon a time, you had everything; family and friends, luxury and wealth, and every other comfort you could name; life was perfect. But one day, tragedy struck, and something was lost. Now you’re willing to sacrifice everything in a unending pursuit for vengeance.

// Inspirations

Arsenal (Young Justice)

Robin (Teen Titans)

There are probably some Marvel heroes that fit into this concept as well. I’d appreciate some pointers.

// Playbook Feature – Comforts & Scars/Wounds

In the playbook is a list of nice things, called Comforts. Such as: a good home, a romantic relationship, parents, hobbies. Even more abstract things, such as: health, wealth, and so on. By crossing these things out, and turning them into Scars, The Scarred can gain new abilities, new moves, and upgrades for their existing moves.

For example, The Scarred’s playbook moves would have a basic effect, and this effect would be stronger if they take a Scar to upgrade it. There would also be a list of generic Upgrades that would let them upgrade moves from other playbooks, or even select new abilities and moves.

A final, big Scar is ‘Future’. If this Scar is taken, the current session may likely be The Scarred’s last. They die, are no longer remembered by the world as a hero (or at all), sell their soul, or something equally terrible. Taking this Scar at the very least bars them from ever becoming another playbook, paragoning, or retiring.

When and how they take Scars is something I haven’t figured out yet. Perhaps they are forced to take one once per session? Or maybe it’s totally up to them whenever they take a Scar. And if it’s the latter, I wonder what interesting consequences might come with a Playbook that essentially has a self-destruct button.

// Team Moves

The Scarred’s Team Moves focus around rebuilding and healing. They can choose between a mechanical benefit; clearing Conditions or gaining Potential; or a narrative choice to heal/rebuild one of their Scars. Effectively giving them something back, but at the cost of losing an upgrade.

// GM Moves

These are mostly focused around pushing and threatening Comforts. For example, pushing a comfort might be reminding The Scarred that they have very supportive and nice parents, and how wonderful and helpful it is to have people like that in their lives. Threatening a comfort might be reminding The Scarred that their parents could someday be in danger because of them, unless they cut ties, or that continuing to have a relationship with them hinders their mission. There may also be a move for tempting The Scarred to heal one of their Scars, effectively pushing them to ‘undo’ their work and backtrack on their mission for vengeance.

// In Summary

The Scarred can become a very powerful playbook/hero. They’re excellent at what they do, and they could potentially fill any role in the Team. However, those who know them can easily see how all-consuming and self-destructive their mission is. There should be worry, calls for them to give up their life of superheroing or take a vacation from it, but no matter what, that underlying need for vengeance should permeate every aspect of their life, beckoning them to pursue an endless struggle against evil.

So my players are gearing up for a massive Gala event that has all the makings of a heist/intrigue Issue.

So my players are gearing up for a massive Gala event that has all the makings of a heist/intrigue Issue.

So my players are gearing up for a massive Gala event that has all the makings of a heist/intrigue Issue. Two of my players have decided that to facilitate this heist they need fake identities. I suggested they play well known heroes and have worked on a Mechanic to make the stakes reasonable and not just about the RP. I’d appreciate some thoughts on this mechanic.

Alias:

Suspicion: ❑ ❑ ❑ ❑ ❑

You have an assumed identity. You must act in a manner which comports with your facade and failure to do so will raise suspicion. Whenever you fail to meet one of the assigned manners of your Alias, mark one on the Suspicion Track.

Well Known but not Well Researched: You’ve studied your Alias prior to using them as a disguise. You’ve learned some of their various tics and mannerisms. Pick Two.

Physical Ailment (Danger/Superior): Your Alias has suffered from a malady for some time. A debilitating virus, battle wounds from a fight with a rival or simply the march of time. Take -1 to Directly Engage or Assess the Situation while acting under your Alias. You may burn one Potential either on your track or earned in the scene to lower Suspicion while playing up your disability or ailment after a failed roll.

Incompatible (Freak): Your powers and the powers of your Alias are wholly distinct from one another. You’ll need some fairly good bluffing to make the square peg fit the round hole. Take -1 to Unleashing your Powers while acting under your Alias. You may burn one Potential either on your track or earned in the scene to lower Suspicion by solving a problem without your abilities.

Callous (Savior/Mundane): Your Alias is not known for their good reputation. Perhaps they’re a villain who wantonly disposes of their minions. Perhaps you’re a hero that punished harshly and praises rarely. Either way, you’re not the sort to stand up in defense of anyone or anything but yourself and your cause and everyone knows it. Take either -1 to Defend or Comfort/Support while acting under your Alias. You may burn one Potential either on your track or earned in the scene to lower Suspicion by rejecting or otherwise acting harshly to a teammate or someone you have Influence over outside your Alias.

Burned Bridges (Superior): The person you are emulating is either not respected, feared or otherwise an outsider to the wider hero community. Your words carry little weight with your peers. Take -1 to Provoke while acting under your Alias. You may burn one Potential either on your track or earned in the scene to lower Suspicion by further acting in a manner that would make your peers ostracize you.

Detached (Mundane): Your Alias, for whatever reason, is well known for their public persona at the expense of their more private reservations and feelings thus making it difficult to relate to others. Take -1 to Pierce the Mask rolls while acting under your Alias. You may burn one Potential either on your track or earned in the scene to lower Suspicion by actively opening up to someone you’ve spurned in the past.

Center of Attention: You’ve picked a popular or famous Alias and the world, regardless of why, has expectations and exceeding Influence over you. Take -1 to rejecting the Influence while acting under your Alias. At any time you may declare you are using your status to distract or place yourself at the forefront of the scene. Roll + Suspicion. On a miss, you may lower your Suspicion by 1 to a minimum of 0. On a hit you’ve got their attention, take +1 forward to your next action but increase your Suspicion by 1. On a 10+, you’ve misstepped, your enemies gain an opportunity and increase your Suspicion by 1. You may burn one Potential either on your track or earned in the scene to lower Suspicion by playing to your beloved status when it is least appropriate.

In the Moment: Any time, until your cover is blown, you may expend a single Suspicion to use an Adult Move associated with your choices from Well Known but not Well Researched. You may use this once per scene.

Facade: Maintaining an Alias is difficult. At the end of the scene or when time passes, roll + Suspicion to see how well you are keeping up your ruse. On a miss, you’ve kept your ruse up and no one seems to suspect a thing. On a hit, you’ve bungled some important detail. What is it? Take an additional -1 to a single Well Known but not Well Researched choices until the end of the following scene. On a 10+, someone knows and they’re bound to sound the alarm. Indicate one person in the scene and say how they know.

If masquerading as an Adult persona, you are considered to have Influence over teenage heroes. If they reject that Influence, instead of removing your or your Aliases Influence over them gain 1 Suspicion instead. Once all five Suspicion points have been marked, your cover is blown. Mark a Condition and prepare for the worst.

For my wife’s birthday, I commissioned a tumblr fan artist to illustrate her character from our Masks…

For my wife’s birthday, I commissioned a tumblr fan artist to illustrate her character from our Masks…

For my wife’s birthday, I commissioned a tumblr fan artist to illustrate her character from our Masks campaign—Sonia, the Bull turned Soldier. The notes I gave on the draft were to make the character a touch bulkier and strengthen her chin. Here’s the final version. My wife interprets it as a possible future version of Sonia from a few years from now, when she’s grown into leadership in her organization.

We’ve been going for about six sessions and I just closed our first arc.

We’ve been going for about six sessions and I just closed our first arc.

We’ve been going for about six sessions and I just closed our first arc. To commemorate it, I commissioned an artist to make this cover for the team. Clockwise from the top left we have Gaia (the Transformed), Azine (the Reformed), The Meme (the Innocent), Zasha (the Outsider), and Null (the Delinquent).

After they destroyed the City Museum in an attempt to stop The Meme’s future self, Swift Rift, a judge remanded them to the custody of the one hero willing to intervene on their behalves: Macho Talon. In the first step to expand her crime-fighting/social-media empire further to greatness, Macho Talon has unveiled the Macho Squad. The Macho Squad is a teen super hero team in a world that hasn’t been ready to even consider such a possibility in the last decade. Especially after the tragedy that befell the last teen superhero team, Teen Force. Can the Macho Squad forge a brand new path in this dangerous and exciting world.

Hopefully my group enjoys it just as much as I do because I can’t wait to see how far they will go.

At a recent Masks session, my sister guest-starred as a Legacy.

At a recent Masks session, my sister guest-starred as a Legacy.

At a recent Masks session, my sister guest-starred as a Legacy. She was the child of adult heroes that had already been introduced in the campaign, and their powerset didn’t match one of those listed for the Legacy. So we took her parents’ powers (weather control) and created a track of abilities for them:

*Temperature control

*Precipitation control

*Wind control

*Lightning control

*Flight

This worked well. She picked Temperature control, wind control, and flight. Which are pretty cool on their own! But the lack of lightning and rain, snow, hail etc. also gave the sense she had room to grow into her heroic mantle. It’s cool to break down a classic powerset into a suite from which the Legacy has to choose what they can do already and what they aspire to get to do.

I ran the Homecoming dance episode of our campaign last night (fuller recap coming soon).

I ran the Homecoming dance episode of our campaign last night (fuller recap coming soon).

I ran the Homecoming dance episode of our campaign last night (fuller recap coming soon). I thought folks here might enjoy the custom moves for dancing I came up with:

____________

When you bust a move on the dance floor, roll +Freak. On a hit, you attract the attention of anyone you want, or gain Influence over one onlooker.

On a 7–9, choose a complication:

–You attract unwanted attention also

–You take a condition due to your awkwardness

On a miss, the GM will tell you what happens.

__________

When you initiate an intimate moment at Homecoming, roll +Mundane. On a hit, the other person must reciprocate or mark a condition.

On a 7-9, they get to ask you a question you must answer honestly.

On a miss, the GM will tell you what happens.

Made a playbook.

Made a playbook.

Made a playbook.

The Student

Concept: You learned your powers. At school!

Setting presupposition: There semi-secret groups who just have powers. Think Wakanda, Atlantis, The Inhumans

Teenage Archetype: Why do you waste your talents like that, kid?

Suggestions welcome.

https://docs.google.com/document/d/18OKo7ZLMGn9Omk_-eogTgodzVHa65RiqWRdZlHLsVb8/edit?usp=sharing

Been a really long time since I banged around these parts but not been dormant on the Masks front.

Been a really long time since I banged around these parts but not been dormant on the Masks front.

Been a really long time since I banged around these parts but not been dormant on the Masks front. Love the new playbooks, excited for the last few that are coming.

Been running a lot of games and a player of mine expressed a desire to play a different sort of Time Traveler. The Samurai Jack/Etrigan sort that’s thrust ages ahead in time. A mix of The Innocent and the Outsider. My players helped with some editing/ideas and I am very proud to present the latest of my Homebrew Playbooks. The Relic.

https://docs.google.com/document/d/1cbPuGQUfKilN1Ve71ueZe8mHfL1i0c20B8wIizRYLo0/edit?usp=sharing

And here’s what lead to our Darkhavian adventure: The team arrives (bringing along the protégé’s mentor, Penny…

And here’s what lead to our Darkhavian adventure: The team arrives (bringing along the protégé’s mentor, Penny…

And here’s what lead to our Darkhavian adventure: The team arrives (bringing along the protégé’s mentor, Penny Dreadnought) just in time to see Sonia the Bull reclaimed by the shadowy organization that created her, The Forge.